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:

Hashigaki, Honome

Hashigaki Honome

New Ninja
Joined
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Yen
430,100
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Name: Hashigaki, Honome
Age:19
Physical Description:
With platinum hair usually braided so that it doesn’t catch itself on anything, Honome moves with an almost silent step on her delicate and soft feet. Her alabaster skin and long lashes give way to a dazzling display of iridescent eyes that range from a deep purple to a light green. Opalescent in direct sunlight, her eyes continue to constrict and dilate per normal when exposed to light. She is, however, blind, as is evidenced by the slight film over her pupils. A rather skinny girl because of her discerning palette, she is approximately 90 pounds at five foot tall. She is a soft spoken girl, who rarely speaks above a hushed mutter when she is directly speaking to anyone. She can project, however, and when she sings her voice rings out like droplets on crystals, carrying throughout the available space, cascading into anyone’s ears in a harmonic blend of sounds that makes it hard to tell whether it is the voice of a spirit or a human. She has light pink lips, and her eyelashes, while voluminous are also platinum like her hair. All of this frames, and draws attention to her uselessly decorative eyes. Her fingers are delicate and thin, perfect for tickling the ivories, or dancing across the strings of one of the more slim stringed instruments. A slender build, she has a subtle chest, and a dancer’s build. More often than not she is dressed in something that flows around her, helping assist in catching the flow of the air and the sound therein.

She also sports a pair of cat ears, and sometimes when she gets a wild hair will go around in a maid outfit, not that the wild hair happens often.

Mental Description:
Honome is a soft-spoken girl who usually doesn’t like to pry nor wheedle her way into conversations, and is more likely to let the other person speak than speak herself, she prefers to give conversational queues with her body rather than her words. If she finds herself in a particularly remote area, away from the crowd, then she will open up with the right person, but other than that, she usually has a downcast look while she listens not only to the person in front of her but to her surroundings. For this, she can be easily mistaken to be an airhead by those around her, and usually needs to be prompted to actually respond unless being directly asked a question or spoken to. She finds solace in going out into the wilderness and listening to the sounds away from Kumogakure no Sato. The further she gets, however, the more nervous, as she is afraid that she will never make her way back to her family. She usually takes a friend, and would love to take a lover into the surrounding wilderness and get lost, doing nothing but listening to the symphony of nature around them.

History:

Hashigaki, Honome was born to a loving Hashigaki couple who doted on their daughter, along with their servant within Kumogakure no Sato. They, being Chuunin themselves, had a stake in making sure that their daughter was brought up to be a kunoichi of the village hidden in the clouds. When she turned 9, she was given a test for her general aptitude with ninja tools which, despite her blindness, she was quite adept in. Her shortcoming was anything beyond the range of about 10 meters, and moving targets. Her parents promised the academy professor that she would get better with their tutelage, but the teacher just held up a hand, asking that Honome continue with her test. The next one was whether or not she was able to at least gather and display her chakra in a ‘moldable’ form. Her father had practiced many, many times with her, but even the basics of chakra control were beyond her.

The other tests she barely passed, but the teacher, at the end of the test took her parents into a separate room, closing the sliding door to gain some privacy from the small blind girl that had, after the test, rested on her knees in the zen garden and had delighted in the feel of pebbles beneath her fingertips, hearing the smooth, rounded stones beneath each one clicking rhythmically against one another. Her father’s voice raised to the point where, even if they had solid walls, she could have heard him, “What do you mean never be able to be a kunoichi!? Get out of my house!” He stormed up to her, the wooden sandals that he slipped into after reaching the porch clacking against the wood in his rage-filled footfalls. Honome closed her ears, letting her hair fall over her sightless eyes as she was scruffed by her father, “Why couldn’t you do better?” He shouted, tossing her to the ground roughly, the stones that had felt so cool, comforting, and soft beneath her fingers now bruised her pale skin as she gathered herself from the toss.

Pain exploded from the side of her face, sending fireworks into the darkness of her sightless eyes and a rush of the taste of blood into her mouth. She spat, the spatter of something, blood? Hit the stones as she heard the sound of skin on skin and a struggle, a harsh slap, and then the stunned silence between her parents.

“M-m-mama?” She felt her lip tremble, clutching her kimono so that it stayed shut as her obi loosened from the blow and she stood up.

“Go inside.” She heard her mother’s voice, a knife in the cool air of autumn and a quick rustle of fabric, followed by the heavy wooden clack of her father’s sandals against the wood of the porch, and then the slamming of the sliding wooden door.

“Honome?” Her mother’s hand touched her left cheek, the one that was still sore and she flinched away from it, “Oh, oh my baby, come here.” She curled into her mother’s lap, pulling at her larger kimono, the child wept.

For the next six years tensions were high between her mother and her father, and eventually her father sued for a divorce from her mothers’ family, which caused a stir within the social circles of the Hashigaki clan.

It was the year that she packed up her things, clinging to her mother’s dress and walking through the streets, that her mother and her both were shamed by her father, who had no sooner seen them walk out the door as he went to the Hashigaki clan head to proposition for another marriage.

As she felt the wood of the sandals ring out against the uneven cobblestone street she felt the first surge of chakra that she had felt in her whole life. It hit her chest, her core like an arrow through her viscerae, spread like honeyed warmth throughout her limbs, and she mumbled “Ah, so there you are friend.”

At her maternal grandparent’s home, she honed her chakra like her father had taught her all those years ago, and by the next year, on her sixteenth birthday, she was escorted to the academy for another trial, after the chakra suppression devices had been dealt with.

This time, she showed an aptitude not only for chakra control, but for chakra in general, and produced a stunning display of disciplined shots. There were still some things lacking, such as aiming at non-static targets, but that was what she was there to study.

Three painstaking years later, She graduated the academy, just barely getting a passing grade, and being told that if she wanted to hone her skills, she should stay out of combat if at all possible. Her ability with the healing arts, her tactile intelligence and her ability to memorize literature from hearing it once were what carried her through the academy.
 

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Abilities:
Hashigaki: Rank 3 Blindsight, Performance Rank 3, battle anthem rank 3, ghost dancers rank 3, Cadenza Rank 3,
Blindsight - Passive
An ancient technique developed by the first Hashigaki that has been passed down in which it allows them to see the world through sound. This allows the Hashigaki to perceive things that are not normally seen by normal eyes. In return, their ears become a fatal weakness as it deprives them of seeing things when disturbed.

Rank 1/2/3: The user gains +1 / +2 / +3 Awareness and is unaffected by Transformation, Blindness (such as Verse of Darkness), Smokebomb, Smokescreen, and Stealth%27s Visibility modifiers (when making Awareness checks against others). This also extends to effects which would attempt to copy their effects.

Note:
- Visual genjutsu still affect the user, and are assumed to affect their method of perceiving the world.
---

Performance - Passive
Blessed with the natural talent of art and music. A Hashigaki at first hones their ability to control sound either through an instrument of their choice or even their own body.

Effect: The user chooses between the Instrument OR Voice.
  • Instrument - The user designates a single weapon in their Dojo as an Instrument. While equipped with their Instrument, the user may channel Sound Jutsu through their weapon. Sound Jutsu deal +10% Damage.
  • Voice - The user may perform Sound jutsu without handseals. This is disabled if the user is affected by Called Shot: Neck [Fractured or Broken].
Rank 1: May convert Wind and Non-Elemental Jutsu into Sound by paying an additional 20% Chakra Cost.
Rank 2: May convert Wind and Non-Elemental Jutsu into Sound by paying an additional 10% Chakra Cost.
Rank 3: May convert Wind and Non-Elemental Jutsu into Sound at no extra cost.

Note:
- The Hashigaki automatically has access to the Sound Element.
- All techniques used with this are treated as Sound Jutsu.

---

Battle Anthem - E-Rank Sound Ninjutsu
Playing their song of war, a Hashigaki plays their unique music to gain the immediate upper hand by rousing their allies or demoralizing their foes.

Rank 1: Choose either to grant the user's allies +1 Accuracy/+5% Damage or cause enemies to suffer -1 Accuracy/-5% Damage.
Rank 2: Choose either to grant the user's allies +2 Accuracy/+10% Damage or cause enemies to suffer -2 Accuracy/-10% Damage.
Rank 3: Grant the user's allies +1 Accuracy and +5% Damage and cause enemies to suffer -1 Accuracy and -5% Damage.

Rank 1/2/3 Cost: 1 AP and 250/400/550 CP to initiate, 125/200/275 CP per 10 seconds maintained.

Notes:
- If the user casts this action as their first action in combat, it gains Priority.
- Enemies only suffer from the effects of Battle Anthem if they are aware of the user.
- Lasts for 20 seconds.

---

Ghost Dancers - Chakra Style
While their eyes lacks the ability to perceive things other would normally do, they instead see sound as a being. Varying in shapes and sizes, and with practice - allows them to call upon these beings that they can onyl see to aid them in their living.

Rank 1/2/3: While in this stance, casting a Sound Jutsu calls upon a Ghost Dancer. In addition, whenever the user performs a Sound Jutsu, all Ghost Dancers currently active (excluding the one that was just recently summoned) will attempt to hit the same target, using the user's Ninjutsu Accuracy to deal illusionary damage equal to 1% of the target's maximum HP.

Note:
- They can only have a maximum of 2 / 3 / 4 Ghost Dancers active at a time.
- A target can only be hit successfully by a Ghost Dancer 6 times each round.
- If the Sound Jutsu can hit multiple target, you can assign your Ghost Dancers to which target they would attack.
- A Ghost Dancer does not have its own awareness (it uses the user's), but may target individuals in Stealth without requiring a Blindshot. A stealthed target hit by a Ghost Dancer in this way will not be removed from stealth, and the user will not gain awareness of the target.
- A Ghost Dancer has no secondary stats, is dispersed by any damage, and is dispersed by any action targeting them (they cannot dodge/resist, and even if it deals no damage).
- If the user is maintaining a Sound Jutsu(s), it summons a Ghost Dancer each time you pay for the maintenance cost for a Sound Jutsu.

---

Cadenza - Independent Special Move
Everything has a beginning and an end, even in music, but for a Hashigaki, the ending has to end in a performance no one will forget.

Rank 1/2/3: Choose a single target. For 5 / 7 / 10 seconds, if you successfully hit or apply a secondary effect with a Sound Jutsu 3 times, those 3 Sound Jutsus involved will have their secondary effects automatically inflicted on target you choose.

Cost: 1 AP

Notes:
- Cannot be used again while it is already active. Has a 10 second cooldown once it ends.
- The user must use 3 Sound Jutsus that successfully hits or has applied an effect to count towards the condition. (A Sound Jutsu hitting successfully or applying a secondary effect on 2 or more separate targets only counts as 1).
- If the user fails to reach the conditions for the duration, it goes on cooldown.

---
Hashigaki HARMONY
Harmonious Rest (Rank 2), Parting Gift (Rank 2), Musical Recovery (Rank 2)
Harmonious Rest - Passive
A battlefield can be chaotic with the sound of death and pain filling the air. A Hashigaki however can easily suppress such noise with their own music, pushing out the terrible noise with a much more comforting tune to provide a momentary respite to their allies wherever they are.

Rank 1/2/3: Whenever the user performs a Sound Jutsu or Rests, the user's allies recovers 1% / 2% / 3% of their max HP. All Ghost Dancers gains HP equal to 3% of user's max CP.

Notes:
- Has a 10 second cooldown between activation.
- If activated by Resting, the user's allies regain 1% / 2% / 3% of their max HP per 1 AP the user spent resting.
- If an ally is Resting when this effect is activated, the amount of HP/CP they recover is multiplied by 1.1 / 1.3 / 1.5, scaling with the rank. In addition, it doubles the chance to remove a rank of Bleeding or Called Shot during Rest.
- A Ghost Dancer with HP does not automatically disperse when struck, but all hits automatically hits against them.
---

Musical Recovery - Passive
Just like medicine and other form of treatments, music can also heal wounds and cure ailments and these kinds of music only exists to Hashigaki who have dedicated themselves in aiding their friends.

Rank 1/2/3: Your Sound Jutsus can now heal instead of dealing damage, restoring HP equal to 40% / 60% / 80% of the damage. If you choose to do so, the Sound Jutsu's secondary effect is replaced with Recovery Echo.

Notes:
- Recovery Echo causes the target to regain additional HP equal to 20% of the initial amount after 10 seconds. This only occurs once unless it is triggered early by the Cadenza Special Move (this does not remove Recovery Echo earlier, it will still activate after 10 seconds.)
- If the Sound Jutsu is capable of inflicting two or more secondary effects, Recovery Echo's chance to activate is equal to the combined chance of all previous secondary effects.

---

Parting Gift - Independent Special Action
By playing a sad, yet gentle song, the Hashigaki prepares the living sound that accompanies them for their departure. These beings starts performing a harmonious tune together as they gather energy to leave in their master's place.

Rank 1/2/3: For 1 AP, the user causes all active Ghost Dancers to prepare and guard an ally. When a Ghost Dancer disperses, for every 10 / 7 / 5 seconds it was active, it will restore 2% of the target's maximum HP, up to a maximum of 10%.

Notes:
- You can assign up to 2 Ghost Dancers to yourself and only 1 Ghost Dancer per target.
- May be used again to re-assign your Ghost Dancers to guard someone else.
- A Ghost Dancer with HP guarding an ally will block incoming attacks.

---
Other abilities:
Shinobi101: Will Genjutsu

Combat info:
HP: (50+5 Heavy Armor+lvl) x Stamina
CP: (45+lvl) x Chakra Control
Class Abilities: +10% Secondary Effects (boosts your debuffs since your BL boosts your heals)
High: Ninjutsu Accuracy (Will Genjutsu Shinobi 101)
Average: Dodge, Genjutsu Save
Low: Melee Accuracy, Ranged Accuracy, Ninjutsu Accuracy

Abilities:
0) Paramedic
00) Shinobi 101 Will Genjutsu
000) Sage Mode
1) Sorcerer Style
2) Human Anatomy
3) Initiative
4) Elemental Illusion
5) Elementalist
6) Mixed Martial Artist
7) Contract Mastery
8-10) ArchSage


STATS: LINK TO TRAINING: https://ninpocho.com/threads/hashigaki-honome-training-thread.67121/latest


Ninjutsu:
A technique performed with the user slashing their finger through the air at a target, creating a near-invisible crescent of wind that is capable of cutting through a target`s skin and other weaker materials.
Information
Prerequisites: E Rank
Rank 1: The user slashes their finger to create an invisible wind crescent, dealing 285 damage at -1 accuracy. Has a 4% chance of inflicting the 'Wind Slice' effect.
Master: The user slashes their finger to create an invisible wind crescent, dealing 355 damage at -1 accuracy. Has a 6% chance of inflicting the 'Wind Slice' effect.
Special Action: By paying +20% Cp, this may be divided into two hits each dealing 80% of the damage. However, these blades cannot target the same target.
Rank 1 Cost: 100 Cp
Master Cost: 120 Cp
Notes:
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.
E-Rank
A jutsu where the user channels wind chakra into their palms, then thrusts their arm towards a target, releasing a small burst of wind upon impact that pushes the victim back.
Information
Prerequisites: E Rank
Rank 1: The user creates a coat of wind around their palm, slamming their palm against a target. The wind bursts upon impact, dealing 270 damage and 4% chance of inflicting the 'Gaspless' effect.
Master: The user creates a coat of wind around their palm, slamming their palm against a target. The wind bursts upon impact, dealing 340 damage and 6% chance of inflicting the 'Gaspless' effect.
Special Action: This is may be thrown using Ninjutsu Accuracy by paying +10% Cp. This deals -10% base damage, though has +2 Accuracy.
Rank 1 Cost: 90 Cp
Master Cost: 110 Cp
Notes:
- Uses Melee Accuracy
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.


A low level jutsu that involves the user inhaling a breath of air, using their chakra to condense the moisture within the air and exhale it in the form of a hazy mist that strikes a small area around the user.
Information
Prerequisites: E-rank
Rank 1: User breathes a high pressure mist that deals 255 damage at +1 accuracy. This has a 6% chance of causing Bleeding.
Master: User breathes a high pressure mist that deals 305 damage at +2 accuracy. This has a 8% chance of causing Bleeding.
Special Action: By paying +20% Cp, the user may lower the base damage by 20% to target an additional target.
Rank 1 Cost: 80 Cp to initiate
Master Cost: 90 Cp to initiate
A basic water jutsu that allows the user to condense moisture into their palm, then release it in a high pressure stream of water that pushes the target back painfully.
Information
Prerequisites: E-rank
Rank 1: The user condenses water into their palm, then shoots it in a small stream that deals 285 damage at -1 accuracy. This has a 6% chance of causing suppression.
Master: The user condenses water into their palm, then shoots it in a small stream that deals 370 damage at -2 accuracy. This has a 8% chance of causing suppression.
Rank 1 Cost: 100 CP to initiate
Master Cost: 135 CP to initiate

A sneaky technique that allows the user to subtly manipulate the ground with a tap of their foot, turning the footing beneath an opponent into loose pebbles. This sudden shift in foothold is often all it takes to compromise the balance of a target.
Information
Prerequisites: - E-rank
Rank 1: At +1 Accuracy, shifts the ground beneath a target. This gives them a -1 Dodge penalty to the next action that hits them or a 20% chance of their next action being treated one rank lower.
Master: At +1 Accuracy, shifts the ground beneath a target. This gives them a -2 Dodge penalty to the next action that hits them or a 35% chance of their next action being treated one rank lower.
Special Action: For +20% Cp, this may be used reflexively to effect a current action and not the next one.
Rank 1 Cost: 90 CP to initiate
Rank 2 Cost: 110 CP to initiate
Notes:
- This does not require handseals.


A basic skill involving quickly switching the body with another plant, animal or inanimate object. This is used to confuse the opponent momentarily and create an opportunity to attack or possibly escape.
Information
Prerequisites: E-rank
Rank 1: The user may body switch against level E-C Jutsu.
Master: The user may body switch against level E-B Jutsu.
Special Action: The user may attempt to Body switch with an enemies clone. This requires the user to make a melee check against the clone.
Cost: Cost of Jutsu dodged +20% Cp.
Notes:
- May only be used once per round, and requires ten seconds of cool down before it may be used again.
- This can be used against basic strikes.
- Cannot be done in the same round as any other 'Body Switch' type techniques.
- Does not require handseals and may be used reflexively.
- Cannot be used on Genjutsu, while bound, or against successful sneak attacks.
- The user must have a Kawarimi Target in their inventory or active clones on the field.
- This auto-dodges only a single action. If the action was a multi-hit, all hits would be avoided.
- During the cooldown time for this jutsu, the user suffer's a -3 dodge penalty.

None, there are none, made ya look!
A Medical technique that allows the user to heal blood loss by applying a steady flow of chakra over the wound, layering it to assist the blood and skin in the sealing process. This technique can even heal some of the more serious degrees.

Information
Prerequisites: - D-rank

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

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

Notes:
- Uses Melee Accuracy
- A target may only be effected by this Jutsu once per round.
- If the victim takes Bleed damage within ten seconds, it is reduced by 15% + 1/2 the user's Medical Buff.
- This Jutsu has a chance of rolling a Critical hit. In which case, an additional Bleed Rank is removed and an additional +10% Bleed Damage is resisted.
A refreshing splash of water in the face can keep one sharp and keep their reflexes at peak. It's good for washing off anything that might be bothering you, too.

Information
Prerequisites: D-rank

Rank 1: Splashes self or ally with water, putting out all lingering effects from fire jutsu that effect them. The next Fire Jutsu that hits them within ten seconds deals -10% damage and has a -4% chance to any secondary effects.
Master: Splashes self or ally with water, putting out all lingering effects from fire jutsu that effect them. The next Fire Jutsu that hits them within ten seconds deals -15% damage and has a -8% chance to any secondary effects.

Special Action - Water's Grace: By paying +20% Cp, the user may remove the Fire damage debuff and instead allow this Jutsu to reduce Bleeding by 1 rank -or- heal 1 rank of called shot debuffs with a 12%/16% chance of healing another. This may only be done once per round.

Rank 1 Cost: 240 Cp
Master Cost: 300 Cp

Notes:
- This does not stack.
- This does not dispel effects from level B+ Fire Jutsu, but may reduce their damage and effect chance.
Mystical Hand said:
A technique which concentrates chakra into the hand, capable of healing wounds when placed over them to a certain degree. A basic healing technique easily learned, but only capable of recovering light wounds.

Information
Prerequisites: - D-rank

Rank 1: Heals 2% Max Hp + 290 Hp.
Master: Heals 3% Max Hp + 360 Hp.

Special Action: By paying .5 Ap and the maintain cost, the user may maintain this technique. This heals 40% of the original amount. This may be done up to three times per Jutsu use.

Rank 1 Cost: 240 Cp, 120 Cp per Special Action.
Master Cost: 300 Cp, 150 Cp per Special Action.

Notes:
  • This Technique uses Melee Accuracy
  • A target recovers -5% Hp each time this Jutsu effects them during the same round. This Stacks.
  • This Technique has a chance of rolling a Critical hit. In which case, twice the amount of Hp is healed.
  • This Technique may be used with Negative Energy and Necrosis. This deals damage that ignores damage reduction.
A rather advanced medical technique, this technique focuses more on combating the many different things that may go wrong with a body. Leftover burn marks, acidic residue, internal bruising, etc...This technique was developed as a simple cure-all treatment to bring a body back to a more favorable operating condition. Though useful, don't expect complete miracles.

Information
Prerequisites: - C-Rank

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

Rank 1 Cost: 450 Cp
Master Cost: 560 Cp

Notes:
- Uses Melee Accuracy.
- A target may only be effected by this Jutsu once per round.
- This removes the most recent debuffs applied to the user.
- This only applies to temporary secondary effects such as 'burns', increased Bleed damage, or Dodge penalties that wear off after time; this does not apply to permanent effects such as bleeding or Called Shots nor does it apply to any Jutsu effects that are being maintained, or Poison.
- If an effect has multiple stacks, the entire stack is removed if possible; not just one level. This still only counts as 1 effect being removed.
- This Jutsu has a chance of rolling a Critical hit. In which case, two additional debuffs are removed.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves.
Skeletal Fortification
This technique was created to significantly enhance the skeletal structure of the target. By carefully infusing chakra into the body of the victim, this chakra forms a protective coating that seeps into bone and strengthens its durability as well as healing process to the point where it is capable of mending broken limbs very quickly.

Information
Prerequisites: - C-Rank

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

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

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

Notes:
- Uses Melee Accuracy
- A limb may only be effected by this Jutsu once every other round.
- This Jutsu has a chance of rolling a Critical hit. In which case, any Called Shots used on the limb for the next ten seconds will have a % chance of failing equal to the user's Medical Buffs.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves. The special action cannot be used on themselves.
A medical technique which converts chakra into small currents of electricity, infused to break down toxins within the body Though this technique can help resist poisoning, the electricity can prove harmful through repeated uses.

Information
Prerequisites: C-Rank

Rank 1: The target of this jutsu makes a d20 roll; if the result is between 1-15, a single poison is dispersed. If it is 16-19, two poisons are dispersed. If it is a 20, all poisons are dispersed.
Master: The target of this jutsu makes a d20 roll; if the result is between 1-12, a single poison is dispersed. If it is 13-17, two poisons are dispersed. 18-19, three poisons are dispersed. If it is a 20, all poisons are dispersed.

Cost: 560 CP from the caster; 0.5% Max Hp per poison affecting the target to be paid by the target.

Notes:
- Requires ten seconds of cooldown.
- Uses Melee Accuracy.
- A target may only be effected by this jutsu once per round.
- The effects of this jutsu are treated one rank lower if the user performs this on themselves.
A Jutsu that serves as a convenient painkiller for on-the-go treatment. This technique is used by medics to numb their patient's sensitivity to pain. Depending on the strength of chakra infused into the target, this can make them oblivious to even serious wounds inflicted upon them.

Information
Prerequisites: - C-Rank

Rank 1: Infuses chakra using Melee Accuracy, causing the mod to show only 85% of the target's damage taken during a round.
Master: Infuses chakra using Melee Accuracy, causing the mod to show only 75% of the target's damage taken during a round.

Rank 1 Cost: 1.5 Ap, 500 Cp, 250 Cp/Rnd
Master Cost: 1.5 Ap, 630 Cp, 320 Cp/Rnd

Notes:
- This Jutsu uses Melee Accuracy for the initial check. Lasts twenty seconds.
- This Jutsu is always modded as a hidden action.
- Cannot be used on self, and does not effect victim's below 40% of their Max Hp.
- While effected, the mod will not post the exact Hp or damage taken of the target during a round; a false Hp value will be shown. The actual mod information will be pm'd to the user. Actual mod information will be revealed when the victim is no longer effected.
- This has a % chance to prevent the victim from knowing if they are effected by any called shots. This chance is equal to 1/3 the user's Medical Buff.
A rather unique bunshin technique that creates a specialized clone not intended to assist the user in combat, but in support. This clone lacks any offensive abilities, but instead plays a supportive role by being capable of performing many Medical techniques, as well as directly restore the Hp of its targets. Plus, many medics claim it works wonders in cleaning and preparing preparing hospital wards.

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

Rank 1: Creates a clone with -6 of the user's Secondaries, with Hp/Cp equal to 20% of the user's Max Cp. This Clone may perform Medical Jutsu up to Level C at Rank 1. The Clone has a Medical Buff equal to 1/3 of the users.
Master: Creates a clone with -5 of the user's Secondaries, with Hp/Cp equal to 22% of the user's Max Cp. This Clone may perform Medical Jutsu up to Level C at Rank 2. The Clone has a Medical Buff equal to 1/2 of the users.

Special Action: The user may create an additional clone. However, doing so gives all clones an additional -1 secondary, treats all their jutsu one rank lower, lowers their Medical Buff by -10%, and splits the Hp/Cp equally between them.

Rank 1 Cost: 800 Cp, 400 Cp/Rnd
Master Cost: 1000 Cp, 500 Cp/Rnd

Notes:
- The clone has 1/4 of the users AP. Lowest AP can go is .5 AP.
- Once the clone runs out of Chakra, it disperses.
- Casting this jutsu while it is already active will remove the current clones from play. The Clone cannot make another Clone.
Mystical Force said:
An advanced Healing technique, this allows the user to heal at a stronger level than previously, though the concept behind this technique is the same, as such, this technique is able to recover the bodys internal damage, though it cannot repair any external bleeding wounds.

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

Rank 1: Heals 5% Max Hp + 800 Hp. This Jutsu has a 14% chance at reducing Bleeding and Called Shot penalties by 1 Level.
Master: Heals 6% Max Hp + 1000 Hp. This Jutsu has a 21% chance at reducing Bleeding and Called Shot penalties by 1 Level.

Special Action: By paying .5 Ap and the maintain cost, the user may maintain this technique. This heals 30% of the original amount, with a -7% chance at reducing Called Shots and Bleeding. This may be done up to three times per Jutsu use, and does not count as 'recasting' the Jutsu.

Rank 1 Cost: 730 Cp, 370 Cp per Special Action.
Master: 910 Cp, 460 Cp per Special Action.

Notes:
  • This Technique uses Melee Accuracy
  • A target recovers -20% Hp each time this Jutsu effects them during the same round. This Stacks.
  • Only one level of Called Shots and Bleeding may be reduced per use.
  • This Technique has a chance of rolling a Critical hit. In which case, twice the amount of Hp is healed and the Bleeding/Called shot heal chance is automatic.
  • This Technique may be used with Negative Energy and Necrosis. This deals unreducable damage instead of healing, and the Called shot/Bleed effect increases the victim's -next- Called Shot/Bleed chance by that amount if effected within ten seconds of use.
  • This effects of this Technique are treated one rank lower if the user performs this on themselves.

Taijutsu:
A low striking blow meant to trip an opponent.
Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.
Rank 1: 1 Strike at -1 Accuracy dealing 210 Damage. Upon a Full Hit, this has a 6% chance to inflict a -1 Accuracy to the targets next Offensive Action.
Rank 2: 1 Strike at -1 Accuracy dealing 260 Damage. Upon a Full Hit, this has a 8% chance to inflict a -1 Accuracy to the targets next Offensive Action.
Rank 1 Cost: 70 Cp
Rank 2 Cost: 85 Cp
Notes:
- This does not stack.
A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.
Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.
Rank 1: 1 Strike at +3 Accuracy dealing 170 Damage. Upon a Full Hit, this has a 8% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.
Rank 2: 1 Strike at +3 Accuracy dealing 220 Damage. Upon a Full Hit, this has a 10% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.
Rank 1 Cost: 55 Cp
Rank 2 Cost: 70 Cp
Notes:
- This does not stack.
A basic move that practices proper gripping methods for one's weapon, allowing you to wield it properly and avoid being disarmed.
Information
Prerequisites: E-Rank
Rank 1: The user gains +1 Accuracy for ten seconds to a single Taijutsu Damage Type, but the user deals -5% damage with that damage type. The chosen damage type must be declared upon use.
Rank 2: The user gains +1 Accuracy for ten seconds to a single Taijusu Damage Type. The chosen damage type must be declared upon use.
Rank 1 Cost: 65 CP
Rank 2 Cp: 80 Cp
Notes:
- One may not stack the same damage type.
- Recasting this technique and declaring an existing damage type buff will reset the duration.
A basic technique that utilizes an offensive taijutsu into a defensive one, allowing one to absorb the damage needed.
Information
Prerequisites: E-Rank
Rank 1: Reduces the damage of the next offensive damaging attack equal to 2 times the user's Basic Attack damage.
Rank 2: Reduces the damage of the next offensive damaging attack equal to 3 times the user's Basic Attack damage.
Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp
Notes:
- May only be used twice per round.
- Can be used Reactionary.

Genjutsu:
A commonly used illusion that tricks the target's mind into seeing an area that isn't actually there.
Information
Prerequisites: E Rank
Rank 1: Cast at +1DC dealing 40 Damage per round. The user has +1 Stealth against the target.
Master Rank: Cast at +1DC dealing 50 Damage per round. The user has +1 Stealth against the target and an additional +1 Stealth to their next stealth check. May now use the Special Action
Special Action:
If the user is already in stealth, by paying an additional +20% CP cost the user may cast this without being dropped from stealth. This may only be used up to 3 times per battle.
Rank 1 Cost: 55Cp, 25Cp per round.
Master Rank Cost: 70Cp, 35Cp per round.

Weapons:
 
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Name: Tora
Description: Appearing as either a tabby of varying size, or a catgirl with tabby marked ears and a striped tail, Tora is one of the most protective of the Kami. She asppears to have stripes on both of her cheeks, numbering two. These appear orange in the direct sunlight, but are a dull brown in the dark. Her slitted pupils bisect golden eyes with flecks of green. She has brown hair that has black stripes when she puts it into a pony-tail but otherwise it just looks like a mottled brownish black mess of medium length hair. Wearing a green lace-up blouse and jeans, she has an extremely casual look, and almost constantly looks bored. Two bangles are on her left wrist that clink together when she isn’t trying to hide. One has her name engraved on it, and the other has a rather large opal set into it.

While in tabby form, she has a muddied blond coat with dark brown stripes and stripes on her tail. Her belly is white with black spots and she has a natural cat-eye. A black M mark is on her forehead like most tabbies and she is a solid frame with a little bit of weight to keep the impact of blows from her.
cat-girl-anime-simple-background-gray-background-wallpaper-preview.jpg

Personality: Tora has the personality of a lazy house cat, which is to say that she won’t do anything that is above and beyond the call of duty. She likes to spend her days basking in the sun in house cat form, but will come when called into battle to assist. Being more inclined toward support, she has a gentle and nurturing personality, and enjoys giving lap pillows as much as she likes receiving them. She is a fierce adversary, and a fiercer snuggler.

When Tora is hungry she complains profusely and loudly, and her stomach does the same thing. While she does take cat and cat-girl form she rarely if ever uses these forms to sneak up and obtain information, except when she hides in plain sight. Her temper is tempered in the sass that she gives to people which is not unlike a real house cat. She usually gives a bored look, even when she is pleased or excited about something and has a muted outward personality unless she is hungry or actually bored, then she complains about those. She has the “Kuudere” type of personality, and rarely if ever wears her emotions on her sleeve. This can make her seem standoffish, selfish, or downright neglectful at times, but she has a nurturing way of moving about and interacting with the ones she cares about as long as she has her basic needs met.

History: – 300 words minimum:

Tora was made when the first cats were domesticated and people wanted to give thanks for the felines that kept their houses clean and rat-free. They would leave out two dishes of whatever cat food they had on hand, one for the cat and one for her, which she would graciously accept.

Soon enough, more and more house cats got wise to the fact that humans would actually let them stay inside with the hairless things and eat rats without chasing them out, and would often enough have kittens and raise them to interact with the humans, albeit tentatively.

Tora was the goddess that first taught the house cats to understand the basic human words such as, ‘food, rat, sleep, cuddle, nap, bad, no, yes, good, and kitty.’ She is tasked with the well-being of all of the house cats and is often prayed to if a cat is old or infirm in any way. She was the first cat to have the tell-tale mark of ‘M’ on her forehead. This used to be a marking to identify the kami, but after the people got wise to this, she blessed her children with markings of the ‘M’ so that she could walk around, seen but unseen.

The ‘M’ on her forehead stood for many things, in some parts of the world it meant ‘money’ which can be seen in the idols with cats that are clutching ryo with a paw outstretched. In other parts of the world it meant ‘majesty’ and can be seen in the jade and mother of pearl carvings of cats that sit on mantlepieces surrounded by burning incense. Tora believes that one of the most original of these meant ‘Kun’ or ‘Small’ in the japanese kanji. She was small, you see, for a cat, smaller than her sister the panther kami, and smaller still than Gora the Tiger kami.

Once in a while she lends a hand to humans that are grieving the loss of something, whether it be a family member, a pet, or even a relationship by showing up on their doorstep and bringing stray kittens for people to adopt. She can sometimes be seen sitting on porches or ledges or walls sunning herself, and even more often can be seen occupying the broken footmarks of gargoyles and shrine guardians, yowling at the owners until they erect new statues.

Tora has always been considered good luck, a calming influence, and a bringer of wealth to any who spot her, give her a scratch behind the ears, and take care of her feline brethren.


Other info:
Ancient Wisdom - General Contract Ability
While many contracts are reclusive and rarely show themselves to the outside world, do not make the mistake of assuming them to be unworldly; many contract beasts live lives far longer than humans, and with this age comes experience. Experience that can benefit those who heed its advice.

Effect:
  • While the user is present in battle, it's allies gain a bonus based on its custom class 'High' stat(s); this bonus is +1 Acc/Dodge/DC/Save and +5% Damage dealt with it. These bonuses do not apply towards caps.
  • Example; the user with this ability having Nin Acc and Gen DC in high would grant its allies +1 to Nin Acc/Nin Dodge/Gen DC/Gen Save, and +5% Ninjutsu/Genjutsu damage.
Predatory Precision - General Contract Ability
With uncanny swiftness, the beast strikes. In many cases by the time a victim is able to notice an attack, it is too late.

Effect:
  • All techniques used by this user are modded as if costing as -.5 Ap, to a minimum of .5 Ap.
https://ninpocho.com/threads/barrier-mastery.5408/
Barrier Mastery
Masters of Defense, the user is able to quickly defend themselves and others using Barrier Techniques.

Information
Prerequisites: 2 Barrier Techniques Mastered

Effect:
  • Barrier Techniques no longer requre handseals.
  • Barrier Techniques are modded as 0.5 AP Timing faster.
  • Barrier Techniques receives a 10% buff to Barrier HP.

Note: AP Timing cannot go below 0.5 AP.

[OOC: I know that I cannot use all 3 of these off the bat, but Shin and Owly both said that me picking them out for future use would be better.]
 

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