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:

Pestilence and Plague Doctor

Akako

Well-Known Ninja
Joined
Oct 7, 2012
Messages
1,921
Yen
174,550
ASP
0
[col]Subject File #KIR021: は島 (Hashima Island)

Situated on an island Northwest of what was the former Hidden Village of the Mist, Hashima is a small port town. In the last fifty years, the average population of the town always ranged from three to five thousand. Among them, 250 are born shinobi, only half of them undertaking formal training and even fewer enlisting for active duty. Most of the shinobi available are often found doing freelance mercenary work.

But, as of last five years, the population has increased almost four times in size, a rough estimate of 20,000. Refugees and survivors of The Great Freeze (SEE Subject File #KIREVE7??), mostly civilians, had migrated to the first settlement they could find. Any shinobi from the Hidden Village has, most likely, moved on loyalties to another village or has found business outside the greater Water Country.

Due to this sudden increase in the population density, basic commodities have started lacking and construction has increased, turning what had been a rural town into an urban sprawl. Despite the peaceful almost modest front of the place, civil unrest and lawlessness has started brewing among its people. Even as the people keep quiet or deny outright that the town is anything but a sanctuary, Hashima is now run by a syndicate posing as a Mercenary Guild.

最高人民 (Saiko Jinmin) or the SAIJIN Guild is believed to be a front for a human supremacist group. Not much has been uncovered about their goals. The agents we have sent to gather intel on SAIJIN have all disappeared, only to resurface weeks or even months later. Some have no recollection of their days after being sent to investigate and some do not even remember who they are. More worrisome, still, is that there is the rare one or two agents whose entire personalities have been rewritten, the individual believing themselves to be an entirely different person.

We have tried a different approach and asked agent かかし (Kakashi) to infiltrate the group as a doctor and scientist. With success, he has confirmed our theories that, somehow and for some reason, SAIJIN has been altering or removing the memories of the agents they have caught. We ask that Kakashi remain to keep us updated.

Personnel File Kakashi: オソ (Oso)

Agent Kakashi is a member of the 特殊戦術と偵察 (Tokushu Senjutsu to Teisatsu) TOSENTEI. Born Osoroshi Tsuru, he has asked for clemency from convicted crimes in exchange for his services. An agent well versed in interrogation and medical techniques, he has been sent to infiltrate SAIJIN. It is with his efforts that we have been able to compile evidence against the mercenary guild. With this, we might just have the director's approval to remove this threat.

P1_zpsw0x9guou.png
Personnel Files Jikan and Kyuuden: 医者 (Isha) and 納屋 (Naya)

Recruit 時間 (Jikan) and recruit 宮殿 (Kyuuden), real names Isha Ju and Hanayaka Keiji, claim that Project Kishu is focused on creating ultimate mass killing machines. There have been four rumoured successes but they only know of the identity of two.

One is a woman named Mizushima Nanami. They claim that the leader of the Guild has called her 疫病 (Ekibyo)... pestilence. A familiar name and a local of Hashima Island, respected as a doctor by civilians and shinobi alike. She runs a clinic downtown and we have sent agent Kakashi and one of our Yamanaka specialists in order to track this lead.

The other known entity is a more worrisome individual. In fact, the two new recruits had leashed them along upon defection, presumably in an act to save it. A creature named Aka, codename 死 (Shi). If our intel serves correct, we have found out what happened to the missing Shoukyou twin prodigies upon their disappearance. To let the public see them and possibly recognize them has political ramifications. Not to mention the repercussions that may come if any of their clan catch wind of this is terrifying. Therefore, Aka has been sent with Jikan and Kyuuden to our ground zero facility deep in Kirigakure to keep them there.

It is apparent that the two know of agent Kakashi's identity and that of Aka's.

Personnel File Geki:巫女 (Miko)

Recruit 劇 (Geki), although not a new face, has joined TOSENTEI. Shoukyou Tomiko had caught wind of the twins' location. Not surprising, considering he is a capable information broker, one that we have approached several times in the past. Having him as an official member will certainly prove beneficial.

Despite not having been a member of SAIJIN like Jikan and Kyuuden, he seems to know a lot more than he lets on. Geki states that, even before their capture, Aka has demonstrated abilities that project Kishu is trying to emulate. Dark Sages. Some of the younger personnel would even call them Death Eaters. Whatever the name, those with these dark gifts have an unnatural connection to the dead. This does not bode well if SAIJIN is, indeed, trying to make an army.

p2_zpsnzvpo0oi.png

Case Files #03080007 and #03080008: らい (Rai) and 手 (Te)

conj_zpsa47b44b8.png

Case File #06226173: 赤 (Aka)
|Project File #0008: 騎 (Ki?)

「 The second character is smudged, making it unreadable.」
Project Ki? seems to be an initiative to create an army for SAIJIN. Apparently, most of the mind alterations revolve around this project. If this is true, then it brings the troubling possibility that the agents and other victims we have recovered are sleeper agents. Agent Kakashi cannot reveal much more than this at the present, not without investigating further. However, two individuals (SEE NEW Personnel Files Jikan and Kyuuden) who have defected from the guild may provide further insight.

Project File #0004: 洗脳 (Sen'no)

Recruit Kyuuden informs us of Project Sen'no. Responsible in keeping its members in line and in taming and restructuring any caught threat, Sen'no is a thought reform system. Kyuuden was a consultant for the project, aiding in the reprogramming of individuals when they are considered a liability and helped restructure their minds in order to let them have new identities without endangering the guild. Unfortunately, as a consultant, he had only been involved in the theoretical side of the project. He does not have formal insight on how they have put Sen'no into practice. However, he has put forward the theory that SAIJIN utilizes brain surgery, shinobi medical techniques and Yamanaka's mental powers as he has met practitioners of such skill while working for them. He also cannot confirm or deny that, in conjunction with Project Kishu, that Project Sen'no is a sleeper agent scheme.

Project File #0008: 騎手 (Kishu)

Project Kishu was an initiative to create an army for SAIJIN. Was. Apparently, it was shut down just before Jikan and Kyuuden defected. As it was linked to Project Sen'no, it has been noted that one of the known successful end products, Case File Nami, does not recall her time of abduction. However, we cannot assume anything. The other known entity, Case File Aka's mental state is far beyond gone to draw any similarities.

Jikan and Kyuuden bring to light the existence of Rai and Te (SEE Case Files #03080007 and #03080008). Rai and Te are anomalies, abominations, a reanimated corpse and limb that confirms Geki's prior knowledge of the Shoukyou twins' Dark Sage capabilities. But the two recruits have bargained protective custody of these two creatures, claiming they may help in reclaiming any sanity in Aka. The SAIJIN defects claim that they were studying notes on a Dark Sage in the company's custody and that the Mercenary Guild were being asked to try and recreate certain aspects that may allow a person natural connection to the death and the inbetweens. The identity of the Dark Sage blueprint's source was unknown to them prior to the shutdown of Kishu.

However, what perturbs me are the known codenames given to these two. Ekiboy and Shi, Pestilence and Death. Agent Kakashi notes that those names, along with the fact that there is rumoured to be four successful cases before the project was stopped, alludes to the Four Horsemen of the Apocalypse from the Christian religion. Noteworthy, as it is a minor and rarely practiced religion compared to Shintoism and Buddism among the theist communities of Water Country. This might help narrow down who is truly involved with SAIJIN.


Case File #06226179: 波 (Nami)

Mizushima Nanami
Gender: Female
Age: 30
Eye Colour: Brown
Hair Colour: Brown
Height: 5'3" (1.63 m)
Weight: 133 lbs (60 kg)


Mizushima Nanami had gone missing a month prior. Although not the first to go missing from Hashima, her disappearance was well noted due to her reputation as one of the town's few medical shinobi.

She was the first shinobi in a civilian family ever since her great grandfather, the late Commander Nara Hiraku who had retired to the island after rendering his years of service to Kirigakure. Of note, genealogy shows that while her great grandfather was a Nara, her great grandmother was a Shoukyou. Although it may be negligible, considering the generation gap, it may prove important in this case as the other known Kishu entity, Aka, is from the main branch of the prestigious clan. Before her turning of age, she was the ward of her uncle Nara Ryouichi. Despite her capability to utilize chakra, she enrolled in a civilian school and did not pursue any formal training in the shinobi arts beyond self defence. Finishing her civilian studies, she had gone on to be a practicing physician and a pharmacy assistant. But Ryouichi, having a heart condition, could not continue working to support himself and his niece. Nanami was forced to train under one of the town's veteran shinobi and pursue further work as a mercenary.

Despite her lack of shinobi training in her formative years, Nanami shows great talent in the arts. She is often lauded as a quick learner, almost a prodigy. But her lack of ambition in the field held her back. The girl only wanted to learn what was necessary for the less active mercenary jobs such as courier work and espionage. She's shown a great knack for medical techniques as well, which only helped her later on as she moved on to put up her own clinic for shinobi and civilian alike. She is also a natural at her clan's shadow techniques and shows the legendary sharp wit and mind that the Nara were well known for.

Unlike most mercenaries, she does not go through the SAIJIN's guild official channels and is one of the rare freelancers in the town. Therefore, anyone who wished to hire her for her skills must visit her at her clinic. She is strict with her contract as well, laying out actual paperwork with terms and agreements for her clients. Despite all the trouble it takes to hire her, it seems she has loyal clients who wishes to work with her and her alone due to her trustworthy nature.

Before the discovery of Case File Aka, we did not thoroughly investigate Doctor Mizushima as her background and ethics proved clean. We have, however, offered her to join as a member once which she rejected, five years prior. However, we have now sent agent Kakashi and one of our Yamanaka recruits to see if she remains harmless after her resurfacing.

Although Case File Aka had, presumably, received her Dark Sage capabilities in the traditional way, it brings question as to how close the artificially replicated Death Eaters are. With doctor Nanami having a clean and open history, it does not seem likely that she had attained the connection with the dead prior to her disappearance and possible experimentation.

One cannot deny though that she is much closer to death in comparison with before, upon further observation. Her new unknown capabilities are not hampering her abilities as a doctor and neither are they endangering those she takes care of. If anything, the survival rates of her more critical patients have increased since her reappearance. Miracles. The civilians have started calling her a miracle worker, with how many she's brought back from the brink of death. But, apparently, this has previously unforeseen circumstances. Intelligence has gathered that every time she has managed a miraculous feat of medicine, a death is reported in another part of Hashima.

Perhaps more unsettling is that some of the corpses of the deceased linked to this case have disappeared and were spotted later as reanimated creatures much like Case File Rai and Te. Unlike Rai and Te though, they are mindless and rabid, forcing our recon agents to deal with them as swiftly and as cleanly as possible to avoid a public panic.

This may be due in part to the fact that Case File Nami is unaware of her new status as a Dark Sage. The quality of her creations may also be due to her lack of experience and control, in comparison with Case File Aka who, despite their current reduced mental state, can still maintain much more intelligent summons.

But if she is unwittingly, unknowingly trading life for life, we may have to ask her to stop her medical practice until she has better mastery over her technique. That is, of course, if she believes us in the first place. Later investigation has shown that she does not recall any of the experimentation done to her and will not believe that she has any form of Kinjutsu. Perhaps showing her the blunt truth will work. Or perhaps it may activate anything hidden in her mind that will turn her into the Horseman we presume she is.

Whatever the case, the director orders that this will be handled delicately and she will be treated just as another victim of SAIJIN's syndicate operation. Unless she becomes an active threat, TOSENTEI will have to do situation control.

Agent Kakashi shows interest in how the woman holds herself. Despite being a fairly capable shinobi, the woman acts and even seems like an everyday civilian unless one is informed beforehand. Even in speech and mannerism, she isn't like your typical shinobi. She rejects any claims of her being anything but average as well, claiming that "[She] was just a small town doctor, helping out her fellow man". This was not pushed as it was not relevant to the case. Care must be taken, of course, if she shows further sign of persecution complex.

Indeed, appearances can be deceiving with shinobi, moreso with one that is quick to deny that she is one. Her reasoning is that, despite her occasional mercenary work, she is no more shinobi than a civilian security guard.

One would not even think she is a proper shinobi. For one, she is short and, although of average weight by civilian standards, may be considered overweight by shinobi ones. Her plain brown hair and plain brown eyes defy the logic that, along with their chakra, most shinobi often gain some form of mutation that makes them easy to differentiate from civilians without some form of effort on their part. She lacks offensive, defensive or even camouflage attire of any sort. In fact, her usual almost signature attire is an orange, long sleeved turtleneck, a skirt and stockings underneath her white doctor's coat. Shoes called Mary Janes and glasses that may prove more liability than anything completes the civilian facade.

When her patients are brought up, her demeanour shifts greatly into that of a caring and affable individual. It seems she is passionate about her line of work and those she works with. Hearsay is that, when her clinic was still new, a would be client threatened the safety of those in the clinic if Nanami did not work for her. The client left Hashima after a private conversation with the doctor and never returned again.

Broaching the topic of her disappearance, the doctor is closed off and silent about it. Several repeated visits however and a clearance from the local lawful enforcement manages to force her hand. She claims that a loyal client had hired her, right before her disappearance, for a delivery mission. It was a simple mission on paper except that it took her to another country altogether. Then, she added, upon further interrogation, that the client had asked her memory of the mission be removed for confidentiality purposes. She could offer no more than that and we countered it by asking her if she'd let our Yamanaka recruit check for tampering. Our Yamanaka had detected no further damage to her mind, beyond the gap in memory.

We would have kept up contact, insisting on daily sessions with our recruit to make doubly sure that nothing else had been put in her mind. For the safety of her patients and fellow townsmen, we assured her. And she had acquiesced. Further reports however, will have to wait, as agents Kakashi and Geki must now tail her in another mission to the land of Wind.[/col]
 
Primary Statistics
<i>
</i>
[col]
Ninjutsu: 600
Genjutsu: 600
Taijutsu: 600
Agility: 600
Stamina: 600
Chakra Control: 600
|[progress]100[/progress]
[progress]100[/progress]
[progress]100[/progress]
[progress]100[/progress]
[progress]100[/progress]
[progress]100[/progress][/col]



Secondary Statistics
[col]Class:

  • Plague Doctor
    HP: (55+lvl) x stamina
    CP: (45+lvl) x chakra control
    Class Bonus: Kinjutsu
    High: Ninjutsu Accuracy
    Average: Melee Accuracy, Evasion, Gen DC
    Low: Ranged Accuracy, Puppet Accuracy

Advanced Shop Purchases:


Abilities

  • Medic: Combat Medic
    Shinobi 101: Ninjutsu - ???
    Nara: Strategy
    1: Fearless
    2: Hyperactive
    3: Duelist
    4: Elementalist
    5: Jutsu Mastery
    6: Jutsu Creator
    7: Jutsu Expansion
    8: Teamwork
    9: Kinjutsu
    10: Kinjutsu
    11: Kinjutsu
|Weapons

  • -
    -
    Damage Type: -
    Acc/Dmg Modifier: -

Full Inventory

  • Item Slot 1: Belt Pouch (Silver Bell x3; Signal Flare)
    Item Slot 2: Belt Pouch (Water Balloon x2; Blood Pill x3)
    Item Slot 3: Belt Pouch (Kawarimi Target; Kawarimi Target)
    Item Slot 4: Belt Pouch (Kawarimi Target; Kawarimi Target)
    Item Slot 5: Headset

Majors and Minors

  • Basic Elements
    Fire: Minored; Free Minor
    Water: Majored; Mastered All
    Earth: Majored; Mastered All
    Wind: N/A
    Lightning: Majored; Free Major
    Non-Elemental: Minored; Mastered Half

    Advanced Elements
    Vapour: Unlocked (Water-Fire)
    Acid: Unlocked (Water-Lightning)
    Crystal: Unlocked (Water-Earth)
    Metal: Unlocked (Earth-NE)
    Shadow: Unlocked (Nara)
[/col]
 
Kinjutsu and Bloodline
[col]Kinjutsu: Dark Sage

  • Dead Soul Technique [C-Mastered]
    Resurrection Technique: Corpse Soil [B-Mastered]
    Reaper Death Seal [B-Mastered]
    Malevolent Sealing [A-Mastered]
    Scorn of the Lich [Mastered]
    Summoning: Impure World Ressurection [S-Mastered]

Bloodline: Nara

A rather odd, yet unique clan native to the Fire country, those of the Nara clan are gifted with two unique mental traits that surpass all other shinobi; their uncanny Intelligence that can easily be higher and sharper than Multiple shinobi combined...and their incredible laziness when it comes down to putting forth any amount of work or energy. The Nara are undeniably some of the sharpest geniuses in the world, their minds thinking both swiftly and possessing the ability to think multiple lines of thoughts simultaneously and have each arrive to conclusions faster than normal shinobi can process one thought. Yet, their laziness seems to be a birthright just as much as their intelligence, and the Nara have absolutely no motivation other than napping under the clouds all day. their abilities aren't simply limited to being Mental; Each possesses the ability to use a special type of jutsu that involves manipulating the shadows of themselves and their environment to a variety of effects.

Note: All Nara Techniques are considered Shadow Element.


Slippery Mind - Passive
Nara clansmen are naturally smart and quick on their feet, formulating multiple courses of actions for nearly any scenario imaginable in mere seconds...and nearly subconsciously as well. a Nara can easily disassemble even the smallest of actons and understand the true intents and stratagies of those fighting them, even be able to deduce and guess at their target's lines of thoughts with precise accuracy by simply studying their movements and actions for a few seconds. No matter how well thought out, there is almost no way to fool a Nara through even complex courses of actions.

Rank 1: +1 Gen Save and Awareness.
Rank 2: +1.5 Gen Save and Awareness.
Rank 3: +2 Gen Save and Awareness.

Notes:
- At all ranks, all penalties from genjutsu are reduced by 1 debuff or 5%.



Shadow Tactics - Passive
The Nara have a unique affinity to shadows and shade of all types, and by simply remaining within the cover of shadows, they are able to manipulate them to assist themselves naturally, the Nara becoming, stronger, so long as they remain within the cover of darkness, no matter how weak.

Rank 1: +5% Damage while in shade. While maintaining a bind or resting, they gain +1% HP/CP per round.
Rank 2: +5% Damage, +.5 Accuracy while in shade. While maintaining a bind or resting, they gain +2% HP/CP per round
Rank 3: +10% Damage, +1 Accuracy while in shade. While maintaining a bind or resting, they gain +3% HP/CP per round.



Shadow Bend - Passive
The Nara clan are known for its intricate skills involving the manipulation of shadows. This ability allows the Nara to fabricate techniques from the voids of darkness to strike their targets in a myriad of ways.

Rank 1: May convert Fire and Water Jutsu into Shadow by paying an additional 20% Chakra Cost.
Rank 2: May convert Fire and Water Jutsu into Shadow by paying an additional 10% Chakra Cost.
Rank 3: May convert Fire and Water Jutsu into Shadow at no extra cost.

Notes:
- All Shadow jutsu receive +5% Damage per rank.
- The Nara automatically has access to the Shadow element.
- All techniques used with this are treated as Shadow element.



Nara Strategy - Passive
Almost as if the gods created the title "Tensai" only for those of Nara blood, the clan tightly guards secret levels of strategy that is said to be without peer, although the amount of study it requires to reach this level of mastery might be what burns them out and turns them so commonly lazy. This skill does not require nor stack with regular Strategy.

Rank 1: The Nara is treated as if having the Strategy Ability
Rank 2: Strategy now has +1 prepared slot available.
Rank 3: Strategy now has +2 prepared slots available.

Notes:
- Strategy does not count towards their ability Limit.



Shadow Possession- Shadow Binding Technique
A unique jutsu in which the Nara are capable of manipulating their own shadows size and shape in an attempt to bind themselves to their target by connecting their shadows. The shadow moves slow, and is easily avoided by the attentive, often requiring the Nara to make a quick diversion to use this successfully. However, once successful, any physical action the user performs is perfectly imitated the the victim.

Rank 1: Binds a single target at -6 Accuracy
Rank 2: Binds up to two targets at -5 Accuracy.
Rank 3: Binds up to three targets at -4 Accuracy.

Costs: 1 AP. 400 Cp per target, 100 Cp/Rnd per target.

Notes:
- This technique suffers -1 Accuracy for each target after the first.
- The bound victim cannot move. They may however use Ninjutsu or Genjutsu that do not require handseals.
- The victim may pay 1 AP for a 15% Chance to Escape the bind.
- If the user attacks the victim then this bind is broken (with the victim receiving -3 Dodge to the attack). If the victim takes damage then this bind is dispelled.
- If the user takes more than 10% of their Max HP as damage from one attack then, this bind is dispelled.
- The user may use Shadow Neck Bind at 0 AP Timing while maintaining this bind. Shadow Neck Bind does not break this bind.



Shadow Neck Bind - Shadow Strangulation Jutsu
While an opponent is caught inside the user's Shadow Possession jutsu, the Nara clansmen may expend extra chakra to have their own shadow reach up and interact to the bound opponent in any way the Nara see's fit or imagines. However, the Nara clansmen may not move while performing this technique, leaving them vulnerable when facing multiple opponents.

Rank 1: Strangles a bound enemy with shadows, dealing 1490 Dmg/Rnd.
Rank 2: Strangles a bound enemy with shadows, dealing 1860 Dmg/Rnd.
Rank 3: Strangles a bound enemy with shadows, dealing 2230 Dmg/Rnd.

Costs:
Rank 1 Cost: 2 AP, 450 Cp to Initiate per target, 225 Cp/Rnd per target.
Rank 2 Cost: 2 AP, 560 Cp to Initiate per target, 280 Cp/Rnd per target.
Rank 3 Cost: 2 AP, 680 Cp to Initiate per target, 340 Cp/Rnd per target.

Notes:
- Lasts up to three rounds, then must be Reused.
- When in use, the user suffers -3 Dodge.
- Can only be used on a target effected by Shadow Possession.
- Each rank of this jutsu gives the victim a +20%/15%/10% chance of breaking free from Shadow Possession per rank of this jutsu used.
- Damage cannot be increased or reduced.
- This may only effect a target once a round.|Shadow Constriction - Shadow Restraining Technique
A technique which uses the Nara clansmen's chakra to cause shadows in the form of hands to extend from shady ground, grabbing the opponent. This kind of shadow binding can be escaped through force, and resisted easily, though is much quicker and difficult to avoid compared to Shadow Possession.

Rank 1: Creates 3 hands of shadows that attempt to grab a target each at -2 Accuracy.
Rank 2: Creates 4 hands of shadows that attempt to grab a target each at -1.5 Accuracy.
Rank 3: Creates 4 hands of shadows that attempt to grab a target each at -1 Accuracy.

Cost: 2 AP, 600 Cp to initiate, 150 Chakra/Round to maintain

Notes:
- If the opponent is caught by 1 or more hands they receive a -1.5 to their dodge, plus -.5 for every hand after the first.
- At the time of casting the user must remain stationary, giving them a -3 dodge to the next technique aimed at them. Once it has been cast the user may move as normal.



Displacement Shade - Activated Passive
The Nara clansmen have become proficient enough with their special affinity to shadows, that through careful manipulation of the their chakra, they can emulate the effect of their own techniques through their shades and strike literally from the shadows. It is rumored that at the Nara can even the possess the shadows of the enemy and turn them against them. However, as these are handseal based, shadow techniques of the clan as well as non-handseal jutsu cannot be given the same effect.

Rank 1: The Nara can delay a Ninjutsu up to one round, to be used from their shadow at a later point.
Rank 2: The Nara can delay a Ninjutsu up to two rounds, to be used from their shadow at a later point.
Rank 3: The Nara can delay a Ninjutsu up to three rounds, to be used from their shadow at a later point.

Special Action: The Nara can use the jutsu from any shadows in sight, including that of the enemy instead of their own shadow. Doing so this way doubles the additional Cp cost, but has a 20% chance of being treated as a sneak attack per round delayed.

Cost: +20% Ap and +15% Cp per round Delayed. The amount of time delayed is chosen when using this technique.

Notes:
- a Jutsu must be delayed by 1 round, minimum.
- This is modded as if it costs no Ap.
- Can only be used twice per round
- Can only be used with Ninjutsu, and cannot be used with the Jutsu Creator ability.
- Delayed Ninjutsu gain +1 Accuracy per round Delayed.



Shadow Threads - Shadow Jutsu
Unlike the slower, more subtle Shadow Binding Technique, the Shadow threads send the user's shadow out in a tangle of searching tendrils that spring off of the ground like dark threads and can either be used to spear or ensnare the enemy. The user can have the threads do a combination of these, some spearing and some catching, making this a very versatile technique.

Rank 1: Creates 6 threads that spear the enemy, each dealing 295 piercing damage at +2 Accuracy. Instead of spearing a target, A thread may bind them, inflicting a -.5 dodge/accuracy penalty plus -.5 dodge/accuracy for each thread beyond the first that catches them.
Rank 2: Creates 7 threads that spear the enemy, each dealing 315 piercing damage at +2 Accuracy. Instead of spearing a target, A thread may bind them inflicting a -1 dodge/accuracy penalty plus -.5 dodge/accuracy for each thread beyond the first that catches them.
Rank 3: Creates 8 threads that spear the enemy, each dealing 330 piercing damage at +2 Accuracy. Instead of spearing a target, A thread may bind them, inflicting a -1.5 dodge/accuracy penalty plus -.5 dodge/accuracy for each thread beyond the first that catches them.

Costs:
Rank 1 Cost: 2.5 AP, 640 Cp to Initiate, 50 Cp/Rnd per thread.
Rank 2 Cost: 2.5 AP, 800 Cp to Initiate, 55 Cp/Rnd per thread.
Rank 3 Cost: 2.5 AP, 960 Cp to Initiate, 60 Cp/Rnd per thread.

Notes:
- This can be split against multiple targets.
- This jutsu gains all buffs applying to Ninjutsu.
- The user cannot use any jutsu other than Shadow Threads or move while maintaining the snare, losing -4 Dodge.
- Tn addition to the secondary penalty, each thread restrains the victim's actions, giving them a 4% chance to fail an action for each thread.
- This jutsu is dispelled if the user takes damage equal to 15% their Max Hp in a round.



Negative Space - Shadow Genjutsu
A Genjutsu that originated as a prank, its effects in combat are said to be similar to that of the Shadow Dance... Assuming you ever got to see the Nara after they appear behind your back. The Nara appears to vanish in the eye's of the target, their body seeming to be engulfed by shadows and masking all sounds, leaving behind only the image of their own shadow with gleaming eyes staring up at the target in a threatening fashion.

Rank 1: Causes a target to see the Nara fade into shadows and away from view. The Nara is treated as if in Stealth Mode until their next attack. After they have made an attack they are no longer in stealth. At the end of the round, the user gains a +2 Stealth bonus to a stealth check.
Rank 2: Causes a target to see the Nara fade into shadows and away from view. The Nara is treated as if in Stealth Mode until their next attack. After they have made an attack they are no longer in stealth. At the end of the round, the user gains a +3 Stealth bonus to a stealth check.

Cost: 2.5 AP, 840 Cp to initiate, 280 Cp/Rnd.

Notes:
- Functions as a Will/Visual/Audial Genjutsu.
- May only be used on one target at a time.
- Requires a Genjutsu DC check at the start of each round.
- Should the victim succeed in a stealth check, they gain +2 Gen Save to the next round's Genjutsu check.



Shadow Dimension - Shadow Void Jutsu
The ultimate technique of the Nara clan. This jutsu draws forth all shadows in the area to the user, then begin to form a black dome that rapidly expands to cover the area. This dome creates a haven for the Nara, and a hellish realm of shadows for any deemed as the Nara's enemy. Completely Isolated from the outside world, this nearly impenetrable void essentially seals off those within from any allies they may have had, instead trapping them in a world of malicious shades which obey the Nara's wishes.

Rank 1: Creates a void of the darkest shadows that traps a single target with the Nara. While within this realm, the Nara gains the ability to sense the target through shadows, gaining +1 Accuracy and the shadows harm the user's enemy dealing 1500 Damage at the start of each round. The Nara and the target of this jutsu cannot interact, or be interacted with, in any way with those outside this Dome. The user gains +3 against all attempts at entering/exiting this dome.
Rank 2: Creates a void of the darkest shadows that trap any amount of targets with the Nara. While within this realm, the Nara gains the ability to sense the targets through shadows, gaining +2 Accuracy and the shadows harm the user's enemies dealing 2000 Damage at the start of each round. The Nara and the targets of this jutsu cannot interact, or be interacted with, in any way with those outside this Dome. The user gains +5 against all attempts at entering/exiting this dome.

Costs:
Rank 1: 3 AP, 2200 chakra to initiate, 1050 Cp/Rnd to maintain.
Rank 2: 3 AP, 2750 chakra to initiate, 1300 CP/Rnd to maintain.

Notes:
- This jutsu ends immediately once the user is knocked out.
- Shadow damage uses Ninjutsu Accuracy, and can be increased by Ninjutsu Buffs.
- Attempting to exit or enter the shadow dome requires a ninjutsu Check against the user.[/col]
 
Shinobi Techniques
[col3]Water
Pressurized Mist [E-Mastered]
Water Gun [E-Mastered]
Water Whip [D-Mastered]
Aqua Fang [D-Mastered]
Rinse Off [D-Mastered]
Grand Waterfall [C-Mastered]
Impaling Hydro Jet [C-Mastered]
Water Prison [C-Mastered]
Rain Dance [C-Mastered]
Torrential Vortex [B-Mastered]
Hydro Tidal Shockwave [B-Mastered]
Water Shark Bomb [B-Mastered]
Mystical Pond [B-Mastered]
Grand Hydra Excavation [A-Mastered]
Water Dragon Bullet [A-Mastered]
Scorn Of Aquarius [A-Mastered]
Supreme Aqua Realm [A-Mastered]

Earth
Stone Bullet [E-Mastered]
Gravel Shift [E-Mastered]
Earth Flow River [D-Mastered]
Sinkhole Fist [D-Mastered]
Mud Clone [D-Mastered]
Inner Earth Reflection Lure [C-Mastered]
Earth Flow Wave [C-Mastered]
Rock Golem [C-Mastered]
Earthen Coating [C-Mastered]
Bedrock Coffin [B-Mastered]
Weighted Rock Technique [B-Mastered]
Earth Spiker [B-Mastered]
Antlion Sinkhole [B-Mastered]
Fist of Gaia [A-Mastered]
Earthen Magnitude[A-Mastered]
Earth Slide Wall [A-Mastered]
Petrification [A-Mastered]

Lightning
Storm Bolt [E-Mastered]
Thunderfist [E-Mastered]
Thunderclap [D-Mastered]
Electroshock [D-Mastered]
Electrocution [D-Mastered]
Zeus Flash [C-Mastered]
Lightning Torrent [C-Mastered]
Thunderstruck [C-Mastered]
Volt Charge [C-Mastered]
Gigavolt Cannon [B1]
Chidori [B1]
Lightning Beast [B1]
Amp Field [B1]
Raijin's Revenge [A1]
Chidori Control [A1]
Kirin [A1]
Thunderdome [A1]

Wind
Wind Slash [E-Mastered]
Pressure Burst [E-Mastered]
Whirlwind Spin [D1]
Air Bullet [D1]
Shredding Touch [D1]
Wind Scythe [C1]
Tempest [C1]
Gale Force [C1]
Wind Release [C1]
Great Wind Scythe [B1]
Wind Scar [B1]
Vacuum Sphere [B1]
Cyclone Movement [B1]
Tatsumaki [A1]
Hurricane [A1]

Fire
Infernal Ember [E-Mastered]|Non-Elemental
Transformation [E-Mastered]
Body Switch [E-Mastered]
Combination Transformation [D-Mastered]
Crystal Eye [D-Mastered]
Cancel [D-Mastered]
Spirit Lantern [D-Mastered]
One Element Sealing [C-Mastered]
Elemental Clone [C-Mastered]
Barrier [C-Mastered]
Leech Seal [B-Mastered]
Rasengan [B-Mastered]
Perfected Rasengan [A-Mastered]
Curse Sealing [A-Mastered]

Medical
Mystical Hand [D-Mastered]
Coagulation [D-Mastered]
Skeletal Fortification [C-Mastered]
System Shock [C-Mastered]
System Restoration [C-Mastered]
Medical Assistant [B-Mastered]
Medical Ward [B-Mastered]
Tranquilize [B-Mastered]
Mystical Force [B-Mastered]
Angelic Blessing [A-Mastered]
Regeneration [A-Mastered]
Pristine Aura [A-Mastered]
Resuscitate [A-Mastered]

ANBU
Critical Exposure [D-Mastered]
Mask Summon [D-Mastered]
Snapshot [C-Mastered]
Chakra Sense [C-Mastered]
Active Camo [C-Mastered]
Mental Infiltration [C-Mastered]

Unarmed
Uncalled-for Shot [D-Mastered]
Dynamic Entry [E-Mastered]
Dynamic Finish [E-Mastered]

Kinetic (De-buffing) Genjutsu
Silly Fingers [C-Mastered]
Phoenix Embrace [B-Mastered]
Petrification [B-Mastered]
Lingering Spark [B-Mastered]
Pox [B-Mastered]
Curse of the Leper [A-Mastered]
Hemorragic Fever [A-Mastered]
Shared Torment [A-Mastered]

Visual (De-buffing) Genjutsu
Black Flash [C-Mastered]
After-Image [C-Mastered]
Verse of Darkness [C-Mastered]
Perception Filter [B-Mastered]
Night [A-Mastered]

Will (De-buffing) Genjutsu
Black Out [C-Mastered]
Paranoia [C-Mastered]
Betrayal [B-Mastered]
Temple of Nirvana [A-Mastered]|Vapour
Hidden Mist [C-Mastered]
Blinding Fog [C-Mastered]
Bloody Mist [C-Mastered]
Mist Ball [C-Mastered]
White Mist [B-Mastered]
Burning Mist [B-Mastered]
Rolling Fog [B-Mastered]
Vapor Punch [B-Mastered]
Suffocating Fog [A-Mastered]
Ether Strike [A-Mastered]
Black Mist [A-Mastered]
Steam Snare [A-Mastered]

Crystal
Topaz Tempest [C-Mastered]
Fluorite Spikes [C-Mastered]
Emerald Emitter [C-Mastered]
Ruby Rain [C-Mastered]
Goldstone Clutch [B-Mastered]
Moonstone Shower [B-Mastered]
Sapphire Storm [B-Mastered]
Amethyst Casing [B-Mastered]
Diamond Cutter [A-Mastered]
Obsidian Dragon [A-Mastered]
Amber Beacon [A-Mastered]
Crystalline Passage [A-Mastered]

Acid
Acid Rain [C-Mastered]
Weapon Corrosion [C-Mastered]
Lactic Buildup [C-Mastered]
Citric Burn [C-Mastered]
Acid Clone [B-Mastered]
Acidic Sweat [B-Mastered]
Fangs of the Komodo [B-Mastered]
Dust of Lye [B-Mastered]
Negative pH [A-Mastered]
Royal Water [A-Mastered]
Heartburn Disorder [A-Mastered]
Lure of the Flytrap [A-Mastered]

Metal
Steel Slam [C-Mastered]
Quality Break [C-Mastered]
Mercury Poisoning [C-Mastered]
Steel Clone [C-Mastered]
Alloy Spiral [B-Mastered]
Reinforced Wall [B-Mastered]
Iron Breakout [B-Mastered]
Density Crush [B-Mastered]
Silver Flash [A-Mastered]
Senbon Coating [A-Mastered]
Burdening Touch [A-Mastered]
Superalloy Tempest [A-Mastered]

Kinjutsu
Dead Soul Technique [C-Mastered]
Resurrection Technique: Corpse Soil [B-Mastered]
Reaper Death Seal [B-Mastered]
Malevolent Sealing [A-Mastered]
Scorn of the Lich [Mastered]
Summoning: Impure World Ressurection [S-Mastered][/col3]
 

Current Ninpocho Time:

Back
Top