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:

Kishiko Nagisa- The Oncoming Storm

Kishiko Nagisa

Leaf Med-Nin Sennin
Joined
Dec 14, 2012
Messages
912
Yen
101,833
ASP
154
Character Age: 32
Gender: Female
Sex: Female
Character's Physical Description: Nagisa is a slender women with black hair that is kept up in a mixture of braids and a ponytail. She has blue eyes that while kind can turn into orbs of the rampaging sea as she glares at those that cross her. She normally wears a sleeveless blue shirt and a set of baggy blue pants. On her arms, she wears garments that stretch from her palms to her elbows. She normally leaves her Sennin robes off and if wearing anything additional, she is wearing a white lab coat while working. She also has a teardrop shaped mark on her back between her shoulder blades, a physical mark where her pact was sealed with Shizue.
Character's Mental Description: Nagisa is a kind soul. Being from a long line of healers, she wants to help. However she forms strong bonds with people and if crossed, she becomes almost spiteful in her response to those that cross her. She has been called The Eye of the Hurricane when she is crossed. She is distant form her family and only trusts a few.
Character History: Nagisa was born and raised in Leaf. Her clan had been in leaf during the reclaiming of it but none in the family were shinobi. Thankfully, Nagisa showed her inclinations towards chakra after that war and began to train. Her natural affinity towards water jutsu helped her pass her genin exam rather well. Her natural natural affinity helped her in medical classes and soon she could turn her very affinity into healing. She became a medical ninja after a short stint in the main branch as a genin. She climbed ranks until she was a full medical shinobi. She had a …let’s say a falling out with a portion of her family and distances herself from them. Still, she fights for her home and her new family. Her medical branch is her family.

OCR from Yuu Kenshin


Stats
Agility: 600 / 600
Stamina: 600 / 600
Ninjutsu: 600 / 600
Taijutsu: 600 / 600
Genjutsu: 600 / 600
Chakra Control: 600% / 600%
10 AP
S rank
ASP 54

Water Nebula
HP: (65+15) x 600=48,000
CP: (40+15) x 600=33,000
Class Bonus: Kinjutsu +1 Ninjutsu Acc
High: Ninjutsu accuracy
Average:, Dodge, Genjutsu Save,
Low: Ranged accuracy, Melee Accuracy, Genjutsu DC

Abilities

0. Shinobi 101 Visual genjutsu use Ninjutsu acc
00 Paramedic - Medical Branch
1. jutsu master
2. Initiative
3. quick reaction
4. Willpower
5. Called Shot
6. Conservative motion
7 combo master
8 Fearless
9 Weapon Attunement
10 Kin
11 Kin
`12 kin


Item
1 headset
2 pouch Tool
Antidote
Kawarimi Target
Energy Drink
Med kit
3 Light Armor

Weapon 1
Weapon Name
Surgeon’s Glove, a gauntlet that reached up to her elbow made of a pitch black material. Can be used as a medical item in a pinch but best o avoid that situation.
Unarmed
retain the ability to use Handseals with their weapon equipped.
+1 acc- 5 damage
Augments
Trick weapon slashing
Re energize
Wide Edge

CA Tidecaller
Tidecaller
Inner Reservoir - Passive (2 points)
Tidecaller shinobi often have a deep inner reserve of power within them that responds especially with their connection to liquids. This chakra is fundamentally water-natured, and so cannot be used with any other jutsu.
Effect: Creates a second chakra pool equal to 25% of the user’s normal chakra pool. Only Water jutsu can be cast from this chakra pool

Liquid Efficiency - Passive (1 point) two times for 2 points
Restriction- Can only be purchased a maximum of two times
Water is not always a luxury that is at hand. Vital as it is, conservation of water is essential, especially for one whose powers come from it. Tidercallers with this ability can spend less chakra when using water jutsu, thereby conserving energy.
Effect: +5% damage and -5% CP cost with Water techniques.

Healing Waters - Dependent Special Move (3 points)
Water is not only a destructive force, but the source of all life; without water, nothing can survive. Under this philosophy, Tidecallers can channel water jutsu designed to hurt and maim into the healing aspect of water.
Effect: For +20% CP, the user may instead target friendly targets (including themselves) with Water jutsu. Damaging jutsu will heal for the damage they would have done, including damage boosts to Water actions. Non-damaging jutsu will instead dispel any Poisons affecting the target and reduce their Bleed rank by 1. If the Water attack is targeting more than one target, it will still retain its original number of targets and will have the relevant effect of Healing Waters on all of them. After use, this cannot be used again for 10 seconds.
Note: If the user is unable to currently select a target, Healing Waters may still be used, but will still heal if it hits an unfriendly target.

Tidal Wave - Dependent Special Move (3 points)
Few things are as intimidating to someone familiar with the ocean as the crash of a mighty wave as it comes down on your head. A proficient water user can channel their water jutsu into the shape of the largest waves of them all.
Effect: For +10% CP, the user may add an additional target to a Water jutsu. They may do this up to two times on one jutsu.

Aqua Charge - Dependent Special Move (2 points)
One of the bywords of a Water caster is efficiency. Sometimes for the sake of that efficiency they can choose one of the aspects of their water jutsu to sacrifice in order to enhance another, as the situation calls for.
Effect: When casting a Water jutsu, the user may choose to do so with -1 Accuracy, -5% Base Damage, or +5% CP cost in order to have it used with +1 Accuracy, +5% Base Damage, or -5% CP cost. This may be done up to twice per cast.

Endless Tide - Passive (3 points)
To every tide on the shore, there is an ebb and flow, changing depending on the time of day surely and reliable like few other things in nature. So too is the nature of a Tidecaller, as they know precisely when to strike to maximize their abilities.
Effect: For the first five seconds of every round, the user's Water attacks suffer from a -2 accuracy penalty. For the last five seconds of every round, the user's Water attacks gain +10% damage and +2 accuracy.

Liquid State - Independent Special Move (3 points)
Through a keen understanding of water and all its various properties along with their innate connection, master Tidercallers can turn themselves into liquid, giving them resistances to various forms of attack.
Effect: For 2 AP and 700 CP, the user may transform themselves into water. In this state, all Water actions cost -15% CP and the user gains +10% resistance to Bleeding and Called Shots. Costs 350 CP/round to maintain.
Note: This counts as a Chakra Armor.

Deep Blue Crush - Water Ninjutsu 2 points to master
Restriction- A-Rank and up
Few environments are so hostile to humans as the ocean's depths. Few things are more inherently dangerous to anything as massive amounts of water crashing down on them. The sheer weight of the water can break bones and crush the air out of anything with lungs--never mind if it's guided by an outside force as well.
Rank 2: Deals 5775 damage at -1 accuracy. The target is inflicted with three random Called Shot levels. If the target has any remaining AP at the end of the round they are hit with this, it can no longer be carried over to the next.
Cost: 3 AP, 3025 CP
Notes:
- May only be used once a round.
- AP carryover loss does not count as Suppression.

Profile Link: viewtopic.php?f=773&t=60186
Free D-Rank Minor Affinity: non elemental
Free C-Rank Minor Affinity: Earth
Free C-Rank upgraded Minor to Major (Same as D-Rank): Non elemental
Major Affinities (Please state how they were acquired in "()" next to them): Fire, Lightning, water, wind, earth (all mastered) Non elemental (Free major)
Minor Affinities (Please state how they were acquired in "()" next to them): all elemental base
BL/CA/Kin Free Advanced Elements: none
Non-BL/CA/Kin Advanced Elements (MAX FOUR) (Please state how they were acquired in "()" next to them: Ice Crystal, acid, vapor( Master all jutsu), blood (additional AE card)

Majors all elements and non elemental
AE Ice Crystal, acid, vapor( Master all jutsu), blood (additional AE card)

Jutsu
Earth
E-Rank
Stone Bullet(Master Rank)
Gravel Shift(Master Rank)



D-Rank -
Earth Flow River(Master Rank)
Sinkhole Fist(Master Rank)
Mud Clone(Master Rank)



C-Rank -
Earth Flow Wave(Master Rank)
Rock Golem(Master Rank)
Earthen Coating(Master Rank)
Inner Earth Reflection Lure (Master rank]

B-Rank
Bedrock Coffin(Master Rank)
Weighted Rock Technique(Master Rank)
Earth Spiker(Master Rank)
Antlion Sinkhole(Master Rank)



A-Rank -
Fist of Gaia(Master Rank)
Earthen Magnitude(Master Rank)
Earthslide Wall(Master Rank)
Petrification(Master Rank)

Lightning
[]E rank
Storm Bolt (Master Rank)
Thunderfist (Master Rank)

D
Thunderclap (Master Rank)
Electroshock (Master Rank)
Electrocution (Master Rank)

C rank
Zeus Flash (Master Rank)
Lightning Torrent (Master Rank)
Thunderstruck (Master Rank)
Volt Charge (Master Rank)

B Rank
Gigavolt Cannon (Master Rank)
Chidori (Master Rank)
Lightning Beast (Master Rank)
Amp Field (Master Rank)

A rank
Raijin's Vengeance (Master Rank)
Chidori Control (Master Rank)
Kirin (Master Rank)
Thunderdome (Master Rank)

Wind
[]E rank
Wind Slash (Master rank)
Pressure Burst (Master rank)

D rank
Whirlwind Spin (Master rank)
Air bullet (Master rank)
Shredding Touch (Master rank)

C rank
Wind Sythe (Master Rank)
Tempest (Master rank)
Gale Force (Master rank)
Wind Release (Master rank)

B Rank

Great Wind Scythe (Master Rank)
Wind Scar (Master Rank)
Vacuum Sphere (Master Rank)
Cyclone Movement (Master Rank )

A Rank

Tatsumaki (Master Rank)
Hurricane (Master Rank)
Ambiance of the Forbidden (Master Rank)
Zephyr's Grace (Master Rank)[/]
Fire
[]E rank
Infernal Ember (Master rank)
Thermal Maw (Master Rank)

D rank
Fireball (Master Rank)
Immolation Armor (master rank)
Combustive Seal (Master Rank)

C rank
Searing Eruption (Master Rank)
Scalding Ash Cloud (Master Rank)
Dragon Fire (Master Rank)
Heat Wave (Master rank)

B rank
Firestorm (Master Rank)
Infernal Hellfire (Master Rank)
Spontaneous Combustion (Master Rank)
Ring of Fire (Master Rank)

A rank
Sol Fire Tempest (Master Rank)
Dragon Flame Bomb (Master Rank)
Flame Shield (Master Rank)
Abysmal Harbinger (Master Rank)[/]

Water

[]


E-Rank
Pressurized Mist(Master rank)
Water Gun(Master rank)

D-Rank
Water Whip (Master rank)
Aqua Fang(Master rank)
Rinse Off(Master rank)

C-Rank
Grand Waterfall(Master rank)
Impaling Hydro Jet(Master rank)
Water Prison(Master rank)
Rain Dance(Master rank)

B-Rank
Torrential Vortex(Master rank)
Hydro Tidal Shockwave(Master rank)
Water Shark Bomb(Master rank)
Mystical Pond(Master rank)

A-Rank
Grand Hydra Excavation(Master rank)
Water Dragon Bullet(Master rank)
Scorn of Aquarius(Master rank)
Supreme Aqua Realm(Master rank)



[/]

Non elemental
[]E rank
Body Switch (Master Rank)
Basic Summoning (Master Rank)
Transformation (Master rank)

D Rank
Cancel (Master Rank)
Crystal Eye (Master rank)
Spirit Lantern (Master rank)

C rank
Elemental Close (Master rank)
Stunt Double (Master Rank)
Barrier (Master Rank)

B rank
Chakra Shield (Master rank)
Rasengan (Master rank)

A rank
Perfected Rasengan (Master rank)[/]


Medical
D-Rank
Mystical Hand (Master Rank)
Coagulation(Master Rank)


C-Rank

System Shock(Master Rank)
Skeletal Fortification(Master Rank)
Anesthetic Infusion(Master Rank)
System Restoration(Master Rank)


B-Rank
Mystical Force(Master Rank)
Medical Assistant(Master Rank)
Tranquilize(Master Rank)
Medical Ward(Master Rank)


A-Rank

Resuscitate(Master Rank)
Angelic Blessing(Master Rank)
Regeneration(Master Rank)
Pristine Aura(Master Rank)

Acid jutsu
[]C rank
Acid Rain (master rank)
Citric Burn (master rank)
Weapon corrosion (master rank)
Lactic Backup (master rank)

B rank
acid clone (master rank)
Fangs of the Komodo (master rank)
Acidic Sweat (master rank)
Dust of Lye (master rank)

A rank
Heartburn Disorder (master rank)
Royal Water (master rank)
Negative PH (master rank)
Lure of the flytrap (master rank)

Crystal Jutsu
[]C Rank
Fluorite Spikes (Master Rank
Ruby Rain (Master rank)
topaz Tempest (Master rank)
emerald emitter (Master rank)

B rank
Amethyst Casing (Master Rank)
Goldstone Clutch (Master Rank)
Moonstone shower (Master rank)
Sapphire storm (Master rank)

A Rank
Amber Beacon (Master Rank
Crystalline Passage (Master Rank)
Diamond Cutter (Master Rank)[/]
Obsidian Dragon (Master rank)


Ice
C rank
ice shards (master rank)
frigid ice blast (master rank)
Hypothermic Touch (master rank)
Arctic Aether (master rank)

B rank
Ice transmutation (master rank)
Ice Prison (master rank)
Crystallize (master rank)
Snowflake Shuriken (Master rank)

A rank
Subzero Purge (master rank)
hailstorm (master rank)
falling snow (master rank)
Koorikan (Master rank)

Vapor

C rank
Hidden mist (master rank)
Bloodly Mist (master rank)
Blinding Fog (Master rank)
Mist Ball (Master rank)

B rank
white mist (master rank)
burning mist (master rank)
Rolling Fog (Master rank)
Vapor Punch (Master rank)

A rank
suffocating fog (master rank)
ether strike (master rank)
black mist (master rank)
steam snare (master rank)

Blood Ninjutsu

C rank
blood blade (master rank)
crimson whip (master rank)
Blood clone (master rank)
Red Tide (Master rank)

B rank
sanguine shield (master rank)
Kill of Vampire (master rank)
red rain (master rank)
curse of amenia (master rank)


A rank
crimson stars (master rank)
drain claw (master rank)
red haze (master rank)
blood thrall (master rank)


Buffing Taijutsu
[]C rank
Chakra Extension (Master Rank)

A rank
Awakening (Master Rank]
Devastating Aura (Master Rank)
Unleash (Master rank)
Limit Break (Master Rank)

taijutsu
unarmed
Primary Lotus (Master Rank)
Dynamic Entry (Master Rank)
Dynamic Finish (Master Rank)
Dragon Assault (Master Rank)
Shoryuken (Master Rank)
Grapple (Master Rank)
Submission (master Rank)
16 hit combo (Master rank)
Eagle Drop (Master rank)
Dance of the Waxing Moon (Master Rank)
Fist of Virtue (Master Rank)
Fist of Sin (Master Rank)

Slashing

B rank
Kill Driver (Master Rank)
Executioner(Master Rank)
Lotus Flower(Master Rank)

A-Rank
Zantetsuken(Master Rank)
Higuma(Master Rank)
Annihilation(Master Rank)
Heavenly Sword(Master Rank)
Fatal Draw(Master Rank)

Genjutsu
Visual Genjutsu
C Rank
After-Image (Master rank)
Verse of Darkness (Master rank)

B rank Perception Filter (Master Rank)
Advanced Clone (Master rank)
Depth Barrier(Master rank)

A rank
The Reaper's Gaze (Master rank)
Ocular Assault (Master rank)
 
Last edited:
Kinjutsu
Jinchuuriki
Alignment Spiritual
Element Water
All Jutsu mastered
Approved Here
Jinchuuriki<i></i>
JN.jpg

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

Effects<i></i>
- 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<i></i>, Cursed<i></i>, or Spiritual<i></i>. 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.

Aura Strike - Kinjutsu Ability<i></i>
ElqPJjL.png

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.

Elemental Manifestation - Kinjutsu Ability</I><i></i>
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 - <I>B-Rank Ninjutsu<i></i>
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

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<i></i>
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


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.

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<i></i>
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


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.


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<i></i>
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.
 
View attachment 14


Name: Fuyu
Description: – Fuyu is on the short side of around 4 feet tall. While she stands on two legs, she is made of pure ice. One of her arms is shaped like a spear and she has no eyes, mouth, or other feature. Still, she can talk which sounds like ice cubes clicking together. Her head turns towards the direction of sound almost instinctively, as if the ice that made hear head can feel sound vibrations. She can rearrange her ice shards to appear to be wearing simple clothing except obviously made of ice. With each breathe she takes from where her mouth should be, a cold frost escapes even on the hottest of days. Touching her is almost painful but the coldest parts of her seemed to be on the inside her, which keeps her cold even in a desert. When in a frenzy, the ice on her becomes spikey and the cold radiates form her in bursts feeling like a smack of winter with each burst. (166)

Personality: – Fuyu is ice incarnate and is cold literally and figuratively. All things must die and all things that can feel, feel her coldness as they enter death’s embrace. She is witty and cruel. She taunts Nagisa that she is the last thing people feel when Nagisa fails to save them. Her laugh is as cold as her body and she refuses to let things go. She is vindictive and petty. Known to only a few, however, she is loyal and cares. Her frosty exterior hides her sense of duty. She is aloof most of the time but if someone threatens Nagisa she will make herself known and turn her silver frozen tongue on her opponents. As with a winter storm, she is quick, deadly, and shows no mercy for those unable to stand the storm. Finally, she is one who never wants to seem weak. She would rather break then admit a wrong doing or if she needs help, complicating herself further. (162)

History:
Nagisa would find herself traveling between places in her travels. She was going form palce to place trying to find new plants or healing remedies. Due to her natural affinity towards the elements, she sometimes met wild elements. Most elements are simple things. Fire wants to burn and water wants to flow. However, some elements seem to take on a mind of their own and as Nagisa was travelling through a snowy area, she began to realize that something was watching her. Nagisa was no slouch for combat and she would call for the thing following her ot show herself even as the snow billowed around her.

Each time, there was no answer. As she reached the center of the storm, a being of ice appeared. It had no face but Nagisa could tell that she… it was a she was looking at her.

‘Leave this place.’ The ice being said, her voice cruel and as sharp as the storm blowing around them.

‘I will not. I must go to the next village.’

‘You will not go there.’ And the ice being attacked. Nagisa held her own and began to overpower the being. The being disappeared with a snarl into the storm and Nagisa continued on her way.

The town she came upon was a small town and as she approached, a villager asked if Fuyu attacked them. Confused, Nagisa asked what the villager meant. Apparently, this being of ice and frost had been preventing people from getting to the village. It had appeared one day and refused to move unless it was driven back. Nagisa, worried, decided to help the villiage and the villager smiled. That night, as she slept, Nagisa was awoken by a searing cold blast. In the room she was staying, the ice being… Fuyu she was called?... appeared.

‘You should not have came beast. I see what you carry inside you and this village is nothing but trouble.’

“What do you mean?’ Nagisa asked.

‘I would duck if I were you.’

Nagisa would duck as less than a second later arrows went through the space her head had been. Nagisa looked up and saw the villaigers had amassed and were each armed with a weapon.

‘We will sacrifice you to keep Fuyu away.’ They yelled and for a moment, Nagisa thought she saw… it was hard to tell on a face made of ice but almost sadness.
‘Foolish villagers!’ Fuyu said ‘I do not want a sacrifice. Leave this person alone or I will freeze you to death.’

The words were lost as the villagers began to attack.

‘I tried. Do not die because I would hate to have to stick around here.

“Don’t worry I will not die. I cannot promise they won’t.” Nagisa equipped her black gauntlet, the blade swinging out to catch the villager’s first weapon.

A short while later, Nagisa was breathing heavily and cleaning her gauntlet of blood.

“Impressive.” Fuyu stated “For a mortal.”

Nagisa would stare at Fuyu. This being had attacked her but tried to save her form the crazed villagers. She had also warned Nagisa. This was no accident.

“Fuyu is it? How would you like to join me on my travels? I am looking for medical recipes and forgive me, I think your job is done here. These villagers will never hurt anyone again.”

Fuyu looked at her.

“Well if you are going someplace else where you may be killed I might as well join you. Since it was because of me you are alive, you should be joining me BUT” she shrugged “I guess I can make an exception for you mortal. In the end, you will feel me before your death anyway so might as well make it a personal touch.”
(626)


Other info: – Fuyu is the opposite of Nagisa’s spirit Shizue. Shizue is calm and helpful but in a rage looses all abandon. Fuyu is cold and distant but when in a rage will care probably too much about others especially Nagisa. Since they first began travelling, Fuyu is better at hiding her emotions than Nagisa but Shizue seems to know what she is thinking so they bicker a bunch if both are present at the same time. However, they have been known to team up and together they are a deadly combination. Shizue wets the enemy and Fuyu freezes them solid before a final blow is dealt.

approval here for ice elemental summon


Class
HP: (40+15) * 600
CP: (40+15) * 600
Class points: Ice Ninjutsu these Jutsu gain +1 Accuracy/DC and +5% Damage.(3 points)+.5 Genjutsu Save (1 point)
High: Ninjutsu Accuracy
Average: Dodge, Genjutsu Save,
Low: Ranged Accuracy, Genjutsu DC,Melee Accuracy

Jutsu types
Ice Ninjutsu, Medical, water ninjutsu

4 E-Rank,
Pressurized Mist(Master rank)
Water Gun(Master rank)

4 D-Rank,
Water Whip (Master rank)
Aqua Fang(Master rank)
Mystical Hand (Master Rank)
Coagulation(Master Rank)

4 C-Rank,
Rain Dance(Master rank)
Impaling Hydro Jet(Master rank)
ice shards (master rank)
Hypothermic Touch (master rank)

4 B-Rank
Torrential Vortex(Master rank)
Snowflake Shuriken (Master rank)
Crystallize (master rank)
Mystical Force(Master Rank)

6 A-Rank jutsus.
Water Dragon Bullet(Master rank)
Koorikan (Master rank)
Resuscitate(Master Rank)
Angelic Blessing(Master Rank)
hailstorm (master rank)
Grand Hydra Excavation(Master rank)

Weapon
Icy Gloves
Unarmed Can use handseals
+2 acc
-10%

Abilities
1 Ancient Wisdom - General Contract Ability
2 jutsu mastery
3 conservative motion

Weapon
Icy Gloves
Unarmed Can use handseals
+2 acc
-10%

Augments
Wide Edge
Recovery
Re energise


Contract passive ect
.
Elemental Spirit - Passive
Elemental are spiritual beings born of the five natural elements --or some combination therein--, and the power of this element flows through their soul. They may manipulate this element freely, and it seems to bend and twist in their presence to serve their whim.

Effect:
- Upon creating their contract, the owner must choose a single element for their Contract. This [chosen element] must be stated in their Dojo, with Advanced Elements treated as their Major Element.
- The user is considered Spiritual.
  • Should a character have the Archsage Kinjutsu, their Senjutsu Manipulation ability's alignment becomes Spiritual rather than Holy .

- The user generates elemental Sprites during battle. The user may have up to 3 Sprites at a time.
A Sprite appears when;
  • The user takes [chosen element] damage,
  • The user casts a [chosen element] Jutsu B-rank or higher.
  • The start of a round when the user maintains a [chosen element] Jutsu (stacks).

A Sprite works as follows;
  • Sprites are targetable, and are dispersed on any hit.
  • All Sprites the user has active appear as "clones" of the user (automaticlly) during the first 3 seconds of a round. This does not count toward any Clone Jutsu limits.
  • A Sprite may be sacrificed to reduce the cost of a single [chosen element] jutsu by 30%. Jutsu cast this way do not require handseals or movement.
  • Upon a Sprite being destroyed by an attack, the user may reflexively cast a B-rank or lower [chosen element] jutsu which targets the one who destroyed the Sprite.

Special move
Elemental Shroud - Independent Special Move
As spirits born of the elements, they may take on a more abstract form more closely resembling their elemental makeup, granting them stronger attunement...which can be both a boon and a weakness.

Effect: May be active up to 30 seconds. While active, the user has the following effects;
  • Applies the effect of the Special Composition augment [Link] to each of the user's actions
  • The user has access to Affinity Moves [link to UBR] with any Ninjutsu, even if they do not meet the requirement for that affinity.
  • If the user takes damage from their [opposing element], it is always treated as having the maximum damage modifier bonus (+50% by default)..
Cost: 1.5 AP to activate/deactivate. 2% Max CP/Rnd

Note:
- Upon ending, has a 10 second cooldown before it may be used again.
- For the purpose of taking increased damage, Fire < Water < Earth < Lightning < Wind < Fire.

Contract Senjutsu
Natural Disaster - Elemental Senjutsu
In ages past, primitive cultures had often worshipped the Elemental spirits as deific figures for their power of weaving elemental power with the Natural energies of the world. Failing to maintain their grace or mistakingly invoking their anger was a swift way for the environment to be blown through by a fierce hurricane, infernal volcanic eruption, terrible earthquake, and other such catastrophic event.

Effect: Upon cast, and at the start of every round active, all entity-like targets in battle take 2200 [Chosen Element] damage; this damage is not considered an attack, and is automatic. Those who cast a jutsu of the [chosen element] or its opposing element during the previous round are uneffected by this damage. Once per round, all in battle may choose one jutsu of this [chosen element]; this jutsu will automatically activate its Secondary Effect (though if it requires an additional chance, it will still need to be rolled as usual).

Cost: 3 AP and 2000 CP. 1000 Cp/Rnd

Note(s):
- Terrain jutsu.
- Jutsu subtype is chosen when the contract creature is designed; determining its accuracy and damage type.
- Secondary Effect chance of the jutsu will activate, however if it requires further chances those will be rolled as normal. Example; if used with a Jutsu that has the "Paralysis [Link]" effect, the 16% chance of "Paralysis" activating will be automatic, but "Paralysis's" innate 10% chance of causing an auto-fail would -not- be automatic.
- For this jutsu, an entity-like target is considered to be something capable of fighting and performing some kind of action such as a Clone or Creation. Targets such as Traps will not be affected unless they are somehow hit in the process of targeting an entity (such as a barrier protecting an eligible target).
- At all ranks, other combatants must pass a [Jutsu type of the Senjutsu] 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.
- For the purpose of opposiing elements that cancel out the damage, Fire < Water < Earth < Lightning < Wind < Fire.
- The Overcharge Secondary Effect may not be activated through the use of this Senjutsu.
 

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