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:

Rakujo Yumeko - Chuunin

Joined
Oct 22, 2012
Messages
1,570
Yen
-4,997,010
ASP
-124,347
OOC Rank
S-Rank
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[ P e r s o n a l - I n f o r m a t i o n ]:

Name: Rakujo Yumeko - #42B8EB
Alias: N/A
Age: 28
Height: 5'7" | 173 cm
Gender: Female
Body Frame: Average
Natural Hair Color: White Brown Pink
Natural Eye Color: Red Brown Purple
Alignment: Chaotic Lawful
Rank: Chuunin
Branch: Main Branch
Bloodline/Core Ability: Toujigikou
Kinjutsu: Chimera (Eye of the Sun - Uchiha)
Headset: Yes

[ A p p e a r a n c e ]:


  • Yumeko stands as a somewhat average five foot, seven inches and weighs in at one hundred and twenty-three pounds.
  • Her skin seems to be a shade or two before being tanned.
  • Her pink hair stands just a couple inches above her shoulders.
  • Yumeko's wardrobe doesn't have one outfit that she simply abide's by to be known usually for.

[ P e r s o n a l i t y ]:

  • Polite - As she was being raised, she was taught to be polite, and had retained it throughout her life.
  • Stoic - She has learned to be such throughout her life, though only with dealing with pain.
  • Serious - When the time calls for it, she will be as serious as she has to be.
  • Kind - Throughout the years she has lived, she has met people who had shown her the rewards of being kind and that it has much more of a positive result with most people.

[ O t h e r - i n f o r m a t i o n ]:

  • TBA

[ L i k e s & D i s l i k e s ]:

Likes:
  • TBA

Dislikes:
  • TBA

[ H i s t o r y ]:
Yumeko was born of a bastard child of a drunk during one of his lengthy blackouts. As she grew up she was told propaganda against her father, and that she would grow up to be great. Even though she was raised in a small town, she did train at the age where people inside large towns and villages would send their children to an academy of sorts. She would train with a friend of her mother who would teach her to learn at her own pace, which she was someone to liked to move faster than was good for them at age nine. She would often push herself too far, often spraining something or breaking something as well, but the wound would heal in a couple days instead of a couple of weeks for her.

When she was roughly eleven or twelve years old, in one training session her tutor had gotten a little too overzealous and pushed Yumeko too far, causing one of her legs to get crushed under a large branch. After a couple days, her leg happened to be back to normal with the exception of something that wouldn't really be explained for a while, as her mother was Kaguya. As She continued her training for the next couple of years, she had learned of her ability to manipulate earth jutsu and make them into metal. The way she found out was during one day of training with her tutor, the two had sparred and when the tutor was about to win, she had caused the tutor to lose the use of one of her arms. Though the tutor continued to be her tutor, she didn't much hold a grudge due to causing her to lose some mobility in her arm that Yumeko had disabled in the spar.

After her tutor believed that she had no more to teach Yumeko, when she reached the age of nineteen. After then, she set off to travel, always sending and receiving mail to her mother to check in every now and again. As she traveled, she met new people, fought some in spars and some just trying how strong they were by fighting a woman though most of them lost and such. She spent years traveling, occasionally settling down. After a couple years, her mother had passed because of an illness, not mere days prior to going to visit and learning that she had passed by her former tutor. She didn't much want to believe it, but she soon left after putting many flowers on her mother's grave.

As she turned twenty, she had, unknowingly, come across a man, though during another lengthy blackout, and fighting him, though even with her nontraditional fighting style, she had lost, but now without causing some sort of injury to his left arm before he had attempted to attack her and cause a hit to her right leg, the demonic cells seeping into the wound, causing her right leg to become just as his left arm was. After all this, she had passed out due to the exertion of the fight, waking up several days later.

Though, due to the demonic cells, she was now destined to wander through time, almost looking as if she were the same and not easily susceptible to illness or injury. For the next... however many years that passed as time seemed to blend with itself as she soon wandered to the cloud village roughly fourteen years prior to the current year. She soon became the rank of Chuunin, as well as having a passport to travel around for a short while. Though when she had joined the cloud village, she was a genin, and she had been one for a fair while as she didn't do missions too often. Though in the missions she did do, her natural affinity towards the Metal side of Jutsu was shown, aside from in training, as well as her ability to take more hits done by Taijutsu, as well as being able to use different sorts of tags and being able to hold things within a metal coffin. When she had reached the ability to become a Chuunin, she did so as quickly as possible, and had received a passport almost immediately after becoming Chuunin.

After going missing from Cloud as she had thought that they were taking much too long to try and deal with the murder of a fellow cloud shinobi by the name of Yukiko Ayumi. The time had passed and she couldn't really even find who had gotten her but she had only been able to retrieve her body and keep it preserved but something had happened before she could return and give her a proper burial on her travels, having met Isaki Naikishin on her way as well as stopping someone with quite malicious intent trying to cause problems between two villages. Though those weren't particularly in order. During her travels after having left a certain place, she'd travel around for a bit though it wasn't exactly something she really liked after having ended up on the wrong side of ambush, in which the person who had set it up ended up eventually experimenting on her, which she'd most rather like to forget though it didn't take that much time along with her pretty quick escape, though pretty quick was still a couple of weeks compared to everything else.

The experimentation did change an aspect about her, that being that she didn't have as free as a time to use metal jutsu anymore and there were now mouths on her palms that had a curious purpose for her, though it took her some time to notice a change with her eyes proper until she'd seen herself in a reflection.

[ A d v a n c e d - S h o p - P u r c h a s e s ]
  1. +1 RP Slot (Carried over from Previous Character) - Bought as Daiki Hoshi
  2. +1 iNPC Slot (Carried over from Previous Character] - Bought as Daiki Hoshi
  3. +1 iNPC Slot - Bought as Rakujo Yumeko
  4. Harry Houdini Card - Bought as Rakujo Yumeko
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Sharingan - Passive</U><i></i>
The Sharingan is a Doujutsu of the Uchiha clan, distinguished by its infamous red-color and the 'tomoe' surrounding the user's pupil. Apart from serving as a focal point for later techniques, the Sharingan grants the Uchiha an extreme degree of perception, allowing the Uchiha to react and perform actions with greater precision. As even the tiniest and most subtle of details within their gaze will not go unnoticed, the Uchiha claim their Sharingan will always see the truth.

Rank 1/2/3: The user has +1/+1.5/+2 Accuracy and Dodge toward targets in their line of sight. When attacking a target within their line of sight, the user ignores any Auto-dodge %'s the target may have.

Cost: 1 AP, 2% Max CP/Rnd.

Note:
- While Mangekyou Sharingan is active, Sharingan's Acc/Dodge bonus becomes +3 (+4 is they possess if they possess Eternal Mangekyou Sharingan)
- Does not apply to Activated Auto-dodge, such as the Body Switch Ninjutsu. This only applies to % chances.

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Mangekyou Sharingan - Passive<i></i>
The Mangekyou Sharingan is the advanced stage of the Sharingan, accessible to Uchiha after having undergone traumatic stress. Distinguishable by its unique appearance (which varies among its users), the Mangekyou allows the Uchiha to access powerful techniques...but carries the drawback in that they place significant stress on the user's eyes, to the point where it can even result in the Uchiha losing their sight until their Sharingan recovers. Like its appearance, the abilities granted by the Mangekyou can differ between one Uchiha and another.

Rank 1/2/3: While active, any target which is currently affected by at least 1 of the user's Fire Jutsu will also suffer the effects of the Phoenix Embrace)[/i] Genjutsu (Master Rank); this does not deal the Genjutsu's Damage. Mangekyou Sharingan lasts up to 10/20/30 seconds.

Special Action - Eye Trauma: While Eye Trauma is active, target's currently effected by the user's Fire jutsu cannot recover HP. Eye Trauma may be activated at any point for 0 AP; this replaces the duration of Mangekyou Sharingan with 20 seconds. Using this action will disable Mangekyou Sharingan for the remainder of battle once its duration ends. Additionally, the user will undergo 'Recovery Time' equal to 1 OOC week per round Mangekyou Sharingan was active. Mangekyou Sharingan cannot be used during any modded situations that begin during this time. [Recovery time rules]

Cost: 1 AP to activate/deactivate. Upon deactivation, 2.5% Max HP per round active.

Notes:
- Requires Sharingan to be active, and have been active for at least 10 seconds.
- Once deactivated, requires a 10 second cooldown before Mangekyou Sharingan may be used again.
- Uchiha techniques which reduce the duration of Mangekyou Sharingan are treated as if they were maintained for that round when it comes time to pay the maintain cost.
- If the user has Eternal Mangekyou Sharingan, using Special Action - Eye Trauma activates the effect for both Uchiha subbranches, however the duration is still 20 seconds.

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Explosive Art - Passive
The Toujigikou are unique when it comes to chakra; Theirs is highly explosive. Though volatile and dangerous, these skillful craftsmen manipulate and shape their combustive energy into many shapes and forms, and overtime, can control their explosive chakra with such mastery that they are able to merge it with other Ninja Arts, for an Explosive Masterpiece.

Rank 1: May convert Fire and Earth Jutsu into a Clay Bomb by paying an additional +20% Chakra Cost.
Rank 2: May convert Fire and Earth Jutsu into a Clay Bomb by paying an additional +10% Chakra Cost.
Rank 3: May convert Fire and Earth Jutsu into a Clay Bomb at no extra cost.

Notes:
- The Toujigikou automatically has access to the Explosion element.
- Jutsu converted into clay bombs are treated as the 'Explosion' Element and gain explosion effects.
- All Clay Bombs act as AoE's targeting the proper amount according to the jutsu AoE level rules. Jutsu that are already AoE have their area increased by +1 target if used as a bomb.

------

Aperture Vision - Passive
Art is a beauty to behold, so believe those of the clan. An Artist knows the importance of Detail, and naturally they take in and note details of their environment subconsciously. Naturally, they despise the arts of Genjutsu believing it a crude method of obscuring the expressionism behind their Art, and because of this the clan has developed a peculiar ability to see through illusions and view the true nature of the environment, giving their sense of realism an edge against the Illusionary Arts.

Rank 1: +1 Genjutsu Save, Cumulative accuracy debuffs ignored up to -1.
Rank 2: +2 Genjutsu Save, Cumulative accuracy debuffs ignored up to -1.5.
Rank 3: +3 Genjutsu Save, Cumulative accuracy debuffs ignored up to -2.

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Kagutsuchi - Fire Ninjutsu<i></i>
Kagutsuchi is a technique which brings order to flames in a variety of ways. From empowering them into a blaze, or even outright extinguishing them, this Mangekyou technique grants the Uchiha control over all things fire, up to and including the unwieldy dark flames of Amaterasu.

Rank 1: The user may Extinguish an active Fire jutsu.
Rank 2: The user may Extinguish or Kindle an active Fire jutsu.
Rank 3: The user may Extinguish, Kindle or Spread an active Fire jutsu.

Cost: 1 AP, 2% Max CP

Notes:
- Requires Mangekyou Sharingan to be active.
- Each use after the first in the same round will reduce the duration of Mangekyou Sharingan by 10 seconds.
- 'Extinguish' allows the user to dispel a 'Fire' Jutsu active in battle. This is automatic for the "Fire" subtype, but requires a Ninjutsu check for advanced elements.
- 'Kindle' increases the duration of an active Fire jutsu in battle by 1 round.
- 'Spread' takes a Fire jutsu active on a target in battle, and allows the user to copy its effects (to include damage) over to a new target (it still remains active on the original target!). If the new target is an enemy, this is considered an attack using Ninjutsu Accuracy . The user takes on any maintain costs of this duplicated Fire jutsu. Spread Jutsu have the same duration as whatever was remaining on the original target.

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Rising Flame - Dependent Special Move<i></i>
Fire techniques are among the favorite of the Uchiha clan, and even more so for those with a Mangekyou ability inclined toward it. Uchiha finding themselves surrounded may have their flames grow in strength and intensity, exploding from one target to the next.

Rank 1/2/3: By paying +40%/+30%/+20% CP, the user may have their Fire attack proceed to a new target after hitting the previous one. The attack deals -20% of the base damage but gains +1 Accuracy. This repeats until the attack misses, strikes all possible targets, or is reduced to 0% base damage. May only be used once per round.

Note:
- If the user has any effects which would increase the attack's targets, it is applied at the start of the Jutsu.

------

Kamikaze Bomber - Explosion Ninjutsu
A stronger and more potent form of Art using clay known as C2, the Toujigikou molds clay with both hands, creating a large, fast and agile sculpture. While able to explode like any other form of their art, The true purpose of this technique is not offensive however, but instead defensive. This creation is large enough to carry the Artisan around, and small enough to easily maneuver and avoid harm. When ridden, the user is able to move much faster, and as such is much more harder to hit, helping them in their various acts of terrorism. The Carrier can only take so much though, and if damaged too much will fall apart into a useless lump of clay.

Rank 1: When ridden, the user gains +1 Dodge. The sculpture has 1,000 Hp and can kamikaze doing 500 Damage to a 15x15 foot Area at +.5 Accuracy. Can attempt to grab an opponent once per round at -5 Accuracy. Those grabbed receive a -3 Dodge until they free themselves for 1 Ap at a 70% chance of success.
Rank 2: When ridden, the user gains +1.5 Dodge. The sculpture has 1,500 Hp and can kamikaze doing 1140 damage to a 15x15 foot area at +1.5 Accuracy. Can Attempt to grab an opponent once per round at -4 Accuracy. Those grabbed receive a -3 Dodge until they free themselves for 1 Ap at a 60% chance of success.
Rank 3: When ridden, the user gains +2 Dodge. The sculpture has 2,000 Hp and can kamikaze doing 1780 Damage to a 15x15 foot Area at +2 Accuracy. Can attempt to grab an opponent once per round at -3 Accuracy. Those grabbed receive a -3 Dodge until they free themselves for 1 Ap at a 50% chance of success.

Costs:
Rank 1: 1.5 Ap; 300 Chakra to initiate and 100 a Round
Rank 2: 2 Ap; 600 Chakra to initiate and 200 a Round
Rank 3: 2 Ap; 900 Chakra to initiate and 300 a Round

Notes:
- Hp May be increased with Explosion Buffs.
- Any attacks which miss the user has a 40% chance to hit the sculpture
- Grants Immunity to the user's own AoE Techniques when ridden.
- Detonation may Automatically target two separate targets.

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Ceramic Terrorism- Explosion Ninjutsu
An advanced version of Artistic Interpretation, this Technique is identical in nearly every aspect other than than the strength and quality of their Explosive chakra packed into their C1 Clay. Those more attuned to their explosive art are more Artistic and are able to create more powerful explosives or even a small army of smaller masterpieces, all Packing the Bang of a Firework.

Rank 1: Creates 3 Explosive works of art each dealing 400 Damage to a 10x10 Area at +1 Accuracy.
Rank 2: Creates 4 Explosive works of art each dealing 375 Damage to a 13x13 Area at +1.5 Accuracy.
Rank 3: Creates 5 Explosive works of art each dealing 360 Damage to a 15x15 Area at +2 Accuracy.

Costs:
Rank 1: 2 Ap; 500 CP to initiate, 170 CP/Rnd
Rank 2: 2 Ap; 630 CP to initiate, 210 CP/Rnd
Rank 3: 2 Ap; 750 CP to initiate, 250 CP/Rnd

Notes:
- May only be maintained for up to three rounds.
- Detonating is instantaneous, and does not require chakra/Ap.
- User can control when the bombs attempt to latch/Detonate during a round.
-This Jutsu's Explosions may Automatically target two separate targets.
- The Bombs are alive, and attempt to Latch on to the target before detonating, unless the user chooses them not to. The target must make a melee dodge against the User's Nin Accuracy to avoid being attached. If the bombs stick, they gain +1 Accuracy and +10% Damage upon detonation on the target. If not, they can be detonated as normal. Can only attempt to stick to a target once per round.
- The user can have the bombs stick to certain parts of the opponent, and if used this way it can be treated as a called shot. Percentages of successfully breaking limbs are depended upon Sprained/Fractured/Broken levels, having 15%/12%/9% chance. A limb may only have its called shot level increased by one rank per use.

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Atomic Impressionism - Explosion Ninjutsu
The most devastating and beautiful technique of the Toujigikou clan. This is the most powerful of all their explosives, capable of leveling a large area. This attack uses the powerful C3 type Clay, and can be seen almost from anywhere in the general region, and is loud enough to shatter windows further away. It is no wonder why this form of art is called their "Specialty" As they consider it the finest example of their Art's Beauty. Unfortunately, those unfortunate enough to see the true Beauty of this technique generally don't live long enough to appreciate it. The after effects of this technique are able to scar the region for quiet some time.

Rank 1: Creates a massive explosion that attempts to deals 2,700 Damage at -1 Accuracy to all within the battle.
Rank 2: Creates a massive explosion that attempts to deals 3,380 Damage at -.5 Accuracy to all within the battle.
Rank 3: Creates a massive explosion that attempts to deals 4,050 Damage to all within the battle.

Costs:
Rank 1: 2 Ap and 980 CP to initiate. .5 AP to Detonate
Rank 2: 2 Ap and 1230 CP to initiate. .5 AP to Detonate
Rank 3: 2 Ap and 1470 CP to initiate. .5 AP to Detonate

Notes:
- This Jutsu may not be detonated the same round it is Initiated. Detonating requires no extra chakra and is modded as if it is instantaneous.
- No other Bloodline Techniques may be used while maintaining this Jutsu, but any already existing prior to this Technique are fine.
- This Jutsu cannot be auto-dodged.
- Barriers cannot protect targets from this jutsu. The barrier and the target will both take damage from this jutsu.

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Amaterasu - Fire Ninjutsu<i></i>
Amaterasu is a Mangekyou technique romanticized as harnessing the flames of hell. The flames of Amaterasu are jet-black, and appear at the focal point of the user's vision which make this technique notoriously difficult to avoid. Once created, the flames burn ceaselessly under any circumstance; including even if they are underwater, or even in a vacuum. Though powerful, the black flames spread much slower than true fire, but if uncontested will remain burning until the next sunset.

Rank 1/2/3: 2200/2600/3000 Fire damage at +3 Accuracy. Amaterasu lingers on the target indefinitely. Targets affected by Amaterasu automatically suffer its damage at the start of every round. Amaterasu ignores all damage reduction, and HP lost by it cannot be recovered.
[EMS - Eternal Amaterasu] - May only be performed by those with the Eternal Mangekyou Sharingan. Amaterasu deals +800 base damage, and reduces all HP recovery on the target by 1/2 (including % recovery) while active.

Cost: 3 AP, 3500 CP
EMS Cost: 4.5 AP, 4500 CP

Notes:
- Requires Mangekyou Sharingan to be active.
- If performed more than once in a single round, the duration of Mangekyou Sharingan is reduced by 10 seconds.
- Amaterasu will always have a x1.0 critical damage modifier (replacing any other modifiers); it will never deal critical damage (but can still be considered a critical hit for the purpose of other effects). This has priority over any other effect.
- Multiple instances of this jutsu do not stack on a target in any form. If multiple Uchiha use Amaterasu on a single target, whichever deals the most damage will overwrite the other.
- Once hit, Amaterasu remains on the target indefinitely. Amaterasu is not maintained by the user, and there is no maintain check. Amaterasu may be dispelled by;
  • - Anything capable of removing/dispelling an A-Rank Fire Ninjutsu.
  • The target having Medical Ninjutsu totaling up to 10 OOC-ranks cast on them (from themselves or others). E/D/C/B/A/S rank = 1/2/3/4/5/10 ranks.
  • The target resting for 1/2 AP


Spell Cancel<i></i> - Independent Special Move (3 points)
Some would say spells cannot be canceled outright, merely counteracted. The Void Walker, however, may create momentary links to the non-space of the Void to overwrite spells with the aspect of the Void; nothingness.
Effect: For 2 AP, the user may choose to reflexively cancel an opponent's Ninjutsu. This may use any accuracy type the user chooses against the enemy's corresponding Dodge/Save stat. May be used once per round.
Notes:</I><I>
- The cancelled action does not need to be an attack, but must be a Ninjutsu that is being either cast or maintained.
- Cancelled attacks spend normal AP and CP, but do not strike any target.
- A cancelled attack does not count as any kind of auto-miss or auto-fail.
- If a cancelled attack is the first strike of a combo, the rest of the combo proceeds as normal.
-
Devour is used as a conditional action, but does not use up one of the user's normal conditional slots.

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<U>Eruption - Dependent Special Move (2 points)
Playing with fire is dangerous, and most shinobi are cautious when it comes to their flame techniques, and carefully take the time to properly channel their chakra to avoid harming themselves. However, this is not the case for the Ashenheart; missing an opportunity against an opponent for something as insignificant as their own control would be madness, and they release their flames rapidly even if it means using their own body to absorb the recoil of an attack.
Effect: May be used with a Fire attack; the user takes CP damage equal to 10% of the attack's damage. The user's next action is then modded as if it takes half as much time to perform as usual (such as an action normally taking 2.5 seconds taking only 1.25 seconds), but the AP cost remains unchanged. May be used once per round.

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World Shatter - Non-Elemental Ninjutsu
A Cobalt Seikon cares not for the standard laws of physics that state how things work. If they don't like the condition of the ground they are standing on, the brightness of the sun in the sky, or the number and position of obstacles in their way, they can simply change it all.

Rank 1: The user is able to modify the Terrain Modifiers of the battle one stage in either direction for both Terrain and Visibility.
Rank 2: The user is able to modify the Terrain Modifiers of the battle two stages in either direction for both Terrain and Visibility.
Rank 3: The user is able to modify the Terrain Modifiers of the battle by any amount in either direction for both Terrain and Visibility.

Special Action - Fragmentation: If there is another jutsu active on the field when this is cast that alters Terrain Modifiers in any way, the user may instead choose to destroy that with a Ninjutsu Check against the caster at -1/+0/+1 for +10% CP, after which the user may apply Rank 1 of this jutsu to the battlefield (even if they have it at a higher rank).

Rank 1 Cost: 730 CP, 2.5 AP
Rank 2 Cost: 840 CP, 2.5 AP
Rank 3 Cost: 910 CP, 2.5 AP


 
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Stats:
Agility: 600/600
Stamina: 600/600
Ninjutsu: 600/600
Taijutsu: 600/600
Genjutsu: 600/600
Chakra Control: 600/600

PL: 3600
ASP: 638

Class:</COLOR>
Code:
[u]The best defense is an Explosive Offense[/u]
[b]HP:[/b] (50+lvl) x stamina
[b]CP:[/b] (45+lvl) x chakra control
Class Bonus: Kinjutsu, +1 Acc
[i]High:[/i] Ninjutsu Accuracy
[i]Average:[/i] Dodge, Genjutsu DC, Melee Accuracy, Genjutsu Save
[i]Low:[/i] Ranged Accuracy

Character Level:
1 to 239 (1)
240 to 479 (2)
480 to 719 (3)
720 to 959 (4)
960 to 1199 (5)
1200 to 1439 (6)
1440 to 1679 (7)
1680 to 1919 (8)
1920 to 2159 (9)
2160 to 2399 (10)
2400 to 2639 (11)
2640 to 2879 (12)
2880 to 3119 (13)
3120 to 3359 (14)
3360 to 3600 (15)


HP: 39000
CP: 36000
AP: 10



<COLOR color="#42B8EB">Jutsu
Non-Elemental Ninjutsu said:

Fire Ninjutsu said:

Water Jutsu said:

Lightning Ninjutsu said:

Wind Ninjutsu said:

Earth Ninjutsu said:

Explosion Ninjutsu said:

Poison Ninjutsu said:

Metal Ninjutsu said:

Chimera said:

CWfLaQV.png

Slashing Taijutsu said:

Projectile Taijutsu said:

Buffing Taijutsu said:

Unarmed Taijutsu said:

Genjutsu
Audial Genjutsu said:


Abilities:
00. Journeyman
00. Shinobi 101 - Audial Genjutsu with Nin Accuracy
01. Mind Overflow
02. Fearless
03. Clumsiness
04. Jutsu Mastery
05. Willpower
06. Tracker
07. Earth - Chakra Style (Shatter)
08. Elementalist
09. Hyperactive
10. Chimera
11. Chimera
12. Chimera



Weapon 1:

Dagger #1 - Slashing (Suppression)
+2 Accuracy and -10% damage

Augment #1: Siege
Augment #2: Primal
Augment #3: Chain Link



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Weapon 2:

Dagger #2 - Slashing (Bleeding)
-2 Accuracy and +10% damage

Augment #1: Vampiric
Augment #2: Primal
Augment #3: Chain Link
 
Code:
[fimg=left]http://i1285.photobucket.com/albums/a599/KHEmperor/df6adddadc0f9db53e7f245163c1ee529d6b04fc_zpsc0e80920.jpg[/fimg]


Relationship Table:
  • heartblack9gn_zpse8af2150.gif
    - Dislike: NA
    heartpurple6tw_zps3c82973a.gif
    - Acquaintance: NA
    heartblue5cw_zps16553f76.gif
    - Friend: NA
    heartgreen6dt_zpsd5768fe8.gif
    - Good Friend: NA
    heartyellow8ao_zpsc06df6d6.gif
    - Best Friend: NA
    heartorange5jq_zpsf0d34b51.gif
    - Family: NA
    heartred3oc_zps118e806b.gif
    - Crush: NA


Avatar: http://i260.photobucket.com/albums/ii17/Adell_021/1_zps44f23ddb.png

Signature: http://i1285.photobucket.com/albums/a599/KHEmperor/oie_201332Zylq0tLa_zps260e69b2.gif?t=1411168059















______________________________________

Chimera</U><i></i>
CH.jpg

Many shinobi, during the course of their lifetimes, can be said to have mastered their own bloodline or core ability. Fewer can be said to have had the opportunity to do it with more than one; of those, only the Chimera manage it simultaneously, with their own natural bodies. There are many ways to achieve the path of the Chimera, masters of the most natural and innate of the ninja arts, but few ever manage to carry themselves fully along this difficult path to become true masters of their own powers as well as those they have absorbed, through ill means or no, those they were not born or raised to. Indeed, even for those who do, such arts prove positively exhausting, taxing them far more than do the earthly exploits of mere mortals...

Kinjutsu TableInformation
Prerequisites: B-Rank, one fully mastered BL/CA

Effects:
  • The user gains the ability to integrate up to two additional BL/CA into themselves. This may be done by an application of at least 1000 words, once per month. The user is allowed their first additional BL/CA immediately after obtaining the Kinjutsu, if they so choose.
    • Any of the user's BL/CA may be dropped when a new one is picked up if they so choose. A Chimera cannot retain any techniques from a dropped table on their customized BL/CA.
    • If one of their Bloodlines has multiple branches, the user only has access to a single branch. However, they may have the same Bloodline fill multiple of their 3 BL/CA slots to gain acess to an additional branch.
  • From these BL/CA, the user constructs their own Bloodline or Core Ability for use during battle. This BL/CA can be altered in the user's dojo at any point outside of battle, with skills selected to be active to fill the BL/CA structure. The user can also swap between using a BL/CA structure at will. (Exact specifications and conversions of techniques between BL and CA in spoiler.)

  • Bloodlines are constructed out of 10 different skills, arrayed on a standard BL chart and split into ranks. (Example.) As most CA skills cannot be split into ranks, CA skills other than Boosts would simply take up the normal space on a BL table anyway.
  • Core Abilities are constructed out of 30 points worth of skills, 20 of which the user has access to at any given time. A Chimera Core Ability user can swap between active and inactive skills on their full table through the same method a normal Core Ability user can. (See here, the spoiler tab labeled Training Your Core Ability.)
  • Skills convert between BL and CA as follows:
    • Bloodline Passives = Core Ability Passives/Boosts/Ability Modifications
    • Bloodline Activated Passives, Styles, and Non-Final Jutsu = Core Ability Special Moves, Styles, and Jutsu Modifications
    • Bloodline Final Jutsu = Core Ability Final Jutsu
    • All Bloodline Passives and Activated Passives cost 1 CA point per rank, to 3 ranks, but the full version must be on the customized table.
    • Other Bloodline skills whose final rank is attained before 1200 PL cost 2 CA points.
    • Other Bloodline skills whose final rank is attained after 1200 PL cost 3 CA points.
    • Final BL jutsu cost 2 CA points for the final rank, like CA final jutsu. If the user wishes to use a rank 1 or 2 BL final jutsu, they will only cost 1 CA point, but the full version must be on the customized table.
  • Customized tables must not have more than four Passive-type skills (as defined above). They also must have one single Final Jutsu, but no more than that.

  • The Chimera can alter which skills from their 3 BL/CA tables are on their Chimera BL/CA every two weeks.
  • The Chimera's secondary cap buff limits are set to a maximum of +6, and their buff limits to +30%.
    • Skills and abilities that raise a secondary stat in a class (such as Cursed Seals) count against this limit for the amount of the difference between the two class levels. (A capped player raising a secondary from Average to High would have that counted as +4 against their limit of +6.)

Notes:
- A 'fully mastered' BL/CA is considered to be the full Bloodline table unlocked, or access to 20 CA points regardless of whether they have all been used or not.

Arcane Knowledge<i></i> - Kinjutsu Ability
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Their own bloodline and core ability techniques are a Chimera's bread and butter--both those they hold themselves natively and those they have absorbed through their own means. It should be of no surprise that the Chimera is able to use these skills with an extreme efficiency that few others may match.

Information
Prerequisites: Chimera

Effect: All Independent Special Moves and Activated Passives cost -15% CP to activate and maintain. All Dependent Special Moves and Modifications to Jutsu that cost additional CP have their additional CP cost reduced by 10%. All BL/CA jutsu have their CP costs reduced by 10%.

Notes:
- This only applies to basic BL/CA skills, not ones taken by Mystical Replication, Genetic Implant, or Sacrificial Rite.

Genetic Implant - Kinjutsu Ability
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While the Chimera certainly have the ability to absorb the capabilities of others, not every attempt is something that they have complete control over. At times, there are some attempts where they end up capable of only drawing out a small part of a particular bloodline, or only a single technique from a particular skill. Fortunately, their unique physiology is very forgiving, and they are rarely left worse than they started.

Information
Prerequisites: Chimera

Effect:
- The user chooses up to 3 Special Moves or Jutsu from any BL/CA that is not one of their 3 BL/CA (these do not have to all be from the same BL/CA). These must be stated in the user's Dojo, and require a 300 word RP to activate. These may be swapped following the same rules as learning/unlearning abilities.
- Each of these chosen skills may be used as normal, but have a cooldown of two full rounds. Additionally, if any of these skills have a duration longer than one round, it is reduced to only one round.

Note:
- Special Moves/Jutsu that require other BL/CA skills as a prerequisite to be used are ignored (such as Uchiha's Tsukiyomi requiring Mangekyou Sharingan).
- Cannot choose the final Jutsu of a BL/CA. Cannot choose a technique belonging to one of their BL/CAs.
- The user may skip the RP to learn the technique if it is one they have copied in battle with Mystical Replication or Sacrificial Rite and retained until the end of the battle.

<U>Mystical Replication<i></i> - B-Rank Ninjutsu
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Considered by some Chimera to be their quintessential skill, a lesser, quicker replica of the means through which they may siphon a whole set of techniques from others. By simply touching the skin of living being, the Chimera can directly absorb and copy aspects of a target and both understand and use them immediately. However, though very convenient, this method does not allow the Chimera to retain the copied aspects of the victim indefinitely, generally fading away shortly after use.

Information
Prerequisites: Chimera, B-Rank

Rank 1: Allows the Chimera to reflexively copy a single BL/CA Special Move or Jutsu from a target for their own use. If the technique is one that targets the user, they must make a check against the caster at -2; if the technique does not have a target or is targeting someone else, the check is made at -1. Each copied technique may only be used twice in battle before being used up. The user may not dodge or resist the technique they are attempting to copy if it is aimed at them.
Mastered: Allows the Chimera to reflexively copy a single BL/CA Special Move, Jutsu, or Modification to a jutsu from a target for their own use. If the technique is one that targets the user, they must make a check against the caster at -1; if the technique does not have a target or is targeting someone else, the check is made at +0. Each copied technique may only be used three times in battle before being used up. The user may dodge or resist the technique they are attempting to copy if it is aimed at them, but at a penalty of -2.

Rank 1 Cost: 1.5 AP to initiate, 2% Max CP
Mastered Cost: 1.5 AP to initiate, 2.5% Max CP

Notes:
- This does not require handseals, and may use any accuracy type the user desires.
- The user may only copy two BL/CA skills at a time, if this is used again the first skill is overwritten.
- This technique is not considered to be any element Ninjutsu, regardless of if the user possesses techniques that modify what element techniques are, and cannot be used with Affinity Moves.
- This skill cannot be one they have already, and may only be a Special Move/Jutsu/Modification for a jutsu effect. For a Modification to be chosen, the user must have the skill it is modifying.
- The user must pay all associated costs in order to use copied techniques, with the exception of any unique costs that are a part of the BL/CA itself (such as a Hachiashi's Mucus Pool). Any BL/CA prerequisite for this stolen skill is not applied to the user.
- If the user has any copied skills still left with uses at the end of the battle, they may make them one of their Genetic Implant skills.

Radiant Aura<i></i> - B-Rank Ninjutsu
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A halo of light that surrounds a Chimera...is only apparent to those with the correct kind of extra senses. Certainly though, it is there, and one should not mistake this aura for any kind of inefficiency or runoff of wasted chakra. It is instead an indicator of a talent they have taken upon themselves to counter the rapid drain of their life's energy through use of other techniques, to instead supplement themselves even as they fight.

Information
Prerequisites: Chimera

Rank 1: The user selects a single target and makes a check against them at -1. If the user succeeds, the victim's CP modifier is lowered by -3 for the rest of the battle. The user gains this CP modifier for themselves, with their current and maximum CP increased by the amount stolen from the victim.
Mastered: The user selects a single target and makes a check against them at +0. If the user succeeds, the victim's CP modifier is lowered by -5 for the rest of the battle. The user gains this CP modifier for themselves, with their current and maximum CP increased by the amount stolen from the victim.

Special Action - Aura Break: Instead of gaining the victim's CP and CP modifier, the user may sacrifice it in order to enable them to freely activate a single Passive, Activated Passive, Boost,, Modification to an ability, or Style from one of their inactive BL/CA. This technique remains active for the user for the rest of the battle, or can be swapped out for another of its type as per normal Chimera rules.

Rank 1 Cost: 2.5 AP, 2% Max CP
Mastered Cost: 2.5 AP, 2.5% Max CP

Notes:
- This does not require handseals, and may use any type of accuracy check the user desires.
- This technique is not considered to be any element Ninjutsu, regardless of if the user possesses techniques that modify what element techniques are, and cannot be used with Affinity Moves.
- This technique may only be used once per target per battle.

Sacrificial Rite<i></i> - A-Rank Ninjutsu
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Those who are not Chimera exist as only one thing of use to the Chimera in battle: a means to elevate the level of their own perfection. There is no better way, in their mind, to stomp down the boot of their own superiority on the head of their opponent than to remove their use of those techniques the Chimera considers most core and useful to one's being and using that energy to augment the Chimera's own. This technique may seem somewhat limited and expensive, and indeed it is, but it is also a potential game changer should the Chimera apply it at the correct time. The loss of their own innate talents, even temporarily, can indeed throw off the battle rhythm of even the most skilled ninja.

Information
Prerequisites: Chimera, A-Rank

Rank 1: The Chimera selects one target in battle and targets them at -2 for a check. If this check succeeds, a single random Passive, Activated Passive, Boost, or Modification to an ability on the victim's BL/CA is Sacrificed, disabling them for one full round. The Chimera gains that technique for the rest of the round. At the end of the round, the user may choose whether to discard the Sacrificed technique or have it replace one of the skills in their pool for Avatar of Divinity, if they possess it.
Mastered: The Chimera selects one target in battle and targets them at +0 for a check. If this check succeeds, a single random Passive, Activated Passive, Boost, Style, or Modification to an ability on the victim's BL/CA is Sacrificed, disabling them for one full round. The Chimera gains that technique for the rest of the round. At the end of the round, the user may choose whether to discard the Sacrificed technique or have it replace one of the skills in their pool for Avatar of Divinity, if they possess it.

Rank 1 Cost: 3 AP and 7% Max CP
Mastered Cost: 3 AP and 8% Max CP

Notes:
- This does not require handseals, and may use any accuracy type check the user desires.
- This technique is not considered to be any element Ninjutsu, regardless of if the user possesses techniques that modify what element techniques are, and cannot be used with Affinity Moves.
- If the user lacks the Ability a victim's Modification is based on, that Modification is excluded from the pool of potential Sacrificed skills.
- If the target is maintaining any BL/CA technique that is disabled when this technique succeeds upon them, that technique automatically fails.
- The victim is still capable of using other BL/CA techniques that would otherwise rely on the Sacrificed technique as a prerequisite.
- Cannot succeed more than once per round.
- Sacrificed techniques may be chosen for the user's Genetic Implant after the battle is over, provided they were not discarded.

Avatar of Divinity<i></i> - S-Rank Ninjutsu
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The true final form of the Chimera, a dangerous battle form that allows them to unleash all of their limiters and tap into the power they believe to be their right. No longer is it difficult in any way to see the near-blinding shine emanating from their skin; an Avatar-state Chimera positively glows with power. Their powers in this state seem to be borderline unbelievable, the capabilities and techniques earned through absorbing the abilities passed down and honed by generations of shinobi becoming little more than party tricks in the seemingly infinite repertoire of skills. However, this increase surge to all their abilities rapidly drains their vitality, and could leave them in a dangerous situation.

Information
Prerequisites: Chimera, S-Rank, All other Chimera techniques Mastered

Mastered: The user is able to activate up to six pre-chosen skills from their pool of BL/CA skills. These skills will remain available and active as long as this technique is maintained. Additionally, upon activation of this technique, cooldowns on all of the user's BL/CA techniques (including those in Genetic Implant) are reset, allowing their immediate usage again.

Cost: 4 AP and 10% Max CP/Rnd to initiate, 4% Max CP/HP per round

Notes:
- This does not require handseals.
- Skills are chosen and selected in the user's Dojo thread while the user is not in a fight. These skills can be any from their BL/CA that they are not already actively using. (BL/CA techniques in the user's full Chimera CA table but not among the user's activated 20 points may be chosen.) The user may not select extra Passives, Activated Passives, Boosts, or Modifications to Abilities for their Avatar of Divinity pool.
- This technique is not considered to be any element Ninjutsu, regardless of if the user possesses techniques that modify what element techniques are, and cannot be used with Affinity Moves.
 
Rakujo Yumeko retired Nov 7/14.

Retirement Thread: viewtopic.php?f=632&t=41227
Old Profile: viewtopic.php?f=77&t=23770
Old Training: viewtopic.php?f=79&t=23789
Old Dojo: viewtopic.php?f=78&t=23788
 

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