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 Thunders Howl[Kakeru]

Yosuke

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Niji said:
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Niji said:
[ p e r s o n a l - i n f o r m a t i o n ]:

Name: Niji, Kakeru.
Village of Origin: Nami no Kuni(Land of Waves)
Age: 18
Height: 6'2"
Gender: Male
Body Frame: Lean and Tall.
Natural Hair Color: Midnight Black.
Natural Eye Color: Majorelle Blue.
Alignment: Neutral Evil.
Rank: Chuunin.
Branch: ANBU.
Bloodline: Santaru.
Kinjutsu: Jinchuriki - Lightning
Languages Spoken: Common English. A little of this, a little of that.


[ a p p e a r a n c e ]:


Whatever.
I.
Feel.
Like.

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[ p e r s o n a l i t y ]:


Find.
Out
In.
Person.


[ o t h e r - i n f o r m a t i o n ]:

I have fun.
I dislike a lot of things.
I like a lot of things.
I like you.
I hate you.
Fuck you.


[ h i s t o r y ]:
[fontsize="11"]There's a time in a persons life where they decide, 'Okay, I can't be completely normal.', and they begin to question exactly what It is that makes them 'not so normal'. For one, Niji Kakeru, this came at the tender age of seven. Now before you begin to descend into his story, you'll have to understand that his name is not actually Niji Kakeru, but he has long since forgotten his old name because of the irrelevence that It holds. It is not who he is, nor who he wishes to be. Now that you understand, take my hand, and I'll lead to you a world, of shitty constipation.

You know those moments in life where you touch a person and them, as well as yourself, get zapped by the friction created by one of you dragging your feet, or just touching too many things? That seemed to happen a lot to Kakeru, as he found himself seeking the attention of many people in his life, wanting a friend, anyone. It didn't help, he was like a hedgehog. No one was willing to make the sacrifice of pain in order to stay around him. Simply put, life sucked. Always the one kid who trailed along behind the ragtag group to seem different and not the same, always the person who raised his hand first when asked a question so he could pose himself better than the others.

He was confident in his own ability. Confidence was always a good thing, right? In this case, no. They were cries for attention. Anything to look in his direction, even If only by the teachers. His parents, did he even have them anymore, didn't give him enough. Starved beyond repair Kakeru began to sink into a more....delusional world of the reality around him. The lonely nature he had somehow amassed to himself encompassed him in a solid state of disgust for those around him. His family, his teachers, his friends.

They didn't matter, they didn't care. Why should he care about them? He willingly touched people, loved when they were shocked because he didn't have to rub his feet together along the carpets, he didn't have to ignorantly touch and molest a balloon. He need only want to and they would become shocked. In the Ninja world It was given a name, but the name was rare around the parts. So rare that he himself had to find out what It was.

Santaru.

Not very much information was given on the Clan, nor did he bother asking his parents about It because they probably wouldn't care anyways. He merely learned on his own. Or...tried to learn. In most cases he wound up shocking himself, though It never hurt. This actually went on for a vast majority of his life until at the tender, ripe age of Thirteen he'd come, or stumbled, across a person. A very...odd person. She was...for lack of better word, a bitch. She was. But she gave off the very same air as he did. Their meeting was not destined or anything, maybe, and he found nothing that special about her, probably, but they did meet.

He shocked her. Willingly, and she smiled. She smiled at him, so he smiled at her. His first smile in forever. But he smiled. In the end he took her name, considered her as a family member and simply left his own family. Don't ask why, he just did.
<i>[/fontsize]</i>
 
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Santaru
[fontsize="12"]The oldest and most prodigious clan originating from the Hidden Cloud Village, The Santaru are a proud people with the unique ability to control the weather at will. Long have they been feared by others because of this trait, yet, few can stand against their mighty bolts of energy they summon from the sky. Though they are attuned to storms in general, by far they have a much more strengthened affinity to Lightning and electricity of all types, their eyes brightening with an electric neon glow whenever their powers are in use. Subconsciously they tend to emit unnoticeable electromagnetic waves, enough to leave the hair on your neck stand up and leave goosebumps on those nearby. Yet, when angered, their powers become so great, that often it is beyond their ability to control.

Note: All Santaru Techniques are considered Storm Element.

014% - Storm Manipulation (Rank 1), Electrokinesis (Rank 1)
028% - Surging Presence (Rank 1)
042% - Storm Call (Rank 1)
056% - Storm Control (Rank 1)
070% - Storm Manipulation (Rank 2)
084% - Storm Call (Rank 2)
098% - Electrokinesis (Rank 2), Electromagnetism (Rank 1)
112% - Surging Presence(Rank 2), EMP (Rank 1)
126% - Storm Manipulation (Rank 3), Storm Control (Rank 2)
140% - Storm Call (Rank 3), EMP (Rank 2)
154% - Electromagnetism (Rank 2)
168% - Surging Presence (Rank 3), EMP (Rank 3)
182% - Electrokinesis (Rank Three), Electromagnetism (Rank 3)
196% - Storm Control (Rank 3)
210% - Sword of Oblivion (Rank 1)
224% - Updraft (Rank 1)
238% - Sword of Oblivion (Rank 2)
252% - Dark Tempest (Rank 1)
266% - Sword of Oblivion (Rank Three), Updraft (Rank 2)
280% - Updraft (Rank 3), Dark Tempest (Rank 2)
294% - Dark Tempest (Rank 3)

---

Storm Manipulation - Passive
The Santaru have an innate affinity to storms, each member having volts of energy coursing through their body constantly as if generated similar to blood. Naturally, they possess the ability to both generate lightning instinctively and fluidly manipulate it into deadly arcs of energy with little trouble.

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

Notes:
- Partial hits from jutsu converted into storm are treated 1 rank higher.
- The Santaru automatically has access to the Storm element.
- All techniques used with this are treated as Storm element.

---

Electrokinesis - Passive<i></i>
While generating vast amounts of Lightning is one trick to the Santaru's ability, one would be a fool to compare their Electrical abilities to another. The Santaru are able to increase the voltage of any electricity they wish, using their own body and the chakra as a electrical turbine to create shocking, and destructive, bolts of energy.

Rank 1: +5% Storm Damage
Rank 2: +10% Storm Damage
Rank 3: +15% Storm Damage

---

Surging Presence - Passive<i></i>
Have you ever touched a Santaru before? Those who have would immediately notice that one is guaranteed to feel a spark of electricity upon contact, often enough to leave a blister or after twitch. This is due to the fact that as the Santaru's strength increases, their very blood becomes a source of electric energy, their chakra flowing with volts of energy. In a sense, the Santaru are living turbines each with a high voltage. It is common for electronic devices to malfunction in the presence of a Santaru.

Rank 1:
- Unarmed strikes against the Santaru return 50 storm damage per .5AP used.
- Remaining in contact with the Santaru deals 35 storm damage per .5 AP spent in contact.
- Weapon Strikes against the Santaru return 100 storm damage per .5AP used.

Rank 2:
- Unarmed strikes against the Santaru return 100 storm damage per .5AP used.
- Remaining in contact with the Santaru deals 75 storm damage per .5 AP spent in contact.
- Weapon Strikes against the Santaru return 150 storm damage per .5AP used.

Rank 3:
- Unarmed strikes against the Santaru return 150 storm damage per .5AP used.
- Remaining in contact with the Santaru deals 100 storm damage per .5 AP spent in contact.
- Weapon Strikes against the Santaru return 200 storm damage per .5AP used.

Notes:
- Unable to be buffed.
- Weapon strikes only apply to melee weapons.

---

Storm Call - Storm Jutsu<i></i>
Though they are more than capable of using their own Lightning powers to generate their own volts of Lightning to strike down their targets, the Santaru possess the ability to change the weather by altering the patterns of electrons in their electromagnetic Aura. This allows them to create storms which rapidly begin to unleash their wrath upon the those stupid enough to invoke anger the Santaru.

Rank 1: Summons a storm with mild intensity that sends two bolts of lightning at a target of the Santaru's choice every round at 300 damage per bolt.
Rank 2: Summons a storm with greater intensity that sends three bolts of lightning at a target of the Santaru's choice every round at 300 damage per bolt and +.5 Ninjutsu accuracy.
Rank 3: Summons a black storm with dangerous intensity that sends three bolts of lightning at a target of the Santaru's choice every round at 600 damage per bolt and +1 Ninjutsu accuracy.

Special Action: Instead of striking a target, they user may strike themselves to heal half as much of the damage.


Costs:
Rank 1: 1 AP; 200 chakra to initiate, 90 Cp/Rnd.
Rank 2: 1.5 Ap; 300 chakra to initiate, 140/round to maintain
Rank 3: 2 AP; 600 chakra to initiate, 285/round to maintain

Notes:
- Strikes at the start of the round.

---

Storm Control - Storm Jutsu<i></i>
Though knowing which patterns of electromagnetic fields produce what result is a difficult task, eventually through trial and error the Santaru begin to realize the full potential they possess; their abilities aren't limited to simply summoning storms of lightning, but they can create nearly any change in weather that they desire. Eventually, this becomes to simple that they almost do it subconsciously, allowing them to create gusts of wind, cause rain, snow and even hail to fall from the sky with a simple thought.

Rank 1: Calls wind, rain or snow.
-Wind reduces the accuracy of all light projectiles by -1.
-Rain is treated as rank 1 Rain Dance.
-Snow chills to reduce dodge by 1 and ups the chakra cost of everyone but the user by 2%

Rank 2: Calls wind, rain, snow or hail.
-Wind reduces the accuracy of all light projectiles by -2 and all heavy projectiles by -1.
-Rain is treated as rank 2 Rain Dance.
-Snow chills to reduce dodge by 2 and ups the chakra cost of everyone but the user by 4%
-Hail deals 360 ice damage/round to everyone but the user.

Rank 3: Calls two of the following of wind, rain, snow or hail.
-Wind reduces the accuracy of all light projectiles by -3 and all heavy projectiles by -2.
-Rain is treated as rank 3 Rain Dance.
-Snow chills to reduce dodge by 3 and ups the chakra cost of everyone but the user by 6%
-Hail deals 810 ice damage/round to everyone but the user.

Costs:
Rank 1: 1 AP; 500 chakra to initiate, 170/round to maintain.
Rank 2: 1.5 AP; 700 chakra to initiate, 230/round to maintain.
Rank 3: 2 AP; 900 chakra to initiate, 300/round to maintain per effect (for total cost)

Notes:
- Storm Call of the user's highest attained rank must be in use before Storm Control can be used.
- Storm Control may not be used on top of itself.
- Hail automatically hits at the end of every round it is active, but damage cannot be buffed.
- Cannot use a double up on the same element.

---

Electromagnetism - Electrical Field Jutsu<i></i>
lightning coursing through their veins, a Santaru is able to find, with a little practice, that they are able to sense and control the electrons in the area around them by altering their electromagnetic energy. This gives them the ability of magnetism, allowing them to control any metallic object at will assuming they aren't too heavy. With a glow of their eyes, any metallic object nearby the Santaru because a suitable weapon.

Rank 1: The user can magnetically control their currently equipped weapon to strike a target dealing 1,010 Damage.
Rank 2: The user can magnetically control their currently equipped weapon to strike a target dealing 1,265 Damage.
Rank 3: The user can magnetically control their currently equipped weapon to strike a target dealing 1,875 Damage.

Costs:
Rank 1: 180 Cp; 1.75 Ap
Rank 2: 225 Cp; 1.75 Ap
Rank 3: 680 Cp; 2.25 Ap

Notes:
- Uses Ninjutsu Accuracy
- Receives both Storm and any Taijutsu Buffs relating to the equipped weapon.

---

EMP - Electrical Field Jutsu<i></i>
Though they constantly emit low frequency electromagnetic energy, the Santaru can easily up the voltage within their turbine-like bodies, and force this invisible energy outwards as an Electromagnetic Pulse, or EMP for short. This is both offensive and defensive, the burst of energy shooting outwards around them and pushing back those with electrical force, even causing the ground to course with lightning of the after effects.

Rank 1: Radiates outwards 10ft and causes 1,400 Damage and 10ft knockback on contact with living beings at -2 Accuracy.
Rank 2: Radiates outwards 15ft and causes 1,760 Damage and 15ft knockback on contact with living beings at -1.5 Accuracy.
Rank 3: Radiates outwards 20ft and causes 2,100 Damage and 20ft knockback on contact with living beings at -1 Accuracy.

Costs:
Rank 1: 2 Ap, 590 Cp
Rank 2: 2 AP, 740 Cp
Rank 3: 2 Ap, 880 Cp

Notes:
-This Jutsu may Automatically target two separate targets.

---

Sword Of Oblivion - Storm Jutsu<i></i>
An advanced technique of the Santaru clan, this allows them to condense the electrons around them into a sword-like shape, which upon being infused with their electrical chakra, generate into a blade of shocking electrical volts, the bolts so bright that it slightly blinds those who look at the user directly.

Rank 1: User may create a weapon out of electricity. The user gains +2 Dodge while equipoed with this weapon.
Rank 2: For every Lightning Based Jutsu the user is maintaining, they gain a -2% on the maintain cost. (IE: Maintaining 3 Lightning based jutsu while equipped with this weapon gives the maintained jutsu -6% on their maintain cost.)
Rank 3: Lightning Based jutsu may be channeled through this weapon.

Cost: 2 Ap, 1200 Cp to create, 400 Cp/Rnd.

Notes:
- Weapon specification must follow the Weapon Creation rules.
- Taijutsu Damage caused by this weapon may be buffed by Lightning based buffs as well as physical buffs.
- This weapon cannot cause bleeding or suppression by any means.
- This weapon cannot be augmented by any means.

---

Updraft - Storm Jutsu<i></i>
A storm technique performed yet again by altering the electrons in the air, this invokes a powerful gust of wind that smashes into targets with spontaneous force, and launches them into the sky with its sheer force. Perhaps this technique started rumors of the Santaru being able to fly, though one may wonder how safe using it on oneself may be.

Rank 1: Updraft sends a 20x20 area 20ft up into the air, causing them 1,440 damage at +2.5 Accuracy from the brute force of the wind and slamming the ground.
Rank 2: Updraft sends a 20x20 area 20ft up into the air, causing them 1,800 damage at +3 Accuracy from the brute force of the wind and slamming the ground.
Rank 3: Updraft sends a 20x20 area 20ft up into the air, causing them 2,160 damage at +3.5 Accuracy from the brute force of the wind and slamming the ground.

Costs:
Rank 1: 2.5AP; 650 Cp
Rank 2: 2.5AP; 820 Cp/Target.
Rank 3: 2.5AP; 980 Cp/Target

Notes:
- Can only be used once a round.
-This Jutsu may Automatically target two separate targets.

---

Dark Tempest - Storm Jutsu<i></i>
The Santaru's full potential can only be unleashed when they experience intense emotions, most commonly when fearing that they are in danger. Once they reach that limit though...their powers become so powerful, so destructive, that they can no longer maintain control of their own abilities, unleashing a storm that spreads havoc across the environment, and even threatens the very Santaru which conjured it up, becoming a threat to themselves and all around them.

Rank 1: Every round four lightning bolts attempt to strike every player, including the user, for 600 damage each. The bolts damage the user but hit at -2 Accuracy. All possible effects of Storm Control Rank 3 are in play and will start to effect the user in one round.
Rank 2: Every round five lightning bolts attempt to strike every player, including the user, for 600 damage each. The bolts damage the user but hit at -3 Accuracy. All possible effects of Storm Control Rank 3 are in play and will start to effect the user in two rounds. Large funnel clouds form thin tornadoes that have a 30% chance per person to throw people 30ft into the air, giving them -1 dodge for the round. The user has a 20% to be tossed which increases by 10% every round till it caps out at 30%.
Rank 3: Every round six lightning bolts attempt to strike every player, including the user, for 600 damage each. The bolts damage the user but hit at -3 Accuracy. All possible effects of Storm Control Rank 3 are in play and will start to effect the user in two rounds. Large funnel clouds form thin tornadoes that have a 50% chance per person to throw people 50ft into the air, giving them -2 Dodge for the round. The user has a 20% to be tossed which increases by 10% every round till it caps out at 50%.

Cost: 3 AP; 3000 Chakra

Notes:
- Storm Call and Control must be in play before this can be used.
- Santaru must be at or under 50% HP to use this.
- Lasts five rounds, cannot be canceled.[/fontsize]
<i>
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Jinchuuriki
Jinchuuriki said:
[fontsize="12"]Jinchuuriki
JN.jpg

Legends say that long ago, back in the early days of the shinobi world, their existed powerful Demons possessing the power to wreak havoc across the land. As a counter measure to fight these monsters, village's sealed these beasts into the bodies of Human Hosts. Whether these stories hold true or not, this forbidden practice, although frowned upon, is still practiced on a much lesser scale. There exist people who have had the energies of weaker demons and spirits sealed within their body, their body and mind becoming a vessel for the entity's power. The hosts have been known to take on certain characteristics of their inner demons, both mental and physical changes and traits which vary widely. Although one cannot deny the power the host gains from having a demon reside within them, able to draw upon it's power and gain unique affinity to the demon's affinity, their comes a price with all power. From the moment the demon is sealed within the Host, it becomes a battle for control, the demon seeking to grasp as much control as it can over the user...

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

Effects:
- When gaining this kinjutsu, the user may choose any base or advanced element of Ninjutsu to be the affinity of their inner demon. All Ninjutsu of this Element do not require Handseals as the demon bestows unnatural abilities to the user.
- They are treated as having a 'minor' affinity to this element in their base form, and a 'major' affinity in it when in either Demon Cloak form.
- If an Advanced Element is chosen, this element will not count towards their 'Advanced Element' slots.
- While in the Demon Cloak, the user has a chance to not be able to detect friend or foe due to the power of their inner demon. Every attack has a certain percentage chance to cause the Jinchuuriki to attack a random target on the field. This only applies to the effected action, not the rest of the fight.
- Jinchuuriki skills do not require handseals.
- All Jinchuuriki techniques receive Damage/Cp reduction buffs to the user's chosen Element.
- All melee attacks made by the Jinchuuriki use their chosen element's Ninjutsu Accuracy, receiving the chosen element's Damage and Cp buffs and replacing the Melee accuracy/damage buffs.

Note:
- Because of their Inner Demon's Chakra, when any Demon Cloak is activated, any Bloodline and CA Transformation-type technique becomes negated as the user now becomes somewhat possessed by their demon's energies. This does not apply to 'Activated' passives such as Doujutsu or other Core Ability Activated Passives. In addition, No curse seal's may be active during this time as the demon's strength is too powerful to be overridden. Accuracy/Dodge buffs from Jinchuuriki and their Bloodline/CA do not stack beyond +10.
- Unlike the series, this Kinjutsu refers to demons and spirits in general, not Bijuu. While this demon can be made freely, this demon cannot be tailed beast in any way or form. Expect an Auto-denial if you mention any form of Bijuu with this.[/fontsize]

[fontsize="12"]Demon Cloak Alpha - C-Rank Ninjutsu
JNSO.jpg

All Jinchuuriki possess great strength, though one would be mistaken if they assumed that their incredible power came without a cost. Though they may be excellent shinobi in their own right, the full potential of their skill is not their own, but a fusion of both themselves and their inner Demon. Through training, a shinobi can learn to draw power from the demon deep within, using it to fuel themselves and granting them energy. At first this can be a very risky move, for simply acknowledging the demon within grants it more power over the user. However, with concentration, the user can learn to draw forth a small amount of the demon's energy without losing themselves. Because this energy is small compared to the demon's full potential, the host retains nearly all control of themselves, and does not seem to display any physical change aside from a visible, glowing aura of chakra.

Information
Prerequisites
Jinchuuriki, C-Rank
Rank 1: While in this stage, gain +1 Acc/Dodge, +10% Chosen Element damage
Master Rank: While in this stage, gain +2 Acc/Dodge, +10% Chosen Element damage

Special Action: - For every 1 Acc/Dodge surrendered, one gains +5% Berserk Control. (Example: If one is using a rank 1 Demon Cloak Alpha and surrenders 1 Acc/Dodge, their Berserk Control is increased to a 90% chance as opposed to 85%.) This lasts until the Jinchuuriki's next action.

Note:
- Once activated, last's until the user chooses to deactivate.
- Demon Cloak Omega overwrites Demon Cloak Alpha; they do not stack.
- Once activated, the user gains +3% Max CP at the start of every round.
- Base of 85% Berserk Control. Must be rolled (out of 100 where an 86-100 roll counts as a berserked attack) before each action to determine if the Jinchuuriki has gone berserk and a random target. Each Berserk attack lasts for only that one attack.

Cost: 500 CP to initiate -2% Max HP a round to maintain.[/fontsize]
[fontsize="12"]Demonic Burst - C-Rank Ninjutsu
jnichuuriii2.jpg

Perhaps the most noticeable aspect of a host drawing forth power from their Inner Demon is that their chakra becomes a visible aura of energy around them; growing in both speed and size as the user's draws forth more and more strength from their inner Demon. However, one would be a fool to attempt to judge this as a simple aura of energy, for this chakra is so powerful and explosive, that simply coming into contact with it is enough to seriously harm opponents. As if that weren't enough, the Jinchuuriki seems to be able to manipulate this Aura at will to lash out and strike at their targets in a hemispherical explosion often compared to a bomb.

Information
Prerequisites
Jinchuuriki, C-Rank, Demon Cloak Alpha Mastered

Rank 1: 1350 damage to two targets
Master Rank: 1620 damage to three targets

Effects:
- Demonic Burst has a 30% chance to unearth people from underground, 20% chance to reveal invisible targets, and 20% chance to dissipate Clones and Mirror Clones.

Special Action: - Demonic Burst can be used reflexively against projectile attacks, giving projectile attacks -3 accuracy with a 20% chance to deflect and hit a random target. The Demonic Burst deals half damage to up to 3 targets when using this special action.

Rank 1 Cost: 560 CP
Master Rank Cost: 680 CP[/fontsize]
[fontsize="12"]Demonic Howl - C-Rank Ninjutsu
JNDAT.jpg

A powerful skill that truly shows the fearsome strength of a Jinchuuriki, this skill can only be performed after tapping into a certain depth of their demonic partner's energies. Easily performed, this technique is a simple roar infused with the Jinchuuriki's massive reserves of chakra, producing a powerful kinetic shockwave of sonic energy that can easily upturn the ground, trees, debris, and even knock victims right off their feet, all while causing significant damage from the sheer pressure and force of their roar.

Information
Prerequisites
Jinchuuriki, C-Rank, Demon Cloak Alpha Mastered

Rank 1: Lowers every secondary by 1 to all in the topic until the end of the round. Deals 1% Max HP damage for 3 rounds.
Master Rank: Lowers every secondary by 2 to all in the topic until the end of the round. Deals 3% Max HP damage for 3 rounds.


Note:
- May not be stacked.
- Also targets allies in battle as well as foes, but not the Jinchuuriki.
- Does not effect those with Fearless.
- The effected targets must make a Nin-Save at the beginning of every round to include the round effected. If successful, they are freed from the % Max HP damage.
- May not be stacked more than once per target effected. May not stack with Poisonous Chakra.

Cost: 1400 CP to initiate[/fontsize]
[fontsize="12"]Destructive Shield - B-Rank Ninjutsu
jnichuuriii2.jpg

Upon obtaining the demon cloak, a Jinchuuriki is able to manipulate their out-flowing chakra to increase not only their offensive capabilities, but their defensive capabilities. The Jinchuuriki is able to erect a shield of chakra that can absorb damage and redirect the energy back at the last person to attack the shield. Be careful, however, doing too much may result in the destruction of the shield and the chakra to backfire.

Information
Prerequisites
Jinchuuriki, B-Rank, Demon Cloak Alpha Mastered

Rank 1:The Jinchuuriki creates a shield that can absorb 2200 damage. This shield deals damage up to half it's shield strength upon destruction
Master Rank: The Jinchuuriki creates a shield that can absorb 3300 damage. This shield deals damage up to half it's shield strength upon destruction

Note:
- Must be in Demon Cloak Omega to use.
- The only way for the shield to be lowered is for the shield to be destroyed.
- The shield's HP does not regenerate, nor does recasting it refills it's HP. This jutsu cannot be stacked for multiple shields.

Rank 1 Cost: 880 CP to initiate, 420 CP per round maintain
Master Rank Cost: 1440 CP to initiate, 690 CP per round maintain[/fontsize]
[fontsize="12"]Demon Cloak Omega - B-Rank Ninjutsu
JNSF.jpg

The final form of a Jinchuuriki's power, drawing forth a dark and seemingly endless supply of chakra from their inner demon. In this stage, the user hardly resembles a human, instead appearing as their inner demon, though still human-size. The host has been lost deep within the energies of their demon, gaining almost incomparable strength, but possessing nearly no form of their own rationality. They see no difference between friend or foe, hardly remembering why they fight in the first place, and only desire the destruction of all those around them. In this phase, the host's body rapidly begins to disintegrate from the stress of the natural energy, visibly breaking apart and being replaced by a neon glow of corrosive chakra. They are an avatar of destruction, both to themselves and all others around them.

Information
Prerequisites
Jinchuuriki, B-Rank, Demon Cloak Alpha Mastered

Rank 1: While in this stage, gain +3 Acc/Dodge, +10% Chosen Elemental Damage
Master Rank: While in this stage, gain +4 Acc/Dodge, +15% Chosen Elemental Damage

Special Action: - For every 1 Acc/Dodge surrendered, one gains +5% Berserk Control. Example: If one is using a rank 1 Demon Cloak Omega and surrenders 1 Acc/Dodge, their Berserk Control raises to a 65% chance as opposed to 60%. This lasts until the Jinchuuriki's next action.

Note:
- Demon Cloak Omega overwrites Demon Cloak Alpha; they do not stack.
- If activated while the user is in Demon Cloak Alpha, this costs -1 AP and -25% normal CP cost.
- Once activated, lasts until the user chooses to deactivate with a 65% chance of failure and a 1 AP Cost. If the user fails to deactivate, they lose 5% Berserk Control which remains for the remainder of battle.
- Once activated, the user gains 5% Max CP at the start of every round.
- This jutsu has a 10% chance at auto-dodging every attack. This does not stack with other auto-dodge abilities.
- Basic melee attacks now attack up to 3 targets.
- Base of 65% Berserk Control. (Rolled out of 100 with a roll of 66-100 meaning a berserked attack) Must be rolled before each action to determine if the Jinchuuriki has gone berserk and attacked a random target. Each Berserk attack lasts for only that one attack.

Cost: 2000 CP, 3% Max HP per round.[/fontsize]
[fontsize="12"]Demon's Edict- A-Rank Ninjutsu
JNDH.jpg

A Jinchuuriki's strength isn't based off of just their offensive or defensive prowess, but being able to strike fear into their opponent's hearts, making them fearful to even attack the Jinchuuriki. The Jinchuuriki sits and waits for the right moment to lash out, extending their chakra out into a giant claw to grab the target, utilizing Menacing Blast at the bound target before the Jinchuuriki tosses the target violently towards the ground. With an attack like this, one must be wary to attack a Jinchuuriki.

Information
Prerequisites
Jinchuuriki, A-Rank, Demon Cloak Omega Mastered

Rank 1: Deals 4000 damage to a single target. The target has a 35% chance of being disarmed, and has a 15% chance of auto-failing their next two attacks (Only one may auto-fail). The user may follow up this jutsu with a Taijutsu at +1 Accuracy.
Master Rank: Deals 5000 damage to a single target. The target has a 45% chance of being disarmed, and has a 20% chance of auto-failing their next two attacks (Only one may auto-fail). The user may follow up this jutsu with a Taijutsu at +2 Accuracy.

Special Action: The Jinchuuriki may spend +.5 Ap to add one of these effects to the jutsu. Only one effect may be added.
- The user may increase the Jutsu by +20% Base damage, +1 Accuracy, and +1 Critical.
- The user may "Throw" the initial target at a secondary target, dealing damage and effects to both victims.

Rank 1 Cost: 2000 Cp to initiate
Master Rank Cost: 2500 Cp to initiate

Note:
- Must be in Demon Cloak Omega to use.
- This jutsu is modded directly after an attack made against the user by the target, starting from the time of the user's last action.
- The user may instantly follow up this jutsu with a Taijutsu; the chosen attack cannot combo any further and still must have all costs payed.
- Every time after the first that Demon's Edict has been used on the same character, there is a +5% damage increase with a -1 Accuracy penalty. This stacks up to +15% damage/-3 Accuracy, and does not apply to the damage cap.
- No other bonuses can be added on to this to break the damage limit, aside from the special action and repeated use.[/fontsize]

[fontsize="12"]Menacing Blast - A-Rank Ninjutsu
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A technique which takes on various forms and styles, this technique can only be attempted once the Host has reached a certain stage and gains access to enough of their Demon`s energy. This technique allows the Jinchuuriki to gather raw chakra either from their bodies or the air around them, and condense it into a a single compressed ball of energy. This ball of chakra can be consumed or sustained, causing a chain reaction of energy, where the explosion is fired from the mouth, or fired from the ball respectively.

Information
Prerequisites
Jinchuuriki, A-Rank, Demon Cloak Omega Mastered

Rank 1: 5000 damage to one opponent.
Master Rank: 5500 damage to one opponent

Special Action: - May 'Strafe' multiple targets. There is a -10% dmg penalty for every target after the first that the target strafes. During the strafe, the target may return to the target (if missed) for -20% damage.

Note:
- May only target up to 5 people to include 'restrafing'.
- You cannot restrafe to target an enemy that initially auto-dodged this jutsu.

Rank 1 Cost: 2800 CP to initiate
Master Rank Cost: 3300 CP to initiate[/fontsize]
[fontsize="12"]Poisonous Chakra - S-Rank Ninjutsu
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Due to the evil/malignant nature of a Jinchuuriki's chakra, contact with the aura can cause irreversible damage to a person's body. Touching the cursed chakra may feel like an intense flame is shooting through a person's body, when in reality, the curse of the demonic chakra acts like a poison.

Information
Prerequisites
Jinchuuriki, S-Rank, All Jinchuuriki abilities master rank

Master Rank: Deals 1% Max HP and 200 CP damage to the one coming in contact with the Poisonous Chakra. Once effected, for every 1 AP the target spends, they take the advertised damage. This only effects the poisoned for 1 round. This may effect multiple targets to include friendly targets.

Note:
- This jutsu effects the Jinchuuriki's: Demon Cloak, Melee, Jinchuuriki attacks, and chosen elemental attacks. While it effects the Demon Cloak, any unarmed attacks made towards the Jinchuuriki poisons the attacker.
- May not stack per round. May not "re-infect" the same target to reset timer. Once the poison has run it's course, may 're-infect' giving the target a +1 to their poison check for every time 're-infected'.
- Once attacked, must make a poison check. This is treated as a Heavy Poison with an additional +3 Difficulty.
- This jutsu is considered a hidden action. (In other words, not mentioned in the mod that one has applied poison to their chakra)
- Must be in Demon Cloak Omega to use.
- Considered Akuton/Evil.
- Takes effect at the beginning of the next round.
- This jutsu remains active on the Jinchuuriki until de-activated
- May not be stacked with other percentage HP/CP damaging techniques or effects.

Cost: 1000 CP/500 HP to initiate, 500 CP/1% Max HP to maintain[/fontsize]
 
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Abilities

0)Shadow Tactics.
1)Hyperactive.
2)Jutsu Mastery.
3)Jutsu Creator.
4)Quick Reaction.
5)Initiative.
6)Concentration.
7)Lightning - Chakra Style.

Lightning Ninjutsu
Storm Bolt.
Thunderfist.
Thunderclap.
Electroshock.
Electrocution.
Zeus Flash.
Lightning Torrent.
Thunderstruck.
Volt Charge.
Gigavolt Cannon.
Chidori.
Lightning Beast.
Amp Field.
Raijins Revenge.
Chidori Control.
Kirin.
Thunderdome.


Water Jutsu
Presurized Mist
Water Gun
Water Whip
Aqua Fang
Rinse Off
Grand Waterfall
Impaling Hydro Jet
Water Prison
Rain Dance
Torrential Vortex
Hydro Tidal Shockwave
Water Shark Bomb
Mystical Pond
Grand Hydra Excavation
Water Dragon Bullet
Scorn of Aquarius
Supreme Aqua Realm


Storm Jutsu
Squall
Shielding Tempest
Laser Prison
Fissure Slash
Barrage of Storms
Voltaic Flash
Storm Release: Black Panther
Storm Mail
Laser Chaos
Infinity Rain
Storm Guider
Gates of Babylon


Non - Elemental Jutsu
Transformation.
Body Switch.
Basic Summoning.
Combination Transformation.
Cancel.
Contract Summoning.
Jutsu Sealing.
Stunt Double.
One Element Sealing.
Elemental Negation.
Elemental Clone.
Shadow Shuriken Replication.
Energy Transfer.
Morality Seal.
Stardust Nova.</URL>
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Career Jutsu[ANBU]
Mask Summon.
Critical Exposure.
Snapshot.
Chakra-Sense.
Active-Camo.
Mental Infiltration.
Destroy Presence.
Intangible Passage.
Shadow Servant.
Searchlight.
Physical Imprisonment Seal.
Body Bind.
Flock of Shadows.
Black Blockage.
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Biological Jutsu[Kinjutsu]
<URL url="http://www.ninpocho.com/viewtopic.php?f=108&t=98">Demon Cloak - Alpha.
Demonic Burst.
Demonic Howl.
Destructive Shield.
Demon Cloak - Omega.
Demon's Edict.
Menacing Blast.
Poisonous Chakra.
 

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