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:

Punch, Stab, Repeat[Kahako's Dojo]

I would like to update my Core Ability

Core Ability unlocked: Water Adept (Paper trail)
NEW PL:1776 (20 CA points)


Inner Reservoir (2 points)
Master Water Manipulation (3 points)
Healing Waters (2 points)
Pressurize (3 points)
Liquid Efficiency (3 points)(Purchasing 2 more times)
Liquid State (2 points)
Fluid Motion (2 points)
Aqua Charge(2 points)


Core Ability Table
[fontsize="12"]A shinobi with Water Adept is incredibly attuned with the elements of Water. They can perform acts like no normal shinobi, and harness water as both a destructive and restorative power.

Inner Reservoir<i></i> - Passive (2 points)
Ninjas with a water adept 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.

Master Water Manipulation<i></i> - Passive (3 points)
Restriction: C Rank and up
Master water adepts can generate water no matter where they are using any of their chakra, not just their special reserves; this makes their water jutsu more powerful than that of any other shinobi.
Effect: +15% Water Damage

Liquid Efficiency<i></i> - Boost (1 point)
Restriction - Can only be purchased a maximum of 3 times.
Water is not always a luxury that is at hand. Vital as it is, conservation of water is essential, especially for one whose powers come from it. Water adepts with this ability can spend less chakra when using water jutsu, thereby conserving energy.
Effect: Water jutsu cost 5% less chakra, including maintain costs.

Healing Waters<i></i> - Dependent Special Move (2 points)
Restriction: C Rank and up
Water is not only a destructive force, but the source of all life; without water, nothing can survive. Under this philosophy, water adepts can channel water jutsu designed to hurt and maim into the healing aspect of water.
Effect: Water jutsu may be used to heal instead of hurt. Area-effect water jutsu will heal anyone within the area of effect, friend or foe regardless. The affected jutsu costs +20% CP. Is only effected by Water buffs. Can only be used once per round.

Pressurize<i></i> - Dependent Special Move (3 points)
Water is a curious thing; depending on the volume and pressure it can be a pleasant shower or a viscous Tsunami. This skill allows water users to boost the strength of their techniques by condensing the pressure tremendously; with an impact strong enough to pierce through even boulders.
Effect: The user may allow a single Water-based Jutsu to go through barriers to damage targets on the other side normally as well as damaging the barriers. If the user criticals with this jutsu, the barrier receives 3x damage. A specific target may only have this used against them once every other round.

Liquid State<i></i> - Water Ninjutsu (1 point, 1 to rank up)
Restriction- A Rank and up
Through a keen understanding of water and all its various properties along with their innate connection, master water adepts can turn themselves into liquid, giving them resistances to various elements and near immunity to many forms of attack.
Rank 1: User becomes liquid and can take any shape of their choice, as long as the total volume remains the same. While liquid, physical attacks they make deal 50% damage. If the user has Water Absorb, they are immune to all Water jutsu and heal 30% damage from them as well as gaining +5%/+1 from water-based buffs; if not, they only heal 10% and become immune to water-based debuffs. Bleeding chance is reduced by 15%, and 5% extra to get to R5. All Taijutsu attacks deal 10% less damage to the user, and Called Shots are 10% less likely to succeed. User can use Healing Waters once per round whether they know it or not, and cannot target self with own water jutsu outside of Healing Waters. User takes 15% more damage from Lightning jutsu in this state and deals 10% more damage with Water jutsu.
Rank 2: User becomes liquid and can take any shape of their choice, as long as the total volume remains the same. While liquid, physical attacks they make deal 60% damage. If the user has Water Absorb, they are immune to all Water jutsu and heal 40% damage from them as well as gaining +5%/+1 from water-based buffs; if not, they only heal 20% and become immune to water-based debuffs. Bleeding chance is reduced by 20%, and 5% extra to get to R5. All Taijutsu attacks deal 15% less damage to the user, and Called Shots are 15% less likely to succeed. User can use Healing Waters once per round if they do not know it, and twice per round if they do. User cannot target self with own water jutsu outside of Healing Waters. User takes 10% more damage from Lightning jutsu in this state and deals 15% more damage with Water jutsu.

Cost: 2400CP and 3AP, 800CP/round to maintain

Notes:
- This counts as a Chakra Armor.[/fontsize]

Fluid Motion<i></i> - Passive (2 Points)
Water is their native territory, and their blood. Water Adept simply seem to glide in the water. The rain itself also seems to grant them special bonuses to their movement and allowing them to move faster than their opponents.
Effect: The user is faster after casting a water jutsu, granting a +2 dodge bonus. When any AoE Water Jutsu has been cast that round by anyone, the Water Adept gains a +3 dodge bonus. Lasts the remainder of the round, and does not stack with itself.

Aqua Charge <i></i> - Dependent Special Move (2 Points)
Restriction- Must have Inner Reservoir
A water user's jutsu can be charged up in order for them to unleash a tidal wave on their opponents. This is a specialty peculiar to water users who have an innate pool of the element's mystical chakra housed within them
Effect: By increasing the chakra cost for a water jutsu by +10%, they can increase the damage by +5% and accuracy by +.5. This move only works on offensive jutsu and may stack up to three times on a single jutsu. Jutsu used with this skill require the additional CP used to be from Inner Reservoir.

I would also like to add an ability
[legend="Healing Factor"]Though Kahako would never regret it, she didn’t realize the physical toll it would take to sustain Satou’s hunger. At first, when he started to feed from her regularly, she felt weak. She physically paled and no matter how much sleep she maintained, she was always tired. Fortunately, Kahako was a doctor and had quick access to what she needed to fight her newly acquired anemia. Immediately, she started to cast a jutsu that forced her blood cells to regenerate at an abnormal pace after each ‘meal’. Soon after, (in order to save her energy) she began taking a serious regimen of blood pills. After a while, her body grew accustomed to the rapid flow and succession of blood, and she found that her body naturally started to close the bite marks she would receive from her demonic companion much faster compared to when they first started on this dark journey.[/legend]

Total abilities after this request:
0: Combat Medic
1:Teamwork
2:Quick Reaction
3:Transmit Life
4: Water Style
5: Conservative Motion
6: Acrobatics
7: Deflection
8: Healing Factor
 
Kahako to gain an advance affinity in Ice:
Kahako said:
Have you ever seen a woman angry? On some women, it’s absolutely adorable. They’ll thrash around, maybe toss a few things, and all you can think about is either hugging the anger away or doing some… other interesting activities…

And then there are women who get what people call the ‘oh, shit I fucked up’ kind of angry. These women are the ones you hightail the fuck out of Dodge for. Like a Sith lord having a bitch fit, destroying everything he can reach in a room while two passing guards decide 'they don’t want to deal with that,' and turn around before reaching the door.

Kahako was one of the latter kind of women. Granted, it was rare, and most people only saw Kahako in her ‘extremely irritated’ phase. If she ever got angry… REALLY angry… you could literally feel it. It happened once with Ayumu. As couples do, they got into a disagreement. One thing lead to another, and the man had the unfortunate luck to say something he shouldn’t have.

It was dead silent as Kahako stared at him with eyes ablaze. Then came a distinct rumbling. That quickly grew louder. Suddenly, a movement by the Sennin’s kitchen sink was distinctly noticeable. When he looked over, he realized a second too late that frost had accumulated over the rapidly shaking faucet.

The poor metal never stood a chance. Flying off the pipe, it vaulted across the room shattering glass. The water that gushed out immediately froze in what could have been considered a beautiful display of frozen fountain work. Then his sixth sense picked up a prickling feeling as he had but a split second to dodge an ice spike. There was no real intention to harm behind the toss, so it was easy enough to evade. But the message was clear.

Get. the. fuck. out.

Which he promptly ignored, because-come on-this was his home. Which only made Kahako angrier. and another pipe started to rattle in his nearby bathroom. Quick to save a complete reworking of his apartment’s water system, he threw up a quick body bind. It caught her off guard long enough for him to tackle her to the ground, followed by passionate hugging, head petting, and deep, deep apologies.

That was the day they both learned that Kahako could perform ice jutsu.
WC: 390
 
Getting new abilities (About to post a request for an extra abilities slot in training. Will link when done) Edit: Request here.
Current:
0: Combat Medic
1:Teamwork
2:Quick Reaction
3:Transmit Life
4: Water Style
5: Conservative Motion
6: Acrobatics
7: Deflection
8: Healing Factor

PICKING UP:
Jutsu Expansion
Supercharge
Elementalist

[spoilername="RP for the three above"]Excerpt from this post: https://www.ninpocho.com/viewtopic.php?p=275172#p271683
Code:
<i>
</i>Paragraphs 3-5
...If given the opportunity, Kahako would make her way to the open spot next to her new acquaintance. A small layer of snow accumulated along the back and seat, signaling to her that this stranger had been wallowing in his grief for a good while before she came across. Pulling her hand out of her pocket again, she lifted her palm to the seat before pausing. Hesitation washed over her face for but a brief second, before disappearing just as quickly. She was leaving in a few days. It wouldn’t do her or her comrades any good if she was completely afraid to use the one thing that would protect them all on their mission.

With a brief lift of her hand and wave to the side, the thin layer of snow followed the motion into the air briefly before falling to the side in a quiet ‘plop.’ The bench seat remained frigid cold, but the wood and metal was now dry. Tatsuo would feel an almost unnoticeable lift of weight from his head, as the small amount of water from the snow that melted into his hair also lifted into the air and flew off to the side. Another smile graced Kahako’s face as she massaged the hand she just used. “I apologize,” she said referring the use of her chakra on him without permission. “It’s been a while, and clearly I am out of practice.” With that, she sat next to them as they once more fell into silence.

Once fully situated on the bench, Kahako closed her eyes and focused inward to see if her mental defenses remained intact. She took a minute to confirm the small amount of chakra use wasn’t going to drive Sakana into a frenzy. Assured that all was well for the moment, Kahako return to the situation she found herself in at present... 

311wc
[/spoilername]

Hyperactive
[spoilername="RP for one above"]Excerpt from this post: https://www.ninpocho.com/viewtopic.php?p=272976#p272281
Code:
<i>
</i>Starts at end of paragraph 2 ends at paragraph 4.


"...Today, as they approached one particular door, Kahako recognized it as the entryway to the small clinic they were offered in the building, and her body naturally tensed.

All the supplies they ever needed for the ANBU resided in this small clinic. The decently sized room of white was agreed upon to ensure nothing nefarious slipped in through the SH members. They did not follow all the same rules and regulations that the ANBU did for vetting. As a result, they were not trusted enough to bring in their own supplies. Everything was requisitioned by the ANBU, at Kahako's suggestion.

Granted, it was nothing like the hospital. Most of the time, they were supplied with just enough for one job: Make sure the patient didn’t die. Anything more serious required extensive paperwork and a heavily guarded unit of ANBU to participate in a transfer to the Aesculapium. Then the job of the Sentou became: make sure the patient doesn’t die while you wait for the red tape to be cleared away and bureaucracy to take its course. Despite the large task, the Sentou didn't need a lot in the opinion of the higher-ups. Oftentimes, Kahako found a certain thrill in getting creative. Sometimes it was just plain annoying. But this was the agreement between the two branches to ensure one didn’t encroach upon the authority of the other.

So, knowing what door they were about to walk through, Kahako mentally prepared herself for what she assumed would be another day of patching up someone on the brink of death..."

wc: 259
[/spoilername]

Total abilities after this request:
0: Combat Medic
0: Shinobi 101
1:Teamwork
2:Quick Reaction
3:Transmit Life
4: Water Style
5: Conservative Motion
6: Acrobatics
7: Deflection
8: Healing Factor
9: Jutsu Expansion
10: Supercharge
11: Elementalist
12: Hyperactive
 
Quick Update!


Changing Teamwork for Jutsu Mastery:
Despite keeping up with any training she could during her time on medical leave, Kahako still felt miles behind where she used to be before her resignation as sennin. For the first few months, even the slightest use of her chakra caused the mental barriers containing Sakana to rapidly deteriorate. The weakest of water jutsu strained her mind, and every time she tried, she fell unconscious.

That time in her life, she felt at her worst. Every day was a grueling struggle to regain a significant part of herself back. And through all the meditations, testing of jutsu, praying to any god or ancestor who would listen, eventually she gained some form of control back. There would still become a point in her chakra expenditure where she would lose herself, that would continue to happen until she found a solution to her soul problem. But the constant testing of her mental limits gave her chances to ‘cut corners’ when it came to performing a ninjutsu.

But training in solitude came at a cost. Months away from team missions and routine Sentou/ANBU combat simulations took its toll on the medical chief. She was now woefully unaware of any new maneuvers the branches may have, and as a result, her exemplary ability to work with her ANBU counterparts suffered.


wc: 217

updated abilities after approval:

0: Combat Medic
0: Shinobi 101
1:Teamwork Jutsu Mastery
2:Quick Reaction
3:Transmit Life
4: Water Style
5: Conservative Motion
6: Acrobatics
7: Deflection
8: Healing Factor
9: Jutsu Expansion
10: Supercharge
11: Elementalist
12: Hyperactive
 
Approveroo on the addition of Jutsu Expansion, Supercharge, Elementalist, and Hyperactive

It's a shame that you don't appreciate Teamwork... switch for Jutsu mastery approved.
 
Updating my class to conform to the 'new' rules.

Link to training sacrifice: https://www.ninpocho.com/viewtopic.php?f=79&t=1700&start=105#p272978
Link to buying class points card: https://www.ninpocho.com/viewtopic.php?f=79&t=1700&start=105#p275440
[spoilername="Old Class"]Ruby's Grace: Daughter of Water[Vet]
HP: (55+lvl) x stamina
CP: (45+lvl) x chakra control

Class Bonus:
+5% Medical Healing, +10% Water Damage, +.5 Accuracy, +.5 Dodge

High:
Ninjutsu Accuracy
Average:
Melee Accuracy, Evasion, Genjutsu Save, Genjutsu Difficulty
Low:
Puppet Accuracy, Ranged Accuracy[/spoilername]

New Class:
Ruby's Grace: Mother of Water[Vet+CPbonus]
HP: (55+lvl) x stamina
CP: (45+lvl) x chakra control

Class Bonus: 
+5% Medical Healing given and received(2pts)
+10% water Damage(2 * 2pts)
+1 Dodge (2*1pts)

High: 
Ninjutsu Accuracy
Average: 
Melee Accuracy, Dodge, Genjutsu Save
Low:
Ranged Accuracy, Genjutsu DC
[spoilername="100 wc RP"]“Do not regret growing older. It is a privilege denied to many shinobi.”

These were words Kahako told Susumu on his tenth birthday as sagely advise that went one ear and out the other. It didn’t bother the woman, however, because she was the same way when she was younger. With age came a general love of the life Kahako had. Of course, there were the really bad days. Days when frustrations ran at an all-time high… days when she would train and train and train with nothing to gain except exhaustion so deep, she could barely make it to her bed. But there were the good days also. Like the day she was able to perform a high level medical jutsu again was a really good day. Another was when she was able to control her liquid form for half an hour. Overall, as Kahako grew older, so did her ability to refine not only who she was, but what her powers could accomplish.

165 words[/spoilername]

Also dropping the following abilities. I found some better ones, but would rather take the week penalty before applying for more:

1: Jutsu Mastery Dropping
2: Quick Reaction
3: Transmit Life Dropping
4: Water Style
5: Conservative Motion
6: Acrobatics
7: Deflection
8: Healing Factor
9: Elementalist
10: Jutsu Expansion
11: Supercharge Dropping
12: Hyperactive Dropping

Abilities after dropping: (can reapply 11/15/2017)
1: Quick Reaction
2: Water Style
3: Conservative Motion
4: Acrobatics
5: Deflection
6: Healing Factor
7: Elementalist
8: Jutsu Expansion
9:
10:
11:
12:
 
Ruby's Grace: Mother of Water[Vet+CPbonus]
HP: (55+lvl) x stamina
CP: (45+lvl) x chakra control

Class Bonus:
+1 accuracy (2pts)
Water Jutsu gain +2 Accuracy/DC and + 10% Damage. (6pts)

High:
Ninjutsu Accuracy
Average:
Melee Accuracy, Dodge, Genjutsu Save
Low:
Ranged Accuracy, Genjutsu DC

Point sacrifice here

Claiming Shinobi 101: Audial Genjutsu to be used with ninjutsu accuracy
Weeks flew by further. The current village gossip revolved around the tournament in Tea. Even Kahako knew she would need to keep appearances, even if Ayumu never outright asked her. His wife at his side would no doubt come as a welcome ally. A united front in Kumo, and not just in the chain of command. And so, she trained.

Not a day went by where Kahako didn’t push her control over her chakra. Each day she got closer and closer to the limit that would allow Sakana escape. And with each passing day, that limit grew higher and higher. Soon, she became the master water manipulator she once known herself to be.

And one night, she decided to train under the light of the full moon. It so happened to be a clear and cool night in the forests of Kumogakure. Almost as if the tranquil moon called to her, she couldn’t help but come to the call of training on a night such as this.

And so, she began. Her water jutsu stronger than ever, she fell into a frenzy, not paying any attention to exactly how much of her chakra she used. It wasn’t until the screaming cry of a tiny woodland creature broke her dreamlike trance. Before her, a family of ermine struggled, upright on hind legs, but not by choice. Kahako shouted in panic before breaking her connection to her chakra. The creatures scurried into the brush, afraid for their lives.

The cackle of a beautiful voice she knew all too well bounced around inside her head. Kahako stared at her shaking hands in terror at what she just done: She controlled the very water in the blood of those creatures, and no doubt Sakana was the reason for such a connection.
308 wc

Reflavoring of Audial Genjutsu into “Blood Bending” that will be coming later.
 
Shinrya Kahako said:
Ruby's Grace: Mother of Water[Vet+CPbonus]
HP: (55+lvl) x stamina
CP: (45+lvl) x chakra control

Class Bonus:
+1 accuracy (2pts)
Water Jutsu gain +2 Accuracy/DC and + 10% Damage. (6pts)

High:
Ninjutsu Accuracy
Average:
Melee Accuracy, Dodge, Genjutsu Save
Low:
Ranged Accuracy, Genjutsu DC

Point sacrifice here

Claiming Shinobi 101: Audial Genjutsu to be used with ninjutsu accuracy
Weeks flew by further. The current village gossip revolved around the tournament in Tea. Even Kahako knew she would need to keep appearances, even if Ayumu never outright asked her. His wife at his side would no doubt come as a welcome ally. A united front in Kumo, and not just in the chain of command. And so, she trained.

Not a day went by where Kahako didn’t push her control over her chakra. Each day she got closer and closer to the limit that would allow Sakana escape. And with each passing day, that limit grew higher and higher. Soon, she became the master water manipulator she once known herself to be.

And one night, she decided to train under the light of the full moon. It so happened to be a clear and cool night in the forests of Kumogakure. Almost as if the tranquil moon called to her, she couldn’t help but come to the call of training on a night such as this.

And so, she began. Her water jutsu stronger than ever, she fell into a frenzy, not paying any attention to exactly how much of her chakra she used. It wasn’t until the screaming cry of a tiny woodland creature broke her dreamlike trance. Before her, a family of ermine struggled, upright on hind legs, but not by choice. Kahako shouted in panic before breaking her connection to her chakra. The creatures scurried into the brush, afraid for their lives.

The cackle of a beautiful voice she knew all too well bounced around inside her head. Kahako stared at her shaking hands in terror at what she just done: She controlled the very water in the blood of those creatures, and no doubt Sakana was the reason for such a connection.
308 wc

Reflavoring of Audial Genjutsu into “Blood Bending” that will be coming later.

Dojo Approved.
 
just a remodel

  • Character class:
    • Ruby's Grace: Mother of Water[Vet+CPbonus]
    • HP: (55+lvl) x stamina
    • CP: (45+lvl) x chakra controll
    • Class Bonus: +1 accuracy (2pts); Water Jutsu gain +2 Accuracy/DC and + 10% Damage. (6pts)
    • High: Ninjutsu Accuracy
    • Average: Melee Accuracy, Dodge, Genjutsu Save
    • Low: Ranged Accuracy, Genjutsu DC
  • Character class approval: Here
  • Class point card ASP purchase: Here
Abilities:
Core Ability/Bloodline:
Water Adept
Current Power Level: 1776 (as of final approval)
link to approved request thread/OCR/
link to approved CA ability point distribution(CA only)
Water Adept

Inner Reservoir</U><i></i> - Passive (2 points) PURCHASED
Ninjas with a water adept 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.

Master Water Manipulation<i></i> - Passive (3 points) PURCHASED
Restriction- C Rank and up
Master water adepts can generate water no matter where they are using any of their chakra, not just their special reserves; this makes their water jutsu more powerful than that of any other shinobi.
Effect: +15% Water Damage

Pressurize<i></i> - Dependent Special Move (3 points) PURCHASED
Water is a curious thing; depending on the volume and pressure it can be a pleasant shower or a viscous Tsunami. This skill allows water users to boost the strength of their techniques by condensing the pressure tremendously; with an impact strong enough to pierce through even boulders.
Effect: The user may allow a single Water-based Jutsu to go through barriers to damage targets on the other side normally as well as damaging the barriers. If the user criticals with this jutsu, the barrier receives 3x damage. A specific target may only have this used against them once every other round.

Liquid Efficiency<i></i> - Boost (1 point) PURCHASED 3 TIMES
Restriction- Can only be purchased a maximum of 3 times.
Water is not always a luxury that is at hand. Vital as it is, conservation of water is essential, especially for one whose powers come from it. Water adepts with this ability can spend less chakra when using water jutsu, thereby conserving energy.
Effect: Water jutsu cost 5% less chakra, including maintain costs.

Purification - Independent Special Move (2 points)
The human body is mostly water, and with their connection to it, a shinobi with water adept has more control over their inner functions than most. With this comes the ability to purify their bodies of poisons and other toxins, sweating it out among other things. A similar control over water can be used to purify most liquids of toxins, chemicals, alcohol, drugs, or contaminating particles and bacteria outside of battle.
Effect: For 1.5 AP, the user may dispel any poisons affecting a target. Requires Melee Contact. Cannot be used on self.

<U>Healing Waters<i></i> - Dependent Special Move (2 points) PURCHASED
Restriction- C Rank and up
Water is not only a destructive force, but the source of all life; without water, nothing can survive. Under this philosophy, water adepts can channel water jutsu designed to hurt and maim into the healing aspect of water.
Effect: Water jutsu may be used to heal instead of hurt. Area-effect water jutsu will heal anyone within the area of effect, friend or foe regardless. The affected jutsu costs +20% CP. Is only effected by Water buffs. Can only be used once per round.

Fluid Motion<i></i> - Passive (2 Points) PURCHASED
Water is their native territory, and their blood. Water Adept simply seem to glide in the water. The rain itself also seems to grant them special bonuses to their movement and allowing them to move faster than their opponents.
Effect: The user is faster after casting a water jutsu, granting a +2 dodge bonus. When any AoE Water Jutsu has been cast that round by anyone, the Water Adept gains a +3 dodge bonus. Lasts the remainder of the round, and does not stack with itself.

Tidal Wave<i></i> - 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. Water adepts prefer to cut that whole 'time' thing out, focusing on the power of their element channeled from their natural skills.
Effect: Once per round, the user can convert a single-target water jutsu to an AoE attack with a 30x30 foot range. This attack costs +20% chakra, deals +10% damage due to the particular violence of the cast, and automatically targets two separate targets.

Water Absorb <i></i> - Passive (3 Points)
Restriction- Three water jutsu mastered
Its silly to assume that water users so innately tuned to their element could ever be harmed by it that much. In fact, they are so used to water that it even heals their wounds, acting as a natural balm for their injuries.
Effect: Level E and D Water jutsu heal the user for that much HP instead of damage. Take only 80% damage from level C Water jutsu. And 90% damage from level B Water jutsu.

Water Blessing<i></i> - Passive (3 Points)
The cool liquid employed in healing is such a soothing substance to them that some Water Affinitists actually heal from the rain. No matter how harsh the downpour, the user is calmly unruffled, absorbing the droplets as if it were their very lifeblood.
Effect: User recovers 3% Max HP every round they cast a water jutsu.

Aqua Charge <i></i> - Dependent Special Move (2 Points) PURCHASED
Restriction- Must have Inner Reservoir
A water user's jutsu can be charged up in order for them to unleash a tidal wave on their opponents. This is a specialty peculiar to water users who have an innate pool of the element's mystical chakra housed within them
Effect: By increasing the chakra cost for a water jutsu by +10%, they can increase the damage by +5% and accuracy by +.5. This move only works on offensive jutsu and may stack up to three times on a single jutsu. Jutsu used with this skill require the additional CP used to be from Inner Reservoir.

Liquid State<i></i> - Water Ninjutsu (1 point, 1 to rank up) PURCHASED
Restriction- A Rank and up
Through a keen understanding of water and all its various properties along with their innate connection, master water adepts can turn themselves into liquid, giving them resistances to various elements and near immunity to many forms of attack.
Rank 1: User becomes liquid and can take any shape of their choice, as long as the total volume remains the same. While liquid, physical attacks they make deal 50% damage. If the user has Water Absorb, they are immune to all Water jutsu and heal 30% damage from them as well as gaining +5%/+1 from water-based buffs; if not, they only heal 10% and become immune to water-based debuffs. Bleeding chance is reduced by 15%, and 5% extra to get to R5. All Taijutsu attacks deal 10% less damage to the user, and Called Shots are 10% less likely to succeed. User can use Healing Waters once per round whether they know it or not, and cannot target self with own water jutsu outside of Healing Waters. User takes 15% more damage from Lightning jutsu in this state and deals 10% more damage with Water jutsu.
Rank 2: User becomes liquid and can take any shape of their choice, as long as the total volume remains the same. While liquid, physical attacks they make deal 60% damage. If the user has Water Absorb, they are immune to all Water jutsu and heal 40% damage from them as well as gaining +5%/+1 from water-based buffs; if not, they only heal 20% and become immune to water-based debuffs. Bleeding chance is reduced by 20%, and 5% extra to get to R5. All Taijutsu attacks deal 15% less damage to the user, and Called Shots are 15% less likely to succeed. User can use Healing Waters once per round if they do not know it, and twice per round if they do. User cannot target self with own water jutsu outside of Healing Waters. User takes 10% more damage from Lightning jutsu in this state and deals 15% more damage with Water jutsu.
Cost: 2400CP and 3AP, 800CP/round to maintain
Notes:</I><I> This counts as a Chakra Armor.[/fontsize]
Weapon(s):
Weapons Galore purchase link: (If bought)
[/list]
Equipment:
Slot 1: Approval Itemname
Slot 2: Approval Itemname
Slot 3: Approval Itemname
Slot 4(Gained by purchasing Item hoarder ASP card): Approval Itemname
Curse Seal(s):
**Requires Cursed Seal Ability/To have been sealed by someone with the ability**
Link to RP where obtained(if any):
Seal Name:
Effect(6 class points):
Class Accuracy-type raised:
(Dulpicate code as needed)
Contracts:
Contract name:
Contract Approval link:
  • <Insert Class Name>
  • HP: (Creature's Mod 1 + User's Level) x User's Chakra Control
  • CP: (Creature's Mod 2 + User's Level) x User's Chakra Control
  • Class Bonus:
  • High:
  • Average:
  • Low:
Jutsu Sub-types:
1.
2.
3.
Jutsu List: (unlocked based on your summons rank.
4 E-Rank:
4 D-Rank:
4 C-Rank:
4 B-Rank:
6 A-Rank:
Abilities:
1.
2.(Unlocked at B-rank)
3.(Unlocked at S-rank)
Specialized Ability:
(paste code found under your contract's information here)
Kinjutsu:
Kinjutsu Name:Namehere
Kinjutsu Approval Link:
Kinjutsu path(s) Approval links:
(Please copy paste any completed paths, your kinjutsu code, or any other relevant information to your Kinjutsu so that it is easily accessible.)

Dojo Request:





request codes for templates.
 
Miraku found my promotion link, the saint.

  • Character class:
    • Ruby's Grace: Mother of Water[Vet+CPbonus]
    • HP: (55+lvl) x stamina
    • CP: (45+lvl) x chakra controll
    • Class Bonus: +1 accuracy (2pts); Water Jutsu gain +2 Accuracy/DC and + 10% Damage. (6pts)
    • High: Ninjutsu Accuracy
    • Average: Melee Accuracy, Dodge, Genjutsu Save
    • Low: Ranged Accuracy, Genjutsu DC
  • Character class approval: Here
  • Class point card ASP purchase: Here
Abilities:
Core Ability/Bloodline:
Water Adept
Current Power Level: 1776 (as of final approval)
link to approved request thread/OCR/
link to approved CA ability point distribution(CA only)
Water Adept

Inner Reservoir</U><i></i> - Passive (2 points) PURCHASED
Ninjas with a water adept 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.

Master Water Manipulation<i></i> - Passive (3 points) PURCHASED
Restriction- C Rank and up
Master water adepts can generate water no matter where they are using any of their chakra, not just their special reserves; this makes their water jutsu more powerful than that of any other shinobi.
Effect: +15% Water Damage

Pressurize<i></i> - Dependent Special Move (3 points) PURCHASED
Water is a curious thing; depending on the volume and pressure it can be a pleasant shower or a viscous Tsunami. This skill allows water users to boost the strength of their techniques by condensing the pressure tremendously; with an impact strong enough to pierce through even boulders.
Effect: The user may allow a single Water-based Jutsu to go through barriers to damage targets on the other side normally as well as damaging the barriers. If the user criticals with this jutsu, the barrier receives 3x damage. A specific target may only have this used against them once every other round.

Liquid Efficiency<i></i> - Boost (1 point) PURCHASED 3 TIMES
Restriction- Can only be purchased a maximum of 3 times.
Water is not always a luxury that is at hand. Vital as it is, conservation of water is essential, especially for one whose powers come from it. Water adepts with this ability can spend less chakra when using water jutsu, thereby conserving energy.
Effect: Water jutsu cost 5% less chakra, including maintain costs.

Purification - Independent Special Move (2 points)
The human body is mostly water, and with their connection to it, a shinobi with water adept has more control over their inner functions than most. With this comes the ability to purify their bodies of poisons and other toxins, sweating it out among other things. A similar control over water can be used to purify most liquids of toxins, chemicals, alcohol, drugs, or contaminating particles and bacteria outside of battle.
Effect: For 1.5 AP, the user may dispel any poisons affecting a target. Requires Melee Contact. Cannot be used on self.

<U>Healing Waters<i></i> - Dependent Special Move (2 points) PURCHASED
Restriction- C Rank and up
Water is not only a destructive force, but the source of all life; without water, nothing can survive. Under this philosophy, water adepts can channel water jutsu designed to hurt and maim into the healing aspect of water.
Effect: Water jutsu may be used to heal instead of hurt. Area-effect water jutsu will heal anyone within the area of effect, friend or foe regardless. The affected jutsu costs +20% CP. Is only effected by Water buffs. Can only be used once per round.

Fluid Motion<i></i> - Passive (2 Points) PURCHASED
Water is their native territory, and their blood. Water Adept simply seem to glide in the water. The rain itself also seems to grant them special bonuses to their movement and allowing them to move faster than their opponents.
Effect: The user is faster after casting a water jutsu, granting a +2 dodge bonus. When any AoE Water Jutsu has been cast that round by anyone, the Water Adept gains a +3 dodge bonus. Lasts the remainder of the round, and does not stack with itself.

Tidal Wave<i></i> - 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. Water adepts prefer to cut that whole 'time' thing out, focusing on the power of their element channeled from their natural skills.
Effect: Once per round, the user can convert a single-target water jutsu to an AoE attack with a 30x30 foot range. This attack costs +20% chakra, deals +10% damage due to the particular violence of the cast, and automatically targets two separate targets.

Water Absorb <i></i> - Passive (3 Points)
Restriction- Three water jutsu mastered
Its silly to assume that water users so innately tuned to their element could ever be harmed by it that much. In fact, they are so used to water that it even heals their wounds, acting as a natural balm for their injuries.
Effect: Level E and D Water jutsu heal the user for that much HP instead of damage. Take only 80% damage from level C Water jutsu. And 90% damage from level B Water jutsu.

Water Blessing<i></i> - Passive (3 Points)
The cool liquid employed in healing is such a soothing substance to them that some Water Affinitists actually heal from the rain. No matter how harsh the downpour, the user is calmly unruffled, absorbing the droplets as if it were their very lifeblood.
Effect: User recovers 3% Max HP every round they cast a water jutsu.

Aqua Charge <i></i> - Dependent Special Move (2 Points) PURCHASED
Restriction- Must have Inner Reservoir
A water user's jutsu can be charged up in order for them to unleash a tidal wave on their opponents. This is a specialty peculiar to water users who have an innate pool of the element's mystical chakra housed within them
Effect: By increasing the chakra cost for a water jutsu by +10%, they can increase the damage by +5% and accuracy by +.5. This move only works on offensive jutsu and may stack up to three times on a single jutsu. Jutsu used with this skill require the additional CP used to be from Inner Reservoir.

Liquid State<i></i> - Water Ninjutsu (1 point, 1 to rank up) PURCHASED
Restriction- A Rank and up
Through a keen understanding of water and all its various properties along with their innate connection, master water adepts can turn themselves into liquid, giving them resistances to various elements and near immunity to many forms of attack.
Rank 1: User becomes liquid and can take any shape of their choice, as long as the total volume remains the same. While liquid, physical attacks they make deal 50% damage. If the user has Water Absorb, they are immune to all Water jutsu and heal 30% damage from them as well as gaining +5%/+1 from water-based buffs; if not, they only heal 10% and become immune to water-based debuffs. Bleeding chance is reduced by 15%, and 5% extra to get to R5. All Taijutsu attacks deal 10% less damage to the user, and Called Shots are 10% less likely to succeed. User can use Healing Waters once per round whether they know it or not, and cannot target self with own water jutsu outside of Healing Waters. User takes 15% more damage from Lightning jutsu in this state and deals 10% more damage with Water jutsu.
Rank 2: User becomes liquid and can take any shape of their choice, as long as the total volume remains the same. While liquid, physical attacks they make deal 60% damage. If the user has Water Absorb, they are immune to all Water jutsu and heal 40% damage from them as well as gaining +5%/+1 from water-based buffs; if not, they only heal 20% and become immune to water-based debuffs. Bleeding chance is reduced by 20%, and 5% extra to get to R5. All Taijutsu attacks deal 15% less damage to the user, and Called Shots are 15% less likely to succeed. User can use Healing Waters once per round if they do not know it, and twice per round if they do. User cannot target self with own water jutsu outside of Healing Waters. User takes 10% more damage from Lightning jutsu in this state and deals 15% more damage with Water jutsu.
Cost: 2400CP and 3AP, 800CP/round to maintain
Notes:</I><I> This counts as a Chakra Armor.[/fontsize]
Weapon(s):
Weapons Galore purchase link: (If bought)
[/list]
Equipment:
Slot 1: Approval Itemname
Slot 2: Approval Itemname
Slot 3: Approval Itemname
Slot 4(Gained by purchasing Item hoarder ASP card): Approval Itemname
Curse Seal(s):
**Requires Cursed Seal Ability/To have been sealed by someone with the ability**
Link to RP where obtained(if any):
Seal Name:
Effect(6 class points):
Class Accuracy-type raised:
(Dulpicate code as needed)
Contracts:
Contract name:
Contract Approval link:
  • <Insert Class Name>
  • HP: (Creature's Mod 1 + User's Level) x User's Chakra Control
  • CP: (Creature's Mod 2 + User's Level) x User's Chakra Control
  • Class Bonus:
  • High:
  • Average:
  • Low:
Jutsu Sub-types:
1.
2.
3.
Jutsu List: (unlocked based on your summons rank.
4 E-Rank:
4 D-Rank:
4 C-Rank:
4 B-Rank:
6 A-Rank:
Abilities:
1.
2.(Unlocked at B-rank)
3.(Unlocked at S-rank)
Specialized Ability:
(paste code found under your contract's information here)
Kinjutsu:
Kinjutsu Name:Namehere
Kinjutsu Approval Link:
Kinjutsu path(s) Approval links:
(Please copy paste any completed paths, your kinjutsu code, or any other relevant information to your Kinjutsu so that it is easily accessible.)

Dojo Request:





request codes for templates.
 
You are actually still missing Immolation Armor jutsu from Fire, so technically can't approve Fire Major right now, which also means you can't unlock Kinetic quite yet. You do have enough for Fire minor obviously, but since that wasn't requested, and you're going to have to request Fire Major again, I'll let you do that then, along with requesting Vapor again I suppose.

As for approvals:

Wind Major Affinity Approved.
Medical Major Affinity Approved.
Ice Major Affinity Approved.
 
Shinrya Kahako said:
Oops! Must have missed that one. Purchasing it here to complete the requirements. And that said...

Re-requesting:
Fire (Major)
Kinesis (AE)
Vapor (AE)

Alright, there we go.

Fire Major Affinity Approved.
Kinesis Advanced Element Unlocked.
Vapor Advanced Element Unlocked.
 
Just some typo fixes
[lb][/lb]
[table=100,null]
[thead]
[tr=textleft]
[th=50,null]
[/th]
[th=50,null]
  • Character class:
    • Ruby's Grace: Mother of Water[Vet+CPbonus]
    • HP: (55+lvl) x stamina
    • CP: (45+lvl) x chakra controll
    • Class Bonus: +1 accuracy (2pts); Water Jutsu gain +2 Accuracy/DC and + 10% Damage. (6pts)
    • High: Ninjutsu Accuracy
    • Average: Melee Accuracy, Dodge, Genjutsu Save
    • Low: Ranged Accuracy, Genjutsu DC
  • Character class approval: Here
  • Class point card ASP purchase: Here
[/th]
[/tr]
[/thead]
[/table]
Abilities:
Core Ability/Bloodline:
Water Adept
Current Power Level: 3600 (capped)
link to approved request thread/OCR/
link to approved CA ability point distribution(CA only)
Water Adept

Inner Reservoir</U><i></i> - Passive (2 points) PURCHASED
Ninjas with a water adept 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.

Master Water Manipulation<i></i> - Passive (3 points) PURCHASED
Restriction- C Rank and up
Master water adepts can generate water no matter where they are using any of their chakra, not just their special reserves; this makes their water jutsu more powerful than that of any other shinobi.
Effect: +15% Water Damage

Pressurize<i></i> - Dependent Special Move (3 points) PURCHASED
Water is a curious thing; depending on the volume and pressure it can be a pleasant shower or a viscous Tsunami. This skill allows water users to boost the strength of their techniques by condensing the pressure tremendously; with an impact strong enough to pierce through even boulders.
Effect: The user may allow a single Water-based Jutsu to go through barriers to damage targets on the other side normally as well as damaging the barriers. If the user criticals with this jutsu, the barrier receives 3x damage. A specific target may only have this used against them once every other round.

Liquid Efficiency<i></i> - Boost (1 point) PURCHASED 3 TIMES
Restriction- Can only be purchased a maximum of 3 times.
Water is not always a luxury that is at hand. Vital as it is, conservation of water is essential, especially for one whose powers come from it. Water adepts with this ability can spend less chakra when using water jutsu, thereby conserving energy.
Effect: Water jutsu cost 5% less chakra, including maintain costs.

Purification - Independent Special Move (2 points)
The human body is mostly water, and with their connection to it, a shinobi with water adept has more control over their inner functions than most. With this comes the ability to purify their bodies of poisons and other toxins, sweating it out among other things. A similar control over water can be used to purify most liquids of toxins, chemicals, alcohol, drugs, or contaminating particles and bacteria outside of battle.
Effect: For 1.5 AP, the user may dispel any poisons affecting a target. Requires Melee Contact. Cannot be used on self.

<U>Healing Waters<i></i> - Dependent Special Move (2 points) PURCHASED
Restriction- C Rank and up
Water is not only a destructive force, but the source of all life; without water, nothing can survive. Under this philosophy, water adepts can channel water jutsu designed to hurt and maim into the healing aspect of water.
Effect: Water jutsu may be used to heal instead of hurt. Area-effect water jutsu will heal anyone within the area of effect, friend or foe regardless. The affected jutsu costs +20% CP. Is only effected by Water buffs. Can only be used once per round.

Fluid Motion<i></i> - Passive (2 Points) PURCHASED
Water is their native territory, and their blood. Water Adept simply seem to glide in the water. The rain itself also seems to grant them special bonuses to their movement and allowing them to move faster than their opponents.
Effect: The user is faster after casting a water jutsu, granting a +2 dodge bonus. When any AoE Water Jutsu has been cast that round by anyone, the Water Adept gains a +3 dodge bonus. Lasts the remainder of the round, and does not stack with itself.

Tidal Wave<i></i> - 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. Water adepts prefer to cut that whole 'time' thing out, focusing on the power of their element channeled from their natural skills.
Effect: Once per round, the user can convert a single-target water jutsu to an AoE attack with a 30x30 foot range. This attack costs +20% chakra, deals +10% damage due to the particular violence of the cast, and automatically targets two separate targets.

Water Absorb <i></i> - Passive (3 Points)
Restriction- Three water jutsu mastered
Its silly to assume that water users so innately tuned to their element could ever be harmed by it that much. In fact, they are so used to water that it even heals their wounds, acting as a natural balm for their injuries.
Effect: Level E and D Water jutsu heal the user for that much HP instead of damage. Take only 80% damage from level C Water jutsu. And 90% damage from level B Water jutsu.

Water Blessing<i></i> - Passive (3 Points)
The cool liquid employed in healing is such a soothing substance to them that some Water Affinitists actually heal from the rain. No matter how harsh the downpour, the user is calmly unruffled, absorbing the droplets as if it were their very lifeblood.
Effect: User recovers 3% Max HP every round they cast a water jutsu.

Aqua Charge <i></i> - Dependent Special Move (2 Points) PURCHASED
Restriction- Must have Inner Reservoir
A water user's jutsu can be charged up in order for them to unleash a tidal wave on their opponents. This is a specialty peculiar to water users who have an innate pool of the element's mystical chakra housed within them
Effect: By increasing the chakra cost for a water jutsu by +10%, they can increase the damage by +5% and accuracy by +.5. This move only works on offensive jutsu and may stack up to three times on a single jutsu. Jutsu used with this skill require the additional CP used to be from Inner Reservoir.

Liquid State<i></i> - Water Ninjutsu (1 point, 1 to rank up) PURCHASED
Restriction- A Rank and up
Through a keen understanding of water and all its various properties along with their innate connection, master water adepts can turn themselves into liquid, giving them resistances to various elements and near immunity to many forms of attack.
Rank 1: User becomes liquid and can take any shape of their choice, as long as the total volume remains the same. While liquid, physical attacks they make deal 50% damage. If the user has Water Absorb, they are immune to all Water jutsu and heal 30% damage from them as well as gaining +5%/+1 from water-based buffs; if not, they only heal 10% and become immune to water-based debuffs. Bleeding chance is reduced by 15%, and 5% extra to get to R5. All Taijutsu attacks deal 10% less damage to the user, and Called Shots are 10% less likely to succeed. User can use Healing Waters once per round whether they know it or not, and cannot target self with own water jutsu outside of Healing Waters. User takes 15% more damage from Lightning jutsu in this state and deals 10% more damage with Water jutsu.
Rank 2: User becomes liquid and can take any shape of their choice, as long as the total volume remains the same. While liquid, physical attacks they make deal 60% damage. If the user has Water Absorb, they are immune to all Water jutsu and heal 40% damage from them as well as gaining +5%/+1 from water-based buffs; if not, they only heal 20% and become immune to water-based debuffs. Bleeding chance is reduced by 20%, and 5% extra to get to R5. All Taijutsu attacks deal 15% less damage to the user, and Called Shots are 15% less likely to succeed. User can use Healing Waters once per round if they do not know it, and twice per round if they do. User cannot target self with own water jutsu outside of Healing Waters. User takes 10% more damage from Lightning jutsu in this state and deals 15% more damage with Water jutsu.
Cost: 2400CP and 3AP, 800CP/round to maintain
Notes:</I><I> This counts as a Chakra Armor.[/fontsize]
Weapon(s):
Weapons Galore purchase link: (If bought)
[/list]
Equipment:
Slot 1: Approval Itemname
Slot 2: Approval Itemname
Slot 3: Approval Itemname
Slot 4(Gained by purchasing Item hoarder ASP card): Approval Itemname
Curse Seal(s):
**Requires Cursed Seal Ability/To have been sealed by someone with the ability**
Link to RP where obtained(if any):
Seal Name:
Effect(6 class points):
Class Accuracy-type raised:
(Dulpicate code as needed)
Contracts:
Contract name:
Contract Approval link:
  • <Insert Class Name>
  • HP: (Creature's Mod 1 + User's Level) x User's Chakra Control
  • CP: (Creature's Mod 2 + User's Level) x User's Chakra Control
  • Class Bonus:
  • High:
  • Average:
  • Low:
Jutsu Sub-types:
1.
2.
3.
Jutsu List: (unlocked based on your summons rank.
4 E-Rank:
4 D-Rank:
4 C-Rank:
4 B-Rank:
6 A-Rank:
Abilities:
1.
2.(Unlocked at B-rank)
3.(Unlocked at S-rank)
Specialized Ability:
(paste code found under your contract's information here)
Kinjutsu:
Kinjutsu Name:Namehere
Kinjutsu Approval Link:
Kinjutsu path(s) Approval links:
(Please copy paste any completed paths, your kinjutsu code, or any other relevant information to your Kinjutsu so that it is easily accessible.)
Dojo Request:

Just some typo fixes
[lb][/lb]

request codes for templates.
 

Current Ninpocho Time:

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