Ninpocho Chronicles

Ninpocho Chronicles is a fantasy-ish setting storyline, set in an alternate universe World of Ninjas, where the Naruto and Boruto series take place. This means that none of the canon characters exists, or existed here.

Each ninja starts from the bottom and start their training as an Academy Student. From there they develop abilities akin to that of demigods as they grow in age and experience.

Along the way they gain new friends (or enemies), take on jobs and complete contracts and missions for their respective villages where their training and skill will be tested to their limits.

The sky is the limit as the blank page you see before you can be filled with countless of adventures with your character in the game.

This is Ninpocho Chronicles.

Current Ninpocho Time:

NINPOCHO CHRONICLES v6.5.9 - "New Year New Pocho"

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NINPOCHO CHRONICLES v6.5.9 - "New Year New Pocho"

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While normally I would apologize for taking forever, we literally had a patch last month. While we are aiming to have a Patch every month or so from now on, they aren't all going to be massive ones.

  • Free Swaps into or out of BL/CA/Kin being changed only.
  • Any WC requirements will be ignored during this downtime; for the above free swaps only.
  • Free Swap period ends 4 weeks after this announcement (7th of April 2025)

Kinjutsu
  • Dragonheart
    • Had wording updated in Draconic Shift
  • Chimmichanga
    • Soul of the Sword updated wording to allow Primary effects
Core Abilities
Bloodlines
  • Akimichi
    • Those Big Boned boys are back and larger than ever. Now with double the paths they had.
  • Inuzuka
    • Inuzuka's Animal Companions are back to having AP, and Lone Wolves now get contract passives instead of the pseudo contract powers. There are also some other updates here and there in this refresh.
  • Yuki
    • Permafrost and Pure as Snow now effect Demonic Ice Mirrors. No longer is Ice Mirrors better than the Capstone Technique.
Abilities
  • Mental Shielding
    • Brand new ability, allows DR against Illusionary damage.
  • Calm Mind
    • This got an update due to the Resting updates below.
Equipment
  • Smoke Bombs
    • Removed some of the soupy wording to make it clearer.
UBR
 
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Draconic Shift - Non-Elemental Ninjutsu
The ultimate technique that the Dragonheart are blessed with is one that takes years of training to complete, and even among those who are gifted with the dragon's heart this special technique is still considered incredibly rare. By unleashing a large portion of their mixed chakra into the air, they then coat themselves in the energy and command themselves to become the beast living within. Transforming themselves into the very image that gave them their power in the first place, these rare warriors are able to bring back the power of a full dragon into the world for a few moments as their shinobi prowess and the dragon's strength fuses completely into a new devastating creature.

Information
Prerequisites: Dragonheart, S-Rank
Rank 1/2:
  • The user is considered a 'Giant' entity.
  • The user gains +5/10% DR.
  • The user gains 7350/9200 Temp HP. This is not removed at the end of a round.
  • Any Ninjutsu used gives +20/25% of its damage dealt to Temp HP. +30/35% if the user uses a Technique that matches their Resonated element. An additional +5/10% if the Technique has been Jutsu Expanded.
  • While Draconic Shift is maintained, the user may change the element they Resonate with in Chromatic Shifting for 0 AP.
Special Action - Empowered Breath: The user may choose end their transformation early, adding 25%/50% of their Temp HP to the damage of a single Ninjutsu cast with Dragonbreath. This additional damage cannot be buffed.
Cost: 4 AP, 4000 CP to activate; 3000/3500 CP per round.
Notes:
  • While active, the user doesn't require handseals for their techniques.
  • The user must be in Chromatic Shift style to use this technique. This technique matches the Element currently Resonated with the Chromatic Shifting style.
  • This technique is considered a Chakra Armor.
  • This technique lasts 30 seconds, and has a 10 second cooldown after use.
  • This technique does not end if the Temp HP is reduced to 0, though the special action may not be used, if there is no Temp HP.
 
Soul of the Sword – Buffing Taijutsu
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By attuning their chakra to one of their weapons, a Chimearashi harnesses their chakra to create an inanimate ally in the midst of battle. While this costs them the weapon for that fight, it can create openings that would otherwise not be possible.

Information
Prerequisites: Chimeiarashi, A rank

Rank 1/2: The user chooses one weapon from their inventory to create an Animated Weapon. The Animated Weapon has 5280/6600 HP and -4/-3 secondaries of the user. Rank 2 applies the user’s buffs at the time of creation to the Animated Weapon. Whenever the user performs an offensive Taijutsu Technique, the Animated Weapon will mimic the same Technique, retaining the same Primary and Secondary Effects, but dealing 1170/1470 damage.

Cost: 2.75 3025 CP, 1510 CP/rnd

Notes:
  • This is a Creation Technique.
  • The Animated Weapon may only mimic 3 offensive Taijutsu Techniques every 10 seconds.
  • The weapon used to create the Animated Weapon cannot be used while Soul of the Sword is maintained.
  • The mimicked technique will match the Taijutsu subtype of the Animated Weapon, not the mimicked technique.
  • Attacks from the Animated Weapon will count as attacks from the user in regards to conditionals.
  • May not be used with Weapon Creation Techniques except Armiger Arsenal
 
Celestial Heritage
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Legends tale that when the gods that be created humanity, those of a more celestial nature tried to tilt the newly minted race to align closer to themselves over the darker forces that assisted in their creations. Spurred by this insult the dark gods plotted to wipe out nearly half of mankind in an effort to rid humans of a special gene that would allow them to evolve into something greater than human: a demi-kami. However, as they could not act with such violence without starting a war that would inevitably drag their prized creations into their squabble, they instead attempted to counterbalance the Celestial's plan. A Dark Gene, and a Holy Gene. It is believed that every shinobi carries both and it is these that turn a shinobi's chakra towards one or the other. However, every now and again a shinobi is born without the Dark Gene, and are granted a Holy strength that defies comprehension.

Medical Arts - Boost (1 point)
As Holy energy radiates through their chakra, a Celestial shinobi is able to further manipulate their chakra's moulding that allows it to stitch wounds. What would take a normal Medical Shinobi hours to heal, a Celestial can simply wave their hand to close the wound.
Restriction- Can be purchased up to three times
Effect: The user gives +10% Healing and receives +5% Healing.

Divine Soul- Boost (1 point)
Restriction- Can be purchased up to two times
Holy energy is a naturally occurring self-perpetuating energy that is constantly restoring itself and anything it touches. Those who have an abundance of this special power often age slower and have a much deeper well of power than most of their peers can access.
Effect: +1 to HP and CP modifiers.

Divine Mind - Boost (1 point)
Restriction- Can be purchased up to two times
Those of a Celestial Heritage sometimes have early signs of their powers budding throughout their life. One such sign is having an unrealistic resilience during their childhood. They often share a common story about falling from a high place before they've learned how to control chakra, and nothing bad coming of it. Not a scrape, not a broken bone. This trait only seems to grow stronger as they become adults.
Effect: The user gains -7.5% Damage Reduction(DR), including Illusionary Damage.

Light Embrace - Boost (1 point)
Restriction- Can be taken up to two times
Stories are often handed down from generation to generation about shinobi legends and amazing feats of strength such as hurling an Akimichi 10km; lifting boulders ten times their size as children; and being able to cut stone with a blade of grass. It is unknown, sometimes even to the inheritor themselves, where this obscene strength comes from.
Effect: The user chooses either Ninjutsu or Taijutsu (stated in their Dojo); when making a Holy Offensive Technique of the chosen type, the user gains a +1 Crit and a +2 bonus; this applies to checks, as well, but these Techniques now cost +10% CP. Taking this boost twice does not increase this to +2 Crit and a +4 bonus, but instead grants the user both the Ninjutsu and Taijutsu options.

Negative Energy - Dependent Special Move (3 points)
Restriction- C Rank and up
With the abundance of technique their natural Holy trait gives them the Celestial born have an innate way of viewing how a healing technique is used. This knowledge comes with another side of the coin that is darker, and that is the ability to reverse, the flow of healing energy. Instead of giving life, their healing techniques can take a person's very lifespan used to normally heal them and simply allow it to fizzle into the air.
Effect: The user may cast Medical Ninjutsu as Offensive Techniques using Ninjutsu Accuracy. Casting a Medical Ninjutsu as an Offensive Technique deals Elemental Damage equal to the amount of HP it would have healed, but has not Primary/Secondary Effects. This converts flat healing to flat damage, and % healing to % damage. Eg, Mystical Hand would deal 2%/3% Max HP damage + 290/360 Elemental Damage)

Celestial Aura - Passive (3 points)
Those with the blood of their creators flowing through them often radiate a certain aura of kindness, or calm. As Holy energy naturally replicates itself, even when they go to grace another with their divine benevolence, they are secondarily blessed; accidentally taking their patient's life force for themselves. Even should another power enter their coil, it will always staunchly remain Holy in some form or another.
Effect: The user is considered Holy. The user's Holy Medical Techniques also heal the user for 10% of the healing they perform on others. Additionally, if the user’s alignment changes they can spend +10% Cp costs to keep their Ninjutsu Techniques Holy.

Purify - Independent Special Move (2 points)
Known to some as a 'Holy Shock', a select few of the Medical profession have an innate gift for removing toxins. Usually unknown to them, it is a Holy power radiating from their very core that slips from their hand to a patient when they move to heal poison. The power of everlasting life seeks out the toxins in the body and literally shocks the vile source into oblivion.
Effect: the user may dispel any poisons affecting a target they can make Melee Contact with. Additionally, there is a 5% chance to dispel a random maintainable effect imposed on the target.

Cure Spell - Dependent Special Move (3 points)
Restriction- C Rank and up
Said to be the descendants of the Kami themselves, the Celestial are unique in the shinobi world as healers. Being able to tap into a raw holy power to boost the area of healing, these rare humans can take a common healing ninjutsu and apply it to a group of allies. This technique alone makes them top-tier battleground medics as they can turn the tide of battle by sending a wave of healing that only affects those worthy of their touch.
Effect: By paying +25% CP per target the user may apply Non-Offensive Medical Ninjutsu to additional targets, but the targets receive 25% less healing per target before any Buffs/Debuffs. Buffs/Debuffs applied to this healing treat the lowered sum as the baseline healing.

Prevention - Technique Modification (3 points)
Restriction- Must have Medical Ward
Some shinobi have an innate sense of looming death. A rare talent in the flurry of battle that is often ignored, a Celestial listens to this natural instinct and detects where the bloodlust emanates from. With a whisper and a touch, they can gird a shinobi lost in the fervor of combat without disrupting them. Ensuring that when that looming bloodlust does finally attack, their allies are well prepared.
Effect: When an Allied Target falls below 10% Max Hp, the user may reflexively cast Medical Ward upon them as a free action, but for 3x the CP cost. Can only be used on each Allied T arget once per battle, and may not be used if the Allied Target is KO'd or Dead.

Sacred Conversion - Dependent Special Action (2 points)
Just as a Celestial is capable of transforming what would normally be a Medical Ninjutsu into something sinister, they can also reverse the polarity at the base of a combative Ninjutsu to heal. This is more than just a simple technique to garner more powerful heals. By transforming what would normally be a damaging Ninjutsu into one that heals, the enemy is stumped and causes them to maybe thinking twice about hitting the shinobi who is happily on fire.
Effect: For +20% CP Costs the user is able to convert a non-maintainable damaging Ninjutsu into a Medical Technique which heals for 75% of the damage dealt. This Technique receives Buffs from it's Original Ninjutsu Sub-type and the user's Medical Buffs.

Smiting Touch - Independent Special Move (3 points)
Tuning Ninjutsu to damage or heal in the reverse of their normal abilities isn't the only strength these rare shinobi have at their disposal. When push comes to shove, they can turn those innate genes granting them their powers directly into their very core. The resulting chakra flow into their muscles results in a powerful force the likes of which a foe rarely can contend with.
Effect: For 10 seconds, the user's Taijutsu Offensive Techniques are considered Holy, regardless of the user’s alignment, and have +50% Damage Buff but a +100% CP Cost. While under the effects of Smiting Touch any negative damage modifiers the user has are ignored. Requires a twenty second cooldown before it may be activated again.

Phylactery Genesis - A-Rank Medical Ninjutsu (1 point, 1 to rank up)
Restriction- A-Rank and Up
In stories of old, there tells the tale of a man so terrified of death he embraced it in order to live on. Liches, they are called, beings of undead immortality that continue living in an unkillable body so long as their phylactery remains intact. It is unknown if the Celestial who first used this technique was a fan of the classics or if it was just an innate reaction of desperation. Using their immense holy tuned chakra, they can remove a bit of a person's soul away from their body for a moment. Should a deadly blow attempt to fell a Celestial's chosen while they hold onto that soul, it won't instead. Capable of keeping shinobi alive for far longer than they should be, some seek out these rare humans in order to learn this technique; but to date not a single one has been able to how they can preform this miracle.
Rank 1: User may choose up to 1/2 Allied Targets to be affected by Phylactery Genesis for 30 seconds. While active, whenever either Allied Target takes damage, 10%/15% of the damage is stored into Phylactery Genesis. Additionally, if the target's HP drops to 0, they instantly recovers all HP stored through Phylactery Genesis.

Rank 1 Cost: 3 AP, 3000/3500 Chakra

Notes:
  • Lasts for 30 seconds, or until a chosen target of Phylactery Genesis activates the second effect.
  • If neither of the target(s) of Phylactery Genesis activates the second effect upon the end of the duration, the target(s) recovers half of the HP stored through Phylactery Genesis. In terms of Rank 2 Phylactery Genesis, half of the HP stored through Phylactery Genesis is evenly divided among the two targets.
  • A target may only be affected by the second effect of Phylactery Genesis once per battle.
  • May only maintain a single Phylactery Genesis at any time.
  • Example; an attack dealing 3000 damage would instead deal 2700/2550 damage, with 300/450 being stored into Phylactery Genesis.
 
Survivalist
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Survivalists believe in the concept of a stalemate victory. They focus on not being the person dead at the end of the fight more than being the person with the least stab wounds. Survivalists are extremely hardy, and if one is not prepared for it they might find their own techniques hurting them more than the Survivalist.

Maximum Defense - Ability Modification (2 points)
Restriction- Requires Defensive Technique
A Survivalist can learn this variation on the Defensive Technique once they have practiced it to its full potential. Instead of dodging around like a flea, they can focus on guarding all of their weak points in order to reduce the amount of damage from attacks.
Effect: When using Defensive Stance, The user may trade 1 point of Dodge in order to reduce oncoming damage by 5%, up to a maximum of -4 dodge/+20% DR. This DR applies to all damage except Illusionary.

Endless Stamina - Passive (3 points)
A Survivalist that learns this has learned to draw upon inner reserves in order to refresh themselves. They begin each moment of the fight with a clearer mind, free of exhaustion and with lessened pain from the previous attacks.
Effect: At the beginning of each round, the user gains Temporary HP equal to 10% of their maximum HP. If there is any Temporary HP left at the end of the turn, it is added as damage to the next C-Rank or Higher Offensive Taijutsu Technique the user makes..
Notes:
  • This additional damage cannot be buffed by any means.
  • If the Steadfast does not make an Offensive Taijutsu Technique the following round, this extra damage is overwritten with the new round’s damage.

Mental Defenses - Independent Special Move (2 points)
By honing their mind, a Survivalist can bring intense focus of will upon themselves in order to shield against damage from illusionary attacks.
Effect: For 1 AP and 500 CP, half of the user’s DR applies to Illusionary damage for 10 seconds.

Human Shield - Dependent Special Move (2 points)
Restriction- Requires Body Switch
Why take a blow when you can make someone else do so for you? This is a potent technique that has been taught only to those who seek a more active role in combat.
Effect:The user makes a Check against a Hostile Target. On a success, the user redirects the Offensive Technique to the Hostile Target for 80% damage. On a failure, the user suffers a full hit at +20% Base Damage.
Notes:
  • The check is the user’s choice of Taijutsu or Ninjutsu.
  • There is a 20 second cooldown after use.
  • Allied Targets can also select the user instead of a Kawarimi Target/Clone/Creation.

The Best Offense – Physical Style (3 points)
Is a good defense. While they are primarily focused on defense, if the situation requires a Survivalist going on the offense can be a terrifying sight for their foes.
Effect: While in this style, the user may sacrifice 5% DR for a point of Taijutsu Acc, that caps at 25%/+5 Acc.

Moving Target - Boost (1 point)
Restriction- Can be purchased a maximum of three times
By constantly being in motion, it becomes easier for Survivalists to evade blows that should have landed on them. Utilizing their natural instinct to survive, they are often seen flitting about the field of battle to avoid their opponent.
Effect: +1 Dodge

Second Wind - Passive (2 points)
Restriction- C Rank and up
Just when enemies think they've got the Survivalist down, they get up again ready to keep going. While this technique does work miracles, it is quite limited in those miracles.
Effect: If an attack would take the user below 1 HP, all damage after the 1 HP is negated. After the Offensive Technique, the user instantly recovers 20% of their Max HP and loses one rank of any called shot/bleeding effects they might be under. This may only occur once per battle.

Free Will – Independent Special Move (2 points)
Survivalists are not easy to detain, able to break out of jutsu and traps that would seem completely foolproof by sheer willpower. They simply cannot be held down when they've got a goal to accomplish, and you’d be a fool to try.
Effect: Whenever the user makes an escape check to a bind, they may reflexively pay 500 CP to gain a second attempt at no extra AP cost. This technique does not cost any AP but may only be used with a normal escape attempt.

Indomitable – Ability Modifier (2 points)
Requires Implacable
Through raw training and persistence, Survivalists can overcome the hardships of armor and master its use.
Effect: All debuffs for wearing armor are negated, and the user gains an +2.5% DR. At any time, the user may pay 1 AP and 1000 CP to render themselves immune to critical hits for 10 seconds.

Poison Immunity - Ability Modification (2 points)
Restriction- Requires Poison Resistance
Through intense training and reckless endangerment of themselves, Survivalists can acclimate their bodies with a nigh invincible tolerance to poisons.
Effect: User is immune to the effects of poisons. (This does not include Poison Ninjutsu)

Unyielding Warrior – Augment (2 points)
This special augment is a hallmark of the training Survivalists undergo. With this placed into a weapon they are able to go beyond normal limits imposed on their bodies.
Effect: Grants the user a single [Unyielding Warrior] augment. Offensive Techniques using this augment ignore the Acc debuff from Defensive Stance and cost +15% CP.

Resilience - Boost (1 point)
Restriction- Can be purchased up to three times
Sometimes the best way to come out alive is to simply be hard to kill. To this end, Survivalists typically focus training on hardening their body to withstand more blows.
Effect: +2 HP modifier.

Reciprocate - Variable Taijutsu(1 point, 1 point to rank up)
Restriction- A-Rank and up
This deadly Technique unique to the Survivalist turns them into a mirror of pain, reflecting back damage dealt to them in spades.
Rank 1/2/3: When a Hostile Target hits the user with a Offensive Technique, Damage Reduced by the user's DR becomes Backlash Damage to the Hostile Target, with a Damage bonus equal to Nothing/Half the user's DR/All the user's DR.

Cost: 3 AP 1500 CP.
Note:
  • This is a Chakra Armor Technique.
  • This Technique may be maintained for up to 30 seconds.
  • This Technique Sub-Type matches the weapon used to cast it.
 
Akimichi
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Chubby, big boned, but never fat, the Akimichi are a sturdy people with roots stemming from the Fire Country. Those of the Akimichi clan have a unique ability that allows them to manipulate the size of their body and limbs, and possess the unique trait of transforming all the calories stored within their bodies into raw energy. Though generally goodhearted, the Akimichi have little tolerance for words relating to their weight, which generally tends to be a bit more than little above standards. This comes from the fact that all Akimichi possess a nearly insatiable appetite, their sense of taste far more acute than others.

Big Boned - Passive
The Akimichi clan's number one recognizable trait is their size. They enjoy eating and it seems to be a genetic trait rather than a conscious decision. Naturally, all this extra food tends to build up quickly within their bodies, and they tend to be rather chonky. Though this extra weight leaves them as some of the slower shinobi in the land, they are also all more resilient and durable than normal.

Rank 1/2/3:+5%/+10%/+15% Damage Reduction and -6% / -8% / -10% Primary Effect chance against the user.

Notes:
  • Damage Reduction gained by Akimichi's Big Boned Passive cannot be reduced or ignored by any means.
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Bear Hug - Passive
The Akimichi’s large size contributes to many things. Wearing larger clothing, taking multiple seats in a booth, and being able to take the hit from something that would cripple a normal man. Despite their size, they are also incredibly quick; fast to scoop up whatever dared to strike them.

Rank 1/2/3: When the User enters Defensive Mode, they gain a Barrier that blocks up to 500/750/1000 Physical Damage. At rank 3, the user gains access to the special action Grab.

Special action - Grab: The user may reflexively spend 1 AP to attempt to Bind a Hostile Target that comes into Melee contact with the User.

Notes:
  • The special action is a Physical Binding Technique.
  • The special action may be maintained for up to 10 seconds.
  • The special action is a Binding Technique has Two Escape Conditions:
    • Damage: The Bound Target taking any damage will break this bind.
    • Escape Chance: The Bound Target has a 25% chance to escape per 1 Ap.
  • Grab has a 15 second cooldown after use
  • The Barrier lasts 10 Seconds or until destroyed.
  • If the user is in Defensive Mode at the start of a round, the Barrier is refreshed.

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Heavyweight - Bloodline Style
An Akimichi’s strength can be measured in pounds and one best get out the way when they start fighting. Their weight is such an important part of their fighting style that they can choose to utilize their massive frame and weight to dish out the damage instead of relying on their own chakra to do it.

Rank 1/2/3: While in this Style, they have a -3 Dodge Debuff and gain +1/+2/+3 Taijutsu Accuracy, +5%/+10%/+15% Taijutsu Damage and ignore up to +5/+10/+15% DR.

Cost: 0.5 AP

Notes:
  • May be used as a Chakra or Physical style.
  • The Dodge Debuff lasts as long as the user is in the style.

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Elephant Gun - Unarmed Taijutsu
By circulating the chakra already patiently waiting stored up in their fat cells, an Akimichi can increase the size of their body parts into the colossal limbs of something out of a fairy tale. The size is so terrifyingly massive that they can sweep aside multiple opponents with a simple brush of their hand; as if sweeping loose dirt off a surface.

Rank 1/2/3: The user targets up to 1/2/3 opponents dealing 430/540/645 Damage at -2 Accuracy.

Special Action: Slap the Heavens - The user may pay +10% CP to use this technique against a Hostile Target with the Airborne Status.

Cost: 1.75 AP and 180 CP

Notes:
  • Use of the special action allows Melee Contact against Airborne targets.

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Partial Expansion - Buffing Taijutsu
The most well known ability of an Akimichi. By manipulating the chakra of their coils to leak into their muscular structure, the big boned protagonists can increase the size of a single limb at whim; turning a straight punch into being hit by a car in a split second.

Rank 1/2/3: The user chooses up to 1/2/3 Called Shot Locations to become Expanded. The User gains a +1 Taijutsu Acc/-1 Dodge for each Location. The user must spend the initial CP cost for each Called Shot Location that is Expanded.

Cost: 1.75 AP and 340 CP, 160 Cp/rnd

Notes:
  • This technique may be maintained for a maximum of 30 Seconds
  • While a Called Shot Location is Expanded the Called Shot chance is halved.
  • The user cannot choose the Heart, Neck and Weapon Called Shot locations for this technique.

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Calorie Control Mastery
Calorie Control is a two word taboo within the ranks of the Akimichi, preferring to eat and intake as many calories as possible to convert into chakra for combat. However, within the clan is a special set of food pills that allow them to take the two word taboo and turn it into a weapon. By burning the calories stored up in their body at hypersonic speeds, they gain unrivaled strength and chakra reserves far beyond their base power. Those who digest the pills in full are often granted chakra wings that are shaped from the energy held outside of their body so that they don’t self explode from the raw power of suddenly burning their fat for fuel. This power comes at a price, and those who ingest the first set of pills rarely have the constitution for a second round.

Papilio Antimachus - Passive
More than just being able to make oneself thin, the Akimichi use Calorie Control to burn their weight into raw chakra that stabilizes itself through their body for the explosive use of a string of Taijutsu. However, the process in which they burn themselves for the upper edge has a rebound that often slowly tears apart their insides over time.

Rank 1/2/3: AP timing of all Bloodline Taijutsu are reduced by 0.25/0.5/0.75 and Bloodline Taijutsu have increased Called Shot Chance by 5%/10%/15%.

Notes:
  • AP cannot be lowered below 0.5 for any Taijutsu

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Houren Pills - Passive
The secret technique of Complete Metabolic Control is one learned through trial and error, and it is said to be impossible to fully master. The start of any Akimichi’s training in this powerful technique starts with the Houren Pills; three colored pills that force calorie burn at rates that would kill a normal man. These pills are used as a method to train the basics of the secret techniques, but the Red Pill is often a forbidden food, used only as a last resort as it can easily cause the death of the one who eats it.

Rank 1/2/3: The user gains a Akimichi Pouch inventory slot. The Akimichi Pouch contains the following Pills:
Green Spinach Pill: Restores 5% Max CP, grants +1 Melee Accuracy and +5% Damage to all Taijutsu Techniques that use Melee Accuracy.
Yellow Curry Pill: Restores 10% Max CP, grants +2 Melee Accuracy, +10% Damage to all techniques that use Melee Accuracy, and +5% Called Shot Chance
Red Chili Pepper Pill: Restores 15% Max CP, grants +3 Melee Accuracy, +15% Damage to all techniques that use Melee Accuracy, +10% Called Shot Chance, and doubles the effects of Partial Expansion.

Costs: 1 AP and 2% Max HP

Notes
  • Each Pill lasts for 10 seconds
  • Must be taken in order of Green/Yellow/Red.
  • The user can only have one pill active at a time, if the next pill in the sequence is consumed before the previous ends the effects are overwritten.
  • The user may repeat the pill sequence twice per battle.

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One-Inch Strike - Unarmed Taijutsu
With their bodies no longer having the weight that their chunkier cousins proudly hoist, Akimichi who take to total calorie control find themselves lacking the same “umph” to a punch they’d normally have. To make up for this they have developed a technique that uses their entire remaining body weight in a single strike that can be thrown from even an inch away from the target with full force; meaning they can strike anything in their range at full force without losing any momentum.

Rank 1/2/3: The user makes an attack that deals 1450/1810/2715 Damage at -1/+0/+1 accuracy with +5%/+10%/+15% chance to cause a Called Shot Location to become “Useless” for the next 10 Seconds. At Rank 3 the User may use the Special Action. The user selects the Called Shot Location.

Special Action - Bullet with Butterfly Wings: The User may spend HP instead of CP to have this attack Target every Hostile Target in battle with a Called Shot Location of Rank 2 or Higher.

Cost: 2.25AP and 545/680/850cp

Notes:
  • Useless uses the same penalties as Broken status but cannot be healed. After 10 Seconds the Called Shot Location returns to it's original Called Shot level.
  • A Hostile Target can only have 1 Useless Called Shot location from this technique at a time.

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Monarch Stinger Strike - Unarmed Taijutsu
The Calorie Control technique does more than just burn fat. At a higher mastery it can also burn the toxins in the body to tilt the Akimichi’s natural chakra to become tainted. This causes every strike infused with their chakra to leave a burning fist imprint on their opponents and a feeling of ill invading their systems.

Rank 1/2/3: The user targets a Hostile Target at -2/-1/0 Accuracy six times. Each attack that is a Full Hit lowers the Opponent’s Accuracy by -1 for 10 seconds, stacking up to -4. If four attacks hit, the Opponent takes 800 Damage per Called Shot Location that is above Rank 2.

Cost: 2.25ap 850cp

Notes:
  • Called Shot: Weapon ranks do not count towards damage.

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Butterfly Bullet Bomb - Unarmed Taijutsu
The chemicals inside of the Red Pill force the metabolism into overtime to burn nearly every calorie it can force the body to find and then convert it directly into chakra. The chakra created by this violent act is so strong that it often explodes outside of the user’s body in a shape; often the wings of a butterfly. It is then converted into a single devastating attack that carries not only all of the explosive chakra, but the Akimichi’s very life force.

Rank 1/2/3: The user makes an attack dealing 3465/4330/5410 Physical Damage at -3/-2/-1 Accuracy. A full hit raises all the hostile target’s Called Shot locations by 1.

Special Action - Morbid Resolve: The user may spend HP instead of CP to increase their Taijutsu Damage buff to 50% for this technique.

Costs: 2.75 Ap, 2580 Cp

Notes:
  • This technique may only be used after the Red Chili Pepper Pill has been used.
  • The Red Chilli Pepper Pill does not have to be active to use this technique.

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Behemoth
Some Akimichi refuse to follow the path of Calorie Control, taking the word taboo to heart and focus purely on being the biggest man in the room; literally. These of the clan focus on mastering the Partial Expansion technique until they can expand their entire body all at once to become a literal giant on the battlefield. Known widely through the world as "human titans", the Behemoths are the go-to guards most royalty within the world hire out due to their threatening size. With their height and weight to match, these Akimichi can swipe aside entire platoons with the back of their hand, and even 1v1 kaiju-level Jinchuruki forms.
Extra Padding - Passive
Taking their weight and size far more seriously than the most casual of their clan, these Akimichi tend to be a bit larger than most and have found a way to weaponize it. By constantly shuffling chakra between their flesh and muscle to strengthen both, they infuse their very fat cells with chakra to a point that, sometimes, even a sword can’t seem to cut through their rolls.

Rank 1/2/3: Increases HP Mod by 2/4/6

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Fat Absorption - Passive
By having a constant flow of chakra outside of their coil infecting their fat cells, wounds and broken bones seem to heal themselves. Sometimes it will even appears that a wound will simply be absorbed by their ample flesh into a healed state with no scar.

Rank 1/2/3: Whenever the User recovers health from any source, they may heal one rank of Bleeding or Called Shot with a 10/15/20% chance to recover from second rank. They gain 10% DR Per Rank healed this way, up to 20%.

Notes:
  • Bleed/Called Shots may only be healed this way once every 10 seconds.
  • Damage Resist gained this way lasts 10 seconds.

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Super Expansion - Buffing Taijutsu
The ultimate goal of any Akimichi who adheres to this path. With the mastery of chakra control spread through their bodies, they can expand their entire body all at once to become a giant and wreck upon the battlefield the exact kind of carnage one would expect of a creature of their size.

Rank 1/2/3: The User gains Gigantic and may use Offensive Techniques using Melee Acc at Airborne Targets at -2/-1/-0 Melee Acc.

Special Action - Gigantamax: By paying 1AP and 500CP, the user may use Partial Expansion to Expand a Called Shot Location immediately and attack after activating this Technique.

Cost: 2.25ap 545/680/850cp and 275/340/425cp per round.

Note:
  • This technique may be maintained for up to 30 seconds.
  • This technique has a 10 second cooldown. .
  • This is a Chakra Armour Technique.
  • The Special Action - Gigantamax has 0AP Timing.

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Giant’s Stomp - Unarmed Taijutsu
While already considered powerful by the testament of their size alone, a Behemoth can even change the very landscape of a battlefield simply by putting their foot down. The few brave enough to tangle with one of these human kaiju know to avoid their feet, but to also watch for the debris falling from the sky.

Rank 1/2/3: The user deals 1200 damage up to 3 targets and sends 1/2/3 rocks into the air for 10 seconds. At the end of 10 seconds these rocks drop and deal 375/500/675 damage each with a 10%/15%/20% chance of being a sneak attack.
Special Action - Shotput: The user may reflexively pay 10% of the CP cost to instantly drop any rock, up to 30% CP cost, for all three.
Cost: 2.25ap/545CP

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Human Bullet Tank - Unarmed Taijutsu
By using the strength of the Partial Expansion technique at its maximum, the Akimichi expands their entire torso into a veritable wrecking ball, then uses their limbs and head to shove chakra out like tiny jet engines to rush themselves at their opponent; often turning their foes into roadkill.

Rank 1/2/3: The user makes 3 attacks dealing 1210/1440/1650 Physical Damage at -2/-1/+0 accuracy with +5%/+10%/+15% chance to increase the damage by 5% for every Called Shot Location that is Expanded. At Rank 2, the user unlocks the Keep on Rollin Special Action. At Rank 3, the user unlocks the Needle Bullet Tank Special Action..
Special Action - Keep on Rollin: If the technique used before this was Human Bullet Tank, the user may pay +20% CP to gain +1 Acc.
Special Action - Needle Bullet Tank: The user may replace the Damage Increase chance with Bleeding chance.

Cost: 2.75AP and 2475 CP

Notes:
  • The Acc bonus from the special action caps at +5 Acc
  • Uses of the Special Action - Keep on Rollin allows the user to use this technique more than once per round.
  • Acc gained from the Special Action drops off by -1 Acc every 5 Seconds
 
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Inuzuka
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Though they now call the Leaf village their home and have taken on a more humane lifestyle, the Inuzuka were not always this way; they take pride in being able to trace their nomadic heritage prior to the formation of any Shinobi village, a time were they lived in the wilderness side-by-side as beasts. Some say they had been the first to tame mankind's best friend, while others claim their ancestors were descendants of beasts themselves. In either case; none are more wild in spirit than the Inuzuka.
084 PL - Wild Soul (Rank 1), Animal Companion (Rank 1)
168 PL - Feral Shift (Rank 1)
252 PL - Vicious Hunger (Rank 1)
336 PL - Feral Shift (Rank 2)
420 PL - Wild Soul (Rank 2), Alpha Status (Rank 1)
504 PL - Animal Companion (Rank 2)
588 PL - Feral Shift (Rank 3), Vicious Hunger (Rank 2)
672 PL - Wild Soul (Rank 3), Alpha Status (Rank 2)
756 PL - Vicious Hunger (Rank 3)
840 PL - Animal Companion (Rank 3), Alpha Status (Rank 3)
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Wild Soul - Passive
Though many Inuzuka have calmed down over the generations to better fit the structured Shinobi life, there is still the fire within burning from a time where survival-of-the-fittest was in full force; where they were no less savage than the beasts they lived and fought with. Nothing brings forth this fierceness more than the thrill of battle.

Rank 1/2/3: The user gains +1/+2/+2 acc to a single [Taijutsu Subtype] of their choice. While the user has any amount of Temporary HP, they deal +5%/+10%/+15% damage to the same [Taijutsu Subtype].

Notes:
  • The [Taijutsu Subtype] is chosen at the time of obtaining Inuzuka, and must be noted in the user's Dojo thread.
  • The user may swap the [Taijutsu Subtype] using the same rules as learning/unlearning abilities with a 100 word RP.


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Animal Companion - Passive
If their physical features were not enough to identify an Inuzuka, then the next most distinguishing aspect may be their closeness to the animals of nature, capable of communicating with them through both complex growls and sounds or simple body gestures. This is best emphasized by the bond they can form, becoming companions to the point where the two are near inseparable.

Rank 1/2/3: The user has an Animal Companion which has up to 25%/50%/75% of the user’s stats.

The Animal Companion works as follows:
  • The Animal Companion Class has a 40 HP Mod, and may move acc as per Custom Class rules.
  • They do not have CP, and are immune to CP Damage Effects and Chakra Burn.
  • Cannot use Ninjutsu or Genjutsu techniques
  • Can only perform Inuzuka Bloodline and Taijutsu Techniques that the user knows, but does not require CP to do so.
  • Animal Companion’s have 6 AP, but its technique’s timing uses the player’s AP.
  • Animal Companion’s share the user’s conditional slots
  • Animal Companions may not perform any type of Clone or Creation techniques.
  • May have 1 custom weapon using normal custom weapon creation rule, or equip one of the user’s weapons.
  • Has a single inventory slot.
  • Animal Companion’s may enter into the same Style as the user for no additional cost.
  • The Animal Companion and the user share a combo slot.
  • Damage done by the Animal Companion is unable to be buffed in any way.

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Feral Shift - Physical Bloodline Style
The base instincts of the Inuzuka echoes through every aspect of their fighting style. They hone their attributes to the point where they begin to blur the line between human and beast, taking properties of their spirit animal. The Inuzuka are well known for their smell and hearing, rivaling that of wolves and hounds.

Rank 1/2/3: While active the user gains a +5%/10%/15% auto-dodge. Additionally, the user may select one weapon in their inventory, this is now passively equipped. Upon entering this style, and every round after, the user may spend 3%/4%/5% Max CP to gain Temporary HP equal to the spent chakra.

Notes:
  • Temporary HP gained this way is not lost at the end of the round.
  • The Temporary HP also applies to the Animal Companion.
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Vicious Hunger - Buffing Taijutsu
There is a secret aspect of the Inuzuka that they are loath to share with outsiders and go to great lengths to deny. Buried within each of their hearts is the potential to become a maneater; and this thick hunger stems from their beastial heritage giving them the innate ability to cannibalize others to heal their injuries and grow in strength. To the Inuzuka, as much as any predator, the battlefield is a feast to be enjoyed.

Rank 1/2/3: The user gains 5%10%/15% of damage dealt by their attacks as Temp HP.Temp HP gained from this technique stacks.

Costs: 1.25ap, 270 CP and 135 CP/rnd.

Notes:
  • This may be maintained for up to 30 seconds.
  • If the user is in Feral Shift, Temp HP gained this way is not lost at the end of the round.
  • Other sources of Temp HP stack with Temp HP from this technique, but otherwise does not stack.

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Alpha Status - Buffing Taijutsu
As an Inuzuka grows, they learn to better control their animalistic heritage. At a certain point, they become just as adept with their features as the beasts they identify with.

Rank 1/2/3: When the user performs a Taijutsu Technique their Animal Companion may combo with the same technique, gaining +1/+1/+2 accuracy and +0/+1/+1 crit chance.

Costs: 1.75ap, 450 CP and 225 CP/rnd.

Notes:
  • This may be maintained for up to 30 seconds.
  • The user’s Animal Companion cannot perform this technique.
  • Comboed techniques performed by the Animal Companion cannot be buffed in any way.
  • The first combo used per round with Alpha Status does not count as a use of a combo.

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Beastmaster
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The Inuzuka view their partners not as pets, but as peer's; perhaps even family members or close as siblings. Few possess such strong attachment and loyalty that can compare to the bond of an Inuzuka and their counterpart, and fewer still can stand to this perfect combination in battle. The title of "Beastmaster" is granted only to those who have become two halves of a greater whole, inseparable from each other; and all the stronger for it.
924 PL - Pack Tactics (Rank 1), Beast-Human Clone (Rank 1)
1008 PL - Mutual Link (Rank 1)
1092 PL - Beast-Human Clone (Rank 2)
1176 PL - Pack Tactics (Rank 2), Mutual Link (Rank 2)
1260 PL - Fang-over-Fang (Rank 1)
1344 PL - Pack Tactics (Rank 3), Beast-Human Clone (Rank 3)
1428 PL - Fang-over-Fang (Rank 2),
1512 PL - Two-Headed Wolf (Rank 1)
1596 PL - Mutual Link (Rank 3)
1680 PL - Fang-over-Fang (Rank 3), Two-Headed Wolf (Rank 2)
1764 PL - Two-Headed Wolf (Rank 3)

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Pack Tactics - Passive
Many creatures in the natural world form lasting partnerships with other creatures that are mutually beneficial to both parties. In some cases this takes the form of parasitism or symbiosis but in most cases it takes the form of like-creatures banding together into packs or herds. The Inuzuka is no different, and the bond between them and their companions is unbreakable.

Rank 1/2/3: Rank 1 allows the Animal Companion to count as an Ally for the Teamwork ability, and vice-versa. Rank 2 allows the user and their Animal Companion to receive the maximum bonus from the Teamwork ability. Rank 3 The user and Animal Companion are treated as having the Teamwork ability without it taking up an ability slot.

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Mutual Link - Passive
Covering for each other's blind spot, the Inuzuka and their bonded companion would sacrifice themselves for the purpose of preserving their partner.

Rank 1: Whenever the user or their Animal Companion would take damage that would exceed 20% of their maximum HP, they may redirect the attack to their counterpart. This is an automatic hit, but the new target gains +5%/+10%/+15% Damage Reduction against the attack and any Secondary Effects chances are reduced by -5%/-10%/-15%.

Notes:
  • May only be used reflexively.
  • Requires a Conditional Slot.

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Beast-Human Clone - Buffing Taijutsu
A technique which is not actually a "Clone" type of Technique, but named as such. This technique essentially establishes an equilibrium between Inuzuka and their Animal sibling; the Inuzuka becoming more feral and beastlike, and their companion more humane. As a result, the two become perfect copies of each other which meet somewhere in the middle, virtually impossible to tell apart.

Rank 1/2/3: Transforms the user and their Animal Companion into copies of each other, giving +1/+1/+2 Dodge to each. The user and the Animal Companion gain each other’s additional taijutsu subtype granted from Feral Shift; this weapon is treated as both subtypes equally.

Cost: 2.25 AP; 735 CP, 367.5 cp/rnd.

Notes:
  • May be maintained for up to 30 seconds.
  • This does not count as a Clone Technique.
  • Upon use and at the start of each round the technique is maintained, others in battle lose awareness as to which is which.

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Fang-Over-Fang - Variable Taijutsu
An Inuzuka and their canine companion are in sync and able to understand each other perfectly even in the heat of battle; or perhaps especially in the heat of battle. The movements between the two flow perfectly, each covering for the other; and exploited weak points created by the other.

Rank 1: May target up to 3 targets at -2/-1/-0 acc for 1210/1515/1820 Physical Damage and automatically inflicts 1 rank of Bleed.

Special Action - Tunneling Fang: The user may target a single target for +15% base damage.
Special Action - Dual Piercing Fang: For 2ap the user’s Animal Companion adds a second strike that deals 75% of its initial damage and targets the same initial targets.
Special Action - Dual Wolf Fang: For 0.5AP the base damage and CP cost of this technique is doubled and ignores damage reduction.

Cost: 2.25 Ap, 680 CP

Notes:
  • May only be used while Beast-Human Clone is active.
  • This Technique’s Taijutsu subtype matches the weapon used for it. (Both Subtypes from Beast-Human Clone).
  • Endless Fang requires 10 second cooldown after use.
  • Dual Wolf Fang May only be used while Two-Headed Wolf is active.
  • All special actions may be used at the same time.

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Two-Headed Wolf - Buffing Taijutsu
The ultimate technique of a Inuzuka Beast Master, physically fusing with their animal companion to make one creature greater than the sum of its parts.

Rank 1/2/3: The user and animal companion transform into one entity, gaining the Gigantic Ability. Any damage taken is split evenly between the user’s and the animal companion’s HP. At Rank 2, while transformed the User and Animal companion both use the user’s Acc. At Rank 3, while using Two-Headed Wolf, the user and animal companion count as having the Alpha Status Technique active, and may still combo attacks.

Cost: 2.75 Ap, 2475 CP 1240 CP/rnd.

Notes:
  • This is a Chakra Armour Technique
  • This may be maintained for up to 30 seconds.
  • May only be used while Beast-Human Clone is active.
  • Mutual Link cannot be used while this technique is active.
  • The user and animal companion are one target, using the user's stats if attacked.
  • This technique ends when the user or animal companion is reduced to 0 HP.
  • If this technique is used by the Animal Companion, the user must still pay the AP and CP costs

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Lone Wolf
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All Inuzuka respect and emulate the beasts they live with, but not all claim the title of "Beastmaster". The "Lone Wolf" forms their bond with no individual companion, and instead channels the strength of members of the pack that have long since passed on. They embrace their inner beast, to the point where the lines differentiating them are blurred.
924 PL - Zodiac Blessing (All Ranks), Unnatural Motion (Rank 1)
1008 PL - Beast's Embrace (Rank 1)
1092 PL - Unnatural Motion (Rank 2)
1176 PL - Beast's Embrace (Rank 2)
1260 PL - Ravager (Rank 1)
1344 PL - Unnatural Motion (Rank 3)
1428 PL - Ravager (Rank 2),
1512 PL - Faux Senjutsu (Rank 1)
1596 PL - Beast's Embrace (Rank 3)
1680 PL - Ravager (Rank 3), Faux Senjutsu (Rank 2)
1764 PL - Faux Senjutsu (Rank 3)

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Zodiac Blessing - Passive
The Lone Wolf wields their body as a conduit for the departed souls of their pack. The end result is that they take on even further traits of their Spirit Animal, manifesting as an even deeper connection to their heritage.

All Ranks: The user's Animal Companion skill is lost and they gain the following passive Zodiac Blessing;
Zodiac Blessing - Passive
The blood flowing through the veins of the Inuzuka is both ancient and wild, and for that reason often hearkens to a much more savage era. Their very nature is said to push the boundaries between human and beast.

Rank 1/2/3: At rank 1 the user gains 1 Contract Passive of their choice. At Rank 2, they may take a Contract Ability (This still takes up an Ability Slot). At rank 3, while the user is maintaining Alpha Status, they may choose to also count as the Animal Companion. (Techniques comboed this way cannot be buffed unless otherwise stated)

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Beast's Embrace - Passive
The Inuzuka may lack the bond with their particular spirit animal, but their blessing is none the weaker; any power they would have gained in numbers is instead concentrated solely onto themselves.

Rank 1/2/3: When fighting alone the user gains +1/+1/+2 Accuracy/DC and deals an additional +5%/+10%/10% damage. These bonuses are reduced by -1/-5% for each ally that the user has present in the battle.

Notes:
  • The user’s Summons and Creations both count as allies that reduce the user’s bonuses gained from Beast’s Embrace

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Unnatural Motion - Variable Taijutsu
Channeling the power of their clan grants the Inuzuka inhumane capabilities, taking on the movement traits of their departed companions. The Lone Wolf learns to use this in such a way to catch their opponents off guard, as just when you think they may leave an opening in their actions, they continue.

Rank 1: The user attacks one target at +0/+1/+2 Accuracy dealing 1350/1690/2025 Physical Damage. If the attack is a full hit, the attack gains any effects of the user's last successful non-Genjutsu attack (such as an accuracy debuff, poison, bleed, bind), but not the damage.

Cost: 2.25 AP. 735 CP

Notes:
  • This Taijutsu subtype matches the weapon used for it.
  • All normal rules and caps remain in effect, and this does not allow the stacking of normally unstackable effects.
---

Ravager - Variable Taijutsu
The aspect of beasts is a world where the only law is survival of the fittest. The lone wolf, proficient in hunting alone, knows how to ambush even large groups and pull their intended prey aside, away from the help of its allies.

Rank 1: The user makes an attack against 1 target at -2/-1/-1 acc dealing 1650/2060/2475 Physical Damage and automatically makes a stealth check against everyone other than the target. For the next 10 seconds if the user only attacks this target, they do not break the Stealth granted by this technique. If the user is hit, they automatically re-enter Stealth while this Technique is in effect.

Cost: 2.25 AP. 900 CP

Notes::
  • This Taijutsu subtype matches the weapon used for it.
  • Attacking any target other than the original target breaks stealth granted by this technique and is not a sneak attack.
  • The user will not go into Stealth unless they successfully hit the target.
  • Blindshots are made as normal against the user.
  • This technique cannot be maintained by any means.
  • This technique cannot have its targets increased by any means.
---

Faux Senjutsu - Variable Taijustu
Even though Inuzuka do not always follow the ways of Sage Arts it is not uncommon for the Lone Wolf to channel the power of their fallen clan to emulate the very power that may take Sage's years to understand, let alone Master. Inuzuka who have walked among the strongest and most powerful examples of beasts may glean secrets which could be described as a form of Sage Arts or at least something which approaches that ability.

Rank 1/2/3: The user may choose to mirror the Senjutsu belonging to one of their Zodiac Blessings as a Taijutsu technique. This action costs +30%/+15%/+0% CP.

Costs: AP and CP equal to the respective Senjutsu.

Notes:
  • This Taijutsu subtype matches the weapon used for it, or a Buffing Taijutsu if no weapon is used..
  • Faux Senjutsu inherits all notes and restrictions of the Senjutsu it is mimicking and its effects do not stack with those of the respective Senjutsu.
 
Demonic Ice Mirrors - Ice Ninjutsu
The ultimate technique of a Hiyakagami Yuki, manifesting multiple Demonic Ice Mirrors in an instant. Utilizing their increased strength to stretch the Ice Mirror technique to a fiendish level they cover the battlefield with demonic reflections of themselves, creating a living example of Hell frozen over.

Rank 1/2/3: The user creates 6/8/12 Demonic Ice Mirrors. The user targets 2/3/3 targets to be trapped within their arena of Demonic Ice Mirrors. If a Demonic Ice Mirror is destroyed by an attack from outside of the arena, all targets within the arena, with the exception of the user, take damage equal to the excess damage. Destroying a Demonic Ice Mirror from the inside will attack up to 3 random targets outside of the arena using Ninjutsu Accuracy.

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

Note:
  • This is an Arena Jutsu.
  • This can be maintained for a maximum of 30 seconds or until all the Demonic Ice Mirrors are destroyed.
  • An opponent attempting to enter or exit the Demonic Ice Mirrors Arena makes a Ninjutsu check against the user with the user receiving a +2.
  • Attempts to enter/escape the Arena cost 1.5 Ap. Failed attempts allow the user to use Frozen Isolation reflexively, targeting the opponent that failed the attempt.
  • Permafrost and Pure as Snow do not apply to Demonic Ice Mirrors.
  • This follows all rules for the Ice Mirrors Technique except those specified here:
    • There is a maximum of 5 Reflections of the user, regardless of the remaining number of Demonic Ice Mirrors.
    • There cannot be more Reflections than there are Demonic Ice Mirrors.
    • If the Demonic Ice Mirror the Reflection is occupying is destroyed, it automatically transfers to another Demonic Ice Mirror.
    • Cold Insulation and Frozen trap may be used with Demonic Ice Mirrors.
  • The user cannot use Ice Mirrors and Demonic Ice Mirrors at the same time.
 
Mental Shielding
The number of ways one can block the power of Illusionary Chakra are far and few. The ability to trick the brain using Jutsu is a powerful tool that shinobi have sought to fight against for generations, only arriving to the conclusion that it is impossible. Unhindered by the obvious reality, there are those that have a natural resistance to the damage a Genjutsu can have on the mind by practicing a simple trick: mental health exercises.

Information
Prerequisites: C Rank

Effect:
Effect
: 50% of the user's DR now applies to Illusionary Damage.

Notes:
  • If the user already has DR that applies to Illusionary Damage it is not affected by Mental Stability. (For example if the user has 30% DR but 10% of that is from Fearless, their Illusonary DR will be the 10% from Fearless +10%, which is half of the remaining DR that normally doesn't apply to Illusionary Damage, for a total of 20% DR to Illusionary Damage).

Calm Mind
An ability that allows one to focus ones mind, even in the midst of chaotic combat. With training and proper chakra management, one can extend this sharpening of their mind to have beneficial effects upon their physical body as well.

Information
Prerequisites: D-Rank

Effect: When the user is Resting, they may apply one of the following effects:
  • The user may recover an additional +2% Max Hp and Max CP
  • The user may recover an additional Bleed Rank.
  • The user may recover an additional Called Shot rank
  • The user may remove the -3 Dodge Debuff.
  • The user may cast Non-Offensive techniques.
  • Halve the timing required for Resting, this does not change the AP cost.

Notes:
  • Each Effect may only be used once per round.
 
Smoke Bomb
A classic addition to any shinobi's arsenal, this item is easily portable for convenient use. When thrown, these capsules release a thick veil of dark smoke that masks all those within from the outside. Preventing vision, this item is an excellent tool for subterfuge.

Type: Consumable, Tool
Uses: 2
Effect:
  • Creates an Smoke Bomb Arena that effects up to three targets. Lasts 10 seconds.
  • All targets effected by Smoke Bomb Arena are counted as being in Stealth and cannot leave Stealth unless they leave the Smoke Bomb Arena.
  • All Techniques used by or against targets within the Smoke Bomb Arena are randomly targeted Blind Shots. (A target cannot hit themselves)
  • Smoke Bomb Arena blocks Line of Sight for Targets within it, and attempting to target those within it.
  • Targets can leave or enter the Smoke Bomb Arena for 1AP.
  • This is not Arena Technique, and can exist within Terrain and Arena Techniques.
 
Resting
Resting said:
While Resting you may not use Offensive Techniques. The user may continue to maintain Non-Offensive Techniques and gains a -3 Dodge debuff. For every 2.5 AP spent resting, the user gains the following effects:
  • The user gains back 5% of their Max HP and Max CP.
  • The user removes 1 Bleed Rank. This may occur twice in a round.
  • The user removes 1 Called Shot Rank from a Random Limb. This may occur twice in a round.
  • The user's passive Auto-Dodge does not affect Resting.
 
Arena Techniques
  • This is a Technique which creates an Arena within the Battlefield.
  • Unless otherwise stated, only one Arena Technique may be on the Battlefield at the same time.
  • An Arena applies an effect to a selected part of the Battlefield.
  • Arena Techniques do not auto-hit, and require normal accuracy/dodge rolls to affect each target.
  • If another user attempts to cast a Arena Technique while one is already on the Battlefield, a check is made, using the user's Technique Type vs the Area Technique's caster's Technique Type, with the defender receiving a +2 to the check. (eg, If a user casts a Ninjutsu Arena Technique vs an existing Taijutsu Arena Technique, the check would be a Ninjutsu vs Taijutsu check, with the defending gaining a +2 bonus.)
  • If the check is successful, the new Arena Technique overwrites the existing one.
  • If the person maintaining an Arena Technique casts another, it will overwrite the existing Arena jutsu without a check.
 
Terrain Techniques
Terrain Techniques are a class of Technique that cover and shape an entire battlefield.
  • Unless otherwise stated, only one Terrain Technique may be active on the field at a time.
  • Terrain Technique apply their effects to all targets on the battlefield.
  • Terrain Techniques do not require a check to hit in order to apply their effects unless otherwise stated.
  • Terrain Technique may be overwritten with other Terrain Technique, but this requires a check; which type of check is determined in the notes of the specific Terrain Technique.
 
Passive and Active Damage
There are two ways of which damage is applied in a battle, Actively or passively.
  • Active Damage is damage caused by a direct effect or damage that is dealt at the same timing every round
    • A Techniques initial damage
    • A Maintained Technique's Damage.
    • Damage Per Round Techniques
  • Passive Damage is damage caused by an ongoing effect or damage that is dealt at the end of every round
    • Lingering Damage
    • Bleeding
    • Poisons
 
Clone and Creation Jutsu
  • You may only have one Clone Technique active at a time.
  • You may only have one Creation Technique active at a time.
  • Clones and Creations may not be used to by-pass built in limitations of techniques (such as "this techniques may only be used once per battle" or "user may not target themselves").
  • Action Points - Unused Clone/Creation AP does not carry over to the following round.
  • AP Timing - Clone/Creation Techniques use the User's AP timing. (So a 2.5 AP technique will take 2.5 seconds.)
  • Secondary Stats: Clone/Creation Secondary stats are determined upon their creation based off of the user's total Secondaries at the time of creation. Non-Genjutsu effects that alter the user's Secondaries after their creation have no affect on them.
  • Effects: Unless specifically stated otherwise, Clones and Creations are vulnerable to other non-Genjutsu effects such as poison and called shots. Unlike Genjutsu, they are unaffected by their user's condition.
  • Equipment: Creation Techniques have no equipment unless otherwise stated. If the Clone Technique is capable of performing Taijutsu Techniques, it may perform Taijutsu without the proper weapon equipped. Clones may take a user's weapon to equip for the standard 0.5 equip cost.
  • Genjutsu and Awareness: Clones and Creation Techniques do not have Sense Slots, and share the user's Awareness.
    • Clone and Creation Techniques do not have their own Genjutsu senses or their own Awareness rolls. They cannot be affected by Genjutsu targeting them, but are affected by Genjutsu placed on their user.
    • If the user is aware/unaware of a target, their Clone/Creation techniques will be as well. A Clone/Creation technique may make a Blind Shot against a target their user is unaware of, but cannot gain awareness of the target unless the user themselves gain awareness.
  • Actions
    • Clone and Creation Technique's Alignment: Clones and Creations Alignment will match the Technique used to cast them. Clones and Creations do not gain Alignment Bonuses outside of the effect the player receives upon creating them.
    • Clone Techniques: Unless otherwise stated, Clone Techniques cannot use Bloodline, Core Ability or Kinjutsu techniques nor perform any type of Clone or Creation Technique.
    • Creation Techniques: - May only perform the actions detailed in their respective techniques. These actions count as their respective technique subtype (eg, Abysmal Harbinger's attacks count as a Fire Ninjutsu techniques, and therefore uses Fire Ninjutsu Accuracy. If the accuracy has been changed using Shinobi 101, the Shinobi 101 accuracy will be used.)
  • When using a Clone Technique, the user checks their Stealth against the Awareness of all in battle. Any players who fail this check are unable to detect the difference between the original and their Clone Technique, and will have their actions that target this individual randomized between each identical copy they are unable to recognize.
    • Upon attacking a user and/or their Clone Technique, the attacker is instantly aware of whether the target is a Clone Technique or not. If the attacker strikes the original user, they are no longer are required to randomly attack each Clone Technique.
 

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