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:

Smiling Lady Kagetsu Yuii [Dojo]

Joined
Oct 23, 2012
Messages
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Yen
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CA - GhostWalker - Point allotment
Unreal Understanding - Passive (3 points)
Due to their experiences with the surreal and illusionary, Ghost Walkers are less affected by illusions and tend to be less fearful than others, not being completely affected by the intended penalties.
Effect: All penalties from genjutsu are reduced by 1 (if Blinding Flash would normally do -3 accuracy, they only take -2). Fear effects do not apply. 5% chance to break out of any genjutsu each round.

Genjutsu Mastery - Passive (2 points)
Restriction- C Rank and up
With their understanding of the real and unreal, Ghost Walkers can use genjutsu much more effectively than others can, making their illusions more potent and longer lasting.
Effect: All Genjutsu costs are reduced by 10%. Genjutsu which are fully effective last an additional round before resistance checks are made, and Partially-Effective Genjutsu are treated as fully effective for 1 round after the initial use.

Sound Mind - Boost (3 point)
Restriction- Can only be purchases a maximum of 3 times.
Because of their many encounters with the supernatural or unreal, Ghost Walkers are far less affected by the strange or illusionary, giving them a calm mind in the face of the bizarre or unreal.
Effect: +1 Genjutsu Save

Ghost Illusion - Dependent Special Move (2 points)
Restriction- B Rank and up
Ghost Walkers have the unique ability to make their illusions physically present, making them that much harder to resist and avoid. Their skill in this often confuses others as to whether such things truly exist or not.
Effect: Gives Genjutsu a Physical Presence. The victim makes a check against the users Genjutsu Difficulty as normal but also must make a check against the users Ninjutsu Accuracy upon initiation. Upon a successful Ninjutsu Check, all damage dealt upon the target deal +10% damage. This technique costs Hp equal to 15% of the Cp Cost. This may only stack twice on a single target.
Notes:
- Each round a Ninjutsu Check is also made between the user and the victim following Genjutsu Rulings. If the Ninjutsu Check fails, the additional +10% damage is negated.

Ethereal - Boost (1 point)
Restriction- Can only be purchases a maximum of 3 times.
Ghost Walkers can often take an ethereal form, hence the name. In some cases, they remain partly ethereal almost all the time, part in the world, and part in the world beyond.
Effect: -5% Physical damage taken

Burrowing Spell - Passive (2 Points)
Certain barriers are no use to employ against those attuned to other worlds, as their ghostly sight and senses bypass them entirely. Such overcharged spells have a tendency to be more potent than average as well.
Effect: All Genjutsu bypass barriers, and deal 40 Illusionary damage per Jutsu Level, per sense. This damage is automatically dealt each round the genjutsu is maintained, and cannot be avoided or reduced in any way.

Mind Over Body - Passive (3 Points)
With so much focus on their minds and honing their chakra, Ghost Walkers often find their minds recover so much more quickly than their bodies do, especially while in their native state of befuddling the mind.
Effect: User gains back 2% CP every round they use a Genjutsu.

Ethereal Weapon - Independent Special Move (3 Points)
Long have Ghost Walkers sought a viable means of attacking while in Ghostly Form, and here it is--a weapon of sharpened chakra itself, striking with piercing force and able to be held by even the intangible.
Effect: User creates a pure chakra weapon of any type that is able to pierce half of all damage reduction, including Ghostly Form. This weapon is treated as being augmented with the augments Spirit Link and Mirage, regardless if the user posses the augments. The user may replace either Spirit Link or Mirage with a single purchased augment, but this must be declared upon creation. Weapon must follow all weapon creation rules for the user's rank, and costs 100 CP and 1 AP to summon and 100 CP/rnd to maintain.

Ghostly Form - Jutsu (1 point)
Restriction- A-Rank and Up
The culmination of their supernatural power, a Ghost Walker can use this technique to turn completely ethereal for a small amount of time.
Rank 1: User turns ethereal for 2 rounds. While ethereal, the user only takes 60% damage from physical attacks, but still take normal damage from Ninjutsu/Genjutsu. User also deals 60% less physical damage to others, unless they are using Ethereal Weapon. The user takes +25% damage from Evil/Holy attacks.
Notes: This counts as a Chakra Armor.
 
Training: https://www.ninpocho.com/viewtopic.php?f=79&t=49568&start=30
Profile: https://www.ninpocho.com/viewtopic.php?p=239151#p239151

Elemental Affinities:
Base Majors: Earth, Fire, Wind, Water, lightning, Non-elemental
(All mastered/unlocked via training)
Advanced Elements: Mirror, Paper, Kinesis, Crystal


Abilities:

1) Defensive technique:
Yuii's logbook 'Age 9' said:
Sen sez(said) that I should learn to detend(defend) myself good(well). He says I make good jutsu and I have lots of enargy(energy) stuff. He sez(says) I furget(forget) that I dunt(don't) get to atack(attack) everarything(everything). He says maybe I can(will) or hav(have) to detend(defend) someone sumday(Someday) or detend(defend) me(myself). Sumthing(something) bad maybe happens and I purpare(prepare)(might happen so I should be prepared). He's teechin(teaching) me to do it now and it is ohkay(okay) but my jutsu miss so much. He wuz(was) trowing(throwing) rocks at me and I had to dodge leik(like) wooshh. Then he wuz(was) doin(doing) little watur(water) jutsus and I had to stay dri(dry). I hope it is not fire jutsu tumorro(tomorrow).
-Yuii, we'll discuss your spelling. Please see me after class.-​
WC:112

2) Hyperactive:
Yuii's logbook 'Age 11' said:
Me and Sen(Sen and I) visited a villige(village) today. There were lots and lots kids to play with! I remembered all the kids I played with at my sister's home. I really like playing with them. We could play super hearos(heros). I was always the very very fastest and got to be the hearo(hero). I could carrie(carry) all the others home after. Sana-chan liked that. My sister always said I have the very most enargy(energy) in the world. She said I could race run up and down the moutan(Mountain) to Cloud one hunderd(hundred) times. She said I could then chase our goats after because I had so much enargy(energy) always.I hoep(hope) I can play again soon.
-Don't forget your past and present tenses Yuii. We'll stop in another village and play soon, I promise.​
wc:108

3) Duelist:
Yuii age 12 said:
Sen and I play cards when we go places. I win a lot. Sen said it is because he lets me win but I know it is because I am the best. I win at lots of stuff always. Sometimes we play other games with dice and I can just win, win, win. He says he isn't mad. He said it is chance and I am just very lucky. I think I am lucky too because I just know it will always turn out how I guess. I love whinning(winning). I want to bet real money so I can buy lots of cakes! Cakes make me lucky!
-Yuii you can't know you're going to win a game of chance. It's mathematically impossible​
wc:107

4) Contract Mastery:
Yuii's logbook said:
Sen left to do a mission I'm not ready for. I went exploring and climbing because I wanted to train. While I was climbing a tree, there was a funny noise coming out of some big caves. Sen says not to go playing with wild animals but I wanted to see. Inside was a BIG kitten that had fallen down into the hole. I went back to camp and got ropes and sheets to pull her out. It was a lot of work, but I'm pretty strong. She was really happy to be free, I know because she told me! She gave me a mark on my arm as a thank-you and said we could play again anytime! I'm so excited! I'm not going to tell Sen because he will be mad I spoke to strange animals.

[Wc: 137]

5) Concentrated Focus
Yuii age 13 said:
Sen has been acting strangely. He has asked me to practice my binding Jutsu. He says we will be going on a special mission, that it will be the best game. He said there is a child with chakra that needs to be saved. I like saving people. I think I have made them stronger. I caught a deer and held it really well today then I let it go so it won't be stew. I hope that is enough. Sen gets mad a lot and I do not want him to be mad at me if I can't do what he asks. I want to go home after this mission. Sen doesn't seem happy anymore.
Scribbled note: Flagged by Anbu for investigation, following the disappearance of Onakai Sen
[Wc: 115]

6) Shattered reality:
Yuii's logbook said:
Sen is gone. I tried to stop him. I used a Genjutsu to trap him and pleaded with him to stay. He started saying awful, mean things like that I was annoying and a burden he took on so he could travel. He said I reminded him of his little sister, but I was too old now and he didn't want to deal with me. He said all the things Ishiyo said were true. That I'm dangerous. I was so mad. The genjutsu shattered. It cut him all over. I didn't want to hurt him but I couldn't help myself. Then he hit me with something, I don't know what, and I don't remember anything else. I woke up in the snow alone. I hate him but I miss him.
Scribbled note: Flagged by Anbu for investigation, following the disappearance of Onakai Sen
[Wc: 130]

7) Healing Factor:
Yuii's logbook said:
Ishiyo is angry today. She only asks to speak with me when she's angry, and it always ends the same way. It must have been something Kiyo has done because she only ever asks for me when she's angry with her sister. I was hoping she would be proud I made it to Chuunin already, but she just wanted to yell and hit. The burns and bruises always heal quickly at least. I tell Kiyo and Enishi that they're training accidents because I don't want them to start fighting over me again. Ishiyo just gets madder when they tell her to be nice to me, and I can't say no when she summons me. I wish they would all leave me alone.
Scribbled note: Tomorrow will be better I hope.
[Wc: 118]

8) Elemental Aura (Ghostly Form):
Yuii's logbook said:
She kept hitting me, so I made an armour for myself and tried to hide with the dead, but that just made her angrier. I've had mild success with avoiding her, but shes started accusing me of using genjutsu on clan members to gain their sympathy. All I did was help Ani with her training! I don't know why she hates me so much but she continues to keep me around. Kiyo says I can't leave after what happened with Sen. She thinks I'll try and find him. I do, but I'd sign a pact with the demon lord himself if it meant getting away from this place. I can barely call it a home anymore. I can't look at Kiyo without getting angry, her guards look at me like I'm a disappointment and Ishiyo is only getting worse. I just want to travel again. Even when Sen was odd, at least I was happy.

[Wc: 155]

9) Jutsu expansion:
Yuii's logbook said:
I found a teacher. He's showing me how the augment and expand my ability with Ninjutsu. I'm really enjoying the training and the expansion of my potential.He seems like a big fan of my Aunt's, but that's nothing new. Kiyo always has suitors, even at her age and reputation. I had to break it to him that she has found someone recently, and that he would be moving to Kumogaure soon. It's an unexpected match, everyone thought she would stay single forever, so I feel like if I tell one of her fans the word might get out and be less shocking. We're still barely speaking, but Enishi has been really gloomy about the whole affair and I got him to tell me. I want to wish her luck, but I know we will just end up arguing again instead.

[Wc: 140]

10) Elemental Illusion:
Yuii's logbook said:
I started playing around with my Genjutsu lately. With the extra lessons I'm getting one Ninjutsu, I wanted to see if I could blend it with Genjutsu in some way. I'm having some success and looking forward to playing with it more in the future. I have almost mastered all the base elements now too, and I think once I finish that I will take my Jounin exam. Jounin isn't as elite as an Anbu or Medical position, but Enishi always says that ANBU prefers to take adults anyway. With my Genjutsu like this, maybe I can finally face Kiyo on equal terms. I want her to stop treating me as the child she picked up on a whim and as the adult, I am becoming.

[Wc: 126]

11) Jutsu mastery:
Yuii's logbook said:
Kiyo was attacked, and she probably won't live. My sensei is gone too, and I know now I was being used again. How else would they know of such a personal meeting? Everyone is saying Enishi is a traitor now too, and that he was angry with Kiyo for choosing another man. I don't want to believe it. I'm scared, I don't want to admit this might be in part my fault. I definitely didn't want anything to happen to Aunty, and it scares me we might not get to talk again. It's hard to think, so I've absorbed myself time with training. I've learned an entire scroll of jutsu now, and I'm getting very efficient. At least, when it comes to jutsu, I can do something right.

[Wc: 128]
 
Training: https://www.ninpocho.com/viewtopic.php?f=79&t=49568&start=30
Profile: https://www.ninpocho.com/viewtopic.php?p=239151#p239151

Elemental Affinities:
Base Majors: Earth, Fire, Wind, Water, lightning, Non-elemental
(All mastered/unlocked via training)
Advanced Elements: Mirror, Paper, Kinesis, Crystal


Abilities:

1) Defensive technique

2) Hyperactive:

3) Duelist:

4) Contract Mastery:

5) Concentrated Focus

6) Shattered reality:

7) Healing Factor:

8) Elemental Aura (Ghostly Form):

9) Jutsu expansion:

10) Elemental Illusion:

11) Jutsu mastery:

Kagetsu Yuii said:
CA - GhostWalker - Point allotment
Unreal Understanding - Passive (3 points)
Due to their experiences with the surreal and illusionary, Ghost Walkers are less affected by illusions and tend to be less fearful than others, not being completely affected by the intended penalties.
Effect: All penalties from genjutsu are reduced by 1 (if Blinding Flash would normally do -3 accuracy, they only take -2). Fear effects do not apply. 5% chance to break out of any genjutsu each round.

Genjutsu Mastery - Passive (2 points)
Restriction- C Rank and up
With their understanding of the real and unreal, Ghost Walkers can use genjutsu much more effectively than others can, making their illusions more potent and longer lasting.
Effect: All Genjutsu costs are reduced by 10%. Genjutsu which are fully effective last an additional round before resistance checks are made, and Partially-Effective Genjutsu are treated as fully effective for 1 round after the initial use.

Sound Mind - Boost (3 point)
Restriction- Can only be purchases a maximum of 3 times.
Because of their many encounters with the supernatural or unreal, Ghost Walkers are far less affected by the strange or illusionary, giving them a calm mind in the face of the bizarre or unreal.
Effect: +1 Genjutsu Save

Ghost Illusion - Dependent Special Move (2 points)
Restriction- B Rank and up
Ghost Walkers have the unique ability to make their illusions physically present, making them that much harder to resist and avoid. Their skill in this often confuses others as to whether such things truly exist or not.
Effect: Gives Genjutsu a Physical Presence. The victim makes a check against the users Genjutsu Difficulty as normal but also must make a check against the users Ninjutsu Accuracy upon initiation. Upon a successful Ninjutsu Check, all damage dealt upon the target deal +10% damage. This technique costs Hp equal to 15% of the Cp Cost. This may only stack twice on a single target.
Notes:
- Each round a Ninjutsu Check is also made between the user and the victim following Genjutsu Rulings. If the Ninjutsu Check fails, the additional +10% damage is negated.

Ethereal - Boost (1 point)
Restriction- Can only be purchases a maximum of 3 times.
Ghost Walkers can often take an ethereal form, hence the name. In some cases, they remain partly ethereal almost all the time, part in the world, and part in the world beyond.
Effect: -5% Physical damage taken

Burrowing Spell - Passive (2 Points)
Certain barriers are no use to employ against those attuned to other worlds, as their ghostly sight and senses bypass them entirely. Such overcharged spells have a tendency to be more potent than average as well.
Effect: All Genjutsu bypass barriers, and deal 40 Illusionary damage per Jutsu Level, per sense. This damage is automatically dealt each round the genjutsu is maintained, and cannot be avoided or reduced in any way.

Mind Over Body - Passive (3 Points)
With so much focus on their minds and honing their chakra, Ghost Walkers often find their minds recover so much more quickly than their bodies do, especially while in their native state of befuddling the mind.
Effect: User gains back 2% CP every round they use a Genjutsu.

Ethereal Weapon - Independent Special Move (3 Points)
Long have Ghost Walkers sought a viable means of attacking while in Ghostly Form, and here it is--a weapon of sharpened chakra itself, striking with piercing force and able to be held by even the intangible.
Effect: User creates a pure chakra weapon of any type that is able to pierce half of all damage reduction, including Ghostly Form. This weapon is treated as being augmented with the augments Spirit Link and Mirage, regardless if the user posses the augments. The user may replace either Spirit Link or Mirage with a single purchased augment, but this must be declared upon creation. Weapon must follow all weapon creation rules for the user's rank, and costs 100 CP and 1 AP to summon and 100 CP/rnd to maintain.

Ghostly Form - Jutsu (1 point)
Restriction- A-Rank and Up
The culmination of their supernatural power, a Ghost Walker can use this technique to turn completely ethereal for a small amount of time.
Rank 1: User turns ethereal for 2 rounds. While ethereal, the user only takes 60% damage from physical attacks, but still take normal damage from Ninjutsu/Genjutsu. User also deals 60% less physical damage to others, unless they are using Ethereal Weapon. The user takes +25% damage from Evil/Holy attacks.
Notes: This counts as a Chakra Armor.

Fixing/stateing a few things to match changes approved here

Already approved:
Custom Class:
<Black Cat>
HP: (55+lvl) x stamina
CP: (45+lvl) x chakra control
Class Bonus: +4 Gen DC
High: Genjutsu DC
Average: Dodge, Genjutsu Save, Ninjutsu Accuracy
Low: Ranged Accuracy, Melee Accuracy


The extra points for the class bonus card and ability card were bought here</URL><URL url="https://www.ninpocho.com/viewtopic.php?p=252846#p252846">.


Needs approval:
12th ability will be Mind Overflow:<i></i>

The next phase began well as far as they could tell. Kaen's sister and mother appeared in sand Yuii had not willed into their safe zone, lending visual to the sad story that was unfolding. Though her demeanour remained relaxed, she hardly paid attention to the tale. Her focus was on smoothing the creases of the dream, putting the elemental visages out of Kaen's perception and trying but failing to gently reverse the unconscious help the redhead was gaining.

Then the sky opened up and snow poured down with the speed of a summer monsoon. The genjutsu master saw it for what it was, another transition into Kaen's memories, but more violent in its method. She pushed gently at the dream in an attempt to find some other way to slip through the cracks of Kaen's consciousness but it resisted dangerously. It went against instinct, but their only option was to, relax, submit and let the storm take them. Concerned only for her partner's welfare, Yuii struggled to take Kaji's hand through the barrier of white and offer some reassurance that all was still well.

195wc


Reposting my CA points, just because the above one in spoilers has the pre-update:

CA - GhostWalker - Point allotment
Unreal Understanding - Passive (3 points)
Due to their experiences with the surreal and illusionary, Ghost Walkers are less affected by illusions and tend to be less fearful than others, not being completely affected by the intended penalties.
Effect: All penalties from genjutsu are reduced by 1 (if Blinding Flash would normally do -3 accuracy, they only take -2). Fear effects do not apply. 5% chance to break out of any genjutsu each round.

Genjutsu Mastery - Passive (2 points)
Restriction- C Rank and up
With their understanding of the real and unreal, Ghost Walkers can use genjutsu much more effectively than others can, making their illusions more potent and longer lasting.
Effect: All Genjutsu costs are reduced by 10%. Genjutsu which is fully effective last an additional round before resistance checks are made, and Partially-Effective Genjutsu are treated as fully effective for 1 round after the initial use.

Sound Mind - Boost (3x points)
Restriction- Can only be purchased a maximum of 3 times.
Because of their many encounters with the supernatural or unreal, Ghost Walkers are far less affected by the strange or illusionary, giving them a calm mind in the face of the bizarre or unreal.
Effect: +1 Genjutsu Save

Ethereal - Boost (1x point)
Restriction- Can only be purchases a maximum of 3 times.
Ghost Walkers can often take an ethereal form, hence the name. In some cases, they remain partly ethereal almost all the time, part in the world, and part in the world beyond.
Effect: -5% Physical damage taken

Ghost Illusion - Dependent Special Move (2 points)
Restriction- B Rank and up
Ghost Walkers have the unique ability to make their illusions physically present, making them that much harder to resist and avoid. Their skill in this often confuses others as to whether such things truly exist or not.
Effect: Genjutsu cast with this effect will, if their initial Genjutsu DC roll fails, be attempted a second time using the user's Ninjutsu Accuracy instead. Genjutsu cast this way still gain Illusionary Damage buffs and deal Illusionary damage, but target the victim's Evasion instead of Genjutsu Save. This costs the user 10% HP of the original CP cost of the Genjutsu, and if the Ninjutsu Accuracy is the one that hits, also costs half the maintain cost in HP each round. If the initial Genjutsu DC roll succeeds, the user does not have to pay the additional HP cost for the maintain, but still does for the initial attack.

Notes:
- Each round a Ninjutsu Check is also made between the user and the victim following Genjutsu Rulings. If the Ninjutsu Check fails, the additional +10% damage is negated.

Burrowing Spell - Passive (2 Points)
Certain barriers are no use to employ against those attuned to other worlds, as their ghostly sight and senses bypass them entirely. Such overcharged spells have a tendency to be more potent than average as well.
Effect: All Genjutsu bypass barriers, and deal 40 Illusionary damage per Jutsu Level, per sense. This damage is automatically dealt each round the genjutsu is maintained, and cannot be avoided or reduced in any way.

Mind Over Body - Passive (3 Points)
With so much focus on their minds and honing their chakra, Ghost Walkers often find their minds recover so much more quickly than their bodies do, especially while in their native state of befuddling the mind.
Effect: User gains back 2% CP every round they use a Genjutsu.

Ethereal Weapon - Independent Special Move (3 Points)
Long have Ghost Walkers sought a viable means of attacking while in Ghostly Form, and here it is--a weapon of sharpened chakra itself, striking with piercing force and able to be held by even the intangible.
Effect: User creates a weapon out of pure chakra. This weapon automatically has the Mirage augment. Costs 100 CP and 1 AP to summon and 100 CP/rnd to maintain.
Note(s):
- Ethereal Weapon follows all rules for Weapon Creation Jutsu even though it is not a jutsu.
- Ethereal Weapon's Mirage augment does not count towards the maximum of the number of equipped augments and may not be changed.

Ghostly Form - Jutsu (1x Point)
Restriction- A-Rank and Up
The culmination of their supernatural power, a Ghost Walker can use this technique to turn completely ethereal for a small amount of time.
Rank 1: User turns ethereal for 2 rounds. While ethereal, the user only takes 60% damage from physical attacks, but still, take normal damage from Ninjutsu/Genjutsu. The user also deals 60% less physical damage to others, unless they are using Ethereal Weapon. The user takes +25% damage from Evil/Holy attacks.
Cost: 4000 CP and 3AP
Notes: This counts as a Chakra Armor.


>Still haven't grabbed my Shinobi 101 and branch ability<
 
Kagetsu Yuii said:
Training: https://www.ninpocho.com/viewtopic.php?f=79&t=49568&start=30
Profile: https://www.ninpocho.com/viewtopic.php?p=239151#p239151

Elemental Affinities:
Base Majors: Earth, Fire, Wind, Water, lightning, Non-elemental
(All mastered/unlocked via training)
Advanced Elements: Mirror, Paper, Kinesis, Crystal


Abilities:

1) Defensive technique

2) Hyperactive:

3) Duelist:

4) Contract Mastery:

5) Concentrated Focus

6) Shattered reality:

7) Healing Factor:

8) Elemental Aura (Ghostly Form):

9) Jutsu expansion:

10) Elemental Illusion:

11) Jutsu mastery:

Kagetsu Yuii said:
CA - GhostWalker - Point allotment
Unreal Understanding - Passive (3 points)
Due to their experiences with the surreal and illusionary, Ghost Walkers are less affected by illusions and tend to be less fearful than others, not being completely affected by the intended penalties.
Effect: All penalties from genjutsu are reduced by 1 (if Blinding Flash would normally do -3 accuracy, they only take -2). Fear effects do not apply. 5% chance to break out of any genjutsu each round.

Genjutsu Mastery - Passive (2 points)
Restriction- C Rank and up
With their understanding of the real and unreal, Ghost Walkers can use genjutsu much more effectively than others can, making their illusions more potent and longer lasting.
Effect: All Genjutsu costs are reduced by 10%. Genjutsu which are fully effective last an additional round before resistance checks are made, and Partially-Effective Genjutsu are treated as fully effective for 1 round after the initial use.

Sound Mind - Boost (3 point)
Restriction- Can only be purchases a maximum of 3 times.
Because of their many encounters with the supernatural or unreal, Ghost Walkers are far less affected by the strange or illusionary, giving them a calm mind in the face of the bizarre or unreal.
Effect: +1 Genjutsu Save

Ghost Illusion - Dependent Special Move (2 points)
Restriction- B Rank and up
Ghost Walkers have the unique ability to make their illusions physically present, making them that much harder to resist and avoid. Their skill in this often confuses others as to whether such things truly exist or not.
Effect: Gives Genjutsu a Physical Presence. The victim makes a check against the users Genjutsu Difficulty as normal but also must make a check against the users Ninjutsu Accuracy upon initiation. Upon a successful Ninjutsu Check, all damage dealt upon the target deal +10% damage. This technique costs Hp equal to 15% of the Cp Cost. This may only stack twice on a single target.
Notes:
- Each round a Ninjutsu Check is also made between the user and the victim following Genjutsu Rulings. If the Ninjutsu Check fails, the additional +10% damage is negated.

Ethereal - Boost (1 point)
Restriction- Can only be purchases a maximum of 3 times.
Ghost Walkers can often take an ethereal form, hence the name. In some cases, they remain partly ethereal almost all the time, part in the world, and part in the world beyond.
Effect: -5% Physical damage taken

Burrowing Spell - Passive (2 Points)
Certain barriers are no use to employ against those attuned to other worlds, as their ghostly sight and senses bypass them entirely. Such overcharged spells have a tendency to be more potent than average as well.
Effect: All Genjutsu bypass barriers, and deal 40 Illusionary damage per Jutsu Level, per sense. This damage is automatically dealt each round the genjutsu is maintained, and cannot be avoided or reduced in any way.

Mind Over Body - Passive (3 Points)
With so much focus on their minds and honing their chakra, Ghost Walkers often find their minds recover so much more quickly than their bodies do, especially while in their native state of befuddling the mind.
Effect: User gains back 2% CP every round they use a Genjutsu.

Ethereal Weapon - Independent Special Move (3 Points)
Long have Ghost Walkers sought a viable means of attacking while in Ghostly Form, and here it is--a weapon of sharpened chakra itself, striking with piercing force and able to be held by even the intangible.
Effect: User creates a pure chakra weapon of any type that is able to pierce half of all damage reduction, including Ghostly Form. This weapon is treated as being augmented with the augments Spirit Link and Mirage, regardless if the user posses the augments. The user may replace either Spirit Link or Mirage with a single purchased augment, but this must be declared upon creation. Weapon must follow all weapon creation rules for the user's rank, and costs 100 CP and 1 AP to summon and 100 CP/rnd to maintain.

Ghostly Form - Jutsu (1 point)
Restriction- A-Rank and Up
The culmination of their supernatural power, a Ghost Walker can use this technique to turn completely ethereal for a small amount of time.
Rank 1: User turns ethereal for 2 rounds. While ethereal, the user only takes 60% damage from physical attacks, but still take normal damage from Ninjutsu/Genjutsu. User also deals 60% less physical damage to others, unless they are using Ethereal Weapon. The user takes +25% damage from Evil/Holy attacks.
Notes: This counts as a Chakra Armor.

Fixing/stateing a few things to match changes approved here

Already approved:
Custom Class:
<Black Cat>
HP: (55+lvl) x stamina
CP: (45+lvl) x chakra control
Class Bonus: +4 Gen DC
High: Genjutsu DC
Average: Dodge, Genjutsu Save, Ninjutsu Accuracy
Low: Ranged Accuracy, Melee Accuracy


The extra points for the class bonus card and ability card were bought here</URL><URL url="https://www.ninpocho.com/viewtopic.php?p=252846#p252846">.


Needs approval:
12th ability will be Mind Overflow:<i></i>

The next phase began well as far as they could tell. Kaen's sister and mother appeared in sand Yuii had not willed into their safe zone, lending visual to the sad story that was unfolding. Though her demeanour remained relaxed, she hardly paid attention to the tale. Her focus was on smoothing the creases of the dream, putting the elemental visages out of Kaen's perception and trying but failing to gently reverse the unconscious help the redhead was gaining.

Then the sky opened up and snow poured down with the speed of a summer monsoon. The genjutsu master saw it for what it was, another transition into Kaen's memories, but more violent in its method. She pushed gently at the dream in an attempt to find some other way to slip through the cracks of Kaen's consciousness but it resisted dangerously. It went against instinct, but their only option was to, relax, submit and let the storm take them. Concerned only for her partner's welfare, Yuii struggled to take Kaji's hand through the barrier of white and offer some reassurance that all was still well.

195wc


Reposting my CA points, just because the above one in spoilers has the pre-update:

CA - GhostWalker - Point allotment
Unreal Understanding - Passive (3 points)
Due to their experiences with the surreal and illusionary, Ghost Walkers are less affected by illusions and tend to be less fearful than others, not being completely affected by the intended penalties.
Effect: All penalties from genjutsu are reduced by 1 (if Blinding Flash would normally do -3 accuracy, they only take -2). Fear effects do not apply. 5% chance to break out of any genjutsu each round.

Genjutsu Mastery - Passive (2 points)
Restriction- C Rank and up
With their understanding of the real and unreal, Ghost Walkers can use genjutsu much more effectively than others can, making their illusions more potent and longer lasting.
Effect: All Genjutsu costs are reduced by 10%. Genjutsu which is fully effective last an additional round before resistance checks are made, and Partially-Effective Genjutsu are treated as fully effective for 1 round after the initial use.

Sound Mind - Boost (3x points)
Restriction- Can only be purchased a maximum of 3 times.
Because of their many encounters with the supernatural or unreal, Ghost Walkers are far less affected by the strange or illusionary, giving them a calm mind in the face of the bizarre or unreal.
Effect: +1 Genjutsu Save

Ethereal - Boost (1x point)
Restriction- Can only be purchases a maximum of 3 times.
Ghost Walkers can often take an ethereal form, hence the name. In some cases, they remain partly ethereal almost all the time, part in the world, and part in the world beyond.
Effect: -5% Physical damage taken

Ghost Illusion - Dependent Special Move (2 points)
Restriction- B Rank and up
Ghost Walkers have the unique ability to make their illusions physically present, making them that much harder to resist and avoid. Their skill in this often confuses others as to whether such things truly exist or not.
Effect: Genjutsu cast with this effect will, if their initial Genjutsu DC roll fails, be attempted a second time using the user's Ninjutsu Accuracy instead. Genjutsu cast this way still gain Illusionary Damage buffs and deal Illusionary damage, but target the victim's Evasion instead of Genjutsu Save. This costs the user 10% HP of the original CP cost of the Genjutsu, and if the Ninjutsu Accuracy is the one that hits, also costs half the maintain cost in HP each round. If the initial Genjutsu DC roll succeeds, the user does not have to pay the additional HP cost for the maintain, but still does for the initial attack.

Notes:
- Each round a Ninjutsu Check is also made between the user and the victim following Genjutsu Rulings. If the Ninjutsu Check fails, the additional +10% damage is negated.

Burrowing Spell - Passive (2 Points)
Certain barriers are no use to employ against those attuned to other worlds, as their ghostly sight and senses bypass them entirely. Such overcharged spells have a tendency to be more potent than average as well.
Effect: All Genjutsu bypass barriers, and deal 40 Illusionary damage per Jutsu Level, per sense. This damage is automatically dealt each round the genjutsu is maintained, and cannot be avoided or reduced in any way.

Mind Over Body - Passive (3 Points)
With so much focus on their minds and honing their chakra, Ghost Walkers often find their minds recover so much more quickly than their bodies do, especially while in their native state of befuddling the mind.
Effect: User gains back 2% CP every round they use a Genjutsu.

Ethereal Weapon - Independent Special Move (3 Points)
Long have Ghost Walkers sought a viable means of attacking while in Ghostly Form, and here it is--a weapon of sharpened chakra itself, striking with piercing force and able to be held by even the intangible.
Effect: User creates a weapon out of pure chakra. This weapon automatically has the Mirage augment. Costs 100 CP and 1 AP to summon and 100 CP/rnd to maintain.
Note(s):
- Ethereal Weapon follows all rules for Weapon Creation Jutsu even though it is not a jutsu.
- Ethereal Weapon's Mirage augment does not count towards the maximum of the number of equipped augments and may not be changed.

Ghostly Form - Jutsu (1x Point)
Restriction- A-Rank and Up
The culmination of their supernatural power, a Ghost Walker can use this technique to turn completely ethereal for a small amount of time.
Rank 1: User turns ethereal for 2 rounds. While ethereal, the user only takes 60% damage from physical attacks, but still, take normal damage from Ninjutsu/Genjutsu. The user also deals 60% less physical damage to others, unless they are using Ethereal Weapon. The user takes +25% damage from Evil/Holy attacks.
Cost: 4000 CP and 3AP
Notes: This counts as a Chakra Armor.


>Still haven't grabbed my Shinobi 101 and branch ability<

Everything here looks good to go.
Approved. *Insert thumbs up!*
 
Spending 20 points since I havent since the last update:
** Still planning to add the code when I can

Ghostwalker:

Note: All techniques and buffs from this Core Ability are considered Spiritual.

(2)Genjutsu Mastery<i></i> - Passive (2 points)
Restriction- C Rank and up
With their understanding of the real and unreal, Ghost Walkers can use genjutsu much more effectively than others can, making their illusions more potent and longer lasting.
Effect: All Genjutsu costs are reduced by 10%. Genjutsu which are fully effective last an additional round before resistance checks are made, and Partially-Effective Genjutsu are treated as fully effective for 1 round after the initial use.

(3x)Ethereal<i></i> - Boost (1 point) x3
Restriction- Can only be purchased a maximum of 3 times.
Ghost Walkers can often take an ethereal form, hence the name. In some cases, they remain partly ethereal almost all the time, part in the world, and part in the world beyond.
Effect: -5% damage taken

(2x)Sound Mind<i></i> - Boost (1 point)
Restriction- Can only be purchases a maximum of 3 times.
Because of their many encounters with the supernatural or unreal, Ghost Walkers are far less affected by the strange or illusionary, giving them a calm mind in the face of the bizarre or unreal, and allowing them to come out on top in a contest of wills.
Effect: +1 Genjutsu DC

(3)Ethereal Weapon<i></i> - Independent Special Move (3 points)
Long have Ghost Walkers sought a viable means of attacking while in Ghostly Form, and here it is--a weapon of sharpened chakra itself, striking with piercing force and able to be held by even the intangible.
Effect: User creates a weapon out of pure chakra; this costs 100 CP and 1 AP to summon and 100 CP/rnd to maintain. All attacks made with this weapon are considered Spiritual, and Genjutsu may be channeled through it without the use of handseals. This weapon has two augment slots and goes by normal Weapon Creation Jutsu rules.

(2)Psychokinesis<i></i> - Independent Special Move (2 pts)
Attempting to flee from a Ghost Walker in pursuit of you can be very difficult. Their keen senses are not the only reason; a Ghost Walker is capable of completely shutting down any of their targets' attempts to 'cheat' them out of a hit.
Effect: If any of the user's attacks are auto-dodged, they may reflexively pay 1 AP to cancel the auto-dodge. This requires a Genjutsu Check, and may only effect a target once every other round.
Notes:
- This may be used as its own conditional and does not have to be tagged to a specific attack. (For example, the conditional could read 'use Psychokinesis on the first attack of mine that is auto-dodged.')
- Can be used on Activated Auto-dodges as well as passive auto-dodge activations.

(3)Mind Over Body<i></i> - Independent Special Move (3 Points)
With so much focus on their minds and honing their chakra, Ghost Walkers often find their minds recover so much more quickly than their bodies do, especially while in their native state of befuddling the mind.
Effect: The user activates this for 1.5 AP. For one full round, every Genjutsu the user casts that deals damage returns half of the damage dealt as CP to the user. Requires one full round of cooldown after use.

(2)Spirit Barrier<i></i> - Modification (2 Points)
Restriction- Requires Barrier
There is more to this barrier than the mere name, as one attuned to the spirits can hear the whispers of ghosts around it as it shapes into existence. These spirits are more likely to withstand blows for one who can speak to them.
Effect: Barrier gains 1500 HP more than normal when used and fully heals itself each round. The user gains back 1% Max HP a turn while it is in use.

(2)Phase-Out<i></i> - Independent Special Move (2 points)
Ghost Walkers walk a fine line between dreams and reality, but at certain times, they may choose to cross further over into one or the other. In such cases, their body itself may phase through physical objects unimpeded.
Effect: For 1.5 AP, the user may reflexively dispel one of their maintained Genjutsu in order to free themselves from any movement-restricting affect (this special move does not require movement). This has no effect on Genjutsu, and cannot be reused for a full round (10 seconds).

(1)**Ghostly Form<i></i> - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and Up
The culmination of their supernatural power, a Ghost Walker can use this technique to turn completely ethereal for a small amount of time.
Rank 1: User turns ethereal for 2 rounds. While ethereal, the user takes -20% damage from Ninjutsu and Taijutsu. Their Alignment remains Spiritual regardless of what other techniques are used during this time. Additionally, the user takes an additional +5% damage from normal from Cursed attacks, and -5% damage from normal from Holy attacks. The user's Taijutsu attacks deal -15% less damage in this state unless used with their Ethereal Weapon.
Notes:</I><I>
- This counts as a Chakra Armor.
- This jutsu is not a maintain; once activated, it cannot be deactivated until it ends.
- Can only be used twice per battle, and requires a full round of cooldown between uses.
- HP used on this jutsu counts as
Illusionary and cannot be recovered for the rest of the battle.
- Cursed attacks that hit the user ignore the damage reduction against Ninjutsu and Taijutsu.
 
Kagetsu Yuii
  • Profile Link: https://www.ninpocho.com/viewtopic.php?p=239151#p239151
  • Training Link:https://www.ninpocho.com/viewtopic.php?f=79&t=49568&start=30
  • OCR/Character Creation Link: https://www.ninpocho.com/viewtopic.php?f=366&t=49418
  • In Character Rank: Man Branch Sennin
  • Out of character rank: S-rank
  • Elemental Affinities: Base Majors: Earth, Fire, Wind, Water, lightning, Non-elemental(All mastered/unlocked via training)
    Advanced Elements: Mirror, Paper, Kinesis, Crystal

  • Character class:
    • <Insert Class Name>
    • HP: (55+lvl) x stamina
    • CP: (45+lvl) x chakra control
    • Class Bonus: +4 Gen DC
    • High: Genjutsu DC
    • Average: Dodge, Genjutsu Save, Ninjutsu Accuracy
    • Low: Accuracy, Melee Accuracy
  • Character class approval: https://www.ninpocho.com/viewtopic.php?f=80&t=51646
  • Class point card ASP purchase: https://www.ninpocho.com/viewtopic.php?p=252846#p252846
Abilities:
Core Ability:
Ghostwalker
Current Power Level: 3600
link to approved request thread/OCR:
link to approved CA ability point distribution
Note: All techniques and buffs from this Core Ability are considered Spiritual.

(2)Genjutsu Mastery<i></i> - Passive (2 points)
Restriction- C Rank and up
With their understanding of the real and unreal, Ghost Walkers can use genjutsu much more effectively than others can, making their illusions more potent and longer lasting.
Effect: All Genjutsu costs are reduced by 10%. Genjutsu which are fully effective last an additional round before resistance checks are made, and Partially-Effective Genjutsu are treated as fully effective for 1 round after the initial use.

(3x)Ethereal<i></i> - Boost (1 point) x3
Restriction- Can only be purchased a maximum of 3 times.
Ghost Walkers can often take an ethereal form, hence the name. In some cases, they remain partly ethereal almost all the time, part in the world, and part in the world beyond.
Effect: -5% damage taken

(2x)Sound Mind<i></i> - Boost (1 point)
Restriction- Can only be purchases a maximum of 3 times.
Because of their many encounters with the supernatural or unreal, Ghost Walkers are far less affected by the strange or illusionary, giving them a calm mind in the face of the bizarre or unreal, and allowing them to come out on top in a contest of wills.
Effect: +1 Genjutsu DC

(3)Ethereal Weapon<i></i> - Independent Special Move (3 points)
Long have Ghost Walkers sought a viable means of attacking while in Ghostly Form, and here it is--a weapon of sharpened chakra itself, striking with piercing force and able to be held by even the intangible.
Effect: User creates a weapon out of pure chakra; this costs 100 CP and 1 AP to summon and 100 CP/rnd to maintain. All attacks made with this weapon are considered Spiritual, and Genjutsu may be channeled through it without the use of handseals. This weapon has two augment slots and goes by normal Weapon Creation Jutsu rules.

(2)Psychokinesis<i></i> - Independent Special Move (2 pts)
Attempting to flee from a Ghost Walker in pursuit of you can be very difficult. Their keen senses are not the only reason; a Ghost Walker is capable of completely shutting down any of their targets' attempts to 'cheat' them out of a hit.
Effect: If any of the user's attacks are auto-dodged, they may reflexively pay 1 AP to cancel the auto-dodge. This requires a Genjutsu Check, and may only effect a target once every other round.
Notes:
- This may be used as its own conditional and does not have to be tagged to a specific attack. (For example, the conditional could read 'use Psychokinesis on the first attack of mine that is auto-dodged.')
- Can be used on Activated Auto-dodges as well as passive auto-dodge activations.

(3)Mind Over Body<i></i> - Independent Special Move (3 Points)
With so much focus on their minds and honing their chakra, Ghost Walkers often find their minds recover so much more quickly than their bodies do, especially while in their native state of befuddling the mind.
Effect: The user activates this for 1.5 AP. For one full round, every Genjutsu the user casts that deals damage returns half of the damage dealt as CP to the user. Requires one full round of cooldown after use.

(2)Spirit Barrier<i></i> - Modification (2 Points)
Restriction- Requires Barrier
There is more to this barrier than the mere name, as one attuned to the spirits can hear the whispers of ghosts around it as it shapes into existence. These spirits are more likely to withstand blows for one who can speak to them.
Effect: Barrier gains 1500 HP more than normal when used and fully heals itself each round. The user gains back 1% Max HP a turn while it is in use.

(2)Phase-Out<i></i> - Independent Special Move (2 points)
Ghost Walkers walk a fine line between dreams and reality, but at certain times, they may choose to cross further over into one or the other. In such cases, their body itself may phase through physical objects unimpeded.
Effect: For 1.5 AP, the user may reflexively dispel one of their maintained Genjutsu in order to free themselves from any movement-restricting affect (this special move does not require movement). This has no effect on Genjutsu, and cannot be reused for a full round (10 seconds).

(1)**Ghostly Form<i></i> - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and Up
The culmination of their supernatural power, a Ghost Walker can use this technique to turn completely ethereal for a small amount of time.
Rank 1: User turns ethereal for 2 rounds. While ethereal, the user takes -20% damage from Ninjutsu and Taijutsu. Their Alignment remains Spiritual regardless of what other techniques are used during this time. Additionally, the user takes an additional +5% damage from normal from Cursed attacks, and -5% damage from normal from Holy attacks. The user's Taijutsu attacks deal -15% less damage in this state unless used with their Ethereal Weapon.
Notes:</I><I>
- This counts as a Chakra Armor.
- This jutsu is not a maintain; once activated, it cannot be deactivated until it ends.
- Can only be used twice per battle, and requires a full round of cooldown between uses.
- HP used on this jutsu counts as
Illusionary and cannot be recovered for the rest of the battle.
- Cursed attacks that hit the user ignore the damage reduction against Ninjutsu and Taijutsu.
Weapon(s): (To be done)
Weapons Galore purchase link: (If bought)
[/list]
Equipment: (To be done)
Slot 1: Approval Itemname
Slot 2: Approval Itemname
Slot 3: Approval Itemname
Slot 4(Gained by purchasing Item hoarder ASP card): Approval Itemname

Contracts- Cat: (To be done)
Contract name:
Contract Approval link:
  • <Insert Class Name>
  • HP: (Creature's Mod 1 + User's Level) x User's Chakra Control
  • CP: (Creature's Mod 2 + User's Level) x User's Chakra Control
  • Class Bonus:
  • High:
  • Average:
  • Low:
Jutsu Sub-types:
1.
2.
3.
Jutsu List: (unlocked based on your summons rank.
4 E-Rank:
4 D-Rank:
4 C-Rank:
4 B-Rank:
6 A-Rank:
Abilities:
1.
2.(Unlocked at B-rank)
3.(Unlocked at S-rank)
Specialized Ability:
(paste code found under your contract's information here)
----------------------------

CHANGES:

Abilities:

Dropping:
4. Hyperactive
5. Duelist
8. Healing Factor
9. Elemental Aura
12. Jutsu mastery

Will be waiting the full week.

Since I don't have Shinobi 101 or a Branch Ability yet so taking that:

Shinobi 101: Unarmed Taijutsu uses Genjutsu DC
Branch: Journeyman

Core Ability points:

Dropping:

(2)Psychokinesis - Independent Special Move (2 pts)
(3)Mind Over Body - Independent Special Move (3 Points)
(2)Spirit Barrier - Modification (2 Points)

Also waiting the full week.
 
Approved.
New Abilities/CA points can be allocated on Thursday, March 7th 2019 at 9:58am EST. I believe this is Friday, March 8th 2019 at 12:58 am for you.
Kagetsu Yuii said:
Kagetsu Yuii
  • Profile Link: https://www.ninpocho.com/viewtopic.php?p=239151#p239151
  • Training Link:https://www.ninpocho.com/viewtopic.php?f=79&t=49568&start=30
  • OCR/Character Creation Link: https://www.ninpocho.com/viewtopic.php?f=366&t=49418
  • In Character Rank: Man Branch Sennin
  • Out of character rank: S-rank
  • Elemental Affinities: Base Majors: Earth, Fire, Wind, Water, lightning, Non-elemental(All mastered/unlocked via training)
    Advanced Elements: Mirror, Paper, Kinesis, Crystal

  • Character class:
    • <Insert Class Name>
    • HP: (55+lvl) x stamina
    • CP: (45+lvl) x chakra control
    • Class Bonus: +4 Gen DC
    • High: Genjutsu DC
    • Average: Dodge, Genjutsu Save, Ninjutsu Accuracy
    • Low: Accuracy, Melee Accuracy
  • Character class approval: https://www.ninpocho.com/viewtopic.php?f=80&t=51646
  • Class point card ASP purchase: https://www.ninpocho.com/viewtopic.php?p=252846#p252846
Abilities:
Core Ability:
Ghostwalker
Current Power Level: 3600
link to approved request thread/OCR:
link to approved CA ability point distribution
Note: All techniques and buffs from this Core Ability are considered Spiritual.

(2)Genjutsu Mastery<i></i> - Passive (2 points)
Restriction- C Rank and up
With their understanding of the real and unreal, Ghost Walkers can use genjutsu much more effectively than others can, making their illusions more potent and longer lasting.
Effect: All Genjutsu costs are reduced by 10%. Genjutsu which are fully effective last an additional round before resistance checks are made, and Partially-Effective Genjutsu are treated as fully effective for 1 round after the initial use.

(3x)Ethereal<i></i> - Boost (1 point) x3
Restriction- Can only be purchased a maximum of 3 times.
Ghost Walkers can often take an ethereal form, hence the name. In some cases, they remain partly ethereal almost all the time, part in the world, and part in the world beyond.
Effect: -5% damage taken

(2x)Sound Mind<i></i> - Boost (1 point)
Restriction- Can only be purchases a maximum of 3 times.
Because of their many encounters with the supernatural or unreal, Ghost Walkers are far less affected by the strange or illusionary, giving them a calm mind in the face of the bizarre or unreal, and allowing them to come out on top in a contest of wills.
Effect: +1 Genjutsu DC

(3)Ethereal Weapon<i></i> - Independent Special Move (3 points)
Long have Ghost Walkers sought a viable means of attacking while in Ghostly Form, and here it is--a weapon of sharpened chakra itself, striking with piercing force and able to be held by even the intangible.
Effect: User creates a weapon out of pure chakra; this costs 100 CP and 1 AP to summon and 100 CP/rnd to maintain. All attacks made with this weapon are considered Spiritual, and Genjutsu may be channeled through it without the use of handseals. This weapon has two augment slots and goes by normal Weapon Creation Jutsu rules.

(2)Psychokinesis<i></i> - Independent Special Move (2 pts)
Attempting to flee from a Ghost Walker in pursuit of you can be very difficult. Their keen senses are not the only reason; a Ghost Walker is capable of completely shutting down any of their targets' attempts to 'cheat' them out of a hit.
Effect: If any of the user's attacks are auto-dodged, they may reflexively pay 1 AP to cancel the auto-dodge. This requires a Genjutsu Check, and may only effect a target once every other round.
Notes:
- This may be used as its own conditional and does not have to be tagged to a specific attack. (For example, the conditional could read 'use Psychokinesis on the first attack of mine that is auto-dodged.')
- Can be used on Activated Auto-dodges as well as passive auto-dodge activations.

(3)Mind Over Body<i></i> - Independent Special Move (3 Points)
With so much focus on their minds and honing their chakra, Ghost Walkers often find their minds recover so much more quickly than their bodies do, especially while in their native state of befuddling the mind.
Effect: The user activates this for 1.5 AP. For one full round, every Genjutsu the user casts that deals damage returns half of the damage dealt as CP to the user. Requires one full round of cooldown after use.

(2)Spirit Barrier<i></i> - Modification (2 Points)
Restriction- Requires Barrier
There is more to this barrier than the mere name, as one attuned to the spirits can hear the whispers of ghosts around it as it shapes into existence. These spirits are more likely to withstand blows for one who can speak to them.
Effect: Barrier gains 1500 HP more than normal when used and fully heals itself each round. The user gains back 1% Max HP a turn while it is in use.

(2)Phase-Out<i></i> - Independent Special Move (2 points)
Ghost Walkers walk a fine line between dreams and reality, but at certain times, they may choose to cross further over into one or the other. In such cases, their body itself may phase through physical objects unimpeded.
Effect: For 1.5 AP, the user may reflexively dispel one of their maintained Genjutsu in order to free themselves from any movement-restricting affect (this special move does not require movement). This has no effect on Genjutsu, and cannot be reused for a full round (10 seconds).

(1)**Ghostly Form<i></i> - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and Up
The culmination of their supernatural power, a Ghost Walker can use this technique to turn completely ethereal for a small amount of time.
Rank 1: User turns ethereal for 2 rounds. While ethereal, the user takes -20% damage from Ninjutsu and Taijutsu. Their Alignment remains Spiritual regardless of what other techniques are used during this time. Additionally, the user takes an additional +5% damage from normal from Cursed attacks, and -5% damage from normal from Holy attacks. The user's Taijutsu attacks deal -15% less damage in this state unless used with their Ethereal Weapon.
Notes:</I><I>
- This counts as a Chakra Armor.
- This jutsu is not a maintain; once activated, it cannot be deactivated until it ends.
- Can only be used twice per battle, and requires a full round of cooldown between uses.
- HP used on this jutsu counts as
Illusionary and cannot be recovered for the rest of the battle.
- Cursed attacks that hit the user ignore the damage reduction against Ninjutsu and Taijutsu.
Weapon(s): (To be done)
Weapons Galore purchase link: (If bought)
[/list]
Equipment: (To be done)
Slot 1: Approval Itemname
Slot 2: Approval Itemname
Slot 3: Approval Itemname
Slot 4(Gained by purchasing Item hoarder ASP card): Approval Itemname

Contracts- Cat: (To be done)
Contract name:
Contract Approval link:
  • <Insert Class Name>
  • HP: (Creature's Mod 1 + User's Level) x User's Chakra Control
  • CP: (Creature's Mod 2 + User's Level) x User's Chakra Control
  • Class Bonus:
  • High:
  • Average:
  • Low:
Jutsu Sub-types:
1.
2.
3.
Jutsu List: (unlocked based on your summons rank.
4 E-Rank:
4 D-Rank:
4 C-Rank:
4 B-Rank:
6 A-Rank:
Abilities:
1.
2.(Unlocked at B-rank)
3.(Unlocked at S-rank)
Specialized Ability:
(paste code found under your contract's information here)
----------------------------

CHANGES:

Abilities:

Dropping:
4. Hyperactive
5. Duelist
8. Healing Factor
9. Elemental Aura
12. Jutsu mastery

Will be waiting the full week.

Since I don't have Shinobi 101 or a Branch Ability yet so taking that:

Shinobi 101: Unarmed Taijutsu uses Genjutsu DC
Branch: Journeyman

Core Ability points:

Dropping:

(2)Psychokinesis - Independent Special Move (2 pts)
(3)Mind Over Body - Independent Special Move (3 Points)
(2)Spirit Barrier - Modification (2 Points)

Also waiting the full week.
 

Current Ninpocho Time:

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