Ninpocho Chronicles

Ninpocho Chronicles is a fantasy-ish setting storyline, set in an alternate universe World of Ninjas, where the Naruto and Boruto series take place. This means that none of the canon characters exists, or existed here.

Each ninja starts from the bottom and start their training as an Academy Student. From there they develop abilities akin to that of demigods as they grow in age and experience.

Along the way they gain new friends (or enemies), take on jobs and complete contracts and missions for their respective villages where their training and skill will be tested to their limits.

The sky is the limit as the blank page you see before you can be filled with countless of adventures with your character in the game.

This is Ninpocho Chronicles.

Current Ninpocho Time:

Shima Haruka [Raikage]

Joined
Oct 23, 2012
Messages
677
Yen
270,125
ASP
0
[fontsize="15"]~ Shima Haruka ~[/fontsize]

[fontsize="12"]~ Basic Information ~[/fontsize]
[fontsize="11"]First Name : Haruka
Last Name : Shima
Gender : Female
Age : 24
Village : Kumogakure
Rank : Jounin (Former Med Nin)
Position : Raikage
Yen : 5,625.00[/fontsize]

[fontsize="12"]~ Other Information ~[/fontsize]
[fontsize="11"]~ Appearance ~[/fontsize]
[fontsize="11"]With a surface smile and pale skin, Haruka appears as a graceful beauty. Behind her calculating dark eyes lies a fire of wit and fiery energy. Her raven hair, often arranged in some elaborate form of hairstyle, creates a dark frame around her noble face. She seems as one born of a royal family, but Haruka would rather not draw attention to herself with graceful airs. Her lips are tightly drawn into a emotionless frown when she idly stands by. Confronted by her superiors or strangers, she takes a new form filled with false smiles and cordial eyes.[/fontsize]
[fontsize="11"]~ Personality ~[/fontsize]
[fontsize="11"]She has a cool and calm demeanor to those who are unfamiliar with her, but deeper inside sleeps an unexpected flame. She’s distant in her thoughts, often reflecting on her own problems than paying attention to the people around her. Haruka, at her most truest form, can be snide and sarcastic. A great deal of effort is put in for her to respect or even remotely like anyone who approaches her. She is still cordial, a traditional raising forces her polite habits. She’s still young, but her ambition drives her to carry out an attitude of maturity.[/fontsize]
[fontsize="11"]~ History ~[/fontsize]
[fontsize="11"]The Origins

Haruka’s father hailed from a noble clan of shinobi whose traditions span over the ages to the beginning of Cloud’s formation. Most of her kin have served their time under the Raikage as medical ninja. Those not gifted with ninja arts are used in their merchant empire or to further their relations with the nobles of the Daimyo's court. Her aged family members claim that their oldest ancestors are the first to develop the basic techniques used by med-nins nowadays. But, Haruka knows that to be mere speculation and boasting pride on the part of her kin. She does, however, know that her family have become known throughout out the village for decades as a clan of healers. Their traditions bleed even into the customs and breeding of their children. Her other line bleeds ice, as her mother is a Haku. Shima tradition dictates that the sons of the family will marry woman of other powerful kekkai genkai clans in order to introduce strong shinobi genes into their offspring. Their daughters are married to cushy merchants and powerful nobles to increase their affluence outside of Kumogakure. Such a system as this helps to insure that the Shima empire shall remain as strong as ever in both shinobi and civilian world. Haruka was raised to show the utmost respect and display dignity and grace that would outshine any others. She’s followed the advice and commands of her family since her beginning. That had lead her to the path of becoming a doctor like her father before her. Upon her graduation and induction as a kunoichi of Kumogakure no Sato, Haruka was approached to begin her training as a medical ninja. She served three years as a M.I.T before becoming a full fledged medic.

Back when she had first started her residency in the Hospital, the woman had been instructed to perform surgery on a boy- Hachari Hayata. She had performed wonderful, the operation a success, but she had made a crucial mistake. Haruka had broken sterile procedure and the boy had ended up with bacterial meningitis. The kid now still suffered from severe brain damage. A punctured glove was all it had taken. Haruka herself hadn't noticed until after surgery and in the blind panic of an Medic in Training messing up, certainly under Isaki Kushin's reign as Sennin, she had disposed of the glove and told no one. Of course, that had come back to bite her in the arse. When confronted with the charges, the Shima had confessed. Under normal circumstances, the MiT in question would've been dismissed without second thought. But the girl was a Shima. A proud, rich and influential family which had served for several generations in the Hospital. Despite a longer than usual MiT career, she had been allowed to stay. The mistake haunted her and drove her to a mad quest for perfection, which often got in the way of her ever becoming close to anyone.

Time as a Medic

She flourished under the tutelage of Shinrya Kitsune, becoming a fine medic in her own right. She pushed aside her fault committed in training, determined to be known for more than her silly mistake. She was quite studious in her youth, but often very antisocial. Nights were spent studying. Haruka desired to know everything. However, she languished under the regime of Isaki Kushin, unnoticed and unrecognized for her talents. She chose to stay, watching many of her peers become Chief Mednin. The woman thought herself truly not worth noting. She was content to stay at such a post, for the sake of her father who wished to keep her in the hospital to watch and guide carefully. However, something or someone soon destroyed the orderly world her father had constructed for her.

Through the glass roof of her family's greenhouse fell the Spymaster, Do Natsu. Even though the two seemed as fire and ice in temperament, they would soon be join by fate. Haruka never hated a man more than Natsu. Natsu in turn was not fond of the Shima princess. However, the two were both commissioned to journey to Mist in order to escort two of Kirigakure's shinobi. It was a very important mission filled with the prospect of peace between their villages and the privilege to be the first two shinobi of Kumogakure to ever visit the village. Haruka watched over Cereza, a young and new mother who had journeyed from Mist in order to give birth to her children in Cloud. Tension between Natsu and Haruka mounted high. The man, in all his wisdom and grace, managed to insult the Shima on their journey there. It seemed as if he might have torn a rift between them entirely.

Haruka had never contemplated her lonely existence before this time, but in a foreign land away from home for the first time she truly understood loneliness. She and Natsu learned that they must mend their relationship and rely on each other. Both so far away from their homeland, a spark ignited between the young woman and man. They concluded their trip in Mist as friends, accomplishing a treaty between their villages and establishing the beginnings of a summit talk between the Kages. Natsu sent her ahead of him, in order to finish his business alone. As Haruka left behind the ocean and island, the homeland of her mother's clan, she met the former Raikage, Isaki Hoshikata, during a seemingly meaningless encounter. More would come from that meeting in years to come.

Upon her return, Haruka was commissioned to travel to small farming villages in the country side. A great plague broke out. She met Takaki Masao, the Sennin of Main Branch at that time, before her departure. Her haunting resemblance to his deceased wife, Santaru Rin, drew his curiosity, but he in turned sparked hers. He had a plan to help his Spymaster and Haruka grow closer together. Thus he spoke at great length about the man to Haruka on their first meeting. Ever so secretive, he left his intent in shadows and bid Haruka farewell. All meetings seemed inconsequential...

The Beginning of a Legacy

More to come![/fontsize]
[fontsize="11"]~ Miscellaneous ~[/fontsize]
[fontsize="11"]
  • -Is proficient in the violin, shamisen, and the harp
  • -Trained at the opera house for six years to dance and sing
  • -Has a beauty mark below her left eye
  • -Is an only child
  • -Wears a crystal tear drop shaped necklace
  • -Knows Vulgar Kumo
[/fontsize]


[fontsize="12"]~ Combat Information ~[/fontsize]
[fontsize="11"]~ Statistics ~

Agility : 600/600
Stamina : 600/600
Ninjutsu : 600/600
Taijutsu : 600/600
Genjutsu : 600/600
Chakra Control : 600/600
ASP : 118

Power Level : 3600
Character Level : 15
Action Points : 11
Bloodline: 294%


~ Character Class ~

Name : Koori no Sekai [Vet]
Hit Points : (52 + Character Level) * Stamina = 40200
Chakra Points : (48 + Character Level) * Chakra Control = 37800
Class Feature : +10% ice damage, Kin Option

High : Nin Acc
Average : Melee Acc, Gen DC
Low : Puppet Acc, Ranged Acc[/size]


~ Bloodline ~[/fontsize]
[fontsize="12"]A clan originating from the village hidden in the Mist, the Haku are an effeminate and graceful clan possessing a powerful affinity to Ice, a trait which leaves even their skin chilly to touch. Those of this Bloodline are majestic and beautiful at birth, and even the men of this ability can rival pretty women in looks. However, mistaking a Haku to be delicate can prove a very dangerous mistake, for their skill and control with ice can easily freeze those who invoke their wrath at a moments notice, their skills the pinnacle of Icy jutsu.

014% Control - Crystal Ice (Rank One), Flash Freeze (Rank One)
028% Control - One Handed Seals (Rank One)
042% Control - Flying Water Needles (Rank One)
056% Control - Frozen Spear (Rank One)
070% Control - Crystal Ice (Rank Two)
084% Control - Flying Water Needles (Rank Two)
098% Control - Flash Freeze (Rank Two), Red Snow (Rank One)
112% Control - One Handed Seals (Rank Two), Ice Blast (Rank One)
126% Control - Crystal Ice (Rank Three), Frozen Spear (Rank Two)
140% Control - Flying Water Needles (Rank Three), Ice Blast (Rank Two)
154% Control - Red Snow (Rank Two)
168% Control - One Handed Seals (Rank Three), Ice Blast (Rank Three)
182% Control - Flash Freeze (Rank Three), Red Snow (Rank Three)
196% Control - Frozen Spear (Rank Three)
210% Control - Blue Blood (Rank One)
224% Control - Ice Clone (Rank One)
238% Control - Blue Blood (Rank Two)
252% Control - Demonic Ice Mirrors (Rank One)
266% Control - Blue Blood (Rank Three), Ice Clone (Rank Two)
280% Control - Ice Clone (Rank Three), Demonic Ice Mirrors (Rank Two)
294% Control - Demonic Ice Mirrors (Rank Three)

---

Crystal Ice - Passive</U><i></i>
All Haku are instinctively born with a natural affinity to Ice, possessing the ability to manipulate it to their own desire. They possess the ability of Crystal Ice; ice which seems to prove harder than steel, and colder than the ice of other shinobi, even capable of withstanding intense flames without melting. Innately, all Ice techniques used by the Haku are made of this advanced ice, giving them a strength others don't have.

Rank 1: Ice Jutsu Damage is increased by 5%.
Rank 2: Ice Jutsu Damage is increased by 10%.
Rank 3: Ice Jutsu Damage is increased by 15%.

---

Flash Freeze - Passive
A Haku's ability to manipulate ice and cold gives them an edge they cannot use without ice to manipulate. They naturally possess the ability to rapidly chill the air around them and targets, giving them the ability that allowing them to freeze water, and even the air itself, into Crystal Ice.

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

Notes:
- The Haku automatically has access to the Ice element.
- All techniques used with this are treated as Ice element.

---

One Handed Seals - Passive<i></i>
Dexterous, swift and agile, the graceful Haku also possess a unique chakra system that does not necessarily require the use of normal handseals to be controlled. The Haku possess the ability to use One handed seals, which in turn free's up the natural limits of a shinobi while performing jutsu and giving them an edge over other shinobi.

Rank 1: May use one handed seals to cast jutsu, though doing so increases its Cp cost by 30%.
Rank 2: May use one handed seals to cast jutsu, though doing so increases its Cp cost by 15%.
Rank 3: May use one handed seals to cast jutsu with no penalty.

---

Flying Water Needles - Ice Ninjutsu<i></i>
A dangerous secret jutsu passed down instinctively to the Haku, this technique is performed by simply kicking water into the air, spontaneously freezing it into long, sharp needles that shoot in on the target as a surprisingly quick attack that proves difficult to avoid.

Rank 1: Creates and attacks with 10 ice senbon that each deal 75 damage at +1 Accuracy. Only 7 may hit.
Rank 2: Creates and attacks with 13 ice senbon that each deal 90 damage at +1 Accuracy. Only 10 may hit.
Rank 3: Creates and attacks with 15 ice senbon that each deal 130 damage at +1 Accuracy. Only 12 may hit.

Costs:
Rank 1: 1.5 AP; 180 chakra
Rank 2: 1.5 AP; 300 chakra
Rank 3: 2 AP; 520 chakra


Notes:
- This technique can use either Ranged Accuracy or Ninjutsu Accuracy, however this must be declared upon being used.

---

Frozen Spear - Ice Ninjutsu<i></i>
In keeping with their inclination toward weapons and ice, the Haku have a jutsu that allows them to combine these affinities and attack with a surprising jutsu that creates a weapon of ice: forming a spear out of thin air, or well, water.

Rank 1: Spear does 1040 damage at -2 Accuracy and reduces the target's accuracy/dodge by -1 for 1 round.
Rank 2: Spear does 1290 damage at -1.5 Accuracy and reduces the target's accuracy/dodge by -1.5 for 1 round.
Rank 3: Spear does 1550 damage at -1 Accuracy and reduces the target's accuracy/dodge by -2 for 1 round.

Costs:
Rank 1: 2 AP; 350 Chakra
Rank 2: 2 AP; 430 Chakra
Rank 3: 2 AP; 520 Chakra

Notes:
- This technique can use either Ranged Accuracy or Ninjutsu Accuracy, however this must be declared upon being used.
- Spear sticks in target on a full hit. When the debuffs fade, the spear melts, dealing an additional 20% damage to the victim.

---

Red Snow - Ice Ninjutsu<i></i>
An ability that allows the Haku to call snow forth from the sky, This technique is used to cause snowflakes to fly around in the manner of a dust storm, hurting as each snowflake is as sharp as a razor, easily capable of going through an opponent and staining the snow red with blood.

Rank 1: Causes everyone but the user to take 300 damage/round, with a -20% Chance to Bleed.
Rank 2: Causes everyone but the user to take 400 damage/round, with a -15% Chance to Bleed.
Rank 3: Causes everyone but the user to take 500 damage/round, with a -10% Chance to Bleed.

Costs:
Rank 1: 2 AP; 350 Cp/Rnd
Rank 2: 2 AP; 430 Cp/Rnd
Rank 3: 2 AP; 520 Cp/Rnd

Notes:
- No roll is needed as targets are automatically hit by this.
- Targets take damage at the end of every round this is activated.

---

Ice Blast - Ice Ninjutsu<i></i>
When the situation calls for it, the Haku is not without their own massive attacks. Using this skill, an orb of ice with a diameter of four feet is created around the Haku. The orb lasts only for a split second, appearing as a translucent dome around the user which shatters and explodes violently, blasting outwards to hit everything on the field with a bombard of jagged icy shards.

Rank 1: Explosion causes 1,440 ice damage at +1.5 Accuracy.
Rank 2: Explosion causes 1,800 ice damage at +2 Accuracy.
Rank 3: Explosion causes 2,160 ice damage at +2.5 Accuracy.

Costs:
Rank 1: 2.5 AP; 720 Chakra
Rank 2: 2.5 AP; 910 Chakra
Rank 3: 2.5 AP; 1090 Chakra

Notes:
- Attempts to hit everyone on the battlefield and has a 10% chance to reveal those in Stealth. People underground are protected.
- Can only be used once per round.

---

Blue Blood - Ice Ninjutsu<i></i>
Named after the popular term coined for the nobility and a favorite of the Haku this technique allows them to slowly chill the blood of their opponent, which forces their body to grow cold from the inside out and results in the onset of hypothermia. In order to do this, the Haku imbue a piece of ice, usually shaped as a weapon of sorts, with chakra before launching it at an enemy, though some have been known to chill their victims with a simple cold stare.

Rank 1: Causes -2 dodge/accuracy and a 5% fail chance per each action for two rounds.
Rank 2: Causes -2 dodge/accuracy and a 7% fail chance per each action for two rounds.
Rank 3: Causes -3 dodge/accuracy and a 10% fail chance per each action for three rounds.

Cost: 2.5AP; 1,000 Chakra

Notes:
- Actions failed due to shivering return 50% of the chakra cost, but cost the normal AP amount.
- This technique can use either Ranged Accuracy or Ninjutsu Accuracy, however this must be declared upon being used.

---

Ice Clone - Ice Clone Ninjutsu<i></i>
The Haku possess the ability to manipulate and control in many forms, and this does not simply limit them to shaping ice into multiple weapons suitable for battling; They possess the ability to create a clone of Crystal Ice, freezing nearby water and air into a replica image of themselves imbued with enough chakra that allows the Haku to control the sculpture's actions to a level that assists them in battle.

Rank 1: Creates a 'clone' that has 20% of the user's Max HP and CP and -7 secondaries.
Rank 2: Creates a 'clone' that has 25% of the user's Max HP and CP and -6 secondaries.
Rank 3: Creates a 'clone' that has 30% of the user's Max HP and CP and -5 secondaries.

Cost: 2.5 AP; 2,000 Chakra, 950 Cp/Rnd.

Notes:
- All standard clone rules apply.
- Can use Lvl E-C Wind/Water/Ice Ninjutsu that the user knows. Jutsu are treated as Ice Element.
- Clone has half the user's AP.
- Can only create one clone.
- Cannot have more then one clone on the battle at one time

---

Demonic Ice Mirrors - Ice Barrier Ninjutsu<i></i>
Perhaps the single most feared technique the Haku may draw upon, this skill is a lineage jutsu going as far back as the originator of the Haku line. Designed as an assassination tactic, this jutsu traps a victim within the confines of multiple sheets of Crystal Ice, each made from both large amounts of Ice and chakra. Each appears immensely reflective, preventing those from within to accuratly view the area within and vice-versa, the large mirrors obscuring vision. Yet their true effect is beyond merely cosmetic; the Haku are gifted with the ability to merge and reflect themselves at high speeds through the mirrors, unable to be seen moving to the normal eye.

Rank 1: Upon resolution, the Haku may trap up to 3 targets within the Demonic Ice mirrors. There are a total of 7 reflections of the user and 1 holding the real one. Anyone inside that area is trapped within, and anyone outside is trapped outside. The ice mirrors have a total 6,000 HP, and regenerate 20% of it's max Hp per round.
Rank 2: Upon resolution, the Haku may trap up to 4 targets within the Demonic Ice mirrors. There are a total of 8 reflections of the user and 1 holding the real one. Anyone inside that area is trapped within, and anyone outside is trapped outside with the user having +1 to all Exit/Enter checks. The ice mirrors have a total 9,000 HP, and regenerate 20% of it's max Hp per round.
Rank 3: Upon resolution, the Haku may trap up to 4 targets within the Demonic Ice mirrors. There are a total of 9 reflections of the user and 1 holding the real one. Anyone inside that area is trapped within, and anyone outside is trapped outside with the user having +2 to all Exit/Enter checks. The ice mirrors have a total 12,000 HP, and regenerate 20% of it's max Hp per round.

Special Action - Demonic Ice Mirror Assault:The Haku may strike 5 times with their currently equipped weapon at 450 Damage each strike. They may target multiple targets within the Demonic Ice Mirros by splitting the attacks amongst the targets. This may also target a single target as well that is within the Demonic Ice Mirror. This costs 2.25 AP and 820 CP.

Costs:
Rank 1: 3 AP; 2,000 Chakra and 950/rnd
Rank 2: 3 AP; 3,000 Chakra and 1,430/rnd
Rank 3: 3 AP; 4,000 Chakra and 1,900/rnd

Notes:
- The user may use Supplemental Jutsu (Non-Attacking jutsu) within the demonic ice mirror.
- The user may also use basic strikes while inside of the mirror. They are granted 2 AP worth of PRIORITIZED attacks (meaning, they happen before all other actions). The 2 AP that is prioritized is not an addition to their existing AP.
- Reflections work similar to clones when being attacked. Mirrors cannot dodge if used in this fashion.
- The Haku can only attack people within the Mirrors.
- Those inside and outside of the mirror may choose to attack the mirrors. The Haku may allow the mirrors to dodge using -4 dodge. Mirrors can only dodge if they are directly targeted.
- The Haku gains +1 Critical to basic Melee/Ranged attacks.
- Entering or Exiting the diameter of the mirrors requires a a check using the user's Nin Accuracy vs the person entering or exiting's Melee Dodge at 2 AP per attempt. All failed attempts at entering/escaping allow the user one free Basic attack against the victim. This is modded immediately after the failed attempt and counts as a basic strike with the equipped weapon.
- Mirror Hp can be increased by Ice Element Buffs.
- By casting this jutsu, all of the user's current clones instantly dissipate, disallowing clones into the Demonic Ice Mirrors.
- Mirrors can be the target of a called shot. Two successful called shots can destroy a mirror. Cannot destroy more than 5 mirrors. The Mirror HP regeneration does not bring back lost mirrors.
- Only one Demonic Ice Mirror can be on the field at once.[/fontsize]

~ Kinjutsu ~
[fontsize="12"]Jinchuuriki
Legends say that long ago, back in the early days of the shinobi world, their existed powerful Demons possessing the power to wreak havoc across the land. As a counter measure to fight these monsters, village's sealed these beasts into the bodies of Human Hosts. Whether these stories hold true or not, this forbidden practice, although frowned upon, is still practiced on a much lesser scale. There exist people who have had the energies of weaker demons and spirits sealed within their body, their body and mind becoming a vessel for the entity's power. The hosts have been known to take on certain characteristics of their inner demons, both mental and physical changes and traits which vary widely. Although one cannot deny the power the host gains from having a demon reside within them, able to draw upon it's power and gain unique affinity to the demon's affinity, their comes a price with all power. From the moment the demon is sealed within the Host, it becomes a battle for control, the demon seeking to grasp as much control as it can over the user...

Information
Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank

Effects:
- When gaining this kinjutsu, the user may choose any base or advanced element of Ninjutsu to be the affinity of their inner demon. All Ninjutsu of this Element do not require Handseals as the demon bestows unnatural abilities to the user.
- They are treated as having a 'minor' affinity to this element in their base form, and a 'major' affinity in it when in either Demon Cloak form.
- If an Advanced Element is chosen, this element will not count towards their 'Advanced Element' slots.
- While in the Demon Cloak, the user has a chance to not be able to detect friend or foe due to the power of their inner demon. Every attack has a certain percentage chance to cause the Jinchuuriki to attack a random target on the field. This only applies to the effected action, not the rest of the fight.
- Jinchuuriki skills do not require handseals.
- All Jinchuuriki techniques receive Damage/Cp reduction buffs to the user's chosen Element.
- All melee attacks made by the Jinchuuriki use their chosen element's Ninjutsu Accuracy, receiving the chosen element's Damage and Cp buffs and replacing the Melee accuracy/damage buffs.

Note:
- Because of their Inner Demon's Chakra, when any Demon Cloak is activated, any Bloodline and CA Transformation-type technique becomes negated as the user now becomes somewhat possessed by their demon's energies. This does not apply to 'Activated' passives such as Doujutsu or other Core Ability Activated Passives. In addition, No curse seal's may be active during this time as the demon's strength is too powerful to be overridden. Accuracy/Dodge buffs from Jinchuuriki and their Bloodline/CA do not stack beyond +10.

Demon Cloak Alpha - C-Rank Ninjutsu
All Jinchuuriki possess great strength, though one would be mistaken if they assumed that their incredible power came without a cost. Though they may be excellent shinobi in their own right, the full potential of their skill is not their own, but a fusion of both themselves and their inner Demon. Through training, a shinobi can learn to draw power from the demon deep within, using it to fuel themselves and granting them energy. At first this can be a very risky move, for simply acknowledging the demon within grants it more power over the user. However, with concentration, the user can learn to draw forth a small amount of the demon's energy without losing themselves. Because this energy is small compared to the demon's full potential, the host retains nearly all control of themselves, and does not seem to display any physical change aside from a visible, glowing aura of chakra.

Information
Prerequisites
Jinchuuriki, C-Rank
Rank 1: While in this stage, gain +1 Acc/Dodge, +10% Chosen Element damage
Master Rank: While in this stage, gain +2 Acc/Dodge, +10% Chosen Element damage

Special Action: - For every 1 Acc/Dodge surrendered, one gains +5% Berserk Control. (Example: If one is using a rank 1 Demon Cloak Alpha and surrenders 1 Acc/Dodge, their Berserk Control is increased to a 90% chance as opposed to 85%.) This lasts until the Jinchuuriki's next action.

Note:
- Once activated, last's until the user chooses to deactivate.
- Demon Cloak Omega overwrites Demon Cloak Alpha; they do not stack.
- Once activated, the user gains +3% Max CP at the start of every round.
- Base of 85% Berserk Control. Must be rolled (out of 100 where an 86-100 roll counts as a berserked attack) before each action to determine if the Jinchuuriki has gone berserk and a random target. Each Berserk attack lasts for only that one attack.

Cost: 500 CP to initiate -2% Max HP a round to maintain.

Demonic Burst - C-Rank Ninjutsu
Perhaps the most noticeable aspect of a host drawing forth power from their Inner Demon is that their chakra becomes a visible aura of energy around them; growing in both speed and size as the user's draws forth more and more strength from their inner Demon. However, one would be a fool to attempt to judge this as a simple aura of energy, for this chakra is so powerful and explosive, that simply coming into contact with it is enough to seriously harm opponents. As if that weren't enough, the Jinchuuriki seems to be able to manipulate this Aura at will to lash out and strike at their targets in a hemispherical explosion often compared to a bomb.

Information
Prerequisites
Jinchuuriki, C-Rank, Demon Cloak Alpha Mastered

Rank 1: 1350 damage to two targets
Master Rank: 1620 damage to three targets

<U>Effects:
- Demonic Burst has a 30% chance to unearth people from underground, 20% chance to reveal invisible targets, and 20% chance to dissipate Clones and Mirror Clones.

Special Action: - Demonic Burst can be used reflexively against projectile attacks, giving projectile attacks -3 accuracy with a 20% chance to deflect and hit a random target. The Demonic Burst deals half damage to up to 3 targets when using this special action.

Rank 1 Cost: 560 CP
Master Rank Cost: 680 CP

Demonic Howl - C-Rank Ninjutsu
A powerful skill that truly shows the fearsome strength of a Jinchuuriki, this skill can only be performed after tapping into a certain depth of their demonic partner's energies. Easily performed, this technique is a simple roar infused with the Jinchuuriki's massive reserves of chakra, producing a powerful kinetic shockwave of sonic energy that can easily upturn the ground, trees, debris, and even knock victims right off their feet, all while causing significant damage from the sheer pressure and force of their roar.

Information
Prerequisites
Jinchuuriki, C-Rank, Demon Cloak Alpha Mastered

Rank 1: Lowers every secondary by 1 to all in the topic until the end of the round. Deals 1% Max HP damage for 3 rounds.
Master Rank: Lowers every secondary by 2 to all in the topic until the end of the round. Deals 3% Max HP damage for 3 rounds.

Note:
- May not be stacked.
- Also targets allies in battle as well as foes, but not the Jinchuuriki.
- Does not effect those with Fearless.
- The effected targets must make a Nin-Save at the beginning of every round to include the round effected. If successful, they are freed from the % Max HP damage.
- May not be stacked more than once per target effected. May not stack with Poisonous Chakra.

Cost: 1400 CP to initiate

Destructive Shield - B-Rank Ninjutsu
Upon obtaining the demon cloak, a Jinchuuriki is able to manipulate their out-flowing chakra to increase not only their offensive capabilities, but their defensive capabilities. The Jinchuuriki is able to erect a shield of chakra that can absorb damage and redirect the energy back at the last person to attack the shield. Be careful, however, doing too much may result in the destruction of the shield and the chakra to backfire.

Information
Prerequisites
Jinchuuriki, B-Rank, Demon Cloak Alpha Mastered

Rank 1:The Jinchuuriki creates a shield that can absorb 2200 damage. This shield deals damage up to half it's shield strength upon destruction
Master Rank: The Jinchuuriki creates a shield that can absorb 3300 damage. This shield deals damage up to half it's shield strength upon destruction

Note:
- Must be in Demon Cloak Omega to use.
- The only way for the shield to be lowered is for the shield to be destroyed.
- The shield's HP does not regenerate, nor does recasting it refills it's HP. This jutsu cannot be stacked for multiple shields.

Rank 1 Cost: 880 CP to initiate, 420 CP per round maintain
Master Rank Cost: 1440 CP to initiate, 690 CP per round maintain

Demon Cloak Omega - B-Rank Ninjutsu
The final form of a Jinchuuriki's power, drawing forth a dark and seemingly endless supply of chakra from their inner demon. In this stage, the user hardly resembles a human, instead appearing as their inner demon, though still human-size. The host has been lost deep within the energies of their demon, gaining almost incomparable strength, but possessing nearly no form of their own rationality. They see no difference between friend or foe, hardly remembering why they fight in the first place, and only desire the destruction of all those around them. In this phase, the host's body rapidly begins to disintegrate from the stress of the natural energy, visibly breaking apart and being replaced by a neon glow of corrosive chakra. They are an avatar of destruction, both to themselves and all others around them.

Information
Prerequisites
Jinchuuriki, B-Rank, Demon Cloak Alpha Mastered

Rank 1: While in this stage, gain +3 Acc/Dodge, +10% Chosen Elemental Damage
Master Rank: While in this stage, gain +4 Acc/Dodge, +15% Chosen Elemental Damage

Special Action: - For every 1 Acc/Dodge surrendered, one gains +5% Berserk Control. Example: If one is using a rank 1 Demon Cloak Omega and surrenders 1 Acc/Dodge, their Berserk Control raises to a 65% chance as opposed to 60%. This lasts until the Jinchuuriki's next action.

Note:
- Demon Cloak Omega overwrites Demon Cloak Alpha; they do not stack.
- If activated while the user is in Demon Cloak Alpha, this costs -1 AP and -25% normal CP cost.
- Once activated, lasts until the user chooses to deactivate with a 65% chance of failure and a 1 AP Cost. If the user fails to deactivate, they lose 5% Berserk Control which remains for the remainder of battle.
- Once activated, the user gains 5% Max CP at the start of every round.
- This jutsu has a 10% chance at auto-dodging every attack. This does not stack with other auto-dodge abilities.
- Basic melee attacks now attack up to 3 targets.
- Base of 65% Berserk Control. (Rolled out of 100 with a roll of 66-100 meaning a berserked attack) Must be rolled before each action to determine if the Jinchuuriki has gone berserk and attacked a random target. Each Berserk attack lasts for only that one attack.

Cost: 2000 CP, 3% Max HP per round.

Demon's Edict- A-Rank Ninjutsu
A Jinchuuriki's strength isn't based off of just their offensive or defensive prowess, but being able to strike fear into their opponent's hearts, making them fearful to even attack the Jinchuuriki. The Jinchuuriki sits and waits for the right moment to lash out, extending their chakra out into a giant claw to grab the target, utilizing Menacing Blast at the bound target before the Jinchuuriki tosses the target violently towards the ground. With an attack like this, one must be wary to attack a Jinchuuriki.

Information
Prerequisites
Jinchuuriki, A-Rank, Demon Cloak Omega Mastered

Rank 1: Deals 4000 damage to a single target. The target has a 35% chance of being disarmed, and has a 15% chance of auto-failing their next two attacks (Only one may auto-fail). The user may follow up this jutsu with a Taijutsu at +1 Accuracy.
Master Rank: Deals 5000 damage to a single target. The target has a 45% chance of being disarmed, and has a 20% chance of auto-failing their next two attacks (Only one may auto-fail). The user may follow up this jutsu with a Taijutsu at +2 Accuracy.

Special Action: The Jinchuuriki may spend +.5 Ap to add one of these effects to the jutsu. Only one effect may be added.
- The user may increase the Jutsu by +20% Base damage, +1 Accuracy, and +1 Critical.
- The user may "Throw" the initial target at a secondary target, dealing damage and effects to both victims.

Rank 1 Cost: 2000 Cp to initiate
Master Rank Cost: 2500 Cp to initiate

Note:
- Must be in Demon Cloak Omega to use.
- This jutsu is modded directly after an attack made against the user by the target, starting from the time of the user's last action.
- The user may instantly follow up this jutsu with a Taijutsu; the chosen attack cannot combo any further and still must have all costs payed.
- Every time after the first that Demon's Edict has been used on the same character, there is a +5% damage increase with a -1 Accuracy penalty. This stacks up to +15% damage/-3 Accuracy, and does not apply to the damage cap.
- No other bonuses can be added on to this to break the damage limit, aside from the special action and repeated use.

Menacing Blast - A-Rank Ninjutsu
A technique which takes on various forms and styles, this technique can only be attempted once the Host has reached a certain stage and gains access to enough of their Demon`s energy. This technique allows the Jinchuuriki to gather raw chakra either from their bodies or the air around them, and condense it into a a single compressed ball of energy. This ball of chakra can be consumed or sustained, causing a chain reaction of energy, where the explosion is fired from the mouth, or fired from the ball respectively.

Information
Prerequisites
Jinchuuriki, A-Rank, Demon Cloak Omega Mastered

Rank 1: 5000 damage to one opponent.
Master Rank: 5500 damage to one opponent

Special Action: - May 'Strafe' multiple targets. There is a -10% dmg penalty for every target after the first that the target strafes. During the strafe, the target may return to the target (if missed) for -20% damage.

Note:
- May only target up to 5 people to include 'restrafing'.
- You cannot restrafe to target an enemy that initially auto-dodged this jutsu.

Rank 1 Cost: 2800 CP to initiate
Master Rank Cost: 3300 CP to initiate

Poisonous Chakra - S-Rank Ninjutsu
Due to the evil/malignant nature of a Jinchuuriki's chakra, contact with the aura can cause irreversible damage to a person's body. Touching the cursed chakra may feel like an intense flame is shooting through a person's body, when in reality, the curse of the demonic chakra acts like a poison.

Information
Prerequisites
Jinchuuriki, S-Rank, All Jinchuuriki abilities master rank

Master Rank: Deals 1% Max HP and 200 CP damage to the one coming in contact with the Poisonous Chakra. Once effected, for every 1 AP the target spends, they take the advertised damage. This only effects the poisoned for 1 round. This may effect multiple targets to include friendly targets.

Note:
- This jutsu effects the Jinchuuriki's: Demon Cloak, Melee, Jinchuuriki attacks, and chosen elemental attacks. While it effects the Demon Cloak, any unarmed attacks made towards the Jinchuuriki poisons the attacker.
- May not stack per round. May not "re-infect" the same target to reset timer. Once the poison has run it's course, may 're-infect' giving the target a +1 to their poison check for every time 're-infected'.
- Once attacked, must make a poison check. This is treated as a Heavy Poison with an additional +3 Difficulty.
- This jutsu is considered a hidden action. (In other words, not mentioned in the mod that one has applied poison to their chakra)
- Must be in Demon Cloak Omega to use.
- Considered Akuton/Evil.
- Takes effect at the beginning of the next round.
- This jutsu remains active on the Jinchuuriki until de-activated
- May not be stacked with other percentage HP/CP damaging techniques or effects.

Cost: 1000 CP/500 HP to initiate, 500 CP/1% Max HP to maintain[/fontsize]

[fontsize="11"]~ Abilities ~[/fontsize]
[fontsize="10"]
  • 1. Kinjutsu
  • 2. Kinjutsu
  • 3. Kinjutsu
[/fontsize]

[fontsize="11"]~ Weapons ~[/fontsize]
1391626484-Miroku-Fujima-x-Izumi-Nase_5.jpg

Yuki-onna

A three sectional spear forged especially for Haruka to further her physical prowess and command over ice.

Damage Type: Piercing
Effect: +5% Called Shots
Accuracy: +2
Base Damage: -10%

Augments
Chain Link
Ignition
Hidden Flail

[fontsize="12"]~ Jutsu Information ~[/fontsize]
[fontsize="11"]~ Elemental Affinities ~[/fontsize]
Minor Affinities
  • None

MajorAffinities
  • Water
  • Wind
  • Lightning
  • Non-Elemental Jutsu

Advanced Element
  • Ice
  • Crystal
  • Mirror

[fontsize="12"]~ Medical Jutsu ~[/fontsize]
Mastered
  • Coagulation (Rank D)
  • Mystical Hand (Rank D)
  • Anesthetic Infusion (Rank C)
  • System Shock (Rank C)
  • Skeletal Fortification (Rank C)
  • System Restoration (Rank C)
  • Mystical Force (Rank B)
  • Medical Wand (Rank B)
  • Tranquilizer (Rank B)
  • Medical Assistant (Rank B)
  • Resuscitate (Rank A)
  • Angelic Blessing (Rank A)
  • Pristine Aura (Rank A)
  • Regeneration (Rank A)

Rank 1
  • All Mastered

[fontsize="12"]~ Non-Elemental Jutsu ~[/fontsize]
Mastered
  • Transformation (Rank E)
  • Body Switch (Rank E)
  • Cancel (Rank D)
  • Spirit Lantern (Rank D)
  • Crystal Eye (Rank D)
  • Barrier (Rank C)
  • Combination Transformation (Rank D)
  • Jutsu Sealing (Rank C)
  • Stunt Double (Rank C)
  • One Element Sealing (Rank C)
  • Elemental Negation (Rank C)
  • Elemental Clone (Rank C)
  • Shadow Shuriken Replication (Rank B)
  • Energy Transfer (Rank B)
  • Leech Seal (Rank B)
  • Chakra Shield (Rank B)
  • Chakra Blast (Rank B)
  • Rasengan (Rank B)
  • Perfected Rasengan (Rank A)
  • Five Element Seal (Rank A)
  • Morality Sealing (Rank A)
  • Natures Guard (Rank A)
  • Stardust Nova (Rank A)
  • Gate of Enma (Rank A)

Rank 1
  • All Mastered

[fontsize="12"]~ Mirror Jutsu ~[/fontsize]
Master Rank
  • Mirror Clone (C Rank)
  • Reflective Surface (C Rank)
  • Shattering Shards (C Rank)
  • Breaking Glass (C Rank)
  • Synchronized Reflection (B Rank)
  • Speculum Sphere (B Rank)
  • Reflective Rain (B Rank)
  • Mirrored Edge (B Rank)
  • Fun House (A Rank)
  • Spitting Image (A Rank)
  • Reflective Storm (A Rank)
  • Mirror Coat (A Rank)

Rank 1
  • All Mastered

[fontsize="12"]~ Crystal Jutsu ~[/fontsize]
Master Rank
  • Topaz Tempest (C Rank)
  • Fluorite Spikes (C Rank)
  • Emerald Emitter (C Rank)
  • Ruby Rain (C Rank)
  • Goldstone Clutch (B Rank)
  • Moonstone Shower (B Rank)
  • Sapphire Storm (B Rank)
  • Amethyst Casing (B Rank)
  • Diamond Cutter (A Rank)
  • Obsidian Dragon (A Rank)
  • Amber Beacon (A Rank)
  • Crystalline Passage (A Rank)

Rank 1
  • All Mastered

[fontsize="12"]~ Ice Jutsu ~[/fontsize]
Master Rank
  • Ice Shards (Rank C)
  • Frigid Ice Blast (Rank C)
  • Hypothermic Touch (Rank C)
  • Artic Aether (Rank C)
  • Ice Transmutation (Rank B)
  • Snowflake Shuriken (Rank B)
  • Crystallize (Rank B)
  • Ice Prison (Rank B)
  • Falling Snow (Rank A)
  • Hailstorm (Rank A)
  • Subzero Purge (Rank A)
  • Koorikan (Rank A)

Rank 1
  • All Mastered

[fontsize="12"]~ Wind Jutsu ~[/fontsize]
Master Rank
  • Pressure Bursts (Rank E)
  • Wind Slash (Rank E)
  • Whirlwind Spin (Rank D)
  • Air Bullet (Rank D)
  • Shredding Touch (Rank D)
  • Wind Scythe (Rank C)
  • Tempest (Rank C)
  • Gale Force (Rank C)
  • Wind Release (Rank C)
  • Great Wind Scythe (Rank B)
  • Wind Scar (Rank B)
  • Vacuum Sphere (Rank B)
  • Cyclone Movement (Rank B)
  • Tatsumaki (Rank A)
  • Hurricane (Rank A)
  • Ambiance of the Forbidden (Rank A)
  • Zephyrs Grace (Rank A)

Rank 1
  • All mastered

[fontsize="12"]~ Water Jutsu ~[/fontsize]
Master Rank
  • Pressurized Mist (Rank E)
  • Water Gun (Rank E)
  • Water Whip (Rank D)
  • Aqua Fang (Rank D)
  • Rinse Off (Rank D)
  • Grand Waterfall (Rank C)
  • Impaling Hydro Jet (Rank C)
  • Water Prison (Rank C)
  • Rain Dance (Rank C)
  • Torrential Vortex (Rank B)
  • Hydro Tidal Shockwave (Rank B)
  • Water Shark Bomb (Rank B)
  • Mystical Pond (Rank B)
  • Grand Hydra Excavation (Rank A)
  • Water Dragon Bullet (Rank A)
  • Scorn of Aquarius (Rank A)
  • Supreme Aqua Realm (Rank A)

Rank 1
  • All mastered

[fontsize="12"]~ Lightning Jutsu ~[/fontsize]
Master Rank
  • Storm Bolt (Rank E)
  • Thunderfist (Rank E)
  • Thunderclap (Rank D)
  • Electroshock (Rank D)
  • Electrocution (Rank D)
  • Zeus Flash (Rank C)
  • Lightning Torrent(Rank C)
  • Thunderstruck(Rank C)
  • Volt Charge (Rank C)
  • Gigavolt Cannon (Rank B)
  • Chidori (Rank B)
  • Lightning Beast (Rank B)
  • Amp Field (Rank B)
  • Raijins Revenge (Rank A)
  • Chidori Control (Rank A)
  • Kirin (Rank A)
  • Thunderdome (Rank A)

Rank 1
  • All mastered

[fontsize="12"]~ Piercing Taijutsu ~[/fontsize]
Master Rank
  • Stab (E Rank)
  • Thrust (E Rank)
  • Multi-Impale (E Rank)
  • Piercing Rain (E Rank)
  • Cross Pierce (D Rank)
  • Impaling Counter (D Rank)

Rank 1
  • Dynamic Poke (D Rank)
  • Dynamic Pierce (D Rank)
  • Defensive Thrust (D Rank)
  • Outcry (C Rank)
  • Iron Point Prison (C Rank)
  • Clip Downpour (C Rank)
  • Spiked Shield (C Rank)
  • Feint Spike (C Rank)
  • Pressure Pierce (C Rank)
  • Outer Rim Breaker (C Rank)
  • Pressure Thruster (B Rank)
  • Fake Out (B Rank)
  • Enraging Strike (B Rank)
  • Fillet-O-Flesh (B Rank)
  • Million Stabs (B Rank)
  • Bloodletter (B Rank)
  • Finisher (B Rank)
  • Ultimate Counter Measure (A Rank)
  • Piercing Pinholder (A Rank)

[fontsize="12"]~ Jinchuuriki Jutsu ~[/fontsize]
Master Rank
  • Demon Cloak Alpha (C Rank)
  • Demonic Howl (C Rank)
  • Demonic Burst (C Rank)
  • Destructive Shield (B Rank)
  • Demon Cloak Omega (B Rank)
  • Demon's Edict (A Rank)

Rank 1
  • Menacing Blast (A Rank)

[fontsize="12"]~ Career Statistics ~[/fontsize]
[fontsize="11"]~ Missions ~[/fontsize]
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