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:

Blind Boy's Dojo

Creating my Class:

(I have the Class Card too.)

Class: Justice is Blind
HP: (45+lvl) x stamina
CP: (45+lvl) x chakra control
Class Bonus: +3 Gen DC
High: Genjutsu DC
Average: Dodge, Genjutsu Save, Ninjutsu Accuracy
Low: Ranged Accuracy, Melee Accuracy

Using my free Minor Affinity at D rank on Fire
Adrenaline Rush
Defensive Technique
Elemental Illusion
Willpower
Strategist

Watashi walked towards the academy at a brisk pace, wiping off his sunglasses before putting them back onto his face. It was going to be an exciting day at school for once, and today the blind lad didn't want to miss it. Dashing through the school gates, the blind lad raised his walking aid and looked around the courtyard and listening for anyone else. No one? Perfect. He had gotten here early, all according to plan.

Finding the nearest school bench, Watashi sat down and laid the cane across his lap. Pulling out his new lighter, he balanced it on the tip of the cane while drawing out a length of string from inside of his pocket. Trying the lighter to the end of his cane, Watashi secured it as best as possible before wrapping a smaller, more elastic length of nylon. If this didn't work, then the boy would be down a whole weeks of earnings from begging, but if it did, then boy would it be funny.

Securing the nylon to the striker, the blind boy next stretched the cord down to the handle and wrapped it around once. Giving it a tug and not feeling any response, the lad jerked the cord back and heard the soft sound of a flame coming to life on the end of the cane. Trying to remember the rest of his plan, the young strategist muttered to himself while picking up a discarded newspaper from the ground.

Crumpling paper around the end of the cane to disguise the lighter, Watashi got to his feet, checking his pocket for his second secret weapon. As his fingers curled around the cold surface, he gave another grin. Everything was falling into place beautifully for once. Holding the cane innocently, Watashi sat on the bench whistling and waiting for the other kids to arrive at the courtyard. It had been great luck the day prior when Watashi overheard that the teach was planning to hold a free-for-all between the students. Something about letting them try out what they had learned in the classroom? The only thing that Watashi cared about was getting to brawl other kids.

As other kids started shuffling into the open space, Watashi hid behind the bench, waiting for the teacher to announce the beginning of the practical. It didn't take very long - only three minutes at most - and quickly the ten or so kids got into a scuffle of crappy taijutsus and small ninjutsus.

It was with great pride that Watashi hopped out from behind the bench, cane in hand and spooking the other student that was trying without success to cast his infernal ember ninjutsu. Waving the end of the cane at them and giving the cord a yank, the paper-wrapped tip of the cane burst into flames. As the other students turned to focus on him, Watashi jabbed the cane and stabbed the poor student next to him with fire. With the flame licking on his clothes, Watashi followed it up with a quick kick. Turns out that attacks against someone hurt a lot more when they were on fire too. Sensitive skin?

Watashi felt the kick of adrenaline pumping through his veins as he cackled wildly, turning to face the footsteps that he could hear coming towards him. Not wanting to get ganged up on, the boy retreated, pulling out the object that he had kept hidden in his pocket. Wielding the hairspray in one hand and the burning cane in the other, the lad shouted, "Fire in the hole!", spraying the hairspray through the flame on his cane for an impromptu flamethrower. Using large, wide sweeping motions to keep all of the other students at bay, Watashi continued to thrust aggressively with the flamethrower to burn a kid before going back to defending himself.

With the fan of fire keeping academy students from accurately tossing ninjutsu through, and the issue of their being fire in the way stopping taijutsu, a few of the smarter students tried to use low ranked genjutsus on the arsonist boy. His adrenaline kept a few of the genjutsus from reaching him but one or two slipped through and Watashi stumbled in his steps, getting a simultaneous hit of fatigue and fear. The mind tricks held Watashi for a few moments before the valiant lad shook himself free, remembering that he'd much rather be burning nerds than going to hide and sleep. His mental defenses strengthened once again, Watashi continued burning the other students while his hairspray lasted.

Unfortunately for the inventive kiddo, the practical soon came to a stop after the instructor realized that the boy wasn't actually using ninjutsu for his fire, and instead running around with a crappy flamethrower. Watashi was quickly scheduled for a detention and his hairspray confiscated. The cane, however, was safe after the blind boy raised hell that the teachers were trying to take away his walking aid. Skipping back to his alleyway a few hours later, the boy smiled to himself. Maybe the academy wasn't such a boring place after all.

[WC: 846]

Also, for my free abilities, I'm grabbing Journeyman as Main Branch and using my Shinobi 101 on reassigning Nonelemental Ninjutsu to use Genjutsu DC.

Weapon Creation:
Walking Aid
Damage Type: Unarmed
Accuracy: +2
Damage: -10%
Special: May use hand-seals
Augments: Steady and Swift

I also wanna buy those two augments now. I'll mark the purchases in my next training.

Filling my inventory slots with these items:
  • Headset
  • Kawarimi Target
  • Pouch (Poison)
 
Custom class approved!
Minor affinity approved!
Abilities approved! [5 abilities at D Rank -- slots now full]
Weapon approved -- you'll need to place the augments on it when you can link back with proof of purchase.
Equipment approved![lb2][/lb2]
Wa-takeshi Watashi said:
Creating my Class:

(I have the Class Card too.)

Class: Justice is Blind
HP: (45+lvl) x stamina
CP: (45+lvl) x chakra control
Class Bonus: +3 Gen DC
High: Genjutsu DC
Average: Dodge, Genjutsu Save, Ninjutsu Accuracy
Low: Ranged Accuracy, Melee Accuracy

Using my free Minor Affinity at D rank on Fire
Adrenaline Rush
Defensive Technique
Elemental Illusion
Willpower
Strategist

Watashi walked towards the academy at a brisk pace, wiping off his sunglasses before putting them back onto his face. It was going to be an exciting day at school for once, and today the blind lad didn't want to miss it. Dashing through the school gates, the blind lad raised his walking aid and looked around the courtyard and listening for anyone else. No one? Perfect. He had gotten here early, all according to plan.

Finding the nearest school bench, Watashi sat down and laid the cane across his lap. Pulling out his new lighter, he balanced it on the tip of the cane while drawing out a length of string from inside of his pocket. Trying the lighter to the end of his cane, Watashi secured it as best as possible before wrapping a smaller, more elastic length of nylon. If this didn't work, then the boy would be down a whole weeks of earnings from begging, but if it did, then boy would it be funny.

Securing the nylon to the striker, the blind boy next stretched the cord down to the handle and wrapped it around once. Giving it a tug and not feeling any response, the lad jerked the cord back and heard the soft sound of a flame coming to life on the end of the cane. Trying to remember the rest of his plan, the young strategist muttered to himself while picking up a discarded newspaper from the ground.

Crumpling paper around the end of the cane to disguise the lighter, Watashi got to his feet, checking his pocket for his second secret weapon. As his fingers curled around the cold surface, he gave another grin. Everything was falling into place beautifully for once. Holding the cane innocently, Watashi sat on the bench whistling and waiting for the other kids to arrive at the courtyard. It had been great luck the day prior when Watashi overheard that the teach was planning to hold a free-for-all between the students. Something about letting them try out what they had learned in the classroom? The only thing that Watashi cared about was getting to brawl other kids.

As other kids started shuffling into the open space, Watashi hid behind the bench, waiting for the teacher to announce the beginning of the practical. It didn't take very long - only three minutes at most - and quickly the ten or so kids got into a scuffle of crappy taijutsus and small ninjutsus.

It was with great pride that Watashi hopped out from behind the bench, cane in hand and spooking the other student that was trying without success to cast his infernal ember ninjutsu. Waving the end of the cane at them and giving the cord a yank, the paper-wrapped tip of the cane burst into flames. As the other students turned to focus on him, Watashi jabbed the cane and stabbed the poor student next to him with fire. With the flame licking on his clothes, Watashi followed it up with a quick kick. Turns out that attacks against someone hurt a lot more when they were on fire too. Sensitive skin?

Watashi felt the kick of adrenaline pumping through his veins as he cackled wildly, turning to face the footsteps that he could hear coming towards him. Not wanting to get ganged up on, the boy retreated, pulling out the object that he had kept hidden in his pocket. Wielding the hairspray in one hand and the burning cane in the other, the lad shouted, "Fire in the hole!", spraying the hairspray through the flame on his cane for an impromptu flamethrower. Using large, wide sweeping motions to keep all of the other students at bay, Watashi continued to thrust aggressively with the flamethrower to burn a kid before going back to defending himself.

With the fan of fire keeping academy students from accurately tossing ninjutsu through, and the issue of their being fire in the way stopping taijutsu, a few of the smarter students tried to use low ranked genjutsus on the arsonist boy. His adrenaline kept a few of the genjutsus from reaching him but one or two slipped through and Watashi stumbled in his steps, getting a simultaneous hit of fatigue and fear. The mind tricks held Watashi for a few moments before the valiant lad shook himself free, remembering that he'd much rather be burning nerds than going to hide and sleep. His mental defenses strengthened once again, Watashi continued burning the other students while his hairspray lasted.

Unfortunately for the inventive kiddo, the practical soon came to a stop after the instructor realized that the boy wasn't actually using ninjutsu for his fire, and instead running around with a crappy flamethrower. Watashi was quickly scheduled for a detention and his hairspray confiscated. The cane, however, was safe after the blind boy raised hell that the teachers were trying to take away his walking aid. Skipping back to his alleyway a few hours later, the boy smiled to himself. Maybe the academy wasn't such a boring place after all.

[WC: 846]

Also, for my free abilities, I'm grabbing Journeyman as Main Branch and using my Shinobi 101 on reassigning Nonelemental Ninjutsu to use Genjutsu DC.

Weapon Creation:
Walking Aid
Damage Type: Unarmed
Accuracy: +2
Damage: -10%
Special: May use hand-seals
Augments: Steady and Swift

I also wanna buy those two augments now. I'll mark the purchases in my next training.

Filling my inventory slots with these items:
  • Headset
  • Kawarimi Target
  • Pouch (Poison)
 
</B>
[fontsize=20]Patch Change Update Stuff. Paper Trail Purposes:
[/fontsize]​
<i>
</i>
Also declaring Imaya Kuza and Notamashi Yuuto as squadron members.
Saitou Reicheru said:
Approved, make sure you note your squad mates in your dojo / profile.
Wa-takeshi Watashi said:
Swapping Abilities again,
0. Shinobi 101 Unarmed Taijutsu uses Ninjutsu Accuracy
0. Squadron
1. Adrenaline Rush
2. Defensive Technique
3. Elemental Illusion
4. Willpower
5. Strategist
6. Teamwork
7. Fearless
8. Cursed Seal

0. Shinobi 101 Unarmed Taijutsu uses Ninjutsu Accuracy
0. Squadron
1. Adrenaline Rush
2. Defensive Technique
3. Elemental Illusion
4. Willpower
5. Mind Overflow
6. Teamwork
7. Fearless
8. Cursed Seal

Maikeru said:
Approved. Class card is not consumed as this is free with the patch change.
Wa-takeshi Watashi said:
</U></B>[fontsize=18]Class Change[/fontsize]<i></i>
With Class Card
Class: Justice is Blind
HP: (45+lvl) x stamina
CP: (45+lvl) x chakra control
Class Bonus: +3 Gen DC
High: Genjutsu DC
Average: Dodge, Genjutsu Save, Ninjutsu Accuracy
Low: Ranged Accuracy, Melee Accuracy

Class: Escher Effect
HP: (45+lvl) x stamina
CP: (45+lvl) x chakra control
Class Bonus: +3 Accuracy
High: Ninjutsu Accuracy
Average: Dodge, Genjutsu Save, Genjutsu DC
Low: Ranged Accuracy, Melee Accuracy

</B>[fontsize=18]Abilities Change[/fontsize]<i></i>
I have the Ability Card
0. Shinobi 101 Nonelemental Ninjutsu uses Genjutsu DC
0. Journeyman
1. Adrenaline Rush
2. Defensive Technique
3. Elemental Illusion
4. Willpower
5. Strategist

0. Shinobi 101 Unarmed Taijutsu uses Ninjutsu Accuracy
0. Squadron
1. Adrenaline Rush
2. Defensive Technique
3. Elemental Illusion
4. Willpower
5. Strategist
6. Teamwork

[fontsize=18]<B>Bloodline Change[/fontsize]

Changing from Hashigaki to Seikon

Seikon<i></i>
Seikon.png

[fontsize="12"]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)

---

<B>Distorting Wake - Passive<i></i>
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<i></i>
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<i></i>
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<i></i>
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.[/fontsize]<i>
</i>----

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.
[fontsize="12"]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)

---

<U>Reality Shift - Passive<i></i>
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<i></i>
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.
---


<B>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.[/fontsize]
 
Using my long overdue C Rank minor affinity on Non-Elemental ninjutsu, and previously minor affinity Fire bumped up to major.
Deactivating ability Teamwork. New ability list:

0. Shinobi 101 Unarmed Taijutsu uses Ninjutsu Accuracy
0. Squadron
1. Adrenaline Rush
2. Defensive Technique
3. Elemental Illusion
4. Willpower
5. Mind Overflow
6. Fearless
7. Cursed Seal

Also designating Yamamoto Maru as Squadron mate.

Putting my Vanguard augment, purchased here onto my weapon to have it updated as:

Weapon Creation:
Walking Aid
Damage Type: Unarmed
Accuracy: +2
Damage: -10%
Special: May use hand-seals
Augments: Steady, Vanguard and Swift

Adding Veteran Grade from B rank to my class for a +5 Mod to both CP and HP.

Also adding my two new class points toward two purchases of +.5 Accuracy for a total of 1 Accuracy.

Updated class is:

Class: Escher Effect
HP: (50+lvl) x stamina
CP: (50+lvl) x chakra control
Class Bonus: +3 Accuracy, +1 Accuracy
High: Ninjutsu Accuracy
Average: Dodge, Genjutsu Save, Genjutsu DC
Low: Ranged Accuracy, Melee Accuracy
 

Current Ninpocho Time:

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