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:

Sara's School of Medicine

Yaku

Well-Known Ninja
Joined
May 24, 2015
Messages
1,165
Yen
600,725
ASP
0
Weapons:


Weapon Holster One:
  • My Little Pony Band-aid
    Class: Unarmed
    Ability: Can use handseals while armed
    Modification: +10% damage/-2 accuracy
    Augments:
    • Recovery
    • Quick Switch
    • Primal
    Description: There is nothing cuter than a little girl trying to play doctor with little pink, yellow, orange or other colored bandages with cute pictures of Twilight Sparkle, Applejack, Fluttershy, Rarity, Pinkie Pie, and Rainbow Dash, among others. Though, these bandages aren't just ordinary ones. Sara has placed ointments and a few fuuinjutsu seals that increase healing upon them, in order to make them a little more useful.


Weapon Holster Two:
  • Armor of the Moon and Sun:
    Class: Unarmed
    Ability: Can use handseals while armed
    Modification: +2 accuracy/-10% damage
    Augments:
    • Vampiric
    • Special Composition - Ninjutsu
    • Wide Edge
    Discription: An adorned ring, worn by Sara, it was an item passed down to her by her father. Where he got the ring was never revealed to her. A few days after being handed the ring, while training, the ring split into two, changed from gold to black and white, and some words scribed on the ring appeared. Sara didn't question the reasoning, the why, and just placed the other ring onto her finger. If that wasn't odd enough, the rings passed on odd abilities to the young girl. This item possess the power of releasing and manipulating her chakra on it's own, forming it into that of an element she is capable of utilizing. Another ability passed on was that of healing. Channeling chakra into the item allows any wound to heal as if someone was using a medical jutsu on her. If it wasn't enough to just have these abilities, when combined with her bloodline's capability of fighting where the softest touch or even a miss can cause sever damage, the armor's greatest abilities can be harnessed and unleashed. The rings are different from each other, one black with white lettering, and the other white with black lettering. The words ascribed on the ring are non-discernible, but the one ring certainly had some great power.

General Slots:
  • Belt Pouch One:
    A portable bag used to hold smaller tools and equipment, this straps onto the waist and provides quick access to a variety of goodies housed inside. A flavoured method of storage, this provides convenient storage without impairing accessibility. Though because of its smaller, compact size, your out of luck if you want to hold larger Items.

    Effect:
    - Grants the user 2 additional Item Slots.

    Notes:
    - May only have up to 2 Belt Pouches at a time. Must be purchased separately. Cannot be placed inside any other storage item.
    - Belt Pouch may be equipped for 1 AP. Dropping Belt Pouch does not cost AP.
    - May not hold storage items.
    - While Belt Pouch is unequipped, using items inside costs an additional .25ap.
    - Belt Pouch may be targeted with Called Shot: Disarm chances. Upon being successfully Called Shot twice (Fractured) the Belt Pouch is forcibly removed and considered unequipped.
    - While Belt Pouch is unequipped, it may be targeted for attacks. Belt Pouch has 2% of owner's Max HP and is not replinishable. Once HP hits 0, Belt Pouch is destroyed and all items inside are not usable for remainder of battle.
    - Targeting equipped Belt Pouch will not reduce it's HP.
    • Signal Flare: 1
      Shoots a bright beacon into the sky that alerts those in the area that someone is in distress.

      Effect: Allows up to 2 people to enter a modded fight.

      Notes:
      - May only be used once per round.
      - Only one may stack in a single slot.
      - Costs .5 AP to draw, .5 AP to use.
      - The first two individuals to post responding to this item will be allowed into the fight. Rules regarding how long it takes to enter a fight still apply.
    • Flash Bomb: 3
      Similar to other shinobi bombs, these tiny capsules are inscribed with a single seal and detonate upon impact. This variety has the smallest range but greatest effect, blinding everyone nearby with a bright flash of light once used. The flash is sudden and strong, taking effect immediately. The blindness is brief, making the window of opportunity require precise timing.

      Effect: Dazes up to 2 targets for a full round, giving them -0.5 accuracy.

      Notes:
      - Costs .5 AP to use.
      - May be used with Melee or Ranged accuracy.
      - Effected Targets have a 10% chance to be blinded, causing them not to be able to designate their target of attack for 1 full round.
      - Blinded targets cannot use or be effected by purely Visual Genjutsu. Any Genjutsu used by a Blinded target that has the Visual property receives a -0.5 Genjutsu DC to that Genjutsu.
      - Targets gain a +1 to their check against Flash Bombs for every one after the first for the remainder of the battle, stacking to +5.
      - If the user has the Strategist ability, they may prep this item to explode upon successfully dodging any attack (Genjutsu excluded). When used this way, the ap cost of this item is paid normally but it effects the attacker immediately after the dodged attack.
      - If the user has the Strategist ability, they may attach this item to a Kawarimi Target. Used this way, when the Kawarimi Target is used the Flash Bomb will automatically effect the attacker.
      - Blind chance is also counted towards the user of this items.
      - Up to 3 may stack in a single slot.
  • Belt Pouch Two:
    A portable bag used to hold smaller tools and equipment, this straps onto the waist and provides quick access to a variety of goodies housed inside. A flavoured method of storage, this provides convenient storage without impairing accessibility. Though because of its smaller, compact size, your out of luck if you want to hold larger Items.

    Effect:
    - Grants the user 2 additional Item Slots.

    Notes:
    - May only have up to 2 Belt Pouches at a time. Must be purchased separately. Cannot be placed inside any other storage item.
    - Belt Pouch may be equipped for 1 AP. Dropping Belt Pouch does not cost AP.
    - May not hold storage items.
    - While Belt Pouch is unequipped, using items inside costs an additional .25ap.
    - Belt Pouch may be targeted with Called Shot: Disarm chances. Upon being successfully Called Shot twice (Fractured) the Belt Pouch is forcibly removed and considered unequipped.
    - While Belt Pouch is unequipped, it may be targeted for attacks. Belt Pouch has 2% of owner's Max HP and is not replinishable. Once HP hits 0, Belt Pouch is destroyed and all items inside are not usable for remainder of battle.
    - Targeting equipped Belt Pouch will not reduce it's HP.
    • Ninja Wire: 8
      Ninja wire is a thin, strong steel wire that is nearly invisible but for the occasional shine or reflection of light. This tool is used in several shinobi techniques and is commonly used to set up traps and other similar techniques. Because this wire is capable of cutting, it can even be used as a weapon alone.

      May only pick one effect per usage:
      Extended Bind
      May be used in conjunction of a Non-Illusionary Binding Technique, allowing the user to gain +0.5 Accuracy per Ninja Wire used, up to a maximum of four Wires.
      If two or more Wires are used in conjunction to a Non-Illusionary Binding Technique, they may exchange +1 Accuracy for the ability to use Ranged Accuracy for the Binding Technique instead.
      Upon successful hit, user may channel a Fire-base or Lightning-base Technique, granting additional +2% Damage and +0.25 Accuracy per Ninja Wire used.

      Bonus Called Shot
      May use a single Ninja Wire in conjunction with a Called Shot.
      Neck - Inflicts an additional +5% Chakra Cost.
      Arms - Inflicts an additional -1 Accuracy.
      Hands - Inflicts an additional +0.1 AP Cost.
      Legs - Inflicts an additional -1 Dodge.
      Feet - Inflicts an additional +5% chance to stumble
      Disarm - Picking up the Disarmed Weapon costs an additional +0.5 AP.


      Notes:
      - Drawing Ninja Wire costs 0.5 AP. May draw multiple Ninja Wires at once (up to 4) for the cost of a single Ninja Wire.
      - Applying the Ninja Wire in a Called Shot or Binding Technique is free.
      - Called Shot penalty inflicted by Ninja Wire does not stack with the same effect (e.g: Performing 2 Neck Called Shots will only inflict a +5% increased CP cost).
      - Up to 8 wires may stack in a single slot.
    • Antidote: 1
      Various herbs and liquids designed to break down harmful toxins in various ways, allowing one to recover from a deadly person. When faced against

      Effect: If used on the same round the user was inflicted by a Poison of any type, an additional Poison Check is made against that poison with +3 to the user once. If used with an already active Poison, this only grants an additional Poison Check without Bonuses.
  • Blood Pills: 3
    A shinobi medication that temporarily halts the flow of blood in the body by coagulating and hardening it. Very effective in battles but long term use may prove unhealthy.

    Effect:
    - Removes one rank of bleeding.
    - Costs .5 Ap to use.

    Notes:
    - May only use once per round before taking penalties.
    - Taking more then one Blood Pill in a round reduces the effectiveness by half (the second in a round would be a 50% chance) as well as giving the user a +10% chance to bleed per extra pill taken for a full round.
    - May stack 3 in a slot.
  • Headsets
    A shinobi staple for communication. Headsets can vary from having a mouth-piece with a push-to-talk button, to a throat mic. Using a headset is vital for calling for back-up and to relay information.

    Effect:
    - During a B-Mod fight, one may call for reinforcements using the headsets. For the cost of 1 AP, one may only call 1 person. This call may only be done after the first HALF of the FIRST round is over. (5 Seconds.)

    Notes:
    - Must have headset equipped to use.
    - May enter battle with headset already equipped
    - Headset may be targeted while equipped by using a Called Shot: Disarm
    - Reinforcement is considered 1 person per round
    - People who are called in the fight via Headset must also have a headset prior to being called in.
    - May only have 1.
  • Antidote: 1
    Various herbs and liquids designed to break down harmful toxins in various ways, allowing one to recover from a deadly person. When faced against

    Effect: If used on the same round the user was inflicted by a Poison of any type, an additional Poison Check is made against that poison with +3 to the user once. If used with an already active Poison, this only grants an additional Poison Check without Bonuses.


Abilities:

Character Roleplay Abilities:


Element Affinities:
Free D-Rank Minor Affinity: Lightning
Free C-Rank Minor Affinity:Fire
Free C-Rank upgraded Minor to Major (Same as D-Rank): Lightning
Major Affinities :
Minor Affinities : Fire / Radiation
  • Fire (Free C Rank)
  • Photon
  • Non-Elemental
BL/CA/Kin Free Advanced Elements: None
Non-BL/CA/Kin Advanced Elements
  • Radiation
  • Photon
 
My Little Pony Band-aid
Class: Unarmed
Ability: Can use handseals while armed
Modification: +10% damage/-2 accuracy
Augments: Recovery


Inquiry:
I have 2 questions. 1. Can augments be added without going through process or acceptance, if not can same augment be used? 2. Augment Unloving, can this be used with recovery?

Thank you
 
1. Modifications to weapons must be approved in the dojo,
2. I'm not certain, I would go post in the "help" forum about that one, sorry!

I also need you to put your "recovery" augment up on your shelf before I can actually approve your weapon, the same must be done with any other items you have purchased from the Shinobi Shop.
Displaying Items On Your Shelf said:
1. Go to User Control Panel
2. Click Shop
3. Click "Display on Shelf" for each item
 
sorry about that, forgot.

Added all to shelf.



Her niche was taijutsu so far, though this was pretty much the only major lessons they had taught in class. They were starting to get into jutsu handsigns and how to utilize chakra to cause certain effects. she had a decent grasp of the concept, but having to memorize all those handsigns was difficult. They seemed like wasted movements that allowed to many openings. One could just have thrown a punch or two by the time one weaved the signs needed. Though, if distance was allowed, time might be enough to allow such. For now, she was perfecting her taijutsu skills, and how to control chakra with a certai amount of exactness. Her focus was limiting unneeded movements or attacks to exact attacks to nullify an enemy with the least amount of damage possible. it was the simplest thing to practice, an increasing her skill in it allowed for her chakra to grow.

WC:153
Training Abilities: Conservative Motion.
 


It has since been two months since Sara started at the academy. Upon meeting her friend Shiori, she has taken a different view on how to view her career at the academy. She was actually taking the classes serious now, and turned the views of all in class,especially her teachers, as a contender and someone they should work along with. She started to now make friends with several people in class, and was now acting more like her normal self back in Maruishi. She was much more energetic, open, and friendly than just a month before. Now, she was still struggling in class in some respects, but she was doing much better than before. But she was sure that if she kept up her massive training, she would catch up and maybe even excel.

Training Ability: Hyperactive
WC: 134
 
My Little Pony Band-aid: Approved!
My Little Pony Band-aid
Type: Unarmed
Ability: Can use handseals while armed
Modification: +10% damage/-2 accuracy
Augments: Recovery

Conservative Motion: Approved!
Hyperactive: Approved!

Sara being E-Rank may have 3 abilites
  • Conservative Motion
  • Hyperactive
  • Empty
 
The young girl was starting to get the hang of this whole shinobi thing she was working on. Sara felt that she had finally reached a stage where she could attempt to start utilizing her chakra to heal herself and others. She was becoming stronger and faster physically thanks to her daily training, and she was becoming smarter in her use of chakra through attending the shinobi academy. Ninjutsu practices taught her how to utilize chakra outside her body to cause various effects, like shooting lightning and fire from her body. Her practices in taijutsu where teaching her how to use chakra within her body to increase physical output, from damaging her opponents, to increasing her physical abilities to inhuman levels, some taijutsu allowing for both effects to occur. Her genjutsu training, though lacking, gave her insight in how to manipulate her chakra within another, even from a distance. These were only the basics of each of these teachings, but Sara felt she could make attempts at learning to utilize all of these practices to allow her to heal herself and others under her care. It might take some time, but she was invested in this idea, and knew that if she could master these skills, it would make her a more competent and all around better kunoichi.

One piece of literature interested her greatly. It spoke about a way to utilize chakra within herself, and maybe even eventually in others to allow for increase effects of medical techniques to heal. Within oneself, it would allow the manipulation of the cells to regenerate at a quicker pace while chakra was maintained within ones body. A small portion of chakra , something each cell of the body possessed, would be released constantly, allowing for this regeneration to occur. This regeneration was in the form of a cell increasing it's ability to split, at a quicker pace. The idea seemed logical and doable under what she had learned thus far about chakra. It seemed like a practice to invest some time into learning.

WC: 341
Training Ability: Healing Factor
 
What Sara really wanted though was a way to injure someone without killing them. A way to take or make someone think twice about staying. Genjutsu was a good method to go about taking someone out of combat, or at the very least, scare someone into thinking twice about continuing to fight. But she wanted something physical. Mostly because of the fact that she wasn't all that great at genjutsu.

Sara searched through several volumes of information before coming to a book that talked about joints and pressure points. Sprains, tears, and breaks; joint damage could be an interesting topic to contemplate. The displacement of a joint, an arm or leg, could easily sway the movement of an combatant. With enough damage, she could slow them down or incapacitate them to the point of being able to escape or make them want to escape. Though, enough damage to a joint could be quite painful and dangerous, with a half decent medic, repairs could be made. Besides, she needed to know this knowledge herself in order to repair allies with such injuries. Yet another text she will have to read and learn more about.

WC: 193
Training Ability: Called Shot
 
Left, left, right, uppercut, right. Her strikes were getting better, more smooth, and much more damaging. The lightning chakra crackled and sparked with each contact on the wood. She stopped for a moment, weaving the hand signs for Thunderfist yet again. Her fists buzzed with energy, as she got back into a stance to attack. Left, right, right, kick, again the wood splintered on the final hit, as the energy dispersed yet again. The attack hit hard, and true, but didn't last very long. She would have to work on a technique to allow for such, but for now, getting used to the lightning element was more important. She weaved the hand signs again, this time though for Electroshock. She jumped back, a few feet finishing the signs than rushed forward. Her fist flew out and pounded the wood. The hit sounded as thunder, as lightning passed through the wood and out the other side, vanishing a few feet from the trunk of the tree she was practicing on. The attack hit harder, and with more damage, but only lasted a single strike unlike Thunderfist, though it had power to compensate. The young girl took her fist back, and fell to the ground, breathing a hard from the ordeal. She had been practicing for a long while now, and it was taking it's toll on the little girl.

Training Style: Lightning - Chakra Style
WC:228
 
Lets add some Augments!
  • My Little Pony Band-aid
    Class: Unarmed
    Ability: Can use handseals while armed
    Modification: +10% damage/-2 accuracy
    Augments:
    • Recovery
    • Quick Switch
    Description: There is nothing cuter than a little girl trying to play doctor with little pink, yellow, orange or other colored bandages with cute pictures of Twilight Sparkle, Applejack, Fluttershy, Rarity, Pinkie Pie, and Rainbow Dash, among others. Though, these bandages aren't just ordinary ones. Sara has placed ointments and a few fuuinjutsu seals that increase healing upon them, in order to make them a little more useful.


  • Armor of the Moon and Sun:
    • Class: Unarmed
    • Ability: Can use handseals while armed
    • Modification: +2 accuracy/-10% damage
    • Augments:
      • Vampiric
      • Special Composition - Ninjutsu
      Discription: An adorned ring, worn by Sara, it was an item passed down to her by her father. Where he got the ring was never revealed to her. A few days after being handed the ring, while training, the ring split into two, changed from gold to black and white, and some words scribed on the ring appeared. Sara didn't question the reasoning, the why, and just placed the other ring onto her finger. If that wasn't odd enough, the rings passed on odd abilities to the young girl. This item possess the power of releasing and manipulating her chakra on it's own, forming it into that of an element she is capable of utilizing. Another ability passed on was that of healing. Channeling chakra into the item allows any wound to heal as if someone was using a medical jutsu on her. The rings are different from each other, one black with white lettering, and the other white with black lettering. The words scribed on the ring are non-discernible, but the one ring certainly had some great power.
 
Sara said:
Lets add some Augments!
  • My Little Pony Band-aid
    Class: Unarmed
    Ability: Can use handseals while armed
    Modification: +10% damage/-2 accuracy
    Augments:
    • Recovery
    • Quick Switch
    Description: There is nothing cuter than a little girl trying to play doctor with little pink, yellow, orange or other colored bandages with cute pictures of Twilight Sparkle, Applejack, Fluttershy, Rarity, Pinkie Pie, and Rainbow Dash, among others. Though, these bandages aren't just ordinary ones. Sara has placed ointments and a few fuuinjutsu seals that increase healing upon them, in order to make them a little more useful.


  • Armor of the Moon and Sun:
    • Class: Unarmed
    • Ability: Can use handseals while armed
    • Modification: +2 accuracy/-10% damage
    • Augments:
      • Vampiric
      • Special Composition - Ninjutsu
      Discription: An adorned ring, worn by Sara, it was an item passed down to her by her father. Where he got the ring was never revealed to her. A few days after being handed the ring, while training, the ring split into two, changed from gold to black and white, and some words scribed on the ring appeared. Sara didn't question the reasoning, the why, and just placed the other ring onto her finger. If that wasn't odd enough, the rings passed on odd abilities to the young girl. This item possess the power of releasing and manipulating her chakra on it's own, forming it into that of an element she is capable of utilizing. Another ability passed on was that of healing. Channeling chakra into the item allows any wound to heal as if someone was using a medical jutsu on her. The rings are different from each other, one black with white lettering, and the other white with black lettering. The words scribed on the ring are non-discernible, but the one ring certainly had some great power.

Very cool weapons. Approved.
 
Updating Weapons arrangement. Added weapon holster two. Added belt 1, and placed flare and flash bomb within. Added belt 2, placed ninja wire and added antidote to items list. Removed health pill, and replaced with blood pill. Added head set.



Weapon Holster Two:
  • Armor of the Moon and Sun:
    Class: Unarmed
    Ability: Can use handseals while armed
    Modification: +2 accuracy/-10% damage
    Augments:
    • Vampiric
    • Special Composition - Ninjutsu
    Discription: An adorned ring, worn by Sara, it was an item passed down to her by her father. Where he got the ring was never revealed to her. A few days after being handed the ring, while training, the ring split into two, changed from gold to black and white, and some words scribed on the ring appeared. Sara didn't question the reasoning, the why, and just placed the other ring onto her finger. If that wasn't odd enough, the rings passed on odd abilities to the young girl. This item possess the power of releasing and manipulating her chakra on it's own, forming it into that of an element she is capable of utilizing. Another ability passed on was that of healing. Channeling chakra into the item allows any wound to heal as if someone was using a medical jutsu on her. The rings are different from each other, one black with white lettering, and the other white with black lettering. The words scribed on the ring are non-discernible, but the one ring certainly had some great power.

General Slots:
  • Belt Pouch One:
    A portable bag used to hold smaller tools and equipment, this straps onto the waist and provides quick access to a variety of goodies housed inside. A flavoured method of storage, this provides convenient storage without impairing accessibility. Though because of its smaller, compact size, your out of luck if you want to hold larger Items.

    Effect:
    - Grants the user 2 additional Item Slots.

    Notes:
    - May only have up to 2 Belt Pouches at a time. Must be purchased separately. Cannot be placed inside any other storage item.
    - Belt Pouch may be equipped for 1 AP. Dropping Belt Pouch does not cost AP.
    - May not hold storage items.
    - While Belt Pouch is unequipped, using items inside costs an additional .25ap.
    - Belt Pouch may be targeted with Called Shot: Disarm chances. Upon being successfully Called Shot twice (Fractured) the Belt Pouch is forcibly removed and considered unequipped.
    - While Belt Pouch is unequipped, it may be targeted for attacks. Belt Pouch has 2% of owner's Max HP and is not replinishable. Once HP hits 0, Belt Pouch is destroyed and all items inside are not usable for remainder of battle.
    - Targeting equipped Belt Pouch will not reduce it's HP.
    • Signal Flare: 1
      Shoots a bright beacon into the sky that alerts those in the area that someone is in distress.

      Effect: Allows up to 2 people to enter a modded fight.

      Notes:
      - May only be used once per round.
      - Only one may stack in a single slot.
      - Costs .5 AP to draw, .5 AP to use.
      - The first two individuals to post responding to this item will be allowed into the fight. Rules regarding how long it takes to enter a fight still apply.
    • Flash Bomb: 3
      Similar to other shinobi bombs, these tiny capsules are inscribed with a single seal and detonate upon impact. This variety has the smallest range but greatest effect, blinding everyone nearby with a bright flash of light once used. The flash is sudden and strong, taking effect immediately. The blindness is brief, making the window of opportunity require precise timing.

      Effect: Dazes up to 2 targets for a full round, giving them -0.5 accuracy.

      Notes:
      - Costs .5 AP to use.
      - May be used with Melee or Ranged accuracy.
      - Effected Targets have a 10% chance to be blinded, causing them not to be able to designate their target of attack for 1 full round.
      - Blinded targets cannot use or be effected by purely Visual Genjutsu. Any Genjutsu used by a Blinded target that has the Visual property receives a -0.5 Genjutsu DC to that Genjutsu.
      - Targets gain a +1 to their check against Flash Bombs for every one after the first for the remainder of the battle, stacking to +5.
      - If the user has the Strategist ability, they may prep this item to explode upon successfully dodging any attack (Genjutsu excluded). When used this way, the ap cost of this item is paid normally but it effects the attacker immediately after the dodged attack.
      - If the user has the Strategist ability, they may attach this item to a Kawarimi Target. Used this way, when the Kawarimi Target is used the Flash Bomb will automatically effect the attacker.
      - Blind chance is also counted towards the user of this items.
      - Up to 3 may stack in a single slot.
  • Belt Pouch Two:
    A portable bag used to hold smaller tools and equipment, this straps onto the waist and provides quick access to a variety of goodies housed inside. A flavoured method of storage, this provides convenient storage without impairing accessibility. Though because of its smaller, compact size, your out of luck if you want to hold larger Items.

    Effect:
    - Grants the user 2 additional Item Slots.

    Notes:
    - May only have up to 2 Belt Pouches at a time. Must be purchased separately. Cannot be placed inside any other storage item.
    - Belt Pouch may be equipped for 1 AP. Dropping Belt Pouch does not cost AP.
    - May not hold storage items.
    - While Belt Pouch is unequipped, using items inside costs an additional .25ap.
    - Belt Pouch may be targeted with Called Shot: Disarm chances. Upon being successfully Called Shot twice (Fractured) the Belt Pouch is forcibly removed and considered unequipped.
    - While Belt Pouch is unequipped, it may be targeted for attacks. Belt Pouch has 2% of owner's Max HP and is not replinishable. Once HP hits 0, Belt Pouch is destroyed and all items inside are not usable for remainder of battle.
    - Targeting equipped Belt Pouch will not reduce it's HP.
    • Ninja Wire: 8
      Ninja wire is a thin, strong steel wire that is nearly invisible but for the occasional shine or reflection of light. This tool is used in several shinobi techniques and is commonly used to set up traps and other similar techniques. Because this wire is capable of cutting, it can even be used as a weapon alone.

      May only pick one effect per usage:
      Extended Bind
      May be used in conjunction of a Non-Illusionary Binding Technique, allowing the user to gain +0.5 Accuracy per Ninja Wire used, up to a maximum of four Wires.
      If two or more Wires are used in conjunction to a Non-Illusionary Binding Technique, they may exchange +1 Accuracy for the ability to use Ranged Accuracy for the Binding Technique instead.
      Upon successful hit, user may channel a Fire-base or Lightning-base Technique, granting additional +2% Damage and +0.25 Accuracy per Ninja Wire used.

      Bonus Called Shot
      May use a single Ninja Wire in conjunction with a Called Shot.
      Neck - Inflicts an additional +5% Chakra Cost.
      Arms - Inflicts an additional -1 Accuracy.
      Hands - Inflicts an additional +0.1 AP Cost.
      Legs - Inflicts an additional -1 Dodge.
      Feet - Inflicts an additional +5% chance to stumble
      Disarm - Picking up the Disarmed Weapon costs an additional +0.5 AP.


      Notes:
      - Drawing Ninja Wire costs 0.5 AP. May draw multiple Ninja Wires at once (up to 4) for the cost of a single Ninja Wire.
      - Applying the Ninja Wire in a Called Shot or Binding Technique is free.
      - Called Shot penalty inflicted by Ninja Wire does not stack with the same effect (e.g: Performing 2 Neck Called Shots will only inflict a +5% increased CP cost).
      - Up to 8 wires may stack in a single slot.
    • Antidote: 1
      Various herbs and liquids designed to break down harmful toxins in various ways, allowing one to recover from a deadly person. When faced against

      Effect: If used on the same round the user was inflicted by a Poison of any type, an additional Poison Check is made against that poison with +3 to the user once. If used with an already active Poison, this only grants an additional Poison Check without Bonuses.
  • Blood Pills: 3
    A shinobi medication that temporarily halts the flow of blood in the body by coagulating and hardening it. Very effective in battles but long term use may prove unhealthy.

    Effect:
    - Removes one rank of bleeding.
    - Costs .5 Ap to use.

    Notes:
    - May only use once per round before taking penalties.
    - Taking more then one Blood Pill in a round reduces the effectiveness by half (the second in a round would be a 50% chance) as well as giving the user a +10% chance to bleed per extra pill taken for a full round.
    - May stack 3 in a slot.
  • Headsets
    A shinobi staple for communication. Headsets can vary from having a mouth-piece with a push-to-talk button, to a throat mic. Using a headset is vital for calling for back-up and to relay information.

    Effect:
    - During a B-Mod fight, one may call for reinforcements using the headsets. For the cost of 1 AP, one may only call 1 person. This call may only be done after the first HALF of the FIRST round is over. (5 Seconds.)

    Notes:
    - Must have headset equipped to use.
    - May enter battle with headset already equipped
    - Headset may be targeted while equipped by using a Called Shot: Disarm
    - Reinforcement is considered 1 person per round
    - People who are called in the fight via Headset must also have a headset prior to being called in.
    - May only have 1.
  • Antidote: 1
    Various herbs and liquids designed to break down harmful toxins in various ways, allowing one to recover from a deadly person. When faced against

    Effect: If used on the same round the user was inflicted by a Poison of any type, an additional Poison Check is made against that poison with +3 to the user once. If used with an already active Poison, this only grants an additional Poison Check without Bonuses.
 
Advance Element Training: Radiation


Sara was quickly getting the hang of utilizing lightning, and fire elements by changing the nature of her chakra. Though, fire was rather new to her, lightning almost seemed to be apart of her. With the slight of hand, given her weapons, she could manipulate her own chakra that she could control masterfully from her entire body, and change it's effects to that of those base elements. But Sara felt she could take it further. She had read in one of the books in the academy about the utilization of combining two elements, and by combining them, create a strong variation of the two. Sara could have been content with just controlling Fire and Lightning elements, but the element they produced when combined, Radiation as it was called, allowed for her, just through touch or focusing this invisible element onto someone, she could produce internal effects on someone to weaken them. Of course, the portion of being able to kill someone didn't interest her, she knew it was there. But with enough control, she could leave someone weakened. And with a greater amount of control, she could even utilize it to heal. The element seemed to be right up her alley.

It wouldn't be easy as just wanting to make it happen, but perhaps, with her rings, it would be much more simpler. She hadn't tried before, but perhaps by trying to produce both elements simultaneously, perhaps she could summon it forth. At least that was the thought. Sara spent hours trying to cause the said effects to substantiate, but it never seem to happen. After a while she decided to just walk around the town, take a break and maybe try it out over dinner. She went out for a while, walking around and tried a few times to see if she could make the element appear. Nothing showed up. Some couple walked passed her and the guy bowled over a few seconds after passing her. She ran to him as he screamed and vomited. Everywhere. She thought to herself, 'That certainly would kill a romantic mood'.

She stoped trying and started to head to her favorite dinner spot. Not many places were still open around the village, but things were coming together slowly. People were staring to run there restaurants from little carts. It wasn't that bad, at least people could eat under the stars, and the weather was fantastic. While mulling over her dinner, she stopped to try again with her training. She tried to put it out of her mind slightly, but it always came back. Right now, she was trying it unconsciously. Not even thinking about it she was practicing. Again, a few people around her started to toss their guts all over the floor, and she decided it best to take her dinner home with her, stating as she left, "Something must be going around.."

She didn't get that much sleep that night. Nightmares of people getting sick, vomiting everywhere. At one point, she was sure she saw a wave, like that from a scary movie she saw, though instead of blood, it was.. She put it out of her mind, heading to the hospital for her daily attempt to help out. She spoke to a nurse who asked her to help out a few people whom got sick the night before, the doctors said they got some for of poisoning, but it wasn't from food. They thought it might be from some electrical source or radiation, but they couldn't find the source of it, as it was effecting people in different locations. She looked at the people, thinking little of it at the time until she noticed who they were. They were all people she saw the night before at dinner, or during her walk. Sara turned around and walked out of the room they were in and passed the nurses station. "Um, sorry, I...forgot I had something else I needed to do. Sorry. I will be back tomorrow for doubles okay." She ran out of the hospital, cursing her luck. It seemed she forgot that the radiation element was, or mostly it was, invisible. She had produced it several times, and unknowingly causing an epidemic. She would have to practice this away from people, and needed to learn to control this more properly, unless she wanted to cause a catastrophe. She just hopped no one linked it back to her, otherwise she would be in all kinds of trouble.

WC: 745
 

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