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:

Samsara Saito no Dojo

Joined
May 7, 2017
Messages
308
Yen
405,400
ASP
0
DOJO APPROVAL REQUEST
[spoilername="Custom Class Request"]Custom Class: Newbie Scholar-Monk
HP: (43+lvl) x Stamina
CP: (40+lvl) x Chakra Control
Class Bonus: +4 HP and CP
High: Melee Accuracy, Genjutsu DC
Average: Dodge, Genjutsu Save, Ninjutsu Accuracy
Low: Ranged Accuracy[/spoilername]
OOC Rank: C-Rank
[spoilername="Bloodline or Core Ability"]Bloodline/Core Ability: Nara (Bloodline Request Awaiting Approval)[/spoilername]

[spoilername="Abilities Request"]Abilities (C-Rank = 7 Abilities):
1. Hyperactive
2. Sixth Sense
3. Sensor
4. Physical Style: Bludgeoning
5. Chakra Style: Earth
6. Elementalist
7. Called Shot
ASP Purchase Ability: Initiative
Shinobi 101 Ability: Shadow Ninjutsu --> Melee Accuracy[/spoilername]

[spoilername="Kinjutsu"]Kinjutsu: N/A[/spoilername]

[spoilername="Cursed Seals"]Cursed Seals: N/A[/spoilername]

[spoilername="Advanced Shop Purchases"]Advanced Shop Battle Related Purchases:
Abilities Card
Class Points Card
Free Major Element (Earth)
Free Major Element (Sensory Mastery: Will Genjutsu)
Free Minor Element (Fire)
Free Minor Element ( Sensory Knowledge: Visual Genjutsu)
Approval for the above found HERE[/spoilername]

Inventory and Custom Weapons
[spoilername="Inventory"]Inventory:[/spoilername]

Custom Weapons (C-Rank = 3 Weapons):
[spoilername="Weapon 1"]Weapon 1: Weighted Handwraps
Deceptively light-appearing strips of grayish bandage that wrap around a young ninja's hands, designed to reinforce strikes and protect bones from damage, among other benefits. The cloth bindings, subtly laced with intricately woven heavy metals, will pack a shocking wallop or allow flexibility of finger movement depending on the user's technique.

Accuracy: -2
Damage: +10%

Weapon Type 1 (Trick Weapon Augment): Unarmed
When in this mode, user retains the ability to use Handseals with the weapon equipped.

Weapon Type 2 (Trick Weapon Augment): Bludgeoning
When in this mode, strikes from this weapon cause Suppression.

Augments:
1: Trick Weapon (Approved)
2: Mirage (Purchase Pending)[/spoilername]

[spoilername="Weapon 2"]Weapon 2: Clobbering Hammer
A huge, blunt hammer, currently larger than its 9-year old wielder. There is little subtle about this weapon, its intent of use seems obvious. When not in use, the hammer has the technologically capability of converting itself to and from a relatively small hand-held cylinder, about the size of a beer can. It takes up a weapon slot but can be stowed away without being a massive hammer sticking off of him.

Accuracy: +2
Damage: -10%

Weapon Type: Slashing
Strikes from this weapon cause Bleeding.

Augments:
1: Great Weapon (Purchase Pending)
2: Quick Switch (Purchase Pending)[/spoilername]

[spoilername="Weapon 3"]Weapon 1: Épée
A straight-bladed piercing sword, the unassuming weapon looks far more deadly with its point sticking into a vital spot.

Accuracy: +2
Damage: -10%

Weapon Type: Piercing
Strikes from this weapon have +5% chance of inflicting called shots.

Augments:
1: Raid (Purchase Pending)
2: Mirage (Purchase Pending)[/spoilername]
 
Learned Abilities Request (Conservative Motion, Hyperactive, Sixth Sense):

From even his earliest days as an orphan in the monastery, Saito's boundless energy but relentless awareness would sometimes attract the kind of attention he did not want. He had always been this way, it was in his blood; he noticed far more than most his age, and at times had no understanding of propriety, a combination of which saw his mouth getting him into far more trouble than he might've expected before opening it. He was smart, however, and quickly learned how to avoid potentially hazardous situations (or people) by rote. Whenever he made a misstep and found his mouth running without care for the consequences, he did his best to think of ways to bring those situations to his desired end quickly -- with his "desired end" generally described as being left alone or allowed to go back to reading.

Violence and pain can be the most instructive of teachers, however, and such experiences with the gang of children at the orphanage who did their best to terrorize young Saito's monastic years motivate his reactionary senses even to the present day. Especially a particular one...

Conservative Motion -- "The user has developed absolute efficiency in everything they do, never a single movement wasted. Even in the heat of battle, not a single step is gratuitous nor any attack over swung."</U><i></i>
Punishment at the monastery almost always involved doing extra chores. Washing the endless number of floors, walls, windows, bathrooms, patios, dishes, bedding... washing. Often these punishments involved the naughty child performing these chores alone as a method of guaranteeing reflection, which generally satisfied Saito just fine; he preferred to be alone, and his boundless spirit always kicked in to find a way to entertain himself while "punished" with isolation. His perceptions keen enough to sense anyone coming long before they saw him acting questionably, he would entertain himself endlessly throughout the long hours of washing day after day, night after night.

Said "entertainment" came in testing his reasoning skills, his reflexes, and his overall efficiency when completely alone or unobserved. Inspired by any number of stories about ninja, he would think his way through tasks and carefully plot his way to achieving them optimally, with no wasted movements. These tests would start small: cleaning three windows in the same amount of time his peers took to clean one, balancing on the narrow banister on one foot to clean the highest fixtures, timing his speed in cleaning the entirety of the sanctuary alone and beating that time through better-strategized movements. Before many years had passed, the child had graduated to setting up obstacle courses for himself that, set into motion by the pull of a cord, would start brooms, cloths, glasses, and basins swinging and flying through the air, all aimed at Saito. Whatever he did not need to clean or otherwise redirect in midair, he would dodge, and items appropriately dodged would land in their proper places. Between hours at the library and hours doing "chores," Saito found time to train and study quite often, making few messes and almost never getting caught.

(WC = 294)

Sixth Sense -- "Some things just cant get past you. Characters with this ability have the innate ability of feeling a bit weird when something is not quite right. Although this ability does not always kick in, it can be used for many things such as trap evasion, detection of sneak attacks, detection of transformation but is not limited to those."<i></i>
The one time he did sort of get caught, his sharp senses allowed him to critically reason the best result under the circumstances. It did not take long for Saito to connect his honest speaking with solitary punishment, and that connection only lead to the creation of further opportunities to refine his talents. Pursuing his secret pleasure to test himself with chores, however, led to a reputation as a troublemaker that saw him receive blame and punishment from his guardians even when not his fault, leaving him wide open for the orphanage's child bullies to victimize the young boy consequence-free.

Five of the older boys caught him alone one day, cleaning the floors in some secluded portion of the monastery. He easily sensed their approach despite their attempt at stealth, but he did not expect violence, even when he saw their wicked grins and clenched fists as they advanced on him. Five vs. one, the party with larger numbers should have started and ended this quickly; except Saito dodged, jumped, bobbed, and weaved through each and every one of their strikes, fluidity of motion assisted by his refined senses to consistently evade their grabbing hands and punching fists.

Until his sharp senses told him of a far greater threat: a group of monks coming this way, though still a few minutes off.

Young Saito knew before his assailants that if the six of them were caught fighting, Saito would take the lion's share of the blame. But he also knew that he couldn't finish all of these bullies off before the monks' arrival...

(WC = 266)

<U>Hyperactive -- "They move fast, they think fast, they even talk fast, these are the people that seem to bounce of the walls nonstop, and rather than grow weary of their constant zealous charisma, tend to grow even more energetic. Common among children, and often carried into adolescence, these are the people that can never quiet seem to sit still for more than 5 seconds, and always seem to be on the move."
Thinking quickly and moving quickly, Saito did the first thing he could think of that would end this fight before the adult monks got there: he didn't evade, and he took a few hits. One cracked across his cheek, another two rammed him in the stomach, and the one that knocked him down had sailed directly into his jaw. A few more kicks in the ribs, with Saito curled as tightly as he could get in the fetal position, before the head of the bullies whispered loudly, panic slipping into his voice, "THE MONKS ARE COMING! RUN!" All five immediately scattered, leaving Saito crumpled on the floor in more pain than he had experienced lately, but... not really THAT bad... hmm.

Allowing himself a moment to adjust to the pain -- nothing broken, nothing serious -- the young boy bounced back up to his feet. Brushing himself off and disregarding the pain in his bruises or his disheveled appearance, he quickly picked up his broom and started sweeping again. Just in time for the group of passing monks to see him, glare at him suspiciously as he gave them the cheekiest smile and wave, and continue on their way without incident. Saito finished cleaning that area, then cleaned the entire sanctuary, then washed all of the dinnertime dishes, and beat the prayer mats, all with his customary boundless energy, before finally collapsing into bed that night with a finally exhausted smile on his bruised and battered face.

(WC = 245)

That one experience taught Saito a great deal about being in the right place at the right time, how to not be in the wrong place at the wrong time, and how to turn the wrong place and time into the right ones if possible. Saito rarely had problems with those bullies again; he found routes to avoid them, timed chores to occur in obscure locations they would not likely find, and spent the vast majority of his free time in the library -- a place NONE of them would go. One timed, direct confrontation with his bullies, precisely calculated by Saito to be free of adult interference, was all the young boy needed to make them know that he was no easy target, despite his habit of solitude. His years until his departure for Kumogakure went relatively violence-free after that.
 
[spoilername="Abilities Change Request"]Current Abilities: Conservative Motion, Sixth Sense, Hyperactive

Remove Ability Conservative Motion (WC = 132): Training in the woods with Tatsuo-sensei on the way to Konoha saw Saito do a great deal of physical activity. Riding, running, climbing, swimming... everything he did, so active and full of energy, always presented an opportunity for training, and a chance for reassessment. Upon one such occasion for reassessment, he considered his careful habit of movement, so cautious as to never waste a single step or move without a rapid plan for efficiency. To take so much care is good... but it does use a lot of energy, the child considered thoughtfully. There existed other ways to be certain of one's step that go far beyond mere conservation of movement, he recognized... and to push forward in his training would reveal those ways as surely as the sun eventually rises.

Add Ability Sensor (WC = 107): Even with his eyes closed, Saito felt as though he knew where all of the party members were. It was like... he felt their warmth, their temperatures... Their heat signatures. From no matter where they were, up to a certain distance away. And each member's temperature signature felt... different. Distinct. Individualized. Interesting... and further refinement proved to unlock greater ability: if the young student concentrated hard enough, he could sense even more around him... the birds, the trees, the ants, the fish. As soon as he became conscious of this ability, Saito knew it would be useful to develop. Proceed to develop it, he most certainly did.

Add Ability Physical Style: Bludgeoning (WC = 129): *PUFFT!* *PUFFT!* The sound of medium-sized rocks, little bigger than fists, being pulverized by the fists of young Saito. His weighted handwraps, an invention of his own upon finding the strange cloth during one of his solo adventures at the monastery, deceptively added bludgeoning force to what appeared to be unarmed fighting technique. He'd used what he'd learned through training with his weapon to suit his bludgeoning attacks quite nicely. Pinpoint accuracy was the lesson of the day, where Saito's punch needed to disintegrate the head-sized rocks balanced precariously on top of each other with no piece larger than a particle of dust hitting the ground. *PUFFT PUFFT PUFFT! PUFFT PUFFT PUFFT!* His hands receded, having completed his exercise. His bludgeoning style would be strong when needed.

Add Ability Chakra Style: Earth (WC = 229): The young boy always had a natural connection to the Earth. Often overshadowed by his Father's shadow jutsu lessons, the boy still made sure to study his mother's blessings while in the monastery. This independent research on earth jutsu returned to him when needed: chased into a small range of hills one evening by three boys who Saito knew would only cause him more trouble if he fought back, the young boy knew they wanted to chase him into one of the area's many dead ends. He needed to buy himself time to hide, let them pass him by, and then double back before curfew. And in that moment, it was as though the earth called to him, guiding him in his steps... As they ran through the rocky area, Saito concentrated his energy at his feet and, executing a series of handsigns he'd just learned from his book, shot a series of stone bullets, pulled up and launched by his feet every few steps as he ran, at his pursuers. The large rocks flying at the gang of pursuers caused quick disarray, granting the fleeing child the opportunity to hide himself. It was easy to double back to the monastery after his pursuers had lost track of him, and practicing to incorporate his love of earth into his movement style over the next several months seemed common sense.

Add Ability Elementalist (WC = 146): The library of Kumogakure had proven to be so enlightening as to the uses of jutsu... Saito had an awareness of his chakra network as far back as he remembered, and utilizing it to manipulate the elements for entertainment while alone in the monastery helped his refinement a great deal. But the Bibliotheca Conscientiae expanded his knowledge greatly. He knew he had a strong affinity to Earth, despite his natural Shadow ability, and his understanding of how to manipulate that element rose exponentially once in Kumo. He could now combine the minor tricks he fooled around with into the major tricks he'd been discovering.. and applying them to combat as a ninja certainly flowed from there. Ninjutsu became one of the child's chief delights, with his mastery over his elements -- their blending, their augmentation, their wide array of manifestations -- one of his favorite things to practice.

Add Ability Called Shot (WC = 131): Endless drills out in the woods behind the monastery saw Saito's strength increase. Be it sun, rain, snow, day, or night, if Saito was awake he found a way to sneak off to get training in. Years of fighting rocks, trees, and finally straw men that Saito created and mounted up in his secret training area gave his strikes a bone-shattering accuracy. Not many years passed before the young boy would spend half his time creating and/or fixing the straw dummies' wooden joints and limbs, and the other half of his time breaking said dummies all over again. Not only did this give the young boy a good awareness of the body's vulnerable points and how to effectively target them... but it also proved to be an artistic outlet.

Add ASP-Purchased Bonus Ability Initiative (WC = 155): For the longest time, Saito had problems thinking faster than his body could react. Reaction time always lagged behind thought, and lightning-quick realizations sometimes caused disruptions in speaking patterns or actions; one action, half-completed, would be suddenly left abandoned as a better way to accomplish the same task popped into existence, only for the boy to end up taking more time overall to complete a relatively simple series of tasks. This occurred until, with a little growth, the boy took his time to think through his actions before moving. With practice, he found that when he took a relatively brief period of time to think ahead, he finished the tasks at hand faster than expected -- and usually even faster than anyone else around him. Taking your time to be faster than everyone else... it didn't exactly SEEM intuitive to the boy, but perhaps an important life principle could be found buried here...[/spoilername]

[spoilername="Affinities Request"]Current Affinities:
Major: Earth (ASP Purchase)
Major: Will Genjutsu (ASP Purchase)
Minor: Fire (ASP Purchase)
Minor: Visual Genjutsu (ASP Purchase)

Newly-Requested Affinities:

Minor (D-Rank): Wind
Major (C-Rank): Wind
Minor (C-Rank): Kinetic Genjutsu

OOC Rank: C-Rank[/spoilername]

[spoilername="Weapon Creation Request"]1: Weighted Handwraps (previously approved)
-Adding 2nd Augment: Mirage (purchase pending)

2: Clobbering Hammer (previously approved)
-Changing type to Slashing
-Changing Suppression to Bleeding
-Adding 2nd Augment: Quick Switch (Purchase Pending)

3: Épée (Newly requested)
-Accuracy: +2
-Damage: -10%
-Type: Piercing, +5% to called shots
-Augments: Mirage, Raid (both purchases pending)[/spoilername]
 
Weapon changes ok,

Purchases of the following augments
Current Yen: 195,900
-2400 Mirage
-2400 Quick Switch
-2400 Mirage
-2400 Raid
New yen on hand: 186,300.00

Can you do me a favor, and the next time you train, link your augment purchase back to your training post? Just so we have a clear paper trail.
 
[spoilername="B-rank Class Addition"]Custom Class: Journeyman Scholar-Monk
HP: (43+lvl) x Stamina
CP: (50+lvl) x Chakra Control
Class Features: +4 HP and CP, +5% dmg to AE: Shadow Ninjutsu, +.5 Genjutsu DC x2 (Extra +2 Class Points an ASP Purchase)
High: Genjutsu DC, Ninjutsu Accuracy
Average: Taijutsu Accuracy, Dodge, Genjutsu Save
Low: Ranged Accuracy

OOC RANK: B-Rank[/spoilername]
 
This class doesn't appear to be correct. If you are B-rank, you get a base HP/CP mod of 100 to allocate. Minus 10 from that for Genjutsu DC in High and another 10 for Ninjutsu Acc in high brings you to 80. Plus 5 for Ranged Acc in medium takes you to 85 to split between HP and CP. At B-rank you have 6 class points to spend. With your class point card you get another to for a total of 6 points.

Looking at your class points you have:
+4 HP/CP mod (4 class points)
+4 CP mod (4 class points)
+5% Dmg to Shadow (2 class points)
+.5 Gen DC x 2 (2 class points)

For a total of 12 points out of your available 8. Please review the class rules here and trim down your class point allocation to 8 points. If you get rid of the HP/CP mod bonuses, please be sure to update the HP/CP mods accordingly.
 
[spoilername="B-Rank Abilities Change Request"]Current Abilities: Sixth Sense, Hyperactive, Sensor, Called Shot, Elementalist, Initiative, Earth -- Chakra Style, Physical Style -- Bludgeoning
Subtracted: Earth -- Chakra Style, Physical Style -- Bludgeoning
Requested: Split Personality, Jutsu Expansion, Jutsu Mastery, Barrier Mastery, Fire - Chakra Style, Combo Master, Healing Factor, Willpower, Shinobi 101*

Retained Abilities + Requested Abilities, Final List:
B-Rank (9 ability slots) with Split Personality Ability (6/6 ability slot split = 12 abilities total): Sixth Sense, Hyperactive, Sensor, Called Shot, Elementalist, Fire -- Chakra Style, Jutsu Expansion, Jutsu Mastery, Barrier Mastery, Combo Master, Healing Factor, Willpower
Bonus Ability (Abilities Card Purchase): Initiative
Other Abilities Not Occupying a Slot: Strategist +1 prep slots (Nara Strategy, Rank 2 -- Nara Bloodline Approval), Split Personality, Shinobi 101 (Projectile subtype uses Genjutsu DC)

Split Personality split:
Personality 1 (6 Abilities): Jutsu Expansion, Jutsu Mastery, Barrier Mastery, Sixth Sense, Sensor, Called Shot
Personality 2 (6 Abilities + Abilities Card Ability): Elementalist, Fire -- Chakra Style, Combo Master, Initiative, Hyperactive, Healing Factor, Willpower

Subtract Earth -- Chakra Style (WC = 120):
As he practiced his shadow jutsu with fire and water in the backyard of his and Tatsuo's new apartment, the young Cloud student found that the movements inherent in the Earth chakra style did not suit his focus on the elements compatible with his shadows. The movements were all wrong, the end positions didn't make sense, and the energy flowed improperly, he could feel it plain as day... and while he could transform his fire jutsu into shadows, he couldn't do that for his earth jutsu -- and he tried. The incompatibility between Earth and Shadow resolved itself as undeniable fact for the boy, which meant he had to choose a different style if he wanted to use his shadows.
Subtract Physical Style - Bludgeoning (WC = 115):
Gasping for breath one evening after a particularly intense ninjutsu practice in the backyard, the young Saito fell back into the soft grass underneath the large oak tree. HIs fire jutsu had definitely improved, he saw as he looked at his hands, still shaking from the intense use of chakra. But he also noticed that the callouses he had on his knuckles, due to the intensity of his bludgeoning training with rocks, had softened or almost disappeared in some cases. His focus with Tatsuo-sensei definitely rested with Ninjutsu. Maybe I shouldn't use the Bludgeoning physical style in combat, he thought to himself as he looked at his hands. At least not until I've brushed up.
Request Split Personality (WC = 132):
Deep in meditation one evening under the big, wonderful oak tree, all of a sudden Saito became conscious of his inner sanctum... that quiet place inside the mind where the conscious spirit decides and governs the automatic actions taken in the subconscious body. He sensed his skills and abilities, knew his desires for advancement, understood his limitations, and... couldn't decide how to allocate his limited attention span to his myriad interests. Then he realized that with proper focus, he could choose to activate different groups of skills... dividing them into modes, as it were, and put all of his focus in a particular mode. Having grasped this truth, the boy began to train in it; and soon he could manipulate his access to the two different modes whenever he wished.
Request Jutsu Expansion (WC = 141):
Between the jutsu at the monastery, the jutsu he learned from his studies at Kumo, and the jutsu he was in the process of learning while in Konoha, the young Samsara Saito had come to possess a fair repertoire of known techniques. The elemental techniques were his favorite but he tasted practically every type of jutsu from every branch. As he slowly built up his wide-based tower of generalism, he began to understand the difference between "lower ranked" jutsu and "higher ranked" jutsu. With a bit of extra chakra, he found that he could push all of his jutsu up a level in power and effectiveness -- a skill he immediately sensed to be valuable, so he trained it day after day until he could do it quickly. The Shadow Transformation would surely come after doing all of this related work!
Request Jutsu Mastery (WC = 112):
The boy's repertoire of jutsu had risen. Little did he know it himself, but the number of jutsu he had studied, practiced, and/or otherwise picked up far exceeded the normal amount of jutsu kids his age would have. Without even realizing it, Saito had mastered certain principles fundamental to all jutsu, and he did it through the mastery of a wide range of disciplines. The child eventually came to notice how his jutsu took less chakra than they otherwise used to, and how the overall number of seals he needed to make had decreased. Diligent practice, directed by a passion for knowledge and a good teacher, always bore its just reward.
Request Barrier Mastery (WC = 131):
Upon learning the Barrier technique from the Non-elemental types of Ninjutsu and reading about its possibilities in other types of jutsu, Saito knew he'd found a technique compatible with how he saw himself fighting after practicing and honing numerous other jutsu. Barriers were primarily defensive so he might get a chance to talk someone out of assaulting him if he could call the jutsu unexpectedly; they were flexible, with no barrier protecting against everything but a collection of such jutsu doing well against a variety of possibilities; and the possibility of even furthering his mastery, a possibility he sensed looming in a distance to be crossed by intense, focused study. Reaching the fruits of walking said distance gave him a facility with barriers that he felt would come in handy regularly.
Request Combo Master (WC = 176):
Standing outside in the backyard, Saito considered a book on a pedestal closeby. The tough wooden target dummies Saito had Tatsuo make before the Chuunin left that day stood strong against the boy, having taken the brunt of his elemental jutsu combo training and still wanting more. Which the young Kumo kid would give it... as soon as he worked out the secret to adding a third jutsu into the mix. He recognized it was a matter of timing... with the handsigns and the releases... Studying the tips the book gave him for a moment longer, he set out to practice, linking two jutsu of the same element together over and over again, training session after training session... until one day, he slipped a third jutsu into the chain without fully realizing what he'd done at first. Honing the practice from that point forward eventually granted him the mastery he sought, and his excitement on the evening of his achievement lit up the apartment's backyard underneath the beautiful night sky. I can't wait to show Shinrin-sensei!
Request Healing Factor (WC = 128):
The boy had always healed up quickly, but the development of his chakra network and expertise in channeling that energy into jutsu appeared to have a positive effect on his regeneration speed. Soon after arriving in sunny Konoha, Saito realized that he no longer just healed more quickly when resting in the shadows, but healed a bit less quickly when in the sunlight too. This effect only enhanced these capabilities when he rested in shadows, allowing him to recover even faster when within them. He marveled at his own dark skin when a bruise he'd suffered an hour before had simply vanished without his noticing, taking away all pain. The child smiled and clenched his fist. I'm getting stronger! But how strong am I compared to the others?
Request Willpower (WC = 144):
The journey to the monastery, lengthy for its need to maintain completely hidden from their enemies, gave the 4-year old Saito a great deal of time to train with his parents. His mother taught him the secrets of genjutsu, refining his abilities as a very young child so that, even at nine years old, the cloudie had an impressive mastery of the art. It was Samsara Koho, however, who taught the child how to resist genjutsu -- a gift he said benefited his already bloodborne Samsara talents at seeing through deception. Koho toughened the boy's resolve, using both the harsh survivalist living imposed on the small family to train the boy, and sharpening his will by sharpening his ability to detect and defeat genjutsu. Yet another talent lies well-forged in the young boy's psyche, never realized as important until tested in training or battle.
Request Fire -- Chakra Style (WC = 406):
see Saito training in the Fire -- Chakra Style in RP HERE
Request Shinobi 101* (Projectile Taijutsu subtype ---> Genjutsu DC) (WC = 122):
Saito knew himself well (or so he thought/hoped), and strove to have a good assessment of exactly where his strengths and weaknesses lie. As such, he knew he had slacked at his ranged taijutsu. And yet... he recognized, not long after throwing a volley of fireballs and water techniques into Tatsuo's well-built wooden targets, my aim with the mind funnies is better than ever... what if I shot stuff like I aimed the mind funnies? It was a nonsensical postulation, many would say; aiming projectile weapons and aiming mental attacks are two completely different things. Except that with no one around to tell him that, Saito in fact figured it out and mastered it through training, study, and insurmountable persistence.

*Though I requested the Shinobi 101 Ability assignment on November 2nd 2017, I failed to write a 100WC story to support it, thus leaving it incomplete! I didn't know about that requirement at the time [/noob] but it ends up being good since I didn't really understand what I wanted to try to do for my jutsu back then! This time I'm really requesting/setting my Shinobi 101, along with the accompanying 100WC write-up above. :D
Current PL: 1340
OOC Rank: B-Rank[/spoilername]
 
Samsara Saito said:
[spoilername="Inventory Update"]Slot 1: Smokebomb
Slot 2: Kawarimi Target
Slot 3: Ninja Wire[/spoilername]
Samsara Saito said:
[spoilername="B-Rank Abilities Change Request"]Current Abilities: Sixth Sense, Hyperactive, Sensor, Called Shot, Elementalist, Initiative, Earth -- Chakra Style, Physical Style -- Bludgeoning
Subtracted: Earth -- Chakra Style, Physical Style -- Bludgeoning
Requested: Split Personality, Jutsu Expansion, Jutsu Mastery, Barrier Mastery, Fire - Chakra Style, Combo Master, Healing Factor, Willpower, Shinobi 101*

Retained Abilities + Requested Abilities, Final List:
B-Rank (9 ability slots) with Split Personality Ability (6/6 ability slot split = 12 abilities total): Sixth Sense, Hyperactive, Sensor, Called Shot, Elementalist, Fire -- Chakra Style, Jutsu Expansion, Jutsu Mastery, Barrier Mastery, Combo Master, Healing Factor, Willpower
Bonus Ability (Abilities Card Purchase): Initiative
Other Abilities Not Occupying a Slot: Strategist +1 prep slots (Nara Strategy, Rank 2 -- Nara Bloodline Approval), Split Personality, Shinobi 101 (Projectile subtype uses Genjutsu DC)

Split Personality split:
Personality 1 (6 Abilities): Jutsu Expansion, Jutsu Mastery, Barrier Mastery, Sixth Sense, Sensor, Called Shot
Personality 2 (6 Abilities + Abilities Card Ability): Elementalist, Fire -- Chakra Style, Combo Master, Initiative, Hyperactive, Healing Factor, Willpower

Subtract Earth -- Chakra Style (WC = 120):
As he practiced his shadow jutsu with fire and water in the backyard of his and Tatsuo's new apartment, the young Cloud student found that the movements inherent in the Earth chakra style did not suit his focus on the elements compatible with his shadows. The movements were all wrong, the end positions didn't make sense, and the energy flowed improperly, he could feel it plain as day... and while he could transform his fire jutsu into shadows, he couldn't do that for his earth jutsu -- and he tried. The incompatibility between Earth and Shadow resolved itself as undeniable fact for the boy, which meant he had to choose a different style if he wanted to use his shadows.
Subtract Physical Style - Bludgeoning (WC = 115):
Gasping for breath one evening after a particularly intense ninjutsu practice in the backyard, the young Saito fell back into the soft grass underneath the large oak tree. HIs fire jutsu had definitely improved, he saw as he looked at his hands, still shaking from the intense use of chakra. But he also noticed that the callouses he had on his knuckles, due to the intensity of his bludgeoning training with rocks, had softened or almost disappeared in some cases. His focus with Tatsuo-sensei definitely rested with Ninjutsu. Maybe I shouldn't use the Bludgeoning physical style in combat, he thought to himself as he looked at his hands. At least not until I've brushed up.
Request Split Personality (WC = 132):
Deep in meditation one evening under the big, wonderful oak tree, all of a sudden Saito became conscious of his inner sanctum... that quiet place inside the mind where the conscious spirit decides and governs the automatic actions taken in the subconscious body. He sensed his skills and abilities, knew his desires for advancement, understood his limitations, and... couldn't decide how to allocate his limited attention span to his myriad interests. Then he realized that with proper focus, he could choose to activate different groups of skills... dividing them into modes, as it were, and put all of his focus in a particular mode. Having grasped this truth, the boy began to train in it; and soon he could manipulate his access to the two different modes whenever he wished.
Request Jutsu Expansion (WC = 141):
Between the jutsu at the monastery, the jutsu he learned from his studies at Kumo, and the jutsu he was in the process of learning while in Konoha, the young Samsara Saito had come to possess a fair repertoire of known techniques. The elemental techniques were his favorite but he tasted practically every type of jutsu from every branch. As he slowly built up his wide-based tower of generalism, he began to understand the difference between "lower ranked" jutsu and "higher ranked" jutsu. With a bit of extra chakra, he found that he could push all of his jutsu up a level in power and effectiveness -- a skill he immediately sensed to be valuable, so he trained it day after day until he could do it quickly. The Shadow Transformation would surely come after doing all of this related work!
Request Jutsu Mastery (WC = 112):
The boy's repertoire of jutsu had risen. Little did he know it himself, but the number of jutsu he had studied, practiced, and/or otherwise picked up far exceeded the normal amount of jutsu kids his age would have. Without even realizing it, Saito had mastered certain principles fundamental to all jutsu, and he did it through the mastery of a wide range of disciplines. The child eventually came to notice how his jutsu took less chakra than they otherwise used to, and how the overall number of seals he needed to make had decreased. Diligent practice, directed by a passion for knowledge and a good teacher, always bore its just reward.
Request Barrier Mastery (WC = 131):
Upon learning the Barrier technique from the Non-elemental types of Ninjutsu and reading about its possibilities in other types of jutsu, Saito knew he'd found a technique compatible with how he saw himself fighting after practicing and honing numerous other jutsu. Barriers were primarily defensive so he might get a chance to talk someone out of assaulting him if he could call the jutsu unexpectedly; they were flexible, with no barrier protecting against everything but a collection of such jutsu doing well against a variety of possibilities; and the possibility of even furthering his mastery, a possibility he sensed looming in a distance to be crossed by intense, focused study. Reaching the fruits of walking said distance gave him a facility with barriers that he felt would come in handy regularly.
Request Combo Master (WC = 176):
Standing outside in the backyard, Saito considered a book on a pedestal closeby. The tough wooden target dummies Saito had Tatsuo make before the Chuunin left that day stood strong against the boy, having taken the brunt of his elemental jutsu combo training and still wanting more. Which the young Kumo kid would give it... as soon as he worked out the secret to adding a third jutsu into the mix. He recognized it was a matter of timing... with the handsigns and the releases... Studying the tips the book gave him for a moment longer, he set out to practice, linking two jutsu of the same element together over and over again, training session after training session... until one day, he slipped a third jutsu into the chain without fully realizing what he'd done at first. Honing the practice from that point forward eventually granted him the mastery he sought, and his excitement on the evening of his achievement lit up the apartment's backyard underneath the beautiful night sky. I can't wait to show Shinrin-sensei!
Request Healing Factor (WC = 128):
The boy had always healed up quickly, but the development of his chakra network and expertise in channeling that energy into jutsu appeared to have a positive effect on his regeneration speed. Soon after arriving in sunny Konoha, Saito realized that he no longer just healed more quickly when resting in the shadows, but healed a bit less quickly when in the sunlight too. This effect only enhanced these capabilities when he rested in shadows, allowing him to recover even faster when within them. He marveled at his own dark skin when a bruise he'd suffered an hour before had simply vanished without his noticing, taking away all pain. The child smiled and clenched his fist. I'm getting stronger! But how strong am I compared to the others?
Request Willpower (WC = 144):
The journey to the monastery, lengthy for its need to maintain completely hidden from their enemies, gave the 4-year old Saito a great deal of time to train with his parents. His mother taught him the secrets of genjutsu, refining his abilities as a very young child so that, even at nine years old, the cloudie had an impressive mastery of the art. It was Samsara Koho, however, who taught the child how to resist genjutsu -- a gift he said benefited his already bloodborne Samsara talents at seeing through deception. Koho toughened the boy's resolve, using both the harsh survivalist living imposed on the small family to train the boy, and sharpening his will by sharpening his ability to detect and defeat genjutsu. Yet another talent lies well-forged in the young boy's psyche, never realized as important until tested in training or battle.
Request Fire -- Chakra Style (WC = 406):
see Saito training in the Fire -- Chakra Style in RP HERE
Request Shinobi 101* (Projectile Taijutsu subtype ---> Genjutsu DC) (WC = 122):
Saito knew himself well (or so he thought/hoped), and strove to have a good assessment of exactly where his strengths and weaknesses lie. As such, he knew he had slacked at his ranged taijutsu. And yet... he recognized, not long after throwing a volley of fireballs and water techniques into Tatsuo's well-built wooden targets, my aim with the mind funnies is better than ever... what if I shot stuff like I aimed the mind funnies? It was a nonsensical postulation, many would say; aiming projectile weapons and aiming mental attacks are two completely different things. Except that with no one around to tell him that, Saito in fact figured it out and mastered it through training, study, and insurmountable persistence.

*Though I requested the Shinobi 101 Ability assignment on November 2nd 2017, I failed to write a 100WC story to support it, thus leaving it incomplete! I didn't know about that requirement at the time [/noob] but it ends up being good since I didn't really understand what I wanted to try to do for my jutsu back then! This time I'm really requesting/setting my Shinobi 101, along with the accompanying 100WC write-up above. :D
Current PL: 1340
OOC Rank: B-Rank[/spoilername]

Approved.
 
[spoilername="Weapon Creation and Changes Request"]Weapon 1: Weighted Handwraps
change</B><i></i> weapon type from Bludgeoning --> Suppression, to Piercing --> +5% to Called Shots
change<i></i> weapon modifiers to +2 Acc/-10% dmg
remove Augment: Trick Weapon (Unarmed)
add<i></i> Augment: Quick Switch
purchase Augment: Wired
retain<i></i> Augment: Mirage

Weapon 2: Clobbering Hammer
<B>retain Augment: Great Weapon
purchase Augment: Mirage
purchase Augment: Toxify

Weapon 3 (New, replacing Épée): Shuriken Wrist Launcher<i></i>
Type: Projectile
+2 Accuracy, -10% Damage
This weapon allows the user to use handseals.
add Augment: Mirage (previously on Épée)
add Augment: Raid (previously on Épée)
purchase Augment: Special Composition (Shadow)

Weapon 4 (New): Shield<i></i>
Type: Slashing
Attacks from this weapon cause Bleeding.
+/-0 Accuracy, +/-0% Damage
add Augment:
purchase Augment: Steady

Current Yen Total = 24,300yen
Purchase Requested: 5 Augments @ 2400/augment = 12,000yen
Yen Remaining = 12,300yen[/spoilername]
[spoilername="Misc. Item Purchase Request"]Weapons Holster x4 - 1600yen

Pouch x1 (type: Poisons) - 250yen
-Bloodrot
-Make-Believe
-Truth Serum
-Stardust

Pouch x1 (type: Tools) - 250yen
-Antidote
-Smoke Bomb
-Chakra Synthesis
-Kawarimi Target

Current Yen Total (including above-noted Augment purchases): 12,300yen
Purchase Requested: 4 Weapon Holsters @ 400/item + 2 Belt Pouches @ 250/item = 2,100yen
+ Poison Cost = ? (not sure)
Yen Remaining = 10,200yen (minus poison costs)[/spoilername]
[spoilername="Inventory Change Request"]Slot 1: Pouch (Poisons)
-Bloodrot
-Make-Believe
-Truth Serum
-Stardust

Slot 2: Pouch (type: Tools)
-Antidote
-Smoke Bomb
-Chakra Synthesis
-Kawarimi Target

Slot 3: Ninja Wire Trap[/spoilername]
 
BIG DOJO UPDATE:

Bloodline: Nara

[col]Stats:
Level: 9

Agility: 300/525
Stamina: 300/525
Taijutsu: 300/525
Ninjutsu: 300/525
Genjutsu: 300/525
Chakra Control: 470/525
ASP: 3
Power Level: 1970

[spoilername="Advanced Shop Purchases"]Free Major Element (Wind Ninjutsu)
Free Major Element (Will Genjutsu)
Abilities Card
Class Points Card[/spoilername]|Class:
Class Name: Journeyman Scholar-Monk
HP: (43+lvl) x stamina
CP: (50+lvl) x chakra control
Class Bonus: +4 HP & CP, +5% dmg to Shadow Ninjutsu,
+.5 Genjutsu DC x2
Shinobi 101: Projectile Taijutsu -> Genjutsu DC

High: Ninjutsu Accuracy, Genjutsu DC
Average: Melee Accuracy, Gen Save, Dodge
Low: Ranged Accuracy

Major Affinity: Shadow Ninjutsu, Fire Ninjutsu, Wind Ninjutsu, Water Ninjutsu, Will Genjutsu
Minor Affinity: Earth Ninjutsu, Lightning Ninjutsu, Visual Genjutsu[/col]

[col]Weapons:
Weapon 1: Weighted Handwraps
Damage Type: Bludgeoning and Unarmed (Trick Weapon: Unarmed)
Special: Suppression
Damage Modifier: -10%
Accuracy Modifier: +2
Augments:
1. Quick Switch
2. Mirage
3. Trick Weapon (Unarmed)|Inventory:
1. Pouch (Tools)
a. Kiwarimi Target
b. Antidote
c. Chakra Synthesis
d. Smokebomb

2. Lullaby Powder

3. Ninja Wire Trap[/col]
[col]Weapon 2: Clobbering Hammer
Damage Type: Bludgeoning
Special: Able to cause Suppression
Damage Modifier: -10%
Accuracy Modifier: +2
Augments:
1. Great Weapon
2. Mirage
3. Quick Switch|Abilities: [/col]
[col]Weapon 3: Shuriken Wrist Launcher
Damage Type: Projectile
Special: Able to use handsigns while wielding weapon
Damage Modifier: -10%
Accuracy Modifier: +2
Augments:
1. Raid
2. Mirage
3. Special Composition (Shadow)|Jutsu List
[spoilername="Ninjutsu"]Earth Lightning Wind Fire Water
Non Elemental Shadow Medical Jutsu
ANBU Jutsu [/spoilername][spoilername="Taijutsu"]Bludgeoning:
E Rank:
Bunt [1]
Broad Slap [1]
Smash [1]

D Rank:
Dynamic Bash [1]
Dynamic Charge [1]
7-Hit Combo [1]
Double Slam [1]
Concrete Blast [1]

C Rank:
C-Rank Bludgeoning Taijutsu: Render Blitz [1]
C-Rank Bludgeoning Taijutsu: Blast Rush [1]
C-Rank Bludgeoning Taijutsu: Skull Buster [1]
C-Rank Bludgeoning Taijutsu: Set-up [1]
C-Rank Bludgeoning Taijutsu: Blackjack Attack [1]
C-Rank Bludgeoning Taijutsu: Carpe Noctem [1]
C-Rank Bludgeoning Taijutsu: Carpe Diem [1]
Buffing Piercing: Throwing Projectile Slashing Unarmed [/spoilername][spoilername="Genjutsu"]Visual Genjutsu Kinetic Genjutsu Audial Genjutsu Will Genjutsu [/spoilername][/col]
Weapon 4: Shield
Damage Type: Unarmed
Special: Can use Handsigns
Damage Modifier: -10%
Accuracy Modifier: +2
Augments:
1. Steady
2. Vanguard
3. Wide Edge
 
I'm going to focus on your most recent post since you have everything from the post before listed as well as a few changes. Note, however, that you do not have to purchase any inventory items, not even pouches. Only augments.
Please note the items in red as they specifically require your attention.

Augment Purchases:
Already Owned*: Quick Switch, Mirage, Mirage, Trick Weapon, Raid
Needs Purchase: Great Weapon, Mirage, Quick Switch, Special Composition, Steady, Vanguard, Wide Edge

Purchasing 7 Augments: 7 * 2400 = 16800 yen
49,300 yen on hand - 16,800 = 32,500

*Found from purchases made here and here. That was what I could find. If you made additional purchases, simply link the approval where yen was deducted and PM me.


Weapons:
These three (1/2/4) are approved:
Weapon 1: Weighted Handwraps
Damage Type: Bludgeoning and Unarmed (Trick Weapon: Unarmed)
Special: Suppression
Damage Modifier: -10%
Accuracy Modifier: +2
Augments:
1. Quick Switch
2. Mirage
3. Trick Weapon (Unarmed)

Weapon 2: Clobbering Hammer
Damage Type: Bludgeoning
Special: Able to cause Suppression
Damage Modifier: -10%
Accuracy Modifier: +2
Augments:
1. Great Weapon
2. Mirage
3. Quick Switch

Weapon 4: Shield
Damage Type: Unarmed
Special: Can use Handsigns
Damage Modifier: -10%
Accuracy Modifier: +2
Augments:
1. Steady
2. Vanguard
3. Wide Edge

This one has a slight issue: The Projectile type weapon does not have the option of using handseals while equipped. Did you mean Thrown type instead?
Weapon 3: Shuriken Wrist Launcher
Damage Type: Projectile
Special: Able to use handsigns while wielding weapon
Damage Modifier: -10%
Accuracy Modifier: +2
Augments:
1. Raid
2. Mirage
3. Special Composition (Shadow)



Class:
Does not appear to have changed since last approval.


Affinities:
You stated:
Major Affinity: Shadow Ninjutsu, Fire Ninjutsu, Wind Ninjutsu, Water Ninjutsu, Will Genjutsu
Minor Affinity: Earth Ninjutsu, Lightning Ninjutsu, Visual Genjutsu

I see that you have these mastered in order to obtain their Major/Minor status.
Approved majors: Fire (All Jutsu Mastered)
Approved minors: Earth (Half Jutsu Mastered), Lightning (Half Jutsu Mastered)

I will need you to specify how you obtained these Majors/Minors without the needed masteries:
Major: Shadow, Wind, Water, Will Genjutsu
Minor: Visual Genjutsu

You get one free Major and one free Minor due to being at least C-rank. I see that you have purchased 2 Free Majors and 2 Free Minors here. I need you to specify how they are being used and on what Major/Minors. Keep in mind that the Free Major/Minor (not the purchased ones) cannot be used on Genjutsu.

Inventory:
Approved. However, note that you do not need to specify at this time what items are in the Pouch. You only need to choose what category of items. The specific items are chosen on the fly in battle from the chosen category.
1. Pouch (Tools)
2. Lullaby Powder
3. Ninja Wire Trap


Abilities:
Seems unchanged from above. Just note that the Ability Slot card one gets shared between both personalities.
 
So it's first very important to note that my dojo is a complete mess, lol... I've had two rank-ups since the last time it had a complete overhaul, I've changed things here and there but this should not be considered to be in a state seeking approval quite yet.

That said, your corrections really help me! Let me answer your points.
Kogami Ayumu said:
Weapons:
These three (1/2/4) are approved:
Weapon 1: Weighted Handwraps
Damage Type: Bludgeoning and Unarmed (Trick Weapon: Unarmed)
Special: Suppression
Damage Modifier: -10%
Accuracy Modifier: +2
Augments:
1. Quick Switch
2. Mirage
3. Trick Weapon (Unarmed)

Weapon 2: Clobbering Hammer
Damage Type: Bludgeoning
Special: Able to cause Suppression
Damage Modifier: -10%
Accuracy Modifier: +2
Augments:
1. Great Weapon
2. Mirage
3. Quick Switch

Weapon 4: Shield
Damage Type: Unarmed
Special: Can use Handsigns
Damage Modifier: -10%
Accuracy Modifier: +2
Augments:
1. Steady
2. Vanguard
3. Wide Edge

This one has a slight issue: The Projectile type weapon does not have the option of using handseals while equipped. Did you mean Thrown type instead?
Weapon 3: Shuriken Wrist Launcher
Damage Type: Projectile
Special: Able to use handsigns while wielding weapon
Damage Modifier: -10%
Accuracy Modifier: +2
Augments:
1. Raid
2. Mirage
3. Special Composition (Shadow)

No, I just got Thrown confused with Projectile confused with Ranged during that whole namechange back then haha... I have to give this a little more thought.
Kogami Ayumu said:
Affinities:
You stated:
Major Affinity: Shadow Ninjutsu, Fire Ninjutsu, Wind Ninjutsu, Water Ninjutsu, Will Genjutsu
Minor Affinity: Earth Ninjutsu, Lightning Ninjutsu, Visual Genjutsu

I see that you have these mastered in order to obtain their Major/Minor status.
Approved majors: Fire (All Jutsu Mastered)
Approved minors: Earth (Half Jutsu Mastered), Lightning (Half Jutsu Mastered)

I will need you to specify how you obtained these Majors/Minors without the needed masteries:
Major: Shadow, Wind, Water, Will Genjutsu
Minor: Visual Genjutsu

You get one free Major and one free Minor due to being at least C-rank. I see that you have purchased 2 Free Majors and 2 Free Minors here. I need you to specify how they are being used and on what Major/Minors. Keep in mind that the Free Major/Minor (not the purchased ones) cannot be used on Genjutsu.

Saito gets Major: Shadow because his BL is Nara.
His C-Rank Major affinity is Water.
He used 100ASP for Major affinity: Wind, and refunded both of the 50ASP Minor affinity purchases, here.
He made the 100ASP Major affinity: Will Genjutsu purchase here, and that has remained unchanged.

I didn't know the free C-rank minor couldn't go to Genjutsu, sorry about that! I will instead set the free C-rank minor to Earth.
Kogami Ayumu said:
Abilities:
Seems unchanged from above. Just note that the Ability Slot card one gets shared between both personalities.
Thanks! I will change that!

I should hopefully have a complete reworking of my dojo within a few days and I will certainly seek approval then! :D
 
Ok, we'll address changes as they come... just note that I've done your augment purchases already.


As for your affinities:
I had to verify this myself. Unfortunately, you don't actually get Major Affinity for Shadow by being Nara. You just get automatic access to the Advanced Element without needing to Major/Minor the basic elements normally required.

Another note, if you're picking Earth as your Free minor, your half mastered jutsu will bump that up to Major. Note that this wouldn't apply to Free Minors purchased with ASP, only for your free one.

So that said, this is what I have for your affinities now:

Major Affinity: Fire Ninjutsu(All Mastered), Water Ninjutsu(Free), Earth(Free Minor/Half Mastered), Wind Ninjutsu (Purchased), Will Genjutsu(Purchased)
Minor Affinity: Lightning Ninjutsu(Half Mastered)
 
No worries about the Shadow being major, that all makes sense.

Also, is it possible to just not make any final decisions on the issues you've brought up in this exact moment? I realize that I mixed up several rules and made a lot of purchases based on those mistakes, and now I need to backtrack a bit and figure out where I am... aside from the Augment purchases which I am very much fine with, can we not set anything you've brought up today in stone until my dojo is 100% ready to be checked? I'd really like to not decide on anything with affinities or weapons or things until I get a bunch of hours to fix everything up and get it all working together.
Kogami Ayumu said:
Ok, we'll address changes as they come... just note that I've done your augment purchases already.


As for your affinities:
I had to verify this myself. Unfortunately, you don't actually get Major Affinity for Shadow by being Nara. You just get automatic access to the Advanced Element without needing to Major/Minor the basic elements normally required.

Another note, if you're picking Earth as your Free minor, your half mastered jutsu will bump that up to Major. Note that this wouldn't apply to Free Minors purchased with ASP, only for your free one.

So that said, this is what I have for your affinities now:

Major Affinity: Fire Ninjutsu(All Mastered), Water Ninjutsu(Free), Earth(Free Minor/Half Mastered), Wind Ninjutsu (Purchased), Will Genjutsu(Purchased)
Minor Affinity: Lightning Ninjutsu(Half Mastered)
 
Sure. The weapons can be changed anytime anyway. For now (so you're not in limbo) we'll just say they are what you stated in your last post, save for the one Projectile weapon. As I said, they can be changed at any time.

Inventory is also changeable at any time.

As for affinities, to avoid any further complication since there was a lot of confusion and perhaps I jumped the gun before you were ready, we'll just say they're wiped clean at the moment. When you're ready, decide on what you want those purchased majors to be and what you want the free Major/Minor to be and remember any that you obtain via jutsu masteries. PM me and I'll take a look at it myself.
 
[col]
  • Username: Samsara Saito
  • Profile Link: HERE
  • Training Link: HERE
  • OCR/Character Creation Link: HERE
  • In Character Rank: Genin
  • Out of character rank: A-Rank
  • Elemental Affinities:
    Major: Water Ninjutsu (Free), Lightning Ninjutsu (Free minor, half mastered), Fire Ninjutsu (all mastered), Wind Ninjutsu (Purchased), Kinetic Genjutsu (Purchased)
    Minor: Earth Ninjutsu (half mastered), Non-elemental Ninjutsu (half mastered)
    Advanced Elements: Magnetic (see "Dojo Request" section below), Explosion (see "Dojo Request" section below)
|
  • Character class: Samsara Jinchuuriki Scholar-Monk
    • HP: (40+lvl) x stamina
    • CP: (50+lvl) x chakra control
    • Class Bonus: KINJUTSU OPTION, +1acc
    • High: Ninjutsu Accuracy, Genjutsu DC
    • Average: Genjutsu Save, Dodge
    • Low: Ranged Accuracy, Melee Accuracy
  • Character class approval: Requested as of this posting (Please see "Dojo Requests" section below)
  • Class point card ASP purchase: Link
[/col]
Abilities:
1. Initiative
Approval
2. Jutsu Mastery
Approval
3. Elementalist
Approval
4. Willpower
Approval
5. Combo Master
Approval
6. Stalker
See "Dojo Request" Section Below
7. Duelist
See "Dojo Request" Section Below
8. Defensive Technique
See "Dojo Request" Section Below
9. Concentrated Focus
See "Dojo Request" Section Below
10. KINJUTSU
Awaiting Approval
11. KINJUTSU
Awaiting Approval
12. KINJUTSU
Awaiting Approval
13. Shinobi 101: Projectile to Genjutsu DC
Approval
Core Ability/Bloodline:
Bloodline or Core Ability: Nara
Current Power Level: 2307
link to approved request thread
[spoilername="Bloodline code"][fontsize="12"]A rather odd, yet unique clan native to the Fire country, those of the Nara clan are gifted with two unique mental traits that surpass all other shinobi; their uncanny Intelligence that can easily be higher and sharper than Multiple shinobi combined...and their incredible laziness when it comes down to putting forth any amount of work or energy. The Nara are undeniably some of the sharpest geniuses in the world, their minds thinking both swiftly and possessing the ability to think multiple lines of thoughts simultaneously and have each arrive to conclusions faster than normal shinobi can process one thought. Yet, their laziness seems to be a birthright just as much as their intelligence, and the Nara have absolutely no motivation other than napping under the clouds all day. their abilities aren't simply limited to being Mental; Each possesses the ability to use a special type of jutsu that involves manipulating the shadows of themselves and their environment to a variety of effects.

Note: All Nara Techniques are considered Shadow Element.

084 PL - Slippery Mind (Rank One)
168 PL - Nara Strategy (Rank One), Shadow Bend (Rank One)
252 PL - Shadow Possession (Rank One), Â Slippery Mind (Rank Two)
336 PL - Displacement Shade (Rank One), Shadow Tactics (Rank One)
420 PL - Shadow Possession (Rank Two)
504 PL - Shadow Neck Bind (Rank One)
588 PL - Shadow Constriction (Rank One), Slippery Mind (Rank Three)
672 PL - Shadow Tactics (Rank Two)
756 PL - Shadow Bend (Rank Two)
840 PL - Displacement Shade (Rank Two), Shadow Possession (Rank Three)
924 PL - Shadow Neckbind (Rank Two), Nara Strategy (Rank Two)
1008 PL - Shadow ConstrictionF (Rank Two)
1092 PL - Displacement Shade (Rank Three)
1176 PL - Shadow Bend (Rank Three), Shadow Threads (Rank One)
1260 PL - Shadow Constriction (Rank Three), Negative Space (Rank One)
1344 PL - Shadow Tactics (Rank Three), Shadow Threads (Rank Two)
1428 PL - Shadow Neckbind (Rank Three), Nara Strategy (Rank Three)
1512 PL - Shadow Threads (Rank Three)
1596 PL - Shadow Dimension (Rank One)
1680 PL - Negative Space (Rank Two)
1764 PL - Shadow Dimension (Rank Two)

---

Slippery Mind - Passive
Nara clansmen are naturally smart and quick on their feet, formulating multiple courses of actions for nearly any scenario imaginable in mere seconds...and nearly subconsciously as well. a Nara can easily disassemble even the smallest of actons and understand the true intents and stratagies of those fighting them, even be able to deduce and guess at their target's lines of thoughts with precise accuracy by simply studying their movements and actions for a few seconds. No matter how well thought out, there is almost no way to fool a Nara through even complex courses of actions.

Rank 1: +1 Gen Save and Awareness.
Rank 2: +1.5 Gen Save and Awareness.
Rank 3: +2 Gen Save and Awareness.

Notes:
- At all ranks, all penalties from genjutsu are reduced by 1 debuff or 5%.

---

Shadow Tactics - Passive</I></U><i></i>
The Nara have a unique affinity to shadows and shade of all types, and by simply remaining within the cover of shadows, they are able to manipulate them to assist themselves naturally, the Nara becoming, stronger, so long as they remain within the cover of darkness, no matter how weak.

Rank 1: +5% Damage while in shade. While maintaining a bind or resting, they gain +1% HP/CP per round.
Rank 2: +5% Damage, +.5 Accuracy while in shade. While maintaining a bind or resting, they gain +2% HP/CP per round
Rank 3: +10% Damage, +1 Accuracy while in shade. While maintaining a bind or resting, they gain +3% HP/CP per round.

---

Shadow Bend - Passive
The Nara clan are known for its intricate skills involving the manipulation of shadows. This ability allows the Nara to fabricate techniques from the voids of darkness to strike their targets in a myriad of ways.

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

Notes:
- All Shadow jutsu receive +5% Damage per rank.
- The Nara automatically has access to the Shadow element.
- All techniques used with this are treated as Shadow element.

---

<U>Nara Strategy - <I>Passive<i></i>
Almost as if the gods created the title "Tensai" only for those of Nara blood, the clan tightly guards secret levels of strategy that is said to be without peer, although the amount of study it requires to reach this level of mastery might be what burns them out and turns them so commonly lazy. This skill does not require nor stack with regular Strategy.

Rank 1: The Nara is treated as if having the Strategy Ability
Rank 2: Strategy now has +1 prepared slot available.
Rank 3: Strategy now has +2 prepared slots available.

Notes:
- Strategy does not count towards their ability Limit.

---

Shadow Possession- Shadow Binding Technique
A unique jutsu in which the Nara are capable of manipulating their own shadows size and shape in an attempt to bind themselves to their target by connecting their shadows. The shadow moves slow, and is easily avoided by the attentive, often requiring the Nara to make a quick diversion to use this successfully. However, once successful, any physical action the user performs is perfectly imitated the the victim.

Rank 1: Binds a single target at -6 Accuracy
Rank 2: Binds up to two targets at -5 Accuracy.
Rank 3: Binds up to three targets at -4 Accuracy.

Costs: 1 AP. 400 Cp per target, 100 Cp/Rnd per target.

Notes:
- This technique suffers -1 Accuracy for each target after the first.
- The bound victim cannot move. They may however use Ninjutsu or Genjutsu that do not require handseals.
- The victim may pay 1 AP for a 15% Chance to Escape the bind.
- If the user attacks the victim then this bind is broken (with the victim receiving -3 Dodge to the attack). If the victim takes damage then this bind is dispelled.
- If the user takes more than 10% of their Max HP as damage from one attack then, this bind is dispelled.
- The user may use Shadow Neck Bind at 0 AP Timing while maintaining this bind. Shadow Neck Bind does not break this bind.

---

Shadow Neck Bind - Shadow Strangulation Jutsu<i></i>
While an opponent is caught inside the user's Shadow Possession jutsu, the Nara clansmen may expend extra chakra to have their own shadow reach up and interact to the bound opponent in any way the Nara see's fit or imagines. However, the Nara clansmen may not move while performing this technique, leaving them vulnerable when facing multiple opponents.

Rank 1: Strangles a bound enemy with shadows, dealing 1490 Dmg/Rnd.
Rank 2: Strangles a bound enemy with shadows, dealing 1860 Dmg/Rnd.
Rank 3: Strangles a bound enemy with shadows, dealing 2230 Dmg/Rnd.

Costs:
Rank 1 Cost: 2 AP, 450 Cp to Initiate per target, 225 Cp/Rnd per target.
Rank 2 Cost: 2 AP, 560 Cp to Initiate per target, 280 Cp/Rnd per target.
Rank 3 Cost: 2 AP, 680 Cp to Initiate per target, 340 Cp/Rnd per target.

Notes:
- Lasts up to three rounds, then must be Reused.
- When in use, the user suffers -3 Dodge.
- Can only be used on a target effected by Shadow Possession.
- Each rank of this jutsu gives the victim a +20%/15%/10% chance of breaking free from Shadow Possession per rank of this jutsu used.
- Damage cannot be increased or reduced.
- This may only effect a target once a round.

---

Shadow Constriction - Shadow Restraining Technique<i></i>
A technique which uses the Nara clansmen's chakra to cause shadows in the form of hands to extend from shady ground, grabbing the opponent. This kind of shadow binding can be escaped through force, and resisted easily, though is much quicker and difficult to avoid compared to Shadow Possession.

Rank 1: Creates 3 hands of shadows that attempt to grab a target each at -2 Accuracy.
Rank 2: Creates 4 hands of shadows that attempt to grab a target each at -1.5 Accuracy.
Rank 3: Creates 4 hands of shadows that attempt to grab a target each at -1 Accuracy.

Cost: 2 AP, 600 Cp to initiate, 150 Chakra/Round to maintain

Notes:
- If the opponent is caught by 1 or more hands they receive a -1.5 to their dodge, plus -.5 for every hand after the first.
- At the time of casting the user must remain stationary, giving them a -3 dodge to the next technique aimed at them. Once it has been cast the user may move as normal.

---

Displacement Shade - Activated Passive<i></i>
The Nara clansmen have become proficient enough with their special affinity to shadows, that through careful manipulation of the their chakra, they can emulate the effect of their own techniques through their shades and strike literally from the shadows. It is rumored that at the Nara can even the possess the shadows of the enemy and turn them against them. However, as these are handseal based, shadow techniques of the clan as well as non-handseal jutsu cannot be given the same effect.

Rank 1: The Nara can delay a Ninjutsu up to one round, to be used from their shadow at a later point.
Rank 2: The Nara can delay a Ninjutsu up to two rounds, to be used from their shadow at a later point.
Rank 3: The Nara can delay a Ninjutsu up to three rounds, to be used from their shadow at a later point.

Special Action: The Nara can use the jutsu from any shadows in sight, including that of the enemy instead of their own shadow. Doing so this way doubles the additional Cp cost, but has a 20% chance of being treated as a sneak attack per round delayed.

Cost: +20% Ap and +15% Cp per round Delayed. The amount of time delayed is chosen when using this technique.

Notes:
- a Jutsu must be delayed by 1 round, minimum.
- This is modded as if it costs no Ap.
- Can only be used twice per round
- Can only be used with Ninjutsu, and cannot be used with the Jutsu Creator ability.
- Delayed Ninjutsu gain +1 Accuracy per round Delayed.

---

Shadow Threads - Shadow Jutsu<i></i>
Unlike the slower, more subtle Shadow Binding Technique, the Shadow threads send the user's shadow out in a tangle of searching tendrils that spring off of the ground like dark threads and can either be used to spear or ensnare the enemy. The user can have the threads do a combination of these, some spearing and some catching, making this a very versatile technique.

Rank 1: Creates 6 threads that spear the enemy, each dealing 295 piercing damage at +2 Accuracy. Instead of spearing a target, A thread may bind them, inflicting a -.5 dodge/accuracy penalty plus -.5 dodge/accuracy for each thread beyond the first that catches them.
Rank 2: Creates 7 threads that spear the enemy, each dealing 315 piercing damage at +2 Accuracy. Instead of spearing a target, A thread may bind them inflicting a -1 dodge/accuracy penalty plus -.5 dodge/accuracy for each thread beyond the first that catches them.
Rank 3: Creates 8 threads that spear the enemy, each dealing 330 piercing damage at +2 Accuracy. Instead of spearing a target, A thread may bind them, inflicting a -1.5 dodge/accuracy penalty plus -.5 dodge/accuracy for each thread beyond the first that catches them.

Costs:
Rank 1 Cost: 2.5 AP, 640 Cp to Initiate, 50 Cp/Rnd per thread.
Rank 2 Cost: 2.5 AP, 800 Cp to Initiate, 55 Cp/Rnd per thread.
Rank 3 Cost: 2.5 AP, 960 Cp to Initiate, 60 Cp/Rnd per thread.

Notes:
- This can be split against multiple targets.
- This jutsu gains all buffs applying to Ninjutsu.
- The user cannot use any jutsu other than Shadow Threads or move while maintaining the snare, losing -4 Dodge.
- Tn addition to the secondary penalty, each thread restrains the victim's actions, giving them a 4% chance to fail an action for each thread.
- This jutsu is dispelled if the user takes damage equal to 15% their Max Hp in a round.

---

Negative Space - Shadow Genjutsu<i></i>
A Genjutsu that originated as a prank, its effects in combat are said to be similar to that of the Shadow Dance... Assuming you ever got to see the Nara after they appear behind your back. The Nara appears to vanish in the eye's of the target, their body seeming to be engulfed by shadows and masking all sounds, leaving behind only the image of their own shadow with gleaming eyes staring up at the target in a threatening fashion.

Rank 1: Causes a target to see the Nara fade into shadows and away from view. The Nara is treated as if in Stealth Mode until their next attack. After they have made an attack they are no longer in stealth. At the end of the round, the user gains a +2 Stealth bonus to a stealth check.
Rank 2: Causes a target to see the Nara fade into shadows and away from view. The Nara is treated as if in Stealth Mode until their next attack. After they have made an attack they are no longer in stealth. At the end of the round, the user gains a +3 Stealth bonus to a stealth check.

Cost: 2.5 AP, 840 Cp to initiate, 280 Cp/Rnd.

Notes:
- Functions as a Will/Visual/Audial Genjutsu.
- May only be used on one target at a time.
- Requires a Genjutsu DC check at the start of each round.
- Should the victim succeed in a stealth check, they gain +2 Gen Save to the next round's Genjutsu check.

---

Shadow Dimension - Shadow Void Jutsu<i></i>
The ultimate technique of the Nara clan. This jutsu draws forth all shadows in the area to the user, then begin to form a black dome that rapidly expands to cover the area. This dome creates a haven for the Nara, and a hellish realm of shadows for any deemed as the Nara's enemy. Completely Isolated from the outside world, this nearly impenetrable void essentially seals off those within from any allies they may have had, instead trapping them in a world of malicious shades which obey the Nara's wishes.

Rank 1: Creates a void of the darkest shadows that traps a single target with the Nara. While within this realm, the Nara gains the ability to sense the target through shadows, gaining +1 Accuracy and the shadows harm the user's enemy dealing 1500 Damage at the start of each round. The Nara and the target of this jutsu cannot interact, or be interacted with, in any way with those outside this Dome. The user gains +3 against all attempts at entering/exiting this dome.
Rank 2: Creates a void of the darkest shadows that trap any amount of targets with the Nara. While within this realm, the Nara gains the ability to sense the targets through shadows, gaining +2 Accuracy and the shadows harm the user's enemies dealing 2000 Damage at the start of each round. The Nara and the targets of this jutsu cannot interact, or be interacted with, in any way with those outside this Dome. The user gains +5 against all attempts at entering/exiting this dome.

Costs:
Rank 1: 3 AP, 2200 chakra to initiate, 1050 Cp/Rnd to maintain.
Rank 2: 3 AP, 2750 chakra to initiate, 1300 CP/Rnd to maintain.

Notes:
- This jutsu ends immediately once the user is knocked out.
- Shadow damage uses Ninjutsu Accuracy, and can be increased by Ninjutsu Buffs.
- Attempting to exit or enter the shadow dome requires a ninjutsu Check against the user.
- This is classified as an Arena Jutsu.[/fontsize][/spoilername]
Weapon(s):
Weapons Galore purchase link: (If bought)

Equipment:
Slot 1: Awaiting Approval: Pouch (Tools)
Slot 2: Awaiting Approval: Lullaby Powder
Slot 3: Awaiting Approval: Hidden Launcher

Kinjutsu:
Kinjutsu Name: Jinchuuriki
Kinjutsu Approval Link: Awaiting Approval
Kinjutsu path(s) Approval links: (None yet)

Dojo Request:
[spoilername="Class Change"]Old Class:
  • Journeyman Scholar-Monk
  • HP: (43+lvl) x stamina
  • CP: (50+lvl) x chakra control
  • Class Bonus: +4 to HP and CP, +5% dmg to Shadow Ninjutsu, +.5 Genjutsu DC x2
  • High: Ninjutsu Accuracy, Genjutsu DC
  • Average: Melee Accuracy, Dodge, Genjutsu Save
  • Low: Ranged Accuracy
  • Class point card ASP purchase(if any): Link

New Class:
  • Samsara Jinchuuriki Scholar-Monk
  • HP: (40+lvl) x stamina
  • CP: (50+lvl) x chakra control
  • Class Bonus: KINJUTSU OPTION, +1 accuracy
  • High: Ninjutsu Accuracy, Genjutsu DC
  • Average: Dodge, Genjutsu Save
  • Low: Melee Accuracy, Ranged Accuracy
  • Class point card ASP purchase(if any): Link
  • Reason for Class change: Changing name, class bonus, HP/CP allocation, and accuracies. Sacrificing 35ASP to do so.
[/spoilername]
[spoilername="Abilities Change"]Current list:
Split Personality, Sixth Sense, Hyperactive, Sensor, Called Shot, Elementalist, Fire -- Chakra Style, Jutsu Expansion, Jutsu Mastery, Barrier Mastery, Combo Master, Healing Factor, Willpower
Abilities to be Unlearned: Sixth Sense, Hyperactive, Sensor, Called Shot, Fire -- Chakra Style, Jutsu Expansion, Barrier Mastery, Healing Factor, Split Personality
Abilities to be Learned: Concentrated Focus, Stalker, Defensive Technique, Duelist

1200+ WC post:
Saito turned 10 not long before the end of Team 11's journey from Konohagakure to Kurosawa. The event occurred with little fanfare, as the child didn't really mention it to anyone else on his team... his birthday never seemed very important, merely a way to track a year's length of time. He spent that day like he spent most others during the travel, preparing breakfast and reading a book somewhere in there, perhaps practicing his jutsu or training some other way, while waiting for the rest of his team to wake up. Such was his life until one of the early days after he reached Kurosawa, the morning of which would forever alter the child's future.

Before the sun rose, the boy's eyes flew open and he pushed his body upright with a loud gasp. In the privacy of his own room in the luxury suite he and Tatsuo had negotiated for Team 11, Saito found himself awakened by... something. Something important, it seemed, happened around him in the moments before he awoke, sleep keeping him in its grasp for a touch too long. The 10-year old genin sat up silently, his keen senses attuned to the silence of the room. The darkness of the room giving him no real information, the boy activated his sensory giftings, feeling for any irregularities rather than relying on his dominant five senses. Another few moments of silence only confirmed the room's solo occupancy, after which the cloud kid uneasily laid himself back down to sleep.

Later that same morning, the child woke later than normal. He had a headache, and felt somewhat nauseous. Saito briefly wondered if he'd eaten anything questionable last night as he proceeded to see what questionable things he could eat for breakfast that morning. He frowned at the thought... he really should wait for Tatsuo and the rest of the crew before ordering from room service, and Tatsuo said none of them could go out alone... the child sighed. He'd have to wait to eat, one of the boy's least favorite realizations. He decided that he would shower and get dressed, maybe start training a little. He and Tatsuo had plans to train that morning anyway.

Preparing for the shower, Saito removed his pajama top, exposing his upper body to light and air for the first time that day. About to remove his bottoms as well, he caught something in the mirror that made him completely forget to shower that day... an eerie-looking tattoo on the left side of his torso, up and down his ribs, that he was sure hadn't been there yesterday or any day before that. There it was, in black ink and in a text that, maybe, should have looked foreign, and maybe would have looked foreign to most anyone but Saito. The 10 year old genin's shock at seeing the tattoo on his ribs, as complete as it was, gave way to an even greater shock: upon closer investigation, the child found that he had seen this writing before, this exact writing before. Panic slowly drained away as intrigue took over. Shirtless, the young cloudie ran out of the bathroom and scurried over to his backpack, in which resided a particular book.

The last time Saito had taken a serious look at this book was early on the road between Konoha and Kurosawa. Its title had a script that fascinated the cloud kid, even though he couldn't read it... and the writing inside each book's pages seemed woefully smudged, as if intentionally done. It has to be a secret code or something... I'm gonna crack it! Saito thought when he signed the book out from the Konoha library. No progress had been made on this impulsively defined endeavor... until now. Pulling the book out of his pack, the child's mouth dropped open in amazement when he saw the title of the book to be the exact same as the tattoo. And now Saito understood that the book contained some sort of ritual. A ritual of... the Samsara.

Aside from his own father, and whomever else knew his family name through interaction, Saito had never seen the word Samsara written or mentioned anywhere before. Not that the child particularly needed a greater sense of familial importance than what his parents gave him before leaving him at the orphanage, but the common desire for children to understand anything related to their family or where the family came from seemed to have reached an answer before the 10 year old even thought to seriously pursue the question. To have a book bearing a ritual of his family's name, possibly of his family's origin... Saito could not have resisted reading the book if he'd tried, the genjutsu compulsion ensured that -- not that the boy needed to be seriously compulsed. Opening the cover, the child could all of a sudden read the smudged and strange writing. It was as though he had always known how to read this text. The book called out to him, urged him to delve deeper into its mysteries.

"Young Samsara, rejoice. The blood, sweat, tears, and agony of generations before you brings you to read these pages. Your tattoo draws you to this book, as surely as this book drew itself closer to you. These pages coming to your hands is the result of powerful jutsu. Pursue the ritual found within these pages without further delay. The time to meet is not merely now, but has been for perhaps ages."

Of course Saito read further. And working through the book, he realized that it contained a ritual that conferred some sort of blessing. A blessing that somehow involved all of the Samsara heritage. The child could not believe that he possessed this book... except the book itself explained the method by which it sought its Samsara owner. Saito read words that, in the few morning hours before everyone else woke, caused a great deal of his world view to shift. Everything he had done to strengthen himself up until this point, he knew only set him up for this moment. Already he could feel himself changing, his strengths and weaknesses diminishing in some ways and augmenting in others. He knew he had to incant the ritual, the need to incant it consumed him in an unfamiliar and powerful compulsion... "What... jutsu..." the child muttered, even his usually sharp ability to perceive genjutsu from reality failing to distinguish the difference between his own thoughts and any sort of outside influence. In fact, some of the child's sharpness of perception began to dull, diminished by the power of the book, muddling his ability to understand reality. Of course the tome itself said that it would compulse a Samsara to incant the ritual, though that didn't make it easier to understand how it happened. Saito HAD to enact the ritual, he absolutely knew he would die if he didn't. He opened the book and, memorizing the handsigns, he started performing the long, complicated chain, softly muttering the multiple strings of chantings that would complete the casting. It was odd... he had a choice, and yet the only choice was to do what the book told him to do.

Sounds from his teammates stirring slowly filtered into Saito's consciousness. They would expect him to be active soon -- Tatsuo would expect him to be ready to train soon, actually. None of that mattered, none of it could matter... they couldn't be allowed to interrupt the ritual. Part of his brain raced, deciding what to do if he somehow ran out of time or faced an interruption. Good thing he'd kept his bedroom door closed, it would hopefully afford him a few precious moments to think.[/spoilername]
[spoilername="Augment Purchases"]Silencer (x3)
Special Composition
Blitz
Wired
Swift[/spoilername]
[spoilername="AE Requests"]Magnetic Style
Explosion Style[/spoilername]
 
Note: In the future, please note everything that you are changing underneath the request portion so we know what you're actually changing and what's staying the same. (for example your weapons and inventory).

Class change approved:
Samsara Jinchuuriki Scholar-Monk
HP: (40+lvl) x stamina
CP: (50+lvl) x chakra control
Class Bonus: KINJUTSU OPTION, +1 accuracy
High: Ninjutsu Accuracy, Genjutsu DC
Average: Dodge, Genjutsu Save
Low: Melee Accuracy, Ranged Accuracy
Class point card ASP purchase(if any): Link
Reason for Class change: Changing name, class bonus, HP/CP allocation, and accuracies. Sacrificing 35ASP to do so.

Affinities approved:
Elemental Affinities: Major: Water Ninjutsu (Free), Lightning Ninjutsu (Free minor, half mastered), Fire Ninjutsu (all mastered), Wind Ninjutsu (Purchased), Kinetic Genjutsu (Purchased) Minor: Earth Ninjutsu (half mastered), Non-elemental Ninjutsu (half mastered)

Abilities approved:
1. Concentrated Focus
2. Stalker
3. Defensive Technique
4. Duelist
5. Jutsu Mastery
6. Willpower
7. Elementalist
8.Combo Master
9. Kin
10.Kin
Abilities Card) Kin

Augment Purchases approved: (57,250-16,800 = 40450 yen)
Silencer (x3)
Special Composition
Blitz
Wired
Swift

Inventory approved:
Slot 1: Awaiting Approval: Pouch (Tools)
Slot 2: Awaiting Approval: Lullaby Powder
Slot 3: Awaiting Approval: Hidden Launcher

Weapons - Unapproved for now: see spoiler
Going back to my last post for you and including your purchase just now, these are the augments I currently have you recorded as owning:
Mirage x 3
Silencer x 3
Quick Switch x 2
Special Composition x 2
Trick Weapon
Great Weapon
Steady
Vanguard
Wide Edge
Raid
Blitz
Wired
Swift

According to your requested weapon load out in this post, you're short one Quick Switch augment (you show using 3 but you only own 2). The rest are accounted for. You also have some that you are not using that you could sell if you like, but that's up to you. If you have purchased a third Quick Switch somewhere I haven't seen, link me to all three purchases and I will approve. Otherwise you will have to purchase the final Quick Switch augment for your weapons to be complete.
 

Current Ninpocho Time:

Back
Top