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:

Konchuu Kotesu - Instinct

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Name: Konchuu Kotesu
Age: 21
DoB: April 29
Height: 169 cm - 5'5''
Weight: 81.9 kg - 179.8 lbs
Gender: Male
Alignment: Neutral Neutral
Heritage: Unknown
Bloodtype: BO+
Core Ability: Quick Learner
Hand Preference: Ambidextrous
Hair Color: Black
Eye Color: Black
Skin Tone: Tan
Branch/Codename: Amethyst
Body Structure: Toned
<i></i>


Personality:
Kotesu takes many of his facial features after his father, looking very much similar to him when he was young in fact. It is in his upbringing that the talents that made him a shinobi not only kept him relevant as a member of the military force but also strengthened the father/son ties he hold with Ketsuki. Despite being born into a branch of the Aburame Clan, Kotesu vowed early in life to make his own way into shinobi-hood and openly opposes the traits/techniques of the clan. He has instead went about his life/career on his own terms and abilities.

For the most part Kotesu wears the standard uniform of a leaf shinobi of jonin ranking, although his flack vest does have his clan's symbol placed along both sides of the collar protector. When he is not wearing this, he is usually wearing an all black examiner uniform although this is usually only when he is teaching a class or proctoring an examination. The bandage that runs across his face, around the middle of his nose is there to hide a scar he sustained as a child when the middle of his face was gashed by a projectile jutsu he was working on perfecting. Covering his forehead is the leaf's headband, something he wears proudly at all times.

History:
Kotesu's shinobi skills derive not from the bloodline of his clan but from his own drive and ability to do something of his own free will. He became reputable for his ability to learn and utilize his instincts from past missions/battles and operate with it at optimum proficiency. His extension of natural talent goes further than just it's use in battle, he is able to catch on to jutsu quickly to the point where in learning something new his ability to master it in a relative short period of time has become a trademark feature.

It is due to these very reasons that Kotesu has followed his father's occupational path within the shinobi community. He became an Anbu based upon his merit and skills which has made him quite confident as these abilities were those he developed on his own. He has put his talents to use outside of the Anbu division however serving as a teacher within the academy recently, finding it to be the perfect place to oversee their development as well as look for talented potentials.

Currently he successfully leads a double life one being that of Konchuu Kotesu the jounin teacher for the academy and the other being the Amethyst Wolf, a anbu under his father's squad.

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

Class:
Mental Infiltrator [V]
HP: (40+lvl) x Stamina
CP: (45+lvl) x Chakra Control

Features:
Bonus: +3 Genjutsu DC
High: Genjutsu DC, Melee Accuracy
Average: Ranged Accuracy, Ninjutsu Accuracy, Genjutsu Save, Evasion.
Low: None

Core Ability: Quick Learner
Points: 20/20

Jutsu Talent - 3 pts
Offensive Insight - 1 pt
Expanded Knowledge x2 - 6 pts
Forewarn - 3 pts
Adaptability - 3 pts
Prediction - 2 pts
Tactical Mind - 2 pts

A ninja with an unusually sharp mind, a Quick Learner is able to pick up on things easily and more quickly than others, learning and mastering techniques at faster rates, and analyzing enemy patterns. They can become highly skilled in just about anything once they set their minds to it.

Jutsu Talent-</U><i></i> Passive (3 points)
A Quick Learner with this power has studied the ways of combat, gaining a deep understanding of all jutsu techniques. Any jutsu they learn is instantly more effective than that which others would learn.
Effect: All the users’ Jutsu are Rank 2 when bought

Sharp Insight<i></i> - Passive (2 points)
An enemy's weaknesses are open for a Quick Learner to read, and to hit them with, that they can tell what their opponent is less skilled at and what they need to do to hit them.
Effect: If the targeted opponent's Ninjutsu is lower than their Taijutsu, the user's Ninjutsu damage is increased by 10%. If the opponent's Taijutsu is lower than their Ninjutsu, the user's Taijutsu damage is increased by 10%. If both stats are equal, both Ninjutsu and Taijutsu are raised by 5%.

Offensive Insight-<i></i> Boost (1 point)
Restriction- May be purchased twice
A Quick Learner who has been gifted with Insight can easily learn to take that power to an offensive end rather than defensive. Instead of analyzing enemy movement to see when they should evade attacks, they do so to see when is the best time to strike.
Effect: Adds a 5% auto-hit to the user's attacks.

Expanded Knowledge-<i></i> Boost (3 points)
Restriction- Can be purchased a maximum of two times
Due to their natural talent for learning things at a faster rate, Quick Learners find themselves able to retain more knowledge and master more abilities than others.
Effect: Gain an extra Ability slot; this cannot be chosen if the user has a Kinjutsu, and is Auto-untrained if they gain one.
Notes:
- A Chimera with 2 Bl/CA may purchase this skill normally, but may only purchase this a single time.
- A Chimera with 3 Bl/CA that choose this passive -must- purchase this ability twice, but only count has having a single extra ability slot.
- A Rikudo Sennin path may purchase this skill normally, but the extra ability slots only applies to that particular path.

Upgrade<i></i> - Passive (2 points)
Quick Learners are naturally a bit faster on their feet than their opponents, so this leads them to have a bit more time to formulate specialized techniques. This comes at the sacrifice of a bit of action beforehand, but to work out one of their plans, they often find it worth it.
Effect: User can choose to have .5 AP removed from one round and added to the next. Cannot change over more than 1.5 AP this way.

Observation<i></i> - Independent Special Move (3 points)
By watching an enemy’s movements for an extended period of time, the Quick Learner picks up on their habits and tendencies, figuring out the best ways to come at them. They must be watching intently, remaining in a Defensive Stance while they observe.
Effect: For every AP they spend observing in Defensive Stance, the Quick Learner gains a +1 bonus to Accuracy and +5% Damage against the target they observe stacking up to +3 Accuracy and +15% Damage. If the target changes Style in any way, the bonus is negated, and they will have to observe the enemy in that style in order to gain the bonus again. May only observe 1 target at a time.

Mirror Coat<i></i> - Independent Special Move (3 points)
Restriction- C Rank and up
Often while they're planning what to do in a battle, a Quick Learner will get hit in defensive stance. Well, that won't do--so they'll strike back. With full force, and, just to rub salt in the wound, the exact same way.
Effect: The last ranged Ninjutsu the user was hit with can be reflected back at the caster for full damage at -2 accuracy and at 50% the original cost. None of the user's buffs are carried over to the jutsu, only those that were applied to the original cast. Can only be used once per round. User still takes full damage from the jutsu. Costs the same amount of AP it took the opponent to cast the jutsu.

Forewarn - Passive (3 points)
Restriction- C Rank and up
It's difficult to hide what you know from someone who can predict your every move. Sometimes, they can know what you have before you use it. A Quick Learner has an innate sense of their opponents' strengths born of a lifetime of adaptation and reading motion.
Effect: The user may activate up to 2 Activated Auto-dodges a round. The second costing +50% CP.

<U>Adaptability<i></i> - Boost (1 point)
Restriction- C Rank and up, can be purchased up to three times
A veteran of the battlefield, the Quick Learner doesn't let little things like obstacles and terrain bother them. It doesn't matter what the area looks like, a Quick Learner's movements can adapt to anywhere.
Effect: The user resists -1 Accuracy and Dodge from terrain effecting techniques such as Hidden Mist or Earthslide River, this amount is reduced from the cumulative debuffs and not per-jutsu. In addition, the user has +1 Dodge against all Delayed attacks, traps and binds.

Prediction<i></i> - Passive (2 points)
It's not very wise to re-use the same skills against someone who can out-predict you. Quick Learners can adapt to their opponents' frequently used tactics in a flash, giving them a better chance to avoid getting hit by the same thing twice.
Effect: If the opponent uses the same technique as they have previously, the user gains +1 to resist or dodge it. Stacks twice. This buffs cancels if the user switches styles. Basic melee attacks are exempt from this.

Tactical Mind<i></i> - Passive (2 points)
Every battle is a game of chess to a Quick Learner, a means with which to hone their minds and skills. Those opponents they choose to practice these skills on don't generally fare too well.
Effect: +1 accuracy with all Mastered jutsu. Additional +.5 accuracy to all attacks every round after the second. Cannot gain more than +4 accuracy on any attack.

Double Image<i></i> - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and up
The perfection of a Quick Learner's skill, they are able to perfectly copy the last motion the opponent made, down to the very specializations that make it all the more powerful. This is even strong enough to duplicate skills the Quick Learner does not know themselves.
Rank 1: The user attacks with the last offensive jutsu the opponent used in the previous round at -3 accuracy and +30% Cp. All chakra costs and applicable buffs from both the user and the opponent apply (But do not stack). If the user knows the jutsu themselves, 10% is removed from the chakra cost and the accuracy penalty is reduced by -1.
Rank 2: The user attacks with any offensive jutsu the opponent used in the previous round at -2 accuracy and +20% Cp. All chakra costs and applicable buffs from both the user and the opponent apply (But do not stack). If the user knows the jutsu themselves, 10% is removed from the chakra cost and the accuracy penalty is removed.

Cost: Chakra and AP cost for used jutsu.

Notes:
- Can only be used once per round.
- Allows the user to use jutsu beyond their capabilities.
- This does not work against Bloodline, Core Ability, or Kinjutsu techniques.

Abilities
 
Taijutsu


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Taijutsu
Buffing
E-Rank
D-Rank
C-Rank
Shadow Dance R2
A sneaky technique that allows the user to approach their target in close proximity, potentially allowing the user to hit their blindside without trouble.

Information
Prerequisites: C-Rank

Rank 1: The users next Taijutsu Attack is treated as a Sneak Attack gaining +1 Accuracy.
Rank 2: The users next Taijutsu Attack is treated as a Sneak Attack gaining +1 Accuracy and +1 Critical.

Special Action: This technique may instead be used Reflexively/Reactionary to gain a +2 Dodge to a single attack. If the user is hit, they do not gain any further bonuses from this technique.

Rank 1 Cost: 335 Cp
Rank 2 Cost: 420 Cp
B-Rank
A-Rank

Unarmed
E-Rank
D-Rank
C-Rank
Dragon Assault R2
A combination technique that utilizes the user's rage to continually strike at their opponent with a flurry of punches.

Information
Prerequisites: C-Rank, A weapon with the Unarmed Damage Type

Rank 1: 4 Strikes at normal Accuracy dealing 255 Damage each.
Rank 2: 4 Strikes at normal Accuracy dealing 315 Damage each.

Special Action: By paying an additional +.25ap and +10% Cp, the user may add an additional strike dealing 255/315.

Rank 1 Cost: 335 Cp
Rank 2 Cost: 420 Cp

Notes:
- Special Action may be used up to 2 times per use.
- Special Action does not alter the timing of this technique.
- The user may only use the Special Action once per round.

Shoryuken R2
Also know as the Raising Dragon Uppercut, this technique is a favorite among martial artists.

Information
Prerequisites: C-rank, A weapon with the Unarmed Damage Type.

Rank 1: 1 Strike at Normal Accuracy dealing 1,010 Damage.
Rank 2: 1 Strike at Normal Accuracy dealing 1,265 Damage.

Rank 1 Cost: 335 Cp
Rank 2 Cost: 420 Cp

Notes:
- Upon a full hit, the user may follow-up this technique instantly with another Non-Binding Unarmed Taijutsu C-Rank or lower at an additional +15% Cp.

Roaring Combination R2
A long stream of attacks aimed at any number of opponents. Most often used when surrounded.

Information
Prerequisites: C-rank, A weapon with the Unarmed Damage Type.

Rank 1: 8 Strikes at +1 Accuracy dealing 120 Damage each.
Rank 2: 8 Strikes at +1 Accuracy dealing 150 Damage each.

Special Action: By paying +20% of the chakra cost, the user may split these strikes between any number of targets.

Rank 1 Cost: 320 Cp
Rank 2 Cost: 400 Cp
B-Rank
16 Hit Combo R2
A high speed rush attack that allows the user to bombard the enemy with highly accurate and painful strikes.

Information
Prerequisites: B-rank, A weapon with the Unarmed Damage Type.

Rank 1: 16 Strikes at +2 Accuracy and +1 Critical dealing 80 Damage each.
Rank 2: 16 Strikes at +2 Accuracy and +2 Critical dealing 100 Damage each.

Rank 1 Cost: 520 Cp
Rank 2 Cost: 680 Cp
A-Rank
Eagle Drop R2
Grabbing the foe, the user jumps high into the air, or simply falls from an incredibly high altitude with the target`s head as the cushion for the landing.

Information
Prerequisites: A-rank, A weapon with the Unarmed Damage Type.

Rank 1: 1 Strike at +3 Accuracy dealing 2,805 Damage. Upon a Full Hit, the target has a 28% chance to be afflicted with the Brain Damage status.
Rank 2: 1 Strike at +3 Accuracy dealing 3,630 Damage. Upon a Full Hit, the target has a 36% chance to be afflicted with the Brain Damage status.

Rank 1 Cost: 1,400 Cp
Rank 2 Cost: 1,815 Cp

Notes:
- This may only be used successfully, inflicting Brain Damage, once per round.
- This may not effect the same target more than once per battle.
- Brain Damage causes the opponent to convulse randomly causing each action to have a 20% chance to Auto-Fail. This may only effect the opponent once per round. The target loses AP, not the Cp cost.
- Brain Damage status lasts for 3 Full Rounds and does not stack with itself or any other Auto-Fail chances.
- Should the user miss, they deal 10% of the damage this jutsu would cause to themselves.

Dance of the Waxing Moon R2
A once forgotten technique that utilizes a forbidden clone jutsu in order to disorient the opponent before striking.

Information
Prerequisites: A-rank, A weapon with the Unarmed Damage Type.

Rank 1: Creates 3 Clones of the user. The user and clones attempt to attack the target at Normal Accuracy dealing 825 Damage each.
Rank 2: Creates 5 Clones of the user. The user and clones attempt to attack the target at Normal Accuracy dealing 690 Damage each.

Special Action: By paying an additional +25% Cp, this technique may be done with a Non-Unarmed Weapon.

Rank 1 Cost: 1,650 Cp
Rank 2 Cost: 2,065 Cp

Notes:
- Clones have -3 of the user's Dodge and disperse once hit.
- Clones are created at the beginning of this attack and disperse once the attack is over.
- This technique may only be used once per round.
 
Ninjutsu


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Transformation R2
A basic shinobi technique that uses chakra to temporarily alter the user's physical appearance. However, this technique does not give the user any abilities that there appearance may seem to give, and can be seen through with enough inspection.

Information
Prerequisites: E-rank

Rank 1: Allows the user to appear as another. The user has a -2 Penalty to the awareness check.
Master: Allows the user to appear as another. The user has a -1 Penalty to the awareness check.

Rank 1 Cost: 90 CP to initiate and maintain
Master Cost: 110 CP to initiate and maintain

Notes:
- Lasts up to three rounds; this requires an 'Awareness' check among all in battle each round active.
- This jutsu is dispelled if the user is hit by a non-genjutsu attack.
- Once under the effects of this jutsu, the user becomes identical to the chosen target (as with clone jutsu, attacks against any identical target have an equal chance to hit any of the other identical targets).
- The person you are identical to can still tell you apart from their own self and their own clones, as can those who pass the awareness check.
- If the user is identified and the technique isn't dispelled by a hit, they may once again become confused with their target if the enter stealth.
- Clones already made by the user at the time of this technique's use do not automatically change alongside you, but clones made after its use will appear as their user's current form.
- If the user performs an action that is unable to be performed by what they transformed into, they are identified. This note only applies to when the user transforms into something other than another person or clone, such as a creation jutsu or puppet.

Body Switch R2
A basic skill involving quickly switching the body with another plant, animal or inanimate object. This is used to confuse the opponent momentarily and create an opportunity to attack or possibly escape.

Information
Prerequisites: E-rank

Rank 1: The user may body switch against level E-C Jutsu.
Master: The user may body switch against level E-B Jutsu.

Special Action: The user may attempt to Body switch with an enemies clone. This requires the user to make a melee check against the clone.

Cost: Cost of Jutsu dodged +20% Cp.

Notes:
- May only be used once per round, and requires a full round of cool down before it may be used again.
- Cannot be done in the same round as any other 'Body Switch' type techniques.
- Does not require handseals and may be used reflexively.
- Cannot be used on Genjutsu, while bound, or against successful sneak attacks.
- The user must have a Kawarimi Target in their inventory or active clones on the field.
- This auto-dodges only a single action. If the action was a multi-hit, all hits would be avoided.
- During the cooldown time for this jutsu, the user suffer's a -3 dodge penalty.

Basic Summoning R2
A technique that allows the user to utilize Summoning Scrolls used for the purpose of sealing items. After having stored various tools and equipment within these rolls of parchment, a shinobi with this skill may summon their belongings at any time through this method of summoning. Variants include a simple set of handsigns, swiping blood across the scroll, or simply channeling chakra to the seal. Whichever the method is, this skill allows a seemingly unarmed shinobi to call upon even the largest of weapons instantly.

Information
Prerequisites: E-rank, at least one usable Summoning Scroll

Rank 1: Allows the user to store and summon Light or Medium Stacks within Summoning Scrolls.
Master: Allows the user to store and summon Heavy Stacks within Summoning Scrolls.

Cost: 100 Cp per summon

Notes:
- This jutsu is required to use Summoning Scrolls.
- The AP cost of summoning an item from a scroll equals the standard cost of drawing the item you're summoning, with and an additional cost of +.2 AP for items summoned from Small Scrolls, or +.3 AP for items summoned from Large Scrolls.

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Cancel R2
A technique that allows the user to cancel out an illusionary technique that has been used upon them. This is done by halting the flow of their chakra temporarily, allowing them to disrupt the chakra that is being used to produce the illusive effects on their mind and body. Though effective against all sorts of genjutsu, the user must be aware of any effects they are trying to dispell in order to pin point and negate the source, and more powerful illusions prove to be unaffected by this skill.

Information
Prerequisites: D-rank

Rank 1: The user can dispel Level E-D Genjutsu.
Master: The user can dispel Level E-C Genjutsu.

Special Action - Disrupt: Using the same workings of Cancel, the user may forcibly disrupt the chakra of a target. This disrupts up to two level E/D/C rank buffs active upon the target, with a 12%/16%/20% chance of dispelling them completely. This may only be used once per round, and not in the same round Cancel is normally used. This costs Cp equal to the buffs dispelled.

Cost: Cost of Genjutsu +20% Cp

Notes:
- This technique can only be used on Genjutsu in which the user is aware of.
- Can only be used once per round and does not cancel all genjutsu the user is under, just the one the user wishes to use it upon.
- Can be used reflexively, but this is not considered as instant-cast.
- Can be used on an ally for +40% CP cost.
- The Special Action requires a Ninjutsu check against the target, and negates the buffs for a full round, but does not dispel them unless the chance is successful. Buffs are chosen at random, and do not apply to Bl/CA/Kinjutsu effects.

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Stunt Double R2
A jutsu meant to be used with foresight, this skill is essentially a Kawarimi technique used before the user is even in danger. Successful execution of this skill allows a shinobi to switch places with a clone in the blink of an eye without the slightest hint to those around them. This is achieved by increasing the user's speed similar in a manner similar to a shunshin jutsu for a brief moment, allowing them to both create a clone and hide themselves away all in the time span of a split second. This speed generally leaves opponents confused as even those watching the user intently can miss the switch and fall prey to the technique.

Information
Prerequisites: C-rank, Body Switch Mastered, any Clone jutsu

Rank 1: Allows the user to cast a clone jutsu and attempt to hide themselves into stealth with a +1 Stealth bonus upon the initial check.
Master: Allows the user to cast a clone jutsu and attempt to hide themselves into stealth with a +2 Stealth bonus upon the initial check.

Special Action: This may be used reflexively; doing so replaces the stealth bonus with a Dodge bonus. They do not attempt to go into stealth during this time, but make a stealth check to determine if they are confused for a Clone by others in battle. If the user is initially hit this jutsu has a 40% chance of failing. If they dodge, their clones take the damage the user avoided (Divided among the clones created).

Cost: AP cost of the clone jutsu +1; CP cost of the clone jutsu +40%

Notes:
- This Jutsu is a hidden action, and may only be used once per round.
- This jutsu may only be used when tagged to a Clone jutsu.
- Illusionary clones may be used with this technique, though they require a genjutsu check in addition to the stealth check. If the Genjutsu check fails, then the user creates no clones, and the opponent just notices the user vanish.

Elemental Clone R2
A standard skill for all skilled shinobi: the ability to create a physical clone. This jutsu leaves room for much customization; allowing the user to alter the composition of their clones to their own affinity to have a variety of effects. Even choosing not to use a specific element has its benefits.

Information
Prerequisites: C-rank, a Major Affinity with the Chosen Element

Rank 1: Creates a clone with -6 of the user's secondaries and Hp/Cp equal to 15% of the user's max Cp. This clone may use up to level D Jutsu of its chosen element at Rank 1.
Master: Creates a clone with -5 of the user's secondaries and Hp/Cp equal to 17% of the user's max Cp. This clone may use up to level D Jutsu of its chosen element at Master Rank

Special Action: Instead of creating a single clone, the user may instead choose to create up to three clones. However for each additional clone, their secondaries are reduced by -1 each, their secondary effects are lowered by -6% each, and Hp/Cp is divided among all clones equally. Additionally, creating additional clones lowers all their jutsu by 1 rank per additional clone created.

Special Action: Upon Creation, the user chooses an element to treat the clones. Each element grants the clone a specific effect, though this effect has a 18%/24%/30% chance of activating when they are destroyed. Earth gains 'Crush', Water gains 'Suffocate', Fire gain 'Burn', Wind gain 'Air Disruption', and Lightning gain 'Stun'

Rank 1 Cost: 500 Cp, 250 Cp/Rnd
Master Cost: 625 Cp, 320 Cp/Rnd

Notes:
- The user may only create a clone of an element they have an affinity in. Advanced elements cannot be chosen.
- If no element is chosen, then the clones cannot use Ninjutsu. Instead, they may use Taijutsu of an equivalent level. (Base damage is treated as the users for unarmed, while weapons are treated as basic tiered versions of the user's currently equipped weapon ignoring special effects, poisons applied, and augments).
- May only have one type of elemental clone(s) on the field at a time.
- All clones have 1/4 of the users AP. Lowest AP can go is .5 AP.
- Once clones run out of Chakra, they disperse.
- The amount of Max Cp is split into however many clones are created. At rank three, each clone would not have 20%, but the 20% would be divided equally.
- Casting this jutsu while it is already active will remove all current clones from play.
- Each has a unique effect that happens when destroyed, however this only applies if hit by a technique using melee accuracy and this requires a Ninjutsu check between the user and the attacker. All clones may choose to "automatically" disperse on melee contact, whether when attacked or if they choose to strike the target physically (.5 Ap).

- The 'Crush' effect causes suppression and raises the called shot level of a single limb chosen at random.
- The 'Suffocate' effect increases their next jutsu's Cp cost by +20%, lowers its accuracy by -2, and causes the victim to take 1% Max Hp damage.
- The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.
- The 'Air Disruption' effect lowers the targets Accuracy by -2 for a full round.
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.

Barrier R2
A defensive jutsu that allows the user to create a sphere of chakra that protects them from all harm, so long as their energy is able to hold out. This barrier blocks out all forms of physical harm whether they be literal physical weapons, or the chakra infused art of Ninjutsu to include illusionary techniques. However, while one is protected on the inside, they cannot attack.

Information
Prerequisites: C-rank

Rank 1: Base Barrier Hp is equal to 1350. This has a 18% chance of activating the 'Non-Elemental' effect.
Master: Base Barrier Hp is equal to 1685. This has a 24% chance of activating the 'Non-Elemental' effect.

Special Action - Energy Sphere: Protects against Physical, Non Elemental, and Elemental damage. This Barrier only has 90% of the base Hp, and cannot be used reflexively but can be maintained. The user cannot use jutsu which use melee accuracy while this Barrier is active.

Special Action - Wall of Spirits: Protects against elemental damage and Genjutsu directed at the user; this does not effect any jutsu currently in effect. This Barrier has 100% of the base Hp, and cannot be used reflexively but can be maintained. The user cannot use jutsu which use melee accuracy, or cause elemental damage while this barrier is active.

Special Action - Energy Wall: Protects against a Single physical, non elemental or elemental attack. This barrier has 110% of the base Hp, and may be used reflexively but cannot be maintained. This version only protects against one action.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- Only one may be active at a time.
- This jutsu must be used with one of the special actions.
- Only Ninjutsu buffs may increase this jutsu's Hp.
- Damage which breaks the barrier may target the user normally.
- The 'Non-Elemental' effect increases this jutsu's Hp by +10%. This does not apply to caps.

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Shadow Shuriken Replication R2
A jutsu that creates a massive cloud of shuriken, this technique requires advanced control over chakra and enables you to strike a large area with little effort. By infusing a shuriken with a significant amount of chakra, upon tossing the shuriken and performing the handseals one can rapidly multiply the shuriken into countless numbers, which fall upon an area and strike all those in a nearly unavoidable storm of steel.

Information
Prerequisites: B-rank, 5 mastered NE jutsu, Shuriken

Rank 1: Multiplies shuriken into a storm of projectiles. The user has 6 checks, which each deal 380 damage at +1 Accuracy. Each check has a 5% chance of inflicting bleeding, and a 21% chance to activate the 'Non-elemental' effect.
Master: Multiplies shuriken into a storm of projectiles. The user has 7 checks, which each deal 475 damage at +1 Accuracy. Each check has a 7% chance of inflicting bleeding, and a 28% chance to activate the 'Non-elemental' effect.

Rank 1 Cost: 655 CP to initiate
Master Cost: 820 CP to initiate

Notes:
- This uses Ninjutsu Accuracy.
- These strikes may be divided among multiple targets. A single target may only be hit by 5 checks. Bleeding may only be successful once per target.
- If a clone is hit by this jutsu, the bleed chance becomes a chance to disperse the clone.
- Because these Projectiles are multiplied with chakra, this does not receive any Ranged Buffs and augments applied to the weapon are not copied.
- The 'Non-Elemental' effect increases this jutsu's damage by +10%. This does not apply to caps.

Energy Transfer R2
A technique used to create a link of chakra between the user and a target, bonding the two together in many ways. One of the most powerful aspects shared with this technique, is that it allows the two to transfer energy into one another, giving or taking chakra from each other so long as this technique is managed.

Information
Prerequisites: B-rank, 5 mastered NE jutsu

Rank 1: Transfers 1200 Cp between the user and the target. This has a 21% chance of activating the 'Non Elemental' effect.
Master: Transfers 1500 Cp between the user and the target. This has a 28% chance of activating the 'Non Elemental' effect.

Special Action: The user may spend additional Ap to transfer more chakra. For every 1 Ap remaining in contact the user may choose to give/take an additional 480/600/720 Cp.

Cost: This jutsu only costs AP.

Notes:
- If used against an enemy, a Ninjutsu check is made between them and the target upon being used, and every additional Ap spent in contact.
- The user may choose to either take chakra or give chakra from the target.
- If chakra is taken, the user regains chakra equal to half the Cp damage.
- The amount of chakra taken cannot be reduced by damage reduction.
- The limit of chakra transferred may be increased by Ninjutsu buffs.
- The 'Non-Elemental' effect increases this jutsu's limit by +10%. This does not apply to caps.

Chakra Blast R2
The user condenses their chakra into their palms, conjuring a sphere of visible energy that can be shot at a target in a bright burst of light. The raw chakra used in this technique often causes more than physical damage.

Information
Prerequisites: B-rank, 5 mastered NE jutsu

Rank 1: Shoots a blast of condensed chakra that deals 2000 damage. This Jutsu has a 21% Chance of inflicting 'Chakra Burn' and 'Non Elemental' effects.
Master: Shoots a blast of condensed chakra that deals 2500 damage. This Jutsu has a 28% Chance of inflicting 'Chakra Burn' and 'Non Elemental' effects.

Special Action - Kinetic Wrath: By paying +20% Cp, the user may equally split 90% of the damage into up to 4 checks, each striking at -2 Accuracy. Using this special action grants the Jutsu +7% chance of inflicting chakra burn, but divides the total chance equally among each strike. This effects 2 targets.

Special Action - Psychotic Fury: The user may pay Hp in place of Cp for this Jutsu. Doing so replaces the 'Non Elemental' with the 'Dark Strike' effect. Additionally, Chakra burn has a +7% Chance of activating and now deals Cp damage equal to 30% of the total damage.

Rank 1 Cost: 800 CP
Master Cost: 1000 CP

Notes:
- This Jutsu may use either Melee or Ninjutsu Accuracy.
- 'Chakra Burn' causes this Jutsu to deal Cp damage equal to 20% of this jutsu's final damage.
- The 'Non-Elemental' effect increases this jutsu's damage by +10%. This does not apply to caps.
- The 'Dark Strike' effect classifies this jutsu as Dark, and its damage cannot be reduced. Additionally, this increases this jutsu's damage by +10%. This does not apply to caps.

Rasengan R2
An advanced Ninjutsu that requires precise chakra control on the user's part, this skill creates a powerful vortex condensed into the form of a rapidly spinning sphere of chakra. This technique requires the user to constantly manipulate their chakra which allows this jutsu to grind through all substances and inflict major damage. With added chakra, the user may also attune this jutsu to Elements they are attuned to, or alter its size and shape...Yet as powerful as this is, this jutsu is still incomplete.

Information
Prerequisites: B-rank, 5 Mastered NE Jutsu, 3 Mastered Unarmed Taijutsu

Rank 1: Creates a sphere of violent chakra that deals 2200 damage. 'Non Elemental' and 'Nature Transformation' effects have a 21% chance of activating.
Master: Creates a sphere of violent chakra that deals 2500 damage. 'Non Elemental' and 'Nature Transformation' effects have a 28% chance of activating.

Special Action - Shape Transformation: When using this Jutsu, the user may alter the control of chakra within the sphere to give one of the following effects;
- +1 Accuracy and -10% Cp cost, but deal -5% base damage. (Stacks up to two times)
- +5% Base Damage, but lower accuracy by -1 and increase Cp cost by +10%. (Stacks up to two times)
- Used with Ninjutsu Accuracy

Special Action - Nature Transformation: By sacrificing the 'Non Elemental' effect, the user may choose to add an elemental affinity to the Rasengan. The user must have the affinity of the chosen element. If an advanced element is chosen, this reduces the elemental effect's chance of activating by -14%, but allows the Rasengan to activate both base element effects simultaneously.

Rank 1 Cost: 730 CP
Master Cost: 1000 CP

Notes:
- Does not require handseals and uses melee accuracy. Both Special Actions may be used simultaneously.
- If an affinity is added to the Rasengan, it is treated as a jutsu of that element (If not, it is NE).
- The 'Non-Elemental' effect increases this jutsu's damage by +10%. This does not apply to caps.
- Only one elemental effect may affect the target per round (Unless an advanced affinity is given to the Rasengan); you cannot stack effects by spamming Rasengan with different elements. Each effect is not automatic, and has a chance of activating.

- Fire grants the 'Sear' effect. The 'Sear' effect gives the target a 10% chance of taking critical damage to the next attack to hit them. If this is not successful, then they only take +10% damage from the attack. This does not stack.
- Wind grants the 'Wind Slice' effect. The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.
- Lightning grants the 'Stun' effect. The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.
- Earth grants the 'Crush' effect. The 'Crush' effect causes suppression and raises the called shot level of a single limb chosen at random.
- Water grants the 'Cascade' effect. The 'Cascade' effect suppresses the target and allows the user to immediately follow up this Jutsu with any Water Ninjutsu of their choice. This follow-up gains +2 Accuracy.

Chakra Shield R2
Several diamond shaped shields of chakra are created directly in front of the user, which can either be used as bladed weapons or floating barriers.

Information
Prerequisites: B-rank, 5 mastered NE jutsu, Barrier mastered

Rank 1: Summons 3 shields of chakra in front of the user. These shields deal 665 damage when they attack, and disappear when used. Each shield has a 21% chance of activating the 'Non Elemental' and 'energy wall' effect.
Master: Summons 4 shields of chakra in front of the user. These shields deal 625 damage when they attack, and disappear when used. Each shield has a 28% chance of activating the 'Non Elemental' and 'energy wall' effect.

Special Action: Any shields the user has active may be used to block damage (Multiple shields may block the same action). Each shield has Hp equal to 110% of the damage, however may only block a single attack. Shields used this way disappear when used.

Rank 1 Cost: 730 CP
Master Cost: 910 CP

Notes:
- Shields disperse at the end of the round. Recasting removes any active shields.
- A shield's attack may use either Melee or Ninjutsu Accuracy.
- The 'Non-Elemental' effect increases this jutsu's damage/Hp by +10%. This does not apply to caps.
- The 'Energy Wall' effect prevents this jutsu's damage from being reduced. Attacks which bypass or deal additional damage to barriers do not apply to this jutsu.

Leech Seal R2
A seal that may be placed upon a target, which from that point on will gradually siphon the life and chakra from the victim and steadily restore the chakra and vitality of the user. This seal is only temporarily, and only remains active so long as the user remains nearby the victim.

Information
Prerequisites: B-rank, 5 NE Jutsu

Rank 1: Places the Leech seal upon a target at -2 Accuracy. Each round the victim loses 2% of their Max Hp and Cp.
Master: Places the Leech seal upon a target at -1 Accuracy. Each round the victim loses 2.5% of their Max Hp and Cp. The user has +1 to their maintain checks.

Special Action: By sacrificing either the Hp or Cp effects of the seal, the user may increase the other by +2%.

Cost: 1200 CP to place the seal

Notes:
- Uses Melee Accuracy to scribe the seal, and a Ninjutsu check each round after the first. Lasts up to three rounds.
- Half of the HP and CP damage dealt by this technique is added to the user's HP and CP.
- Any Hp/Cp regained by the victim while this seal is active requires a Ninjutsu check against the Sealer. If the Sealer succeeds, then the amount healed is split between the victim and the sealer.
- Per-round Hp/Cp regeneration does not stack if placed upon multiple targets. However, if the targets recover Hp/Cp the user may receive the benefits.

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Perfected Rasengan R2
A perfected version of the Jutsu known as Rasengan. This variant takes Nature transformation to the next level, perfectly infusing it into the spiraling sphere of chakra to create a completely new, powerful technique. This technique requires both a high level of chakra control and a great affinity to the elements in order to combine the two.

Information
Prerequisites: A rank, Rasengan Mastered, 8 Mastered NE Ninjutsu, at least one Major Affinity

Rank 1: Base effects are 4400 damage. Secondary effects have a 36% chance of activating. This must be used with both special Actions.
Rank 2: Base effects are 5500 damage. Secondary effects have a 44% chance of activating. This must be used with both special Actions.

Special Action - Shapeshift:
- May use Ranged, Ninjutsu, or Melee Accuracy. (Must choose one)
- May be used at 100% damage as a single-target attack, or 80% Damage as an AoE targetting up to three targets. (Must choose one)
- +1 Accuracy and -10% Cp cost, but deal -5% base damage. (Optional; may stack twice)
- +5% Base Damage, but lower accuracy by -1 and increase Cp cost by +10%. (Optional; may stack twice)
- Gain +1 Critical by lowering secondary effect chance by -10% (Optional; may be chosen once)

Special Action - Nature Infusion: When using this Jutsu, the user must choose a single element to infuse. Each element requires a Major Affinity in order to be chosen;

Rasen-Shuriken (Wind): Morphs Rasengan into a storm of microscopic windblades that pierce through the body. Damage is split into 6 checks. Each check has a chance of inflicting the 'Chakra Sever' effect. A target may only be effected three times per use.
Rasen-Tsunami (Water): Shifts Rasengan into a torrent of water, each droplet infused with chakra to drown the body on a cellular level. Has a chance of activating the 'Bio-Flood' effect.
Rasen-Tremor (Earth): Slams the Rasengan into the ground to turn it into a giant Rasengan Earthquake.
Splits damage into 3 checks, each with the chance of causing the 'Inner Quake' effect. A target may only be effected twice per use.
Rasen-Nova (Fire): Alters Rasengan into a fiery vortex, with a chance of causing the 'Flesh Burn' effect.
Rasen-Flash (Lightning): Charges Rasengan into an electrical tempest, splitting the damage into 4 checks, each with the chance of causing the 'Mind Shock' effect. A target may only be effected once per use.
Odama Rasengan (NE): Forsaking the elemental properties of other versions, this increases the size and damage of Rasengan. This grants it the chance of the 'Non Elemental' effect and suppression.

Rank 1 Cost: 2200 CP
Rank 2 Cost: 2750 CP

Notes:
- This Jutsu may only be used once per round, and must be used with both of the special actions.
- All versions do not require handseals, and may use Melee, Ninjutsu, or Ranged Accuracy.
- This jutsu is treated as its chosen element.
- This Jutsu may only be used three times per battle.

- 'Chakra Sever' damages the chakra system of the target, causing them to take -1% Max Cp damage per round for the remainder of battle. Stacks 5 times.
- 'Bio-Flood' causes the victim's body to become infused with water internally, causing all actions to cost +15% Cp for the remainder of battle. This may stack twice.
- 'Inner Quake' causes the bone structure of the victim to be infused with vibrating chakra, disorienting the victim upon any sudden movement. This causes the victim to have a 5% chance of failing any reflexive movements for the remainder of battle. Stacks up to three times.
- 'Flesh Burn' sears the skin of the victim, causing all attacks using melee accuracy used by them to take 10% Backlash damage for the remainder of battle. This may stack twice.
- 'Mind Shock' causes the nervous system to become destablized with electrical chakra. This increases the victims chance of auto-failing Jutsu and being auto-hit by +3%, that does not apply to caps for the remainder of battle. This may stack twice.
- 'Non-Elemental' increases this jutsu's damage by +10%. This does not apply to caps.

Stardust Nova R2
A technique that creates a rift in the air, showing a deep, seemingly infinite cosmic dimension as if gazing into the heart of a galaxy. Through this distorted air, intensely bright balls of energy are launched upon the target, each blazing like a comet.

Information
Prerequisites: A-rank, 8 NE Jutsu Mastered

Rank 1: Creates a rift that launches 10 comet-like bursts of energy at a target, each dealing 440 damage. Damage has a 36% chance of ignoring all damage reduction or barriers, and activating the 'Non Elemental' effect.
Rank 2: Creates a rift that launches 10 comet-like bursts of energy at a target, each dealing 550 damage. Damage has a 44% chance of ignoring all damage reduction or barriers, and activating the 'Non Elemental' effect.

Special Action - Starlight: The user may condense all bursts into a single check, dealing 70% of the total damage at +2 Accuracy, to three targets.

Rank 1 Cost: 2420 CP
Rank 2 Cost: 3030 CP

Notes:
- May only be used once per round.
- This jutsu cannot be auto-dodged in any way.
- The 'Non-Elemental' effect increases this jutsu's damage by +10%. This does not apply to caps.

Gate of Enma R2
A fearsome technique that is said to open a pathway to hell, this jutsu causes a wide rift to open, appearing as if reality itself was ripped open by the countless dark arms that come from within the rift. The lengthy arms, composed of pure dark energy, grasp on and tear through anything within their extensive range.

Information
Prerequisites: A-rank, 8 NE Jutsu Mastered

Rank 1: Creates a rift of dark energy that deals 3870 damage to up to three targets. This Jutsu has a 36% chance of 'Non Elemental' and binding those hit by this Jutsu at -3 Accuracy.
Rank 2: Creates a rift of dark energy that deals 4840 damage to up to three targets. This Jutsu has a 44% chance of 'Non Elemental' and binding those hit by this Jutsu at -2 Accuracy.

Rank 1 Cost: 2420 Cp, 880 Cp/Rnd. Hp equal to 20% all costs.
Rank 2 Cost: 3030 Cp, 1100 Cp/Rnd. Hp equal to 20% all costs.

Notes:
- This Jutsu may only be used once per battle; but it may be maintained up to two additional rounds if anyone is bound.
- This action always requires full handseals; regardless of any skills or abilities the user may have (Such as channeling or one handed seals).
- This jutsu is considered Dark, and bypasses all forms of damage reduction, shields or barriers, and damage cannot be reduced through any means.
- The 'Non-Elemental' effect increases this jutsu's damage by +10%. This does not apply to caps.

- Bound victims have a 5% chance of escaping for every 2 Ap they spend to escape.
- While bound the victim(s) cannot perform any other actions other than attempt to escape.
- This bind is broken if the victim takes damage, or the user attacks the victim. (They have a -3 Dodge penalty to the attack aimed at them though).
- This bind is also dispelled if the user loses 10% of their Max Hp or Cp during a single round.
- While bound, all maintained Jutsu used by the victims have a 36%/44% chance of being dispelled; this is checked individually for each maintained effect.
 

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Mask Summon R2
Concealing ones identity is important to all ninja, but a necessity to an Anbu. This technique was created as a result of that to allow the user to instantly summon some type of mask over their face.

Information
Prerequisites: D Rank

Rank 1: The user may summon their mask to conceal their identify. The mask may block 1 Called Shot to their Head before breaking.
Master: The user may summon their mask to conceal their identify. The mask may block 2 Called Shots to their Head before breaking.

Rank 1 Cost: 1 Ap, 240 Cp
Master Cost: 1 Ap, 300 Cp

Notes:
- Does not require handseals.
- May only be used once per round. Recasting simply restores the mask condition.
- Rp wise, a player may already be wearing a mask but they do not receive the Called Shot bonus until this technique is activated.
- The user may still dodge the attack, the Mask only blocks an attack that would hit.
- If the user has the Strategist ability, they may utilize a slot to activate this Jutsu prior to battle.

Critical Exposure R2
Trained to be keen on even the tiniest details, this technique allows the Anbu to temporarily open a weakpoint in an enemies combat style by exploiting the tiniest opening. This window of opportunity is brief; but if used right can cause a split moment of weakness at just the wrong time.

Information
Prerequisites: D Rank

Rank 1: Strikes the target with an 50% chance of suppression. If hit, the next attack targeting the victim has a 20% chance to critical.
Master: Strikes the target with an 60% chance of suppression. If hit, the next attack targeting the victim has a 25% chance to critical.

Special Action: If fighting with an ally, the user may have this Jutsu modded directly before an allys attack.

Rank 1 Cost: 1 Ap, 240 Cp
Master Cost: 1 Ap, 300 Cp

Notes:
- Does not require handseals.
- May use Nin, Melee, or Ranged Accuracy.
- If suppressed, the victim cannot auto-dodge the following attack.
- A target may only be successfully effected by this Jutsu once per round. Each time used agaisnt them, they gain +2 Dodge to this Jutsu.
- This Jutsu will not expose the user is performed in Stealth. If used in Stealth, suppression will automatically activate if this Jutsu hits.

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Snapshot R2
A surveillance technique used by the Anbu to 'record' an event down to the tiniest detail. When stored, the user is able to clearly recall their recording as if looking at a picture/video, and is able to share these memories with others. This is often done through creating a projection made of chakra, or by tapping their target to share their recorded memory directly into the mind of the target through genjutsu. Images (But not videos) even record the chakra signature of a target, which can be stored for later use, such as helping to detect a target known for physical disguise.

Information
Prerequisites: C Rank, Shadow Tactics

Rank 1: Records a mental video of the thread; this only records what the user witnesses during a thread (It is their memory).Requires awareness of the target.
Master: The user may now retain up to 3 Snap Shot memories.

Cost 1 Ap, 450 Cp

Notes:
- This Jutsu does not require handseals, and is always a hidden action.
- This Jutsu is primarily for IC purposes, can be used in battle to thoroughly record the details of the battle.
- The user may only have a single Snapshot memory saved at a time (This remains until removed). Reusing the technique deletes the previous memory. This is increased to 3 memories when mastered.
- Rank 1 records the targets appearance at the time of use, and their chakra signature. Each characters chakra signature is unique, and will never change under any circumstances. All paths of a Rikudo Sennin share the same chakra, and have a single Chakra Signature (The 'original' RS user).
- At all ranks, the user may choose to share the memories recorded by this Jutsu with others. This simply allows them to view the recording.
- At all ranks, the user may choose to transfer a recording to another, filling one of their memory slots but removing it from their own.
- If someone is dead or KO`d, their snapshot memories may be viewed/transferred/removed regardless of whether they give permission or not (Cannot be done in battle).[/fontsize]

Chakra Sense R2
A jutsu known for making the Anbu fierce trackers, this technique allows the user to sense the presence of a target by tuning into their chakra signature. There is two methods to this technique, one in which the user attunes their chakra to another nearby target, and another in which the user is in possession of an object previously owned by the target. The former has a reduced range of only the general area, but the later has a range capable of tracking throughout an entire region. In either case, only the general location of the target is known to the Anbu.

Information
Prerequisites: C Rank, Shadow Tactics

Rank 1: The user locks onto a single target, gaining +1 Awareness against them. The user has a 10% chance to Auto-detect the target.
Master: The user locks onto a single target, gaining +2 Awareness against them. The user has a 15% chance to Auto-detect the target.

Special Action: Once per round, the user may swap the current lock-on target to anyone they currently have a Snap Shot memory of (Rank 1), as a free action.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- Lasts up to three rounds.
- This uses Nin Accuracy to 'lock-on' to a target.
- The user may only have Chakra Sense activated on one person at a time.
- The auto-detect chance allows the user to automatically succeed an Awareness roll, such as when the victim creates a clone or enters stealth. If the user already has this effect they only gain half the bonus.
- This technique may be used outside of battle to track a target to their Village/IV Zone/Area. The user must ICly obtain a possession of the target through Rp to use this effect; this must have council approval to have a valid 'possession'.
- This possession must be relevant to their character somehow; such as a blood sample, a headband, a melee weapon (Projectile weapons are discarded and not particularly relevant). It cannot be something like a used tissue or stray strands of hair.
- A Snapshot (Rank 1) memory of the target may count as a possession.

Active Camo R2
A stealth technique taught to the Anbu that cloaks the user in chakra that prevents the user from making background noise such as footsteps, breaking twigs, or even the fluttering of their clothing, and causes their clothing to blend into their environment by matching the surroundings.

Information
Prerequisites: C Rank, Shadow Tactics

Rank 1: While active, the user gains +2 Stealth.
Master: While active, the user gains +2 Stealth. Each time the user makes an attack, they have a 5% chance of being placed into Stealth after their attack.

Special Action: By paying +20% of the initiation cost, the user may overcharge the camouflage to treat them as in being in stealth. However, using this action, the user may not move or attack without dispelling this effect. This lasts for one full round, or until the user is removed from stealth. This requires a round of cool down after use.

Special Action: If this Jutsu is active when an effect would remove the user from Stealth (Such as them making a sneak attack or being hit with a Blind Shot), the user may choose to pay the maintain cost and reduce this Jutsu's rank to Rank 1 for the remainder of its duration instead of being removed from stealth. This effect may be used again when this Jutsu is rank 1, in which case this Jutsu will be dispelled and cannot be recast for a full round from that point.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- Lasts up to three rounds
- While active, the users attempts to enter stealth can not be auto-detected.
- While active, the user will not give others in battle the +1 Awareness bonus from leaving Stealth mode.

Mental Infiltration R2
Originally an interrogation technique designed to make suspects relive questionable alibi's, the ANBU have learned to utilize this technique in the midst of combat to put their opponents in a trance of reverse hypnosis. This causes the victim's mind to recall past actions and events, and can interfere with their train of thought, easily causing them to believe they are at a previous point in time.

Information
Prerequisites: C Rank, Shadow Tactics

Rank 1: Deals 1090 damage at -3 Accuracy/DC. For a full round, the target has a 6% chance of repeating an action from the previous round.
Master: Deals 1360 damage at -3 Accuracy/DC. For a full round, the target has a 12% chance of repeating an action from the previous round.

Rank 1 Cost: 590 Cp
Master Cost: 730 Cp

Notes:
- May use Melee Accuracy or Gen DC.
- This technique does not require handseals.
- This Jutsu may only be used once per round successfully, and a target may only be effected by this every-other round.
- The user may choose any action the victim used in the previous round, otherwise a random action will be chosen. The user must have been aware of an action to choose it.
- This chance is checked individually each time a target performs an action, but may only be successful once.

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Destroy Presence R2
To exist without existing; that is the purpose of the covert Anbu squad. Lurking within the darkest shadows, an Anbu is trained to carry out their missions without leaving the tiniest trace back to their own presence. This Jutsu is not only capable of wiping any sort of link to the user (whether physical or not), but can also be used to completely dispose of deceased corpse down to the tiniest detail...or in othercases, be used as a method to destroy their own body.

Information
Prerequisites: B Rank, Shadow Tactics, 3 Mastered Anbu Jutsu

Rank 1: Removes evidence of the user being part of the current thread or destroys a Dead body completely without trace
Master: When activated, the user's body will be completely destroyed if they are killed during the thread/battle.:[/b] When activated, the user's body will be completely destroyed if they are killed during the thread/battle.

Cost: 2.5 Ap, 730 Cp

Notes:
- Removing Evidence: Destroys all evidence pointing to the user that hasn't already been taken by another. A bloodstain on a wall would be removed for example, but a blood sample or Snapshot taken from another would not be effected.
- If the user leaves a topic during the same time they attempt to remove their presence, it requires a Run-time for them to successfully leave the thread without leaving a trace. If this already has a run time it increases it by +30 minutes.
- Destroys Dead body: May only be used in battle upon a target past -100% Max Hp (Dead). If used outside of battle, the target must be Dead.
- Master Rank instantly takes effect upon the death of the user and obliterates all traces of their body completely. Clothes, items, bone; its as if they never existed. This lasts until deactivated by the user or a B-mod has been called on them (It would have to be used during battle once more)
- If the user has the Strategist ability, they may utilize 2 slots to prepare Rank 3 upon themselves prior to battle.


Intangible Passage R2
A defensive technique that creates a barrier resistant against many forms of chakra techniques, however does not block physical objects. This barrier can be easily passed through once created, though doing so drains the target of their chakra upon contact with the wall. This jutsu has a wide variety of use, such as containing prisoners with chakra capabilities, protecting buildings of important during an invasion, or simply as a barrier to block ninjutsu.

Information
Prerequisites: B Rank, Shadow Tactics, 3 Mastered Anbu Jutsu

Rank 1: Creates a barrier that has 2000 Hp. The barrier blocks against attacks that use Ninjutsu Accuracy and Genjutsu DC. Melee Accuracy attacks pass through the barrier but attacker has a 21% chance to lose Cp equal to the amount of damage done.
Master: Creates a barrier that has 2500 Hp. The barrier blocks against attacks that use Ninjutsu Accuracy and Genjutsu DC. Melee Accuracy attacks pass through the barrier but attacker has a 28% chance to lose Cp equal to the amount of damage done.

Special Action: By paying +20% Cp, this may be used reflexively to block a single attack. If used this way the barrier gains +10% Base Hp, but cannot be maintained. The chance of melee attacks taking Cp damage increases by +14%. Cannot be used reflexively against Genjutsu.

Rank 1 Cost: 730 Cp, 370 Cp/Rnd
Master Cost: 910 Cp, 460 Cp/Rnd

Notes:
- Lasts up to three rounds.
- Protects against Elemental and Genjutsu (Illusionary) attacks.
- Barrier HP may be increased by Non-Elemental Buffs.
- While active, those protected cannot use Melee Accuracy or Elemental attacks without dispelling this Jutsu.

Searchlight R2
A technique which creates a small sphere of chakra that hovers around in search of a target. Once a target has been found, the sphere releases a concentrated beam of bright light to illuminate the area it is centered upon.

Information
Prerequisites: B Rank, Shadow Tactics, 3 Mastered Anbu Jutsu

Rank 1: Focuses a bright beam of light upon a target at -2 Accuracy. While active, the victim loses -2 Stealth and takes 660 damage. Stealth attempts made while effected have a 14% chance of failing.
Master: Focuses a bright beam of light upon a target at -2 Accuracy. While active, the victim loses -2 Stealth and takes 830 damage. Stealth attempts made while effected have a 21% chance of failing.

Rank 1 Cost: 880 Cp, 440 Cp/Rnd
Master Cost: 1100 Cp, 550 Cp/Rnd

Notes:
- Lasts up to 3 rounds, and requires a Nin check each round active.
- If the target avoids this technique, the light randomly searches for another target to focus on.

Shadow Servant R2
A technique that creates eerie, dark, ninja servants that emerge from dark shadows and corners. These minions assist their creator, despite being individually weak.

Information
Prerequisites: B Rank, Shadow Tactics, 3 Mastered Anbu Jutsu

Rank 1: Creates a humanoid servant with an HP pool of 2600. The minion has 3 Ap and may attack with basic strikes for 1 ap dealing 530 Damage each.
Master: Creates a humanoid servant with an HP pool of 3250. The minion has 3 Ap and may attack with basic strikes for 1 ap dealing 670 Damage each.

Special Action - Customization: Upon creation, any of the following actions may be used;
- The user may create multiple creations (Up to 4). If done, the Base HP and Damage of the Minion is divided evenly among each Minion created.
- The user may add +10% Base Hp to a minion by lowering their secondary by 1 -or- add +1 secondary by lowering base Hp by 10. May stack up to three times.
- The user may increase the Minions base Damage by +5% by lowering their Accuracy by 1 -or- add +1 Accuracy by lowering base damage by 5%. May stack up to three times.

Special Action: By paying +20% Cp, the user may create a minion identical to the user, a Clone. If used this way, this Jutsu is treated as a Clone Jutsu. The user may not create any more than a single minion if this action is used.

Rank 1 Cost: 800 Cp, 400 Cp/Rnd
Master Cost: 1000 Cp, 500 Cp/Rnd

Notes:
- This is a Creation Jutsu, unless the second special action is used in which case it is a Clone Jutsu.
- At all ranks, the minion has -3 of the users Secondaries.
- Creation Hp may be increased with Non Elemental Buffs.
- Any customization done applies to all minions created.
- The user may choose what accuracy type an individual minion has. They may choose between Melee, Ranged, or Ninjutsu Accuracy. The creations damage may be increased by the users buffs of this type (If Ninjutsu is chosen the user must choose a specific base element)


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Physical Imprisonment Seal R2
A technique which scribes a seal that impairs the physical aspects of a shinobi. Moving slower, tiring faster, and hitting weaker, this removes a shinobis physical skill and coordination by impairing all muscles functions and reactions within their body, essentially sealing away all signs of their shinobi dexterity.

Information
Prerequisites: A Rank, Shadow Tactics, 5 Mastered Anbu Jutsu

Rank 1: Scribes a seal upon the target at -3 Accuracy. The seal reduces a targets Dodge and Melee/Ranged Accuracy by -2. Additionally, all Taijutsu have a a 28% chance of being treated one rank lower.
Rank 2: Scribes a seal upon the target at -2 Accuracy. The seal reduces a targets Dodge and Melee/Ranged Accuracy by -3. Additionally, all Taijutsu have a a 28% chance of being treated one rank lower.

Special Action: Instead of scribing the seal, the user may attempt to remove one from themselves or another target. This make a Ninjutsu check against the original user. This may be done reflexively.

Rank 1 Cost: 2200 CP, 110 CP/Rnd
Rank 2 Cost: 2750 CP, 1380 CP/Rnd

Notes:
- Lasts up to three rounds
- Uses Melee Accuracy to scribe the seal, and a Ninjutsu check each round after the first.
- If a maintain check is resisted, the jutsu is not dispelled; its effects are negated for the round. It will remain until the round limit is reached or it is removed.

Body Bind R2
A technique allows the user paralyze and restrain their target with a simple look of the eye. Once in use, this freezes up and locks the muscles and chakra of a target, preventing them from moving or acting in any shape or form.

Information
Prerequisites: A Rank, Shadow Tactics, 5 Mastered Anbu Jutsu

Rank 1: Stares at the target at -1 Accuracy.
Rank 2: Stares at the target at normal Accuracy, binding them with full paralysis.

Rank 1 Cost: 1760 Cp, 880 Cp/Rnd
Rank 2 Cost: 2030 Cp, 1010 Cp/Rnd

Notes:
- This technique does not require hand seals, and is modded in the timing of 2 Ap.
- Lasts up to three rounds, and requires a check each round.
- While bound, the victim cannot perform any action other than attempt to escape.
- The victim has a 15% chance to escape per 2.5 Ap spent.
- The bind is broken if the victim takes damage, or the user attacks the victim. (They have a -3 Dodge penalty to the attack aimed at them though)
- If the user takes more than 10% of their Max Hp in damage during a round, the bind is dispersed.
- If the user uses more than 10% of their Max Cp during a round, the bind is dispersed.

Flock of Shadows R2
A technique known among the ANBU, this jutsu allows the user to seemingly break apart when hit, their body splitting into multiple shadows which then take the form of crows or other animals/objects and merge together at a different location. Later usage allows the user to create temporary images of themselves upon using this technique, causing the user to appear to multiply each time one body is dispersed.

Information
Prerequisites: A Rank, Shadow Tactics, 5 Mastered Anbu Jutsu

Rank 1: The user may reflexively auto-dodge a single non-Illusionary attack aimed at them. Upon use this also creates two Stationary Clones of the user which cannot dodge or attack, and disperse automatically when attacked or after a full round.
Rank 2: The user may reflexively auto-dodge a single non-Illusionary attack aimed at them. Upon use this also creates two Clones of the user with Secondaries equal to the user that cannot attack, but may dodge. These clones disperse automatically when attacked or after a full round.

Rank 1 Cost: 2.5 Ap, 1420 Cp
Rank 2 Cost: 2.5 Ap, 1640 Cp

Notes:
- This Jutsu is Activated Auto-Dodge
- May only use this technique every other round.
- Cannot be used on Genjutsu, while bound, or against successful sneak attacks.
- This technique does not count as a Clone Jutsu.
- There is no Clone check for the two clones created from this jutsu; it is automatic.

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Mystical Hand R2
A technique which concentrates chakra into the hand, capable of healing wounds when placed over them to a certain degree. A basic healing technique easily learned, but only capable of recovering light wounds.

Information
Prerequisites: - D-rank

Rank 1: Heals 2% Max Hp + 290 Hp.
Master: Heals 3% Max Hp + 360 Hp.

Special Action: By paying .5 Ap and the maintain cost, the user may maintain this technique. This heals 40% of the original amount. This may be done up to three times per Jutsu use.

Rank 1 Cost: 240 Cp, 120 Cp per Special Action.
Master Cost: 300 Cp, 150 Cp per Special Action.

Notes:
- Uses Melee Accuracy
- A target recovers -5% Hp each time this Jutsu effects them during the same round. This Stacks.
- This Jutsu has a chance of rolling a Critical hit. In which case, twice the amount of Hp is healed.
- This Jutsu may be used with Negative Energy. This deals damage that ignores damage reduction.

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System Shock R2
A medical technique which converts chakra into small currents of electricity, infused to break down toxins within the body Though this technique can help resist poisoning, the electricity can prove harmful through repeated uses.

Information
Prerequisites: - C-rank, Medical Knowledge

Rank 1: Rerolls any Poison effecting the target with a +3 Bonus.
Master: Rerolls any Poison effecting the target with a +3 Bonus.

Special Action: By paying 2% of their Max HP and the Cp cost each round to maintain this technique, the user gains the listed Poison Resistance Buff while active with a -1 penalty. This may only be used when using this Jutsu upon themselves.

Cost: 560 Cp; the target takes 2% Max Hp damage

Notes:
- Uses Melee Accuracy
- A target may only be effected by this Jutsu once per round.
- Damage from this Jutsu does not dispel binds.
- This has a % chance to auto-dispel any non-heavy poison. This chance is equal to 1/2 the user's Medical Buff.
- This Jutsu has a chance of rolling a Critical hit. In which case, no Hp Damage is taken and the Poison check gains a +1 Bonus.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves.

Skeletal Fortification R2
This technique was created to significantly enhance the skeletal structure of the target. By carefully infusing chakra into the body of the victim, this chakra forms a protective coating that seeps into bone and strengthens its durability as well as healing process to the point where it is capable of mending broken limbs very quickly.

Information
Prerequisites: - C-rank, Medical Knowledge

Rank 1: Reduces a Limbs Called Shot Level by 1.
Master: Reduces a Limbs Called Shot Level by 2.

Special Action - Full Body Treatment: By paying +30% Cp, the user may apply this to all of the target's limbs. This may only be used when mastered, and treats this Jutsu as Rank 1. This cannot critical, and the user's Medical Buff becomes a % chance to heal an additional Called shot level; this is checked individually per limb. This may only be used upon a target once per battle.

Rank 1 Cost: 450 Cp
Master Cost: 560 Cp

Notes:
- Uses Melee Accuracy
- A limb may only be effected by this Jutsu once every other round.
- This Jutsu has a chance of rolling a Critical hit. In which case, any Called Shots used on the limb for the next round will have a % chance of failing equal to the user's Medical Buffs.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves.

Anesthetic Infusion R2
A Jutsu that serves as a convenient painkiller for on-the-go treatment. This technique is used by medics to numb their patient's sensitivity to pain. Depending on the strength of chakra infused into the target, this can make them oblivious to even serious wounds inflicted upon them.

Information
Prerequisites: - C-rank, Medical Knowledge

Rank 1: Infuses chakra using Melee Accuracy, causing the mod to show only 85% of the target's damage taken during a round.
Master: Infuses chakra using Melee Accuracy, causing the mod to show only 75% of the target's damage taken during a round.

Rank 1 Cost: 1.5 Ap, 500 Cp, 250 Cp/Rnd
Master Cost: 1.5 Ap, 630 Cp, 320 Cp/Rnd

Notes:
- This Jutsu uses Melee Accuracy for the initial check. Lasts two rounds.
- This Jutsu is always modded as a hidden action.
- Cannot be used on self, and does not effect victim's below 40% of their Max Hp.
- While effected, the mod will not post the exact Hp or damage taken of the target during a round; a false Hp value will be shown. The actual mod information will be pm'd to the user. Actual mod information will be revealed when the victim is no longer effected.
- This has a % chance to prevent the victim from knowing if they are effected by any called shots. This chance is equal to 1/3 the user's Medical Buff.

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Medical Ward R2
A medical technique that creates a seal of chakra, infusing it into a body. Once sealed, this glyph remains dormant until the target suffers a significant drop in their life force, at which point its healing properties activate and heal the body automatically. Often used by medics who are about to perform a critical surgery 'Just in case'.

Information
Prerequisites: - B-rank, Medical Knowledge, 3 Mastered Medical Jutsu

Rank 1: Infuses a Medical Seal upon a target. When activated, halves the damage of one attack and heals the user for 6% Max Hp + 800 Hp.
[bMaster:[/b] Infuses a Medical Seal upon a target. When activated, halves the damage of one attack and heals the user for 7% Max Hp + 1000 Hp.

Special Action: By paying +20% Cp, this may create a more specific seal that only activates in the most dire cases. This version will only activate when the target falls below 0 Hp; this will negate further damage and heal them to 6%/8%/10% of their Max Hp. A target may only be effected with this effect once per battle.

Rank 1 Cost: 880 Cp
Master Cost: 1100 Cp

Notes:
- Lasts until activation.
- Uses Melee Accuracy.
- A target may only be effected by 1 Medical Ward at a time.
- Once activated, the seal cannot be recast upon that target for a full round.
- This seal will only activate when the victim is attacked while below -40% of their Max Hp.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves.
- If the user has the Strategist ability, they may utilize 2 slots to prepare this seal upon themselves prior to battle.

Tranquilize R2
A calming technique that uses chakra to stimulate soothing mechanisms within the mind. Originally created as a sedative, this serves a purpose in combat by granting the target clear, focused thoughts even in the midst of a high intensity battle. Alternatively, with a higher concentration this can also be used for the opposite effect to leave targets with clouded thoughts and difficulty concentrating.

Information
Prerequisites: - B-rank, Medical Knowledge, 3 Mastered Medical Jutsu

Rank 1: While effected, the targets actions cost -15% Cp.
Master: While effected, the targets actions cost -15% Cp. Auto-Fail/Miss chances are capped at 15%.

Special Action: By paying +20% Cp, this may be used as a Chakra Bind at -4/3/2 Accuracy. This prevents the victim from using Chakra, and has an 21%/28%/35% chance of dispelling maintained Jutsu (Only two may be dispelled per round). This bind is broken if the user uses more than 10% of their Max Cp (During a single round) after this Jutsu is used, the victim takes damage, or the user attacks the victim (They have a -3 Dodge penalty to the attack aimed at them though). The victim has a 15% chance of escape for every 2 Ap they spend.

Rank 1 Cost: 800 Cp, 400 Cp/Rnd
Master Cost: 1000 Cp, 500 Cp/Rnd

Notes:
- Lasts up to two rounds.
- Uses Melee Accuracy.
- A target cannot be effected by this Jutsu again for a full round after it disperses.
- While active, Genjutsu effects that alter the target's Caps negatively only effect the cap half as much. (A -4 Dodge Gen Debuff would usually lower their Dodge cap by -4; in this case it would only lower their dodge cap by -2 but it still remains a -4 dodge debuff)
- This Jutsu has a chance of rolling a Critical hit. In which case, the target cannot Auto-fail/Miss while effected. This has no effect if the Special move is used.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves.

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Pristine Aura R2
An advanced medical technique that creates a large dome of restorative light. Targets of this technique are protected from many kinds of techniques, though physical and non elemental attacks prove uneffected. Nevertheless, those protected by this radiant light also benefit from having their lifeforce steadily restored.

Information
Prerequisites: - A-rank, Medical Knowledge, 5 Mastered Medical Jutsu

Rank 1: Up to three targets are protected by a barrier with 3520 Hp. Each round active, those protected by the barrier regain 4% Max Hp.
Rank 2: Up to three targets are protected by a barrier with 4400 Hp. Each round active, those protected by the barrier regain 5% Max Hp.

Special Action: This Jutsu may be reflexively performed upon anyone who's Hp is lower than 40%. This may only be done once per target.

Rank 1 Cost: 2200 Cp, 1100 Cp/Rnd
Rank 2 Cost: 2750 Cp, 1380 Cp/Rnd

Notes:
- Lasts up to three rounds.
- Once used, this jutsu cannot be used again until a full round after this Jutsu's dispersal.
- Protects against Elemental attacks and Genjutsu.
- Barrier Hp may be increased with Medical Buffs.
- Each target is protected by a separate barrier; attacking one target does not lower the Hp of another's barrier.
- Those protected cannot initiate an elemental attack, Genjutsu, or use Melee Accuracy upon someone outside the barrier. Doing so removes the barrier's protective effects upon them.

 

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