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:

Nara Kaito Stone Profile

Nara Kaito

New Ninja
Joined
Nov 6, 2012
Messages
72
Yen
165,000
ASP
0
Character Name: Nara Kaito
New Village: Stone
Bloodline: Nara
IC Rank: Med­Nin
Character Age: 22
Description:
Messy dark brown hair, layered to his medium sized shoulders, Kaito physique is that of an average 21 year old genius. Not on the muscular side, weighing at a hundred and fifty five pounds. Toned arms, chest slightly raised and a chiseled abdomen, with "nice" legs, some girls might just think of him as a heartthrob protagonist. Slight bags under his eyes, show his lack of sleep at times and his perfectly messy hair accompanies that idea. Skin a rare pigment color of white­ish bronze with hazel eyes to match. He keeps his nails trimmed, and outfit is that of any regular ninja. While not working though, he takes off the vest, but keeps the chain mail, as he finds the rattling noise slightly soothing. When it comes to comfortable clothing outside, he usually wear dark jeans, with a light colored T-­shirt, or when invited to a more “cordial” affair, he would replace the t­-shirt wit a button down silk shirt.
Character's Mental Description:
Kaito's mental state is that of any shinobi who is just extremely lazy. He believes that hard work does pay off, but also knows that intelligence is better to have than brute force. He has fears, like any human being, but also had irrational fears as a child which would be of demons, darkness,but heights is not one of them. He does enjoy company, specially that off his best friend and younger brother. He is more of a neutral person, picking his fights strategically; especially when arguing with his best friend or brother.

When alone, Kaito could swear he could hear voices coming not just from the shadow's but rather his own. Usually the fragments that he gets to hear are spoken in a foreign tongue, and though he has tried myriad of times to research it, he comes out empty handed. He has never told anyone of this situation, as he knows it can do more harm than good.


Character History:
Nara Kaito’s story goes back to that of his father Nara Gin and his mother Nara Kitsune who were both from the village hidden in the Leaf. Both his parents were extremely respectable ninjas, who special talents and overall genius plans got them assigned to the special Sealing Squad. This squad had a specific role which was to seal powerful demons and monsters,
locking them up for good. The captain of the team was non other than Gin, Kaito’s father; followed by Kitsune, Kaito’s mother. They lived an average ninja life, with a lot of disagreeing, making up but the couple decided not to have kids. Their job being top priority as they were world renown for their special skills and strategic battle plans. This life was short lived, since the falling out of Konoha caused revolts and civil war, the Nara clan tried to keep the peace but it was in vain. Forced out of their home, Gin and Kitsune abandoned their once beloved village and were forced to run to the nearest and safest village with barely anything in their hands. They carried their small belongings but Gin insisted in bringing the their most valued treasure, an old urn decorated with old unreadable runes. The Nara’s decided to head towards the Stone village, in hopes they would find some type of refuge there. The leaders spoke to the Nara’s and through their compassion they allowed them to stay in their village, and become part of the stone village as long as they were willing to pledge loyalty to the stone village.
Years passed and the couple once settled, decided it was time to start a family in their new found home. Their first child was a son, who they named Kaito. The child did not have any promise as a genius or a ninja, but rather looked average. The only thing that he had that resembled his family traits would be his laziness and his knack to read old battle documents. The child was fascinated by the strategy games, and soon with the help of his father became a master at them. Through the Academy, he meet plenty of potential friends, but everyone disliked his enormous amount of intellect. It was not that he bullied the kids, but rather made them all feel stupid. He breezed through the Academy without a sweat, skipping a grade and graduating top of his class. The kid had a bright future.

When the Chunnin exams started, Kaito decided not to pick a team but rather stood by himself. The written portion was something he found easy, and the physical was a bit harder. The goal was to survive four days and night outside of the village. Kaito made a plan, knowing that if he picked a team he would need to provide more food, and more likely do more annoying tasks for other people. He decided to travel at night, while the others slept and taking naps by the shadow of pillars and caves during the day. He never encountered anyone, nor did he pass any hunger as it was easy to hunt for a meal for just one person. Getting back to the village, the Genin was the first to come back and received his well deserved promotion. His parents were proud of him, and his little brother congratulated him.

On his 13 birthday, only a year after becoming a Chunnin, kaito's father left the village on a mission to do research on the status of Konoha. When he left, Gin gave two important instructions to his kids. 1) to Protect their mother and 2) to protect the family heirloom. This was an old, decrepit looking urn that was decorated with very old and unreadable runic inscriptions. kaito was once told that holding that urn was the greatest glory any Nara clansmen can have, and when asked who's ashes was that inside he was only given one a name: "Shadoumasutā". He pieced the puzzle together, and figured it must have been probably one of the first members of the Nara clan that could use shadows as weapons. He himself had never awakened his bloodline linage, but then again never really cared much for it. He had tried to open it once, but to no success. Once his father left, Kaito never thought about his instructions. They were in a safe village, and had only heard of rumors of rogue ninjas attacking a house hold. He dismissed the idea, thinking it was i highly improbable chance of it ever happening to his family. Two nights later though, kaito was awakened from his sleep for what seemed like a muffled scream. Snapping into consciousness, he could hear footsteps, approximated the bodies and their location. He kept quiet as he headed silently towards his brother's room. To his surprise, he was also awake. His voice was almost that of a dull whisper, the plan extremely simple. "There are two in the dinning room, and one is at our mother's bed room. Stay in the shadows, I will go for mother. I will attach an explosive note to the ceiling and activate it if things get out of hand. It will be our alarm system to the village if things go bad...Also. He pulled out a kunai and handed it to Saito. "Here take this. Everything is going to be fine." He gave him a slight smile, to lift his composure. Using chakra he moved swiftly through the house, the noises disproved his original thought. There was four of them, three at the dining room, the other at his mothers. Kaito placed the Explosive Note on the ceiling of the house, where it would most likely do the least amount of damage but the most amount of noise. Creeping to his mother's room, he could hear her struggle. Waiting for the opportune chance, he slipped through the door to find the man choking his mother; she did not look conscious. The man was full of cuts, as Kaito identified them as shadow manipulation jutsus that had been dodged well. He took a step in, about to jump and go for the jugular with the kunai in hand when s sharp pain stopped him mid way. He clutched his chest, as pain surged through his body, blood spilling out of a entry wound no bigger than 3 centimeters. He inspected the man, who was now looking at him, his hand out extended pointer and middle finger out, with the thumb sticking out, the others curled in. "Bang" said the unknown man. What the....What hit me?....Not a kunai....Not a arrow....What? He looked closely at the man, and inspected his hand, then he saw it. The man "reloaded" his handgun as Kaito could see a small bone like projectile protruding through the index finger. "Bang!"</COLOR><i></i> wailing scream was let out, as the pain shot through his body once more. Terror froze him solid as he viewed the man now laughing maniacally taking out what seemed to be his spine he attacked Kaito, the weapon looping around him, slashing at his flesh. All Kaito could think about was his mother, being strangled to death. Closing his eyes and gathering chakra Katio knew he had no was of beating the man who stood in front of him. He just wished his laughing to stop, he wished his neck to be strangled, for his actions to freeze up. With one last whisper and breath, Kaito growled hysterically trying to fight the pain when then the laughing stopped. He opened his eyes to see the man now struggling to breath, and his mother on the ground. He did not know what was going on, but quickly got the grasp of what was happening. His blood linage had finally activated. With hatred in his heart, he wished nothing more than the guy to die. The shadow hands squeezed harder, as the man started to whizzing noise, until nothing came out and the body laid there without moving. He checked on his mother quickly realizing she was still alive but barely conscious. sighing in relief he placed her on the bed and kissed her on the forehead.

He quickly moved to the dinning room without hesitation, not knowing how the situation would play out. Over and over he played scenarios in his head, but nothing really came out with him being alive and well. Knowing he was doomed to at least a good week in the hospital, he just hoped that Saito was okay. His worst fear was realized when he slid into the room and saw his little brother being kicked by a man, the other person right in front handling a Kunai that looked to be forged from bone. The quick thinking genius detonated the Explosive Note that was left in his own room, distracting the two men from taking any action. With a quick hand seal and hoping to god that his idea would work, he imagined his chakra moving quickly through the shadows, latching on to the enemy’s own shadow. Once they reached their targets Kaito felt his life force being tugged at. Opening his eyes, he saw the two men frozen in place the Kunai in mid air and then the unthinkable. The urn opened, a dark puff of smoke passed and then purple lights engulfed the entire room. What kaito saw next haunts him for the rest of his life.

His brother seemed to have snapped in anger, and awakened something Kaito could not even put into words. A dark aura radiated from Saito he caught the Kunai with his mouth and slashed the man throat with ease. Frozen in fear and bewilderment, Kaito’s brain could not really solve this puzzle at all. What was happening to Saito? Was he in complete control? Who was the next victim; Kaito or the other man? Saito’s distorted laughter made kaito cringe, his question answered immediately as the man was then grabbed by his head and swung maniacally until he was dead. Preparing for the worst, kaito picked up the kunai that Kaito had given his younger brother to protect himself with. Covered in blood, he observed the monster in front of him. He was able to see his movements, calculated the amount of time he had left with the amount of strength he could muster in the upcoming fight. But to his relief, Saito turned to Kaito and then dropped to the floor unconscious.taking a sigh and a moment to breath, Kaito leaned on the wall behind him just glad it was all over. He closed his eyes, calming his heart knowing that help would arrive soon enough.

This though was not the case. It was not that kaito felt a presence with him, but rather he heard a voice unrecognizable to him. It came from the room, but as he opened his eyes he could not pinpoint the direction of it. His mind racing, he inspected the floor, the walls, the bodies. Nothing. It was then that he looked down in horror. A silhouette of a man laid on the floor directly in front of him, the shadow connecting to the opened urn. ”It seems like I do not have much of a choice now do I?” Unable to speak, all Kaito could muster was a perplexed look followed by lifting the kunai into a threatening position. Katio felt his throat dry, and for the first time he could not think of any words to say other than ”What are you?” The Shadow simply laughed at him. ”That is a mighty fine question. Wouldn’t you like to know. Sadly, as much as I would like to leave you alone, or kill you I am not strong enough at this very moment. Judging by your physical state it looks like you need a helping hand. A sly smile formed formed from the shadow, freezing Kaito from even replying. ”So lets help each other out shall we? The shadow rushed towards Kaito’s own shadow. Kaito felt the struggle between his chakra and that of the unknown monster’s chakra, but being too weak he could not repel it. Falling to his knees Kaito clutched at his chest feeling an unfamiliar burn on the right side of his chest. Shadow’s engulfed him, and before he knew it he was on the floor unable to move, and barely conscious. He heard the voice once more, but this time inside of his head We are going to be alright kid...We are going to be perfectly fine…

Waking up in the hospital Kaito blames amnesia and exhaustion from knowing the exact details of that night. It took him a week to recover, but he has never been “okay” since that night. For starters, whenever he is left alone Katio never feels alone. He hears voices coming from his own shadow at times. Also, he has a runic mark on his chest where the first bone bullet pierced through him. When asked if he had the mark before that, kaito lied and said he does not remember when he got it but that it has been with him for as long as he remembers. He never spoke to anyone but his brother about that night, and even then he never told Saito what happened to Kaito.

A year after the incident, Kaito decided to do some research on “Shadow Master” and what he came across was a bit frustrating. Seeking for more help, he sat his mother and father down and spoke openly to them about the subject. His strategy was simple, he would only ask who “Shadow Master” was and why was he so important. What he did not know was that his father knew more than just that. ”Shadow Master was probably the first Nara Clansmen who was able to manipulate shadows, and perfected the art of Shadow jutsu’s. To everyone, he was seen as the most knowledgeable elder, but no one knew his past. At the time of his death, the village elders came to cremate the body, but once Shadow Master drew his last breath, he revealed who he truly was.<i></i> Confused, Kaito waited patiently for his father to resume the story, but it was his mother who took the lead of the story. ”The dying elder was not gifted by the gods the ability to use Shadows my son. It was a demon who had sealed himself inside a Nara’s body who showed the entire world what he could do. It would have brought shame and war to the Nara clan if this secret was let out. So to keep the name clean and the clan safe they sealed the demon inside the Urn with the elder’s ashes and never spoke about it. The Urn was seen as an object of terrible power, and tossed aside. The elder who kept the ashes was no other than your eldest grandfather and it has been passed down from generation to generation.</B><i></i> Kaito stood petrified at all the information given to him. He clutched at his chest, thinking of the runic marks on his chest. It was clear to him what had happened, and begged his parents not to tell him anything else. He figured it out by himself, or at least he thought he did. He did not go back to work for a while, resolving his own inner demons. (Pun totally intended)

It took Kaito five years to get back into his normal ninja life. Through studies and every now and then the rare event of Kaito being motivated, Kaito finished the Jounin exams without a problem. His motivation started to come back slowly, but his laziness never really did help him either. Now a days, Kaito can be seen in the days at the library as he picked up a curiosity in medicine. Hoping to take the med-nin test as soon as possible, he studies every day even while on duty. At night, when not working, Kaito could be seen at bars talking to people and picking up women as he pleases. His life is still not back to normal, as he can be caught sometimes having conversations with himself, or at least that is what it looks like to the normal human eye.
WC:2727

Custom Class:
Custom Class said:
Shadows Play
<B>HP: (45 + lvl) x stamina
CP: (50 + lvl) x chakra control
Class Bonus: Kinjutsu Option
High: Ninjutsu Accuracy
Average: Evasion, Gen Save, Melee accuracy
Low: Ranged Accuracy, Gen Dif.

HP</U><i></i>:19,320
CP<i></i>:32,025

Stats:
Power Level:2771
Level: 11
Agility:339
Stamina:415
Ninjutsu:525
Taijutsu:346
Genjutsu:325
Chakra Control:525
Bloodline: 296%

ASP: 128

OOC Rank: A rank

Justus:
Fire!
E Rank</U><i></i>
-Thermal Maw - Mastered
D Rank
-Fireball - Mastered
C Rank
-Scalding Ash Cloud - Mastered
-Dragon Fire - Mastered
-Spontaneous Combustion - Mastered
-Fire Storm - Mastered
B Rank
-Sol Fire Tempest - Mastered
-Infernal Hellfire - Rank 1
A Rank
S Rank


Water!
E Rank<i></i>
D Rank
-Aqua Fang - Mastered
-Water Whip - Mastered
-Rinse Off - Rank 1
C Rank
-Impaling Hydro Jet - Mastered
-Grand Waterfall - Mastered
-Mystical Pond - Mastered
B Rank
A Rank
S Rank


Earth!
E Rank<i></i>
D Rank
C Rank
B Rank
A Rank
S Rank


Lightning!
E Rank<i></i>
D Rank
C Rank
B Rank
A Rank
S Rank


Wind!
E Rank<i></i>
D Rank
C Rank
-Tempest - Mastered
-Sonic Cannon - Mastered
B Rank
A Rank
S Rank


Non Elemental<i></i>
E Rank<i></i>
-Body Switch - Rank 1
D Rank
C Rank
-One Elemental Sealing - Rank 1
B Rank
A Rank
S Rank


Shadow!
E Rank<i></i>
D Rank
C Rank
-Specter Shade - Mastered
-Midnight Strike - Mastered
B Rank
-Shadow Punishment - Mastered
-Black Moon Fang - Rank 1
-Underwolrd Prison - Rank 1
A Rank
-Darkness Falls - Rank 1
S Rank


Taijutsu
E Rank<i></i>
D Rank
-Spinning Wind - Mastered
C Rank
-Step in Flash - Mastered
-Roaring Combination - Mastered
-Shoryuken - Mastered
B Rank
-16-Hit Combo - Mastered
A Rank
S Rank


Genjutsu<i></i>
E Rank<i></i>
D Rank
-Temple of Nirvana - Mastered
-Detect Pulse - Rank 1
C Rank
B Rank
A Rank
S Rank


medical Jutsu<i></i>
E Rank<i></i>
D Rank
-Mystical Hand - Mastered
-Coagulation - Rank 1
C Rank
-System restoration - Rank 1
B Rank
-Tranquilize - Rank 1
-Mystical Force - Mastered
A Rank
S Rank

<U><COLOR color="#990000">Kinjutsu!<i></i>
E Rank<i></i>
D Rank
C Rank
-Demon Cloak Alpha - Mastered
-Demonic Burst
-Demonic Howl
B Rank
-Destructive Shield
-Demon Cloak Omega - Mastered
A Rank
-Demon's Edict
-Menacing Blast
S Rank
-Poisonous Chakra


Nara
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A rather odd, yet unique clan native to the Fire country, those of the Nara clan are gifted with two unique mental traits that surpass all other shinobi; their uncanny Intelligence that can easily be higher and sharper than Multiple shinobi combined...and their incredible laziness when it comes down to putting forth any amount of work or energy. The Nara are undeniably some of the sharpest geniuses in the world, their minds thinking both swiftly and possessing the ability to think multiple lines of thoughts simultaneously and have each arrive to conclusions faster than normal shinobi can process one thought. Yet, their laziness seems to be a birthright just as much as their intelligence, and the Nara have absolutely no motivation other than napping under the clouds all day. their abilities aren't simply limited to being Mental; Each possesses the ability to use a special type of jutsu that involves manipulating the shadows of themselves and their environment to a variety of effects.

Note: All Nara Techniques are considered Shadow Element.

14% - Slippery Mind (Rank One)
28% - Nara Strategy (Rank One), Shadow Bend (Rank One)
42% - Shadow Possession (Rank One), Â Slippery Mind (Rank Two)
56% - Displacement Shade (Rank One), Shadow Tactics (Rank One)
70% - Shadow Possession (Rank Two)
84% - Shadow Neck Bind (Rank One)
98% - Shadow Constriction (Rank One), Slippery Mind (Rank Three)
112% - Shadow Tactics (Rank Two)
126% - Shadow Bend (Rank Two)
140% - Displacement Shade (Rank Two), Shadow Possession (Rank Three)
154% - Shadow Neckbind (Rank Two), Nara Strategy (Rank Two)
168% - Shadow Constriction (Rank Two)
182% - Displacement Shade (Rank Three)
196% - Shadow Bend (Rank Three), Shadow Threads (Rank One)
210% - Shadow Constriction (Rank Three), Negative Space (Rank One)
224% - Shadow Tactics (Rank Three), Shadow Threads (Rank Two)
238% - Shadow Neckbind (Rank Three), Nara Strategy (Rank Three)
252% - Shadow Threads (Rank Three)
266% - Shadow Dimension (Rank One)
280% - Negative Space (Rank Two)
294% - Shadow Dimension (Rank Two)

---

Slippery Mind - Passive
Nara clansmen are naturally smart and quick on their feet, formulating multiple courses of actions for nearly any scenario imaginable in mere seconds...and nearly subconsciously as well. a Nara can easily disassemble even the smallest of actons and understand the true intents and stratagies of those fighting them, even be able to deduce and guess at their target's lines of thoughts with precise accuracy by simply studying their movements and actions for a few seconds. No matter how well thought out, there is almost no way to fool a Nara through even complex courses of actions.

Rank 1: +1 Gen Save and Awareness.
Rank 2: +1.5 Gen Save and Awareness.
Rank 3: +2 Gen Save and Awareness.

Notes:
- At all ranks, all penalties from genjutsu are reduced by 1 debuff or 5%.

---

Shadow Tactics - Passive</I><i></i>
The Nara have a unique affinity to shadows and shade of all types, and by simply remaining within the cover of shadows, they are able to manipulate them to assist themselves naturally, the Nara becoming, stronger, so long as they remain within the cover of darkness, no matter how weak.

Rank 1: +5% Damage while in shade. While maintaining a bind or resting, they gain +1% HP/CP per round.
Rank 2: +5% Damage, +.5 Accuracy while in shade. While maintaining a bind or resting, they gain +2% HP/CP per round
Rank 3: +10% Damage, +1 Accuracy while in shade. While maintaining a bind or resting, they gain +3% HP/CP per round.

---

Shadow Bend - Passive
The Nara clan are known for its intricate skills involving the manipulation of shadows. This ability allows the Nara to fabricate techniques from the voids of darkness to strike their targets in a myriad of ways.

Rank 1: May convert Fire and Water Jutsu into Shadow by paying an additional 20% Chakra Cost.
Rank 2: May convert Fire and Water Jutsu into Shadow by paying an additional 10% Chakra Cost.
Rank 3: May convert Fire and Water Jutsu into Shadow at no extra cost.

Notes:
- All Shadow jutsu receive +5% Damage per rank.
- The Nara automatically has access to the Shadow element.
- All techniques used with this are treated as Shadow element.

---

<U>Nara Strategy - <I>Passive<i></i>
Almost as if the gods created the title "Tensai" only for those of Nara blood, the clan tightly guards secret levels of strategy that is said to be without peer, although the amount of study it requires to reach this level of mastery might be what burns them out and turns them so commonly lazy. This skill does not require nor stack with regular Strategy.

Rank 1: The Nara is treated as if having the Strategy Ability
Rank 2: Strategy now has +1 prepared slot available.
Rank 3: Strategy now has +2 prepared slots available.

Notes:
- Strategy does not count towards their ability Limit.

---

Shadow Possession- Shadow Binding Technique
A unique jutsu in which the Nara are capable of manipulating their own shadows size and shape in an attempt to bind themselves to their target by connecting their shadows. The shadow moves slow, and is easily avoided by the attentive, often requiring the Nara to make a quick diversion to use this successfully. However, once successful, any physical action the user performs is perfectly imitated the the victim.

Rank 1: Binds a single target at -6 Accuracy
Rank 2: Binds up to two targets at -5 Accuracy.
Rank 3: Binds up to three targets at -4 Accuracy.

Costs: 1 AP. 400 Cp per target, 100 Cp/Rnd per target.

Notes:
- This technique suffers -1 Accuracy for each target after the first.
- The bound victim cannot move. They may however use Ninjutsu or Genjutsu that do not require handseals.
- The victim may pay 1 AP for a 15% Chance to Escape the bind.
- If the user attacks the victim then this bind is broken (with the victim receiving -3 Dodge to the attack). If the victim takes damage then this bind is dispelled.
- If the user takes more than 10% of their Max HP as damage from one attack then, this bind is dispelled.
- The user may use Shadow Neck Bind at 0 AP Timing while maintaining this bind. Shadow Neck Bind does not break this bind.

---

Shadow Neck Bind - Shadow Strangulation Jutsu<i></i>
While an opponent is caught inside the user's Shadow Possession jutsu, the Nara clansmen may expend extra chakra to have their own shadow reach up and interact to the bound opponent in any way the Nara see's fit or imagines. However, the Nara clansmen may not move while performing this technique, leaving them vulnerable when facing multiple opponents.

Rank 1: Strangles a bound enemy with shadows, dealing 1490 Dmg/Rnd.
Rank 2: Strangles a bound enemy with shadows, dealing 1860 Dmg/Rnd.
Rank 3: Strangles a bound enemy with shadows, dealing 2230 Dmg/Rnd.

Costs:
Rank 1 Cost: 2 AP, 450 Cp to Initiate per target, 225 Cp/Rnd per target.
Rank 2 Cost: 2 AP, 560 Cp to Initiate per target, 280 Cp/Rnd per target.
Rank 3 Cost: 2 AP, 680 Cp to Initiate per target, 340 Cp/Rnd per target.

Notes:
- Lasts up to three rounds, then must be Reused.
- When in use, the user suffers -3 Dodge.
- Can only be used on a target effected by Shadow Possession.
- Each rank of this jutsu gives the victim a +20%/15%/10% chance of breaking free from Shadow Possession per rank of this jutsu used.
- Damage cannot be increased or reduced.
- This may only effect a target once a round.

---

Shadow Constriction - Shadow Restraining Technique<i></i>
A technique which uses the Nara clansmen's chakra to cause shadows in the form of hands to extend from shady ground, grabbing the opponent. This kind of shadow binding can be escaped through force, and resisted easily, though is much quicker and difficult to avoid compared to Shadow Possession.

Rank 1: Creates 3 hands of shadows that attempt to grab a target each at -2 Accuracy.
Rank 2: Creates 4 hands of shadows that attempt to grab a target each at -1.5 Accuracy.
Rank 3: Creates 4 hands of shadows that attempt to grab a target each at -1 Accuracy.

Cost: 2 AP, 600 Cp to initiate, 150 Chakra/Round to maintain

Notes:
- If the opponent is caught by 1 or more hands they receive a -1.5 to their dodge, plus -.5 for every hand after the first.
- At the time of casting the user must remain stationary, giving them a -3 dodge to the next technique aimed at them. Once it has been cast the user may move as normal.

---

Displacement Shade - Activated Passive<i></i>
The Nara clansmen have become proficient enough with their special affinity to shadows, that through careful manipulation of the their chakra, they can emulate the effect of their own techniques through their shades and strike literally from the shadows. It is rumored that at the Nara can even the possess the shadows of the enemy and turn them against them. However, as these are handseal based, shadow techniques of the clan as well as non-handseal jutsu cannot be given the same effect.

Rank 1: The Nara can delay a Ninjutsu up to one round, to be used from their shadow at a later point.
Rank 2: The Nara can delay a Ninjutsu up to two rounds, to be used from their shadow at a later point.
Rank 3: The Nara can delay a Ninjutsu up to three rounds, to be used from their shadow at a later point.

Special Action: The Nara can use the jutsu from any shadows in sight, including that of the enemy instead of their own shadow. Doing so this way doubles the additional Cp cost, but has a 20% chance of being treated as a sneak attack per round delayed.

Cost: +20% Ap and +15% Cp per round Delayed. The amount of time delayed is chosen when using this technique.

Notes:
- a Jutsu must be delayed by 1 round, minimum.
- This is modded as if it costs no Ap.
- Can only be used twice per round
- Can only be used with Ninjutsu, and cannot be used with the Jutsu Creator ability.
- Delayed Ninjutsu gain +1 Accuracy per round Delayed.

---

Shadow Threads - Shadow Jutsu<i></i>
Unlike the slower, more subtle Shadow Binding Technique, the Shadow threads send the user's shadow out in a tangle of searching tendrils that spring off of the ground like dark threads and can either be used to spear or ensnare the enemy. The user can have the threads do a combination of these, some spearing and some catching, making this a very versatile technique.

Rank 1: Creates 6 threads that spear the enemy, each dealing 295 piercing damage at +2 Accuracy. Instead of spearing a target, A thread may bind them, inflicting a -.5 dodge/accuracy penalty plus -.5 dodge/accuracy for each thread beyond the first that catches them.
Rank 2: Creates 7 threads that spear the enemy, each dealing 315 piercing damage at +2 Accuracy. Instead of spearing a target, A thread may bind them inflicting a -1 dodge/accuracy penalty plus -.5 dodge/accuracy for each thread beyond the first that catches them.
Rank 3: Creates 8 threads that spear the enemy, each dealing 330 piercing damage at +2 Accuracy. Instead of spearing a target, A thread may bind them, inflicting a -1.5 dodge/accuracy penalty plus -.5 dodge/accuracy for each thread beyond the first that catches them.

Costs:
Rank 1 Cost: 2.5 AP, 640 Cp to Initiate, 50 Cp/Rnd per thread.
Rank 2 Cost: 2.5 AP, 800 Cp to Initiate, 55 Cp/Rnd per thread.
Rank 3 Cost: 2.5 AP, 960 Cp to Initiate, 60 Cp/Rnd per thread.

Notes:
- This can be split against multiple targets.
- This jutsu gains all buffs applying to Ninjutsu.
- The user cannot use any jutsu other than Shadow Threads or move while maintaining the snare, losing -4 Dodge.
- Tn addition to the secondary penalty, each thread restrains the victim's actions, giving them a 4% chance to fail an action for each thread.
- This jutsu is dispelled if the user takes damage equal to 15% their Max Hp in a round.

---

Negative Space - Shadow Genjutsu<i></i>
A Genjutsu that originated as a prank, its effects in combat are said to be similar to that of the Shadow Dance... Assuming you ever got to see the Nara after they appear behind your back. The Nara appears to vanish in the eye's of the target, their body seeming to be engulfed by shadows and masking all sounds, leaving behind only the image of their own shadow with gleaming eyes staring up at the target in a threatening fashion.

Rank 1: Causes a target to see the Nara fade into shadows and away from view. The Nara is treated as if in Stealth Mode until their next attack. After they have made an attack they are no longer in stealth. At the end of the round, the user gains a +2 Stealth bonus to a stealth check.
Rank 2: Causes a target to see the Nara fade into shadows and away from view. The Nara is treated as if in Stealth Mode until their next attack. After they have made an attack they are no longer in stealth. At the end of the round, the user gains a +3 Stealth bonus to a stealth check.

Cost: 2.5 AP, 840 Cp to initiate, 280 Cp/Rnd.

Notes:
- Functions as a Will/Visual/Audial Genjutsu.
- May only be used on one target at a time.
- Requires a Genjutsu DC check at the start of each round.
- Should the victim succeed in a stealth check, they gain +2 Gen Save to the next round's Genjutsu check.

---

Shadow Dimension - Shadow Void Jutsu<i></i>
The ultimate technique of the Nara clan. This jutsu draws forth all shadows in the area to the user, then begin to form a black dome that rapidly expands to cover the area. This dome creates a haven for the Nara, and a hellish realm of shadows for any deemed as the Nara's enemy. Completely Isolated from the outside world, this nearly impenetrable void essentially seals off those within from any allies they may have had, instead trapping them in a world of malicious shades which obey the Nara's wishes.

Rank 1: Creates a void of the darkest shadows that traps a single target with the Nara. While within this realm, the Nara gains the ability to sense the target through shadows, gaining +1 Accuracy and the shadows harm the user's enemy dealing 1500 Damage at the start of each round. The Nara and the target of this jutsu cannot interact, or be interacted with, in any way with those outside this Dome. The user gains +3 against all attempts at entering/exiting this dome.
Rank 2: Creates a void of the darkest shadows that trap any amount of targets with the Nara. While within this realm, the Nara gains the ability to sense the targets through shadows, gaining +2 Accuracy and the shadows harm the user's enemies dealing 2000 Damage at the start of each round. The Nara and the targets of this jutsu cannot interact, or be interacted with, in any way with those outside this Dome. The user gains +5 against all attempts at entering/exiting this dome.

Costs:
Rank 1: 3 AP, 2200 chakra to initiate, 1050 Cp/Rnd to maintain.
Rank 2: 3 AP, 2750 chakra to initiate, 1300 CP/Rnd to maintain.

Notes:
- This jutsu ends immediately once the user is knocked out.
- Shadow damage uses Ninjutsu Accuracy, and can be increased by Ninjutsu Buffs.
- Attempting to exit or enter the shadow dome requires a ninjutsu Check against the user.
 
</B></COLOR>
Kinjutsu: Jinchuuriki
<i>
</i>

Jinchuuriki said:
[fontsize="12"]Jinchuuriki
JN.jpg

Legends say that long ago, back in the early days of the shinobi world, their existed powerful Demons possessing the power to wreak havoc across the land. As a counter measure to fight these monsters, village's sealed these beasts into the bodies of Human Hosts. Whether these stories hold true or not, this forbidden practice, although frowned upon, is still practiced on a much lesser scale. There exist people who have had the energies of weaker demons and spirits sealed within their body, their body and mind becoming a vessel for the entity's power. The hosts have been known to take on certain characteristics of their inner demons, both mental and physical changes and traits which vary widely. Although one cannot deny the power the host gains from having a demon reside within them, able to draw upon it's power and gain unique affinity to the demon's affinity, their comes a price with all power. From the moment the demon is sealed within the Host, it becomes a battle for control, the demon seeking to grasp as much control as it can over the user...

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

<B>Effects:
- When gaining this kinjutsu, the user may choose any base or advanced element of Ninjutsu to be the affinity of their inner demon. All Ninjutsu of this Element do not require Handseals as the demon bestows unnatural abilities to the user.
- They are treated as having a 'minor' affinity to this element in their base form, and a 'major' affinity in it when in either Demon Cloak form.
- If an Advanced Element is chosen, this element will not count towards their 'Advanced Element' slots.
- While in the Demon Cloak, the user has a chance to not be able to detect friend or foe due to the power of their inner demon. Every attack has a certain percentage chance to cause the Jinchuuriki to attack a random target on the field. This only applies to the effected action, not the rest of the fight.
- Jinchuuriki skills do not require handseals.
- All Jinchuuriki techniques receive Damage/Cp reduction buffs to the user's chosen Element.
- All melee attacks made by the Jinchuuriki use their chosen element's Ninjutsu Accuracy, receiving the chosen element's Damage and Cp buffs and replacing the Melee accuracy/damage buffs.

Note:
- Because of their Inner Demon's Chakra, when any Demon Cloak is activated, any Bloodline and CA Transformation-type technique becomes negated as the user now becomes somewhat possessed by their demon's energies. This does not apply to 'Activated' passives such as Doujutsu or other Core Ability Activated Passives. In addition, No curse seal's may be active during this time as the demon's strength is too powerful to be overridden. Accuracy/Dodge buffs from Jinchuuriki and their Bloodline/CA do not stack beyond +10.
- <COLOR color="red">Unlike the series, this Kinjutsu refers to demons and spirits in general, not Bijuu. While this demon can be made freely, this demon cannot be tailed beast in any way or form. Expect an Auto-denial if you mention any form of Bijuu with this.[/fontsize]

[fontsize="12"]Demon Cloak Alpha - C-Rank Ninjutsu
JNSO.jpg

All Jinchuuriki possess great strength, though one would be mistaken if they assumed that their incredible power came without a cost. Though they may be excellent shinobi in their own right, the full potential of their skill is not their own, but a fusion of both themselves and their inner Demon. Through training, a shinobi can learn to draw power from the demon deep within, using it to fuel themselves and granting them energy. At first this can be a very risky move, for simply acknowledging the demon within grants it more power over the user. However, with concentration, the user can learn to draw forth a small amount of the demon's energy without losing themselves. Because this energy is small compared to the demon's full potential, the host retains nearly all control of themselves, and does not seem to display any physical change aside from a visible, glowing aura of chakra.

Information
Prerequisites
Jinchuuriki, C-Rank
Rank 1: While in this stage, gain +1 Acc/Dodge, +10% Chosen Element damage
Master Rank: While in this stage, gain +2 Acc/Dodge, +10% Chosen Element damage

Special Action: - For every 1 Acc/Dodge surrendered, one gains +5% Berserk Control. (Example: If one is using a rank 1 Demon Cloak Alpha and surrenders 1 Acc/Dodge, their Berserk Control is increased to a 90% chance as opposed to 85%.) This lasts until the Jinchuuriki's next action.

Note:
- Once activated, last's until the user chooses to deactivate.
- Demon Cloak Omega overwrites Demon Cloak Alpha; they do not stack.
- Once activated, the user gains +3% Max CP at the start of every round.
- Base of 85% Berserk Control. Must be rolled (out of 100 where an 86-100 roll counts as a berserked attack) before each action to determine if the Jinchuuriki has gone berserk and a random target. Each Berserk attack lasts for only that one attack.

Cost: 500 CP to initiate -2% Max HP a round to maintain.[/fontsize]
[fontsize="12"]Demonic Burst - C-Rank Ninjutsu
jnichuuriii2.jpg

Perhaps the most noticeable aspect of a host drawing forth power from their Inner Demon is that their chakra becomes a visible aura of energy around them; growing in both speed and size as the user's draws forth more and more strength from their inner Demon. However, one would be a fool to attempt to judge this as a simple aura of energy, for this chakra is so powerful and explosive, that simply coming into contact with it is enough to seriously harm opponents. As if that weren't enough, the Jinchuuriki seems to be able to manipulate this Aura at will to lash out and strike at their targets in a hemispherical explosion often compared to a bomb.

Information
Prerequisites
Jinchuuriki, C-Rank, Demon Cloak Alpha Mastered

Rank 1: 1350 damage to two targets
Master Rank: 1620 damage to three targets

Effects:
- Demonic Burst has a 30% chance to unearth people from underground, 20% chance to reveal invisible targets, and 20% chance to dissipate Clones and Mirror Clones.

Special Action: - Demonic Burst can be used reflexively against projectile attacks, giving projectile attacks -3 accuracy with a 20% chance to deflect and hit a random target. The Demonic Burst deals half damage to up to 3 targets when using this special action.

Rank 1 Cost: 560 CP
Master Rank Cost: 680 CP[/fontsize]
[fontsize="12"]Demonic Howl - C-Rank Ninjutsu
JNDAT.jpg

A powerful skill that truly shows the fearsome strength of a Jinchuuriki, this skill can only be performed after tapping into a certain depth of their demonic partner's energies. Easily performed, this technique is a simple roar infused with the Jinchuuriki's massive reserves of chakra, producing a powerful kinetic shockwave of sonic energy that can easily upturn the ground, trees, debris, and even knock victims right off their feet, all while causing significant damage from the sheer pressure and force of their roar.

Information
Prerequisites
Jinchuuriki, C-Rank, Demon Cloak Alpha Mastered

Rank 1: Lowers every secondary by 1 to all in the topic until the end of the round. Deals 1% Max HP damage for 3 rounds.
Master Rank: Lowers every secondary by 2 to all in the topic until the end of the round. Deals 3% Max HP damage for 3 rounds.


Note:
- May not be stacked.
- Also targets allies in battle as well as foes, but not the Jinchuuriki.
- Does not effect those with Fearless.
- The effected targets must make a Nin-Save at the beginning of every round to include the round effected. If successful, they are freed from the % Max HP damage.
- May not be stacked more than once per target effected. May not stack with Poisonous Chakra.

Cost: 1400 CP to initiate[/fontsize]
[fontsize="12"]Destructive Shield - B-Rank Ninjutsu
jnichuuriii2.jpg

Upon obtaining the demon cloak, a Jinchuuriki is able to manipulate their out-flowing chakra to increase not only their offensive capabilities, but their defensive capabilities. The Jinchuuriki is able to erect a shield of chakra that can absorb damage and redirect the energy back at the last person to attack the shield. Be careful, however, doing too much may result in the destruction of the shield and the chakra to backfire.

Information
Prerequisites
Jinchuuriki, B-Rank, Demon Cloak Alpha Mastered

Rank 1:The Jinchuuriki creates a shield that can absorb 2200 damage. This shield deals damage up to half it's shield strength upon destruction
Master Rank: The Jinchuuriki creates a shield that can absorb 3300 damage. This shield deals damage up to half it's shield strength upon destruction

Note:
- Must be in Demon Cloak Omega to use.
- The only way for the shield to be lowered is for the shield to be destroyed.
- The shield's HP does not regenerate, nor does recasting it refills it's HP. This jutsu cannot be stacked for multiple shields.

Rank 1 Cost: 880 CP to initiate, 420 CP per round maintain
Master Rank Cost: 1440 CP to initiate, 690 CP per round maintain[/fontsize]
[fontsize="12"]Demon Cloak Omega - B-Rank Ninjutsu
JNSF.jpg

The final form of a Jinchuuriki's power, drawing forth a dark and seemingly endless supply of chakra from their inner demon. In this stage, the user hardly resembles a human, instead appearing as their inner demon, though still human-size. The host has been lost deep within the energies of their demon, gaining almost incomparable strength, but possessing nearly no form of their own rationality. They see no difference between friend or foe, hardly remembering why they fight in the first place, and only desire the destruction of all those around them. In this phase, the host's body rapidly begins to disintegrate from the stress of the natural energy, visibly breaking apart and being replaced by a neon glow of corrosive chakra. They are an avatar of destruction, both to themselves and all others around them.

Information
Prerequisites
Jinchuuriki, B-Rank, Demon Cloak Alpha Mastered

Rank 1: While in this stage, gain +3 Acc/Dodge, +10% Chosen Elemental Damage
Master Rank: While in this stage, gain +4 Acc/Dodge, +15% Chosen Elemental Damage

Special Action: - For every 1 Acc/Dodge surrendered, one gains +5% Berserk Control. Example: If one is using a rank 1 Demon Cloak Omega and surrenders 1 Acc/Dodge, their Berserk Control raises to a 65% chance as opposed to 60%. This lasts until the Jinchuuriki's next action.

Note:
- Demon Cloak Omega overwrites Demon Cloak Alpha; they do not stack.
- If activated while the user is in Demon Cloak Alpha, this costs -1 AP and -25% normal CP cost.
- Once activated, lasts until the user chooses to deactivate with a 65% chance of failure and a 1 AP Cost. If the user fails to deactivate, they lose 5% Berserk Control which remains for the remainder of battle.
- Once activated, the user gains 5% Max CP at the start of every round.
- This jutsu has a 10% chance at auto-dodging every attack. This does not stack with other auto-dodge abilities.
- Basic melee attacks now attack up to 3 targets.
- Base of 65% Berserk Control. (Rolled out of 100 with a roll of 66-100 meaning a berserked attack) Must be rolled before each action to determine if the Jinchuuriki has gone berserk and attacked a random target. Each Berserk attack lasts for only that one attack.

Cost: 2000 CP, 3% Max HP per round.[/fontsize]
[fontsize="12"]Demon's Edict- A-Rank Ninjutsu
JNDH.jpg

A Jinchuuriki's strength isn't based off of just their offensive or defensive prowess, but being able to strike fear into their opponent's hearts, making them fearful to even attack the Jinchuuriki. The Jinchuuriki sits and waits for the right moment to lash out, extending their chakra out into a giant claw to grab the target, utilizing Menacing Blast at the bound target before the Jinchuuriki tosses the target violently towards the ground. With an attack like this, one must be wary to attack a Jinchuuriki.

Information
Prerequisites
Jinchuuriki, A-Rank, Demon Cloak Omega Mastered

Rank 1: Deals 4000 damage to a single target. The target has a 35% chance of being disarmed, and has a 15% chance of auto-failing their next two attacks (Only one may auto-fail). The user may follow up this jutsu with a Taijutsu at +1 Accuracy.
Master Rank: Deals 5000 damage to a single target. The target has a 45% chance of being disarmed, and has a 20% chance of auto-failing their next two attacks (Only one may auto-fail). The user may follow up this jutsu with a Taijutsu at +2 Accuracy.

Special Action: The Jinchuuriki may spend +.5 Ap to add one of these effects to the jutsu. Only one effect may be added.
- The user may increase the Jutsu by +20% Base damage, +1 Accuracy, and +1 Critical.
- The user may "Throw" the initial target at a secondary target, dealing damage and effects to both victims.

Rank 1 Cost: 2000 Cp to initiate
Master Rank Cost: 2500 Cp to initiate

Note:
- Must be in Demon Cloak Omega to use.
- This jutsu is modded directly after an attack made against the user by the target, starting from the time of the user's last action.
- The user may instantly follow up this jutsu with a Taijutsu; the chosen attack cannot combo any further and still must have all costs payed.
- Every time after the first that Demon's Edict has been used on the same character, there is a +5% damage increase with a -1 Accuracy penalty. This stacks up to +15% damage/-3 Accuracy, and does not apply to the damage cap.
- No other bonuses can be added on to this to break the damage limit, aside from the special action and repeated use.[/fontsize]

[fontsize="12"]Menacing Blast - A-Rank Ninjutsu
JNMB.jpg

A technique which takes on various forms and styles, this technique can only be attempted once the Host has reached a certain stage and gains access to enough of their Demon`s energy. This technique allows the Jinchuuriki to gather raw chakra either from their bodies or the air around them, and condense it into a a single compressed ball of energy. This ball of chakra can be consumed or sustained, causing a chain reaction of energy, where the explosion is fired from the mouth, or fired from the ball respectively.

Information
Prerequisites
Jinchuuriki, A-Rank, Demon Cloak Omega Mastered

Rank 1: 5000 damage to one opponent.
Master Rank: 5500 damage to one opponent

Special Action: - May 'Strafe' multiple targets. There is a -10% dmg penalty for every target after the first that the target strafes. During the strafe, the target may return to the target (if missed) for -20% damage.

Note:
- May only target up to 5 people to include 'restrafing'.
- You cannot restrafe to target an enemy that initially auto-dodged this jutsu.

Rank 1 Cost: 2800 CP to initiate
Master Rank Cost: 3300 CP to initiate[/fontsize]
[fontsize="12"]Poisonous Chakra - S-Rank Ninjutsu
JNSthree.jpg

Due to the evil/malignant nature of a Jinchuuriki's chakra, contact with the aura can cause irreversible damage to a person's body. Touching the cursed chakra may feel like an intense flame is shooting through a person's body, when in reality, the curse of the demonic chakra acts like a poison.

Information
Prerequisites
Jinchuuriki, S-Rank, All Jinchuuriki abilities master rank

Master Rank: Deals 1% Max HP and 200 CP damage to the one coming in contact with the Poisonous Chakra. Once effected, for every 1 AP the target spends, they take the advertised damage. This only effects the poisoned for 1 round. This may effect multiple targets to include friendly targets.

Note:
- This jutsu effects the Jinchuuriki's: Demon Cloak, Melee, Jinchuuriki attacks, and chosen elemental attacks. While it effects the Demon Cloak, any unarmed attacks made towards the Jinchuuriki poisons the attacker.
- May not stack per round. May not "re-infect" the same target to reset timer. Once the poison has run it's course, may 're-infect' giving the target a +1 to their poison check for every time 're-infected'.
- Once attacked, must make a poison check. This is treated as a Heavy Poison with an additional +3 Difficulty.
- This jutsu is considered a hidden action. (In other words, not mentioned in the mod that one has applied poison to their chakra)
- Must be in Demon Cloak Omega to use.
- Considered Akuton/Evil.
- Takes effect at the beginning of the next round.
- This jutsu remains active on the Jinchuuriki until de-activated
- May not be stacked with other percentage HP/CP damaging techniques or effects.

Cost: 1000 CP/500 HP to initiate, 500 CP/1% Max HP to maintain[/fontsize]
 

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