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:

Oyochi - Sense Weaver

Joined
Oct 22, 2012
Messages
1,841
Yen
850,860
ASP
0
OOC Rank
A-Rank
Formatting courtesy of Takamura Yuichi
[legend="General Info"]
300px-Shiro_Yamanaka.png
[col]
Name: Yukata Oyochi
Village: Konohagakure, Iwagakure Native
Bloodline: Tsuchimikado
Core Ability: Earthborn & Ghost Walker
Kinjutsu: Chimera
IC Rank: Head Jounin

Height: 6'1''
Weight: 143 lbs
Eye Color: Sky Blue
Hair Color: Dyed Blonde
Skin Tone: Tanned pale|Alias: Sense Weaver
Role Model: Yukata Souji
Likes: Alone time to think, Keeping to himself
Dislikes: Those who are weak minded and settle for the bare minimum.

Age: 17
Gender: Male
Physical Description:
After the events of Leaf's liberation, minor cosmetic changes such as his clothing showcasing the emblem of his clan and sporting a village headband occurred . Other changes include the fact that he carries a large scroll across his back that is marred in earth toned hues at varied times. He will wear his village's flak jacket almost at all times, even adopting to wearing shinobi footwear. After having his hair cut during a battle against samurai, Oyochi has since dyed it permanently instead of regrowing it all out again.

Along with his pastey white skin, Oyochi was born with almost serpentine like eyes, something that is simply a genetic defect. He also has natural discoloration around his eyes where his skin pigmentation was uniquely thrown off.

Notable Appearance Features:
- Has serpentine like pupils
- Has tanned white skin and dark markings around his eyes
- On the underside of both palms rest tattoo'd (which is actually a seal) markings of an eye. For those familiar with the clans/families of Iwagakure, they would recognize the marking as trademark of the Yukata.

Mental Description:
While physically Oyochi was overly hindered and subseptable to easy bodily strain, he naturally inherited his Families strong mental capabilities. While he is not the prodical genius this would sound like it implies, within his immediate family which consisted solely of his father, mother, and older brother Oyochi's mental strength became easily noticable. He is strong willed, garnered mostly by the constant ridicule/blackballing, his childhood put him through. Though what makes Oyochi's mental attributes the most frightening would be his paralleled sense of loyalty to his family, his older brother in general and an embedded sense in his brain that nothing worldly would keep him from following every footstep his sibling took. Thanks to his anti-social upbringing, Oyochi is few for words unless engaged in conversation with family members though even this is kept to a minimum especially when none family parties are around.

Having grown up, for simple words from the devient he was as a child. Having a more structured opinion and outlook of the shinobi world and developing his own understandings and convictions on what it means to be loyal. This was mainly attributed to his travels and although he is capable of being aggressive, he has developed restraint and a mindset to fully look a sitation over.

Character History:
Oyochi was born into The Yukata Family, esteemed for their prowess as Strategists and Genjutsu specialists. His birth like any other was an anxious occasion, mainly because his mother and father had already been raising a son named Souji who was already establishing his name within the village and showing the kind of stock the Yukata family could provide to the village in terms of viable shinobi. With an uphill battle already pre-conceived, Oyochi's birth was something looked forwards to by his mother and father to determine just how this child would be and like their firstborn bring some shining lights onto the family as a whole. This however was not the fruits that his birth would give as unlike his sibling or many if any children to the Yukata before, Oyochi was born prematurely and close to two months prior to full gestation. There were three key facts that were instantly loomed over the infant Oyochi's head as his mother easily held onto him and his father looked on from a distance; the child would never be physically strong and thanks to the bloodline ability of the [spiritual leader] present that his chakra system was naturally damaged and inferior. As a family that prided itself upon creating reputable shinobi for the village, Oyochi was viewed as something that would never be able to uphold the families standings and as such would not go through the typical lifestyle of a child born into such a surrounding.

While the early years of his life proved to be the most difficult as he spent more time learning how to physically move than other kids his age, he would be left out of many activities that would have provided him a social sense of belonging or nutured the seeds of comradery amongst others. Where as children at these times would be waned slowly into basic shinobi arts in the form of playful games that began to boost their skills such as hide-n-seek, tag, and throwing wooden shuriken toys at various targets, Oyochi spents nearly all this time next to his mother watching instead of participating. It was generally an everyday thing where the children would always wonder who he was from a distance, the ghost white skinned boy who always watched in the company of his mother's watchful eye. Although Oyochi did not have any outside friends that he knew and could develop social bonds with he did not go without someone to talk to at all. Where as he had no friends, Oyochi did fill the gap that being socially alone had created with his brother Souji whom naturally became the foundational pillar to everything Oyochi tried. Around the household where he could wander about without the constant shadow of their Mother's protective gaze, Souji was the one who introduced Oyochi to the different games and things he had been missing out on. While he found that his physical hinderence made playing the guys truly difficult the fact that his brother was patient enough and attentive to his needs sowed seeds of both loyalty and commitment to his brother that would without a doubt play roles in his decisions as he grew up.

There was however another reason as to why Oyochi had not been allowed to interact with other children, a reason that he himself was unaware of but that his parents were completely knowlegable on since his birth. While Oyochi's chakra coil system was incomplete, given his premature status, his chakra was in a constant state of inbalance with an inability to naturally replinish itself like a normal chakra system would. His on the otherhand naturally developed an ability to absorb chakra from those around him to keep his own system running. This is something that was not developed after birth but during his time in the womb as an early survival response to something his body knew was developing wrongly. While originally the amount of chakra he syphoned was so small, thanks to his body size and age had been so small, the closer he progressed towards the pivotal years of puberty the more unstable and consuming did this trait become. It was because of this inhindering ability that Oyochi became marked with the Shadow Touch, unlike his older brother Souji who had been marked due to shown skills of the Yukata. Oyochi was marked solely to control his chakra instability, a fact that would interestingly enough be the only reason his parents decided to induct him into the academy. While there were certain restrictions placed upon Oyochi's advancement, it was readily known that he was only there to learn about chakra control and that the notion that he would actually graduate to shinobi-hood was bleak. Physically he was hampered and with an already natural chakra crippling system, it was generally understood by the family and his academy overseers that when it came to two of the main principles of being a Shinobi (Taijutsu and Ninjutsu) Oyochi would simply fail. While there had been some general hope in the realm of ninjutsu still, this was quickly resolved once he was administered the chakra paper test and it was revealed that ontop of his chakra being difficult to mold it also did not possess any elemental quality.

It would be in these academy years that Oyochi would have to develop a way to prove that he was combat effective else there would be two obvious roads to walk in his future. That he would never be able to leave the families household for the shame of failure and that he could no longer continue to follow his brothers paced footsteps.
Clan/Family: Yukata​
[/col][/legend]

Shinobi Records said:
Yukata Oyochi''s Shinobi Portfolio

Classes Taught or Tutoring Jobs
Missions Completed
Gate Duty
 
Re: Oyochi - Earth Serpent

</COLOR>
Vital Statistics said:
 
Current Stats:
:Stamina:: 525 / 600
::Agility:: 525 / 600
::Taijutsu:: 280 / 600
::Ninjutsu:: 525 / 600
::Genjutsu:: 525 / 600
::Chakra Control:: 525 / 600
::Advanced Shop Points:: 0
::OOC Rank:: S Rank
::Stat Average:: 484 / 600
::power Level:: 2905 / 3600
::Character Level:: 13 / 15
Stats


Yukata's Loyalty [V]
HP: (55+lvl-4) x stamina
CP: (45+lvl-4) x chakra control
Class Bonus: Kinjutsu Option, +10% Earth Damage
High: Genjutsu Difficulty
Average: Evasion, Genjutsu Save, Ninjutsu Accuracy, Melee Accuracy
Low: Puppet Accuracy, Ranged Accuracy
Class


Health Points: 33,600
Chakra Pool: 28,350
Action Points: 10
Pools


Free D-Rank Minor Affinity: Earth
Free C-Rank Minor Affinity: Non-Elemental
Free C-Rank upgraded Minor to Major (Same as D-Rank): Earth
Major Affinities: Earth, Wind
Minor Affinities: Non-Elemental, Lightning
BL/CA/Kin Free Advanced Elements: Metal
Non-BL/CA/Kin Advanced Elements: Paper, Dust, Sand
Affinities
X
Ability Index said:
 
Slot 0: Shinobi 101: Metal uses Gen DC
Slot 0: Journeyman - Main Branch
Slot 1: Quickdraw
Slot 2: Sixth Sense
Slot 3: Jutsu Mastery
Slot 4: Initiative
Slot 5: Kinjutsu - Chimera
Slot 6: Kinjutsu - Chimera
Slot 7: Kinjutsu - Chimera
Slot 8: Duelist
Slot 9: Hyperactive
Slot 10: Barrier Mastery
Slot 11: Fearless
Slot 12: Defensive Technique
Abilities


- The user gains the ability to integrate the secrets and strength of a shinobi into their own body, mind and spirit. Upon gaining this ability, this allows them to gain an additional full Bloodline or Core Ability of the body they absorbed.

- The user may have up to three full Bloodlines or Core Abilities. Additional BL/CA's can only be acquired through a 1,500 word rp that must be about the user obtaining a body and integrating it's abilities. This rp must have council approval, and if a Core Ability, the user chooses their abilities at the time of obtainment. This Rp can be done once every Five OOC weeks. Once they have their limit of three, the user may reuse this technique to swap out one of their Current Bloodline or Core Abilities for a new one through an Rp.

- The Chimera's body becomes strained and weakened by merging with other bodies, and the chimera has -2 to both their Hp and Cp Mod for Each Bloodline or Core Ability after their first, up to -4 Hp/Cp.

- Though the Chimera has multiple Bloodline and Core abilities, all passive buffs, effects and modifiers are reduced by 1/3 if the user has two BL/CA's, or by 1/2 if the user has 3 BL/CA's.

- Unlike the passive effects which are constantly active, the chimera may only have the full repertoire of Activated techniques, jutsu, styles, or special moves of one BL/CA at a time. The Chimera may switch to another BL/CA at any time as a free action. However, this cannot be done reflexively and gives the user a stackable -1 to all secondaries for the remainder of the round switched. The Chimera may not maintain any of these techniques upon switching to a different BL/CA, and all effects of that BL/CA are dispelled immediately.
Chimera


Note: All Tsuchimikado techniques and buffs are classified as Light.

084 PL - One with the Universe (Rank 1)/Steel Curtain (Rank 1)
168 PL - Sanryoukyougan (Rank 1)
252 PL - Iron Will (Rank 1)
336 PL - Kaneton Tags: Alloyed Fangs (Rank 1)
420 PL - One with the Universe (Rank 2)
504 PL - Iron Will (Rank 2)
588 PL - Steel Curtain (Rank 2)/Tsuihouton Tag: Exorcism (Rank 1)
672 PL - Sanryoukyougan (Rank 2)/Kaneton Tag: Iron Coffin (Rank 1)
756 PL - One with the Universe (Rank 3)/Kaneton Tag: Alloyed Fangs (Rank 2)
840 PL - Iron Will (Rank 3)/Kaneton Tag: Iron Coffin (Rank 2)
924 PL - Tsuihouton Tag: Exorcism (Rank 2)
1008 PL - Sanryoukyougan (Rank 3)/Kaneton Tag: Iron Coffin (Rank 3)
1092 PL - Steel Curtain (Rank 3)/Tsuihouton Tag: Exorcism (Rank 3)
1176 PL - Kaneton Tag: Alloyed Fangs (Rank 3)
1260 PL - Titanium Body (Rank 1)
1344 PL - Tenmeiton Tag: Yin-Yang Barrier (Rank 1)
1428 PL - Titanium Body (Rank 2)
1512 PL - Judgment Gate (Rank 1)
1596 PL - Titanium Body (Rank 3)/Tenmeiton Tag: Yin-Yang Barrier (Rank 2)
1680 PL - Tenmeiton Tag: Yin-Yang Barrier (Rank 3)/Judgment Gate (Rank 2)
1764 PL - Judgment Gate (Rank 3)

---

One with the Universe - Passive
Rank 1: Ninjutsu and Genjutsu have a 5% CP reduction.
Rank 2: Ninjutsu and Genjutsu have a 10% CP reduction
Rank 3: Ninjutsu and Genjutsu have a 15% CP reduction

---

Steel Curtain - Passive
Rank 1: The user takes -5% Damage from Taijutsu Attacks. All Ninjutsu Techniques against the user deal +10% Damage.
Rank 2: The user takes -10% Damage taken from Taijutsu Attacks. All Ninjutsu Techniques against the user deal +10% Damage
Rank 3: The user takes -10% Damage taken from Taijutsu Attacks. All Ninjutsu Techniques against the user deal +5% Damage.

Notes:
- This is considered damage reductions.
- Additional Damage does not exceed the cap limits.
- IE: At Rank 1, a Ninjutsu with a +20% Buff is treated as a +30% Buff.

---

Sanryoukyougan (Prism Eyes) - Activated Passive
Rank 1: +1 Gen Save/Gen DC. Bypasses up to 5% Damage reduction from Spiritual or Evil targets.
Rank 2: +1 Gen Save/Gen DC, +1 Critical to Melee Taijutsu Attacks. Bypasses up to 10% Damage reduction from Spiritual or Evil targets.
Rank 3: +2 Gen Save/Gen DC, +1 Critical to Melee Taijutsu Attacks. Bypasses up to 15% Damage reduction from Spiritual or Evil targets.

Costs:
Rank 1: 0.5 AP; 300 Cp to initiate, 140 Cp/Rnd to maintain
Rank 2: 0.5 AP; 600 Cp to initiate, 260 Cp/Rnd to maintain
Rank 3: 0.5 AP; 1,000 Cp to initiate, 400 Cp/Rnd to maintain

Notes:
- Must be activated

---

Iron Will - Passive
Rank 1: May convert Earth and Non-Elemental Jutsu into Metal by paying an additional 20% Chakra Cost.
Rank 2: May convert Earth and Non-Elemental Jutsu into Metal by paying an additional 10% Chakra Cost.
Rank 3: May convert Earth and Non-Elemental Jutsu into Metal at no extra cost.

Notes:
- Metal Jutsu gain +5% Damage per rank.
- The Tsuchimikado automatically has access to the Metal element.
- All techniques used with this are treated as Metal element.

---

Kaneton Tag: Alloyed Fangs - Metal Ninjutsu
Rank 1: 5 metal spikes deal 120 damage each.
Rank 2: 5 metal spikes deal 280 damage each.
Rank 3: 5 metal spikes deal 440 damage each.

Costs:
Rank 1: 1.5 AP; 200 CP
Rank 2: 2 AP; 470 CP
Rank 3: 2 AP; 740 CP

Notes:
- If used in conjunction with Iron Coffin, This bypasses the Coffin's Hp, but destroys the Coffin in the process.

---

Tsuihouton Tag: Exorcism - Metal Ninjutsu
Rank 1: Sealing tag deals 1040 initial damage, and 600 damage per round. 10% chance to revert to original form per round.
Rank 2: Sealing tag deals 1300 initial damage, and 740 damage per round. 15% chance to revert to original form per round.
Rank 3: Sealing tag deals 1560 initial damage, and 900 damage per round. 20% chance to revert to original form per round.

Special Action: Exorcism can be used reactionary to counter a Spiritual or Evil Jutsu, Negating damage. This requires a Ninjutsu check between the attacker and the user with a -3 penalty to the user. This lowers by .5 per rank of this jutsu after the first.

Costs:
Rank 1: 2 AP; 420 CP, 200 CP/rnd to maintain
Rank 2: 2 AP; 520 CP, 250 CP/rnd to maintain
Rank 3: 2 AP; 630 CP, 300 CP/rnd to maintain

Notes:
- Does not Stack
- Lasts up to three rounds, requiring a Gen Check each round.
- If the target is Spiritual/Evil in anyway, the user deals +10% Damage and has +1 to all checks of this technique, not including negating jutsu.
- Original Form cancels all activated buff's effecting the target.

---

Kaneton Tag: Iron Coffin - Metal Binding Ninjutsu
Rank 1: Binds one target in a metal prison at -4 Acc. Once bound, the target may use their next 2 AP in action. All other AP afterwards is nulled until next round. Coffin has 2700 HP, regenerating 675 Hp per round.
Rank 2: Binds one target in a metal prison at -3 Acc. Once bound, the target may use their next 1 AP in action. All other AP afterwards is nulled until next round. Coffin has 3300 HP, regenerating 825 Hp per round.
Rank 3: Binds one target in a metal prison at -2 Acc. Once bound, the target may not make further action until next round. Coffin has 4500 Hp, regenerating 1125 Hp per round.

Costs:
Rank 1: 2 AP; 900 CP to initiate, 300 CP/rnd to maintain
Rank 2: 2 AP; 1100 CP to initiate, 550 CP/rnd to maintain
Rank 3: 2.5 AP; 1500 CP to initiate, 700 CP/rnd to maintain

Notes:
- The target bound may make actions freely after the initial round of binding.
- The only way out of the binding is to destroy the binding from either the inside or the outside.
- While bound, Lightning jutsus casted upon coffin deal +5% damage, this does not apply to damage done to the Coffin.
- While bound, Fire jutsus casted upon coffin deal +10% damage both to the victim and the coffin.
- While bound, Exorcism deals +10% damage with +10% chance to revert. This bonus does not apply to damage done to the coffin.

---

Titanium Body - Metal Ninjutsu
Rank 1: -5% physical damage taken, +5% melee damage dealt, ignores up to 9 feet of knock back per attack.
Rank 2: -10% physical damage taken, +10% melee damage dealt, Ignores up to 12 feet of knockback per action.
Rank 3: -15% physical damage taken, +15% melee damage dealt, ignores up to 15 feet of knockback per action.

Costs:
Rank 1: 2 AP; 600 CP to initiate, 250 CP/rnd to maintain
Rank 2: 2.5 AP; 900 CP to initiate, 400 CP/rnd to maintain
Rank 3: 2.5 AP; 1200 CP to initiate, 550 CP/rnd to maintain

Notes::
- While active, the user suffers a -2 penalty to both Accuracy and Dodge.
- Water jutsu used against the user inflict -1 Dodge for the remainder of the round. Does not stack.
- +15% Lightning/Fire Damage taken.
- After taking damage from Lightning or Fire, deals extra +10% damage of that element for next Unarmed physical action.
- -20% Damage taken from Gravity jutsu. Gravity-based effects are halved.
- This counts as a Chakra Armor.

---

Tenmeiton Tag: Yin-Yang Barrier - Barrier Ninjutsu
Rank 1: 5x5 area. Barrier has 3500 HP (Regenerates 25% Max HP per round) which blocks against Taijutsu, blocking movement in and out of the barrier, to include underground travel.
Rank 2: 7x7 area. Barrier may block 8 levels worth of Genjutsu (Regenerating 2 levels per round) before dissipating. Genjutsu being used from inside the barrier are also blocked/damages barrier.
Rank 3: 10x10 area. Barrier has 6000 HP (Regenerates 25% Max HP per round) which blocks Ninjutsu. Ninjutsu being used from inside the barrier are also blocked/damages barrier.

Costs:
Rank 1: 2.5 AP; 1400 CP to initiate, 670 CP/rnd to maintain
Rank 2: 2.5 AP; 2200 CP to initiate, 1040 CP/rnd to maintain
Rank 3: 3 AP; 3000 CP to initiate, 1440 CP/rnd to maintain

Notes:
- Barrier Strength cannot be buffed.
- The type of barrier remains secret, not shown in the battle.
- Rank 2 Barrier has 5% chance to reflect Genjutsu back to caster at -2 Caster's Gen DC. This applies to both sides of the barrier.
- Rank 2 Barrier has 5% chance to deal double effect on user at -2 Caster's Gen DC. This applies to both sides of the barrier.
- Rank 3 Barrier has 5% chance to reflect Ninjutsu back at the caster at -2 Caster's Nin Acc. This applies to both sides of the barrier.
- Rank 3 Barrier has 5% chance to deal double damage on user at -2 Caster's Nin Acc. This applies to both sides of the barrier.

---

Tenmeiton: Judgment Gate - Special Ninjutsu
Rank 1 - Molten Rock Gate: Summons a wave of lava that deals 3200 Lava Damage. Next round, Molten Rock hardens, becoming a binding causing -2 acc/dodge for 2 rounds
Rank 2 - Final Arc Gate: Summons a ship upon a wave of water, the ship crashes into the victim dealing 3230 Wood damage, while the wave further deals 1610 Water Damage. Should both hit, victim takes -3% HP per round for 3 rounds.
Rank 3 - Pandora's Gate:: Random effect.

Costs:
Rank 1: 3 AP; 1650 CP
Rank 2: 3 AP; 2420 CP
Rank 3: 2 AP; 1800 CP

Notes::
- Debuffs do not stack.
- Molten Rock's debuff ONLY works when hit by it.
- Final Arc's debuff ONLY works when hit by it.
- Pandora's Gate must be rolled between 1 and 40 to determine its effect. The effect has a 100% chance of success, but cannot be buffed.

Pandora's Gate effects:
1: 1 damage to target
2: 2000 damage to target
3: 1500 damage to everyone on the field
4: 5000 damage to target
5: 4000 damage to everyone on the field
6: 100 damage to caster
7: 500 damage to caster
8: No Effect
9: Refills 10% Target's HP
10: Refills 20% Target's HP
11: Refills 30% Target's HP
12: Refills 40% Target's HP
13: Refills 10% own HP
14: Refills 20% own HP
15: Refills 30% own HP
16: Refills 40% own HP
17: Completely reverts all spiritual/evil to original form.
18: Destroys all barriers
19: No Effect
20: Caster receives -3 Gen Save/DC for 2 rounds
21: Caster receives -3 Acc/Dodge for 2 rounds
22: Target receives -3 Gen Save/DC for 2 rounds
23: Target receives -3 Acc/Dodge for 2 rounds
24: Removes all maintained jutsus
25: Drains 25% of target's HP
26: Drains 25% of target's CP
27: Gives target 25% of caster's HP
28: Gives target 25% of caster's CP (after jutsu cost removed)
29: Target and Caster swap HP
30: Target and Caster swap CP
31: Target is bound for 2 rounds.
32: Caster is bound for 2 rounds.
33: No Effect
34: Jutsus used by target cost an additional +25% AP for 2 rounds
35: Jutsus used by caster cost an additional +25% AP for 2 rounds
36: Target takes +20% to all damage types for 2 rounds
37: Caster takes +20% to all damage types for 2 rounds
38: No Effect
39: 1 damage to everyone on field
40: Everyone on field gets 3 standard clones.
Tsuchimikado

Core Ability Purchases - Earthborn
Abilities Purchased: Earthen Barrier (3), Ground Impact (3), Care of the Earth (3), Master Earth Reflection Lure (2), Terran (3), Earth Sense (2), Gaia Style (2), Stone Tomb (2)
Points Owned: 20
Points Spent: 20

Earthen Barrier - Passive (3 Points)
Restriction - C Rank and Up
Effect: All barriers that the user creates may receive the user's Earth Buffs to increase the barrier's HP. Earth based barriers are granted an additional +10% HP

Ground Impact - Passive (3 points)
Restriction - C Rank and up
Effect: Earth based Jutsu inflict a -1 Dodge and Accuracy penalty to the target for the remainder of the round, stacking twice upon a single target. This requires a successful Ninjutsu Check between the user and the victim to be effective. Earth Based Jutsu used on a target underground also deal damage equal to 15% of the Jutsu’s Cost. This does not affect other Earthborn.

Care of the Earth - Passive (3 points)
Restriction - C Rank and up
Effect: When standing on the ground, the user gains back 5% of their max HP per round. This does not work when held off the ground, in trees, in the upper stories of buildings, while swimming, etc. Regeneration becomes 6% when underground.

Master Earth Reflection Lure - Modification (2 points)
Restriction - Requires Inner Earth Reflection Lure
Effect: User gains an additional +1 Accuracy and Dodge while under the effects of Inner Earth Reflection Lure.

Gaia Style - Chakra Style (2 points)
Effect: While active, user gains +20% Damage reduction but suffers -3 Dodge. Earthen Barrier gives an additional +10% HP to barriers. All CP costs are increased by 5% while active.
Note: Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.

Terran - Boost (1 point)
Restriction - Can be purchased three times
Effect: +5% Earth jutsu damage.

Earth Sense - Passive (2 points)
Effect: The user gains +2 Awareness, and +2 to Gen Save against all Kinetic Genjutsu. User can see through Illusory Clones.

Stone Tomb - Jutsu (1 point, 1 to rank up)
Restriction - A-Rank and up
Rank 1: Summons a giant enclosure of stone that traps the enemy at -4 accuracy. Tomb walls have 8,000HP, regenerating 1000HP/round, deal 5% reflect damage to any unarmed melee attacker due to their hardness, and take 50% damage from fire, lightning, and wind jutsu. Cannot be teleported out of or into by use of jutsu. Can either heal 800HP/round with positive energy or deal 1000 damage/round with negative energy (counts as earth element damage).
Rank 2: Summons a giant enclosure of stone that traps the enemy at -3 accuracy. Tomb walls have 10,000HP, regenerating 1200HP/round, deal 5% reflect damage to any unarmed melee attacker due to their hardness, and take 40% damage from fire, lightning, and wind jutsu. Cannot be teleported out of or into by use of jutsu. Can either heal 1000HP/round with positive energy or deal 1200 damage/round with negative energy (counts as earth element damage).
Cost: 3,000 Cp and 3 AP to initiate; 1000 CP/Rnd to maintain
Earthborn


Abilities Purchased: Unreal Understanding (3), Genjutsu Mastery (2), Extra Sensory Perception (2), Ethereal (3), Sound Mind (3), Mind over Body (3), Burrowing Spell (2), Ghost Form (2)
Points Owned: 20
Points Spent: 20

Unreal Understanding - Passive (3 points)
Effect: All penalties from genjutsu are reduced by 1 (if Blinding Flash would normally do -3 accuracy, they only take -2). Fear effects do not apply. 5% chance to break out of any genjutsu each round.

Genjutsu Mastery - Passive (2 points)
Restriction- C Rank and up
Effect: All Genjutsu costs are reduced by 10%. Genjutsu which are fully effective last an additional round before resistance checks are made, and Partially-Effective Genjutsu are treated as fully effective for 1 round after the initial use.

Extra-Sensory Perception - Modification (2 points)
Restriction- Requires Sixth Sense
Effect: Can detect people nearby, harder to ambush or surprise. Can often tell if something’s real or not (a fake, illusion, supernatural occurrence) just by looking at it. In battle, this manifests as a +2 to all awareness and genjutsu save rolls.

Ethereal - Boost (1 point)
Restriction- Can only be purchases a maximum of 3 times.
Effect: -5% Physical damage taken

Sound Mind - Boost (1 point)
Restriction- Can only be purchases a maximum of 3 times.
Effect: +1 Genjutsu Save

Mind Over Body - Passive (3 Points)
Effect: User gains back 2% CP every round they use a Genjutsu.

Burrowing Spell - Passive (2 Points)
Effect: All Genjutsu bypass barriers, and deal 40 Illusionary damage per Jutsu Level, per sense. This damage is automatically dealt each round the genjutsu is maintained, and cannot be avoided or reduced in any way.

Ghostly Form - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and Up
Rank 1: User turns ethereal for 2 rounds. While ethereal, the user only takes 60% damage from physical attacks, but still take normal damage from Ninjutsu/Genjutsu. User also deals 60% less physical damage to others, unless they are using Ethereal Weapon. The user takes +25% damage from Evil/Holy attacks.
Rank 2: User turns ethereal for 3 rounds. While ethereal, the user only takes 50% damage from physical attacks, but still take normal damage from Ninjutsu/Genjutsu. User also deals 50% less physical damage to others, unless they are using Ethereal Weapon. The user takes +20% damage from Evil/Holy attacks.
Cost: 4000 CP and 3AP
Notes: This counts as a Chakra Armor.
Ghostwalker
X
Equipment Breakdown said:
 
Slot 1: Headset
Slot 2: Kawarimi Target
Slot 3: Sealing Scroll
Slot 4: (Left) Belt Pouch
Slot 5: (Right) Belt Pouch

Special Slot: Weapon Holster
  • Yukata Palm Inscriptions

Special Slot: Weapon Holster
  • Chakra Conducting Kunai
Slots

Yukata Palm Inscription
  • Weapon Type: Unarmed
  • Accuracy: +2
  • Damage: -10%
  • Effect: May use handseals while equipped
  • Augment Slot 1: Lantern
  • Augment Slot 2: Vanguard
  • Augment Slot 3: Steady

Chakra Conducting Kunai
Weapons

X
Learned Jutsu said:
 
Non-Elemental
E-Rank
  • Transformation R2
  • Body Switch R2

D-Rank
  • Crystal Eye R2
  • Spirit Lantern R1
  • Cancel R2

C-Rank
  • Jutsu Sealing R2
  • One Element Sealing R2
  • Stunt Double R2
  • Elemental Clone R2
  • Barrier R2

B-Rank
  • Energy Transfer R2
  • Leech Seal R2
  • Chakra Shield R2
  • Chakra Blast R2
  • Rasengan R2

A-Rank
  • Nature's Guard R2
  • Stardust Nova R1
  • Gate of Enma R1

Earth
E-Rank
  • Stone Bullet R2
  • Gravel Shift (Doton: Jari Shifuto) R2

D-Rank
  • Earth Flow River (Doton: Doryu Taiga) R2
  • Sinkhole Fist (Doton: Kengan no Jutsu) R2
  • Mud Clone R1

C-Rank
  • Inner Earth Reflection Lure (Doton: Iwagakure no Jutsu) R2
  • Earth Flow Wave (Doton: Tsuchi Nami no Jutsu) R2
  • Rock Golem (Doton: Goremu no Jutsu) R2
  • Earthen Coating R2

B-Rank
  • Bedrock Coffin (Doton: Ganban Kyu) R2
  • Weighted Rock Technique R1
  • Earth Spiker R1
  • Antlion Sinkhole (Doton: Arijigoku no Jutsu) R2

A-Rank
  • Fist of Gaia R1
  • Earthen Magnitude (Doton: Ganseki Kuzushi) R2
  • Earthslide Wall (Doton: Doryuheki) R2
  • Petrification R1

Lightning
E-Rank
  • Thunderfist R2

D-Rank
  • Electroshock R2
  • Electrocution R2

C-Rank
  • Volt Charge R2

B-Rank
  • Chidori R2

Paper
C-Rank
  • Burst of Confetti R2
  • Origami Shower R2

B-Rank
  • Cocoon Sheets R1
  • Loose Leaf Wall R1

A-Rank
  • Maelstrom Document R1

Dust
C-Rank
  • Dust Cloud R2
  • Molecular Collision R2

B-Rank
  • Dust Assimilation R2

Metal
C-Rank
  • Quality Break R2
  • Mercury Poisoning R2

B-Rank
  • Reinforced Wall R2

Sand
C-Rank
  • Sandstorm Veil R2
  • Desert Deflection R2

B-Rank
  • Sand Coffin R2
Ninjutsu

Buffing
E-Rank
  • Grip R2

D-Rank
  • Basic Safeguard R1

C-Rank
  • Expel R2

B-Rank
  • Unbound R1
  • Endure R1

Unarmed
E-Rank
  • The One-Two R2

D-Rank
  • 4-Hit Combo R2

C-Rank
  • Roaring Combination R2

B-Rank
  • 16-Hit Combo R2

A-Rank
  • Fist of Sin R1
Taijutsu

Will
C-Rank
  • Paranoia R2

Visual
B-Rank
  • Advanced Clone R2

Kinetic
A-Rank
  • Tree Binding R2
Genjutsu

C-Rank
  • Gaze of Enslavement R2
  • Life Drain R2

B-Rank
  • Mystical Replication R2
  • Infinite Abyss R2

S-Rank
  • Avatar of Divinity R1
Kinjutsu
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