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:

Rikutsuchi Miraku - ANBU

Miraku

Ninja
Joined
Sep 12, 2014
Messages
393
Yen
342,617
ASP
1,236
Quick Learner ANBU

[legend=" • I N F O R M A T I O N • "]
  • Name: Rikutsuchi Miraku りくつち みらく ( 陸土 巳楽 )
  • Alias: Soon™
  • Village of Origin: Kumogakure
  • Gender: Male
  • Age: 27
  • Height: 5'10"
  • Weight: 150 lbs
  • Body Frame: Lean build; muscular structure
  • Natural Hair Colour: Dark Purple/Black
  • Natural Eye Colour: Bright Green
  • Alignment: Chaotic Neutral
  • Rank: ANBU Elite
  • Branch: ANBU
  • Core Ability: Quick Learner
[/legend]
[legend=" • A P P E A R A N C E • "]
  • Standing at a pretty average height of 5'10", 150lbs with a lean muscular build due to the years of training, appearing thin to those that would judge based on appearance in clothing.
  • A head full of dark hair, seemingly a midnight purple when the light hits it just right, and bright green eyes. His skin is slightly pale from living in a cold country and hiding in the shadows.
  • Casually he usually likes to wear a dark jacket with a fur lined hood and plain gray pants.
<i></i>[/legend]
[legend=" • P E R S O N A L I T Y • "]
  • As a boy who started from nothing, Miraku has a sense of pride for how far he's come but thinks a little too highly of himself.
  • Quite intelligent, a quick thinker and a skilled fighter, he has a knack for avoiding unfavourable situations for himself.
  • This includes social situations, as he mostly kept to himself as a child and even as he continued to grow, he found it difficult to foster relationships which lead to him working alone most of the time.
  • A caring person to those close to him, although he has a hard time showing it, also not having many people who fit that description in his life. He is also proud of his homeland and his heritage and tries to do what he can to honour them both.
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    Dislike: N/A
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    Acquaintance: N/A
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    Friend(s): N/A
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    Good Friend(s): N/A
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    Best Friend(s): N/A
  • JQapvzQ.gif
    Family; Crush: N/A
  • Clpwiog.gif
    Full Blown Love: N/A
    </LIST>[/legend]<i>


</i>
[legend=" • H I S T O R Y • "]
  • Parents born in Kirigakure, they had moved from their harsh homeland soon after getting married, leaving before the issues had arisen, not having to deal with the fall of their village. Having moved to Lightning Country, the settled down on a farm outside the village where they were able to grow crops and raise livestock which they could use to feed themselves as well as sell the extras in order to help feed the people of the country and make a living for themselves. Having lived in Lightning Country for a few years, they decided they wanted to have a child, and got pregnant within only a few months. Nine months later Miraku was born. Born on a warm summers day within the village in order to have it done safely at the hospital, Miraku would be taken home and cared for on their farm for the first few years of his life.

    Growing up at home and being home schooled by his parents, Miraku showed great promise and intellect, learning to speak the common language at a young age. He was also taught to play difficult games like chess, go and shogi by his father who was very much into strategic games and enjoyed teaching Miraku and seeing him progress as he grew and learned from playing with him. Miraku had got pretty good at these games in a short period of time, only having played them for a few years before he was an actual challenge to his father.

    Although he grew up on a small farm and provided help for his parents when he could; like other children in this day and age, he had a dream of becoming a strong shinobi. Watching shinobi travel throughout the lands during the times when he would sneak off to play in the fields or woods, and in the village when he and his family would go into town in order to sell their crops and meats. Immediately after telling his parents about this dream, they refused, telling him it was too dangerous of a job. They didn't want him risking his life, saying he should stay at home and take over the farm once he grew up. But no matter words they spoke, he refused to concede his dream. During his free time in the evenings, he would travel into the woods and train: climbing trees, training his speed and stamina. He also worked on his strength through helping around the farm. After months of nagging and begging that his parents gave in and told him he could go to the academy once he turned eight years old.

    And so, by the age of eight years old, Miraku began attending the academy in Kumogakure. As a student, Miraku was quite good. He was able to perform all three types of Jutsu; Nin, Gen, and Tai quite well. Also able to quickly adapt to any kind of training or lesson they were being taught, Miraku was near the top of his class but had yet to really excel anywhere. That was, until combat training. When put up against other students Miraku was able to easily overpower and take advantage of his classmate's weaknesses, reading their moves and using what he learned to take his wins. With his strength from working on a farm alongside the stamina and speed he had worked up in the wild lands of Lightning Country, he was a step ahead of all of them. Thing continued in this fashion as he made his way through the academy, managing to graduate rather easily.

    After graduating to Genin, Miraku continued to work at becoming stronger. Under the guidance of a Jounin leader along with two other previous classmates, they went on missions and trained together in order to become better shinobi. Though it never really clicked with Miraku and his leader or teammates, never having a real connection with them. It never felt like they were a true team. Things were much different in the real world than in the academy where everything was just theory and learning among peers. Though most of their missions were pretty easy, once in a while things didn't go as planned because the world was a messy place. But that time as a Genin flew by, and after only a few years, the Chuunin exams were upon them. He and his team were able to easily make it through the first part of the exam, and once it came to the solo battle segment, Miraku was able to push his way through and graduate to Chuunin on his first attempt.

    Over the past few years before his graduation to Chuunin, his parents had been upset due to the news that their home had essentially been destroyed by ice that seemed to come out of nowhere and force everyone to leave, and Kirigakure to fall. Having family there, they were worried about what had happened to them, having not heard anything from them and weren't even truly sure what had happened. This worry made Miraku very curious, and as a Chuunin, he decided he would acquire a passport in order to travel for a while and try to go to Water Country and see what had happened there himself; maybe figure out what happened to people who didn't make it out.

    Upon heading to Water Country, he quickly realized how bad it really was, the land completely iced over, with snow everywhere. Luckily he was used to the colder weather but had dressed up more than usual in order to survive out there. A few days into his search of the lands, Miraku was ambushed by a group of looters of some kind who were dressed much more professionally for this climate and were seemingly looking to find valuables left behind by the people who had to abandon their homeland. Four of them were there and apparently decently trained, enough to hold their own. They felt similar to Chuunin level shinobi. Miraku fought back with all that he could, managing to hold them off, abusing the landscape and unstable footing along with his weapons and ninja wire in order to maintain his survivability against them. He also paid close attention to them, able to learn their styles of fighting quite quickly, using it against them in his favour, but it wasn't enough. After a few minutes, he was overwhelmed and was finally knocked unconscious by one of the enemies.

    Figuring he was done for, Miraku was surprised when he came to inside a cave with a fire nearby. He quickly found out he was saved by a mysterious man who seen his fight against the four looters and jumped in after he fell in order to stop them from killing him. This man had taken an interest in the boy after seeing how combat skills and the way he was able to survive so long even though he was outclassed due to his quick thinking and tenacity. The man only gave the name Okuro and never talked about himself. He told Miraku he wanted to train him, but first Miraku had to head back to the village so as to not get in trouble for being away for longer than he had requested previously. As such, he returned to Kumogakure and immediately requested further travel time, so that he could train out there for a much longer period of time.

    Returning to Water Country, he returned to find the man still living in the same cave, having waited for him, since it had only taken him a few days to head back, request further time and return. And so began the roughest training Miraku had ever undergone. The man was very tough on him and made him work extremely hard to improve. He taught the boy all about proper combat techniques, being stealthy, and using his speed to his advantage. Okuro told Miraku he believed the boy was much better suited to being an ANBU than being in the Main Branch with his ability to fight so well using his strategic mind along with his speed. He believed the boy would be able to use those abilities in order to perform infiltration and assassinations quite easily, convincing him that it was the right move to try to make his way into that branch and excel there rather than where he was. Spending so much time with Okuro, as well as getting close to him made Miraku believe his words, and decide to agree with the man and work towards becoming an ANBU instead.

    Finishing their first year of training, Miraku returned home and began attempting to find out how he could join the ANBU branch. After asking around a bit from the higher-ups, he was directed to the ANBU Sennin at the time and given an interview, along with a few physical and mental tests to make sure he was a good fit. It didn't take long before he was accepted and became and ANBU In Training. It almost felt like a demotion to him, but he trusted what Okuro had told him, and worked hard. The training he had undergone had seen him improve immensely, which lead to him performing very well in his ANBU training and missions alongside the other ANBU. In combat training, he struggled a bit at first, but using his quick mind he was able to adapt and begin to hold his own against proper ANBU, even defeating some superiors in combat due to his mental proficiency and speed.

    It didn't take Miraku long to rise up in the ranks to a full-fledged ANBU after his training had gone so well. He was quite adept at stealth and speed due to his training with Okuro. Along with his decent command over the three different types of Jutsu, he was able to complete mission tasks quickly and efficiently. Once he became a full-fledged ANBU, Miraku joined the Strategic Operations Division and began to take on solo missions. Things which involved him sneaking into places and stealing intel or assassinations of easy targets that couldn't be linked back to the village. It really felt like Okuro knew what he was talking about because it felt so natural for Miraku now. Like this was where he was meant to be, or at least where Okuro had trained him to be.

    Though now that he was an ANBU, it made it much harder for him to meet with Okuro to train. As an ANBU, he was only allowed to leave the village for up to 60 days before he would be hunted down for desertion. Even still, he managed to make it work. He would take a small break every few months to make the trip out to Water Country and continue to train with the man who had helped him come so far. With his help, he continued to grow, becoming one of the strongest shinobi in the village, and proving his worth on every mission. Miraku continued his faithful service as a member of the ANBU completing many missions and even helping to train new recruits in order to bring up the next generation of ANBU for Kumogakure.

    After quite a few years Miraku was able to advance to the rank of ANBU Elite through his continued loyalty and ability to teach those under him while staying unattached to any of them, staying very professional. Though this was mostly due to his inability to manage to find a connection with any of the people he met and helped out, not that he really tried. This new rank gave him the chance to lead teams of ANBU on missions, which he did rarely. He still preferred to stick to being solo as he had never really found anyone else he really meshed with or felt close to like he did with Okuro. After their last month of training, Okuro told Miraku that they would have to take a break for a few years as he had some secret stuff he needed to do. He was keeping up his mysterious visage, never having truly opened up to Miraku. Having listened to the man for so long, he just agreed without much thought. And so Miraku returned to the village and continued his life as he normally would as an ANBU.
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B A T T L E - I N F O R M A T I O N
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S T A T I S T I C S
  • OOC Rank: S-Rank
  • Power Level: 3,600
  • Character Level:15
    • Agility: 600
    • Stamina: 600
    • Taijutsu: 600
    • Ninjutsu: 600
    • Genjutsu: 600
    • Chakra Control: 600
  • ASP Items: Ability Card, Class Point Card,
    Major Element Card (Lightning), Item Hoarder Card, Half the Time Card, Discovery of Contract of Your Choice Card

C L A S S
  • Strategic Intent (Veteran Grade)
    • HP: (55+lvl) x Stamina | 42,000
    • CP: (45+lvl) x Chakra Control | 36,000

  • Class Bonus:+1 Accuracy, +2 Dodge and Genjutsu Save
    • High: Melee Accuracy
    • Average: Ninjutsu Accuracy, Dodge, Genjutsu Save
    • Low: Ranged Accuracy, Genjutsu DC

A B I L I T I E S

A F F I N I T I E S
  • Major Affinitites: Lightning | Earth | Fire | Water
  • Minor Affinities: Wind | Non-Elemental | ANBU
    • Advanced Elements: Gravity (Major) | Paper | Magnetic (Major) | Vapor (Major)
  • Sensory Masteries: None
  • Sensory Knowledges: Kinetic

I N V E N T O R Y

S E C O N D A R I E S
  • Base Secondaries:
    • Melee Accuracy: 27
    • Ranged Accuracy: 19
    • Ninjutsu Accuracy: 23
    • Melee Dodge: 23
    • Ranged Dodge: 23
    • Ninjutsu Dodge: 23
    • Genjutsu Difficulty: 19
    • Genjutsu Save: 23

W E A P O N
  • Weapons:

    Yorukaze (Dagger), Kumorigachi (Sword) and their various grips.
    EwX6J70.png

Weapon 1 said:
Name: Yorukaze
Damage Type: Unarmed - Handseals & Suppression
Damage Modifier: -5% Base Damage
Accuracy Modifier: +4
Relevant Abilities: Weapon Attunement, Masterwork (Battlesmith), Eternal Arms Mastery (Battlesmith)

Augments: Trick Weapon(Slashing), Re-energize, Vangaurd

Weapon 2 said:
Name: Kumorigachi
Damage Type: Slashing - Supression & Bleeding
Damage Modifier: -5% Base Damage
Accuracy Modifier: +4
Relevant Abilities: Weapon Attunement, Masterwork (Battlesmith), Eternal Arms Mastery (Battlesmith)

Augments: Trick Weapon(Unarmed), Vampiric, Swift

Weapon 3 said:
Name: Yorukaze - Vapor Grip
Damage Type: Unarmed - Handseals & Suppression
Damage Modifier: -5% Base Damage
Accuracy Modifier: +4
Relevant Abilities: Weapon Attunement, Masterwork (Battlesmith), Eternal Arms Mastery (Battlesmith)

Augments: Trick Weapon(Slashing), Pressure, Silencer

Weapon 4 said:
Name: Yorukaze - Puppet Grip
Damage Type: Puppet - Suppression & Non-Offensive Jutsu cast with it modded 0.25 AP faster
Damage Modifier: -5% Base Damage
Accuracy Modifier: +4
Relevant Abilities: Weapon Attunement, Masterwork (Battlesmith), Eternal Arms Mastery (Battlesmith)

Augments: Steady, Re-energize, Vanguard

Weapon 5 said:
Name: Kumorigachi - Toxic Grip
Damage Type: Slashing - Supression & Bleeding
Damage Modifier: -5% Base Damage
Accuracy Modifier: +4
Relevant Abilities: Weapon Attunement, Masterwork (Battlesmith), Eternal Arms Mastery (Battlesmith)

Augments: Toxify, Steady, Swift

Weapon 6 said:
Name: Yorukaze - Trip Grip
Damage Type: Unarmed - Handseals & Suppression
Damage Modifier: -5% Base Damage
Accuracy Modifier: +4
Relevant Abilities: Weapon Attunement, Masterwork (Battlesmith), Eternal Arms Mastery (Battlesmith)

Augments: Swift, Wired, Quick Switch

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B A T T L E S M I T H
Battlesmith
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Known among their compatriots as 'walking armories,' a Battlesmith is the master of all weaponry and armor. Ranged and melee, sharp and blunt, the weapons a Battlesmith uses in combat tend to be higher quality than any other. The way to spot one is easy--they're the ones walking onto a battlefield with a half-dozen sheaths strapped to them overtop their conspicuously well-maintained armor.

Eternal Arms Mastery - Passive (3 points)
The mastership of the Battlesmith in the art of weapon combat is said to be unparalleled. Likewise, their mastery over the creation and use of the weapons themselves is such that they can coax far more out of them than anyone else.
Effect: When creating a weapon, the user may choose two attributes of that weapon type instead of one.
Note: Weapon attributes are the traits selected upon creation of a weapon as per the Weapon Creation Rules such as whether a weapon may inflict Bleeding or Suppression.

Masterwork - Passive (1 point)
Restriction- May be purchased up to two times
When a mastersmith has forged the weapon you use, you can be assured of quality. When the one wielding the weapon is said mastersmith, that quality tends to carry over to the battlefield as well--along with an innate understanding of the weapons they spent their own time making.
Effect: +1 accuracy with weapon attacks

Warforged Style - Physical Style (3 points)
No one knows war like those who craft its weapons. A Battlesmith knows war inside and out, and is able to harness that fire that forges their weapons for it. During combat, this lets them rapidly shift and adapt to the situation, performing otherwise impossible and instant feats of crafting that gift their active weapon with unusual ability.
Effect: While this style is active, the user may switch weapons for 0 AP without limit. The user's active weapon may take one attribute from the previously switched out weapon to replace one of their own. (This attribute must be one the previous weapon had just prior to being sheathed; this can be one that was previously swapped onto that weapon.) All weapons are reverted to their original attributes when sheathed or if this style is dropped. All CP costs are increased by 15% while this style is active.
Notes:
- Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.
- User must specify the attribute being added, and the attribute being replaced.
- Weapon attributes are the traits selected upon creation of a weapon as per the Weapon Creation Rules such as whether a weapon may inflict Bleeding or Suppression.


Resolve - Ability Modification (3 points)
Restriction- Requires Implacable
The will of a Battlesmith is made of the same steel that the tools they use are. Whenever their carefully-honed armor turns aside a blow that otherwise would be extremely dangerous, they use that will to strike back just as hard.
Effect: Whenever Implacable triggers naturally to prevent an effect against the user, the user gains +2 accuracy, +2 Critical range, and +10% damage to their next attack.

Bladespeak - Independent Special Move (2 points)
While it is easier for a Battlesmith to know a weapon they have forged themselves, that isn't a particular limitation for them. By landing a glancing blow on their enemy's, they can know a good deal more of it than that enemy would like them to. At the very least, they can know enough to gain an edge against it.
Effect: The user makes a Called Shot: Weapon Basic Strike for their normal Basic Strike AP cost against an opponent. Upon success, the user gains +2 Dodge/Save/Bonus/Checks/etc. against all actions associated with that weapon (such as weapon attacks, jutsu channeled through it, poison applied to it, etc.) for 30 seconds. The user also has one random augment from the affected weapon revealed to them. This does not affect weapons created from Weapon Creation jutsu.

Armor Augmentation - Passive (2 points)
Normally, only weapons can be upgraded and augmented. Battlesmiths prefer to ignore that limit as arbitrary. Why shouldn't they also make their armor even more useful? Of course, armor isn't a weapon, so it can be somewhat limited, but it's still rather beneficial.
Effect: The user may choose to equip either their Light Armor or Heavy Armor with any single Weapon Augment that does not require attacking to enact its effect. (Example: The Recovery augment.) The effects of the same augment do not stack if they are on both the user's armor and equipped weapon. This may only be done on one single Armor if the user possesses more than one, and must be done in the user's Dojo as normal for inventory.

Weapon Finesse - Ability Modification (3 points)
Restriction- Requires Weapon Mastery
A true weapon master is not limited by the form of their weapon. A Battlesmith might insist, with the surety of one who can alter the properties of weapons as easily as any other ninja can shift their stance, that really any advanced skill can be applied to any weapon, if one is good enough at both.
Effect: The Weapon Mastery skill the user chooses will apply to the user's active weapon, regardless of whether it is of the correct subtype.

Battle Spirit - Independent Special Move (2 points)
The passion of the battle often envelops a Battlesmith, especially when they are deep into the fray. This does not, however, mean that they lose their heads. No, anyone who is accustomed to working in a high-pressure, dangerous environment such as a forge knows how to stop for a quick second and take stock of the situation so they can handle it a little more calmly.
Effect: When the user is afflicted with an effect that prevents them from choosing targets, they may pay 1 AP and 800 CP to ignore all such effects for 10 seconds. This may be used reflexively but does not have to be. Requires 10 seconds of cooldown after completion.
Note: This only applies to effects on the user, not general battlefield effects such as clones or transformations.

Armored Soul - Independent Special Move (3 points)
Armor doesn't have to be merely physical, something a Battlesmith knows very well. Since one wouldn't be caught dead in a fight without their physical armor, there are certain on-the-fly enhancements that can be made to make it something a little more.
Effect: The user deploys a Chakra Armor for 1.5 AP and 1000 CP that enhances their Light Armor or Heavy Armor. While active, all of the user's Damage Reduction applies to Illusionary Damage as well as any other kinds it normally does. If the user is in Heavy Armor, the penalties from it are negated. Costs 500 CP/rnd to maintain.

Craftsman - Dependent Special Move (2 points)
Fine honing of a weapon can take a long time even for a skilled smith, but sometimes a Battlesmith simply doesn't have time, and the modifications they require must be made on the fly in the middle of a fight. Fortunately, they're quite capable of improvising together two of their existing weapons.
Effect: The user instantly swaps to a new weapon after the attack this is used with (sheathing their first weapon and equipping the second one). For the following 3 seconds or until their new weapon is unequipped (whichever comes first), the user's current weapon gains the modifiers and one single augment (chosen by the user) of the previous weapon in addition to its own.
Note: Cannot be used while Trace Projection is active.

Aura Flare - Independent Special Move (3 points)
A Battlesmith in armor is accustomed to taking heavy blows, but that does not mean that tanking them is all they can do. If a particularly good one catches them off-guard, they may be tempted to throw it back in the face of the one that dealt it, if somewhat imperfectly.
Effect: While the user is wearing Light Armor or Heavy Armor, when hit with an attack that deals more than 5% of their max HP, the user may reflexively pay 3% of their max HP in order to deal back half the damage to the attacker. This damage may not be boosted, is not reduced by Damage Reduction, and uses the accuracy (type and modifier both) of the user's equipped weapon. May only be used once per round.
Note:
- The damage this is based on is calculated prior to the user's own
Damage Reduction and does not take it into account.

Trace Projection - Buffing Taijutsu (1 point, 1 to rank up)
Restriction- A-Rank and up
Normally to craft a weapon, a smith sketches out a blueprint with their preferred drawing implement before endeavouring to bring it to life through hard work and skill. A Battlesmith can temporarily ignore this limitation, creating the blueprint out of nothing and turning that into the weapon itself in an instant before striking. This has a cost, however--a weapon made this way is only good for a single attack. Of course, there's always more where that one came from.
Rank 1: Once this is activated, the user is able to form a new weapon with each weapon attack they make. These weapons are created just as the user attacks with them (meaning as they attack, not when they begin preparing the attack), and break upon completion of the attack. These weapons use the normal Weapon Creation rules, and may also copy augments from any of the user's owned weapons. The user may also choose effects from the below effect list, at the cost of one augment slot each.
Rank 2: Once this is activated, the user is able to form a new weapon with each weapon attack they make. These weapons are created just as the user attacks with them (meaning as they attack, not when they begin preparing the attack), and break upon completion of the attack. These weapons use the normal Weapon Creation rules with the exception of gaining +5% damage or +1 accuracy over normal weapons, and may also copy augments from any of the user's owned weapons. The user may also choose effects from the below effect list, at the cost of one augment slot each, except for the first chosen which is free.
  • Copy Combo: Upon creation, the user may choose one single jutsu from their inventory or which they have seen another combatant use. (Jutsu copied from another player are treated as Rank 1.) That jutsu is cast immediately after the attack the weapon is used for at the same target, and costs the same CP and AP amount as it normally would. This counts as a combo.
  • Pinpoint Strike: The attack from this weapon always have +1 Critical range, even if the target has reduced or negated critical range.
  • Mimic Align: The weapon's attack will use the effect of an alignment of the user's choice (Alignment Rules), but will not be treated as that alignment. (Meaning the user does not shift to that alignment, nor do they deal increased/reduced damage to other alignments.)
  • Flicker Shield: The next attack targeting the user does 750 damage less, including if it is Illusionary. This is not treated as Damage Reduction and may only be chosen once per round.
  • Arms Efficiency: This weapon has +1 augment slot; this effect does not use an augment slot even at Rank 1.
  • Extra Edge: This weapon may go up to +3 base accuracy or +15% base damage before other modifications, including the boost at Rank 2 of this jutsu.
  • Stolen Voice: If the user has Bladespeak and has landed it on an opponent, they may copy one of the opponent's augments that has been revealed to them.
  • Aura Burst: If the user has triggered Aura Flare in the last 10 seconds, the attack made with this weapon may automatically target the enemy who triggered it as a second target at no additional cost.
  • Spirited Aim: If the user has Battle Spirit active, this attack will ignore clones, transformations, and redirection effects.
Rank 1 Cost: 2.75 AP, 3% Max CP, 1% Max HP per weapon created
Rank 2 Cost: 2.75 AP, 5% Max CP, 1% Max HP per weapon created
Notes:
- May be maintained for up to three rounds.
- This is a Weapon Creation jutsu.
- The user must specify the full weapon they are using with each weapon attack during this jutsu, or else anything unspecified will be assumed to be the same as the previous weapon. (Meaning weapon type, attributes, accuracy, damage, augments, and any applicable effects from the Effect List.)
- If the user has an equipped weapon, it is sheathed for 0 AP when this jutsu is activated. If the weapon is from another Weapon Creation jutsu, it is dispelled.
- The user may use and keep active weapon effects such as Chakra Extension and Elemental Channeling for as long as they choose while this is active with no disruption when the weapons dispel.
- If the user is in Warforged Style while this jutsu is active, its effect applies with newly created weapons the same as it would freshly drawn ones.

Battlesmith Points said:
Eternal Arms Mastery - Passive (3 points)
Masterwork - Passive (1 point) x2
Warforged Style - Physical Style (3 points)
Resolve - Ability Modification (3 points)
Armor Augmentation - Passive (2 points) ?
Craftsman - Dependent Special Move (2 points)
Aura Flare - Independent Special Move (3 points)
Trace Projection - Buffing Taijutsu (1 point, 1 to rank up)
 
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