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:

Funai Ikko - Superstar Genin

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Name: Funai Ikko
Age: 15
Gender: Male
Sex: Male
Rank: Chuunin

Physical Description: Ikko is an interesting looking kid. He has a bright disposition with a perpetually cheerful looking face that is topped off with silvery blue hair. The boy reaches roughly five feet, eleven inches and typically wears clothing that is more than a little big for him that belies his lithe frame and light body, reaching maybe seventy pounds at most. He is typically found wearing a loose fitting black yukata that seems a size or two too large for him bound by a red sash across his midriff.

Personality: Given the conditions Ikko grew up in, it is honestly rather remarkable that he turned out as “normal” as he is. However he is still a far cry from anything that could be considered normal. Ikko is an energetic and happy child but seemingly not an especially proud one. He seems to handle slights and insults with the practiced indifference of someone three times his age and despite his eccentricities tends to come off as considerably more mature. With that, while it definitely doesn’t carry over into his studies or his general attention span, Ikko has a rather tactical mind and as long as the altercations or activities don’t last so long as for him to lose attention, he is actually quite a brilliant youth. However, he does have his quirks that make him seem unusual and downright odd. The first is a somewhat ridiculous devotion to Raiden, The God of Storms. It was the first cause, the first belief outside of the need to survive to see tomorrow that little Ikko had ever been taught and as a result his loyalty both to the religion and to the Soaring Thunder Monastery is something of an absolute. Unfortunately, because of both his limited attention span and the general lack of faith the monks had in him, he knows next to nothing about the religion. Consequently whenever pressed about information about it, Ikko will typically shout platitudes that tend not to actually answer the questions presented. Overall however, the most distinct quality about Ikko is his sense of loyalty. Not having anything resembling a family or friends as he grew up, despite his joyful disposition, Ikko tends to really cling to and value those who take interest in and value him.

History: For as long as Ikko can remember, he was an orphan. It wasn’t especially dramatic. He does not have any long standing grudges held against a star crossed murderer or the long lost heir of a noble family or anything else that would especially interesting or noteworthy. He was a child who did not remember his parents, it had been speculated they had died in one of the numerous Shinobi altercations that simply loved to leave bodies in their wake, and he spent most of his time living on the streets of Port Cirrus. Ikko had nothing in this world, he did not have a name for the longest time. Eventually, he chose one for himself. One of the boys he saw walk past him once, smiling with his hand in his mother’s, he heard called was called Ikko. He understood the concept of a name, but typically when people communicated with him, if he wasn’t outright ignored, was with grunts or hand gestures. He had never been asked for a name before, but he understood what they meant. People with names had families, so if he wanted a family, he would need to have a name. So he took the boy’s, he named himself Ikko. He knew people had last names too, their family names. That was one he did not know how to give himself, he didn’t know any family names. So he used a torn snack wrapper he found on the ground and fashioned his surname as “Funai.” It was a hard life, but not an impossible one. He was able to steal to eat and found other wayward souls like him to organize further food acquisitions. It wasn’t to last though. Ikko had managed to get by stealing food for the better part of three years with an uncanny amount of luck and an equally uncanny ability to get out of tight spots. He was however still a dumb kid and eventually he got caught. Orphans caught stealing typically don’t last long but Ikko’s luck seemed to hold up. The boy was noticed by a Monk from the Soaring Thunder Monastery and, as it was explained to him, his uncanny athleticism and luck only seemed that way due to his capacity to manipulate chakra and the reserves therein that he possessed. This was basically a foreign language to him, but the part he did understand was that he had been released into the Monk’s custody, he was going to the Soaring Thunder Monastery with the man.

This was an entirely new experience to Ikko, both because it was the first time someone genuinely took an interest in him and because someone had FINALLY asked him to provide the name he had fashioned for himself. Life at the Monastery was entirely different than life on the streets. He did not have to steal to eat, he really didn’t have to do anything to eat. He simply paid attention as best as he could when they spoke to him about the God he now served and he did whatever chores they asked him to. It was amazing! As life continued though, he started to get the feeling he was being sort of a let down and a new emotion, guilt, started to take root. He was told he needed to do a better job with his chakra in order to create electricity, Raiton they called it. He had been trying and did what they asked him to, he focused his energy, did the right hand signs and imagined the electricity flowing from him, but had had no success. He had plenty of success up until that part though when it came to molding and building up chakra, that internal energy, but he could never make that final hurdle. Unfortunately, he ran out of chances. The betrayal the Monastery suffered rocked Ikko to the core and he was among those spirited away from the Monastery and sold into bondage. As he was being transported though, it seemed like Ikko’s luck had not quite run out yet. The caravan shipping the group of slaves that Ikko was now part of was tracked down and stopped by a group of Ninja from Kumogakure. Rescued, the group of slaves were brought back to Kumogakure to recover and it was on that trip back that Ikko’s aptitude with chakra was discovered. Given the dearth of children with the capability to become Shinobi, they convinced young Ikko, both through persuasion and because he did not really have a choice, they set Ikko up with lodging and enrolled him in the Shinobi Academy. Somewhat dismayed that fate had torn him away from the only family he had really known, he clung to the promise that he would be able to find a new sort of family here in Kumogakure.
 
Re: Funai Ikko - Genin

Bloodline/Core Ability: Haku

[fontsize="12"]A clan originating from the village hidden in the Mist, the Haku are an effeminate and graceful clan possessing a powerful affinity to Ice, a trait which leaves even their skin chilly to touch. Those of this Bloodline are majestic and beautiful at birth, and even the men of this ability can rival pretty women in looks. However, mistaking a Haku to be delicate can prove a very dangerous mistake, for their skill and control with ice can easily freeze those who invoke their wrath at a moments notice, their skills the pinnacle of Icy jutsu.

084 PL - Crystal Ice (Rank One), Flash Freeze (Rank One)
168 PL - One Handed Seals (Rank One)
252 PL - Flying Water Needles (Rank One)
336 PL - Frozen Spear (Rank One)
420 PL - Crystal Ice (Rank Two)
504 PL - Flying Water Needles (Rank Two)
588 PL - Flash Freeze (Rank Two), Red Snow (Rank One)
672 PL - One Handed Seals (Rank Two), Ice Blast (Rank One)
756 PL - Crystal Ice (Rank Three), Frozen Spear (Rank Two)
840 PL - Flying Water Needles (Rank Three), Ice Blast (Rank Two)
924 PL - Red Snow (Rank Two)
1008 PL - One Handed Seals (Rank Three), Ice Blast (Rank Three)
1092 PL - Flash Freeze (Rank Three), Red Snow (Rank Three)
1176 PL - Frozen Spear (Rank Three)
1260 PL - Blue Blood (Rank One)
1344 PL - Ice Clone (Rank One)
1428 PL - Blue Blood (Rank Two)
1512 PL - Demonic Ice Mirrors (Rank One)
1596 PL - Blue Blood (Rank Three), Ice Clone (Rank Two)
1680 PL - Ice Clone (Rank Three), Demonic Ice Mirrors (Rank Two)
1764 PL - Demonic Ice Mirrors (Rank Three)


---

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

Rank 1: Ice Jutsu Damage is increased by 5%.
Rank 2: Ice Jutsu Damage is increased by 10%.
Rank 3: Ice Jutsu Damage is increased by 15%.

---

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

Rank 1: May convert Water and Wind Jutsu into Ice by paying an additional 20% Chakra Cost.
Rank 2: May convert Water and Wind Jutsu into Ice by paying an additional 10% Chakra Cost.
Rank 3: May convert Water and Wind Jutsu into Ice at no extra cost.

Notes:
- The Haku automatically has access to the Ice element.
- All techniques used with this are treated as Ice element.

---

<U>One Handed Seals - Passive<i></i>
Dexterous, swift and agile, the graceful Haku also possess a unique chakra system that does not necessarily require the use of normal handseals to be controlled. The Haku possess the ability to use One handed seals, which in turn free's up the natural limits of a shinobi while performing jutsu and giving them an edge over other shinobi.

Rank 1: May use one handed seals to cast jutsu, though doing so increases its Cp cost by 30%.
Rank 2: May use one handed seals to cast jutsu, though doing so increases its Cp cost by 15%.
Rank 3: May use one handed seals to cast jutsu with no penalty.

---

Flying Water Needles - Ice Ninjutsu<i></i>
A dangerous secret jutsu passed down instinctively to the Haku, this technique is performed by simply kicking water into the air, spontaneously freezing it into long, sharp needles that shoot in on the target as a surprisingly quick attack that proves difficult to avoid.

Rank 1: Creates and attacks with 10 ice senbon that each deal 75 damage at +1 Accuracy. Only 7 may hit.
Rank 2: Creates and attacks with 13 ice senbon that each deal 90 damage at +1 Accuracy. Only 10 may hit.
Rank 3: Creates and attacks with 15 ice senbon that each deal 130 damage at +1 Accuracy. Only 12 may hit.

Costs:
Rank 1: 1.5 AP; 180 chakra
Rank 2: 1.5 AP; 300 chakra
Rank 3: 2 AP; 520 chakra


Notes:
- This technique can use either Ranged Accuracy or Ninjutsu Accuracy, however this must be declared upon being used.

---

Frozen Spear - Ice Ninjutsu<i></i>
In keeping with their inclination toward weapons and ice, the Haku have a jutsu that allows them to combine these affinities and attack with a surprising jutsu that creates a weapon of ice: forming a spear out of thin air, or well, water.

Rank 1: Spear does 1040 damage at -2 Accuracy and reduces the target's accuracy/dodge by -1 for 1 round.
Rank 2: Spear does 1290 damage at -1.5 Accuracy and reduces the target's accuracy/dodge by -1.5 for 1 round.
Rank 3: Spear does 1550 damage at -1 Accuracy and reduces the target's accuracy/dodge by -2 for 1 round.

Costs:
Rank 1: 2 AP; 350 Chakra
Rank 2: 2 AP; 430 Chakra
Rank 3: 2 AP; 520 Chakra

Notes:
- This technique can use either Ranged Accuracy or Ninjutsu Accuracy, however this must be declared upon being used.
- Spear sticks in target on a full hit. When the debuffs fade, the spear melts, dealing an additional 20% damage to the victim.

---

Red Snow - Ice Ninjutsu<i></i>
An ability that allows the Haku to call snow forth from the sky, This technique is used to cause snowflakes to fly around in the manner of a dust storm, hurting as each snowflake is as sharp as a razor, easily capable of going through an opponent and staining the snow red with blood.

Rank 1: Causes everyone but the user to take 300 damage/round, with a +20% Chance to Bleed.
Rank 2: Causes everyone but the user to take 400 damage/round, with a +15% Chance to Bleed.
Rank 3: Causes everyone but the user to take 500 damage/round, with a +10% Chance to Bleed.

Costs:
Rank 1: 2 AP; 350 Cp/Rnd
Rank 2: 2 AP; 430 Cp/Rnd
Rank 3: 2 AP; 520 Cp/Rnd

Notes:
- No roll is needed as targets are automatically hit by this.
- Targets take damage at the end of every round this is activated.

---

Ice Blast - Ice Ninjutsu<i></i>
When the situation calls for it, the Haku is not without their own massive attacks. Using this skill, an orb of ice with a diameter of four feet is created around the Haku. The orb lasts only for a split second, appearing as a translucent dome around the user which shatters and explodes violently, blasting outwards to hit everything on the field with a bombard of jagged icy shards.

Rank 1: Explosion causes 1,440 ice damage at +1.5 Accuracy.
Rank 2: Explosion causes 1,800 ice damage at +2 Accuracy.
Rank 3: Explosion causes 2,160 ice damage at +2.5 Accuracy.

Costs:
Rank 1: 2.5 AP; 720 Chakra
Rank 2: 2.5 AP; 910 Chakra
Rank 3: 2.5 AP; 1090 Chakra

Notes:
- Attempts to hit everyone on the battlefield and has a 10% chance to reveal those in Stealth. People underground are protected.
- Can only be used once per round.

---

Blue Blood - Ice Ninjutsu<i></i>
Named after the popular term coined for the nobility and a favorite of the Haku this technique allows them to slowly chill the blood of their opponent, which forces their body to grow cold from the inside out and results in the onset of hypothermia. In order to do this, the Haku imbue a piece of ice, usually shaped as a weapon of sorts, with chakra before launching it at an enemy, though some have been known to chill their victims with a simple cold stare.

Rank 1: Causes -2 dodge/accuracy and a 5% fail chance per each action for two rounds.
Rank 2: Causes -2 dodge/accuracy and a 7% fail chance per each action for two rounds.
Rank 3: Causes -3 dodge/accuracy and a 10% fail chance per each action for three rounds.

Cost: 2.5AP; 1,000 Chakra

Notes:
- Actions failed due to shivering return 50% of the chakra cost, but cost the normal AP amount.
- This technique can use either Ranged Accuracy or Ninjutsu Accuracy, however this must be declared upon being used.

---

Ice Clone - Ice Clone Ninjutsu<i></i>
The Haku possess the ability to manipulate and control in many forms, and this does not simply limit them to shaping ice into multiple weapons suitable for battling; They possess the ability to create a clone of Crystal Ice, freezing nearby water and air into a replica image of themselves imbued with enough chakra that allows the Haku to control the sculpture's actions to a level that assists them in battle.

Rank 1: Creates a 'clone' that has 20% of the user's Max HP and CP and -7 secondaries.
Rank 2: Creates a 'clone' that has 25% of the user's Max HP and CP and -6 secondaries.
Rank 3: Creates a 'clone' that has 30% of the user's Max HP and CP and -5 secondaries.

Cost: 2.5 AP; 2,000 Chakra, 950 Cp/Rnd.

Notes:
- All standard clone rules apply.
- Can use Lvl E-C Wind/Water/Ice Ninjutsu that the user knows. Jutsu are treated as Ice Element.
- Clone has half the user's AP.
- Can only create one clone.
- Cannot have more then one clone on the battle at one time

---

Demonic Ice Mirrors - Ice Barrier Ninjutsu<i></i>
Perhaps the single most feared technique the Haku may draw upon, this skill is a lineage jutsu going as far back as the originator of the Haku line. Designed as an assassination tactic, this jutsu traps a victim within the confines of multiple sheets of Crystal Ice, each made from both large amounts of Ice and chakra. Each appears immensely reflective, preventing those from within to accuratly view the area within and vice-versa, the large mirrors obscuring vision. Yet their true effect is beyond merely cosmetic; the Haku are gifted with the ability to merge and reflect themselves at high speeds through the mirrors, unable to be seen moving to the normal eye.

Rank 1: Upon resolution, the Haku may trap up to 3 targets within the Demonic Ice mirrors. There are a total of 7 reflections of the user and 1 holding the real one. Anyone inside that area is trapped within, and anyone outside is trapped outside. The ice mirrors have a total 6,000 HP, and regenerate 20% of it's max Hp per round.
Rank 2: Upon resolution, the Haku may trap up to 4 targets within the Demonic Ice mirrors. There are a total of 8 reflections of the user and 1 holding the real one. Anyone inside that area is trapped within, and anyone outside is trapped outside with the user having +1 to all Exit/Enter checks. The ice mirrors have a total 9,000 HP, and regenerate 20% of it's max Hp per round.
Rank 3: Upon resolution, the Haku may trap up to 4 targets within the Demonic Ice mirrors. There are a total of 9 reflections of the user and 1 holding the real one. Anyone inside that area is trapped within, and anyone outside is trapped outside with the user having +2 to all Exit/Enter checks. The ice mirrors have a total 12,000 HP, and regenerate 20% of it's max Hp per round.

Special Action - Demonic Ice Mirror Assault:The Haku may strike 5 times with their currently equipped weapon at 450 Damage each strike. They may target multiple targets within the Demonic Ice Mirrors by splitting the attacks amongst the targets. This may also target a single target as well that is within the Demonic Ice Mirror. This costs 2.25 AP and 820 CP.

Costs:
Rank 1: 3 AP; 2,000 Chakra and 950/rnd
Rank 2: 3 AP; 3,000 Chakra and 1,430/rnd
Rank 3: 3 AP; 4,000 Chakra and 1,900/rnd

Notes:
- The user may use Supplemental Jutsu (Non-Attacking jutsu) within the demonic ice mirror.
- The user may also use basic strikes while inside of the mirror. They are granted 2 AP worth of PRIORITIZED attacks (meaning, they happen before all other actions). The 2 AP that is prioritized is not an addition to their existing AP.
- Reflections work similar to clones when being attacked. Mirrors cannot dodge if used in this fashion.
- The Haku can only attack people within the Mirrors.
- Those inside and outside of the mirror may choose to attack the mirrors. The Haku may allow the mirrors to dodge using -4 dodge. Mirrors can only dodge if they are directly targeted.
- The Haku gains +1 Critical to basic Melee/Ranged attacks.
- Entering or Exiting the diameter of the mirrors requires a a check using the user's Nin Accuracy vs the person entering or exiting's Melee Dodge at 2 AP per attempt. All failed attempts at entering/escaping allow the user one free Basic attack against the victim. This is modded immediately after the failed attempt and counts as a basic strike with the equipped weapon.
- Mirror Hp can be increased by Ice Element Buffs.
- By casting this jutsu, all of the user's current clones instantly dissipate, disallowing clones into the Demonic Ice Mirrors.
- Mirrors can be the target of a called shot. Two successful called shots can destroy a mirror. Cannot destroy more than 5 mirrors. The Mirror HP regeneration does not bring back lost mirrors.
- Only one Demonic Ice Mirror can be on the field at once.[/fontsize]

Character Class:</COLOR>
[table=100,null]
[tbody]
[tr=bg2]
[td=null,1]Borealis Secundus[lb][/lb]
HP: (65+lvl) x stamina[lb][/lb]
CP: (40+lvl) x chakra control[lb][/lb]
Class Bonus: Kinjutsu- Jinchuuriki(Cursed Ice), +5% Ice Damage[lb][/lb]
High: Ninjutsu Accuracy[lb][/lb]
Average: Evasion, Gen Save[lb][/lb]
Low: Melee Accuracy Genjutsu Accuracy, Ranged Accuracy[lb2][/lb2]

OOC Rank: S-Rank[/td]
[td=null,1]Elemental Affinity[lb][/lb]
Major: Hyouton[lb][/lb]
Major: Suiton[lb][/lb]
Minor: Fuuton[lb][/lb]
Minor: Raiton[lb][/lb]
Sensory Mastery: Kinetic[lb][/lb]
Sensory Knowledge: Audial[lb][/lb] [/td]
[/tr]
[tr=bg1]
[td=null,1]<COLOR color="#00BFBF">Stats: [lb][/lb]
Agility: 600/600[lb][/lb]
Stamina: 600/600[lb][/lb]
Ninjutsu: 600/600[lb][/lb]
Taijutsu: 378/600[lb][/lb]
Genjutsu: 400/600[lb][/lb]
Chakra Control: 600/600[lb][/lb]
Power Level: 3350[lb2][/lb2]

Yen: [/td]
[td=null,1]Abilities:[lb][/lb]
00) [lb][/lb]
00)Shinobi 101 - Kinetic Gen to Ninjutsu Accuracy[lb][/lb]
01) Elemental Illusion[lb][/lb]
02) Healing Factor[lb][/lb]
03) Willpower[lb][/lb]
04) Jutsu Expansion[lb][/lb]
05) Duelist[lb][/lb]
06) Bloody Mess[lb][/lb]
07) Fearless[lb][/lb]
08) Human Anatomy[lb][/lb]
09)Quickdraw[/td]
[/tr]
[tr=bg2]
[td=null,1]"*" Denotes Mastered Jutsu[lb2][/lb2]
Non-Elemental Jutsu:[lb][/lb]
Transformation*[lb][/lb]
Body Switch*[lb][/lb]
Cancel*[lb][/lb]
Crystal Eye* [lb][/lb]
Spirit Lantern*[lb][/lb]
Elemental Clone* [lb][/lb]
Chakra Blast* [lb][/lb]
Rasengan* [lb][/lb]
Perfect Rasengan* [/td]
[td=null,1]Fuuton Jutsu:[lb][/lb]
Pressure Burst*[lb][/lb]
Wind Slash*[lb][/lb]
Whirlwind Spin*[lb][/lb]
Air Bullet* [lb][/lb]
Shredding Touch* [lb][/lb]
Wind Scythe* [lb][/lb]
Tempest*[lb][/lb]
Gale Force*[lb][/lb]
Wind Release*[lb][/lb]
Great Wind Scythe*[lb][/lb]
Wind Scar*[lb][/lb]
Vacuum Sphere*[lb][/lb]
Cyclone Movement*[/td]
[/tr]
[tr=bg1]
[td=null,1]Suiton Jutsu:[lb][/lb]
Pressurized Mist*[lb][/lb]
Water Gun*[lb][/lb]
Water Whip*[lb][/lb]
Rinse Off*[lb][/lb]
Aqua Fang*[lb][/lb]
Rain Dance*[lb][/lb]
Water Prison*[lb][/lb]
Grand Waterfall*[lb][/lb]
Impaling Hydro Jet*[lb][/lb]
Torrential Vortex*[lb][/lb]
Hydro Tidal Shockwave*[lb][/lb]
Water Shark Bomb*[lb][/lb]
Mystical Pond*[lb][/lb]
Grand Hydra Excavation* [lb][/lb]
Water Dragon Bullet* [lb][/lb]
Scorn of Aquarius* [lb][/lb]
Supreme Aqua Realm*[lb][/lb][/td]
[td=null,1]Hyouton Jutsu:[lb][/lb]
Ice Shards* [lb][/lb]
Frigid Blast* [lb][/lb]
Hypothermic Touch*[lb][/lb]
Arctic Aether*[lb][/lb]
Ice Transmutation*[lb][/lb]
Snowflake Shuriken*[lb][/lb]
Crystallize*[lb][/lb]
Ice Prison*[lb][/lb]
Hailstorm* [lb][/lb]
Koorikan* [lb][/lb]
Falling Snow* [lb][/lb]
Subzero Purge*[/td]
[/tr]
[tr=bg2]
[td=null,1]Raiton Jutsu:[lb][/lb]
Storm Bolt* [lb][/lb]
Thunder Fist* [lb][/lb]
Thunder Clap* [lb][/lb]
Electro Shock* [lb][/lb]
Electrocution* [lb][/lb]
Zeus Flash* [lb][/lb]
Lightning Torrent* [lb][/lb]
Thunderstruck* [lb][/lb]
Volt Charge* [lb][/lb]
Chidori* [lb][/lb][/td][/tr]
[tr=bg2]
[td=null,1]Piercing Taijutsu:[lb][/lb]
Stab*[lb][/lb]
Thrust*[/td]
[td=null,1]Unarmed Taijutsu:[lb][/lb]
Low Sweep* [lb][/lb]
Janken* [lb][/lb]
Uncalled For Shot*[/td] [/tr]
[tr=bg2] [td=null,1]Bludgeoning Taijutsu:[lb][/lb]
Carpe Noctem* [lb][/lb]
Hex Breaker* [lb][/lb]
Memento Mori* [lb][/lb]
White Lotus Strike* [lb][/lb]
Rejected Assault* [lb][/lb]
Pillar of the Four Dragons*[/td]
[td=null,1]Buffing Taijutsu:[lb][/lb]
Fleeted* [lb][/lb]
Block* [lb][/lb]
Shadow Play* [lb][/lb]
Dynamic Art* [lb][/lb]
Shadow Dance* [lb][/lb]
Gather* [lb][/lb]
Barrage* [lb][/lb]
Unbound*[lb][/lb]
Counterstrike* [lb][/lb]
Devastating Aura* [lb][/lb]
Awakening* [lb][/lb]
Limit Break [/td]
[td=null,1]-[/td]
[/tr]
[tr=bg2]
[td=null,1]Audial Genjutsu:[lb][/lb]
Deception* [lb][/lb]
Favoritism* [lb][/lb]
Wasteful*[lb][/lb]
Trembling Wastes* [lb][/lb]
Pained Expressions* [lb][/lb]
Appreciation of Music* [lb][/lb]
Gong* [lb][/lb]
Sometimes Shouting Works* [lb][/lb]
Deaf* [lb][/lb]
Run it Back* [lb][/lb]
Groans* [lb][/lb]
Piercing Cry* [lb][/lb]
Bass Drop* [lb][/lb]
Wither* [/td]
[td=null,1]Kinetic Genjutsu:[lb][/lb]
Hot Weapon* [lb][/lb]
Stun* [lb][/lb]
1000 Years of Pain Kai* [lb][/lb]
Drunken Stupor* [lb][/lb]
Influenza*[lb][/lb]
Tickling* [lb][/lb]
Face Palm* [lb][/lb]
Mist of Deceit* [lb][/lb]
Crippled* [lb][/lb]
Masochism* [lb][/lb]
Silly Fingers* [lb][/lb]
Crossed Wires* [lb][/lb]
Phoenix Embrace*[lb][/lb]
Petrification* [lb][/lb]
Lingering Spark* [lb][/lb]
Crush Depth* [lb][/lb]
Puppet Betrayal* [lb][/lb]
Pox* [lb][/lb]
Curse of the Leper* [lb][/lb]
Hemorrhagic Fever* [lb][/lb]
Delayed Agony* [lb][/lb]
Parasitic Infestation* [lb][/lb]
Tree-Binding* [lb][/lb]
Shared Torment* [lb][/lb]
[/td]
[td=null,1]-[/td]
[/tr]
[/tbody]
[/table]

Inventory:

1.) Light Armor
2.) Chakra Synthesis
3.) Kawarimi Target

Weapon:

Frigid Fists
Weapon type: Fitted Gloves, Light Blue Sheen, wisps of cold air encircling
Damage Type: Unarmed
Weapon Effect: Hand-signs
Augment 1: Vengeance
Augment 2: Wide Edge
Augment 3: Recovery
Accuracy: +2 Accuracy / Damage: -10% Damage

Sansetsukon
tumblr_pbvhwozqNI1rn2chmo1_500.gif
Ikko's 3-sectional staff does not pack many surprises. Outside of its ability to resonate, almost glow, when Ikko's roommate makes manifest, the sectional staff primarily functions as a means to hit people. With modern Kumo engineering however, the metal segments of the weapon can "snap" together along the three chained joints, locking together and forming, effectively, a single staff with the flick of a switch and a quick motion from Ikko. They can be disengaged equally simply back in to a 3-sectional staff at a moments notice, affording the boy a good contrast between stability and unpredictability.

Damage Type: Bludgeoning
Weapon Effect: Bleeding
Augment 1: Wide Edge
Augment 2: Daze
Augment 3: Lucky Strike
Accuracy: +2 Accuracy / Damage: -10% Damage

Links:
Character Creation Sheet
Training
Dojo
 
[table=100,null]
[tbody]
[tr=bg2]
[td=null,1]
tumblr_pdysw2ku5Y1uqrfrco1_500.gif
tumblr_pe2q0tBQWO1xq9rpyo1_500.gif

-[/td]
[/tr]
[/tbody]
[/table]

Jinchuuriki<i></i>
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There are many forces beyond human in this world, and many of these forces do not have a corporeal form. Sometimes, these forces will choose to align themselves with a single human, or otherwise be sealed into them. This is not always voluntary on either part. It does, however, grant great power to the human host based on their spirit's abilities. This power comes at a cost, taxing the life force of the user with use. Jinchuuriki in the past have been known to win intense battles by giving their all, and then collapse immediately thereafter. One thing is for sure, however. The Jinchuuriki is a powerful ally for whoever befriends them--or a weapon for whoever controls them.

Kinjutsu TableInformation
Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank, Chosen Element Minored

Effects<i></i>
- When applying for this Kinjutsu, the user chooses any Base or Advanced element of Ninjutsu to be the affinity of their possessing spirit. This element may not be changed while the user retains the Kinjutsu.
- The user also chooses, upon application, their inner spirit's Alignment, whether it be Holy<i></i>, Cursed<i></i>, or Spiritual<i></i>. All of their Jinchuuriki techniques are treated as this Alignment. The user is treated as their Alignment when using the Elemental Manifestation ability, and all of their chosen element attacks in that state are as well.
- When the user casts Ninjutsu of their chosen element, they do not require handseals. (This does not apply to Advanced Elements using the chosen element as a base, if the user chooses a base element.) They are also treated as having a Major Affinity to this element regardless of the number of jutsu they have in it. If an Advanced Element is chosen, this element will not count towards their 'Advanced Element' slots.
- All Jinchuuriki techniques do not require handseals, and are treated as their chosen element. However, they still cannot be used with Affinity Moves.

Note:
- Unlike the series, this Kinjutsu refers to demons and spirits in general, not Bijuu. While this spirit can be made freely, this spirit cannot be a tailed beast in any way or form. Expect an Auto-denial if you mention any form of Bijuu with this.

Aura Strike - Kinjutsu Ability<i></i>
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The elemental energy that suffuses a Jinchuuriki lends itself strongly to their every movement, colouring how they attack. This energy can be channeled into attacks that other ninja would have to perform at close range with their own bodies. Using their physical techniques this way gives the Jinchuuriki an edge that can be deadly.

Information
Prerequisites: Jinchuuriki

Effect: All actions the user would take with Melee Accuracy instead use Ninjutsu Accuracy. Attacks changed this way are treated as the user's chosen element and recieve all buffs it would to damage, CP cost reduction, and accuracy. Transformed attacks also gain the benefits of the user's Alignment when Elemental Manifestation is active.

Note:
- Checks that normally would use Melee Accuracy are also changed into Ninjutsu Checks instead.
- If the attack being used is a Ninjutsu (one of those which uses Melee Accuracy) of a different element than the user's chosen element, it still gains the buffs but does not gain the benefit of being cast without handseals.
- Melee Taijutsu still gain the benefit of their weapon's augments, accuracy modifier, and damage modifier, as well as fringe benefits to their specific weapon type (such as Weapon Mastery). However, any buffs to Melee in general are ignored in favour of the new ones.
- Attacks transformed by this ability still count as melee contact.

Elemental Manifestation - Kinjutsu Ability</I><i></i>
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The way to determine if you are fighting a Jinchuuriki is their capability to unleash their inner spirit's power, making clear their elemental energy and sheer strength in it. The further they sink into their spirit's power, the more adept they become at handling their element. However, there is a cost--maintaining that level of balance and control between their own power and their possessing spirit's takes a direct toll on their bodies.

Information
Prerequisites: Jinchuuriki

Effect: The user gains three Stages of Elemental Manifestation that they can access. Each Stage is more powerful than the last but lasts for a shorter period of time during battle. The effects of each Stage are cumulative.

Stage 1 - Elemental Cloak: User generates an "elemental cloak" of chakra that surrounds their body. The elemental cloak acts like a barrier that protects the user from the first (50 x Character Level) Non-Illusionary damage dealt to them. The user's elemental cloak returns to it's maximum HP at the end of each round even if it was destroyed.
Stage 2 - Partial Transformation: User's physical form partially transforms into that of their sealed spirit. This grants a bonus of +2 Accuracy and Dodge and increases the damage of their chosen element by 10%.
Stage 3 - Full Transformation: When the user casts Ninjutsu of their chosen element the CP cost is reduced to 0.

Stage 1 lasts for three rounds, Stage 2 for two rounds and Stage 3 for one round and the user must wait two rounds in between activations.

Costs: 1 AP and 2% Maximum HP per stage activated

Note:
- Effects from other Jinchuuriki jutsu which trigger a Stage of Elemental Manifestation do not count as an activation of Elemental Manifestation. If the user activates Elemental Manifestation and another effect would trigger a Stage of Elemental Manifestation then the duration of that effect is simply added to the remaining duration of the user's activation.
- Elemental Manifestation is not a maintained effect. It is triggered and lasts for the listed duration.
- Elemental Manifestation - Stage 1 does not prevent the user from attacking or moving. It simply protects the user from damage.
- While in any stage of Elemental Manifestation, the user is considered to be of their chosen Alignment, and all attacks of their chosen element are also treated as such. This overrides other Alignment effects the user has.
- All costs for Elemental Manifestation are cumulative per stage; activating Stage 3 would take 3 AP and 6% Max HP.
- Elemental Manifestation cannot be activated in any way if the user has a Cursed Seal active. Likewise, the user cannot activate a Cursed Seal while Elemental Manifestation is active.

Daunt - <I>B-Rank Ninjutsu<i></i>
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The overwhelming power if a Jinchuuriki can be hard to oppose, and at no time harder than when they choose to levy it deliberately that way. A Jinchuuriki is capable of focusing their strength into a fear aura, blasting opponents in the area with it to rattle their senses. This tends to leave their enemies shaken and unfocused, rendering them much easier prey.

Information
Prerequisites: Jinchuuriki

Rank 1: Affects one target at -4 Accuracy. If hit the target is bound and cannot move.
Mastered: Affects one target at -4 Accuracy. If hit the target is bound cannot move or use chakra.

Special Action - Terror Burst: At no additional AP cost the user may have Daunt affect every participant in the battle for one full round at -5 Accuracy rather than the normal effects. Using Terror Burst requires one round in between uses and increases both the initial CP and maintain costs of Daunt by 20%.

Rank 1 Cost: 730 CP, 365 CP/rnd
Mastered Cost: 910 CP, 455 CP/rnd

Note:
- Lasts up to 2 rounds or until broken.
- Daunt targets each participant's Genjutsu Save using the user's Ninjutsu Accuracy. Each time a participant is targeted with Daunt they gain +1 Genjutsu Save against subsequent uses of it. This stacks indefinitely but cannot exceed caps.
- Does not effect those with the ability Fearless or who are otherwise immune to fear effects.
- Targets have a 30% chance to escape per every 2 AP they attempt to use.
- The bind is broken if the user takes 10% of their max HP in damage in a single round or the victim is attacked (victim suffers -3 Dodge against the attack).
- Even if the user is not in any stage of Elemental Manifestation, this is considered the user's chosen Alignment. The user gains +1 to their Ninjutsu Accuracy against targets of the Alignment theirs is strong to and -1 against targets their Alignment is weak to.

Elemental Shockwave - B-Rank Ninjutsu<i></i>
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The simplest expression of a Jinchuuriki's elemental powers is a simple blast of energy. Washing over the battlefield and smashing through opponents, it nonetheless can contain a subtle trick that opponents can be surprised to discover. If they think they are capable of hiding or disguising themselves to escape the wrath of a Jinchuuriki, the Jinchuuriki can simply reply 'not today' and hit them with this.

Information
Prerequisites: Jinchuuriki

Rank 1: Deals 1600 damage to two targets.
Mastered: Deals 2000 damage to three targets.

Special Action - Unmask: The user may sacrifice 10% of this jutsu's base damage in order to deactivate any effects on the target that make it more difficult for the user to target them. (Including but not limited to all forms of Transformation, Clones, Inner Earth Reflection Lure, etc.) This effect requires a full hit to activate.

Rank 1 Cost: 730 CP
Mastered Cost: 910 CP

Note:
- This attack is always treated as the user's chosen element and Alignment, and always receives all relevant buffs based on both.
- Unmask can only be used if the user has Elemental Manifestation active. If the user is in Stage 1, they must make a Ninjutsu Check at -2 in order for the effect to occur. If they are in Stage 2, the check is made at +0. If they are in Stage 3, the effect becomes automatic on a full hit.

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Life Corrosion - A-Rank Ninjutsu<i></i>
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For anyone who is not the Jinchuuriki, the chakra of their possessing spirit can be incredibly toxic. They are capable of taking advantage of this in combat, leveraging their power to corrode and warp their targets' bodies. Anyone who touches the Jinchuuriki or is touched by them while they are radiating this chakra will suffer from it harshly.

Information
Prerequisites: Jinchuuriki, A-Rank

Rank 1: Deals 1% Max HP and CP damage to anyone coming in Melee Contact with the user while this technique is active. Upon suffering this damage, the user makes a Ninjutsu Check against the target. If the check succeeds, the target is afflicted with Partial Corrosion for one full round.
Mastered: Deals 1% Max HP and CP damage to anyone coming in Melee Contact with the user while this technique is active. Upon suffering this damage, the user makes a Ninjutsu Check against the target. If the check succeeds, the target is afflicted with Corrosion for one full round.

Special Action - Life Burn: For the cost of 3% of their Max HP/rnd, the user may have Partial Corrosion/Corrosion deal their damage for each of the victims' maintains as well. Damage is dealt at the beginning of the round. This may only affect up to three maintains per affected target, and must be stated when this jutsu is activated.

Rank 1 Cost: 2200 CP, 1100 CP/rnd to maintain
Mastered Cost: 2750 CP, 1275 CP/rnd to maintain

Note:
- Cannot be maintained for longer than three rounds, and requires a full round of cooldown between uses.
- Partial Corrosion deals 1% Max HP and CP damage for every action the victim takes.
- Corrosion deals 1% Max HP and CP damage for every 1 AP the victim uses.
- Targets cannot be affected by Partial Corrosion or Corrosion more than once at a time, nor have their timer of the drain reset, and gain +1 to their check against this technique each time they are affected after the first (after the initial effect wears off).
- Partial Corrosion and Corrosion do not stack.
- Even if the user is not in any stage of Elemental Manifestation, this is considered the user's chosen Alignment. Max HP/CP loss is not altered based on it, however, the user gains +1 to their Ninjutsu Check against targets of the Alignment theirs is strong to and -1 against targets their Alignment is weak to.

Vanishing World - S-Rank Ninjutsu<i></i>
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The ultimate attack of any Jinchuuriki, and the combination of both their and their possessing spirit's power. The user channels an enormous amount of both elemental and their spirit's power, syncing up to allow their spirit to fire it in a devastating attack capable of piercing nearly any defense.

Information
Prerequisites: Jinchuuriki, S-Rank, All other Jinchuuriki techniques Mastered

Mastered: Deals 7,200 base damage and the user must select one Special Action;

Special Actions:
- Strafing Blast: Attack may target up to three separate targets automatically. The first target selected is targeted at normal Accuracy, the second selected is targeted at -3 Accuracy and the third is targeted at -5 Accuracy.
- Menacing Charge: User may spend extra time charging Vanishing World which costs 3% of the user's Maximum CP each second (up to six seconds) and deals additional damage equal to half of the CP spent to charge the attack. This extra damage cannot be increased by any effects but is still subject to Damage Reduction.
- Local Devastation: Once cast the user automatically dispels any 'Arena' type effects. Vanishing World does not need to hit for this effect to occur; it transpires the moment that the jutsu is cast.
- Sudden Cruelty: Causes the attack's timing to be modded as though it only cost 2 AP and prevents it from being Auto-Dodged.
- Unstoppable Might: Dispels any physical or chakra binds currently affecting the user in addition to normal effects. May be used while bound.
- Elemental Powerup: After the attack, the user is placed into Elemental Manifestation - Stage 3 for one full round.

Cost: 4 AP and 4500 CP

Note:
- After completion, requires a three-round cooldown.
- This attack is always treated as the user's chosen element and Alignment, and receives all relevant bonuses and penalties based on both.
- This jutsu cannot be used with BL/CA/Contract Special Moves.
- 'Arena' effects are defined as any effect which requires a stat check to enter or leave.
 

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