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:

THE DARK MUSICIAN - Momo’s Profile

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THE DARK MUSICIAN
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Name: Momo
Age: 18
Alias: Big Hat Momo
Allies: None
Alignment: Cursed
Height: 5’7
Weight: 120ibs
Sex: Female
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Personality
Momo has black hair which is in a bob cut style. Her skin complexion is fair and her lips are painted with red lipstick. Resting on her left cheek is a small black mole. Momo’s irises are multicolored. Complete heterochromia with one being a greenish silver and the other a bluish gray. Momo wears a big red sorcerer’s hat that has face on it which resembles something like a skull. This big red hat is perhaps Momo’s most prominent and recognizable feature as she is never seen without it and is more formally know/ referred to as “Big Hat Momo”. Upon her neck, a black leather choker lays wrapped tightly above a black short-sleeved top with an open collar with a bra-like design. Over this, she wears her iconic red jacket which bears prominent female symbols on the folds. Black fingerless gloves wrapped the hands of this chaos musician which is always carrying a Surf Green-colored Duesenberg Starplayer II guitar named Bastion. Momo wears short-shorts that are open on one side, along with two long flowing coattails that are attached to a large belt. The belt bears a golden cross as well as a silver nine.

Description
Momo has been described as many things in her time. Eccentric, flamboyant, electric are but a few of her obvious personality traits as depicted in both her bright red attire and her signature big red hat. Momo is also very flirtatious and purposely goes out of her way to snatch others from their obvious comfort zones and into her realm of unknown and mischief. Momo is also very self centered and craves the attention of others. Narcissism is a by product of her addiction to attention hogging as she acts and believes herself to be the center of everyone else’s universe. Full of bravado, this youth has no issue speaking her mind, telling her tales of valor and of her greatness. Perhaps all of her boasting is merely an over compensation for heavy insecurities. Whichever the case, Momo’s personality has proven useful when leading others into difficult situations as her natural talent for charisma and way with words inspires others greatly and makes her cockiness contagious.

Backstory
Concerned more with her music than her training, Momo graduated the shinobi academy 2 years after her initial graduating class. Having to repeat the school’s courses multiple years in a row served her well in ways known to Fate and Fate alone as several of the Genin of that year actually died on dangerous missions, any of which could have been her. Instead, Momo was held back in school where she spent the better 3rd of that time goofing off and honing her skills as a musician. Eventually Momo graduated from the academy but only with subpar grades as this additional time in school was spent doing things other than investing in shinobi training. As a Genin, Momo’s pride in her shinobi prowess deepened but only after meeting her assigned sensei, an eccentric blind shinobi that went by the name Big Hat Hatsu because he wore a gigantic hat which completely hid his face and resembled a skull’s face; he used it to block the noise and stares from those around him in order to focus his thoughts. His unorthodox appearance and eccentricities led to snickers and whispers referring to him as the Mad Hatsu. Apparently Hatsu requested Momo as a student by name though she had never met with him before that time. Perhaps it was her love of music playing that led Hatsu to her as he was apart of a long line of Hashigaki shinobi. Momo took an intimate interest in the eccentric sensei. His charisma and authenticity made him very likable but it was his appreciation of music coupled with his musical prowess as a shinobi musician that made Momo fall in love. Though others viewed Hatsu as flamboyant and strange, Momo admired him greatly and even began to model his confidence and behavior. She admired him so greatly that she received multiple infractions and citations for assaulting superiors and colleagues who referred to her sensei as the Mad Hatsu. Clinging to his every word, Momo believed him when he said that she was destined for greatness. This was a defining moment for Momo’s career as a shinobi as she began applying the same level of effort in her shinobi training as she did in being a musician. It was Hatsu who taught her to bridge the gap between the two occupations, allowing Momo to use her skills as a musician to aid allies in battle as a shinobi. On Momo’s 15th birthday, Hatsu presented her with a vibrant Surf Green-colored Duesenberg Starplayer II guitar that she would name Bastion. Hatsu bestowed his musical knowledge onto Momo in there time together. He also taught her of the many musical applications outside of performance and battle. He suggested that such applications were not limited to things like being an offensive tool but preached of its other applicable uses such as it’s ability to heal, to inspire, to communicate. Hatsu’s then showed her his musical talent which allowed him to summon spirits from a place he called the far plain, a place beyond this world. They’d come to hear him play and would dance to his music. He’d call them Ghost Dancers and would teach Momo about these spectral beings and what he believed to be a great beyond where all living things come from and return to after they die. He’d teach that it was music that could be heard from either side and that music could both lure and guide beings across the spectral ocean that divided us. He’d caution her however. Just like in the world of the living, not all beings on the other side are pleasant. He’d teach her the importance of keeping a pure heart because her music was an expression of her heart and a beacon for pure souls to follow. Momo and Hatsu continued to spend many hours together in seclusion and obscurity. Whether it was simply to play songs, on missions, training or just to enjoy each other’s company, they both spent what time they had together. He even taught Momo brail. But in all that time spent together, she never once was able to call upon the spirits to dance like Hatsu. This inspired feelings of inadequacy in Momo but Hatsu was always there to comfort her. Momo’s feelings for Hatsu deepened however it became more and more noticeable that Hatsu’s mind was slipping away. He’d go days without eating and openly start conversations with himself. When questioned about it, he would point to his hat as if it were talking with him. He’d started telling the most outlandish stories of things he’d seen though he was blind and on some nights Momo would find him gripped with a true fear of the darkness though he has never seen light. Advances from Momo went unnoticed as well. Her heart ached and yearned for him but he was barely present in this reality. It was like expressing her feelings to him with touch or words could not reach him anymore. So she sought out a way she knew could. Music was an expression of the heart and a beacon for like spirits. She knew she could reach him. And so, Momo started writing her song “True Emotions…” It would seem as if Fate had other plans however. During this time, Hatsu took on an A rank mission where his condition worsened. Unfortunately, Hatsu’s infatuation with music and the otherworldly eventually drives him insane. After attacking his comrades, Hatsu is killed and branded as a traitor. Having no next of kin, his affects are inherited by Momo as she is the closest thing Hatsu had as a family. Hatsu was gone and Momo was left alone to pick up the pieces. As she stood over his grave she’d place his big hat over his tomb stone etched with his name and birth year/ death date. Unable to except this new reality, Momo began to play the song meant for him to hear though she knew it would never reach him. It was called “True Emotion.” It was the song she had been working on so tirelessly. In doing so, she missed her opportunity to say good bye, to hold his hand, to tell him her true emotions. Momo began to play her guitar. With a gentle stroke, it played a soft melody. Then, her fingers curled to make a pinch gesture. Each pull of the strings were gentle at first, unsure at times, shy. Her music was telling a story as well as the way she held the guitar and how she stroke it’s strings. She was telling her story, her emotions from beginning to end. At first, they met. Momo was shy, unsure of herself but Hatsu was kind, warming and patient. And then her strokes were sure, compassionate even… longing. She began to tell the story of his nurturing, how he influenced her so positively, how he inspired her and how she fell in love with him. She began to play so compassionatly, notes picked up and slowed and raced like her heart when she was around him. How she knew each day was perfect because he was there. Because he filled her world with laughter, joy, music. Everything she was and ever could be was thanks to Hatsu. For once in her life music wasn’t everything, music was what surrounded them and kept them warm with it’s embrace. Everything, was what they had. Each day was a blessing. Each day was a treasure she’d hold on to dearly. That was “True Emotions.” She wanted him to hear it, to feel it as she does. Her fingers continued the symphony of music but then tears began to trail down her cheeks. Sobbing would follow as she fought back an ocean of emotions to great to bare. She could not continue the song at the rate in which she had to wipe away tears. Suddenly, her emotions became over encumbering and would flood through her. Sadness and sorrow bloomed into anger. Anger toward an unjust world and an unjust reality. With anger in her heart, rage began to fester in her soul. Momo clenched her Bastion and stroked a chord in fury. She played a ghastly tune on her Bastion. A tune directly from her bitter heart. Her fingers strung chords at an incomprehensible speed! Each pull of its strings were filled with pain and with malice. She would not stop playing, not for tears, not for any reason. Her pain would not stop, her malice would grow and both would fuel the dissonance version of her once elegant “True Emotions”. And for the first time, the spirits listened. From the great beyond a howling could be heard. Their screams resonated with that of the malfeasance of lyrical notes. The horrid sounds of the twisted masterpiece combined poetically with screeching of a hundred-thousand years. Spectral creatures faded in and out in a swirling typhoon with Momo at its epicenter. They swarmed around her, drawing closer like mouths to a flame, howling their own pain and their own hurt. These spirits were not like the ones conjured by Hatsu. They were vicious and ravenous, they were angry with discord, and they danced to the sound of misery. They were like her heart, they were broken little things. Momo continued to play and the graves around her started to unearth as some of the spirits sought form, diving into the surrounding graves. Momo would scream in rage just before ripping a string from her guitar and falling to her knees in exhaustion. The spirits dissipated and the unearthing stopped short of revealing what dark beings were beginning to emerge. Her eyes fell on the big skull hat still resting on Hatsu’s tombstone. The skull like face starring back at her. For some reason it looked as if it were smiling proudly. Hesitantly, Momo reached for the big hat. With trembling fingers, Momo grabbed the hat and placed it over her head. Some how it fit perfectly, almost as if it had shrunk to fit her head. Wearing the big skull hat somehow brought her some semblance of comfort like Hatsu used to. With a sniffle, Momo’s eyes fell on her Bastion’s broken string. Her guitar was damaged but repair able. Her fingers were throbbing with pain. Never before had she played so aggressive before and never has she been able to commune with the spirits in such a way. Looking back to Hatsu’s tombstone she decided that she still would not except this new reality where Hatsu was gone. Hatsu needed to hear her new song, feel her emotions burdening her in a thousand musical notes. So she would harness her skills, do whatever it took regardless of the road… and suddenly she heard a voice from up above her head say, “Hmm… not bad. Perhaps we can be friends.”
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BLOODLINE
Sonorokai
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Behold the electrifying lineage known as Sonorokai—a bloodline that pulsates with the rhythm of raw, unbridled sound. Born into a world where music is not just an art but a force, those graced by the Sonorokai bloodline possess an innate connection to the sonic realms that transcend the ordinary.

Members of this bloodline are marked by eyes that shimmer with the luminescence of musical notes, a visual symphony that mirrors their extraordinary auditory gifts. Unlike mere mortals, they don't merely hear music; they feel its vibrations in their very essence. It's a genetic melody coursing through their veins, allowing them to sculpt and wield sound with an artistry that transcends the conventional boundaries of music.

In the spirit of rockstars, the Sonorokai are not confined to passive listenership. They channel the power of sound as an extension of their being, creating harmonies that can heal or unleashing sonic tempests that reverberate with destructive force. Their very existence is a living concert, a celebration of the boundless potential of music turned into a formidable weapon or a soothing balm.

Whether weaving sonic landscapes to mesmerize audiences or utilizing their unique abilities in the throes of battle, the Sonorokai bloodline represents the fusion of melody and might, where the stage is both the arena and the grand theater of life.

084 PL - Blindsight (Rank 1), Performance (Rank 1)
168 PL - Battle Anthem (Rank 1)
252 PL - Ghost Dancers (Rank 1)
336 PL - Battle Anthem (Rank 2)
420 PL - Blindsight (Rank 2), Cadenza (Rank 1)
504 PL - Performance (Rank 2)
588 PL - Battle Anthem (Rank 3), Cadenza (Rank 2)
672 PL - Blindsight (Rank 3), Ghost Dancers (Rank 2)
756 PL - Ghost Dancers (Rank 3)
840 PL - Performance (Rank 3), Cadenza (Rank 3)

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Blindsight - Passive
An ancient technique developed by the first Hashigaki that has been passed down in which it allows them to see the world through sound. This allows the Hashigaki to perceive things that are not normally seen by normal eyes. In return, their ears become a fatal weakness as it deprives them of seeing things when disturbed.

Rank 1/2/3: The user gains +1 / +2 / +3 Awareness and is unaffected by Transformation, Blindness (such as Verse of Darkness), Smokebomb, Smokescreen, and Stealth%27s Visibility modifiers (when making Awareness checks against others). This also extends to effects which would attempt to copy their effects.

Note:
- Visual genjutsu still affect the user, and are assumed to affect their method of perceiving the world.

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Performance - Passive
Blessed with the natural talent of art and music. A Hashigaki at first hones their ability to control sound either through an instrument of their choice or even their own body.

Effect: The user chooses between the Instrument OR Voice.
  • Instrument - The user designates a single weapon in their Dojo as an Instrument. While equipped with their Instrument, the user may channel Sound Jutsu through their weapon. Sound Jutsu deal +10% Damage.
  • Voice - The user may perform Sound jutsu without handseals. This is disabled if the user is affected by Called Shot: Neck [Fractured or Broken].
Rank 1: May convert Wind and Non-Elemental Jutsu into Sound by paying an additional 20% Chakra Cost.
Rank 2: May convert Wind and Non-Elemental Jutsu into Sound by paying an additional 10% Chakra Cost.
Rank 3: May convert Wind and Non-Elemental Jutsu into Sound at no extra cost.

Note:
- The Hashigaki automatically has access to the Sound Element.
- All techniques used with this are treated as Sound Jutsu.

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Battle Anthem - E-Rank Sound Ninjutsu
Playing their song of war, a Hashigaki plays their unique music to gain the immediate upper hand by rousing their allies or demoralizing their foes.

Rank 1: Choose either to grant the user's allies +1 Accuracy/+5% Damage or cause enemies to suffer -1 Accuracy/-5% Damage.
Rank 2: Choose either to grant the user's allies +2 Accuracy/+10% Damage or cause enemies to suffer -2 Accuracy/-10% Damage.
Rank 3: Grant the user's allies +1 Accuracy and +5% Damage and cause enemies to suffer -1 Accuracy and -5% Damage.

Rank 1/2/3 Cost: 1 AP and 250/400/550 CP to initiate, 125/200/275 CP per 10 seconds maintained.

Notes:
- If the user casts this action as their first action in combat, it gains Priority.
- Enemies only suffer from the effects of Battle Anthem if they are aware of the user.
- Lasts for 20 seconds.

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Ghost Dancers - Chakra Style
While their eyes lacks the ability to perceive things other would normally do, they instead see sound as a being. Varying in shapes and sizes, and with practice - allows them to call upon these beings that they can onyl see to aid them in their living.

Rank 1/2/3: While in this stance, casting a Sound Jutsu calls upon a Ghost Dancer. In addition, whenever the user performs a Sound Jutsu, all Ghost Dancers currently active (excluding the one that was just recently summoned) will attempt to hit the same target, using the user's Ninjutsu Accuracy to deal illusionary damage equal to 1% of the target's maximum HP.

Note:
- They can only have a maximum of 2 / 3 / 4 Ghost Dancers active at a time.
- A target can only be hit successfully by a Ghost Dancer 6 times each round.
- If the Sound Jutsu can hit multiple target, you can assign your Ghost Dancers to which target they would attack.
- A Ghost Dancer does not have its own awareness (it uses the user's), but may target individuals in Stealth without requiring a Blindshot. A stealthed target hit by a Ghost Dancer in this way will not be removed from stealth, and the user will not gain awareness of the target.
- A Ghost Dancer has no secondary stats, is dispersed by any damage, and is dispersed by any action targeting them (they cannot dodge/resist, and even if it deals no damage).
- If the user is maintaining a Sound Jutsu(s), it summons a Ghost Dancer each time you pay for the maintenance cost for a Sound Jutsu.

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Cadenza - Independent Special Move
Everything has a beginning and an end, even in music, but for a Hashigaki, the ending has to end in a performance no one will forget.

Rank 1/2/3: Choose a single target. For 5 / 7 / 10 seconds, if you successfully hit or apply a secondary effect with a Sound Jutsu 3 times, those 3 Sound Jutsus involved will have their secondary effects automatically inflicted on target you choose.

Cost: 1 AP

Notes:
- Cannot be used again while it is already active. Has a 10 second cooldown once it ends.
- The user must use 3 Sound Jutsus that successfully hits or has applied an effect to count towards the condition. (A Sound Jutsu hitting successfully or applying a secondary effect on 2 or more separate targets only counts as 1).
- If the user fails to reach the conditions for the duration, it goes on cooldown.

RockStar
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Within the Sonorokai bloodline, a RockStar emerges, echoing the adrenaline-charged anthems of rockstars on the brink of legendary performances. These musicians, eyes ablaze with their sonic heritage, use music not just to mend but to inspire the extraordinary. Like a guitarist summoning a riff of courage, they craft melodies in battle that transcend healing—becoming rallying anthems that propel allies to defy limits. In the crucible of conflict, they are the rockstars of inspiration, transforming adversity into a concert of resilience. Their tunes don't just mend wounds; they orchestrate the impossible. In the heart of the battle, the Sonorokai healers stand as sonic architects of victory, and their melodies are the anthem of triumph, echoing far beyond the battlefield.
924 PL - Harmonious Rest (Rank 1), Musical Recovery (Rank 1)
1008 PL - Parting Gift (Rank 1)
1092 PL - Musical Recovery (Rank 2)
1176 PL - Harmonious Rest (Rank 2), Parting Gift (Rank 2)
1260 PL - Symphony of Aid (Rank 1)
1344 PL - Harmonious Rest (Rank 3), Musical Recovery (Rank 3)
1428 PL - Symphony of Aid (Rank 2),
1512 PL - My Song - Harmony Version (Rank 1)
1596 PL - Parting Gift (Rank 3)
1680 PL - Symphony of Aid (Rank 3), My Song - Harmony Version (Rank 2)
1764 PL - My Song - Harmony Version (Rank 3)

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Harmonious Rest - Passive
A battlefield can be chaotic with the sound of death and pain filling the air. A Hashigaki however can easily suppress such noise with their own music, pushing out the terrible noise with a much more comforting tune to provide a momentary respite to their allies wherever they are.

Rank 1/2/3: Whenever the user performs a Sound Jutsu or Rests, the user's allies recovers 1% / 2% / 3% of their max HP. All Ghost Dancers gains HP equal to 3% of user's max CP.

Notes:
- Has a 10 second cooldown between activation.
- If activated by Resting, the user's allies regain 1% / 2% / 3% of their max HP per 1 AP the user spent resting.
- If an ally is Resting when this effect is activated, the amount of HP/CP they recover is multiplied by 1.1 / 1.3 / 1.5, scaling with the rank. In addition, it doubles the chance to remove a rank of Bleeding or Called Shot during Rest.
- A Ghost Dancer with HP does not automatically disperse when struck, but all hits automatically hits against them.
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Musical Recovery - Passive
Just like medicine and other form of treatments, music can also heal wounds and cure ailments and these kinds of music only exists to Hashigaki who have dedicated themselves in aiding their friends.

Rank 1/2/3: Your Sound Jutsus can now heal instead of dealing damage, restoring HP equal to 40% / 60% / 80% of the damage. If you choose to do so, the Sound Jutsu's secondary effect is replaced with Recovery Echo.

Notes:
- Recovery Echo causes the target to regain additional HP equal to 20% of the initial amount after 10 seconds. This only occurs once unless it is triggered early by the Cadenza Special Move (this does not remove Recovery Echo earlier, it will still activate after 10 seconds.)
- If the Sound Jutsu is capable of inflicting two or more secondary effects, Recovery Echo's chance to activate is equal to the combined chance of all previous secondary effects.

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Parting Gift - Independent Special Action
By playing a sad, yet gentle song, the Hashigaki prepares the living sound that accompanies them for their departure. These beings starts performing a harmonious tune together as they gather energy to leave in their master's place.

Rank 1/2/3: For 1 AP, the user causes all active Ghost Dancers to prepare and guard an ally. When a Ghost Dancer disperses, for every 10 / 7 / 5 seconds it was active, it will restore 2% of the target's maximum HP, up to a maximum of 10%.

Notes:
- You can assign up to 2 Ghost Dancers to yourself and only 1 Ghost Dancer per target.
- May be used again to re-assign your Ghost Dancers to guard someone else.
- A Ghost Dancer with HP guarding an ally will block incoming attacks.

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Symphony of Aid - B-Rank Sound Jutsu
Beginning a battle with their music, they can further extend the upper hand provided by playing the song that strengthens their ally's resolve and will.

Rank 1/2/3: Grants the user's allies a +2 / + 3 / +4 bonus to their Dodge if they have either Ninjutsu, Ranged and Melee Accuracy or a bonus to their Genjutsu Save if their Genjutsu DC is Low in their Custom Class. If neither are in low, they gain a +1 / +1 / +2 to their Dodge and Genjutsu Save instead.

Rank 1/2/3 Cost: 2 AP and 450/560/675 CP to initiate.

Notes:
- A player can only be affected by your Symphony of Aid one at a time (multiple Symphony of Aids from different Hashigakis does not stack).
- If the user casts this jutsu while their Battle Anthem Jutsu is currently active, they can choose to stop maintaining it in exchange of casting this jutsu, reducing the AP Cost by 1 AP.

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My Song - Harmony Version - A-Rank Sound Jutsu
Perhaps the most dangerous and beautiful technique of a Hashigaki is their ability to compose their own music or song. While everyone can do it, a Hashigaki's composition is unique to the point it is imbued by chakra itself which leads to a wide variety of effects to those who hears it.

Rank 1/2/3: Allows up to 3 / 4 / 5 Musical Notes to be composed.

Effect: Sings a Song Jutsu of their own creation; all participants of the user's choice are targeted by the effects. The targets are immediately healed and are granted Temporary HP by a set amount. The Temporary HP gained this way lasts for a maximum of 20 seconds.

Musical Notes and Effects: - The user may choose from the four different notes listed below to compose My Song:
  • High Note - +500 HP restored
  • Low Note - +500 CP restored
  • Filler Note - +200 HP and +200 CP restored
  • Special Note- Applies an effect for the entire jutsu, varying in effect depending on where it is placed in the order. Only a single Special Note can be placed on a composition:
    • 1st - Multiplies the HP/CP recovered by all Notes by x1.4.
    • 2nd - My Song may restore Max HP/CP that was previously lowered (such as by Illusory damage or Curse Seals)
    • 3rd - The user may grant their allies the benefit of -ONE- of their Abilities.
    • 4th - Heals the user's allies Called Shots by one rank per round
    • 5th - Allies are immune to attacks dealing direct Chakra Damage.
Costs: 3 AP and 600 Chakra per Note to initiate.

Notes:
- Has a 20 second cooldown after each use.
- This jutsu is applies all effects at once.
- Special Note Effects does not extend to Creations and Clones currently active, but Contract Summons and Petsare affected by the effects.

KINJUTSU
Abomination
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Cursed Seals have long been seen as a dark practice due to their destruction of their host's body, but power-at-any-cost comes appealing to many. Occasionally, there are those who's bodies have an unnatural affinity to the Curse Seal, and rather than break down under a Seal's power merge with it in a form of symbiosis that mutates their own body. The original seal is little more than a birthmark at this point, with the true affects of the seal becoming a 'natural' bodily function to them. Demon, mutant, oni, monster...there are many names for them, but this new power and body-reshaping abilities lead them to be seen as an Abomination.

[Prerequisites: Kinjutsu Application, B-Rank, 3 Ability Slots

Effects:
- The user gains access to the Cursed Seal Ability and will not take up a slot. If the user already has the ability upon gaining Abomination, the Cursed Seal Ability will no longer take up a slot.
- The user suffers no Recovery Time after obtaining the Cursed Seal (if done through Abomination) nor after using the Cursed Seal in battle.
- CP Modifier Reduction from Cursed Seal is reduced to 4 each round active. The user slowly regains their lost CP Modifiers by 1 each round inactive.
- The user may re-activate their Cursed Seal in battle but deactivating it requires a round cooldown before it can be activated again.
- This Kinjutsu, all of its techniques, and its user are considered Cursed


- Abomination's active techniques (Metamorph, Chrysalis and Malevolent Annihilation) has a unique Mutation mechanic which modifies/adds bonuses to the said technique each time it reaches a new stage of Mutation. Each technique has its own unique Mutation Condition found beneath it.

Adaptive Mutation - Kinjutsu Ability
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An Abomination's mutation is not limited to that of their own body but to the extent of their capability. Instinctively releasing enzymes to fuel their Cursed Seal in order to adapt to any given situation. This trait makes Abominations a dangerous threat in prolonged combat, merely increasing in power as well as resilience against attacks overtime.

Information
Prerequisites: Abomination

Effect: If the user initially loses 10% of their maximum Health, they gain +2 Custom Class Points in which they may apply to their current Custom Class at the start of the following round. Each time they lose 10% of their maximum Health after the first, they only gain +1 Custom Class Point.

Note:
- Does not take an Ability Slot
- The user -must- state what these points should be used for at this time and failure to do so will result to lost of said points for the remainder of battle.
- The user may only spend their Custom Class Points from Adaptive Mutation from bonuses of 3 Points and below (with the exception of +1 Inventory not being a valid option).
- Recovering health and receiving damage does not take away bonuses from this ability, nor does it allow the user to re-obtain Custom Class Points for Max HP thresholds they have already gotten the points for.

Viral Affliction - Kinjutsu Ability
AB2.jpg

The body of the Abomination is naturally receptive to the taint of a Curse Seal and embraces it in a unique way through their mutations. The same cannot be said for others though; coming into contact or even just being around an Abomination comes with the risk of being infected by their ever-mutating genetics, infecting others like a plague. Even other Abomination are not immune to the unique traits of each other.

Information
Prerequisites: Abomination

Effect: Each round, up to two random opponents in the battle must make a check against the user, failing this check causes the target(s) to suffer from half of the opposite effects of the user's Cursed Seal for the round. If the target fails the check twice in a row and every round after, they suffer from the full opposite effects of the user's Cursed Seal for the round.

Special Action - Plague Affliction: At the end of the round, the user may choose to increase their Cursed Seal's CP Mod penalty by an additional 2 mod points for the following round; doing so grants the user +2 to their next check(s) and it will apply to all opponents in battle.

Notes:
- Does not take an Ability Slot
- Requires the user to have their Cursed Seal active.
- The user must declare which accuracy to use upon activating both their Cursed Seal and Viral Affliction, either be Melee Accuracy, Ranged Accuracy, Ninjutsu Accuracy or Genjutsu Difficulty.
- If the user has "1 Free basic attack per round" for their Cursed Seal bonus, this forces a target to perform a Basic Attack at the start of each round. All costs are paid as normal. If the target is not equipped with a weapon, they will still perform a Basic Attack with Unarmed Damage at normal Damage Modifier and Accuracy.
- If the user has "+1 Inventory slot" for their Cursed Seal bonus, a random item in the target's inventory will be disabled for the round and cannot be used.
- If the user has "+5% Sneak attack chance" for their Curse Seal bonus, this causes any sneak attacks performed by the victim to be modded as normal attacks.
- If the user has the "Ignore 1 point of debuff" option, the victim suffers a random point of debuff for the round.
- If the user has any of the 4 point 'special' options from the Curse Seal ability, those are not 'reversed and transferred' by this ability. In this case, the user may choose a different penalty equal to 4 points to be used in its place.

Metamorph - B-Rank Taijutsu
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One of the most known abilities of an Abomination, this is perhaps the skill that have forever labeled them as monsters to the majority of the world. As their Curse seals have been broken down into enzymes within their body, they can undergo spontaneous physical mutations during the activation of their seal. What this change, or how it effects them, is often different from on Abomination to the next.

Information
Prerequisites: Abomination, B-Rank

Effect: Upon use, the user chooses 1 Augment in their inventory (not in their weapon) and creates a Metamorph with it in the user's body. While the Metamorph is active, the chosen augment is applied to the user directly and affects all attacks made by the user (not just Taijutsu). The Metamorph limb is destroyed upon reaching Sprained Called Shot penalty.

Rank1: Allows access to First Mutation.
Mastered: Allows access to Second Mutation.

Mutation Condition: While Metamorph is active and is in its Base Effect or First Mutation, every next round will cause it to evolve to the next Mutation.


  • First Mutation: The Metamorph limb is destroyed upon reaching Fractured Called Shot penalty.
  • Second Mutation: The Metamorph limb is destroyed upon reaching Broken Called Shot penalty.
  • Final Mutation: May add an additional Augment for a maximum of 2 to their Metamorph limb as well ignore the first 2 successful Called Shot penalty inflicted on it.
Cost: 2.25 AP, 545 Chakra and 275 Chakra per round.

Note:
- Requires Cursed Seal active.
- If at any point a Mutated Metamorph is destroyed, it will revert back to its previous Mutation the next time it is used. This does not apply when it reaches Final Mutation nor will it apply when it is already as its First Mutation.
- The Metamorph is treated as a valid Called Shot target for all intents and purposes, and may be damaged and healed following the same rules.
- There is a 2-round cooldown if the Metamorphis destroyed through Called Shot and a round cooldown if Metamorph is no longer maintained.

Chrysalis - B-Rank Ninjutsu
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Forcing a unique mutation in their body, the Abomination wraps themselves with their own flesh and with the strength of their Cursed Seal, reinforces the outer layer of to the point it becomes harder than steel. From within, the Abomination allows themselves to recover and re-organize their genetic makeup within the safety of their shell before unleashing a fully energized attack upon emerging.

Information
Prerequisites: Abomination, B-Rank

Effect: The user creates a barrier around themselves with Health equal to 40% of their current Health + 10% of their current Chakra
for a full round. While active, the user is considered Resting; upon successfully maintaining the barrier for a full round, the user emerges with the Health they initially had upon activating Chrysalis in addition to any benefit gained through Resting.

Rank 1: Grants access to First Mutation.
Mastered: Grants access to Second Mutation.

Mutation Condition: Each time Chrysalis is used while it is in Base or First Mutation, regardless if it was destroyed or was successful, the next time Chrysalis is used it will evolve to its next Mutation.
  • First Mutation: Barrier gains +15% Damage Reduction while active.
  • Second Mutation: Barrier Health is now equal to
  • 45% of their current Health
  • 15% of their current Chakra
  • Final Mutation: May be used an additional time in battle.
Cost: 2.5 AP and 30% of the Barrier's Health as Chakra Cost.

Notes:
- Requires Cursed Seal active and does not require handseals.
- The user's Cursed Seal will not lower their CP Mod for the round Chrysalis was used.
- While Chrysalis is active, the user cannot perform any actions but can maintain Chrysalis and any other effects that has been active prior to Chrysalis. If the user is equipped with a weapon, it is not dropped.
- Damage from passive effects applied to them prior to using Chrysalis (e.g Bleeding, Burn, etc) is temporarily halted while Chrysalis is active, and resumes thereafter.
- May only be used once every other round and twice per battle. If used, regardless at which point Chrysalis is used, it will be modded as the first action of the round, overriding all priorities.
- The barrier created from Chrysalis cannot be affected by techniques that may automatically destroy or bypass it. It can only be destroyed if the Barrier's Health drops to 0.
- If at any point the Chrysalis is destroyed (reducing the Barrier's Health to 0) before it completes a full round, the user will only receive resting bonuses for the amount of time up to that point, and recieves the maximum amount of Suppression.
Malevolent Annihilation - A-Rank Ninjutsu
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One of the most destructive techniques in the Abominations repertoire, this technique transforms their body into a hellish and gruesome form, shifting and twisting their own body and skin to create cannon-like openings to their insides. After transforming their bodies, the Abomination then builds up a dangerous portion of their chakra, before unleashing it as a huge wave of energy filled with their own genetic signature in the immediate vicinity, inflicting their very own disease if one has survived from the initial blast.

Information
Prerequisites: Abomination, A-Rank

Effect: Deals 4840 damage to up to 2 targets at -2 Accuracy. Upon successful hit, the target must make a check against the user; failing this check causes them to automatically receive the effects of Viral Affliction.

Rank 1: Grants access to First Mutation.
Mastered: Grants access to Second Mutation.

Mutation Condition: Every use of Malevolent Annihilation evolves it to the next Mutation.

  • First Mutation: If used upon a target already affected by Viral Affliction, the effect may stack a single time.
  • Second Mutation: Malevolent Annihilation may target an additional target.
  • Final Mutation: Targets chosen for Malevolent Annihilation must make a check against Viral Affliction even if they successfully dodged the attack.

Cost: 3 AP and 2,420 Chakra

Note:
- May only be used once round.
- Requires Cursed Seal active and does not require handseals.
- Must use either Melee Accuracy, Ranged Accuracy, Ninjutsu Accuracy or Genjutsu Difficulty for the purpose of both Accuracy and Check. Does not require handseals.
Virulence - S-Rank Ninjutsu
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An Abomination's body constantly changes, both externally and internally, their genetic makeup slowly twisting and turning, mutating to the next level of power albeit in a slower pace allowing them to remain in control. Though the Abomination always has a dark and destructive technique that allows them to manually cause this changes in a blink of an eye, drastically increasing their power and potential.

Information
Prerequisites: Abomination, S-Rank

Master Rank: Evolves all Abomination Techniques that are currently in the Second Mutation to Final Mutation. This refreshes all cooldown on the Abomination's Viral Affliction, Abomination Techniques and Jutsus. Additionally, the user may chain either Metamorph, Chrysalis or Malevolent Annihilation for -0.5 AP Cost after Virulence.

Cost: 2 AP, 2750 CP

Note:
- May only be used once every other round.
- This will only evolve Abomination Techniques that are in Second Mutation. If an Abomination Technique has reached Second Mutation after Virulence is used, Virulence has to be used once more to evolve the technique to its Final Mutation.
- Refresh allows Abomination Techniques and Jutsus that are usually limited to once per round or once every other round to be used once more in the given round Virulence is used.
- Refresh also applies to Viral Affliction, triggering it once more during the round.
- Refresh does not allow once per battle Jutsus to be used again nor does it apply to Virulence itself.

ABILITIES
0. Shinobi 101 Visual Gen uses Nin Acc
0. Journeyman
0. Battlefield Medicine
0. Curse Seal
When the user inflicts a debuff other than Bleed/Suppression/Called Shot upon a target, its effectiveness is increased by either 1 or 5% (half for stack-able effects); whichever is relevant to the effect. The user's Cursed Seal also costs 2% max HP each round active.

  1. Healing Factor
  2. Hyperactive
  3. Curse Seal Lv2 (Solar)
  4. Fearless
  5. Conservative Motion
  6. Calm Mind
  7. Anointed Medical Chakra Style
  8. Martial Artists
  9. Defensive Technique
  10. Kin
  11. Kin
  12. Kin

EQUIPMENT
Utility: Headset
Armor: Light Armor
Misc Slots: Kawarimi Target x3
Misc Slots: Antidote x3
Misc Slots: Adrenal Stimulant x2
Misc Slots: Pouch (poisons)
  • Stardust
  • Plexistim
  • Lullaby Powder
  • Make Believe

WEAPON
Unarmed (Performance - Instrument)
Name: Surf Green Duesenberg Starplayer II electric guitar
Type: May use hand seals
Modifiers: +2 acc/-10% dmg
Augments:
Recovery
Re-Energize
Vanguard

AFFINITIES
Majors
  • Earth Release
Minors
  • Water
Advance
  • Wood Release

JUTSU
Impure World Resurrection
Graveyard Amalgamationr2
Resuscitate r2
Black Blockade
Flock of Shadows
Angelic Blessing
Regeneration

Pristine Aura
Dragon Flame Bomb R2
Sol Fire Tempest R2
Abysmal Harbinger R2
Flame Shield R2
Raijin's Vengeance R2
Chidori Control R2
Kirin R2
Thunderdome R2


Wind Scar - Mastered
Shadow Servant r2
Medical Wardr2
Chakra Shields r2
Cursed Sealing

Energy Transfer
Infernal Hellfire R2
Firestorm R2
Spontaneous Combustion R2
Ring of Fire R2
Gigavolt Cannon R2
Chidori R2
Lightning Beast R2
Amp Field R2

Tempest - Mastered
Elemental Clone - Mastered
Verse of Darkness r2
Active Camo r2
Snapshot r2
Barrier r2
Rock Golem r2
System Shockr2
Skeletal Fortification r2
Mystical Force

Tranquilize
Dragon Fire R2
Searing Eruption R2
Scalding Ash Cloud R2
Heat Wave R2
Zeus Flash R2
Lightning Torrent R2
Thunderstruck R2
Volt Charge R2

Cancel - Mastered
Air Bullet - Mastered
Basic Clone - Mastered
Amnesia - Mastered
Combination Transformation- Mastered
Critical Exposure r2

Mask Summonr2
Crystal Eye r2
Mud Clone r2
Coagulation r2
Mystical Handr2

Fireball R2
Immolation Armor R2
Combustive Seal R2
Thunderclap R2
Electroshock R2
Electrocution R2

Body Switch R2
Wind Slash R2
Pressure Burst R2
Tourniquet R2
Infernal Ember R2
Thermal Maw R2
Storm Bolt R2
Thunderfist R2
 

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