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:

Roku's Dojo (capped)

Changes due to 6.1:
-----------------------------
Kinjutsu - Hachimon
CA - Spiritualist
If Spiritualist outside of Medical Branch: Allowed access to learn all medical jutsus.
*Holy Weapon
*White Blessing x2
*Holy Embodiment
*Sacred Style
*Divinity Aura
*Clarity Strike
*Spiritual Chakra x2
*White Blaze
--------------------------------
Custom Class:
Primus' Holy Knight
HP: (60 +15) x 600 = 45,000
CP: (40 + 15) x 600 = 33,000
Class Bonus: Kinjutsu; +1 Dodge
High: Melee Accuracy
Average: Dodge, Genjutsu Save, Ninjutsu Accuracy
Low: Ranged Accuracy, Genjutsu DC
-----------------------------------
Abilities:
0. Sentinel - ANBU Branch
0. Shinobi 101 - Kinetic Genjutsu -> Melee Accuracy
1. Called Shot
2. Clarity
3. Acrobat
4. Healing Factor
5. Elemental Illusion
6. Duelist
7. Initiative
8. Quickdraw
9. Drop Hyperactive for Strategist
RP: His style would need to evolve once more, much like his body was at an accelerated pace. Once he needed to regulate his chakra consumption by further mastering it, but since his body was once more becoming his weapon it would not be nearly as necessary. Instead, he needed to change his mindset and become more strategic with his actions and preparations. He had a past and reputation for being reckless, hell he lost a hand due to it, but that was not a lifestyle he could sustain in the upcoming battle. Instead, he would need to counter the trickery and darkness with his cunning and skills, not just brute strength. He would need to use his power with some discretion for what the next move will be, so he would sit down and plan out his actions. With the information he had on all the named foes he would create his plan of action for each of them. Next, he would make plans based on different scenarios he had seen, scenarios that could occur and scenarios that might never occur. He had a mission to carry out and it would never succeed if he were to die due to poor planning.
10. Kinjutsu
11. Kinjutsu
12. Kinjutsu
------------------------
Creating the following weapon:

The Glow - Spiritualist Holy Weapon
A golden light engulfs Roku's body turning him into a Holy Weapon.

Effect:
1. Primal
2. Trick Weapon: Slashing
3. Pressure

Damage Type:
Unarmed - Handseals

Accuracy/Damage modifier:
+2 Accuracy, -10% Base Damage.

-------------
Remove all curse seals
 
Roku said:
Changes due to 6.1:
-----------------------------
Kinjutsu - Hachimon
CA - Spiritualist
If Spiritualist outside of Medical Branch: Allowed access to learn all medical jutsus.
*Holy Weapon
*White Blessing x2
*Holy Embodiment
*Sacred Style
*Divinity Aura
*Clarity Strike
*Spiritual Chakra x2
*White Blaze
--------------------------------
Custom Class:
Primus' Holy Knight
HP: (60 +15) x 600 = 45,000
CP: (40 + 15) x 600 = 33,000
Class Bonus: Kinjutsu; +1 Dodge
High: Melee Accuracy
Average: Dodge, Genjutsu Save, Ninjutsu Accuracy
Low: Ranged Accuracy, Genjutsu DC
-----------------------------------
Abilities:
0. Sentinel - ANBU Branch
0. Shinobi 101 - Kinetic Genjutsu -> Melee Accuracy
1. Called Shot
2. Clarity
3. Acrobat
4. Healing Factor
5. Elemental Illusion
6. Duelist
7. Initiative
8. Quickdraw
9. Drop Hyperactive for Strategist
RP: His style would need to evolve once more, much like his body was at an accelerated pace. Once he needed to regulate his chakra consumption by further mastering it, but since his body was once more becoming his weapon it would not be nearly as necessary. Instead, he needed to change his mindset and become more strategic with his actions and preparations. He had a past and reputation for being reckless, hell he lost a hand due to it, but that was not a lifestyle he could sustain in the upcoming battle. Instead, he would need to counter the trickery and darkness with his cunning and skills, not just brute strength. He would need to use his power with some discretion for what the next move will be, so he would sit down and plan out his actions. With the information he had on all the named foes he would create his plan of action for each of them. Next, he would make plans based on different scenarios he had seen, scenarios that could occur and scenarios that might never occur. He had a mission to carry out and it would never succeed if he were to die due to poor planning.
10. Kinjutsu
11. Kinjutsu
12. Kinjutsu
------------------------
Creating the following weapon:

The Glow - Spiritualist Holy Weapon
A golden light engulfs Roku's body turning him into a Holy Weapon.

Effect:
1. Primal
2. Trick Weapon: Slashing
3. Pressure

Damage Type:
Unarmed - Handseals

Accuracy/Damage modifier:
+2 Accuracy, -10% Base Damage.

-------------
Remove all curse seals

Approved.
 
Add this weapon:

Ashbringer
Sword given to Roku by Kazuki. It may not set you ablaze but it definitely has some bite to it!

Effect:
1. Vampiric
2. Recovery
3. Siege

Damage Type:
Slashing - Bleeding

Accuracy/Damage modifier:
+2 Accuracy, -10% Base Damage
 
Weapon changes/updates:

Keeping:
Rokushiki
Ashbringer

Edit to Name and Details:
The Glow should be changed to the follow:

Golden Aura
tumblr_mttvhl00R71s7eo7fo1_500.gif

Roku is surrounded by a golden chakra aura that is a pure concentration of the holy energy flowing within him. The golden aura increases his hand-to-hand combat.

Effect:
1. Primal
2. Trick Weapon: Slashing
3. Pressure

Damage Type:
Unarmed - Handseals

Accuracy/Damage modifier:
+2 Accuracy, -10% Base Damage.

Delete:
Muzan
Primus ex Machina
Sinner and Saint
Yurushi

Add:
Red Aura
afc443847a24623a836fcae1f4312459.gif

Roku is surrounded by a red chakra aura that is a pure concentration of the energy absorbed from Barynx. The red aura makes Roku's attacks minor mimics of what Barynx was; a glutton.

Effect:
1. Overflow
2. Vampiric
3. Recovery

Damage Type:
Unarmed - Suppression

Accuracy/Damage modifier:
+2 Accuracy, -10% Base Damage.

Blue Aura
986fc77c07e701f1a06e39e4339531ef.gif

Roku is surrounded by a blue chakra aura that is a pure concentration of the various energies absorbed from a variety of Ancients. The blue aura makes Roku's attacks mimic some characteristics of the Ancients, such as the ability to siphon away the spiritual energy of his targets.

Effect:
1. Re-Energize
2. Chakra Drain
3. Recovery

Damage Type:
Unarmed - Handseals

Accuracy/Damage modifier:
+2 Accuracy, -10% Base Damage.

Rose Aura
Goku-Black-Super-Saiyan-Rose-GIF.gif

Roku is surrounded by gradient aura that goes from pink to a darker purple and manifested while training in the Hall of Hammers, giving Roku the impression it might be tied to his past an whatever connection he has with Nao and the First Men.

Effect:
1. Re-Energize
2. Recovery
3. Vanguard

Damage Type:
Unarmed - Handseals

Accuracy/Damage modifier:
+2 Accuracy, -10% Base Damage.
 
Changes - I am now a Nanjirou (https://www.ninpocho.com/viewtopic.php?f=62&t=55224)

I would like to drop Strategist for Heavy Handed:
Sweat would continue to sporadically drop to the stone floor as the figure danced about the dimly lit room. The location was one of the various chambers within the Hall of Hammers, but this was not official Journeyman duty. No, this one man trying to perfect something that he had only just discovered about himself. Never once had he thought to use a weapon outside of his own body, not because he looked down on such a thing but because he had never attempted it. While his new weapon was still very much a part of him, it was also a different extension of himself. The distance of the blade, the minor variables that had to be calculated differently from his own fist, all of it had to be considered. All of it had to be trained.

What took him 20 years to master, he now had to incorporate a new weapon, but had only a fraction of the time to do so. Within days, weeks or maybe just hours, the next attack from the Sovereign would appear. He was no longer the man he once was, he was weaker and more uncertain. Instead of being a hunter that saw himself as an alpha, he was now a cornered animal lashing out to survive. Developing the style of the sword was how he planned to do it. No longer could he merely calculate some extra steps ahead of a fight to ensure his victory, no that ability was lost as his body regressed and his access to healing arts faded. Instead, he now had to make his blade something that would not just cut through anything, but would damage whatever it touched, no matter how little it made contact. Each swing caused a hissing sound to echo throughout the room. Each swipe carried not just force, but an emotion. Whoever his blade touched would be devoured.

I would also like to add the following weapon as my Nanjirou Ancestral Weapon:

Rose Aura: Blade
UNU8eFX.gif

An adverse reaction to his Rose Aura in his weakened state allowed the energy he consumed from Barynx to flood his mind and body. The Rose Aura: Blade weapon coats him in the same energy as Rose Aura, but unless the blade manifests this form is useless. Summoning a blade from the energy around him, Roku is able to carry out attacks as if he were holding real steel.

Effect:
1. Trick Weapon: Unarmed
2. Blood Rack
3. Vanguard
Great Weapon granted through Heavy Handed Ability

Damage Type:
Slashing - Bleeding

Accuracy/Damage modifier:
+2 Accuracy, -10% Base Damage.

Nanjirou Ancestral Weapon - Cursed
 
https://www.ninpocho.com/viewtopic.php?f=62&t=57924&p=306232#p306232

Through this I have changed my CA to Water Adept and will be taking the following:
[fontsize="12"]A shinobi with Water Adept is incredibly attuned with the elements of Water. They can perform acts like no normal shinobi, and harness water as both a destructive and restorative power.

Inner Reservoir<i></i> - Passive (2 points)
Ninjas with a water adept often have a deep inner reserve of power within them that responds especially with their connection to liquids. This chakra is fundamentally water-natured, and so cannot be used with any other jutsu.
Effect: Creates a second chakra pool equal to 25% of the user’s normal chakra pool. Only water jutsu can be cast from this chakra pool.

Master Water Manipulation<i></i> - Passive (3 points)
Restriction- C Rank and up
Master water adepts can generate water no matter where they are using any of their chakra, not just their special reserves; this makes their water jutsu more powerful than that of any other shinobi.
Effect: +15% Water Damage

Liquid Efficiency<i></i> - Boost (1 point) - x2
Restriction- Can only be purchased a maximum of 3 times.
Water is not always a luxury that is at hand. Vital as it is, conservation of water is essential, especially for one whose powers come from it. Water adepts with this ability can spend less chakra when using water jutsu, thereby conserving energy.
Effect: Water jutsu cost 5% less chakra, including maintain costs.

Tidal Wave<i></i> - Dependent Special Move (3 points)
Water always wins, in the end. It might not be the most showy of elements, but given enough time or volume water will eventually win out. Water adepts prefer to cut that whole 'time' thing out, focusing on the power of their element channeled from their natural skills.
Effect: Once per round, the user can convert a single-target water jutsu to an AoE attack with a 30x30 foot range. This attack costs +20% chakra, deals +10% damage due to the particular violence of the cast, and automatically targets two separate targets.

Water Absorb <i></i> - Passive (3 Points)
Restriction- Three water jutsu mastered
Its silly to assume that water users so innately tuned to their element could ever be harmed by it that much. In fact, they are so used to water that it even heals their wounds, acting as a natural balm for their injuries.
Effect: Level E and D Water jutsu heal the user for that much HP instead of damage. Take only 80% damage from level C Water jutsu. And 90% damage from level B Water jutsu.

Water Blessing<i></i> - Passive (3 Points)
The cool liquid employed in healing is such a soothing substance to them that some Water Affinitists actually heal from the rain. No matter how harsh the downpour, the user is calmly unruffled, absorbing the droplets as if it were their very lifeblood.
Effect: User recovers 3% Max HP every round they cast a water jutsu.

Aqua Charge <i></i> - Dependent Special Move (2 Points)
Restriction- Must have Inner Reservoir
A water user's jutsu can be charged up in order for them to unleash a tidal wave on their opponents. This is a specialty peculiar to water users who have an innate pool of the element's mystical chakra housed within them
Effect: By increasing the chakra cost for a water jutsu by +10%, they can increase the damage by +5% and accuracy by +.5. This move only works on offensive jutsu and may stack up to three times on a single jutsu. Jutsu used with this skill require the additional CP used to be from Inner Reservoir.

Liquid State<i></i> - Water Ninjutsu (1 point, 1 to rank up)
Restriction- A Rank and up
Through a keen understanding of water and all its various properties along with their innate connection, master water adepts can turn themselves into liquid, giving them resistances to various elements and near immunity to many forms of attack.
Rank 1: User becomes liquid and can take any shape of their choice, as long as the total volume remains the same. While liquid, physical attacks they make deal 50% damage. If the user has Water Absorb, they are immune to all Water jutsu and heal 30% damage from them as well as gaining +5%/+1 from water-based buffs; if not, they only heal 10% and become immune to water-based debuffs. Bleeding chance is reduced by 15%, and 5% extra to get to R5. All Taijutsu attacks deal 10% less damage to the user, and Called Shots are 10% less likely to succeed. User can use Healing Waters once per round whether they know it or not, and cannot target self with own water jutsu outside of Healing Waters. User takes 15% more damage from Lightning jutsu in this state and deals 10% more damage with Water jutsu.
Rank 2: User becomes liquid and can take any shape of their choice, as long as the total volume remains the same. While liquid, physical attacks they make deal 60% damage. If the user has Water Absorb, they are immune to all Water jutsu and heal 40% damage from them as well as gaining +5%/+1 from water-based buffs; if not, they only heal 20% and become immune to water-based debuffs. Bleeding chance is reduced by 20%, and 5% extra to get to R5. All Taijutsu attacks deal 15% less damage to the user, and Called Shots are 15% less likely to succeed. User can use Healing Waters once per round if they do not know it, and twice per round if they do. User cannot target self with own water jutsu outside of Healing Waters. User takes 10% more damage from Lightning jutsu in this state and deals 15% more damage with Water jutsu.
Cost: 2400CP and 3AP, 800CP/round to maintain
Notes:</I><I> This counts as a Chakra Armor.[/fontsize]

In that same link I changed my Kinjutsu from being Hachimon to being Jinchuuriki: Spiritual Water

I will also be changing my abilities up a bit:
0. Sentinel - ANBU Branch
0. Shinobi 101 - Visual Genjutsu -> Ninjutsu Accuracy
New powers, new options. It was something he was truly having to cope with for the first time in a long time. Sure, some of his past transitions in body had dealt him a new unique skill set, but each time it seemed to revolve around his primary use of taijutsu. This new power, this growing mass of energy bubbling within him, was not something that was going to be used on taijutsu. No, now he had the opportunity to fire off attacks from a distance. Ninjutsu, while not completely foreign, was something he was going to have to get used to in his current condition. With this change of focus, he found that his ability to expedite a small trump card had also changed. Originally, he found that his mastery of his body allowed him to tap into a certain subset of Genjutsu that revolved around the body and physical touch. With his new powers shifting from that, it would appear that his ability to cast Genjutsu would also mildly shift. Instead of being able to tap into Kinetic illusions, it seemed that his nin focused skills seemed to pair better with Visual illusions. It was going to be a new and unique horizon for the every changing Sennin.
1. Called Shot - Change to Elementalist
Hitting someone until they were broken was always a rare treat for him. In fact, any primary taijutsu user would have loved that sort of thing. There was no bigger testament to your physical strength like using it to physically break your opponent. It would seem, however, that his focus would no longer be on such things. With the powers within him calling for a more ninjutsu focused strategy, he would not necessarily need to focus on hitting someone into a broken status, instead he wanted to focus on making his attacks utilizing the power dwelling from within him to make the most lasting impression as possible. For this he would need to utilize everything he had learned about not only ninjutsu over the course of his life but also utilize the knowledge he had on the elements that seemed to come to him naturally now. Mastering the affinities within him, the elements that he was attuned with, would allow him to summon forth attacks that could prove to be just as debilitating as his fist had once been. While most well trained shinobi could perform advanced versions of their ninjutsu, he had to find a way to surpass even that.
2. Clarity
3. Acrobat - Change to Water Chakra Style
Dodge, dodge and more dodging. It was a way of life for those that solely rested their laurels on taijutsu. Especially in a world were almost everyone else was shooting flames or gust of wind at you. Dodge still mattered for them to, but already being able to attack from a distance gave them some further opportunities that he had not been able to with his up close and personal attack plan. With this new power unlocked, however, he could shift further away from the constant need to dodge multiple times throughout a single encounter. Now he could still dodge, from a safer distance, while now applying much more pressure with his attacks. One way he had improved upon this new strategy was incorporating something old with something new. As a martial artist, he had been a heavy user of martial arts styles to improve his physical attacks, so within his mind it seemed to reason that he could do the same with ninjutsu abilities. Focusing all his efforts on using his physical stances and positioning to increase his ability to summon forth and utilize water based jutsu; it wasn't a simple task but a necessary one. Where there was a will, there was a way... and he was going to find that way.
4. Healing Factor
5. Elemental Illusion
6. Duelist
7. Initiative
8. Quickdraw
9. Strategist - Change to Human Anatomy
His new form seemed to possess a power that he had not previously wielded. Originally there was a strong need to prep and strategize before the battle ever occurred, but now the strength flowing through him gave him a trump card that could be used on the fly. He was no longer required to get up close and personal with his opponents, but that did not mean he wanted to forgo punishing them. No, instead of planning out his attack in advanced, he would use a more freestyle approach to batter his opponents to a bloody pulp. This would require a knowledge of the human body, one he had been well versed in thanks to his past history as a taijutsu specialist. Knowing the limits of the body was also a necessary skill as a former user of the 8 Chakra Gates as someone inexperienced could have easily destroyed their body without much effort. It was almost mouth watering thinking of the pain he could inflict from three different facets: close range, mid range and now a long range attack. His limitations were slowly disappearing, his power was growing, and the fear he could instill should have been reaching the same level of intensity.

Leviathan
HP: (60+15) x (600) = 45000
CP: (45+15) x 600 = 36000
Class Bonus: Kinjutsu, +1 Accuracy
High: Ninjutsu Accuracy
Average: Evasion, Genjutsu Save,
Low: Ranged Accuracy, Genjutsu DC, Melee Accuracy

Also from my training: I have purchased and mastered Vapor and Crystal AEs and have purchased 2 Additional AE cards from the ASP store.

Also would like to change a weapon:

The following changes to Blue Aura:
Effect:
1. Re-Energize
2. Special Composition: Water
3. Recovery

Damage Type:
Unarmed - Handseals

Accuracy/Damage modifier:
+2 Accuracy, -10% Base Damage.
 
Roku said:
https://www.ninpocho.com/viewtopic.php?f=62&t=57924&p=306232#p306232

Through this I have changed my CA to Water Adept and will be taking the following:
[fontsize="12"]A shinobi with Water Adept is incredibly attuned with the elements of Water. They can perform acts like no normal shinobi, and harness water as both a destructive and restorative power.

Inner Reservoir<i></i> - Passive (2 points)
Ninjas with a water adept often have a deep inner reserve of power within them that responds especially with their connection to liquids. This chakra is fundamentally water-natured, and so cannot be used with any other jutsu.
Effect: Creates a second chakra pool equal to 25% of the user’s normal chakra pool. Only water jutsu can be cast from this chakra pool.

Master Water Manipulation<i></i> - Passive (3 points)
Restriction- C Rank and up
Master water adepts can generate water no matter where they are using any of their chakra, not just their special reserves; this makes their water jutsu more powerful than that of any other shinobi.
Effect: +15% Water Damage

Liquid Efficiency<i></i> - Boost (1 point) - x2
Restriction- Can only be purchased a maximum of 3 times.
Water is not always a luxury that is at hand. Vital as it is, conservation of water is essential, especially for one whose powers come from it. Water adepts with this ability can spend less chakra when using water jutsu, thereby conserving energy.
Effect: Water jutsu cost 5% less chakra, including maintain costs.

Tidal Wave<i></i> - Dependent Special Move (3 points)
Water always wins, in the end. It might not be the most showy of elements, but given enough time or volume water will eventually win out. Water adepts prefer to cut that whole 'time' thing out, focusing on the power of their element channeled from their natural skills.
Effect: Once per round, the user can convert a single-target water jutsu to an AoE attack with a 30x30 foot range. This attack costs +20% chakra, deals +10% damage due to the particular violence of the cast, and automatically targets two separate targets.

Water Absorb <i></i> - Passive (3 Points)
Restriction- Three water jutsu mastered
Its silly to assume that water users so innately tuned to their element could ever be harmed by it that much. In fact, they are so used to water that it even heals their wounds, acting as a natural balm for their injuries.
Effect: Level E and D Water jutsu heal the user for that much HP instead of damage. Take only 80% damage from level C Water jutsu. And 90% damage from level B Water jutsu.

Water Blessing<i></i> - Passive (3 Points)
The cool liquid employed in healing is such a soothing substance to them that some Water Affinitists actually heal from the rain. No matter how harsh the downpour, the user is calmly unruffled, absorbing the droplets as if it were their very lifeblood.
Effect: User recovers 3% Max HP every round they cast a water jutsu.

Aqua Charge <i></i> - Dependent Special Move (2 Points)
Restriction- Must have Inner Reservoir
A water user's jutsu can be charged up in order for them to unleash a tidal wave on their opponents. This is a specialty peculiar to water users who have an innate pool of the element's mystical chakra housed within them
Effect: By increasing the chakra cost for a water jutsu by +10%, they can increase the damage by +5% and accuracy by +.5. This move only works on offensive jutsu and may stack up to three times on a single jutsu. Jutsu used with this skill require the additional CP used to be from Inner Reservoir.

Liquid State<i></i> - Water Ninjutsu (1 point, 1 to rank up)
Restriction- A Rank and up
Through a keen understanding of water and all its various properties along with their innate connection, master water adepts can turn themselves into liquid, giving them resistances to various elements and near immunity to many forms of attack.
Rank 1: User becomes liquid and can take any shape of their choice, as long as the total volume remains the same. While liquid, physical attacks they make deal 50% damage. If the user has Water Absorb, they are immune to all Water jutsu and heal 30% damage from them as well as gaining +5%/+1 from water-based buffs; if not, they only heal 10% and become immune to water-based debuffs. Bleeding chance is reduced by 15%, and 5% extra to get to R5. All Taijutsu attacks deal 10% less damage to the user, and Called Shots are 10% less likely to succeed. User can use Healing Waters once per round whether they know it or not, and cannot target self with own water jutsu outside of Healing Waters. User takes 15% more damage from Lightning jutsu in this state and deals 10% more damage with Water jutsu.
Rank 2: User becomes liquid and can take any shape of their choice, as long as the total volume remains the same. While liquid, physical attacks they make deal 60% damage. If the user has Water Absorb, they are immune to all Water jutsu and heal 40% damage from them as well as gaining +5%/+1 from water-based buffs; if not, they only heal 20% and become immune to water-based debuffs. Bleeding chance is reduced by 20%, and 5% extra to get to R5. All Taijutsu attacks deal 15% less damage to the user, and Called Shots are 15% less likely to succeed. User can use Healing Waters once per round if they do not know it, and twice per round if they do. User cannot target self with own water jutsu outside of Healing Waters. User takes 10% more damage from Lightning jutsu in this state and deals 15% more damage with Water jutsu.
Cost: 2400CP and 3AP, 800CP/round to maintain
Notes:</I><I> This counts as a Chakra Armor.[/fontsize]

In that same link I changed my Kinjutsu from being Hachimon to being Jinchuuriki: Spiritual Water

I will also be changing my abilities up a bit:
0. Sentinel - ANBU Branch
0. Shinobi 101 - Visual Genjutsu -> Ninjutsu Accuracy
New powers, new options. It was something he was truly having to cope with for the first time in a long time. Sure, some of his past transitions in body had dealt him a new unique skill set, but each time it seemed to revolve around his primary use of taijutsu. This new power, this growing mass of energy bubbling within him, was not something that was going to be used on taijutsu. No, now he had the opportunity to fire off attacks from a distance. Ninjutsu, while not completely foreign, was something he was going to have to get used to in his current condition. With this change of focus, he found that his ability to expedite a small trump card had also changed. Originally, he found that his mastery of his body allowed him to tap into a certain subset of Genjutsu that revolved around the body and physical touch. With his new powers shifting from that, it would appear that his ability to cast Genjutsu would also mildly shift. Instead of being able to tap into Kinetic illusions, it seemed that his nin focused skills seemed to pair better with Visual illusions. It was going to be a new and unique horizon for the every changing Sennin.
1. Called Shot - Change to Elementalist
Hitting someone until they were broken was always a rare treat for him. In fact, any primary taijutsu user would have loved that sort of thing. There was no bigger testament to your physical strength like using it to physically break your opponent. It would seem, however, that his focus would no longer be on such things. With the powers within him calling for a more ninjutsu focused strategy, he would not necessarily need to focus on hitting someone into a broken status, instead he wanted to focus on making his attacks utilizing the power dwelling from within him to make the most lasting impression as possible. For this he would need to utilize everything he had learned about not only ninjutsu over the course of his life but also utilize the knowledge he had on the elements that seemed to come to him naturally now. Mastering the affinities within him, the elements that he was attuned with, would allow him to summon forth attacks that could prove to be just as debilitating as his fist had once been. While most well trained shinobi could perform advanced versions of their ninjutsu, he had to find a way to surpass even that.
2. Clarity
3. Acrobat - Change to Water Chakra Style
Dodge, dodge and more dodging. It was a way of life for those that solely rested their laurels on taijutsu. Especially in a world were almost everyone else was shooting flames or gust of wind at you. Dodge still mattered for them to, but already being able to attack from a distance gave them some further opportunities that he had not been able to with his up close and personal attack plan. With this new power unlocked, however, he could shift further away from the constant need to dodge multiple times throughout a single encounter. Now he could still dodge, from a safer distance, while now applying much more pressure with his attacks. One way he had improved upon this new strategy was incorporating something old with something new. As a martial artist, he had been a heavy user of martial arts styles to improve his physical attacks, so within his mind it seemed to reason that he could do the same with ninjutsu abilities. Focusing all his efforts on using his physical stances and positioning to increase his ability to summon forth and utilize water based jutsu; it wasn't a simple task but a necessary one. Where there was a will, there was a way... and he was going to find that way.
4. Healing Factor
5. Elemental Illusion
6. Duelist
7. Initiative
8. Quickdraw
9. Strategist - Change to Human Anatomy
His new form seemed to possess a power that he had not previously wielded. Originally there was a strong need to prep and strategize before the battle ever occurred, but now the strength flowing through him gave him a trump card that could be used on the fly. He was no longer required to get up close and personal with his opponents, but that did not mean he wanted to forgo punishing them. No, instead of planning out his attack in advanced, he would use a more freestyle approach to batter his opponents to a bloody pulp. This would require a knowledge of the human body, one he had been well versed in thanks to his past history as a taijutsu specialist. Knowing the limits of the body was also a necessary skill as a former user of the 8 Chakra Gates as someone inexperienced could have easily destroyed their body without much effort. It was almost mouth watering thinking of the pain he could inflict from three different facets: close range, mid range and now a long range attack. His limitations were slowly disappearing, his power was growing, and the fear he could instill should have been reaching the same level of intensity.

Leviathan
HP: (60+15) x (600) = 45000
CP: (45+15) x 600 = 36000
Class Bonus: Kinjutsu, +1 Accuracy
High: Ninjutsu Accuracy
Average: Evasion, Genjutsu Save,
Low: Ranged Accuracy, Genjutsu DC, Melee Accuracy

Also from my training: I have purchased and mastered Vapor and Crystal AEs and have purchased 2 Additional AE cards from the ASP store.

Also would like to change a weapon:

The following changes to Blue Aura:
Effect:
1. Re-Energize
2. Special Composition: Water
3. Recovery

Damage Type:
Unarmed - Handseals

Accuracy/Damage modifier:
+2 Accuracy, -10% Base Damage.

Done.
 
Dropping Initiative for Jutsu Mastery:
The loss of utilizing his chakra gates came with more concerns than just the physical toll. His whole fighting style had been shaped around the usage of the gates, or more recently the utilization of his faux gates comprised of absorbed energy. His strategy required him to enter a fighting stance, unleash the gates and call forth his aura. Now, without the ability to use the gates, he would not need to take the time to consider how to best maneuver his initial stages of combat. The gates provided a huge benefit but the time needed to open them still create brief moments were he could not act, now he would no longer need to account for that time while still making sure to have his fighting stance and aura ready. This could be done without the need of rushing right off the bat, instead he could take more time in his training to focus and understand his ninjutsu. As noted, and self proclaimed by himself, his ninjutsu was his secondary form of jutsu. Due to neglect over the years, the fall off between his primary of taijutsu and his secondary of ninjutsu was extreme. He was needing to build up from almost an adolescent stage of ninjutsu efficiency to a near mastering of it. So that is what he would do; day and night until his ninjutsu were not just topnotch but also masterful.

Dropping Elemental Illusion for Hyperactive
If ninjutsu was his secondary and the drop off between it and taijutsu was titanic, then the separation between his physical fighting and his usage of illusions would be even greater. He at one time found a short cut for his usage of the skills and even uncovered means to increase their impact, but also realized he never truly utilized the jutsu or the ability. It was a waste and his current mindset was cutting waste. In that same vein, he had another efficiency problem to overcome; his chakra reserve. The energy required to complete a taijutsu was taxing at times but nothing in the same realm as ninjutsu. The use of entirely chakra based attacks was something that he noticed was winding him rather early in his training. In an effort to build upon this weakness, he would start training his chakra reserves, something he had not done in ages. His new means of fighting was a powerful but costly style, so he would over exert his chakra usage in training. He hoped that his body's natural energy worked in the same sense that a muscle would; you would need to rip and break the fibers to continue to grow it. Because of that, he began his exhaustive training to overclock his internal energy in hopes his wells might not necessarily grow, but maybe become quicker at replenishing.
 
Roku said:
Dropping Initiative for Jutsu Mastery:
The loss of utilizing his chakra gates came with more concerns than just the physical toll. His whole fighting style had been shaped around the usage of the gates, or more recently the utilization of his faux gates comprised of absorbed energy. His strategy required him to enter a fighting stance, unleash the gates and call forth his aura. Now, without the ability to use the gates, he would not need to take the time to consider how to best maneuver his initial stages of combat. The gates provided a huge benefit but the time needed to open them still create brief moments were he could not act, now he would no longer need to account for that time while still making sure to have his fighting stance and aura ready. This could be done without the need of rushing right off the bat, instead he could take more time in his training to focus and understand his ninjutsu. As noted, and self proclaimed by himself, his ninjutsu was his secondary form of jutsu. Due to neglect over the years, the fall off between his primary of taijutsu and his secondary of ninjutsu was extreme. He was needing to build up from almost an adolescent stage of ninjutsu efficiency to a near mastering of it. So that is what he would do; day and night until his ninjutsu were not just topnotch but also masterful.

Dropping Elemental Illusion for Hyperactive
If ninjutsu was his secondary and the drop off between it and taijutsu was titanic, then the separation between his physical fighting and his usage of illusions would be even greater. He at one time found a short cut for his usage of the skills and even uncovered means to increase their impact, but also realized he never truly utilized the jutsu or the ability. It was a waste and his current mindset was cutting waste. In that same vein, he had another efficiency problem to overcome; his chakra reserve. The energy required to complete a taijutsu was taxing at times but nothing in the same realm as ninjutsu. The use of entirely chakra based attacks was something that he noticed was winding him rather early in his training. In an effort to build upon this weakness, he would start training his chakra reserves, something he had not done in ages. His new means of fighting was a powerful but costly style, so he would over exert his chakra usage in training. He hoped that his body's natural energy worked in the same sense that a muscle would; you would need to rip and break the fibers to continue to grow it. Because of that, he began his exhaustive training to overclock his internal energy in hopes his wells might not necessarily grow, but maybe become quicker at replenishing.

Approved.
 
Updated to match use of rebuild card approval (https://ninpocho.com/viewtopic.php?f=62&t=59725&p=321512#p321512) and approved reskin of Uchiha (https://ninpocho.com/viewtopic.php?f=62&t=60049&p=323766#p323766)

For Blue Aura (Weapon), changing name to Devourer's Aura and changed the Special Composition to Special Composition Fire

Roku

Semi Perfect Fatalist
HP: (55+15) x (600) = 42000
CP: (50+15) x 600 = 39000
Class Bonus: Kinjutsu, +1 Accuracy
High: Ninjutsu Accuracy
Average: Evasion, Genjutsu Save
Low: Ranged Accuracy, Genjutsu DC, Melee Accuracy

OOC Rank: S

Bloodline/CA: Uchiha // Reskinned as "Semi Perfect Fatalist" - Have access to full BL table
Semi-Perfect Fatalist
[fontsize="12"]The experiment, the child, was maturing. Each adventure, each fight, each scar, each death was drawing him closer to his perfected form, his intended form. The SPF was a creature caught between life and death, but was fueled by the need to consume. The SPF was almost a natural predator to not only human-kind or Ancient-kind, but to life in general.

---
45bf87e8e75ac4cd9486f1e2fa350d23edeb4348_hq.gif

Jagan [Evil Eye] - Activated Passive<i></i>
The Jagan was something that had always existed in mythology and folklore. The notion that a cursed or malovolent glare could freeze or kill was nothing new. For the SPF, however, this notion was more literal than figurative. Concentrating chakra into their eyes, the SPF is not only able to keep intense focus on their opponent but also able to perform other abilities that may seem like sorcercy at work.

Rank 1: +.5 Dodge, +.5 Accuracy
Rank 2: +1 Dodge, +1 Accuracy
Rank 3: +1.5 Dodge, +1.5 Accuracy

Costs:
Rank 1: .5AP; 150 CP to initiate, 70 CP/Rnd.
Rank 2: .5AP; 300 CP to initiate, 140 CP/Rnd.
Rank 3: .5AP; 450 CP to initiate, 210 CP/Rnd.

Notes:
- Only applies when the user can see their target and/or attacker.

---
Alucard+from+hellsing+pretty+much+permanently+changed+my+perception+of+_f618f2bb4b763e9dfbc554d624605663.gif

Will to Consume - Passive<i></i>
The SPF is driven by consumption, which is further embodied by their use of flames to consume all before them and their natural affinity for the destructive force. Their fire based attacks are increased as the SPF washes over all of creation a raging inferno.

Rank 1: Fire Jutsu damage is increased by 5%.
Rank 2: Fire Jutsu damage is increased by 10%.
Rank 3: Fire Jutsu damage is increased by 15%.

---
8TBx2YT.gif

Jagan - Gyōshi - Passive
The "Stare" of the Evil Eye happens to be one of the most frightening aspects of it. From just a cold gaze, it has been rumored that the SPF could place his victims in a trance.

Rank 1: Genjutsu may be cast through the Jagan, requiring no handseals and gaining +1 DC
Rank 2: Genjutsu may be cast through the Jagan, requiring no handseals and gaining +1.5 DC
Rank 3: Genjutsu may be cast through the Jagan, requiring no handseals and gaining +2 DC

Special Action: When casting Genjutsu through eye contact, the user may choose to activate a special effect. If chosen then the Genjutsu cannot be partially effective. Should the Genjutsu be 50% or more successful it is treated as a full hit, otherwise it is treated as a miss.

Notes:
- Requires eye contact, and for the Jagan to be active.

---

Predator Instincts - Passive
The SPF, in his role of becoming the burgeoning predator of life, is said to be able to intensely focus on his opponent. The Consumer does not merely destroy or feast on everything in sight, his very sight alone consumes all before him.

Rank 1: +6% Auto Hit to all attacks.
Rank 2: +8% Auto Hit to all attacks.
Rank 3: +10% Auto Hit to all attacks.

---

Assimilation - Activated Passive<i></i>
Through consumption comes assimilation. The SPF possesses the ability to mimic skills used against him by merely taking in the technique with his eyes, through experiencing the attack himself or through an attempt to physically consume his opponent.

Rank 1: Allows the user to use and copy any level 1-4 Jutsu used during the last round.
Rank 2: Allows the user to use and copy any level 1-6 Jutsu used during the last round.
Rank 3: Allows the user to use and copy any Jutsu used during the last round.


Cost: This skill costs no Ap or CP, however all copied jutsu cost normal Ap and their CP/Hp costs are increased by +20%.

Notes:
- The user's Jagan must have been active during the time the jutsu was used, and the user must have had full vision of the target.
- When used, the user chooses any jutsu from the previous round and may use it regardless of whether they know it or not. After use, this Jutsu is memorized, and may be used for the remainder of the battle.
- All copied jutsu have a 5% of failing per Jutsu Level (A level seven would have a 35% Chance of failing, for example).
- Only 3 techniques can be remembered at once. Further copying would require the user to overwrite previously memorized techniques, costing CP equal to 2x the forgotten Jutsu's cost.
- The user must meet the Rank and stat requirements to use a Jutsu (A C-Rank cannot copy a Level 8, for example), and may not copy Bloodline, Core Ability, or Kinjutsu techniques.
- These techniques are copied at the rank they were used, and may be remembered and used for the remainder of the battle.
- User must be wielding the correct weapon(s) to copy a Taijutsu and must be able to perform handseals to replicate a Ninjutsu or Genjutsu.

---

Dominion - Doujutsu Genjutsu<i></i>
The SPF, using his Evil Eye, is able to sync chakra into his eyes and voice simultaneous to set a commandment that the victim must obey. These power is called Dominion, where the higher life form hold dominion over the lesser.

Rank 1: Allows the SPF to hypnotize their target at -2 Gen DC, causing them to either attack a target with a level 1-4 Jutsu, Use/Drop/equip/unequip an item, Switch/Drop/Enter a style, or remain motionless for 1 Ap.
Rank 2: Allows the SPF to hypnotize their target at -1 Gen DC, causing them to either attack a target with a level 1-5 Jutsu, Use/Drop/equip/unequip an item, Switch/Drop/Enter a style, or remain motionless for 1.5 Ap.
Rank 3: Allows the SPF to hypnotize their target, causing them to either attack a target with a level 1-6 Jutsu, Use/Drop/equip/unequip an item, Switch/Drop/Enter a style, or remain motionless for 2 Ap.

Cost: 2 AP; 400 CP to initiate.

Notes:
- - Does not use handseals, but requires the Jagan's Eye contact. This is treated as a Will Genjutsu.
- Upon use, the user must choose an action they wish their victim to perform.
- When causing the victim to attack with a Jutsu, the victim must know the technique and the user must have witnessed the technique performed previously during battle to be aware of it. The target can never attack themselves.
- For any actions involving items, it must be either visible or previously used in battle.
- Genjutsu used this way are treated as fully successful or fully unsuccessful, a victim cannot be partially effected. If it is a 50% or more hit, it's counted as a full hit, Otherwise, it's counted as a miss.

---

Divine Comedy - Specialty Genjutsu<i></i>
The Evil Eye, a curse in its own right, does not like to be influenced by other curses (Genjutsu). Upon realizing they are locked in mental combat, the Evil Eye will return the curse back to the sender in the cruelest taste of irony.

Rank 1: Reverses a Genjutsu used on the Jagan user.
Rank 2: Reverses a Genjutsu used on the Jagan user.
Rank 3: Reverses a Genjutsu used on the Jagan user.

Costs:
Rank 1: AP of Genjutsu; Genjutsu cost*2 Chakra to initiate.
Rank 2: AP of Genjutsu; Genjutsu cost*1.75 Chakra to initiate
Rank 3: AP of Genjutsu; Genjutsu cost*1.5 Chakra to initiate.

Notes:
- User must realize they are under a genjutsu.
- User must meet the requirements of the Genjutsu to reverse it.
- All costs of maintaining the genjutsu are taken on by the user.
- A Genjutsu check is made between the SPF and user of the Genjutsu. If the SPF succeeds, they successfully reverse the Genjutsu.
- With each successful use, the victim gains +1.5 to their Genjutsu Check.

---
DYGYwjP.gif
Eyes of Perdition - Activated Passive<i></i>
When the Evil Eye is not enough, the SPF will bring about a foul and dark power, the power born in the depths of a spiritual all-consuming inferno. This pact of darkness is signified by a change in the users eyes, turning them an unholy hellfire blue color and affixing crosses within the iris of their eyes. There is no salvation to be found within this gaze.

Rank 1: +2 Dodge, +2 Accuracy.
Rank 2: +2.5 Dodge, +2.5 Accuracy.
Rank 3: +3 Dodge, +3 Accuracy.

Costs:
Rank 1: .5AP; 600 CP to initiate, 290 CP/Rnd
Rank 2: .5AP; 750 CP to initiate, 360 CP/Rnd
Rank 3: .5AP; 900 CP to initiate, 430 CP/Rnd

Notes:
-Only applies when the user can see their target and/or attacker.
-Jagan Rank 3 must be activated for a round prior to activating the EoP.
- The effect of EoP replaces the effect of the regular Jagan and the EoP cost becomes the new overall cost.

---
QrwpDCK.gif

Pandemonium - Doujutsu Genjutsu<i></i>
The SPF's "Stare" is evolved to its sinister limits while the Eyes of Perdition are activated. This glare is now able to capture the opponent in an illusion of damnation dreamt up by the predator. Some fear that this curse, if not stopped, is meant to consume the spiritual essence of the victim.

Rank 1: An illusion that creates a round within a round during which the victim cannot take any actions and suffers -2 dodge. In the illusion, the user gets AP equal to their AP/1.5. When the illusion ends the user will have only spent chakra equal to 50% of the chakra spent in the illusion and the victim only takes damage equal to 50% of the damage dealt to them in the illusion.
Rank 2: An illusion that creates a round within a round during which the victim cannot take any actions and suffers -3 dodge. In the illusion, the user gets AP equal to their AP/1.5 +.5. When the illusion ends the user will have only spent chakra equal to 50% of the chakra spent in the illusion and the victim only takes damage equal to 60% of the damage dealt to them in the illusion.
Rank 3: An illusion that creates a round within a round during which the victim cannot take any actions and suffers -4 dodge. In the illusion, the user gets AP equal to their AP/1.5 +1. When the illusion ends the user will have only spent chakra equal to 50% of the chakra spent in the illusion and the victim only takes damage equal to 70% of the damage dealt to them in the illusion.


Cost: 3 AP; 2000 CP, Hp equal to 20% of the final damage done.

Notes:
- Requires EoP to be activated, and Eye contact.
- All battle rules remain the same if not mentioned.
- Jutsu that last more than one round end when the illusion does.
- May only be used on a target once successfully in a battle. Â
- All damage done in this illusion is "Illusionary" And damage cannot be reduced. Jutsu used in the Pandemonium cannot be buffed by Non-Genjutsu effects.
- Physical debuffs, such as bleed, poison and Nin/Tai debuffs and effects do not transfer into or out of the Pandemonium created world, but mental ones, generally genjutsu based, do.
- Because the Pandemonium dream is instantaneous and lasts a few seconds at most, this does not dispel any other Genjutsu active on the victim.

---
CEEADF874F0C909516F46F7104B8105C8D5F5F8A

All Consuming Flame - Doujutsu Ninjutsu<i></i>
Drawing on their desire to consume, either through literal consumption or just through destruction, the SPF is able to draw forth a flame stronger than any other. This flame holds a blue hue, giving it a dreadful feeling as if summoned from Hell itself, and will continue to burn its target until there is nothing left.

Rank 1: Ignites the SPF's point of vision in black flames at +2 accuracy, causing 2,000 Fire Damage a round.
Rank 2: Ignites the SPF's point of vision in black flames at +2 accuracy, causing 2,400 Fire Damage a round.
Rank 3: Ignites the SPF's point of vision in black flames at +2 accuracy, causing 2,850 Fire Damage a round.

Special Action - Emporer's Robes: Instead of Covering a target in the ACF, the user may coat themselves in a shield of flames, Hp equal to ACF +40%. This effect lasts one round, and if a melee attack is used against the user the attacker must make a Ninjutsu check against the SPF to determine if they take damage equal to "ACF's" Damage. A target may only take damage from attacking this barrier once per round.

Costs:
Rank 1: 3 Ap; 2,000 CP and 670 Hp to initiate, 630 Hp and 320 CP per round maintained.
Rank 2: 3 Ap; 2,250 CP and 750 Hp to initiate, 715 Hp and 360 CP per round maintained.
Rank 3: 3 Ap; 2,500 CP and 840 Hp to initiate, 800 Hp and 400 CP per round maintained.

Notes:
- Requires EoP to be activated.
- After the initial "To-Hit" roll, ACF automatically deals it's fire damage to its target every round without fail as long as the SPF can still see their target. As such, this may only be used on one target at a time.
- The first round damage is dealt as soon as ACF hits but hits at the beginning of every round after.
- ACF automatically bypasses barriers, armors and shields and also ignores any and all Damage Reduction.
- Damage done and blocked may be increased with Fire buffs.
- This jutsu does not stack in any way or form.
- The special is considered a Chakra Armor.[/fontsize]

Original Uchiha Table
[fontsize="12"]One of the most powerful and feared clans known to the shinobi world, the Uchiha have been rumored to be anything from geniuses to a clan of demons. Their most infamous ability is a unique eye condition that appears in some of the more prodigious talents with Uchiha Blood, the Sharingan. This powerful doujutsu give's this clan a variety of abilities that range from perfect mimicry, to casting some of the most deep illusions without so much as a blink of an eye. Many fear the abilities of the Uchiha, and rightly so, for there is hardly an Uchiha that is not destined for greatness within the shinobi world.

084 PL - Sharingan (Rank 1), Will of Fire(Rank 1)
168 PL - Insidious Gaze (Rank 1)
252 PL - Precognition (Rank 1)
336 PL - Copy Skill (Rank 1)
420 PL - Sharingan (Rank 2)
504 PL - Precognition (Rank 2)
588 PL - Will of Fire (Rank 2), Hypnotic Suggestion (Rank 1)
672 PL - Insidious Gaze (Rank 2), Genjutsu Reversal (Rank 1)
756 PL - Sharingan (Rank 3), Copy Skill (Rank 2)
840 PL - Precognition (Rank 3), Genjutsu Reversal (Rank 2)
924 PL - Hypnotic Suggestion (Rank 2)
1008 PL - Insidious Gaze (Rank 3), Genjutsu Reversal (Rank 3)
1092 PL - Will of Fire (Rank 3), Hypnotic Suggestion (Rank 3)
1176 PL - Copy Skill (Rank 3)
1260 PL - Mangekyo Sharingan (Rank 1)
1344 PL - Tsukiyomi (Rank 1)
1428 PL - Mangekyo Sharingan (Rank 2)
1512 PL - Amaterasu (Rank 1)
1596 PL - Mangekyo Sharingan (Rank 3), Tsukiyomi (Rank 2)
1680 PL - Tsukiyomi (Rank 3), Amaterasu (Rank 2)
1764 PL - Amaterasu (Rank 3)

---

Sharingan - Activated Passive<i></i>
The Sharingan is a unique Eye condition occurring only to those with Uchiha blood. Rumor has it that these eyes stemmed from the Byakugan as a mutation, and they do have similar properties to back this theory up such as allowing the user to view chakra. The Sharingan allows the user to comprehend the attack of an opponent almost before the attacker knows what attack they are making, this is done through tracking their movements by studying their chakra. The user's proficiency with this ability is visible through the amount of Tomoe circling the pupil, and with more mastery, the user will unlock more and more of it's capabilities.

Rank 1: +.5 Dodge, +.5 Accuracy
Rank 2: +1 Dodge, +1 Accuracy
Rank 3: +1.5 Dodge, +1.5 Accuracy

Costs:
Rank 1: .5AP; 150 CP to initiate, 70 CP/Rnd.
Rank 2: .5AP; 300 CP to initiate, 140 CP/Rnd.
Rank 3: .5AP; 450 CP to initiate, 210 CP/Rnd.

Notes:
- Only applies when the user can see their target and/or attacker.

---

Will of Fire - Passive<i></i>
The possess a burning passion deep within them which can never be truly quenched, their undying flame allowing them to seemingly bring forth the potential of flames far better than anyone else could ever attempt, or desire.

Rank 1: Fire Jutsu damage is increased by 5%.
Rank 2: Fire Jutsu damage is increased by 10%.
Rank 3: Fire Jutsu damage is increased by 15%.

---

Insidious Gaze - Passive
Perhaps the most deadly of the well-known Uchiha abilities is a nameless genjutsu that they are capable of putting opponents under in order to alter their perceptions. In reality, this is simply the Uchiha's ability to utilize their genjutsu talents by simply gazing into the eye's of a victim with their hypnotic sharingan, casting an illusion upon those who meet their gaze.

Rank 1: Genjutsu may be cast through the Sharingan, requiring no handseals and gaining +1 DC
Rank 2: Genjutsu may be cast through the Sharingan, requiring no handseals and gaining +1.5 DC
Rank 3: Genjutsu may be cast through the Sharingan, requiring no handseals and gaining +2 DC

Special Action: When casting Genjutsu through eye contact, the user may choose to activate a special effect. If chosen then the Genjutsu cannot be partially effective. Should the Genjutsu be 50% or more successful it is treated as a full hit, otherwise it is treated as a miss.

Notes:
- Requires eye contact, and for the Sharingan to be active.

---

Precognition - Passive
The Sharingan wields the power to allow the user to view chakra visibly in their environment so long as it is active. With training, the Uchiha are able to focus this trait to the point where they can track the movements of their opponents by honing in on their chakra; a skill that enables them to view movements before they are made and react accordingly, giving the illusion that the Sharingan may see into the future.

Rank 1: +6% Auto Hit to all attacks.
Rank 2: +8% Auto Hit to all attacks.
Rank 3: +10% Auto Hit to all attacks.

---

Copy Skill - Activated Passive<i></i>
Probably the most infamous trait of the Sharingan is it's ability to perfectly memorize anything its gaze wanders upon with perfect detail, allowing the Uchiha to mimic techniques nearly simultaneously as a victim performs them, which has manifested itself as legend that they can see the future.

Rank 1: Allows the user to use and copy any level 1-4 Jutsu used during the last round.
Rank 2: Allows the user to use and copy any level 1-6 Jutsu used during the last round.
Rank 3: Allows the user to use and copy any Jutsu used during the last round.


Cost: This skill costs no Ap or CP, however all copied jutsu cost normal Ap and their CP/Hp costs are increased by +20%.

Notes:
- The user's Sharingan must have been active during the time the jutsu was used, and the user must have had full vision of the target.
- When used, the user chooses any jutsu from the previous round and may use it regardless of whether they know it or not. After use, this Jutsu is memorized, and may be used for the remainder of the battle.
- All copied jutsu have a 5% of failing per Jutsu Level (A level seven would have a 35% Chance of failing, for example).
- Only 3 techniques can be remembered at once. Further copying would require the user to overwrite previously memorized techniques, costing CP equal to 2x the forgotten Jutsu's cost.
- The user must meet the Rank and stat requirements to use a Jutsu (A C-Rank cannot copy a Level 8, for example), and may not copy Bloodline, Core Ability, or Kinjutsu techniques.
- These techniques are copied at the rank they were used, and may be remembered and used for the remainder of the battle.
- User must be wielding the correct weapon(s) to copy a Taijutsu and must be able to perform handseals to replicate a Ninjutsu or Genjutsu.

---

Hypnotic Suggestion - Doujutsu Genjutsu<i></i>
The Sharingan's ability to induce illusions into the minds of others is a powerful one, that the Uchiha can learn to overcome the mind and senses of another, subtly altering their mind to put them under a powerful hypnosis, an issuing them commands without the victim even second guessing their own manipulated thoughts.

Rank 1: Allows the Uchiha to hypnotize their target at -2 Gen DC, causing them to either attack a target with a level 1-4 Jutsu, Use/Drop/equip/unequip an item, Switch/Drop/Enter a style, or remain motionless for 1 Ap.
Rank 2: Allows the Uchiha to hypnotize their target at -1 Gen DC, causing them to either attack a target with a level 1-5 Jutsu, Use/Drop/equip/unequip an item, Switch/Drop/Enter a style, or remain motionless for 1.5 Ap.
Rank 3: Allows the Uchiha to hypnotize their target, causing them to either attack a target with a level 1-6 Jutsu, Use/Drop/equip/unequip an item, Switch/Drop/Enter a style, or remain motionless for 2 Ap.

Cost: 2 AP; 400 CP to initiate.

Notes:
- - Does not use handseals, but requires the Sharingan's Eye contact. This is treated as a Will Genjutsu.
- Upon use, the user must choose an action they wish their victim to perform.
- When causing the victim to attack with a Jutsu, the victim must know the technique and the user must have witnessed the technique performed previously during battle to be aware of it. The target can never attack themselves.
- For any actions involving items, it must be either visible or previously used in battle.
- Genjutsu used this way are treated as fully successful or fully unsuccessful, a victim cannot be partially effected. If it is a 50% or more hit, it's counted as a full hit, Otherwise, it's counted as a miss.

---

Genjutsu Reversal - Specialty Genjutsu<i></i>
The insidious gaze of the Sharingan is said to penetrate even the most detailed illusions, and not only is the user capable of viewing details far more clearly, the sharingan also possesses a hypnotic ability to entrap a victim within their own illusion.

Rank 1: Reverses a Genjutsu used on the Sharingan user.
Rank 2: Reverses a Genjutsu used on the Sharingan user.
Rank 3: Reverses a Genjutsu used on the Sharingan user.

Costs:
Rank 1: AP of Genjutsu; Genjutsu cost*2 Chakra to initiate.
Rank 2: AP of Genjutsu; Genjutsu cost*1.75 Chakra to initiate
Rank 3: AP of Genjutsu; Genjutsu cost*1.5 Chakra to initiate.

Notes:
- User must realize they are under a genjutsu.
- User must meet the requirements of the Genjutsu to reverse it.
- All costs of maintaining the genjutsu are taken on by the user.
- A Genjutsu check is made between the Uchiha and user of the Genjutsu. If the Uchiha succeeds, they successfully reverse the Genjutsu.
- With each successful use, the victim gains +1.5 to their Genjutsu Check.

---

Mangekyou Sharingan - Activated Passive<i></i>
The Mangekyou Sharingan is a heightened form of Sharingan, and is distinguished from a normal Sharingan through its appearance, which changes the form of the tomoe. The appearance of the mangekyou differs from user to user based upon their own traits, there are hardly ever two Uchiha with the same pattern. In this stage the Sharingan is far more powerful and has the potential to utilize very powerful techniques, although the sheer amount of chakra utilized can have damaging backlash upon the User's eyesight, slowly deteriorating their Vision.

Rank 1: +2 Dodge, +2 Accuracy.
Rank 2: +2.5 Dodge, +2.5 Accuracy.
Rank 3: +3 Dodge, +3 Accuracy.

Costs:
Rank 1: .5AP; 600 CP to initiate, 290 CP/Rnd
Rank 2: .5AP; 750 CP to initiate, 360 CP/Rnd
Rank 3: .5AP; 900 CP to initiate, 430 CP/Rnd

Notes:
-Only applies when the user can see their target and/or attacker.
-Sharingan Rank 3 must be activated for a round prior to activating the Mangekyou.
- The effect of Mangekyou Sharigan replaces the effect of the regular Sharigan and the Mangekyou cost becomes the new overall cost.

---

Tsukiyomi - Doujutsu Genjutsu<i></i>
Utilizes the Mangekyou sharingan to create a hellish genjutsu of which the user has complete control. This technique is feared and believed the most powerful Genjutsu, and can last anywhere from 24 to 72 hours in the targets mind, but in reality only lasts a couple seconds. While powerful, this technique causes immense strain upon the user's eye's and leaves them vulnerable by damaging their eyesight, and cannot be used without resting the eye's first.

Rank 1: An illusion that creates a round within a round during which the victim cannot take any actions and suffers -2 dodge. In the illusion, the user gets AP equal to their AP/1.5. When the illusion ends the user will have only spent chakra equal to 50% of the chakra spent in the illusion and the victim only takes damage equal to 50% of the damage dealt to them in the illusion.
Rank 2: An illusion that creates a round within a round during which the victim cannot take any actions and suffers -3 dodge. In the illusion, the user gets AP equal to their AP/1.5 +.5. When the illusion ends the user will have only spent chakra equal to 50% of the chakra spent in the illusion and the victim only takes damage equal to 60% of the damage dealt to them in the illusion.
Rank 3: An illusion that creates a round within a round during which the victim cannot take any actions and suffers -4 dodge. In the illusion, the user gets AP equal to their AP/1.5 +1. When the illusion ends the user will have only spent chakra equal to 50% of the chakra spent in the illusion and the victim only takes damage equal to 70% of the damage dealt to them in the illusion.


Cost: 3 AP; 2000 CP, Hp equal to 20% of the final damage done.

Notes:
- Requires Mangekyou Sharingan to be activated, and Eye contact.
- All battle rules remain the same if not mentioned.
- Jutsu that last more than one round end when the illusion does.
- May only be used on a target once successfully in a battle. Â
- All damage done in this illusion is "Illusionary" And damage cannot be reduced. Jutsu used in the Tsukiyomi cannot be buffed by Non-Genjutsu effects.
- Physical debuffs, such as bleed, poison and Nin/Tai debuffs and effects do not transfer into or out of the Tsukiyomi created world, but mental ones, generally genjutsu based, do.
- Because the Tsukiyomi is instantaneous and lasts a few seconds at most, this does not dispel any other Genjutsu active on the victim.

---

Amaterasu - Doujutsu Ninjutsu<i></i>
While Tsukuyomi is considered the most powerful Genjutsu, this technique is it's counterpart, claimed to be the most powerful Ninjutsu, and with good reason too. This infamous Technique creates Hellish Jet-black Flames spontaneously at the center of the user's vision, and once released these flames are said to burn for days without end before becoming extinguished. These cursed flames are said to be as hot as the sun, and little is capable of stopping this fire from consuming everything in it's path...Except for the Bleeding of the user's eye's as a result of the tremendous energy released from the sharingan.

Rank 1: Ignites the Uchiha's point of vision in black flames at +2 accuracy, causing 2,000 Fire Damage a round.
Rank 2: Ignites the Uchiha's point of vision in black flames at +2 accuracy, causing 2,400 Fire Damage a round.
Rank 3: Ignites the Uchiha's point of vision in black flames at +2 accuracy, causing 2,850 Fire Damage a round.

Special Action - Kagutsuchi: Instead of Covering a target in Amaterasu, the user may coat themselves in a shield of Black Flames, Hp equal to Amaterasu +40%. This effect lasts one round, and if a melee attack is used against the user the attacker must make a Ninjutsu check against the Uchiha to determine if they take damage equal to "Amaterasu's" Damage. A target may only take damage from attacking this barrier once per round.

Costs:
Rank 1: 3 Ap; 2,000 CP and 670 Hp to initiate, 630 Hp and 320 CP per round maintained.
Rank 2: 3 Ap; 2,250 CP and 750 Hp to initiate, 715 Hp and 360 CP per round maintained.
Rank 3: 3 Ap; 2,500 CP and 840 Hp to initiate, 800 Hp and 400 CP per round maintained.

Notes:
- Requires Mangekyou Sharingan to be activated.
- After the initial "To-Hit" roll, Amaterasu automatically deals it's fire damage to its target every round without fail as long as the Uchiha can still see their target. As such, this may only be used on one target at a time.
- The first round damage is dealt as soon as Amaterasu hits but hits at the beginning of every round after.
- Amaterasu automatically bypasses barriers, armors and shields and also ignores any and all Damage Reduction.
- Damage done and blocked may be increased with Fire buffs.
- This jutsu does not stack in any way or form.
- The special is considered a Chakra Armor.[/fontsize]


Kinjutsu: Jinchuuriki: Spiritual Fire

Curse Seals: N/A

Advanced Shop Battle Related Purchases: Free Minor Affinity: Water
Free Major Affinity: Fire
Purchasing Class Points Card (x2): +0.5 Dodge
Kinjutsu Removal Card (used)
Additional Ability Slot
Addition Advanced Element x2

https://www.ninpocho.com/viewtopic.php?f=62&p=237102#p237102 - Use of Kinjutsu Removal Card (and approval) to remove current Kinjutsu: Hachimon

https://www.ninpocho.com/viewtopic.php?p=221942#p221942 - Purchase of an Ability Card (meaning I should have 12 total slots)

Use of rebuild card: https://ninpocho.com/viewtopic.php?f=62&t=59725&p=321512#p321512

Abilities:
0. Sentinel - ANBU Branch
0. Shinobi 101 - Visual Genjutsu -> Ninjutsu Accuracy
1. Elementalist
2. Clarity
3. Fire Chakra Style
4. Healing Factor
5. Hyperactive
6. Duelist
7. Jutsu Mastery
8. Quickdraw
9. Human Anatomy
10. Kinjutsu
11. Kinjutsu
12. Kinjutsu

Major Affinities:
1. Earth
2. Fire
3. Non-Elemental
4. Wind
5. Water
6. Earth
7. Lightning
8. Medical
9. Vapor
10. Crystal

Minor Affinities:
1. Wind
2. Water
3. Non-Elemental
4. Fire
5. Earth
6. Lightning
7. Medical
8. ANBU

Advanced Elements:
1. Wood
2. Ice
3. Kinesis
4. Crystal
5. Vapor
6.


Weapons:
Rose Aura: Blade
UNU8eFX.gif

An adverse reaction to his Rose Aura in his weakened state allowed the energy he consumed from Barynx to flood his mind and body. The Rose Aura: Blade weapon coats him in the same energy as Rose Aura, but unless the blade manifests this form is useless. Summoning a blade from the energy around him, Roku is able to carry out attacks as if he were holding real steel.

Effect:
1. Trick Weapon: Unarmed
2. Blood Rack
3. Vanguard
Great Weapon granted through Heavy Handed Ability

Damage Type:
Slashing - Bleeding

Accuracy/Damage modifier:
+2 Accuracy, -10% Base Damage.
Golden Aura
tumblr_mttvhl00R71s7eo7fo1_500.gif

Roku is surrounded by a golden chakra aura that is a pure concentration of the holy energy flowing within him. The golden aura increases his hand-to-hand combat.

Effect:
1. Primal
2. Trick Weapon: Slashing
3. Pressure

Damage Type:
Unarmed - Handseals

Accuracy/Damage modifier:
+2 Accuracy, -10% Base Damage.
Red Aura
afc443847a24623a836fcae1f4312459.gif

Roku is surrounded by a red chakra aura that is a pure concentration of the energy absorbed from Barynx. The red aura makes Roku's attacks minor mimics of what Barynx was; a glutton.

Effect:
1. Overflow
2. Vampiric
3. Recovery

Damage Type:
Unarmed - Suppression

Accuracy/Damage modifier:
+2 Accuracy, -10% Base Damage.
Devourer's Aura
986fc77c07e701f1a06e39e4339531ef.gif

Roku is surrounded by a blue chakra aura that is a pure concentration of the various energies absorbed from a variety of Ancients. The blue aura makes Roku's attacks mimic some characteristics of the Ancients, such as the ability to siphon away the spiritual energy of his targets.

Effect:
1. Re-Energize
2. Special Composition: Fire
3. Recovery

Damage Type:
Unarmed - Handseals

Accuracy/Damage modifier:
+2 Accuracy, -10% Base Damage.
Rokushiki - "Six('s) Styles"
When you are this strong, you have to register your entire body as a deadly weapon! [Roku's entire body]

Effect:
1. Primal
2. Crippler
3. Pressure

Damage Type:
Unarmed - Suppression

Accuracy/Damage modifier:
+2 Accuracy, -10% Base Damage.
Ashbringer
Sword given to Roku by Kazuki. It may not set you ablaze but it definitely has some bite to it!

Effect:
1. Vampiric
2. Recovery
3. Siege

Damage Type:
Slashing - Bleeding

Accuracy/Damage modifier:
+2 Accuracy, -10% Base Damage

Contracts: Bird
 

Current Ninpocho Time:

Back
Top