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:

Toraono Suzuhime - Lady of The Gates

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Name: Toraono Suzuhime
Gender: Female
Body type: Petite
Height: 5'1
Age: 27
Eye color: Pale Lavender
Skin tone: Pale
Hair: Dark Crimson
Core Ability: Shadow Boxer
Origin: Key Country
OOC Rank: D-Rank
IC Rank: Genin
Alignment: Chaotic Neutral
Clans: Yamazaki(Birth clan) / Toraono(Married into)
Physical Description:</COLOR>


History:
Growing up, Suzuhime was rather close to her family. Only daughter of Yamazaki Ryoko(mother) and Susumu(father). Second born child of the married couple. The first child being Yamazaki Iori, her older brother. Suzuhime's family were all generally tight knit, all of them a loving yet somewhat strange family. They shared 'weird' senses of humor and were hardly disturbed by anything macabre. While Iori grew up being pampered to be the next leader of the clan, Suzuhime still constantly lived in his shadow. This made Suzuhime grow up somewhat disturbed, but only by means of being compared to her brother. So she resolved to become better then him at something, and that was strength. Suzuhime had already been born with natural strength at the cost of impaired vision via her piercing lavender eyes. She trained frequently and often, striving to be the more powerful then Iori. Iori would easily beat her in smarts, but Suzuhime crushed him in raw strength. Although these two had some sort of a rivalry, they had a loving brother-sister relationship. Amplified when Iori killed a man trying to rape Suzuhime. Eventually using his corpse for his research. Suzuhime later enrolled in a martial arts academy, with a very low girls population, she wasn't accepted well into the school. Full of snotty kids with superiority complexes. Suzuhime genuinely hated the school, however, she learned how to discipline herself and control her strength. Learning many fighting styles, but her main style being one branded as an under handed way of fighting. Suzuhime chose shadow boxing as her professional style.

After 6 years of training and learning all there was to shadow boxing, she was eventually kicked out of the academy for being caught having sex with an old friend she thought liked her. Thankfully, she had been sending letters to her brother and visiting his home before he moved to Sunagakure. Thanks to the letters, she was able to track down her brother's home. Having braved the maelstrom via extensive planning. Finally reaching the underground metropolis. She followed the addresses to where her beloved brother lived. Upon finding his home, she was welcomed with open arms by her brother. Keeping him company and supporting him in any way she could to help him get over the loss of his wife Yoshina.

After living with Iori for about 2 months, she had made herself comfortable in Sunagakure, even becoming an official citizen and ninja of the village.

While Suzuhime had officially become a citizen, she was still technically the level of a genin. Being a woman of her pride, she would usually embark upon numerous missions to gain favor for promotions. Her first promotion occurred because she had taken on a persistent mission to become council-man Yamazaki Iori's personal bodyguard. Certainly proving her mettle from her services to the council member, who happened to be her older sibling. Suzuhime had managed to obtain her jounin status through her unwavering service to a country that she did not originate from, performing numerous missions in ranging difficulty to prove her loyalty to the Sunan populace. From finding lost pets, to stopping gang activity. Some of these missions would leave Suzuhime in the hospital from her injuries.

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

Recently, Suzuhime had met Toraono Kuro, who she had challenged to a hand to hand skirmish, promptly being defeated by the demon-lord. A few days later after a disaster at a dinner between a business partner, his wife, and herself. Where she freaked out from the verbal abuse from the man in question. Harming her brother in the process of her rage. She later searched out Toraono Kuro for aid in trying to control her anger. She ended up having an episode when she began to have an internal identity crisis. Kuro consoled her, but in this process, awakened the portion of celestial blood within Suzuhime with his own demonic energies. Suzu normally uses this aspect of herself to perfect her fighting style, being able to successfully use genjutsus through melee strikes.

After her awakening, Kuro took Suzuhime to the main building of the Toraono Dojo, where they were having a family feast at the time. Who presented Suzuhime to his mother, quickly being accepted by the family. According to a prophecy within the Toraono, Hyakujuuonuu and his queen, Amaterasu would be reunited with each other through their vessels. Not much was known of who the vessel was, aside from that it was a woman with glistening crimson hair. Suzuhime's case only being reinforced by the celestial aura she gave off. Without much argument, discussion, or even dating went on when they were declared that they would become husband and wife.

-------------------------------------------

When the Cabal began to rise, Suzuhime often found herself fighting them with the aid of her guardians. She was struck by a weapon that seemingly sapped the strength and soul out of her, leaving the woman in a severely weakened state. Suzuhime was sent to a hideaway to recover from her injuries, and try to get some of her strength back, while she's no longer nearly as strong as she used to be. There was only so much she could do alone.

Stats/Class:
Amaterasu
HP: (50+lvl) x stamina
CP: (40+lvl) x chakra control
Class Feature: +5% Melee damage , +.5 Accuracy , +.5 Dodge
High: Melee Accuracy
Average: Evasion, Gen save, Ninjutsu Accuracy, Genjutsu DC
Low: Ranged Acc, Puppet Acc

LVL: 2

Agility: 100/100
Stamina: 100/100
Taijutsu: 100/100
Ninjutsu: 100/100
Genjutsu: 100/100
Chakra Control: 100/100
CSP: 3
PL: 600
Core Ability points: 20(max)
Taijutsu: Unarmed
Janken - Mastered/E rank
Uncalled for shot - Mastered/E rank
Low Seep - Mastered/E rank

4-hit combo - Rank 1/D rank
Ninjutsu(Wind):
Pressure Burst - Rank 1/E rank
Wind Slash - Rank 1/E rank

Ninjutsu(Non-elemental):
Body Switch - Rank 1/E rank
Cancel - Rank 1/D rank

Core Ability-Shadow Boxer: (Bolded=Obtained)
ShadowBoxer.jpg

Skilled at both the Fist and the Mind, Shadow Boxers not only fight with their iron fists, but their ability to manipulate the player's senses to sway in their favor. It is said that a Shadow Boxer wins most of their fights mentally and finish up with their brawn.

Hands of Power - Passive (2 point)
Through years of difficult training and many bloodied knuckles, the Shadow Boxer learned to harden their strikes to hit like hammers.
Effect: +15% Unarmed Damage

Eye of the Mystics - Boost (1 point)
Restriction - May be bought up to 2 times
Sharpening the mind, the Shadow Boxer hone their abilities to cast illusions upon their target. By doing so, the Shadow Boxer is able to entrance their target in an illusion much easier.
Effect: +1 Gen DC

Clear Head - Modification (2 point)
Restriction - Requires Cancel
"To know one's self is to know one's own weapon". This statement is evident with a Shadow Boxer. In order to use Genjutsu, it is their philosophy that they should also have a defense for it. It is much easier for a Shadow Boxer to realize they are trapped in an illusion and to escape the grasp the illusion has over them.
Effect: +2 Genjutsu save. Cancel costs 1 rank less chakra with rank 1 still costing rank 1 the same.

Meditation - Independent Special Move (3 points)
Restriction - B Rank and up
Through meditation and clearing one's thoughts, they untap a portion of their brain that increases healing. However, in order to heal their injuries from the inside out, it requires them to stop what they are doing to be able to concentrate on healing themselves, ultimately leaving them vulnerable to attack.
Effect: The user does not get to make an attack for one full round. For this round, they gain +25% of their HP or CP back. This is not disrupted by AP loss effects, maintained jutsu, or any action the opponent takes on them. The only thing which disrupts this is the user attacking. Genjutsu are counted as an attack. The user is not affected by auto-fail chances at all during this time. May only be used twice per battle.

Weak of Will - Passive (2 points)
Restriction - C Rank and up
This attack evens the playing field for those with strong wills and breaks those with weak wills. A Shadow Boxer is capable of not only crushing the bones of their target, but also crushing their spirits.
Effect: All unarmed strikes made by the user have a 30% chance of reducing the target's Genjutsu Save by -1 for the remainder of the round. This chance is increased by +10% if Hands of Power acquired. If used with multi-hitting jutsu this percentage is divided evenly, and may only take effect once per Action. This effect Stacks up to three times.

Sensory Deprivation Aura- Passive (2 points)
Restriction - C Rank and up
Using the Shadow Boxer's fighting instinct as a catalyst, they create an enormous aura around them radiating a half-mile radius around the user. Those captured in the field have one of their senses weakened. This Aura envelops friend and foe.
Effect: Pick either the sense of (Visual, Audial, Kinetic or Will Genjutsu) at the beginning of the battle. All others on the battlefield receive -2 Gen Save to single sense Genjutsu of the chosen type. Must roll everyone's Gen Save vs the Shadow Boxer's Gen DC at the start of each round, and all Shadow Boxers are immune to this effect. The Sense that is affected remains a secret.

Cloak of the Mystics - Modification (2 points)
Restriction - Requires Invisibility
Utilizing the ability of stealth, the Shadow Boxer is capable of doing a sneak attack while under the veil of invisibility. The Shadow Boxers use the veil of invisibility to their advantage to try to mount a sneak attack.
Effect: When Invisibility is used, the user's first melee attack has a 20% chance of being an Auto-Critical.

Save Energy - Boost (1 point)
Restriction - May be bought up to two times
Not everything is offense. In order to fight efficiently, one must learn to fight so they can go the distance. Can't win fights if you don't last long enough to continue.
Effect: -5% Taijutsu CP cost

Beautiful Mind - Boost (1 point)
Restriction - May be bought up to three times
As saving energy is an efficient way to fight, saving mental space is also a good way to fight, especially with illusions. Being able to reduce the wear that casting Genjutsu does upon one's mind and Chakra Coil, one is able to cast more illusions due to the savings.
Effect: -5% Genjutsu CP Cost

Painful Illusions - Dependent Special Move (3 points)
Restriction - C Rank and up
Why cast a Genjutsu with handseals when you can channel them through your fist? Break someone's face and their mind at the same time. Nothing better than hearing your target scream in physical pain and mental anguish.
Effect: The user may channel Genjutsu through their Unarmed weapon; Using their melee Accuracy in place of their Genjutsu DC. Genjutsu used this way cost +10% chakra, increasing by an additional +10% Each time this skill is used after the first.

Notes:
- The cumulative chakra debuff created by this technique resets at the end of the round.

Replicant Step - Passive (2 points)
Restriction - Requires After Image, Clone
Not only did you just dodge their attack, but to add to the confusion, you just replicated yourself. Now the person would have a much harder time figuring out which one is you. This should make things much easier on you.
Effect: After Image now allows the user to move up to 20 feet away and generates a standard illusionary clone in the user's place rather than it's standard effect and immediately puts the user into 'Stealth Mode'.
Note: Opponents gain +2 Gen Save against Replicant Step each time it is used against them after the first.

Share Genjutsu - Independent Special Move (3 points)
Restriction - Requires Clear Head, Painful Illusions, Body Switch
Why not share the pain? This is an alternative to completely shutting out a Genjutsu. However, one must realize they are under a Genjutsu to be able to share the wealth. In knowing the pain you are under, the Shadow Boxer is capable of transmitting a portion of the Genjutsu back to the caster. Some may use Body Switch out of a Ninjutsu or a Taijutsu, some may reverse the Genjutsu, but the Shadow Boxer smashes your face in and shares in the mental/sensory ruination.
Effect: If the user is aware of a Genjutsu being used upon them, they may instantly strike the caster with their Hands of Power Ability and apply the same Genjutsu at the rank that was used upon them. This may be done reflexively and only upon recognizing a Genjutsu when it is first placed upon the user. This costs 1 Ap and Cp (With the Hands of Power penalty) equal to the Genjutsu effecting them. The user must meet all requirements in order to apply this Genjutsu to the caster.
Note: Must indicate and use similar to Body Switch Jutsu. Cannot be used if you do not have the stats necessary or if it's a bloodline/core ability Genjutsu.

Mirage Strike - Jutsu (1 point, 1 point to rank up)
Restriction- A-Rank and up
Not only do your fists hurt enough, but you can also have them imagine the pain of several more following behind. After the initial punches and kicks, a wave follows behind them, looking like many more arms and legs followed behind. For those that don't see through the illusion, they'd think the Shadow Boxer's speed is incredible and that their fists hit like a megaton hammer. Unfortunately for the target, most of the hurt is all in their minds.
Rank 1: Strikes the target eight times, alternating between Illusionary and Physical strikes. Physical strikes deal 485 Damage and Illusionary strikes deal 340 Damage.
Rank 2: Strikes the target eight times, alternating between Illusionary and Physical strikes. Physical strikes deal 620 Damage at +1 Accuracy and Illusionary strikes deal 415 Damage +1 Genjutsu DC.

Cost:
Rank 1: 1,650 Cp; 2.75 Ap
Rank 2: 1,980 Cp; 2.75 Ap

Notes:
- This may only be used once a round.
- Illusionary strikes are rolled using Genjutsu DC.
- Damage dealt by Illusionary Strikes cannot be reduced.
- Successful Illusionary Strikes will inflict -1 Genjutsu Save to the victim, up to a maximum of -2 for the next full round.
- Whenever two Illusionary Strikes hit, the target has a 20% chance to be unable to recognize a random Genjutsu the user has the victim currently under for an additional round. This may only occur on the same target once.
Image References:
http://safebooru.org/index.php?page=post&s=view&id=1111189

http://safebooru.org/index.php?page=post&s=view&id=1527437
Relationship Table:
Yamazaki Susumu-Father
Yamazaki Ryoko-Mother
Yamazaki Iori-Brother
Yamazaki Chizuru-Niece
Yamazaki Sunako-Cousin/Rival
Toraono Kuro-Lover
Toraono Kaibudo-Father in law
Toraono Azama-Mother in law
Toraono Seika-Sister in law
<COLOR color="#800040">
 
Yanchana Shujinko - Way of the sword

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</COLOR>
Character card:
ShujinkosSheet_zps0c72226c.png

Elemental Affinity -
Major:
Major:
Minor: Wind

D-RANK

Description: Shujinko is average height for a female her age. Sitting at around 5'2 and 100 lbs. Neck length black hair and uniquely colored irises. A slim build with some visible muscle in her arms, built as she has been practicing swordsmanship at a young age.

Psyche: For the longest time Shujinko was brought up by an arrogant, loud, drunk, and proud mother. For about half of her life she didn't even know who her father was. And by the time he walked into her and her mother's lives. But by then her mother's arrogance had burned into her personality the arrogance she lived around. Shujinko thinks highly of her abilities. But is unusually more serious and overbearing with her persona than that of her mother Hadamashi. But with the Introduction of her father, Otoko, she also developed a more caring and responsible side. But that doesn't stop her mother's portion from being dominant.

History: Shujinko, for a good chunk of her life. Lived without a father of any kind. It wasn't until she turned 7 when Yanchana Otoko, her biological father walked into her life and began to change the arrogant little girl into a more caring individual. While this did have some affect, she still stood with most of her mother's personality. As her mother would drink heavily and boast about her skills often. When she turned 8, Hadamashi determined with her now husband, Otoko, that their daughter should take up Bushido, the way of the sword. Hadamashi herself was of heavy samurai descent and was even a wandering Ronin before she became pregnant with Otoko's child. She decided to settle down and instead care for her daughter. Even after the birth of Shujinko. So Shujinko began to learn how to use a sword. Being taught by her mother and would often look for sparring partners. She came from no clan, both her parents had pasts they didn't like to talk about.

Shujinko then blossomed into a pre-teen girl. Taking after her mother for sure. Continuing to practice her sword skills despite the lack of verification that she would ever inherit her mother's natural abilities. Or remain without the power of her ancestry and fend for herself like her father.

Note: Known to hold Grudges




Stats:
LVL: 2

Agility: 100/100
Stamina: 100/100
Taijutsu: 100/100
Ninjutsu: 100/100
Genjutsu: 100/100
Chakra Control: 100/100
CSP: 3
PL: 600

Bushido's Creed
HP: (50+lvl) x Stamina = 5200
CP: (40+lvl) x Chakra Control = 2100
Class Feature: +5% Melee damage , +.5 Accuracy , +.5 Dodge
High: Melee Accuracy
Average: Evasion, Gen save, Ninjutsu Accuracy, Genjutsu DC
Low: Ranged Acc, Puppet Acc

D-rank = 5 Abilities
Combo Master (D-rank)
Quickdraw (D-rank)
Bull's Strength (D-rank)
Quick Reaction (D-rank)
N/a

Weapon:
swords-decorative-samurai-katana-with-black-ito-and-sageo-sw-365b.jpg
Muchimonji
Type: Slashing
Bonus: +1 Accuracy/-5% Damage
Augments: Ancient Spirit Sword
Description: The blade given to Shujinko by her mother Hadamashi. It is said to contain the spirits of her ancestors.

Inventory:
Taijutsu(Slashing):
Slash - Mastered/E rank
Arcing Slash - Mastered/E rank
Dynamic Slash - Mastered/E rank

Cross Rip - Rank 1/D rank

Ninjutsu(Wind):
Pressure Burst - Rank 1/E rank
Wind Slash - Rank 1/E rank

Ninjutsu(Non-elemental):
Body Switch - Rank 1/E rank
Cancel - Rank 1/D rank
Bloodline - Nanjirou:
[fontsize="12"]A distinct clan, blessed with the blood of their ancestors, the Nanjirou are a people destined to be samurai. Their distinct codes of honor have bred them into some of the most formidable swordsman across the land. While most Nanjirou take the path of the Samurai, their are others that wander the lands as simple swordsmen, testing their skills and teachings against those of others. It has been said that those gifted with the blood of the Nanjirou have a unique connection with the past of their ancestors, often having access to skills and abilities far more ancient than themselves.

Note: All techniques and buffs from this Bloodline are considered Spiritual.

014% Control -Sword Affinity (Rank One)/Blood Seeking Blade (Rank One)
028% Control -Iaido (Rank One)
042% Control -Energy Slash (Rank One)
056% Control -Life Tap (Rank One)
070% Control -Sword Affinity (Rank Two)
084% Control -Energy Slash (Rank Two)
098% Control -Temporized Slash (Rank One)/Blood Seeking Blade (Rank Two)

112% Control -Iaido (Rank Two)/Wrath Seal (Rank One)
126% Control -Sword Affinity (Rank Three)/Life Tap (Rank Two)
140% Control -Energy Slash (Rank Three)/Wrath Seal (Rank Two)
154% Control -Temporized Slash (Rank Two)
168% Control -Iaido (Rank Three)/Wrath Seal (Rank Three)
182% Control -Blood Seeking Blade (Rank Three)/Temporized Slash (Rank Three)
196% Control -Life Tap (Rank Three)
210% Control -Battoujutsu (Rank One)
224% Control -Fury of the Thousand Samurai (Rank One)
238% Control -Battoujutsu (Rank Two)
252% Control -Fury of Time (Rank One)
266% Control -Battoujutsu (Rank Three)/Fury of the Thousand Samurai (Rank Two)
280% Control -Fury of the Thousand Samurai (Rank Three)/Fury of Time (Rank Two)
294% Control -The Fury of Time (Rank Three)

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Sword Affinity- Passive
The Nanjirou are a people who have lived with swords since the earliest History of their clan, with each samurai passing their secret skills and techniques down to each generation, with each generation adding their own skills into the mix. Eventually over centuries, it is said that the knowledge and use of the sword became instinctive to each Nanjirou at birth, and that the skill and mastery over their swords is a natural birthright to each of them.

Rank 1: +5% Slashing and Piercing Damage
Rank 2: +10% Slashing and Piercing Damage

Rank 3: +15% Slashing and Piercing Damage

---

Blood Seeking Blade - Passive
The Ancients within the Nanjirou's blade are constantly hungry for more and more blood to be spilled, continually attacking its user for their share of blood. If it does not get its daily dosage of blood, it then attacks the user. However, once it tastes the blood of it's victims, it is said that the blade glows with bloodlust, sensing the victim and guiding the user with each strike

Rank 1: +1 Awareness against the victim.
Rank 2: +1.5 Awareness and +.5 Accuracy against the victim.

Rank 3: +2 Awareness and +1 Accuracy against the victim.

Notes:
- The user chooses any Bladed weapon (Swords/Shortswords/Daggers/Giant Blades) in their inventory at the start of the battle. Blood Seeking Blade can only be used by this sword.
- Activates automatically as soon as the sword inflicts Bleeding damage.
- Should the user not inflict damage in the first round of combat, they lose 5% Max Hp at the start of each round until they inflict damage.

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Iaido - Fighting Style
Through many years of training, the Nanjirou have developed a code: "Wherever we may be, we must be prepared." With this code in mind, they have developed a stance to adjust to every situation. Their sword is constantly sheathed, and they may quickly draw it and redraw it. This adds to the strength of their slash. Due to the firmness of their stance, they are able to brace themselves to take more damage then usual

Rank 1: +5% Damage, -1 dodge

Rank 2: +5% Damage, User takes -5% damage, -1 Dodge
Rank 3: +10 Damage, User takes -10% damage, -2 Dodge

Notes:
- Can be used with -Any- Slashing or Piercing Weapon.
- All CP costs are increased by 5% while active

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Energy Slash - Ranged Cutting Technique
A technique which uses focused chakra to send out arcs of energy from their sword. Only a Nanjirou is able to complete the array of techniques that accompany this basic trick, allowing them to attack enemies at any range with their own energy Strikes.

Rank 1: The user strikes once dealing 250 Damage.

Rank 2: The user strikes once dealing 640 Damage at +1 Accuracy.
Rank 3: The user strikes once dealing 1,160 Damage at +2 Accuracy.

Cost:
Rank 1: 80 Cp; 0.75 Ap
Rank 2: 215 Cp; 1.25 Ap
Rank 3: 385 Cp; 1.75 Ap

Notes:
- Can be used with Ranged Accuracy.
- If used with Melee Accuracy, this attack has a second chance to hit if the initial use was a miss; this can only occur once per round. This energy strike deals 80% normal damage at -3 Accuracy

---

Life Tap - Activated Passive
A powerful technique frowned upon by the clan save for emergencies. This technique allows the Nanjirou to convert a portion of their own Spirit and life force to charge their blade with its power, granting much more powerful techniques capable of damaging their target's very own Soul.

Rank 1: Weapon Strike bypasses 10% of Damage Reduction and deals chakra damage equal to 10% final damage.
Rank 2: Weapon Strike bypasses 10% of Damage Reduction and deals chakra damage equal to 20% final damage.
Rank 3: Weapon Strike bypasses 10% of Damage Reduction and deals chakra damage equal to 30% final damage.

Cost: User takes Hp damage equal to 30% the Cp Cost.

Notes:
- This does not cost Ap, and only needs to be declared upon attacking.
- This can only be used with the sword with the Blood Seeking Blade ability, and it must be in effect. This can be used with any attack using that blade.
- Attack deals +15% Damage against any form of barrier.
- Attacks made with this skill cannot have their Cp cost reduced in any way.

---

Temporized Slash - Delayed Sword Strike
Performed by sheathing their sword in invisible chakra and slashing, the Nanjirou seals the wound right away through the use of the chakra and causes it to go unnoticed by the victim until they choose to release the chakra and open the wound. This causes those who battle the Nanjirou to be unsure of when they've been cut and when they've escaped harm. Often seen involving the user passing by the enemy in an apparent miss...Until Blood suddenly gushes from the enemy's wound.

Rank 1: The user strikes once dealing 1,060 Damage at -1 Accuracy.
Rank 2: The user strikes once dealing 1,265 Damage at Normal Accuracy.
Rank 3: The user strikes once dealing 1,465 Damage at +1 Accuracy.

Costs:
Rank 1: 350 Cp; 1.75 Ap
Rank 2: 420 Cp; 1.75 Ap
Rank 3: 485 Cp; 1.75 Ap

Notes:
- User may choose to have the effects delayed, up to three rounds. If delayed the mod will show it as a miss, neither party will know if it was a hit or a miss until the time is up.

---

Wrath Seal - Activated Passive
The Wrath Seal is a seal put on every Nanjirou that contains the thoughts and knowledge of every generation in their ancestral family. Once activated, it releases all of the knowledge into the Nanjirou, granting them the powers and skill honed through the generations of Samurai. Though the seal's power comes with the cost: the price of having the spirit's of the past guides you rapidly deteriorates the Nanjirou's own Soul.

Rank 1: +2 Dodge, +1 accuracy.
Rank 2: +2.5 Dodge, +1.5 accuracy.
Rank 3: +3 Dodge, +2 accuracy.

Costs:
Rank 1: 1.5 Ap; 400 Cp to initiate, 200 Cp/Hp/Rnd.
Rank 2: 2 Ap; 700 Cp to initiate, 350 Cp/Hp/Rnd.
Rank 3: 2 Ap; 1000 Cp to initiate, 500 Cp/Hp/Rnd.

---

Battoujutsu - Secret Sword Technique
One of the deadliest moves learned in the Nanjirou's Aresonal, this move combines sheer strength and speed to ensure quick victory. Only a Nanjirou can pull off the quick movement and inhumane speed required to draw and sheath the sword for a move like this, combining strength and speed in the blink of an Eye. It is said that when mastered, One cannot even see the Nanjirou draw and resheath their blade during this technique, much less the actual strike.

Rank 1: The user strikes a single time dealing 1,425 Damage at +1 Accuracy.
Rank 2: The user strikes a single time dealing 1,725 Damage at +2 Accuracy.
Rank 3: The user strikes a single time dealing 2,025 Damage at +3 Accuracy.

Costs:
Rank 1: 520 Cp; 2.25 Ap
Rank 2: 625 Cp; 2.25 Ap
Rank 3: 735 Cp; 2.25 Ap

Notes:
- May only be used once per round.
- May be used at .5ap time.
- May only be used if Iaido has been used at least for a full round.

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Fury of a Thousand Samurai - Impairing Curse Genjutsu
A technique developed by the most ancient Nanjirou, this attack focuses on crippling the defender. It is considered to be one of the most frightening in the Nanjirou arsenal, and yet, it is not even a taijutsu- it is a mind game of pure power. It instills fear and intimidation into the enemy, gradually reducing their resolve to fight against the Nanjirou.

Rank 1: Opponent gets -5% damage to all jutsu and takes -2 accuracy. During this time, the victim has a 10% chance per round to be affected by "Fear".
Rank 2: Opponent gets -10% damage to all jutsu, -2.5 accuracy. During this time, the victim has a 15% chance per round to be affected by "Fear".
Rank 3: Opponent gets -15% damage to all jutsu, -3 accuracy. During this time, the victim has a 20% chance per round to be affected by "Fear".

Costs: 2.5 Ap; 910 Cp

Notes:
- This Jutsu Lasts 2 Rounds.
- Counts as a Will/Visual Genjutsu
- Must have Wrath Seal activated, and Must have eye contact
- "Fear", causes the opponent to take on -3 dodge and take +10% More damage during that round.

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Fury of Time - Space/Time Jutsu
It has been said the ultimate jutsu of the Nanjirou is one that does not even relate to sword-fighting. Rather, it is the ability to slow time down. These powerful swordsman have honed their abilities to a point, where time is meaningless to them, and they can perform a complex series of attacks. They are able to slow down time due to their connection with their ancient ancestors.

Rank 1: The Nanjirou strikes the ground, dealing 2,400 Damage. Those hit by the attack are effected by its secondary effect. The Nanjirou can choose whether to slow down those effected or speed them up. When time is sped up everyone affected loses -2 Dodge and has a 6% Chance of Auto-missing. When slowed down everyone affected gains +2 Dodge and +6% Auto-Dodge.
Rank 2: The Nanjirou strikes the ground, dealing 3,300 Damage. Those hit by the attack are effected by its secondary effect. The Nanjirou can choose whether to slow down those effected or speed them up. When time is sped up everyone affected loses -3 Dodge and has a 7% Chance of Auto-missing. When slowed down everyone affected gains +3 Dodge and +7% Auto-Dodge.
Rank 3: The Nanjirou strikes the ground, dealing 4,125 Damage. Those hit by the attack are affected by its secondary effect. The Nanjirou can choose whether to slow down those effected or speed them up. When time is sped up everyone affected loses -3 Dodge and has a 8% Chance of Auto-missing. When slowed down everyone affected gains +3 Dodge and +8% Auto-Dodge.

Costs:
Rank 1: 820 Cp and 2.25 Ap to initiate; 410 Cp Per Round to Maintain
Rank 2: 1,650 Cp and 2.75 Ap to initiate; 825 Cp Per Round to Maintain
Rank 3: 2,065 Cp and 2.75 Ap to initiate; 1,035 Cp Per Round to Maintain

Notes:
- Lasts up to three rounds.
- Must be in Iaido for at least a single round to use this.
- After this has been used, The Nanjirou has -3 Dodge for an equal amount of time this was active.
---

Items
Ancient Spirit Sword
A sacred blade often passed down through the generations of individual Nanjirou Families, these swords are inherited and passed on down the generations, and many date back to the original roots of the Nanjirou's Ancestry. Each Katana varies widely different from others and is said to possess part of the spirit of each individual who has used it in the passed. While family Heirlooms, to doubt the strength of these blades would be a grave mistake.

Effect: Grants the user access to Ancestral Spirit Unique Augment which they can place on one of their weapons.

Basic Augment Effect: Whenever the user performs a Nanjirou Technique, they gain +2% Damage Reduction, capping at +10% Damage Reduction.

Special Augment Effect: Upon activation, the Damage Reduction received from Ancestral Spirit is converted to Damage Modifier and the user gains bonus chance of inflicting Bleeding equal to half of the +% Damage Modifier they received rounding to the nearest whole number.

Notes:
- Unique Augments are considered both Basic and Special thus both rules may apply to them.
- Bleeding Chance obtained from Ancestral Spirit only applies to Nanjirou Techniques.
- Damage Reduction gained through Ancestral Spirit only lasts for the remainder of the round.[/fontsize]

Relationship Table:
Hates-
Dislikes/Mistrusts-
Acknowledges- Kurokawa Masaki, Yukata Oyochi, Kogane Chi
Respects/Friend- Yujiro Harumi
Best Friends; Crush- Yagami Kyo
Family; Deep Crush (Close to love)-
Love-

E-rank contract summon(Spider)
Shikoyuraken:

Shikoyu for short, he is not a very active member of the spider's clansmanship, he is still one of the eldest. Preferring to play a cheering role in any type of altercation, he is a garden spider, barely bigger than the palm of a young girl's hand. He is somewhat lazy and normally lazes around his summoner. While he can be easy to take up conversation with, being an old member of the clan, he has many stories to share of the times within the spider clan. The coming and goings, and whatever the like. His hair is of a light yellowish tint, and even as a spider appears to be very non-threatening anyways.
<COLOR color="#BF4000">
 
Re: Yanchana Shujinko - Way of the sword

Spider Contract:
(Obtained Here)

Contracts:(Spider)
Suitoru

Suitoru a brown reclusive spider, and is the second smallest summon within the arachnid contract. He is about the size of a dinner plate and has a wood-brown colored carapace and brown hair-like spines on his thorax and legs. Though he is second smallest in size, Suitoru possesses the biggest fangs of all of his contract member cohorts. His two-inch long fangs seem to curl back. Needless to say, his bites are extremely painful. However, the most dangerous thing about Suitoru is not the size of his fangs, but the poison he carries. In combat, Suitoru uses a special poison to sap chakra from his enemy, and webbing to keep in contact with his summoner. Suitoru is very weary of abandonment and is terrified of being left alone, especially in dark places.


Battle Info wrote:
Hp: 2,000
Cp: 2,000

Agility: 50
Stamina: 50
Ninjutsu: 30
Genjutsu: 30
Taijutsu: 50
Chakra: 30

PL: 240
AP: 2

Class
Class Bonus: +2 Poison DC
High: Melee Accuracy
Med: Evasion, Genjutsu Save, Ranged Accuracy
Low: Genjutsu DC, Ninjutsu Accuracy

Weapon Type: Spider Fangs (Piercing, Slashing)
Weight: Light
Range: Melee
Damage: 75
Accuracy: +3


Moves

Chakra Siphon - Level 2 Taijutsu
By managing to bite his foe, they will be injected with a light poison that will slowly deteriorate their chakra for a limited time.

Effect: Suitoru injects a poison at +2 Accuracy dealing +195% damage. Upon a full hit a poison check is made between this summon and the target. Upon a successful check the target takes 2% Max Cp for two rounds.
Cost: .5 AP and 45 Cp to initiate.

Notes:
- Each round a poison check is made. The summon has a +2 to there poison checks.
- This may not stack.

---

Symbolic Attachment - Level 2 Buff Taijutsu
By attaching a thin web to the summoner, Suitoru constantly knows their location and feels more assured in battle.

Effect: Suitoru places a thin thread onto the summoner granting them a +1 Dodge to all attacks, however Suitoru suffers a -1 Dodge.
Cost: .5 AP and 50 Cp to initiate, 25 Cp/Rnd.


C-Rank wrote:
Gekizai

Gekizai a jumping spider, is one of the smallest of the arachnid contract, standing only a few inches high, and across his body is a variance of white and dark colored plumose hairs. A very noticeable feature about Gekizai is his very powerful legs, these legs allow him quicker maneuverability especially when hunting for prey. Though perhaps the most noteworthy aspect of this little spider is his keen memory, enabling him to recall the fine details of almost every event he has witnessed within his life. But sometimes he can become a bit over-confident, and believes his poison and fighting tactics to be the most sufficient in any battle.

Battle Info wrote:
Hp: 4,500
Cp: 2,400

Agility: 100
Stamina: 100
Ninjutsu: 60
Genjutsu: 60
Taijutsu: 100
Chakra: 60

PL: 480
AP: 3

Class
Class Bonus: +2 Poison DC.
High: Melee Accuracy
Med: Evasion, Genjutsu Save, Ranged Accuracy
Low: Genjutsu DC, Ninjutsu Accuracy

Weapon Type: Spider Fangs (Piercing, Slashing)
Weight: Light
Range: Melee
Damage: 85
Accuracy: +3


Moves

Agility - Passive
Gekizai's small size does wonders for his speed.

Effect: Grants Gekizai a +5% Auto Dodge to all attacks.
Cost: None, Constant.

---

Death Venom - Level 4 Taijutsu
When bitten, the enemy appears to lose their equilibrium. This leaves an advantageous attack open for his summoner.

Effect: Gekizai strikes at a single target dealing +460% Piercing Damage at +2 Accuracy. On a full hit the target makes a poison check against Gekizai at +1 Poison DC. This poison causes all attacks at the target have a +8% chance to be considered a sneak attack for the remainder of the round. This does not stack.
Cost: 1 AP and 160 Cp to initiate.

---

Vengeance - Level 4 Taijutsu (Buffing)
With the very same poison used to hinder one's balance, it can be modified to do the opposite. The summoner must allow Gekizai to bite into them, but the effects are well worth the slight sting.

Effect: Gekizai strikes at his summoner and injects a poison. This poison causes the summoner to gain +2 Accuracy, but loses -2 Dodge for the remainder of the round. This may not stack.
Cost: 1 AP and 175 Cp to initiate.


B-Rank wrote:
Kyoufushou

Kyoufushou is said to be creator of fine art, a composer of many talents. He is naturally the most misunderstood among the arachnids aside from his artistic talents. Kyoufushou has a humanoid appearance, the one and only among the contract, having two pairs of arms and legs. But though he possesses a humanoid frame, his skin is as tough as an exoskeleton which grants him a natural armor from physical attacks. Kyoufushou has long silver hair, red eyes, reddish brown skin and wears a dark blue kimono of sorts with a slit available for each limb he possesses to be exposed.

And though his name means Morbid Fear, Kyoufushou actually has nothing to do with fear, as he is rather kind and pleasing individual to be around. But when his heart is within the rhythm and music of battle, there is nothing more terrifying than this creature.


Battle Info wrote:
Hp: 8,000
Cp: 5,000

Agility: 160
Stamina: 170
Ninjutsu: 125
Genjutsu: 100
Taijutsu: 190
Chakra: 125

PL: 870
AP: 4

Class
Class Bonus: +2 Poison DC and +1 Accuracy
High: Melee Accuracy
Med: Evasion, Genjutsu Save, Genjutsu Difficulty
Low: Ninjutsu Accuracy, Ranged Accuracy

Weapon Type: Spider Legs (Piercing, Slashing)
Weight: Light
Range: Melee
Damage: 120
Accuracy: +1


Moves

Rapid Strike - Passive
Using a devastating combo with his multiple arms, he is better able to strike the opponent, mostly due to the unpredictability. This is topped with a razor-sharp hair on his fists which is pulled out from his skin.

Effect: At the cost of +.5 AP, Kyoufushou may turn any attack into a combo, allowing for a follow up. This may only be used once per round.
Cost: None, Constant

---

Instrument of the Webs - Level 4 Genjutsu
With webs that he can produce from his body, Kyoufushou can quickly construct a stringed instrument to play a soft melody; pleasing to the ears, but has mysterious disorienting properties.

Effect: Kyoufushou targets a single target at +2 Gen DC. Upon a successful check, the target suffers -1 Accuracy and Dodge. At the beginning of each round this increases by -.25, up to an additional -.5 debuff.

Special Action: At the cost of +15% Cp and +.5 AP, Kyoufushou may inject an air born poison into the air. This poison causes the debuff to increase to -1.5 Accuracy and Dodge, increasing by -.25, up to an additonal -.5 debuff.
Cost: 1.5 AP and 325 Cp to initiate, 160 Cp/Rnd.

Notes:
- Each round a Genjutsu Check is made.
- This may only last up to three full rounds.

---

Rythmic Style - Level 6 Taijutsu
Kyoufushou creates larger elastic webs infused with special chakra and is able to play a melody at a much lower pitch. This will call out any fellow arachnids in the area to aid him.

Effect: Seven mini spiders are summoned each biting at 110% Piercing Damage at -2 Accuracy. These spiders may divide up onto three targets.
Cost: 1.5 AP and 435 Cp to initiate.


A-Rank wrote:
Tenkyou

A strong, wild, and powerful beast, whom has little sentimentalism for the life of others and knows nothing of mercy. Seemingly a large tarantula, almost nearing the same height as Koutaigou, and his fur among his legs and body is fully brown and his eyes are jet black. Nothing but a void can be seen within his eyes, which normally is the last thing a person sees before they are ripped and torn apart in a rather gory fashion. His pincers are as sharp as blades and he usually isn't the kind to take likely to orders, unless its by his queen.

But all this creature requires is a target, and that's all he needs to know.

Battle Info wrote:
Hp: 15,500
Cp: 9,450

Agility: 310
Stamina: 300
Ninjutsu: 220
Genjutsu: 210
Taijutsu: 310
Chakra Control: 210

PL: 1560
AP: 5

Class
Class Bonus: +3 Accuracy
High: Melee Accuracy
Med: Evasionm Genjutsu Save, Ninjutsu Accuracy
Low: Genjutsu DC, Ranged Accuracy

Weapon Type: Spider Fangs (Piercing, Slashing)
Weight: Light
Range: Melee
Damage: 210
Accuracy: +3


Moves

Sharpen - Passive
Mainly due to an influx of coursing chakra, the fur on his body raises and becomes sharpened. This is a great defense mechanism against close-range fighters.

Effect: Base damage is increased by 5% and all attacks have a +5% chance to cause bleeding.
Cost: None, Constant.

---

Crunchy Bite - Passive
Tenkyou attempts to bite into his target. It is said that his fangs are known to pierce through solid rock, often leaving them in mounds of rubble.

Effect: Called Shots against target ignoring Called Shot penalties.
Cost: None, Constant.

---

Thrash - Level 7 Taijutsu
Tenkyou utilizes his strong legs for a quick charge toward the enemy, tackling them to the ground and brutally mauling them while screaming shrill screeches.

Effect: A powerful combination dealing 1075% piercing damage at +2 Accuracy. There is a 10% chance for bleeding rank to raise by 2.
Cost: 2 AP and 705 Cp to initiate.

---

Blood Clot Mist - Level 6 Ninjutsu
A dangerous poison sprayed from his mouth that, on contact, will enter an a victim's bloodstream via skin absorption. This will cause several temporary complications with the blood flow and will often result in minor blood clots. This will certainly impair one's movements.

Effect: A poisonous mist is streamed into the air. This targets up two targets at +2 Accuracy dealing 1,620 Damage.

Special Action: By paying +15% Cp and +.5 AP, Tenkyou may place poison into the mist. This target(s) makes a check at +2 Poison DC. This poison deals 5% Max Hp.
Cost: 2 AP and 540 Cp to initiate.

---

Poison Jab - Level 7 Taijutsu
Tenkyou coats his legs in a deadly poison that is said to cause even the strongest of opponents to keel over in excruciating pain. This poison is said to paralyze and allows enough time for Tenkyou to make his next move!

Effect: Tenkyou strikes a target eight times dealing +135% Damage at Normal Accuracy. Upon five successful hits, the target is injected with a poison at +2 Poison DC. Thiis poison lowers the targets Dodge by -3.
Cost: 2 AP and 705 Cp to initiate.

Notes:
- This may only last three rounds and does not stack.
- A poison check is made each round.



S-Rank wrote:
Koutaigou

Koutaigou is the undisputed matriarch of the Spider Clan. She is a massive spider, surpassing the height of an adult elephant. Koutaigou resembles a Black Widow with long slender legs and a large jet-black body with a red marking on her abdomen. But due to her massive size, Koutaigou doesn't move around much, as it would be slow and rather inefficient. However, what she lacks in movement, she compensates in power. Her body is filled chakra and a large variety of eggs. By combining the two, she is able to greatly increase their birth rate, and make them stronger. Koutaigou is very outspoken individual and refuses to be bossed around by her summoner. The wielder of the Spider contract should be weary of summoning Koutaigou in combat as she may send some of her spiderling minions to whip the summoner into shape if he mouths off to greatly to her as she considers all things her servants and underlings.



Battle Info wrote:
Hp: 31,500
Cp: 20,000

Agility: 525
Stamina: 475
Ninjutsu: 375
Genjutsu: 300
Taijutsu: 525
Chakra: 400

PL: 2800
AP: 6

Class
Class Bonus: +2.5 Accuracy and +1 Poison DC
High: Melee Accuracy
Med: Evasion, Genjutsu Save, Ninjutsu Accuracy
Low: Genjutsu DC, Ranged Accuracy

Weapon Type: Spider Fangs (Piercing, Slashing)
Weight: Light
Range: Melee
Damage: 210
Accuracy: +3


Moves

Venomous Bite - Passive
Koutaigou's venom causes target to freeze and keel over. It is said that Koutaigou's attack are constantly coated in this particular venom.

Effect: All attacks made by Koutaigou are coated with a poison. Each attack has a +1 Poison DC, which a check must be made upon a full hit, inflicting a -.5 Dodge. This may stack up to four times per round, only lasting one round.
Cost: None, Constant.

---

Hatchery - Passive
Koutaigou is constantly sending her minions through out the battle field. This petite spiders due her bidding and will not stop caring out there duties till defeated. These spiders have been known to protect herself or the summoner in any situation.

Effect: Grants the Summoner or Koutaigou a +5% damage reduction. This must be chosen upon this summon being summoned. If Koutaigou is chosen, this is increased by an additional +5%.
Cost: None, Constant.

---

Spawn Hatch - Level 7 Ninjutsu
A basic technique that will instantly hatch her eggs, letting free hundreds of small spiders to roam the field. These little arachnids can do anything from finding enemies locations to assisting in attacks.

Effect: Summons a wave of multiple spiders, this wave targets up to three targets dealing 4,400 Damage +2 Accuracy.

Special Action: At +15% the Cp cost, this technique may be used as a 30% chance to auto locate those in stealth.
Cost: 2.5 AP and 2,200 Cp to initiate.

---

Web Bind - Level 8 Taijutsu (Bind)
A continuation of Spawn Hatch, Koutaigou instructs her children to cover her enemies in a sticky web, greatly impairing their movements.

Effect: Ensnares a target in a web like bind at -1 Accuracy. The opponent has a 20% chance to escape per 1.5 AP used.
Cost: 2.5 AP and 1760 Cp, 880 Cp/Rnd.

---

Spiderling Armor - Level 8 Ninjutsu
Koutaigou secretes a yellow mucus that hardens with exposure to air. This can be used as an armor.

Effect: Spews a mucus from his mouth, coating his body in the gooey liquid granting himself or the summoner +20% damage reduction.
Cost: 3 AP and 2,750, 1,375 Cp/Rnd.

Notes:
- This may only last two rounds and may only be used on a single target once.

---

Deadly Poison - Level 8 Tajutsu
Koutaigou injects a deadly poison that causes the target to suffer all kinds of ailments, such as shaky movements, sight impairment, migraine, and increased exhaustion rate.

Effect: Koutaigou injects a poison into a single target dealing +1410% at +1 Accuracy. Upon a full hit, they make a poison check that can deal one of the following effects:

1. -3 Accuracy and - 3 Dodge, lasts for two rounds.
2.- 3 Gen Save and Gen DC, lasts for two rounds.
Cost: 2.5 AP and 2,295 Cp to initiate.

Notes:
- This may not stack.
- Each round a poison check is made.
 

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