Can you link your justus please before I can approve this.
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 said:https://www.ninpocho.com/viewtopic.php?p=217557#p217557
For Minor in Wind
https://www.ninpocho.com/viewtopic.php?p=239454#p239454
For wind ninjutsu purchase needed to regain
https://www.ninpocho.com/viewtopic.php?p=240453#p240453
For jutsu mastery
[spoilername="Wind Ninjutsu"]Wind Slash - E Rank - Mastered
A technique performed with the user slashing their finger through the air at a target, creating a near-invisible crescent of wind that is capable of cutting through a target`s skin and other weaker materials.
Rank 1: The user slashes their finger to create an invisible wind crescent, dealing 285 damage at -1 accuracy. Has a 4% chance of inflicting the 'Wind Slice' effect.
Master: The user slashes their finger to create an invisible wind crescent, dealing 355 damage at -1 accuracy. Has a 6% chance of inflicting the 'Wind Slice' effect.
Special Action: By paying +20% Cp, this may be divided into two hits each dealing 80% of the damage. However, these blades cannot target the same target.
Rank 1 Cost: 100 Cp
Master Cost: 120 Cp
Notes:
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.
Pressure Burst - E Rank - Mastered
A jutsu where the user channels wind chakra into their palms, then thrusts their arm towards a target, releasing a small burst of wind upon impact that pushes the victim back.
Rank 1: The user creates a coat of wind around their palm, slamming their palm against a target. The wind bursts upon impact, dealing 270 damage and 4% chance of inflicting the 'Gaspless' effect.
Master: The user creates a coat of wind around their palm, slamming their palm against a target. The wind bursts upon impact, dealing 340 damage and 6% chance of inflicting the 'Gaspless' effect.
Special Action: This is may be thrown using Ninjutsu Accuracy by paying +10% Cp. This deals -10% base damage, though has +2 Accuracy.
Rank 1 Cost: 90 Cp
Master Cost: 110 Cp
Notes:
- Uses Melee Accuracy
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.
Shredding Touch - D Rank - Mastered
A Wind Technique in which the user channels wind chakra around their hands and feet, creating a blurred glow. When combined with Melee skills, the wind chakra cuts the opponent with each each rather than simply bruise them, and the cutting nature of the wind tends to strike sensitive points more often than usual.
Rank 1: While active, all melee taijutsu attacks made by the user have a 8% chance to cause the 'Wind Slice' effect.
Master: While active, all melee taijutsu attacks made by the user have a 12% chance to cause the 'Wind Slice' effect.
Rank 1 Cost: 215 CP to initiate, 110 Cp/rnd.
Master Cost: 270 CP to initiate, 140 Cp/rnd.
Notes:
- Lasts up to three rounds.
- Damage gains 'Wind' buffs while this is active.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.
Air Bullet - D Rank - Mastered
A jutsu that creates a condensed sphere of air, that when shot is capable of blowing the target off their feet, leaving them defenseless and open for a quick moment while they regain balance.
Rank 1: Blows a gust of wind doing 685 damage at +1 Accuracy. This has a 12% chance of causing the 'Gaspless' effect.
Master: Blows a gust of wind doing 810 damage at +2 Accuracy. This has a 16% chance of causing the 'Gaspless' effect.
Special Action - Gale Palm: By paying +20% Cp, this jutsu may use Melee Accuracy, which increases the 'Gaspless' chance by +8% but lowers accuracy by -2.
Special Action - Air Barrage: By paying +10% Cp, the user may divide this attack into up to 3 smaller wind blasts. 90% of the base damage is divided equally into however many bursts of bullets are created, and each is made at +2 Accuracy. Base `Gaspless` chance is increased by +4% and then divided equally.
Rank 1 Cost: 215 Cp
Master Cost: 240 Cp
Notes:
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.
Wind Scythe - C Rank - Mastered
As if led by some divine being of some sort, the user of this jutsu can truly be said to have mastered the art of viewing the skies as an ally. To call upon a slicing tendril of wind at will takes true skill, and even more so to control this portion of wind to do your bidding.
Rank 1: The user slices the air, creating a wind current that deal 1485 Damage at -2 Accuracy. This has a 12% chance of inflicting the 'Wind Slice' effect.
Master: The user slices the air, creating a wind current that deal 1770 Damage at -1 Accuracy. This has a 18% chance of inflicting the 'Wind Slice' effect.
Special Action - Blade of the Wind: By paying +20% Cp, the user may focus the air current around them in a nearly invisible wind blade. This deals +10% base damage though has an additional -1 Accuracy. This may use melee or Ninjutsu accuracy.
Special Action - Divine Wind: By paying +20% Cp, the user may divide 110% of the damage into up to 5 blades of wind. Each has -2 Accuracy.
Rank 1 Cost: 540 Cp
Master Cost: 620 Cp
Notes:
- Wind Slice may only raise bleeding once per use.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.
Tempest - C Rank - Mastered
A powerful wind technique which creates a powerful tornado, capable of lifting those caught within off their feet into a shredding vortex of wind that tears apart even the toughest of victims.
Rank 1: Creates a powerful vortex around two targets, attacking them 3 times at +1 Accuracy. Each strike deals 340 damage with a 18% chance of causing the 'Uplift' effect.
Master: Creates a powerful vortex around two targets, attacking them 3 times at +2 Accuracy. Each strike deals 405 damage with a 24% chance of causing the 'Uplift' effect.
Special Action: If 'Uplift' has been caused at least twice, the user may choose to instantly follow up with a mastered Wind Ninjutsu attack up to Lvl B, to strike the target(s). This jutsu deals 80% of the base damage unless it was an AoE, in which case it may only strike these two targets. If one of the targets did not suffer the `uplift` effect twice, they are uneffected. The jutsu used with this action cost +20% Cp and full Ap.
Rank 1 Cost: 405 Cp
Master Cost: 480 Cp
Notes:
- The 'Uplift' effect lifts the target into the air and reduces their dodge by -1 for the remainder of the round, at which point they fall and take 1% Max Hp damage. This may stack up to three times, and further effects do not reset the timer
Wind Release - C Rank - Mastered
Infusing chakra into their breath, the user is able to blow air from their mouth to manipulate the force of air around them. While not condensed enough to cause harm, the force of this gust is more than enough to clear the surrounding area of distractions and lingering hazards, such as smoke or flames.
Rank 1: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning D Rank and Below jutsu with a contested Ninjutsu check.
Master: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning/Dust/Vapor jutsu C Rank and Below jutsu with a contested Ninjutsu check.
Cost: 560 Cp, with an additional +10% Cp cost for every jutsu attempted to dispel.
Notes:
- This may be used once per round.
- Effects that obscure the field refer to things such as Smoke bombs, Hidden Mist, Sandstorm Veil, and so on. This does not effect Level A+ effects.
- Dispelling any jutsu requires a Ninjutsu check between the user and the user of the contested technique. The user has a -2 penalty against B Rank effects.
- Dispelling smoke bombs is automatic, and prevents their effects from taking place for a full round.
Gale Force - C Rank - Mastered
A technique which skillfully manipulates the air to condense the wind around the user, drawing most of the nearby oxygen towards them. This makes fighting the user difficult as breathing quickly becomes a difficult process, and the victims begin to feel their bodies slow and tire quickly.
Rank 1: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 12% chance of suffering the 'Gaspless' effect.
Master: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 16% chance of suffering the 'Gaspless' effect.
Special Action - Air Burst: While active, the user may pay the maintain cost to reflexively condense the air around them to block 30% of incoming damage from a single technique. However, this dispells the jutsu for the remainder of the round.
Rank 1 Cost: 500 Cp to initiate, 240 Cp/rnd
Master Cost: 620 Cp to initiate, 300 Cp/rnd
Note:
- Lasts up to two rounds.
- This jutsu effects those who use melee accuracy against the user or are targeted with melee accuracy by the user.
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.
- Each time melee contact is made, a Ninjutsu check is made between the user and the target; if the user succeeds the enemy suffers the penalty towards their current action (If they attack the user) or their next action (If the user attacks them); this does not stack upon the same action.
- Due to the air drawn towards the user, the suffer a -2 dodge penalty to Fire Jutsu while this technique is active.
Wind Scar - B Rank - Mastered
A wind technique which involves the user channeling their chakra into the air, slicing at the air to create multiple currents of razor sharp wind, Each homing in on their opponent and shredding them apart before they knew what hit them. This technique leaves its victims as a Bloody Mess.
Rank 1: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 190 damage with a 21% chance of activating the 'Wind Shred' effect.
Master: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 235 damage with a 28% chance of activating the 'Wind Shred' effect.
Special Action: By paying +20% Cp, the user may condense the attack into a single massive blast of wind, dealing 90% of the combined damage, however bypassing Damage Reduction/Barriers.
Special Action: By paying +20% Cp, the currents may be used as a called shot. This takes on all called shot penalties, and each current has a 7%/9%/11% chance of success; this is only checked once per current. Only two may be successful.
Rank 1 Cost: 655 Cp
Master Cost: 820 Cp
Notes:
- This jutsu may be used once per round.
- Only 10 hits may effect a target.
- The 'Wind Shred' effect causes the attack to deal +5% base damage. Should at least 5 strikes activate 'Wind Shred', the victim`s bleed rank is increased.[/spoilername]
Sara said:Lets go with a bump for the above and,...
Minor in Non-Elemental Ninjutsu
[spoilername="Non-Element Ninjutsu"] Transformation - E Rank - Mastered
A basic shinobi technique that uses chakra to temporarily alter the user's physical appearance. However, this technique does not give the user any abilities that there appearance may seem to give, and can be seen through with enough inspection.
Rank 1: Allows the user to appear as another. The user has a -2 Penalty to the awareness check.
Master: Allows the user to appear as another. The user has a -1 Penalty to the awareness check.
Rank 1 Cost: 90 CP to initiate and maintain
Master Cost: 110 CP to initiate and maintain
Notes:
- Lasts up to three rounds; this requires an 'Awareness' check among all in battle each round active.
- This jutsu is dispelled if the user is hit by a non-genjutsu attack.
- Once under the effects of this jutsu, the user becomes identical to the chosen target (as with clone jutsu, attacks against any identical target have an equal chance to hit any of the other identical targets).
- The person you are identical to can still tell you apart from their own self and their own clones, as can those who pass the awareness check.
- If the user is identified and the technique isn't dispelled by a hit, they may once again become confused with their target if the enter stealth.
- Clones already made by the user at the time of this technique's use do not automatically change alongside you, but clones made after its use will appear as their user's current form.
- If the user performs an action that is unable to be performed by what they transformed into, they are identified. This note only applies to when the user transforms into something other than another person or clone, such as a creation jutsu or puppet.
Body Switch - E Rank - Mastered
A basic skill involving quickly switching the body with another plant, animal or inanimate object. This is used to confuse the opponent momentarily and create an opportunity to attack or possibly escape.
Rank 1: The user may body switch against level E-C Jutsu.
Master: The user may body switch against level E-B Jutsu.
Special Action: The user may attempt to Body switch with an enemies clone. This requires the user to make a melee check against the clone.
Cost: Cost of Jutsu dodged +20% Cp.
Notes:
- May only be used once per round, and requires a full round of cool down before it may be used again.
- Cannot be done in the same round as any other 'Body Switch' type techniques.
- Does not require handseals and may be used reflexively.
- Cannot be used on Genjutsu, while bound, or against successful sneak attacks.
- The user must have a Kawarimi Target in their inventory or active clones on the field.
- This auto-dodges only a single action. If the action was a multi-hit, all hits would be avoided.
- During the cooldown time for this jutsu, the user suffer's a -3 dodge penalty.
Crystal Eye - D Rank - Mastered
A jutsu that allows the user to concentrate chakra into a small sphere of whatever minerals may be lying around, creating what resembles a glass eye. This eye can be used for surveillance and for spying purposes, capable of freely moving in the air to view its intended target.
Rank 1: Grants the user +1 Awareness, with a 50% Chance of treating all the user's Visibility check against others as one rank higher.
Master: Grants the user +1 Awareness, and treats all the user's Visibility check against others as one rank higher.
Special Action: While the jutsu is active, the user may spend 1.5 Ap to focus upon the eye's vision and make an awareness check against all in battle. This battle check ignores smoke bombs or other concealing effects, and may only be done once per round.
Rank 1 Cost: 240 CP to initiate, 120 CP/Rnd
Master Cost: 300 CP to initiate, 150 CP/Rnd
Notes:
- This may last up to three rounds.
- A user of this technique can only have one eye out at any one time, but it does not count as a creation jutsu.
- This eye can be targeted and destroyed at -3 Accuracy.
Cancel - D Rank - Mastered
A technique that allows the user to cancel out an illusionary technique that has been used upon them. This is done by halting the flow of their chakra temporarily, allowing them to disrupt the chakra that is being used to produce the illusive effects on their mind and body. Though effective against all sorts of genjutsu, the user must be aware of any effects they are trying to dispell in order to pin point and negate the source, and more powerful illusions prove to be unaffected by this skill.
Rank 1: The user can dispel Level E-D Genjutsu.
Master: The user can dispel Level E-C Genjutsu.
Special Action - Disrupt: Using the same workings of Cancel, the user may forcibly disrupt the chakra of a target. This disrupts up to two level E/D/C rank buffs active upon the target, with a 12%/16%/20% chance of dispelling them completely. This may only be used once per round, and not in the same round Cancel is normally used. This costs Cp equal to the buffs dispelled.
Cost: Cost of Genjutsu +20% Cp
Notes:
- This technique can only be used on Genjutsu in which the user is aware of.
- Can only be used once per round and does not cancel all genjutsu the user is under, just the one the user wishes to use it upon.
- Can be used reflexively, but this is not considered as instant-cast.
- Can be used on an ally for +40% CP cost.
- The Special Action requires a Ninjutsu check against the target, and negates the buffs for a full round, but does not dispel them unless the chance is successful. Buffs are chosen at random, and do not apply to Bl/CA/Kinjutsu effects.
Contract Summoning: - Mastered
Upon mastering the basics of summoning weaponry and lifeless tools, one can learn to further their skills and develop new, stronger methods to summoning. However, skill is not the only necessity to this advanced summoning jutsu, as the user is required to have been fortunate enough to bond themselves within a mythical contract family. Once they have been accepted into the ranks of these creature's families and are called kin, the user may then request aid of their Family by summoning their familiars, often with a small stamp of their blood. The creatures summoned can ranged from a frail kitten to a mighty Toad, but the method behind the ritual is the same.
Information
Prerequisites: A Summoning Contract
Rank 1: Allows the user to Summon D-B Rank Summons.
Rank 2: Allows the user to Summon A-S Rank Summons.
E-Rank Summon Cost: Rp Only
D-Rank Summon Cost: 375Cp, 1 AP
C-Rank Summon Cost: 750Cp, 1.5 AP
B-Rank Summon Cost: 1500Cp, 2.25 AP
A-Rank Summon Cost: 2500Cp, 3.25 AP
S-Rank Summon Cost: 4000Cp, 4.5 AP
Notes:
- Your OOC Rank must match the Rank of the summon contract before you are able to summon it. (B-Rank shinobi can summon B-Rank contracts and below, etc.)
- Any Rank user may use this jutsu, so long as they meet the prerequisites.
- This jutsu may not have its timing reduced in any way or form.
- This jutsu does not need to be mastered in order to gain a Minor and/or Major for Non-Elemental Jutsu.
Stunt Double - C Rank - Mastered
A jutsu meant to be used with foresight, this skill is essentially a Kawarimi technique used before the user is even in danger. Successful execution of this skill allows a shinobi to switch places with a clone in the blink of an eye without the slightest hint to those around them. This is achieved by increasing the user's speed similar in a manner similar to a shunshin jutsu for a brief moment, allowing them to both create a clone and hide themselves away all in the time span of a split second. This speed generally leaves opponents confused as even those watching the user intently can miss the switch and fall prey to the technique.
Rank 1: Allows the user to cast a clone jutsu and attempt to hide themselves into stealth with a +1 Stealth bonus upon the initial check.
Master: Allows the user to cast a clone jutsu and attempt to hide themselves into stealth with a +2 Stealth bonus upon the initial check.
Special Action: This may be used reflexively; doing so replaces the stealth bonus with a Dodge bonus. They do not attempt to go into stealth during this time, but make a stealth check to determine if they are confused for a Clone by others in battle. If the user is initially hit this jutsu has a 40% chance of failing. If they dodge, their clones take the damage the user avoided (Divided among the clones created).
Cost: AP cost of the clone jutsu +1; CP cost of the clone jutsu +40%
Notes:
- This Jutsu is a hidden action, and may only be used once per round.
- This jutsu may only be used when tagged to a Clone jutsu.
- Illusionary clones may be used with this technique, though they require a genjutsu check in addition to the stealth check. If the Genjutsu check fails, then the user creates no clones, and the opponent just notices the user vanish.
One Element Sealing - C Rank - Mastered
A weaker version of one of the more difficult sealing skills, the mark this technique leaves negatively impairs the opponent€™s chakra system, counteracting the natural flow and forcing the victim to struggle to perform the simplest of techniques. Hastily performed, this version may only seal specific types of energy, such as the ability to create Fire or manipulate air. In addition, the user must maintain a constant flow of chakra, or the seal will weaken and disperse.
Rank 1: Scribes a seal upon the target at -2 Accuracy. The seal gives Jutsu of the sealed element +15% Cp cost. Additionally, the Jutsu has a 18% chance to be treated one rank lower.
Master: Scribes a seal upon the target at -2 Accuracy. The seal gives Jutsu of the sealed element +15% Cp cost, and prevents any Major Affinity Moves from being used with them. Additionally, the Jutsu has a 24% chance to be treated one rank lower.
Special Action: Instead of scribing the seal, the user may attempt to remove one from themselves or another target. This make a Ninjutsu check against the original user.
Rank 1 Cost: 500 Cp, 250 Cp/Rnd
Master Cost: 625 Cp, 320 Cp/Rnd
Notes:
- Lasts up to three rounds.
- Uses Melee Accuracy to scribe the seal, and a Ninjutsu check each round after the first.
- If a maintain check is resisted, the jutsu is not dispelled; its effects are negated for the round. It will remain until the round limit is reached or it is no longer maintained.
- The user must have 5 mastered Jutsu of the chosen element, and chooses an element to seal upon initiation.
- This jutsu may be used against a target more than once, however the same element may not be sealed multiple times.
- If a base element is sealed, then all Advanced Elements with the sealed element as a 'Major' are treated as if effected by this Jutsu, but at Rank 1. This does not apply to Advanced elements with the sealed base element as a 'Minor', and does not stack if the user seals both the base element, and the advanced element on the victim (They would take the higher penalties).
Elemental Clone - C Rank - Mastered
A standard skill for all skilled shinobi: the ability to create a physical clone. This jutsu leaves room for much customization; allowing the user to alter the composition of their clones to their own affinity to have a variety of effects. Even choosing not to use a specific element has its benefits.
Rank 1: Creates a clone with -6 of the user's secondaries and Hp/Cp equal to 15% of the user's max Cp. This clone may use up to level D Jutsu of its chosen element at Rank 1.
Master: Creates a clone with -5 of the user's secondaries and Hp/Cp equal to 17% of the user's max Cp. This clone may use up to level D Jutsu of its chosen element at Master Rank
Special Action: Instead of creating a single clone, the user may instead choose to create up to three clones. However for each additional clone, their secondaries are reduced by -1 each, their secondary effects are lowered by -6% each, and Hp/Cp is divided among all clones equally. Additionally, creating additional clones lowers all their jutsu by 1 rank per additional clone created.
Special Action: Upon Creation, the user chooses an element to treat the clones. Each element grants the clone a specific effect, though this effect has a 18%/24% chance of activating when they are destroyed. Earth gains 'Crush', Water gains 'Suffocate', Fire gain 'Burn', Wind gain 'Air Disruption', and Lightning gain 'Stun'
Rank 1 Cost: 500 Cp, 250 Cp/Rnd
Master Cost: 625 Cp, 320 Cp/Rnd
Notes:
- The user may only create a clone of an element they have an affinity in. Advanced elements cannot be chosen.
- If no element is chosen, then the clones cannot use Ninjutsu. Instead, they may use Taijutsu of an equivalent level. (Base damage is treated as the user's currently equipped weapon ignoring special effects, poisons applied, and augments).
- May only have one type of elemental clone(s) on the field at a time.
- All clones have 1/4 of the users AP. Lowest AP can go is .5 AP.
- Once clones run out of Chakra, they disperse.
- The amount of Max Cp is split into however many clones are created. At master rank, each clone would not have 17%, but the 17% would be divided equally.
- Casting this jutsu while it is already active will remove all current clones from play.
- Each has a unique effect that happens when destroyed, however this only applies if hit by a technique using melee accuracy and this requires a Ninjutsu check between the user and the attacker. All clones may choose to "automatically" disperse on melee contact, whether when attacked or if they choose to strike the target physically (.5 Ap).
- The 'Crush' effect causes suppression and raises the called shot level of a single limb chosen at random.
- The 'Suffocate' effect increases their next jutsu's Cp cost by +20%, lowers its accuracy by -2, and causes the victim to take 1% Max Hp damage.
- The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.
- The 'Air Disruption' effect lowers the targets Accuracy by -2 for a full round.
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.
Energy Transfer - B Rank - Mastered
A technique used to create a link of chakra between the user and a target, bonding the two together in many ways. One of the most powerful aspects shared with this technique, is that it allows the two to transfer energy into one another, giving or taking chakra from each other so long as this technique is managed.
Rank 1: Transfers 1200 Cp between the user and the target. This has a 21% chance of activating the 'Non Elemental' effect.
Master: Transfers 1500 Cp between the user and the target. This has a 28% chance of activating the 'Non Elemental' effect.
Special Action: The user may spend additional Ap to transfer more chakra. For every 1 Ap remaining in contact the user may choose to give/take an additional 480/600 CP.
Cost: This jutsu only costs AP.
Notes:
- If used against an enemy, a Ninjutsu check is made between them and the target upon being used, and every additional Ap spent in contact.
- The user may choose to either take chakra or give chakra from the target.
- If chakra is taken, the user regains chakra equal to half the Cp damage.
- The amount of chakra taken cannot be reduced by damage reduction.
- The limit of chakra transferred may be increased by Ninjutsu buffs.
- The 'Non-Elemental' effect increases this jutsu's limit by +10%. This does not apply to caps.
Leech Seal - B Rank - Mastered
A seal that may be placed upon a target, which from that point on will gradually siphon the life and chakra from the victim and steadily restore the chakra and vitality of the user. This seal is only temporarily, and only remains active so long as the user remains nearby the victim.
Rank 1: Places the Leech seal upon a target at -2 Accuracy. Each round the victim loses 2% of their Max Hp and Cp.
Master: Places the Leech seal upon a target at -1 Accuracy. Each round the victim loses 2.5% of their Max Hp and Cp. The user has +1 to their maintain checks.
Special Action: By sacrificing either the Hp or Cp effects of the seal, the user may increase the other by +2%.
Cost: 1200 CP to place the seal
Notes:
- Uses Melee Accuracy to scribe the seal, and a Ninjutsu check each round after the first. Lasts up to three rounds.
- Half of the HP and CP damage dealt by this technique is added to the user's HP and CP.
- Any Hp/Cp regained by the victim while this seal is active requires a Ninjutsu check against the Sealer. If the Sealer succeeds, then the amount healed is split between the victim and the sealer.
- Per-round Hp/Cp regeneration does not stack if placed upon multiple targets. However, if the targets recover Hp/Cp the user may receive the benefits.
Chakra Blast - B Rank - Mastered
The user condenses their chakra into their palms, conjuring a sphere of visible energy that can be shot at a target in a bright burst of light. The raw chakra used in this technique often causes more than physical damage.
Rank 1: Shoots a blast of condensed chakra that deals 2000 damage. This Jutsu has a 21% Chance of inflicting 'Chakra Burn' and 'Non Elemental' effects.
Master: Shoots a blast of condensed chakra that deals 2500 damage. This Jutsu has a 28% Chance of inflicting 'Chakra Burn' and 'Non Elemental' effects.
Special Action - Kinetic Wrath: By paying +20% Cp, the user may equally split 90% of the damage into up to 4 checks, each striking at -2 Accuracy. Using this special action grants the Jutsu +7% chance of inflicting chakra burn, but divides the total chance equally among each strike. This effects 2 targets.
Special Action - Psychotic Fury: The user may pay Hp in place of Cp for this Jutsu. Doing so replaces the 'Non Elemental' with the 'Dark Strike' effect. Additionally, Chakra burn has a +7% Chance of activating and now deals Cp damage equal to 30% of the total damage.
Rank 1 Cost: 800 CP
Master Cost: 1000 CP
Notes:
- This Jutsu may use either Melee or Ninjutsu Accuracy.
- 'Chakra Burn' causes this Jutsu to deal Cp damage equal to 20% of this jutsu's final damage.
- The 'Non-Elemental' effect increases this jutsu's damage by +10%. This does not apply to caps.
- The 'Dark Strike' effect classifies this jutsu as Dark, and its damage cannot be reduced. Additionally, this increases this jutsu's damage by +10%. This does not apply to caps.
Rasengan- B Rank - Mastered
An advanced Ninjutsu that requires precise chakra control on the user's part, this skill creates a powerful vortex condensed into the form of a rapidly spinning sphere of chakra. This technique requires the user to constantly manipulate their chakra which allows this jutsu to grind through all substances and inflict major damage. With added chakra, the user may also attune this jutsu to Elements they are attuned to, or alter its size and shape...Yet as powerful as this is, this jutsu is still incomplete.
Rank 1: Creates a sphere of violent chakra that deals 2200 damage. 'Non Elemental' and 'Nature Transformation' effects have a 21% chance of activating.
Master: Creates a sphere of violent chakra that deals 2500 damage. 'Non Elemental' and 'Nature Transformation' effects have a 28% chance of activating.
Special Action - Shape Transformation: When using this Jutsu, the user may alter the control of chakra within the sphere to give one of the following effects;
- +1 Accuracy and -10% Cp cost, but deal -5% base damage. (Stacks up to two times)
- +5% Base Damage, but lower accuracy by -1 and increase Cp cost by +10%. (Stacks up to two times)
- Used with Ninjutsu Accuracy
Special Action - Nature Transformation: By sacrificing the 'Non Elemental' effect, the user may choose to add an elemental affinity to the Rasengan. The user must have the affinity of the chosen element. If an advanced element is chosen, this reduces the elemental effect's chance of activating by -14%, but allows the Rasengan to activate both base element effects simultaneously.
Rank 1 Cost: 730 CP
Master Cost: 1000 CP
Notes:
- Does not require handseals and uses melee accuracy. Both Special Actions may be used simultaneously.
- If an affinity is added to the Rasengan, it is treated as a jutsu of that element (If not, it is NE).
- The 'Non-Elemental' effect increases this jutsu's damage by +10%. This does not apply to caps.
- Only one elemental effect may affect the target per round (Unless an advanced affinity is given to the Rasengan); you cannot stack effects by spamming Rasengan with different elements. Each effect is not automatic, and has a chance of activating.
- Fire grants the 'Sear' effect. The 'Sear' effect gives the target a 10% chance of taking critical damage to the next attack to hit them. If this is not successful, then they only take +10% damage from the attack. This does not stack.
- Wind grants the 'Wind Slice' effect. The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.
- Lightning grants the 'Stun' effect. The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.
- Earth grants the 'Crush' effect. The 'Crush' effect causes suppression and raises the called shot level of a single limb chosen at random.
- Water grants the 'Cascade' effect. The 'Cascade' effect suppresses the target and allows the user to immediately follow up this Jutsu with any Water Ninjutsu of their choice. This follow-up gains +2 Accuracy.
Advanced Combination Transformation - B Rank - Mastered
A powerful transforming technique that requires two willing participants to complete. This technique transforms the user and target into a fused version of the two forming one single more powerful entity.
Rank 1: The user may combine with a willing target to average their secondaries together.
Master: The user may combine with a willing target to average their secondaries together +2.
Notes:
- Combining with a target allows the user to gain access to that target's jutsu.
- The user does not have access to the combined target's abilities or equipment.
- Damage and chakra costs are split between the user and target 60/40 at Rank 1, and 70/30 at Master. Any and all chakra costs from either the user or target are split.
- Both the user and target must pay the maintain cost for this technique.
- All attacks aimed at the target combined with this technique now target the user of this technique.
- If the target was in stealth when this technique was activated they may remain in stealth as normal while combined with this technique.
- The combined target cannot make actions while this jutsu is active but may continue to maintain jutsu.
- This technique may only be maintained if both user and target continue to agree to maintaining it.
- This technique may be maintained for up to 3 rounds.
- This technique may only be used on willing targets that have secondaries.
- Passive Auto-Dodge does not apply to the target that cannot make actions.
- If the user or the target has Damage Reduction, it is applied after the Damage is split between them.
Rank 1 Cost: 730Cp, 365Cp rnd.
Master Cost: 910Cp, 455Cp rnd.
Perfected Rasengan - A Rank - Mastered
A perfected version of the Jutsu known as Rasengan. This variant takes Nature transformation to the next level, perfectly infusing it into the spiraling sphere of chakra to create a completely new, powerful technique. This technique requires both a high level of chakra control and a great affinity to the elements in order to combine the two.
Rank 1: Base effects are 4400 damage. Secondary effects have a 36% chance of activating. This must be used with both special Actions.
Rank 2: Base effects are 5500 damage. Secondary effects have a 44% chance of activating. This must be used with both special Actions.
Special Action - Shapeshift:
- May use Ranged, Ninjutsu, or Melee Accuracy. (Must choose one)
- May be used at 100% damage as a single-target attack, or 80% Damage as an AoE targetting up to three targets. (Must choose one)
- +1 Accuracy and -10% Cp cost, but deal -5% base damage. (Optional; may stack twice)
- +5% Base Damage, but lower accuracy by -1 and increase Cp cost by +10%. (Optional; may stack twice)
- Gain +1 Critical by lowering secondary effect chance by -10% (Optional; may be chosen once)
Special Action - Nature Infusion: When using this Jutsu, the user must choose a single element to infuse. Each element requires a Major Affinity in order to be chosen;
Rasen-Shuriken (Wind): Morphs Rasengan into a storm of microscopic windblades that pierce through the body. Damage is split into 6 checks. Each check has a chance of inflicting the 'Chakra Sever' effect. A target may only be effected three times per use.
Rasen-Tsunami (Water): Shifts Rasengan into a torrent of water, each droplet infused with chakra to drown the body on a cellular level. Has a chance of activating the 'Bio-Flood' effect.
Rasen-Tremor (Earth): Slams the Rasengan into the ground to turn it into a giant Rasengan Earthquake.
Splits damage into 3 checks, each with the chance of causing the 'Inner Quake' effect. A target may only be effected twice per use.
Rasen-Nova (Fire): Alters Rasengan into a fiery vortex, with a chance of causing the 'Flesh Burn' effect.
Rasen-Flash (Lightning): Charges Rasengan into an electrical tempest, splitting the damage into 4 checks, each with the chance of causing the 'Mind Shock' effect. A target may only be effected once per use.
Odama Rasengan (NE): Forsaking the elemental properties of other versions, this increases the size and damage of Rasengan. This grants it the chance of the 'Non Elemental' effect and suppression.
Rank 1 Cost: 2200 CP
Rank 2 Cost: 2750 CP
Notes:
- This Jutsu may only be used once per round, and must be used with both of the special actions.
- All versions do not require handseals, and may use Melee, Ninjutsu, or Ranged Accuracy.
- This jutsu is treated as its chosen element.
- This Jutsu may only be used three times per battle.
- 'Chakra Sever' damages the chakra system of the target, causing them to take -1% Max Cp damage per round for the remainder of battle. Stacks 5 times.
- 'Bio-Flood' causes the victim's body to become infused with water internally, causing all actions to cost +15% Cp for the remainder of battle. This may stack twice.
- 'Inner Quake' causes the bone structure of the victim to be infused with vibrating chakra, disorienting the victim upon any sudden movement. This causes the victim to have a 5% chance of failing any reflexive movements for the remainder of battle. Stacks up to three times.
- 'Flesh Burn' sears the skin of the victim, causing all attacks using melee accuracy used by them to take 10% Backlash damage for the remainder of battle. This may stack twice.
- 'Mind Shock' causes the nervous system to become destablized with electrical chakra. This increases the victims chance of auto-failing Jutsu and being auto-hit by +3%, that does not apply to caps for the remainder of battle. This may stack twice.
- 'Non-Elemental' increases this jutsu's damage by +10%. This does not apply to caps.[/spoilername]
Sara said:Upon approval of my Training, I will have enough jutsu for Minor in Medical Jutsu.
[spoilername="Medical Ninjutsu"]Mystical Hand - D Rank - Mastered
A technique which concentrates chakra into the hand, capable of healing wounds when placed over them to a certain degree. A basic healing technique easily learned, but only capable of recovering light wounds.
Rank 1: Heals 2% Max Hp + 290 Hp.
Master: Heals 3% Max Hp + 360 Hp.
Special Action: By paying .5 Ap and the maintain cost, the user may maintain this technique. This heals 40% of the original amount. This may be done up to three times per Jutsu use.
Rank 1 Cost: 240 Cp, 120 Cp per Special Action.
Master Cost: 300 Cp, 150 Cp per Special Action.
Notes:
- Uses Melee Accuracy
- A target recovers -5% Hp each time this Jutsu effects them during the same round. This Stacks.
- This Jutsu has a chance of rolling a Critical hit. In which case, twice the amount of Hp is healed.
- This Jutsu may be used with Negative Energy. This deals damage that ignores damage reduction.
Coagulation - D Rank - Mastered
A Medical technique that allows the user to heal blood loss by applying a steady flow of chakra over the wound, layering it to assist the blood and skin in the sealing process. This technique can even heal some of the more serious degrees.
Rank 1: Reduces the targets Bleed Rank by 1 with a 50% chance at reducing an additional level.
Rank 2: Reduces the targets Bleed Rank by 2.
Rank 1 Cost: 240 Cp
Rank 2 Cost: 300 Cp
Notes:
- Uses Melee Accuracy
- A target may only be effected by this Jutsu once per round.
- If the victim takes Bleed damage within a full round, it is reduced by 15% + 1/2 the user's Medical Buff.
- This Jutsu has a chance of rolling a Critical hit. In which case, an additional Bleed Rank is removed and an additional +10% Bleed Damage is resisted.
Skeletal Fortification - C Rank - Mastered
This technique was created to significantly enhance the skeletal structure of the target. By carefully infusing chakra into the body of the victim, this chakra forms a protective coating that seeps into bone and strengthens its durability as well as healing process to the point where it is capable of mending broken limbs very quickly.
Rank 1: Reduces a Limb's Called Shot Level by 2.
Rank 2: Reduces a Limb's Called Shot Level by 3.
Special Action - Full Body Treatment: By paying +30% Cp, the user may apply this to all of the target's limbs. This may only be used when mastered, and treats removes only a single penalty per limb. This cannot critical, and the user's Medical Buff becomes a % chance to heal an additional Called shot level; this is checked individually per limb. This may only be used upon a target once per battle.
Rank 1 Cost: 450 Cp
Rank 2 Cost: 560 Cp
Notes:
- Uses Melee Accuracy
- A limb may only be effected by this Jutsu once every other round.
- This Jutsu has a chance of rolling a Critical hit. In which case, any Called Shots used on the limb for the next round will have a % chance of failing equal to the user's Medical Buffs.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves. The special action cannot be used on themselves.
System Shock - C Rank - Mastered
A medical technique which converts chakra into small currents of electricity, infused to break down toxins within the body Though this technique can help resist poisoning, the electricity can prove harmful through repeated uses.
Rank 1: Rerolls any Poison effecting the target with a +3 Bonus.
Master: Rerolls any Poison effecting the target with a +4 Bonus.
Special Action: By paying 2% of their Max HP and the CP cost each round to maintain this technique, the user gains the listed Poison Resistance Buff while active with a -1 penalty. This may only be used when using this jutsu upon themselves.
Cost: 560 CP; the target takes 2% Max HP damage
Notes:
- Uses Melee Accuracy.
- A target may only be effected by this jutsu once per round.
- Damage from this jutsu does not dispel binds.
- This has a % chance to auto-dispel any non-heavy poison. This chance is equal to 1/2 the user's Medical Buff.
- This jutsu has a chance of rolling a Critical hit. In which case, no HP Damage is taken and the Poison check gains a +1 Bonus.
- The effects of this jutsu are treated one rank lower if the user performs this on themselves.
Mystical Force - B Rank - Mastered
An advanced Healing technique, this allows the user to heal at a stronger level than previously, though the concept behind this technique is the same, as such, this technique is able to recover the bodys internal damage, though it cannot repair any external bleeding wounds.
Rank 1: Heals 5% Max Hp + 800 Hp. This Jutsu has a 14% chance at reducing Bleeding and Called Shot penalties by 1 Level.
Master: Heals 6% Max Hp + 1000 Hp. This Jutsu has a 21% chance at reducing Bleeding and Called Shot penalties by 1 Level.
Special Action: By paying .5 Ap and the maintain cost, the user may maintain this technique. This heals 30% of the original amount, with a -7% chance at reducing Called Shots and Bleeding. This may be done up to three times per Jutsu use, and does not count as 'recasting' the Jutsu.
Rank 1 Cost: 730 Cp, 370 Cp per Special Action.
Master: 910 Cp, 460 Cp per Special Action.
Notes:
- Uses Melee Accuracy
- A target recovers -20% Hp each time this Jutsu effects them during the same round. This Stacks.
- Only one level of Called Shots and Bleeding may be reduced per use.
- This Jutsu has a chance of rolling a Critical hit. In which case, twice the amount of Hp is healed and the Bleeding/Called shot heal chance is automatic.
- This Jutsu may be used with Negative Energy. This deals unreducable damage instead of healing, and the Called shot/Bleed effect increases the victim's -next- Called Shot/Bleed chance by that amount if effected within a full round of use.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves.
Angelic Blessing - A Rank - Mastered
A powerful, reliable healing technique that heals even the most lethal of wounds almost instantaneously. This technique, rather than simply having the users hands glow, actually causes the target themselves to glow brightly in an aura of restorative chakra.
Rank 1: Heals 7% Max Hp + 1760 Hp. Upon initiation this also is treated as Rank 1 Coagulation and Skeletal Fortification.
Rank 2: Heals 8% Max Hp + 2200 Hp. Upon initiation this also is treated as Rank 2 Coagulation and Skeletal Fortification; these do not count towards their round limits.
Special Action: By paying .5 Ap and the maintain cost, the user may maintain this technique. This heals 25% of the original Hp amount. This may be done up to three times per Jutsu use, and does not count as 'recasting' the Jutsu.
Rank 1 Cost: 1760 Cp. 590 Cp per Special Action.
Rank 2 Cost: 2030 Cp. 680 Cp per Special Action.
Notes: Uses Melee Accuracy
- A target may only be effected by this once per round.
- This Jutsu has a chance of rolling a Critical hit. In which case, Coagulation and Skeletal Fortification effects are treated as mastered as well as applying Rank 1 System Fortification effects.
- This Jutsu may be used with Negative Energy. This deals unreducable damage instead of healing.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves.
Pristine Aura - A Rank -
An advanced medical technique that creates a large dome of restorative light. Targets of this technique are protected from many kinds of techniques, though physical and non elemental attacks prove uneffected. Nevertheless, those protected by this radiant light also benefit from having their lifeforce steadily restored.
Rank 1: Up to three targets are protected by a barrier with 3520 Hp. Each round active, those protected by the barrier regain 4% Max Hp.
Rank 2: Up to three targets are protected by a barrier with 4400 Hp. Each round active, those protected by the barrier regain 5% Max Hp.
Special Action: This Jutsu may be reflexively performed upon anyone who's Hp is lower than 40%. This may only be done once per target.
Rank 1 Cost: 2200 Cp, 1100 Cp/Rnd
Rank 2 Cost: 2750 Cp, 1380 Cp/Rnd
Notes:
- Lasts up to three rounds.
- Once used, this jutsu cannot be used again until a full round after this Jutsu's dispersal.
- Protects against Elemental attacks and Genjutsu.
- Barrier Hp may be increased with Medical Buffs.
- Each target is protected by a separate barrier; attacking one target does not lower the Hp of another's barrier.
- Those protected cannot initiate an elemental attack, Genjutsu, or use Melee Accuracy upon someone outside the barrier. Doing so removes the barrier's protective effects upon them.[/spoilername]
Pristine Aura is my 7th mastered Jutsu
ApprovedSara said:Due to new rules for elements, getting a refund on my asp purchase for Minor in wind.
Using the refund and 50 asp to purchase Major in Wind.
Sacrificed my training to change my class.
Class Name Konoha's Divine Fist
HP: (30+lvl+5) x stamina
CP: (55+lvl+5) x chakra control
Class Bonus:
High: Nin/Melee Accuracy
- +10% [Lightning] damage (Includes affinities)
- Kinjutsu
Average: Evasion, Genjutsu DC
Low: Puppet/Ranged Accuracy
Approved[/quote][/quote]Sara said:I just changed my class...I want my money back!
Class Name Konoha's Divine Fist
HP: (30+lvl+5) x stamina
CP: (45+lvl+5) x chakra control
Class Bonus:
High: Nin/Melee Accuracy
- +5% Chance of inflicting Secondary Effects
- Kinjutsu
Average: Evasion, Genjutsu DC
Low: Ranged Accuracy
ApprovedSara said:
- Gentle Fist Technique
Class: Unarmed
Ability: Suppression
Modification: +2 accuracy/-10% damage
Augments:Description: The Gentle Fist is a combat style thought of as being the ultimate fighting form. With the softest touch, or even at times when no contact is made, this fighting style allows the user to capability to cause disastrous long lasting effects against it's enemies
- Quick Switch
- Raid
- Primal
- Armor of the Moon and Sun:
Class: Unarmed
Ability: Can use handseals while armed
Modification: +2 accuracy/-10% damage
Augments: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.
- Vampiric
- Free Flow
- Wide Edge
I made a mistake prior. I want to change now rough divide to Raid.
ApprovedSara said:First; Shinobi 101 - Visual Genjutsu into Melee Taijutsu
Unnatural Aura of the Moon and Sun:
Class: Unarmed
Ability: Can use handseals while armed
Modification:
Augments:
Special Composition - Lightning or Radiation
Description: 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 had possessed the power of releasing and manipulating her chakra on it's own, forming it into that of an element she is capable of utilizing. Though recently it has changed, for having warn it nonstop, her chakra still bleeds in response to it's power.
Decided to remake this for the purposes of rp. Would like to buy Special Composition augment. If willing, and i didn't sell it back, would like to swap a second wide edge i had for it. (should still of had it, with Supreme Leader Bone having looked for it and seemed, assured? lol)
Current Ninpocho Time:
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