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.
The Master was a lonely man, one who had spent his entire life creating things, whether they were physical toys or other created works of art, and he had become quite skilled at it. Able to create puppets that looked and moved like real people, at one point he created such finely crafted specimens that he could even make them talk. Much to the chagrin of those that loved him and depended on him, he loved his creations more than anything in the world. Sadly even, it seemed that as time began to progress and those that once loved him drifted away. His creations seemed to be his only friends. Always there for him, he could talk to them about anything, and they would always listen. This descent into a singularly focused madness forced even his most dedicated students and loved ones away from him.
Like all storied geniuses, one day the Master became very ill, and it didn’t take long for him to figure out that he was dying. Of all the things that he had loved, his family and his friends, key amongst and sadly the most burdening of his thoughts were centered around what would happen to his creations. Though knew that they only existed due to his doing, he didn't want them to be left alone, and so he decided to leave them in the care of a young boy, his most prized creation, Jinzo. Jinzo was a kind and gentle soul, one teeming with life and thankful for everything that he had been given. In fact, the Master could clearly see that he loved the other creations as much as the Master did, if not more so! Taking the best care of them, Jinzo made sure that they were always happy and they never wanted for anything, even when their father, the Master, began to grow too sick to take care of them. With one of his last acts, the Master placed a command upon Jinzo, one that seemingly rewrote all that he knew up until that point about the Master. No longer having grown up with a single despondent creator, he now was the eldest son of a loving mother and father. Soon after, the Master died, knowing that his creations were in good hands. Jinzo meanwhile, continued to take care of the creations, those he now viewed as his siblings.
As the days, weeks and months began to pass, Jinzo found that soon, all the obvious things that his parents had done to prepare him for his role as the caretaker for his siblings seemed to run empty. Quickly realizing that he needed to venture beyond the shop that he called home, Jinzo made the decision to join the shinobi academy and learn to put his practiced talents to use. An avid nature watcher, Jinzo had a knack for recreating what he saw in the world around him. If his mother made a particular dish for dinner, with only a single taste he could replicate it, and if his father produced an intricate piece of art, with only barely rubbing his hands across the surface, he could reconstruct it from seemingly nothing within hours. Jinzo could recall spending entire days lost in thought and sitting in the field just beyond his home and when he would return, his parents would find him engrossed in recreating every scene in exacting detail. Something beyond a prodigy and yet less than omniscient, Jinzo’s ability to create was only second in comparison to his father, or so he thought. Reflecting on his ability to and desire to be something like an artist like his father, Jinzo became a shinobi and began to turn his passion for the arts into a force that could be reckoned with.
A proud big brother, Jinzo does his best because of his siblings, and especially his infirm younger brother. Orphaned at a young age, Jinzo can hardly remember his parents, but he can firmly tell you just how importantly he regards the taking care of his younger siblings. Generally housebound due a number of some odd but logical reasons, his siblings seems to be his entire world and everything about his personal being revolves around what’s best for them. While normally upbeat and positive, if ever his siblings aren’t feeling well or under the weather, it shows in Jinzo’s work. While he seeks to strike a balance between reality and his dreams of building a better world for his siblings, the fact is, that Jinzo is a boy who’s been forced to grow up far faster than his years.
Jinzo is a teenage boy who moderately exercises and loves to create works of art. He is passionate about both physical and creative expression; he enjoys a variety of activities, such as hiking and nature watching. Rarely one to present himself in pristine condition, it isn’t uncommon to find flecks of paint in his hair or even on his clothing. Even though he considers himself a person of the arts, due to his love of exploring, or according those that know him best, generally getting lost, Jinzo has the physical build of someone that spends a moderate amount of time outdoors and regularly test their mettle against the elements.
Jinzo The Bold HP: (45+5+5) x stamina CP: (45+5) x chakra control Class Bonus: Kinjutsu High: Ninjutsu Accuracy Average: Melee Accuracy, Dodge, Genjutsu Save Low: Ranged Accuracy, Genjutsu DC
Free Minor Element: Wind Free Major Element: Non-Elemental Free AE: Explosion
Minor Element(s): Wind Major Element(s): Non-Elemental Base Element(s): Non-Elemental Advanced Element(s): Explosion
TOUJIGIKOU
JINCHUURIKI
EQUIPMENT
Toujigikou
Literally meaning "Clay Artisan", the Toujigikou originated from the Village Hidden in the Stone, and are widely considered some of the greatest Artist's to Exist. Member's of this clan are gifted with an uncanny skill for creating Beautiful art master pieces, and share a love for the many forms of art. They are born with a mouth in the palm of each hand, giving them the unique ability to mold their chakra into a special type of Clay, creating Explosive works of art that literally come to life. While some choose to live the peaceful life of an Artist, others Believe in the clan's Motto that "Art is a Bang!" and prefer the more chaotic life style of utilizing their Explosive Art whenever they can, showing the world the true beauty of art during that single fleeting moment of explosion.
Note: All Toujigikou techniques are treated as Explosion.
Explosive Art - Passive
The Toujigikou are unique when it comes to chakra; Theirs is highly explosive. Though volatile and dangerous, these skillful craftsmen manipulate and shape their combustive energy into many shapes and forms, and overtime, can control their explosive chakra with such mastery that they are able to merge it with other Ninja Arts, for an Explosive Masterpiece.
Rank 1: May convert Fire and Earth Jutsu into a Clay Bomb by paying an additional +20% Chakra Cost. Rank 2: May convert Fire and Earth Jutsu into a Clay Bomb by paying an additional +10% Chakra Cost. Rank 3: May convert Fire and Earth Jutsu into a Clay Bomb at no extra cost.
Notes:
- The Toujigikou automatically has access to the Explosion element.
- Jutsu converted into clay bombs are treated as the 'Explosion' Element and gain explosion effects.
- All Clay Bombs act as AoE's targeting the proper amount according to the jutsu AoE level rules. Jutsu that are already AoE have their area increased by +1 target if used as a bomb.
---
Abstract Detonation - Passive
The Toujigikou believe that fine art is the beauty of the single fleeting moment of explosion, when their majestic works of art detonate into a fierce, transient explosion. Naturally and sometimes even subconsciously, they hone their skill at molding their arts and crafts with perfect precision and control, their talent allowing them to create the most beautiful, and deadly, explosions that have the capability to rip apart victims from the sheer concussive force and shrapnel.
Aperture Vision - Passive
Art is a beauty to behold, so believe those of the clan. An Artist knows the importance of Detail, and naturally they take in and note details of their environment subconsciously. Naturally, they despise the arts of Genjutsu believing it a crude method of obscuring the expressionism behind their Art, and because of this the clan has developed a peculiar ability to see through illusions and view the true nature of the environment, giving their sense of realism an edge against the Illusionary Arts.
Rank 1: +1 Genjutsu Save, Cumulative accuracy debuffs ignored up to -1. Rank 2: +2 Genjutsu Save, Cumulative accuracy debuffs ignored up to -1.5. Rank 3: +3 Genjutsu Save, Cumulative accuracy debuffs ignored up to -2.
---
Artistic Fireworks - Explosion Ninjutsu
The Most used and most basic form of the Toujigikou's Art style. This Technique Is used by chewing a wad of clay with the mouth in the palm of their hand, channeling their chakra into the clay and molding it into a bomb in the shape of their choosing. Once activated, the bombs grow to Life Size, and move towards their target in the way the real animal would. They Explode on contact or on the user's command, by using the "Katsu" seal.
Rank 1: Creates 1 clay bomb dealing 240 Damage to a single target. Rank 2: Creates 1 clay bomb dealing 790 Damage at +1 Accuracy to a single target. Rank 3: Creates 1 clay bomb dealing 1140 Damage at +2 Accuracy to up to two targets.
Notes:
- May only be maintained for up to three rounds.
- Detonating is instantaneous, and does not require chakra/Ap.
- User can control when the bombs attempt to latch/Detonate during a round.
- The Bombs are alive, and attempt to Latch on to the target before detonating, unless the user chooses them not to. The target must make a melee dodge against the User´s Nin Accuracy to avoid being attached. If the bombs stick, they gain +1 Accuracy and +10% Damage upon detonation on the target. If not, they can be detonated as normal. Can only attempt to stick to a target once per round. This can't be used with Explosive Art.
- The user can have the bomb stick to certain parts of the opponent, and if used this way it can be treated as a called shot with a 20% chance of success. This is reduced by 5% for fractured, and an additional 5% for Broken statuses. Â
---
Kamikaze Bomber - Explosion Ninjutsu
A stronger and more potent form of Art using clay known as C2, the Toujigikou molds clay with both hands, creating a large, fast and agile sculpture. While able to explode like any other form of their art, The true purpose of this technique is not offensive however, but instead defensive. This creation is large enough to carry the Artisan around, and small enough to easily maneuver and avoid harm. When ridden, the user is able to move much faster, and as such is much more harder to hit, helping them in their various acts of terrorism. The Carrier can only take so much though, and if damaged too much will fall apart into a useless lump of clay.
Rank 1: When ridden, the user gains +1 Dodge. The sculpture has 1,000 Hp and can kamikaze doing 500 Damage to a 15x15 foot Area at +.5 Accuracy. Can attempt to grab an opponent once per round at -5 Accuracy. Those grabbed receive a -3 Dodge until they free themselves for 1 Ap at a 70% chance of success. Rank 2: When ridden, the user gains +1.5 Dodge. The sculpture has 1,500 Hp and can kamikaze doing 1140 damage to a 15x15 foot area at +1.5 Accuracy. Can Attempt to grab an opponent once per round at -4 Accuracy. Those grabbed receive a -3 Dodge until they free themselves for 1 Ap at a 60% chance of success. Rank 3: When ridden, the user gains +2 Dodge. The sculpture has 2,000 Hp and can kamikaze doing 1780 Damage to a 15x15 foot Area at +2 Accuracy. Can attempt to grab an opponent once per round at -3 Accuracy. Those grabbed receive a -3 Dodge until they free themselves for 1 Ap at a 50% chance of success.
Costs: Rank 1: 1.5 Ap; 300 Chakra to initiate and 100 a Round Rank 2: 2 Ap; 600 Chakra to initiate and 200 a Round Rank 3: 2 Ap; 900 Chakra to initiate and 300 a Round
Notes:
- Hp May be increased with Explosion Buffs.
- Any attacks which miss the user has a 40% chance to hit the sculpture
- Grants Immunity to the user's own AoE Techniques when ridden.
- Detonation may Automatically target two separate targets.
---
Clay Clone - Explosion Clone Ninjutsu
A unique Clone technique restricted to the Toujigikou clan. By infusing a wad of clay with their chakra, they can create a masterfully sculpted clone out of the explosive clay, identical in every visual aspect. The clone, being made of clay, regenerates itself over time and is naturally resistant to physical attacks. These clones have the ability to create Bombs out of their own material, to assisting the user in their Artistic terrorism, and some are even able to cause the clones to kamikaze themselves in an explosion, just like any other form of their Art.
Rank 1: Creates a clone that has 20% of users hp. The Clone takes -10% Damage from physical attacks with a 50% chance to have the attack stick to it and the attacker receiving a -2 dodge. Those stuck to the clone lose .5 ap in an attempt to remove themselves/their weapon at a 70% success rate. Regenerates 10% of the health it lost the previous round at the start of each round. Clone can use Artistic Fireworks using its hp in place of the CP cost. Kamikaze strength is 1190 damage at +1 Accuracy. Rank 2: Creates a clone that has 25% of User's Hp. The Clone takes -15% Damage from physical attacks with a 60% chance to Stick to the opponent giving a -2.5 dodge. Those stuck to the clone lose .5 ap in an attempt to remove themselves/their weapon at a 60% success rate. Regains 15% of the health lost the previous round at the start of each round and can take no action during the round to recover an additional 20% Max Hp. Can use Artistic Fireworks or Ceramic Terrorism using Hp in place of the CP cost. Kamikaze strength is 1500 damage at +1.5 Accuracy. Rank 3: User can create a clone that has 30% of User's Hp. The Clone takes -20% Damage from physical attacks with a 70% chance to stick to the opponent giving a -3 dodge. Those stuck to the clone lose .5 ap in an attempt to remove themselves/their weapon at a 50% Success rate. Clones regain 20% health lost the previous round at the start of each round and can take no action during the round to recover an additional 25% Max Hp. Can use Artistic Fireworks or Ceramic Terrorism using Hp in place of its CP cost with a -10% reduction. Kamikaze strength is 1780 damage at +2 Accuracy.
Special Action: The clay clone may choose to kamikaze itself, creating a 25x25 explosion. By paying 250 CP, the user may prime the clone to detonate automatically upon physical contact with an enemy for an additional +1 Accuracy and +10% Damage.
Costs: Rank 1: 2 Ap; 1200 CP, 250 CP/rnd Rank 2: 2 Ap; 1,400 CP, 300 CP/rnd; 200 to Prime Rank 3: 2 Ap; 1,800 CP, 400 CP/rnd; 300 to Prime
Notes:
- The Clone has -6 to Secondaries.
- Clone has half the User's AP.
- Can only make one clone at a time
- This Clone's Detonation may Automatically target two separate targets.
---
Ceramic Terrorism- Explosion Ninjutsu
An advanced version of Artistic Interpretation, this Technique is identical in nearly every aspect other than than the strength and quality of their Explosive chakra packed into their C1 Clay. Those more attuned to their explosive art are more Artistic and are able to create more powerful explosives or even a small army of smaller masterpieces, all Packing the Bang of a Firework.
Rank 1: Creates 3 Explosive works of art each dealing 400 Damage to a 10x10 Area at +1 Accuracy. Rank 2: Creates 4 Explosive works of art each dealing 375 Damage to a 13x13 Area at +1.5 Accuracy. Rank 3: Creates 5 Explosive works of art each dealing 360 Damage to a 15x15 Area at +2 Accuracy.
Notes:
- May only be maintained for up to three rounds.
- Detonating is instantaneous, and does not require chakra/Ap.
- User can control when the bombs attempt to latch/Detonate during a round.
-This Jutsu's Explosions may Automatically target two separate targets.
- The Bombs are alive, and attempt to Latch on to the target before detonating, unless the user chooses them not to. The target must make a melee dodge against the User's Nin Accuracy to avoid being attached. If the bombs stick, they gain +1 Accuracy and +10% Damage upon detonation on the target. If not, they can be detonated as normal. Can only attempt to stick to a target once per round.
- The user can have the bombs stick to certain parts of the opponent, and if used this way it can be treated as a called shot. Percentages of successfully breaking limbs are depended upon Sprained/Fractured/Broken levels, having 15%/12%/9% chance. A limb may only have its called shot level increased by one rank per use.
---
Banzai Bomber - Explosion Ninjutsu
A more advanced form of their C2 Clay art, this artistic creation is performed the same way, and allows the user to create a much more powerful creature than previously. This sculpture is much more larger, though not as fast as the Carrier version. This trade off makes this sculpture more durable to harm despite being a much larger target, and protects the user more directly. This masterpiece of art, though not explosive, is essentially a moving Bomb Factory, releasing bombs to bombard the Target, Also used to set up much more Devastating Techniques.
Rank 1/2/3: Creates a Barrier that has 1,600/2,000/2,400 HP and DR against Physical and Elemental Damage. Melee contact with this barrier causes 10% Backlash Damage.
Cost: 2.5 Ap; 1530 CP to Initiate, 660 CP/rnd
Notes:
- Melee Contact is any action using Melee Accuracy upon the barrier.
---
Atomic Impressionism - Explosion Ninjutsu
The most devastating and beautiful technique of the Toujigikou clan. This is the most powerful of all their explosives, capable of leveling a large area. This attack uses the powerful C3 type Clay, and can be seen almost from anywhere in the general region, and is loud enough to shatter windows further away. It is no wonder why this form of art is called their "Specialty" As they consider it the finest example of their Art's Beauty. Unfortunately, those unfortunate enough to see the true Beauty of this technique generally don't live long enough to appreciate it. The after effects of this technique are able to scar the region for quiet some time.
Rank 1: Creates a massive explosion that attempts to deals 2,700 Damage at -1 Accuracy to all within the battle. Rank 2: Creates a massive explosion that attempts to deals 3,380 Damage at -.5 Accuracy to all within the battle. Rank 3: Creates a massive explosion that attempts to deals 4,050 Damage to all within the battle.
Costs: Rank 1: 2 Ap and 980 CP to initiate. .5 AP to Detonate Rank 2: 2 Ap and 1230 CP to initiate. .5 AP to Detonate Rank 3: 2 Ap and 1470 CP to initiate. .5 AP to Detonate
Notes:
- This Jutsu may not be detonated the same round it is Initiated. Detonating requires no extra chakra and is modded as if it is instantaneous.
- No other Bloodline Techniques may be used while maintaining this Jutsu, but any already existing prior to this Technique are fine.
- This Jutsu cannot be auto-dodged.
- Barriers cannot protect targets from this jutsu. The barrier and the target will both take damage from this jutsu.
---
Oxidation Outbreak - Explosion Ninjutsu
While Many Believe the C3 style Clay to be the Pinnacle of the Toujigikou clan's abilities, There lies an even more dangerous and lethal technique available only to the most skilled member's of the bloodline. By using their main mouth to fused their chakra into their C4 clay, The Toujigikou is able to create a gigantic bomb appearing like a giant clone of themselves. Once it explodes however, there is no actually explosion or visible effect. What really happens is that the Artist releases thousands upon thousands of tiny, Microscopic Bombs invisible to the naked eye and all but the most powerful Doujutsu. Once scattered over the region, these bombs proceed to enter the body through the mouth, nose, and even the very skin of those unfortunate enough to be in the area. Once inside the body, they proceed to enter the blood stream were upon detonation, can disintegrate all but the most powerful shinobi from the inside out.
Rank 1: May distribute up to 7 Checks to any participants in battle. Each check deals 820 damage at -1 Accuracy and +1 Critical but may only affect a single target up to 5 Checks. Rank 2: May distribute up to 9 Checks to any participants in battle. Each check deals 770 damage at -0.5 Accuracy and +1 Critical but may only affect a single target up to 6 Checks. Rank 3: May distribute up to 11 Checks to any participants in battle. Each check deals 770 damage at normal Accuracy and +1 Critical but may only affect a single target up to 7 Checks.
Costs: Rank 1: 3 Ap; 2060 CP to initiate Rank 2: 3 Ap; 2320 CP to initiate Rank 3: 3 Ap; 2550 CP to initiate
Notes:
- Valid Participants or Targets may be Creations, Clones, Allies, Contracts and Enemies.
- May only be performed once every other round.
There are many forces beyond human in this world, and many of these forces do not have a corporeal form. Sometimes, these forces will choose to align themselves with a single human, or otherwise be sealed into them. This is not always voluntary on either part. It does, however, grant great power to the human host based on their spirit's abilities. This power comes at a cost, taxing the life force of the user with use. Jinchuuriki in the past have been known to win intense battles by giving their all, and then collapse immediately thereafter. One thing is for sure, however. The Jinchuuriki is a powerful ally for whoever befriends them--or a weapon for whoever controls them.
Information - M Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank, Chosen Element Minored
Effects
- When applying for this Kinjutsu, the user chooses any Base or Advanced element of Ninjutsu to be the affinity of their possessing spirit. This element may not be changed while the user retains the Kinjutsu.
- The user also chooses, upon application, their inner spirit's Alignment, whether it be Holy, Cursed, or Spiritual. All of their Jinchuuriki techniques are treated as this Alignment. The user is treated as their Alignment when using the Elemental Manifestation ability, and all of their chosen element attacks in that state are as well.
- When the user casts Ninjutsu of their chosen element, they do not require handseals. (This does not apply to Advanced Elements using the chosen element as a base, if the user chooses a base element.) They are also treated as having a Major Affinity to this element regardless of the number of jutsu they have in it. If an Advanced Element is chosen, this element will not count towards their 'Advanced Element' slots.
- All Jinchuuriki techniques do not require handseals, and are treated as their chosen element. However, they still cannot be used with Affinity Moves.
Note:
- Unlike the series, this Kinjutsu refers to demons and spirits in general, not Bijuu. While this spirit can be made freely, this spirit cannot be a tailed beast in any way or form. Expect an Auto-denial if you mention any form of Bijuu with this.[/quote]
The elemental energy that suffuses a Jinchuuriki lends itself strongly to their every movement, colouring how they attack. This energy can be channeled into attacks that other ninja would have to perform at close range with their own bodies. Using their physical techniques this way gives the Jinchuuriki an edge that can be deadly.
Information Prerequisites: Jinchuuriki
Effect: All actions the user would take with Melee Accuracy instead use Ninjutsu Accuracy. Attacks changed this way are treated as the user's chosen element and recieve all buffs it would to damage, CP cost reduction, and accuracy. Transformed attacks also gain the benefits of the user's Alignment when Elemental Manifestation is active.
Note:
- Checks that normally would use Melee Accuracy are also changed into Ninjutsu Checks instead.
- If the attack being used is a Ninjutsu (one of those which uses Melee Accuracy) of a different element than the user's chosen element, it still gains the buffs but does not gain the benefit of being cast without handseals.
- Melee Taijutsu still gain the benefit of their weapon's augments, accuracy modifier, and damage modifier, as well as fringe benefits to their specific weapon type (such as Weapon Mastery). However, any buffs to Melee in general are ignored in favour of the new ones.
- Attacks transformed by this ability still count as melee contact.
The way to determine if you are fighting a Jinchuuriki is their capability to unleash their inner spirit's power, making clear their elemental energy and sheer strength in it. The further they sink into their spirit's power, the more adept they become at handling their element. However, there is a cost--maintaining that level of balance and control between their own power and their possessing spirit's takes a direct toll on their bodies.
Information Prerequisites: Jinchuuriki
Effect: The user gains three Stages of Elemental Manifestation that they can access. Each Stage is more powerful than the last but lasts for a shorter period of time during battle. The effects of each Stage are cumulative.
Stage 1 - Elemental Cloak: User generates an "elemental cloak" of chakra that surrounds their body. The elemental cloak acts like a barrier that protects the user from the first (50 x Character Level) Non-Illusionary damage dealt to them. The user's elemental cloak returns to it's maximum HP at the end of each round even if it was destroyed. Stage 2 - Partial Transformation: User's physical form partially transforms into that of their sealed spirit. This grants a bonus of +2 Accuracy and Dodge and increases the damage of their chosen element by 10%. Stage 3 - Full Transformation: When the user casts Ninjutsu of their chosen element the CP cost is reduced to 0.
Stage 1 lasts for three rounds, Stage 2 for two rounds and Stage 3 for one round and the user must wait two rounds in between activations.
Costs: 1 AP and 2% Maximum HP per stage activated
Note:
- Effects from other Jinchuuriki jutsu which trigger a Stage of Elemental Manifestation do not count as an activation of Elemental Manifestation. If the user activates Elemental Manifestation and another effect would trigger a Stage of Elemental Manifestation then the duration of that effect is simply added to the remaining duration of the user's activation.
- Elemental Manifestation is not a maintained effect. It is triggered and lasts for the listed duration.
- Elemental Manifestation - Stage 1 does not prevent the user from attacking or moving. It simply protects the user from damage.
- While in any stage of Elemental Manifestation, the user is considered to be of their chosen Alignment, and all attacks of their chosen element are also treated as such. This overrides other Alignment effects the user has.
- All costs for Elemental Manifestation are cumulative per stage; activating Stage 3 would take 3 AP and 6% Max HP.
- Elemental Manifestation cannot be activated in any way if the user has a Cursed Seal, Sage Mode or Genetic Implant active. Likewise, the user cannot activate either while Elemental Manifestation is active. .
The overwhelming power if a Jinchuuriki can be hard to oppose, and at no time harder than when they choose to levy it deliberately that way. A Jinchuuriki is capable of focusing their strength into a fear aura, blasting opponents in the area with it to rattle their senses. This tends to leave their enemies shaken and unfocused, rendering them much easier prey.
Information Prerequisites: Jinchuuriki
Rank 1: Affects one target at -4 Accuracy. If hit the target is bound and cannot move. Mastered: Affects one target at -4 Accuracy. If hit the target is bound cannot move or use chakra.
Special Action - Terror Burst: At no additional AP cost the user may have Daunt affect every participant in the battle for one full round at -5 Accuracy rather than the normal effects. Using Terror Burst requires one round in between uses and increases both the initial CP and maintain costs of Daunt by 20%.
Note:
- Lasts up to 2 rounds or until broken.
- Daunt targets each participant's Genjutsu Save using the user's Ninjutsu Accuracy. Each time a participant is targeted with Daunt they gain +1 Genjutsu Save against subsequent uses of it. This stacks indefinitely but cannot exceed caps.
- Does not effect those with the ability Fearless or who are otherwise immune to fear effects.
- Targets have a 30% chance to escape per every 2 AP they attempt to use.
- The bind is broken if the user takes 10% of their max HP in damage in a single round or the victim is attacked (victim suffers -3 Dodge against the attack).
- Even if the user is not in any stage of Elemental Manifestation, this is considered the user's chosen Alignment. The user gains +1 to their Ninjutsu Accuracy against targets of the Alignment theirs is strong to and -1 against targets their Alignment is weak to.
The simplest expression of a Jinchuuriki's elemental powers is a simple blast of energy. Washing over the battlefield and smashing through opponents, it nonetheless can contain a subtle trick that opponents can be surprised to discover. If they think they are capable of hiding or disguising themselves to escape the wrath of a Jinchuuriki, the Jinchuuriki can simply reply 'not today' and hit them with this.
Information Prerequisites: Jinchuuriki
Rank 1: Deals 1600 damage to two targets. Mastered: Deals 2000 damage to three targets.
Special Action - Unmask: The user may sacrifice 10% of this jutsu's base damage in order to deactivate any effects on the target that make it more difficult for the user to target them. (Including but not limited to all forms of Transformation, Clones, Inner Earth Reflection Lure, etc.) This effect requires a full hit to activate.
Rank 1 Cost: 730 CP Mastered Cost: 910 CP
Note:
- This attack is always treated as the user's chosen element and Alignment, and always receives all relevant buffs based on both.
- Unmask can only be used if the user has Elemental Manifestation active. If the user is in Stage 1, they must make a Ninjutsu Check at -2 in order for the effect to occur. If they are in Stage 2, the check is made at +0. If they are in Stage 3, the effect becomes automatic on a full hit.
For anyone who is not the Jinchuuriki, the chakra of their possessing spirit can be incredibly toxic. They are capable of taking advantage of this in combat, leveraging their power to corrode and warp their targets' bodies. Anyone who touches the Jinchuuriki or is touched by them while they are radiating this chakra will suffer from it harshly.
Information Prerequisites: Jinchuuriki, A-Rank
Rank 1: Deals 1% Max HP and CP damage to anyone coming in Melee Contact with the user while this technique is active. Upon suffering this damage, the user makes a Ninjutsu Check against the target. If the check succeeds, the target is afflicted with Partial Corrosion for one full round. Mastered: Deals 1% Max HP and CP damage to anyone coming in Melee Contact with the user while this technique is active. Upon suffering this damage, the user makes a Ninjutsu Check against the target. If the check succeeds, the target is afflicted with Corrosion for one full round.
Special Action - Life Burn: For the cost of 3% of their Max HP/rnd, the user may have Partial Corrosion/Corrosion deal their damage for each of the victims' maintains as well. Damage is dealt at the beginning of the round. This may only affect up to three maintains per affected target, and must be stated when this jutsu is activated.
Rank 1 Cost: 2200 CP, 1100 CP/rnd to maintain Mastered Cost: 2750 CP, 1275 CP/rnd to maintain
Note:
- Cannot be maintained for longer than three rounds, and requires a full round of cooldown between uses.
- Partial Corrosion deals 1% Max HP and CP damage for every action the victim takes.
- Corrosion deals 1% Max HP and CP damage for every 1 AP the victim uses.
- Targets cannot be affected by Partial Corrosion or Corrosion more than once at a time, nor have their timer of the drain reset, and gain +1 to their check against this technique each time they are affected after the first (after the initial effect wears off).
- Partial Corrosion and Corrosion do not stack.
- Even if the user is not in any stage of Elemental Manifestation, this is considered the user's chosen Alignment. Max HP/CP loss is not altered based on it, however, the user gains +1 to their Ninjutsu Check against targets of the Alignment theirs is strong to and -1 against targets their Alignment is weak to.
The ultimate attack of any Jinchuuriki, and the combination of both their and their possessing spirit's power. The user channels an enormous amount of both elemental and their spirit's power, syncing up to allow their spirit to fire it in a devastating attack capable of piercing nearly any defense.
Information Prerequisites: Jinchuuriki, S-Rank, All other Jinchuuriki techniques Mastered
Mastered: Deals 7,200 base damage and the user must select one Special Action;
Special Actions:
- Strafing Blast: Attack may target up to three separate targets automatically. The first target selected is targeted at normal Accuracy, the second selected is targeted at -3 Accuracy and the third is targeted at -5 Accuracy.
- Menacing Charge: User may spend extra time charging Vanishing World which costs 3% of the user's Maximum CP each second (up to six seconds) and deals additional damage equal to half of the CP spent to charge the attack. This extra damage cannot be increased by any effects but is still subject to Damage Reduction.
- Local Devastation: Once cast the user automatically dispels any 'Arena' type effects. Vanishing World does not need to hit for this effect to occur; it transpires the moment that the jutsu is cast.
- Sudden Cruelty: Causes the attack's timing to be modded as though it only cost 2 AP and prevents it from being Auto-Dodged.
- Unstoppable Might: Dispels any physical or chakra binds currently affecting the user in addition to normal effects. May be used while bound.
- Elemental Powerup: After the attack, the user is placed into Elemental Manifestation - Stage 3 for one full round.
Cost: 4 AP and 4500 CP
Note:
- After completion, requires a three-round cooldown.
- This attack is always treated as the user's chosen element and Alignment, and receives all relevant bonuses and penalties based on both.
- This jutsu cannot be used with BL/CA/Contract Special Moves.
- 'Arena' effects are defined as any effect which requires a stat check to enter or leave.
Name: Chef's Knife Type: Unarmed | May use handseals Accuracy Mod: +2 Damage Mod: -5% Augments: Homing Beacon | Swift | Primal | Blitz
Name: Chef's Attire | The Chef Type: Puppet | Non-offensive jutsu used with it modded .25 AP faster (affecting timing only, not AP cost) Accuracy Mod: +2 Damage Mod: -5% Augments: Homing Beacon | Anchor Boost | Great Weapon | Lucky Dodge
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.