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:

Shingetsu Sora (Genin)

Joined
Jul 8, 2021
Messages
368
Yen
1,914,800
ASP
6,389
OOC Rank
S
KBhUVss.jpg


Shingetsu Sora

NAME: Shingetsu Sora (Human) | Suigetsu (Ancient)
AGE: 15
HEIGHT & WEIGHT: 5’5’ (165.1 cm) | 115 lbs
HAIR, EYE & SKIN TONE : Brown | Brown | Brown
RACE: [Unrevealed Water Court Ancient]
OCCUPATION: Genin
LANGUAGES SPOKEN: Basic, Runic Terran

Appearance

Relatively thin, Sora has an average build of an average male teenager who gets a fair amount of exercise. Standing at a respectable 5’5’(165.1 cm), Sora is close enough to average height to warrant attention from his peers. With an earthy skin tone and equally brown eyes, Sora is an uncommon but not rare sight in his native Wind Country. When using his inborn talents it isn’t uncommon for his eyes to glow with chakra turning his natural brown eyes a hue between white and blue. One to express himself outwardly despite being somewhat of an introvert, Sora often wears his hair in styles traditional to those of a nomadic lifestyle and his style of dress can be considered especially bohemian for Sunagakure.
Personality

Raised by nomadic parents, Sora was always taught to hide his uniqueness and to simply blend in. As such, when his parents eventually thought it best for him to attend the academy in Sunagakure in order to experience the world, he kept up the appearance of simply being average despite being capable of much more than that. Not quite a prodigy but certainly not the weakest student in his class, Sora is very much the sort of person to go with the flow of life and to not extend himself overly much, one way or the other. Though he often seeks to keep an even ebb and flow on his emotions, Sora often finds his mood just ever so noticeably changing with the phases of the Moon. With a New Moon he feels more at peace and during a Full Moon he feels a frenzy that he can’t quite shake. It’s not enough of a pull to make him feel like abandoning his morals but it’s enough of a mental itch for him to feel inclined to at least think about the possibility of such.
History

Suigetsu was an Ancient of the Water Court who dared to question Suijin's stance on taking part in the affairs of land dwelling man and the other Courts. Having taken part in the final battle against humanity, he over the centuries grew more and more bold until one particular event where he went too far and his punishment was a forced regeneration [reincarnation] into a younger, weaker form. Because it was forced prematurely, Suigetsu lost both his memories and a measure of his former might (hand waving for how he appears to be basically human now).

Born to nomadic parents, Sora was a bright eyed miracle of a child between two parents that had eloped. Though it was never expressed to him, the truth of his lineage was that his mother was something special, something akin to royalty but neither her nor his father ever spoke on it in front of him and the most that he understood on the matter was what he overheard when they thought that he was sleeping at night.

What Sora was sure of despite that was the fact that he was quite special. On the day that he was born, instead of being born with the clan traits of his father, he was instead born with a specialness that indicated to his parents that they were right to elope as they had. Able to bend light, the ability manifested itself soon after he was born when under a New Moon, he seemingly disappeared in his crib while crying. His father at first panicking, it was his mothers quick thinking to begin singing that soothed his cries and caused him to reappear right where he had been all along, unharmed and eager for his mother’s attention.

On that day, Sora’s parents abandoned their life with his fathers nomadic clan and headed East towards the village of Sunagakure, changing their name and leaving behind all traces of their past lives entirely. Growing up, Sora’s parents never spoke much on the subject of who his grandparents were, where they were or even the true intimate details of his birth. When eventually he entered the world of shinobi as a bright eyed child, he much like the orphans had no great familial story to tell. Quite sure that his parents were lying to him but far too respectful to speak to them on the matter, Sora did as he was told and climbed his way through the academy remembering the lessons that they had taught him.
 
Last edited:
STATS
CLASS
ABILITIES
Agility: 600/600
Stamina: 600/600
Ninjutsu: 600/600
Genjutsu: 600/600
Taijutsu: 600/600
Chakra Control: 600/600
Level: 15
PL: 3600
The Old Lunar Legend
HP: (50+lvl) x stamina
CP: (55+lvl) x chakra control
Class Bonus: Kinjutsu (Ninjutsu Accuracy), +5% Chance of inflicting Secondary Effects
High: Ninjutsu Accuracy
Average: Evasion, Genjutsu Save
Low: Ranged Accuracy, Melee Accuracy, Genjutsu DC
0. Shinobi 101 - Bludgeoning Tai w/ Ninjutsu Acc
0. Militia
0. Physician (Via Journeyman)
0. Implacable (Via Ripple Shield)
1. Strategist
Strategy Slot 1: Free Basic Strike w/ Chakra Saber: Blue
Strategy Slot 2: Free Basic Strike w/ Chakra Saber: Blue
Strategy Slot 3: Free Basic Strike w/ Chakra Trident
Strategy Slot 4: Apply Plexistim on Chakra Saber: Blue
Strategy Slot 5: Apply Plexistim on Chakra Trident
2. Sage Mode - Non-Elemental Ninjutsu (Subtype)
3. Called Shot
4. Initiative
5. Economizer (Poison)
6. Elementalist
7. Jutsu Mastery
8. Human Anatomy
9. Contract Mastery
10. Temporal Strider
11. Temporal Strider
12. Temporal Strider


Free Minor Element: Fire
Free Major Element: Water
Free AE: Shadow

Minor Element(s): Non-Elemental | Fire | Water | Lightning | Shadow | Vapor | Storm | Magnetic
Major Element(s): Non-Elemental | Fire | Water | Lightning | Shadow | Vapor | Storm | Magnetic
Base Element(s): Non-Elemental | Fire | Water | Lightning
Advanced Element(s): Shadow | Vapor | Storm | Magnetic



SEIKON
TEMPORAL STRIDER
EQUIPMENT
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)

---

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.
----

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 - Dependent Special Move
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 affected Ninjutsu gains +2 accuracy, and bypasses all barriers.
Rank 2: The affected Ninjutsu gains +2 accuracy, and bypasses all barriers and Damage Reduction.
Rank 3: The affected Ninjutsu gains +2 accuracy, and negates all barriers and Damage Reduction, destroying them and dealing normal damage to the target.

Cost: Cost of the Ninjutsu being used +20%

Notes:
- At all ranks, the damage done by the affected attack cannot be reduced or blocked by any means.
- Requires ten seconds of cooldown between uses.
- 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.


YbkVnfm.png

Temporal Strider
Temporal Striders are born seemingly apart from the world at large, some form of anomaly in the framework, unknown to ordinary existence. While they grow and age as human standards dictate, they are capable of seeing a tear in space and time and interact with those tears to distort and manipulate the flow of time to their whims. While they cannot play with time on a greater scale, mere seconds are all they need to gain an upper hand in combat and once they do learn to control their unique power, they can do more than just play with time.

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

Effects:
- The user's Temporal Strider skills have priority over any other action occuring at that same time.
- The user may not lose more than 2 AP in a round due to the effects of others (e.g: Suppression, Max AP reduction and such)
- The user can carry over up to 2 AP that has not been used from the previous round. You cannot start a round with more than 12 AP and any excess AP are loss.
- At any point in a round, you can spend either 1 or 2 AP to trigger an Epoch. You can only choose one Epoch each round and whenever you activate one, you regain the spent AP for the following round as if it has not been used.

Epochs - Mastery over time allows a Temporal Strider to utilize their given time to produce a wide variety of law-defying effects and brief, but momentous events.
  • Haste - Grants you or a target of your choice +3 Dodge/Save and 10% Auto-Dodge for 2 seconds for every 1 AP spent. (minimum of 2 seconds).
  • Slow - Grants you or a target of your choice -3 Dodge/Save for 2 seconds for every 1 AP spent. (minimum of 2 seconds).
  • Flow - For every 1 AP spent, you can reflexively force an action to be modded as normal timing.

World Standstill - Kinjutsu Ability
Ipgr3ag.png

Perhaps the most frightening ability of a Temporal Strider is their capability of halting time for very short periods. To the unknowing, it could even appear as if the Temporal Strider is conjuring attacks from from thin air, or warping from one space to another, unaware of them moving very regularly in a time seen only by themselves. Though exhausting to the user, even the briefest of extra moments can offer a momentous advantage during battle.

Information
Prerequisites: Temporal Strider

Effects: The user may stop time, which acts as a "round-within-a-round" occuring at that point. The duration of this sub-round may last 1, 2 or 3 seconds (user's choice). While time is stopped, only a Temporal Strider may perform actions, while all others are "paused" and immune to all actions which hit them in a sub-round (harmful and beneficial). Once this sub-round ends, the round continues from where it left off, uninterrupted.

Cost: 1 AP, and 1.5% Max CP x seconds stopped

Note:
- World Standstill may only be used once per round, regardless of how many Temporal Strider are present in battle. The user has a 15 second cooldown before they may reuse it again.
- Actions may begin inside the sub-round and carry over into the real round. Example; performing a 2.5 second action within a 1 second sub-round, will cause it to complete 1.5 seconds after the sub-round ends.
- The stopped time sub-round has no effect toward any duration/cooldowns.
- Paused targets are only immune within this sub-round of stopped time; if the user delays a jutsu to resolve after the sub-round ends, it may affect the target.

Chronostasis - Kinjutsu Ability
jfSOnLP.png

Time being like so much liquid to a Strider, then can easily throw their chakra forwards in it to form into its essence later--even controlling where and when it appears.

Information
Prerequisites: Temporal Strider

Effect: Once per round, the user may reflexive delay any attack for between 10 to 20 seconds, or until the user delays a different attack through Chronostasis.

Notes:
- Can be used reflexively against a different target's attack, or be used directly to their own attack.
- Delaying a target's attack is automatic, even if an enemy.
- All costs are paid as normal at the time of casting. Any maintenance costs do not begin until after the jutsu occurs.

Rewind - Independent Special Action
JFnib0c.png

One of the notable abilities of a Temporal Strider is to forcibly push back an object or a person to a certain point in the past, rendering it or them to their state as before. Normally seen as an ace for Temporal Striders when dire situations are presented to them, but often times can be used offensively by means of putting someone back in a dangerous situation where they may previously escaped or avoided.

Information
Prerequisites: Temporal Strider, B-Rank

Rank 1: Negates the effects of the last jutsu to hit the user. This treats the jutsu as if it had never affected the user (removes damage, effects, and etc).
Mastered: Can target others.

Special Action: Rather than the usual effect, the user may choose to re-apply the last effect that had been affecting the target, but had been removed early. (Such as successfully resisting a Genjutsu, or a Poison, or escaping an Arena or Bind, etc).

Cost: AP equal to the negated Jutsu (minimum of 1 AP). Re-applying an effect costs 1 AP.

Notes:
- Each individual target (to include the user), has a 15 second cooldown before they may be reaffected by Rewind again.
- For the special action, choosing to re-apply an effect must be an effect that has affected them and they removed it. This does not include if the effect is a jutsu that is being maintained by another player and has been disrupted/dropped, causing the player to drop the jutsu affecting your target.

Fast Forward - B-Rank Non-Elemental Ninjutsu
wKlCZQA.png

Many consider time as a mere concept, a made-up to keep track of things as the day progresses. For a Temporal Strider, time is something tangible and a force to reckon with and when things are set in motion, they can turn the flow of time against it, speeding up their destruction and quickly passing their time to which none may benefit it's presence in the present.

Information
Prerequisites: Temporal Strider, B-Rank

Rank 1: Strikes a target at +2 accuracy, dealing 1800 damage and inflicting Wither to a jutsu or effect of your choice afflicted to the target or being maintained by the target.
Mastered: Strikes a target at +3 accuracy, dealing 2250 damage and inflicting Wither to a jutsu or effect of your choice afflicted to the target or being maintained by the target.

Rank 1 Cost: 730 CP
Mastered Cost: 910 CP

Notes:
- A target may only be affected once per round.
- May use any Accuracy of your choice (e.g: Ranged, Gen. DC, Ninjutsu, etc).
- May not choose Bleeding as an option.
- Wither treats the selected Jutsu as if 10 seconds had passed, also triggering any associated effects which would have occurred during that time (for example, maintain costs, resistance checks, DoT, etc). All costs/damages are immediately paid.
- In addition to the above note, Wither affecting jutsus that has HP (Creations or Clones) is reduced by 20% and jutsus that restores HP over time only restores 60% of the usual amount.

Favor of Time - A-Rank Non-Elemental Ninjutsu
vF1S2FU.png

There are ways to cheat time. Temporal Striders are able to step into the currents of causality and hop "between" strands of probability... and drag their opponents along with them. This means that any time an opponent would choose to face a Temporal Strider with the proper mix of cunning and strength they do so with the forces of fate itself working against them.

Information
Prerequisites: Temporal Strider, A-Rank

Rank 1: For 15 seconds, the user may reflexively select any two actions which require a roll, granting the action either Advantage or Disadvantage of your choice.
Mastered: For 15 seconds, the user may reflexively select any four actions which require a roll, granting the action either Advantage or Disadvantage of your choice.

Cost: 3 AP and 2000 CP

Notes:
- Has a 10 second cooldown between uses.
- Selecting an action only needs to be declared and likewise is modded as instantaneous as a result. Casting Favor of Time still takes time as normal however. Can choose actions from other players.
- Advantage causes the action to roll twice, taking the result which favors the caster more and discarding the other.
- Disadvantage causes the action to roll twice, taking the result which disfavors the target more and discarding the other.
- If the action has multiple rolls involved, you may specify which part(s) of the action you would like to impart this jutsu's effect on. Each roll you choose to apply this effect on a single action is considered as another action.
- If Favor of Time is used on an action, it removes any other effects that would allow the action to be re-rolled.

Broken Timeline - S-Rank Non-Elemental Ninjutsu
XDyE3yl.png

While time traveling is something that can be done with extreme precaution, a Temporal Strider will take that risk to do such thing. The ability to break the time itself, risking themselves as they call upon consumed time into the present, their own self that has yet to experience what is to come. These versions of yourself tend to appear distorted and gray, lack of colors as they are out of their own time and even so, they present danger to those around them and to the present self as the lack of communication prevents either past and present from exchanging information, although some find ways to order or prevent themselves from doing something in the past.

Information
Prerequisites: Temporal Strider, S-Rank

Effect: Summons a version of yourself, a Time Echo, from one of the last 3 rounds. Lasts 10 seconds.
  • Has secondaries equal to user's.
  • It will perform all actions and conditionals performed by the user during that round, choosing the same targets as before.
  • You can cancel or re-direct any actions your version would had performed during the round. You cannot order your version to perform new actions.
Cost: 4.5 AP and 4,620 CP.

Note:
- Has a 20 second cooldown from the time the Time Echo disperses.
- Any HP/CP damage taken by the Time Echo would be dealt to you instead.
- The Time Echo does not have any AP; it will attempt to perform the same actions, with the same amount of time passing between them as they were originally used. It's actions may be spill over between rounds (example; it performing a 2-second action at 9 seconds into round 3, will cause the action to occur 1 second into round 4.)
- The Time Echo is not treated as a Clone or Creation. This does not allow you to bypass any limitations such as barriers, creations, clones, etc.
- Both "Once per round" actions and those having a cooldown, when performed by the Time Echo, do not count toward the user performing them in the current round. This only applies to these kinds of actions (not once per battle ones, or things target may only be affected by once per round).
Armor: Heavy Armor
Utility: Headband
Slot 1: Headset
Slot 2: Hidden Weapon
Slot 3: Pouch x4 (Tool)
Slot 4: Plexistim (Poison) x2 (+1 Slot and Usage from Economizer])


Weapons
Name: Chakra Saber: Blue
Type: Unarmed (May use handseals)
Accuracy Mod: +2
Damage Mod: -10%
Augments: Chakra Drain | Recovery | Trick Weapon (Bludgeoning)

Name: Chakra Trident
Type: Unarmed (May use handseals)
Accuracy Mod: +2
Damage Mod: -10%
Augments: Vengeance | Special Composition: Shadow | Trick Weapon (Bludgeoning)



FIRE
WATER
LIGHTNING
NON-ELEMENTAL





BLANK​
BLANK​
BLANK​
MAGNETIC
 
Last edited:
RUNA
1657141397786-png.1715
A large, somewhat crystalline looking creature, Runa is a by all accounts and descriptions, a large bat. Sporting large and magnificent wings, her wings appear to be semi translucent while her other limbs are more defined and black. Despite her apparent bulk, Runa is surprisingly limber and agile and even when comparing her large size, she is still able to take to the skies without much thought or concern. Sporting a height twice as tall as the most normal sized men, when Runa stretches out her wings, they coincidentally make a shape like that of a full moon. With normally red eyes and sharp fangs in her mouth, Runa is capable of physical speech but she usually prefers to project her thoughts. This is no doubt due to the extensive amount of time that she spent trapped in her prison. Unlike most bats, Runa naturally glows with soft light akin to moonlight but she is capable of turning off her bioluminescence if she so chooses.
Normally quiet and serene, Runa is graceful both with her actions and her words and deeds. Ancient in a way that most humans usually can never fathom, Runa has seen more of the atrocities of man than most living beings have. As such, Runa is usually slow to trust those that she does not know and even when it comes to the relationship of Sora and Suigetsu, she only so much as deals with Sora because she has such a respect for Suigetsu. With those that she trust, she bonds with them on a level that is far deeper than most imagine creatures like her to be and when it comes to her closely bonded allies, she ends up viewing them more as family than friends. Due to her unjust imprisonment, Runa has developed a quick temper when it comes to unjust actions and as such, when her temper does flare, she waste little time in doing what needs to be done to rectify the situation.
Hailing from a land that that as she describes, lies beyond the stars, Runa's first interaction with humankind came by way of meeting the Water Court Ancient, Suigetsu. It was during that time that he was deeply embattled on more than one front with his family, his former allies and those that he loved. Standing at a the precipice of victory of defeat, it was at this time that he found a younger Runa trapped in a catchers net. Whereas so many had passed Runa by, it was Suigetsu that stopped to help her and with that caring attitude and his remarkable ability to value his friends like family and his family as himself, she decided to follow him on from then on.
Like most of her kind, Runa was born to fly and much like her alien look might have implied, she was always fascinated with the stars. So fascinated was she, that through thick and thin, she stuck by Suigetsu's side, even as he battled and fought from one dimension into the next. It was during his last particular venture, that he left her to watch over his wife, a caring woman that Runa had come to view as her own just as she had Suigetsu. Unbeknowst to Runa however, Suigetsu was to be betrayed and when his home was stormed, she too along with those that dared to defy the will of Suijin of the Water Court, found their demise. Some were killed but others, like Runa, were imprisoned in bonds that only Suigetsu could free them from. A cruel trick from an even more cruel mistress, Runa was thoroughly relieved when so many moons later, that Suigetsu had come to finally free her. Though it took her some time to learn to trust his new form, she soon found that young Sora, like Suigetsu, was one far more special than his stature might have implied.

Contract Search
Approval


[TABLE=centered]
[TR]
[TD]
STATS
[/TD]

[TD]
CLASS
[/TD]

[TD]
ABILITIES
[/TD]

[TD]
WEAPON
[/TD]
[/TR]
[TR]
[TD]
Agility: 450/450
Stamina: 450/450
Ninjutsu: 450/450
Genjutsu: 450/450
Taijutsu: 450/450
Chakra Control: 450/450
Level: 12
PL: 2700​
[/TD]

[TD]
Starlight Dreamer
HP: (30+15+4) x stamina (450) = 22,050
CP: (40+15+4) x chakra control (450) = 26,550
Class Bonus: Class Bonus: +4 Hp and Cp Mod
Senjutsu Subtype: Wind Ninjutsu Accuracy
High: Ninjutsu Accuracy
Average: Evasion, Genjutsu Save, Genjutsu DC
Low: Ranged Accuracy, Melee Accuracy​
[/TD]

[TD][/TD]

[TD]
Name: Prism Armor
Type: Projectile (Bleeding)
Accuracy Mod: +2
Damage Mod: -10%
Augments: Primal | Great Weapon | Daze
[/TD]
[/TR]
[TR]
[TD]
Wind (Ninjutsu)
[/TD]

[TD]
Projectile (Taijutsu)
[/TD]

[TD]
Audial Debuff (Genjutsu)
[/TD]

[TD]
CONTRACT SKILLS
[/TD]
[/TR]
[TR]
[TD]

Whirlwind Spin [M]
Air Bullet [M]
Tempest [M]
Wind Scar [M]
Vacuum Sphere [M]
[/TD]

[TD]

Curve Shot [M]
Unforeseen Shot [M]
Bounce Shot [M]
Snipe [M]
Scatter Shot [M]
Flurry Shot [M]
[/TD]

[TD]

Wasteful [M]
Prolong [M]
Radial Shock [M]
Blank Slate [M]
[/TD]

[TD][/TD]
[/TR]
[/TABLE]
 
Last edited:
MIO
VvCLgum.png
Larger than normal for her species but still small in comparison to a human, Mio species is a strange fusion of multiple other fish types. A chimera, unlike typical fish, her species tends to have what most would consider hair and eyes that seem to know a little too much. Hailing from the portion of the sea that Ancients dwell in, Mio’s body is accustomed to deep sea living and her thick black shell proves as much. With her overall body a black darker than the darkest night, her blue eyes give off a glow that gives credence to the idea that the creatures of the deep only exist to haunt the dreams of seafaring men. Having a horn and fins, when Mio is on the hunt, her enemies often mistake her for a swordfish or a shark and while she exhibits signature markers of both, her body is far sturdier than either. When on land, Mio is able to float on the tiniest bubbles of water due to her innate ability to manipulate chakra, proving to be equally capable on land or in the sea.
Considered still a child by her elders, Mio is by all human accounts, ancient and long lived. While not quite as playful as one might expect of a child, the fact that she consorts with Ancients and humans alike with the sort of reckless abandon that normally would get her kind killed for sport. Oftentimes serious and inquisitive, Mio is one to thoroughly research the ins and outs of a particular plan before she runs into the fray. Even more pronounced, due to her relative alienation from her own clan, Mio has had to learn the ways of land dwellers in order to quickly keep from being taken advantage of due to naivety. When not pouring over ancient text and manuscripts, Mio can be found enjoying her time under the sea and training her body against the strong undersea currents. Though a self-professed scholar, Mio understands that a strong body can aid an even stronger mind.
Neither the daughter of a noble or striving to be one, Mio hails from a species of creatures that call the deepest parts of the oceans home. Quite aware of the world of men, or land dwellers, Mio came across Suigetsu under the guise of Sora and instantly became attracted to the mystery of one body being shared by two minds. Long thought to be lost to the annals of history, Mio’s kind are the sort of creatures that the legends of mermaids and mermen came from. Though not chiefly responsible for the legends, Mio’s kind saw enough of their similarly themed kin be hunted to extinction to know that it was best that they withdrew. It was under this sort of belief system that her kind retreated to the very deepest of the deep parts. Having encountered the Ancients who called the deepest underwater trenches home, when Mio found out that Suigetsu was one such being, her curiosity grew more and more. Though her kind were the singular sort, having not experienced anything like such a split and having grown up in an environment where everything was the same and had been the same for as long as she could remember, she decided to tag along with Suigetsu and Sora on their wild adventure to figure out how to become one. Though she preferred Sora’s kind demeanor, intellectually, she found herself more enamored with Suigetsu’s wisdom and aged knowledge of the world of men. One of a few to know their secret, Mio discovered a secret about herself that she had never known before and that was the fact that like them, she could harness and mold chakra. Though aware of the stories of such fanciful tricks that men could do, her kind had no reason to practice or attempt to mold chakra into anything more than what their physically impressive bodies could already do and so while she would learn from Suigetsu, she would also practice her control of chakra as well. In her mind, if she could bring that knowledge back to her own, then perhaps they too could move ahead towards the future instead of sticking to the past.

Contract Search
Approval


[TABLE=centered]
[TR]
[TD]
STATS
[/TD]

[TD]
CLASS
[/TD]

[TD]
ABILITIES
[/TD]

[TD]
WEAPON
[/TD]
[/TR]
[TR]
[TD]
Agility: 450/450
Stamina: 450/450
Ninjutsu: 450/450
Genjutsu: 450/450
Taijutsu: 450/450
Chakra Control: 450/450
Level: 12
PL: 2700​
[/TD]

[TD]
Starlight Dreamer
HP: (40+15+4) x stamina (450) = 26,550
CP: (30+15+4) x chakra control (450) = 22,050
Class Bonus: Class Bonus: +4 Hp and Cp Mod
Senjutsu Subtype: Water Ninjutsu Accuracy
High: Ninjutsu Accuracy
Average: Evasion, Genjutsu Save, Genjutsu DC
Low: Ranged Accuracy, Melee Accuracy​
[/TD]

[TD][/TD]

[TD]
Name: Sword and Shield
Type: Bludgeoning (Suppresion)
Accuracy Mod: +2
Damage Mod: -10%
Augments: Primal | Great Weapon | Swift
[/TD]
[/TR]
[TR]
[TD]
Ice (Ninjutsu)
[/TD]

[TD]
Bludgeoning (Taijutsu)
[/TD]

[TD]
Medical (Ninjutsu)
[/TD]

[TD]
CONTRACT SKILLS
[/TD]
[/TR]
[TR]
[TD]

N/A
N/A
Ice Shards - Mastered
Hailstorm - Mastered
Falling Snow - Mastered
[/TD]

[TD]

Bunt - Mastered
Broad Slap - Mastered
Pound - Mastered
Smash - Mastered
Dynamic Charge - Mastered
7-Hit Combo - Mastered
Carpe Noctem - Mastered
Rigor Mortis - Mastered
Memento Mori - Mastered
White Lotus Strike - Mastered
Rejected Assault - Mastered
[/TD]

[TD]

N/A
Mystical Hand - Mastered
Coagulation - Mastered
System Shock - Mastered
Skeletal Fortification - Mastered
Mystical Force - Mastered
Tranquilize - Mastered
Angelic Blessing - Mastered
[/TD]

[TD][/TD]
[/TR]
[/TABLE]
 
Last edited:

Current Ninpocho Time:

Back
Top