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:

✄ Kudaranai ✂ ~ Professor Frankenstein

Rise

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[ p e r s o n a l - i n f o r m a t i o n ]:</B><i></i>

Name: Kudaranai
Alias: -
Age: 18 (Supposedly)
Height: 5'2"
Gender: Female
Body Frame: Petite
Natural Hair Color: Multicolored (Majority black with pink, blue and white strands of hair)
Natural Eye Color: Hot Pink
Alignment: -
Rank: Mednin (Chuunin)
Branch: Medical Branch
Core Ability: Steadfast
Kinjutsu: Human Puppet


[ a p p e a r a n c e ]:

What's most noticeable about Kudaranai is her multicolored hair. Long and messy, and varied in shades of black, pink, blue and white, she possibly could be mistaken as some troubled youth by mere glance. Her eyes are also an odd shade of pink adding to her rather unique appearance. But as any female around her age, she's an average height of five foot two and weight never specified.

[ p e r s o n a l i t y ]:

Kudaranai is a woman of philosophical thinking but her greatest love is her research of medical science. But with such feverish desire for knowledge, she's actually quite selfish and pursues her goals without care of the repercussions of her actions. But bare no mistake, Kudaranai isn't an evil woman but she isn't necessarily a loving one either. Her treatment of others can be seen as cruel and sadistic or just about the very opposite depending on the specifics of her research. Her process of thinking is very logical and she chooses what she feels is better for the "betterment of humanity", as that is her main goal of her studies.

[ o t h e r - i n f o r m a t i o n ]:

  • The word "Kudaranai" means pointless, trifling or unnecessary.
  • Kudaranai loves human beings. Enough so, she tends to kidnap them from time to time.
  • She enjoys to dissect things both physically and mentally.
  • Science is everything. Once the science is done, there will be cake.
  • Due to her emotion core being incomplete, she tends to have spontaneous outbursts of random emotions. Otherwise, her manner of speech tends to be indifferent.
  • Happens to unwillingly speak about perverse related material. A left-over remnant of the human male's heart she uses to host her consciousness.

[ l i k e s & d i s l i k e s ]:

<B>Likes:
  • Her Master, Tahi Kuro
  • Science
  • Dissecting
  • Stalking
  • Lurking
  • Humans
  • Puppets
  • Cake

Dislikes:
  • Not Understanding.
  • Being told "No".

[ h i s t o r y ]:
Birth for many is seen as a blessing, as a new life is formed and brought into the world to be cherished. But such a pleasant definition of birth didn't apply to the one known as "Kudaranai", because just as the name implies. Worthless. Useless. Unnecessary. A name given to her by none other than her own father after he had witnessed his wife's death after giving birth to her. It was the most devastating moment within the man's life to see his loving wife perish. But instead of cherishing what new life was brought within this world, he damned it, and ensured the world knew of his abhorrence towards her by cursing her with such a foul first name.

Growing up wasn't easy for little Kudaranai, as she was always the center of ridicule amongst her peers, and not once did her father ever bat an eyelash at the tormenting acts of the people who abused her. She was bullied daily and some days she would return home bruised and her clothed tattered by how badly people had treated her. But no matter the condition she was within, she somehow was able to get herself home, even if she had to crawl on the very ground. Resilience was her gift but also because she didn't want to anger her father. But despite how cruelly her father may have seemed, he still remained with -some- kind of human decency as he left scraps for her to eat and a bed for her to sleep on. But as the days passed by, life only worsened as the price of living became steeper and pressuring unto people's pockets. This didn't help Kudaranai and her father's situation, being already poor and having to be living amongst one of the most barren areas on the outskirts of the Water Country.

So desperate and in need of food and water, there was a sudden increase in crime amongst the village. Stealing and murder became common place, and people began to only selfishly care about their own wellbeing than the sake of others. Even Kudaranai eventually resorted to stealing, as her father's temper began to grow out of control. There was no exemptions from her thievery and trickery, whether it was amongst the poor, the rich, the elderly or even the sick, she ensured to have returned home with something of worth. And by the heavens, it worked. She was also very good at it. Even her loathing father acknowledged her of her genius skills. So regardless if her actions were seen as wrong or right, Kudaranai didn't think twice about doing them. Because to her, being loved meant everything and this was the first time she had actually felt this way.

But such contentment was only short lived or rather this "love" she felt was only a false perception, as her father was quick to use her as leverage for his gambling habits. She became nothing more than a slave to the local gambling and brothel establishment. Where she would wash their feet, tend to their meals and keep the attendants company. It wasn't necessarily worst than her former life but she resented her father to have easily disposed of her. But it was from this unfortunate event that was she able to meet upon a medical shinobi of Mist, Tahi Kuro, an odd and eccentric man who saw something special within Kuradanai as she was exceptionally well at using chakra even though she wasn't necessarily aware of using it. But it was from his teachings was she able to learn the basics of chakra, and also the fundamentals of medical jutsu. In a sense, the girl was a natural genius as to how well she adapted and learned. It was then she was bought out of slavery by him and brought into Kirigakure to become a medical shinobi under him. But even though she was offered the ability to change her name as she entered within the gates of Kirigakure, the young girl refused to, as she kept it as a memento of who she was and where she came from.

Several years had passed since such events, and passing through the genin and the chuunin examinations with almost perfect scores, she was finally admitted within Kirigakure's medical program as a mednin. But even with her natural talent for the sciences, she worked tirelessly in the labs and studied the concepts of the human anatomy and how it related with chakra and healing. But what was more important to Kudaranai was the understanding of human's motives and the reasons for their existence. In a nutshell, she was highly interested in what made people think as they do or behave in a certain way.
<i></i>
 
Re: ✄ Kudaranai ✂ ~ Professor Frankenstein [WIP]

[ c l a s s ]:</B><i></i>

Class Name: Professor Frankenstein [Veteran Grade]
<B>HP: (50 + 6 [Steadfast] + lvl) x stamina
CP: (35 + lvl) x chakra control
Class Bonus: Kinjutsu Option, -5% CP Cost
High: Ninjutsu Accuracy, Puppet Accuracy
Average: Evasion, Melee Accuracy, Ranged Accuracy, Genjutsu Difficulty
Low: N/A


[ s t a t i s t i c s ]:

HP: 42600
CP: 30000

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

Power Level: 3600
Action Points: 10
Stat Average: 600
Capped Shop Points: 1868


[ p a s s i v e s ]:

  • [Human Puppet] [Kinjutsu]:
    - Offensive: +10% Damage
    - Defensive: +10% Damage Reduction
    - User's Ninjutsu, Taijutsu, and Genjutsu cost +10% CP Costs, and Called Shots have a +10% chance of succeeding.
    - The user may use Puppet jutsu of the two declared types.
    - Medical Jutsu only heal for 50% of their HP amount.
    - All damage done to the user is split between their HP and CP. Their HP takes 80% damage while their CP takes 20% damage.
    - The user has 4 Puppet Upgrade Slots and may carry 4 Puppet Traps into battle (The user gains another free slot for this).
    - The user's Puppet Traps deal +10% Damage or have +5% to all related Secondary Chances. This bonus is chosen at the time of the trap being set.
    - The user cannot be made to bleed by physical means except for Called shots directed at the heart, which may cause bleeding (Up to rank 3), and inflict full damage to the user instead of split damage. Any Injury type Poisons applied to a to their heart have the chance to inflict poison normally.
  • [Great Fortitude] [Core Ability]:
    - Ignores damage each round. How much is reduced is based on your character level, this skill reduces 75 Damage per level each round.
  • [Indomitable Spirit] [Core Ability]:
    - The user ignores one point of debuff from any and all sources (so a Blinding Flash that causes a -3 to Accuracy and Dodge only causes a -2 to the user). In addition, they are not influenced by any fear effects.
  • [Free Will] [Core Ability]:
    - The Steadfast gains +2 Dodge/Save against binds, and has an additional +5% chance of escaping.
  • [Maximum Defense] [Modification: Defensive Technique] [Core Ability]:
    - When using Defensive Stance, you can trade 1 point of Accuracy in order to reduce oncoming damage by 5% instead of gaining a dodge bonus (to a maximum of -2 accuracy and -10% damage taken), or you can trade 1 point of Accuracy for 1 point of Dodge up to a maximum of 6 (as opposed to the previous 4).
  • [Combat Medic] [Ability]:
    - If the user is in the same battle as a person who has been killed, they may heal the player back to KO status at the end of the battle.
    - Once per round, the user may use a Medical jutsu up to B rank reflexively.
    Notes:
    - The second effect may not be used in conjunction with a Medical jutsu that is being used offensively.
    - The user is unable to save someone if they themselves are unconscious (KO'd) in that battle.
    - The Saved target is considered under Fatality - Live rules.
  • [Nimble Hands] [Ability]:
    - The user may perform jutsus or handseals for +0.25 AP while a weapon is equipped.
  • [Quick Reaction] [Ability]:
    - If the user dodges an attack, the user may declare a jutsu to be used as a counterattack against the attacker at +1 Accuracy/DC. The user pays all costs normally.
    Notes:
    - This includes Basic Strikes / Called Shots (They are a part of Taijutsu).
    - This action is modded immediately after the attack they dodged, can only target the attacker, and cannot be a bind.
    - This can only occur twice per round and may not be used in conjunction with the Teamwork ability.
    - An Ally can not set off the effects of quick reaction.
    - The user can not quick react and target multiple people, but may still use an AoE technique on a single target.
  • [Fearless] [Ability]:
    - +10% Damage Reduction to all Damage types (includes Illusionary)
    - -1 to Evasion and Gen Save.
  • [Defensive Technique] [Ability]:
    - When in defensive mode, the player receives -1 to accuracy per +1 to dodge instead of the normal +2 dodge -4 Accuracy defense penalty.
    - The maximum amount of dodge for accuracy they may swap is 4.
    - -10% Damage Taken while in Defensive Mode
    Notes:
    -This is not a style/stance, and may be used simultaneously with another style.
  • [Clumsiness] [Ability]:
    - The user of this ability and anyone attacking them suffer -2 critical hit chance. If this causes the critical hit chance to go over 20, there is no possibility of a critical hit.
  • [Jutsu Mastery] [Ability]:
    - All Jutsu cost -10% Chakra, this includes Maintains.
    - All Chakra cost penalties from choosing to use 'Special Actions' are halved.
    Notes:
    - Example: A Special Action that requires 20% of the CP paid, would now cost 10% of the CP paid.
  • [Poison Mastery] [Ability]:
    - Poisons last a round longer and cannot be purified until the second round it's in use. Poisons also gain a +2 Poison DC.
    Notes:
    - Poison Checks made with a successful Sneak Attack(s) must make a successful Awareness Check first before a Poison Check can be rolled.
  • [Healing Factor] [Ability]:
    - The user gains 3% Max HP at the end of each round.
    - All Medical Jutsu are +10% more effective on the user.
    Special Action:
    Quick Healer: At the end of a round the user may choose to pay CP equal to 5% of the damage done to the player during the round, to regain 5% of the HP lost by the player during the round.
  • [Acrobatics] [Ability]:
    - The user is capable of performing one additional Activated Auto-Dodge per round.

[ e q u i p m e n t - l i s t ]:



[ e l e m e n t - a f f i n i t i e s ]:

  • Free Minor Affinity @ [D-Rank]: Fire
  • Free [D-Rank] Minor Affinity Upgrade to Major Affinity Upgrade @ [C-Rank]: Fire
  • Free New Minor Affinity @ [C-Rank]: Non-Elemental
  • BL/CA/Kin Free Advanced Elements: -
  • Non-BL/CA/Kin Advanced Elements (MAX FOUR): Poison, Kinesis
  • Affinity Major(s) Unlocked = Wind, Water, Lightning, Fire, Poison
  • Affinity Minor(s) Unlocked = Non-Elemental, Kinesis
 
Re: ✄ Kudaranai ✂ ~ Professor Frankenstein [WIP]

[ a b i l i t i e s ]:</B><i></i>


[ c o r e - a b i l i t y ]:
<B>Steadfast

The Steadfast ninja is one who doesn't go down easily. They are tough and durable, able to resist heavy amounts of damage and defend their teammates. They are also incredibly determined, and it is impossible to ever truly break them down.

Total Points: 20/20

Resilience - Boost (1 point) [Purchased Three Times]
Restriction- Can be purchased up to three times
Steadfast ninja push the limits of the human body, ignoring pain and pushing on to absorbing more damage than their heartiest allies. This helps them to defend their allies as long as possible by extending the time they can remain fighting.
Effect: +2 HP modifier.

Great Fortitude - Passive (3 points) [Purchased]
Restriction- C Rank and up
A Steadfast that learns this has mastered their ability to take hits without injury, making their bodies almost impossibly strong. It takes quite a bit to make them actually feel an attack, and even then you might not illicit a reaction.
Effect: Ignores damage each round. How much is reduced is based on your character level, this skill reduces 75 Damage per level each round.

Maximum Defense - Modification (2 points) [Purchased]
Restriction- Requires Defensive Technique
A Steadfast can learn this variation on the Defensive Technique once they have practiced it to its full potential. Instead of dodging around like a flea, they can focus on guarding all of their weak points in order to reduce they amount of damage from attacks. As an alternative, they can almost completely forgo attacking, throwing all of their energy into evading enemy attacks instead.
Effect: When using Defensive Stance, you can trade 1 point of Accuracy in order to reduce oncoming damage by 5% instead of gaining a dodge bonus (to a maximum of -2 accuracy and -10% damage taken), or you can trade 1 point of Accuracy for 1 point of Dodge up to a maximum of 6 (as opposed to the previous 4).

Second Wind - Independent Special Move (3 points) [Purchased]
Restriction- C Rank and up
Just when enemies think they've got the Steadfast one down, when they've hit their limits and can’t fight any harder, that’s when it’s time to use the Second Wind. Due to training, those with Steadfast have amplified their natural ability to recover to extraordinary levels.
Effect: The user regains 20% max HP, and cancels all Bleeding. This is usable only once per combat.

Undying Warrior - Independent Special Move (2 points) [Purchased]
Restriction- B Rank and up
This powerful skill is the penultimate technique that any Steadfast ninja could learn, allowing them to increase their resolve to a level that defies imagination. By focusing all of their attention, energy, and willpower on one target, the Steadfast ninja is able to stave off even death until that enemy is laid to rest. This is best used when they are in desperate straights, as a final act of will.
Effect: When the Steadfast ninja starts their turn unconscious due to having 0 HP or lower (but no lower than -50% of their Max HP), they may choose to revive and act again. They receive +2 to Accuracy on all attacks against the opponent that felled them. If their HP drops below -50% of their Max HP, they fall unconscious again and cannot use this technique unless their HP rises above this value. They lose 1500 CP at the end of every round they act while having less than 0 HP (if they run out of CP, this is taken from their HP), and this technique can be used for a total of three rounds in a battle.

Stand Fast - Independent Special Move (2 points) [Purchased]
Restriction- C Rank and up
A Steadfast who learns this particular ability is able to tap into a great reservoir of inner resolve, temporarily becoming able to suffer huge amounts of damage without incurring any serious harm to themselves by taking an absolutely defensive stance.
Effect: For one round, the user reduces all damage against themselves by 75% but cannot attack in that round. Usable only once per combat. Does not take any more Damage reduction buffs. If the user is not hit during the round this is used, it will not count as being used.

Indomitable Spirit - Passive (3 points) [Purchased]
Through raw training and persistence, the Steadfast ninja has a will stronger than their body. No matter what torturous pain they may be going through, they can overcome and fight on.
Effect: The user ignores one point of debuff from any and all sources (so a Blinding Flash that causes a -3 to Accuracy and Dodge only causes a -2 to the user). In addition, they are not influenced by any fear effects.

Free Will - Passive (2 points) [Purchased]
Those with Steadfast are not easy to detain, able to break out of jutsu and traps that would seem completely foolproof by sheer willpower. They simply cannot be held down when they've got a goal to accomplish, and you’d be a fool to try.
Effect: The Steadfast gains +2 Dodge/Save against binds, and has an additional +5% chance of escaping.
 
Re: ✄ Kudaranai ✂ ~ Professor Frankenstein [WIP]

[ c u r s e d - s e a l ]:
Solar Seal (Rank 3)
Attained: http://www.ninpocho.com/viewtopic.php?p=98262#p98262
The Solar Seal is a seal that when activated, greatly enhances the user's natural healing abilities with a surge of chakra. This seal's ability gives the user nearly instantaneous regeneration while activated, bruises, cuts, even broken limbs mending before the eyes of those around them. While this may seem to make the user an unstoppable juggernaut, as with all seals, this increased ability comes with the price of deteriorating the user's life.

Rank 1: Covers the user's body in runic glyphs. -5% Damage Taken, User Regenerates 4% Max Hp Per round, and has a 50% chance of reducing Bleeding and Called Shot by 1 Rank each round, lowering by 5% for each rank after the first until unsuccessful. In addition the user has a +4% Chakra Cost.
Rank 2: Covers the user in a dark aura. -10% Damage Taken, User Regenerates 6% Max Hp Per round, and has a 60% chance of reducing Bleeding and Called Shot by 1 Rank each round, lowering by 5% for each rank after the first until unsuccessful. In addition the user has a +8% Chakra Cost
Rank 3: Completely alters the user into a totally different figure. -15% Damage Taken. User Regenerates 8% Max Hp Per round, and has a 75% chance of reducing Bleeding and Called Shot by 1 Rank each round, lowering by 5% for each rank after the first until unsuccessful. In addition the user has a +10% Chakra Cost These buffs/debuffs do not count toward the buff cap.

Cost: 1 Ap to Activate/Deactivate, the user loses -5 training points for each round active.

[ k i n j u t s u ]:
Human Puppet (Offensive & Defensive)

[fontsize="12"]Human Puppet
HP.jpg

A forbidden practice all but forgotten except in the most forbidden scrolls, this highly restricted Kinjutsu involves shinobi converting themselves....into something which is no longer human. Many puppeteers wander the land, some more skilled than others, utilizing their puppets and their various traps to overwhelm an opponent. Yet, few would actually succumb so far into their obsession with puppetry far as to think of converting themselves into a weapon, their bodies modified into a living puppet. It is not unheard of for shinobi to replace lost limbs into puppet prosthetics, however there are few who would proceed to a darker degree and convert their entire body into that of a puppet, removing all organs and blood, save for their heart and consciousness which is transferred into a small, compact casing which is the only trophy of their past humanity. From this point on, they are living dummies, or Human Puppets, uneffected by some of the most common shinobi weaknesses such as Bleeding or exhaustion.
Information
Prerequisites: Kinjutsu Application, Puppet Master, 3 Ability Slots, B Rank

Effects:
  • Upon gaining this Kinjutsu the user may declare themselves to be two Puppet Types (Offensive/Supportive/Defensive). When using a Puppet Jutsu of their chosen Type, that jutsu gains the corresponding buff.
    -Offensive: +10% Damage
    -Supportive: -10% CP Costs
    -Defensive: +10% Damage Reduction

  • User's Ninjutsu, Taijutsu, and Genjutsu cost +10% CP Costs, and Called Shots have a +10% chance of succeeding.
  • User is considered a Puppet and may use Puppet jutsu of the two declared types.
  • Medical Jutsu only heal for 50% of their HP amount.
  • All damage done to the user is split between their HP and CP. Their HP takes 80% damage while their CP takes 20% damage.
  • The user has 4 Puppet Upgrade Slots and may carry 4 Puppet Traps into battle (The user gains another free slot for this).
  • The user's Puppet Traps deal +10% Damage or have +5% to all related Secondary Chances. This bonus is chosen at the time of the trap being set.
  • The user cannot be made to bleed by physical means except for Called shots directed at the heart, which may cause bleeding (Up to rank 3), and inflict full damage to the user instead of split damage. Any Injury type Poisons applied to a to their heart have the chance to inflict poison normally.
[/fontsize]

[fontsize="12"]Sacred Threads of Fate - C-Rank Puppet Jutsu
HPSTOFf.jpg

An advanced puppet jutsu that allows the user to create special threads of chakra with the sole intent on manipulating their own puppet body. This technique coats the user in a tangle of chakra threads, each controlled mentally by the human puppet. Though this may seem redundant, this allows the user to move their artificial body regardless of how beaten up or damaged their limbs or joints are. However, any physical prowess they may have trained and honed with their puppet body will be of little use as they are controlling themselves through strings.
Information
Prerequisites
Human Puppet, C-Rank

Rank 1: When active, the user ignores up to 2 cumulative points of Physical Debuffs. Additionally, the user is unaffected by Sprained Called Shot penalties.
Master Rank: When active, the user ignores up to 3 cumulative points of Physical Debuffs. Additionally, the user is unaffected by Fractured Called Shot penalties.

Note:
- While active, the user does not gain any Physical Buffs whether they be Activated or Passive. This does not apply to Puppet Upgrades.
- While active, all attacks made by the user use their version of Puppet Accuracy.

Cost: 675 Cp to initiate, 320 Cp/Rnd.[/fontsize]

[fontsize="12"]Brown Secret Technique: Puppet Symbiosis - B-Rank Puppet Jutsu
HPPS.jpg

Generally, a puppeteer's greatest weakness is their vulnerability while puppeteering. However, those who have themselves become puppets have discovered how to use their now removable limbs and compact body to it's fullest, and are able to arrange themselves within a puppet at their own convenience, in so doing remove the their weakness. While within a puppet, the user's control becomes easier, more fluid, in a sense they themselves become the puppet, utilizing it as easily as if it were their own body...should they had not given it up in favor of a false one.
Information
Prerequisites
Human Puppet, 200 Chakra Control, Any Type Puppet, B-Rank

Rank 1: The user may "Wear" a Puppet gaining +10% Damage Reduction. All Puppet Upgrades in this Puppet are applied to the user, however any Upgrades installed into the user are negated. While this puppet is "Worn" they cannot be disarmed. If the user attempts to enter the puppet mid-battle they have -2 Dodge and if they take 5% of their Max HP as damage before entering this action is cancelled. (Does not use the AP but still uses the CP).
Master Rank: The user may "Wear" a Puppet gaining +10% Damage Reduction. All Puppet Upgrades in this Puppet are applied to the user, and they may choose One of their own Augments to apply however it may not be the same augment installed into the puppet the user is wearing. While this puppet is "Worn" they cannot be disarmed. If the user attempts to enter the puppet mid-battle they have -2 Dodge and if they take 10% of their Max HP as damage before entering this action is cancelled. (Does not use the AP but still uses the CP).

Note:
- This may be used as a pre-battle action if the user was already in a puppet prior to the battle-mod call.
- While this Puppet is worn, the user cannot use any other puppets.
- If used with one of the Human Puppet's own Advanced Puppets the user may not activate any of their own Bloodline or Core Ability Jutsu/Techniques. However they may still retain their Passives and Activated Passives. They may also maintain any Bloodline/Core Ability techniques they are currently maintaining.
- If the user is using an "Advanced Puppet" that has a BL/CA that gives HP/CP modifier buffs, the buff value is converted into a percentage that adds to the Human Puppet's total Damage Reduction against HP/CP Damage. (Depending on what buff they are obtaining for example an HP buff would turn into DR for HP Damage, vice versa for CP Buffs/Damage)

Cost: 900 Cp/450 CP/Rnd[/fontsize]

[fontsize="12"]Blood Bend - B-Rank Puppet Jutsu
HPBB.jpg

A dark puppeteering technique, those who have turned their bodies into puppets know the workings and weaknesses of the body...And how to manipulate it to their own ends. While normal puppeteer's have the ability to use their chakra threads to assist their willing allies during battle, these darker puppeteers have increased chakra thread strength that allows them to outright snatch control of a persons body, by literally pulling their strings. Though some may resist the effects of this skill to some degree, it is not easy to resist the constant force of the puppeteer’s will, and sooner or later, many find that their body becomes little more than a plaything to the puppet master.
Information
Prerequisites
Human Puppet, Chakra Strings, B-Rank,

Rank 1: User makes a Puppet Check against a target with the user receiving -2 to the check. If Successful the target receives -2 Accuracy and Dodge each round this check is successful (Does not stack).
Master Rank: User makes a Puppet Check against a target with the user receiving -1 to the check. If Successful the target receives -3 Accuracy and Dodge each round this check is successful (Does not stack).

Special Action: Bodily Disruption Up to twice per turn while this jutsu is affecting a target, the user may pay 2 AP to cause the target to have a 40% chance to auto-fail their next action.

Special Action: Sappling Strings While this jutsu is affecting the opponent the user may choose to end the jutsu, and drain the target for 5% of their Max CP. This must be chosen at the beginning of the round.

Special Action: Blood Trap When this jutsu makes a Puppet Check the user may pay +20% CP to make this jutsu a bind gaining another +1 to their check. If successful the target cannot move or make any actions, and this jutsu may not be maintained. While bound the user can only attack using Offensive Puppet Jutsu however any Offensive Puppet Jutsu used gains +10% Damage. When attacked the opponent is freed from this bind and may dodge but they have a -3 Dodge to that attack.

Notes:
- Does not use Handseals.
- Threads may be split up among multiple targets.
- Chakra strings is still active during this time, and all associated effects. All threads used in this technique are the same as in Chakra threads.

Cost:
Rank 1: 1100 CP, 550 CP per round.
Rank 2: 1400 CP, 700 CP per round.[/fontsize]

[fontsize="12"]Red Secret Technique: Performance of a Hundred Puppets - A Rank Puppet Jutsu
HPRST.jpg

A forbidden technique that is impossible to perform by normal humans....but a powerful capability to Human Puppets. The most elite puppet masters in the land cannot control more than 10 puppets, and even then only with difficulty, but this skill not only controls, but coordinates a number of puppets than can reach into the hundreds. Upon summoning a literal army of a hundred puppets, the user may directly link each puppet directly to their core with tiny, faint threads of chakra strings. Directly linked the heart of the user, these puppets are moved on thought by the user, as if extensions to their own hands. Though the user gains control over their own army of marionettes, this requires the user to divide their focus among each puppet, and the strength of an individual puppet pales in comparison as opposed to if they focused entirely on one.
Information
Prerequisites
Human Puppet, A-Rank, Summoning Scroll (Large)

Rank 1: Allows the user to summon an army of puppets that have a cumulative HP of 5280 and -3 of the user's Secondaries.
Rank 2: Allows the user to summon an army of puppets that have a cumulative HP of 6600 and -3 of the user's Secondaries.

Special Action: While this Puppet is active, the user and allies, when attempting to enter stealth may choose to attempt to enter stealth through the puppets. A successful stealth check allows this puppet to act as a physical barrier guarding those inside from attacks. Any successful blind shots will automatically strike the puppet.

Notes:
- Using this techniques also counts as drawing/equipping the Large Summoning Scroll. No other items/jutsu/etc. may be stored inside that scroll.
- This jutsu is considered a creation jutsu, however, once summoned, the user must also declare what type of puppet this is. Up to two types may be chosen.
- This Puppet may use up to C rank Puppet jutsu of the chosen types that the user has mastered at rank 2.
- Wielding this puppet counts as the user wielding 3 puppets at once.
- This puppet has 5 AP separate from the user. Any CP used by this Puppet is taken from the user's CP pool.
- This puppet has -10% Physical damage reduction.
- This technique may only be used once per scroll and may be used 3 times per battle. By paying 2ap, the user may re-seal the puppet into the scroll they summoned it from.

Rank 1 Cost: 2420 Cp, 1210 Cp/Rnd
Rank 2 Cost: 3025 Cp, 1515 Cp/Rnd[/fontsize]

[fontsize="12"]The Art of Hitokugutsu - S-Rank Ninjutsu
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After converting their body into that of a puppet, the user's knowledge and use of Human puppetry does not end their. Some shinobi decide to turn their forbidden practices upon others, and through the same Kinjutsu applied to them, turn their victims into puppets. Unlike themselves, they have no need of the victim's life, killing them rather than preserving their heart or spirit. The new puppet is a shell of the former human, possessing all abilities that the victim had in life, and new abilities added in through modifications. It is quiet a medical mastery to preserve the body in such a way, though the practice is a forbidden Jutsu Highly frowned upon by nearly any society.
Information
Prerequisites
Human Puppet, 1500 Word RP

Master Rank: User must do a 800 Word RP about converting someone into a puppet, in order to obtain an "Advanced Puppet". This RP may be done once every 3 OOC Weeks. Upon creation the user must submit an application to Council, with the following information below.

Note:
- "Advanced Puppets" follow the Puppet Creation Guidelines
- "Advanced Puppets" have a +3 to all Disarm Checks
- The user may only use 1 other puppet when using an "Advanced Puppet"
- An "Advanced Puppet" has 4 Puppet Upgrade Slots
- An "Advanced Puppet" may have a full Bl or a CA with 20 points.
- An "Advanced Puppet" may have up to 50 points worth of Jutsu. For each level a jutsu is scaling from levels E/D/C/B, it costs 1 point starting at 2 points for E, while A level Jutsu cost 7 points. In addition, each rank costs an additional point. A mastered B level Jutsu would cost 6 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 puppet.
- "Advanced Puppets" may equip a weapon from the user's equipment.
- "Advanced Puppets" may use jutsu jutsu the user knows normally. All rules that would apply to the user apply to the "Advanced Puppet"
- "Advanced Puppets" may be treated as having 1 Major and 1 Minor affinity as well as 1 Advanced Affinity.[/fontsize]
 
Re: ✄ Kudaranai ✂ ~ Professor Frankenstein [WIP]

[ n i n j u t s u ]:</B><i></i>

Level E


Level D


Level C


Level B


Level A


<B>[ t a i j u t s u ]:

Level E

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Level D

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Level C

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Level A

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[ g e n j u t s u ]:

Level E

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Level D

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Level C

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Level B

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Level A

 
Re: ✄ Kudaranai ✂ ~ Professor Frankenstein [WIP]

[ t r a i n i n g ]:
Thread: http://www.ninpocho.com/viewtopic.php?f=487&t=11406
 
[ c o n t r a c t ]:
Prehistoric Turtles

Prehistoric Turtles said:
E-Rank said:
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Airi

Airi is a newly hatched turtle and is about the size of an adult man’s palm. She is very playful, often prancing about and rarely has a shut to her yapper. She speaks her mind uncaring of the punishment and is often forcing a summoning circle to be at Kudaranai’s side. She truly adores Kudaranai despite their obvious differences in species, as she looks up to Kudaranai as a sempai or an older sister of sorts. It was Aito’s idea to have Airi remain within Kudaranai’s possession, as he felt Kudaranai needed to learn what compassion actually meant in hopes of stirring her away from a rather dark path. Airi resembles well a common turtle, but along her shell are star like figures. She is also completely green. Skin, shell and all, only her eyes are black and tend to be rather beady.

D-Rank said:
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Ai

Ai is one of the smaller creatures of Aito’s kin and resembles more of the conventional turtles one sees today. But really, this turtle represents the link between the evolutionary process of the prehistoric turtle and the modern day turtle. Having the weight of one thousand pounds and some, and reaching six feet and two inches. To the common turtle, Ai already reigns as a much larger specie. But despite her size, she still holds a more childlike, witty demeanor quite different from the rest of her kin, being quite mischievous but yet willing to learn new things at her own pace. Aito is rather caring of this young one as Ai acts as the link in understanding the descendants of their kin of today so they can deepen their relationships with them. Ai tends to have the appearance of what would be classified as a leatherback turtle but her fins are rather long making it much easier to move her large body. Her eyes are almond shaped and tend to look quite beady. The undersize of her stomach is unblemished white, while her shell and skin is a variation of a bluish-green and yellow.

C-Rank said:
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Aiko

With horns protruding from his head on each side and various serrated scales covered along his legs and tail, Aiko exhibits some of the various traits of the prehistoric turtle. There is also his hardened shell that has seen its wear through the centuries, having the color of a murky brown and scars of bombardment revealing its sturdy frame. From mere glance, one could easily tell that this turtle is quite hardy, which he is, as Aiko specializes in survival. Daunting tasks rarely scare him as long as proper time was taken into account to meticulously look at the variables set before him. Aiko believes for one to survive they had to be patient and cautious, which are the very traits he demonstrates in any predicament… sometimes too much. Kudaranai is often scolded by him for being too quick to jump to conclusions and not fully analyzing before speaking or acting. As far as sizes go, Aiko is much larger than Ai, reaching a whopping ten feet and five inches. But despite his size and definitely having the appearance of the prehistoric brethren, he is much smaller than those higher ranked than himself amongst his pact.

B-Rank said:
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Aina

Aina is the sweetheart of the pact, where her beauty remains second to none and her innermost ambiance is as radiant as the sun itself. She speaks kindly of others even of her own enemies and tends to be quite lenient unlike the rest of her kin who tends to not prattle on about trivial things. Aina enjoys to socialize, she enjoys speaking casually about various things whether it’s about life, history, evolution, medicine or even to the most trivial things like love, crushes and random exotic foods. Kudaranai tends to have a liking to Aina as she provides a nurturing aura that Kudarnai had never experienced before. Aina is about the same dimensions as Aiko as far as length, width and height are concerned but her overall weight is much heavier due to the special like shell she exhibits. Her shell is unique as it takes on the properties of a rough, stone like exterior, and riddled all along her casing are various flowers in bloom, some seen to be very exotic and rare, and believed to be extinct within this day and age. But despite such kindheartedness about her, Aina will never allow for her kin to be abused or maltreated and with that very shell of hers, she sworn to protect them no matter how much her beauty fades on the exterior. What she cherishes more than anything is the smiles of the ones she loves; her companions and family.

A-Rank said:
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Aizakku

Aizakku tends to be mistaken as a rocky hill, as his exterior tends to be quite different from the rest. His entire body looks rather rock like with patches of grass growing here and there, with massive horn like protrusions along his shell and face giving him a rather menacing presence. Aizakku is green in color and his eyes are rather small and beady, so his eyesight tends to not be his best quality. But with his monstrous dimensions, practically doubling Aina and Aiko reaching twenty feet, smaller creatures rarely have the mettle to face such a formidable foe. One could practically label him a walking fortress as there are many caves atop of his shell that could be used as some type of quarters to any animal or organism that dared to live within him. Very old, wise and downright stern, Aizakku doesn’t waste his time speaking nonsense nor with trivial tasks. He is a battle hardened warrior, and his battered body proves his excellence at his defense and survivability amongst the battlefield. Kudaranai and Aizakku tend to butt heads as Aizakku feels Kudaranai’s mind tends to wonder off and rarely settles on just one task. He is also not fond of the human race, knowing well of their capabilities and cruelty.

S-Rank said:
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Aito

In the days of old, there has been legends about a moving island, one so flourished with trees and wildlife, it was believed to be a jungle paradise amongst the very seas. Till one day, that supposed island grew legs and began to swim forcing its inhabitants to run astray to not be swallowed up by the sea. But what these people didn’t know was that this place was no island but actually the back of one of the oldest turtles ever known and his name was Aito. Aito has seen man grew from what would be savages to man of today, and his knowledge tends to expand beyond simply history but into the realm of philosophy, science and even astronomy. Having lived as long as he has, there are not many things he has yet to have seen but because of this, he often travels far at sea to uncover more mysteries that spurs his curiosity. Aito is an enormous creature, and simply summoning him takes a great deal of chakra simply because of his extraordinary dimensions. He reaches about sixty five feet or at least that’s what could have been estimated by mere glance. Aito’s skin is grey in color, having a striking resemblance to the rocks that dwell at the bottom of the sea and it’s just as sturdy if not sturdier than its doppelganger counterpart. Aito is often curious of Kudaranai and was the first to welcome Kudaranai into the pact despite the beliefs of those who opposed him. He saw something in the “child” that he was sure would have been beneficial to the likes of the Turtle kin, no matter what era they were from. Slowly he made it one of his missions to nurture her growth and slowly expanding her mind to new concepts and ideas. Wise, bold and patient, there exists no creature alike him.
 

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