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.
Forgetting Shinobi 101: (Non-Elemental/W Range accuracy)
Fighting with ninjustu although he had learned a lot of them, they weren't exactly strong in terms of using them property in battle. Although he did indeed learn a lot of effective ways to use non elemental justu, he still had only a few he knew that seemed more effective. So he decided to work on this little weakness by expanding his knowledge on ninjustu to grow stronger, that way he would be able to use all three fighting styles a bit more effectively. Since long distance attacks was what he was best in he decided to work on using ninjustu as range attacks to give him an extra edge.
WC: 117
Learning Shinobi 101: (Projectile Tai/W Melee Accuracy)
Now with his new abilities, Maru still had taken a liking to using projectile taijustu since there were so many things you can use with it to make your attacks extra powerful. Refusing to restrict himself to only hand to hand combat he decided to learn from his Kensei Spirit how to use a gun with his skills in Melee fighting, learning how to do this took a little time but Maru losing the ability in using puppets like he had once done had still retained the knowledge of being able to use a gun like so it worked out for him in the end! Puppets were so years ago, but you couldn't come for his guns not right now anyway.
WC: 121
Forgetting: Humans Anatomy
Since Maru had been training how to understand the full workings of the body, he could already strike at the weak points of an enemy without needing to have an ability to target weak spots. This makes using weapons much more effective when he decides to use his range weapons to cause more damage to people. Now he didn't need to actually understand the workings of the body in order to incapacitate someone or cause a fatal wound that would cause his opponent to bleed them out. So Maru decided to train up the ability to use something other than the ability to know how the body works, namely how to take advantage of his genjustu affecting a person's mind to cause some mental damage.
WC:124
Learning Shatter Reality
Maru was pretty skilled in the art of using genjustu, there wasn't any doubt about that. His illusions were practically irresistible to the weak minded and thanks to his signature weapon he had a pretty strong mind as well. The only thing is that illusions may wear off or be dispelled if they happened to be noticed. So he decided to learn how to break the genjustu affecting his opponent himself to cause some very bad mental damage to them. Kind of like a hypnotist all he would need to do his snap his finger to cause a genjustu to break and this will do some damage to the mind that couldn't be undone.
WC: 112[/quote]
Forgetting Shinobi 101: (Non-Elemental/W Range accuracy)
Fighting with ninjustu although he had learned a lot of them, they weren't exactly strong in terms of using them property in battle. Although he did indeed learn a lot of effective ways to use non elemental justu, he still had only a few he knew that seemed more effective. So he decided to work on this little weakness by expanding his knowledge on ninjustu to grow stronger, that way he would be able to use all three fighting styles a bit more effectively. Since long distance attacks was what he was best in he decided to work on using ninjustu as range attacks to give him an extra edge.
WC: 117
Learning Shinobi 101: (Projectile Tai/W Melee Accuracy)
Now with his new abilities, Maru still had taken a liking to using projectile taijustu since there were so many things you can use with it to make your attacks extra powerful. Refusing to restrict himself to only hand to hand combat he decided to learn from his Kensei Spirit how to use a gun with his skills in Melee fighting, learning how to do this took a little time but Maru losing the ability in using puppets like he had once done had still retained the knowledge of being able to use a gun like so it worked out for him in the end! Puppets were so years ago, but you couldn't come for his guns not right now anyway.
WC: 121
Forgetting: Humans Anatomy
Since Maru had been training how to understand the full workings of the body, he could already strike at the weak points of an enemy without needing to have an ability to target weak spots. This makes using weapons much more effective when he decides to use his range weapons to cause more damage to people. Now he didn't need to actually understand the workings of the body in order to incapacitate someone or cause a fatal wound that would cause his opponent to bleed them out. So Maru decided to train up the ability to use something other than the ability to know how the body works, namely how to take advantage of his genjustu affecting a person's mind to cause some mental damage.
WC:124
Learning Shatter Reality
Maru was pretty skilled in the art of using genjustu, there wasn't any doubt about that. His illusions were practically irresistible to the weak minded and thanks to his signature weapon he had a pretty strong mind as well. The only thing is that illusions may wear off or be dispelled if they happened to be noticed. So he decided to learn how to break the genjustu affecting his opponent himself to cause some very bad mental damage to them. Kind of like a hypnotist all he would need to do his snap his finger to cause a genjustu to break and this will do some damage to the mind that couldn't be undone.
WC: 112
Abilities 00. Maleficium - Youkai Contract Ability
01.Predatory Precision General Contract Ability
02.Gigantic- General Contract Ability
03.Ancient Wisdom- General Contract Ability
Youkai Powers
Maleficium - Youkai Contract Ability
The counterpart to the Kami, Youkai are often shunned and ostracized despite not necessarily being malevolent. This is no doubt due to them being naturally drawn towards mischief, as well as their capability of spreading havoc and misfortune where they appear, whether intentional or otherwise. It has become superstition that no good can come from associating with Youkai, not without cursing onesself and others with misfortune.
Effect:
- Those who hit, or have been hit by, the user become cursed with misfortune. While in this state, should they roll a 1 on any Dodge/GenSave roll, the opposing attack becomes a Critical Hit. This cursed status does not stack regardless of source, and lasts for the remainder of the round.
- The user and all of their attacks are considered Cursed.
Should a character have the Archsage Kinjutsu, their Senjutsu Manipulation ability's alignment becomes Cursed rather than Holy.
Miasma - Youkai Contract Independent Special Move
Youkai are capable of generating an ominous, vapor-like energy that causes disturbances to their environment and invokes feelings of paranoia and dread from those nearby. Should feel explainable feelings of anxiety and doom, it could be the presence of a Youkai.
Effect: Every round the user may create a miasma cloud for 1 AP. This miasma provides a number of benefits, but exactly which is used must be declared at the time the miasma is made.
10% chance that any attacks directed at the Youkai Contract Summon or their summoner will auto-miss. Upon causing an attack to successfully auto-miss it will disperse the miasma cloud. This does not stack if there is multiple miasmas being used in this way, rather that 10% chance is rolled twice (so if there is 10 miasma clouds being used in this way it does not mean that there is a 100% chance of a miss but rather ten 10% chances that the attack will automatically miss.)
5% chance that a combatant (this may effect friend and foe but the summoner and the Youkai summon themselves are considered immune) will automatically dispel a random maintained jutsu or technique (this includes jutsu that do not require chakra to maintain). This effect can be maintained indefinitely and can stack up to three times. These Miasma will not disperse if they cause a maintain to be dispelled.
The miasma attacks every opponent (may also be used to attack self or allies). There is no limit to the number of opponents the miasma will attack. This happens at 0 seconds timing and can be used as a conditional (such as 'attack myself if bound') but once the miasma makes it attack it will disperse. The miasma uses the user's Accuracy type of choice with a +1 Accuracy/DC bonus and deals 250 damage. Exactly when the miasma attacks an opponent must be determined by the user.
Note:
- There is no limit to how many clouds of miasma can be out at a given time.
- There is no limit to how many times a target may be effected by a miasma in a given round or a given battle.
- The summoner and the contract summon are both immune to these effects unless the user elects to allow themselves to be effected.
- This can effect creations and clones.
- Any time an AoE Wind attack is performed, one Miasma cloud is destroyed. An AOE is defined as an attack that targets multiple targets simultaneously (including ninjutsu spread). Additionally 'Wind' is defined as anything that uses 'Wind' ninjutsu as a part of its base element.
Heartseeker - Youkai Contract Senjutsu
A Youkai technique that condenses natural energy into the form of a glowing spear, launching it at their enemies. This spear, shrouded with their miasma, diffuses into the target it strikes, cursing them with an even stronger effect of the Youkai's miasma.
Effect: Attacks up to three targets for an attack that deals 3960 damage. On a full hit, the user choose one of the below effects to inflict upon the victim:
Makes all their jutsu or actions cost +10% chakra. This can stack up to three times. Lasts up to three rounds.
Makes all their attacks deal -10% damage. This is calculated before damage reduction. This can stack up to three times. Lasts up to three rounds.
Each time an action is made (jutsu, withdrawing an item, basic strikes, etc.) there is a 10% chance that the called shot of a random limb will be increased. This does not stack. Lasts up to three rounds.
Cost: 3 AP, 2750 CP
Note:
- Jutsu subtype is chosen when the contract creature is designed; determining its accuracy and damage type.
- Regardless of subtype chosen, this jutsu is considered Dark.
- Additional applications of this jutsu do not reset the timer.
- A target may only be affected by one of these effects at a given time.
Linky to training: https://www.ninpocho.com/viewtopic.php?f=79&t=53856&start=165#p329868
RP to change Class:
The Kotengu swaked like a crow, Maru charged in to plant a Ax-Kick on top of the monsters head fracturing it's skull and breaking it's beak when it landed onto the ground. When the yokai was beaten, the rogue grabbed the creature then held it up by the neck the thing panting partially from anger. ’I…. I won't let you leave this mountains alive!’ the bird swaked. The rogue smirked, then his signature weapon began to consume the beast. The Youkai slowly turning to dust as the weapon began to coat the creature inside of a golden fog made of corrupted spiritual chakra to costume the monster body, mind and soul. When his weapon was done the monsters dust blew into the wind never to be seen again. . ’See you're improving on your skills in using hand to hand combat.’ she complemented. While his Kensei Spirit didn't have a body she was quiet skilled in studying the Ninja arts through some of the encounters with other shinobi she's seen, so she was able to get Maru to learn more skills in fighting up close instead of fighting from a distance like he normally did. She taught him some of the basic moves like a few hand to hand combat moves and some slashing techniques in case Maru wanted to learn more on the sword. It didn't even take the rogue long to find that he was very skilled in the art of fighting with his sheer strength rather than keeping to the back to attack from.
WC:256
Old Class....
Magical Gun Gurl
HP: (50 + 15) * 600= 39,000
CP: (40 + 15) * 600= 33,000
Bonus: Kinjutsu (Kensei), +1 Ranged Acc
High: Ranged Acc, Gen DC
Average: Dodge, Gen Save
Low: Melee Acc, Nin Acc
↓
New Class!
Devil Trigger!
HP: (50 + 15) * 600= 39,000
CP: (40 + 15) * 600= 33,000
Bonus: Kinjutsu (Kensei), +1 Melee Acc
High: Melee Acc, Gen DC
Average: Dodge, Gen Save
Low: Range Acc, Nin Acc
Abilities 00. Maleficium - Youkai Contract Ability
01.Predatory Precision General Contract Ability
02.Gigantic- General Contract Ability
03.Ancient Wisdom- General Contract Ability
Youkai Powers
Maleficium - Youkai Contract Ability
The counterpart to the Kami, Youkai are often shunned and ostracized despite not necessarily being malevolent. This is no doubt due to them being naturally drawn towards mischief, as well as their capability of spreading havoc and misfortune where they appear, whether intentional or otherwise. It has become superstition that no good can come from associating with Youkai, not without cursing onesself and others with misfortune.
Effect:
- Those who hit, or have been hit by, the user become cursed with misfortune. While in this state, should they roll a 1 on any Dodge/GenSave roll, the opposing attack becomes a Critical Hit. This cursed status does not stack regardless of source, and lasts for the remainder of the round.
- The user and all of their attacks are considered Cursed.
Should a character have the Archsage Kinjutsu, their Senjutsu Manipulation ability's alignment becomes Cursed rather than Holy.
Miasma - Youkai Contract Independent Special Move
Youkai are capable of generating an ominous, vapor-like energy that causes disturbances to their environment and invokes feelings of paranoia and dread from those nearby. Should feel explainable feelings of anxiety and doom, it could be the presence of a Youkai.
Effect: Every round the user may create a miasma cloud for 1 AP. This miasma provides a number of benefits, but exactly which is used must be declared at the time the miasma is made.
10% chance that any attacks directed at the Youkai Contract Summon or their summoner will auto-miss. Upon causing an attack to successfully auto-miss it will disperse the miasma cloud. This does not stack if there is multiple miasmas being used in this way, rather that 10% chance is rolled twice (so if there is 10 miasma clouds being used in this way it does not mean that there is a 100% chance of a miss but rather ten 10% chances that the attack will automatically miss.)
5% chance that a combatant (this may effect friend and foe but the summoner and the Youkai summon themselves are considered immune) will automatically dispel a random maintained jutsu or technique (this includes jutsu that do not require chakra to maintain). This effect can be maintained indefinitely and can stack up to three times. These Miasma will not disperse if they cause a maintain to be dispelled.
The miasma attacks every opponent (may also be used to attack self or allies). There is no limit to the number of opponents the miasma will attack. This happens at 0 seconds timing and can be used as a conditional (such as 'attack myself if bound') but once the miasma makes it attack it will disperse. The miasma uses the user's Accuracy type of choice with a +1 Accuracy/DC bonus and deals 250 damage. Exactly when the miasma attacks an opponent must be determined by the user.
Note:
- There is no limit to how many clouds of miasma can be out at a given time.
- There is no limit to how many times a target may be effected by a miasma in a given round or a given battle.
- The summoner and the contract summon are both immune to these effects unless the user elects to allow themselves to be effected.
- This can effect creations and clones.
- Any time an AoE Wind attack is performed, one Miasma cloud is destroyed. An AOE is defined as an attack that targets multiple targets simultaneously (including ninjutsu spread). Additionally 'Wind' is defined as anything that uses 'Wind' ninjutsu as a part of its base element.
Heartseeker - Youkai Contract Senjutsu
A Youkai technique that condenses natural energy into the form of a glowing spear, launching it at their enemies. This spear, shrouded with their miasma, diffuses into the target it strikes, cursing them with an even stronger effect of the Youkai's miasma.
Effect: Attacks up to three targets for an attack that deals 3960 damage. On a full hit, the user choose one of the below effects to inflict upon the victim:
Makes all their jutsu or actions cost +10% chakra. This can stack up to three times. Lasts up to three rounds.
Makes all their attacks deal -10% damage. This is calculated before damage reduction. This can stack up to three times. Lasts up to three rounds.
Each time an action is made (jutsu, withdrawing an item, basic strikes, etc.) there is a 10% chance that the called shot of a random limb will be increased. This does not stack. Lasts up to three rounds.
Cost: 3 AP, 2750 CP
Note:
- Jutsu subtype is chosen when the contract creature is designed; determining its accuracy and damage type.
- Regardless of subtype chosen, this jutsu is considered Dark.
- Additional applications of this jutsu do not reset the timer.
- A target may only be affected by one of these effects at a given time.
Linky to training: https://www.ninpocho.com/viewtopic.php?f=79&t=53856&start=165#p329868
RP to change Class:
The Kotengu swaked like a crow, Maru charged in to plant a Ax-Kick on top of the monsters head fracturing it's skull and breaking it's beak when it landed onto the ground. When the yokai was beaten, the rogue grabbed the creature then held it up by the neck the thing panting partially from anger. ’I…. I won't let you leave this mountains alive!’ the bird swaked. The rogue smirked, then his signature weapon began to consume the beast. The Youkai slowly turning to dust as the weapon began to coat the creature inside of a golden fog made of corrupted spiritual chakra to costume the monster body, mind and soul. When his weapon was done the monsters dust blew into the wind never to be seen again. . ’See you're improving on your skills in using hand to hand combat.’ she complemented. While his Kensei Spirit didn't have a body she was quiet skilled in studying the Ninja arts through some of the encounters with other shinobi she's seen, so she was able to get Maru to learn more skills in fighting up close instead of fighting from a distance like he normally did. She taught him some of the basic moves like a few hand to hand combat moves and some slashing techniques in case Maru wanted to learn more on the sword. It didn't even take the rogue long to find that he was very skilled in the art of fighting with his sheer strength rather than keeping to the back to attack from.
WC:256
Old Class....
Magical Gun Gurl
HP: (50 + 15) * 600= 39,000
CP: (40 + 15) * 600= 33,000
Bonus: Kinjutsu (Kensei), +1 Ranged Acc
High: Ranged Acc, Gen DC
Average: Dodge, Gen Save
Low: Melee Acc, Nin Acc
↓
New Class!
Devil Trigger!
HP: (50 + 15) * 600= 39,000
CP: (40 + 15) * 600= 33,000
Bonus: Kinjutsu (Kensei), +1 Melee Acc
High: Melee Acc, Gen DC
Average: Dodge, Gen Save
Low: Range Acc, Nin Acc
Learning Sage Mode!
What Maru thought would take like an hour maybe a day or two to master actually took him a whole month of trying to figure out how this sage thing actually worked. Maru's enlightening moment came when his spirit cracked his over the head pretty harder than normal then began to complain of how she might will end up being suck as a regular ol’ spirit without a real body, so instead of thinking about himself as some all powerful Youkai Lord like he originally did, he tried imagining what the Youkai world actually was. He was greeted by visions of a world that was many things, the world was ugly, but yet it could be beautiful, magnificent but yet it was broken. The world could be anything that a person could want, let it could be nothing anyone desires. The red aura of natural energy snaked it's way to the rouge as he sat there, focusing on the chakra in the pit of his stomach. His dark chakra and the natural energy blended together like Yin and Yang, though Maru's horns were more noticeable now he had actually completed the sage transformation perfectly.
WC: 194
Forgetting Clarity
After Maru had chosen to take the path of a sage, he decided to improve his own will power to at least attempt to fight against the horrible effects of genjustu. He knew first hand just how bad genjustu can be since he lost a good portion of his memory due to repeated battles with genjustu users. So his ability to know if there was a genjustu affecting him seems like a pretty dumb if he couldn't do anything about the genjustu. So Maru had decided to train with his weapon to teach him again how to be able to use cancel since the bond with them wasn't as strong now as it was then.
WC:115
Learning Willpower!
Those with stronger determination will be able to dispel illusions more readily than those with weaker minds. With the ability of the third eye, this side of Maru has a stronger defense against genjustu. Able to use a single Justu only made to cancel genjustu C Rank or lower, this side was able to perfect it to cancel all genjustu if known that it is under some kind of illusion. This is a good counter against those who seek to torment him mentally, after all demons use nightmares to cause shinobi’s to feel uneased, so it isn't hard to break through a genjustu if given enough time.
WC:108
Learning Sage Mode!
What Maru thought would take like an hour maybe a day or two to master actually took him a whole month of trying to figure out how this sage thing actually worked. Maru's enlightening moment came when his spirit cracked his over the head pretty harder than normal then began to complain of how she might will end up being suck as a regular ol’ spirit without a real body, so instead of thinking about himself as some all powerful Youkai Lord like he originally did, he tried imagining what the Youkai world actually was. He was greeted by visions of a world that was many things, the world was ugly, but yet it could be beautiful, magnificent but yet it was broken. The world could be anything that a person could want, let it could be nothing anyone desires. The red aura of natural energy snaked it's way to the rouge as he sat there, focusing on the chakra in the pit of his stomach. His dark chakra and the natural energy blended together like Yin and Yang, though Maru's horns were more noticeable now he had actually completed the sage transformation perfectly.
WC: 194
Forgetting Clarity
After Maru had chosen to take the path of a sage, he decided to improve his own will power to at least attempt to fight against the horrible effects of genjustu. He knew first hand just how bad genjustu can be since he lost a good portion of his memory due to repeated battles with genjustu users. So his ability to know if there was a genjustu affecting him seems like a pretty dumb if he couldn't do anything about the genjustu. So Maru had decided to train with his weapon to teach him again how to be able to use cancel since the bond with them wasn't as strong now as it was then.
WC:115
Learning Willpower!
Those with stronger determination will be able to dispel illusions more readily than those with weaker minds. With the ability of the third eye, this side of Maru has a stronger defense against genjustu. Able to use a single Justu only made to cancel genjustu C Rank or lower, this side was able to perfect it to cancel all genjustu if known that it is under some kind of illusion. This is a good counter against those who seek to torment him mentally, after all demons use nightmares to cause shinobi’s to feel uneased, so it isn't hard to break through a genjustu if given enough time.
WC:108
Forgetting: Shatter Reality
Now that Maru was part Youkai, his abilities mostly relies on weakening his opponent rather than outright blasting them to hell. While he was still able to blast people to hell like normal he decided that he shouldn't go about shattering his genjustu since he needs to have his opponent weak. Instead he decided to reduce his ability to feel fear, not only is that helpful for him avoid people who uses things like the reapers gaze but it's also effective in killing some no good Jinchuriki's since they too rely on causing fear to people. He figured that his exposure to his demonic aura will make him naturally un afraid of things.
WC: 113
Learning: Fearless ability
Being exposed the Youkai fog that he gives off and that other Youkai give off Maru seems pretty much immune to fear or scary things. By scary that means the fear of death since he pretty much had died like five times already so he figured that he wouldn't be dead long. The rouge being nearly mindless is almost numb fear and it is a little bit more difficult to hurt him with illusions. A slight pain tolerance from all the psychological damage that he's been taking over his shinobi career. Though slightly weaker at resisting genjustu he was able to tolerate the pain when being under a genjustu.
WC: 109
Forgetting: Justu Expansion
After some doing some research on the ways to defend himself, he decided that his ability in expanding his knowledge in how to make his weaker justu stronger wasn't really needed for what he had planned. He was pretty sure that with his Youkai abilities he could do more damage plus with him using a duel weapon most of the time, he figured his justu as it was would be more than enough to hold his opponent off. Besides he would be able to use his Justu much more faster if he stuck with the basics, so he began researching on more ways to to make himself a better critter hunter.
WC: 111
Learning: Clumsiness
As people may have realized, Maru most of the time wears a cape so naturally this makes him a lot clumsier than most people. He most then often gets his cape snagged on a tree, sometimes people accidentally catch his cape with their foot causing him to trip, or how he often catches his own cape on his heel then end up tripping. While this usually is an inconvenience to most people, the spirit of his weapon had taught him how to use this to his advantage to be able to dodge at the perfect time. While he wouldn't be able to make a critical blow he would more than likely make up for it with his demonic abilities.
Forgetting: Shatter Reality
Now that Maru was part Youkai, his abilities mostly relies on weakening his opponent rather than outright blasting them to hell. While he was still able to blast people to hell like normal he decided that he shouldn't go about shattering his genjustu since he needs to have his opponent weak. Instead he decided to reduce his ability to feel fear, not only is that helpful for him avoid people who uses things like the reapers gaze but it's also effective in killing some no good Jinchuriki's since they too rely on causing fear to people. He figured that his exposure to his demonic aura will make him naturally un afraid of things.
WC: 113
Learning: Fearless ability
Being exposed the Youkai fog that he gives off and that other Youkai give off Maru seems pretty much immune to fear or scary things. By scary that means the fear of death since he pretty much had died like five times already so he figured that he wouldn't be dead long. The rouge being nearly mindless is almost numb fear and it is a little bit more difficult to hurt him with illusions. A slight pain tolerance from all the psychological damage that he's been taking over his shinobi career. Though slightly weaker at resisting genjustu he was able to tolerate the pain when being under a genjustu.
WC: 109
Forgetting: Justu Expansion
After some doing some research on the ways to defend himself, he decided that his ability in expanding his knowledge in how to make his weaker justu stronger wasn't really needed for what he had planned. He was pretty sure that with his Youkai abilities he could do more damage plus with him using a duel weapon most of the time, he figured his justu as it was would be more than enough to hold his opponent off. Besides he would be able to use his Justu much more faster if he stuck with the basics, so he began researching on more ways to to make himself a better critter hunter.
WC: 111
Learning: Clumsiness
As people may have realized, Maru most of the time wears a cape so naturally this makes him a lot clumsier than most people. He most then often gets his cape snagged on a tree, sometimes people accidentally catch his cape with their foot causing him to trip, or how he often catches his own cape on his heel then end up tripping. While this usually is an inconvenience to most people, the spirit of his weapon had taught him how to use this to his advantage to be able to dodge at the perfect time. While he wouldn't be able to make a critical blow he would more than likely make up for it with his demonic abilities.
For my inuzuka ability I would like to put my secondary bonuses into melee accuracy and have my justu subtype as Unarmed Taijustu
Wild Soul - Passive
Though many Inuzuka have calmed down over the generations to better fit the structured Shinobi life, there is still the fire within burning from a time where survival-of-the-fittest was in full force; where they were no less savage than the beasts they lived and fought with. Nothing brings forth this fierceness more
Rank 1: The user gains +2 to [Melee Accuracy]. While the user has any amount of Temporary HP, they deal +10% damage to a singe [Unarmed Taijustu].
Rank 2: The user gains +2 to [Melee Accuracy]. While the user has any amount of Temporary HP, they deal +10% damage to a singe [Unarmed Taijustu].
Rank 3: The user gains +2 to [Melee Accuracy]. While the user has any amount of Temporary HP, they deal +15% damage to a singe [Unarmed Taijustu].
For my inuzuka ability I would like to put my secondary bonuses into melee accuracy and have my justu subtype as Unarmed Taijustu
Wild Soul - Passive
Though many Inuzuka have calmed down over the generations to better fit the structured Shinobi life, there is still the fire within burning from a time where survival-of-the-fittest was in full force; where they were no less savage than the beasts they lived and fought with. Nothing brings forth this fierceness more
Rank 1: The user gains +2 to [Melee Accuracy]. While the user has any amount of Temporary HP, they deal +10% damage to a singe [Unarmed Taijustu].
Rank 2: The user gains +2 to [Melee Accuracy]. While the user has any amount of Temporary HP, they deal +10% damage to a singe [Unarmed Taijustu].
Rank 3: The user gains +2 to [Melee Accuracy]. While the user has any amount of Temporary HP, they deal +15% damage to a singe [Unarmed Taijustu].
Link to Approval Thread: https://www.ninpocho.com/viewtopic.php?f=414&t=62409#p340577
Summon Name: Cold-Blooded
Summon Rank: (S Rank)
Let It Snow!:
HP: (35 + 15) x 600= 30,000
CP: (35 + 15) x 600= 30,000
Class Bonus: +2 Genjustu DC
High: Ninjustu Accuracy, Genjustu DC
Average: Dodge, Genjutsu Save,
Low: Range Accuracy, Melee Accuracy
Chosen Jutsu Subtypes: Water Ninjustu, Ice Ninjustu, Will Genjustu
Jutsu: E-Rank
★Mastered★ Water Gun
★Mastered★ Pressurized Mist
https://www.ninpocho.com/viewtopic.php?f=302&t=424
★Mastered★ Water Dragon Bullet
https://www.ninpocho.com/viewtopic.php?f=302&t=420
★Mastered★ Chaos of the Mental Plain
https://www.ninpocho.com/viewtopic.php?f=544&t=10464
_______
Abilities
00. Elemental Spirit- Elemental Ability
01 Justu Expansion- General Ability
02. Elementalist- General Ability
03. Ancient Wisdom- Contract Ability
______
Elemental said:
Elemental Spirit - Passive
Elemental are spiritual beings born of the five natural elements --or some combination therein--, and the power of this element flows through their soul. They may manipulate this element freely, and it seems to bend and twist in their presence to serve their whim.
Effect:
- Upon creating their contract, the owner must choose a single element for their Contract. This [chosen element] must be stated in their Dojo, with Advanced Elements treated as their Major Element.
- The user is considered Spiritual.
Should a character have the Archsage Kinjutsu, their Senjutsu Manipulation ability's alignment becomes Spiritual rather than Holy .
- The user generates elemental Sprites during battle. The user may have up to 3 Sprites at a time.
A Sprite appears when;
The user takes [chosen element] damage,
The user casts a [chosen element] Jutsu B-rank or higher.
The start of a round when the user maintains a [chosen element] Jutsu (stacks).
A Sprite works as follows;
Sprites are targetable, and are dispersed on any hit.
All Sprites the user has active appear as "clones" of the user (automaticlly) during the first 3 seconds of a round. This does not count toward any Clone Jutsu limits.
A Sprite may be sacrificed to reduce the cost of a single [chosen element] jutsu by 30%. Jutsu cast this way do not require handseals or movement.
Upon a Sprite being destroyed by an attack, the user may reflexively cast a B-rank or lower [chosen element] jutsu which targets the one who destroyed the Sprite.
Elemental Shroud - Independent Special Move
As spirits born of the elements, they may take on a more abstract form more closely resembling their elemental makeup, granting them stronger attunement...which can be both a boon and a weakness.
Effect: May be active up to 30 seconds. While active, the user has the following effects;
Applies the effect of the Special Composition augment [Link] to each of the user's actions
The user has access to Affinity Moves [link to UBR] with any Ninjutsu, even if they do not meet the requirement for that affinity.
If the user takes damage from their [opposing element], it is always treated as having the maximum damage modifier bonus (+50% by default)..
Cost: 1.5 AP to activate/deactivate. 2% Max CP/Rnd
Note:
- Upon ending, has a 10 second cooldown before it may be used again.
- For the purpose of taking increased damage, Fire < Water < Earth < Lightning < Wind < Fire.
Natural Disaster - Elemental Senjutsu
In ages past, primitive cultures had often worshipped the Elemental spirits as deific figures for their power of weaving elemental power with the Natural energies of the world. Failing to maintain their grace or mistakingly invoking their anger was a swift way for the environment to be blown through by a fierce hurricane, infernal volcanic eruption, terrible earthquake, and other such catastrophic event.
Effect: Upon cast, and at the start of every round active, all entity-like targets in battle take 2200 [Chosen Element] damage; this damage is not considered an attack, and is automatic. Those who cast a jutsu of the [chosen element] or its opposing element during the previous round are uneffected by this damage. Once per round, all in battle may choose one jutsu of this [chosen element]; this jutsu will automatically activate its Secondary Effect(though if it requires an additional chance, it will still need to be rolled as usual).
Cost: 3 AP and 2000 CP. 1000 Cp/Rnd
Note(s):
- Terrain jutsu.
- Jutsu subtype is chosen when the contract creature is designed; determining its accuracy and damage type.
- Secondary Effect chance of the jutsu will activate, however if it requires further chances those will be rolled as normal. Example; if used with a Jutsu that has the "Paralysis [Link]" effect, the 16% chance of "Paralysis" activating will be automatic, but "Paralysis's" innate 10% chance of causing an auto-fail would -not- be automatic.
- For this jutsu, an entity-like target is considered to be something capable of fighting and performing some kind of action such as a Clone or Creation. Targets such as Traps will not be affected unless they are somehow hit in the process of targeting an entity (such as a barrier protecting an eligible target).
- At all ranks, other combatants must pass a [Jutsu type of the Senjutsu] Check against the user at -2 in order to cast an Arena jutsu, or their own Terrain jutsu. If the opponent successfully casts their own Terrain jutsu, this one is dispelled.
- For the purpose of opposiing elements that cancel out the damage, Fire < Water < Earth < Lightning < Wind < Fire.
Link to Approval Thread: https://www.ninpocho.com/viewtopic.php?f=414&t=62409#p340577
Summon Name: Cold-Blooded
Summon Rank: (S Rank)
Let It Snow!:
HP: (35 + 15) x 600= 30,000
CP: (35 + 15) x 600= 30,000
Class Bonus: +2 Genjustu DC
High: Ninjustu Accuracy, Genjustu DC
Average: Dodge, Genjutsu Save,
Low: Range Accuracy, Melee Accuracy
Chosen Jutsu Subtypes: Water Ninjustu, Ice Ninjustu, Will Genjustu
Jutsu: E-Rank
★Mastered★ Water Gun
★Mastered★ Pressurized Mist
https://www.ninpocho.com/viewtopic.php?f=302&t=424
Contract Specifics Summon Rank: Approved. Custom Class: Not approved. If I am not wrong, placing two accuracies in 'High' and only two in 'Low' currently nets you -10 points. Chosen Jutsu Sub-types: Approved. Jutsus: Approved, though you only wanted five rather than six A-Rank Jutsus? Abilities: Approved.
OVERALL: NOT APPROVED.
P.S. I WANTED THAT IMAGE CLAIM. I WANT YUKI-ONNA. I HATE YOU.
★Mastered★ Water Dragon Bullet
https://www.ninpocho.com/viewtopic.php?f=302&t=420
★Mastered★ Chaos of the Mental Plain
https://www.ninpocho.com/viewtopic.php?f=544&t=10464
_______
Abilities
00. Elemental Spirit- Elemental Ability
01 Justu Expansion- General Ability
02. Elementalist- General Ability
03. Ancient Wisdom- Contract Ability
______
Elemental said:
Elemental Spirit - Passive
Elemental are spiritual beings born of the five natural elements --or some combination therein--, and the power of this element flows through their soul. They may manipulate this element freely, and it seems to bend and twist in their presence to serve their whim.
Effect:
- Upon creating their contract, the owner must choose a single element for their Contract. This [chosen element] must be stated in their Dojo, with Advanced Elements treated as their Major Element.
- The user is considered Spiritual.
Should a character have the Archsage Kinjutsu, their Senjutsu Manipulation ability's alignment becomes Spiritual rather than Holy .
- The user generates elemental Sprites during battle. The user may have up to 3 Sprites at a time.
A Sprite appears when;
The user takes [chosen element] damage,
The user casts a [chosen element] Jutsu B-rank or higher.
The start of a round when the user maintains a [chosen element] Jutsu (stacks).
A Sprite works as follows;
Sprites are targetable, and are dispersed on any hit.
All Sprites the user has active appear as "clones" of the user (automaticlly) during the first 3 seconds of a round. This does not count toward any Clone Jutsu limits.
A Sprite may be sacrificed to reduce the cost of a single [chosen element] jutsu by 30%. Jutsu cast this way do not require handseals or movement.
Upon a Sprite being destroyed by an attack, the user may reflexively cast a B-rank or lower [chosen element] jutsu which targets the one who destroyed the Sprite.
Elemental Shroud - Independent Special Move
As spirits born of the elements, they may take on a more abstract form more closely resembling their elemental makeup, granting them stronger attunement...which can be both a boon and a weakness.
Effect: May be active up to 30 seconds. While active, the user has the following effects;
Applies the effect of the Special Composition augment [Link] to each of the user's actions
The user has access to Affinity Moves [link to UBR] with any Ninjutsu, even if they do not meet the requirement for that affinity.
If the user takes damage from their [opposing element], it is always treated as having the maximum damage modifier bonus (+50% by default)..
Cost: 1.5 AP to activate/deactivate. 2% Max CP/Rnd
Note:
- Upon ending, has a 10 second cooldown before it may be used again.
- For the purpose of taking increased damage, Fire < Water < Earth < Lightning < Wind < Fire.
Natural Disaster - Elemental Senjutsu
In ages past, primitive cultures had often worshipped the Elemental spirits as deific figures for their power of weaving elemental power with the Natural energies of the world. Failing to maintain their grace or mistakingly invoking their anger was a swift way for the environment to be blown through by a fierce hurricane, infernal volcanic eruption, terrible earthquake, and other such catastrophic event.
Effect: Upon cast, and at the start of every round active, all entity-like targets in battle take 2200 [Chosen Element] damage; this damage is not considered an attack, and is automatic. Those who cast a jutsu of the [chosen element] or its opposing element during the previous round are uneffected by this damage. Once per round, all in battle may choose one jutsu of this [chosen element]; this jutsu will automatically activate its Secondary Effect(though if it requires an additional chance, it will still need to be rolled as usual).
Cost: 3 AP and 2000 CP. 1000 Cp/Rnd
Note(s):
- Terrain jutsu.
- Jutsu subtype is chosen when the contract creature is designed; determining its accuracy and damage type.
- Secondary Effect chance of the jutsu will activate, however if it requires further chances those will be rolled as normal. Example; if used with a Jutsu that has the "Paralysis [Link]" effect, the 16% chance of "Paralysis" activating will be automatic, but "Paralysis's" innate 10% chance of causing an auto-fail would -not- be automatic.
- For this jutsu, an entity-like target is considered to be something capable of fighting and performing some kind of action such as a Clone or Creation. Targets such as Traps will not be affected unless they are somehow hit in the process of targeting an entity (such as a barrier protecting an eligible target).
- At all ranks, other combatants must pass a [Jutsu type of the Senjutsu] Check against the user at -2 in order to cast an Arena jutsu, or their own Terrain jutsu. If the opponent successfully casts their own Terrain jutsu, this one is dispelled.
- For the purpose of opposiing elements that cancel out the damage, Fire < Water < Earth < Lightning < Wind < Fire.
Have both Major Fire + Minor Wind to unlock Kinesis Ninjutsu
Affinity's!!!:
Free D-Rank Minor Affinity: Fire
Free C-Rank Minor Affinity: Lighting
Free C-Rank upgraded Minor to Major (Same as D-Rank): Fire
Major Affinities: Fire (All Mastered)
Non-Elemental (All Mastered) Water (All mastered) Lighting (All Mastered) Ice (All Mastered)
Minor Affinities: Lighting(Half Mastered) Water (Half Mastered) Wind (Half mastered) Fire (Half Mastered)
Non-Elemental (Half Mastered) Ice (Half Mastered)
Have both Major Fire + Minor Wind to unlock Kinesis Ninjutsu
Affinity's!!!:
Free D-Rank Minor Affinity: Fire
Free C-Rank Minor Affinity: Lighting
Free C-Rank upgraded Minor to Major (Same as D-Rank): Fire
Major Affinities: Fire (All Mastered)
Non-Elemental (All Mastered) Water (All mastered) Lighting (All Mastered) Ice (All Mastered)
Minor Affinities: Lighting(Half Mastered) Water (Half Mastered) Wind (Half mastered) Fire (Half Mastered)
Non-Elemental (Half Mastered) Ice (Half Mastered)
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