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:

Laziest Dojo (Siu)

Siu

Ninja
Joined
Nov 3, 2017
Messages
352
Yen
1,184,650
ASP
1,709
Character Name: Hikari, Siu

Niche
HP: (65+Lvl) x Stamina
CP: (40+Lvl) x Chakra Control
Class Bonus: +4 Dodge
High: Melee Accuracy
Average: Dodge, Gen Save
Low: Genjutsu DC, Ranged Accuracy, Ninjutsu Accuracy

OOC Rank: S-Rank

Bloodline/Core Ability: Uchiha-Eye of the Void (Approval Here)
CA Abilities:
IMPORTANT: [fontsize=12]The user must choose one of the below branches. The chosen branch may be swapped any time below 924 PL, but once unlocked, may only be swapped by swapping from the bloodine, and swapping back to it.
An RS path or DS Earthbound using Uchiha will only have a single skill branch. Chimera and Hitokugutsu choosing this Bloodline may only select skills from a single branch.
  • Eye of the Sun
  • Eye of the Moon
  • Eye of the Storm
  • Eye of the Void
[/fontsize]


Uchiha
Uchiha.jpg

One of the most infamous clans, the Uchiha are known for their powerful Doujutsu, the Sharingan. Uchiha have a myriad of skills they can call their own, nearly all of which is traced back to their crimson doujutsu. Uchiha are known for awakening their Sharingan in times of trauma...and for it to only continue to grow in strength the more psychological pain an Uchiha pulls through, leading to some to seek this pain willingly in search of greater power.
[fontsize="12"]Note: For the purpose of Uchiha techniques which refer to 'line of sight', this is defined within this table (for modded battles) as;
  • A target not in Stealth against the user</COLOR>
    [*]<COLOR color="red">A target not on the opposite side of a Barrier or Arena

084 PL - Sharingan (Rank 1), Eye of Insight (Rank 1)
168 PL - Adaptive Counter (Rank 1)
252 PL - Hypnotic Gaze (Rank 1)
336 PL - Adaptive Counter (Rank 2)
420 PL - Sharingan (Rank 2), Crescent Moon Mirror (Rank 1)
504 PL - Eye of Insight (Rank 2)
588 PL - Adaptive Counter (Rank 3), Hypnotic Gaze (Rank 2)
672 PL - Sharingan (Rank 3), Crescent Moon Mirror (Rank 2)
756 PL - Hypnotic Gaze (Rank 3)
840 PL - Eye of Insight (Rank 3), Crescent Moon Mirror (Rank 3)

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Sharingan - Passive<i></i>
The Sharingan is a Doujutsu of the Uchiha clan, distinguished by its infamous red-color and the 'tomoe' surrounding the user's pupil. Apart from serving as a focal point for later techniques, the Sharingan grants the Uchiha an extreme degree of perception, allowing the Uchiha to react and perform actions with greater precision. As even the tiniest and most subtle of details within their gaze will not go unnoticed, the Uchiha claim their Sharingan will always see the truth.

Rank 1/2/3: The user has +1/+1.5/+2 Accuracy and Dodge toward targets in their line of sight. When attacking a target within their line of sight, the user ignores any Auto-dodge %'s the target may have.

Cost: 1 AP, 2% Max CP/Rnd.

Note:
- While Mangekyou Sharingan is active, Sharingan's Acc/Dodge bonus becomes +3 (+4 is they possess if they possess Eternal Mangekyou Sharingan)
- Does not apply to Activated Auto-dodge, such as the Body Switch Ninjutsu. This only applies to % chances.

---

Eye of Insight - Passive<i></i>
The Sharingan has the capability of viewing chakra as an aura. When combined with their eyes ability to precisely spot even the smallest of details, the Sharingan can unravel the secrets of anything within its gaze...So long as they may see it, of course.

Rank 1/2/3: At the start of the round, the user automatically gains awareness of all targets within their line of sight. +0/1/2 Awareness.

Special Action: For 0 AP and 2% Max CP, the user may have this effect re-occur at the 5 second mark of a round in addition to the start of the round. This may be used every-other round.

Note:
- Requires Sharingan to be active.
- Example; the user will identify clones as being the original or a fake, or see through Transformation jutsu and similar effects that are within their line of sight.

---

Adaptive Counter - Independent Special Move<i></i>
Due to an Uchiha’s general all-round prowess in all forms of combat to some degree or another, they are equally as well versed in combating against most styles; with quick movements and keen alacrity when they find an opening in their opponent, they are the first to seize the opportunity to strike. Paired with their revered Sharingan, they claim to be able to predict an opponent based on the slightest muscle tension in their body.

Rank 1/2/3: Used Reflexively. When a target in battle performs a Reflexive action, the user may attack them with a basic strike at -2/-1/+0 Accuracy. If this attack hits, the triggering Reflexive action is prevented. This will only work if the target has been in the user's line of sight for the previous 5 seconds.

Cost: 0.75 AP; 2% Max CP

Notes:
- May only be used once per round.
- Requires Sharingan active.
- The user may choose which Accuracy/DC type this uses.
- The reflexive action this is used against is not "used", only prevented. It may still be triggered later in the round.

---

Hypnotic Gaze - Dependent Special Move<i></i>
To look into the crimson Sharingan of an Uchiha is to invite disaster. Perhaps the most well-known capability of the Uchiha is their power to cast powerful Genjutsu upon targets through simple eye contact.

Rank 1/2/3: When performing a Genjutsu, the user may pay +20% CP to cast it without handseals. If the target is within their line of sight, the Genjutsu receives a +0/+1/+2 modifier.

---

Crescent Moon Mirror - Independent Special Move<i></i>
The Sharingan is said to have the power to see through illusions, and this technique was created to reinforce that. By warding their mind against foreign influence, the user can assure that what their Sharingan perceives will be reality, and not someone elses illusion.

Rank 1/2/3: Once used, the user will auto-resist or auto-dodge the next E-C rank non-physical Jutsu that targets them in the next 8 seconds (does not carry over into the next round!).
Rank 1/2/3: Once used, the user will auto-resist or auto-dodge the next E-B rank non-physical Jutsu that targets them in the next 8 seconds (does not carry over into the next round!).
Rank 1/2/3: Once used, the user will auto-resist or auto-dodge the next E-A rank non-physical Jutsu that targets them in the next 8 seconds (does not carry over into the next round!).

Special Action - Half-Moon Phase: If successful, the user may instantly follow up the resisted attack with any E-B Rank Genjutsu. Genjutsu used this way gain +1 Gen DC but cost +20% CP cost.

Cost: 1.5 Ap; Cp equal to 30% of the triggering attack (CP cost is paid upon the triggering attack but the AP is paid on cast)

Notes:
- Requires Sharingan to be active.
- Counts as an Activated Auto-Dodge the round this is activated.
- May only be used once per round, even if Acrobatics is an owned ability.[/fontsize]

---

Eye of the Void
gAjwAh6.png

Holders of the "Void" Mangekyou gain the power of Kamui, granting the ability to create portals to and from an empty plane of reality known as the Hollow. The powers of this space/time technique are limited only by the strain it places on its wielders chakra, and the fact that the origin point of the portal must be something they touch.
[fontsize="12"]924 PL - Mangekyou Sharingan (Rank 1), Spatial Anomaly (Rank 1)
1008 PL - Vortex Blink (Rank 1)
1092 PL - Spatial Anomaly (Rank 2)
1176 PL - Mangekyou Sharingan (Rank 2), Vortex Blink (Rank 2)
1260 PL - Void Displacement (Rank 1)
1344 PL - Mangekyou Sharingan (Rank 3), Spatial Anomaly (Rank 3)
1428 PL - Void Displacement (Rank 2),
1512 PL - Kamui (Rank 1)
1596 PL - Vortex Blink (Rank 3)
1680 PL - Void Displacement (Rank 3), Kamui (Rank 2)
1764 PL - Kamui (Rank 3)

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Mangekyou Sharingan - Activated Passive<i></i>
The Mangekyou Sharingan is the advanced stage of the Sharingan, accessible to Uchiha after having undergone traumatic stress. Distinguishable by its unique appearance (which varies among its users), the Mangekyou allows the Uchiha to access powerful techniques...but carries the drawback in that they place significant stress on the user's eyes, to the point where it can even result in the Uchiha losing their sight until their Sharingan recovers. Like its appearance, the abilities granted by the Mangekyou can differ between one Uchiha and another.

Rank 1/2/3: Dodging an attack (whether normally or auto-dodged) causes the user to become immune to all subsequent attacks occurring at that exact point of time during a round. Mangekyou Sharingan lasts up to 10/20/30 seconds.

Special Action - Eye Trauma: While Eye Trauma is active, evading an attack grants the user +3 Dodge for 5 seconds. Eye Trauma may be activated at any point for 0 AP; this replaces the duration of Mangekyou Sharingan with 20 seconds. Using this action will disable Mangekyou Sharingan for the remainder of battle once its duration ends. Additionally, the user will undergo 'Recovery Time' equal to 1 OOC week per round Mangekyou Sharingan was active. Mangekyou Sharingan cannot be used during any modded situations that begin during this time. [Recovery time rules]

Cost: 1 AP to activate/deactivate. Upon deactivation, 2.5% Max HP per round active.

Notes:
- Requires Sharingan to be active, and have been active for at least 10 seconds.
- Once deactivated, requires a 10 second cooldown before Mangekyou Sharingan may be used again.
- Uchiha techniques which reduce the duration of Mangekyou Sharingan are treated as if they were maintained for that round when it comes time to pay the maintain cost.
- If the user has Eternal Mangekyou Sharingan, using Special Action - Eye Trauma activates the effect for both Uchiha subbranches, however the duration is still +20 seconds.

---

Vortex Blink - Passive<i></i>
Kamui is a space/time technique of the Mangekyou Sharingan. Capable of folding space upon itself, a Mangekyou user may learn to wield this in a way that allows them to transport themselves instantly to another location nearby (roughly 30 feet), appearing as if the air 'collapses' on itself around the user's eyes in a vortex-like manner.

Rank 1/2/3: Body Switch does not require handseals, Clones, or Kawarimi Targets. The user may cast Body Switch as a free action once per 15/12/10 seconds.

Note:
- Requires Mangekyou Sharingan to be active.
- If used as a free action, Body Switch does not impart a dodge penalty to the user.
- The user still must pay Chakra, and this still counts as using an activated auto-dodge for the round.

---

Void Displacement - Non Elemental Ninjutsu<i></i>
The ability to puncture the fabric of space/time has a myraid of uses, even if stemming from the same jutsu, Kamui. When used in this manner, the Mangekyou user may create a whirlpool-like portal to relocate non-living material, pulling it into the Hollow dimension; an empty subspace...or even create a portal to recall it back to real space at a latter time! This comes with a drawback; the user must make contact with what they are attempting to transport to begin the warp process (although do not have to remain in contact the entire time), though some Uchiha get around this by throwing an object and using it as a focus for the portal.

All Ranks: When attacked by a Ninjutsu or Thrown/Projectile/Puppet Taijutsu within their line of site, the user may use their Melee or Ranged Accuracy + Accuracy modifiers rather than Evasion and Dodge modifiers. If successful, the attack is pulled into the Hollow. If unsuccessful, the user is fully-hit by the attack. Each Rank decreases the cost of this jutsu.

Special Action - Expel: For 1 AP, this jutsu may be used to expel the last attack to be pulled into the Hollow by Void Displacement during battle, redirecting it toward a target of the user's choice (ignoring barriers and arena jutsu). The attack retains the same accuracy and modifiers it was originally performed with (it does not use the Uchiha's).

Cost: 2 AP; CP equal to 130%/100%/70% of the offensive action's CP cost

Notes:
- Requires Mangekyou Sharingan to be active.
- May be used reflexively.
- If used multiple times during the same round, the duration of Mangekyou Sharingan is reduced by 10 seconds. This does not apply when using the Expel special action.
- The Hollow is shared among all Uchiha and will only ever hold one "displaced" jutsu at a time (overwriting older ones). If one Uchiha uses this action to displace an attack, the other may use this jutsu to 'expel' that very same attack.
- BMOD NOTE - Bmods are recommended to keep track of the numbers used with the last attack absorbed by this jutsu, as the special action will pull it back.

---

Spacial Anomaly - Dependent Special Move<i></i>
An Uchiha is not limited to using Kamui to transport the attacks of others; they may also transport their own attacks to "store" them within the Hollow Dimension, and later recall them as the situation demands. One can never let their guard down, for who knows what secrets lie beyond the spiraling portal of a Void Mangekyou holder?

Rank 1: By paying +40% when making a Non-Illusionary attack, the user may "Displace" it within Kamui. Displaced attacks may be 'Expelled' later by the Void Displacement Jutsu.
Rank 2: By paying +30% when making a Non-Illusionary attack, the user may "Displace" it within Kamui. Displaced attacks may be 'Expelled' later by the Void Displacement Jutsu.
Rank 3: By paying +20% when making a Non-Illusionary attack, the user may "Displace" it within Kamui. Displaced attacks may be 'Expelled' later by the Void Displacement Jutsu.

Notes:
- May be used once per round.
- The Hollow is shared among all Uchiha and will only ever hold one "displaced" jutsu at a time (overwriting older ones). If one Uchiha uses this action to displace an attack, the other may use this jutsu to 'expel' that very same attack.

---

Kamui - Non Elemental Ninjutsu<i></i>
The most directly offensive usage of the Kamui technique involves the Mangekyou user to create a space/time distortion directly upon a target which they make physical contact with, and transporting them into the Hollow. It is difficult to pull an unwilling target into the Hollow successfully, though Uchiha with great skill in this Jutsu are able to precisely warp even a specific part of their target. In any case, warping living targets who do not possess the Void Mangekyou destabilizes space/time, making it possible for the victim to find a way back to real space with enough effort.

Rank 1/2/3: Strikes the target at -2/-1/0 Melee/Ranged Accuracy. Upon hit, the target is transported to The Hollow or removed from it (if other Arena's are active, the user may choose which side they reappear on).
[EMS - Boundless Kamui] - May only be performed by those with the Eternal Mangekyou Sharingan. This attack may be used as a Called Shot; a full hit will reduce the targeted limb limb (Arm, Leg, Foot or Hand) to the useless state deal 7.5% Max HP damage to the target. Unlike the normal action, this does not send the target to the Hollow.

Special Action: May be used on self. When used this way, allows the user to bypass an Arena check to move to the opposing side an Arena (to include the Hollow). This action only costs 1/2 the usual Chakra.

Cost: 2.5 AP; 2600 CP
EMS Cost: 4 AP, 4500 CP

Notes:
- Requires Mangekyou Sharingan to be active.
- After exiting the Void Dimension, an individual becomes immune to this jutsu for 10 seconds.
- The Useless Called Shot status uses the same penalties as Broken status but cannot be healed for the remainder of the battle.

- The Hollow uses the following rules;
  • The Hollow Dimension is considered a special 'Arena' that cannot be destroyed. No other 'Arena' effects may exist with the Hollow.
  • The Hollow may only be interacted with while at least while at least 1 target is within it; if no targets are within the Hollow, then for the purpose of battle it does not exist.
  • Targets within the Hollow Dimension may not interact with targets outside the Hollow, and vice-versa. They will not spend AP/CP attempting to hit a target that is impossible to hit, and will instead attempt to enter/exit it via a lingering spatial distortion.
  • Attempts to enter/exit the Hollow by the above note cost 2 AP. The one making this checks makes a Ninjutsu check against the Hollow Dimension, which always has a DC of 35.
  • A player may not escape the Hollow Dimension through this method within 10 seconds of entering it (willingly or unwillingly). They may still make checks to escape; but even if they succeed, their escape is delayed until the this time passes.
[/fontsize]

Kinjutsu: N/A

Curse Seals: N/A

Advanced Shop Battle Related Purchases:

Abilities:
0. Shinobi 101(Paper Ninjutsu Accuracy to Melee Accuracy)
0. Journeyman - Main Branch
1. Clumsiness
2. Quickdraw
3. Martial Artist
4. Healing Factor
5. Conservative Motion
6. Hyperactive
7. Weapon Mastery
8. Acrobatics
9. Initiative
10. Adrenaline Rush
11. Deflection
12. Duelist

Major Affinities/Sense Mastery:
1. Earth
2.
3.
4.
5.
6.

Minor Affinities/Sense Knowledge:
1. Lightening
2.
3.
4.
5.
6.

Advanced Elements:
1. Paper (Major)
2.
3.
4.

Inventory & Custom Weapon

Inventory (3 Slots)

Custom Weapons
Hiwi's Memento
Origins in Marshlanic craftsmanship, the six-foot, cross-shaped jūmonji yari exudes an aura of exoticism and antiquity by nature; barring the weapon's seemingly-nonexistant utilization in Lightening warfare—having long been replaced by lighter, modern weaponry.​


Way of Speed
Fear not the fighter whom has practiced 10,000 techniques once—yet, fear the one whom has practiced a single technique 10,000 times; Its execution, they're no longer conscious of—It has become their second nature.

Damage Type: Unarmed (Retain Handseals)
Damage/Accuracy Modifiers: +2 ACC/- 10% DMG

Augments:
1: Swift
2: Recovery
3: Wide Edge


Way of Precision
A fighter's consistency is also their disadvantage—exploit it.

Damage Type: Slashing (Suppression)
Damage/Accuracy Modifiers: +2 ACC/- 10% DMG

Augments:
1: Swift
2: Recovery
3: Wide Edge


Way of Versatility
Overconditioning reduces fluidity—like water, perpetually adapt.

Damage Type: Bludgeoning (Suppression)
Damage/Accuracy Modifiers: +2 ACC/- 10% DMG

Augments:
1: Swift
2: Recovery
3: Wide Edge

Black Rough Leather Gloves
They keep your hands warm and cushion your knuckles when punching people in the face.... Made in Marshland​


Damage Type: Unarmed (Retain Handseals)
Damage/Accuracy Modifiers: +/- 0%

Augments:
1: Swift
2: Free Flow
3: Rough Divide
 
Requesting Core Abilities:
1. Temporal Step - Independent Special Move (3 points)
Restriction- C Rank and up
The Strider possesses the skills to not only look through time, but to temporarily step out of it as well, rendering them resistant to most normal forms of harm aimed at them and allowing them an unclouded perception on the battle they are in.
Effect: The user makes a step out of time for the duration of one round. During this round, the user cannot be affected by Genjutsu, and any Genjutsu which they are under are temporarily ignored for the duration, though are still active. They also gain 10% damage reduction against all Ninjutsu and Taijutsu, and cannot be KOed while out of time, though if they take sufficient damage they will be knocked out when they phase back into normal space-time. Genjutsu cannot be cast in this state, however, and any Ninjutsu and Taijutsu cast require an additional 10% CP cost. This is treated as a free action and may be done every other round.

2. Danger Sense - Passive (2 points)
A Temporal Strider occasionally experiences flashes of what is to come during battle. These precognitive flashes of insight allow them to more effectively predict and evade an opponent's attack before the attack is even performed.
Effect: +10% Auto-Dodge

3. Hasted Steps - Chakra Style (2 points)
The term "speed kills" is the mission statement of the Temporal Strider. By increasing their chakra output, they can cause all of their actions to quicken.
Effect: While in this style up to two actions per round may be "accelerated" for no additional cost. An "accelerated" attack is modded as being 1 AP faster than it's base AP cost. All jutsu cast by the user cost 5% additional CP.
Note: "Acceleration" may be applied twice to a single attack to cause it to be modded as being 2 AP faster but this spends both of the user's "accelerated" actions for the round.

4. Walk the Aeons - Boost (1 point) x3
Restriction- Can be purchased up to three times
A Strider has it within their power to comprehend time on many different levels, allowing them to move with precision that few can comprehend. Their movements through time can often be tricky for others to follow.
Effect: +1 dodge.

5. Renewal- Independent Special Move (3 points)
Restriction- C Rank and up.
Sometimes, the Strider does not like what the last few seconds did to them. So they undo it, at least for themselves and whatever hit them. It can be quite the baffling sight to those unsure what just happened.
Effect: Negates the effects of the last jutsu to hit the user. This includes all damage, debuffs, bleed increase, chakra loss, bindings, poisoning, and sealing. Can only be used three times per battle.

6. Secondary Echo - Independent Special Move (2 points)
Restriction- C Rank and up.
A Strider dislikes wasted time more than perhaps anyone else. So when their own time is wasted by a jutsu missing when cast, they simply pull it out of the past rather than waste time casting it again.
Effect: User may pull any Ninjutsu they cast the previous round that missed entirely to be redirected at the same target again or a new target. Costs 15% of the CP the jutsu originally took to cast and the same AP initially used, but only does 80% the original damage it would have. May only be used once per round.

7. Wait Reaction- Modification (2 points)
Restriction- Requires Body Switch
Every so often, a Strider's knowledge gives them the ability to predict their opponent's next action and formulate an effective counter to it. If they are successful, they could gain a significant advantage.
Effect: When Body Switch is used to successfully dodge an incoming attack the user may follow up with a Ninjutsu or Taijutsu at +3 Accuracy as an immediate action. Wait Reaction may only be triggered three times per battle.
Note: An attack being made with Wait Reaction is considered independent of attacks which are being combo'd together and has priority over them to occur immediately following the attack which was dodged.

8. Delayed Action - Dependent Special Move (2 points)
Time being like so much liquid to a Strider, then can easily throw their chakra forwards in it to form into its essence later--even controlling where and when it appears.
Effect: Any Ninjutsu can be cast into the future by up to three rounds (1 Round minimum), gaining a +3 accuracy bonus. Ninjutsu cast in this manner are modded at the beginning of the round they are cast into. This cannot be done more than once per round, and no more than two jutsu can be aimed at a single target this way at a time. (Added jutsu can be cast at the same target once previously cast jutsu have reappeared.)

9. Temporal Strike - Passive (1 point)
A well-aimed hit from a Strider has the capacity to knock their opponent just slightly out of time. Not accustomed to this shift in perception, the target tends to suffer from it.
Effect: All the user's Ninjutsu have a 20% chance to inflict a -.5 accuracy/dodge penalty on those they hit, stacking up to four times on the same target. The effect lasts for two rounds. Does not effect other Temporal Striders.


Requesting Custom Class:
Class Name: One-Trick Pony
HP: (60+Lvl) x Stamina
CP: (45+Lvl) x Chakra Control
Class Bonus: +4 Hp and Cp Mod, +1 Hp Mod (x2)
High: Ninjutsu Accuracy
Average: Dodge, Gen Save
Low: Genjutsu DC, Melee Accuracy, Ranged Accuracy
 
giphy.gif

Siu, doing a dojo? It's like seeing a Unicorn for the first time!
Just kidding, but on with the grading...

Core Ability skills are Good To Go... Be sure to record all this in your profile

Custom class -- Since you're going through initial creation of class (and there isn't any guideline on whether you need to write up an RP or not)...
Custom class approved. Be sure to record this CORRECT class into your profile.
Siu said:
Requesting Core Abilities:
1. Temporal Step - Independent Special Move (3 points)
Restriction- C Rank and up
The Strider possesses the skills to not only look through time, but to temporarily step out of it as well, rendering them resistant to most normal forms of harm aimed at them and allowing them an unclouded perception on the battle they are in.
Effect: The user makes a step out of time for the duration of one round. During this round, the user cannot be affected by Genjutsu, and any Genjutsu which they are under are temporarily ignored for the duration, though are still active. They also gain 10% damage reduction against all Ninjutsu and Taijutsu, and cannot be KOed while out of time, though if they take sufficient damage they will be knocked out when they phase back into normal space-time. Genjutsu cannot be cast in this state, however, and any Ninjutsu and Taijutsu cast require an additional 10% CP cost. This is treated as a free action and may be done every other round.

2. Danger Sense - Passive (2 points)
A Temporal Strider occasionally experiences flashes of what is to come during battle. These precognitive flashes of insight allow them to more effectively predict and evade an opponent's attack before the attack is even performed.
Effect: +10% Auto-Dodge

3. Hasted Steps - Chakra Style (2 points)
The term "speed kills" is the mission statement of the Temporal Strider. By increasing their chakra output, they can cause all of their actions to quicken.
Effect: While in this style up to two actions per round may be "accelerated" for no additional cost. An "accelerated" attack is modded as being 1 AP faster than it's base AP cost. All jutsu cast by the user cost 5% additional CP.
Note: "Acceleration" may be applied twice to a single attack to cause it to be modded as being 2 AP faster but this spends both of the user's "accelerated" actions for the round.

4. Walk the Aeons - Boost (1 point) x3
Restriction- Can be purchased up to three times
A Strider has it within their power to comprehend time on many different levels, allowing them to move with precision that few can comprehend. Their movements through time can often be tricky for others to follow.
Effect: +1 dodge.

5. Renewal- Independent Special Move (3 points)
Restriction- C Rank and up.
Sometimes, the Strider does not like what the last few seconds did to them. So they undo it, at least for themselves and whatever hit them. It can be quite the baffling sight to those unsure what just happened.
Effect: Negates the effects of the last jutsu to hit the user. This includes all damage, debuffs, bleed increase, chakra loss, bindings, poisoning, and sealing. Can only be used three times per battle.

6. Secondary Echo - Independent Special Move (2 points)
Restriction- C Rank and up.
A Strider dislikes wasted time more than perhaps anyone else. So when their own time is wasted by a jutsu missing when cast, they simply pull it out of the past rather than waste time casting it again.
Effect: User may pull any Ninjutsu they cast the previous round that missed entirely to be redirected at the same target again or a new target. Costs 15% of the CP the jutsu originally took to cast and the same AP initially used, but only does 80% the original damage it would have. May only be used once per round.

7. Wait Reaction- Modification (2 points)
Restriction- Requires Body Switch
Every so often, a Strider's knowledge gives them the ability to predict their opponent's next action and formulate an effective counter to it. If they are successful, they could gain a significant advantage.
Effect: When Body Switch is used to successfully dodge an incoming attack the user may follow up with a Ninjutsu or Taijutsu at +3 Accuracy as an immediate action. Wait Reaction may only be triggered three times per battle.
Note: An attack being made with Wait Reaction is considered independent of attacks which are being combo'd together and has priority over them to occur immediately following the attack which was dodged.

8. Delayed Action - Dependent Special Move (2 points)
Time being like so much liquid to a Strider, then can easily throw their chakra forwards in it to form into its essence later--even controlling where and when it appears.
Effect: Any Ninjutsu can be cast into the future by up to three rounds (1 Round minimum), gaining a +3 accuracy bonus. Ninjutsu cast in this manner are modded at the beginning of the round they are cast into. This cannot be done more than once per round, and no more than two jutsu can be aimed at a single target this way at a time. (Added jutsu can be cast at the same target once previously cast jutsu have reappeared.)

9. Temporal Strike - Passive (1 point)
A well-aimed hit from a Strider has the capacity to knock their opponent just slightly out of time. Not accustomed to this shift in perception, the target tends to suffer from it.
Effect: All the user's Ninjutsu have a 20% chance to inflict a -.5 accuracy/dodge penalty on those they hit, stacking up to four times on the same target. The effect lasts for two rounds. Does not effect other Temporal Striders.


Requesting Custom Class:
Class Name: One-Trick Pony
HP: (60+Lvl) x Stamina
CP: (45+Lvl) x Chakra Control
Class Bonus: +4 Hp and Cp Mod, +1 Hp Mod (x2)
High: Ninjutsu Accuracy
Average: Dodge, Gen Save
Low: Genjutsu DC, Melee Accuracy, Ranged Accuracy
 
Requesting Abilities:

Relevant RPs:
#1: https://www.ninpocho.com/viewtopic.php?f=245&t=60838
#2: https://www.ninpocho.com/viewtopic.php?f=240&t=61181

Slot 1: Clumsiness
Tripping over their own feet, spilling drinks, those with this trait tend to be a danger to themselves and those around them through their low dexterity. However, Clutz's as they are, they tend to be very lucky and blessed when it comes to the timing of their poor coordination, often seeming to trip at just the right time, in just the right place to avoid trouble.

Information
Prerequisites: D-Rank

Effect:
- Any attack made against the user that would be a Critical Hit becomes a standard attack instead. However, the user's attacks also cannot be a Critical Hit, and will become normal attacks as well.

Slot 2: Fearless
Many people fear death above all else, but the shinobi who embraces death as a simple part of the career, they find they have nothing to fear. Without the fear of death itself, there is nothing to fear at all or so the user of this ability feels. They do not fear pain or dying and thus do not fear anyone or anything.

Information:
Prerequisites: C-Rank

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

Slot 3: Supercharge
The shinobi with this skill is gifted with the ability to actually absorb some chakra that is used to harm them. Whenever attacked with a Ninjutsu, the user's pores would immediately open and take some of the chakra used for the attack and convert it into a source of power for their own attacks. Its like photosynthesis, but for ninjas!

Information:
Prerequisites: C-Rank

Effect:
- When the user is hit with a Ninjutsu attack, any damage taken by it is reduced by 5%. This reduced damage is then added to their next Ninjutsu attack as bonus damage that cannot be buffed through any source (it can still be reduced).
- The user can be charged with the bonus damage of up to three attacks at a time. If this ability activates any further, then the newest damage will overwrite the oldest bonus damage.
- Effects which cut through, bypass, or otherwise negate Damage Reduction do not apply to this ability.

Slot 4: Healing Factor
While everyone possess a natural recuperation rate, recovering over time with rest, there exist many who tend to just...keep coming back for more, and don't learn when to give up. Persistent to the end, It is hard to keep those with this trait down for long before they spring back up, regardless of the injury.

Information:
Prerequisites: D Rank

Effect:
- The user regains 3% Max HP at the beginning 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.

Slot 5: Jutsu Mastery

The user knows their jutsu inside and out; they have such a complete understanding that they know how to conserve as much chakra use as possible and still obtain the same results as a less skilled shinobi would using far more energy.

Information
Prerequisites: C-Rank

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


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.

Slot 6: Hyperactive
They move fast, they think fast, they even talk fast, these are the people that seem to bounce of the walls nonstop, and rather than grow weary of their constant zealous charisma, tend to grow even more energetic. Common among children, and often carried into adolescence, these are the people that can never quiet seem to sit still for more than 5 seconds, and always seem to be on the move.

Information
Prerequisites: E Rank

Effect: The user regains +3% of their Max CP back at the beginning of every round.


Slot 7: Combat Instinct

The anarchy of a large scale battle is a chaotic place, and those used to the circumstances of them can take advantage of the situation, dodging and weaving in between attacks and confusing opponents with their movements.

Information
Prerequisites: C Rank

Effect:
- 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.

Note:
- These bonuses are only effective against that chosen opponent.
- May switch opponents for 1 AP.

Slot 8: Elementalist

Manipulating walls of flame, conjuring storms of wind and bending waves of water; these shinobi are masters of their element, and are able to alter the form and shape of their jutsu to suit their needs at a moments notice. When combating them, their element is their weapon of choice.

Information
Prerequisites: A Major Affinity

Effect:
- 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.

Slot 9: Initiative
Whether it be a fight or a race, these people will always take the chance to move ahead of time, before their opponents could even react. Gaining the advantage of surprise to those who would fall behind.

Information
Prerequisites: D-Rank

Effect: 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.

Notes:
- This does not include Binds.
- Does not stack with other AP-prioritizing abilities (such as Seikon's Unreal Celerity).

Slot 10: Hidden Power
Something about people with this ability just keeps them alive, a burning desire that keeps them struggling to the end. The more these shinobi get beaten, the stronger and more resilient they seem to become. They shine most when their lives are on the line, and are usually able to do things they normally couldn't when near death.

Information:
Prerequisites: 75 Stamina, 40 Stat Average

Effect:
- 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.

Note:
- Should the user become healed and recover their Hp above a Hp interval, their bonus is reduced to the normal bonus.

Slot 11: Deflection
This ability allows you to deflect attacks aimed towards you, knocking them aside from causing harm.

Information
Prerequisites: D Rank

Effect:
- Partial hits upon the user are treated as one rank lower, IE a 75% hit becomes a 50%, 50% becomes 25%, and 25% becomes a miss. This does not overwrite effects which state partial hits are treated as full hits.
- Attacks which initially miss the user have a 10% chance of being deflected to a different target (does not stack with the previous note).
- Deflected attacks that target another victim are chosen at random and use the attacker's accuracy type with the user's accuracy secondary.

Special Action: For 1 AP, the user may choose to have a deflected attack target a victim of their choosing. This is done reflexively.

Slot 12: Duelist

A master of card battles and dice games, the user is undefeatable so long as they believe in the heart of the cards. A duel is an age old custom, extending back to the beginnings of modern combat. Those skilled in the exchange are well suited to fighting in one on one combat.

Information
Prerequisites: C Rank

Effect:
- +2 Accuracy/DC and +10% damage towards a single target. User must choose target at beginning of battle. Should the target be KO'd, 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

Notes:
- When choosing a target, the user must declare what type of Accuracy or DC buff they wish to receive. Either Melee, Ranged, Ninjutsu or Genjutsu. The type of buff remains constant as long as this ability is active.
- Clones are considered an extension of their owner and all above effects will still apply.

Free Slot 1: Journeyman
Living for adventure and the knowledge of the world from their journies these Nin excel in completing missions.

Information:
Prerequisites: C-Rank

Effect:
- Jutsu cost -5% Chakra.
- Being in a [Mission] does not take up an Rp slot. The user is still limited to normal Mission rules.

Free Slot 2: Shinobi 101- (Switching Melee Accuracy to Ninjutsu Accuracy)
A shinobi's skills are always evolving and growing. As they become more skilled with the various methods and ways of manipulating chakra those with the makings of an exceptional shinobi eventually find unique ways to wield their chakra.

Information
Prerequisites: C-Rank

Effect: 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.

Notes:
- Shinobi 101 does not take up an ability slot.
- If the user select's a Base Element for Shinobi 101 then this ability's effects apply only to that Base Element and none of it's Advanced Elements.
- Shinobi 101 also applies to any checks made by jutsu of that type (I.E. a Ninjutsu bind cast with Genjutsu DC would check against the user's Genjutsu DC to maintain rather than the user's Ninjutsu Accuracy) but does not change the Evasion secondary which the attack checks against.
- Any modifiers inherent to the Jutsu (and weapon if using Taijutsu) such as Accuracy or Damage modifiers, carry over to the new accuracy type. For example, using Genjutsu DC to perform a -1 Accuracy Taijutsu with a -2 Accuracy weapon would perform the Taijutsu at -3 Gen DC.
 
Approved. Make sure to update your profile
Siu said:
Requesting Abilities:

Relevant RPs:
#1: https://www.ninpocho.com/viewtopic.php?f=245&t=60838
#2: https://www.ninpocho.com/viewtopic.php?f=240&t=61181

Slot 1: Clumsiness
Tripping over their own feet, spilling drinks, those with this trait tend to be a danger to themselves and those around them through their low dexterity. However, Clutz's as they are, they tend to be very lucky and blessed when it comes to the timing of their poor coordination, often seeming to trip at just the right time, in just the right place to avoid trouble.

Information
Prerequisites: D-Rank

Effect:
- Any attack made against the user that would be a Critical Hit becomes a standard attack instead. However, the user's attacks also cannot be a Critical Hit, and will become normal attacks as well.

Slot 2: Fearless
Many people fear death above all else, but the shinobi who embraces death as a simple part of the career, they find they have nothing to fear. Without the fear of death itself, there is nothing to fear at all or so the user of this ability feels. They do not fear pain or dying and thus do not fear anyone or anything.

Information:
Prerequisites: C-Rank

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

Slot 3: Supercharge
The shinobi with this skill is gifted with the ability to actually absorb some chakra that is used to harm them. Whenever attacked with a Ninjutsu, the user's pores would immediately open and take some of the chakra used for the attack and convert it into a source of power for their own attacks. Its like photosynthesis, but for ninjas!

Information:
Prerequisites: C-Rank

Effect:
- When the user is hit with a Ninjutsu attack, any damage taken by it is reduced by 5%. This reduced damage is then added to their next Ninjutsu attack as bonus damage that cannot be buffed through any source (it can still be reduced).
- The user can be charged with the bonus damage of up to three attacks at a time. If this ability activates any further, then the newest damage will overwrite the oldest bonus damage.
- Effects which cut through, bypass, or otherwise negate Damage Reduction do not apply to this ability.

Slot 4: Healing Factor
While everyone possess a natural recuperation rate, recovering over time with rest, there exist many who tend to just...keep coming back for more, and don't learn when to give up. Persistent to the end, It is hard to keep those with this trait down for long before they spring back up, regardless of the injury.

Information:
Prerequisites: D Rank

Effect:
- The user regains 3% Max HP at the beginning 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.

Slot 5: Jutsu Mastery

The user knows their jutsu inside and out; they have such a complete understanding that they know how to conserve as much chakra use as possible and still obtain the same results as a less skilled shinobi would using far more energy.

Information
Prerequisites: C-Rank

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


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.

Slot 6: Hyperactive
They move fast, they think fast, they even talk fast, these are the people that seem to bounce of the walls nonstop, and rather than grow weary of their constant zealous charisma, tend to grow even more energetic. Common among children, and often carried into adolescence, these are the people that can never quiet seem to sit still for more than 5 seconds, and always seem to be on the move.

Information
Prerequisites: E Rank

Effect: The user regains +3% of their Max CP back at the beginning of every round.


Slot 7: Combat Instinct

The anarchy of a large scale battle is a chaotic place, and those used to the circumstances of them can take advantage of the situation, dodging and weaving in between attacks and confusing opponents with their movements.

Information
Prerequisites: C Rank

Effect:
- 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.

Note:
- These bonuses are only effective against that chosen opponent.
- May switch opponents for 1 AP.

Slot 8: Elementalist

Manipulating walls of flame, conjuring storms of wind and bending waves of water; these shinobi are masters of their element, and are able to alter the form and shape of their jutsu to suit their needs at a moments notice. When combating them, their element is their weapon of choice.

Information
Prerequisites: A Major Affinity

Effect:
- 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.

Slot 9: Initiative
Whether it be a fight or a race, these people will always take the chance to move ahead of time, before their opponents could even react. Gaining the advantage of surprise to those who would fall behind.

Information
Prerequisites: D-Rank

Effect: 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.

Notes:
- This does not include Binds.
- Does not stack with other AP-prioritizing abilities (such as Seikon's Unreal Celerity).

Slot 10: Hidden Power
Something about people with this ability just keeps them alive, a burning desire that keeps them struggling to the end. The more these shinobi get beaten, the stronger and more resilient they seem to become. They shine most when their lives are on the line, and are usually able to do things they normally couldn't when near death.

Information:
Prerequisites: 75 Stamina, 40 Stat Average

Effect:
- 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.

Note:
- Should the user become healed and recover their Hp above a Hp interval, their bonus is reduced to the normal bonus.

Slot 11: Deflection
This ability allows you to deflect attacks aimed towards you, knocking them aside from causing harm.

Information
Prerequisites: D Rank

Effect:
- Partial hits upon the user are treated as one rank lower, IE a 75% hit becomes a 50%, 50% becomes 25%, and 25% becomes a miss. This does not overwrite effects which state partial hits are treated as full hits.
- Attacks which initially miss the user have a 10% chance of being deflected to a different target (does not stack with the previous note).
- Deflected attacks that target another victim are chosen at random and use the attacker's accuracy type with the user's accuracy secondary.

Special Action: For 1 AP, the user may choose to have a deflected attack target a victim of their choosing. This is done reflexively.

Slot 12: Duelist

A master of card battles and dice games, the user is undefeatable so long as they believe in the heart of the cards. A duel is an age old custom, extending back to the beginnings of modern combat. Those skilled in the exchange are well suited to fighting in one on one combat.

Information
Prerequisites: C Rank

Effect:
- +2 Accuracy/DC and +10% damage towards a single target. User must choose target at beginning of battle. Should the target be KO'd, 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

Notes:
- When choosing a target, the user must declare what type of Accuracy or DC buff they wish to receive. Either Melee, Ranged, Ninjutsu or Genjutsu. The type of buff remains constant as long as this ability is active.
- Clones are considered an extension of their owner and all above effects will still apply.

Free Slot 1: Journeyman
Living for adventure and the knowledge of the world from their journies these Nin excel in completing missions.

Information:
Prerequisites: C-Rank

Effect:
- Jutsu cost -5% Chakra.
- Being in a [Mission] does not take up an Rp slot. The user is still limited to normal Mission rules.

Free Slot 2: Shinobi 101- (Switching Melee Accuracy to Ninjutsu Accuracy)
A shinobi's skills are always evolving and growing. As they become more skilled with the various methods and ways of manipulating chakra those with the makings of an exceptional shinobi eventually find unique ways to wield their chakra.

Information
Prerequisites: C-Rank

Effect: 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.

Notes:
- Shinobi 101 does not take up an ability slot.
- If the user select's a Base Element for Shinobi 101 then this ability's effects apply only to that Base Element and none of it's Advanced Elements.
- Shinobi 101 also applies to any checks made by jutsu of that type (I.E. a Ninjutsu bind cast with Genjutsu DC would check against the user's Genjutsu DC to maintain rather than the user's Ninjutsu Accuracy) but does not change the Evasion secondary which the attack checks against.
- Any modifiers inherent to the Jutsu (and weapon if using Taijutsu) such as Accuracy or Damage modifiers, carry over to the new accuracy type. For example, using Genjutsu DC to perform a -1 Accuracy Taijutsu with a -2 Accuracy weapon would perform the Taijutsu at -3 Gen DC.
 
Requesting Mistake Revise, Equipment, and Weapon

Revise:
Free Slot 2: Shinobi 101- (Switching Unarmed Taijutsu to Ninjutsu Accuracy)
A shinobi's skills are always evolving and growing. As they become more skilled with the various methods and ways of manipulating chakra those with the makings of an exceptional shinobi eventually find unique ways to wield their chakra.

Information
Prerequisites: C-Rank

Effect: 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.

Notes:
- Shinobi 101 does not take up an ability slot.
- If the user select's a Base Element for Shinobi 101 then this ability's effects apply only to that Base Element and none of it's Advanced Elements.
- Shinobi 101 also applies to any checks made by jutsu of that type (I.E. a Ninjutsu bind cast with Genjutsu DC would check against the user's Genjutsu DC to maintain rather than the user's Ninjutsu Accuracy) but does not change the Evasion secondary which the attack checks against.
- Any modifiers inherent to the Jutsu (and weapon if using Taijutsu) such as Accuracy or Damage modifiers, carry over to the new accuracy type. For example, using Genjutsu DC to perform a -1 Accuracy Taijutsu with a -2 Accuracy weapon would perform the Taijutsu at -3 Gen DC.

Note: I apparently made a mistake and was informed I cannot convert Melee Accuracy directly, yet had to convert a sub-type. Therefore, I am correcting this, converting Unarmed Taijutsu instead.

Equipment
Slot 1: Kawarimi Target
A substitute used in one of the most basic shinobi techniques. Traditionally used with a small log, but it can really be anything the user tends to have on hand.

Type: Passive, Consumable, Tool
Uses: 3
Effect:
- Allows the user to perform the Body Switch Jutsu without having clones on the field. This Item will be used automatically (it does not cost AP to use)
- The user also suffers no dodge debuff afterwards if this item is used with it.

Slot 2: Med Kit
A box containing useful materials for performing first aid on the fly. Rolls of gauze, antibacterial, splints, you name it.

Type: Consumable, Tool
Uses: 4
Effect:
- Lowers up to 2 Called Shot or Bleeding penalties on a target, or one of each.

Slot 3: Energy Drink
A revitalizing energy drink made with ginseng and other nutrients, this drink restores the bodys energy, restoring a small amount of chakra with each can. Very effective for a quick surge of energy, and one of the only methods to recovering chakra aside from resting.

Type: Consumable, Tool
Uses: 3
Effect:
- The user gains 2.5% Max CP.


Weapon
Weapon: Black Rough Leather Gloves
Description: They keep your hands warm and cushion your knuckles when punching people in the face.... Made in Marshland
Damage Type: Unarmed (Retain Handseals)
Accuracy Modifiers: +/- 0%
Damage Modifiers: +/- 0%

Augments:

Pending Approval: Here

1: Swift
2: Free Flow
3: Rough Divide
 
Shinobi 101 revisement: Approved
Weapon: Approved
Items: Approved
Siu said:
Requesting Mistake Revise, Equipment, and Weapon

Revise:
Free Slot 2: Shinobi 101- (Switching Unarmed Taijutsu to Ninjutsu Accuracy)
A shinobi's skills are always evolving and growing. As they become more skilled with the various methods and ways of manipulating chakra those with the makings of an exceptional shinobi eventually find unique ways to wield their chakra.

Information
Prerequisites: C-Rank

Effect: 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.

Notes:
- Shinobi 101 does not take up an ability slot.
- If the user select's a Base Element for Shinobi 101 then this ability's effects apply only to that Base Element and none of it's Advanced Elements.
- Shinobi 101 also applies to any checks made by jutsu of that type (I.E. a Ninjutsu bind cast with Genjutsu DC would check against the user's Genjutsu DC to maintain rather than the user's Ninjutsu Accuracy) but does not change the Evasion secondary which the attack checks against.
- Any modifiers inherent to the Jutsu (and weapon if using Taijutsu) such as Accuracy or Damage modifiers, carry over to the new accuracy type. For example, using Genjutsu DC to perform a -1 Accuracy Taijutsu with a -2 Accuracy weapon would perform the Taijutsu at -3 Gen DC.

Note: I apparently made a mistake and was informed I cannot convert Melee Accuracy directly, yet had to convert a sub-type. Therefore, I am correcting this, converting Unarmed Taijutsu instead.

Equipment
Slot 1: Kawarimi Target
A substitute used in one of the most basic shinobi techniques. Traditionally used with a small log, but it can really be anything the user tends to have on hand.

Type: Passive, Consumable, Tool
Uses: 3
Effect:
- Allows the user to perform the Body Switch Jutsu without having clones on the field. This Item will be used automatically (it does not cost AP to use)
- The user also suffers no dodge debuff afterwards if this item is used with it.

Slot 2: Med Kit
A box containing useful materials for performing first aid on the fly. Rolls of gauze, antibacterial, splints, you name it.

Type: Consumable, Tool
Uses: 4
Effect:
- Lowers up to 2 Called Shot or Bleeding penalties on a target, or one of each.

Slot 3: Energy Drink
A revitalizing energy drink made with ginseng and other nutrients, this drink restores the bodys energy, restoring a small amount of chakra with each can. Very effective for a quick surge of energy, and one of the only methods to recovering chakra aside from resting.

Type: Consumable, Tool
Uses: 3
Effect:
- The user gains 2.5% Max CP.


Weapon
Weapon: Black Rough Leather Gloves
Description: They keep your hands warm and cushion your knuckles when punching people in the face.... Made in Marshland
Damage Type: Unarmed (Retain Handseals)
Accuracy Modifiers: +/- 0%
Damage Modifiers: +/- 0%

Augments:

Pending Approval: Here

1: Swift
2: Free Flow
3: Rough Divide
 
Applying For New Custom Weapons

Pending Augment Approval: Here
Hiwi's Memento
Origins in Marshlanic craftsmanship, the six-foot, cross-shaped jūmonji yari exudes an aura of exoticism and antiquity by nature; barring the weapon's seemingly-nonexistant utilization in Lightening warfare—having long been replaced by lighter, modern weaponry.​


Way of Speed
Fear not the fighter whom has practiced 10,000 techniques once—yet, fear the one whom has practiced a single technique 10,000 times; Its execution, they're no longer conscious of—It has become their second nature.

Damage Type: Unarmed (Retain Handseals)
Damage/Accuracy Modifiers: +2 ACC/- 10% DMG

Augments:
1: Swift
2: Recovery
3: Wide Edge


Way of Precision
A fighter's consistency is also their disadvantage—exploit it.

Damage Type: Slashing (Suppression)
Damage/Accuracy Modifiers: +2 ACC/- 10% DMG

Augments:
1: Swift
2: Recovery
3: Wide Edge


Way of Versatility
Overconditioning reduces fluidity—like water, perpetually adapt.

Damage Type: Bludgeoning (Suppression)
Damage/Accuracy Modifiers: +2 ACC/- 10% DMG

Augments:
1: Swift
2: Recovery
3: Wide Edge
 
Approved.
Siu said:
Applying For New Custom Weapons

Pending Augment Approval: Here
Hiwi's Memento
Origins in Marshlanic craftsmanship, the six-foot, cross-shaped jūmonji yari exudes an aura of exoticism and antiquity by nature; barring the weapon's seemingly-nonexistant utilization in Lightening warfare—having long been replaced by lighter, modern weaponry.​


Way of Speed
Fear not the fighter whom has practiced 10,000 techniques once—yet, fear the one whom has practiced a single technique 10,000 times; Its execution, they're no longer conscious of—It has become their second nature.

Damage Type: Unarmed (Retain Handseals)
Damage/Accuracy Modifiers: +2 ACC/- 10% DMG

Augments:
1: Swift
2: Recovery
3: Wide Edge


Way of Precision
A fighter's consistency is also their disadvantage—exploit it.

Damage Type: Slashing (Suppression)
Damage/Accuracy Modifiers: +2 ACC/- 10% DMG

Augments:
1: Swift
2: Recovery
3: Wide Edge


Way of Versatility
Overconditioning reduces fluidity—like water, perpetually adapt.

Damage Type: Bludgeoning (Suppression)
Damage/Accuracy Modifiers: +2 ACC/- 10% DMG

Augments:
1: Swift
2: Recovery
3: Wide Edge
 

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