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 Shizukesa

CHARACTER INFO


NAME
Nara Shizukesa​

AGE
22​

DESCRIPTION
Shizukesa would be considered handsome by some, his young face and yellow eyes a stark contrast to the white messy hair, and chin beard that are white. His hair has turned white since a young age, and he throws it into any shape and the headband keeps it from his eyes most days. His clothes are normally black, with the orange colors from his family over the top, while coming in at six feet, his body is muscular and well-trained, giving him sometimes an intimidating appearance. Though he is normally seen walking with a smile and a pleasant open approachable appearance during his daily tasks.

PERSONALITY
Like most Nara he shows a great mental fortitude, always planning and looking for advantages. He comes into every situation with an almost cool and calculating mindset on the task. Focused on what is required, and the highest chance to succeed at that. Shizukesa is considered to be calculating, cunning, and driven when required. But his flip side allows him to be a joker, kind and comforting to those that need it. With his duty and his work with those who break the law, he shows resentment and even disgust towards them. Never quick to temper he gives off a calming and peaceful aura to others that meet him.

HISTORY
Shizukesa was born into a part of the Nara Clan within Leaf, from a young age his parents watched over his tutelage with keen eyes and began to work on his mental fortitude as well as going into strategy lessons early to make sure that he developed his mind first, since that young age he had become a master of strategy into his teenage years, understanding and developing his mind to consider multiple outcomes in any situation and begin his training to become a Shinobi inside of the village. His path was always set for him, and he had no other options for his life this was the structure that had been set out for him.

As he came into his teenage years, he finally unlocked his abilities within the clan, though it started off small, he would find it easier to prepare himself before training spars, plan and prepare different tactics, and put them to use, He was able to master multiple forms of strategy games, and allowed himself to beat even older opponents under the study of tutors. It wasn't until he was enrolled in the Academy that his true gifts started to show to his other classmates.

Learning Ninjutsu, Shizukesa found that he was able to change the elements of fire and water, bringing them into control of shadow Jutsu, and finding it easier to work with these elements, it showed his developing bond with the Nara family and his abilities over time only grew until he was moved from the Academy, and into the ranks of the Main Branch. His aptitude and mental abilities forced him up the ranks with speed, until with events that transpired he was offered the position of Head Jounin within the branch, to service and assist the village with the day-to-day tasks of the branch.
 
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CLASS
Shadow Dancer
HP: (50+15) x 600 = 39,000
CP: (40+15) x 600 = 33,000
Class Bonus: Kinjutsu, +1 Accuracy
High: Ninjutsu Accuracy, Genjutsu DC
Average: Evasion, Genjutsu Save
Low: Ranged Accuracy, Melee Accuracy
STATS
Agility: 600/600
Stamina: 600/600
Taijutsu: 600/600
Ninjutsu: 600/600
Genjutsu: 600/600
Chakra Control: 600%/600%
PL: 3600/3600
Bloodline
Nara
Nara.png

A rather unique clan, those of the Nara clan are gifted with unique mental traits that surpass most other shinobi; their uncanny Intelligence and their affinity to shadows. The Nara are undeniably some of the sharpest geniuses in the world, their minds thinking both swiftly and possessing the ability to outthink multiple opponents at once. Each possesses the ability to use specialized techniques that involve manipulating the shadows of themselves and their environment to a variety of advantageous effects.

084 PL - Nara Strategy (Rank 1), Shadow Bend (Rank 1)
168 PL - Shadow Tactics (Rank 1)
252 PL - Encroaching Shadows (Rank 1)
336 PL - Shadow Tactics (Rank 2)
420 PL - Nara Strategy (Rank 2), Shadow Possession (Rank 1)
504 PL - Shadow Bend 2 (Rank 2)
588 PL - Shadow Tactics (Rank 3), Encroaching Shadows (Rank 2)
672 PL - Nara Strategy (Rank 3), Shadow Possession (Rank 2)
756 PL - Encroaching Shadows (Rank 3)
840 PL - Shadow Bend (Rank 3), Shadow Possession (Rank 3)

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Nara Strategy - Passive
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.
Rank 1/2/3: The Nara gains the Strategy ability for free. They also get +0/+1/+2 Prepared slots.

Notes:
  • Strategy does not count towards the ability limit.

---

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 1/2/3: May convert Fire and Water Techniques into Shadow Techniques at +20%/10%/0% CP cost. Shadow Techniques gain +5/10%/15% chance of being a Sneak Attack.

Notes:
  • The User automatically has access to the Shadow element.

---

Shadow Tactics - Bloodline Style
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.
Rank 1/2/3: The user gains the following bonuses dependent on the battlefield’s Visibility and the styles rank. Rank 1 the user gains bonuses at Bright and Average, Rank 2 unlocks Dim and Dark, and Rank 3 they gain access to Pitch Black.
  • [Bright] +2 accuracy
  • [Average] +1 accuracy/-5% cp cost to shadow techniques,
  • [Dim] -10% CP cost to shadow techniques.
  • [Dark] +1 accuracy/-15% cp cost to shadow techniques.
  • [Pitch Black] May convert any shadow technique into an AoE targeting up to 3 targets for -20% base damage.

Cost: 0.5AP
Notes:
  • If the user possesses the ability Stalker the visibility will count as one higher in the users favor for the purposes of this style.
  • Counts either as Chakra or Physical Style. Must be declared upon entering.
  • Each rank of the style grants access to the bonuses granted from the rank before.

---

Encroaching Shadows - Shadow Ninjutsu
With this technique, members of the Nara Bloodline literally call the shadows to them, gathering them on the field of battle, cloaking opponents in unnatural darkness.
Rank 1/2/3: When the user uses a Shadow Technique, the visibility of the battlefield is lowered by 1 step for 2/3/5 seconds.. Further use of Shadow Techniques increases the effect by 1 step and resets the duration. The visibility will then slowly return to normal, moving back up a step every 2 seconds. While this Technique is maintained the user receives -5% CP Cost when the Visibility is Dim, -10% when Visibility is Dark and -15% when Visibility is Pitch Black.

Cost: 1.5 AP 360 CP, 180 CP/rnd
Notes:
  • This is a Terrain Technique.
  • Visibility lowers by one step per Shadow Technique.
  • May be Maintained for 30 seconds.

---

Shadow Possession - Shadow Ninjutsu
A unique technique in which the Nara are capable of manipulating their own shadow’s size and shape in an attempt to bind themselves to their target by connecting their shadows. The shadow moves slowly, often requiring the Nara to make a quick diversion to use this successfully.
Rank 1/2/3: Attempts to restrain up to 1/2/3 targets at -3/-2/-1 Accuracy. Successfully restrained targets take 540/700/840 Elemental Damage and have -3 Dodge. At Rank 3, the special action can be used.

Special action - Shadow Bind: The user may spend 0.5 AP per target to bind the target. This replaces the effects of Shadow Possession.

Cost: 2 AP, 775 CP, 390 CP/rnd.
Notes:
  • This technique suffers -1 Accuracy for each target after the first.
  • Shadow Bind special action can only be used after successfully hitting a target with Shadow Possession
  • Shadow Bind special action is a Physical Bind
  • While bound by Shadow Bind special action, for every 1.5 AP spent, the victim has a 15% chance to escape the bind
  • While maintaining the Shadow Bind special action, if the user uses a Non-Nara bloodline technique, then this bind is broken (with the victim receiving -3 Dodge if it is an attack)
  • If the user takes more than 15% of their Max HP as damage from one attack then this Technique ends.

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Obtenebration
Obtenebration Nara manipulate the environment around them to their advantage, taking what shadows are around themselves or an opponent, and using them to always have the advantage. The Obtenebration Nara’s ultimate expression of this is their fabled Shadow Dimension Technique, creating their own battlefield that obey their very whims..
924 PL - Displacement Shade (Rank 1), Shadow Constriction (Rank 1)
1008 PL - Cloaked Attacks (Rank 1)
1092 PL - Shadow Constriction (Rank 2)
1176 PL - Displacement Shade (Rank 2), Cloaked Attacks (Rank 2)
1260 PL - Shadow Neck Bind (Rank 1)
1344 PL - Displacement Shade (Rank 3), Shadow Constriction (Rank 3)
1428 PL - Shadow Neck Bind (Rank 2),
1512 PL - Shadow Dimension (Rank 1)
1596 PL - Cloaked Attacks (Rank 3)
1680 PL - Shadow Neck Bind (Rank 3), Shadow Dimension (Rank 2)
1764 PL - Shadow Dimension (Rank 3)

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Displacement Shade - Passive
The Obtenebration Nara clansmen have become proficient enough with their special affinity to shadows, that through careful manipulation of their chakra, they can emulate the effect of their own techniques through their shades and strike literally from the shadows. It is rumored that the Obtenebration Nara can even possess the shadows of the enemy and turn them against them.
Rank 1/2/3: The user can delay a Ninjutsu Technique up to 5/10/15 seconds, to be used from their shadow at a later point.
Special Action - Shadows Pocket: The user can use the technique from the target’s shadow. Shadow Techniques used this way are sneak attacks. Non-Shadow Techniques have a 30/40/50% chance of being a sneak attack. This increases the cost by +20% CP.

Cost: AP cost of Technique and +15% CP.

Notes:
  • This has the same timing as casting the displaced ninjutsu (this does not add additional timing)
  • Requires 5 second cooldown after use.
  • The user chooses the timing for the displaced technique upon use of Displacement Shade
  • Delayed Ninjutsu gain +1 Accuracy per 5 seconds delayed.

---

Cloaked Attacks - Passive
Shadows can be distracting, even more so when manipulated by Obtenebration Nara. These distractions can cause even the most astute of opponents to be caught off guard and unaware.
Rank 1/2/3: Whenever the user uses a Shadow Technique, the next Non-Shadow Technique gains a +10%/+15%/+20% chance to be a sneak attack. This resets upon successful Non-Shadow Technique sneak attack.

---

Shadow Constriction - Shadow Ninjutsu
An advanced form of Shadow Possession, this Technique allows Obtenebration Nara to separate their shadows from solid surfaces, launching through the air after their opponents and constricting those caught with vice like darkness.
Rank 1/2/3: Attempts to attack a target 4 times at -2/1/+0 Accuracy dealing 550/650/750 Elemental Damage and inflicting -1 Dodge.

Special Action - Shadow Hold If all 4 attacks hit, the user can reflexively follow this jutsu up with Shadow Possession special action Shadow Bind at +1 accuracy.

Cost: 2.5 AP 675 CP 340 CP/rnd

Notes:
  • Each successful attack after the first lowers the opponents dodge by a further -1, capping at -3 Dodge.
  • This technique may be maintained but the initial damage only occurs once.
  • The Shadow Hold special action does not count as a combo.
  • This Technique may be maintained for a maximum of 30 Seconds.

---

Shadow Neck Bind - Shadow Ninjutsu
The Obtenebration Nara are no mere shinobi, and have mastered Shadow Techniques to the point that a bound enemy is completely at their mercy.
Rank 1/2/3: The user can cause a bound target to take 1000/1250/1500 Elemental Damage per round.

Special Action - Hands of Darkness: If the target is already under the effect of Shadow Possession’s special action Shadow Bind, the user can spend +20% CP to make the first check of Shadow Neck Bind into a sneak attack.

Cost:2.5 AP and 1095 CP, 550 CP/rnd.

Notes:
  • This may be maintained for a maximum of 30 seconds.
  • This technique does not break binds.
  • Requires 10 second cooldown after use.
  • Damage ticks at the time of application, and at the start of each round while maintained.

---

Shadow Dimension - Shadow Ninjutsu
The ultimate technique of the Obtenebration Nara. They draw forth all shadows in the area, then begin to form a black dome that rapidly expands to cover the area. 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 Obtenebration Nara's whims.
Rank 1/2/3: Creates an arena that can target up to 3 targets. While within the Shadow Dimension the following affects apply.
  • The user gains +0/+1/+2 Accuracy.
  • The targets take 1000/1500/2000 Damage per 10 seconds.
  • Within the Shadow Dimension the Visibility counts as Dim/Dark/Pitch Black.
  • The user may attempt to enter stealth for 0 AP once per 10 seconds.

Cost: 3 AP and 3300 CP, 1650 CP/rnd.

Note:
  • This is an Arena Technique
  • The user and the targets within cannot interact, or be interacted with, in any way with those outside of the Shadow Dimension Technique.
  • Attempts to enter/exit the Shadow Dimension cost 2 AP, making a Ninjutsu check against the User.

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KINJUTSU

Jinchuuriki
JN.jpg

There are many forces beyond human in this world, and many of these forces do not have a corporeal form. Sometimes, these forces will choose to align themselves with a single human, or otherwise be sealed into them. This is not always voluntary on either part. It does, however, grant great power to the human host based on their spirit's abilities. This power comes at a cost, taxing the life force of the user with use. Jinchuuriki in the past have been known to win intense battles by giving their all, and then collapse immediately thereafter. One thing is for sure, however. The Jinchuuriki is a powerful ally for whoever befriends them--or a weapon for whoever controls them.

Kinjutsu TableInformation
Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank, Chosen Element Minored

Effects
- When applying for this Kinjutsu, the user chooses any Base or Advanced element of Ninjutsu to be the affinity of their possessing spirit. This element may not be changed while the user retains the Kinjutsu.
- The user also chooses, upon application, their inner spirit's Alignment, whether it be Holy, Cursed, or Spiritual. All of their Jinchuuriki techniques are treated as this Alignment. The user is treated as their Alignment when using the Elemental Manifestation ability, and all of their chosen element attacks in that state are as well.
- When the user casts Ninjutsu of their chosen element, they do not require handseals. (This does not apply to Advanced Elements using the chosen element as a base, if the user chooses a base element.) They are also treated as having a Major Affinity to this element regardless of the number of jutsu they have in it. If an Advanced Element is chosen, this element will not count towards their 'Advanced Element' slots.
- All Jinchuuriki techniques do not require handseals, and are treated as their chosen element. However, they still cannot be used with Affinity Moves.

Note:
- Unlike the series, this Kinjutsu refers to demons and spirits in general, not Bijuu. While this spirit can be made freely, this spirit cannot be a tailed beast in any way or form. Expect an Auto-denial if you mention any form of Bijuu with this.

Aura Strike - Kinjutsu Ability
ElqPJjL.png

The elemental energy that suffuses a Jinchuuriki lends itself strongly to their every movement, colouring how they attack. This energy can be channeled into attacks that other ninja would have to perform at close range with their own bodies. Using their physical techniques this way gives the Jinchuuriki an edge that can be deadly.

Information
Prerequisites: Jinchuuriki

Effect: All actions the user would take with Melee Accuracy instead use Ninjutsu Accuracy. Attacks changed this way are treated as the user's chosen element and recieve all buffs it would to damage, CP cost reduction, and accuracy. Transformed attacks also gain the benefits of the user's Alignment when Elemental Manifestation is active.

Note:
- Checks that normally would use Melee Accuracy are also changed into Ninjutsu Checks instead.
- If the attack being used is a Ninjutsu (one of those which uses Melee Accuracy) of a different element than the user's chosen element, it still gains the buffs but does not gain the benefit of being cast without handseals.
- Melee Taijutsu still gain the benefit of their weapon's augments, accuracy modifier, and damage modifier, as well as fringe benefits to their specific weapon type (such as Weapon Mastery). However, any buffs to Melee in general are ignored in favour of the new ones.
- Attacks transformed by this ability still count as melee contact.

Elemental Manifestation - Kinjutsu Ability
JN1.jpg

The way to determine if you are fighting a Jinchuuriki is their capability to unleash their inner spirit's power, making clear their elemental energy and sheer strength in it. The further they sink into their spirit's power, the more adept they become at handling their element. However, there is a cost--maintaining that level of balance and control between their own power and their possessing spirit's takes a direct toll on their bodies.

Information
Prerequisites: Jinchuuriki

Effect: The user gains three Stages of Elemental Manifestation that they can access. Each Stage is more powerful than the last but lasts for a shorter period of time during battle. The effects of each Stage are cumulative.

Stage 1 - Elemental Cloak: User generates an "elemental cloak" of chakra that surrounds their body. The elemental cloak acts like a barrier that protects the user from the first (50 x Character Level) Non-Illusionary damage dealt to them. The user's elemental cloak returns to it's maximum HP at the end of each round even if it was destroyed.
Stage 2 - Partial Transformation: User's physical form partially transforms into that of their sealed spirit. This grants a bonus of +2 Accuracy and Dodge and increases the damage of their chosen element by 10%.
Stage 3 - Full Transformation: When the user casts Ninjutsu of their chosen element the CP cost is reduced to 0.

Stage 1 lasts for three rounds, Stage 2 for two rounds and Stage 3 for one round and the user must wait two rounds in between activations.

Costs: 1 AP and 2% Maximum HP per stage activated

Note:
- Effects from other Jinchuuriki jutsu which trigger a Stage of Elemental Manifestation do not count as an activation of Elemental Manifestation. If the user activates Elemental Manifestation and another effect would trigger a Stage of Elemental Manifestation then the duration of that effect is simply added to the remaining duration of the user's activation.
- Elemental Manifestation is not a maintained effect. It is triggered and lasts for the listed duration.
- Elemental Manifestation - Stage 1 does not prevent the user from attacking or moving. It simply protects the user from damage.
- While in any stage of Elemental Manifestation, the user is considered to be of their chosen Alignment, and all attacks of their chosen element are also treated as such. This overrides other Alignment effects the user has.
- All costs for Elemental Manifestation are cumulative per stage; activating Stage 3 would take 3 AP and 6% Max HP.
- Elemental Manifestation cannot be activated in any way if the user has a Cursed Seal, Sage Mode or Genetic Implant active. Likewise, the user cannot activate either while Elemental Manifestation is active. .

Daunt - B-Rank Ninjutsu
AsZKf0A.png

The overwhelming power if a Jinchuuriki can be hard to oppose, and at no time harder than when they choose to levy it deliberately that way. A Jinchuuriki is capable of focusing their strength into a fear aura, blasting opponents in the area with it to rattle their senses. This tends to leave their enemies shaken and unfocused, rendering them much easier prey.

Information
Prerequisites: Jinchuuriki

Rank 1: Affects one target at -4 Accuracy. If hit the target is bound and cannot move.
Mastered: Affects one target at -4 Accuracy. If hit the target is bound cannot move or use chakra.

Special Action - Terror Burst: At no additional AP cost the user may have Daunt affect every participant in the battle for one full round at -5 Accuracy rather than the normal effects. Using Terror Burst requires one round in between uses and increases both the initial CP and maintain costs of Daunt by 20%.

Rank 1 Cost: 730 CP, 365 CP/rnd
Mastered Cost: 910 CP, 455 CP/rnd

Note:
- Lasts up to 2 rounds or until broken.
- Daunt targets each participant's Genjutsu Save using the user's Ninjutsu Accuracy. Each time a participant is targeted with Daunt they gain +1 Genjutsu Save against subsequent uses of it. This stacks indefinitely but cannot exceed caps.
- Does not effect those with the ability Fearless or who are otherwise immune to fear effects.
- Targets have a 30% chance to escape per every 2 AP they attempt to use.
- The bind is broken if the user takes 10% of their max HP in damage in a single round or the victim is attacked (victim suffers -3 Dodge against the attack).
- Even if the user is not in any stage of Elemental Manifestation, this is considered the user's chosen Alignment. The user gains +1 to their Ninjutsu Accuracy against targets of the Alignment theirs is strong to and -1 against targets their Alignment is weak to.

Elemental Shockwave - B-Rank Ninjutsu
jAixX7A.png

The simplest expression of a Jinchuuriki's elemental powers is a simple blast of energy. Washing over the battlefield and smashing through opponents, it nonetheless can contain a subtle trick that opponents can be surprised to discover. If they think they are capable of hiding or disguising themselves to escape the wrath of a Jinchuuriki, the Jinchuuriki can simply reply 'not today' and hit them with this.

Information
Prerequisites: Jinchuuriki

Rank 1: Deals 1600 damage to two targets.
Mastered: Deals 2000 damage to three targets.

Special Action - Unmask: The user may sacrifice 10% of this jutsu's base damage in order to deactivate any effects on the target that make it more difficult for the user to target them. (Including but not limited to all forms of Transformation, Clones, Inner Earth Reflection Lure, etc.) This effect requires a full hit to activate.

Rank 1 Cost: 730 CP
Mastered Cost: 910 CP

Note:
- This attack is always treated as the user's chosen element and Alignment, and always receives all relevant buffs based on both.
- Unmask can only be used if the user has Elemental Manifestation active. If the user is in Stage 1, they must make a Ninjutsu Check at -2 in order for the effect to occur. If they are in Stage 2, the check is made at +0. If they are in Stage 3, the effect becomes automatic on a full hit.

Life Corrosion - A-Rank Ninjutsu
YmYQ7HC.png

For anyone who is not the Jinchuuriki, the chakra of their possessing spirit can be incredibly toxic. They are capable of taking advantage of this in combat, leveraging their power to corrode and warp their targets' bodies. Anyone who touches the Jinchuuriki or is touched by them while they are radiating this chakra will suffer from it harshly.

Information
Prerequisites: Jinchuuriki, A-Rank

Rank 1: Deals 1% Max HP and CP damage to anyone coming in Melee Contact with the user while this technique is active. Upon suffering this damage, the user makes a Ninjutsu Check against the target. If the check succeeds, the target is afflicted with Partial Corrosion for one full round.
Mastered: Deals 1% Max HP and CP damage to anyone coming in Melee Contact with the user while this technique is active. Upon suffering this damage, the user makes a Ninjutsu Check against the target. If the check succeeds, the target is afflicted with Corrosion for one full round.

Special Action - Life Burn: For the cost of 3% of their Max HP/rnd, the user may have Partial Corrosion/Corrosion deal their damage for each of the victims' maintains as well. Damage is dealt at the beginning of the round. This may only affect up to three maintains per affected target, and must be stated when this jutsu is activated.

Rank 1 Cost: 2200 CP, 1100 CP/rnd to maintain
Mastered Cost: 2750 CP, 1275 CP/rnd to maintain

Note:
- Cannot be maintained for longer than three rounds, and requires a full round of cooldown between uses.
- Partial Corrosion deals 1% Max HP and CP damage for every action the victim takes.
- Corrosion deals 1% Max HP and CP damage for every 1 AP the victim uses.
- Targets cannot be affected by Partial Corrosion or Corrosion more than once at a time, nor have their timer of the drain reset, and gain +1 to their check against this technique each time they are affected after the first (after the initial effect wears off).
- Partial Corrosion and Corrosion do not stack.
- Even if the user is not in any stage of Elemental Manifestation, this is considered the user's chosen Alignment. Max HP/CP loss is not altered based on it, however, the user gains +1 to their Ninjutsu Check against targets of the Alignment theirs is strong to and -1 against targets their Alignment is weak to.

Vanishing World - S-Rank Ninjutsu
JNMB.jpg

The ultimate attack of any Jinchuuriki, and the combination of both their and their possessing spirit's power. The user channels an enormous amount of both elemental and their spirit's power, syncing up to allow their spirit to fire it in a devastating attack capable of piercing nearly any defense.

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

Mastered: Deals 7,200 base damage and the user must select one Special Action;

Special Actions:
- Strafing Blast: Attack may target up to three separate targets automatically. The first target selected is targeted at normal Accuracy, the second selected is targeted at -3 Accuracy and the third is targeted at -5 Accuracy.
- Menacing Charge: User may spend extra time charging Vanishing World which costs 3% of the user's Maximum CP each second (up to six seconds) and deals additional damage equal to half of the CP spent to charge the attack. This extra damage cannot be increased by any effects but is still subject to Damage Reduction.
- Local Devastation: Once cast the user automatically dispels any 'Arena' type effects. Vanishing World does not need to hit for this effect to occur; it transpires the moment that the jutsu is cast.
- Sudden Cruelty: Causes the attack's timing to be modded as though it only cost 2 AP and prevents it from being Auto-Dodged.
- Unstoppable Might: Dispels any physical or chakra binds currently affecting the user in addition to normal effects. May be used while bound.
- Elemental Powerup: After the attack, the user is placed into Elemental Manifestation - Stage 3 for one full round.

Cost: 4 AP and 4500 CP

Note:
- After completion, requires a three-round cooldown.
- This attack is always treated as the user's chosen element and Alignment, and receives all relevant bonuses and penalties based on both.
- This jutsu cannot be used with BL/CA/Contract Special Moves.
- 'Arena' effects are defined as any effect which requires a stat check to enter or leave.
ABILITIES
0. Shinobi 101 - Unarmed Taijutsu uses Ninjutsu Accuracy
0. Main Branch - Journeyman
0. ANBU Branch - Sentinal (Journeyman)
0. Strategist (Nara)
1. Initiative
2. Elementalist
3. Willpower
4. Duelist
5. Contract Mastery
6. Combo Mastery
7. Concentrated Focus
8. Main Branch Style - Branch Style
9. Tactician
10. Kinjutsu
11. Kinjutsu
12. Kinjutsu
INVENTORY​
Utility Slot - Headset
Armour Slot - Light Armour
Miscellaneous - Signal Flare
Miscellaneous - Med Kit
Miscellaneous - Kawarimi Target​
 
JUTSU

NINJUTSU

EARTHSOUNDSANDLAVAWOODMETAL
E-rank
Stone Bullet - Mastered
Gravel Shift - Mastered

D-Rank
Earth Flow River - Mastered
Sinkhole Fist - Mastered
Mud Clone - Mastered

C-Rank
Inner Earth Reflection Lure - Mastered
Earth Flow Wave - Mastered
Rock Golem - Mastered
Earthen Coating - Mastered

B-Rank
Bedrock Coffin - Mastered
Weighted Rock Technique - Mastered
Earth Spiker - Mastered
Antlion Sinkhole - Mastered

A-Rank
Fist of Gaia - Mastered
Earthen Magnitude - Mastered
Earthslide Wall - Mastered
Petrification - Mastered
X
X
X
X
X

FIRESHADOWEXPLOSIONPLASMAKINESISSCORCH
E-Rank
Infernal Ember - Mastered
Thermal Maw - Mastered

D-Rank
Fireball - Mastered
Immolation Armor - Mastered
Combustive Seal - Mastered

C-Rank
Dragon Fire - Mastered
Searing Eruption - Mastered
Scalding Ash Cloud - Mastered
Heat Wave - Mastered

B-Rank
Infernal Hellfire - Mastered
Firestorm - Mastered
Spontaneous Combustion - Mastered
Ring of Fire - Mastered

A-Rank
Dragon Flame Bomb - Mastered
Sol Fire Tempest - Mastered
Abysmal Harbinger - Mastered
Flame Shield - Mastered
X
X
X

LIGHTNINGINKRADIATIONSTORMGRAVITYMAGNECTIC
E-Rank
Storm Bolt - Mastered
Thunderfist - Mastered

D-Rank
Thunderclap - Mastered
Electroshock - Mastered
Electrocution - Mastered

C-Rank
Zeus Flash - Mastered
Lightning Torrent - Mastered
Thunderstruck - Mastered
Volt Charge - Mastered

B-Rank
Gigavolt Cannon - Mastered
Chidori - Mastered
Lightning Beast - Mastered
Amp Field - Mastered

A-Rank
Raijin's Vengeance - Mastered
Chidori Control - Mastered
Kirin - Mastered
Thunderdome - Mastered
X
X
X​
X

WATERCRYSTALACIDICEVAPORBLOOD
E-Rank
Pressurized Mist - Mastered
Water Gun - Mastered

D-Rank
Water Whip - Mastered
Aqua Fang - Mastered
Rinse Off - Mastered

C-Rank
Grand Waterfall - Mastered
Impaling Hydro Jet - Mastered
Water Prison - Mastered
Rain Dance - Mastered

B-Rank
Torrential Vortex - Mastered
Hydro Tidal Shockwave - Mastered
Water Shark Bomb - Mastered
Mystical Pond - Mastered

A-Rank
Grand Hydra Excavation - Mastered
Water Dragon Bullet - Mastered
Scorn of Aquarius - Mastered
Supreme Aqua Realm - Mastered
X
X
X
X

WINDPOISONMIRRORDUSTPHOTONSOUND
E-Rank
Wind Slash - Mastered
Pressure Burst - Mastered

D-Rank
Whirlwind Spin - Mastered
Air Bullet - Mastered
Shredding Touch - Mastered

C-Rank
Wind Scythe - Mastered
Tempest - Mastered
Gale Force - Mastered
Wind Release - Mastered

B-Rank
Great Wind Scythe - Mastered
Wind Scar - Mastered
Vacuum Sphere - Mastered
Cyclone Movement - Mastered

A-Rank
Tatsumaki - Mastered
Hurricane - Mastered
Ambiance of the Forbidden - Mastered
Zephyr's Grace - Mastered
X
X
X
X
X

NON-ELEMENTALANBUMEDICAL
E-Rank
Transformation - Mastered
Body Switch - Mastered

D-Rank
Combination Transformation - Mastered
Crystal Eye - Mastered
Cancel - Mastered
Spirit Lantern - Mastered
Contract Summoning - Mastered

C-Rank
Jutsu Sealing - Mastered
Stunt Double - Mastered
One Element Sealing - Mastered
Elemental Negation - Mastered
Elemental Clone - Mastered
Barrier - Mastered

B-Rank
Shadow Shuriken Replication - Mastered
Energy Transfer - Mastered
Leech Seal - Mastered
Chakra Shield - Mastered
Chakra Blast - Mastered
Rasengan - Mastered
Cursed Sealing - Mastered

A-Rank
Perfected Rasengan - Mastered
Five Element Seal - Mastered
Morality Sealing - Mastered
Nature's Guard - Mastered
Stardust Nova - Mastered
Gate of Enma - Mastered
D-Rank
Mask Summon - Mastered
Critical Exposure - Mastered

C-Rank
Snapshot - Mastered
Chakra Sense - Mastered
Active Camo - Mastered
Mental Infiltration - Mastered

B-Rank
Incapacitate - Mastered
Intangible Passage - Mastered
Shadow Servant - Mastered
Searchlight - Mastered

A-Rank
Physical Imprisonment Seal - Mastered
Body Bind - Mastered
Flock of Shadows - Mastered
Black Blockade - Mastered
X

TAIJUTSU
BLUDGEONINGBUFFINGPIERCINGTHROWNPROJECTILESLASHINGUNARMEDPUPPET
X​
E-Rank
Charge - Mastered
Grip - Mastered
Fleeted - Mastered
Block - Mastered

D-Rank
Shadow Play - Mastered
Eagle Vision - Mastered
Muscle Control - Mastered
Brandish - Mastered
Basic Safeguard - Mastered

C-Rank
Dynamic Art - Mastered
Chakra Extension - Mastered
Shadow Dance - Mastered
Gather - Mastered
Barrage - Mastered
Expel - Mastered
Feint - Mastered
Chakra Absorption - Mastered

B-Rank
Unbound - Mastered
Endure - Mastered
Counterstrike - Mastered
Cover - Mastered
Anabolic Frenzy - Mastered
Concealed Steps - Mastered
Focused Assault - Mastered

A-Rank
Insatiable Hunger - Mastered
Devastating Aura - Mastered
Awakening - Mastered
Unleash - Mastered
Limit Break - Mastered
X
X​
XX
E-Rank
The One-Two - Mastered
Low Sweep - Mastered
Janken - Mastered
Uncalled For Shot - Mastered

D-Rank
4-Hit Combo - Mastered
Spinning Wind - Mastered
Dynamic Entry - Mastered
Dynamic Finish - Mastered
Nut Buster - Mastered

C-Rank
Dragon Assault - Mastered
Tiger Hook - Mastered
Step-In Flash - Mastered
Shoryuken - Mastered
Tatsumaki Senpuu Kyaku - Mastered
Roaring Combination - Mastered
Grapple - Mastered

B-Rank
Suplex - Mastered
Primary Lotus - Mastered
Shadow Step Strike - Mastered
Seismic Toss - Mastered
Submission - Mastered
Spear Hand - Mastered
Multi-Hit Combo - Mastered

A-Rank
Falcon Punch - Mastered
Eagle Drop - Mastered
Dance of the Waxing Moon - Mastered
Fist of Virtue - Mastered
Fist of Sin - Mastered
X​

ɢ ᴇ ɴ ᴊ ᴜ ᴛ ꜱ ᴜ

AudialWillKineticVisual
E-Rank
Deception - Mastered
Favoritism - Mastered
Wasteful - Mastered

D-Rank
Trembling Music - Mastered
Pained Expressions - Mastered
Appreciation of Music - Mastered
Gong - Mastered

C-Rank
Sometimes Shouting Works - Mastered
Deaf - Mastered
Run It Back - Mastered
Groans - Mastered
Piercing Cry - Mastered

B-Rank
Centralized - Mastered
Death Chime - Mastered
Prolong - Mastered
Leak - Mastered
Wither - Mastered
Bass Drop - Mastered

A-Rank
Devil's Whisper - Mastered
Death's Anthem - Mastered
Blank Slate - Mastered
Radial Shock - Mastered
Chakra Ravage - Mastered
Auto-Tune - Mastered
E-Rank
Lethargy - Mastered
Tourniquet - Mastered
Intimidation - Mastered

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

C-Rank
Black Out - Mastered
Insomnia - Mastered
Paranoia - Mastered
Charismatic Breakdown - Mastered
Untruth - Mastered

B-Rank
Havoc of the Doomed Mind - Mastered
Slowed Perception - Mastered
Oblivious Rapture - Mastered
Betrayal - Mastered
Taunt - Mastered
Thought Down - Mastered

A-Rank
Torment of the Physical Plane - Mastered
Corruption of the Earthly Plane - Mastered
Chaos of the Mental Plane - Mastered
Mind's Eye Chaos - Mastered
Temple of Nirvana - Mastered
Repetition - Mastered
E-Rank
Hot Weapon - Mastered
Stun - Mastered
1000 Years of Pain Kai - Mastered

D-Rank
Drunken Stupor - Mastered
Influenza - Mastered
Tickling - Mastered
Facepalm - Mastered

C-Rank
Mist of Deceit - Mastered
Crippled - Mastered
Masochism - Mastered
Silly Fingers - Mastered
Crossed Wires - Mastered

B-Rank
Phoenix Embrace - Mastered
Petrification - Mastered
Lingering Spark - Mastered
Crush Depth - Mastered
Puppet Betrayal - Mastered
Pox - Mastered

A-Rank
Curse of the Leper - Mastered
Hemorrhagic Fever - Mastered
Delayed Agony - Mastered
Parasitic Infestation - Mastered
Tree Binding - Mastered
Shared Torment - Mastered
E-Rank
Mimic - Mastered
False Surroundings - Mastered
Eye Strain - Mastered

D-Rank
Basic Clone - Mastered
Blur - Mastered
Rorschach Eye - Mastered
Double Vision - Mastered

C-Rank
Distortion - Mastered
Ocular Trauma - Mastered
Black Flash - Mastered
After-Image - Mastered
Verse of Darkness - Mastered

B-Rank
Advanced Clone - Mastered
Perception Filter - Mastered
Depth Barrier - Mastered
Night Mare - Mastered
Solar Flare - Mastered
Mime Box - Mastered

A-Rank
The Reaper's Gaze - Mastered
Ocular Assault - Mastered
Body Double - Mastered
Night - Mastered
Déjà Vu - Mastered
Invisibility - Mastered
 
Last edited:

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