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

Ability Training: Clarity

She just couldn't wrap her head around it. 'How are people fulled by Genjutsu? Really, how?' It just made no sense to her what so ever. Sure, some interesting things could be done with chakra in the form of ninjutsu, but some of the things genjutsu did was just outlandish. Pretty much any genjutsu that causes something unnatural to be seen just seemed so obvious to be a genjutsu. Even taking a sense away from someone, to her, would mean it was one. Some had there places, to hide facts from from someones sights, that would be hard to tell, as you wouldn't know it was happening. But to make something happen for no reason, that didn't make a lick of sense to her to why someone wouldn't question it. Perhaps she lacked the imagination to see the realization of why those genjutsu were practical, or perhaps she had to much of an imagination to think something like that to be real. No matter how much she tried to figure it out, she couldn't grasp the reasoning. Though, she did have an unfair advantage given her doujutsu of course.

WC: 189
 
Ability Training: Elementalist

Sara's ability to manipulate chakra was so heightened, she began to imagine other methods of using it. At the moment, her usual method was to increase the expenditure to increase the effects of a jutsu. Though that seemed slightly archaic and plain jane to her. Though, it had it's merits. An increased effect jutsu was just going to shorten the life of a fight by that much. Though, sometimes the costs didn't equate to the effects, which is what she desired most of all. She didn't want to hurt someone, she wanted to make them want to stop fighting. Sara pondered this thought as she continued her training using lightning, fire, and now radiation in her fighting style. The more effects she could apply to a jutsu, the greater it's usefulness.

WC: 131
 
Free affinities Lightning and Fire approved. Thus reaching the requirements for the Radiation advanced element, also approved. Abilities 'Clarity' and 'Elementalist' approved.
 
Training Ability: Combat Medic - Medical Branch

She understood her duties on the field. Still, it was difficult. Sara was a medic, yet in the thick of things, she would want to protect her friends. To harm others wasn't on the forefront of her thoughts, but if her friends were in danger, she knew she would. But there were repercussions to such. Her job was to support those that were fighting, not to fight herself. If something happened to her, no one would be around to heal her. And in truth, her friends, or those she was entrusted to protect. Was not fighting, a way of fighting? She needed a way to fight yet not fight, if that made any sense at all. These were the thoughts that plagued her so greatly. To avoid causing harm, but to protect that of which was important to her. To avoid harm for herself, thrusting her allies into the fray on there owns possibly so that if something happened, she would be able to help them. That required allowing for them to get hurt and not protecting them when needed most. To allow them to get hurt in the first place, so she could help them in the most dire of situation, yet to allow them to enter that situation alone when an ally was most needed. The thought pattern was unyielding, uncompromising, and encircling upon itself in a devilishly foolish trap.

Should she fight, or should she stand and wait? It was something she would have to think about on the field. In either case, she needed her skills to be top notch, for if the time came, to help herself or her friends, she needed to be ready.

WC: 280
 
Sara said:
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
    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
    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.


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 : Lightning
Minor Affinities : Fire / Radiation
  • Lighting (Free D Rank)
BL/CA/Kin Free Advanced Elements: None
Non-BL/CA/Kin Advanced Elements Radiation

Armor of the Moon and Sun:
Class: Unarmed
Ability: Can use handseals while armed
Modification: +2 accuracy/-10% damage
Augments:
  • Vampiric
  • Special Composition - Ninjutsu
  • Razor Strike
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 ascribed on the ring are non-discernible, but the one ring certainly had some great power.

Adding Razor Strike to above weapon.


The pale glow of the sun ahead of her basked the background in a bright orange and yellow. The sky appeared to be as if an artist just swashed the palate that was the heavens with several streaks, with no care how it would come out. The clouds imparting the changes of the colors to purples, pinks and reds. The young girl, sitting atop the house let out a loud sigh, one sounding of enjoyment and relaxation. She watched as the ball slowly dropped behind the mountains in the distance, slowly turning the sky darker, allowing other balls to become illuminated. The moon was coming as well from a different direction, peaking over another from behind. Sara pushed up off the ground and stretched, a mighty stretch, scratching her side and pushing her dress down. She turned around and headed off home, wiping her hand on a nearby wall as she passed by. Unknown to her, others took notice. The odd glow as if the sun left a mark, a low glow of red being left in her wake. Her sliding hand leaving behind other embers, almost pixie like fluttering flashes, and a small black smudge behind.

WC:197
Training Ability: Elemental Aura

 
Her progression was becoming something to witness. Sara was slowly leaving behind the mild mannered, hesitant shinobi she once was and entering into own greatness. Still, it could easily be seen her past transgressions towards wanting to hurt others. She was still holding back, avoiding hurting others as much as possible. But that led to other remarkable skills which allowed her to keep to her path, her way of thinking. Though, those higher up in the line of Iwagakure protectors thought that if she should ever drop that annoying behavior, she would become quite the force to be reckoned with.

Before the instructor, Sara was fighting another student with hand to hand combat. She quickly moved to the side, pushing his thrust away and downwards, opening for a moment a chance for her to strike. It was disappointing to her that Sara didn't take the opportunity, holding back. She could have easily struck, fast enough physically and notably knowledgeable of the fact. She could have dealt a strong blow, but instead reset her stance and allowed her opponent to regain his balance.

WC: 182
Training Ability: Deflection
 
Sara said:
Sara said:
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
    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
    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.


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 : Lightning
Minor Affinities : Fire / Radiation
  • Lighting (Free D Rank)
BL/CA/Kin Free Advanced Elements: None
Non-BL/CA/Kin Advanced Elements Radiation

Armor of the Moon and Sun:
Class: Unarmed
Ability: Can use handseals while armed
Modification: +2 accuracy/-10% damage
Augments:
  • Vampiric
  • Special Composition - Ninjutsu
  • Razor Strike
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 ascribed on the ring are non-discernible, but the one ring certainly had some great power.

Adding Razor Strike to above weapon.


The pale glow of the sun ahead of her basked the background in a bright orange and yellow. The sky appeared to be as if an artist just swashed the palate that was the heavens with several streaks, with no care how it would come out. The clouds imparting the changes of the colors to purples, pinks and reds. The young girl, sitting atop the house let out a loud sigh, one sounding of enjoyment and relaxation. She watched as the ball slowly dropped behind the mountains in the distance, slowly turning the sky darker, allowing other balls to become illuminated. The moon was coming as well from a different direction, peaking over another from behind. Sara pushed up off the ground and stretched, a mighty stretch, scratching her side and pushing her dress down. She turned around and headed off home, wiping her hand on a nearby wall as she passed by. Unknown to her, others took notice. The odd glow as if the sun left a mark, a low glow of red being left in her wake. Her sliding hand leaving behind other embers, almost pixie like fluttering flashes, and a small black smudge behind.

WC:197
Training Ability: Elemental Aura

Sara said:
Her progression was becoming something to witness. Sara was slowly leaving behind the mild mannered, hesitant shinobi she once was and entering into own greatness. Still, it could easily be seen her past transgressions towards wanting to hurt others. She was still holding back, avoiding hurting others as much as possible. But that led to other remarkable skills which allowed her to keep to her path, her way of thinking. Though, those higher up in the line of Iwagakure protectors thought that if she should ever drop that annoying behavior, she would become quite the force to be reckoned with.

Before the instructor, Sara was fighting another student with hand to hand combat. She quickly moved to the side, pushing his thrust away and downwards, opening for a moment a chance for her to strike. It was disappointing to her that Sara didn't take the opportunity, holding back. She could have easily struck, fast enough physically and notably knowledgeable of the fact. She could have dealt a strong blow, but instead reset her stance and allowed her opponent to regain his balance.

WC: 182
Training Ability: Deflection
Razor Strike has not been added to your weapon. This augment may only be applied to weapons that can deal bleeding, yours allows you to use handseals instead.
Elemental Aura - Gained.
Deflection - Gained.
 
Sara said:
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
    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
    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.


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 : Lightning
Minor Affinities : Fire / Radiation
  • Lighting (Free D Rank)
BL/CA/Kin Free Advanced Elements: None
Non-BL/CA/Kin Advanced Elements Radiation


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.



Adding Wide Edge


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.


Adding Primal
 
Sara said:
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
    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
    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.


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 : Lightning
Minor Affinities : Fire / Radiation
  • Lighting (Free D Rank)
BL/CA/Kin Free Advanced Elements: None
Non-BL/CA/Kin Advanced Elements Radiation


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.



Adding Wide Edge


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.


Adding Primal

Both are approved.
 
Sara said:
Using 50 ASP to buy Minor Element Mastery in Wind.


I thought we did ASP purchases in the training logs.... I might be wrong though... just where I always see them... in any case...

Approved!

Remaining ASP after purchase= 0 ASP
 
Have half of the Wind ninjutsu Mastered, with a minor. Upgrading to Major.

Learning Photon:

Sara stood at the ready, channeling her Wind ninjutsu to cut through the dummy she was practicing on. She was rather new with the wind element, but the motions seemed familiar to her. The exactness of it, the quickness, and if needed, she could change it out to manipulate large areas. Still, it wasn't as comfortable as taijutsu, but it was a good middle ground. She needed something that could be used at a distance, and wind being plentiful, seemed like a great fit. Though as usual, she had her patented rings on, channeling lightning element through her body. The lightning element was weak against the wind, but to her surprise, it did have a resounding capability to mix. How it happened, at least the first time she wasn't sure, but somehow, the lightning chakra fused with the wind ninjutsu, and a laser beam shot off from her hand, and put a whole instead of a gash in the dummies body. She went up to see what had just happened, and to her surprise it had passed through entirely. Though the whole was small, it was impressive how perfectly round it was. She repeated the experiment, it must have been half a dozen times, until she was able to use it fluently. At first the bright light of the flash hurt her eyes, but eventually, after getting the hang of it, she condensed the flash to be released away from her, blocked by her hands to shield her own eyes. The blinding light itself was a weapon, though the hole wasn't something to be missed. She could manipulate the light, to either blind greatly, or to damage quick and precisely. She would have to think about practicing the ranges to get it right for her use. At least she now had another strength in her bag of tricks. She could shot freakin lasers beams.

WC: 314
 
https://www.ninpocho.com/viewtopic.php?p=234403#p234403


ASP: 176

Buying from Advance Shop:
Abilities Card - 75 Points
Grants the user 1 additional Ability Slot.

Class Point Card - 100 Points
Grants the user 2 additional Class Points.
 
Sara said:
https://www.ninpocho.com/viewtopic.php?p=234403#p234403


ASP: 176

Buying from Advance Shop:
Abilities Card - 75 Points
Grants the user 1 additional Ability Slot.

Class Point Card - 100 Points
Grants the user 2 additional Class Points.


Approved.

Just to make it easier to mod ASP in the future please link to the dojo in your next training thread so whoever approves it remembers to subtract the points from ASP
 
Sara said:
Increasing Non-Elemental from nothing to Minor.

Sara said:
Increasing Radiation from Minor to Major

Okay so this got way more complicated than it should be

Radiation approved.

Non-elemental approved

Wind 8/17 still one short for major (Minor bought with ASP)
Photon currently a problem because of it.
Also pending the verdict on whether minor + minor equals major as it should or not cause it seems like that was unclear and may in fact not be so.
 
Hashigaki Kurokawa said:
Sara said:
Increasing Non-Elemental from nothing to Minor.

Sara said:
Increasing Radiation from Minor to Major

Okay so this got way more complicated than it should be

Radiation approved.

Non-elemental approved

Wind 8/17 still one short for major (Minor bought with ASP)
Photon currently a problem because of it.
Also pending the verdict on whether minor + minor equals major as it should or not cause it seems like that was unclear and may in fact not be so.

Added an E rank wind jutsu to get wind back on the books, and photon as well.
 

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