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:

Something like a Hero [Tsukino Nanami's Training]

Mastering:
Fire
Immolation Armor -> Master Rank [D-Rank: 8 pts]
Combustive Seal -> Master Rank [D-Rank: 8 pts]
Water
Aqua Fang -> Master Rank [D Rank: 8 pts]
Rinse Off -> Master Rank [D Rank: 8 pts]
Earth
Earth Flow River -> Master Rank [D Rank: 8 pts]
Inner Earth Reflection Lure -> Master Rank [C Rank: 10 pts]
Lightning
Thunderstruck -> Master Rank [C Rank: 10 pts]
Volt Charge -> Master Rank [C Rank: 10 pts]
Wind
Gale Force -> Master Rank [C Rank: 10 pts]
Wind Release -> Master Rank [C Rank: 10 pts]

NE
5 Elemental Seal -> Master Rank [A Rank: 15 pts]
Total: 105 ASP

Nostalgia-no-jutsu
Grand Waterfall -> Master Rank [C Rank: 10 pts]
Impaling Hydro Jet -> Master Rank [C Rank: 10 pts]
Water Prison -> Master Rank [C Rank: 10 pts]
Mystical Pond -> Master RAnk [B Rank: 12 pts]
Scorn of Aquarius -> Master Rank [A Rank: 15 pts]

More Fire Jutsu
Dragon Fire -> Master Rank [C Rank: 10 pts]
Heat Wave -> Master Rank [C Rank: 10 pts]
Scalding Ash Cloud -> Master Rank [C Rank: 10 pts]
Spontaneous Combustion -> Master Rank [B Rank: 12 pts][
Ring of Fire -> Master Rank [B Rank: 12 pts]
Abysmal Harbinger -> Master Rank [A Rank: 15 pts]
Total: 231 ASP
All approved.
New ASP: 1
 
http://ninpocho.com/viewtopic.php?p=204794#p204794
WC: >300
Training: +35 ASP / +7500 Yen
[col3]Agility: 600
Stamina: 600
Ninjutsu: 600
Taijutsu: 600
Genjutsu: 600
Chakra Control: 600
ASP: 1
Character Level: 15
OOC Rank: S|Humanity's Sword and Shield
HP: (60+lvl) x stamina
CP: (35+lvl) x chakra control
Class Bonus: Kinjutsu, +5% chance to inflict Suppression
High: Melee Accuracy
Average: Ranged Accuracy, Genjutsu DC, Ninjutsu Accuracy, Evasion
Low: Puppet Accuracy
*2 points bought with ASP|
Affinities
Minor Ninjutsu: Water [Free]
Major Ninjutsu: Fire [Free]
1/2 Learned: Visual Genjutsu
100% Learned: ANBU Jutsu
Advanced Element: Shadow[/col3]

[col3][spoilername="Taijutsu"]Slashing Jutsu

Unarmed Taijutsu

Ranged Taijutsu

Buffing Taijutsu
[/spoilername]|[spoilername="Genjutsu"]Visual Genjutsu -- Minor Affinity

Audial Genjutsu

Kinetic Genjutsu

Will Genjutsu
[/spoilername]|[spoilername="Ninjutsu"]Non-Elemental Ninjutsu

ANBU Jutsu -- Major Affinity

Fire Ninjutsu -- Major Affinity

Water Ninjutsu -- Minor Affinity

Earth Ninjutsu

Lightning Ninjutsu

Wind Ninjutsu

Shadow Jutsu -- AE [Fire/Water]
[/spoilername][/col3]
[col3][spoilername="Core Ability Steadfast"]The Steadfast ninja is one who doesn't go down easily. They are tough and durable, able to resist heavy amounts of damage and defend their teammates. They are also incredibly determined, and it is impossible to ever truly break them down.

Maximum Defense - Modification (2 points)
Restriction- Requires Defensive Technique
A Steadfast can learn this variation on the Defensive Technique once they have practiced it to its full potential. Instead of dodging around like a flea, they can focus on guarding all of their weak points in order to reduce they amount of damage from attacks. As an alternative, they can almost completely forgo attacking, throwing all of their energy into evading enemy attacks instead.
Effect: When using Defensive Stance, you can trade 1 point of Accuracy in order to reduce oncoming damage by 5% instead of gaining a dodge bonus (to a maximum of -2 accuracy and -10% damage taken), or you can trade 1 point of Accuracy for 1 point of Dodge up to a maximum of 6 (as opposed to the previous 4).


Great Fortitude - Passive (3 points)
Restriction- C Rank and up
A Steadfast that learns this has mastered their ability to take hits without injury, making their bodies almost impossibly strong. It takes quite a bit to make them actually feel an attack, and even then you might not illicit a reaction.
Effect: Ignores damage each round. How much is reduced is based on your character level, this skill reduces 75 Damage per level each round.


Stand Fast - Independent Special Move (2 points)
Restriction- C Rank and up
A Steadfast who learns this particular ability is able to tap into a great reservoir of inner resolve, temporarily becoming able to suffer huge amounts of damage without incurring any serious harm to themselves by taking an absolutely defensive stance.
Effect: For one round, the user reduces all damage against themselves by 75% but cannot attack in that round. Usable only once per combat. Does not take any more Damage reduction buffs. If the user is not hit during the round this is used, it will not count as being used.

Human Shield - Independent Special Move (2 points)
Restriction- Requires Body Switch
A Steadfast is excellent at taking blows, but not everybody else is. Using their natural ability to soak damage an extension of the Kawarimi (Body Switch) jutsu, a Stalwart can leap in front of an ally and take attacks for them, perhaps preventing them from being harmed.
Effect: The Steadfast can switch places with an ally that is attacked at a cost of 0.5 AP (they cannot switch places with an ally when they are being attacked). Allies that are aware of this ability and can Body Switch with real clones can designate the Steadfast as a target; if the Steadfast is unwilling to switch, then the jutsu automatically fails. The triggering attack is resolved against the Steadfast instead, who can attempt to dodge it normally.


Awesome Power - Modification (2 points)
Restriction- C Rank and up, Requires Hidden Power
A Steadfast ninja with the ability to bring forth a deep seeded power within them will often test that power, pushing to themselves to the limits at all times until they have mastered those reserved abilities. When they are pushed again, you can expect the backlash to be severe.
Effect: The user gains +1 to their Secondary stats rather than +.5. This caps at +4 to their secondaries.


Willfull - Boost (1 point)
Restriction- Can only be purchased a maximum of two times
A Steadfast ninja has willpower beyond that of anybody else, able to beat away enemy illusions and maintain focus on their goal. A Steadfast nin is one who possesses not only fortitude of the body, but of the mind as well.
Effect: +1 Genjutsu Save

Second Wind - Independent Special Move (3 points)
Restriction- C Rank and up
Just when enemies think they've got the Steadfast one down, when they've hit their limits and can’t fight any harder, that’s when it’s time to use the Second Wind. Due to training, those with Steadfast have amplified their natural ability to recover to extraordinary levels.
Effect: The user regains 20% max HP, and cancels all Bleeding. This is usable only once per combat.


Free Will - Passive (2 points)
Those with Steadfast are not easy to detain, able to break out of jutsu and traps that would seem completely foolproof by sheer willpower. They simply cannot be held down when they've got a goal to accomplish, and you’d be a fool to try.
Effect: The Steadfast gains +2 Dodge/Save against binds, and has an additional +5% chance of escaping.

Indomitable Spirit - Passive (3 points)
Through raw training and persistence, the Steadfast ninja has a will stronger than their body. No matter what torturous pain they may be going through, they can overcome and fight on.
Effect: The user ignores one point of debuff from any and all sources (so a Blinding Flash that causes a -3 to Accuracy and Dodge only causes a -2 to the user). In addition, they are not influenced by any fear effects.


Poison Immunity - Modification (2 points)
Restriction- Requires Poison Resistance
A Steadfast ninja who learns to resist poison takes things a step beyond what normal people would do, putting their excellent health to the test and continuing to poison themselves where others would stop. Nearly killing themselves, the Steadfast gain incredible resistance to poisons of all sorts.
Effect: Increases bonuses from Poison Resistance to Immune to Weak Poison, +3 against Strong Poison, +2 against Heavy Poison’

Undying Warrior - Independent Special Move (2 points)
Restriction- B Rank and up
This powerful skill is the penultimate technique that any Steadfast ninja could learn, allowing them to increase their resolve to a level that defies imagination. By focusing all of their attention, energy, and willpower on one target, the Steadfast ninja is able to stave off even death until that enemy is laid to rest. This is best used when they are in desperate straights, as a final act of will.
Effect: When the Steadfast ninja starts their turn unconscious due to having 0 HP or lower (but no lower than -50% of their Max HP), they may choose to revive and act again. They receive +2 to Accuracy on all attacks against the opponent that felled them. If their HP drops below -50% of their Max HP, they fall unconscious again and cannot use this technique unless their HP rises above this value. They lose 1500 CP at the end of every round they act while having less than 0 HP (if they run out of CP, this is taken from their HP), and this technique can be used for a total of three rounds in a battle.


Resilience - Boost (1 point) -- Purchased 3x
Restriction- Can be purchased up to three times
Steadfast ninja push the limits of the human body, ignoring pain and pushing on to absorbing more damage than their heartiest allies. This helps them to defend their allies as long as possible by extending the time they can remain fighting.
Effect: +2 HP modifier.


Reciprocate - Jutsu (1 point, 1 point to rank up)
Restriction- A-Rank and up
This deadly jutsu unique to the Steadfast taps into the muscle memory of their body, taking the pain that they've suffered and turning it against an opponent. With a solid hit from their palm, the Steadfast transfers all of their pain and injury into the enemy’s body, sometimes with interest.
Rank 1: Deals all of the damage dealt to the Steadfast in the past two rounds (including damage that was negated), at +1 Accuracy
Rank 2: Deals all of the damage dealt to the Steadfast in the past three rounds (including damage that was negated), at +2 Accuracy
Cost: 3 AP, Costs CP equal to 50% of the damage Dealt
Note: Usable at any time; does not require to be declared 2-3 rounds beforehand. Max damage is at 6800. This cannot be buffed. Uses melee accuracy.[/spoilername]|[spoilername="Kinjutsu Jashinist"]
[fontsize="12"]Jashinism
JS.jpg

A Dark Religion centered around a God which acknowledges nothing less than utter Chaos and Bloodshed. Those of the Jashinist Faith have been known to be Extremely Sadistic and chaotic when it comes to mayhem, becoming fanatics in the work of their bloody faith. The Jashinists are a cult strongly linked to anarchy and death, and view anything less than bloodshed as a Sin to their blessed God and their creed. As such, the Jashinist's worship and embellish all acts of aggression, Relishing themselves in the pain of both themselves and others that they encounter during their mission in spreading the word of their God and carrying out his Commandments. Religion is their weapon, and it is rumored that their hardcore faith gives them immortality, their obsessive prayers and sacrifices involving self mutilation that allow the cult to rise up from even the most mortal injuries that would kill even hardened shinobi.
Information
Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank

Effects:
- The user gains +10% Damage Reduction
- All Bleeding / Called Shot Penalty chances are reduced by -10%. Bleeding/Called Shot penalties are treated as one rank lower. (Lowest this can go down to is Bleeding Rank 1/Sprained)
- The user cannot be knocked out by Bleeding or Poisons. (This does not include Poison Jutsu)
- If an attack would cause the user to be Ko'd, their Hp remains at 1 Hp and they cannot be Ko'd for the remainder of the round. This may happen once per battle.
- If an attack would bring the user to -100% Max Hp, Damage stops at 1 Hp away from -100%. This may happen once per battle.[/fontsize]

[fontsize="12"]Blood Magic - Special Activated Passive
JSBM2.jpg

A darker practice said to have been passed down by the demonic God Jashin himself, this skill endows the Jashinist cult to perform dark curses by drawing upon their own life force in place of chakra, or rather, in addition to chakra. Generally done by slicing their wrist, this skill requires a tribute of blood in place of handseals, and grants the user a temporary blessing from Jashin that super-charges their techniques with dark, evil energy that reeks of malice.
Information
Prerequisites
Jashinism

Effect:
- By paying 10% of a Jutsu's cost in Hp, the user can turn a Ninjutsu into a "Dark" Element Attack. This Blood jutsu does not require handseals, and deals +5% damage, and bypasses 5% of Damage Reduction. These effects may stack up to three times in one Jutsu.
- By coating their weapon in their own Blood, the user can use any physical action as a "Dark" Element technique. This blood must be fresh, so it costs Hp equal to 30% of the Taijutsu cost, and deals +15% Damage while bypassing 15% worth of damage reduction. This only applies to one action/jutsu per use, as the dark energy rapidly fades from the blood.
- This does not cost Ap, the user only has to declare an attack is being made in this way.
- Does not cost an ability slot.[/fontsize]

[fontsize="12"]Reaper of Faith - Special Activated Passive
JSRF.jpg

The primary curse of the Jashin Cult, this technique is the basis for many of their other dark powers, and naturally, this does not effect those sharing the same faith, for it is a Sin against Jashin to raise a blade against another one of his children. The ritual is simple, involving the Jashinist ingesting the blood of their living target, at this stage now officially their “Sacrifice”. The Jashinist’s body transforms into a more sinister appearance, generally a deep black color with white marking similar to a skeleton, though there are rumors of other equally menacing appearances. Regardless of the case, this curse is said to transform the user into a shinigami, as they gain the ability to sense their "Sacrifices"...and it is a sin of the highest degree for a Jashinist to leave the victim of this technique alive, the user becoming a living embodiment of the reaper himself.
Information
Prerequisites
Jashinism

Effect:
- For 1 Ap, the user may ingest the Blood of a target. This links them together through a forbidden curse of their Faith, Giving them +2 Awareness to those who's blood have been ingested. In addition, this allows the user of Further Curse Techniques upon the target.
- This bonus lasts the remainder of the battle, or until either the user or the victim dies.
- The Jashinist may ingest the blood of multiple targets simultaneously, and may be linked to multiple targets with this technique at once.
- This does not take effect against other Jashinists.[/fontsize]

[fontsize="12"]Prayer of Malicious Intent - C-Rank Curse Ninjutsu -- Rank 2
JSPMI.jpg

The Jashin are a cult strongly intertwined with chaos and and anarchy. Though it is their job to spread the word of their faith to those they deem worthy, more often then not the Jashinist's crave for little more than carnage and bloodshed. The Jashinist faith thanks their lord before and after every battle, offering themselves up for rituals in return for the dark power of their God. It is this ritual, that enables the Jashinist to offer a few quick words of gratitude for their battle that grants the believer a quick, rush of bloodlust and strength that can all but reap the souls of the most powerful of victims.

Information
Prerequisites
Jashinism, C-Rank

Rank 1: For one round, reverses half of all physical debuffs effecting the user.
Master Rank: For one round, reverses all physical debuffs effecting the user.

Note:
- This jutsu may only be used once every three rounds.
- Does not apply to any negated debuffs. The user also takes +10% Damage from all sources the round this is used.
- The following round, all physical penalties are increased by +1, and the user still takes +10% damage from all sources.

Cost: 620 Cp to initiate.[/fontsize]
[fontsize="12"]Sacrilegious Atonement - B-Rank Curse Ninjutsu -- Rank 2
JSSA.jpg

A curse technique known to the Jashin that allows them to link their life to their target through the use of the emblem of their faith. After ingesting the blood of their target, the Jashinist can use their own blood to scribe the seal of their God upon the target, infused with their dark magic that transfers all physical feelings from the target to the Jashinist, though this only applies to effects which are beneficial to the body. Being infused with their chakra, this seal cannot be removed until the dark magic fades, from that point being able to be wiped away normally.

Information
Prerequisites
Jashinism, B-Rank, Reaper of Faith Mastered.

Rank 1: Scribes a seal upon a target at -2.5 Accuracy. All Healing is reduced by 30%, and all activated buffs are reduced by 1 or 5%. The remainder of the effects is treated as if affecting the user as well. Cannot be removed for two rounds.
Master Rank: Scribes a seal upon a target at -2 Accuracy. All Healing and recovery is reduced by 40%, and all activated buff’s are reduced by 1.5 or 10%. The remainder of the effects is treated as if effecting the user as well. Cannot be removed for three rounds.

Note:
- Does not use handseals, and use melee Accuracy
- The user must be under the effect of Reaper of Faith.
- This only applies to activated buffs or recovery effects. Does not apply to buffs due to Genjutsu, nor does it apply to passive buffs.
- The user cannot be buffed by the same technique simultaneously, regardless of the source.
- Removing the seal costs 1 Ap to wipe the blood away completely, yet cannot be done until the round limit is up.
- Does not effect other Jashinists.

Cost: 900 Cp and 300 Hp to scribe, 430 Cp and 140 Hp per round maintained.[/fontsize]

[fontsize="12"]Divine Judgment - A-Rank Curse Ninjutsu -- Rank 2
JSDJ.jpg

The most feared curse of the Jashinist Faith, This ritual is capable of being performed only by those blessed by the dark lord himself. This sinister ritual is performed after the Jashinist has ingested the blood of the target, from that point being able to perform this sacred ritual by scribing the seal of their Dark lord, Jashin, upon the ground with their blood. While in the Seal, the Jashinist is able to inflict pain upon himself, torturing their helpless victims and receiving pleasure from the wounds of both themselves and their victims, essentially, becoming a sadistic, living voodoo doll.

Information
Prerequisites
Jashinism, A-Rank, Reaper of Faith Mastered.

Rank 1: Scribes a seal with the radius of up to 7 feet around the user. While within this seal, all physical effects such as damage and debuffs inflicted upon the user, are also inflicted to those of whom the Jashinist has ingested the Blood.
Master Rank: Scribes a seal with the radius of up to 8 feet around the user. While within this seal, all physical effects such as damage and debuffs inflicted upon the user, Including reduced damage and debuffs, is also inflicted to those of whom the Jashinist has ingested the Blood.

Note:
- Does not use Handseals.
- This technique only takes effect against those who are targeted by Reaper of Faith.
- While within the Blood Seal the user has -3 Dodge to all techniques aimed at them.
- Each time the Jashinist is attacked, a ninjutsu check is made between the user and those who have had their blood ingested by the Jashinist. Upon a successful check, the user and those who have had their blood ingested receive damage.
- The seal and the surface it was scribed upon cannot be destroyed through any means during battle while the user maintains this technique's cost.
- Should the user no longer maintain the cost, they may still gain the effects while within the seal, but the seal and the ground may be destroyed.
- All damage and effects done to the victim bypass all forms of reduction and cannot be blocked in anyway or form.
- This Jutsu does not apply to Genjutsu damage or debuffs.

Cost: 3 Ap, 2500 Cp and 830 Hp to initiate. 1200 Cp/Rnd and 400 Hp/Rnd to maintain.[/fontsize]

[fontsize="12"]Immaculate Blessing - S-Rank Curse Ninjutsu -- Useable
JSBM.jpg

The Ultimate curse of the Jashinist Faith, This ritual is available only to the most obsessive fanatics of the Jashin Cult. This sinister ritual is an extension to previous ones, combining two of their most powerful curses into one, providing the ultimate punishment against those outside their faith. The Jashinist is able to scribe the seal of Jashin upon a target, marking them for death, the blood constantly burning the flesh of the victim that could easily leave a scar. Once scribed, punishment of the highest degree is imminent, the user being able to link their life to their sacrifice without the need of remaining within a seal. Only death awaits those who have been marked.

Information
Prerequisites
Jashinism, S-Rank, All Jashinism Skills Mastered.

Master Rank: Scribes a seal upon a single target with both the user's and the victim's Blood at -3 Accuracy. All physical effects such as Damage (Including reduced damage) and debuffs (Including reduced Debuffs) inflicted upon the user, are also inflicted upon the target, and any buffs that the target has activated are dispelled. Further attempts to activate a buff have a 40% chance to fail each round, and gain +10% chance each round maintained.

Note:
- Does not use Handseals.
- The user must have the blood of a target, and must have Reaper of Faith activated.
- Can only effect one target at a time, and negates any other curses the user may have had activated aside from Reaper of Faith. Attempting to use a different curse will dispel this technique.
- Each time the Jashinist is attacked, a ninjutsu check is made between the user and those who have had their blood ingested by the Jashinist. Upon a successful check, the user and those who have had their blood ingested receive damage.
- All damage and effects done to the victim bypass all forms of reduction and cannot be blocked in anyway or form.
- This damage may not be buffed or increased by ANY means. This includes debuffs on the opponent making them take more damage.
- This Jutsu does not apply to Genjutsu effects or passive effects.

Cost: 4.5 Ap, 3060 Cp and 1020 Hp to initiate. 1460 Cp and 490 hp per round maintained.[/fontsize]
[/spoilername]|[spoilername="Abilities"]Branch: Sentinel
101: Shinobi 101 - Ranged Weapon Taijutsu using Melee Acc
01: Called Shots
02: Duelist
03: Deflection
04: Combat Instinct
05: Defensive Technique
06: Fearless
07: Bull's Strength
08: Hidden Power
09: Healing Factor
10: Kinjutsu [Jashinist]
11: Kinjutsu [Jashinist]
12: Kinjutsu [Jashinist]-- [This slot bought with ASP][/spoilername][/col3]
[col3][spoilername="Weapons"]Tristan and Isolde

A pair of heavy-set gauntlets that appear to be created for defense. These iron gauntlets are widened at the forearms to double as a shield to protect the user from damage if the need arises.
Damage Type: Unarmed
Unarmed Special: May use Handseals while armed with an Unarmed Weapon
Accuracy: +0
Augments:

Delilah

Once known as Samson, the blade shattered upon striking another blade, leaving behind a broken sword with a dull edge. Instead of replacing the weapon, Nanami had the edge filed down and the blade repaired/extended to turn this once sharp weapon to a blade capable of knocking anyone onto the ground
Damage Type: Slashing
Slashing Special: May naturally inflict Suppression
Accuracy: +0 / +0% damage
Augments:
Israfil

Named after the trumpet arch-angel, this weapon is a long black rifle. A single-loading bolt-action .50-calibur monster. This weapon is meant for crushing through armor, buildings, distances, time, space... It doesn't really matter -- It destroys just about anything it touches. A strange trumpeting noise is heard as the weapon fires. This weapon may transform to it's melee variant by the name of Leo.
Damage Type: Ranged
Ranged Special: +3% Called Shots
Accuracy: +2
Augments:

Leo

A black sword that is the melee variant of Israfil. Leo is a black blade that emanates a strange aura. If one listens to it closely, the blade seems to hum and sing hymns. It's not fully certain if the blade, itself, is possessed or not.
Damage Type: Slashing
Slashing Special: Can naturally inflict Suppression
Accuracy: +0
Augments:

Spear of Longinus

An extremely long spear with the capability of lengthening and shortening at Nanami's will, reaching distances rivaling ranged weapons. The tip of the spear has multiple "blood grooves" which allow blood to pour into a special chamber at the base of the blade. Once the chamber is filled with blood, it begins to hum a mysterious sound that causes those that hear it to slowly go mad. Once this weapon consumes enough blood, the target seems to hear a terrifying death wail.
Damage Type: Slashing
Slashing Special: Can naturally inflict Bleeding
Accuracy: +2/-10% damage
Augments:
[/spoilername]|[spoilername="Items Taken to battle"]Holster 1: Tristan and Isolde
Holster 2: Delilah
1: Holster 3: Israfil
2: Holster 4: Leo
3: Belt Pouch
4: Belt Pouch
[/list][/list]
5: Makibishi Spikes
Sentinel: Spear of Longinus[/spoilername]|[spoilername="Cursed Seals"][legend="[fontsize="20"]Gaia[/fontsize]"]Current Rank: Mastered

The Gaia Seal is a cursed seal that focuses on improving the user's physical aspects. While under the effects of this seal, the user is more resistant to physical damage, strikes harder, and moves faster than normal. As with all Cursed Seals however, the Gaia Seal breaks down the user's body over time and can cripple the user's body if Used Too much.

Rank 1: Covers the user's body in runic glyphs, giving them +10% Taijutsu and Basic Strike Damage. -5% Damage Taken, +2 Melee/Ranged Accuracy, +2% chance to cause Bleeding/Suppression. In addition the user takes an additional 2% damage from Illusionary and Ninjutsu sources.
Rank 2: Covers the user in a dark aura, giving them +15% Taijutsu and Basic Strike Damage. -10% Damage Taken, +3 Melee/Ranged Accuracy, +4% chance to cause Bleeding/Suppression. In addition the user takes an additional 4% damage from Illusionary and Ninjutsu sources.
Rank 3: Completely alters the user into a totally different figure, giving them +20% Taijutsu and Basic Strike Damage. -15% Damage Taken, +4 Melee/Ranged Accuracy, +8% chance to cause Bleeding/Suppression. In addition the user takes an additional 5% damage from Illusionary and Ninjutsu sources. These buffs/debuffs do not count toward the buff cap.

Cost: 1 Ap to Activate/Deactivate, the user loses -5 training points for each round active

"Initiating Program: Beowulf -- Protocol: 616 -- Password: Savior"[/legend]
[legend="[fontsize="20"]Astral[/fontsize]"]Current Rank: 1
Current Rank: 1
The Astral Seal is a Curse mark that greatly enhances the user's speed, overflowing their body and mind with chakra that heightens their reactions, and allows their body to match the pace. Those with the Astral Seal move quickly, and are both hard to predict, and hard to hit, their every action a blur to the eyes of others.

Rank 1: Covers the user's body in runic glyphs, giving them +2 Dodge, +.5 Ap, +3% Auto Dodge. In addition the user has a 2% chance to auto-miss.
Rank 2: Covers the user in a dark aura, giving them +3 Dodge, +.75 Ap, +5% Auto Dodge. In addition the user has a 4% chance to auto-miss.
Rank 3: Completely alters the user into a totally different figure, giving them +4 Dodge, +1 Ap, +10% Auto Dodge. In addition the user has a 5% chance to auto-miss. These buffs/debuffs do not count toward the buff cap.

Cost: 1 Ap to Activate/Deactivate, the user loses -5 training points for each round active

"Initiating Program: Beowulf -- Protocol: Heaven's Gate -- Password: Commandment[/legend][/spoilername][/col3]
 

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