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:

Kiri

Kiri

Well-Known Ninja
Joined
Mar 19, 2016
Messages
1,270
Yen
538,550
ASP
817
切 | Kiri
the born antithesis

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Affiliation: Tsuyoshi Clan (Adopted)
Hasegawa - Exiled​
Age: 25
Sex: Male
Gender: Bisexual
Birthday: December 14
Sign: Archer
Height: 5’11”
Weight: 158 lbs
Hair Color: White
Eye Color: Azure​

Physical Description​
As much as he would like to say that he has changed, Kiri has barely had any significant changes since waking up in the middle of the forest. And in the span of five years that he was thought lost elsewhere, his features remained the same from when he left, or at least, the last of the memories he could remember.

He still had white hair but his once gold eyes that reflected the surge of power that came Hogosho had somehow clarified and illuminated like the moon, an azure moon. This, he attributes to the refinement of his brother’s soul after years of captive to a curse. Though the soul still resides within him, both brothers have won against fate and regained the aspect of the beast. Not as a curse, but as a blessing. Much to his dismay, he didn’t seem any taller than last time. Still, it really did feel as though it was all just a dream.

While he still retains his formal wears of yukata, hakama and haori to the colors and design and crest of the Tsuyoshi Clan, he now is mostly seen wearing a normal all-black coat and parka. He also wears tactical pants and boots that can be loaded out with the many small items needed for emergency treatment. But for longer travels and missions, he still has his handy backpack, a rusty colored water-resistant rucksack with a few of his traveling clothes and emergency treatment medicines.
Personality​
Post Rampaging Demon Arc
A lot has happened since Kiri became a Mednin-in-training. He now has more patience than ever, especially with having to deal with different types of people. He has also become more observant. At the same time, his awareness towards himself has also grown. While the events that followed the rampaging of his beast in the academy grounds have left him with guilt and almost wracked with doubts, Kiri was able to come into terms with himself and his past. Kiri has also somehow learned to be sharp-tongued though he does choose whom he would approach that way.

In the beginning
One would think that his ordeal with the Cursed Beast of Ruin had scarred Kiri, but that is only the normal presumption. Due to the nature of the beast, formed from the soul of an ancestor (his older brother to be precise), Kiri was able to retain his sanity despite the rage and torment that is naturally bound to the Cursed Beast of Ruin. Partly, this is because of learning of the beast's true identity and acceptance. Having been isolated for years, this beast became his sole companion and in a way comfort. That said, he is very trusting to the decisions of the beast, though despite the accursed nature, any means of violence and aggression is curbed by the pride and honor of the original soul of the beast. Nevertheless, such violence is present when forced to engage in battle. As such, to aid in his own attempts to keep silent and peaceful as much as possible, Kiri tends to avoid conflict and decided to pursue the arts of healing. In other aspects, he can be very meek and naive due to the fact that he had been isolated for many years, and his short journey with caravans he met could only teach him a few things about survival, but not everything one should at least know for his age. Despite that, he is quite the eager and determined guy, since he believes that he should deal with his life in his own way. As such, surprisingly, he harbours no hatred for his former family (for now, he only thinks of the beast as the only family he has), which may also mean he could be a bit skeptical about others. Nonetheless, because of his own desire not to let others feel the suffering of dying (an experience he learned and shared with the beast’s memories of his death as a human being), he is more inclined towards healing than killing. Still, that does not erase the fact that he has a demon inside of him and that he is ruthless when forced upon.

History
Origins
Born into one of the branch families of the Hasegawa Clan, Kiri had to adhere to the strict rules of the family. He did not possess a Cursed Beast of Creation as a child and so he was considered among the few of lower importance, with the family still believing that one day he would awaken to his fated Cursed Beast. However, when that fated day did arrive, everyone was aghast that the beast he contained was the Cursed Beast of Ruin alone. Fearing for the worst, and knowing that it could lead to his death, his mother tried to hide the truth and for many years, it worked. One day, however, his father would reveal the truth in order to preserve their family's honor, thus, Kiri was placed in an isolated house, seemingly imprisoned as the Main Family would debate on his fate. While in the past, those born without the Cursed Beast of Creation were treated harshly and even put to death, Kiri was fortunate to remain alive because of his young age, though isolated from the rest of the clan.
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Without proper tutelage on how to restrain the Cursed Beast of Ruin's influence, there were many instances that he lost control. Trapped in his soulscape, Kiri would confront the Beast that forms itself in the shape of a large wolf covered in mist and plated with armor. In its terrifying form, often accompanied by the wailings of grief, rage and desire for vengeance or simply destruction, it was inevitable for the young Kiri to succumb and lose his sanity. Many times would he lash out like a wild animal to those that deliver his food. But something changed.

Like all cursed beasts, whether of creation or ruin, they are formed from the souls of ancestors of the Hasegawa lineage. Their true identity is mostly unknown until both the host and the beast would finally come to an understanding. This is why it is favourable to have both beasts as to create peace within the Hasegawa. In Kiri’s case, however, without the absence of the Cursed Beast of Creation, no one had any hope of his well-being nor would they believe that one day he would attain such a peace. Which ended up making him all the more dangerous as they could only see a nefarious aura about him, even when he was externally calm.

The reason for this strange acceptance was because the beast had devoured him in his soulscape, and there he learned of the beast’s true identity, as well as releasing the curse on the said beast that allowed for it to regain its own past memories. Here, he learned of the man who was born before him, yet died a horrible death on the hands of his father on the very day that Kiri was born. This was a man who, along with the others who were cast aside for their incompleteness of having only the Beast of Ruin, had been sentenced to death, and so it would only be right that he would be reincarnated into the same beast that changed his fate. But this man was far closer to him than first appeared, for what was reflected on Kiri’s eyes was no longer the shape of the wolf of vengeance, but that of a man who looked a lot like him, albeit older.

One day, his father visited him, trying to plead with him to speak after the many days of silence and not touching his food. The clan was of the mind that he was no longer human at this stage and mercy would only come through execution. It was a strangely familiar recourse.

“Father, you never spoke of my brother, did you?” said Kiri, which surprised the old man who sat safely behind the bars of the isolated house.

“You have no such brother. You are my only heir.”

“No, I don’t think so. My beast said he was born before me,” he continued as he observed the old man’s face grow pale, “But died on the day I was born. He was saved because his soul found sanctuary in mine. However, we both recall the pain of the blade that cut through our neck, the tears that swelled up our eyes, and the last glance upon our father who struck us down without remorse.”

“That can’t be!”

“Will you be the one the clan sends to kill me again?”

It was an ominous conversation but Kiri never spoke another word to his father again, no matter how much the other pleaded, denied at first and then finally relented to the truth. Inside him, he was angry, sad, and he felt like the world was against him. There was only him and his beast of a brother that lived inside, and his soulscape was the only place he could be free.

When he finally reached of age, old enough to be treated an adult, the clan had to finally decide his fate. He, too, found chaos inside his heart, and he could only want to break free. But as the day of his execution drew near, he found that his desperation weakened. Strangely enough, his brother’s words, the comforting presence of the beast, was soothing at the face of death. Then, he finally surrendered himself, ready to be killed.

It was just luck, and perhaps his own fate, when his father managed to plead his case. He did not want to kill son again, and no one in the clan could find any reason to execute Kiri as the days leading to it showed nothing of the sort of disastrous curse of the beast of ruin. Thus, they stripped him of his name, his claim to the clan, branded him an outcast, carving a sign across the pale of his back– one that would show his unfortunate stance– and then threw him out from the safety of their home.

Abandoned in the wilderness, blinded at first, only to be able to see after the effects of the jutsu washed away, Kiri would find himself alone. With no knowledge of the outside world, nor things to help for his survival, he was pretty much sentenced to death in a natural way. However, the beast of ruin would guide him, and he would struggle to survive in this strange world beyond his clan.

Meeting people, fighting with people, being taught in his soulscape, Kiri would manage to find himself in a different country, accompanying one of the many caravans he would temporarily join. And in this new country, past the marshes, he would find himself in a large port. He did not know what to do until one of the drunk caravan members suggested he stay and try to conquer the country. Of course, drunks were silly, but another spoke that this country was as strong as the others, and that here, people were tested for their skill and not their identity. It sounded too good to be true, but Kiri was getting tired of moving and moving without a destination, so he was at a bind.

One night, as he joined the men to tavern, he would hear more tales about this country’s heritage, its power, its legacy, and he couldn’t help but dream what it would feel like to leave amongst the clouds. And only then did he decide that perhaps it wouldn’t be so bad to try and figure it out.

“I never caught your name, boy,” said the caravan master as he gave Kiri some extra money for his journey.

“Hase-… uh… Kiri. Just Kiri,” he would answer before finally leaving for that so-called village amongst the clouds.

Life in Kumogakure wasn’t as easy as Kiri thought. Then again, he hadn’t lived life normally to even have a good grasp of what was normal, and his nomadic experience with the caravan was also quite different. Here, in the village amongst the clouds, the community was quite alive and large that he first felt a bit suffocated. He had to adjust with the way the people moved about, the way they talked, the way they lived. All in all, he had to try and blend in like everybody else, which did not go so well when he almost always ended up with fights as his demonic tendency (that is, the influence of the cursed beast within him), no matter how close he was to his brother by now, would inevitably make such aggressive behaviour rather appealing. Fortunately, it helped him in his journey as he joined the academy. Their, even if his contemporaries were younger than he was, they had the skill and technique, as well as family backing to help them. All he had was himself and the cursed beast, and it was enough to pull through.

Still, despite the challenges he had faced, and there are likely more to come as he could already feel that he would need to improve in so many areas even after leaving the academy, he thought it was a form of freedom. This was a path he chose, and he was willing and welcoming to take in all that would face him, may they be success or failure. Only then would he grow.

Growing stronger would entail that he would be able to fight for the freedom he desired, but he was also very much aware of the danger it possessed. As much as he was more expected to be a frontliner in the battlefield, he found it more soothing to follow the line of those med-nins he’d seen in the village. He always thought it was a way for him to show that there could be good things that come from being born with just one cursed beast, that of ruin, and at the same time, he found the profession quite dignified. Though merciless during battles, he was still quite taken about the idea of being able to save others.

Still, one may say that Kiri still has ways to go to truly know what he desires to be, or that he is still quite naive of the realities of the world, but his journey has only begun.
Rampaging Demon Arc
Training to be a medical ninja was taking a toll on Kiri’s psyche. It wasn’t just the mental frustration, but also the physical frustrations that he had to deal with. However, unknowingly, he had been suppressing such frustrations that when his past finally catches up with him through dreams and visions, he loses control over himself. Despite the seals and the third eye that he had been given by Junko and Osu, respectively, his beast became enraged with his doubts fuelling the demonic aura until he could no longer keep it together. It led to a disastrous fight at the Academy Grounds which left Hoshi in a critical condition in the hospital and Kiri arrested and placed in prison where he was to wait for his fate. Fortunately, with the help from Osu, Junko and Ayumu, he was able to come into terms with his doubts and was able to finally make a decision that he had been trying to avoid all these years, which was to accept himself without limiting his future. Thus, with a newfound resolve, Kiri would set off to train with Junko with an unwavering determination to gain control of his power and protect his family, which was now Kumogakure. In addition, he would be formally adopted into the Tsuyoshi Clan, though he is still hesitant to use the family name because of the incident which he fears may end up tainting the reputation of the clan.
Relationships:​
Osuteno - Mentor. He respects Osu like an older brother figure and goes to lengths to prove his worth to the other. He's the first person in Cloud that Kiri opens himself up to, especially with his past on the Hasegawa Clan.

Tsuyoshi Junko - Adoptive father. He took in Kiri as one of his own in Tsuyoshi Manor and has long been a supportive pillar.

Shrinya Kahako - Adoptive mother. Once just an outsider who looks out for Kiri, she adopted Kiri after saving him during his most troubled times when the curse was trying to takeover once more and Kiri committed suicide. Somehow, Kahako managed to save his soul, met the memories of his biological mother, and took her place as the one to raise him as her own child after the incident.

Kogami Ayumu - Former Raikage and adoptive father. As Kahako's husband, Ayumu also took in Kiri under his wing, though their relationship was wrought with something deeper in the past. Kiri had once rampaged when his Jinchuu took over and Ayumu had almost called for his execution because of the incident. After that incident, Kiri has pledge loyalty and looked up to Ayumu from afar, bettering his ways.

Kagetsu Yui - Former Main Branch Sennin and strict teacher. Kiri was always fascinated by Yui's ability to lead the Main Branch and had since tried his hand to become a teacher for the academy. He does a few hiccups and gets lectured by Yui, but nevertheless, she also encourages him to do his best.

Kaji - Shadow. He was a mysterious individual that Kiri only knew from afar, but when he became the ANBU Sennin, Kiri couldn't help but get intrigued. In the end, he somehow felt a connection with the man and silently kept to himself though admiring him from afar. Perhaps it was this that helped him decide to take Kahako's offer to join as an understudy in the Sentou Henkan.

Kouin - The Temporal Enigma. At first, their relationship was one of mentor and mentee, but after finding his mother's diary, Kiri came to learn that Kouin was relative. He has kept this secret from the man ever since, not wanting to confront him, but an incident forced his hand to fight against Kouin. When his doubts and desperation took over, Kiri almost lost to the will of the Jinchuu's curse. In an attempt to stop from rampaging again, he planned to commit seppuku.

Shouyu Hoshi - Friend. At first, he thinks Shouyu is a reckless brat who is too naive about the world, but soon warms up to him and feels like he needs to protect and educate the boy about the harsh reality of the world. Tries to act like an older brother to him.
Custom Class: Mugen
HP: (65+lvl) x stamina
CP: (40+lvl) x chakra control
Class Bonus: Kinjutsu-Jinchuuriki (Holy), +2 HP mod
High: Ninjutsu Acc
Average: Evasion, Genjutsu Save
Low: Range Acc, Melee Acc, Gen DC
PL: 3,600
ASP: 817
CL: 15
OoC: S
HP: 49,200
CP: 33,000
IC Rank: Mednin
Agility: 600/600
Stamina: 600/600
Taijutsu: 600/600
Ninjutsu: 600/600
Genjutsu: 600/600
Chakra Control:600/600

Abilities:

Inventory:
Slot 1 Pouch: Trap Set
- Hidden Launcher (Trap)
- Chakra Restrictive Seal (Trap)
- Great Flare (Trap)
- Ninja Wire (Trap)
Slot 2 Pouch: Tool Set
- Antidote (Tool)
- Smoke Bomb (Tool)
- Chakra Disruption Bomb (Tool)
- Kawarimi Target (Tool)
Slot 3 Pouch: Poison Set
- Black Lotus (Poison: Lingering Injury)
- Twilight Venom (Poison: Lingering Injury)
- Bloodrot (Poison: Instant Injury)
- Stardust (Poison: Lingering Inhaled)
 
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術 | Jutsu
Major: Water, Fire, Lightning, Non-Elemental, Medical, Kinetic Gen
Minor: Air, ANBU
Advance: Shadow, Scorch, Kinesis, Gravity, Plasma​


忍術 | Ninjutsu
Lightning:
Water:

Fire:

Non-Elemental:
Shadow Jutsu:
Gravity:

Medical Jutsu:
Plasma Jutsu:
C-Rank
B-Rank
A-Rank

Scorch Jutsu:
C-Rank
B-Rank
A-Rank

Kinesis Jutsu:
C-Rank
B-Rank
A-Rank
体術 | Taijutsu
Slashing

幻術 | Genjutsu
Kinetic:



~ Ashenheart ~
Ashenheart
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To be an Ashenheart one must possess more than an affinity to fire; one must embrace the truest meaning of the flame. Ashenheart burn brightly and passionately in both life and battle, without any hesitation, whether it be as a light to guide others or as a terrifying inferno to their enemies. The Ashenheart burn until there is nothing left but ashes; whether those ashes belong to would-be obstacles or of themselves.

Flame Hex - Passive (2 points)
The flames of an Ashenheart make them the most terrifying of foes. Victims of their pyromancy discover that the flames linger after contact, almost clutching to their body afterward. Targets finding themselves under constant siege of an Ashenheart will find they have little chance to ever attempt to treat their injuries; and even find innate regenerative properties halted while burning.
Effect: The user's Fire attacks nullify all form of HP recovery on their targets for the two seconds following the hit (may last between rounds)

Blaze - Passive (3 points)
Restriction- May be purchased three times
The Ashenheart brings the their power of fire to its utmost potential. their flames are all-consuming, and and quickly char their targets to crisps.
Effect: The user deals +2.5% Fire damage. If using a Fire attack against a target who has been hit by a Fire attack in the previous 4 seconds, this bonus is tripled against them.

First Flames - Passive (3 points)
Fire waits for none, and makes no hesitation in its drive to consume all in its path. Much like the flames they wield, the user's power burns ferociously; but may fade quickly.
Effect: For the first five seconds of every round, the user's Fire attacks gain +2 accuracy and +10% damage. For the last five seconds of every round, the user's Fire attacks suffer a -2 accuracy penalty.

Cinder Soul - Chakra Style (2 points)
The power of flame is dangerous; not only to others, but to the wielder themselves. Ashenheart fighting at their fullest give off a burning glow from within, as if they, themselves, were embers being consumed as fuel for their burning power...Power that they in turn, wield to char the enemies.
Effect: The user gains +2 Accuracy. Both damage dealt and received is unrecoverable (reducing their respective target's Max HP by an equal amount). The user's Chakra costs are raised +20%
Note: Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof. Counts a chakra style

Undying Embers - Ability Modification (2 points)
Restriction- Requires Hidden Power
So long as the smallest ember of life burns within the Ashenheart, they are never -not- a threat; no matter how wounded or exhausted they may be. Ashenheart bring forth their greatest power when they have nothing left to give.
Effect: The Hidden Power ability now may be based on the user's Chakra. When out of CP, the user may use their HP to perform Fire jutsu at a 1:1 conversion rate. This does not stack for both pools, and is only based on the which pool would grant the user the greatest effect (the user missing 25% of their HP and 55% of their Chakra would not gain +1.5 Secondaries, but +1 Secondaries).

Eruption - Dependent Special Move (2 points)
Playing with fire is dangerous, and most shinobi are cautious when it comes to their flame techniques, and carefully take the time to properly channel their chakra to avoid harming themselves. However, this is not the case for the Ashenheart; missing an opportunity against an opponent for something as insignificant as their own control would be madness, and they release their flames rapidly even if it means using their own body to absorb the recoil of an attack.
Effect: May be used with a Fire attack; the user takes CP damage equal to 10% of the attack's damage. The user's next action is then modded as if it takes half as much time to perform as usual (such as an action normally taking 2.5 seconds taking only 1.25 seconds), but the AP cost remains unchanged. May be used once per round.

Raging Ifrit - Dependent Special Move (2 points)
To think the Ashenheart invest solely in the power of their flame at the complete expense of control is to make a dire mistake; their command over flame can reach a point where they may add flaming properties to many techniques, even those not normally composed of fire chakra.
Effect: When performing a Creation jutsu, the user may pay 4% Max CP to have it considered a Fire jutsu (as well as its original type). Attacks made by a Raging Ifrit inflict the Burn secondary effect. The user may only have one Creation Jutsu modified by Raging Ifrit at a time. This special move cannot be reused until 10 seconds after the Creation jutsu it was used in ended.
Note: The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.

Incinerate - Dependent Special Move (2 points)
All are nothing but fuel to the Ashenheart. With searing flame, they may all-but disintegrate many common obstacles to ash.
Effect: May be used with a Fire attack by paying +15% CP. If this attack hits a non-player target that has its own HP value (such as a barrier, a contract, or a clone) with HP lower than < 8% of the user's Max CP, it is destroyed. If this attack destroys it (whether through this effect or otherwise), it will have half its usual HP the next time it is created/summoned/generated. If not destroyed, it will suffer damage equal to 25% of its max HP at the start of the following round. May be used once per round.

Agni Kai - Fire Ninjutsu (1 point, 1 to rank up)
Restriction- A-Rank and up
A fearsome technique demonstrating the tenacity of the Ashenheart. Initially appearing as a burst of flame, this technique quickly erupts into an inferno; perhaps a room of impenetrable flame, a tornado of fire, or tunnel of cinders. Regardless, the purpose is the same; the Ashenheart and their enemy are locked into battle with one another without interference of the outside world. While two of them have entered, which will be the one to emerge?
Rank 1: Deals 2930 Fire damage at +1 Accuracy to a single target. If the target of this attack is a hostile enemy, both they and the user are trapped in a special Arena; neither may exit or target anything outside the Arena, and they cannot be affected by targets outside of this Arena. Lasts 20 seconds, or until either the user or their enemy are reduced to 0 HP.
Rank 2: Deals 3470 Fire damage at +2 Accuracy to a single target. If the target of this attack is a hostile enemy, both they and the user are trapped in a special Arena; neither may exit or target anything outside the Arena, and they cannot be affected by targets outside of this Arena. Lasts 30 seconds, or until either the user or their enemy are reduced to 0 HP.
Cost: 3 AP, 6000 CP
Notes:
- Once the Arena forms, this is considered an Arena jutsu.
- This attack uses Ninjutsu Accuracy or the Accuracy type of a weapon affected by Conflagration.
- This is not maintained; once active, it will last independently until either the duration ends, or one of the two is brought to 0 HP.
- May only ever strike a single target.
- The arena will [/b]not form if this attack strikes an ally/friendly target. Bmods should use discretion here to enforce this (attacking an obvious ally once earlier in the round is not enough to consider them not an ally for the purpose of this Jutsu).
- Targets within the arena that attempt to attack targets outside it will have their attacks redirected toward their respective enemy.
- If outside, there is no check to enter the arena normally, unless someone has a technique that allows otherwise.
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Kinjutsu: Jinchuuriki (Holy)
Jinchuuriki
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There are many forces beyond human in this world, and many of these forces do not have a corporeal form. Sometimes, these forces will choose to align themselves with a single human, or otherwise be sealed into them. This is not always voluntary on either part. It does, however, grant great power to the human host based on their spirit's abilities. This power comes at a cost, taxing the life force of the user with use. Jinchuuriki in the past have been known to win intense battles by giving their all, and then collapse immediately thereafter. One thing is for sure, however. The Jinchuuriki is a powerful ally for whoever befriends them--or a weapon for whoever controls them.

Kinjutsu Table

Information
Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank, Chosen Element Minored

Effects
- When applying for this Kinjutsu, the user chooses any Base or Advanced element of Ninjutsu to be the affinity of their possessing spirit. This element may not be changed while the user retains the Kinjutsu.
- The user also chooses, upon application, their inner spirit's Alignment, whether it be Holy, Cursed, or Spiritual. All of their Jinchuuriki techniques are treated as this Alignment. The user is treated as their Alignment when using the Elemental Manifestation ability, and all of their chosen element attacks in that state are as well.
- When the user casts Ninjutsu of their chosen element, they do not require handseals. (This does not apply to Advanced Elements using the chosen element as a base, if the user chooses a base element.) They are also treated as having a Major Affinity to this element regardless of the number of jutsu they have in it. If an Advanced Element is chosen, this element will not count towards their 'Advanced Element' slots.
- All Jinchuuriki techniques do not require handseals, and are treated as their chosen element. However, they still cannot be used with Affinity Moves.

Note:
- Unlike the series, this Kinjutsu refers to demons and spirits in general, not Bijuu. While this spirit can be made freely, this spirit cannot be a tailed beast in any way or form. Expect an Auto-denial if you mention any form of Bijuu with this.
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Aura Strike - Kinjutsu Ability
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The elemental energy that suffuses a Jinchuuriki lends itself strongly to their every movement, colouring how they attack. This energy can be channeled into attacks that other ninja would have to perform at close range with their own bodies. Using their physical techniques this way gives the Jinchuuriki an edge that can be deadly.

Information
Prerequisites: Jinchuuriki

Effect: All actions the user would take with Melee Accuracy instead use Ninjutsu Accuracy. Attacks changed this way are treated as the user's chosen element and recieve all buffs it would to damage, CP cost reduction, and accuracy. Transformed attacks also gain the benefits of the user's Alignment when Elemental Manifestation is active.

Note:
- Checks that normally would use Melee Accuracy are also changed into Ninjutsu Checks instead.
- If the attack being used is a Ninjutsu (one of those which uses Melee Accuracy) of a different element than the user's chosen element, it still gains the buffs but does not gain the benefit of being cast without handseals.
- Melee Taijutsu still gain the benefit of their weapon's augments, accuracy modifier, and damage modifier, as well as fringe benefits to their specific weapon type (such as Weapon Mastery). However, any buffs to Melee in general are ignored in favour of the new ones.
- Attacks transformed by this ability still count as melee contact.[/B][/U][/U][/U][/U]

Elemental Manifestation - Kinjutsu Ability
JN1.jpg

The way to determine if you are fighting a Jinchuuriki is their capability to unleash their inner spirit's power, making clear their elemental energy and sheer strength in it. The further they sink into their spirit's power, the more adept they become at handling their element. However, there is a cost--maintaining that level of balance and control between their own power and their possessing spirit's takes a direct toll on their bodies.

Information
Prerequisites: Jinchuuriki

Effect: The user gains three Stages of Elemental Manifestation that they can access. Each Stage is more powerful than the last but lasts for a shorter period of time during battle. The effects of each Stage are cumulative.

Stage 1 - Elemental Cloak: User generates an "elemental cloak" of chakra that surrounds their body. The elemental cloak acts like a barrier that protects the user from the first (50 x Character Level) Non-Illusionary damage dealt to them. The user's elemental cloak returns to it's maximum HP at the end of each round even if it was destroyed.
Stage 2 - Partial Transformation: User's physical form partially transforms into that of their sealed spirit. This grants a bonus of +2 Accuracy and Dodge and increases the damage of their chosen element by 10%.
Stage 3 - Full Transformation: When the user casts Ninjutsu of their chosen element the CP cost is reduced to 0.

Stage 1 lasts for three rounds, Stage 2 for two rounds and Stage 3 for one round and the user must wait two rounds in between activations.

Costs: 1 AP and 2% Maximum HP per stage activated

Note:
- Effects from other Jinchuuriki jutsu which trigger a Stage of Elemental Manifestation do not count as an activation of Elemental Manifestation. If the user activates Elemental Manifestation and another effect would trigger a Stage of Elemental Manifestation then the duration of that effect is simply added to the remaining duration of the user's activation.
- Elemental Manifestation is not a maintained effect. It is triggered and lasts for the listed duration.
- Elemental Manifestation - Stage 1 does not prevent the user from attacking or moving. It simply protects the user from damage.
- While in any stage of Elemental Manifestation, the user is considered to be of their chosen Alignment, and all attacks of their chosen element are also treated as such. This overrides other Alignment effects the user has.
- All costs for Elemental Manifestation are cumulative per stage; activating Stage 3 would take 3 AP and 6% Max HP.
- Elemental Manifestation cannot be activated in any way if the user has a Cursed Seal active. Likewise, the user cannot activate a Cursed Seal while Elemental Manifestation is active.

Daunt - B-Rank Ninjutsu
AsZKf0A.png

The overwhelming power if a Jinchuuriki can be hard to oppose, and at no time harder than when they choose to levy it deliberately that way. A Jinchuuriki is capable of focusing their strength into a fear aura, blasting opponents in the area with it to rattle their senses. This tends to leave their enemies shaken and unfocused, rendering them much easier prey.

Information
Prerequisites: Jinchuuriki

Rank 1: Affects one target at -4 Accuracy. If hit the target is bound and cannot move.
Mastered: Affects one target at -4 Accuracy. If hit the target is bound cannot move or use chakra.

Special Action - Terror Burst: At no additional AP cost the user may have Daunt affect every participant in the battle for one full round at -5 Accuracy rather than the normal effects. Using Terror Burst requires one round in between uses and increases both the initial CP and maintain costs of Daunt by 20%.

Rank 1 Cost: 730 CP, 365 CP/rnd
Mastered Cost: 910 CP, 455 CP/rnd

Note:
- Lasts up to 2 rounds or until broken.
- Daunt targets each participant's Genjutsu Save using the user's Ninjutsu Accuracy. Each time a participant is targeted with Daunt they gain +1 Genjutsu Save against subsequent uses of it. This stacks indefinitely but cannot exceed caps.
- Does not effect those with the ability Fearless or who are otherwise immune to fear effects.
- Targets have a 30% chance to escape per every 2 AP they attempt to use.
- The bind is broken if the user takes 10% of their max HP in damage in a single round or the victim is attacked (victim suffers -3 Dodge against the attack).
- Even if the user is not in any stage of Elemental Manifestation, this is considered the user's chosen Alignment. The user gains +1 to their Ninjutsu Accuracy against targets of the Alignment theirs is strong to and -1 against targets their Alignment is weak to.

Elemental Shockwave - B-Rank Ninjutsu
jAixX7A.png

The simplest expression of a Jinchuuriki's elemental powers is a simple blast of energy. Washing over the battlefield and smashing through opponents, it nonetheless can contain a subtle trick that opponents can be surprised to discover. If they think they are capable of hiding or disguising themselves to escape the wrath of a Jinchuuriki, the Jinchuuriki can simply reply 'not today' and hit them with this.

Information
Prerequisites: Jinchuuriki

Rank 1: Deals 1600 damage to two targets.
Mastered: Deals 2000 damage to three targets.

Special Action - Unmask: The user may sacrifice 10% of this jutsu's base damage in order to deactivate any effects on the target that make it more difficult for the user to target them. (Including but not limited to all forms of Transformation, Clones, Inner Earth Reflection Lure, etc.) This effect requires a full hit to activate.

Rank 1 Cost: 730 CP
Mastered Cost: 910 CP

Note:
- This attack is always treated as the user's chosen element and Alignment, and always receives all relevant buffs based on both.
- Unmask can only be used if the user has Elemental Manifestation active. If the user is in Stage 1, they must make a Ninjutsu Check at -2 in order for the effect to occur. If they are in Stage 2, the check is made at +0. If they are in Stage 3, the effect becomes automatic on a full hit.

Life Corrosion - A-Rank Ninjutsu
YmYQ7HC.png

For anyone who is not the Jinchuuriki, the chakra of their possessing spirit can be incredibly toxic. They are capable of taking advantage of this in combat, leveraging their power to corrode and warp their targets' bodies. Anyone who touches the Jinchuuriki or is touched by them while they are radiating this chakra will suffer from it harshly.

Information
Prerequisites: Jinchuuriki, A-Rank

Rank 1: Deals 1% Max HP and CP damage to anyone coming in Melee Contact with the user while this technique is active. Upon suffering this damage, the user makes a Ninjutsu Check against the target. If the check succeeds, the target is afflicted with Partial Corrosion for one full round.
Mastered: Deals 1% Max HP and CP damage to anyone coming in Melee Contact with the user while this technique is active. Upon suffering this damage, the user makes a Ninjutsu Check against the target. If the check succeeds, the target is afflicted with Corrosion for one full round.

Special Action - Life Burn: For the cost of 3% of their Max HP/rnd, the user may have Partial Corrosion/Corrosion deal their damage for each of the victims' maintains as well. Damage is dealt at the beginning of the round. This may only affect up to three maintains per affected target, and must be stated when this jutsu is activated.

Rank 1 Cost: 2200 CP, 1100 CP/rnd to maintain
Mastered Cost: 2750 CP, 1275 CP/rnd to maintain

Note:
- Cannot be maintained for longer than three rounds, and requires a full round of cooldown between uses.
- Partial Corrosion deals 1% Max HP and CP damage for every action the victim takes.
- Corrosion deals 1% Max HP and CP damage for every 1 AP the victim uses.
- Targets cannot be affected by Partial Corrosion or Corrosion more than once at a time, nor have their timer of the drain reset, and gain +1 to their check against this technique each time they are affected after the first (after the initial effect wears off).
- Partial Corrosion and Corrosion do not stack.
- Even if the user is not in any stage of Elemental Manifestation, this is considered the user's chosen Alignment. Max HP/CP loss is not altered based on it, however, the user gains +1 to their Ninjutsu Check against targets of the Alignment theirs is strong to and -1 against targets their Alignment is weak to.

Vanishing World - S-Rank Ninjutsu
JNMB.jpg

The ultimate attack of any Jinchuuriki, and the combination of both their and their possessing spirit's power. The user channels an enormous amount of both elemental and their spirit's power, syncing up to allow their spirit to fire it in a devastating attack capable of piercing nearly any defense.

Information
Prerequisites: Jinchuuriki, S-Rank, All other Jinchuuriki techniques Mastered

Mastered: Deals 7,200 base damage and the user must select one Special Action;

Special Actions:
- Strafing Blast: Attack may target up to three separate targets automatically. The first target selected is targeted at normal Accuracy, the second selected is targeted at -3 Accuracy and the third is targeted at -5 Accuracy.
- Menacing Charge: User may spend extra time charging Vanishing World which costs 3% of the user's Maximum CP each second (up to six seconds) and deals additional damage equal to half of the CP spent to charge the attack. This extra damage cannot be increased by any effects but is still subject to Damage Reduction.
- Local Devastation: Once cast the user automatically dispels any 'Arena' type effects. Vanishing World does not need to hit for this effect to occur; it transpires the moment that the jutsu is cast.
- Sudden Cruelty: Causes the attack's timing to be modded as though it only cost 2 AP and prevents it from being Auto-Dodged.
- Unstoppable Might: Dispels any physical or chakra binds currently affecting the user in addition to normal effects. May be used while bound.
- Elemental Powerup: After the attack, the user is placed into Elemental Manifestation - Stage 3 for one full round.

Cost: 4 AP and 4500 CP

Note:
- After completion, requires a three-round cooldown.
- This attack is always treated as the user's chosen element and Alignment, and receives all relevant bonuses and penalties based on both.
- This jutsu cannot be used with BL/CA/Contract Special Moves.
- 'Arena' effects are defined as any effect which requires a stat check to enter or leave.
 
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医療分野 | Medical Field

[table=100,null]
[thead]
[tr=textleft]
[th=50,null]
Specialisations
Combat Medic [Experienced]
Anatomy [Experienced]
General Surgery [Novice]
First Aid [Novice]​
[/th]
[th=50,null]
Medical Branch History
Total: 12.5
[/th]
[/tr]
[/table]
 
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SLUGS OF SAKUNA’S FOREST
These group of slugs are considered the Elite of Sakuna’s Forest– the largest forest in all of Leaf, where thousands of years of mystery have been kept, including sought-after medical knowledge. Because of this, only a chose few would be able to pass the trials of Sakuna and be given the ability to summon from their ranks in order to aid in their journey. Unlike other Great Slime Clans, the slugs of Sakuna’s Forest are varied in subspecies as over the years, the land has become sanctuary to many, ranging from land dwellers to sea slugs that have taken residence in the deep forest’s hidden lake. Their goal is to ensure the safety of the land, as well as their summoner, and knowing how dark and dangerous the outside world can be, these elite slugs have trained to become warriors as well as doctors in order to truly become an irreplaceable ally.


List of Slug Allies (due to the new contract rules, these guys are for rp purposes only now but I wanted to keep their stuff as memento so...)
D-RANK: TOMO
[col]Tomo is a bright, cheery and very spirited little slug from Sakuna’s Forest. He is often seen with a determined face and takes pride in his bright flashy color. He is only about the size of a human’s head but he is still quite the active little fella, brave enough to even dare challenge people or creatures far bigger than him. His specialty is healing with the use of his extra-shiny slime, and surprisingly it is also a bit fragrant. His bright personality makes him a great companion for lonely or rainy days. As a member of the Sakuna’s Forest Slug Contract, a group of highly skilled and unique slugs that were tasked by Sakuna herself to aid the chosen summoner, Tomo makes it his oath to keep his summoner safe at all times.|
bQff30a.jpg
[/col]

[col]HP: 2,300
CP: 3000

Agility: 20
Stamina: 65
Ninjutsu: 50
Genjutsu: 20
Taijutsu: 20
Chakra: 65|PL: 240
AP: 2
Class
Class Bonus: +10% Healing Techniques
High: Ninjutsu Accuracy
Med: Evasion, Genjutsu DC, Genjutsu Save
Low: Melee Accuracy, Ranged Accuracy

Weapon Name: Slime
Weapon Type: Bludgeoning
Range: Melee
Damage: -15%
Accuracy: +3[/col]

Cool Gel Healing - E-Rank Medical Ninjutsu said:
Tomo lays upon a wound and secretes a special slime capable of healing and reducing bleeding levels.

Effect: Restores 335 HP with a 10% chance to reduce Bleeding or Called Shot Rank by 1.
Cost: 1 Ap, 135 Cp
Slippery Surface - Level 2 Non Elemental Ninjutsu said:
Tomo sprays random areas of the ground with an invisible ooze that can make clumsy foes fall on their back, making it quite dangerous to run around.

Effect: 25% Chance to stumble and lose 1.0 AP for all enemies; this counts as suppression. This increases by 5% for every 2.5 AP Action per round.
Cost: 1 Ap, 110 Cp
True Shot - E-Rank Acid Ninjutsu said:
Tomo is known for his excess slime, and can use this as a weapon to the the acidic qualities it has.

Effect: Deals 335 Damage, with a 10% chance to cause bleeding.
Cost: 1 Ap, 135 Cp


C-RANK: KIKO
[col]Kiko is a rather upbeat and hotheaded blue-colorer slug with horns coming out from his head and back. In fact, his entire body shaped seemed to have altered from years of training to defend Sakuna’s Forest that it appears as though he is wearing armour, when in fact it is his real body that has adapted and hardened to form his battle gear. He roughly the size of an adult human which makes his presence a daunting one. In addition to his hardened body, he excretes a special kind of slime that he can infuse with his chakra to do his bidding.|
KEpGIMW.jpg
[/col]

[col]HP: 3,500
CP: 6,000

Agility: 60
Stamina: 100
Ninjutsu: 75
Genjutsu: 65
Taijutsu: 65
Chakra: 120

PL: 480
AP: 3|Class
Class Bonus: +2 Accuracy
High: Melee Accuracy
Med: Evasion, Genjutsu DC, Genjutsu Save
Low: Ninjutsu Accuracy, Ranged Accuracy

Weapon Name: Slughorn
Weapon Type: Bludgeoning
Range: Melee
Damage: +15%
Accuracy: -3[/col]

Natural Defense - Passive said:
Giving off a repulsive and horrible smell, simply being nearby this slug is enough to make even hardened shinobi cringe.

Effect: +15% chance of suppression whenever hit or whenever succeffully hitting an opponent with a melee attack due to grotesque smell generated at melee range.
Rolling Stone - D-Rank Buffing Taijutsu said:
By curling his tail, he forms a spherical shape to his body that will allow him to roll around and even attack enemies. This is a commonly used technique, as it would otherwise take ages for him to travel.

Effect: Gain +2 Ninjutsu Dodge and reduce incoming melee damage by 5% while in Slime Boulder.
Special Action: During Rolling Stone, Kiko may perform a roll-over for 1 AP and 225 Cp, inflicting 675 Bludgeoning Damage and inflicting -0.5 Melee Dodge/Accuracy.
Cost: 1 Ap and 225 CP, 110 CP/Round

Note:
- Debuffs last until the end of the round, and stack to -1.5 melee Dodge/Accuracy.
Smother - D-Rank Melee Taijutsu said:
Kiko rolls onto the opponent, immobilizing and suffocating them under his weight. What adds to this technique is the sticky slime he excretes during this, making it even more difficult for the enemy to escape.

Effect: Attempts to make a stop above his opponent, binding them at -6 Accuracy. The victim may attempt to escape for 1 Ap, with a 15% chance of success.
Cost: 1 Ap, 265 Cp, 130 Cp/Rnd.

Note:

- This bind is dispelled when Kiko targets the bound enemy, or the bound victim takes damage from an attack.
- Prevents movement and handseals; only handseal-less Ninjutsu/Genjutsu or actions not involving movement may be performed by the victim.
- If Kiko uses 10% Max Cp during the round, or loses 10% of his Max Hp, this is dispelled.
Vomit - D-Rank Unarmed Taijutsu said:
Just as easy as he consumes his food, he can regurgitate it. This, however, is more of a forceful vomit onto the enemy, which will slightly burn their skin and impair their vision. While he does not prefer to empty himself in any way, he will sacrifice his supplies to win a battle. The sooner he wins, the sooner he can go back to eating.

Effect: Deal 620 Damage at +2 Accuracy. This has a 20% chance to give the victim a -1 Ninjutsu Accuracy penalty and 200 damage each round, for 2 rounds. Stacks twice.
Cost: 1 Ap, 210 Cp


B-RANK: EIRIN
[col]Eirin is one of the water slugs of Sakuna’s Forest. This gentle blue and white slug is often in hiding in the mysterious lake of the forest, especially with her shy nature making her a rare one to approach to. However, despite her shy personality, Eirin is remarkably gifted with her healing and close-quarter combat abilities, that whenever an ally is in danger, she would always be there to protect them and fight for them. Due to the nature of being a water slug, when outside of her realm, she can emit her chakra to wash over her body along with her special slime that almost looks like a thin layer of shiny aura. This actually provides the necessary chakra power to create a a feeling of water to be surrounding her body, allowing her to glide in the air, but only for up to a meter off the ground. At the same time, with the coating around her body acting through chakra manipulation, Eirin transforms every air molecule she contacts with into chakra that returns into her body which allows her to breath as if she were in water. If a water source is nearby, she then allows her chakra to pull water from it and serves as a personal water dome for her to stay in while summoned, simply allowing her chakra to keep the dome intact all-throughout.|
2x4QObA.jpg
[/col]

[col]HP: 8,800
CP: 10,250

Agility: 115
Stamina: 220
Ninjutsu: 115
Genjutsu: 100
Taijutsu: 115
Chakra: 205

PL: 870
AP: 4|Class
Class Bonus: +10% Healing Techniques, +5% Melee Damage
High: Ninjutsu Accuracy
Med: Evasion, Genjutsu Save, Melee Accuracy
Low: Genjutsu DC, Ranged Accuracy

Weapon Name: Slime
Weapon Type: Bludgeoning
Range: Melee
Damage: +15%
Accuracy: -3[/col]

Fluid Adaption - Passive said:
Eirin's resourcefulness shines in battle where she is able to adapt and and understand the fighting capabilities of her enemies and allies. She is able to use this knowledge to both improve herself and her allies by formulating plans.

Effect: Eirin and her allies gain +5% Auto-dodge and +1 Dodge.
Acid Rain - C-Rank Acid Ninjutsu said:
Like most slugs of her breed, she is capable of releasing corrosive fluids from her body. With this technique, however, she can compress this acid and spray it high into the air, letting it rain down on her enemies.

Effect: Deals 1350 damage with a 15% chance of bleeding to 2 targets, has a 15% chance of causing 'Corrosion'.
Cost: 2 Ap, 560 Chakra

Note:
- 'Corrosion' lowers the base damage of all weapons equipped by the victim by -5% for the remainder of battle. This stacks up to -15%.
Healing Slime - C-Rank Medical Ninjutsu said:
Eirin has learned the secrets of healing, able to mend nearly any wound with her blue slime. Though this may not work on herself, it is a treasured ability amongst her allies.

Effect: Restores 6% of the target's max HP. This reduces bleeding rank by 1, with a 25% chance of lowering it by an additional 1 rank.
Cost: 2 AP, 560 Cp

Note:
- Cannot be used on herself.
- This jutsu may only remove two ranks of bleeding from a person per round, regardless of times used.
Slime Flush - C-Rank Medical Ninjutsu said:
Another healing skill of her slime, this technique allows this slug to utilize the healing abilities of her ooze to rinse away toxins within the body.

Effect: 50% chance to remove Weak, 30% chance to remove strong, and 10% chance to remove heavy poisons from the target.
Cost: 2 AP, 560 Cp
Tail Whip - C-Rank Unarmed Taijutsu said:
Eirin concentrates her chakra along her tail and spins around before lashing out a deadly strike. Like a whiplash, she attacks her target fast and deadly with a sudden burst of her chakra upon impact.

Effect: Deal 1160 damage at +2 Accuracy. This jutsu can cause bleeding, and deals +10% damage to barriers.
Cost: 385 CP and 1.75 AP


A-RANK: UMISEISHIN
[col]Umiseishin is an ancient sea slug who once lived in the ocean floor, but has chosen to move to Sakuna’s Forest as part of his promise to help protect Sakuna. For years, he has developed and adapted to the land, able to manipulate his chakra to produce enough slime that coats his entire body like an aura, which provides the necessary lift, allowing him to literally swim in the air, though he can only maintain it for a few meters above ground as the higher one gets, the stronger gravity becomes as an opponent. As an ancient, he head has folded over the years to seem humanoid and beneath the first set of wing-like appendages, he has arms, though his hand ends with similar wing-like patterns instead of fingers. His entire body is blue in color, with spots of white here and there, or darker blue linings. He has three sets of wing-like appendages that sprouts from his body, which were used to swim in water. They are, however, where his slime oozes out the most, and with enough chakra to infuse and manipulate the slime, he uses these appendages to control his float and movements. Despite having a humanoid face, he has yet to complete the adaptation process of living above land, thus not having formed eyes, but the horns that protrude on his head act as signal receivers that create a visual mapping directly to his mind with regard to the world around him, and having formed a nose and a mouth, as well as developing lungs that could process oxygen as well, he can breathe normally outside his water realm. He is rather soft-spoken and values an intellectual discourse over anything else. The reason why he joined Sakuna’s chosen contract slug team is to pay tribute to his deceased friend’s (Moro) undying spirit to serve and protect their kind and summoner.|
it8GVmd.jpg
[/col]

[col]HP: 15,000
CP: 18,000

Agility: 180
Stamina: 330
Ninjutsu: 330
Genjutsu: 180
Taijutsu: 180
Chakra: 360

PL: 1560
AP: 5|Class
Class Bonus: +15% Healing Techniques
High: Ninjutsu Accuracy
Med: Evasion, Genjutsu Save, Melee Accuracy
Low: Genjutsu DC, Ranged Accuracy

Weapon Name: Slime
Weapon Type: Bludgeoning
Range: Melee
Damage: -15%
Accuracy: +3[/col]

Slime Body - Passive said:
The slime used by Umiseishin is imbued with a potent chakra that enhances his ability to heal his allies in battle.

Effect: Umiseishin's Medical Jutsu are increased by +10% effectiveness.
Mystic Body - Passive said:
Said to be an ancient slug who has traveled from the ocean to reside within the Sakuna’s forest and aid the slugs there, Umiseishi’s innate ability to produce a unique slime that coats his body, almost like a shine, possess an innate ability to flush poison, heal wounds, and overall ensure his ancient body continues to live in prime condition.

Effect: Umiseishin is immune to posion, and bleeding is lowered by 1 rank each round.
Solemn Wishes - B-Rank Medical Ninjutsu said:
By secreting a stored healing ingredient from his skin to the earth, the entire area surrounding the combatants becomes covered in lush green plants. These plants will heal all living creatures, regardless of faction. The ingredient used for this technique is unknown, but it is to be assumed that Umiseishin must use his chakra to enable it. Thus, it may not last very long.

Effect: Up to 3 targets regain 8% Max Hp.
Cost: 1,875 Cp and 2.5 AP
Chakra Fix - B-Rank Medical Ninjutsu said:
Gathering his chakra within his body, Umiseishin lets his body-covered slime to produce more slime along his wing-like appendages before it shoots out like thin web strings that attaches onto a comrade, creating a connection where he can help the other feel an immediate healing of the soul, rejuvenating their chakra pool.

Effect: A single target regains 5% Max Cp, each round, for 3 rounds. This does not stack.
Cost: 1,875 CP and 2.5 AP
Breath of the Awakened - C-Rank Kinetic Genjutsu said:
Umiseishin concentrates for a brief moment before inhaling deeply. He converts his chakra into a resounding wave of chakra, amplified by his outstretched wing-like appendages, creating a cold violet stream of air onto his summoner. Once inhaled, the summoner gains an acute awareness to their surroundings, as if being pumped with a controlled adrenaline.

Effect: Target gains +5% chance to cause Called Shots, Suppression and Bleeding
Cost: 2 Ap, 505 Cp. 250 Cp/Rnd
Iron Bubble - B-Rank N/E Ninjutsu said:
The inner workings of Umiseishin are indeed a mystery, having lived among the slugs in Sakuna’s forest. There, he learned to harness his power, manipulating it to create a formidable barrier– one that he would cast through blowing a silvery bubble that slowly engulfs him and his summoner. Once sealed inside, their movement is limited, but they are safe from any immediate dangers from the outside. This translucent bubble looks as though it could be popped with a simple touch of a dry finger, but in fact is stronger than steel.

Effect: Creates a bubble with 2250 Hp around both the summon and a friendly target of choice. All damage done to the bubble is reduced by -10%.
Special Action: May regenerate the bubble's HP at a ratio of 1:2, CP to HP conversion.
Cost: 2.5 AP, 910 Cp. 455 Cp/Rnd.

Note:
- Lasts up to three rounds.
- Defends against physical, non-elemental, and elemental attacks.
- Cannot be used reflexively, but may be maintained until destroyed.
- If destroyed, surplus damage may hit the user at -3 accuracy.
- While inside the bubble no physical, non-elemental or elemental attacks may be made to those outside


S-RANK: PIUCCA
[col]One of the notably giant slugs hidden in the depths of Sakuna’s Forest is a veteran in the field of medical healing– Piucca. Hailing and taking pride as one of Sakuna’s earlier students, Piucca makes certain to protect and heal all her allies to the best of her capabilities. A giant at around the size of a house and about 20-feet long, Piucca is blue of color, with yellow designs on her back, and slate-greyish lower body. She has two large black eyes with a wobbly line for a mouth. On her head are two large orange appendages, often mistaken for horns, but are mostly for tracking and emitting chakra around her. Despite her gigantic size and funky color, Piucca is a motherly figure, having inherited that from her mentor, Sakuna, and gives the warmest healing embraces to everyone she holds dear. Her control over her slime is perfect that she makes sure not to leave too much on her trail or as to accidentally slobber her summoner, while also being to produce it quickly in dire needs for healing. Lastly, despite her caring nature, if anyone of her cherished persons or slugs are in danger, Piucca can become a force to reckon with, utilizing her size and power to her advantage in fighting battles.|
TgO5ZvS.jpg
[/col]

[col]HP: 30,000
CP: 36,000

Agility: 400
Stamina: 600
Ninjutsu: 400
Genjutsu: 400
Taijutsu: 400
Chakra: 600

PL: 2800
AP: 6|Class
Class Bonus: +15% Healing Techniques, +1 Awareness
High: Ninjutsu Accuracy
Med: Evasion, Genjutsu Save, Melee Accuracy
Low: Genjutsu DC, Ranged Accuracy

Weapon Name: Slime
Weapon Type: Bludgeoning
Range: Melee
Damage: -15%
Accuracy: +3[/col]

Slime Restoration - Passive said:
The slime used by Piucca is imbued with a potent chakra that enhances her ability to heal her friends and allies in battle.

Effect: Piucca's Medical Jutsu are increased by +15% effectiveness.
Gargantuan - Passive said:
Due to Piucca's large size, many attacks prove ineffective against her body. She is able to shrug off many types of damage.

Effect: Piucca takes -15% damage from all physical sources.
Acid Shot - A-Rank Acid Ninjutsu said:
Piucca gathers an amount of highly acidic fluid in her mouth and spits it on her opponent, leaving their flesh to burn.

Effect: Deals 2750 damage, with a chance of causing bleeding each round.
Cost: 3 AP, 2750 Cp. 1375 Cp/Rnd

Note:

- Lasts up to three rounds, and requires a Ninjutsu check each round.
Slug Spawn - A-Rank N/E Ninjutsu said:
Her massive body has the ability to divide itself into separate miniature slugs. These smaller spawns operate under her control and possess some weaker versions of her own techniques.

Effect: Using base number of 5 (Rped as many more), Piucca can split off to into maximum of 5 Micro-slugs. This divides her power equally.
- All of Piucca's techniques, attacks, stats, and Hp/Cp are divided by exactly the amount of Piucca's made. (IE: If Piucca divided into 5 Micro-slugs, all techniques would only be at 20% effectiveness, stats are 20% of the original, and HP and CP is 20% as well as Cp costs to use techniques)
- Each slug, retains its own Ap, and all Ap costs remain the same.
Cost: 3 AP, 10% Max Cp per round.

Note:
- Piucca may reform by no longer maintaining this jutsu. Piucca has the minimum Hp of any of the reformed spawns.
- Piucca may only divide into up to 5 copies per battle; should one be defeated, she may not divide into a new spawn in its place.
Life Seeding - C-Rank Medical Ninjutsu said:
By being close to her allies Piucca can heal allies.

Effect: Heals 8% Max Hp per round.

Cost: 2 Ap to initiate, 5% Max Cp/Rnd
Silver Slime - A-Rank N/E Ninjutsu said:
By molding chakra on the surface of her skin, she enhances her natural ability to produce a protective slime by condensing and fortifying from most harm. This is especially effective when combating the elements of nature.

Effect: Increases Piucca's Damage resistance by +15% to all sources except elemental damage, which gains +20% DR.
Cost: 3 AP, 2750 Cp. 1375 Cp/Rnd.

Note:
- Lasts up to three rounds.
Acid Stream - A-Rank Acid Ninjutsu said:
An advanced variation of her acidic spit technique, expanding her cheeks to store a massive amount of bodily toxins. She then releases this stream of acidic fluid onto the battlefield with a forceful current. The summoner must be weary of this technique as well, as it spreads to such a large area.

Effect: 4400 damage and a 44% chance of Suppression to up to three targets.
Cost: 2,750 CP and 3 AP
 
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魂|Souls

EISHIN

Freed from the impurities of the corrupting curse that once plagued his soul, Eishin’s recovered soul is infused with light and spirituality, gaining powers and prowess towards the ancient method of exorcism similar to the Tsuchimikado line.
Bloodline: Tsuchimikado

Affinities:
Major: Fire
Minor: Water
Advance: Shadow

Abilities
1. Initiative
2. Quick Reaction
3. Jutsu Mastery
4. Human Anatomy
5. Hyperactive
6. Duelist
7. Concentration

HP: (20+lvl) x stamina
CP: (30+lvl) x chakra control
High: Ninjutsu Acc
Average: Evasion, Genjutsu Save
Low: Range Acc, Melee Acc, Gen DC

Jutsus
Fire Justu
D-Rank:
- Immolation Armor - [M] = 4 points
C-Rank:
- Scalding Ash Cloud - [M] = 5 points
- Dragon Fire - [M] = 5 points

Shadow Jutsu
C-Rank:
Black Eruption - [M] = 5 points
Midnight Strike - [M] = 5 points

Water Jutsu
A-Rank:
Scorn of Aquarius - [M] = 7 points

Taijutsu Slashing
D-Rank:
- Cross Rip - [M] = 4 points
- Gasher - [M] = 4 points
C-Rank:
- Vanishing Slash - [M] = 5 points
B-Rank:
- Kill Driver - [M] = 6 points


HOGOSHA

Desiring to be freed from the ancient curse and be reunited with his brother, Hogosha agrees to help Kiri, bringing with him his devastating power into the mortal realm. Though he was a Jinchuuriki in the past, the curse had long fed off on his energy and transformed him into the deadly swordsman he was known for. And with the trigger memory of the curse being the night of the Blood Moon Massacre of his family’s temple, Hogosha’s destructive chakra successfully transforms into a dangerous into a malicious executioner that sunders reality itself. This, he vows, would be greatly aid the shinobi in the challenges ahead of them.

Bloodline: Seikon

Affinities:
Major: Water
Minor: Non-Elemental
Advance: Blood[/col]

Abilities:
1. Martial Artist
2. Quick Reaction
3. Combat Instinct
4. Human Anatomy
5. Hyperactive
6. Called Shot
7. Adrenaline Rush


HP: (30+lvl) x stamina
CP: (20+lvl) x chakra control
High: Melee Acc
Average: Evasion, Genjutsu Save
Low: Range Acc, Nin Acc, Gen DC

Jutsus:
Taijutsu Piercing
B-rank:
Pressure Thruster – [R1] - 5 points
Bloodletter – [M] - 6 points
A-rank:
Trashin – [R1] - 6 points
Giga Star Breaker – [M] - 7 points

Taijutsu Slashing
B-rank:
Executioner – [R1] - 5 points

Blood Jutsu
C-rank:
Crimson Whip – [M] - 5 points
A-rank:
Drain Claw – [M] - 7 points
Red Haze – [R1] - 6 points

Non-Elemental
E-rank:
Body Switch – [M] - 3 points


YAKUJOU

Locked in the deep recesses of the Cursed Will, Yakujou’s soul was finally found when Kiri slowly became proficient with the new power. However, the connection between Kiri and Yakujou would take a longer while before it finally solidified. Attracted and empowered by the shinobi’s desire and feelings, Yakujou’s soul would finally materialise within the realm of the Cursed Will, allowing him to communicate with Kiri. It was there that he made a promise to protect and heed Kiri’s call to be summoned, now that his soul would be reunited with his brother, Hogosha. Furthermore, as his calming presence was amplified by the bountiful energy of the sea and moonlight, Yakujou was able to plant a mark on Kiri’s soulscape, sharing his knowledge on spirituality with the latter, further enhancing Kiri’s grasp of using the Cursed Will to summon the souls intact, as well as magnifying their bonds through shared emotions.
Core Ability: Empathetic
Empathy Scan<i></i> - Passive (2 points)
Emotions are the basis of these shinobi's abilities, there is little they do not understand about the causes and strengths of their feelings, as well as the outcomes they may influence on a person’s mind. Because of their extensive knowledge, these shinobi are able to read the emotions of others be it a frail child or hardened criminal. With their understanding, it is said that those with this gift are able to understand the action’s of other’s before they themselves decide.
Effect: The user gains +2 Accuracy.

Pacify<i></i> - Independent Special Move (2 points)
Rage and anger are powerful emotions that can be hard to resist, yet for those attuned to the emotions of themselves and others they are a product that can be countered with a simple tranquilizing aura. These shinobi are able to infuse their chakra with calm desires such as peace, and disperse the intent to cause harm to those in the area.
Effect: At the cost of 2 AP and 5% Max HP, the user is able to nullify the effects of up to two targets' damage buffs. This is treated as a Will Genjutsu but uses Ninjutsu Accuracy, and lasts two rounds.

Charm Person<i></i> - Independent Special Move (3 points)
Restriction- C Rank and up
To those who understand the workings of the emotions of other’s, one can find that manipulating them is a simple task that only requires a bit of subtle guidance. These shinobi are able to play with the inner natures of others to such a degree, that they are nearly able to bend the will of others to suit their own causes, even if it is a simple act of raising their disposition them more.
Effect: The target must pass a Genjutsu Save roll versus the user's Ninjutsu Accuracy in order to target them with an offensive action. If they fail, the action auto-fails. This does not take up a Genjutsu slot on the victim and lasts three rounds. Target may only auto-fail a single action per round, and may only be effected by Charm Person once per battle. Costs the user 1.5 AP and 2% Max HP.

Emotional Torque<i></i> - Passive (3 points)
The power of the Empathetic's emotions, their own combined with what they see in other people, is sometimes too intense for them to handle. They need to channel it through their chakra, letting it fuel their attacks instead of tearing at their souls.
Effect: +10% Ninjutsu damage. All of the user's Ninjutsu are considered Spiritual.

Sentimental<i></i> - Passive (2 points)
Much in the same way that these shinobi are able to peer into and read the emotions of others, these shinobi are constantly able to sense the feelings of those around them, and understand with an eerie perception that allows them to react and act upon the feelings of others.
Effect: When making a Blind Shot, the user's Ninjutsu Accuracy is checked instead of their Awareness.

Courage<i></i> - Modification (3 points)
Restriction- Requires Fearless
Strong of heart and true of mind, the things that bother most people can seem to fuel an Empath. What in another ninja might be considered recklessness instead for them is simply pure determination and the will to carry on.
Effect: The user no longer suffers the Evasion and Genjutsu Save penalties from Fearless, instead gaining +1 to each. Effects that would increase damage dealt to them, regardless of the type of damage, are ignored.
Note:</I> This does not include effects that cut through damage reduction or damage buffs, only effects placed on the user that are intended to increase the damage they take.

Spiritual Anguish<i></i> - Non-Elemental Ninjutsu (R2) (1 point, 1 to rank up)
Restriction- A-Rank and Up
It is rumored that this technique strikes at the very soul of its victim, but whether or not this is true, what is the soul other than the inner emotions of a being? With their understanding and ability to use their own emotions as a source of power, these compassionate shinobi find that that can use this ability to strike at the same source in another. This technique damages the life force, or soul, of the victim, overflowing them with a surge of emotional energy that both painfully disrupts and rips a hole in the life force of the target.
Rank 1: A successful hit disrupts 1 AP worth of actions and deals 3000 damage to the victim's HP and CP. If the victim fails an additional Genjutsu Save roll, they take an additional 1000 unbuffable HP damage and a -2 dodge and Genjutsu Save penalty for three rounds afterward. This technique is considered Spiritual.
Rank 2: A successful hit disrupts 1.5 AP worth of actions and deals 3500 damage to the victim's HP and CP. If the victim fails an additional Genjutsu Save roll, they take an additional 1500 unbuffable HP damage and a -2 dodge and Genjutsu Save penalty for three rounds afterward. This technique is considered Spiritual.
Cost: 3 AP, 4500 CP, 5% Max HP
Notes:<I>
- This technique always targets Genjutsu Save.
- Can only be used once per round per target. Dodge and Save penalty does not stack with itself if used again on the same target, but does reset the round timer.
- HP expended cannot be recovered through use of healing jutsu.
- AP disrupted counts against the target's
Suppression round limit.

Affinities:
Major: Wind
Minor: Non-Elemental
Advance: Sound

Abilities:
1. Fearless
2. Jutsu Mastery
3. Supercharge
4. Elementalist
5. Conservative Motion
6. Duelist
7. Human Anatomy

Custom Class
HP: (25+lvl) x stamina
CP: (25+lvl) x chakra control
High: Nin Acc
Average: Evasion, Genjutsu Save
Low: Range Acc, Melee Acc, Gen DC

Jutsus
Wind
D rank:
Air Bullet - M (4pts)
C rank:
Tempest - M (5pts)
A rank:
Tatsumaki - M (7pts)

Sound
C rank:
Hyper Clap - M (5pts)
B rank:
Sound Bullet - M (6pts)
Echo Strike - M (6pts)
A rank
Concussion Wave - M (7pts)
Final Chime - M (7pts)

Non-Elemental
D rank:
Crystal Eye - [R1] (3pts)
 

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