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:

Jae's Dojo

Joined
Oct 23, 2012
Messages
829
Yen
434,692
ASP
22
Currently E-Rank; Awaiting approval for D rank.

Profile

ABILITY TRAINING:

1) Hyperactive - [WC: 432]
2) Sorcerer Fighting Style - [WC: 379]
  • Have all E & D rank jutsu mastered for all base elements.

WEAPON CREATION:
hIMxi0v.jpg

Weapon Type: Unarmed
Weapon Feature: Can use Handseals
Accuracy Mod: +2
Damage Mod: -10%
Augment: Re-Energize


Purchasing Re-Energize [Here]
 
Dropping the weapon but still need the quoted approved.
Jaehyun said:
Currently E-Rank; Awaiting approval for D rank.

Profile

ABILITY TRAINING:

1) Hyperactive - [WC: 432]
2) Sorcerer Fighting Style - [WC: 379]
  • Have all E & D rank jutsu mastered for all base elements.

Adding More Abilities:

3) Healing Factor - [WC: 564]
4) Barrier Mastery - [WC: 225]
5) Willpower - [WC: 375]

New Weapon:

Weapon Name: Yukibare 雪晴れ |Clear Weather After Snowfall|
Weapon Type: Unnarmed
Weapon Feature: Can Use Handseals
Damage Modifier: -10%
Accuracy Modifier: +2
Augments: Recovery, Re-Energize

Re-Energize Purchased: [X]
Recovery Purchased: [X]

Core Ability Training - Chakra Attuned

4 Points Available:

Normalize - 2 Points
Spirit Boost x2 - 2 Points
Normalize - Passive (2 points)
Chakra Attuned users like to say their chakra is pure, rather than twisted toward one particular element. Some of them take this to extremes, making their chakra tuned toward no elements at all.
Effect: All Elemental Damage caused by the user is treated as Non-Elemental Damage. Gives Ninjutsu +10% Damage that bypasses half of the target's damage reduction.
Note: This does not allow converted Ninjutsu to use Affinity Moves or other techniques that they can only use for Non-Elemental Ninjutsu.

Spirit Boost - Boost (1 point)
Restriction- Can be purchased twice
A Chakra Attuned ninja's prowess with Ninjutsu is not to be underestimated. Their skill with it is unparalleled, and is not limited to any one specific element.
Effect: +5% Ninjutsu damage.
 
Jaehyun said:
Dropping the weapon but still need the quoted approved.
Jaehyun said:
Currently E-Rank; Awaiting approval for D rank.

Profile

ABILITY TRAINING:

1) Hyperactive - [WC: 432]
2) Sorcerer Fighting Style - [WC: 379]
  • Have all E & D rank jutsu mastered for all base elements.

Adding More Abilities:

3) Healing Factor - [WC: 564]
4) Barrier Mastery - [WC: 225]
5) Willpower - [WC: 375]

New Weapon:

Weapon Name: Yukibare 雪晴れ |Clear Weather After Snowfall|
Weapon Type: Unnarmed
Weapon Feature: Can Use Handseals
Damage Modifier: -10%
Accuracy Modifier: +2
Augments: Recovery, Re-Energize

Re-Energize Purchased: [X]
Recovery Purchased: [X]

Core Ability Training - Chakra Attuned

4 Points Available:

Normalize - 2 Points
Spirit Boost x2 - 2 Points
Normalize - Passive (2 points)
Chakra Attuned users like to say their chakra is pure, rather than twisted toward one particular element. Some of them take this to extremes, making their chakra tuned toward no elements at all.
Effect: All Elemental Damage caused by the user is treated as Non-Elemental Damage. Gives Ninjutsu +10% Damage that bypasses half of the target's damage reduction.
Note: This does not allow converted Ninjutsu to use Affinity Moves or other techniques that they can only use for Non-Elemental Ninjutsu.

Spirit Boost - Boost (1 point)
Restriction- Can be purchased twice
A Chakra Attuned ninja's prowess with Ninjutsu is not to be underestimated. Their skill with it is unparalleled, and is not limited to any one specific element.
Effect: +5% Ninjutsu damage.

[fontsize="12"]Rank up to D-Rank: Approved.
Core Ability Point Purchases: Approved.
  • Points Remaining: 0

Abilities: Approved.
  • Current Abilities:
    • Hyperactive
    • Sorcer
    • Healing Factor
    • Barrier Mastery
    • Will Power


There is nothing wrong with your previous 'wand weapon', if you wish to still utilize it feel free by posting it in the future!
 
Elemental Affinities:
Major: Earth (All Mastered), Fire (All Mastered), Lightning (All Mastered), Water (All Mastered), Wind (All Mastered), Non-Elemental (All Mastered)
Advanced Elements: Kinesis (Fire + Wind), Scorch (Fire + NE), Gravity (Lightning + Earth), Mirror (Wind + Water), Lava (Earth + Fire)

S-Rank due to undoing reboot card: [X]

Abilities:

0) Mednin - Combat Medic - Free
1) Hyperactive - Already Learned
2) Sorcerer Style - Already Learned
3) Healing Factor - Already Learned
4) Barrier Mastery - Already Learned
5) Will Power - Already Learned
6) Jutsu Mastery
Jaehyun understood chakra like it was second nature to him, his precise control allowed for most sustainable usage, but he knew how to go further. Controlling chakra is one thing, but Jae realized that he needed to master the manifestation of it. While his genjutsu and taijutsu still needed work Ninjutsu was good enough. Ninjutsu is the most difficult to manifest, requiring the most amount of chakra out of the three jutsu classifications, which made it better for Jae to practice and master the ninjutsu he knew, which made using them vastly easier. Jae's expertise with chakra made his jutsu cost almost nothing.

7) Human Anatomy
Jaehyun wasn't quite interested in the functions of the human body, chakra was his strong point, but once he became a medical shinobi it was required for him to have a fundamental understanding of the human anatomy. This soon turned into an obsession, once Jaehyun began studying he couldn't stop. It was so different than what is normally taught to students, "Chakra" is the answer to most things. How can one breath fire? Chakra. How do we survive such terrible damage from a building being dropped on us? Chakra. What is the powerhouse of the cell? Not many people know the answer to that, everything is so easily explained with Chakra, but this was different and Jae appreciated that.

8) Defensive Style

[WC: 295]

Current Chakra Attuned Points used:

Normalize - 2 Points
Spirit Boost x2 - 2 Points

Adding on:

Conservation - 3 points
Recharge - 2 point
Jutsu Expert - 2 points
Energy Boost x3 - 3 Points
Chakra Retainer - 2 points
Hustle - 2 points
Empower - 2 points

Updating my weapon for another augment:

Weapon Name: Yukibare 雪晴れ |Clear Weather After Snowfall|
Weapon Type: Unnarmed
Weapon Feature: Can Use Handseals
Damage Modifier: -10%
Accuracy Modifier: +2
Augments: Recovery, Re-Energize, Steady

Purchasing Steady Here.
 
Jaehyun said:
Elemental Affinities:
Major: Earth (All Mastered), Fire (All Mastered), Lightning (All Mastered), Water (All Mastered), Wind (All Mastered), Non-Elemental (All Mastered)
Advanced Elements: Kinesis (Fire + Wind), Scorch (Fire + NE), Gravity (Lightning + Earth), Mirror (Wind + Water), Lava (Earth + Fire)

S-Rank due to undoing reboot card: [X]

Abilities:

0) Mednin - Combat Medic - Free
1) Hyperactive - Already Learned
2) Sorcerer Style - Already Learned
3) Healing Factor - Already Learned
4) Barrier Mastery - Already Learned
5) Will Power - Already Learned
6) Jutsu Mastery
Jaehyun understood chakra like it was second nature to him, his precise control allowed for most sustainable usage, but he knew how to go further. Controlling chakra is one thing, but Jae realized that he needed to master the manifestation of it. While his genjutsu and taijutsu still needed work Ninjutsu was good enough. Ninjutsu is the most difficult to manifest, requiring the most amount of chakra out of the three jutsu classifications, which made it better for Jae to practice and master the ninjutsu he knew, which made using them vastly easier. Jae's expertise with chakra made his jutsu cost almost nothing.

7) Human Anatomy
Jaehyun wasn't quite interested in the functions of the human body, chakra was his strong point, but once he became a medical shinobi it was required for him to have a fundamental understanding of the human anatomy. This soon turned into an obsession, once Jaehyun began studying he couldn't stop. It was so different than what is normally taught to students, "Chakra" is the answer to most things. How can one breath fire? Chakra. How do we survive such terrible damage from a building being dropped on us? Chakra. What is the powerhouse of the cell? Not many people know the answer to that, everything is so easily explained with Chakra, but this was different and Jae appreciated that.

8) Defensive Style

[WC: 295]

Current Chakra Attuned Points used:

Normalize - 2 Points
Spirit Boost x2 - 2 Points

Adding on:

Conservation - 3 points
Recharge - 2 point
Jutsu Expert - 2 points
Energy Boost x3 - 3 Points
Chakra Retainer - 2 points
Hustle - 2 points
Empower - 2 points

Updating my weapon for another augment:

Weapon Name: Yukibare 雪晴れ |Clear Weather After Snowfall|
Weapon Type: Unnarmed
Weapon Feature: Can Use Handseals
Damage Modifier: -10%
Accuracy Modifier: +2
Augments: Recovery, Re-Energize, Steady

Purchasing Steady Here.


  • Chakra Attuned
    • Normalize - 2 Points
    • Spirit Boost x2 - 2 Points
    • Conservation - 3 points
    • Recharge - 2 point
    • Jutsu Expert - 2 points
    • Energy Boost x3 - 3 Points
    • Chakra Retainer - 2 points
    • Hustle - 2 points
    • Empower - 2 points
    • Total: 20/20


  • Abilities:
    • 0) Mednin - Combat Medic - Free
    • 1) Hyperactive
    • 2) Sorcerer Style
    • 3) Healing Factor
    • 4) Barrier Mastery
    • 5) Will Power
    • 6) Jutsu Mastery - Approved
    • 7) Human Anatomy - Approved
    • 8) Defensive Technique - Approved

Weapon Name: Yukibare 雪晴れ |Clear Weather After Snowfall|
Weapon Type: Unnarmed
Weapon Feature: Can Use Handseals
Damage Modifier: -10%
Accuracy Modifier: +2
Augments: Recovery, Re-Energize, Steady

Approved.
 
Current Abilities:

0. Medical Branch - Combat Medic
1. Hyperactive
2. Sorcerer Style
3. Healing Factor
4. Barrier Mastery
5. Will Power
6. Jutsu Mastery
7. Human Anatomy
9. Defensive Technique

Unlearning Abilities:

7. Human Anatomy - 1 Week to replace

New Abilities: Ability Card Purchased

10. Jutsu Expansion - [WC: 267]
11. Concentration
WC: 103 said:
Jae, while not the best at fighting in terms of practical combat, was quite intelligent and could think both on his feet and ahead, utilizing both to hopefully guarantee himself victory. He would often take his time in fights, conserving his movement and actions for the right moment to strike, realizing he could surprise his opponent by striking more ferociously once that time comes. Jae's studious nature translated to how he fights, staying on the defensive to analyze his opponent's tactics before going on the offensive, attempting to stay several steps ahead of the opponent to strike them down as soon as possible.

12. Clumsiness - [WC: 311]

Adding to Inventory:

1) Kawarimi Target (3 Uses)
2) Headset
3) Headband
 
Jaehyun said:
Current Abilities:

0. Medical Branch - Combat Medic
1. Hyperactive
2. Sorcerer Style
3. Healing Factor
4. Barrier Mastery
5. Will Power
6. Jutsu Mastery
7. Human Anatomy
9. Defensive Technique

Unlearning Abilities:

7. Human Anatomy - 1 Week to replace

New Abilities: Ability Card Purchased

10. Jutsu Expansion - [WC: 267]
11. Concentration
WC: 103 said:
Jae, while not the best at fighting in terms of practical combat, was quite intelligent and could think both on his feet and ahead, utilizing both to hopefully guarantee himself victory. He would often take his time in fights, conserving his movement and actions for the right moment to strike, realizing he could surprise his opponent by striking more ferociously once that time comes. Jae's studious nature translated to how he fights, staying on the defensive to analyze his opponent's tactics before going on the offensive, attempting to stay several steps ahead of the opponent to strike them down as soon as possible.

12. Clumsiness - [WC: 311]

Adding to Inventory:

1) Kawarimi Target (3 Uses)
2) Headset
3) Headband

Dojo approved!
 
Am now a Chimera of Chakra Attuned & Temporal Strider; approved [Here]

CA Table: Temporal Attuned
Normalize - Passive (2 points)
Chakra Attuned users like to say their chakra is pure, rather than twisted toward one particular element. Some of them take this to extremes, making their chakra tuned toward no elements at all.
Effect: All Elemental Damage caused by the user is treated as Non-Elemental Damage. Gives Ninjutsu +10% Damage that bypasses half of the target's damage reduction.
Note: This does not allow converted Ninjutsu to use Affinity Moves or other techniques that they can only use for Non-Elemental Ninjutsu.

Conservation - Passive (3 points)
Restriction- C Rank and up
Through repeated use and training with the lower level techniques, the attuned ninja learns the best ways to manipulate their chakra in order to produce the desired effects. They are able to cast weaker jutsu for a much smaller cost than an average ninja would.
Effect: -15% Ninjutsu cost.

Jutsu Expert - Modification (2 points)
Restriction- Must have Jutsu Mastery
A Chakra Attuned ninja is extremely efficient with their chakra, especially with jutsu they are also skilled with. They are even more adept at this than other practitioners of the skill.
Effect: 10% Chakra reduction is changed to 15%.

Walk the Aeons - Boost (1 point)
Restriction- Can be purchased up to three times
A Strider has it within their power to comprehend time on many different levels, allowing them to move with precision that few can comprehend. Their movements through time can often be tricky for others to follow.
Effect: +1 dodge.

Hustle - Dependent Special Move (2 points)
For those who prefer power over accuracy, the Chakra Attuned can choose to power up one of their techniques in exchange for making it less likely to hit.
Effect: Can choose to add 10% damage to a Ninjutsu in exchange for -1 accuracy.

Strike the Spirit - Dependent Special Move (3 points)
Those who have a powerful connection with chakra themselves have an intimate knowledge of how to disrupt that connection in others. By specially molding a jutsu, the Attuned ninja is able to cause it to blast away an enemy’s chakra instead of their health.
Effect: Once per round, the user may have a Ninjutsu deal Chakra damage. The chosen jutsu only deal 80% Damage, and receives no buffs at all.

Delayed Action - Dependent Special Move (2 points)
Time being like so much liquid to a Strider, then can easily throw their chakra forwards in it to form into its essence later--even controlling where and when it appears.
Effect: Any Ninjutsu can be cast into the future by up to three rounds (1 Round minimum), gaining a +3 accuracy bonus. Ninjutsu cast in this manner are modded at the beginning of the round they are cast into. This cannot be done more than once per round, and no more than two jutsu can be aimed at a single target this way at a time. (Added jutsu can be cast at the same target once previously cast jutsu have reappeared.)

Threads of Fate - Dependent Special Move (2 points)
Restriction- Requires one binding jutsu
A Strider knows their incoming reactions better than anyone's, and can possess the ability to distort the perception of their opponent when they know what is coming. It is said that they move fate itself to temporarily alter their target's view of the world.
Effect: Warps the target's sight to make it look like the user is standing still before a binding jutsu is cast. Lasts for 2 AP before the bind is cast. During that time, the target has -3 dodge and -3 accuracy against the user, including versus the bind itself. Acts as a Visual Genjutsu. When tagged to the front of a bind, increases the cost by 1.5x.

Spellweave - Dependent Special Move (2 points)
To most, multi-hitting jutsu occur rapidly, but not simultaneously. To the Strider, however, such fragments of time are mutable, and subject to their whim, allowing them to weave such pieces together and make them appear to be fired all at once.
Effect: Converts a Multi-hit Jutsu into a single-hit one; all strikes would hit simultaneously using the same check. Any limits or restrictions apply normally (Such as only 'x' strikes being capable of hitting.)

Temporal Step - Independent Special Move (3 points)
Restriction- C Rank and up
The Strider possesses the skills to not only look through time, but to temporarily step out of it as well, rendering them resistant to most normal forms of harm aimed at them and allowing them an unclouded perception on the battle they are in.
Effect: The user makes a step out of time for the duration of one round. During this round, the user cannot be affected by Genjutsu, and any Genjutsu which they are under are temporarily ignored for the duration, though are still active. They also gain 10% damage reduction against all Ninjutsu and Taijutsu, and cannot be KOed while out of time, though if they take sufficient damage they will be knocked out when they phase back into normal space-time. Genjutsu cannot be cast in this state, however, and any Ninjutsu and Taijutsu cast require an additional 10% CP cost. This is treated as a free action and may be done every other round.

Secondary Echo - Independent Special Move (2 points)
Restriction- C Rank and up.
A Strider dislikes wasted time more than perhaps anyone else. So when their own time is wasted by a jutsu missing when cast, they simply pull it out of the past rather than waste time casting it again.
Effect: User may pull any Ninjutsu they cast the previous round that missed entirely to be redirected at the same target again or a new target. Costs 15% of the CP the jutsu originally took to cast and the same AP initially used, but only does 80% the original damage it would have. May only be used once per round.

Hasted Steps - Chakra Style (2 points)
The term "speed kills" is the mission statement of the Temporal Strider. By increasing their chakra output, they can cause all of their actions to quicken.
Effect: While in this style up to two actions per round may be "accelerated" for no additional cost. An "accelerated" attack is modded as being 1 AP faster than it's base AP cost. All jutsu cast by the user cost 5% additional CP.
Note: "Acceleration" may be applied twice to a single attack to cause it to be modded as being 2 AP faster but this spends both of the user's "accelerated" actions for the round.

Fatetwisting - A-Rank Non-elemental Ninjutsu (1 Point, 1 to rank up)
Restriction - A-Rank
Time travel is impossible. This is an immutable truth of the world as such a power simply sits too far outside of the moral scope of ability and treads water into the realm of beings which could be described as divines. That does not mean however that there aren't ways to cheat time. Temporal Striders are able to step into the currents of causality and hop "between" strands of probability... and drag their opponents along with them. This means that any time an opponent would choose to face a Temporal Strider with the proper mix of cunning and strength they do so with the forces of fate itself working against them.

Rank 1: For the duration of one full round the user may select any two actions which require them to roll a d20 and roll an additional d20, taking the result which favors the user more and discarding the other one.
Rank 2: For the duration of one full round the user may select any four actions which require them to roll a d20 and roll an additional d20, taking the result which favors the user more and discarding the other one.

Rank 1 Cost: 3 AP and 2,500 CP
Rank 2 Cost: 3 AP and 3125 CP

Note(s):
- Selecting an action does not cost additional CP or AP and likewise is modded as instantaneous as a result. Casting Fatetwisting still takes time as normal however. Additional rolls last until they are spent but do not stack. If the user casts Fatetwisting while they have lingering additional rolls the amount of rolls they have available is set to the amount which is normal for the rank that they know Fatetwisting at.
- User may select an opponent's action which is targeting them as long as there is a d20 roll involved on the part of the user (e.g. "If my opponent uses a Called Shot on me I would like to spend one of my additional rolls on the Called Shot success chance"). This is done reflexively and therefore requires a conditional.
- If an action contains multiple d20 rolls (e.g. a Ninjutsu attack which has a Secondary Effect) the user must specify which d20 roll they are choosing to roll an additional d20 for. The user may spend more than one roll on a single action but each roll must apply to a different d20 roll occurring as a part of the action. In the case of actions which have built in re-roll effects (such as the Feint Affinity Move) spending an additional roll only applies to one of those rolls of the user's choice -- not both.
- User may not ever roll more than one additional d20 for a single roll.

And for my chosen 20 Points:

Hasted Steps (2 Points)
Normalize (2 Points)
Conservation (3 Points)
Jutsu Expert (2 Points)
Walk of Aeons (2 Points)
Fatetwisting (2 Points)
Temporal Step (3 Points)
Hustle (2 Points)
Secondary Echo (2 Points)

Also, new Class due to Kinjutsu:
SON OF A WITCH
HP: (55+lvl) x stamina
CP: (45+6+lvl) x chakra control
Class Bonus: -10% CP Cost, +2 Accuracy
High: Ninjutsu Accuracy
Average: Evasion, Genjutsu Save, Genjutsu DC
Low: Ranged Accuracy, Melee Accuracy

SON OF A WITCH
HP: (55+lvl) x stamina
CP: (45+6+lvl) x chakra control
Class Bonus: Kinjutsu, +1 Accuracy
High: Ninjutsu Accuracy
Average: Evasion, Genjutsu Save, Genjutsu DC
Low: Ranged Accuracy, Melee Accuracy

And these ability changes:

0) Medical Branch - Combat Medic
1) Hyperactive
2) Sorcerer Style
3) Healing Factor
4) Barrier Mastery
5) Will Power
6) Jutsu Mastery
7) Defensive Technique
8) Jutsu Expansion
9) Clumsiness
10) Concentration Kinjutsu
11) Kinjutsu
12) Kinjutsu

Dropping Concentration for the Kinjutsu slot
 
Jaehyun said:
Am now a Chimera of Chakra Attuned & Temporal Strider; approved [Here]

CA Table: Temporal Attuned
Normalize - Passive (2 points)
Chakra Attuned users like to say their chakra is pure, rather than twisted toward one particular element. Some of them take this to extremes, making their chakra tuned toward no elements at all.
Effect: All Elemental Damage caused by the user is treated as Non-Elemental Damage. Gives Ninjutsu +10% Damage that bypasses half of the target's damage reduction.
Note: This does not allow converted Ninjutsu to use Affinity Moves or other techniques that they can only use for Non-Elemental Ninjutsu.

Conservation - Passive (3 points)
Restriction- C Rank and up
Through repeated use and training with the lower level techniques, the attuned ninja learns the best ways to manipulate their chakra in order to produce the desired effects. They are able to cast weaker jutsu for a much smaller cost than an average ninja would.
Effect: -15% Ninjutsu cost.

Jutsu Expert - Modification (2 points)
Restriction- Must have Jutsu Mastery
A Chakra Attuned ninja is extremely efficient with their chakra, especially with jutsu they are also skilled with. They are even more adept at this than other practitioners of the skill.
Effect: 10% Chakra reduction is changed to 15%.

Walk the Aeons - Boost (1 point)
Restriction- Can be purchased up to three times
A Strider has it within their power to comprehend time on many different levels, allowing them to move with precision that few can comprehend. Their movements through time can often be tricky for others to follow.
Effect: +1 dodge.

Hustle - Dependent Special Move (2 points)
For those who prefer power over accuracy, the Chakra Attuned can choose to power up one of their techniques in exchange for making it less likely to hit.
Effect: Can choose to add 10% damage to a Ninjutsu in exchange for -1 accuracy.

Strike the Spirit - Dependent Special Move (3 points)
Those who have a powerful connection with chakra themselves have an intimate knowledge of how to disrupt that connection in others. By specially molding a jutsu, the Attuned ninja is able to cause it to blast away an enemy’s chakra instead of their health.
Effect: Once per round, the user may have a Ninjutsu deal Chakra damage. The chosen jutsu only deal 80% Damage, and receives no buffs at all.

Delayed Action - Dependent Special Move (2 points)
Time being like so much liquid to a Strider, then can easily throw their chakra forwards in it to form into its essence later--even controlling where and when it appears.
Effect: Any Ninjutsu can be cast into the future by up to three rounds (1 Round minimum), gaining a +3 accuracy bonus. Ninjutsu cast in this manner are modded at the beginning of the round they are cast into. This cannot be done more than once per round, and no more than two jutsu can be aimed at a single target this way at a time. (Added jutsu can be cast at the same target once previously cast jutsu have reappeared.)

Threads of Fate - Dependent Special Move (2 points)
Restriction- Requires one binding jutsu
A Strider knows their incoming reactions better than anyone's, and can possess the ability to distort the perception of their opponent when they know what is coming. It is said that they move fate itself to temporarily alter their target's view of the world.
Effect: Warps the target's sight to make it look like the user is standing still before a binding jutsu is cast. Lasts for 2 AP before the bind is cast. During that time, the target has -3 dodge and -3 accuracy against the user, including versus the bind itself. Acts as a Visual Genjutsu. When tagged to the front of a bind, increases the cost by 1.5x.

Spellweave - Dependent Special Move (2 points)
To most, multi-hitting jutsu occur rapidly, but not simultaneously. To the Strider, however, such fragments of time are mutable, and subject to their whim, allowing them to weave such pieces together and make them appear to be fired all at once.
Effect: Converts a Multi-hit Jutsu into a single-hit one; all strikes would hit simultaneously using the same check. Any limits or restrictions apply normally (Such as only 'x' strikes being capable of hitting.)

Temporal Step - Independent Special Move (3 points)
Restriction- C Rank and up
The Strider possesses the skills to not only look through time, but to temporarily step out of it as well, rendering them resistant to most normal forms of harm aimed at them and allowing them an unclouded perception on the battle they are in.
Effect: The user makes a step out of time for the duration of one round. During this round, the user cannot be affected by Genjutsu, and any Genjutsu which they are under are temporarily ignored for the duration, though are still active. They also gain 10% damage reduction against all Ninjutsu and Taijutsu, and cannot be KOed while out of time, though if they take sufficient damage they will be knocked out when they phase back into normal space-time. Genjutsu cannot be cast in this state, however, and any Ninjutsu and Taijutsu cast require an additional 10% CP cost. This is treated as a free action and may be done every other round.

Secondary Echo - Independent Special Move (2 points)
Restriction- C Rank and up.
A Strider dislikes wasted time more than perhaps anyone else. So when their own time is wasted by a jutsu missing when cast, they simply pull it out of the past rather than waste time casting it again.
Effect: User may pull any Ninjutsu they cast the previous round that missed entirely to be redirected at the same target again or a new target. Costs 15% of the CP the jutsu originally took to cast and the same AP initially used, but only does 80% the original damage it would have. May only be used once per round.

Hasted Steps - Chakra Style (2 points)
The term "speed kills" is the mission statement of the Temporal Strider. By increasing their chakra output, they can cause all of their actions to quicken.
Effect: While in this style up to two actions per round may be "accelerated" for no additional cost. An "accelerated" attack is modded as being 1 AP faster than it's base AP cost. All jutsu cast by the user cost 5% additional CP.
Note: "Acceleration" may be applied twice to a single attack to cause it to be modded as being 2 AP faster but this spends both of the user's "accelerated" actions for the round.

Fatetwisting - A-Rank Non-elemental Ninjutsu (1 Point, 1 to rank up)
Restriction - A-Rank
Time travel is impossible. This is an immutable truth of the world as such a power simply sits too far outside of the moral scope of ability and treads water into the realm of beings which could be described as divines. That does not mean however that there aren't ways to cheat time. Temporal Striders are able to step into the currents of causality and hop "between" strands of probability... and drag their opponents along with them. This means that any time an opponent would choose to face a Temporal Strider with the proper mix of cunning and strength they do so with the forces of fate itself working against them.

Rank 1: For the duration of one full round the user may select any two actions which require them to roll a d20 and roll an additional d20, taking the result which favors the user more and discarding the other one.
Rank 2: For the duration of one full round the user may select any four actions which require them to roll a d20 and roll an additional d20, taking the result which favors the user more and discarding the other one.

Rank 1 Cost: 3 AP and 2,500 CP
Rank 2 Cost: 3 AP and 3125 CP

Note(s):
- Selecting an action does not cost additional CP or AP and likewise is modded as instantaneous as a result. Casting Fatetwisting still takes time as normal however. Additional rolls last until they are spent but do not stack. If the user casts Fatetwisting while they have lingering additional rolls the amount of rolls they have available is set to the amount which is normal for the rank that they know Fatetwisting at.
- User may select an opponent's action which is targeting them as long as there is a d20 roll involved on the part of the user (e.g. "If my opponent uses a Called Shot on me I would like to spend one of my additional rolls on the Called Shot success chance"). This is done reflexively and therefore requires a conditional.
- If an action contains multiple d20 rolls (e.g. a Ninjutsu attack which has a Secondary Effect) the user must specify which d20 roll they are choosing to roll an additional d20 for. The user may spend more than one roll on a single action but each roll must apply to a different d20 roll occurring as a part of the action. In the case of actions which have built in re-roll effects (such as the Feint Affinity Move) spending an additional roll only applies to one of those rolls of the user's choice -- not both.
- User may not ever roll more than one additional d20 for a single roll.

And for my chosen 20 Points:

Hasted Steps (2 Points)
Normalize (2 Points)
Conservation (3 Points)
Jutsu Expert (2 Points)
Walk of Aeons (2 Points)
Fatetwisting (2 Points)
Temporal Step (3 Points)
Hustle (2 Points)
Secondary Echo (2 Points)

Also, new Class due to Kinjutsu:
SON OF A WITCH
HP: (55+lvl) x stamina
CP: (45+6+lvl) x chakra control
Class Bonus: -10% CP Cost, +2 Accuracy
High: Ninjutsu Accuracy
Average: Evasion, Genjutsu Save, Genjutsu DC
Low: Ranged Accuracy, Melee Accuracy

SON OF A WITCH
HP: (55+lvl) x stamina
CP: (45+6+lvl) x chakra control
Class Bonus: Kinjutsu, +1 Accuracy
High: Ninjutsu Accuracy
Average: Evasion, Genjutsu Save, Genjutsu DC
Low: Ranged Accuracy, Melee Accuracy

And these ability changes:

0) Medical Branch - Combat Medic
1) Hyperactive
2) Sorcerer Style
3) Healing Factor
4) Barrier Mastery
5) Will Power
6) Jutsu Mastery
7) Defensive Technique
8) Jutsu Expansion
9) Clumsiness
10) Concentration Kinjutsu
11) Kinjutsu
12) Kinjutsu

Dropping Concentration for the Kinjutsu slot


Checks out, approved!
 
since its been 2 weeks I am changing my entire Chimera table:

New Table
084 PL – Walk The Aeons Rank 1/Conservation Rank 1
168 PL - Normalize Rank 1
252 PL – Spirit Boost Rank 1
336 PL – Strike the Spirit Rank 1
420 PL – Walk The Aeons Rank 2
504 PL – Spirit Boost Rank 2
588 PL - Conservation Rank 2/Secondary Echo Rank 1
672 PL - Normalize Rank 2/Ripple Effect Rank 1
756 PL – Strike the Spirit Rank 2
840 PL –Ripple Effect Rank 2
924 PL – Secondary Echo Rank 2
1008 PL - Normalize Rank 3
1092 PL - Conservation Rank 3
1176 PL – Walk the Aeons Rank 3
1260 PL – Temporal Step
1344 PL – Hasted Steps
1428 PL - Strike the Spirit Rank 3
1512 PL – Fatetwisting Rank 1
1596 PL – Secondary Echo Rank 3
1680 PL - Ripple Effect Rank 3
1764 PL – Fatetwisting Rank 2

Walk the Aeons
A Strider has it within their power to comprehend time on many different levels, allowing them to move with precision that few can comprehend. Their movements through time can often be tricky for others to follow.
Rank 1: +1 dodge.
Rank 2: +2 dodge
Rank 3: +3 dodge

Conservation
Restriction- C Rank and up
Through repeated use and training with the lower level techniques, the attuned ninja learns the best ways to manipulate their chakra in order to produce the desired effects. They are able to cast weaker jutsu for a much smaller cost than an average ninja would.
Rank 1: -5% Ninjutsu cost.
Rank 2: -10% Ninjutsu cost.
Rank 3: -15% Ninjutsu cost.

Normalize
Chakra Attuned users like to say their chakra is pure, rather than twisted toward one particular element. Some of them take this to extremes, making their chakra tuned toward no elements at all.
Rank 1: All Elemental Damage caused by the user is treated as Non-Elemental Damage. Gives Ninjutsu +5% Damage that bypasses half of the target's damage reduction.
Rank 2: Same as Rank 1 but Ninjutsu deal +7.5% damage
Rank 3: Same as Rank 1 but Ninjutsu deal +10% damage
Note: This does not allow converted Ninjutsu to use Affinity Moves or other techniques that they can only use for Non-Elemental Ninjutsu.

Spirit Boost
A Chakra Attuned ninja's prowess with Ninjutsu is not to be underestimated. Their skill with it is unparalleled and is not limited to any one specific element.
Rank 1: +5% Ninjutsu damage.
Rank 2: +10% Ninjutsu Damage

Strike the Spirit - Dependent Special Move
Those who have a powerful connection with chakra themselves have an intimate knowledge of how to disrupt that connection in others. By specially molding a jutsu, the Attuned ninja is able to cause it to blast away an enemy’s chakra instead of their health.
Rank 1: Once per round, the user may have a Ninjutsu deal Chakra damage. The chosen jutsu only deal 70% Damage, and receives no buffs at all.
Rank 2: Same as Rank 1 but the jutsu deals 75% damage.
Rank 3: Same as Rank 1 but the jutsu deals 80% damage.

Secondary Echo - Independent Special Move
A Strider dislikes wasted time more than perhaps anyone else. So when their own time is wasted by a jutsu missing when cast, they simply pull it out of the past rather than waste time casting it again.
Rank 1: User may pull any Ninjutsu they cast the previous round that missed entirely to be redirected at the same target again or a new target. Costs 15% of the CP the jutsu originally took to cast and the same AP initially used, but only does 40% the original damage it would have. May only be used once per round.
Rank 2: Same as Rank 1 but the jutsu deals 60% the original damage.
Rank 3: Same as Rank 1 but the jutsu deals 80% the original damage.

Ripple Effect - Dependent Special Move
The rate at which a jutsu is cast and dispelled is variable to a Strider, allowing them to have it break up and attack multiple targets over several rounds, or even the same target over time.
Rank 1: Any Ninjutsu can be split in damage in up to four pieces (multiple hit Ninjutsu can instead be split into however many hits there are.) Each piece can be set to strike a target up to three rounds in the future. Pieces set to strike during the next round or afterwards receive a +0 accuracy bonus. This cannot be done more than once per round, and no more than two jutsu can be aimed at a single target this way at a time. (Added jutsu can be cast at the same target once previously cast jutsu have reappeared.)
Rank 2: Same as Rank 1 but jutsu that strike during the next round or afterwards receive a +1 Accuracy bonus
Rank 3: Same as Rank 1 but jutsu that strike during the next round or afterwards receive a +2 Accuracy bonus

Temporal Step - Independent Special Move

The Strider possesses the skills to not only look through time, but to temporarily step out of it as well, rendering them resistant to most normal forms of harm aimed at them and allowing them an unclouded perception on the battle they are in.
Effect: The user makes a step out of time for the duration of one round. During this round, the user cannot be affected by Genjutsu, and any Genjutsu which they are under are temporarily ignored for the duration, though are still active. They also gain 10% damage reduction against all Ninjutsu and Taijutsu, and cannot be KOed while out of time, though if they take sufficient damage they will be knocked out when they phase back into normal space-time. Genjutsu cannot be cast in this state, however, and any Ninjutsu and Taijutsu cast require an additional 10% CP cost. This is treated as a free action and may be done every other round

Hasted Steps - Chakra Style
The term "speed kills" is the mission statement of the Temporal Strider. By increasing their chakra output, they can cause all of their actions to quicken.
Effect: While in this style up to two actions per round may be "accelerated" for no additional cost. An "accelerated" attack is modded as being 1 AP faster than it's base AP cost. All jutsu cast by the user cost 5% additional CP.
Note: "Acceleration" may be applied twice to a single attack to cause it to be modded as being 2 AP faster but this spends both of the user's "accelerated" actions for the round.

Fatetwisting - A-Rank Non-elemental Ninjutsu
Time travel is impossible. This is an immutable truth of the world as such a power simply sits too far outside of the moral scope of ability and treads water into the realm of beings which could be described as divines. That does not mean however that there aren't ways to cheat time. Temporal Striders are able to step into the currents of causality and hop "between" strands of probability... and drag their opponents along with them. This means that any time an opponent would choose to face a Temporal Strider with the proper mix of cunning and strength they do so with the forces of fate itself working against them.

Rank 1: For the duration of one full round the user may select any two actions which require them to roll a d20 and roll an additional d20, taking the result which favors the user more and discarding the other one.
Rank 2: For the duration of one full round the user may select any four actions which require them to roll a d20 and roll an additional d20, taking the result which favors the user more and discarding the other one.

Rank 1 Cost: 3 AP and 2,500 CP
Rank 2 Cost: 3 AP and 3125 CP

Note(s):
- Selecting an action does not cost additional CP or AP and likewise is modded as instantaneous as a result. Casting Fatetwisting still takes time as normal however. Additional rolls last until they are spent but do not stack. If the user casts Fatetwisting while they have lingering additional rolls the amount of rolls they have available is set to the amount which is normal for the rank that they know Fatetwisting at.
- User may select an opponent's action which is targeting them as long as there is a d20 roll involved on the part of the user (e.g. "If my opponent uses a Called Shot on me I would like to spend one of my additional rolls on the Called Shot success chance"). This is done reflexively and therefore requires a conditional.
- If an action contains multiple d20 rolls (e.g. a Ninjutsu attack which has a Secondary Effect) the user must specify which d20 roll they are choosing to roll an additional d20 for. The user may spend more than one roll on a single action but each roll must apply to a different d20 roll occurring as a part of the action. In the case of actions which have built in re-roll effects (such as the Feint Affinity Move) spending an additional roll only applies to one of those rolls of the user's choice -- not both.
- User may not ever roll more than one additional d20 for a single roll.

Rank 3 is how they show in the CA tables, I just lowered their effectiveness for Rank 1 & 2 to fill out the table.
 
Jaehyun said:
since its been 2 weeks I am changing my entire Chimera table:

New Table
084 PL – Walk The Aeons Rank 1/Conservation Rank 1
168 PL - Normalize Rank 1
252 PL – Spirit Boost Rank 1
336 PL – Strike the Spirit Rank 1
420 PL – Walk The Aeons Rank 2
504 PL – Spirit Boost Rank 2
588 PL - Conservation Rank 2/Secondary Echo Rank 1
672 PL - Normalize Rank 2/Ripple Effect Rank 1
756 PL – Strike the Spirit Rank 2
840 PL –Ripple Effect Rank 2
924 PL – Secondary Echo Rank 2
1008 PL - Normalize Rank 3
1092 PL - Conservation Rank 3
1176 PL – Walk the Aeons Rank 3
1260 PL – Temporal Step
1344 PL – Hasted Steps
1428 PL - Strike the Spirit Rank 3
1512 PL – Fatetwisting Rank 1
1596 PL – Secondary Echo Rank 3
1680 PL - Ripple Effect Rank 3
1764 PL – Fatetwisting Rank 2

Walk the Aeons
A Strider has it within their power to comprehend time on many different levels, allowing them to move with precision that few can comprehend. Their movements through time can often be tricky for others to follow.
Rank 1: +1 dodge.
Rank 2: +2 dodge
Rank 3: +3 dodge

Conservation
Restriction- C Rank and up
Through repeated use and training with the lower level techniques, the attuned ninja learns the best ways to manipulate their chakra in order to produce the desired effects. They are able to cast weaker jutsu for a much smaller cost than an average ninja would.
Rank 1: -5% Ninjutsu cost.
Rank 2: -10% Ninjutsu cost.
Rank 3: -15% Ninjutsu cost.

Normalize
Chakra Attuned users like to say their chakra is pure, rather than twisted toward one particular element. Some of them take this to extremes, making their chakra tuned toward no elements at all.
Rank 1: All Elemental Damage caused by the user is treated as Non-Elemental Damage. Gives Ninjutsu +5% Damage that bypasses half of the target's damage reduction.
Rank 2: Same as Rank 1 but Ninjutsu deal +7.5% damage
Rank 3: Same as Rank 1 but Ninjutsu deal +10% damage
Note: This does not allow converted Ninjutsu to use Affinity Moves or other techniques that they can only use for Non-Elemental Ninjutsu.

Spirit Boost
A Chakra Attuned ninja's prowess with Ninjutsu is not to be underestimated. Their skill with it is unparalleled and is not limited to any one specific element.
Rank 1: +5% Ninjutsu damage.
Rank 2: +10% Ninjutsu Damage

Strike the Spirit - Dependent Special Move
Those who have a powerful connection with chakra themselves have an intimate knowledge of how to disrupt that connection in others. By specially molding a jutsu, the Attuned ninja is able to cause it to blast away an enemy’s chakra instead of their health.
Rank 1: Once per round, the user may have a Ninjutsu deal Chakra damage. The chosen jutsu only deal 70% Damage, and receives no buffs at all.
Rank 2: Same as Rank 1 but the jutsu deals 75% damage.
Rank 3: Same as Rank 1 but the jutsu deals 80% damage.

Secondary Echo - Independent Special Move
A Strider dislikes wasted time more than perhaps anyone else. So when their own time is wasted by a jutsu missing when cast, they simply pull it out of the past rather than waste time casting it again.
Rank 1: User may pull any Ninjutsu they cast the previous round that missed entirely to be redirected at the same target again or a new target. Costs 15% of the CP the jutsu originally took to cast and the same AP initially used, but only does 40% the original damage it would have. May only be used once per round.
Rank 2: Same as Rank 1 but the jutsu deals 60% the original damage.
Rank 3: Same as Rank 1 but the jutsu deals 80% the original damage.

Ripple Effect - Dependent Special Move
The rate at which a jutsu is cast and dispelled is variable to a Strider, allowing them to have it break up and attack multiple targets over several rounds, or even the same target over time.
Rank 1: Any Ninjutsu can be split in damage in up to four pieces (multiple hit Ninjutsu can instead be split into however many hits there are.) Each piece can be set to strike a target up to three rounds in the future. Pieces set to strike during the next round or afterwards receive a +0 accuracy bonus. This cannot be done more than once per round, and no more than two jutsu can be aimed at a single target this way at a time. (Added jutsu can be cast at the same target once previously cast jutsu have reappeared.)
Rank 2: Same as Rank 1 but jutsu that strike during the next round or afterwards receive a +1 Accuracy bonus
Rank 3: Same as Rank 1 but jutsu that strike during the next round or afterwards receive a +2 Accuracy bonus

Temporal Step - Independent Special Move

The Strider possesses the skills to not only look through time, but to temporarily step out of it as well, rendering them resistant to most normal forms of harm aimed at them and allowing them an unclouded perception on the battle they are in.
Effect: The user makes a step out of time for the duration of one round. During this round, the user cannot be affected by Genjutsu, and any Genjutsu which they are under are temporarily ignored for the duration, though are still active. They also gain 10% damage reduction against all Ninjutsu and Taijutsu, and cannot be KOed while out of time, though if they take sufficient damage they will be knocked out when they phase back into normal space-time. Genjutsu cannot be cast in this state, however, and any Ninjutsu and Taijutsu cast require an additional 10% CP cost. This is treated as a free action and may be done every other round

Hasted Steps - Chakra Style
The term "speed kills" is the mission statement of the Temporal Strider. By increasing their chakra output, they can cause all of their actions to quicken.
Effect: While in this style up to two actions per round may be "accelerated" for no additional cost. An "accelerated" attack is modded as being 1 AP faster than it's base AP cost. All jutsu cast by the user cost 5% additional CP.
Note: "Acceleration" may be applied twice to a single attack to cause it to be modded as being 2 AP faster but this spends both of the user's "accelerated" actions for the round.

Fatetwisting - A-Rank Non-elemental Ninjutsu
Time travel is impossible. This is an immutable truth of the world as such a power simply sits too far outside of the moral scope of ability and treads water into the realm of beings which could be described as divines. That does not mean however that there aren't ways to cheat time. Temporal Striders are able to step into the currents of causality and hop "between" strands of probability... and drag their opponents along with them. This means that any time an opponent would choose to face a Temporal Strider with the proper mix of cunning and strength they do so with the forces of fate itself working against them.

Rank 1: For the duration of one full round the user may select any two actions which require them to roll a d20 and roll an additional d20, taking the result which favors the user more and discarding the other one.
Rank 2: For the duration of one full round the user may select any four actions which require them to roll a d20 and roll an additional d20, taking the result which favors the user more and discarding the other one.

Rank 1 Cost: 3 AP and 2,500 CP
Rank 2 Cost: 3 AP and 3125 CP

Note(s):
- Selecting an action does not cost additional CP or AP and likewise is modded as instantaneous as a result. Casting Fatetwisting still takes time as normal however. Additional rolls last until they are spent but do not stack. If the user casts Fatetwisting while they have lingering additional rolls the amount of rolls they have available is set to the amount which is normal for the rank that they know Fatetwisting at.
- User may select an opponent's action which is targeting them as long as there is a d20 roll involved on the part of the user (e.g. "If my opponent uses a Called Shot on me I would like to spend one of my additional rolls on the Called Shot success chance"). This is done reflexively and therefore requires a conditional.
- If an action contains multiple d20 rolls (e.g. a Ninjutsu attack which has a Secondary Effect) the user must specify which d20 roll they are choosing to roll an additional d20 for. The user may spend more than one roll on a single action but each roll must apply to a different d20 roll occurring as a part of the action. In the case of actions which have built in re-roll effects (such as the Feint Affinity Move) spending an additional roll only applies to one of those rolls of the user's choice -- not both.
- User may not ever roll more than one additional d20 for a single roll.

Rank 3 is how they show in the CA tables, I just lowered their effectiveness for Rank 1 & 2 to fill out the table.


Approved!
 
Dropping Sorcerer Style, waiting a week I'm lazy

Changing my BL/CA table one last time hopefully

OLD:
084 PL – Walk The Aeons Rank 1/Conservation Rank 1
168 PL - Normalize Rank 1
252 PL – Spirit Boost Rank 1
336 PL – Renewal Rank 1
420 PL – Walk The Aeons Rank 2
504 PL – Spirit Boost Rank 2 588 PL - Conservation Rank 2/Secondary Echo Rank 1
672 PL - Normalize Rank 2/Ripple Effect Rank 1
756 PL – Renewal Rank 2
840 PL –Ripple Effect Rank 2
924 PL – Secondary Echo Rank 2
1008 PL - Normalize Rank 3
1092 PL - Conservation Rank 3
1176 PL – Walk the Aeons Rank 3
1260 PL – Temporal Step
1344 PL – Hasted Steps
1428 PL - Renewal Rank 3
1512 PL – Fatetwisting Rank 1
1596 PL – Secondary Echo Rank 3
1680 PL - Ripple Effect Rank 3
1764 PL – Fatetwisting Rank 2
Walk the Aeons - Passive
A Strider has it within their power to comprehend time on many different levels, allowing them to move with precision that few can comprehend. Their movements through time can often be tricky for others to follow.
Rank 1: +1 dodge.
Rank 2: +2 dodge
Rank 3: +3 dodge

Conservation - Passive
Through repeated use and training with the lower level techniques, the attuned ninja learns the best ways to manipulate their chakra in order to produce the desired effects. They are able to cast weaker jutsu for a much smaller cost than an average ninja would.
Rank 1: -5% Ninjutsu cost.
Rank 2: -10% Ninjutsu cost.
Rank 3: -15% Ninjutsu cost.

Normalize - Passive
Chakra Attuned users like to say their chakra is pure, rather than twisted toward one particular element. Some of them take this to extremes, making their chakra tuned toward no elements at all.
Rank 1: All Elemental Damage caused by the user is treated as Non-Elemental Damage. Gives Ninjutsu +5% Damage that bypasses half of the target's damage reduction.
Rank 2: Same as Rank 1 but Ninjutsu deal +7.5% damage
Rank 3: Same as Rank 1 but Ninjutsu deal +10% damage
Note: This does not allow converted Ninjutsu to use Affinity Moves or other techniques that they can only use for Non-Elemental Ninjutsu.
Spirit Boost - Passive
A Chakra Attuned ninja's prowess with Ninjutsu is not to be underestimated. Their skill with it is unparalleled and is not limited to any one specific element.
Rank 1: +5% Ninjutsu damage.
Rank 2: +10% Ninjutsu Damage

Renewal - Independent Special Move (3 points)
Restriction- C Rank and up.
Sometimes, the Strider does not like what the last few seconds did to them. So they undo it, at least for themselves and whatever hit them. It can be quite the baffling sight to those unsure what just happened.
Rank 1: Negates 50% effects of the last jutsu to hit the user. This includes 50% of all damage, debuffs, bleed increase, chakra loss, bindings, poisoning, and sealing. Can only be used three times per battle.
Rank 2: Same as rank 1, but negates 75%.
Rank 3: Same as rank 1, but negates 100%.

Secondary Echo - Independent Special Move
A Strider dislikes wasted time more than perhaps anyone else. So when their own time is wasted by a jutsu missing when cast, they simply pull it out of the past rather than waste time casting it again.
Rank 1: User may pull any Ninjutsu they cast the previous round that missed entirely to be redirected at the same target again or a new target. Costs 15% of the CP the jutsu originally took to cast and the same AP initially used, but only does 40% the original damage it would have. May only be used once per round.
Rank 2: Same as Rank 1 but the jutsu deals 60% the original damage.
Rank 3: Same as Rank 1 but the jutsu deals 80% the original damage.
Ripple Effect - Dependent Special Move
The rate at which a jutsu is cast and dispelled is variable to a Strider, allowing them to have it break up and attack multiple targets over several rounds, or even the same target over time.
Rank 1: Any Ninjutsu can be split in damage in up to four pieces (multiple hit Ninjutsu can instead be split into however many hits there are.) Each piece can be set to strike a target up to three rounds in the future. Pieces set to strike during the next round or afterwards receive a +0 accuracy bonus. This cannot be done more than once per round, and no more than two jutsu can be aimed at a single target this way at a time. (Added jutsu can be cast at the same target once previously cast jutsu have reappeared.)
Rank 2: Same as Rank 1 but jutsu that strike during the next round or afterwards receive a +1 Accuracy bonus
Rank 3: Same as Rank 1 but jutsu that strike during the next round or afterwards receive a +2 Accuracy bonus
Temporal Step - Independent Special Move
The Strider possesses the skills to not only look through time, but to temporarily step out of it as well, rendering them resistant to most normal forms of harm aimed at them and allowing them an unclouded perception on the battle they are in.
Effect: The user makes a step out of time for the duration of one round. During this round, the user cannot be affected by Genjutsu, and any Genjutsu which they are under are temporarily ignored for the duration, though are still active. They also gain 10% damage reduction against all Ninjutsu and Taijutsu, and cannot be KOed while out of time, though if they take sufficient damage they will be knocked out when they phase back into normal space-time. Genjutsu cannot be cast in this state, however, and any Ninjutsu and Taijutsu cast require an additional 10% CP cost. This is treated as a free action and may be done every other round
Hasted Steps - Chakra Style
The term "speed kills" is the mission statement of the Temporal Strider. By increasing their chakra output, they can cause all of their actions to quicken.
Effect: While in this style up to two actions per round may be "accelerated" for no additional cost. An "accelerated" attack is modded as being 1 AP faster than it's base AP cost. All jutsu cast by the user cost 5% additional CP.
Note: "Acceleration" may be applied twice to a single attack to cause it to be modded as being 2 AP faster but this spends both of the user's "accelerated" actions for the round.
Fatetwisting - A-Rank Non-elemental Ninjutsu
Time travel is impossible. This is an immutable truth of the world as such a power simply sits too far outside of the moral scope of ability and treads water into the realm of beings which could be described as divines. That does not mean however that there aren't ways to cheat time. Temporal Striders are able to step into the currents of causality and hop "between" strands of probability... and drag their opponents along with them. This means that any time an opponent would choose to face a Temporal Strider with the proper mix of cunning and strength they do so with the forces of fate itself working against them.
Rank 1: For the duration of one full round the user may select any two actions which require them to roll a d20 and roll an additional d20, taking the result which favors the user more and discarding the other one.
Rank 2: For the duration of one full round the user may select any four actions which require them to roll a d20 and roll an additional d20, taking the result which favors the user more and discarding the other one.
Rank 1 Cost: 3 AP and 2,500 CP
Rank 2 Cost: 3 AP and 3125 CP
Note(s):
- Selecting an action does not cost additional CP or AP and likewise is modded as instantaneous as a result. Casting Fatetwisting still takes time as normal however. Additional rolls last until they are spent but do not stack. If the user casts Fatetwisting while they have lingering additional rolls the amount of rolls they have available is set to the amount which is normal for the rank that they know Fatetwisting at.
- User may select an opponent's action which is targeting them as long as there is a d20 roll involved on the part of the user (e.g. "If my opponent uses a Called Shot on me I would like to spend one of my additional rolls on the Called Shot success chance"). This is done reflexively and therefore requires a conditional.
- If an action contains multiple d20 rolls (e.g. a Ninjutsu attack which has a Secondary Effect) the user must specify which d20 roll they are choosing to roll an additional d20 for. The user may spend more than one roll on a single action but each roll must apply to a different d20 roll occurring as a part of the action. In the case of actions which have built in re-roll effects (such as the Feint Affinity Move) spending an additional roll only applies to one of those rolls of the user's choice -- not both.
- User may not ever roll more than one additional d20 for a single roll


NEW:
084 PL – Walk The Aeons Rank 1/Conservation Rank 1
168 PL - Normalize Rank 1
252 PL – Spirit Boost Rank 1
336 PL – Strike the Spirit Rank 1
420 PL – Walk The Aeons Rank 2
504 PL – Spirit Boost Rank 2 588 PL - Conservation Rank 2/Secondary Echo Rank 1
672 PL - Normalize Rank 2/Ripple Effect Rank 1
756 PL – Strike the Spirit Rank 2
840 PL –Ripple Effect Rank 2
924 PL – Secondary Echo Rank 2
1008 PL - Normalize Rank 3
1092 PL - Conservation Rank 3
1176 PL – Walk the Aeons Rank 3
1260 PL – Temporal Step
1344 PL – Hasted Steps
1428 PL - Strike the Spirit Rank 3
1512 PL – Fatetwisting Rank 1
1596 PL – Secondary Echo Rank 3
1680 PL - Ripple Effect Rank 3
1764 PL – Fatetwisting Rank 2
Walk the Aeons - Passive
A Strider has it within their power to comprehend time on many different levels, allowing them to move with precision that few can comprehend. Their movements through time can often be tricky for others to follow.
Rank 1: +1 dodge.
Rank 2: +2 dodge
Rank 3: +3 dodge
Conservation - Passive
Through repeated use and training with the lower level techniques, the attuned ninja learns the best ways to manipulate their chakra in order to produce the desired effects. They are able to cast weaker jutsu for a much smaller cost than an average ninja would.
Rank 1: -5% Ninjutsu cost.
Rank 2: -10% Ninjutsu cost.
Rank 3: -15% Ninjutsu cost.
Normalize - Passive
Chakra Attuned users like to say their chakra is pure, rather than twisted toward one particular element. Some of them take this to extremes, making their chakra tuned toward no elements at all.
Rank 1: All Elemental Damage caused by the user is treated as Non-Elemental Damage. Gives Ninjutsu +5% Damage that bypasses half of the target's damage reduction.
Rank 2: Same as Rank 1 but Ninjutsu deal +7.5% damage
Rank 3: Same as Rank 1 but Ninjutsu deal +10% damage
Note: This does not allow converted Ninjutsu to use Affinity Moves or other techniques that they can only use for Non-Elemental Ninjutsu.
Spirit Boost - Passive
A Chakra Attuned ninja's prowess with Ninjutsu is not to be underestimated. Their skill with it is unparalleled and is not limited to any one specific element.
Rank 1: +5% Ninjutsu damage.
Rank 2: +10% Ninjutsu Damage
Strike the Spirit - Dependent Special Move
Those who have a powerful connection with chakra themselves have an intimate knowledge of how to disrupt that connection in others. By specially molding a jutsu, the Attuned ninja is able to cause it to blast away an enemy’s chakra instead of their health.
Rank 1: Once per round, the user may have a Ninjutsu deal Chakra damage. The chosen jutsu only deal 70% Damage, and receives no buffs at all.
Rank 2: Same as Rank 1 but the jutsu deals 75% damage.
Rank 3: Same as Rank 1 but the jutsu deals 80% damage.
Secondary Echo - Independent Special Move
A Strider dislikes wasted time more than perhaps anyone else. So when their own time is wasted by a jutsu missing when cast, they simply pull it out of the past rather than waste time casting it again.
Rank 1: User may pull any Ninjutsu they cast the previous round that missed entirely to be redirected at the same target again or a new target. Costs 15% of the CP the jutsu originally took to cast and the same AP initially used, but only does 40% the original damage it would have. May only be used once per round.
Rank 2: Same as Rank 1 but the jutsu deals 60% the original damage.
Rank 3: Same as Rank 1 but the jutsu deals 80% the original damage.
Ripple Effect - Dependent Special Move
The rate at which a jutsu is cast and dispelled is variable to a Strider, allowing them to have it break up and attack multiple targets over several rounds, or even the same target over time.
Rank 1: Any Ninjutsu can be split in damage in up to four pieces (multiple hit Ninjutsu can instead be split into however many hits there are.) Each piece can be set to strike a target up to three rounds in the future. Pieces set to strike during the next round or afterwards receive a +0 accuracy bonus. This cannot be done more than once per round, and no more than two jutsu can be aimed at a single target this way at a time. (Added jutsu can be cast at the same target once previously cast jutsu have reappeared.)
Rank 2: Same as Rank 1 but jutsu that strike during the next round or afterwards receive a +1 Accuracy bonus
Rank 3: Same as Rank 1 but jutsu that strike during the next round or afterwards receive a +2 Accuracy bonus
Temporal Step - Independent Special Move
The Strider possesses the skills to not only look through time, but to temporarily step out of it as well, rendering them resistant to most normal forms of harm aimed at them and allowing them an unclouded perception on the battle they are in.
Effect: The user makes a step out of time for the duration of one round. During this round, the user cannot be affected by Genjutsu, and any Genjutsu which they are under are temporarily ignored for the duration, though are still active. They also gain 10% damage reduction against all Ninjutsu and Taijutsu, and cannot be KOed while out of time, though if they take sufficient damage they will be knocked out when they phase back into normal space-time. Genjutsu cannot be cast in this state, however, and any Ninjutsu and Taijutsu cast require an additional 10% CP cost. This is treated as a free action and may be done every other round
Hasted Steps - Chakra Style
The term "speed kills" is the mission statement of the Temporal Strider. By increasing their chakra output, they can cause all of their actions to quicken.
Effect: While in this style up to two actions per round may be "accelerated" for no additional cost. An "accelerated" attack is modded as being 1 AP faster than it's base AP cost. All jutsu cast by the user cost 5% additional CP.
Note: "Acceleration" may be applied twice to a single attack to cause it to be modded as being 2 AP faster but this spends both of the user's "accelerated" actions for the round.
Fatetwisting - A-Rank Non-elemental Ninjutsu
Time travel is impossible. This is an immutable truth of the world as such a power simply sits too far outside of the moral scope of ability and treads water into the realm of beings which could be described as divines. That does not mean however that there aren't ways to cheat time. Temporal Striders are able to step into the currents of causality and hop "between" strands of probability... and drag their opponents along with them. This means that any time an opponent would choose to face a Temporal Strider with the proper mix of cunning and strength they do so with the forces of fate itself working against them.
Rank 1: For the duration of one full round the user may select any two actions which require them to roll a d20 and roll an additional d20, taking the result which favors the user more and discarding the other one.
Rank 2: For the duration of one full round the user may select any four actions which require them to roll a d20 and roll an additional d20, taking the result which favors the user more and discarding the other one.
Rank 1 Cost: 3 AP and 2,500 CP
Rank 2 Cost: 3 AP and 3125 CP
Note(s):
- Selecting an action does not cost additional CP or AP and likewise is modded as instantaneous as a result. Casting Fatetwisting still takes time as normal however. Additional rolls last until they are spent but do not stack. If the user casts Fatetwisting while they have lingering additional rolls the amount of rolls they have available is set to the amount which is normal for the rank that they know Fatetwisting at.
- User may select an opponent's action which is targeting them as long as there is a d20 roll involved on the part of the user (e.g. "If my opponent uses a Called Shot on me I would like to spend one of my additional rolls on the Called Shot success chance"). This is done reflexively and therefore requires a conditional.
- If an action contains multiple d20 rolls (e.g. a Ninjutsu attack which has a Secondary Effect) the user must specify which d20 roll they are choosing to roll an additional d20 for. The user may spend more than one roll on a single action but each roll must apply to a different d20 roll occurring as a part of the action. In the case of actions which have built in re-roll effects (such as the Feint Affinity Move) spending an additional roll only applies to one of those rolls of the user's choice -- not both.
- User may not ever roll more than one additional d20 for a single roll

tl;dr: Replaced Strike the Spirit with Renewal.
 
Jaehyun said:
Dropping Sorcerer Style, waiting a week I'm lazy

Changing my BL/CA table one last time hopefully

OLD:
084 PL – Walk The Aeons Rank 1/Conservation Rank 1
168 PL - Normalize Rank 1
252 PL – Spirit Boost Rank 1
336 PL – Renewal Rank 1
420 PL – Walk The Aeons Rank 2
504 PL – Spirit Boost Rank 2 588 PL - Conservation Rank 2/Secondary Echo Rank 1
672 PL - Normalize Rank 2/Ripple Effect Rank 1
756 PL – Renewal Rank 2
840 PL –Ripple Effect Rank 2
924 PL – Secondary Echo Rank 2
1008 PL - Normalize Rank 3
1092 PL - Conservation Rank 3
1176 PL – Walk the Aeons Rank 3
1260 PL – Temporal Step
1344 PL – Hasted Steps
1428 PL - Renewal Rank 3
1512 PL – Fatetwisting Rank 1
1596 PL – Secondary Echo Rank 3
1680 PL - Ripple Effect Rank 3
1764 PL – Fatetwisting Rank 2
Walk the Aeons - Passive
A Strider has it within their power to comprehend time on many different levels, allowing them to move with precision that few can comprehend. Their movements through time can often be tricky for others to follow.
Rank 1: +1 dodge.
Rank 2: +2 dodge
Rank 3: +3 dodge

Conservation - Passive
Through repeated use and training with the lower level techniques, the attuned ninja learns the best ways to manipulate their chakra in order to produce the desired effects. They are able to cast weaker jutsu for a much smaller cost than an average ninja would.
Rank 1: -5% Ninjutsu cost.
Rank 2: -10% Ninjutsu cost.
Rank 3: -15% Ninjutsu cost.

Normalize - Passive
Chakra Attuned users like to say their chakra is pure, rather than twisted toward one particular element. Some of them take this to extremes, making their chakra tuned toward no elements at all.
Rank 1: All Elemental Damage caused by the user is treated as Non-Elemental Damage. Gives Ninjutsu +5% Damage that bypasses half of the target's damage reduction.
Rank 2: Same as Rank 1 but Ninjutsu deal +7.5% damage
Rank 3: Same as Rank 1 but Ninjutsu deal +10% damage
Note: This does not allow converted Ninjutsu to use Affinity Moves or other techniques that they can only use for Non-Elemental Ninjutsu.
Spirit Boost - Passive
A Chakra Attuned ninja's prowess with Ninjutsu is not to be underestimated. Their skill with it is unparalleled and is not limited to any one specific element.
Rank 1: +5% Ninjutsu damage.
Rank 2: +10% Ninjutsu Damage

Renewal - Independent Special Move (3 points)
Restriction- C Rank and up.
Sometimes, the Strider does not like what the last few seconds did to them. So they undo it, at least for themselves and whatever hit them. It can be quite the baffling sight to those unsure what just happened.
Rank 1: Negates 50% effects of the last jutsu to hit the user. This includes 50% of all damage, debuffs, bleed increase, chakra loss, bindings, poisoning, and sealing. Can only be used three times per battle.
Rank 2: Same as rank 1, but negates 75%.
Rank 3: Same as rank 1, but negates 100%.

Secondary Echo - Independent Special Move
A Strider dislikes wasted time more than perhaps anyone else. So when their own time is wasted by a jutsu missing when cast, they simply pull it out of the past rather than waste time casting it again.
Rank 1: User may pull any Ninjutsu they cast the previous round that missed entirely to be redirected at the same target again or a new target. Costs 15% of the CP the jutsu originally took to cast and the same AP initially used, but only does 40% the original damage it would have. May only be used once per round.
Rank 2: Same as Rank 1 but the jutsu deals 60% the original damage.
Rank 3: Same as Rank 1 but the jutsu deals 80% the original damage.
Ripple Effect - Dependent Special Move
The rate at which a jutsu is cast and dispelled is variable to a Strider, allowing them to have it break up and attack multiple targets over several rounds, or even the same target over time.
Rank 1: Any Ninjutsu can be split in damage in up to four pieces (multiple hit Ninjutsu can instead be split into however many hits there are.) Each piece can be set to strike a target up to three rounds in the future. Pieces set to strike during the next round or afterwards receive a +0 accuracy bonus. This cannot be done more than once per round, and no more than two jutsu can be aimed at a single target this way at a time. (Added jutsu can be cast at the same target once previously cast jutsu have reappeared.)
Rank 2: Same as Rank 1 but jutsu that strike during the next round or afterwards receive a +1 Accuracy bonus
Rank 3: Same as Rank 1 but jutsu that strike during the next round or afterwards receive a +2 Accuracy bonus
Temporal Step - Independent Special Move
The Strider possesses the skills to not only look through time, but to temporarily step out of it as well, rendering them resistant to most normal forms of harm aimed at them and allowing them an unclouded perception on the battle they are in.
Effect: The user makes a step out of time for the duration of one round. During this round, the user cannot be affected by Genjutsu, and any Genjutsu which they are under are temporarily ignored for the duration, though are still active. They also gain 10% damage reduction against all Ninjutsu and Taijutsu, and cannot be KOed while out of time, though if they take sufficient damage they will be knocked out when they phase back into normal space-time. Genjutsu cannot be cast in this state, however, and any Ninjutsu and Taijutsu cast require an additional 10% CP cost. This is treated as a free action and may be done every other round
Hasted Steps - Chakra Style
The term "speed kills" is the mission statement of the Temporal Strider. By increasing their chakra output, they can cause all of their actions to quicken.
Effect: While in this style up to two actions per round may be "accelerated" for no additional cost. An "accelerated" attack is modded as being 1 AP faster than it's base AP cost. All jutsu cast by the user cost 5% additional CP.
Note: "Acceleration" may be applied twice to a single attack to cause it to be modded as being 2 AP faster but this spends both of the user's "accelerated" actions for the round.
Fatetwisting - A-Rank Non-elemental Ninjutsu
Time travel is impossible. This is an immutable truth of the world as such a power simply sits too far outside of the moral scope of ability and treads water into the realm of beings which could be described as divines. That does not mean however that there aren't ways to cheat time. Temporal Striders are able to step into the currents of causality and hop "between" strands of probability... and drag their opponents along with them. This means that any time an opponent would choose to face a Temporal Strider with the proper mix of cunning and strength they do so with the forces of fate itself working against them.
Rank 1: For the duration of one full round the user may select any two actions which require them to roll a d20 and roll an additional d20, taking the result which favors the user more and discarding the other one.
Rank 2: For the duration of one full round the user may select any four actions which require them to roll a d20 and roll an additional d20, taking the result which favors the user more and discarding the other one.
Rank 1 Cost: 3 AP and 2,500 CP
Rank 2 Cost: 3 AP and 3125 CP
Note(s):
- Selecting an action does not cost additional CP or AP and likewise is modded as instantaneous as a result. Casting Fatetwisting still takes time as normal however. Additional rolls last until they are spent but do not stack. If the user casts Fatetwisting while they have lingering additional rolls the amount of rolls they have available is set to the amount which is normal for the rank that they know Fatetwisting at.
- User may select an opponent's action which is targeting them as long as there is a d20 roll involved on the part of the user (e.g. "If my opponent uses a Called Shot on me I would like to spend one of my additional rolls on the Called Shot success chance"). This is done reflexively and therefore requires a conditional.
- If an action contains multiple d20 rolls (e.g. a Ninjutsu attack which has a Secondary Effect) the user must specify which d20 roll they are choosing to roll an additional d20 for. The user may spend more than one roll on a single action but each roll must apply to a different d20 roll occurring as a part of the action. In the case of actions which have built in re-roll effects (such as the Feint Affinity Move) spending an additional roll only applies to one of those rolls of the user's choice -- not both.
- User may not ever roll more than one additional d20 for a single roll


NEW:
084 PL – Walk The Aeons Rank 1/Conservation Rank 1
168 PL - Normalize Rank 1
252 PL – Spirit Boost Rank 1
336 PL – Strike the Spirit Rank 1
420 PL – Walk The Aeons Rank 2
504 PL – Spirit Boost Rank 2 588 PL - Conservation Rank 2/Secondary Echo Rank 1
672 PL - Normalize Rank 2/Ripple Effect Rank 1
756 PL – Strike the Spirit Rank 2
840 PL –Ripple Effect Rank 2
924 PL – Secondary Echo Rank 2
1008 PL - Normalize Rank 3
1092 PL - Conservation Rank 3
1176 PL – Walk the Aeons Rank 3
1260 PL – Temporal Step
1344 PL – Hasted Steps
1428 PL - Strike the Spirit Rank 3
1512 PL – Fatetwisting Rank 1
1596 PL – Secondary Echo Rank 3
1680 PL - Ripple Effect Rank 3
1764 PL – Fatetwisting Rank 2
Walk the Aeons - Passive
A Strider has it within their power to comprehend time on many different levels, allowing them to move with precision that few can comprehend. Their movements through time can often be tricky for others to follow.
Rank 1: +1 dodge.
Rank 2: +2 dodge
Rank 3: +3 dodge
Conservation - Passive
Through repeated use and training with the lower level techniques, the attuned ninja learns the best ways to manipulate their chakra in order to produce the desired effects. They are able to cast weaker jutsu for a much smaller cost than an average ninja would.
Rank 1: -5% Ninjutsu cost.
Rank 2: -10% Ninjutsu cost.
Rank 3: -15% Ninjutsu cost.
Normalize - Passive
Chakra Attuned users like to say their chakra is pure, rather than twisted toward one particular element. Some of them take this to extremes, making their chakra tuned toward no elements at all.
Rank 1: All Elemental Damage caused by the user is treated as Non-Elemental Damage. Gives Ninjutsu +5% Damage that bypasses half of the target's damage reduction.
Rank 2: Same as Rank 1 but Ninjutsu deal +7.5% damage
Rank 3: Same as Rank 1 but Ninjutsu deal +10% damage
Note: This does not allow converted Ninjutsu to use Affinity Moves or other techniques that they can only use for Non-Elemental Ninjutsu.
Spirit Boost - Passive
A Chakra Attuned ninja's prowess with Ninjutsu is not to be underestimated. Their skill with it is unparalleled and is not limited to any one specific element.
Rank 1: +5% Ninjutsu damage.
Rank 2: +10% Ninjutsu Damage
Strike the Spirit - Dependent Special Move
Those who have a powerful connection with chakra themselves have an intimate knowledge of how to disrupt that connection in others. By specially molding a jutsu, the Attuned ninja is able to cause it to blast away an enemy’s chakra instead of their health.
Rank 1: Once per round, the user may have a Ninjutsu deal Chakra damage. The chosen jutsu only deal 70% Damage, and receives no buffs at all.
Rank 2: Same as Rank 1 but the jutsu deals 75% damage.
Rank 3: Same as Rank 1 but the jutsu deals 80% damage.
Secondary Echo - Independent Special Move
A Strider dislikes wasted time more than perhaps anyone else. So when their own time is wasted by a jutsu missing when cast, they simply pull it out of the past rather than waste time casting it again.
Rank 1: User may pull any Ninjutsu they cast the previous round that missed entirely to be redirected at the same target again or a new target. Costs 15% of the CP the jutsu originally took to cast and the same AP initially used, but only does 40% the original damage it would have. May only be used once per round.
Rank 2: Same as Rank 1 but the jutsu deals 60% the original damage.
Rank 3: Same as Rank 1 but the jutsu deals 80% the original damage.
Ripple Effect - Dependent Special Move
The rate at which a jutsu is cast and dispelled is variable to a Strider, allowing them to have it break up and attack multiple targets over several rounds, or even the same target over time.
Rank 1: Any Ninjutsu can be split in damage in up to four pieces (multiple hit Ninjutsu can instead be split into however many hits there are.) Each piece can be set to strike a target up to three rounds in the future. Pieces set to strike during the next round or afterwards receive a +0 accuracy bonus. This cannot be done more than once per round, and no more than two jutsu can be aimed at a single target this way at a time. (Added jutsu can be cast at the same target once previously cast jutsu have reappeared.)
Rank 2: Same as Rank 1 but jutsu that strike during the next round or afterwards receive a +1 Accuracy bonus
Rank 3: Same as Rank 1 but jutsu that strike during the next round or afterwards receive a +2 Accuracy bonus
Temporal Step - Independent Special Move
The Strider possesses the skills to not only look through time, but to temporarily step out of it as well, rendering them resistant to most normal forms of harm aimed at them and allowing them an unclouded perception on the battle they are in.
Effect: The user makes a step out of time for the duration of one round. During this round, the user cannot be affected by Genjutsu, and any Genjutsu which they are under are temporarily ignored for the duration, though are still active. They also gain 10% damage reduction against all Ninjutsu and Taijutsu, and cannot be KOed while out of time, though if they take sufficient damage they will be knocked out when they phase back into normal space-time. Genjutsu cannot be cast in this state, however, and any Ninjutsu and Taijutsu cast require an additional 10% CP cost. This is treated as a free action and may be done every other round
Hasted Steps - Chakra Style
The term "speed kills" is the mission statement of the Temporal Strider. By increasing their chakra output, they can cause all of their actions to quicken.
Effect: While in this style up to two actions per round may be "accelerated" for no additional cost. An "accelerated" attack is modded as being 1 AP faster than it's base AP cost. All jutsu cast by the user cost 5% additional CP.
Note: "Acceleration" may be applied twice to a single attack to cause it to be modded as being 2 AP faster but this spends both of the user's "accelerated" actions for the round.
Fatetwisting - A-Rank Non-elemental Ninjutsu
Time travel is impossible. This is an immutable truth of the world as such a power simply sits too far outside of the moral scope of ability and treads water into the realm of beings which could be described as divines. That does not mean however that there aren't ways to cheat time. Temporal Striders are able to step into the currents of causality and hop "between" strands of probability... and drag their opponents along with them. This means that any time an opponent would choose to face a Temporal Strider with the proper mix of cunning and strength they do so with the forces of fate itself working against them.
Rank 1: For the duration of one full round the user may select any two actions which require them to roll a d20 and roll an additional d20, taking the result which favors the user more and discarding the other one.
Rank 2: For the duration of one full round the user may select any four actions which require them to roll a d20 and roll an additional d20, taking the result which favors the user more and discarding the other one.
Rank 1 Cost: 3 AP and 2,500 CP
Rank 2 Cost: 3 AP and 3125 CP
Note(s):
- Selecting an action does not cost additional CP or AP and likewise is modded as instantaneous as a result. Casting Fatetwisting still takes time as normal however. Additional rolls last until they are spent but do not stack. If the user casts Fatetwisting while they have lingering additional rolls the amount of rolls they have available is set to the amount which is normal for the rank that they know Fatetwisting at.
- User may select an opponent's action which is targeting them as long as there is a d20 roll involved on the part of the user (e.g. "If my opponent uses a Called Shot on me I would like to spend one of my additional rolls on the Called Shot success chance"). This is done reflexively and therefore requires a conditional.
- If an action contains multiple d20 rolls (e.g. a Ninjutsu attack which has a Secondary Effect) the user must specify which d20 roll they are choosing to roll an additional d20 for. The user may spend more than one roll on a single action but each roll must apply to a different d20 roll occurring as a part of the action. In the case of actions which have built in re-roll effects (such as the Feint Affinity Move) spending an additional roll only applies to one of those rolls of the user's choice -- not both.
- User may not ever roll more than one additional d20 for a single roll

tl;dr: Replaced Strike the Spirit with Renewal.
Dojo approved!
 

Current Ninpocho Time:

Back
Top