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:

Chigokai Yukio Dojo

0.Shinobi 101 - Wind ninjutsu uses Melee Accuracy
0. Sentinel
1. Called Shot
2. Human Anatomy
3. Sage Mode
4. Quick Draw
5. Weapon Attunement
6. Bloody Mess
7. Strategist
8. Martial Artist
9. Kinjutsu
10. Kinjutsu
11. Kinjutsu
12. (ASP slot purchase) Learning Ambidexterity

Ambidexterity:
Yukio knew his Taijutsu skills would still need improving as he looked down at his gloves closing his hands into fists as he threw a few swift punches at the training dummy he’d prepared for this session. It was always said that a weapon was an extension of the user and not a tool to be misused. In Yukio’s case he had to be extra mindful of this fact using each hand to deliver punches in rhythm and even when he used his Scythe he had to be sure to use both sides of the weapon in synch otherwise he could leave himself exposed to attack from opposition.

Changing Shinobi 101 from wind using Taijutsu accuracy to Mirror Using Taijutsu Accuracy
 
Hyuuga Yukio said:
0.Shinobi 101 - Wind ninjutsu uses Melee Accuracy
0. Sentinel
1. Called Shot
2. Human Anatomy
3. Sage Mode
4. Quick Draw
5. Weapon Attunement
6. Bloody Mess
7. Strategist
8. Martial Artist
9. Kinjutsu
10. Kinjutsu
11. Kinjutsu
12. (ASP slot purchase) Learning Ambidexterity

Ambidexterity:
Yukio knew his Taijutsu skills would still need improving as he looked down at his gloves closing his hands into fists as he threw a few swift punches at the training dummy he’d prepared for this session. It was always said that a weapon was an extension of the user and not a tool to be misused. In Yukio’s case he had to be extra mindful of this fact using each hand to deliver punches in rhythm and even when he used his Scythe he had to be sure to use both sides of the weapon in synch otherwise he could leave himself exposed to attack from opposition.

Changing Shinobi 101 from wind using Taijutsu accuracy to Mirror Using Taijutsu Accuracy

Dojo Approved
 
Updating Weapons:

Purchasing Augments -
Duel weapon x2
Swift
7,200 Yen total

Last Rites:
Weapon Type: Unarmed
Ability Type: Can use handseals
Damage modifier: -10%
Accuracy Modifier: +2
Augments:
Adding duel weapon with Ambidextrous
Trick weapon – Slashing Taijutsu
Blood Rack
Wide Edge

Challengers Fists:
Weapon Type: unarmed
Ability Type: Can use Handseals
Damage Modifier: +10%
Accuracy Modifier: -2
Augments:
Adding duel weapon with Ambidextrous
Re-energize
Chakra Drain
Trick Weapon - Bludgeoning

Combat Gloves:
Weapon Type: unarmed
Ability Type: Can use Handseals
Damage Modifier: -10%
Accuracy Modifier: +2
Augments:
Adding Swift
Primal
Dual Weapon - Free due to Ambidextrous
Vampiric
 
Hyuuga Yukio said:
Updating Weapons:

Purchasing Augments -
Duel weapon x2
Swift
7,200 Yen total

Last Rites:
Weapon Type: Unarmed
Ability Type: Can use handseals
Damage modifier: -10%
Accuracy Modifier: +2
Augments:
Adding duel weapon with Ambidextrous
Trick weapon – Slashing Taijutsu
Blood Rack
Wide Edge

Challengers Fists:
Weapon Type: unarmed
Ability Type: Can use Handseals
Damage Modifier: +10%
Accuracy Modifier: -2
Augments:
Adding duel weapon with Ambidextrous
Re-energize
Chakra Drain
Trick Weapon - Bludgeoning

Combat Gloves:
Weapon Type: unarmed
Ability Type: Can use Handseals
Damage Modifier: -10%
Accuracy Modifier: +2
Augments:
Adding Swift
Primal
Dual Weapon - Free due to Ambidextrous
Vampiric

Approved
 
0.Shinobi 101 - Mirror ninjutsu uses Melee Accuracy
0. Sentinel
1. Called Shot
2. Human Anatomy
3. Sage Mode
4. Quick Draw - Switching for Chakra Style Wind
5. Weapon Attunement
6. Bloody Mess
7. Strategist
8. Martial Artist - switching for Initiative
9. Kinjutsu
10. Kinjutsu
11. Kinjutsu
12. (ASP slot purchase) Ambidexterity

Unlearning Quick Draw and learning Chakra Wind Style:
Wind style jutsu it was something Yukio had used for a very long time being the first thing he'd ever achieved in the academy for an elemental affinity and was something he always found as a quick fall back if Taijutsu ever failed him and as the Hyuuga stood in the dojo he wondered if he had neglected it for too long. Wind as a natural companion to him it's swift and flowing movements suiting the clans defensive Style of combat more than he had appreciated. He wasn't sure how many Hyuuga there were left and so far the few he had met had met their ends or didn't associate with any village.

Taking a deep breath he stood there feeling his Chakra coursing through his body as Yukio took the Jyuuken stance whispering before thinking about moving. "Move like the wind you use so often, flow in fluent motions and do not waste time and effort in pointless thought." It was true there was little to think about that was the whole point, it came to instinct more than anything else as he began the movements of his eight trigram style feeling the breath of the wind flow across his body picking up on the subtle shifts and movements complimenting his fighting style.

Unlearning Martial Artist for Initiative:
It was something Yukio had said to himself long ago, take the initiative in combat get the upper hand on an opponent before they had a chance to make use of any weaknesses that could become apparent the longer combat proceeded. Standing in the Dojo he looked at the opponent before, a clone of himself standing across the room. It was a strange sensation having a clone as an opponent but then again if he could know himself better than any other then the chances of being caught out because of his weaknesses would be lowered dramatically.

As the two stared across the room there was no announcement nor was there a pause as fists clashed the swift spinning motions of the eight trigrams being a sight to behold had anyone else been present to observe. It was then the Hyuuga noticed his habits starting to become apparent a shift in movement before striking, subtle movements of the hands and fingers before a jab or strike. These were what Yukio was looking for those movements giving him obvious weaknesses but if he could mask and improve on them there would be little in the way of weakness in combat, allowing him to find the sudden strikes he was looking for.
 
Hyuuga Yukio said:
0.Shinobi 101 - Mirror ninjutsu uses Melee Accuracy
0. Sentinel
1. Called Shot
2. Human Anatomy
3. Sage Mode
4. Quick Draw - Switching for Chakra Style Wind
5. Weapon Attunement
6. Bloody Mess
7. Strategist
8. Martial Artist - switching for Initiative
9. Kinjutsu
10. Kinjutsu
11. Kinjutsu
12. (ASP slot purchase) Ambidexterity

Unlearning Quick Draw and learning Chakra Wind Style:
Wind style jutsu it was something Yukio had used for a very long time being the first thing he'd ever achieved in the academy for an elemental affinity and was something he always found as a quick fall back if Taijutsu ever failed him and as the Hyuuga stood in the dojo he wondered if he had neglected it for too long. Wind as a natural companion to him it's swift and flowing movements suiting the clans defensive Style of combat more than he had appreciated. He wasn't sure how many Hyuuga there were left and so far the few he had met had met their ends or didn't associate with any village.

Taking a deep breath he stood there feeling his Chakra coursing through his body as Yukio took the Jyuuken stance whispering before thinking about moving. "Move like the wind you use so often, flow in fluent motions and do not waste time and effort in pointless thought." It was true there was little to think about that was the whole point, it came to instinct more than anything else as he began the movements of his eight trigram style feeling the breath of the wind flow across his body picking up on the subtle shifts and movements complimenting his fighting style.

Unlearning Martial Artist for Initiative:
It was something Yukio had said to himself long ago, take the initiative in combat get the upper hand on an opponent before they had a chance to make use of any weaknesses that could become apparent the longer combat proceeded. Standing in the Dojo he looked at the opponent before, a clone of himself standing across the room. It was a strange sensation having a clone as an opponent but then again if he could know himself better than any other then the chances of being caught out because of his weaknesses would be lowered dramatically.

As the two stared across the room there was no announcement nor was there a pause as fists clashed the swift spinning motions of the eight trigrams being a sight to behold had anyone else been present to observe. It was then the Hyuuga noticed his habits starting to become apparent a shift in movement before striking, subtle movements of the hands and fingers before a jab or strike. These were what Yukio was looking for those movements giving him obvious weaknesses but if he could mask and improve on them there would be little in the way of weakness in combat, allowing him to find the sudden strikes he was looking for.


Dojo Approved
 
Class Update

Adding +5% Unarmed Taijutsu Damage using class point card purchased here: https://ninpocho.com/viewtopic.php?f=774&t=52315&p=287606#p285770

Spoiler: hide
360 Degree Vision
HP: (50+11) x 525 = 32,025
CP: (40+11) x 370 = 18,870
Class Bonus: Kinjutsu, +5% Unarmed Taijutsu Damage
High: Melee Accuracy
Average: Dodge, Genjutsu Save, Ninjutsu Accuracy
Low: Ranged Accuracy, Genjutsu DC
 
Hyuuga Yukio said:
Class Update

Adding +5% Unarmed Taijutsu Damage using class point card purchased here: https://ninpocho.com/viewtopic.php?f=774&t=52315&p=287606#p285770

Spoiler: hide
360 Degree Vision
HP: (50+11) x 525 = 32,025
CP: (40+11) x 370 = 18,870
Class Bonus: Kinjutsu, +5% Unarmed Taijutsu Damage
High: Melee Accuracy
Average: Dodge, Genjutsu Save, Ninjutsu Accuracy
Low: Ranged Accuracy, Genjutsu DC

Approved
 
Updating contract Jutsu and abilities for S rank:

Abilities:
1. Ancient Wisdom
2. Elementalist
3. Adding Jutsu Expansion

Adding 2 more A rank Jutsu for hitting S rank:

Sol Fire Tempest
A destructive fire jutsu only able to be used by those who truly mastered the art behind flames. This technique condenses chakra high into the sky above, creating a huge ball of white hot flames. This meteor takes quite a long time to form, but once it crashes down upon the ground it creates a powerful firestorm of insatiable flames.

Information
Prerequisites: A-rank, 7 mastered fire jutsu, Firestorm mastered

Rank 1: Creates a giant meteor of flames in the sky, which then explodes into the ground to deal 3520 damage to three targets. This jutsu has a 36% chance of causing the 'Flash Fire' effect.
Rank 2: Creates a giant meteor of flames in the sky, which then explodes into the ground to deal 4400 damage to three targets. This jutsu has a 44% chance of causing the 'Flash Fire' effect.

Special Action: By paying +30% Cp, the user can have this jutsu target all in battle; doing so makes themselves a valid target as well, however.

Special Action: The user may pay +10% Cp and lower this Jutsu's accuracy by -1 to add either +5% Base damage, or +4% chance of activating the 'Flash Fire' effect. This may stack up to three time.

Rank 1 Cost: 2200 Cp
Rank 2 Cost: 2750 Cp

Notes:
- This jutsu may only be used once per battle. This Jutsu does not strike until a full round after use.
- This Jutsu always requires full handseals; regardless of any skills or abilities the user may have (Such as channeling or one handed seals).
- The 'Flash Fire' effect dispells barriers/clones/creation jutsu hit by this attack, and deals +25% base damage against non-barrier/clone/creation targets.

Supernova
A supernova is one of the most dangerous things in space; a rapid release of plasma. This jutsu allows the user to utilize the power of a supernova, creating fierce blast of super-heated energy.

Information
Prerequisites: Plasma Affinity, A-rank, 4 Mastered Plasma Jutsu

Rank 1: The user condenses the chakra within their body, focusing it into a blast of plasma energy that deals 3345 damage at +1 Accuracy to three targets. This jutsu has a 28% chance of activating the 'Radiated' effect.
Rank 2: The user condenses the chakra within their body, focusing it into a blast of plasma energy that deals 3960 damage at +2 Accuracy to three targets. This jutsu has a 36% chance of activating the 'Radiated' effect.

Special Action: The user may pay +20% Cp and focus this jutsu upon a specific target to gain either +25% base damage -or- a 20%/28% chance of activating the 'Overcharge' effect.

Rank 1 Cost: 1980 Cp
Rank 2 Cost: 2200 Cp

Notes:
- This jutsu may only be used once per round.
- The 'Radiated' effect grants Fire-based elements +1 Accuracy and +10% damage towards the effected target. Additionally, the target has a 10% chance of auto-failing an action; this may only happen once. This effect lasts until the end of the following round.
- The 'Overcharge' effect allows the jutsu to deal critical damage. If this activates upon a naturally rolled critical hit, then the critical damage is increased to x2.25. This effect cannot be raised passed a 30% chance of activating.
 
Hyuuga Yukio said:
Updating contract Jutsu and abilities for S rank:

Abilities:
1. Ancient Wisdom
2. Elementalist
3. Adding Jutsu Expansion

Adding 2 more A rank Jutsu for hitting S rank:

Sol Fire Tempest
A destructive fire jutsu only able to be used by those who truly mastered the art behind flames. This technique condenses chakra high into the sky above, creating a huge ball of white hot flames. This meteor takes quite a long time to form, but once it crashes down upon the ground it creates a powerful firestorm of insatiable flames.

Information
Prerequisites: A-rank, 7 mastered fire jutsu, Firestorm mastered

Rank 1: Creates a giant meteor of flames in the sky, which then explodes into the ground to deal 3520 damage to three targets. This jutsu has a 36% chance of causing the 'Flash Fire' effect.
Rank 2: Creates a giant meteor of flames in the sky, which then explodes into the ground to deal 4400 damage to three targets. This jutsu has a 44% chance of causing the 'Flash Fire' effect.

Special Action: By paying +30% Cp, the user can have this jutsu target all in battle; doing so makes themselves a valid target as well, however.

Special Action: The user may pay +10% Cp and lower this Jutsu's accuracy by -1 to add either +5% Base damage, or +4% chance of activating the 'Flash Fire' effect. This may stack up to three time.

Rank 1 Cost: 2200 Cp
Rank 2 Cost: 2750 Cp

Notes:
- This jutsu may only be used once per battle. This Jutsu does not strike until a full round after use.
- This Jutsu always requires full handseals; regardless of any skills or abilities the user may have (Such as channeling or one handed seals).
- The 'Flash Fire' effect dispells barriers/clones/creation jutsu hit by this attack, and deals +25% base damage against non-barrier/clone/creation targets.

Supernova
A supernova is one of the most dangerous things in space; a rapid release of plasma. This jutsu allows the user to utilize the power of a supernova, creating fierce blast of super-heated energy.

Information
Prerequisites: Plasma Affinity, A-rank, 4 Mastered Plasma Jutsu

Rank 1: The user condenses the chakra within their body, focusing it into a blast of plasma energy that deals 3345 damage at +1 Accuracy to three targets. This jutsu has a 28% chance of activating the 'Radiated' effect.
Rank 2: The user condenses the chakra within their body, focusing it into a blast of plasma energy that deals 3960 damage at +2 Accuracy to three targets. This jutsu has a 36% chance of activating the 'Radiated' effect.

Special Action: The user may pay +20% Cp and focus this jutsu upon a specific target to gain either +25% base damage -or- a 20%/28% chance of activating the 'Overcharge' effect.

Rank 1 Cost: 1980 Cp
Rank 2 Cost: 2200 Cp

Notes:
- This jutsu may only be used once per round.
- The 'Radiated' effect grants Fire-based elements +1 Accuracy and +10% damage towards the effected target. Additionally, the target has a 10% chance of auto-failing an action; this may only happen once. This effect lasts until the end of the following round.
- The 'Overcharge' effect allows the jutsu to deal critical damage. If this activates upon a naturally rolled critical hit, then the critical damage is increased to x2.25. This effect cannot be raised passed a 30% chance of activating.

Approved
 
Weapon Creation

Twisted Fate
throwing-card-knives-13745.jpg


Weapon description:
With his ever developing skills in the arts of Taijutsu Yukio felt a need to expand his horizons ever further researching and practicing more ranged forms of Taijutsu though throughout this process there was never quite a weapon that felt correct the weight, the fighting style unbalanced with his own. Standing in the bar working part time he stumbled upon a pack of cards taking one out and flicking it between his fingers as he pondered and with a quick snap of his wrist spun it towards a nearby candle as the flame quickly flickered and died a wide smirk coming across his features. It a trick weapon was what he wanted then a trick weapon was what he would make it took time the intricate patterns across the cold steel while keeping it light enough to still be functional flicking the weapon between his fingers once more.

Weapon Type: Unarmed
Acc modifier: +2
Damage modifier: -10%
Augments:
Duel Weapon
Trick Weapon
Quick Switch
Razor Strike

Total Cost of Augments: 9600
 
Hyuuga Yukio said:
Weapon Creation

Twisted Fate
throwing-card-knives-13745.jpg


Weapon description:
With his ever developing skills in the arts of Taijutsu Yukio felt a need to expand his horizons ever further researching and practicing more ranged forms of Taijutsu though throughout this process there was never quite a weapon that felt correct the weight, the fighting style unbalanced with his own. Standing in the bar working part time he stumbled upon a pack of cards taking one out and flicking it between his fingers as he pondered and with a quick snap of his wrist spun it towards a nearby candle as the flame quickly flickered and died a wide smirk coming across his features. It a trick weapon was what he wanted then a trick weapon was what he would make it took time the intricate patterns across the cold steel while keeping it light enough to still be functional flicking the weapon between his fingers once more.

Weapon Type: Unarmed
Acc modifier: +2
Damage modifier: -10%
Augments:
Duel Weapon
Trick Weapon
Quick Switch
Razor Strike

Total Cost of Augments: 9600


Weapon creation approved
- 9600 for Augments
 
Affinities Updates:
Major Affinity: Wind, Water, Mirror, Photon
Minor Affinity: Lightning, Crystal, Earth, Fire, Poison
Advanced Element Affiliation: Mirror, Photon, Crystal, Poison

Updating Abilities:
0.Shinobi 101 - Mirror ninjutsu uses Melee Accuracy
0. Sentinel
1. Called Shot => Duelist
2. Human Anatomy
3. Sage Mode
4. Wind Chakra Style
5. Weapon Attunement
6. Bloody Mess =>
7. Strategist
8. initiative
9. Kinjutsu
10. Kinjutsu
11. Kinjutsu
12. (ASP slot purchase) Ambidexterity

Switching Called shot for Duelist:
Yukio's focus was shifting day by day his method of combat before more unique compared to that of his fellow clansmen some Hyuuga seeking to improve their multi-opponent combat abilities while others sought to improve their ability to duel an individual rather than the whole. The Hyuuga found himself leaning towards the latter with his rather glass cannon like method of fighting if he was to defeat an opponent it was a swift endeavour his staying power not on the same level as some other Shinobi a thing he sought to change but such things would take time and time was something he hoped would be plentiful.

It had been some time since he had sought out a sparring partner the captain finding most of his fights would be tests or exams fights with meaning or learning involved and usually required both combatants to go all out to see who would still be standing in the end but this was different. The thrill wasn't there a somewhat hollow feeling being left as the captain's eyes did most of the hard work for him though one thing did stand out throughout the short session back in the day he may have struck out targeting the weak points of the limbs or neck to knock the opponent off balance, this was no longer the case.

Watching the poor individual fall to their knees Yukio took a brief moment to look down at his palms if things were going to be like before fighting single opponents until life required otherwise then he would to the most to ensure he would never be defeated in a duel between two Shinobi on equal ground though whether this would actually be the case was yet to be seen only time would tell if his efforts would blossom or be in vane.

Switching Bloody Mess for Concentration:
Seated in the garden of the Uchiha household the Hyuuga remained still legs crossed as his vision took in the world around him only slight shifts in focus temporarily breaking that focus, it was a simple exercise but an effective one in days passed he had allowed instinct to guide his hands in battle a base need to see the opponents blood fall upon the ground however as time passed Yukio came to realise that was not what the clan stood for.

If his clan stood for anything at least in his mind it was fluent and concentrated strikes aiming for the vital points when the enemy was least expecting it, a strange word enemy, it was not something he thought on often but that state of mind was what got him through most combats but as times changed so must he and they should be viewed as friendly opposition. This was a time of peace such bloodlust running through his veins was no longer required taking a deep breath as the fresh air left his lungs allowing his mind to reach some form of clarity.

It was not a quick process such things never were they took time, effort and most of all perseverance spending many days repeating the same routine constructing his thoughts into a more logical process strategy and tactics being at the forefront of his mind. Distraction was a killer anyone with enough training could say as much and in the heat of battle allowing irrelevant thoughts cloud your judgement would lead to a swift end rising to his feet and tilting his head from side to side Yukio had come to understand that from the numerous mission he partook in during his younger days as an AiT and ANBU of the branch seeking to prove himself to his peers and betters.

Changing Shinobi 101 so will Genjutsu uses Melee accuracy

Updating class to Veteran class (Forgot to add the 10 points at B rank)
360 Degree Vision
HP: (50+15) x 600 = 39,000
CP: (40+15) x 600 = 33,000
Class Bonus: Kinjutsu, +5% Unarmed Taijutsu Damage
High: Melee Accuracy, Ninjutsu Accuracy
Average: Genjutsu Save, Dodge
Low: Ranged Accuracy, Genjutsu DC

Used the 10 points to turn Nin acc to high stat
 
Hyuuga Yukio said:
Affinities Updates:
Major Affinity: Wind, Water, Mirror, Photon
Minor Affinity: Lightning, Crystal, Earth, Fire, Poison
Advanced Element Affiliation: Mirror, Photon, Crystal, Poison

Updating Abilities:
0.Shinobi 101 - Mirror ninjutsu uses Melee Accuracy
0. Sentinel
1. Called Shot => Duelist
2. Human Anatomy
3. Sage Mode
4. Wind Chakra Style
5. Weapon Attunement
6. Bloody Mess =>
7. Strategist
8. initiative
9. Kinjutsu
10. Kinjutsu
11. Kinjutsu
12. (ASP slot purchase) Ambidexterity

Switching Called shot for Duelist:
Yukio's focus was shifting day by day his method of combat before more unique compared to that of his fellow clansmen some Hyuuga seeking to improve their multi-opponent combat abilities while others sought to improve their ability to duel an individual rather than the whole. The Hyuuga found himself leaning towards the latter with his rather glass cannon like method of fighting if he was to defeat an opponent it was a swift endeavour his staying power not on the same level as some other Shinobi a thing he sought to change but such things would take time and time was something he hoped would be plentiful.

It had been some time since he had sought out a sparring partner the captain finding most of his fights would be tests or exams fights with meaning or learning involved and usually required both combatants to go all out to see who would still be standing in the end but this was different. The thrill wasn't there a somewhat hollow feeling being left as the captain's eyes did most of the hard work for him though one thing did stand out throughout the short session back in the day he may have struck out targeting the weak points of the limbs or neck to knock the opponent off balance, this was no longer the case.

Watching the poor individual fall to their knees Yukio took a brief moment to look down at his palms if things were going to be like before fighting single opponents until life required otherwise then he would to the most to ensure he would never be defeated in a duel between two Shinobi on equal ground though whether this would actually be the case was yet to be seen only time would tell if his efforts would blossom or be in vane.

Switching Bloody Mess for Concentration:
Seated in the garden of the Uchiha household the Hyuuga remained still legs crossed as his vision took in the world around him only slight shifts in focus temporarily breaking that focus, it was a simple exercise but an effective one in days passed he had allowed instinct to guide his hands in battle a base need to see the opponents blood fall upon the ground however as time passed Yukio came to realise that was not what the clan stood for.

If his clan stood for anything at least in his mind it was fluent and concentrated strikes aiming for the vital points when the enemy was least expecting it, a strange word enemy, it was not something he thought on often but that state of mind was what got him through most combats but as times changed so must he and they should be viewed as friendly opposition. This was a time of peace such bloodlust running through his veins was no longer required taking a deep breath as the fresh air left his lungs allowing his mind to reach some form of clarity.

It was not a quick process such things never were they took time, effort and most of all perseverance spending many days repeating the same routine constructing his thoughts into a more logical process strategy and tactics being at the forefront of his mind. Distraction was a killer anyone with enough training could say as much and in the heat of battle allowing irrelevant thoughts cloud your judgement would lead to a swift end rising to his feet and tilting his head from side to side Yukio had come to understand that from the numerous mission he partook in during his younger days as an AiT and ANBU of the branch seeking to prove himself to his peers and betters.

Changing Shinobi 101 so will Genjutsu uses Melee accuracy

Updating class to Veteran class (Forgot to add the 10 points at B rank)
360 Degree Vision
HP: (50+15) x 600 = 39,000
CP: (40+15) x 600 = 33,000
Class Bonus: Kinjutsu, +5% Unarmed Taijutsu Damage
High: Melee Accuracy, Ninjutsu Accuracy
Average: Genjutsu Save, Dodge
Low: Ranged Accuracy, Genjutsu DC

Used the 10 points to turn Nin acc to high stat

Dojo approved
 
Updating contract abilitie, moveset and weapon

</B>
Contracts
<i>
</i>
Hyuuga Yukio said:
<B>Slug Contract
venus-wurm.jpg


Name: Kuji

Description:
What was once a small and innocent slug Kuji had grown over the many years he spent training with Yukio until his true colours began to rear their head. Growing at a rather rapid rate the more of his sleeping abilities he unlocked Kuji would grow to become a much larger beast, For all his appearance would become a much more terrifying one his slimly exterior becoming much thicker the more years he remained by Yukio’s side. With the same old drool dripping from his maw his threatening appearance would eventually be known to be quite the deceiving one.

Personality:
Kuji is what could only be described as not the brightest spark his intelligence being somewhat lacking compared to that of a normal person and relying very much on his companions to explain the world around him, though he does not understand nor remember much the one thing he would always come to treasure would be the opportunity to make new friends and experience as much of the world as he possibly could something not hard to accomplish due to how forgetful the slug could become. the words best used to describe Kuji are:

- Absent minded
- Innocent
- Cheerful
- Loyal

History:

Kuji lived a rather eventful life as a slug, after losing his parents in a vicious blackbird attack on his home he fled feeling the yearning to explore more of the world and discover what had befallen those same parents he lost when he was young. This turned out to be a much more difficult task than originally expected, due to his absent-minded nature there would be times the young slug would be easily distracted by the many things the world had to offer.

This would become a recurring problem due to his poking his nose in all the wrong places whether that be out of effort of trying to make new friends or just sheer curiosity it wasn’t uncommon for dangerous situations to befall him, usually seen in his eyes as creatures attempts to become his friends. Luck would always look down upon Kuji however and through a mix of luck and what could only be described as his own special brew of brilliance Kuji made it through the trials the world placed before him. Though many of the lessons that should have been learned through such circumstances would only be repeated again in the very near future.

Eventually he would come to forget why he had set out into the world alone in the first place coming to accept that this was just how things were, making a home for himself in what to a slug could be considered the perfect leaf finding that such an uneventful and peaceful existence would be quite relaxing for such a small being.

Link to acquired Contract: https://ninpocho.com/viewtopic.php?f=747&t=52721&p=277023#p277023
Slug Profile

Slug Class:

<Slip and Slide>
HP: (35+13) x 600 = 36,000
CP: (35+13) x 600 = 36,000
Class Bonus: +10% Medical Given and Received
High: Melee Accuracy
Average: Dodge, Genjutsu Save, Ninjutsu Accuracy
Low: Ranged Accuracy, Genjutsu DC

Sub-Types: Medical, Non Elemental, Unarmed Taijutsu
E-Rank Jutsu:
Janken wrote:Janken
A simple 3-hit combo given the title of a child's game.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 3 Strikes at normal Accuracy dealing 65 Damage each.
Rank 2: 3 Strikes at normal Accuracy dealing 85 Damage each.

Special Action: By paying an additional +20% Cp, the user may choose a single effect:
- Rock: The user combines all three strikes into a single strike dealing 200/250 Damage with a +6%/+8% chance to cause suppression.
- Paper: The user combines all three strikes into a single strike dealing 200/250 Damage with a +4%/+5% chance to cause bleeding.
- Scissors: The user combines all three strikes into a single dealing 200/250 Damage ignoring 5% Damage Reduction.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- Rock can only cause Suppression successfully once per round.
- Paper can only cause Bleeding successfully once per round.

Uncalled For Shot wrote:Uncalled For Shot
A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 1 Strike at +3 Accuracy dealing 170 Damage. Upon a Full Hit, this has a 8% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.
Rank 2: 1 Strike at +3 Accuracy dealing 220 Damage. Upon a Full Hit, this has a 10% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.

Rank 1 Cost: 55 Cp
Rank 2 Cost: 70 Cp

Notes:
- This does not stack.

Body Switch wrote:
A basic skill involving quickly switching the body with another plant, animal or inanimate object. This is used to confuse the opponent momentarily and create an opportunity to attack or possibly escape.

Information
Prerequisites: E-rank

Rank 1: The user may body switch against level E-C Jutsu.
Master: The user may body switch against level E-B Jutsu.

Special Action: The user may attempt to Body switch with an enemies clone. This requires the user to make a melee check against the clone.

Cost: Cost of Jutsu dodged +20% Cp.

Notes:
- May only be used once per round, and requires a full round of cool down before it may be used again.
- This can be used against basic strikes.
- Cannot be done in the same round as any other 'Body Switch' type techniques.
- Does not require handseals and may be used reflexively.
- Cannot be used on Genjutsu, while bound, or against successful sneak attacks.
- The user must have a Kawarimi Target in their inventory or active clones on the field.
- This auto-dodges only a single action. If the action was a multi-hit, all hits would be avoided.
- During the cooldown time for this jutsu, the user suffer's a -3 dodge penalty.

Transformation wrote:
A basic shinobi technique that uses chakra to temporarily alter the user's physical appearance. However, this technique does not give the user any abilities that there appearance may seem to give, and can be seen through with enough inspection.

Information
Prerequisites: E-rank

Rank 1: Allows the user to appear as another. The user has a -2 Penalty to the awareness check.
Master: Allows the user to appear as another. The user has a -1 Penalty to the awareness check.

Rank 1 Cost: 90 CP to initiate and maintain
Master Cost: 110 CP to initiate and maintain

Notes:
- Lasts up to three rounds; this requires an 'Awareness' check among all in battle each round active.
- This jutsu is dispelled if the user is hit by a non-genjutsu attack.
- Once under the effects of this jutsu, the user becomes identical to the chosen target (as with clone jutsu, attacks against any identical target have an equal chance to hit any of the other identical targets).
- The person you are identical to can still tell you apart from their own self and their own clones, as can those who pass the awareness check.
- If the user is identified and the technique isn't dispelled by a hit, they may once again become confused with their target if the enter stealth.
- Clones already made by the user at the time of this technique's use do not automatically change alongside you, but clones made after its use will appear as their user's current form.
- If the user performs an action that is unable to be performed by what they transformed into, they are identified. This note only applies to when the user transforms into something other than another person or clone, such as a creation jutsu or puppet.

D-Rank Jutsu:
Spirit Lantern wrote:
Creates a chakra construct in the shape of a lantern which emits an eerie light into the surrounding area, allowing those nearby to see the true nature of things. With this technique's help, it's possible to determine if one's own vision is being impaired in some manner by illusions, though it requires you to remain still throughout.

Information
Prerequisites: D-rank

Rank 1: Protects against a single Visual Genjutsu up to Level D.
Master: Protects against a single Visual Genjutsu up to Level C.

Special Action: This can be used upon the user and a chosen ally; however this lowers the Jutsu's rank by 1.

Rank 1 Cost: 240 CP to initiate, 120 CP/Rnd
Master Cost: 300 CP to initiate, 150 CP/Rnd

Notes:
- Lasts up to two rounds, or until it takes effect. May only be used once at a time.
- The Genjutsu effected by this are dispelled.
- After use, this requires a full round of cooldown before it may be used again.

Cancel wrote:
A technique that allows the user to cancel out an illusionary technique that has been used upon them. This is done by halting the flow of their chakra temporarily, allowing them to disrupt the chakra that is being used to produce the illusive effects on their mind and body. Though effective against all sorts of genjutsu, the user must be aware of any effects they are trying to dispell in order to pin point and negate the source, and more powerful illusions prove to be unaffected by this skill.

Information
Prerequisites: D-rank

Rank 1: The user can dispel Level E-D Genjutsu.
Master: The user can dispel Level E-C Genjutsu.

Special Action - Disrupt: Using the same workings of Cancel, the user may forcibly disrupt the chakra of a target. This disrupts up to two level E/D/C rank buffs active upon the target, with a 12%/16%/20% chance of dispelling them completely. This may only be used once per round, and not in the same round Cancel is normally used. This costs Cp equal to the buffs dispelled.

Cost: Cost of Genjutsu +20% Cp

Notes:
- This technique can only be used on Genjutsu in which the user is aware of.
- Can only be used once per round and does not cancel all genjutsu the user is under, just the one the user wishes to use it upon.
- Can be used reflexively, but this is not considered as instant-cast.
- Can be used on an ally for +40% CP cost.
- The Special Action requires a Ninjutsu check against the target, and negates the buffs for a full round, but does not dispel them unless the chance is successful. Buffs are chosen at random, and do not apply to Bl/CA/Kinjutsu effects.

Crystal Eye wrote:
A jutsu that allows the user to concentrate chakra into a small sphere of whatever minerals may be lying around, creating what resembles a glass eye. This eye can be used for surveillance and for spying purposes, capable of freely moving in the air to view its intended target.

Information
Prerequisites: D-rank

Rank 1: Grants the user +1 Awareness, with a 50% Chance of treating all the user's Visibility check against others as one rank higher.
Master: Grants the user +1 Awareness, and treats all the user's Visibility check against others as one rank higher.

Special Action: While the jutsu is active, the user may spend 1.5 Ap to focus upon the eye's vision and make an awareness check against all in battle. This battle check ignores smoke bombs or other concealing effects, and may only be done once per round.

Rank 1 Cost: 240 CP to initiate, 120 CP/Rnd
Master Cost: 300 CP to initiate, 150 CP/Rnd

Notes:
- This may last up to three rounds.
- A user of this technique can only have one eye out at any one time, but it does not count as a creation jutsu.
- This eye can be targeted and destroyed at -3 Accuracy.

Coagulation
A Medical technique that allows the user to heal blood loss by applying a steady flow of chakra over the wound, layering it to assist the blood and skin in the sealing process. This technique can even heal some of the more serious degrees.

Information
Prerequisites: - D-rank

Rank 1: Reduces the targets Bleed Rank by 1 with a 50% chance at reducing an additional level.
Rank 2: Reduces the targets Bleed Rank by 2.

Rank 1 Cost: 240 Cp
Rank 2 Cost: 300 Cp

Notes:
- Uses Melee Accuracy
- A target may only be effected by this Jutsu once per round.
- If the victim takes Bleed damage within a full round, it is reduced by 15% + 1/2 the user's Medical Buff.
- This Jutsu has a chance of rolling a Critical hit. In which case, an additional Bleed Rank is removed and an additional +10% Bleed Damage is resisted.

C-Rank Jutsu:
Grapple wrote:Grapple
A quick holding technique that leaves the target and user unable to move in most normal ways.

Information
Prerequisites: C-rank, A weapon with the Unarmed Damage Type.

Rank 1: Attempts to Bind a single target -5 Accuracy.
Rank 2: Attempts to Bind a single target at -4 Accuracy.

Rank 1 Cost: 500 Cp to initiate, 250 Cp/Rnd
Rank 2 Cost: 575 Cp to initiate, 290 Cp/Rnd

Notes:
- This may last up to three rounds.
- The target has a 15% chance to escape for every 1.5 Ap they use.
- While bound, neither the user nor the victim may perform handseals or move (Only handseal-less Ninjutsu/Genjutsu or actions not involving movement may be performed).
- This bind is broken if the victim takes damage, or the user attacks the victim. They have a -3 Dodge penalty to the attack aimed at them though.
- If the user takes more than 10% of their Max Hp in damage during a round, this bind is dispelled.

Barrier wrote:
A defensive jutsu that allows the user to create a sphere of chakra that protects them from all harm, so long as their energy is able to hold out. This barrier blocks out all forms of physical harm whether they be literal physical weapons, or the chakra infused art of Ninjutsu to include illusionary techniques. However, while one is protected on the inside, they cannot attack.

Information
Prerequisites: C-rank

Rank 1: Base Barrier Hp is equal to 1350. This has a 18% chance of activating the 'Non-Elemental' effect.
Master: Base Barrier Hp is equal to 1685. This has a 24% chance of activating the 'Non-Elemental' effect.

Special Action - Energy Sphere: Protects against Physical, Non Elemental, and Elemental damage. This Barrier only has 90% of the base Hp, and cannot be used reflexively but can be maintained. The user cannot use jutsu which use melee accuracy while this Barrier is active.

Special Action - Wall of Spirits: Protects against elemental damage and Genjutsu directed at the user; this does not effect any jutsu currently in effect. This Barrier has 100% of the base Hp, and cannot be used reflexively but can be maintained. The user cannot use jutsu which use melee accuracy, or cause elemental damage while this barrier is active.

Special Action - Energy Wall: Protects against a Single physical, non elemental or elemental attack. This barrier has 110% of the base Hp, and may be used reflexivelybut cannot be maintained. This version only protects against one action.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- Only one may be active at a time.
- This jutsu must be used with one of the special actions.
- Only Ninjutsu buffs may increase this jutsu's Hp.
- Damage which breaks the barrier may target the user normally.
- The 'Non-Elemental' effect increases this jutsu's Hp by +10%. This does not apply to caps.

System Restoration wrote:
A rather advanced medical technique, this technique focuses more on combating the many different things that may go wrong with a body. Leftover burn marks, acidic residue, internal bruising, etc...This technique was developed as a simple cure-all treatment to bring a body back to a more favorable operating condition. Though useful, don't expect complete miracles.

Information
Prerequisites: - C-Rank

Rank 1: Dispels 2 of the most recent debuffs to effect the target.
Master: Dispels 2 of the most recent debuffs to effect the target. This has a chance equal to 1/3 of the user's Medical Buff at removing an additional effect.

Rank 1 Cost: 450 Cp
Master Cost: 560 Cp

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this Jutsu once per round.
- This removes the most recent debuffs applied to the user.
- This only applies to temporary secondary effects such as 'burns', increased Bleed damage, or Dodge penalties that wear off after time; this does not apply to permanent effects such as bleeding or Called Shots nor does it apply to any Jutsu effects that are being maintained, or Poison.
- If an effect has multiple stacks, the entire stack is removed if possible; not just one level. This still only counts as 1 effect being removed.
- This Jutsu has a chance of rolling a Critical hit. In which case, two additional debuffs are removed.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves.

Skeletal Fortification
This technique was created to significantly enhance the skeletal structure of the target. By carefully infusing chakra into the body of the victim, this chakra forms a protective coating that seeps into bone and strengthens its durability as well as healing process to the point where it is capable of mending broken limbs very quickly.

Information
Prerequisites: - C-Rank

Rank 1: Reduces a Limb's Called Shot Level by 2.
Rank 2: Reduces a Limb's Called Shot Level by 3.

Special Action - Full Body Treatment: By paying +30% Cp, the user may apply this to all of the target's limbs. This may only be used when mastered, and treats removes only a single penalty per limb. This cannot critical, and the user's Medical Buff becomes a % chance to heal an additional Called shot level; this is checked individually per limb. This may only be used upon a target once per battle.

Rank 1 Cost: 450 Cp
Rank 2 Cost: 560 Cp

Notes:
- Uses Melee Accuracy
- A limb may only be effected by this Jutsu once every other round.
- This Jutsu has a chance of rolling a Critical hit. In which case, any Called Shots used on the limb for the next round will have a % chance of failing equal to the user's Medical Buffs.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves. The special action cannot be used on themselves.

B-Rank Jutsu:
Leech Seal wrote:
A seal that may be placed upon a target, which from that point on will gradually siphon the life and chakra from the victim and steadily restore the chakra and vitality of the user. This seal is only temporarily, and only remains active so long as the user remains nearby the victim.

Information
Prerequisites: B-rank, 5 NE Jutsu

Rank 1: Places the Leech seal upon a target at -2 Accuracy. Each round the victim loses 2% of their Max Hp and Cp.
Master: Places the Leech seal upon a target at -1 Accuracy. Each round the victim loses 2.5% of their Max Hp and Cp. The user has +1 to their maintain checks.

Special Action: By sacrificing either the Hp or Cp effects of the seal, the user may increase the other by +2%.

Cost: 1200 CP to place the seal

Notes:
- Uses Melee Accuracy to scribe the seal, and a Ninjutsu check each round after the first. Lasts up to three rounds.
- Half of the HP and CP damage dealt by this technique is added to the user's HP and CP.
- Any Hp/Cp regained by the victim while this seal is active requires a Ninjutsu check against the Sealer. If the Sealer succeeds, then the amount healed is split between the victim and the sealer.
- Per-round Hp/Cp regeneration does not stack if placed upon multiple targets. However, if the targets recover Hp/Cp the user may receive the benefits.

Energy Transfer wrote:
A technique used to create a link of chakra between the user and a target, bonding the two together in many ways. One of the most powerful aspects shared with this technique, is that it allows the two to transfer energy into one another, giving or taking chakra from each other so long as this technique is managed.

Information
Prerequisites: B-rank, 5 mastered NE jutsu

Rank 1: Transfers 1200 Cp between the user and the target. This has a 21% chance of activating the 'Non Elemental' effect.
Master: Transfers 1500 Cp between the user and the target. This has a 28% chance of activating the 'Non Elemental' effect.

Special Action: The user may spend additional Ap to transfer more chakra. For every 1 Ap remaining in contact the user may choose to give/take an additional 480/600 CP.

Cost: This jutsu only costs AP.

Notes:
- If used against an enemy, a Ninjutsu check is made between them and the target upon being used, and every additional Ap spent in contact.
- The user may choose to either take chakra or give chakra from the target.
- If chakra is taken, the user regains chakra equal to half the Cp damage.
- The amount of chakra taken cannot be reduced by damage reduction.
- The limit of chakra transferred may be increased by Ninjutsu buffs.
- The 'Non-Elemental' effect increases this jutsu's limit by +10%. This does not apply to caps.

Medical Ward wrote:A medical technique that creates a seal of chakra, infusing it into a body. Once sealed, this glyph remains dormant until the target suffers a significant drop in their life force, at which point its healing properties activate and heal the body automatically. Often used by medics who are about to perform a critical surgery 'Just in case'.

Information
Prerequisites: B-rank, Medic Rank, 3 Mastered Medical Jutsu

Rank 1: Inscribes a Medical Seal upon a target. When activated, halves the damage of the next attack to hit the target with the Medical Seal and heals them for 6% Max HP + 800 HP.
Master Rank: Inscribes a Medical Seal upon a target. When activated, halves the damage of the next attack to hit the target with the Medical Seal and heals them for 7% Max HP + 1,000 HP.

Special Action: By paying +20% CP, this may create a more specific seal that only activates in the most dire cases. This version will only activate when the person with the Medical Seal falls below 0 HP; this will negate further damage and heal them to 6%/8% of their Max HP. A target may only be inflicted with this effect once per battle.

Rank 1 Cost: 880 CP
Master Rank Cost: 1,100 CP

Notes:
- Lasts until activation.
- Uses Melee Accuracy.
- A target may only be effected by 1 Medical Ward seal at a time.
- A target must be above 0 HP at the time of the seal being inscribed.
- Once activated, the seal cannot be recast upon that target for a full round.
- This seal will only activate when the victim is attacked while below -40% of their Max HP.
- This effects of this jutsu are treated one rank lower if the user performs this on themselves.
- If the user has the Strategist ability, they may utilize 2 slots to prepare this seal upon themselves prior to battle.

ranquilize wrote:
A calming technique that uses chakra to stimulate soothing mechanisms within the mind. Originally created as a sedative, this serves a purpose in combat by granting the target clear, focused thoughts even in the midst of a high intensity battle. Alternatively, with a higher concentration this can also be used for the opposite effect to leave targets with clouded thoughts and difficulty concentrating.

Information
Prerequisites: - B-rank, Medic Rank, 3 Mastered Medical Jutsu

Rank 1: While effected, the target's actions cost -15% CP.
Master Rank: While effected, the target's actions cost -15% CP. Auto-Fail/Miss chances are capped at 15%.

Special Action: By paying +20% CP, this may be used as a Chakra Bind at -4/-3 Accuracy. This prevents the victim from using Chakra and has an 21%/28% chance of dispelling maintained jutsu (only two may be dispelled per round). This bind is broken if the user uses more than 10% of their Max CP (during a single round) after this jutsu is used, the victim takes damage, or the user attacks the victim (they have a -3 Dodge penalty to the attack aimed at them though). The victim has a 15% chance of escape for every 2 AP they spend.

Rank 1 Cost: 800 CP, 400 CP/Rnd
Master Rank Cost: 1,000 CP, 500 CP/Rnd

Notes:
- Lasts up to two rounds.
- Uses Melee Accuracy.
- A target cannot be effected by this jutsu again for a full round after it disperses.
- While active, genjutsu effects that alter the target's caps negatively only effect the cap half as much. (A -4 Dodge Gen Debuff would usually lower their Dodge cap by -4; in this case it would only lower their dodge cap by -2 but it still remains a -4 dodge debuff.)
- This jutsu has a chance of rolling a Critical hit. In which case, the target cannot Auto-fail/Miss while effected. This has no effect if the Special Action is used.
- This effects of this jutsu are treated one rank lower if the user performs this on themselves.

A-Rank Jutsu
Five Element Seal wrote:
A master level seal that all but removes the ability to manipulate chakra in its victims. This seal takes much time and dedication to master and understand, yet its benefits, or rather impairments, are well worth the effort. When scribed upon an unfortunate target, this infuses them with disruptive energy that interferes with the entire chakra system, forcing the subject to put in immense effort to perform even the simplest of jutsu, effectively sealing away years of training.

Information
Prerequisites: A-rank, 8 Mastered Non Elemental Jutsu, 2 Mastered Jutsu of every Element, One Element Seal Mastered.

Rank 1: Scribes a seal upon the target at -3 Accuracy. The seal gives all elemental Ninjutsu +15% Cp cost, and prevents Major Affinity Moves from being used with them. Additionally, all Ninjutsu have a a 28% chance of being treated one rank lower.
Rank 2: Scribes a seal upon the target at -2 Accuracy. The seal gives all elemental Ninjutsu +20% Cp cost, and prevents any Affinity Moves from being used with them. Additionally, all Ninjutsu have a 36% chance of being treated one rank lower.

Special: Instead of scribing the seal, the user may attempt to remove one from themselves or another target. This make a Ninjutsu check against the original user. This may be done reflexively.

Rank 1 Cost: 2420 CP, 1075 CP/Rnd
Rank 2 Cost: 3025 CP, 1345 CP/Rnd

Notes:
- Lasts up to three rounds
- Uses Melee Accuracy to scribe the seal, and a Ninjutsu check each round after the first.
- If a maintain check is resisted, the jutsu is not dispelled; its effects are negated for the round. It will remain until the round limit is reached or it is removed.
- Does not stack with One Element Seal, and overwrites it.
Regeneration wrote:A Jutsu which uses chakra to heighten the bodys ability to repair itself, allowing the target to steadily recover from harm shortly after it has been inflicted. Not without its drawbacks, this unnatural regeneration speed comes at the price of shortening the targets lifespan

Information
Prerequisites: A-rank, Medic Rank, 5 Mastered Medical Jutsu

Rank 1: At the end of each round active, the target regains 2200 + 4% of their Max HP.
Master Rank: At the end of each round active, the target regains 2750 + 5% of their Max HP.

Special Action: Mitotic Regeneration - For an additional 20% maintain cost, when a successful called shot penalty or bleeding penalty is inflicted upon the user there is a 28%/38% chance to have the penalty negated. This may only occur 2 times per round.

Cost:
Rank 1: 2200 Cp to initiate, 1100 cp/round
Rank 2: 2750 Cp to initiate, 1375 cp/round

Notes:
- This technique cannot channel negative energy.
- Lasts up to 3 rounds.
- This jutsu cannot chakra burn, instead, it de-activates if there isn't enough CP to cover the cost.

Fist of Virtue wrote:Fist of Virtue
A legendary technique utilizing the user`s soul and their chakra in a mystical combination. Results may vary pending the user`s heart.

Information
Prerequisites: A-rank, A weapon with the Unarmed Damage Type.

Rank 1: 1 Strike at Normal Accuracy dealing 3,300 Damage.
Rank 2: 1 Strike at Normal Accuracy dealing 4,125 Damage.

Special Action: By paying an additional +20% Cp/Hp, the user may choose a single effect:
- Chastity: This technique gains +5% Base Damage for every Called Shot penalty the the user has afflicting them. (Ex: Sprained Leg = 5%, but Fractured Leg = 10%) Stacking up to +20%
- Temperance: This technique may be modded as a Hidden Action and will not remove the user from Stealth.
- Charity: This technique may be used to heal instead of harm. The user may choose to heal either Cp or Hp. This may not be use on one's self.
- Diligence: A partial hit from this technique is considered a full hit. A miss from this technique may be re-rolled at -2 Accuracy.
- Patience: This technique may be charged by paying +0.25ap up to 2 times. Each charge gives this technique +5% Base damage and +1 Accuracy.
- Kindness: This technique bypasses all Barriers and Damage Reduction. A barrier that is bypassed is not destroyed by this technique. May not be used against barriers that have the intended target bound and unable to move.
- Humility: This technique may be used reactionary to counter an oncoming attack. The damage from this technique reduces the oncoming damage by the same amount. If an attack is not fully canceled out, the remaining damage attempts to strike the intended target like normal.

Rank 1 Cost: 825 Cp and Hp
Rank 2 Cost: 1,030 Cp and Hp

Notes:
- This technique may only be used once per round.
- - If a Special Action is chosen, this technique is considered Holy.
Resuscitate wrote:
Perhaps the most potent healing techniques, this is a powerful Jutsu is able to recall a person from the brink of death, creating an intense aura around the target that both revives and protects them from immediate harm. Caution is given for use during combat; though this technique is capable of restoring a near-dead victim, it barely brings them to a conscious level; immiedite care is needed unless they risk falling back into the same state.

Information
Prerequisites: - A-rank, Medic Rank, 5 Mastered Medical Jutsu

Rank 1: Brings an unconscious target back to 5% Max Hp and removes any poison and maintained effects upon them. Bleeding is reduced by two ranks. For a full round, the target is protected by a barrier with 3960 Hp that prevents them from taking passive Damage.
Rank 2: Brings an unconscious target back to 10% Max Hp and removes any poison and maintained effects upon them. Bleeding is reduced by three ranks. For a full round, the target is protected by a barrier with 4950 Hp that prevents them from taking passive Damage.

Special Action - Code Blue: By paying +20% Cp, this may be used reflexively to instantly apply to the target; this gains priority over any other effects. This may -ONLY-effect a target that is about to take damage that would put them past -100% Max Hp (Dead).

Rank 1 Cost: 2420 Cp
Rank 2 Cost: 3030 Cp

Notes:
- A target may only be effected by this once per battle.
- Barrier Hp may be increased by Medical Buffs. Any leftover damage that breaks the barrier will not KO the target.
- Passive damage refers to Bleeding, DoT, automatic damage, etc.
- If the target uses Melee Accuracy, they are no longer protected by the Barrier.
- This Jutsu has a chance of rolling a critical hit. In which case, all Bleed Ranks are removed and the barrier to gain +20% Base Hp.
- This Jutsu always requires full handseals; regardless of any skills or abilities the user may have (Such as channeling or one handed seals).

Angelic Blessing
A powerful, reliable healing technique that heals even the most lethal of wounds almost instantaneously. This technique, rather than simply having the users hands glow, actually causes the target themselves to glow brightly in an aura of restorative chakra.

Information
Prerequisites: - A-rank, Medic Rank, 5 Mastered Medical Jutsu including Coagulation and Skeletal Fortification.

Rank 1: Heals 7% Max Hp + 1760 Hp. Upon initiation this also is treated as Rank 1 Coagulation and Skeletal Fortification.
Rank 2: Heals 8% Max Hp + 2200 Hp. Upon initiation this also is treated as Rank 2 Coagulation and Skeletal Fortification; these do not count towards their round limits.

Special Action: By paying .5 Ap and the maintain cost, the user may maintain this technique. This heals 25% of the original Hp amount. This may be done up to three times per Jutsu use, and does not count as 'recasting' the Jutsu.

Rank 1 Cost: 1760 Cp. 590 Cp per Special Action.
Rank 2 Cost: 2030 Cp. 680 Cp per Special Action.

Notes:
- Uses Melee Accuracy
- A target may only be effected by this once per round.
- This Jutsu has a chance of rolling a Critical hit. In which case, Coagulation and Skeletal Fortification effects are treated as mastered as well as applying Rank 1 System Fortification effects.
- This Jutsu may be used with Negative Energy. This deals unreducable damage instead of healing.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves.

Pristine Aura
An advanced medical technique that creates a large dome of restorative light. Targets of this technique are protected from many kinds of techniques, though physical and non elemental attacks prove uneffected. Nevertheless, those protected by this radiant light also benefit from having their lifeforce steadily restored.

Information
Prerequisites: - A-rank, Medic Rank, 5 Mastered Medical Jutsu

Rank 1: Up to three targets are protected by a barrier with 3520 Hp. Each round active, those protected by the barrier regain 4% Max Hp.
Rank 2: Up to three targets are protected by a barrier with 4400 Hp. Each round active, those protected by the barrier regain 5% Max Hp.

Special Action: This Jutsu may be reflexively performed upon anyone who's Hp is lower than 40%. This may only be done once per target.

Rank 1 Cost: 2200 Cp, 1100 Cp/Rnd
Rank 2 Cost: 2750 Cp, 1380 Cp/Rnd

Notes:
- Lasts up to three rounds.
- Once used, this jutsu cannot be used again until a full round after this Jutsu's dispersal.
- Protects against Elemental attacks and Genjutsu.
- Barrier Hp may be increased with Medical Buffs.
- Each target is protected by a separate barrier; attacking one target does not lower the Hp of another's barrier.
- Those protected cannot initiate an elemental attack, Genjutsu, or use Melee Accuracy upon someone outside the barrier. Doing so removes the barrier's protective effects upon them.

Abilities:
1. Ancient Wisdom
2. Sharp Sense
3. Healing Factor
Slug - Contract specific Jutsu
Sensory Input - Slug Contract Passive
A slug or snail has a surprisingly intense array of senses, particularly its sense of touch. They are even capable of rather quick movement when their feelers are touched. This should serve to underline the point that slugs are not necessarily slow--they are merely careful.

Effect:
- The user gains a +1 bonus to their Melee Accuracy, Ranged Accuracy, Ninjutsu Accuracy and Genjutsu DC.
- User may choose to forego the +1 bonus to one of their four Accuracy Types to instead gain a +1 bonus to either Dodge or Genjutsu Save. This may be done up to twice and does not have a cost.

Slime Trail - Slug Contract Independent Special Move
Anyone who's seen a slug crawling along a path or up a surface has seen the silvery mucus trail they leave behind. Those less fortunate might have slipped on one before. A clever slug contract creature can arrange this somewhat more...deliberately.

Effect: When activated for 1 AP, anyone who comes into melee range of the user (whether it is them attacking the user, or the user attacking them) has a 20% chance to slip and lose 1 AP; this can happen twice a round. This does not require a successful hit to activate.

Acid Armor - Slug Contract Senjutsu
The coating of slime that slugs constantly emanate has an awful lot of uses. Contract slugs have usages open to them that normal garden snails can't really imitate--such as hardening the coating to a protective armor when it becomes necessary.

Effect: The user gains +20% damage reduction against all non-Illusionary damage. Jutsu of a single subtype, chosen at activation, will have an extra +10% damage blocked, and each time the user is hit by one in a round they will gain +5% damage and +1 accuracy to this jutsu's subtype.

Cost: 2.5 AP, 2750 CP, 1380 Cp/Rnd

Note:
- Jutsu subtype is chosen when the contract creature is designed; buffs to that subtype in excess of +30% raise the damage reduction by 5%.
- This is a Chakra Armor.
- Damage and accuracy buffs only apply within the round and cannot stack more than three times in one round.

Weapon: Tail
Weapon Type: Unarmed
Weapon Ability: Can still use handseals
Weapon Damage:-10%
Weapon Acc: +2
Augments:
Re-Energize
Recovery
Lucky Dodge
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Augment Costs = 7200
 
Weapons:

Switching Augments of combat gloves and challengers fists:

Weapon Type: unarmed
Ability Type: Can use Handseals
Damage Modifier: +10%
Accuracy Modifier: -2
Augments:
Duel Weapon
Re-energize => Primal
Chakra Drain => Vampiric
Trick Weapon – Bludgeoning

Weapon Type: unarmed
Ability Type: Can use Handseals
Damage Modifier: -10%
Accuracy Modifier: +2
Augments:
Swift
Primal => Re-Energize
Dual Weapon
Vampiric => Chakra Drain

Affinities update:
Major Affinity: Wind, Water, Mirror, Photon, Poison, Crystal
Minor Affinity: Lightning, Earth
Advanced Element Affiliation: Mirror, Photon, Crystal, Poison

Ability updates:
0.Shinobi 101 - Mirror ninjutsu uses Melee Accuracy
0. Sentinel
1. Concentration ===> Bloody Mess
2. Human Anatomy
3. Sage Mode ===> Contract Mastery
4. Wind Chakra Style
5. Weapon Attunement ===> Deflection
6. Duelist
7. Strategist
8. initiative
9. Kinjutsu
10. Kinjutsu
11. Kinjutsu
12. (ASP slot purchase) Ambidexterity

Sage mode for Contract Mastery
Yukio had always thought with the passing of time he would become accustomed to the practice of sage mode however as he gained experience in its use he slowly began to realize this would not quite be the case like all things in life it would take time to see if the art could be perfected or not and being sat in the garden of the Uchiha household with Kuji feeling the natural energy around him. The Hyuuga had never been able to do so on his own always requiring the slugs assistance to enter the form something he found to be a hindrance rather than helpful on most occasions the wait time always felt longer the need to wait for both himself and Kuji to synchronize putting him on edge.

If this would continue there was always a chance it would bring about his end should that become the case or even be a risk then such a thing was unacceptable by the Hyuuga's standards over the last few months his progress in the area had almost slowed to a complete halt something that made the Captain ponder looking up to his friend with a smile. If this would be the case then why not bring Kuji with him more often it was an interesting prospect one that he was more than willing to indulge in rising to his feet ready to begin his training the Slug never far from his side.[WC: 243]

Concentration for Bloody mess
Wandering across the room Yukio could feel his patience waining though this method of interrogation was a matter of willpower and endurance a game between both parties about who could hold out the longest. From an outsiders perspective the Hyuuga would be winning this bout his query slumped in the chair however they had not spoken a word since there arrival victory would entail a slight of information, a hint or even a murmur, however, this man would give non with this in mind a sigh came to the Hyuuga's lips taking a few more brief strides before stopping eyes laid on the scythe propped against the far wall.

It was a swift motion conceding defeat the Captain would be forced to find another more willing to keep their own lives in exchange for information. Resting a hand on the hilt of the weapon there was no pause bringing the bladed edge out in a wide arc decapitating the target with a single smooth strike only then pausing to let his eyes gaze around the room. Though the atmosphere of broken tools and the mess left behind could send a clear message to the next one brought in this was not Yukio's method of work instead preferring to be subtle and approachable with his means of interrogation snapping his fingers and turning away to allow the room to be given a thorough clean up.
[WC: 234]

Weapon attunment for Deflection
Looking down at his weapons there was a pause a moment of contemplation to think about his combat style, the events of the last few days had been something of an eye opener for the Hyuuga though he wished to think of himself as having a more direct style of combat this was simply not the case. In reality, he was a strategic and defensive class of combatant preferring to wear opponents down before delivering a fatal blow with this in mind a change in training regime was required returning to the Dojo of the Uchiha household later that day to begin his new ideas.

It would not be his normal training as per the normal focusing more on the abilities of his eyes and thinking back to the brief skirmish with Takeshi there was a single concept that came to mind. Waiting for his opponent to strike the Captain moved his gloves in response not striking back but using the armour plates on the back end of his equipment to deflect blows away from his person eyes watching for minute changes in style of direction of the strikes and as time began to pass he found himself more capable of preventing strikes from hitting all together rather than trying to take damage and respond in kind.[WC: 217]
 

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