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:

Fukushu Ishi

CHARACTER INFO


NAME
Fukusha Ishi​

AGE
22​

DESCRIPTION
Ishi was a slender build, most would not consider him to be a fighter from looking at him, his build was considered for speed rather than getting into a fight with someone. Slightly taller than an average shinobi he comes in at six foot, the sleek frame coming with a striking stern face. Ishi allows his hair to grow out slightly rough and spikey he never pays much attention to it, however, a defining feature of this is the stark white color of his hair at his age, giving him an older appearance than he actually is to most people who meet him.

PERSONALITY
Ishi is a focused individual, never willing to break his focus on the task at hand. He is a carefull planner and uses his mind more on stratergy, He always has a calm outwards appearance and a clear drive for perfection in any task he takes. With fortitude and the years of ANBU training has left him with the ability to remove emotions from situations, sometimes coming across as emotionless. He is strong willed and determined to the point that it could be considered ambition by others that did not know him. He considers every option and doesn't rush into a situation.

HISTORY
Ishi was born to two Anbu inside the ranks of the village, as a young child they forced him down the path of the branch just like them before him. He focused all his time on training inside of the complex instead of inside of the Academy as such his strength and abilities surged quickly in time without the restraints of comrades, already as he hit his teenage years he was inducted into the ranks of the ANBU Branch. Giving assignemnets like the rest, his life was kept under the mask of the ANBU to protect his identity and to not effect the village if captured.

As he grew into his teenage years, a mission came across inside of the branch that changed who he was, defining him and growing him in strength with his new found Kinjutsu he started to step out from the other ANBU making waves in the success rates for his assasination missions. It was clear that he would carve his future in this branch, and under the tutor of those willing to teach him, he allowed himself to learn from anyone wishing to help him, no matter what little they had to teach him, absorbing it like a spounge.

FInally in his early twenty his skill was aknowledge and he was finally permitted to work from the Shadow with the rank of ANBU Captain, still under the dire
 
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CLASS
Sniper

HP: (50+15) x 600 = 39,000
CP: (40+15) x 600 = 33,000
Class Bonus: Kinjutsu, +1 Accuracy
High: Ninjutsu Accuracy, Ranged Accuracy
Average: Evasion, Genjutsu Save
Low: Melee Accuracy, Genjutsu DC
STATS
Agility: 600/600
Stamina: 600/600
Taijutsu: 600/600
Ninjutsu: 600/600
Genjutsu: 600/600
Chakra Control: 600%/600%
PL: 3600/3600
CORE ABILITY
Hawkeye
Hawkeye.jpg


A Hawkeye is said to have the gaze of a raptor, able to see farther and with greater detail than any normal person. With uncanny aim and precision, Hawkeyes are able to riddle an enemy with arrows, kunai, and other thrown weapons.

Note: A "Ranged Weapon" referred to in this table is defined as the Projectile, Thrown, and Puppet weapon subtypes.

Vital Strike - Passive (3 points)
Restrictions - C Rank and up
Taking their training to the next level, the Hawkeye masters to art of attacking enemy weak points, hitting them at an alarming rate.
Effect: Ranged weapon attacks have +2 Critical chance

Flickering Shadow - Dependent Special Move (2 points)
By repeatedly experimenting with the Shadow Shuriken technique, the Hawkeye learns to apply it with their other techniques, bending the light and shadows within their attack, momentarily confusing their foes as they attempt to discern where will the attack will fly.

Effect: By paying +30% CP, the user may have a Ranged weapon attack trigger an opponent's conditional to use a Reflexive action, even if the attack would not normally trigger said conditional. This will only apply if the target had a conditional set to use an action reflexively during a round. This special move has two usages per battle, but regains a use every-other round.

Composite - Boost (1 point) - x3
Restriction - may only be purchased a maximum of three times
The Hawkeye’s bows are tensed and well - balanced, and their kunai and shuriken have been sharpened for hours on end. Ranged weapons used by the Hawkeye are simply better and more effective.

Effect: Ranged weapons deal +5% Damage

Precise Strike - Dependent Special Move (3 points)
By taking their time to aim and waiting for environmental factors or an enemy opening, the Hawkeye is able to set up a shot far more accurate and deadly than normal. Through patience and discipline, they can deal a ferocious hit.

Effect: When attacking with a Ranged weapon, the user may choose to delay the attack. The attack will be delayed until the user performs another attack directed at the same target as the Precise Strike, the user drops or otherwise unequips the Ranged weapon used with Precise Strike, or the attack has been delayed for 10 seconds (a full round). For each second delayed, the attack gains +1 Critical and +10% CP cost, both of which bypass caps. The attack used with this may only target a single target, ignores the damage penalty of Suppressing Fire, and if a critical, the bonus critical multiplier is halved. This attack fails if the user is bound at any point during this delay. This special move has a round cooldown upon completion.


Sureshot - Passive (2 points)
The focus of a Hawkeye is intense. When they're on their game, the world narrows down to a single target and they are able to land a hit, no matter how many factors go against them.
Effect: All Ranged weapon attacks have a 10% chance to auto-hit their intended target. Attacks that auto-hit override any type of effect that would cause the user to miss this target. and land a 100% hit. Does not override auto-fail or other attack interrupting effects.

Keen Sight - Boost (1 point)
Restriction - May only be purchased up to three times.
With their sharp senses, a Hawkeye's shots tend to be far more accurate than the average bowman's. They are said to be dead shots, able to knock a fly off a target without brushing the target.

Effect: Ranged weapons gain +1 Accuracy

Sniper - Passive (2 Points)
By their innate knowledge of how the human body moves and where to aim, a Hawkeye is able to make their critical hits that much more devastating.

Effect: Critical hits done by the user's Ranged attacks deal x2.3 damage instead of x2.

See The Wind - Jutsu (1 point, 1 point to rank up)
Restriction- A-Rank and up
This jutsu is the pinnacle of Hawkeye secret techniques, allowing the user for a brief moment to see the exact trajectory, pull, and timing required to make the perfect shot. When used, the entire world seems to slow down as they aim and fire, allowing them to determine exactly what to do. Once fired, the projectile speeds through the air and becomes nigh unstoppable, as anything that the opponent might try to do was probably already factored in.

Rank 1: A single strike dealing 2,970 Damage at +2 Ranged Accuracy. Cannot be stopped by Wind Jutsu, Barrier Jutsu, the Deflection ability, or instant block effects. Counts as the users equipped Ranged weapon type.

Rank 2: A single strike dealing 3,795 Damage at +2 Ranged Accuracy. Cannot be stopped by Wind Jutsu, Barrier Jutsu, the Deflection ability, or instant block effects. This attack pierces through all damage reduction. Counts as the users equipped Ranged weapon type.

Costs:
Rank 1: 1,485 Cp; 2.75 Ap
Rank 2: 1,900 Cp; 2.75 A

KINJUTSU
Kensei
XZCxAVK.png

Almost all shinobi use weapons of some sort, and many specialize into a specific kind or even a single weapon. Then, there are those who wield a weapon on an entirely different level.
"Kensei" is a term that has come to refer to those who wield a weapon that may as well be part of their very soul. The exact process and nature of this relationship can vary; perhaps a legendary weapon called out to its wielder. Perhaps the Kensei is merely the latest in a long line of previous wielders who may or may not share their knowledge. Perhaps the Kensei is merely an extension of their weapon's will itself. Regardless of the case, the two are forever bound, and while others wield weapons as a tool, to a Kensei, it is a partner.

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

Effects:
  • When obtained the user selects one Custom Weapon in their inventory to become their [Signature Weapon], and this is noted in their Dojo and profile thread.​
  • Kensei techniques are Signature Taijutsu, matching the same subtype as their [Signature Weapon].(A [Signature Weapon] that is a Slashing Weapon, makes all Kensei techniques Slashing Taijutsu)
    • The user's [Signature Weapon] gains +1 Augment Slot.​
    • This Kinjutsu, all of its techniques, and its user are considered Spiritual.​
  • A Kensei may use the following actions;
    • Soulshape: The user can spend 0.5 AP to rearrange the Accuracy and Damage modifiers of their [Signature Weapon] or swap a single augment for another augment they have in their inventory. This may only be done once per round.​
    • Soulshift: The user can spend 0.5 AP to "summon" or "unsummon" their [Signature Weapon] to them. This equips or unequips it to them (dropping a currently equipped weapon in the process), and cannot be prevented. (Soulshift can be used with Quickdraw normally).​



Force of Will - Kinjutsu Ability
jLHadQA.png

While not truly alive in the conventional sense, the [Signature Weapon] of Kensei typically possess facets of human personalities which allows the semi-sentient weapon to aid their partner in overcoming situations where their senses have been compromised. This unfortunately for the weapon's partner can sometimes be a double-edged sword as along with those facsimiles of personality also occasionally comes a sense of ego that must be contended with.

Information
Prerequisites: Kensei,

Effect: The user's [Signature Weapon] gains an independent sense of willpower. This allows it to protect the user against Genjutsu.​
  • The [Signature Weapon] creates a Ward against a single Genjutsu, lowering it to Rank 1 (even if the user is unaware of it).​
  • This Ward applies to the first Genjutsu cast upon the user​
  • If the user is aware of a Genjutsu affecting them, they may spend 1AP to shift the [Signature Weapon]’s Ward to the Genjutsu they are aware of.​
  • At the start of each round, the user gains awareness of the Genjutsu the [Signature Weapon]’s Ward has protected them against, (even if their [Signature Weapon] begins warding against a different Genjutsu)



Myriad Strike - Kinjutsu Ability
uJJMKkf.png

Due to the special bond that is developed, a Kensei will start becoming "one with the sword", in both a literal and a metaphorical sense. The Kensei is now able to flow from attack to attack, as if the sword was one with his body instead of just an extension of metal.

Information
Prerequisites: Kensei,

Effect:
  • The user may link up to 4 AP of Taijutsu attacks, to be performed consecutively upon a single target.​
  • Each successful hit gives the next attack +1 Accuracy and +5% Damage.​
  • The user pays normal Ap costs for each technique and 80% of any CP costs.​
  • If used with Basic Strikes, each hit may be a Called Shot.​


Note:
  • The acc/damage buff only applies once for a Multi-Hit Attack, (using Janken and hitting 3 times only applies +1 Acc and +5% Damage Buff to the next attack).
  • Bonuses last only for the remainder of the combo, and may only stack up to +3 Accuracy and +15% Damage.​
  • Requires a 10 second cooldown after use.​
  • User loses -1 Dodge for each attack after the first, stacking up to -3 Dodge. This lasts for the duration of the cooldown.​
  • All attacks share the same AP timing as the highest AP attack used. (This does not affect the AP cost)
  • Cannot be comboed with and counts as use of a combo.​



Oversoul Rend - Variable Taijutsu
dhNnU7a.png

The weapon of a Kensei contains its own power. By focusing on their weapon, the Kensei may have it amplify a burst of energy within it, using this amplified power for the weapon to impale itself in the enemy, and then rip itself free.

Information
Prerequisites: Kensei,

Rank 1/2: Deals 1650/2060 damage at -2 Accuracy. This has a +21%/28% chance of causing Suppression and a 21%/28% chance of raising a Bleed Level. Rank 2 can use the special action.

Special Action: Visceral Rend For +10% CP, the user can increase the base damage to 2550 and the Bleed Level chance to 40%, but can no longer cause Suppression.

Rank 1/2 Cost: 2.25 AP and 750 CP

Notes:
  • Requires a 10 second cooldown after use.​
  • Does not require Movement, but the user must be equipped with their [Signature Weapon].​



Overwhelming Power - Variable Taijutsu
XeA97Ky.png

A Kensei's weapon is a fusion of both Taijutsu and Ninjutsu mastery creating the perfect storm of supernatural effects and martial might. It should come at no surprise that a Kensei is able to use their [Signature Weapon] to defeat the power of offensive techniques which are directed at them. Not so much an actual "technique" as it is simply throwing all of the combined force of their own power and the power of their [Signature Weapon] against an incoming attack, Kensei are able to simply overpower and diffuse offending attacks with their very determination.

Information
Prerequisites: Kensei,

Rank 1/2: Allows the user to reflexively "attack" an opponent's offensive action at +0/+1 Accuracy. If the result of their Attack Roll is higher than the Attack Roll for the targeted attack then the attack is negated entirely. If the user's Attack Roll is not higher they automatically hit/have -3 dodge vs the attack.

Rank 1/2 Cost: AP equal to the offensive action’s AP cost and CP equal to 80%/40% of the offensive action's CP cost

Notes:
  • Requires a 10 second cooldown after use.​
  • May not be used against S Rank Techniques.​
  • The user may "attack" offensive actions that target other players, at a -5 Accuracy penalty. The user and the other player is not hit automatically if used in this way.​
  • Overwhelming Power is resolved after passive Auto-Dodge/Miss rolls but before Activated Auto-Dodge techniques.​
  • The user must be aware of the “attack” to use Overwhelming Power. (eg: The user cannot use Overwhelming Power against a sneak attack or Hidden Action)
  • Overwhelming Power cannot be used against Genjutsu even if the user is aware of it.​



Kindred Fusion - Variable Taijutsu
3YvvBEM.png

The peak of the Kensei's bond with it's wielder, this jutsu is a secret technique only capable of being performed by the user and their weapon. This technique allows the User to merge with their weapon, fusing into a new form that grants the user all of the abilities held by their Kensei. This form varies widely depending on the type of weapon wielded by the user, and its effects can range from simply razor sharp talons, to full-body shapeshifting that mimics the design of their weapon. While in this form, the user and their weapon literally fight as one, and share skills honed through an unbreakable bond.

Information
Prerequisites Kensei, A-Rank,

Rank 1/2: User and [Signature Weapon] fuse together. While fused the user's other Kensei abilities and jutsu are modified as follows.​
  • The [Signature Weapon]'s Accuracy/Damage modifiers are changed to +1/+2 acc and +5%/+10% regardless of what they are normally.​
  • If Force of Will is not warding against a Genjutsu, the user gains +1/+2 Gen Save until they are affected by one.​

Rank 1/2 Cost: 2.75 Ap, 2060 CP, 1030 CP/rnd.

Note:
  • Does not use handseals.​
  • Can be maintained for 30 seconds​
  • The user is passively equipped with thier [Signature Weapon] while the Kindred Fusion technique is maintained.​
  • The [Signature Weapon] is treated as passively equipped whenever the user is not wielding any other weapon, and does not prevent the usage of handseals. If at any time the user ceases to be equipped with a weapon, they automatically re-equip their [Signature Weapon] for no cost. Unless specifically stated, the user cannot be equipped with their Weaponized Form and another weapon.​
  • This is a Chakra Armor technique.​



Omni-Flash - Variable Taijutsu
LezbnNK.png

As the Kensei weapon draws upon its soul-link with it's wielder and gains new, stronger abilities, so too does its limits to the skills being able to be performed. Once released into its upgraded form, the user and their weapon are able to perform new techniques unique to their bond. Taking many different shapes or forms, this technique is often a one-of-a-kind skill that cannot be replicated by any other shinobi, a unique mixture between Ninjutsu and Taijutsu. This makes recklessly challenging the wielder of a Kensei a dangerous decision, as one can never fully expect just what manner of techniques they are capable of unleashing.

Information
Prerequisites: Kensei, S-Rank, All Kensei techniques mastered

Rank 1/2: The user can combine a Ninjutsu and a Taijutsu that they know up to B-Rank/A-Rank together. Omni-Flash deals damage equal to 50%/60% of the total damage the combined jutsu would deal and inherits all effects, debuffs and Special Actions from both jutsu.

Rank 1/2 Cost: Higher Technique’s AP +1 AP and 125%/80% CP cost of combined techniques.

Note:
  • Requires a 10 second cooldown after use.​
  • Omni-Flash uses the same accuracy and buffs as the user’s Signature Taijutsu Type.​
  • Omni-Flash combined techniques cannot use technique special actions unless it is required to use the technique. (Perfected Rasengan and Chidori Control requires special actions to be used).
  • Omni-Flash averages out the acc penalty/buffs from the combined techniques.(eg, an attack with +2 acc and an attack with -1 acc would average out to +1 Acc).
  • If one or both of the techniques used are multi-hit, the combined damage is split between hits (Higuma has 7 strikes, but only 4 can be successful, so the damage is split between the 4 hits)
  • Omni-Flash receives bonuses/penalties from both appropriate Ninjutsu and Taijutsu-related effects.​
  • The User must be equipped with their [Signature Weapon] to cast Omni-Flash.​
  • Omni-Flash may not be used with any Bloodline or Core Ability technique.​
  • Omni-Flash cannot be comboed with any other technique.​
ABILITIES
Shinobi 101 - Unarmed Taijutsu uses Ranged Accuracy
Sentinal
Weapon Mastery (Unarmed)
Combo Mastery
Versatile Arms
Strategist
Sage Mode
Willpower
Quick Drawn
Duelist
Contract Mastery (Card Purchase)
Kinjutsu
Kinjutsu

Kinjutsu
INVENTORY​
Utility Slot - Headset
Armour Slot - No Armor
Miscellaneous - Signal Flare
Miscellaneous - Med Kit
Miscellaneous - Kawarimi Target​
 
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JUTSU

NINJUTSU

EARTHSOUNDSANDLAVAWOODMETAL
E-rank
Stone Bullet - Mastered
Gravel Shift - Mastered

D-Rank
Earth Flow River - Mastered
Sinkhole Fist - Mastered
Mud Clone - Mastered

C-Rank
Inner Earth Reflection Lure - Mastered
Earth Flow Wave - Mastered
Rock Golem - Mastered
Earthen Coating - Mastered

B-Rank
Bedrock Coffin - Mastered
Weighted Rock Technique - Mastered
Earth Spiker - Mastered
Antlion Sinkhole - Mastered

A-Rank
Fist of Gaia - Mastered
Earthen Magnitude - Mastered
Earthslide Wall - Mastered
Petrification - Mastered
X
X
X
X
X

FIRESHADOWEXPLOSIONPLASMAKINESISSCORCH
E-Rank
Infernal Ember - Mastered
Thermal Maw - Mastered

D-Rank
Fireball - Mastered
Immolation Armor - Mastered
Combustive Seal - Mastered

C-Rank
Dragon Fire - Mastered
Searing Eruption - Mastered
Scalding Ash Cloud - Mastered
Heat Wave - Mastered

B-Rank
Infernal Hellfire - Mastered
Firestorm - Mastered
Spontaneous Combustion - Mastered
Ring of Fire - Mastered

A-Rank
Dragon Flame Bomb - Mastered
Sol Fire Tempest - Mastered
Abysmal Harbinger - Mastered
Flame Shield - Mastered
X
X
X
X
X

LIGHTNINGINKRADIATIONSTORMGRAVITYMAGNECTIC
E-Rank
Storm Bolt - Mastered
Thunderfist - Mastered

D-Rank
Thunderclap - Mastered
Electroshock - Mastered
Electrocution - Mastered

C-Rank
Zeus Flash - Mastered
Lightning Torrent - Mastered
Thunderstruck - Mastered
Volt Charge - Mastered

B-Rank
Gigavolt Cannon - Mastered
Chidori - Mastered
Lightning Beast - Mastered
Amp Field - Mastered

A-Rank
Raijin's Vengeance - Mastered
Chidori Control - Mastered
Kirin - Mastered
Thunderdome - Mastered
X
X
C-Rank

Squall - Rank 1

Shielding Tempest - Rank 1

Laser Prison - Rank 1

Fissure Slash - Rank 1


B-Rank

Barrage of Storms - Rank 1

Voltaic Flash - Rank 1

Storm Release: Black Panther - Rank 1

Storm Mail - Rank 1


A-Rank

Gates of Babylon - Rank 1
C-Rank

Gravity Distortion - Rank 1

Anti-Gravity - Rank 1

Orbital Strike - Rank 1

Gravitational Pull - Rank 1


B-Rank

Graviton - Rank 1

Clutch of the Giant - Rank 1

Forced Polarity - Rank 1

Inertial Control - Rank 1


A-Rank

Shinra Tensei - Rank 1

Chibaku Tensei - Rank 1

Newton's Apple - Rank 1

Centrifugal Force - Rank 1
X

WATERCRYSTALACIDICEVAPORBLOOD
E-Rank
Pressurized Mist - Mastered
Water Gun - Mastered

D-Rank
Water Whip - Mastered
Aqua Fang - Mastered
Rinse Off - Mastered

C-Rank
Grand Waterfall - Mastered
Impaling Hydro Jet - Mastered
Water Prison - Mastered
Rain Dance - Mastered

B-Rank
Torrential Vortex - Mastered
Hydro Tidal Shockwave - Mastered
Water Shark Bomb - Mastered
Mystical Pond - Mastered

A-Rank
Grand Hydra Excavation - Mastered
Water Dragon Bullet - Mastered
Scorn of Aquarius - Mastered
Supreme Aqua Realm - Mastered
X
X
X
X
X

WINDPOISONMIRRORDUSTPHOTONSOUND
E-Rank
Wind Slash - Mastered
Pressure Burst - Mastered

D-Rank
Whirlwind Spin - Mastered
Air Bullet - Mastered
Shredding Touch - Mastered

C-Rank
Wind Scythe - Mastered
Tempest - Mastered
Gale Force - Mastered
Wind Release - Mastered

B-Rank
Great Wind Scythe - Mastered
Wind Scar - Mastered
Vacuum Sphere - Mastered
Cyclone Movement - Mastered

A-Rank
Tatsumaki - Mastered
Hurricane - Mastered
Ambiance of the Forbidden - Mastered
Zephyr's Grace - Mastered
X
X
X
X
X

NON-ELEMENTALANBUMEDICAL
E-Rank
Transformation - Mastered
Body Switch - Mastered

D-Rank
Combination Transformation - Mastered
Crystal Eye - Mastered
Cancel - Mastered
Spirit Lantern - Mastered
Contract Summoning - Mastered

C-Rank
Jutsu Sealing - Mastered
Stunt Double - Mastered
One Element Sealing - Mastered
Elemental Negation - Mastered
Elemental Clone - Mastered
Barrier - Mastered

B-Rank
Shadow Shuriken Replication - Mastered
Energy Transfer - Mastered
Leech Seal - Mastered
Chakra Shield - Mastered
Chakra Blast - Mastered
Rasengan - Mastered
Cursed Sealing - Mastered

A-Rank
Perfected Rasengan - Mastered
Five Element Seal - Mastered
Morality Sealing - Mastered
Nature's Guard - Mastered
Stardust Nova - Mastered
Gate of Enma - Mastered
D-Rank
Mask Summon - Mastered
Critical Exposure - Mastered

C-Rank
Snapshot - Mastered
Chakra Sense - Mastered
Active Camo - Mastered
Mental Infiltration - Mastered

B-Rank
Incapacitate - Mastered
Intangible Passage - Mastered
Shadow Servant - Mastered
Searchlight - Mastered

A-Rank
Physical Imprisonment Seal - Mastered
Body Bind - Mastered
Flock of Shadows - Mastered
Black Blockade - Mastered
X

TAIJUTSU
BLUDGEONINGBUFFINGPIERCINGTHROWNPROJECTILESLASHINGUNARMEDPUPPET
X​
E-Rank
Charge - Mastered
Grip - Mastered
Fleeted - Mastered
Block - Mastered

D-Rank
Shadow Play - Mastered
Eagle Vision - Mastered
Muscle Control - Mastered
Brandish - Mastered
Basic Safeguard - Mastered

C-Rank
Dynamic Art - Mastered
Chakra Extension - Mastered
Shadow Dance - Mastered
Gather - Mastered
Barrage - Mastered
Expel - Mastered
Feint - Mastered
Chakra Absorption - Mastered

B-Rank
Unbound - Mastered
Endure - Mastered
Counterstrike - Mastered
Cover - Mastered
Anabolic Frenzy - Mastered
Concealed Steps - Mastered
Focused Assault - Mastered

A-Rank
Insatiable Hunger - Mastered
Devastating Aura - Mastered
Awakening - Mastered
Unleash - Mastered
Limit Break - Mastered
E-Rank
Stab - Mastered
Thrust - Mastered
Multi-Impale - Mastered
Piercing Rain - Mastered

D-Rank
Cross Pierce - Mastered
Impaling Counter - Mastered
Dynamic Poke - Mastered
Dynamic Pierce - Mastered
Defensive Thrust - Mastered

C-Rank
Outcry - Mastered
Iron Point Prison - Mastered
Clip Downpour - Mastered
Spiked Shield - Mastered
Feint Spike - Mastered
Pressure Pierce - Mastered
Outer Rim Breaker - Mastered

B-Rank
Pressure Thruster - Mastered
Fake Out - Mastered
Enraging Strike - Mastered
Fillet-O-Flesh - Mastered
Million Stab - Mastered
Blood Letter - Mastered
Finisher - Mastered

A-Rank
Ultimate Counter Measure - Mastered
Piercing Pinholder - Mastered
Hyper Thrust - Mastered
Trashin' - Mastered
Giga Star Breaker - Mastered
E-Rank

Volley - Rank 1

Full Toss - Rank 1

Trick Launch - Rank 1

Mad Flight - Rank 1


D-Rank

Projectile Sealing - Rank 1

Sudden Shot - Rank 1

Shadow Projectile - Rank 1

Blood Grinding - Rank 1

Instant Fail - Rank 1


C-Rank

Silver Crows - Rank 1

Buzzsaw - Rank 1

Full Impact - Rank 1

Spread Counter - Rank 1

Sly Silver - Rank 1

Sinister Steel - Rank 1

Silver Stream - Rank 1


B-Rank

Crush Bit - Rank 1

Body Flicker Shuriken - Rank 1

Gravedigger's Hole - Rank 1

Zero Point Assault - Rank 1

Pinpoint - Rank 1

Steel Dragon - Rank 1

Silver Cloud - Rank 1


A-Rank

Heavenly Rain Drive - Rank 1

Twin Rising Dragon - Rank 1

Earthly Impalement - Rank 1

Spiraling Silver - Rank 1

Meteor Breaker - Rank 1
X​
E-Rank
Curve Shot - Mastered
Raw Shot - Mastered
Unforeseen Strike - Mastered
Piercing Strike - Mastered

D-Rank
Venomous Sting - Mastered
Disillusion Shot - Mastered
Power Shot - Mastered
Quickshot - Mastered
Bounce Shot - Mastered

C-Rank
Critical Shot - Mastered
Snipe - Mastered
Scatter Shot - Mastered
Counter Shot - Mastered
Tracking Beacon - Mastered
Catapult Discharge - Mastered
Detonation Tip - Mastered

B-Rank
Flurry Shot - Mastered
Blunt Shot - Mastered
Pierce Shot - Mastered
Pin Shot - Mastered
Grapple Shot - Mastered
Burst Shot - Mastered
Homing Shot - Mastered

A-Rank
Destruction Power Shot - Mastered
Combustive Shot - Mastered
Glacial Shot - Mastered
Voltaic Shot - Mastered
Terra Firma Shot - Mastered
E-Rank
Slash - Mastered
Arcing Slash - Mastered
Dynamic Slash - Mastered
Overhead Strike - Mastered

D-Rank
Full Circle - Mastered
Cross Rip - Mastered
Crimson Flash - Mastered
Gasher - Mastered
Heavy Tow - Mastered

C-Rank
Vanishing Slash - Mastered
Lunar Steps - Mastered
Whisperer - Mastered
Sword Juggle - Mastered
Zero Slash Counter - Mastered
Top Spin - Mastered
Blade Trail - Mastered

B-Rank
Magnum Break - Mastered
Focal Blade - Mastered
Steel Weaving - Mastered
Flight Aerial Strike - Mastered
Kill Driver - Mastered
Executioner - Mastered
Lotus Flower - Mastered

A-Rank
Zantetsuken - Mastered
Higuma - Mastered
Annihilation - Mastered
Heavenly Sword - Mastered
Fatal Draw - Mastered
E-Rank
The One-Two - Mastered
Low Sweep - Mastered
Janken - Mastered
Uncalled For Shot - Mastered

D-Rank
4-Hit Combo - Mastered
Spinning Wind - Mastered
Dynamic Entry - Mastered
Dynamic Finish - Mastered
Nut Buster - Mastered

C-Rank
Dragon Assault - Mastered
Tiger Hook - Mastered
Step-In Flash - Mastered
Shoryuken - Mastered
Tatsumaki Senpuu Kyaku - Mastered
Roaring Combination - Mastered
Grapple - Mastered

B-Rank
Suplex - Mastered
Primary Lotus - Mastered
Shadow Step Strike - Mastered
Seismic Toss - Mastered
Submission - Mastered
Spear Hand - Mastered
Multi-Hit Combo - Mastered

A-Rank
Falcon Punch - Mastered
Eagle Drop - Mastered
Dance of the Waxing Moon - Mastered
Fist of Virtue - Mastered
Fist of Sin - Mastered
X​

ɢ ᴇ ɴ ᴊ ᴜ ᴛ ꜱ ᴜ

AudialWillKineticVisual
E-Rank
Deception - Mastered
Favoritism - Mastered
Wasteful - Mastered

D-Rank
Trembling Music - Mastered
Pained Expressions - Mastered
Appreciation of Music - Mastered
Gong - Mastered

C-Rank
Sometimes Shouting Works - Mastered
Deaf - Mastered
Run It Back - Mastered
Groans - Mastered
Piercing Cry - Mastered

B-Rank
Centralized - Mastered
Death Chime - Mastered
Prolong - Mastered
Leak - Mastered
Wither - Mastered
Bass Drop - Mastered

A-Rank
Devil's Whisper - Mastered
Death's Anthem - Mastered
Blank Slate - Mastered
Radial Shock - Mastered
Chakra Ravage - Mastered
Auto-Tune - Mastered
E-Rank
Lethargy - Mastered
Tourniquet - Mastered
Intimidation - Mastered

D-Rank
Amnesia - Mastered
False Success - Mastered
Leaking Mind - Mastered
Sear of the Mind - Mastered

C-Rank
Black Out - Mastered
Insomnia - Mastered
Paranoia - Mastered
Charismatic Breakdown - Mastered
Untruth - Mastered

B-Rank
Havoc of the Doomed Mind - Mastered
Slowed Perception - Mastered
Oblivious Rapture - Mastered
Betrayal - Mastered
Taunt - Mastered
Thought Down - Mastered

A-Rank
Torment of the Physical Plane - Mastered
Corruption of the Earthly Plane - Mastered
Chaos of the Mental Plane - Mastered
Mind's Eye Chaos - Mastered
Temple of Nirvana - Mastered
Repetition - Mastered
E-Rank
Hot Weapon - Mastered
Stun - Mastered
1000 Years of Pain Kai - Mastered

D-Rank
Drunken Stupor - Mastered
Influenza - Mastered
Tickling - Mastered
Facepalm - Mastered

C-Rank
Mist of Deceit - Mastered
Crippled - Mastered
Masochism - Mastered
Silly Fingers - Mastered
Crossed Wires - Mastered

B-Rank
Phoenix Embrace - Mastered
Petrification - Mastered
Lingering Spark - Mastered
Crush Depth - Mastered
Puppet Betrayal - Mastered
Pox - Mastered

A-Rank
Curse of the Leper - Mastered
Hemorrhagic Fever - Mastered
Delayed Agony - Mastered
Parasitic Infestation - Mastered
Tree Binding - Mastered
Shared Torment - Mastered
E-Rank
Mimic - Mastered
False Surroundings - Mastered
Eye Strain - Mastered

D-Rank
Basic Clone - Mastered
Blur - Mastered
Rorschach Eye - Mastered
Double Vision - Mastered

C-Rank
Distortion - Mastered
Ocular Trauma - Mastered
Black Flash - Mastered
After-Image - Mastered
Verse of Darkness - Mastered

B-Rank
Advanced Clone - Mastered
Perception Filter - Mastered
Depth Barrier - Mastered
Night Mare - Mastered
Solar Flare - Mastered
Mime Box - Mastered

A-Rank
The Reaper's Gaze - Mastered
Ocular Assault - Mastered
Body Double - Mastered
Night - Mastered
Déjà Vu - Mastered
Invisibility - Mastered

Weapons:

Deaths Whisper

Weapon Type: Projectile
Weapon Ability: Suppression
Weapon Damage: - 10%
Weapon Acc: +2
Augments:
Trick Weapon: Unarmed (Versatile Arms)
Quick Switch
Blitz
Overflow
Free Flow (Kensei Ability)


Crusaders Wrath
Weapon Type: Projectile
Weapon Ability: Suppression
Weapon Damage: - 10%
Weapon Acc: +2
Augments:
Trick Weapon: Unarmed (Versatile Arms)
Quick Switch
Great Weapon
Blitz

Dauntless Vengence
Weapon Type: Projectile
Weapon Ability: Suppression
Weapon Damage: - 10%
Weapon Acc: +2
Augments:
Trick Weapon: Unarmed (Versatile Arms)
Quick Switch
Re-Energize
Rough Divide
 
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Shark Contract:

1686766641631.png


Name:
Muon Satsujin

Description:
This shark is considered to be of the higher end of its range, though as a female it grew larger than males which is natural coming in at 18 Feet in total length. Normally used to being in large open water, the bottom is a blue-grey for the camouflage, as it reaches half of its body the color shifts to black, giving this shark an ominous sight for anyone that catches sight of it. Like most sharks, it has scars across its body from fighting, hunting prey, or other Shinobi injuries when fishermen have tried to catch her during her life. The noticeable feature as well is the mouth with several razor-sharp rows of teeth all glistening inside of it, when it opens up these are the main weapon of the shark and she uses them to effect. Overall bar her size is longer than average her body is a pure hunting muscle well developed over her years.

Personality:
Older and slightly wiser than most. This Shark still has the predatory mindset, easy to reach a point of aggression and snap when provoked with a limited fuse on her temper. Though unlike most, she is normally quiet and reserved. Using her intellect into solving a situation rather than making it worse. Though untrusting of anyone or anything else, as she had to survive on her own most of her life, those that she does trust she does so with unbreaking and unwavering loyalty almost to the point of blinding her from reason. Though comfortable within her own environment, new situations can cause stress and worry for no reason than being in new surroundings. Once she has trust in something, she does have a playful and attention-seeking behavior that often comes out when alone with a trusted person. That trust is truly the hardest thing to earn, but the warm heart that is open when you do from this shark is beyond belief.

History:
Satsujin was born into a world that wanted to kill her, with creates larger than her out there she had to fend for herself, alone and unwanted at the time, she had to learn to hunt and survive. Even if for the first few years it was eating nothing but small crabs, or squids that she managed to find in her path. As time passed and she grew larger, she could hunt better, killing different mammals inside of the water and learning to hone her hunting abilities to keep her alive in a rough world that had every intention to make sure she didn't stay alive.

As she got to her full size, it was then about fighting for survival, she came across other sharks that would try and make a meal of her, and she found herself often in a hunter or hunted situation, killing to survive and leaving a trail of destruction behind her. Traveling around the oceans, she encountered humans for the first time recently, when she came across a boat, though the encounter left her with punctured holes from spears and cuts from the wood of the boat, she managed to find herself beached and bleeding from this encounter.

That is where she encountered Ishi, at first snapping and fighting him, causing her to become weak from the injuries, instead of the other humans he helped calm her and heal her enough that she was able to go back to the ocean, with the connection they formed she offered to help him whenever he called for it, and that was the blossoming of a perfect relationship between the two of them, to aid and help each other. Yet in their downtime, the two often would just enjoy time together talking and sharing stories about each other's worlds.


Other info:
None

Class:
HP: (35+15) x 450 = 22,500
CP: (30+15) x 450 = 20,250
Class Bonus: +2 Accuracy
High: Ninjutsu Accuracy, Melee Accuracy
Average: Evasion, Genjutsu Save
Low: Ranged Accuracy, Genjutsu DC

Stats:
Agility: 450/450
Stamina: 450/450
Taijutsu: 450/450
Ninjutsu: 450/450
Genjutsu: 450/450
Chakra Control: 450%/450%

Contract Abilities:

1) Bloody Mess
2) Human Anatomy
3) Predatory Precision

Contract Jutsu:
Slashing, Blood, Wind

4 E-Rank Jutsu:
Dynamic Slash
Arcing Slash
Slash
Overhead Strike

4 D-Rank Jutsu
Cross Rip
Gasher
Shredding Touch
Air Bullet

4 C-Rank Jutsu
Blood Blade
Crimson Whip
Red Tide
Vanishing Slash

4 B-Rank Jutsu
Kiss of the Vampire
Red Rain
Cyclone Movement
Kill Driver

6 A-Rank Jutsu
Drain Claw
Ambiance of the Forbidden
Zantetsuken
Higuma
Fatal Draw
Zephyr's Grace

Weapon:
Sharks Teeth
Weapon Type: Slashing
Weapon Ability: Bleeding
Weapon Damage: - 10%
Weapon Acc: +2
Augments:
Great Weapon
Blood Rack
Lucky Strike
Barded Teeth
 
Last edited:

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