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:

Juko's Dojo

Switching Accuracy on my Shinobi 101 from Melee Acc to Ninjutsu Acc

When Juko had first begun training with the special energy withhin him that he had dubbed "Karma" the first connection he had made was to punch genjutsus with it. Quite literally so. His initial experiments involved imagining his opponents Reality as something tangible, something he could then break into pieces with his own two hands and reassemble into something that he liked more than its origin. While his skills with that remained clumsy it seemed to work wel enough for him to keep things this way. Only when he was finally accepted into the Anbu branch did he actually spend time to take a closer look at this mysterious ability o fhis. It was in this time that he finally realized that his ability was not working because of his particular punching technique but rather because of his Karma doing the work.
From then on he spend day and night refining this technique to a point where he was able to use his ability, and with it most of his genjutsus, without the need to get especially close to his enemy or using clumsy taijutsu attacks.
Instead he uses his natural energy, his Karma to enter the reality of his opponents and reform it into something more preferable. Thanks to this he has gained a far higher understanding of both his own natural abilities and the way that genjutsu work on other people.
WC: 233

Also getting Augments and a new weapon:

Swift
Chakra Drain
Demonface:
A wooden orb carved with the face of an oni. Inside are several hundred Senbon stored, designed to be rapidly shot from the demons mouth. These needles can be used to jam nerves and joints in order to stop an opponent dead in his tracks.
[col]
oJW4oNM.png
|
Type: Thrown
Effect: Suppression
Accuracy: +2
Damage: -10%
Augments:
[1] -
[2] -
[3] -​
[/col]
 
Sugihira Juko said:
Switching Accuracy on my Shinobi 101 from Melee Acc to Ninjutsu Acc

When Juko had first begun training with the special energy withhin him that he had dubbed "Karma" the first connection he had made was to punch genjutsus with it. Quite literally so. His initial experiments involved imagining his opponents Reality as something tangible, something he could then break into pieces with his own two hands and reassemble into something that he liked more than its origin. While his skills with that remained clumsy it seemed to work wel enough for him to keep things this way. Only when he was finally accepted into the Anbu branch did he actually spend time to take a closer look at this mysterious ability o fhis. It was in this time that he finally realized that his ability was not working because of his particular punching technique but rather because of his Karma doing the work.
From then on he spend day and night refining this technique to a point where he was able to use his ability, and with it most of his genjutsus, without the need to get especially close to his enemy or using clumsy taijutsu attacks.
Instead he uses his natural energy, his Karma to enter the reality of his opponents and reform it into something more preferable. Thanks to this he has gained a far higher understanding of both his own natural abilities and the way that genjutsu work on other people.
WC: 233

Also getting Augments and a new weapon:

Swift
Chakra Drain
Demonface:
A wooden orb carved with the face of an oni. Inside are several hundred Senbon stored, designed to be rapidly shot from the demons mouth. These needles can be used to jam nerves and joints in order to stop an opponent dead in his tracks.
[col]
oJW4oNM.png
|
Type: Thrown
Effect: Suppression
Accuracy: +2
Damage: -10%
Augments:
[1] -
[2] -
[3] -​
[/col]

Dojo approved
-4800 Yen for Augments
 
Acrobatics

Along with his recent growth in physics came an equal growth in abilities. Especially the fights against his sensei Yukio and his friend Shinzo have thought Juko that his dodging skills need more improvement. Both of the afforementioned shinobi have shown exceptional skills in the evasion of projectiles and strikes of the young blonde-haired boy and so Juko too has trained long to enable his body to move almost naturally between enemy attacks, dodging and diving beneath jutsus and the likes.
With his recent raise in strength he has learned how to position himself in a way that makes it exceptionally hard for enemy attacks to land a hit on him.
WC: 111

Healing Factor

After his recent visit in the Konoha hospital, Juko had decided that just being able to dodge was not nearly enough to keep him alive in a true battle. With enemies that could bleed him to death, poison him or do even worse things to him he started looking into other ways to keep himself alive. The most obvious way was to look into a possibility to heal smaller wounds and bruises. While not a real healing jutsu and no where as strong or efficient as a real medic skill Juko has figured out a way to keep his wounds and injuries from inhibiting himself to much by keeping them closed with the help of kinetic chakra.
WC: 117


Adding those two. Also adding another Weapon:
Mikazuki
The mysthical sword Juko has received from the Kami Overlord. It has high chakra-conductivity and as such he can easily keep it floating next to him with kinetic chakra.
Type: Unarmed
Effect: May use Handseals
Accuracy: +2
Damage: -10%
Augments:
[1] https://ninpocho.com/viewtopic.php?f=357&t=51354
[2] https://ninpocho.com/viewtopic.php?f=357&t=51340
[3] https://ninpocho.com/viewtopic.php?f=357&t=51350
[A] Dual Weapon

Also getting 3 fitting augments: Lucky Dodge, Raid, Trick-Weapon: Slashing
 
Sugihira Juko said:
Acrobatics

Along with his recent growth in physics came an equal growth in abilities. Especially the fights against his sensei Yukio and his friend Shinzo have thought Juko that his dodging skills need more improvement. Both of the afforementioned shinobi have shown exceptional skills in the evasion of projectiles and strikes of the young blonde-haired boy and so Juko too has trained long to enable his body to move almost naturally between enemy attacks, dodging and diving beneath jutsus and the likes.
With his recent raise in strength he has learned how to position himself in a way that makes it exceptionally hard for enemy attacks to land a hit on him.
WC: 111

Healing Factor

After his recent visit in the Konoha hospital, Juko had decided that just being able to dodge was not nearly enough to keep him alive in a true battle. With enemies that could bleed him to death, poison him or do even worse things to him he started looking into other ways to keep himself alive. The most obvious way was to look into a possibility to heal smaller wounds and bruises. While not a real healing jutsu and no where as strong or efficient as a real medic skill Juko has figured out a way to keep his wounds and injuries from inhibiting himself to much by keeping them closed with the help of kinetic chakra.
WC: 117


Adding those two. Also adding another Weapon:
Mikazuki
The mysthical sword Juko has received from the Kami Overlord. It has high chakra-conductivity and as such he can easily keep it floating next to him with kinetic chakra.
Type: Unarmed
Effect: May use Handseals
Accuracy: +2
Damage: -10%
Augments:
[1] https://ninpocho.com/viewtopic.php?f=357&t=51354
[2] https://ninpocho.com/viewtopic.php?f=357&t=51340
[3] https://ninpocho.com/viewtopic.php?f=357&t=51350
[A] Dual Weapon

Also getting 3 fitting augments: Lucky Dodge, Raid, Trick-Weapon: Slashing

Approved on the Dojo.
- 7,200 Yen for Augments
 
Buying:
Trick Weapon (Slashing)
Barbed Teeth

- 4800 Yen

Applying for my Custom Summon:

https://www.ninpocho.com/viewtopic.php?p=302592#p302592 <- Link of Approval

Class:
Champion of Pride
HP: (40+lvl) x stamina
CP: (30+lvl) x chakra control
Class Bonus: +10% of inflicting Secondary Effects
High: Ninjutsu Accuracy
Average: Dodge, Genjutsu Save, Melee Accuracy
Low: Genjutsu DC, Ranged Accuracy

Rank: A

Chosen Sub-jutsu Types: Slashing Taijutsu, Blood Ninjutsu, Acid Ninjutsu
Maleficium - Youkai Contract Ability
The counterpart to the Kami, Youkai are often shunned and ostracized despite not necessarily being malevolent. This is no doubt due to them being naturally drawn towards mischief, as well as their capability of spreading havoc and misfortune where they appear, whether intentional or otherwise. It has become superstition that no good can come from associating with Youkai, not without cursing onesself and others with misfortune.

Effect:
- Those who hit, or have been hit by, the user become cursed with misfortune. While in this state, should they roll a 1 on any Dodge/GenSave roll, the opposing attack becomes a Critical Hit. This cursed status does not stack regardless of source, and lasts for the remainder of the round.
- The user and all of their attacks are considered Cursed.
  • Should a character have the Archsage Kinjutsu, their Senjutsu Manipulation ability's alignment becomes Cursed rather than Holy.

Miasma - Youkai Contract Independent Special Move
Youkai are capable of generating an ominous, vapor-like energy that causes disturbances to their environment and invokes feelings of paranoia and dread from those nearby. Should feel explainable feelings of anxiety and doom, it could be the presence of a Youkai.

Effect: Every round the user may create a miasma cloud for 1 AP. This miasma provides a number of benefits, but exactly which is used must be declared at the time the miasma is made.
  • 10% chance that any attacks directed at the Youkai Contract Summon or their summoner will auto-miss. Upon causing an attack to successfully auto-miss it will disperse the miasma cloud. This does not stack if there is multiple miasmas being used in this way, rather that 10% chance is rolled twice (so if there is 10 miasma clouds being used in this way it does not mean that there is a 100% chance of a miss but rather ten 10% chances that the attack will automatically miss.)
  • 5% chance that a combatant (this may effect friend and foe but the summoner and the Youkai summon themselves are considered immune) will automatically dispel a random maintained jutsu or technique (this includes jutsu that do not require chakra to maintain). This effect can be maintained indefinitely and can stack up to three times. These Miasma will not disperse if they cause a maintain to be dispelled.
  • The miasma attacks every opponent (may also be used to attack self or allies). There is no limit to the number of opponents the miasma will attack. This happens at 0 seconds timing and can be used as a conditional (such as 'attack myself if bound') but once the miasma makes it attack it will disperse. The miasma uses the user's Accuracy type of choice with a +1 Accuracy/DC bonus and deals 250 damage. Exactly when the miasma attacks an opponent must be determined by the user.
Note:
- There is no limit to how many clouds of miasma can be out at a given time.
- There is no limit to how many times a target may be effected by a miasma in a given round or a given battle.
- The summoner and the contract summon are both immune to these effects unless the user elects to allow themselves to be effected.
- This can effect creations and clones.
- Any time an AoE Wind attack is performed, one Miasma cloud is destroyed. An AOE is defined as an attack that targets multiple targets simultaneously (including ninjutsu spread). Additionally 'Wind' is defined as anything that uses 'Wind' ninjutsu as a part of its base element.

Heartseeker - Youkai Contract Senjutsu
A Youkai technique that condenses natural energy into the form of a glowing spear, launching it at their enemies. This spear, shrouded with their miasma, diffuses into the target it strikes, cursing them with an even stronger effect of the Youkai's miasma.

Effect: Attacks up to three targets for an attack that deals 3960 damage. On a full hit, the user choose one of the below effects to inflict upon the victim:
  • Makes all their jutsu or actions cost +10% chakra. This can stack up to three times. Lasts up to three rounds.
  • Makes all their attacks deal -10% damage. This is calculated before damage reduction. This can stack up to three times. Lasts up to three rounds.
  • Each time an action is made (jutsu, withdrawing an item, basic strikes, etc.) there is a 10% chance that the called shot of a random limb will be increased. This does not stack. Lasts up to three rounds.
Cost: 3 AP, 2750 CP

Note:
- Jutsu subtype is chosen when the contract creature is designed; determining its accuracy and damage type.
- Regardless of subtype chosen, this jutsu is considered Dark.
- Additional applications of this jutsu do not reset the timer.
- A target may only be affected by one of these effects at a given time.

PICKING NINJUTSU ACCURACY ON HEARTSEEKER






Weapon:
Fists of an Oni
While Kijin may appear emptyhanded without his weapon he is capable of quickly summoning his trusty Blood-Katana by slicing open his palm on his horn.
Type: Unarmed
Effect: May use Handseals
Accuracy: +2
Damage: -10%
Augments:
[1] Trick Weapon (Slashing)
[2] Blood Rack
[3] Barbed Teeth

Abilities:
Bloody Mess
Weapon Mastery - Slashing
 
Sugihira Juko said:
Buying:
Trick Weapon (Slashing)
Barbed Teeth

- 4800 Yen

Applying for my Custom Summon:

https://www.ninpocho.com/viewtopic.php?p=302592#p302592 <- Link of Approval

Class:
Champion of Pride
HP: (40+lvl) x stamina
CP: (30+lvl) x chakra control
Class Bonus: +10% of inflicting Secondary Effects
High: Ninjutsu Accuracy
Average: Dodge, Genjutsu Save, Melee Accuracy
Low: Genjutsu DC, Ranged Accuracy

Rank: A

Chosen Sub-jutsu Types: Slashing Taijutsu, Blood Ninjutsu, Acid Ninjutsu
Maleficium - Youkai Contract Ability
The counterpart to the Kami, Youkai are often shunned and ostracized despite not necessarily being malevolent. This is no doubt due to them being naturally drawn towards mischief, as well as their capability of spreading havoc and misfortune where they appear, whether intentional or otherwise. It has become superstition that no good can come from associating with Youkai, not without cursing onesself and others with misfortune.

Effect:
- Those who hit, or have been hit by, the user become cursed with misfortune. While in this state, should they roll a 1 on any Dodge/GenSave roll, the opposing attack becomes a Critical Hit. This cursed status does not stack regardless of source, and lasts for the remainder of the round.
- The user and all of their attacks are considered Cursed.
  • Should a character have the Archsage Kinjutsu, their Senjutsu Manipulation ability's alignment becomes Cursed rather than Holy.

Miasma - Youkai Contract Independent Special Move
Youkai are capable of generating an ominous, vapor-like energy that causes disturbances to their environment and invokes feelings of paranoia and dread from those nearby. Should feel explainable feelings of anxiety and doom, it could be the presence of a Youkai.

Effect: Every round the user may create a miasma cloud for 1 AP. This miasma provides a number of benefits, but exactly which is used must be declared at the time the miasma is made.
  • 10% chance that any attacks directed at the Youkai Contract Summon or their summoner will auto-miss. Upon causing an attack to successfully auto-miss it will disperse the miasma cloud. This does not stack if there is multiple miasmas being used in this way, rather that 10% chance is rolled twice (so if there is 10 miasma clouds being used in this way it does not mean that there is a 100% chance of a miss but rather ten 10% chances that the attack will automatically miss.)
  • 5% chance that a combatant (this may effect friend and foe but the summoner and the Youkai summon themselves are considered immune) will automatically dispel a random maintained jutsu or technique (this includes jutsu that do not require chakra to maintain). This effect can be maintained indefinitely and can stack up to three times. These Miasma will not disperse if they cause a maintain to be dispelled.
  • The miasma attacks every opponent (may also be used to attack self or allies). There is no limit to the number of opponents the miasma will attack. This happens at 0 seconds timing and can be used as a conditional (such as 'attack myself if bound') but once the miasma makes it attack it will disperse. The miasma uses the user's Accuracy type of choice with a +1 Accuracy/DC bonus and deals 250 damage. Exactly when the miasma attacks an opponent must be determined by the user.
Note:
- There is no limit to how many clouds of miasma can be out at a given time.
- There is no limit to how many times a target may be effected by a miasma in a given round or a given battle.
- The summoner and the contract summon are both immune to these effects unless the user elects to allow themselves to be effected.
- This can effect creations and clones.
- Any time an AoE Wind attack is performed, one Miasma cloud is destroyed. An AOE is defined as an attack that targets multiple targets simultaneously (including ninjutsu spread). Additionally 'Wind' is defined as anything that uses 'Wind' ninjutsu as a part of its base element.

Heartseeker - Youkai Contract Senjutsu
A Youkai technique that condenses natural energy into the form of a glowing spear, launching it at their enemies. This spear, shrouded with their miasma, diffuses into the target it strikes, cursing them with an even stronger effect of the Youkai's miasma.

Effect: Attacks up to three targets for an attack that deals 3960 damage. On a full hit, the user choose one of the below effects to inflict upon the victim:
  • Makes all their jutsu or actions cost +10% chakra. This can stack up to three times. Lasts up to three rounds.
  • Makes all their attacks deal -10% damage. This is calculated before damage reduction. This can stack up to three times. Lasts up to three rounds.
  • Each time an action is made (jutsu, withdrawing an item, basic strikes, etc.) there is a 10% chance that the called shot of a random limb will be increased. This does not stack. Lasts up to three rounds.
Cost: 3 AP, 2750 CP

Note:
- Jutsu subtype is chosen when the contract creature is designed; determining its accuracy and damage type.
- Regardless of subtype chosen, this jutsu is considered Dark.
- Additional applications of this jutsu do not reset the timer.
- A target may only be affected by one of these effects at a given time.

PICKING NINJUTSU ACCURACY ON HEARTSEEKER






Weapon:
Fists of an Oni
While Kijin may appear emptyhanded without his weapon he is capable of quickly summoning his trusty Blood-Katana by slicing open his palm on his horn.
Type: Unarmed
Effect: May use Handseals
Accuracy: +2
Damage: -10%
Augments:
[1] Trick Weapon (Slashing)
[2] Blood Rack
[3] Barbed Teeth

Abilities:
Bloody Mess
Weapon Mastery - Slashing

Dojo approved
- 4800 Yen for Augments
 
Unlearning:

Shattered Reality and Healing Factor

Learning:

Sage Mode (Youkai) and Hyperactive

Having been called in by the Hokage himself Juko knew already early on that he would either receive a punishment for fighting against a "fellow" Anbu in the forest of death or on the countrary receive a praise for his deeds. He was all the more surprised when Takeshi met him along with his newly gained summon Anubis to show him the art of the Sage Mode, a technique that at first eluded Juko. It wasnt after multiple attempts at grasping the mere concept that the boy even began understanding what "entering the Sage Mode" even ment and how he could even theoretically attain it. However he could tell after managing to gather a small bit of natural energy for the first time how much of a possible boost this could be and with his motivation still at peak levels after his fight against Maru he dug into the training like mad.
Now that he has finally managed to get to the point of willingly being able to enter the state of a sage he has decided to keep his newfound ability a secret from most other people and only show his newgained transformation in the most dire situations or when forced to bring out his full strength.

WC: 208

As his training continued Juko has more and more regained certain tendencies that he had as a child. His constant suspicion of being ambushed or attacked for example has led to an overly cautious display of hectic wich shows itself in his restless eyes, constantly searching for dangers and scanning his surroundings. On the other hand he has also started fiddling with traps and gadgets again, a hobby and pasttime he has long since put to the side in favor of more straight forward tactics. Combining the two now he has begun looking into ways to amplify his current strategies with the support of contraptions that could just as well have been built by an evil puppeter.
With his mind set on constant improvement it is no great surprise that Juko has also began incorporating Natural Chakra into his fighting style. Perhaps due to his heritage of the Seikon Clan and his ability to bend reality at times has he somehow enabled himself to constantly gather small amounts of Natural Chakra that he then converts into regular chakra.
While this is by far not as efficient as if he were to enter the actual sage mode it allows him to keep on fighting even when his personal reserves seem to be on the brink of depleting.

WC: 216
 
Sugihira Juko said:
Unlearning:

Shattered Reality and Healing Factor

Learning:

Sage Mode (Youkai) and Hyperactive

Having been called in by the Hokage himself Juko knew already early on that he would either receive a punishment for fighting against a "fellow" Anbu in the forest of death or on the countrary receive a praise for his deeds. He was all the more surprised when Takeshi met him along with his newly gained summon Anubis to show him the art of the Sage Mode, a technique that at first eluded Juko. It wasnt after multiple attempts at grasping the mere concept that the boy even began understanding what "entering the Sage Mode" even ment and how he could even theoretically attain it. However he could tell after managing to gather a small bit of natural energy for the first time how much of a possible boost this could be and with his motivation still at peak levels after his fight against Maru he dug into the training like mad.
Now that he has finally managed to get to the point of willingly being able to enter the state of a sage he has decided to keep his newfound ability a secret from most other people and only show his newgained transformation in the most dire situations or when forced to bring out his full strength.

WC: 208

As his training continued Juko has more and more regained certain tendencies that he had as a child. His constant suspicion of being ambushed or attacked for example has led to an overly cautious display of hectic wich shows itself in his restless eyes, constantly searching for dangers and scanning his surroundings. On the other hand he has also started fiddling with traps and gadgets again, a hobby and pasttime he has long since put to the side in favor of more straight forward tactics. Combining the two now he has begun looking into ways to amplify his current strategies with the support of contraptions that could just as well have been built by an evil puppeter.
With his mind set on constant improvement it is no great surprise that Juko has also began incorporating Natural Chakra into his fighting style. Perhaps due to his heritage of the Seikon Clan and his ability to bend reality at times has he somehow enabled himself to constantly gather small amounts of Natural Chakra that he then converts into regular chakra.
While this is by far not as efficient as if he were to enter the actual sage mode it allows him to keep on fighting even when his personal reserves seem to be on the brink of depleting.

WC: 216

Dojo Approved.
 
In accordance to the new update:

Changing BL to Seikon Mercury:
Seikon</U><i></i>
Seikon.png

[fontsize="12"]A unique clan that has the odd, yet powerful ability to control and bend reality to their liking. Members of the Seikon clan are deadly opponents that seem to have abilities that simply seem to surpass all natural limits, their inhuman techniques warping reality in such away at the most opportune times for themselves...or the most deadly for their enemies.
084 PL - Distorting Wake (Rank 1), Unreal Celerity (Rank 1)
168 PL - Wait Reaction (Rank 1)
252 PL - Synchronized Multipresence (Rank 1)
336 PL - Wait Reaction (Rank 2)
420 PL - Distorting Wake (Rank 2), Reality Distortion (Rank 1)
504 PL - Unreal Celerity (Rank 2)
588 PL - Wait Reaction (Rank 3), Synchronized Multipresence (Rank 2)
672 PL - Distorting Wake (Rank 3), Reality Distortion (Rank 2)
756 PL - Synchronized Multipresence (Rank 3)
840 PL - Unreal Celerity (Rank 3), Reality Distortion (Rank 3)

---

Distorting Wake - Passive<i></i>
Seikon Clan members constantly exude a reality warping energy from their body which is similar to chakra but at the same time different. This can cause the Seikon shinobi to appear as if they are multiple places at once and make their movements difficult to predict thanks to shadows and optical tricks that their presence generates.

Rank 1: +1 Dodge
Rank 2: +2 Dodge
Rank 3: +3 Dodge

---

Unreal Celerity - Passive<i></i>
Most Seikon are masters of speed and grace but for reasons that no-one seems to understand, sometimes not even the Seikon. In truth, their unnatural speed comes from the fact that many are unconsciously willing themselves to overcome the limits that reality sets on what a human being can and cannot do.

Rank 1: The Seikon can choose up to 1 AP's worth of actions to gain priority over all other actions in that round. Jutsu used this way have -3 Accuracy/Genjutsu DC.
Rank 2: The Seikon can choose up to 1.5 AP's worth of actions to gain priority over all other actions in that round. Jutsu used this way have -2.5 Accuracy/Genjutsu DC.
Rank 3: The Seikon can choose up to 2 AP's worth of actions to gain priority over all other actions in that round. Jutsu used this way have -2 Accuracy/Genjutsu DC.

Notes:
- Actions effected by Unreal Celerity must be whole actions, and must be used at the beginning of the round. ('Whole actions' simply means that you cannot prioritize part of the AP of an action, e.g. you cannot move up a 3 AP jutsu by 2 AP).
- In the result that the Seikon's action and the opponent's action both have priority over all other actions, they resolve in normal AP stack fashion in regards to each other.

---

Wait Reaction - Dependent Special Move<i></i>
Manipulating the threads of reality is such an easy feat for a Seikon that they can do so with barely a second thought--such as casually attaching a devastating blow to the tail end of their dodge.

Rank 1: The user may combo an Activated Auto-dodge with an attack. The attack gains +1 Accuracy.
Rank 2: The user may combo an Activated Auto-dodge with an attack. The attack gains +2 Accuracy and may not be auto-dodged.
Rank 3: The user may combo an Activated Auto-dodge with an attack. The attack gains +3 Accuracy and may not be auto-dodged.

Cost: Cost of the Activated Auto-dodge being used + 20% CP

Notes:
- Attacks made with Wait Reaction take precedence over comboed attacks the user auto-dodged the first part of, and always occur before the rest of that combo.
- Requires a twenty second cooldown between uses.

---

Synchronized Multipresence - Flexible Style
It is said that Seikon clan members are omnipresent; that they are everywhere at once when they choose to be. This is only partly true, as the Seikon have the ability to overcharge themselves with their reality bending energies, releasing it in such a way that seems to distort the reality around them. This creates multiple "clones" of themselves, afterimages created by their energy that appear and fade at random moments nearby around them.

Rank 1/2/3: The user's first attack each round is automatically considered a Sneak Attack.

Chakra Style: At Rank 1 of this style, the user no longer suffers the -2 Dodge penalty for using Body Switch. At Rank 2, they gain +1 Dodge for the duration of the round instead. At Rank 3, they gain an additional Activated Auto-dodge per round. (Does not stack with similar effects.)

Physical Style: Wait Reaction has its cooldown time reduced by 5 seconds at Rank 1 of this style, 7 seconds at Rank 2, and 10 seconds at Rank 3.

Special Action: While this Style is active, the user may use Body Switch without additional items or clones. They Body Switch with "After-Images" instead. All Body Switch rules still apply.

Cost: .5 AP to enter, .5 AP to drop out

Notes:
- This is a Flexible Style, meaning the user chooses whether it is a Physical Style or a Chakra Style upon entering it, which it will remain for the rest of that battle (even if deactivated and reactivated). The effects and CP cost increase depend on which type is selected.
- While active as a Chakra Style, the user pays +5% CP costs. While active as a Physical Style, the user pays +15% CP costs.
- While in use as a Chakra Style, effects apply to modifications of Body Switch such as Quicksilver Step and Wait Reaction as well.
- Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.

---

Reality Distortion - Buffing Taijutsu<i></i>
A tug of the air, a pull on the world, and the Seikon is fully capable of vanishing from specific senses of their enemies, protecting their minds. At higher levels, they may even use this skill as a partial shield from the physical as well.

Rank 1: For ten seconds, any Genjutsu place on the user or that they are already under have their effects ignored, including damage.
Rank 2: For ten seconds, any Genjutsu place on the user or that they are already under have their effects ignored, including damage. The user gains +5% Damage Reduction against Ninjutsu and Taijutsu, but their own attacks cost +15% CP to use.
Rank 3: For ten seconds, any Genjutsu place on the user or that they are already under have their effects ignored, including damage. The user gains +10% Damage Reduction against Ninjutsu and Taijutsu, but all of their own attacks cost +10% CP to use.

Costs:
Rank 1: 335 CP, 1.75 AP
Rank 2: 420 CP, 1.75 AP
Rank 3: 630 CP, 1.75 AP

Notes:
- The user cannot cast Genjutsu while this is active.
- Requires ten seconds of cooldown after ending before it can be used again.
- If the user takes more than 10%/15%/20% of their Max HP in damage while it is active, the effects of Reality Distortion immediately end.
- Genjutsu on the user resume their effects after Reality Distortion ends, regardless of how it ends.[/fontsize]<i>
</i>----
Mercury
rCvojlH.png

This branch of the Seikon family is focused on time-space manipulation of the body, believing it to be the most important part. Self-control is very important to them, using the discipline they learn from honing their bodies to achieve an ultimate precision with their natural skills. Oftentimes they are remarked upon to have movements as quicksilver as the substance they are named for.
[fontsize="12"]924 PL - Sunder Reality (Rank 1), Quicksilver Step (Rank 1)
1008 PL - Swift Strike (Rank 1)
1092 PL - Quicksilver Step (Rank 2)
1176 PL - Sunder Reality (Rank 2), Swift Strike (Rank 2)
1260 PL - Quicksilver Pursuit (Rank 1)
1344 PL - Sunder Reality (Rank 3), Quicksilver Step (Rank 3)
1428 PL - Quicksilver Pursuit (Rank 2),
1512 PL - Fractured Reality (Rank 1)
1596 PL - Swift Strike (Rank 3)
1680 PL - Quicksilver Pursuit (Rank 3), Fractured Reality (Rank 2)
1764 PL - Fractured Reality (Rank 3)

---

Sunder Reality - Activated Passive<i></i>
One of the most notorious abilities of the Seikon clan is the ability to generate an energy weapon forged from the very stuff that reality is glued together with. This causes their attacks with these weapons to be supernaturally potent against forms of resistance and protection.

Rank 1: The user's weapon deals +10 Basic Strike Damage and the user gains a +5% Damage Buff to all Taijutsu.
Rank 2: The user's weapon deals +15 Basic Strike Damage and the user gains a +5% Damage Buff to all Taijutsu. The user ignores up to 5% Damage Reduction. The user's weapon may cause bleeding at -5% the normal rate for the attack they are using.
Rank 3: The user's weapon deals +20 Basic Strike Damage and the user gains a +10% Damage Buff to all Taijutsu. The user ignores up to 10% Damage Reduction. The user's weapon may cause bleeding at the normal rate for the attack they are using.

Cost: 1 AP to initiate, 300 CP/round.

Notes:
- The user's weapon can use any Melee Taijutsu and Styles from any Melee Taijutsu type (if the original weapon is of a Melee weapon type) or from any Ranged Taijutsu and Styles (if the original weapon is of a Ranged weapon type); however, if they attempt to use a Taijutsu of a different subtype than the Style they are in (excluding Buffing Taijutsu), then they are automatically dropped out of that Style for normal AP.
- The user still only gains the basic attribute chosen for their weapon, and does not gain attributes from any other type of Taijutsu they use.

---

Swift Strike - Passive<i></i>
A Mercury Seikon is so adept at rapid reactions to their opponent's tactics that a sudden reduction in their normal ability to target their foe is met with a swift and decisive blow. Sometimes this reflex can occur before the Seikon themselves is even aware of their own movement.

Rank 1: When an opponent activates a physical Clone or Creation jutsu, the user's next Taijutsu attack automatically adds it as a target.
Rank 2: When an opponent activates a physical Clone or Creation jutsu or summons a Contract, the user's next Taijutsu attack automatically adds it as a target. That attack deals +5% damage to all targets.
Rank 3: When an opponent activates a physical Clone or Creation jutsu or summons a Contract, the user's next Taijutsu attack automatically adds it as a target. That attack deals +10% damage to all targets.

Notes:
- A physical Clone or Creation is defined in this context as one that can be hit and damaged by Taijutsu.
- If the user is in the process of attacking with a Taijutsu when an opponent summons their Clone, Creation, or Contract, the attack they are in the process of counts as their 'next Tajutsu attack' for the purposes of Swift Strike.

---

Quicksilver Step - Buffing Taijutsu<i></i>
Taking their ability to ignore the boundaries of what is possible and impossible to the literal translation, the Seikon member steps through reality itself and appears somewhere else to strike while avoiding attacks with ease.

Rank 1: The user warps next to one opponent. The user's next Taijutsu attack is treated as a Sneak Attack. Afterward, the user has +1 Accuracy for the next three seconds.
Rank 2: The user warps next to one opponent. The user's next Taijutsu attack is treated as a Sneak Attack. Afterward, the user has +2 Accuracy for the next three seconds.
Rank 3: The user warps next to one opponent. The user's next Taijutsu attack is treated as a Sneak Attack. Afterward, the user has +3 Accuracy for the next three seconds.

Special Action: For 1 AP, Quicksilver Step may be used in the same way as Body Switch. This may only be done once per round, and the user gains all penalties associated with Body Switch. This is an Activated Auto-dodge.

Cost:
Rank 1: 200 CP, 1 AP
Rank 2: 250 CP, 1 AP
Rank 3: 300 CP, 1 AP

Notes:
- This is modded as if instantaneous and may be used reflexively.
- Sneak Attack bonus only applies to the user if their next action is an attacking Taijutsu or Basic Strike, otherwise they lose their buff.
- If used while in Stealth mode, this allows the Seikon to use a Sneak Attack without suffering a stealth penalty to their attack. Additionally, this attack will not drop the user out of Stealth mode. The user may only remain in stealth as a result of using this jutsu once per round.

---

<U>Quicksilver Pursuit - Variable Taijutsu<i></i>
Utilizing their unique skill to step through reality, this technique utilizes the same tactic of attack as Quicksilver Step. The Seikon steps entirely outside the boundaries of the human limits, warping to the position of their target and decimating them with a quick, nearly simultaneous strike to their opponent.

Rank 1: Strikes a single target two times, each dealing 710 Damage at +1 Accuracy. If the target attempts to use an Activated Auto-dodge against this attack, it will automatically hit instead.
Rank 2: Strikes a single target three times, each dealing 545 Damage at +1 Accuracy. If the target attempts to use an Activated Auto-dodge against this attack, it will automatically hit instead.
Rank 3: Strikes a single target four times, each dealing 445 Damage at +1 Accuracy. If the target attempts to use an Activated Auto-dodge against this attack, it will automatically hit instead.

Costs:
Rank 1: 570 CP; 2.25 AP
Rank 2: 655 CP; 2.25 AP
Rank 3: 710 CP; 2.25 AP

Notes:
- The user specifies the Taijutsu subtype they are using when attacking with this. The subtype must be one the user has access to normally with their equipped weapon or through Sunder Reality. If unspecified and they are in a specific weapon type Style, that type will be chosen; if they are not in a specific weapon type Style, the default subtype of the user's weapon will be used.
- Quicksilver Pursuit cannot be negated through Auto-Dodge.

---

Fractured Reality - Variable Taijutsu<i></i>
One of the most mind-twisting aspects of a Seikon's reality warping is their ability to seemingly be in two places at once as part of their ultimate technique. The Seikon themselves may only be physically moving themselves to make a single strike, but by an application of twisting reality, that same strike will echo multiple times into the near future, catching many opponents off-guard.

Rank 1: The user makes a single strike dealing 825 damage. Every y seconds after this first strike (timeframe from 1-3 seconds chosen by the user), the initial target is hit by another strike dealing 825 damage. These followup strikes occur 3 times.
Rank 2: The user makes a single strike dealing 930 damage. Every y seconds after this first strike (timeframe from 1-4 seconds chosen by the user), the initial target is hit by another strike dealing 930 damage. These followup strikes occur 3 times. Followup strikes are dealt at +1 accuracy if the initial strike hit.
Rank 3: The user makes a single strike dealing 1035 damage. Every y seconds after this first strike (timeframe from 1-5 seconds chosen by the user), the initial target is hit by another strike dealing 1035 damage. These followup strikes occur 3 times. Followup strikes are dealt at +2 accuracy if the initial strike hit.

Costs:
Rank 1: 1650 CP, 2.75 AP
Rank 2: 1855 CP, 2.75 AP
Rank 3: 2060 CP, 2.75 AP

Notes:
- The user specifies the Taijutsu subtype they are using when attacking with this. The subtype must be one the user has access to normally with their equipped weapon or through Sunder Reality. If unspecified and they are in a specific weapon type Style, that type will be chosen; if they are not in a specific weapon type Style, the default subtype of the user's weapon will be used.
- Regardless of whether or not Sunder Reality is active when the user uses this jutsu, all strikes have a base 11%/13%/15% chance to cause bleeding.
- The time between strikes must be a whole number. (You can have them occur every 3 seconds, but not every 2.5.)
- At all ranks, this jutsu cannot be Auto-dodged in any way.
- The target's Dodge stat for all strikes is treated as if it were the same as the time of the initial strike, even if modifications have occurred since.
- This jutsu may not be used again until ten seconds after the final strike has landed.[/fontsize]


Additionally changing the following abilities:

Combat Instinct to: Willpower
 
Sugihira Juko said:
In accordance to the new update:

Changing BL to Seikon Mercury:
Seikon</U><i></i>
Seikon.png

[fontsize="12"]A unique clan that has the odd, yet powerful ability to control and bend reality to their liking. Members of the Seikon clan are deadly opponents that seem to have abilities that simply seem to surpass all natural limits, their inhuman techniques warping reality in such away at the most opportune times for themselves...or the most deadly for their enemies.
084 PL - Distorting Wake (Rank 1), Unreal Celerity (Rank 1)
168 PL - Wait Reaction (Rank 1)
252 PL - Synchronized Multipresence (Rank 1)
336 PL - Wait Reaction (Rank 2)
420 PL - Distorting Wake (Rank 2), Reality Distortion (Rank 1)
504 PL - Unreal Celerity (Rank 2)
588 PL - Wait Reaction (Rank 3), Synchronized Multipresence (Rank 2)
672 PL - Distorting Wake (Rank 3), Reality Distortion (Rank 2)
756 PL - Synchronized Multipresence (Rank 3)
840 PL - Unreal Celerity (Rank 3), Reality Distortion (Rank 3)

---

Distorting Wake - Passive<i></i>
Seikon Clan members constantly exude a reality warping energy from their body which is similar to chakra but at the same time different. This can cause the Seikon shinobi to appear as if they are multiple places at once and make their movements difficult to predict thanks to shadows and optical tricks that their presence generates.

Rank 1: +1 Dodge
Rank 2: +2 Dodge
Rank 3: +3 Dodge

---

Unreal Celerity - Passive<i></i>
Most Seikon are masters of speed and grace but for reasons that no-one seems to understand, sometimes not even the Seikon. In truth, their unnatural speed comes from the fact that many are unconsciously willing themselves to overcome the limits that reality sets on what a human being can and cannot do.

Rank 1: The Seikon can choose up to 1 AP's worth of actions to gain priority over all other actions in that round. Jutsu used this way have -3 Accuracy/Genjutsu DC.
Rank 2: The Seikon can choose up to 1.5 AP's worth of actions to gain priority over all other actions in that round. Jutsu used this way have -2.5 Accuracy/Genjutsu DC.
Rank 3: The Seikon can choose up to 2 AP's worth of actions to gain priority over all other actions in that round. Jutsu used this way have -2 Accuracy/Genjutsu DC.

Notes:
- Actions effected by Unreal Celerity must be whole actions, and must be used at the beginning of the round. ('Whole actions' simply means that you cannot prioritize part of the AP of an action, e.g. you cannot move up a 3 AP jutsu by 2 AP).
- In the result that the Seikon's action and the opponent's action both have priority over all other actions, they resolve in normal AP stack fashion in regards to each other.

---

Wait Reaction - Dependent Special Move<i></i>
Manipulating the threads of reality is such an easy feat for a Seikon that they can do so with barely a second thought--such as casually attaching a devastating blow to the tail end of their dodge.

Rank 1: The user may combo an Activated Auto-dodge with an attack. The attack gains +1 Accuracy.
Rank 2: The user may combo an Activated Auto-dodge with an attack. The attack gains +2 Accuracy and may not be auto-dodged.
Rank 3: The user may combo an Activated Auto-dodge with an attack. The attack gains +3 Accuracy and may not be auto-dodged.

Cost: Cost of the Activated Auto-dodge being used + 20% CP

Notes:
- Attacks made with Wait Reaction take precedence over comboed attacks the user auto-dodged the first part of, and always occur before the rest of that combo.
- Requires a twenty second cooldown between uses.

---

Synchronized Multipresence - Flexible Style
It is said that Seikon clan members are omnipresent; that they are everywhere at once when they choose to be. This is only partly true, as the Seikon have the ability to overcharge themselves with their reality bending energies, releasing it in such a way that seems to distort the reality around them. This creates multiple "clones" of themselves, afterimages created by their energy that appear and fade at random moments nearby around them.

Rank 1/2/3: The user's first attack each round is automatically considered a Sneak Attack.

Chakra Style: At Rank 1 of this style, the user no longer suffers the -2 Dodge penalty for using Body Switch. At Rank 2, they gain +1 Dodge for the duration of the round instead. At Rank 3, they gain an additional Activated Auto-dodge per round. (Does not stack with similar effects.)

Physical Style: Wait Reaction has its cooldown time reduced by 5 seconds at Rank 1 of this style, 7 seconds at Rank 2, and 10 seconds at Rank 3.

Special Action: While this Style is active, the user may use Body Switch without additional items or clones. They Body Switch with "After-Images" instead. All Body Switch rules still apply.

Cost: .5 AP to enter, .5 AP to drop out

Notes:
- This is a Flexible Style, meaning the user chooses whether it is a Physical Style or a Chakra Style upon entering it, which it will remain for the rest of that battle (even if deactivated and reactivated). The effects and CP cost increase depend on which type is selected.
- While active as a Chakra Style, the user pays +5% CP costs. While active as a Physical Style, the user pays +15% CP costs.
- While in use as a Chakra Style, effects apply to modifications of Body Switch such as Quicksilver Step and Wait Reaction as well.
- Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.

---

Reality Distortion - Buffing Taijutsu<i></i>
A tug of the air, a pull on the world, and the Seikon is fully capable of vanishing from specific senses of their enemies, protecting their minds. At higher levels, they may even use this skill as a partial shield from the physical as well.

Rank 1: For ten seconds, any Genjutsu place on the user or that they are already under have their effects ignored, including damage.
Rank 2: For ten seconds, any Genjutsu place on the user or that they are already under have their effects ignored, including damage. The user gains +5% Damage Reduction against Ninjutsu and Taijutsu, but their own attacks cost +15% CP to use.
Rank 3: For ten seconds, any Genjutsu place on the user or that they are already under have their effects ignored, including damage. The user gains +10% Damage Reduction against Ninjutsu and Taijutsu, but all of their own attacks cost +10% CP to use.

Costs:
Rank 1: 335 CP, 1.75 AP
Rank 2: 420 CP, 1.75 AP
Rank 3: 630 CP, 1.75 AP

Notes:
- The user cannot cast Genjutsu while this is active.
- Requires ten seconds of cooldown after ending before it can be used again.
- If the user takes more than 10%/15%/20% of their Max HP in damage while it is active, the effects of Reality Distortion immediately end.
- Genjutsu on the user resume their effects after Reality Distortion ends, regardless of how it ends.[/fontsize]<i>
</i>----
Mercury
rCvojlH.png

This branch of the Seikon family is focused on time-space manipulation of the body, believing it to be the most important part. Self-control is very important to them, using the discipline they learn from honing their bodies to achieve an ultimate precision with their natural skills. Oftentimes they are remarked upon to have movements as quicksilver as the substance they are named for.
[fontsize="12"]924 PL - Sunder Reality (Rank 1), Quicksilver Step (Rank 1)
1008 PL - Swift Strike (Rank 1)
1092 PL - Quicksilver Step (Rank 2)
1176 PL - Sunder Reality (Rank 2), Swift Strike (Rank 2)
1260 PL - Quicksilver Pursuit (Rank 1)
1344 PL - Sunder Reality (Rank 3), Quicksilver Step (Rank 3)
1428 PL - Quicksilver Pursuit (Rank 2),
1512 PL - Fractured Reality (Rank 1)
1596 PL - Swift Strike (Rank 3)
1680 PL - Quicksilver Pursuit (Rank 3), Fractured Reality (Rank 2)
1764 PL - Fractured Reality (Rank 3)

---

Sunder Reality - Activated Passive<i></i>
One of the most notorious abilities of the Seikon clan is the ability to generate an energy weapon forged from the very stuff that reality is glued together with. This causes their attacks with these weapons to be supernaturally potent against forms of resistance and protection.

Rank 1: The user's weapon deals +10 Basic Strike Damage and the user gains a +5% Damage Buff to all Taijutsu.
Rank 2: The user's weapon deals +15 Basic Strike Damage and the user gains a +5% Damage Buff to all Taijutsu. The user ignores up to 5% Damage Reduction. The user's weapon may cause bleeding at -5% the normal rate for the attack they are using.
Rank 3: The user's weapon deals +20 Basic Strike Damage and the user gains a +10% Damage Buff to all Taijutsu. The user ignores up to 10% Damage Reduction. The user's weapon may cause bleeding at the normal rate for the attack they are using.

Cost: 1 AP to initiate, 300 CP/round.

Notes:
- The user's weapon can use any Melee Taijutsu and Styles from any Melee Taijutsu type (if the original weapon is of a Melee weapon type) or from any Ranged Taijutsu and Styles (if the original weapon is of a Ranged weapon type); however, if they attempt to use a Taijutsu of a different subtype than the Style they are in (excluding Buffing Taijutsu), then they are automatically dropped out of that Style for normal AP.
- The user still only gains the basic attribute chosen for their weapon, and does not gain attributes from any other type of Taijutsu they use.

---

Swift Strike - Passive<i></i>
A Mercury Seikon is so adept at rapid reactions to their opponent's tactics that a sudden reduction in their normal ability to target their foe is met with a swift and decisive blow. Sometimes this reflex can occur before the Seikon themselves is even aware of their own movement.

Rank 1: When an opponent activates a physical Clone or Creation jutsu, the user's next Taijutsu attack automatically adds it as a target.
Rank 2: When an opponent activates a physical Clone or Creation jutsu or summons a Contract, the user's next Taijutsu attack automatically adds it as a target. That attack deals +5% damage to all targets.
Rank 3: When an opponent activates a physical Clone or Creation jutsu or summons a Contract, the user's next Taijutsu attack automatically adds it as a target. That attack deals +10% damage to all targets.

Notes:
- A physical Clone or Creation is defined in this context as one that can be hit and damaged by Taijutsu.
- If the user is in the process of attacking with a Taijutsu when an opponent summons their Clone, Creation, or Contract, the attack they are in the process of counts as their 'next Tajutsu attack' for the purposes of Swift Strike.

---

Quicksilver Step - Buffing Taijutsu<i></i>
Taking their ability to ignore the boundaries of what is possible and impossible to the literal translation, the Seikon member steps through reality itself and appears somewhere else to strike while avoiding attacks with ease.

Rank 1: The user warps next to one opponent. The user's next Taijutsu attack is treated as a Sneak Attack. Afterward, the user has +1 Accuracy for the next three seconds.
Rank 2: The user warps next to one opponent. The user's next Taijutsu attack is treated as a Sneak Attack. Afterward, the user has +2 Accuracy for the next three seconds.
Rank 3: The user warps next to one opponent. The user's next Taijutsu attack is treated as a Sneak Attack. Afterward, the user has +3 Accuracy for the next three seconds.

Special Action: For 1 AP, Quicksilver Step may be used in the same way as Body Switch. This may only be done once per round, and the user gains all penalties associated with Body Switch. This is an Activated Auto-dodge.

Cost:
Rank 1: 200 CP, 1 AP
Rank 2: 250 CP, 1 AP
Rank 3: 300 CP, 1 AP

Notes:
- This is modded as if instantaneous and may be used reflexively.
- Sneak Attack bonus only applies to the user if their next action is an attacking Taijutsu or Basic Strike, otherwise they lose their buff.
- If used while in Stealth mode, this allows the Seikon to use a Sneak Attack without suffering a stealth penalty to their attack. Additionally, this attack will not drop the user out of Stealth mode. The user may only remain in stealth as a result of using this jutsu once per round.

---

<U>Quicksilver Pursuit - Variable Taijutsu<i></i>
Utilizing their unique skill to step through reality, this technique utilizes the same tactic of attack as Quicksilver Step. The Seikon steps entirely outside the boundaries of the human limits, warping to the position of their target and decimating them with a quick, nearly simultaneous strike to their opponent.

Rank 1: Strikes a single target two times, each dealing 710 Damage at +1 Accuracy. If the target attempts to use an Activated Auto-dodge against this attack, it will automatically hit instead.
Rank 2: Strikes a single target three times, each dealing 545 Damage at +1 Accuracy. If the target attempts to use an Activated Auto-dodge against this attack, it will automatically hit instead.
Rank 3: Strikes a single target four times, each dealing 445 Damage at +1 Accuracy. If the target attempts to use an Activated Auto-dodge against this attack, it will automatically hit instead.

Costs:
Rank 1: 570 CP; 2.25 AP
Rank 2: 655 CP; 2.25 AP
Rank 3: 710 CP; 2.25 AP

Notes:
- The user specifies the Taijutsu subtype they are using when attacking with this. The subtype must be one the user has access to normally with their equipped weapon or through Sunder Reality. If unspecified and they are in a specific weapon type Style, that type will be chosen; if they are not in a specific weapon type Style, the default subtype of the user's weapon will be used.
- Quicksilver Pursuit cannot be negated through Auto-Dodge.

---

Fractured Reality - Variable Taijutsu<i></i>
One of the most mind-twisting aspects of a Seikon's reality warping is their ability to seemingly be in two places at once as part of their ultimate technique. The Seikon themselves may only be physically moving themselves to make a single strike, but by an application of twisting reality, that same strike will echo multiple times into the near future, catching many opponents off-guard.

Rank 1: The user makes a single strike dealing 825 damage. Every y seconds after this first strike (timeframe from 1-3 seconds chosen by the user), the initial target is hit by another strike dealing 825 damage. These followup strikes occur 3 times.
Rank 2: The user makes a single strike dealing 930 damage. Every y seconds after this first strike (timeframe from 1-4 seconds chosen by the user), the initial target is hit by another strike dealing 930 damage. These followup strikes occur 3 times. Followup strikes are dealt at +1 accuracy if the initial strike hit.
Rank 3: The user makes a single strike dealing 1035 damage. Every y seconds after this first strike (timeframe from 1-5 seconds chosen by the user), the initial target is hit by another strike dealing 1035 damage. These followup strikes occur 3 times. Followup strikes are dealt at +2 accuracy if the initial strike hit.

Costs:
Rank 1: 1650 CP, 2.75 AP
Rank 2: 1855 CP, 2.75 AP
Rank 3: 2060 CP, 2.75 AP

Notes:
- The user specifies the Taijutsu subtype they are using when attacking with this. The subtype must be one the user has access to normally with their equipped weapon or through Sunder Reality. If unspecified and they are in a specific weapon type Style, that type will be chosen; if they are not in a specific weapon type Style, the default subtype of the user's weapon will be used.
- Regardless of whether or not Sunder Reality is active when the user uses this jutsu, all strikes have a base 11%/13%/15% chance to cause bleeding.
- The time between strikes must be a whole number. (You can have them occur every 3 seconds, but not every 2.5.)
- At all ranks, this jutsu cannot be Auto-dodged in any way.
- The target's Dodge stat for all strikes is treated as if it were the same as the time of the initial strike, even if modifications have occurred since.
- This jutsu may not be used again until ten seconds after the final strike has landed.[/fontsize]


Additionally changing the following abilities:

Combat Instinct to: Willpower

Dojo Approved
 

Current Ninpocho Time:

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