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:

Oshiro Saki | Medical Sennin, Botanist

Oshiro Saki

Active Ninja
Joined
Oct 22, 2012
Messages
670
Yen
295,783
ASP
251

Oshiro Saki

Age: 27
Sex: Male
Height: 6'
Weight: 175 lbs.
Hair Color: Black
Eye Color: Black
Rank: Medical Sennin


Stats:
[TABLE=centered,noborder]
[TR]
[TD]HP: 42,600
CP: 30,600
Stamina: 600/ 600
Agility: 600/ 600
Ninjutsu: 600/ 600
Taijutsu: 546/ 600
Genjutsu: 337 / 600
Chakra Control: 600 / 600
PL: 3,283
Lvl: 14[/TD][TD]Oshiro's Last Hope
HP: (57+lvl) x stamina
CP: (38+lvl) x chakra control
Class Bonus: Kinjutsu
High: Ninjutsu Accuracy
Average: All Others
Low: None[/TD]
[/TR]
[/TABLE]
Character Description





Saki stands at 6'00", weighing 175 pounds of lean, well-shaped muscle. He has black hair down to the middle of his back, well kept and typically tied back. He typically wears flowy, comfortable robes. Pale skin and black eyes accompany his thin face, and he always sports a pair of thin black glasses.
Saki is nihilistic and disdainful towards the majority of the world, and towards himself most of all. A life of hardship, loss, and surviving certain death have all but broken him. The thought of dying, thus ending the constant pain his body is in, excites him. Despite this, he refuses to lose, and thus refuses to die on any terms but his own.
Back in the day, some 200 years ago, the Oshiro clan was one of the most prominent clans in Kumogakure, rivaling that of the Uchiha clan in Konoha. It never compared to the Santaru clan, which has always been the biggest clan in Kumogakure, but it seemed like you could find a clansman anywhere--shinobi, merchants, restaurants... and above all, florist shops.

There were two things that defined the Oshiro for who they were, the first being a love of plants. You might almost think that they were some branch of the Yamanaka clan--who knows, maybe they were. Their fascination with plants and flowers led many into a career revolving around them. As said before, most opened up florist shops, but there were some who delved into the realm of science, greatly increasing modern knowledge of many plants and whatnot. The second thing that an Oshiro is known for is their general affinity towards water. While not all clansmen were chakra sensitive (all those who were were sent to the Shinobi Academy when they came of age), there isn't a single report of an Oshiro shinobi not using water ninjutsu. The same way an Uchiha was expected to use fire, an Oshiro was expected to use water. In the shinobi world, the Oshiro had almost become like a new dynasty: powerful and prominent. Kumogakure prided themselves in the Oshiro. But that was all in the past. It's different now. As with all "dynasties," they must come to an end.

The Oshiro clan soon developed some... genetic disorder among them, though nobody knows how it came to be or why it only effected them. Some suggested it was the gods, displeased with some evil deed one may have committed. Others said that it was karma: the Oshiro had their time of prosperity, now they must have their decline. Still others stated that they were being targeted by a witch who laid a curse upon their family. Whatever the case, this "curse" left the Oshiro clan in shambles. Their women could not give birth. The men stopped being capable of providing their wives with children. It was as if the well of the Oshiro clan had suddenly dried up. No more water. There were a few exceptions to this plague upon their family, enough that a few families managed to reproduce through the years, and keep the family name alive.

This is where we meet Saki, one of the few remaining members of this once-great clan, the name of which only historians and the well-educated know. Saki... a man, despite his feminine name. His parents were in their late forties when he arrived in this world, a miracle, really. His parents assumed that the curse had been passed down through his father, and that they would never have a child of their own. but Raiden seeming had pity on them, and provided them with a son, who they named the equivalent of "Hope." To them, it did not matter that they named their son something female. To them, the meaning of his name brought tears to their tired eyes when they thought on it. To them, he was their world. Their legacy. Their all. He was the incarnation of everything his parents had ever wanted; all of the love and passion between two lovers in a physical embodiment.

They cried when they found out he was chakra-sensitive. It meant he would have to become a shinobi, with all the horrors that they faced on a nearly daily basis. Everyone knew the stories: a Genin being murdered, Chuunin not returning from a mission, a Jounin committing suicide because he couldn't cope with the stress of shinobi life. Of course, these were all rarities, but the thought of their son going through that scared them nonetheless. They couldn't lose him, not after how much he meant to them. But alas, the laws of the village superseded the love between parents and child: he was enrolled in the Academy. Saki didn't do spectacular. He was very much an average student with average grades, and average friends who played average games with him and really were just... average. There isn't anything special about Saki's schooling, really. He graduated from the Academy with a decent mixture of A's, B's, and C's, and was promoted to Genin without so much as a fuss from anyone. At age twelve, he joined a team of Genin headed up by a Jounin, and began the arduous years of low ranking work for the village that essentially added up to finding lost dogs, to window washing, to weeding what few lawns existed in the high mountains of Kumogakure. Occasionally, his team went out of the city for a mission, but always returned on time and without any spectacular incident. It was in this work, the simple E and D ranked missions, where Saki developed his love for flowers, like the Oshiro before him. In weeding lawns, he quickly learned what plants were unhealthy to have near others. He learned how to care for certain flowers that people grew out in front of their houses. When he had the time to, he talked to his parents about how he liked them, and as a result, they, too, grew to love them. Although his father, being the Oshiro parent, had already grown fond of them, seeing his son follow in those footsteps drew him over the edge, and he and his wife went into the florist business. After a year, they had opened up a small shop that Saki would occasionally work at when he had the time.

That lifestyle continued for the next five years, working with his team, and working for his parents occasionally. Saki's missions grew more serious with age, as did his responsibilities in the shop. It grew to the point where he was actually doing a slight majority of the work in the shop, when he was there. Concerning his team, their teacher finally decided that he and his two teammates were ready for their Chuunin exam. The exam wasn't what Saki was expecting: it was much less confrontational, in the sense that he assumed it would be some kind of a fight, like many exams seemed to be, from what he'd seen before. Instead, he was pitted against the very thing he loved the most: nature itself. Dropped off on the top of an isolated mountain with minimal supplies, he and his team were told simply "to survive."

It was harder than they thought. Not given coats of any kind, they huddled together to make it through the bitter nights. For food, they wandered down the mountain and killed a goat. Utilizing fire jutsu, one on his team cooked it, and they had food. Water was simple, as Saki was quite well versed in Water jutsu at this point in his life, as any Oshiro should be. A week passed, and his team decided that nobody was coming to rescue them; they had to get out themselves. They trekked down the mountain slowly, taking it one day at a time. The lower they got, the higher the risk of predators in the night became. One person stayed awake and kept watch, rotating with the others on a fair schedule. Regardless, two weeks into the exam, all three were tired. And all three were weak. One more week later, they arrived at the gates of Kumogakure tired, beaten, hungry, and alive. Very much alive. Saki and the second member were supporting the third, who'd sprained an ankle in a gopher hole on the fields outside the Dragon Tooth Pass, but they were all grinning. The ANBU on duty at the time quickly ushered them into the village, then, surprisingly, removed his mask. It was their instructor, who stationed himself with the ANBU (donning their attire whilst he worked with them, on a temporary basis). He gave a slow clap, and nodded. All Saki remembered him saying was "You passed. Good job, get some rest," before disappearing into seemingly thin air.

That was three years ago. About a month after he passed his exam, his mother passed away from a bad case of pneumonia that took everyone by surprise. It devastated their family, and left Saki with many options as to what he could do. Instead of giving up his shinobi duties, however, he tackled the problem head on with utmost confidence. He helped take the reigns of his family's shop, doing what he could; he stepped up his performance as a Chuunin; and he began studying Ancient Kumogakurean, so that he could read the older texts in Kumo's library. In a way, it was a tribute to his mother: he wanted to learn more about his family history, more about the Oshiro, and while his mother was not an Oshiro by birth, she was by marriage. Saki felt a specific duty in that sense. Today we see Saki still chugging along how he has since his mother's death. The family shop is larger, his shinobi career growing, and his Vulgar Ancient Kumo language skills fluent, for all intents and purposes. All he has now is to wait and see what else life throws at him.
Tidecaller

Inner Reservoir - Passive (2 points)
Tidecaller shinobi often have a deep inner reserve of power within them that responds especially with their connection to liquids. This chakra is fundamentally water-natured, and so cannot be used with any other jutsu.
Effect: Creates a second chakra pool equal to 25% of the user’s normal chakra pool. Only Water jutsu can be cast from this chakra pool.

Pressurize - Dependent Special Move (3 points)
Water always wins, in the end. It might not be the most showy of elements, but given enough time or volume water will eventually win out. Tidecallers sometimes prefer to cut that whole 'time' thing out, focusing on the power of their element channeled from their natural skills.
Effect: The user may charge a Water attack for +20% CP to have it ignore enemy damage reduction. If this attack hits a barrier of equal or lower jutsu rank, that barrier is destroyed; if this attack hits a barrier of higher jutsu rank, it deals +20% damage.

Healing Waters - Dependent Special Move (3 points)
Water is not only a destructive force, but the source of all life; without water, nothing can survive. Under this philosophy, Tidecallers can channel water jutsu designed to hurt and maim into the healing aspect of water.
Effect: For +20% CP, the user may instead target friendly targets (including themselves) with Water jutsu. Damaging jutsu will heal for the damage they would have done, including damage boosts to Water actions. Non-damaging jutsu will instead dispel any Poisons affecting the target and reduce their Bleed rank by 1. If the Water attack is targeting more than one target, it will still retain its original number of targets and will have the relevant effect of Healing Waters on all of them. After use, this cannot be used again for 10 seconds.

Tidal Wave - Dependent Special Move (3 points)
Few things are as intimidating to someone familiar with the ocean as the crash of a mighty wave as it comes down on your head. A proficient water user can channel their water jutsu into the shape of the largest waves of them all.
Effect: For +10% CP, the user may add an additional target to a Water jutsu. They may do this up to two times on one jutsu.

Aqua Charge - Dependent Special Move (2 points)
One of the bywords of a Water caster is efficiency. Sometimes for the sake of that efficiency they can choose one of the aspects of their water jutsu to sacrifice in order to enhance another, as the situation calls for.
Effect: When casting a Water jutsu, the user may choose to do so with -1 Accuracy, -5% Base Damage, or +5% CP cost in order to have it used with +1 Accuracy, +5% Base Damage, or -5% CP cost. This may be done up to twice per cast.

Liquid State - Independent Special Move (3 points)
Through a keen understanding of water and all its various properties along with their innate connection, master Tidercallers can turn themselves into liquid, giving them resistances to various forms of attack.
Effect: For 2 AP and 700 CP, the user may transform themselves into water. In this state, all Water actions cost -15% CP and the user gains +10% resistance to Bleeding and Called Shots. Costs 350 CP/round to maintain.

Whirlpool - Dependent Special Move (2 points)
One of the most potentially devastating things that can happen to those lost at sea is the dreaded whirlpool. Not necessarily because of the damage it can inflict; no, the danger lies primarily in the fact that it can be near-impossible to escape. Those who attack with water are no different.
Effect: When the user attacks with a Water jutsu, they may add +10% CP cost in order to have 10% of that damage dealt to the target at the start of each of the next two rounds. Until this is completed, the victim is considered still under attack and may not attempt to flee the battle. This may only be in effect once per target at a time.

Deep Blue Crush - Water Ninjutsu (2 points)
Restriction- A-Rank and up
Few environments are so hostile to humans as the ocean's depths. Few things are more inherently dangerous to anything as massive amounts of water crashing down on them. The sheer weight of the water can break bones and crush the air out of anything with lungs--never mind if it's guided by an outside force as well.
Rank 2: Deals 5775 damage at -1 accuracy. The target is inflicted with three random Called Shot levels. If the target has any remaining AP at the end of the round they are hit with this, it can no longer be carried over to the next.
Cost: 3 AP, 3025 CP
Notes:<I>
- May only be used once a round.
- AP carryover loss does not count as
Suppression.
JUTSU
E Rank
Pressurized Mist (M)
Water Gun (M)

D Rank
Water Whip (M)
Aqua Fang (M)
Rinse Off (M)

C Rank
Grand Waterfall (M)
Impaling Hydro Jet (M)
Water Prison (M)
Rain Dance (M)

B Rank
Torrential Vortex (M)
Hydro Tidal Shockwave (M)
Water Shark Bomb (M)
Mystical Pond (M)

A Rank
Grand Hydra Excavation (M)
Water Dragon Bullet (M)
Scorn of Aquarius (M)
Supreme Aqua Realm (M)
S Rank
Perfected Rasengan (M)
E Rank
Transformation (M)
Body Switch (M)

D Rank
Combination Transformation (M)
Crystal Eye (M)
Cancel (M)

C Rank
Stunt Double (M)
Elemental Clone (M)
Snapshot (R1)
Active Camo (R1)

B Rank
Energy Transfer (M)
Rasengan (M)
C Rank
Blood Blade (M)
Crimson Whip (M)
Red Tide (M)

B Rank
Red Rain (M)
E Rank
Storm Bold (R1)
Thunderfist (R1)

D Rank
Thunderclap (R1)
Electroshock (R1)
Electrocution (R1)
E Rank
Low Sweep (M)
Janken (M)
Uncalled-For Shot (M)
ABILITIES
0. Main Branch - Instructor
0. Shinobi 101
0. Cursed Seal
1. Cursed Seal
2. Duelist
3. Jutsu Expansion
4. Jutsu Mastery
5. Deflection
6. Adrenaline Rush
7. Water - Chakra Style
8. Hidden Power
9. Abomination
10. Abomination
11.Abomination

Cursed Seals

Photosynthesis:
  • +2 HP Modifier
  • Regenerate 8% Max Hp per round and have a 60% chance of lowering Called shots/Bleed Ranks each round, but cannot recover HP through any other method for the remainder of battle.
Just a Plant:
  • +5% Sneak Attack Chance (Attacks will be considered sneak attacks; if activated on a normal sneak attack, it will not drop the user from stealth.)
  • Start each round automatically in Stealth, but cannot re-enter stealth during a round or be mistaken for a clone.
Abomination

Abomination
AB.jpg

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

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

Effects:
- The user gains access to the Cursed Seal Ability and will not take up a slot. If the user already has the ability upon gaining Abomination, the Cursed Seal Ability will no longer take up a slot.
- The user suffers no Recovery Time after obtaining the Cursed Seal (if done through Abomination) nor after using the Cursed Seal in battle.
- CP Modifier Reduction from Cursed Seal is reduced to 4 each round active. The user slowly regains their lost CP Modifiers by 1 each round inactive.
- The user may re-activate their Cursed Seal in battle but deactivating it requires a round cooldown before it can be activated again.
- This Kinjutsu, all of its techniques, and its user are considered Cursed

- Abomination's active techniques (Metamorph, Chrysalis and Malevolent Annihilation) has a unique Mutation mechanic which modifies/adds bonuses to the said technique each time it reaches a new stage of Mutation. Each technique has its own unique Mutation Condition found beneath it.

Adaptive Mutation - Kinjutsu Ability
AB4.jpg

An Abomination's mutation is not limited to that of their own body but to the extent of their capability. Instinctively releasing enzymes to fuel their Cursed Seal in order to adapt to any given situation. This trait makes Abominations a dangerous threat in prolonged combat, merely increasing in power as well as resilience against attacks overtime.

Information
Prerequisites: Abomination

Effect: If the user initially loses 10% of their maximum Health, they gain +2 Custom Class Points in which they may apply to their current Custom Class at the start of the following round. Each time they lose 10% of their maximum Health after the first, they only gain +1 Custom Class Point.

Note:
- Does not take an Ability Slot
- The user -must- state what these points should be used for at this time and failure to do so will result to lost of said points for the remainder of battle.
- The user may only spend their Custom Class Points from Adaptive Mutation from bonuses of 3 Points and below (with the exception of +1 Inventory not being a valid option).
- Recovering health and receiving damage does not take away bonuses from this ability, nor does it allow the user to re-obtain Custom Class Points for Max HP thresholds they have already gotten the points for.

Viral Affliction - Kinjutsu Ability
AB2.jpg

The body of the Abomination is naturally receptive to the taint of a Curse Seal and embraces it in a unique way through their mutations. The same cannot be said for others though; coming into contact or even just being around an Abomination comes with the risk of being infected by their ever-mutating genetics, infecting others like a plague. Even other Abomination are not immune to the unique traits of each other.

Information
Prerequisites: Abomination

Effect: Each round, up to two random opponents in the battle must make a check against the user, failing this check causes the target(s) to suffer from half of the opposite effects of the user's Cursed Seal for the round. If the target fails the check twice in a row and every round after, they suffer from the full opposite effects of the user's Cursed Seal for the round.

Special Action - Plague Affliction: At the end of the round, the user may choose to increase their Cursed Seal's CP Mod penalty by an additional 2 mod points for the following round; doing so grants the user +2 to their next check(s) and it will apply to all opponents in battle.

Notes:
- Does not take an Ability Slot
- Requires the user to have their Cursed Seal active.
- The user must declare which accuracy to use upon activating both their Cursed Seal and Viral Affliction, either be Melee Accuracy, Ranged Accuracy, Ninjutsu Accuracy or Genjutsu Difficulty.
- If the user has "1 Free basic attack per round" for their Cursed Seal bonus, this forces a target to perform a Basic Attack at the start of each round. All costs are paid as normal. If the target is not equipped with a weapon, they will still perform a Basic Attack with Unarmed Damage at normal Damage Modifier and Accuracy.
- If the user has "+1 Inventory slot" for their Cursed Seal bonus, a random item in the target's inventory will be disabled for the round and cannot be used.
- If the user has "+5% Sneak attack chance" for their Curse Seal bonus, this causes any sneak attacks performed by the victim to be modded as normal attacks.
- If the user has the "Ignore 1 point of debuff" option, the victim suffers a random point of debuff for the round.
- If the user has any of the 4 point 'special' options from the Curse Seal ability, those are not 'reversed and transferred' by this ability. In this case, the user may choose a different penalty equal to 4 points to be used in its place.

Metamorph - B-Rank Taijutsu
RHLHyLG.png

One of the most known abilities of an Abomination, this is perhaps the skill that have forever labeled them as monsters to the majority of the world. As their Curse seals have been broken down into enzymes within their body, they can undergo spontaneous physical mutations during the activation of their seal. What this change, or how it effects them, is often different from on Abomination to the next.

Information
Prerequisites: Abomination, B-Rank

Effect: Upon use, the user chooses 1 Augment in their inventory (not in their weapon) and creates a Metamorph with it in the user's body. While the Metamorph is active, the chosen augment is applied to the user directly and affects all attacks made by the user (not just Taijutsu). The Metamorph limb is destroyed upon reaching Sprained Called Shot penalty.

Rank1: Allows access to First Mutation.
Mastered: Allows access to Second Mutation.

Mutation Condition: While Metamorph is active and is in its Base Effect or First Mutation, every next round will cause it to evolve to the next Mutation.
  • First Mutation: The Metamorph limb is destroyed upon reaching Fractured Called Shot penalty.
  • Second Mutation: The Metamorph limb is destroyed upon reaching Broken Called Shot penalty.
  • Final Mutation: May add an additional Augment for a maximum of 2 to their Metamorph limb as well ignore the first 2 successful Called Shot penalty inflicted on it.

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

Note:
- Requires Cursed Seal active.
- If at any point a Mutated Metamorph is destroyed, it will revert back to its previous Mutation the next time it is used. This does not apply when it reaches Final Mutation nor will it apply when it is already as its First Mutation.
- The Metamorph is treated as a valid Called Shot target for all intents and purposes, and may be damaged and healed following the same rules.
- There is a 2-round cooldown if the Metamorph is destroyed through Called Shot and a round cooldown if Metamorph is no longer maintained.

Chrysalis - B-Rank Ninjutsu
kywE2Ix.png

Forcing a unique mutation in their body, the Abomination wraps themselves with their own flesh and with the strength of their Cursed Seal, reinforces the outer layer of to the point it becomes harder than steel. From within, the Abomination allows themselves to recover and re-organize their genetic makeup within the safety of their shell before unleashing a fully energized attack upon emerging.

Information
Prerequisites: Abomination, B-Rank

Effect: The user creates a barrier around themselves with Health equal to 40% of their current Health + 10% of their current Chakra for a full round. While active, the user is considered Resting; upon successfully maintaining the barrier for a full round, the user emerges with the Health they initially had upon activating Chrysalis in addition to any benefit gained through Resting.

Rank 1: Grants access to First Mutation.
Mastered: Grants access to Second Mutation.

Mutation Condition: Each time Chrysalis is used while it is in Base or First Mutation, regardless if it was destroyed or was successful, the next time Chrysalis is used it will evolve to its next Mutation.
  • First Mutation: Barrier gains +15% Damage Reduction while active.
  • Second Mutation: Barrier Health is now equal to 45% of their current Health + 15% of their current Chakra
  • Final Mutation: May be used an additional time in battle.

Cost: 2.5 AP and 30% of the Barrier's Health as Chakra Cost.

Notes:
- Requires Cursed Seal active and does not require handseals.
- The user's Cursed Seal will not lower their CP Mod for the round Chrysalis was used.
- While Chrysalis is active, the user cannot perform any actions but can maintain Chrysalis and any other effects that has been active prior to Chrysalis. If the user is equipped with a weapon, it is not dropped.
- Damage from passive effects applied to them prior to using Chrysalis (e.g Bleeding, Burn, etc) is temporarily halted while Chrysalis is active, and resumes thereafter.
- May only be used once every other round and twice per battle. If used, regardless at which point Chrysalis is used, it will be modded as the first action of the round, overriding all priorities.
- The barrier created from Chrysalis cannot be affected by techniques that may automatically destroy or bypass it. It can only be destroyed if the Barrier's Health drops to 0.
- If at any point the Chrysalis is destroyed (reducing the Barrier's Health to 0) before it completes a full round, the user will only receive resting bonuses for the amount of time up to that point, and recieves the maximum amount of Suppression.

Malevolent Annihilation - A-Rank Ninjutsu
2QQsgf2.png

One of the most destructive techniques in the Abominations repertoire, this technique transforms their body into a hellish and gruesome form, shifting and twisting their own body and skin to create cannon-like openings to their insides. After transforming their bodies, the Abomination then builds up a dangerous portion of their chakra, before unleashing it as a huge wave of energy filled with their own genetic signature in the immediate vicinity, inflicting their very own disease if one has survived from the initial blast.

Information
Prerequisites: Abomination, A-Rank

Effect: Deals 4840 damage to up to 2 targets at -2 Accuracy. Upon successful hit, the target must make a check against the user; failing this check causes them to automatically receive the effects of Viral Affliction.

Rank 1: Grants access to First Mutation.
Mastered: Grants access to Second Mutation.

Mutation Condition: Every use of Malevolent Annihilation evolves it to the next Mutation.
  • First Mutation: If used upon a target already affected by Viral Affliction, the effect may stack a single time.
  • Second Mutation: Malevolent Annihilation may target an additional target.
  • Final Mutation: Targets chosen for Malevolent Annihilation must make a check against Viral Affliction even if they successfully dodged the attack.

Cost: 3 AP and 2,420 Chakra

Note:
- May only be used once round.
- Requires Cursed Seal active and does not require handseals.
- Must use either Melee Accuracy, Ranged Accuracy, Ninjutsu Accuracy or Genjutsu Difficulty for the purpose of both Accuracy and Check. Does not require handseals.

Virulence - S-Rank Ninjutsu
AB7.jpg

An Abomination's body constantly changes, both externally and internally, their genetic makeup slowly twisting and turning, mutating to the next level of power albeit in a slower pace allowing them to remain in control. Though the Abomination always has a dark and destructive technique that allows them to manually cause this changes in a blink of an eye, drastically increasing their power and potential.

Information
Prerequisites: Abomination, S-Rank

Master Rank: Evolves all Abomination Techniques that are currently in the Second Mutation to Final Mutation. This refreshes all cooldown on the Abomination's Viral Affliction, Abomination Techniques and Jutsus. Additionally, the user may chain either Metamorph, Chrysalis or Malevolent Annihilation for -0.5 AP Cost after Virulence.

Cost: 2 AP, 2750 CP

Note:
- May only be used once every other round.
- This will only evolve Abomination Techniques that are in Second Mutation. If an Abomination Technique has reached Second Mutation after Virulence is used, Virulence has to be used once more to evolve the technique to its Final Mutation.
- Refresh allows Abomination Techniques and Jutsus that are usually limited to once per round or once every other round to be used once more in the given round Virulence is used.
- Refresh also applies to Viral Affliction, triggering it once more during the round.
- Refresh does not allow once per battle Jutsus to be used again nor does it apply to Virulence itself.
 
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