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]

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: 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

Approved
 
The Kwisatz Haderach said:
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)

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

Sunaku swap to Wind Valkyrie. + Class Change

[Wind Valkyrie]
Wind Mastery - Boost (1 point)x3
Restriction- Can be taken three times.
A Wind Valkyrie nin is a master of the wind, and is able to be that much more deadly with their attacks. Naturally, this gives them more power with their chosen element, the howling winds ripping everything in their path asunder.
Effect: +5% Wind Damage.

Solid Breath - Independent Special Move (3 points)
A song is merely wind expelled from the mouth. Wind that can be formed into a deadly weapon that will cut and slice. This weapon is just as solid and at least as deadly as any weapon of metal could be.
A Wind Valkyrie are capable of mending and forming weapons out of the air itself, though the state is still as light as gas, it can still cut and pierce as any normal weapons. Normally as the air itself, it can be amplified using the same element as well.
Effect: User creates a weapon out of solid wind. This weapon has the Special Composition: Wind augment which does not count against the maximum number of equipped augments. Costs 100 CP and 1 AP to summon and 100 CP/rnd to maintain.

Notes:
- Solid Breath follows all rules for Weapon Creation Jutsu even though it is not a jutsu.

Tornado Zone - Modification (3 Points)
Restriction: C Rank Wind Ninjutsu Wind Release
Developing from a simple gale and transforming it into a destructive tornado in an attempt to clear the battlefield of its foes, only a Wind Valkyrie has such powers to turn the area around them into a hazard for their foes.
Effect: For free and upon using Wind Release, the user may choose a single target and may instead attempt to dispel up to 3 random maintained C / B-Rank or lower Jutsus (regardless of element) with a contested Ninjutsu Check.

Note:
- At Rank 1 Wind Release - Tornado Zone, it can only dispel up to C-Rank and lower.
- At Rank 2 Wind Release - Tornado Zone, it can only dispel up to B-Rank and lower.

Armor of Air - Passive (2 points)
Wind can be a power for defense as well as offense; for protection as well as deflection. A Wind Valkyrie nin's control of the wind can give them a more than slight edge in this.
Effect: All ranged attacks aimed at the user have a -2 accuracy penalty. Melee weapon attacks take a -1 accuracy penalty.

Notes:
- Doesn't stack with Gust of Wind.

Air Manipulation - Passive (3 points)
The air around the Wind Valkyrie can bend to their will, enhance their bodies, and do many other things--such as be shaped simply at their whim at little effort. Masters of this art will find it does not take much to cast their favoured jutsu.
Effect: Wind Valkyrie nin can cast Wind jutsu at -15% normal chakra cost.


Tearing Winds - Passive (3 points)
Restriction- C Rank and up
The usual gentle breezes of the wind that the Wind Valkyrie guides can turn harsh in an instant, snapping and tearing at the flesh of their targets. It isn't wise to anger a practitioner of this skill, as they can spill the blood from your body very quickly.
Effect: All Wind jutsu have a critical range of +1. If the opponent is not bleeding when they are struck by a critical hit of a Wind jutsu of the user's, their bleed level will immediately be increased to level 2. All offensive Wind Ninjutsu have a 10% chance to cause the "Wind Slice" effect. Wind Ninjutsu that can already cause this effect have their chance increased by +5%.

Note: The `Wind Slice` effect causes the attack to deal +5% base damage and raise bleeding one level.

Whirling Ripper- Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and up
The ultimate technique of the Wind Valkyrie, the user creates a large swirling tornado that threatens to tear their enemies asunder. Slicing winds of their chakra embrace their victims, often drawing more than one target into the storm.
Rank 1: Deals 2720 damage at +2 accuracy to all those caught within the targeted 15x15 area. Up to three targets can be drawn in. Bleed level of all those within is increased by 1 if they are already bleeding, 2 if they are not.
Rank 2: Deals 3400 damage at +3 accuracy to all those caught within the targeted 20x20 area. Up to four targets can be drawn in. Bleed level of all those within is increased by 2.
Cost: 2000 Chakra and 3 AP


The Pirate King Uzumaki Umashi said:
HP: (50+5+lvl) x stamina
CP: (40+5+lvl) x chakra control
Class Bonus: +5% Wind Damage
High: Ninjutsu Acc
Average: Genjutsu DC, Evasion, Genjutsu Save
Low: Ranged Accuracy, Melee Accuracy

Dropping Sand and Metal and adding Kinesis and Ink.
It wasn't that much of a hard thing to do. Having lost the protection of the sands, Umashi found himself in a position to be learning new tricks with what was left of the sand worm that was somehow still a small part of him. Trying to learn the ins and outs of his new power set without doing too much to strain himself, he set about writing up a list of things that would need to be done once he left for Kumo. There were a number of instructions and putting the pen to the paper, he accidentally wrote a word wrong halfway through the document. Muttering a cursing or two to himself, he noticed that in his frustration that the ink began to travel on its own. Thinking to himself he began to concentrate even harder as he tried to steady the paper and then urge the ink to continue writing his words down. Practicing even more, he slowly moved to get up from his desk and as he continued to write down his words. There were appointments, payments as well as exams to keep running. The village council would expect much from him and they would also care to know what it was that he was trying to do in Kumo. Thinking on that subject he began to outline a plan of a joint venture between Kumo and Konoha concerning a medical based facility, top of the art as well as a light rail system to move people and supplies between the two large villages. Perhaps he could get the railways to meet at the point of that new large medical facility. Of course thinking on that fact he’d have to appropriate funds for a fringe city that would have to exist on the border. There was no other way that any council would agree to anything else.

An autonomous zone of sorts, funded by both villages for the purpose of providing protection and even more influence for both villages in the long run. Of course the geography would also play a part in things since the line between the two countries was mountainous if he remembered correctly. Umashi at this point was all the way across the room and looking back, he was pleased to see that his pen kept on working despite his hands twirling through the air as he acted out his thoughts. This power would no doubt serve him well in Kumo, being able to act without having to look like he was doing much acting. He wondered if the Raikage was still the same man that he remembered him to be, but of course that probably was a long shot since people tended to act differently when they were on their own home turf. Acting out at he was, he began to draft up a list of people and supplies that he’d need. A number of the students wanted to join him on the trip and that was going to be an even bigger headache to tackle with the village council. Turning around to look at his desk again, he smirked and urged the paper and pen to float towards him, an act that was far more controlling than he’d initially thought. Keeping his mental focus he began the slow process of signing his name. It was at this point that he realized that there was a breeze in the room. Apparently he’d have to learn to mask the tell tell signs of releasing the wind element from those who might find it rude to use such abilities without telling one that he was able to do such things. More training was definitely in store for him.

Purchasing Major Affinity for Fire and Lightning.

Check training.
 
Umashiashikabihikoji said:
The Kwisatz Haderach said:
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)

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

Sunaku swap to Wind Valkyrie. + Class Change

[Wind Valkyrie]
Wind Mastery - Boost (1 point)x3
Restriction- Can be taken three times.
A Wind Valkyrie nin is a master of the wind, and is able to be that much more deadly with their attacks. Naturally, this gives them more power with their chosen element, the howling winds ripping everything in their path asunder.
Effect: +5% Wind Damage.

Solid Breath - Independent Special Move (3 points)
A song is merely wind expelled from the mouth. Wind that can be formed into a deadly weapon that will cut and slice. This weapon is just as solid and at least as deadly as any weapon of metal could be.
A Wind Valkyrie are capable of mending and forming weapons out of the air itself, though the state is still as light as gas, it can still cut and pierce as any normal weapons. Normally as the air itself, it can be amplified using the same element as well.
Effect: User creates a weapon out of solid wind. This weapon has the Special Composition: Wind augment which does not count against the maximum number of equipped augments. Costs 100 CP and 1 AP to summon and 100 CP/rnd to maintain.

Notes:
- Solid Breath follows all rules for Weapon Creation Jutsu even though it is not a jutsu.

Tornado Zone - Modification (3 Points)
Restriction: C Rank Wind Ninjutsu Wind Release
Developing from a simple gale and transforming it into a destructive tornado in an attempt to clear the battlefield of its foes, only a Wind Valkyrie has such powers to turn the area around them into a hazard for their foes.
Effect: For free and upon using Wind Release, the user may choose a single target and may instead attempt to dispel up to 3 random maintained C / B-Rank or lower Jutsus (regardless of element) with a contested Ninjutsu Check.

Note:
- At Rank 1 Wind Release - Tornado Zone, it can only dispel up to C-Rank and lower.
- At Rank 2 Wind Release - Tornado Zone, it can only dispel up to B-Rank and lower.

Armor of Air - Passive (2 points)
Wind can be a power for defense as well as offense; for protection as well as deflection. A Wind Valkyrie nin's control of the wind can give them a more than slight edge in this.
Effect: All ranged attacks aimed at the user have a -2 accuracy penalty. Melee weapon attacks take a -1 accuracy penalty.

Notes:
- Doesn't stack with Gust of Wind.

Air Manipulation - Passive (3 points)
The air around the Wind Valkyrie can bend to their will, enhance their bodies, and do many other things--such as be shaped simply at their whim at little effort. Masters of this art will find it does not take much to cast their favoured jutsu.
Effect: Wind Valkyrie nin can cast Wind jutsu at -15% normal chakra cost.


Tearing Winds - Passive (3 points)
Restriction- C Rank and up
The usual gentle breezes of the wind that the Wind Valkyrie guides can turn harsh in an instant, snapping and tearing at the flesh of their targets. It isn't wise to anger a practitioner of this skill, as they can spill the blood from your body very quickly.
Effect: All Wind jutsu have a critical range of +1. If the opponent is not bleeding when they are struck by a critical hit of a Wind jutsu of the user's, their bleed level will immediately be increased to level 2. All offensive Wind Ninjutsu have a 10% chance to cause the "Wind Slice" effect. Wind Ninjutsu that can already cause this effect have their chance increased by +5%.

Note: The `Wind Slice` effect causes the attack to deal +5% base damage and raise bleeding one level.

Whirling Ripper- Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and up
The ultimate technique of the Wind Valkyrie, the user creates a large swirling tornado that threatens to tear their enemies asunder. Slicing winds of their chakra embrace their victims, often drawing more than one target into the storm.
Rank 1: Deals 2720 damage at +2 accuracy to all those caught within the targeted 15x15 area. Up to three targets can be drawn in. Bleed level of all those within is increased by 1 if they are already bleeding, 2 if they are not.
Rank 2: Deals 3400 damage at +3 accuracy to all those caught within the targeted 20x20 area. Up to four targets can be drawn in. Bleed level of all those within is increased by 2.
Cost: 2000 Chakra and 3 AP


The Pirate King Uzumaki Umashi said:
HP: (50+5+lvl) x stamina
CP: (40+5+lvl) x chakra control
Class Bonus: +5% Wind Damage
High: Ninjutsu Acc
Average: Genjutsu DC, Evasion, Genjutsu Save
Low: Ranged Accuracy, Melee Accuracy

Dropping Sand and Metal and adding Kinesis and Ink.
It wasn't that much of a hard thing to do. Having lost the protection of the sands, Umashi found himself in a position to be learning new tricks with what was left of the sand worm that was somehow still a small part of him. Trying to learn the ins and outs of his new power set without doing too much to strain himself, he set about writing up a list of things that would need to be done once he left for Kumo. There were a number of instructions and putting the pen to the paper, he accidentally wrote a word wrong halfway through the document. Muttering a cursing or two to himself, he noticed that in his frustration that the ink began to travel on its own. Thinking to himself he began to concentrate even harder as he tried to steady the paper and then urge the ink to continue writing his words down. Practicing even more, he slowly moved to get up from his desk and as he continued to write down his words. There were appointments, payments as well as exams to keep running. The village council would expect much from him and they would also care to know what it was that he was trying to do in Kumo. Thinking on that subject he began to outline a plan of a joint venture between Kumo and Konoha concerning a medical based facility, top of the art as well as a light rail system to move people and supplies between the two large villages. Perhaps he could get the railways to meet at the point of that new large medical facility. Of course thinking on that fact he’d have to appropriate funds for a fringe city that would have to exist on the border. There was no other way that any council would agree to anything else.

An autonomous zone of sorts, funded by both villages for the purpose of providing protection and even more influence for both villages in the long run. Of course the geography would also play a part in things since the line between the two countries was mountainous if he remembered correctly. Umashi at this point was all the way across the room and looking back, he was pleased to see that his pen kept on working despite his hands twirling through the air as he acted out his thoughts. This power would no doubt serve him well in Kumo, being able to act without having to look like he was doing much acting. He wondered if the Raikage was still the same man that he remembered him to be, but of course that probably was a long shot since people tended to act differently when they were on their own home turf. Acting out at he was, he began to draft up a list of people and supplies that he’d need. A number of the students wanted to join him on the trip and that was going to be an even bigger headache to tackle with the village council. Turning around to look at his desk again, he smirked and urged the paper and pen to float towards him, an act that was far more controlling than he’d initially thought. Keeping his mental focus he began the slow process of signing his name. It was at this point that he realized that there was a breeze in the room. Apparently he’d have to learn to mask the tell tell signs of releasing the wind element from those who might find it rude to use such abilities without telling one that he was able to do such things. More training was definitely in store for him.

Purchasing Major Affinity for Fire and Lightning.

Check training.
Approved
 
The Pirate King Uzumaki Umashi said:
HP: (50+5+lvl) x stamina
CP: (40+5+lvl) x chakra control
Class Bonus: +5% Wind Damage
High: Ninjutsu Acc
Average: Genjutsu DC, Evasion, Genjutsu Save
Low: Ranged Accuracy, Melee 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 / Fire / Lightning
Minor Element(s) =
Advanced Element(s) = Kinesis / Ink/ Mirror /Gravity / Dust

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.[/spoiler]

Augment(s):
Chakra Drain

Slot #1+2 (Oil Flask x2)

Slot #3 (Headset)

Slot #4 (Ninja Wire x8)

Slot #5 (Stun Grenade x2)

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

https://www.ninpocho.com/viewtopic.php?p=260051#p260051
+
https://www.ninpocho.com/viewtopic.php?p=260058#p260058
WC = 400+

Dropping Concentration and picking up Combo Master

https://www.ninpocho.com/viewtopic.php?p=259703#p259703
Swapping out WV and QL for Benevolent and Chakra Attuned


Chakra Attuned
20/20 Points Used

The Chakra Attuned are ninja who excell at creating and molding chakra, able to summon up the power for a jutsu in a snap. It is said that those who are Chakra Attuned just plain have more chakra stored up in them than others, and this copious amount of spare power allows them to experiment and train in ways others could only dream of.

Conservation - Passive (3 points)
Restriction- C Rank and up
Through repeated use and training with the lower level techniques, the attuned ninja learns the best ways to manipulate their chakra in order to produce the desired effects. They are able to cast weaker jutsu for a much smaller cost than an average ninja would.
Effect: -15% Ninjutsu cost.

Empower - Dependent Special Move (2 points)
A Chakra Attuned ninja can learn, instead of conserving chakra, to pump more into a jutsu to increase the power output. Unlike overcharge, which is wild and uncontrolled, the Chakra Attuned ninja is able to place specific measured amounts into their jutsu.
Effect: By increasing the chakra cost for a jutsu by +10%, they can increase the damage by +5%. This move only works on offensive jutsu and may stack up to three times on a single jutsu. All CP reduction buffs to a jutsu effected by this are nulled.

Strike the Spirit - Dependent Special Move (3 points)
Those who have a powerful connection with chakra themselves have an intimate knowledge of how to disrupt that connection in others. By specially molding a jutsu, the Attuned ninja is able to cause it to blast away an enemy’s chakra instead of their health.
Effect: Once per round, the user may have a Ninjutsu deal Chakra damage. The chosen jutsu only deal 80% Damage, and receives no buffs at all.

Pressure - Passive (3 points)
The Chakra Attuned can warp not only their own chakra to be efficient, but the opponent's to be much less efficient. The problem is that this can backfire, hitting allies as well.
Effect: Up to 3 targets in battle with the user take 20% extra CP to cast a jutsu. Does not work on other Chakra Attuned ninja.

Hustle - Dependent Special Move (2 points)
For those who prefer power over accuracy, the Chakra Attuned can choose to power up one of their techniques in exchange for making it less likely to hit.
Effect: Can choose to add 10% damage to a Ninjutsu in exchange for -1 accuracy.

Normalize - Passive (2 points)
Chakra Attuned users like to say their chakra is pure, rather than twisted toward one particular element. Some of them take this to extremes, making their chakra tuned toward no elements at all.
Effect: All Elemental Damage caused by the user is treated as Non-Elemental Damage. Gives Ninjutsu +10% Damage that bypasses half of the target's damage reduction.
Note: This does not allow converted Ninjutsu to use Affinity Moves or other techniques that they can only use for Non-Elemental Ninjutsu.

Spirit Boost - Boost (1 point)x2
Restriction- Can be purchased twice
A Chakra Attuned ninja's prowess with Ninjutsu is not to be underestimated. Their skill with it is unparalleled, and is not limited to any one specific element.
Effect: +5% Ninjutsu damage.

Energy Boost - Boost (1 point)x3
Restriction- Can be purchased three times
A Chakra Attuned ninja tends to have slightly more chakra to work with than the average, being that they tend to work with it more often than others.
Effect: +2 to CP modifier.

Benevolent
A benevolent one lives not for themselves, but their precious friends. They think little of their own well being, and tend to take a more supportive role in battle. When pushed too far, however, they can use their normally restorative techniques in offensive ways.

Master Healing - Passive (3 points)
Benevolents with this ability have fully mastered all aspects of healing and treating the wounds of others, making their healing jutsu that much more effective.
Effect: Medical jutsu are enhanced by 20%.

Negative Energy - Dependent Special Move (3 points)
Restriction- C Rank and up
Benevolent people are generally kind-hearted and adverse to violence, but when pushed far enough, they can use their medical jutsu, which deeply affect the body and chakra system, to deadly effect.
Effect: The user may use Medical jutsu offensively for the same amount of damage. Medical jutsu used in this fashion retain all buffs and use Melee Accuracy. Only Medical jutsu which heal damage can be used.

Life Switch - Independent Special Move (2 Points)
Restriction- C Rank and Up
Empathy made real, using this technique a benevolent person literally takes on another’s pain in order to heal them. When in danger, this can be used against an enemy for the opposite effect.
Effect: Exchanges the user’s HP with an ally’s. Alternatively Life Switch can be used as an offensive attack if the user has the Negative Energy Special Move and is at 20% or less HP. This averages the user's HP together with a hostile target's HP (adding the two together and then setting both HP pools to the average number) and uses Melee Accuracy. Costs 2.5AP.
Note(s):
- Can be used with Ninjutsu Accuracy if the user possesses the ability Transmit Life.

Cure Spell - Dependent Special Move (3 points)
Restriction- C Rank and up
The Benevolent is largely concerned with how well their team functions not due to a desire to win, but rather out of one to protect others. This enables them to heal several people at once.
Effect: The user can target up to three people with their Medical jutsu at 2x the cost. Can also be used on a single ally to heal 2x as much damage, or two allies to heal at 1.25x effectiveness. This move is not affected by any medical buffs, and cannot be used with medical jutsu that heal for a percentage of max HP. Can only be used once ever other round.

Divine Mind - Boost (1 point)(3 points)
Restriction- Can be purchased up to three times
Mind over body, chakra over matter, and divinity over mortality. Benevolent fighters need to possess more fortitude than their fellows, in order to better aid them.
Effect: +2 to HP modifier.

Sacred Guard - Passive (3 points)
Something about a healer makes the forces of nature slightly less inclined to hurt them. This can often work in the Benevolent's favor, especially with their tendency to sacrifice their own health for their friends'.
Effect: The user takes 10% less damage from all elemental attacks.

Genesis - Jutsu (1 point, 1 to rank up)(2 points)
Restriction- A-Rank and Up
The ultimate healing jutsu, this technique almost completely restores the target, making them practically good as new, though this is very exhausting for the user of this jutsu.
Rank 1: Heals for 60% max HP, poisons and dodge, accuracy or stat debuffs caused by physical means (called shot, bleeding, etc). All genjutsu level 5 and below are rerolled with a +4 to resist. If used on self, only heals for 40% max HP and does not recover CP.
Rank 2: Heals for 75% max HP, poisons and dodge, accuracy or stat debuffs caused by physical means (called shot, bleeding, etc). All genjutsu level 6 and below are rerolled with a +5 to resist. If used on self, only heals for 50% max HP and and does not recover CP.

Cost: 4500 chakra, 4AP

Notes:
- Damage healed cannot be buffed in any way.
- This may not be used with Negative Energy or any other effects which would make it damage instead of heal.
- A target may only be healed by this jutsu once per battle.

Picking up Paramedic - Medical Branch as my second Free Medic Ability thanks to Benevolent.
 
Creating the below. Purchasing the things in my training.

Name: Limitless Kusanagi
Description: A simple looking blade that holds untold shapeshifting abilities.
Weapon Type: Unarmed
Accuracy: +2
Damage: -10%
Effect: May use Handseals with this weapon.
Augment Slot 1: Special Composition-Ninjutsu: Earth
Augment Slot 2: Primal
Augment Slot 3: Lucky Dodge

https://www.ninpocho.com/viewtopic.php?p=266153#p266153
WC = 200

Price 2,400 x 3 = 7,200
 
Umashiashikabihikoji said:
Creating the below. Purchasing the things in my training.

Name: Limitless Kusanagi
Description: A simple looking blade that holds untold shapeshifting abilities.
Weapon Type: Unarmed
Accuracy: +2
Damage: -10%
Effect: May use Handseals with this weapon.
Augment Slot 1: Special Composition-Ninjutsu: Earth
Augment Slot 2: Primal
Augment Slot 3: Lucky Dodge

https://www.ninpocho.com/viewtopic.php?p=266153#p266153
WC = 200

Price 2,400 x 3 = 7,200

Approved.
 
The Pirate King Uzumaki Umashi said:
HP: (50+5+lvl) x stamina
CP: (40+5+lvl) x chakra control
Class Bonus: +5% Wind Damage
High: Ninjutsu Acc
Average: Genjutsu DC, Evasion, Genjutsu Save
Low: Ranged Accuracy, Melee Accuracy

0=Combat Medic
00=Shinobi 101: Unarmed Accuracy via Ninjutsu Accuracy
1=Initiative
2=Earth Chakra Style
3=Bloody Mess
4=CS [DS]
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 / Fire / Lightning
Minor Element(s) =
Advanced Element(s) = Kinesis / Ink/ Mirror /Gravity / Dust / Explosion [Touji]

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


Name: Limitless Kusanagi
Description: A simple looking blade that holds untold shapeshifting abilities.
Weapon Type: Unarmed
Accuracy: +2
Damage: -10%
Effect: May use Handseals with this weapon.
Augment Slot 1: Special Composition-Ninjutsu: Earth
Augment Slot 2: Primal
Augment Slot 3: Lucky Dodge


Augment(s):
Chakra Drain

Slot #1: Oil Flask

Slot #2: Limitless Kusanagi

Slot #3 (Headset)

Slot #4 (Ninja Wire x8)

Slot #5 (Stun Grenade x2)

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

https://www.ninpocho.com/viewtopic.php?p=266435#p266435
https://www.ninpocho.com/viewtopic.php?p=266443#p266443
Gaining a DS CS and Earth Style

https://ninpocho.com/viewtopic.php?f=214&t=5377 = Earth Style
https://ninpocho.com/viewtopic.php?f=213&t=51373 = CS

Kage Seal v1 said:
Class Points Used: +1 Accuracy and +5% Damage to Earth Jutsu (x2)
Accuracy Type to Improve: Genjutsu DC
Additional Bonus:Failed Bleed/Suppression/Called Shot attempts add their % chance to the next attempt made during the same round (bypassing caps); the user's Bleed rank increases by 1 each round, cannot be lowered, and the user takes x1.5 Bleeding damage.
 
Umashiashikabihikoji said:
The Pirate King Uzumaki Umashi said:
HP: (50+5+lvl) x stamina
CP: (40+5+lvl) x chakra control
Class Bonus: +5% Earth Damage
High: Ninjutsu Acc
Average: Genjutsu DC, Evasion, Genjutsu Save
Low: Ranged Accuracy, Melee Accuracy

0=Combat Medic
00=Shinobi 101: Unarmed Accuracy via Ninjutsu Accuracy
1=Initiative
2=Earth Chakra Style
3=Bloody Mess
4=CS [DS]
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 / Fire / Lightning
Minor Element(s) =
Advanced Element(s) = Kinesis / Ink/ Mirror /Gravity / Dust / Explosion [Touji]

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


Name: Limitless Kusanagi
Description: A simple looking blade that holds untold shapeshifting abilities.
Weapon Type: Unarmed
Accuracy: +2
Damage: -10%
Effect: May use Handseals with this weapon.
Augment Slot 1: Special Composition-Ninjutsu: Earth
Augment Slot 2: Primal
Augment Slot 3: Lucky Dodge


Augment(s):
Chakra Drain

Slot #1: Oil Flask

Slot #2: Limitless Kusanagi

Slot #3 (Headset)

Slot #4 (Ninja Wire x8)

Slot #5 (Stun Grenade x2)

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

https://www.ninpocho.com/viewtopic.php?p=266435#p266435
https://www.ninpocho.com/viewtopic.php?p=266443#p266443
Gaining a DS CS, Earth Style and changing class bonus from Wind to Earth jutsu.

https://ninpocho.com/viewtopic.php?f=214&t=5377 = Earth Style
https://ninpocho.com/viewtopic.php?f=213&t=51373 = CS


Kage Seal v1 said:
Class Points Used: +1 Accuracy and +5% Damage to Earth Jutsu (x2)
Accuracy Type to Improve: Genjutsu DC
Additional Bonus:Failed Bleed/Suppression/Called Shot attempts add their % chance to the next attempt made during the same round (bypassing caps); the user's Bleed rank increases by 1 each round, cannot be lowered, and the user takes x1.5 Bleeding damage.
 
Umashiashikabihikoji said:
Umashiashikabihikoji said:
The Pirate King Uzumaki Umashi said:
HP: (50+5+lvl) x stamina
CP: (40+5+lvl) x chakra control
Class Bonus: +5% Earth Damage
High: Ninjutsu Acc
Average: Genjutsu DC, Evasion, Genjutsu Save
Low: Ranged Accuracy, Melee Accuracy

0=Combat Medic
00=Shinobi 101: Unarmed Accuracy via Ninjutsu Accuracy
1=Initiative
2=Earth Chakra Style
3=Bloody Mess
4=CS [DS]
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 / Fire / Lightning
Minor Element(s) =
Advanced Element(s) = Kinesis / Ink/ Mirror /Gravity / Dust / Explosion [Touji]

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


Name: Limitless Kusanagi
Description: A simple looking blade that holds untold shapeshifting abilities.
Weapon Type: Unarmed
Accuracy: +2
Damage: -10%
Effect: May use Handseals with this weapon.
Augment Slot 1: Special Composition-Ninjutsu: Earth
Augment Slot 2: Primal
Augment Slot 3: Lucky Dodge


Augment(s):
Chakra Drain

Slot #1: Oil Flask

Slot #2: Limitless Kusanagi

Slot #3 (Headset)

Slot #4 (Ninja Wire x8)

Slot #5 (Stun Grenade x2)

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

https://www.ninpocho.com/viewtopic.php?p=266435#p266435
https://www.ninpocho.com/viewtopic.php?p=266443#p266443
Gaining a DS CS, Earth Style and changing class bonus from Wind to Earth jutsu.

https://ninpocho.com/viewtopic.php?f=214&t=5377 = Earth Style
https://ninpocho.com/viewtopic.php?f=213&t=51373 = CS


Kage Seal v1 said:
Class Points Used: +1 Accuracy and +5% Damage to Earth Jutsu (x2)
Accuracy Type to Improve: Genjutsu DC
Additional Bonus:Failed Bleed/Suppression/Called Shot attempts add their % chance to the next attempt made during the same round (bypassing caps); the user's Bleed rank increases by 1 each round, cannot be lowered, and the user takes x1.5 Bleeding damage.


Approved
 
The Pirate King Uzumaki Umashi said:
HP: (50+5+lvl) x stamina
CP: (40+5+lvl) x chakra control
Class Bonus: +5% Earth Damage
High: Ninjutsu Acc
Average: Genjutsu DC, Evasion, Genjutsu Save
Low: Ranged Accuracy, Melee Accuracy

0=Combat Medic
00=Shinobi 101: Unarmed Accuracy via Ninjutsu Accuracy
1=Initiative
2=Earth Chakra Style
3=Bloody Mess
4=CS [DS]
5=Transmit Life
6=Elementalist
7=Called Shot
8=Human Anatomy
9=Contract Master
10=Kinjutsu
11=Kinjutsu
12=Kinjutsu
13*= Nara Strategy
Gaining Nara Strategy
Nara Strat Slot 1: Prep Black Lotus on Limitless Kusanagi
Nara Strat Slot 2: Free Basic Strike w/ Limitless Kusanagi
Nara Strat Slot 3: Free Basic Strike w/ Limitless Kusanagi
Nara Strat Slot 4: Free Basic Strike w/ Limitless Kusanagi
Nara Strat Slot 5: Prep Iron Vein on Elemental Shot
Nara Strat Slot 6: Free Basic Strike w/ Elemental Shot
Nara Strat Slot 7: Free Basic Strike w/ Elemental Shot

Free Major = NE
Free Minor = Earth
Major Element(s) = Water / NE / Earth / Wind / Fire / Lightning
Minor Element(s) =
Advanced Element(s) = Kinesis / Ink/ Mirror /Gravity / Dust / Explosion [Touji] / Shadow [Nara]

Name: Elemental 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: Fire
Augment Slot 2: Trick Weapon-Slashing
Augment Slot 3: Razor Strike


Name: Limitless Kusanagi
Description: A simple looking blade that holds untold shapeshifting abilities.
Weapon Type: Unarmed
Accuracy: +2
Damage: -10%
Effect: May use Handseals with this weapon.
Augment Slot 1: Special Composition-Ninjutsu: Fire
Augment Slot 2: Primal
Augment Slot 3: Lucky Dodge


Augment(s):
Chakra Drain

Slot #1: Elemental Shot

Slot #2: Limitless Kusanagi

Slot #3 (Headset)

Slot #4 Iron Vein

Slot #5 Black Lotus

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

https://www.ninpocho.com/viewtopic.php?p=267677#p267677
Gaining Nara and Pyro.

Gaining Nara Strategy
Nara Strat Slot 1: Prep Black Lotus on Limitless Kusanagi
Nara Strat Slot 2: Free Basic Strike w/ Limitless Kusanagi
Nara Strat Slot 3: Free Basic Strike w/ Limitless Kusanagi
Nara Strat Slot 4: Free Basic Strike w/ Limitless Kusanagi
Nara Strat Slot 5: Prep Iron Vein on Elemental Shot
Nara Strat Slot 6: Free Basic Strike w/ Elemental Shot
Nara Strat Slot 7: Free Basic Strike w/ Elemental Shot

https://www.ninpocho.com/viewtopic.php?f=765&t=53375
Changing Seal
Kage Seal v2 said:
Class Points Used: +1 Accuracy and +5% Damage to Earth Jutsu | +2 Stealth and Awareness
Accuracy Type to Improve: Genjutsu DC
Additional Bonus:Failed Bleed/Suppression/Called Shot attempts add their % chance to the next attempt made during the same round (bypassing caps); the user's Bleed rank increases by 1 each round, cannot be lowered, and the user takes x1.5 Bleeding damage.

Changing Both Weapons Elemental Composition to Fire
WC = 200+
Having gained an affinity for recklessly chucking fireballs at opponents with just the barest bit of concentration. Umashi opted to make sure that with his added finesse for the element that his gear was up to par to withstand the high temperatures now associated with his build. Taking his recovery time to do some much needed light training, Umashi would go through various stances and motions slowly to get his muscle memory fully engaged. What he didn’t need to happen in the middle of the fight was for one of his weapons to fail him.

With the chakra vial that he typically kept on him, he shelved the wind elemental one and instead created a new fire one by filling the vial with a flammable liquid. With his measurements just right he next moved on to the blade and sent it back to the forge. While it was good for many things, what he had to be absolutely sure of was that it could withstand the heat. Taking chances would lead to missed opportunities and when the blade struck, he needed it to be hot enough to almost cauterize wounds. Almost was the key word but a blade subjected to such heat would want to bend and melt and Umashi was assured that the produced product was not. Pleased with his wares, he put them into their battle ready place and turned the lights off for the night.

Pyromaniac 20 out of 20 points used.
Pyromaniacs are quite possibly the craziest of all elemental specialists. Their bond with fire has driven them to be partially insane, and sometimes even suicidal in their way of fighting.

Explosive Chakra - Passive (3 points)
Restriction- C Rank and up
Even a pyromaniac’s chakra is unstable, making it highly volatile and extremely dangerous. While this makes their chakra a little harder to control, it makes their fire based jutsu just that much more frightening.
Effect: Due to the difficulty of controlling their chakra, all ninjutsu and genjutsu cost 5% more. However, all fire based jutsu have a +2 critical range and hit for 2.5x normal damage on critical hits instead of 2.0x normal damage.

Warmth - Passive (2 points)
Through their bond with fire, pyromaniacs can draw energy from the warmth of the surrounding air, constantly recharging themselves.
Effect: The user regains 2% Max Cp each round. This is increased to 4% Max Cp/Rnd when Mantle of Fire is active.

Fire Blast - Dependent Special Move (3 points)
By fully unleashing their fiery nature, a pyromaniac can charge a fire based jutsu far beyond normal limits, creating a highly-unstable and explosive attack that is only vaguely controlled, with wild chances to go either way in creating victory or defeat.
Effect: A chosen Fire based Jutsu deals +40% more damage and deals 25% of its total damage back to the user. This jutsu has a 20% chance to increase the damage by an additional +20%, a 30% chance to increase damage by 20% with an additional +25% backlash, and a 10% chance to become unstable and explode on the user dealing full damage to them. Only one effect may happen per use. Because of the intense power, damage from this jutsu cannot be reduced by mantle of fire. This may be used only three times per battle, and does not apply to Damage Buff Limits.

Wildfire - Passive (3 points)
Unstable and dangerous, a Pyromaniac's mind set is one that craves destruction in the fastest, most efficient way possible. Without regards to themselves or their surroundings, they unleash scorching flames with no attempt at self control. Their flames set fire to all they touch, and their battles leave nothing but a scarred wasteland behind.
Effect: All fire based jutsu have a 20% chance to Set their targets afire, dealing 10% of the Jutsu's damage each round for two rounds. Fire based jutsu already having the chance to set targets afire are increased by 10%, and all AoE Flame techniques are increased by 8x8 feet.

Flow of Fire - Independent Special Move (2 points)
Some call it a heat shield, others an air lance, but what it really is is protection from your enemies with a veil of flames. Everything else is irrelevant.
Effect: For 3% their Max Hp a round, the user can activate a shield of flame that encases them, granting a +2 dodge against all projectile and elemental attacks.
Level E-B Rank jutsu may target up to two separate targets unless otherwise specified.
Level A Rank jutsu may target up to three separate targets unless otherwise specified.
Level S Rank jutsu will always specify how many targets they may target.

Burning Recoil - Dependent Special Move (2 points)
Playing with fire is dangerous, and most shinobi are cautious when it comes to their flame techniques, and carefully take the time to properly channel their chakra to avoid harming themselves. However, this is not the case for the Pyromaniac. Missing an opportunity against an opponent for something as insignificant as their own safety is unthinkable, and they release their flames rapidly even if it means using their own body to absorb the recoil of an attack.
Effect: A Pyromaniac may use their own body to absorb the recoil of a Fire based jutsu, increasing the accuracy by +2, but also taking on +15% backlash damage. This can be done once per round.

Fire Boost - Boost (1 point)x3
Restriction- May only be purchased three times
A pyromaniac with this ability has brought out the destructive force of their fire based jutsu to the maximum, though they are no less reckless and chaotic in the execution.
Effect: Fire based jutsu deal 10% more damage, but 5% of the total damage is done to the user.

Mantle of Fire - Jutsu (1 point, 1 to rank up)x2
Restriction- A-Rank and up
By wreathing themselves in flames, the pyromaniac truly becomes one with the fire, burning all around them, whether it be friend, foe, or anything in between.
Rank 1: Wreathes the user in flames that deal 100 fire damage to anyone who makes an unarmed melee attack on them or touches them in any way. While wreathed in flame, all fire damage the user would deal to themselves, including the backlash from Fire Boost, is neutralized, besides Fire Blast backlash. Fire damage from other sources is reduced by 20%. All fire damage is boosted by fire buffs, including Fire Boost, with the exception of melee damage.
Rank 2: Wreathes the user in flames that deal 150 fire damage to anyone who makes an unarmed melee attack on them or touches them in any way. While wreathed in flame, all fire damage the user would deal to themselves, including the backlash from Fire Boost, is neutralized, besides Fire Blast backlash. Fire damage from other sources is reduced by 40%. All fire damage is boosted by fire buffs, including Fire Boost, with the exception of melee damage.
Cost: 3000 CP and 3 AP to activate, 1000 CP/round to maintain
Notes: This counts as a Chakra Armor.
 
Umashiashikabihikoji said:
The Pirate King Uzumaki Umashi said:
HP: (50+5+lvl) x stamina
CP: (40+5+lvl) x chakra control
Class Bonus: +5% Earth Damage
High: Ninjutsu Acc
Average: Genjutsu DC, Evasion, Genjutsu Save
Low: Ranged Accuracy, Melee Accuracy

0=Combat Medic
00=Shinobi 101: Unarmed Accuracy via Ninjutsu Accuracy
1=Initiative
2=Earth Chakra Style
3=Bloody Mess
4=CS [DS]
5=Transmit Life
6=Elementalist
7=Called Shot
8=Human Anatomy
9=Contract Master
10=Kinjutsu
11=Kinjutsu
12=Kinjutsu
13*= Nara Strategy
Gaining Nara Strategy
Nara Strat Slot 1: Prep Black Lotus on Limitless Kusanagi
Nara Strat Slot 2: Free Basic Strike w/ Limitless Kusanagi
Nara Strat Slot 3: Free Basic Strike w/ Limitless Kusanagi
Nara Strat Slot 4: Free Basic Strike w/ Limitless Kusanagi
Nara Strat Slot 5: Prep Iron Vein on Elemental Shot
Nara Strat Slot 6: Free Basic Strike w/ Elemental Shot
Nara Strat Slot 7: Free Basic Strike w/ Elemental Shot

Free Major = NE
Free Minor = Earth
Major Element(s) = Water / NE / Earth / Wind / Fire / Lightning
Minor Element(s) =
Advanced Element(s) = Kinesis / Ink/ Mirror /Gravity / Dust / Explosion [Touji] / Shadow [Nara]

Name: Elemental 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: Fire
Augment Slot 2: Trick Weapon-Slashing
Augment Slot 3: Razor Strike


Name: Limitless Kusanagi
Description: A simple looking blade that holds untold shapeshifting abilities.
Weapon Type: Unarmed
Accuracy: +2
Damage: -10%
Effect: May use Handseals with this weapon.
Augment Slot 1: Special Composition-Ninjutsu: Fire
Augment Slot 2: Primal
Augment Slot 3: Lucky Dodge


Augment(s):
Chakra Drain

Slot #1: Elemental Shot

Slot #2: Limitless Kusanagi

Slot #3 (Headset)

Slot #4 Iron Vein

Slot #5 Black Lotus

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

https://www.ninpocho.com/viewtopic.php?p=267677#p267677
Gaining Nara and Pyro.

Gaining Nara Strategy
Nara Strat Slot 1: Prep Black Lotus on Limitless Kusanagi
Nara Strat Slot 2: Free Basic Strike w/ Limitless Kusanagi
Nara Strat Slot 3: Free Basic Strike w/ Limitless Kusanagi
Nara Strat Slot 4: Free Basic Strike w/ Limitless Kusanagi
Nara Strat Slot 5: Prep Iron Vein on Elemental Shot
Nara Strat Slot 6: Free Basic Strike w/ Elemental Shot
Nara Strat Slot 7: Free Basic Strike w/ Elemental Shot

https://www.ninpocho.com/viewtopic.php?f=765&t=53375
Changing Seal
Kage Seal v2 said:
Class Points Used: +1 Accuracy and +5% Damage to Earth Jutsu | +2 Stealth and Awareness
Accuracy Type to Improve: Genjutsu DC
Additional Bonus:Failed Bleed/Suppression/Called Shot attempts add their % chance to the next attempt made during the same round (bypassing caps); the user's Bleed rank increases by 1 each round, cannot be lowered, and the user takes x1.5 Bleeding damage.

Changing Both Weapons Elemental Composition to Fire
WC = 200+
Having gained an affinity for recklessly chucking fireballs at opponents with just the barest bit of concentration. Umashi opted to make sure that with his added finesse for the element that his gear was up to par to withstand the high temperatures now associated with his build. Taking his recovery time to do some much needed light training, Umashi would go through various stances and motions slowly to get his muscle memory fully engaged. What he didn’t need to happen in the middle of the fight was for one of his weapons to fail him.

With the chakra vial that he typically kept on him, he shelved the wind elemental one and instead created a new fire one by filling the vial with a flammable liquid. With his measurements just right he next moved on to the blade and sent it back to the forge. While it was good for many things, what he had to be absolutely sure of was that it could withstand the heat. Taking chances would lead to missed opportunities and when the blade struck, he needed it to be hot enough to almost cauterize wounds. Almost was the key word but a blade subjected to such heat would want to bend and melt and Umashi was assured that the produced product was not. Pleased with his wares, he put them into their battle ready place and turned the lights off for the night.

Pyromaniac 20 out of 20 points used.
Pyromaniacs are quite possibly the craziest of all elemental specialists. Their bond with fire has driven them to be partially insane, and sometimes even suicidal in their way of fighting.

Explosive Chakra - Passive (3 points)
Restriction- C Rank and up
Even a pyromaniac’s chakra is unstable, making it highly volatile and extremely dangerous. While this makes their chakra a little harder to control, it makes their fire based jutsu just that much more frightening.
Effect: Due to the difficulty of controlling their chakra, all ninjutsu and genjutsu cost 5% more. However, all fire based jutsu have a +2 critical range and hit for 2.5x normal damage on critical hits instead of 2.0x normal damage.

Warmth - Passive (2 points)
Through their bond with fire, pyromaniacs can draw energy from the warmth of the surrounding air, constantly recharging themselves.
Effect: The user regains 2% Max Cp each round. This is increased to 4% Max Cp/Rnd when Mantle of Fire is active.

Fire Blast - Dependent Special Move (3 points)
By fully unleashing their fiery nature, a pyromaniac can charge a fire based jutsu far beyond normal limits, creating a highly-unstable and explosive attack that is only vaguely controlled, with wild chances to go either way in creating victory or defeat.
Effect: A chosen Fire based Jutsu deals +40% more damage and deals 25% of its total damage back to the user. This jutsu has a 20% chance to increase the damage by an additional +20%, a 30% chance to increase damage by 20% with an additional +25% backlash, and a 10% chance to become unstable and explode on the user dealing full damage to them. Only one effect may happen per use. Because of the intense power, damage from this jutsu cannot be reduced by mantle of fire. This may be used only three times per battle, and does not apply to Damage Buff Limits.

Wildfire - Passive (3 points)
Unstable and dangerous, a Pyromaniac's mind set is one that craves destruction in the fastest, most efficient way possible. Without regards to themselves or their surroundings, they unleash scorching flames with no attempt at self control. Their flames set fire to all they touch, and their battles leave nothing but a scarred wasteland behind.
Effect: All fire based jutsu have a 20% chance to Set their targets afire, dealing 10% of the Jutsu's damage each round for two rounds. Fire based jutsu already having the chance to set targets afire are increased by 10%, and all AoE Flame techniques are increased by 8x8 feet.

Flow of Fire - Independent Special Move (2 points)
Some call it a heat shield, others an air lance, but what it really is is protection from your enemies with a veil of flames. Everything else is irrelevant.
Effect: For 3% their Max Hp a round, the user can activate a shield of flame that encases them, granting a +2 dodge against all projectile and elemental attacks.
Level E-B Rank jutsu may target up to two separate targets unless otherwise specified.
Level A Rank jutsu may target up to three separate targets unless otherwise specified.
Level S Rank jutsu will always specify how many targets they may target.

Burning Recoil - Dependent Special Move (2 points)
Playing with fire is dangerous, and most shinobi are cautious when it comes to their flame techniques, and carefully take the time to properly channel their chakra to avoid harming themselves. However, this is not the case for the Pyromaniac. Missing an opportunity against an opponent for something as insignificant as their own safety is unthinkable, and they release their flames rapidly even if it means using their own body to absorb the recoil of an attack.
Effect: A Pyromaniac may use their own body to absorb the recoil of a Fire based jutsu, increasing the accuracy by +2, but also taking on +15% backlash damage. This can be done once per round.

Fire Boost - Boost (1 point)x3
Restriction- May only be purchased three times
A pyromaniac with this ability has brought out the destructive force of their fire based jutsu to the maximum, though they are no less reckless and chaotic in the execution.
Effect: Fire based jutsu deal 10% more damage, but 5% of the total damage is done to the user.

Mantle of Fire - Jutsu (1 point, 1 to rank up)x2
Restriction- A-Rank and up
By wreathing themselves in flames, the pyromaniac truly becomes one with the fire, burning all around them, whether it be friend, foe, or anything in between.
Rank 1: Wreathes the user in flames that deal 100 fire damage to anyone who makes an unarmed melee attack on them or touches them in any way. While wreathed in flame, all fire damage the user would deal to themselves, including the backlash from Fire Boost, is neutralized, besides Fire Blast backlash. Fire damage from other sources is reduced by 20%. All fire damage is boosted by fire buffs, including Fire Boost, with the exception of melee damage.
Rank 2: Wreathes the user in flames that deal 150 fire damage to anyone who makes an unarmed melee attack on them or touches them in any way. While wreathed in flame, all fire damage the user would deal to themselves, including the backlash from Fire Boost, is neutralized, besides Fire Blast backlash. Fire damage from other sources is reduced by 40%. All fire damage is boosted by fire buffs, including Fire Boost, with the exception of melee damage.
Cost: 3000 CP and 3 AP to activate, 1000 CP/round to maintain
Notes: This counts as a Chakra Armor.


Approved
 
Inventory Slots:
Slot #1: Headset
Slot #2: Hidden Weapon
Slot #3: Signal Flare

Weapon Slot #1: Elemental Shot
Weapon Slot #2: Limitless Kusanagi
The Reluctant Hokage said:
HP: (55+5+lvl) x stamina
CP: (35+5+6[Senju]+lvl) x chakra control
Class Bonus: +5% Earth Damage
High: Ninjutsu Acc
Average: Ranged Accuracy, Evasion, Genjutsu Save
Low: Genjutsu DC, Melee Accuracy

0=Combat Medic
00=Shinobi 101: Unarmed Accuracy via Ninjutsu Accuracy
1=Initiative
2=Earth Chakra Style
3= Summoner
4=Healing Factor
5=Hyperactive
6=Elementalist
7=Called Shot
8=Human Anatomy
9=Contract Master
10=Kinjutsu
11=Kinjutsu
12=Kinjutsu
13*=Sage Mode


Free Major = NE
Free Minor = Earth
Major Element(s) = Water / NE / Earth / Wind / Fire / Lightning
Minor Element(s) =
Advanced Element(s) = Kinesis / Mirror /Gravity / Dust / Shadow [AE Card] / Wood [Senju]

Name: Elemental 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: Earth
Augment Slot 2: Trick Weapon-Slashing
Augment Slot 3: Razor Strike


Name: Limitless Kusanagi
Description: A simple looking blade that holds untold shapeshifting abilities.
Weapon Type: Unarmed
Accuracy: +2
Damage: -10%
Effect: May use Handseals with this weapon.
Augment Slot 1: Special Composition-Ninjutsu: Earth
Augment Slot 2: Primal
Augment Slot 3: Lucky Dodge

Augment(s):
Chakra Drain

Contract(s):




~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
The Akakame said:
HP: (40+4+15) x chakra control =35,400 [Hive mind x4 = 8,850 per Akakame]
CP: (30+4+15) x chakra control = 29,400 [Hive Mind x 4 = 7,350 per Akakame]
AP:5
Class Bonus: +4 Hp and Cp Mod
High: Ranged
Average: Ninjutsu Accuracy, Evasion, Genjutsu Save
Low: Genjutsu DC, Melee Accuracy
Jutsu Subtype(s):Puppet / Thrown / Projectile
***Umashi is capped thus the Akakame have 450 in each stat***

Name: Metalhead
Description: A mechanized Akakame of Akasan's creation. Metalhead isn't soon to fool anybody in terms of looking like a natural born Akakame but if he's dressed up just right, he might just fool the unsuspecting eye.
Weapon Type: Puppet
Accuracy: +2
Damage: -10%
Effect: May use Bleeding
Augment Slot 1: Great Weapon
Augment Slot 2: Swift
Augment Slot 3: Barbed Teeth
Turtle Special Skills said:
Shell Guard - Turtle Contract Passive
The shell of a turtle is synonymous with protection, and for good reason. There isn't much in the natural world that is tougher than the protective plating of a strong turtle.

Effect:
-User has +10% damage reduction against all non-Illusionary damage.
-The user ignores the first two ranks of bleeding, and does not take damage from them.

Shell Smash - Turtle Contract Independent Special Move
Though their shells may be tough, turtles are not exactly the fastest beings. Turtles of the contract realm, however, can temporarily alter this, briefly forgoing the protection of their shells in order to drastically increase their offensive prowess.

Effect: For 1.5 AP, the user may sacrifice the effects of Shell Guard in order to gain +15% damage and +3 accuracy to any one jutsu subtype of the user's choice. This effect lasts for one full round.

Tidal Wall - Turtle Contract Senjutsu
A rock is a barrier is a wall, and a turtle is an impressive wall indeed. The protection a turtle offers extends not only to itself, but can be used to shield its allies when it so desires. Contract turtles even bring with them a protective aura that can help restore their friends.

Effect: Creates a barrier that shields up to three targets, including the user, from 4500 damage. Those within the barrier are healed of three physical debuffs of their choice.

Cost: 2.5 AP, 2750 Cp, 1380 CP/Rnd

Note:
- Jutsu subtype is chosen when the contract creature is designed; damage buffs that apply to the contract subtype increase damage blocked.
- This jutsu protects only against non-Illusionary attacks. This does not affect any jutsu currently in effect.
- Those protected by this barrier cannot use jutsu which use melee accuracy, or cause elemental damage while this barrier is active. If they do, they are no longer protected by this jutsu.
- Physical debuff include things like bleeding and Called Shot levels. Each Called Shot level healed counts as a separate debuff healed.
- Debuffs healed must be chosen while barrier is still active, or they will be selected randomly when barrier falls.

Abilities;
Ancient Wisdom - General Contract Ability
While many contracts are reclusive and rarely show themselves to the outside world, do not make the mistake of assuming them to be unworldly; many contract beasts live lives far longer than humans, and with this age comes experience. Experience that can benefit those who heed its advice.

Effect:
- While the contract is present in battle, its allies gain a bonus based on its custom class 'High' stat(s); this bonus is +1 Acc/Dodge/DC/Save and +5% Damage dealt with it. These bonuses do not apply towards caps.
- Example; the contract with this ability having Nin Acc and Gen DC in high would grant its allies +1 to Nin Acc/Nin Dodge/Gen DC/Gen Save, and +5% Ninjutsu/Genjutsu damage.

Hivemind - General Contract Ability
There are some creatures where, rather than live as a singular entity, are only ever really whole when as a grouped together as a colony. Although tending to be smaller and weaker when compared to a single being individually, there is some advantage to existing as a swarm.

Effect:
- The user's Contract takes the form of multiple weaker individuals rather than a singular one. Its total HP and CP is split between 2-through-5 individuals (amount chosen at the time of gaining the contract). All share the same Awareness and AP (only one may perform an action at a time), but effects (both positive and negative) applied to one do not apply to the others. Attacks targeting multiple targets may hit multiple in a single attack.

Duelist

A master of card battles and dice games, the user is undefeatable so long as they believe in the heart of the cards. A duel is an age old custom, extending back to the beginnings of modern combat. Those skilled in the exchange are well suited to fighting in one on one combat.

Information
Prerequisites: C Rank

Effect:
- +2 Accuracy/DC and +10% damage towards a single target. User must choose target at beginning of battle. Should the target be KO, or no longer in the battle, the user may choose another target. Targeting any other opponent (excluding clones) from the initial target will nullify this ability for the remainder of the battle.
- +10% chance to auto-dodge the targets attacks
- -2 Dodge/Save to any other opponents targeting the user

Notes:
- When choosing a target, the user must declare what type of Accuracy or DC buff they wish to receive. Either Melee, Ranged, Ninjutsu or Genjutsu. The type of buff remains constant as long as this ability is active.
- Clones are considered an extension of their owner and all above effects will still apply.

Jutsu:
4E
Trick Launch - E rank Thrown (Mastered)
Curve Shot - E Rank Projectile (Mastered)
Unforeseen Strike - E Rank Projectile (Mastered)
Swift Spin - E Rank Puppet (Mastered)
4D
Projectile Launcher - D Rank Puppet (Mastered)
Disillusion Shot - D Rank Projectile (Mastered)
Sudden Shot - D Rank Thrown (Mastered)
Shadow Projectile - D Rank Thrown (Mastered)
4C
Hidden Smoke Bomb - C Rank Puppet (Mastered)
Needle Shower - C Rank Puppet (Mastered)
Puppet Clone - C Rank Puppet (Mastered)
Silver Crows - C Rank Thrown (Mastered)
4B
Terra Shift - B Rank Puppet (Mastered)
Atomic Core- B Rank Puppet (Mastered)
Silver Cloud - B Rank Thrown (Mastered)
Flurry Shot - B Rank Projectile (Mastered)

4A
Nihil Shield - A Rank Puppet (Mastered)
Terra Firma Shot - A Rank Projectile (Mastered)
Kaizo Trap - A Rank Puppet (Mastered)
Voltaic Shot - A Rank Projectile (mastered)

RumjKGV.jpg


Name: The Akakame

Description: A leading group of red bandanna wearing turtles trained in the shinobi arts. Although they have the ability to appear as typical run of the mill red-eared terAkashin, the Akakame often can be found in their humanoid form wearing their Fire Country inspired bandanna and sashes. The turtles when in their humanoid form stand just over five feet and when in their terAkashin form, they can usually fit within an average sized grown man’s hand. Due to being trained in the shinobi arts and always ready for a mission, the Akakame can typically be found with an assortment of shinobi weapons on themselves, from swords, bo staffs, nun-chucks and combat sai's although they're proficient in many shinobi arts other than taijutsu.

Personality: The Kame-nin typically have many different personality types but of the four dubbed the Akakame that Umashi deals with are known for their very family oriented behavior and antics. In fact, they’re often able to be distracted by an argument in the heat of battle. Akaichi, the leader, is known for being more serious and disciplined, Akani is known for being a free spirit and an exceptional chef, Akasan is known for having a genius level intellect and inventions and Akashi is known for being the true warrior of the group. While each of the turtles have their merits, there is also a downside to their personalities that lend to them often having to learn to live with each other’s faults. Akaichi often is so serious that he needlessly stresses out and fails to deliver as a leader, Akani often needs to be reminded of the seriousness of a mission, Akasan often is lost in thought and Akashi constantly has to be reminded that the missions that they carry out are a team effort.

History: Hatched in the Fire Country city of Shin Yoko, the Akakame were found by Umashi sometime during his years of pirating off the coast of the Fire Country. While they were seemingly terAkashin gifted with the ability of transformation, Umashi noticed the potential that they had for a better purpose. Adopting them like sons, Umashi would parent from afar as he kept his life as a pirate a secret from them until he felt as though they were ready to handle just what sort of man that their "father" was. When Umashi finally decided to reveal his true self to them, the foursome that had taken on a leadership role within the Kame-nin, rebelled and struck out on their own. While they respected the man who they considered to be their father, they did not agree with his war mongering ways. To them the Fire Country was their home and their father unfortunately fell far short of their respect. For many years Umashi would hear tales of their exploits as they rose to fame within Shin Yoko and the greater Fire Country as a whole.

Continuing to teach other Kame-nin in the same way that he'd taught the original Akakame, Umashi and the original foursome eventually crossed paths again after he was promoted as the War Kage during the Leaf Country Civil war. Having been tasked to protect the Fire Country from the evil Daimyo, the original Akakame agreed to rejoin Umashi once more after seeing what sort of man he'd grown to be after abandoning his pirate ways. Once again uniting the general Kame-nin and the Akakame, Umashi and his “son’s” attempted to turn the tide of the battle but were unable to defeat the Fire Daimyo at the time. Journeying with Umashi to Iwagakure, the Akakame would grow in size as other humanoid turtles began to follow in their ways. Eventually migrating with Umashi and the other Fire Country refugees back to Konoha, the Akakame now continue in the way that they were originally taught by Umashi, that of protecting the weak from the powerful bullies that would seek to do them harm. Although their main home is Shin Yoko, the Akakame are always willing to help Umashi out if the need should arise and there is always a local Kame-nin around that can lend a hand as well. Now that their moral intentions have aligned, the Akakame and Umashi are as fearsome a team as ever!

Other info: Kame-nin = The general shinobi turtles that Umashi might summon to help deliver top secret information or assist in teaching students, etc.

Akakame = The special Kame-nin foursome that Umashi is especially close to and his original turtle contract pupils.

Note: Hive mind ability will be taken up to make Akaichi, Akani, Akasan and Akashi

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

Added weapon swaps for myself and all of my turtle contract stuff. I am not creating a custom slug contract because I'm in the process of searching for a 3rd contract to swap it out.

I owe 7,200 for my contract weapon stuff.
 
Umashiashikabihikoji said:
Inventory Slots:
Slot #1: Headset
Slot #2: Hidden Weapon
Slot #3: Signal Flare
The Reluctant Hokage said:
HP: (55+5+lvl) x stamina
CP: (35+5+6[Senju]+lvl) x chakra control
Class Bonus: +5% Earth Damage
High: Ninjutsu Acc
Average: Ranged Accuracy, Evasion, Genjutsu Save
Low: Genjutsu DC, Melee Accuracy

0=Combat Medic
00=Shinobi 101: Unarmed Accuracy via Ninjutsu Accuracy
1=Initiative
2=Earth Chakra Style
3=Bloody Mess => Summoner
4=CS [DS] => Healing Factor
5=Transmit Life => Hyperactive
6=Elementalist
7=Called Shot
8=Human Anatomy
9=Contract Master
10=Kinjutsu
11=Kinjutsu
12=Kinjutsu
13*=Sage Mode
Dropping Bloody Mess, CS, Transmit Life.
Will RP for Summoner, Healing Factor and Hyperactive ASAP but needed to get the free drops in now. Sage mode gained via Kinjutsu.

Posting this for free swap period.

Dojo approved
 
Inventory Slots:
Slot #1: Headset
Slot #2: Hidden Weapon
Slot #3: Signal Flare

Weapon Slot #1: Elemental Shot
Weapon Slot #2: Limitless Kusanagi
The Reluctant Hokage said:
HP: (55+5+lvl) x stamina
CP: (35+5+6[Senju]+lvl) x chakra control
Class Bonus: +5% Earth Damage
High: Ninjutsu Acc
Average: Ranged Accuracy, Evasion, Genjutsu Save
Low: Genjutsu DC, Melee Accuracy

0=Combat Medic
00=Shinobi 101: Unarmed Accuracy via Ninjutsu Accuracy
1=Initiative
2=Earth Chakra Style
3= Summoner
4=Healing Factor
5=Hyperactive
6=Elementalist
7=Called Shot
8=Human Anatomy
9=Contract Master
10=Kinjutsu
11=Kinjutsu
12=Kinjutsu
13*=Sage Mode


Free Major = NE
Free Minor = Earth
Major Element(s) = Water / NE / Earth / Wind / Fire / Lightning
Minor Element(s) =
Advanced Element(s) = Kinesis / Mirror /Gravity / Dust / Shadow [AE Card] / Wood [Senju]

Name: Elemental 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: Earth
Augment Slot 2: Trick Weapon-Slashing
Augment Slot 3: Razor Strike


Name: Limitless Kusanagi
Description: A simple looking blade that holds untold shapeshifting abilities.
Weapon Type: Unarmed
Accuracy: +2
Damage: -10%
Effect: May use Handseals with this weapon.
Augment Slot 1: Special Composition-Ninjutsu: Earth
Augment Slot 2: Primal
Augment Slot 3: Lucky Dodge

Augment(s):
Chakra Drain

Contract(s):




~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
The Akakame said:
HP: (40+4+15) x chakra control =35,400 [Hive mind x4 = 8,850 per Akakame]
CP: (30+4+15) x chakra control = 29,400 [Hive Mind x 4 = 7,350 per Akakame]
AP:5
Class Bonus: +4 Hp and Cp Mod
High: Ranged
Average: Ninjutsu Accuracy, Evasion, Genjutsu Save
Low: Genjutsu DC, Melee Accuracy
Jutsu Subtype(s):Puppet / Thrown / Projectile
***Umashi is capped thus the Akakame have 450 in each stat***

Name: Metalhead
Description: A mechanized Akakame of Akasan's creation. Metalhead isn't soon to fool anybody in terms of looking like a natural born Akakame but if he's dressed up just right, he might just fool the unsuspecting eye.
Weapon Type: Puppet
Accuracy: +2
Damage: -10%
Effect: May use Bleeding
Augment Slot 1: Great Weapon
Augment Slot 2: Swift
Augment Slot 3: Barbed Teeth
Turtle Special Skills said:
Shell Guard - Turtle Contract Passive
The shell of a turtle is synonymous with protection, and for good reason. There isn't much in the natural world that is tougher than the protective plating of a strong turtle.

Effect:
-User has +10% damage reduction against all non-Illusionary damage.
-The user ignores the first two ranks of bleeding, and does not take damage from them.

Shell Smash - Turtle Contract Independent Special Move
Though their shells may be tough, turtles are not exactly the fastest beings. Turtles of the contract realm, however, can temporarily alter this, briefly forgoing the protection of their shells in order to drastically increase their offensive prowess.

Effect: For 1.5 AP, the user may sacrifice the effects of Shell Guard in order to gain +15% damage and +3 accuracy to any one jutsu subtype of the user's choice. This effect lasts for one full round.

Tidal Wall - Turtle Contract Senjutsu
A rock is a barrier is a wall, and a turtle is an impressive wall indeed. The protection a turtle offers extends not only to itself, but can be used to shield its allies when it so desires. Contract turtles even bring with them a protective aura that can help restore their friends.

Effect: Creates a barrier that shields up to three targets, including the user, from 4500 damage. Those within the barrier are healed of three physical debuffs of their choice.

Cost: 2.5 AP, 2750 Cp, 1380 CP/Rnd

Note:
- Jutsu subtype is chosen when the contract creature is designed; damage buffs that apply to the contract subtype increase damage blocked.
- This jutsu protects only against non-Illusionary attacks. This does not affect any jutsu currently in effect.
- Those protected by this barrier cannot use jutsu which use melee accuracy, or cause elemental damage while this barrier is active. If they do, they are no longer protected by this jutsu.
- Physical debuff include things like bleeding and Called Shot levels. Each Called Shot level healed counts as a separate debuff healed.
- Debuffs healed must be chosen while barrier is still active, or they will be selected randomly when barrier falls.

Abilities;
Ancient Wisdom - General Contract Ability
While many contracts are reclusive and rarely show themselves to the outside world, do not make the mistake of assuming them to be unworldly; many contract beasts live lives far longer than humans, and with this age comes experience. Experience that can benefit those who heed its advice.

Effect:
- While the contract is present in battle, its allies gain a bonus based on its custom class 'High' stat(s); this bonus is +1 Acc/Dodge/DC/Save and +5% Damage dealt with it. These bonuses do not apply towards caps.
- Example; the contract with this ability having Nin Acc and Gen DC in high would grant its allies +1 to Nin Acc/Nin Dodge/Gen DC/Gen Save, and +5% Ninjutsu/Genjutsu damage.

Hivemind - General Contract Ability
There are some creatures where, rather than live as a singular entity, are only ever really whole when as a grouped together as a colony. Although tending to be smaller and weaker when compared to a single being individually, there is some advantage to existing as a swarm.

Effect:
- The user's Contract takes the form of multiple weaker individuals rather than a singular one. Its total HP and CP is split between 2-through-5 individuals (amount chosen at the time of gaining the contract). All share the same Awareness and AP (only one may perform an action at a time), but effects (both positive and negative) applied to one do not apply to the others. Attacks targeting multiple targets may hit multiple in a single attack.

Duelist

A master of card battles and dice games, the user is undefeatable so long as they believe in the heart of the cards. A duel is an age old custom, extending back to the beginnings of modern combat. Those skilled in the exchange are well suited to fighting in one on one combat.

Information
Prerequisites: C Rank

Effect:
- +2 Accuracy/DC and +10% damage towards a single target. User must choose target at beginning of battle. Should the target be KO, or no longer in the battle, the user may choose another target. Targeting any other opponent (excluding clones) from the initial target will nullify this ability for the remainder of the battle.
- +10% chance to auto-dodge the targets attacks
- -2 Dodge/Save to any other opponents targeting the user

Notes:
- When choosing a target, the user must declare what type of Accuracy or DC buff they wish to receive. Either Melee, Ranged, Ninjutsu or Genjutsu. The type of buff remains constant as long as this ability is active.
- Clones are considered an extension of their owner and all above effects will still apply.

Jutsu:
4E
Trick Launch - E rank Thrown (Mastered)
Curve Shot - E Rank Projectile (Mastered)
Unforeseen Strike - E Rank Projectile (Mastered)
Swift Spin - E Rank Puppet (Mastered)
4D
Projectile Launcher - D Rank Puppet (Mastered)
Disillusion Shot - D Rank Projectile (Mastered)
Sudden Shot - D Rank Thrown (Mastered)
Shadow Projectile - D Rank Thrown (Mastered)
4C
Hidden Smoke Bomb - C Rank Puppet (Mastered)
Needle Shower - C Rank Puppet (Mastered)
Puppet Clone - C Rank Puppet (Mastered)
Silver Crows - C Rank Thrown (Mastered)
4B
Terra Shift - B Rank Puppet (Mastered)
Atomic Core- B Rank Puppet (Mastered)
Silver Cloud - B Rank Thrown (Mastered)
Flurry Shot - B Rank Projectile (Mastered)

4A
Nihil Shield - A Rank Puppet (Mastered)
Terra Firma Shot - A Rank Projectile (Mastered)
Kaizo Trap - A Rank Puppet (Mastered)
Voltaic Shot - A Rank Projectile (mastered)

RumjKGV.jpg


Name: The Akakame

Description: A leading group of red bandanna wearing turtles trained in the shinobi arts. Although they have the ability to appear as typical run of the mill red-eared terAkashin, the Akakame often can be found in their humanoid form wearing their Fire Country inspired bandanna and sashes. The turtles when in their humanoid form stand just over five feet and when in their terAkashin form, they can usually fit within an average sized grown man’s hand. Due to being trained in the shinobi arts and always ready for a mission, the Akakame can typically be found with an assortment of shinobi weapons on themselves, from swords, bo staffs, nun-chucks and combat sai's although they're proficient in many shinobi arts other than taijutsu.

Personality: The Kame-nin typically have many different personality types but of the four dubbed the Akakame that Umashi deals with are known for their very family oriented behavior and antics. In fact, they’re often able to be distracted by an argument in the heat of battle. Akaichi, the leader, is known for being more serious and disciplined, Akani is known for being a free spirit and an exceptional chef, Akasan is known for having a genius level intellect and inventions and Akashi is known for being the true warrior of the group. While each of the turtles have their merits, there is also a downside to their personalities that lend to them often having to learn to live with each other’s faults. Akaichi often is so serious that he needlessly stresses out and fails to deliver as a leader, Akani often needs to be reminded of the seriousness of a mission, Akasan often is lost in thought and Akashi constantly has to be reminded that the missions that they carry out are a team effort.

History: Hatched in the Fire Country city of Shin Yoko, the Akakame were found by Umashi sometime during his years of pirating off the coast of the Fire Country. While they were seemingly terAkashin gifted with the ability of transformation, Umashi noticed the potential that they had for a better purpose. Adopting them like sons, Umashi would parent from afar as he kept his life as a pirate a secret from them until he felt as though they were ready to handle just what sort of man that their "father" was. When Umashi finally decided to reveal his true self to them, the foursome that had taken on a leadership role within the Kame-nin, rebelled and struck out on their own. While they respected the man who they considered to be their father, they did not agree with his war mongering ways. To them the Fire Country was their home and their father unfortunately fell far short of their respect. For many years Umashi would hear tales of their exploits as they rose to fame within Shin Yoko and the greater Fire Country as a whole.

Continuing to teach other Kame-nin in the same way that he'd taught the original Akakame, Umashi and the original foursome eventually crossed paths again after he was promoted as the War Kage during the Leaf Country Civil war. Having been tasked to protect the Fire Country from the evil Daimyo, the original Akakame agreed to rejoin Umashi once more after seeing what sort of man he'd grown to be after abandoning his pirate ways. Once again uniting the general Kame-nin and the Akakame, Umashi and his “son’s” attempted to turn the tide of the battle but were unable to defeat the Fire Daimyo at the time. Journeying with Umashi to Iwagakure, the Akakame would grow in size as other humanoid turtles began to follow in their ways. Eventually migrating with Umashi and the other Fire Country refugees back to Konoha, the Akakame now continue in the way that they were originally taught by Umashi, that of protecting the weak from the powerful bullies that would seek to do them harm. Although their main home is Shin Yoko, the Akakame are always willing to help Umashi out if the need should arise and there is always a local Kame-nin around that can lend a hand as well. Now that their moral intentions have aligned, the Akakame and Umashi are as fearsome a team as ever!

Other info: Kame-nin = The general shinobi turtles that Umashi might summon to help deliver top secret information or assist in teaching students, etc.

Akakame = The special Kame-nin foursome that Umashi is especially close to and his original turtle contract pupils.

Note: Hive mind ability will be taken up to make Akaichi, Akani, Akasan and Akashi

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

Added weapon swaps for myself and all of my turtle contract stuff. I am not creating a custom slug contract because I'm in the process of searching for a 3rd contract to swap it out.

I owe 7,200 for my contract weapon stuff.
 
Umashiashikabihikoji said:
Inventory Slots:
Slot #1: Headset
Slot #2: Hidden Weapon
Slot #3: Signal Flare

Weapon Slot #1: Elemental Shot
Weapon Slot #2: Limitless Kusanagi
The Reluctant Hokage said:
HP: (55+5+lvl) x stamina
CP: (35+5+6[Senju]+lvl) x chakra control
Class Bonus: +5% Earth Damage
High: Ninjutsu Acc
Average: Ranged Accuracy, Evasion, Genjutsu Save
Low: Genjutsu DC, Melee Accuracy

0=Combat Medic
00=Shinobi 101: Unarmed Accuracy via Ninjutsu Accuracy
1=Initiative
2=Earth Chakra Style
3= Summoner
4=Healing Factor
5=Hyperactive
6=Elementalist
7=Called Shot
8=Human Anatomy
9=Contract Master
10=Kinjutsu
11=Kinjutsu
12=Kinjutsu
13*=Sage Mode


Free Major = NE
Free Minor = Earth
Major Element(s) = Water / NE / Earth / Wind / Fire / Lightning
Minor Element(s) =
Advanced Element(s) = Kinesis / Mirror /Gravity / Dust / Shadow [AE Card] / Wood [Senju]

Name: Elemental 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: Earth
Augment Slot 2: Trick Weapon-Slashing
Augment Slot 3: Razor Strike


Name: Limitless Kusanagi
Description: A simple looking blade that holds untold shapeshifting abilities.
Weapon Type: Unarmed
Accuracy: +2
Damage: -10%
Effect: May use Handseals with this weapon.
Augment Slot 1: Special Composition-Ninjutsu: Earth
Augment Slot 2: Primal
Augment Slot 3: Lucky Dodge

Augment(s):
Chakra Drain

Contract(s):




~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
The Akakame said:
HP: (40+4+15) x chakra control =35,400 [Hive mind x4 = 8,850 per Akakame]
CP: (30+4+15) x chakra control = 29,400 [Hive Mind x 4 = 7,350 per Akakame]
AP:5
Class Bonus: +4 Hp and Cp Mod
High: Ranged
Average: Ninjutsu Accuracy, Evasion, Genjutsu Save
Low: Genjutsu DC, Melee Accuracy
Jutsu Subtype(s):Puppet / Thrown / Projectile
***Umashi is capped thus the Akakame have 450 in each stat***

Name: Metalhead
Description: A mechanized Akakame of Akasan's creation. Metalhead isn't soon to fool anybody in terms of looking like a natural born Akakame but if he's dressed up just right, he might just fool the unsuspecting eye.
Weapon Type: Puppet
Accuracy: +2
Damage: -10%
Effect: May use Bleeding
Augment Slot 1: Great Weapon
Augment Slot 2: Swift
Augment Slot 3: Barbed Teeth
Turtle Special Skills said:
Shell Guard - Turtle Contract Passive
The shell of a turtle is synonymous with protection, and for good reason. There isn't much in the natural world that is tougher than the protective plating of a strong turtle.

Effect:
-User has +10% damage reduction against all non-Illusionary damage.
-The user ignores the first two ranks of bleeding, and does not take damage from them.

Shell Smash - Turtle Contract Independent Special Move
Though their shells may be tough, turtles are not exactly the fastest beings. Turtles of the contract realm, however, can temporarily alter this, briefly forgoing the protection of their shells in order to drastically increase their offensive prowess.

Effect: For 1.5 AP, the user may sacrifice the effects of Shell Guard in order to gain +15% damage and +3 accuracy to any one jutsu subtype of the user's choice. This effect lasts for one full round.

Tidal Wall - Turtle Contract Senjutsu
A rock is a barrier is a wall, and a turtle is an impressive wall indeed. The protection a turtle offers extends not only to itself, but can be used to shield its allies when it so desires. Contract turtles even bring with them a protective aura that can help restore their friends.

Effect: Creates a barrier that shields up to three targets, including the user, from 4500 damage. Those within the barrier are healed of three physical debuffs of their choice.

Cost: 2.5 AP, 2750 Cp, 1380 CP/Rnd

Note:
- Jutsu subtype is chosen when the contract creature is designed; damage buffs that apply to the contract subtype increase damage blocked.
- This jutsu protects only against non-Illusionary attacks. This does not affect any jutsu currently in effect.
- Those protected by this barrier cannot use jutsu which use melee accuracy, or cause elemental damage while this barrier is active. If they do, they are no longer protected by this jutsu.
- Physical debuff include things like bleeding and Called Shot levels. Each Called Shot level healed counts as a separate debuff healed.
- Debuffs healed must be chosen while barrier is still active, or they will be selected randomly when barrier falls.

Abilities;
Ancient Wisdom - General Contract Ability
While many contracts are reclusive and rarely show themselves to the outside world, do not make the mistake of assuming them to be unworldly; many contract beasts live lives far longer than humans, and with this age comes experience. Experience that can benefit those who heed its advice.

Effect:
- While the contract is present in battle, its allies gain a bonus based on its custom class 'High' stat(s); this bonus is +1 Acc/Dodge/DC/Save and +5% Damage dealt with it. These bonuses do not apply towards caps.
- Example; the contract with this ability having Nin Acc and Gen DC in high would grant its allies +1 to Nin Acc/Nin Dodge/Gen DC/Gen Save, and +5% Ninjutsu/Genjutsu damage.

Hivemind - General Contract Ability
There are some creatures where, rather than live as a singular entity, are only ever really whole when as a grouped together as a colony. Although tending to be smaller and weaker when compared to a single being individually, there is some advantage to existing as a swarm.

Effect:
- The user's Contract takes the form of multiple weaker individuals rather than a singular one. Its total HP and CP is split between 2-through-5 individuals (amount chosen at the time of gaining the contract). All share the same Awareness and AP (only one may perform an action at a time), but effects (both positive and negative) applied to one do not apply to the others. Attacks targeting multiple targets may hit multiple in a single attack.

Duelist

A master of card battles and dice games, the user is undefeatable so long as they believe in the heart of the cards. A duel is an age old custom, extending back to the beginnings of modern combat. Those skilled in the exchange are well suited to fighting in one on one combat.

Information
Prerequisites: C Rank

Effect:
- +2 Accuracy/DC and +10% damage towards a single target. User must choose target at beginning of battle. Should the target be KO, or no longer in the battle, the user may choose another target. Targeting any other opponent (excluding clones) from the initial target will nullify this ability for the remainder of the battle.
- +10% chance to auto-dodge the targets attacks
- -2 Dodge/Save to any other opponents targeting the user

Notes:
- When choosing a target, the user must declare what type of Accuracy or DC buff they wish to receive. Either Melee, Ranged, Ninjutsu or Genjutsu. The type of buff remains constant as long as this ability is active.
- Clones are considered an extension of their owner and all above effects will still apply.

Jutsu:
4E
Trick Launch - E rank Thrown (Mastered)
Curve Shot - E Rank Projectile (Mastered)
Unforeseen Strike - E Rank Projectile (Mastered)
Swift Spin - E Rank Puppet (Mastered)
4D
Projectile Launcher - D Rank Puppet (Mastered)
Disillusion Shot - D Rank Projectile (Mastered)
Sudden Shot - D Rank Thrown (Mastered)
Shadow Projectile - D Rank Thrown (Mastered)
4C
Hidden Smoke Bomb - C Rank Puppet (Mastered)
Needle Shower - C Rank Puppet (Mastered)
Puppet Clone - C Rank Puppet (Mastered)
Silver Crows - C Rank Thrown (Mastered)
4B
Terra Shift - B Rank Puppet (Mastered)
Atomic Core- B Rank Puppet (Mastered)
Silver Cloud - B Rank Thrown (Mastered)
Flurry Shot - B Rank Projectile (Mastered)

4A
Nihil Shield - A Rank Puppet (Mastered)
Terra Firma Shot - A Rank Projectile (Mastered)
Kaizo Trap - A Rank Puppet (Mastered)
Voltaic Shot - A Rank Projectile (mastered)

RumjKGV.jpg


Name: The Akakame

Description: A leading group of red bandanna wearing turtles trained in the shinobi arts. Although they have the ability to appear as typical run of the mill red-eared terAkashin, the Akakame often can be found in their humanoid form wearing their Fire Country inspired bandanna and sashes. The turtles when in their humanoid form stand just over five feet and when in their terAkashin form, they can usually fit within an average sized grown man’s hand. Due to being trained in the shinobi arts and always ready for a mission, the Akakame can typically be found with an assortment of shinobi weapons on themselves, from swords, bo staffs, nun-chucks and combat sai's although they're proficient in many shinobi arts other than taijutsu.

Personality: The Kame-nin typically have many different personality types but of the four dubbed the Akakame that Umashi deals with are known for their very family oriented behavior and antics. In fact, they’re often able to be distracted by an argument in the heat of battle. Akaichi, the leader, is known for being more serious and disciplined, Akani is known for being a free spirit and an exceptional chef, Akasan is known for having a genius level intellect and inventions and Akashi is known for being the true warrior of the group. While each of the turtles have their merits, there is also a downside to their personalities that lend to them often having to learn to live with each other’s faults. Akaichi often is so serious that he needlessly stresses out and fails to deliver as a leader, Akani often needs to be reminded of the seriousness of a mission, Akasan often is lost in thought and Akashi constantly has to be reminded that the missions that they carry out are a team effort.

History: Hatched in the Fire Country city of Shin Yoko, the Akakame were found by Umashi sometime during his years of pirating off the coast of the Fire Country. While they were seemingly terAkashin gifted with the ability of transformation, Umashi noticed the potential that they had for a better purpose. Adopting them like sons, Umashi would parent from afar as he kept his life as a pirate a secret from them until he felt as though they were ready to handle just what sort of man that their "father" was. When Umashi finally decided to reveal his true self to them, the foursome that had taken on a leadership role within the Kame-nin, rebelled and struck out on their own. While they respected the man who they considered to be their father, they did not agree with his war mongering ways. To them the Fire Country was their home and their father unfortunately fell far short of their respect. For many years Umashi would hear tales of their exploits as they rose to fame within Shin Yoko and the greater Fire Country as a whole.

Continuing to teach other Kame-nin in the same way that he'd taught the original Akakame, Umashi and the original foursome eventually crossed paths again after he was promoted as the War Kage during the Leaf Country Civil war. Having been tasked to protect the Fire Country from the evil Daimyo, the original Akakame agreed to rejoin Umashi once more after seeing what sort of man he'd grown to be after abandoning his pirate ways. Once again uniting the general Kame-nin and the Akakame, Umashi and his “son’s” attempted to turn the tide of the battle but were unable to defeat the Fire Daimyo at the time. Journeying with Umashi to Iwagakure, the Akakame would grow in size as other humanoid turtles began to follow in their ways. Eventually migrating with Umashi and the other Fire Country refugees back to Konoha, the Akakame now continue in the way that they were originally taught by Umashi, that of protecting the weak from the powerful bullies that would seek to do them harm. Although their main home is Shin Yoko, the Akakame are always willing to help Umashi out if the need should arise and there is always a local Kame-nin around that can lend a hand as well. Now that their moral intentions have aligned, the Akakame and Umashi are as fearsome a team as ever!

Other info: Kame-nin = The general shinobi turtles that Umashi might summon to help deliver top secret information or assist in teaching students, etc.

Akakame = The special Kame-nin foursome that Umashi is especially close to and his original turtle contract pupils.

Note: Hive mind ability will be taken up to make Akaichi, Akani, Akasan and Akashi

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

Added weapon swaps for myself and all of my turtle contract stuff. I am not creating a custom slug contract because I'm in the process of searching for a 3rd contract to swap it out.

I owe 7,200 for my contract weapon stuff.

Dojo approved
- 7,200 For weapon augments
 

Current Ninpocho Time:

Back
Top