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 v6.6.3 - "Patch Before the Storm"

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This is a mirrored copy of The Dev Blog

NINPOCHO CHRONICLES v6.6.3 - "Patch Before the Storm"

xxGmJk2.png


Hello Pocho. I know it has been a while but there is a bit more coming soon, I just realised its been a bit too long between patches so, here you go.

  • 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

Kinjutsu
  • Twilight Sage
    • Illusion Anchors have been updated due to the free strikes UBR update.
  • ChimmyChanga
    • Chimeiarashi had an update to be work better with Weapon Creation Techniques.
Core Abilities
  • Demonic Ancestry
    • There was a couple things that needed fixing, and it went from a quick fix into a refresh.
Gear
Abilities
  • Seal Expert
    • Had to be updated for the new UBR entry
  • Willpower
    • Major changes due to the new Cancellation Seal
  • Clarity
    • Had to be updated for the new UBR entry
Techniques
UBR
  • Binding Techniques
    • This is now a clearly defined entry with all the bind details here instead of randomly in each bind. The binds will all get updated eventually, but please default to this entry until we get them all done.
  • Free Strikes
    • Just a bit of clarity about free actions and how many you can have, regardless of source.
  • Sealing Techniques
    • Band new section to support all the shiny new [Seals].
  • Weapon Creation Techniques
    • Wording clean up, wanted to clear up any issues that might come up from it.
  • Called Shots
    • For some reason, Disarm wasn't there, it is now.
  • Clones and Creations
    • Separated into 2 different entries, made it super clear how both work

Edit: Completely missed a whole UBR update, aka Clones and Creations
 
Last edited:
Twilight Sage

Illusion Anchor – Kinjutsu Ability
dIA3sq3.png

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 [Anchors] at a time. [Anchors] have the following effects:
  • An [Anchor] has HP equal to 10% of the user’s Max CP.
  • When an [Anchor] is destroyed, the user takes HP damage equal to 5% of their Max CP.
  • An [Anchor] cannot Dodge, but can be created in Stealth.
  • 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 cast time will be the same timing as when it was cast on the [Anchor] (If a Genjutsu is cast on the [Anchor] at 7 seconds of the round, it will cast again at 7 seconds next round)
  • [Anchor] Genjutsu Techniques follow Genjutsu Sense Slot rules and count as the user casting and maintaining them.
  • Unless the user manually triggers an [Anchor], it counts as casting a free technique.
  • The user may pay 50% of the AP and CP cost to manually trigger up to two [Anchors] per round. This replaces its normal triggering.
  • The [Anchor] may only cast one E-A Rank Genjutsu Technique at a time.
  • The [Anchor] cannot cast Bloodline/Core Ability Techniques.
  • Each [Anchor] must have a different Rank Genjutsu Technique on it. (Eg: If Anchor #1 has a B-Rank Genjutsu Technique, no other Anchor can be used to cast B-Rank Genjutsu Techniques)

Old Version:

Illusion Anchor – Kinjutsu Ability
dIA3sq3.png

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.
  • The [Anchor] cannot cast Bloodline/Core Ability Techniques.
  • Each [Anchor] must have a different Rank Genjutsu Technique on it. (Eg: If Anchor #1 has a B-Rank Genjutsu Technique, no other Anchor can be used to cast B-Rank Genjutsu Techniques)
 
Chimichurri

Chimeiarashi
WCYMibe.jpg

Chimeiarashi are often called “Storm born”, not because of an affinity to actual weather events but because their arrival on the field of battle is like a hurricane smashing an armada. With their speed and strength, they are often seen flitting from foe to foe, leaving a weapon embedded in each as it takes too much time to draw it back out after it’s been put in place. Chimeiarashi do not behold themselves to their equipment, believing them to be mere tools to their trade. And their trade is death.

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

Effects:
  • The user’s passive weapon modifiers, (Such as the weapon Acc/Damage modifiers and Weapon Attunement), do not count towards the Acc/Damage cap.
  • The user’s weapons cannot have their base damage modifier lowered by any means. This means the +5/10% from weapon creation. (Does not apply to damage modifiers gained from sources such as buffing taijutsu.)
  • The user gains the Quickdraw Ability and will not take up a slot
  • Weapon Creation Techniques cast by the user do not end if the weapon is unequipped/dropped/disarmed.

Disposable Impalement – Kinjutsu Ability
Mp4X8h7.jpg

Chimeiarashi often leaves a weapon impaled into an opponent after striking, the time it takes to pull it out usually being longer than it would to simply move on to the next foe and strike them down. This presents some curious upsides in that if your opponent didn’t die this could make them wish they had.

Information
Prerequisites: Chimeiarashi

Effect: The user may lower the base damage of a Taijutsu Technique by -15% to Impale the target with the weapon used. A target that is Impaled has +10% Bleed Chance and after 10 seconds has their Bleed Rank increased by 1.

Notes:
  • The weapon used to cause the Impaled status is not usable while the target is Impaled.
  • When the weapon is removed the Impaled status ends, and the weapon is dropped.
  • A target can be Impaled by multiple weapons, the Bleed Level increase does not stack.
  • The Impaled Status can be removed for 1 AP. This may be done by the user or the Impaled target, removing all weapons Impaled in the target.
  • When the Impaled Status is removed, if the target was Impaled by 5 weapons, their Bleed Level increases by 1.
  • This technique uses Basic Strike Damage as per the user’s OOC rank.
  • Removing the Impaled Status causes Basic Strike Damage from each Weapon, with a +10% bleed chance per weapon removed (3 weapons removed would deal 450 Physical Damage with a +30% Bleed chance at S-Rank)..
  • When the user removes the Impaled Status, they may choose one weapon’s augments to apply to this damage. If the target removes the Impaled Status, no augments will apply.
  • Raising a target’s Bleed Level by removing the Impaled Status may happen once per 10 seconds.
  • An Impaled target cannot have their Bleed Rank lowered while Impaled.
  • A target can only be Impaled by a maximum of 5 weapons at a time.
  • If the user makes an attack using multiple weapons, each weapon can be used to Impale the target(s).

Force of Nature – Kinjutsu Ability
Ag6Z36x.jpg

Sometimes, a weapon just doesn’t cut it. Steel can only go so far, and against chakra that distance is not much. When they are required to use more than mere steel, a Chimearashi reaches into their talent pool for this technique. Through specific chakra manipulation, they can change the way their weapon is perceived by the world.

Information
Prerequisites: Chimeiarashi

Effect: The user may change the Damage Type of their Taijutsu attacks, which has the following effects:
  • Changing a Taijutsu into Elemental Damage lowers the base damage by 10%.
  • Changing a Taijutsu into Illusionary Damage lowers the base damage by 20%.

Notes:
  • Changing the Damage Type allows other damage buffs to apply. (A Taijutsu changed to Elemental Damage receives the user’s Elemental Damage buffs in addition to their Taijutsu Damage buffs.)
  • The user’s weapon damage buff still applies.
  • This does not affect accuracy modifiers.

Armiger Arsenal – Buffing Taijutsu
b50PLz8.jpg

The Chimeiarashi have developed a technique to be surrounded by floating spectral copies of their weapons, always within reach for any attack they wish to make.

Information
Prerequisites: Chimeiarashi

Rank 1/2: The user creates a Spectral Copy of 5/7 of the weapons in their inventory. Each Spectral Copy is not dispelled as long as the user maintains Armiger Arsenal.

Special Action - Armorer’s Sacrifice: On a full hit, the user may choose to break a Spectral Copy used for the technique to ignore the target’s DR. The Spectral Copy used this way is destroyed.

Cost: 2.25 AP and 680 CP, 340 CP/rnd

Notes:
  • This is a Weapon Creation Technique
  • Armiger Arsenal ends when there are no Spectral Copies left.
  • May be maintained for a maximum of 30 seconds.
  • Armorer’s Sacrifice may only be used once per 10 seconds.
  • Cannot be used with Permanency

Steelwind – Variable Taijutsu
hcixUqd.jpg

A Chimearashi is a master of multiple weapons, and no skill shows that better than this. By utilizing expert control, they can attack with multiple weapons at once, looking like a whirlwind of blows.

Information
Prerequisites: Chimeiarashi

Rank 1/2: The user makes two attacks each with 4/5 different weapons from their inventory at +1 accuracy against a single target.

Special Action - Enforced Harakiri: The user may pay +20% CP to use any weapon currently causing the Impaled status on the target for Steelwind. Each weapon used this way applies +5% Bleed Chance. This does not end the Impaled Status.

Cost: 2.25 AP 680 CP

Notes:
  • This technique uses Basic Strike Damage as per the user’s OOC rank.
  • The user draws and sheaths the weapons used for Steelwind for no cost.
  • All augments apply as normal.
  • The user may Impale the target with each weapon used for Steelwind if using the Disposable Impalement kinjutsu ability.

Soul of the Sword – Buffing Taijutsu
5d3EEMC.jpg


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.

Calamity Storm – Buffing Taijutsu
5UtpVQR.jpg

The ultimate defense can often be a great offense instead. – A technique that utilizes the prowess of a multi-weapon master at great cost. By channeling their inner fury, a Chimearashi can become the very storm they embody.

Information
Prerequisites: Chimeiarashi, S rank

Rank 1/2: Creates a whirlwind of weapons around the user using each weapon in the user’s Inventory. Any non-Genjutsu Technique targeting the user has a 5%/10% chance of being Parried per weapon in Calamity Storm, capping at 25%/50%. A Parried Technique has -1/-2 Accuracy/Gen DC and gives the user +5%/+10% DR per weapon used in Calamity Storm. If a Technique is Parried, each weapon makes a single Basic Strike targeting the attacker.

Special Action - Sheathing the Sword: The user may reflexively cause the Impaled status to the attacker if they are hit with the Basic Strike from the Calamity Storm. Each weapon used this way is removed from the Calamity Storm.

Special Action - Drawing the Sword: For 0.5 AP and no CP cost, the user may end the Impaled status on a target and add the weapons to Calamity Storm. This may be used when Calamity Storm is first used for no AP cost.

Cost: 3.75 AP 3940 CP, 1970 CP/rnd.

Notes:
  • This is a Chakra Armor Technique.
  • A target may receive a maximum of 5 Basic Strikes from Calamity Storm per Parried Technique.
  • The Parried technique Acc/Gen DC penalty caps at -5
  • The Parried technique DR caps at 50%.
  • While Calamity Storm is maintained, if the user uses a Taijutsu Technique, they may use a weapon from Calamity Storm. This removes the weapon from Calamity Storm for the duration of the Taijutsu Technique.
  • The Basic Strikes from a Parried technique do not count as Melee Contact.
  • May not be used unless the user has at least 3 non-broken weapons in their inventory.
  • If Calamity Storm’s Parried chance is reduced to 0%, Calamity Storm ends.
  • This may be maintained for a maximum of 30 seconds.

Old Version:

Chimeiarashi
WCYMibe.jpg

Chimeiarashi are often called “Storm born”, not because of an affinity to actual weather events but because their arrival on the field of battle is like a hurricane smashing an armada. With their speed and strength, they are often seen flitting from foe to foe, leaving a weapon embedded in each as it takes too much time to draw it back out after it’s been put in place. Chimeiarashi do not behold themselves to their equipment, believing them to be mere tools to their trade. And their trade is death.

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

Effects:
  • The user’s passive weapon modifiers, (Such as the weapon Acc/Damage modifiers and Weapon Attunement), do not count towards the Acc/Damage cap.
  • The user’s weapons cannot have their base damage modifier lowered by any means. This means the +5/10% from weapon creation. (Does not apply to damage modifiers gained from sources such as buffing taijutsu.)
  • The user gains the Quickdraw Ability and will not take up a slot

Disposable Impalement – Kinjutsu Ability
Mp4X8h7.jpg

Chimeiarashi often leaves a weapon impaled into an opponent after striking, the time it takes to pull it out usually being longer than it would to simply move on to the next foe and strike them down. This presents some curious upsides in that if your opponent didn’t die this could make them wish they had.

Information
Prerequisites: Chimeiarashi

Effect: The user may lower the base damage of a Taijutsu Technique by -15% to Impale the target with the weapon used. A target that is Impaled has +10% Bleed Chance and after 10 seconds has their Bleed Rank increased by 1.

Notes:
  • The weapon used to cause the Impaled status is not usable while the target is Impaled.
  • When the weapon is removed the Impaled status ends, and the weapon is dropped.
  • A target can be Impaled by multiple weapons, the Bleed Level increase does not stack.
  • The Impaled Status can be removed for 1 AP. This may be done by the user or the Impaled target, removing all weapons Impaled in the target.
  • When the Impaled Status is removed, if the target was Impaled by 5 weapons, their Bleed Level increases by 1.
  • This technique uses Basic Strike Damage as per the user’s OOC rank.
  • Removing the Impaled Status causes Basic Strike Damage from each Weapon, with a +10% bleed chance per weapon removed (3 weapons removed would deal 450 Physical Damage with a +30% Bleed chance at S-Rank)..
  • When the user removes the Impaled Status, they may choose one weapon’s augments to apply to this damage. If the target removes the Impaled Status, no augments will apply.
  • Raising a target’s Bleed Level by removing the Impaled Status may happen once per 10 seconds.
  • An Impaled target cannot have their Bleed Rank lowered while Impaled.
  • A target can only be Impaled by a maximum of 5 weapons at a time.
  • May not be used with Weapon Creation Techniques except Armiger Arsenal
  • If the user makes an attack using multiple weapons, each weapon can be used to Impale the target(s).

Force of Nature – Kinjutsu Ability
Ag6Z36x.jpg

Sometimes, a weapon just doesn’t cut it. Steel can only go so far, and against chakra that distance is not much. When they are required to use more than mere steel, a Chimearashi reaches into their talent pool for this technique. Through specific chakra manipulation, they can change the way their weapon is perceived by the world.

Information
Prerequisites: Chimeiarashi

Effect: The user may change the Damage Type of their Taijutsu attacks, which has the following effects:
  • Changing a Taijutsu into Elemental Damage lowers the base damage by 10%.
  • Changing a Taijutsu into Illusionary Damage lowers the base damage by 20%.

Notes:
  • Changing the Damage Type allows other damage buffs to apply. (A Taijutsu changed to Elemental Damage receives the user’s Elemental Damage buffs in addition to their Taijutsu Damage buffs.)
  • The user’s weapon damage buff still applies.
  • This does not affect accuracy modifiers.

Armiger Arsenal – Buffing Taijutsu
b50PLz8.jpg

The Chimeiarashi have developed a technique to be surrounded by floating spectral copies of their weapons, always within reach for any attack they wish to make.

Information
Prerequisites: Chimeiarashi

Rank 1/2: The user creates a Spectral Copy of 5/7 of the weapons in their inventory. Each Spectral Copy is not dispelled as long as the user maintains Armiger Arsenal.

Special Action - Armorer’s Sacrifice: On a full hit, the user may choose to break a Spectral Copy used for the technique to ignore the target’s DR. The Spectral Copy used this way is destroyed.

Cost: 2.25 AP and 680 CP, 340 CP/rnd

Notes:
  • This is a Weapon Creation Technique
  • Armiger Arsenal ends when there are no Spectral Copies left.
  • May be maintained for a maximum of 30 seconds.
  • Armorer’s Sacrifice may only be used once per 10 seconds.
  • Cannot be used with Permanency

Steelwind – Variable Taijutsu
hcixUqd.jpg

A Chimearashi is a master of multiple weapons, and no skill shows that better than this. By utilizing expert control, they can attack with multiple weapons at once, looking like a whirlwind of blows.

Information
Prerequisites: Chimeiarashi

Rank 1/2: The user makes two attacks each with 4/5 different weapons from their inventory at +1 accuracy against a single target.

Special Action - Enforced Harakiri: The user may pay +20% CP to use any weapon currently causing the Impaled status on the target for Steelwind. Each weapon used this way applies +5% Bleed Chance. This does not end the Impaled Status.

Cost: 2.25 AP 680 CP

Notes:
  • This technique uses Basic Strike Damage as per the user’s OOC rank.
  • The user draws and sheaths the weapons used for Steelwind for no cost.
  • All augments apply as normal.
  • May not be used with Weapon Creation Techniques except Armiger Arsenal
  • The user may Impale the target with each weapon used for Steelwind if using the Disposable Impalement kinjutsu ability.

Soul of the Sword – Buffing Taijutsu
5d3EEMC.jpg


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

Calamity Storm – Buffing Taijutsu
5UtpVQR.jpg

The ultimate defense can often be a great offense instead. – A technique that utilizes the prowess of a multi-weapon master at great cost. By channeling their inner fury, a Chimearashi can become the very storm they embody.

Information
Prerequisites: Chimeiarashi, S rank

Rank 1/2: Creates a whirlwind of weapons around the user using each weapon in the user’s Inventory. Any non-Genjutsu Technique targeting the user has a 5%/10% chance of being Parried per weapon in Calamity Storm, capping at 25%/50%. A Parried Technique has -1/-2 Accuracy/Gen DC and gives the user +5%/+10% DR per weapon used in Calamity Storm. If a Technique is Parried, each weapon makes a single Basic Strike targeting the attacker.

Special Action - Sheathing the Sword: The user may reflexively cause the Impaled status to the attacker if they are hit with the Basic Strike from the Calamity Storm. Each weapon used this way is removed from the Calamity Storm.

Special Action - Drawing the Sword: For 0.5 AP and no CP cost, the user may end the Impaled status on a target and add the weapons to Calamity Storm. This may be used when Calamity Storm is first used for no AP cost.

Cost: 3.75 AP 3940 CP, 1970 CP/rnd.

Notes:
  • This is a Chakra Armor Technique.
  • A target may receive a maximum of 5 Basic Strikes from Calamity Storm per Parried Technique.
  • The Parried technique Acc/Gen DC penalty caps at -5
  • The Parried technique DR caps at 50%.
  • While Calamity Storm is maintained, if the user uses a Taijutsu Technique, they may use a weapon from Calamity Storm. This removes the weapon from Calamity Storm for the duration of the Taijutsu Technique.
  • The Basic Strikes from a Parried technique do not count as Melee Contact.
  • May not be used unless the user has at least 3 non-broken weapons in their inventory.
  • If Calamity Storm’s Parried chance is reduced to 0%, Calamity Storm ends.
  • This may be maintained for a maximum of 30 seconds.
  • May not be used with Weapon Creation Techniques except Armiger Arsenal
 
Demonic Ancestry

Demonic Ancestry
DemonicHeritage.jpg

Those with Demonic Ancestry have a demon or other 'Dark' force influence them in some way - perhaps by being directly descended from a demonic ancestor, or having traded their life for power, or having been corrupted by some cursed artifact. Regardless of source, they generally look the same as normal human beings, albeit, with slightly altered features that make them seem 'off'...That is, until they draw upon their dark attunement and display forbidden strength.

Demonic Aura - Passive (3 points)
Restriction- C Rank and up
A person in touch with their dark side is completely surrounded by a pervading feel of evil that inspires fear in even the strongest of shinobi. Though this gives them the power to make their enemies cower before them, the aura of doom does make it hard to win the trust of others.
Effect: At the start of each round, all viable targets aware of the user makes a Genjutsu Save. If the user succeeds, the target gains the [Demonic Dread] Status Effect.

Notes:
  • The [Demonic Dread] Status Effect causes the user to have Alignment Advantage over the afflicted targets.
  • Targets with the Fearless Ability are immune to [Demonic Dread]

Third Eye - Ability Modification(2 points)
Restriction- C Rank and up, requires Sixth Sense
By unlocking the mortal restraints on their mind, the demonic shinobi can gain use of the third eye, the super sense beyond all senses.
Effect: The user's Sixth Sense checks gain +15% Chance. Failing an Awareness check grants a single Re-Roll with a +1 bonus in the user's favor. This does not stack with similar effects, and requires a 10 second cooldown after use.

Dreadforce - Passive (2 points)
The very chakra of these demonic shinobi is tainted with darkness and eats at the wills of those around them. A forsaken shinobi have no trouble using this to their advantage to evoke hallucinations and other nightmarish visions to those in their presence.
Effect: The user's Genjutsu are considered one OOC Rank higher for the purposes of Cancelling Seal and may target Hostile Targets the user is unaware of without requiring a Blind Shot. Successful Genjutsu do not reveal the Hostile Target. (This does not affect Advanced Cancelling Seal.)

Mind Ripper - Independent Special Move (2 points)
Restriction- C Rank and up
By grabbing a victim’s head and channelling dark energy and evil will into their mind, a demonic shinobi can traumatize their opponent, lowering their will power. The constant mental pain is enough to wear down the wills of even the most the most courageous of would-be heroes.
Effect: The user makes a basic strike Called Shot to a single target's Head using the equipped weapon taijutsu subtype accuracy. On a hit, this inflicts the [Mind Ripped] and [Demonic Dread] Status Effects for 30 seconds.

Notes:
  • the [Mind Ripped] Status inflicts -2 Genjutsu Save.
  • The [Demonic Dread] Status Effect causes the user to have Alignment Advantage over the afflicted targets.
  • Targets with the Fearless Ability are immune to [Demonic Dread]

Raging Demon - Dependent Special Move (2 points)
The unrivaled rage of those with Demonic Ancestry is a terrifying sight to behold, and this dark passion can be channelled into highly destructive bursts of energy causing normal Taijutsu to have a more traumatic effect.
Effect: The user can pay +15% of the costs in HP, to gain the following effects to an Offensive Taijutsu Technique:
  • Deal Illusionary Damage at -25% damage.
  • Use Genjutsu DC instead of its Taijutsu Accuracy, +2 DC if target is affected by Demonic Aura.
  • Receives half of the user's Genjutsu Buffs.
  • Requires a 10 second cooldown after use.

Death Touch - Independent Special Move (3 points)
Nothing is perhaps more terrifying than a desperate demon. By embracing their dark powers in a dire situation, these shinobi can easily turn a grim situation into their favor via sheer terrifying strength.
Effect: For 10 seconds, the user's Taijutsu Offensive Techniques are considered Cursed, regardless of the user’s alignment, and have +50% Damage Buff but a +100% CP Cost. While under the effects of Death Touch the user ignores any non-Kinjutsu sources of Damage Reduction Hostile Targets have. Requires a 10 second cooldown after use.

Dark Embrace - Passive (1 point)
Restriction- Can be taken up to two times
Those with darker heritage are often gifted with enhanced capabilities in some shape; perhaps manifesting as an odd mutation, or special ability of some sort. Over time, someone with demonic heritage can learn how to best use this skill in many ways to suit their situation.
Effect: The user chooses either Genjutsu or Taijutsu (stated in their Dojo); when making a Cursed Offensive Technique of this type, the user gains 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 +4, but instead grants +2 to both types if they are Cursed. If the user has chosen Genjutsu, this +2 bonus is applied to Demonic Aura as well.

Demon's Blessing - Passive (1 point)
Restriction- Can be taken up to three times
The mind of a demon is much less susceptible to attack than that of a mere mortal, restricting Genjutsu from targeting them too easily. Being so alien to most forms of chakra, a practitioner of the mind arts will find them harder to snare.
Effect: +1 Genjutsu Save.

Devil's Trick - Dependent Special Move (3 points)
Dark shinobi are cunning by nature, and often cannot help but enjoy catching their prey off guard. To let ones guard down around them is to give them demon an open invitation for all kinds of defilement.
Effect: By paying +20% CP costs on both, the user may Combo a Offensive Taijutsu Technique with a Offensive Genjutsu Technique against the same Hostile Targets. The second Offensive Technique is modded at 0 AP timing, and does not gain the cumulative -1 AC/DC to hit.

Natural Weapon - Passive (3 Points)
Some dark shinobi has more than their blood to show their heritage, some even developed such traits that can be used as an actual weapon, ranging from sharpened claws, deadly wings, or a powerful tail.
Effect: Choose one Weapon in the User’s inventory. The weapon gains the [Demonic] Augment in a free slot. The weapon with the [Demonic] Augment ignore's Non-Kinjutsu sources of Temp HP of the Hostile Target and is Passively equipped.

Cursed Embodiment - Ability Modification (3 points)
Restriction- Must own the ability Alignment Focus
Shinobi with Demonic Ancestry are fundamentally different beings than normal humans. Both their bodies and their chakra are different, imbued with their cursed nature allowing them advantages over their opposing alignments.
Effect: Regardless of the User's current Alignment, they still count as Cursed and still have the Cursed Alignment effects. (This means a player can be both Cursed and unaligned at the same time, etc etc.)

Form of the Demon - Non-Elemental Ninjutsu Technique (1 point, 1 to rank up)
Restriction- A-Rank and up
This technique is the ultimate incarnation of a demonic ninja’s tie to his or her hellish ancestry. Releasing all bonds and restrictions, they unleash their true demonic nature, becoming a terrifying being of power and awe. The after effects are disastrous, however.
Rank 1/2: The user's Cursed Alignment effect is doubled and gain +1/+2 Taijutsu Acc and Gen DC. The user gains 15%/20% DR that cannot be ignored and gains any damage reduced by the DR as CP.
Cost: 3 AP and 1,400 HP, 700 HP/Rnd
Notes:
  • This is a Chakra Armor Technique
  • This technique may be maintained for 30 seconds.
  • Requires a 10 second cooldown after use.

Old Version:
Demonic Ancestry
DemonicHeritage.jpg

Those with Demonic Ancestry have a demon or other 'Dark' force influence them in some way - perhaps by being directly descended from a demonic ancestor, or having traded their life for power, or having been corrupted by some cursed artifact. Regardless of source, they generally look the same as normal human beings, albeit, with slightly altered features that make them seem 'off'...That is, until they draw upon their dark attunement and display forbidden strength.

Demonic Aura - Passive (3 points)
Restriction- C Rank and up
A person in touch with their dark side is completely surrounded by a pervading feel of evil that inspires fear in even the strongest of shinobi. Though this gives them the power to make their enemies cower before them, the aura of doom does make it hard to win the trust of others.
Effect: At the start of each round, the user checks their Genjutsu DC vs the Genjutsu Save of all individuals in battle. Succeeding this roll grants the user Alignment Advantage over the target (normally +10% Damage dealt to, -10% damage taken by), including against Holy targets. This automatically affects Clones/Creations, does not stack against targets the user would have advantage against anyways, and does not apply to those with the Fearless ability or other similar effect. Lasts for the duration of the round.

Third Eye - Ability Modification(2 points)
Restriction- C Rank and up, requires Sixth Sense
By unlocking the mortal restraints on their mind, the demonic shinobi can gain use of the third eye, the super sense beyond all senses.
Effect: Failing an Awareness check grants a single Re-Roll with a +1 bonus in the user's favor. This does not stack with similar effects, and requires a ten second cooldown before it may activate again.

Dreadforce - Passive (2 points)
The very chakra of these demonic shinobi is tainted with darkness and eats at the wills of those around them. A forsaken shinobi have no trouble using this to their advantage to evoke hallucinations and other nightmarish visions to those in their presence.
Effect: The user's Genjutsu are considered Cursed and may target individuals the user is unaware of normally. A Genjutsu that succeeds through this effect does not reveal the target.(This does not make the Genjutsu's Illusionary damage Cursed)

Mind Ripper - Independent Special Move (2 points)
Restriction- C Rank and up
By grabbing a victim’s head and channelling dark energy and evil will into their mind, a demonic shinobi can traumatize their opponent, lowering their will power. The constant mental pain is enough to wear down the wills of even the most the most courageous of would-be heroes.
Effect: The user makes a basic strike Called Shot to a single target's Head using the equipped weapon taijutsu subtype accuracy. On hit, this inflicts -2 to Genjutsu Save for 30 seconds. During this time, the victim becomes automatically affected by Demonic Aura (if the user has it), even if the victim has the Fearless ability, or other similar effect. This is treated as a B-Rank Will Genjutsu that does not take up a Sense Slot, but may be healed and dispelled as such.

Raging Demon - Dependent Special Move (2 points)
The unrivalled rage of those with Demonic Ancestry is a terrifying sight to behold, and this dark passion can be channelled into highly destructive bursts of energy causing normal Taijutsu to have a more traumatic effect.
Effect: By paying +15% of the Taijutsu cost in HP, the user can convert a damaging Taijutsu into a Genjutsu with illusionary damage as 50% of the base damage. The Taijutsu retains any bonuses from the Taijutsu/Weapon/Augments and applies half the user's Genjutsu Bonuses. If the target is affected by Demonic Aura (if the user has it), this Genjutsu gains +2 DC. This can be used once per 10 seconds. This does not use a sense slot.

Death Touch - Independent Special Move (3 points)
Nothing is perhaps more terrifying than a desperate demon. By embracing their dark powers in a dire situation, these shinobi can easily turn a grim situation into their favor via sheer terrifying strength.
Effect: For 10 seconds, Cursed Taijutsu attacks have +50% damage bonus and +100% CP Cost. While under the effects of Death Touch any negative damage modifiers the user has are ignored. Requires a twenty second cooldown before it may be activated again.

Dark Embrace - Passive (1 point)
Restriction- Can be taken up to two times
Those with darker heritage are often gifted with enhanced capabilities in some shape; perhaps manifesting as an odd mutation, or special ability of some sort. Over time, someone with demonic heritage can learn how to best use this skill in many ways to suit their situation.
Effect: The user chooses either Genjutsu or Taijutsu (stated in their Dojo); when making a Cursed attack of this type, the user gains 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 +4, but instead grants +2 to both types if they are Cursed. This +2 bonus applied to Demonic Aura as well.

Demon Blessing - Passive (1 point)
Restriction- Can be taken up to three times
The mind of a demon is much less susceptible to attack than that of a mere mortal, restricting Genjutsu from targeting them too easily. Being so alien to most forms of chakra, a practitioner of the mind arts will find them harder to snare.
Effect: +1 Genjutsu Save.

Devil's Trick - Dependent Special Move (3 points)
Dark shinobi are cunning by nature, and often cannot help but enjoy catching their prey off guard. To let ones guard down around them is to give them demon an open invitation for all kinds of defilement.
Effect: By paying +20% CP on both, the user may combo a Taijutsu and Genjutsu. The order does not matter, but the follow-up Jutsu will target all those hit by the preceding Jutsu, and cannot be a higher rank than the Jutsu used prior to it. Cannot combo a Taijutsu with a Taijutsu, or Genjutsu with Genjutsu. Requires a ten second cooldown before it may be used again.

Natural Weapon - Passive (3 Points)
Some dark shinobi has more than their blood to show their heritage, some even developed such traits that can be used as an actual weapon, ranging from sharpened claws, deadly wings, or a powerful tail.
Effect: The user designates a single weapon in their Dojo; this weapon is treated as passively equipped whenever the user is not wielding any other weapon, and does not prevent the usage of handseals. Attacks with this Natural Weapon are considered Cursed. Natural Weapon is immune to effects which may cause the user to unequip or change weapons, and if multiple 'passively equipped' weapons are present, the user must state one.

Cursed Embodiment - Ability Modification (3 points)
Restriction- Must own the ability Alignment Focus
Shinobi with Demonic Ancestry are fundamentally different beings than normal humans. Both their bodies and their chakra are different, imbued with their cursed nature allowing them advantages over their opposing alignments.
Effect: Spiritual damage does 20% less damage (this replaces the standard 10%). In addition, this allows the users illusionary damage from Genjutsu to be Cursed.

Form of the Demon - Final Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and up
This technique is the ultimate incarnation of a demonic ninja’s tie to his or her hellish ancestry. Releasing all bonds and restrictions, they unleash their true demonic nature, becoming a terrifying being of power and awe. The aftereffects are disastrous, however.
Rank 1/2: While active, the user and their techniques are Cursed. Additionally, they deal +5%/10% damage. Damage taken by the user is reduced by 10%/15%; this reduced damage is converted into CP for the user. Lasts up to 20/30 seconds.
Cost: 3 AP and 2,400 HP to initiate. 4% Max Hp/Rnd
Notes:
  • This counts as a Chakra Armor.
  • The user and the user's attacks Alignment cannot be changed, regardless of what other techniques are used during this time.
  • The Reduced damage is not counted as DR
  • This does not overwrite alignment changes from a Kinjutsu
  • Can only be used twice per battle, and requires a full 10 seconds of cooldown between uses.
  • Holy attacks ignore the user's damage reduction.
 
Sealing Scroll

Sealing Scroll
One of the most original tools on a shinobi's belt, and easily the oldest. Each scroll is the size of a large pen, shrank into this size by another jutsu written and sealed onto the top and bottom of each end piece. When chakra is placed onto the ends, the scroll enlarges and unravels, exposing pre-written sealing jutsu for storing; or containing a jutsu alread written to bring out whatever is stored within the chakra ink.

Type: Passive, Gear, Consumable
Uses: 3
Effect:
  • Each use of this item creates a [Seal: X] depending on the technique used.

Old Version:

What are you doing? This is new, why would there be an old version?
 
Seal Expert
Seal Expert said:
One of the most esoteric of ninja arts that is nonetheless widely-used is that of Sealing. Seals are inscribed by a ninja onto a target, causing various usually-negative effects on the one it is placed on. Seals of this nature are notoriously difficult to use, requiring several forms of dexterity in order to place and maintain. There are some, however, who have worked out ways around that.

Information
Prerequisites: 3 Sealing Techniques Mastered.

Effect: The user may use Technique Sealing and Advanced Technique Sealing without a Sealing Scroll. Additionally when casting a Sealing Technique, the user may select one of the following modifications:
  • The Sealing Technique no longer requires Melee Contact, and uses Ninjutsu Accuracy to hit.
  • The Ninjutsu checks may be replaced with Taijutsu Checks.

Notes:
  • The modification must be selected when casting the Sealing Technique.
  • The user can create up to 2 [Seal = X] without a Sealing Scroll.
  • If no modifications are selected, the normal Sealing Techniques rules apply.

Old version
Seal Expert said:
One of the most esoteric of ninja arts that is nonetheless widely-used is that of Sealing. Seals are inscribed by a ninja onto a target, causing various usually-negative effects on the one it is placed on. Seals of this nature are notoriously difficult to use, requiring several forms of dexterity in order to place and maintain. There are some, however, who have worked out ways around that.

Information
Prerequisites: One Sealing jutsu mastered

Effect: Upon scribing a seal on a target, the user chooses one of these two modifications:
  • Instead of being scribed with Melee Accuracy, the seal is scribed with the user's Ninjutsu Accuracy.
  • Instead of checks involving the seal using Ninjutsu Accuracy, they will use the user's Melee Accuracy.

Notes:
- The modification must be chosen when the seal is being scribed, and specified within the action.
- If neither modification is chosen, then neither will be used and the seal will be scribed with Melee Accuracy and checked against Ninjutsu Accuracy as normal (or with whatever other accuracy types the specific seal may use normally).

Willpower
Willpower said:
This ability allows a user to fight the effects of Genjutsu with the naked strength of their will. Those with stronger determination will be able to dispel illusions more readily than those with weaker minds.

Information
Prerequisites: Cancelling Seal Ninjutsu Mastered

Effect: Cancelling Seal and Advanced Cancelling Seal when triggered have a chance to automatically resist the triggering Genjutsu Technique without expending a charge:
  • E-Rank - 50% Chance to Automatically Resist
  • D-Rank - 45% Chance to Automatically Resist
  • C-Rank - 40% Chance to Automatically Resist
  • B-Rank - 35% Chance to Automatically Resist
  • A-Rank - 30% Chance to Automatically Resist

Notes:
  • The Cancelling Seal and Advanced Cancelling Seal Techniques may automatically end one Genjutsu up to C-Rank/A-Rank whether or not the user is aware of it upon creation, without expending a charge.
  • The Cancelling Seal and Advanced Cancelling Seal Techniques no longer requires handseals.
  • If the user automatically resists a Genjutsu Technique, there is a 10 second cool down before another Genjutsu Technique can be automatically resisted, this does not affect the Seals cooldown.
  • Automatically resisting a Genjutsu Technique does not count as an auto-dodge.

Old version
Willpower said:
This ability allows a user to fight the effects of Genjutsu with the naked strength of their will. Those with stronger determination will be able to dispel illusions more readily than those with weaker minds.

Information
Prerequisites: Cancel Ninjutsu Mastered

Effect: The user may now use the Cancel against E-A Rank Genjutsu Techniques. Cancel also gains a 30% chance of ending one Genjutsu Technique the user is unaware of.

Notes:
  • Only one Genjutsu may be ended by this technique per use.
  • This Techinque may automatically end one Genjutsu up to C-Rank whether or not the user is aware of it.
  • The Cancel Technique no longer requires handseals, and may be used as a free action once per 10 seconds.

Clarity
Possessing perception on a heightened level, those gifted with this ability are able to view the surroundings with enhanced clarity, naturally becoming more resistant to the illusory arts.

Information
Prerequisites: C Rank, Cancelling Seal Ninjutsu Mastered

Effect:
  • The user is given a resistance check every round against Genjutsu as opposed to the normal round wait time.
  • The user is always aware that they are in a Genjutsu unless the Genjutsu was treated as a Sneak Attack.
  • After being aware they are in a Genjutsu for 10 seconds, the user becomes aware of which Genjutsu Technique they are being affected by.
  • The user can use the Special Action for Cancelling Seal and Advanced Cancelling Seal to automatically end a Genjutsu they are aware of for 1 Charge instead of 2.
  • Genjutsu Debuffs affecting the user gain a -1/-5% every 10 seconds the user is aware of the Genjutsu Technique affecting them. (Eg. If the user is aware that they are under the Blur Genjutsu, the first 10 seconds maintained the user suffers the standard -2 Melee and Ranged Accuracy, the second 10 seconds maintained Blur's debuff is reduced to -1 Melee and Ranged Accuracy, and the third 10 seconds maintained Blur's debuff is reduced to -0 Melee and Ranged accuracy, essentially removing the effect but still allowing the damage as normal.)
  • This ability cannot be used with Willpower.

Old version
Clarity said:
Possessing perception on a heightened level, those gifted with this ability are able to view the surroundings with enhanced clarity, naturally becoming more resistant to the illusory arts.

Information
Prerequisites: C Rank

Effect:
- The user is given a resistance check every round against Genjutsu as opposed to the normal round wait time.
- The user is always aware that they are in a Genjutsu unless the Genjutsu was treated as a Sneak Attack.
- This ability cannot be used with Willpower.
 
Medical Ninjutsu
Medical Ward
Medical Warding said:
A medical technique that creates a seal of chakra, infusing it into a body. Once sealed, this glyph remains dormant until the target suffers a significant drop in their life force, at which point its healing properties activate and restore wounds automatically. Often used by medics who are about to perform a critical surgery as a failsafe.

Information
Prerequisites: B-rank, 3 Mastered Medical Techniques

Rank 1/2: Creates a [Seal: Medical Ward] upon a target which triggers when the target reaches 40% Max HP. When Triggered the [Seal: Medical Ward] halves the damage of the Offensive Technique that triggered it and heals them for 6%/7% Max HP + 800/1000 HP.

Special Action: By paying +20% CP, The user creates a [Seal: Emergency Medical Ward] that triggers on 0 HP; preventing further damage and healing to 6%/8% of their Max HP.

Rank 1/2 Cost: 880/1,100 CP and 440/550 CP/rnd

Notes:
  • A Target may only be effected by 1 [Seal: Medical Ward] at a time.
  • Each Target requires a 10 second cooldown after activation.
  • A target may only have a [Seal: Medical Ward] or [Seal: Emergency Medical Ward] applied, not both.

Old Version:
Medical Ward said:
A medical technique that creates a seal of chakra, infusing it into a body. Once sealed, this glyph remains dormant until the target suffers a significant drop in their life force, at which point its healing properties activate and heal the body automatically. Often used by medics who are about to perform a critical surgery 'Just in case'.

Information
Prerequisites: B-rank, 3 Mastered Medical Jutsu

Rank 1: Inscribes a Medical Seal upon a target. When activated, halves the damage of the next attack to hit the target with the Medical Seal and heals them for 6% Max HP + 800 HP.
Master Rank: Inscribes a Medical Seal upon a target. When activated, halves the damage of the next attack to hit the target with the Medical Seal and heals them for 7% Max HP + 1,000 HP.

Special Action: By paying +20% CP, this may create a more specific seal that only activates in the most dire cases. This version will only activate when the person with the Medical Seal falls below 0 HP; this will negate further damage and heal them to 6%/8% of their Max HP. A target may only be inflicted with this effect once per battle.

Rank 1 Cost: 880 CP
Master Rank Cost: 1,100 CP

Notes:
- Lasts until activation.
- Uses Melee Accuracy.
- A target may only be effected by 1 Medical Ward seal at a time.
- A target must be above 0 HP at the time of the seal being inscribed.
- Once activated, the seal cannot be recast upon that target for ten seconds.
- This seal will only activate when the victim is attacked while below -40% of their Max HP.
- This effects of this jutsu are treated one rank lower if the user performs this on themselves.
- If the user has the Strategist ability, they may utilize 2 slots to prepare this seal upon themselves prior to battle.

ANBU Ninjutsu
Physical Imprisonment Seal
Physical Imprisonment Seal said:
A technique which scribes a seal that impairs the physical aspects of a shinobi. Movement becomes slower. Stamina wanes. Strength, all but drips from their body. This seal infamously removes a shinobis' physical skill and coordination by impairing all muscles functions and reactions within their body, essentially sealing away all signs of their inborn dexterity.

Information
Prerequisites: A Rank, 5 Mastered Anbu Jutsu

Rank 1/2: Creates a [Seal: Physical Imprisonment] upon the target at -1/-0 Accuracy. The [Seal: Physical Imprisonment] reduces a targets Dodge and Melee/Ranged Accuracy by -2/-3 Additionally, all Taijutsu Techniques have a a 28% chance of being treated one rank lower.

Special Action - The user can instead make a Called Shot using the Called Shot penalty instead of this techniques normal Acc. If successful, the Called Shot Location is raised by 1 level and cannot be lowered without removing the seal. This cannot be used to make a Called Shot Location Broken. This is in addition to the above effects.

Rank 1/2 Cost: 2200/2750 CP, 1100/1380 CP/Rnd

Notes:
  • This is a Offensive Sealing Technique.
  • This technique may be maintained for up to 30 seconds.

Older Version:
Physical Imprisonment Seal said:
A technique which scribes a seal that impairs the physical aspects of a shinobi. Moving slower, tiring faster, and hitting weaker, this removes a shinobis physical skill and coordination by impairing all muscles functions and reactions within their body, essentially sealing away all signs of their shinobi dexterity.

Information
Prerequisites: A Rank, 5 Mastered Anbu Jutsu

Rank 1: Scribes a seal upon the target at -3 Accuracy. The seal reduces a targets Dodge and Melee/Ranged Accuracy by -2. Additionally, all Taijutsu have a a 28% chance of being treated one rank lower.
Rank 2: Scribes a seal upon the target at -2 Accuracy. The seal reduces a targets Dodge and Melee/Ranged Accuracy by -3. Additionally, all Taijutsu have a a 28% chance of being treated one rank lower.

Special Action: Instead of scribing the seal, the user may attempt to remove one from themselves or another target. This make a Ninjutsu check against the original user. This may be done reflexively.

Rank 1 Cost: 2200 CP, 110 CP/Rnd
Rank 2 Cost: 2750 CP, 1380 CP/Rnd

Notes:
- Lasts up to thirty seconds
- Uses Melee Accuracy to scribe the seal, and a Ninjutsu check each round after the first.
- If a maintain check is resisted, the jutsu is not dispelled; its effects are negated for the round. It will remain until the time limit is reached or it is removed.

Non-Elemental Ninjutsu
Cancelling Seal
Cancelling Seal said:
A technique that allows the user to cancel out an Genjutsu techniques that have been used upon them. This is done by halting the flow of their chakra temporarily, allowing them to disrupt the energy that is being used to produce the effects on their mind and body. Though effective against all sorts of illusions, the user must be aware of any effects they are trying to dispel in order to pin point and negate the source; while more powerful techniques prove to be unaffected by this skill.

Information
Prerequisites: D-rank

Rank 1/2: Creates a [Seal: Cancel] with 3 charges upon a target which triggers when the target is effected by a E-D/C rank Genjutsu Technique. When triggered, a random Genjutsu affecting the user is ended.

Special Action - Targeted: When creating the [Seal: Cancel], the user may select a specific rank to trigger upon. (Eg, The user wants it to only trigger on C Rank Genjutsu)

Special Action - Discipline:
When creating the [Seal: Cancel], the user may select a specific Genjutsu Sense Slot to trigger upon. (Eg, The user wants it to only trigger on Will Genjutsu)

Cost: 1.5 AP, 720/900 CP, 360/450 CP/rnd

Notes:
  • This is a Sealing Technique.
  • After the [Seal: Cancel] has been created, the user may attempt to trigger this on Genjutsu they are aware of. Successfully triggering the [Seal: Cancel] this way removes 2 charges.
  • The [Seal: Cancel] may only be triggered once per round.

Old Version:
Cancel said:
A technique that allows the user to cancel out an Genjutsu techniques that have been used upon them. This is done by halting the flow of their chakra temporarily, allowing them to disrupt the chakra that is being used to produce the effects on their mind and body. Though effective against all sorts of Genjutsu, the user must be aware of any effects they are trying to dispell in order to pin point and negate the source, and more powerful illusions prove to be unaffected by this skill.

Information
Prerequisites: D-rank

Rank 1/2: The user may end one E-D/C rank Genjutsu they are aware of currently affecting them.

Special Action - Disrupt: The user may attempt to disrupt up to two E-D/C Rank Buffs that are active on a single target. The user makes a Ninjutsu check against the target, with a 16%/20% chance of ending the active technique. If the ninjutsu check is successful, the target's buff is disrupted for 10 seconds. CP cost is equal to the disrupted/ended technique's.

Cost: Cost of Genjutsu ended +20% CP

Notes:
  • This technique requires a 5 second cooldown after use.
  • This Technique may be used reflexively.
  • The Disrupt Special Action cannot be used in the same round as the normal use of Cancel.
  • The Disrupt Special Action disrupted/ended techinque is chosen at random, and do work against Bl/CA/Kinjutsu effects.
  • A disrupted technique gives no benefits, and continues to have a maintenance cost.


Advanced Cancelling Seal
Advanced Cancelling Seal said:
Advancement through a far more complex sealing signature and advanced chakra theory has allowed powerful shinobi to create a technique capable of covering the bases missed by the previous seal. After some time the seal was shared publicly, but the complicated signature adds more prep-time to create.

Information
Prerequisites: B-rank

Rank 1/2: Creates a [Seal: Advanced Cancel] with 3 charges upon a target which triggers when the target is effected by a B/A rank Genjutsu Technique. When triggered, a random Genjutsu affecting the user is ended.

Special Action - Targeted: When creating the [Seal: Advanced Cancel], the user may select a specific rank to trigger upon. (Eg, The user wants it to only trigger on A Rank Genjutsu)

Special Action - Discipline:
When creating the [Seal: Advanced Cancel], the user may select a specific Genjutsu Sense Slot to trigger upon. (Eg, The user wants it to only trigger on Will Genjutsu)

Cost: 2.5 AP, 730/920 CP, 365/460 CP/rnd

Notes:
  • This is a Sealing Technique.
  • After the [Seal: Advanced Cancel] has been created, the user may attempt to trigger this on Genjutsu they are aware of. Successfully triggering the [Seal: Cancel] this way removes 2 charges.
  • The [Seal: Advanced Cancel] may only be triggered once per round.

Old Version:
Stop it, get some help

Disrupting Seal
Disrupting Seal said:
Considered the cancelling seal's older cousin, this technique is the age-old lesson of trying keeping at least one-step ahead of the enemy. It is unique in that it is prepared with the ability to attune itself to multiple elements, even if the shinobi writing it isn't familiar with them, and can act as a counter source to a jutsu effecting them. However, this also means the speed at which it is usually written leaves it open to flaw.

Information
Prerequisites: D-rank

Rank 1/2: Creates a [Seal: Disrupt] with 3 charges upon a target which triggers when the target casts or maintains a Non-Offensive Maintained Technique. The user makes a Ninjutsu check against the target, with a 16%/20% chance of ending the active technique. If the Ninjutsu check is successful, the target's Non-Offensive Maintained Technique is disrupted for 10 seconds. CP cost is equal to the disrupted/ended technique's.

Cost: 1.5 AP, 720/900 CP, 360/450 CP/rnd

Notes:
  • This is a Offensive Sealing Technique.
  • This technique may be maintained for up to 30 seconds.
  • The Disrupted/Ended technique is chosen at random, and does not work against Kinjutsu effects.
  • A disrupted technique gives no benefits, and continues to have a maintenance cost.

Old Version:
No, I won't indulge this

Technique Sealing
Technique Sealing said:
A special technique that allows the user to seal away an enemy's attack into a scroll, allowing the user to avoid it, while also giving another weapon to use against the opponent. This can be a risky maneuver, however, as the user must face an oncoming attack head on to efficiently scribe it, and one mistake could put them in a bad situation.

Information
Prerequisites: C-rank, 3 mastered Ninjutsu of the same Sub-type, Sealing Scroll

Rank 1/2: The user makes a Ninjutsu Check to seal a E-D/C Offensive Ninjutsu Technique reflexively. This requires a Sealing Scroll and creates a [Seal: Ninjutsu] with 1 charge.

Special Action: For 1 AP the user may release the Offensive Ninjutsu Technique within the [Seal: Ninjutsu]. This retains the Acc, Buffs and CP cost from the original caster and uses 1 charge.

Cost: 2 AP, 1350/1690 CP, 675/845 CP/rnd

Notes:
  • This is a Sealing Technique
  • This technique may be used reflexively.
  • The user must have 3 Mastered Techniques of an Sub-Type to seal a matching Sub-Type.
  • This may not be used to Seal Kinjutsu techniques

Old Version:
Jutsu Sealing said:
A special technique that allows the user to seal away an enemy's attack into a scroll, allowing you to avoid it, while also giving another weapon to use upon the opponent. This can be a risky maneuver, however, as the user must face an oncoming attack head on to efficiently scribe it, and one mistake could put you in a bad situation.

Information
Prerequisites: C-rank, 3 mastered jutsu of the chosen element, Sealing Scroll

Rank 1: Allows the user to scribe and release Ninjutsu attacks up to level D.
Master: Allows the user to scribe and release Ninjutsu attacks up to level C.

Special Action: For 1 AP and 20% of the initial CP cost, the user may release a Jutsu previously sealed in battle. This jutsu only has any damage buffs/effects initially used with it, but uses the user's accuracy. This destroys the Scroll the jutsu was sealed within.

Cost: AP of the sealed Jutsu, CP of the Sealed Jutsu +20%.

Notes:
- This jutsu is used reflexively, and may only be used successfully once per round.
- The user must have 3 mastered Jutsu of an element in order to recognize and attempt to scribe a jutsu of that element.
- This requires ten seconds of cool down between uses, does not work on any Level B+ jutsu.
- When used, this causes the attack to make a check against the user's Ninjutsu Accuracy instead of evasion. The user cannot dodge if they fail this check, and the scroll is destroyed in the process.

Advanced Technique Sealing
Advanced Technique Sealing said:
Much the same as the previous technique, this sealing technique captures an opponent's attack being used against them by absorbing the raw energy into the imprinted chakra ink. Like the Advanced Cancelling seal, this is an upgrade to the original by creating more complex writing and weaving multi-elemental guardrails into the seal's edges; and just as with the former advanced seal, its written speed suffers due to a more complex design.

Information
Prerequisites: A-rank, 6 mastered Ninjutsu of the same Sub-type, Sealing Scroll

Rank 1/2: The user makes a Ninjutsu Check to seal up to a B/A Offensive Ninjutsu/Taijutsu Technique reflexively. This requires a Sealing Scroll and creates a [Seal: Ninjutsu] or [Seal: Taijutsu] with 1 charge.

Special Action: For 1 AP the user may release the Offensive Ninjutsu/Taijutsu Technique within the [Seal: Ninjutsu]/[Seal: Taijutsu]. This retains the Acc and Buffs from the original caster, and uses 1 charge.

Cost: 3 AP, 2200/2750 CP, 1100/1375 CP/rnd

Notes:
  • This is a Sealing Technique
  • This technique may be used reflexively.
  • The user must have 3 Mastered Techniques of an Sub-Type seal a matching Sub-Type.
  • This may not be used to Seal Kinjutsu techniques

Old Version:
You are now eligible for -100 ASP

One Element Sealing
One Element Sealing said:
A weaker version of one of the more difficult sealing skills, the mark this technique leaves negatively impairs the opponent's chakra system, counteracting the natural flow and forcing the victim to struggle to perform the simplest of techniques. Hastily performed, this version may only seal specific types of energy, such as the ability to create fire or manipulate air. In addition, the user must maintain a constant flow of chakra, or the seal will weaken and disperse.

Information
Prerequisites: C-rank, 5 Mastered techniques of the matching Sub-Type

Rank 1: Creates a [Seal: Fire/Water/Wind/Earth/Lightning/Non-Elemental] upon the target at -2 Accuracy. The [Seal: Fire/Water/Wind/Earth/Lightning/Non-Elemental] gives matching Sub-Type Techniques +15% Cp cost and have a 18%/24% chance to be treated one rank lower. Rank 2 prevents any Minor Affinity Moves from being used with them.

Rank 1/2 Cost: 1.5 AP 500/625 Cp, 250/320 Cp/Rnd

Notes:
  • This is a Offensive Sealing Technique.
  • This technique may be maintained for up to 30 seconds.
  • The user must pick the sub-type when creating the seal.
  • A target can only have one Seal of each Sub-Type.

Old Version:
One Element Sealing said:
A weaker version of one of the more difficult sealing skills, the mark this technique leaves negatively impairs the opponent€™s chakra system, counteracting the natural flow and forcing the victim to struggle to perform the simplest of techniques. Hastily performed, this version may only seal specific types of energy, such as the ability to create Fire or manipulate air. In addition, the user must maintain a constant flow of chakra, or the seal will weaken and disperse.

Information
Prerequisites: C-rank, 5 Mastered Jutsu of the chosen Element

Rank 1: Scribes a seal upon the target at -2 Accuracy. The seal gives Jutsu of the sealed element +15% Cp cost. Additionally, the Jutsu has a 18% chance to be treated one rank lower.
Master: Scribes a seal upon the target at -2 Accuracy. The seal gives Jutsu of the sealed element +15% Cp cost, and prevents any Major Affinity Moves from being used with them. Additionally, the Jutsu has a 24% chance to be treated one rank lower.

Special Action: Instead of scribing the seal, the user may attempt to remove one from themselves or another target. This make a Ninjutsu check against the original user.

Rank 1 Cost: 500 Cp, 250 Cp/Rnd
Master Cost: 625 Cp, 320 Cp/Rnd

Notes:
- Lasts up to thirty seconds.
- Uses Melee Accuracy to scribe the seal, and a Ninjutsu check each round after the first.
- If a maintain check is resisted, the jutsu is not dispelled; its effects are negated for the round. It will remain until the time limit is reached or it is no longer maintained.
- The user must have 5 mastered Jutsu of the chosen element, and chooses an element to seal upon initiation.
- This jutsu may be used against a target more than once, however the same element may not be sealed multiple times.
- If a base element is sealed, then all Advanced Elements with the sealed element as a 'Major' are treated as if effected by this Jutsu, but at Rank 1. This does not apply to Advanced elements with the sealed base element as a 'Minor', and does not stack if the user seals both the base element, and the advanced element on the victim (They would take the higher penalties).

Leech Seal
Leech Seal said:
A seal that may be placed upon a target, which from that point on will gradually siphon the life and chakra from the victim and steadily restore the same of the user. This seal is only temporarily though, and only remains active so long as the user remains nearby the victim.

Information
Prerequisites: B-rank, 5 NE Jutsu

Rank 1: Places a [Seal: Leech] upon a target at -2/-1 Accuracy. At the start of the round the Hostile Target loses 2%/2.5% of their Max HP and Max CP. At rank 2, the user gets +1 to their checks.

Special Action - Concentrated: The user may forfeit the the HP or CP effects of the [Seal: Leech], to increase the other by +2%/+2.5%.

Special Action - Active Leeching: The user may reflexively spend 0 AP to make a Ninjutsu Check any time a Hostile Target with a [Seal: Leech] regains HP/CP, if successful, the HP/CP is split between the user and the Hostile Target.

Rank 1/2 Cost: 2.5 AP 800/1000 CP, 400/500 CP/rnd

Notes:
  • This is a Offensive Sealing Technique.
  • This technique may be maintained for up to 30 seconds.
  • The HP and CP Damage dealt by this technique is added to the user's HP and CP.
  • HP and CP Healing received by this technique is passive and cannot be buffed or debuffed in anyway.
  • The Active Leeching special action has a 10 second cooldown after use.

Old Version:
Leech Seal said:
A seal that may be placed upon a target, which from that point on will gradually siphon the life and chakra from the victim and steadily restore the chakra and vitality of the user. This seal is only temporarily, and only remains active so long as the user remains nearby the victim.

Information
Prerequisites: B-rank, 5 NE Jutsu

Rank 1: Places the Leech seal upon a target at -2 Accuracy. Each round the victim loses 2% of their Max Hp and Cp.
Master: Places the Leech seal upon a target at -1 Accuracy. Each round the victim loses 2.5% of their Max Hp and Cp. The user has +1 to their maintain checks.

Special Action: By sacrificing either the Hp or Cp effects of the seal, the user may increase the other by +2%.

Cost: 1200 CP to place the seal

Notes:
- Uses Melee Accuracy to scribe the seal, and a Ninjutsu check each round after the first. Lasts up to thirty seconds.
- Half of the HP and CP damage dealt by this technique is added to the user's HP and CP.
- Any Hp/Cp regained by the victim while this seal is active requires a Ninjutsu check against the Sealer. If the Sealer succeeds, then the amount healed is split between the victim and the sealer.
- Per-round Hp/Cp regeneration does not stack if placed upon multiple targets. However, if the targets recover Hp/Cp the user may receive the benefits.

Five Elemental Seal
Five Element Seal said:
A master level seal that all but removes the ability to manipulate chakra in its victims. This seal takes much time and dedication to master and understand, yet its benefits, or rather impairments, are well worth the effort. When scribed upon an unfortunate target, this infuses them with disruptive energy that interferes with the entire chakra system. It forces the subject to put in immense effort to perform even the simplest of jutsu, effectively sealing away years of training.

Information
Prerequisites: A-rank, 8 Mastered Non Elemental Jutsu, 2 Mastered Jutsu of every Element, One Element Seal Mastered.

Rank 1/2: Creates a [Seal: Elemental] upon a Hostile Target at -3/-2 Accuracy. The [Seal: Elemental] gives all Elemental Techniques +15%/20% CP cost, and prevents Minor/Major Affinity Moves from being used with them. Additionally, all Elemental Techniques have a a 28%/36% chance of being treated one rank lower.

Rank 1/2 Cost: 3 AP, 2420/3025 CP, 1075/1345 CP/Rnd

Notes:
  • This is a Offensive Sealing Technique.
  • This technique may be maintained for up to 30 seconds.
  • Non-Elemental, Medical and ANBU Techniques count as "Elements"
  • Genjutsu or Taijutsu techniques that have an Elemental type count as Elemental Techniques, (Eg; A weapon with Special Comp: Ice would make Taijutsu used with this Weapon count as Ice Techniques)
  • Does not stack with One Element Sealing.

Old Version
Five Element Seal said:
A master level seal that all but removes the ability to manipulate chakra in its victims. This seal takes much time and dedication to master and understand, yet its benefits, or rather impairments, are well worth the effort. When scribed upon an unfortunate target, this infuses them with disruptive energy that interferes with the entire chakra system, forcing the subject to put in immense effort to perform even the simplest of jutsu, effectively sealing away years of training.

Information
Prerequisites: A-rank, 8 Mastered Non Elemental Jutsu, 2 Mastered Jutsu of every Element, One Element Seal Mastered.

Rank 1: Scribes a seal upon the target at -3 Accuracy. The seal gives all elemental Ninjutsu +15% Cp cost, and prevents Major Affinity Moves from being used with them. Additionally, all Ninjutsu have a a 28% chance of being treated one rank lower.
Rank 2: Scribes a seal upon the target at -2 Accuracy. The seal gives all elemental Ninjutsu +20% Cp cost, and prevents any Affinity Moves from being used with them. Additionally, all Ninjutsu have a 36% chance of being treated one rank lower.

Special: Instead of scribing the seal, the user may attempt to remove one from themselves or another target. This make a Ninjutsu check against the original user. This may be done reflexively.

Rank 1 Cost: 2420 CP, 1075 CP/Rnd
Rank 2 Cost: 3025 CP, 1345 CP/Rnd

Notes:
- Lasts up to thirty seconds
- Uses Melee Accuracy to scribe the seal, and a Ninjutsu check each round after the first.
- If a maintain check is resisted, the jutsu is not dispelled; its effects are negated for the round. It will remain until the time limit is reached or it is removed.
- Does not stack with One Element Seal, and overwrites it.

Morality Sealing
Morality Sealing said:
An ancient sealing technique from the age of dragons, that is designed to restrain energies on either end of the alignment spectrum; effecting all forms of Chakra Alignment. This seal effectively works as a barrier between a shinobi's natural alignment and their chakra; weakening their alignement's effectiveness against the opposite spectrum.

Information
Prerequisites: A-rank, 8 NE Techniques Mastered

Rank 1/2: Places a [Seal: Morality] upon a target at -3/-2 Accuracy. The Hostile Target with the [Seal: Morality] have their Buffs receive a 36%/44% chance of being reduced by -1/2 and -5%/-10% for the round (Checked individually). The Hostile Target also deals -10%/-15% Damage..

Special Action - Negation: The user instead places a [Seal: Negation] upon a Hostile Target. While the Hostile Target has this [Seal: Negation] they gain no benefits from Alignments. This includes any Alignment effects from the Alignment Slot, Techniques, BL/CA or Kinjutsu.

Rank 1/2 Cost: 2420/3025 CP, 1075/1345 CP/Rnd

Note:
  • This is a Offensive Sealing Technique.
  • This technique may be maintained for up to 30 seconds.
  • If this technique is successfully maintained for 20 seconds, the remaining 10 seconds the effects are automatic.
  • This technique can only be used once per Hostile Target per battle.

Old Version
Morality Sealing said:
A powerful sealing technique that is designed to restrain energies on either end of the alignment spectrum; effecting either Dark or Light Energies. This jutsu weakens any effects touched by these alignments.

Information
Prerequisites: A-rank, 8 NE Jutsu Mastered

Rank 1: This technique requires melee contact at -3 Accuracy (Also applied to the users checks for this technique) to seal a target temporarily. All effected buffs have a 36% chance of being reduced by 1/2 for the round (Checked individually). All effected techniques deal -10% Damage during rounds effected.
Rank 2: This technique requires melee contact at -2 Accuracy (Also applied to the users checks for this technique) to seal a target temporarily. All effected buffs have a 44% chance of being reduced by 1/2 for the round (Checked individually). All effected techniques deal -15% Damage during rounds effected.

Special: Instead of scribing the seal, the user may attempt to remove one from themselves or another target. This make a Ninjutsu check against the original user. This may be done reflexively.

Rank 1 Cost: 2420 CP, 1075 CP/Rnd
Rank 2 Cost: 3025 CP, 1345 CP/Rnd

Note:
- Lasts up to thirty seconds.
- May only be used upon a target once per battle.
- The user must choose either Cursed, Holy or Spiritual when using this technique; it only effects one at a time.
- Uses Melee Accuracy to scribe the seal, and a Ninjutsu check each round after the first. Each round maintained the user loses -2 to their checks.
- If a maintain check is resisted, the jutsu is not dispelled; its effects are negated for the round. It will remain until the time limit is reached or it is removed.
- If this is maintained twenty seconds after the initial round used (without interruption) then any reduced buffs are automatically deactivated (If possible). Should this technique be resisted two rounds in a row, this jutsu is dispelled.

Cursed Sealing
Cursed Sealing said:
A technique used to scribe a Curse Seal. Curse Seals take the form of a runic tattoo when dormant, but once activated can be anything from a larger pattern, glowing seals, or even cause its host to undergo a minor physical transformation. Curse Seals are often forbidden due to their purpose being to forcibly augment its bearer's power at the cost of their lifeforce, and the pain involved in inscribing and wielding these seals being enough to break many lesser ninja.

Information
Prerequisites: B-Rank

Rank 1/2: Creates a [Seal: Cursed] upon a target at -4 Accuracy. Rank 2 allows use against a Hostile Target. If used against a Hostile Target, it applies a random temporary Cursed Seal that immediately activates and lasts for 20 seconds.

Rank 1/2 Cost: 730/910 CP,

Notes:
  • Required for to gain the Cursed Seal Ability.
  • Use against Allied Targets in combat requires an empty Ability Slot.
  • The Temporary Cursed Seal does not prevent the use of Sage Mode or Genetic Implant, and does not activate if either are currently active, but will activate once they deactivate.
  • Hostile Targets can choose to keep the temporary Cursed Seal if they use an Ability Slot.

Old Version:
Cursed Sealing said:
A technique used to scribe a Curse Seal. Curse Seals take the form of a runic tattoo when dormant, but once activated can be anything from a larger pattern, glowing seals, or even cause its host to undergo a minor physical transformation. Curse Seals are often forbidden due to their purpose being to forcibly augment its bearer's power at the cost of their lifeforce, and the pain involved in scribing and wielding these seals being enough to break many lesser ninja.

Information
Prerequisites: B-Rank

Mastered: Allows the user to scribe the Cursed Seal on themselves and others.

Notes:
- Required for others to gain the Cursed Seal Ability.
- Sealing can only be done in a normal RP, out of battle. Cursed Sealing otherwise has no effect in battle thus cannot be "cast" normally as it has no AP or CP costs.
- Does not count towards the user's number of Mastered Non-elemental Ninjutsu for the sake of Minor and Major Affinities.
 
Binding Techniques

Binding Techniques
Binding Techniques, or Binds, are exactly what you think! In Ninpocho, Binding Techniques are used to halt the movement of targets and to stop them from performing actions. Binds will usually state how one is able to break out from a bind!

Types of Binding Techniques
  • Full Bind - Prevents Movement, pauses any maintained techniques and cannot perform any actions that require Chakra use or movement.
  • Chakra Bind - Pauses any maintained techniques and cannot perform any actions that require Chakra use.
  • Physical Bind - Prevents Movement and any actions that require Movement.
Bound Targets
  • Any target affected by a Binding Technique is a Bound Target
  • Any Technique used against a Bound Target is an auto-hit, and does not roll to hit.
  • A Bound Target cannot be Critically hit.
  • A Bound Target may only be affected by 1 Binding Technique at a time. If another Binding Techniques is used on a Bound Target, a check is made. If the check is successful, the new Binding Technique overwrites the existing one.
  • If the user maintaining a Binding Technique casts another on the same Bound Target, it will overwrite the existing Binding Technique without a check.
  • If the user maintaining a Binding Technique uses more then 10% of their Max CP in a 10 second period the Binding Technique will end.
  • Any Paused techniques will resume once the Bound Target is no longer under the effect of a Full Bind or Chakra Bind.
Binding Techniques Break Conditions
All Bind Techniques have the Escape Chance Break Condition, and some techniques will have additional Break Conditions as per the following:
  • Escape Chance
    • A Bound Target will automatically spend 1 AP to attempt to break free of the bind unless they have a conditional not to.
    • Binding Techniques with this condition have a base Escape Chance depending on their rank. E Rank has a 25% chance, D Rank 20%, C Rank 15%, B Rank 10% and A Rank 5%.
    • A Binding Technique which has an Escape Chance gives the Bound Target a +10% bonus to their escape attempts which stacks for each failed attempt. This effect stacks indefinitely.
      • Example: A Bound Target that has failed to escape three times has a bonus of +30% success rate to their next escape attempt.
  • Damage
    • Once the User or the Bound Target suffer damage from a Technique which is not caused by the Bind itself, the Bind is broken. (This does not include Passive Damage)
  • Being Targeted
    • Once a Bound Target is targeted with any Offensive Technique, the Bind is broken. The Bound Target a a -3 Dodge Penalty to the Offensive Technique targeting them.
  • Barrier
    • The Bound Target will escape once the Barrier HP has been reduced to 0 HP. The Bound Target is not prevented from Movement against the Barrier, but cannot take any actions requiring Movement against any other target.
  • Spending Chakra Points
    • If the user spends more than 10% Max CP while maintaining the Binding Technique, the Bind is broken.

Old Version:

Binds
Binds are exactly what you think! In Ninpocho, binds are used to halt the movement of targets and to stop them from performing actions. Binds will usually state how one is able to break out from a bind!
  • Important: A victim may only be under the effect of a single bind at any given time.
  • Important: One can not perform a critical on a bound target.
  • Important: All attacks on a target whom is bound are considered an Auto-Hit; however there are a few binds where this does and does not apply.
  • Breaking Upon Damage
    • A bind that states this means: Once the user or the target suffer damage from a technique which is not caused by the bind itself, the bind is broken and the target/s that was/were once bound is/are able to dodge once more.
        • Attacks upon the target whom is bound are considered auto hit.
    • Breaking Upon Being Targeted
      • A bind that states this means: Once a bound victim is targeted with any technique, the bind is dispelled and the person once bound is then able to dodge. Binds that allow this usually grant the victim a Dodge Penalty to the attack targeting them.
    • Binds with Escape Chances
      • Most binds now state the chance to escape along with its costs. If a target is bound throughout the round, the target automatically spends the AP to attempt to break free of the bind unless specifically stated they do not wish to do so.
      • A bind which has an Escape Chance gives it's victim a +10% bonus to their escape attempts which stacks for each failed attempt. This effect stacks indefinitely.
        • Example: A character which is bound and has failed to escape three times has a bonus of +30% success rate to their next escape attempt.
    • While Bound
      • While you are bound, you are unable to perform the following:
        • Taijutsu, Basic Strikes, and Called Shots
        • Unable to use Melee and Ranged Accuracy
        • Handseals
        • Using Items
        • Using Poison
        • Entering Stealth
        • Entering a Style
        • Independent Special Moves
        • Activating a Channeling skill
        • Equipping/De-equipping anything
 
Free Strikes


Old Version:
  • Free Strikes
    • You may not use more than two free techniques per round, this includes basic strikes.'
 
Sealing Techniques

Sealing Techniques
  • This is a Technique which creates a [Seal: X] on the user or target.
  • Sealing Techniques require Melee Contact, and unless otherwise stated uses Ninjutsu for checks.
  • Seals cannot be targeted, and to remove a Sealing Technique, the user must know the Sealing Technique used and make a checks vs the Sealing Technique's caster's Technique type, with the defender receiving a +2 to the check. (eg, If a user casts a Ninjutsu Sealing Technique vs an existing Taijutsu Sealing Technique, the check would be a Ninjutsu vs Taijutsu check, with the defending gaining a +2 bonus.)
  • If a maintenance check is failed, the Sealing Technique is not dispelled; but it's effects are negated for the round. It will remain until the time limit is reached or it is no longer maintained.
  • If the user has mastered a Sealing Technique, they may use it reflexively to remove the matching [Seal: X] from themselves or an allied target.
  • Only one of each [Seal: X] can be applied to a target at a time.
  • Non-Offensive Sealing Techniques have a triggering condition which is stated in the Technique.
  • Non-Offensive Sealing Techniques are not maintained, and last until triggered or removed.
  • Unless otherwise stated, Non-Offensive Sealing Techniques have a 10 second cooldown between triggers.
  • Non-Offensive Sealing Techniques can be prepared using one prep slot if the user has Strategist, with the user paying the CP cost in the first round of the battle.
  • Other Rules as needed

Old Version:
I'm sorry about before, you can have your 100 ASP back
 
Also Weapon Creation Techniques

Weapon Creation Techniques
Weapon Creation Techniques
Weapon Creation Techniques create a Weapon when cast. Weapon Creation Techniques follow the rules listed below, in addition to any rules within the Weapon Creation Technique:
  • Weapons created through Weapon Creation Techniques follow the Weapon Creation Rules
  • [Augments] are selected when the user casts the Weapon Creation Technique.
  • The user must have [Augments] in their inventory and not equipped to any other weapon when the Weapon Creation Technique is cast.
  • Weapon Creation Techniques end if the user drops the Weapon, is Disarmed or Un-equips the weapon.
  • Weapons created this way do not take up a Weapon Slot, and do not count as being in the user's inventory.

Old Version:
Weapon Creation Jutsu
Weapon Creation Jutsu
Some techniques specifically generate a weapon when cast. These weapons must follow all rules and guidelines associated with Weapon Creation Rules (found here: [LINK]). Any other associated limitations or special rules for those weapons will be contained within the effects or notes of the jutsu itself. In general all Weapon Creation Jutsu follow the rules listed below:
  • A weapon created through a Weapon Creation Jutsu has Augment Slots equal to a normal weapon of the user's OOC Rank (A D-Rank player creates weapons with 2 slots and a B-Rank or above player creates weapons with 3 slots).
  • All characteristics such as which augments are equipped, what the Accuracy/Damage modifier is and the Damage Type are all chosen at the time the Weapon Creation Jutsu is cast. In addition the user must own any augments they select to be equipped to their newly created weapon.
  • Weapons created via Weapon Creation Jutsu are not considered standard Creation Jutsu and do not count against the user's limited number of creations.
  • Created weapons disappear immediately if the technique which created them is not maintained, is dispelled or if the weapon leaves the user's hand (unequipped/dropped/disarmed) for any reason.
 
Clones/Creations

Clone Techniques
  • Clone Techniques summon one or more [Clone] onto the Battlefield
  • Unless otherwise stated, you may only maintain one Clone Technique at a time.
  • [Clones] are an extension of the user and share the same limitations that the user has.
  • Action Points - Unused [Clone] AP does not carry over to the following round.
  • AP Timing - [Clones] use the User's AP timing. (So a 2.5 AP technique will take 2.5 seconds.)
  • Secondary Stats: [Clone] Secondary stats are based off of the user's Secondaries at the time of casting and cannot be changed.
  • Primary and Secondary Effects: [Clone] can be affected by Primary and Secondary effects.
  • Equipment: [Clones] have no equipment unless otherwise stated.
  • Weapons: [Clones] have no weapons unless otherwise stated, but may equip the user's weapons.
  • Genjutsu and Awareness: [Clones] do not have their own Genjutsu Slots or Awareness rolls. If the user is affected by a Genjutsu, so is the [Clone].
  • Damage Buffs: Damage Buffs the user has applies to the [Clones] HP when summoned, and the Techniques it casts.
    A [Clone] may make Blind Shots.
  • Alignment: A [Clone]'s Alignment will match the Technique used to cast them. Clone Techniques do not gain Alignment Bonuses outside of the effect the player receives upon creating them.
  • Passives, Abilities and Styles: [Clone]s are copies of the user that created them, and therefore can make use of any Passive, Ability or Style the user is in (but cannot change styles).
  • Bloodline, Core Ability and Kinjutsu Techniques: Unless specifically stated [Clone] cannot use BL/CA/Kin Techniques.
  • Techniques: [Clones] can perform Techniques stated in their Clone Technique. If the [Clone] 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. (Eg; Elemental Clone may use Techniques matching the Elemental Sub-Type Chosen, eg a Water Clone can use Water Techniques)
  • When using a Clone Technique, the user makes a Stealth check against all Hostile and Allied Targets. A failed check will cause any Techniques cast against the user are randomized between [Clones] and the User.
  • if a [Clone] runs out of CP, the Clone Technique ends.
  • When a Technique hits the user or a [Clone], the user immediately knows if it is a [Clone] or not.

Creation Techniques
  • Creation Techniques summon one or more [Creation] onto the Battlefield
  • Unless otherwise stated, you may only maintain one Creation Technique at a time.
  • [Creations] are an extension of the user and share the same limitations that the user has.
  • Action Points - Unused [Creation] AP does not carry over to the following round.
  • AP Timing - [Creations] use the User's AP timing. (So a 2.5 AP technique will take 2.5 seconds.)
  • Secondary Stats: [Creation] Secondary stats are based off of the user's Secondaries at the time of casting and cannot be changed.
  • Primary and Secondary Effects: [Creations] can be affected by Primary and Secondary effects.
  • Equipment: [Creations] have no equipment unless otherwise stated.
  • Weapons: [Creations] have no weapons unless otherwise stated, but may equip the user's weapons.
  • Genjutsu and Awareness: [Creation] do not have their own Genjutsu Slots or Awareness rolls. If the user is affected by a Genjutsu, so is the [Creation].
  • Damage Buffs: Damage Buffs the user has applies to the [Creations] HP when summoned, and the damage it deals.
  • Alignment: A [Creation]'s Alignment will match the Technique used to cast them. Clone Techniques do not gain Alignment Bonuses outside of the effect the player receives upon creating them.
  • Passives, Abilities and Styles: [Creations] do not get any of the user's Passives, Abilities or Styles.
  • Bloodline, Core Ability and Kinjutsu Techniques: [Creations] cannot use BL/CA/Kin Techniques.
  • Techniques: May only perform the actions detailed in their respective techniques. These actions count as their respective technique Sub-type (eg, Abysmal Harbinger's Actions count as Offensive Fire Ninjutsu Techniques, and therefore uses Fire Ninjutsu Accuracy.)

Old Version:
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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