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 Chronicles Time:

Seikon

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Seikon
Seikon.png

A unique clan that has the odd, yet powerful ability to control and bend reality to their liking. Members of the Seikon clan are deadly opponents that seem to have abilities that simply seem to surpass all natural limits, their inhuman techniques warping reality in such away at the most opportune times for themselves...or the most deadly for their enemies.
084 PL - Distorting Wake (Rank 1), Unreal Celerity (Rank 1)
168 PL - Wait Reaction (Rank 1)
252 PL - Synchronized Multipresence (Rank 1)
336 PL - Wait Reaction (Rank 2)
420 PL - Distorting Wake (Rank 2), Reality Distortion (Rank 1)
504 PL - Unreal Celerity (Rank 2)
588 PL - Wait Reaction (Rank 3), Synchronized Multipresence (Rank 2)
672 PL - Distorting Wake (Rank 3), Reality Distortion (Rank 2)
756 PL - Synchronized Multipresence (Rank 3)
840 PL - Unreal Celerity (Rank 3), Reality Distortion (Rank 3)

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Distorting Wake - Passive
Seikon Clan members constantly exude a reality warping energy from their body which is similar to chakra but at the same time different. This can cause the Seikon shinobi to appear as if they are multiple places at once and make their movements difficult to predict thanks to shadows and optical tricks that their presence generates.

Rank 1: +1 Dodge
Rank 2: +2 Dodge
Rank 3: +3 Dodge

---

Unreal Celerity - Passive
Most Seikon are masters of speed and grace but for reasons that no-one seems to understand, sometimes not even the Seikon. In truth, their unnatural speed comes from the fact that many are unconsciously willing themselves to overcome the limits that reality sets on what a human being can and cannot do.

Rank 1: The Seikon can choose up to 1 AP's worth of actions to gain priority over all other actions in that round. Jutsu used this way have -3 Accuracy/Genjutsu DC.
Rank 2: The Seikon can choose up to 1.5 AP's worth of actions to gain priority over all other actions in that round. Jutsu used this way have -2.5 Accuracy/Genjutsu DC.
Rank 3: The Seikon can choose up to 2 AP's worth of actions to gain priority over all other actions in that round. Jutsu used this way have -2 Accuracy/Genjutsu DC.

Notes:
- Actions effected by Unreal Celerity must be whole actions, and must be used at the beginning of the round. ('Whole actions' simply means that you cannot prioritize part of the AP of an action, e.g. you cannot move up a 3 AP jutsu by 2 AP).
- In the result that the Seikon's action and the opponent's action both have priority over all other actions, they resolve in normal AP stack fashion in regards to each other.

---

Wait Reaction - Dependent Special Move
Manipulating the threads of reality is such an easy feat for a Seikon that they can do so with barely a second thought--such as casually attaching a devastating blow to the tail end of their dodge.

Rank 1: The user may combo an Activated Auto-dodge with an attack. The attack gains +1 Accuracy.
Rank 2: The user may combo an Activated Auto-dodge with an attack. The attack gains +2 Accuracy and may not be auto-dodged.
Rank 3: The user may combo an Activated Auto-dodge with an attack. The attack gains +3 Accuracy and may not be auto-dodged.

Cost: Cost of the Activated Auto-dodge being used + 20% CP

Notes:
- Attacks made with Wait Reaction take precedence over comboed attacks the user auto-dodged the first part of, and always occur before the rest of that combo.
- Requires a twenty second cooldown between uses.

---

Synchronized Multipresence - Flexible Style
It is said that Seikon clan members are omnipresent; that they are everywhere at once when they choose to be. This is only partly true, as the Seikon have the ability to overcharge themselves with their reality bending energies, releasing it in such a way that seems to distort the reality around them. This creates multiple "clones" of themselves, afterimages created by their energy that appear and fade at random moments nearby around them.

Rank 1/2/3: The user's first attack each round is automatically considered a Sneak Attack.

Chakra Style: At Rank 1 of this style, the user no longer suffers the -2 Dodge penalty for using Body Switch. At Rank 2, they gain +1 Dodge for the duration of the round instead. At Rank 3, they gain an additional Activated Auto-dodge per round. (Does not stack with similar effects.)

Physical Style: Wait Reaction has its cooldown time reduced by 5 seconds at Rank 1 of this style, 7 seconds at Rank 2, and 10 seconds at Rank 3.

Special Action: While this Style is active, the user may use Body Switch without additional items or clones. They Body Switch with "After-Images" instead. All Body Switch rules still apply.

Cost: .5 AP to enter, .5 AP to drop out

Notes:
- This is a Flexible Style, meaning the user chooses whether it is a Physical Style or a Chakra Style upon entering it, which it will remain for the rest of that battle (even if deactivated and reactivated). The effects and CP cost increase depend on which type is selected.
- While active as a Chakra Style, the user pays +5% CP costs. While active as a Physical Style, the user pays +15% CP costs.
- While in use as a Chakra Style, effects apply to modifications of Body Switch such as Quicksilver Step and Wait Reaction as well.
- Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.

---

Reality Distortion - Buffing Taijutsu
A tug of the air, a pull on the world, and the Seikon is fully capable of vanishing from specific senses of their enemies, protecting their minds. At higher levels, they may even use this skill as a partial shield from the physical as well.

Rank 1: For ten seconds, any Genjutsu place on the user or that they are already under have their effects ignored, including damage.
Rank 2: For ten seconds, any Genjutsu place on the user or that they are already under have their effects ignored, including damage. The user gains +5% Damage Reduction against Ninjutsu and Taijutsu, but their own attacks cost +15% CP to use.
Rank 3: For ten seconds, any Genjutsu place on the user or that they are already under have their effects ignored, including damage. The user gains +10% Damage Reduction against Ninjutsu and Taijutsu, but all of their own attacks cost +10% CP to use.

Costs:
Rank 1: 335 CP, 1.75 AP
Rank 2: 420 CP, 1.75 AP
Rank 3: 630 CP, 1.75 AP

Notes:
- The user cannot cast Genjutsu while this is active.
- Requires ten seconds of cooldown after ending before it can be used again.
- If the user takes more than 10%/15%/20% of their Max HP in damage while it is active, the effects of Reality Distortion immediately end.
- Genjutsu on the user resume their effects after Reality Distortion ends, regardless of how it ends.
----
Mercury
rCvojlH.png

This branch of the Seikon family is focused on time-space manipulation of the body, believing it to be the most important part. Self-control is very important to them, using the discipline they learn from honing their bodies to achieve an ultimate precision with their natural skills. Oftentimes they are remarked upon to have movements as quicksilver as the substance they are named for.
924 PL - Sunder Reality (Rank 1), Quicksilver Step (Rank 1)
1008 PL - Swift Strike (Rank 1)
1092 PL - Quicksilver Step (Rank 2)
1176 PL - Sunder Reality (Rank 2), Swift Strike (Rank 2)
1260 PL - Quicksilver Pursuit (Rank 1)
1344 PL - Sunder Reality (Rank 3), Quicksilver Step (Rank 3)
1428 PL - Quicksilver Pursuit (Rank 2),
1512 PL - Fractured Reality (Rank 1)
1596 PL - Swift Strike (Rank 3)
1680 PL - Quicksilver Pursuit (Rank 3), Fractured Reality (Rank 2)
1764 PL - Fractured Reality (Rank 3)

---

Sunder Reality - Activated Passive
One of the most notorious abilities of the Seikon clan is the ability to generate an energy weapon forged from the very stuff that reality is glued together with. This causes their attacks with these weapons to be supernaturally potent against forms of resistance and protection.

Rank 1: The user's weapon deals +10 Basic Strike Damage and the user gains a +5% Damage Buff to all Taijutsu.
Rank 2: The user's weapon deals +15 Basic Strike Damage and the user gains a +5% Damage Buff to all Taijutsu. The user ignores up to 5% Damage Reduction. The user's weapon may cause bleeding at -5% the normal rate for the attack they are using.
Rank 3: The user's weapon deals +20 Basic Strike Damage and the user gains a +10% Damage Buff to all Taijutsu. The user ignores up to 10% Damage Reduction. The user's weapon may cause bleeding at the normal rate for the attack they are using.

Cost: 1 AP to initiate, 300 CP/round.

Notes:
- The user's weapon can use any Melee Taijutsu and Styles from any Melee Taijutsu type (if the original weapon is of a Melee weapon type) or from any Ranged Taijutsu and Styles (if the original weapon is of a Ranged weapon type); however, if they attempt to use a Taijutsu of a different subtype than the Style they are in (excluding Buffing Taijutsu), then they are automatically dropped out of that Style for normal AP.
- The user still only gains the basic attribute chosen for their weapon, and does not gain attributes from any other type of Taijutsu they use.

---

Swift Strike - Passive
A Mercury Seikon is so adept at rapid reactions to their opponent's tactics that a sudden reduction in their normal ability to target their foe is met with a swift and decisive blow. Sometimes this reflex can occur before the Seikon themselves is even aware of their own movement.

Rank 1: When an opponent activates a physical Clone or Creation jutsu, the user's next Taijutsu attack automatically adds it as a target.
Rank 2: When an opponent activates a physical Clone or Creation jutsu or summons a Contract, the user's next Taijutsu attack automatically adds it as a target. That attack deals +5% damage to all targets.
Rank 3: When an opponent activates a physical Clone or Creation jutsu or summons a Contract, the user's next Taijutsu attack automatically adds it as a target. That attack deals +10% damage to all targets.

Notes:
- A physical Clone or Creation is defined in this context as one that can be hit and damaged by Taijutsu.
- If the user is in the process of attacking with a Taijutsu when an opponent summons their Clone, Creation, or Contract, the attack they are in the process of counts as their 'next Tajutsu attack' for the purposes of Swift Strike.

---

Quicksilver Step - Buffing Taijutsu
Taking their ability to ignore the boundaries of what is possible and impossible to the literal translation, the Seikon member steps through reality itself and appears somewhere else to strike while avoiding attacks with ease.

Rank 1: The user warps next to one opponent. The user's next Taijutsu attack is treated as a Sneak Attack. Afterward, the user has +1 Accuracy for the next three seconds.
Rank 2: The user warps next to one opponent. The user's next Taijutsu attack is treated as a Sneak Attack. Afterward, the user has +2 Accuracy for the next three seconds.
Rank 3: The user warps next to one opponent. The user's next Taijutsu attack is treated as a Sneak Attack. Afterward, the user has +3 Accuracy for the next three seconds.

Special Action: For 1 AP, Quicksilver Step may be used in the same way as Body Switch. This may only be done once per round, and the user gains all penalties associated with Body Switch. This is an Activated Auto-dodge.

Cost:
Rank 1: 200 CP, 1 AP
Rank 2: 250 CP, 1 AP
Rank 3: 300 CP, 1 AP

Notes:
- This is modded as if instantaneous and may be used reflexively.
- Sneak Attack bonus only applies to the user if their next action is an attacking Taijutsu or Basic Strike, otherwise they lose their buff.
- If used while in Stealth mode, this allows the Seikon to use a Sneak Attack without suffering a stealth penalty to their attack. Additionally, this attack will not drop the user out of Stealth mode. The user may only remain in stealth as a result of using this jutsu once per round.

---

Quicksilver Pursuit - Variable Taijutsu
Utilizing their unique skill to step through reality, this technique utilizes the same tactic of attack as Quicksilver Step. The Seikon steps entirely outside the boundaries of the human limits, warping to the position of their target and decimating them with a quick, nearly simultaneous strike to their opponent.

Rank 1: Strikes a single target two times, each dealing 710 Damage at +1 Accuracy. If the target attempts to use an Activated Auto-dodge against this attack, it will automatically hit instead.
Rank 2: Strikes a single target three times, each dealing 545 Damage at +1 Accuracy. If the target attempts to use an Activated Auto-dodge against this attack, it will automatically hit instead.
Rank 3: Strikes a single target four times, each dealing 445 Damage at +1 Accuracy. If the target attempts to use an Activated Auto-dodge against this attack, it will automatically hit instead.

Costs:
Rank 1: 570 CP; 2.25 AP
Rank 2: 655 CP; 2.25 AP
Rank 3: 710 CP; 2.25 AP

Notes:
- The user specifies the Taijutsu subtype they are using when attacking with this. The subtype must be one the user has access to normally with their equipped weapon or through Sunder Reality. If unspecified and they are in a specific weapon type Style, that type will be chosen; if they are not in a specific weapon type Style, the default subtype of the user's weapon will be used.
- Quicksilver Pursuit cannot be negated through Auto-Dodge.

---

Fractured Reality - Variable Taijutsu
One of the most mind-twisting aspects of a Seikon's reality warping is their ability to seemingly be in two places at once as part of their ultimate technique. The Seikon themselves may only be physically moving themselves to make a single strike, but by an application of twisting reality, that same strike will echo multiple times into the near future, catching many opponents off-guard.

Rank 1: The user makes a single strike dealing 825 damage. Every y seconds after this first strike (timeframe from 1-3 seconds chosen by the user), the initial target is hit by another strike dealing 825 damage. These followup strikes occur 3 times.
Rank 2: The user makes a single strike dealing 930 damage. Every y seconds after this first strike (timeframe from 1-4 seconds chosen by the user), the initial target is hit by another strike dealing 930 damage. These followup strikes occur 3 times. Followup strikes are dealt at +1 accuracy if the initial strike hit.
Rank 3: The user makes a single strike dealing 1035 damage. Every y seconds after this first strike (timeframe from 1-5 seconds chosen by the user), the initial target is hit by another strike dealing 1035 damage. These followup strikes occur 3 times. Followup strikes are dealt at +2 accuracy if the initial strike hit.

Costs:
Rank 1: 1650 CP, 2.75 AP
Rank 2: 1855 CP, 2.75 AP
Rank 3: 2060 CP, 2.75 AP

Notes:
- The user specifies the Taijutsu subtype they are using when attacking with this. The subtype must be one the user has access to normally with their equipped weapon or through Sunder Reality. If unspecified and they are in a specific weapon type Style, that type will be chosen; if they are not in a specific weapon type Style, the default subtype of the user's weapon will be used.
- Regardless of whether or not Sunder Reality is active when the user uses this jutsu, all strikes have a base 11%/13%/15% chance to cause bleeding.
- The time between strikes must be a whole number. (You can have them occur every 3 seconds, but not every 2.5.)
- At all ranks, this jutsu cannot be Auto-dodged in any way.
- The target's Dodge stat for all strikes is treated as if it were the same as the time of the initial strike, even if modifications have occurred since.
- This jutsu may not be used again until ten seconds after the final strike has landed.
----
Cobalt
DZEWD5D.png

The second, lesser-seen branch of the Seikon family, Cobalt Seikon focus on manipulating space and time in their immediate vicinity. Usually use of their talents is heralded by a ripple of blue in the air. Because of how taxing this power is, their abilities can sometimes be seen as inconsistent and unreliable. However, no one can argue with their strength.
924 PL - Reality Shift (Rank 1), World Shatter (Rank 1)
1008 PL - Ripple Shield (Rank 1)
1092 PL - World Shatter (Rank 2)
1176 PL - Reality Shift (Rank 2), Ripple Shield (Rank 2)
1260 PL - Particle Disruption (Rank 1)
1344 PL - Reality Shift (Rank 3), World Shatter (Rank 3)
1428 PL - Particle Disruption (Rank 2),
1512 PL - Boundary Field (Rank 1)
1596 PL - Particle Disruption (Rank 3)
1680 PL - Ripple Shield (Rank 3), Boundary Field (Rank 2)
1764 PL - Boundary Field (Rank 3)

---

Reality Shift - Passive
When a Cobalt Seikon is actively manipulating their chakra, unusual things can happen. One of the most consistent of those things is the deep blue aura that pulses around them in time with their manipulation of it, clearing a path into and out of any sphere they wish to traverse.

Rank 1: Every 15 seconds, the user may choose to automatically enter/exit any Arena effect with no check required. This cannot cost the user more than 2 AP, regardless of effects that would force them (or anyone crossing) to take more AP than that.
Rank 2: Every 10 seconds, the user may choose to automatically enter/exit any Arena effect with no check required. This cannot cost the user more than 1.5 AP, regardless of effects that would force them (or anyone crossing) to take more AP than that.
Rank 3: Every 5 seconds, the user may choose to automatically enter/exit any Arena effect with no check required. This cannot cost the user more than 1 AP, regardless of effects that would force them (or anyone crossing) to take more AP than that. The user may alternately use this to automatically break out of any bind.

Note:
- If there is no listed AP cost for entering/exiting the Arena or breaking out of the bind affecting the user, the cost will default to 1 AP at all ranks.

---

Ripple Shield - Passive
Another consistent talent of the Cobalt Seikon is the way they unconsciously manipulate the air around them to absorb nastier blows. Or, well...not quite the air, but that's certainly what it appears to be, creating an odd distortion effect around them whenever such an attack is softened. What the Cobalt Seikon themselves sees isn't something they tend to tell anyone.

Rank 1: The user gains the ability Implacable for free, without it taking an Ability Slot.
Rank 2: Implacable now negates the first two Bleeding, Suppression, Called Shot, or Secondary Effects inflicted upon them during each round.
Rank 3: The AP cost of Implacable's Special Action is reduced to .5, with a usage limit of three times per round (unless the user is wearing Heavy Armor, in which case it is unlimited).


Notes:
- The user does not need to be wearing Light Armor or Heavy Armor to have this skill apply.
---


World Shatter - Non-Elemental Ninjutsu
A Cobalt Seikon cares not for the standard laws of physics that state how things work. If they don't like the condition of the ground they are standing on, the brightness of the sun in the sky, or the number and position of obstacles in their way, they can simply change it all.

Rank 1: The user is able to modify the Terrain Modifiers of the battle one stage in either direction for both Terrain and Visibility.
Rank 2: The user is able to modify the Terrain Modifiers of the battle two stages in either direction for both Terrain and Visibility.
Rank 3: The user is able to modify the Terrain Modifiers of the battle by any amount in either direction for both Terrain and Visibility.

Special Action - Fragmentation: If there is another jutsu active on the field when this is cast that alters Terrain Modifiers in any way, the user may instead choose to destroy that with a Ninjutsu Check against the caster at -1/+0/+1 for +10% CP, after which the user may apply Rank 1 of this jutsu to the battlefield (even if they have it at a higher rank).

Rank 1 Cost: 730 CP, 2.5 AP
Rank 2 Cost: 840 CP, 2.5 AP
Rank 3 Cost: 910 CP, 2.5 AP

Notes:
- The effects of World Shatter do not wear off and last the whole battle; essentially, the 'default' conditions of the topic are altered by this jutsu.
- Only one active jutsu may be destroyed per use of Fragmentation.

---

Particle Disruption - Non- Elemental Ninjutsu
One of the most lethal skills that can be used by a Cobalt Seikon, this technique focuses the attention the Seikon upon a single hapless target, and condenses their reality warping energy to literally shatter a portion of the victim's atomic structure. This skill cannot be seen as it takes effect on an microscopic level, though this causes catastrophic pain and suffering upon the unfortunate target as it destroys their very being from it's base.

Rank 1: The next offensive Ninjutsu the user casts gains +1 accuracy, and bypasses all barriers.
Rank 2: For the next 5 seconds, Offensive Ninjutsu the user casts gains +2 accuracy, and bypasses all barriers and Damage Reduction.
Rank 3: For the next 10 seconds, Offensive Ninjutsu the user casts gains +3 accuracy, and negates all barriers and Damage Reduction, destroying them and dealing normal damage to the target.

Cost: 2.5 AP, 730 Cp,

Notes:
  • At all ranks, the damage done by the affected attack cannot be reduced or blocked by any means.
  • This technique requires a 10 second cooldown after use
  • Only maintained/activated Damage Reduction is destroyed; passive Damage Reduction is only negated until after the next attack hits the target. (Rank 3 only)
  • If the target(s) struck lack barriers and Damage Reduction, the affected Ninjutsu instead deals +10% damage.

---

Boundary Field - Non-Elemental Ninjutsu
The culmination of a Cobalt Seikon's skillset is the ability to seize control of their element of the battlefield, locking down the ability of others to manipulate space-time. Often space looks distorted when this technique is active, and those more sensitive to chakra or adept in a similar field have reported the Cobalt Seikon's trademark deep blue haze partially shrouding the area, marking out a visible bubble.

Rank 1: The user takes control of the battlefield, altering the time-space of it in a limited fashion. While this jutsu is active, effects that alter priority of attacks cannot be used, and passive effects that alter priority are disabled. (Does not apply to Seikon.) Opponents must pass a Ninjutsu Check at +0 against the user in order to successfully use a combo; if they fail, the rest of the combo is still performed but at normal timing rather than immediately following the previous attack.
Rank 2: The user takes control of the battlefield, altering the time-space of it in a limited fashion. While this jutsu is active, effects that alter priority of attacks cannot be used, and passive effects that alter priority are disabled. (Does not apply to Seikon.) Opponents must pass a Ninjutsu Check at -1 against the user in order to successfully use a combo or any other Reflexive action; if they fail on a combo, the rest of the combo is still performed but at normal timing rather than immediately following the previous attack. If the enemy fails the check when using a Reflexive action that is not part of a combo, the action simply fails. No AP or CP is used for the failed action.
Rank 3: The user takes control of the battlefield, altering the time-space of it in a limited fashion. While this jutsu is active, effects that alter priority of attacks cannot be used, and passive effects that alter priority are disabled. (Does not apply to Seikon.) Opponents must pass a Ninjutsu Check at -2 against the user in order to successfully use a combo or any other Reflexive action; if they fail on a combo, the rest of the combo is still performed but at normal timing rather than immediately following the previous attack. If the enemy fails the check when using a Reflexive action that is not part of a combo, the action simply fails. No AP or CP is used for the failed action.

Rank 1 Cost: 2200 CP, 3 AP to initiate; 1100 CP/round to maintain.
Rank 2 Cost: 2530 CP, 3 AP to initiate; 1270 CP/round to maintain.
Rank 3 Cost: 2750 CP, 3 AP to initiate; 1380 CP/round to maintain.


Notes:
- This is considered a Terrain jutsu.
- May be maintained for up to three rounds.
- At all ranks, other combatants must pass a Ninjutsu Check against the user at -2 in order to cast an Arena jutsu, or their own Terrain jutsu. If the opponent successfully casts their own Terrain jutsu, this one is dispelled.
- After deactivation, regardless of how, requires ten seconds before it may be activated again.
 

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Code:
[b][u]Seikon[/u][/b][u][/u]
[img]https://www.ninpocho.com/images/BattleSystem/Bloodlines/Seikon.png[/img]
[quote][i]A unique clan that has the odd, yet powerful ability to control and bend reality to their liking. Members of the Seikon clan are deadly opponents that seem to have abilities that simply seem to surpass all natural limits, their inhuman techniques warping reality in such away at the most opportune times for themselves...or the most deadly for their enemies. [/i]
[spoiler]084 PL - Distorting Wake (Rank 1), Unreal Celerity (Rank 1)
168 PL - Wait Reaction (Rank 1)
252 PL - Synchronized Multipresence (Rank 1)
336 PL - Wait Reaction (Rank 2)
420 PL - Distorting Wake (Rank 2), Reality Distortion (Rank 1)
504 PL - Unreal Celerity (Rank 2)
588 PL - Wait Reaction (Rank 3), Synchronized Multipresence (Rank 2)
672 PL - Distorting Wake (Rank 3), Reality Distortion (Rank 2)
756 PL - Synchronized Multipresence (Rank 3)
840 PL - Unreal Celerity (Rank 3), Reality Distortion (Rank 3)

---

[b][u]Distorting Wake - Passive[/u][/b][u][/u]
Seikon Clan members constantly exude a reality warping energy from their body which is similar to chakra but at the same time different. This can cause the Seikon shinobi to appear as if they are multiple places at once and make their movements difficult to predict thanks to shadows and optical tricks that their presence generates.

[b]Rank 1:[/b] +1 Dodge
[b]Rank 2:[/b] +2 Dodge
[b]Rank 3:[/b] +3 Dodge

---

[b][u]Unreal Celerity - Passive[/u][/b][u][/u]
Most Seikon are masters of speed and grace but for reasons that no-one seems to understand, sometimes not even the Seikon. In truth, their unnatural speed comes from the fact that many are unconsciously willing themselves to overcome the limits that reality sets on what a human being can and cannot do.

[b]Rank 1:[/b] The Seikon can choose up to 1 AP's worth of actions to gain priority over all other actions in that round. Jutsu used this way have -3 Accuracy/Genjutsu DC.
[b]Rank 2:[/b] The Seikon can choose up to 1.5 AP's worth of actions to gain priority over all other actions in that round. Jutsu used this way have -2.5 Accuracy/Genjutsu DC.
[b]Rank 3:[/b] The Seikon can choose up to 2 AP's worth of actions to gain priority over all other actions in that round. Jutsu used this way have -2 Accuracy/Genjutsu DC.

[i]Notes:[/i] 
- Actions effected by [i]Unreal Celerity[/i] must be whole actions, and must be used at the beginning of the round. [i]('Whole actions' simply means that you cannot prioritize [/i]part[i] of the AP of an action, e.g. you cannot move up a 3 AP jutsu by 2 AP)[/i].
- In the result that the Seikon's action and the opponent's action both have priority over all other actions, they resolve in normal AP stack fashion in regards to each other.

---

[b][u]Wait Reaction - [i]Dependent Special Move[/i][/u][/b][u][/u]
Manipulating the threads of reality is such an easy feat for a Seikon that they can do so with barely a second thought--such as casually attaching a devastating blow to the tail end of their dodge.

[b]Rank 1:[/b] The user may combo an [i]Activated Auto-dodge[/i] with an attack. The attack gains +1 Accuracy. 
[b]Rank 2:[/b] The user may combo an [i]Activated Auto-dodge[/i] with an attack. The attack gains +2 Accuracy and may not be auto-dodged. 
[b]Rank 3:[/b] The user may combo an [i]Activated Auto-dodge[/i] with an attack. The attack gains +3 Accuracy and may not be auto-dodged. 

[b]Cost:[/b] Cost of the [i]Activated Auto-dodge[/i] being used + 20% CP

[i]Notes:[/i]
- Attacks made with [i]Wait Reaction[/i] take precedence over comboed attacks the user auto-dodged the first part of, and always occur before the rest of that combo.
- Requires a twenty second cooldown between uses. 

---

[b][u]Synchronized Multipresence - [i]Flexible Style[/i][/u][/b]
It is said that Seikon clan members are omnipresent; that they are everywhere at once when they choose to be. This is only partly true, as the Seikon have the ability to overcharge themselves with their reality bending energies, releasing it in such a way that seems to distort the reality around them. This creates multiple "clones" of themselves, afterimages created by their energy that appear and fade at random moments nearby around them. 

[b]Rank 1/2/3:[/b] The user's first attack each round is automatically considered a [i]Sneak Attack[/i].

[b]Chakra Style:[/b] At Rank 1 of this style, the user no longer suffers the -2 Dodge penalty for using [i]Body Switch[/i]. At Rank 2, they gain +1 Dodge for the duration of the round instead. At Rank 3, they gain an additional [i]Activated Auto-dodge[/i] per round. [i](Does not stack with similar effects.)[/i] 

[b]Physical Style:[/b] [i]Wait Reaction[/i] has its cooldown time reduced by 5 seconds at Rank 1 of this style, 7 seconds at Rank 2, and 10 seconds at Rank 3.

[i]Special Action:[/i] While this Style is active, the user may use [url=https://ninpocho.com/viewtopic.php?p=134536#p134536][i]Body Switch[/i][/url] without additional items or clones. They Body Switch with "After-Images" instead. All [i]Body Switch[/i] rules still apply.

[b]Cost:[/b] .5 AP to enter, .5 AP to drop out

[i]Notes:[/i]
- This is a [i]Flexible Style[/i], meaning the user chooses whether it is a Physical Style or a Chakra Style upon entering it, which it will remain for the rest of that battle [i](even if deactivated and reactivated)[/i]. The effects and CP cost increase depend on which type is selected.
- While active as a [i]Chakra Style[/i], the user pays +5% CP costs. While active as a [i]Physical Style[/i], the user pays +15% CP costs.
- While in use as a [i]Chakra Style[/i], effects apply to modifications of [i]Body Switch[/i] such as [i]Quicksilver Step[/i] and [i]Wait Reaction[/i] as well.
- Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.

---

[b][u]Reality Distortion - [i]Buffing Taijutsu[/i][/u][/b][u][/u]
A tug of the air, a pull on the world, and the Seikon is fully capable of vanishing from specific senses of their enemies, protecting their minds. At higher levels, they may even use this skill as a partial shield from the physical as well.

[b]Rank 1:[/b] For ten seconds, any Genjutsu place on the user or that they are already under have their effects ignored, including damage.
[b]Rank 2:[/b] For ten seconds, any Genjutsu place on the user or that they are already under have their effects ignored, including damage. The user gains +5% [i]Damage Reduction[/i] against Ninjutsu and Taijutsu, but their own attacks cost +15% CP to use.
[b]Rank 3:[/b] For ten seconds, any Genjutsu place on the user or that they are already under have their effects ignored, including damage. The user gains +10% [i]Damage Reduction[/i] against Ninjutsu and Taijutsu, but all of their own attacks cost +10% CP to use. 

[u]Costs:[/u]
[b]Rank 1:[/b] 335 CP, 1.75 AP
[b]Rank 2:[/b] 420 CP, 1.75 AP
[b]Rank 3:[/b] 630 CP, 1.75 AP

[i]Notes:[/i]
- The user cannot cast Genjutsu while this is active.
- Requires ten seconds of cooldown after ending before it can be used again.
- If the user takes more than 10%/15%/20% of their Max HP in damage while it is active, the effects of [i]Reality Distortion[/i] immediately end.
- Genjutsu on the user resume their effects after [i]Reality Distortion[/i] ends, regardless of how it ends.[/spoiler]----
[b][u]Mercury[/u][/b]
[img]https://i.imgur.com/rCvojlH.png[/img]
[i]This branch of the Seikon family is focused on time-space manipulation of the body, believing it to be the most important part. Self-control is very important to them, using the discipline they learn from honing their bodies to achieve an ultimate precision with their natural skills. Oftentimes they are remarked upon to have movements as quicksilver as the substance they are named for.[/i] 
[spoiler]924 PL - Sunder Reality (Rank 1), Quicksilver Step (Rank 1)
1008 PL - Swift Strike (Rank 1)
1092 PL - Quicksilver Step (Rank 2)
1176 PL - Sunder Reality (Rank 2), Swift Strike (Rank 2)
1260 PL - Quicksilver Pursuit (Rank 1)
1344 PL - Sunder Reality (Rank 3), Quicksilver Step (Rank 3)
1428 PL - Quicksilver Pursuit (Rank 2), 
1512 PL - Fractured Reality (Rank 1)
1596 PL - Swift Strike  (Rank 3)
1680 PL - Quicksilver Pursuit (Rank 3), Fractured Reality (Rank 2)
1764 PL - Fractured Reality (Rank 3)

---

[b][u]Sunder Reality - Activated Passive[/u][/b][u][/u]
One of the most notorious abilities of the Seikon clan is the ability to generate an energy weapon forged from the very stuff that reality is glued together with. This causes their attacks with these weapons to be supernaturally potent against forms of resistance and protection.

[b]Rank 1:[/b] The user's weapon deals +10 Basic Strike Damage and the user gains a +5% Damage Buff to all Taijutsu. 
[b]Rank 2:[/b] The user's weapon deals +15 Basic Strike Damage and the user gains a +5% Damage Buff to all Taijutsu. The user ignores up to 5% Damage Reduction. The user's weapon may cause bleeding at -5% the normal rate for the attack they are using.
[b]Rank 3:[/b] The user's weapon deals +20 Basic Strike Damage and the user gains a +10% Damage Buff to all Taijutsu. The user ignores up to 10% Damage Reduction. The user's weapon may cause bleeding at the normal rate for the attack they are using.

[b]Cost:[/b] 1 AP to initiate, 300 CP/round.

[i]Notes:[/i]
- The user's weapon can use any Melee Taijutsu and Styles from any Melee Taijutsu type [i](if the original weapon is of a Melee weapon type)[/i] or from any Ranged Taijutsu and Styles [i](if the original weapon is of a Ranged weapon type)[/i]; however, if they attempt to use a Taijutsu of a different subtype than the Style they are in [i](excluding Buffing Taijutsu)[/i], then they are automatically dropped out of that Style for normal AP.
- The user still only gains the basic attribute chosen for their weapon, and does not gain attributes from any other type of Taijutsu they use. 

---

[b][u]Swift Strike - [i]Passive[/i][/u][/b][u][/u]
A Mercury Seikon is so adept at rapid reactions to their opponent's tactics that a sudden reduction in their normal ability to target their foe is met with a swift and decisive blow. Sometimes this reflex can occur before the Seikon themselves is even aware of their own movement.

[b]Rank 1:[/b] When an opponent activates a physical [i]Clone[/i] or [i]Creation[/i] jutsu, the user's next Taijutsu attack automatically adds it as a target.
[b]Rank 2:[/b] When an opponent activates a physical [i]Clone[/i] or [i]Creation[/i] jutsu or summons a Contract, the user's next Taijutsu attack automatically adds it as a target. That attack deals +5% damage to all targets.
[b]Rank 3:[/b] When an opponent activates a physical [i]Clone[/i] or [i]Creation[/i] jutsu or summons a Contract, the user's next Taijutsu attack automatically adds it as a target. That attack deals +10% damage to all targets.

[i]Notes:[/i]
- A physical [i]Clone[/i] or [i]Creation[/i] is defined in this context as one that can be hit and damaged by Taijutsu.
- If the user is in the process of attacking with a Taijutsu when an opponent summons their [i]Clone[/i], [i]Creation[/i], or Contract, the attack they are in the process of counts as their 'next Tajutsu attack' for the purposes of [i]Swift Strike[/i].

---

[b][u]Quicksilver Step - [i]Buffing Taijutsu[/i][/u][/b][u][/u]
Taking their ability to ignore the boundaries of what is possible and impossible to the literal translation, the Seikon member steps through reality itself and appears somewhere else to strike while avoiding attacks with ease.

[b]Rank 1:[/b] The user warps next to one opponent. The user's next Taijutsu attack is treated as a [i]Sneak Attack[/i]. Afterward, the user has +1 Accuracy for the next three seconds.
[b]Rank 2:[/b] The user warps next to one opponent. The user's next Taijutsu attack is treated as a [i]Sneak Attack[/i]. Afterward, the user has +2 Accuracy for the next three seconds.
[b]Rank 3:[/b] The user warps next to one opponent. The user's next Taijutsu attack is treated as a [i]Sneak Attack[/i]. Afterward, the user has +3 Accuracy for the next three seconds.

[i]Special Action:[/i] For 1 AP, Quicksilver Step may be used in the same way as [url=https://ninpocho.com/viewtopic.php?p=134536#p134536][i]Body Switch[/i][/url]. This may only be done once per round, and the user gains all penalties associated with [i]Body Switch[/i]. This is an [i]Activated Auto-dodge[/i].

[u]Cost:[/u]
[b]Rank 1:[/b] 200 CP, 1 AP
[b]Rank 2:[/b] 250 CP, 1 AP
[b]Rank 3:[/b] 300 CP, 1 AP

[i]Notes:[/i]
- This is modded as if instantaneous and may be used reflexively.
- [i]Sneak Attack[/i] bonus only applies to the user if their next action is an attacking Taijutsu or [i]Basic Strike[/i], otherwise they lose their buff.
- If used while in Stealth mode, this allows the Seikon to use a [i]Sneak Attack[/i] without suffering a stealth penalty to their attack. Additionally, this attack will not drop the user out of Stealth mode. The user may only remain in stealth as a result of using this jutsu once per round.

--- 

[b][u]Quicksilver Pursuit - [i]Variable Taijutsu[/i][/u][/b][u][/u]
Utilizing their unique skill to step through reality, this technique utilizes the same tactic of attack as [b]Quicksilver Step[/b]. The Seikon steps entirely outside the boundaries of the human limits, warping to the position of their target and decimating them with a quick, nearly simultaneous strike to their opponent. 

[b]Rank 1:[/b] Strikes a single target two times, each dealing 710 Damage at +1 Accuracy. If the target attempts to use an [i]Activated Auto-dodge[/i] against this attack, it will automatically hit instead.
[b]Rank 2:[/b] Strikes a single target three times, each dealing 545 Damage at +1 Accuracy. If the target attempts to use an [i]Activated Auto-dodge[/i] against this attack, it will automatically hit instead.
[b]Rank 3:[/b] Strikes a single target four times, each dealing 445 Damage at +1 Accuracy. If the target attempts to use an [i]Activated Auto-dodge[/i] against this attack, it will automatically hit instead.

[u]Costs:[/u] 
[b]Rank 1:[/b] 570 CP; 2.25 AP
[b]Rank 2:[/b] 655 CP; 2.25 AP
[b]Rank 3:[/b] 710 CP; 2.25 AP

[i]Notes:[/i]
- The user specifies the Taijutsu subtype they are using when attacking with this. The subtype must be one the user has access to normally with their equipped weapon or through [i]Sunder Reality[/i]. If unspecified and they are in a specific weapon type Style, that type will be chosen; if they are not in a specific weapon type Style, the default subtype of the user's weapon will be used.
- [i]Quicksilver Pursuit[/i] cannot be negated through Auto-Dodge.

--- 

[u][b]Fractured Reality - [i]Variable Taijutsu[/i][/b][/u][b][/b]
One of the most mind-twisting aspects of a Seikon's reality warping is their ability to seemingly be in two places at once as part of their ultimate technique. The Seikon themselves may only be physically moving themselves to make a single strike, but by an application of twisting reality, that same strike will echo multiple times into the near future, catching many opponents off-guard.

[b]Rank 1:[/b] The user makes a single strike dealing 825 damage. Every [i]y[/i] seconds after this first strike [i](timeframe from 1-3 seconds chosen by the user)[/i], the initial target is hit by another strike dealing 825 damage. These followup strikes occur 3 times. 
[b]Rank 2:[/b] The user makes a single strike dealing 930 damage. Every [i]y[/i] seconds after this first strike [i](timeframe from 1-4 seconds chosen by the user)[/i], the initial target is hit by another strike dealing 930 damage. These followup strikes occur 3 times. Followup strikes are dealt at +1 accuracy if the initial strike hit.
[b]Rank 3:[/b] The user makes a single strike dealing 1035 damage. Every [i]y[/i] seconds after this first strike [i](timeframe from 1-5 seconds chosen by the user)[/i], the initial target is hit by another strike dealing 1035 damage. These followup strikes occur 3 times. Followup strikes are dealt at +2 accuracy if the initial strike hit.

[u]Costs:[/u]
[b]Rank 1:[/b] 1650 CP, 2.75 AP
[b]Rank 2:[/b] 1855 CP, 2.75 AP
[b]Rank 3:[/b] 2060 CP, 2.75 AP

[i]Notes:[/i]
- The user specifies the Taijutsu subtype they are using when attacking with this. The subtype must be one the user has access to normally with their equipped weapon or through [i]Sunder Reality[/i]. If unspecified and they are in a specific weapon type Style, that type will be chosen; if they are not in a specific weapon type Style, the default subtype of the user's weapon will be used.
- Regardless of whether or not [i]Sunder Reality[/i] is active when the user uses this jutsu, all strikes have a base 11%/13%/15% chance to cause bleeding.
- The time between strikes must be a whole number. [i](You can have them occur every 3 seconds, but not every 2.5.)[/i]
- At all ranks, this jutsu cannot be Auto-dodged in any way.
- The target's Dodge stat for all strikes is treated as if it were the same as the time of the initial strike, even if modifications have occurred since.
- This jutsu may not be used again until ten seconds after the final strike has landed.[/spoiler]----
[b][u]Cobalt[/u][/b]
[img]https://i.imgur.com/DZEWD5D.png[/img]
[i]The second, lesser-seen branch of the Seikon family, Cobalt Seikon focus on manipulating space and time in their immediate vicinity. Usually use of their talents is heralded by a ripple of blue in the air. Because of how taxing this power is, their abilities can sometimes be seen as inconsistent and unreliable. However, no one can argue with their strength.[/i] 
[spoiler]924 PL - Reality Shift (Rank 1), World Shatter (Rank 1)
1008 PL - Ripple Shield (Rank 1)
1092 PL - World Shatter (Rank 2)
1176 PL - Reality Shift (Rank 2), Ripple Shield (Rank 2)
1260 PL - Particle Disruption (Rank 1)
1344 PL - Reality Shift (Rank 3), World Shatter (Rank 3)
1428 PL - Particle Disruption (Rank 2), 
1512 PL - Boundary Field (Rank 1)
1596 PL - Particle Disruption (Rank 3)
1680 PL - Ripple Shield (Rank 3), Boundary Field (Rank 2)
1764 PL - Boundary Field (Rank 3)

---

[b][u]Reality Shift - [i]Passive[/i][/u][/b][u][/u]
When a Cobalt Seikon is actively manipulating their chakra, unusual things can happen. One of the most consistent of those things is the deep blue aura that pulses around them in time with their manipulation of it, clearing a path into and out of any sphere they wish to traverse.

[b]Rank 1:[/b] Every 15 seconds, the user may choose to automatically enter/exit any [i]Arena[/i] effect with no check required. This cannot cost the user more than 2 AP, regardless of effects that would force them [i](or anyone crossing)[/i] to take more AP than that.
[b]Rank 2:[/b] Every 10 seconds, the user may choose to automatically enter/exit any [i]Arena[/i] effect with no check required. This cannot cost the user more than 1.5 AP, regardless of effects that would force them [i](or anyone crossing)[/i] to take more AP than that.
[b]Rank 3:[/b] Every 5 seconds, the user may choose to automatically enter/exit any [i]Arena[/i] effect with no check required. This cannot cost the user more than 1 AP, regardless of effects that would force them [i](or anyone crossing)[/i] to take more AP than that. The user may alternately use this to automatically break out of any bind.

[i]Note:[/i]
- If there is no listed AP cost for entering/exiting the [i]Arena[/i] or breaking out of the bind affecting the user, the cost will default to 1 AP at all ranks.

---

[b][u]Ripple Shield - [i]Passive[/i][/u][/b][u][/u]
Another consistent talent of the Cobalt Seikon is the way they unconsciously manipulate the air around them to absorb nastier blows. Or, well...not quite the air, but that's certainly what it appears to be, creating an odd distortion effect around them whenever such an attack is softened. What the Cobalt Seikon themselves sees isn't something they tend to tell anyone.

[b]Rank 1:[/b] The user gains the ability [url=https://ninpocho.com/viewtopic.php?f=213&t=54483][i]Implacable[/i][/url] for free, without it taking an [i]Ability Slot[/i].
[b]Rank 2:[/b] [i]Implacable[/i] now negates the first two Bleeding, Suppression, Called Shot, or Secondary Effects inflicted upon them during each round.
[b]Rank 3:[/b] The AP cost of [i]Implacable[/i]'s [i]Special Action[/i] is reduced to .5, with a usage limit of three times per round [i](unless the user is wearing Heavy Armor, in which case it is unlimited)[/i].


[i]Notes:[/i]
- The user does not need to be wearing [i]Light Armor[/i] or [i]Heavy Armor[/i] to have this skill apply.
---


[u][b]World Shatter - [i]Non-Elemental Ninjutsu[/i][/b][/u] 
A Cobalt Seikon cares not for the standard laws of physics that state how things work. If they don't like the condition of the ground they are standing on, the brightness of the sun in the sky, or the number and position of obstacles in their way, they can simply change it all.

[b]Rank 1:[/b] The user is able to modify the [i]Terrain Modifiers[/i] of the battle one stage in either direction for both Terrain and Visibility.
[b]Rank 2:[/b] The user is able to modify the [i]Terrain Modifiers[/i] of the battle two stages in either direction for both Terrain and Visibility.
[b]Rank 3:[/b] The user is able to modify the [i]Terrain Modifiers[/i] of the battle by any amount in either direction for both Terrain and Visibility.

[i]Special Action - Fragmentation:[/i] If there is another jutsu active on the field when this is cast that alters [i]Terrain Modifiers[/i] in any way, the user may instead choose to destroy that with a Ninjutsu Check against the caster at -1/+0/+1 for +10% CP, after which the user may apply Rank 1 of this jutsu to the battlefield [i](even if they have it at a higher rank)[/i].

[b]Rank 1 Cost:[/b] 730 CP, 2.5 AP
[b]Rank 2 Cost:[/b] 840 CP, 2.5 AP
[b]Rank 3 Cost:[/b] 910 CP, 2.5 AP
 
[i]Notes:[/i]
- The effects of [i]World Shatter[/i] do not wear off and last the whole battle; essentially, the 'default' conditions of the topic are altered by this jutsu.
- Only one active jutsu may be destroyed per use of [i]Fragmentation[/i].

--- 

[u][b]Particle Disruption - [i]Non- Elemental Ninjutsu[/i][/b][/u]
One of the most lethal skills that can be used by a Cobalt Seikon, this technique focuses the attention the Seikon upon a single hapless target, and condenses their reality warping energy to literally shatter a portion of the victim's atomic structure. This skill cannot be seen as it takes effect on an microscopic level, though this causes catastrophic pain and suffering upon the unfortunate target as it destroys their very being from it's base. 

[b]Rank 1:[/b] The next offensive Ninjutsu the user casts gains +1 accuracy, and bypasses all barriers.
[b]Rank 2:[/b] For the next 5 seconds, Offensive Ninjutsu the user casts gains +2 accuracy, and bypasses all barriers and [i]Damage Reduction.[/i]
[b]Rank 3:[/b] For the next 10 seconds, Offensive Ninjutsu the user casts gains +3 accuracy, and negates all barriers and [i]Damage Reduction,[/i] destroying them and dealing normal damage to the target.

[b]Cost:[/b] 2.5 AP, 730 Cp,
 
[i]Notes:[/i]
[list][*]At all ranks, the damage done by the affected attack cannot be reduced or blocked by any means.
[*]This technique requires a 10 second cooldown after use
[*]Only maintained/activated [i]Damage Reduction[/i] is destroyed; passive [i]Damage Reduction[/i] is only negated until after the next attack hits the target. [i](Rank 3 only)[/i]
[*]If the target(s) struck lack barriers and [i]Damage Reduction[/i], the affected Ninjutsu instead deals +10% damage.[/list]

--- 

[u][b]Boundary Field - [i]Non-Elemental Ninjutsu[/i][/b][/u] 
The culmination of a Cobalt Seikon's skillset is the ability to seize control of their element of the battlefield, locking down the ability of others to manipulate space-time. Often space looks distorted when this technique is active, and those more sensitive to chakra or adept in a similar field have reported the Cobalt Seikon's trademark deep blue haze partially shrouding the area, marking out a visible bubble.

[b]Rank 1:[/b] The user takes control of the battlefield, altering the time-space of it in a limited fashion. While this jutsu is active, effects that alter priority of attacks cannot be used, and passive effects that alter priority are disabled. [i](Does not apply to Seikon.)[/i] Opponents must pass a [i]Ninjutsu Check[/i] at +0 against the user in order to successfully use a combo; if they fail, the rest of the combo is still performed but at normal timing rather than immediately following the previous attack.
[b]Rank 2:[/b] The user takes control of the battlefield, altering the time-space of it in a limited fashion. While this jutsu is active, effects that alter priority of attacks cannot be used, and passive effects that alter priority are disabled. [i](Does not apply to Seikon.)[/i] Opponents must pass a [i]Ninjutsu Check[/i] at -1 against the user in order to successfully use a combo or any other [i]Reflexive[/i] action; if they fail on a combo, the rest of the combo is still performed but at normal timing rather than immediately following the previous attack. If the enemy fails the check when using a [i]Reflexive[/i] action that is not part of a combo, the action simply fails. No AP or CP is used for the failed action.
[b]Rank 3:[/b] The user takes control of the battlefield, altering the time-space of it in a limited fashion. While this jutsu is active, effects that alter priority of attacks cannot be used, and passive effects that alter priority are disabled. [i](Does not apply to Seikon.)[/i] Opponents must pass a [i]Ninjutsu Check[/i] at -2 against the user in order to successfully use a combo or any other [i]Reflexive[/i] action; if they fail on a combo, the rest of the combo is still performed but at normal timing rather than immediately following the previous attack. If the enemy fails the check when using a [i]Reflexive[/i] action that is not part of a combo, the action simply fails. No AP or CP is used for the failed action.

[b]Rank 1 Cost:[/b] 2200 CP, 3 AP to initiate; 1100 CP/round to maintain.
[b]Rank 2 Cost:[/b] 2530 CP, 3 AP to initiate; 1270 CP/round to maintain.
[b]Rank 3 Cost:[/b] 2750 CP, 3 AP to initiate; 1380 CP/round to maintain.


[i]Notes:[/i]
- This is considered a [i]Terrain[/i] jutsu.
- May be maintained for up to three rounds.
- At all ranks, other combatants must pass a [i]Ninjutsu Check[/i] against the user at -2 in order to cast an [i]Arena[/i] jutsu, or their own [i]Terrain[/i] jutsu. If the opponent successfully casts their own [i]Terrain[/i] jutsu, this one is dispelled.
- After deactivation, regardless of how, requires ten seconds before it may be activated again.[/spoiler][/quote]
 

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