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:

╮(─▽─)╭ Inugami Emirii - The Stoic Child ╮(─▽─)╭

Rise

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[ p e r s o n a l - i n f o r m a t i o n ]:</B><i></i>

Name: Inugami Emirii
Alias: -
Age: 16
Height: 4'8"
Gender: Female
Body Frame: Petite and Slender
Natural Hair Color: Blonde
Natural Eye Color: Dark Yellow
Alignment: -
Rank: Chuunin
Branch: Main Branch
Bloodline: Tsuchimikado
Kinjutsu: Jashnism


[ a p p e a r a n c e ]:

  • Emirii is of an petite build, being only four foot eight and weighs roughly around ninety five pounds.
  • Her skin color is an average pale color.
  • She has long curly blonde hair, with frontal bangs which covers her eyes from being seen.
  • Emirii wears an iconic attire given to her by a Jashnist tribe she was adopted into after her family's massacre, which consists of a red nun veil which covers most of her hair, a red cape, a pair of red boots, and leather belts which covers her torso, neck and limbs. Underneath these belts is a thin layer of nylon fabric which covers her upper body and legs (thigh highs).
  • Around Emirii's waist is a metal bracer which holds many kinds of eccentric weapons such as a saw, hammer, screwdriver, a retractable scythe and an iron stake.

[ p e r s o n a l i t y ]:

  • Well-mannered - No matter the situation, Emirii remains with a polite decorum when she speaks, but it will be very dry, lacking pretty much any enthusiasm or feeling.
  • Stoic - Emirii's expression is habitually blank, making it practically impossible for anyone to discern whether she's happy or sad. It also doesn't help that her eyes are constantly shadowed by her bangs, making it hard for anyone to grasp her true motives.
  • Meticulous - Emirii isn't a person who trusts others quickly, especially if the information given to her is from an unreliable source, which is pretty much anyone who isn't directly over her in rank. Often she analyzes the situation herself, which can prove to be dangerous for those concerned.
  • Apologetic - She tends to apologize about every little mishap she may have overlooked or caused unnecessarily.
  • Unforgiving - Having learned the teachings of Jashnin, she have learned one shouldn't forgive nor forget, especially when someone has been wronged. Living by the principle 'an eye for an eye', Emirii can become quite vicious with her punishment and the amount of torture weaponry among her waist can attest to that.
  • Brutally Honest - Emirii won't shy from saying what is on her mind and because of this, she tends to have a dry wittiness about her that not many find appealing.

[ o t h e r - i n f o r m a t i o n ]:

  • Emirii was once a miko of shintoist beliefs till adopted into a Jashnist tribe as their priestess.
  • Emirii was born with a rare heart disease, and often coughs up blood randomly.
  • Since her welcoming into the Jashnist fate, Emirii has already died multiple times due to heart arrest. But Lord Jashin constantly revives her.
  • Her manner of speech tends to be robotic, with no inflation or deflation in tone.
  • Tends to refer to herself within the third person.
  • Has a huge fear of anyone seeing her eyes.
  • She habitually formulates questions and answers within her head, then enumerate them before speaking.
  • Is believed to be forever loli-fied due to not growing an inch, in bust or height.

[ l i k e s & d i s l i k e s ]:

<B>Likes:
  • ???

Dislikes:
  • ???

[ h i s t o r y ]:
For centuries the Inugami Clan had always been known for its religious and noble upbringings. Where children born within the clan had predestined futures, in becoming mikos, acolytes, or religious figures, which was all made possible through their vigorous teachings from a very young age. There was no mistake why the Inugami clan held some of the most potent holy priests and priestesses of their time, as measures such as these were introduced, as well as the complete isolation of the child from the outside world until they became of age. The people of her clan did it all in the of preserving their 'innocence'. As innocence was a very important factor amongst their clan, as they believed one whom wasn't contaminated by the outside world, would be able to rule fairly and without bias. They truly believed it was a necessary step in forging the most powerful holy leaders...

This fate was no different for the new born, Inugami Emirii, who was the first child of the current leaders, Inugami Teikichi and Inugami Keiko. One could say, Emirii's fate was already decided, as she was not only chosen in becoming one of the highest priestesses of the clan, but also one day, she too would have eventually become the sole ruler of the entire clan. She was her parents true successor, and being the child of such important figures warranted her with great responsibilities. So all their knowledge, their treasured secrets, everything was going to be handed down to this one child, so her training was far more rigorous than any other child whom shared the same last name as herself.

However, it was within Emirii's later years had she become more curious of the outside world, as it was only natural for one whom had understood nothing beyond their walls and lessons taught, to want to further expand their knowledge outside their field. Such curiosity had always been a bane to her teachers, a trait they continuously tried to remove from her by use of various punishments; one of their more favorites by having her read lengthy books simply to preoccupy herself~

But such peaceful days came to an end, when their clan suffered from a horrific attack from a group of bandits, nobody knew the reason of the attack as it was so sudden amidst the darkest hours of the night, but every member of her clan was slaughtered, and Emirii wasn't far from that fate, as she hung on to dear life amongst the fires and rubble.

Whether it was her fate or the saving grace of 'some' deity, she was saved by a traveling young lady, whom brought her near dead body towards her hidden village, where she was attended to and healed by her tribe. But what this child had learned from these people, was of their faith, a faith which was known as Jashnism, one she had only heard once from her teacher, and was told it to be a taboo to her people to even say his name. But her curiosity got to her, as she wanted to learn more about this god whom sent a vassal in his stead to save her. Because Emirii couldn't simply believe it was a mere coincidence that she out of all her people had been saved. The one whom was born with the weakest body, and a rare heart condition to boot.

But the people of this tribe had others plans in saving her, not because of the tragic disaster that had befallen upon her clan (actually they had welcomed such chaos within the world) but because they were aware of her divinity, an innocence they knew well would have been rightfully accepted by their Lord Jashnin, as he would have well enjoyed feasting upon that innocence, slowly perverting her way of life, to create the purest form of chaos. So in a nutshell she was perfect to be taken into their faith.

So simply, she was saved to be their tool. An instrument of their god and to be an example to those who was to follow the Jashnist faith, and with their previous priestess passing, they had appointed Emirii as their clan's new priestess. Emirii wasn't in any position to refuse their decision, as she was in debt to these people with her life, and they ensured to make her aware of that, and with Emirii's sickness, she wasn't one who could have got away much less fought. But what these people did promise her in taking this role was 'Revenge', something she was taught countless times as a child was not to /hate/ others, but it was an emotion burning up within her, her hatred of those men whom slaughtered her family, her clan, she wanted them all to pay.

Becoming their priestess through their bloody and painful ritual, she was finally welcomed by their god officially as a newly born Jashnist believer. It was then she had learned of their prized demon whom they had captured for centuries, and whom was to be her faithful servant, one whom was to be known as Kusajishi Kinbarii. Nobody knew what would have become of these two whom had their faiths intertwined by Lord Jashnin himself, and what relationship Emirii would have had with her newly bounded servant, Kinbarii....

But their current mission was to enter within Kirigakure, a shinobi village, where they were to spread the word of the Jashnist faith amongst its people... and cause some 'trouble' but Emirii was still in a constant debate with herself of what is good or bad, or what is moral or immoral... such things... brought great pleasure to her Lord Jashnin. The constant battle with herself, and it didn't help having a self-loving succubus at her side.
<i></i>
 
Soul Servitude Seal - Blood Curse Seal

SSS1.png

A demon-sealing ritual created to restrain and harness demonic powers by binding the spirit of a demon to the Jashinist Priestess. Once bound, the demon becomes a servant-like familiar to their master and cannot willingly harm or allow them to come to harm. Similarly, if the priestess offers her own blood while giving instructions to their demon, the demon will be unable to resist the commands.

The seal provides the following effects upon the two bound to each other:

  • The seal passively limits the demon from utilizing her full chakra potential unless allowed by their master.
  • The master can restrain their servant's chakra at will, but releasing the bind requires the master to offer blood as tribute.
  • The master can force her servant to do as she pleases, regardless if its against their will or not, but this too requires an offering of blood and also chakra as a tribute.
  • The seal requires a regular "syncing" between both demon and priestess through physical intimacy, in order to refresh the bond between them. Failure to do so would cause a variety of physical pain and impairments that only increase in intensity until restored.
  • Physical experience one feels, such as pain and pleasure, is more or less shared between them both.

Master: Inugami Emirii
Servant/Familiar: Kusajishi Kinbarii
 
[ c l a s s ]:</B><i></i>

Class Name: Dedicated Priestess
<B>HP: (50 + lvl) x stamina
CP: (35 + lvl) x chakra control
Class Bonus: Kinjutsu Option
High: Melee Accuracy, Ninjutsu Accuracy
Average: Genjutsu Difficulty, Range Accuracy, Genjutsu Save, Evasion
Low: N/A


[ s t a t i s t i c s ]:

HP: 39000
CP: 30000

Agility: 600
Stamina: 600
Ninjutsu: 600
Taijutsu: 600
Genjutsu: 600
Chakra Control: 600
Bloodline Control: 294%

Power Level: 3600
Action Points: 10
Stat Average: 600
Capped Shop Points: 368


[ p a s s i v e s ]:

  • One with the Universe [Bloodline] [Rank 3]: Ninjutsu and Genjutsu have a 15% CP reduction.
  • Steel Curtain [Bloodline] [Rank 3]: The user takes -10% Damage taken from Taijutsu Attacks. All Ninjutsu Techniques against the user deal +5% Damage.
  • Iron Will [Bloodline] [Rank 3]: May convert Earth Jutsu into Metal at no extra cost.

    Notes:
    - Metal Jutsu gain +5% Damage per rank.
    - The Tsuchimikado automatically has access to the Metal element.
    - All techniques used with this are treated as Metal element.
  • Release Restraint [Ability]: All Bind-escape chances are increased by +5%. Additionally, escape attempts cost -0.5 AP than usual. Once per round, the user's first escape attempt costs no AP.
  • Human Anatomy [Ability]: The user gains +1 Critical Range to all attacks. All critical hits deal 2.25x Damage. Additional Critical Damage does not stack with any other Critical attack damage buffs (Opportunist, Hawkeye, etc.).
  • Willpower [Ability]: The Cancel Jutsu may now apply to Genjutsu of any level as long as the user is aware of it effecting them. If a user affected by a Genjutsu but unaware of it, and casts Cancel, Cancel now has a 30% chance of taking effect anyway.

    Notes:
    - Cancel may automatically dispel Genjutsu up to level 5, and no longer has a penalty against higher level Genjutsu.
    - Cancel no longer requires handseals, and may be used as a free action once per round.
  • Healing Factor [Ability]: The user gains 3% Max HP at the end of each round. All Medical Jutsu are +10% more effective on the user.

    Special Action - Quick Healer: At the end of a round the user may choose to pay CP equal to 5% of the damage done to the player during the round, to regain 5% of the HP lost by the player during the round.
  • Quick Reaction [Ability]: If the user dodges an attack, the user may declare a jutsu to be used as a counterattack against the attacker at +1 Accuracy/DC. The user pays all costs normally.

    Notes:
    - This includes Basic Strikes / Called Shots (They are a part of Taijutsu).
    - This action is modded immediately after the attack they dodged, can only target the attacker, and cannot be a bind.
    - This can only occur twice per round and may not be used in conjunction with the Teamwork ability.
    - An Ally can not set off the effects of quick reaction.
    - The user can not quick react and target multiple people, but may still use an AoE technique on a single target.
  • Nimble Hands [Ability]: The user may perform jutsus or handseals for +0.25 AP while a weapon is equipped.
  • Bloody Mess [Ability]:
    - The user's Critical hits will always increase bleeding rank, even if the attack does not normally inflict bleeding. This does not apply to non-offensive techniques aimed at allies that can crit.
    - When attacking a target at their maxed Bleeding Rank, the user has a base chance of 10% to deal 1.5% Max Hp damage immediately. This chance may be increased with the user's Bleed bonuses up to a 20% chance, but may only effect a target up to three times per round.
    - When either of the above effects trigger, the target will take an additional +.5% Max Hp damage per round from bleeding on top of their current Bleeding damage. This does not stack.

[ e q u i p m e n t - l i s t ]:

  • Item Slot #1:
  • Item Slot #2:
  • Item Slot #3:
  • Item Slot #4:
  • Item Slot #5:

[ e l e m e n t - a f f i n i t i e s ]:

  • Free Minor Affinity @ [D-Rank]: Fire
  • Free [D-Rank] Minor Affinity Upgrade to Major Affinity Upgrade @ [C-Rank]: Fire
  • Free New Minor Affinity @ [C-Rank]: Non Elemental

  • BL/CA/Kin Free Advanced Elements: Metal (Tsuchimikado)
  • Non-BL/CA/Kin Advanced Elements (MAX FOUR): Blood, Gravity

  • Affinity Major(s) Unlocked = Wind, Water, Lightning, Fire, Metal, Blood, Gravity
  • Affinity Minor(s) Unlocked = Earth, Non-Element
 
[ a b i l i t i e s ]:</B><i></i>


[ b l o o d l i n e ]:
emiriitsuchieyes.jpg


<B>Tsuchimikado

The legendary spirit fighters combine their knowledge of the 5 elementals (Earth, Fire, Water, Wood, Metal) to fend off evil and angelic spirits that wreak havoc on the shinobi world. The Tsuchimikado specialize in the metal elemental, utilizing it to its full potential so they can harness their chakra to destroy the evil in the world.

Note: All Tsuchimikado techniques and buffs are classified as Light.

014% Control - One with the Universe (Rank 1)/Steel Curtain (Rank 1)
028% Control - Sanryoukyougan (Rank 1)
042% Control - Iron Will (Rank 1)
056% Control - Kaneton Tags: Alloyed Fangs (Rank 1)
070% Control - One with the Universe (Rank 2)
084% Control - Iron Will (Rank 2)
098% Control - Steel Curtain (Rank 2)/Tsuihouton Tag: Exorcism (Rank 1)
112% Control - Sanryoukyougan (Rank 2)/Kaneton Tag: Iron Coffin (Rank 1)
126% Control - One with the Universe (Rank 3)/Kaneton Tag: Alloyed Fangs (Rank 2)
140% Control - Iron Will (Rank 3)/Kaneton Tag: Iron Coffin (Rank 2)
154% Control - Tsuihouton Tag: Exorcism (Rank 2)
168% Control - Sanryoukyougan (Rank 3)/Kaneton Tag: Iron Coffin (Rank 3)
182% Control - Steel Curtain (Rank 3)/Tsuihouton Tag: Exorcism (Rank 3)
196% Control - Kaneton Tag: Â Alloyed Fangs (Rank 3)
210% Control - Titanium Body (Rank 1)
224% Control - Tenmeiton Tag: Yin-Yang Barrier (Rank 1)
238% Control - Titanium Body (Rank 2)
252% Control - Judgment Gate (Rank 1)
266% Control - Titanium Body (Rank 3)/Tenmeiton Tag: Yin-Yang Barrier (Rank 2)
280% Control - Tenmeiton Tag: Yin-Yang Barrier (Rank 3)/Judgment Gate (Rank 2)
294% Control - Judgment Gate (Rank 3)

---

One with the Universe - Passive</U><i></i>
A Tsuchimikado Clansman were born with a natural awareness of the physical and spiritual world, allowing them to conjure spells at a better price for their chakra.

Rank 1: Ninjutsu and Genjutsu have a 5% CP reduction.
Rank 2: Ninjutsu and Genjutsu have a 10% CP reduction
Rank 3: Ninjutsu and Genjutsu have a 15% CP reduction

---

Steel Curtain - Passive<i></i>
Granted the power to manipulate metal, the Tsuchimikado clan have developed a minor immunity to the effects of metal to include shurikens and the blade of a sword.

Rank 1: The user takes -5% Damage from Taijutsu Attacks. All Ninjutsu Techniques against the user deal +10% Damage.
Rank 2: The user takes -10% Damage taken from Taijutsu Attacks. All Ninjutsu Techniques against the user deal +10% Damage
Rank 3: The user takes -10% Damage taken from Taijutsu Attacks. All Ninjutsu Techniques against the user deal +5% Damage.

Notes:
- This is considered damage reductions.
- Additional Damage does not exceed the cap limits.
- IE: At Rank 1, a Ninjutsu with a +20% Buff is treated as a +30% Buff.

---

Sanryoukyougan (Prism Eyes) - Activated Passive<i></i>
Crystal eyes are inherited by the Onmyouji, granting them abilities against Spirits and Evil that far surpasses a normal human being. Along with granting them protection from illusions, the Sanryoukyougan also makes attacks and defense against Spiritual and Evil types easier, as well as show their weak point.

Rank 1: +1 Gen Save/Gen DC. Bypasses up to 5% Damage reduction from Spiritual or Evil targets.
Rank 2: +1 Gen Save/Gen DC, +1 Critical to Melee Taijutsu Attacks. Bypasses up to 10% Damage reduction from Spiritual or Evil targets.
Rank 3: +2 Gen Save/Gen DC, +1 Critical to Melee Taijutsu Attacks. Bypasses up to 15% Damage reduction from Spiritual or Evil targets.

Costs:
Rank 1: 0.5 AP; 300 Cp to initiate, 140 Cp/Rnd to maintain
Rank 2: 0.5 AP; 600 Cp to initiate, 260 Cp/Rnd to maintain
Rank 3: 0.5 AP; 1,000 Cp to initiate, 400 Cp/Rnd to maintain

Notes:
- Must be activated

---

Iron Will - Passive
The Tsuchimikado are a people with a unique affinity to an uncommon and rare element; Metal. Their affinity allows them condense the minerals within the ground into a hardened, metallic form with increased strength and power, and is often cast through the use of special Onmyoudo Tags created from their chakra that can be used in place of handseals.

Rank 1: May convert Earth Jutsu into Metal by paying an additional 20% Chakra Cost.
Rank 2: May convert Earth Jutsu into Metal by paying an additional 10% Chakra Cost.
Rank 3: May convert Earth Jutsu into Metal at no extra cost.

Notes:
- Metal Jutsu gain +5% Damage per rank.
- The Tsuchimikado automatically has access to the Metal element.
- All techniques used with this are treated as Metal element.

---

Kaneton Tag: Alloyed Fangs - Metal Ninjutsu<i></i>
Utilizing the the Onmyoudo Tags that they create, a series of metal fangs appear from the ground. The fangs' serrated edges tear instead of cleave the target. The Alloyed Fangs remain on the field. It is rumored that the Alloyed Fangs may be utilized while someone is entrapped in a metallic prison.

Rank 1: 5 metal spikes deal 120 damage each.
Rank 2: 5 metal spikes deal 280 damage each.
Rank 3: 5 metal spikes deal 440 damage each.

Costs:
Rank 1: 1.5 AP; 200 CP
Rank 2: 2 AP; 470 CP
Rank 3: 2 AP; 740 CP

Notes:
- If used in conjunction with Iron Coffin, This bypasses the Coffin's Hp, but destroys the Coffin in the process.

---

Tsuihouton Tag: Exorcism - Metal Ninjutsu<i></i>
Throughout history, the Tsuchimikado Clan were utilized to ward away evil beings and vengeful spirits. During their occupation and travels, the Clan learned how to banish evil beings and spiritual apparitions through the use of exorcism and special sealing tags.

Rank 1: Sealing tag deals 1040 initial damage, and 600 damage per round. 10% chance to revert to original form per round.
Rank 2: Sealing tag deals 1300 initial damage, and 740 damage per round. 15% chance to revert to original form per round.
Rank 3: Sealing tag deals 1560 initial damage, and 900 damage per round. 20% chance to revert to original form per round.

Special Action: Exorcism can be used reactionary to counter a Spiritual or Evil Jutsu, Negating damage. This requires a Ninjutsu check between the attacker and the user with a -3 penalty to the user. This lowers by .5 per rank of this jutsu after the first.

Costs:
Rank 1: 2 AP; 420 CP, 200 CP/rnd to maintain
Rank 2: 2 AP; 520 CP, 250 CP/rnd to maintain
Rank 3: 2 AP; 630 CP, 300 CP/rnd to maintain

Notes:
- Does not Stack
- Lasts up to three rounds, requiring a Gen Check each round.
- If the target is Spiritual/Evil in anyway, the user deals +10% Damage and has +1 to all checks of this technique, not including negating jutsu.
- Original Form cancels all activated buff's effecting the target.

---

Kaneton Tag: Iron Coffin - Metal Binding Ninjutsu</I><i></i>
During their travels, the Tsuchimikado had to find a way to ensnare spirits and evil beings, thus the creation of the Iron Coffin. A large metal box surrounds the target after the tag(s) have made contact with the target, bringing airborn targets back down to earth. After the target has been contained, that is when the Onmyouji takes the advantage of sealing the spirit.

Rank 1: Binds one target in a metal prison at -4 Acc. Once bound, the target may use their next 2 AP in action. All other AP afterwards is nulled until next round. Coffin has 2700 HP, regenerating 675 Hp per round.
Rank 2: Binds one target in a metal prison at -3 Acc. Once bound, the target may use their next 1 AP in action. All other AP afterwards is nulled until next round. Coffin has 3300 HP, regenerating 825 Hp per round.
Rank 3: Binds one target in a metal prison at -2 Acc. Once bound, the target may not make further action until next round. Coffin has 4500 Hp, regenerating 1125 Hp per round.

Costs:
Rank 1: 2 AP; 900 CP to initiate, 300 CP/rnd to maintain
Rank 2: 2 AP; 1100 CP to initiate, 550 CP/rnd to maintain
Rank 3: 2.5 AP; 1500 CP to initiate, 700 CP/rnd to maintain

Notes:
- The target bound may make actions freely after the initial round of binding.
- The only way out of the binding is to destroy the binding from either the inside or the outside.
- While bound, Lightning jutsus casted upon coffin deal +5% damage, this does not apply to damage done to the Coffin.
- While bound, Fire jutsus casted upon coffin deal +10% damage both to the victim and the coffin.
- While bound, Exorcism deals +10% damage with +10% chance to revert. This bonus does not apply to damage done to the coffin.

---

Titanium Body - Metal Ninjutsu<i></i>
Able to manipulate the metals within their body, the Onmyouji are able to blend the metals together to cause their body to harden into titanium alloy. Every part of the Onmyouji's body becomes a shiny chrome color and their skin becomes harder than steel. With strength and resistance comes sluggish and inaccurate movement. This form is only used in dire circumstances.

Rank 1: -5% physical damage taken, +5% melee damage dealt, ignores up to 9 feet of knock back per attack.
Rank 2: -10% physical damage taken, +10% melee damage dealt, Ignores up to 12 feet of knockback per action.
Rank 3: -15% physical damage taken, +15% melee damage dealt, ignores up to 15 feet of knockback per action.

Costs:
Rank 1: 2 AP; 600 CP to initiate, 250 CP/rnd to maintain
Rank 2: 2.5 AP; 900 CP to initiate, 400 CP/rnd to maintain
Rank 3: 2.5 AP; 1200 CP to initiate, 550 CP/rnd to maintain

Notes::
- While active, the user suffers a -2 penalty to both Accuracy and Dodge.
- Water jutsu used against the user inflict -1 Dodge for the remainder of the round. Does not stack.
- +15% Lightning/Fire Damage taken.
- After taking damage from Lightning or Fire, deals extra +10% damage of that element for next Unarmed physical action.
- -20% Damage taken from Gravity jutsu. Gravity-based effects are halved.
- This counts as a Chakra Armor.

---

Tenmeiton Tag: Yin-Yang Barrier - Barrier Ninjutsu<i></i>
Many times, the Onmyouji encounters spirits that overwhelm them, thus the necessity for a defense against them came to be. The barrier appears to be a circular pentagram upon the ground, bearing a strange white glow. Due to necessity, three barriers were created in order to help the Onmyouji. By utilizing tags, the Onmyouji creates a barrier around them and their allies to protect them against the three types of attacks. Each barrier blocks a certain type from getting inside the barrier and getting out.

Rank 1: 5x5 area. Barrier has 3500 HP (Regenerates 25% Max HP per round) which blocks against Taijutsu, blocking movement in and out of the barrier, to include underground travel.
Rank 2: 7x7 area. Barrier may block 8 levels worth of Genjutsu (Regenerating 2 levels per round) before dissipating. Â Genjutsu being used from inside the barrier are also blocked/damages barrier.
Rank 3: 10x10 area. Barrier has 6000 HP (Regenerates 25% Max HP per round) which blocks Ninjutsu. Â Ninjutsu being used from inside the barrier are also blocked/damages barrier.

Costs:
Rank 1: 2.5 AP; 1400 CP to initiate, 670 CP/rnd to maintain
Rank 2: 2.5 AP; 2200 CP to initiate, 1040 CP/rnd to maintain
Rank 3: 3 AP; 3000 CP to initiate, 1440 CP/rnd to maintain

Notes:
- Barrier Strength cannot be buffed.
- The type of barrier remains secret, not shown in the battle.
- Rank 2 Barrier has 5% chance to reflect Genjutsu back to caster at -2 Caster's Gen DC. This applies to both sides of the barrier.
- Rank 2 Barrier has 5% chance to deal double effect on user at -2 Caster's Gen DC. This applies to both sides of the barrier.
- Rank 3 Barrier has 5% chance to reflect Ninjutsu back at the caster at -2 Caster's Nin Acc. This applies to both sides of the barrier.
- Rank 3 Barrier has 5% chance to deal double damage on user at -2 Caster's Nin Acc. This applies to both sides of the barrier.

---

Tenmeiton: Judgment Gate - Special Ninjutsu<i></i>
Opening an enormous gate bearing double doors that slowly open up, the Judgment gate appears in three forms. The Molten Rock Gate appears to be quickly rushing lava that envelopes the target only to dry and bind the target. The second is the Final Arc Gate, where an enormous ship is drawn to the target upon a deluge of water, crashing into the target. The final gate is the Pandora's Gate. Pandora's gate is a complete enigma as nobody knows what to expect when the doors of Pandora's Gate are opened.

Rank 1 - <I>Molten Rock Gate: Summons a wave of lava that deals 3200 Lava Damage. Next round, Molten Rock hardens, becoming a binding causing -2 acc/dodge for 2 rounds
Rank 2 - Final Arc Gate: Summons a ship upon a wave of water, the ship crashes into the victim dealing 3230 Wood damage, while the wave further deals 1610 Water Damage. Should both hit, victim takes -3% HP per round for 3 rounds.
Rank 3 - Pandora's Gate:: Random effect.

Costs:
Rank 1: 3 AP; 1650 CP
Rank 2: 3 AP; 2420 CP
Rank 3: 2 AP; 1800 Cp

Notes::
- Debuffs do not stack.
- Molten Rock's debuff ONLY works when hit by it.
- Final Arc's debuff ONLY works when hit by it.
- Pandora's Gate must be rolled between 1 and 40 to determine it's effect. The effect has a 100% chance of success, but cannot be buffed.
Pandora's Gate Effects said:
<U>Pandora's Gate effects:
1: 1 damage to target
2: 2000 damage to target
3: 1500 damage to everyone on the field
4: 5000 damage to target
5: 4000 damage to everyone on the field
6: 100 damage to caster
7: 500 damage to caster
8: No Effect
9: Refills 10% Target's HP
10: Refills 20% Target's HP
11: Refills 30% Target's HP
12: Refills 40% Target's HP
13: Refills 10% own HP
14: Refills 20% own HP
15: Refills 30% own HP
16: Refills 40% own HP
17: Completely reverts all spiritual/evil to original form.
18: Destroys all barriers
19: No Effect
20: Caster receives -3 Gen Save/DC for 2 rounds
21: Caster receives -3 Acc/Dodge for 2 rounds
22: Target receives -3 Gen Save/DC for 2 rounds
23: Target receives -3 Acc/Dodge for 2 rounds
24: Removes all maintained jutsus
25: Drains 25% of target's HP
26: Drains 25% of target's CP
27: Gives target 25% of caster's HP
28: Gives target 25% of caster's CP (after jutsu cost removed)
29: Target and Caster swap HP
30: Target and Caster swap CP
31: Target is bound for 2 rounds.
32: Caster is bound for 2 rounds.
33: No Effect
34: Jutsus used by target cost an additional +25% AP for 2 rounds
35: Jutsus used by caster cost an additional +25% AP for 2 rounds
36: Target takes +20% to all damage types for 2 rounds
37: Caster takes +20% to all damage types for 2 rounds
38: No Effect
39: 1 damage to everyone on field
40: Everyone on field gets 3 standard clones.

[ k i n j u t s u ]:
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Jashinism

Jashinism
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A Dark Religion centered around a God which acknowledges nothing less than utter Chaos and Bloodshed. Those of the Jashinist Faith have been known to be Extremely Sadistic and chaotic when it comes to mayhem, becoming fanatics in the work of their bloody faith. The Jashinists are a cult strongly linked to anarchy and death, and view anything less than bloodshed as a Sin to their blessed God and their creed. As such, the Jashinist's worship and embellish all acts of aggression, Relishing themselves in the pain of both themselves and others that they encounter during their mission in spreading the word of their God and carrying out his Commandments. Religion is their weapon, and it is rumored that their hardcore faith gives them immortality, their obsessive prayers and sacrifices involving self mutilation that allow the cult to rise up from even the most mortal injuries that would kill even hardened shinobi.
Information
Prerequisites
Kinjutsu Application, Three Ability Slots.

Effects:
- Their gruesome rituals and practices give the Jashinist their Dark God's Blessings. All Damage Reduction effects upon a Jashinist cannot be bypassed or negated, whether it be from Weapon or Jutsu effects, Augments, Dark Techniques, etc.
- All Bleeding and called shot attempts made against the user have a -10% Chance of Success. All physical penalties are treated as if one rank lower.
- The Jashinist cannot be knocked out by passive damage such as Poison or Bleeding.
- If an attack would cause the user to be Ko'd, their Hp remains at 1 Hp and they cannot be Ko'd for the remainder of the round. This may happen once per battle.
- If an attack would bring the user to -100% Max Hp, Damage stops at 1 Hp away from -100%. This may happen once per battle.

Blood Magic - Special Activated Passive
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A darker practice said to have been passed down by the demonic God Jashin himself, this skill endows the Jashinist cult to perform dark curses by drawing upon their own life force in place of chakra, or rather, in addition to chakra. Generally done by slicing their wrist, this skill requires a tribute of blood in place of handseals, and grants the user a temporary blessing from Jashin that super-charges their techniques with dark, evil energy that reeks of malice.
Information
Prerequisites
Jashinism

Effect:
- By paying 10% of a Jutsu's cost in Hp, the user can turn a Ninjutsu into a "Dark" Element Attack. This Blood jutsu does not require handseals, and deals +5% damage, and bypasses 5% of Damage Reduction. These effects may stack up to three times in one Jutsu.
- By coating their weapon in their own Blood, the user can use any physical action as a "Dark" Element technique. This blood must be fresh, so it costs Hp equal to 30% of the Taijutsu cost, and deals +15% Damage while bypassing 15% worth of damage reduction. This only applies to one action/jutsu per use, as the dark energy rapidly fades from the blood.
- This does not cost Ap, the user only has to declare an attack is being made in this way.
- Does not cost an ability slot.

Reaper of Faith - Special Activated Passive
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The primary curse of the Jashin Cult, this technique is the basis for many of their other dark powers, and naturally, this does not effect those sharing the same faith, for it is a Sin against Jashin to raise a blade against another one of his children. The ritual is simple, involving the Jashinist ingesting the blood of their living target, at this stage now officially their “Sacrifice”. The Jashinist’s body transforms into a more sinister appearance, generally a deep black color with white marking similar to a skeleton, though there are rumors of other equally menacing appearances. Regardless of the case, this curse is said to transform the user into a shinigami, as they gain the ability to sense their "Sacrifices"...and it is a sin of the highest degree for a Jashinist to leave the victim of this technique alive, the user becoming a living embodiment of the reaper himself.
Information
Prerequisites
Jashinism

Effect:
- For 1 Ap, the user may ingest the Blood of a target. This links them together through a forbidden curse of their Faith, Giving them +2 Awareness to those who's blood have been ingested. In addition, this allows the user of Further Curse Techniques upon the target.
- This bonus lasts the remainder of the battle, or until either the user or the victim dies.
- The Jashinist may ingest the blood of multiple targets simultaneously, and may be linked to multiple targets with this technique at once.
- This does not take effect against other Jashinists.

Spear of Redemption - Special Weapon
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A lightweight, retractable spear often used by the wandering devotees of Jashin in their mission to spread and enact their creed. This weapon shrinks into a compact form that seems to resemble a thin cylinder for portability, yet can snap into a long, thin, and extremely sharp pike with the flip of a wrist. While normally used for their rituals and sacrificial tributes, this tool can easily function as a direct tool for slaying any ignorant pagans who refuse to accept the truth of their Lord, Jashin.

- The user may create a single weapon following Weapon Creation rules, but only a Slashing or Piercing Weapon Type, but may only have one augment slot.
- All Taijutsu Attacks with this weapon have a +1 Critical and deal x2.25 Critical Damage instead of x2.
- All Taijutsu Attacks gain a +3% Bleeding Chance.

Prayer of Malicious Intent - C-Rank Curse Ninjutsu
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The Jashin are a cult strongly intertwined with chaos and and anarchy. Though it is their job to spread the word of their faith to those they deem worthy, more often then not the Jashinist's crave for little more than carnage and bloodshed. The Jashinist faith thanks their lord before and after every battle, offering themselves up for rituals in return for the dark power of their God. It is this ritual, that enables the Jashinist to offer a few quick words of gratitude for their battle that grants the believer a quick, rush of bloodlust and strength that can all but reap the souls of the most powerful of victims.

Information
Prerequisites
Jashinism, C-Rank

Rank 1: For one round, reverses half of all physical debuffs effecting the user.
Master Rank: For one round, reverses all physical debuffs effecting the user.

Note:
- This jutsu may only be used once every three rounds.
- Does not apply to any negated debuffs. The user also takes +10% Damage from all sources the round this is used.
- The following round, all physical penalties are increased by +1, and the user still takes +10% damage from all sources.

Cost: 620 Cp to initiate.

Sacrilegious Atonement - B-Rank Curse Ninjutsu
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A curse technique known to the Jashin that allows them to link their life to their target through the use of the emblem of their faith. After ingesting the blood of their target, the Jashinist can use their own blood to scribe the seal of their God upon the target, infused with their dark magic that transfers all physical feelings from the target to the Jashinist, though this only applies to effects which are beneficial to the body. Being infused with their chakra, this seal cannot be removed until the dark magic fades, from that point being able to be wiped away normally.

Information
Prerequisites
Jashinism, B-Rank, Reaper of Faith Mastered.

Rank 1: Scribes a seal upon a target at -2.5 Accuracy. All Healing is reduced by 30%, and all activated buffs are reduced by 1 or 5%. The remainder of the effects is treated as if affecting the user as well. Cannot be removed for two rounds.
Master Rank: Scribes a seal upon a target at -2 Accuracy. All Healing and recovery is reduced by 40%, and all activated buff’s are reduced by 1.5 or 10%. The remainder of the effects is treated as if effecting the user as well. Cannot be removed for three rounds.

Note:
- Does not use handseals, and use melee Accuracy
- The user must be under the effect of Reaper of Faith.
- This only applies to activated buffs or recovery effects. Does not apply to buffs due to Genjutsu, nor does it apply to passive buffs.
- The user cannot be buffed by the same technique simultaneously, regardless of the source.
- Removing the seal costs 1 Ap to wipe the blood away completely, yet cannot be done until the round limit is up.
- Does not effect other Jashinists.

Cost: 900 Cp and 300 Hp to scribe, 430 Cp and 140 Hp per round maintained.

Divine Judgment - A-Rank Curse Ninjutsu
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The most feared curse of the Jashinist Faith, This ritual is capable of being performed only by those blessed by the dark lord himself. This sinister ritual is performed after the Jashinist has ingested the blood of the target, from that point being able to perform this sacred ritual by scribing the seal of their Dark lord, Jashin, upon the ground with their blood. While in the Seal, the Jashinist is able to inflict pain upon himself, torturing their helpless victims and receiving pleasure from the wounds of both themselves and their victims, essentially, becoming a sadistic, living voodoo doll.

Information
Prerequisites
Jashinism, A-Rank, Reaper of Faith Mastered.

Rank 1: Scribes a seal with the radius of up to 7 feet around the user. While within this seal, all physical effects such as damage and debuffs inflicted upon the user, are also inflicted to those of whom the Jashinist has ingested the Blood.
Master Rank: Scribes a seal with the radius of up to 8 feet around the user. While within this seal, all physical effects such as damage and debuffs inflicted upon the user, Including reduced damage and debuffs, is also inflicted to those of whom the Jashinist has ingested the Blood.

Note:
- Does not use Handseals.
- This technique only takes effect against those who are targeted by Reaper of Faith.
- While within the Blood Seal the user has -3 Dodge to all techniques aimed at them.
- Each time the Jashinist is attacked, a ninjutsu check is made between the user and those who have had their blood ingested by the Jashinist. Upon a successful check, the user and those who have had their blood ingested receive damage.
- The seal and the surface it was scribed upon cannot be destroyed through any means during battle while the user maintains this technique's cost.
- Should the user no longer maintain the cost, they may still gain the effects while within the seal, but the seal and the ground may be destroyed.
- All damage and effects done to the victim bypass all forms of reduction and cannot be blocked in anyway or form.
- This Jutsu does not apply to Genjutsu damage or debuffs.

Cost: 3 Ap, 2500 Cp and 830 Hp to initiate. 1200 Cp/Rnd and 400 Hp/Rnd to maintain.

Immaculate Blessing - S-Rank Curse Ninjutsu
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The Ultimate curse of the Jashinist Faith, This ritual is available only to the most obsessive fanatics of the Jashin Cult. This sinister ritual is an extension to previous ones, combining two of their most powerful curses into one, providing the ultimate punishment against those outside their faith. The Jashinist is able to scribe the seal of Jashin upon a target, marking them for death, the blood constantly burning the flesh of the victim that could easily leave a scar. Once scribed, punishment of the highest degree is imminent, the user being able to link their life to their sacrifice without the need of remaining within a seal. Only death awaits those who have been marked.

Information
Prerequisites
Jashinism, S-Rank, All Jashinism Skills Mastered.

Master Rank: Scribes a seal upon a single target with both the user's and the victim's Blood at -3 Accuracy. All physical effects such as Damage (Including reduced damage) and debuffs (Including reduced Debuffs) inflicted upon the user, are also inflicted upon the target, and any buffs that the target has activated are dispelled. Further attempts to activate a buff have a 40% chance to fail each round, and gain +10% chance each round maintained.

Note:
- Does not use Handseals.
- The user must have the blood of a target, and must have Reaper of Faith activated.
- Can only effect one target at a time, and negates any other curses the user may have had activated aside from Reaper of Faith. Attempting to use a different curse will dispel this technique.
- Each time the Jashinist is attacked, a ninjutsu check is made between the user and those who have had their blood ingested by the Jashinist. Upon a successful check, the user and those who have had their blood ingested receive damage.
- All damage and effects done to the victim bypass all forms of reduction and cannot be blocked in anyway or form.
- This Jutsu does not apply to Genjutsu effects or passive effects.

Cost: 4.5 Ap, 3060 Cp and 1020 Hp to initiate. 1460 Cp and 490 hp per round maintained.
 
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