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:

Riku [Genin]

Riku

New Ninja
Joined
Apr 5, 2015
Messages
149
Yen
75,100
ASP
0
Riku
yellow4_zps2ad6ea9a.png
General Info said:
Given Name: Riku
Surname: Tanimoto
DOB: June 23
Blood Type: O-

Age: 15
Sex: Male
Height: 5'9"
Weight: 130 lbs
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Country/Village: Kumogakure
Rank: Genin
Branch: Main
Division: N/A
Title None
Nindo; "Way of the Ninja": "Never Give Up, Never Surrender"

Alternatives Quotes:
A true champion is one whom gets up when he can't.

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Physical Description:Riku bears Black hair that stretches to touch his shoulders and continues to grow as he refuses to get it cut. It even dares to cross in front of his face from time to time. Hidden underneath his dark locks is a pair of unique jewels. subtly changing from a bright yellow to a neon green and everything in between whenever they please, Riku's eyes are a mystery to all. Though he is young and weak, he still holds himself up with pride. His lanky body lacks nearly any bit of muscle due to his age. Standing at a mere 145cm, Riku is of average height. However he is considered to be underweight with a weight of only 43kg. Riku bears the average pale complexion of one living among Village Hidden in the Clouds.

Mental Analysis: Riku is quite the upbeat child. He is willing to take on any challenge set before him and believes he can conquer anything he sets his mind to. He's always looking at the positive side of things. However, he tends to put the needs of others before his own as he values friendship highly. Riku tends to be a goofy child, pulling pranks or performing stunts to make people laugh. Don't let that fool you, he is a bright kid. Curiosity often gets the best of him and leads him to stick his nose into places where it doesn't belong. Though as happy go lucky as he seems, Riku is not perfect. His over-confidence often leads him down a plethora of dangerous paths. And his brutal honesty tends to hurt others, even though he does not intend for it in such a way.


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Interesting Facts:
-Loves fruit and fruity foods.
-Became a Shinobi with his best friend, who is a figment of his imagination
 
Re: Tanimoto, Riku [Academy Student]

Background said:
Prologue
A fisherman by the name of Masao Tanimoto was admitted into the village hospital after a horrific fishing accident. With the aid of the Shinobi doctors, Masao was saved and began a long road of recovery. During his stay at the hospital, Masao fell in love with one of the medical ninja aiding in his recovery. He came to know her as Asayo Fukiyama. A beautiful, heartfelt woman with a passion for medicine.

Long after Masao had finished his recovery, he continued to visit Asayo at the hospital, spending time with her while she worked. And finally she accepted an invite to go out on a real date. It wasn't long afterwards that the two young adults were married and began having children. The First born son was named Riku. Or so that is what he was told.

Chapter One
Riku grew up as the oldest son in the Tanimoto household. So he was always the object of his father's attention. Always being pushed to be the next heir to the Tanimoto fishing business. But that was never Riku's true focus. His mind was elsewhere, whether it was off making friends around the village or having fun and goofing off. Riku had a difficult time making friends as most in the village had grown up being neglectful giving anyone they had seen the cold shoulder.

But Riku never allowed that to get to him. While playing alone in the Nimbus Delectatio one day, he met a boy just a year older than him who also loved to have fun. And after sharing some fun that fateful day, Riku became friends with the boy known as Tora. The two grew to be practically inseparable. Always playing around and getting into trouble together. They even had deep conversations about life. As deep as conversations can get for a pair of pre-adolescent boys. But Tora revealed his long life dream of becoming a powerful shinobi to help protect his village and become renown among all the lands.

Riku, too, idolized Tora's ambitions and shared his dream. He even gathered the courage to explain that to his father. Though Masao had not approved of Riku's dream, he would not stop the boy. For standing up to his father like he did revealed that he was ready to become a man. Masao encouraged Riku to pursue his dream even if it was not the path he wanted for his son. Riku met up with Tora afterwards to celebrate his father's acceptance. And though they played and had the time of their lives like they always did, Riku had no idea that Tora was simply a manifestation of his unconscious.

[Will be edited as his story progresses]
 
Re: Riku [Academy Student]

Experience said:
OCR Starting Stats
Stamina: 150|175
Agility: 150|175
Taijutsu: 100|175
Ninjutsu: 100|175
Genjutsu: 100|175
Chakra Control: 110%|175%

Training History
A Strange Child[Riku's Training]
OCR
Week One ~ Apr 6 - Apr 12
10 chakra control
25 Stamina
ASP: 85
Week Two ~ Apr 13 - Apr 19
25 Agility
10 Chakra Control
- Storm Bolt ~ Rank 1 [Lightning] --> Master Rank [6 Points]
- Thunderfist ~ Rank 1 [Lightning] --> Master Rank [6 Points]
- Pressurized Mist ~ Rank 1 [Water] --> Master Rank [6 Points]
- Water Gun ~ Rank 1 [Water] --> Master Rank [6 Points]
- Wind Slash ~ Rank1 [Wind] --> Master Rank [6 Points]
- Pressure Burst ~ Rank1 [Wind] --> Master Rank [6 Points]
- Stunt Double ~ Rank 1 [Non-Elemental] --> Master Rank [8 Points]
- Thunderclap ~ Rank 1 [Lightning] --> Master Rank [8 Points]
- Electroshock ~ Rank 1 [Lightning] --> Master Rank [8 Points]
- Electrocution ~ Rank 1 [Lightning] --> Master Rank [8 Points]
- Barrier ~ Rank 1 [Non-Elemental] --> Master Rank [10 Points]
78 ASP used
7 ASP left over
Week Three ~ Apr 20 - Apr 26
35 Chakra Control
ASP: 7
Week Four ~ Apr 27 - May 3
10 Chakra control
30 Taijutsu
30 Ninjutsu
ASP: 57
Week Five ~ May 4 - May 10
Class + 10 Taijutsu
25 Stamina
10 Ninjutsu
ASP: 57
Week Six ~ May 11 - May 17
25 Chakra Control
10 Ninjutsu
ASP: 57
Week Seven ~ May 18 - May 24
25 Agility
10 Taijutsu
ASP: 57
Week Eight ~ May 25 - May 31
20 Stamina
15 Taijutsu
ASP: 57
Week Nine ~ June 1 - June 7
20 Stamina
15 Ninjutsu
ASP: 57
Week Ten ~ June 8 - June 14
Completed Class, +5 Chakra Control
20 Stamina
15 Chakra Control
ASP: 50
Week Eleven ~ June 15 - June 21
20 Stamina
15 Taijutsu
Week Twelve ~ June 22 - June 28
20 Stamina
15 Ninjutsu
Week Thirteen ~ June 29 - July 5
Demon Cloak Alpha ~ Rank 1 ---> Master Rank [10 Points]
Extra Ability Slot [75 Points]
ASP: 7
Week Fourteen ~ July 6 - July 12
20 Agility
15 Taijutsu
Week Fifteen ~ July 13 - July 19
20 Agility
15 Taijutsu
Week Sixteen ~ July 20 - July 26
20 Chakra Control
15 Ninjutsu
Week Seventeen ~ July 27 - Aug 2
20 Chakra Control
15 Ninjutsu
Week Eighteen ~ Aug 3 - Aug 9
20 Chakra Control
15 Ninjutsu
Week Nineteen ~ Aug 10 - Aug 16
20 Chakra Control
15 Ninjutsu
Week Twenty ~ Aug 17 - Aug 23
20 Stamina
15 Taijutsu
Week Twenty-One ~ Aug 24 - Aug 30
20 Stamina
15 Taijutsu
Week Twenty-Two ~ Aug 31 - Sept 6

Current Stats
Stamina: 300|300
Agility: 280|300
Taijutsu: 240|300
Ninjutsu: 240|300
Genjutsu: 100|300
Chakra Control: 300%|300%

Levels
OOC Rank: B
Power Level: 1460
Character Level: 7
Action Points: 6

Character Level
Character Level (lvl) -- If your Power Level (PL) is between:
1. 1 to 239
2. 240 to 479
3. 480 to 719
4. 720 to 959
5. 960 to 1199
6. 1200 to 1439
7. 1440 to 1679

8. 1680 to 1919
9. 1920 to 2159
10. 2160 to 2399
11. 2400 to 2639
12. 2640 to 2879
13. 2880 to 3119
14. 3120 to 3359
15. 3360 to 3600

Class
Thunder's Essence said:
Thunder's Essence
HP: (50+7) x 300 = 17100
CP: (40+7) x 300 = 14100
Class Bonus: Kinjutsu
High: Evasion
Average: Melee Accuracy, Ninjutsu Accuracy, Ranged Accuracy
Low: Genjutsu DC, Puppet Accuracy

Code:
[quote="Thunder's Essence"][u]Thunder's Essence[/u]
[b]HP:[/b] (50+lvl) x stamina
[b]CP:[/b] (40+lvl) x chakra control
Class Bonus: Kinjutsu
[i]High:[/i] Evasion
[i]Average:[/i] Melee Accuracy, Ninjutsu Accuracy, Ranged Accuracy
[i]Low:[/i] Genjutsu DC, Puppet Accuracy[/quote]
 
Re: Tanimoto, Riku [Academy Student]

Skills & Gears said:
Core Ability/Bloodline
[fontsize="12"]The oldest and most prodigious clan originating from the Hidden Cloud Village, The Santaru are a proud people with the unique ability to control the weather at will. Long have they been feared by others because of this trait, yet, few can stand against their mighty bolts of energy they summon from the sky. Though they are attuned to storms in general, by far they have a much more strengthened affinity to Lightning and electricity of all types, their eyes brightening with an electric neon glow whenever their powers are in use. Subconsciously they tend to emit unnoticeable electromagnetic waves, enough to leave the hair on your neck stand up and leave goosebumps on those nearby. Yet, when angered, their powers become so great, that often it is beyond their ability to control.

Note: All Santaru Techniques are considered Storm Element.

084 PL - Storm Manipulation (Rank 1), Electrokinesis (Rank 1)
168 PL - Surging Presence (Rank 1)
252 PL - Storm Call (Rank 1)
336 PL - Storm Control (Rank 1)
420 PL - Storm Manipulation (Rank 2)
504 PL - Storm Call (Rank 2)
588 PL - Electrokinesis (Rank 2), Electromagnetism (Rank 1)
672 PL - Surging Presence(Rank 2), EMP (Rank 1)
756 PL - Storm Manipulation (Rank 3), Storm Control (Rank 2)
840 PL - Storm Call (Rank 3), EMP (Rank 2)
924 PL - Electromagnetism (Rank 2)
1008 PL - Surging Presence (Rank 3), EMP (Rank 3)
1092 PL - Electrokinesis (Rank Three), Electromagnetism (Rank 3)
1176 PL - Storm Control (Rank 3)
1260 PL - Sword of Oblivion (Rank 1)
1344 PL - Updraft (Rank 1)

1428 PL - Sword of Oblivion (Rank 2)
1512 PL - Dark Tempest (Rank 1)
1596 PL - Sword of Oblivion (Rank Three), Updraft (Rank 2)
1680 PL - Updraft (Rank 3), Dark Tempest (Rank 2)
1764 PL - Dark Tempest (Rank 3)

---

Storm Manipulation - Passive [MASTER RANK]
The Santaru have an innate affinity to storms, each member having volts of energy coursing through their body constantly as if generated similar to blood. Naturally, they possess the ability to both generate lightning instinctively and fluidly manipulate it into deadly arcs of energy with little trouble.

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

Notes:
- Partial hits from jutsu converted into storm are treated 1 rank higher.
- The Santaru automatically has access to the Storm element.
- All techniques used with this are treated as Storm element.

---

Electrokinesis - Passive</U><i></i> [MASTER RANK]
While generating vast amounts of Lightning is one trick to the Santaru's ability, one would be a fool to compare their Electrical abilities to another. The Santaru are able to increase the voltage of any electricity they wish, using their own body and the chakra as a electrical turbine to create shocking, and destructive, bolts of energy.

Rank 1: +5% Storm Damage
Rank 2: +10% Storm Damage
Rank 3: +15% Storm Damage

---

Surging Presence - Passive</U><i></i> [MASTER RANK]
Have you ever touched a Santaru before? Those who have would immediately notice that one is guaranteed to feel a spark of electricity upon contact, often enough to leave a blister or after twitch. This is due to the fact that as the Santaru's strength increases, their very blood becomes a source of electric energy, their chakra flowing with volts of energy. In a sense, the Santaru are living turbines each with a high voltage. It is common for electronic devices to malfunction in the presence of a Santaru.

Rank 1:
- Unarmed strikes against the Santaru return 50 storm damage per .5AP used.
- Remaining in contact with the Santaru deals 35 storm damage per .5 AP spent in contact.
- Weapon Strikes against the Santaru return 100 storm damage per .5AP used.

Rank 2:
- Unarmed strikes against the Santaru return 100 storm damage per .5AP used.
- Remaining in contact with the Santaru deals 75 storm damage per .5 AP spent in contact.
- Weapon Strikes against the Santaru return 150 storm damage per .5AP used.

Rank 3:
- Unarmed strikes against the Santaru return 150 storm damage per .5AP used.
- Remaining in contact with the Santaru deals 100 storm damage per .5 AP spent in contact.
- Weapon Strikes against the Santaru return 200 storm damage per .5AP used.

Notes:
- Unable to be buffed.
- Weapon strikes only apply to melee weapons.

---

Storm Call - Storm Jutsu<i></i> [MASTER RANK]
Though they are more than capable of using their own Lightning powers to generate their own volts of Lightning to strike down their targets, the Santaru possess the ability to change the weather by altering the patterns of electrons in their electromagnetic Aura. This allows them to create storms which rapidly begin to unleash their wrath upon the those stupid enough to invoke anger the Santaru.

Rank 1: Summons a storm with mild intensity that sends two bolts of lightning at a target of the Santaru's choice every round at 300 damage per bolt.
Rank 2: Summons a storm with greater intensity that sends three bolts of lightning at a target of the Santaru's choice every round at 300 damage per bolt and +.5 Ninjutsu accuracy.
Rank 3: Summons a black storm with dangerous intensity that sends three bolts of lightning at a target of the Santaru's choice every round at 600 damage per bolt and +1 Ninjutsu accuracy.

Special Action: Instead of striking a target, they user may strike themselves to heal half as much of the damage.


Costs:
Rank 1: 1 AP; 200 chakra to initiate, 90 Cp/Rnd.
Rank 2: 1.5 Ap; 300 chakra to initiate, 140/round to maintain
Rank 3: 2 AP; 600 chakra to initiate, 285/round to maintain

Notes:
- Strikes at the start of the round.

---

<U>Storm Control - Storm Jutsu [MASTER RANK]
Though knowing which patterns of electromagnetic fields produce what result is a difficult task, eventually through trial and error the Santaru begin to realize the full potential they possess; their abilities aren't limited to simply summoning storms of lightning, but they can create nearly any change in weather that they desire. Eventually, this becomes to simple that they almost do it subconsciously, allowing them to create gusts of wind, cause rain, snow and even hail to fall from the sky with a simple thought.

Rank 1: Calls wind, rain or snow.
  • Wind reduces the accuracy of all ranged/projectile attacks by -1.
  • Rain is treated as Rain Dance (Rank 1).
  • Snow chills to reduce dodge by 1 and ups the chakra cost of everyone but the user by 2%
Rank 2: Calls wind, rain, snow or hail.
  • Wind reduces the accuracy of all ranged/projectile attacks by -1.
  • Rain is treated as Rain Dance (Rank 1).
  • Snow chills to reduce dodge by 2 and ups the chakra cost of everyone but the user by 4%
  • Hail deals 360 ice damage/round to everyone but the user.
Rank 3: Calls two of the following of wind, rain, snow or hail.
  • Wind reduces the accuracy of all ranged/projectile attacks by -2.
  • Rain is treated as Rain Dance (Master Rank).
  • Snow chills to reduce dodge by 3 and ups the chakra cost of everyone but the user by 6%
  • Hail deals 810 ice damage/round to everyone but the user.

Costs:
Rank 1: 1 AP; 500 chakra to initiate, 170/round to maintain.
Rank 2: 1.5 AP; 700 chakra to initiate, 230/round to maintain.
Rank 3: 2 AP; 900 chakra to initiate, 300/round to maintain per effect (for total cost)

Note(s):
- Storm Call of the user's highest attained rank must be in use before Storm Control can be used.
- Storm Control may not be used on top of itself.
- Lightning-based effects from Rain Dance do not effect the caster.
- Hail automatically hits at the end of every round it is active, but damage cannot be buffed.
- Cannot use a double up on the same element.

---

Electromagnetism - Electrical Field Jutsu [MASTER RANK]
lightning coursing through their veins, a Santaru is able to find, with a little practice, that they are able to sense and control the electrons in the area around them by altering their electromagnetic energy. This gives them the ability of magnetism, allowing them to control any metallic object at will assuming they aren't too heavy. With a glow of their eyes, any metallic object nearby the Santaru because a suitable weapon.

Rank 1: The user can magnetically control their currently equipped weapon to strike a target dealing 1,010 Damage.
Rank 2: The user can magnetically control their currently equipped weapon to strike a target dealing 1,265 Damage.
Rank 3: The user can magnetically control their currently equipped weapon to strike a target dealing 1,875 Damage.

Costs:
Rank 1: 180 Cp; 1.75 Ap
Rank 2: 225 Cp; 1.75 Ap
Rank 3: 680 Cp; 2.25 Ap

Notes:
- Uses Ninjutsu Accuracy
- Receives both Storm and any Taijutsu Buffs relating to the equipped weapon.

---

EMP - Electrical Field Jutsu [MASTER RANK]
Though they constantly emit low frequency electromagnetic energy, the Santaru can easily up the voltage within their turbine-like bodies, and force this invisible energy outwards as an Electromagnetic Pulse, or EMP for short. This is both offensive and defensive, the burst of energy shooting outwards around them and pushing back those with electrical force, even causing the ground to course with lightning of the after effects.

Rank 1: Radiates outwards 10ft and causes 1,400 Damage and 10ft knockback on contact with living beings at -2 Accuracy.
Rank 2: Radiates outwards 15ft and causes 1,760 Damage and 15ft knockback on contact with living beings at -1.5 Accuracy.
Rank 3: Radiates outwards 20ft and causes 2,100 Damage and 20ft knockback on contact with living beings at -1 Accuracy.

Costs:
Rank 1: 2 Ap, 590 Cp
Rank 2: 2 AP, 740 Cp
Rank 3: 2 Ap, 880 Cp

Notes:
-This Jutsu may Automatically target two separate targets.

---

Sword Of Oblivion - Storm Jutsu [Rank 1]
An advanced technique of the Santaru clan, this allows them to condense the electrons around them into a sword-like shape, which upon being infused with their electrical chakra, generate into a blade of shocking electrical volts, the bolts so bright that it slightly blinds those who look at the user directly.

Rank 1: User may create a weapon out of electricity. The user gains +2 Dodge while equipoed with this weapon.
Rank 2: For every Lightning Based Jutsu the user is maintaining, they gain a -2% on the maintain cost. (IE: Maintaining 3 Lightning based jutsu while equipped with this weapon gives the maintained jutsu -6% on their maintain cost.)
Rank 3: Lightning Based jutsu may be channeled through this weapon.

Cost: 2 Ap, 1200 Cp to create, 400 Cp/Rnd.

Notes:
- Weapon specification must follow the Weapon Creation rules.
- Taijutsu Damage caused by this weapon may be buffed by Lightning based buffs as well as physical buffs.
- This weapon cannot cause bleeding or suppression by any means.
- This weapon cannot be augmented by any means.

---

Updraft - Storm Jutsu[Rank 1]
A storm technique performed yet again by altering the electrons in the air, this invokes a powerful gust of wind that smashes into targets with spontaneous force, and launches them into the sky with its sheer force. Perhaps this technique started rumors of the Santaru being able to fly, though one may wonder how safe using it on oneself may be.

Rank 1: Updraft sends a 20x20 area 20ft up into the air, causing them 1,440 damage at +2.5 Accuracy from the brute force of the wind and slamming the ground.
Rank 2: Updraft sends a 20x20 area 20ft up into the air, causing them 1,800 damage at +3 Accuracy from the brute force of the wind and slamming the ground.
Rank 3: Updraft sends a 20x20 area 20ft up into the air, causing them 2,160 damage at +3.5 Accuracy from the brute force of the wind and slamming the ground.

Costs:
Rank 1: 2.5AP; 650 Cp
Rank 2: 2.5AP; 820 Cp/Target.
Rank 3: 2.5AP; 980 Cp/Target

Notes:
- Can only be used once a round.
-This Jutsu may Automatically target two separate targets.

---

Dark Tempest - Storm Jutsu
The Santaru's full potential can only be unleashed when they experience intense emotions, most commonly when fearing that they are in danger. Once they reach that limit though...their powers become so powerful, so destructive, that they can no longer maintain control of their own abilities, unleashing a storm that spreads havoc across the environment, and even threatens the very Santaru which conjured it up, becoming a threat to themselves and all around them.

Rank 1: Every round four lightning bolts attempt to strike every player, including the user, for 600 damage each. The bolts damage the user but hit at -2 Accuracy. All possible effects of Storm Control Rank 3 are in play and will start to effect the user in one round.
Rank 2: Every round five lightning bolts attempt to strike every player, including the user, for 600 damage each. The bolts damage the user but hit at -3 Accuracy. All possible effects of Storm Control Rank 3 are in play and will start to effect the user in two rounds. Large funnel clouds form thin tornadoes that have a 30% chance per person to throw people 30ft into the air, giving them -1 dodge for the round. The user has a 20% to be tossed which increases by 10% every round till it caps out at 30%.
Rank 3: Every round six lightning bolts attempt to strike every player, including the user, for 600 damage each. The bolts damage the user but hit at -3 Accuracy. All possible effects of Storm Control Rank 3 are in play and will start to effect the user in two rounds. Large funnel clouds form thin tornadoes that have a 50% chance per person to throw people 50ft into the air, giving them -2 Dodge for the round. The user has a 20% to be tossed which increases by 10% every round till it caps out at 50%.

Cost: 3 AP; 3000 Chakra

Notes:
- Storm Call and Control must be in play before this can be used.
- Santaru must be at or under 50% HP to use this.
- Lasts five rounds, cannot be canceled.[/fontsize]

Abilities
Strange Talents [Riku's Dojo]

00.


01: Sixth Sense
Effect:
- When making an awareness check, the user has a 25% chance to auto-detect the target. This applies to targets in Stealth, hidden by clones, and under transformations.
- Sneak Attacks to the user have a 25% chance of being detected and losing their Sneak bonus.

02: Conservative Motion
Effect:
- Jutsu effects that would increase Chakra Costs are negated.
- All Effects that have a chance of causing the user's action to fail are halved and all AP increasing effects are negated.

Notes:
- Conservative Motion's effects only apply to debuffs placed upon the user by opponents. It does not apply to AP or CP increases incurred through using Special Actions or self-inflicted AP or CP penalties.
- Does not apply to Suppression.

03: Healing Factor
Effect:
- The user gains 3% Max HP at the end of each round.
- All Medical Jutsu are +10% more effective on the user.

Special Action - Quick Healer: At the end of a round the user may choose to pay CP equal to 5% of the damage done to the player during the round, to regain 5% of the HP lost by the player during the round.

04: Supercharge
Effect:
- When the user is hit with a Ninjutsu attack, any damage taken by it is reduced by 5%. This reduced damage is then added to their next Ninjutsu attack as bonus damage that cannot be buffed through any source (it can still be reduced).
- The user can be charged with the bonus damage of up to three attacks at a time. If this ability activates any further, then the newest damage will overwrite the oldest bonus damage.
- Effects which cut through, bypass, or otherwise negate Damage Reduction do not apply to this ability

05: QuickDraw
Effect:
Effect: Drawing weapons or items costs 0 AP. In addition, the user may sheath their active weapon once per round for 0 AP.

Notes:
-Using the item still costs normal AP.

06: Bulls Strength
Effect:
+5% Weapon Damage Modifier. +3% Suppression and/or +3% Bleeding, depending on which status the weapon is capable of inflicting. Reduces all Natural Negative Accuracy Modifiers from Custom Weapons by -1 to a minimum of 0.

Note:
- If the user created a Custom Weapon with -2 Accuracy Modifier, then it would only be -1 with this ability.
- Only applies to weapon that uses Melee Accuracy.

07: Hidden power
Effect:
- The user gains +.5 to all Secondary stats each time they lose 20% of their Max Hp, capping at +2 Secondaries.
- At lower than 80% Max Hp, this is +.5, at below 60% Max Hp this is +1, at below 40% Max Hp this is +1.5, at below 20% Max Hp this is +2.

Note:
- Should the user become healed and recover their Hp above a Hp interval, their bonus is reduced to the normal bonus.

08:
09:

Kinjutsu
Mori No Kami
[fontsize="12"]Jinchuuriki[/fontsize]
[fontsize="12"]Jinchuuriki
JN.jpg

Legends say that long ago, back in the early days of the shinobi world, their existed powerful Demons possessing the power to wreak havoc across the land. As a counter measure to fight these monsters, village's sealed these beasts into the bodies of Human Hosts. Whether these stories hold true or not, this forbidden practice, although frowned upon, is still practiced on a much lesser scale. There exist people who have had the energies of weaker demons and spirits sealed within their body, their body and mind becoming a vessel for the entity's power. The hosts have been known to take on certain characteristics of their inner demons, both mental and physical changes and traits which vary widely. Although one cannot deny the power the host gains from having a demon reside within them, able to draw upon it's power and gain unique affinity to the demon's affinity, their comes a price with all power. From the moment the demon is sealed within the Host, it becomes a battle for control, the demon seeking to grasp as much control as it can over the user...

Information
Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank

Effects:
- When gaining this kinjutsu, the user may choose any base or advanced element of Ninjutsu to be the affinity of their inner demon. All Ninjutsu of this Element do not require Handseals as the demon bestows unnatural abilities to the user.
- They are treated as having a 'minor' affinity to this element in their base form, and a 'major' affinity in it when in either Demon Cloak form.
- If an Advanced Element is chosen, this element will not count towards their 'Advanced Element' slots.
- While in the Demon Cloak, the user has a chance to not be able to detect friend or foe due to the power of their inner demon. Every attack has a certain percentage chance to cause the Jinchuuriki to attack a random target on the field. This only applies to the effected action, not the rest of the fight.
- Jinchuuriki skills do not require handseals.
- All Jinchuuriki techniques receive Damage/Cp reduction buffs to the user's chosen Element.
- All melee attacks made by the Jinchuuriki use their chosen element's Ninjutsu Accuracy, receiving the chosen element's Damage and Cp buffs and replacing the Melee accuracy/damage buffs.

Note:
- Because of their Inner Demon's Chakra, when any Demon Cloak is activated, any Bloodline and CA Transformation-type technique becomes negated as the user now becomes somewhat possessed by their demon's energies. This does not apply to 'Activated' passives such as Doujutsu or other Core Ability Activated Passives. In addition, No curse seal's may be active during this time as the demon's strength is too powerful to be overridden. Accuracy/Dodge buffs from Jinchuuriki and their Bloodline/CA do not stack beyond +10.
- <U>Unlike the series, this Kinjutsu refers to demons and spirits in general, not Bijuu. While this demon can be made freely, this demon cannot be tailed beast in any way or form. Expect an Auto-denial if you mention any form of Bijuu with this.[/fontsize]

[fontsize="12"]Demon Cloak Alpha - C-Rank Ninjutsu [MASTER RANK]
JN1.jpg

All Jinchuuriki possess great strength, though one would be mistaken if they assumed that their incredible power came without a cost. Though they may be excellent shinobi in their own right, the full potential of their skill is not their own, but a fusion of both themselves and their inner Demon. Through training, a shinobi can learn to draw power from the demon deep within, using it to fuel themselves and granting them energy. At first this can be a very risky move, for simply acknowledging the demon within grants it more power over the user. However, with concentration, the user can learn to draw forth a small amount of the demon's energy without losing themselves. Because this energy is small compared to the demon's full potential, the host retains nearly all control of themselves, and does not seem to display any physical change aside from a visible, glowing aura of chakra.

Information
Prerequisites
Jinchuuriki, C-Rank
Rank 1: While in this stage, gain +1 Acc/Dodge, +10% Chosen Element damage
Master Rank: While in this stage, gain +2 Acc/Dodge, +10% Chosen Element damage

Special Action: - For every 1 Acc/Dodge surrendered, one gains +5% Berserk Control. (Example: If one is using a rank 1 Demon Cloak Alpha and surrenders 1 Acc/Dodge, their Berserk Control is increased to a 90% chance as opposed to 85%.) This lasts until the Jinchuuriki's next action.

Note:
- Once activated, last's until the user chooses to deactivate.
- Demon Cloak Omega overwrites Demon Cloak Alpha; they do not stack.
- Once activated, the user gains +3% Max CP at the start of every round.
- Base of 85% Berserk Control. Must be rolled (out of 100 where an 86-100 roll counts as a berserked attack) before each action to determine if the Jinchuuriki has gone berserk and a random target. Each Berserk attack lasts for only that one attack.

Cost: 500 CP to initiate -2% Max HP a round to maintain.[/fontsize]
[fontsize="12"]Demonic Burst - C-Rank Ninjutsu [RANK 1]
JN3.jpg

Perhaps the most noticeable aspect of a host drawing forth power from their Inner Demon is that their chakra becomes a visible aura of energy around them; growing in both speed and size as the user's draws forth more and more strength from their inner Demon. However, one would be a fool to attempt to judge this as a simple aura of energy, for this chakra is so powerful and explosive, that simply coming into contact with it is enough to seriously harm opponents. As if that weren't enough, the Jinchuuriki seems to be able to manipulate this Aura at will to lash out and strike at their targets in a hemispherical explosion often compared to a bomb.

Information
Prerequisites
Jinchuuriki, C-Rank, Demon Cloak Alpha Mastered

Rank 1: 1350 damage to two targets
Master Rank: 1620 damage to three targets

Effects:
- Demonic Burst has a 30% chance to unearth people from underground, 20% chance to reveal invisible targets, and 20% chance to dissipate Clones and Mirror Clones.

Special Action: - Demonic Burst can be used reflexively against projectile attacks, giving projectile attacks -3 accuracy with a 20% chance to deflect and hit a random target. The Demonic Burst deals half damage to up to 3 targets when using this special action.

Rank 1 Cost: 560 CP
Master Rank Cost: 680 CP[/fontsize]
[fontsize="12"]Demonic Howl - C-Rank Ninjutsu [RANK 1]
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A powerful skill that truly shows the fearsome strength of a Jinchuuriki, this skill can only be performed after tapping into a certain depth of their demonic partner's energies. Easily performed, this technique is a simple roar infused with the Jinchuuriki's massive reserves of chakra, producing a powerful kinetic shockwave of sonic energy that can easily upturn the ground, trees, debris, and even knock victims right off their feet, all while causing significant damage from the sheer pressure and force of their roar.

Information
Prerequisites
Jinchuuriki, C-Rank, Demon Cloak Alpha Mastered

Rank 1: Lowers every secondary by 1 to all in the topic until the end of the round. Deals 1% Max HP damage for 3 rounds.
Master Rank: Lowers every secondary by 2 to all in the topic until the end of the round. Deals 3% Max HP damage for 3 rounds.


Note:
- May not be stacked.
- Also targets allies in battle as well as foes, but not the Jinchuuriki.
- Does not effect those with Fearless.
- The effected targets must make a Nin-Save at the beginning of every round to include the round effected. If successful, they are freed from the % Max HP damage.
- May not be stacked more than once per target effected. May not stack with Poisonous Chakra.

Cost: 1400 CP to initiate[/fontsize]
[fontsize="12"]Destructive Shield - B-Rank Ninjutsu [RANK 1]
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Upon obtaining the demon cloak, a Jinchuuriki is able to manipulate their out-flowing chakra to increase not only their offensive capabilities, but their defensive capabilities. The Jinchuuriki is able to erect a shield of chakra that can absorb damage and redirect the energy back at the last person to attack the shield. Be careful, however, doing too much may result in the destruction of the shield and the chakra to backfire.

Information
Prerequisites
Jinchuuriki, B-Rank, Demon Cloak Alpha Mastered

Rank 1:The Jinchuuriki creates a shield that can absorb 2200 damage. This shield deals damage up to half it's shield strength upon destruction
Master Rank: The Jinchuuriki creates a shield that can absorb 3300 damage. This shield deals damage up to half it's shield strength upon destruction

Note:
- Must be in Demon Cloak Omega to use.
- The only way for the shield to be lowered is for the shield to be destroyed.
- The shield's HP does not regenerate, nor does recasting it refills it's HP. This jutsu cannot be stacked for multiple shields.

Rank 1 Cost: 880 CP to initiate, 420 CP per round maintain
Master Rank Cost: 1440 CP to initiate, 690 CP per round maintain[/fontsize]
[fontsize="12"]Demon Cloak Omega - B-Rank Ninjutsu [RANK 1]
JNSF.jpg

The final form of a Jinchuuriki's power, drawing forth a dark and seemingly endless supply of chakra from their inner demon. In this stage, the user hardly resembles a human, instead appearing as their inner demon, though still human-size. The host has been lost deep within the energies of their demon, gaining almost incomparable strength, but possessing nearly no form of their own rationality. They see no difference between friend or foe, hardly remembering why they fight in the first place, and only desire the destruction of all those around them. In this phase, the host's body rapidly begins to disintegrate from the stress of the natural energy, visibly breaking apart and being replaced by a neon glow of corrosive chakra. They are an avatar of destruction, both to themselves and all others around them.

Information
Prerequisites
Jinchuuriki, B-Rank, Demon Cloak Alpha Mastered

Rank 1: While in this stage, gain +3 Acc/Dodge, +10% Chosen Elemental Damage
Master Rank: While in this stage, gain +4 Acc/Dodge, +15% Chosen Elemental Damage

Special Action: - For every 1 Acc/Dodge surrendered, one gains +5% Berserk Control. Example: If one is using a rank 1 Demon Cloak Omega and surrenders 1 Acc/Dodge, their Berserk Control raises to a 65% chance as opposed to 60%. This lasts until the Jinchuuriki's next action.

Note:
- Demon Cloak Omega overwrites Demon Cloak Alpha; they do not stack.
- If activated while the user is in Demon Cloak Alpha, this costs -1 AP and -25% normal CP cost.
- Once activated, lasts until the user chooses to deactivate with a 65% chance of failure and a 1 AP Cost. If the user fails to deactivate, they lose 5% Berserk Control which remains for the remainder of battle.
- Once activated, the user gains 5% Max CP at the start of every round.
- This jutsu has a 10% chance at auto-dodging every attack. This does not stack with other auto-dodge abilities.
- Basic melee attacks now attack up to 3 targets.
- Base of 65% Berserk Control. (Rolled out of 100 with a roll of 66-100 meaning a berserked attack) Must be rolled before each action to determine if the Jinchuuriki has gone berserk and attacked a random target. Each Berserk attack lasts for only that one attack.

Cost: 2000 CP, 3% Max HP per round.[/fontsize]
[fontsize="12"]Demon's Edict- A-Rank Ninjutsu
JNDH.jpg

A Jinchuuriki's strength isn't based off of just their offensive or defensive prowess, but being able to strike fear into their opponent's hearts, making them fearful to even attack the Jinchuuriki. The Jinchuuriki sits and waits for the right moment to lash out, extending their chakra out into a giant claw to grab the target, utilizing Menacing Blast at the bound target before the Jinchuuriki tosses the target violently towards the ground. With an attack like this, one must be wary to attack a Jinchuuriki.

Information
Prerequisites
Jinchuuriki, A-Rank, Demon Cloak Omega Mastered

Rank 1: Deals 4000 damage to a single target. The target has a 35% chance of being disarmed, and has a 15% chance of auto-failing their next two attacks (Only one may auto-fail). The user may follow up this jutsu with a Taijutsu at +1 Accuracy.
Master Rank: Deals 5000 damage to a single target. The target has a 45% chance of being disarmed, and has a 20% chance of auto-failing their next two attacks (Only one may auto-fail). The user may follow up this jutsu with a Taijutsu at +2 Accuracy.

Special Action: The Jinchuuriki may spend +.5 Ap to add one of these effects to the jutsu. Only one effect may be added.
- The user may increase the Jutsu by +20% Base damage, +1 Accuracy, and +1 Critical.
- The user may "Throw" the initial target at a secondary target, dealing damage and effects to both victims.

Rank 1 Cost: 2000 Cp to initiate
Master Rank Cost: 2500 Cp to initiate

Note:
- Must be in Demon Cloak Omega to use.
- This jutsu is modded directly after an attack made against the user by the target, starting from the time of the user's last action.
- The user may instantly follow up this jutsu with a Taijutsu; the chosen attack cannot combo any further and still must have all costs payed.
- Every time after the first that Demon's Edict has been used on the same character, there is a +5% damage increase with a -1 Accuracy penalty. This stacks up to +15% damage/-3 Accuracy, and does not apply to the damage cap.
- No other bonuses can be added on to this to break the damage limit, aside from the special action and repeated use.[/fontsize]

[fontsize="12"]Menacing Blast - A-Rank Ninjutsu
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A technique which takes on various forms and styles, this technique can only be attempted once the Host has reached a certain stage and gains access to enough of their Demon`s energy. This technique allows the Jinchuuriki to gather raw chakra either from their bodies or the air around them, and condense it into a a single compressed ball of energy. This ball of chakra can be consumed or sustained, causing a chain reaction of energy, where the explosion is fired from the mouth, or fired from the ball respectively.

Information
Prerequisites
Jinchuuriki, A-Rank, Demon Cloak Omega Mastered

Rank 1: 5000 damage to one opponent.
Master Rank: 5500 damage to one opponent

Special Action: - May 'Strafe' multiple targets. There is a -10% dmg penalty for every target after the first that the target strafes. During the strafe, the target may return to the target (if missed) for -20% damage.

Note:
- May only target up to 5 people to include 'restrafing'.
- You cannot restrafe to target an enemy that initially auto-dodged this jutsu.

Rank 1 Cost: 2800 CP to initiate
Master Rank Cost: 3300 CP to initiate[/fontsize]
[fontsize="12"]Poisonous Chakra - S-Rank Ninjutsu
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Due to the evil/malignant nature of a Jinchuuriki's chakra, contact with the aura can cause irreversible damage to a person's body. Touching the cursed chakra may feel like an intense flame is shooting through a person's body, when in reality, the curse of the demonic chakra acts like a poison.

Information
Prerequisites
Jinchuuriki, S-Rank, All Jinchuuriki abilities master rank

Master Rank: Deals 1% Max HP and 200 CP damage to the one coming in contact with the Poisonous Chakra. Once effected, for every 1 AP the target spends, they take the advertised damage. This only effects the poisoned for 1 round. This may effect multiple targets to include friendly targets.

Note:
- This jutsu effects the Jinchuuriki's: Demon Cloak, Melee, Jinchuuriki attacks, and chosen elemental attacks. While it effects the Demon Cloak, any unarmed attacks made towards the Jinchuuriki poisons the attacker.
- May not stack per round. May not "re-infect" the same target to reset timer. Once the poison has run it's course, may 're-infect' giving the target a +1 to their poison check for every time 're-infected'.
- Once attacked, must make a poison check. This is treated as a Heavy Poison with an additional +3 Difficulty.
- This jutsu is considered a hidden action. (In other words, not mentioned in the mod that one has applied poison to their chakra)
- Must be in Demon Cloak Omega to use.
- Considered Akuton/Evil.
- Takes effect at the beginning of the next round.
- This jutsu remains active on the Jinchuuriki until de-activated
- May not be stacked with other percentage HP/CP damaging techniques or effects.

Cost: 1000 CP/500 HP to initiate, 500 CP/1% Max HP to maintain[/fontsize]

Taijutsu
E - Rank
- The One-Two ~ Master Rank [Unarmed]
- Janken ~ Master Rank [Unarmed]
- Uncalled for shot ~ Master Rank [Unarmed]
- Stab ~ Rank 1 [Piercing]
- Thrust ~ Rank 1 [Piercing]
- Multi-Impale ~ Rank 1 [Piercing]
- Piercing Rain ~ Rank 1 [Piercing]
- Slash ~ Rank 1 [Slashing]
- Arcing Slash ~ Rank 1 [Slashing]
- Dynamic Slash ~ Rank 1 [Slashing]
- Overhead Strike ~ Rank 1 [Slashing]
- Curved Shot ~ Rank 1 [Ranged]
- Raw Shot ~ Rank 1 [Ranged]
- Unforeseen Strike ~ Rank 1 [Ranged]
- Piercing Strike ~ Rank 1 [Ranged]

D - Ranked
- 4-Hit Combo ~ Master Rank [Unarmed]
- Spinning Wind ~ Master Rank [Unarmed]
- Cross pierce ~ Rank 1 [Piercing]
- Impaling Counter ~ Rank 1 [Piercing]
- Full Circle ~ Rank 1 [Slashing]
- Cross Rip ~ Rank 1 [Slashing]
- Crimson Flash ~ Rank 1 [Slashing]
- Gasher ~ Rank 1 [Slashing]
- Heavy Tow ~ Rank 1 [Slashing]
- Venomous Sting ~ Rank 1 [Ranged]
- Disilusion Shot ~ Rank 1 [Ranged]
- Power Shot ~ Rank 1 [Ranged]
- Quickshot ~ Rank 1 [Ranged]
- Bounce Shot ~ Rank 1 [Ranged]

C - Rank
- Step-In Flash ~ Master Rank [Unarmed]

Ninjutsu
Index said:
Non Elemental
Raiton ~ Lightning
Suiton ~ Water
Fuuton~ Wind
Ranton ~ Storm
Mokuton ~ Wood
Affinities said:
Minor
-Suiton ~ Water
Major
Raiton ~ Lightning
Advanced Elements
Ranton ~ Storm [Santaru]
Mokuton ~ Wood [Jinchuuriki]
E - Ranked
- Transformation Jutsu ~ Master Rank [Non-Elemental]
- Body Switch ~ Master Rank [Non-Elemental]
- Storm Bolt ~ Master Rank [Lightning]
- Thunderfist ~ Master Rank [Lightning]
- Pressurized Mist ~ Master Rank [Water]
- Water Gun ~ Master Rank [Water]
- Wind Slash ~ Master Rank [Wind]
- Pressure Burst ~ Master Rank [Wind]

D - Ranked
- Thunderclap ~ Master Rank [Lightning]
- Electroshock ~ Master Rank [Lightning]
- Electrocution ~ Master Rank [Lightning]
- Water Whip ~ Rank 1 [Water]
- Aqua Fang ~ Rank 1 [Water]
- Rinse Off ~ Rank 1 [Water]
- Whirlwing Spin ~ Rank1 [Wind]
- Air Bullet ~ Rank1 [Wind]
- Shredding Touch ~ Rank1 [Wind]


C - Ranked
- Stunt Double ~ Master Rank [Non-Elemental]
- Elemental Clone ~ Rank 1 [Non-Elemental]
- Barrier ~ Master Rank [Non-Elemental]
- Squall ~ Rank 1 [Storm]
- Shielding Tempest ~ Rank 1 [Storm]
- Laser Prison ~ Rank 1 [Storm]

Genjutsu
D Ranked
- Basic Clone ~ Master Rank [Visual]

Equipment
Weapon Holster: The Sight of Thunder
Weapon Holster The Sound of Thunder
Slot 01: Belt Pouch
--Belt Pouch 01: 5x Explosive Notes
--Belt Pouch 02: 2x Micro Chakra Bombs
Slot 02: Belt Pouch
--Belt Pouch 01: 3x Smoke Bombs
--Belt Pouch 02: 3x Flash bombs
Slot 03: Kawarimi Target
Slot 04: The Touch of Thunder
Slot 05:
[spoilername="Weapons"]The Touch of Thunder
A set of over the hand gauntlets, dark Green body with black straps. The gauntlets provide minimal protection to the outer forearm while being able to pack a hefty punch. An emerald colored gem sits in a socket over the back of the hand.
Damage Type: Unarmed
Effect: May naturally inflict Suppression
Bonus: None
Augments:
01: Punishing
02: Pressure
03: Primal


The Sight of Thunder
A standard katana with a single notable feature. A green gem in the base of the sword's hilt.
Damage Type: Slashing
Effect: May naturally inflict Bleeding
Bonus: -2 Accuracy, +10% Damage
Augments:
01: Ignition
02: Siege
03: Breaker


The Sound of Thunder
A rustic wooden draw string bow carved from the wood of an ancient tree within the depths of the Nimbus Delectatio. Imbedded on the front of the bow is a green gem.
Damage Type: Ranged
Effect: +3% chance for Called Shots
Bonus: +2 Accuracy, -10% Damage
Augments:
01: ChainLink
02: Raid
03: Silencer[/spoilername]
 
Re: Tanimoto, Riku [Academy Student]

Career said:
Classes/Tutors:
Classes
-Kitsune Teached! Again...
--+10 Taijutsu

-Test Your Might
--+5 Chakra Control

Tutors
- None

Exams Completed:
- Genin Exam Passed

Missions Completed:
Missions Finished: 3
Missions Failed: -
Missions Success: 3
Percentage: 100%

E Rank [3/3]
- Like Father, Like Son
- Don't Judge A Book
- Abra Kadabra, Alakazam!

D Rank [0/0]
- None

C Rank [0/0]
- None

B Rank [0/0]
- None

A Rank [0/0]
- None

S Rank [0/0]
- None

Battles:
Battles Fought: -
Battles Won: -
Battles Lost: -
Battles Tied: -

Battles
-None
 
Re: Tanimoto, Riku [Academy Student]

Character Development said:
Character Arcs:

Events
- None

Other

Relationships
oTPQDF9.gif
- Dislike

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- Acquaintance

KjU4L3P.gif
- Friend(s)

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- Good Friend(s)

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- Best Friend(s)

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- Family; Crush (Close to love)

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- Full Blown Love
 

Current Ninpocho Time:

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