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:

Masaru Yuuto - The Three Eyed Vagabond

Joined
Oct 14, 2012
Messages
3,956
Yen
31,899
ASP
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OOC Rank
S-Rank
Masaru Yuuto's File
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[fontsize="16"]Basic Details[/fontsize]
Name: Masaru Yuuto
Alias: [N/A]
Age: 39
Eye Color: Hazel
Hair Color: White
Skin Color: Tan
Height: 5’9
Weight: 185
Clan Affiliation:
-Masaru
-Nara [Former][Masaru Clan's Ancestors]
-Sunaku [Former]
-Hashigaki [Former][Chimera]
-Uchiha [Chimera]

Yuuto's Mangekyou Sharingan
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[fontsize="16"]Shinobi Details[/fontsize]
Village: Cloud
Rank: Medical Chief
Branch: Medical
Division: Harvesters

Career Highlights and Key Skills

Medical Branch
-Studied directly under Kogan
-Gained medical lisence shortly before Kumo entered the Bear Marsh War
-Was a Field Medic during the Bear Marsh War
-Learned many Rituals and Seals
-Has Studied about Bloodlines and Kinjutsu extensively
-Knows highest level Medical Jutsu

General Knowledge
-Studied Advanced Elelemts in general to understand how Ninjutsu Works
-Master Level Puppeteer [Currently not using Puppets out of choice]
-Extensive knowledge of Chakra and the Chakra System
-Expert Genjutsu user, prefers to use Visual and Kinetic Genjutsu
-Knows how to channel genjutsu by numerous means; He has channeled genjutsu through his fists, instruments/objects/weapons, and his own voice now.
-Expert Wind and Lightning Element User
-Knowledgeable of the Non Elemental Jutsu
-Natural Affinity towards Earth and Lightning
-Studied Advanced Elements at a base level
-Has dabbled in numerous fighting styles and numerous weapons. Yuuto has done Piercing, Bludgeoning, Unarmed, and Heavy Blade Taijutsu.
-Knows Modern Vulgar and Classical Kumo

Anbu Branch
-Successful on numerous assassination, extraction, spy, and sabotage styled missions
-Excellent intelligence gatherer
-Proved he was adept at the role of Anbu when he decided to steal information in the village to "whistle-blow" his views to the people of Kumogakure
-Honest, and turned himself in accepting his punishment

Dark Arts
-Was once a Dark Sage, Part of his Soul was destroyed by the Reaper Seal
-Knows a secret method of purging the corrupted energy that comes with being a Dark Sage
-Is a holder of the Chimera Kinjutsu now, currently has attained a Hashigaki Divinity.
-Has performed the Human Puppet, Revenant, Byakugan/Sharingan Implants.
-Knows how to do most of the Kinjutsu techniques, the one that still eludes him to this day is Rikudo Sennin.

[fontsize="16"]Combat Details [/fontsize]
Preferred Style: Genjutsu
Battle Level: S-Rank
Core Ability: [Cadency] Type
Kinjutsu: [Chimera] Bloodline (Kinjutsu Art Passed Down in the Masaru?)
Chimera Divinity 1: [Uchiha]
Chimera Divinity 2: [Steadfast]

Contract
Toad Contract
 
[fontsize="16"]Brief History[/fontsize]

LIfe Timeline
-Age 11 (Year 21): Masaru Yuuto becomes a Academy Student under the final years of the Shinbatsu regime. At some point during this timeframe Shinbatsu ascends to Godhod leaving a vacumn in the hierarchy of power. Kagetsu Kiyo returns from her pilgrimage taking reign of the mantle once more.

-Age 13 (Year 23): Masaru Yuuto joins the Medical Branch becoming an MiT
During this time his grandfather is killed by unknown assassins in white robes wearing gas masks. Yuuto is hospitalized briefly with a strange case of anorexia and dehydration. While in recovery he did light medical work at the hospital, avoiding the stress on his body. Around this time he acquired a unique form of sand control which other colleagues assessed he must be of Sunaku lineage.

He also acquired a pet monkey that he named Kento

-Age 15 (Year 25): Yuuto felt the weight of his grandfather’s death weighed too greatly on him. Yet he still had a duty to his village as a shinobi, so he pushed his emotions down and immersed himself in assignments. It was also during this year that the Marsh Country, attacked the Bear Country causing massive damage and civil unrest. The Lightning Country officially stayed out of the conflict.

Masaru Yuuto took numerous missions to escort refugees fleeing from the conflict to the Lightning Country, and assisted in giving medical aid. He also joined scouting missions with Hachiashi Naoharu and Akane Karun. These missions normally brought them to the outskirts of battle sites or raided villages. With the war between two neighboring countries and the amount of work Kumo did on the side to keep innocents safe, Yuuto received enough experience and accomplishments to take the Chuunin Exam. He took the Exam under Kogan, a Medical Chief at the time. After he obtained the Medical License Yuuto went back to doing recon work; but now as a full-fledged Medical Shinobi.

-Age 16 (Year 26): Kumogakure officially enters the struggle siding with Hoshigakure. Since Yuuto had become a Medical Ninja and his squadmates both became members of Anbu, their missions did not require the constant assistance of a Jounin. In this war the Chuunin were considered vital just like any other able bodied warrior. Yuuto and his squad took on the challenge headfirst, but did their best to remain alive. They never over extended always sticking together and supporting the stronger units as was their tasks. Their missions ranged from extracting targets, sabotaging enemy resources and equipment, to fighting in the middle of the chaos.

-Age 17 (Year 27): After a year of fighting Kumogakure prevailed and a treaty was signed to end the war. Yuu gained significant recognition from his superiors for his ability to take orders well and choose his battles wisely. Naoharu received excellent commendations on his battle skills for a Chuunin, he was very cunning and was very destructive (with his two greatswords). Now that the war was over, Kumo and Hoshi had to deal with post war restoration and compensation. “Peace” was making its round trip to the lands once more, but there was unrest in Yuuto. Before his grandfather passed he had told him that he had to carry on the Masaru Legacy, and that he had to find them.

Yuuto received permission to take leave, and traveled to the Wind Country since he assumed he was of Sunaku lineage and that is where they are thought to originate from. He scoured the desert going from settlement to settlement asking everywhere about information on a clan with three eyes. However he got no leads on his clan. He did however run into a group of traveling desert monks that called themselves the Heart Dwellers. They sought inner peace and balance through fighting their inner demons and taking control of their center.

Yuuto trained extensively in controlling his Chakra and channeling it through his body. He worked on hand to hand combat as well, the monks did not allow him to use his puppets or his sand ninjutsu. Every time his sand tried to protect him their counter specialists would negate and strike his pressure points. It got to the point where Yuuto’s sand wouldn’t react anymore, and he on some extent didn’t need it. The Dwellers then trained his mental state constantly putting him in Genjutsu forcing him to fight his inner demons, his fears, his anxieties, and even his hopes. When Masaru Yuuto was able surpass their tests in mental fortitude, they taught him the art of Genjutsu. With control of your mind and chakra system, Genjutsu was able to be used with high potency. These monks used a different form of Genjutsu channeling it through their fists and literally knocking someone into an illusion.

-Age 19 (Year 29): After completing his training, Masaru Yuuto returned to the Lightning Country. The entire time he was gone, he wrote to his superiors via letters that he sent to the Cloud Village every two weeks. So when he returned, they more or less were expecting him. Yuuto immediately got back to work trying to make up for the time he missed.

The biggest event for Yuuto was getting to train under Kogan again. Yuuto was able to learn some pretty interesting techniques under Kogan even witnessing his Cloning ability which allowed Yuuto to create a corpse clone of an academy student who committed suicide. An Uchiha named Hane. With the use of some dark technique they were able to implant a soul into the clone thus creating a body (that was not completely human but partially).

-Age 21 (Year 31): Masaru Yuuto earned enough experience in the medical division, special tutelage, and overall skill that he was offered a position as Medical Chief. Accepting the role Yuuto moved up in the ranks surpassing his capability as a Chuunin Level Shinobi.

Yuuto also gained the Toad Contract, some point during this time period.

-Age 25 (Year 35): Kagetsu Kiyo was dealt serious damage that left her crippled and unable to continue her duty as Raikage. With the looming sadness on the Cloud Village things became much more tense. Hayata Shin former Main Branch Sennin thankfully took over for Kagetsu Kiyo and tried to bring peaceful reform to Kumogakure.

For Masaru Yuuto, a string of mysterious deaths in the Red District drew the attention of Masaru Yuuto. All of these deaths were of young children with no identifying marks. Their corpses were twisted, their limbs so stretched the skin tore and you could see the muscles. Dried blood formed around their ears, eyes, and nose. Yuuto took head on this case finding the culprits to be ex members of the R & D departments. They created some overdosed soldier pill that copied pieces of a dark ritual to create a ragdoll body of living threads. After months of investigation and missions, Yuuto was able to corner the scientists. They however chose instead of incarceration they would take the pills and kill their pursuers. Yuuto had no choice but to kill the twisted medical shinobi to bring an end to their operation. He confiscated their research material finding out about the history and techniques of another forbidden technique Impure World Resurrection.

-Age 26-32 (Yr 36-42): These next four years can be broken down into very simple pieces. During the Lightning Country Civil War, Masaru Yuuto undertook cross training, learning ANBU techniques in addition to his Medical ones and officially joining the Anbu branch. During the struggle against the Ryuu Forces in Year 37, Masaru Yuuto was apart of one of the instrumental Anbu Strike Teams that helped repel the enemies in order to successfully broker a peace offering between the differing factions of the civil war. He was also to be apart of the assassination of certain Ryuu Forces advisory staff and guards. While not on the official killing team, he was apart of the support squad and assisted in getting the strike team in.

During Year 38 Masaru Yuuto received serious wounds from doing battle with assassins in a white robes and gas masks. This battle was one of his hardest yet as he had to fend off three clearly young and spry killers while his skills diminished. One of the assassins used a type of fuuinjutsu that covered Yuuto’s body in a strange purple lightning, and activated black runes. This seal tried to drain his life force, although he was able to break the spell. Yuuto then went on to kill one assassin, cut off the arm of another, and cause one to collect their brethren and retreat. The dead body was destroyed completely by some sort of self detonation jutsu, but Yuuto had prevailed. He did get injured very badly, and his wounds put him out of commission for the next four years.

During these four years Yuuto did not return to the Medical branch, instead deciding he wanted to continue his work in the Anbu division. He did continue his research on Particle control, crafting a draft of synaptic puppet drones that were commanded via mental brain waves and chakra. It was also during this time that he gained the ability to use his chakra in order to alter the speed of himself and others, or their perception of time and reality. Yuuto somehow tapped into temporal particles, and was able to use a move (Reversion) that renewed his body for the most part.

-Age 34 (Year 43-44): After having serious talks with other cloud ninja, Masaru Yuuto came to regret the power of a Dark Sage, knowing it to be wrong and the intent to revive his grandfather via it was wrong as well. He sought out Priests of Raiden to help him cleanse and purify his body of this corrupted power. It took some months, but with the amount of expertise Masaru Yuuto had with the spiritual world he was able to purge himself successfully. However there was another dark power that resided in him, one that had been festering for decades and the Priests of Raiden had no clue as to what was inside of him.

Yuuto became a diplomat between Lightning and Stone, traveling to Iwagakure to check the status of a cloud shinobi and bring Hayata Shin information on Stones current situation. Yuuto became close to Iwagakure’s interim Tsuchikage Haruka, and even killed a trespasser on her estate who may or may not have been a spy. This lead to Haruka’s trust of Cloud Shinobi and her promise to assist Shin if he needed her help. However this would not come to fruition, i.e he never cashed in on her promise.

Upon Yuuto’s return to the village he noticed less than reputable characters had come to head in the village, even taking on roles of “help”. Refugees, and then some had found their way into Kumogakure. A mercenary by the name of Miroku Akuma began stirring trouble at Cloud’s gates, and Yuuto fought him fending off the villain from abducting students. He also recorded Akkuma stating Hayata Shin allowed him to cause this damage and that he was bound to upheave the Kages from their seats, and the demons would rule once more.

This lead to Yuuto joining forces with a rogue intelligence agency named Titan, who seemed to have a bone to pick with Hayata Shin. Yuu simply wanted answers and truths and through his own investigations and theft of Cloud Village documents he was able to determine that Hayata Shin had entered into some deals with people like Hoshikata and Akkuma. He exposed sensitive information to the public smearing Shin’s name and preparing for one of two things to happen.

1) His surrender and voluntary jail sentence would be accepted. A way for him to pay for his crimes and stand for his ideals
2) Fight Shin and anyone who guarded him making the best out of the aftermath.
Option 1 played out giving Yuuto the close he needed in order to make his point of responsibility and accountability. Regardless of his actions, Hayata Shin was eventually killed by those he trusted, and Yuuto left with guilt that he may or may not have caused the Raikage’s death.

-Age 35-38 (Year 45-48): Masaru Yuuto is incarcerated spending four years in the Underprison, occasionally leaving to fight in the Coliseum. He was paired with Hashigaki Ido, 61, serving life sentence for murder of his squad-mates. Ido and Yuuto grew close during their battles in the Coliseum, Yuuto began mimicking Ido's fighting style adding on his own twists, most likely receiving instruction from the older prisoner. During a battle their scheduled creature, a cockatrice, was killed by a Gray Demon that somehow found its way into the pits. Anbu were tasked with keeping up the barrier while a strike force entered but was repelled. Yuuto and Ido assisted Anbu in the attack putting themselves on the front line to keep the demon's attention. Ido was killed by the demon giving Yuuto an opening to strike. However his attacks had no effect but he was able to absorb the demon's attacks and reverse them cracking its hide. He then thrusted a Chidori Blade into the beasts open wound and bisected it. This led to Yuuto being in the care of the Medical Division's R&D who assessed he had the Chimera Kinjutsu in him, just simply growing and maturing at an extremely slow rate. He was then trained in the techniques of the Chimera becoming a test subject for the R&D department. Eventually he reached a point where he was able to receive the biological mass and chakra of a deceased shinobi, Hashigaki Ido. Yuuto now has access to the Hashigaki's bloodline abilities. He's currently at 2/3 of his threshold.

-Age 39 (Year 49): Masaru Yuuto has officially been released from the Underprison and reinstated as a Medical Chief. He has requested to join the Harvester Division believing that his prowess in combat, field medic history, extensive anbu training, and overall ability to absorb and replicate abilities with his Kinjutsu made him a prime fit for the Harvesters. It would also be the first step in Yuuto attaining more status in order to
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[fontsize="16"]Stats[/fontsize]
OOC Rank: S
Power Level: 3600

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

[fontsize="16"]Abilities[/fontsize]
Duelist
Jutsu Expansion
Intiative
Shinobi 101 [Unarmed used with Ninjutsu Accuracy]
Anbu Branch: Sentinel
Stalker
Quickdraw
Weapon Atttunement
Deflection
Ambidexterity
Weapon Mastery Unarmed

Kinjutsu Slots
Kinjutsu Option
Kinjutsu Option
Kinjutsu Option [+1 Ability Shop ASP Store]

[fontsize="16"]Jutsu List[/fontsize]

Normal Ninjutsu

E Rank Jutsu
Body Switch [Master Rank]
Trasnsformation [Master Rank]

D Rank Jutsu
Contract Summoning [Master Rank]
Combination Transformation [Master Rank]
Cancel [Master Rank]

C Rank Jutsu
Stunt Double [Master Rank]
One Element Sealing [Master Rank]
Elemental Clone [Master Rank]
Barrier [Master Rank]

B Rank Jutsu
Leech Seal [Master Rank]
Rasengan [Master Rank]
Advanced Combination Transformation [Master Rank]

A Rank Jutsu
Perfected Rasengan [Master Rank]
Star Dust Nova [Master Rank]

E Rank
Pressurized Mist
Water Gun

D-Rank
Water Whip
Aqua Fang
Rinse Off

C-Rank
Grand Waterfall
Impaling Hydro Jet
Water Prison
Rain Dance

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

A-Rank
Grand Hydra Excavation
Water Dragon Bullet
Scorn of Aquarius
Supreme Aqua Real

Crystal Ninjutsu
C-Rank
Topaz Tempest
Fluorite Spikes
Ruby Rain

B-Rank
Moonstone Shower
Sapphire Storm
Goldstone Clutch

A-Rank
Diamond Cutter
Amber Beacon
Crystalline Passage

Medical Ninjutsu

D Rank Jutsu
Mystical Hand [Master Rank]
Coagulation [Master Rank]

C Rank Jutsu
System Shock [Master Rank]
Skeletal Fortification [Master Rank]
System Restoration [Master Rank]

B Rank Jutsu
Mystical Force [Master Rank]
Medical Ward [Master Rank]

A Rank Jutsu
Angelic Blessing [Master Rank]
Regeneration [Master Rank]

Anbu Jutsu

D-Rank
Mask Summon [Master Rank]

C-Rank
Snapshot [Rank 1]
Chakra Sense [Rank 1]
Active Camo [Rank 1]

B-Rank

A-Rank

Wind Ninjutsu

E Rank Jutsu
Wind Slash [Master Rank]

D Rank Jutsu
Air Bullet [Master Rank]
Shredding Touch [Master Rank]

C Rank Jutsu
Wind Scythe [Master Rank]
Tempest[Master Rank]
Gale Force [Master Rank]
Wind Release [Master Rank]

B Rank Jutsu
Wind Scar [Master Rank]
Great Wind Scythe [Master Rank]
Cyclone Movement [Master Rank]

A Rank Jutsu
Ambiance of the Forbidden [Master Rank]
Hurricane [Master Rank]

Unarmed Taijutsu

E Rank Jutsu
Uncalled For Shot[Master Rank]
The One Two [Master Rank]
Janken [Master Rank]

D Rank Jutsu

C Rank Jutsu
Dragon Assault
Grapple
Shoryuken
Roaring Combination

B Rank Jutsu
Suplex
Primary Lotus
Spear Hand
16 Hit Combo

A Rank Jutsu
Falcon Punch
Eagle Drop
Dance of the Waxing Moon
Fist of Virtue
Fist of Sin

[fontsize="16"]Custom Class[/fontsize]
Critical Fracture [Veteran]
HP: (55+Level) x Stamina
CP: (45+Level) x Chakra Control
Class Bonus: Kinjutsu Option, +1 Ninjutsu Accuracy
High: Ninjutsu Accuracy
Average: Dodge, Genjutsu Save, Melee Accuracy
Low: Ranged Accuracy, Genjutsu DC
 
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[fontsize="16"]Kinjutsu: Chimera[/fontsize]

CH.jpg

[fontsize="12"]Chimera
A Dark, forbidden technique that has been created in many forms, secretly developed throughout the shinobi world in an attempt to gain special powers normally unacquirable by normal means. Whether it be a country's attempt to steal the kekkei genkai of other shinobi nations and use their powers for their own, or on a personal level to compensate for an individual's own lack of power, one cannot deny the appealing aspect of having control and mastery over multiple kekkei genkai; to be a hybrid breed possessing the special secret techniques of many clans throughout the world. This forbidden practice alters the body of the user in such a way as to allow them to integrate the energies and capabilities of a shinobi into their own body and spirit, merging the two together and creating a hybrid mix, the user becoming a "Chimera" and possessing the strength and traits of their multiple mixes. While in theory one would assume this would create the perfect breed, a mixture of all the most powerful genetics, in practice one can never truly master these abilities, and the "Chimera" suffer from having their body's vitality and life force drained upon the strain of merging with foreign Bloodlines.

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

Effect:[/fontsize]
  • [fontsize="12"]
  • The user gains the ability to integrate the secrets and strength of a shinobi into their own body, mind and spirit. Upon gaining this ability, this allows them to gain an additional full Bloodline or Core Ability of the body they absorbed.
  • The user may have up to three full Bloodlines or Core Abilities. Additional BL/CA's can only be acquired through a 1,500 word rp that must be about the user obtaining a body and integrating it's abilities. This rp must have council approval, and if a Core Ability, the user chooses their abilities at the time of obtainment. This Rp can be done once every Five OOC weeks. Once they have their limit of three, the user may reuse this technique to swap out one of their Current Bloodline or Core Abilities for a new one through an Rp.
  • The Chimera's body becomes strained and weakened by merging with other bodies, and the chimera has -2 to both their Hp and Cp Mod for Each Bloodline or Core Ability after their first, up to -4 Hp/Cp.
  • Though the Chimera has multiple Bloodline and Core abilities, all passive buffs, effects and modifiers are reduced by 1/3 if the user has two BL/CA's, or by 1/2 if the user has 3 BL/CA's.
  • Unlike the passive effects which are constantly active, the chimera may only have the full repertoire of Activated techniques, jutsu, styles, or special moves of one BL/CA at a time. The Chimera may switch to another BL/CA at any time as a free action. However, this cannot be done reflexively and gives the user a stackable -1 to all secondaries for the remainder of the round switched. The Chimera may not maintain any of these techniques upon switching to a different BL/CA, and all effects of that BL/CA are dispelled immediately.[/fontsize]

[fontsize="12"]Gaze of Enslavement - C-Rank Will Genjutsu
CH1.jpg

Though their powers of attuning and linking with chakra is far more powerful and effective with physical bodies and energy, the chimera's ability to sync may also extend to mental limits as well. By attuning their mind to that of a target with a simple gaze, the Chimera may alter and imprint a powerful illusion deep into the mind of the target, the chakra taking the form of red eye-shaped seal upon the forehead of the target, before fading away from view. This allows the chimera to put others in a hypnotic trance while under this Genjutsu, the eye's of the victim glowing red while they carry out the order forced into their mind.

Information
Prerequisites
Chimera, C-rank

Rank 1: Imprints a command into the mind of the target with +1 DC, giving them a 17% chance per action to carry out that action.
Master Rank : Imprints a command into the mind of the target with +2 DC, giving them a 20% chance per action to carry out that action.

Note:
- Does not use handseals, but requires Eye contact.
- This Genjutsu lasts until the action is successfully performed or the illusion is overwritten.
- Upon use, the user must choose an action they wish their victim to perform.
- They may attempt to cause the victim to use one E-C Rank jutsu of any type upon any target, however the victim must know the technique and the user must have witnessed the technique performed previously during battle to be aware of it. The target can never attack themselves.
- They may attempt to have the victim use an item they have equipped, however it must be either visible or previously used in battle.
- They may attempt to have the victim switch/drop/enter a style.
- They may have the victim remain motionless for 2 Ap.

Cost: 400 Cp to initiate[/fontsize]

[fontsize="12"]Life Drain - C-Rank Ninjutsu
CH2.jpg

Naturally having their bodies altered enough to completely absorb the genetic structure and abilities of shinobi, copying the abilities of their lineage, the Chimera are able to use their absorbic capabilities one a smaller scale to drain the energy of victim with a touch, sapping away at their life force and energy while converting it into raw energy to fuel their own hybrid body.

Information
Prerequisites
Chimera, C-Rank
Rank 1: The user drains the energy of a target, Dealing 1220 Hp Damage and 610 Cp damage.
Master Rank: The user drains the energy of a target, Dealing 1460 Hp Damage and 730 Cp damage.

Special Action: The user may choose to focus entirely on Absorbing Hp or Cp damage should they choose. Should they choose Hp only, the Cp damage negated and instead added to Hp damage. Should they focus on Cp, this attack deals no Hp damage, but Cp damage is doubled.

Note:
- Does not require handseals, and uses Melee or Ninjutsu accuracy.
- This technique is a Non Elemental Ninjutsu.
- The user gains Hp and Cp equal to 50% of the damage done by this technique.

Rank 1 Cost: 320 Cp
Rank 2 Cost: 410 Cp[/fontsize]

[fontsize="12"]Mystical Replication - B-Rank Ninjutsu
CH3.jpg

While their greatest strength by far requires a lengthy absorptive process to retain and comprehend the full genetic material of a shinobi, the skills of a Chimera can also function in a much more time-friendly fashion. By simply touching the skin of living being, the chimera can directly absorb and copy aspects of a target and both understand and use them immediately. However, though very convenient, this method does not allow the chimera to retain the copied aspects of the victim indefinitely nor does it allow them to absorb multiple skills simultaneously, generally fading away shortly after use or when overwritten with a newer power. With training, this allows the Chimera to maintain their stolen skills longer, and even temporarily seal the copied aspect from the source of it themselves.

Information
Prerequisites
Chimera, B-Rank Life Drain Mastered

Rank 1: Allows the Chimera to absorb a Single BL/CA Skill from a target. If they seal their copied skill, the Chimera gains +1 to their Ninjutsu check, and the technique is unusable for one full Round.
Master Rank: Allows the Chimera to absorb a Single BL/CA Skill from a target. If they seal their copied skill, the Chimera gains +2 to their Ninjutsu check, and the technique is unusable for two full Rounds.

Special Action: When replicating a skill, the user may attempt to "Seal" the technique from the target, preventing them from gaining any effects of the chosen skill. This requires a Ninjutsu check between the user and the target, and causes this jutsu to have +50% Initiation cost, and an increased maintain cost for the duration of the "seal".

Note:
- This does not require handseals, and uses Melee or Ninjutsu Accuracy.
- The user may only Copy one BL/CA Skill at a time, if this is used again the skill is overwritten.
- This skill cannot be one they have already, and may only be a Passive/Activated Passive/Special Move effect. Any BL/CA prerequisite for this stolen skill is not applied to the user. This cannot be a Jutsu.

Rank 1 Cost: 1110 Cp to initiate, 520 Cp/Rnd
Rank 2 Cost: 910 Cp to initiate, 430 Cp/rnd.[/fontsize]

[fontsize="12"]Infinite Abyss - B-Rank Ninjutsu
CH4.jpg

A dark technique granted by their kinjutsu, the Chimera naturally have the ability to merge and absorb the bodies of others and claim their techniques for their own...And naturally, one could assume that their abilities could be used a smaller scale to directly absorb the chakra right out of the air. This technique allows a Chimera to forcibly extract the physical and spiritual energy of another ninja and absorb it by deconstructing it into raw energy. This allows them to understand and learn the technique, allowing them to use the remnants of the energy for limited time to replicate the effects as their own.

Information
Prerequisites
Chimera, B-Rank Life Drain Mastered

Rank 1: Allows the user to break down the energy behind a Ninjutsu into raw chakra, and absorb it temporarily. This requires a Ninjutsu check against the attack, and if successful, negates the technique. If unsuccessful, the user has -3 Dodge against the attack. This may only be done on Jutsus E-C Rank.
Master Rank: Allows the user to break down the energy behind a Ninjutsu into raw chakra, and absorb it temporarily. This requires a Ninjutsu check against the attack, and if successful, negates the technique. If unsuccessful, the user has -2 Dodge against the attack. This may only be done on Jutsus E-C Rank.

Note:
- This does not require handseals, may be used reflexively, and applies to almost any Offensive Ninjutsu excluding Kinjutsu techniques.
- If unsuccessful and the user is hit, the user take's +10% damage to the technique they attempted to absorb.
- Up to three Jutsu may be memorized, any more will require one to be overwritten.
- If a technique is successfully absorbed, the Chimera may use that jutsu normally for the remainder of battle at the rank it was absorbed.
- This may be used on Most BL/CA Jutsu, however does not apply to ones which require special Bloodline Properties, Such as a Aburame's Bug Ninjutsu, A Toujigikou's Clay Ninjutsu, a Hachiashi's Web Jutsu, a Tsuchimikado's Tag-Jutsu, etc. If the user does not have the needed source, it would not apply.

Cost: Jutsu cost +25% Cp to Absorb. Added chakra only applies if successful.[/fontsize]

[fontsize="12"]Dark Judgment - A-Rank Ninjutsu
CH5.jpg

A secret technique that may only be performed after a successful use of Infinite Abyss, this technique converts the absorbed energy into light blue flames of pure, dark energy. Though appearing as flames, this jutsu does not appear to have any innate fire-like qualities, or physical properties at all, and passes through all forms of protection while striking both the body and soul of the victim simultaneously. The chakra usage behind this technique is minimal since it primarily draws strength from the absorbed energy, however using this technique removes the energy which allowed the chimera to replicate their absorbed powers, preventing further usage of the absorbed Jutsu.

Information
prerequisites
Chimera, A-Rank, Infinite Abyss Mastered.

Rank 1: Shoots a torrent of Sapphire flames upon a target at +1 Accuracy, Dealing 80% of the total damage from all techniques absorbed by Infinite Abyss, as well as chakra damage equal to 25% of the total Damage Absorbed.
Master Rank: Shoots a torrent of Sapphire flames upon a target at +2 Accuracy, Dealing 80% of the total damage from all techniques absorbed by Infinite Abyss, as well as chakra damage equal to 50% of the total Damage Absorbed.

Note:
- This jutsu does not require handseals, but requires at least one Memorized Technique from Inhaling Maw to be sacrificed to perform. Jutsu used in this technique can no longer be used, unless reabsorbed by Infinite Abyss.
- This technique is a "Dark Element" Ninjutsu and bypasses all barriers and damage reduction. This Jutsu may be Buffed by any buffs that would Buff the absorbed Ninjutsu.

Cost: 2 Ap +.5 Ap for each Jutsu released after the first. 75% of all Cumulative Cp costs.[/fontsize]

[fontsize="12"]Avatar of Divinity - S-Rank Ninjutsu
CH6.jpg

The epitome of perfection that all Chimera Strive for; becoming the perfect creation through a mixture of stolen abilities imbued into their bodies and soul. This technique allows a Chimera for a brief time to draw forth all their abilities simultaneously to release a massive aura of chakra that radiates intensely off their bodies, rising off in sparks of energy and granting them capabilities all but unheard of in the world of Shinobi. Their powers in this stage seem to be border-line unbelievable, the capabilities and techniques earned through absorbing the abilities passed down and honed by generations of shinobi becoming little more than party tricks in the seemingly infinite repertoire of skills. However, this increase surge to all their abilities rapidly drains their vitality, and could leave them in a dangerous situation.

Information
Prerequisites
Chimera, S-Rank, More than one BL/CA.

Master Rank: Releases all limits upon their body, forcing themselves into a heightened state of power with simultaneous access to all their abilities. While Active, the user may use All skills from the Bloodline and Core Abilities they may possess, but costs +20% CP.

Note:
- When active, the user's cumulative BL/CA passive buffs are increased by 1 or 10%. This only applies to Secondary Buffs, Awareness, Stealth, Damage buffs, Damage Reduction, and chakra cost reduction Buffs. Additionally, this cannot stack in anyway or combination (The +10% bonus would not be applied twice if the user had a "Ninjutsu" Buff and "Fire Jutsu" Buff, for example.)
- Should the user activate a combination of Two Bloodline/Ca's with this technique, all Bl/CA Jutsu only deal/block 90% Damage while in this form, and all Buffing/Debuffing effects used from BL/CA are reduced by 1/3.
- Should the user activate all three of their BL/CA's with this technique, all Bl/CA jutsu only deal/block 85% Damage, and all Buffing/Debuffing effects used from BL/CA are halved.

Cost: 4.5 Ap and 4000 Cp to initiate, 2000 Cp/Rnd.[/fontsize]
Image
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[fontsize="16"]Chimera Slot #1: Temporal Strider[/fontsize]
TemporalStrider.png

Core Ability Purchases
Ripple Effect - Dependent Special Move (2 points)
Delayed Action - Dependent Special Move (2 points)
Temporal Step - Independent Special Move (3 points)
Danger Sense - Passive (2 points)
Hasted Steps - Chakra Style (2 points)
Walk the Aeons x2 - Boost (1 point)
Flow of Time - Dependent Special Move (2 points)
Fatetwisting - A-Rank Non-elemental Ninjutsu x2 (1 Point, 1 to rank up)
Renewal - Independent Special Move (3 points)
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[fontsize="12"]Temporal Striders are born seemingly apart from the world at large, unaffected by the force of time itself and thus able to manipulate it. They are ancient and burning, walk in forever, and see the turn of the universe...so the legends say. While even they cannot affect the strict past or the fluid future, they can work the lower levels of time directly around them, and move in it as though it were space due to their greater understanding of it than most possess.

Important: There is no actual time travel involved in this CA. All effects of it are simply perceptual, and the users of it call it time warping to retain the mystique. Genuine time travel or distortion by people who have this CA will not be tolerated.

Ripple Effect</U><i></i> - Dependent Special Move (2 points)
The rate at which a jutsu is cast and dispelled is variable to a Strider, allowing them to have it break up and attack multiple targets over several rounds, or even the same target over time.
Effect: Any Ninjutsu can be split in damage in up to four pieces (multiple hit Ninjutsu can instead be split into however many hits there are.) Each piece can be set to strike a target up to three rounds in the future. Pieces set to strike during the next round or afterwards receive a +2 accuracy bonus. 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.)

Delayed Action<i></i> - 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.)

Wait Reaction<i></i> - 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:</I> 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.

Threads of Fate<i></i> - Dependent Special Move (2 points)
Restriction- Requires one binding jutsu
A Strider knows their incoming reactions better than anyone's, and can possess the ability to distort the perception of their opponent when they know what is coming. It is said that they move fate itself to temporarily alter their target's view of the world.
Effect: Warps the target's sight to make it look like the user is standing still before a binding jutsu is cast. Lasts for 2 AP before the bind is cast. During that time, the target has -3 dodge and -3 accuracy against the user, including versus the bind itself. Acts as a Visual Genjutsu. When tagged to the front of a bind, increases the cost by 1.5x.

Spellweave<i></i> - Dependent Special Move (2 points)
To most, multi-hitting jutsu occur rapidly, but not simultaneously. To the Strider, however, such fragments of time are mutable, and subject to their whim, allowing them to weave such pieces together and make them appear to be fired all at once.
Effect: Converts a Multi-hit Jutsu into a single-hit one; all strikes would hit simultaneously using the same check. Any limits or restrictions apply normally (Such as only 'x' strikes being capable of hitting.)

Temporal Step<i></i> - 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.

Danger Sense<i></i> - 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

Secondary Echo<i></i> - 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.

Hasted Steps<i></i> - 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.

Walk the Aeons<i></i> - Boost (1 point)
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.

Renewal<i></i> - 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.

Temporal Strike<i></i> - 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.

Flow of Time<i></i> - Dependent Special Move (2 points)
The smart Strider is able to regain control of their jutsu after they have been cast, as though they just used them. Upon a failure to hit, they are able to redirect the jutsu to come back for another shot--though if they don't prepare when casting the jutsu this chance is lost.
Effect: By adding +25% CP cost to the base cost of a jutsu, the user may allow that jutsu a second chance to strike at -2 Accuracy/DC. This attack may only deal 40% Damage. All secondary effect chances are reduced 1/2. This may be done once per round and up to three times per battle.

Fatetwisting - A-Rank Non-elemental Ninjutsu (1 Point, 1 to rank up)
Restriction - A-Rank
Time travel is impossible. This is an immutable truth of the world as such a power simply sits too far outside of the moral scope of ability and treads water into the realm of beings which could be described as divines. That does not mean however that there aren't ways to cheat time. Temporal Striders are able to step into the currents of causality and hop "between" strands of probability... and drag their opponents along with them. This means that any time an opponent would choose to face a Temporal Strider with the proper mix of cunning and strength they do so with the forces of fate itself working against them.

Rank 1: For the duration of one full round the user may select any two actions which require them to roll a d20 and roll an additional d20, taking the result which favors the user more and discarding the other one.
Rank 2: For the duration of one full round the user may select any four actions which require them to roll a d20 and roll an additional d20, taking the result which favors the user more and discarding the other one.

Rank 1 Cost: 3 AP and 2,500 CP
Rank 2 Cost: 3 AP and 3125 CP

Note(s):
- Selecting an action does not cost additional CP or AP and likewise is modded as instantaneous as a result. Casting Fatetwisting still takes time as normal however. Additional rolls last until they are spent but do not stack. If the user casts Fatetwisting while they have lingering additional rolls the amount of rolls they have available is set to the amount which is normal for the rank that they know Fatetwisting at.
- User may select an opponent's action which is targeting them as long as there is a d20 roll involved on the part of the user (e.g. "If my opponent uses a Called Shot on me I would like to spend one of my additional rolls on the Called Shot success chance"). This is done reflexively and therefore requires a conditional.
- If an action contains multiple d20 rolls (e.g. a Ninjutsu attack which has a Secondary Effect) the user must specify which d20 roll they are choosing to roll an additional d20 for. The user may spend more than one roll on a single action but each roll must apply to a different d20 roll occurring as a part of the action. In the case of actions which have built in re-roll effects (such as the Feint Affinity Move) spending an additional roll only applies to one of those rolls of the user's choice -- not both.
- User may not ever roll more than one additional d20 for a single roll.[/fontsize]
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[fontsize="16"]Chimera Slot #2: Earthborn[/fontsize]
Earthborn.jpg

Core Ability Purchases

Earthen Barrier - Passive (3 Points)
Ground Impact - Passive (3 points)
Care of the Earth - Passive (3 points)
Titanic Strength - Modification (3 points)
Wrath of Earth - Dependent Special Move (2 points)
Terran - Boost (1 point) x2
Spore Cloud - Independent Special Move (2 points)
Stone Tomb - Jutsu (1 point, 1 to rank up)
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[fontsize="12"]The Earthborn are perhaps the most tranquil of the four elementalist types, although when angered, they hold a grudge like no other. Their use of earth jutsu is both offensive and defensive at the same time, allowing them to be very balanced combatants.

Earthen Barrier - Passive (3 Points)
Restriction- C Rank and Up
Earthborn with this power have mastered the ability to create walls of earth around them, making them stronger and more resilient than ever before. These walls of earth can be massive, limited only by the energy put into them.
Effect: All barriers that the user creates may receive the user's Earth Buffs to increase the barrier's HP. Earth based barriers are granted an additional +10% HP

Ground Impact<i></i> - Passive (3 points)
Restriction- C Rank and up
By disrupting the ground when calling upon the earth for doton jutsu, the Earthborn causes the ground to shake and roll beneath the enemy’s feet. These impacts seem as small tremors, disrupting both steps and fine movement.
Effect: Earth based Jutsu inflict a -1 Dodge and Accuracy penalty to the target for the remainder of the round, stacking twice upon a single target. This requires a successful Ninjutsu Check between the user and the victim to be effective. Earth Based Jutsu used on a target underground also deal damage equal to 15% of the Jutsu’s Cost. This does not affect other Earthborn.

Care of the Earth<i></i> - Passive (3 points)
Restriction- C Rank and up
Due to their bond with the earth, as long as an Earthborn ninja is on the ground, they become tireless, constantly regaining strength. Their ability to absorb energy from the earth itself, their ability to do so is increased when nestled in it.
Effect: When standing on the ground, the user gains back 5% of their max HP per round. This does not work when held off the ground, in trees, in the upper stories of buildings, while swimming, etc. Regeneration becomes 6% when underground.

Titanic Strength<i></i> - Modification (3 points)
Restriction- C Rank and up, requires Bull’s Strength
Earthborn ninja are much like their favored element: steady, tough and strong. With this comes enormous power, giving them the strength to do monstrous amounts of damage in physical combat as long as they’re in contact with the earth.
Effect: Melee damage multiplier is upped to 25% as long as the user is on the ground. This does not apply when held off the ground, in trees, in the upper stories of buildings, while swimming, etc.

Master Earth Reflection Lure<i></i> - Modification (2 points)
Restriction- Requires Inner Earth Reflection Lure
Earthborn can move far faster underground than any normal shinobi can, and when they’ve mastered the technique, they even move faster than when they are above ground.
Effect: User gains an additional +1 Accuracy and Dodge while under the effects of Inner Earth Reflection Lure.

Wrath of Earth<i></i> - Dependent Special Move (2 points)
Restriction- C Rank and up
Through their bond, the Earthborn calls upon the power of the earth, summoning strength before hitting with one devastating blow with all the fury of the ground. This takes them some time to perform, but the end result can be devastating.
Effect: For every .5 AP added to the cast of an Earth jutsu, the user adds 10% damage to it. This damage may bypass caps. May not add more than 3 AP this way. Can only be used once every other round. Attacks altered this way cannot critical and cannot be used as Called Shots.

Gaia Style<i></i> - Chakra Style (2 points)
The earth grants the Earthborn a great deal of their strength, and they can channel this into an effective form of protection. Gaia Style is truly the power of the earth incarnate, shielding the user from harsh blows but impeding their movement.
Effect: While active, user gains +20% Damage reduction but suffers -3 Dodge. Earthen Barrier gives an additional +10% HP to barriers. All CP costs are increased by 5% while active.
Note: Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.

Earth Rage<i></i> - Dependent Special Move (3 points)
When they are suffering, the earth assists the user to strike harder with impressive force that belies the power of their element. The strength that an Earthborn exhibits when mad is truly a thing which must be seen to be believed.
Effect: When at under 25% max HP, an Earth jutsu can be charged for an extra 1.5x CP in order to do 1.5x damage. Can only be used twice per battle.

Terran<i></i> - Boost (1 point)
Restriction- Can be purchased three times
Earthborns' natural connection with the earth causes their abilities with it to be heightened and empowered. An Earthborn with this skill will find their Earth jutsu more effective than others', and themselves with an inner peace.
Effect: +5% Earth jutsu damage.

Spore Cloud<i></i> - Independent Special Move (2 points)
The ground itself is not the only facet of the earth that an Earthborn can channel. The plants themselves can also work in their favour, sprouting and creating turbulence, distraction, and hindrance to those not in touch with the earth.
Effect: Scatters a spore into the air that targets up to two. A Ninjutsu check is made between the user and the victim(s) and upon a successful check, the affected suffer a -2 Dodge for two rounds, or until passing a Ninjutsu check at the beginning of each subsequent round, whichever comes first. This does not stack on the same target.

Earth Sense<i></i> - Passive (2 points)
The Earthborn is vastly more in tune with the ground under their feet than anyone else is, allowing them to sense things through it that no one else can. It is very difficult to fool one of these people while you are both standing on their native element, owing to the power of the earth itself aiding them.
Effect: The user gains +2 Awareness, and +2 to Gen Save against all Kinetic Genjutsu. User can see through Illusory Clones.

Stone Tomb<i></i> - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and up
The power of earth can be used to protect or to destroy. This jutsu is the epitome of that, summoning a giant enclosure of stone to trap the enemy or protect the user--or perhaps shield a wounded ally.
Rank 1: Summons a giant enclosure of stone that traps the enemy at -4 accuracy. Tomb walls have 8,000HP, regenerating 1000HP/round, deal 5% reflect damage to any unarmed melee attacker due to their hardness, and take 50% damage from fire, lightning, and wind jutsu. Cannot be teleported out of or into by use of jutsu. Can either heal 800HP/round with positive energy or deal 1000 damage/round with negative energy (counts as earth element damage).
Rank 2: Summons a giant enclosure of stone that traps the enemy at -3 accuracy. Tomb walls have 10,000HP, regenerating 1200HP/round, deal 5% reflect damage to any unarmed melee attacker due to their hardness, and take 40% damage from fire, lightning, and wind jutsu. Cannot be teleported out of or into by use of jutsu. Can either heal 1000HP/round with positive energy or deal 1200 damage/round with negative energy (counts as earth element damage).
Cost: 3,000 Cp and 3 AP to initiate; 1000 CP/Rnd to maintain[/fontsize]
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[fontsize="16"]Chimera Slot #3: Reckless[/fontsize]
overchargedone.jpg

[fontsize="12"]Reckless fighters are known for their crazy life risking maneuvers, and their somewhat insane style of fighting, which is known for hitting exceptionally hard - but usually at a cost to their own body. Reckless fighters are able to boost damage in all aspects, but these bonuses often come at a cost.

Bloodlust<i></i> - Passive (3 points)
Restriction- C Rank and up
When in battle Reckless fighters can sometimes enter such an intense state of mind that they completely ignore small wounds and the effects of exhaustion, their love for battle surpassing all other concerns.
Effect: Ignores up to rank 3 bleeding.

Mastered Offensive Stance<i></i> - Passive (3 points)
Restriction- C Rank and up
By maximizing the efficiency of their attacks and gaining the most offense for the amount of lost defense, a Reckless fighter can become insanely accurate for the same amount of lost evasion.
Effect: Allows user to gain +1 accuracy per -1 dodge, up to a maximum of +4 accuracy and -4 dodge.

Unbalancing Strike<i></i> - Dependent Special Move (2 points)
By using excessive force, the Reckless fighter can knock away their opponent’s defenses, allowing for an extra hit at vital areas. However, this move heavily overextends the user, leaving them open to attack.
Effect: Allows the use of any physical (Ninjutsu or Taijutsu) attack as an unbalancing strike, inflicting a -3 dodge on the user for that round. If the user takes 10% of their HP in damage that round, the strike fails automatically. If the strike hits, the user may immediately follow up with any physical attack at +1 accuracy and +20% damage for -1AP. Can only be used once every round.

Zaraki Style<i></i> - Physical Style (2 points)
Restriction- C Rank and up
This style of fighting is the epitome of offense, abandoning almost all defense in order to deal the most damage possible. Considered insanity by most, only the Reckless would possibly use such a way of fighting.
Effect: Increases all physical damage dealt by 30% and received by 15%. The user gains +1 accuracy. All CP costs are increased by 15% while active.
Note: Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.

Double Edge<i></i> - Dependent Special Move (3 points)
Restriction- B Rank and up
By pressing their bodies beyond their limits, a Reckless fighter can deal excessive damage at the cost of hurting themselves. While dangerous, this makes them extremely powerful.
Effect: Boosts the damage of any normal attack or taijutsu by a +50% Melee Damage Buff, but also inflicts 1/3 of the total damage back on the user. Can only be used once every 2 rounds.

Monstrous Strength - Modification (2 Points)
Restriction- Requires Bulls Strength
Reckless is as Reckless does, and these fighters tend to be physically much stronger than their fettered counterparts. By throwing away all common sense and rationality, they are capable of sending crushing blows with normal weapons to the point of risking their own weapons to be destroyed in the process.
Effect: Doubles the Effect of Bull's Strength.

<U>Bleed Out<i></i>- Dependent Special Move (3 points)
A good melee fighter knows that one of the best ways to inflict damage is continuously. Reckless don’t exactly have the patience to keep up something continuous though--so they take a third option.
Effect: Upon a successful basic weapon hit the round this is activated, opponent's bleed penalties are treated as 1 rank higher than they are and opponent takes an extra 50% bleed damage each round. Effect lasts for three rounds. If opponent’s bleed level increases while the effect lasts, this effect adjusts to the new bleed level. Does not stack with itself. Costs 300 chakra to apply to a weapon. Can only be used twice per battle.

Endurance<i></i> - Boost (1 point)
Restriction- Can be purchased up to three times
Reckless fighters deal with attacks that have a heavy backlash on a regular basis. To endure the power of their own attacks, they need to be far more resilient than the average ninja.
Effect: +2 HP modifier

Huge Power<i></i> - Boost (1 point)
Restriction- Can be purchased up to three times
Tough as nails, a Reckless fighter is never afraid to show their strength. Their melee attacks, whether with the brute force of their fists or the cold metal of their weapons, tend to be much stronger than normal.
Effect: +5% melee damage.

Precision Blow<i></i> - Dependent Special Move (2 points)
The name Reckless is slightly misgiving, as Reckless fighters are actually not entirely hotheaded with their attacks. They simply like inflicting a lot of damage very quickly, though different means can be used to do so.
Effect: Adds +2 accuracy and +2 critical range to the next basic unarmed, Taijutsu, or weapon attack. Costs 100 Chakra.

No Limits<i></i> - Passive (2 points)
The Reckless fighter is very experienced at pushing their body beyond what anyone else would consider reasonable or even sane. As a result, they can hit harder than anyone else can, though at cost to themselves.
Effect: Max damage cap for melee Taijutsu is increased to 80%. However, for every 10% damage beyond the 50% cap the user adds, they take 5% recoil damage for all melee attacks made.

Brink of Insanity - Jutsu (1 point, 1 point to rank up)
Restriction - A rank and up
By focusing all their power into one strike, the Reckless fighter can deal insane amounts of damage while at the same time tearing up their own body due to the ferocity of the attack, leaving them extremely defenseless. But if there are no enemies left, that doesn’t really matter.
Rank 1: The Reckless loses their sanity causing them to gain +50% Damage Buff on all melee taijutsu attacks. The user does not dodge attacks while this is active, but gains a -36% Chance to be Suppressed. All Melee taijutsu attacks gain +1 Crit and the user has a 44% chance to strike a random target. The user has a 15% Damage Reduction to physical damage, but takes damage equal to 15% of the damage caused. Bind attempts at the user while this is active have a 20% chance to auto-fail. This may last up to two full rounds or until deactivated, but but requires two full rounds of cool down after use.
Rank 2: The Reckless loses their sanity causing them to gain +100% Damage Buff on all melee taijutsu attacks. Any dodge buffs the user has does not apply while this is active, but gains a -44% Chance to be Suppressed. All Melee taijutsu attacks gain +2 Crit and the user has a 36% chance to strike a random target. The user has a 15% Damage Reduction to physical damage, but takes damage equal to 15% of the damage caused. Bind attempts at the user while this is active have a 20% chance to auto-fail. This may last up to two full rounds or until deactivated, but but requires two full rounds of cool down after use.
Rank 1 Cost: 1650CP, 825CP/Rnd
Rank 2 Cost: 2065CP, 1030CP/Rnd
Note 1:<I> While active, the user may only use offensive techniques. If the user uses non-offensive techniques while this is active their move will be converted into a Basic Strike(s) instead.
Note 2: While active, none of the user's other buffs towards Melee Taijutsu may apply.
[/fontsize]
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Equipment
Inventory
1. Belt Pouch
-
- Signal Flare
2. Belt Pouch
- Headset
- Soldier Pill x4
3. Headset
4. Energy Drink x4
5. Smoke Bomb x4
6. Weapon Holster - Free Slot Elephant Tusks
7. Weapon Holster - Free Slot

Weapons
Weapon Name: Bone Greaves
Weapon Type: Unarmed
Accuracy Modifier: +2
Damage Modifier: -10%
Effect: may perform hand seals
Augments:
1. Vengeance
2. Explosive Seal
3.

Weapon Name: Skeletal Gauntlet
Weapon Type: Unarmed
Accuracy Modifier: -2 Accuracy
Damage Modifier: +10% Damage
Puppet Effect: May Perform handseals
Augments:
1. Vampiric
2. Elemental Composition
3. Silencer


Weapon Name: Elephant Tusks
Weapon Type: Unarmed
Accuracy Modifier: -2 Accuracy
Damage Modifier: +10%
Effect: Suppression
Augments:
1. Lucky Dodge
2. Lucky Strike
3. Vanguard
 
latest
[spoilername="Frogs"]
</B></COLOR>[fontsize="20"]The Frog Contract[/fontsize]<i></i>
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<B><COLOR color="#00BF00">Susamiji - Toad (Frog) Contract Overlord
FQNxQ16.png

Within the Toad Ranks there exists a sub species known as "Frogs". Have you ever wondered what makes a Frog different than a Toad?

In the land of the Toads, Susamiji the Toad Contract Overlord was a valiant warrior. His ideals and values of course would be reflected in his Toad subjects, their tough hides and oiled blades, pride of their lineages. His greatest tale of honor being when he fought 300,000 samurai head on repelling an entire army. Every Toad knows this tale for it brings them pride to be a warrior, yet they have a saying about this story... Oh know one ever told you?

It's said that if it were a Frog in the same position they would offer the settlement up for 500 yen, become 'friends' with the rogues to rob the settlement and then stab the rogues in the back and take all the winnings screwing everyone. Frogs were honor-less just like the early Shinobi.

The amphibian kin the 'Frogs' were different while similar. They tended to have sleeker skin lined with mucus, and they had long legs. Frogs were a more agile bunch than their Toad brethren, but they were not the stronger of the species.

Where a Toad would fight you head up, a Frog would cut tou down from behind. This was the base ideology difference of the two amphibians.


D-Rank said:
Noukaeru
cIazTcA.jpg


Noukaeru is a small light blue frog with bright shades on his slimy skin. He is the youngest of the Frog Contract but possibly the most mature. He is an extremely intelligent frog and serves as an accountant at Donyokaeru's Business agency. While he may be young he plans on becoming one of the most influential Frogs of his generation by becoming a corporation manager. While almost every Toad is battle hardened Frogs must learn to approach a situation differently and that is the skillset that Noukaeru brings to this unit.

Battle Info
HP: 2,000
CP: 1,500

Agility: 50
Stamina: 50
Taijutsu: 50
Ninjutsu: 30
Genjutsu: 30
Chakra Control: 30
PL: 240 
AP: 2

Class 
Bonus: 2.5% Damage Reduction and +1 Gen Save.
High: Spell Accuracy
Average: Evasion Genjutsu Save, Melee Accuracy
Low: Genjutsu Difficulty, Ranged Accuracy

Weapon Type: Unarmed
Weight: Light
Range: Melee
Damage: -15%
Accuracy: +3

Moves
Frog Focus – E-Rank Kinetic Genjutsu
Noukaeru will jump onto the summoner’s shoulder and will become eerily still. After a few moments, it is said that the summoner will feel a slight protection about them while Noukaeru continues to perch upon their shoulder. This small frog will constantly feed their summoner advice when it calls for it.

Effect: +1 Genjutsu Save to Summoner while Noukaeru is on their shoulder
Cost: 1 Ap and 135 Cp to initiate, 70 Cp/Rnd.

Notes:
- This genjutsu can over written by a more powerful genjutsu (D-Rank and up)
- Once Noukaeru is no longer on the field, this passive no longer applies to the user.
- This does not go over the cap limit in any shape or form.

Frog Shape Transformation - E-Rank Ninjutsu
Noukaeru has access to the basic Frog Jutsu known as Frog Shape Transformation. Frogs aren't all blessed with the same insurances as Toads and Nou makes up for it by increasing his own size to intimidate or surprise his opponent. Stronger Frogs use this technique to increase their physical size and fight on the same field as Toads.

Effects: Noukaeru makes a Ninjutsu Check at normal Ninjutsu Accuracy towards a single opponent. Upon a failed check the target receives a -1 Gen Save for two rounds and is dealt 100 damage. This may only stack twice at any time.
Cost: 1 Ap and 45 Cp to initiate.

D-Rank Alternative said:
Shinkaeru
t2kf5cj.jpg


Shinkaeru is a simple yellow and red frog, he is also the oldest of the young frog brothers. Shin is very loyal to those he deems close, but won't bat, an eyelid about hindering those he doesn't care for. Unlike Noukaeru, Shin found his way surviving on the Frog Streets. He hustled his way through in order to provide for his younger siblings and would do it a thousand times over. Donyokaeru offered Shin an opportunity to work for him doing some small time jobs and in return for hiring his brother on the more legit side of things.

Battle Info
HP: 1,600
CP: 1,600

Agility: 40
Stamina: 40
Taijutsu: 40
Ninjutsu: 40
Genjutsu: 40
Chakra Control: 40
PL: 240 
AP: 2

Class 
Bonus: 2.5% Damage Reduction and +1 Dodge.
High: Spell Accuracy
Average: Evasion Genjutsu Save, Melee Accuracy
Low: Genjutsu Difficulty, Ranged Accuracy

Weapon Type: Unarmed 
Range: Melee
Damage: -15%
Accuracy: +3

Moves
Piercing Croak – E-Rank Ninjutsu
Shinkaeru gathers wind from around him mixing it in with his own chakra. He sucks in the air until his belly is full and then releases a large burst of sound as a series of croaks. These croaks have enough power to jumble the brain of any enemy it hits, disorienting them and robbing their focus for a matter of seconds.

Effect: Shinkaeru releases a wave of sound striking up to two targets dealing 260 Damage at +1 Accuracy. Upon a successful full strike, this inflicts -1 Dodge Debuff that lasts for two rounds. This may stack up to twice.
Cost: 1 Ap and 135 Cp to initiate. 

Notes:
- This does not go over the cap limit in any shape or form.

Frog Shape Transformation – E-Rank Ninjutsu
Shinkaeru has access to the basic Frog Jutsu known as Frog Shape Transformation. Frogs aren't all blessed with the same insurances as Toads and Shin makes up for it by increasing his own size to intimidate or surprise his opponent. Stronger Frogs use this technique to increase their physical size and fight on the same field as Toads.

Effect: Shinkaeru makes a Ninjutsu Check towards a single opponent. Upon a successful check, the target suffers a -1 Genjutsu Save. This may only stack twice at any time.
Cost: 1 Ap and 135 Cp to initiate.

C-Rank said:
Shizukaeru
ocqUZgk.jpg


Shizukaeru is a dark blue frog who is almost always seen in his ninja gear. Since he was a tadpole he had dreams of being like his father, and his father before him. They were Shinobi in the Land of the Toads and no matter how much they were looked down on by others, Shizu knew that the work his old men were doing, was the same work that provided for the family and kepy everyone fed. This was his inspiration to become a Frog Shinobi, It only helps that the legendary Jiriaya is apart of this contract with human shinobi,.

Battle Info
HP: 4,000
CP: 2,800

Agility: 80
Stamina: 80
Taijutsu: 80
Ninjutsu: 80
Genjutsu: 80
Chakra Control: 80
PL: 480 
AP: 3

Class 
Bonus: 2.5% Damage Reduction and +1 Accuracy.
High: Melee Accuracy
Average: Spell Accuracy, Gen Save, Evasion 
Low: Ranged Accuracy, Gen DC 

Weapon Name: Frog Ninjato
Damage Type: Slashing
Damage: +15%
Accuracy: -3

Moves
Frog Weighted Mucus - Passive
Shizukaeru has the ability to produce a special mucus as most frogs have thin layers of mucus lining their body. Shizu will use his chakra to push this mucus through the pores onto his hands, and then he applies it to his blade. This mucus hardens after a while weighing down Shizu's blade or if he chooses his own body, in order to land stronger impacts.

Effect: All melee attacks made by Shizukaeru have a 10% chance to suppress the opponent for .5 Ap. This may only occur once per round.
Cost: None, Constant.

A Frog is always Ready - Passive
Following the old way of the Frog Shinobi, Shizukaeru is constantly ready for conflict. His hand always on the hilt of his blade when in work mode. As soon as the Frog senses danger he is normally ready to jump into the fray approaching the battle from a Shinobi's perspective.

Effect: Shizukaeru is treated as having his weapon equipped upon being summoned.
Cost: None

Notes:
- Frog Ninjato may be assigned any two augments in the Summoner’s Inventory. These augments must be declared before battle.

Supreme Leap – D-Rank Taijutsu
With the combination of his weighted mucus, and his natural ability to leap into the air Shizukaeru has designed a resourceful technique against most enemies. Shizu will gather chakra into his legs in order to jump much higher than he normally can. He uses his mucus to weigh himself down as he plummets back onto his targets.

Effect: Shizukaeru propels himself into the air before slamming his blade into the ground dealing 495 Damage at +2 Accuracy. This technique may target up to two targets.
Cost: 1.25 AP and 210 CP to initiate

Crescent Frog Moon – D-Rank Taijutsu
This is Shizu's ultimate technique, which shows his true mastery with a blade and causes even Toads to think twice. Shizu charges chakra onto his blade before using his body to leap and twist in an awkward motion. No matter what angle Shizu takes, he tucks his body in and then releases it in a spinning motion while drawing his blade and slashing at a foe.

Effect: Shizukaeru strikes at a single target with his blade dealing 650 Damage at +1 Accuracy. This technique has a +10% chance to cause bleeding.
Cost: 1.25 Ap and 215 Cp to initiate.

B-Rank said:
Akukaeru
rNSAdGk.jpg


Akukaeru was once a shinobi in his younger days. However he was a vile shinobi full of malicious bloodlust. Over his career Akukaeru has probably killed more than 400 targets, it is rumored this number is only a fraction of his sins. Aku enjoyed his life as a bloodlusted killer however one mission would forever change his life. Most of the time Aku killed, it was quick and brutal, whether it be from the back or front. This particular mission saw Aku wiping out the mayoral family of a town so that a new mayor could be put into place. Killing the current mayor and his wife was no problem but after slaying them in their home, their daughter awoke to find a bloody frog standing over her parents. Akukaeru was startled by the girl's whimper and spun around throwing one of his blades into her chest. As shock and shame overtook him, the girl said one final thing that has shaped and stuck with him since; Frogs don't kill Frogs. Aku is now a travelling monk seeking to repent for his sins, and while he does not kill other frogs now he still understands that his skills for battle must be used for the righteous. This is what brings him to this contract with a righteous summoner.

Battle Info
HP: 9,500
CP: 4,000

Agility: 145
Stamina: 190
Taijutsu: 190
Ninjutsu: 100
Genjutsu: 145
Chakra Control: 100
PL: 870 
AP: 4

Class 
Bonus: 5% Damage Reduction and +1.5 Accuracy
High: Melee Accuracy
Average: Spell Accuracy, Gen Save, Evasion 
Low: Ranged Accuracy, Gen DC 

Weapon Name: Hand of the Vile
Damage Type: Piercing
Damage: +0%
Accuracy: +0

Weapon Name: Oak of the Righteous
Damage Type: Bludgeoning
Damage: +10%
Accuracy: -2

Moves
Repent - Passive
Akukaeru has tossed aside his blades solely focusing on using his hands and bludgeoned type things like wooden staffs or walking sticks. His particular staff is made from a chakra absorbing Oak Tree. When Aku uses the Frog Shape Transformation Jutsu, he not only extends it to himself but also his staff. This allows him to be prepared with his staff at all times to fend off attacks.

Effect: Each time the summoner is attacked, Akukaeru has a 15% chance to block the attack and reduce the damage by 10% with his massive staff. 
Cost: None, Constant.

Note:
- This damage reduction does not apply to the damage reduction the summoner has.

Gentle Staff, Viscious Palm - Passive
Akukaeru has understood that in order to overcome his Sin he must champion it. While he uses his Oak Staff for defense, Aku reinforces his other hand with his frog mucus, which allows for his hand to be coated like a thin layer of iron. Due to his abnormal strength his hand tends to pierce through objects.

Effect: Akukaeru may draw either the 'Hand of the Vile' or the 'Oak of the Righteous', making a free strike at a single target of the users choice at normal Accuracy.
Cost: None.

Notes:
- 'Hand of the Vile' and 'Oak of the Righteous' may each be assigned any two augments in the Summoner’s Inventory. These augments must be declared upon summoning.
- Akukaeru can only wield one weapon at a time.
- May unequip either weapon for 0.5 AP. 
- Drawing these weapons do not require AP.

Staff Deflection – C-Rank Taijutsu
Akukaeru will use Frog Transformation to get larger in size along with his staff. The monk frog then uses his staff and his body to block incoming attacks. However due to the quickness at which he performs this he is not able to block large amounts of damage.

Effect: Utilizing the 'Oak of the Righteous', Akukaeru can protect the user or himself for 1265 damage from a single technique.
Cost: 1.75 Ap and 420 Cp to initiate.

Notes:
- Can only be used with the 'Oak of the Righteous'
- This may be used as reactionary/reflexively

Corrupted Palm – C-Rank Taijutsu
Aku coats his hand in enhanced Mucus hardening it to higher degree than normal. By combining this technique with Frog Shape Transformation, Aku is able to deliver a powerful palm strike with his enlarged hand. If the opponent is hit squarely by this, the sheer weight of the shape transformation makes one feel as though they got hit by two palm strikes.

Effect: Akukaeru makes two strikes with the 'Hand of the Vile' dealing 870 damage at +2 Accuracy. If the first strike is a successful full hit, the second strike gains +1 Accuracy and has a 30% chance to cause suppression.
Cost: 1.5 Ap and 330 Cp to initiate.

Notes:
- Can only be used with the 'Hand of the Vile'
- Each strike may target different opponents

Travelling Guilt – C-Rank Taijutsu
The secret behind Akukaeru's Vile Hand techniques are not only due to his chakra enhanced mucus, but his affinity for Senjutsu. Since becoming a travelling monk Akukaeru has begun training in the Frog Art of Senjutsu. Senjutsu is simply the gathering of natural energy, but how one channels it is a completely different story. With his control of Senjutsu, the
monk frog can choose to either attack with his Hand or his Staff.

Effect: Akukaeru attempts to slam his weapon into an opponent dealing 1265 damage to a single target. Upon a successful full hit, the target either has a 30% chance to stumble and lose 1 AP of actions if the 'Hand of the Vile' was used or suffers -1 Accuracy and Dodge if the 'Oak of the Righteous' was used.
Cost: 1.75 Ap and 420 Cp to initiate.

Notes:
- This attack must be performed while wielding either the 'Hand of the Vile' or the 'Oak of the Righteous'. 
- Target may only be effected by stumbling once per round.
- The accuracy and dodge debuff may only stack up to twice.

A-Rank said:
Donyokaeru
NbB1n92.jpg


The boss Frog, the one who made the Frog Contract possible. Donyokaeru is a greedy frog, ever since Day 1 he has always wanted more than what he was given. He always felt inferior to the other amphibians, a natural stigmata that most Frogs had to deal with. Donyo however did not let this hinder him as most Frogs do, no he took this and made it his fuel to become more powerful in any way he could. All of his methods aren't on the books but the ones that the general population know about paint him as a hardball business man that can make you a lot of Frog bucks. However the ones who truly know him, understand there is a darker hunger there, and Masaru Yuuto increasing his power through a contract may be the rise of a new dynasty, for better or worse.

Battle Info
HP: 10,400
CP: 11,000

Agility: 320
Stamina: 260
Taijutsu: 320
Ninjutsu: 260
Genjutsu: 200
Chakra Control: 200
PL: 1560 
AP: 5

Class 
Bonus: 5% Damage Reduction and +1.5 Genjutsu Save
High: Spell Accuracy
Average: Evasion , Melee Accuracy, Genjutsu Save
Low: Ranged Accuracy, Gen DC

Moves
Senju-Guard - Passive
Donyokaeru uses enhanced Senjutsu to set up a field around him and his allies. This field allows them to determine when a threat is approaching them much better. This is so potent that it does not matter if the technique is a Genjutsu or a normal attack, they will always have an edge over it.

Effect: While Donyokaeru is present on the field the summoner and this summon receive a passive +1 Genjutsu Save and +1 Dodge.
Cost: None, Constant.

Note:
- This does not go over the cap limit in any shape or form.
- When Donyokaeru is no longer on the field, this passive no longer applies to the user.

Power of Greed – Chakra Style
Donyokaeru exercises his enormous appetite drawing in as much Senjutsu energy as he can. He then uses this to change himself, the color of his skin changing due to the overflowing chakra. His Ninjutsu become much more potent in this form showing that the corporate Frog has a mean streak.

Effect: All ninjutsu techniques gain +10% Damage and +1 Accuracy at the cost of all techniques costing an additional +15% Cp. While in this style Donyokaeru also deals -10% Melee Damage. 
Cost: 0.5 Ap to initiate.

Tasteful Morsel – C-Rank Ninjutsu
Donyokaeru literally bites at the enemies chakra swallowing a piece of their energy. With his natural talent for consumption, he registers the target's energy source and stays locked onto them. However this can only last for so long before he needs to take another bite out of the target's energy again.

Effect: Donyokaeru makes a Ninjutsu Check against a single target at normal accuracy. Upon a successful check the Summoner and Donyokaeru gains a +3 Awareness to the target that lasts for two rounds.

Special Action: Donyokaeru may make a stealth check at +2 Awareness with a 10% chance to auto locate an enemy at the cost of +20% Cp.

Cost: 2 Ap and 565 Cp to initiate.

Notes:
- May only be applied to two targets a time.

Third Eye of the Kaeru – B-Rank Ninjutsu
This move is something special that Donyokaeru ripped (figuratively) from his summoner. By utilizing Senjutsu Donyokaeru creates a faux third eye out of Natural Energy entirely. This eye floats around the battlefield feeding Donyokaeru and the Summoner even more information of their target. The only caveat is that Donyokaeru must remain still while doing this.

Effect: Donyokaeru makes a Ninjutsu Check against a single target with a +1 towards the Ninjutsu Check. Upon a successful check the summoner gains +1 Dodge and +2 Accuracy towards said target while Donyokaeru suffers a -2 Dodge towards the target with a +10% to be auto hit by said target.
Cost: 2.5 Ap and 1095 Cp to initiate, 550 Cp/Rnd.

Notes:
- Each round a ninjutsu check is made against the target. For every failed check the target receives a +1 to the next check, stacking to +3.
- This buff and debuff does not go over the cap limit in any shape or form.
- May only be applied to a single target at a time.
- When Donyokaeru is no longer present on the field, the user only maintains this buff till the end of the round

A Parting Gift – C-Rank Taijutsu
Donyokaeru like the other frogs have access to his own mucus. Since he can constantly consume, his body breaks down toxins much better than others. However if he takes those toxins and secretes his mucus with them, he can create a deadly venom. When he lashes his tongue out and strikes an enemy, he can leave this mucus on their very skin attempting to affect them through their pores.

Effect: Donyokaeru flicks his tongue out towards a single target dealing 1160 Damage at +2 Accuracy. Upon a successful hit the target has a 40% chance to make a poison check against Donyokaeru's secreted poison having a +2 Poison DC.
Cost: 1.75 Ap and 385 Cp.

Notes:
- This poison is considered to be of the Strong Injury type. This poison last for two rounds giving a single target -2 Dodge towards the summoner and deals 500 damage per round. This may not stack more than once at any time.
- When Donyokaeru is no longer present on the field, the target no longer suffers from this debuff. However, the target still takes damage that turn.

S-Rank said:
'Jiraiya'
NTTBRzS.jpg


The strongest Frog, is Jiraiya a silent warrior. While Donyokaeru may be the one who set this all up, Jiraiya is the true force behind him. Before becoming a part of the Frog Contract Jiraiya was a rough and tough Frog Shinobi who has completed over 700 missions. He has trained his entire life to be stronger than the Toads who look down on them. While he knows not every Toad shares this view of Frogs he plans to make them all see the true power of a Frog. Jiraiya wants to one day open a shinobi training temple for other Frogs who seek to unstain the name of Frog Shinobi far and wide. However before being able to open up his own temple he needs more renown and more funds. This was the angle that Donyokaeru used to rope him in.

Battle Info
HP: 28,500
CP: 20,000

Agility: 400
Stamina: 475
Taijutsu: 550
Ninjutsu: 600
Genjutsu: 375
Chakra Control: 400
PL: 2800 
AP: 6

Class 
Bonus: 5% Damage Reduction, +1.5 Accuracy and +5% Taijutsu Damage
High: Melee Accuracy
Average: Spell Accuracy, Gen Save, Evasion 
Low: Ranged Accuracy, Gen DC 

Weapon Name: Water Talon
Weapon Type: Slashing
Weight: Heavy
Damage: +15%
Accuracy: -3
Special 1: All melee attacks made with this weapon gain +3 Accuracy due to the sheer size of the blade.

Moves
Eye of the Frog - Passive
Jiraiya is a naturally imposing Frog, many from his homelands know of him, and that if he appears before you there is a good chance your life could become forfeit. His eyes are sharper than the Toad Chief's blades some would say. Regardless of rumors and tales, when he enters battle his aura becomes known to those he deems his target.

Effect: At the start of each round Jiraiya targets a single target with a Ninjutsu Check at +1. Upon a successful check, the target suffers a -1 Accuracy and -2 Dodge due to intimidation for the remainder of the round. 
Cost: None, Constant.

Note:
- This effect does not activate the round Jiraiya is summoned.
- This debuff does not go over the capped limit.

Frog Smog - Activated Passive
Jiraiya breaks down his Frog mucus and changes its very nature to that of a smokescreen. He then releases this smog covering the battlefield in a dark veil that is extremely hard to see through. While this Smog works as cover for both sides, Jiraiya is a master of his Senjutsu and can sense his foes still.

Effect: A thick smokescreen covers the field giving all within a -2 Dodge, this applies to the summoner and Jiraiya. All stealth attempts in this smokescreen gain a +1 Stealth bonus. This lasts for a single round.
Cost: .5 Ap to initiate.

Torrential Unleash - Passive
Jiraiya is a true Frog Ninja, in every sence of the word. He doesn't even carry normal weapons preferring to rely on his Water Weapon Creation Jutsus, and his prowess with Senjutsu. When he prepares to summon his Mizu's Talon, he cannot help but create a large wave of water to crash into his enemies giving him space to move around and distance himself.

Effect: Jiraiya unleashes his water blade, erupting with a torrential wave of water. This is considered a basic strike and may target up to three due to the massive size of the wave.
Cost: None

Notes:
- Costs 1AP to Sheathe once more.
- May only use Torrential Unleash’s free strike ability once a round.
- Each basic strike costs 1 AP after this technique due to the sheer weight behind this blade. This blade targets two with each basic strike unless stated otherwise.

Frog Water Shuriken – A-Rank Ninjutsu
Jiraiya gathers natural energy and water chakra to create a dense Shuriken made out of water. With great force he can throw this Shuriken, that can level a small clearing of trees. This is one of Jiraiya hallmark techniques, a constant reason why other Frogs hail him as one of the strongest of his generation.

Effect: Jiraiya releases a massive water shruiken dealing 4050 Damage at +2 Accuracy with a 45% chance to cause 1 Ap’s worth of suppression. This technique may target up to three.
Cost: 3 Ap and 2,530 Cp to initiate

Frog Explosive Mucus – B-Rank Ninjutsu
Another trick Jiraiya uses with his Mucus is the ability for it to become explosive. By changing its very nature with Senjutsu (like with Frog Smog), he alters the properties of the mucus to become erratic and explosive when met with a source of fire.

Effect: Does 2,300 Damage at +2 Accuracy. If a full hit occurs, the target can be set on fire by any C-Rank or higher Fire Jutsu causing burning equal to 15% of the jutsu's damage for two rounds.
Cost: 2.5 Ap and 840 Cp to initiate.

Frog Shape Transformation: Mucus Grapple – A-Rank Tajutsu
This is a simple technique, something Jiraiya and many other Frogs can do. By way of Frog Shape Transformation he increases his size, towering as tall as Gamabunta. When met with an equally large summon, this allows Jiraiya to fight on any playing field with another summon. He utlizies his Mucus control here as well, creating a sticky basic mucus that allows him to stick to his targets better. However while using this technique Jiraiya is immobile, but so is the opponent.

Effect: Upon a successful check the two summons in question may not make any actions until the bind is broken.
Cost: 2.75 Ap and Costs 2200 Cp, 1100 Cp/Rnd. 

Note:
- The opposing summon has 15% chance to escape per 2.5 Ap.
- If either Jiraiya or the target are dealt damage equal to 10% of their max Hp, the bind is broken.
- During this time Jiraiya is treated as having a bound status.
- A taijutsu check occurs each round. For every round the check fails, the target is granted a +1, stacking to +2 to the check.

Mizuchi Tremor Dance – A-Rank Taijutsu
This is Jiraiya ultimate art, the Water Dragon's Temor Dance. He summons his Water Talons, but provides more chakra than any of his other techniques. Jiraiya whips these blades around like their serpents giving way to a new form of attack. When he has received enough pressure, and speed Jiraiya will bring these serpent like blades on his opponents shredding at the area and their skin.

Effect: Jiraiya summons his Water Talon Blades and infuses them with Senjutsu. He controls the blades like they are serpents bending to his will. This blade crashes into the ground dealing 3,300 damage at normal accuracy. This technique may target up to three and has a +20% chance to cause bleeding. If the targets dodge this technique they suffer a -2 Dodge to the next attack against them, due to the amount of energy required to dodge such a massive attack.
Cost: 2.75 Ap and 2,065 Cp to initiate.
[/spoilername]
 
Yuuto was declared inactive Oct 15/17 and removed from Missing usergroup.

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Yuuto was declared inactive from an activity check due to lacking an IC post for over a month.

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