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:

Tetsuyama the Traitor King

Takahashi Matsu

Active Ninja
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Name: Karu Tetsuyama
Age: Old
Rank: A silly chuunin
Class: Wooden Labyrinth
Alignment: Neutral
Bloodline: Kyoubaku
Abilities: Tsukomogami, Bull's Strength, Insight, Acrobatics, Combo Master, Jutsu Mastery, Human Anatomy, Slashing Style, Shadow Tactics

~Appearance/Information~
Eyes: Emerald Green with heterochromatic rings around the pupils.
Hair: Dirty Blonde / Red
Height: 5'10"
Weight: 175 Lbs
Build: Moderate
Birthday: Unknown

Overall Appearance:

Tetsuyama is about 5'10" to 5'11" depending on if he slouches. He has central heterochromatism, causing the area around his pupils to be discolored. In his case, his bright green eyes have a secondary ring before the pupils consisting of a silver/gray like hue. He's got reddish/blonde hair and a very short beard with no mustache. Generally quiet, he's made a fine anbu in his down time. Unlike many, he is relatively stable. He'd lost a younger brother due to a mission that he'd be sent on during their progress in the ranks, but that is the job of a soldier. Over all, he's well mannered and exceptionally proper when not wearing his ANBU mask. When wearing his ANBU mask, however, Tetsu is an entirely different monster. Merciless, ruthless, and calculating to the point. Everything a mist ANBU would want. This of course was years ago. Now. Tetsuyama is an older man in his late 60's or 70's. Maybe even his 80's. It's really hard to say. He can often be seen in a tight fighting black jacket with a fur lined hood. Upon his face always sits a mask. The man Tetsuyama was before he was an Anbu is long gone to the world. Upon his feet he wears gatorskin boots and some pants tucked into said boots. Some sort of metallic looking wooden gloves cover his hands. While they are living, this says little of their nature. His hood is almost always up. He has a somewhat gravely, older sounding voice and he slouches a bit these days.

History:

Such things are best left alone. While such records are public, it is best not to pry. Old men say otherwise.




~Stats~</U><i></i>
Level/Rank: 20
Power Level: 3600

Agility: 600
Stamina: 600
Ninjutsu: 600
Taijutsu: 600
Genjutsu: 600
Chakra Control: 600
Bloodline Control: 294

Hitpoints = (45 + 5 + 20 ) x 600(Stamina)<i></i>
HP: 42, 000

Chakra = (45 + 5 + 18 ) x 600(Chakra Control)<i></i>
CP: 42, 000

Secondary Chakra Pool = 15% of Base<i></i>
2CP: 6, 300

Class<i></i>
Wooden Labyrinth [Veteran Grade]
HP: (50+lvl) x stamina
CP: (50+lvl) x chakra control
Class Bonus: Kinjutsu [Tsukumogami]
High: Melee Accuracy
Average: Evasion, Genjutsu Save, Ninjutsu Accuracy
Low: Genjutsu DC, Ranged Accuracy

</B>[fontsize="16"]Kinjutsu<i></i>[/fontsize]


[fontsize="16"]~Jutsu~<i></i>[/fontsize]

Water<i></i>

Earth<i></i>

Fire<i></i>

Wind<i></i>

Lightning<i></i>

Non-Elemental<i></i>

Anbu Jutsu<i></i>



[fontsize="16"]~Advanced Elements~<i></i>[/fontsize]

Wood<i></i>

Vapor<i></i>

Metal<i></i>



[fontsize="16"]~Taijutsu~<i></i>[/fontsize]

Slashing<i></i>

[fontsize="16"]<U>~Genjutsu~<i></i>[/fontsize]

[fontsize="16"]<B>~Constant Passives~[/fontsize]<i></i>
+2 Accuracy
+2 Dodge
+5% Melee Damage
+5% to cause Bleeding/Suppression
+1 Accuracy for each Taijutsu used consecutively after the First. Stacks up to +2, and resets once the user performs a non-Taijutsu, or at the end of the round.
+1 Critical Range. All Criticals deal 2.25x damage.
+15% Wood Jutsu Damage
- Bleeding damage is increased by +10% Damage and Suppression causes an additional -.1 Ap to be lost.
- All Jutsu costs are reduced by 10%. Mastered Jutsu received 15% reduction instead.
- Ignore 10 Feet of Knockback

- User has a secondary Natural Energy pool that is 15% of your max CP. Jutsu that are usable by this chakra pool are cast for 85% of their normal cost. (Only Water, Earth, and Wood)

~Weapons~<i></i>
TreeRender
A sword that Tetsuyama put together when he mastered his bloodline abilities. Inlaid with silver etching, the sword itself is made from a beautiful redwood. Aside from the silver, not a single part of the sword is made of metal. The most extraordinary part of the sword is its razor sharp edge and ability to consume living energy. A natural conduit, TreeRender has no difficulty exchanging life from one being to another: Usually in Tetsuyama's favor. Further more, TreeRender is an extension of Tetsuyama's Soul. It's the weapon that allows him to use his Tsukomogami abilities. It also happens to be the part of the Tetsuyama's cane used to support his balance when not sharpened for combat.

Augments:
Vampiric - The user gains Hp equal to 10% of the total damage dealt to a target.
Chakra Draining - The user gains Cp equal to 10% of the total damage dealt to a single target.
Razor Strike - +5% Chance to Bleed
Special Composition - Ninjutsu (Wood)

Damage Type:
-Slashing

Accuracy/Damage modifier:
+2 Accuracy, -10% Damage

Abilities [10/10]<i></i>
Tsukumogami<i></i>
A forbidden practice that can only be accomplished through a mutual bond between a shinobi and their weapon. Almost all shinobi use weapons of some sort, and many specialize into a specific kind or even a single weapon. Some even have been known to form such a bond with their weapon, that their weapons seem to take on trait themselves. These are the few Shinobi that have bonded with their weapon to such a degree, that their weapons share much more than a portion of the user's spirit, and the two have been intertwined forever. The Tsukumogami refers to the bond between the Weapon and the wielder, and at times the weapon itself. Weapons strengthened by sharing the user's soul are much more powerful than their soulless counterparts, and are much more than simply tools for fighting.

Information
Prerequisites
350 Stat Average, 3 Ability Slots, 1,500 Word Rp, 6 Mastered Taijutsu of the chosen Weapon Type.

Effects:
- +1 Augment Slot for their Chosen Weapon. (cannot be the same Augment they already have but can be any type of augment)
- When separated from their weapon, their weapons attacks no longer cost Additional Cp. In addition, their range of separation is now increased to 20 feet, and returning to the users possession no longer requires Ap. Reforming a Broken Link still costs .25 Ap, however.

Acrobatics
Shadow Tactics
Combo Master
Jutsu Mastery
Insight
Bull's Strength
Human Anatomy
Slashing Style
 
Re: Karu Tetsuyama

[fontsize="12"]Hailing from the Forest Country, the Kyoubaku are said to be the true masters of nature and totally in tune with the world around them. Legend has it that the Forest Country was a barren wasteland before a certain monk by the name Kyoubaku Kensei began to exert his control over the elements and breathed new life into the region. In his final moments he was caught in a conflict over the lands that he had come to call home against those of the invasive Uchiha and their growing Fire Country. Pierced in the heart, legend further has it that he turned into a great tree the size of which no man could ever fathom. This is why the Kyoubaku and the Uchiha have little dealings with each other today and also why the Forest Country and the location of Kensei's remains are closely guarded by his descendants.

Note: All Jutsu are considered Wood Element.

014% Control - Natural Energy (Rank 1)/ Mokuton Augmentation (Rank 1)
028% Control - Strength of the Boughs (Rank 1)
042% Control - Case of Life (Rank 1)
056% Control - Wooden Tendrils (Rank 1)
070% Control - Natural Energy (Rank 2)
084% Control - Case of Life (Rank 2)
098% Control - Mokuton Augmentation (Rank 2)/ Wooden Dome (Rank 1)
112% Control - Strength of the Boughs (Rank 2)/ Enlightened Suppression (Rank 1)
126% Control - Natural Energy (Rank 3)/ Wooden Tendrils (Rank 2)
140% Control - Case of Life (Rank 3)/ Enlightened Suppression (Rank 2)
154% Control - Wooden Dome (Rank 2)
168% Control - Strength of the Boughs (Rank 3)/ Enlightened Suppression (Rank 3)
182% Control - Mokuton Augmentation (Rank 3)/ Wooden Dome (Rank 3)
196% Control - Wooden Tendrils (Rank 3)
210% Control - Wood Clone (Rank 1)
224% Control - Gaia's Wrath (Rank 1)
238% Control - Wood Clone (Rank 2)
252% Control - Gaia's Tree of Life (Rank 1)
266% Control - Wood Clone (Rank 3)/ Gaia's Wrath (Rank 2)
280% Control - Gaia's Wrath (Rank 3)/ Gaia's Tree of Life (Rank 2)
294% Control - Gaia's Tree of Life (Rank 3)

---

Natural Energy - Passive</U><i></i>
The Kyoubaku shaman have studied chakra for many millennia, and they have found an alternate power- the energy from nature. The Kyoubaku are able to utilize their environments energy to its fullest potential.

Rank 1: User has a secondary Natural Energy pool that is 5% of your max CP. Jutsu that are usable by this chakra pool are cast for 95% of their normal cost.
Rank 2: User has a secondary Natural Energy pool that is 10% of your max CP. Jutsu that are usable by this chakra pool are cast for 90% of their normal cost.
Rank 3: User has a secondary Natural Energy pool that is 15% of your max CP. Jutsu that are usable by this chakra pool are cast for 85% of their normal cost.

Notes:
- Only Water, Earth and Wood Jutsu may be used this way.

---

Mokuton Augmentation - Passive
Due to the Kyoubaku's natural relation with both Water and Earth, they are able to convert their chakra to wood chakra, granting an even greater bonus to wood.

Rank 1: May convert Water and Earth Jutsu into Wood by paying an additional 20% Chakra Cost.
Rank 2: May convert Water and Earth Jutsu into Wood by paying an additional 10% Chakra Cost.
Rank 3: May convert Water and Earth Jutsu into Wood at no extra cost.

Notes:
- The Kyoubaku automatically has access to the Wood element.
- All techniques used with this are treated as Wood Jutsu.

---

<U>Strength of the Boughs - Passive<i></i>
Nature should not be underestimated, as demonstrated through the techniques created by a Kyoubaku which prove much more stronger compared to normal flora throughout the land.

Rank 1: Wood Jutsu Damage is increased by +5%.
Rank 2: Wood Jutsu Damage is increased by +10%.
Rank 3: Wood Jutsu Damage is increased by +15%.

---

Case of Life - Wood Barrier Ninjutsu<i></i>
The powers of a Kyoubaku lies not in their destructive powers but their ability to heal the fallen in the middle of battle without giving up their own defenses by remaining stationary. When used, wooden planks erupt from the ground encasing their target and filling them with a healing force only nature could provide.

Rank 1: Covers an ally in a snare of wood that has 700 Hp and restores the target's Hp by 530 per round. If used as a special action, reduces the enemy's Accuracy and Dodge by -1.
Rank 2: Covers an ally in a snare of wood that has 1170 Hp and restores the target's Hp by 880 per round. If used as a special action, reduces the enemy's Accuracy and Dodge by -1.5.
Rank 3: Covers an ally in a snare of wood that has 2020 Hp and restores the target's Hp by 1520 per round. If used as a special action, reduces the enemy's Accuracy and Dodge by -2.

Special Action: Instead of healing an Ally, the user may use this jutsu to ensnare an enemy. This does not restore their Hp, but saps their Cp each round for 50% the amount of Hp restoration, and reduces their Accuracy/Dodge until this is removed or destroyed.

Costs:
Rank 1: 1 ap, 230 Cp to initiate. 110 Cp/round
Rank 2: 1.5 ap, 390 Cp to initiate. 190 Cp/round
Rank 3: 2 ap, 670 Cp to initiate. 320 Cp/round

Notes:
- This jutsu may not stack upon the same target.
- Case regenerates the same amount that it heals the member inside for.
- Until jutsu is released or destroyed, the person inside the case cannot move or cast jutsu.
- Both the Case Hp and amount healed may receive Wood Element Buffs.
- This jutsu may be removed for 1 Ap and a contested Ninjutsu check against the user. Alternatively, this jutsu is also removed if it is destroyed.

---

Wooden Tendrils - Wood Ninjutsu<i></i>
Wood erupts from the earth and hurl forth at their opponents like massive spears, the wood however is harder than steel and seek their opponents out.

Rank 1: Five tendrils each doing 100 damage each at +1 accuracy
Rank 2: Five tendrils each doing 160 damage each at +1.5 accuracy
Rank 3: Five tendrils each doing 280 damage each at +2 accuracy

Costs:
Rank 1: 1.5 ap, 170 Cp
Rank 1: 2 ap, 270 Cp
Rank 1: 2 ap, 470 Cp

---

Wooden Dome - Wood Barrier Ninjutsu<i></i>
Creating a dome protecting themselves completely from the frontal 180 degrees can give the Kyoubaku and allies some cover for a time, allowing them to compose themselves and prepare for the next part of a battle should they need it.

Rank 1: Dome is 15 ft wide, 15 feet high and dome shaped so protects from above. Wall has 1,030 hp
Rank 2: Dome is 20 ft wide, 20 feet high and dome shaped so protects from above. Wall has 1,690 hp
Rank 3: Dome is 25 ft wide, 25 feet high and dome shaped so protects from above. Wall has 3,000 hp

Costs:
Rank 1: 2 ap, 410 Cp
Rank 2: 2 ap, 680 Cp
Rank 3: 2.5 ap, 1500 Cp

Notes:
- This jutsu can be used reflexively, only 1 Wall may be created at a time.
- Elemental techniques deal -10% Damage to the wall.

---

Enlightened Suppression - Wood Ninjutsu<i></i>
This jutsu creates wooden dragon replicas which attempt to attach to their target. These dragons are infused with a special chakra that nullifies unnatural energies within the target, and force them back to their normal form.

Rank 1: Binds the target at -2 Accuracy. The user has +1 Against all checks at dispelling maintained buffs.
Rank 2: Binds the target at -1 Accuracy. The user has +2 Against all checks at dispelling maintained buffs.
Rank 3: Binds the target at normal Accuracy. The user has +3 Against all checks at dispelling maintained buffs.

Special Action: While Binding a Target, the user may attempt to suppress any buffs applied to an opponent. This costs 1 Ap and 20% of the maintained skills chakra cost, and requires a Ninjutsu check between the user and the victim. After each attempt at dispelling a buff, the user has a stackable -1 to all other dispel checks for the remainder of the jutsu.

Cost: 2.5 Ap, 1000 CP to initiate, 475 per round maintained.

Notes:
- If the target is bound, they cannot take any action other than attempt to resist for 2 Ap. This rerolls their Bind check at a -2 Penalty per attempt, resetting each round.
- The user cannot perform any actions other than maintain this technique. While maintained, A Ninjutsu check is made between the user and the victim at the start of every round. Each round maintained the user loses -1 to their check.
- If the user or victim is hit while maintaining this technique, or attempting to do another action, this technique is dispelled.
- The user cannot choose which skills to dispell, this jutsu always attempts dispell the weakest buff possible before gaining strength to remove stronger ones.
- All dispelled buffs cannot be reused for a full round after this jutsu is dropped/broken.
- This jutsu cannot dispel Level 9 techniques.

---

Wood Clone - Wood Clone Ninjutsu<i></i>
Creates a clone out of wood that has several strengths that other clones don't have, such as the ability to telepathically communicate with the user.

Rank 1: Creates a clone with 20% of the users HP and CP and -7 Secondaries, and is able cast bloodline jutsu up to 140% BLC.
Rank 2: Creates a clone with 25% of the users HP and CP and -6 Secondaries, and is able cast bloodline jutsu up to 140% BLC.
Rank 3: Creates a clone with 30% of the users HP and CP and -5 secondaries, and is able cast bloodline jutsu up to 140% BLC.

Costs:
Rank 1: 2.5 Ap, 480 CP, 170 CP/rnd to maintain
Rank 2: 2.5 Ap, 840 CP, 300 CP/rnd to maintain
Rank 3: 2.5 Ap, 1200 CP, 440 CP/rnd to maintain

Notes:
- Can only create one clone at a time.
- Has half the user's Ap.
- Cannot use basic jutsu, nor does this clone have any passives.

---

Gaia's Wrath - Wood Ninjutsu<i></i>
Channeling the natural chakra through the user's feet after gathering it, underground roots spread out before erupting and lashing at everything around them.

Rank 1: a 20x20 Area erupts into a series of barbed vines attacking everything within, dealing 1920 damage at -.5 Accuracy. Everyone outside the ring suffers a -2 accuracy when targeting people inside and visa versa.
Rank 2: a 24x24 Area erupts into a series of barbed vines attacking everything within, dealing 2400 damage. Everyone outside the ring suffers a -2.5 accuracy when targeting people inside and visa versa.
Rank 3: a 28x28 Area erupts into a series of barbed vines attacking everything within, dealing 2880 damage at +.5 Accuracy. Everyone outside the ring suffers a -3 accuracy when targeting people inside and visa versa.

Costs:
Rank 1: 2.5 Ap, 870 Cp, 500 CP/rnd
Rank 2: 2.5 Ap, 1090 Cp, 620 CP/rnd
Rank 3: 2.5 Ap, 1300 CP, 750 CP/rnd

Notes:
- All within make checks against the damage once per round.
- Ring will only attack enemies. This Jutsu may Automatically target two separate targets.
- Lasts two Rounds.

---

Gaia's Tree of Life - Wood Creation Ninjutsu<i></i>
Calling upon the full power that nature has to offer this bloodlines true connection with the earth shows only within those who are strongest within their clan. The ability to call upon mother nature herself to come to their aid in person is a mighty feat. The tree of life grants all around it life and the ability to perceive death.

Rank 1: A massive tree over 70 ft. high is created. Allies and caster that are within 40 ft of the tree gain 1300 HP/rnd and gain an extra +1 Gen save/dodge. Any person the caster chooses to be the enemy loses 1000 HP/rnd and 500 CP/rnd when within 50 ft. of tree.
Rank 2: A massive tree over 85 ft. high is created. Allies and caster that are within 45 ft of the tree gain 1500 HP/rnd and gain an extra +1.5 Gen save/dodge. Any person the caster chooses to be the enemy loses 1500 HP/rnd and 750 CP/rnd when within 50 ft. of tree.
Rank 3: A massive tree over 100 ft. high is created. Allies and caster that are within 50 ft of the tree gain 1700 HP/rnd and gain an extra +2 Gen save/dodge. Any person the caster chooses to be the enemy loses 2500 HP/rnd and 1250 CP/rnd when within 50 ft. of tree.

Costs:
Rank 1: 3 ap, 2000 cp, 1000/round
Rank 2: 3 ap, 3000 cp, 1500/round
Rank 3: 3 ap, 4000 cp, 2000/round

Notes:
- Cannot be buffed.
- Can only be used once per battle.
- The tree has Hp equal to 40% of the User's Max Hp. Regains 25% Max Hp per round harmed.
- This Jutsu may Automatically target three separate targets.
- All Damaging effects are rolled at the start of each round.[/fontsize]
 
Re: Karu Tetsuyama

Tsukumogami said:
[fontsize="12"]Tsukumogami
TK.jpg

A forbidden practice that can only be accomplished through a mutual bond between a shinobi and their weapon. Almost all shinobi use weapons of some sort, and many specialize into a specific kind or even a single weapon. Some even have been known to form such a bond with their weapon that their weapons seem to take on trait themselves. These are the few Shinobi that have bonded with their weapon to such a degree, that their weapons share much more than a portion of the user's spirit, and the two have been intertwined forever. The Tsukumogami refers to the bond between the Weapon and the wielder, and at times the weapon itself. Weapons strengthened by sharing the user's soul are much more powerful than their soulless counterparts, and are much more than simply tools for fighting.

Information
Prerequisites
3 Ability Slots, Kinjutsu Application, 6 Mastered Taijutsu of the chosen Weapon Type.

Effects:
- +1 Augment Slot for their Chosen Weapon. (cannot be the same Augment they already have but can be any type of augment)
- When separated from their weapon, their weapons attacks no longer cost Additional Cp. In addition, their range of separation is now increased to 20 feet, and returning to the users possession no longer requires Ap. Reforming a Broken Link still costs .25 Ap, however.[/fontsize]

[fontsize="12"]Myriad Strike - Special Activated Ability
TKMS.jpg

Due to the special bond that is developed, a Tsukumogami will start becoming "one with the sword", in both a literal and a metaphorical sense. The tsukumogami is now able to flow from attack to attack, as if the sword was one with his body instead of just an extension of metal.

Information
Prerequisites
Tsukumogami

Effect:
- The user is able to link up to 4 Ap's worth of Taijutsu to be performed consecutively upon a single target, with each successful action giving the next +5% Damage and +1 Accuracy if successful.
- The user pays normal Ap costs for each technique, however pays only 80% of any Cp costs.

Note:
- Does not take up an Ability Slot.
- Does not cost Ap, this only needs to be declared. Only the first +10% of the Damage buff increase is applied to the buff Limit.
- The buff is only increased once for a Multi-Hitting Action, treating the action as if it were the same as a single strike attack.
- Bonuses last only for the remainder of the combo, and may only stack up to +3 Accuracy and +15% Damage.
- User exhausts one rate higher the round this is used.
- May be used once per round, User loses -1 Dodge for each action after the first, stacking up to -3 Dodge. This lasts the remainder of the round.[/fontsize]

[fontsize="12"]Omni-Flash - Special Activated Ability
TKOF.jpg

As the Tsukomogami weapon draws upon its soul-link with it's wielder and gains new, stronger abilities, so too does its limits to the skills being able to be performed. Once released into its upgraded form, the user and their weapon are able to perform new techniques unique to their bond. Taking many different shapes or forms, this technique is often a one-of-a-kind skill that cannot be replicated by any other shinobi, a unique mixture between Ninjutsu and Taijutsu. This makes recklessly challenging the wielder of a Tsukumogami a dangerous decision, as one can never fully expect just what manner of techniques they are capable of unleashing.

Information
Prerequisites
Tsukumogami, Mystic Transmutation Mastered, Kindred Fusion.

Effect:
- This technique allows the user to combine a Taijutsu and a Ninjutsu into one. Using it takes the highest ap being used +.5 ap.
- The jutsu deals 75% of the total combined damage and costs 75% of the total combined CP cost.
- This technique uses melee Accuracy, and the accuracy of the jutsu itself is averaged out between the two jutsu.
- This jutsu receives both the appropriate Ninjutsu and Taijutsu buffs, and retains half of any associated effects or debuffs, from both Jutsu.
- This ability may only be used once per round, and only while Kindred Fusion is active. This cannot be used with Bl/CA techniques or actions in Anyway.

Cost: 75% of combined total cp cost.[/fontsize]

[fontsize="12"]Mystic Transmutation - C-Rank Ninjutsu
TGMT.jpg

No longer a simple piece of steel, the Tsukumogami Weapon is it's own entity, and becomes as adaptable to situations just as any shinobi would. Infused wit the user's soul, the bond between the two is enough to strengthen both ends, and through this jutsu, they are able to use this bond to bring about a manifestation of their power. This technique releases a Tsukumogami weapon from its general physical form, whether it be a form of transformation or alteration completely. In this state the weapon's abilities becomes more powerful, or in some cases transform into a different ability altogether. It is impossible to tell just what sort of bond becomes manifested from this technique, as each Tsukumogami's bond is unique.

Information
Prerequisites
Tsukumogami, C-Rank
Rank 1: Allows the user to switch two of their Weapon Augments for another, or double the effect of two augments.
Mastered: Allows the user to switch three of their Weapon Augments for another three, or double the effects of three of their augments.

Note:
- Any swapped Augment must be in the user's inventory.
- When used to increase the effects of a weapon Augment, the weapon augment's effects are doubled. This is applied to both positive and negative effects.
- The effects of the Splitting Augment cannot be doubled.

Rank 1 Cost: 500 Cp, 240 Cp/rnd
Mastered Cost: 620 Cp, 295 Cp/rnd[/fontsize]

[fontsize="12"]Visceral Rend - B-Rank Taijutsu
Dead.jpg

After transforming, the weapon becomes much more powerful. Now what would happen if the user tried to drive that weapon through the stomach of their opponent? Sounds like a party! That's what this technique is, an attempt to drive the weapon, even if it's a blunt weapon , straight through the opponent. If it is a bow type weapon, then the user fires a much larger arrow aimed directly at the stomach and attached to a string. Then the user pulls out the weapon/arrow. The results are pretty deadly. The technique itself, however, is incredibly exhausting.

Information
Prerequisites
Tsukumogami, B-Rank, Mystic Transmutation Activated.

Rank 1: Strikes a single target dealing 1,725 Damage at -3 Accuracy. This strike has a +8% chance of causing Bleeding.
Rank 2: Strikes a single target dealing 2,025 Damage at -2 Accuracy. This strike has a +9% chance of causing bleeding.

Rank 1 Cost: 625 Cp
Rank 2 Cost: 735 Cp

Notes:
- Can only be used once per round.
- Damage done by this jutsu is considered piercing damage, regardless of the weapon used.
- This is a hit or miss technique, it cannot hit partially. If it is a 50% or more hit, it's counted as a full hit, Otherwise, it's counted as a miss.[/fontsize]

[fontsize="12"]Kindred Fusion - S-Rank Ninjutsu
TKKF.jpg

The peak of the Tsukumogami's bond with it's wielder, this jutsu is a secret technique only capable of being performed by the user and their weapon. This technique allows the User to merge with their weapon, fusing into a new form the grants the user all of the abilities held by their Tsukumogami. This form varies widely depending on the type of weapon wielded by the user, and its effects can range from simply razor sharp talons, to full-body shapeshifting that mimics the design of their weapon. While in this form, the user and their weapon literally fight as one, and share skills honed through an unbreakable bond.

Information
Prerequisites
Tsukumogami, S-Rank, Mystic Transmutation Mastered, Myriad Strike Mastered.

Master Rank: All Weapon augments and Ability buffs are applied directly to the user, and they are able to perform their Weapon-type Jutsu while unarmed. The user's Unarmed Basic Strike Damage and Accuracy are treated as their weapon's, and their weapon accuracy is also added/subtracted to their dodge (If the weapon has +2 accuracy, the user has +2 accuracy and +2 dodge. If the weapon has -2 accuracy, the user has -2 accuracy and -2 dodge), as well as any other effects such as slashing, piercing or suppression. All damage done to the user is reduced by their Basic Strike Damage, and those who perform Melee Taijutsu or use Melee Accuracy on the target take damage equal to this amount upon a successful hit; Multi-Hits only deal this amount once to the target regardless of the number of strikes.[

Note:
- Does not use handseals.
- While active, the user cannot use their weapon, or any weapon for that matter. They may perform both unarmed and their weapon's Taijutsu.
- Must have Mystic Transmutation Active to initiate, and its effects are transferred to this jutsu.
- Damage reduced is applied to all sources of Damage, and cannot be buffed.
- Contact with the user is applied per action, not per hit. Multi hit Taijutsu only count as one Contact. This damage cannot be Buffed.

Cost: 4.5 Ap, 4320 Cp to initiate. 2060 Cp/Rnd.[/fontsize]
 

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