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:

Myakashi Migoya

Joined
Oct 23, 2012
Messages
775
Yen
34,403
ASP
996
OOC Rank
S
migoya01-norm-2.jpeg

Myakashi Migoya


Character Details
Character Age: 38 - Appearance. Actual age 108
Gender: Male
Sex: Male
Main Branch/ANBU/Med-Nin: (Currently) Main Branch, Med-nin, ANBU
IC Rank: Missing-Nin

Character's Physical Description: A relatively short individual (5'6") who, from a casual glance, would seem wiry, if not skinny. A shock of white hair frames an equally pallid face, framing what now seem to be dark orbs that draw light inwards. These eyes seem sad, as if they have seen too much, and seem to glisten. Usually garbed in a loose dark-coloured shirt, a black, white, or brown open-fronted robe compliment this look. His hands are always covered with black finger-less gloves, his nails seemingly manicured and well looked after. When Migoya speaks, his voice tends to be deep and mysterious, as if holding back a secret power. That, or he sounds relatively normal, if not more formal than someone his age would speak.

Character's Mental Description: Migoya tends to be reserved yet pensive, like a cat about to strike. Mentally stable, yet almost... robotic and utilitarian in his approach to 'life' and dealing with others. He has been known to detest rude or unnecessary derogatory language to the point of removing the offenders tongue, if he can get away with it. He has a complex understanding of ethics and morality, honed through years on the street. To him the concepts of 'good' and 'bad' are like shadows - you can't have one without the other.

Behind his eyes is the mentality of a genius, plotting and scrutinising all the pieces on the shogi board, waiting for any chance to move to benefit his clan, himself, and the innocent of the world.

Character History:
Once upon a time a small boy, albino and frail, was born in the Village of Leaf to two unworthy parents. Shunned and scorned by those around him, he found solace in his ‘imaginary’ friend Mikki, and in seeking out revenge against an uncaring world. Internally his hate grew, whilst the frail façade drew others to him in order to take advantage.

His talents were noticed, and he was enrolled at the Ninja Academy by an unscrupulous Yakuza gangster in the vain hope that he would be of some benefit. Whilst never excelling, he was a quick study and soon progressed through the ranks to become a satisfactory, if not outstanding med-nin under the tutelage of a rather loud Hyuuga Med-nin Chief.

But healing others was never a goal of his, despite his efforts at living a 'good' life. Finding purpose and a reason for being was and he soon found that in the bowels of the ‘pristine and honorable’ Leaf village. Dwelling amongst the forgotten and scorned he met one who would change his life – Hirato Yong. Together these brothers trained hard, albeit in different ways. Yong was always the tactical, short-term efficient one. Migoya was always dreaming, his head in the clouds about the future, fluid in his thoughts. New friendships developed and formed, and it looked for a time that this young med-nin would have a promising future.

But things never go the way one plans. Practically invisible to those around him, Migoya simply went about his business, never aspiring to great heights or finding new developments. No, his puppets and his art was enough, one enduring the other... well, that would be clique. Never one to show his hand, he has dwelt on the fringes of Konoha society, a present figure in the hallways of the hospital at night, but rarely spoken to or about. In the shadows however he climed the ranks of the underground illegal gangs, seizing and destroying rival factions.

During the war with the samurai, Migoya seemingly disappeared, having been kidnapped by a notorious underworld figure. 10 years past, and Myakashi Migoya emerged, joining the village once more but not being recognized as his former self. One of the leadership of the Myakashi clan, Migoya has taken it upon himself to protect the clans interests in Konoha, an ever difficult task with the current leadership.

After vocalizing the will of the people against the Hokage, Migoya has had to remove his clan from Konoha and relocate them for their safety. He know etches a new pathway for them where they can be safe from the blatant stupidity of those who only care for themselves.
 
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Migoya's Battle Information

Custom Class:​
Yamikage
HP: 30000 (35+15) x 600
CP: 42000 (55+15) x 600
Class Bonus: Kinjutsu, +1 Gen DC (ASP)
High: Ninjutsu Accuracy, Gen DC
Average: Evasion, Gen Save
Low: Melee Accuracy, Ranged Accuracy
Statistics:

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

Power Level: 3600
HP: 30000
CP: 42000
Action Points: 10
Stat Average: 600
Character Level: 15
Rank: S-Rank

Abilities
1. Weapon Mastery (Thrown)
2. Jutsu Mastery
3. Called Shot
4. Jutsu Expansion
5. Willpower
6. Elemental Illusion
7. Contract Mastery
8. Shattered Reality
9. Kinjutsu
10. Kinjutsu
11. Kinjutsu
12. Journeyman (+Battlefield Medicine)
13. Shinobi 101 - Thrown (Acc) Ranged) use Gen DC (101 Free Slot)
14. Squadron - Yong, Akkuma and Akira (Main Branch Free Slot)
15. Genetic Implant (Chimera Free Ability - Implant is 'Demonic Ancestry - Dreadforce)
16. Indomitable (Seikon Cobalt 'Chimera Passive' Ripple Shield - Free Ability)

Equipment
1. Med Kit
2. Crimson Pulse
3. Chakra Synthesis
4. Pouch - Tool (ASP Card Purchase)
5. Light Armor
6. Headset

Weapons
1 ‘The Branch’ Puppet - 0.25 AP faster non-offensive jutsu
Damage Modifier: -10%
Accuracy Modifier: +2
Augments: Special Composition - Blood, Bleeding, Barbed Teeth

2 ‘Yong’ Puppet - Bleeding
Damage Modifier: -10%
Accuracy Modifier: +2
Augments: Special Composition - Blood, Bleeding, Blitz

3 ‘Hisao’ Puppet - Bleeding
Damage Modifier: -10%
Accuracy Modifier: +2
Augments: Special Composition - Blood, Silencer, Quick Switch

4 ‘Doku’ Puppet - Bleeding
Damage Modifier: -10%
Accuracy Modifier: +2
Augments: Special Composition - Blood, Silencer, Quick Switch

5 ‘Mikasa’ Puppet - Bleeding
Damage Modifier: -10%
Accuracy Modifier: +2
Augments: Special Composition - Blood, Silencer, Quick Switch

6 'Shin No Te' Thrown Weapon - can use hand seals whilst equipped.
Damage Modifier: -10%
Accuracy Modifier: +2
Augments: Re-energize, Trick Weapon (Puppet), Spirit Link
 
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Chakra AffinitiesSensory Affinities
Minor:
Major: Fire, Water, Wind, Lightning, Earth, Non-Elemental, Medical, ANBU
Advanced: All
Sensory Knowledge: All
Sensory Mastery: Will, Visual, Kinetic, Audial

FireInfernal Ember - M
Thermal Maw - M
Fireball - M
Immolation Armor - M
Combustive Seal - M
Dragon Fire - M
Searing Eruption - M
Scalding Ash Cloud - M
Heat Wave - M
Infernal Hellfire - M
Firestorm - M
Spontaneous Combustion - M
Ring of Fire - M
Dragon Flame Bomb - M
Sol Fire Tempest - M
Abysmal Harbinger - M
Flame Shield - M
LightningStorm Bolt - M
Thunderfist - M
Thunderclap - M
Electroshock - M
Electrocution - M
Zeus Flash - M
Lightning Torrent - M
Thunderstruck - M
Volt Charge - M
Gigavolt Cannon - M
Chidori - M
Lightning Beast - M
Amp Field - M
Raijins Revenge - M
Chidori Control - M
Kirin - M
Thunderdome - M
WaterPressurized Mist - M
Water Gun - M
Water Whip - M
Aqua Fang - M
Rinse Off - M
Grand Waterfall - M
Impaling Hydro Jet - M
Water Prison - M
Rain Dance - M
Torrential Vortex - M
Hydro Tidal Shockwave - M
Water Shark Bomb - M
Mystical Pond - M
Grand Hydra Excavation - M
Water Dragon Bullet - M
Scorn of Aquarius - M
Supreme Aqua Realm - M
WindWind Slash - M
Pressure Burst - M
Whirlwind Spin - M
Air Bullet - M
Shredding Touch - M
Wind Scythe - M
Tempest - M
Gale Force - M
Wind Release - M
Great Wind Scythe - M
Wind Scar - M
Vacuum Sphere - M
Cyclone Movement - M
Tatsumaki - M
Hurricane - M
Ambiance of the Forbidden - M
Zephyrs Grace - M
EarthStone Bullet - M
Gravel Shift - M
Earth Flow River - M
Sinkhole Fist - M
Mud Clone - M
Inner Earth Reflection Lure - M
Earth Flow Wave - M
Rock Golem - M
Earthen Coating - M
Bedrock Coffin - M
Weighted Rock Technique - M
Earth Spiker - M
Antlion Sinkhole - M
Fist of Gaia - M
Earthen Magnitude - M
Earthslide Wall - M
Petrification - M
Non-ElementalTransformation - M
Body Switch - M
Cancel - M
Contract Summoning - M
Combination Transformation - M
Crystal Eye - M
Spirit Lantern - M
Jutsu Sealing - M
Stunt Double - M
One Element Sealing - M
Elemental Negation - M
Elemental Clone - M
Barrier - M
Shadow Shuriken Replication - M
Energy Transfer - M
Leech Seal - M
Chakra Shield - M
Chakra Blast - M
Rasengan - M
Advanced Combo Transformation - M
Perfected Rasengan - M
Five Element Seal - M
Morality Sealing - M
Natures Guard - M
Stardust Nova - M
Gate of Enma - M
Curse Sealing - M
ANBUN/AMask Summon - M
Critical Exposure - M
Snapshot - M
Chakra Sense - M
Active Camo - M
Mental Infiltration - M
Incapacitate - M
Intangible Passage - M
Searchlight - M
Shadow Servant - M
Black Blockade - M
Body Bind - M
Flock of Shadows - M
Physical Imprisonment Seal - M
MedicalN/AMystical Hand - M
Coagulation - M
System Shock - M
Skeletal Fortification - M
Anasthetic Infusion - M
System Restoration - M
Mystical Force - M
Medical Assistant - M
Tranquilize - M
Medical Ward - M
Resuscitate - M
Angelic Blessing - M
Regeneration - M
Pristine Aura - M
PlasmaN/AN/AIonic Laser - M
Deadly Burn - M
Plasma Lamp - M
Ionic Borealis - M
Hyper Beam - M
Solar Winds - M
Plasma Blade - M
Plasma Scar - M
Nebula Shine - M
Supernova - M
Plasma Generation - M
Atmospheric Pressure - M
ShadowN/AN/ABlack Eruption - M
Midnight Strike - M
Specter Shade - M
Dark Displacement - M
Underworld Prison - M
Shadow Punishment - M
Black Moon Fang - M
Ebony Nightmare - M
Shadow Summoning - M
Shadow Garb - M
Darkness Falls - M
Absolute Void - M
ScorchN/AN/AScorched Land - M
Dehydration - M
Rushing Burst - M
Unstable Release - M
Scorching Devastation - M
Arid Land - M
Convection Spheres - M
Heatblast - M
Vaporization - M
Updraft - M
Searing Whirlwind - M
Amplifier - M
ExplosionN/AN/ALandmine - M
Bang Bullet - M
Explosive Touch - M
Blast Wave - M
Atomic Blast - M
Volatile Fireworks - M
Starlight Nova - M
Minefield - M
Meteor Aura - M
Big Bang Flash - M
Flare Execution - M
Blast Infusion - M
KinesisN/AN/AForce Blast - M
Psionic Assault - M
Kinetic Infusion - M
Force Guard - M
Psi-shock - M
Force Break - M
Mind Lock - M
Reflection - M
Kinetic Blast - M
Psionic Rend - M
Concussion Pulse - M
Redirection - M
InkN/AN/AInk Prison - M
Splatter - M
Ink Jet - M
Black Canvas - M
Dynamic Art - M
Ink Clone - M
Black Tsunami - M
Ink Blot - M
Mastered Artistry - M
Colorful Canvas - M
Wrath of the Artist - M
Everlasting Stain - M
RadiationN/AN/AAtomic Shockwave - M
Sub-Atomic Scorch - M
Radioactive Decay - M
Radioactive Glow - M
Acute Irradiation - M
Nuclear Discharge - M
Radiation Poisoning - M
Atomic Deterioration - M
Radiation Therapy - M
Gamma Ray - M
Inborn Mutagen - M
X-ray Scan - M
StormN/AN/ASquall - M
Shielding Tempest - M
Laser Prison - M
Fissure Slash - M
Barrage of Storms - M
Voltaic Flash - M
Storm Release: Black Panther - M
Storm Mail - M
Laser Chaos - M
Infinity Rain - M
Storm Guider - M
Gates of Babylon - M
GravityN/AN/AGravity Distortion - M
Anti-Gravity - M
Orbital Strike - M
Gravitational Pull - M
Graviton - M
Clutch of the Giant - M
Forced Polarity - M
Inertial Control - M
Shinra Tensei - M
Chibaku Tensei - M
Newton's Apple - M
Centrifugal Force - M
MagneticN/AN/APolarity Burst - M
Ionic Infusion - M
Magnetic Control - M
Magnetize - M
Polarity Shift - M
Static Infusion - M
Electromagnetic Vision - M
Magnetic Flux - M
Gigavolt Railgun - M
Magnetoblast - M
Biomagnetic Alteration - M
Polarity Storm - M
CrystalN/AN/AEmerald Emitter - M
Fluorite Spikes - M
Ruby Rain - M
Topaz Tempest - M
Amethyst Casing - M
Moonstone Shower - M
Goldstone Clutch - M
Sapphire Storm - M
Amber Beacon - M
Crystalline Passage - M
Diamond Cutter - M
Obsidian Dragon - M
AcidN/AN/AAcid Rain - M
Weapon Corrosion - M
Lactic Buildup - M
Citric Burn - M
Acid Clone - M
Acidic Sweat - M
Fangs of the Komodo - M
Dust of Lye - M
Negative PH - M
Royal Water - M
Heartburn Disorder - M
Lure of the Flytrap - M
IceN/AN/AArtic Aether - M
Frigid Ice Blast - M
Hypothermic Touch - M
Ice Shards - M
Ice Transmutation - M
Snowflake Shuriken - M
Ice Prison - M
Crystallize - M
Falling Snow - M
Koorikan - M
Hailstorm - M
Subzero Purge - M
VaporN/AN/AHidden Mist - M
Blinding Fog - M
Bloody Mist - M
Mist Ball - M
White Mist - M
Burning Mist - M
Rolling Fog - M
Vapor Punch - M
Suffocating Fog - M
Ether Strike - M
Black Mist - M
Steam Snare - M
BloodN/AN/ABlood Blade - M
Blood Clone - M<
Crimson Whip - M
Red Tide - M
Curse of Anemia - M
Kiss of the Vampire - M
Red Rain - M
Sanguine Shield - M
Blood Thrall - M
Crimson Starts - M
Drain Claw - M
Red Haze - M
PoisonN/AN/APoison Extraction - M
Toxic Channeling - M
Immunity Break - M
Venom Needle - M
Toxic Curse - M
Stun Vapor - M
Venom Strike - M
Poison Mist - M
Toxic Conversion - M
Black Fog - M
Touch of the Accursed - M
Corrupted Mist - M
MirrorN/AN/AMirror Clone - M
Reflective Surface - M
Shattering Shards - M
Breaking Glass - M
Synchronized Reflection - M
Speculum Sphere - M
Reflective Rain - M
Mirrored Edge - M
Fun House - M
Spitting Image - M
Reflective Storm - M
Mirror Coat - M
DustN/AN/ADust Cloud - M
Molecular Collision - M
Particle Accelerator - M
Dust Clone - M
Particle Charge - M
Dust Assimilation - M
Particle Storm - M
Molecule Breaker - M
Detachment of the Primitive World - M
Particle Destabilization - M
Crop Dusting - M
Disruption Field - M
PhotonN/AN/ALight Flare - M
Flashbang - M
Luminous Shine - M
Invisible Shell - M
Clandestine Concealment - M
Starstrike - M
Mirage Manipulation - M
Radiant Shatter - M
Illumination - M
Rainbow Flash - M
Meteor Storm - M
Corona - M
SoundN/AN/AHarmonic Vibrations - M
Hyper Clap - M
Sonic Destabilizer - M
Sonic Pulse - M
Sound Bullet - M
Harmonization - M
Echo Strike - M
Distorted Aura - M
Concussion Wave - M
Hypersonic Reverberation - M
Resonating Howl - M
Final Chime - M
PaperN/AN/AFolded Shuriken - M
Paper Clone - M
Burst of Confetti - M
Origami Shower - M
Cocoon Sheets - M
Paper Blade - M
Streaming Cloak - M
Loose-Leaf Wall - M
Shredding Torrent - M
Shredding Tsunami - M
Torn Downpour - M
Maelstrom Document - M
SandN/AN/ASand Stars - M
Sandstorm Veil - M
Cluster Attack - M
Desert Deflection - M
Sand Clone - M
Sand Shower - M
Sand Coffin - M
Sand Missiles - M
Desert Tendril Unleash - M
Terror of the Dunes - M
Sand Tsunami - M
Desertification - M
LavaN/AN/AMagma Strike - M
Molten Cloak - M
Lava Torrent - M
Molten Mantle - M
Lava Storm - M
Magma Cannon - M
Ashfall Tendrils - M
Volcanic Sinkhole - M
Gaia's Wrath - M
Final Confrontation - M
Blazing Golem - M
Vulcan Eruption - M
WoodN/AN/AVine Tangle - M
Armor of Thorns - M
Ingrain - M
Wood Hammer - M
Piercing Timber - M
Pit of Crimson Tears - M
Evergreen Thicket - M
Glow Moss - M
Frenzy Plant - M
Sleeping Forest - M
Wrath of Nature - M
Grand Gaia Impalement - M
MetalN/AN/ASteel Slam - M
Quality Break - M
Mercury Poisoning - M
Steel Clone - M
Alloy Spiral - M
Iron Breakout - M
Density Crush - M
Reinforced Wall - M
Silver Flash - M
Senbon Coating - M
Burdening Touch - M
Superalloy Tempest - M

TaijutsuRank ERank DRank CRank BRank A
BludgeoningPound
Smash
Bunt
Broad Slap
Dynamic Bash
Dynamic Charge
7-Hit Combo
Double Slam
Concrete Blast
Carpe Diem
Carpe Noctum
Blackjack Attack
Set-Up
Skull Buster
Blast Rush
Render Blitz
Rebound Blitz
Precise Interruption
Rigor Mortis
Eclipse Fury
Nostalga Strike
Joint Lock
Hex Breaker
Tombstone Driver
Memento Mori
White Lotus Strike
Rejected Assault
Pillar of the Four Dragons
BuffingCharge - M
Grip - M
Fleeted - M
Block - M
Shadow Play - M
Eagle Vision - M
Muscle Control - M
Brandish - M
Basic Safeguard - M
Dynamic Art - M
Chakra Extension - M
Shadow Dance - M
Gather - M
Barrage - M
Expel - M
Feint - M
Chakra Absorption - M
Unbound - M
Endure - M
Counterstrike - M
Cover - M
Anabolic Frenzy - M
Concealed Steps - M
Focused Assault - M
Insatiable Hunger - M
Devastating Aura - M
Awakening - M
Unleash - M
Limit Break - M
PuppetChakra Emissions - M
Guided Strike - M
Swift Spin - M
Castling - M
Searchlight - M
Puppet Transformation - M
Suprise Shift - M
Dagger Assault - M
Projectile Launcher - M
Gas Warfare - M
Magnet Missile - M
Needle Shower - M
Channel Puppet - M
Puppet Switch - M
Puppet Clone - M
Hidden Smoke Bomb - M
Terra Shift - M
Shortcircuit - M
Vapor Cannon - M
Atomic Core - M
Audio Medic - M
Paradise Invite - M
Volatile Shield - M
Puppet Fusion - M
Kaizo Trap - M
Flamethrower Stream - M
Iron Maiden - M
Nihil Shield - M
ProjectileRaw Shot
Unforeseen Strike
Piercing Shot
Curve Shot
Venomous Sting
Disillusion Shot
Power Shot
Quickshot
Bounce Shot
Catapult Discharge
Detonation Tip
Tracking Beacon
Counter Shot
Scatter Shot
Snipe
Critical Shot
Flurry Shot
Blunt Shot
Pin Shot
Grapple Shot
Burst Shot
Homing Shot
Pierce Shot
Destruction Power Shot
Combustive Shot
Glacial Shot
Voltaic Shot
Terra Firma Shot
ThrownFull Toss
Trick Launch
Mad Flight
Volley
Projectile Sealing
Sudden Shot
Shadow Projectile
Blood Grinding
Instant Fall
Sinister Steel
Silver Stream
Sly Silver
Spread Counter
Full Impact
Buzzsaw
Silver Crows
Crush Bit
Body Flicker Shuriken
Gravedigger's Hole
Pinpoint
Steel Dragon
Silver Cloud
Zero Point Assault
Heavenly Rain Drive
Twin Rising Dragon
Earthly Impalement
Meteor Breaker
Spiraling Silver
SlashingSlash - M
Arcing Slash - M
Dynamic Slash - M
Overhead Strike - M
Full Circle - M
Cross Rip - M
Crimson Flash - M
Gasher - M
Heavy Tow - M
Vanishing Slash - M
Lunar Steps - M
Whisperer - M
Sword Juggle - M
Zero Slash Counter - M
Top Spin - M
Blade Trail - M
Magnum Break - M
Focal Blade - M
Steel Weaving - M
Flight Aerial Strike - M
Kill Driver - M
Executioner - M
Lotus Flower - M
Zantetsuken - M
Higuma - M
Annihilation - M
Heavenly Sword - M
Fatal Draw - M
UnarmedLow Sweep
Janken
Uncalled-For Shot
The One-Two
4-Hit Combo
Spinning Wind
Dynamic Entry
Dynamic Finish
Nut Buster
Roaring Combination
Grapple
Tatsumaki Senpuu Kyaku
Shoryuken
Step-In Flash
Tiger Hook
Dragon Assault
Suplex
Primary Lotus
Shadow Step Strike
Seismic Toss
Submission
Spear Hand
Multi-Hit Combo
Falcon Punch
Eagle Drop
Dance of the Waxing Moon
Fist of Virtue
Fist of Sin

GenjutsuRank ERank DRank CRank BRank A
AudialDeception - M
Favoritism - M
Wasteful - M
Trembling Music - M
Pained Expressions - M
Appreciation of Music - M
Gong - M
Sometimes Shouting Works - M
Deaf - M
Run It Back - M
Groans - M
Piercing Cry - M
Centralized - M
Death Chime - M
Prolong - M
Leak - M
Wither - M
Bass Drop - M
Devils Whisper - M
Deaths Anthem - M
Blank Slate - M
Radial Shock - M
Chakra Ravage - M
Auto-Tune - M
KineticHot Weapon - M
Stun - M
1000 Years of Pain - Kai - M
Drunken Stupor - M
Influenza - M
Tickling - M
Facepalm - M
Mist of Deceit - M
Crippled - M
Masochism - M
Silly Fingers - M
Crossed Wires - M
Phoenix Embrace - M
Petrification - M
Lingering Spark - M
Crush Depth - M
Puppet Betrayal - M
Pox - M
Curse of the Leper - M
Hemorragic Fever - M
Delayed Agony - M
Paracitic Infestation - M
Tree Binding - M
Shared Torment - M
VisualMimic - M
False Surroundings - M
Eye Strain - M
Basic Clone - M
Blur - M
Rorshach Eye - M
Double Vision - M
Distortion - M
Ocular Trauma - M
Black Flash - M
After-Image - M
Verse of Darkness - M
Advanced Clone - M
Perception Filter - M
Depth Barrier - M
Night Mare - M
Solar Flare - M
Mime Box - M
The Reapers Gaze - M
Ocular Assault - M
Body Double - M
Night - M
Deja Vu - M
Invisibility - M
WillLethargy - M
Tourniquet - M
Intimidation - M
Amnesia - M
False Success - M
Leaking Mind - M
Sear of the Mind - M
Black Out - M
Insomnia - M
Paranoia - M
Charismatic Breakdown - M
Untruth - M
Havoc of the Doomed Mind - M
Slowed Perception - M
Oblivious Rapture - M
Betrayal - M
Taunt - M
Thought Down - M
Torment of the Physical Plane - M
Corruption of the Earthly Plane - M
Chaos of the Mental Plane - M
Minds Eye Chaos - M
Temple of Nirvana - M
Repetition - M
 
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Migoya's CA/Bloodline (Chimera)

Void Adept

Spell Cancel - Independent Special Move (3 points)
Some would say spells cannot be canceled outright, merely counteracted. The Void Walker, however, may create momentary links to the non-space of the Void to overwrite spells with the aspect of the Void; nothingness.
Effect: For 2 AP, the user may choose to reflexively cancel an opponent's Ninjutsu. This may use any accuracy type the user chooses against the enemy's corresponding Dodge/Save stat. May be used once per round.
Notes:
- The cancelled action does not need to be an attack, but must be a Ninjutsu that is being either cast or maintained.
- Cancelled attacks spend normal AP and CP, but do not strike any target.
- A cancelled attack does not count as any kind of auto-miss or auto-fail.
- If a cancelled attack is the first strike of a combo, the rest of the combo proceeds as normal.
- Spell Cancel is used as a conditional action, but does not use up one of the user's normal conditional slots.

Pressure Points - Independent Special Move (2 points)
The touch of a Void Walker is chilling, and may serve as a direct link between their target and the Void. This moment of contact, however brief, is enough to give their target a brief experience of the void; an act fundamentally incompatible to normal minds. Victims are left dazed and stunned, for reasons they cannot begin to comprehend.
Effect: As a reflexive action, the user may attempt to cancel an opponent's Taijutsu with a Taijutsu attack of their own (using the accuracy type of their equipped weapon, or, if they have none, either Melee or Ranged accuracy must be chosen). Should the user miss, the attack gains a +2 to hit. May be used once per round.
Notes:
- The cancelled action does not need to be an attack, but must be a Taijutsu that is being either cast or maintained.
- Cancelled actions spend normal AP and CP, but do not strike any target.
- A cancelled attack does not count as any kind of auto-miss or auto-fail.
- If a cancelled attack is the first strike of a combo, the rest of the combo proceeds as normal.
- Pressure Points is used as a conditional action, but does not use up one of the user's normal conditional slots.

Advanced Cancellation - Jutsu Modification (2 points)
Restriction- Requires Cancel
Knowledge is rooted in reality, and the nature of the Void is incompatible with normal minds. The Void Walker is not normal, even if they once were before they made contact with the Void. The same tricks which may fool a normal mind just may be spotted by the Void Walker.
Effect: Cancel may be used to reflexively negate a Genjutsu being cast on the user. This is treated like an Activated Auto-dodge. The user may not specify any details about the Genjutsu they wish this to apply to unless they have Clarity. The cast will cost normal AP for Cancel unless the user has Willpower, in which case it may be used as the user's free cast of Cancel that round. Regardless of whether or not the user has Willpower, this may be used successfully on any rank Genjutsu.

Extreme Understanding - Passive (1 point)
Restriction- Can be purchased up to three times
To would-be mental manipulators, the mind of a Void Walker is utterly foreign; whether this be madness or enlightenment is an unanswered question.
Effect: +1 Genjutsu Save


Snapback - Independent Special Move (2 points)
Restriction- Must have Called Shot
The Void is tied to movement, both to bridging the gap between here and there and inhibiting the opponent from doing the same. A Void master can be very effective of doing this to someone when they don't want to roll the dice on it.
Effect: User may make a Called Shot with their weapon at +1 accuracy for a 50% chance to automatically cause Suppression on the target. Treated as a Basic Strike for purposes of AP costs and accuracy type. May only be used successfully once per round per target.

Sensory Deprivation - Ability Modification (2 points)
Restriction- Must have Shattered Reality
A vision of the void is to experience nothing. There is nothing to see. No ambience to hear. No movement of air to feel. A vision of the Void steals away a person's senses, overhwleming them as their mind attempts to make sense of find meaning in nothing. A Void Walker can impact a target of their Genjutsu in a similar way as a pale imitation.
Effect: After the user Shatters a Genjutsu, the victim has -2 Genjutsu Save to that sense for the rest of the battle. May not stack multiple times on the same sense.

Void Mirage - Independent Special Move (2 points)
By drawing a cloak of empty reality over themselves, the Void user can make their enemies think they are not really there, instead a trick of the light. Now you see them, now you probably don't.
Effect: For 10 seconds, the user cannot be targeted without the attacker passing a check of their Awareness against the user's Genjutsu Save. This applies to actions from allies (such as healing) as well as enemies. Does not effect other Void Walkers or those who are immune to Visual Genjutsu. Requires 10 seconds of cooldown after deactivation between uses.

Null Pressure - Passive (2 points)
Open chakra is the favourite target of the void itself, being life energy it can draw into itself easily and snuff out. It's no surprise a Void user can exert a tiny bit of that presence themselves to mimic the effect in part.
Effect: At the beginning of the battle, the user chooses up to three targets. These targets deal -10% damage with Ninjutsu while the user is conscious. This cannot affect other Void Walkers.

Glimpse of the Void - Will Genjutsu (1 point, 1 to rank up)
Restrictions- A-Rank and Up
A single instant of presence in the Void can mark and scar a human mind. It becomes a test of sheer willpower to hold one's self and sanity together in the face of sheer nothingness and deprivement of all one's senses. It shouldn't come as any surprise that this will disrupt one's concentration.
Rank 1: Targets one opponent at +1 Genjutsu DC. That person has all techniques that cost chakra that they are maintaining temporarily disabled. They continue to pay the costs, but the effects do not apply.
Rank 2: Targets one opponent at +2 Genjutsu DC. That person has all techniques that cost chakra that they are maintaining temporarily disabled. They continue to pay the costs, but the effects do not apply.
Cost: 3 AP, 2500 CP, 1250 CP/round to maintain
Notes:
- At rank 1, this jutsu may last up to 10 seconds. At rank 2, this jutsu may last up to 15 seconds.
- This affects everything that uses chakra, not just jutsu.
- At all ranks, this Genjutsu may not be affected by Cancel even if the target may normally target A-Rank Genjutsu with Cancel.
- The user may not Shatter this Genjutsu, only stop maintaining it normally.
- If the target has Fearless or any similar effect, they gain +1 on all Genjutsu Checks against this jutsu.
- If the effect of a disabled technique is a physical one on the field such as a clone, that effect is disabled as well and when this Genjutsu is dispelled, will return as it was before.

Seikon
Seikon.png

A unique clan that has the odd, yet powerful ability to control and bend reality to their liking. Members of the Seikon clan are deadly opponents that seem to have abilities that simply seem to surpass all natural limits, their inhuman techniques warping reality in such away at the most opportune times for themselves...or the most deadly for their enemies.
084 PL - Distorting Wake (Rank 1), Unreal Celerity (Rank 1)
168 PL - Wait Reaction (Rank 1)
252 PL - Synchronized Multipresence (Rank 1)
336 PL - Wait Reaction (Rank 2)
420 PL - Distorting Wake (Rank 2), Reality Distortion (Rank 1)
504 PL - Unreal Celerity (Rank 2)
588 PL - Wait Reaction (Rank 3), Synchronized Multipresence (Rank 2)
672 PL - Distorting Wake (Rank 3), Reality Distortion (Rank 2)
756 PL - Synchronized Multipresence (Rank 3)
840 PL - Unreal Celerity (Rank 3), Reality Distortion (Rank 3)

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Distorting Wake - Passive
Seikon Clan members constantly exude a reality warping energy from their body which is similar to chakra but at the same time different. This can cause the Seikon shinobi to appear as if they are multiple places at once and make their movements difficult to predict thanks to shadows and optical tricks that their presence generates.

Rank 1: +1 Dodge
Rank 2: +2 Dodge
Rank 3: +3 Dodge

---

Unreal Celerity - Passive
Most Seikon are masters of speed and grace but for reasons that no-one seems to understand, sometimes not even the Seikon. In truth, their unnatural speed comes from the fact that many are unconsciously willing themselves to overcome the limits that reality sets on what a human being can and cannot do.

Rank 1: The Seikon can choose up to 1 AP's worth of actions to gain priority over all other actions in that round. Jutsu used this way have -3 Accuracy/Genjutsu DC.
Rank 2: The Seikon can choose up to 1.5 AP's worth of actions to gain priority over all other actions in that round. Jutsu used this way have -2.5 Accuracy/Genjutsu DC.
Rank 3: The Seikon can choose up to 2 AP's worth of actions to gain priority over all other actions in that round. Jutsu used this way have -2 Accuracy/Genjutsu DC.

Notes:
- Actions effected by Unreal Celerity must be whole actions, and must be used at the beginning of the round. ('Whole actions' simply means that you cannot prioritize part of the AP of an action, e.g. you cannot move up a 3 AP jutsu by 2 AP).
- In the result that the Seikon's action and the opponent's action both have priority over all other actions, they resolve in normal AP stack fashion in regards to each other.

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Wait Reaction - Dependent Special Move
Manipulating the threads of reality is such an easy feat for a Seikon that they can do so with barely a second thought--such as casually attaching a devastating blow to the tail end of their dodge.

Rank 1: The user may combo an Activated Auto-dodge with an attack. The attack gains +1 Accuracy.
Rank 2: The user may combo an Activated Auto-dodge with an attack. The attack gains +2 Accuracy and may not be auto-dodged.
Rank 3: The user may combo an Activated Auto-dodge with an attack. The attack gains +3 Accuracy and may not be auto-dodged.

Cost: Cost of the Activated Auto-dodge being used + 20% CP

Notes:
- Attacks made with Wait Reaction take precedence over comboed attacks the user auto-dodged the first part of, and always occur before the rest of that combo.
- Requires a twenty second cooldown between uses.

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Synchronized Multipresence - Flexible Style
It is said that Seikon clan members are omnipresent; that they are everywhere at once when they choose to be. This is only partly true, as the Seikon have the ability to overcharge themselves with their reality bending energies, releasing it in such a way that seems to distort the reality around them. This creates multiple "clones" of themselves, afterimages created by their energy that appear and fade at random moments nearby around them.

Rank 1/2/3: The user's first attack each round is automatically considered a Sneak Attack.

Chakra Style: At Rank 1 of this style, the user no longer suffers the -2 Dodge penalty for using Body Switch. At Rank 2, they gain +1 Dodge for the duration of the round instead. At Rank 3, they gain an additional Activated Auto-dodge per round. (Does not stack with similar effects.)

Physical Style: Wait Reaction has its cooldown time reduced by 5 seconds at Rank 1 of this style, 7 seconds at Rank 2, and 10 seconds at Rank 3.

Special Action: While this Style is active, the user may use Body Switch without additional items or clones. They Body Switch with "After-Images" instead. All Body Switch rules still apply.

Cost: .5 AP to enter, .5 AP to drop out

Notes:
- This is a Flexible Style, meaning the user chooses whether it is a Physical Style or a Chakra Style upon entering it, which it will remain for the rest of that battle (even if deactivated and reactivated). The effects and CP cost increase depend on which type is selected.
- While active as a Chakra Style, the user pays +5% CP costs. While active as a Physical Style, the user pays +15% CP costs.
- While in use as a Chakra Style, effects apply to modifications of Body Switch such as Quicksilver Step and Wait Reaction as well.
- Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.

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Reality Distortion - Buffing Taijutsu
A tug of the air, a pull on the world, and the Seikon is fully capable of vanishing from specific senses of their enemies, protecting their minds. At higher levels, they may even use this skill as a partial shield from the physical as well.

Rank 1: For ten seconds, any Genjutsu place on the user or that they are already under have their effects ignored, including damage.
Rank 2: For ten seconds, any Genjutsu place on the user or that they are already under have their effects ignored, including damage. The user gains +5% Damage Reduction against Ninjutsu and Taijutsu, but their own attacks cost +15% CP to use.
Rank 3: For ten seconds, any Genjutsu place on the user or that they are already under have their effects ignored, including damage. The user gains +10% Damage Reduction against Ninjutsu and Taijutsu, but all of their own attacks cost +10% CP to use.

Costs:
Rank 1: 335 CP, 1.75 AP
Rank 2: 420 CP, 1.75 AP
Rank 3: 630 CP, 1.75 AP

Notes:
- The user cannot cast Genjutsu while this is active.
- Requires ten seconds of cooldown after ending before it can be used again.
- If the user takes more than 10%/15%/20% of their Max HP in damage while it is active, the effects of Reality Distortion immediately end.
- Genjutsu on the user resume their effects after Reality Distortion ends, regardless of how it ends.
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Mercury
rCvojlH.png

This branch of the Seikon family is focused on time-space manipulation of the body, believing it to be the most important part. Self-control is very important to them, using the discipline they learn from honing their bodies to achieve an ultimate precision with their natural skills. Oftentimes they are remarked upon to have movements as quicksilver as the substance they are named for.
924 PL - Sunder Reality (Rank 1), Quicksilver Step (Rank 1)
1008 PL - Swift Strike (Rank 1)
1092 PL - Quicksilver Step (Rank 2)
1176 PL - Sunder Reality (Rank 2), Swift Strike (Rank 2)
1260 PL - Quicksilver Pursuit (Rank 1)
1344 PL - Sunder Reality (Rank 3), Quicksilver Step (Rank 3)
1428 PL - Quicksilver Pursuit (Rank 2),
1512 PL - Fractured Reality (Rank 1)
1596 PL - Swift Strike (Rank 3)
1680 PL - Quicksilver Pursuit (Rank 3), Fractured Reality (Rank 2)
1764 PL - Fractured Reality (Rank 3)

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Sunder Reality - Activated Passive
One of the most notorious abilities of the Seikon clan is the ability to generate an energy weapon forged from the very stuff that reality is glued together with. This causes their attacks with these weapons to be supernaturally potent against forms of resistance and protection.

Rank 1: The user's weapon deals +10 Basic Strike Damage and the user gains a +5% Damage Buff to all Taijutsu.
Rank 2: The user's weapon deals +15 Basic Strike Damage and the user gains a +5% Damage Buff to all Taijutsu. The user ignores up to 5% Damage Reduction. The user's weapon may cause bleeding at -5% the normal rate for the attack they are using.
Rank 3: The user's weapon deals +20 Basic Strike Damage and the user gains a +10% Damage Buff to all Taijutsu. The user ignores up to 10% Damage Reduction. The user's weapon may cause bleeding at the normal rate for the attack they are using.

Cost: 1 AP to initiate, 300 CP/round.

Notes:
- The user's weapon can use any Melee Taijutsu and Styles from any Melee Taijutsu type (if the original weapon is of a Melee weapon type) or from any Ranged Taijutsu and Styles (if the original weapon is of a Ranged weapon type); however, if they attempt to use a Taijutsu of a different subtype than the Style they are in (excluding Buffing Taijutsu), then they are automatically dropped out of that Style for normal AP.
- The user still only gains the basic attribute chosen for their weapon, and does not gain attributes from any other type of Taijutsu they use.

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Swift Strike - Passive
A Mercury Seikon is so adept at rapid reactions to their opponent's tactics that a sudden reduction in their normal ability to target their foe is met with a swift and decisive blow. Sometimes this reflex can occur before the Seikon themselves is even aware of their own movement.

Rank 1: When an opponent activates a physical Clone or Creation jutsu, the user's next Taijutsu attack automatically adds it as a target.
Rank 2: When an opponent activates a physical Clone or Creation jutsu or summons a Contract, the user's next Taijutsu attack automatically adds it as a target. That attack deals +5% damage to all targets.
Rank 3: When an opponent activates a physical Clone or Creation jutsu or summons a Contract, the user's next Taijutsu attack automatically adds it as a target. That attack deals +10% damage to all targets.

Notes:
- A physical Clone or Creation is defined in this context as one that can be hit and damaged by Taijutsu.
- If the user is in the process of attacking with a Taijutsu when an opponent summons their Clone, Creation, or Contract, the attack they are in the process of counts as their 'next Tajutsu attack' for the purposes of Swift Strike.

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Quicksilver Step - Buffing Taijutsu
Taking their ability to ignore the boundaries of what is possible and impossible to the literal translation, the Seikon member steps through reality itself and appears somewhere else to strike while avoiding attacks with ease.

Rank 1: The user warps next to one opponent. The user's next Taijutsu attack is treated as a Sneak Attack. Afterward, the user has +1 Accuracy for the next three seconds.
Rank 2: The user warps next to one opponent. The user's next Taijutsu attack is treated as a Sneak Attack. Afterward, the user has +2 Accuracy for the next three seconds.
Rank 3: The user warps next to one opponent. The user's next Taijutsu attack is treated as a Sneak Attack. Afterward, the user has +3 Accuracy for the next three seconds.

Special Action: For 1 AP, Quicksilver Step may be used in the same way as Body Switch. This may only be done once per round, and the user gains all penalties associated with Body Switch. This is an Activated Auto-dodge.

Cost:
Rank 1: 200 CP, 1 AP
Rank 2: 250 CP, 1 AP
Rank 3: 300 CP, 1 AP

Notes:
- This is modded as if instantaneous and may be used reflexively.
- Sneak Attack bonus only applies to the user if their next action is an attacking Taijutsu or Basic Strike, otherwise they lose their buff.
- If used while in Stealth mode, this allows the Seikon to use a Sneak Attack without suffering a stealth penalty to their attack. Additionally, this attack will not drop the user out of Stealth mode. The user may only remain in stealth as a result of using this jutsu once per round.

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Quicksilver Pursuit - Variable Taijutsu
Utilizing their unique skill to step through reality, this technique utilizes the same tactic of attack as Quicksilver Step. The Seikon steps entirely outside the boundaries of the human limits, warping to the position of their target and decimating them with a quick, nearly simultaneous strike to their opponent.

Rank 1: Strikes a single target two times, each dealing 710 Damage at +1 Accuracy. If the target attempts to use an Activated Auto-dodge against this attack, it will automatically hit instead.
Rank 2: Strikes a single target three times, each dealing 545 Damage at +1 Accuracy. If the target attempts to use an Activated Auto-dodge against this attack, it will automatically hit instead.
Rank 3: Strikes a single target four times, each dealing 445 Damage at +1 Accuracy. If the target attempts to use an Activated Auto-dodge against this attack, it will automatically hit instead.

Costs:
Rank 1: 570 CP; 2.25 AP
Rank 2: 655 CP; 2.25 AP
Rank 3: 710 CP; 2.25 AP

Notes:
- The user specifies the Taijutsu subtype they are using when attacking with this. The subtype must be one the user has access to normally with their equipped weapon or through Sunder Reality. If unspecified and they are in a specific weapon type Style, that type will be chosen; if they are not in a specific weapon type Style, the default subtype of the user's weapon will be used.
- Quicksilver Pursuit cannot be negated through Auto-Dodge.

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Fractured Reality - Variable Taijutsu
One of the most mind-twisting aspects of a Seikon's reality warping is their ability to seemingly be in two places at once as part of their ultimate technique. The Seikon themselves may only be physically moving themselves to make a single strike, but by an application of twisting reality, that same strike will echo multiple times into the near future, catching many opponents off-guard.

Rank 1: The user makes a single strike dealing 825 damage. Every y seconds after this first strike (timeframe from 1-3 seconds chosen by the user), the initial target is hit by another strike dealing 825 damage. These followup strikes occur 3 times.
Rank 2: The user makes a single strike dealing 930 damage. Every y seconds after this first strike (timeframe from 1-4 seconds chosen by the user), the initial target is hit by another strike dealing 930 damage. These followup strikes occur 3 times. Followup strikes are dealt at +1 accuracy if the initial strike hit.
Rank 3: The user makes a single strike dealing 1035 damage. Every y seconds after this first strike (timeframe from 1-5 seconds chosen by the user), the initial target is hit by another strike dealing 1035 damage. These followup strikes occur 3 times. Followup strikes are dealt at +2 accuracy if the initial strike hit.

Costs:
Rank 1: 1650 CP, 2.75 AP
Rank 2: 1855 CP, 2.75 AP
Rank 3: 2060 CP, 2.75 AP

Notes:
- The user specifies the Taijutsu subtype they are using when attacking with this. The subtype must be one the user has access to normally with their equipped weapon or through Sunder Reality. If unspecified and they are in a specific weapon type Style, that type will be chosen; if they are not in a specific weapon type Style, the default subtype of the user's weapon will be used.
- Regardless of whether or not Sunder Reality is active when the user uses this jutsu, all strikes have a base 11%/13%/15% chance to cause bleeding.
- The time between strikes must be a whole number. (You can have them occur every 3 seconds, but not every 2.5.)
- At all ranks, this jutsu cannot be Auto-dodged in any way.
- The target's Dodge stat for all strikes is treated as if it were the same as the time of the initial strike, even if modifications have occurred since.
- This jutsu may not be used again until ten seconds after the final strike has landed.
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Cobalt
DZEWD5D.png

The second, lesser-seen branch of the Seikon family, Cobalt Seikon focus on manipulating space and time in their immediate vicinity. Usually use of their talents is heralded by a ripple of blue in the air. Because of how taxing this power is, their abilities can sometimes be seen as inconsistent and unreliable. However, no one can argue with their strength.
924 PL - Reality Shift (Rank 1), World Shatter (Rank 1)
1008 PL - Ripple Shield (Rank 1)
1092 PL - World Shatter (Rank 2)
1176 PL - Reality Shift (Rank 2), Ripple Shield (Rank 2)
1260 PL - Particle Disruption (Rank 1)
1344 PL - Reality Shift (Rank 3), World Shatter (Rank 3)
1428 PL - Particle Disruption (Rank 2),
1512 PL - Boundary Field (Rank 1)
1596 PL - Particle Disruption (Rank 3)
1680 PL - Ripple Shield (Rank 3), Boundary Field (Rank 2)
1764 PL - Boundary Field (Rank 3)

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Reality Shift - Passive
When a Cobalt Seikon is actively manipulating their chakra, unusual things can happen. One of the most consistent of those things is the deep blue aura that pulses around them in time with their manipulation of it, clearing a path into and out of any sphere they wish to traverse.

Rank 1: Every 15 seconds, the user may choose to automatically enter/exit any Arena effect with no check required. This cannot cost the user more than 2 AP, regardless of effects that would force them (or anyone crossing) to take more AP than that.
Rank 2: Every 10 seconds, the user may choose to automatically enter/exit any Arena effect with no check required. This cannot cost the user more than 1.5 AP, regardless of effects that would force them (or anyone crossing) to take more AP than that.
Rank 3: Every 5 seconds, the user may choose to automatically enter/exit any Arena effect with no check required. This cannot cost the user more than 1 AP, regardless of effects that would force them (or anyone crossing) to take more AP than that. The user may alternately use this to automatically break out of any bind.

Note:
- If there is no listed AP cost for entering/exiting the Arena or breaking out of the bind affecting the user, the cost will default to 1 AP at all ranks.

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Ripple Shield - Passive
Another consistent talent of the Cobalt Seikon is the way they unconsciously manipulate the air around them to absorb nastier blows. Or, well...not quite the air, but that's certainly what it appears to be, creating an odd distortion effect around them whenever such an attack is softened. What the Cobalt Seikon themselves sees isn't something they tend to tell anyone.

Rank 1: The user gains the ability Implacable for free, without it taking an Ability Slot.
Rank 2: Implacable now negates the first two Bleeding, Suppression, Called Shot, or Secondary Effects inflicted upon them during each round.
Rank 3: The AP cost of Implacable's Special Action is reduced to .5, with a usage limit of three times per round (unless the user is wearing Heavy Armor, in which case it is unlimited).


Notes:
- The user does not need to be wearing Light Armor or Heavy Armor to have this skill apply.
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World Shatter - Non-Elemental Ninjutsu
A Cobalt Seikon cares not for the standard laws of physics that state how things work. If they don't like the condition of the ground they are standing on, the brightness of the sun in the sky, or the number and position of obstacles in their way, they can simply change it all.

Rank 1: The user is able to modify the Terrain Modifiers of the battle one stage in either direction for both Terrain and Visibility.
Rank 2: The user is able to modify the Terrain Modifiers of the battle two stages in either direction for both Terrain and Visibility.
Rank 3: The user is able to modify the Terrain Modifiers of the battle by any amount in either direction for both Terrain and Visibility.

Special Action - Fragmentation: If there is another jutsu active on the field when this is cast that alters Terrain Modifiers in any way, the user may instead choose to destroy that with a Ninjutsu Check against the caster at -1/+0/+1 for +10% CP, after which the user may apply Rank 1 of this jutsu to the battlefield (even if they have it at a higher rank).

Rank 1 Cost: 730 CP, 2.5 AP
Rank 2 Cost: 840 CP, 2.5 AP
Rank 3 Cost: 910 CP, 2.5 AP

Notes:
- The effects of World Shatter do not wear off and last the whole battle; essentially, the 'default' conditions of the topic are altered by this jutsu.
- Only one active jutsu may be destroyed per use of Fragmentation.

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Particle Disruption - Non- Elemental Ninjutsu
One of the most lethal skills that can be used by a Cobalt Seikon, this technique focuses the attention the Seikon upon a single hapless target, and condenses their reality warping energy to literally shatter a portion of the victim's atomic structure. This skill cannot be seen as it takes effect on an microscopic level, though this causes catastrophic pain and suffering upon the unfortunate target as it destroys their very being from it's base.

Rank 1: The next offensive Ninjutsu the user casts gains +1 accuracy, and bypasses all barriers.
Rank 2: For the next 5 seconds, Offensive Ninjutsu the user casts gains +2 accuracy, and bypasses all barriers and Damage Reduction.
Rank 3: For the next 10 seconds, Offensive Ninjutsu the user casts gains +3 accuracy, and negates all barriers and Damage Reduction, destroying them and dealing normal damage to the target.

Cost: 2.5 AP, 730 Cp,

Notes:
  • At all ranks, the damage done by the affected attack cannot be reduced or blocked by any means.
  • This technique requires a 10 second cooldown after use
  • Only maintained/activated Damage Reduction is destroyed; passive Damage Reduction is only negated until after the next attack hits the target. (Rank 3 only)
  • If the target(s) struck lack barriers and Damage Reduction, the affected Ninjutsu instead deals +10% damage.

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Boundary Field - Non-Elemental Ninjutsu
The culmination of a Cobalt Seikon's skillset is the ability to seize control of their element of the battlefield, locking down the ability of others to manipulate space-time. Often space looks distorted when this technique is active, and those more sensitive to chakra or adept in a similar field have reported the Cobalt Seikon's trademark deep blue haze partially shrouding the area, marking out a visible bubble.

Rank 1: The user takes control of the battlefield, altering the time-space of it in a limited fashion. While this jutsu is active, effects that alter priority of attacks cannot be used, and passive effects that alter priority are disabled. (Does not apply to Seikon.) Opponents must pass a Ninjutsu Check at +0 against the user in order to successfully use a combo; if they fail, the rest of the combo is still performed but at normal timing rather than immediately following the previous attack.
Rank 2: The user takes control of the battlefield, altering the time-space of it in a limited fashion. While this jutsu is active, effects that alter priority of attacks cannot be used, and passive effects that alter priority are disabled. (Does not apply to Seikon.) Opponents must pass a Ninjutsu Check at -1 against the user in order to successfully use a combo or any other Reflexive action; if they fail on a combo, the rest of the combo is still performed but at normal timing rather than immediately following the previous attack. If the enemy fails the check when using a Reflexive action that is not part of a combo, the action simply fails. No AP or CP is used for the failed action.
Rank 3: The user takes control of the battlefield, altering the time-space of it in a limited fashion. While this jutsu is active, effects that alter priority of attacks cannot be used, and passive effects that alter priority are disabled. (Does not apply to Seikon.) Opponents must pass a Ninjutsu Check at -2 against the user in order to successfully use a combo or any other Reflexive action; if they fail on a combo, the rest of the combo is still performed but at normal timing rather than immediately following the previous attack. If the enemy fails the check when using a Reflexive action that is not part of a combo, the action simply fails. No AP or CP is used for the failed action.

Rank 1 Cost: 2200 CP, 3 AP to initiate; 1100 CP/round to maintain.
Rank 2 Cost: 2530 CP, 3 AP to initiate; 1270 CP/round to maintain.
Rank 3 Cost: 2750 CP, 3 AP to initiate; 1380 CP/round to maintain.


Notes:
- This is considered a Terrain jutsu.
- May be maintained for up to three rounds.
- At all ranks, other combatants must pass a Ninjutsu Check against the user at -2 in order to cast an Arena jutsu, or their own Terrain jutsu. If the opponent successfully casts their own Terrain jutsu, this one is dispelled.
- After deactivation, regardless of how, requires ten seconds before it may be activated again.


Reality Shift - Passive
When a Cobalt Seikon is actively manipulating their chakra, unusual things can happen. One of the most consistent of those things is the deep blue aura that pulses around them in time with their manipulation of it, clearing a path into and out of any sphere they wish to traverse.

Rank 1: Every 15 seconds, the user may choose to automatically enter/exit any Arena effect with no check required. This cannot cost the user more than 2 AP, regardless of effects that would force them (or anyone crossing) to take more AP than that.
Rank 2: Every 10 seconds, the user may choose to automatically enter/exit any Arena effect with no check required. This cannot cost the user more than 1.5 AP, regardless of effects that would force them (or anyone crossing) to take more AP than that.
Rank 3: Every 5 seconds, the user may choose to automatically enter/exit any Arena effect with no check required. This cannot cost the user more than 1 AP, regardless of effects that would force them (or anyone crossing) to take more AP than that. The user may alternately use this to automatically break out of any bind.

Note:
- If there is no listed AP cost for entering/exiting the Arena or breaking out of the bind affecting the user, the cost will default to 1 AP at all ranks.

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Ripple Shield - Passive
Another consistent talent of the Cobalt Seikon is the way they unconsciously manipulate the air around them to absorb nastier blows. Or, well...not quite the air, but that's certainly what it appears to be, creating an odd distortion effect around them whenever such an attack is softened. What the Cobalt Seikon themselves sees isn't something they tend to tell anyone.

Rank 1: The user gains the ability Implacable for free, without it taking an Ability Slot.
Rank 2: Implacable now negates the first two Bleeding, Suppression, Called Shot, or Secondary Effects inflicted upon them during each round.
Rank 3: The AP cost of Implacable's Special Action is reduced to .5, with a usage limit of three times per round (unless the user is wearing Heavy Armor, in which case it is unlimited).


Notes:
- The user does not need to be wearing Light Armor or Heavy Armor to have this skill apply.
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World Shatter - Non-Elemental Ninjutsu
A Cobalt Seikon cares not for the standard laws of physics that state how things work. If they don't like the condition of the ground they are standing on, the brightness of the sun in the sky, or the number and position of obstacles in their way, they can simply change it all.

Rank 1: The user is able to modify the Terrain Modifiers of the battle one stage in either direction for both Terrain and Visibility.
Rank 2: The user is able to modify the Terrain Modifiers of the battle two stages in either direction for both Terrain and Visibility.
Rank 3: The user is able to modify the Terrain Modifiers of the battle by any amount in either direction for both Terrain and Visibility.

Special Action - Fragmentation: If there is another jutsu active on the field when this is cast that alters Terrain Modifiers in any way, the user may instead choose to destroy that with a Ninjutsu Check against the caster at -1/+0/+1 for +10% CP, after which the user may apply Rank 1 of this jutsu to the battlefield (even if they have it at a higher rank).

Rank 1 Cost: 730 CP, 2.5 AP
Rank 2 Cost: 840 CP, 2.5 AP
Rank 3 Cost: 910 CP, 2.5 AP

Notes:
- The effects of World Shatter do not wear off and last the whole battle; essentially, the 'default' conditions of the topic are altered by this jutsu.
- Only one active jutsu may be destroyed per use of Fragmentation.

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Particle Disruption - Non- Elemental Ninjutsu
One of the most lethal skills that can be used by a Cobalt Seikon, this technique focuses the attention the Seikon upon a single hapless target, and condenses their reality warping energy to literally shatter a portion of the victim's atomic structure. This skill cannot be seen as it takes effect on an microscopic level, though this causes catastrophic pain and suffering upon the unfortunate target as it destroys their very being from it's base.

Rank 1: The next offensive Ninjutsu the user casts gains +1 accuracy, and bypasses all barriers.
Rank 2: For the next 5 seconds, Offensive Ninjutsu the user casts gains +2 accuracy, and bypasses all barriers and Damage Reduction.
Rank 3: For the next 10 seconds, Offensive Ninjutsu the user casts gains +3 accuracy, and negates all barriers and Damage Reduction, destroying them and dealing normal damage to the target.

Cost: 2.5 AP, 730 Cp,

Notes:
  • At all ranks, the damage done by the affected attack cannot be reduced or blocked by any means.
  • This technique requires a 10 second cooldown after use
  • Only maintained/activated Damage Reduction is destroyed; passive Damage Reduction is only negated until after the next attack hits the target. (Rank 3 only)
  • If the target(s) struck lack barriers and Damage Reduction, the affected Ninjutsu instead deals +10% damage.

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Boundary Field - Non-Elemental Ninjutsu
The culmination of a Cobalt Seikon's skillset is the ability to seize control of their element of the battlefield, locking down the ability of others to manipulate space-time. Often space looks distorted when this technique is active, and those more sensitive to chakra or adept in a similar field have reported the Cobalt Seikon's trademark deep blue haze partially shrouding the area, marking out a visible bubble.

Rank 1: The user takes control of the battlefield, altering the time-space of it in a limited fashion. While this jutsu is active, effects that alter priority of attacks cannot be used, and passive effects that alter priority are disabled. (Does not apply to Seikon.) Opponents must pass a Ninjutsu Check at +0 against the user in order to successfully use a combo; if they fail, the rest of the combo is still performed but at normal timing rather than immediately following the previous attack.
Rank 2: The user takes control of the battlefield, altering the time-space of it in a limited fashion. While this jutsu is active, effects that alter priority of attacks cannot be used, and passive effects that alter priority are disabled. (Does not apply to Seikon.) Opponents must pass a Ninjutsu Check at -1 against the user in order to successfully use a combo or any other Reflexive action; if they fail on a combo, the rest of the combo is still performed but at normal timing rather than immediately following the previous attack. If the enemy fails the check when using a Reflexive action that is not part of a combo, the action simply fails. No AP or CP is used for the failed action.
Rank 3: The user takes control of the battlefield, altering the time-space of it in a limited fashion. While this jutsu is active, effects that alter priority of attacks cannot be used, and passive effects that alter priority are disabled. (Does not apply to Seikon.) Opponents must pass a Ninjutsu Check at -2 against the user in order to successfully use a combo or any other Reflexive action; if they fail on a combo, the rest of the combo is still performed but at normal timing rather than immediately following the previous attack. If the enemy fails the check when using a Reflexive action that is not part of a combo, the action simply fails. No AP or CP is used for the failed action.

Rank 1 Cost: 2200 CP, 3 AP to initiate; 1100 CP/round to maintain.
Rank 2 Cost: 2530 CP, 3 AP to initiate; 1270 CP/round to maintain.
Rank 3 Cost: 2750 CP, 3 AP to initiate; 1380 CP/round to maintain.


Notes:
- This is considered a Terrain jutsu.
- May be maintained for up to three rounds.
- At all ranks, other combatants must pass a Ninjutsu Check against the user at -2 in order to cast an Arena jutsu, or their own Terrain jutsu. If the opponent successfully casts their own Terrain jutsu, this one is dispelled.
- After deactivation, regardless of how, requires ten seconds before it may be activated again.
 
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Migoya's Kinjutsu

Chimera​
Chimera
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Many shinobi, during the course of their lifetimes, can be said to have mastered their own bloodline or core ability. Fewer can be said to have had the opportunity to do it with more than one; of those, only the Chimera manage it simultaneously, with their own natural bodies. There are many ways to achieve the path of the Chimera, masters of the most natural and innate of the ninja arts, but few ever manage to carry themselves fully along this difficult path to become true masters of their own powers as well as those they have absorbed, through ill means or no, those they were not born or raised to. Indeed, even for those who do, such arts prove positively exhausting, taxing them far more than do the earthly exploits of mere mortals...

Kinjutsu Table
Divinity’s Edge (Ability)
Genetic Instability (Ability)
Mystic Replication (B-Rank Technique)
Radiant Aura (B-Rank Technique)
Sacrificial Rite (A-Rank Technique)
Untwisted Helix (S-Rank Technique)

Information
Prerequisites: B-Rank, one fully mastered BL/CA

Effects:
  • The user gains access to the Genetic Implant Ability and will not take up a slot. If the user already has the ability upon gaining Chimera, the Genetic Implant Ability will no longer take up a slot.
  • The user's Genetic Implant activates in 0 seconds and no longer has a cooldown after use.
  • The HP Modifier Reduction from Genetic Implant is halved, the user only losing 2 Max HP per activation.
  • The user gains the ability to integrate another Bloodline or Core Ability into themselves. This BL/CA does not have to match the user’s Genetic Implant BL/CA. If the chosen Bloodline has multiple branches, the user only has access to a single branch. However, they may have the same Bloodline fill any of their 2 BL/CA slots to gain access to an additional branch.
  • The user has one Active and one Inactive BL/CA.
  • Even while inactive, the user must have the Core Ability choices listed in thier Dojo.
  • The user must select one Passive from both the Active and Inactive BL/CAs to have active at all times.
  • If the chosen passive is from a Core Ability, the point cost is not counted towards the User's Core Ability choices.
  • The user may swap between the Active and Inactive BL/CA’s in their Dojo.
  • All Chimera technique’s do not require handseals, and must have an accuracy selected in the Dojo.

For the purposes of this Kinjutsu the following table is used for definitions:
Passives = Bloodline Passives, Core Ability Passives/Boosts/Ability Modifications/Jutsu Modifications
Skills = Bloodline Activated Passives, Styles, Non-Final Techniques, Special Moves. Core Ability Special Moves and Styles.
Capstone Technique = Bloodline Final Techniques and Core Ability Final Techniques
Divinity’s Edge - Kinjutsu Style
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Their body has started to absorb the abilities of other Bloodlines and Core Abilities, and the Chimera knows exactly how to get these to manifest in the middle of battle, forcing their own natural bloodline to incorporate the absorbed ones.

Information
Prerequisites: Chimera

Effect:
  • When the user enters this style, they may choose to gain up to 3 passives/skills from their Inactive BL/CA. While in this style, BL/CA CP costs are increased by 10%

Special Action - Divinity’s Summit: The user may pay 1 AP and 4 HP modifier to drop out of Divinity’s Edge Style and swap their Inactive and Active CA/BL.

Notes:
  • Counts either as Chakra or Physical Style. Must be declared upon entering.
  • While in this style, the user’s Genetic Implant has no duration, and remains active once activated.
  • Divinity’s Summit may only be used twice per battle.

Genetic Instability - Kinjutsu Ability
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The act of splicing other genetic abilities into their own bodies leaves a mark. Sometimes, these marks are clearly visible and set someone apart, other times they’re subtle and might be near invisible. Then there’s the times when your very DNA becomes so unstable you weaponize it.

Information
Prerequisites: Chimera

Effect:
  • Whenever using a Bloodline or Core Ability Skill (See table above), the user may replace the Skill’s Secondary Effects with Genetic Instability with the same % chance. (eg,a Fuyushio Yuki using Storm of Ice Shards could replace its 21%/28%/35% chance of causing Impale with 21%/28%/35% chance to cause Genetic Instability).
  • Genetic Instability causes all Bloodline or Core Ability Skills to become Unstable for 3 seconds. While affected, a target cannot use BL/CA Skills.

Notes:
  • BL/CA Skills that are Unstable are still maintained, and do not end, but have no effect on the user until they are no longer Unstable.
  • A target may not be affected by Genetic Instability more than once in a 10 second period.

Mystical Replication - Non-Elemental Ninjutsu
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Considered by some Chimera to be their quintessential skill, a lesser, quicker replica of the means through which they may siphon a whole set of techniques from others. 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, generally fading away shortly after use.

Information
Prerequisites: Chimera, B-Rank

Rank 1/2: The user attempts to reflexively copy a single BL/CA Skill from a target, immediately recasting it. If the Copied Skill is one that targets the user, they must make a check against the caster at -1; if the technique does not have a target or is targeting someone else, the check is made at +0. The user may dodge or resist the technique they are attempting to copy if it is aimed at them, but at a penalty of -2.

Cost: AP equal to copied skill, +30%/20% CP Cost

Notes:
  • Requires a 10 second cooldown after use.
  • The Copied Skill cannot be one they already have.
  • The user must pay all associated costs in order to use copied techniques, with the exception of any unique costs that are a part of the BL/CA itself (such as a Kaguya's Bone Tokens).
  • Any BL/CA prerequisite for this stolen skill is not applied to the user. (such as a Uchiha’s Sharingan).
  • The user does not need a weapon equipped to replicate a taijutsu, but receives no weapon or augment bonuses if one is not equipped.
  • The user applies only their own buffs to the stolen skill, no other buffs apply.
  • Maintained skills can only be maintained for 10/20 seconds.

Radiant Aura - Non-Elemental Ninjutsu
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A halo of light that surrounds a Chimera, which is only apparent to those with the correct kind of extra senses. Certainly though, it is there, and one should not mistake this aura for any kind of inefficiency or runoff of wasted chakra. It is instead an indicator of talent they have taken upon themselves to counter the rapid drain of their life's energy through the use of other techniques, to instead supplement themselves even as they fight.

Information
Prerequisites: Chimera

Rank 1/2: The user selects a single target and makes a check against them at -1/+0. If the user succeeds, the victim's CP modifier is lowered by -5 for the rest of the battle. The user gains this CP modifier for themselves, with their current and maximum CP increased by the amount stolen from the victim.

Special Action - Divinity’s Light: Instead of gaining the victim's CP and CP modifier, the user may sacrifice it in order to enable them to swap an additional Passive or Technique for Divinity’s Edge. This technique remains active for the user for the rest of the battle.

Cost: 2.5 AP, 960 CP

Notes:
  • This technique may only be used once successfully per target per battle.
  • Divinity’s Light is not required to be pre-chosen in the user’s dojo, and may be chosen when Radiant Aura is used successfully.

Sacrificial Rite - Non-Elemental Ninjutsu
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Those who are not Chimera exist as only one thing of use to the Chimera in battle: a means to elevate the level of their own perfection. There is no better way, in their mind, to stomp down the boot of their own superiority on the head of their opponent than to remove their use of those techniques the Chimera considers most core and useful to one's being and using that energy to augment the Chimera's own. This technique may seem somewhat limited and expensive, and indeed it is, but it is also a potential game changer should the Chimera apply it at the correct time. The loss of their own innate talents, even temporarily, can indeed throw off the battle rhythm of even the most skilled ninja.

Information
Prerequisites: Chimera, A-Rank

Rank 1/2: The user attempts a check against one target at -2/+0 Acc/DC. If this check succeeds, the user may choose a single Passive of the Target’s BL/CA to be Sacrificed, disabling them for 5/10 seconds. The user gains the benefits of that Passive for the next 5/10 seconds.

Cost: 3 AP and 3025 CP

Notes:
  • If the user lacks the Technique/Ability that a victim's Modification is based on, that Modification is excluded from the pool of potential Sacrificed Passives.
  • The victim is still capable of using other BL/CA techniques that would otherwise rely on the Sacrificed Passive as a prerequisite.
  • Requires a 20 second cooldown after use.

Untwisted Helix - S-Rank Non-Elemental Ninjutsu
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Having spent a great deal of time mastering the way of combining genetics, the Chimera have learned while it is much easier to just tear everything apart, combining it in the right way can provide a huge boost in power, if only a temporary one.

Information
Prerequisites: Chimera, S-Rank, All other Chimera techniques Mastered

Rank 1/2: The user may double a single passive on their Active BL/CA. The user also gains access to 2 Passives, 2 Skills and one Capstone Technique of their inactive CA/BL for 15/20 seconds.

Special Action - Möbius Gene: The user may sacrifice their Genetic implant’s Passive, causing the user to lose it for the duration of this technique to gain 2 Passives, 2 Skills and one Capstone Technique from the Genetic Implant's BL/CA instead of the usual effects.

Cost: 4 AP and 5000 CP.

Notes:
  • This is not a Maintainable Technique.
  • This Technique has a 10 second cooldown after use.
  • The chosen Passives/Skills do not stack with one they already have, {Eg: a Yamanaka choosing Mentalist would gain no additional effect}

 
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Bokyaku - Cephalapod Contract Summon
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Name:

Description:
– Bokyaku resembles a 1.5 metre diameter purple sphere with one unblinking eye, as if someone was looking upwards from the bottom of an octopus and the eye replaced where you would presume the mouth was. From every angle, without any explanation, you will see the great purple central eye - he does not have a ‘back’ per se. There is no visible mouth or ears, but several tentacles surround the central eye, each ending in a purple unblinking eye. Each tendril seems slimy, but is in fact very smooth except for the many minute hooks that enable Bokyaku to attach himself to his victim.

Defying the natural laws of physics, this octopus casually glides several feet from the ground, the immediate area around it glowing with a strange purple glow. In addition, those who stand close to Bokyaku feel a sense of cold unlike anything natural - this is the cold of the void.

Personality: – If sheer apathy was an emotion, or a lack of emotion, this would be the Bokyaku. A being of infinite knowledge, most human interaction is beneath his notice and it takes a rare or surprising circumstance to have him even mildly interested in anything that is not knowledge-related. Most people who have been unfortunate enough to speak with the tentacle lord feel come away with the feeling that he absorbed some secret from them, be it knowledge about their darkest fear, or their favourite child-hood toy. This may be the case, but Bokyaku never reveals information without a suitable trade, most often in his favour.

Whilst conforming to the stereotype of ‘evil’, Bokyaku is so much more. He is uncaring to a fault, unless his precious knowledge is being stolen or destroyed. To one who has lived aeons humans are insignificant as ants - interesting to watch and interesting to torment, purely for knowledge sake.

If he deems you stupid, he simply will not interact with you. Prove to value knowledge, then he might propose a deal.

'Kyōki no kokoro'
HP: (30+15+5)x600 = 30000
CP: (40+15+5)x600 = 36000

High: Gen DC
Average: Dodge, Gen Save, Evasion, Nin Acc
Low: Melee Acc, Ranged Acc
Class Bonus: +2 Gen DC
Elemental Affinity: Major Water, Minor: Lightning

Abilities:

Ancient Wisdom
Illusionist
Elemental Illusion

Jutsu:

E-Rank
Lethargy - M
Tourniquet - M
Intimidation - M
False Surroundings - M

D-Rank
Amnesia - M
False Success - M
Leaking Mind - M
Sear of the Mind - M

C-Rank
Insomnia - M
Paranoia - M
Verse of Darkness - M
Untruth - M

B-Rank
Havoc of the Doomed Mind - M
Slowed Perception - M
Oblivious Rapture - M
Betrayal - M
Taunt - M


A-Rank
Curse of the Leper - M
Corruption of the Earthly Plane - M
Chaos of the Mental Plane - M
Minds Eye Chaos - M
Temple of Nirvana - M
Repetition - M


Weapon:
‘Tendrils of the Void’
Weapon Damage Type: Unarmed (Able to use handseals when equipped)
Damage Modifier: - 10%
Accuracy Modifier: + 2

Which Augments are Equipped
Re-Energise
Recovery
Lucky Dodge
 

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Baar’ratu’nai’Doku

Contract Type
: S-Rank elemental

Contract Obtained: Here

Description:
Almost imperceptible to the naked eye, small motes of dirt and dust surround Barry, causing his form to constantly ‘blur’. Standing little over 25 cm tall, Barry resembles a flying rat, if said flying rat had been once cut up and sewn back together in a vaguely humanoid form. Scars cover his small form, and careful observation would suggest that something ‘else’ lives under the skin of the creature. Bat-like wings stretch out from his back, though his flight comes as a rapid movement of ‘particles’ - as if he is falling apart then reforming at a different place.

His fingers, if you could call them that, are impossibly thin, ending in sharpened claws. Large ears seem to twitch at the smallest of sounds, adding to the general skittishness of the creation. A ricktus grin with teeth glistening with the worst poisons, graces his gaunt, white face. Most of his body is covered with a black robe, stitched to resemble his master, Migoya, for Barry is no rat but a homunculus - a creation formed out of the flesh of his master, imbued with elemental magic.

In general, he is rather terrifying to those who are unaccustomed with the ‘undead’.


Personality:
Barry is an insidious creature, and like his element-sake, seeks to infect the world with dust and ash, and not just in the physical sense. Silent as a grave, Barry tends to communicate by manipulating the fine particles of matter and forming them into the words he wishes to communicated. Normally, these are simple phrases - ‘No’, ‘Up’, ‘Voluptuous’...

As a ‘creation’ of undead parts combined with the essence of a wind elemental, Barry tends to be ‘flighty’ in conversations, but tends to drip with sarcasm. Compliments are backhanded with the intention to not only cause emotional harm, but to inflame the rage within a person to the point that it disrupts their mind. Luckily he is not much of a conversationalist, preferring to work behind the scenes to corrupt. He is far from stupid, and tends to only pick on those he considers beneath him, which is essentially anyone his Master tells him to.

History:
Baar’ratu’nai’Doku, or ‘Barry’ to his few ‘friends’ is a hybrid - a creation of Myakashi Migoya’s comprising a stitched together carcass of a rat (with added flavour), and a wind elemental, a creature that was created at the beginning of matter to serve the gods in the creation and operation of the world. Depending on the creation story told (Barry himself tends to change the story each time he is asked, because quite frankly, he has no idea), the elements were seperated into the ‘big’ five, and within each element were combinations of those, culminating in all matter that created the known world. These combination elementals maintained the strength of their parent element, though incorporated another to make a new element itself. Apparently - the true background here is rather… missing.

In any event, Baar’ratu was formed during this time and became the element of ‘dust’ - a mixture of Wind and Earth, whose purpose was to break down matter so that it could be transformed into something else in a never ending cycle of change. Certainly, compared to ‘noble’ elements he seemed ‘evil’, but it was a balancing act, for without corruption and destruction there would not be enough matter for change.
That changed however due to an encounter with a certain warped Myakashi.

Migoya, a master of the dark arts and medicine, had researched for years a method of instilling life to a deceased being - a form of manipulation similar to his previous revenant form, intermingled with his newfound Dark Sage powers. A permanent animation as it were (something he had already perfected, but said creatures were simple automatons), capable of thought and reason. Intelligent undead.

His dark research had guided him to the works of a ‘Fran’ken’sti’en’, a Dark Sage of great renown that was said to have been able to grant sentience to creations by imbibing them with ‘primal forces’. Because primal forces was such a misguided definition, no one had been able to replicate his work to the extent that they needed to. Certainly, bodies could be infused with souls, but such things were temporary, as the soul tended to want to drift. Kami and Youkai could possess bodies, but such combinations tended to have disastrous effects on the deceased, especially when inhabited by the dangers of youkai.

No - what was needed was a more primal force, and Myakashi Migoya had figured it out.

The basis’ of the material world was elements, and each elemental had intelligent (to an extent) spirits bound to it. To infuse a material body with the spirit of an element might just spark consciousness and enable a more permanent creation to be, well, created. It was like a lightning bolt had struck, enabling the call of ‘its alive’ to echo out into the world...

Aided by his spiritual friend Mikki, Migoya was able to capture a few of these elementals. The results were… less than impressive with the fire elemental burning away the corpse, earth turning it into stone, lighting… well, that might have worked if the corpse was a Santaru, water was, well, too moist. But wind - the breath of life so to speak - was perfect.

A test was conducted where Migoya placed a strange element - ‘dust’ - into the body of a small rat. It was just meant to be a test, but for some reason Migoya has yet to figure out it stuck. Sentient life was granted to a 25 cm tall rat, but one with the powers of an elder elemental.

For his part, ‘Barry’ (as he came to be known) remembers little of his life before becoming ‘mortal’, other than his elemental abilities, and his enjoyment of floating around and being ‘free’. Migoya is his ‘daddy’ or ‘Master’, and there is a measure of affection towards him, but apart from him most mortals are viewed disdainfully as Barry sees them as simply dust held together by water.

Class:
'Let the Bodies hit the Floor'
HP: (35+15+5)x600 = 33000
CP: (35+15+5)x600 = 33000

High: Nin Acc
Average: Dodge, Gen Save, Evasion, Gen DC
Low: Melee Acc, Ranged Acc
Class Bonus: +2 Nin Accuracy

Abilities:
Ancient Wisdom
Sorcerer
Jutsu Mastery

Elemental Spirit - Special Ability
Elemental Shroud - Independent Special Move
Natural Disaster - Elemental Senjutsu


Justu:
Jutsu Specialties
Dust
Wind (ELEMENTAL TYPE - Dust elemental)
Earth

Jutsu known (mastered)

E-Rank
- Wind Slash
- Pressure Burst
- Stone Bullet
- Gravel Shift

D-Rank
- Air Bullet
- Earth Flow River
- Mud Clone
- Sinkhole

C-Rank
- Wind Release
- Molecular Collision
- Dust Clone
- Dust Cloud

B-Rank
- Great Wind Scythe
- Particle Storm
- Molecule Breaker
- Antlion Sinkhole

A-Rank
- Particle Destabilization
- Crop Dusting
- Petrification
- Ambiance of the Forbidden
- Hurricane
- Zephyr's Grace

Contract Weapon:
‘Dusty Bottoms’
Weapon Damage Type: Thrown (Able to use handseals when equipped)
Damage Modifier: - 10%
Accuracy Modifier: + 2

Which Augments are Equipped
Re-Energise
Recovery
Lucky Dodge
 
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Custom Role-Play Jutsu

Approvals: https://ninpocho.com/threads/myakashi-migoya.58011/#post-366293

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Name of Jutsu: Corpse Hand

CRPJ's Effect
: Migoya, through his mastery of puppeteering and his abilities as a dark sage, is able to create semi-permanent ‘zombies’ or creations. Such creations can fulfil certain tasks that require absolutely no level of creativity or thought. For example, they could use a grindstone, walk on a treadmill or the like. Once ordered, the creation will continue to do that task until they are unable to do it anymore where upon the jutsu will end.

Example RP of how it will be used: Many people wondered how the small hidden village of Yamigakure was powered, given its location on the side of a mountain and well away from what most people would call civilisation.

The secret, should someone foolish delve into it, would be quite clear - a series of generators were constantly powered by what appeared to be people/animals running on a series of treadmills. Constantly. Unendingly. Migoya’s enemies would find no rest, their forms used to generate the power needed to run his little village.

Reason why it cannot be used in battle: Battles are far too complex for creations of this nature to do anything effectively. They are too slow, cannot react, and would simply stand there to be cut down if engaged in any manner.

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Name of Jutsu: Myakashi Seal

CRPJ's Effect
: One of the greatest strengths of the Myakashi is their ability to work together as a team. Some believe it is due to a complex mix of hidden signals, but in actuality it is a form of telepathy granted by those and to those with a specially created seal. Such seals only work in close approximation (within the same thread) but permit those within to ‘speak’ clearly to one another via their minds. Users must have this CRPJ in order to communicate in this manner.

Example RP of how it will be used: Two figures watched carefully as the cart creaked its way down the narrow alleyway. Two figures moved silently to either side of the cart, hunching down of the rooftops. Activating the seal of their clan, their minds were joined.

Gyu… this is the one.

Are you sure?

The markings… the damage on the wheels. It’s clear they have been somewhere difficult to traverse

If you think so… go left, I’ll go right.


The sound of the creaky cart was the only sound that night as two figures, silent as the grave, undertook their work as one, bound as it were by their very minds.

Reason why it cannot be used in battle: For a reason that has not yet be understood, the use of chakra to any extent ‘disrupts’ the seals, causing telepathy using them to distort or warp, akin to a radio being tuned into a different station. As such, using it in battle is very problematic and distracting, and those with such a seal will not risk using them.

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Name of Jutsu: Quickchange

CRPJ's Effect
: Migoya is able to store several sets of clothing within a specially designed seal located on his wrist. Activating this seal enables a new set of clothing to instantly replace what he is currently wearing (not armour or any ‘equipped’ items - this is simply outer garb).

Example RP of how it will be used: The ANBU had been chasing him for several blocks now, and slowly but surely they were gaining on him. The black robe, the white shock of hair - it was too easy to continue to follow him looking like that.

Running into the crowd Migoya took the opportunity to activate his Quickchange seal, enabling his robe to be replaced with simple peasants garb and an overlarge hat he sealed for such an occasion as this. Without those tell tale items of clothing the ANBU rushed passed, causing a smirk to appear on his pale features.

Reason why it cannot be used in battle: Battle items are too cumbersome to be stored in this seal, and the changes are simply cosmetic in essence and have no beneficial attributes in the midst of combat situations.

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Name of Jutsu: Withering palm.

CRPJ's Effect: With a mere touch, Migoya is able to channel the powers of his dark sage corruptive aura to wither a living plant, a fresh corpse, add tarnish and rust to a blade, and cause wood to decay and rot. This is not Migoya ‘ageing’ the item, rather he is corrupting it directly and causing it to wither away.

Example RP of how it will be used: “So tell me, Gyroin, why I should believe you.” Migoya looked over at the man who shifted nervously under his gaze.

“Why would I lie to you, oh Migoya-sama?”

Giving his customary smirk, Migoya reached over towards a single rose, part of a beautiful bouquet of flowers on the table between the pair. Picking it up Migoya continued to look at the mans eyes, watching them widen in fear.

“Why indeed Gyroin. So I ask again, why should I believe you…”

The rose wilted rapidly, letting the poor fool know exactly what would happen if he didnt answer honestly.

Reason why it cannot be used in battle: This is a smaller version of corruptive aura and, well, wouldn’t be as effective in battle. No effect on battle opponents.


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Name of Jutsu: Crimson Taste

CRPJ's Effect: With his vast knowledge of medical jutsu, as well as his Chikogai bloodline, Migoya has developed a jutsu that permits him to determine a person’s true bloodline by ingesting a small amount of their vitae.

Example RP of how it will be used: Migoya licked the cold steel blade of the kunai, his tongue lapping at the crimson liquid as his own blood-red eyes looked down at the man before him.

“You claim to be a Santaru from the hidden cloud village, yet… yes. You are a Nara are you not? A bold attempt at a stupid lie - surely a Nara would be smart enough to lie a bit better?”

Reason why it cannot be used in battle: The concentration required by Migoya to ascertain the various flavours of bloodlines cannot be called upon in the midst of battle.


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Name of Jutsu Mikki’s pointless facts

CRPJ’s Effect] An extension of his extremely close connection with his tsukumogami contract, Mikki the puppet, Migoya is able to, with Mikki’s assistance, ‘read’ objects by holding them and having Mikki speak with them. In essence, this enables Migoya to know basic details from these objects ie. What their purpose is, how to operate them, who their owner is (if it would be known by the object), how old the item is, what it is constructed of.

Example RP of how it will be used: Migoya looked at the combination lock in front of him - a rotational key mechanism that required a precise code for the lock to open. One mistake would cause a poisonous gas to be released.

He looked over to his companion, Mikki, sitting on his shoulder. “Lets ask it how it works”.

A brief second later, Migoya had the information he needed to open the combination lock, enjoying the small click as it gave way. The boys bicycle was now his.

Reason why it cannot be used in battle: Apart from having no real use in combat, the concentration and conversation needed to get this information out of an item is something Migoya cannot do in the midst of battle.


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Name of Jutsu Touch of the Grave

CRPJ’s Effect] Most ‘normal’ people find themselves uncomfortable around Myakashi Migoya, though they do not know why. Most feel a chill down their spine, others a gut-wrenching fear. In any event this is intentional. Migoya, master of death that he is, utilises a minor form of genjutsu to instil a small dose of the fear of death to those around him. This requires no hand seals, just a mere thought from someone who has beaten a shinigami.

Example RP of how it will be used: The room fell silent as a figure, hooded in a black velvet robe, glided through the busy tavern. Each eye fell upon him, fearing that death himself had turned up to usher them into the next life.

‘Death’ glided up to the bar, the patrons around him scattering to make way. A cold, pale hand emerged from the robes and tapped the bar slowly.

“A dry gin and tonic please”.

Reason why it cannot be used in battle: This is a very minor effect for RP flavour, and the adrenaline in the midst of battle would easily push it away.​
 
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