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:

Sukuna Kiyo

Joined
Apr 16, 2015
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Basic Knowledge:
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Birth/Real Name: Sukuna Kiyo
Alias: N/A
Physical Age: 22
Height: 5'6"
Weight: 165lbs
Gender: Female
Month of Birth: October
Village: Kumogakure
Alignment: Chaotic Good
Rank: Chuunin
Religion: agnostic
Languages: Common
Skin Tone: Pale
Eyes: Blue
Hair: White

Character's Physical Description:
Sukuna Kiyo is a young woman who stands at about 5’5” (165 cm). She has medium-length snow-white hair, often messy and unkempt. Her eyes are a vibrant blue color, resembling an ocean, or gemstone, they could be described as showing the depths of her Chakra attuned state, the deep well of chakra that resides inside of her. Kiyo has fair skin, she has a faded scar on her left side from a past battle where she nearly kicked the bucket, but it is the only noticeable scar she has. Kiyo is fit, though she looks a little squishy, under that squishiness lies her hidden strength.
Kiyo likes to wear baggy jackets, with large hoods, she has a decently sized collection of jackets she’ll swap around. She enjoys styling her wardrobe and showing it off. She often wears a tube top, and either shorts or pants. She likes to have pockets or pouches, so she can hold items without worry.


Character's Mental Description:
When Kiyo was younger, through her Academy days, and Genin years, she was serious, reserved, and hard-working. She was proud of her skills in chakra manipulation, and her prodigy-like intelligence, and strived to make her parents proud. However, after her six-year-long mission she was sent on after reaching Chuunin rank, Kiyo returned with a new mindset. To her friends and certain comrades, she is playful, relaxed, and carefree. She acted on whims, and some would describe her as an idiot. To her enemies, she is disrespectful, rude, and sarcastic. Overall Kiyo still shows her cocky arrogant side sometimes during fights, and she likes to banter. But when she is not in a fight, she is carefree. She developed this new attitude as a coping mechanism for the harsh realities she had to face, the friends she had lost, and realized she wasn’t actually the best of the best like she believed she was as a kid. Kiyo still is determined to become a legendary ninja, and earn her name in the history books as one of the best, but she plans on doing it her way, she wants to enjoy it somewhat and make allies along the way.


Character History:
Sukuna Kiyo was born into a family of ninjas within Kumokagure. Her parents, Akira and Yuki, were both average shinobi who were never able to become as accomplished as they dreamed to be.

Kiyo's journey as a ninja began in the prestigious Hidden Cloud Academy, where young, aspiring ninjas like her received their formal training. Kiyo's early days in the academy were marked by a quiet determination that set her apart from her peers. As a child, she exhibited an innate talent for chakra control, a trait that didn't go unnoticed by the academy instructors. From a young age, Kiyo's parents instilled in her a strong work ethic and a sense of responsibility, pushing her to excel in her studies and training. Her childhood was filled with hours of intense practice, molding chakra, perfecting basic jutsu, and mastering the art of the ninja. She quickly rose to the top of her class, earning a reputation as a prodigy. But it wasn't just her impressive skills that made her stand out. Kiyo had an insatiable thirst for knowledge. She pored over scrolls and books in the academy's library, often spending her free time absorbed in the intricacies of chakra theory. Her instructors were impressed by her intellectual curiosity and encouraged her to explore the deeper aspects of ninja techniques. Her dedication and pursuit of excellence earned her the respect and admiration of her peers, despite her initially reserved demeanor. Kiyo's few close friends knew that beneath her serious exterior, there was a warm and caring heart. She would often offer assistance and guidance to those who struggled, nurturing a strong sense of camaraderie among her classmates.

After graduating from the Hidden Cloud Academy, Sukuna Kiyo was assigned to Team Gojin, a well-balanced ninja squad known for its versatility and strong teamwork. The team consisted of three members, each with unique skills that complemented one another. Under the leadership of their sensei, a seasoned jounin named Gojin Hideo, Kiyo's abilities began to flourish, and her journey toward discovering her Chakra Attuned core ability truly began. The team consisted of Kiyo, Takeshi, Mai, and their leader Gojin. During their time as genin, Team Gojin undertook a series of missions that exposed them to a wide range of challenges and threats. These missions not only tested their skills but also played a significant role in Kiyo's discovery of her chakra-attuned core ability.

Team Gojin's first mission was to investigate a series of mysterious disappearances in the dense "Forest of Shadows." Here, they encountered an elusive rogue ninja who utilized stealth and ambush tactics. It was during this mission that Kiyo began to notice something unusual about her chakra control. While trying to develop a jutsu to detect hidden foes, she inadvertently unleashed a burst of chakra that disrupted the enemy's cloaking techniques, draining his chakra, and leaving him open to attacks, allowing the team to triumph. In their next mission, Team Gojin was tasked with exploring a complex network of underground catacombs. The team faced numerous traps and encountered a hostile group of rogue ninja attempting to claim hidden artifacts. Kiyo's chakra control continued to evolve as she found herself unconsciously manipulating chakra flows to neutralize traps and obstacles. Her unique ability helped them navigate the labyrinthine catacombs and secure valuable artifacts. During a critical mission to thwart an assassination plot against a high-ranking Hidden Cloud official, Kiyo's chakra-attuned ability manifested in full force. When confronted by a powerful enemy, she channeled her chakra into her jutsu with unparalleled ease. The energy emitted from her attacks consumed the chakra of her foes, rendering them powerless. The team, shocked by her newfound abilities, managed to thwart the assassination attempt.

Over time, Kiyo's understanding of her Chakra Attuned ability deepened, thanks in large part to her team's support and the guidance of her sensei, Hideo. They recognized the uniqueness of her talent and helped her harness and control her newfound power.

Through their missions, the bonds within Team Gojin grew stronger, and Kiyo's confidence in her abilities soared. She became a versatile asset to the team, seamlessly transitioning between support roles and direct combat. Her journey as a genin on Team Gojin not only developed her Chakra Attuned ability but also instilled in her a sense of camaraderie and teamwork that would prove invaluable in the challenges she would face in the years to come.

At the age of 16, after she passed her Chuunin exam, Kiyo was assigned a long-term mission that took her outside Kumokagure's borders. Her mission was to gather data on plant life, animals, and water samples from various countries, a task that was initially meant to last a few months. However, as the years went by, the mission extended far beyond her expectations. She found herself in uncharted territories, battling dangerous creatures, and conducting extensive research.

In the early days of Kiyo's mission, she was teamed up with another ninja, Jun, Rin, and Yukio, from Cloud. They started in Lightning country, in the Marshlands, gathering data. They were a team for almost a year, and while they were researching they were given some extra instructions her the area they were in. They were tasked with collecting samples from a remote forest rumored to be inhabited by dangerous creatures and rival ninja clans seeking to steal their research. This forest was nicknamed "Crimson Canopy," named for the reddish hues of the leaves that filled the thick canopy. The region was rich in unique flora and fauna, but it came with its own set of challenges. While exploring the Crimson Canopy, Kiyo and her team encountered a fierce and skilled rival ninja clan that sought to seize their research for themselves. A heated battle ensued, and despite their best efforts, Kiyo's team suffered heavy losses. Some of her closest companions fell in the conflict, a devastating blow that left Kiyo deeply shaken. In the aftermath of the battle, Kiyo was left severely injured and near death. She had sustained life-threatening wounds and was on the brink of succumbing to her injuries. It was in this dire moment that a fortunate twist of fate occurred. A group of wandering medical ninja from the Kumo stumbled upon the aftermath of the battle. They had been tracking the rival clan for some time and arrived just in time to save Kiyo.

Kiyo managed to keep the data safe, though unfortunately Jun, Rin, and Yukio lost their lives. Kiyo sent in her report of this event, though the mission was still on. After Kiyo recovered she continued her journey in Moon Country, determined to finish the mission, despite the early losses.

One of the skilled medical ninja, named Shizuku, took charge of Kiyo's treatment. With her expertise and the unique medical techniques of the Moon Country, Shizuku managed to stabilize Kiyo and nurse her back to health. During her recovery, Kiyo developed a deep respect and friendship with Shizuku, who played a pivotal role in saving her life.

While on her mission, Kiyo encountered a wandering ninja named Hideo. He had a reputation for surviving in the most hostile environments and became her mentor during the early years of her mission. Under his guidance, Kiyo honed her survival skills and learned to adapt to different terrains and climates. Hideo disappeared one day without a word, leaving her with a stronger resolve and a deeper understanding of the world beyond her village.

While still in the land of Lightning, Kiyo faced off against a colossal, earth-manipulating creature known as the Earthshaker. The battle was grueling and pushed her abilities to the limit. With unwavering determination, she eventually defeated the creature, gaining valuable combat experience and further developing her chakra manipulation skills.

Later on, Kiyo encountered a reclusive tribe of water-affiliated ninjas who possessed unique and ancient water manipulation techniques. After a tense initial encounter, she managed to gain their trust and spent several months studying their techniques. While she was still in Lightning Country, Kiyo formed a friendly rivalry with a mischievous ninja from the Titans Keep named Riku. The two engaged in a series of battles, which sometimes escalated into outrageous prank wars. Despite their rivalry, they built a strong friendship and became pen pals, exchanging letters even after Kiyo left. Riku was the reason why Kiyo started opening up more, and learned to live life as it came. The rivalry made her discover a piece of herself, a new side of herself, when she left the land of earth, she was more carefree and cocky.

Kiyo entered bear country and soon met a fellow traveler, Ryuto, who was a botanist and a kindred spirit for plant life. They bonded over their research and eventually became friends. Kiyo often acted goofy and carefree around Ryuto, forming a unique bond during their travels. Though the two went their separate ways after Kiyo finished her research in that region, she will never forget the bond she formed with Ryuto. Ryuto was a traveler, from the Marsh.

During her mission, Kiyo faced a critical challenge when she encountered a group of rogue ninjas near a hidden meadow. The battle was intense, and Kiyo's cocky attitude helped her maintain her composure and emerge victorious. This incident further solidified her carefree demeanor.

After her six-year mission, Kiyo finally received a message to return to Kumokagure. Her journey had transformed her from a hard-working, stern prodigy into an aloof, carefree ninja. She brought back a wealth of knowledge, an expanded skill set, and a laid-back, cocky attitude that baffled her family and friends. Kiyo's transformation was the result of not just her experiences but also the people she had met and the battles she had endured on her mission.

Kiyo now wanders Kumokagure's streets with a grin, seemingly not taking life too seriously, but her strength, skill, and depth of character remain hidden behind her goofy, carefree facade. She's more than ready to face whatever challenges lie ahead with her newfound outlook on life and her incredible mastery of chakra.

After reuniting with her team following the grueling six-year mission Kiyo learned their team leader and Sensei unfortunately passed away, but the three decided to keep the name and continue on in his memory. The team embraced their new dynamic, and the changes in Kiyo’s were painfully apparent, she still had the drive to become a legendary ninja was still there, but she had opened up more, she was more relaxed, playful, and carefree. She had learned a lot on her mission and discovered new parts of herself. While Kiyo was away, Takeshi, and Mai had also become chuunin, and their skill levels grew greatly.

Once the team had settled into their old routine, Team Gojin was sent on a mission to either capture or assassinate a Rogue ninja by the name of Miyoshi, either way, they needed to bring his body back to Kumo. Details of the mission told them that this rogue ninja had been messing with time and space, he was a temporal strider and was attempting to summon a beast. He was an A-rank rogue ninja, at least from the reports they had on him. So three Chuunin should have been able to take him on. This was classified as an A-Rank mission. Unfortunately upon tracking down the Rogue ninja, the team would discover this should have been an S-rank mission.

Sukuna Kiyo found herself thrust into a perilous battle against the formidable rogue ninja, one who wielded a mysterious and deadly power. The rogue ninja, Miyoshi, had summoned a monstrous beast, an amalgamation of fearsome creatures bound by dark chakra. The battle that ensued was unlike any they had faced before.

The confrontation took place in a desolate, otherworldly landscape, where the very fabric of space and time seemed to warp and twist. The battle was unlike anything Kiyo had ever faced. Her adversary wielded strange temporal abilities, manipulating time itself to attack with uncanny precision and foresight. Kiyo, alongside her loyal comrades Mai and Takeshi, fought valiantly, but they were caught in a relentless temporal dance that left them at a severe disadvantage. The monstrous beast, fueled by the rogue ninja's malevolent intent, rampaged through the once-serene landscape, laying waste to everything in its path.

Takeshi, Mai, and Kiyo were determined, and confident they could handle this battle. Takeshi the team's main fighter dealt powerful blows to the beast, tweaking it greatly along with Kiyo's Chakra Attuned abilities. Mai was their support, helping them keep their senses alert. Even though it had been six years since the team had fought together, it felt like muscle memory at this point. Kiyo made a bet with Takeshi during the battle, whoever dealt the killing blow on the beast would get to pick their lunch spot for a month, and the other two would have to pay for it. In the midst of battle, Kiyo was showing her playful side to her teammates, despite the situation they both took on the bet.

However, slowly, the team realized this was not an easy battle.

For what felt like hours, Kiyo and her team clashed with the rogue ninja, enduring a ceaseless onslaught of time-altering jutsu. Mai's chakra-sensing abilities were consistently nullified, and Takeshi's powerful physical attacks were easily evaded. The enemy, with each calculated move, seemed to always be one step ahead. As the battle raged on, the situation grew increasingly dire. Mai and Takeshi, both brave and skilled ninja, were gradually worn down by the relentless assault.

Kiyo's desperation grew as she watched her friends suffer, and a sense of helplessness consumed her.

Takeshi, the team's frontline fighter, was gravely wounded in a fierce confrontation with the monstrous beast. Mai, the sensory ninja, was overwhelmed by the sheer intensity of the rogue ninja's dark chakra.

Despite their heroic efforts, both of Kiyo's teammates fell, leaving her to face the rogue ninja and the beast alone.

Despair washed over Kiyo as she watched her comrades fall. Her sense of helplessness and rage melded together into an indomitable resolve. Kiyo had no time to even process what had happened, she knew she had to push past her limits to avenge her fallen friends and protect her village from the malevolent threat.

It was in this moment of despair that her Chakra Attuned abilities sparked, a flicker of something even greater. Desperation turned into a ferocious resolve, and she pushed herself beyond her limits. Her combat style shifted, becoming more feral and unpredictable. The rogue ninja, momentarily caught off guard, found himself on the defensive. However, his temporal powers still gave him an edge, and the battle raged on.

In a climactic moment, as Kiyo fought with a savagery fueled by grief, her powers awakened. The space-time rifts that had plagued the battle suddenly responded to her chakra in an entirely new way. She felt the very fabric of time bend to her will.

As she confronted the rogue ninja and the monstrous beast, Kiyo's eyes locked onto a mysterious tear in space and time that appeared amidst the chaos of the battle. The tear seemed to beckon to her, offering a glimmer of hope in her darkest hour. With her heart filled with anguish, she reached out and grasped the tear, triggering a surge of energy that coursed through her. With newfound mastery over the rifts in space-time, she unleashed the full potential of her Temporal Strider abilities. With each passing second, she manipulated time, gaining the upper hand in combat. The once relentless rogue ninja found themselves unable to predict Kiyo's moves and their temporal jutsu faltered against the might of her emerging power.

At that moment, something within Kiyo changed. Time itself seemed to bend to her will, granting her newfound abilities as a Temporal Strider. She felt moments elongate and contract, and she saw her adversaries move as if trapped in slow motion.

With her new powers, she unleashed the full fury of her chakra, manipulating the flow of time to her advantage. Her movements became faster, her dodges more precise, and her attacks impossibly swift. She attacked the rogue ninja and the monstrous beast with a ferocity they couldn't match.

The rogue ninja still put up a fight, but with the new surge of energy and drive from Kiyo, his was becoming worn out quickly. By the time he realized she had been sapping away at his chakra, it was too late, the tide of the battle had shifted in Kiyo’s favor.

In her feral rage, Kiyo showed no mercy to her enemy. Her newfound mastery over time allowed her to outmaneuver their attacks and retaliate with unparalleled force. The battle was relentless, but Kiyo's newfound abilities gave her the upper hand. almost as if she enjoyed toying with him before honing in on the kill, using her newfound abilities to make him feel the same hopelessness and sense of dread. In the final moments, Kiyo activated the Broken Timeline ability for temporal strider, giving her an upper hand in the battle, and Kiyo took out the beast he had summoned with sadistic ease before targeting the rogue ninja himself. After Kiyo took out the beast, The rogue ninja kept fighting but started to grow tired. Kiyo was consuming his chakra to keep herself in the fight for longer, and the chakra from the beast she slayed also gave her a boost. The rogue ninja finally surrendered to Kiyo, but it was too late, Kiyo decided he was not coming back to the village alive. Without mercy, or even giving him a chance to say his last words, Kiyo killed him using a mix of her Chakra Supernova technique, and Chronostasis to delay it. Almost giving him a sense of hope for a few seconds, before his own chakra turned on him, ultimately killing him in a painful way. After the battle, the landscape Kiyo, and her team were in faded, bringing them back to the outskirts of Kumo. Kiyo was exhausted, mentally, physically, and injured. Once she was sure the battle was over she turned to her fallen teammates and took her time to grieve them. This was not the first time she experienced loss, but this time hurt more than any other time. She knew this wouldn't be her last time either, she would not allow this to deter her drive to become a legendary ninja.
Kiyo collected her team, and the Rogue ninja's bodies in body bags, and sealed them in a scroll to return them home.

Kiyo had unlocked Temporal Strider, however, it came at a great cost. The battle had claimed the lives of Mai and Takeshi, leaving Kiyo to grapple with the immense loss of her friends. The power of her Kinjutsu was now in her hands, but it was a bittersweet victory, a manifestation of her anguish and her unwavering will to protect those she cared about.

Sukuna Kiyo, the Chakra Attuned Temporal Strider, now stood as a warrior with mastery over time, determined to ensure her comrades' sacrifice was not in vain and to protect her village and loved ones with her newfound abilities.
 
Stats
Rank S

Agility: 600/600

Stamina: 600/600

Ninjutsu: 600/600

Taijutsu: 600/600

Genjutsu: 600/600

Chakra Control: 600/600

power level: 3,600
Deep Well
HP: (45+lvl) x stamina
CP: (55+lvl) x chakra control
Class Bonus: Kinjutsu
High: Ninjutsu Accuracy
Average: Dodge, Genjutsu Save, Melee Accuracy
Low: Ranged Accuracy, Genjutsu DC
Abilities:
TBD

Bloodline/Kin

Chakra Attuned
The Chakra Attuned are ninja who excel at creating and molding chakra, able to summon up the power for a jutsu in a snap. It is said that those who are Chakra Attuned just plain have more chakra stored up in them than others, and this copious amount of spare power allows them to experiment and train in ways others could only dream of.

One-Handed Seals - Passive (3 points)
A ninja who is properly Chakra Attuned is able to produce the correct amounts of chakra even with an incomplete seal. With extreme practice and their natural talent for manipulating chakra, they can learn to harness the ability to cast even while holding something else.
Effect: The user is able to perform all Jutsu handseals with one hand at -10% CP cost. When performing Ninjutsu or Genjutsu, the user is no longer required to drop or sheath any items or weapons they are holding.

Normalize - Passive (3 points)
Chakra Attuned users like to say their chakra is pure, rather than twisted toward one particular element. Some of them take this to extremes, making their chakra tuned toward no elements at all, claiming the increased versatility is much more worthwhile--even if it can cost them certain benefits.
Effect: All Ninjutsu the user casts are considered Non-Elemental. The user's Ninjutsu deal +10% damage.
Note: This does not allow converted Ninjutsu to use Affinity Moves or other techniques that they can only use for Non-Elemental Ninjutsu, but does cause them to ignore both positive and negative effects that would affect their original element. (Ex. A Water jutsu cast by someone with Normalize would ignore the penalties from Heat Wave, but would also ignore the benefits of Rain Dance) This will only effect the damage type of the Jutsu and not change its subtype to NE.

Pressure - Passive (2 points)
The Chakra Attuned can warp not only their own chakra to be efficient, but the opponent's to be much less efficient. The problem is that this can backfire, hitting allies as well.
Effect: Up to 3 targets in battle with the user take 20% extra CP to cast a jutsu. Does not work on other Chakra Attuned ninja.
Note: Targets are chosen at the beginning of the battle, and may be switched or added between rounds as long as they do not exceed the limit.

Strike the Spirit - Dependent Special Move (3 points)
Having an abundant control of their chakra gives the Attuned insight on the multifaceted sides of Chakra Theory that stumps even those who spend their lives studying it. By altering the way their chakra is molded, a Chakra Attuned can turn their Jutsu into ravenous energy that can consume the chakra of all that it touches.
Effect: When casting a Ninjutsu, the user may choose to target CP instead of HP. Half the CP damage done is restored to the user. Only Chakra Attuned damage buffs apply to a Ninjutsu cast this way. Requires 20 seconds of cooldown after use.
Note: If the Ninjutsu cast hits more than one target, CP restored is based on the single target the most damage was done to.

Chakra Retainer - Passive (1 point)
Restriction- May be purchased up to two times
The Chakra Attuned shinobi are known not just for their masterful control, but also for their seemingly endless wells of power that allow them to preform multiple high-level jutsu at a staggering rate.
Effect: +10% damage reduction against CP damage and +3 CP modifier

Empower - Dependent Special Move (2 points)
Just like how a martial artist can change the strength of their strike just by breathing, so can the Chakra Attuned shinobi alter the strength of their Jutsu by simply altering their molding process.
Effect: The user may add +10% damage to any Ninjutsu at the cost of either -1 Accuracy or +10% CP. Requires 5 seconds of cooldown after use.

Invigorate - Ability Modification (2 points)
Restriction- Must have Hyperactive
As if having 'nigh infinite wells of chakra weren't enough, Chakra Attuned shinobi can somehow find some more. Even those who specialize in devouring chakra may find an Attuned shinobi too big a meal.
Effect: The effects of Hyperactive are increased to 6% per round. The user may spend 0.5 AP at the start of the round to recover 20% of the CP lost the previous round.

Magic Missile - Dependent Special Move (2 points)
Upon seeing an opponent's chakra signature even once the Chakra Attuned are capable of sending missiles of pure energy at their opponent that never miss their mark; as the energy sent out is akin to a bloodhound, but for chakra.
Effect: The user may make a basic strike as a Non-Elemental Ninjutsu Technique that ignores stealth, clones and barriers. This technique cannot be buffed or debuffed in any way, cannot be auto-dodged, and carries no secondary effects. Costs 0.5 AP and requires a five second cooldown after use.

Prism Shield - Jutsu Modification (3 points)
Restriction- Must have Chakra Shield
Attuned to their Jutsu in ways that breaks comprehension, these shinobi can further fortify any number of jutsu to be stronger in all aspects. However, non are as grandoise as the ability to maintain a shield wall made of chakra as easily as breathing, and to keep them infinitely strong baffles even the strongest of minds.
Effect: When activating Chakra Shield, the user may opt to add a maintain cost of 50% of the activation CP cost (paid the beginning of the next round as normal) in order to have the shields automatically refresh themselves the next round. Refreshed shields may only be used defensively with the Special Action, will automatically do so against any damage aimed at the user once refreshed until depleted, and will not last past this second round. This has a 15 second cooldown after the initial cast before it may be used again.

Life Sap - Dependent Special Move (3 points)
Not to be satisfied with just their own infinite reserves of chakra, the Attuned have completed a viscous technique that can force others to pay for their Jutsu. This is often done nefariously by breathing in deeper before casting a Jutsu, pulling from the very chakra signature that naturally leaks from most shinobi.
Effect: The user makes a Ninjutsu Check at +1 against their target. If they pass, the target pays for 50% of the CP cost of the user's next technique, calculated before any of the user's CP cost reduction and without taking any of the target's into account. This has a 10 second cooldown after a successful use before it may be used again.
Note: If the technique is offensive, the target affected by Life Sap must be selected as the target, or one of the targets if it has multiple. If the technique is non-offensive, the user may select a target as normal.

Burnout - Independent Special Move (3 points)
Manipulating the coils of their own body has become so second-hand that they can now alter the flow of others. Done not by striking specific pressure points, but by insidiously injecting their own chakra into the body of an opponent simply by being in their presence. Whenever they feel like it, a Chakra Attuned can turn this chakra on like a switch; often reversing the opponent's ability to mold chakra.
Effect: The user targets up to three targets. Any CP cost reduction these targets have is inverted for 15 seconds, changing instead into +CP cost. This costs the user 3% Max CP, uses Ninjutsu Accuracy, and cannot be used again until the previous instance has worn off. Targets successfully affected gain +1 Dodge to successive attempts of Burnout against them, capable of stacking.

Chakra Supernova - A-Rank Non-Elemental Ninjutsu (1 point, 1 to rank up)
Restriction- A-Rank and Up
The ultimate technique in any shinobi's repertoire tends to be something flashy and strong; Chakra Attuned have found the need for only the latter. Like pulling a single string to unweave a web the Chakra Attuned can turn the very fuel every ninja uses to fight against them. This is done by infecting their opponent's chakra on a cellular level with their own before commanding it to force an opponent's body to treat their own natural energy as an invading force.

Rank 1/2: The user selects up to three targets. Each target loses 5% Max CP. This CP damage is then converted into HP damage at a 1.5:1/1:1 ratio on the same targets. This damage cannot be boosted or reduced in any way.

Special Action - Neutron Glitch: The user may choose to target all targets on the battlefield, including allies, by negating their CP cost reduction (or, if they have none, adding +20% CP cost). If this is done, the user's CP cost reduction does not apply for an additional five seconds after the completion of this technique.

Rank 1 Cost: 3 AP, 2200 CP
Rank 2 Cost: 3 AP, 2750 CP

Notes:
  • Damage for this cannot be less than 3000 or more than 5000 at Rank 1, and cannot be less than 4000 or more than 6250 at Rank 2.
  • At all ranks, both CP drain and damage are dealt at +0 accuracy.
  • If the user has Pressure and it is working against any of the targets, those targets cannot recover CP leeched by this technique.
  • This technique cannot be combined with any Special Moves.
  • This Technique has a 10 second cooldown after use.
  • Neutron Glitch has a 20 second cooldown before it may be used again.

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

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

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

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

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

Information
Prerequisites: Temporal Strider

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

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

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

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

Information
Prerequisites: Temporal Strider

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

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

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

Information
Prerequisites: Temporal Strider, B-Rank

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

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

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

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

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

Information
Prerequisites: Temporal Strider, B-Rank

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

Rank 1 Cost: 730 CP
Mastered Cost: 910 CP

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

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

Information
Prerequisites: Temporal Strider, A-Rank

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

Cost: 3 AP and 2000 CP

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

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

Information
Prerequisites: Temporal Strider, S-Rank

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

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

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