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]

Joined
Oct 22, 2012
Messages
1,481
Yen
75,300
ASP
0
Original first post pasted into second post.
Battle Card

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  • 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
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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.

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)

Link to dojo approval
**repeat code for multiple weapons, consider columns
Equipment:
Slot 1:Headset
Slot 2:Pouch- tools
Slot 3:Respirator
Slot 4(Gained by purchasing Item hoarder ASP card):Itemname<i></i>
Link to item hoarder purchase:
Equipment Approval
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 Requests

Request Template Codes
 
Profile
Training Log

As a MiT I would like to add Medical Knowledge

Requesting Human Anatomy:
http://www.ninpocho.com/viewtopic.php?f=248&t=2772

Requesting Fearless:
She could feel the excitement—no bloodlust—build around her, but Kahako was certain it wasn’t coming from her. Could she feel it from the wolves? Satou? Maybe even both. Kahako, however, felt the fear build up within her. However, unlike the last time they had met, she didn’t let it consume her. As a few wolves began their slow approach from the tree line, Kahako used her fear, channeled it to determination. She wasn’t nearly as powerful as Satou. No. She was nowhere near his strength. But today she would prove that she had grown stronger, if only a little.
Excerpt from Here


Major Affinity: Water
Minor Affinity: Wind

Requesting: Nimble Hands

‘Never underestimate the power within a woman’s thighs.’ This was one of the many lessons Kahako’s mother instilled in her while growing up. Granted, her mother was referring to childbirth, but Kahako still took the lesson into account in her own way. She still had gloves and a mean left swing, but you really didn't want to get caught between her thighs. She created a fighting style where her strong attacks come from her legs, leaving her moving quickly and her hands free. Because her legs are her power, Kahako realized that her upper body was severely open to attack. So she learned to form hand seals with greater ease while kicking someone in the proverbial face.

Also~ Weapons!
Kahako's Favored Shoes
Black-Womans-Combat-Boots.jpeg

Damage Type: Melee/Unarmed
Accuracy: -2
Base Damage: +10%
Augments: 0

Kahako's Favored Gloves
TourmasterGelCruiser2FingerlessGlovesMen.jpg

Damage Type: Melee/Unarmed
Accuracy: +1
Base Damage: -5%
Augments: 0

Kahako's Favored Kunai
images

Damage Type: Melee/Slashing
Accuracy: 0
Base Damage: 0%
Augments: 0
 
Nimble Hands + Weapons Approved

---

Abilities (3/6):
0. Medical Knowledge
1. Human Anatomy
2. Fearless
3. Nimble Hands

Affinities:
Major Affinity: Water
Minor Affinity: Wind

Weapons (3/4):
Kahako's Favored Shoes
Accuracy: -2
Base Damage: +10%
Augments: 0

Kahako's Favored Gloves
Damage Type: Melee/Unarmed
Accuracy: +1
Base Damage: -5%
Augments: 0

Kahako's Favored Kunai
Damage Type: Melee/Slashing
Accuracy: 0
Base Damage: 0%
Augments: 0
 
Requesting~ Combat Instinct! 8D
Kahako watched as the animals made a break for Satou. She had been sure that they would try to attack her first, but maybe she had been wrong. However, as they veered sharply and turned the attention towards her, she smirked. They tried to fake her out. ‘Nice try.’ As the four came at her, Kahako was prepared for the off chance that they would overwhelm her. She geared up for the full on attack, planning and calculating her dodges in a split second before they made their attack. Two however never made it to her, as Satou appeared almost out of nowhere, grabbing two by the tail and throwing them back into the woods, leaving her to finish the first wave of creatures.

They lunged. One after another, teeth sharp, mouths open, growls and barks just as loud as they were threatening. Kahako was ready for them though. With ease she jumped over the first one, twisting her body fluidly as she avoided him. The second wolf attempted to make a leap at her in midair. Grabbing the creature by the snout, Kahako used the creature’s force against him, directing the attack safely away from her own body.

From this thread: http://www.ninpocho.com/viewtopic.php?p=40096#p40096
 
Okay, fixing some things and adding some stuff

Core Ability unlocked: Water Adept (Paper trail)
PL: 992 (11 CA points)


Inner Reservior (2 points)
Master Water Manipulation (3 points)
Healing Waters (2 points)
Tidal Wave (3 points)
Liquid Efficiency (1 point)


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.

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.[/fontsize]


Changing weapons to fit new rules:
Kahako's Favored Shoes
images

Damage Type: Melee/Unarmed
Effect: Handseals
Accuracy: -2
Base Damage: +10%
Augments: 0

Kahako's Favored Gloves
TourmasterGelCruiser2FingerlessGlovesMen.jpg

Damage Type: Melee/Unarmed
Effect: Handseals
Accuracy: +1
Base Damage: -5%
Augments: 0

Kahako's Favored Kunai
images

Damage Type: Melee/Slashing
Effect: Bleeding
Accuracy: 0
Base Damage: 0%
Augments: 0
 
All Approved!


Core Ability: Water Adept
PL: 992 (11 CA points)
Inner Reservior (2 points)
Master Water Manipulation (3 points)
Healing Waters (2 points)
Tidal Wave (3 points)
Liquid Efficiency (1 point)

Weapons:
Kahako's Favored Shoes
images

Damage Type: Melee/Unarmed
Effect: Handseals
Accuracy: -2
Base Damage: +10%
Augments: 0

Kahako's Favored Gloves
TourmasterGelCruiser2FingerlessGlovesMen.jpg

Damage Type: Melee/Unarmed
Effect: Handseals
Accuracy: +1
Base Damage: -5%
Augments: 0

Kahako's Favored Kunai
images

Damage Type: Melee/Slashing
Effect: Bleeding
Accuracy: 0
Base Damage: 0%
Augments: 0
 
I would like to update my Core Ability

Core Ability unlocked: Water Adept (Paper trail)
NEW PL:1146 (13 CA points)


Inner Reservior (2 points)
Master Water Manipulation (3 points)
Healing Waters (2 points)
Tidal Wave (3 points)
Liquid Efficiency (3 point)
(Purchasing 2 more times)

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.

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.[/fontsize]
 
Core Abilities:

Inner Reservoir
Master Water Manipulation
Healing Waters
Tidal Wave
Liquid Efficiency
Water Adept

Approved
 
I am removing some abilities and adding abilities and styles in:
[spoilername="Forgetting Nimble Hands"]Kahako sat at her desk, staring boredly at a stack of patient forms that required filling out before she could leave for the day. On the other half of her desk sat a shorter stack of forms that she had already filled out. There was a long way to go, but she didn't feel like she could fight through the boredom any longer. In a desperate measure to entertain herself and refill her sanity meter, she began twirling her pen around her fingers in a feat of nimbleness. Unfortunately, the pen was flung from her fingers into the nearby waste bin. "Hmm... I used to be able to do that easily..." she mumbled, reaching into the bin to retrieve her pen.
121 words[/spoilername]

[spoilername="Forgetting Combat Instinct"]In the Academy, training was harsh and constant. Masao did not allow for any student to leave the school with a hardened instinct for combat. That instinct still resided within Kahako, but she found as she spent more and more of her time in the hospital the combat aspect of her skills was becoming less important than her ability to heal. She had quickly become an efficient healer, though perhaps some of her focus on combat had waned, but the sacrifice for supporting others in battle was well worth it in her mind. She would be the difference between a battle won and a battle lost.
106 words[/spoilername]

[spoilername="Forgetting Human Anatomy"]As a Med-nin in Training, the subject of human anatomy was drilled into Kahako’s mind every single day. It got to be so bad that when she went to sleep she had dreams of that human anatomy model in the laboratory that was used in so many examples. When they began viewing cadavers it only got worse. At times she would see labels for each part scrawled out on people even as she spoke to them. Finally as she graduated from her time as a trainee, the lessons lessened and she began to return to a normal life. She retained the knowledge, but lost the unhealthy obsession.
107 words[/spoilername]

[spoilername="Adding Quick Reaction"]Venturing a little too close to Hana and Meiryo, Kahako bumped into the table creating a loud, screeching noise that startled the entire room. The cold plate of food that was now on the edge of the table slid away, flying fast towards the ground. Immediately, Kahako caught the plate before it went very far, but the sudden catch pushed the food towards its intended target. Having no other choice, Kahako caught the rest of the food with the book in her hand; quickly flipping it back onto the plate before it could slip again.

Silence filled the room as Kahako straightened herself and stared horrified at her book. She had been brought out of her reverie so violently, that she reacted before she could think about what she was actually doing. The ruined book in her hands was a rental from the medical library.
145 words from here[/spoilername]

[spoilername="Adding Transmit Life"]Even after he pulled away from her, the charka in her left hand glowed. He would still feel the tranquilizing effects work on his body. If she tried hard enough, she could maintain healing chakra from a distance. Another lesson she learned while training to become a mednin. It only took a little more concentration for her to maintain. Her hand dimmed slightly and the feeling wavered before going steady again. This was the first time she actually practiced it on a living, moving being. She would not let him feel as he did minutes before. He was fighting against so much that she would be damned if she let him suffer more. But her jutsu would not last much longer.
121 words from here[/spoilername]

[spoilername="Adding Water Style"]On her way back to her porch, Kahako paused to watch the koi swim near her feet. They would dip into the dark waters before coming up again in a struggle to catch whatever she might toss out. She crouched, looking at them. She started to feel the alcohol take its effect on her. How she would love to be a fish she thought with a blushed smile on her face. An odd sentiment, but to be surrounded by water and lacking the ability to understand love sounded like a good life for the kunoichi right now. The fish darted away. They didn’t understand love, but they did have some form or self-preservation.
113 words from here

Additional Comment: Kahako, being naturally attuned to water jutsu, would love to live as a fish in water because being able to control it pleases her so. Watching the koi here, she learns a little about the 'ebb and flow' that comes with her natural element.
44 more words[/spoilername]


Will be adding more abilities later, but I would like to approve these now. Also, please note that I am B-rank, thus able to carry 9 abilities total.
 
Water Style - Approved
Transmit Life - Approved
Quick Reaction - Approved
Human Anatomy - Removed
Combat Instinct - Removed
Nimble Hands - Removed
 
I would like to remove fearless and gain teamwork
[legend="Removing Fearless"]Kahako would never be afraid of Satou. The fear that he gave to others, she would always be able to ignore in a heartbeat. It was the unintended lesson that he taught her during the years of her childhood. Fear and danger were two different entities; two different dancers gliding along the same waltz. She had learned this from the man before her: Easily the two could conjoin; spinning, twisting, and dipping through one’s mind. However, the two were capable of dancing alone. One could train themself to watch only one dancer, and it was completely up to her on whether the two would dance together. Satou taught her that it was the dangerous dancer she should keep her eyes on, not the fear-inducing one. And thus, Kahako made a point whenever she chose to battle to walk along the side of caution and not waltz into battle without a care in the world.

154 wc[/legend]

[legend="Adding teamwork"]Her decision the join the Sentou Henkan was almost natural. She strived to make sure those in constant danger would have every leverage possible. She trained, not only her body, but also her mind to realize and notice when someone on her team was in danger. It was the realistic choice since those of the Sentou Henkan would almost always operate with fellow ANBU. Those who worked with her would easily know where she was out of the way and they could strike, and she would ensure that she had their back, pushing them if there were no other alternatives. She made sure that she would be an asset to ANBU on missions, not a boon.

wc 116[/legend]
 
I would like to remove Kahako's Favored Kunai from her weapon's list.

[spoilername="Also, More abilities B-rank 9 ABILITIES TOTAL"][legend="Adding Conservative Motion"]Kahako took a deep breath. It was another night in her guest home at Kitsune Mansion. As usual, Kahako was meditating on her patio that gave way to a marvelous view of the garden and pond. The moon was full, and the creature chirped as they usually did. After her meditation, Kahako slowly stood and crossed the grassy expanse to the pond nearby. She did not stop when she reached the edge. Instead, she stepped barefoot into the water, the bottoms of her pajamas soaking in the water link a sponge. Slowly, she lifted her hands and began a series of stances. Pretty soon, the water around her flowed with her movements, and it wasn’t long before it became easier and easier for her to control the water with less and less effort. Suddenly, at the end of her practice, she summoned a gigantic aquatic fang, much larger than she would normally use on one person, and slammed it into the center of the pond. A smile crossed her lips. She has finally meditated enough to control her jutsu easily without using too much of her chakra.
187[/legend]


[legend="Adding Acrobatics"]Kahako had always been light on her feet. She never really realized, however, just how light she could be. That was, until one day during a small street festival when she was roped into a very complicated dance involving bending, twisting, and balance that she just wasn’t used to. She was just walking by really, mildly interested but not wanting to get involved. Suddenly, a rather handsome looking boy grabbed her hand from the crowd and dragged her onto the street. At first, as most stunned individuals would do, she stumbled through the spins. Quickly though, she gained her footing and was soon able to copy his steps. The boy grinned at her, realizing that she was a fast learner and started implementing more difficult moves. Realizing that he was challenging her, Kahako matched his grin and soon they two were dancing as nimbly as the rest of the group. As the music began to wind down, the boy threw her through one final, crazy, graceful spin back into the crowd, her laugher trailing along behind her.
177[/legend]

[legend="Adding Deflection"]Along with her quick hands and nimble body, Kahako realized that in order to better help the ANBU branch she needed to be able to better dodge weapons thrown at her. What better way to learn how to deflect than by deflecting sprinkling rain. Steady rains were impossible to avoid, but for a few months at the start of a shower, Kahako stare at the sky in Kitsune’s garden and literally try to use only her hands to avoid the sparse raindrops from hitting her face. At first, she sucked. Once, the sprinkle suddenly became a downpour and she was coughing from the water that ran up her nose. Eventually, though, she became better and better at using her hands to avoid the raindrops, and one day, not a hair on her head was wet until the raincloud finally unleashed its full downpour. Kahako stood there for a while, a smile on her face as she enjoyed not only the rain, but also the fact that she finally accomplished what she set out to do.
175[/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[/spoilername]

[spoilername="adding augments to weapons"]Kahako's Favored Shoes
images

Damage Type: Melee/Unarmed
Effect: Handseals
Accuracy: -2
Base Damage: +10%
Augment 1: Chain Link:Effect-Any weapon currently equipped with this augment may not be disarmed by any means.
Augment 2: Ignition-Element Water:Effect-The user ignites their weapon in a chakra veil dealing an additional +100 Damage per action. The user may choose to have the chakra take on the property of any Major Element of their choice allowing the +100 Damage to receive elemental buffs; the user may choose an Advanced Element at an additional cost of +0.25 when activating this augment. This damage is separate from the attack itself.

All channeled Ninjutsu using the Major Element cost -5% Cp.

Kahako's Favored Gloves
TourmasterGelCruiser2FingerlessGlovesMen.jpg

Damage Type: Melee/Unarmed
Effect: Handseals
Accuracy: +1
Base Damage: -5%
Augment 1: Chain Link:Effect-Any weapon currently equipped with this augment may not be disarmed by any means.
Augment 2: Ignition-Element Water:Effect-The user ignites their weapon in a chakra veil dealing an additional +100 Damage per action. The user may choose to have the chakra take on the property of any Major Element of their choice allowing the +100 Damage to receive elemental buffs; the user may choose an Advanced Element at an additional cost of +0.25 when activating this augment. This damage is separate from the attack itself.

All channeled Ninjutsu using the Major Element cost -5% Cp.[/spoilername]
 
Ability Purchases noted and approved.
  • Conservative Motion
  • Acrobatics
  • Deflection

Shop Item purchases for augments noted.
  • Wed Apr 23, 2014 2:58 pm - Ignition
  • Wed Apr 23, 2014 2:58 pm - Ignition
  • Wed Apr 23, 2014 2:53 pm - Chain Link
  • Wed Apr 23, 2014 2:53 pm - Chain Link
Weapons approved.

Kunai removal is approved.
 

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