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 Chronicles Time:

NINPOCHO CHRONICLES v6.5.1 - "White Kama - This is as Boruto as it Gets"

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NINPOCHO CHRONICLES v6.5.1 - "White Kama - This is as Boruto as it Gets (Aka thank Tama for dragging my ass back here to do this)"

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It's been a long time coming, and I serenely apologise for the delay. It's been a bit of a rough year on everyone, but I am happy to finally be releasing this patch, and there are some more items coming on the horizon hopefully a lot quicker than this patch was. 90% of the patch has been done, some items are still being created in the shop.

  • Free Swaps into or out of BL/CA/Kin being changed.
  • Any WC requirements will be ignored during this downtime; be they abilities, Kinjutsu or BL/CA.
  • Free Swap period ends 4 weeks after this announcement (4th of February 2025 until the 4th March 2025)

Kinjutsu
  • Chirugeon
    • Brand New Kinjutsu, Mednin getting some love.
  • Muramasa's Disciple
    • This is what happens when a Nanjirou goes bad. Brand new Kinjutsu
  • Abomination
    • You can fit so many Cursed Things in here. Full refresh of the Kinjutsu.
  • Twilight Sage
    • Granduer Phantom gets a nice little refresh. Welcome to the end of days!
  • Transcendent Dojutsu
    • As Uchiha has been completely reworked to be set in line with the other Bloodlines, and Hyuuga has had their special eyes folded into their regular eyes, this Kinjutsu has gone the way of the Dodo.

Core Abilities
  • Hawkeye
    • Hawkeye gets some new tools for their long-range shenanigans.

Bloodlines
  • Hyuuga
    • As Transcendent Doujutsu is going away, Hyuuga needed updating.
  • Uchiha
    • Same as Hyuuga... we also clipped out two branches so Uchiha is now on the same baseline of every other Bloodline.
  • Toujigikou
    • The misunderstood artists have received their branches.
  • Nanjirou
    • The path update for the beloved sword users, though swords are now optional.
  • Kaguya
    • Reworked to be more in line with the other Branched Bloodlines. Synergy!
  • Senju
    • Now with 100% more branches

Abilities
  • Alignment Focus
    • Needed an update due to the changes to how Alignments work.
  • Cursed Seal Stage 2
    • This has now been folded into Abomination
  • Handseal Expert
    • Why pay for your own techniques when you can get your opponent to pay for half?
  • Metabolic Strength
    • Turn on Super Human mode with confidence!
  • Cursed Seal
    • Cursed Seal has been fully updated, and unfortunately, this means the Curse Seal Stage 2 ability is going away. Don't worry, we rolled it into Abomination.
  • Chakra Osmosis
    • A little love to all you defensive Barrier Shinobi out there.
  • Permanency
    • Added a line.
  • White Kama
    • This is Boruto as we're getting. No, seriously. Supercharge has had a facelift

Techniques

UBR
 
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Chirurgeon
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In the shinobi field there is no one more important than a medical shinobi. They alone hold the balance of life and death on a thin razor blade, as it is their honorable sacrifice to place themselves into the fray to save others. While most medical shinobi are of a weaker skill-set that often finds themselves relying on others to save a life, there is a special sub-sect of shinobi who felt that simply practicing medical arts wasn’t going to cut it. These people are war-torn veterans of both on and off the field, who have seen enough life slip through their fingers to say enough-is-enough. They handle themselves, becoming one-man hospitals and not all continue to work in the medical field after completing their technique. Either through mad science, secret self-honed chakra techniques, or other methods considered ‘forbidden’ - a Chirurgeon rarely fails to save a life.

Chirurgeon Table
Information
Prerequisites: Kinjutsu Application, B-Rank, 3 Ability Slots
Effects:
  • The user gains the Medical Style - Branch Style and will not take up a slot nor does the user need to be in the IC Medical Branch.
  • The user’s alignment changes to Holy and cannot be changed.
  • The user's Medical Ninjutsu restore +1% Max HP when used on an ally, the Medical Ninjutsu do not need to originally restore HP to benefit from this.
Divinely Gifted - Kinjutsu Ability
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It is known that all shinobi are capable of using their chakra for destructive methods, and that medical shinobi spend a lot of time learning how to alter that chakra into a less destructive form to heal other; then even still, it tricks the wounded into speed healing themselves. A Chirurgeon’s chakra is different in that it has completely abandoned the destructive ways to fully embrace a more harmonized chakra. One that has been molded and reshaped so much by healing others, that their coil naturally produces the power that other medical shinobi spend much of their career learning how to do.

Information
Prerequisites: Chirurgeon
Effect:
  • The user's non-offensive Medical Ninjutsu trigger their Holy alignment as though it is an attack.
  • The user's Medical Ninjutsu that are considered Holy gain a 1.5x multiplier. Meaning, any Medical Ninjutsu which restores HP heals the user for 15% of the restored sum as HP, Medical Ninjutsu which restores CP restores 15% of the restored sum as CP.
Special Action: Circumambient Aura - For 1 AP the user may grant an ally the Holy Alignment for 10 seconds which applies to all of their attacks. The user can only have this applied to a single ally at a time. Additionally, if the ally already has an Alignment they my choose which one to keep, their original or this temporary one.
Medical Seals - Kinjutsu Ability
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One of the best treatment methods in the medical field is preventative. If you can stop the problem from ever happening in the first place, it won't become an issue that will need treating later on. However, this is a method best used for things like dieting, and not combat restoration. Never to be ones to be told they can't heal like that, a Chirurgeon accepts this challenge in the form of a special seal. Imprinted on the flesh of a person, it stores the natural healing energy to trigger when it is needed; often coming in clutch to save a life when they're not around to do it themselves.

Information
Prerequisites: Chirurgeon
Effect:
  • The user may choose to cause their Medical Ninjutsu's effects to be delayed for up to 5, 10, 15, or 20 seconds. For every 5 seconds delayed the user's medical Ninjutsu gain an additional +1% Max HP restoration, the Medical Ninjutsu do not need to originally restore HP to benefit from this. This stacks with the Chirurgeon's base +1% Max HP restoration causing this to heal an ally for +2% up to +5% Max HP.
Super Shinobi Serum - Chirurgeon Medical Buffing Ninjutsu
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Mad Science at it's peak is almost always comes in serum form, and this one is no exception. Created originally in the form of Soldier Pills, certain types of Chirurgeons around the world all challenged themselves one day to see if they could topple an age-old battlefield treatment for fatigue. While most ended in failure, a certain handful of shinobi that dabble in mad science was able to successfully synthesize a serum using the restorative properties of Soldier Pills and the muscle building properties of anabolic steroids without most of the drawbacks. It's mysterious lack of public availability makes one question which side-effects are still present, and keeps the serum in the realm of Mad Science.

Information
Prerequisites: Chirurgeon, B-Rank
Rank 1/2: For the next 15/30 seconds the user's action have a 10/20% chance to trigger Bone Density on a random body part.

Arms:
  • Bone Density Rank 1 = +1 Accuracy to All Attacks
  • Bone Density Rank 2 = +2 Accuracy to All Attacks
  • Bone Density Rank 3 = +3 Accuracy to all Attacks
Legs:
  • Bone Density Rank 1 = +1 Dodge
  • Bone Density Rank 2 = +2 Dodge
  • Bone Density Rank 3 = +3 Dodge
Head:
  • Bone Density Rank 1 = +1 Genjutsu DC
  • Bone Density Rank 2 = +2 Genjutsu DC
  • Bone Density Rank 3 = +3 Genjutsu DC
Hands:
  • Bone Density Rank 1 = -.1 Hand seal Ap
  • Bone Density Rank 2 = -.2 Hand seal Ap
  • Bone Density Rank 3 = -.3 Hand seal Ap
Feet:
  • Bone Density Rank 1 = 10% Chance at the beginning of the round to gain 1 Ap.
  • Bone Density Rank 2 = 20% Chance at the beginning of the round to gain 1 Ap.
  • Bone Density Rank 3 = 30% Chance at the beginning of the round to gain 1 Ap.
Neck:
  • Bone Density Rank 1 = Decrease all Chakra Cost by -10%.
  • Bone Density Rank 2 = Decrease all Chakra Cost by -15%.
  • Bone Density Rank 3 = Decrease all Chakra Cost by -20%.

Special Action: Side-Effects Include - For the duration, instead of having a 10/20% chance to gain a rank of Bone Density for each action the user makes, the user has a 10/20% chance to inflict a Called Shot on any target they successfully land an attack on.

Rank 1/2 Cost: 2.5 AP and 545/680 CP.
Notes:
  • [Bone Density grants a various benefit based on which limb is enhanced. If the limb is selected more than once then the Bone Density Rank goes from 1 to 2, and from 2 to 3.
  • Bone Density and Called Shot ranks counter one another. For example, if the user has a Bone Density Rank 2 on their hands and receives a Sprained Called Shot on their hands their Bone Density Rank decreases to Rank 1. The Called Shot debuff does not apply.
  • Side Effects Include can inflict the Broken status at Rank 2, but all Called Shots caused by this special action is removed when the technique ends.
Medical Sutures - Chirurgeon Medical Buffing Ninjutsu
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Masters of healing chakra and techniques, it is not uncommon for a Chirurgeon to "over-heal" someone; especially in combat. While thoroughly practiced, in the heat of the moment a mind can wander and under-do something that could potentially come back to bite someone later in life. To avoid these inevitable situations in high-stress environments, a good surgeon knows that it's better to make sure than to assume. Some Chirurgeons eventually make this an entire part of their medical practice, and are known to be able to re-attach an arm and send the patient back to work; on the same-day.

Information
Prerequisites: Chirurgeon, B-Rank
Rank 1/2: For the next 15/30 seconds the user's Medical Ninjutsu has a chance to inflict a [Suture Rank].
  • Rank 1: 25%/50% chance, restores 1% Max HP/rnd
  • Rank 2: 20%/40% chance, restores 2% Max HP/rnd
  • Rank 3: 15%/30% chance, restores 3% Max HP/rnd
  • Rank 4: 10%/20% chance, restores 4% Max HP/rnd
  • Rank 5: 5%/10% chance, restores 5% Max HP/rnd
Rank 1/2 Cost: 2.5 AP and 545/680 CP.
Notes:
  • [Suture Rank] causes the target to restore 1% Max HP per round.
  • [Suture Ranks] and Bleeding Ranks counter one another. So if you have 2 Ranks in one and gain 1 Rank in the other, the first drops from 2 Ranks to 1 Rank.
  • HP regained from [Suture Ranks] cannot be buffed in anyway.
Field Hospital - Chirurgeon Medical Ninjutsu
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The greatest killer in humans is not within the wars and battles that they wage between one another; it is germs. To prevent bacteria in a battlefield situation would normally be impossible. No amount of chakra techniques short of being able to manipulate reality itself could prepare a clean enough stage on which to operate; at least not in an open field of wounded and dying. Never one to turn down a good challenge, Chirurgeons scoff at this impossibility by placing down a simple technique that effects a large space on the battlefield. While it too, cannot stop bacteria, it can produce such massive amounts of healing energy that such viral worries become trivial.

Information
Prerequisites: Chirurgeon, A-Rank
Rank 1/2: All Medical Ninjutsu cast by Hostile and Allied Targets (Including the user), generate the HP amount into a pool. The user may reflexively spend 0.5 AP to heal up to 2/3 Allied Targets with the stored HP. Additionally every 5 seconds the user and the affected allies have a 5%/15% chance to gain a [Suture Rank].
Rank 1/2 Cost: 3 AP, 2020/3030 CP and 1010/1515 CP/rnd

Special Action - Emergency Operating Room: If this technique ends for any reason, the user may spend 2ap Reflexively to create a Medical Ward with the remaining HP from the pool used instead of the normal amount.

Notes:
  • This is considered a Terrain Technique.
  • This technique may be maintained for up to 30 seconds.
Panacea - Chirurgeon Medical Ninjutsu
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The Cure All is a whispered legend. An urban myth created by frustrated medical professionals world wide who wish for a real Philosopher's Stone to cure that which they cannot comprehend. While most professionals will give up on the search for such an omnipotent cure, there are a handful of dreamers who simply are too scarred, or too optimistic, to ever fully give up. Those that continue the hardest path of honing their healing powers to perfection find that it is their very chakra is what produces the mythical Panacea that they hunt so desperately for. By pouring their purest form of healing chakra into a body, and then replacing the patient's natural chakra with their own temporarily, the Chirurgeon is capable of healing any wound, curing any sickness, and becomes the prodigal agent of Sukunabikona himself.

Information
Prerequisites: Chirurgeon, S-Rank
Rank 1/2: The user and all allies whose HP is less than 15/25% Max but no lower than -25/-50% has their HP set to 15/25% Max HP. Additionally, the targets gain 1/2 ranks of Medical Sutures and has all Called Shot levels reduced by 1/2 Rank.
Cost: 5 AP, 15% Max CP or 5000 CP whichever is higher.
Notes:
  • This technique's cost nor Timing can be reduced by any means
  • This technique cannot be buffed in any way.
  • This technique can be used once per battle,
  • Targets can only be affected by this technique once per battle.
  • The user must be aware of an ally for them to be affected by this technique.
 

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Muramasa's Disciple
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The great Muramasa was a genius at swordplay and created many of the kenjutsu known to practitioners of the blade, but the strongest of them was selfishly kept to himself. He created a kenjutsu that allowed him to cut through anything; including the very soul of a person. He then stole a number of his brother's miraculous swords and started wars across his clan's homelands to increase the landholdings they have today that reside in every known country. Originally only to awake in the Nanjirou clan, Muramasa and his disciples become something that eventually infected the world. Now any weapon master who finds themselves bathed in blood, war, and anger have a chance to awakened the heritage of Muramasa in their veins, and draw from the darkness in their own soul to wreak havoc and terror on the battlefield.

Kinjutsu Table
Information
Prerequisites: Kinjutsu Application, B-Rank, 3 Ability Slots
Effects:
  • The user gains the Shattered Reality ability and it does not take up a slot.
  • +2 Accuracy (This applies to Melee, Ninjutsu, and Ranged Accuracies)
  • +1 Augment Slot to each weapon
  • Genjutsu cast using this Kinjutsu’s Techniques use Taijutsu Acc for checks, gain Taijutsu buffs, and do not gain Genjutsu buffs or use Gen DC, and are Physical Damage, not Illusionary, but still target Gen Save.

Demon Steel - Kinjutsu Ability
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A weapon held by those who share Muramasa’s savagery on the battlefield inevitably changes to fit their user. The weapon often begins to tint to a pitch black color in their grasp and gains an unnatural fortitude in it's design. When the disciple draws a weapon they've poured their hate into, the very air around them becomes tainted with a heavy force that can carve into the opponent’s psyche. Many believe that those who carry Muramasa’s curse also carry a demon, a creatue of war and death that lives either wthin themselves or the weapons they hold.

Information
Prerequisites: Muramasa's Disciple
Effect:
  • The user selects a Weapon and a Weapon Slot.
    • The Weapon Slot is converted into a Oni Slot. An Oni Slot gains the following:
    • A weapon in the Oni Slot is passively equipped, whenever the user is not wielding any other weapon, and does not prevent the usage of hand seals.
    • The User’s Gen Save is considered High while a Weapon is in the Oni Slot, and the user takes 5% more damage from all sources.
    • The weapon gains the [Corrupted] Augment in a free slot. Weapons with the [Corrupted] Augment gain the Cursed Alignment.
  • Offensive Taijutsu Techniques made with an [Corrupted Weapon] while it is in the Oni Slot gain a 15% chance to cast an Offensive Genjutsu Technique of B-Rank or below that the User knows for free. Unless otherwise stated, this 15% cannot be increased by any means.
Notes:
  • The User must list one Genjutsu of each sense, and may switch them each round
  • The Genjutsu cast will be chosen randomly from the 4 selected.
  • If the user has not listed any Genjutsu, they will not be cast.
  • The weapon in the Oni Slot must be noted in the user's dojo.

Blood Splattered Cherry Blossoms - Kinjutsu Ability
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When standing near a true weapon master, one can feel a certain weight in the air at all times. Even without a weapon drawn, those that partake in the martial arts of kenjutsu, sōjutsu, or even kyūdō have an air about them as a member of a death club that utilizes their skill via a drawn weapon. The Disciple displays this same air with six-times the menacing aura with their weapons completely sheathed; as that weapon can simply appear in their hand at any moment. Their movements are fluid and hypnotic, leaving no space in their attacks for a counter that everyone on the battlefield can feel.

Information
Prerequisites: Muramasa's Disciple
Effect: When the user enters the style, the chance to cast an Offensive Genjutsu Technique from a [Corrupted Weapon] is doubled. When the user exits this style they gain +2 Acc for Offensive Genjutsu Techniques cast from a [Corrupted Weapon].

Special action - Demonic Strength: When the the user enters the style and at the start of each round they may spend up to 5% Max HP to either ignore 10% DR or add +5% Taijutsu Damage per Max HP % spent.

Cost: 0.5 AP

Notes:
  • The user may enter this style as a Chakra or Physical style.
  • Each use of the special action requires the % Max HP cost spent each round.
  • The user declares at the start of each round if they are using the special action or not.

Low Tide - Variable Taijutsu
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Among the numerous kenjutsu that the Nanjirou use, this one is considered a “forbidden” technique due to its difficulty to master and how even attempting it has killed many clansmen who have tried. Said to be a technique that was mastered by Muramasa yet never fully passed down to any heir, the only knowledge of this strike are in scrolls written during the many wars he waged by witnesses. The handful of Disciples who have mastered this were all considered monsters in their own right, and it is believed that to use the Low Tide strike, one must also steep their soul into the very trenches of the self.

Information
Prerequisites: Muramasa's Disciple, B-Rank
Rank 1/2: The user attempts to strike a Hostile target 3 times at -2/-1 Acc, dealing 550/690 Physical Damage each and increases Demon Steel’s chance to activate by a +3/5% per successful strike.

Special Action - Undertow: The User may pay +20% CP to combine all the strikes into one with +20% chance for Demon Steel and which on a full hit will lower the Target’s Gen Save by -2.

Rank 1/2 Cost: 2.25 AP and 680 CP
Notes:
  • The Special Action has a 10 Second Cooldown
  • The Genjutsu Save Debuff lasts 10 seconds and does not stack.

Kanzen Saimin - Variable Taijutsu
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The technique that made Muramasa comparable to his brother via infamy. Mastered and kept to himself, it is a technique that can only awaken in those who carry the burden of violence. Once the heir seeps themselves into the darkest pits of their own soul and masters fear, they become aware of an “invisible world” where they can see through an opponent’s attacks and techniques by viewing past the flesh and into the very soul that resides in every opponent. This attack can strike not only the body, but the very spirit itself, and leaves a lingering weakness that is often the first step towards an inevitable defeat.

Information
Prerequisites: Muramasa's Disciple, B-Rank
Rank 1/2: The User attempts to strike a Hostile Target, dealing 1485/1860 Physical Damage at +1/+2 Accuracy with a 10% chance of one of the Target’s Sense Slots being Corrupted at Random, affecting them with one of the following Debuffs:
  • Kinetic: +10% damage from all sources.
  • Visual: -2 Accuracy
  • Audial: -2 Dodge
  • Will: 25% chance to “Forget”, making each of the Hostile Target's Techniques cost +0.5 AP.

Special Action - Sense Sever: - The User may spend up to 5% Max HP to increase the chance of Corrupted by 10% by each 1% Max HP spent.

Special Action - Shattered Senses: - The user may combo this technique with Shattered Reality to increase the Corrupted chance by 5% per rank of the Shattered Genjutsu. ( E-Rank would add +5%, and A-Rank would add +25%). This does not count as a use of a combo.

Rank 1/2 Cost: 2.25 AP and 615 CP. 310 CP/rnd

Notes:
  • The Debuffs from this technique may be maintained for up to 30 seconds.
  • The damage from this technique is only dealt once.
  • Each Debuff stacks with itself but does not extend the debuff time.
  • The Hostile Target's Sense Slots can still be filled with Genjutsu even while Corrupted.
  • The Hostile Target cannot be affected by "Forget" more than twice a round.


Unleash the Oni - Buffing Taijutsu
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Legend has it that in his final confrontation with the last samurai lord willing to stop his conquest, Muramasa made a deal with a demon to give him the lost youth he had sacrificed in his conquests. What was presented to him instead of youth was a path into the inner darkness within himself and how to use it to cloak his body. This was the power he had sought to stand against his brother and their noble descendants and, though he still died in that final fight, he did not go alone. This technique has since lived on inside of the world itself, like a curse, that affects only the most depraved warriors the battlefield has ever known; showing itself to those true to the original master.

Information
Prerequisites: Muramasa's Disciple, A-Rank
Rank 1/2: When the User Enters any Style, for the next 5 seconds their attacks have a 20%/30%/40% chance of Invoking a Sense Slot of the User’s choice.
When the User Exits any Style, for the next 5 Seconds, their attacks have a 20%/30%/40% chance of afflicting an empty Sense Slot of the User’s Choice with the Battlefield Terror effect.

Rank 1/2 Cost: 2.75 AP, 3000 CP, 1500 CP/rnd
Notes:
  • This technique may be maintained for 30 seconds.
  • This is a Chakra Armor technique.
  • The Invoking a Sense Slot attempts to place a random Technique that has previously affected a Sense Slot on their Target for free, with a Taijutsu Check. If a Technique is currently being maintained in the slot the User chooses, it completes its effects as if its maximum duration had passed instantly.
  • The Battlefield Terror effect gives the Target -2 Gen Save to a Sense Slot. If that Sense Slot is under the Corrupted Effect, then the Target suffers -4 Gen Save instead.


S-Rank - Mikadukwimikô - Buffing Taijutsu
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The Disciple of Muramasa is a creature of combat honed to many techniques and methods to kill not only a person's physical shell, but their spiritual one too. Yet the most powerful of all of Muramasa's techniques was one that is simply an alteration of an old Nanjirou technique taught to every member in their infancy. It is the power to call upon the Ancients that reside within their bloodline to give them the strength to wield and use the clan's Ancient Weapons. Muramasa, having been cut off from the Nanjirou Clan and their ancestors eventually discovered a way to tap into not the dead memories of the past, but the battle hardened memories stored within his own soul. By drawing on the power, adrenaline, and purpose of every fight he had ever been in, Muramasa found a way to become stronger and more powerful with every fight he won. This allowed him to leave a wound that would not recover on his opponent's souls that would do them in even if they managed to escape the warrior.

Information
Prerequisites: Muramasa's Disciple, S-Rank
Rank 1/2: While this Technique is maintained, the user may cast Offensive Taijutsu targeting a Hostile Target's Genjutsu Sense Slot. After dealing the initial damage, the Offensive Taijutsu Technique will do 25% damage per round, the Sense Slot counts as being Corrupted, and the Sense Slot is occupied by the Taijutsu Technique.

Special Action - Shattered Fears: The user may reflexively use Shattered Reality on a single Offensive Taijutsu Technique cast this way when this technique ends. Taijutsu Shattered this way count as one rank higher for the Shatter Damage.


Cost: 3.75 Ap, 3150 CP 1575 CP/rnd
Notes:
  • This technique can be maintained for up to 30 seconds.
  • Techniques cast this way may be maintained for 30 seconds.
  • Taijutsu cast with this technique may be Shattered as if it was a Genjutsu Technique of the equivalent rank.
  • The Special action damage is Physical and not Illusionary.
  • Taijutsu Techniques cast this way remain Taijutsu Techniques, retain all buffs and augments, but target Gen Save not Dodge.
  • Taijutsu Techniques cast this way do not have a maintain cost.
 

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Abomination
AB.jpg

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

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

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

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

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

Information
Prerequisites: Abomination

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

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

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

Viral Affliction - Kinjutsu Ability
AB2.jpg

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

Information
Prerequisites: Abomination

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

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

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

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

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

Information
Prerequisites: Abomination, B-Rank

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

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

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

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

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

Information
Prerequisites: Abomination, B-Rank

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

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

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

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

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

Information
Prerequisites: Abomination, A-Rank

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

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

Cost: 3 AP and 2,420 Chakra

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

Virulence - Variable Technique
AB7.jpg

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

Information
Prerequisites: Abomination, S-Rank

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

Cost: 4 AP, 2100 CP, 2100 Biomass.

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

Metsu

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Twilight Sage Kinjutsu
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At the end of the First Era, where Dragons, Youkai, and Kami warred with each other endlessly, the natural chakra of the lands fluctuated wildly. Man, caught in between the greater powers, was the most effected by these wild surges of Nature Chakra that would turn them into beast, stone, or trees. Entire land structures formed and claimed the world in this time that were all once people. The chakra also effected a rare few that gave them the ability to see chakra without the need of a technique. These rare talented few were the first to rise among mankind as wielders of Chakra, and created the prototypes of Genjutsu that we know today in order to war against the very gods to ensure man kept their place in this world. Legend has it that it is these Twilight Sages that taught man how to wield chakra once the war was over so that they could fight back should the gods ever return to trample on man ever again. They have since, presumably, died out. However, the return of Dragons among mortals in a realm were the powers of the Kami and Youkai have saturated the land, has once again begun to fluctuate the chakra of the world; giving rise to the Sages of the End Times again.

Kinjutsu Table

Prerequisites: Kinjutsu Application, 3 ability slots, B-Rank, 10 mastered Genjutsu

Effect:
  • The user gains +1 Gen DC.
  • The user is considered Spiritual
  • The user may maintain 2 Genjutsu techniques in each sense slot if they are placed on an Illusion Anchor. If 2 Genjutsu are sharing a slot, the second Genjutsu counts as rank 1.
  • When a Hostile Target affected by the user’s Genjutsu uses Cancel, two checks are made. The Hostile Target must succeed both checks to remove the Genjutsu. This effect has a 10 second cooldown if it causes the target’s Cancel to fail.

Illusion Anchor – Kinjutsu Ability
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Masters of chakra and the manipulations of their own, a Twilight Sage carries a singular weapon with them at all times in the form of the very same power that turned people into trees. By altering the shape of an inanimate object with their chakra, the Sage places an Anchor on the field that spreads their chakra out like an invisible fog. Trapped within a field of the Sage's chakra, most opponents find themselves keeping their mind as the fields assault them with Genjutsu. To stand within the Sage's battlefield is akin to having one's mind pulled by magnets.

Effect: For 1 AP, the user creates an [Anchor] on the Battlefield. The user may have a maximum of 4 [Anchor]s at a time. [Anchor]s have the following effects:
  • An [Anchor] has HP equal to 10% of the user’s Max CP.
  • The user receives half the damage done to the [Anchor] when destroyed.
  • The user may cast an Offensive Genjutsu Technique on the [Anchor].
  • The [Anchor] will attempt to cast the Offensive Genjutsu Technique on it at all valid targets every 10 seconds.
  • The user may reflexively trigger the [Anchor] for 0 AP to attempt to cast it's Genjutsu, this will replace the [Anchor] attempting to trigger itself.
  • [Anchor] Genjutsu Techniques follow Genjutsu Sense Slot rules and count as the user casting and maintaining them.
  • [Anchor] Genjutsu Techniques cannot be removed using Cancel
  • The [Anchor] may only cast one E-A Rank Genjutsu Technique at a time.

Notes:
  • [Anchor] Genjutsu Technique costs are paid normally by the user if the user does not have the Parasitic Mind Kinjutsu Ability, even if additional targets are affected.


Parasitic Mind – Kinjutsu Ability
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The special sixth sense given to Sages who have awakened their powers gives them the ability to manipulate all chakra; including that which doesn't belong to them. With a power that remains even a mystery to those who use it, they can loop the illusions effecting the minds of their victims to be an altered form of their own chakra. Like changing the first and last letters of a name, a Twilight Sage is capable of tricking not just a shinobi, but their very coil into believing their own chakra is alien, fooling their opponent's body into feeding the Genjutsu effecting them.

Effect: Maintained Genjutsu Techniques take the CP Cost from the target and not from the user with a successful Genjutsu check. This cost cannot be buffed or debuffed in any way.

Notes:
  • If the user has increased CP costs they apply to the target as normal, but effects on the target do not increase or decrease the Cp costs. (If the user uses a special action that has an increased Cp cost that applies, but effects on the target that increases their Cp costs such as Elemental Illusions do not increase these costs).
  • This is not an increased Chakra Cost, and therefore Conservative Motion does not affect it.

Mental Unbinding – B-Rank Genjutsu
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Within every person, every living thing with an active conscious, lays a single thread. The thickness of this thread varies from person to person, depending entirely on their will. Sages of the End are capable of reaching into their opponent's mind, grabbing a hold of it, and snapping that singular metaphorical piece of fabric. While every human is capable of re-threading their own minds eventually, these snaps often cause nervous breakdowns, panic, blind rage, or anything that would reduce their awareness of the Sage's ability to easily coax their brains into further illusions.

Rank 1/2: The user makes a check against a target. A successful check deals 300/375 Illusionary Damage and gives a -2/-3 Gen save.

Cost: 480 CP, 240cp/rnd

Notes:
  • When this technique is cast, the user chooses the Genjutsu Technique Subtype, and it will occupy the corresponding Sense Slot.
  • This Technique may be maintained for a maximum of 30 seconds.

Phobophobia – B-Rank Will Genjutsu
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Fear is the one of the first things shinobi are taught to be blind to. Never completely removed from a mind of the trained, fear exists within mortals as a way of survival. Even the most hardened of minds will feel their knees buckle, their legs turn to lead, and their heart quicken. Manipulators of the very energy that gives existence to humans, the Twilight Sage is capable of tuning a person's coil so that the emotion of Fear Itself, is all they can feel. All other senses are tuned out, and to most hardened warriors who are faced with true fear for the first time in years it is the ultimate counter. Rarely do they walk away without a new phobia and a brand new respect for their innate survival skill.

Rank 1/2: The user makes a check against a target. A successful check deals 600/750 Illusionary damage, and the target has a 5/10% chance per offensive technique to auto-miss, losing AP and all costs associated with their attack.

Cost: 480 CP, 240cp/rnd

Notes:
  • This Technique may be maintained for up to 50 seconds
  • The % chance accumulates until the effect occurs, capped at 50%.
  • The Auto-Miss effect has a 5 second cooldown after triggering.

Illusions of Glory – A-Rank Visual Genjutsu
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Fear is not the only emotion chakra masters can manipulate. The human body is full of chemicals that can easily be altered or created by simply commanding their enemies' chakra to do so. Instead of fear, the opponent could instead be filled with hope, an illusion of grandeur against a Sage capable of altering the very chemicals that makes them exist. Often these illusions are prefaced with a winning strike, a mortal blow that is sure to fell the Twilight Sage. The hubris riddled rival then pushes forward with that 'successful' attack and continue to pour their own chakra into the ensured victory. This false hope is sometimes so desperate, that a Sage can simply whisper the idea into their mind, and their victim will place themselves under the illusion of triumph.

Rank 1/2: Cast at -2/-1 Gen DC dealing 730/900 damage a round and has a 20%/30% chance of the CP cost being paid by the Hostile Target.

Cost: 2200 CP, 1100 CP/rnd

Notes:
  • If the Hostile Target is affected by Parasitic Mind, the target still pays the additional CP cost.
  • This technique may be maintained for up to 30 seconds

Somnal Eclipse - S Rank Genjutsu
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The end of an Era is a grand thing. The culmination of potentially thousands of years as a grand order comes to an end comes with the understanding that the future cannot be seen. One can only learn from the lessons of the past to move forward, or else be eclipsed in ignorance as the times move forward without them. It is the philosophy of the first Sage of the End Times, and it is through that self-imposed rule the ultimate technique in chakra manipulation was born. Once they have drowned their opponent's senses with their own chakra, the Sage then directs it from the mind, to their own coil. Being that they have mastered tricking the opponent's coil itself, their body accepts the foreign chakra within to recycle it through as it would its own. The immediate effect of this causes full body rejection. Rarely is anyone capable surviving of the repercussions of being afflicted with such a powerful burst of alien chakra, most gaining disabilities or bodily infirmaries in some way for life.

Prerequisites: S-Rank and Twilight Sage
Effect: Targets one opponent. Each Genjutsu affecting the target grants this technique +1 Gen DC and 1000 damage, up to +4 DC and 4000 damage. Upon being hit by this technique, the target cannot use conditionals for 20 seconds.

Cost: 3400 CP

Notes:
  • This technique does not take up a sense slot.
  • Only one opponent may be affected by this at a time.
  • The user may only cast this technique on a specific target once per battle successfully.
 

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Hawkeye
Hawkeye.jpg

A Hawkeye is said to have the gaze of a raptor, able to see farther and with greater detail than any normal person. With uncanny aim and precision, Hawkeyes are able to riddle an enemy with arrows, kunai, and other thrown weapons.
Note: A "Ranged Weapon" referred to in this table is defined as the Projectile, Thrown, and Puppet weapon subtypes.

Vital Strike - Boost (1 point)
Restriction - may only be purchased a maximum of two times
Description goes here
Effect: The user gains +1 Critical Range

Precise Blow - Boist (1 point)
Restriction - may only be purchased a maximum of three times
Description goes here
Effect: The user gains +1 Ranged Accuracy

Composite - Boost (1 point)
Restriction - may only be purchased a maximum of three times
Description goes here
Effect: The user's Taijutsu gains +5% Damage

Sureshot - Boost (1 point)
Restriction - may only be purchased a maximum of three times
Description goes here
Effect: The user gains +5% chance to auto-hit. If the user is under an effect which prevents them from choosing their target, they instead gain a +5% chance to choose their target.

Flickering Shadow - Dependent Special Move (2 points)
By repeatedly experimenting with the Shadow Shuriken technique, the Hawkeye learns to apply it with their other techniques, bending the light and shadows within their attack, momentarily confusing their foes as they attempt to discern where will the attack will fly.
Effect: By paying +30% CP, the user may have a Ranged weapon attack trigger an opponent's conditional to use a Reflexive action, even if the attack would not normally trigger said conditional. This will only apply if the target had a conditional set to use an action reflexively during a round. This special move has a 10 second cooldown.

Delayed Shot - Dependent Special Move (3 points)
Description goes here
Effect: The user may cause their attack to be delayed. For every second delayed the user pays +5% Cp up to 10 seconds for +50% Cp. The attack gains +0.5 Accuracy and +2.5% Damage per second it is delayed.

Rapid Assault - Passive (2 point)
Description goes here
Effect: When performing a Multi-hit action with a Ranged weapon, the first check that misses may be re-rolled.

Practical Blow - Ability Modfication (2 points)
Restrictions - Requires the Deadeye ability
Description goes here
Effect: The effects of Deadeye can now be used with any Ranged Weapon.

Special Ammo - Ability Modfication (3 points)
Restrictions - Requires the Weapon Mastery ability
Description goes here
Effect: The user gains access to Projectile - Arsenal if they don't already have access to it. Additionally, the user may now use their Stock Augments with any Ranged Weapon

Sniper - Passive (2 points)
Description goes here
Effect: The user's Critical Hits ignore the target's damage reduction.

Bounce Shot - Dependent Special Move (3 points)
Description goes here
Effect: The user gains the Redirect conditional.
  • Redirect can only be triggered when an attack with a Ranged Weapon misses.
  • If the user's Ranged Weapon attack misses the target, the user can designate the next target for -2 Accuracy and -10% Damage.
  • Once the user successfully hits a target using the Redirect conditional, there is a 5 second cooldown.
  • The user can list up to 5 of additional targets, each additional target inflicts the -2 Accuracy and -10 % Damage, up to -10 Acc and -50% Damage. (The attack aimed at first target is made at -0 Acc and -0% Dmg, if missed the Redirected attack aimed at the second target is made at -2 Acc and -10%, if missed the Redirected attack aimed at the second target is made at -4 Acc and -20% damage, etc)

See The Wind - Variable Taijutsu (1 point, 1 point to rank up)
Restriction- A-Rank and up
This technique is the pinnacle of Hawkeye secret techniques, allowing the user for a brief moment to see the exact trajectory, pull, and timing required to make the perfect shot. When used, the entire world seems to slow down as they aim and fire, allowing them to determine exactly what to do. Once fired, the projectile speeds through the air and becomes nigh unstoppable, as anything that the opponent might try to do was probably already factored in.
Rank 1/2: A single strike dealing 2,970/3,795 Damage at +1/+2 Ranged Accuracy. Cannot be stopped by any technique or ability. Counts as the users equipped Ranged weapon type. This attack pierces through 50%/100% of the target's Damage Reduction.

Costs:
Rank 1/2: 1,485/1900 Cp; 2.75 Ap
 

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Hyuuga
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One of the most prestigious clans to originate in the Fire country, the Hyuuga are known far and wide for two reasons; their unique style of martial arts, the Gentle Fist, and their Doujutsu, the Byakugan. Wielding both with grace, the Hyuuga clan is one that consistently produces some of the finest martial artists from any land.
All techniques in this bloodline table require Byakugan to be active
084 PL - Byakugan (Rank 1), Tenketsu Point Knowledge (Rank 1)
168 PL - Gentle Fist (Rank 1)
252 PL - Chakra Vision Scan (Rank 1)
336 PL - Gentle Fist (Rank 2)
420 PL - Byakugan (Rank 2), Eight Trigrams: Palm Strike(Rank 1)
504 PL - Tenketsu Point Knowledge (Rank 2)
588 PL - Gentle Fist (Rank 3), Chakra Vision Scan (Rank 2)
672 PL - Byakugan (Rank 3), Eight Trigrams: Palm Strike (Rank 2)
756 PL - Chakra Vision Scan (Rank 3)
840 PL - Tenketsu Point Knowledge (Rank 3), Eight Trigrams: Palm Strike (Rank 3)

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Byakugan - Passive
The iconic power of the Hyuuga clan, there are few that have not heard of their famous "all seeing eye". The Hyuuga are born with white irises and pupils, and when the Byakugan is active, gain a near-360 degree field of vision to all but a small blind spot behind them. Not only is their field of vision expanded, but they also gain the capability of seeing chakra as a glowing light source; the tradeoff is that their vision loses detail, seeing things simply as shades of white/gray/black, aside from chakra.

Rank 1/2/3: The user gains +1/2/2 Accuracy/Dodge. Sneak Attacks against the user must make a special d20 roll. If the result of this roll is less than 6/6/8 + the user's Awareness modifiers, it is reduced to a non-sneak attack.

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Tenketsu Point Knowledge - Passive
The Tenketsu are small pressure points within a targets body which govern the flow of chakra. The Byakugangrants the Hyuuga the capability of seeing chakra, and the Tenketsu themselves appear as glowing points, like stars in the sky, only visible to their all-seeing-eye. By precisely striking these minuscule points, the Hyuuga may damage the chakra system of a target, impairing their capability of lasting in a prolonged battle.

Rank 1 The user is able to target a special Called Shot limb called Tenketsu
Rank 2: +5% Called Shot chance when targeting Tenketsu.
Rank 3: Inflicting a Called shot Rank of Tenketsu causes the target to immediately lose Chakra based on its rank (as if they had inflicted suppression at that rank).

Called Shot:
  • Tenketsu:
    • Targeted at -4 Accuracy
    • Sprained = The victim loses 1.5% Max CP for every 0.5 AP of Suppression inflicted on them.
    • Fractured = The victim loses 2% Max CP for every 0.5 AP of Suppression inflicted on them.
    • Broken = The victim loses 2.5% Max CP for every 0.5 AP of Suppression inflicted on them.
Notes:
  • Like any other Called Shot limb, the Hyuuga must have some method of inflicting Broken penalties to raise Tenketsu to that status, such as the Called Shot ability, or Eight Trigrams Palm Strike.
  • Offensive Techniques which would successfully cause a target to be Suppressed against targets which are already at Suppression Cap, still cause them to suffer the Max CP damage even though they cannot be Suppressed any further.

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Gentle Fist - Bloodline Style
The fighting style of the Hyuuga clan, named after the"tap" like strikes it uses on the opponent. Unlike other styles of fighting, the Gentle Fist does not involve brute strength; it instead focuses on precise strikes of the used index and middle fingers, infused with chakra, to deal damage internally to the target. As the victim lacks any external wounds, the term "Gentle Fist" arose.

Rank 1/2/3: Unarmed Taijutsu gain +2 Accuracy, +1 Critical, and +8% Called Shot/Suppression chance. Physical Unarmed Taijutsu techniques deal -20/15/10% Damage, but Chakra Damage is increased by +10%/15%/20%.

Special Action - Tenketsu Strike The user may lower the base damage of an Offensive Technique by 20% to deal CP damage instead of Physical damage at +20% CP cost. This technique ignores the user's damage modifiers (both positive and negative), as well as the target's DR.

Notes
  • Counts either as Chakra or Physical Style. Must be declared upon entering.
  • The Special Action has a 10 second cooldown after use.


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Chakra Vision Scan - Buffing Taijutsu
The Byakugan possesses the ability to see all within a certain radius, nothing being able to escape its wide field of vision. However...this visual sensory is beyond the processing of a normal mind. Using this however, one can focus and block out other senses and concentrate purely on their Byakugan sight, temporarily increasing the distance of their sensory range and enabling them to pinpoint their targets through their chakra view.

Rank 1/2/3: At the time of casting and at the start of each round the user may reroll their Awareness vs all targets in battle with a +0/1/2 bonus (do not reroll for targets the user already is aware of). While this technique is maintained, the user will not lose awareness of targets they are aware of.

Cost: 1.25 AP and 180 CP 90 CP/rnd

Notes
  • This technique may be maintained for 10 seconds.

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Eight Trigrams: Palm Strike - Unarmed Taijutsu
The most powerful technique of the Hyuuga clan, this technique combines the Byakugan, Gentle Fist, and Taijutsu skill into one. Striking the target's chakra system with a barrage of Tenketsu strikes, the Hyuuga seals away significant portions of the target's chakra system. The most skilled Hyuuga may also combine knowledge of the human body to strike critical points, rendering specific areas useless for a period of time.

Rank 1: Deals damage based on the user's rank. This technique ignores the user's damage modifiers (both positive and negative), as well as the target's Damage Reduction.
Rank 2: Gains access to the Special Acton.
Rank 3: Called Shots made with the special action may inflict Broken penalties, even if the user does not have the Called Shot ability.

Ranks are;
  • 2 Palms - Treated as a Basic Strike, but deals Chakra Damage instead This level is not part of the "once per round" limitation, and may be used as if a standard basic strike following all rules.
  • 4 Palms - Requires E-Rank. 2 attacks, each dealing 100 Chakra Damage. Costs 0.75 AP and 65 CP.
  • 8 Palms - Requires D-Rank. 3 attacks, each dealing 225 Chakra Damage. Costs 1.25 AP and 180 CP.
  • 16 Palms - Requires C-Rank. 4 attacks, each dealing 250 Chakra Damage. Costs 1.75 AP and 335 CP.
  • 32 Palms - Requires B-Rank. 5 attacks, each dealing 300 Chakra Damage. Costs 2.25 AP and 545 CP.
  • 64 Palms - Requires A-Rank. 6 attacks, each dealing 550 Chakra damage. Costs 2.75 AP and 1650 CP.
Special Action - 128 Palms: The user may use each strike as a Called Shot. Each strike has its own individual chance of inflicting called shot penalties, and multiple may succeed.

Notes:
  • This technique may only be used once per round.
  • The user may choose a lower rank, but cannot choose a rank higher than their OOC rank.

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Discipline of the Bold Step
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The Bold Step is one of the twin disciplines belonging to the Gentle Fist style. Betraying the "Gentle" part of the name in favor of fierce aggression, Hyuuga who master this nature of the Gentle Fist are among the swiftest martial artists in the world, each touch capable of causing very lethal injuries.
924 PL - Flurry of Blows (Rank 1), Eight Trigrams: Air Palm (Rank 1)
1008 PL - Internal Bleeding (Rank 1)
1092 PL - Eight Trigrams: Air Palm (Rank 2)
1176 PL - Flurry of Blows (Rank 2), Internal Bleeding (Rank 2)
1260 PL - Eight Trigrams: Palm Rotation (Rank 1)
1344 PL - Flurry of Blows (Rank 3), Eight Trigrams: Air Palm (Rank 3)
1428 PL - Eight Trigrams: Palm Rotation (Rank 2),
1512 PL - Eight Trigrams: Divination Field (Rank 1)
1596 PL - Internal Bleeding (Rank 3)
1680 PL - Eight Trigrams: Palm Rotation (Rank 3), Eight Trigrams: Divination Field (Rank 2)
1764 PL - Eight Trigrams: Divination Field (Rank 3)

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Flurry of Blows - Passive
The twin disciplines of the Gentle Fist is best represented by the symbol of Yin and Yang; and the Bold Step teaching believes that the Gentle Fist is a weapon which should only be used when prepared to fully remove the threat of an enemy entirely. With this belief, they believe in holding nothing back from disabling their opponent in the most direct way possible.

Rank 1/2/3: When using an Offensive Taijutsu Technique of B-rank or above, the user may make 2 free Basic Strikes upon the target(s). 0/1/2 of these may be used as Called Shots.

Notes:
  • A specific target may be affected by Flurry of Blows once per round.
  • Free Basic Strikes made through Flurry of Blows do not count toward the users limit of "Free Strikes".

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Internal Bleeding - Passive
The strikes of a Hyuuga who has trained in the way of the Bold Step hold nothing back. While the Gentle Fist itself always appears as light strikes and taps on the Hyuuga, these practitioners focus their strikes on parts of the body which cause the most internal damage. A master of the Bold Step is said to be able to end the life of an unexpecting target with a touch to a vital organ.

Rank 1: The user's Unarmed Taijutsu which fully hit have a chance to inflict Bleeding.
Rank 2: The Gentle Fist style now also grants +8% Bleed chance.
Rank 3: Bleed ranks inflicted by Unarmed Taijutsu are treated as two Bleed ranks -only- for the purpose of removing/ignoring/etc Bleed ranks.

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Eight Trigrams: Palm Rotation - Buffing Taijutsu
A special technique of the Hyuuga clan, this technique is performed by the Hyuuga releasing chakra from every tenketsu in their body while spinning themselves rapidly; the result being a chakra barrier to protect themselves from harm in all directions. The Hyuuga loathes mentioning the nausea which may or may not soon follow afterward.

Rank 1/2/3: This Technique may be used reflexively. Upon use, the user chooses 1, 2 or 3 seconds; the user may not perform other actions during this time, but any non-genjutsu attack which hits them is affected by a Barrier which reduces the attack's damage by 45/55/65%. Any who attack the user during this time are attacked with two Basic Strikes at +2 accuracy (applied once per target)

Cost: 2.25 AP; 735 CP.

Notes:
  • Requires a 10 second cooldown after use.
  • This is a Barrier technique that does not have HP, and instead reduces the damage of incoming attack's by a percentage.
  • This Barrier does not receive the Barrier DR as it reduces the incoming damage.
  • While Eight Trigrams: Palm Rotation reduces the damage taken, it does not count as DR, and cannot be bypassed as such.
  • Attacks which have their damage reduced by Palm Rotation do not receive a chance to strike the user with any secondary effects.
  • Any who attacks the user are eligible to be targeted by the two basic strikes, even if their attack was not reduced by Palm Rotation.
  • The user suffers a -1 dodge penalty per blocked attack (stacking up to -3). This penalty lasts the remainder of the round.

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Eight Trigrams: Air Palm - Buffing Taijutsu
Emphasizing their precise control over their Tenketsu, the teaching of the Bold Step allows the Hyuuga to precisely release blows of chakra from their Gentle Fist strikes, creating shock waves which my strike even distant targets.

Rank 1/2/3: The user’s Unarmed Taijutsu may target Airborne targets at -1/+0/+1 acc. Unarmed Taijutsu used this way does not count as Melee Contact, and gains +21% chance of suppression.

Cost: 2.25 AP, 820 CP, 410 CP/Rnd

Notes:
  • The accuracy of attacks against the non-Airborne targets are unaffected by this technique.
  • The additional suppression chance applies to Airborne and non-Airborne targets.
  • This technique may be maintained for up to 30 seconds.

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Eight Trigrams: Divination Field - Unarmed Taijutsu
More of a meditation than a technique, the Divination Field paints the vision of the 8 Trigrams within the mind's eye of the Hyuuga. To them, the world beyond the boundary of this field ceases to exist; but within the field they are enhanced. The extreme focus of this meditation grants them heightened speed and clarity, viewing the world in slow-motion. This grants them greater range to their techniques, capable of striking all within the envisioned field.

Rank 1/2/3: The user attempts to create a Divination Field around up to 3 targets at +1/1/2 Melee Accuracy. The user gains +1/2/2 Dodge while within the Divination Field. Additionally, the user has a 5%/10%/15% for each Taijutsu technique to be treated as a Sneak Attack while in the Divination Field. Rank 3 allows the user to access the special action. Failed escape/enter attempts allow the user to make 2 Basic Strikes against the target that failed.

Special Action: When making a Taijutsu attack, the user may choose to designate the Divination Field as the only target (forfeiting any other targets the attack may have). If this is used, this instead turns the Taijutsu into an AoE that strikes any amount of targets that are within Divination Field. The user may specify which targets they do and do not want to attack (by default, all enemies)

Cost: 2.75 AP, 2480 CP, 1240 CP/Rnd

Notes:
  • May be maintained for up to 30 seconds.
  • This is an Arena Technique
  • Attempting to enter or exit requires a successful Taijutsu check against the user.
  • An additional escape attempt may be made for 1 Ap.
  • All failed checks cause the target to take 2 Basic Strikes from the user.
  • Free Basic Strikes made through failed attempts do not count toward the users limit of "Free Strikes"

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Way of the Gentle Step
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The Gentle Step is one of the twin disciplines belonging to the Gentle Fist style. With graceful strikes, this teaching focuses on nonlethal suppression aimed at the chakra of the target. Even the greatest of threats can be reduced to zero if their energy is neutralized.
924 PL - Gentle Step (Rank 1), Tenketsu Suppression (Rank 1)
1008 PL - Disruption Palm (Rank 1)
1092 PL - Tenketsu Suppression (Rank 2)
1176 PL - Gentle Step (Rank 2), Disruption Palm (Rank 2)
1260 PL - Eight Trigrams: Heavenly Guard (Rank 1)
1344 PL - Gentle Step (Rank 3), Tenketsu Suppression (Rank 3)
1428 PL - Eight Trigrams: Heavenly Guard (Rank 2),
1512 PL - Gentle Step: Twin Lion Fists (Rank 1)
1596 PL - Disruption Palm (Rank 3)
1680 PL - Eight Trigrams: Heavenly Guard (Rank 3), Gentle Step: Twin Lion Fists (Rank 2)
1764 PL - Gentle Step: Twin Lion Fists (Rank 3)

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Gentle Step - Passive
The twin disciplines of the Gentle Fist is best represented by the symbol of Yin and Yang; and the Gentle Step teaching believes that the Gentle Fist is a style of fighting best used to safeguard life. With this belief, their strikes are aimed at disabling the enemy and protecting their allies from harm.

Rank 1/2/3: Inflicting Suppression on a target causes the target's next offensive technique to lose half/half/all of any beneficial damage modifiers. Rank 2 causes the target’s chakra cost modifiers to be affected as well.


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Tenketsu Suppression - Passive
The strikes of a Hyuuga who has trained in the way of the Gentle Step believe the greatest strength is shown through self-restraint, and rather than strike to maim or take a life, these practitioners focus their strikes on parts of the body which govern the flow and usage of energy and stamina. A master of the Gentle Step is said to be able to remove an opponent's capability of fighting while leaving them otherwise unscathed.

Rank 1/2/3: The user's Taijutsu Critical hits will always inflict Suppression, even if the attack does not normally inflict Suppression. This does not apply to non-offensive techniques aimed at allies that can crit. At Rank 2 when attacking a target who is already at their Suppression cap, the user's Offensive Taijutsu Techniques deal CP damage equal to half/all the user's Suppression %. (Eg, if an attack deals 2000 damage, and the user's Suppression chance is 25%, it would deal an additional 500 CP damage)

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Disruption Palm - Unarmed Taijutsu
The Gentle Step specializes in disabling their opponents, and with their Gentle Fist, know just where to strike to temporarily stun their opponents with a single strike. While their opponents will quickly catch their breath, being disabled for even brief moments in battle can be the difference between victory and defeat.

Rank 1/2/3: May only be used on targets with at least 1 Called Shot: Tenketsu rank. Strikes at +0/1/2 Melee Accuracy. The target hit by this is chakra bound for 5 seconds, and has a 15% x Called Shot: Tenketsu rank of suffering the Disruption effect.

Cost: 2.25 AP, 695 CP

Notes:
  • A target affected by Disruption Palm becomes immune to it for 10 seconds after it wears off.
  • This is a Binding Technique
  • This is a Chakra Bind.
    This Binding Technique has Three Escape Conditions:
    • Damage: The user taking 10% Max HP damage will break this bind.
    • Being Targeted
  • This 'Disruption' effect dispels a random effect active on the target that they are using chakra to maintain.
  • A target may only be affected by this skill three times per battle normally. However, if the target has Called Shot: Tenketsu at the Broken rank, this restriction is removed.

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Eight Trigrams: Heavenly Guard - Unarmed Taijutsu
The Heavenly Guard combines the Hyuuga's precise chakra control and graceful movements into one, producing a technique capable of striking enemies just as well as it can protect allies. Showing all the traits of the Gentle Fist, this technique is considered to represent the Discipline as a whole.

Rank 1/2/3: Strikes 1/2/3 targets for 1800 Physical Damage. The user gains the 'Heavenly Guard' status. Rank 3 allows the special action to be used.

Special Action - Heavenly Cohort: The user may use this technique reflexively as a Barrier for the user and up to two additional targets, granting each target their own Barrier and the 'Heavenly Guard' status. This barrier has HP equal to the damage it would have dealt as an attack, and protects against Elemental and Physical damage.

Cost: 2.25 AP, 900 CP.

Notes:
  • This Technqiue has a 5 second cooldown after use.
  • 'Heavenly Guard' status grants +40% Damage Reduction vs the first attack which hits the user (if multi-hit, applies to the entire action), and has a 50% chance of negating any non-damage properties the triggering attack may have. Heavenly Guard remains active for 5 seconds, or until hit by an attack.
  • Heavenly Cohort has its own individual barrier HP pool for each protected target and the user.
  • Heavenly Cohort follows all Barrier rules with one exception: Allies and the user may perform Unarmed attacks without ending the Barrier’s protection.

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Gentle Step: Twin Lion Fists - Unarmed Taijutsu
A secret technique of the Hyuuga specializes in using their precise control over chakra to shroud their hands in an aura of chakra, often taking a specific shape; the first Hyuuga to use this was said to have transformed her fists into lion heads. Regardless of appearance, the effect is unchanged; the Hyuuga gains the capability of severely crippling the target's ability of containing and generating chakra and energy.

Rank 1/2/3: Strikes 3 times at +1/2/3 Melee Accuracy, each dealing 1275/1595/1910 damage. Damage from this technique reduces the target's Max CP by an equal amount, up to their current CP value. Additionally, the target is prevented from recovering any Chakra for 5 seconds x number of hits.

Special Action - Twin Lion Roar: The user may pay +20% CP cost to deal CP damage instead of Physical damage. This technique ignores the user's damage modifiers (both positive and negative), as well as the target's Damage Reduction.

Cost: 2.75 AP. 2350 CP

Notes:
  • This Technique has a 10 second cooldown after use.
  • The duration of the "chakra sealing" aspect of this attack does not stack; if used on a target already affected, whichever duration is greater will overwrite the other.
 

Metsu

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Uchiha
Uchiha.jpg

One of the most infamous clans, the Uchiha are known for their powerful Doujutsu, the Sharingan. Uchiha have a myriad of skills they can call their own, nearly all of which is traced back to their crimson doujutsu. Uchiha are known for awakening their Sharingan in times of trauma...and for it to only continue to grow in strength the more psychological pain an Uchiha pulls through, leading to some to seek this pain willingly in search of greater power.
Note: For the purpose of Uchiha techniques which refer to 'Line of Sight', this is defined within the Line of Sight UBR entry.

084 PL - Sharingan (Rank 1), Hypnotic Gaze (Rank 1)
168 PL - Adaptive Counter (Rank 1)
252 PL - Something (Rank 1)
336 PL - Adaptive Counter (Rank 2)
420 PL - Sharingan (Rank 2), Crescent Moon Mirror (Rank 1)
504 PL - Hypnotic Gaze (Rank 2)
588 PL - Adaptive Counter (Rank 3), Something (Rank 2)
672 PL - Sharingan (Rank 3), Crescent Moon Mirror (Rank 2)
756 PL - Something (Rank 3)
840 PL - Hypnotic Gaze (Rank 3), Crescent Moon Mirror (Rank 3)

Sharingan - Passive
The Sharingan is a Doujutsu of the Uchiha clan, distinguished by its infamous red-color and the 'tomoe' surrounding the user's pupil. Apart from serving as a focal point for later techniques, the Sharingan grants the Uchiha an extreme degree of perception, allowing the Uchiha to react and perform actions with greater precision. As even the tiniest and most subtle of details within their gaze will not go unnoticed, the Uchiha claim their Sharingan will always see the truth.

Rank 1/2/3: The user has +1/+1.5/+2 Accuracy and Dodge toward targets in their line of sight. When attacking a target within their line of sight, the user ignores any Auto-dodge %'s the target may have.

Note:
  • Does not apply to Activated Auto-dodge, such as the Body Switch Ninjutsu. This only applies to % chances.
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Hypnotic Gaze - Passive
To look into the crimson Sharingan of an Uchiha is to invite disaster. Perhaps the most well-known capability of the Uchiha is their power to cast powerful Genjutsu upon targets through simple eye contact.

Rank 1/2/3: When performing a Genjutsu, the user may pay +20% CP to cast it without handseals. If the target is within their line of sight, the Genjutsu receives a +0/+1/+2 modifier.

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Adaptive Counter - Bloodline Style
Due to an Uchiha’s general all-round prowess in all forms of combat to some degree or another, they are equally as well versed in combating against most styles; with quick movements and keen alacrity when they find an opening in their opponent, they are the first to seize the opportunity to strike. Paired with their revered Sharingan, they claim to be able to predict an opponent based on the slightest muscle tension in their body.

Rank 1/2/3: While in this style, the user selects a Hostile Target. Each time the selected target performs an action targeting the user, the user gains +1 Dodge/Gen Save. This caps at +3/+4/+5 Dodge/Gen Save.

Special Action - Sharingan no Eiyū: When the selected target performs a Reflexive action, the user will reflexively attempt to strike them with a Basic Strike at -2/-1/+0 Accuracy. If this attack hits, the triggering Reflexive action is prevented.

Cost: 0.5 AP

Notes:
  • This may be a Physical or Chakra Style
  • Physical Style grants Dodge Bonus, Chakra Style grants Gen Save bonus.
  • The user may choose which Accuracy/DC type the special action uses.
  • The reflexive action this is used against is not "used", only prevented. It may still be triggered later in the round.
  • The special action does not cost AP, and counts as a Free Basic Strike for the round.
  • The special action has a 10 second cooldown after use.
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Flames of the Uchiha - Fire Ninjutsu
The Uchiha Clan has an ancient wisdom they live by, "Build a man a fire, and he'll be warm for a day. Set a man on fire, and he'll be warm for the rest of his life."

Rank 1/2/3: While maintaining this technique, the user may pay an additional +30%/+35%/+20% CP cost to give any Offensive Fire Technique to cause [Lingering Damage]. At the end of each round, any target with [Lingering Damage] takes 5%/10%/15% of the Offensive Fire Techniques damage caused that round.

Special action - Warm Embrace: The user may pay an additional 5% CP to instead gain Temp HP equal to the [Lingering Damage] instead.

Cost: 1.5 AP, 360 CP, 180 CP/rnd

Notes:
  • This is a Chakra Armor Technique
  • Advanced Elements with Fire as the Major Element only deal half [Lingering Damage] damage.
  • [Lingering Damage] is Passive Damage and cannot be buffed in any way.


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Crescent Moon Mirror - Non-Elemental Ninjutsu
The Sharingan is said to have the power to see through illusions, and this technique was created to reinforce that. By warding their mind against foreign influence, the user can assure that what their Sharingan perceives will be reality, and not someone else's illusion.

Rank 1/2/3: The user will auto-resist or auto-dodge the next E-C/B/A rank Elemental or Genjutsu Offensive Technique that targets them in the next 5 seconds.

Special Action - Half-Moon Phase: The user may pay +20% CP to instantly follow up the resisted or dodged Offensive Technique with any E-B Rank Offensive Genjutsu or Ninjutsu at +1 Acc/DC.

Cost: 2 Ap; CP equal to 30% of the triggering attack (CP cost is paid upon the triggering attack but the AP is paid on cast)

Notes:

  • Counts as an Activated Auto-Dodge the round this is activated.
  • May only be used once per round, even if Acrobatics is an owned ability.
  • Use of the Special Action counts as a Combo.


Eye of the Moon
TsEB2Md.png

While all Uchiha generally have some skill in Genjutsu, none have greater potential than Uchiha who wield the "Moon" Mangekyou. The Tsukiyomi technique grants the Uchiha the power of captivating any who meet their crimson gaze, forcing those around them doubt whether their thoughts are truly their own or merely part of the Uchiha's will.
All techniques in Eye of the Moon require Mangekyou Sharingan to be active
924 PL - Mangekyou Sharingan (Rank 1), Searing Reality (Rank 1)
1008 PL - Genjutsu Reversal (Rank 1)
1092 PL - Searing Reality (Rank 2)
1176 PL - Mangekyou Sharingan (Rank 2), Genjutsu Reversal (Rank 2)
1260 PL - Kotoamatsukami (Rank 1)
1344 PL - Mangekyou Sharingan (Rank 3), Searing Reality (Rank 3)
1428 PL - Kotoamatsukami (Rank 2),
1512 PL - Tsukuyomi (Rank 1)
1596 PL - Genjutsu Reversal (Rank 3)
1680 PL - Kotoamatsukami (Rank 3), Tsukuyomi (Rank 2)
1764 PL - Tsukuyomi (Rank 3)

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Mangekyou Sharingan - Passive
The Mangekyou Sharingan is the advanced stage of the Sharingan, accessible to Uchiha after having undergone traumatic stress. Distinguishable by its unique appearance (which varies among its users), the Mangekyou allows the Uchiha to access powerful techniques...but carries the drawback in that they place significant stress on the user's eyes, to the point where it can even result in the Uchiha losing their sight until their Sharingan recovers. Like its appearance, the abilities granted by the Mangekyou can differ between one Uchiha and another.

Rank 1/2/3: Genjutsu maintained by the user will not make a Genjutsu check for the first round they are maintained; this does not stack with them should they roll a Critical. Mangekyou Sharingan lasts up to 10/20/30 seconds.

Special Action - Izanagi: When the user is being attacked by a target within their line of sight, they may dispel a C-rank or higher Genjutsu they have maintained on the attacking target to automatically redirect the attack to a different target of their choosing (if an AoE, the user only redirects the part targeting them). The user may not recast the Genjutsu sacrificed for this special action on this target for 25/20/15 seconds.

Cost: 0 AP to activate. Upon deactivation, 2.5% Max HP per round it was active.

Notes:
  • Requires Sharingan.
  • Mangekyou Sharingan costs no AP to activate (it only needs to be declared), but takes the timing of 1 AP to come into effect.
  • The special action may be used reflexively.
  • The special action may only affect a specific target's attack once per round.
  • If the user has multiple Genjutsu maintained on the attacker, the user chooses which Genjutsu is dispelled for the special action.

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Searing Reality - Passive
Fluff

Rank 1/2/3: When the user performs a Offensive Fire Technique, they can immediately follow up with an E/E/D Rank Genjutsu at -2/-1/-1 DC as a free action. Genjutsu cast in this way do not take up a Sense Slot. The user may only maintain up to 1/2/3 Genjutsu that are performed this way.

Special Action - Deceit in Flames: For 1 AP, the user may have this Passive apply when they perform an Activated Auto-Dodge.

Notes:
  • Genjutsu performed this way gain the user's Ninjutsu Buffs.
  • If the Genjutsu is cast with Hypnotic Gaze, the user does not take the -2/-1/-1 DC debuff.



Genjutsu Reversal - Non-Elemental Ninjutsu
Uchiha claim that nothing can deceive their Sharingan, and have a special technique to show just that. Their doujutsu is able to, not only, decipher illusions, but even reverse those very illusions on the the would-be illusionist.

Rank 1/2/3: The user makes a Genjutsu check against the owner of a single Genjutsu affecting them (selected randomly) and upon success the Genjutsu is dispelled. Rank 2 allows this to be used with one special action, and Rank 3 allows both special actions to be used simultaneously.

Special Action - Reversal: If successfully dispelled, the user may reflexively pay AP equal to half the Dispelled Genjutsu AP to attempt to inflict the dispelled Genjutsu onto the target at +0 DC with a refreshed duration. This automatically fails if the target is not within the Uchiha's line of sight. The user takes on all maintenance costs, with an additional +40%/+30%/+20% CP.

Special Action - Selection: By increasing the AP cost by 0.5 AP, the user may choose a specific Genjutsu that is affecting them. The user may only select a Genjutsu they are aware of.

Cost: 2.5 AP; 730 CP

Notes:
  • This technique has a 10 second cooldown after use.
  • The user must be at least of equal OOC rank of the selected Genjutsu.
  • Reversed Genjutsu count as Genjutsu cast by the user, and gain the user’s buffs.
  • This cannot be used to reverse BL/CA/Kinjutsu Genjutsu (they can be dispelled by this, but not reversed)

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Kotoamatsukami - Will Genjutsu
Kotoamatsukami is a Mangekyou technique which allows its user to delve into the mind of an individual within their field of view, and from there, implant false experiences, beliefs, and ideas in their subconscious. The result of this manipulation can cause the target to behave in accordance to the caster's desires, all while the host believes they are still acting of their own free will.

Rank 1/2/3: Attempts to hypnotize a Hostile Target within the user's line of sight at -3/-2/-1 Genjutsu DC.

The effect of this Genjutsu changes depending on the type of target hit;
  • Player Characters - Upon success, the user may implant 2 separate Conditional actions that cost no more than 1/1.5/2 AP combined (Cannot make a target drop/dispel any active effects, remain motionless, or drop weapons). The target will attempt to perform these actions each round when/if possible.
  • Clones/Creations - Clones/Creations use their owner's Genjutsu Save.The user gains control of the Creation/Clone and takes on all maintenance costs. Does not count toward the user's clone/creation limit for 10 seconds; after which the user must choose to keep it or disperse it.
  • Contract - The user gains control over the contract for 10 seconds. Contracts have immunity to this technique for 20 seconds after it ends.If the user has a contract summoned, they cannot target a contract.

Cost: 2.5 AP; 720 CP

Notes:
  • This technique may be maintained for up to 20 seconds,
  • If the target succeeds on 2 Genjutsu checks against the user, this technique will end.
  • Affected individuals will make a Genjutsu check vs the caster at the start of every round. Targets who succeed this check will be unaffected by it for the remainder of the round. Targets who fail will attempt to perform the conditional commands when possible.
  • If a target succeeds a maintained Genjutsu check from this technique, they gain awareness of this Genjutsu for the remainder of its duration, but it is not removed (until succeeding on a second occasion)
  • The conditional actions assigned by this Genjutsu do not take up the target's conditional limit. However, if conditionals conflict, the conditional actions created by this Technique will have priority.
  • If the Genjutsu is cast with Hypnotic Gaze, the user does not take the -3/-2/-1 DC debuff.
  • Contracts summoned through the Unbound Loyalty - Kinjutsu Ability remain for the duration of this technique.

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Tsukuyomi - Variable Genjutsu
Tsukuyomi is a Genjutsu which traps a target within eyesight of their Mangekyou Sharingan within an illusory world under the complete control of the Uchiha. The true power this technique holds over other Genjutsu is that Tsukuyomi manipulates the target's sense of time; the target may experience hours, even days within the illusory world, that only amount to a few actual moments in the real world. However, if a target experiences a drastic difference in the passage of time between the illusion and the brief moments Tsukuyomi is active on them, the resulting stress on their mind can cause severe psychological trauma, even if the illusion were a peaceful experience.

Rank 1/2/3: The user casts at a Hostile Target at +0 Gen DC. If successful, the Hostile Target is pulled into the Moon God’s Realm which is a special arena with the following effects:
  • Creates a Round within a Round effect.
  • The Hostile Target cannot take any actions and has -2/-3/-4 Dodge.
  • The user has 5/7.5/10 AP.
  • No damage buffs apply within the Moon God’s Realm

When this technique ends the following occurs:
  • The user will have only spent 70/60/50% of the CP spent in the Moon God’s Realm.
  • The Hostile Target takes 50% of the damage as Illusionary Damage.
  • No damage buffs can apply to this technique's damage.
  • The Hostile Target and the user does not retain any debuffs from the Moon God’s Realm.

Special Action - Moon God’s Rage: The user may spend 5% Max HP to cause this technique’s Damage to count as a Fire Ninjutsu for the purposes of Flames of the Uchiha.

Cost: 3 AP, 1650 CP

Notes:
  • Requires Mangyeko Sharingan to be active.
  • Mangyeko Sharingan ends after the use of this Technique.
  • This technique may only affect a target once per battle.
  • This is a Round Within A Round Technique.
  • The user may choose which Sense Slot to target, but this technique does not take up a Sense Slot.
  • Use of the Special Action deals Illusionary Damage and not Elemental Damage.

Eye of the Sun
gicDylf.png

An Uchiha who wields the "Sun" Mangekyou gains immense control of flames. They draw their power from the Amaterasu technique, and learn to apply its effects to their other Fire techniques. Their flame becomes all but an unstoppable force of destruction, and often takes on a unique color not normally associated with fire.
All techniques in Eye of the Sun require Mangekyou Sharingan to be active
924 PL - Mangekyou Sharingan (Rank 1), Kagutsuchi (Rank 1)
1008 PL - Black Flame (Rank 1)
1092 PL - Kagutsuchi (Rank 2)
1176 PL - Mangekyou Sharingan (Rank 2), Black Flame (Rank 2)
1260 PL - Rising Flame (Rank 1)
1344 PL - Mangekyou Sharingan (Rank 3), Kagutsuchi (Rank 3)
1428 PL - Rising Flame (Rank 2),
1512 PL - Susanoo (Rank 1)
1596 PL - Black Flame (Rank 3)
1680 PL - Rising Flame (Rank 3), Susanoo (Rank 2)
1764 PL - Susanoo Rank 3)

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Mangekyou Sharingan - Dependent Special Move
The Mangekyou Sharingan is the advanced stage of the Sharingan, accessible to Uchiha after having undergone traumatic stress. Distinguishable by its unique appearance (which varies among its users), the Mangekyou allows the Uchiha to access powerful techniques...but carries the drawback in that they place significant stress on the user's eyes, to the point where it can even result in the Uchiha losing their sight until their Sharingan recovers. Like its appearance, the abilities granted by the Mangekyou can differ between one Uchiha and another.

Rank 1/2/3: While active, any target which takes damage from the user's Offensive Fire Ninjutsu will also suffer the effects of the Phoenix Embrace Genjutsu (Master Rank); this does not deal the Genjutsu's Damage. Mangekyou Sharingan lasts up to 10/20/30 seconds.

Special Action - Amaterasu: For +0.5 AP when performing a Offensive Fire Ninjutsu, the user's [Lingering Damage] is increased from 15% to 20%/25%/30% and lasts until Mangekyou Shaingan deactivates.

Cost: 0 AP to activate. Upon deactivation, 2.5% Max HP per round it was active.

Notes:
  • Requires Sharingan.
  • Mangekyou Sharingan costs no AP to activate (it only needs to be declared), but takes the timing of 1 AP to come into effect.
  • Advanced Elements with Fire as the Major Element only deal half [Lingering Damage] damage.

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Black Flame - Passive
Uchiha possess a burning passion deep within them, a part of an Uchiha's spirit which can never be truly quenched. The Sun Mangekyou awakens the Uchiha's power to wield burning flames which resist all attempts at containing them.

Rank 1/2/3: The user's Fire Ninjutsu are unaffected by Chakra Binding Techniques and gain a +0/+1/+2 bonus to both "Maintain" checks as well as any checks to remove/dispel them. (This means the user's Fire Ninjutsu is not paused while Chakra Bound, not that they can cast while bound) If a Fire Ninjutsu states that it can be dispelled automatically by a Ninjutsu of another element, such as water, the rank of ninjutsu increases by one. (If your Fire Ninjutsu states that it can be dispelled by a Water Ninjutsu of B-Rank or higher, it now can only be dispelled by a Water Ninjutsu of A-Rank or hire). Additionally, the user may spend +20%/+10%/+0% to cast Fire Ninjutsu without handseals while Mangekyou Sharingan is active.

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Kagutsuchi - Fire Ninjutsu
Kagutsuchi is a technique which brings order to flames in a variety of ways. From empowering them into a blaze, or even outright extinguishing them, this Mangekyou technique grants the Uchiha control over all things fire, up to and including the unwieldy dark flames of Amaterasu.

Rank 1/2/3: The User creates a Terrain Effect and can take the following actions with Offensive Fire Techniques: At rank 1, the user may use Extinguish. Rank 2 they gain Kindle and at Rank 3 they may use Spread.

  • Extinguish allows the user to end an Offensive Fire Technique with a successful Ninjutsu check.
  • Kindle increases the duration of an active Offensive Fire Technique by 10 seconds.
  • Spread allows the user to copy any Offensive Fire Technique in their line of sight and use it against a Hostile Target within their line of sight.

Special Action - Will of the Uchiha While this technique is maintained, the user may turn an Offensive Fire Ninjutsu into a maintained technique. These techniques deal 50% damage, have a duration of 30 seconds, and the CP/rnd cost is half the original casting cost.

Cost: 2.5 AP, 1095 CP

Notes:
  • This is a Terrain Technique.
  • This technique may be maintained for up to 30 seconds.
  • Techniques maintained using the special action can only be maintained for 10 seconds after this technique ends.
  • Spread does not remove the original technique, only creates a new copy.

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Rising Flame - Fire Ninjutsu
Fire techniques are among the favorites of the Uchiha clan, and even more so for those with a Mangekyou ability inclined toward it. Uchiha finding themselves surrounded may have their flames grow in strength and intensity, exploding from one target to the next.

Rank 1/2/3: The user attempts to strike a Hostile Target for 2000/2500/3000 Elemental Damage. They then may attempt to strike another target at -20% damage at +1 Acc. This repeats until the attack misses, strikes all possible targets, or is reduced to 0% base damage.

Special action - Fanning the Flames: If the user is maintaining Kagutsuchi, this technique may be used with Will of the Uchiha special action dealing 75% instead of 50%.

Cost: 2.5 AP, 980 CP

Note:
  • If the user has any effects which would increase the attack's targets, it is applied at the start of the technique.

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Susanoo - Fire Ninjutsu
Those gifted with the power of Susanoo are said to be fearsome foes, capable of taking on hordes of foes alone. The Susanoo is an entity composed of chakra, massive in size, manifested around the user like armor. Susanoo acts on their behalf to both smite their enemies while protecting them from harm, and the greater the Uchiha's strength, the more of Susanoo they may manifest; with those having the Eternal Mangekyou able to completely manifest full-bodied entities.

Rank 1/2/3: The user creates a barrier that has 3,000/3,750/4,500 HP upon activation and the start of each round; this barrier is applied individually against each target in battle, and does not interfere with the user's own actions or block their line of sight. While this technique is maintained, the user gains the Gigantic ability.

Special Action - Fury of the Sun God: The user may pay the costs of Flames of the Uchiha with HP to have both Chakra Armor’s active at the same time.

Special Action - Searing Strike: The user may spend 1 AP to expend a Barrier against a Hostile Target at +1/+2/+3 Accuracy. This takes the Susanoo Barrier that the user has against this Hostile Target and and deals the remaining Barrier HP as Elemental Damage.

Cost: 3 AP 3300 CP, 1650 CP/Rnd

Notes:
  • This is both a Chakra Armor and Barrier Technique. The user cannot be affected by other Barriers unless otherwise stated.
  • This barrier has DR against Illusionary, Physical and Elemental damage.
  • This barrier does not block Genjutsu.
  • Barriers created by this technique cannot be buffed in any way.
  • This Technique acts as a barrier vs each individual target in battle. (For example, Uchiha Madara is fighting Senju Hashirama and Tobirama. Just because Hashirama deals enough damage to break through Susanoo, does not mean Susanoo has been broken for Tobirama as well.)
  • Hostile Targets that count as extensions of another Hostile Target, eg Clones and Creations, share the same Barrier from this technique. (For example, Uchiha Madara is still fighting Senju Hashirama and Tobirama. Hashirama deals enough damage to break through Susanoo, allowing his clones to attack Madara, but this does not mean Susanoo has been broken for Tobirama and his creations/clones as well.)
  • Susanoo's Barriers cannot be destroyed by auto effects.
 

Metsu

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Toujigikou
Toujigikou.png

Literally meaning "Clay Artisan", the Toujigikou originated from the Village Hidden in the Stone, and are widely considered some of the greatest Artists to Exist. Members of this clan are gifted with an uncanny skill for creating beautiful art pieces, and share a love for the many forms of art. They are born with a mouth in the palm of each hand, giving them the unique ability to mold their chakra into a special type of Clay, creating Explosive works of art that literally come to life. While some choose to live the peaceful life of an Artist, others Believe in the clan's Motto that "Art is a Bang!" and prefer the more chaotic life style of utilizing their Explosive Art whenever they can, showing the world the true beauty of art during that single fleeting moment of explosion.
084 PL - Explosive Art (Rank 1), Abstract Detonation (Rank 1)
168 PL - Artistic Fireworks (Rank 1)
252 PL - Glitterbomb (Rank 1)
336 PL - Artistic Fireworks(Rank 2)
420 PL - Explosive Art (Rank 2), Clay Clone (Rank 1)
504 PL - Abstract Detonation (Rank 2)
588 PL - Artistic Fireworks (Rank 3), Glitterbomb (Rank 2)
672 PL - Explosive Art (Rank 3), Clay Clone (Rank 2)
756 PL - Glitterbomb (Rank 3)
840 PL - Abstract Detonation (Rank 3), Clay Clone (Rank 3)

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Explosive Art - Passive
The Toujigikou are unique when it comes to chakra by it naturally being chaotic to a point of becoming highly explosive. Though volatile and dangerous, these skillful craftsmen manipulate and shape their combustive energy into many shapes and forms, and overtime, can control their explosive chakra with such mastery that they are able to merge it with other Ninja Arts, for an Explosive Masterpiece.

Rank 1/2/3:
  • May convert Fire and Earth Techniques into a Explosive Technique by paying an additional +[20/10/0]% Chakra Cost.
  • The user may convert Explosive Techniques into Clay Bombs which have the following effects:
    • The Clay Bombs can target up to [2/3/4] targets. If the technique already is AoE it gains +1 Target.
    • Clay Bombs are Explosive Ninjutsu Techniques.
    • Clay Bombs have +5%/10%/15% chance of Suppression

Notes:
  • The user automatically has access to the Explosion element.

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Abstract Detonation - Passive
The Toujigikou believe that fine art is the beauty of the single fleeting moment; their preferred form of this comes via explosions. When their majestic works of art detonate into a fierce, transient explosion, nothing brings a bigger smile to their face. Naturally, and sometimes even subconsciously, they hone their skill at molding their arts and crafts with perfect precision and control that their talents allow them to create the most beautiful, and deadly, explosions have the shinobi world has ever known.

Rank 1/2/3:
  • The user may delay their Explosion techniques up to 5/10/15 seconds to grant +5%/10%/15% damage. Any Clay Bomb delayed this way has a +10%/15%/20% chance of being treated as a Sneak Attack per 5 seconds.

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Living Clay Bombs - [Chakra Style]
The most used and recognized form of the Toujigikou's art style. Most members of the clan carry bags on their hips, or belts, that contain a small amount of moldable clay that they put into the mouths affixed to their hands. Within the mouth the clay is "chewed" and injected with the clan's unstable chakra before being molded into the form of a creature that can move towards their target in the way the real animal would. These explosive creatures are just as dangerous as any explosive clay, able to detonate on contact.

Rank 1/2/3: The user may convert any Offensive Explosion Technique into a Living Clay Bomb. The Living Clay Bomb has half/all the Offensive Explosion Technique Damage as HP. Living Clay Bombs have -7/-5 Secondaries and 1 AP. The Living Clay Bomb may spend 0.5 AP to make a Basic attack dealing twice the user's Basic Strike Damage with a 25% chance to Detonate.

Cost: 0.5 AP

Note:
  • Living Clay Bombs are a Creation Technique, but does not take up the user’s creation limit.
  • The User may only have 2 Living Clay Bombs summoned at a time.
  • Living Clay Bombs also count as Clay Bombs.
  • Detonate - The Living Bomb is automatically destroyed dealing extra damage equal to the remaining HP.

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Glitterbomb - [Explosion Ninjutsu]
Not all explosions are full of carnage, fire, blood, and bone. To some the very act of the explosion itself is the goal and from the shyer members of the Toujigikou clan came up with a far more fun way to create bombs that their haughtier cousins use to prank each other without causing a mortal wound...though not always. Ironically the most famous use of these bombs were from a shinobi that wasn't even a part of the clan, but their uses were quickly adapted regardless as superior pranks.

Rank 1/2/3: Attempts to strike up to 3 targets 3 times dealing [600/375/300] Elemental damage. If fully hit, the target gets -1 Accuracy and Awareness, stacking up to [1/2/3] times, for 10 seconds.

Cost: 1.5 AP, 650 CP

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Clay Clone - [Explosion Ninjutsu]
A unique Clone technique to the Toujigikou clan, as opposed to creating animals they can make copies of themselves via the same method; identical in every visual aspect. The clone, being made of clay, regenerates itself over time and is naturally resistant to physical attacks due to their moldable nature. These clones have the ability to create explosives out of themselves to assist the User in their volatile art. To a point that they are even able to throw themselves into a fray as an explosion; just like any other form of their artistic expression.

Rank 1/2/3:
  • User can create a clone that has HP equal to 15% of User's CP with -[7/6/5] Secondaries and 5 AP.
  • The Clone has [10/15/20]% Physical Damage Reduction with a [30/40/50]% chance to become Stuck.
  • Can use Glitterbomb at Rank 1 using HP in place of its CP cost.

Special Action - Kamikaze: - By paying [200/250/300] CP: The user may prime the clone to detonate automatically upon physical contact with an enemy for [20/30/50]% remaining HP as damage at +[1/2/3] Accuracy.

Special Action - Artistic License: The user may use a Living Clay Bomb as part of the casting cost of this Technique to add the Living Clay Bomb’s HP to the Clay Clone and improving the Clay Clone’s Secondaries by +1.

Cost: 2 AP; 1800 CP; 400 CP/round; 300 CP to prime.

Notes:
  • This is a Clone Technique
  • The user may only have one Clay Clone at a time.
  • Stuck inflict a -[2/3/4] dodge.
  • Those Stuck to the clone have a [30/40/50]% chance to remove this condition per 0.5 AP spent.
  • Artistic License may only be used with a Single Living Clay Bomb.
  • Artistic License still takes up a Living Clay Bomb slot.
  • When this technique detonates, the damage cannot be buffed in any way.

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Perfection of the Fleeting Moment
Unlike most famous clans, the Toujigikou split off into two different ideals of artistic expressions within their own bloodline instead of "branching" off into 2 different lineages. While they stay close to one another, more so than some due to their unique expression of artistic value, the two "paths" that their art takes has often lead to some of the most explosive arguments of all time. The first style of art, known as "Master Sculptors", focus intently on creating perfection. The clay and chakra that they infuse it with are meant to be physical expression of perfection that cannot be match by any other mortal. To punctuate this perfection, the art in which they do combat with continue to remain just as explosive to hone in the lesson and creed these artists follow: "Perfection, like everything, is fleeting."
924 PL - Aperture Vision (Rank 1), Art with Purpose (Rank 1)
1008 PL - Creative Direction (Rank 1)
1092 PL - Art with Purpose (Rank 2)
1176 PL - Aperture Vision (Rank 2), Creative Direction (Rank 2)
1260 PL - Explosive Aura (Rank 1)
1344 PL - Creative Direction (Rank 3), Art with Purpose (Rank 3)
1428 PL - Explosive Aura (Rank 2),
1512 PL - Banzai Bomber (Rank 1)
1596 PL - Artistic Vision (Rank 3)
1680 PL - Explosive Aura (Rank 3), Banzai Bomber (Rank 2)
1764 PL - Banzai Bomber (Rank 3)

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Aperture Vision - Passive
Art is a beauty to behold, so believe those of the clan. An true artist knows the importance of detail, and naturally they take in and note the little things in their environment subconsciously that will one day be replicated in perfection. Due to this nearly all Toujigikou despise the arts of Genjutsu, believing it a crude method of obscuring the expressionism behind one's true art. Those of the mindset of perfectionism have developed a peculiar ability to ignore certain effects that might hinder their art; able to just simply ignore that which might disturb it.

Rank 1/2/3: Cumulative accuracy debuffs ignored up to -[2/3/4]. Additionally, the user can make and maintain one additional Creation Technique at [30/40/50]% HP and deals [30/40/50]% Damage.

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Creative Direction - Passive
To be perfect in one's craft isn't something that simply comes over night. In order to gain that which one might considered "perfect", one has to study every last single detail in not only what they make, but what others are capable of as well. As such those who wish to bring about the greatest awe in a fleeting moment seek inspiration and direction from every source available to them - often throwing away all pride but that of their art in order to reach the pinnacle.

Rank 1/2/3: The users' Creations have [5/10/15]% DR, and deal +[5/10/15]% extra damage. The user’s Creations and Clones count as Clay Bombs, and may be detonated reflexively for 0.5 AP. Clones and Creations detonated this way deal 50% of their remaining HP as Elemental Damage, counts as an Explosion Ninjutsu and ends the Clone/Creation technique. This damage cannot be buffed in any way.

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Art with Purpose - [Explosion Ninjutsu]
To all Toujigikou the purpose of art is to express one's self with a bang. No one knows if their talent with explosions came first, or their obsession with turning it into a form of art, but only those who seek to create a flawless masterpiece know that not all art needs to be explosive in their start - only in the end, to express the ultimate feeling of transient loss in their never ending amelioration.

Rank 1/2/3: The user summons a Creation that has [2600/3250/3900] HP, -[6/5/4] Secondaries, 3 AP, and basic strikes deal [525/650/800] damage with a [14/17/20]% to cause the 'Blast' effect for 1 AP.

Special Action - Achieving Purpose: The user may spend +20% CP to guarantee a Blast Effect for one strike.

Cost: 2.5 AP, 1200 CP; 600 CP/Rnd

Notes:
  • This is a Creation Technique.
  • The 'Blast' effect causes this Technique to target an additional enemy with its basic strikes (Random if not stated), and partial hits to be treated one level higher.
  • The special action has a cooldown of 5 seconds.

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Explosive Aura - [Explosion Ninjutsu]
A unique trait to this school of thought developed by pouring so much of their unstable chakra into their hands, those of Fleeting Perfection will often find themselves able to control their wild energies in ways no other Toujigikou can even dream of. It's often cited that their reason for being able to control this power without actually training for it is that their artistic minds just simply do it accidentally while attempting to create the paragon of temporary art; hence why only one school of art can preform the ability. No one Toujigikou knows how they figured out it - they just do.

Rank 1/2/3: While maintaining this technique, Melee Contact made against or by the user deals [250/315/375] damage. Additionally, if the user is using the Living Clay Bombs - Bloodline style, when the user performs Offensive Taijutsu Techniques they may instead use their Explosion Ninjutsu Accuracy and Damage Buffs.

Special Action - Art is for Everyone: The user may spend 0.5 AP and 20% of the technique's initial CP Cost to apply this technique to any Creations/Clones they are currently maintaining..

Cost: 2.5 AP, 1000 CP; 750 CP to maintain

Notes:
  • This Technique is a Chakra Armor technique.
  • Offensive Taijutsu Techniques used this way are treated as Explosion Ninjutsu.
  • Offensive Taijutsu Techniques require melee contact to be used.

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Banzai Bomber - Explosive Ninjutsu
The final form of artistic expression for the Fleeting Perfectionist. The goal of moving forward, slowly, painful clay creation one after another until they reach the zenith of form all culminates into what is considered the ultimate ideal of clay expression. Not to be satisfied with simply creating a perfect figure, it also holds itself as a unparalleled platform in which to do combat from, taking to the sky to avoid those below while the Toujigikou creates even more works of art to rain down on the plebs below. Often given wings of some sort these creatures of clay glide the skies like volatile birds to give any opponent of a Toujigikou a moment to appreciate their flawless form before being dive bombed by the immaculate figure.

Rank 1/2/3: The user summons a Creation with 4750/5940/7125 HP, -2 of the user’s secondaries and 5 AP. The Creation may take the following actions

  • Interactive Display: 1 AP - May target a Hostile or Allied Target to give it the Airborne Status. Allied targets/The User gain +1/+2/+3 Dodge.
  • Art is a Bang: 1 AP - Basic Strike dealing 630/790/950 Elemental Damage using Ninjutsu Acc
  • Audience Participation: 3 AP - May attempt to Bind a Hostile Target at -1/-0/+1 Acc. This is a Physical Binding Technique, with the Barrier and Escape Chance break conditions.

Cost:
Rank 1/2/3: Initiation: 3 AP, 2420 CP; 1210 CP/rnd

Notes:
  • This is a Creation Technique
  • Can be maintained for 30 seconds.

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Acceleration of the Clamorous Moment
The other side artistic expression within the Toujigikou clan that splits the idea of what "art" is between two factions. While the former believes that fleeting perfection is the truest art, these Toujigikou focus entirely on the "Bang" part of their explosive creativity. Not just explosions themselves, but the size, the speed, the number, and the surprise factor are all major tenants for this belief in how to express one's art. So while their creations themselves look no where near as perfected and honed as the other side of the artistic hemisphere, they more than make up for that in an adroitnestic payload. The most terrifying part of this side of expression is that you'll never know which kind of Toujigikou you're facing until the bombs start going off - and by then it'll be too late for most.

924 PL - Surprise Art (Rank 1), Blast-off (Rank 1)
1008 PL - Complementary Aesthetic (Rank 1)
1092 PL - Blast-off (Rank 2)
1176 PL - Surprise Art (Rank 2), Complementary Aesthetic (Rank 2)
1260 PL - Oxidation Outbreak (Rank 1)
1344 PL - Surprise Art (Rank 3), Blast-off (Rank 3)
1428 PL - Oxidation Outbreak (Rank 2),
1512 PL - Atomic Impressionism (Rank 1)
1596 PL - Complementary Aesthetic (Rank 3)
1680 PL - Oxidation Outbreak (Rank 3), Atomic Impressionism (Rank 2)
1764 PL - Atomic Impressionism (Rank 3)

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Surprise Art - [Passive]
"Art is a bang," is the crying slogan of all Toujigikou that is often spoken before a particular expressive form of their explosive aptitude. Yet, a hallmark of those who see explosions as the end all-be all of their talent will often find their voices drownd out by the sheer number of bombs going off all at once that seemingly come from all sides and angles from no where. Facing against the Toujigikou is one thing, but facing against the madmen in love with their boom-trigger is another feat all together.

Rank 1/2/3: Clay Bombs no longer need to be delayed to gain the bonus +10%/15%/20% chance of being treated as a Sneak Attack. Any Clay Bomb that is delayed, gains an additional +10%/15%/20% chance of being treated as a Sneak Attack.

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Complementary Aesthetic - Passive
While those of Clamorous Intent don't normally pay as much attention to their clay figure's forms, there is a certain flair in what they do make that is hard to miss. This noticeable form of art isn't expressed in the ways other parts of the clan does it, and instead focuses on the apex of an explosion. Such attention to details that others miss cause their bombs to leave something lingering in those witness to their art shows; something that afflicts the soul deeply with the Toujigikou's wild chakra.

Rank 1/2/3: Explosion Techniques cast by the user can cause Buildup instead of any other listed Secondary Effect. In addition, any suppression caused by the user's Explosion Techniques raises the called shot level of a random limb.

Notes
  • When the Target with Buildup uses CP, they take [10/20/30]% of the CP costs as Elemental Damage.
  • Elemental damage caused by this gain the user's Explosion Technique Damage Buffs
  • The target may spend 1 AP to to remove Buildup.
  • The user must specify if they are changing the Secondary Effect to Buildup
  • Called Shot levels can only be caused this way every 5 seconds.

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Blast-off - Explosive Ninjutsu
Sometimes the perfect performance in art doesn't happen in the moment, and those of this school of thought have recognized that principle far more than other Toujigikou do. To create the greatest explosion in the most profound way that shakes a viewer to their core requires patience, set up, and a lot of clay. It is always a double-take moment for anyone who fights against the artistic clan when they notice which school of art their fighting against after catching a clay-spider buried in the dirt in their peripherals; always just a second too late.

Rank 1/2/3: While this technique is maintained, the user may set Offensive Explosion techniques as a trap at no additional AP cost, with +[1/+1.5/+2] to the Stealth Check. If these traps are destroyed, they explode for 50/75/100% of their actual damage, otherwise the user may chose how the trap is triggered. At Rank 3, the user may set a free E-Rank trap every 5 seconds.

Special Action - Pop Up Exhibit: The user may spend 0.5 AP and 365/455/550 CP to trigger one of their Blast-Off traps as a sneak attack.

Cost: 2.5 AP and 1095 CP, 550 CP/Rnd

Notes:
  • Offensive Techniques cast this way use normal Trap rules.
  • Offensive Techniques cast this way retain Ninjutsu Acc and Damage Buffs.
  • The user may choose the target for the special action.
  • Use of the special action has a 10 second cooldown.

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Oxidation Outbreak - Explosive Ninjutsu
While the greatest form of expression is explosive for the Clamorous, there lies an even more dangerous and lethal technique available only to the most skilled artists of this school of thought. By consuming through their face mouth a chunk of clay, they use their metabolic chakra system to fuse their chakra into their clay, and themselves, until the clay overlaps the user creating a gigantic bomb with the appearance of a giant clone of themselves. Once it explodes however, there is no actually explosion or visible effect; revealing themselves again after. What really happens is that the artist releases thousands upon thousands of microscopic bombs invisible to the naked eye, and all but the most powerful Doujutsu. Once scattered over the region these bombs proceed to enter the body through the mouth, nose, and even the very skin of those unfortunate enough to be in the area. Once inside the body, they proceed to the blood stream were upon detonation, can disintegrate all but the most powerful shinobi from the inside out. It is their ultimate form of art as the explosions numbered within are impossible to count even if one can't fully see them.

Rank 1/2/3: When the user casts this technique, and every 10 seconds after, they attempt to hit all valid hostile targets [7/9/11] times. Each hit deals [180/225/270] damage at -[2/1/0] Accuracy and +1 Critical, but may only affect any single target up to [5/6/7] times. Each consecutive hit adds +10/15/20% chance to cause suppression.

Special Action - Möbius Explosives: While this technique is being maintained, when the user casts an Offensive Explosive Technique of C-Rank or lower, they may pay +0.5 AP and 10% CP cost to cast a duplicate of the same Technique again dealing 25% base damage. If used on an Offensive Technique that was auto-dodged, the copied technique may target that target normally.

Cost: 2.5 AP; 880 CP, 440 CP/rnd.

Note:
  • This is a Terrain Technique
  • This technique may be maintained for up to 30 seconds.

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Atomic Impressionism - [Explosion Ninjutsu]
One of the most devastating and, in the opinion of the Clamorous, the most beautiful technique of the Toujigikou clan resides within this form of art. By actually training to gain a full control over their explosive element these artists learn how to infuse more than just clay with their chakra. By holding their hands open palm-facing their opponents, the hands within can draw in air that causes their forearms to expand before expelling an invisible fog full of explosive chakra that can be activated with the clan's unique triggering handseal. Due to the explosive air's natural invisible nature it's considered impossible to escape from such a masterful showmanship until the artist themselves are ready to stop.

Rank 1/2/3: The user attempts to deal [3850/4770/5740] Damage at -[2/1/0] Accuracy to all within the battle, including the user. This technique gains +10% Damage for every 10 seconds that it is maintained, up to +30% after a total of 30 seconds.

Cost: 3 AP and 2640 CP, 1320 CP/Rnd

Note:
  • This Technique cannot be auto-dodged.
  • This Technique may be maintained for up to 30 seconds.
  • Barrier, Bind and Arena’s do not protect from this technique.
  • This technique's damage is not dealt until the technique ends.
  • This technique's damage is still dealt even if the user is KO'd or Killed.
  • The user is immune to this technique if maintaining Blast Off
 

Metsu

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Nanjirou
Nanjirou.jpg

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

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

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

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

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

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

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

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

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


---

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

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

Cost: 0.5 AP

Notes:
  • The user may enter this style as a Chakra or Physical style.
---

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

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

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

Cost: 1.25 AP 240 CP, 120 CP/rnd

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

---

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

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

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

Cost: 1.75 AP 500 CP

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

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

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

---


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

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


---

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

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

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

---

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

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

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

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

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

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

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

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

---

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

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

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

Cost: 2.75 AP, 2475 CP

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

---

Musashi
The Musashi Clan is an outlier that was created by the First Son of Masamune, with the goal of recovering all the weapons Muramasa stole. Unlike the other side of their bloodline, these samurai are soldiers who willingly cut off of their ancestor's guidance, but make up for this selective weakness by carrying multiple weapons they have either managed to recover from Muramasa's Disciples, or fellow brothers fallen in battle. Due to this they also use a style of combat that is unique to them that was rumored to have been created directly by Masamune's son as the only true counter to Muramasa's technique.
924 PL - Gathered Souls (Rank 1), Hirenkyaku (Rank 1)
1008 PL - Hyoho Ninten Ichi-ryu (Rank 1)
1092 PL - Hirenkyaku (Rank 2)
1176 PL - Gathered Souls (Rank 2), Hyoho Ninten Ichi-ryu (Rank 2)
1260 PL - Hi-no-kokyū (Rank 1)
1344 PL - Gathered Souls (Rank 3), Hirenkyaku (Rank 3)
1428 PL - Hi-no-kokyū (Rank 2),
1512 PL - Sentō Saimin (Rank 1)
1596 PL - Hyoho Ninten Ichi-ryu (Rank 3)
1680 PL - Hi-no-kokyū (Rank 3), Sentō Saimin (Rank 2)
1764 PL - Sentō Saimin (Rank 3)

---


Gathered Souls - Passive
Blades that the Musashi have gathered all have one thing in common - they're haunted. While all weapons of the Nanjirou have a connection to their dead ancestors, these once belonged to those who had fallen dishonorably or were killed in an non-honorable fashion making them so that no one else can touch them without going mad. To the Musashi, however, they all claim that when these weapons are grasped in their hands all they can feel is the fury of their fallen kin.

Rank 1/2/3: The user may now have +1/2/3 [Ancient] Augments. The [Ancient] Augment no longer has any alignment or damage bonus. At Rank 2 the user gains a second Sheath Slot, and at rank 3 they regain the +5/10/15% damage buff to its taijutsu subtype.

---

Hyoho Ninten Ichi-ryu - Passive
Literally translated as "Two Heavens, One School," the Hyoho Ninten technique is one shrouded in mystery and legend far beyond the ones trained to those of the clan. Originally created to counter Disciples of Muramasa, the technique has evolved to a point that it cannot be used by those who are in touch with their ancestors; for the sword-form relies not on wisdom and battle tranquility, but a balanced form of raw violence and strength, instead.

Rank 1/2/3: The user gains the ability Ambidexterity and it does not take up a slot. The user may also be equipped with Two [Ancient] Augment weapons at the same time. When the user casts an Offensive Taijutsu technique, they may have the 1/2/3 of the 2nd weapon’s Augments apply.

Notes:
  • Free augments, except [Ancient], from the 2nd weapon do not apply.
  • Identical Augments don’t stack.
  • The User may be passively equipped with both weapons in their Sheath Slots.

---


Hirenkyaku - [Clan Style]
While many can't grasp the idea of being able to dual-wield two weapons in pure harmony, the Musashi turn their multiple weapon training into a form of discipline, never reaching an "end" to their technique. To wit, one of the strongest forms of combat styles involve purposely taking a hit in order to parry and line up a perfect counter. While most fighters would consider this style suicidal, the Musashi aim for the purpose of striking down a foe in a single viscous blow; much like thir cousins, but with more violence.

Rank 1/2/3: While in this style, the user can take up to -1/-2/-3 dodge to give +15/20/25% Backlash Damage to any hostile target that succeeds in a Full Hit against them. After dealing Backlash Damage to an opponent, the user may drop the style for 0 AP to reflexively perform up to a C/B/A Rank Offensive Taijutsu technique.

Cost:0.5 AP

Notes:
  • Dropping the style to perform an Offensive Taijutsu Technique requires a conditional, but does not take up a Conditional Slot.
  • The user must pay the full costs of the Offensive Taijutsu technique, only the timing is reduced to 0 AP.

---

Hi-no-kokyū - [Variable Taijutsu]
The breathing techniques taught to Nanjirou in their infancy are never forgotten - even as they forget the ancestors that once lent them strength. Without the connection to an elder soul to perfect the power of Zen Shūchū as most Nanjirou do, the Musashi have stepped into a new realm of techniques that evolved from violence over serenity; a must in the constant battle against Muramasa. These techniques are part of a new generation of Zen Shūchū that many older Nanjirou frown upon, though they cannot deny their prowess in combat.

Rank 1/2/3: The user attempts to strike a Hostile Target at +1/2/3 Acc. The user must select a Special Action to use with this technique. The user has access to the Fourth Form at Rank 1, the Fifth Form at Rank 2, and the Sixth Form at Rank 3.

  • Fourth Form - Nichiun no Ryū Kaburimai: The User may spend up to 1 Omniscient Points to make 4 strikes against a Hostile Opponent, dealing 375/470/560 Physical damage each.
  • Fifth Form - Shunten Giri: By paying up to 2 Omniscient Points, the user strikes for 2060/2475 Physical damage, and can combo with another Taijutsu Technique at one 1/4 of the AP timing.
  • Sixth Form - Kiki Onkō: The user may spend up to 5 Omniscient Points to gain 480 Temp HP per point. While the user has this Temp HP, full hits against them causes 20% Backlash Damage.

Cost: 2.25 AP, 820 CP

Notes:
  • Temp HP follows the standard Temp HP rules.
  • Fifth Form follows standard Combo rules, only the Timing is changed.
  • Sixth Form stacks with Hirenkyaku.

---

Sentō Saimin - Buffing Taijutsu
Among the Nanjirou are many techniques that have been considered impossible to learn by outsiders not guided by their ancestors. The elder souls who had spent their entire lives perfecting techniques so that their souls can pass on this knowledge to the descendant that lifts their blade. The Musashi are a part of the group unable to master all their clan's techniques - having long ago severed their connection to these elder souls; and yet not a single Nanjirou of the Masamune clan, nor Disciples of Muramasa, go anywhere near their cousins when battle hypnosis has taken control. By throwing themselves completely into the fray and shutting off their minds, the Musashi cut a path through the battlefield to reach their target; and woe be to anyone in between.

Rank 1/2/3: While this technique is maintained, the user gains the following effects:
  • Omni-Step’s Bonus from entering or exiting a style is doubled.
  • The user no longer has a cap on Styles they may be in.
  • Whenever the user casts an Offensive Taijutsu Technique, they may spend 1 Omniscient Point to also make a Free Basic Attack. This can exceed the Free Basic attack limit.

Cost: 2.75 AP, 2475 CP, 1240 CP/rnd

Note:
  • This technique may be maintained up to 30 seconds.
  • When this technique ends, the user drops out of all styles.
  • Only 1 Omniscient Point may be spent per Offensive Technique.
 

Metsu

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Kaguya
Kaguya.jpg

A brutal and barbaric clan with its origins tracing into the earliest histories of Kirigakure, the Kaguya are a bloodthirsty people born with an instinct that dictates a love of fighting and war. Their ability reflects their bloodlust, their gruesome power allowing the Kaguya to reshape and grow bones within their body to whichever shape they deem fit. Because of their morbid abilities and bloodlust, it is said that the Kaguya are a clan of demons, each one born as a living weapon destined for a life of violence. It is almost unheard of for a Kaguya to reach an old age and die a natural death, their clan believing that the only suitable death is to die in the midst of combat...among a sea of their slain enemies.
084 PL - Ultimate Bone Defence (Rank 1), Rapid Healing (Rank 1)
168 PL - Ballet of Bones (Rank 1)
252 PL - Dead Bone Pulse (Rank 1)
336 PL - Ballet of Bones (Rank 2)
420 PL - Ultimate Bone Defence (Rank 2), Flourish of the Camellia (Rank 1)
504 PL - Rapid Healing (Rank 2)
588 PL - Ballet of Bones (Rank 3), Dead Bone Pulse (Rank 2)
672 PL - Ultimate Bone Defence (Rank 3), Flourish of the Camellia (Rank 2)
756 PL - Dead Bone Pulse (Rank 3)
840 PL - Rapid Healing(Rank 3), Flourish of the Camellia (Rank 3)

Ultimate Bone Defense - Passive
The Kaguya has mastered the ability to manipulate their bones into a dense layer of armor, reinforcing them and helping prevent damage from nearly every technique used against them.They can also temporarily increase the hardness of the layers to increase this defense at the expense of movement.
Rank 1/2/3: The user gains 5%/10%/15% DR. At the end of each round, the user automatically heals a single random Called Shot level.

Special Action - Density: The user may spend 0.5 AP to take a -3 Dodge Debuff, to double their current DR. This lasts for 10 seconds.

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Rapid Healing - Passive
The Kaguya's ability constantly punctures and shreds their flesh upon the removal of their bones, and though excruciatingly painful for younger members, the Kaguya naturally begin to shrug off this pain as their body begins to become accustomed to this wear and tear, their skin rapidly repairing any punctures or lacerations they may be afflicted with almost as quickly as they are cut.

Rank 1/2/3: When the user performs any Non-Elemental Technique, they gain 10%/15%/20% of the CP cost as Temporary HP. Whenever the user gains Temporary HP this way, one level of bleeding is removed. Bleeding Ranks removed this way cannot go below Rank 3/2/1.

Notes:
  • Bleed levels may only be removed this way once per 10 seconds.
  • Temp HP Gained this way follow the standard Temp HP rules, with two exceptions:
    • Rapid Healing's Temp HP is not removed at the end of a round.
    • Stacks with Temp HP from other sources but not itself.

---

Ballet of Bones - Bloodline Fighting Style
The Kaguya clan is full of talented and graceful fighters. They have a fighting style that takes advantage of their unique bone manipulation abilities, forming a dance of sorts, moving with the rhythm of the battle.

Rank 1/2/3: When the user enters the style, they gain 1/2/3 Bone Counters, and may choose a Dance. For 0.5 AP, the user may switch to a different Dance, generating 1/2/3 Bone Counters. While in this Chakra style, the user gains +1 Acc/+5% Non-Elemental Damage. While in this Physical style, the user gains +1 Dodge/+5% DR per Bone Counter.
  • Bone Tango: Each Offensive Technique the user makes while in this style generates a Bone Counter
  • Calcified Defense: Rapid Healing gains +10% per Bone Counter, and if Rapid Healing would exceed 50%, the user will also gain HP equal to the amount over cap. (If the user has 5 bone counters, Rapid Healing would give 50% of the CP cost as Temp HP, and heal the user for 20% of the CP cost)
  • Dance of the Larch: For every Bone Counter, 10% of the user's Temporary HP is dealt as additional damage upon Melee Contact. Temporary HP used this way is lost.
  • Dance of the Seedling Fern: The user automatically attempts to enter stealth. Each Bone Counter the user has adds +1 Stealth.
  • Dance of Clematis: When entering this dance, the user may destroy a weapon created by Dead Bone Pulse. The user selects one of the augments from the destroyed weapon to become a [Calcified Augment]. When the user creates a new weapon using Dead Bone Pulse, this selected [Calcified Augment] applies to the new weapon as a free Augment for a number of offensive actions equal to the user's Bone Counters at the time of creation. (If the user selects the Vampiric Augment to be the [Calcified Augment] and has 4 Bone Counters when creating the new weapon with Dead Bone Pulse, then the new weapon will be treated as though it has the Vampiric Augment for the first 4 Offensive Actions made with this new weapon.)

Cost: 0.5 AP to enter or switch to a Dance

Notes:
  • The user may have a maximum of 5 Bone Counters.
  • The user may only enter Dance of the Seedling Fern once per round.
  • Counts either as Chakra or Physical Style. Must be declared upon entering.

---

Dead Bone Pulse - Buffing Taijutsu
Dead Bone Pulse is the trait from which all other Kaguya skills and techniques originate from. It describes a special power that those which inherit the Bloodline Limit of the clan possess to manipulate the characteristics of their skeletal structure to increase their durability, eject jagged weapons from their body or even fire high-speed projectiles

Rank 1/2/3: The user creates a weapon with the Special Composition: Non-Elemental augment as well as 1/2/3 additional augments. While this technique is maintained the user can create additional weapons as a free action, following the same creation rules as the initial weapon. When creating a weapon with this technique the user may use the Spine Sword Special Action and when the user makes an offensive action using a weapon created from this technique, they may use the Swift Draw Special Action.

Special Action - Spine Sword:
The user may pay double the initial cost to give the weapon +1 Acc and +5% Damage.

Special Action - Swift Draw: The user may spend 1 Bone Counter to reduce the AP timing of an Offensive Taijutsu Technique by 1 AP using a weapon created this way.

Cost: 1.25 AP, 180 CP, 90 CP/rnd

Notes:
  • This is a Weapon Creation Technique.
  • Swift Draw may only be used once per round.
  • This technique may be maintained for up to 30 seconds.

---

Flourish of the Camellia - Variable Taijutsu
The second of five "dance flourishes" which the Kaguya Clan is famous for, the Flourish of the Camellia is a series of attacks within the dance that are performed at varying speed, often times inter-mixed between their other attacks and "dances", disrupting an opponent's ability to perceive it. It is typically utilized as a continuous stream of attacks which is executed until the opponent makes a mistake and shows a weakness in their defense.

Rank 1/2/3: The user may reflexively copy an Offensive Taijutsu Technique they have cast, to repeat at the end of the round while maintaining this technique.

Special Action - Evergreen: The user may spend 3 Bone Tokens to combo the stored technique with another Offensive Taijutsu Technique at 0 AP timing once per round.

Cost: 1.75 Ap, 440 CP, 220 per round.

Notes:
  • This is a Chakra Armor Technique.
  • This Technique can be maintained for a maximum of 30 seconds.
  • Use of the special action replaces the end of round effect.
  • Cannot be used with A and S Rank Techniques.
----

Shikotsumyaku
The Shikotsumyaku Kaguya are masters of the Kaguya dances, flowing from one to the other with grace and beauty not of this world, To see one in action is a wonderous thing, and not something an opponent will usually get the pleasure of seeing twice.
924 PL - Swaying Willow (Rank 1), Flourish of the Larch (Rank 1)
1008 PL - Weaponized Grace (Rank 1)
1092 PL - Flourish of the Larch (Rank 2)
1176 PL - Swaying Willow (Rank 2), Weaponized Grace (Rank 2)
1260 PL - Flourish of the Clematis (Rank 1)
1344 PL - Swaying Willow (Rank 3), Flourish of the Larch (Rank 3)
1428 PL - Flourish of the Clematis (Rank 2),
1512 PL - Flourish of the Seedling Fern (Rank 1)
1596 PL - Weaponized Grace (Rank 3)
1680 PL - Flourish of the Clematis (Rank 3), Flourish of the Seedling Fern (Rank 2)
1764 PL - Flourish of the Seedling Fern (Rank 3)

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Swaying Willow - Passive
The Shikotsumyaku are masters of the Ballet of Bones. Able to move with speed and grace far beyond other Kaguya's normal limits, they manage to make the art form of the Ballet surpass its normal peaks.

Rank 1/2/3: The user gains +1/+2/+3 Bone Counter limit. At rank 3, they gain +1 Bone counter when entering Ballet of Bones or switching Dances.

---

Weaponized Grace - Passive
Shikotsumyaku Kaguyas' grace is applied to all of their abilities, making every action a wonder to behold.

Rank 1/2/3: When equipping a weapon, the user may spend up to 3/4/5 Bone Counters to grant the newly equipped weapon +1 Acc and +5% Damage per Bone Counter spent. Each Technique used with this weapon reduces the Bone Counter bonus by 1 Acc and 5% Damage.

---

Flourish of the Larch - Buffing Taijutsu
Bones blossom from all over the body of the Shikotsumyaku Kaguya, in a wondrous and grotesque flourish, protecting them from harm while they fragile beauty of it lasts.

Rank 1/2/3: The user gains 1350/1680/2025 Temporary HP. While the user has Temp HP from this technique, they gain DR equal to 5% per Bone Counter, up to 5 Bone Counters.

Cost: 2.25 AP, 820 CP

Notes:
  • When using this technique, the user can choose to switch into Dance of the Larch for free.
  • This technique can be used reflexively.

---

Flourish of the Clematis - Variable Taijutsu
Removing their spine from their back as a crescendo of the fourth "dance", this flourish creates a linked spear which is held together by chakra-enhanced cartilage giving it the flexibility of a rope but the strength of steel chains. Rumor has it that this flourish has a second, more deadly phase which is usually used as a follow-up to the first step.

Rank 1/2/3: The user attempts to bind a hostile target at -5/-4/-3. When the hostile target is bound and once every 10 seconds, they take Basic Strike Damage for each Bone Counter the user has.

Special Action - Bloom: At any time the Hostile Target is still bound, the user may spend 0.5 AP and the initial cast cost to end the Binding Technique, dealing 1500/1875/2250 Physical Damage.
Cost: 2.25 AP 820 CP, 410 CP/rnd

Notes:
  • This Taijutsu sub-type matches the weapon used for it.
  • This is a Binding Technique
  • This is a Physical Bind.
  • This Binding Technique has Two Escape Conditions:
    • Escape Chance
    • Being Targeted
  • This technique may be maintained for up to 30 seconds
  • When using this Taijutsu the user can switch into the Dance of the Clematis for free.
  • The special action counts for the Dance of the Clematis' effect.
---

Flourish of the Seedling Fern - Variable Taijutsu
Commonly thought to be the most fearsome technique to the Kaguya clan, this ability allows the Shikotsumyaku Kaguya to flow a vast amount of calcium into the ground, supercharged with their chakra, which rapidly spreads across a large area and from there condenses into countless spines of sharp bone. Due to the chakra flowing through those spines the Shikotsumyaku Kaguya is able to merge and move through them freely like a shark through water while their opponents are stymied and wounded by the grove of bone spikes

Rank 1/2/3: The user makes 6/9/12 strikes dealing 352/440/530 Physical Damage. These strikes are split equally among all hostile targets. In addition, the terrain modifier for the user counts as Heavy Cover. The user makes these strikes again every 10 seconds while this technique is maintained. Each target may only be hit by three strikes per round

Special Action - Skeletal Forest: The user may spend a Bone Counter per Allied Target to grant them Heavy Cover.

Cost: 2.75 AP, 2480 CP 1240 CP/rnd.

Note:
  • This is a Terrain Technique
  • This Technique may be maintained for up to 30 seconds.
  • This Taijutsu subtype matches the weapon used for it.
  • When using this technique, the user can choose to switch into Dance of the Seedling Fern for free.

----

Kōkotsu Mahōtsukai
Rejecting the graceful ways of the Shikotsumyaku, the Kōkotsu Mahōtsukai prefer to use brute force, reinforcing their bodies to bear the brunt of the feedback of their attacks.
924 PL - Pound of Flesh (Rank 1), Giant Bone Drill (Rank 1)
1008 PL - Sacrificial limb (Rank 1)
1092 PL - Giant Bone Drill (Rank 2)
1176 PL - Pound of Flesh (Rank 2), Sacrificial limb (Rank 2)
1260 PL - Skeletal Cage (Rank 1)
1344 PL - Pound of Flesh (Rank 3), Giant Bone Drill (Rank 3)
1428 PL - Skeletal Cage (Rank 2),
1512 PL - All-Killing Ash Bones (Rank 1)
1596 PL - Sacrificial limb (Rank 3)
1680 PL - Skeletal Cage (Rank 3), All-Killing Ash Bones (Rank 2)
1764 PL - All-Killing Ash Bones (Rank 3)

---
Pound of Flesh - Passive
Never afraid of making a sacrifice, Kōkotsu Mahōtsukai draw power from their bloodline paying with their health to increase the power they have access to, letting their bodies heal whatever damage they force upon themselves.

Rank 1/2/3: The user may pay the cost of a Non-Elemental technique with HP instead of CP to increase the damage by 30%/40%/50% of the HP Spent. The user may spend a Bone Counter to pay part or all of the cost from Temp HP. This additional damage cannot be buffed in any way, and ignores the Hostile Target's Temp HP and DR. Techniques paid for this way still trigger the Rapid Healing Passive.

---

Sacrificial limb - Passive
Furthering the dedication to power, forcing more damage upon themselves to drive their bodies into overdrive, stimulating growth to continue after breaking bones off inside an opponent to cause even more damage.

Rank 1/2/3: The user may take a random Called Shot level while performing a Non-Elemental Technique, to create a Lingering Damage effect equal to 5%/10%/15% of the total damage.

Notes:
  • The user may choose to to spend 1 Bone Counter to double the Lingering Damage effect.
  • The user may only have one instance of Lingering Damage from this passive at a time, multiple uses of this passive replaces the previous use.

---


Giant Bone Drill - Non-Elemental Ninjutsu
Kōkotsu Mahōtsukai trade permanency for efficiency when it comes to brutality, forming a moving spiral of bones around one of their arms, striking fear into opponents with the sheer site of the seething bones.

Rank 1/2/3: The user's strikes a Hostile Target at -3 acc, dealing 2300/2875/3450 Elemental Damage +40% Bleeding chance..

Special action: Bone Spiral The user may spend 2 AP and 1 Bone Counter to add a second strike.

Cost: 2.5 AP 1205 CP

Notes:
  • May be used with Melee, Ranged or Ninjutsu Accuracy.
  • Bleeding can only be caused once from this Technique
  • Bone Spiral does not count as a use of a combo.
---

Skeletal Cage - Non-Elemental Ninjutsu
Kōkotsu Mahōtsukai mastery allows them to rapidly generate intricate bone structures from their body, forming a defensive fortress around themselves. This bone armor provides exceptional protection against physical and elemental attacks.

Rank 1/2/3: The user gains 2300/2875/3450 Temp HP, and deals 10% Backlash damage per Bone Counter they currently have.

Special action - Fractured Healing: While maintaining this technique, the user may spend 1 AP and all current Bone Counters to gain 600 Temp HP per Bone Counter. This may be done reflexively.

Special action - Knuckle Bones: The user may spend 2 Bone Counters to activate this technique reflexively, auto-dodging the next Offensive Technique used against them.

Cost: 2.5 AP, 1260 CP, 630 CP/rnd

Notes:
  • This is a Chakra Amour Technique
  • Use of the Knuckle Bones special action is a Activated Auto-Dodge Technique.
  • This Technique may be maintained for up to 30 seconds.
  • While this technique is maintained, the User's Temp HP is not lost at the end of the round.
  • This Technique does not end when the User's Temp HP is lost.

---

All-Killing Ash Bones - Non-Elemental Ninjutsu
All-Killing Ash Bones is the name of a technique which is the least well-known of those wielded by the Kōkotsu Mahōtsukai. It is a technique which generates a special chakra-laden bone that infects living tissue with a degenerative effect that rots away their body at an aggressive pace.

Rank 1/2/3: The user's next offensive Non-Elemental Technique deals Lingering Damage on a Hostile Target equal to 60%/70%/80% of the Technique's total Damage for the next 20 seconds.

Special action - Osteoporosis: If the Offensive Non-Elemental Technique is a full hit, the user may reflexively spend up to 5 Bone Counters, to cause a random Call Shot level check per Bone Counter spent.

Cost: 3 AP and 3300 CP

Note:
  • The user may only have one instance of Lingering Damage from this technique at a time, multiple uses of this Technique replaces the previous use.
  • The special action cannot cause Broken Called Shot levels.
 

Metsu

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Senju
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A family of shinobi that has their roots spread across two major countries, the Senju are a mythical clan of varied legends, strong bonds, and unbending willpower. With storied backgrounds of their origins in both the Fire and Wind countries, it is rare to come across someone who hasn't heard of the powerful clan capable of growing vegetation in even the harshest of deserts. They have been considered both foes and then friends of the mighty Uchiha clan, have witnessed the rise, fall, and second rise of Konohagakure, and have what is considered the strongest Wood Release technique in the world; so powerful they can control the very roots themselves as if they were little more than placid snakes. Due to this they're also one of the most influential clans in the world, often turning their resources towards peace and diplomacy rather than war. Yet, on the rare occasion the peaceful Senju do decide to break their tradition of pacifism it is never in anger - for a good gardener always knows when and where to cull to grow a more beautiful garden.

084 PL - Mokuton Augmentation (Rank 1), Sage Arts Prodigy (Rank 1)[
168 PL - Wooden Tendrils (Rank 1)
252 PL - High-Speed Regeneration (Rank 1)
336 PL - Wooden Tendrils (Rank 2)
420 PL - Mokuton Augmentation (Rank 2), Enlightened Suppression (Rank 1)
504 PL - Sage Arts Prodigy (Rank 2)
588 PL - Wooden Tendrils (Rank 3), High-Speed Regeneration (Rank 2)
672 PL - Mokuton Augmentation (Rank 3), Enlightened Suppression (Rank 2)
756 PL - High-Speed Regeneration (Rank 3)
840 PL - Sage Arts Prodigy (Rank 3), Enlightened Suppression (Rank 3)
---

Mokuton Augmentation - Passive
Masters of more than just Earth and Water Release that creates the powerful Wood Ninjutsu the Senju are famous for, the clan is also naturally attuned to nature itself. As they are generally pacifists, to use their techniques in a malicious way is frowned upon within the bloodline itself; even if they're directed by a superior officer. It is a common-held belief that it is because of this that the Senju naturally have the power to control Nature Chakra, as even their attacks seem to draw in the peace of the world around them.

Rank 1/2/3: May convert Water and Earth Techniques into Wood Techniques by paying an additional +20%/+10%/+0% Chakra Cost. The user may convert up to 5/10/15% of damage dealt by Wood Techniques in the past 10 seconds into Natural Energy for 1 AP.

Notes:
  • The Senju automatically has access to the Wood element.
---

Sage Arts Prodigy - Passive
Grand forests have risen by the hand of Senju the world around. Mythical trees containing hidden powers with the capability to unlock the potential of those who drink of its sap. It is unsurprising that a clan with such an attunement to the world would be more than natural practitioners of the Sage Arts; it is even rumored that these techniques found their infancy in mankind by the hands of the Senju as well. Their control over not just their own chakra, but the very energy that surrounds them all, make the foresty clan one villains rarely have want to poke at.

Rank 1/2/3: User gains a Natural Energy pool that has a base amount equal to 15/20/25% of their maximum CP. Natural Energy can be used to cast any Ninjutsu or Senju Bloodline techniques the user knows and any technique cast this way is considered Holy. Additionally, the first time the user casts a Wood Style Ninjutsu each round the user regains Natural Energy equal to 5/7.5/10% of their current CP.

Notes:
  • If the user possesses the Sage Mode ability any chakra which is converted into Natural Energy is added into the user's Natural Energy pool granted by this passive ability and Natural Energy is no longer lost when exiting Sage Mode.
  • The user's Natural Energy cannot exceed 25% of the user's Max CP, unless the user is Archsage or Dark Sage at which point the is no cap.
  • The user's Natural Energy cap does not apply while the user is in Sage Mode.
  • If the user is an Archsage or a Dark Sage, their Natural Energy regeneration at the start of the round is halved.
  • If the user possesses the Dark Sage Kinjutsu all mentions of Natural Energy on the Senju Bloodline are changed to Corrupted Energy.
  • While the user has Natural Energy the user is considered Holy even if the Natural Energy is not used to make an attack Holy.

---

Wooden Tendrils - Wood Ninjutsu
The most basic skill in the Senju arsenal is one in which they command the very roots around them to help them do battle. Rising from the ground suddenly in the form of spears these roots are harder that steel and can pierce through nearly anything they are directed at. Due to the magnificent regeneration built into their chakra, this attack can be used anywhere; even the weakest hidden vegetation can become mighty tree roots through a Senju in a matter of seconds.

Rank 1/2/3: 2/3/4 strikes doing 125/150/200 Elemental Damage each. The user may choose to use Wooden Tendrils as a Called Shot against a 1/2 opponents against a single limb, and each attack making their own Called Shot attempt.

Special Action - Secret Garden: If the user casts this technique using Natural Energy, they may Combo this technique after another Wood Technique, even if the combo limit has already been reached.

Costs:
Rank 1/2/3: 1.5 AP and 450 CP

Notes:
  • Called Shot Ranks can only be raised once per target per casting.

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High-Speed Regeneration - Wood Ninjutsu
The core power of a Senju's chakra relies on a special regenerative trait that is granted through constantly mixing their personal chakra with Nature's. Through this innate trait grafted into the Senju bloodline, a great many of them are well known as healers of both plant and man. This strength is not just limited to themselves either. It is a power that can be shared with another by infusing them with Natural Energy into their chakra coil in order to give them a modicum of the same high-speed regeneration they're famous for.

Rank 1/2/3: User heals for 10%/15%/20% of their maximum Natural Energy + 200 HP at the end of each round.

Special Action - Valiant Healing Hand: By paying the full CP and maintain cost for High-Speed Regeneration from their Natural Energy pool the user may target a single ally with High-Speed Regeneration rather than themselves.

Costs:
Rank 1/2/3: 1.5 AP and 375 CP + 190 CP/rnd

Notes:
  • The user can only maintain this technique on a single target at a time.
  • Can be maintained for a maximum of 30 seconds.

---

Enlightened Suppression - C-Rank Wood Ninjutsu
With pacifism being a core tenant of the Senju Way, it is not surprising to consider the clan has a non-violent way of forcing their opponents' chakra coils to feel this peace with them. By focusing a small touch of natrural energy synthisized with their personal chakra into the center of a palm strike, the Senju can thouch the opponent's chakra core and transfer a ball of pure harmony. Since most shinobi are untrained in Sage Arts this attack does far more to a normal solider than just harming them. It outright disrupts their natural flow and removes their opponent's tactics from the battlefield without physical harm.

Rank 1/2/3: The user attempts affect a Hostile Target cast at -5/-4/-3 Accuracy. This is a Chakra Binds. Every 2 seconds the Bound Target is under the effect of Enlightened Suppression there is an 18%/24%/30% chance that the 'Disruption' effect is activated on them.

Special Action - Guided by the Kami: By paying the full CP and maintain cost for Enlightened Suppression from their Natural Energy pool the user gains a +1 Accuracy

Costs:
Rank 1: 2 AP and 690 CP + 345 CP/rnd

Notes:
  • This is a Chakra Bind Technique.
  • This technique can be maintained for up to 30 seconds
  • This Binding Technique has Three Escape Conditions:
    • Being Targeted
    • Spending Chakra Points: The user spending more than 10% max CP.
    • Escape Chance: The Bound Target has a 15% chance to escape per 1 Ap.
  • The 'Disruption' effect randomly end a single random technique the Bound Target is maintaining. If a Clone/Creation activates this effect, it is dispersed.

----

Ōkina Mori
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While most Senju do not reply to their conflicts with violence, there is a sect of warriors that protect the peaceful clan from those that would try to take advantage of their natural pacifism. The Ōkina Mori, meaning Large Garden, are the thorny bushes and hedged maze that one must get past first to do battle with the rest of the Senju; a feat that to this day has not been properly accomplished. Replacing benign for violent, these guardians do not hold back with their miraculous control over the vegetation of the world. Their presence on a battlefield is often marked by sudden forests growth on war-torn fields covered in the blood of those who would dare raise a hand against those they've sworn to protect.

924 PL - Deep in the Roots (Rank 1), Wood Clone (Rank 1)
1008 PL - Forest Dweller (Rank 1)
1092 PL - Wood Clone (Rank 2)
1176 PL - Deep in the Roots (Rank 2), Forest Dweller (Rank 2)
1260 PL - Deep Forest Emergence (Rank 1)
1344 PL - Deep in the Roots (Rank 3), Wood Clone (Rank 3)
1428 PL - Deep Forest Emergence (Rank 2),
1512 PL - Thousand-Handed Statue (Rank 1)
1596 PL - Forest Dweller (Rank 3)
1680 PL - Deep Forest Emergence (Rank 3), Thousand-Handed Statue (Rank 2)
1764 PL - Thousand-Handed Statue (Rank 3)

---

Deep in the Roots - Passive
The power of nature resides in everything the Ōkina Mori creates, leaving no exception for even their most violent of creation ninjutsu. This is often reflected in their techniques with vines that twist harder, thorns that cut, and bark rougher than sandpaper as their pacifisitic technique is honed into violence. Even their loyal companions aren't spared from this aggressive form of "garden culling," as mythical beasts also enter the human realm with the Senju marks of power adorn to their flesh and chakra.

Rank 1: The user's Creations gain 25% of any of the Wood Ninjutsu Buffs the user has.
Rank 2: The user's Creations and Clones gain 50% of any of the Wood Ninjutsu Buffs the user has.
Rank 3: The user's Creations, Clones, and Contract Summons gain 75% of any of the Wood Ninjutsu Buffs the user has.

Notes:
  • If the user has +4 Accuracy and +20% Damage to Wood Ninjutsu then the Creations/ Creations and Clones/ Creations, Clones, and Contract Summons would all gain +1/+2/+3 Accuracy and +5%/+10%/+15% Damage
---

Forest Dweller - Style
What makes the Ōkina Mori truly more terrifying than thier more peaceful cousins isn't all in their natural inherient violence, or the ability to call deadly forests full of man-eating plants; it is that they can preform these miracles and still never grow tired. So long as these Senju are in full control of the land they stand upon, their bodies naturally draw upon Nature's strength to augment their own. This allows them to seemingly never tire no matter how long a fight drags on, placing both a physical and mental strain on anyone who dares to challenge Nature itself.

Rank 1/2/3: The user receives +1 Acc and +5% damage to their Wood Ninjutsu per Wood Jutsu maintained. Every 5 seconds, the user may spend 1 AP to recover Natural Energy equal to 2%/3.5%/5% of their max HP/CP. Additionally, while in this style the user's Wood Tendrils Jutsu makes +1/2/3 attacks for +0.5 AP.

Cost: 0.5 AP
Notes:
  • Counts either as Chakra or Physical Style. Must be declared upon entering.
  • If used as a Chakra style the user may recover Natural Energy based on their Max CP
  • If used as a Physical style the user may recover Natural Energy based on their Max HP
  • These bonuses cap at +5 Acc and +25% Damage buff.

---

Wood Clone - Wood Ninjutsu
While the rest of the Senju aren't incapable of creating wood clones themselves, the Ōkina Mori's penchant for more violent acts have altered the strength in which their clones are summoned with. Not just to be sastified with copies made of superior wooden defenses, these clones are also capable of preforming any and all of the Senju's secret clan techniques. These superior copies are considered by many to be the pinnacle of such techniques as their placement on the battlefield by the Ōkina make them more than just a diversion.

Rank 1/2/3: Creates a clone with 20%/25%/30% of the user's Max CP as HP and -7/-6/-5 Secondaries. This clone is able to cast Bloodline and Wood Ninjutsu techniques up to C-Rank using the user's CP.

[Natural Energy]: If the user chooses to cast Wood Clone with Natural Energy, then the clone created gains access to the user's Natural Energy pool. Additionally, the user may make up to +1/+2/+3 additional clones. The HP is split equally between the created Clones. All clones gain -1 Secondaries per clone beyond the first.

Costs:
Rank 1/2/3: 2.5 AP and 1,500 CP, 750CP/rnd

Notes:
  • This is a Clone Technique
  • Wood Clones may use Mokuton Augmentation if the Bloodline or Wood Technique being cast using [Natural Energy]:
  • Wood Clones each have 1/4 of the User’s AP.
  • If the user is in the Forest Dweller Style, the Wood Clones may spend 1 AP to recover Natural Energy equal to 2%/3.5%/5% of their max HP

---

Deep Forest Emergence - Wood Ninjutsu
The most famous of the Senju's techniques is one that can only fully be mastered by the shinobi willing to abandon pacifisim and take up arms. By fueling their forest-aligned chakra with the emotion of wrath the Ōkina Mori stirs the fury of lands drenched in blood and death. This technique causes a forest to spring up around them instantly that immediatly attacks anything and everything the Senju consideres needed to be culled from the world's garden. Due to the granduer of this skill, many opponents go against the clan watching for it; yet it never ceases to surprise even the most hardend warrior.

Rank 1/2/3: The user makes a check against 2/3/4 Hostile Targets. Every two seconds affected Hostile Targets take damage equal to 1% of their Max HP. The user regains 50% of the damage dealt. Hostile targets also gain -2 accuracy while this technique is maintained.

Special Action - Verdant Fury: By paying the full CP and maintain cost for this technique from their Natural Energy pool the user may have this Technique affect all in battle but the victims take half damage.

Costs:
Rank 1/2/3: 2.5 AP and 1,500 CP + 750/rnd to maintain

Notes:
  • This is a Terrain Technique
  • This technique may be maintained for up to 30 seconds.
  • To overwrite this Terrain Technique, a -2 Ninjutsu check must be made against the user.
  • B-Rank and A-Rank Fire Techniques will end this technique.



Thousand-Handed Statue - Wood Ninjutsu
This is the most powerful and least seen technique among the Ōkina Mori due not to a sworn secrecy, or difficulty to learn, but because of it's sheer lethality. Most shinobi have only ever heard the legends concerning the Thousand-Handed Statue fighting ancient beasts the size of mountains in the early stages of mankind; rightfully thinking it's antiquiated. Presumed to be the legendary technique of some long dead Senju, most foes who would dare to challenge the mighty forest clan assuming that it'll never be a technique they'll bare witness to; the irony of which is every member of the Senju Guard can indeed summon it. With overwhelming speed, power, and weight, it is rare than an opponent faced against this skill is able to over come it when combined with any other of the clan's powerful ninjutsu; making it the very definition of a Secret Art.

Rank 1/2/3: The user summons a Creation with 2500/3125/3750 + (10/15/20% of the user's current Natural Energy) HP and -6/-5/-4 Secondaries. The Thousand-Handed Statue has 3/4/5 AP and may use any of the actions listed below.

Thousand-Handed Statue Actions:
  • All-out Attack: For 2 AP the Thousand-Handed Statue makes six attacks each doing 200 damage against up to three targets. This may make one Called Shot check against 2 Hostile Targets.
  • Shielding Hands: For 3 AP the Thousand-Handed Statue defends the user and up to two allies, becoming a Barrier.
  • Restraining Grasp: For 4 AP the Thousand-Handed Statue uses it's hands to restrain a single target at -2 Accuracy which binds them for 10 seconds.
  • Enlightened Suppression: For 5 AP the Thousand-Handed Statue casts Enlightened Suppression targeting up to three opponents using the user's Natural Energy pool. This action has a 30 second cooldown.

Costs:
Rank 1/2/3: 3 AP and 3,750 CP + 1,875 CP/rnd to maintain

Note:
  • This is a Creation Technique
  • While Shielding Hands is in use, this counts as a Barrier Technique.
  • Use of Restraining Grasp is a Binding Technique, with Three Escape Conditions:
    • Damage: The user taking 10% Max HP damage will break this bind.
    • Escape Chance: The Bound Target has a 5% chance to escape per 1 Ap.
    • Barrier (The Creation's HP is the barrier HP)
  • This technique does not have a maintenance time limit, and lasts until destroyed or no longer maintained.

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Chīsana Niwa
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Chīsana Niwa are the leaders of the Senju Clan with a rare potent chakra that naturally attunes itself to healing and peaceful actions from generations of pacifisim. Called the "Small" or "Precious Garden," these Senju control nature's warmth, love, and embrace peace and diplomacy above all else. It is through these ascendent shinobi that the earthly clan continues to retain their appearance as a dutiful clan of harmony. Yet to think they are without the potential for combat, if push comes to shove, is an underestimation many fallen enemies of the Senju Clan has had to come to terms with. Despite their peaceful nature, their powerful control over chakra and the natural energy of the world make them nigh untouchable by conventional means; especially when combined with their redoubtably defensive Wood Release ninjutsu.

924 PL - Strength of the Boughs (Rank 1), Wood Fabrication (Rank 1)
1008 PL - Byakugou Seal (Rank 1)
1092 PL - Wood Fabrication (Rank 2)
1176 PL - Strength of the Boughs (Rank 2), Byakugou Seal (Rank 2)
1260 PL - Seed of Life (Rank 1)
1344 PL - Strength of the Boughs (Rank 3), Wood Fabrication (Rank 3)
1428 PL - Seed of Life (Rank 2),
1512 PL - Avant Yggdrasil (Rank 1)
1596 PL - Byakugou Seal (Rank 3)
1680 PL - Seed of Life (Rank 3), Avant Yggdrasil (Rank 2)
1764 PL - Avant Yggdrasil (Rank 3)

---


Strength of the Boughs - Passive
To be chosen for a leader role within the Senju Clan requires two specific qualifications - to master their Wood Release techniques, and to have a magnificant amount of chakra. These two minimum standards means that only a specific bloodline are allowed to stand as heads of the forest clan. These rare few are the descendents of the Senju's clan first leader who used their vast chakra to be the first to raise a forest from a desert. The blessing of this gives those of this bloodline a chance to lead the Senju to align with their own Shinboi Way; the curse is mainting the Clan's image of peace in times of war.

Rank 1/2/3: User's CP Mod is increased by +2/+4/+6. At Rank 3, the user's Natural Energy Cap is increased to 30% of the user's MAX CP. Additionally, the first time the user casts a Wood Style Ninjutsu each round and the user would regain Natural Energy from Sage Arts Prodigy, they regain Natural Energy equal to 5% of their Max CP instead of their Current CP.

---

Byakugou Seal - Style
Whispered even among the Senju themselves is a special seal taught to only the Chīsana Niwa who are canidates for becoming a Clan Head. Forged at the center of their forehead, or their "Third Eye", these Senju spend painstaking years constantly pouring chakra into a single point until it solidifies as a crystal; once formed the seal is complete. When the crystal is shattered, breaking the seal, all that power built up over the years is returned, giving them an impossibly hard body and a regeneration that makes them appear all but invincible.

Rank 1/2/3: The user gains +5%/+10%/+15% Damage Reduction. Additionally, every five seconds while in this style, the user can spend 20% of their Natural Energy to recover HP equal to twice the amount spent. Every time the user heals in this way they gain +1 Accuracy and +5% Medical Healing given and received.

Cost: 0.5 AP
Notes:
  • The user can only heal from this Style five times granting them a max +5 Accuracy and +25% Medical Healing given and received
  • The Natural Energy healing provided by this Style cannot be buffed in any way.
  • The Natural Energy healing provided by this Style can heal Illusionary Damage at 50% effectiveness.
  • The timing of the healing caused by this style is 0 seconds.

---


Wood Fabrication - B-Rank Wood Ninjutsu
During their training the Chīsana Niwa join their guardian brethren in learning to control their Wood Release with refined precision. The two branches of Senju are taught the exact same concept, form, and chakra control - but their end results are mirror opposites. It is due to this that an advanced chakra theory has given form to how emotion shapes the strength of a shinobi's skill set. While that theory remains to be proven in full, it is well accounted that the Chīsana's Wood Release techniqes are more supple, gentle, and yet harder than anything their guardian's can make.

Rank 1: Creates one wooden structure. User has access to Wall of Wood.
Rank 2: User gains access to Wooden Dome.
Rank 3: User gains access to Wood Locking Walls.

Wooden Structures:
  • Wall of Wood: Creates a Barrier against a single attack with a base HP equal to 10%/15%/20% of the user's Max CP. Wall of Wood can be used reflexively.
  • Wooden Dome: Creates a Barrier that protects the user and up to one ally. Wooded Dome has base HP equal to 10%/20%/30% of the user's Max CP. Wooden Dome cannot be used reflexively and lasts until it is destroyed.
  • Wood Locking Walls: Targets a Hostile Target with a Physical Bind at -3 Acc. The Bind is a Barrier with 10%/15%/20% of the user's Max CP.

Special Action - Life Finds A Way: By paying the full CP and maintain cost for this technique from their Natural Energy pool, the HP is increased by 5/10/15% of the user’s Natural Energy pool.

Costs:
Rank 1/2/3: 2.5 AP and 1,305 CP + 650/rnd to maintain

Notes:
  • This is a Barrier Technique.
  • Wood Locking Walls is a Binding Technique with Two Escape Conditions:
    • Barrier: Once the Barrier HP is depleted the bind ends.
    • Escape Chance: The Bound Target has a 10% chance to escape per 1 Ap.

---

Seed of Life - B-Rank Wood Medical Ninjutsu
The tiny diamond that represents the Chīsana Niwa's "Third Eye" can be removed, and stored away for later use. While it is rare that they'd do this, it being the core tenant of their only combat style, in times of peace they will remove their crystals and start the process over again; Senju of certain potential can complete the process in months, instead of years. Being that the crystals are pure healing enrgy stored to a singular point, they can take these seeds of life and implant them in other people to give their comrads a reduced version of their regenative powers.

Rank 1/2/3: The user selects a target to receive 30%/40%/50% of the healing that user receives, from all sources including passive heals. If the user is targeted by a technique that would attempt to reduce the user's Bleeding Rank or Called Shot level, the affected ally has a 50% chance of having their Bleeding Rank or Called Shot level reduced by 1.

Special Action - August Synergy: By paying the full CP and maintain cost for Seed of Life from their Natural Energy pool the user's target regains a +15%/20%/25% healing and has a 15%/20%/25% chance to reduce a Bleeding Rank or a Called Shot level, chosen at random, by 1 for every 10 seconds this is maintained..

Costs:
Rank 1/2/3: 2.5 AP and 1,500 CP + 750/rnd to maintain

Notes:
  • The healing the affected target receives cannot be buffed in any way outside of the Special Action.
  • The healing the target receives can heals Illusionary Damage at a 25% effectiveness if the user is using the Byakugou Seal Style
  • This technique may be maintained for 20 seconds maximum.

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Avant Yggdrasil - A-Rank Wood Ninjutsu
Spoken of in their core legends, between two distinct versions of the clan, is a special tree. To the origin clan based out of the Forest Country, it was their sacred founding father who had created the tree to nourish the land eternally. To the origins that branched into Suna, it is a tree of power who's sap gifts their kind extraordinary powers to defend their loved ones; both tales are true. The eminent Wood Release technique of the Chīsana Niwa is their own version of these Tree of Life, and their beauty reflect their core peaceful ways. While in a much more miniscule version than the ones their ancestors bore, these trees are just as powerul and dangerous as the ones that their clans protect. To see the giant tree rise from the ground and into the sky shows itself as a warning to any who would threaten the Senju to turn back - or be devoured by nature herself.

Rank 1/2/3: The user summons a tree that has 4400/5500/6600 HP. Each round all hostile targets must succeed a Ninjutsu Check or take damage equal to 30%/40%/50% of the Tree of Life's current HP. Allies regain HP equal to 15%/20%/25% the Tree of Life's current HP.

[Natural Energy]: If the user chooses to cast Tree of Life with Natural Energy, the user's Wood Ninjutsu have +10%/+20%/+30% chance to inflict a random Called Shot.

Costs:
Rank 1/2/3: 3 AP and up to 2,000 CP

Note:
  • This is a Terrain Technique.
  • This is also a Creation Technique.
 

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Alignment Focus said:
Alignment Focus
Even among those who devote their lives to the cause of a particular cosmic force there are those that go above and beyond becoming conduits for those forces in a way that is indescribable to those who lack that level of conviction in their beliefs.

Information
Prerequisites: D-Rank

Effect:
  • When the user casts a Technique which does not have an alignment, they may chose to give it one.
  • When the user casts a Technique which has an alignment that does not match the user's alignment, they may chose to do one of the following:
    • The user may change their alignment to match the techniques alignment for the next 10 seconds.
    • The user may convert the Technique to match their alignment

Notes:
  • [Link to Alignment Rules]
  • If the technique is converted to match the user's alignment, it does not gain the +5% to Alignment Effect from the Alignment Ability.
  • If the technique is given an alignment, it does gain the +5% to Alignment Effect from the Alignment Ability.
 

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Handseal Expert

Information
Prerequisites: C Rank, 10 mastered ninjutsu or genjutsu.

Effect: The user gains a 25% chance upon Melee Contact with a hostile target, for the hostile target to pay half of the next Offensive Technique's cost (including AP, CP and HP costs).

Special Action: For 0.5ap the user may reflexively attempt to physically interrupt the handseals (via melee contact) of a single hostile target at a +1 check for the next 5 seconds. If successful the hostile target's technique is interrupted and the Technique is reduced by one rank. If the Technique used is already at its lowest rank then it has its cost increased by 25%, its damage decreased by 25% and any secondary chances associated with the technique reduced by 15%.

Notes:
  • This ability only affects Techniques that use Hand Seals.
  • Cannot be used with Kinjutsu Techniques
  • The main effect may only be used once per target per round per user with this ability.
  • The user must declare a hostile target for the special action. For the purposes of this ability, Clones count as an extension of their user but Creations and Contracts do not.
  • The special action check is a Ninjutsu accuracy check for Ninjutsu and a Genjutsu DC check for Genjutsu.
  • The special action requires a 10 second cooldown between uses per hostile target even if the special action is unsuccessful.
 

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Metabolic Strength
Shinobi are understood to have incredible aptitude over both their bodies and their chakra circulation to preform all sorts of superhuman feats. With expert control of the amount of energy they're able to mix into all contact, those particularly skilled in their own chakra manipulation can overcome physical limitations for supplemental power in everything they do.

Information:
Prerequisites: C-Rank

Effect:
  • When the user casts a Medical or Taijutsu Technique with Melee Contact, the user may increase the Technique's Healing/Damage by 1% of the user's Max CP.
  • After using a Medical Ninjutsu, the user's next Offensive or Medical technique using Melee Contact has +1 critical range.
Notes:
  • The user must spend the relevant CP when using this ability. (This does not reduce the user's Max CP, only spends CP)
  • Cannot be used with Chakra Burn.
 

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Cursed Seal - Ability
Fuuinjutsu is a powerful shinobi art and none more so than the sealing techniques which are commonly referred to as "Cursed Seals". While most sealing techniques pour something into a vessel to be retrieved later, these seals specifically pour evil energy into someone to forcibly draw out the chakra of the user in a dangerous, often agonizing way, in exchange for a brief period of heightened power. Though this may grant them extraordinary capabilities for a period of time, those that are incautious with the use of their seal often find themselves doomed as a result.

Information
Prerequisites: C-Rank, Cursed Sealing

Effect: Upon gaining this ability the user creates a Cursed Seal in their Dojo, giving it one of the below effects.
  • Astral: +2 Dodge, +10% Auto Dodge, -2 Acc/Gen DC.
  • Celestial: +2 Gen Save, Regenerates 5% max CP a turn and takes +5% damage from all sources.
  • Gaia: +2 Taijutsu Acc, +10% Taijutsu damage, and takes +5% from all Elemental/illusionary damage sources.
  • Luna: +2 Ninjutsu Acc, +10% Ninjutsu Damage, and takes +5% from all physical/illusionary damage sources.
  • Solar: +10% DR from all sources, Regenerates 5% HP per round, and all chakra costs are increased by +5%
  • Heaven: +1 to All secondaries, +5% to All Damage types, Cursed Seal CP cost increased to 6 per round.
  • Hell: +2 Genjutsu DC, +10% Illusionary Damage, and takes +5% damage from all Physical/Elemental sources.
Notes:
  • The Cursed Seal must be active to grant its effect. A Cursed Seal costs no AP to activate (it only needs to be declared), but takes the timing of 2 AP to come into effect. Every 10 seconds active the user CP modifier is reduced by 4.
  • Cursed Seal deactivates after 30 seconds.
  • Cursed Seals have a shared 10 second cooldown after use.
  • Once obtained on a specific character, that character may learn and unlearn this ability just like any other.
  • The user may take this ability multiple times to create multiple seals; but only one Cursed Seal may be active at a time.
  • The user is considered 'Cursed' while the Cursed Seal is active.
  • Cursed Seal may also be obtained without knowing the Cursed Sealing Technique, if the Cursed Sealing Technique is used on the user.
  • The Cursed Seal, Sage Mode and Genetic Implant abilities are mutually exclusive; if you have one, you cannot have another.
 

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Chakra Osmosis
Restriction - C Rank
Some Shinobi are born with an interesting Chakra coil that has a tendency to draw in rather than produce. Most of these rare few tend towards learning the Sage Arts, but among them are an even rarer bunch who have maximized the ability to absorb Chakra into an innate skill.

Effect: When a Barrier Technique the user has cast is destroyed, they may reflexively choose to convert 50% of the Damage prevented into Temp HP.

Notes:
  • Follows the standard Temp HP rules.
  • Temp HP received this way cannot be buffed or lowered by any means.
  • This ability has a 5 second cooldown after use.
 

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Permanency
Some Shinobi are able to wield their Chakra with such efficency, they can make temporary creations semi-permanent, allowing quicker use of certain techniques.

Information
Prerequisites: C Rank

Effect:
  • The user may use Weapon Creation Techniques in their Dojo to create weapons, following the standard weapon creation rules.
  • At the start of a Battle, the user must pay the CP cost for each Weapon Creation Technique created this way.
  • Unless the technique requires it, this cannot be used with Special Actions
  • Weapons created this way do not cost AP, only CP.
  • Weapons created this way do not disappear if dropped or unequipped.
  • Weapons created this way do not count as a maintained technique, but continue to cost the maintenance cost of the technique per round. (eg, Paper Blade will cost 365/455 CP/rnd, and you cannot chose to end it)
  • Weapons created this way still require the use of a weapon Slot.
 

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Baneful Bunker - Medusozoa Contract Senjutsu
The crushing depths of pressure in the ocean depths lend toward the beings within it having their own stalwart defenses. So too the ocean possesses the most toxic creatures on the planet. Beings of the Medusozoa contract are crafty enough, despite their lack of brains, to combine these two abilities into one.

Effect: Reflexively creates a Barrier that has 6,050 HP against a single Offensive Technique. If an Offensive Technique is successfully blocked, the attacking Hostile Target gains the Toxic Status.

Cost: 3 AP, 2200 CP

Notes:
  • The Barrier's DR matches the type of Offensive technique, (Blocking a Taijutsu technique creates a Physical Barrier, whereas a Ninjutsu creates an Elemental Barrier)
  • The Toxic Status causes the Hostile Target to take 1% Max HP Damage per Taijutsu Technique, or 1% Max CP Damage per Ninjutsu/Genjutsu Technique for the next 10 seconds.
  • Toxic status does not stack, additional applications extend the timer instead.
 

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Body Switch said:
A basic skill involving quickly switching the body with another plant, animal or inanimate object. This is used to confuse the opponent momentarily and create an opportunity to attack or possibly escape.

Information
Prerequisites: E-rank

Rank 1/2: The user may reflexively redirect E-C/E-B Techniques to their own Clone or Creation. Rank 2 allows the user to select a Hostile Target's Clone or Creation with a Taijutsu or Ninjutsu Check.

Special Action: The user may instead redirect the technique against a Kawarimi Target.

Cost: 1 AP and 120% CP Cost of the Technique dodged.

Notes:
  • This is a Body Switch Technique.
  • This technique has a 10 second cooldown.
  • May not be used against Genjutsu Techniques
  • May not be used while under the effects of a Binding Technique
  • This Technique does not require the use of Hand Seals.
  • The user must have a Kawarimi Target in their inventory to use the special action.

Kawarimi Target said:
A substitute used in one of the most basic shinobi techniques. Traditionally used with a small log, but it can really be anything the user tends to have on hand.

Type: Passive, Consumable, Tool
Uses: 3
Effect: Allows the user to perform the Body Switch technique without Clones or Creations on the Battlefield. This Item will be used automatically (it does not cost AP to use)
 

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