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:

Nanjirou Ōtakemaru

Ōtakemaru

Ninja
Joined
Nov 25, 2021
Messages
214
Yen
116,800
ASP
1,626
OOC Rank
A
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Name: Nanjirou Ōtakemaru (大嶽丸, literal meaning "Great Mountain Peak of Nanjirou" | Nicknamed 'Take')
Age: 18
Rank: Chūnin

Mother: Nanjirou Raikō
Father: Tsuchimikado Yoshitsune​

Physical Description: Standing 5’8’’ (172 cm) and with a weight of around 132 pounds (60 kg), Take doesn’t actually live up to his name as some super-tall, beastly sculpture made from the hands of gods. An average height for a boy his age, his slim body donning bright, pale skin and developed musculature. His hair is kept long and majestic – it reaches down to his waist and carries a deep, red-brown chromos to it. It’s a bit wild and protrudes fiery bangs out on its way down. His eyes contain dark-brown irises and are soft to look at, rarely tightening in focus outside of combat.

His usual choice of clothes is a black-and-violet haori, accompanied by black hakama and held together with a white, wavy cloth functioning as a belt. His feet are sheltered by typical sandals befitting of shinobi in the field, and he carries a single, wide pocket on his back right above the rear. Some smaller items are kept in pockets hidden under his long sleeves. Usually, he wears his Shinobi outfit underneath his purple haori.

Mental Description: Take likes silence, and he prefers doing things silently. There’s a certain beauty in the tranquility of silence, and he’s realized that he yearns to hone and mold his skills after this trait. However, it often makes him a ‘fly on the wall’ when meeting up with many people; it’s not a thing he dislikes, but he often ends up listening more than talking. Subconsciously, he sees it as a detriment that he needs to work on, but besides that…

Rarely, he breaks out a smile on his face. A soft lift of his lips to nice things such as a pair of squirrels running up a tree, the magnificent after-taste of dango and daifuku, arare, dorayaki, manju, monaka, senbei, yatsuhashi, yokan… oh, yeah, when it comes to sweets, he’s far from picky.

But he's also... a sad creature. Anyone who's ever looked into his eyes can testify that.

History:

Pre-Academy: Take’s birth was a celebratory one. Born in Maple Town to two shinobi, it was noticed from the get go that this infant with pale skin and echoing cries would become a great shinobi one day. His parents thanked the heavens for his arrival and, one day, brought the little infant to the top of the stone faces where he was showcased to the horizon. They named him Ōtakemaru, the Great Mountain Peak, the peak of power that they aspired him to reach one day. He was to inherit his mother’s skills with the blade and his father’s experience with Ninjutsu, so that he would eclipse them both in the far future…

The case was, however, that Take – the short nickname given to him overtime by his family – was somewhat of a slow learner. It was strange to expect the world from a 10-year old, but it was perhaps this dissatisfied attitude from them both which turned Take into the silent fly that he is today. A child’s psyche is heavily influenced by the way their parents treat them, and while he was never physically abused or ever harmed with a fist, his parents’ expectations of him gradually shrinking and shrinking into nothingness… was about to break him. It was about to throw him into a black hole, if not for the fated day that came…

Academy: While keeping it a secret from his parents, Take’s skills suddenly skyrocketed. From the span of mere days, he was able to catch up to his parents’ previous wishes regarding his combat skill and Ninja Arts, and he began to learn and utilize some small Fire-Style Ninjutsu mid-melee combat while the previous him could barely perform the right hand seals in time, even when he had the opportunity to stand still! It was enough of a change in him to warrant curiosity in his mother and father, but due to his closed mouth and silent character, they had no way of knowing about the strange tourist from Crater City whose origins not even Take himself knew about. This stranger had met Take on his way to the Academy for one of his earliest lectures, promising to train him out of ‘the betterment of his heart’, luring the boy in with the promise that the techniques this man knew were high-level enough to tip the scales of war, rise the tides and carve one’s name deep into the clouds above…

Genin: This is where Take's true story begins. The moment he dons the Hidden Leaf's Headband, his life as a shinobi sets in stone. However, for a Genin, he was surprisingly at a constant dilemma with his own mind – was he even worth the headband? No, he had to wield it and prove himself for his parents… but he was such a failure- no, he wasn’t! The blood of his clan ran thickly through his veins, even if he was only half Nanjirou- but then again, wouldn’t that mean that- no, he had to keep moving forward-

Ultimately, he came to a single realization… his emotions mattered little… but one emotion reigned supreme in his psyche – fear. Fear of disappointing his parents, fear of burdening his peers, fear of proving himself to be the failure that he’d seen himself as for so many years thanks to the thankless, ungrateful, demanding and dismissive treatment from his parents.

… But nearing the events that would be a wide Examination circling the Academy Students as well as Genin present in Konohagakure, Take found himself in the company of a handful Genin – one of which being Yamanaka Shusuke. The latter wanted to help him, but the method of doing so involved granting Take a Cursed Seal… but knowing Take, he accepted the tremendous hazard with open arms. Perhaps, he accepted it so heartedly that his body naturally embraced the Cursed Seal and didn’t reject it, didn’t inflict self-damage and didn’t react negatively to the inscribing of the mark. As if… as if his body was always conditioned to naturally adapt to the Cursed Seal. As if he just had the it factor necessary to accommodate such an accursed source of power. He awakened both Stage 1 & Stage 2 in quick succession upon receiving the Cursed Seal, almost draining Shusuke to death in doing so. From that point on, Take's... demeanor, behavior and attitude changed notably.

He was suddenly in the company of many other shinobi, creating bonds and friendships that'd last a lifetime, and he even fell in love. His... love life proved uncommon, extraordinary, as the subject of his affections passed away only to possess the body of another kunoichi who already had a relationship with someone else. As if life was playing Take's love for a sick joke.

But despite that, his bonds felt genuine. Aria's bloodthirst or Keni's stern sense of discipline, he had learned valuable lessons from everyone. The subject of his Cursed Seal drew the attention of the previous Hokage, Uchiha Asuka, and fearing the damage that a forbidden power such as that could bring upon Take, she sealed its power into a flame-like stigmata branding Take's face and arms. He still feels the pulse of the Cursed Seal within the mark, but Asuka's seal might not have been able to suppress it indefinitely. The Cursed Seal's hold on Take grows stronger each day, as if creating a synergy with him.

Chūnin: A few years passed by where Take hadn't touched his Cursed Seal, but along with his peers' promotions, he lately became a Chūnin as well. Asuka's seal gave his body time to fully integrate with the Cursed Seal - now, the stigmata is no longer an extension of its power, but an integral part of his biomass.

Bloodline/Core ability: Nanjirou

Take’s mother, Nanjirou Raikō, hails from an ancient clan of revered samurai simply known as the Nanjirou. This clan has housed some of the most noteworthy and legendarily skilled sword-wielders in the history of shinobi and mankind overall, and the secret techniques - turning any person adept with a blade into stuff of legend - have been passed down from generation to generation. Now, his mother too possessed the skills that their clan held high, along with the clan’s most revered ability to evoke the spirits of their ancestors, awakening the lost genetic prowess in one’s own cells and draw from your predecessors’ strengths to aid you in combat.

And Take’s blood is just as blessed with this as his mother’s – although he hasn’t shown the ability to draw out his ancestors’ strengths prior to his meeting with Ibaraki, the self-proclaimed Guru from parts unknown (as in Crater City, surprise). The reason behind this Ibaraki dude being more successful with drawing out Take’s potential and the blood of a true, Nanjirou swordsman was left imaginable; Take thought that it was due to his Mentor’s dedication and trust in him, having forgotten the small weight of trust given to him by his parents that was weighed under hills of sighs, inner regrets and disinterest.

Take saw hope in Ibaraki’s training, and he saw the immediate results drawing to his favor. However, it was his involvement with the other Genin - especially with Shusuke - that boosted his level of skill to new heights. A natural swordslinger, a threat with the blade... the swordsman his mother had always wanted him to be. But the power wasn't merely a result of training, nay - regardless, Take's sword style grew fogged with aura of unintended, ill intent as if coming from another source.

Current StatsCurrent ClassSecondaries
OOC Rank: A
Level: 11
Agility: 440
Stamina: 455
Ninjutsu: 440
Genjutsu: 350
Taijutsu: 525
Chakra Control: 525
Power level: 2770

Major Affinity: Fire, Non-Elemental
Minor Affinity: Wind

Advanced Element(s): Kinesis, Scorch
<木ノ葉の黒天 Konoha no Kokuten (Black Angel of the Leaf)>
HP: (60+lvl) x stamina = 32305
CP
: (40+lvl) x chakra control = 26250
Class Bonus
: Kinjutsu Option, +10% Chance of inflicting Bleeding
High: Melee Accuracy
Average: Genjutsu Save, Dodge, Genjutsu DC
Low: Ranged Accuracy, Ninjutsu Accuracy
Melee Accuracy = +12 (+6 as High Stat)
[(Taijutsu x .7) + (Agility x .3)] = 398
Ranged Accuracy = +11 (+2 as Low Stat)
[(Taijutsu x .6) + (Agility x .4)] = 384
Ninjutsu Accuracy = +10 (+2 as Low Stat)
[(Ninjutsu x .7) + (CC x .3)] = 313.5
Melee Dodge = +11 (+4 as Average Stat)
[(Taijutsu x .3) + (Agility x .7)] = 342
Ranged Dodge = +10 (+4 as Average Stat)
[(Taijutsu x .2) + (Agility x .8 )] = 328
Ninjutsu Dodge = +10 (+4 as Average Stat)
[(Ninjutsu x .3) + (Agility x .7)] = 300
Genjutsu Difficulty = +9 (+4 as Average Stat)
[(CC x .3) + (Genjutsu x .7)] = 271.5
Genjutsu Save = +11 (+4 as Average Stat)
[(CC x .6) + (Genjutsu x .4)] = 347
Stealth = +10
[(Stat Avg x .6) + (Agility x .4)] = 323.5
Awareness = +11
[(Stat Avg x .5) + (Genjutsu x .4) + (CC x .2)] = 378.583333
Abilities & AugmentsWeapons, Gear, Tools & CRPJ
Abilities:
1. Quickdraw
Roleplay: Every Ninja Walks On Water

2. Calm Mind
Roleplay: Every Ninja Walks On Water

3. Healing Factor
Roleplay: Every Ninja Walks On Water

4. Initiative
Roleplay: [Examination] Team Red

5. Fearless
Roleplay: Keni vs Mitsuha [Spectator Thread]

6. Versatile Arms
Roleplay: A Molten Core

7. Jutsu Mastery
Roleplay: Sonata Of The Dragon [Ayeka]

8. Hyperactive
Roleplay: Sonata Of The Dragon [Ayeka]

9. KINJUTSU

10. KINJUTSU

11. KINJUTSU

White Kama
Roleplay ((Purchase)): Dragon's Pulse [Ayeka]

Shinobi 101 (Kinesis Ninjutsu uses Melee Accuracy)

Main Branch - Militia
Roleplay: Here

Free Abilities (from Bloodline/Kinjutsu):
Cursed Seal (Solar) - Abomination (Kinjutsu) - +10% DR from all sources,
Regenerates 5% HP per round, and all chakra costs are increased by +5%

AAA - xxx
AAA - xxx
AAA - xxx

Weapons:
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[X] = Augment doesn't take up a slot via the Versatile Arms Ability.
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[X] = Augment doesn't take up a slot via the Versatile Arms Ability.

Utility:
Headband

Armor:
No Armor | Purchase

Gear:
Summoning Scroll
Plexistim
Smoke Bomb

Name: Sword Skater
Element: Kinesis
Approval: Link
Description: The user manipulates an object the size or length of a skateboard - such as a sheathed sword - and mounts it with their feet. The user skates around by letting the object float max 1 meter above the group.
Example RP of how it will be used: Take looks like a skater, crossing the White Oak Street on his sheathed katana like it ain't no one's business. He often has to stretch his arms out to recover balance, but he gets a hang of it after a while - he even tries to skate off walls and fences like some sort of shinobi Tony Stark. Once he reaches the ramen bar, he skips off the sheathed katana and lands on the ground again, grabbing the still floating scabbard and shoving it back under his belt again.
Reason why it cannot be used in battle: Take can move slightly faster on his feet as a shinobi - even if he tries to use this Jutsu for mobility, he often uses his sword for it... and unsheathing his main weapon from below his feet is so detrimental that it doesn't benefit him to use it at all.
BloodlineCurrent Kinjutsu

Nanjirou
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A distinct clan of samurai that hail from a land far in the South, they have been the source of some of the greatest weaponmasters throughout the known land. Renown for the lethal finesse they display in their kenjutsu, with some of the most ancient blades, a Nanjirou is said to come of age only when their ancestry awakens within them; gifting them with spiritual link to their ancestors that can be evoked to display advanced techniques honed through generations of experience. The Nanjirou clan's most well known warriors are generally directly tied to one of two famous swordsmen: one who created most of the ancient weapons the clan wields, and the second who created most of the kenjutsu the clan uses in battle.

Note: All Nanjrou Techniques match the Taijutsu Subtype of the weapon with the [Ancient] Augment

084 PL - Ancient Weapon (Rank 1), Dancing Cherry Blossom Petal (Rank 1)
168 PL - Omni-Step (Rank 1)
252 PL - Wisdom of the Ancients (Rank 1)
336 PL - Omni-Step (Rank 2)
420 PL - Ancient Weapon (Rank 2), Zen Shūchū no Kokyū (Rank 1)
504 PL - Dancing Cherry Blossom Petal (Rank 2)
588 PL - Omni-Step (Rank 3), Wisdom of the Ancients (Rank 2)
672 PL - Ancient Weapon (Rank 3), Zen Shūchū no Kokyū (Rank 2)
756 PL - Dancing Cherry Blossom Petal (Rank 3)
840 PL - Wisdom of the Ancients (Rank 3), Zen Shūchū no Kokyū (Rank 3)

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Ancient Weapon - Passive
The Nanjirou are marked by two things; their weapon, and the ability to use it. These weapons were created well over a thousand years ago by either a clan progenitor or a legendary blacksmith who owed the family some great debt. Yet despite their age, and sometimes even their appearance, these weapons are renowned for a reason. Within the hands of the Nanjirou, they hold a weapon capable of whispering clan secrets that can destroy all its user seeks to end.

Rank 1/2/3: Choose one Weapon and one Weapon Slot in the User’s inventory. The weapon gains the [Ancient] Augment in a free slot. Weapons with the [Ancient] Augment gain an alignment of the user's choice (Holy, Cursed, or Spiritual) and gain a +5/10/15% damage buff to its taijutsu subtype. The weapon slot becomes a Sheath Slot.

Notes:
  • [Ancient] Augment alignment cannot be changed. (ie: if a technique used with the Ancient Weapon would be Cursed, and the sword is Holy, the damage is instead Holy.)
  • A weapon in the Sheath Slot is passively equipped, whenever the user is not wielding any other weapon, does not prevent the usage of hand seals and cannot be disarmed.
  • The user may place or remove a weapon in the Sheath Slot for 0 AP.
  • Unless otherwise stated, a User may only have 1 [Ancient] Augment and 1 Sheath Slot.
  • The user has access to the augments from the weapon in the Sheath Slot.
  • The Alignment and Taijutsu subtype must both be noted in the user's dojo.
  • Hitokogetsu puppets cannot be given the [Ancient] Augment or equipped in the Sheath Slot.

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Omni-Step - Passive
A Nanjirou’s early training comes in multiple forms of combat so that they can find and adhere to a style of fighting that accentuates their prowess. While all the members of the clan are trained to fight with either sword or spear, the Nanjirou are practitioners in all weapons so that they can know exactly how an enemy plans to fight and rarely do they come across a style of combat that is unfamiliar. Through this intense training they often swap styles of combat to adhere to the opponent they are attempting to strike down.

Rank 1/2/3: When the user enters any style, they gain a Taijutsu Accuracy buff of +1/+2/+3. When the user exits any style, they gain a Dodge buff of +1/+2/+3. Whenever the User enters or leaves a Style, they may spend 1% Max CP to gain 1/2/3 Omniscient Points.

Notes:
  • The Acc and Dodge buff lasts 5 seconds and does not stack with itself. (The user may only have +3 Acc/Dodge from this passive.)
  • There is no limit of Omniscient Points that can be stored.


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Dancing Cherry Blossom Petal - Clan Style
The first style of combat that Nanjirou are painstakingly made to master is the Iao Technique. Originally trained via a katana, the Nanjirou are then encourage to find a weapon they're more comfortable with in order to maximize their combat potential. By placing their weapon into a resting stance, the clan members are taught to maximize their potential in unleashing single attacks in the attempt to end a battle in one blow; this can be done with blade, fist, or even a gun. Those who have seen this beautiful art know that a Nanjirou is at their deadliest when seemingly relaxed in the middle of combat.

Rank 1/2/3: When the user enters the style, they may choose one of the following blade forms. While in this style, the user may spend 1 Omniscient Point to perform another Blade Form:
  • Joyful Blade - The user may add +1 target to an Offensive Taijutsu Technique. The user deals -10% damage for the remainder of the round; this does not stack.
  • Singing Blade - The Offensive Taijutsu Technique does not count as Melee Contact.
  • Seeking Blade - The user may use a Offensive Taijutsu Technique against a stealthed target that they failed an awareness check on, at -5 accuracy.
  • Eviscerating Blade - Doubles both the Critical buff limit and any Critical bonuses the user has, but halves the user's critical damage modifier.

Cost: 0.5 AP

Notes:
  • The user may enter this style as a Chakra or Physical style.
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Wisdom of the Ancestors- Buffing Taijutsu
Being able to draw upon their ancestor's is a channel not for strength, but for knowledge. While most samurai are trained in multiple weapons and tend towards mastery of only one, their ability to channel knowledge of ancient warriors that came before them also makes certain that Nanjirou are masters of all weapon styles regardless of preference. The most powerful of Nanjirou can channel the mastery of weapons from their dead ancestors on whim, and then share that knowledge temporarily with others.

Rank 1/2/3: While this technique is maintained, when the user enters or exits a style, they can allow 1/2/3 allies/clones/creations to enter the same style they just entered or exited.

Special Action - Guiding Hand: When the user casts a B Rank or lower Offensive Taijutsu, they can allow 1/2/3 allies/clones/creations to combo with them with the same technique.

Cost: 1.25 AP 240 CP, 120 CP/rnd

Notes:
  • This technique may be maintained for up to 30 seconds.
  • Allied Players already in a Physical or Chakra style will only enter the User's style if they are able to.
  • Allied Players may use a conditional to drop their style to enter the User's style.
  • The special action requires the allies/clones/creations must pay the AP/CP cost.
  • The special action ignores any prerequisites.
  • The special action may be used with Nanjirou Bloodline Techniques.

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Zen Shūchū no Kokyū - Buffing Taijutsu
The final technique learned from the clan is a simple breathing technique that only about half of every generation of Nanjirou are able to learn; and only half of those, are able to master. By breathing in oxygen in certain patterns and varying degrees of strength they can control their entire body down to directing blood flow itself. Originally made to put them on an even fighting ground with super-human opponents of their homelands, the Nanjirou continued to used this technique to train their young to keep up with Shinobi when they originally landed. Now that chakra has become a plentiful resource for latter generations, this technique now truly shines as the pinnacle of a samurai's training.

Rank 1/2/3: The User’s next Offensive Taijutsu Technique used with their Ancient Weapon is considered Elemental, and deals +5/10/15% extra elemental damage. The User must choose a Special Action.

Special Actions:
  • First Form - Enbu: For the next 10 seconds, the User may Enter, Exit or Switch Styles for 0 AP.
  • Second Form - Kiki Onkō: The User’s next Offensive Taijutsu Technique, which is a Full Hit, will attempt to strike again at half base damage. The second attack cannot crit or be buffed in any way.
  • Third Form - Heki-ra no Ten: The User heals for 50% of any Offensive Taijutsu Technique used with their Ancient Weapon for the next 5 Seconds.

Cost: 1.75 AP 500 CP

Notes:
  • 0 AP style changes from First Form do not generate Omniscient Points.
  • Second Form is considered a Combo.
  • The user may choose which Base Element when they use this Technique (The user may not chose Advanced Elements.)

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Masamune
The legendary swordsmith Masamune’s bloodline shines strong in those who are loyal, just, and seek out to destroy true evil no matter what life they lead. Blessed with the power to divert damage and be nearly impossible to land a blow on, these samurai walk in and out of a conflict without anyone ever noticing their presence; save the evil they strike down. While his brother waged wars and honed the clan's kenpo through battle, Masamune focused on structure and mastery of the basics to gift the clan a means to fight the very evil that lurked in their bloodline. Masamune's descendents are all masters of Iao in a way that cannot be comprehended, often able to draw the blade and sheathe it with a motion so fluid they appear to wave a hundred sword wounds onto a foe simply by motioning their hand.

924 PL - Flickering Candle Flame (Rank 1), Shunpo (Rank 1)
1008 PL - True Steel (Rank 1)
1092 PL - Shunpo (Rank 2)
1176 PL - Flickering Candle Flame (Rank 2), True Steel (Rank 2)
1260 PL - Zen Shūchū Jōchū (Rank 1)
1344 PL - Flickering Candle Flame (Rank 3), Shunpo (Rank 3)
1428 PL - Zen Shūchū Jōchū (Rank 2),
1512 PL - Tensa Zangetsu (Rank 1)
1596 PL - True Steel (Rank 3)
1680 PL - Zen Shūchū Jōchū (Rank 3), Tensa Zangetsu (Rank 2)
1764 PL - Tensa Zangetsu (Rank 3)

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Flickering Candle Flame - Passive
Known as a man of unwavering patience, Masamune took in every moment of time as he walked into every room. Every hair, speck of dust, movement of oxygen; nothing was lost on him. With an unearthly sense the man knew when evil lurked in his home, and could sense a person's intent to kill from miles away. The same can be said of those who inherit his Will, as they too have an unnerving sense of duty and awareness that make them impossible to hit while they move towards the goal of their personal justice.

Rank 1/2/3: User’s Dodge is considered High when they are Passively Equipped with a weapon in the Sheath Slot. The User takes 15%/10%/5% more damage from all sources. If the user casts an offensive technique with a weapon other than the Passively Equipped Weapon in the Sheath Slot, this Bonus and Debuff is lost.


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True Steel - Passive
Masamune created a number of the Ancient Weapons that cycle through users in the Nanjirou Clan with a great deal of them being swords. Those that inherited his masterful technique of steel bending allowed others down the line to creatue weapons that weren't of the sword variety; yet no matter who made them, only those who share Masamune's blood are able to bring out their full potential. Through a spiritual connection to the great swordsmith himself, those with this inheritance can naturally turn a dull blade into a razor’s edge with minimal effort; as if they can whisper to the steel itself.

Rank 1/2/3: Offensive Techniques made with a Weapon while it is in the Sheath slot may gain +5%/10%/15% Primary or Secondary Effect chances.

Notes:
  • The User chooses to gain one of these effects at the start of the Round, and may switch effects once every 10 seconds.

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Shunpo - Clan Style
One of the hardest of all Nanjirou clan techniques to master, yet the most renowned by outsiders, is the ability to move so fast that they appear to “flicker” from one space to the next. While it was Muramasa who invented the technique, he long ago abandonded it for using the technique ended battles far faster than he wished for. Masamune, his brother, continued to tune it so that the technique would do exactly what it was meant to; end a fight as quickly as possible. This is done through a mastery of their breathing techniques that forces all of their body strength to their legs in order to strike down a target as fast as possible. Sometimes the opponent doesn’t even realize they’ve been struck until blood flies from their neck.

Rank 1/2/3: Upon Entering this style, the User gains Priority on all offensive technique made with their weapon with the [Ancient] Augment against other Offensive Techniques. When Exiting this Style the User may attempt to cause a Hostile Target to raise a Bleeding or Called Shot Level, or automatically have the Target suffer Suppression using taijutsu accuracy.

Cost: 0.5 AP
  • Second Effect can only be used once per 10 Seconds.
  • The Bleed/Called Shot/Suppression chance is a Taijutsu check.
  • The user may use this as a Chakra or Physical Style.
-—

Zen Shūchū Jōchū - Variable Taijutsu
The Zen Shūchū no Kokyū technique is already one that is impossible to learn for anyone not carrying the ancient samurai bloodline, but even among the Nanjirou there are clansmen who maximize their breathing training in their formative years. They are suspect that the power to use oxygen to move their adrenaline in ways that would unlock new potential for the technique. Those who share blood with Masamune are able to do exactly just that, and by doing so they tend to unlock potential never seen in other swordsmen before them or after; often creating unique new kenjutsu in the process that is unqiue to them and their descendants.

Rank 1/2/3: The user will auto-dodge the next technique that hits them. The user may use the 1st/2nd/3rd Special Action.

  • Fourth Form - Retsujitsu Kōkyō: The User may spend up to 1 Omniscient Points to make a Basic Strike against the attacker, dealing damage equal to 15/30/60% of the attack's intended damage.
  • Fifth Form - Gen'nichi Kō: By paying up to 2 Omniscient Points, at the timing that the attack is auto-dodged, the User strikes for 1300/1600 damage. This attack is considered a Sneak Attack.
  • Sixth Form - Shayō Tenshin: The User may spend up to 3 Omniscient Points to deals 1500 Physical Damage at -1/-2 Accuracy that raises a Bleed or Called Shot level by 1/2.

Cost: 2.25 Ap; CP equal to 30% of the triggering attack

Note:
  • This cannot be used reflexively. This must be cast before the attack they attempt to auto-dodge.
  • This is an activated auto-dodge.
  • The user may only use 1 Special Action per cast.

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Tensa Zangetsu - Variable Taijutsu
Originally a technique said to have been used by Masamune to slay a kraken that blocked the Nanjirou's path from their original southern home on their jouney to the north, it is considered by many of the Nanjirou to be the most powerful attack in their clan; and is an ability that only 1 in 1,000,000 will ever achieve in their lifetime. By maximizing the mastery of breathing, the Shunpo clan style, and carrying an intimate bond with their Ancient Weapon so powerful they can speak to Masamune themselves - a Nanjirou can use this legendary technique to move so fast it will appear as if they’re using the Clone Jutsu to attack everything on the battlefield in a single strike.

Rank 1/2/3: The User deals 3300/4125/4950 damage with their [Ancient] Weapon at +0 Acc and creates up to 1/2/3 After Images of themselves that auto-target clones, creations and summons that each deal 25% of this techniques’ initial damage. If the user is maintaining Wisdom of the Ancestors, they may spend 1 Omniscient Point to include their After Images as valid targets.

Special Action - Omni-Slash: The user may spend up to 3 Omniscient points to have up to 3 of their After Image attack the initial Target instead, but lowers the After Image's damage to 10%.
Special Action - 5-Star Phantom: The User may spend 3 Omniscient points to increase their After Image Damage to 50% of this technique’s initial damage.
Special Action - Those that came before: The user may spend 1 Omniscient Point to have the After Images count as Clones and last 10 seconds after completing their attack.

Cost: 2.75 AP, 2475 CP

Note:
  • May only use one special action choice per attack.
  • This technique has a 10 second cooldown after use.
  • After Images cannot be Auto-Dodged or Targeted.
  • After Images retain a copy of the user's weapon and augments used for this technique.
  • After Images’ Accuracy is equal to the User’s Ancient Weapon Taijutsu Subtype.
  • Images that miss their attack stay on the battlefield for 20 seconds, repeating their attack every 5 seconds.
Abomination
Abomination
AB.jpg

Kinjutsu Approval
Roleplay: Metamorphosis [Keniwa & Aria]
Cursed Seals have long been seen as a dark practice due to their destruction of their host's body, but power-at-any-cost comes appealing to many. Occasionally, there are those whose bodies have an unnatural affinity to the Cursed Seal, and rather than break down under their leaden powers, they instead merge with it in a form of symbiosis that mutates their own body. The original seal is little more than a birthmark at this point, with the true effects of the seal becoming a 'natural' bodily function to them. Demon, mutant, ogre, lycan...there are many names for them, but this new power and body-reshaping abilities lead them to be seen as an Abomination.

Kinjutsu Table
Adaptive Mutation (Ability) - Purchase
Viral Affliction (Ability) - Purchase
Metamorph (B-Rank Technique) - Purchase
Cursed Seal Stage 2 (B-Rank Technique) - Purchase
Malevolent Annihilation (A-Rank Technique) - Purchase
Virulence (S-Rank Technique) - Purchase

Prerequisites: Kinjutsu Application, B-Rank, 3 Ability Slots, Not be Dark One

Effects:
  • The user gains access to the Cursed Seal Ability and a single Cursed Seal will not take up a slot. If the user already has the ability upon gaining Abomination, the Cursed Seal Ability will no longer take up a slot.
  • This Kinjutsu, all of its techniques, and its user are considered Cursed.
  • User gains a Biomass Pool that has a base amount equal to 20% of their maximum CP. Biomass can be used to cast any Offensive Techniques the user knows and any technique cast this way is considered Cursed and deals +10% damage.
  • CP Modifier Reduction from Cursed Seal is reduced by 2 each round active. The user slowly regains their lost CP Modifiers by 1 each round inactive.
  • The user's Cursed Seal activates in 0 seconds.
  • The user’s Cursed Seal no longer has a cooldown.
  • The User may have the Sage Mode ability, but may not activate it at the same time as a Cursed Seal, unless stated otherwise.

Adaptive Mutation - Kinjutsu Style
AB4.jpg

An Abomination's mutation is not limited to that of their own body but to the extent of their capability. Instinctively, they'll release enzymes to fuel their Cursed Seal in order to adapt to any given situation; making them terrifying opponents no matter what battlefield they stride into. This trait also makes Abominations a dangerous threat in prolonged combat as they eventually began to adapt to their enemy's attacks until they can phase the Abomination's body no more.

Information
Prerequisites: Abomination

Effect: While in this style, the user may transfer 10% of their Current HP into a Biomass Pool for 0 AP. This grants the user +2 Class Points and may stack up to 3 times.

Special Action - Variant Strain: The user may pay 0.5 AP and 1% Max CP to change their Cursed Seal’s Effect.

Note:
  • Counts either as Chakra or Physical Style. Must be declared upon entering.
  • The class points gained this way are lost when the style is dropped, until the style is re-entered.
  • While in this style, the user’s Cursed Seal has no duration.
  • The Special action requires a 10 second cooldown after use.
  • The user may only spend their Custom Class Points from Adaptive Mutation on bonuses of 2 Points and below
  • May not select +1 Inventory slot option.

Viral Affliction - Kinjutsu Ability
AB2.jpg

The body of the Abomination is naturally receptive to the taint of a Cursed Seal and embraces it in a unique way through their mutations. The same cannot be said for others though, as coming into contact, or even just being around an Abomination, comes with the risk of being infected by their ever-mutating genetics; infecting others like a plague. Furthering the mystery of an Abomination's mysterious body is the known fact that this leaking viral energy can effect other Abominations just as easily as it does normal folk.

Information
Prerequisites: Abomination

Effect: At the start of each round 1/2 Hostile Targets of the user's choice must make a check against the user. Failing this check causes the Hostile Targets to gain a stack of Viral Affliction. Each stack of Viral Affliction causes the Hostile Target to take half the user’s Cursed Seal positive buffs as a debuff. (A user with the Astral Seal would apply a debuff of -1 Dodge, -5% Auto Dodge)

Special Action - Plague Affliction: The user may choose to increase their Cursed Seal's CP Mod cost by an additional 2 CP Modifier; doing so grants the user +2 to their next check and will target all valid Hostile Targets.

Special Action - Virulent Plague: The user may spend 0.5 AP and 500 Biomass to force a check against a single Hostile Target and apply a stack of Viral Affliction. This has a 5 second cooldown after use.

Notes:
  • Requires the user to have their Cursed Seal active.
  • The user must select a Technique Subtype in their dojo. Viral Affliction will use this subtype for its accuracy. (If a user selects Will Genjutsu, these checks will use Gen DC, etc).
  • Viral Affliction stacks up to 4.
  • If the user's Cursed Seal ends, the Viral Affliction stacks are lost.
  • Viral Affliction stacks last for 20 seconds.

Metamorph - Buffing Taijutsu
JFwFh9R.png

Mastered: Here
One of the most well known abilities of an Abomination, this is perhaps the skill that have forever labeled them as monsters to the majority of the world. As their bodies undergo continuous mutations through combat and life, all facilitated by the mark that birthed their current form, eventually they'll come upon a certain power that they consciously notice and like. This evolved strength becomes unique to the Abomination and is always the starting point in their next evolution sequence as they hone it through more combat.

Information
Prerequisites: Abomination, B-Rank

Rank 1/2: Upon use, the user chooses 1/2 Augment(s) in their inventory (not in their weapon) and creates a Metamorph Limb with it. While the Metamorph Limb is active, the chosen augment is applied to the user directly and affects all actions made by the user. The Metamorph Limb is destroyed upon reaching Fractured Called Shot level. Each Called Shot Level disables a random Augment applied to the Metamorph Limb.

Special Action - Reinforced Mutation The user may spend Biomass instead of CP, they may add +1 Augment and the Metamorph Limb is now destroyed upon reaching Broken Called Shot Level. The Metamorph Limb also ignores the first successful Called Shot inflicted on it.

Cost: 2.25 AP, 545 Chakra and 275 Chakra per round.

Note:
  • Requires the user to have their Cursed Seal active.
  • The Metamorph Limb is treated as a valid Called Shot target for all intents and purposes, and may be damaged and healed following the same rules.
  • If the Metamorph Limb is destroyed or no longer maintained, there is a 10 second cooldown before it can be used again.

Cursed Seal Stage 2 - Buffing Ninjutsu
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As an Abomination's understanding of their own power grows they tend to come back around to the original Cursed Seal itself. By drawing in Nature Energy, they can surpass the initial stages of a Cursed Seal, exchanging their sanity to reach even higher levels of power, mutating the body into a more solid form that adapts to their original mutation to bring about a perfect evolution; if only for a moment. While it can only be maintained for a short period of time, the brief burst of power can often turn the tide of battle. There are also stories of how these Abominations have learned to draw the Nature Energy into themselves through the Cursed Seal - removing the need for Sage Training.

Information
Prerequisites: Abomination, B-Rank

Rank 1/2: The user doubles/triples the Positive Buff Effects of their Cursed Seal. Rank 2 unlocks the special action.

Special Action - Corrupted Senjutsu If the user has the Sage Mode ability, the user may pay the cost of this technique using Biomass to enter into Corrupted Sage Mode instead of the above effects while their Cursed Seal is active. Corrupted Sage Mode is Sage Mode with the following differences:
  • When the user enters Sage Mode, the Natural Energy Pool is replaced by the Biomass Pool
  • The user remains Cursed
  • When Corrupted Sage Mode ends, the user does not lose unspent Biomass.
  • The user's Cursed Seal remains active.
  • The user does not summon a contract beast when entering Corrupted Sage Mode.

Cost: 2.5 AP and 730 C, 365 CP/rnd.

Notes:
  • This technique may be maintained for up to 30 seconds
  • Corrupted Senjutsu may be maintained for 10 seconds.

Malevolent Annihilation - Variable Technique
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One of the most destructive techniques in the Abominations repertoire, this technique transforms their body into a hellish and gruesome form, shifting and twisting their own flesh to create cannon-like openings to their insides. After mutating their bodies, the Abomination then builds up a dangerous portion of their chakra before unleashing it as a huge wave of energy filled with their own genetic signature in the immediate vicinity. This inflicts upon opponents their disease like chakra, even if they've managed to survive the initial blast.

Information
Prerequisites: Abomination, A-Rank

Effect: Deals 4840/6050 damage to up to 2 targets at -2 Accuracy. Upon a full hit, the target must make a check against the user; failing this check applies a stack of Viral Affliction.

Special Action - Mutations: The user may spend Biomass instead of CP to cast this technique. Each time this is done, this technique gains one of the following mutations in order, which stack:
  • First Mutation: If used upon a target already affected by Viral Affliction, they gain another 2 stacks.
  • Second Mutation: Malevolent Annihilation may target an additional target.
  • Final Mutation: Targets chosen for Malevolent Annihilation must make a Viral Affliction check even if they successfully dodged the attack.

Cost: 3 AP and 2,420 Chakra

Note:
  • Requires Cursed Seal active
  • This technique’s subtype matches the user’s choice for Viral Affliction
  • This technique uses the same acc as chosen for Viral Affliction.
  • This technique does not require hand seals.
  • Each mutation stage is cumulative, so at Final Mutation stage, all 3 stages will apply.
  • This technique resets to no mutations when it is used at the Final Mutation stage.

Virulence - Variable Technique
AB7.jpg

An Abomination's body constantly changes, both externally and internally, but their ultimate technique relies not on their own transformation and battle adaptation; but in altering those affected by their viral chakra. Through hybrid atrocity, a master of the Cursed Seal learns how to combine both nature and their cursed chakra to reach out into the battlefield and trigger mutations in those that have become sick from their presence. Unlike the monster's unique flesh, most shinobi cannot handle the sudden mutations and twists of their body. In turn, releasing this shock of energy doubles back to the host allowing the Abomination to feed on the tainted chakra of others and give their malleable transformation the edge to adapt further.

Information
Prerequisites: Abomination, S-Rank

Rank 1/2: The user gains Biomass equal to the CP modifier lost from the Cursed Seal, and makes a check against each Hostile Target 0n the battlefield. A successful check causes Hostile Targets to take 1500/1875 per stack of Viral Affliction that they have.

Cost: 4 AP, 2100 CP, 2100 Biomass.

Note:
  • This technique’s subtype matches the user’s choice for Viral Affliction
  • This techniques damage cannot be buffed or reduced by any means.
 

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