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:

Himawari Kuriiro

Himawari Kuriiro

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HIMAWARI KURIIRO​
Basic Personal Information
Advanced Personal Information
Name: Himawari Kuriiro
Age:25
Height: 5'11"
Weight: 213 lbs
Sex: Male
Village: Sunagakure
Rank: Chuunin
Skin tone: Pale
Eyes: Maroon
Hair: Brown
Markings/Tattoos: none​
Physical Description:
Kuriiro is of normal height and weight for his age. He has brown hair and red/maroon irises as well as maroon where the whites in his eyes should be. He typically wears a white robe with his headband hanging loosely around his neck. Below the belt his pants match his robe and he wears sandals with socks because he’s a psychopath.
Mental Description:
Kuriiro is, most of the time, capable of maintaining his composure after years of practice and appearing to be a model citizen. He can easily hide his psychopathic tendencies for the most part but when there’s blood around he can lose his cool easily. When he does lose his cool he becomes a blood thirsty beast and must retreat from the situation or risk being found out.

History:
Himawari Kuriiro was born to a family of laborers under very normal and unspectacular circumstances. Neither of his parents had any propensity towards anything combat related and there were few shinobi in his family. Despite this, Kuriiro was very excited to join the academy when he came of age. He was an average student with a small group of friends who he had grown up with. Everything about his life was perfectly mundane, for someone living in a world of shinobi, until he began to hear it. At first it was like a calm stream in a quiet forest, but as he grew older and stronger the sound also grew until the calm stream became raging rapids.

Although he didn’t understand what the sound was he felt intoxicated by it. Whenever other people were around the feeling would become stronger to a point where Kuriiro couldn’t stand being around others. He began to shut out all of the people who loved him, and his studies began to suffer. It was beginning to look like his future would be bleak and hopeless, until one day his father cut himself while preparing dinner. Kuriiro could smell it from across their home and it put him in a small trance which brought him into the kitchen.

The young boy was deaf to his father trying to explain that he was fine. The wound was deep enough to send a small stream of blood down his father’s arm. Kuriiro watched as he father moved about the kitchen, washing his arm and applying first aid. His heart was beating out of his chest and he wanted nothing more than to drink his father’s blood. After it was cleaned Kuriiro began to snap out of his trance and when he finally came to his senses he ran away back to his room.

Labored breathing followed as Kuriiro tried to maintain control. Even from his bedroom he could hear the blood of his parents and he couldn’t get the delicious smell of his father’s blood out of his mind. That night he found himself in a trance once again as he walked into his parents’ room as they slept and stood beside them. He clutched his heart with one hand and raised his other, his open palm facing the two sleepers. He struggled to stay calm and his breathing woke up his mother with a start.

Kuriiro was taken by surprise; in his trance like state he acted instinctively and covered her mouth so she couldn’t wake up his father. She struggled to get her son off of her and even with very little training he was easily able to overpower her. His chakra began working on his own and soon blood was pouring out of his mother’s mouth and through his fingers. His mother began thrashing around which woke his father. Kuriiro quickly grabbed his mother with both hands and snapped her neck before pouncing on his father who was trying to get out of the bed.

Kuriiro bit his father and took out a chunk of skin from the man’s throat. He began to drink as his father slowly bled to death. He was like an animal, licking the blood off the floor and even sucking it out of the sheets. He was covered with the stuff when he caught a glimpse of himself in the mirror; this was when he noticed that the whites of his eyes had turned into a dark maroon color. He started coming back to his senses and his labored breathing returned as he realized what he had done.

Kuriiro washed only his face and then ran across the street to his aunt’s home. She answered the door to find her nephew covered in blood. He was never found out to be the killer; to his knowledge no one had any idea it was him. Even he could barely remember doing the deed. Now his blood lust was satiated for the time being and he gained a new clarity. His started hanging out with his friends again and his studies improved just in time for him to rank up to genin with the rest of his peers. No one was the wiser, even though his eyes were now blood red he began showing a great talent for blood jutsu.

Years passed and Kuriiro was able to maintain his sanity by feasting on the blood of animals. He hid his secret feelings towards his peers to keep up appearances. The truth was he didn’t feel anything for anyone in his life. They were all just food to him, but he couldn’t give in to temptation. He knew that the more he murdered innocents the more likely he was to be found out. So instead he continued to do his job and pretend that he wasn’t a psychotic vampire. Then came the chuunin exam which almost ended in tragedy.

Kuriiro joined the chuunin exam with several of his peers who he graduated the academy with. He was the friend of a few of them, though they weren’t his friends. He only interacted with them to keep up appearances. During the last round things turned bad, but before that Kuriiro was a shoo-in to pass according to the proctors. The final round was a mini tournament in which each contestant was allowed to show off their combat skills. Kuriiro won his first match easily but with a major wound. Because of this wound he found himself unable to keep up in his second match until he managed to get a lucky strike in.

Until that point he had managed to hide his blood lust but in his weakened and tired state he couldn’t help but feel a trance come on when his attack caused the first bloody wound of the match. His opponent’s blood sprayed out onto Kuriiro’s face and the smell strengthened his trance. He was unable to control himself as something inside him began to stir. It was a feeling he hadn’t felt since he killed his parents and suddenly he found his second wind. Kuriiro blocked his opponent’s next strike while continuing to star into the void. His peers began to mock him, as if he were scared because of the blood.

He slowly turned his head to face the other combatant who could see Kuriiro’s eyes pulsating. Kuriiro gave up all pretense of a fair fight and shoved his hand into the wound he had just created. His opponent threw up blood and went limp for a moment before adrenaline took over and he pushed himself away before jumping across the field. Kuriiro followed and used his blade, creating another gash in the contestant’s torso. Then another, then another.

Blood pooled in various places across the arena and Kuriiro finally stopped his onslaught to lifted his foe into the air by his neck. Kuriiro growled from his throat, producing a low guttural hum. The blood pools began to rise into spears pointed at the man in Kuriiro’s grasp, who had already passed out from blood loss. At this point the main exam proctor stepped in with a swift strike to the back of Kuriiro’s neck. The proctor’s higher power level caused this move to knock the boy out.

Kuriiro faded in and out for the next few hours; first he was in the medical unit near the exam site, then he was being carried by a few people who he couldn’t quite make out. Lastly, he finally woke up for good in a dark room surrounded by the few people who considered Kuriiro a friend. They misunderstood the events that went down during the exam and instead believed Kuriiro to be possessed by some kind of evil spirit. They had him bound with multiple binding jutsu, just in case the spirit showed itself again, and they revealed their plan to use a sealing jutsu to pull out the evil spirit.

Kuriiro put all of his strength into trying to break the jutsu that bound him but he wasn’t strong enough. The sealer walked closer to Kuriiro and placed his hand on the boy’s chest. Symbols spread out from under the hand and grew into a circle. The sealer, a novice who was just learning sealing techniques, didn’t realize that he had made a mistake. The seal wasn’t meant to keep out evil spirits, the seal was evil. When he was done the seal began to burn and glow with a red chakra. Then there was nothing but darkness and streaks of red before Kuriiro woke up moments later, covered by the blood of his peers who were now dead on the floor.

Kuriiro walked out of the building and came face to face with a woman. He was covered in blood but she just stood there with a smile on her face. She was pale and short but had an enormous pressure. She told Kuriiro that she saw the whole thing and wanted to help him. From behind her came a behemoth made of bones which walked past and entered the building, just barely being able to squeeze through a hole in the wall. The woman, who introduced herself as Bara Yami, claimed the beast would devour the bodies left behind and clean up the mess and no one would be the wiser.

Yami claimed to know the truth behind the seal that was placed on him by accident, and that what she saw was a mutation brought about by the cursed seal’s power. Kuriiro couldn’t remember the events that just took place but she explained to him that he mutated his arm so that his hand grew large claws and he attacked the other men in the room. Yami claimed that Kuriiro’s eyes rolled to the back of his head and he was oozing blood from various parts of his body. She also said she found it very alluring and she wished to study him; in exchange she would help him control the power and give him a thrall to feed on so he could stop feeding on animals.

Yami was infatuated with Kuriiro, but of course Kuriiro only wanted the power and the blood that she promised him. Over the next few years Kuriiro and Yami spent most of their time together. She was already well versed in cursed sealing but had yet to meet someone like Kuriiro who had an innate affinity to the seals. Together they learned how Kuriiro could control the seal and mutate his body at will, but he couldn’t seem to master the full mutation until one day when two ANBU appeared at their training session.

They claimed that Bara Yami was there illegally and they had evidence that she was aligned with dark forces, but they didn’t seem to know who Kuriiro was. Before Kuriiro could speak Yami impulsively attacked the two, starting a two on two battle. It didn’t take long for Kuriiro to realize that the two ANBU had the advantage, but Yami refused to retreat. Then one ANBU member attacked with their blade as she was setting up a new jutsu and her forearm was sliced in two. Her hand hit the ground with a thump and a large amount of blood pooled on the ground below her.

She screamed, as one might do when they have a limb chopped off, and fell to the ground with her other hand clenching the end of her stump arm. The two ANBU looked at Kuriiro now, but he was no longer there mentally. Seeing that much blood set something off in him, and once more he felt himself being dragged into a trance. His cursed seal, which had already been activated, began to glow brighter and cover his entire body. Slowly his entire form changed, causing him to grow large with vestigial wings and horns that twisted in every direction.

With a loud guttural growl he swarmed the ANBU members and despite being outnumbered and out gunned he managed to bring the fight back into their favor. Yami had passed out but Kuriiro was up to the task of taking the ANBU out by himself. He used his claws to cut the two open at the same time, just as more wounds opened on Kuriiro’s body and spat out more of his own blood. He growled once again but in a way that seemed more like laughter as he tossed the two into the nearest wall. The area was covered in Kuriiro’s blood, and with another shriek he turned all of his blood into ever reaching spikes in order to execute his opponents.

Upon seeing Yami motionless on the ground he returned to his senses and deactivated the cursed seal. He sat by her side but he knew she was already gone. She had bled out before he could return to help her. With his body having returned to normal he picked up her body and left the area, taking her to a secluded area to bury her. He felt he owed her that much, even though he didn’t actually have the same feelings for her that she had for him.

Roleplays:

Current Roleplays
[Shadow Steward: Bloodstained Birth]

Missions
None

Events ---

Finished Roleplays
None
COMBAT
STATSCLASSABILITIESINVENTORY
Health Points: 48200
Chakra Points: 36000

Stamina: 600/600
Agility: 600/600
Ninjutsu: 600/600
Taijutsu: 600/600
Genjutsu: 600/600
Chakra Control: 600/600

Power Level: 3600
Character Level: 15
Blood for the Blood God [Vet]
HP: (55+lvl+6 (BL) + 5 (Heavy Armor)) x stamina
CP: (45+lvl) x chakra control
Class Bonus: Kinjutsu, +10% chance of inflicting bleeding
High: Melee Acc
Average: Evasion, Genjutsu Save, Ninjutsu Acc
Low: Range Acc, Genjutsu DC
0. Shinobi 101 (Blood ninjutsu —> Melee Acc)
0. Militia (Main Branch)
Kin. Cursed Seal (Solar)
ASP. Combat Instinct
1. Weapon Attunement
2. Healing Factor
3. Weapon Mastery (Slashing)
4. Elemental Aura
5. Bloody Mess
6. Metabolic Strength
7. Human Anatomy
8. Alignment Focus
9-11. Kinjutsu
1. Headband
2. Heavy Armor
3. Pouch (tool)
4. Acid Trap
5. Serpent’s Blood
WEAPONS
Unnamed Short Sword
Weapon Type: Slashing (Bleeding)
Damage: -10%
Accuracy: +2
Augments:
0. Blood Rack
1. Razor Strike
2. Great Weapon
3. Vampiric
Major Affinities:
  • Fire
  • Lightning
  • Wind
  • Water
  • Earth
  • Non-elemental
  • ANBU
  • Medical
  • Crystal
  • Sand
  • Mirror
  • Ice
  • Blood

Minor Affinities: None

Advanced Elements:
  • Crystal
  • Sand
  • Mirror
  • Ice
  • Blood
JUTSU​
Non-Elemental
ANBU
Medical
Piercing
Slashing
Unarmed
Bludgeoning
Buffing
Fire
Wind
Lightning
Earth
Water
SPECIALIZED SKILLS
BLOODLINEKINJUTSU
Chigokai
Chigokai.jpg

A mysterious clan whose origins are buried deep within the history of Lightning Country, the Chigokai are extremely cursed ninja whose great power carries a heavy cost. Those who are of this clan become very easy to identify as the whites of their eyes will slowly turn to a dark, blood red color over time. This clan specializes in using their own lifeforce, blood, in order to power their attacks. Their talents with blood are amazing, leading to many deaths as people think them evil due to this source of power.
084 PL - Bloodlust (Rank 1), Hemomancer's Gift (Rank 1)
168 PL - Crimson Water (Rank 1)
252 PL - The Gift (Rank 1)
336 PL - Crimson Water (Rank 2)
420 PL - Bloodlust (Rank 2), Red Thaumaturgy (Rank 1)
504 PL - Hemomancer's Gift (Rank 2)
588 PL - Crimson Water (Rank 3), The Gift (Rank 2)
672 PL - Bloodlust (Rank 3), Red Thaumaturgy (Rank 2)
756 PL - The Gift (Rank 3)
840 PL - Hemomancer's Gift (Rank 3), Red Thaumaturgy (Rank 3)

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Bloodlust - Passive
To a member of the Chigokai clan, blood is the very essence of their powers. This talent is often the very first one they find to show truth of their heritage. The users can hear the blood flowing through the veins of those around them, giving them an edge in combat when finding them.

Rank 1/2/3: Grants +1/+2/+2 Accuracy. The user has a +0/+1/+2 Awareness bonus to Blindshots vs Players and Contracts.

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Hemomancer's Gift - Passive
The nature of the Chigokai's power places them directly into harm's way; if not from their enemies, then as a price paid for their own techniques. To wield a power demanding constant sacrifice, their bodies grow strong....or perish.

Rank 1/2/3: +2/+4/+6 HP modifier.

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Crimson Water - Passive</U><i></i>
The Chigokai possess the ability to bend blood to their will, and as this power grows the become able to enhance this liquid with their chakra to become a dangerous weapon.

Rank 1: May convert Water and Non-Elemental Jutsu into Blood by paying an additional 20% Chakra Cost. If the user's Bleed rank ≥ 3, they deal +10% Blood damage which can bypass the damage modifier cap.
Rank 2: May convert Water and Non-Elemental Jutsu into Blood by paying an additional 10% Chakra Cost. If the user's Bleed rank ≥ 3, they deal +15% Blood damage which can bypass the damage modifier cap.
Rank 3: May convert Water and Non-Elemental Jutsu into Blood at no extra cost. If the user's Bleed rank ≥ 3, they deal +20% Blood damage which can bypass the damage modifier cap.

Notes:
- The Chigokai automatically has access to the Blood element.
- All techniques used with this are treated as Blood Jutsu.

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The Gift - Independent Special Move
Oftentimes it's not a good idea to be on the receiving end of a sword. If you find that you're mortally wounded from the blood loss you've been given then perhaps you would like to put the curse on another. This technique can be devastating.

Rank 1/2/3: Strike a single target at +1 Ninjutsu Accuracy to transfer up to 1/2/3 Bleed ranks from themselves to their target, or vice-versa. For 20 seconds, if the target's Bleed rank ≥ 3, 30% of all chakra costs come from their HP instead of CP.

Cost: 1.5 AP; 2% Max CP

Notes:
- Ranks cannot be transferred onto a target which does not have any open Bleed ranks. Example: if this was used to transfer 3 Bleed ranks to a target at Rank 3 Bleed, only two ranks would be transferred.

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Red Thaumaturgy - Independent Special Move
Blood holds the power of all living things, and the one of the greatest powers of the Chigokai is the capability of harnessing it to fuel their own wicked techniques. A Chigokai amidst a battlefield stained with fresh blood is a terrible force....so long as the blood being sacrificed is still warm, that is.

Rank 1: The user gains temporary chakra equal based on one of the two options below.
Rank 2: Jutsu cast with this temporary chakra gain a damage bonus equal to half the user's bonus damage modifier cap.
Rank 3: Jutsu cast with this temporary chakra are increased to their maximum damage bonus modifier.

At all ranks, the user must choose one of the following options;
  • Veneration - The user gains temporary chakra equal 1.5% of their Max CP x total number of Bleed ranks on all targets in battle.
  • Rapture - The user gains temporary chakra equal 3% of their Max CP x number of Blood Ninjutsu used in the previous 15 seconds.
Cost: 1 AP. Increases the user's Bleed Rank by 2 + causes them to immediately take damage from the new Bleed rank.

Notes:
- May be used every-other round.
- Temporary CP is reduced before the user's normal CP. Temporary CP can bypass your maximum chakra points, but cannot stack (a higher amount overwrites the weaker amount). Temporary CP is lost at the end of the round.
- Unless the user has something modifying their damage bonus cap, it is +50%. The Jutsu will gain this bonus even if the user only has 1 temporary chakra at the time of casting (but the remaining cost will come from CP).
- Example: if Veneration increases the user to rank 3 Bleed while their opponent is at rank 5 Bleed, then the user would gain Temp CP equal to 12% of their Max CP.

Path of the Kyonshi
f8O7fgI.png

Sometimes considered to be the "lesser" of the two permutations of the Chigokai Bloodline, Kyonshi Chigokai are often artificially created as often as they are naturally born. Focusing on the way their blood manipulating abilities affect their own bodies, Kyonshi Chigokai become hungry revenants capable of using the power of other's blood to sustain themselves while they burn their own life force to become engines of death and mayhem.
924 PL - The Thirst (Rank 1), Living Death (Rank 1)
1008 PL - Close Combat Mastery (Rank 1)
1092 PL - Living Death (Rank 2)
1176 PL - The Thirst (Rank 2), Close Combat Mastery (Rank 2)
1260 PL - Heartripper (Rank 1)
1344 PL - The Thirst (Rank 3), Living Death (Rank 3)
1428 PL - Heartripper (Rank 2),
1512 PL - Scarlet Execution (Rank 1)
1596 PL - Close Combat Mastery (Rank 3)
1680 PL - Heartripper (Rank 3), Scarlet Execution (Rank 2)
1764 PL - Scarlet Execution (Rank 3)

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The Thirst - Passive
Often thought of as ravening monsters, Kyonshi Chigokai hunger for the life force of living creatures as an unfortunate side-effect of their gifts. This thirst causes mutations in their body that cause them to grow more powerful the longer that they go without drawing strength from harming another but it also adversely affects their mental state as well causing fits of madness and violence when not properly fed.

Rank 1/2/3: Every 10 seconds the user gains 1 point of Thirst. Each point of Thirst increases the Accuracy and Awareness bonuses of Bloodlust by +1 but decreases their Genjutsu Save by -1.
  • At 3 points of Thirst the user is considered "hungering" and has a 40%/35%/30% of attacking a random target with their offensive actions.
  • At 5 points of Thirst the user is considered "ravenous" and has an 80%/65%/50% chance of converting any action that does not target an opponent into a Basic Strike which is assigned to a random target in the battle.
  • At 8 points of Thirst the user is considered "starving" and the effects of the "hungering" and "ravenous" stages automatically occur for each action the user makes.
Any time the user inflicts a level of Bleeding on an opponent they lose a point of Thirst and are healed for 0.5%/1%/1.5% of their maximum HP.

Notes:
- The healing portion of The Thirst only occurs if the user has a point of Thirst to lose. If they are at 0 points of Thirst and they inflict a level of Bleeding on an opponent they are not healed.
- User can only lose one point of Thirst per action even if an action would inflict multiple levels of Bleeding.
- Bleeding levels transferred from the user to others using the Chigokai Jutsu The Gift are counted as inflicting Bleeding for the purposes of losing points of Thirst.

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Close Combat Mastery - Passive<i></i>
Most Kyonshi Chigokai find the easiest way to cope with their constant thirst for inflicting suffering is to be present at ground zero for their attacks. To that end many of them learn ways of wielding their specialty techniques with physical movements rather than simple handseals which often means that a Kyonshi Chigokai is as dangerous in close quarters as they would be at long range-- if not more so.

Rank 1/2/3: If the user uses temporary chakra to cast a Blood Ninjutsu and Chigokai Bloodline Jutsu they may choose whether to use Ninjutsu Accuracy or Melee Accuracy with that jutsu. If the Accuracy Type of an attack is altered in this way the attack receives a -2/-1/+0 Accuracy penalty.

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Heartripper - Blood Ninjutsu
One of the more potent tools in a Chigokai's arsenal is their ability to convert their own blood into sharp spikes, often bursting from their own body. The more bloodied the chigokai, the greater the range and number of the spikes.

Rank 1/2/3: Creates [X] number of spears where [X] is equal to the user's new Bleed rank (minimum 1). Each spear strikes at Ninjutsu Accuracy +1. Targets hit by this attack have their Bleed rank increased by 1. Targets hit by this attack suffer -3 dodge and cannot auto-dodge, for 3 seconds. Each additional spear to hit a target increases this duration by +1 second but only the first spear increases the victim's Bleed rank.

Cost: 1 AP. Increases the user's Bleed Rank by 1 + causes them to immediately take 1/2 damage from their new Bleed rank.

Notes:
- Each spear may be assigned a target. Heartripper may only affect a target once per round.
- If Red Thaumaturgy has been used in the round, the user may substitute the amount of damage they would take with an equal amount of Temporary Chakra instead of suffering the damage from their Bleed rank. The user's Bleed rank will not increase if used this way.

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Living Death - Independent Special Move<i></i>
The trait that has given rise to the myth that Kyonshi Chigokai are immortal creatures is the uncanny ability to survive blows that would fell other fighters. Leveraging their already legendary constitution, a Kyonshi Chigokai is overload their senses with unnatural hunger to drive themselves to overcome wounds that would otherwise prove incapacitating.

Rank 1/2/3: The user gains 10 points of Thirst. Living Death can be used while Unconscious and if activated while at 0% or less HP the user is considered "conscious" at negative HP and may act normally for 10 seconds.

Note(s):
- If the user is reduced to -50% HP during the 10 seconds that they are able to act at negative HP they instantly fall unconscious again and can no longer use Living Death to revive.

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Scarlet Execution - Blood Ninjutsu
A stronger version of their Heartripper technique, creating far more damaging pikes which can leave their targets all but helplessly impaled. The spears are summoned from areas stained with the Chigokai's blood, so targets finding themselves in battle with a Chigokai throwing their blood everywhere should beware.

Rank 1/2/3: Deals 3,300//4,125/4,950 Blood Damage to a single target. This attack will also target anything currently affected by Heartripper.

Special Action: The user may follow this attack up with a Blood attack as a combo. This follow-up will target all those hit by Scarlet Execution, but may not target any other targets.

Costs: 3 AP. Increases the user's Bleed Rank by 1 + causes them to immediately take damage from the new Bleed rank.

Notes:
- If Red Thaumaturgy has been used in the round, the user may substitute the amount of damage they would take with an equal amount of Temporary Chakra instead of suffering the damage from their Bleed rank. The user's Bleed rank will not increase if used this way.
Abomination ((All Mastered))
AB.jpg

Cursed Seals have long been seen as a dark practice due to their destruction of their host's body, but power-at-any-cost comes appealing to many. Occasionally, there are those whose bodies have an unnatural affinity to the Cursed Seal, and rather than break down under their leaden powers, they instead merge with it in a form of symbiosis that mutates their own body. The original seal is little more than a birthmark at this point, with the true effects of the seal becoming a 'natural' bodily function to them. Demon, mutant, ogre, lycan...there are many names for them, but this new power and body-reshaping abilities lead them to be seen as an Abomination.

Kinjutsu Table
Adaptive Mutation (Ability)
Viral Affliction (Ability)
Metamorph (B-Rank Technique)
Cursed Seal Stage 2 (B-Rank Technique)
Malevolent Annihilation (A-Rank Technique)
Virulence (S-Rank Technique)

Prerequisites: Kinjutsu Application, B-Rank, 3 Ability Slots, Not be Dark One

Effects:
  • The user gains access to the Cursed Seal Ability and a single Cursed Seal will not take up a slot. If the user already has the ability upon gaining Abomination, the Cursed Seal Ability will no longer take up a slot.
  • This Kinjutsu, all of its techniques, and its user are considered Cursed.
  • User gains a Biomass Pool that has a base amount equal to 20% of their maximum CP. Biomass can be used to cast any Offensive Techniques the user knows and any technique cast this way is considered Cursed and deals +10% damage.
  • CP Modifier Reduction from Cursed Seal is reduced by 2 each round active. The user slowly regains their lost CP Modifiers by 1 each round inactive.
  • The user's Cursed Seal activates in 0 seconds.
  • The user’s Cursed Seal no longer has a cooldown.
  • The User may have the Sage Mode ability, but may not activate it at the same time as a Cursed Seal, unless stated otherwise.

Adaptive Mutation - Kinjutsu Style
AB4.jpg

An Abomination's mutation is not limited to that of their own body but to the extent of their capability. Instinctively, they'll release enzymes to fuel their Cursed Seal in order to adapt to any given situation; making them terrifying opponents no matter what battlefield they stride into. This trait also makes Abominations a dangerous threat in prolonged combat as they eventually began to adapt to their enemy's attacks until they can phase the Abomination's body no more.

Information
Prerequisites: Abomination

Effect: While in this style, the user may transfer 10% of their Current HP into a Biomass Pool for 0 AP. This grants the user +2 Class Points and may stack up to 3 times.

Special Action - Variant Strain: The user may pay 0.5 AP and 1% Max CP to change their Cursed Seal’s Effect.

Note:
  • Counts either as Chakra or Physical Style. Must be declared upon entering.
  • The class points gained this way are lost when the style is dropped, until the style is re-entered.
  • While in this style, the user’s Cursed Seal has no duration.
  • The Special action requires a 10 second cooldown after use.
  • The user may only spend their Custom Class Points from Adaptive Mutation on bonuses of 2 Points and below
  • May not select +1 Inventory slot option.

Viral Affliction - Kinjutsu Ability
AB2.jpg

The body of the Abomination is naturally receptive to the taint of a Cursed Seal and embraces it in a unique way through their mutations. The same cannot be said for others though, as coming into contact, or even just being around an Abomination, comes with the risk of being infected by their ever-mutating genetics; infecting others like a plague. Furthering the mystery of an Abomination's mysterious body is the known fact that this leaking viral energy can effect other Abominations just as easily as it does normal folk.

Information
Prerequisites: Abomination

Effect: At the start of each round 1/2 Hostile Targets of the user's choice must make a check against the user. Failing this check causes the Hostile Targets to gain a stack of Viral Affliction. Each stack of Viral Affliction causes the Hostile Target to take half the user’s Cursed Seal positive buffs as a debuff. (A user with the Astral Seal would apply a debuff of -1 Dodge, -5% Auto Dodge)

Special Action - Plague Affliction: The user may choose to increase their Cursed Seal's CP Mod cost by an additional 2 CP Modifier; doing so grants the user +2 to their next check and will target all valid Hostile Targets.

Special Action - Virulent Plague: The user may spend 0.5 AP and 500 Biomass to force a check against a single Hostile Target and apply a stack of Viral Affliction. This has a 5 second cooldown after use.

Notes:
  • Requires the user to have their Cursed Seal active.
  • The user must select a Technique Subtype in their dojo. Viral Affliction will use this subtype for its accuracy. (If a user selects Will Genjutsu, these checks will use Gen DC, etc).
  • Viral Affliction stacks up to 4.
  • If the user's Cursed Seal ends, the Viral Affliction stacks are lost.
  • Viral Affliction stacks last for 20 seconds.

Metamorph - Buffing Taijutsu
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One of the most well known abilities of an Abomination, this is perhaps the skill that have forever labeled them as monsters to the majority of the world. As their bodies undergo continuous mutations through combat and life, all facilitated by the mark that birthed their current form, eventually they'll come upon a certain power that they consciously notice and like. This evolved strength becomes unique to the Abomination and is always the starting point in their next evolution sequence as they hone it through more combat.

Information
Prerequisites: Abomination, B-Rank

Rank 1/2: Upon use, the user chooses 1/2 Augment(s) in their inventory (not in their weapon) and creates a Metamorph Limb with it. While the Metamorph Limb is active, the chosen augment is applied to the user directly and affects all actions made by the user. The Metamorph Limb is destroyed upon reaching Fractured Called Shot level. Each Called Shot Level disables a random Augment applied to the Metamorph Limb.

Special Action - Reinforced Mutation The user may spend Biomass instead of CP, they may add +1 Augment and the Metamorph Limb is now destroyed upon reaching Broken Called Shot Level. The Metamorph Limb also ignores the first successful Called Shot inflicted on it.

Cost: 2.25 AP, 545 Chakra and 275 Chakra per round.

Note:
  • Requires the user to have their Cursed Seal active.
  • The Metamorph Limb is treated as a valid Called Shot target for all intents and purposes, and may be damaged and healed following the same rules.
  • If the Metamorph Limb is destroyed or no longer maintained, there is a 10 second cooldown before it can be used again.

Cursed Seal Stage 2 - Buffing Ninjutsu
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As an Abomination's understanding of their own power grows they tend to come back around to the original Cursed Seal itself. By drawing in Nature Energy, they can surpass the initial stages of a Cursed Seal, exchanging their sanity to reach even higher levels of power, mutating the body into a more solid form that adapts to their original mutation to bring about a perfect evolution; if only for a moment. While it can only be maintained for a short period of time, the brief burst of power can often turn the tide of battle. There are also stories of how these Abominations have learned to draw the Nature Energy into themselves through the Cursed Seal - removing the need for Sage Training.

Information
Prerequisites: Abomination, B-Rank

Rank 1/2: The user doubles/triples the Positive Buff Effects of their Cursed Seal. Rank 2 unlocks the special action.

Special Action - Corrupted Senjutsu If the user has the Sage Mode ability, the user may pay the cost of this technique using Biomass to enter into Corrupted Sage Mode instead of the above effects while their Cursed Seal is active. Corrupted Sage Mode is Sage Mode with the following differences:
  • When the user enters Sage Mode, the Natural Energy Pool is replaced by the Biomass Pool
  • The user remains Cursed
  • When Corrupted Sage Mode ends, the user does not lose unspent Biomass.
  • The user's Cursed Seal remains active.
  • The user does not summon a contract beast when entering Corrupted Sage Mode.

Cost: 2.5 AP and 730 C, 365 CP/rnd.

Notes:
  • This technique may be maintained for up to 30 seconds
  • Corrupted Senjutsu may be maintained for 10 seconds.

Malevolent Annihilation - Variable Technique
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One of the most destructive techniques in the Abominations repertoire, this technique transforms their body into a hellish and gruesome form, shifting and twisting their own flesh to create cannon-like openings to their insides. After mutating their bodies, the Abomination then builds up a dangerous portion of their chakra before unleashing it as a huge wave of energy filled with their own genetic signature in the immediate vicinity. This inflicts upon opponents their disease like chakra, even if they've managed to survive the initial blast.

Information
Prerequisites: Abomination, A-Rank

Effect: Deals 4840/6050 damage to up to 2 targets at -2 Accuracy. Upon a full hit, the target must make a check against the user; failing this check applies a stack of Viral Affliction.

Special Action - Mutations: The user may spend Biomass instead of CP to cast this technique. Each time this is done, this technique gains one of the following mutations in order, which stack:
  • First Mutation: If used upon a target already affected by Viral Affliction, they gain another 2 stacks.
  • Second Mutation: Malevolent Annihilation may target an additional target.
  • Final Mutation: Targets chosen for Malevolent Annihilation must make a Viral Affliction check even if they successfully dodged the attack.

Cost: 3 AP and 2,420 Chakra

Note:
  • Requires Cursed Seal active
  • This technique’s subtype matches the user’s choice for Viral Affliction
  • This technique uses the same acc as chosen for Viral Affliction.
  • This technique does not require hand seals.
  • Each mutation stage is cumulative, so at Final Mutation stage, all 3 stages will apply.
  • This technique resets to no mutations when it is used at the Final Mutation stage.

Virulence - Variable Technique
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An Abomination's body constantly changes, both externally and internally, but their ultimate technique relies not on their own transformation and battle adaptation; but in altering those affected by their viral chakra. Through hybrid atrocity, a master of the Cursed Seal learns how to combine both nature and their cursed chakra to reach out into the battlefield and trigger mutations in those that have become sick from their presence. Unlike the monster's unique flesh, most shinobi cannot handle the sudden mutations and twists of their body. In turn, releasing this shock of energy doubles back to the host allowing the Abomination to feed on the tainted chakra of others and give their malleable transformation the edge to adapt further.

Information
Prerequisites: Abomination, S-Rank

Rank 1/2: The user gains Biomass equal to the CP modifier lost from the Cursed Seal, and makes a check against each Hostile Target 0n the battlefield. A successful check causes Hostile Targets to take 1500/1875 per stack of Viral Affliction that they have.

Cost: 4 AP, 2100 CP, 2100 Biomass.

Note:
  • This technique’s subtype matches the user’s choice for Viral Affliction
  • This techniques damage cannot be buffed or reduced by any means.
 
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