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 Turrible' Trainin' [Dojo]

Updating to my list the fact that I have a major in Medical jutsu. @_@ Had to have it clarified that about how such Medic and ANBU jutsu count. Please and thanks.

Free Major = NE
Free Minor = Earth
Major Element(s) = Water / NE / Earth / Wind / Medical
Minor Element(s) = Fire / Lightning
Advanced Element(s) = Metal / Scorch / Blood
 
Didn't know that. Approved.

Next time please list the jutsu you have the master/minor, it saves the person doing major leg work.
 
The Red King said:
HP: (50+5+5+lvl) x stamina
CP: (40+5+lvl) x chakra control
Class Bonus: Kinjutsu , +10% Non-Elemental Damage
High: Ninjutsu Acc
Average: Ranged Accuracy, Melee Accuracy, Evasion, Genjutsu Save
Low: Genjutsu DC, Puppet Accuracy

0=Combat Medic
00=Shinobi 101: Taijutsu (Ranged via Projectile)
1=Initiative
2=Hyperactive
3=Concentrated Focus
4=Healing Factor
5=Transmit Life
6=Elementalist
7=Called Shot
8= Human Anatomy
9=Contract Master
10-12=Kinjutsu

Free Major = NE
Free Minor = Earth
Major Element(s) = Water / NE / Earth / Wind
Minor Element(s) = Fire / Lightning
Advanced Element(s) = Metal / Scorch / Blood / Mirror

Augment(s):
Chakra Drain

Slot #1+2 (Oil Flask x2)

Slot #3 (Headset)

Slot #4 (Ninja Wire x8)

Slot #5 (Stun Grenade x2)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kinjutsu Removal - 300 points
Allows the removal of a kinjutsu with a minimum 1500-word application to be approved by council. The user of this card may not apply for another kinjutsu for one month from the date of use. Their new application must meet all requirements, including word count, of the new kinjutsu.
Would like to remove Jinchuriki based on the following RPs
- http://www.ninpocho.com/viewtopic.php?f=228&t=46811&start=0
- http://www.ninpocho.com/viewtopic.php?f=573&t=47313&p=221967#p221967
WC = 3k+

Would like to learn (using mostly second portion of apps above)
- Bloody Mess
- Jutsu Expansion
- Sorcerer Style

Also using the 300+ wc post (from the end of the first portion of the app above) below to learn the Mirror element.

https://www.uas2.com/index.php?z=aHR0cDovL3d3dy5uaW5wb2Noby5jb20vLi92aWV3dG9waWMucGhwP3A9MjIxNzg5I3AyMjE3ODk%3D##p221789

Changing Class below to reflect Kinjutsu drop (I have 6 points and I purchased an extra 2 points from the shop)
The Red King said:
HP: (50+5+5+lvl) x stamina
CP: (40+5+lvl) x chakra control
Class Bonus: +20% Ninjutsu Damage
High: Ninjutsu Acc
Average: Ranged Accuracy, Melee Accuracy, Evasion, Genjutsu Save
Low: Genjutsu DC, Puppet Accuracy

http://www.ninpocho.com/viewtopic.php?p=221796#p221796 = link to training page since both my training and my dojo are so intertwined this week
 
Umashiashikabihikoji said:
The Red King said:
HP: (50+5+5+lvl) x stamina
CP: (40+5+lvl) x chakra control
Class Bonus: Kinjutsu , +10% Non-Elemental Damage
High: Ninjutsu Acc
Average: Ranged Accuracy, Melee Accuracy, Evasion, Genjutsu Save
Low: Genjutsu DC, Puppet Accuracy

0=Combat Medic
00=Shinobi 101: Taijutsu (Ranged via Projectile)
1=Initiative
2=Hyperactive
3=Concentrated Focus
4=Healing Factor
5=Transmit Life
6=Elementalist
7=Called Shot
8= Human Anatomy
9=Contract Master
10-12=Kinjutsu

Free Major = NE
Free Minor = Earth
Major Element(s) = Water / NE / Earth / Wind
Minor Element(s) = Fire / Lightning
Advanced Element(s) = Metal / Scorch / Blood / Mirror

Augment(s):
Chakra Drain

Slot #1+2 (Oil Flask x2)

Slot #3 (Headset)

Slot #4 (Ninja Wire x8)

Slot #5 (Stun Grenade x2)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kinjutsu Removal - 300 points
Allows the removal of a kinjutsu with a minimum 1500-word application to be approved by council. The user of this card may not apply for another kinjutsu for one month from the date of use. Their new application must meet all requirements, including word count, of the new kinjutsu.
Would like to remove Jinchuriki based on the following RPs
- http://www.ninpocho.com/viewtopic.php?f=228&t=46811&start=0
- http://www.ninpocho.com/viewtopic.php?f=573&t=47313&p=221967#p221967
WC = 3k+

Would like to learn (using mostly second portion of apps above)
- Bloody Mess
- Jutsu Expansion
- Sorcerer Style

Also using the 300+ wc post (from the end of the first portion of the app above) below to learn the Mirror element.

https://www.uas2.com/index.php?z=aHR0cDovL3d3dy5uaW5wb2Noby5jb20vLi92aWV3dG9waWMucGhwP3A9MjIxNzg5I3AyMjE3ODk%3D##p221789

Changing Class below to reflect Kinjutsu drop (I have 6 points and I purchased an extra 2 points from the shop)
The Red King said:
HP: (50+5+5+lvl) x stamina
CP: (40+5+lvl) x chakra control
Class Bonus: +20% Ninjutsu Damage
High: Ninjutsu Acc
Average: Ranged Accuracy, Melee Accuracy, Evasion, Genjutsu Save
Low: Genjutsu DC, Puppet Accuracy

http://www.ninpocho.com/viewtopic.php?p=221796#p221796 = link to training page since both my training and my dojo are so intertwined this week

You can change shinobi 101 every 90 days. You are well over that so you can change it now if you wish.

Kinjutsu removal under evaluation.

You must sacrifice the 35 points from the weeks training to get a new Class Specing. Though should wait for evaluation, so?
 
So your first removal failed.


Your second removal was a success. As soon as you sell your jutsu, I will refund the remainder.

You can also change your stats when ready, of course at that cost of the 35 training points.
 
So, it was passed down that you would get your stats back for any jutsu you mastered from the kin, upon selling those jutsu.
 
I PM'd Sara concerning my training and using the training from the week of my kin removal app to change my class. I'm at work so linking or posting pics is currently unable to be done but if Sara no longer has the proof then I'll grab it when I'm at home.

Also, my Jinchuriki jutsu are sold now. Refund please and thanks!

New: Shinobi 101 (Non Elemental Jutsu via Ninjutsu acc) ***I hope this is acceptable***

Stand and focusing on the glass blade before him, Umashi barely moved from his seated position but his level of concentration could not have been mistaken. A grimace barely crossing his face he intended to make the blade float and wield it like any other without actually having to touch it. There was a time in his life that he could have done so quite easily but like any muscle that went unused, his skill at handling a blade via chakra had waned. Seeing that the tactic wasn’t going to work with his arms crossed, he applied chakra into main hand and aimed at the blade as he attempted to take hold of it. Using glass meant that he’d have to be careful and it was an early technique of finesse that he’d learned from long ago. Imagining his hand grasping the blade he felt the coolness of the pristine blade . . . right before he crushed it into oblivion. Ugh, he was off to more practice but at least it was a start.
 
The Red King said:
HP: (50+5+5+lvl) x stamina
CP: (40+5+lvl) x chakra control
Class Bonus: +20% Ninjutsu Damage
High: Ninjutsu Acc
Average: Ranged Accuracy, Melee Accuracy, Evasion, Genjutsu Save
Low: Genjutsu DC, Puppet Accuracy

0=Combat Medic
00=Shinobi 101: Taijutsu (Ranged via Projectile)
1=Initiative
2=Hyperactive
3=Concentrated Focus
4=Healing Factor
5=Transmit Life
6=Elementalist
7=Called Shot
8= Human Anatomy
9=Contract Master
10=Bloody Mess
11=Jutsu Expansion
12=Sorcerer Style

Free Major = NE
Free Minor = Earth
Major Element(s) = Water / NE / Earth / Wind
Minor Element(s) = Fire / Lightning
Advanced Element(s) = Metal / Scorch / Blood / Mirror

Augment(s):
Chakra Drain

Slot #1+2 (Oil Flask x2)

Slot #3 (Headset)

Slot #4 (Ninja Wire x8)

Slot #5 (Stun Grenade x2)

***Posting for clarity purposes***
 
Umashiashikabihikoji said:
The Red King said:
HP: (50+5+5+lvl) x stamina
CP: (40+5+lvl) x chakra control
Class Bonus: +20% Ninjutsu Damage
High: Ninjutsu Acc
Average: Ranged Accuracy, Melee Accuracy, Evasion, Genjutsu Save
Low: Genjutsu DC, Puppet Accuracy

0=Combat Medic
00=Shinobi 101: Taijutsu (Ranged via Projectile)
1=Initiative
2=Hyperactive
3=Concentrated Focus
4=Healing Factor
5=Transmit Life
6=Elementalist
7=Called Shot
8= Human Anatomy
9=Contract Master
10=Bloody Mess
11=Jutsu Expansion
12=Sorcerer Style

Free Major = NE
Free Minor = Earth
Major Element(s) = Water / NE / Earth / Wind
Minor Element(s) = Fire / Lightning
Advanced Element(s) = Metal / Scorch / Blood / Mirror

Augment(s):
Chakra Drain

Slot #1+2 (Oil Flask x2)

Slot #3 (Headset)

Slot #4 (Ninja Wire x8)

Slot #5 (Stun Grenade x2)

***Posting for clarity purposes***

Purpose Clarified!
 
The Kwisatz Haderach said:
HP: (50+5+lvl) x stamina
CP: (40+5+lvl) x chakra control
Class Bonus: +5% Ninjutsu Damage
High: Ninjutsu Acc
Average: Genjutsu DC, Melee Accuracy, Evasion, Genjutsu Save
Low: Ranged Accuracy, Puppet Accuracy

0=Combat Medic
00=Shinobi 101: Taijutsu (Ranged via Projectile)
1=Initiative
2=Hyperactive
3=Bloody Mess
4=Healing Factor
5=Transmit Life
6=Elementalist
7=Called Shot
8= Human Anatomy
9=Contract Master
10=Kinjutsu
11=Kinjutsu
12=Kinjutsu

Free Major = NE
Free Minor = Earth
Major Element(s) = Water / NE / Earth / Wind
Minor Element(s) = Fire / Lightning
Advanced Element(s) = Metal / Sand / Mirror

Augment(s):
Chakra Drain

Slot #1+2 (Oil Flask x2)

Slot #3 (Headset)

Slot #4 (Ninja Wire x8)

Slot #5 (Stun Grenade x2)

***Posting for due to updates***

Dropping: Hyperactive, Sorcerer Style and Jutsu Expansion
Changing: Class to Kinjutsu form

***Please see training https://www.ninpocho.com/viewtopic.php?p=234354#p234354 ***
 
Umashiashikabihikoji said:
The Kwisatz Haderach said:
HP: (50+5+lvl) x stamina
CP: (40+5+lvl) x chakra control
Class Bonus: +5% Ninjutsu Damage
High: Ninjutsu Acc
Average: Genjutsu DC, Melee Accuracy, Evasion, Genjutsu Save
Low: Ranged Accuracy, Puppet Accuracy

0=Combat Medic
00=Shinobi 101: Taijutsu (Ranged via Projectile)
1=Initiative
2=Hyperactive
3=Bloody Mess
4=Healing Factor
5=Transmit Life
6=Elementalist
7=Called Shot
8= Human Anatomy
9=Contract Master
10=Kinjutsu
11=Kinjutsu
12=Kinjutsu

Free Major = NE
Free Minor = Earth
Major Element(s) = Water / NE / Earth / Wind
Minor Element(s) = Fire / Lightning
Advanced Element(s) = Metal / Sand / Mirror

Augment(s):
Chakra Drain

Slot #1+2 (Oil Flask x2)

Slot #3 (Headset)

Slot #4 (Ninja Wire x8)

Slot #5 (Stun Grenade x2)

***Posting for due to updates***

Dropping: Hyperactive, Sorcerer Style and Jutsu Expansion
Changing: Class to Kinjutsu form

***Please see training https://www.ninpocho.com/viewtopic.php?p=234354#p234354 ***

All Dojo Change-Ups Approved.

Jutsu expansion is so fire, I would never let it go.
 
The Kwisatz Haderach said:
HP: (50+5+lvl) x stamina
CP: (40+5+lvl) x chakra control
Class Bonus: +5% Ninjutsu Damage
High: Ninjutsu Acc
Average: Genjutsu DC, Melee Accuracy, Evasion, Genjutsu Save
Low: Ranged Accuracy, Puppet Accuracy

0=Combat Medic
00=Shinobi 101: Taijutsu (Ranged via Projectile)
1=Initiative
2=Hyperactive
3=Bloody Mess
4=Healing Factor
5=Transmit Life
6=Elementalist
7=Called Shot
8= Human Anatomy
9=Contract Master
10=Kinjutsu
11=Kinjutsu
12=Kinjutsu

Free Major = NE
Free Minor = Earth
Major Element(s) = Water / NE / Earth / Wind
Minor Element(s) = Fire / Lightning
Advanced Element(s) = Metal / Sand / Mirror

Augment(s):
Chakra Drain

Slot #1+2 (Oil Flask x2)

Slot #3 (Headset)

Slot #4 (Ninja Wire x8)

Slot #5 (Stun Grenade x2)

***Posting for due to updates***

Temporal Strider
[fontsize="12"]Temporal Striders are born seemingly apart from the world at large, unaffected by the force of time itself and thus able to manipulate it. They are ancient and burning, walk in forever, and see the turn of the universe...so the legends say. While even they cannot affect the strict past or the fluid future, they can work the lower levels of time directly around them, and move in it as though it were space due to their greater understanding of it than most possess.

Important: There is no actual time travel involved in this CA. All effects of it are simply perceptual, and the users of it call it time warping to retain the mystique. Genuine time travel or distortion by people who have this CA will not be tolerated.

Ripple Effect<i></i> - Dependent Special Move (2 points)
The rate at which a jutsu is cast and dispelled is variable to a Strider, allowing them to have it break up and attack multiple targets over several rounds, or even the same target over time.
Effect: Any Ninjutsu can be split in damage in up to four pieces (multiple hit Ninjutsu can instead be split into however many hits there are.) Each piece can be set to strike a target up to three rounds in the future. Pieces set to strike during the next round or afterwards receive a +2 accuracy bonus. This cannot be done more than once per round, and no more than two jutsu can be aimed at a single target this way at a time. (Added jutsu can be cast at the same target once previously cast jutsu have reappeared.)

Wait Reaction<i></i> - Modification (2 points)
Restriction- Requires Body Switch
Every so often, a Strider's knowledge gives them the ability to predict their opponent's next action and formulate an effective counter to it. If they are successful, they could gain a significant advantage.
Effect: When Body Switch is used to successfully dodge an incoming attack the user may follow up with a Ninjutsu or Taijutsu at +3 Accuracy as an immediate action. Wait Reaction may only be triggered three times per battle.
Note:</I> An attack being made with Wait Reaction is considered independent of attacks which are being combo'd together and has priority over them to occur immediately following the attack which was dodged.

Temporal Step<i></i> - Independent Special Move (3 points)
Restriction- C Rank and up
The Strider possesses the skills to not only look through time, but to temporarily step out of it as well, rendering them resistant to most normal forms of harm aimed at them and allowing them an unclouded perception on the battle they are in.
Effect: The user makes a step out of time for the duration of one round. During this round, the user cannot be affected by Genjutsu, and any Genjutsu which they are under are temporarily ignored for the duration, though are still active. They also gain 10% damage reduction against all Ninjutsu and Taijutsu, and cannot be KOed while out of time, though if they take sufficient damage they will be knocked out when they phase back into normal space-time. Genjutsu cannot be cast in this state, however, and any Ninjutsu and Taijutsu cast require an additional 10% CP cost. This is treated as a free action and may be done every other round.

Danger Sense<i></i> - Passive (2 points)
A Temporal Strider occasionally experiences flashes of what is to come during battle. These precognitive flashes of insight allow them to more effectively predict and evade an opponent's attack before the attack is even performed.
Effect: +10% Auto-Dodge

Secondary Echo<i></i> - Independent Special Move (2 points)
Restriction- C Rank and up.
A Strider dislikes wasted time more than perhaps anyone else. So when their own time is wasted by a jutsu missing when cast, they simply pull it out of the past rather than waste time casting it again.
Effect: User may pull any Ninjutsu they cast the previous round that missed entirely to be redirected at the same target again or a new target. Costs 15% of the CP the jutsu originally took to cast and the same AP initially used, but only does 80% the original damage it would have. May only be used once per round.

Hasted Steps<i></i> - Chakra Style (2 Points)
The term "speed kills" is the mission statement of the Temporal Strider. By increasing their chakra output, they can cause all of their actions to quicken.
Effect: While in this style up to two actions per round may be "accelerated" for no additional cost. An "accelerated" attack is modded as being 1 AP faster than it's base AP cost. All jutsu cast by the user cost 5% additional CP.
Note: "Acceleration" may be applied twice to a single attack to cause it to be modded as being 2 AP faster but this spends both of the user's "accelerated" actions for the round.

Walk the Aeons<i></i> - Boost (1 Point Used)
Restriction- Can be purchased up to three times
A Strider has it within their power to comprehend time on many different levels, allowing them to move with precision that few can comprehend. Their movements through time can often be tricky for others to follow.
Effect: +1 dodge.

Renewal<i></i> - Independent Special Move (3 Points)
Restriction- C Rank and up.
Sometimes, the Strider does not like what the last few seconds did to them. So they undo it, at least for themselves and whatever hit them. It can be quite the baffling sight to those unsure what just happened.
Effect: Negates the effects of the last jutsu to hit the user. This includes all damage, debuffs, bleed increase, chakra loss, bindings, poisoning, and sealing. Can only be used three times per battle.

Temporal Strike<i></i> - Passive (1 point)
A well-aimed hit from a Strider has the capacity to knock their opponent just slightly out of time. Not accustomed to this shift in perception, the target tends to suffer from it.
Effect: All the user's Ninjutsu have a 20% chance to inflict a -.5 accuracy/dodge penalty on those they hit, stacking up to four times on the same target. The effect lasts for two rounds. Does not effect other Temporal Striders.

Reversion<i></i> - Jutsu (2 Points Used)
Restriction- A-Rank and Up
The ultimate in control of time--the ability to turn back time, to make it so that the last few seconds never happened. Unfortunately, or perhaps fortunately, the Strider does not possess the capability to cleanse the memory of the time from anyone's minds, making this perhaps a bit of a risky tactic, as their opponents will have themselves replenished as well.
Rank 1: The effects of the last round are negated for all present within the battle. 70% of all damage inflicted by and to all in the battle is also negated, as well as 70% expended chakra. All other effects are reset to as they were at the beginning of the round. This only applies to effects within the battle, those entering are not affected.
Rank 2: The effects of the last round are negated for all present within the battle. 90% of all damage inflicted by and to all in the battle is also negated, as well as 90% expended chakra. All other effects are reset to as they were at the beginning of the round. This only applies to effects within the battle, those entering are not affected.
Cost: 3.5 AP, 4500 CP
Note:<I> May only be used once per battle. Cannot be used in the same round as Haste, Renewal, or Temporal Step. Does not change the reappearance of jutsu cast with Ripple Effect or Delayed Reaction, nor Delayed Shot if that jutsu has been used, unless they appeared within the negated round.[/fontsize]

Updating what CA skills I took from Temporal Strider.
 
***Posting for due to updates***

Temporal Strider
[fontsize="12"]Temporal Striders are born seemingly apart from the world at large, unaffected by the force of time itself and thus able to manipulate it. They are ancient and burning, walk in forever, and see the turn of the universe...so the legends say. While even they cannot affect the strict past or the fluid future, they can work the lower levels of time directly around them, and move in it as though it were space due to their greater understanding of it than most possess.

Important: There is no actual time travel involved in this CA. All effects of it are simply perceptual, and the users of it call it time warping to retain the mystique. Genuine time travel or distortion by people who have this CA will not be tolerated.

Ripple Effect<i></i> - Dependent Special Move (2 points)
The rate at which a jutsu is cast and dispelled is variable to a Strider, allowing them to have it break up and attack multiple targets over several rounds, or even the same target over time.
Effect: Any Ninjutsu can be split in damage in up to four pieces (multiple hit Ninjutsu can instead be split into however many hits there are.) Each piece can be set to strike a target up to three rounds in the future. Pieces set to strike during the next round or afterwards receive a +2 accuracy bonus. This cannot be done more than once per round, and no more than two jutsu can be aimed at a single target this way at a time. (Added jutsu can be cast at the same target once previously cast jutsu have reappeared.)

Wait Reaction<i></i> - Modification (2 points)
Restriction- Requires Body Switch
Every so often, a Strider's knowledge gives them the ability to predict their opponent's next action and formulate an effective counter to it. If they are successful, they could gain a significant advantage.
Effect: When Body Switch is used to successfully dodge an incoming attack the user may follow up with a Ninjutsu or Taijutsu at +3 Accuracy as an immediate action. Wait Reaction may only be triggered three times per battle.
Note:</I> An attack being made with Wait Reaction is considered independent of attacks which are being combo'd together and has priority over them to occur immediately following the attack which was dodged.

Temporal Step<i></i> - Independent Special Move (3 points)
Restriction- C Rank and up
The Strider possesses the skills to not only look through time, but to temporarily step out of it as well, rendering them resistant to most normal forms of harm aimed at them and allowing them an unclouded perception on the battle they are in.
Effect: The user makes a step out of time for the duration of one round. During this round, the user cannot be affected by Genjutsu, and any Genjutsu which they are under are temporarily ignored for the duration, though are still active. They also gain 10% damage reduction against all Ninjutsu and Taijutsu, and cannot be KOed while out of time, though if they take sufficient damage they will be knocked out when they phase back into normal space-time. Genjutsu cannot be cast in this state, however, and any Ninjutsu and Taijutsu cast require an additional 10% CP cost. This is treated as a free action and may be done every other round.

Danger Sense<i></i> - Passive (2 points)
A Temporal Strider occasionally experiences flashes of what is to come during battle. These precognitive flashes of insight allow them to more effectively predict and evade an opponent's attack before the attack is even performed.
Effect: +10% Auto-Dodge

Secondary Echo<i></i> - Independent Special Move (2 points)
Restriction- C Rank and up.
A Strider dislikes wasted time more than perhaps anyone else. So when their own time is wasted by a jutsu missing when cast, they simply pull it out of the past rather than waste time casting it again.
Effect: User may pull any Ninjutsu they cast the previous round that missed entirely to be redirected at the same target again or a new target. Costs 15% of the CP the jutsu originally took to cast and the same AP initially used, but only does 80% the original damage it would have. May only be used once per round.

Hasted Steps<i></i> - Chakra Style (2 Points)
The term "speed kills" is the mission statement of the Temporal Strider. By increasing their chakra output, they can cause all of their actions to quicken.
Effect: While in this style up to two actions per round may be "accelerated" for no additional cost. An "accelerated" attack is modded as being 1 AP faster than it's base AP cost. All jutsu cast by the user cost 5% additional CP.
Note: "Acceleration" may be applied twice to a single attack to cause it to be modded as being 2 AP faster but this spends both of the user's "accelerated" actions for the round.

Walk the Aeons<i></i> - Boost (1 Point Used)
Restriction- Can be purchased up to three times
A Strider has it within their power to comprehend time on many different levels, allowing them to move with precision that few can comprehend. Their movements through time can often be tricky for others to follow.
Effect: +1 dodge.

Renewal<i></i> - Independent Special Move (3 Points)
Restriction- C Rank and up.
Sometimes, the Strider does not like what the last few seconds did to them. So they undo it, at least for themselves and whatever hit them. It can be quite the baffling sight to those unsure what just happened.
Effect: Negates the effects of the last jutsu to hit the user. This includes all damage, debuffs, bleed increase, chakra loss, bindings, poisoning, and sealing. Can only be used three times per battle.

Temporal Strike<i></i> - Passive (1 point)
A well-aimed hit from a Strider has the capacity to knock their opponent just slightly out of time. Not accustomed to this shift in perception, the target tends to suffer from it.
Effect: All the user's Ninjutsu have a 20% chance to inflict a -.5 accuracy/dodge penalty on those they hit, stacking up to four times on the same target. The effect lasts for two rounds. Does not effect other Temporal Striders.

Reversion<i></i> - Jutsu (2 Points Used)
Restriction- A-Rank and Up
The ultimate in control of time--the ability to turn back time, to make it so that the last few seconds never happened. Unfortunately, or perhaps fortunately, the Strider does not possess the capability to cleanse the memory of the time from anyone's minds, making this perhaps a bit of a risky tactic, as their opponents will have themselves replenished as well.
Rank 1: The effects of the last round are negated for all present within the battle. 70% of all damage inflicted by and to all in the battle is also negated, as well as 70% expended chakra. All other effects are reset to as they were at the beginning of the round. This only applies to effects within the battle, those entering are not affected.
Rank 2: The effects of the last round are negated for all present within the battle. 90% of all damage inflicted by and to all in the battle is also negated, as well as 90% expended chakra. All other effects are reset to as they were at the beginning of the round. This only applies to effects within the battle, those entering are not affected.
Cost: 3.5 AP, 4500 CP
Note:<I> May only be used once per battle. Cannot be used in the same round as Haste, Renewal, or Temporal Step. Does not change the reappearance of jutsu cast with Ripple Effect or Delayed Reaction, nor Delayed Shot if that jutsu has been used, unless they appeared within the negated round.[/fontsize]

Updating what CA skills I took from Temporal Strider.

20 points used. Approved
 
Apparently my Shinobi 101 is terribly wrong to the point where it simply would not work. I would like to change it to

Shinobi 101: Unarmed Accuracy via Ninjutsu Accuracy

Also making a weapon . . .

Name: Wind Shot
Description: One of a series of vials kept on Umashi’s person that when broken release chakra infused contents.
Weapon Type: Unarmed
Accuracy: +2
Damage: -10%
Effect: May use Handseals with this weapon.
Augment Slot 1: Special Composition-Ninjutsu: Wind
Augment Slot 2: Trick Weapon-Slashing
Augment Slot 3: Razor Strike

RP: Like any true alchemist, kept plenty of elemental things on his person at all times. In one particular case he was still practicing infusing his chakra into the small pockets of wind to make it more malleable. Of course this was quite dangerous as the minor glass shards around his shop could attest to. If he could perfect these though, he’d be a force to be reckoned with. As it stood though, it was highly unstable and in need of a certain finesse that he was lacking. After packing one small beaker tight with the captured wind, Umashi lined up his shot and then threw the vial at his feet as the chakra released and he hurried to mold it further. Making intricate hand seals and aiming an outstretched finger as a guide, he hit the target a just off center to the bullseye. It seemed that all of his work was paying off. In any regard though, he’d have to make sure to perfect the technique before it meant his very life.
 
Hey we all missed it, but get to put the blame on Senju Kazuki :D
101 approved


Can you pm when you bought those items augments please?

Edit: Above wep approved
 
The Kwisatz Haderach said:
HP: (50+5+lvl) x stamina
CP: (40+5+lvl) x chakra control
Class Bonus: +5% Ninjutsu Damage
High: Ninjutsu Acc
Average: Genjutsu DC, Melee Accuracy, Evasion, Genjutsu Save
Low: Ranged Accuracy, Puppet Accuracy

0=Combat Medic
00=Shinobi 101: Unarmed Accuracy via Ninjutsu Accuracy
1=Initiative
2=Hyperactive
3=Bloody Mess
4=Healing Factor
5=Transmit Life
6=Elementalist
7=Called Shot
8=Human Anatomy
9=Contract Master
10=Kinjutsu
11=Kinjutsu
12=Kinjutsu
13*=Concentration

Free Major = NE
Free Minor = Earth
Major Element(s) = Water / NE / Earth / Wind
Minor Element(s) = Fire / Lightning
Advanced Element(s) = Metal / Sand / Mirror /Gravity / Dust
Shinobi 101: Unarmed Accuracy via Ninjutsu Accuracy

Also making a weapon . . .

Name: Wind Shot
Description: One of a series of vials kept on Umashi’s person that when broken release chakra infused contents.
Weapon Type: Unarmed
Accuracy: +2
Damage: -10%
Effect: May use Handseals with this weapon.
Augment Slot 1: Special Composition-Ninjutsu: Wind
Augment Slot 2: Trick Weapon-Slashing
Augment Slot 3: Razor Strike

RP: Like any true alchemist, kept plenty of elemental things on his person at all times. In one particular case he was still practicing infusing his chakra into the small pockets of wind to make it more malleable. Of course this was quite dangerous as the minor glass shards around his shop could attest to. If he could perfect these though, he’d be a force to be reckoned with. As it stood though, it was highly unstable and in need of a certain finesse that he was lacking. After packing one small beaker tight with the captured wind, Umashi lined up his shot and then threw the vial at his feet as the chakra released and he hurried to mold it further. Making intricate hand seals and aiming an outstretched finger as a guide, he hit the target a just off center to the bullseye. It seemed that all of his work was paying off. In any regard though, he’d have to make sure to perfect the technique before it meant his very life.

Augment(s):
Chakra Drain

Slot #1+2 (Oil Flask x2)

Slot #3 (Headset)

Slot #4 (Ninja Wire x8)

Slot #5 (Stun Grenade x2)

***Posting for due to updates***

Temporal Strider
[fontsize="12"]Temporal Striders are born seemingly apart from the world at large, unaffected by the force of time itself and thus able to manipulate it. They are ancient and burning, walk in forever, and see the turn of the universe...so the legends say. While even they cannot affect the strict past or the fluid future, they can work the lower levels of time directly around them, and move in it as though it were space due to their greater understanding of it than most possess.

Important: There is no actual time travel involved in this CA. All effects of it are simply perceptual, and the users of it call it time warping to retain the mystique. Genuine time travel or distortion by people who have this CA will not be tolerated.

Ripple Effect<i></i> - Dependent Special Move (2 points)
The rate at which a jutsu is cast and dispelled is variable to a Strider, allowing them to have it break up and attack multiple targets over several rounds, or even the same target over time.
Effect: Any Ninjutsu can be split in damage in up to four pieces (multiple hit Ninjutsu can instead be split into however many hits there are.) Each piece can be set to strike a target up to three rounds in the future. Pieces set to strike during the next round or afterwards receive a +2 accuracy bonus. This cannot be done more than once per round, and no more than two jutsu can be aimed at a single target this way at a time. (Added jutsu can be cast at the same target once previously cast jutsu have reappeared.)

Wait Reaction<i></i> - Modification (2 points)
Restriction- Requires Body Switch
Every so often, a Strider's knowledge gives them the ability to predict their opponent's next action and formulate an effective counter to it. If they are successful, they could gain a significant advantage.
Effect: When Body Switch is used to successfully dodge an incoming attack the user may follow up with a Ninjutsu or Taijutsu at +3 Accuracy as an immediate action. Wait Reaction may only be triggered three times per battle.
Note:</I> An attack being made with Wait Reaction is considered independent of attacks which are being combo'd together and has priority over them to occur immediately following the attack which was dodged.

Temporal Step<i></i> - Independent Special Move (3 points)
Restriction- C Rank and up
The Strider possesses the skills to not only look through time, but to temporarily step out of it as well, rendering them resistant to most normal forms of harm aimed at them and allowing them an unclouded perception on the battle they are in.
Effect: The user makes a step out of time for the duration of one round. During this round, the user cannot be affected by Genjutsu, and any Genjutsu which they are under are temporarily ignored for the duration, though are still active. They also gain 10% damage reduction against all Ninjutsu and Taijutsu, and cannot be KOed while out of time, though if they take sufficient damage they will be knocked out when they phase back into normal space-time. Genjutsu cannot be cast in this state, however, and any Ninjutsu and Taijutsu cast require an additional 10% CP cost. This is treated as a free action and may be done every other round.

Danger Sense<i></i> - Passive (2 points)
A Temporal Strider occasionally experiences flashes of what is to come during battle. These precognitive flashes of insight allow them to more effectively predict and evade an opponent's attack before the attack is even performed.
Effect: +10% Auto-Dodge

Secondary Echo<i></i> - Independent Special Move (2 points)
Restriction- C Rank and up.
A Strider dislikes wasted time more than perhaps anyone else. So when their own time is wasted by a jutsu missing when cast, they simply pull it out of the past rather than waste time casting it again.
Effect: User may pull any Ninjutsu they cast the previous round that missed entirely to be redirected at the same target again or a new target. Costs 15% of the CP the jutsu originally took to cast and the same AP initially used, but only does 80% the original damage it would have. May only be used once per round.

Hasted Steps<i></i> - Chakra Style (2 Points)
The term "speed kills" is the mission statement of the Temporal Strider. By increasing their chakra output, they can cause all of their actions to quicken.
Effect: While in this style up to two actions per round may be "accelerated" for no additional cost. An "accelerated" attack is modded as being 1 AP faster than it's base AP cost. All jutsu cast by the user cost 5% additional CP.
Note:<I> "Acceleration" may be applied twice to a single attack to cause it to be modded as being 2 AP faster but this spends both of the user's "accelerated" actions for the round.

Walk the Aeons<i></i> - Boost (1 Point Used)
Restriction- Can be purchased up to three times
A Strider has it within their power to comprehend time on many different levels, allowing them to move with precision that few can comprehend. Their movements through time can often be tricky for others to follow.
Effect: +1 dodge.

Renewal<i></i> - Independent Special Move (3 Points)
Restriction- C Rank and up.
Sometimes, the Strider does not like what the last few seconds did to them. So they undo it, at least for themselves and whatever hit them. It can be quite the baffling sight to those unsure what just happened.
Effect: Negates the effects of the last jutsu to hit the user. This includes all damage, debuffs, bleed increase, chakra loss, bindings, poisoning, and sealing. Can only be used three times per battle.

Temporal Strike<i></i> - Passive (1 point)
A well-aimed hit from a Strider has the capacity to knock their opponent just slightly out of time. Not accustomed to this shift in perception, the target tends to suffer from it.
Effect: All the user's Ninjutsu have a 20% chance to inflict a -.5 accuracy/dodge penalty on those they hit, stacking up to four times on the same target. The effect lasts for two rounds. Does not effect other Temporal Striders.

Fatetwisting - A-Rank Non-elemental Ninjutsu (1 Point, 1 to rank up)
Restriction - A-Rank
Time travel is impossible. This is an immutable truth of the world as such a power simply sits too far outside of the moral scope of ability and treads water into the realm of beings which could be described as divines. That does not mean however that there aren't ways to cheat time. Temporal Striders are able to step into the currents of causality and hop "between" strands of probability... and drag their opponents along with them. This means that any time an opponent would choose to face a Temporal Strider with the proper mix of cunning and strength they do so with the forces of fate itself working against them.

Rank 1: For the duration of one full round the user may select any two actions which require them to roll a d20 and roll an additional d20, taking the result which favors the user more and discarding the other one.
Rank 2: For the duration of one full round the user may select any four actions which require them to roll a d20 and roll an additional d20, taking the result which favors the user more and discarding the other one.

Rank 1 Cost: 3 AP and 2,500 CP
Rank 2 Cost: 3 AP and 3125 CP

Note(s):
- Selecting an action does not cost additional CP or AP and likewise is modded as instantaneous as a result. Casting Fatetwisting still takes time as normal however. Additional rolls last until they are spent but do not stack. If the user casts Fatetwisting while they have lingering additional rolls the amount of rolls they have available is set to the amount which is normal for the rank that they know Fatetwisting at.
- User may select an opponent's action which is targeting them as long as there is a d20 roll involved on the part of the user (e.g. "If my opponent uses a Called Shot on me I would like to spend one of my additional rolls on the Called Shot success chance"). This is done reflexively and therefore requires a conditional.
- If an action contains multiple d20 rolls (e.g. a Ninjutsu attack which has a Secondary Effect) the user must specify which d20 roll they are choosing to roll an additional d20 for. The user may spend more than one roll on a single action but each roll must apply to a different d20 roll occurring as a part of the action. In the case of actions which have built in re-roll effects (such as the Feint Affinity Move) spending an additional roll only applies to one of those rolls of the user's choice -- not both.
- User may not ever roll more than one additional d20 for a single roll.[/fontsize]

Updating what CA skills I took from Temporal Strider.

Taking up Quick Learner

Quick Learner
A ninja with an unusually sharp mind, a Quick Learner is able to pick up on things easily and more quickly than others, learning and mastering techniques at faster rates, and analyzing enemy patterns. They can become highly skilled in just about anything once they set their minds to it.

Situational Awareness - Passive (3 Points)
Having full knowledge of their surroundings with only a single glance, the Quick Learner is capable of knowing any changes to the surroundings and are capable of knowing who is where at all times.
Effect: The user gains +2 Awareness. Whenever the user attacks someone in stealth normally when doing a Blind Shot without the need of an Awareness check.

Sharp Insight - Passive (2 points)
An enemy's weaknesses are open for a Quick Learner to read, and to hit them with, that they can tell what their opponent is less skilled at and what they need to do to hit them.
Effect: If the targeted opponent's Ninjutsu is lower than their Taijutsu, the user's Ninjutsu damage is increased by 10%. If the opponent's Taijutsu is lower than their Ninjutsu, the user's Taijutsu damage is increased by 10%. If both stats are equal, both Ninjutsu and Taijutsu are raised by 5%.

Offensive Insight - Boost (1 point x2)
Restriction- May be purchased twice
A Quick Learner who has been gifted with Insight can easily learn to take that power to an offensive end rather than defensive. Instead of analyzing enemy movement to see when they should evade attacks, they do so to see when is the best time to strike.
Effect: Adds a 5% auto-hit to the user's attacks.

Expanded Knowledge - Boost (3 points x2)
Restriction- Can be purchased a maximum of two times
Due to their natural talent for learning things at a faster rate, Quick Learners find themselves able to retain more knowledge and master more abilities than others.
Effect: Gain an extra Ability slot; this cannot be chosen if the user has a Kinjutsu, and is Auto-untrained if they gain one.
Note 1: A Chimera with 2 BL/CA may purchase this skill normally, but may only purchase this a single time. A Chimera with 3 BL/CA that choose this passive must purchase this ability twice, but only count has having a single extra ability slot.
Note 2:A Rikudo Sennin path may purchase this skill normally, but the extra ability slots only applies to that particular path.

Adaptability - Boost (1 point x3)
Restriction- C Rank and up, can be purchased up to three times
A veteran of the battlefield, the Quick Learner doesn't let little things like obstacles and terrain bother them. It doesn't matter what the area looks like, a Quick Learner's movements can adapt to anywhere.
Effect: The user resists -1 Accuracy and Dodge from terrain effecting techniques such as Hidden Mist or Earthslide River, this amount is reduced from the cumulative debuffs and not per-jutsu. In addition, the user has +1 Dodge against all Delayed attacks, traps and binds.

Tactical Mind - Passive (2 points)
Every battle is a game of chess to a Quick Learner, a means with which to hone their minds and skills. Those opponents they choose to practice these skills on don't generally fare too well.
Effect: +1 accuracy with all Mastered jutsu. Additional +.5 accuracy to all attacks every round after the second. Cannot gain more than +4 accuracy on any attack.

Double Image - Jutsu (1 point x2)
Restriction- A-Rank and up
The perfection of a Quick Learner's skill, they are able to perfectly copy the last motion the opponent made, down to the very specializations that make it all the more powerful. This is even strong enough to duplicate skills the Quick Learner does not know themselves.
Rank 1: The user attacks with the last offensive jutsu the opponent used in the previous round at -3 accuracy and +30% Cp. All chakra costs and applicable buffs from both the user and the opponent apply (But do not stack). If the user knows the jutsu themselves, 10% is removed from the chakra cost and the accuracy penalty is reduced by -1.
Rank 2: The user attacks with any offensive jutsu the opponent used in the previous round at -2 accuracy and +20% Cp. All chakra costs and applicable buffs from both the user and the opponent apply (But do not stack). If the user knows the jutsu themselves, 10% is removed from the chakra cost and the accuracy penalty is removed.
Cost: Chakra and AP cost for used jutsu.
Notes: Can only be used once per round. Allows the user to use jutsu beyond their capabilities. This does not work against Bloodline, Core Ability, or Kinjutsu techniques.

Also RPing for Concentration

Looking at the pencil on the desk in the room that he was supposed to be sitting in, Umashi completely and utterly despised the thing. Reaching and grabbing for it, he quickly devised a way to dwindle down the amount of lead that it had in it so he began to write out paper after paper after paper after paper until it was no more. Unfortunately, however, he was nearing the end of its life when he wrote out the last paper that he needed to. Whether it was by some miracle or not though, there was still just enough left in that cursed pencil to keep him writing for a few more hours!
 
The Kwisatz Haderach said:
HP: (50+5+lvl) x stamina
CP: (40+5+lvl) x chakra control
Class Bonus: +5% Ninjutsu Damage
High: Ninjutsu Acc
Average: Genjutsu DC, Melee Accuracy, Evasion, Genjutsu Save
Low: Ranged Accuracy, Puppet Accuracy

0=Combat Medic
00=Shinobi 101: Unarmed Accuracy via Ninjutsu Accuracy
1=Initiative
2=Hyperactive
3=Bloody Mess
4=Healing Factor
5=Transmit Life
6=Elementalist
7=Called Shot
8=Human Anatomy
9=Contract Master
10=Kinjutsu
11=Kinjutsu
12=Kinjutsu
13*=Concentration

Free Major = NE
Free Minor = Earth
Major Element(s) = Water / NE / Earth / Wind
Minor Element(s) = Fire / Lightning
Advanced Element(s) = Metal / Sand / Mirror /Gravity / Dust
Shinobi 101: Unarmed Accuracy via Ninjutsu Accuracy

Also making a weapon . . .

Name: Wind Shot
Description: One of a series of vials kept on Umashi’s person that when broken release chakra infused contents.
Weapon Type: Unarmed
Accuracy: +2
Damage: -10%
Effect: May use Handseals with this weapon.
Augment Slot 1: Special Composition-Ninjutsu: Wind
Augment Slot 2: Trick Weapon-Slashing
Augment Slot 3: Razor Strike

RP: Like any true alchemist, kept plenty of elemental things on his person at all times. In one particular case he was still practicing infusing his chakra into the small pockets of wind to make it more malleable. Of course this was quite dangerous as the minor glass shards around his shop could attest to. If he could perfect these though, he’d be a force to be reckoned with. As it stood though, it was highly unstable and in need of a certain finesse that he was lacking. After packing one small beaker tight with the captured wind, Umashi lined up his shot and then threw the vial at his feet as the chakra released and he hurried to mold it further. Making intricate hand seals and aiming an outstretched finger as a guide, he hit the target a just off center to the bullseye. It seemed that all of his work was paying off. In any regard though, he’d have to make sure to perfect the technique before it meant his very life.

Augment(s):
Chakra Drain

Slot #1+2 (Oil Flask x2)

Slot #3 (Headset)

Slot #4 (Ninja Wire x8)

Slot #5 (Stun Grenade x2)

~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~

Swapping out 2 points from Adaptability and dropping it to one point from three and adding in Upgrade for 2 points.


Adaptability - Boost (1 point)
Restriction- C Rank and up, can be purchased up to three times
A veteran of the battlefield, the Quick Learner doesn't let little things like obstacles and terrain bother them. It doesn't matter what the area looks like, a Quick Learner's movements can adapt to anywhere.
Effect: The user resists -1 Accuracy and Dodge from terrain effecting techniques such as Hidden Mist or Earthslide River, this amount is reduced from the cumulative debuffs and not per-jutsu. In addition, the user has +1 Dodge against all Delayed attacks, traps and binds.

Upgrade - Passive (2 points)
Quick Learners are naturally a bit faster on their feet than their opponents, so this leads them to have a bit more time to formulate specialized techniques. This comes at the sacrifice of a bit of action beforehand, but to work out one of their plans, they often find it worth it.
Effect: User can choose to have .5 AP removed from one round and added to the next. Cannot change over more than 1.5 AP this way.

https://www.ninpocho.com/viewtopic.php?p=242351#p242351
WC = 323
 

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