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:

Koa

Honma Kotone

Well-Known Ninja
Joined
Oct 8, 2012
Messages
1,686
Yen
54,350
ASP
0
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Name: Hakuryoku Koa
Age: 24
Gender: Female
Village: Iwagakure
History:

When Koa was a young girl, she would often be sent on trips to see her estranged cousin Oba Kinnaku who she seemed especially close with during her cousin's very difficult time adjusting to life without sense. Their relationship continued on and on until the latter became the Medical Sennin of Sunagakure. Koa knew what kind of pressures the woman would be under and sought no reason to bother her with her visits and instead corresponded over carrier pigeons and transmissions of other sorts.

Koa was born and bred in Iwagakure, a true Stoner through and through, but she couldn't help but feel a sense that she was neglecting her entire family, i.e. her cousin. However she continued to stay, studying for her Medical Exams and taking care of the patients that needed her more than her Sennin cousin. Koa was a respectable doctor, whom valued the life of every one of her patients and didn't take a loss of life easily; her own flaw. She always got quite emotionally involved in the lives of her patients, it always gave her the fighting spirit she needed to go above and beyond the requirements of a medical shinobi.

The years droned on and the woman learned more and more about her practice, going so far as to invent her own techniques to enhance her position within the medical community. However her work would be ultimately halted by the news of her cousin's disappearance, the Sennin going missing, what could have happened to her she would worry endlessly. Koa couldn't even leave Iwa to search for her cousin due to her work and the restrictions it placed on her: she had too many patients that required her care.

Koa's parents had both went to Sunagakure to investigate their niece's disappearance. However, they were unable to locate the Sennin and were to return home empty handed.

Koa tried to search the scorching sands for her cousin but couldn't even make it out of the hospital for the most of her days. The days were too vast, the nights were too short and more patients were appearing from anywhere and everywhere. And with a heavy heart, Koa returned to her work and continued to bury her head, and troubles, in drips and prescriptions.

[ Battle Information:
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]
</COLOR>
Aisuruhito
HP: (45+lvl) x stamina
CP: (55+lvl) x chakra control
Class Bonus: Kinjutsu Option
High: Spell Accuracy
Average: Average
Low: Genjutsu Difficulty, Ranged Accuracy

Power Level: 3,600
Action Points: 10
Character Level: 14
ASP: 84
Stat Average/Bloodline: --

HP: 35,400
CP: 41,400

Agility: 600 | 600
Stamina: 600 |600
Ninjutsu: 600 | 600
Taijutsu: 600 | 600
Genjutsu: 600 | 600
Chakra Control: 600 | 600

Passives:

Healing Factor:
3% Max HP at the end of each round.
Healing Jutsu +10% more effective on the user.

Duelist:
+2 Accuracy/DC and +10% damage towards a single target.
+10% chance to auto-dodge the targets attacks.
-2 Dodge/Save to any other opponents targeting the user.

Justu Mastery:
All Jutsu cost -10% Chakra, this includes Maintains.
All Chakra cost penalties from choosing to use 'Special Actions' are halved.

Clarity:
The user is given a resistance check every round against Genjutsu as opposed to the normal round wait time.
The user is is always aware that they are in a Genjutsu unless the Genjutsu was treated as a Sneak Attack.
This ability cannot be used with Willpower.

Hyperactive:
+3% of their Max CP back at the beginning of every round.

Hidden Power:
.5 to all Secondary stats each time they lose 20% of their Max Hp, capping at +2 Secondaries.
At lower than 80% Max Hp, this is +.5, at below 60% Max Hp this is +1, at below 40% Max Hp this is +1.5, at below 20% Max Hp this is +2.

Human Anatomy:
+1 Critical Range to all attacks.
All critical hits deal 2.25x Damage.

Fearless:
+10% Damage Reduction to all Damage types (includes Illusionary)
-1 to Evasion and Gen Save.

Crystal Ice:
Ice Jutsu Damage is increased by 15%.

Flash Freeze:
May convert Water and Wind Jutsu into Ice at no extra cost.

One Handed Seals:
May use one handed seals to cast jutsu with no penalty.

Dark Sage:
All techniques cost -10% Cp.
+2 Ninjutsu Accuracy


Equipment Slot #1:
Equipment Slot #2: Headset
Equipment Slot #3: Kawarimi Target
Equipment Slot #4: Kawarimi Target
Equipment Slot #5:

[ Weapon(s): ]

[ Abilities:
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]

0). Medical Branch - Combat Medic
00). Medical Knowledge
000). Shinobi 101 Ninjutsu: Shadow
1). Kinjutsu
2). Healing Factor
3). Kinjutsu
4). Duellist
5). Kinjutsu
6). Justu Mastery
7). Clarity
8). Hyperactive
9). Hidden Power
10). Human Anatomy
11). Fearless

[ Fire Techniques:
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]

[ Water Techniques:
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]

[ Earth Techniques:
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]

[ Lightning Techniques:
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]

E-Rank Jutsu:
D-Rank Jutsu:
C-Rank Jutsu:
B-Rank Jutsu:
A-Rank Jutsu:
[ Wind Techniques:
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]

[ Non-Elemental Techniques:
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]

[ Medical Techniques:
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]

[Advanced Element Ice Techniques:
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[ Advanced Element Crystal Techniques:
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[ Advanced Element Shadow Techniques:
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]


[ Genjutsu: ]

[ Bloodline:
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]

[fontsize="12"]<COLOR color="#0080BF">A clan originating from the village hidden in the Mist, the Haku are an effeminate and graceful clan possessing a powerful affinity to Ice, a trait which leaves even their skin chilly to touch. Those of this Bloodline are majestic and beautiful at birth, and even the men of this ability can rival pretty women in looks. However, mistaking a Haku to be delicate can prove a very dangerous mistake, for their skill and control with ice can easily freeze those who invoke their wrath at a moments notice, their skills the pinnacle of Icy jutsu.

014% Control - Crystal Ice (Rank One), Flash Freeze (Rank One)
028% Control - One Handed Seals (Rank One)
042% Control - Flying Water Needles (Rank One)
056% Control - Frozen Spear (Rank One)
070% Control - Crystal Ice (Rank Two)
084% Control - Flying Water Needles (Rank Two)
098% Control - Flash Freeze (Rank Two), Red Snow (Rank One)
112% Control - One Handed Seals (Rank Two), Ice Blast (Rank One)
126% Control - Crystal Ice (Rank Three), Frozen Spear (Rank Two)
140% Control - Flying Water Needles (Rank Three), Ice Blast (Rank Two)
154% Control - Red Snow (Rank Two)
168% Control - One Handed Seals (Rank Three), Ice Blast (Rank Three)
182% Control - Flash Freeze (Rank Three), Red Snow (Rank Three)
196% Control - Frozen Spear (Rank Three)
210% Control - Blue Blood (Rank One)
224% Control - Ice Clone (Rank One)
238% Control - Blue Blood (Rank Two)
252% Control - Demonic Ice Mirrors (Rank One)
266% Control - Blue Blood (Rank Three), Ice Clone (Rank Two)
280% Control - Ice Clone (Rank Three), Demonic Ice Mirrors (Rank Two)
294% Control - Demonic Ice Mirrors (Rank Three)

---

Crystal Ice - Passive</U><i></i>
All Haku are instinctively born with a natural affinity to Ice, possessing the ability to manipulate it to their own desire. They possess the ability of Crystal Ice; ice which seems to prove harder than steel, and colder than the ice of other shinobi, even capable of withstanding intense flames without melting. Innately, all Ice techniques used by the Haku are made of this advanced ice, giving them a strength others don't have.

Rank 1: Ice Jutsu Damage is increased by 5%.
Rank 2: Ice Jutsu Damage is increased by 10%.
Rank 3: Ice Jutsu Damage is increased by 15%.

---

Flash Freeze - Passive
A Haku's ability to manipulate ice and cold gives them an edge they cannot use without ice to manipulate. They naturally possess the ability to rapidly chill the air around them and targets, giving them the ability that allowing them to freeze water, and even the air itself, into Crystal Ice.

Rank 1: May convert Water and Wind Jutsu into Ice by paying an additional 20% Chakra Cost.
Rank 2: May convert Water and Wind Jutsu into Ice by paying an additional 10% Chakra Cost.
Rank 3: May convert Water and Wind Jutsu into Ice at no extra cost.

Notes:
- The Haku automatically has access to the Ice element.
- All techniques used with this are treated as Ice element.

---

<U>One Handed Seals - Passive<i></i>
Dexterous, swift and agile, the graceful Haku also possess a unique chakra system that does not necessarily require the use of normal handseals to be controlled. The Haku possess the ability to use One handed seals, which in turn free's up the natural limits of a shinobi while performing jutsu and giving them an edge over other shinobi.

Rank 1: May use one handed seals to cast jutsu, though doing so increases its Cp cost by 30%.
Rank 2: May use one handed seals to cast jutsu, though doing so increases its Cp cost by 15%.
Rank 3: May use one handed seals to cast jutsu with no penalty.

---

Flying Water Needles - Ice Ninjutsu<i></i>
A dangerous secret jutsu passed down instinctively to the Haku, this technique is performed by simply kicking water into the air, spontaneously freezing it into long, sharp needles that shoot in on the target as a surprisingly quick attack that proves difficult to avoid.

Rank 1: Creates and attacks with 10 ice senbon that each deal 75 damage at +1 Accuracy. Only 7 may hit.
Rank 2: Creates and attacks with 13 ice senbon that each deal 90 damage at +1 Accuracy. Only 10 may hit.
Rank 3: Creates and attacks with 15 ice senbon that each deal 130 damage at +1 Accuracy. Only 12 may hit.

Costs:
Rank 1: 1.5 AP; 180 chakra
Rank 2: 1.5 AP; 300 chakra
Rank 3: 2 AP; 520 chakra


Notes:
- This technique can use either Ranged Accuracy or Ninjutsu Accuracy, however this must be declared upon being used.

---

Frozen Spear - Ice Ninjutsu<i></i>
In keeping with their inclination toward weapons and ice, the Haku have a jutsu that allows them to combine these affinities and attack with a surprising jutsu that creates a weapon of ice: forming a spear out of thin air, or well, water.

Rank 1: Spear does 1040 damage at -2 Accuracy and reduces the target's accuracy/dodge by -1 for 1 round.
Rank 2: Spear does 1290 damage at -1.5 Accuracy and reduces the target's accuracy/dodge by -1.5 for 1 round.
Rank 3: Spear does 1550 damage at -1 Accuracy and reduces the target's accuracy/dodge by -2 for 1 round.

Costs:
Rank 1: 2 AP; 350 Chakra
Rank 2: 2 AP; 430 Chakra
Rank 3: 2 AP; 520 Chakra

Notes:
- This technique can use either Ranged Accuracy or Ninjutsu Accuracy, however this must be declared upon being used.
- Spear sticks in target on a full hit. When the debuffs fade, the spear melts, dealing an additional 20% damage to the victim.

---

Red Snow - Ice Ninjutsu<i></i>
An ability that allows the Haku to call snow forth from the sky, This technique is used to cause snowflakes to fly around in the manner of a dust storm, hurting as each snowflake is as sharp as a razor, easily capable of going through an opponent and staining the snow red with blood.

Rank 1: Causes everyone but the user to take 300 damage/round, with a -20% Chance to Bleed.
Rank 2: Causes everyone but the user to take 400 damage/round, with a -15% Chance to Bleed.
Rank 3: Causes everyone but the user to take 500 damage/round, with a -10% Chance to Bleed.

Costs:
Rank 1: 2 AP; 350 Cp/Rnd
Rank 2: 2 AP; 430 Cp/Rnd
Rank 3: 2 AP; 520 Cp/Rnd

Notes:
- No roll is needed as targets are automatically hit by this.
- Targets take damage at the end of every round this is activated.

---

Ice Blast - Ice Ninjutsu<i></i>
When the situation calls for it, the Haku is not without their own massive attacks. Using this skill, an orb of ice with a diameter of four feet is created around the Haku. The orb lasts only for a split second, appearing as a translucent dome around the user which shatters and explodes violently, blasting outwards to hit everything on the field with a bombard of jagged icy shards.

Rank 1: Explosion causes 1,440 ice damage at +1.5 Accuracy.
Rank 2: Explosion causes 1,800 ice damage at +2 Accuracy.
Rank 3: Explosion causes 2,160 ice damage at +2.5 Accuracy.

Costs:
Rank 1: 2.5 AP; 720 Chakra
Rank 2: 2.5 AP; 910 Chakra
Rank 3: 2.5 AP; 1090 Chakra

Notes:
- Attempts to hit everyone on the battlefield and has a 10% chance to reveal those in Stealth. People underground are protected.
- Can only be used once per round.

---

Blue Blood - Ice Ninjutsu<i></i>
Named after the popular term coined for the nobility and a favorite of the Haku this technique allows them to slowly chill the blood of their opponent, which forces their body to grow cold from the inside out and results in the onset of hypothermia. In order to do this, the Haku imbue a piece of ice, usually shaped as a weapon of sorts, with chakra before launching it at an enemy, though some have been known to chill their victims with a simple cold stare.

Rank 1: Causes -2 dodge/accuracy and a 5% fail chance per each action for two rounds.
Rank 2: Causes -2 dodge/accuracy and a 7% fail chance per each action for two rounds.
Rank 3: Causes -3 dodge/accuracy and a 10% fail chance per each action for three rounds.

Cost: 2.5AP; 1,000 Chakra

Notes:
- Actions failed due to shivering return 50% of the chakra cost, but cost the normal AP amount.
- This technique can use either Ranged Accuracy or Ninjutsu Accuracy, however this must be declared upon being used.

---

Ice Clone - Ice Clone Ninjutsu<i></i>
The Haku possess the ability to manipulate and control in many forms, and this does not simply limit them to shaping ice into multiple weapons suitable for battling; They possess the ability to create a clone of Crystal Ice, freezing nearby water and air into a replica image of themselves imbued with enough chakra that allows the Haku to control the sculpture's actions to a level that assists them in battle.

Rank 1: Creates a 'clone' that has 20% of the user's Max HP and CP and -7 secondaries.
Rank 2: Creates a 'clone' that has 25% of the user's Max HP and CP and -6 secondaries.
Rank 3: Creates a 'clone' that has 30% of the user's Max HP and CP and -5 secondaries.

Cost: 2.5 AP; 2,000 Chakra, 950 Cp/Rnd.

Notes:
- All standard clone rules apply.
- Can use Lvl E-C Wind/Water/Ice Ninjutsu that the user knows. Jutsu are treated as Ice Element.
- Clone has half the user's AP.
- Can only create one clone.
- Cannot have more then one clone on the battle at one time

---

Demonic Ice Mirrors - Ice Barrier Ninjutsu<i></i>
Perhaps the single most feared technique the Haku may draw upon, this skill is a lineage jutsu going as far back as the originator of the Haku line. Designed as an assassination tactic, this jutsu traps a victim within the confines of multiple sheets of Crystal Ice, each made from both large amounts of Ice and chakra. Each appears immensely reflective, preventing those from within to accuratly view the area within and vice-versa, the large mirrors obscuring vision. Yet their true effect is beyond merely cosmetic; the Haku are gifted with the ability to merge and reflect themselves at high speeds through the mirrors, unable to be seen moving to the normal eye.

Rank 1: Upon resolution, the Haku may trap up to 3 targets within the Demonic Ice mirrors. There are a total of 7 reflections of the user and 1 holding the real one. Anyone inside that area is trapped within, and anyone outside is trapped outside. The ice mirrors have a total 6,000 HP, and regenerate 20% of it's max Hp per round.
Rank 2: Upon resolution, the Haku may trap up to 4 targets within the Demonic Ice mirrors. There are a total of 8 reflections of the user and 1 holding the real one. Anyone inside that area is trapped within, and anyone outside is trapped outside with the user having +1 to all Exit/Enter checks. The ice mirrors have a total 9,000 HP, and regenerate 20% of it's max Hp per round.
Rank 3: Upon resolution, the Haku may trap up to 4 targets within the Demonic Ice mirrors. There are a total of 9 reflections of the user and 1 holding the real one. Anyone inside that area is trapped within, and anyone outside is trapped outside with the user having +2 to all Exit/Enter checks. The ice mirrors have a total 12,000 HP, and regenerate 20% of it's max Hp per round.

Special Action - Demonic Ice Mirror Assault:The Haku may strike 5 times with their currently equipped weapon at 450 Damage each strike. They may target multiple targets within the Demonic Ice Mirros by splitting the attacks amongst the targets. This may also target a single target as well that is within the Demonic Ice Mirror. This costs 2.25 AP and 820 CP.

Costs:
Rank 1: 3 AP; 2,000 Chakra and 950/rnd
Rank 2: 3 AP; 3,000 Chakra and 1,430/rnd
Rank 3: 3 AP; 4,000 Chakra and 1,900/rnd

Notes:
- The user may use Supplemental Jutsu (Non-Attacking jutsu) within the demonic ice mirror.
- The user may also use basic strikes while inside of the mirror. They are granted 2 AP worth of PRIORITIZED attacks (meaning, they happen before all other actions). The 2 AP that is prioritized is not an addition to their existing AP.
- Reflections work similar to clones when being attacked. Mirrors cannot dodge if used in this fashion.
- The Haku can only attack people within the Mirrors.
- Those inside and outside of the mirror may choose to attack the mirrors. The Haku may allow the mirrors to dodge using -4 dodge. Mirrors can only dodge if they are directly targeted.
- The Haku gains +1 Critical to basic Melee/Ranged attacks.
- Entering or Exiting the diameter of the mirrors requires a a check using the user's Nin Accuracy vs the person entering or exiting's Melee Dodge at 2 AP per attempt. All failed attempts at entering/escaping allow the user one free Basic attack against the victim. This is modded immediately after the failed attempt and counts as a basic strike with the equipped weapon.
- Mirror Hp can be increased by Ice Element Buffs.
- By casting this jutsu, all of the user's current clones instantly dissipate, disallowing clones into the Demonic Ice Mirrors.
- Mirrors can be the target of a called shot. Two successful called shots can destroy a mirror. Cannot destroy more than 5 mirrors. The Mirror HP regeneration does not bring back lost mirrors.
- Only one Demonic Ice Mirror can be on the field at once.[/b]
[/fontsize]
<i>
</i>
 
Re: Medical Shinobi - Hakuryoku Koa

[ Kinjutsu: Light Sage ]</COLOR>
Dark Sage
DS.jpg

The art of Ninjutsu is a fascinating one, seeming to stretch infinitely with limitless possibilities. Abilities, Elements, and even secret techniques earned only through Blood, there are those who become so obsessive over the Ninja arts, that they devote themselves mind and soul into the never ending quest to master every technique. Nothing can stop the ambition of these Shinobi, going so far to discover the secrets of the world that they find the most inhumane techniques regardless of whether it is forbidden to study. Those with such an obsession to more Dark Arts tend to take on a more sinister appearance, their skin turning a Deathly pale white. Though appearing sickly, one should never underestimate a Dark Sage, for their affinity to all kinds of Jutsu is powerful, and in their search for Jutsu they possess what many would consider other-worldly abilities.

Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank

Effects:
- Because of their incredible affinity and mastery over all types of Jutsu, All techniques cost -10% Cp.
- The Dark Sage gains +2 Ninjutsu Accuracy
- The Dark Sage possesses the knowledge of more darker seals and can further understand their capabilities, enabling them to master the Curse Sealing Jutsu, and no longer requiring them to sacrifice 35 Advanced Shop points in order to scribe a seal upon others. However, they may only scribe one Curse Seal per week.
- All Curse Seals Scribed by the Dark Sage place less strain on the hosts upon scribing. Instead of losing 70 Advanced Shop points, the receiver only loses 35 Advanced Shop points. This also applies if the Dark Sage scribes themselves.​
<i>​
</i>
[fontsize="12"]Dead Soul Technique - C-Rank Ninjutsu
DSDST.jpg

A dark jutsu that imitates the effects of revival, using this jutsu, a person can temporarily reanimate a corpse, creating the illusion of a living person. This is achieved by infusing their chakra into a corpse, causing the heart to beat once more while simultaneously allowing the user to control the corpse. However, this technique merely animates the body to an imitation of life, without a soul or mind, it is essentially a mindless dummy that serves as a sort of puppet to be manipulated by the user. The reanimated corpse can serve as either a short-time ally or an effective decoy in the right hands, though because of atrophy, these Zombies will always be slower and weaker than their previous forms in life. These corpses are stored in summoning scrolls for use, as generally there are not corpses laying around for public use.

Information
Prerequisites
Dark Sage, C-Rank, a Corpse stored in a summoning Scroll.

Rank 1: Reanimates a body at -6 of the User's Secondaries. Has 2970 Hp.
Mastered: Reanimates a body at -5 of the User's Secondaries. Has 3710 Hp.

Note:
- Corpses are stored in summoning scrolls, and are Treated as a "Medium" Slot.
- User can only summon one corpse at a time. This lasts until it is destroyed, or the user no longer maintains the jutsu.
- If used on the body of a Dead PC, they gain +3 Secondaries compared to normal rank due to the body not being decomposed. This only applies to the battle the PC died in.
- The corpse has 2 Ap, and may only do basic attacks, or E-Rank Taijutsu at Rank 1.
- The corpse may be summoned equipped with one Weapon with the user's choice of damage type, weapon accuracy and base damage bonus. Damage cannot be buffed in any way. This weapon does not have special effects, and is destroyed upon the end of this jutsu.

Rank 1 Cost: 500 Cp, 240 Cp/rnd
Mastered Cost: 620 Cp, 295 Cp/rnd[/fontsize]

[fontsize="12"]Resurrection Technique: Corpse Soil - B-Rank Ninjutsu
DSCS.jpg

A sinister jutsu that seemingly summons an endless amount of corpses from the ground, each one clawing its way to the surface were they begin to mindlessly attempt to surround an opponent. In all actuality, the user creates gruesome corpses out of minerals within the ground in a sort of reverse-decomposition, using their Dead Soul technique upon a large scale that essentially gives them an army at their command. However, due to being created freshly, each corpse is significantly weaker, slower, less agile and much more fragile than usual despite their more zombie-like appearance. Unlike before, they simply rise again once slain due to the minerals within the ground replenishing their wounds, trapping the user's victim's in a undead reality.

Information
Prerequisites
Dark Sage, B-Rank
Rank 1: Creates 8 Corpses at the user's Command. Each has -6 of the user's secondaries, 690 Hp and 1 Ap. Attacks deal 200 damage per strike at .5 Ap. Only 13 Strikes may hit a single target per round.
Master Rank: Creates 10 Corpses at the user's Command. Each has -5 of the user's secondaries, 660 Hp and 1 Ap. Attacks deal 200 Damage per strike at .5 Ap. Only 15 strikes may hit a single target per round.

Note:
- Attacks use Melee Accuracy.
- When destroyed, corpses are revived at the start of the following round.
- Lasts until the user no longer maintains the jutsu, or if they take damage equal to 25% of their Max Hp in one round.
- Damage done by the corpses cannot be buffed.
- Corpses cannot use any jutsu, though may attempt to grab an opponent giving the victim -2 Dodge, with an additional -1 for each corpse after the first. Up to four corpses may hold a target at once.

Rank 1 Cost: 1100 Cp, 525 Cp/rnd
Mastered Cost: 1320 Cp, 630 Cp/rnd[/fontsize]

[fontsize="12"]Reaper Death Seal - B-Rank Ninjutsu
DSRDS.jpg

A fearsome and forbidden technique that is said to have been forgotten through the age's, few are aware of the existence of this technique...and fewer possess the courage to perform this jutsu. This jutsu creates a seal which summons a shinigami to drag the target's soul to the depths of hell, where they are damned to an eternity of battle with the user. However, this jutsu is forbidden for a reason, for when one person is cursed, two people are damned, and the Shinigami will extract the same amount of lifeforce from the user as payment. As such, unless the user has a death wish, this technique is rarely used to it's full potential.

Information
Prerequisites
Dark Sage, B-Rank
Rank 1: The user is able to link the seal to a target at -3 Melee Accuracy. During this time, both the user and the victim take -4 Dodge, their souls linked by a Shinigami. Both the user and the victim take 2300 Damage upon use, and at the start of every round.
Master Rank: The user is able to link the seal to a target at -2 Melee Accuracy. During this time, both the user and the victim take -5 Dodge, their soul's linked by a Shinigami. Both the user and the victim take 2750 Damage upon use, and at the start of every round.

Notes:
- After successfully being used, every round the victim must make a Nin Check against the user's Ninjutsu. For every 40 Stat average the user has over the target, they gain +1, up to +3. For every 40 the target has over the user, they gain +1, up to +3.
- Neither the user nor the victim may make any other action while this jutsu is maintained. Neither may recover Hp while this technique is in effect.
- This damage Cannot be reduced or increased in ANY way. All HP lost by this technique cannot be regained in ANY way for the remainder of the battle.
- Should the user take damage equal to 30% their Max HP during the round, not including damage one by this technique, this technique is dispersed.
- If the target is harmed while bound by this technique, the user take's damage as well, after which this technique is dispersed.
- This technique lasts up to two rounds and requires a one full round cooldown after the technique expires before it can be attempted again.

Rank 1 Cost: 840 CP, 420 CP per round maintained.
Master Rank Cost: 1010 CP, 505 CP per round maintained.[/fontsize]

[fontsize="12"]<COLOR color="#0080BF">Malevolent Sealing - A-Rank Ninjutsu
DSMS.jpg

A forbidden technique that places a terrible seal on another or even the user. Often compared to the Curse Seals, these variants are by far much more dangerous and life threatening, the user's chakra merging with that of the victim, altering their bodies or Chakra system to forcibly release the limits on their physical body. These seals are fueled by rage and hate, and when active explode in a burst of sheer power that is seen as demonic. However, there is no turning back once either of these dark seals have been scribed; The afflicted will never again return to their normal life, their seal seeking it's roots deep within their body and slowly rotting their body away until their inevitable death.

Prerequisites: Dark Sage, Curse Sealing, A-Rank
Rank 1: Allows the Dark Sage to scribe the Chaos Seal and/or Berserk Seal upon a target at -3 Accuracy.
Rank 2: Allows the Dark Sage to scribe the Chaos Seal and/or Berserk Seal upon a target at -2 Accuracy.

Special Action: Malevolent Grace The user may attempt to remove a Chaos or Berserk Seal from themselves or an ally. This requires a contested Ninjutsu check against the participant who placed the Seal initially. This may be done reflexively.

Rank 1 Cost: 2420 CP
Rank 2 Cost: 3025 CP

Notes:
- This uses Melee Accuracy
- May only Scribe one seal at a time. (I.E. Cannot scribe both seals at the same time)[/fontsize]
[fontsize="12"]Scorn of the Lich - Dependent Special Move
pxicayF.png

As masters of the undead and ninjutsu, Dark Sages are able to imbue the quality of death into their ninjutsu attacks. These new attacks are able to rot the very flesh off of their foes, creating intense pain and destabilization. These poisonous attacks render most other poisons obsolete, as they overwhelm the body and attack even those. Victims who fall under these attacks often describe them as some of the most painful moments of their life.

Information
Prerequisites
Dark Sage, B-Rank
Effect: The user may pay increased CP Costs when using a Ninjutsu to replace the Secondary Effect with one of the following:

Gangrene: By paying +20% CP the user may replace their Ninjutsu's Secondary effect with Gangrene. The target takes +1% Max HP/CP Damage. This caps at +4%. This lasts up to three rounds and adding another stack of Gangrene does not reset the round timer.
Necrosis: By paying +30% CP the user may replace their Ninjutsu's Secondary effect with Necrosis. The target takes -3 Secondaries and is treated as having a +10% Chance to increase bleeding. This lasts for two rounds.

Notes:
- Only one of these effects may be applied to a target at once.
- Gangrene and Necrosis may overwrite eachother's effects
- When applied to a target this takes up the Injury/Consumed Poison Slots
- Injury/Consumed Poisons cannot overwrite these effects
- C-Rank and above jutsu gain +5% Chance per their rank. (C/B/A - +5% / +10% / +15%)
- May only be used on offensive ninjutsu.
- B and A Rank Medical Jutsu have a 55% chance of healing Gangrene and a 45% chance of healing Necrosis.[/fontsize]

[fontsize="12"]Summoning: Impure World Resurrection - S-Rank Ninjutsu
DSIWR.jpg

A forbidden Jutsu that is able to forcibly revive the dead for the user's own ambitions. Time consuming and costly, this kinjutsu is first prepared by the subject's essence being sealed within the user for an indefinite time until needed. This essence is believed to be part of the deceased's soul, forever binding them to the corrupted sage, however in actuality it is more closely linked to chakra. From that point on, the user is able to use this essence as a foundation for recreating or summoning the spirit and recreating it's physical body, complete with nearly every ability possessed by the original in life. However, the cost for such a technique is a significant part of the user's own life force, a price the user must pay in return for pulling the deceased's soul back into the world, and forcibly controlling their mind.

Information
Prerequisites
Dark Sage, S-Rank, Resurrection Technique: Corpse Soil Mastered

Master Rank: The user is able to absorb the energy of a target, linking their soul to the user and allowing them to later summon this spirit complete with a body. This can only be done through a 1,500 word rp. This Rp must have council approval, and the user chooses the body's Jutsu, abilities, class and BL/CA at the time of creation. This Rp may only be done once every OOC month. The user may only have up to three spirit's linked to them, though may only summon one per battle. When killed, the link between the user and the soul is dispersed, and the user must reuse this technique again to either reconnect the link or bind a new spirit to themselves.

Cost: 4.5 Ap, 4320 Cp, 2160 Hp

Notes:
- This technique is a Creation jutsu.
- Can only summon one body per battle.
- The corpse cannot take any action the round it is summoned.
- This corpse can not have any Curse Seals in any shape or form.
- Can only retain three bodies at a time, and once one body dies (not KO'ed, but dies) it is destroyed.
- One the user is KO'ed, the body is removed from the field.
- The body possesses stats equal to 75% of the user's, and has 4 Ap.
- A body may have a full Bl or a CA with 20 points. Additionally, they have a class without any bonuses, with 1 secondary stat in High, and two in low. This class has 50 mod points to be distributed between Hp and Cp Mods, however neither can go below 20.
- The body has 7 ability slots. They cannot have Kinjutsu.
- A body may have up to 70 points worth of Jutsu. For each level a jutsu is scaling from levels E/D/C/B, it costs 1 point, while A level Jutsu cost 7 points. In addition, each rank costs an additional point. A mastered B level Jutsu would cost 7 points, while a mastered A Level would cost 8 for example. Chosen jutsu must be in the user's inventory, but do not have to be mastered by the user. Any "Mastered jutsu" prerequisites do not apply to the body.
- An IWR body may only access a single Advanced Element. The IWR body is considered to have a Major Affinity to this element's major element, and a minor affinity to its minor. Additionally, any "Mastered jutsu" prerequisites do not apply to the body.
- The IWR may be created with one Weapon with the user's choice of damage type, weapon accuracy and base damage bonus, with no augments whatsoever.
- The user may share the contents of his inventory (weapons included) with his IWR for as long as the IWR stays on the battlefield, same usage restrictions apply for IWR though.
- When using this Jutsu, the user loses -4 dodge (at the start of the jutsu) for the remainder of the round.
- If the user takes damage equal to 30% of their max HP during the summoning, the jutsu fails, however the user may try to use it again.
- This summon follows normal jutsu limits, and does not allow the user to bypass the Clone Limit, Stack multiple Barriers of the same jutsu, etc. This Summon may body switch independent of the user's limits, however.[/fontsize]




[ Data: ]

Name: Susumaru Honzai
Age Unknown
Sex: Male
Height: 6'1
Weight: 9st
Relationship: Single
Alignment: Chaotic Neutral
Village: Iwagakure
Core Ability: Water Adept

[ Attire: ]

Honzai wears a seasonal green cloth outfit underneath, what appears to be a golden chest plate of armour. He stands quite strong with a straight frame, this emphasizes his confidence. He's quite handsome, depending on your preference, obviously.

[ Battle: ]

Akua.
HP: (30+lvl) x stamina
CP: (20+lvl) x chakra control
Class Bonus: [ Resurrected ]
High: Ninjutsu accuracy
Average: Evasion, Melee Accuracy, Genjutsu Difficulty
Low: Ranged Accuracy, Puppet Accuracy

Agility: 403 | 600
Stamina: 403 |600
Ninjutsu: 403 | 600
Taijutsu: 403 | 600
Genjutsu: 403 | 600
Chakra Control: 403 | 600

Major Affinities: Water
Minor Affinities: Wind
Advanced Affinities: Ice

Abilities:
1). Healing Factor
2). Hidden Power
3). Jutsu Mastery
4). Hyperactive
5). Duelist
6). Quick Reaction
7). Clarity


Core Ability: Water Adept
[fontsize="12"]A shinobi with Water Adept is incredibly attuned with the elements of Water. They can perform acts like no normal shinobi, and harness water as both a destructive and restorative power.

Inner Reservoir<i></i> - Passive (2 points)
Ninjas with a water adept 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.

Master Water Manipulation<i></i> - Passive (3 points)
Restriction: C Rank and up
Master water adepts can generate water no matter where they are using any of their chakra, not just their special reserves; this makes their water jutsu more powerful than that of any other shinobi.
Effect: +15% Water Damage

Pressurize<i></i> - Dependent Special Move (3 points)
Water is a curious thing; depending on the volume and pressure it can be a pleasant shower or a viscous Tsunami. This skill allows water users to boost the strength of their techniques by condensing the pressure tremendously; with an impact strong enough to pierce through even boulders.
Effect: The user may allow a single Water-based Jutsu to go through barriers to damage targets on the other side normally as well as damaging the barriers. If the user criticals with this jutsu, the barrier receives 3x damage. A specific target may only have this used against them once every other round.

Liquid Efficiency<i></i> - Boost (1 point)
Restriction - Can only be purchased a maximum of 3 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. Water adepts with this ability can spend less chakra when using water jutsu, thereby conserving energy.
Effect: Water jutsu cost 5% less chakra, including maintain costs.

Purification<i></i> - Independent Special Move (2 points)
The human body is mostly water, and with their connection to it, a shinobi with water adept has more control over their inner functions than most. With this comes the ability to purify their bodies of poisons and other toxins, sweating it out among other things. A similar control over water can be used to purify most liquids of toxins, chemicals, alcohol, drugs, or contaminating particles and bacteria outside of battle.
Effect: Allows target to reroll poison resistance with a +2 to resist. Also sobers up drunk users. Costs 1.5 AP; can only be used once every 4 rounds. Can be used outside of battle to purify other liquids.

Healing Waters<i></i> - Dependent Special Move (2 points)
Restriction: C Rank and up
Water is not only a destructive force, but the source of all life; without water, nothing can survive. Under this philosophy, water adepts can channel water jutsu designed to hurt and maim into the healing aspect of water.
Effect: Water jutsu may be used to heal instead of hurt. Area-effect water jutsu will heal anyone within the area of effect, friend or foe regardless. The affected jutsu costs +20% CP. Is only effected by Water buffs. Can only be used once per round.

Fluid Motion<i></i> - Passive (2 Points)
Water is their native territory, and their blood. Water Adept simply seem to glide in the water. The rain itself also seems to grant them special bonuses to their movement and allowing them to move faster than their opponents.
Effect: The user is faster after casting a water jutsu, granting a +2 dodge bonus. When any AoE Water Jutsu has been cast that round by anyone, the Water Adept gains a +3 dodge bonus. Lasts the remainder of the round, and does not stack with itself.

Tidal Wave<i></i> - Dependent Special Move (3 points)
Water always wins, in the end. It might not be the most showy of elements, but given enough time or volume water will eventually win out. Water adepts prefer to cut that whole 'time' thing out, focusing on the power of their element channeled from their natural skills.
Effect: Once per round, the user can convert a single-target water jutsu to an AoE attack with a 30x30 foot range. This attack costs +20% chakra, deals +10% damage due to the particular violence of the cast, and automatically targets two separate targets.

Water Absorb <i></i> - Passive (3 Points)
Restriction- Three water jutsu mastered
Its silly to assume that water users so innately tuned to their element could ever be harmed by it that much. In fact, they are so used to water that it even heals their wounds, acting as a natural balm for their injuries.
Effect: Level E and D Water jutsu heal the user for that much HP instead of damage. Take only 80% damage from level C Water jutsu. And 90% damage from level B Water jutsu.

Water Blessing<i></i> - Passive (3 Points)
The cool liquid employed in healing is such a soothing substance to them that some Water Affinitists actually heal from the rain. No matter how harsh the downpour, the user is calmly unruffled, absorbing the droplets as if it were their very lifeblood.
Effect: User recovers 3% Max HP every round they cast a water jutsu.

Aqua Charge <i></i> - Dependent Special Move (2 Points)
Restriction- Must have Inner Reservoir
A water user's jutsu can be charged up in order for them to unleash a tidal wave on their opponents. This is a specialty peculiar to water users who have an innate pool of the element's mystical chakra housed within them
Effect: By increasing the chakra cost for a water jutsu by +10%, they can increase the damage by +5% and accuracy by +.5. This move only works on offensive jutsu and may stack up to three times on a single jutsu. Jutsu used with this skill require the additional CP used to be from Inner Reservoir.

Liquid State<i></i> - Water Ninjutsu (1 point, 1 to rank up)
Restriction- A Rank and up
Through a keen understanding of water and all its various properties along with their innate connection, master water adepts can turn themselves into liquid, giving them resistances to various elements and near immunity to many forms of attack.
Rank 1: User becomes liquid and can take any shape of their choice, as long as the total volume remains the same. While liquid, physical attacks they make deal 50% damage. If the user has Water Absorb, they are immune to all Water jutsu and heal 30% damage from them as well as gaining +5%/+1 from water-based buffs; if not, they only heal 10% and become immune to water-based debuffs. Bleeding chance is reduced by 15%, and 5% extra to get to R5. All Taijutsu attacks deal 10% less damage to the user, and Called Shots are 10% less likely to succeed. User can use Healing Waters once per round whether they know it or not, and cannot target self with own water jutsu outside of Healing Waters. User takes 15% more damage from Lightning jutsu in this state and deals 10% more damage with Water jutsu.
Rank 2: User becomes liquid and can take any shape of their choice, as long as the total volume remains the same. While liquid, physical attacks they make deal 60% damage. If the user has Water Absorb, they are immune to all Water jutsu and heal 40% damage from them as well as gaining +5%/+1 from water-based buffs; if not, they only heal 20% and become immune to water-based debuffs. Bleeding chance is reduced by 20%, and 5% extra to get to R5. All Taijutsu attacks deal 15% less damage to the user, and Called Shots are 15% less likely to succeed. User can use Healing Waters once per round if they do not know it, and twice per round if they do. User cannot target self with own water jutsu outside of Healing Waters. User takes 10% more damage from Lightning jutsu in this state and deals 15% more damage with Water jutsu.

Cost: 2400CP and 3AP, 800CP/round to maintain

Notes:
- This counts as a Chakra Armor.[/fontsize]

Core Ability Spend: Inner Reservoir (2 points), Master Water Manipulation (3 points), Liquid Efficiency (1 point), Healing Waters (2 points), Fluid Motion (2 points), Water Absorb (3 points), Liquid State (1 and 1 to Master = 2 points), Water Blessing (3 points) and Aqua Charge (2 points)

Jutsu:

A Ranks:

Water Dragon Bullet (8 points) - [Mastered/Water]
Scorn of Aquarius (8 points) - [Mastered/Water]
Falling Snow (8 points) - [Mastered/Ice]

B Ranks:

Torrential Vortex (6 points) - [Mastered/Water]
Hydro Tidal Shockwave (6 Points) - [Mastered/Water]

C Ranks:

Grand Waterfall (4 points) - [Mastered/Water]
Impaling Hydro Jet (4 Points) - [Mastered/Water]
Rain Dance (4 points) - [Mastered/Water]
Hypothermic Touch (4 Points) - [Mastered/Ice]
Ice Shards (4 points) - [Mastered/Ice]
Arctic Aether (4 Points) - [Mastered/Ice]
Wind Release (4 points) - [Mastered/Wind]


D Ranks:

Mud Clone (3 Points) - [Mastered/Earth]


E Ranks:

Body Switch Mastered (2 Points) - [Mastered/NE]

[ Cursed Seals: ]

 

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