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 Secrets [Dojo]

Joined
Oct 22, 2012
Messages
1,841
Yen
850,860
ASP
0
OOC Rank
A-Rank
Current Approvals
[table=100,null]
[thead]
[tr=textleft]
[th=33,null]Class[/th]
[th=33,null]Weapons[/th]
[th=34,null]Equipment[/th]
[/tr]
[/thead]
[tbody]
[tr=bg2]
[td=null,1]
Sound Release[V]
[lb][/lb]
HP: (35+lvl) x stamina
[lb][/lb]
CP: (65+lvl) x chakra control
[lb][/lb]
Class Bonus: Kinjutsu, +1 Genjutsu DC
[lb][/lb]
High: Genjutsu DC
[lb][/lb]
Average: Evasion, Genjutsu Save, Ninjutsu Acc
[lb][/lb]
Low: Ranged Acc, Melee Acc
[/td]
[td=null,1]
Name: Frequency Bracers
[lb][/lb]
Description: A pair of bracers worn by San which can produce a sound frequency ranging from 10 Hz to 200 kHz depending on how San manipulates his chakra. With a normal human's hearing range set between 31 Hz to 19 kHz, it can produce sound both to low of a frequency to be heard or to high of a frequency.
[lb][/lb]
Damage Type: Unarmed
[lb][/lb]
Damage Effect: May use handseals while equipped with weapon
[lb][/lb]
Damage Modifier: -10%
[lb][/lb]
Accuracy Modifier: +2
[lb][/lb]
Augment 1: Mirage
[lb][/lb]
[lb][/lb]
Augment 2: Special Composition - Sound
[lb][/lb]
[lb][/lb]
Augment 3: Re-Energize
[/td]
[td=null,1]
Slot 1: Headband
[lb][/lb]
Slot 2: Light Armor
[lb][/lb]
Slot 3: Pouch - Tool
[lb][/lb]
(o) Slot A: Signal Flare
[lb][/lb]
(o) Slot B: Energy Drink
[lb][/lb]
(o) Slot C: Med-Kit
[lb][/lb]
(o) Slot D: Kawarimi Target
[/td]
[/tr]
[/tbody]
[/table]


[table=100,null]
[thead]
[tr=textleft]
[th=33,null]Abilities[/th]
[th=33,null]Elemental Affinities[/th]
[th=34,null]ASP Purchases[/th]
[/tr]
[/thead]
[tbody]
[tr=bg2]
[td=null,1]
[/td]
[td=null,1]
Free D-Rank Minor Affinity: Wind
[lb][/lb]
Free C-Rank Minor Affinity: Non-Elemental
[lb][/lb]
Free C-Rank upgraded Minor to Major (Same as D-Rank): Wind
[lb][/lb]
Major Affinities: Wind (Free at C-Rank)
[lb][/lb]
Minor Affinities: Non-Elemental (Free at D-Rank), Kinetic Sensory (Minor Affinity Card)
[lb][/lb]
BL/CA/Kin Free Advanced Elements: Sound (Hashigaki BL)
[lb][/lb]
Non-BL/CA/Kin Advanced Elements: None
[/td]
[td=null,1]
Character Specific:
  • Free Minor Element Card

Carryover:
  • Class Point Card
  • Ability Card
[/td]
[/tr]
[/tbody]
[/table]


[table=100,null]
[thead]
[tr=textleft]
[th=50,null]Chimera Bloodline[/th]
[th=50,null]Genetic Implant Skills[/th]
[/tr]
[/thead]
[tbody]
[tr=bg2]
[td=null,1]Text1[/td]
[td=null,1]Text2[/td]
[/tr]
[/tbody]
[/table]
 
Requesting Approval: A-Rank Kinjutsu User - 9 Ability Slots 2 Free Slots
[table=100,null]
[thead]
[tr=textleft]
[th=100,null]Ability Roleplays and Approvals[/th]
[/tr]
[/thead]
[tbody]
[tr=bg2]
[td=null,1]
  • Duelist - WC: 101
    In his world there was a different meaning to keeping your eyes on your opponent, considering he lacked the ability to do so in the conventional way. For him it was about keeping track of the slightest movements, the slightly vibration and the slightly hum as all those things paint a visual picture for his mind where his eyes would have done so. His focus is sharp considering he is without one of his most vital senses which has given him an advantage. Without the distraction of managing five senses, his others have sharpened both naturally and through his blood talents.
  • Jutsu Mastery - WC: 105
    If there was one thing his father figure instilled in him when he was being raised to become a shinobi was chakra control. He was told and it was hammered in that no matter how strong or talented a shinobi was, none of this would matter if the shinobi could not control his or her chakra effectively. Training initially for him was about building his chakra reservoirs and quickly began to incorporate chakra control aspects. This type of training carried over into his shinobi life to the point where he has naturally become adept at using jutsu with less chakra than it would normally require.
  • Clarity - WC: 119
    There is nothing more clear and level headed than the mind of a focused shinobi, San being no different to this stereotype. Having spent his life after being rescued devoting himself to the arts in order to pay back the village that allowed him such opportunities, he found his skill set to be geared towards the illusion arts. This was in no doubt due to his original core genetics being solely one of the Uchiha clan, but with experimentation and altered genetics those skills had still retained a hold on his natural abilities. Without the aid of his eyes or the downside to sight, San can clearly analyze his situations without being hindered by one of his core senses.
  • Initiative - WC: 107
    The art of surprise, ambush, quick draw were all things in which shinobi were basically skilled in accomplishing at the academic level before a headband is ever donned. For some this level of initiative rarely gets any better, but for some it becomes almost an obsession with good reason and benefit. Their lifestyle was a violent one and after getting some encounters under your belt, should you survive those initially, one begins to truly appreciate the ability to move quick and move before others have a chance to. Quick, easy, and without notice was the name of the game and it was a hard one to master.
  • Elemental Illusion: Wind- WC: 108
    The art of the senses, mental acrobatics, genjutsu as it is known is widely known throughout their shinobi culture as a brand of arts both difficult to master and useful to know. However past the simple ying and yang chakra molding required to generate a genjutsu there is a more advanced method as well. This method requires shinobi to not only mold their chakra to cast a genjutsu but to also incorporate their chakra nature into the process. Considering the tightrope balance of throwing other's senses out of balance, to add to that threading elemental chakra properties as well and a simple genjutsu can become an elevated threat.
  • Hyperactive - WC: 105
    Expending chakra is something that is completely unavoidable in his line of work and lifestyle, with chakra being both a spiritual energy and a physical one. Knowing how to properly mold and utilize their chakra is what baseline separates shinobi from ordinary citizens, regardless of the country hailed from. Coupled with his mastery over utilizing his chakra efficiently with jutsu, San body naturally restores his chakra levels at a quicker pace than a normal shinobi would, further backing up his overall ability with chakra. Despite being unable to completely reverse drain on his chakra reservoirs, he is at least able to prolong it's depletion.
  • Elementalist - WC: 103
    Strike accurately, strike hard, and strike with everything you have without giving your opponent reprieve or allowing cockiness to run your instincts. San had it grilled into him to not only strike with precision and efficiency but to strike without holding anything back as well, to not play with whatever prey stood before him. To this extent had he honed his jutsu, being born with a natural affinity for wind nature, he had worked hard master whatever nature jutsu learned. Past just being able to use a jutsu, San wanted to be able to adjust a jutsu's basic usage should adaptability be required.
  • Mind Overflow - WC: 113
    Sometimes if you cannot break someone's ability to fight then it is best suited to break their will to fight, instilling fear deep within their minds. This is what genjutsu users and those who focused on assassination style techniques fed upon, breaking the mind and perception of their victims and putting them in a position where they are either ineffective or by making their targets second guess themselves. This can open someone up for easier manipulation or elimination but more so geared towards being able to adjust how much effort their opponent thinks they are giving. If not outright breaking the mind down, there is nothing wrong with turning skill level upside down.
  • Wind Style - WC: 118
    Every shinobi was born with one core chakra nature which they are naturally inclined to using, with some specialized genetics giving an advantage by having multiple core chakra elements naturally happen. For him, his wind nature had been a blessing to his curse of blindness in that with his chakra nature he had gone beyond simply manipulating wind but also air molecules themselves. Using his own skills acquired from genetic enhancements, San's wind manipulation had been elevated to a level he naturally would not have been able to produce. This is what made his style of wind jutsu his own, in that his skills and his needs had given birth to this unique way of manipulating air molecules.
  • Shinobi 101 Sound -> Gen DC - WC: 125
    Sometimes natural talent is not enough, sometimes it takes a broader understanding of something to be able to generate or create a way to manipulate it to your advantage. Frequency of sound, regardless of what caused it required air molecules to be able to be heard. This was something San knew on a scientific level but something he also utilized in his shinobi craft. Having been gifted with an ability to be able to adjust his basic wind nature in order to manipulate sound waves was just a catalyst. Coupled with being able to apply nature chakra to his genjutsu, San has also been known to be able to attack a person's sense as he would using genjutsu but applied to his sound manipulated ninjutsu.
  • Main Branch Journeyman - WC: 105
    He was a jounin, someone with enough skill in a department to have been considered one of Leaf's "elite" basic shinobi. Having successfully demonstrated skills beyond genin and chuunin, the hallmark of a Jounin was the shouldered responsibilities that were now added on and expected to be performed. Having spent enough time in the field, San was a natural journeyman ninja but the lifestyle of constantly being on missions or training youth was something that was not his interest. For now he was assigned to the Gates, operating as a wall guard instead of a gate authority, due to his lack of facial recognition abilities.
[/td]
[/tr]
[/tbody]
[/table]
 
Kurashiki San said:
Requesting Approval: A-Rank Kinjutsu User - 9 Ability Slots 2 Free Slots
[table=100,null]
[thead]
[tr=textleft]
[th=100,null]Ability Roleplays and Approvals[/th]
[/tr]
[/thead]
[tbody]
[tr=bg2]
[td=null,1]
  • Duelist - WC: 101
    In his world there was a different meaning to keeping your eyes on your opponent, considering he lacked the ability to do so in the conventional way. For him it was about keeping track of the slightest movements, the slightly vibration and the slightly hum as all those things paint a visual picture for his mind where his eyes would have done so. His focus is sharp considering he is without one of his most vital senses which has given him an advantage. Without the distraction of managing five senses, his others have sharpened both naturally and through his blood talents.
  • Jutsu Mastery - WC: 105
    If there was one thing his father figure instilled in him when he was being raised to become a shinobi was chakra control. He was told and it was hammered in that no matter how strong or talented a shinobi was, none of this would matter if the shinobi could not control his or her chakra effectively. Training initially for him was about building his chakra reservoirs and quickly began to incorporate chakra control aspects. This type of training carried over into his shinobi life to the point where he has naturally become adept at using jutsu with less chakra than it would normally require.
  • Clarity - WC: 119
    There is nothing more clear and level headed than the mind of a focused shinobi, San being no different to this stereotype. Having spent his life after being rescued devoting himself to the arts in order to pay back the village that allowed him such opportunities, he found his skill set to be geared towards the illusion arts. This was in no doubt due to his original core genetics being solely one of the Uchiha clan, but with experimentation and altered genetics those skills had still retained a hold on his natural abilities. Without the aid of his eyes or the downside to sight, San can clearly analyze his situations without being hindered by one of his core senses.
  • Initiative - WC: 107
    The art of surprise, ambush, quick draw were all things in which shinobi were basically skilled in accomplishing at the academic level before a headband is ever donned. For some this level of initiative rarely gets any better, but for some it becomes almost an obsession with good reason and benefit. Their lifestyle was a violent one and after getting some encounters under your belt, should you survive those initially, one begins to truly appreciate the ability to move quick and move before others have a chance to. Quick, easy, and without notice was the name of the game and it was a hard one to master.
  • Elemental Illusion: Wind- WC: 108
    The art of the senses, mental acrobatics, genjutsu as it is known is widely known throughout their shinobi culture as a brand of arts both difficult to master and useful to know. However past the simple ying and yang chakra molding required to generate a genjutsu there is a more advanced method as well. This method requires shinobi to not only mold their chakra to cast a genjutsu but to also incorporate their chakra nature into the process. Considering the tightrope balance of throwing other's senses out of balance, to add to that threading elemental chakra properties as well and a simple genjutsu can become an elevated threat.
  • Hyperactive - WC: 105
    Expending chakra is something that is completely unavoidable in his line of work and lifestyle, with chakra being both a spiritual energy and a physical one. Knowing how to properly mold and utilize their chakra is what baseline separates shinobi from ordinary citizens, regardless of the country hailed from. Coupled with his mastery over utilizing his chakra efficiently with jutsu, San body naturally restores his chakra levels at a quicker pace than a normal shinobi would, further backing up his overall ability with chakra. Despite being unable to completely reverse drain on his chakra reservoirs, he is at least able to prolong it's depletion.
  • Elementalist - WC: 103
    Strike accurately, strike hard, and strike with everything you have without giving your opponent reprieve or allowing cockiness to run your instincts. San had it grilled into him to not only strike with precision and efficiency but to strike without holding anything back as well, to not play with whatever prey stood before him. To this extent had he honed his jutsu, being born with a natural affinity for wind nature, he had worked hard master whatever nature jutsu learned. Past just being able to use a jutsu, San wanted to be able to adjust a jutsu's basic usage should adaptability be required.
  • Mind Overflow - WC: 113
    Sometimes if you cannot break someone's ability to fight then it is best suited to break their will to fight, instilling fear deep within their minds. This is what genjutsu users and those who focused on assassination style techniques fed upon, breaking the mind and perception of their victims and putting them in a position where they are either ineffective or by making their targets second guess themselves. This can open someone up for easier manipulation or elimination but more so geared towards being able to adjust how much effort their opponent thinks they are giving. If not outright breaking the mind down, there is nothing wrong with turning skill level upside down.
  • Wind Style - WC: 118
    Every shinobi was born with one core chakra nature which they are naturally inclined to using, with some specialized genetics giving an advantage by having multiple core chakra elements naturally happen. For him, his wind nature had been a blessing to his curse of blindness in that with his chakra nature he had gone beyond simply manipulating wind but also air molecules themselves. Using his own skills acquired from genetic enhancements, San's wind manipulation had been elevated to a level he naturally would not have been able to produce. This is what made his style of wind jutsu his own, in that his skills and his needs had given birth to this unique way of manipulating air molecules.
  • Shinobi 101 Sound -> Gen DC - WC: 125
    Sometimes natural talent is not enough, sometimes it takes a broader understanding of something to be able to generate or create a way to manipulate it to your advantage. Frequency of sound, regardless of what caused it required air molecules to be able to be heard. This was something San knew on a scientific level but something he also utilized in his shinobi craft. Having been gifted with an ability to be able to adjust his basic wind nature in order to manipulate sound waves was just a catalyst. Coupled with being able to apply nature chakra to his genjutsu, San has also been known to be able to attack a person's sense as he would using genjutsu but applied to his sound manipulated ninjutsu.
  • Main Branch Journeyman - WC: 105
    He was a jounin, someone with enough skill in a department to have been considered one of Leaf's "elite" basic shinobi. Having successfully demonstrated skills beyond genin and chuunin, the hallmark of a Jounin was the shouldered responsibilities that were now added on and expected to be performed. Having spent enough time in the field, San was a natural journeyman ninja but the lifestyle of constantly being on missions or training youth was something that was not his interest. For now he was assigned to the Gates, operating as a wall guard instead of a gate authority, due to his lack of facial recognition abilities.
[/td]
[/tr]
[/tbody]
[/table]

Dojo approved
 
[table=100,null]
[thead]
[tr=textleft]
[th=100,null]Needing Approval[/th]
[/tr]
[/thead]
[tbody]
[tr=bg2]
[td=null,1]
  • Class
    Sound Release[V]
    [lb][/lb]
    HP: (35+lvl) x stamina
    [lb][/lb]
    CP: (65+lvl) x chakra control
    [lb][/lb]
    Class Bonus: Kinjutsu, +1 Genjutsu DC
    [lb][/lb]
    High: Genjutsu DC
    [lb][/lb]
    Average: Evasion, Genjutsu Save, Ninjutsu Acc
    [lb][/lb]
    Low: Ranged Acc, Melee Acc
  • Weapon
    Name: Frequency Bracers
    [lb][/lb]
    Description: A pair of bracers worn by San which can produce a sound frequency ranging from 10 Hz to 200 kHz depending on how San manipulates his chakra. With a normal human's hearing range set between 31 Hz to 19 kHz, it can produce sound both to low of a frequency to be heard or to high of a frequency.
    [lb][/lb]
    Damage Type: Unarmed
    [lb][/lb]
    Damage Effect: May use handseals while equipped with weapon
    [lb][/lb]
    Damage Modifier: -10%
    [lb][/lb]
    Accuracy Modifier: +2
    [lb][/lb]
    Augment 1: Mirage
    [lb][/lb]
    [lb][/lb]
    Augment 2: Special Composition - Sound
    [lb][/lb]
    [lb][/lb]
    Augment 3: Re-Energize
  • Equipment
    Slot 1: Headband
    [lb][/lb]
    Slot 2: Light Armor
    [lb][/lb]
    Slot 3: Pouch - Tool
    [lb][/lb]
    (o) Slot A: Signal Flare
    [lb][/lb]
    (o) Slot B: Energy Drink
    [lb][/lb]
    (o) Slot C: Med-Kit
    [lb][/lb]
    (o) Slot D: Kawarimi Target
  • Elemental Affinities
    Free D-Rank Minor Affinity: Wind
    [lb][/lb]
    Free C-Rank Minor Affinity: Non-Elemental
    [lb][/lb]
    Free C-Rank upgraded Minor to Major (Same as D-Rank): Wind
    [lb][/lb]
    Major Affinities: Wind (Free at C-Rank)
    [lb][/lb]
    Minor Affinities: Non-Elemental (Free at D-Rank), Kinetic Sensory (Minor Affinity Card)
    [lb][/lb]
    BL/CA/Kin Free Advanced Elements: Sound (Hashigaki BL)
    [lb][/lb]
    Non-BL/CA/Kin Advanced Elements: None
[/td]
[/tr]
[/tbody]
[/table]
 
Kurashiki San said:
[table=100,null]
[thead]
[tr=textleft]
[th=100,null]Needing Approval[/th]
[/tr]
[/thead]
[tbody]
[tr=bg2]
[td=null,1]
  • Class
    Sound Release[V]
    [lb][/lb]
    HP: (35+lvl) x stamina
    [lb][/lb]
    CP: (65+lvl) x chakra control
    [lb][/lb]
    Class Bonus: Kinjutsu, +1 Genjutsu DC
    [lb][/lb]
    High: Genjutsu DC
    [lb][/lb]
    Average: Evasion, Genjutsu Save, Ninjutsu Acc
    [lb][/lb]
    Low: Ranged Acc, Melee Acc
  • Weapon
    Name: Frequency Bracers
    [lb][/lb]
    Description: A pair of bracers worn by San which can produce a sound frequency ranging from 10 Hz to 200 kHz depending on how San manipulates his chakra. With a normal human's hearing range set between 31 Hz to 19 kHz, it can produce sound both to low of a frequency to be heard or to high of a frequency.
    [lb][/lb]
    Damage Type: Unarmed
    [lb][/lb]
    Damage Effect: May use handseals while equipped with weapon
    [lb][/lb]
    Damage Modifier: -10%
    [lb][/lb]
    Accuracy Modifier: +2
    [lb][/lb]
    Augment 1: Mirage
    [lb][/lb]
    [lb][/lb]
    Augment 2: Special Composition - Sound
    [lb][/lb]
    [lb][/lb]
    Augment 3: Re-Energize
  • Equipment
    Slot 1: Headband
    [lb][/lb]
    Slot 2: Light Armor
    [lb][/lb]
    Slot 3: Pouch - Tool
    [lb][/lb]
    (o) Slot A: Signal Flare
    [lb][/lb]
    (o) Slot B: Energy Drink
    [lb][/lb]
    (o) Slot C: Med-Kit
    [lb][/lb]
    (o) Slot D: Kawarimi Target
  • Elemental Affinities
    Free D-Rank Minor Affinity: Wind
    [lb][/lb]
    Free C-Rank Minor Affinity: Non-Elemental
    [lb][/lb]
    Free C-Rank upgraded Minor to Major (Same as D-Rank): Wind
    [lb][/lb]
    Major Affinities: Wind (Free at C-Rank)
    [lb][/lb]
    Minor Affinities: Non-Elemental (Free at D-Rank), Kinetic Sensory (Minor Affinity Card)
    [lb][/lb]
    BL/CA/Kin Free Advanced Elements: Sound (Hashigaki BL)
    [lb][/lb]
    Non-BL/CA/Kin Advanced Elements: None
[/td]
[/tr]
[/tbody]
[/table]
Dojo approved.
 
Chimera Bloodline
CH.jpg

Hashigaki
Aburame
[fontsize="12"]

Note: Aburame techniques are classified as Non-elemental Ninjutsu.

084 PL - Kikai Host (Rank 1) / Parasitic Infestation (Rank 1) / Sonar (Rank 1)
168 PL - Sound Crystallization (Rank 1)
336 PL - Kikaichū Infiltration (Rank 1)
420 PL - Kikai Host (Rank Two) / Sonar (Rank 2)
588 PL - Requiem of Death (Rank 1) / Kikai Swarm (Rank 1)
672 PL - Sound Crystallization (Rank 2)
756 PL - Kikai Host (Rank 2) / Kikaichū Infiltration (Rank 2) / Sonar (Rank 3)
840 PL - Kikai Swarm (Rank 2)
924 PL - Requiem of Death (Rank 2)
1008 PL - Sound Crystallization (Rank 3), Kikai Swarm (Rank 3)
1092 PL - Parasitic Infestation (Rank 3) / Requiem of Death (Rank 3)
1176 PL - Kikaichū Infiltration (Rank 3)
1260 PL - Rinkaichū Destruction (Rank 1)
1344 PL - Fevre De Pitch (Rank 1)
1428 PL - Rinkaichū Destruction (Rank 2)
1512 PL - Nocturne of Shadow (Rank 1)
1596 PL - Rinkaichū Destruction (Rank 3) / Fevre De Pitch (Rank 2)
1680 PL - Fevre De Pitch (Rank 3), Nocturne of Shadow (Rank 2)
1764 PL - Nocturne of Shadow (Rank 3)

---

Kikai Host - Activated Passive</U><i></i>
Aburame are implanted with Kikai at birth, to both serve as shelter for the tiny insects and enable to Aburame to develop resistance to said insects as they feast off their host's chakra. To the average shinobi, the kikai would rapidly deplete their reserves of chakra...but by the time the Aburame are capable of wielding the Kikai in battle, their own bodies have long since developed the resistance needed to serve as a hive for thousands of small insects. Compared to the difficulty of nesting the Kikai, effects which would normally make chakra control difficult are only a minor nuisance to an Aburame.

Ranks 1/2/3: Attacks made against the user cannot prevent them from using chakra (such as Chakra Binds) or forcibly dispel their maintained jutsu (such as the disruption secondary effect); however, the user's chakra costs are increased by +50%/40%/30% while under their effects. This passive does not apply against any Genjutsu placed on the user.

---

Parasitic Infestation - Passive<i></i>
The Aburame's tolerance for the kikai infesting them cannot be overstated; subjecting others to the same state that they, themselves, are in can give one a whole new respect towards the strength of an Aburame. The havoc caused by countless tiny insects devouring chakra can prove outright debilitating to even the hardiest of shinobi.

Rank 1: Targets currently effected by the Kikaichū Infiltration and/or Rinkaichū Destruction deal -5% damage (applied after any other damage modifiers).
Rank 2: Targets currently effected by the Kikaichū Infiltration and/or Rinkaichū Destruction deal -10% damage (applied after any other damage modifiers).
Rank 3: Targets currently effected by the Kikaichū Infiltration and/or Rinkaichū Destruction deal -15% damage (applied after any other damage modifiers).

---

Sonar - Passive<i></i>
The most notable ability of the Hashigaki, the clan has an uncanny sense of hearing. With this ability, the user is able to not only able to fight on par without vision, But actually be immune the downsides of losing vision...However their sharp sense of hearing also makes them more susceptible to sound effects.

Rank 1: Born Blind, the Hashigaki are not affected by Sight-based Debuffs or Visual Genjutsu. However, their reliance on Hearing causes all non-Genjutsu sound related debuffs to be increased by +2 Debuff. They are also able to be affected by a second Audial Genjutsu, although it cannot be the same Genjutsu they are already being affected by.
Rank 2: Born Blind, the Hashigaki are not affected by Sight-based Debuffs or Visual Genjutsu. However, their reliance on Hearing causes all non-Genjutsu sound related debuffs to be increased by +1.5 Debuff. They are also able to be affected by a second Audial Genjutsu, although it cannot be the same Genjutsu they are already being affected by.
Rank 3: Born Blind, the Hashigaki are not affected by Sight-based Debuffs or Visual Genjutsu. However, their reliance on Hearing causes all non-Genjutsu sound related debuffs to be increased by +1 Debuff. They are also able to be affected by a second Audial Genjutsu, although it cannot be the same Genjutsu they are already being affected by.

Notes:
- At all ranks, the Hashigaki have -1 Genjutsu save against Audial Genjutsu.
- Their Genjutsu immunity only applies to Purely-Visual Genjutsu, as multi-sensual Genjutsu affect more than one sense.
- Similarly, their weakness to Genjutsu only applies to purely-Audial Genjutsu, and not to multi-sensual Illusions.
---

Sound Crystallization - Passive<i></i>
The Hashigaki have the unique ability to manipulate vibrations in the air, crystallizing it into a solid form, a pristine crystal. Upon being shattered, these crystals emit the sonic energy, at the Hashigaki's chosen target.

Rank 1: May convert Wind and Non-Elemental Jutsu into Sound by paying an additional 10% Chakra Cost.
Rank 2: May convert Wind and Non-Elemental Jutsu into Sound at no additional cost.
Rank 3: May convert Wind and Non-Elemental Jutsu into Sound at no additional cost and all Sound Jutsu cost -5% Chakra.

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

---

Kikai Infiltration - D-Rank Non-Elemental Ninjutsu<i></i>
The Kikaichū are the first and simplest of the kikai types for an Aburame to gain control over, and make up the majority of their inner hive. The primary usage of the Kikaichū is to silently place them on their victim, where they will silently drain the victim's chakra until called out by the Aburame, bursting out of the poor foe's body.

Rank 1: Attempts to place Kikaichū onto the target. Kikaichu prevent the target from recovering CP, and deal (100 + 3% of the target's maximum Chakra) Chakra damage upon hit and at the start of each round thereafter.
Rank 2: Attempts to place Kikaichū onto the target. Kikaichu prevent the target from recovering CP, and deal (150 + 3% of the target's maximum Chakra) Chakra damage upon hit and at the start of each round thereafter.
Rank 3: Attempts to place Kikaichū onto the target. Kikaichu prevent the target from recovering CP, and deal (200 + 3% of the target's maximum Chakra) Chakra damage upon hit and at the start of each round thereafter.

Special Action - Recall: For 1 AP, the user may reflexively call the Kikaichū within a single target, ending this jutsu on said target but also gaining a 'Kikai Swarm' for each round it had been active upon the target.

Cost: 1.5 AP, 300 CP.

Note:
- Flat CP damage dealt by this Jutsu receives NE damage bonuses. A target may only take damage from this jutsu once per round.
- A full hit is treated as a hidden action, while a partial hit still places Kikai, but the victim is aware. The special action is not treated as a Hidden Actions.
- If the initial attack hits, there is no maintain check for this jutsu; the Kikaichū linger until dispelled or recalled. Kikaichū are not considered a type of poison, however, anything that dispels poisons is capable of removing them.

---

Kikai Swarm - D-Rank Non-elemental Ninjutsu<i></i>
The fundamental skill of the Aburame involves utilizing the kikai insects within them as tool in battle, releasing them in a swarm that hungers for the chakra of others. Many Aburame are able to have their swarms create a perfect copy of themselves, manipulating them just as they can a normal swarm. However, these clones are composed of tiny insects, so they cannot take contact before dispersing into the air until further notice from the Aburame.

Rank 1: Creates a single 'Kikai Swarm'.
Rank 2: Creates up to 2 'Kikai Swarms'.
Rank 3: May use the special action.

Special Action - Kikai Clone: Upon the creation of any Kikai Swarm (whether through this jutsu or another source in the bloodline), the user may choose to have the swarm be a Clone. Each Kikai clone costs 160 Cp each round maintained. This special action does not count against the user's 'conditional' limit.

Costs:
Rank 1: 1.5 AP and 265 Cp
Rank 2: 1.5 AP and 300 Cp
Rank 3: 1.5 AP and 335 Cp

Notes:
- A Kikai Swarm has HP equal to 8% of the user's Max CP, and -8 of the user's secondaries. A Kikai Swarm may only make a single basic attack per round (using Ninjutsu Accuracy, and dealing CP damage), with their timing being based off the user's AP.
- Recasting this jutsu will remove any existing Kikai Swarm that was created by this jutsu, but not those created by Swarm Master or Kikai Infiltration. Swarms dispelled this way are not able to trigger Poison Dispersion.
- This is not a Creation Jutsu. However, so long as a single swarm is treated as a kikai clone, then this counts towards the user's Clone Jutsu limit.

---

Requiem of Death - Song Genjutsu<i></i>
A depressing melody sung by the Hashigaki, this genjutsu decreases the willpower and determination of those around them, creating a gloomy atmosphere that cripples all aspects of those around them.

Rank 1: Sings a melody that reduces the will of all in the battle, giving them -2 to all secondary stats. Cumulative secondary buffs are reduced by -1.
Rank 2: Sings a melody that reduces the will of all in the battle, giving them -2.5 to all secondary stats. Cumulative secondary buffs are reduced by -1.5.
Rank 3: Sings a melody that reduces the will of all in the battle, giving them -3 to all secondary stats. Cumulative secondary buffs are reduced by -2.

Cost: 2 ap; 1,100 Cp, 530 CP/rnd

Notes:
- This is a Audial/Will genjutsu.
- Cannot be used in conjunction with Fevre De Pitch or Nocturne of Shadow.
- Effects all within the battle.

---

Rinkaichū Destruction - B-Rank Non-elemental Ninjutsu<i></i>
The Rinkaichū are an extremely small, nano-sized subspecies of kikai easily ignored, but no less dangerous. These lethal insects act akin to a virus, and rapidly spread and multiply as they devour organic matter on a cellular level. If left to their own devices, they are more than capable of reducing their victims to bone.

Rank1 1/2/3: Attempts to place the Rinkaichū on a target at +2 Nin Accuracy. Rinkaichu raise the called shot level a limb by 1 upon initial infection (the user selects which limb is affected upon casting), with an additional level at the start of every two rounds thereafter. A target may only be affected by 1/2/3 Rinkaichū stacks at a time, and loses 560/630/700 HP each round, per Rinkaichū stack affecting them.

Special Action - Rinkaichū Jacket: User may instead maintain Rinkaichū Destruction as a Chakra Armor for 2 full rounds. Melee contact (attacks using melee accuracy against and by the user) make an Ninjutsu check; victims failing this check are inflicted with a single Rinkaichū stack. Up to 2 Rinkaichū stacks may be placed on any individual target each round Rinkaichū Jacket is active, and Rinkaichū placed this way are assigned to a random called shot limb.

Cost: 2 AP and 820 Chakra.

Notes:
- Both HP and CP damage dealt by this Jutsu receives NE damage bonuses. Damage is deal upon hit, and at the start of each round thereafter.
- A full hit is treated as a hidden action, while a partial hit still places the Rinkaichū, but the victim is aware.
- If the initial attack hits, there is no maintain check for this jutsu; the Rinkaichū linger until dispelled or recalled. Rinkaichū are not considered a type of poison, however, anything that dispels poisons is capable of removing them.
- The user chooses which limb this attack affects upon casting (if not specified, it is random). This Jutsu does not receive standard Accuracy penalties normally associated with called shots. Once a limb reaches 'Fractured' (or 'Broken' if the Aburame has the Called Shot ability), the Rinkaichū affecting said limb move to a different limb (chosen at random). This Jutsu cannot raise the level of Called Shot: Weapon.

---

Fevre De Pitch - Song Genjutsu<i></i>
An invigorating song jutsu that can only be sung with the advanced vocals of the Hashigaki, this chakra infused tune creates a soothing melody that increases the perception of themselves and their allies to the environment around them, keeping their awareness sharp and focused.

Rank 1:
-The Hashigaki receives +1 Accuracy/Dodge due to an increased sonar
-Allies receive +1 dodge, and +1 Gen Save.
-The Hashigaki and nearby allies recover 3% Max Hp per round
Rank 2:
-The Hashigaki receives +1.5 Accuracy/Dodge due to an increased sonar
-Allies receive +1.5 dodge, and +1.5 Gen Save.
-The Hashigaki and nearby allies recover 4% Max Hp per round
Rank 3:
-The Hashigaki receives +2 Accuracy/Dodge due to an increased sonar
-Allies receive +2 dodge, and +2 Gen Save.
-The Hashigaki and nearby allies recover 5% Max Hp per round

Cost: 3 AP, 2,500 CP, 1000 CP/rnd

Notes:
- This is a Audial/Will Genjutsu.
- Cannot be used in conjunction with Requiem of Death or Nocturne of Shadow.

---

<U>Nocturne of Shadow - Song Genjutsu<i></i>
The darkest song of all, the Hashigaki possess the ability to sing a song fueled with their anger and negative emotions that resonate through their vocals, and creates a powerful melody that can completely effect all the senses of their victims for a limited time. However, during the duration of this technique, the Hashigaki possess the ability to hide all senses from the target, wiping away their sight, their hearing, their sense of touch, and even smells and tastes no longer register to the victims. With no senses to rely on, how can one expect to fight...or even realize when they are dead?

Rank 1: Victims take on a -2 accuracy/-2 dodge debuff. Victim cannot view opponent, and therefore every jutsu that the victim uses has a 10% chance of auto-missing.
Rank 2: Victims take on a -3 accuracy/-3 dodge debuff. Victims cannot view any Actions or results during this round other than their own, and therefore every jutsu the victims uses has a 15% chance of auto-missing.
Rank 3: Victims take on a -4 accuracy/-4 dodge debuff. Victims cannot view any Actions or results taken during this round other than their own, nor can they see the HP, CP, or Status of anyone else. Victims has a 20% chance of auto-missing.

Costs: 4 AP; 3,000 CP +1,000 CP for each target besides the first, 1000 CP/rnd +500 CP per additional target.

Notes:
- Lasts up to 3 rounds.
- This is a Will/Audial/kinetic/Visual Genjutsu.
- Mod information Such as HP, and successful actions will be sent by PM to those unaffected.
- Cannot be used in conjunction with Requiem of Death or Fevre De Pitch
- Can only be used once per battle successfully.[/fontsize]
 
Kurashiki San said:
Chimera Bloodline
CH.jpg

Hashigaki
Aburame
[fontsize="12"]

Note: Aburame techniques are classified as Non-elemental Ninjutsu.

084 PL - Kikai Host (Rank 1) / Parasitic Infestation (Rank 1) / Sonar (Rank 1)
168 PL - Sound Crystallization (Rank 1)
336 PL - Kikaichū Infiltration (Rank 1)
420 PL - Kikai Host (Rank Two) / Sonar (Rank 2)
588 PL - Requiem of Death (Rank 1) / Kikai Swarm (Rank 1)
672 PL - Sound Crystallization (Rank 2)
756 PL - Kikai Host (Rank 2) / Kikaichū Infiltration (Rank 2) / Sonar (Rank 3)
840 PL - Kikai Swarm (Rank 2)
924 PL - Requiem of Death (Rank 2)
1008 PL - Sound Crystallization (Rank 3), Kikai Swarm (Rank 3)
1092 PL - Parasitic Infestation (Rank 3) / Requiem of Death (Rank 3)
1176 PL - Kikaichū Infiltration (Rank 3)
1260 PL - Rinkaichū Destruction (Rank 1)
1344 PL - Fevre De Pitch (Rank 1)
1428 PL - Rinkaichū Destruction (Rank 2)
1512 PL - Nocturne of Shadow (Rank 1)
1596 PL - Rinkaichū Destruction (Rank 3) / Fevre De Pitch (Rank 2)
1680 PL - Fevre De Pitch (Rank 3), Nocturne of Shadow (Rank 2)
1764 PL - Nocturne of Shadow (Rank 3)

---

Kikai Host - Activated Passive</U><i></i>
Aburame are implanted with Kikai at birth, to both serve as shelter for the tiny insects and enable to Aburame to develop resistance to said insects as they feast off their host's chakra. To the average shinobi, the kikai would rapidly deplete their reserves of chakra...but by the time the Aburame are capable of wielding the Kikai in battle, their own bodies have long since developed the resistance needed to serve as a hive for thousands of small insects. Compared to the difficulty of nesting the Kikai, effects which would normally make chakra control difficult are only a minor nuisance to an Aburame.

Ranks 1/2/3: Attacks made against the user cannot prevent them from using chakra (such as Chakra Binds) or forcibly dispel their maintained jutsu (such as the disruption secondary effect); however, the user's chakra costs are increased by +50%/40%/30% while under their effects. This passive does not apply against any Genjutsu placed on the user.

---

Parasitic Infestation - Passive<i></i>
The Aburame's tolerance for the kikai infesting them cannot be overstated; subjecting others to the same state that they, themselves, are in can give one a whole new respect towards the strength of an Aburame. The havoc caused by countless tiny insects devouring chakra can prove outright debilitating to even the hardiest of shinobi.

Rank 1: Targets currently effected by the Kikaichū Infiltration and/or Rinkaichū Destruction deal -5% damage (applied after any other damage modifiers).
Rank 2: Targets currently effected by the Kikaichū Infiltration and/or Rinkaichū Destruction deal -10% damage (applied after any other damage modifiers).
Rank 3: Targets currently effected by the Kikaichū Infiltration and/or Rinkaichū Destruction deal -15% damage (applied after any other damage modifiers).

---

Sonar - Passive<i></i>
The most notable ability of the Hashigaki, the clan has an uncanny sense of hearing. With this ability, the user is able to not only able to fight on par without vision, But actually be immune the downsides of losing vision...However their sharp sense of hearing also makes them more susceptible to sound effects.

Rank 1: Born Blind, the Hashigaki are not affected by Sight-based Debuffs or Visual Genjutsu. However, their reliance on Hearing causes all non-Genjutsu sound related debuffs to be increased by +2 Debuff. They are also able to be affected by a second Audial Genjutsu, although it cannot be the same Genjutsu they are already being affected by.
Rank 2: Born Blind, the Hashigaki are not affected by Sight-based Debuffs or Visual Genjutsu. However, their reliance on Hearing causes all non-Genjutsu sound related debuffs to be increased by +1.5 Debuff. They are also able to be affected by a second Audial Genjutsu, although it cannot be the same Genjutsu they are already being affected by.
Rank 3: Born Blind, the Hashigaki are not affected by Sight-based Debuffs or Visual Genjutsu. However, their reliance on Hearing causes all non-Genjutsu sound related debuffs to be increased by +1 Debuff. They are also able to be affected by a second Audial Genjutsu, although it cannot be the same Genjutsu they are already being affected by.

Notes:
- At all ranks, the Hashigaki have -1 Genjutsu save against Audial Genjutsu.
- Their Genjutsu immunity only applies to Purely-Visual Genjutsu, as multi-sensual Genjutsu affect more than one sense.
- Similarly, their weakness to Genjutsu only applies to purely-Audial Genjutsu, and not to multi-sensual Illusions.
---

Sound Crystallization - Passive<i></i>
The Hashigaki have the unique ability to manipulate vibrations in the air, crystallizing it into a solid form, a pristine crystal. Upon being shattered, these crystals emit the sonic energy, at the Hashigaki's chosen target.

Rank 1: May convert Wind and Non-Elemental Jutsu into Sound by paying an additional 10% Chakra Cost.
Rank 2: May convert Wind and Non-Elemental Jutsu into Sound at no additional cost.
Rank 3: May convert Wind and Non-Elemental Jutsu into Sound at no additional cost and all Sound Jutsu cost -5% Chakra.

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

---

Kikai Infiltration - D-Rank Non-Elemental Ninjutsu<i></i>
The Kikaichū are the first and simplest of the kikai types for an Aburame to gain control over, and make up the majority of their inner hive. The primary usage of the Kikaichū is to silently place them on their victim, where they will silently drain the victim's chakra until called out by the Aburame, bursting out of the poor foe's body.

Rank 1: Attempts to place Kikaichū onto the target. Kikaichu prevent the target from recovering CP, and deal (100 + 3% of the target's maximum Chakra) Chakra damage upon hit and at the start of each round thereafter.
Rank 2: Attempts to place Kikaichū onto the target. Kikaichu prevent the target from recovering CP, and deal (150 + 3% of the target's maximum Chakra) Chakra damage upon hit and at the start of each round thereafter.
Rank 3: Attempts to place Kikaichū onto the target. Kikaichu prevent the target from recovering CP, and deal (200 + 3% of the target's maximum Chakra) Chakra damage upon hit and at the start of each round thereafter.

Special Action - Recall: For 1 AP, the user may reflexively call the Kikaichū within a single target, ending this jutsu on said target but also gaining a 'Kikai Swarm' for each round it had been active upon the target.

Cost: 1.5 AP, 300 CP.

Note:
- Flat CP damage dealt by this Jutsu receives NE damage bonuses. A target may only take damage from this jutsu once per round.
- A full hit is treated as a hidden action, while a partial hit still places Kikai, but the victim is aware. The special action is not treated as a Hidden Actions.
- If the initial attack hits, there is no maintain check for this jutsu; the Kikaichū linger until dispelled or recalled. Kikaichū are not considered a type of poison, however, anything that dispels poisons is capable of removing them.

---

Kikai Swarm - D-Rank Non-elemental Ninjutsu<i></i>
The fundamental skill of the Aburame involves utilizing the kikai insects within them as tool in battle, releasing them in a swarm that hungers for the chakra of others. Many Aburame are able to have their swarms create a perfect copy of themselves, manipulating them just as they can a normal swarm. However, these clones are composed of tiny insects, so they cannot take contact before dispersing into the air until further notice from the Aburame.

Rank 1: Creates a single 'Kikai Swarm'.
Rank 2: Creates up to 2 'Kikai Swarms'.
Rank 3: May use the special action.

Special Action - Kikai Clone: Upon the creation of any Kikai Swarm (whether through this jutsu or another source in the bloodline), the user may choose to have the swarm be a Clone. Each Kikai clone costs 160 Cp each round maintained. This special action does not count against the user's 'conditional' limit.

Costs:
Rank 1: 1.5 AP and 265 Cp
Rank 2: 1.5 AP and 300 Cp
Rank 3: 1.5 AP and 335 Cp

Notes:
- A Kikai Swarm has HP equal to 8% of the user's Max CP, and -8 of the user's secondaries. A Kikai Swarm may only make a single basic attack per round (using Ninjutsu Accuracy, and dealing CP damage), with their timing being based off the user's AP.
- Recasting this jutsu will remove any existing Kikai Swarm that was created by this jutsu, but not those created by Swarm Master or Kikai Infiltration. Swarms dispelled this way are not able to trigger Poison Dispersion.
- This is not a Creation Jutsu. However, so long as a single swarm is treated as a kikai clone, then this counts towards the user's Clone Jutsu limit.

---

Requiem of Death - Song Genjutsu<i></i>
A depressing melody sung by the Hashigaki, this genjutsu decreases the willpower and determination of those around them, creating a gloomy atmosphere that cripples all aspects of those around them.

Rank 1: Sings a melody that reduces the will of all in the battle, giving them -2 to all secondary stats. Cumulative secondary buffs are reduced by -1.
Rank 2: Sings a melody that reduces the will of all in the battle, giving them -2.5 to all secondary stats. Cumulative secondary buffs are reduced by -1.5.
Rank 3: Sings a melody that reduces the will of all in the battle, giving them -3 to all secondary stats. Cumulative secondary buffs are reduced by -2.

Cost: 2 ap; 1,100 Cp, 530 CP/rnd

Notes:
- This is a Audial/Will genjutsu.
- Cannot be used in conjunction with Fevre De Pitch or Nocturne of Shadow.
- Effects all within the battle.

---

Rinkaichū Destruction - B-Rank Non-elemental Ninjutsu<i></i>
The Rinkaichū are an extremely small, nano-sized subspecies of kikai easily ignored, but no less dangerous. These lethal insects act akin to a virus, and rapidly spread and multiply as they devour organic matter on a cellular level. If left to their own devices, they are more than capable of reducing their victims to bone.

Rank1 1/2/3: Attempts to place the Rinkaichū on a target at +2 Nin Accuracy. Rinkaichu raise the called shot level a limb by 1 upon initial infection (the user selects which limb is affected upon casting), with an additional level at the start of every two rounds thereafter. A target may only be affected by 1/2/3 Rinkaichū stacks at a time, and loses 560/630/700 HP each round, per Rinkaichū stack affecting them.

Special Action - Rinkaichū Jacket: User may instead maintain Rinkaichū Destruction as a Chakra Armor for 2 full rounds. Melee contact (attacks using melee accuracy against and by the user) make an Ninjutsu check; victims failing this check are inflicted with a single Rinkaichū stack. Up to 2 Rinkaichū stacks may be placed on any individual target each round Rinkaichū Jacket is active, and Rinkaichū placed this way are assigned to a random called shot limb.

Cost: 2 AP and 820 Chakra.

Notes:
- Both HP and CP damage dealt by this Jutsu receives NE damage bonuses. Damage is deal upon hit, and at the start of each round thereafter.
- A full hit is treated as a hidden action, while a partial hit still places the Rinkaichū, but the victim is aware.
- If the initial attack hits, there is no maintain check for this jutsu; the Rinkaichū linger until dispelled or recalled. Rinkaichū are not considered a type of poison, however, anything that dispels poisons is capable of removing them.
- The user chooses which limb this attack affects upon casting (if not specified, it is random). This Jutsu does not receive standard Accuracy penalties normally associated with called shots. Once a limb reaches 'Fractured' (or 'Broken' if the Aburame has the Called Shot ability), the Rinkaichū affecting said limb move to a different limb (chosen at random). This Jutsu cannot raise the level of Called Shot: Weapon.

---

Fevre De Pitch - Song Genjutsu<i></i>
An invigorating song jutsu that can only be sung with the advanced vocals of the Hashigaki, this chakra infused tune creates a soothing melody that increases the perception of themselves and their allies to the environment around them, keeping their awareness sharp and focused.

Rank 1:
-The Hashigaki receives +1 Accuracy/Dodge due to an increased sonar
-Allies receive +1 dodge, and +1 Gen Save.
-The Hashigaki and nearby allies recover 3% Max Hp per round
Rank 2:
-The Hashigaki receives +1.5 Accuracy/Dodge due to an increased sonar
-Allies receive +1.5 dodge, and +1.5 Gen Save.
-The Hashigaki and nearby allies recover 4% Max Hp per round
Rank 3:
-The Hashigaki receives +2 Accuracy/Dodge due to an increased sonar
-Allies receive +2 dodge, and +2 Gen Save.
-The Hashigaki and nearby allies recover 5% Max Hp per round

Cost: 3 AP, 2,500 CP, 1000 CP/rnd

Notes:
- This is a Audial/Will Genjutsu.
- Cannot be used in conjunction with Requiem of Death or Nocturne of Shadow.

---

<U>Nocturne of Shadow - Song Genjutsu<i></i>
The darkest song of all, the Hashigaki possess the ability to sing a song fueled with their anger and negative emotions that resonate through their vocals, and creates a powerful melody that can completely effect all the senses of their victims for a limited time. However, during the duration of this technique, the Hashigaki possess the ability to hide all senses from the target, wiping away their sight, their hearing, their sense of touch, and even smells and tastes no longer register to the victims. With no senses to rely on, how can one expect to fight...or even realize when they are dead?

Rank 1: Victims take on a -2 accuracy/-2 dodge debuff. Victim cannot view opponent, and therefore every jutsu that the victim uses has a 10% chance of auto-missing.
Rank 2: Victims take on a -3 accuracy/-3 dodge debuff. Victims cannot view any Actions or results during this round other than their own, and therefore every jutsu the victims uses has a 15% chance of auto-missing.
Rank 3: Victims take on a -4 accuracy/-4 dodge debuff. Victims cannot view any Actions or results taken during this round other than their own, nor can they see the HP, CP, or Status of anyone else. Victims has a 20% chance of auto-missing.

Costs: 4 AP; 3,000 CP +1,000 CP for each target besides the first, 1000 CP/rnd +500 CP per additional target.

Notes:
- Lasts up to 3 rounds.
- This is a Will/Audial/kinetic/Visual Genjutsu.
- Mod information Such as HP, and successful actions will be sent by PM to those unaffected.
- Cannot be used in conjunction with Requiem of Death or Fevre De Pitch
- Can only be used once per battle successfully.[/fontsize]
Dojo approved.
 
Genetic Implant Skills
  • Ghostwalker
    Psychokinesis - Independent Special Move (2 pts)
    Attempting to flee from a Ghost Walker in pursuit of you can be very difficult. Their keen senses are not the only reason; a Ghost Walker is capable of completely shutting down any of their targets' attempts to 'cheat' them out of a hit.
    Effect: If any of the user's attacks are auto-dodged, they may reflexively pay 1 AP to cancel the auto-dodge. This requires a Genjutsu Check, and may only effect a target once every other round.
    Notes:
    - This may be used as its own conditional, and does not have to be tagged to a specific attack. (For example, the conditional could read 'use Psychokinesis on the first attack of mine that is auto-dodged.')
    - Can be used on Activated Auto-dodges as well as passive auto-dodge activations.
    [lb][/lb]
  • Uchiha
    Genjutsu Reversal - Specialty Genjutsu<i></i>
    The insidious gaze of the Sharingan is said to penetrate even the most detailed illusions, and not only is the user capable of viewing details far more clearly, the sharingan also possesses a hypnotic ability to entrap a victim within their own illusion.

    Rank 1: Reverses a Genjutsu used on the Sharingan user.
    Rank 2: Reverses a Genjutsu used on the Sharingan user.
    Rank 3: Reverses a Genjutsu used on the Sharingan user.

    Costs:
    Rank 1: AP of Genjutsu; Genjutsu cost*2 Chakra to initiate.
    Rank 2: AP of Genjutsu; Genjutsu cost*1.75 Chakra to initiate
    Rank 3: AP of Genjutsu; Genjutsu cost*1.5 Chakra to initiate.

    Notes:
    - User must realize they are under a genjutsu.
    - User must meet the requirements of the Genjutsu to reverse it.
    - All costs of maintaining the genjutsu are taken on by the user.
    - A Genjutsu check is made between the Uchiha and user of the Genjutsu. If the Uchiha succeeds, they successfully reverse the Genjutsu.
    - With each successful use, the victim gains +1.5 to their Genjutsu Check.
    [lb][/lb]
  • Temporal Strider
    Temporal Step<i></i> - Independent Special Move (3 points)
    Restriction- C Rank and up
    The Strider possesses the skills to not only look through time, but to temporarily step out of it as well, rendering them resistant to most normal forms of harm aimed at them and allowing them an unclouded perception on the battle they are in.
    Effect: The user makes a step out of time for the duration of one round. During this round, the user cannot be affected by Genjutsu, and any Genjutsu which they are under are temporarily ignored for the duration, though are still active. They also gain 10% damage reduction against all Ninjutsu and Taijutsu, and cannot be KOed while out of time, though if they take sufficient damage they will be knocked out when they phase back into normal space-time. Genjutsu cannot be cast in this state, however, and any Ninjutsu and Taijutsu cast require an additional 10% CP cost. This is treated as a free action and may be done every other round.
 
Kurashiki San said:
Genetic Implant Skills
  • Ghostwalker
    Psychokinesis - Independent Special Move (2 pts)
    Attempting to flee from a Ghost Walker in pursuit of you can be very difficult. Their keen senses are not the only reason; a Ghost Walker is capable of completely shutting down any of their targets' attempts to 'cheat' them out of a hit.
    Effect: If any of the user's attacks are auto-dodged, they may reflexively pay 1 AP to cancel the auto-dodge. This requires a Genjutsu Check, and may only effect a target once every other round.
    Notes:
    - This may be used as its own conditional, and does not have to be tagged to a specific attack. (For example, the conditional could read 'use Psychokinesis on the first attack of mine that is auto-dodged.')
    - Can be used on Activated Auto-dodges as well as passive auto-dodge activations.
    [lb][/lb]
  • Uchiha
    Genjutsu Reversal - Specialty Genjutsu<i></i>
    The insidious gaze of the Sharingan is said to penetrate even the most detailed illusions, and not only is the user capable of viewing details far more clearly, the sharingan also possesses a hypnotic ability to entrap a victim within their own illusion.

    Rank 1: Reverses a Genjutsu used on the Sharingan user.
    Rank 2: Reverses a Genjutsu used on the Sharingan user.
    Rank 3: Reverses a Genjutsu used on the Sharingan user.

    Costs:
    Rank 1: AP of Genjutsu; Genjutsu cost*2 Chakra to initiate.
    Rank 2: AP of Genjutsu; Genjutsu cost*1.75 Chakra to initiate
    Rank 3: AP of Genjutsu; Genjutsu cost*1.5 Chakra to initiate.

    Notes:
    - User must realize they are under a genjutsu.
    - User must meet the requirements of the Genjutsu to reverse it.
    - All costs of maintaining the genjutsu are taken on by the user.
    - A Genjutsu check is made between the Uchiha and user of the Genjutsu. If the Uchiha succeeds, they successfully reverse the Genjutsu.
    - With each successful use, the victim gains +1.5 to their Genjutsu Check.
    [lb][/lb]
  • Temporal Strider
    Temporal Step<i></i> - Independent Special Move (3 points)
    Restriction- C Rank and up
    The Strider possesses the skills to not only look through time, but to temporarily step out of it as well, rendering them resistant to most normal forms of harm aimed at them and allowing them an unclouded perception on the battle they are in.
    Effect: The user makes a step out of time for the duration of one round. During this round, the user cannot be affected by Genjutsu, and any Genjutsu which they are under are temporarily ignored for the duration, though are still active. They also gain 10% damage reduction against all Ninjutsu and Taijutsu, and cannot be KOed while out of time, though if they take sufficient damage they will be knocked out when they phase back into normal space-time. Genjutsu cannot be cast in this state, however, and any Ninjutsu and Taijutsu cast require an additional 10% CP cost. This is treated as a free action and may be done every other round.
Dojo approved.
 

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