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:

Ok Jaehyun

Joined
Oct 23, 2012
Messages
829
Yen
434,692
ASP
22
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Ok Jaehyun[lb2]

Basic Information[lb2]

NAME: Ok Jaehyun[lb]
NICKNAME: Jae[lb]
AGE: 16[lb]
DoB: June 24th[lb]
HEIGHT: 5'4"/162.56 cm[lb]
WEIGHT: 125 lbs/ 56.69 kg[lb]
BLOOD TYPE: O[lb]
ZODIAC: Cancer[lb]
OCCUPATION: Mednin[lb]

Appearance
[lb2]

Jaehyun looks like your average adolescent, standing a bit below the average height at 5' 4" for his age and weighing 125lbs. His hair is a green color, kept relatively long even though he does not take care of it and it mostly just falls wherever it falls, giving him this unkempt rowdy child look. Though he only has a small bit of training he has very little baby fat left on him, but little to no muscle definition making almost look as though he is malnourished. For the most part he wears casual clothing that are a size too big for him, most likely hand-me-downs from his older brother. Whenever he opens his mouth there is a noticeable gap in his two front teeth, not huge but enough to be somewhat self-conscious about.​
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Personality
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Jaehyun is a carefree and free-spirited young man with intelligence and understanding far beyond his years. Because of this, he can be a bit brazen and cocky, but never to the point of arrogance. He is easily accepting of other people and doesn't seem to have much of a problem forming positive connections with those he comes into contact with. Despite his cool, carefree, yet hot-blooded and bold nature, Jaehyun has been shown to have a much softer disposition that hasn't been shown willingly displayed to anyone. Even so, his caring and sympathetic disposition are evident both in the way he interacts with and handles his relationships with his family and peers. He is generally always looking out for the safety and welfare of those around him and taking into consideration their individual and personal conditions before finally focusing on himself, even if he suffers a bit as a result of it.​
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History
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Jaehyun comes from a relatively wealthy family, though they lost a large amount of their estate once the samurai excursion began, they were still pretty well off once the village had been reclaimed. Jae was far too young to remember anything that happened during the time of the samurai and only heard about it in passing while his family discussed it. It hadn't happened too long ago that it was old news. His family worked in the retail business, and during the war several of the homes they owned were destroyed, which hurt the money flow but they still had more homes they managed. Because this was a family owned business someone was expected to take over for it, and as Jae was the younger of the two brothers the expectations did not fall on him.[lb2]

Jae was left to his own devices most of the time, mostly ignored by his parents as they were grooming his older brother to be a realtor, which turned his fun loving, outgoing brother into a man who was cold and collected. Jae decided to pursue a life as a shinobi, and since he wasn't the heir there wasn't any real problem with it. He was enamored by the stories of the war he wished to some day be a part of something that actually mattered in world. These old lameos didn't know what they were doing anymore, the direction of the village, of the world, wasn't going anywhere, and he wanted to make it go up.[lb2]

Jae has no idea what he would be good at, he's only done some basic physical training with a coach his parents hired to do light training, just to get him ready to start. "Taijutsu" was all he knew, but that was only basics with several types of weapons, he expected to learn a great deal more when the academy teachings actually begin.​
 
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STATS​
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CLASS​
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ABILITIES​
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[td=null,1]Stamina: 600/600[lb][/lb]
Agility: 600/600[lb][/lb]
Taijutsu: 600/600[lb][/lb]
Ninjutsu: 600/600[lb][/lb]
Genjutsu: 600/600[lb][/lb]
Chakra Control: 600/600[lb][/lb]
ASP: 532[lb][/lb]
PL: 3600[/td]
[td=null,1]SON OF A WITCH[lb][/lb]
HP: (55+lvl) x stamina[lb]
CP: (45+lvl) x chakra control[lb]
Class Bonus: Kinjutsu, +1 Accuracy[lb]
High: Ninjutsu Accuracy[lb]
Average: Evasion, Genjutsu Save, Genjutsu DC[lb]
Low: Ranged Accuracy, Melee Accuracy[/td]
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CHIMERA - TEMPORAL AGENT​
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EQUIPMENT​
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The Chakra Attuned are ninja who excell at creating and molding chakra, able to summon up the power for a jutsu in a snap. It is said that those who are Chakra Attuned just plain have more chakra stored up in them than others, and this copious amount of spare power allows them to experiment and train in ways others could only dream of.[lb2]
Temporal Striders are born seemingly apart from the world at large, unaffected by the force of time itself and thus able to manipulate it. They are ancient and burning, walk in forever, and see the turn of the universe...so the legends say. While even they cannot affect the strict past or the fluid future, they can work the lower levels of time directly around them, and move in it as though it were space due to their greater understanding of it than most possess.
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084 PL – Walk The Aeons Rank 1/Conservation Rank 1[lb]
168 PL - Normalize Rank 1[lb]
252 PL – Spirit Boost Rank 1[lb]
336 PL – Strike the Spirit Rank 1[lb]
420 PL – Walk The Aeons Rank 2[lb]
504 PL – Spirit Boost Rank 2
588 PL - Conservation Rank 2/Secondary Echo Rank 1[lb]
672 PL - Normalize Rank 2/Ripple Effect Rank 1[lb]
756 PL – Strike the Spirit Rank 2[lb]
840 PL –Ripple Effect Rank 2[lb]
924 PL – Secondary Echo Rank 2[lb]
1008 PL - Normalize Rank 3 [lb]
1092 PL - Conservation Rank 3 [lb]
1176 PL – Walk the Aeons Rank 3[lb]
1260 PL – Temporal Step[lb]
1344 PL – Hasted Steps[lb]
1428 PL - Strike the Spirit Rank 3[lb]
1512 PL – Fatetwisting Rank 1[lb]
1596 PL – Secondary Echo Rank 3[lb]
1680 PL - Ripple Effect Rank 3[lb]
1764 PL – Fatetwisting Rank 2[lb2]

Walk the Aeons - Passive[lb]
A Strider has it within their power to comprehend time on many different levels, allowing them to move with precision that few can comprehend. Their movements through time can often be tricky for others to follow.[lb2]

Rank 1: +1 dodge.[lb]
Rank 2: +2 dodge[lb]
Rank 3: +3 dodge[lb2]

Conservation - Passive[lb]
Through repeated use and training with the lower level techniques, the attuned ninja learns the best ways to manipulate their chakra in order to produce the desired effects. They are able to cast weaker jutsu for a much smaller cost than an average ninja would.[lb2]

Rank 1: -5% Ninjutsu cost.[lb]
Rank 2: -10% Ninjutsu cost.[lb]
Rank 3: -15% Ninjutsu cost.[lb2]

Normalize - Passive[lb]
Chakra Attuned users like to say their chakra is pure, rather than twisted toward one particular element. Some of them take this to extremes, making their chakra tuned toward no elements at all.[lb2]

Rank 1: All Elemental Damage caused by the user is treated as Non-Elemental Damage. Gives Ninjutsu +5% Damage that bypasses half of the target's damage reduction. [lb]
Rank 2: Same as Rank 1 but Ninjutsu deal +7.5% damage[lb]
Rank 3: Same as Rank 1 but Ninjutsu deal +10% damage[lb2]

Note: This does not allow converted Ninjutsu to use Affinity Moves or other techniques that they can only use for Non-Elemental Ninjutsu.[lb2]

Spirit Boost - Passive[lb]
A Chakra Attuned ninja's prowess with Ninjutsu is not to be underestimated. Their skill with it is unparalleled and is not limited to any one specific element.[lb2]

Rank 1: +5% Ninjutsu damage.[lb]
Rank 2: +10% Ninjutsu Damage[lb2]

Strike the Spirit - Dependent Special Move[lb]
Those who have a powerful connection with chakra themselves have an intimate knowledge of how to disrupt that connection in others. By specially molding a jutsu, the Attuned ninja is able to cause it to blast away an enemy’s chakra instead of their health.[lb2]

Rank 1: Once per round, the user may have a Ninjutsu deal Chakra damage. The chosen jutsu only deal 70% Damage, and receives no buffs at all. [lb]
Rank 2: Same as Rank 1 but the jutsu deals 75% damage.[lb]
Rank 3: Same as Rank 1 but the jutsu deals 80% damage.[lb2]

Secondary Echo - Independent Special Move[lb]
A Strider dislikes wasted time more than perhaps anyone else. So when their own time is wasted by a jutsu missing when cast, they simply pull it out of the past rather than waste time casting it again.[lb2]

Rank 1: User may pull any Ninjutsu they cast the previous round that missed entirely to be redirected at the same target again or a new target. Costs 15% of the CP the jutsu originally took to cast and the same AP initially used, but only does 40% the original damage it would have. May only be used once per round.[lb]
Rank 2: Same as Rank 1 but the jutsu deals 60% the original damage.[lb]
Rank 3: Same as Rank 1 but the jutsu deals 80% the original damage.[lb2]

Ripple Effect - Dependent Special Move[lb]
The rate at which a jutsu is cast and dispelled is variable to a Strider, allowing them to have it break up and attack multiple targets over several rounds, or even the same target over time.[lb2]

Rank 1: Any Ninjutsu can be split in damage in up to four pieces (multiple hit Ninjutsu can instead be split into however many hits there are.) Each piece can be set to strike a target up to three rounds in the future. Pieces set to strike during the next round or afterwards receive a +0 accuracy bonus. This cannot be done more than once per round, and no more than two jutsu can be aimed at a single target this way at a time. (Added jutsu can be cast at the same target once previously cast jutsu have reappeared.)[lb]
Rank 2: Same as Rank 1 but jutsu that strike during the next round or afterwards receive a +1 Accuracy bonus [lb]
Rank 3: Same as Rank 1 but jutsu that strike during the next round or afterwards receive a +2 Accuracy bonus[lb2]

Temporal Step - Independent Special Move[lb]
The Strider possesses the skills to not only look through time, but to temporarily step out of it as well, rendering them resistant to most normal forms of harm aimed at them and allowing them an unclouded perception on the battle they are in.[lb2]

Effect: The user makes a step out of time for the duration of one round. During this round, the user cannot be affected by Genjutsu, and any Genjutsu which they are under are temporarily ignored for the duration, though are still active. They also gain 10% damage reduction against all Ninjutsu and Taijutsu, and cannot be KOed while out of time, though if they take sufficient damage they will be knocked out when they phase back into normal space-time. Genjutsu cannot be cast in this state, however, and any Ninjutsu and Taijutsu cast require an additional 10% CP cost. This is treated as a free action and may be done every other round[lb2]

Hasted Steps - Chakra Style[lb]
The term "speed kills" is the mission statement of the Temporal Strider. By increasing their chakra output, they can cause all of their actions to quicken.[lb2]

Effect: While in this style up to two actions per round may be "accelerated" for no additional cost. An "accelerated" attack is modded as being 1 AP faster than it's base AP cost. All jutsu cast by the user cost 5% additional CP.[lb2]

Note: "Acceleration" may be applied twice to a single attack to cause it to be modded as being 2 AP faster but this spends both of the user's "accelerated" actions for the round.[lb2]

Fatetwisting - A-Rank Non-elemental Ninjutsu[lb]
Time travel is impossible. This is an immutable truth of the world as such a power simply sits too far outside of the moral scope of ability and treads water into the realm of beings which could be described as divines. That does not mean however that there aren't ways to cheat time. Temporal Striders are able to step into the currents of causality and hop "between" strands of probability... and drag their opponents along with them. This means that any time an opponent would choose to face a Temporal Strider with the proper mix of cunning and strength they do so with the forces of fate itself working against them.[lb2]

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

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

Note(s): [lb]
- Selecting an action does not cost additional CP or AP and likewise is modded as instantaneous as a result. Casting Fatetwisting still takes time as normal however. Additional rolls last until they are spent but do not stack. If the user casts Fatetwisting while they have lingering additional rolls the amount of rolls they have available is set to the amount which is normal for the rank that they know Fatetwisting at.[lb]
- User may select an opponent's action which is targeting them as long as there is a d20 roll involved on the part of the user (e.g. "If my opponent uses a Called Shot on me I would like to spend one of my additional rolls on the Called Shot success chance"). This is done reflexively and therefore requires a conditional.[lb]
- If an action contains multiple d20 rolls (e.g. a Ninjutsu attack which has a Secondary Effect) the user must specify which d20 roll they are choosing to roll an additional d20 for. The user may spend more than one roll on a single action but each roll must apply to a different d20 roll occurring as a part of the action. In the case of actions which have built in re-roll effects (such as the Feint Affinity Move) spending an additional roll only applies to one of those rolls of the user's choice -- not both.[lb]
- User may not ever roll more than one additional d20 for a single roll.[/quote]
[lb2]

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

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

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

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

  • The Chimera can alter which skills from their 3 BL/CA tables are on their Chimera BL/CA every two weeks.
  • The Chimera's secondary cap buff limits are set to a maximum of +6, and their buff limits to +30%.
    • Skills and abilities that raise a secondary stat in a class (such as Cursed Seals) count against this limit for the amount of the difference between the two class levels. (A capped player raising a secondary from Average to High would have that counted as +4 against their limit of +6.)
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Notes:[lb]
- A 'fully mastered' BL/CA is considered to be the full Bloodline table unlocked, or access to 20 CA points regardless of whether they have all been used or not.
[lb]

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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Weapon Name: Yukibare 雪晴れ |Clear Weather After Snowfall|[lb]
Weapon Type: Unarmed[lb]
Weapon Feature: Can Use Handseals[lb]
Damage Modifier: -10%[lb]
Accuracy Modifier: +2[lb]
Augments: Recovery, Re-Energize, Steady​
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EARTH
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[th=33,null]
FIRE
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[th=33,null]
LIGHTNING
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[td=null,1] [lb2]

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[td=null,1] [lb2]

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[table=99,null]
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[th=33,null]
WATER
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[th=33,null]
WIND
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[th=33,null]
NON-ELEMENTAL
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[td=null,1] [lb2]

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[table=99,null]
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[th=33,null]
UNNARMED​
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[th=33,null]
BLUDGEONING​
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[th=33,null]
BLUFFING​
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AUDIAL​
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KINETIC​
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[th=25,null]
VISUAL​
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[th=25,null]
WILL​
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