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:

Nanase Sanyu [Chuunin]

Joined
Oct 23, 2012
Messages
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Yen
434,692
ASP
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Call Me Daddy

Name: Nanase Sanyu
Age: 19
Rank: Chuunin
Height: 6'5"
Weight: 245 lbs
Build: Muscular
Hair: Brown
Eyes: Light Brown

Appearance
Sanyu is a big guy with muscles that are quite apparent underneath his clothing, which betray his ranged method of fighting. He stands taller than most, towering over people with his height of 6 feet and 5 inches, making it difficult to find clothes that fit him. He has short spiky black hair and light brown eyes with no signs of facial hair. As a dare from when he was a little genin he has a tattoo of a rose on the lower end of his back, a tramp stamp if you will, at first he as embarrassed about it but he wears it with pride now. His wardrobe is... strange for a shinobi, typically wearing casual clothing unless the situation calls for something more stealth oriented.

Personality
Sanyu is just an overall good guy, at least he tries his best to be. Sanyu had anger issues as a child and during his genin years and it got him in a lot of trouble and held him back from promotions. He is actively trying to suppress that side of him, but sometimes he slips and his anger gets the best of him. To salvage his image he tries his best to help the community, tutoring at the academy, working at soup kitchens and foster homes, HE tries to be supportive and helpful to anyone and everyone, and sometimes it is genuine, often times its for his own benefit. He doesn't do these things to be a good person, he does it to feel like he's a good person, and he justifies it by thinking it doesn't matter as long as other people are happy he's helping.

History
Sanyu grew up normally, his parents were unimportant shinobi in the village but they are important to him and that is all that matters. From an early age he has suffered from major anger issues that seemed to appear from nowhere. He's an only child so his parents gave him plenty of attention and provided him with anything he wanted but for some reason he was constantly angry at the world. This stuck with him in the academy as well, he became loud, boisterous, and competitive. Due to his abrasive personality he was held back in the academy several times, which did nothing but anger him more. His parents attempted to teach him the techniques they learned from their clan, the Yamanaka, to help him move on from the academy, but while he learned some tricks he ignored the techniques for the most part, they just weren't his style at the time.

After a while the academy passed him, partially to get him out and away from the younger kids and out of their hair, but also partially because he showed some promise in terms of skill in the techniques he learned from his parents. These techniques were primarily genjutsu, with some skill in ranged taijutsu and poison ninjutsu. However, he initially had no interest in any of those skills, his hot headed attitude wanted to be in the front lines, punching people with his fists. His body began to emulate that, he began working out constantly, rather than looking lean and quick like most shinobi he presented his bulging muscles to the world.

During his time as a genin, however, he's failed missions because of his arrogance, angered his team, held back from taking the chuunin exams on several occasions. When he was allowed to take them his arrogance continued to create problems for his team and they failed due to him. As he matured he began to realize how much of a problem he really was, and therapy sessions began to show him the error of his ways. His relationship with his team was already tarnished, but that didn't stop him from trying to fix his personality. A while it was mostly a mask it was a legitimate attempt to be a better person. He was barely able to become a chuunin after changing his ways, and while his former teammates want nothing to do with him he continues to try and help the village. Also to his parents surprise he seemed to take increased interest in their clan abilities, while it was mostly just to make them happier.
 
Re: Don't Underestimate Flowers! Nanase Sanyu [Chuunin]

BATTLE INFORMATION
[table=99,null]
[thead]
[tr=textleft]
[th=33,null]
STATS​
[/th]
[th=33,null]
CLASS​
[/th]
[th=33,null]
ABILITIES​
[/th]
[/tr]
[/thead]
[tbody]
[tr=bg2]
[td=null,1]Stamina: 600/600[lb][/lb]
Agility: 600/600[lb][/lb]
Taijutsu: 600/600[lb][/lb]
Ninjutsu: 600/600[lb][/lb]
Genjutsu: 600/600[lb][/lb]
Chakra Control: 600/600[lb][/lb]
ASP: 689[lb][/lb]
PL: 3600[/td]
[td=null,1]BLOODY ROSE[lb][/lb]
HP: (45+lvl) x stamina[lb][/lb]
CP: (55+lvl) x chakra control[lb][/lb]
Class Bonus: +1 Gen DC, +15% Water Jutsu Damage[lb][/lb]
High: Gen DC[lb][/lb]
Average: Evasion, Gen Save, Ninjutsu Acc[lb][/lb]
Low: Ranged Acc, Melee Acc[/td]
[td=null,1]00) Shinobi 101: Thrown Tai w/ Gen DC[lb][/lb]
00) Journeyman[lb][/lb]
01) Mind Overflow[lb][/lb]
02) Illusionist[lb][/lb]
03) Clumsiness[lb][/lb]
04) Enchanter - Style[lb][/lb]
05) Willpower[lb][/lb]
06) Initiative[lb][/lb]
07) Stalker[lb][/lb]
08) Shattered Reality[lb][/lb]
09) Tracker[lb][/lb]
10) Elemental Illusion[lb][/lb]
11) Jutsu Mastery[lb][/lb]
12)[/td][/tr]
[/tbody]
[/table]​
[table=100,null]
[thead]
[tr=textleft]
[th=50,null]
YAMANAKA​
[/th]
[th=50,null]
EQUIPMENT​
[/th]
[/tr]
[/thead]
[tbody]
[tr=bg2]
[td=null,1]The Yamanaka are known as the 'Mind Clan', and for good reason; they possess a sharp mentality that not only enable them to cast powerful illusions, but also have the unique ability to project their consciousness outwards to directly manipulate the wills of others. Whether linking the minds of allies or lurking in the back of the mind of an enemy, Yamanaka thrive from the sidelines as expert spies and interrogators.
084 PL - Mentalist (Rank One)/Sensory Link (Rank One)[lb][/lb]
168 PL - Mental Fortress (Rank One)[lb][/lb]
252 PL - Illusory Cantrip (Rank One)[lb][/lb]
336 PL - Mesmerize (Rank One)[lb][/lb]
420 PL - Mentalist (Rank Two)[lb][/lb]
504 PL - Illusory Cantrip (Rank Two)[lb][/lb]
588 PL - Sensory Link (Rank Two) / Mind Transfer (Rank One)[lb][/lb]
672 PL - Mental Fortress (Rank Two) / Presence Erase (Rank One)[lb][/lb]
756 PL - Mentalist (Rank Three) / Mesmerize (Rank Two)[lb][/lb]
840 PL - Illusory Cantrip (Rank Three) / Mind Transfer (Rank Two)[lb][/lb]
924 PL - Presence Erase (Rank Two)[lb][/lb]
1008 PL - Mental Fortress (Rank Three) / Mind Transfer (Rank Three)[lb][/lb]
1092 PL - Sensory Link (Rank Three) / Presence Erase (Rank Three)[lb][/lb]
1176 PL - Mesmerize (Rank Three)[lb][/lb]
1260 PL - Distant Mind Sync (Rank One)[lb][/lb]
1344 PL - Name of the Rose (Rank One)[lb][/lb]
1428 PL - Distant Mind Sync (Rank Two)[lb][/lb]
1512 PL - Mind Destruction (Rank One)[lb][/lb]
1596 PL - Distant Mind Sync (Rank Three) / Name of the Rose (Rank Two)[lb][/lb]
1680 PL - Name of the Rose (Rank Three) / Mind Destruction (Rank Two)[lb][/lb]
1764 PL - Mind Destruction (Rank Three)[lb][/lb][lb][/lb]

---[lb][/lb][lb][/lb]

Mentalist - Passive[lb][/lb]
The Yamanaka universally seem to have a strong force of will, and are naturally adept in the arts of the mind.[lb][/lb][lb][/lb]

Rank 1: +1 Genjutsu DC[lb][/lb]
Rank 2: +2 Genjutsu DC[lb][/lb]
Rank 3: +3 Genjutsu DC[lb][/lb][lb][/lb]

---[lb][/lb][lb][/lb]

Sensory Link - Activated Passive[lb][/lb]
One of the first skills a Yamanaka learns is the ability to communicate with others telepathically by sharing thoughts. Not limited to words, the Yamanaka may communicate through sharing pictures, memories, and even learn to share sensory input between themselves and others. However, this skill does strain the Yamanaka's mind the more people they link their minds with, causing migraines and blackouts if used on more than a limited number of people for anything other than brief moments. The distance a Yamanaka is able to communicate with people is roughly the size of an outdoor sport field, with them at the center.[lb][/lb][lb][/lb]

Rank 1: The user may link the senses of themselves and a single ally.[lb][/lb]
Rank 2: The user may link the senses of themselves and two allies.[lb][/lb]
Rank 3: The user may link the senses of themselves and any amount of allies; but if linking any more than three, they suffer HP loss (illusory damage) equivalent to the CP cost of this ability [lb][/lb][lb][/lb]

Cost: 1 Ap to activate, + .5 Ap for each target after the first. 2% Max Cp per target link, per round.[lb][/lb][lb][/lb]

Note:[lb][/lb]
- Targets that are linked 'share' awareness of the battlefield. They will not mistakenly attack each other, and may still attack targets they are unaware of so long as at least one linked ally is aware of said target. [lb][/lb]
- May only be used on willing allies.[lb][/lb][lb][/lb]

---[lb][/lb][lb][/lb]

Mental Fortress - Passive[lb][/lb]
The mind is a Yamanaka's greatest weapon, and just as a swordsman might care for their blade, so too do the Yamanaka sharpen their mind. Through meditation and rigorous tasks of precise concentration, the Yamanaka have made their mental defenses near impenetrable to intrusion.[lb][/lb][lb][/lb]

Rank 1: The user ignores the first 20 x Lvl Illusionary Damage applied to them each round. [lb][/lb]
Rank 2: The user ignores the first 25 x Lvl Illusionary Damage applied to them each round. [lb][/lb]
Rank 3: The user ignores the first 30 x Lvl Illusionary Damage applied to them each round. [lb][/lb][lb][/lb]

Note: [lb][/lb]
- If an attack would have its damage reduced to 0 by this ability, the attack is negated entirely. If the user suffer's illusionary damage from multiple sources simultaneously, a source is chosen at random.[lb][/lb]
- Whenever this passive reduces an attack's damage, its duration is reduced by a round (if applicable).[lb][/lb][lb][/lb]

---[lb][/lb][lb][/lb]

Illusory Cantrip - Passive[lb][/lb]
There comes a certain point where a Yamanaka is able to layer illusions upon each other so intricately, that minor ones become near effortless to maintain, and rarely interfere with other genjutsu.[lb][/lb][lb][/lb]

Rank 1: E-Rank Genjutsu cast by the user do not fill a Sense slot of the target.[lb][/lb]
Rank 2: E-Rank Genjutsu cast by the user do not fill a Sense slot of the target. Once per round, the user may use an E Rank Genjutsu as a free action (0 AP).[lb][/lb]
Rank 3: D-Rank Genjutsu cast by the user do not fill a Sense slot of the target. Once per round, the user may use an E/D Rank Genjutsu as a free action (0 AP).[lb][/lb][lb][/lb]

---[lb][/lb][lb][/lb]

Mesmerize - Dependent Special Move[lb][/lb]
The Yamanaka not only excel in mental manipulation, but also in covering their tracks. A victim of a Yamanaka find it difficult to recall memories from time spent under the influence of their illusions, leaving 'gaps' in their memory that they struggle to fill in or recognize, even brief moments after it took place.[lb][/lb][lb][/lb]

Rank 1: By paying +15% Cp, the user may cause a single jutsu to show up as a 'Hidden' action during the round; this will only effect targets under the effects of the user's Genjutsu. May be used once per round.[lb][/lb]
Rank 2: By paying +15% Cp, the user may cause any action to show up as a 'Hidden' action during the round; this will only apply to targets under the effects of the user's Genjutsu. May be used once per round.[lb][/lb]
Rank 3: By paying +15% CP, the user may cause any action to show up as a 'Hidden' action during the round; this will only apply to targets under the effects of the user's Genjutsu. May be used twice per round.[lb][/lb][lb][/lb]

Note:[lb][/lb]
- Rank 3 allows Mesmerize to be used twice per round. The first use works as normal, but the second usage only effects targets under the effects of at least 2 of the user's Genjutsu.[lb][/lb]
- Ranks 1 may only be used with jutsu. Ranks 2/3 may be used with any of the user's actions, including other special moves.[lb][/lb][lb][/lb]

---[lb][/lb][lb][/lb]

Mind Transfer - Will Genjutsu[lb][/lb]
The unique ability of the Yamanaka Clan, allowing them to project their own conscious out from the limits of their body, and attempt to enter the mentality of another living being. While excellent at reconnaissance, this skill is risky in a direct confrontation as an inaccurate transfer of the user's spirit will result in a delayed return to the user's body. And even if successful, the opponents body is still left into an unconscious state. Finally, while in another target's body, the Yamanaka's original body is subject to any damage done in their host's body. If the Yamanaka is willing to take these risks, the jutsu allows them to lurk within the mind of their target, sharing their senses, and if they so desire, take possession of their unwitting host completely.[lb][/lb][lb][/lb]

Rank 1: Attempts to enter the opponent via Genjutsu DC. If successful, the Yamanaka's mind enters the body of the target with the victim unaware of their presence. While within, the victim loses -2 Dodge. 40% of all damage done to the target is also inflicted to the user. The user will always be aware of the target their mind resides within.[lb][/lb]
Rank 2: Attempts to enter the opponent via Genjutsu DC. If successful, the Yamanaka's mind enters the body of the target with the victim unaware of their presence. While within, the victim loses -2 Dodge. 30% of all damage done to the target is also inflicted to the user. The user can now use Mind Disturbance. The user will always be aware of the target their mind resides within.[lb][/lb]
Rank 3: Attempts to enter the opponent via Genjutsu DC. If successful, the Yamanaka's mind enters the body of the target with the victim unaware of their presence. While within, the victim loses -3 Dodge. 20% of all damage done to the target is also inflicted to the user. The user can now use Mind Possession. The user will always be aware of the target their mind resides within.[lb][/lb][lb][/lb]

Special Action - Mind Disturbance: While within the body of the target, the user may spend up to 3 Ap to reduce their host's AP by an equal amount. Doing this alerts the victim to the presence of the Yamanaka.[lb][/lb][lb][/lb]

Special Action - Mind Possession: For 2 Ap, the user can may reroll their Genjutsu DC against their target's Gen Save to shanghai the opponent's body. If the Yamanaka successfully takes over the victims body, several things occur, replacing the effects above:[lb][/lb]
- The host is alerted to the Yamanaka's presence, but may not perform actions until they regain control, at which point the Yamanaka's mind is forced to their own body.[lb][/lb]
- 100% of any damage the host body suffers is also dealt to the Yamanaka.[lb][/lb]
- The user takes on the target's Secondary stats, with the exception of keeping their own Genjutsu DC and Save.[lb][/lb]
- The Yamanaka may only perform their own Jutsu, not the victims. The Yamanaka may not use a Bl/CA/Kinjutsu. Jutsu used in this state use both the user's and their host's chakra.[lb][/lb]
- The Yamanaka cannot directly attack their host body.[lb][/lb][lb][/lb]

Costs:[lb][/lb]
Rank 1: 2.5 Ap, 800 CP to initiate, 300 CP/rnd.[lb][/lb]
Rank 2: 2.5 Ap, 1000 CP to initiate, 350 CP/rnd.[lb][/lb]
Rank 3: 2.5 Ap, 1200 CP to initiate, 400 CP/rnd.[lb][/lb][lb][/lb]

Notes:[lb][/lb]
- This does not take up a Genjutsu Sense, and cannot have it's targets increased through any effect.[lb][/lb]
- This Jutsu may not be recast for a full round once it completes, successful or otherwise.[lb][/lb]
- If the technique initially misses, user immediately spends another 2.5 Ap to return to their own body, at which point they may begin performing actions again.[lb][/lb]
- The user's body is still vulnerable to any actions targeting it, and cannot dodge during this time (it may still resist actions targeting Genjutsu save). Binding the user's Body has no affect on their Mind while Mind Transfer is active.[lb][/lb]
- The user may only perform Genjutsu and Yamanaka techniques while within a target, unless Mind Possession is used. These actions do not require handseals during this time.[lb][/lb]
- Upon a full hit, the host is unaware of the Yamanaka's presence. On a partial hit, the host is aware. [lb][/lb]
- The Yamanaka must reroll their Genjutsu DC against their target's Genjutsu Save at the start of each round the host is aware of their presence, with the host receiving a stackable +2 Gen Save bonus to dispel this jutsu until they succeed (at which point it resets), forcibly returning the Yamanaka to their own body.[lb][/lb]
- This Jutsu may be used by a Yamanaka to dispel another Yamanaka residing within them.[lb][/lb][lb][/lb]

---[lb][/lb]

Presence Erase - Will Genjutsu[lb][/lb]
A Genjutsu that expands upon the Yamanaka's mesmerize ability, altering perception and memory to mask their presence against those around them. Often takes the form of the Yamanaka vanishing into a plume of smoke, or simulating some type of body switch technique. Unlike most Genjutsu this does not require the Yamanaka's focus on a specific target, but instead affects any who can currently perceive them.[lb][/lb][lb][/lb]

Rank 1: This Genjutsu targets all in battle who are currently aware of the user, and places the user in Stealth against any who fail this jutsu's check. For a full round, when making stealth checks against a victim of this jutsu, the user also applies any Genjutsu DC buffs they may have, up to +2.[lb][/lb]
Rank 2: This Genjutsu targets all in battle who are currently aware of the user, and places the user in Stealth against any who fail this jutsu's check. For a full round, when making stealth checks against a victim of this jutsu, the user also applies any Genjutsu DC buffs they may have, up to +4. [lb][/lb]
Rank 3: This Genjutsu targets all in battle, and places the user in Stealth against any who fail this jutsu's check. For a full round, when making stealth checks against a victim of this jutsu, the user also applies any Genjutsu DC buffs they may have.[lb][/lb][lb][/lb]

Cost: 1.5 Ap, 3% Max Cp [lb][/lb][lb][/lb]

Notes:[lb][/lb]
- This does not take up a Genjutsu Sense. Cannot be used with any Sensory Moves.[lb][/lb]
- May only be used every-other round.[lb][/lb][lb][/lb]

---[lb][/lb][lb][/lb]

Distant Mind Sync - Non Elemental Ninjutsu[lb][/lb]
While normally a Yamanaka's telepathic abilities are limited to their immediate surroundings, with training they may hone their mind to expand on this further. By focusing on a specific individual they have personally met, the Yamanaka may perform brief exchanges of thoughts with them over large distances. The concentration required for this skill is only able to be used when their mind is at peak performance. [lb][/lb]

Rank 1-3: Functions as the Headset item, but may call in 2 people instead of 1. Cannot be used if the user's head is at the Sprained(Rank 1)/Fractured(Rank 2)/Broken(Rank 3) called shot level (or above). Out of battle, the user may 'link' their mind to a single character using the below rules. In either case, this only allows for brief communication between the two, totaling no more than 5 minutes in a 24-hour period; may only 'sync' with someone within the same country.[lb][/lb]
Allows the Yamanaka to view the events of a topic they are not present in through the senses of the one they 'sync' with. This target must be willing, and must be someone the Yamanaka is familiar with. The Yamanaka may not interact with anyone other than their sync partner, and only exist as a voice within said host's mind.[lb][/lb]
Allows the Yamanaka to transmit their own perception of a topic to the one they 'sync' with, who does not need to be present within the topic. This target must be willing, and must be someone the Yamanaka is familiar with. This target may not interact with anyone other than the Yamanaka, and only exists as a voice within the Yamanaka's mind.[lb][/lb][lb][/lb]

Cost: 2.5 Ap, 2% Max Cp[lb][/lb][lb][/lb]

Notes:[lb][/lb]
- May only be used once per round. [lb][/lb]
- Each rank increases the Called Shot level this jutsu may still be used at. [lb][/lb]
- Functions as the Headset item, except that the person they are calling in does not need to have a Headset item.[lb][/lb]
- The user may also be 'called in' by others without requiring a Headset item.[lb][/lb][lb][/lb]

---[lb][/lb][lb][/lb]

Name of the Rose - Non Elemental Ninjutsu[lb][/lb]
A secret ability of the Yamanaka clan, allowing them to convert their body into a form of their choosing created purely out of intangible glowing chakra with a halo. In this form, the user's mental capabilities are significantly increased...However, this form can only be held shortly, and the halo above their heads rapidly fades as their time shortens.[lb][/lb][lb][/lb]

Rank 1: While active, any non-illusory damage is dealt to the user's CP pool rather than HP Pool. Genjutsu used in this form cost -10% Cp and give an additional -1 debuff. However, the user deals -15% damage with non-illusory attacks. Lasts up to two rounds.[lb][/lb]
Rank 2: While active, the user gains +5% damage reduction against any non-illusory damage, and any non-illusory damage is dealt to the user's CP pool rather than HP Pool. Genjutsu used in this form cost -10% Cp and give an additional -1 debuff. However, the user deals -15% damage with non-illusory attacks. Lasts up to two rounds.[lb][/lb]
Rank 3: While active, the user gains +10% damage reduction against any non-illusory damage, and any non-illusory damage is dealt to the user's CP pool rather than HP Pool. Genjutsu used in this form cost -20% Cp and give an additional -1 debuff. However, the user deals -10% damage with non-illusory attacks. Lasts up to three rounds.[lb][/lb][lb][/lb]

Special Action - Blossom: For 1 Ap, the user may reduce the number of rounds remaining in their chakra form by 1, restoring 15% of their Max CP. [lb][/lb][lb][/lb]

Cost: 2.5 AP, 1800 Cp. 800 Cp/Rnd[lb][/lb][lb][/lb]

Notes:[lb][/lb]
- This is a Chakra Armor.[lb][/lb]
- Once dropped, requires two full rounds of cooldown.[lb][/lb]
- Chakra cannot be restored above what it originally was at the time of the techniques initiation.[lb][/lb]
- Should the user's Chakra pool go negative during this time, user reverts to their normal form, with their Hp taking the negative amount x2.[lb][/lb]
- If Mind Transfer is successful in this form, the user's chakra body merges with the target, unable to be targeted separately. If this jutsu is dropped while Mind Transfer is active, Mind Transfer is dispelled.[lb][/lb][lb][/lb]

---[lb][/lb][lb][/lb]

Mind Destruction - Kinetic Genjutsu[lb][/lb]
An advanced usage of their Mind Transfer jutsu, in which the Yamanaka may influence the mind and actions of a target without the need to implant their own consciousness within the target. Though the control this gives the Yamanaka over their target is weaker in comparison to Mind Transfer, this carries none of the risks associated with that technique. A skilled Yamanaka may learn to spread this effect to multiple targets, allowing them to turn their enemies against each other. [lb][/lb][lb][/lb]

Ranks 1: Deals 400 damage to one target each round. While affected, victims have -1 Max AP and their actions have a 35% chance of being unable to choose specific targets for attacks they make. This Genjutsu has priority over any effects which would allow the victim to retain the capability to choose their targets.[lb][/lb]
Ranks 2: Deals 500 damage to two targets each round. While affected, victims have -1 Max AP and their actions have a 35% chance of being unable to choose specific targets for attacks they make. This Genjutsu has priority over any effects which would allow the victim to retain the capability to choose their targets.[lb][/lb]
Ranks 3: Deals 600 damage to three targets each round. While affected, victims have -1 Max AP and their actions have a 35% chance of being unable to choose specific targets for attacks they make. This Genjutsu has priority over any effects which would allow the victim to retain the capability to choose their targets.[lb][/lb][lb][/lb]

Costs: 3 AP, 2400 Cp, 1200 Cp/Rnd[lb][/lb][lb][/lb]

Notes:[lb][/lb]
- This does not take up a Genjutsu Sense. Cannot be used with any Sensory Moves.[lb][/lb]
- Requires a Genjutsu roll for every round maintained. Requires a full round of cooldown once dropped.[lb][/lb]
- If unable to choose a target, a roll is made to see who is targeted (a victim may attack themselves).[lb][/lb]
- The initial casting of this Genjutsu suppresses the target for 1 AP (only works once per round), at which point their maximum AP is lowered by 1 for the duration of this jutsu. Victims do not regain this AP the round this jutsu is dropped.[lb][/lb]

[/td]
[td=null,1]Slot 1: Chakra Synthesis[lb][/lb]
Slot 2: Kawarimi Target (3)[lb][/lb]
Slot 3: Pouch (Poisons)[lb][/lb]
- Plexistim (1)[lb][/lb]
- Serpent's Blood (1)[lb][/lb]
- Tear Gas (1)[lb][/lb]
- Wraith's Dream (1)[lb][/lb][lb][/lb]

Ninja Tools[lb][/lb]
Dmg Type: Thrown[lb][/lb]
Specialty: Can Use Handseals[lb][/lb]
Modifiers: -2 Acc, +10% DMG[lb][/lb]
Augments: Steady, Toxify, Daze, Re-energize[lb2][/lb2]

Ninja Tools V2[lb][/lb]
Weapon Type: Thrown[lb][/lb]
Type Feature: Can use handseals while equipped[lb][/lb]
Accuracy Modifier: +2[lb][/lb]
Damage Modifier: -10%[lb][/lb]
Augments: Re-energize, Recover, Wide Edge

[/td]
[/tr]
[/tbody]
[/table]​
[table=99,null]
[thead]
[tr=textleft]
[th=33,null]
GENJUTSU​
[/th]
[th=33,null]
NINJUTSU​
[/th]
[th=33,null]
TAIJUTSU​
[/th]
[/tr]
[/thead]
[tbody]
[tr=bg2]
[td=null,1]
KINETIC GENJUTSU[lb][/lb][lb][/lb] [lb][/lb][lb][/lb]

AUDIAL GENJUTSU[lb][/lb][lb][/lb] [lb][/lb][lb][/lb]

VISUAL GENJUTSU[lb][/lb][lb][/lb] [lb][/lb][lb][/lb]

WILL GENJUTSU[lb][/lb][lb][/lb]
[/td]
[td=null,1]
WATER NINJUTSU[lb][/lb][lb][/lb] [lb][/lb][lb][/lb]

POISON NINJUTSU[lb][/lb][lb][/lb] [lb][/lb][lb][/lb]

SOUND NINJUTSU[lb][/lb][lb][/lb] [lb][/lb][lb][/lb]

MIRROR NINJUTSU[lb][/lb][lb][/lb] [lb][/lb][lb][/lb]

NON-ELEMENTAL NINJUTSU[lb][/lb][lb][/lb]
[/td]
[td=null,1]
THROWN TAIJUTSU[lb][/lb][lb][/lb] [lb][/lb][lb][/lb]

UNNARMED TAIJUTSU[lb][/lb] [lb][/lb][lb][/lb]

BUFFING TAIJUTSU[lb][/lb][lb][/lb]
[/td][/tr]
[/tbody]
[/table]​
 

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