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:

Shusuke ~ ANBU in Training!


Yamanaka Shusuke - PC
出血錯覚 - 'Bleeding Illusion'
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Name: Yamanaka Shusuke

Epithet(s): Flamethrower

Age: 11

Gender: AFAB Man

Body Frame: Lean

Height: 5' 2"

Weight: 120 lbs

Hair Color: Blonde

Eye Color: Blue Right/Red Left, no pupils

Rank: Chuunin/ANBU-in-Training

Bloodline: Yamanaka - The Mind Clan

Alignment: True Neutral


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Appearance
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[TH]
Personality
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[TD]
  • Straight shaggy blonde hair that drops a little past shoulder length.
  • His right eye is the signature crystal blue eyes with no pupil indicating the Yamanaka bloodline, while his left is of the Sharingan red but has been adapted to his body and thus lost the pupil and tomoes.
  • Pale, almost pure white, skin with no distinct markings.
  • Wears a a button up white shirt and assorted ties to try and make him appear more professional, all underneath a black billowing cloak.
  • When not on duty Shusuke can be seen wearing a variety of outfits from tan tank tops and denim shorts to a full black suit and tie.
  • Shusuke rarely wears jewelry as he deems it slightly gaudy and is the opposite of what a ninja is to be.
  • No weapons can be seen on the boy as he conjures the weapons he needs as needed, but more recently he has been manifesting a Scythe more often than not.
[/TD]

[TD]
  • Anxious. Shusuke constantly feels the need to prove that he is worthy of being a shinobi and is worried he will disappoint his team.
  • Blunt. He rarely fears to say what is on his mind when it is on his mind.
  • Courageous. Sometimes mistook for idiocy, Shususke is always the first to throw himself in a dangerous situation to help those he cares about.
  • Determined. He believes he is destined for great things and will not let others prevent him from doing so.
  • Persistent. Many in the academy have regarded Shusukes strengths as being a prodigy, but Shusuke has spent every waking moment he could training to become stronger.
  • Rude. Shusuke doesn't care how anyone except his team views him.
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[ R E L A T I O N S H I P S ]

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Relationship Key
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Relationship Status
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[TH]
Likes
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[TH]
Dislikes
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[TD]
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Soul Mate
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Love
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Best friends
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Friends
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Acquaintance
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Neutral
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Dislike
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Hatred
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Nemesis[/TD]
[TD]
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Nara Shishiwakamaru
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Nikku Haniki
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Uchiha Asuka
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Aburame Kiriyomi
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Goto Daiji
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Kyoujouran Keniwa
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Ōtakemaru
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Senju Akio
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Uchiha Takeshi
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Ashikawa Shun
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"Corvus" - Keiji
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Hiromu Oiwa
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Hisimoto Chiaso
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Hoshirei
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Ishi
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Ishimoto
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Kaguya Mitsuha
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Nanjirou Soku
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Nova
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Sazuki Nao
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Senju Aria
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Senju Gaki
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Ryuu Otami
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Toshi
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Uchiha Mirei
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Inuzuka Keiyaku
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Keiji
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Yamanaka Tsuruko[/TD]
[TD]
  • Sparring
  • Snacks of all kinds
  • Flowers
  • Butterflies
[/TD]

[TD]
  • Being told what to do
  • The "Older" generation of shinobi
  • Children
  • Uchiha Clan
[/TD]
[/TR]
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[ H I S T O R Y ]

History
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Age: 8-10
Physical Description: This young boy has the traits that are prominent in his family, ones that include: soft yet passionate blue eyes, skin that remains smooth and fresh, golden locks that almost seem to shine in the Konoha sunlight, and a smile that can persuade even the coldest of hearts. His pale skin looks as if it has never seen the light of day, despite spending most of his time out in the training fields working on his jutsus. Though he wears many varying styles of clothing his Shinobi attire consists of a short grey shirt that exposes his midsection and a black assymetric jacket to match. Black Shinobi pants and shoes look similar to many other's within the village. His clothing isn't too outlandish, but his cropped top does often raise an eyebrow from the elderly men in the village out of judgement. He truly doesn't care though.

Mental Description: Shusuke has a distinct "doesn't care" attitude towards most things that don't directly affect him and his training. Being fairly smart for his age has caused his ego to grow and created tension between him and his peers. Preferring the company of older individuals Shusuke has announced his dislike for children quite often. His quick wits have caused some ruckus in the classroom and he is quite sarcastic when it comes to whatever he perceives as stupid. No patience for his peers trying to learn what he already knows he has become quite rude from time to time. As if challenging anyone older than him Shusuke is always testing the boundaries in which he can push himself.

History: Being born within a Yamanaka family caused Shusuke to start his genjutsu training at quite the young age. Knowing that his bloodlines techniques would one day activate he often spent some time during his jutsu training attempting these techniques, though never successful. Starting the Academy at the age of 5 Shusuke has spent a couple years learning the basics of the ninja art, at least in theory. He has a general concept of the five elemental affinities of chakra, the four senses that genjutsu can affect, as well as some hand-to-hand combat. His family didn't have any big stories, nor tragedies. His parents are both still alive and work as Chuunin within Konohagakure.

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Physical Description: Shusuke has light blonde hair which he keeps in pigtails, although there are certain times he may stylize them into buns or wear them straight down. Shusuke's primary outfit is a typical schoolgirl outfit consisting of a white blouse with a yellow sweater vest, a green striped tie, a red plaid skirt, and black boots with white buckles. When using his Scythe, he usually wears white gloves. Shusuke also wears a trench coat with a cloak-like end.
Mental Description: Filler
History: Filler
 
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[ S T A T S - & - S E C O N D A R I E S ]


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[ S T A T S ]
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[ S E C O N D A R I E S ]
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[TH]
[ C L A S S ]
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  • OOC Rank: A-Rank
  • Level: 7
  • Agility: 300/525
  • Stamina: 200/525
  • Taijutsu: 300/525
  • Ninjutsu: 200/525
  • Genjutsu: 325/525
  • Chakra Control: 325/525
  • Total Stats: 1,650
[/TD]

[TD]
  • Melee Accuracy = +10 +6 High Stat = +16
    • [(Taijutsu x .7) + (Agility x .3)] = 300
  • Ranged Accuracy = +10 +2 Low Stat = +12
    • [(Taijutsu x .6) + (Agility x .4)] = 300
  • Ninjutsu Accuracy = +9 +2 Low Stat = +11
    • [(Ninjutsu x .7) + (CC x .3)] = 237.5
  • Melee Dodge = +10 +4 Avg Stat = +14
    • [(Taijutsu x .3) + (Agility x .7)] = 300
  • Ranged Dodge = +10 +4 Avg Stat = +14
    • [(Taijutsu x .2) + (Agility x .8 )] = 300
  • Ninjutsu Dodge = +10 +4 Avg Stat = +14
    • [(Ninjutsu x .3) + (Agility x .7)] = 287.5
  • Genjutsu Difficulty = +10 +6 High Stat = +16
    • [(CC x .3) + (Genjutsu x .7)] = 325
  • Genjutsu Save = +10 +4 Avg Stat = +14
    • [(CC x .6) + (Genjutsu x .4)] = 325
  • Stealth = +10
    • [(Stat AVG x .6) + (Agility x .4)] = 285
  • Awareness = +10
    • [(Stat AVG x .5) + (Genjutsu x .3) + (CC x .2)] = 300
[/TD]

[TD]Class: Ability Card Purchased
A Sharp Mind [Veteran]
HP: (45+lvl) x stamina = 10,400
CP: (45+lvl) x chakra control = 15,600
Class Bonus: Kinjutsu, +10% Chance Bleeding
High: Melee Accuracy, Genjutsu DC
Average: Dodge, Genjustu Save
Low: Ninjutsu Accuracy, Ranged Accuracy


Major Affinity/Sensory Mastery:
Minor Affinity/Sensory Knowledge:
Advanced Element:
  • Storm (Lightning + Water)
  • Ink (Lightning + Wind)
  • Poison (Wind + Fire)
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[ J U T S U S - & - B L O O D L I N E ]

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[ T A I J U T S U ]
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[TH]
[ N I N J U T S U ]
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[TH]
[ G E N J U T S U ]
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[TD][ B L U D G E O N I N G ]
[ B U F F I N G ]
[ P I E R C I N G ]
[ P U P P E T ]
[ P R O J E C T I L E ]
[ S L A S H I N G ]
[ T H R O W N ]
[ U N A R M E D ]
[/TD]
[TD][ E A R T H ] - M i n o r . A f f i n i t y
[ F I R E ] - M i n o r . A f f i n i t y
[ L I G H T N I N G ] - M a j o r . A f f i n i t y
  1. [ S T O R M ] - M i n o r . A f f i n i t y
  2. [ I N K ] - M i n o r . A f f i n i t y
[ W A T E R ] - M i n o r . A f f i n i t y
[ W I N D ] - M a j o r . A f f i n i t y
[ N O N - E L E M E N T A L ] - M i n o r . A f f i n i t y
  1. [ A N B U ]
  2. [ M E D I C A L ]
[/TD]

[TD][ A U D I A L ] - S e n s o r y . M a s t e r y
[ K I N E T I C ] - S e n s o r y . M a s t e r y
[ V I S U A L ] - S e n s o r y . K n o w l e d g e
[ W I L L ] - S e n s o r y . K n o w l e d g e
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[ C U S T O M . R O L E P L A Y . J U T S U ]
CRPJ's Effect: This allows the user to connect mentally with anyone within a close proximity, approximately half a kilometer. The recipient of this connection can feel Yamanka's extended use of Audial Genjutsu and the two may communicate telepathically by the use of hearing each other speak despite not being near one anoher, but the connection is easy to sever and requires no more effort than it does to blink to break the said connection. As the connected individuals move further away the delay in the message increases and the volume in which the message is heard is diminished until the limits are met and the connection is automatically severed.

Example RP of how it will be used: Running through the street Shusukue knew he was going to need help from his teammates. Can you hear me? The suspect turned left up ahead! The Yamanaka Focused as he sent out the spoken phrase to his teammates where we just a few blocks away. Damn, he wish they would just invest in some headsets.
CRPJ's Effect: This allows the user to connect mentally with anyone within a close proximity, approximately a quarter kilometer, that is already connected through the Yamanaka Style: Third Eye Blind jutsu. The recipient of this connection can feel Yamanka's extended use of Visual Genjutsu and the two may communicate telepathically by allowing the other to see the mental images you produce within your own mind, but the connection is easy to sever and requires no more effort than it does to blink to break the said connection. As the connected individuals move further away the delay in the message increases and the clarity in which the image is seen mentally is diminished until the limits are met and the connection is automatically severed. With complete concentration the user of this jutsu can allow the connected individual to see through their eyes for a just a moment.

Example RP of how it will be used: As the team continued to chase the suspect down the road Shusuke head Wait, what did he look like again? Shusuke let out a sigh and stopped for a moment. He pulled out the bingo book page and looked at it. This is the last time I am doing this, he is getting away! Taking a few moments the boy took sometime to clear his mind. Breathing slowly he concentrated on the image before him before making a single handseal to send it's likeness to his teammate.
CRPJ's Effect: This allows the use to make complete mental connections with a target they can make physical contact with. An advanced form of the Mind Possession Jutsu the Yamanaka are famous for, but through a different use. The Yamanaka's psyche enters the psyche of the target where they stand in the chambers of the target's subconscious mind. The user gains the ability to weave control of this portion of the mind temporarily so long as the target is willing and does not force them out. While in control, the target's consciousness manifests within the subconscious mind and can experience suppressed memories as they are being guided by the Yamanaka's Psyche. The control the user has is a complete facade as they cannot open the doors to memories or ideas without the target's permission, whether that be consciously or subconsciously given.

Example RP of how it will be used: Placing his hands on his mother he was ready to experience the next technique he was to master. His eyes faded to black before he saw a single speck of light. He could feel himself falling in reverse, up to a simple room where he could see his mother standing. Like swimming through molasses, he made his way through the floor of the chamber and took a few moments to break the membrane into his own mind. He stood in a sterile grey room with a single door. His mother stepped up to the door and gestured for him to open it. "Are you ready Shu-kun?" She said with a smile. He nodded his head and took the door nob and pushed in.
CRPJ's Effect: This allows the user to connect mentally with a willing target by placing their hand on the target's forehead. By placing their other hand on a suitable vessel, the Yamanaka using this technique becomes a psychic bridge to connect the mind and soul of the willing target to this vessel. Over the course of several hours or even an entire day, the Yamanaka can guide the spirit of the willing target into their new vessel, be that a Human Puppet, a Synthetic Body, or any other body that is capable of housing a human soul. Once completed the Target's vessel is their new body and they lose connection to whatever the soul was in before.
Example RP of how it will be used: Shusuke let out a sigh as he nervously placed his hand on his friend Shishiwakamaru's forehead. He knew that Shishi was dying, and this was one of the only ways to save his life. Placing his hand on the beautifully designed humanoid puppet sitting beside him, the time to begin the transfer has finally arrived. Taking a deep breath the young Yamanaka closed his eyes and began to stich the Third Eye threads from Shishiwakamaru's body to that of his new vessel. He was essentially weaving a blanket using threads as thin as silk. This jutsu was most likely going to take him all day if not longer as it was not something the boy has had extensive experience in. Nevertheless, he was going to do everything he could to help save his best friend.

This is conditionally approved with the following stipulations.

1) Needs PC permission.
2) No altering chakra signatures.
3) No reanimation of dead bodies.

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[ B L O O D L I N E ]
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[TH]
[ K I N J U T S U ]
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[TD]
Yamanaka
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The Yamanaka are known as the 'Mind Clan', and for good reason; they possess a sharp mentality that not only enables them to cast powerful illusions, but also have the unique ability to project their consciousness outwards to directly manipulate the wills of others. Yamanaka thrive from the sidelines as expert spies and interrogators.
084 PL - Mentalist (Rank 1), Nightshade Extract (Rank 1)
168 PL - Illusory Cantrips (Rank 1)
252 PL - Phantosmia (Rank 1)
336 PL - Illusory Cantrips(Rank 2)
420 PL - Mentalist (Rank 2), Mind Body Disturbance (Rank 1)
504 PL - Nightshade Extract (Rank 2)
588 PL - Illusory Cantrips (Rank 3), Phantosmia (Rank 2)
672 PL - Mentalist (Rank 3), Mind Body Disturbance (Rank 2)
756 PL - Phantosmia (Rank 3)
840 PL - Nightshade Extract (Rank 3), Mind Body Disturbance (Rank 3)

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Mentalist - Passive
The Yamanaka universally seem to have a strong force of will, and are naturally adept in the arts of the mind.
Rank 1/2/3: Grants +1/+2/+3 Genjutsu DC.
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Nightshade Extract - Passive
Through mastery of botany the Yamanaka has learned to make their own strains of regular poisons, increasing their potency and effects.
Rank 1/2/3: Grants access to the Nightshade extract. The Yamanaka can choose to add this to any poison they have in their inventory, adding an additional effect to the poison.
  • Injury Poisons gain an additional -1/-2/-3 Dodge/Gen Save debuff
  • Inhaled poisons gain additional -1/-2/-3 Acc/DC debuff
Notes:
  • This must be noted in the user’s dojo.
  • This caps at -4 total Dodge/Gen Save/Acc/DC debuff from Nightshade extract or the poison it is affecting.
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Illusionary Cantrips - Passive
At a certain point of mastery a Yamanaka is able to layer illusions upon each other so intricately, that minor ones become near effortless to maintain, and rarely interfere with other genjutsu.
Rank 1: E-Rank Genjutsu cast by the user doesn't fill a Sense slot of the target.
Rank 2: E/D-Rank Genjutsu cast by the user doesn’t fill a Sense slot of the target. The user may use an E Rank Genjutsu as a free action, this requires a 10 second cooldown after use.
Rank 3: E/D-Rank Genjutsu cast by the user doesn’t fill a Sense slot of the target. The user may use an E/D Rank Genjutsu as a free action, this requires a 10 second cooldown after use.
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Phantosmia - Bloodline Style
As a Yamanaka saturates an opponent's senses with Genjutsu, their mind is overwhelmed by phantom scents, confusing their perceptions to the Yamanaka’s advantage.
Rank 1/2/3: The user receives +1 Acc/Gen DC and +5% damage per Genjutsu maintained on their opponents. Every 10 seconds, the user may apply one Nightshade Extract affected Injury type poison to 1/2/3 weapons for 0 AP, and this consumes a use of the chosen poison per weapon.

Cost: 0.5 AP
Notes:
  • If used as a Chakra style these buffs apply to Genjutsu
  • If used as a Physical style these buffs apply to Taijutsu
  • These bonuses cap at +5 Acc/Gen DC, +25% Damage buff.
  • The Nightshade Extract affected poison application lasts 10 seconds.
  • A different Nightshade Extract affected poison may be chosen for each weapon in a single use.
  • Counts either as Chakra or Physical Style. Must be declared upon entering.
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Mind Body Disturbance - Will Genjutsu
The unique ability of the Yamanaka Clan, allowing them to project their own consciousness out from the limits of their own body, and attempt to enter the mind of another living being. While excellent at reconnaissance, this skill is risky in a direct confrontation. If the Yamanaka is willing to take the risk, this Genjutsu allows them to lurk within the mind of their target, sharing their senses, and if they so desire, take disrupt their unwitting host.
Rank 1/2/3: Targets an opponent with Genjutsu DC. If successful, the Yamanaka's awareness enters the body of the target with the victim unaware of their presence. The target and user each have -1/2/3 Dodge. 50%/40%/30% of all damage done to the target is also inflicted on the user ignoring the user’s DR. At rank 2 the user is aware of everything the target is aware of (Including targets clones). At Rank 3 the user can now use the Distracting Thoughts special action.
Special Action - Distracting Thoughts: While Mind Body Disturbance affects a target, the user may spend up to 1 Ap to reduce the target’s AP by double the spent AP. Doing this alerts the target to the presence of the user.

Costs: 2 Ap, 300 CP to initiate, 150 CP/rnd.
Notes:
  • Upon a full hit, the target is unaware of the user’s presence. On a partial hit, the target is aware.
  • If the target is aware of the Mind Body Disturbance they can spend 1 AP to attempt a Genjutsu Check to end the Mind Body Disturbance Technique.
  • If the target is aware of the Mind Body Disturbance Technique they receive a stackable +2 Gen Save buff per round to resist this technique.
  • The user will always be aware of the target while they are affected by the Mind Body Disturbance Technique.
  • This does not take up a Genjutsu Sense Slot, and cannot have it’s number of targets increased through any means.
  • This technique may be maintained for a maximum of 30 seconds.
  • Requires a 10 second cooldown after use.
  • The user may perform Genjutsu and Yamanaka techniques while using Mind Body Disturbance Technique with no penalty, all other actions are used at -3/-2/-1 Accuracy.
  • Other Yamanaka are automatically aware if Mind Body Disturbance Technique is used upon them.
  • This does not circumvent the AoE rules, and the user can still only take damage once from any source.

True Yamanaka
The True Yamanaka are a branch of Clan Yamanaka that claim to be descendants of the original bloodline founder. The True Yamanaka are noted for their calm, detached behavior, turning their heads at the more down to earth, flowery techniques of their sister bloodline, focusing more on Genjutsu and the power of the mind.
924 PL - Presence Erase (Rank 1), Mind Possession (Rank 1)
1008 PL - Mental Fortress (Rank 1)
1092 PL - Mind Possession (Rank 2)
1176 PL - Presence Erase (Rank 2), Mental Fortress (Rank 2)
1260 PL - Name of the Rose (Rank 1)
1344 PL - Presence Erase (Rank 3), Mind Possession (Rank 3)
1428 PL - Name of the Rose (Rank 2),
1512 PL - Mind Destruction (Rank 1)
1596 PL - Mental Fortress (Rank 3)

1680 PL - Name of the Rose (Rank 3), Mind Destruction (Rank 2)
1764 PL - Mind Destruction (Rank 3)
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Presence Erase - Passive
The mastery of Genjutsu allows the True Yamanaka to alter perception and memory to mask their presence against those around them. This often takes the form of the True Yamanaka vanishing into a plume of smoke, or simulating some type of Body Switch technique. Unlike Genjutsu this does not require focus on a target, but instead affects any who can currently perceive them.
Rank 1/2/3: The user may apply their current Genjutsu DC bonus to any stealth check at -1/+0/+1.
Notes:
  • This requires a 10 second cooldown after use.
  • Stacks with the user’s stealth bonuses.
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Mental Fortress - Passive
Using their extensive knowledge of Genjutsu, the True Yamanaka are able to use the opponent's mental debilitation to strengthen their own defences, making the opponent's own mental weakness their strength.
Rank 1/2/3: For each Genjutsu affecting an opponent the user gets +1 Genjutsu Save. This caps at +2/+3/+4 Genjutsu Save
---

Mind Possession - Will Genjutsu
The pure expression of the True Yamanaka’s mental capabilities, they are able to take the base Mind Body Disturbance Technique and increase its effectiveness, to the point of overpowering the opponent's mind and controlling them like mental puppets.
Rank 1/2/3: The user attempts to bind the opponent at -3/2/1 Gen DC. If the user successfully binds the target, the following effects occur:
  • The user takes control of the target and their actions will be performed by the target, not the user, this does not affect/break the bind.
  • Damage done to the target also damages the user.
  • If the target or user takes 10% Max HP within a round this Technique ends.
  • When using actions through the target, the user uses the target's Secondary stats, with the exception of keeping their own Genjutsu DC and Save.
  • The user may only perform their own Techniques, but cannot target the user or target.
  • Techniques used in this state take their costs from the user and target at a 50% split.
  • Techniques used through Mind Possession do not use the target’s AP.
Special Action - Fast Possession If the target is under the effect of the Mind Body Disturbance
Technique, for +20% CP they can have this genjutsu cast at 0 AP timing. This does not affect the AP cost of Mind Possession.

Cost:2.5 AP 610 CP, 305 CP/rnd
Notes:
  • This is a Full Bind.
  • Mind Possession may only be used on a single target regardless of other effects.
  • There is a 21% chance to dispel maintained effects per round maintained.
  • This can be maintained for a maximum of 15 seconds.
  • The target can spend 2 AP to attempt to escape the bind with a 15% chance. This bonus stacks per attempt.
  • This does not circumvent the AoE rules, and the user can still only take damage once from any source.
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Name of the Rose - Non-Elemental Ninjutsu
A secret ability of the True Yamanaka, allowing them to convert their body into a form of their choosing, created purely out of chakra. In this form, the user's mental capabilities are significantly increased, but it comes at a cost as this form can only be held shortly, and has a significant mental strain.
Rank 1/2/3: The user gains +5%/10%/15% DR and Non-Illusionary Damage is dealt to the user’s CP instead of HP. Any Non-Illusionary Damage the user deals is at -20%/15%/10% damage.

Special action - Meditation: For 1 AP, the user can reduce the maximum maintained duration by 10 seconds to restore 20% of their Max CP. There must be at least 10 seconds remaining for this special action to be used.

Cost: 2.5AP 1100 CP, 550 CP/rnd
Notes:
  • This is a Chakra Armor Technique.
  • This can be maintained for a maximum of 30 seconds.
  • The user cannot restore more than their CP at the time of casting this technique.
  • If the Mind Possession Technique is used while the user is maintaining Name of the Rose, the user is no longer a valid target. If used this way, when Mind Possession or Name of the Rose ends, the user becomes a valid target again.
---

Mind Destruction - Will Genjutsu
An advanced usage of their Mind Body Disturbance Technique, in which the True Yamanaka may influence the mind and actions of a target without the need to implant their own consciousness within. Though the control this gives the Yamanaka over their target is weaker in comparison to Mind Body Disturbance, this carries none of the risks associated with that technique. A skilled True Yamanaka may learn to spread this effect to multiple targets, allowing them to turn their enemies against each other.
Rank 1/2/3:Deals 480/600/720 damage to three targets each round. Upon initiation of this Genjutsu the targets are suppressed for 1AP. While affected, victims have -1 Max AP and their actions have a 10%/15%/20% chance of being unable to choose specific targets for attacks they make.

Cost: 3 AP 1490 CP, 740 CP/rnd.
Notes:
  • Mind Destruction has priority over any Non-Kinjutsu effects which would allow the victim to retain the capability to choose their targets.
  • This can be maintained for a maximum of 30 seconds.
  • If unable to choose a target, a roll is made to see who is targeted, a victim may attack themselves.
[/TD]

[TD]
Chimeiarashi
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Chimeiarashi are often called “Storm born”, not because of an affinity to actual weather events but because their arrival on the field of battle is like a hurricane smashing an armada. With their speed and strength, they are often seen flitting from foe to foe, leaving a weapon embedded in each as it takes too much time to draw it back out after it’s been put in place. Chimeiarashi do not behold themselves to their equipment, believing them to be mere tools to their trade. And their trade is death.
Information
Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank

Effects:
  • The user’s passive weapon modifiers, (Such as the weapon Acc/Damage modifiers and Weapon Attunement), do not count towards the Acc/Damage cap.
  • The user’s weapons cannot have their base damage modifier lowered by any means. This means the +5/10% from weapon creation. (Does not apply to damage modifiers gained from sources such as buffing taijutsu.)
  • The user gains the Quickdraw Ability and will not take up a slot
Disposable Impalement – Kinjutsu Ability
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Chimeiarashi often leaves a weapon impaled into an opponent after striking, the time it takes to pull it out usually being longer than it would to simply move on to the next foe and strike them down. This presents some curious upsides in that if your opponent didn’t die this could make them wish they had.
Information
Prerequisites: Chimeiarashi

Effect: The user may lower the base damage of a Taijutsu Technique by -15% to Impale the target with the weapon used. A target that is Impaled has +10% Bleed Chance and after 10 seconds has their Bleed Rank increased by 1.

Notes:
  • The weapon used to cause the Impaled status is not usable while the target is Impaled.
  • When the weapon is removed the Impaled status ends, and the weapon is dropped.
  • A target can be Impaled by multiple weapons, the Bleed Level increase does not stack.
  • The Impaled Status can be removed for 1 AP. This may be done by the user or the Impaled target, removing all weapons Impaled in the target.
  • When the Impaled Status is removed, if the target was Impaled by 5 weapons, their Bleed Level increases by 1.
  • This technique uses Basic Strike Damage as per the user’s OOC rank.
  • Removing the Impaled Status causes Basic Strike Damage from each Weapon, with a +10% bleed chance per weapon removed (3 weapons removed would deal 450 Physical Damage with a +30% Bleed chance at S-Rank)..
  • When the user removes the Impaled Status, they may choose one weapon’s augments to apply to this damage. If the target removes the Impaled Status, no augments will apply.
  • Raising a target’s Bleed Level by removing the Impaled Status may happen once per 10 seconds.
  • An Impaled target cannot have their Bleed Rank lowered while Impaled.
  • A target can only be Impaled by a maximum of 5 weapons at a time.
  • May not be used with Weapon Creation Techniques except Armiger Arsenal
Force of Nature – Kinjutsu Ability
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Sometimes, a weapon just doesn’t cut it. Steel can only go so far, and against chakra that distance is not much. When they are required to use more than mere steel, a Chimearashi reaches into their talent pool for this technique. Through specific chakra manipulation, they can change the way their weapon is perceived by the world.
Information
Prerequisites: Chimeiarashi

Effect: The user may change the Damage Type of their Taijutsu attacks, which has the following effects:
  • Changing a Taijutsu into Elemental Damage lowers the base damage by 10%.
  • Changing a Taijutsu into Illusionary Damage lowers the base damage by 20%.

Notes:
  • Changing the Damage Type allows other damage buffs to apply. (A Taijutsu changed to Elemental Damage receives the user’s Elemental Damage buffs in addition to their Taijutsu Damage buffs.)
  • The user’s weapon damage buff still applies.
  • This does not affect accuracy modifiers.
Armiger Arsenal – Buffing Taijutsu [MASTERED]
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The Chimeiarashi have developed a technique to be surrounded by floating spectral copies of their weapons, always within reach for any attack they wish to make.
Information
Prerequisites: Chimeiarashi

Rank 1/2: The user creates a Spectral Copy of 5/7 of the weapons in their inventory. Each Spectral Copy is not dispelled as long as the user maintains Armiger Arsenal.

Special Action - Armorer’s Sacrifice: On a full hit, the user may choose to break a Spectral Copy used for the technique to ignore the target’s DR. The Spectral Copy used this way is destroyed.

Cost: 2.25 AP and 680 CP, 340 CP/rnd

Notes:
  • This is a Weapon Creation Technique
  • Armiger Arsenal ends when there are no Spectral Copies left.
  • May be maintained for a maximum of 30 seconds.
  • Armorer’s Sacrifice may only be used once per 10 seconds.
  • Cannot be used with Permanency
Steelwind – Variable Taijutsu [MASTERED]
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A Chimearashi is a master of multiple weapons, and no skill shows that better than this. By utilizing expert control, they can attack with multiple weapons at once, looking like a whirlwind of blows.
Information
Prerequisites: Chimeiarashi

Rank 1/2: The user makes two attacks each with 4/5 different weapons from their inventory at +1 accuracy against a single target.

Special Action - Enforced Harakiri: The user may pay +20% CP to use any weapon currently causing the Impaled status on the target for Steelwind. Each weapon used this way applies +5% Bleed Chance. This does not end the Impaled Status.

Cost: 2.25 AP 680 CP

Notes:
  • This technique uses Basic Strike Damage as per the user’s OOC rank.
  • The user draws and sheaths the weapons used for Steelwind for no cost.
  • All augments apply as normal.
  • May not be used with Weapon Creation Techniques except Armiger Arsenal

Soul of the Sword – Buffing Taijutsu [MASTERED]
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By attuning their chakra to one of their weapons, a Chimearashi harnesses their chakra to create an inanimate ally in the midst of battle. While this costs them the weapon for that fight, it can create openings that would otherwise not be possible.
Information
Prerequisites: Chimeiarashi, A rank

Rank 1/2: The user chooses one weapon from their inventory to create an Animated Weapon. The Animated Weapon has 5280/6600 HP and -4/-3 secondaries of the user. Rank 2 applies the user’s buffs at the time of creation to the Animated Weapon. Whenever the user performs an offensive Taijutsu Technique, the Animated Weapon will mimic the same Technique, retaining the same secondary effects, but dealing 1170/1470 damage.

Cost: 2.75 3025 CP, 1510 CP/rnd

Notes:
  • This is a Creation Technique.
  • The Animated Weapon may only mimic 3 offensive Taijutsu Techniques every 10 seconds.
  • The weapon used to create the Animated Weapon cannot be used while Soul of the Sword is maintained.
  • The mimicked technique will match the Taijutsu subtype of the Animated Weapon, not the mimicked technique.
  • Attacks from the Animated Weapon will count as attacks from the user in regards to conditionals.
  • May not be used with Weapon Creation Techniques except Armiger Arsenal
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[ A B I L I T I E S ]
[ I N V E N T O R Y ]
[ W E A P O N S ]
Free Abilities:
Abilities: Ability Card Purchased
  1. Augment - Bloody Mess (Free Bloody Mess Augment)
  2. Augment - Heavy Handed (Free Great Weapon Augment)
  3. Augment - Versatile Arms (Free Trick Weapon Augment)
  4. Genjutsu - Elemental Illusion (Additional Effects based on Element chosen)
  5. Genjutsu - Shattered Reality (0.5 AP end Gen for Damage)
  6. Taijutsu - Combo Master (2nd attack in combo can't be autododged, +10% Auto Hit, and can combo 3 attacks)
  7. Taijutsu - Genetic Implant (Grants Access to Uchiha's Sharingan)
  8. Taijutsu - Weapon Mastery: Piercing (turns Opponent DR to +% Damage)
  9. Taijutsu - Weapon Mastery: Slashing (Grants Open Would Stacks)
  10. Kinjutsu - Chimeiarashi
  11. Kinjutsu - Chimeiarashi
  12. Kinjutsu - Chimeiarashi (Ability Card Purchased Here)
  1. Headset
  2. No Armor
  3. Twilight Venom x2 (Nightshade Extract)
  4. Pouch - Poison (Nightshade Extract)
  5. Hidden Weapon
Weapons: Extra Weapon Purchased
  1. Katana - Slashing/Piercing
  2. Scythe - Slashing/Unarmed
  3. 100 Floating Spears - Unarmed/Piercing
  4. 100 Floating Blades- Unarmed/Slashing
  5. Longsword - Piercing/Slashing
  6. Rapier - Piercing/Unarmed
 
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[ L I F E . A T . T H E . A C A D E M Y ]
  1. Starting Steps: Learning to run! [OPEN]
  2. Starting Steps: One Foot After Another! [OPEN]
  3. Starting Steps: Tiptoeing to Tranquility [Contract Search]
  4. Starting Steps: A Breath of Fresh Air [OPEN]
  5. Starting Steps: Botanica garden [OPEN]
  6. Starting Steps: Keen Eye or a Sharp Mind? [Req. Mirei]
[ T H E . G O A L . I S . G R A D U A T I O N ]
  1. Learning to Run: Brevideciduous
  2. Learning to Run: The Goal is Graduation!
  3. Learning to Run: Shinobi Rule #1: Survive! [Class]
  4. Learning to Run: New Beginnings [Class]
  5. Learning to Run: New And Better
  6. Learning to Run: Ninja Field Day [Class]
  7. Learning to Run: Event - Anger Issues [Event Mission]
  8. Learning to Run: The Nightshade's Beauty
[ D A R T I N G . T O . D E S T I N Y ]
  1. Darting to Destiny: Returning Home
  2. Darting to Destiny: The Difference Amongst Peers!
  3. Darting to Destiny: Following his Steps (Requesting Hokage/ANBU Sennin)
  4. Darting to Destiny: Playing Mind Games (Req. Kiriyomi)
  5. Darting to Destiny: Building Bonds that Last
  6. Darting to Destiny: Shu-Shi Go On An Adventure! [Dual Contract Search]
[ F R O M . W H E R E . I . S T A N D ]
  1. From Where I Stand: A Step into Reality
  2. From Where I Stand: A day around town
  3. From Where I Stand: Note of the Kunai [ANBU Class]
  4. From Where I Stand: Welcome Back
  5. From Where I Stand: Taking What's Mine [Requesting Hokage]
  6. From Where I Stand: Understanding What's Ahead [ Private | Open to ANBU ]
  7. From Where I Stand: Sharing my Strength [Req. Kiriyomi and Ōtakemaru]
[ T H E . W I N D S . O F . C H A N G E ]
  1. The Winds of Change: Strike of the Morning Bell! [Req. Akio, Keniwa, & Kiriyomi]
  2. The Winds of Change: Blades to the Grindstone [Req. Ōtakemaru]
  3. The Winds of Change: The Eye of the Storm [Private]
  4. The Winds of Change: The Devil's Work III - "Small stone, big river..." [Yong at the Gate]​
[ T H E . S T A R T . O F . S O M E T H I N G . N E W ]
[ M I S S I O N . L O G ]
  1. Man on a Mission: The Boars got Loose!
  2. Man on a Mission: Why are There Bandits in my City?
  3. Man on a Mission: These Bandits Think They're Tough
  4. Man on a Mission: Face to Face! Prodigy or Disappointment
  5. Man on a Mission: To Kill a Bandit
  6. The Redcoat Thief > The Redcoat Thief [Medical Thread]
  7. Bandits on the Highway [Mission]
  8. Man on a Mission: When a Tree Falls [Repeatable Mission]
  9. Man on a Mission: Coffee City Critique
  10. Man on a Mission: Keeping a Third Eye out for Trouble
  11. Man on a Mission: Out on Patrol
[ T E A C H I N G . L O G ]
  1. Darting to Destiny: Shattered Illusions [Tutor Req. Aburame Kiriyomi]
  2. Darting to Destiny: The Strike of the Thorn [Tutor Req. Kyoujouran Keniwa]
  3. From Where I Stand: Tree of Life [Tutor Req. Senju Akio]
  4. From Where I Stand: More to the Forest [Tutor Req. Senju Aria]
  5. The Winds of Change: Strike of the Morning Bell! [Req. Akio, Keniwa, & Kiriyomi]
  6. Blocking the Blind Eye [CLASS]
Mission Type​
E-Rank​
D-Rank​
C-Rank​
B-Rank​
A-Rank​
S-Rank​
Self Modded Solo Mission
4​
2​
3
Self Modded Team Mission
1​
Modded Solo Mission
Modded Team Mission
1​

Enemy Type​
Academy Student/Citizen​
Genin​
Chuunin​
Jonin​
Sennin​
Kage​
Non-Player Character
1​
2​
2​
Player Character
 
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[ C O N T R A C T . S U M M O N S ]
Shida
Saikai of the West Sea
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Description: – Shida is a small green scaled tortoise that is exhibiting faint traces of Wood Style ninjutsu as a small plant has begun to grow from the little friendly looking creature's back with small leaves already visible. Her eyes have a soft yellow hue that matches with the coloration of her beak which is split between her upper green lip and her lower lighter yellow lip. Standing at about six feet tall the young Shida is actually quite small compared to most of her relatives that are often mistaken as moving mountains as they travel through the forests, but nevertheless she is here eager to help. Around her neck she wears the striped scarf that Shusuke gave her after their first meeting and the way that he tied the scarf mimics the petals that grow from her back. Over all this small and cute looking tortoise doesn't look quite look like what you'd expect from a shinobi's summoning.
Personality: – Shida is a kind yet strong headed young tortoise who isn't afraid to share what is on her mid, often speaking out of turn which is why Shusuke adores her so much. She is very persistent and is surprisingly motherly for someone so young. She is often found reminding Shusuke to eat his meals as well as go so far to prep them while he refuses to take a break from their training. She has spent a lot of time with the boy with whom she is contracted by, but when she isn't around him she is often tending the gardens and collecting the herbs she and her family uses in the ancestral tonics and salves that they have passed down with each generation. A sucker for sweets and always down for an adventure this young tortoise is the perfect companion for Shusuke as they continue to grow and explore the world together.
History:
Shida was definitely the runt of the batch, but this was not a weakness in her eyes. This fueled the determination and helped encourage the small tortoise. Spending much of her time focusing on the art of support she quickly learned that she wasn't the powerhouse that was able to stand side by side with the heroes of lore, but that didn't stop her ferocity! She wanted to make a name for herself and if becoming the best at what she could do was an option then it was the only thing that mattered to her.

It was during one of these training segments when she accidentally cleared away the debris that blocked a now dry underground stream, creating a cavernous entrance into the unknown. This was where she met Shusuke who was apparently out training in the same manner. She kept her distance as she watched the curious boy approach the newly created opening, but the sound of the falling debris did not call to just the young academy student, no, it also caught the attention of a nearby beast that had been plaguing the area for some time now. Keeping an eye out on the boy she saw as this large spider peak over the edge of the higher lip of the river shifting it's attention to the small boy. Acting quickly she darted forward summoning forth a large stone turtle shell that protected the boy from an incoming spray of a caustic toxin from the spider.

Much to her surprise the boy was, in her eyes, a skilled shinobi and was able to react quickly to the new threat. Between her Earth Style barriers and walls and his surges of electricity throughout his blade they were able to fight the spider off, severing a couple legs before it decided to retreat.

The fight was quick, but this shared experience was the beginning of a close friendship and the start of a summoning contract between the two young children aspiring to be the best that they can be in this world.

Other info:
Starting Steps: Tiptoeing to Tranquility [Contract Search]
Approval to use here


[ C L A S S ]​

Turtle Island
HP: (44+6) x Shusuke's CC = 13,750
CP: (34+6) x Shusuke's CC = 11,000
Class Bonus: +4 Hp and Cp Mod
High: Melee Accuracy
Average: Genjutsu Save, Evasion, Ninjutsu Accuracy
Low:Genjutsu DC, Ranged Accuracy


[ J U T S U ]​


Turtle said:
Shell Guard - Turtle Contract Passive
The shell of a turtle is synonymous with protection, and for good reason. There isn't much in the natural world that is tougher than the protective plating of a strong turtle.

Effect:
-User has +10% damage reduction against all non-Illusionary damage.
-The user ignores the first two ranks of bleeding, and does not take damage from them.

Shell Smash - Turtle Contract Independent Special Move
Though their shells may be tough, turtles are not exactly the fastest beings. Turtles of the contract realm, however, can temporarily alter this, briefly forgoing the protection of their shells in order to drastically increase their offensive prowess.

Effect: For 1.5 AP, the user may sacrifice the effects of Shell Guard in order to gain +15% damage and +3 accuracy to any one jutsu subtype of the user's choice. This effect lasts for one full round.

Tidal Wall - Turtle Contract Senjutsu - Earth
A rock is a barrier is a wall, and a turtle is an impressive wall indeed. The protection a turtle offers extends not only to itself, but can be used to shield its allies when it so desires. Contract turtles even bring with them a protective aura that can help restore their friends.

Effect: Creates a Barrier that has 4,500 HP and DR against Damage for up to three targets. Those within the barrier are healed of three physical debuffs of their choice.

Cost: 2.5 AP, 2750 Cp, 1380 CP/Rnd

Note:
- Jutsu subtype is chosen when the contract creature is designed; damage buffs that apply to the contract subtype increase damage blocked.
- The Senjutsu subtype chosen designates the type of damage the barrier gains DR against, Ninjutsu = Elemental, Taijutsu = Physical, Genjutsu = Illusionary.
- Physical debuffs include things like Bleed Level and Called Shot levels. Each Called Shot/Bleed level healed counts as a separate debuff healed.
- Debuffs healed must be chosen while the barrier is still active, or they will be selected randomly when the barrier ends.


[ A B I L I T I E S ]​
  1. Ancient Wisdom - General Contract Ability
    • Effect:
      - While the contract is present in battle, its allies gain a bonus based on its custom class 'High' stat(s); this bonus is +1 Acc/Dodge/DC/Save and +5% Damage dealt with it. These bonuses do not apply towards caps.
      - Example; the contract with this ability having Nin Acc and Gen DC in high would grant its allies +1 to Nin Acc/Nin Dodge/Gen DC/Gen Save, and +5% Ninjutsu/Genjutsu damage.
  2. Mount - General Contract Ability
    • Effect:
      - The contract may allow a single target to ride upon it. Both Contract and the ally attempting to ride it must spend 1 Ap to begin riding.
      - The contract will take damage from attacks directed at it as normal, but will also take damage equal to half the damage dealt to the rider from an attack.
      - Non-illusory attacks directed at the rider will user whichever is higher; the contract's dodge or the rider's dodge. Regardless of which is used, it will gain a +3 Dodge bonus.
      - Anyone in battle aware of either the contract or the rider is automatically aware of the other as well.

[ W E A P O N S ]​
  1. Turtle Shell - Unarmed (Handseals)
    • +2 Accuracy/-10% Damage
  2. Turtle Bite - Unarmed (Handseals)
    • -2 Accuracy/+10% Damage
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Description: A soft pink skinned slug with six rounded crests that end in a a deeper shade adorning it’s head. Soft yellow eyes and a creamy colored belly causes this five foot tall Gastropoda to be an easily seen target. Fortunately he is covered in a corrosive mucus film that causes whatever touches him to melt away causing unwanted contact to be deadly. His back is covered in sharp spines he uses to strike his prey or to scare off potential threats that target him or his sister Tōkai. The mucus excreted from from his psuedopod allows him to move significantly faster than you may think a slug would be able to. Weighing in at around 250lbs, he is a force to be reckoned with that doesn’t back down easily, especially if someone he knows is in trouble. The crests on his head can also stretch ever so slightly and harden to take on the form of blades.

Personality: Saikai is surprisingly kind and optimistic. He is full of energy and is excited to be summoned no matter the situation. When Saikai isn’t in a fight he is often chasing the birds and singing songs. He has yet to find a human that he doesn’t call a friend. Almost like a mother hen, any and every human he finds he “adopts” and calls his children. Specializing in medical ninjutsu like many of his kin, this slug is always the first to volunteer to help those in pain. While the mucus on his pink skin is toxic to the touch, the mucus excreted by his mouth heals those who touch it, especially when Saikai gives kisses, which he does often. The young slug has aspiration to one day take on the rank of a human village shinobi, maybe with his connection to Yamanaka Shusuke the Hokage will allow him to join the ranks of the people and become the Medical Branch Sennin

History: – South of Konohagakure is a collection of small villages. In an expedition to forage food, a group of villagers found a small clutch of large eggs. One egg blue and the other pink, the forages were excited to bring back these miraculous eggs and they were excited to share this exotic meal with their friends and family. Upon arrival to the village the two eggs hatched into two colorful slugs! A small blue girl with frilly crests that they named Tokai, and a small pink boy with pointed crests that they named Saikai. The village elders decided not to eat these strange colorful slugs because even at hatching they showed signs of intelligence. The village healer took them in and began to teach them the ways of herbal medicine. As they aged, the two slugs began to show promise and the ability to mold chakra so the village healers began to teach them the basics of medicinal jutsu.

A few years passed and the two slugs began to fill the roles of healers for the village and they even began to study how to defend themselves while looking for medicinal herbs. Training now under the hunters of the village Saikai and Tokai began to study the arts of Taijutsu. With thei skills growing as quickly as their stature the two twins began to wonder what might be out in the world outside of their village. The two began to sneak out of the village at night to explore the world around the village, but they were found out. The village elders, who at this point were their family members, have the twins their blessing to leave the village and explore the world. The only request they gave Saikai and Tokai was to never leave each other’s side and to never forget that they were raised with love and care and to share that with the world they met.

Other info:
Shu-Shi Go On An Adventure! [Dual Contract Search]
Approval to use here


[ C L A S S ]​

Sluggy Boy
HP: (30+6) x Shusuke's CC = 9,900
CP: (40+6) x Shusuke's CC = 12,650
Class Bonus: +10% Medical Healing given and received
High: Ninjutsu Accuracy
Average: Genjutsu Save, Evasion, Melee Accuracy
Low:Genjutsu DC, Ranged Accuracy


[ J U T S U ]​


Slug said:
Sensory Input - Slug Contract Passive
A slug or snail has a surprisingly intense array of senses, particularly its sense of touch. They are even capable of rather quick movement when their feelers are touched. This should serve to underline the point that slugs are not necessarily slow--they are merely careful.

Effect:
- The user gains a +1 bonus to their Melee Accuracy, Ranged Accuracy, Ninjutsu Accuracy and Genjutsu DC.
- User may choose to forego the +1 bonus to one of their four Accuracy Types to instead gain a +1 bonus to either Dodge or Genjutsu Save. This may be done up to twice and does not have a cost.

Slime Trail - Slug Contract Independent Special Move
Anyone who's seen a slug crawling along a path or up a surface has seen the silvery mucus trail they leave behind. Those less fortunate might have slipped on one before. A clever slug contract creature can arrange this somewhat more...deliberately.

Effect: When activated for 1 AP, anyone who comes into melee range of the user (whether it is them attacking the user, or the user attacking them) has a 20% chance to slip and lose 1 AP; this can happen twice a round. This does not require a successful hit to activate.

Acid Armor - Slug Contract Senjutsu
The coating of slime that slugs constantly emanate has an awful lot of uses. Contract slugs have usages open to them that normal garden snails can't really imitate--such as hardening the coating to a protective armor when it becomes necessary.

Effect: The user gains +20% damage reduction against all non-Illusionary damage. Jutsu of a single subtype, chosen at activation, will have an extra +10% damage blocked, and each time the user is hit by one in a round they will gain +5% damage and +1 accuracy to this jutsu's subtype.

Cost: 2.5 AP, 2750 CP, 1380 Cp/Rnd

Note:
- Jutsu subtype is chosen when the contract creature is designed; buffs to that subtype in excess of +30% raise the damage reduction by 5%.
- This is a Chakra Armor.
- Damage and accuracy buffs only apply within the round and cannot stack more than three times in one round.




[ A B I L I T I E S ]​
  1. Ancient Wisdom - General Contract Ability
    • Effect:
      - While the contract is present in battle, its allies gain a bonus based on its custom class 'High' stat(s); this bonus is +1 Acc/Dodge/DC/Save and +5% Damage dealt with it. These bonuses do not apply towards caps.
      - Example; the contract with this ability having Nin Acc and Gen DC in high would grant its allies +1 to Nin Acc/Nin Dodge/Gen DC/Gen Save, and +5% Ninjutsu/Genjutsu damage.
  2. Mount - General Contract Ability
    • Effect:
      - The contract may allow a single target to ride upon it. Both Contract and the ally attempting to ride it must spend 1 Ap to begin riding.
      - The contract will take damage from attacks directed at it as normal, but will also take damage equal to half the damage dealt to the rider from an attack.
      - Non-illusory attacks directed at the rider will user whichever is higher; the contract's dodge or the rider's dodge. Regardless of which is used, it will gain a +3 Dodge bonus.
      - Anyone in battle aware of either the contract or the rider is automatically aware of the other as well.
 
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