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:

Ren Training Thread

Re: Haru Training Thread.

Training Post 11 WC: 272

Stats:
Agility: 50/100
Stamina: 50/100
Taijutsu: 50/100
Ninjutsu: 77/100
Genjutsu: 50/100
Chakra Control: 55/100
Power Level: 332
Blood Line Control: 90 (+35 from class ability)

Jutsu:
E Rank:
Storm Fist
A jutsu that concentrates and condenses electrical energy into the fingertips of the user. Once used, this charged energy may be release at a distant target by simply pointing two fingers, releasing the electrons in the form of a quick bolt of lightning. Though fast, this technique moves in a straight line once shot.

Information
Prerequisites: E-rank

Master: Shoots a bolt of lightning that deals 355 damage at -1 accuracy. This has a 8% chance to 'Stun' the target.

Master Cost: 120 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.



Uncalled for shot. A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Master: 1 Strike at +3 Accuracy dealing 220 Damage. Upon a Full Hit, this has a 10% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.

Master Cost: 70 Cp

Notes:
- This does not stack.



Stun - Level 1 Kinetic

A simple genjutsu that causes one to feel a sudden spark of electricity that lasts for a split second, but can be used to mess up techniques involving concentration..

Information
Prerequisites: Genjutsu 10

Master: 10% chance to cause a random maintained jutsu to be dispelled.

Cost: 30 Chakra to initiate

D Rank:
Thunderclap
A technique that gathers lightning energy into a small area, condensing them together before releasing it, causing multiple lightning bolts to strike out and attack all those nearby. The bolts themselves are not accurate or powerful, but they are numerous enough to make up for that shortcoming.

Information
Prerequisites: D-rank

Rank 1: Creates a field that releases 6 lightning bolts to strike an area. Each deals 170 Damage at +2 Accuracy.
Master: Creates a field that releases 7 lightning bolts to strike an area. Each deals 215 Damage at +2 Accuracy.

Special Action - Storm Chaser: By paying +20% Cp, the user may give this jutsu a 12%/16% chance of being rerolled if an initial strike misses.

Rank 1 Cost: 190 Cp
Master Cost: 240 Cp

Notes:
- A target may only be hit by three bolts; however this may be split among multiple targets.
viewtopic.php?f=360&t=5044

Electrocution
A technique which allows the user to strike their targets with electrical energy by channeling their chakra into the ground or other substance touching a target. Guided by chakra, this burst of lightning travels through the medium until it reaches the target, often catching them by surprise. As it is guided by chakra, this technique is capable of moving through Lightning-proof objects.

Information
Prerequisites: D-rank

Rank 1: Channels lightning through a surface to deal 720 damage. This jutsu has a 8% chance to 'Stun' the target and be treated as a sneak attack.
Master: Channels lightning through a surface to deal 900 damage. This jutsu has a 12% chance to 'Stun' the target and be treated as a sneak attack.

Special Action: By paying +20% Cp, the user may allow this jutsu to use Melee Accuracy, and ignore Damage Reduction. This has no chance of being a Sneak Attack.

Special Action: By paying +20% Cp, the user may sacrifice both effects to allow this jutsu to bypass barriers.

Rank 1 Cost: 240 Cp
Master Cost: 300 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.

Electroshock
This jutsu channels intense electricity to course through a target to cause completely uncontrollable convulsions throughout their muscles and body; effectively paralyzing them for the duration of their shock.

Information
Prerequisites: D-rank

Rank 1: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, their is a 12% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active. - While a target is effected by this jutsu, 'Paralysis' has no limit and may effect multiple actions during a round.
Master Rank: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, their is a 16% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active.

Special Action: The user may pay +20% CP to sacrifice the 'Electrocution' effect and make the no-limit paralysis effect apply automatically.

Rank 1 Cost: 240 CP, 225 CP/Rnd
Master Rank Cost: 300 CP, 280 CP/Rnd

Notes:
- Lasts 2 Rounds or until it is resisted. A Nin check is made at the start of each round.
- The 'Paralysis' effect gives the victim a 10% to auto-fail a single action performed during a round. This effect lasts a full round, and may stack twice. Only one action may auto-fail per round.
- The 'Electrocution' effect causes a target to take damage equal to HP damage equal to 10% of the CP the target uses. This lasts a full round, and stacks up to three times.

+35 Agility
 
Re: Haru Training Thread.

Training Post 12 WC:255

Stats:
Agility: 97/100
Stamina: 50/100
Taijutsu: 50/100
Ninjutsu: 100/100
Genjutsu: 50/100
Chakra Control: 55/100
Power Level: 402
Blood Line Control: 102 (+35 from class ability)

Jutsu:
E Rank:
Storm Fist
A jutsu that concentrates and condenses electrical energy into the fingertips of the user. Once used, this charged energy may be release at a distant target by simply pointing two fingers, releasing the electrons in the form of a quick bolt of lightning. Though fast, this technique moves in a straight line once shot.

Information
Prerequisites: E-rank

Master: Shoots a bolt of lightning that deals 355 damage at -1 accuracy. This has a 8% chance to 'Stun' the target.

Master Cost: 120 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.



Uncalled for shot. A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Master: 1 Strike at +3 Accuracy dealing 220 Damage. Upon a Full Hit, this has a 10% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.

Master Cost: 70 Cp

Notes:
- This does not stack.



Stun - Level 1 Kinetic

A simple genjutsu that causes one to feel a sudden spark of electricity that lasts for a split second, but can be used to mess up techniques involving concentration..

Information
Prerequisites: Genjutsu 10

Master: 10% chance to cause a random maintained jutsu to be dispelled.

Cost: 30 Chakra to initiate

D Rank:
Thunderclap
A technique that gathers lightning energy into a small area, condensing them together before releasing it, causing multiple lightning bolts to strike out and attack all those nearby. The bolts themselves are not accurate or powerful, but they are numerous enough to make up for that shortcoming.

Information
Prerequisites: D-rank

Rank 1: Creates a field that releases 6 lightning bolts to strike an area. Each deals 170 Damage at +2 Accuracy.
Master: Creates a field that releases 7 lightning bolts to strike an area. Each deals 215 Damage at +2 Accuracy.

Special Action - Storm Chaser: By paying +20% Cp, the user may give this jutsu a 12%/16% chance of being rerolled if an initial strike misses.

Rank 1 Cost: 190 Cp
Master Cost: 240 Cp

Notes:
- A target may only be hit by three bolts; however this may be split among multiple targets.
viewtopic.php?f=360&t=5044

Electrocution
A technique which allows the user to strike their targets with electrical energy by channeling their chakra into the ground or other substance touching a target. Guided by chakra, this burst of lightning travels through the medium until it reaches the target, often catching them by surprise. As it is guided by chakra, this technique is capable of moving through Lightning-proof objects.

Information
Prerequisites: D-rank

Rank 1: Channels lightning through a surface to deal 720 damage. This jutsu has a 8% chance to 'Stun' the target and be treated as a sneak attack.
Master: Channels lightning through a surface to deal 900 damage. This jutsu has a 12% chance to 'Stun' the target and be treated as a sneak attack.

Special Action: By paying +20% Cp, the user may allow this jutsu to use Melee Accuracy, and ignore Damage Reduction. This has no chance of being a Sneak Attack.

Special Action: By paying +20% Cp, the user may sacrifice both effects to allow this jutsu to bypass barriers.

Rank 1 Cost: 240 Cp
Master Cost: 300 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.

Electroshock
This jutsu channels intense electricity to course through a target to cause completely uncontrollable convulsions throughout their muscles and body; effectively paralyzing them for the duration of their shock.

Information
Prerequisites: D-rank

Rank 1: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, their is a 12% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active. - While a target is effected by this jutsu, 'Paralysis' has no limit and may effect multiple actions during a round.
Master Rank: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, their is a 16% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active.

Special Action: The user may pay +20% CP to sacrifice the 'Electrocution' effect and make the no-limit paralysis effect apply automatically.

Rank 1 Cost: 240 CP, 225 CP/Rnd
Master Rank Cost: 300 CP, 280 CP/Rnd

Notes:
- Lasts 2 Rounds or until it is resisted. A Nin check is made at the start of each round.
- The 'Paralysis' effect gives the victim a 10% to auto-fail a single action performed during a round. This effect lasts a full round, and may stack twice. Only one action may auto-fail per round.
- The 'Electrocution' effect causes a target to take damage equal to HP damage equal to 10% of the CP the target uses. This lasts a full round, and stacks up to three times.

+3 agility
+32 Chakra Control
Thanks :D
 
Re: Haru Training Thread.

Training Post 13 WC: 270

Stats:
Agility: 100/100
Stamina: 50/100
Taijutsu: 50/100
Ninjutsu: 100/100
Genjutsu: 50/100
Chakra Control: 87/100
Power Level: 437
Blood Line Control: 108 (+35 from class ability)

Jutsu:
E Rank:
Storm Fist
A jutsu that concentrates and condenses electrical energy into the fingertips of the user. Once used, this charged energy may be release at a distant target by simply pointing two fingers, releasing the electrons in the form of a quick bolt of lightning. Though fast, this technique moves in a straight line once shot.

Information
Prerequisites: E-rank

Master: Shoots a bolt of lightning that deals 355 damage at -1 accuracy. This has a 8% chance to 'Stun' the target.

Master Cost: 120 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.



Uncalled for shot. A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Master: 1 Strike at +3 Accuracy dealing 220 Damage. Upon a Full Hit, this has a 10% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.

Master Cost: 70 Cp

Notes:
- This does not stack.



Stun - Level 1 Kinetic

A simple genjutsu that causes one to feel a sudden spark of electricity that lasts for a split second, but can be used to mess up techniques involving concentration..

Information
Prerequisites: Genjutsu 10

Master: 10% chance to cause a random maintained jutsu to be dispelled.

Cost: 30 Chakra to initiate

D Rank:
Thunderclap
A technique that gathers lightning energy into a small area, condensing them together before releasing it, causing multiple lightning bolts to strike out and attack all those nearby. The bolts themselves are not accurate or powerful, but they are numerous enough to make up for that shortcoming.

Information
Prerequisites: D-rank

Rank 1: Creates a field that releases 6 lightning bolts to strike an area. Each deals 170 Damage at +2 Accuracy.
Master: Creates a field that releases 7 lightning bolts to strike an area. Each deals 215 Damage at +2 Accuracy.

Special Action - Storm Chaser: By paying +20% Cp, the user may give this jutsu a 12%/16% chance of being rerolled if an initial strike misses.

Rank 1 Cost: 190 Cp
Master Cost: 240 Cp

Notes:
- A target may only be hit by three bolts; however this may be split among multiple targets.
viewtopic.php?f=360&t=5044

Electrocution
A technique which allows the user to strike their targets with electrical energy by channeling their chakra into the ground or other substance touching a target. Guided by chakra, this burst of lightning travels through the medium until it reaches the target, often catching them by surprise. As it is guided by chakra, this technique is capable of moving through Lightning-proof objects.

Information
Prerequisites: D-rank

Rank 1: Channels lightning through a surface to deal 720 damage. This jutsu has a 8% chance to 'Stun' the target and be treated as a sneak attack.
Master: Channels lightning through a surface to deal 900 damage. This jutsu has a 12% chance to 'Stun' the target and be treated as a sneak attack.

Special Action: By paying +20% Cp, the user may allow this jutsu to use Melee Accuracy, and ignore Damage Reduction. This has no chance of being a Sneak Attack.

Special Action: By paying +20% Cp, the user may sacrifice both effects to allow this jutsu to bypass barriers.

Rank 1 Cost: 240 Cp
Master Cost: 300 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.

Electroshock
This jutsu channels intense electricity to course through a target to cause completely uncontrollable convulsions throughout their muscles and body; effectively paralyzing them for the duration of their shock.

Information
Prerequisites: D-rank

Rank 1: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, their is a 12% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active. - While a target is effected by this jutsu, 'Paralysis' has no limit and may effect multiple actions during a round.
Master Rank: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, their is a 16% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active.

Special Action: The user may pay +20% CP to sacrifice the 'Electrocution' effect and make the no-limit paralysis effect apply automatically.

Rank 1 Cost: 240 CP, 225 CP/Rnd
Master Rank Cost: 300 CP, 280 CP/Rnd

Notes:
- Lasts 2 Rounds or until it is resisted. A Nin check is made at the start of each round.
- The 'Paralysis' effect gives the victim a 10% to auto-fail a single action performed during a round. This effect lasts a full round, and may stack twice. Only one action may auto-fail per round.
- The 'Electrocution' effect causes a target to take damage equal to HP damage equal to 10% of the CP the target uses. This lasts a full round, and stacks up to three times.

+13 CC
+22 Taijutsu

Thanks!
 
Re: Haru Training Thread.

Training Post 14 WC: 446

Stats:
Agility: 100/100
Stamina: 50/100
Taijutsu: 72/100
Ninjutsu: 100/100
Genjutsu: 50/100
Chakra Control: 100/100
Power Level: 472
Blood Line Control: 114 (+35 from class ability)

Jutsu:
Storm Fist
A jutsu that concentrates and condenses electrical energy into the fingertips of the user. Once used, this charged energy may be release at a distant target by simply pointing two fingers, releasing the electrons in the form of a quick bolt of lightning. Though fast, this technique moves in a straight line once shot.

Information
Prerequisites: E-rank

Master: Shoots a bolt of lightning that deals 355 damage at -1 accuracy. This has a 8% chance to 'Stun' the target.

Master Cost: 120 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.



Uncalled for shot. A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Master: 1 Strike at +3 Accuracy dealing 220 Damage. Upon a Full Hit, this has a 10% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.

Master Cost: 70 Cp

Notes:
- This does not stack.



Stun - Level 1 Kinetic

A simple genjutsu that causes one to feel a sudden spark of electricity that lasts for a split second, but can be used to mess up techniques involving concentration..

Information
Prerequisites: Genjutsu 10

Master: 10% chance to cause a random maintained jutsu to be dispelled.

Cost: 30 Chakra to initiate

D Rank:
Thunderclap
A technique that gathers lightning energy into a small area, condensing them together before releasing it, causing multiple lightning bolts to strike out and attack all those nearby. The bolts themselves are not accurate or powerful, but they are numerous enough to make up for that shortcoming.

Information
Prerequisites: D-rank

Rank 1: Creates a field that releases 6 lightning bolts to strike an area. Each deals 170 Damage at +2 Accuracy.
Master: Creates a field that releases 7 lightning bolts to strike an area. Each deals 215 Damage at +2 Accuracy.

Special Action - Storm Chaser: By paying +20% Cp, the user may give this jutsu a 12%/16% chance of being rerolled if an initial strike misses.

Rank 1 Cost: 190 Cp
Master Cost: 240 Cp

Notes:
- A target may only be hit by three bolts; however this may be split among multiple targets.
viewtopic.php?f=360&t=5044

Electrocution
A technique which allows the user to strike their targets with electrical energy by channeling their chakra into the ground or other substance touching a target. Guided by chakra, this burst of lightning travels through the medium until it reaches the target, often catching them by surprise. As it is guided by chakra, this technique is capable of moving through Lightning-proof objects.

Information
Prerequisites: D-rank

Rank 1: Channels lightning through a surface to deal 720 damage. This jutsu has a 8% chance to 'Stun' the target and be treated as a sneak attack.
Master: Channels lightning through a surface to deal 900 damage. This jutsu has a 12% chance to 'Stun' the target and be treated as a sneak attack.

Special Action: By paying +20% Cp, the user may allow this jutsu to use Melee Accuracy, and ignore Damage Reduction. This has no chance of being a Sneak Attack.

Special Action: By paying +20% Cp, the user may sacrifice both effects to allow this jutsu to bypass barriers.

Rank 1 Cost: 240 Cp
Master Cost: 300 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.

Electroshock
This jutsu channels intense electricity to course through a target to cause completely uncontrollable convulsions throughout their muscles and body; effectively paralyzing them for the duration of their shock.

Information
Prerequisites: D-rank

Rank 1: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, their is a 12% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active. - While a target is effected by this jutsu, 'Paralysis' has no limit and may effect multiple actions during a round.
Master Rank: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, their is a 16% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active.

Special Action: The user may pay +20% CP to sacrifice the 'Electrocution' effect and make the no-limit paralysis effect apply automatically.

Rank 1 Cost: 240 CP, 225 CP/Rnd
Master Rank Cost: 300 CP, 280 CP/Rnd

Notes:
- Lasts 2 Rounds or until it is resisted. A Nin check is made at the start of each round.
- The 'Paralysis' effect gives the victim a 10% to auto-fail a single action performed during a round. This effect lasts a full round, and may stack twice. Only one action may auto-fail per round.
- The 'Electrocution' effect causes a target to take damage equal to HP damage equal to 10% of the CP the target uses. This lasts a full round, and stacks up to three times.

6 points Master Thunderclap
6 points Master Electrocution
6 points Master Electroschock
17 taijutsu
 
Re: Haru Training Thread.

Training Post 15 WC:275

Stats:
Agility: 100/175
Stamina: 50/175
Taijutsu: 87/175
Ninjutsu: 100/175
Genjutsu: 50/175
Chakra Control: 100/175
Power Level: 489
Blood Line Control: 117 (+35 from class ability)

Jutsu:
E Rank:
Storm Fist
A jutsu that concentrates and condenses electrical energy into the fingertips of the user. Once used, this charged energy may be release at a distant target by simply pointing two fingers, releasing the electrons in the form of a quick bolt of lightning. Though fast, this technique moves in a straight line once shot.

Information
Prerequisites: E-rank

Master: Shoots a bolt of lightning that deals 355 damage at -1 accuracy. This has a 8% chance to 'Stun' the target.

Master Cost: 120 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.



Uncalled for shot. A dirty strike in which the user strikes quickly snapping a kick between the legs of a target

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Master: 1 Strike at +3 Accuracy dealing 220 Damage. Upon a Full Hit, this has a 10% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.

Master Cost: 70 Cp

Notes:
- This does not stack.



Stun - Level 1 Kinetic

A simple genjutsu that causes one to feel a sudden spark of electricity that lasts for a split second, but can be used to mess up techniques involving concentration..

Information
Prerequisites: Genjutsu 10

Master: 10% chance to cause a random maintained jutsu to be dispelled.

Cost: 30 Chakra to initiate

D Rank:
Thunderclap
A technique that gathers lightning energy into a small area, condensing them together before releasing it, causing multiple lightning bolts to strike out and attack all those nearby. The bolts themselves are not accurate or powerful, but they are numerous enough to make up for that shortcoming.

Information
Prerequisites: D-rank

Master: Creates a field that releases 7 lightning bolts to strike an area. Each deals 215 Damage at +2 Accuracy.

Special Action - Storm Chaser: By paying +20% Cp, the user may give this jutsu a 12%/16% chance of being rerolled if an initial strike misses.

Master Cost: 240 Cp

Notes:
- A target may only be hit by three bolts; however this may be split among multiple targets.
viewtopic.php?f=360&t=5044

Electrocution
A technique which allows the user to strike their targets with electrical energy by channeling their chakra into the ground or other substance touching a target. Guided by chakra, this burst of lightning travels through the medium until it reaches the target, often catching them by surprise. As it is guided by chakra, this technique is capable of moving through Lightning-proof objects.

Information
Prerequisites: D-rank

Master: Channels lightning through a surface to deal 900 damage. This jutsu has a 12% chance to 'Stun' the target and be treated as a sneak attack.

Special Action: By paying +20% Cp, the user may allow this jutsu to use Melee Accuracy, and ignore Damage Reduction. This has no chance of being a Sneak Attack.

Special Action: By paying +20% Cp, the user may sacrifice both effects to allow this jutsu to bypass barriers.

Master Cost: 300 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.

Electroshock
This jutsu channels intense electricity to course through a target to cause completely uncontrollable convulsions throughout their muscles and body; effectively paralyzing them for the duration of their shock.

Information
Prerequisites: D-rank

Master Rank: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, their is a 16% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active.

Special Action: The user may pay +20% CP to sacrifice the 'Electrocution' effect and make the no-limit paralysis effect apply automatically.

Rank 1 Cost: 240 CP, 225 CP/Rnd
Master Rank Cost: 300 CP, 280 CP/Rnd

Notes:
- Lasts 2 Rounds or until it is resisted. A Nin check is made at the start of each round.
- The 'Paralysis' effect gives the victim a 10% to auto-fail a single action performed during a round. This effect lasts a full round, and may stack twice. Only one action may auto-fail per round.
- The 'Electrocution' effect causes a target to take damage equal to HP damage equal to 10% of the CP the target uses. This lasts a full round, and stacks up to three times.

35 stamina please.
 
Re: Haru Training Thread.

Training Approver said:
Santaru Haru - Approved.
Next Training available: Mon Aug 12, 2013 at 12:00 AM GMT.

50 Stamina Points + 35 Stamina Points ~> 85 Stamina Points total.
489 Total Stat Points + 35 Stamina Points ~> 524 Stat Points total.
 
Re: Haru Training Thread.

Training Post 16

Stats:
Agility: 100/175
Stamina: 85/175
Taijutsu: 87/175
Ninjutsu: 100/175
Genjutsu: 50/175
Chakra Control: 100/175
Power Level: 524
Blood Line Control: 122 (+35 from class ability)

Jutsu:
E Rank:
Storm Fist
A jutsu that concentrates and condenses electrical energy into the fingertips of the user. Once used, this charged energy may be release at a distant target by simply pointing two fingers, releasing the electrons in the form of a quick bolt of lightning. Though fast, this technique moves in a straight line once shot.

Information
Prerequisites: E-rank

Master: Shoots a bolt of lightning that deals 355 damage at -1 accuracy. This has a 8% chance to 'Stun' the target.

Master Cost: 120 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.



Uncalled for shot. A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Master: 1 Strike at +3 Accuracy dealing 220 Damage. Upon a Full Hit, this has a 10% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.

Master Cost: 70 Cp

Notes:
- This does not stack.



Stun - Level 1 Kinetic

A simple genjutsu that causes one to feel a sudden spark of electricity that lasts for a split second, but can be used to mess up techniques involving concentration..

Information
Prerequisites: Genjutsu 10

Master: 10% chance to cause a random maintained jutsu to be dispelled.

Cost: 30 Chakra to initiate

D Rank:
Thunderclap
A technique that gathers lightning energy into a small area, condensing them together before releasing it, causing multiple lightning bolts to strike out and attack all those nearby. The bolts themselves are not accurate or powerful, but they are numerous enough to make up for that shortcoming.

Information
Prerequisites: D-rank

Master: Creates a field that releases 7 lightning bolts to strike an area. Each deals 215 Damage at +2 Accuracy.

Special Action - Storm Chaser: By paying +20% Cp, the user may give this jutsu a 12%/16% chance of being rerolled if an initial strike misses.

Master Cost: 240 Cp

Notes:
- A target may only be hit by three bolts; however this may be split among multiple targets.
viewtopic.php?f=360&t=5044

Electrocution
A technique which allows the user to strike their targets with electrical energy by channeling their chakra into the ground or other substance touching a target. Guided by chakra, this burst of lightning travels through the medium until it reaches the target, often catching them by surprise. As it is guided by chakra, this technique is capable of moving through Lightning-proof objects.

Information
Prerequisites: D-rank

Master: Channels lightning through a surface to deal 900 damage. This jutsu has a 12% chance to 'Stun' the target and be treated as a sneak attack.

Special Action: By paying +20% Cp, the user may allow this jutsu to use Melee Accuracy, and ignore Damage Reduction. This has no chance of being a Sneak Attack.

Special Action: By paying +20% Cp, the user may sacrifice both effects to allow this jutsu to bypass barriers.

Master Cost: 300 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.

Electroshock
This jutsu channels intense electricity to course through a target to cause completely uncontrollable convulsions throughout their muscles and body; effectively paralyzing them for the duration of their shock.

Information
Prerequisites: D-rank

Master Rank: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, their is a 16% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active.

Special Action: The user may pay +20% CP to sacrifice the 'Electrocution' effect and make the no-limit paralysis effect apply automatically.

Rank 1 Cost: 240 CP, 225 CP/Rnd
Master Rank Cost: 300 CP, 280 CP/Rnd

Notes:
- Lasts 2 Rounds or until it is resisted. A Nin check is made at the start of each round.
- The 'Paralysis' effect gives the victim a 10% to auto-fail a single action performed during a round. This effect lasts a full round, and may stack twice. Only one action may auto-fail per round.
- The 'Electrocution' effect causes a target to take damage equal to HP damage equal to 10% of the CP the target uses. This lasts a full round, and stacks up to three times.

4 hit combo
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

Information
Prerequisites: D-rank, A weapon with the Unarmed Damage Type.

Rank 1: 4 Strikes at +2 Accuracy dealing 120 Damage each.
Rank 2: 4 Strikes at +2 Accuracy and +1 Critical dealing 150 Damage each.

Rank 1 Cost: 160 Cp
Rank 2 Cost: 215 Cp

C RANK
Laser Prison
By focusing water and electricity into a condensed energy state, one is able to project beams of energy around an opponent. This technique is said to surround an opponent in crossfire of beams causing one to halt in place. These beams of energy are extremely dangerous to the touch and the thin spacing between the beams only makes it harder to maneuver.

Information
Prerequisites: Storm Affinity, C-rank

Rank 1: Traps a target within a field of lasers at -5 Accuracy. This has a 18% chance of activating the 'Laser Guided' effect.
Master: Traps a target within a field of lasers at -4 Accuracy. This has a 24% chance of activating the 'Laser Guided' effect.

Rank 1 Cost: 500 Cp to initiate, 250 Cp/Rnd.
Master Cost: 575 Cp to initiate, 290 Cp/Rnd.

Notes:
- Lasts up to three rounds, and requires a Nin check each round active.
- When bound, the victim cannot perform handseals or move.
- The bound victim may attempt to escape for 1.5 Ap, with a 15% chance of success.
- This bind is broken if the victim takes damage, or the user attacks the victim. (They have a -3 Dodge penalty to the attack aimed at them though)
- If the user takes more than 10% of their Max Hp in damage during a round, this bind is dispelled.
- Failed escape attempts deal 1% Max Hp damage due to the shock of the bind.
- The 'Laser Guided' effect grants this jutsu +2 Accuracy.

Grapple
A quick holding technique that leaves the target and user unable to move in most normal ways.

Information
Prerequisites: C-rank, A weapon with the Unarmed Damage Type.

Rank 1: Attempts to Bind a single target -5 Accuracy.
Rank 2: Attempts to Bind a single target at -4 Accuracy.

Rank 1 Cost: 500 Cp to initiate, 250 Cp/Rnd
Rank 2 Cost: 575 Cp to initiate, 290 Cp/Rnd

Notes:
- This may last up to three rounds.
- The target has a 15% chance to escape for every 1.5 Ap they use.
- While bound neither the victim cannot perform handseals or move (Only handseal-less Ninjutsu/Genjutsu or actions not involving movement may be performed).
- This bind is broken if the victim takes damage, or the user attacks the victim. They have a -3 Dodge penalty to the attack aimed at them though.
- If the user takes more than 10% of their Max Hp in damage during a round, this bind is dispelled.

6 points Master Laser Prison

6 points Master Grapple

20 Ninjutsu

thanks.
 
Re: Haru Training Thread.

Training Approver said:
Santaru Haru - Approved.
Next Training available: Mon Aug 19, 2013 at 12:00 AM GMT.

C-Rank Jutsu Laser Prison - Approved. 25 Training Points remaining.
C-Rank Jutsu Grapple - Approved. 15 Training Points remaining.

100 Ninjutsu Points + 15 Ninjutsu Points ~> 115 Ninjutsu Points total.
524 Total Stat Points + 15 Ninjutsu Points ~> 539 Stat Points total.

Note: C-Rank Jutsu require 10 points to level up as an Uncapped Player as per Training Rules. Just for future reference. ~
 
Re: Haru Training Thread.

Training Post 17

Stats:
Agility: 100/175
Stamina: 85/175
Taijutsu: 87/175
Ninjutsu: 115/175
Genjutsu: 50/175
Chakra Control: 100/175
Power Level: 539
Blood Line Control: 122 (+35 from class ability)

Jutsu:
E Rank:
Storm Fist
A jutsu that concentrates and condenses electrical energy into the fingertips of the user. Once used, this charged energy may be release at a distant target by simply pointing two fingers, releasing the electrons in the form of a quick bolt of lightning. Though fast, this technique moves in a straight line once shot.

Information
Prerequisites: E-rank

Master: Shoots a bolt of lightning that deals 355 damage at -1 accuracy. This has a 8% chance to 'Stun' the target.

Master Cost: 120 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.



Uncalled for shot. A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Master: 1 Strike at +3 Accuracy dealing 220 Damage. Upon a Full Hit, this has a 10% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.

Master Cost: 70 Cp

Notes:
- This does not stack.



Stun - Level 1 Kinetic

A simple genjutsu that causes one to feel a sudden spark of electricity that lasts for a split second, but can be used to mess up techniques involving concentration..

Information
Prerequisites: Genjutsu 10

Master: 10% chance to cause a random maintained jutsu to be dispelled.

Cost: 30 Chakra to initiate

D Rank:
Thunderclap
A technique that gathers lightning energy into a small area, condensing them together before releasing it, causing multiple lightning bolts to strike out and attack all those nearby. The bolts themselves are not accurate or powerful, but they are numerous enough to make up for that shortcoming.

Information
Prerequisites: D-rank

Master: Creates a field that releases 7 lightning bolts to strike an area. Each deals 215 Damage at +2 Accuracy.

Special Action - Storm Chaser: By paying +20% Cp, the user may give this jutsu a 12%/16% chance of being rerolled if an initial strike misses.

Master Cost: 240 Cp

Notes:
- A target may only be hit by three bolts; however this may be split among multiple targets.
viewtopic.php?f=360&t=5044

Electrocution
A technique which allows the user to strike their targets with electrical energy by channeling their chakra into the ground or other substance touching a target. Guided by chakra, this burst of lightning travels through the medium until it reaches the target, often catching them by surprise. As it is guided by chakra, this technique is capable of moving through Lightning-proof objects.

Information
Prerequisites: D-rank

Master: Channels lightning through a surface to deal 900 damage. This jutsu has a 12% chance to 'Stun' the target and be treated as a sneak attack.

Special Action: By paying +20% Cp, the user may allow this jutsu to use Melee Accuracy, and ignore Damage Reduction. This has no chance of being a Sneak Attack.

Special Action: By paying +20% Cp, the user may sacrifice both effects to allow this jutsu to bypass barriers.

Master Cost: 300 Cp

Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.

Electroshock
This jutsu channels intense electricity to course through a target to cause completely uncontrollable convulsions throughout their muscles and body; effectively paralyzing them for the duration of their shock.

Information
Prerequisites: D-rank

Master Rank: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, their is a 16% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active.

Special Action: The user may pay +20% CP to sacrifice the 'Electrocution' effect and make the no-limit paralysis effect apply automatically.

Rank 1 Cost: 240 CP, 225 CP/Rnd
Master Rank Cost: 300 CP, 280 CP/Rnd

Notes:
- Lasts 2 Rounds or until it is resisted. A Nin check is made at the start of each round.
- The 'Paralysis' effect gives the victim a 10% to auto-fail a single action performed during a round. This effect lasts a full round, and may stack twice. Only one action may auto-fail per round.
- The 'Electrocution' effect causes a target to take damage equal to HP damage equal to 10% of the CP the target uses. This lasts a full round, and stacks up to three times.

4 hit combo
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

Information
Prerequisites: D-rank, A weapon with the Unarmed Damage Type.

Rank 1: 4 Strikes at +2 Accuracy dealing 120 Damage each.
Rank 2: 4 Strikes at +2 Accuracy and +1 Critical dealing 150 Damage each.

Rank 1 Cost: 160 Cp
Rank 2 Cost: 215 Cp

C RANK
Laser Prison
By focusing water and electricity into a condensed energy state, one is able to project beams of energy around an opponent. This technique is said to surround an opponent in crossfire of beams causing one to halt in place. These beams of energy are extremely dangerous to the touch and the thin spacing between the beams only makes it harder to maneuver.

Information
Prerequisites: Storm Affinity, C-rank

Master: Traps a target within a field of lasers at -4 Accuracy. This has a 24% chance of activating the 'Laser Guided' effect.

Master Cost: 575 Cp to initiate, 290 Cp/Rnd.

Notes:
- Lasts up to three rounds, and requires a Nin check each round active.
- When bound, the victim cannot perform handseals or move.
- The bound victim may attempt to escape for 1.5 Ap, with a 15% chance of success.
- This bind is broken if the victim takes damage, or the user attacks the victim. (They have a -3 Dodge penalty to the attack aimed at them though)
- If the user takes more than 10% of their Max Hp in damage during a round, this bind is dispelled.
- Failed escape attempts deal 1% Max Hp damage due to the shock of the bind.
- The 'Laser Guided' effect grants this jutsu +2 Accuracy.

Grapple
A quick holding technique that leaves the target and user unable to move in most normal ways.

Information
Prerequisites: C-rank, A weapon with the Unarmed Damage Type.

Rank 2: Attempts to Bind a single target at -4 Accuracy.

Rank 2 Cost: 575 Cp to initiate, 290 Cp/Rnd

Notes:
- This may last up to three rounds.
- The target has a 15% chance to escape for every 1.5 Ap they use.
- While bound neither the victim cannot perform handseals or move (Only handseal-less Ninjutsu/Genjutsu or actions not involving movement may be performed).
- This bind is broken if the victim takes damage, or the user attacks the victim. They have a -3 Dodge penalty to the attack aimed at them though.
- If the user takes more than 10% of their Max Hp in damage during a round, this bind is dispelled.

+50 Ninjutsu please.
 
Re: Haru Training Thread.

Training Approver said:
Santaru Haru - Approved.
Next Training available: Mon Sep 09, 2013 at 12:00 AM GMT.

115 Ninjutsu Points + 50 Ninjutsu Points ~> 165 Ninjutsu Points total.
539 Total Stat Points + 50 Ninjutsu Points ~> 589 Stat Points total.
 
Re: Haru Training Thread.

Training Post 1 WC: 272

Stats:
Agility: 69/175
Stamina: 70/175
Taijutsu: 130/175
Ninjutsu: 70/175
Genjutsu: 150/175
Chakra Control: 100/175
Power Level: 589



Jutsu:
E Rank
Recognition
A Genjutsu technique that simply effects the targets ability to recognize the effects of a Genjutsu, making them less likely to escape the users Illusions.

Information
Prerequisites: Genjutsu 10

Rank 2: 20% Chance for a Partial-Success Genjutsu to be treated as a Full Success.

Cost: 30 Chakra to initiate, 10 Cp/Rnd.
Tourniquet
A Genjutsu Illusion that is used to alter the targets perception of themselves, this illusion allows the user to manipulate the target into believing they are suffering from the loss of blood, often causing the victim to seek unneeded medical care or Masking its presence completely to cause them to Bleed dangerously.

Information
Prerequisites: Genjutsu 40

Master: User is able to Raise or Lower the Targets Bleed Rank by 3 Levels.

Cost: 100 Chakra to initiate, 30 Cp/Rnd.

Notes:
- The Target still bleeds (Taking damage and receiving Secondary penalties) of their true Bleed rank while under this Genjutsu.
- Once The victim attempts to heal an illusionary wound, this Jutsu is dispersed.

Clone
A technique taught to many students as an entryway into the illusionary arts, this technique is the most basic of the clone techniques which causes the target to see multiple images of the user, each seeming to perform different actions. However, they are only illusions, and cannot interact with anything in anyway..

Information
Prerequisites: Genjutsu 30

Master: Creates an illusion at +1 DC. Causes the target to see 2 Clones of the user.

Note:
- Technique loses 1 DC each round maintained.
- These clones are dispersed immediately upon being attacked.
- User cannot create more than three clones at any time, reusing this technique while in effect simply restores the original amount.

Cost: 100 Chakra to initiate, 30 per round maintained.

D Rank

Blinding Flash
This technique makes an illusional flash of light, hurting the opponents eyes and lowering their ability to see the target or attacks. However, due to its wide range effects, its hard to focus the target and effects everyone but the user, enemy or not. .

Information
Prerequisites: Genjutsu 60

Master: -1.5 Accuracy, 7% for actions to Auto-fail.

Cost: 190 Cp, 65 per round maintained.

Night
A genjutsu technique that shifts the targets perception of the day into Night, temporarily causing them to lose sight while their eyes struggle to adjust to the change. Once dispelled, the reverse change also causes a temporary blindness..

Information
Prerequisites: 80 Genjutsu

Master: The target loses -2.5 Accuracy/Dodge the round this is initiated. While maintained, they lose -2.5 Awareness.

Note:
- When dispelled, the target loses -2 Accuracy/Dodge for that round. (Does not work the round it's initiated.)
Cost: 250 Cp, 85 Per round Maintained.

Rage
A Genjutsu technique that instills a blind sense of anger into the target, causing them to temporarily forget about much else other than attacking their targets.. Unfortunately, this often happens to be the user.

Information
Prerequisites: Genjutsu 80

Master: Creates an illusion at -2 Gen Dc. All Non-Offensive techniques used by the victim have a 50% Chance of Failing.

Cost: 250 Cp to initiate, 85 Cp/Rnd.

C Rank
Paranoia

A genjutsu technique that alters the victims recognition to such a degree, that they are no longer able to differentiate between Friend and Foe, or even where they stand themselves. Providing no one is attempting to harm the victim directly, everyone proves an equal threat in the Victims Eyes.

Information
Prerequisite: Genjutsu 150, 3 Mastered Visual Jutsu, 3 Mastered Will Jutsu. Betrayal Mastered

Master: Creates an Illusion at -2.5 DC. When choosing targets, The Victim has a 45% chance of Attacking a different Target.

.Note:
- Applies to every one of the Victims techniques.
- Targets are chosen at random.
- Should the Victim be attacked While under this Genjutsu, they may attack that Target Normally during that round.

Cost: 400 chakra to initiate, 120 per round.

Death Viewing
A Genjutsu technique that can severely stun an opponent. If the target looks into the eyes of the user, their mind is suddenly inflicted with intense visions of their own brutal killing. This results in shock, making it harder to move. This illusion is powerful, though its effects are easily dispelled once the target feels physical pain.

Information
Prerequisite: Genjutsu 150, 3 Mastered Visual Jutsu, 3 Mastered Will Jutsu

Master: -4.5 Accuracy/Dodge

Note:
- Does not use Handseals, but requires eye contact.
- Lasts two round, or until successfully attacked.

Cost: 400 cp to initiate.

4 hit combo
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

Information
Prerequisites: D-rank, A weapon with the Unarmed Damage Type.

Rank 1: 4 Strikes at +2 Accuracy dealing 120 Damage each.
Rank 2: 4 Strikes at +2 Accuracy and +1 Critical dealing 150 Damage each.

Rank 1 Cost: 160 Cp
Rank 2 Cost: 215 Cp

25 Gen
25 Tai
THANKS :D
 
Training Post 3 WC: 371

Stats:
Agility: 69/175
Stamina: 70/175
Taijutsu: 155/175
Ninjutsu: 70/175
Genjutsu: 175/175
Chakra Control: 100/175
Power Level: 589



Jutsu:
E Rank
Recognition
A Genjutsu technique that simply effects the targets ability to recognize the effects of a Genjutsu, making them less likely to escape the users Illusions.

Information
Prerequisites: Genjutsu 10

Rank 2: 20% Chance for a Partial-Success Genjutsu to be treated as a Full Success.

Cost: 30 Chakra to initiate, 10 Cp/Rnd.
Tourniquet
A Genjutsu Illusion that is used to alter the targets perception of themselves, this illusion allows the user to manipulate the target into believing they are suffering from the loss of blood, often causing the victim to seek unneeded medical care or Masking its presence completely to cause them to Bleed dangerously.

Information
Prerequisites: Genjutsu 40

Master: User is able to Raise or Lower the Targets Bleed Rank by 3 Levels.

Cost: 100 Chakra to initiate, 30 Cp/Rnd.

Notes:
- The Target still bleeds (Taking damage and receiving Secondary penalties) of their true Bleed rank while under this Genjutsu.
- Once The victim attempts to heal an illusionary wound, this Jutsu is dispersed.

Clone
A technique taught to many students as an entryway into the illusionary arts, this technique is the most basic of the clone techniques which causes the target to see multiple images of the user, each seeming to perform different actions. However, they are only illusions, and cannot interact with anything in anyway..

Information
Prerequisites: Genjutsu 30

Master: Creates an illusion at +1 DC. Causes the target to see 2 Clones of the user.

Note:
- Technique loses 1 DC each round maintained.
- These clones are dispersed immediately upon being attacked.
- User cannot create more than three clones at any time, reusing this technique while in effect simply restores the original amount.

Cost: 100 Chakra to initiate, 30 per round maintained.

D Rank

Blinding Flash
This technique makes an illusional flash of light, hurting the opponents eyes and lowering their ability to see the target or attacks. However, due to its wide range effects, its hard to focus the target and effects everyone but the user, enemy or not. .

Information
Prerequisites: Genjutsu 60

Master: -1.5 Accuracy, 7% for actions to Auto-fail.

Cost: 190 Cp, 65 per round maintained.

Night
A genjutsu technique that shifts the targets perception of the day into Night, temporarily causing them to lose sight while their eyes struggle to adjust to the change. Once dispelled, the reverse change also causes a temporary blindness..

Information
Prerequisites: 80 Genjutsu

Master: The target loses -2.5 Accuracy/Dodge the round this is initiated. While maintained, they lose -2.5 Awareness.

Note:
- When dispelled, the target loses -2 Accuracy/Dodge for that round. (Does not work the round it's initiated.)
Cost: 250 Cp, 85 Per round Maintained.

Rage
A Genjutsu technique that instills a blind sense of anger into the target, causing them to temporarily forget about much else other than attacking their targets.. Unfortunately, this often happens to be the user.

Information
Prerequisites: Genjutsu 80

Master: Creates an illusion at -2 Gen Dc. All Non-Offensive techniques used by the victim have a 50% Chance of Failing.

Cost: 250 Cp to initiate, 85 Cp/Rnd.

C Rank
Paranoia

A genjutsu technique that alters the victims recognition to such a degree, that they are no longer able to differentiate between Friend and Foe, or even where they stand themselves. Providing no one is attempting to harm the victim directly, everyone proves an equal threat in the Victims Eyes.

Information
Prerequisite: Genjutsu 150, 3 Mastered Visual Jutsu, 3 Mastered Will Jutsu. Betrayal Mastered

Master: Creates an Illusion at -2.5 DC. When choosing targets, The Victim has a 45% chance of Attacking a different Target.

.Note:
- Applies to every one of the Victims techniques.
- Targets are chosen at random.
- Should the Victim be attacked While under this Genjutsu, they may attack that Target Normally during that round.

Cost: 400 chakra to initiate, 120 per round.

Death Viewing
A Genjutsu technique that can severely stun an opponent. If the target looks into the eyes of the user, their mind is suddenly inflicted with intense visions of their own brutal killing. This results in shock, making it harder to move. This illusion is powerful, though its effects are easily dispelled once the target feels physical pain.

Information
Prerequisite: Genjutsu 150, 3 Mastered Visual Jutsu, 3 Mastered Will Jutsu

Master: -4.5 Accuracy/Dodge

Note:
- Does not use Handseals, but requires eye contact.
- Lasts two round, or until successfully attacked.

Cost: 400 cp to initiate.

4 hit combo
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

Information
Prerequisites: D-rank, A weapon with the Unarmed Damage Type.

Rank 1: 4 Strikes at +2 Accuracy dealing 120 Damage each.
Rank 2: 4 Strikes at +2 Accuracy and +1 Critical dealing 150 Damage each.

Rank 1 Cost: 160 Cp
Rank 2 Cost: 215 Cp

30 Stamina
20 Tai
THANKS :D
 
Approved by Keiji said:
Next training can be done on Week 19 (5th of May - 11th of May)
[spoilername="Current Stats"]Agility: 69/175
Stamina: 70/175
Taijutsu: 155/175
Ninjutsu: 70/175
Genjutsu: 175/175
Chakra Control: 100/175
Power Level: 589

Advance shop: n/a[/spoilername]

New changes

Stats:
Stamina: 100/175
Taijutsu: 175/175

Notes: Approved, BUT
Same error as Kane in his latest training.
DON'T forget to link to the POST and not just the THREAD.
 

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