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 Chronicles Time:

Kamaru/Shiro -> ?

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Kamaru

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What are the limitations of an old character being in the system? Quiet possibly I'm just a ghost. Just curious if this is the right venue to take or take it to PMs. If this isn't needed please delete. -K
 

Tsukino Nanami

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Due to the current version, any past characters you've had can be revived into living PCs. Otherwise, you will have to fill out a character voucher form found here in this topic. Afterward, an admin will fetch your information, you will be given a refund for all of your old items, and then you can start your OCR.
 

Senju Akihiro

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Whether you exist or not is entirely up to you. Look here: http://www.ninpocho.com/viewtopic.php?f=447&t=2451, make a transition post, and Admin will retrieve your stats, dojo, etc. Then you can get a refund and do your OCR.
 

Kamaru

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Old Character name: Shiro

Old Village: Leaf

Old Profile Topic Title: Unsure

Old Training Topic Title: Unsure

Old Dojo Topic Title: Unsure

Any Relevant information: Inactive before hacking of the site

New Name: Kamaru

New Village: Leaf (unless you need people someplace else
 

Tsukino Nanami

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Name: Okay
Village: Good
Activity: Copy

New Character Class:
New BL/CA: -
Reason that the new BL/CA matches your character:
Branch:
Age:
Gender:
Quick Character Description:
Character History:
*Current Stats (state respective stat cap):
*New Stats:
*Jutsu Swaps:
*Name of any Contract you currently own
*Name of any Cursed Seals you currently own:
*Name of Kinjutsu you own:

To figure out what you had in the asterisk, if you could please state what your last village was and your old character name (And what you named your profile, Training, Dojo) so the admin could get you that information. For the jutsus and items, once it's placed here a member of council will start working on your refund so you can get your yen.

To help this along, how long ago was the last time you played?
 

Kamaru

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I was in Leaf under Kamaru and then Shiro after the reboot of the system, as for for post names I figured it was probably Shiro's Profile, Training, Dojo. As for last active time I'd say maybe 2007 probably.
 

Kamaru

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Not after six years no, I don't remember email address or the password for the email I had six years ago either.
 

Keigo Oen

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Do you know anything about your previous character that would aid my search? Like Surnames, even rp partners. . . Something that would set you apart from the other 'Shiros' since the name is common for NC?
 

Kamaru

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Sorry to put you through the trouble. I think I was Uchiha but wasn't sure so I didn't say before, Jounin level. If the avatars are still attached he's the black guy with silver/white hair. If the site still has attached badges I got the good RP post badge. I don't even know if Romiress or any of the older leafs are around still.
 

Keigo Oen

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Found you! ^_^
Old Name: Uchiha Shiro
New Name: Takahashi Kamaru
Old Village: Leaf
New Village: Leaf
Age: 27
Gender: Male
Core Ability: Master of Nothing

An avid student of knowledge and seeker of secrets, Kamaru is a lover of good alcohol, his lifestyle has left him looking and feeling older at times. His experiences have left him with a wisdom and insight beyond his years. In search of the absolute truths of life and humanity he’s seen the darker side of human nature on his quest to understand and find himself. Although he does not revile or relish in the corruption and strife of humanity itself he does accept it seeing that actions that are considered to be good can only exist with the presence of evil. First and foremost is a soldier holding up the herald and banner of Leaf, second a scholar to the book of life.

Kamaru’s mood and personality seem to change depending on the situation from many years of undercover and deep cover missions. Quit or loud, friendly or antisocial he moves through life enjoying the full experience of the good times and bad. He’s lived a very broad life and in many ways might seem jaded although few people know and understand he can empathize with other’s pain and sorrows in life from what he’s seen through out his career.

Living in the shadows of the shinobi of Leaf he never made too much of a scheme or lacked in anything in particular. A long time friend from his days as a Genin instilled in him that the balance between all things was one of the best ways to understand the way of life for ninjas. Ultimately adaptation to circumstances of combat and war lead to the best solutions in Kamaru’s eyes.

Kamaru has shared an off and on rivalry/camaraderie with one of his former teammates as a Genin, Uchiha Shiro. The relationship has left the two as close to being siblings as one could be. Although they share the same ideologies and methods the two swear they are actually as different as night and day. While Shiro always dedicated the majority of his life to Leaf Kamaru always pointed out he never really ‘lived’ his life for Leaf he only did his duty which absorbed a large part of his life. Kamaru thought was doing one’s duty was to protect the people of Leaf’s freedom to live their life. This didn’t mean shinobi had no right to live their own lives, which seemed to be one of Shiro’s views on the life of a Shinobi, and at times needed to relax from the stress of the job.

Shiro dieing in a mission left his responsibilities of his daughter and duties to his long time friend. Oddly enough they hadn’t seen each other for a while before Shiro’s last mission. (RP will be down with Goumon when I get back)

Adaptation - 1 Point
Advanced Adaptation - 1 Point
Master Adaptation - 1 Point
Basic Stances – 1 Point
Advanced Stances – 2 Points
The Heretic – 1 Point
Adept – 1 Point
Assassin – 1 Point
Double Stance – 2 Points
Mirror Stance (Rank 1)– 1 Point

Anbu/Med-nin? Special Jounin (former ANBU)

Appearance:
Hair: Black
Eyes: Brown
Height: 6'0
Weight: 200

Personality: Adaptation is the key to the evolution to his way of the ninja. Knowledge inspires it’s progression.

Old Stats:
Level: 14 (1971 PL)
Agility: 275/575 (Broken x2)
Stamina: 276/575 (Broken x2)
Ninjutsu: 329/600 (Broken x3)
Taijutsu: 287/575 (Broken x2)
Genjutsu: 306/600 (Broken x3)
Chakra Control: 285/600 (Broken x3)
Bloodline Control: 180/252

New Stats:
Level: 14 (1971 PL)
Agility: 325/575 (Broken x2)
Stamina: 325/575 (Broken x2)
Ninjutsu: 346/600 (Broken x3)
Taijutsu: 325/575 (Broken x2)
Genjutsu: 325/600 (Broken x3)
Chakra Control: 325/600 (Broken x3)

ead(upper): Helm of the Black Panther (+ 5 Sta, +10 Nin, +10 Gen)
Head(mid): Â Helm of the Black Panther (+ 5 Sta, +10 Nin, +10 Gen)
Head(lower): Â Helm of the Black Panther (+ 5 Sta, +10 Nin, +10 Gen)
Armor 1: Â Helm of the Black Panther (+ 5 Sta, +10 Nin, +10 Gen)
Armor 2: Robes of the Dark Moon (+ 1 Sta, +12 Nin, +12 Gen)
Right: Robes of the Dark Moon (+ 1 Sta, +12 Nin, +12 Gen), Stinger (+75 Dmg to Unarmed Stikes)
Left: Robes of the Dark Moon (+ 1 Sta, +12 Nin, +12 Gen), Stinger (+75 Dmg to Unarmed Stikes)
Extra:
Accessory 1:
Accessory 2: Speed Sandals (+3 Agi. Movement Speed Increase)
Special 1: Backpack ()
Special 2: Kunai Holster ()
Special 3: Belt Pouch ()
Special 4: Shealth

Backpack: (This backpack was fabricated as light as possible due to the issue of it inhibiting mobility, so it is great for carrying extra stuff you didn't have space to carry in the first place. Remember, you can't bring items bigger than a backpack into battle with this.)

Additional Effects: Carries up to 3 items, from the following list. The numbers next to them are the ones that are there, per placement.
Items carried are underlined
Smoke Bomb: 5
Bell: 5
Large Shuriken: 2
Ninja Wire: 5
Fuuma Shuriken (folded): 3
Wrappings: 5
Elemental Seal: 5

Belt Pouch: Â (The belt pouch, as the name implies, attaches to your belt. It is designed to contain shuriken and an various other weapons / items. Can hold only two items before being full, however, stacking items, isn't allowed.)

Additional Effects: Â Carries Various Items. You can place the same item twice, but each placement takes up one of the item slots provided.
Items carried are underlined
Senbon: 20
Smoke Bomb: 2
Bell: 2
Kunai: 10
Shuriken: 15
Ninja Wire: 2
Exploding Note: 1
Wrappings: 2
Elemental Seal: 1
Poison: 2

Kunai Holster: Â (The traditional ninja kunai holster. It can attach to your leg or belt for quick access to projectiles. However, unlike the belt pouch, it is more limited in what it can hold. Can stack one item up to three times.)

Additional Effects: Carries Various Items. You are limited to one type of item, but are able to stack it up to three times.
Items carried are underlined
Senbon: 15
Kunai: 10
Shuriken: 12 x 3
Poison: 1

Unequipped:
Ninja Gear (+75HP, +3 Agi)

Kunai Knives
Type: Knife, Throwing/Melee - Piercing, Slashing (Secondary)
Weight: Light
Damage: 90
Accuracy: +0, -2 per extra 1 thrown
In Belt Pouch

Shurikens
Type: Small, Throwing - Piercing
Weight: Light
Damage: 60
Accuracy: +1 Natural Bonus, -3 per extra 2 thrown
In Kunai Holster
Kawarimi Target
Required Jutsu Item: Enables used to use Body Switch Jutsu Rank 1
(Unequiped)

Smoke Bombs (2)
The classic shinobi get-away item. I think you all know what this does.
In Belt Pouch

Exploding Note (4)
The exploding note can be detonated in 3 modes, timed, proximity, and remote. Each mode of detonation takes a different amount of chakra to set, and must be set before the note leaves the users hand or else the exploding note will be relatively useless. The only exception to that is that exploding notes will blow up when they catch fire. Exploding notes take high levels of chakra and chakra control to use correctly.

Ninja Wire
This wire is mainly used for setting traps. It is so thin that it is basically inviewable unless the sun is reflecting on it in a certain way. 1 spool is enough to set up one basic trap.

Parasol (3)
This umbrella is capable of hiding senbon inside of it, and is very useful for missions where its vital for your weapon to not be discovered. It can also be used in the raining needles jutsu. Additional Effects: Can store 120 senbon.

Abilities and Jutsu Techniques<i></i>
Abilities 4/4
Strategy:  Someone with this ability has a higher chance to succeed with complex plans that someone without it. It is also required for other abilities. Demonstrates a higher level of intelligence.
Bonuses: Boosts chance of complex plans working, a requirement for many other abilities.

Tekken: A fighting style that concentrates on external damage. Straight forward and fast. Also known as Iron Fist.
Bonuses: +25% unarmed damage, +2 dodge.

Hand Seal Expert:  A person with this ability has mastered all the seals in the zodiac. They are able to perform them alot more quickly than someone at their powerlevel without this ability would be able to.
Bonuses: Handseals are done 2x faster than normal.   (Ninjutsu and Genjutsu techniques cost 0.5 AP less.)

Seal Expert:  Allows the user to use various seal jutsus, and perform some other seal jutsus more effeciently. A person with this ability can scribe the necessary scrolls/components 3x faster than someone without it.  
Bonuses: Allows player to invoke and inscribe certain seals which can absorb, release, and seal elemental attacks and other things.

Uchiha Bloodline (Mastered):  As stated by Kakashi, the Uchiha are the Leaf's most outstanding clan. They are also one of the most powerful and feared clans known. It is said that the Uchiha's origins lie within the Hyuuga Clan. The Sharingan is a physical eye ability which apparently appears in a select few of the Uchiha Clan. It allows the bearer to read and defeat (counter) all types of nin-, tai-, and genjutsu. This eye condition also enables the user to perfectly copy any jutsu performed before him and use it at his discretion. The copying ability utilizes body copying, mind copying and jutsu copying in that respective order. A hypnotic genjutsu is also implemented for the copying. There are possible exceptions to the copying ability, such as: other Advanced Bloodline jutsus and extremely high class/specialty jutsus.
Bonuses: 10% - Sharingan (Rank One)
20% - Copy Skill (Rank One)
30% - Uchiha Will (Rank One)
40% - Sharingan (Rank Two)
50% - Sharingan (Rank Three)
60% - Copy Skill (Rank Two)
70% - Hypnotic Suggestion (Rank One)
80% - Copy Skill (Rank Three)
90% - Sharingan (Rank Four), Hypnotic Suggestion (Rank Two)
100% - Copy Skill (Rank Four)
110% - Uchiha Will (Rank Two)
120% - Copy Skill (Rank Five)
140% - Mangekyou Sharingan (Rank One), Genjutsu Reversal
145% - Moon Reader (Rank One)
160% - Moon Reader(Rank Two)
180% - Moon Reader(Rank Three), Mangekyou Sharingan (Rank Two)


Bloodline Techniques/Abilities Explained:
Uchiha Will - The clansmen has an undying flame within them, which allows them to seemingly bring forth the potential of fire jutsu far better than anyone else could ever desire.

Rank 1: +5% damage with fire jutsus
Rank 2: +15% damage with fire jutsus


Sharingan Description: Increases dodge with insight.

Levels:
Sharingan 1: +1 Dodge
Sharingan 2: +2 Dodge +1 Accuracy
Sharingan 3: +3 Dodge +1 Accuracy
Sharingan 4: +4 Dodge +2 Accuracy

Sharingan 1: 75 CP/round, 1AP to initiate
Sharingan 2: 125 CP/round, 1AP to initiate
Sharingan 3: 150 CP/round, .5 AP to initiate
Sharingan 4: 175 CP/round, .5 AP to initiate

Special Notes:
-In order for these bonuses to apply, you must be able to see your target.

Mangekyou Sharingan
Description: Increases accuracy and dodge with superior insight.

Effects:
Mange Sharingan 1: +5 Dodge +3 Accuracy
Mange Sharingan 2: +6 Dodge +4 Accuracy


Cost:
Mange Sharingan 1: 200 CP/round, 1AP to initiate
Mange Sharingan 2: 300 CP/round, .5AP to initiate


Special Notes:
-In order for the accuracy bonus to apply you must be able to see your target.
-The sharingan must have been activated in its inferior form (Sharingan 4 in this case) for at least 1 round to add the 'Mangekyou' status to it.

Copy Skill
Description: Utilizes the sharingan to learn techniques from enemies.
Levels:
Copy 1: 40% chance to copy lvl. 1-4 jutsus.
Copy 2: 60% chance to copy lvl. 1-4 jutsus, 40% chance to copy lvl. 5-6.
Copy 3: 80% chance to copy lvl. 1-4 jutsus, 50% chance to copy lvl. 5-6.
Copy 4: 90% chance to copy lvl. 1-4 jutsus, 60% chance to copy lvl. 5-6, 20% chance to copy lvl. 7.
Copy 5: 100% chance to copy lvl. 1-4 jutsus, 70% chance to copy lvl. 5-6, 25% chance to copy lvl. 7, 10% chance to copy lvl. 8.

Cost:
200 Chakra * Copied Jutsu Level, 1AP


Special Notes:
-You must be keenly observing your target to copy a jutsu. This means you must be defending as well.
-You can only copy jutsus in Modded Battles. You cannot gain jutsus through roleplaying with the sharingan.
-In order to copy a jutsu you must meet the requirements to use it.

Hypnotic Suggestion

Description:  Utilizes the sharingan to hypnotically influence an enemies actions. Ludicrous suggestions like 'kill yourself' will not work.

Levels:
Rank 1: The Uchiha can influence a target’s actions.
Rank 2: The Uchiha can influence a target’s actions, harder to resist.

Cost:
300 chakra and 1.5AP to initiate, 100/round to maintain

Special Notes:
- Treated as a level 4 genjutsu
-Requires eye contact to be used.
- Each suggestion has a will-check rolled against it, with penalties according to the battlemod’s discretion. For instance, the suggestion “attack me with *** jutsu” might receive no penalty, while “attack my harmless apprentice instead of me” might receive a -2 to land, and “cower in fear of me” might receive a -6 or whatever.
- The victim makes a will-check at the end of each round against the user’s mind power. If they realize they are being hypnotically influenced, they gain a +4 on this will-check. If they succeed in breaking it, they get a +8 against any further attempts to take them in with hypnotic suggestion. However, if taken in again, they do not receive any bonuses, as they won’t realize they have been taken back in.

Genjutsu Reversal
Description: Utilizes the Mangekyou sharingan to trap someone in their own genjutsu.

Effects:
Reverses a Genjutsu used on the sharingan user.

Cost:
Cost of the Genjutsu*3 to initiate, 2AP

Special Notes:
- Treated as a level 6 genjutsu
-You must meet the requirements of the Genjutsu to reverse it.
- Must realize you are under a genjutsu
- All costs of maintaining the genjutsu are taken on by the Uchiha.
- Genjutsu with a set number of rounds do *not* start over.
- Only usable once per battle *successfully*.

Moon Reader
Description:  Utilizes the Mangekyou sharingan to create a hellish repeating genjutsu. The illusion can last anywhere from 24 to 72 hours in the targets mind, but in reality only lasts a couple seconds. This is treated as a level 8 genjutsu. If the target's stat average is 1/2 lower than the user of Moon Reader, they will lose all will to fight and collapse.

Levels:
Rank 1: Illusion is 24 hours long. Creates a “round within a round”, during which the victim cannot take any actions and suffers -5 dodge. User gets AP equal to their AP stat; all jutsu used during this mini-round do not cost chakra, but cannot exceed the user’s current chakra. Jutsu that last more than one round end when the illusion does.
Rank 2: Illusion is 48 hours long. Creates a “round within a round”, during which the victim cannot take any actions and suffers -6 dodge. User gets AP equal to their AP stat + 1; all jutsu used during this mini-round do not cost chakra, but cannot exceed the user’s current chakra. Jutsu that last more than one round end when the illusion does.
Rank 3: Illusion is 72 hours long. Creates a “round within a round”, during which the victim cannot take any actions and suffers -7 dodge. User gets AP equal to their AP stat + 2; all jutsu used during this mini-round do not cost chakra, but cannot exceed the user’s current chakra. Jutsu that last more than one round end when the illusion does.


Cost:
7000 chakra, 3AP

Special Notes:
-Can be only performed once every battle.
-Only one time a day at Rank 1, 2 times a day at Rank 2, three times a day at Rank 3

(Acquired bonuses of the blood like are in red)

Ninjutsu Techniques
Transformation - A basic shinobi technique that alters the form of the user to his or her liking.  Prerequisites - Ninjutsu: 10
Rank Mastered: User's transformations are incredibly hard to see through and may modify size up to 20%.
Cost: 20 Chakra, 5/round

Body Switch- A basic skill involving quickly switching the body with another plant, animal or inanimate object. This is used to confuse the opponent momentarily and create an opportunity to attack or possibly escape. Prerequisites - Ninjutsu: 10
Rank Mastered:  May switch with any real clone. Escape range is 20 ft.
Cost: 30*Rank Chakra

Rope Untying - Basic skill used to escape from a rope binding. Prerequisites - Ninjutsu: 15
Rank Master:  Unties rope within 5 seconds.
Cost: 20 Chakra

Level 2 Techniques

Storm Bolt - A technique that emits a short ranged lightning bolt that travels in a straight line.  Prerequisites - Ninjutsu: 40
Rank Master: Deals 350 damage.
Cost: 100 Chakra

Sand Decoy - A technique which creates an empty shell of the user. Useful when used in conjunction with Kawarimi. Ninjutsu: 30
Rank Master: Creates Creates an exact decoy of yourself.
Cost: 60 Chakra.

Third Eye - By concentrating sand into a ball, the user is able to create an extra eye, which can be used for spying purposes. The eye is capable of freely moving in the air to view its intended target. The eye requires chakra to sustain and at lower levels cannot deviate very far from its creator. The eye will crumble into dust once the user stops concentrating on it.  Prerequisites - Ninjutsu: 30
Rank 3:  Creates an eye with or without sand(without sand = 4x initiation cost). Eye has medium visibility range and can help genjutsu resistance.
Cost: 50 Chakra, 5/round

Grand Fireball - A fire technique used to incinerate a large area.  Prerequisites - Ninjutsu: 45
Rank Master: Deals 150 damage.
Cost:  75 Chakra, 50/round

Level 3 Techniques

Mud Clone - Creates a clone made out of mud capable of causing physical harm, yet they disperse back into their earthen state if they escape your visual radius. It can attack and take one direct hit before being destroyed. Mud Clones cannot use any jutsus; They have set stats of 5 Agility, 5 Taijutsu, 1 Stamina.  Prerequisites - Ninjutsu: 51
Rank Master: Creates up to 3 Mud clone.
Cost: 65 Chakra (per clone), 5/round (per clone)

Combination Transformation - As transformation, but it can target more than just yourself. If it is used on someone unwilling, they may resist it. Objects may be transformed as well. If combined with another person, the transformation uses the stats of the justu user alone, not both.   Prerequisites - Ninjutsu: 55
Rank 3:  User can combine with people, yet there is a 25% chance of failure, nearly impossible to detect.
Cost: 80 Chakra, 20/round

Inner Earth Reflection Lure - Allows the user to hide underground while secretly attacking the opponent. Can be used in conjuction with clones for an even more devastating effect.   Prerequisites - Ninjutsu: 60
Rank Master:  User may move 100% their normal movement speed underground.
Cost: 120 Chakra, 20/round

Fissure - A technique which causes the earth beneath an opponent to collapse.   Prerequisites - Ninjutsu: 67
Rank 1: Causes the earth to collapse in a 5x5 foot area.
Cost: 150 Chakra

Level 4 Techniques

Dragon Fire - A technique which creates a powerful stream of fire focused on a certain area.
Prerequisites - Ninjutsu: 90
Rank Mastered: Fire does 1000 damage.
Cost: 325 Chakra

Water Ball - A technique that creates a water ball and hurls it at the enemy. Prerequisites - Ninjutsu: 82
Rank Mastered: Ball does 750 dmg, knocks back target 7 ft.
Cost: 250 Chakra

Mythical Phoenix Fire - A fire attack in which the user emits multiple explosive fireballs from the mouth that can cover a wide area. The attack can also be combined with objects such as throwing stars (shuriken), to diguise them in the flames. If agility is 75 or higher, you may throw a volley of projectiles hidden in the flames. Prerequisites - Ninjutsu: 85
Rank Master: 7 fireballs at 145 damage each.
Cost: 400 Chakra

Leaf Teleportation - A technique which allows the user to transport from one place to another in a veil of leaves. It is possible to transport others who are in direct contact with you. Very prone to being attacked if used in battle. Prerequisites - Ninjutsu: 70
Rank 3: User may teleport up to 300 meters, even more direction control.
Cost: 250, 150 per extra person

Frigid Ice Blast - An ice technique in which the user expels freezing ice breath. It will slow down an opponent directly hit with it for the round hit and the round after. Prerequisites - Ninjutsu: 85
Rank Master: 420 Damage, -20% Agility for 2 rounds
Cost: 400 Chakra

Chakra Absorption - An ability which allows the user to absorb an opponent's chakra (spiritual & physical energy) through the palm of the hand. By absorbing chakra, the opponent quickly becomes weakened since chakra is derived from an individual's stamina. Prerequisites - Chakra Control: 60
Rank 2:  Absorbs 220 per hit (jutsu lasts 4 rounds)
Cost: 300 Chakra to initiate, 100 per round

Sand Trap - This jutsu turns a rounded area into a pit of soft sand, the people within sinking in up to their knees. This seriously hampers their movemant, and also is a great set up for sand based Jutsu. However, it wont work on air or water (targetted enemy must be standing on something). Prerequisites - Ninjutsu: 90
Rank 1: Creates a sand pit with a 5ft radius. People within it have a -3 to dodge.
Cost: 400 Chakra

Ice Lancer - A water and ice based technique which shoots a stream of water which will freeze as soon as it makes contact with any physical object. Prerequisites - Ninjutsu: 85 Chakra: 80
Rank 2: 500 Damage and -7% Dodge
Cost: 600 Chakra

Windwalk - A technique which increases the user's running speed while granting them minimal transparency. The transparency is not full, so approaching an enemy with this head on would not be easy. It is also a popular means of escape. Prerequisites – Agility:  95 Ninjutsu: 90 Taijutsu: 50
Cost: N/A

Sand Teleportation - A technique which allows the user to transport from one place to another in a veil of sand. It is possible to transport others who are in direct contact with you. If used in battle leaves user very prone to attack while teleporting and after teleporting. Prerequisites - Ninjutsu: 70
Rank 1: User may teleport up to 50 meters.
Cost: 250, 150 per extra person

Mist Teleportation - A technique which allows the user to transport from one place to another in a veil of sand. It is possible to transport others who are in direct contact with you. If used in battle leaves user very prone to attack while teleporting and after teleporting. Prerequisites - Ninjutsu: 70
Rank 1: User may teleport up to 50 meters.
Cost: 250, 150 per extra person

Water Teleportation - A technique which allows the user to transport from one place to another in a veil of sand. It is possible to transport others who are in direct contact with you. If used in battle leaves user very prone to attack while teleporting and after teleporting. Prerequisites - Ninjutsu: 70
Rank 1: User may teleport up to 50 meters.
Cost: 250, 150 per extra person

Sand Stars - A technique which creates blades of sand that travel at high speeds when thrown. Cannot use counterpart jutsus such as Screaming Shuriken.  Prerequisites - Ninjutsu: 70
Rank 1: Creates 5 shuriken that do 100 damage each.
Cost: 280 Chakra

Thunder Fists - A technique that charges the users fist(s) with live electrical energy. This electricity conducts itself into weapons, if the user is wielding one.  Prerequisites - Ninjutsu: 50 Taijutsu: 50
Rank Master: Charges for 4 rounds. Adds 60 Lightning damage to attacks. Hurts user for 70 lightning damage a round.
Cost: 600 Chakra

Thunderclap - A technique that gathers alot of lightning energy and then releases it, causing thunderbolts to strike down wherever the user of this jutsu directs them. The bolts themselves are not accurate, but they are numerous enough to make up for that shortcoming.  Prerequisites - Ninjutsu: 70
Rank Master: Attacks 5 times at -5 accuracy, 350 per bolt.
Cost: 300 Chakra

Hidden Snake Hand - Ability which projects snakes from the user's sleeve. The snakes are able to grasp or bind by biting or wrapping themselves around the target. Prerequisites - Ninjutsu: 60 Taijutsu: 60
Rank 1: 2 snakes bite for an extra 150 damage, 25% chance to poison (25 dmg/round).
Cost: 400 Chakra

Blazing Claws - A ninjutsu technique which surrounds the user's hands with an aura of fire. The aura adds extra damage to unarmed attacks, and does not harm the user. This technique can be used alongside weapons.  Prerequisites - Chakra: 80
Rank 1: Adds 20 damage to unarmed attacks.
Cost: 250 Chakra to initiate, 100/round.

Desert Coffin - A jutsu which collects sand from the surrounding area and enshrouds the body of an opponent in a prison made of sand. Not extremely fast.  Prerequisites - Ninjutsu: 80
Rank 1: All sand from 5 ft. around the opponent will be used.
Cost: 300 Chakra, 100/round to hold

Earthslide River - A technique which creates a river of mud under a target.  Prerequisites - Ninjutsu: 70
Rank 1: River is 4 feet deep.
Cost: 250 Chakra

Earth Spiker - A technique where the user can cause spikes of jagged earth to shoot through the ground anywhere within 20ft. of themselves. It requires for the user to stick their hands into the ground after forming the seals.  Prerequisites - Ninjutsu: 70 Taijutsu: 50
Rank 1: One large spike for 600 damage.
Cost: 400 Chakra, 300 per extra spike

Rain Dance - A ninjutsu which summons rain to the field. The jutsu will start as a slight mist, and eventually work its way up to a downpour.  Prerequisites - Ninjutsu: 90
Rank 2: Takes 2 rounds to perform and summons a heavier rain for 5 minutes.
Cost: 350 Chakra

Aqua Twin Fang - A water attack which creates 2 water missiles that fall mercilessly on their target. The missiles are strong enough to pierce through weaker materials, like wood. Prerequisites - Ninjutsu: 89
Rank 2: 2 hits, 350 damage each.  
Cost: 400

Air Ball - A technique which expels a ball of air out of the user's mouth. Does decent damage and has a knockback effect. If target is more than x2 your size, the knockback effect will not work. Prerequisites - Ninjutsu: 78
Rank 2: Ball does 500 dmg, knocks back target 8 ft.  
Cost: 250

Wind Devil - A technique which imparts the intelligence of a mischevious wind devil to a shuriken. The shuriken can knock enemy projectiles out of the air, attack opponents, and will remain spinning in the air for 4 rounds, circling an enemy if need be. Upon the 4th round it will return to the user of the jutsu. Suggested to be used with a Fuuma Shuriken. Prerequisites - Ninjutsu: 95 Taijutsu: 70 Agility: 70
Cost: Varies

Level 5 Techniques

Body Bind - A technique common among anbu, which has a chance of binding an opponent, disabling their ability to move. This leaves an individual open to an attack, or creates an opportunity for the user to escape.  Prerequisites - ANBU Ninjutsu: 130
Rank 2: Binds for 1 Turn.  Hits at -3 Accuracy.
Cost: 700

Fire Dragon Napalm - An advanced version of Grand Fireball which creates a much more powerful flame blast.  Prerequisites - Ninjutsu: 105
Rank 1: Deals 950 damage in a 15x15 foot area
Cost: 1250 CP to activate, 900 CP to maintain

Mythical Dragon Fire - A fire technique where the user blows a wild stream of fire. The fire is absolutely chaotic and covers a very large area, but unlike the more concentrated attacks does not do as much damage. Very hard to avoid.  Prerequisites - Ninjutsu: 127
Rank 1: Inflicts 400 damage at +6 accuracy. Attack covers a 30x30 foot area.
Cost: 850

Wall of Spirits - This power summons various spirits to form a swirling wall between the user and opponent. While in place, no attack can pass through it, except the most powerful. It is also impossible to teleport across it in any way. Used strategically, it can halt an enemy advance or give time for a strategist to think.  Prerequisites - Ninjutsu: 110
Rank 1: Creates a wall of spirits that lasts 2 rounds. Wall has 2000 hp, regenerating at the beginning of each round. User gains back 100 hp/round while it's in place.
Cost: 1000

Sand Shower - A technique which projects tiny clumps of sand towards an opponent. This is used to cover the opponent in sand so that an attack such as Desert Graveyard (Sabaku Sousou) can be used.  Prerequisites - Ninjutsu: 128 Chakra Control 120
Rank 1: Attempts to cover anything within a 20x20 foot area in a half inch layer of sand at +3 accuracy.
Cost: 500

Poison Mist - Skill in which the user emits a debilitating poisonous mist from the mouth. Prerequisites - Ninjutsu: 110
Rank 1: Those effected by the poison lose 400 HP and 200 CP per round for three rounds, and are afflicted by a -2 accuracy/dodge debuff for three rounds.
Cost: 1200

Desert Graveyard - A follow-up attack which takes place after Desert coffin. Crushes an opponent trapped in sand slowly and painfully. Prerequisites - Ninjutsu: 120
Rank 1: Requires Desert Coffin to be in place. Binds victim in place and inflicts 400 damage per round. Victim has a 30% chance of breaking out of the jutsu.
Cost: 800 CP to innitiate, 400 CP per round to maintain.

Water Prison - A technique which traps an opponent in an inescapable water prison. It appears that the user must be in physical contact with the prison in order for it to keep its shape. Prerequisites - Ninjutsu: 118
Rank 1: After innitial contact, victim has a 40% chance of escaping your grasp before the prison is errected, and they cannot move once the prison is errected.
Cost: 600 CP to innitiate, 350 CP per round to maintain.

Water Whip - Uses nearby water to create a whip-like weapon. The weapon is solid and will not break unless sliced, or if the user loses his concentration. Although it is solid electricity can still be conducted through it. Prerequisites - Ninjutsu: 120
Rank 1: Creates a 6 foot long whip that inflicts 120 damage at +1 accuracy. Whip inflicts an additional 40 damage when used in conjunction with Thunder Fists, and has a 50% chance of adding a -1 dodge debuff for 1 turn when contact is made by anyone other than the user of the whip. Cost: 600 CP to innitiate,  200 per round (plus cost of thunderfist when used in conjunction.

Summoning - A space-time skill in which a user signs a blood contract with various lifeforms and is able to call them forth when needed. The summoner uses blood as the medium for the technique. The size and number of lifeforms summoned depends on the amount of chakra utilized.Prerequisites - Ninjutsu: 100 Chakra Control: 100
Cost: Varies.

Level 6 Techniques
Grand Blast - A technique which sends a quick powerful blast of wind out of the users mouth. It hits anything in its path and can send back techniques and projectiles towards the one who threw them, innaccurately. Prerequisites - Ninjutsu: 150 Stamina: 110
Rank 2: Wind does 1750 damage. Wind has a 80% chance of knocking projectiles not involved in a jutsu that are in this jutsu's path. 40% chance of disrupting any incoming jutsu in use by whoever this jutsu is targeting.
Cost: 1800

Level 7 Techniques
Dragon Fire Missle - A  very quickly performed fire technique that can be combined with other elemental attacks such as the Earth Dragon Missile. Prerequisites - Ninjutsu: 150
Rank 1: Creates a dragon that will attempt to ram itself into an enemy for 2 rounds, inflicting 4000 damage and reducing accuracy and dodge by 1 for 2 rounds. Dragon disappears after hitting its victim.
Cost: 3500

Taijutsu Techniques
Level 2 Techniques
Dynamic Greeting - A technique of the Dynamic series where the user greets a target with his or her foot.  Prerequisites - Taijutsu: 35 Agility: 35
Rank Master: 200% Kick Damage.
Cost: 75 Chakra

Boulder Strike - An ancient technique devised by martial artists to break materials such as rock or wood. When employed on live targets it will inflict much more damage than a normal punch. This technique is not frequently used due to the effect it can have on the user's muscles.  Prerequisites - Taijutsu: 30
Rank Master: 175% Unarmed Damage.
Cost: 75 Chakra

Inner Decapitation - This taijutsu technique pulls the opponent underground up to their necks, effectively immobilizing them. Prerequisites - Taijutsu: 40
Rank 2: 'Decapitates' if it hits at -8 accuracy.
Cost: 50 Chakra

Force Wave - A technique used alongside projectiles. This technique can send up to 5 projectiles in a fan like motion which are lead by a wave of energy about 50 feet in diameter. Prerequisites - Agility: 30
Rank 1: Wave does 75 damage, 3 projectiles max.
Cost: 85 Chakra

Level 3 Techniques
Wave Fist - A long range taijutsu attack that can surprise your enemies by you lengthy punch. Uses chakra to lengthen the range of your taijutsu techniques.  Prerequisites - Taijutsu: 55
Rank Master: 17.5 ft. range and 2.0x unarmed damage.
Cost: 75 Chakra

Level 4 Techniques
Beatdown - A technique which uses Arm strength, speed, and endurance to deliver a quick volley of punches. Because so many come in such a short time they are less accurate.  Prerequisites - Taijutsu: 100, Agility: 100, Stamina: 75
Rank Master: 6 hits, -3 Accuracy
Cost: 400 Chakra

Delayed Shot - A ranged taijutsu technique which borrows some of it's power from Ninjutsu. Creating a minimal gap in time, the arrow or projectile shot/thrown will dissapear, only to reappear a few rounds later, flying at the opponent. Prerequisites - Taijutsu: 40, Agility: 90, Ninjutsu: 80
Rank Master: Reappears anywhere within 1-5 rounds, user determines when it reappears, +3 Accuracy.

Cost: 150 Chakra.

Level 5 Techniques
Grand Spinning Wind - A more complex version of the Spinning Wind incorporating more roundhouse kicks. Prerequisites - Taijutsu: 105
Rank Master: 3x kicking damage, 5 kicks, -2 accuracy.
Cost: 900 Chakra

Genjutsu Techniques
Level 1 Techniques
Clone - A basic technique which creates false clones of the user. The clones are used as a diversion while the user attacks. The clones are incapable of attacking and disappear if directly hit. Prerequisites - Genjutsu: 15
Rank Mastered: Can Create up to 4 clones.
Cost: 15 Chakra/clone

False Surroundings - Long description: A jutsu that creates an illusion that changes the surroundings to something else. The illusions disperses as soon as the target touches the fake illusion’s environment and surroundings. Prerequisites - Genjutsu: 20
Rank Master: Creates an illusion as big as 5x5 feet
Cost: 20 Chakra; 5 Chakra per round

Level 2 Techniques
Transparent Escape - A skill which allows the user to gain invisibility while in contact with a wall.  Prerequisites - Genjutsu: 30
Rank 1: Must be hugging the wall, 75% transparency.
Cost: 50 Chakra, 20 per round.

Night - A technique that summons the night. It is useful for stealth missions or a situation where you need to blend in with the dark.  Prerequisites - Genjutsu: 35
Rank Master: May be used as a personal genjutsu, affecting 5 person.
Cost: 100 Chakra, 40 per round.

Level 3 Techniques
Visions of Hell - An intermediate illusional technique which forces a target to envision a traumatic scene. This technique will reduce combat efficiency for a number of rounds. Prerequisites - Genjutsu: 30
Rank Master: -2 Accuracy -1 Dodge if resistance fails, harder to Resist than rank 1.
Cost: 150 Chakra

Mist Clone - A technique which creates clones with the properties of mist. Although the clones are unable to inflict damage on an opponent, any physical attacks attempted on them pass right through. Cannot be used in combos.  Prerequisites - Genjutsu: 55
Rank Master: Can create up to 8 Mist Clones.
Cost: 50 Chakra per clone; 10/round (per clone)

Blinding Flash - This technique makes an illusional flash of light, hurting the opponents eyes and lowering their ability to see the target or attacks. However, due to its wide range effects, its hard to focus the target and effects everyone but the user, enemy or not. Especially good against eye based techniques or bloodlines. Prerequisites - Genjutsu: 60 Chakra Control: 40
Rank Master: Inflincts an initial blindness of -3 accuracy and dodge for 2 rounds on everyone except user. After that, the penalty goes down by 1 each round until gone.
Cost: 350 Chakra

Level 4 Techniques
Flame Mirage - A technique which induces a target to believe he or she is burning. The jutsu will start to make them feel abnormally hot, and then gradually bring about a burning feeling.  Prerequisites - Genjutsu: 79
Rank Mastered: -2 Accuracy and 220 damage/round for 5 rounds. Harder to resist.
Cost: 400 Chakra

Phoenix's Embrace - A simple genjutsu, it is none the less effective. While it doesn't affect any of the target's ability to see or hear like most genjutsu, this one instead focuses on touch. The target experiences burning pain everywhere inside and outside their body. It also makes them more sensitive to all other sources of pain.  Prerequisites - Genjutsu: 80
Rank 1: 200 damage/round for 3 rounds. All other damage taken during this time is increased by 5%.
Cost: 500 Chakra

Exhaustion - The victim of this genjutsu experiences inexplicable weariness. They feel tired, unable to move, drained, and sluggish, as if all their energy is leaving their body. This genjutsu works by giving the brain false messages of muscle fatigue and lack of energy. Even the hardiest fighters will succumb to such exhaustion.  Prerequisites - Genjutsu: 80
Rank Mastered: -500 chakra/round. Victim gains back 80% lost chakra when jutsu is released or they break it.
Cost: 500 Chakra, 100/round

Mystical Hand - A technique A technique which concentrates chakra into the hand. The hand is then capable of healing internal or external wounds when placed over them. This technique requires you to stand still in order to use it to it's fullest extent, and only works at 50% efficiency if the user is in transit while healing.  Prerequisites - Genjutsu: 40 Chakra: 60
Rank 1: Heals 100 + 2% MAXHP/round
Cost: 350 Chakra to initiate, 250 Chakra/round continued thereafter.concentrates chakra into the hand. The hand is then capable of healing internal or external wounds when placed over them.

Mist Servant - A technique which creates numerous illusionary clones that pretend to attack an opponent. While the opponent is preoccupied in the illusion, the user is able to attack from a distance without giving up the location.   Prerequisites - Genjutsu: 80
Rank 1: Creates 10 servants.
Cost: 500 Chakra; 200/round

Level 5 Techniques
Cancel - A technique that allows the caster to cancel out an illusionary technique on themselves. Caster must know they are under a genjutsu in order to work.  Prerequisites - Genjutsu: 120
Rank Master: Cancels level 1-7 genjutsus
Cost: 100 Chakra x level of the genjutsu canceled

Death Viewing - A Genjutsu technique used to completely stun an opponent. If the target looks into the eyes of the ninja, their mind is suddenly inflicted with intense visions of their own brutal killing. This results in their body going into shock and being unable to move. If the target can physically injure their own body, the pain can be enough to end the paralysis.  Prerequisites - Genjutsu: 125
Rank Master: -4 accuracy/dodge for 4 rounds.
Cost: 700

Invisibility - Technique that allows the user to dissapear for a short amount of time. User can be only seen by those who has 50 more genjutsu then the user. Once the user attacks, the invisibility disperses.  Prerequisites - Genjutsu: 128
Rank Master: Stays Invisible for 4 rounds
Cost: 600

Level 6 Techniques
b]Mystical Force[/b] - Advanced version of Mystical Hands. Mystical force works at 100% even if the user is sitting or lying down, and can work at a range of 5 feet.  Prerequisites - Genjutsu: 90 Chakra: 110
Rank 1: Heals 400 + 4% MAXHP/round
700 Chakra; 500 Chakra/round

Other Techniques
Strength Boost - A basic technique that consumes chakra to increase strength temporarily.  Prerequisites - Chakra Control: 40
Rank 1: +5% Damage.
Cost: 75 Chakra, 50 per round.

Burst of Speed - Just like Speed Boost, except with much more dramatic boost in agility. Cannot be used with other 'speed boost' techniques.  Prerequisites - Chakra Control: 75
Rank Mastered: +24 Agility, movement speed bonus.
Cost: 360 Chakra, 180 per round.

Burst of Strength - Similar to Strength Boost, but the user becomes much more physically stronger. Cannot be used with other 'strength boost' techniques.  Prerequisites - Chakra Control: 75
Rank 1: +20% damage.
Cost: 360 Chakra, 180 per round.

Kage Bushin - This is a powerful forbidden jutsu, though despite it's status as a Kinjutsu, quite a number of powerful Ninja know it. This clone technique, instead of just creating illusions of the user, actually creates real bodies by evenly dividing the chakra of the user. This also means that even with the ability to see the inner coil system or see chakra, it is impossible to tell which is the real ninja. However, since it divides the chakra evenly, it's a very draining technique. The user can, at any time, disperse their clones and gain back the clone's current chakra pool (but not the clone's HP). Prerequisites - Ninjutsu: 300 Chakra Control:  250
Rank 1: Splits the user into two, the real user, and the clone. The shadow clone has all the same stats and equipment as the user. The user's current chakra (after subtracting the cost for this jutsu) is divided in two between them and the clone, and half of what goes to the clone becomes the clone's HP.
Cost: Cost: 500 chakra to initiate, +200 chakra/clone (700 to make 1 clone, 900 to make 2, 1100 for 3, etc...)
 

Keigo Oen

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Well you need your refund for all your things. Also you need to begin your regular OCR into your new character. Located -> Here. Use that form, fill out everything necessary to your new character. . . You may bring back Dead characters from the previous site that you had. However, be sure to PM one of your councilmen to know the history of Leaf because it has vastly changed from the previous site. ^_^ Just so you can fit your character into the area.

Oh. . . Have fun and Welcome back!
 

Kamaru

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Old Character Name: Takahashi Kamaru
Old Village: Leaf
Old Character Class (if you have one): Special Jounin (former ANBU)
Old BL/CA (if you have one): Master of Nothing

Preferred New Username (check for availability first if you can): Kamaru
New Character Name: Namamoto Kamaru
New Village: Leaf
New Character Class: Unsure
New BL/CA: Opportunist
* * * * *
Reason that the new BL/CA matches your character: Depends on what is needed/Unsure
You will need 200+ words.
Being an operative isn’t easy but there are several who can do the work. It pays well if you don’t mind it deadening a piece of you or feeling morally like you have a permanent stain on your soul. Compartmentalization of the whole process so it doesn’t affect your work though is hard in several areas and not everyone can stop the bleed over from what they’ve done or have to do from affecting their work.

Some get a taste for bloodshed and become increasingly more violent on missions. Others are kept up from the nightmares or thoughts of failed missions and or lost love ones or companions from a mission and are released due to inability to cope and become more liabilities in the field vs being an asset. This isn’t a field of work many retire from at least not of their own choice more likely circumstances leave them damaged, battered, and broken. The pay is good though considering and you rarely hear about people being bored with the job.

Kamaru is aware of these things but presses on with an almost mechanical work ethic sidestepping the side effects of the work. Unfortunately he’s not an operative for some secret organization but the byproduct of what happens when shinobi in the field go undercover and have take too many liberties. There’s going to be fall out he’s sure but as long as no one’s trying to kill him there’s probably a job offer in there somewhere for him if he figures out who to ask.
ANBU/Med-Nin/AIT/MIT?: ANBU profession or Medical profession, or neither? Neither
* * * * *

Age: 19
Gender: Male
Quick Character Description: Not really anything memorable about the young man at first glance which is mostly by design, a general description of someone with dark brown eyes, black hair of average length, no distinguishing tattoos, scars, or features fades boringly into a crowd. He seems to show little or no emotion in facial features or tone of voice. In truth he’s rather be clean, effective, efficient, and not seen or noticed on a job and be done with it and moving forward into the next mission or into some down time. Always thinking of an inside angle and possibilities he puts solid thought behind his actions since being brash he has seen in the past gets you killed pretty quick.

On a job he’s quite professional but he does have a tendency off duty to look for trouble in the form of gambling dens and shady atmospheres. He tries to keep himself in check since he realized two things about his fondness for gambling: It usually gets him into to trouble and he’s not very good at winning.
Character History:
Kamaru grew up moving from orphanage to various foster homes and back again almost like one would expect nomads to do. It wasn’t due to him acting out just circumstances seemed to push him in certain directions and his attitude made it easier to dump him right back into an orphanage since you can’t really get attached to a kid with little signs of a personality and nothing that stands out about them.
Oddly enough once Kamaru thought he had enough skills at taking care of himself he moved out. The foster home reported him missing but since he got on a bus with a family headed someplace else the report ended up with him being kidnapped or killed within a month. In retrospect Kamaru figured he was a bit of a little con man in the making growing up. He didn’t mind sleeping outside but getting food seemed rough at times without being a little dishonest.

It was on one of those days he was thinking about the fact that kids seldom can find work when someone asked if he wanted a job. Being a loner type he was pretty suspicious but since they admitted they knew what he had been doing and for now they just needed a lookout. Negotiating a place to live as part of the payment he took the job. It was easy enough to watch some guy go into a bar and then back to his car with some lady. When people asked he just explained he was waiting for his dad to finish talking to the lady and he’d point. There were enough flushed looks and awkward pauses no one really continued talking to him after that.

Surveillance went pretty smoothly, later investing in binoculars, a listening device, and a lunchbox for longer stakeouts went to settling up a decent place to live for a while. It’d be nice if this is the part of the story where Kamaru moved on to bigger and better things but in truth this is the part where they get a little more blacker and Kamaru became a little more bitter at the word.

It wasn’t normal for a kid to be living on his own people seemed to think. Granted if he was paying his rent, getting his own groceries, and cooking for himself he didn’t see the problem. Granted he knew very well the money he was making was slightly questionable. Private investigation is a rough business regardless of one’s age so slightly questionable was acceptable.

Kamaru met a breaking point in his ‘career’ the first time he saw something a little too underground since he had never experienced it. Shinobi. Not assassins dressed like ninjas but real ninjas using what seemed like magic. Unlike normal assassin weapons that could be traced it became a little over the top Kamaru thought. His higher ups didn’t seem so when he’d report things about a target he was trailing was killed by fireball he didn’t get a call back to explain. It was just expected.

When he was called in to take a test he thought it a bit odd. The strange thing was the guy giving the test. He definitely wasn’t in the business by his attitude and demeanor. The guy after administering the test asked if something was the matter. Kamaru being blunt stated the buy seemed off, the business Kamaru was in dealt with investigation, sabotage, even people being killed or kidnapped but this guy didn’t seem to gel with it even though he seemed use to it. The man simply asked if Kamaru was aware he was working for a criminal organization. When Kamaru stated that he was but he had to eat just like everyone else the man just stared at him. Kamaru wasn’t making light of the fact or putting on airs. The man was just shocked and stated he was surprised someone at his age seemed to act so much like an old man. Kamaru had never really had to fight but something about the comment had him swinging which made matters worse the guy started laughing and swatting Kamaru away.

Kamaru found out he had passed the test and was being offered a job. It paid a lot better than doing surveillance but it was going to be a lot of work and a lot of studying since he was behind the curve for his age. Kamaru thought it odd at the remark since he was ten. He found out the job was being trained in the arts of Shinobi, figuring out on several occasions why although they had been highly illegal in the past why they were still around. Getting in and out of places unnoticed to due surveillance made life a lot easier granted some of the drinks he learned to use on a regular basis took him several months to learn. By the time he was nineteen he figured himself to be pretty well accomplished although he hadn’t really met that many other shinobi. He realized early on the man had pretty much trained and contracted him to help take out the nastier crime organizations. Innocent people weren’t harmed in the process and in some cases people weren’t killed even if they were bad people but used to get more intel and climb higher up the food chain in the criminal world to take them out. Eventually though all the major players were gone and what were left were so many little crews and empires from the fallout of broken organizations it was too fractured, then the bottom fell out of his current situation.

The guy in charge, the guy who taught him, guided him, molded him was being brought in. Talk of unsanctioned missions, personal vendetta, teaching to outsiders, and a large string of investigations into the criminal organizations that were taken down causing more violence in a power vacuum than when the organizations were at war with each other. That’s were Kamaru found himself, looking at someone who’s career may or may not be down the tube since he had gotten burned on a mission with comrades killed after being tortured and family members becoming collateral damage Kamaru couldn’t blame the guy. In his mind he was probably justified. Kamaru though had a lot of thinking to do.

If he applied to work with this ‘corporation’ he’d have a job still. He wouldn’t have to be locked away for what he knew and what he did… hopefully. Plus he might be able to keep drawing a paycheck. Either way he needed to decide something. Sometimes he missed being a kid since his decisions had been easier.

* * * * *

Death thread:
Profile thread:
Training thread:
Dojo thread:
* * * * *
Current Stats (state respective stat cap):
Level: 14 (1971 PL)
Agility: 325/52575 (Broken x2)
Stamina: 325/575 (Broken x2)
Ninjutsu: 346/600 (Broken x3)
Taijutsu: 325/575 (Broken x2)
Genjutsu: 325/600 (Broken x3)
Chakra Control: 325/600 (Broken x3)
Not sure what my new caps should be really though.

New Stats:
Level: 11 (2496)
Agility: 400/525
Stamina: 450/525
Ninjutsu: 400/525
Taijutsu: 400/525
Genjutsu: 400/525
Chakra Control: 446/525

Jutsu Swaps:
Mud Clone
Inner Earth Reflection
Earth Flow Wave
Rock Golem
Earthen Coating
Dragon Fire
Searing Eruption
Scalding Ash Cloud
Heat Wave
Zeus Flash
Lightning Torrent
Thunder Struck
Volt Charge
Grand Waterfall
Impaling Hydro Jet
Water Prison
Rain Dance
Wind Scythe
Tempest
Gale Force
Wind Release
Crystal Eye
Cancel
Transformation
Body Switch
Dynamic Art
Chakra Extension
Shadow Dance
Fient
Gather
Barrage
Dragon Assault
Tiger Hook
Step-In Flash
Shoryuken
Bedrock Coffin
Spontaneous Combustion
Lightning Beast
Hydro Tidal Shockwave
Wind Scar
Amnesia
Discreet Success
Clone
False Surroundings
Vertigo
Pain Killer
Ventriloquism
Serene Toll
 

Senju Kazuki

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Refund: 474917 Yen.
Yen Bundle: A Rank (37500)
Total Yen: 512417

PL: 1971+525=2496 (Still A Rank)

Blank Jutsus: 48 (Only Jutsus Rank 2 or higher count for this)
 

Senju Kazuki

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Name: Approved.
Age: Approved.
Character Description: Please boost it to 150 words please.
History: Same as above, but to 300 words please.

Stats: Pending alteration due to the refund.
Jutsu Swaps: Same as stats.

IC Rank: Chuunin.
OOC Rank: A Rank pending on your jutsu swaps.
Bloodline/Core Ability: None?
 

Senju Kazuki

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Name: Approved.
Age: Approved.
Character Description: Approved.
History: Approved.

Stats: Approved.
Jutsu Swaps: Confusing, you need state which jutsus you want to keep and which ones you are trading. (E.g. I want to keep my transformation, etc. Summoning Mastered --> Body Switch Mastered)

IC Rank: Chuunin.
OOC Rank: A Rank pending on your jutsu swaps.
Bloodline/Core Ability: Denied. Your app for the bloodline or Core Ability must show us how he gained it or why it applies to him. Your own doesn't explain why he would be an opportunist.

Also, don't edit your initial post. Re-post what I am asking to be changed please.
 
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