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:

Byakko Yukiin (Profile)

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Byakko Yukiin, Character Information - S Rank Harvester Mednin, Kumogakure Medical Branch</U><i></i>
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Name: Byakko Yukiin
Age: 21
Height: 5' 5"
Weight: 140lb
Gender / Sex : Male
Rank: Medic (B)
Physical

A being made from ice and snow with porcelain skin, thick white hair which wisps and flows, and delicate features that draw one away from the concerning absence of color in his eyes...taken as a whole, Yukiin barely looks human and far more like a corpse rigged to move with the alarming absence of color in his entire body. Offsetting this the shinobi seems to take great pleasure in eccentric clothing, bold colors allowing him to stand out as if he wished to be seen despite his personality seeming the opposite. Whether or not he is aware of the conflict, it manifests itself in his physical appearance as his body clashes with his garments.

Despite being older than many of his peers he does not appear to be as old as he is, although his stunted height growth is also a great contributor to this. This early in his shinobi career it is not unusual to have a lack of scars or damage to the skin but it also contributes to this youthful appearance.
Mental

A consistent and conscience stranger, Yukiin regards the outside world as a dangerous entity and one that has little to offer and plenty to take from him. Humans are consciously drawn towards things that better themselves and often care little for who else it might disadvantage, a fact that the shinobi world places on a pillar well above many of life's other truths, so it would only make sense to avoid being in anyone else's sphere of influence. When everyone else is a competitor trying to weave their own reality into the world as shared it is critical to be certain that your reality and your world are divorced from theirs, without a connection influence becomes impossible.

To this end the young shinobi refers to himself only in the third person and almost always through a medium, typically his puppet but in a pinch anything will do, through ventriloquism. Yukiin is loathe to offer up his true name or any name if it can be helped, preferring to refer to himself as "He", "They", etc. although he has little problem using personal pronouns as if he were the speaker when speaking through something. In cases where it can't be helped or would be advantageous it is still much like pulling teeth for Yukiin to offer his own name.

The boy has conflicting views of authorities appointed over him, admiring their ability to enforce their desires but despising them for forcing themselves into his own sphere of influence. As he is not strong enough to do the same this envy can lead to outbursts and although they are short-lived Yukiin is a known "problem child."

Yukiin regards all information as useful but ultimately biased, taking what he's given but always tossing and turning it in his head to find the most valuable pieces that can be taken from it. Simple things such as one's favorite color or food and heard, acknowledged, and picked apart to reveal something about the speaker. This also tends to make him slow to respond to things, preferring both in life and combat to assess things completely and make decisions after that has been done.

Despite his interest in the real and unreal Yukiin regards Genjutsu as a lazy way to achieve what one wants, fabricating a world that is more suitable for one's lies instead of doing the work to make the real one accept your desires. This also leads him to harbor a great deal of contempt for users of this particular style of combat.

History
“A heart of ice can’t be broken.”

Those were the last words he thought he remembered being told by a mother whose image was as fuzzy as the rest of Yukiin’s past beyond the veils of pain, reaching back to touch them always coated the fingers of his mind with the bitter bite of frost and thus he did not probe far into this place. It could’ve been fabricated, like the rest of the world around him filled with people never made to be weapons who were twisted and turned with what he hoped were expert hands, but it didn’t really matter. Truth never mattered, the only important thing was whether or not the facade being named ‘Truth’ was well crafted and Yukiin had been given a very interesting thing called ‘Truth’.

His mother was a shinobi long descended from the Toraono clan and Byakko family and who had distanced herself from her homeland and clan along with her lover in order to avoid the plagues in Sungakure, becoming pregnant afterward. Her refusal to relinquish, and violent response to the seizure of, her child who demonstrated the unique abilities of her heritage was duly noted and responded to with swift, irrevocable, punishment. Objections were much harder to make without a head and with an unaccounted for father unable to intervene the offspring was quickly inducted into the village's academy and way of life.

Whoever his father was that tale had never been woven in front of him, always being waved off as unworthy of attention though whether this meant his caretakers had no answers or didn’t wish to divulge them was never known. It didn’t bother the boy too much, he was too occupied with the pain of augmentations, both physical and chemical, being ‘gifted’ to him almost daily to worry about things like his lineage. Access to someone of his stock was apparently rare but he overheard that he was not alone. This stood out to him as an idea worth grasping ahold of tight in between the sea of drug diffused memory and pain riddled thought so he never forgot it. Someone else was undergoing similar treatment...someone else had to be like him.

Usage of chakra came with no abnormal amount of struggle, in fact the medications offered seemed only to cause more troubles as his chakra nature became difficult to control. Yukiin’s body temperature would plummet during exercises, his breath would become ragged, and under extreme duress, the training area became difficult to work in due to the spreading chill. In light of this he was removed from many of the standard procedures for drawing out chakra and allowed to develop in a more natural fashion after the first few years of his life.

Yukiin began to exhibit stranger tendencies as he entered into the academic setting, surrounded with other students who were unfamiliar with him he quickly shut down and began almost catatonic in response to his classmates advances for any type of companionship. Further along in his education he was introduced to several varieties of weaponry to determine which was best suited for himself and his classmates and while many leaned towards common options the young Yukiin clung fast to something exotic - puppetry.

With access to a puppet his social abilities drastically improved, although he was never seen speaking himself and had quickly learned to use ventriloquism to speak through his issued puppet. It was easy for the boy to talk about himself when he was someone else was doing the talking and as it tends to be with childhood inclinations, Yukiin began to cultivate a spark of interest into a fully fledged talent. Following his academy graduation, he was given more training to work his innate elemental affinities, seen as a high value for the village to learn more about this bloodline ability through his development, and to cultivate this talent of Kugutsu into a deadly weapon.

Chakra strings were quite difficult at first both due to the advanced nature of the technique and due to this natural chakra elements, access to a mixture did not mean either element was in balance after all. Initial attempts would result in excessive Wind nature or excessive Water nature, both of which would damage the joints and metallic components of the puppet during use which made control both difficult and limited. To make proper use of Kugutsu the chakra was to be as unnatured as possible as a normal puppet couldn’t handle the strain put on it by his unusual strings.

Rather than accept this the young shinobi spent his nights after his Kugutsu lessons slowly crafting something for himself, smoothing, carving, and birthing his own unique weapon by replacing the joints, mechanisms, and other metal components of a previously destroyed puppet with layered ice, as thick and strong as the metals being replaced. Funneling his chakra into his strings once more the puppet crawled to life for the first time the next day, his unique adaptation harmonizing with his abilities. Training after this point was greatly accelerated, grasping the skillset almost as if it were second nature, allowing him to move out into the world and begin employment as a shinobi proper.

Freshly introduced into the shinobi world, Yukiin has adopted three driving goals - to become strong enough to weave his own truths about the world, to develop more of his own abilities and discover their limitations, and to find the other member of the Byakko lost to the Hidden Cloud.

Stats
Agility: 525/600
Stamina: 525/600
Taijutsu: 525/600
Ninjutsu: 525/600
Genjutsu: 190/600
Chakra Control: 525/600
Power Level: 2815

Character Level: 12
Health Points: -
Chakra Points: -

Core Information
Bloodline: Haku
Kinjutsu: Collector (Revenant)
Elemental Affinties: Wind (Major), Fire (Major), Lightning (Major), Water (Minor), Ice (Minor)
Styles: Puppet Style (Physical)

Class - Winter Wire
HP: (50 + Lvl) x Stamina
CP: (45 + Lvl) x Chakra Control
Class Bonus:
  • Kinjutsu (Collector) [6pts]
  • Free Basic Attack (per round) [2pts]
High: Ninjutsu Accuracy, Ranged Accuracy
Average: Dodge, Genjutsu Save
Low: Melee Accuracy, Genjutsu DC

Bloodline - Haku

  • Crystal Ice (Rank 3) - Passive
    All Haku are instinctively born with a natural affinity to Ice, possessing the ability to manipulate it to their own desire. They possess the ability of Crystal Ice; ice which seems to prove harder than steel, and colder than the ice of other shinobi, even capable of withstanding intense flames without melting. Innately, all Ice techniques used by the Haku are made of this advanced ice, giving them a strength others don't have.

    Ice Jutsu Damage is increased by 5% [10% [15%]].

  • Flash Freeze (Rank 3) - Passive
    A Haku's ability to manipulate ice and cold gives them an edge they cannot use without ice to manipulate. They naturally possess the ability to rapidly chill the air around them and targets, giving them the ability that allowing them to freeze water, and even the air itself, into Crystal Ice.

    May convert Water and Wind Jutsu into Ice by paying an additional 20% [10% [0%]] Chakra Cost.

  • Flying Water Needles (Rank 3) - Ice Ninjutsu
    Cost: 1.5AP + 180 CP [1.5 AP + 300 CP [2.0 + 520 CP]]

    Creates and attacks with 10 [13 [15]] ice senbon that each deal 75 [90 [130]] damage at +1 Accuracy. Only 7 [10 [12]] may hit.

  • Frozen Spear (Rank 3) - Ice Ninjutsu
    Cost: 2AP + 350CP [430 CP [520 CP]]

    Creates and attacks with a spear for 1040 [1290 [1550]] damage and -2 [-1.5 [-1]] Accuracy, target gains -1[-1.5 [-2]] Dodge for 1 Round. May use either Ranged Accuracy or Ninjutsu Accuracy, decided on cast, and on a full hit deals +20% damage when the debuff is ended or removed.

  • Red Snow (Rank 3) - Ice Ninjutsu
    Cost: 2AP + 350CP/rnd [430 CP/rnd [520 CP/rnd]]

    Deals 300 [400 [500]] damage per round maintained, at the end of each round, to all non-user targets with a [20% [15% [10%]] Bleed chance.

  • Ice Blast (Rank 3) - Ice Ninjutsu
    Cost: 2.5AP + 720CP [910CP [1090CP]]

    Attack at +1.5 [2 [2.5]] Accuracy as an AoE for 1440 [1800 [2160]] damage, those hit have a 10% chance to be removed from Stealth but those underground cannot be hit; may be used only once per round.

  • Blue Blood (Rank 3) - Ice Ninjutsu
    Cost: 2.5AP + 1000CP

    Inflict -2 [-2 [-3]] Dodge/Accuracy and a 5% [7% [10%]] action failure chance, as an attack, for 2 [2 [3]] rounds; actions failed due to this effect return 50% of chakra spent.

  • Ice Clone (Rank 3) - Ice Clone Ninjutsu
    Cost: 2.5AP + 2000CP (950/rnd)

    Create a clone with 20% [25% [30%]] user's Max HP/CP, half the user's AP, and -7 [-6 [-5]] Secondary Stats which may use E - C Rank Water, Wind, or Ice Ninjutsu (all treated as Ice) the user knows.

  • Demonic Ice Mirrors (Rank 3) - Ice Ninjutsu
    Cost: 3 AP + 2000CP (950/rnd) [3000 (1430/rnd) [4000 (1900/rnd)]]

    WIP

Kinjutsu - Collector (Revenant)<i></i>
Collector (Dreg Collection Technique)
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A potent alteration of the Earth Grudge Fear technique, willingly extracting the dregs, the darkest and most distant from the warmth of the flesh parts of a spirit, of a human rather than the physical heart of a target. Dregs, desiring to be the furthermost divorced from their host body and its warmth, can be extracted by a Collector upon the death of the host and will joyfully join them, merging within their body and becoming a crystalline core. Each one of these crystals is made of dregs but to an outside observer appears like a type of spiritual permafrost, ghostly white crystals which confer the powers of their previous owner to the wielder allowing the Collector to draw upon the power of additional souls to perform supernatural feats such as greatly extend their lifespan and survive otherwise fatal blows.

In order to accommodate dregs the host body must possess no warmth of its own. Thus, the user of the newly created Dreg Collection technique, must first be dead and replace their entire internal systems with an emptiness that is filled purely with icy chakra. A Collector has no veins, nerves, organs, etc. beyond their Dreg Crystals but their chakra mimics these functions without the production of warmth of any kind. They will still bleed, breath, feel pain, etc. but none of these actions will generate any amount of warmth and even Katon techniques will be rendered heatless in order to accommodate the body’s supply of dregs. Upon injury the body does not bruise, bleeding expels a ghostly white fog that crystallizes in contact with external warmth, and the Collector is for, most purposes, an animated corpse.

In addition to possessing unique anatomy, the Collector is able to generate tendrils of their icy chakra to attack targets, capable of complex motion as if they possessed digits and enabling them to manipulate weapons via them if they desire. These tendrils replace the need for stitching and stretching which the Earth Grudge Fear entails, allowing the user of the Dreg Collection technique to retain their bodily integrity without needlessly displays of gore or revealing their unique internal composition.

Information
Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank

Effects:<i></i>
- The user is able to generate chakra tendrils which act as additional limbs and enable them to exceed their natural reach while wielding weapons. These are still called ‘stretched’ attacks for the purposes of effect text. Attacks made this way have the following special considerations.
  • Attacks are resolved using Ranged Accuracy rather than Melee Accuracy. When making a "stretched" attack the user must choose whether to apply their Melee or Ranged bonuses to the attack and only one set may be applied to a single attack. A "stretched" attack which has Ranged bonuses applied counts for all intents and purposes as a "ranged attack" that retains it's original Accuracy Type (a Nanjirou which "stretches" a melee attack and chooses Ranged still applies their Slashing/Piercing or Physical Damage bonuses but no Melee-specific Damage bonuses).
  • "Stretched" attacks have a 25% chance to be a Sneak Attack.
  • After attacking from Stealth with a "stretched" attack the user is automatically given a free attempt to return to Stealth with a +2 bonus.

In addition to the above the user may harvest dregs, and create a core, from an unconscious or recently killed target and absorb them within their own body. This requires a 300 word RP from the user and slays the target in the process if they are unconscious. Harvesting dregs gives no bonus on it's own but is required for many of the other techniques contained within the Collector Kinjutsu. User may only harvest dregs, and create a core, once a week and may have up to a maximum of five cores stored in their body at a time.

Note(s):
- "Stretched" attacks cost no additional AP -- they need only be declared.
- Opponents gain the cumulative Awareness bonus against the user for leaving Stealth Mode even if they automatically return to Stealth Mode following a "stretched" attack from Stealth.
- If harvesting a heart from an unconscious player the user may choose either the Forced Kill or the User's Choice option. All rules associated with killing a player mid-battle are applied to harvesting a heart from them during combat.


Dreg Union - Special Activated Ability</I><i></i>
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As a Collector the user becomes capable of manipulating their Dreg Collection technique to produce tendrils from the chilled chakra that composes their insides, forming it into solid tendrils which are used to create cores. They will seek out and remove the residual warmth of a target, even their ‘cousin’ Revenants or other undead, until the dregs of that body can be pulled free and join the Collector, becoming encased safely within a new core. Each new core contains the most fundamental parts of the victim’s soul and thus conveys these to the Collector, enabling them to benefit from their most deep-seated skills and memories.

Information
Prerequisites
Collector

Effect:
- Each created core grants the user it's own Class Bonus and can spend up to 2 pts. This is declared via the user's Dojo Forum thread and cannot be changed however the user may willingly discard a core they already have declared a Class Bonus for and replace it with a newly acquired core when they make their weekly dreg collection RP.
- A core must be activated for 0.5 AP before the user can benefit from it's bonuses.
- A core’s Class Bonus must be clearly marked in the user's profile and in the stats which are sent to their battle moderator as there are effects within the Collector table which can remove or cause cores to be destroyed.
- User may only benefit from stacking identical Class Bonuses up to three times.

Cost: 0.5 AP per core

Note(s):
- Dreg Union does not require an Ability Slot.
- Cores which are activated consecutively may be treated as a singular action with an aggregate AP cost equal to the AP spent activating them for the purposes of AP timing.
- If a core is consumed or destroyed by an effect from the Collector table the bonuses gained from it's Class Bonus are lost immediately and cannot be recovered until the user makes a 300 word RP to gain a new core at which point they may choose a new Class Bonus for that core.
- Stacking limitation means that if you have four acquired cores which all grant +5% Ninjutsu Damage then you are only going to gain benefit from three of those bonuses to a maximum of +15% Ninjutsu Damage rather than +25% but you may have +15% Ninjutsu Damage and +20% Fire Damage as they are only similar, not identical.
- User must still abide by limitations within the Class Points system (such as only being able to benefit from "+10% [element] damage" a total of two times).
- Cores cannot choose the 'additional Inventory Slot' class point option.


Deathly Aberrant - Special Activated Ability<i></i>
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Achieving a new type of existence the Collector is incredibly difficult to kill, no longer possessing the vital weaknesses of the living and being a largely flesh-bound chakra construct. With their collection of dregs they can prolong their life beyond the termination of it which created them and well beyond the efforts of opponent’s to slay them. In a pinch, when ‘slain’, they may consume a core’s worth of dregs and return to life even if they would otherwise be destroyed and even from the most trace of remnants.

Information
Prerequisites
Collector

Effect:
- If the user has at least one core and is given the Forced Kill option after being defeated in a battle they may change that result to Victim's Choice - Live instead incurring the 20% PL penalty and losing all of their cores in the process.

Note(s):
- Deathly Aberrant does not take up an Ability Slot.
- Any PL lost through the use of this ability may only be regained through standard training and special rewards (such as a mission reward or holiday bonus). The user cannot OCR into a new character to replace their lost PL with Advanced Points, only to OCR back into their Collector character, for example. If OCR'ing from a Collector that is still recovering from having used this ability, the Collector will retain it's PL should the user come back to it.


Contempt of the Warmth - B-Rank Ninjutsu
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Manipulating their chakra-composed innards to produce their tendrils a Collector may strike out with them against a still living target, having equally destructive effects as they attempt to extract the warmth from them. Unfortunately, this ability does not refer to literal warmth and the tendrils will seek to extract the fundamental warmth of a body - its life or animus. These attacking chakra threads can be as thin as paper or wrapped together to form a thicker, more powerful, cord-like attack to bind opponents. These tendrils pierce the skin easily and can inflict bleeding wounds but the chill left behind on the soul is often the more notable injury.

Information
Prerequisites
Collector, B-Rank

Rank 1: User can release 11 chakra tendrils, each dealing 180 Damage at +2 Accuracy. Should at least 6 hit, there is a 21% chance of causing Bleeding.
Master Rank: User can release 15 chakra tendrils divided amongst up to three targets with each tendril dealing 225 Damage at +2 Accuracy. Should at least 4 hit, there is a 28% chance of causing bleeding.

Special Action - Binding Cords: User may combine all tendrils in an attempt to bind a single opponent rather than deal damage with Contempt of the Warmth at -2 Accuracy. Upon a full hit the opponent is bound in tendrils and has a 20% chance of escaping per 2 AP used. While binding an opponent using this special action the user may not target any other opponents with Contempt of the Warmth. This costs 400 CP/rnd to maintain.

Cost
Rank 1: 580 Cp
Master Rank: 730 Cp

Note(s):
- Does not use handseals.
- Can use either Ranged Accuracy or Ninjutsu Accuracy.
- Up to 10 bundles may hit a single target.
- If Contempt of the Warmth is cast while binding an opponent using the special action it may only target the bound opponent but each tendril deals 10% additional base damage.
- Counts as a Non-Elemental Ninjutsu but also benefits from Projectile Taijutsu bonuses.


Dread Recovery - B-Rank Ninjustu<i></i>
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As a consequence of their unique anatomy it is not difficult for a Collector to heal themselves by absorbing medical chakra but they also possible the ability to rely upon their chakra-dreg mixture to replace damaged flesh, replenishing their vessel’s hardiness. This ability appears as if the user has simply snapped their body back into place, wounds sealing shut, broken limbs resetting themselves, as the work is entirely done internally. This comes with the additional ability of allowing the Collector to feign immortality by shrugging of grievous wounds without handseals or appearing to use a jutsu, granting the jutsu its name.

Information
Prerequisites
Collector, B-Rank

Rank 1: User may reduce their own Bleeding and Called Shot penalties by 1 rank. The target recovers 1% Max Hp + 150 Hp.
Rank 2: User may either reduce their own Bleeding and Called Shot penalties by 1 rank, or do the same to a single ally. The target recovers 2% Max Hp + 200 Hp.

Special Action: By paying an additional 1.5 Ap and repaying the Cp cost, the user may combo this Jutsu into itself. Upon using this action, this Jutsu may not be recast for the remainder of the round.

Cost
Rank 1: 730 Cp
Master Rank: 910 Cp


Aberrant Truth - <I>A-Rank Ninjutsu
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Abandoning all pretenses of humanity the Collector releases a flow of black chakra and another of white chakra, converting their garments with black and their flesh with white until the user appears to be a featureless white humanoid in a completely black attire formed out of flowing dregs. The Collector simultaneously shatters any number of their cores, allowing their dregs to flow into them and combines their memories and strength with their own. This combined with their lack of physical features not only gives up the pretense of humanity physically but also in their aura and mind, neither of them betraying much to any outside source beyond being a torrent of alien thoughts and feelings which the Collector hides deep within. This technique’s refined nature compared to its cousin technique, the Ghoulish Shroud, can throw some opponents off though they share the same core functionality.

Information
Prerequisites
Collector, A-Rank

Rank 1: The user fuses with up to three of their cores. This increases the effect of the Class Bonus from each fused core by 50% and decreases the CP cost of Contempt of the Warmth by -5% CP per core fused.
Master Rank: The user fuses with up to five of their cores. This increases the effect of the Class Bonus from each fused core by 50% and decreases the CP cost of Contempt of the Warmth by -5% CP per core fused.

Special Action: At the beginning of each round the user may swap which cores they are fused with for no AP or CP. This may only be done at the beginning of the round and happens instantaneously.

Cost:
Rank 1: 2,200 CP + 1,100/rnd
Master Rank: 2,750 + 1,375/rnd

Note(s):
- Does not use Handseals
- Aberrant Truth has it's AP cost reduced by -0.5 AP per core that is activated with Dreg Union prior to being cast.
- Aberrant Truth cannot be used to fuse with any cores that are actively released by March of the White.


March of the White - S-Rank Ninjutsu
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Granting their collected dregs bodies extracted from the Collector’s chakra form they become capable of swiftly multiplying their presence on the battlefield, generating a number of nearly featureless white creatures which contain a portion of dregs which can grant them autonomy distinct from the Collector. Unfortunately this is not a perfect divorce as the Collector must give up a portion of themselves, namely the contents of a cores worth of dregs and a chakra affinity, and the union of spirit and chakra reflects the injury done onto them to the wielder. Similarly losing one of them to battle will deprive them of their dregs, putting the Collector’s hard work at risk. Each creation, known as a Wight, is a potent combatant in spite of these restrictions however and are competent enough to even wield weapons on the Collector’s behalf.

Information
Prerequisites
Collector, All other Collector techniques

Master Rank: The user is able to release their stored cores in artificial chakra bodies. User must donate an amount of their HP modifier to each Wight created and fuses a single one of their cores to the creation. Each Wight created reduces the user's HP Modifier for the remainder of the battle by 5.
  • Wights do not have HP. Instead whenever one would suffer damage from a source the user loses CP equal to 80% of the damage which would have been suffered by the Wight and the Wight is considered "destroyed" for the round. "Destroyed" Wights automatically regenerate at the end of each round.
  • Wights have -4 the user's Secondaries, 3 AP and take the CP cost for their jutsu from the user's CP pool. When created the user selects one of their Elemental Affinities for the Wight to reflect. The Wight may only cast Ninjutsu (or Taijutsu, see below) which share an element with the Affinity that it reflects.
  • If the user is carrying a weapon they may allow the Wight to equip that weapon for no additional cost which grants the Wight the ability to cast any Taijutsu which shares a weapon type with the weapon that they have equipped. Like the user, Wights may "stretch" their melee attacks (see Collector’s base ability) and gain a 10% damage bonus for melee attacks that they make that way.
  • While active the user loses the benefit from the Class Bonus belonging to the core they used to create the Wight but the Wight gains that bonus instead for the duration.

Note(s):
- Does not use Handseals.
- March of the White is a Creation Jutsu. Up to three Wights count as a single Creation Jutsu.
- Wights mirror the user's Custom Class in terms of Secondaries and retain all effects and bonuses that the user may have active. They must collectively abide by any "once per round" brand of jutsu limitations with the user. Wights may also use any Special Moves or Modifications that the user may have access to if they are in relation to an attack they are making such as Pyromaniac's Fire Blast or Spiritualist's Holy Weapon. They may not use Independent Special Moves nor may they enter Styles (though if the user is maintaining a Style the bonuses are conferred to each of their Wights).
- User may cast March of the White from Stealth Mode without being revealed.
- User may create up to three Wights per cast of this jutsu but pays the CP cost and has their HP Modifier reduced individually for each Wight created at the time of casting (Ex: Creating three Wights in one cast reduces the user's HP Modifier by -15 and costs 4.5 AP + 3,300 CP).

Cost: 4.5 AP and 1,100 CP per Wight created

Abilities<i></i>
 
Weapons
Augments

Tsurara</U><i></i>
Weapon; Puppet (Bleeding) +1 Accuracy, -5% Damage
Augments: Special Composition (Ice), Primal, Explosive Seal

A crystalline ice construct created, as needed, with a seal written into the air and guided by the gestures of its creator. This weapon is focused primarily on regular combat use, featuring the ability to channel large amounts of chakra into explosive bursts of icy wind as it strikes opponents.


Kawaki
Weapon; Puppet (Bleeding) +1 Accuracy, -5% Damage
Augments: Special Composition (Ice), Razor Strike, Barbed Teeth

A crystalline ice construct created, as needed, with a seal written into the air and guided by the gestures of its creator. This weapon is used to cut and gouge opponent’s, being notably more jagged than its brethren and featuring several rows of teeth to rip into the flesh of opponents.


<U>Shirudo<i></i>
Weapon; Puppet (Non-Offensive) +2 Accuracy, -10% Damage
Augments: Vanguard, Recovery, Re-Energize

A crystalline ice construct created, as needed, with a seal written into the air and guided by the gestures of its creator. This weapon is smaller and typically hangs off the creator’s back, assisting them by attaching to their body and filtering out chakra from the air into itself and then into its creator with limited offensive ability.


White Beast Claws<i></i>
Weapon, Unarmed (Handseals) +1 Accuracy, -5% Damage
Augments: Special Composition (Ice), Toxify, [EMPTY]

A sign of clan heritage which takes the form of a series of bone-white, retractable, feline, claws on each of the wielder’s digits (though the hands are most often used.) The claws are oddly crystalline and are made from hardened ice rather than true bone.


Equipment / Gear

Pouch - Poison; 4 Uses
A portable bag used to hold smaller tools and equipment, this straps onto the user without burdening them and provides quick access to a variety of goodies housed inside.

When assigning this item in their Dojo, the user chooses one of the following; Tool, Poison, or Trap. Each usage of this pouch replicates a single usage of any item of the chosen type, but the same item cannot be chosen through this item twice. This item may be targeted by Called Shot: Weapon. After two hits, it falls to the ground and may be claimed by anyone for 1 Ap. Claiming this item equips it to them without taking up an inventory slot. The usages remaining and restrictions on previous items used with it carry over to the new wielder. Cannot be taken in conjunction with the Summoning Scroll item.

Light Armor - Gear; Passive
Minimalist armor that offers abit of extra protection without slowing down its wearer, and a favorite of shinobi. The protection of this armor is often limited to only a few vital spots and areas, but this can often be enough to ensure the user won't be brought down a single well-placed strike.

Critical hit damage is reduced by 0.35

Kawarmi Target - Tool; 3 Uses
A substitute used in one of the most basic shinobi techniques. Traditionally used with a small log, but it can really be anything the user tends to have on hand.

Allows the user to perform the Body Switch Jutsu without having clones on the field. This item will be used automatically (it does not cost AP to use.) The user also suffers no dodge debuff afterwards if this item is used with it.

Headset - Gear; Passive
A shinobi staple for communication. Headsets can vary from having a mouth-piece with a push-to-talk button, to a throat mic. Using a headset is vital for calling for back-up and to relay information.

May call reinforcments, who also have Headset, for 1AP after 5 seconds into Round 1 which arrive 3 Rounds after the call. May be destroyed by Called Shot: Weapon with two hits.

Cores (Hearts)<i></i>
Frozen Core I<i></i>
+5% Ice damage

Frozen Core II<i></i>
+5% Ice damage

Frozen Core III<i></i>
+5% Ice damage
 
TaiJutsu

[Buffing Taijutsu]
  • Charge
    Taijutsu, E Rank, Buffing
    Cost: 65 CP [80 CP]

    User's next C-Rank or below Taijutsu targets an additional target at -2 [-1] Accuracy; cannot stack.
  • Grip
    Taijutsu, E Rank, Buffing
    Cost: 65 CP [80 CP]

    Gain +1 Accuracy to a Taijutsu damage type, declared on cast, (Slashing, Bludgeoning, Piercing, Unarmed, Projectile, Thrown, or Puppet) and -5% [-0%] damage of that type. Cannot stack, recasting with the same declared damage type before the duration ends resets the 1 Round duration.
  • Fleeted</U><i></i>
    Taijutsu, E Rank, Buffing
    Cost: 65 CP [80 CP]

    Gain +1 Dodge against a Taijutsu damage type, declared on cast (Slashing, Bludgeoning, Piercing, Unarmed, Projectile, Thrown, or Puppet.) [All successful attacks of this type deal -5% damage for the duration.] Cannot stack, recasting with the same declared damage type before the duration ends resets the 1 Round duration.
  • Block
    Taijutsu, E Rank, Buffing
    Cost: 65 CP [80 CP]

    Reduce the next instance of damage from a damaging attack by your Basic Attack Damage x2 [x3]. Maximum of 2 uses per Round, may be Reactionary.
  • Shadow Play<i></i>
    Taijutsu, D Rank, Buffing
    Cost: 180 CP [225 CP]

    Gain +1 Dodge for 1 Round, or until a successful Dodge (excluding Auto Dodge), and suffers -2 [-1] Stealth for 1 Round. Recasting before the duration ends resets the duration, may be Reactionary.
  • Brandish
    Taijutsu, D Rank, Buffing
    Cost: 180 CP [225 CP]

    Gain +5% [+7%] Bleed Chance on Taijutsu that can apply Bleed for 1 Round, or until 2 successful Bleed applications; if used with a Multi-Strike Attack this effect only applies to the first strike. Cannot stack, maximum of 1 use every other round.
  • Chakra Extension
    Taijutsu, C Rank, Buffing
    Cost: 335 CP (170/r) [420 CP (210/r)]

    Gain +1 Accuracy and +5% damage and Partial Hits deal +5% [+10%] damage, on each Strike. Maximum two round duration, recasting resets duration, and partial hits cannot exceed 100% total damage by this effect.

    Aura: +20% CP, gain an additional +5% damage on Partial Hits while maintained and the next successful Taijutsu attack gains an additional +5% damage.
  • Chakra Absorption
    Taijutsu, C Rank, Buffing
    Cost: 180 CP (90/r) [225 CP (115/r)]

    Convert 5% [10%] damage dealt by target weapon into equivalent chakra loss (and gain that chakra?), counts as Channeling and cannot stack with other forms of Channeling; cannot be used with Illusory Damage.
  • Unbound<i></i>
    Taijutsu, B Rank, Buffing
    Cost: 545 CP [680 CP]

    Gain +2 [+3] Dodge against a targeted Bind within the next two rounds. Can be used while Bound (cannot be prevented or stopped), cannot effect illusory or Genjutsu Binds, and can only be cast once per round.

    Special - Awakening the Dragon: While Bound gain +1 (or +10%) [+2 (or +20%)] to your next break chance. This may Reactionary.
  • Counterstrike<i></i>
    Taijutsu, B Rank, Buffing
    Cost: 545 CP + 30% Target Cost

    Target a Taijutsu Attack B Rank or below at +1 [+2] and choose a Taijutsu you can cast - reduce incoming damage by 90% of your chosen Taijutsu's damage, if this exceeds the total damage of targeted Taijutsu attack, and your chosen Taijutsu is not a Projectile Taijutsu, deal excess damage to the attacker. Cannot Follow Up or Combo and can only be cast once per round. This may be Reactionary.
  • Concealed Steps<i></i>
    Taijutsu, B Rank, Buffing
    Cost: 545 CP [680 CP]

    Gain a 21% [24%] chance to remain in Stealth after a Sneak Attack which may only trigger once per round, does not stack with any other effects to remain in Stealth (they are rolled seperately), cannot be used with Shadowplay, and may only be cast once per battle. This percentage drops by 7% [8%] per round.

    Special - Silent Steps: +20% CP, entering Stealth costs 0.75AP once per round.
    </LIST>


  • [Unarmed Taijutsu]
    <LIST>
    • The One-Two<i></i>
      Taijutsu, E Rank, Unarmed
      Cost: 65 CP [85 CP]

      Attack with two 100 [125] damage Strikes.
    • Uncalled for Shot
      Taijutsu, E Rank, Unarmed
      Cost: 55 CP [70 CP]

      Attack at +3 Accuracy for 170 [220] damage and on Full-Hit inflict -1 Dodge against the next attack against that target at an 8% [10%] chance. This debuff cannot stack with itself.
    • 4-Hit Combo
      Taijutsu, D Rank, Unarmed
      Cost: 160 CP [215 CP]

      Attack with four Strikes at +2 Accuracy [+2 Accuracy and +1 Critical Range] for 120 [150] damage each.
    • Spinning Wind
      Taijutsu, D Rank, Unarmed
      Cost: 170 CP [215 CP]

      Attack with three Strikes at +1 Accuracy for 170 [215] damage each and on a Full Hit the first Strike will cause the target's next Attack to target randomly (5% [7%] Chance), the second Strike has +1 Critical Range, and the third Strike causes the target's next Attack to cost +0.25 AP (5% [7%] Chance); only one of these Full Hit effects can trigger per cast.
    • Dyanmic Entry
      Taijutsu, D Rank, Unarmed
      Cost: 180 CP [225 CP]

      Attack for 540 [675] damage and reduce the next Dynamic jutsu's cost by 10% if cast immediately after this jutsu.
    • Dynamic Finish
      Taijutsu, D Rank, Unarmed
      Cost: 180 CP [215 CP]

      Attack with two Strikes [at +1 Accuracy] for 270 [325] damage each, if both Strikes are Full-Hits increase the target's next Attack's CP cost by 5% (10% if cast immediately after another Dynamic jutsu) at 12% [16%] chance.
    • Dragon Assault
      Taijutsu, C Rank, Unarmed
      Cost: 335 CP [420 CP]

      Attacks with four Strikes for 255 [315] damage each.

      Special: May be used twice; +10% CP & +0.25 AP (does not alter timing), add an additional strike

    [Puppet Taijutsu]
    Note: When a Puppet is armed with a Trap jutsu that jutsu is both a Puppet Taijutsu and a Trap Item for its duration, follows Trap rules, and the puppet armed with the Trap jutsu is considered the trap for targeting purposes. The alternative cost to arm as a trap replaces all other AP/CP costs.
    • Castling
      Taijutsu, E Rank, Puppet
      Cost: See below

      Reduce damage from an attack by 20% [30%], your weapon is hit with a +20% [+15%] Called Shot which may reach Broken, and you pay CP equal to 50% of the new damage value. Maximum of 1 use per Round, may be Reflexive, cannot be used with a Broken weapon, may block an attack not targeted at the user.

      Special: May use an unequipped Puppet, equipping it and sheathing any equipped weapon.
    • Chakra Emissions<i></i>
      Taijutsu, E Rank, Puppet
      Cost: 65 CP (30/r) [80 CP (40/r)]

      Target Puppet gains +5% Bleed or Suppression (if capable of applying it) or can now apply Bleed or Suppression (if not capable.) [+5% Called Shots with the target Puppet.]
    • Guided Strike
      Taijutsu, E Rank, Puppet - Attack
      Cost: 60 CP [75 CP]

      Attack at +1 Accuracy for 190 [240] damage.
    • Swift Spin
      Taijutsu, E Rank, Puppet - Attack
      Cost: 65 CP [80 CP]

      Attack with three 65 [85] damage Strikes.
    • Searchlight<i></i>
      Taijutsu, D Rank, Puppet
      Cost: 180 CP (90/r) [230 CP (115/r)]

      Target halves [removes] their Terrain Visibility bonuses. While maintained this jutsu may be dispelled with 2 Called Shots against the weapon using it and cannot be recast for 2 Rounds.

      Special: +20% CP, may be armed as a Trap, this Trap triggers on the next successful attempt to enter Stealth; when triggered this will also force a Stealth reroll.
    • Puppet Transformation<i></i>
      Taijutsu, D Rank, Puppet
      Cost: 180 CP (90/r) [230 CP (115/r)]

      Target non-Broken Puppet turns into a replica (valid target) of the user [or another target], triggering an Awareness Check (failure means the two cannot be differentiated.) Dispelled when Puppet is hit or unequipped and this jutsu receives a -1 Awareness penalty each time it is used within the same Round.

      Special: May be performed unequipped but if the target non-Broken Puppet is not equipped it has its Called Shot level raised on any hit and is Dropped.
    • Surprise Shift
      Taijutsu, D Rank, Puppet
      Cost: 180 CP [230 CP]

      Block 540 [675] non-Illusionary damage from an attack, if successful the user's next Puppet attack is a Sneak Attack.

      Special: +20% CP, may be armed as a Trap
    • Dagger Assault
      Taijutsu, D Rank, Puppet
      Cost: 190 CP [235 CP]

      Attack at -1 Acc for 565 [710] damage, can cause Bleeding.
    • Projectile Launcher
      Taijutsu, D Rank, Puppet
      Cost: 160 CP [200 CP]

      Attack at +2 Acc with five 160 [200] damage Strikes. Strikes may be split among two targets but any single target has a maximum of 3 hits.

      Special: May be armed as a Trap.
    • Hidden Smoke Bomb
      Taijutsu, C Rank, Puppet
      Cost: 335 CP [420 CP]

      Accuracy check (as if to hit) up to two targets, targets who are successfully effected Blind Shot their next two [three] non-Genjutsu attacks. Can be used once every other round, lasts for one round, and does not stack with any other effect that would cause Blind Shots.

      Special: +20% CP, may be armed as a Trap
    • Puppet Clone
      Taijutsu, C Rank, Puppet
      Cost: 335 CP (165/r) [420 CP (210/r)]

      Transform up to two [three] unequipped puppets into clones (identical secondaries, no AP, when damaged a Called Shot - Weapon is rolled and may inflict Broken status) of the user, which cannot be used to perform Puppet Taijutsu. Lasts three rounds, cannot target Broken puppets, and recheck Awareness when attacked and if successful may redirect to another Puppet Clone at random at -2 Accuracy/DC up to once per attack.

      [Mimicry: The user may channel offensive jutsu through a Puppet Clone for +10% CP and it deals 70% of the base damage, maintains last one round shorter, and Awareness is rechecked.]
    • Puppet Switch
      Taijutsu, C Rank, Puppet
      Cost: Target CP + 20% [Target CP] (see effect)

      Activated auto-dodge the next B Rank or below attack aimed at the user, the used weapon cannot be unequipped without dispelling the jutsu until it triggers and after it triggers actions with that weapon cost an additional 0.5AP [0.25AP] for the remainder of that round.

      Special: May be cast with a non-Broken unequipped Puppet, if so the weapon suffers a Called Shot (may reach Broken.)
    • Channel Puppet
      Taijutsu, C Rank, Puppet
      Cost: 335 CP (170/r) [420 CP (210/r)]

      Control (but not equip) a second weapon which is considered separate from the user (will not remove from Stealth, does not cause Sneak Attacks, Called Shots against it automatically succeed and may reach Broken) may be used as if equipped for +30% CP [+25% CP] for up to three rounds with a full round cooldown if at the second round or later of maximum duration.
    • Needle Shower
      Taijutsu, C Rank, Puppet
      Cost: 335 CP [420 CP]

      Attack with nine [twelve] 90 damage Strikes at +3 Accuracy, may be split between up to three [four] targets. May be used once per round.

      Special: +20% CP, may be armed as a Trap
    • Gas Warfare<i></i>
      Taijutsu, C Rank, Puppet
      Cost: 335 CP [420 CP]

      Attack for 1020 [1260] damage and target suffers -1 [-2] Accuracy until end of round.

      Special: May pay +20% CP to consume a use of a held Inhaled Poison and, on full hit, apply it to the target.
    • Magnet Missile<i></i>
      Taijutsu, C Rank, Puppet
      Cost: 320 CP [400 CP]

      Attack up to two targets for 820 [1020] damage and, on hit, the user's next Puppet attack against that target has a 15% [30%] chance of gaining a +2 bonus to an applicable area.
    • Terra Shift
      Taijutsu, B Rank, Puppet
      Cost: 600 CP (300/r) [750 CP (375/r)]

      Change Terrain or Visibility one step [two steps, or both one] and move the effected condition(s) an additional step at the end of each round. This may be maintained up to three rounds, must be cast with a Puppet (although it may be removed after casting), and this jutsu's effects persist even after it is not maintained. The puppet performing this jutsu performs all other actions at +15% [+10%] CP.

      Special: While maintained after the round it is cast, may pay 1.5AP and cast cost to dispel a non-S Rank Arena.
    • Vapor Cannon<i></i>
      Taijutsu, B Rank, Puppet
      Cost: 520 CP [650 CP]

      Attack at +1 Accuracy for 1425 [1780] damage + 15% against Barriers.

      Special: +30% CP, choose an unequipped Puppet's Augment and add its effect to this jutsu, damage against Barriers is increased to +25%.
    • Nihil Shield<i></i>
      Taijutsu, A Rank, Puppet
      Cost: 1650 CP [2060 CP]

      Create a 3300 [4000] Barrier against a single non-S Rank attack and add 20% of that attack's damage to the next Puppet Taijutsu's damage or barrier value (except Nihil Shield.) May be Reflexive, may only be cast once per round.
    • <U>Puppet Fusion
      Taijutsu, A Rank, Puppet
      Cost: 2420 CP (1210/r) [3025 CP (1510/r)]

      Combine two [three] non-Hitokugutsu, non-dropped, Puppets into a Creation with 5280 [6600] HP with -3 Secondaries and 5 AP; it may attack for 1AP at Ranged Acc for 705 [880] damage. While active this Creation benefits from all of the combined weapons' augments (but duplicates do not stack) and once destroyed these weapons have their Called Shot penalties raised by 1.
    • Kaizo Trap
      Taijutsu, A Rank, Puppet
      Cost: 1815 CP [2270 CP] +25% per additional use on same weapon

      Deal 3630 [4535] damage at - 2 Accuracy with a Broken Puppet (need not be equipped), ignoring damage penalties for using a Broken weapon, then heal all Called Shot penalties on this Puppet and if the weapon was unequipped, equip it.

      Special: +20% CP, may be armed as a Trap prior to reaching Broken; the trigger condition becomes reaching Broken status, halve its CP/AP cost paying half to set the trap and half upon trigger, pay this new half cost as maintenance each round, and the Accuracy becomes +2.
    • Iron Maiden
      Taijutsu, A Rank, Puppet
      Cost: 1760 CP (880/r) [2200 CP (1100/r)]

      Bind (15% Escape / 2.5 AP) at -3 Accuracy and create a 3300 [4125] Barrier around the target, when Barrier is broken the Puppet used is Broken; 1 Round cooldown.
    • Flamethrower Stream
      Taijutsu, A Rank, Puppet
      Cost: 1815 CP (905/r) [2270 CP (1135/r)]

      Attack three targets for 1400 [1750] and re-roll at -2 [-1] Accuracy on initial miss. Repeat this, with a new Ranged Accuracy roll, at the beginning of each round maintained for up to 4 Rounds.
 
Ninjutsu

[Non-Elemental]
  • Transformation
    Ninjutsu, E Rank, Non-Elemental
    Cost: 90 CP (90/r) [110 CP (110/r)]

    User becomes identical to a target, all except the imitated target (and their clones) require Awareness (-2 Penalty [-1 Penalty] to user's Stealth) to detect each round. May be maintained for up to three rounds, dispels on hit by non-Genjutsu, dispels if the user performs an action the target cannot (if the target is a non-person), and changes clones created during maintenance to appear as the target you are imitating (previously created clones do not change.)
  • Body Switch
    Ninjutsu, E Rank, Non-Elemental
    Cost: Target C Rank (B Rank] or Below Jutsu + 20% CP

    Switch with a clone or Kawarmi Target up to once per round as an activated Auto-Dodge against an attack (excluding Genjutsu), cannot be used against Sneak Attacks or while Bound or in the same round as another Body Switch jutsu. Can be cast only once per round and the user gets -3 Dodge during that round. May be cast Reflexively.

[ANBU]

[Medical]

[Wind]
  • Wind Slash
    Ninjutsu, E Rank, Wind
    Cost: 100 CP [120 CP]

    Attacks for 285 [355] damage at -1 Accuracy with a 4% [6%] chance of Wind Slice (+5% base damage and raise Bleed.)

    Special: +20% CP, attack with two Strikes of 80% damage each but each Strike must have a different target.
  • Pressure Blast</U><i></i>
    Ninjutsu, E Rank, Wind
    Cost: 90 CP [110 CP]

    Attacks for 270 [340] damage using Melee Accuracy and a 4% [6%] chance of Gaspless (Suppression, +10% AP on next action) once per cast.

    Special: +10% CP, cast with Ninjutsu Accuracy at +2 Accuracy and 90% base damage.
  • Whirlwind Spin<i></i>
    Ninjutsu, D Rank, Wind
    Cost: 265 CP [330 CP]

    Gain +2 Dodge until your next action, if hit by a melee attack before your next action the attacker has a 12% [16%] chance of Gaspless (Suppression, +10% AP on next action, once per cast), and your next attack suffers -2 [-1] Accuracy. May be used reflexively, may only be used once per round.

    Typhoon Burst: +20% CP, attacker's of any type have a 12% [16%] chance of Air Disruption (-2 Accuracy for one round) and a +12% chance of Gaspless, jutsu is dispelled once triggered.
  • Air Bullet
    Ninjutsu, D Rank, Wind
    Cost: 215 CP [240 CP]

    Attacks for 685 [810] damage at +1 [+2] Accuracy with a 12% [16%] chance of Gaspless (Suppression, +10% AP on next action, once per cast.)

    Gale Palm: +20% CP, may use Melee Accuracy, +8% Gaspless and -2 Accuracy
    Air Barrage: +10% CP, may perform any number up to three +2 Accuracy Strikes which have damaged divided equally from 90% base damage and secondary chance divided equally from +4% Gaspless chance.
  • Shredding Touch
    Ninjutsu, D Rank, Wind
    Cost: 215 CP (110/r) [270 CP (140/r)]

    User's melee Taijutsu attacks have an 8% [12%] chance of Wind Slice (+5% base damage, raise Bleed by one.) Lasts up to three rounds.
  • Wind Scythe<i></i>
    Ninjutsu, C Rank, Wind
    Cost: 540 CP [620 CP]

    Attacks at -2 [-1] Accuracy for 1485 [1770] damage with a 12% [18%] chance of Wind Slice (+5% base damage and raise Bleeding, may be triggered only once per cast.)

    Blade of Wind: +20% CP, an additional +10% base damage at an additional -1 Accuracy and may be cast with Melee accuracy.
    Divine Wind: +20% CP, increase damage to 110% and divide into any amount of Strikes up to five, each with -2 Accuracy.
  • Tempest<i></i>
    Ninjutsu, C Rank, Wind
    Cost: 405 CP [480 CP]

    Attacks up to two targets with three 340 [405] damage Strikes at +1 [+2] Accuracy with a(n) 18% [24%] chance of Uplift (-1 Dodge for the round, at end of round they suffer 1% max HP damage, stacking up to three times) per Strike.

    Special: If one or more targets of Tempest have two or more stacks of Uplift the caster may combo into any other mastered B Rank or lower Wind Ninjutsu, the chosen jutsu costs +20% CP, full AP, and deals 80% damage or, if an AoE, only strikes the targets of the Tempest jutsu.
  • Gale Force
    Ninjutsu, C Rank, Wind
    Cost: 500 CP (240/r) [620 CP (300/r)]

    User gains -2 Dodge against Fire jutsu; melee contact with user triggers a Ninjutsu check, on a success the contacter's actions cost +15% CP on their current action (if attacking) or their next action (if attacked) and they have a 12% [16%] chance of becoming Gaspless (Suppression, +10% AP for next action, once per cast.) May last up to two rounds.

    Air Burst: While maintained user may, reflexively, dispell the jutsu for the round and reduce an attack's damage by 30%.
  • <U>Wind Release<i></i>
    Ninjutsu, C Rank, Wind
    Cost: 560 CP + 10% Cost (see effect)

    Dispel visibility effects (Smoke Bombs, Hidden Mist, Sandstorm Veil, etc.) up to B Rank or D Rank or below Lightning jutsu [C Rank or below Lightning/Dust/Vapor jutsu] with a Ninjutsu check, if a B Rank jutsu is the target of dispel the user checks at -2 Ninjutsu Accuracy. May be used once per round and a dispelled Smoke Bomb requires no check and prevents its effects for one round.

[Water]

[Ice]
 
Genjutsu
  • Audal E - Deception
  • Audal E - Favoritism
  • Audal E - Wasteful
  • Audal D - Trembling Music
  • Audal D - Pained Expressions
  • Audal D - Appreciation of Music
  • Audal D - Gong
  • Audal C - Sometimes Shouting Works
  • Audal C - Deaf
  • Audal C - Run It Back
  • Audal C - Groans
  • Audal C - Piercing Cry
  • Audal B - Prolong
  • Audal B - Leak
  • Audal B - Wither
  • Audal B - Bass Drop
  • Audal A - Radial Shock
  • Audal A - Blank Slate
  • Audal A - Chakra Ravage
  • Audal A - Auto-Tune

[Audal]
 

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