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:

Irie Airi - Anbu in Training

Joined
Dec 14, 2018
Messages
397
Yen
110,800
ASP
0
Name: Irie (Favor), Airi (Love and White Jasmine)
Age: 14
Gender: Female
Height: 156 cm
Weight: 105 Pounds
Measurements: 32,24,32
Sex: Female
Rank: Anbu-In-Training
General Description:

Physical:
Airi has changed since she lived with her family, taking on a more modern appearance. She has since grown out her shoulder length Dark brown hair so now it rests with the longest tips down to her collar bone. This has allowed her to look more girly and not be quite as prim and proper. Her bright lavender eyes are now a sparkling match to Yamamoto Yamaru's. She still more typically likes to wear traditional tops but keep to pants, still not really caring for dress or skirts. She still likes to wear a hair clip to keep her bangs out of her eyes. Her frame is no longer thin, now eating better she has gained a little fat but mostly she has gained a little height and muscle tone. Knowing full well her strength lay in Taijutsu she has noticed she losses a little femininity for the muscle she worked hard to achieve.

Mental:
She does her best to fit in and meet the status quo. She enjoys quiet and peace while eating but otherwise does not mind noise or activity around her. She is searching for a place to call her own and aims to forge her own place and not just be put into it. Whether she can gain that courage is another matter entirely. She likes to make those around her happy and smile and she has no ill will towards anyone so far. She does not enjoy being alone and will more often then not give into peer pressure so as to stay with everyone else. This gets halted at anything bad. She refuses to bring shame to her family name.

Second mental Description:
Yoko is the persona or possession that has come into Airi to help her during times when she mentally cannot take what is going on around her. Slowly gaining Airi’s trust Yoko now hangs just on the outskirts of consciousness. A Malevolent trickster at heart, Yoko does what Airi cannot. She accepts her Youkai heritage and embraces it. Doing whatever is necessary to get what she wants. She loves attention and love to hold a room in the palm of her hand. She is more calculating and loves to inspire emotions in others. Those who are in control of themselves are boring. She has a need to keep things interesting. She will murder and kill without remorse and always does whatever she wants, when she wants.

History:
Growing up in a small tea shop, she worked hard to follow the path her family was setting for her. The day to day grind between school and ceremony was overall pleasing. She did not have an extreme amount of joy for these things but they did not bother her either. Thankfully,during these times she had her older brother and sister to liven things up when their parents were not watching. It was not until her school went through a chakra test mandated by the government that she found out that she had a potential to become a shinobi. When her family found out about they were not thrilled. They did not want her to go about and become some murderous weapon for the government. She however saw this in a silver lining. She had a choice…one that was scary and filled with danger but a choice all the same.

As told her parents that she would go and try. If she was deemed unable to serve then she would return and fit right back into the cookie cutter mold that was being set up for her. Her family was not trained as shinobi but they attempted to help her get ready for school all the same. Her family was not very wealthy but since some many children stayed and worked with the family they compiled some money for her to go and live on her own. Her mother made sure she knew the basics of cooking and tea preparation. They also figured that most children would be taken care of by the school to some degree. With that she was sent out to her orientation with fear and dread in her parents hearts…and nervous excitement in hers. She only hoped she could do her best.

Upon getting her new place she felt it very lonely. Something that she did not care for. As such she decided that first her goal was to decorate the place. Instead of spending a lot of money though she opted to draw paintings. These are not good and honestly drawing was never her thing but she found that when she had at least something on the walls and ceilings that reminded her of home it felt a little better. Thankfully this was not the only thing she did. Since her classes had not formally started yet she decided that it would be worthwhile to start studying in advance. She already knew physically she would be behind but at least she could be sharp...or at least she was going to try. She imagined that her colleagues were going to be leagues ahead of her in terms of everything. They probably knew from the start they wanted to be shinobi...She needed to make sure she caught up before anyone knew how weak she was.

Airi's Story:
The Beginning of Bigger Things
Summary: Airi meets a mysterious man who informed her she was unable to make it as a shinobi, after throwing rocks at her and easily taunting her he fell causing Airi to attempt to help him only causing him to get angry and leave.
Introduction to The Arts
Summary: Airi met with Byakko Yukiin about the medical branch and about what it really takes to be a shinobi. Offered to liberate her from mortality if she was willing to go the distance.
A little bit of stretching in the forest does the body wonders
Summary: Airi meets Osuteno in the forest. Osu has a meal with her where she wonderings if she is really fit to be a shinobi. Osu encourages her and helps her mentally to where Airi feels like she could continue.
Shopping for Mom
Summary: Meets with Saito Toshiaiki and Tanuki Rinko. They exchange information about discounts and places to buy things. Eventually leads to Rinko and Airi becoming friends.
A Snails's pace is still progression!
Summary: Airi meets with Siu and receives a lesson about how all jutsu can learn from one another and skill practice should be balanced and learned from each discipline.
Welcome to The Real World
Summary: Airi meets Yui Tsukiko and Sakizaki Roku to complete a class. They separate early and Airi solves a bunch of puzzles and escapes the dungeon.
Exalted
Summary: Airi prays to Raiden for help, starts to believe and develop her holy chakra.
Where two roads meet
Summary: Airi goes on a TV date with Suzuki Setsu, the two have a lovely time together.
A Shared Paw
Summary: Airi and Byakko go on a quest to obtain the elusive Dog Contract summon.
Hardest Decsion
Summary: Met with Yuki Mini and trained together with her.
Lazy Day
Summary: Airi briefly meets with Uri and Hira after accidentally throwing a sword at them.
A Normal run in with Mr. Normal
Summary: Airi meets Yamamoto Yamaru and they defeat a demon together. Airi becomes a Yokai on accident and taps into her more negative emotions.
AiT/Genin Exam
Summary: Airi succeeds and joins the AiT ranks

End of her student years!

Light and Darkness
Summary: Airi meets Akane Mirai who seems troubled. They discuss life philosophies before separating.
Coca in café
Summary: Airi meets music idol Shizuka and a chance encounter with the homeless man who threw rocks at her. They fight again and Airi once again sacrifices herself to his benefit. Nothing good happens for Airi.
A Reward for Tenacity
Summary Met with Asai Momotaru and Kanagawa Nozomi.
Debating a Deal with a Doctor
Summary: Continued bonding with Yamamoto Yamaru.
Fixing everything but my Mentality
Summary: Omoi Tetsu continues to assert dominance.
Free meals for those in need
Summary: Started her official work in charity.
A Normal Ice-cream with a Normal Friend
Summary: Bonded more with Yamaru and Otnai Akira aka Maikeru asked her to become his pupil.

All topics are still ongoing at this point.

Relationship Chart
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- Dislike
None
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- Acquaintance
- Shizuka
- Omoi Tetsu Not cared for
- Saito Toshiaiki
- Siu
- Yui Tsukiko
- Sakizaki Roku
- Yuki Mini
- Uri
- Akane Mirai
- Shizuka
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- Friend(s)
- Hira
- Asai Momotaru
- Kanagawa Nozomi
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- Good Friend(s)
- Byakko Yukiin
- Osuteno
- Suzuki Setsu
- Otani Akira
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- Best Friend(s)
- Tanuki Rinko
- Yamamoto Yamaru
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- Family; Crush (Close to love)
None
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- Full Blown Love
None
 
Re: Irie Airi Anbu in Training

Stats:
Stats:
New Stats:
OOC Rank: A
Level: 9
Agility: 300
Stamina: 425
Ninjutsu: 185
Genjutsu: 525
Taijutsu: 185
Chakra Control: 300
Power level: 1,920
ASP: 100
Ap: 8
Secondary:
Melee Accuracy = [(Taijutsu x .7) + (Agility x .3)] = 219.50 = 8 + 3 = 11
Ranged Accuracy = [(Taijutsu x .6) + (Agility x .4)] = 231 = 9 + 3 = 12
Ninjutsu Accuracy = [(Ninjutsu x .7) + (CC x .3)] = 219.50 = 8 + 3 = 11
Melee Dodge = [(Taijutsu x .3) + (Agility x .7)] = 265.50 = 9 + 5 = 14
Ranged Dodge = [(Taijutsu x .2) + (Agility x .8)] = 277 = 10 + 5 =115
Ninjutsu Dodge = [(Ninjutsu x .3) + (Agility x .7)] = 265.50 = 9 + 5 = 14
Genjutsu Difficulty = [(CC x .3) + (Genjutsu x .7)] = 398 = 12 + 7 = 19
Genjutsu Save = [(CC x .6) + (Genjutsu x .4)] = 356 = 11 + 5 =16

Character Class:
Kitsu-Jizen
HP: (70+lvl) x stamina = 33,575.00
CP: (35+lvl) x chakra control = 13,200.00
Class Bonus: Kinjutsu, +5% Unarmed Damage
High: Genjutsu DC
Average: Dodge, Genjutsu Save
Low: Ninjutsu Accuracy, Ranged Accuracy, Melee Accuracy

Jutsu List:
Affinities: Major Lightning, Minor Fire.
Advanced Element Radiation Obtained

Non-Elemental Jutsu:
Transformation - Rank 1
Body Switch - Mastered
Combination transform – Rank 1
Crystal Eye – Rank 1
Contract Summoning – Rank 1
Stunt Double – Rank 1
Cancel – Mastered
Barrier – Rank 1

Anbu jutsu:
Mask Summoning - Rank 1
Critical Exposure - Mastered
Active Cammo – Rank 1
Mental Infiltration – Rank 1

Medical Jutsu:
Mystical hand – Rank 1
Coagulation - Rank 1
System Shock - Rank 1

Buffing Jutsu:
Block – Mastered
Counter Strke – Rank 1
Cover – Rank 1
Anabolic Frenzy – Rank 1
Devistating Aura – rank 1
Unleash – rank 1

Unarmed Jutsu:
The One-Two - Rank 1
Low Sweep - Rank 1
Janken - Mastered
Uncalled for shot - Mastered
4-hit Combo - Mastered
Spinning Wind - Rank 1
Dynamic Entry - Rank 1
Dynamic Finish - Rank 1
Nut Buster - Rank 1
Dragon Assault - Rank 1
Tiger Hook - Rank 1
Step in Flash – Mastered
Shoryuken - Rank 1
Tatsumaki Sepuu Kyaku - Rank 1
Roaring Combination - Rank 1
Grapple – Rank 1
Suplex - Rank 1
Primary Lotus - Rank 1
Shadow Step Strike - Rank 1
Seismic Toss - Rank 1
Submission - Rank 1
Spear hand - Rank 1
Multi-hit combo – Rank 1
Fist of Virtue – rank 1

Audial Jutsu
Deception - Mastered
Favoritism - Rank 1
Wasteful - Rank 1
Trembling Music – Mastered
Appreciation of Music - Mastered
Deaf – Mastered
Piercing Cry – Rank 1
Centralized – Rank 1
Blank Slate – rank 1

Kinetic Jutsu
Hot Weapon – Rank 1
Stun - Rank 1
1000 Years of Pain Kai – Rank 1
Drunken Stupor - Rank 1
Masochism – Rank 1
Phoenix Embrace – Mastered
Lingering Spark – Rank 1
Pox – Rank 1
Tree Binding – rank 1

Visual Jutsu
Mimic - Rank 1
False Surroundings - Rank 1
Eye Strain - Rank 1
Basic Clone - Rank 1
Blur – Mastered
Black Flash – Rank 1
Verse of Darkness – Mastered
Advanced Clone - Rank 1
Mime Box – Rank 1
Night – rank 1
Invisibility – rank 1

Will Jutsu
Amnesia - Rank 1
Havoc of the Doomed Mind – Rank 1
Oblivious Rapture – Rank 1
Taunt – Rank 1

Kinjutsu:
Body-Flicker – Rank 1
Morning Peacock – Rank 1
Sure-kill Strike – rank 1

Equipment:
Weapons:
Haaku-Unmei (Gauntlets)
Weapon Damage type: Unarmed - Ability to use hand Seals
+2 Accuracy, -10% Damage
Augments: Vampiric, Mirage, Silencer
*Note* Ambidexterity also gives this the Dual Weapon Augment

Inventory:

ASP Items:
ASP Items Purchased Here
Class Point Card - 1
Abilities Card - 1
Harry Houdini Card - 1
Extra RP Slot - 1

Abilities:
 
Re: Irie Airi-Academy Student

Obtained Here

[fontsize="12"]Note: Upon obtaining the Inuzuka Bloodline, the user must also choose a [Spirit Animal] which corresponds to one of the Summoning Contracts (found HERE). It does not have to be Canine, but ICly, all Inuzuka are considered to be the Canine clan; non-canine characters are considered deviations or a separate clan.
  • This choice cannot be changed unless the user undergoes the BL/CA Swap process.
  • Upon succeeding in any contract search, the user may replace the found result with their [Spirit Animal].
[/fontsize]

Zodiac Blessing
Fox - Vulpine Wit
Effect: +2 Stealth. If the user has not been hit by an attack in the previous 5 seconds, a Stealth attempt made by them will auto-succeed; this has a 5 second cooldown before it may activate again.

Wild Soul- Secondary Stat buff is Genjutsu DC, the jutsu subtype for the extra damage is Unarmed Taijutsu.

Inuzuka
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Though they now call the Leaf village their home and have taken on a more humane lifestyle, the Inuzuka were not always this way; they take pride in being able to trace their nomadic heritage prior to the formation of any Shinobi village, a time were they lived in the wilderness side-by-side as beasts. Some say they had been the first to tame mankind's best friend, while others claim their ancestors were descendant of beasts themselves. In either case; none are more wild in spirit than the Inuzuka.
084 PL - Wild Soul (Rank 1), Animal Companion (Rank 1)
168 PL - Feral Shift (Rank 1)
252 PL - Viscous Strike (Rank 1)
336 PL - Feral Shift (Rank 2)
420 PL - Wild Soul (Rank 2), Alpha Status (Rank 1)
504 PL - Animal Companion (Rank 2)
588 PL - Feral Shift (Rank 3), Viscous Strike (Rank 2)
672 PL - Wild Soul (Rank 3), Alpha Status (Rank 2)
756 PL - Viscous Strike (Rank 3)
840 PL - Animal Companion (Rank 3), Alpha Status (Rank 3)

---

Wild Soul - Passive
Though many Inuzuka have calmed down over the generations to better fit the structured Shinobi life, there is still the fire within burning from a time where survival-of-the-fittest was in full force; where they were no less savage than the beasts they lived and fought with. Nothing brings forth this fierceness more than the thrill of battle.

Rank 1: The user gains +1 to a single [Secondary Stat] of their choice. While the user has any amount of Temporary HP, they deal +10% damage to a singe [Jutsu Subtype].
Rank 2: The user gains +2 to a single [Secondary Stat] of their choice. While the user has any amount of Temporary HP, they deal +10% damage to a singe [Jutsu Subtype].
Rank 3: The user gains +2 to a single [Secondary Stat] of their choice. While the user has any amount of Temporary HP, they deal +15% damage to a singe [Jutsu Subtype].

Note:
- Both Secondary bonus and damage bonus are chosen at the time of obtaining Inuzuka, and must be noted in the user's Dojo thread.
- Temporary HP is reduced before the user's normal HP, but only when hit by an attack (it does not apply toward any DoT). Temporary HP can bypass your maximum hit points, but cannot stack (a higher amount overwrites the weaker amount). Temporary HP is lost at the end of the round.

---

Animal Companion - Passive</U><i></i>
If their physical features were not enough to identify a Inuzuka, then the next most distinguishing aspect may be their closeness to the animals of nature, capable of communicating with them through both complex growls and sounds or simple body gestures. This is best emphasized by the bond they can form, becoming companions to the point where the two are near inseparable.

Rank 1: The user has an Animal Companion of their [Spirit Animal] contract. However, the user may only have a Clone -or- Creation Jutsu active at once, no longer able to use them at the simultaneously. Additionally, the user cannot summon a contract in battle (this is one, already present at the start of battle). The Animal Companion may scale with the user's rank, up to D-rank.
Rank 2: The Animal Companion may scale with the user's rank, up to B-rank.
Rank 3: The Animal Companion may scale with the user's rank.

The Animal Companion works as a Contract [Link to Contract rules], with the additional rules;
  • At the start of battle, it only has 50% HP and CP. Its Hp/CP cannot rise above this reduced value until the below special action is used; at which point it will regain this reduced HP/CP back to their current/max values.
  • It has the Passive and Special Move from its corresponding contract's Specialized Contract Ability. It does not have access to the Senjutsu until the special action is used.
  • It cannot perform anything higher than B-rank jutsu until the special action is used.
Special Action: May only be performed if the user owns the Contract of their [Spirit Animal], outside of what Inuzuka grants them. The user may cast Contract Summoning [link] at the rank of their contract, to remove the above restrictions. Additionally, the user is no longer restricted to using either Clone or Creation jutsu, and may once again have both active at once.

Note:
- Does not stack with any similar BL/CA skills which grant companions, such as Mechanist's Automatous Familiar. If the user has a similar skill, they must choose which to use during battle.

---

Feral Shift - Physical Style
The base instincts of the Inuzka echoes through every aspect of their fighting style. They hone their attributes to the point where they begin to blur the line between human and beast, taking properties of their spirit animal. the Inuzuka are well known for their smell and hearing rivaling that wolves and hounds.

Rank 1: While active the user gains the benefit of the Passive Skill belonging to their [Spirit Animal] summoning contract. Additionally, the user loses 1% Max CP upon entering this style and at the start of each round this style is active; at the same time, the user gains Temporary HP equal to the lost chakra.
Rank 2: While active the user gains the benefit of the Passive Skill belonging to their [Spirit Animal] summoning contract. Additionally, the user loses 2% Max CP upon entering this style and at the start of each round this style is active; at the same time, the user gains Temporary HP equal to the lost chakra.
Rank 3: While active the user gains the benefit of the Passive Skill belonging to their [Spirit Animal] summoning contract. Additionally, the user loses 3% Max CP upon entering this style and at the start of each round this style is active; at the same time, the user gains Temporary HP equal to the lost chakra.

Note;
- Temporary HP is reduced before the user's normal HP, but only when hit by an attack (it does not apply toward any DoT). Temporary HP can bypass your maximum hit points, but cannot stack (a higher amount overwrites the weaker amount). Temporary HP is lost at the end of the round.
- If the user's [Spirit Animal] table has anything that requires the user to list something in their Dojo or upon creation, such as the Plant contract's [link] Daylight/Lowlight choice, the Snake contract's [link] specified poison, or the Lizard contract's [link] Salamander's Hunger element, then it is chosen upon entering Feral Shift for the first time in battle. Once chosen, it remains this way for the remainder of battle.

---

Viscous Strike - Dependent Special Move
There is a secret aspect of the Inuzuka that they are loathe to share with outsiders and go to great lengths to deny. Buried within each of their hearts is the potential to become a maneater; and this hunger stems from their beastial heritage giving them the innate ability to cannibalize others to heal their injuries and grow in strength. To the Inuzuka, as much as any predator, the battlefield is a feast to be enjoyed.

Rank 1: The user gains 10% of damage dealt by their attack as Temporary HP.
Rank 2: The user gains 15% of damage dealt by their attack as Temporary HP.
Rank 3: The user gains 20% of damage dealt by their attack as Temporary HP.

Note:
- Can only be used once per round.
- If used on an attack that can hit multiple targets, you take the highest damage dealt and convert a portion of it to Temporary HP.
- Temporary HP is reduced before the user's normal HP, but only when hit by an attack (it does not apply toward any DoT). Temporary HP can bypass your maximum hit points, but cannot stack (a higher amount overwrites the weaker amount). Temporary HP is lost at the end of the round.

---

Alpha Status - Independent Special Move
As an Inuzuka grows, they learn to better control their animalistic heritage. At a certain point, they become just as adept with their features as the beasts they identify with.

Rank 1: While using the Feral Shift Physical Style the user may also use the Special Move belonging to their [Spirit Animal] summoning contract. All costs associated with this skill are increased by +20%.
Rank 2: While using the Feral Shift Physical Style the user may also use the Special Move belonging to their [Spirit Animal] summoning contract. All costs associated with this skill are increased by +10%.
Rank 3: While using the Feral Shift Physical Style the user may also use the Special Move belonging to their [Spirit Animal] summoning contract.</COLOR>
<i></i>

----

Lone Wolf
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All Inuzuka respect and emulate the beasts they live with, but not all claim the title of "Beastmaster". The "Lone Wolf" forms their bond with no individual companion, and instead channels the strength of members of the pack that have long since passed on. They embrace their inner beast, to the point where the lines differentiating them are blurred.
[fontsize="12"] <COLOR color="#FF80FF">924 PL - Savage Affinity, Zodiac Blessing (All Ranks), Unnatural Motion (Rank 1)
1008 PL - Beast's Embrace (Rank 1)
1092 PL - Unnatural Motion (Rank 2)
1176 PL - Beast's Embrace (Rank 2)
1260 PL - Ravager (Rank 1)

1344 PL - Unnatural Motion (Rank 3)
1428 PL - Ravager (Rank 2)
1512 PL - Faux Senjutsu (Rank 1)

1596 PL - Beast's Embrace (Rank 3)
1680 PL - Ravager (Rank 3), Faux Senjutsu (Rank 2)
1764 PL - Faux Senjutsu (Rank 3)

---

Zodiac Blessing - Passive<i></i>
The Lone Wolf wields their body as a conduit for the departed souls of their pack. The end result is that they take on even further traits of their Spirit Animal, manifesting as an even deeper connection to their heritage.

All Ranks: While Feral Shift is active, the user gains an additional effect depending on the user's [Spirit Animal]. See spoiler below.

Additionally, the user's Animal Companion skill transforms to Savage Affinity and has its effects replaced with the following;
Savage Affinity - Passive
The blood flowing though the veins of the Inuzuka is both ancient and wild, and for that reason often hearkens to a much more savage era. Their very nature is said to push the boundaries between human and beast.

Rank 1: The user has a special Ability slot which may only be filled by a single General Contract Ability [link]. The user's chakra costs are raised by 20%.
Rank 2: The user's chakra costs are only raised by 10%.
Rank 3: The user's chakra costs are not raised.

Note:
- User may not select Hivemind, Mount or Gigantic.
- The chosen ability may be learned and unlearned following standard Ability training rules.


---

<U>Beast's Embrace - Passive<i></i>
The Inuzuka may lack the bond with their particular spirit animal, but their blessing is none the weaker; any power they would have gained in numbers is instead concentrated solely onto themselves.

Rank 1: When fighting alone the user gains +2 Accuracy/DC, +2 Dodge. These bonuses are reduced by -1/-5% for each ally that the user has present in the battle.
Rank 2: When fighting alone the user gains +2 Accuracy/DC, +2 Dodge and deals an additional 5% damage. These bonuses are reduced by -1/-5% for each ally that the user has present in the battle.
Rank 3: When fighting alone the user gains +2 Accuracy/DC, +2 Dodge and deals an additional 10% damage. These bonuses are reduced by -1/-5% for each ally that the user has present in the battle.

Note(s):
- The user's personal summons count will not reduce this bonus, but any Creation jutsu will.

---

Unnatural Motion - Independent Special Move
Channeling the power of their clan grants the Inuzuka inhumane capabilities, taking on the movement traits of their departed companions. The Lone Wolf learns to use this in such a way to catch their opponents off guard, as just when you think they may leave an opening in their actions, they continue.

Rank 1: The user may perform a basic strike on any target at -2/ Accuracy; upon hit, the target of Unnatural Motion is inflicted with any effects of the user's previous non-Genjutsu attack (such as a accuracy debuff, poison, bleed, bind) other than the damage dealt by said attack.
Rank 2: The user may perform a basic strike on any target at -1Accuracy; upon hit, the target of Unnatural Motion is inflicted with any effects of the user's previous non-Genjutsu attack (such as a accuracy debuff, poison, bleed, bind) other than the damage dealt by said attack.
Rank 3: The user may perform a basic strike on any target at normal Accuracy; upon hit, the target of Unnatural Motion is inflicted with any effects of the user's previous non-Genjutsu attack (such as a accuracy debuff, poison, bleed, bind) other than the damage dealt by said attack.

Cost: 1 AP. 2% Max CP

Notes:
- May be used once per round.
- The basic strike uses the same offensive secondary stat as the preceding attack.
- All rules remain in effect, and this does not allow the stacking of normally unstackable effect.
- If the preceding attack hit, Unnatural Motion will automatically inflict its effects. If the preceding attack missed, this skill will need to reroll any effects as normal.

---

Ravager - Dependent Special Move<i></i>
The aspect of beasts is a world where the only law is survival of the fittest. The lone wolf, profecient in hunting alone, knows how to ambush even large groups and pull their intended prey aside, away from the help of its allies.

Rank 1: When attacking, the user may pay +20% Cp in order to make a Stealth check +1 at the end of their attack vs any targets hit by this attack. This places the user + any targets failing their check into Stealth against anyone else (but not each other). Those brought into Stealth by Ravager (the user and their targets) will not have this Stealth broken by attacking or being attacked by someone else currently in Stealth by Ravager.
Rank 2: When attacking, the user may pay +20% Cp in order to make a Stealth check +2 at the end of their attack vs any targets hit by this attack. This places the user + any targets failing their check into Stealth against anyone else (but not each other). Those brought into Stealth by Ravager (the user and their targets) will not have this Stealth broken by attacking or being attacked by someone else currently in Stealth by Ravager.
Rank 3: When attacking, the user may pay +20% Cp in order to make a Stealth check +3 at the end of their attack vs any targets hit by this attack. This places the user + any targets failing their check into Stealth against anyone else (but not each other). Those brought into Stealth by Ravager (the user and their targets) will not have this Stealth broken by attacking or being attacked by someone else currently in Stealth by Ravager.

Note(s):
- After usage, requires 10 seconds of cooldown.
- If done while the user is in Stealth, there is no Stealth check; Ravagerwill automatically succeed in placing them into Stealth.
- the user will not go into Stealth unless they successfull pull at least one other target into Stealth with them.

---

Faux Senjutsu - Variable Jutsu
Even though Inuzuka do not always follow the ways of Sage Arts it is not uncommon for the Lone Wolf to channel the power of their fallen clan to emulate the very power that may take Sage's years to understand, let alone Master. Inuzuka who have have walked among the strongest and most powerful examples of beasts may glean secrets which could be described as a form of Sage Arts or at least something which approaches that ability.

Rank 1: Faux Senjutsu's effects mirror those of the Senjutsu belonging to the summoning contract that the user's [Spirit Animal]. This action costs +30% CP.
Rank 2: Faux Senjutsu's effects mirror those of the Senjutsu belonging to the summoning contract that the user's [Spirit Animal]. This action costs +15% CP.
Rank 3: Faux Senjutsu's effects mirror those of the Senjutsu belonging to the summoning contract that the user's [Spirit Animal].

Costs: AP and CP equal to the respective Senjutsu.

Notes:
- Faux Senjutsu inherits all notes and restrictions of the Senjutsu it is mimicking and it's effects do not stack with those of the respective Senjutsu.
- By default, Faux Senjutsu uses chakra. However, if the user has Sage Mode, Dark Sage, or Archsage they may choose to use Natural/Corrupted Energy instead.
 
[fontsize="12"]Kitsunetsuki
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Fox spirits are often a mischievous Yokai often taking on the appearance of Humans in order to make them do what they want. Some Kitsune Yokai however desire far more than to simply copy a human, some wish to become a human, to harbor real flesh and bone. Kitsunetsuki are "the state of being possessed by a fox". Normally done to young women these spirit inhabit them to further influence their own ends. While Kitsunetsuki often make the people they possess mad, there are a few rare individuals who the Youkai Spirit form a possessive bond with. The fox aiding them with their wisdom and mystical powers for their own amusement. For shinobi this is done through total possession where the spirit uses the victim’s body to fully bring themselves into the world, despite the costs this might have on their human counterparts.

Kinjutsu TableInformation

Prerequisites: Kinjutsu Application, B-Rank, 3 Ability Slots

Effects:
- The user gains access to the Hidden Power Ability and will not take up a slot. In addition the bonus granted by Hidden Power is no longer reduced if the user's HP is raised above an HP interval by healing effects.
- Kitsunetsuki users cannot take the Cursed Seal ability. If they possess Cursed Seal when they gain the Kitsunetsuki Kinjutsu they are allowed to swap that ability for a new one for free but cannot keep Cursed Seal.[/fontsize]

[fontsize="12"] Youkai no Inari Gates - Kinjutsu Ability
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The Youkai no Inari Gates are mental and spiritual gates which usually take decades to reach enlightenment. The Youkai Fox Spirit that possess the Kitsunetsuki are usually hundreds of years old and have thus reached the peak of enlightenment that humans can only dream of. The Inari allow the possessed visions or assistance in achieving these gates of freedom and thus allows chakra the flow through them less like a clogged stream and more like a rapidly flowing river. Humans however are not fit for enlightenment and often the mental stress is too great when they themselves are not enlightened even with the assistance of age old being. As more Youkai Inari Gates are opened the user takes on more and more features of both Foxes and of their demon brethren, while also taking on the physical and mental pain of those features.

Information
Prerequisites: Kitsunetsuki

Effect: User may open their Youkai no Inari Gates which grants them the following bonuses based on which Gates are opened:
  • MULADHARA - +5% Auto-Dodge.
  • SWADISTHANA : Ignores first rank of Bleeding and Sprained Called Shot penalties. These effects cannot be doubled by Kawa No Shin'en.
  • ANAHATA - Regains 2% Max HP every round. This gate does not have an HP cost.
  • MANIPURA - Regains 2% Max CP every round. This gate does not have a CP cost.
  • AGYA - +10% Unarmed Damage and increases the user's damage cap with Unarmed Weapons by 10%.
  • BISHUDHA - +2 Accuracy and Dodge. In addition the user automatically succeeds on Awareness checks against clone techniques.
  • SAHASRARA - +1 AP and +2 Genjutsu Save. These effects cannot be doubled by Kawa No Shin'en .
Youkai no Inari Gates do not need to be opened in order; the user can open them in any order that they wish. The user may safely open up to three Youkai no Inari Gates at a time and gains access to the Half-Moon Possession Special Action when they have three Youkai no Inari Gates open.

Special Action - Half-Moon Possession: The user may activate a fourth and fifth Youkai no Inari Gate by paying the normal activation costs. At the beginning of each round the user has Half-Moon Possession active it causes the user to have a 20% chance per Youkai no Inari Gate opened beyond the normal limit of three to increase the Called Shot level of a random limb. User gains access to the Eclipsed Possession Special Action when they have five Youkai no Inari Gates open.

Special Action - Eclipsed Possession: The user may activate a sixth and seventh Youkai no Inari Gate by paying the normal activation costs. At the beginning of each round the user has Eclipsed Possession active it causes the user to have a 20% chance per Youkai no Inari Gate opened beyond the normal limit of three to increase the Called Shot level of a number of random limbs equal to the number of extra Youkai no Inari Gates opened. User gains access to the Kawa No Shin'en Special Action when they have all seven Youkai no Inari Gates open.

Special Action - Kawa No Shin'en : By paying the normal activation and maintain costs for a Youkai no Inari Gate the user can use this special action to open the eighth and final Youkai no Inari Gate which doubles the effects of all of the other Youkai no Inari Gates except where otherwise noted. At the beginning of each round the user has Kawa No Shin'en active it causes the user to have a 20% chance per Youkai no Inari Gate opened beyond the normal limit of three to increase the Called Shot level of a number of random limbs equal to the number of extra Youkai no Inari Gates opened. If the user activates this Special Action they are KO'd at the end of the battle regardless of victory.

Cost: 0.5 AP and 200 Cp per gate to initiate. 100 Hp/rnd per gate.

Notes:
- The activation costs, maintain costs and effects of the Youkai no Inari Gates are cumulative.
- The Special Actions Half-Moon Possession and Eclipsed Possession do not cost any additional AP or CP to activate-- they must simply be stated as long as the conditions are met for their activation. Kawa No Shin'en costs the normal activation and maintain costs of opening a Youkai no Inari Gate.
- The effects of Eclipsed Possession replace those of Half-Moon Possession. Likewise the effects of Eighth Gate: Gate of Death replace those of Eclipsed Possession.
- If the user activates Kawa No Shin'en and goes on to win the battle they are still KO'd. If this occurs they are not able to assign Victim's Choice or Forced Kill penalties to defeated opponents.[/fontsize]

[fontsize="12"] Unnatural Possession - Kinjutsu Ability
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Kitsunetsuki are selfish spirits at heart and do not like to part with something that they feel they possess. As such the one they are possessing belong to them and not even death may lay claim to them. So long at the Kitsunetsuki feels there is a threat to their host they will make sure that the body keeps fighting for its survival, no matter the damage done to the host.

Information
Prerequisites

Effect: While there is a hostile target present and conscious in the battle with the user they are able to fight past their limits and cannot be KO'd normally through being reduced to 0 HP. Any round during which the user starts with a negative HP total they immediately suffer 20% of their maximum HP in damage and their Bleeding Level is automatically elevated by one step. If the user is already at Rank 5 Bleeding at the beginning of the round then they immediately suffer their Bleeding damage instead of their Bleeding Level being elevated.

Notes:
- The user may choose to "give up" at any time they are at negative HP which causes them to fall unconscious immediately.
- If the user is reduced to -100% of their maximum HP they die immediately and are given the Forced Kill penalty.
- If the user activates Kawa No Shin'en at any time during the battle they are still KO'd as soon as the battle ends.
- If the user is already at Rank 5 Bleeding at the beginning of the round and suffers their Bleeding damage instead of their Bleeding Level being elevated they still suffer normal Bleeding damage at the end of the round.[/fontsize]

[fontsize="12"] Playful Pounce - B-Rank Unarmed Taijutsu
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A high speed movement technique in which the user moves in the blink of an eye over a short distance. This skill enables one to utilize their enhanced speed to move at undetectable levels for a brief moment, seeming fade into the air and reappear in another position in a split second, appearing as if the user teleported instantly. This untraceable movement has both offensive and defensive properties.

Information
Prerequisites: Kitsunetsuki, B-Rank

Rank 1: User avoids an attack and then is allowed to counter with a Basic Strike at +1 Accuracy.
Mastered: User avoids an attack and then is allowed to counter with up to any Taijutsu they possess up to C-Rank at +1 Accuracy.

Rank 1 Cost: 2.25 AP and 545 CP
Master Rank Cost: 2.25 AP and 655 CP

Note:
- Playful Pounce is an Activated Auto-Dodge.
- User must have at least one Youkai no Inari Gate opened.
- The user's counter-attack is modded directly after the opponent's attack which was avoided.
- May only be used once per round.[/fontsize]
[fontsize="12"] Multi-Tail Barrage - B-Rank Unarmed Taijutsu
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A rapid blitz of strikes that are so quick in succession that they ignite the air around the Kitsunetsuki's fists through a combination of raw air friction and the chakra being used in the process for the attack. Each strike carries with it the force of an explosion and is enough to balk even the sturdiest of foes.

Information
Prerequisites Kitsunetsuki, B-Rank

Rank 1: User strikes 5 times dealing 315 damage per strike at -1 Accuracy. Morning Peacock can cause Suppression up to two times per use rather than the normal limit of once.
Mastered: User strikes 5 times dealing 395 damage per strike at -1 Accuracy. Morning Peacock can cause Suppression up to four times per use rather than the normal limit of once.

Rank 1 Cost: 2.25 AP and 545 CP
Master Rank Cost: 2.25 AP and 685 CP

Notes:
- User must have Half-Moon Possession: active.[/fontsize]

[fontsize="12"] Mischievous Strike - A-Rank Unarmed Taijutsu
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A technique which has taken many forms over the years thanks to the varied masters of the Kitsunetsuki teachings, The Mischievous Strike is an attack which draws upon the incredible power of the Youkai no Inari Gates to execute an extremely versatile technique.

Information
Prerequisites Kitsunetsuki, A-Rank

Rank 1: Base damage is 3,300. User must select a Special Action.
Mastered: Base damage is 4,125. User must select a Special Action.

Special Action - Daytime Naps: This technique automatically triggers any Activated Auto-Dodge effects that the target has prepared in their conditionals before attempting to strike.

Special Action - Evening Cuddles: This technique strikes 5 times dealing 660/825 damage per strike. If Evening Cuddles is blocked by a barrier then one strike is ignored, the barrier is destroyed and the remaining strikes target the opponent as normal.

Rank 1 Cost: 2.75 AP and 1650 CP
Master Rank Cost: 2.75 AP and 2065 CP

Note:
- Only one Special Action may be chosen.
- Mischievous Strike can only be used once per round.
- User must have Eclipsed Possession active.
- Daytime Naps triggers the target's Activated Auto-Dodge(s) even if it wouldn't normally activate the opponent's conditional they set to use it with.[/fontsize]

[fontsize="12"] Supreme Inari Possession - S-Rank Unarmed Taijutsu
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By condensing all of their chakra into a single limb of their body and then using the combined energy of all eight Youkai no Inari Gates the Kitsunetsuki is able to enter a state of intensity which blurs the line between possible and impossible.

Information
Prerequisites S-Rank, All Kitsunetsuki techniques mastered

Mastered: Converts the user's life force into raw power and strikes a single time dealing 2,755 damage at +1 Accuracy. If Supreme Inari Possession is a Full Hit then it deals additional damage to the target equal to 7.5% of the user's maximum HP and elevates the Called Shot penalties of a single one of the user's limbs to a special Useless status. Useless uses the same penalties as Broken status but cannot be healed for the remainder of the battle. If a limb which is already at Broken status is selected then it is rendered Useless and another random limb is selected. This process repeats until a limb which was not already at Broken status is selected.

Cost: 3.75 AP and 3,300 CP

Note(s):
- User must be under the effects of Kawa No Shin'en .
- The additional damage caused by Supreme Inari Possession being a Full Hit cannot be reduced or increased by any effect.
- If Supreme Inari Possession hits a barrier then the additional damage is not dealt but the barrier is destroyed automatically.
- At the end of the battle the user suffers Recovery Time for each limb rendered Useless by Supreme Inari Possession .[/fontsize]
 
Missions with Point totals:
https://www.ninpocho.com/viewtopic.php?p=334566#p334566 C-Rank Point Value: 1
https://www.ninpocho.com/viewtopic.php?p=334670#p334670 B-Rank Point Value: 1
https://www.ninpocho.com/viewtopic.php?p=335232#p335232 C-rank Point Value: 1
https://www.ninpocho.com/viewtopic.php?p=335415#p335415 C-rank Point Value: 1.5
https://www.ninpocho.com/viewtopic.php?p=335918#p335918 B-rank Point Value: 1
https://www.ninpocho.com/viewtopic.php?p=336715#p336715 B-Rank Point Value: 1
Total points: 6.5
 
This is a page specifically for the links and quotes of everything I changed…pretty much everything, during the Patch 6.3 update! Thank you to all the mods who handled my many many requests.

First
Maikeru said:
Approved.
Irie Airi said:
Hello i am updating my character here sort of fixing things and the such so here we go!

First I would like to go from Benevolent to Inuzuka Lone wolf [Fox Spirit]
Wild soul will be Melee Accuracy and the jutsu subtype will be Unarmed

As for Kinjutsu I would like to stay Hachimon

New Ability list:
Free - Onyx Guard
Free - Shinobi101 - Ice Ninjutsu with Unarmed Taijutsu
Free - Savage Affinity: Ferocity
Free - Hidden Power
1) Duelist
2) Ambidexterity
3) Weapon Attunement
4) Jutsu Expansion
5) Stalker
6) Willpower
7) Kinjutsu
8) Kinjutsu
9) Kinjutsu

Character Class:
Kitsu-Jizen
HP: (60+lvl) x stamina
CP: (45+lvl) x chakra control
Class Bonus: Kinjutsu
High: Melee Accuracy
Average: Genjutsu Save, Dodge
Low: Ranged Accuracy, Genjutsu DC, Ninjutsu Accuracy

Affinities:
For my free major I want to change it from Major Earth to Major Water and change my minor from Water to Wind
As such would like to switch my advanced Element from Wood to Ice

Jutsu switches
Wood Jutsu: Changing to Ice
Armor of Thorns – Mastered change to Firgid Ice blast
Ingrain – Mastered change to Arctic Aether
Piercing Timber – Rank 1 Change to Crystallize

Lightning Jutsu:
E rankThunder Fist – Rank 1 change to The one-two
D-rank Thunder clap – Rank 1 Change to the 4 hit combo
D-rank Electroshock – Mastered Change to the spinning wind
D-rank Electrocution - Rank 1 Change to Dynamic Entry
C rankZeus’ Flash – Rank 1 Change to Dragon Assault
C-rank Lighting Torrent – Rank 1 Change to Tiger Hook
B-rank Gigavolt Cannon – Rank 1 Change to Spear hand

Wind Jutsu:
E-rank Wind Slash – Rank 1 Change to low sweep
E-rank Pressure burst – Rank 1 Change to Janken
D-rank Air Bullet – Rank 1 Change to Dynamic Finish

Non-Elemental Jutsu:
[Shadow Shuriken Replication – Rank 1 Change to Shadow step strike

Medical Jutsu:
B-rank Mystical Force – Rank 1 Change to Submission

Buffing Jutsu:
Charge – Rank 1 change to thrust
Block – Mastered change to slash

Genjutsu:
E-rank Stun - Rank 1 Change to uncalled for shot
E-rank False Surroundings - Rank 1 Change to stab
D-rank Blur – Rank 1 change to dynamic finish
D-rank Trembling Music – Rank 1 change to nut buster
Second
Maikeru said:
Approved. 17,400 from refunds
New Yen: 47950
Irie Airi said:
All Augments owned with current weapons
Haaku-Unmei (Gauntlets)
Weapon damage type: Unarmed – Ability to use hand seals
-2 Accuracy +10% Damage
Augments: Vampiric, Special Composition: Medical, Overflow

Hogo-Raiku (Wrist Blade)
Weapon Damage type: Piercing – +5% increased chance of Called shot
-2 Accuracy +10% Damage
Augments: Steady, Vanguard, Recovery

Supesu-MekAmi (Wakazashis)
Weapon Damage type: Slashing – Suppression
+2 Accuracy -10% Damage
Augments: Dual Weapon, Trick Weapon: Projectile, Special Composition: Medical

Kurra-Shakai (Small wrist shield)
Weapon Damage type: Bludgeoning – Suppression
-2 Accuracy +10% Damage
Augments: Overflow,

Total augments owned are
Vampiric keeping
Special Composition X 2 Change to Razor Strike Augment and Silencer
Overflow x 2 Refund
Steady Refund
Vanguard Refund
Recovery Refund
Dual weapon keeping
Trick weapon Refund

New Weapon:
Haaku-Unmei (Gauntlets)
Weapon Damage type: Unarmed - Ability to use hand Seals
+2 Accuracy, -10% Damage
Augments: Vampiric, Razor Strike, Silencer
*Note* Ambidexterity also gives this the Dual Weapon Augment

Ability change again sorry…

Shinobi 101 want to use Genjutsu DC for Unarmed Taijutsu

Changed this again:
Character Class:
Kitsu-Jizen
HP: (70+lvl) x stamina
CP: (35+lvl) x chakra control
Class Bonus: Kinjutsu
High: Genjutsu DC
Average: Genjutsu Save, Dodge
Low: Ranged Accuracy, Melee Accuracy, Ninjutsu Accuracy

Affinities:
Changing again for Major Water, Minor Earth
Going for Crystal Jutsu

More jutsu swaps again sorry:

C Frigid Ice blast to Roaring Combination
C Arctic Aether to Shoryuken
B Crystallize to Suplex
E Thrust to Block
E Slash to Deception
E Multi-Impale - Rank 1 to False Surroundings
E Piercing Rain - Rank 1 to Refund
D Impaling Counter – Mastered to Mask Summoning
D Dynamic Poke - Rank 1 to Critical Exposure
D Dynamic Pierce – Rank 1 to trembling music
D Defensive Thrust – Rank 1 to Drunken Stupor
B Counter Strike – Rank 1 to Primary Lotus
B Fake-out – Rank 1 to Seismic Toss
B Million Stabs - Mastered to Phoenix Embrace
E Arced-Slash – Rank 1 to Refund
E Dynamic-Slash - Rank 1 to Refund
E Overhead Strike - Rank 1 to Refund
D Full Circle - Rank 1 to Blur
D Cross Rip – Rank 1 to Refund
C Vanishing Slash – Rank 1 to Tatsumaki Senpuu Kyaku

Total Refund 17,400 if I did math right
Third
Kanagawa Nozomi said:
Stat change and inventory approved.
Irie Airi said:
Changing most of my stats around following ooc rank for B Rank OCRing lowest stat must be 120.

Old Stats:
Agility: 275/300
Stamina: 300/300
Taijutsu: 245/300
Ninjutsu: 130/300
Genjutsu: 75/300
Chakra Control: 300/300
Power level: 1,325
ASP: 310

New Stats:
Agility: 220/300
Stamina: 300/300
Taijutsu: 120/300
Ninjutsu: 120/300
Genjutsu: 265/300
Chakra Control: 300/300
Power level: 1,325
ASP: 310

Inventory change:
Headset
Kawarimi Target
Smoke Bomb
Fourth
Maikeru said:
Approved.
Irie Airi said:
Shocking more of the same changes, would not be shocked if this happened at least once more with how indecisive I am >.>

ASP Approval Here

OLD Class:
Kitsu-Jizen
HP: (70+lvl) x stamina
CP: (35+lvl) x chakra control
Class Bonus: Kinjutsu
High: Genjutsu DC
Average: Dodge, Genjutsu Save
Low: Ninjutsu Accuracy, Ranged Accuracy, Melee Accuracy

New Class:
Kitsu-Jizen
HP: (70+lvl) x stamina
CP: (35+lvl) x chakra control
Class Bonus: Kinjutsu, +5% Unarmed Damage
High: Genjutsu DC
Average: Dodge, Genjutsu Save
Low: Ninjutsu Accuracy, Ranged Accuracy, Melee Accuracy

Affinity changing Again:
Switch to Major Fire / Minor Water, Picking up Shadow

Ability List:
Free - Onyx Guard
Free - Shinobi 101: Unarmed Taijutsu with Genjutsu DC
Free - Savage Affinity: Ferocity
Free - Hidden Power
1) Duelist
2) Ambidexterity
3) Weapon Atonement => Shattered Reality
4) Jutsu Expansion
5) Stalker
6) Elemental Illusion
7) Will Power => Illusionist
8) Kinjutsu
9) Kinjutsu
10) Kinjutsu

Jutsu Swaps
E – Rank - Stone Bullet – Mastered => Favoritism
E – Rank - Gravel Shift – Mastered => Wasteful
C – Rank - Earth Flow River - Rank 1 => Piercing Cry
D – Rank - Sinkhole Fist – Rank 1 => Appreciation of Music
C – Rank - Rock Golem – Rank 1 => Masochism
C – Rank - Earthen Coating – Rank 1 => Verse of Darkness

E- Rank - Infernal Ember – Rank 1 => Hot Weapon
E – Rank - Thermal Maw - Rank 1 => 1000 Years of Pain Kai
D – Rank - Fireball – Mastered => Basic Clone

E - Rank - Pressurized Mist – Mastered => Mimic
E – Rank - Water Gun – Mastered => Eye Strain
D – Rank - Water Whip – Mastered => Amnesia
C – Rank - Impaling Hydro – Rank 1 => Black Flash
B - Rank - Torrential Vortex – Rank 1 => Centralized
B – Rank - Water Shark Bomb – Rank 1 => Taunt
Fifth
Maikeru said:
Approved
Irie Airi said:
Those were jutsu I used to have that I exchange previously in this topic.

I was linking more so for proof of jutsu mastered. What I should have just done is this.

Favoritism - Mastered giving master to Body Switch
Wasteful - Mastered giving master to Janken
Mimic - Mastered giving master to uncalled for Shot
Eye Strain - Mastered giving master to Deception
Mask Summoning - Mastered giving master to Critical exposure
Mystical hand – Mastered giving master to 4-hit Combo
Spinning Wind - Mastered giving master to Trembling Music
Basic Clone - Mastered giving mastery to Appreciation of Music
Amnesia - Mastered giving mastery to Blur
Roaring Combination - Mastered giving mastery to Step-in Flash
System Shock - Mastered giving mastery to Deaf
Shoryuken - Mastered giving mastery to Verse of Darkness
Sixth
Maikeru said:
Weapons don't require RP, so it can be done in your dojo. But, while it's here, approved.
Irie Airi said:
Haaku-Unmei (Clawed Gauntlets)
Weapon Damage type: Unarmed - Ability to use hand Seals
+2 Accuracy, -10% Damage
Augments: Vampiric, Razor Strike, Silencer
*Note* Ambidexterity also gives this the Dual Weapon Augment

Changing the razor Strike augment to Mirage Augment

Haaku-Unmei (Clawed Gauntlets)
Weapon Damage type: Unarmed - Ability to use hand Seals
+2 Accuracy, -10% Damage
Augments: Vampiric, Mirage Augment, Silencer
*Note* Ambidexterity also gives this the Dual Weapon Augment

Affinity change again would like to have Major Lightning and Minor Fire, gaining access to Radiation Advanced element
Seventh
Maikeru said:
Approved
Irie Airi said:
Want to Exchange Barrier C-rank jutsu for Active Camo C-rank jutsu
Want to Exchange shadow servant B-rank jutsu for Lingering Spark B-Rank jutsu

Jutsu List:
Non-Elemental Jutsu:
Transformation - Rank 1
Body Switch - Mastered
Combination transform – Rank 1
Crystal Eye – Rank 1
Cancel – Mastered
Barrier – Rank 1

Anbu jutsu:

Medical Jutsu:
Mystical hand – Rank 1
Coagulation - Rank 1
System Shock - Rank 1

Buffing Jutsu:
Block – Mastered
Counter Strke – Rank 1
Cover – Rank 1
Anabolic Frenzy – Rank 1

Unarmed Jutsu:
The One-Two - Rank 1
Low Sweep - Rank 1
Janken - Mastered
Uncalled for shot - Mastered
4-hit Combo - Mastered
Spinning Wind - Rank 1
Dynamic Entry - Rank 1
Dynamic Finish - Rank 1
Nut Buster - Rank 1
Dragon Assault - Rank 1
Tiger Hook - Rank 1
Step in Flash – Mastered
Shoryuken - Rank 1
Tatsumaki Sepuu Kyaku - Rank 1
Roaring Combination - Rank 1
Grapple – Rank 1
Suplex - Rank 1
Primary Lotus - Rank 1
Shadow Step Strike - Rank 1
Seismic Toss - Rank 1
Submission - Rank 1
Spear hand - Rank 1
Multi-hit combo – Rank 1

Genjutsu:
Audial Jutsu
Deception - Mastered
Favoritism - Rank 1
Wasteful - Rank 1
Trembling Music – Mastered
Appreciation of Music - Mastered
Deaf – Mastered
Piercing Cry – Rank 1
Centralized – Rank 1

Kinetic Jutsu
Hot Weapon – Rank 1
Stun - Rank 1
1000 Years of Pain Kai – Rank 1
Drunken Stupor - Rank 1
Masochism – Rank 1
Phoenix Embrace – Mastered
Pox – Rank 1

Visual Jutsu
Mimic - Rank 1
False Surroundings - Rank 1
Eye Strain - Rank 1
Basic Clone - Rank 1
Blur – Mastered
Black Flash – Rank 1
Verse of Darkness – Mastered
Advanced Clone - Rank 1
Mime Box – Rank 1

Will Jutsu
Amnesia - Rank 1
Havoc of the Doomed Mind – Rank 1
Oblivious Rapture – Rank 1
Taunt – Rank 1
 
Approval of Slug
Name: Farana
Description: – Farana is nothing short of interesting. She is a pure white slug with long purple lines down her back roughly the size of a forearm. She has two longer stalks and is weirdly dry. Farana has the ability to rapidly expand her body by producing mucus. Farana’s voice is very soft but usually comes off as like a ringing of a bell. Her body does have a single long scar down the middle from a fight she had a long time ago. She weights roughly ten to fifteen pounds without the expansion, when she does get big thugh her weight increase by roughly the same amount. Farana is very cool to the touch which is lovely in the summer but terrible in the winter. Despite what you might think Farana always has the soft smell of rice paddies. Her sweet aroma only intensifies the more mucus she releases over time.

Personality: – Farana is a sweet little thing whole only enjoys taking care of those who are under her protection. Often a very self-sacrificing creature she well without hesitation leap into enemy attacks to keep her young ward safe. Farana considers herself to be an older sister or mother to those she serves and thus has learned the awesome power of nagging but also the ability to really empathies with others. Farana is attracted to those who have similar personalities to her, and generally does not like those who would generally put other people down for their benefit. Farana developed and trained herself to be the perfect support for someone who considers themselves up and coming, someone who wishes to change the shinobi world for the better. Farana also has a understandable fear of both fish and birds and as such is freaked out by them even if those things are being eaten near her.

History: – Farana first developed her deep sense of love from the large family of slugs she was from. While not the oldest of her family, she always felt like she was the most mature of the bunch. Often times trying to watch out for even her older siblings. Even at times when she thought her parents were struggling she made an effort to try and ease their burden. As she grew however she discovered that the world was a very dangerous place. She decided to focus and dedicatie herself to the healing arts, as well as techniques which could also be used to defend not only herself but her ally’s.

The training itself was intensive, she had no idea who or what she would need to protect, learning a lot of animal anatomy as well as that of humans. This training however could only be so useful if she got out into the world and explored it. Not only to find medicinal herbs but also to find patients and people to study with. It was during one of these excursions in the land of shinobi that she happened to meet Yamamoto Airi.

She had been moving along the road at a slow and steady pace when something quickly moved over her. With a shriek she felt herself get hurt. While normally this would not be a problem it was still the audacity of whatever ran her over. Suddenly she heard a human who commanded something to go an apologize. A large three headed dog showed up and at first Farana was scared but when the dog apologized and licked the slug with some healing like saliva she suddenly felt better. The girl apologized to the slug and performed a minor healing jutsu as well. ‘There are shinobi who are sweet like that?’ The slug thought to herself. With that the slug formally offered to join a pact with the young shinobi.
Other info: – No

Approval of E-rank Dog
Name: Yamita
Description: – Averaging around the size of about one foot one inches, the Akita known as Yamato is very light. The average weight of the Akita is around twenty-five pounds. The fur of Yamita is a dark brown and black coating very similar to Airi’s other summon of the Cerberus trio. Sporting a lovely little black Kumogakure scarf and a little box attached to their collar for delivering messages. Akita has no abnormal features from a normal dog, though she does happen to have one blue eye and one green eye. Yamita has a voice that is soft and therefore not very loud even when she is trying to get attention.

Personality: – Yamita is a very lazy dog unless she is on a mission. She loved to be carried around and will often find crazy places to take naps in. When she is awake though she is nothing but a ball of energy. She often cannot keep her feet still and will tippy tap everywhere she goes. Her voice is rather soft so she will often tug pull or push into whomever she wants attention from. She liked people who are relaxed and calm but can rough house if it so comes to it. Yamita’s new favorite spot is slipping right in the center of Argos’s back.

History: – Yamita does not have much of a history to speak of. She was often found lazing about until her family decided that she really needed to find a job. Being a lazy sort of being that she was though she could not really keep any sort of job, often wanting to stop or take naps if the days got boring. That was until she found the awesome job of mailman delivery. Yamita enjoyed barkouring around complicated terrain and getting rewarded for it.

After a mission would end she could sleep and nap the day away. Overall it was never a boring position. Her days came to an interesting turn when she was called forth. At first she was incredibly fearful of the large three headed dog summoned by the fox girl…at least until she got picked up and held. The fox girl had a lovely scent and was very warm. Yamita had not even realized a whole day had almost passed until the girl asked her to deliver a package to someone.

Yamita knew that this was going to be her new happy place. Delivering messages and generally getting carried around and petted was the exact lifestyle she always wanted. Argos called her Airi-hime but the girl always seemed a little off put by it. As such Yamita started to call her Airi-chan to make her more comfortable. While this was not a lavish lifestyle or one of grandeur some being simply wanted a simple existence. Airi was one of those rare shinobi who just wanted things to be normal. Airi had promised she would never summon Yamita for anything dangerous, this really was her only condition. To be safe, fed, and petted and Yamita figured that if anyone did not want that at the end of the day then they must have some kind of screw loose.
Other info: – No

Approval of Canine
Name(s): Lae(Left head), Argos (Middle head), Orth(Right head)
Description: – A simple three headed German Shepard who was born with three separate minds in one body. The large beast stands at the approximate height of five foot eleven inches. Combined the animal weights roughly five hundred and twenty five pounds. The dog itself is covered in lush creamy brownish golden fur mixed with a healthy amount of black fur. Argos and gang all have deep Mocca colored eyes. One of the main stand features of the dog is that Lae’s right eye and Orth’s left eye seem to have been scratched or cut off, thus combined the animal only has four eyes.

Personality (1): – Argos: The middle head is the one that connects the two others. Argos themselves is typically stoic though can open up once things seem to be in order. This dog’s belief is in itself and in the other two performing to the best of their abilities. Often time seen as the team leader or coordinator Argos commands the other two as the Alpha of the pack. Argos is typically over protective and quick to misjudge those but has slowly been opening up thanks to their new master. Argos is never one to back down from a fight and will always protect its master until the very end.
Personality (2): - Lae: If any of them would be considered rude and arrogant it would be Lae. Confident in himself and his brothers he often times will goad or even start fights with others. Quick to lash out and even quicker to temper, Lea is often the one that Argos needs to reel in. Lae is the teacher of the three surprisingly and often pushes those who are timid out of their shell. Lae considers themselves the oldest of the three and thus tries to take on an older brother vibe. In order to be the best you have to take risks that is Lae’s belief in enjoying life.
Personality (3): - Orth: Considered the youngest of the trio Orth usually keeps to themselves, usually be the cautious on as an opposite to Lae. Or is seen as the silent judge often watching, listening and only speaking when someone address to him or something pertains to a situation he feels a need to comment on. Orth defers judge to Argos since Orth likes to plan and think in advance, often keeping a cool head. Orth rarely sees Lae but when he does there is often a look of worry, as if Orth believes the world will end with Lea. Though mostly this is just do to their conflicting natures.

History: – The Cerberus trio originally were expected to be born a Youkai, though with no powers of the Youkai and very little blood even moving through their veins. Not accept by the Youkai and not really accepted in the world of man they ended spending most of their time deep in training. Each of them took up to practicing and training their own for of chakra control and shinobi prowess. Argos himself always wanted to work alongside shinobi…finding them to be the influential movers of the world. Lae wanted to fight strong opponents and Orth wanted to build someone up to become a leader. The problem was their ability to agree on a shinobi to follow.

Most shinobi did not care about what they did or why they did it, some had weak resolves, or even still some were outright evil. The Cerberus trio often took up positions of guard, normally keeping away from their precious home or to those few they found mutual ground with. They were of course paid for their services being a rather intimidating group of esteemed dogs.

It wasn’t until one night they were summoned by a small girl. At first Argos was on edge…even if they were small if they could summon a strength like the Cerberus Trio they were dangerous. Lae…overall not impressed was disinterested from the start…Orth however did indeed have questions. Argos asked who summoned them and for what purpose. The girl did not flinch of falter at the strength Argos put into their voice. The girl responded that she needed a partner, someone who was strong and caring who could assist her in the defense of her village during a troubling time. The two looked to each other and nodded but Lae was not convinced. Lae asked for a demonstration of strength. The girl nodded and took a few steps back.

The little one surprised them…

She expanded her chakra, took on the form of a fox and punched with the force of nothing to which they had seen…Lae knew immediately that the girl was strong the him. The three also felt a kinship with the girl. When asked about her strength and history they found out she too was a mostly mortal being with a small amount of Youkai blood. Thus the trio confirmed to supporting her.
Other info: – Nope
 

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