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:

❄ Kyourin's Return ❄

Joined
Oct 22, 2012
Messages
1,841
Yen
850,860
ASP
0
OOC Rank
A-Rank

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Name: Kyourin
Age: 42
Hair: Black
Eyes: Florescent White
Height: 6 ft 7 inches / 200.66 cm
Weight: 236 lbs / 107.05 kg​
Character's Physical Description:
❄ Kyourin has a medium build with a toned muscular structure, he works his body out consistently. Stands close to 6'7''

❄ He has eyes that look completely iced over, a trait picked from receiving a totem spirit.

❄ His skin tone is more along the lines of a dark caramel, borderline flirting with hazel.

❄ He has a visible scar across his eye which is discolored strangely to that of a sky blue against his caramel skin. It is a key marking which identifies him out of a crowd, if his height did not do that.

❄ His body is cold to the touch always and the temperature around him seems to become a little cooler as well.

❄ Depending on where he is, his breathing usually always results in the breath being visible as one would when breathing in the extreme cold. Even if it was humid and hot outside.

❄ If he goes shirtless, his torso is completely covered in tribal tattoo markings. These tattoos are different from ordinary ones as they were made using a bone needle and ink made from coal which is repeatedly pecked into the skin. They are effectively black scar tattoos..

❄ Located upon his left breast, hidden within the tattoo's will be his chakra mark from his time as a kirigakure shinobi. Other shinobi from the village will be able to notice the marking as proof that he was an affiliate of the Hidden Mist. The mark resembles a claw print (similar to the one in my mini banner below my sig)

Character's Mental Description:
❄ Kyourin's mental strength has never been cracked even through the recent death of his son he maintains a stable mind. That is to not say that age and experiences have not molded how he handles some situations as now he is far from one to shrug things off. To put it in pun references he has developed a cold shoulder persona. Why not one to be easily riled, Kyourin when agitated can showcase intense aggression. Another scenario that may trigger this is if encounters anyone who desecrates the dead or is involved with manipulation of deceased people's souls which is fueled by his tribal background.
 
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Vital Statistics said:
 
Current Stats:
:Stamina:: 525 / 600
::Agility:: 525 / 600
::Taijutsu:: 470 / 600
::Ninjutsu:: 525 / 600
::Genjutsu:: 525 / 600
::Chakra Control:: 525 / 600
::Advanced Shop Points:: 4
::OOC Rank:: S Rank
::Stat Average:: 515 / 600
::power Level:: 3100 / 3600
::Character Level:: 13 / 15
Stats


Katai Heritage[V]
HP: (50+lvl) x stamina
CP: (50+lvl) x chakra control
Class Bonus: Kinjutsu Option, +10% Ice Damage
High: Ninjutsu Accuracy
Average: Evasion, Genjutsu Save, Genjutsu Difficulty, Melee Accuracy
Low: Puppet Accuracy, Ranged Accuracy
Class


Health Points: 33,075
Chakra Pool: 33,075
Action Points: 10
Pools


Free D-Rank Minor Affinity: Water
Free C-Rank Minor Affinity: Wind
Free C-Rank upgraded Minor to Major (Same as D-Rank): Water
Major Affinities: Water, Ice
Minor Affinities: Wind
BL/CA/Kin Free Advanced Elements: Ice
Non-BL/CA/Kin Advanced Elements:
Affinities
X
Ability Index said:
 
Slot 0: Shinobi 101: Projectile uses Ninjutsu Accuracy
Slot 0: Journeyman - Main Branch
Slot 1: Quickdraw
Slot 2: Hidden Power
Slot 3: Jutsu Mastery
Slot 4: Initiative
Slot 5: Duelist
Slot 6: Combat Instinct
Slot 7: Martial Artist
Slot 8: Wind Style
Slot 9: Elementalist
Slot 10: Ice Jinchuuriki
Slot 11: Ice Jinchuuriki
Slot 12: Ice Jinchuuriki
Abilities


Legends say that long ago, back in the early days of the shinobi world, their existed powerful Demons possessing the power to wreak havoc across the land. As a counter measure to fight these monsters, village's sealed these beasts into the bodies of Human Hosts. Whether these stories hold true or not, this forbidden practice, although frowned upon, is still practiced on a much lesser scale. There exist people who have had the energies of weaker demons and spirits sealed within their body, their body and mind becoming a vessel for the entity's power. The hosts have been known to take on certain characteristics of their inner demons, both mental and physical changes and traits which vary widely. Although one cannot deny the power the host gains from having a demon reside within them, able to draw upon it's power and gain unique affinity to the demon's affinity, their comes a price with all power. From the moment the demon is sealed within the Host, it becomes a battle for control, the demon seeking to grasp as much control as it can over the user...

Information
Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank

Effects:
- When gaining this kinjutsu, the user may choose any base or advanced element of Ninjutsu to be the affinity of their inner demon. All Ninjutsu of this Element do not require Handseals as the demon bestows unnatural abilities to the user.
- They are treated as having a 'minor' affinity to this element in their base form, and a 'major' affinity in it when in either Demon Cloak form.
- If an Advanced Element is chosen, this element will not count towards their 'Advanced Element' slots.
- While in the Demon Cloak, the user has a chance to not be able to detect friend or foe due to the power of their inner demon. Every attack has a certain percentage chance to cause the Jinchuuriki to attack a random target on the field. This only applies to the effected action, not the rest of the fight.
- Jinchuuriki skills do not require handseals.
- All Jinchuuriki techniques receive Damage/Cp reduction buffs to the user's chosen Element.
- All melee attacks made by the Jinchuuriki use their chosen element's Ninjutsu Accuracy, receiving the chosen element's Damage and Cp buffs and replacing the Melee accuracy/damage buffs.

Note:
- Because of their Inner Demon's Chakra, when any Demon Cloak is activated, any Bloodline and CA Transformation-type technique becomes negated as the user now becomes somewhat possessed by their demon's energies. This does not apply to 'Activated' passives such as Doujutsu or other Core Ability Activated Passives. In addition, No curse seal's may be active during this time as the demon's strength is too powerful to be overridden. Accuracy/Dodge buffs from Jinchuuriki and their Bloodline/CA do not stack beyond +10.
- Unlike the series, this Kinjutsu refers to demons and spirits in general, not Bijuu. While this demon can be made freely, this demon cannot be tailed beast in any way or form. Expect an Auto-denial if you mention any form of Bijuu with this.
Jinchuuriki


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

084 PL - Crystal Ice (Rank One), Flash Freeze (Rank One)
168 PL - One Handed Seals (Rank One)
252 PL - Flying Water Needles (Rank One)
336 PL - Frozen Spear (Rank One)
420 PL - Crystal Ice (Rank Two)
504 PL - Flying Water Needles (Rank Two)
588 PL - Flash Freeze (Rank Two), Red Snow (Rank One)
672 PL - One Handed Seals (Rank Two), Ice Blast (Rank One)
756 PL - Crystal Ice (Rank Three), Frozen Spear (Rank Two)
840 PL - Flying Water Needles (Rank Three), Ice Blast (Rank Two)
924 PL - Red Snow (Rank Two)
1008 PL - One Handed Seals (Rank Three), Ice Blast (Rank Three)
1092 PL - Flash Freeze (Rank Three), Red Snow (Rank Three)
1176 PL - Frozen Spear (Rank Three)
1260 PL - Blue Blood (Rank One)
1344 PL - Ice Clone (Rank One)
1428 PL - Blue Blood (Rank Two)
1512 PL - Demonic Ice Mirrors (Rank One)
1596 PL - Blue Blood (Rank Three), Ice Clone (Rank Two)
1680 PL - Ice Clone (Rank Three), Demonic Ice Mirrors (Rank Two)
1764 PL - Demonic Ice Mirrors (Rank Three)

---

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

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

---

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

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

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

---

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

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

---

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

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

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


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

---

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

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

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

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

---

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

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

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

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

---

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

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

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

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

---

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

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

Cost: 2.5AP; 1,000 Chakra

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

---

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

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

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

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

---

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

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

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

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

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


Haku
  • Crystal Ice: Ice Jutsu Damage is increased by 15%.
  • Flash Freeze: May convert Water and Wind Jutsu into Ice at no extra cost.
  • One Handed Seal: May use one handed seals to cast jutsu with no penalty.

Jinchuuriki
  • When gaining this kinjutsu, the user may choose any base or advanced element of Ninjutsu to be the affinity of their inner demon. All Ninjutsu of this Element do not require Handseals as the demon bestows unnatural abilities to the user.
  • They are treated as having a 'minor' affinity to this element in their base form, and a 'major' affinity in it when in either Demon Cloak form.
  • If an Advanced Element is chosen, this element will not count towards their 'Advanced Element' slots.
  • While in the Demon Cloak, the user has a chance to not be able to detect friend or foe due to the power of their inner demon. Every attack has a certain percentage chance to cause the Jinchuuriki to attack a random target on the field. This only applies to the effected action, not the rest of the fight.
  • Jinchuuriki skills do not require handseals.
  • All Jinchuuriki techniques receive Damage/Cp reduction buffs to the user's chosen Element.
  • All melee attacks made by the Jinchuuriki use their chosen element's Ninjutsu Accuracy, receiving the chosen element's Damage and Cp buffs and replacing the Melee accuracy/damage buffs.

Abilities
  • Shinobi 101: Choose one jutsu sub-type (Fire, Slashing, Offensive puppet, etc) to use with any one other accuracy of your choice. User may apply to change which sub-type of jutsu Shinobi 101 applies to once every 90 days via the normal process for an ability swap in their Dojo Forum.
  • Journeyman: Jutsu cost -5% Chakra. Being in a [Mission] does not take up an Rp slot. The user is still limited to normal Mission rules.
  • QuickDraw: Drawing weapons or items costs 0 AP. In addition, the user may sheath their active weapon once per round for 0 AP.
  • Elementalist: The user may now use a Major Affinity Move and a Minor Affinity move upon a single Jutsu (Up to B Rank) Both affinity moves must be different, and the user must have a Major Affinity in the Element. Cannot stack either Channeling ability.
  • Duelist: - +2 Accuracy/DC and +10% damage towards a single target. User must choose target at beginning of battle. Should the target be KO, or no longer in the battle, the user may choose another target. Targeting any other opponent (excluding clones) from the initial target will nullify this ability for the remainder of the battle. +10% chance to auto-dodge the targets attacks. -2 Dodge/Save to any other opponents targeting the user.
  • Jutsu Mastery: All Jutsu cost -10% Chakra, this includes Maintains. All Chakra cost penalties from choosing to use 'Special Actions' are halved.
  • Hidden Power: The user gains +.5 to all Secondary stats each time they lose 20% of their Max Hp, capping at +2 Secondaries. At lower than 80% Max Hp, this is +.5, at below 60% Max Hp this is +1, at below 40% Max Hp this is +1.5, at below 20% Max Hp this is +2.
  • Martial Artist: The user may start in each battle with a Physical or Chakra Style already activated.
  • Initiative: The user is capable of prioritizing 1 AP worth of actions per round which are modded as 0 AP but all costs are paid as normal.
  • Wind Style (Second Wind): Wind-based attacks may target an additional target, dealing -30% of the original damage to that additional target.
  • Combat Instinct: Choose one opponent, the user gains +.5 to all Secondary stats each time their opponent lose 20% of their Max Hp, capping at +2 Secondaries. At lower than 80% Max Hp, this is +.5, at below 60% Max Hp this is +1, at below 40% Max Hp this is +1.5, at below 20% Max Hp this is +2.
Passives
X
Equipment Breakdown said:
 
Slot 1: Hyouton Spear
Slot 2: Hyouton Hammer
Slot 3: Sealing Scroll
Slot 4: (Left) Belt Pouch
Slot 5: (Right) Belt Pouch

Special Slot: Weapon Holster
  • Hyouton Senbon

Special Slot: Weapon Holster
  • Hyouton Gauntlets
Slots

Hyouton Senbon

Hyouton Gauntlet

Hyouton Spear

Hyouton Hammer
Weapons

X
Learned Jutsu said:
 
Non-Elemental
E-Rank
  • Transformation R2
  • Body Switch R2

D-Rank
  • Spirit Lantern R2
  • Cancel R2

C-Rank
  • Stunt Double R2
  • Elemental Clone R2

B-Rank
  • Rasengan R2

Water
E-Rank
  • Pressurized Mist R2

D-Rank
  • Aqua Fang R2
  • Rinse Off R2

C-Rank
  • Water Prison R2
  • Rain Dance R2

B-Rank
  • Hydro Tidal Shockwave R2
  • Mystical Pond R2
  • Torrential Vortex R2
  • Water Shark Bomb R2

A-Rank
  • Grand Hydra Evacuation R2

Wind
E-Rank
  • Pressure Burst R2

D-Rank
  • Shredding Touch R2
  • Air Bullet R2
  • Whirlwind Spin R2

C-Rank
  • Wind Release R2

B-Rank
  • Wind Scar R2
  • Vacuum Sphere R2

Ice
C-Rank
  • Ice Shards R2
  • Frigid Ice Blast R2
  • Hypothermic Touch R2

B-Rank
  • Crystalize R2
  • Ice Transmutation R2
  • Snowflake Shuriken R2
  • Ice Prison R2

A-Rank
  • Koorikan R2
  • Subzero Purge R2
  • Hailstorm R2
  • Fallen Snow R2
Ninjutsu

Buffing
D-Rank
  • Brandish R2
  • Muscle Control R2

C-Rank
  • Chakra Extension R2

B-Rank
  • Unbound R2

Unarmed
E-Rank
  • The One-Two R2
  • Low Sweep R2

C-Rank
  • Shoryuken R2
  • Grapple R2

B-Rank
  • Spear Hand R2

Bludgeoning
C-Rank
  • Carpe Noctem R2
  • Skull Buster R2

A-Rank
  • White Lotus Strike R2

Projectile
E-Rank
  • Volley R2
  • Full Toss R2
Taijutsu

NoneGenjutsu

Jinchuuriki
  • Demonic Cloak Alpha R2
  • Demonic Burst R2
  • Demonic Howl R2
  • Demon Cloak Omega R2
  • Menacing Blast R2
Kinjutsu
X
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