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 Chronicles Time:

Sunaku

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Sunaku
Originating from Suna, these shinobi have an unnatural affinity to their native element, Sand. It is said that these individuals have grains of sand flowing through their veins, giving them their manipulative mastery over the minerals that allows them to shape and control sand of all types to whatever method of attack they can imagine at a single thought. To a Sunaku with sand, anything is possible whether it be from conjuring up weapons made from hardened minerals, or producing vast waves of Sand. With training, the Sunaku have been known to even grown beyond the use of common sand, and move on to heavier, stronger minerals such as crushed metals for far more dangerous attacks.
084 PL - Gourd of Sand (Rank 1), Seeking Sands (Rank 1)
168 PL - Protection of the Sands (Rank 1)
252 PL - Desert Nimbus (Rank 1)
336 PL - Protection of the Sands (Rank 2)
420 PL - Gourd of Sand (Rank 2), Sand Streams (Rank 1)
504 PL - Seeking Sands (Rank 2)
588 PL - Protection of the Sands (Rank 3), Desert Nimbus (Rank 2)
672 PL - Gourd of Sand (Rank 3), Sand Streams (Rank 2)
756 PL - Desert Nimbus (Rank 3)
840 PL - Seeking Sands (Rank 3), Sand Streams (Rank 3)

---

Gourd of Sand - Passive
"With sand, anything is possible." This is a quote of the Sunaku that perfectly describes their adept control over this element. Their affinity shows perhaps the greatest control seen throughout the land when it comes to manipulation, for the Sunaku can use sand to create any image they vision within their mind, whether it be a complex technique, or even a small weapon. Often they store sand into something they carry with them, and thus are never without their greatest weapon.

Rank 1/2/3: The user may convert Earth and Wind Techniques into Sand Techniques by paying an additional 20%/10%/0% Chakra Cost. Offensive Sand Techniques used by the user create Sand equal to 30%/40%/50% of the damage caused.
Notes:
  • The amount of Sand the User can store has no limit.

---

Seeking Sands - Passive
Using a medium as delicate as sand, Sunaku learn how to manipulate them to a precise degree, able to strike exactly where they want with concentrated force. When facing against such a majestic force, those who survive combat with the Sunaku often recall in fear the sand around them activating as if it had its own sentience; always trying to grab and crush their limbs.

Rank 1/2/3: Offensive Sand Techniques can be used for Called Shots and gain +5%/+10%/+15% Called Shot chance.

Notes:
  • The User still needs to have the Called Shot ability in order to cause the Broken Rank.

---

Protection of the Sands - Bloodline Chakra Style
A unique ability to the Sunaku, their control over sand already starts off so perfect that they need little more than a thought to control even the most difficult of sand techniques. At some point though, during the Sunaku's life, their skill becomes so great that they do not even need to think about protecting themselves, their subconsciousness doing it for them even without the users intentions.

Rank 1/2/3: When the user enters this style, they choose one of the following effects:
  • Calm Sands: Each Sand Technique the user casts grants +5% DR, capped at 10/20/30% for 10 seconds.
  • Raging Sands: The User may spend Sand to add +10/20/30% Base Damage to an Offensive Sand Technique.
Cost: 0.5 AP

Notes:
  • The Sand cost is equal to the damage added.
  • This is a Chakra Style
  • The use of Sand removes all buffs and debuffs from the user’s technique.
  • This additional damage does not generate Sand.
  • Each Sand Technique used refreshes the 10 second timer of Calm Sands.

---

Desert Nimbus - Sand Ninjutsu
Using their basic control over sand, the Sunaku have found that by condensing the surface pressure with chakra they are able to reinforce the multitude of grains to become solid enough to stand upon, even when above the surface of the ground. With training, the Sunaku are able to levitate upon sand, whether it be in the form of a floating platform, or a grainy cloud. Though this allows them to levitate off the ground with sand, this technique is slow moving. While this provides a natural protection against close range combat, long range fighters can easily pick off the slow moving Sunaku levitating off the ground.

Rank 1/2/3: User gains +1/+2/+3 melee dodge and -3/-2/-1 Ninjutsu/Ranged dodge.

Special Action - Flying Nimbus: The user may spend Sand instead of CP for the initial cost and maintaining cost, allowing the user to apply or remove Airborne Status to themselves for 0.5 AP. This replaces the original effect of Desert Nimbus.
Cost:1.5 AP 360 CP, 180 CP/rnd

Notes
  • This is Buffing Technique
  • This Technique can be maintained for up to 30 seconds

---

Sand Streams - Sand Ninjutsu
Though the Sunaku are capable of forming their techniques into intricate designs and methods of attacks, perhaps their most used ability shows little or none of the flair they are capable of. Using these streams of sand, the Sunaku simply wills the sand around them to shoot forward and and smash into their target; without the Sunaku's slightest motion. By simply standing still, the Sunaku can control the sand to strike their targets in any manner, each attack seeming to lead into the next and making this ability difficult to escape.

Rank 1: Deals damage based on the user's rank.
Rank 2: Gains access to the Special Acton.
Rank 3: When using Sand for this technique, all CP Costs are halved.

Ranks are;
  • One Stream - Treated as a Basic Strike, that uses Ninjutsu Accuracy and buffs instead. This level is not part of the "once per round" limitation, and may be used as if a standard basic strike following all rules. Costs 0.5 AP and 45 CP
  • Two Streams - Requires E-Rank. 2 attacks, each dealing 135 Elemental Damage. Costs 1 AP and 90 CP.
  • Three Streams - Requires D-Rank. 3 attacks, each dealing 245 Elemental Damage. Costs 1.5 AP and 240 CP.
  • Four Streams - Requires C-Rank. 4 attacks, each dealing 340 Elemental Damage. Costs 2 AP and 450 CP.
  • Five Streams - Requires B-Rank. 5 attacks, each dealing 400 Elemental Damage. Costs 2.5 AP and 730 CP.
  • Six Streams - Requires A-Rank. 6 attacks, each dealing 735 Elemental damage. Costs 3 AP and 2200 CP.

Special Action - Diamond in the Rough: By paying +20% CP in Sand, each attack ignores +10% DR stacking to 50% cap and does double damage to barriers.

Special Action - Cross the Streams: The user may combine the attacks into a single attack at 110% of the damage and -1 Acc. This attack has +15% suppression chance. This may not be used with One Stream.

Notes:
  • May only be used once per round.
  • The user may choose a lower rank, but cannot choose a rank higher than their OOC rank.

----

Iyashiikami Path
A sub-branch within the Sunaku that can trace their history back further than their noble Garaa cousins, but with the caveat that they have always been the bloodline's black sheep. Since the very begining of the clan's origins, there has always been a child who is born with an unholy craving for death. While most within the Sunaku Clan can easily be misconstrued to these cousins, due to how viscious their attacks already are, the Iyashiikami are cousins that specialize in the slow painful death of the desert. It's whispered that within the Sunaku clan itself is a cult made up of a majority of those who awaken to their powers with this bloodlust who worship the Wind Country's sand worms as deities sent from the Underworld to cleanse the sands.

924 PL - Blood Diamonds (Rank 1), Branch Skill 1 (Rank 1)
1008 PL - Blood in the Sand (Rank 1)
1092 PL - Supaisu (Rank 2)
1176 PL - Blood Diamonds (Rank 2), Blood in the Sand (Rank 2)
1260 PL - Quicksand (Rank 1)
1344 PL - Blood Diamonds (Rank 3), Supaisu (Rank 3)
1428 PL - Quicksand (Rank 2),
1512 PL - Shai-hulud (Rank 1)
1596 PL - Blood in the Sand (Rank 3)
1680 PL - Quicksand (Rank 3), Shai-hulud (Rank 2)
1764 PL - Shai-hulud (Rank 3)



Blood Diamonds - Passive
Nothing makes the Iyashiikami smile more than slowly crushing their opponents with the oppressive weight of the desert. The cruelest way in which they conform to this is by slowly bleeding out those who dare to combat them. It is still unknown if these black-sheep use this as an actual tactic or just find pleasure in watching their opponents panic as the blood stains their golden grains.

Rank 1/2/3: E-C/B/A Rank Offensive Sand Techniques may cause Bleeding. Sand Techniques also gain a +5%/+10%/+15% to cause Bleeding.

---

Blood in the Sand - Passive
While most Sunaku spend their lives honing their sand control to protect them subconsciously, the Iyashiikami's bloodlust and eagerness for death often transforms this auto-defense into an auto-offense as they maddeningly attempt to crush their foes with sand stained by their victim's own lifeforce.

Rank 1/2/3: When the user’s Sand Techniques cause a successful bleed level, their Sand becomes Bloodstained Sand. Bloodstained Sand also counts as Sand. The user can choose to sacrifice the Protection of the Sands effects in the following ways:
  • Calm Sands: The users Sand techniques gain half the users DR as a damage buff up to +5/+10/15% but lose the DR % until it is regained through the use of Sand techniques.
  • Raging Sands: The user may instead spend Sand equal to 30% of the total damage dealt by the technique to have the technique atempt to hit the target again for 10/20/30% damage after 10 seconds. This may be done up to 3 times.

---

Supaisu - Sand Ninjutsu
While the tales of Sunaku having sand in the very blood can be exaggerated with most of the clan, the Iyashiikami take it very seriously. In the most gruesome of rituals, a Sunaku will open up their own veins to produce sand when there is non to be had. Even if they should be removed of the very object that most Sunaku carry their sand around in, a Iyashiikami will never be without.

Rank 1/2/3: The user can generate 2300/2880/3450 Sand. Alternatively the user can heal 1/2/3 of their own creations/clones for the same amount instead of generating Sand.

Special Action - Crystalized Supaisu: If the user has Bloodstained Sand when using this Technique, they can instead choose to heal themselves for the same amount.

Cost: 2.5 AP 1260 CP
Notes:
  • The Special Action may be used on Contract Creatures.
  • When used for healing the amount is split evenly among the targets.

---

Quicksand - Sand Ninjutsu
By far the most terrifying part of the Iyashiikami cousins resides not just in their bloodlust, but in how that eagerness to kill resonates in the very world around them. The dunes upon which they walk on echo out that need to kill from their very core, turning everything that even remotely has sand on it into a kilometer wide hostile zone.

Rank 1/2/3: The user makes a check each round against up to 3 hostiles target on the battlefield at -4/-3/-2 Acc. This is a Physical Bind.

Special Action - Tremors in the Sand: The user may pay the Initial and maintenance cost using Sand to remove the Being Targeted escape condition from the Physical Bind.

Special Action - Crushing Sands: The user may pay 0.5 AP and the maintenance cost to attempt a Called Shot against a Bound Target. If successful, this does Basic Strike damage and does not break the bind.

Cost: 2.5 AP and 1200 CP, 600 CP/rnd.

Notes:
  • This is a Terrain Technique
  • This is a Binding Technique
  • This Binding Technique has Three Escape Conditions:
    • Damage: The user taking 10% Max HP damage will break this bind.
    • Escape Chance: The Bound Target has a 10% chance to escape per 1 Ap.
    • Being Targeted
  • This technique can be maintained for a maximum of 30 seconds
  • Hostile Targets may only be bound once per round by this technique

---

Avatar of Barnyx - Final Sand Ninjutsu
"Through the dunes doth He crush, and all that the Great Worm eats shall become sand and be clean again." While the actual fabled creature of the hidden cult's deity existence lies as little more than a corpse that Sunagakure once took shelter in, their fanatic faith to the creature can be reflected in the Iyashiikami's most ultimate technique. By forcing the blood of their foes into the sand and deep into the earth, they are able to create a worm with the likeness of their god to utterly destroy even entire desert towns in order to crush their foes. Those who become powerful enough to call forth the Avatar of Barnyx are often regarded as the cult's next prophet.

Rank 1/2/3: The user creates a Sand Worm with 5280/6600/7920 HP, -5/4/3 of the User’s Secondaries and the Gigantic ability. The Sand Worm immediately attacks, dealing 3520/4400/5280 at +0 Acc. This attack repeats at the start of every round.

Special Action - One with the Sands: The user may spend Sand for the maintenance cost of the Sand Worm. The Sand Worm may no longer attack, and the user gains Temporary HP with the same HP as the Sand Worm. This Temporary HP refreshes at the start of each round.

Special Action - Endless Desert: If the Sand Worm is destroyed, the user may reflexively spend the maintenance cost in Bloodstained Sand to reform it. Use of this special action changes the remaining duration to 10 seconds unless it would already be less, and this cannot be extended by any means.

Cost: 3 AP and 3630 CP, 1815 CP/Rnd

Note:
  • This is a Creation Technique
  • This technique may be maintained for a maximum of 30 seconds
  • One with the Sands is a Chakra Armor Technique and a Creation Technique.
  • One with the Sands may be ended at any time, but may only be used once per casting.

----

Shokunin Path
Among the Sunaku Branch is a noble clan known for their generosity and honor that hails from a great leader from ages past, said to have been a close companion to the fabled Primus. The Shokunin's are a paragon of rightenous when compared to their darker cousins, and this is often reflected in the way they hone their sand techniques. While the Iyashiikami are content to give into their bloodlust and cause utter destruction, the Shokunin instead focus on refining their base powers until they can manipulate stronger sources of minerals for defense and tactical flexibility. Considered "True Sunaku's" by the majority of the Wind Country, these noble fighters protect their territories with powerful conviction.

924 PL - Specialty Sands(Rank 1), Sand Mist (Rank 1)
1008 PL - Gift of the Desert (Rank 1)
1092 PL - Sand Mist (Rank 2)
1176 PL - Specialty Sands (Rank 2), Gift of the Desert (Rank 2)
1260 PL - Anchianakin (Rank 1)
1344 PL - Specialty Sands (Rank 3), Sand Mist (Rank 3)
1428 PL - Anchianakin (Rank 2),
1512 PL - Sand Beast (Rank 1)
1596 PL - Gift of the Desert (Rank 3)
1680 PL - Anchianakin (Rank 3), Sand Beast (Rank 2)
1764 PL - Sand Beast (Rank 3)

---


Specialty Sands - Passive
The power to control stronger minerals doesn't simply come at a whim or with a measure of power. It is a trained art for a bloodline whos power is mostly natural, done so by holding solid bars of metal and forcing them to slowly deconstruct with their mineral manipulation; starting with gold. While most Sunaku claim to be of the Shokunin Clan only a handful ever become strong enough to actually master this technique.

Rank 1/2/3: The Shokunin Sunaku now has access to Bronze/Silver/Gold Specialty Sands. Whenever they cast an Sand Technique using Sand, they may choose to use one of the following, gaining an effect dependant on which Protection of the Sands they are using:
  • Bronze:
    • Calm Sands: The DR gained increases by +5%. (For a total of +10%)
    • Raging Sands: The base damage gains another +5% (For a total of +15/+25/+35%)
  • Silver:
    • Calm Sands: The User can sacrifice the DR to ignore an equal amount of DR.
    • Raging Sands: The user’s Offensive Sand Techniques gain a bonus to secondary effects equal to half the Base Damage bonus.
  • Gold:
    • Calm Sands: The User’s Non-Offensive Techniques gain Priority and resolve 0.25 AP faster.
    • Raging Sands: The User’s Offensive Sand Techniques gain Priority and have -0.25 AP timing.

---

Gift of the Desert - Passive
The ability to control minerals stronger than the basic grains they're known for gives the Shokunin more flexibility with their fighting form beyond simply manipulating large swaths of earth at whim. While most are content to just create a better defense with bronze or silver, the true mavricks of the clan begin to create weapons with a mixture of all three minerals. While obviously not as solid as actual steel, the weapons of the Shokunin are still nothing to be scoffed at, as their "blades" cut via sawing instead of by slicing.

Rank 1/2/3: The user can cast 1/2/3 Taijutsu subtypes as Sand Ninjutsu techniques. The user counts as being passively equipped with a +0 acc/+0 damage Weapon with 0 augments.

Notes:
  • Affinity moves may be used with Taijutsu converted into Sand Ninjutsu Techniques this way.
  • Taijutsu converted this way gain the user's Ninjutsu Acc and Buffs.
  • Bloodline, Core Ability and Kinjutsu Taijutsu cannot be cast this way

---

Sand Mist - Sand Ninjutsu
Sometimes, the best offense is a great defense. In this case, the best defense is the one where no one can be seen. The Sunaku are able to create a mist of sand by kicked up debris, rising off the ground in a sandy haze. The sand not only obscures vision, but it enters the body of the shinobi with each breath, causing an inflammatory sensation with each breath as miniature bits of metal cut the throat.

Rank 1/2/3:Creates a Sand Mist that gives -1/-2/-3 accuracy to 2/2/3 targets. Targets hit by this technique each round must take a Ninjutsu check and if failed they take 800/1000/1200 damage.

Cost: 2.5AP, 1260 CP, 630 CP/rnd
Notes:
  • This Technique may be maintained for 30 seconds.
  • B-Rank+ Wind Ninjutsu (or Advanced Elemental Ninjutsu with Wind as the Major Affinity) reduces the duration of this Ninjutsu by 10 seconds unless the user cast Sand Mist using Sand.

---

Maelstrom - Sand Ninjutsu
The power of the Shokunin is truly vast, and it is said that the Maelstrom that once covered the entire land that once drove Suna underground was only stopped when someone with the rare noble bloodline raised their hands to the storm and demanded that it stop. This action secretly blessed the clan with the power to create their own Maelstrom as the ancient storm was laid to rest. Due to the clan's noble action, the desert also blessed their sand storms with the power to strengthen their very allies as it rained hell upon the desert's enemies.

Rank 1/2/3: The user and their allies gain +1/2/3 Acc while Hostile targets get -1/2/3 Acc. While this technique is active, all Earth, Wind and Sand Techniques cast by allied or hostile targets generate Sand for the user.

Special Action - High Ground: The user can pay the maintenance cost using Sand to apply the Protection of the Sands style to the user’s allies. The user's allies actions apply their own bonus to them and is affected by their actions, not the users.

Cost: 2.5 AP and 1095 CP, 550 CP/rnd.

Notes:
  • This is a Terrain Technique
  • This technique can be maintained for a maximum of 30 seconds
  • The High Ground allows the use of the user's Sand or Bloodied Sand by the user’s allies.

---

Sand Beast - Final Sand Ninjutsu
The very reason the Shokunin control their clan and manage to keep their bloodthirsty cousins in check all points back to this technique. While their cousins can create a massive sand worm, one of the most feared creatures of the Wind Country, the Shokunin can manipulate the sands to seemingly become a part of the very dunes they use to combat evil within their desert. Even the Iyashiikami rarely war with their cousins in fear that the Shokunin will take apart their fake god in the greatest act of blasphemy their cult can imagine.

Rank 1/2/3: The user enters into a Shroud of Sand for 20/15/10 seconds where the user gains both Protection of the Sand Calm and Raging Sands. While this is in effect the Calm Sand's DR is doubled and the Raging Sand's causes backlash damage equal to the bonus damage. After this 20/15/10 seconds have passed the previous effect ends and the User's Sand pool becomes a Temporary HP pool. The user's Basic Strike Damage becomes 500 damage while this technique is maintained.

Cost: 3 AP 2200CP, 1100 CP/rnd

Note:
  • This is a Chakra Armor Technique.
  • This technique may be maintained for 30 seconds.
  • While this technique is maintained, Temp HP is not lost at the end of the round.
  • If the user runs out of Sand while maintaining this Technique, the Technique ends.
 
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Code:
[B][U]Sunaku[/U][/B]
[I]Originating from Suna, these shinobi have an unnatural affinity to their native element, Sand. It is said that these individuals have grains of sand flowing through their veins, giving them their manipulative mastery over the minerals that allows them to shape and control sand of all types to whatever method of attack they can imagine at a single thought. To a Sunaku with sand, anything is possible whether it be from conjuring up weapons made from hardened minerals, or producing vast waves of Sand. With training, the Sunaku have been known to even grown beyond the use of common sand, and move on to heavier, stronger minerals such as crushed metals for far more dangerous attacks.[/I]
[spoiler]
084 PL - Gourd of Sand (Rank 1), Seeking Sands (Rank 1)
168 PL - Protection of the Sands (Rank 1)
252 PL - Desert Nimbus (Rank 1)
336 PL - Protection of the Sands (Rank 2)
420 PL - Gourd of Sand (Rank 2), Sand Streams (Rank 1)
504 PL - Seeking Sands (Rank 2)
588 PL - Protection of the Sands (Rank 3), Desert Nimbus (Rank 2)
672 PL - Gourd of Sand (Rank 3), Sand Streams (Rank 2)
756 PL - Desert Nimbus (Rank 3)
840 PL - Seeking Sands (Rank 3), Sand Streams (Rank 3)

---

 [U][B]Gourd of Sand - [I]Passive[/I][/B][/U]
"With sand, anything is possible." This is a quote of the Sunaku that perfectly describes their adept control over this element. Their affinity shows perhaps the greatest control seen throughout the land when it comes to manipulation, for the Sunaku can use sand to create any image they vision within their mind, whether it be a complex technique, or even a small weapon. Often they store sand into something they carry with them, and thus are never without their greatest weapon.

[B]Rank 1/2/3:[/B] The user may convert Earth and Wind Techniques into Sand Techniques by paying an additional 20%/10%/0% Chakra Cost. Offensive Sand Techniques used by the user create [I]Sand[/I] equal to 30%/40%/50% of the damage caused.
[I]Notes:[/I]
[LIST]
[*]The amount of [I]Sand[/I] the User can store has no limit.
[/LIST]

 ---

[U][B]Seeking Sands - [I]Passive[/I][/B][/U]
Using a medium as delicate as sand, Sunaku learn how to manipulate them to a precise degree, able to strike exactly where they want with concentrated force. When facing against such a majestic force, those who survive combat with the Sunaku often recall in fear the sand around them activating as if it had its own sentience; always trying to grab and crush their limbs.

[B]Rank 1/2/3:[/B] Offensive Sand Techniques can be used for Called Shots and gain +5%/+10%/+15% Called Shot chance.

[I]Notes:[/I]
[LIST]
[*]The User still needs to have the [URL='https://www.ninpocho.com/threads/called-shot.223/']Called Shot[/URL] ability in order to cause the Broken Rank.
[/LIST]

---

[U][B]Protection of the Sands - [I]Bloodline Chakra Style[/I][/B][/U]
A unique ability to the Sunaku, their control over sand already starts off so perfect that they need little more than a thought to control even the most difficult of sand techniques. At some point though, during the Sunaku's life, their skill becomes so great that they do not even need to think about protecting themselves, their subconsciousness doing it for them even without the users intentions.

[B]Rank 1/2/3:[/B] When the user enters this style, they choose one of the following effects:
[LIST]
[*]Calm Sands: Each Sand Technique the user casts grants +5% DR, capped at 10/20/30% for 10 seconds.
[*]Raging Sands: The User may spend [I]Sand[/I] to add +10/20/30% Base Damage to an Offensive Sand Technique.
[/LIST]
[B]Cost:[/B] 0.5 AP

[I]Notes:[/I]
[LIST]
[*]The [I]Sand[/I] cost is equal to the damage added.
[*]This is a Chakra Style
[*]The use of [I]Sand[/I] removes all buffs and debuffs from the user’s technique.
[*]This additional damage does not generate [I]Sand[/I].
[*]Each Sand Technique used refreshes the 10 second timer of Calm Sands.
[/LIST]

 ---

[U][B]Desert Nimbus - [I]Sand Ninjutsu[/I][/B][/U]
Using their basic control over sand, the Sunaku have found that by condensing the surface pressure with chakra they are able to reinforce the multitude of grains to become solid enough to stand upon, even when above the surface of the ground. With training, the Sunaku are able to levitate upon sand, whether it be in the form of a floating platform, or a grainy cloud. Though this allows them to levitate off the ground with sand, this technique is slow moving. While this provides a natural protection against close range combat, long range fighters can easily pick off the slow moving Sunaku levitating off the ground.

[B]Rank 1/2/3:[/B] User gains +1/+2/+3 melee dodge and  -3/-2/-1 Ninjutsu/Ranged dodge.

[B][I]Special Action[/I][/B][I] - Flying Nimbus[/I]: The user may spend [I]Sand[/I] instead of CP for the initial cost and maintaining cost, allowing the user to apply or remove [I]Airborne Status[/I] to themselves for 0.5 AP. This replaces the original effect of [I]Desert Nimbus.[/I]
[B]Cost:[/B]1.5 AP 360 CP, 180 CP/rnd

[I]Notes[/I]
[LIST]
[*]This is Buffing Technique
[*]This Technique can be maintained for up to 30 seconds
[/LIST]

---

[B][U]Sand Streams - [I]Sand Ninjutsu[/I][/U][/B]
Though the Sunaku are capable of forming their techniques into intricate designs and methods of attacks, perhaps their most used ability shows little or none of the flair they are capable of. Using these streams of sand, the Sunaku simply wills the sand around them to shoot forward and and smash into their target; without the Sunaku's slightest motion. By simply standing still, the Sunaku can control the sand to strike their targets in any manner, each attack seeming to lead into the next and making this ability difficult to escape.

[B]Rank 1:[/B] Deals damage based on the user's rank.
[B]Rank 2:[/B] Gains access to the [I]Special Acton[/I].
[B]Rank 3:[/B] When using Sand for this technique, all CP Costs are halved.

Ranks are;
[LIST]
[*][B]One Stream -[/B]  Treated as a [I]Basic Strike[/I], that uses Ninjutsu Accuracy and buffs instead. This level is not part of the [I]"once per round"[/I] limitation, and may be used as if a standard basic strike following all rules. Costs 0.5 AP and 45 CP
[*][B]Two Streams -[/B] Requires E-Rank. 2 attacks, each dealing 135 Elemental Damage.  Costs 1 AP and 90 CP.
[*][B]Three Streams -[/B] Requires D-Rank. 3 attacks, each dealing 245 Elemental Damage.  Costs 1.5 AP and 240 CP.
[*][B]Four Streams -[/B] Requires C-Rank. 4 attacks, each dealing 340 Elemental Damage. Costs 2 AP and 450 CP.
[*][B]Five Streams -[/B] Requires B-Rank. 5 attacks, each dealing 400 Elemental Damage.  Costs 2.5 AP and 730 CP.
[*][B]Six Streams -[/B] Requires A-Rank. 6 attacks, each dealing 735 Elemental damage.  Costs 3 AP and 2200 CP.
[/LIST]

[B][I]Special Action[/I][/B][I] - Diamond in the Rough[/I]: By paying +20% CP in Sand, each attack ignores +10% DR stacking to 50% cap and does double damage to barriers.

[B][I]Special Action[/I][/B][I] - Cross the Streams[/I]: The user may combine the attacks into a single attack at 110% of the damage and -1 Acc. This attack has +15% suppression chance. This may not be used with One Stream.

[I]Notes:[/I]
[LIST]
[*]May only be used once per round.
[*]The user may choose a lower rank, but cannot choose a rank higher than their OOC rank.
[/LIST]
[/spoiler]
 
----
 
[U][B]Iyashiikami [/B][/U][B][U] Path[/U][/B]
A sub-branch within the Sunaku that can trace their history back further than their noble Garaa cousins, but with the caveat that they have always been the bloodline's black sheep. Since the very begining of the clan's origins, there has always been a child who is born with an unholy craving for death. While most within the Sunaku Clan can easily be misconstrued to these cousins, due to how viscious their attacks already are, the Iyashiikami are cousins that specialize in the slow painful death of the desert. It's whispered that within the Sunaku clan itself is a cult made up of a majority of those who awaken to their powers with this bloodlust who worship the Wind Country's sand worms as deities sent from the Underworld to cleanse the sands.

[spoiler]924 PL - Blood Diamonds (Rank 1), Branch Skill 1 (Rank 1)
1008 PL - Blood in the Sand (Rank 1)
1092 PL - Supaisu (Rank 2)
1176 PL - Blood Diamonds (Rank 2), Blood in the Sand (Rank 2)
1260 PL - Quicksand (Rank 1)
1344 PL - Blood Diamonds (Rank 3), Supaisu (Rank 3)
1428 PL - Quicksand (Rank 2),
1512 PL - Shai-hulud  (Rank 1)
1596 PL - Blood in the Sand (Rank 3)
1680 PL - Quicksand (Rank 3), Shai-hulud (Rank 2)
1764 PL - Shai-hulud (Rank 3)
 
—

[B][U]Blood Diamonds - [I]Passive[/I][/U][/B]
Nothing makes the Iyashiikami smile more than slowly crushing their opponents with the oppressive weight of the desert. The cruelest way in which they conform to this is by slowly bleeding out those who dare to combat them. It is still unknown if these black-sheep use this as an actual tactic or just find pleasure in watching their opponents panic as the blood stains their golden grains.

[B]Rank 1/2/3:[/B] E-C/B/A Rank Offensive Sand Techniques may cause Bleeding. Sand Techniques also gain a +5%/+10%/+15% to cause Bleeding.

---
 
[B][U]Blood in the Sand - [I]Passive[/I][/U][/B]
While most Sunaku spend their lives honing their sand control to protect them subconsciously, the Iyashiikami's bloodlust and eagerness for death often transforms this auto-defense into an auto-offense as they maddeningly attempt to crush their foes with sand stained by their victim's own lifeforce.

[B]Rank 1/2/3:[/B] When the user’s Sand Techniques cause a successful bleed level, their [I]Sand[/I] becomes [I]Bloodstained Sand[/I]. [I]Bloodstained Sand[/I] also counts as [I]Sand[/I]. The user can choose to sacrifice the [I]Protection of the Sands[/I] effects in the following ways:
[LIST]
[*]Calm Sands: The users Sand techniques gain half the users DR as a damage buff up to +5/+10/15% but lose the DR % until it is regained through the use of Sand techniques.
[*]Raging Sands: The user may instead spend Sand equal to 30% of the total damage dealt by the technique to have the technique atempt to hit the target again for 10/20/30% damage after 10 seconds. This may be done up to 3 times.
[/LIST]

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[U][B]Supaisu - [I]Sand Ninjutsu[/I][/B][/U]
While the tales of Sunaku having sand in the very blood can be exaggerated with most of the clan, the Iyashiikami take it very seriously. In the most gruesome of rituals, a Sunaku will open up their own veins to produce sand when there is non to be had. Even if they should be removed of the very object that most Sunaku carry their sand around in, a Iyashiikami will never be without.

[B]Rank 1/2/3:[/B] The user can generate 2300/2880/3450 [I]Sand[/I]. Alternatively the user can heal 1/2/3 of their own creations/clones for the same amount instead of generating [I]Sand[/I].

[I][B]Special Action[/B] - Crystalized Supaisu:[/I] If the user has [I]Bloodstained Sand[/I] when using this Technique, they can instead choose to heal themselves for the same amount.

[B]Cost:[/B] 2.5 AP 1260 CP
[I]Notes:[/I]
[LIST]
[*]The Special Action may be used on Contract Creatures.
[*]When used for healing the amount is split evenly among the targets.
[/LIST]

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[U][B]Quicksand - [I]Sand Ninjutsu[/I][/B][/U]
By far the most terrifying part of the Iyashiikami cousins resides not just in their bloodlust, but in how that eagerness to kill resonates in the very world around them. The dunes upon which they walk on echo out that need to kill from their very core, turning everything that even remotely has sand on it into a kilometer wide hostile zone.

[B]Rank 1/2/3:[/B] The user makes a check each round against up to 3 hostiles target on the battlefield at -4/-3/-2 Acc. This is a Physical Bind.

[I][B]Special Action[/B] - Tremors in the Sand:[/I] The user may pay the Initial and maintenance cost using [I]Sand[/I] to remove the [I]Being Targeted[/I] escape condition from the [I]Physical Bind[/I].

[I][B]Special Action[/B] - Crushing Sands:[/I] The user may pay 0.5 AP and the maintenance cost to attempt a Called Shot against a Bound Target. If successful, this does Basic Strike damage and does not break the bind.
 
[B]Cost:[/B] 2.5 AP and 1200 CP, 600 CP/rnd.
 
[I]Notes:[/I]
[LIST]
[*]This is a [I]Terrain Technique[/I]
[*]This is a [I]Binding Technique[/I]
[*]This Binding Technique has Three Escape Conditions:
[LIST]
[*]Damage: The user taking 10% Max HP damage will break this bind.
[*]Escape Chance: The Bound Target has a 10% chance to escape per 1 Ap.
[*]Being Targeted
[/LIST]
[*]This technique can be maintained for a maximum of 30 seconds
[*]Hostile Targets may only be bound once per round by this technique
[/LIST]

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[U][B]Avatar of Barnyx - [I]Final Sand Ninjutsu[/I][/B][/U]
 "[I]Through the dunes doth He crush, and all that the Great Worm eats shall become sand and be clean again.[/I]" While the actual fabled creature of the hidden cult's deity existence lies as little more than a corpse that Sunagakure once took shelter in, their fanatic faith to the creature can be reflected in the Iyashiikami's most ultimate technique. By forcing the blood of their foes into the sand and deep into the earth, they are able to create a worm with the likeness of their god to utterly destroy even entire desert towns in order to crush their foes. Those who become powerful enough to call forth the Avatar of Barnyx are often regarded as the cult's next prophet.

[B]Rank 1/2/3:[/B] The user creates a Sand Worm with 5280/6600/7920 HP, -5/4/3 of the User’s Secondaries and the [URL='https://www.ninpocho.com/threads/general-contract-ability-list.54518/post-276263']Gigantic[/URL] ability. The Sand Worm immediately attacks, dealing 3520/4400/5280 at +0 Acc. This attack repeats at the start of every round.

[B][I]Special Action[/I][/B][I] - One with the Sands[/I]: The user may spend [I]Sand[/I] for the maintenance cost of the Sand Worm. The Sand Worm may no longer attack, and the user gains Temporary HP with the same HP as the Sand Worm. This Temporary HP refreshes at the start of each round.

[B][I]Special Action[/I][/B][I] - Endless Desert[/I]: If the Sand Worm is destroyed, the user may reflexively spend the maintenance cost in [I]Bloodstained Sand[/I] to reform it. Use of this special action changes the remaining duration to 10 seconds unless it would already be less, and this cannot be extended by any means.

[B]Cost:[/B] 3 AP and 3630 CP, 1815 CP/Rnd
 
[I]Note:[/I]
[LIST]
[*]This is a Creation Technique
[*]This technique may be maintained for a maximum of 30 seconds
[*]One with the Sands is a Chakra Armor Technique and a Creation Technique.
[*]One with the Sands may be ended at any time, but may only be used once per casting.
[/LIST]
[/spoiler]
 
----
 
[B][U]Shokunin Branch[/U][/B]
Among the Sunaku Branch is a noble clan known for their generosity and honor that hails from a great leader from ages past, said to have been a close companion to the fabled Primus. The Shokunin's are a paragon of rightenous when compared to their darker cousins, and this is often reflected in the way they hone their sand techniques. While the Iyashiikami are content to give into their bloodlust and cause utter destruction, the Shokunin instead focus on refining their base powers until they can manipulate stronger sources of minerals for defense and tactical flexibility. Considered "True Sunaku's" by the majority of the Wind Country, these noble fighters protect their territories with powerful conviction.

[spoiler]924 PL - Specialty Sands(Rank 1), Sand Mist (Rank 1)
1008 PL - Gift of the Desert (Rank 1)
1092 PL - Sand Mist (Rank 2)
1176 PL - Specialty Sands (Rank 2), Gift of the Desert (Rank 2)
1260 PL - Anchianakin (Rank 1)
1344 PL - Specialty Sands (Rank 3), Sand Mist (Rank 3)
1428 PL - Anchianakin (Rank 2),
1512 PL - Sand Beast (Rank 1)
1596 PL - Gift of the Desert (Rank 3)
1680 PL - Anchianakin (Rank 3), Sand Beast (Rank 2)
1764 PL - Sand Beast (Rank 3)
 
---
 
 
[B][U]Specialty Sands - [I]Passive[/I][/U][/B]
The power to control stronger minerals doesn't simply come at a whim or with a measure of power. It is a trained art for a bloodline whos power is mostly natural, done so by holding solid bars of metal and forcing them to slowly deconstruct with their mineral manipulation; starting with gold. While most Sunaku claim to be of the Shokunin Clan only a handful ever become strong enough to actually master this technique.

[B]Rank 1/2/3:[/B] The Shokunin Sunaku now has access to Bronze/Silver/Gold Specialty Sands. Whenever they cast an Sand Technique using [I]Sand[/I], they may choose to use one of the following, gaining an effect dependant on which Protection of the Sands they are using:
[LIST]
[*]Bronze:
[LIST]
[*]Calm Sands: The DR gained increases by +5%. ([I]For a total of +10%[/I])
[*]Raging Sands: The base damage gains another +5% ([I]For a total of +15/+25/+35%[/I])
[/LIST]
[*]Silver:
[LIST]
[*]Calm Sands: The User can sacrifice the DR to ignore an equal amount of DR.
[*]Raging Sands: The user’s Offensive Sand Techniques gain a bonus to secondary effects equal to half the Base Damage bonus.
[/LIST]
[*]Gold:
[LIST]
[*]Calm Sands: The User’s Non-Offensive Techniques gain Priority and resolve 0.25 AP faster.
[*]Raging Sands: The User’s Offensive Sand Techniques gain Priority and have -0.25 AP timing.
[/LIST]
[/LIST]

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[B][U]Gift of the Desert - [I]Passive[/I][/U][/B]
The ability to control minerals stronger than the basic grains they're known for gives the Shokunin more flexibility with their fighting form beyond simply manipulating large swaths of earth at whim. While most are content to just create a better defense with bronze or silver, the true mavricks of the clan begin to create weapons with a mixture of all three minerals. While obviously not as solid as actual steel, the weapons of the Shokunin are still nothing to be scoffed at, as their "blades" cut via sawing instead of by slicing.

[B]Rank 1/2/3:[/B] The user can cast 1/2/3 Taijutsu subtypes as Sand Ninjutsu techniques. The user counts as being passively equipped with a +0 acc/+0 damage Weapon with 0 augments.

Notes:
[LIST]
[*]Affinity moves may be used with Taijutsu converted into Sand Ninjutsu Techniques this way.
[*]Taijutsu converted this way gain the user's Ninjutsu Acc and Buffs.
[*]Bloodline, Core Ability and Kinjutsu Taijutsu cannot be cast this way
[/LIST]

 ---
 
[U][B]Sand Mist - [I]Sand Ninjutsu[/I][/B][/U]
Sometimes, the best offense is a great defense. In this case, the best defense is the one where no one can be seen. The Sunaku are able to create a mist of sand by kicked up debris, rising off the ground in a sandy haze. The sand not only obscures vision, but it enters the body of the shinobi with each breath, causing an inflammatory sensation with each breath as miniature bits of metal cut the throat.

[B]Rank 1/2/3:[/B]Creates a Sand Mist that gives -1/-2/-3 accuracy to 2/2/3 targets. Targets hit by this technique each round must take a Ninjutsu check and if failed they take 800/1000/1200 damage.

[B]Cost:[/B] 2.5AP, 1260 CP, 630 CP/rnd
[I]Notes:[/I]
[LIST]
[*]This Technique may be maintained for 30 seconds.
[*]B-Rank+ Wind Ninjutsu (or Advanced Elemental Ninjutsu with Wind as the Major Affinity) reduces the duration of this Ninjutsu by 10 seconds unless the user cast Sand Mist using [I]Sand[/I].
[/LIST]

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[U][B]Maelstrom - [I]Sand Ninjutsu[/I][/B][/U]
The power of the Shokunin is truly vast, and it is said that the Maelstrom that once covered the entire land that once drove Suna underground was only stopped when someone with the rare noble bloodline raised their hands to the storm and demanded that it stop. This action secretly blessed the clan with the power to create their own Maelstrom as the ancient storm was laid to rest. Due to the clan's noble action, the desert also blessed their sand storms with the power to strengthen their very allies as it rained hell upon the desert's enemies.

[B]Rank 1/2/3:[/B] The user and their allies gain +1/2/3 Acc while Hostile targets get -1/2/3 Acc. While this technique is active, all Earth, Wind and Sand Techniques cast by allied or hostile targets generate [I]Sand[/I] for the user.

[I][B]Special Action[/B] - High Ground:[/I] The user can pay the maintenance cost using [I]Sand[/I] to apply the [I]Protection of the Sands[/I] style to the user’s allies. The user's allies actions apply their own bonus to them and is affected by their actions, not the users.
 
[B]Cost:[/B] 2.5 AP and 1095 CP, 550 CP/rnd.
 
[I]Notes:[/I]
[LIST]
[*]This is a [I]Terrain Technique[/I]
[*]This technique can be maintained for a maximum of 30 seconds
[*]The High Ground allows the use of the user's [I]Sand[/I] or [I]Bloodied Sand[/I] by the user’s allies.
[/LIST]

---
 
[U][B]Sand Beast - [I]Final Sand Ninjutsu[/I][/B][/U]
The very reason the Shokunin control their clan and manage to keep their bloodthirsty cousins in check all points back to this technique. While their cousins can create a massive sand worm, one of the most feared creatures of the Wind Country, the Shokunin can manipulate the sands to seemingly [I]become[/I] a part of the very dunes they use to combat evil within their desert. Even the Iyashiikami rarely war with their cousins in fear that the Shokunin will take apart their fake god in the greatest act of blasphemy their cult can imagine.

[B]Rank 1/2/3:[/B] The user enters into a [I]Shroud of Sand[/I] for 20/15/10 seconds where the user gains both [I]Protection of the Sand[/I] Calm and Raging Sands. While this is in effect the Calm Sand's DR is doubled and the Raging Sand's causes backlash damage equal to the bonus damage. After this 20/15/10 seconds have passed the previous effect ends and the User's [I]Sand[/I] pool becomes a Temporary HP pool. The user's Basic Strike Damage becomes 500 damage while this technique is maintained.
 
[B]Cost:[/B] 3 AP 2200CP, 1100 CP/rnd
 
[I]Note:[/I]
[LIST]
[*]This is a Chakra Armor Technique.
[*]This technique may be maintained for 30 seconds.
[*]While this technique is maintained, Temp HP is not lost at the end of the round.
[*]If the user runs out of [I]Sand[/I] while maintaining this Technique, the Technique ends.
[/LIST]
[/spoiler]
 

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