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 Raian || ANBU

Nara Raian

Ninja
Joined
Nov 25, 2012
Messages
296
Yen
1,285
ASP
0
Name:Nara Raian
Age:24
Gender:Male
Rank: ANBU
Bloodline: Nara
[table=100,null]
[tbody]
[tr=bg2][td=50,1]Appearance:
Neck length gray hair with silver eyes that always seem half open. He contains a slightly tan, mostly from the days he falls asleep under the sun, allowing his mind to process. Raian has a rather athletic build hidden behind most of the casual shirts he usually wears. He sometimes carries a relax fitting jacket that he'll use as a form of a pillow to lay down for a second before resuming his stroll. He stands about 5'11 with a weight of 200lbs. Most of his clothing is business casual with a relax fit design.

Personality:
Raian like most of his clan contains a natural strategic mind, using most of his interaction to learn more about people and subjects that catch his interest. Calm spoken, even though most of the time he seems half awake, Raian processes most things rather quickly, often offering small nuggets of advice or pointing out small things that people might overlook. His innate laziness mostly stems from a lack of interest in either people or subjects.

With his transition into the ANBU branch, most of his thoughts focus on learning how to improve himself and prevent possible threats early on.

History:
Raian is an only child, coming from parents with shinobi backgrounds. With both parents, often being called away at a moment’s notice, Raian often had to find things to keep himself interested, his mind even from an early age often requiring him to do something least he remain lazy throughout the day. A such, he was mostly more active than most his clan, given no small part to his mother, a woman train in Hachimon. Knowing that most of time she would have with her son would be fleeting , she would constantly push him, making him research anything that happen to catch his eye and study it to the finest detail. Catching a hint of laziness from her son regardless of his feeling towards the matter, made her push him more, in not in just strategy being but always of village history, mastering dialogue, and even understanding the foundation of the clan.

His father being trained in intelligence gathering, focus more on Raian understanding of his clan’s innate talent, teaching him the finer points of strategy as well as understanding the clan connection with shadows. “You never truly pay attention to one’s shadow.” The man would always say, believing it better to have another estimate you before showing them how costly a mistake that could be. Having two different styles constantly pushing Raian, it was rather easy for him to rough two years more mature than most of his age group. Most civilian’s child was off playing games with friends, Raian was outside practicing to become a better shinobi.

By the time reach enter the academy, he could understand lesson and training such a fundamental level that most his practice for focusing on controlling his clan ability to manipulate shadows. Even if some might have complained that he seemed to be uninterested in the subjects, most professor would realize that he still was taking in what they were saying, his grades often slight above average for one his age. Calm spoken and driven, Raian had few people as he grew that he found interest in. Even with graduation in a few years, Raian sought something that would push him further.

It was no surprise to his parents, that Raian would chose to switch branches early on and join the ANBU division, rather than being a regular Genin. Training was harsh and the average person would be hard pressed to have to deal with some of the things trainee had to experience to prepare them. For Raian, it was something incredible, a place in which he might find things that would keep in interesting for a long time. Different backgrounds and clan working together as a single unit to protect against threats that would wish the village harm.

Raian constantly desire to seek things that interested him have allowed to reach Mempo rank by his seventeen birthday, and the things that he has found of interest to have made him rather effect in his abilities. With the drive given by his parents, and his Nara blood making him want to improve himself, there’s no telling what the future will bring.
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Link to OCR: https://www.ninpocho.com/viewtopic.php?f=366&t=53466
 
[table=100,null]
[tbody]
[tr=bg2][td=20,1]
Stats[lb][/lb]
Agility: 525/600[lb][/lb]
Stamina: 500/600[lb][/lb]
Ninjutsu: 518/600[lb][/lb]
Taijutsu: 514/600[lb][/lb]
Genjutsu: 498/600[lb][/lb]
Chakra Control: 510/600[lb][/lb]

OCC Rank: S[lb][/lb]
PL: 3,065[lb][/lb]
CL: 12[lb2][/lb2]

Class[lb][/lb]
Apathetic Fist[lb][/lb]
HP: (40+5+lvl) x stamina[lb][/lb]
CP: (50+5+lvl) x chakra control[lb][/lb]
Class Bonus: Kinjutsu Option, +1 Dodge and Genjutsu Save[lb][/lb]
High: Ninjutsu Accuracy[lb][/lb]
Average: Dodge, Genjutsu Save, Melee Accuracy[lb][/lb]
Low: Ranged Accuracy , Genjutsu DC[lb][/lb]
[/td]

[td=20,1]
Abilities[lb][/lb]
[lb][/lb]
0. Sentinel - ANBU Branch[lb][/lb]
1. Duelist[lb][/lb]
2. Fearless[lb][/lb]
3.Human Anatomy[lb][/lb]
4.Healing Factor[lb][/lb]
5. Initiative[lb][/lb]
6. Bloody Mess[lb][/lb]
7. Sixth Sense[lb][/lb]
8. [][lb][/lb]
9. [][lb][/lb]
10. [][lb][/lb]
11. []
<i>
</i>[lb][/lb]

Jutsu
[lb2][/lb2]

</B>
Fire:
[lb2][/lb2]

Lightning:
[lb2][/lb2]

Water:
[lb2][/lb2]

Earth
[lb2][/lb2]

Wind:
[lb2][/lb2]

Gravity
[lb2][/lb2]

Photon
[lb2][/lb2]

Radiation
[lb2][/lb2]

</COLOR>
Kinesis​
<i>
</i>[lb2][/lb2]

</B>
Taijutsu
[lb2][/lb2]

Genjutsu (Visual):
[lb2][/lb2]

<COLOR color="#FF8000"><B>Genjutsu (Kinetic):​
[lb2][/lb2]

[lb2][/lb2]

[lb][/lb]

Affinities
[lb][/lb]
Major Affinity: Lightning[lb][/lb]
Major Affinity: Fire[lb][/lb]
Major Affinity: Wind[lb][/lb]
Minor Affinity<i></i>: Earth[lb][/lb]
Advance Affinity #1<i></i>: Gravity[lb][/lb]
Advance Affinity #2<i></i>: Radiation[lb][/lb]
Advance Affinity #3<i></i>: Photon[lb][/lb]
Advance Affinity #4<i></i>:Kinesis[lb][/lb]
[/td][/table]
 
[table=100,null]
[tbody]
[tr=bg2][td=20,1]
Nara
[fontsize="12"]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.[lb2][/lb2]

Note: All Nara Techniques are considered Shadow Element.[lb][/lb]
084 PL - Slippery Mind (Rank One)[lb][/lb]
168 PL - Nara Strategy (Rank One), Shadow Bend (Rank One)[lb][/lb]
252 PL - Shadow Possession (Rank One), Â Slippery Mind (Rank Two)[lb][/lb]
336 PL - Displacement Shade (Rank One), Shadow Tactics (Rank One)[lb][/lb]
420 PL - Shadow Possession (Rank Two)[lb][/lb]
504 PL - Shadow Neck Bind (Rank One)[lb][/lb]
588 PL - Shadow Constriction (Rank One), Slippery Mind (Rank Three)[lb][/lb]
672 PL - Shadow Tactics (Rank Two)[lb][/lb]
756 PL - Shadow Bend (Rank Two)[lb][/lb]
840 PL - Displacement Shade (Rank Two), Shadow Possession (Rank Three)[lb][/lb]
924 PL - Shadow Neckbind (Rank Two), Nara Strategy (Rank Two)[lb][/lb]
1008 PL - Shadow Constriction (Rank Two)[lb][/lb]
1092 PL - Displacement Shade (Rank Three)[lb][/lb]
1176 PL - Shadow Bend (Rank Three), Shadow Threads (Rank One)[lb][/lb]
1260 PL - Shadow Constriction (Rank Three), Negative Space (Rank One)[lb][/lb]
1344 PL - Shadow Tactics (Rank Three), Shadow Threads (Rank Two)[lb][/lb]
1428 PL - Shadow Neckbind (Rank Three), Nara Strategy (Rank Three)[lb][/lb]
1512 PL - Shadow Threads (Rank Three)[lb][/lb]
1596 PL - Shadow Dimension (Rank One)[lb][/lb]
1680 PL - Negative Space (Rank Two)[lb][/lb]
1764 PL - Shadow Dimension (Rank Two)[lb2][/lb2]

---[lb2][/lb2]

Slippery Mind - Passive[lb][/lb]
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.[lb][/lb]

Rank 1: +1 Gen Save and Awareness.[lb][/lb]
Rank 2: +1.5 Gen Save and Awareness.[lb][/lb]
Rank 3: +2 Gen Save and Awareness.[lb2][/lb2]

Notes:[lb][/lb]
- At all ranks, all penalties from genjutsu are reduced by 1 debuff or 5%.[lb2][/lb2]

---[lb2][/lb2]

Shadow Tactics - Passive</I></U><i></i>[lb][/lb]
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.[lb][/lb]

Rank 1: +5% Damage while in shade. While maintaining a bind or resting, they gain +1% HP/CP per round.[lb][/lb]
Rank 2: +5% Damage, +.5 Accuracy while in shade. While maintaining a bind or resting, they gain +2% HP/CP per round[lb][/lb]
Rank 3: +10% Damage, +1 Accuracy while in shade. While maintaining a bind or resting, they gain +3% HP/CP per round.[lb2][/lb2]

---[lb2][/lb2]

Shadow Bend - Passive[lb][/lb]
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.[lb2][/lb2]

Rank 1: May convert Fire and Water Jutsu into Shadow by paying an additional 20% Chakra Cost.[lb][/lb]
Rank 2: May convert Fire and Water Jutsu into Shadow by paying an additional 10% Chakra Cost.[lb][/lb]
Rank 3: May convert Fire and Water Jutsu into Shadow at no extra cost.[lb2][/lb2]

Notes:[lb][/lb]
- All Shadow jutsu receive +5% Damage per rank.[lb][/lb]
- The Nara automatically has access to the Shadow element.[lb][/lb]
- All techniques used with this are treated as Shadow element.[lb2][/lb2]

---[lb2][/lb2]

Nara Strategy - Passive<i></i>[lb][/lb]
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.[lb2][/lb2]

Rank 1: The Nara is treated as if having the Strategy Ability[lb][/lb]
Rank 2: Strategy now has +1 prepared slot available.[lb][/lb]
Rank 3: Strategy now has +2 prepared slots available.[lb2][/lb2]

Notes:[lb][/lb]
- Strategy does not count towards their ability Limit.[lb2][/lb2]

---[lb2][/lb2]

Shadow Possession- Shadow Binding Technique[lb][/lb][lb][/lb]
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.[lb2][/lb2]

Rank 1: Binds a single target at -6 Accuracy[lb][/lb]
Rank 2: Binds up to two targets at -5 Accuracy.[lb][/lb]
Rank 3: Binds up to three targets at -4 Accuracy.[lb2][/lb2]

Costs: 1 AP. 400 Cp per target, 100 Cp/Rnd per target.[lb2][/lb2]

Notes:[lb][/lb]
- This technique suffers -1 Accuracy for each target after the first.[lb][/lb]
- The bound victim cannot move. They may however use Ninjutsu or Genjutsu that do not require handseals.[lb][/lb]
- The victim may pay 1 AP for a 15% Chance to Escape the bind.[lb][/lb]
- 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.[lb][/lb]
- If the user takes more than 10% of their Max HP as damage from one attack then, this bind is dispelled.[lb][/lb]
- The user may use Shadow Neck Bind at 0 AP Timing while maintaining this bind. Shadow Neck Bind does not break this bind.[lb2][/lb2]

---[lb2][/lb2]

Shadow Neck Bind - Shadow Strangulation Jutsu<i></i>[lb][/lb]
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.[lb2][/lb2]

Rank 1: Strangles a bound enemy with shadows, dealing 1490 Dmg/Rnd.[lb][/lb]
Rank 2: Strangles a bound enemy with shadows, dealing 1860 Dmg/Rnd.[lb][/lb]
Rank 3: Strangles a bound enemy with shadows, dealing 2230 Dmg/Rnd.[lb2][/lb2]

Costs:[lb][/lb]
Rank 1 Cost: 2 AP, 450 Cp to Initiate per target, 225 Cp/Rnd per target.[lb][/lb]
Rank 2 Cost: 2 AP, 560 Cp to Initiate per target, 280 Cp/Rnd per target.[lb][/lb]
Rank 3 Cost: 2 AP, 680 Cp to Initiate per target, 340 Cp/Rnd per target.[lb2][/lb2]

Notes:[lb][/lb]
- Lasts up to three rounds, then must be Reused.[lb][/lb]
- When in use, the user suffers -3 Dodge.[lb][/lb]
- Can only be used on a target effected by Shadow Possession.[lb][/lb]
- 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.[lb][/lb]
- This may only effect a target once a round.[lb2][/lb2]

---[lb2][/lb2]

Shadow Constriction - Shadow Restraining Technique<i></i>[lb][/lb]
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.[lb2][/lb2]

Rank 1: Creates 3 hands of shadows that attempt to grab a target each at -2 Accuracy.[lb][/lb]
Rank 2: Creates 4 hands of shadows that attempt to grab a target each at -1.5 Accuracy.[lb][/lb]
Rank 3: Creates 4 hands of shadows that attempt to grab a target each at -1 Accuracy.[lb2][/lb2]

Cost: 2 AP, 600 Cp to initiate, 150 Chakra/Round to maintain[lb2][/lb2]

Notes:[lb][/lb]
- 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.[lb][/lb]
- 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.[lb2][/lb2]

---[lb2][/lb2]

Displacement Shade - Activated Passive<i></i>[lb][/lb]
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.[lb2][/lb2]

Rank 1: The Nara can delay a Ninjutsu up to one round, to be used from their shadow at a later point.[lb][/lb]
Rank 2: The Nara can delay a Ninjutsu up to two rounds, to be used from their shadow at a later point.[lb][/lb]
Rank 3: The Nara can delay a Ninjutsu up to three rounds, to be used from their shadow at a later point.[lb2][/lb2]

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.[lb2][/lb2]

Cost: +20% Ap and +15% Cp per round Delayed. The amount of time delayed is chosen when using this technique.[lb2][/lb2]

Notes:[lb][/lb]
- a Jutsu must be delayed by 1 round, minimum.[lb][/lb]
- This is modded as if it costs no Ap.[lb][/lb]
- Can only be used twice per round[lb][/lb]
- Can only be used with Ninjutsu, and cannot be used with the Jutsu Creator ability.[lb][/lb]
- Delayed Ninjutsu gain +1 Accuracy per round Delayed.[lb2][/lb2]

---[lb2][/lb2]

Shadow Threads - Shadow Jutsu<i></i>[lb][/lb]
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.[lb2][/lb2]

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.[lb][/lb]
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.[lb][/lb]
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.[lb2][/lb2]

Costs:[lb][/lb]
Rank 1 Cost: 2.5 AP, 640 Cp to Initiate, 50 Cp/Rnd per thread.[lb][/lb]
Rank 2 Cost: 2.5 AP, 800 Cp to Initiate, 55 Cp/Rnd per thread.[lb][/lb]
Rank 3 Cost: 2.5 AP, 960 Cp to Initiate, 60 Cp/Rnd per thread.[lb2][/lb2]

Notes:[lb][/lb]
- This can be split against multiple targets.[lb][/lb]
- This jutsu gains all buffs applying to Ninjutsu.[lb][/lb]
- The user cannot use any jutsu other than Shadow Threads or move while maintaining the snare, losing -4 Dodge.[lb][/lb]
- 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.[lb][/lb]
- This jutsu is dispelled if the user takes damage equal to 15% their Max Hp in a round.[lb2][/lb2]

---[lb2][/lb2]

Negative Space - Shadow Genjutsu<i></i>[lb][/lb]
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.[lb2][/lb2]

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.[lb][/lb]
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.[lb2][/lb2]

Cost: 2.5 AP, 840 Cp to initiate, 280 Cp/Rnd.[lb2][/lb2]

Notes:[lb][/lb]
- Functions as a Will/Visual/Audial Genjutsu.[lb][/lb]
- May only be used on one target at a time.[lb][/lb]
- Requires a Genjutsu DC check at the start of each round.[lb][/lb]
- Should the victim succeed in a stealth check, they gain +2 Gen Save to the next round's Genjutsu check.[lb2][/lb2]

---[lb2][/lb2]

Shadow Dimension - Shadow Void Jutsu<i></i>[lb][/lb]
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.[lb2][/lb2]

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.[lb][/lb]
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.[lb2][/lb2]

Costs:[lb][/lb]
Rank 1: 3 AP, 2200 chakra to initiate, 1050 Cp/Rnd to maintain.[lb][/lb]
Rank 2: 3 AP, 2750 chakra to initiate, 1300 CP/Rnd to maintain.[lb2][/lb2]

Notes:[lb][/lb]
- This jutsu ends immediately once the user is knocked out.[lb][/lb]
- Shadow damage uses Ninjutsu Accuracy, and can be increased by Ninjutsu Buffs.[lb][/lb]
- Attempting to exit or enter the shadow dome requires a ninjutsu Check against the user.[/fontsize]
[lb2][/lb2][/td]

[td=20,1]
Temporal Strider
[fontsize="12"]Temporal Striders are born seemingly apart from the world at large, unaffected by the force of time itself and thus able to manipulate it. They are ancient and burning, walk in forever, and see the turn of the universe...so the legends say. While even they cannot affect the strict past or the fluid future, they can work the lower levels of time directly around them, and move in it as though it were space due to their greater understanding of it than most possess.[lb2][/lb2]

Important: There is no actual time travel involved in this CA. All effects of it are simply perceptual, and the users of it call it time warping to retain the mystique. Genuine time travel or distortion by people who have this CA will not be tolerated.[lb2][/lb2]

Ripple Effect<i></i> - Dependent Special Move (2 points)[lb][/lb]
The rate at which a jutsu is cast and dispelled is variable to a Strider, allowing them to have it break up and attack multiple targets over several rounds, or even the same target over time.[lb][/lb]
Effect: Any Ninjutsu can be split in damage in up to four pieces (multiple hit Ninjutsu can instead be split into however many hits there are.) Each piece can be set to strike a target up to three rounds in the future. Pieces set to strike during the next round or afterwards receive a +2 accuracy bonus. This cannot be done more than once per round, and no more than two jutsu can be aimed at a single target this way at a time. (Added jutsu can be cast at the same target once previously cast jutsu have reappeared.)[lb2][/lb2]

Delayed Action<i></i> - Dependent Special Move (2 points)[lb][/lb]
Time being like so much liquid to a Strider, then can easily throw their chakra forwards in it to form into its essence later--even controlling where and when it appears.[lb][/lb]
Effect: Any Ninjutsu can be cast into the future by up to three rounds (1 Round minimum), gaining a +3 accuracy bonus. Ninjutsu cast in this manner are modded at the beginning of the round they are cast into. This cannot be done more than once per round, and no more than two jutsu can be aimed at a single target this way at a time. (Added jutsu can be cast at the same target once previously cast jutsu have reappeared.)[lb2][/lb2]

Wait Reaction<i></i> - Modification (2 points)[lb][/lb]
Restriction- Requires Body Switch[lb][/lb]
Every so often, a Strider's knowledge gives them the ability to predict their opponent's next action and formulate an effective counter to it. If they are successful, they could gain a significant advantage.[lb][/lb]
Effect: When Body Switch is used to successfully dodge an incoming attack the user may follow up with a Ninjutsu or Taijutsu at +3 Accuracy as an immediate action. Wait Reaction may only be triggered three times per battle.[lb][/lb]
Note: An attack being made with Wait Reaction is considered independent of attacks which are being combo'd together and has priority over them to occur immediately following the attack which was dodged.[lb2][/lb2]

Threads of Fate<i></i> - Dependent Special Move (2 points)[lb][/lb]
Restriction- Requires one binding jutsu[lb][/lb]
A Strider knows their incoming reactions better than anyone's, and can possess the ability to distort the perception of their opponent when they know what is coming. It is said that they move fate itself to temporarily alter their target's view of the world.[lb][/lb]
Effect: Warps the target's sight to make it look like the user is standing still before a binding jutsu is cast. Lasts for 2 AP before the bind is cast. During that time, the target has -3 dodge and -3 accuracy against the user, including versus the bind itself. Acts as a Visual Genjutsu. When tagged to the front of a bind, increases the cost by 1.5x.[lb2][/lb2]

Spellweave<i></i> - Dependent Special Move (2 points)[lb][/lb]
To most, multi-hitting jutsu occur rapidly, but not simultaneously. To the Strider, however, such fragments of time are mutable, and subject to their whim, allowing them to weave such pieces together and make them appear to be fired all at once.[lb][/lb]
Effect: Converts a Multi-hit Jutsu into a single-hit one; all strikes would hit simultaneously using the same check. Any limits or restrictions apply normally (Such as only 'x' strikes being capable of hitting.)[lb2][/lb2]

Temporal Step<i></i> - Independent Special Move (3 points)
[lb][/lb]
Restriction- C Rank and up[lb][/lb]
The Strider possesses the skills to not only look through time, but to temporarily step out of it as well, rendering them resistant to most normal forms of harm aimed at them and allowing them an unclouded perception on the battle they are in.[lb][/lb]
Effect: The user makes a step out of time for the duration of one round. During this round, the user cannot be affected by Genjutsu, and any Genjutsu which they are under are temporarily ignored for the duration, though are still active. They also gain 10% damage reduction against all Ninjutsu and Taijutsu, and cannot be KOed while out of time, though if they take sufficient damage they will be knocked out when they phase back into normal space-time. Genjutsu cannot be cast in this state, however, and any Ninjutsu and Taijutsu cast require an additional 10% CP cost. This is treated as a free action and may be done every other round.[lb2][/lb2]

Danger Sense<i></i> - Passive (2 points)[lb][/lb]
A Temporal Strider occasionally experiences flashes of what is to come during battle. These precognitive flashes of insight allow them to more effectively predict and evade an opponent's attack before the attack is even performed.[lb][/lb]
Effect: +10% Auto-Dodge[lb2][/lb2]

Secondary Echo<i></i> - Independent Special Move (2 points)[lb][/lb]
Restriction- C Rank and up.[lb][/lb]
A Strider dislikes wasted time more than perhaps anyone else. So when their own time is wasted by a jutsu missing when cast, they simply pull it out of the past rather than waste time casting it again.[lb][/lb]
Effect: User may pull any Ninjutsu they cast the previous round that missed entirely to be redirected at the same target again or a new target. Costs 15% of the CP the jutsu originally took to cast and the same AP initially used, but only does 80% the original damage it would have. May only be used once per round.[lb2][/lb2]

Hasted Steps<i></i> - Chakra Style (2 points)[lb][/lb]
The term "speed kills" is the mission statement of the Temporal Strider. By increasing their chakra output, they can cause all of their actions to quicken.
Effect: While in this style up to two actions per round may be "accelerated" for no additional cost. An "accelerated" attack is modded as being 1 AP faster than it's base AP cost. All jutsu cast by the user cost 5% additional CP.[lb][/lb]
Note:<I> "Acceleration" may be applied twice to a single attack to cause it to be modded as being 2 AP faster but this spends both of the user's "accelerated" actions for the round.[lb2][/lb2]

Walk the Aeons<i></i> - Boost (1 point)[lb][/lb]
Restriction- Can be purchased up to three times[lb][/lb]
A Strider has it within their power to comprehend time on many different levels, allowing them to move with precision that few can comprehend. Their movements through time can often be tricky for others to follow.[lb][/lb]
Effect: +1 dodge.[lb2][/lb2]

Renewal<i></i> - Independent Special Move (3 points)[lb][/lb]
Restriction- C Rank and up.[lb][/lb]
Sometimes, the Strider does not like what the last few seconds did to them. So they undo it, at least for themselves and whatever hit them. It can be quite the baffling sight to those unsure what just happened.[lb][/lb]
Effect: Negates the effects of the last jutsu to hit the user. This includes all damage, debuffs, bleed increase, chakra loss, bindings, poisoning, and sealing. Can only be used three times per battle.[lb2][/lb2]

Temporal Strike<i></i> - Passive (1 point)[lb][/lb]
A well-aimed hit from a Strider has the capacity to knock their opponent just slightly out of time. Not accustomed to this shift in perception, the target tends to suffer from it.[lb][/lb]
Effect: All the user's Ninjutsu have a 20% chance to inflict a -.5 accuracy/dodge penalty on those they hit, stacking up to four times on the same target. The effect lasts for two rounds. Does not effect other Temporal Striders.[lb2][/lb2]

Flow of Time<i></i> - Dependent Special Move (2 points)[lb][/lb]
The smart Strider is able to regain control of their jutsu after they have been cast, as though they just used them. Upon a failure to hit, they are able to redirect the jutsu to come back for another shot--though if they don't prepare when casting the jutsu this chance is lost.[lb][/lb]
Effect: By adding +25% CP cost to the base cost of a jutsu, the user may allow that jutsu a second chance to strike at -2 Accuracy/DC. This attack may only deal 40% Damage. All secondary effect chances are reduced 1/2. This may be done once per round and up to three times per battle.[lb2][/lb2]

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

Rank 1: For the duration of one full round the user may select any two actions which require them to roll a d20 and roll an additional d20, taking the result which favors the user more and discarding the other one.[lb][/lb]
Rank 2: For the duration of one full round the user may select any four actions which require them to roll a d20 and roll an additional d20, taking the result which favors the user more and discarding the other one.[lb2][/lb2]

Rank 1 Cost: 3 AP and 2,500 CP[lb][/lb]
Rank 2 Cost: 3 AP and 3125 CP[lb2][/lb2]

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

[td=20,1]
Chimera
Chimera<i></i>[lb][/lb]
CH.jpg
[lb][/lb]
Many shinobi, during the course of their lifetimes, can be said to have mastered their own bloodline or core ability. Fewer can be said to have had the opportunity to do it with more than one; of those, only the Chimera manage it simultaneously, with their own natural bodies. There are many ways to achieve the path of the Chimera, masters of the most natural and innate of the ninja arts, but few ever manage to carry themselves fully along this difficult path to become true masters of their own powers as well as those they have absorbed, through ill means or no, those they were not born or raised to. Indeed, even for those who do, such arts prove positively exhausting, taxing them far more than do the earthly exploits of mere mortals...[lb2][/lb2]

Kinjutsu Table[lb2][/lb2]

Information[lb][/lb]
Prerequisites: B-Rank, one fully mastered BL/CA[lb2][/lb2]

Effects:
  • The user gains the ability to integrate up to two additional BL/CA into themselves for use in full. This may be done by an application of at least 1000 words, once per month. The user is allowed their first additional BL/CA immediately after obtaining the Kinjutsu, if they so choose.
    • Any of the user's BL/CA may be dropped when a new one is picked up if they so choose. A Chimera cannot retain any techniques from a dropped table on their customized BL/CA.
    [lb][/lb]
  • From these BL/CA, the user constructs their own Bloodline or Core Ability for use during battle. This BL/CA can be altered in the user's dojo at any point outside of battle, with skills selected to be active to fill the BL/CA structure. The user can also swap between using a BL/CA structure at will. (Exact specifications and conversions of techniques between BL and CA in spoiler.)
[lb][/lb]

[spoilername="Notes"]
  • Bloodlines are constructed out of 10 different skills, arrayed on a standard BL chart and split into ranks. (Example.) As most CA skills cannot be split into ranks, CA skills other than Boosts would simply take up the normal space on a BL table anyway.[lb][/lb]
  • Core Abilities are constructed out of 30 points worth of skills, 20 of which the user has access to at any given time. A Chimera Core Ability user can swap between active and inactive skills on their full table through the same method a normal Core Ability user can. (See here, the spoiler tab labeled Training Your Core Ability.)[lb][/lb]
  • Skills convert between BL and CA as follows:[lb][/lb]
    • Bloodline Passives = Core Ability Passives/Boosts/Ability Modifications[lb][/lb]
    • Bloodline Activated Passives, Styles, and Non-Final Jutsu = Core Ability Special Moves, Styles, and Jutsu Modifications[lb][/lb]
    • Bloodline Final Jutsu = Core Ability Final Jutsu[lb][/lb]
    • All Bloodline Passives and Activated Passives cost 1 CA point per rank, to 3 ranks, but the full version must be on the customized table.[lb][/lb]
    • Other Bloodline skills whose final rank is attained before 1200 PL cost 2 CA points.[lb][/lb]
    • Other Bloodline skills whose final rank is attained after 1200 PL cost 3 CA points.[lb][/lb]
    • Final BL jutsu cost 2 CA points for the final rank, like CA final jutsu. If the user wishes to use a rank 1 or 2 BL final jutsu, they will only cost 1 CA point, but the full version must be on the customized table.
    [lb][/lb]
  • Customized tables must not have more than four Passive-type skills (as defined above). They also must have one single Final Jutsu, but no more than that.
[/spoilername][lb2][/lb2]

  • The Chimera can alter which skills from their 3 BL/CA tables are on their Chimera BL/CA every two weeks. [lb][/lb]
  • The Chimera's secondary cap buff limits are set to a maximum of +6, and their buff limits to +30%.[lb][/lb]
    • Skills and abilities that raise a secondary stat in a class (such as Cursed Seals) count against this limit for the amount of the difference between the two class levels. (A capped player raising a secondary from Average to High would have that counted as +4 against their limit of +6.)
[lb2][/lb2]

Notes:[lb][/lb]
- A 'fully mastered' BL/CA is considered to be the full Bloodline table unlocked, or access to 20 CA points regardless of whether they have all been used or not.
[lb2][/lb2]

Arcane Knowledge<i></i> - Kinjutsu Ability[lb][/lb]
laPa1OE.png
[lb][/lb]
Their own bloodline and core ability techniques are a Chimera's bread and butter--both those they hold themselves natively and those they have absorbed through their own means. It should be of no surprise that the Chimera is able to use these skills with an extreme efficiency that few others may match.[lb2][/lb2]

Information[lb][/lb]
Prerequisites: Chimera[lb2][/lb2]

Effect: All Independent Special Moves and Activated Passives cost -15% CP to activate and maintain. All Dependent Special Moves and Modifications to Jutsu that cost additional CP have their additional CP cost reduced by 10%. All BL/CA jutsu have their CP costs reduced by 10%.[lb2][/lb2]

Notes:[lb][/lb]
- Does not take an ability slot.[lb][/lb]
- This only applies to basic BL/CA skills, not ones taken by Mystical Replication, Genetic Implant, or Sacrificial Rite.
[lb2][/lb2]

Genetic Implant - Kinjutsu Ability[lb][/lb]
BSYc320.png
[lb][/lb]
While the Chimera certainly have the ability to absorb the capabilities of others, not every attempt is something that they have complete control over. At times, there are some attempts where they end up capable of only drawing out a small part of a particular bloodline, or only a single technique from a particular skill. Fortunately, their unique physiology is very forgiving, and they are rarely left worse than they started.[lb2][/lb2]

Information[lb][/lb]
Prerequisites: Chimera[lb2][/lb2]

Effect:[lb][/lb]
- The user chooses up to 3 Special Moves or Jutsu from any BL/CA that is not one of their 3 BL/CA (these do not have to all be from the same BL/CA). These must be stated in the user's Dojo, and require a 300 word RP to activate. These may be swapped following the same rules as learning/unlearning abilities.[lb][/lb]
- Each of these chosen skills may be used as normal, but have a cooldown of two full rounds. Additionally, if any of these skills have a duration longer than one round, it is reduced to only one round.[lb2][/lb2]

Note:[lb][/lb]
- Does not take an ability slot.[lb][/lb]
- Special Moves/Jutsu that require other BL/CA skills as a prerequisite to be used are ignored (such as Uchiha's Tsukiyomi requiring Mangekyou Sharingan). [lb][/lb]
- Cannot choose the final Jutsu of a BL/CA. Cannot choose a technique belonging to one of their BL/CAs. [lb][/lb]
- The user may skip the RP to learn the technique if it is one they have copied in battle with Mystical Replication or Sacrificial Rite and retained until the end of the battle.
[lb2][/lb2]

<U>Mystical Replication<i></i> - B-Rank Ninjutsu[lb][/lb]
vzC02z9.png
[lb][/lb]
Considered by some Chimera to be their quintessential skill, a lesser, quicker replica of the means through which they may siphon a whole set of techniques from others. By simply touching the skin of living being, the Chimera can directly absorb and copy aspects of a target and both understand and use them immediately. However, though very convenient, this method does not allow the Chimera to retain the copied aspects of the victim indefinitely, generally fading away shortly after use. [lb2][/lb2]

Information[lb][/lb]
Prerequisites: Chimera, B-Rank[lb2][/lb2]

Rank 1: Allows the Chimera to reflexively copy a single BL/CA Special Move or Jutsu from a target for their own use. If the technique is one that targets the user, they must make a check against the caster at -2; if the technique does not have a target or is targeting someone else, the check is made at -1. Each copied technique may only be used twice in battle before being used up. The user may not dodge or resist the technique they are attempting to copy if it is aimed at them.[lb][/lb]
Mastered: Allows the Chimera to reflexively copy a single BL/CA Special Move, Jutsu, or Modification to a jutsu from a target for their own use. If the technique is one that targets the user, they must make a check against the caster at -1; if the technique does not have a target or is targeting someone else, the check is made at +0. Each copied technique may only be used three times in battle before being used up. The user may dodge or resist the technique they are attempting to copy if it is aimed at them, but at a penalty of -2.[lb2][/lb2]

Rank 1 Cost: 1.5 AP to initiate, 2% Max CP[lb][/lb]
Mastered Cost: 1.5 AP to initiate, 2.5% Max CP[lb2][/lb2]

Notes:[lb][/lb]
- This does not require handseals, and may use any accuracy type the user desires.[lb][/lb]
- The user may only copy two BL/CA skills at a time, if this is used again the first skill is overwritten.[lb][/lb]
- This technique is not considered to be any element Ninjutsu, regardless of if the user possesses techniques that modify what element techniques are, and cannot be used with Affinity Moves.[lb][/lb]
- This skill cannot be one they have already, and may only be a Special Move/Jutsu/Modification for a jutsu effect. For a Modification to be chosen, the user must have the skill it is modifying.[lb][/lb]
- The user must pay all associated costs in order to use copied techniques, with the exception of any unique costs that are a part of the BL/CA itself (such as a Hachiashi's Mucus Pool). Any BL/CA prerequisite for this stolen skill is not applied to the user. [lb][/lb]
- If the user has any copied skills still left with uses at the end of the battle, they may make them one of their Genetic Implant skills.
[lb2][/lb2]

Radiant Aura<i></i> - B-Rank Ninjutsu[lb][/lb]
fMhhYgc.png
[lb][/lb]
A halo of light that surrounds a Chimera...is only apparent to those with the correct kind of extra senses. Certainly though, it is there, and one should not mistake this aura for any kind of inefficiency or runoff of wasted chakra. It is instead an indicator of a talent they have taken upon themselves to counter the rapid drain of their life's energy through use of other techniques, to instead supplement themselves even as they fight.[lb2][/lb2]

Information[lb][/lb]
Prerequisites: Chimera[lb][/lb]

Rank 1: The user selects a single target and makes a check against them at -1. If the user succeeds, the victim's CP modifier is lowered by -3 for the rest of the battle. The user gains this CP modifier for themselves, with their current and maximum CP increased by the amount stolen from the victim. [lb][/lb]
Mastered: The user selects a single target and makes a check against them at +0. If the user succeeds, the victim's CP modifier is lowered by -5 for the rest of the battle. The user gains this CP modifier for themselves, with their current and maximum CP increased by the amount stolen from the victim. [lb2][/lb2]

Special Action - Aura Break: Instead of gaining the victim's CP and CP modifier, the user may sacrifice it in order to enable them to freely activate a single Passive, Activated Passive, Boost,, Modification to an ability, or Style from one of their inactive BL/CA. This technique remains active for the user for the rest of the battle, or can be swapped out for another of its type as per normal Chimera rules.[lb2][/lb2]

Rank 1 Cost: 2.5 AP, 2% Max CP[lb][/lb]
Mastered Cost: 2.5 AP, 2.5% Max CP[lb2][/lb2]

Notes:[lb][/lb]
- This does not require handseals, and may use any type of accuracy check the user desires.[lb][/lb]
- This technique is not considered to be any element Ninjutsu, regardless of if the user possesses techniques that modify what element techniques are, and cannot be used with Affinity Moves.[lb][/lb]
- This technique may only be used once per target per battle.
[lb2][/lb2]

Sacrificial Rite<i></i> - A-Rank Ninjutsu[lb][/lb]
OBUepxu.png
[lb][/lb]
Those who are not Chimera exist as only one thing of use to the Chimera in battle: a means to elevate the level of their own perfection. There is no better way, in their mind, to stomp down the boot of their own superiority on the head of their opponent than to remove their use of those techniques the Chimera considers most core and useful to one's being and using that energy to augment the Chimera's own. This technique may seem somewhat limited and expensive, and indeed it is, but it is also a potential game changer should the Chimera apply it at the correct time. The loss of their own innate talents, even temporarily, can indeed throw off the battle rhythm of even the most skilled ninja.[lb2][/lb2]

Information[lb][/lb]
Prerequisites: Chimera, A-Rank[lb2][/lb2]

Rank 1: The Chimera selects one target in battle and targets them at -2 for a check. If this check succeeds, a single random Passive, Activated Passive, Boost, or Modification to an ability on the victim's BL/CA is Sacrificed, disabling them for one full round. The Chimera gains that technique for the rest of the round. At the end of the round, the user may choose whether to discard the Sacrificed technique or have it replace one of the skills in their pool for Avatar of Divinity, if they possess it. [lb][/lb]
Mastered: The Chimera selects one target in battle and targets them at +0 for a check. If this check succeeds, a single random Passive, Activated Passive, Boost, Style, or Modification to an ability on the victim's BL/CA is Sacrificed, disabling them for one full round. The Chimera gains that technique for the rest of the round. At the end of the round, the user may choose whether to discard the Sacrificed technique or have it replace one of the skills in their pool for Avatar of Divinity, if they possess it. [lb2][/lb2]

Rank 1 Cost: 3 AP and 7% Max CP[lb][/lb]
Mastered Cost: 3 AP and 8% Max CP[lb2][/lb2]

Notes:[lb][/lb]
- This does not require handseals, and may use any accuracy type check the user desires.[lb][/lb]
- This technique is not considered to be any element Ninjutsu, regardless of if the user possesses techniques that modify what element techniques are, and cannot be used with Affinity Moves.[lb][/lb]
- If the user lacks the Ability a victim's Modification is based on, that Modification is excluded from the pool of potential Sacrificed skills.[lb][/lb]
- If the target is maintaining any BL/CA technique that is disabled when this technique succeeds upon them, that technique automatically fails.[lb][/lb]
- The victim is still capable of using other BL/CA techniques that would otherwise rely on the Sacrificed technique as a prerequisite.[lb][/lb]
- Cannot succeed more than once per round.[lb][/lb]
- Sacrificed techniques may be chosen for the user's Genetic Implant after the battle is over, provided they were not discarded.
[lb2][/lb2]

Avatar of Divinity<i></i> - S-Rank Ninjutsu[lb][/lb]
CH6.jpg
[lb][/lb]
The true final form of the Chimera, a dangerous battle form that allows them to unleash all of their limiters and tap into the power they believe to be their right. No longer is it difficult in any way to see the near-blinding shine emanating from their skin; an Avatar-state Chimera positively glows with power. Their powers in this state seem to be borderline unbelievable, the capabilities and techniques earned through absorbing the abilities passed down and honed by generations of shinobi becoming little more than party tricks in the seemingly infinite repertoire of skills. However, this increase surge to all their abilities rapidly drains their vitality, and could leave them in a dangerous situation.[lb2][/lb2]

Information[lb][/lb]
Prerequisites: Chimera, S-Rank, All other Chimera techniques Mastered[lb2][/lb2]

Mastered: The user is able to activate up to six pre-chosen skills from their pool of BL/CA skills. These skills will remain available and active as long as this technique is maintained. Additionally, upon activation of this technique, cooldowns on all of the user's BL/CA techniques (including those in Genetic Implant) are reset, allowing their immediate usage again.[lb2][/lb2]

Cost: 4 AP and 10% Max CP/Rnd to initiate, 4% Max CP and 4% Max HP/Rnd to maintain[lb2][/lb2]

Notes:[lb][/lb]
- This does not require handseals.[lb][/lb]
- Skills are chosen and selected in the user's Dojo thread while the user is not in a fight. These skills can be any from their BL/CA that they are not already actively using. (BL/CA techniques in the user's full Chimera CA table but not among the user's activated 20 points may be chosen.) The user may not select extra Passives, Activated Passives, Boosts, or Modifications to Abilities for their Avatar of Divinity pool. [lb][/lb]
- This technique is not considered to be any element Ninjutsu, regardless of if the user possesses techniques that modify what element techniques are, and cannot be used with Affinity Moves.
<i>
</i>[lb][/lb][/td]
[/table]
 

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