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:

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Battle Information

Hp: 30000 (35+15)x600)
Cp: 42000 (55+15)x600)
Points: Kinjutsu, +1 Melee Accuracy
High: Genjutsu DC, Melee Accuracy
Mid: Dodge, Genjutsu Save
Low: Ranged Accuracy, Ninjutsu Accuracy
Agility: 600
Stamina: 600
Genjutsu: 600
Taijutsu: 600
Ninjutsu: 600
Chakra Control: 600
Power Level: 3600
Character Level: 15
AP: 10
0. 101 - NE use Melee Accuracy
0. Chimera Genetic Implant - Mercury Seikon Swift Strike Passive R3
0. Teamwork - Inuzuka Beastmaster Pack Tactics
0. Main Branch - Squadron: Mizu, Migoya, Akkuma
1. Ambidexterity
2. Bloody Mess
3. Weapon Mastery - Puppet
4. Initiative
5. Quickdraw
6. Combo Master
7. Conservative Motion
8. Contract Mastery
9. Human Anatomy
10-12. Chimera
Armor: No armor
Utility: Headset
Pouch - Tool
Antidote
Smoke Bomb
Soldier Pill
Harry Houdini Card (4)
Immortality Card
Discovery of Contract of Your Choice Card - obtained via Christmas Secret Santa
Ability Card
Class Point Card
Half the Time Card
Extra RP Slot
Item Hoarder
Weapons Galore
 
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Bloodline and Kinjutsu

https://ninpocho.com/threads/inuzuka.61594/post-335968

Wild Soul - Passive
Rank 3: The user gains +2 acc to [Taijutsu Subtype - Slashing]. While the user has any amount of Temporary HP, they deal +15% damage to [Taijutsu Subtype - Slashing].

---

Animal Companion - Passive
Rank 3:
The user has an Animal Companion which has up to 75% of the user’s stats.

The Animal Companion works as follows:
  • The Animal Companion Class has a 40 HP Mod, and may move acc as per Custom Class rules.
  • They do not have CP, and are immune to CP Damage Effects and Chakra Burn.
  • Cannot use Ninjutsu or Genjutsu techniques
  • Can only perform Inuzuka Bloodline and Taijutsu Techniques that the user knows, but does not require CP to do so.
  • Animal Companion’s do not have AP.
  • Animal Companion’s have 4 conditional slots, that may be used to take actions.
  • Animal Companion’s actions use normal timing for the action, worked off of the user's AP.
  • Animal Companions may not perform any type of Clone or Creation technique.
  • May have 1 custom weapon using normal custom weapon creation rules.
  • Has a single inventory slot.
  • Animal Companion’s may enter into the same Style as the user for the same AP cost.
  • The Animal Companion and the user share a combo slot.
  • Damage done by the Animal Companion is unable to be buffed in any way.

---

Feral Shift - Physical Bloodline Style
Rank 3: While active the user gains a 15% auto-dodge. Additionally, the user may select one weapon in their inventory, this is now passively equipped. Upon entering this style, and every round after, the user may spend 5% Max CP to gain Temporary HP equal to the spent chakra.

Notes:
  • Temporary HP gained this way is not lost at the end of the round.
  • The Temporary HP also applies to the Animal Companion.
---

Vicious Hunger - Buffing Taijutsu
Rank 3: The user gains 15% of damage dealt by their attacks as Temporary HP.

Costs: 1.25ap, 270 CP and 135 CP/rnd.

Notes:
  • This may be maintained for up to 30 seconds.
  • If used on an attack that can hit multiple targets, you take the highest damage dealt and convert a portion of it to Temporary HP.
  • If the user is in Feral Shift, Temporary HP gained this way is not lost at the end of the round.
  • As per the UBR, Temporary HP does not stack, a higher amount overwrites a lower amount.

---

Alpha Status - Buffing Taijutsu
Rank 3: When the user performs a Taijutsu Technique their Animal Companion may combo with the same technique, gaining +2 accuracy and +1 crit chance.

Costs: 1.75ap, 450 CP and 225 CP/rnd.

Notes:
  • This may be maintained for up to 30 seconds.
  • The user’s Animal Companion cannot perform this technique.
  • Comboed techniques performed by the Animal Companion cannot be buffed in any way.
  • The first combo used per round with Alpha Status does not count as a use of a combo.

Pack Tactics - Passive
Rank 3:
The user and Animal Companion are treated as having the Teamwork ability without it taking up an ability slot. Allows the user and their Animal Companion to receive the maximum bonus from the Teamwork ability.

---

Mutual Link - Passive
Rank 3:
Whenever the user or their Animal Companion would take damage that would exceed 20% of their maximum HP, they may re-direct the attack to their counterpart. This is an automatic hit, but the new target gains +15% Damage Reduction against the attack and any Secondary Effects chances are reduced by -15%.

Notes:
  • May only be used reflexively.
  • Requires a Conditional Slot use from either the Animal Companion or the User, whichever is redirecting the attack.

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Beast-Human Clone - Buffing Taijutsu
Rank 3: Transforms the user and their Animal Companion into copies of each other, giving +2 Dodge to each. The user and the Animal Companion gain each other’s additional taijutsu subtype granted from Feral Shift; this weapon is treated as both subtypes equally.

Cost: 2.25 AP; 735 CP, 367.5 cp/rnd.

Notes:
  • May be maintained for up to 30 seconds.
  • This does not count as a Clone Technique.
  • Upon use and If the user and their Animal Companion both start a round with this skill active, others in battle lose awareness as to which is which.

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Fang-Over-Fang - Variable Taijutsu
Rank 3: May target up to 3 targets at -0 acc for 1820 Physical Damage with a +21% chance to cause Bleed.

Special Action - Tunnelling Fang: The user may target a single target for +15% base damage.

Special Action - Endless Fang: The user and animal companion may combo this technique with itself, if both the user and the Animal companion perform Endless Fang. This counts as one use of a Combo for the round.

Cost: 2.25 Ap, 680 CP

Notes:
  • May only be used while Beast-Human Clone is active.
  • This Taijutsu subtypes match the weapon used for it. (Both Subtypes from Beast-Human Clone).
  • Endless Fang requires 10 second cooldown after use.
  • Endless Fang cannot be used with Alpha Status.
  • Endless Fang requires use of a Animal Companion's Conditional slot.
  • Both special actions may be used at the same time.

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Two-Headed Wolf - Buffing Taijutsu
Rank 3: The user and animal companion transform into one entity, gaining the Gigantic Ability. Any damage taken is split evenly between the user’s and the animal companion’s HP. While transformed the User and Animal companion both use the user’s Acc. While using Two-Headed Wolf, the user and animal companion count as having the Alpha Status Technique active, and may still combo attacks.

Cost: 2.75 Ap, 2475 CP 1240 CP/rnd.

Notes:
  • This is a Chakra Armour Technique
  • This may be maintained for up to 30 seconds.
  • May only be used while Beast-Human Clone is active.
  • Mutual Link cannot be used while this technique is active.
  • The user and animal companion are one target, using the user's stats if attacked.
  • This technique ends when the user or animal companion is reduced to 0 HP.
https://ninpocho.com/threads/seikon.61626/post-336041
Spoiler
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)
924 PL - Reality Shift (Rank 1), World Shatter (Rank 1)
1008 PL - Ripple Shield (Rank 1)
1092 PL - World Shatter (Rank 2)
1176 PL - Reality Shift (Rank 2), Ripple Shield (Rank 2)
1260 PL - Particle Disruption (Rank 1)
1344 PL - Reality Shift (Rank 3), World Shatter (Rank 3)
1428 PL - Particle Disruption (Rank 2),
1512 PL - Boundary Field (Rank 1)
1596 PL - Particle Disruption (Rank 3)
1680 PL - Ripple Shield (Rank 3), Boundary Field (Rank 2)
1764 PL - Boundary Field (Rank 3)


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Distorting Wake - Passive

Rank 3:
+3 Dodge

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Unreal Celerity - Passive

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.

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Wait Reaction - Dependent Special Move

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

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

Chakra Style: Rank 3 of this style, the user no longer suffers the -2 Dodge penalty for using Body Switch, they gain +1 Dodge for the duration of the round instead. They also 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

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 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.


---

Reality Shift - Passive

Rank 3:
Every 5 seconds, the user may choose to automatically enter/exit any Arena effect with no check required. This cannot cost the user more than 1 AP, regardless of effects that would force them (or anyone crossing) to take more AP than that. The user may alternately use this to automatically break out of any bind.

Note:
- If there is no listed AP cost for entering/exiting the Arena or breaking out of the bind affecting the user, the cost will default to 1 AP at all ranks.

---

Ripple Shield - Passive

Rank 3:
The user gains the ability Implacable for free, without it taking an Ability Slot. Implacable now negates the first two Bleeding, Suppression, Called Shot, or Secondary Effects inflicted upon them during each round. The AP cost of Implacable's Special Action is reduced to .5, with a usage limit of three times per round (unless the user is wearing Heavy Armor, in which case it is unlimited).


Notes:
- The user does not need to be wearing Light Armor or Heavy Armor to have this skill apply.
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World Shatter - Non-Elemental Ninjutsu

Rank 3: The user is able to modify the Terrain Modifiers of the battle by any amount in either direction for both Terrain and Visibility.

Special Action - Fragmentation: If there is another jutsu active on the field when this is cast that alters Terrain Modifiers in any way, the user may instead choose to destroy that with a Ninjutsu Check against the caster at -1/+0/+1 for +10% CP, after which the user may apply Rank 1 of this jutsu to the battlefield (even if they have it at a higher rank).

Rank 3 Cost: 910 CP, 2.5 AP

Notes:
- The effects of World Shatter do not wear off and last the whole battle; essentially, the 'default' conditions of the topic are altered by this jutsu.
- Only one active jutsu may be destroyed per use of Fragmentation.

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Particle Disruption - Non- Elemental Ninjutsu

Rank 3: For the next 10 seconds, Offensive Ninjutsu the user casts gains +3 accuracy, and negates all barriers and Damage Reduction, destroying them and dealing normal damage to the target.

Cost: 2.5 AP, 730 Cp,

Notes:
  • At all ranks, the damage done by the affected attack cannot be reduced or blocked by any means.
  • This technique requires a 10 second cooldown after use
  • Only maintained/activated Damage Reduction is destroyed; passive Damage Reduction is only negated until after the next attack hits the target. (Rank 3 only)
  • If the target(s) struck lack barriers and Damage Reduction, the affected Ninjutsu instead deals +10% damage.
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Boundary Field - Non-Elemental Ninjutsu

Rank 3: The user takes control of the battlefield, altering the time-space of it in a limited fashion. While this jutsu is active, effects that alter priority of attacks cannot be used, and passive effects that alter priority are disabled. (Does not apply to Seikon.) Opponents must pass a Ninjutsu Check at -2 against the user in order to successfully use a combo or any other Reflexive action; if they fail on a combo, the rest of the combo is still performed but at normal timing rather than immediately following the previous attack. If the enemy fails the check when using a Reflexive action that is not part of a combo, the action simply fails. No AP or CP is used for the failed action.

Rank 3 Cost: 2750 CP, 3 AP to initiate; 1380 CP/round to maintain.


Notes:
- This is considered a Terrain jutsu.
- May be maintained for up to three rounds.
- At all ranks, other combatants must pass a Ninjutsu Check against the user at -2 in order to cast an Arena jutsu, or their own Terrain jutsu. If the opponent successfully casts their own Terrain jutsu, this one is dispelled.
- After deactivation, regardless of how, requires ten seconds before it may be activated again.
https://ninpocho.com/threads/chimera.54520/post-276266

Kinjutsu Table
Divinity’s Edge (Ability)
Genetic Instability (Ability)
Mystic Replication (B-Rank Technique)
Radiant Aura (B-Rank Technique)
Sacrificial Rite (A-Rank Technique)
Untwisted Helix (S-Rank Technique)

Information
Prerequisites: B-Rank, one fully mastered BL/CA

Effects:

[*]

  • The user gains access to the Genetic Implant Ability and will not take up a slot. If the user already has the ability upon gaining Chimera, the Genetic Implant Ability will no longer take up a slot. Mercury Seikon Swift Strike - Passive chosen in Dojo.
  • The user's Genetic Implant activates in 0 seconds and no longer has a cooldown after use.
  • The HP Modifier Reduction from Genetic Implant is halved, the user only losing 2 Max HP per activation.
  • The user gains the ability to integrate another Bloodline or Core Ability into themselves. This BL/CA does not have to match the user’s Genetic Implant BL/CA. If the chosen Bloodline has multiple branches, the user only has access to a single branch. However, they may have the same Bloodline fill any of their 2 BL/CA slots to gain access to an additional branch.
  • The user has one Active and one Inactive BL/CA. Currently Active Beastmaster Inuzuka and Inactive Yuki
  • Even while inactive, the user must have the Core Ability choices listed in thier Dojo.
  • The user must select one Passive from both the Active and Inactive BL/CAs to have active at all times. - Animal Companion - Passive and Short Summer - Passive chosen in Dojo
  • If the chosen passive is from a Core Ability, the point cost is not counted towards the User's Core Ability choices.
  • The user may swap between the Active and Inactive BL/CA’s in their Dojo.
  • All Chimera technique’s do not require handseals, and must have an accuracy selected in the Dojo. Melee Accuracy chosen in Dojo
[/LIST]

For the purposes of this Kinjutsu the following table is used for definitions:
Passives = Bloodline Passives, Core Ability Passives/Boosts/Ability Modifications/Jutsu Modifications
Skills = Bloodline Activated Passives, Styles, Non-Final Techniques, Special Moves. Core Ability Special Moves and Styles.
Capstone Technique = Bloodline Final Techniques and Core Ability Final Techniques

---

Divinity’s Edge - Kinjutsu Style
Information
Effect:


    • When the user enters this style, they may choose to gain up to 3 passives/skills from their Inactive BL/CA. While in this style, BL/CA CP costs are increased by 10%

Special Action - Divinity’s Summit: The user may pay 1 AP and 4 HP modifier to drop out of Divinity’s Edge Style and swap their Inactive and Active CA/BL.

Notes:


    • Counts either as Chakra or Physical Style. Must be declared upon entering.
    • While in this style, the user’s Genetic Implant has no duration, and remains active once activated.
    • Divinity’s Summit may only be used twice per battle.

---

Genetic Instability - Kinjutsu Ability
Information
Effect:


    • Whenever using a Bloodline or Core Ability Skill (See table above), the user may replace the Skill’s Secondary Effects with Genetic Instability with the same % chance. (eg,a Fuyushio Yuki using Storm of Ice Shards could replace its 21%/28%/35% chance of causing Impale with 21%/28%/35% chance to cause Genetic Instability).
    • Genetic Instability causes all Bloodline or Core Ability Skills to become Unstable for 3 seconds. While affected, a target cannot use BL/CA Skills.

Notes:

    • BL/CA Skills that are Unstable are still maintained, and do not end, but have no effect on the user until they are no longer Unstable.
    • A target may not be affected by Genetic Instability more than once in a 10 second period.

---

Mystical Replication - Non-Elemental Ninjutsu
Information

B]Rank 1/2:
The user attempts to reflexively copy a single BL/CA Skill from a target, immediately recasting it. If the Copied Skill is one that targets the user, they must make a check against the caster at -1; if the technique does not have a target or is targeting someone else, the check is made at +0. The user may dodge or resist the technique they are attempting to copy if it is aimed at them, but at a penalty of -2.

Cost: AP equal to copied skill, +30%/20% CP Cost

Notes:


    • Requires a 10 second cooldown after use.
    • The Copied Skill cannot be one they already have.
    • The user must pay all associated costs in order to use copied techniques, with the exception of any unique costs that are a part of the BL/CA itself (such as a Kaguya's Bone Tokens).
    • Any BL/CA prerequisite for this stolen skill is not applied to the user. (such as a Uchiha’s Sharingan).
    • The user does not need a weapon equipped to replicate a taijutsu, but receives no weapon or augment bonuses if one is not equipped.
    • The user applies only their own buffs to the stolen skill, no other buffs apply.
    • Maintained skills can only be maintained for 10/20 seconds.

---

Radiant Aura - Non-Elemental Ninjutsu
Information
Rank 1/2: The user selects a single target and makes a check against them at -1/+0. If the user succeeds, the victim's CP modifier is lowered by -5 for the rest of the battle. The user gains this CP modifier for themselves, with their current and maximum CP increased by the amount stolen from the victim.

Special Action - Divinity’s Light: Instead of gaining the victim's CP and CP modifier, the user may sacrifice it in order to enable them to swap an additional Passive or Technique for Divinity’s Edge. This technique remains active for the user for the rest of the battle.

Cost: 2.5 AP, 960 CP

Notes:


    • This technique may only be used once successfully per target per battle.
    • Divinity’s Light is not required to be pre-chosen in the user’s dojo, and may be chosen when Radiant Aura is used successfully.

---

Sacrificial Rite - Non-Elemental Ninjutsu
Information
Rank 1/2: The user attempts a check against one target at -2/+0 Acc/DC. If this check succeeds, the user may choose a single Passive of the Target’s BL/CA to be Sacrificed, disabling them for 5/10 seconds. The user gains the benefits of that Passive for the next 5/10 seconds.

Cost: 3 AP and 3025 CP

Notes:


    • If the user lacks the Technique/Ability that a victim's Modification is based on, that Modification is excluded from the pool of potential Sacrificed Passives.
    • The victim is still capable of using other BL/CA techniques that would otherwise rely on the Sacrificed Passive as a prerequisite.
    • Requires a 20 second cooldown after use.

---

Untwisted Helix - S-Rank Non-Elemental Ninjutsu
Information
Rank 1/2: The user may double a single passive on their Active BL/CA. The user also gains access to 2 Passives, 2 Skills and one Capstone Technique of their inactive CA/BL for 15/20 seconds.

Special Action - Möbius Gene: The user may sacrifice their Genetic implant for the duration of this technique to gain 2 Passives, 2 Skills and one Capstone Technique from the Genetic Implant's BL/CA instead of the usual effects.

Cost: 4 AP and 5000 CP.

Notes:



        • This is not a Maintainable Technique.
        • This Technique has a 10 second cooldown after use.
        • The chosen Passives/Skills do not stack with one they already have, {Eg: a Yamanaka choosing Mentalist would gain no additional effect}
 
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Weapons

Slashing Bleed
Ancestral Weapon +1 crit chance and Holy
Permanency Plasma Blade
Damage: +10%
Accuracy: -2
Augments:
0. Dual Weild
0. Blood Rack
1. Primal
2. Blitz
3. Elemental Composition - Ice
Puppet Suppression
Damage -10%
Accuracy: +2
Augments:
0. Dual Weild
1. Trick Weapon - Slashing
2. Quick Switch
3. Blitz
 
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Jutsu & Masteries

Ninjutsu Masteries
Fire:
Major (c-rank)
Earth: Minor (c-rank)
Lightning: Major - Mastered
Plasma: Major - Mastered
Gravity: Major - Mastered
Non-Elemental: Major - Mastered
ANBU: Major - Mastered
Medical: Major - Mastered

Genjutsu Masteries
Visual:
Major - Mastered
Audial: Major - Mastered
Kinetic: Major - Mastered
Will: Major - Mastered


 
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Contracts and Companion

Urufuebi
HP: (30+4+15): 29400
CP: (30+4+15): 29400
Class Points: +4 HP/CP Mod
High: Genjutsu DC, Melee Accuracy
Average: Dodge, Genjutsu Save
Low: Ranged Accuracy, Ninjutsu Accuracy

Senjutsu: Slashing Taijutsu

Abilities:
Gigantic
Ancient Wisdom
Bloody Mess

Jutsu Sub-Types:
Medical Ninjutsu (MN)
Slashing Taijutsu (ST)
Kinetic Genjutsu (KG)

Jutsu:
4 E-Rank
Stun (KG)
Hot Weapon (KG)
Dynamic Slash (ST)
Overhead Strike (ST)

4 D-Rank
Mystical Hand (MN)
Coagulation (MN)
Gasher (ST)
Drunken Stupor (KG)

4 C-Rank
System Shock (MN)
Skeletal Fortification (MN)
Anaesthetic Infusion (MN)
System Restoration (MN)

4 B-Rank
Lingering Spark (KG)
Flight Aerial Strike (ST)
Mystical Force (MN)
Medical Ward (MN)

6 A-Rank
Curse of the Leper (KG)
Hemorrhagic Fever (KG)
Zantetsuken (ST)
Higuma (ST)
Angelic Blessing (MN)
Regeneration (MN)


Weapon: Claws
Slashing - Bleed Chance
Damage: -10%
Accuracy: +2
Augments: Primal, Mirage, Razor Strike, Blood Rack (Bloody Mess)
Wormy
HP: (30+4+15): 29400
CP: (30+4+15): 29400
Class Points: +4 HP/CP Mod
High: Genjutsu DC, Melee Accuracy
Average: Dodge, Genjutsu Save
Low: Ranged Accuracy, Ninjutsu Accuracy

Senjutsu: Slashing Taijutsu

Abilities:
Gigantic
Ancient Wisdom
Bloody Mess

Jutsu Sub-Types:
Medical Ninjutsu (MN)
Slashing Taijutsu (ST)
Will Genjutsu (WG)

Jutsu:
4 E-Rank
Lethargy (WG)
Intimidation (KG)
Dynamic Slash (ST)
Overhead Strike (ST)

4 D-Rank
Mystical Hand (MN)
Coagulation (MN)
Gasher (ST)
Amnesia (WG)

4 C-Rank
System Shock (MN)
Skeletal Fortification (MN)
Anaesthetic Infusion (MN)
System Restoration (MN)

4 B-Rank
Taunt (WG)
Flight Aerial Strike (ST)
Mystical Force (MN)
Medical Ward (MN)

6 A-Rank
Chaos of the Mental Plain (WG)
Temple of Nirvana (WG)
Zantetsuken (ST)
Higuma (ST)
Angelic Blessing (MN)
Regeneration (MN)


Weapon: Teeth
Slashing - Bleed Chance
Damage: -10%
Accuracy: +2
Augments: Primal, Mirage, Razor Strike, Blood Rack (Bloody Mess)
Stats
Agility: 450
Stamina: 450
Genjutsu: 450
Taijutsu: 450
Ninjutsu: 450
Chakra Control: 450
Power Level: 2700
Character Level: 12

Class
Hp: 25650 (45+12)x450)
High: Melee Accuracy
Mid: Dodge, Genjutsu Save
Low: Genjutsu DC, Ranged Accuracy, Ninjutsu Accuracy

Weapon
Slashing - Bleed Chance
Damage: -10%
Accuracy: +2
Augments: Blitz, Trick Weapon - Unarmed, Blood Rack

Inventory Slot - No Armor
 
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