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:

Backstage with Mochizuki Tama

Joined
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Activating CA abilities as indicated here.

Suppressing Fire (1 point) x3
Advanced Cancellation (2 points)
Extreme Understanding (1 point) x2
Secondary Nature (1 point)
Spell Cancel (3 points)
Recoil Effect (2 points)
Combat Efficiency (2 points)
Sensory Deprivation (3 points)
Critical Fallacy (2 points)

20/20 CA points spent.

Claiming Free Major Affinity: Wind
Claiming Free Minor Affinity: Lightning

Unlocking Advanced Affinity: Photon
[spoilername="Photon RP"]Tama always thought she was the center of attention, or thought that she should be. That fact didn’t change with her entrance into the Kumogakure Shinobi Academy. While in class she always tried to find the way to stand out the most, to bring everyone’s focus onto her. And what better way to do just that than consistently show off the flashiest of all the jutsu ever invented. Tama sort of liked the idea of blinding people with her magnificence anyway. So with those ideas in mind, Tama actually put some effort into studying ninjutsu. Usually, she only focused on the physical courses because they didn’t really require her to think, but the idea of being her own spotlight, really appealed to her. Much to the surprise of her family, Tama was quiet for a few weeks as she diligently read her schoolbooks and quietly ran through handseals. Some even dared to think that she had turned over a new leaf, and they were thoroughly disappointed when Tama returned to her usual self a few weeks later, except now armed with the power of instant spotlights and flashbangs. Everyone who had thought that Tama had changed wondered why they had even considered that possibility. For the next few days after Tama had finally learned how to create Photon chakra the entire Mochizuki family wore sunglasses everywhere they went, lest they were blinded by a stray flashbang or laser beam, and most members of the family still have a pair on their person at all times, because Tama is very fond of giving surprise demonstrations of her skills. And the worst part was that Tama considered the whole world a stage, and that it was always showtime. Tama didn’t stop her surprise flashbang demonstrations until Tomo snapped at her for blinding him while he was painting one day. She sat in her room for awhile sulking after that, playing with photon chakra by herself until she forgot about why she was upset and jumped out of the window to a nearby rooftop to enjoy the rest of the day.[/spoilername]


Weapon Name: Performance Gear
[spoilername="Weapon Details"]Lightweight and comfortable, these gloves and boots were lovingly made by Tama’s mother. They allow Tama to make pinpoint strikes but due to their lightweight construction they lack in the damage department.

Damage Type: Unarmed

Bonuses +2 accuracy, -10% damage

Augments: Amplify, Blood Rack, Pressure[/spoilername]
 
Ability RPs

Quick Healer
Tama was no stranger to injury, in fact one of her most defining moments in Kumogakure was getting injured during a spectacular fall that ended up decimating the Dawnbringer Plaza shops. There was also that time where she was shot by the terrorist nuke-nin Hayata Makoro twice. Her body still bears the scars from where the crossbow bolts had pierced her chest. Her most recent bout with injuries came in the fight to reclaim Shiranai and the Raikage from Makoro’s diabolical grasp. But despite the severity of the injuries she received in all three events, Tama was found to be running around seemingly unfazed by it all. Her parents always were impressed by her recovery rates, they always said it was like she was simply willing her body to heal so she could perform again.

Willpower
If any shinobi bothered to look up the definition of the word “stubborn” in Huebusutaru’s Dictionary in the Bibliotheca they would find a small photograph of a blue-haired girl with a cocky grin on her face deftly glued over the definition. It was an apt description of Mochizuki Tama. If there was anything she wanted, she pursued it relentlessly, never giving up until she had attained her goal. Oftentimes, this put her at odds with her twin brother. But eventually she would wear him down until he would simply give in to his sister’s demands, if only to get her to shut up. If Mochizuki Tama had to do something, she would have to do it better than everybody else, and she had the drive to do it even when the going got tough.

Called Shot
Tama had a lot of teachers. When it came to the performance arts her father took the reins, when she was studying ninjutsu and genjutsu at the Academy her mother gave her pointers, but when it came to combat tactics her uncle Tomoyo was her instructor. As a veteran shinobi of Cloud he had a veritable gold mine of experience he tried to pass on to both Tomo and Tama. One such thing was that in a battle sometimes aiming to cripple your opponents was more beneficial than attempting to just simply deal killing blows. An enemy with head trauma couldn’t resist mental attacks as effectively; one with leg injuries couldn’t dodge as effectively. Tomoyo trained Tama specifically in executing these kinds of debilitating attacks, due to her treatment of fighting as a spectacle. He thought that this way she would be able to survive more of the fights she would inevitably get into.

Elemental Illusion – Wind
Tama had always been attuned to Wind as an element. Her spontaneous, carefree nature that could vary between a nonchalant breeze and a tempest of activity was indicative of this. So it was not surprising to her teachers at the Academy when wind became a key element in her genjutsu. Her mental clones became wispy; her illusions of success had wind blustering about them. This usually resulted in the target becoming unable to staunch any blood loss they encountered while fighting Tama. As this was considered dangerous by the teachers of the Academy, Tama was barred from using genjutsu in any schoolyard brawls. Not because it wasn’t an acceptable tactic, but rather the teacher’s involved simply didn’t want to fill out any more paperwork reporting Tama’s reprimands.

Combat Instinct
Speaking of schoolyard brawls, Tama was involved in many. During her stay within the Aurora Eruditio’s walls Tama had managed to piss off quite a number of individuals that tried to knock her down a peg or two. So Tama usually started and ended school days fighting off two, three, or four other Academy Students at once. Some days she’d win, others she’d lose; but one thing she did take away from that experience was the importance of redirecting her opponents’ attacks so that they would hit each other instead of her. As she mastered this technique, she began to score more victories in these brawls than defeats, although her arrogant nature sometimes lead to her becoming over-confident in her abilities and biting off more than she could chew.

Conservative Motion
Tama trains long and hard for her performances onstage. Sometimes the troupe has multiple performances strung throughout a day, or over a weekend, and so Tama needed to be able to perform consistently to make the shows a success. She strives to conserve her energy so she can continue to perform well during multiple shows. This trait has carried over into her combat style as well, her movements in battle waste very little energy, enabling her to perform more strenuous actions with relative ease, as well as endure long, drawn-out affairs. Her uncle comments that this ability of hers was one of the very few things that came out of performing in that “silly stagecraft.”

Unarmed Physical Style
Tama’s obsession with being the best applies not only to her training, but to her equipment as well. In her opinion there is nothing more exquisitely deadly and powerful as herself. As such she has altogether forgone training with any weapons besides her own body. As such she strove to learn various forms of martial arts from her mother, her uncle, as well as the various teachers at the Academy. During her various brawls with her schoolyard rivals, she had ample time to practice these forms to near perfection. As she is now, she can actively fight with six different types of martial arts, and switch between forms with relative ease, giving her extreme versatility in combat.

Hyperactive
Tama is unable to sit still for long. Easily bored, she constantly strives to start something exciting around her. Usually this activity also centers on her, as she is the star performer on the stage of life as far as anyone else is concerned. This particular trait of hers causes her twin Tomo the most grief, as Tama disrupts the peace of a daily routine simply because she is bored, and drags her twin into the messes she causes. However, Tama is unconcerned about what others say when it comes to her high-octane lifestyle and proceeds unabashedly to burn her excess energy in whatever way she pleases.

Weapon Mastery
Tama’s weapon of choice has always been her own body. Knowing this, her mother made Tama a set of gloves and boots that can withstand the punishment that the daily life of one such as Tama. Tama has used these as long as she can remember, with her mother repairing and resizing them when she outgrew them or damaged them in some way. Thus, Tama inherently knows the capabilities and limitations of her “Performance Gear” as her mother called them. She never feels more confident then when she is wearing them, and usually never takes them off for any occasion, except dinner with the family.

Acrobatics
Her father’s forte, even though he wasn’t a shinobi, Tama learned the flexibility and the agility required of the Mochizuki Troupe’s strenuous acrobatic performance. Her father wasn’t the strictest of teachers and preferred to teach her by simply doing. This resulted in the pair of them racing through improvised obstacle courses. These courses were usually the village itself, much to the chagrin of bystanders and passersby. This training has served her well in her service of Kumogakure, allowing Tama to contort her body and nimbly dodge incoming attacks. Although even if she had no combat oriented purpose for training in this aspect, she would do it anyway. The most fun Tama has is when she is agilely swinging through streets, running along rooftops, and traipsing among treetops.

Branch Ability – Shinobi 101 (Taijutsu)
Tama was able to learn something from a swordsmanship class she once attended on a whim at the Academy. While not interested in the way of the sword as the other students were, she picked up on some of the basic movements of their styles and moves. With some minor “Tama”-difications, she was able to apply the slashing motions of their movements to her unarmed strikes. If she moved he hands fast enough, Tama could mimic the moves used by the swordsmen, or at the very least cause similar effects. However, the effort required to pull off these adaptations of sword strokes was too much for Tama to be able to recreate their basic strikes, but Tama wasn’t too perturbed. She was excited that she could perform this kind of taijutsu with her bare hands and spent the rest of the day slicing up training posts.
 
Ability switching Approved
Ability listing:

Branch Ability - Shinobi 101 (Taijutsu)
  1. Healing Factor
  2. Willpower
  3. Called Shot
  4. Elemental Illusion – Wind
  5. Combat Instinct
  6. Conservative Motion
  7. Unarmed Physical Style
  8. Hyperactive
  9. Weapon Mastery
  10. Bloody Mess
 
Mochizuki Tama said:
Weapon Name: Performance Gear
[spoilername="Weapon Details"]Lightweight and comfortable, these gloves and boots were lovingly made by Tama’s mother. They allow Tama to make pinpoint strikes but due to their lightweight construction they lack in the damage department.

Damage Type: Unarmed

Effect: Naturally causes Supression

Bonuses +2 accuracy, -10% damage

Augments: Amplify, Blood Rack, Pressure[/spoilername]

Update to the weapon Tama carries. (Shoulda done this awhile ago)
 
2nd CA from Chimera Kinjutsu: Ghost Walker

Link to Approval

Sacrificing the following Abilities
Healing Factor
Bloody Mess
-Empty Slot-
[spoilername="Ghost Walker - Bought things are bolded and colored"]Unreal Understanding - Passive (3 points)
Due to their experiences with the surreal and illusionary, Ghost Walkers are less affected by illusions and tend to be less fearful than others, not being completely affected by the intended penalties.
Effect: All penalties from genjutsu are reduced by 1 (if Blinding Flash would normally do -3 accuracy, they only take -2). Fear effects do not apply. 5% chance to break out of any genjutsu each round.

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


Extra-Sensory Perception - Modification (2 points)
Restriction- Requires Sixth Sense
Honed beyond that mere "gut instinct" that some people can get, a Ghost Walker’s ability to know things by feeling is just downright creepy in how accurate they can be.
Effect: Can detect people nearby, harder to ambush or surprise. Can often tell if something’s real or not (a fake, illusion, supernatural occurrence) just by looking at it. In battle, this manifests as a +2 to all awareness and genjutsu save rolls.

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

Sound Mind - Boost (1 point) x2
Restriction- Can only be purchases a maximum of 3 times.
Because of their many encounters with the supernatural or unreal, Ghost Walkers are far less affected by the strange or illusionary, giving them a calm mind in the face of the bizarre or unreal.
Effect: +1 Genjutsu Save


Ghost Illusion - Dependent Special Move (2 points)
Restriction- B Rank and up
Ghost Walkers have the unique ability to make their illusions physically present, making them that much harder to resist and avoid. Their skill in this often confuses others as to whether such things truly exist or not.
Effect: Gives Genjutsu a Physical Presence. The victim makes a check against the users Genjutsu Difficulty as normal but also must make a check against the users Ninjutsu Accuracy upon initiation. Upon a successful Ninjutsu Check, all damage dealt upon the target deal +10% damage. This technique costs Hp equal to 15% of the Cp Cost. This may only stack twice on a single target.

Notes:
- Each round a Ninjutsu Check is also made between the user and the victim following Genjutsu Rulings. If the Ninjutsu Check fails, the additional +10% damage is negated.

Burrowing Spell - Passive (2 Points)
Certain barriers are no use to employ against those attuned to other worlds, as their ghostly sight and senses bypass them entirely. Such overcharged spells have a tendency to be more potent than average as well.
Effect: All Genjutsu bypass barriers, and deal 40 Illusionary damage per Jutsu Level, per sense. This damage is automatically dealt each round the genjutsu is maintained, and cannot be avoided or reduced in any way.


Mind Guard – Modification (3 Points)
Restriction- Requires Defensive Technique
Ghost Walkers live in a world unlike that of most people, and so their minds are much harder to influence due to the spiritual defenses granted to them.
Effect: Whenever the user enters the Defensive Stance, they may replace the Accuracy Penalties and Dodge Bonuses with equivalent Gen DC Penalties and Gen Save Bonuses.

Notes:
-This also counts for Defensive Techniques -1 Acc/+1 Dodge ratio.
-This replaces Defensive Techniques

Mind Over Body - Passive (3 Points)
With so much focus on their minds and honing their chakra, Ghost Walkers often find their minds recover so much more quickly than their bodies do, especially while in their native state of befuddling the mind.
Effect: User gains back 2% CP every round they use a Genjutsu.


Spirit Barrier - Modification (2 Points)
Restriction- Requires Barrier
There is more to this barrier than the mere name, as one attuned to the spirits can hear the whispers of ghosts around it as it shapes into existence. These spirits are more likely to withstand blows for one who can speak to them.
Effect: Barrier gains 1500 HP more than normal when used and fully heals itself each round. The user gains back 300 HP a turn while it is in use.

Ethereal Weapon - Independent Special Move (3 Points)
Long have Ghost Walkers sought a viable means of attacking while in Ghostly Form, and here it is--a weapon of sharpened chakra itself, striking with piercing force and able to be held by even the intangible.
Effect: User creates a pure chakra weapon of any type that is able to pierce half of all damage reduction, including Ghostly Form. This weapon is treated as being augmented with the augments Spirit Link and Mirage, regardless if the user posses the augments. The user may replace either Spirit Link or Mirage with a single purchased augment, but this must be declared upon creation. Weapon must follow all weapon creation rules for the user's rank, and costs 100 CP and 1 AP to summon and 100 CP/rnd to maintain.

Ghostly Form - Jutsu (1 point, 1 to rank up) x2
Restriction- A-Rank and Up
The culmination of their supernatural power, a Ghost Walker can use this technique to turn completely ethereal for a small amount of time.
Rank 1: User turns ethereal for 2 rounds. While ethereal, the user only takes 60% damage from physical attacks, but still take normal damage from Ninjutsu/Genjutsu. User also deals 60% less physical damage to others, unless they are using Ethereal Weapon. The user takes +25% damage from Evil/Holy attacks.
Rank 2: User turns ethereal for 3 rounds. While ethereal, the user only takes 50% damage from physical attacks, but still take normal damage from Ninjutsu/Genjutsu. User also deals 50% less physical damage to others, unless they are using Ethereal Weapon. The user takes +20% damage from Evil/Holy attacks.
Cost: 4000 CP and 3AP
Notes: This counts as a Chakra Armor.
[/spoilername]

So Current Abilities should be:

0. Shinobi 101 (Taijutsu)
0. --No Branch Ability Currently--
1. Willpower
2. Called Shot
3. Elemental Illusion - Wind
4. Combat Instinct
5. Conservative Motion
6. Unarmed Physical Style
7. Hyperactive
8. Weapon Mastery
9. -Kinjutsu-
10. -Kinjutsu-
11. -Kinjutsu-
 
Second CA is noted. Ghostwalker points approved.

Tama's current abilities are as follows:

0. Shinobi 101 (Taijutsu)
0. --No Branch Ability Currently--
1. Willpower
2. Called Shot
3. Elemental Illusion - Wind
4. Combat Instinct
5. Conservative Motion
6. Unarmed Physical Style
7. Hyperactive
8. Weapon Mastery
9. -Kinjutsu-
10. -Kinjutsu-
11. -Kinjutsu-
 
Dropping Unarmed Physical Style and picking up Bull's Strength
Req'd WC for Drop: 100
Req'd WC for New Ability: 100
Total Req'd WC: 200
RP WC: 205
Tama's body wasn't able to handle the rigors of the disciplined styles of martial arts anymore. The movements felt sluggish, the strikes, felt weak, and she kept misjudging the distance between herself and her target. Haruko had attributed this to the fact that not only was Tama grown taller during her six years in limbo, throwing off her spatial awareness, but also that her body had spent those six years not practicing any of the forms. Though loathe to admit she could not do something, Tama had reluctantly agreed with the analysis of her ghostly companion. She missed the precise movements of the style, but knew better than to force her body to do something she wasn't suited for any longer.

In exchange, Tama noticed that the raw power of her attacks had increased. Before her kicks and punches would merely crack and gouge holes into the unfortunate training posts on which she practiced. However, a solid hit now would cause the posts to virtually explode. Curious she asked Haruko if she had an explanation. The ghost replied, "Don't ask me to explain your ridiculous strength, idiot. Your very existence breaks most laws of physics I know," with that the ghost disappeared in a huff.

Dropping Shinobi 101 - Taijutsu (Slashing) and picking up Shinobi 101 - Genjutsu (Photon)
Req'd WC for Drop: 100
Req'd WC for New Ability: 100
Total Req'd WC: 200
RP WC: 265
Tama was excited to put her newfound strength to the test, so she tried using a "Tama"-dified sword move she had learned a while back. She had focused on being able to mimic the slashing movements with her hands, and thought that the application of this newfound strength would make her moves even stronger. Unfortunately, the effort ended with a bruised hand and a dented training post. Wincing, she wondered why this would be the case. She recalled, Haruko's words that after six years of being in stasis, her body would have to get used to things all over again. And in some cases, she would find herself unable to do things she once could.

"Your greatest asset is your mind now," Haruko said from somewhere. "Regardless of how much power is in those idiotic fists of yours. Learn to fight more elegantly, stupid." Tama imagined a photon bolt striking the annoying ghost in the head. She could almost see it smacking the uppity former kunoichi, and she could almost hear her whine about almost dying...again. Tama paused, she could hear Haruko whining, "Why the hell did you do that? If I wasn't dead I'd be dead! But at least you are using the talents you stole from me. I suppose that is some small consolation in itself. As you are my only link to this world I can't have you dying on me, teaching this imbecile is just another trial of love I have to go through for my darling Haruki. Your mind is just as powerful as your fists, remember that you nitwit!"

Picking up Main Branch Ability Journeyman
Req'd WC for New Ability: 100
Total Req'd WC: 100
RP WC: 116
Tama enjoyed adventure. And performing. And being the center of attention. Which was why she enjoyed being part of Kumogakure's Main Branch. When traveling for missions, or for personal reasons, Tama had made slight changes to her jutsu. The changes were small, and the end result was the same, but these "Tama"-difications left her feeling less drained after using them. Combining handseals with movements, timing her punches and kicks so they used the momentum from previous attacks to continue. Little things, really. But Tama's attention to the little things made her a great performer, and she figured that what was good on the stage would probably be good on the job as a shinobi as well.
 
Update to Performance Gear
Mochizuki Tama said:
Weapon Name: Performance Gear
[spoilername="Weapon Details"]Lightweight and comfortable, these gloves and boots were lovingly made by Tama’s mother. They allow Tama to make pinpoint strikes but due to their lightweight construction they lack in the damage department.

Damage Type: Unarmed

Effect: Naturally causes Supression (+3% Suppression Chance from Bull's Strength)

Bonuses +2 accuracy, -5% damage [-10% + 5% from Bull's Strength]

Augments: Amplify, Ignition, Pressure[/spoilername]



And a brand new weapon!

Weapon Name: Thinking Gear
[spoilername="Weapon Details"]A new set of gloves and boots crafted by Tama after her return from limbo. They pack a little more punch, but also allow for greater flexibility of her hands and their effectiveness can be boosted by her newly gained abilities.

Damage Type: Unarmed

Effect: Can use handseals while equipped

Bonuses: +0 Accuracy (Negative modifier reduced by 1 from Bull's Strength), +10% Damage (+5% from Bull's Strength), Passively Equipped (Weapon Mastery: Unarmed)

Augments: Fata Morgana, Chakra Drain, Swift[/spoilername]
 
Ethereal Weapon Creation too:

Weapon Name: Ghostly Gear
[spoilername="Weapon Details"]The name Tama gave to the form she gave her chakra weapon. It resembles what she is comfortable fighting with, plus a bit of imagination.

Damage Type: Unarmed

Effect: Can use handseals while equipped

Bonuses: -1 Accuracy (Negative modifier reduced by 1 from Bull's Strength), +15% Damage (+5% from Bull's Strength)

Augments: Spirit Link (Mandatory), Fata Morgana (replacing Mirage)[/spoilername]
 
Mochizuki Tama said:
Weapon Name: Performance Gear
[spoilername="Weapon Details"]Lightweight and comfortable, these gloves and boots were lovingly made by Tama’s mother. They allow Tama to make pinpoint strikes but due to their lightweight construction they lack in the damage department.

Damage Type: Unarmed

Effect: Naturally causes Supression (+3% Suppression Chance from Bull's Strength)

Bonuses +2 accuracy, -5% damage [-10% + 5% from Bull's Strength]

Augments: Amplify, Ignition, Pressure[/spoilername]

Weapon Name: Thinking Gear
[spoilername="Weapon Details"]A new set of gloves and boots crafted by Tama after her return from limbo. They pack a little more punch, but also allow for greater flexibility of her hands and their effectiveness can be boosted by her newly gained abilities.

Damage Type: Unarmed

Effect: Can use handseals while equipped

Bonuses: +0 Accuracy (Negative modifier reduced by 1 from Bull's Strength), +10% Damage (+5% from Bull's Strength), Passively Equipped (Weapon Mastery: Unarmed)

Augments: Fata Morgana, Chakra Drain, Swift[/spoilername]

Weapon Name: Ghostly Gear
[spoilername="Weapon Details"]The name Tama gave to the form she gave her chakra weapon. It resembles what she is comfortable fighting with, plus a bit of imagination.

Damage Type: Unarmed

Effect: Can use handseals while equipped

Bonuses: -1 Accuracy (Negative modifier reduced by 1 from Bull's Strength), +15% Damage (+5% from Bull's Strength)

Augments: Spirit Link (Mandatory), Fata Morgana (replacing Mirage)[/spoilername]

All weapons approved.
 
Dropping Void Adept ability Recoil Effect (2 CA points) and adding and purchasing an additional stack of Secondary Nature (1 CA point) for a total of 19/20 CA points spent for Void Adept.
[spoilername="Void Adept Table -- Bought Things Are Bolded"]For every action, there is a reaction, and that is an Opportunist. For every other action, however, there is a means of cancellation, of removing that force from the equation, and that is where the Void comes in. Experts of manipulating the unseen element present in Genjutsu, Void users have the ability to channel some very risky, though ultimately useful, skills.

Pressure Points - Independent Special Move (2 points)
You don't dodge someone's attack when you can see it coming and stop it. Likewise, you don't actually stop the opponent from attacking when they've started--you watch for the signs of them attacking and block them from ever trying.
Effect: Allows the user to cancel an opponent's attacking Taijutsu by knocking them off-balance with a targeted hit before they attack. Uses the user's melee accuracy -2 versus the target's melee dodge. If the attempt fails, the opponent's attack gains a +2 to hit. Can only be used once per round, and this is done reflexively.

Suppressing Fire - Boost (1 point) (Bought 3 times)
Restriction- Two melee Taijutsu mastered, can be purchased up to three times
In order to attack your opponent you can travel the route of first disabling them rather than dodging them. Void Masters are particularly adept at this, able to strike at sore points and weak spots.
Effect: The user gains +5% chance of suppression when using melee Taijutsu and basic attacks.


Advanced Cancellation - Modification (2 points) (2 points spent)
Restriction- Must have Cancel, C-Rank
An understanding of the opponent's mind makes it that much easier to block the effects of an illusion. Void adepts are able, through a slanted view of the world, to counter any illusion with much more success.
Effect: User gains +2 to all attempts to cancel an opponent's Genjutsu on themselves.


Depth of Night - Modification (2 points)
Restriction- Must have Night
A Void Adept is able to expose their targets to the blackness of nothing for a brief instant that can scar them badly. This is a lesser version of one of their penultimate techniques, though the effects are somewhat different, and it is much less draining to cast.
Effect: While using Night, user can choose to activate a secondary effect for an extra 20% CP. Target must fail a secondary save to this at -1 Save to be affected. Causes temporary sensory blackout for the duration of the jutsu and gives a -3 penalty to hit while it's active. Can only be used twice per battle. Costs an additional 20% CP per round to maintain on top of the Night jutsu. Can only target one person per use of the jutsu.

Extreme Understanding - Boost (1 point) (2 points spent)
Restrictions: Can be purchased twice
With their higher knowledge of the way a mind works, Void users are better able to thwart it. This results in their illusions being quite a bit more painful than the average, leaving their opponents stunned upon impact.
Effect: User gains direct damage on Genjutsu equal to 5% of its CP cost (per round).


Secondary Nature - Boost (1 point) (2 points spent)
Restrictions: Can be purchased twice
Manipulations come as second nature to the more tricky Void Adepts. The mind can be their plaything if they so choose to make it. The nature of their Genjutsu can be quite hazardous to those unprepared for mental assault.
Effect: Target gains -1 Genjutsu Save for the rest of the battle when hit by a debuffing Genjutsu. This effect cannot stack on the same target.


Spell Cancel - Independent Special Move (3 points) (3 points spent)
Restrictions: C Rank and up
Some would say spells cannot be canceled outright, merely counteracted. Except for this, they would be right, but it can be a risky technique. Void Adepts' motions allow them to knock a spell straight out of the air.
Effect: User has the ability to, if they choose, attempt to cancel an opponent's possible Ninjutsu. This requires the use of 2 AP and the user gains -2 dodge for the round if the attempt fails. The chance of success is the use of Cancel using the users Ninjustu dodge and the opponent's Ninjutsu accuracy in place of Genjutsu Save and DC. Can only be used once a round.


Counteraction - Passive (3 points)
The movement of the Void user can be used defensively as well as offensively. This rapid movement can be used efficiently and effectively to dodge attacks abnormally.
Effect: User has the ability to use Taijutsu dodge against Ninjutsu. If at any time during this period they are hit by a Ninjutsu, they take a -1 dodge penalty, up to -2. Allows the user to choose which rounds it is active.

Recoil Effect - Passive (2 points)
Restriction- Must have at least one Style
It's not easy to keep your wits about you when lost in the tangle of battle. Sometimes you just need to slow down a bit. Void Adepts have the focus and split second timing needed to deflect mind arts while in rapid physical motion.
Effect: When using any Style in battle, if hit by a Genjutsu, the user may choose to take half penalties, rounded down, at the expense of dropping out of the Style. Cannot be used if the Style would have ended that turn anyway. Can only be used three times in a battle.

Combat Efficiency - Independent Special Move (2 points) (2 points spent)
Restriction- Requires a weapon
By channeling their own skills into their weapon, a Void user may temporarily embed it with a mock cancellation effect. The heart of their physical techniques, sometimes this can even stop attacks altogether.
Effect: While using a weapon, user may choose to infuse it for three rounds with the Suppression ability using 300 CP. Suppression attempts with this weapon suffer a -1 acc penalty due to not being intended for the ability. Suppression chance on the weapon is 10%. A weapon that already has Suppression has its chance to activate increased by 10%.


Snapback - Modification (2 points)
Restriction- Must have Called Shot
The Void is tied to movement, both to bridging the gap between here and there and inhibiting the opponent from doing the same. A Void master can be very effective of doing this to someone when they don't want to roll the dice on it.
Effect: User can make a Called Shot at +1 accuracy to activate Suppression on the opponent. Can only be done with basic attacks. Can only be used once a round per target.

Sensory Deprivation - Independent Special Move (3 points) (3 points spent)
Restriction- B Rank and up
A single look at the Void which the Void master draws on can mark and warp a normal human forever. A ninja isn't quite as heavily affected, but the mark is still there, preying on their doubts and fears. Not even thought can penetrate this veil so easily.
Effect: Completely removes the opponent's senses for one round. During this round, the target suffers -4 dodge and accuracy and -2 Genjutsu DC and Save. Doujutsu cannot be used. The Genjutsu and Save debuff fade at the end of the round. The dodge and accuracy penalty lessens by two each subsequent round. Costs the user 1700 chakra and 3 AP. This is treated as a Audial/Kinetic/Visual Genjutsu.


Critical Fallacy - Jutsu (1 point, 1 to rank up) (2 points spent)
Restriction- A-Rank and up
In the middle of an attack is where the opponent is most vulnerable, and it does take far more energy to swing and miss than to swing and hit. It can hurt, too--especially if there's an obstacle in the way for the Void Adept to deflect their opponent into.
Rank 1: Deals 4000 damage at -2 accuracy. If the opponent is using Taijutsu also, loses the accuracy penalty and gains an added +1 to critical range. All Taijutsu accuracy buffs apply, damage buffs do not. Gains an extra +1 to critical range for each Called Shot and Acupuncture ability. User gains -2 melee Taijutsu dodge for the round if jutsu does not hit.
Rank 2: Deals 5000 damage at -1 accuracy. If the opponent is using Taijutsu also, loses the accuracy penalty and gains an added +1 to critical range. All Taijutsu accuracy buffs apply, damage buffs do not. Gains an extra +1 to critical range for each Called Shot and Acupuncture ability. Functions the same as the Suppression weapon ability with a +4% to work. User gains -1 melee Taijutsu dodge for the round if jutsu does not hit.

Cost: 2500 CP, 2.5 AP

Notes: Damage receives no buffs, except for possible criticals.
[/spoilername]

[spoilername="RP for CA point shuffle"]Tama remembered learning how to sacrifice her martial forms when attacked mentally. The change of mindset from martial artist to brawler was often more than enough to shake off most effects of an opponent's genjutsu. However, she was no longer able to use martial arts. Therefore, she decided her efforts were spent better increasing the effectiveness of her own mental attacks rather than maintaining that sort of split mindset. Her uncle Tomoyo, as her instructor in the ways of the Void Adepts, would most likely not approve of her decision. He detested undisciplined fighting, calling it wasteful, inelegant, and rude. To this day, Tama didn't understand much about what he meant by that. To her, winning was the number one goal, and entertainment was the second.

"Your uncle had a poor student indeed," the ghost Haruko snidely commented, "I actually meant poor as in unfortunate, though you don't strike me as the studious type." Tama glared at the ghost, the dead kunoichi had made it a habit to appear out of nowhere to simply remark on Tama's doings randomly. She was lucky when a day went by without an arrogant, self-aggrandizing word from her ghostly companion. "I actually meant no disrespect, your current body isn't suited for such things. You were correct in your judgment. It surprised me, even a blind squirrel finds a nut once in awhile. Explain the situation to your uncle, if he's as great a shinobi as you say, he'll agree with you." With that the ghost disappeared, as if uncomfortable giving Tama a compliment.

Haruko was right, as much as it irked Tama to admit it. Uncle Tomoyo wasn't so petty as to shun Tama for adapting her fighting style to her current circumstances. In fact, maybe he might have some suggestions on how I can impprove, Tama thought to herself. Her expression visibly brightened, and she ran off to find her uncle.

WC: 318[/spoilername]
 
Ability Swaps

Bull's Strength → Wind Style
Tama’s penchant for the element of wind was beginning to show even more clearly now that she was fully coming into her own as a shinobi. Wind seemed to guide her movements, making her attacks faster and more precise. At the same time she seemed to be able to use those currents to increase her already proficient skill at dodging attacks. She wasn’t sure what caused it, it didn’t feel like Tama had intentionally called the winds to her aid, but more of a subconscious thing. When she dropped into a fighting stance, the air just seemed to rush around her. Perhaps because she spent so much of her time using wind jutsu? Tama decided that it wasn’t her place to question, and just accept her newfound ability.

Her unnatural physical strength seemed to not be compatible with this method of fighting though. So Tama had to choose one of the other. In the end, she gave up on the tremendous physical power, because in the end she was beginning to feel limited by it. And so gradually, powerful punches and kicks turned into sweeping slices, and elegant movements. Predictable patterned powerful attacks gave way to the chaotic force of nature that Mochizuki Tama seemed to emulate now both in fighting style and personality. Tama thought that she could have probably kept both and worked to find a way to use them simultaneously, but Tama didn’t feel it was worth the effort and let the ability slip away.



Weapon Mastery → Bloody Mess
Tama had once taken extreme pleasure in the visceral effect of beating her opponents into bloody pulps. But after coming to terms with the fact that the people she was fighting were not just acting half-dead, they were half-dead she had stopped being so violent towards people. However, after absorbing Yamauchi’s body, Tama found herself questioning why she had stopped. She knew why, but something in her instincts cried out for blood to be spilt, that she wasn’t truly alive until she had been baptized in the fire and blood of battle. And before she realized it, Tama had slipped back into severely lacerating her opponents. Albeit with more grace than brute force now.

Tama had also stopped training exclusively with fist-fighting. Which shocked most of her family, except maybe Komora, who was probably too focused on swords to really care what Tama did. But with the knowledge that her entire body was now a weapon, she sought to master it, and all the potential it possesed rather than the fighting styles of one type of weapon. It still seemed that she preferred melee combat though, as she deigned to practice more with the melee weapons rather than the bow or projectiles. When asked, she said, “That’s Tomo’s area, my area is eveything else.”

Empty Slot → Combo Master
Grace, precision, and a desire to put on a great show. These were what Tama had in mind when she had gone in to find a body. However, after obtaining Yamauchi’s Kaguya genes, Tama’s desires had shifted somewhat. The contents hadn’t changed, but the locale had. Prior to the incident in the morgue she had only desired to perform on stage, being a shinobi was her job and performing her passion. Now though, battle and performance meant the same thing. One of the ways Tama began to practice this new creed, was continously chaining attacks together. One after another after another. The skill and coordination to pull off multiple different attacks in a row was extremely taxing, but the end result was extrememly satisfying to the young chuunin. To be able to fluidly move from vastly different attacks before opponents could react would probably be something that would dazzle and be effective on the battlefield.

Willpower → Initiative
Tama had always been one to jump the gun when it came to other things. She had been quick to jump into missions she wasn’t always necessarily prepared for, assertive in her relationship with Shiri-tan, and by default that included Nekomimi. But Tama had never thought about applying that to fighting before. Now she realized that being able to act first, jumping the gun in a battle, would be essential to survival. Also, surprises, even small surprises, could be enough to turn the tide of battle in her favor. Not to mention looking at dumbfounded faces was highly entertaining to the Mochizuki.

But it takes a lot to force oneself to always be ready to jump at the slightest instance. And Tama’s willpower could only support so much. So she devoted it to being always ready for action, even before others were. This meant she wouldn’t have any energy to spare for forcing herself out of any mind games her opponents might try on her, but Tama felt that the tiny moment of time where she could act while her opponent was flat-footed would be worth it. She would still be as stubborn and willful as ever, but it wouldn’t be as evident in battle.

Called Shot → Human Anatomy
Studying had never been Tama’s strong suit, and not even the dregs of Yamauchi’s personality that Tama had inadvertantly integrated into her psyche couldn’t change that. But Tama did end up learning about the human body. The former Kaguya had held an intrinsic knowledge of the construction of the human machine, due to the abilities that allowed them to use their skeletal system as a weapon. This knowledge, when extrapolated, allowed Tama to gain a general understanding of how to effectively dismantle those same systems. Places where bones were weak, joints easily snapped, tendons and ligaments severed. Not that Tama actually understood advanced medical terminology. What she understood from it was, “Stabbing here hurts. Slicing there hurts, snapping that hurts.”

This would eventually replace Tama’s penchant for breaking limbs. Usually accidentally. If absorbing Yamauchi had done anything for Tama, it had carried over an almost obsession with graceful, precise maneuvers. Simply breaking bones was effective, but it wasn’t stylish. As Tama acclimated to the final configuration of her new body, this became more and more apparent. Whether or not it was good for Tama was another question, but most of her family seemed glad that she stopped practicing effective limb-breaking techiniques on them. Even though Tama hadn’t actually broken anyone’s bones, the Troupe was not eager for her to start. Plus medical bills for non-shinobi were expensive.

Journeyman → Main Branch: Squadron
Squadmates: Mochizuki Tomo
Tama couldn’t help but giggle. She was amazed at her guile and craftiness. She had actually fooled Tomo into signing the squad sign-up sheet. Even with her brother’s affinity for pen and paper, Tama had gotten him to sign it. She had given him a blank page on a clipboard, saying that another fan of his wanted an autograph. But inside the clipboard was the form and a sheet of carbon paper, ready to transfer his signature onto the form. Though Tama did think that it was too easy, something had been off about Tomo. And for some reason his signature had a heart on the end of it. Not to mention the words “and Haruki too” were scribbled underneath the overly flamboyant signature. But it didn’t matter, Tomo had signed it, and Kimiki and Takama would make sure he honored his signature.

Being in a squadron meant that Tama couldn’t run around willy-nilly anymore. She would have to report things to Tomo, and whoever else joined their team. But it also meant that she wouldn’t have to be so reliant on solo performances, whether in battles, missions, or stagecraft. Granted, Tama would probably lose the self-sufficiency she picked up while running solo, but tag-teaming with Tomo and other people sounded like so much fun and Tama also was planning on using this as an excuse to force Tomo to do things outside his comfort zone. Although, it seemed Saeko was already doing that.

Elemental Illusion → Shattered Reality
It was basic knowledge that it was easier to hit people while their minds were addled. And Tama knew that. It was a fighting techinque that she had been using for quite awhile. But Tama decided to take it a step further, twisting her genjutsu in such a way that made her victims subconsciously make themselves more vulnerable to her attacks. Not necessarily making them want to get hit, but increasing their sense of touch. Making them feel her attacks, and the damage they would deal if they couldn’t dodge them, more intensely than before. If they were going to have an encounter with Mochizuki Tama, then it would be one she didn’t want them forgetting anytime soon.

The downside to this was that Tama lost the elemental tweak to her genjutsu that she had previously. This didn’t bother her too much though, the wind it seemed aided her in other more visible ways. Still she felt a sense of regret that she wasn’t able to retain both abilities, but understood that to gain something, sometimes it requires losing something else. And at least this time, she felt she came out relatively ahead. She only had to sacrifice a skill she had once learned, and nothing more. Unlike when she had first become a chimera, and had to give up a lot more, and that choice wasn’t hers.

I bought the extra ability slot card noted here: http://ninpocho.com/viewtopic.php?p=198324#p198324

Weapon change forthcoming due to loss of Bull's Strength.
 
Ability Swaps/Unlock Approved!

Ability 12 Unlocked - Combo Master
Bull's Strength → Wind Style
Weapon Mastery → Bloody Mess
Willpower → Initiative
Called Shot → Human Anatomy
Elemental Illusion → Shattered Reality
Free Main Branch Journeyman → Free Main Branch: Squadron
Squadmate 1: Mochizuki Tomo
 
Activating Cadency CA abilities, link to CA swap approval
[spoilername="Unlocked Cadency abilities"]Musical Casting - Passive (2 point)
The most prominent feature of a shinobi with Cadency is the ability to cast jutsu using music instead of handseals. In this way, not only can they become more in touch with the elements of sound and wind, but their genjutsu can be made to attack multiple targets.
Effect: The user is able to cast Genjutsu through their instrument without the use of handseals. By increasing a Genjutsu's chakra and maintain cost by +10%, the user can target an additional victim. Genjutsu cast this way have a -1 difficulty to resist per additional target beyond the second due it being spread out, but can be aimed at a two targets with no difficulty penalty.

Subtle Tuning - Boost (3 points)
Restriction- Can only be purchased a maximum of 3 times
Through mastery of sound and air, a ninja with Cadency can make the genjutsu cast through their instrument much more potent and effective.
Effect: Genjutsu cast through an instrument gain +1 difficulty.

Sonic Strike - Dependent Special Move (2 points)
Restriction- B Rank and up
Only a few ninjas with Cadency go the distance and fully master their ability to attack using sound waves along. For those who have developed this technique, it is the ultimate blast of music.
Effect: The user is able to cast Sound Jutsu through their instrument without the use of handseals. By increasing the Chakra cost of a Sound Ninjutsu by +20% Cp, a Sound jutsu can be converted into an area of effect sonic pulse that strikes everyone within a 15x15 area with the user at the center, inflicting +10% Damage.

Melodious - Boost (3 points)
Restriction- Can be purchased up to three times
The sound waves that emanate from a Cadency user are so much the more potent than any other, coming from their innate connection with music of all kinds.
Effect: User deals +5% Sound damage.

Spiraling Sound - Passive (2 points)
A shock of sound energy that smashes into a foe with even more of a jolt than usual. This technique is a favorite of most Sound using nin, only enhanced to its highest level by a Cadency.
Effect: May convert Wind and Non-Elemental Jutsu into Sound at no extra cost. The Cadency automatically has access to the Sound element.

Song of Recall - Passive (2 points)
Sound is at the core of all that the Cadency does, whether as the jutsu element or as the thing itself. It's only natural that they could use it to jog their own memory into performing what has become a reflexive action.
Effect: The user can cast one Sound jutsu that they have already cast this round again for normal AP and 50% CP, at the penalty of being unable to use it again this round. The jutsu chosen cannot have been used more than twice already this round. Cannot be used on more than one jutsu per round.

Soundproof - Passive (2 points)
Restriction- Requires one Sound jutsu mastered.
So much training with their own sound waves makes Cadency ninja that much more resistant to those of others.
Effect: User takes -15% damage from Sound jutsu. This is applied after all buffs.

Resonance - Dependent Special Move (2 points)
Sound waves are peculiar things. Contrary to what one would expect, they travel rather well through many solid materials. With a bit of chakra application, they travel very well through any solid material.
Effect: For an extra 10% chakra the user can charge a Sound jutsu to be able to pass through solid materials. Allows the jutsu to ignore 1 obstacle up to five feet in depth, including the ground, in order to strike an opponent at normal damage and accuracy. If the opponent is holding a weapon or behind a solid barrier, strikes at +1 accuracy for each. Cannot be used with Sonic Strike.

Fugue of the Fury - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and up
By attacking with torrential sound waves and blasts of air, the Cadency ninja attacks an opponents ears, mind and body all at once, disorienting and damaging at the same time. This powerful attack can be focused into a concentrated blast at a single target or be sent out in all directions.
Rank 1: Deals 2400 sound damage at +3 accuracy to everyone within 15ft if sent in all directions. A full hit has a 40% Chance to deal additional damage equal to 3% the victim's Max Hp that cannot be reduced. If used against a single person, it deals 3000 Sound damage at +3 accuracy, and a Full hit has a 50% Chance of dealing additional damage that cannot be reduced equal to 5% of the target's Max Hp. Anyone hit with the additional damage have their Accuracy/Dodge Reduced by -1 for three rounds, stacking up to -2 of each.
Rank 2: Deals 3000 sound damage at +3 accuracy to everyone within 20ft if sent in all directions. A full hit has a 50% Chance to deal additional damage equal to 3% the victim's Max Hp that cannot be reduced. If used against a single person, it deals 3850 Sound damage at +3 accuracy, and a Full hit has a 60% Chance of dealing additional damage that cannot be reduced equal to 5% of the target's Max Hp. Anyone hit with the additional damage have their Accuracy/Dodge Reduced by -1 for three rounds, stacking up to -3 of each.

Cost: 2,400 Chakra and 3 AP[/spoilername]
 

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