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:

Shita Rirakkusu ~ Genin

Joined
Nov 25, 2014
Messages
916
Yen
500
ASP
0

</U></B>
<B><U>Character Information

Name
Shita Rirakkusu
Character Age
18
Gender
Male​
[col]Physical Description
Rirakkusu (Ri for short) has never been one to exercise or train, so his muscles are not visible at all. He is 6'10", and weighs 203lbs. Despite the fact he's not active, he isn't fat either, he's actually quite skinny even for someone his age with the same lifestyle. He is always seen wearing a straw hat, whether it's on his head or resting on his back. Since his days as a child, Ri has "upgraded" his clothing, now wearing a proper Hakama with a dark top and lighter pants. Along with his hakama, he wears a scarf, as he finally realized it may be a good idea to wear something to make himself warmer. He is always carrying his family's katana around. His hair is long and black, normally worn in a ponytail. There is a burn scar over Ri's entire right hand, causing it to look wrinkly and rough, but still useable. His right hand has also lost all sense of touch because of this, and he "earned" the scar through a stupid decision in the arena. There are scars on his stomach and back from when he was impaled by a spear, and an unnatural scar on his neck from when he was experimented on, turning him into a Revenant. As for his face itself, Ri has aged enough to look like an actual adult. His baby face is mostly gone, there's a bit of scruff on his chin, and most of his facial features are rather strong. But there are still things showing his young age: patchy facial hair, a small amount of acne, just small things that people would have to pay close attention to notice.


Mental Description
This is a person that is always sleeping, or wanting to sleep. He is rarely active, normally the only exercise he gets in a day is walking to a location he wants to sleep in. Ri has always hated how long his name is since you couldn't say it quickly, which is why he prefers to be called "Ri", which is much shorter to say. He may seem anti-social, and that's because he absolutely is. There are very few people in the village-- and even the world-- that he can actually say he enjoys having around, everyone else he hates equally until they prove they're worth his time. He is also quite intelligent, he may act dimwitted, but he's been able to pass classes quite easily at the academy. Another thing that may not be obvious at first sight, is that he is always prepared for things he needs to be. Ri enjoys doing things that a lot of trouble makers do, mostly drinking and smoking, but unlike most kids his age, he refuses to do so unless the drug is of high quality. The biggest thing he hates, is someone that tries to force him to do something he doesn't want to, if anyone were to try, it would probably be difficult for them to even talk to Ri ever again since he is also great at ignoring people he finds annoying. His pet peeves include people talking TOO much, ignorance, and forceful personalities. Ri is also quite the pervert, any chance he may get to peep on a woman or see anything that could arouse him he takes, even if it means he will be physically punished.|History
Pre-Academy: Ri has a fairly normal past, he came from a poor family that still manged to get by and live a happy life. Never having any troubles with his family, or his friends, he to lived a happy life along side them. His dream was always to become a shinobi, the concept always made him excited. His parents always supported his dream, and even allowed him to run around in public shouting different phrases like "rock throw jutsu", even if it meant they would be embarrassed. In order to improve himself, he would follow his father around and help him with whatever chores he had to do, pretending the chores were "missions". When Ri was 6 years old, his parents had another child, a girl which they named Kuro. When his younger sister got to the age that she could start following Ri around, he would take her on all kinds of "adventures". This was his way of life until he joined the academy, which is when he became extremely lazy for no clear reason. He would always laze around in his free time, the most productive thing he would do is widdle away at a branch which eventually became his staff. His parents had no room to complain though, he was still passing his classes at the academy so there wasn't a problem with him being lazy, besides the fact that anywhere he was, he ended up being an obstacle for most people.. He continued being this way all the way up to present day, where he continues his routine of sleeping, and attending classes.

Academy Years: His academy years were uneventful and uninteresting. He never socialized with any of his classmates, which meant that he didn't make any friends to hang out with consistently. He merely passed his classes and then went to go sleep. His natural abilities allowed him to pass whatever physical classes he may have taken, but just barely. And any academic classes seemed to easy to really care. Overall, these times were completely pointless to him, so he never even bothers bringing them up or talking about them unless he's asked to.[/col]

[col]NPC Relationships
Academy Students:

Main Branch:

Anbu:

Med-Nin:

Misc: -Kirameku
-Ookami|PC Relationships
Academy Students:

Main Branch:-Ketsueki Satou
-Morikou Asuchi
-Akuro Kunashi

Anbu:-Kurogane Shin

Med-Nin:-Osuteno
-Tsukino Akane

Misc:-Miroku Akkuma
-Saito Akira[/col]

 

Stats & Abilities
<i></i>
[col]
Stats & Custom Class
::Stamina:: 265/300
::Agility:: 300/300
::Taijutsu:: 300/300
::Ninjutsu:: 300/300
::Genjutsu:: 225/300
::Chakra Control:: 200/300
::power Level:: 1580
::OOC Rank:: A

::Yen on Hand:: 17,000.00
::Current ASP:: 3

Illusionary Warrior
HP: (40+lvl) x stamina
CP: (60+lvl) x chakra control
Class Bonus: N/A
High: None
Average: Genjutsu DC, Ranged Accuracy, Melee Accuracy, Ninjutsu Accuracy, Genjutsu Save, Evasion
Low: Puppet Accurarcy
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Jutsu
Advanced Elements
Lava - MInor
Metal
Gravity
Shadow
Affinities
Major: Earth
Major: Lightning
Minor: Fire
Minor: Non-Elemental
Mastered Jutsu Marked With: [*]
Ninjutsu
Earth Ninjutsu
E-Rank
Stone Bullet
[*]Gravel Shift
D-Rank
Earth Flow River
Sinkhole Fist
Mud Clone
C-Rank
Inner Earth Reflection Lure
Earth Flow Wave
[*]Rock Golem
Earthen Coating
Fire Ninjutsu
E-Rank
Infernal Ember
Thermal Maw
D-Rank
Fireball
Immolation Armor
Combustive Seal
C-Rank
Dragon Fire
Searing Eruption
[*]Scalding Ash Cloud
Heat Wave
Lava Ninjutsu
C-Rank
[*]Magma Strike
[*]Molten Cloak
[*]Lava Torrent
[*]Molten Mantle
B-Rank
[*]Lava Storm
[*]Magma Cannon
[*]Ashfall Tendrils
[*]Volcanic Sinkhole
Metal Ninjutsu
C-Rank
[*]Steel Slam
[*]Quality Break
[*]Mercury Poisoning
[*]Steel Clone
B-Rank
Reinforced Wall
Non-Elemental Ninjutsu
E-Rank
Transformation
Body Switch
D-Rank
Combination Transformation
Crystal Eye
Cancel
Spirit Lantern
Contract Summoning
C-Rank
Jutsu Sealing
Stunt Double
One Element Sealing
Elemental Negation
Elemental Clone
Barrier
Gravity
C-Rank
Gravity Distortion
Anti-Gravity
Lightning
E-Rank
Storm Bolt
D-Rank
Electrocution
C-Rank
Volt Charge
Genjutsu
Will (Debuffing)
E-Rank
Lethargy
[*]Tourniquet
[*]Intimidation
D-Rank
[*]Amnesia
False Success
Leaking Mind
Sear of the Mind
Visual (Debuffing)
C-Rank
After-Image
Taijutsu
Slashing
E-Rank
Slash
Arcing Slash
Dynamic Slash
Overhead Slash
D-Rank
Full Circle
Cross Rip
Crimson Flash
Gasher
Heavy Tow
C-Rank
Whisperer
Ranged
E-Rank
[*]Raw Shot
[*]Unforseen Strike
Unarmed
E-Rank
The One-Two
Low Sweep
Janken
Uncalled For Shot
D-Rank
4-Hit Combo
Spinning Wind
Dynamic Entry
Dynamic Ending
Nut Buster
C-Rank
Dragon Assault
Abilities
1. Combo Master
2. Quickdraw
3. Acrobatics
4. Fearless
5. Combat Instinct
6. Clarity
7.
8.
9.
[/col]
 

Equipment & Custom Jutsu
[col]
Weapons & Equipment
Katana
Description: A cold steel katana previously owned by his father, Ri holds it over his shoulder instead of keeping it attached to any articles of clothing.
Damage Type:Slashing
Accuracy: -2
Base Damage: +10%
Augments: None

Items
Slot 1: Headset
Slot 2: Ninja Wire x8
Slot 3: Ninja Wire x8
Slot 4: Explosive Tag x5
Slot 5: False Explosive Tag x6

Belt Pouch 1
Slot 1: Energy Drink x3
Slot 2: Health Pill x3

Belt Pouch 2
Slot 1: Energy Drink x3
Slot 2: Health Pill x 3
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CRPJ
Name of Jutsu: Advanced Elements!

CRPJ's Effect: This jutsu's only purpose is to show off Ri's ability to use three different types of Advanced Elements.

Example RP: Finally, a time to show off to all the little kids! Even if he hates them most of the time, showing off is always a fun thing to do. Ri made some hand signs, stuck his arms out to the side, and began forming two large spheres of metal in each of them. He would release these two spheres, and just before they hit the ground, he would alter gravity around them as well as himself, causing them to float around him as if they were in orbit. Another few hand signs, and he began vomiting lava onto the ground. Again, he altered gravity, but this time he needed to shape the molten liquid into an orb as well as make it orbit around him. It took a bit of work, but he managed to get it up after a few seconds. When he looked around at the children, they were all astonished. But they probably had that dumb look on their faces after he started making metal from what seemed like nothing, they are kids after all. The lava split into two spheres so that there would be an even amount of both metal and lava spheres, then Ri just let them slowly orbit around him.

This may have been enough to impress some children, but if he ever wanted to truly show off, he'd have to work on it a bit and make it a little bigger. And faster. Really just improve everything. After all, the lightning festival was coming up, and this would be the perfect thing to show off to impress some women!
[/col]
Bloodline & Kinjutsu
[col]
Bloodline: Nara
Information
A rather odd, yet unique clan native to the Fire country, those of the Nara clan are gifted with two unique mental traits that surpass all other shinobi; their uncanny Intelligence that can easily be higher and sharper than Multiple shinobi combined...and their incredible laziness when it comes down to putting forth any amount of work or energy. The Nara are undeniably some of the sharpest geniuses in the world, their minds thinking both swiftly and possessing the ability to think multiple lines of thoughts simultaneously and have each arrive to conclusions faster than normal shinobi can process one thought. Yet, their laziness seems to be a birthright just as much as their intelligence, and the Nara have absolutely no motivation other than napping under the clouds all day. their abilities aren't simply limited to being Mental; Each possesses the ability to use a special type of jutsu that involves manipulating the shadows of themselves and their environment to a variety of effects.

Nara Abilities
A Slippery Mind (Rank Three)
Nara Strategy (Rank Three)
Shadow Bend (Rank Three)
Shadow Possession (Rank Three)
Displacement Shade (Rank Three)
Shadow Tactics (Rank Three)
Shadow Neck Bind (Rank Three)
Shadow Constriction (Rank Three)
Shadow Threads (Rank Two)
Negative Space (Rank One)

[fontsize="12"]Note: All Nara Techniques are considered Shadow Element.

084 PL - Slippery Mind (Rank One)
168 PL - Nara Strategy (Rank One), Shadow Bend (Rank One)
252 PL - Shadow Possession (Rank One), A Slippery Mind (Rank Two)
336 PL - Displacement Shade (Rank One), Shadow Tactics (Rank One)
420 PL - Shadow Possession (Rank Two)
504 PL - Shadow Neck Bind (Rank One)
588 PL - Shadow Constriction (Rank One), Slippery Mind (Rank Three)
672 PL - Shadow Tactics (Rank Two)
756 PL - Shadow Bend (Rank Two)
840 PL - Displacement Shade (Rank Two), Shadow Possession (Rank Three)
924 PL - Shadow Neckbind (Rank Two), Nara Strategy (Rank Two)
1008 PL - Shadow Constriction (Rank Two)
1092 PL - Displacement Shade (Rank Three)
1176 PL - Shadow Bend (Rank Three), Shadow Threads (Rank One)
1260 PL - Shadow Constriction (Rank Three), Negative Space (Rank One)
1344 PL - Shadow Tactics (Rank Three), Shadow Threads (Rank Two)
1428 PL - Shadow Neckbind (Rank Three), Nara Strategy (Rank Three)

1512 PL - Shadow Threads (Rank Three)
1596 PL - Shadow Dimension (Rank One)
1680 PL - Negative Space (Rank Two)
1764 PL - Shadow Dimension (Rank Two)

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Slippery Mind - Passive
Nara clansmen are naturally smart and quick on their feet, formulating multiple courses of actions for nearly any scenario imaginable in mere seconds...and nearly subconsciously as well. a Nara can easily disassemble even the smallest of actons and understand the true intents and stratagies of those fighting them, even be able to deduce and guess at their target's lines of thoughts with precise accuracy by simply studying their movements and actions for a few seconds. No matter how well thought out, there is almost no way to fool a Nara through even complex courses of actions.

Rank 1: +1 Gen Save and Awareness.
Rank 2: +1.5 Gen Save and Awareness.
Rank 3: +2 Gen Save and Awareness.

Notes:
- At all ranks, all penalties from genjutsu are reduced by 1 debuff or 5%.

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Shadow Tactics - Passive
The Nara have a unique affinity to shadows and shade of all types, and by simply remaining within the cover of shadows, they are able to manipulate them to assist themselves naturally, the Nara becoming, stronger, so long as they remain within the cover of darkness, no matter how weak.

Rank 1: +5% Damage while in shade. While maintaining a bind or resting, they gain +1% HP/CP per round.
Rank 2: +5% Damage, +.5 Accuracy while in shade. While maintaining a bind or resting, they gain +2% HP/CP per round
Rank 3: +10% Damage, +1 Accuracy while in shade. While maintaining a bind or resting, they gain +3% HP/CP per round.

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Shadow Bend - Passive
The Nara clan are known for its intricate skills involving the manipulation of shadows. This ability allows the Nara to fabricate techniques from the voids of darkness to strike their targets in a myriad of ways.

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

Notes:
- All Shadow jutsu receive +5% Damage per rank.
- The Nara automatically has access to the Shadow element.
- All techniques used with this are treated as Shadow element.

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Nara Strategy - Passive
Almost as if the gods created the title "Tensai" only for those of Nara blood, the clan tightly guards secret levels of strategy that is said to be without peer, although the amount of study it requires to reach this level of mastery might be what burns them out and turns them so commonly lazy. This skill does not require nor stack with regular Strategy.

Rank 1: The Nara is treated as if having the Strategy Ability
Rank 2: Strategy now has +1 prepared slot available.
Rank 3: Strategy now has +2 prepared slots available.

Notes:
- Strategy does not count towards their ability Limit.

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Shadow Possession- Shadow Binding Technique
A unique jutsu in which the Nara are capable of manipulating their own shadows size and shape in an attempt to bind themselves to their target by connecting their shadows. The shadow moves slow, and is easily avoided by the attentive, often requiring the Nara to make a quick diversion to use this successfully. However, once successful, any physical action the user performs is perfectly imitated the the victim.

Rank 1: Binds a single target at -6 Accuracy
Rank 2: Binds up to two targets at -5 Accuracy.
Rank 3: Binds up to three targets at -4 Accuracy.

Costs: 1 AP. 400 Cp per target, 100 Cp/Rnd per target.

Notes:
- This technique suffers -1 Accuracy for each target after the first.
- The bound victim cannot move. They may however use Ninjutsu or Genjutsu that do not require handseals.
- The victim may pay 1 AP for a 15% Chance to Escape the bind.
- If the user attacks the victim then this bind is broken (with the victim receiving -3 Dodge to the attack). If the victim takes damage then this bind is dispelled.
- If the user takes more than 10% of their Max HP as damage from one attack then, this bind is dispelled.
- The user may use Shadow Neck Bind at 0 AP Timing while maintaining this bind. Shadow Neck Bind does not break this bind.

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Shadow Neck Bind - Shadow Strangulation Jutsu
While an opponent is caught inside the user's Shadow Possession jutsu, the Nara clansmen may expend extra chakra to have their own shadow reach up and interact to the bound opponent in any way the Nara see's fit or imagines. However, the Nara clansmen may not move while performing this technique, leaving them vulnerable when facing multiple opponents.

Rank 1: Strangles a bound enemy with shadows, dealing 1490 Dmg/Rnd.
Rank 2: Strangles a bound enemy with shadows, dealing 1860 Dmg/Rnd.
Rank 3: Strangles a bound enemy with shadows, dealing 2230 Dmg/Rnd.

Costs:
Rank 1 Cost: 2 AP, 450 Cp to Initiate per target, 225 Cp/Rnd per target.
Rank 2 Cost: 2 AP, 560 Cp to Initiate per target, 280 Cp/Rnd per target.
Rank 3 Cost: 2 AP, 680 Cp to Initiate per target, 340 Cp/Rnd per target.

Notes:
- Lasts up to three rounds, then must be Reused.
- When in use, the user suffers -3 Dodge.
- Can only be used on a target effected by Shadow Possession.
- Each rank of this jutsu gives the victim a +20%/15%/10% chance of breaking free from Shadow Possession per rank of this jutsu used.
- Damage cannot be increased or reduced.
- This may only effect a target once a round.

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Shadow Constriction - Shadow Restraining Technique
A technique which uses the Nara clansmen's chakra to cause shadows in the form of hands to extend from shady ground, grabbing the opponent. This kind of shadow binding can be escaped through force, and resisted easily, though is much quicker and difficult to avoid compared to Shadow Possession.

Rank 1: Creates 3 hands of shadows that attempt to grab a target each at -2 Accuracy.
Rank 2: Creates 4 hands of shadows that attempt to grab a target each at -1.5 Accuracy.
Rank 3: Creates 4 hands of shadows that attempt to grab a target each at -1 Accuracy.

Cost: 2 AP, 600 Cp to initiate, 150 Chakra/Round to maintain

Notes:
- If the opponent is caught by 1 or more hands they receive a -1.5 to their dodge, plus -.5 for every hand after the first.
- At the time of casting the user must remain stationary, giving them a -3 dodge to the next technique aimed at them. Once it has been cast the user may move as normal.

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Displacement Shade - Activated Passive
The Nara clansmen have become proficient enough with their special affinity to shadows, that through careful manipulation of the their chakra, they can emulate the effect of their own techniques through their shades and strike literally from the shadows. It is rumored that at the Nara can even the possess the shadows of the enemy and turn them against them. However, as these are handseal based, shadow techniques of the clan as well as non-handseal jutsu cannot be given the same effect.

Rank 1: The Nara can delay a Ninjutsu up to one round, to be used from their shadow at a later point.
Rank 2: The Nara can delay a Ninjutsu up to two rounds, to be used from their shadow at a later point.
Rank 3: The Nara can delay a Ninjutsu up to three rounds, to be used from their shadow at a later point.

Special Action: The Nara can use the jutsu from any shadows in sight, including that of the enemy instead of their own shadow. Doing so this way doubles the additional Cp cost, but has a 20% chance of being treated as a sneak attack per round delayed.

Cost: +20% Ap and +15% Cp per round Delayed. The amount of time delayed is chosen when using this technique.

Notes:
- a Jutsu must be delayed by 1 round, minimum.
- This is modded as if it costs no Ap.
- Can only be used twice per round
- Can only be used with Ninjutsu, and cannot be used with the Jutsu Creator ability.
- Delayed Ninjutsu gain +1 Accuracy per round Delayed.

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Shadow Threads - Shadow Jutsu
Unlike the slower, more subtle Shadow Binding Technique, the Shadow threads send the user's shadow out in a tangle of searching tendrils that spring off of the ground like dark threads and can either be used to spear or ensnare the enemy. The user can have the threads do a combination of these, some spearing and some catching, making this a very versatile technique.

Rank 1: Creates 6 threads that spear the enemy, each dealing 295 piercing damage at +2 Accuracy. Instead of spearing a target, A thread may bind them, inflicting a -.5 dodge/accuracy penalty plus -.5 dodge/accuracy for each thread beyond the first that catches them.
Rank 2: Creates 7 threads that spear the enemy, each dealing 315 piercing damage at +2 Accuracy. Instead of spearing a target, A thread may bind them inflicting a -1 dodge/accuracy penalty plus -.5 dodge/accuracy for each thread beyond the first that catches them.
Rank 3: Creates 8 threads that spear the enemy, each dealing 330 piercing damage at +2 Accuracy. Instead of spearing a target, A thread may bind them, inflicting a -1.5 dodge/accuracy penalty plus -.5 dodge/accuracy for each thread beyond the first that catches them.

Costs:
Rank 1 Cost: 2.5 AP, 640 Cp to Initiate, 50 Cp/Rnd per thread.
Rank 2 Cost: 2.5 AP, 800 Cp to Initiate, 55 Cp/Rnd per thread.
Rank 3 Cost: 2.5 AP, 960 Cp to Initiate, 60 Cp/Rnd per thread.

Notes:
- This can be split against multiple targets.
- This jutsu gains all buffs applying to Ninjutsu.
- The user cannot use any jutsu other than Shadow Threads or move while maintaining the snare, losing -4 Dodge.
- Tn addition to the secondary penalty, each thread restrains the victim's actions, giving them a 4% chance to fail an action for each thread.
- This jutsu is dispelled if the user takes damage equal to 15% their Max Hp in a round.

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Negative Space - Shadow Genjutsu
A Genjutsu that originated as a prank, its effects in combat are said to be similar to that of the Shadow Dance... Assuming you ever got to see the Nara after they appear behind your back. The Nara appears to vanish in the eye's of the target, their body seeming to be engulfed by shadows and masking all sounds, leaving behind only the image of their own shadow with gleaming eyes staring up at the target in a threatening fashion.

Rank 1: Causes a target to see the Nara fade into shadows and away from view. The Nara is treated as if in Stealth Mode until their next attack. After they have made an attack they are no longer in stealth. At the end of the round, the user gains a +2 Stealth bonus to a stealth check.
Rank 2: Causes a target to see the Nara fade into shadows and away from view. The Nara is treated as if in Stealth Mode until their next attack. After they have made an attack they are no longer in stealth. At the end of the round, the user gains a +3 Stealth bonus to a stealth check.

Cost: 2.5 AP, 840 Cp to initiate, 280 Cp/Rnd.

Notes:
- Functions as a Will/Visual/Audial Genjutsu.
- May only be used on one target at a time.
- Requires a Genjutsu DC check at the start of each round.
- Should the victim succeed in a stealth check, they gain +2 Gen Save to the next round's Genjutsu check.

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Shadow Dimension - Shadow Void Jutsu
The ultimate technique of the Nara clan. This jutsu draws forth all shadows in the area to the user, then begin to form a black dome that rapidly expands to cover the area. This dome creates a haven for the Nara, and a hellish realm of shadows for any deemed as the Nara's enemy. Completely Isolated from the outside world, this nearly impenetrable void essentially seals off those within from any allies they may have had, instead trapping them in a world of malicious shades which obey the Nara's wishes.

Rank 1: Creates a void of the darkest shadows that traps a single target with the Nara. While within this realm, the Nara gains the ability to sense the target through shadows, gaining +1 Accuracy and the shadows harm the user's enemy dealing 1500 Damage at the start of each round. The Nara and the target of this jutsu cannot interact, or be interacted with, in any way with those outside this Dome. The user gains +3 against all attempts at entering/exiting this dome.
Rank 2: Creates a void of the darkest shadows that trap any amount of targets with the Nara. While within this realm, the Nara gains the ability to sense the targets through shadows, gaining +2 Accuracy and the shadows harm the user's enemies dealing 2000 Damage at the start of each round. The Nara and the targets of this jutsu cannot interact, or be interacted with, in any way with those outside this Dome. The user gains +5 against all attempts at entering/exiting this dome.

Costs:
Rank 1: 3 AP, 2200 chakra to initiate, 1050 Cp/Rnd to maintain.
Rank 2: 3 AP, 2750 chakra to initiate, 1300 CP/Rnd to maintain.

Notes:
- This jutsu ends immediately once the user is knocked out.
- Shadow damage uses Ninjutsu Accuracy, and can be increased by Ninjutsu Buffs.
- Attempting to exit or enter the shadow dome requires a ninjutsu Check against the user.[/fontsize]
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Kinjutsu: Revenant
Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank
Information
A rather gruesome ability, only available to those who have had their bodies altered through a surgical, yet forbidden Jutsu known as Earth Grudge Fear. Those with this ability have had their body structure altered in such a grotesque way, that within them lies thousands of tiny, dark threads. These organic fibers replace the majority of the user's organs, and each thread is as hard as bone, yet as flexible as muscle and regenerate at an alarming pace to heal the user of any wounds. The fibers are easily manipulative and able to be controlled at will by the user. This bestows the host with a wide variety of skills that surpass all normal limitations upon the human body such as sewing wounds together instantly or removing limbs altogether. However, the price of this gruesome ability is that the host -also known as a "Revenant"- becomes something of a sort of rag doll, having horrific scars upon their body as the result of the numerous experiments upon them.

Abilities
(Mastered abilities marked with [*])
Art of Necromancy
[*]Malicious Tendrils
[*]Cords of Corruption

Effects:
- The user is able to partially detach their limbs, enabling to "stretch" themselves through their tendrils. This allows them to use their Melee Attacks as ranged attacks, receiving +1 Accuracy with a 25% chance to be treated as a Sneak attack and uses Ranged Accuracy. If used while already in stealth mode, this attack takes on Ranged stealth penalties as opposed to melee, and gain +2 Stealth to their check. This has no cost, only needing to be declared.

- The user also has the ability to detach their limbs completely. Each limb detached requires 10% of the user's Hp to use as it's own, and reduces the user's Hp by an equal amount, though reattachment regains the limb's current Hp. The user may use taijutsu Level E-C at 90% damage through the limb, though their Max tajutsu level increases by 1 and +5% damage for each limb dettached after the first, up to level E-B Taijutsu at normal damage. Revenant Jutsu may be used normally by any limb, All jutsu use the user's Cp and Ap normally however. If the detached limb loses all Hp it can no longer make actions and requires the user to retrieve it, from which point it is treated as "Broken" until healed. This costs 1 Ap per Detachment/Reattachment.[/fontsize]

[fontsize="12"]Art of Necromancy - Special Activated Ability
RV1.jpg

Perhaps one of the most immediate benefits of possessing a rag-doll body, one who has a body full of chakra-infused threads in place of organs can seemingly repair damage done by simply shifting the threads. Even the most lethal of wounds can be simply sewn shut together with the threads, adding yet another scar to their body. Similarly, attempting to cripple, or even sever, a limb of these shinobi will prove equally ineffective, their body constantly producing new threads to replace damaged ones that gives their limbs a sort of internal high speed regeneration.

Information
Prerequisites
Revenant
Effect:
- The Revenant have the ability to stitch themselves together with their inner tendrils. This reduces either their Bleeding or Called Shot penalty by 1 Rank, and costs 1 Ap and 250 Cp per rank healed. The user has -3 Dodge to the next action made against them that round.
- If used to heal multiple Penalty ranks consecutively, this is modded simultaneously as a single action.
- Can be used on others who are willing, though they must remain motionless. Doing so costs Ap of both the user and the Target, and gives them both -3 dodge to the next technique aimed at them.[/fontsize]

[fontsize="12"]Dark Immortality - Special Activated Ability
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One of the most inhumane benefit to their twisted bodies, the user is able to directly link the stolen organs of others to their body. Through occasional replacement, the user can indefinitely extend their life at the literal cost of the lives of others. Each heart bestows the user with renewed life and energy, and though they generally only draw upon some of the life force within these extra organs so as to preserve them for extended lengths of time, they have the ability to forcibly extract all energy at once, draining the heart of all life. This can allow the user to rise from even wounds which had "killed" them, making them undead in all senses so long they have hearts to fuel their corrupted lives.
Information
Prerequisites
Revenant, Hell's Necromancy, at least one stolen heart.

Effect:
- The user may draw out the life of a stored Heart, Restoring their Hp by 5% their Max Hp. If this is used with a heart fighting under the effects of Malevolent Specter, the user regains 10% of their Max Hp.
- Once used, the heart is permanently removed as well as all benefits associated with it.
- Restored Hp cannot be buffed or reduced in any way.
- This can be used while Unconscious/Dead at +20% Cp cost, but heals the user by x1.5 the amount. The user has -3 Secondaries the round they regain consciousness.

Cost: 1 Ap, 1 Stolen Heart, 600 Cp.[/fontsize]

[fontsize="12"]Malicious Tendrils - C-Rank Ninjutsu
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Those possessing the ability known as Earth Grudge Fear have perfect synchronization with their inner cords and filaments, controlling each and every strand as simple as one can move their arms and fingers. Naturally, the user can shoot these threads through the numerous scars upon their body, controlling them with frightening accuracy that allows them to home in a target with surprising speed. Though each thread is thinner than a senbon, each is just as piercing, and when wrapped layer upon layer can be as lethal as any weapon or jutsu.

Information
Prerequisites
Revenant, C-Rank
Rank 1: User can release 11 bundles of threads, each dealing 120 Piercing Damage at +2 Accuracy.
Master Rank: User can release 15 bundles of threads, each dealing 180 Piercing Damage at +2 Accuracy.

Special Action: For +.5 Ap and +50% Cp, All bundles of threads may target a single target.

Note:
- Does not use handseals.
- Up to 10 may hit a single target, unless the special action is used. May be split among targets.
- Counts as a Non-Elemental Ninjutsu.
- Can use either Ranged Accuracy or Ninjutsu Accuracy.

Rank 1 Cost: 400 Cp
Master Rank: 600 Cp[/fontsize]

[fontsize="12"]Cords of Corruption - B-Rank Ninjutsu
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Having complete control over threads doesn't just limit the user to supporting themselves or attacking a target, but can be used for other things as well. Using the accuracy of their threads, these shinobi are extremely adept at pushing their victims into corners and continue to leave them on the move, or risk being caught in a tangle of dark fibers that wrap and restrain every part of their body.

Information
Prerequisites
Revenant, B-Rank, Malicious Tendrils Mastered.

Rank 1: Attempts to bind a target at -2 Accuracy. When bound, a target is wrapped in wires and has a 20% chance of escaping per Ap used.
Master Rank: Attempts to bind a target at -1 Accuracy. When bound, a target is wrapped in wires and has a 10% chance of escaping per 1.5 Ap used. May target up to three targets.

Note:
- Does not use Handseals.
- When bound the target cannot use handseals or move in anyway.
- This jutsu loses -1 Accuracy for each target after the first.
- When trapped, the target has a chance of escaping at the start of every round. Further attempts at escape made be made by using the required ap if the user does not remain attached to them through threads. When damaged, this bind is dispelled.
- The user may choose to remain "Attached" to the victims with their threads, negating further attempts to escape at the cost of giving the user -2 dodge per victim, though the user must pay the maintain cost only if they remain attached.
- Malicious threads gains +10% Damage when used by a target effected by this technique.

Cost: 800 Cp per target, 400 Cp per target each round maintained.[/fontsize]

[fontsize="12"]Ghoulish Shroud - A-Rank Ninjutsu
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A gruesome technique that allows the user to bring forth their precious treasures, their stolen hearts directly into the battle to augment their own capabilities immensely. Rather than have their hearts fight victims themselves, the user loosens up all joints within their body, extending their limbs and releasing a web of dark threads from nearly every limb of their body. Their body becomes entangled, fused with their Stolen hearts directly with each infusing their powers directly into the user's chakra system. Not only does this give the user even greater powers, but this grotesque web of organic tentacle-threads give the user an edge when manipulating them.
Information
Prerequisites
Revenant, A-Rank, All other Revenant techniques mastered, at least one Stolen Heart

Rank 1: The user is capable of Conjoining together with up to 3 of their stolen Hearts. The user gains +1 Accuracy/Dodge for the first, and +.5 for each additional heart after the second. Malicious tendrils and Cords of Corruption cost -10% Cp, and the user may remain attached to the victims of Cords of corruption for only half the usual penalties. All bonuses associated with the hearts used in this technique are Doubled.
Master Rank: The user is capable of Conjoining together with up to all 5 of their stolen Hearts. The user gains +1 Accuracy/Dodge for the first, and +.5 for each additional heart after the second. Malicious tendrils and Cords of Corruption cost -5% Cp per heart, and the user may remain attached to the victims of Cords of corruption without penalty. All bonuses associated with the hearts used in this technique are Doubled.

Note:
- Does not use Handseals.
- Though all hearts fused with the user have their effects doubled, this bonus does not apply more than twice to any single element, even if the user has more hearts of the same element.
- Each heart "Fused" with the user can be targeted at -4 Accuracy. If a heart takes damage equal to 15% the user's Max Hp, it is destroyed permanently. An attack must target a heart specifically, AoE effects will only harm the user.

Cost: 1 Ap and 500 Cp for the first heart, with an additional +.5 Ap and 500 Cp for each additional heart. 250 Cp per Heart each round maintained.[/fontsize]

[fontsize="12"]Malevolent Specter - A-Rank Ninjutsu
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The ultimate ability of The Revenant, this takes the full extent of the shinobi's control of threads and combines it with their multiple hearts, enabling them to construct a makeshift body composed entirely of dark threads to protect and manipulate at will. Each functions as an extension to the user's own body, enabling the user to gang up upon targets by themselves. This jutsu is powerful, the user able to tap into each heart's natural Element and use their jutsu from them, though this comes with a risk; By bringing forth these hearts into battle away from the safety of the user's body, the user risks damage to their precious hearts.

Information
Prerequisites
Revenant, A-Rank, At least one Stolen Heart, Art of Necromancy Mastered, Malicious threads mastered, Hell's Necromancy.

Master Rank: The user is able to release their stored hearts in artificial thread bodies. Each Heart has Hp equal to 10% the user's Max Hp, 3 Ap, and can use any offensive Ninjutsu level E-C at any rank if it is known by the user, though they are restricted to only using the element of their affinity. Each heart has -3 of the user's accuracy and dodge, and cannot be effected by Genjutsu. All Jutsu used by the Heart have +10% Damage, and cost 70% their normal cost.

Note:
- Does not use Handseals.
- The user may release all stored hearts simultaneously, though this still uses all Ap and Cp costs normally.
- User does not gain any buffs such as elemental damage or Hp/Cp mod upgrades from the heart if released.
- All Cp costs used by the hearts are paid by the user.

Cost: 1 Ap and 5% Max Hp per Heart released. 380 Cp per heart to maintain each round.[/fontsize]

[fontsize="12"]Hell's Necromancy - S-Rank Ninjutsu
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A forbidden ability only available to those who have had their bodies altered so much, that they no longer possess human anatomical structure on the inside. Within the bodies of these shinobi not only lie a mass of dark threads, constantly shifting within their bodies, but altered organs directly linked to these threads and their chakra system. While a Medical miracle, those witnessing this ability in action would use abit less glorifying terms. Through skilled use of Earth Grudge Fear, the user is able to steal the organs, specifically Hearts, of others, granting a variety of effects but most noticeably prolonging their life indefinitely. This technique is particularly gruesome to Witness, the user using their threads to impale their helpless victims and remove their beating Heart, infusing it into their own, twisted, grotesque body.

Information
Prerequisites
Revenant, S-Rank, Art of Necromancy Mastered, Malicious threads mastered.

Master Rank:
- With a 300 word Rp, the user is able to seal the heart of an unconscious or recently killed target. This Rp must be about the user ripping out the heart of the victim and implanting it into their own body, killing the victim in the process.
- This Rp must be approved by council, and may only be done once every 3 OOC weeks.
- The user may have a Max of 5 extra Hearts at one time. If a heart is destroyed or used to restore their health, it vanishes for good and the user must submit a new Rp for a replacement.

- Each Heart grants the user +1 to their class HP and CP Mods.
- Each Heart grants the user a 'Minor Affinity' to any Base Element of the users choice; this element must be chosen upon obtaining it.
- If the user has two hearts with the same affinity, this becomes a Major affinity, and allows the user to gain an additional Advanced Element of this Major Element. This Advanced Element does not count towards their Adv. Element slots.[/fontsize]
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Mission Status
[col]Nothing Worse Than Women Scorned [1]
Deploy [1][2]
Silent but Planty[1]|
Status: COMPLETED (+1)
Status: COMPLETED (+1.5)
Status: In Progress​
[/col]
Total Mission Points: 3.5

Event Status
[col]Natural Reclamation [1][2]
Raiden and the Lightning Bird [1]|
Status: COMPLETED (+1)
Status: COMPLETED (+0)[/col]​

 

Current Ninpocho Time:

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