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:

Hak

Hak

New Ninja
Joined
Feb 10, 2018
Messages
137
Yen
102,950
ASP
0

Theme

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KUMOGAKURE NO SATO[lb][/lb]

MAIN BRANCH DIVISION[lb][/lb]

PERSONNEL DOSSIER FILE #[lb][/lb]

1369L - 89

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DOB: Unknown[lb][/lb]

STATUS: Active[lb][/lb]

REGISTRATION ID: RS82536-2929
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PERSONNEL FORM

SHINOBI NAME: HAK
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[td=null,1]DOCUMENTED CITIZENSHIP: [Lightning Country][lb][/lb]

PLACE OF BIRTH: Kumogakure, [Lightning Country][lb][/lb]

AGE: Eight [AS OF YEAR --][lb][/lb]

RACE: Foreign[lb][/lb]

GENDER: Male[lb][/lb]

SEXUAL ORIENTATION: Heterosexual[lb][/lb]

LANGUAGES:
  • Common

DISTINGUISHING FEATURES:
  • Serpantine mark across the left portion of upper-body.


CRIMINAL RECORD: None[lb2][/lb2]


MILITARY|EDUCATION:
  • Cloud Academy Student [CURRENT]


OCCUPATION: Cloud Academy Student[lb][/lb]

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RANK: Academy Student[lb][/lb]

AFFILIATION: Main Branch[lb][/lb]

HEIGHT: 129cm | 4'2ft[lb][/lb]

WEIGHT: 27.8kg | 61.3lbs[lb][/lb]

HAIR: Dark brown with red tints[lb][/lb]

EYES: Gold[lb][/lb]

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AESCULAPIUM MEDICAL EVALUATION REPORT

SUBJECT ID #: RS82536-2929
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MEDICAL EXAMINER said:
SUMMARY OF PATIENT HEALTH CONDITIONS[lb][/lb]

- Androphobia[lb2][/lb2]



PHYSICAL DESCRIPTION [lb2][/lb2]

The boy is perfection in coffee hues; with lustrous hair the color of dark roasted beans with a sheen like fine firewood. The hair strands are tinted with scorching and fiery red streaks that look burning to the touch. His skin, dark and smooth like freshly turned earth and golden eyes that reflect the sun with its brilliant yellows and warmth. A serpentine mark extends from his left shoulder down to the wrist, as if slithering down his dark skin.
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He is a beautiful boy, sporting a face beyond admirable, so exotic-looking and gentle that it is obvious the boy will grow into an incredibly handsome man. His eyes, although majestic and vast, have an undeniable burden - they tell a far-fetched story of horror and pain.


PSYCHOLOGIST said:
Hak is the type of boy who inexplicitly draws people to him. It doesn't hurt that he is a beautiful boy; however, it was more than that. He is quiet, but not out of painful shyness. It's a reservedness, like a conscious choice to observe the lie of the land before he gets involved - yet he doesn't come off standoffish; he remains friendly faced and welcoming in body posture. Nothing is threatening about him, nothing at all. He is a good listener, a good audience, and a constant force of positivity to those he gets along with well. He works hard and gets his work done. Like any child, once in a while, he will sink into a sulk over getting something wrong, and although it doesn't happen to him often - when it does, he has poor tolerance for the feeling.


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LOGISTICS DIVISION[lb][/lb]

PERSONNEL BACKGROUND HISTORY CHECK
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LOGISTICS DIVISION CLERK said:
CLASSIFIED DOCUMENT[lb][/lb]

- WARNING -[lb][/lb]

CONTENTS IN THIS DOCUMENT MAY NOT BE DISCLOSED TO ANY OUTSIDE PARTY(S).[lb][/lb]

EXCEPTION MADE ONLY FOR INDIVIDUALS WITH VERIFIABLE RECORDS AS TOP SECRET KEEPERS.[lb][/lb]

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[lb][/lb]

- MAIN BRANCH DIVISION[lb][/lb]​



Most of Hak's childhood was spent in the Chakra Allergy Ward in the Aesculapium where his mother Suzu worked out of, speaking and playing with the children there within their limited capabilities. Both he and his mother suffered physical and emotional abuse from his alcoholic father which stunted Hak's social development severely, specifically towards male figures. During his time in the Chakra Allergy Ward, he befriended one of his only friends Okada Umeko who at the time had been spending time in the ward due to health difficulties. They became quite close during this time, and he grew quite emotionally attached to his new friend.[lb2][/lb2]

Umeko inexplicably became absent from the hospital around the same time that his home situation drastically worsened which caused Hak to develop severe depression and anxiety. Around this time his father escalated and gruesomely murdered his mother as well as severely injured Hak before disappearing and leaving Hak to fend for himself. It is unknown how long he spent alone with his mother's corpse before he was found all alone in his home, injured and alone.[lb2][/lb2]

As he had no next of kin and was left an orphan, he was taken in by the Main Branch Sennin. Repressing memories of his ordeal, he spent most of his time playing with a healthier Umeko and learning to be a child again.[lb2][/lb2]

Despite having very little interest in the life of a shinobi, Hak embarks on his first real trial as he begins his first year at Kumogakure's Academy, training to become a shinobi.




HISTORICAL ARCHIVES [ROLEPLAY THREADS]
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Summary: Hak is a young and ordinary child who is heavily abused alongside his mother. Despite the abuse, he maintains a friendly and loving personality who has difficulty in creating lasting friendships. Accompanying his mother to work often, he meets a sickly but spunky girl, Okada Umeko whom he quickly develops a strong and close relationship with as she quickly becomes his best friend. After he stops seeing her in the hospital, he becomes depressed at the thought of losing his one and only friend. His father comes home one day and in a drunken rage murders his mother and leaves him badly injured. [lb][/lb]



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RELATIONSHIPS ON FILE

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DISLIKE[/th]

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ACQUAINTANCE[/th]

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FRIEND[/th]

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GOOD FRIEND[/th]

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BEST FRIEND[/th]

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CRUSH[/th]

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LOVE
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[td=null,1]NONE
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[td=null,1]NONE
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[td=null,1]Kagetsu Yuii
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[td=null,1]Okada Umeko
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[td=null,1]NONE
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[td=null,1]NONE
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PHYSICAL FITNESS LAB RESULTS

SUBJECT ID #: RS82536-2929
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[td=null,1]Much Class. Wow. So Build.[lb][/lb]

HP: 20,700[lb][/lb]

CP: 14,700[lb][/lb]

HP: (60+lvl) x Stamina[lb][/lb]

CP: (40+lvl) x Chakra Control[lb][/lb]

Class Bonus: Kinjutsu. +1 Gen DC[lb][/lb]

High: Gen DC[lb][/lb]

Average: Gen Save, Dodge, Nin Acc[lb][/lb]

Low: Melee Acc, Ranged Acc
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[td=null,1]PHYSICAL ATTRIBUTES[lb][/lb]


Level: 9[lb][/lb]

Power Level: 1,950[lb][/lb]

Agility: 300/525[lb][/lb]

Stamina: 300/525[lb][/lb]

Taijutsu: 475/525[lb][/lb]

Ninjutsu: 240/525[lb][/lb]

Genjutsu: 335/525[lb][/lb]

Chakra Control: 300%/525%[lb][/lb]

Threat Assessment [OOC]: A-RANK
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[td=null,1]ABILITIES [12 ABILITY SLOTS][lb][/lb]

[NOT DOJO APPROVED]
  1. FREE SLOT: None[lb][/lb]
  2. FREE SLOT: None

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[td=null,1]CORE ABILITY[lb][/lb]

Battlesmith[lb][/lb]

[fontsize="12"]Battlesmith[lb][/lb]
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Known among their compatriots as 'walking armories,' a Battlesmith is the master of all weaponry and armor. Ranged and melee, sharp and blunt, the weapons a Battlesmith uses in combat tend to be higher quality than any other. The way to spot one is easy--they're the ones walking onto a battlefield with a half-dozen sheaths strapped to them overtop their conspicuously well-maintained armor.[lb2][/lb2]​

Eternal Arms Mastery - Passive (3 points)[lb][/lb]
The mastership of the Battlesmith in the art of weapon combat is said to be unparalleled. Likewise, their mastery over the creation and use of the weapons themselves is such that they can coax far more out of them than anyone else.[lb][/lb]
Effect: When creating a weapon, the user may choose two attributes of that weapon type instead of one.[lb][/lb]
Note:</I> Weapon attributes are the traits selected upon creation of a weapon as per the Weapon Creation Rules such as whether a weapon may inflict Bleeding or Suppression.[lb2][/lb2]

Masterwork - Passive (1 point)[lb][/lb]
Restriction- May be purchased up to two times[lb][/lb]
When a mastersmith has forged the weapon you use, you can be assured of quality. When the one wielding the weapon is said mastersmith, that quality tends to carry over to the battlefield as well--along with an innate understanding of the weapons they spent their own time making.[lb][/lb]
Effect: +1 accuracy with weapon attacks[lb2][/lb2]

Warforged Style - Physical Style (3 points)[lb][/lb]
No one knows war like those who craft its weapons. A Battlesmith knows war inside and out, and is able to harness that fire that forges their weapons for it. During combat, this lets them rapidly shift and adapt to the situation, performing otherwise impossible and instant feats of crafting that gift their active weapon with unusual ability.[lb][/lb]
Effect: While this style is active, the user may switch weapons for 0 AP without limit. The user's active weapon may take one attribute from the previously switched out weapon to replace one of their own. (This attribute must be one the previous weapon had just prior to being sheathed; this can be one that was previously swapped onto that weapon.) All weapons are reverted to their original attributes when sheathed or if this style is dropped. All CP costs are increased by 15% while this style is active.[lb][/lb]
Notes: [lb][/lb]
- Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.[lb][/lb]
- User must specify the attribute being added, and the attribute being replaced.[lb][/lb]
- Weapon attributes are the traits selected upon creation of a weapon as per the Weapon Creation Rules such as whether a weapon may inflict Bleeding or Suppression.
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Resolve - Ability Modification (3 points)[lb][/lb]
Restriction- Requires Implacable[lb][/lb]
The will of a Battlesmith is made of the same steel that the tools they use are. Whenever their carefully-honed armor turns aside a blow that otherwise would be extremely dangerous, they use that will to strike back just as hard.[lb][/lb]
Effect: Whenever Implacable triggers naturally to prevent an effect against the user, the user gains +2 accuracy, +2 Critical range, and +10% damage to their next attack.[lb2][/lb2]

Bladespeak - Independent Special Move (2 points)[lb][/lb]
While it is easier for a Battlesmith to know a weapon they have forged themselves, that isn't a particular limitation for them. By landing a glancing blow on their enemy's, they can know a good deal more of it than that enemy would like them to. At the very least, they can know enough to gain an edge against it.[lb][/lb]
Effect: The user makes a Called Shot: Weapon Basic Strike for their normal Basic Strike AP cost against an opponent. Upon success, the user gains +2 Dodge/Save/Bonus/Checks/etc. against all actions associated with that weapon (such as weapon attacks, jutsu channeled through it, poison applied to it, etc.) for 30 seconds. The user also has one random augment from the affected weapon revealed to them. This does not affect weapons created from Weapon Creation jutsu.[lb2][/lb2]

Armor Augmentation - Passive (2 points)[lb][/lb]
Normally, only weapons can be upgraded and augmented. Battlesmiths prefer to ignore that limit as arbitrary. Why shouldn't they also make their armor even more useful? Of course, armor isn't a weapon, so it can be somewhat limited, but it's still rather beneficial.[lb][/lb]
Effect: The user may choose to equip either their Light Armor or Heavy Armor with any single Weapon Augment that does not require attacking to enact its effect. (Example: The Recovery augment.) The effects of the same augment do not stack if they are on both the user's armor and equipped weapon. This may only be done on one single Armor if the user possesses more than one, and must be done in the user's Dojo as normal for inventory.[lb2][/lb2]

Weapon Finesse - Ability Modification (3 points)[lb][/lb]
Restriction- Requires Weapon Mastery[lb][/lb]
A true weapon master is not limited by the form of their weapon. A Battlesmith might insist, with the surety of one who can alter the properties of weapons as easily as any other ninja can shift their stance, that really any advanced skill can be applied to any weapon, if one is good enough at both.[lb][/lb]
Effect: The Weapon Mastery skill the user chooses will apply to the user's active weapon, regardless of whether it is of the correct subtype.[lb2][/lb2]

Battle Spirit - Independent Special Move (2 points)[lb][/lb]
The passion of the battle often envelops a Battlesmith, especially when they are deep into the fray. This does not, however, mean that they lose their heads. No, anyone who is accustomed to working in a high-pressure, dangerous environment such as a forge knows how to stop for a quick second and take stock of the situation so they can handle it a little more calmly.[lb][/lb]
Effect: When the user is afflicted with an effect that prevents them from choosing targets, they may pay 1 AP and 800 CP to ignore all such effects for 10 seconds. This may be used reflexively but does not have to be. Requires 10 seconds of cooldown after completion. [lb][/lb]
Note:</I> This only applies to effects on the user, not general battlefield effects such as clones or transformations.[lb2][/lb2]

Armored Soul - Independent Special Move (3 points)[lb][/lb]
Armor doesn't have to be merely physical, something a Battlesmith knows very well. Since one wouldn't be caught dead in a fight without their physical armor, there are certain on-the-fly enhancements that can be made to make it something a little more.[lb][/lb]
Effect: The user deploys a Chakra Armor for 1.5 AP and 1000 CP that enhances their Light Armor or Heavy Armor. While active, all of the user's Damage Reduction applies to Illusionary Damage as well as any other kinds it normally does. If the user is in Heavy Armor, the penalties from it are negated. Costs 500 CP/rnd to maintain.[lb2][/lb2]

Craftsman - Dependent Special Move (2 points)[lb][/lb]
Fine honing of a weapon can take a long time even for a skilled smith, but sometimes a Battlesmith simply doesn't have time, and the modifications they require must be made on the fly in the middle of a fight. Fortunately, they're quite capable of improvising together two of their existing weapons.[lb][/lb]
Effect: The user instantly swaps to a new weapon after the attack this is used with (sheathing their first weapon and equipping the second one). For the following 3 seconds or until their new weapon is unequipped (whichever comes first), the user's current weapon gains the modifiers and one single augment (chosen by the user) of the previous weapon in addition to its own.[lb][/lb]
Note: Cannot be used while Trace Projection is active.[lb2][/lb2]

Aura Flare - Independent Special Move (3 points)[lb][/lb]
A Battlesmith in armor is accustomed to taking heavy blows, but that does not mean that tanking them is all they can do. If a particularly good one catches them off-guard, they may be tempted to throw it back in the face of the one that dealt it, if somewhat imperfectly.[lb][/lb]
Effect: While the user is wearing Light Armor or Heavy Armor, when hit with an attack that deals more than 5% of their max HP, the user may reflexively pay 3% of their max HP in order to deal back half the damage to the attacker. This damage may not be boosted, is not reduced by Damage Reduction, and uses the accuracy (type and modifier both) of the user's equipped weapon. May only be used once per round.[lb][/lb]
Note:[lb][/lb]
- The damage this is based on is calculated prior to the user's own
Damage Reduction and does not take it into account.</I>[lb2][/lb2]

Trace Projection - Buffing Taijutsu (1 point, 1 to rank up)[lb][/lb]
Restriction- A-Rank and up[lb][/lb]
Normally to craft a weapon, a smith sketches out a blueprint with their preferred drawing implement before endeavouring to bring it to life through hard work and skill. A Battlesmith can temporarily ignore this limitation, creating the blueprint out of nothing and turning that into the weapon itself in an instant before striking. This has a cost, however--a weapon made this way is only good for a single attack. Of course, there's always more where that one came from.[lb][/lb]
Rank 1: Once this is activated, the user is able to form a new weapon with each weapon attack they make. These weapons are created just as the user attacks with them (meaning as they attack, not when they begin preparing the attack), and break upon completion of the attack. These weapons use the normal Weapon Creation rules, and may also copy augments from any of the user's owned weapons. The user may also choose effects from the below effect list, at the cost of one augment slot each.[lb][/lb]
Rank 2: Once this is activated, the user is able to form a new weapon with each weapon attack they make. These weapons are created just as the user attacks with them (meaning as they attack, not when they begin preparing the attack), and break upon completion of the attack. These weapons use the normal Weapon Creation rules with the exception of gaining +5% damage or +1 accuracy over normal weapons, and may also copy augments from any of the user's owned weapons. The user may also choose effects from the below effect list, at the cost of one augment slot each, except for the first chosen which is free.[lb][/lb]
  • Copy Combo: Upon creation, the user may choose one single jutsu from their inventory or which they have seen another combatant use. (Jutsu copied from another player are treated as Rank 1.) That jutsu is cast immediately after the attack the weapon is used for at the same target, and costs the same CP and AP amount as it normally would. This counts as a combo.[lb][/lb]
  • Pinpoint Strike: The attack from this weapon always have +1 Critical range, even if the target has reduced or negated critical range.[lb][/lb]
  • Mimic Align: The weapon's attack will use the effect of an alignment of the user's choice (Alignment Rules), but will not be treated as that alignment. (Meaning the user does not shift to that alignment, nor do they deal increased/reduced damage to other alignments.)[lb][/lb]
  • Flicker Shield: The next attack targeting the user does 750 damage less, including if it is Illusionary. This is not treated as Damage Reduction and may only be chosen once per round.
  • Arms Efficiency: This weapon has +1 augment slot; this effect does not use an augment slot even at Rank 1.[lb][/lb]
  • Extra Edge: This weapon may go up to +3 base accuracy or +15% base damage before other modifications, including the boost at Rank 2 of this jutsu.[lb][/lb]
  • Stolen Voice: If the user has Bladespeak and has landed it on an opponent, they may copy one of the opponent's augments that has been revealed to them.[lb][/lb]
  • Aura Burst: If the user has triggered Aura Flare in the last 10 seconds, the attack made with this weapon may automatically target the enemy who triggered it as a second target at no additional cost.[lb][/lb]
  • Spirited Aim: If the user has Battle Spirit active, this attack will ignore clones, transformations, and redirection effects.
Rank 1 Cost: 2.75 AP, 3% Max CP, 1% Max HP per weapon created[lb][/lb]
Rank 2 Cost: 2.75 AP, 5% Max CP, 1% Max HP per weapon created[lb][/lb]
Notes: [lb][/lb]
- May be maintained for up to three rounds.[lb][/lb]
- This is a
Weapon Creation jutsu.[lb][/lb]
- The user must specify the
full weapon they are using with each weapon attack during this jutsu, or else anything unspecified will be assumed to be the same as the previous weapon. (Meaning weapon type, attributes, accuracy, damage, augments, and any applicable effects from the Effect List.)[lb][/lb]
- If the user has an equipped weapon, it is sheathed for 0 AP when this jutsu is activated. If the weapon is from another
Weapon Creation jutsu, it is dispelled.[lb][/lb]
- The user may use and keep active weapon effects such as
Chakra Extension and Elemental Channeling for as long as they choose while this is active with no disruption when the weapons dispel.[lb][/lb]
- If the user is in
Warforged Style<I> while this jutsu is active, its effect applies with newly created weapons the same as it would freshly drawn ones.




KINJUTSU[lb][/lb]
Chimera
Chimera</U><i></i>[lb][/lb]
CH.jpg

Many shinobi, during the course of their lifetimes, can be said to have mastered their own bloodline or core ability. Fewer can be said to have had the opportunity to do it with more than one; of those, only the Chimera manage it simultaneously, with their own natural bodies. There are many ways to achieve the path of the Chimera, masters of the most natural and innate of the ninja arts, but few ever manage to carry themselves fully along this difficult path to become true masters of their own powers as well as those they have absorbed, through ill means or no, those they were not born or raised to. Indeed, even for those who do, such arts prove positively exhausting, taxing them far more than do the earthly exploits of mere mortals...​
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Kinjutsu TableInformation[lb][/lb]
Prerequisites: B-Rank, one fully mastered BL/CA[lb2][/lb2]

Effects:
  • [lb][/lb]
  • The user gains the ability to integrate up to two additional BL/CA into themselves. This may be done by an application of at least 1000 words, once per month. The user is allowed their first additional BL/CA immediately after obtaining the Kinjutsu, if they so choose.[lb][/lb]
    • Any of the user's BL/CA may be dropped when a new one is picked up if they so choose. A Chimera cannot retain any techniques from a dropped table on their customized BL/CA.[lb][/lb]
    • If one of their Bloodlines has multiple branches, the user only has access to a single branch. However, they may have the same Bloodline fill multiple of their 3 BL/CA slots to gain acess to an additional branch.
    [lb][/lb]
  • From these BL/CA, the user constructs their own Bloodline or Core Ability for use during battle. This BL/CA can be altered in the user's dojo at any point outside of battle, with skills selected to be active to fill the BL/CA structure. The user can also swap between using a BL/CA structure at will. (Exact specifications and conversions of techniques between BL and CA in spoiler.)[lb2][/lb2]

  • Bloodlines are constructed out of 10 different skills, arrayed on a standard BL chart and split into ranks. <I>(Example.) As most CA skills cannot be split into ranks, CA skills other than Boosts would simply take up the normal space on a BL table anyway.[lb][/lb]
  • Core Abilities are constructed out of 30 points worth of skills, 20 of which the user has access to at any given time. A Chimera Core Ability user can swap between active and inactive skills on their full table through the same method a normal Core Ability user can. (See here, the spoiler tab labeled Training Your Core Ability.)[lb2][/lb2]
  • Skills convert between BL and CA as follows:[lb][/lb]
    • Bloodline Passives = Core Ability Passives/Boosts/Ability Modifications[lb][/lb]
    • Bloodline Activated Passives, Styles, and Non-Final Jutsu = Core Ability Special Moves, Styles, and Jutsu Modifications[lb][/lb]
    • Bloodline Final Jutsu = Core Ability Final Jutsu[lb][/lb]
    • All Bloodline Passives and Activated Passives cost 1 CA point per rank, to 3 ranks, but the full version <I>must be on the customized table.[lb][/lb]
    • Other Bloodline skills whose final rank is attained before 1200 PL cost 2 CA points.[lb][/lb]
    • Other Bloodline skills whose final rank is attained after 1200 PL cost 3 CA points.[lb][/lb]
    • Final BL jutsu cost 2 CA points for the final rank, like CA final jutsu. If the user wishes to use a rank 1 or 2 BL final jutsu, they will only cost 1 CA point, but the full version must be on the customized table.[lb][/lb]
    • Customized tables must not have more than four Passive-type skills (as defined above). They also must have one single Final Jutsu, but no more than that.[lb][/lb]

    • The Chimera can alter which skills from their 3 BL/CA tables are on their Chimera BL/CA every two weeks. [lb][/lb]
    • The Chimera's secondary cap buff limits are set to a maximum of +6, and their buff limits to +30%.[lb][/lb]
      • Skills and abilities that raise a secondary stat in a class (such as Cursed Seals) count against this limit for the amount of the difference between the two class levels. (A capped player raising a secondary from Average to High would have that counted as +4 against their limit of +6.)

    Notes:[lb][/lb]
    - A 'fully mastered' BL/CA is considered to be the full Bloodline table unlocked, or access to 20 CA points regardless of whether they have all been used or not.[lb][/lb]


  • Arcane Knowledge</U><i></i> - Kinjutsu Ability[lb][/lb]
    laPa1OE.png

    Their own bloodline and core ability techniques are a Chimera's bread and butter--both those they hold themselves natively and those they have absorbed through their own means. It should be of no surprise that the Chimera is able to use these skills with an extreme efficiency that few others may match.​
    [lb2][/lb2]

    Information[lb][/lb]
    Prerequisites: Chimera[lb2][/lb2]

    Effect: All Independent Special Moves and Activated Passives cost -15% CP to activate and maintain. All Dependent Special Moves and Modifications to Jutsu that cost additional CP have their additional CP cost reduced by 10%. All BL/CA jutsu have their CP costs reduced by 10%.[lb2][/lb2]

    Notes:[lb][/lb]
    - This only applies to basic BL/CA skills, not ones taken by Mystical Replication, Genetic Implant, or Sacrificial Rite.[lb2][/lb2]

    Genetic Implant - Kinjutsu Ability[lb][/lb]
    BSYc320.png

    While the Chimera certainly have the ability to absorb the capabilities of others, not every attempt is something that they have complete control over. At times, there are some attempts where they end up capable of only drawing out a small part of a particular bloodline, or only a single technique from a particular skill. Fortunately, their unique physiology is very forgiving, and they are rarely left worse than they started.​
    [lb2][/lb2]

    Information[lb][/lb]
    Prerequisites: Chimera[lb2][/lb2]

    Effect:[lb][/lb]
    - The user chooses up to 3 Special Moves or Jutsu from any BL/CA that is not one of their 3 BL/CA (these do not have to all be from the same BL/CA). These must be stated in the user's Dojo, and require a 300 word RP to activate. These may be swapped following the same rules as learning/unlearning abilities.[lb][/lb]
    - Each of these chosen skills may be used as normal, but have a cooldown of two full rounds. Additionally, if any of these skills have a duration longer than one round, it is reduced to only one round.[lb2][/lb2]

    Note:[lb][/lb]
    - Special Moves/Jutsu that require other BL/CA skills as a prerequisite to be used are ignored (such as Uchiha's Tsukiyomi requiring Mangekyou Sharingan). [lb][/lb]
    - Cannot choose the final Jutsu of a BL/CA. Cannot choose a technique belonging to one of their BL/CAs. [lb][/lb]
    - The user may skip the RP to learn the technique if it is one they have copied in battle with Mystical Replication or Sacrificial Rite and retained until the end of the battle.[lb2][/lb2]

    Mystical Replication</U><i></i> - B-Rank Ninjutsu[lb][/lb]
    vzC02z9.png

    Considered by some Chimera to be their quintessential skill, a lesser, quicker replica of the means through which they may siphon a whole set of techniques from others. By simply touching the skin of living being, the Chimera can directly absorb and copy aspects of a target and both understand and use them immediately. However, though very convenient, this method does not allow the Chimera to retain the copied aspects of the victim indefinitely, generally fading away shortly after use.​
    [lb2][/lb2]

    Information[lb][/lb]
    Prerequisites: Chimera, B-Rank[lb2][/lb2]

    Rank 1: Allows the Chimera to reflexively copy a single BL/CA Special Move or Jutsu from a target for their own use. If the technique is one that targets the user, they must make a check against the caster at -2; if the technique does not have a target or is targeting someone else, the check is made at -1. Each copied technique may only be used twice in battle before being used up. The user may not dodge or resist the technique they are attempting to copy if it is aimed at them.[lb][/lb]
    Mastered: Allows the Chimera to reflexively copy a single BL/CA Special Move, Jutsu, or Modification to a jutsu from a target for their own use. If the technique is one that targets the user, they must make a check against the caster at -1; if the technique does not have a target or is targeting someone else, the check is made at +0. Each copied technique may only be used three times in battle before being used up. The user may dodge or resist the technique they are attempting to copy if it is aimed at them, but at a penalty of -2.[lb2][/lb2]

    Rank 1 Cost: 1.5 AP to initiate, 2% Max CP[lb][/lb]
    Mastered Cost: 1.5 AP to initiate, 2.5% Max CP[lb2][/lb2]

    Notes: [lb][/lb]
    - This does not require handseals, and may use any accuracy type the user desires.[lb][/lb]
    - The user may only copy two BL/CA skills at a time, if this is used again the first skill is overwritten.[lb][/lb]
    - This technique is not considered to be any element Ninjutsu, regardless of if the user possesses techniques that modify what element techniques are, and cannot be used with Affinity Moves.[lb][/lb]
    - This skill cannot be one they have already, and may only be a Special Move/Jutsu/Modification for a jutsu effect. For a Modification to be chosen, the user must have the skill it is modifying.[lb][/lb]
    - The user must pay all associated costs in order to use copied techniques, with the exception of any unique costs that are a part of the BL/CA itself (such as a Hachiashi's Mucus Pool). Any BL/CA prerequisite for this stolen skill is not applied to the user. [lb][/lb]
    - If the user has any copied skills still left with uses at the end of the battle, they may make them one of their Genetic Implant skills.

    Radiant Aura<i></i> - B-Rank Ninjutsu[lb][/lb]
    fMhhYgc.png

    A halo of light that surrounds a Chimera...is only apparent to those with the correct kind of extra senses. Certainly though, it is there, and one should not mistake this aura for any kind of inefficiency or runoff of wasted chakra. It is instead an indicator of a talent they have taken upon themselves to counter the rapid drain of their life's energy through use of other techniques, to instead supplement themselves even as they fight.​
    [lb2][/lb2]

    Information[lb][/lb]
    Prerequisites: Chimera[lb2][/lb2]

    Rank 1: The user selects a single target and makes a check against them at -1. If the user succeeds, the victim's CP modifier is lowered by -3 for the rest of the battle. The user gains this CP modifier for themselves, with their current and maximum CP increased by the amount stolen from the victim. [lb][/lb]
    Mastered: The user selects a single target and makes a check against them at +0. If the user succeeds, the victim's CP modifier is lowered by -5 for the rest of the battle. The user gains this CP modifier for themselves, with their current and maximum CP increased by the amount stolen from the victim. [lb2][/lb2]

    Special Action - Aura Break: Instead of gaining the victim's CP and CP modifier, the user may sacrifice it in order to enable them to freely activate a single Passive, Activated Passive, Boost,, Modification to an ability, or Style from one of their inactive BL/CA. This technique remains active for the user for the rest of the battle, or can be swapped out for another of its type as per normal Chimera rules.[lb2][/lb2]

    Rank 1 Cost: 2.5 AP, 2% Max CP[lb][/lb]
    Mastered Cost: 2.5 AP, 2.5% Max CP[lb2][/lb2]

    Notes:[lb][/lb]
    - This does not require handseals, and may use any type of accuracy check the user desires.[lb][/lb]
    - This technique is not considered to be any element Ninjutsu, regardless of if the user possesses techniques that modify what element techniques are, and cannot be used with Affinity Moves.[lb][/lb]
    - This technique may only be used once per target per battle.

    Sacrificial Rite<i></i> - A-Rank Ninjutsu[lb][/lb]
    OBUepxu.png

    Those who are not Chimera exist as only one thing of use to the Chimera in battle: a means to elevate the level of their own perfection. There is no better way, in their mind, to stomp down the boot of their own superiority on the head of their opponent than to remove their use of those techniques the Chimera considers most core and useful to one's being and using that energy to augment the Chimera's own. This technique may seem somewhat limited and expensive, and indeed it is, but it is also a potential game changer should the Chimera apply it at the correct time. The loss of their own innate talents, even temporarily, can indeed throw off the battle rhythm of even the most skilled ninja.​
    [lb2][/lb2]

    Information[lb][/lb]
    Prerequisites: Chimera, A-Rank[lb2][/lb2]

    Rank 1: The Chimera selects one target in battle and targets them at -2 for a check. If this check succeeds, a single random Passive, Activated Passive, Boost, or Modification to an ability on the victim's BL/CA is Sacrificed, disabling them for one full round. The Chimera gains that technique for the rest of the round. At the end of the round, the user may choose whether to discard the Sacrificed technique or have it replace one of the skills in their pool for Avatar of Divinity, if they possess it. [lb][/lb]
    Mastered: The Chimera selects one target in battle and targets them at +0 for a check. If this check succeeds, a single random Passive, Activated Passive, Boost, Style, or Modification to an ability on the victim's BL/CA is Sacrificed, disabling them for one full round. The Chimera gains that technique for the rest of the round. At the end of the round, the user may choose whether to discard the Sacrificed technique or have it replace one of the skills in their pool for Avatar of Divinity, if they possess it. [lb2][/lb2]

    Rank 1 Cost: 3 AP and 7% Max CP[lb][/lb]
    Mastered Cost: 3 AP and 8% Max CP[lb2][/lb2]

    Notes:[lb][/lb]
    - This does not require handseals, and may use any accuracy type check the user desires.[lb][/lb]
    - This technique is not considered to be any element Ninjutsu, regardless of if the user possesses techniques that modify what element techniques are, and cannot be used with Affinity Moves.[lb][/lb]
    - If the user lacks the Ability a victim's Modification is based on, that Modification is excluded from the pool of potential Sacrificed skills.[lb][/lb]
    - If the target is maintaining any BL/CA technique that is disabled when this technique succeeds upon them, that technique automatically fails.[lb][/lb]
    - The victim is still capable of using other BL/CA techniques that would otherwise rely on the Sacrificed technique as a prerequisite.[lb][/lb]
    - Cannot succeed more than once per round.[lb][/lb]
    - Sacrificed techniques may be chosen for the user's Genetic Implant after the battle is over, provided they were not discarded.

    Avatar of Divinity<i></i> - S-Rank Ninjutsu[lb][/lb]
    CH6.jpg

    The true final form of the Chimera, a dangerous battle form that allows them to unleash all of their limiters and tap into the power they believe to be their right. No longer is it difficult in any way to see the near-blinding shine emanating from their skin; an Avatar-state Chimera positively glows with power. Their powers in this state seem to be borderline unbelievable, the capabilities and techniques earned through absorbing the abilities passed down and honed by generations of shinobi becoming little more than party tricks in the seemingly infinite repertoire of skills. However, this increase surge to all their abilities rapidly drains their vitality, and could leave them in a dangerous situation.​
    [lb2][/lb2]

    Information[lb][/lb]
    Prerequisites: Chimera, S-Rank, All other Chimera techniques Mastered[lb2][/lb2]

    Mastered: The user is able to activate up to six pre-chosen skills from their pool of BL/CA skills. These skills will remain available and active as long as this technique is maintained. Additionally, upon activation of this technique, cooldowns on all of the user's BL/CA techniques (including those in Genetic Implant) are reset, allowing their immediate usage again.[lb2][/lb2]

    Cost: 4 AP and 10% Max CP/Rnd to initiate, 4% Max CP/HP per round[lb2][/lb2]

    Notes:[lb][/lb]
    - This does not require handseals.[lb][/lb]
    - Skills are chosen and selected in the user's Dojo thread while the user is not in a fight. These skills can be any from their BL/CA that they are not already actively using. (BL/CA techniques in the user's full Chimera CA table but not among the user's activated 20 points may be chosen.) The user may not select extra Passives, Activated Passives, Boosts, or Modifications to Abilities for their Avatar of Divinity pool. [lb][/lb]
    - This technique is not considered to be any element Ninjutsu, regardless of if the user possesses techniques that modify what element techniques are, and cannot be used with Affinity Moves.
 
LOGISTICAL OPERATIONS DIVISION
MISSION LOG
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EDUCATIONAL | TRAINING TRANSCRIPTS
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  • TRAINING TYPE| TUTOR NAME | STATUS
    • TRAINEE NAMES



None[lb][/lb]
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MISSION POINT TALLY
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Classes/Tutors - 0[lb][/lb]
Missions - 0[lb][/lb]
Total - 0[lb][/lb]
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