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:

Touka Hiraku - ANBU

Miraku

Ninja
Joined
Sep 12, 2014
Messages
393
Yen
342,617
ASP
1,236
QwRXVYK.png

[legend=""] I N F O R M A T I O N
  • Name: Touka, Hiraku
  • Alias: Soon™
  • Village of Origin: Kumogakure
  • Gender: Male
  • Age: 19
  • Height: 6'0"
  • Weight: 170 lbs
  • Body Frame: Lean build; muscular structure
  • Natural Hair Colour: Blond
  • Natural Eye Colour: Red
  • Alignment: Chaotic Neutral
  • Rank: ANBU Elite
  • Branch: ANBU
  • Bloodline: Seikon - Cobalt Branch
[/legend]
[legend=""]A P P E A R A N C E
  • Standing at six foot tall even, Hiraku has semi-short blonde hair worn both down or slicked back depending on his mood and situation. Sleek red eyes compliment his sharp face and white skin.
  • His ears peirced, usually wearing some kind of earring passed down from his family, though not always.
  • A slender but muscular build hides beneath his clothing, though sometimes exposed when wearing his family battle attire. .
[/legend]
[legend=""]P E R S O N A L I T Y
  • Hiraku is a proud and confident man, sometimes coming off as cocky. He strongly dislikes those in power who haven't attained it through their own hard work and effort, not afraid to let them know such.
  • He has great respect for those who have worked hard and become strong to get where they are, able to suppress his outward cockiness to show such.
  • A caring and loving individual on the inside, hiding such emotions on the outside due to his upbringing, in order to maintain his outward strength.
  • Because it can be tough to get close to Hiraku, those who are he values dearly and would do anything for.
[/legend]
[legend=""]R E L A T I O N S H I P S
  • oTPQDF9.gif
    Dislike: N/A
  • vemegFq.gif
    Acquaintance: N/A
  • KjU4L3P.gif
    Friend(s): N/A
  • b7me2li.gif
    Good Friend(s): N/A
  • AYuBs9E.gif
    Best Friend(s): N/A
  • JQapvzQ.gif
    Family; Crush: N/A
  • Clpwiog.gif
    Full Blown Love: N/A
[/legend]
[legend=""]H I S T O R Y
  • Born within the Touka clan of Wind Country, Hiraku was the child of two members of the Main branch of the family; his father one of the strongest Shinobi of their clan; his mother a Kunoichi who was born to no clan but had been accepted into the clan through marriage. As a member of the main family, Hiraku grew up treated well; like royalty. That was, until he grew old enough to begin training. After learning the Seikon basics from the family teachers, he failed to show any aptitude in the Mercury path. Due to this, his father began to distance himself, his mother tried to plea with him, suggesting maybe Hiraku just needed more time and practice to find his way, but as time went on, he made no progress, and his father's distance became anger and disgust. His mother continued to care for him, trying to give him the love he could no longer receive from his father, but not even that could stop his fate. His father had order that Hiraku be sent away to the Secondary Branch house in Lightning country to be trained there in the Cobalt path. There was nothing his mother could do, having to stand by her husband. At the age of 5, Hiraku was sent off to Lightning country to his new home. The house was run by Secondary Branch members, with none born to the Main Family. Only five Cobalt path members resided there; their sensei, Hiraku, and three other children. The other 27 children were Mercury path users. Those of the Cobalt path were treated poorly, and Hiraku even worse as one born to the Main family, the other children blaming them for their living situation. Hiraku learned at a young age how cruel life could be. How fake people were, how easily they could turn on their fellow human, how those in power treated those below them, and it all bothered him. He quickly decided that he would work harder than anyone and prove how strong he could become. The only one who treated him nicely was his Cobalt Path Sensei. Bullied and picked on, his motivation just continued to grow as he worked harder and longer than all the other kids, seeking extra lessons with his Sensei, practicing in his free time, mastering his ability over his outward reality. By the age of 8, Hiraku was enrolled into Kumogakure's shinobi academy where he began learning basic shinobi skills which he could add to his Seikon abilities. When he wasn't training to be a Shinobi, his free time was spent on further mastering his family abilities. As he grew, his hate towards those of power who could treat those they viewed as inferior so poorly grew stronger; what had his family truly done to deserve such power? He didn't believe they had worked hard enough or deserved it. By the age of 9 he had already graduated from the Academy and become a full fledged Genin, going on missions with his team and improving his skills more and more, quickly becoming one of the strongest family members in his branch house. At 13, he had managed to take the Chuunin exams and pass easily. His reality-bending abilities were unheard of to most with how rarely members of his clan would follow the Cobalt path, and he had managed to take them further than most before him had. Being so young and strong, Hiraku began to become quite confident, able to beat any Lightning Country family members in spars, causing them to hate him even more. He did not look down on them or hate them though; understanding how they felt, because he felt the same from his original family. Continuing to do well on tougher missions, Hiraku was recruited to the ANBU at the age of 15 for his unique abilities to bend reality to his will. Those skills would allow him many opportunities when it came to infiltrations, assassinations, etc. Everything an ANBU could want. Over the next couple years he managed to work his way up through the ranks, taking many solo missions, and participating in some squad missions as well when his skills were required. On the outside though, Hiraku had become strong, his confidence in himself high. Taking to calling himself a King of sorts within his family, doing so to disrespect the main family, taking a set of his family's battle armour for himself even though a Cobalt path member was not supposed to have such an honour, he didn't care. At 19 now, he continues to defy his clan, provoking them for all they've done to him and their people, wanting to make things change in the future, but waiting for the right time.
[/legend]

[table=100,null]
[tbody]
[tr=bg2]
[td=null,1] M I S S I O N S / R P S

  • RPs
  • N/A

  • Missions
  • N/A
[/td]
[td=null,1]I M P O R T A N T L I N K S
  • OCR: https://www.ninpocho.com/viewtopic.php?f=366&t=61825
  • Training: Soon
  • Dojo: Soon
  • 6.3 Ability Change: https://www.ninpocho.com/viewtopic.php?f=837&t=61921
[/td]
[/tr]
[/tbody]
[/table]
 
Battle Stats

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[table=100,null]
[tbody]
[tr=bg2]
[td=null,33]
C L A S S
  • King of Permeation (Veteran Grade)
    • HP: (55+lvl) x Stamina | 42,000
    • CP: (45+lvl) x Chakra Control | 36,000
      Class Bonus: Kinjutsu, +1 Accuracy
    • High: Melee Accuracy
    • Average: Ninjutsu Accuracy, Dodge, Genjutsu Save
    • Low: Ranged Accuracy, Genjutsu DC

S T A T I S T I C S
  • OOC Rank: S-Rank
  • Power Level: 3,600
  • Character Level: 15
    • Agility: 600
    • Stamina: 600
    • Taijutsu: 600
    • Ninjutsu: 600
    • Genjutsu: 600
    • Chakra Control: 600

    ASP Items: Ability Card, Class Point Card

S E C O N D A R I E S
  • Base Secondaries:
    • Melee Accuracy: 27
    • Ranged Accuracy: 19
    • Ninjutsu Accuracy: 23
    • Melee Dodge: 23
    • Ranged Dodge: 23
    • Ninjutsu Dodge: 23
    • Genjutsu Difficulty: 19
    • Genjutsu Save: 23
[/td]
[td=null,33]
A B I L I T I E S

I N V E N T O R Y

A F F I N I T I E S
  • Major Affinitites: Lightning | Earth | Fire | Water
  • Minor Affinities: Wind | Non-Elemental | ANBU
    • Advanced Elements: Gravity(Major) | Paper | Magnetic(Major) | Vapor(Major)
  • Sensory Masteries: None
  • Sensory Knowledges: Kinetic
[/td]

[td=null,33]
W E A P O N S
  • Weapons: Yorukaze (Dagger), Kumorigachi (Sword) and their various grips.
    Weapon 1 said:
    Name: Yorukaze[lb][/lb]
    Damage Type: Unarmed - Handseals[lb][/lb]
    Damage Modifier: -5% Base Damage[lb][/lb]
    Accuracy Modifier: +2[lb][/lb]
    Relevant Abilities: Weapon Attunement, Quickdraw[lb2][/lb2]

    Augments: Trick Weapon(Slashing), Pressure, Swift

    Weapon 2 said:
    Name: Kumorigachi[lb][/lb]
    Damage Type: Slashing - Supression[lb][/lb]
    Damage Modifier: -5% Base Damage[lb][/lb]
    Accuracy Modifier: +2[lb][/lb]
    Relevant Abilities: Weapon Attunement, Quickdraw[lb2][/lb2]

    Augments: Trick Weapon(Unarmed), Vampiric, Swift

    Weapon 3 said:
    Name: Yorukaze - Vapor Grip[lb][/lb]
    Damage Type: Unarmed - Handseals[lb][/lb]
    Damage Modifier: -5% Base Damage[lb][/lb]
    Accuracy Modifier: +2[lb][/lb]
    Relevant Abilities: Weapon Attunement, Quickdraw[lb2][/lb2]

    Augments: Trick Weapon(Slashing), Pressure, Silencer

    Weapon 4 said:
    Name: Yorukaze - Thoughtful Grip[lb][/lb]
    Damage Type: Unarmed - Suppression[lb][/lb]
    Damage Modifier: -5% Base Damage[lb][/lb]
    Accuracy Modifier: +2[lb][/lb]
    Relevant Abilities: Weapon Attunement, Quickdraw[lb2][/lb2]

    Augments: Steady, Daze, Quick Switch

    Weapon 5 said:
    Name: Kumorigachi - Toxic Grip[lb][/lb]
    Damage Type: Slashing - Supression[lb][/lb]
    Damage Modifier: -5% Base Damage[lb][/lb]
    Accuracy Modifier: +2[lb][/lb]
    Relevant Abilities: Weapon Attunement, Quickdraw[lb2][/lb2]

    Augments: Toxify, Steady, Swift

    Weapon 6 said:
    Name: Yorukaze - Trip Grip[lb][/lb]
    Damage Type: Unarmed - Suppression[lb][/lb]
    Damage Modifier: -5% Base Damage[lb][/lb]
    Accuracy Modifier: +2[lb][/lb]
    Relevant Abilities: Weapon Attunement, Quickdraw[lb2][/lb2]

    Augments: Swift, Wired, Quick Switch
[/td]
[/tr]
[/tbody]

[tbody][tr=bg2][td=null,33]N I N J U T S U
[/td]
[td=null,33]A D V A N C E D - E L E M E N T S


G E N J U T S U

[/td]
[td=null,33]T A I J U T S U
[/td]
[/tr]
[/tbody]
[/table]
 
Bloodline / Kinjutsu

S E I K O N
Seikon</U><i></i>
Seikon.png

A unique clan that has the odd, yet powerful ability to control and bend reality to their liking. Members of the Seikon clan are deadly opponents that seem to have abilities that simply seem to surpass all natural limits, their inhuman techniques warping reality in such away at the most opportune times for themselves...or the most deadly for their enemies.
[fontsize="12"]
084 PL - Distorting Wake (Rank 1), Unreal Celerity (Rank 1)
168 PL - Wait Reaction (Rank 1)
252 PL - Synchronized Multipresence (Rank 1)
336 PL - Wait Reaction (Rank 2)
420 PL - Distorting Wake (Rank 2), Reality Distortion (Rank 1)
504 PL - Unreal Celerity (Rank 2)
588 PL - Wait Reaction (Rank 3), Synchronized Multipresence (Rank 2)
672 PL - Distorting Wake (Rank 3), Reality Distortion (Rank 2)
756 PL - Synchronized Multipresence (Rank 3)
840 PL - Unreal Celerity (Rank 3), Reality Distortion (Rank 3)

---

Distorting Wake - Passive</U><i></i>
Seikon Clan members constantly exude a reality warping energy from their body which is similar to chakra but at the same time different. This can cause the Seikon shinobi to appear as if they are multiple places at once and make their movements difficult to predict thanks to shadows and optical tricks that their presence generates.

Rank 1: +1 Dodge
Rank 2: +2 Dodge
Rank 3: +3 Dodge

---

Unreal Celerity - Passive<i></i>
Most Seikon are masters of speed and grace but for reasons that no-one seems to understand, sometimes not even the Seikon. In truth, their unnatural speed comes from the fact that many are unconsciously willing themselves to overcome the limits that reality sets on what a human being can and cannot do.

Rank 1: The Seikon can choose up to 1 AP's worth of actions to gain priority over all other actions in that round. Jutsu used this way have -3 Accuracy/Genjutsu DC.
Rank 2: The Seikon can choose up to 1.5 AP's worth of actions to gain priority over all other actions in that round. Jutsu used this way have -2.5 Accuracy/Genjutsu DC.
Rank 3: The Seikon can choose up to 2 AP's worth of actions to gain priority over all other actions in that round. Jutsu used this way have -2 Accuracy/Genjutsu DC.

Notes:
- Actions effected by Unreal Celerity must be whole actions, and must be used at the beginning of the round. ('Whole actions' simply means that you cannot prioritize part of the AP of an action, e.g. you cannot move up a 3 AP jutsu by 2 AP).
- In the result that the Seikon's action and the opponent's action both have priority over all other actions, they resolve in normal AP stack fashion in regards to each other.

---

Wait Reaction - Dependent Special Move<i></i>
Manipulating the threads of reality is such an easy feat for a Seikon that they can do so with barely a second thought--such as casually attaching a devastating blow to the tail end of their dodge.

Rank 1: The user may combo an Activated Auto-dodge with an attack. The attack gains +1 Accuracy.
Rank 2: The user may combo an Activated Auto-dodge with an attack. The attack gains +2 Accuracy and may not be auto-dodged.
Rank 3: The user may combo an Activated Auto-dodge with an attack. The attack gains +3 Accuracy and may not be auto-dodged.

Cost: Cost of the Activated Auto-dodge being used + 20% CP

Notes:
- Attacks made with Wait Reaction take precedence over comboed attacks the user auto-dodged the first part of, and always occur before the rest of that combo.
- Requires a twenty second cooldown between uses.

---

Synchronized Multipresence - Flexible Style
It is said that Seikon clan members are omnipresent; that they are everywhere at once when they choose to be. This is only partly true, as the Seikon have the ability to overcharge themselves with their reality bending energies, releasing it in such a way that seems to distort the reality around them. This creates multiple "clones" of themselves, afterimages created by their energy that appear and fade at random moments nearby around them.

Rank 1/2/3: The user's first attack each round is automatically considered a Sneak Attack.

Chakra Style: At Rank 1 of this style, the user no longer suffers the -2 Dodge penalty for using Body Switch. At Rank 2, they gain +1 Dodge for the duration of the round instead. At Rank 3, they gain an additional Activated Auto-dodge per round. (Does not stack with similar effects.)

Physical Style: Wait Reaction has its cooldown time reduced by 5 seconds at Rank 1 of this style, 7 seconds at Rank 2, and 10 seconds at Rank 3.

Special Action: While this Style is active, the user may use Body Switch without additional items or clones. They Body Switch with "After-Images" instead. All Body Switch rules still apply.

Cost: .5 AP to enter, .5 AP to drop out

Notes:
- This is a Flexible Style, meaning the user chooses whether it is a Physical Style or a Chakra Style upon entering it, which it will remain for the rest of that battle (even if deactivated and reactivated). The effects and CP cost increase depend on which type is selected.
- While active as a Chakra Style, the user pays +5% CP costs. While active as a Physical Style, the user pays +15% CP costs.
- While in use as a Chakra Style, effects apply to modifications of Body Switch such as Quicksilver Step and Wait Reaction as well.
- Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.

---

Reality Distortion - Buffing Taijutsu<i></i>
A tug of the air, a pull on the world, and the Seikon is fully capable of vanishing from specific senses of their enemies, protecting their minds. At higher levels, they may even use this skill as a partial shield from the physical as well.

Rank 1: For ten seconds, any Genjutsu place on the user or that they are already under have their effects ignored, including damage.
Rank 2: For ten seconds, any Genjutsu place on the user or that they are already under have their effects ignored, including damage. The user gains +5% Damage Reduction against Ninjutsu and Taijutsu, but their own attacks cost +15% CP to use.
Rank 3: For ten seconds, any Genjutsu place on the user or that they are already under have their effects ignored, including damage. The user gains +10% Damage Reduction against Ninjutsu and Taijutsu, but all of their own attacks cost +10% CP to use.

Costs:
Rank 1: 335 CP, 1.75 AP
Rank 2: 420 CP, 1.75 AP
Rank 3: 630 CP, 1.75 AP

Notes:
- The user cannot cast Genjutsu while this is active.
- Requires ten seconds of cooldown after ending before it can be used again.
- If the user takes more than 10%/15%/20% of their Max HP in damage while it is active, the effects of Reality Distortion immediately end.
- Genjutsu on the user resume their effects after Reality Distortion ends, regardless of how it ends.[/fontsize]
----

Cobalt
DZEWD5D.png

The second, lesser-seen branch of the Seikon family, Cobalt Seikon focus on manipulating space and time in their immediate vicinity. Usually use of their talents is heralded by a ripple of blue in the air. Because of how taxing this power is, their abilities can sometimes be seen as inconsistent and unreliable. However, no one can argue with their strength.
[fontsize="12"]924 PL - Reality Shift (Rank 1), World Shatter (Rank 1)
1008 PL - Ripple Shield (Rank 1)
1092 PL - World Shatter (Rank 2)
1176 PL - Reality Shift (Rank 2), Ripple Shield (Rank 2)
1260 PL - Particle Disruption (Rank 1)
1344 PL - Reality Shift (Rank 3), World Shatter (Rank 3)
1428 PL - Particle Disruption (Rank 2),
1512 PL - Boundary Field (Rank 1)
1596 PL - Particle Disruption (Rank 3)
1680 PL - Ripple Shield (Rank 3), Boundary Field (Rank 2)
1764 PL - Boundary Field (Rank 3)

---

Reality Shift - Passive<i></i>
When a Cobalt Seikon is actively manipulating their chakra, unusual things can happen. One of the most consistent of those things is the deep blue aura that pulses around them in time with their manipulation of it, clearing a path into and out of any sphere they wish to traverse.

Rank 1: Every 15 seconds, the user may choose to automatically enter/exit any Arena effect with no check required. This cannot cost the user more than 2 AP, regardless of effects that would force them (or anyone crossing) to take more AP than that.
Rank 2: Every 10 seconds, the user may choose to automatically enter/exit any Arena effect with no check required. This cannot cost the user more than 1.5 AP, regardless of effects that would force them (or anyone crossing) to take more AP than that.
Rank 3: Every 5 seconds, the user may choose to automatically enter/exit any Arena effect with no check required. This cannot cost the user more than 1 AP, regardless of effects that would force them (or anyone crossing) to take more AP than that. The user may alternately use this to automatically break out of any bind.

Note:
- If there is no listed AP cost for entering/exiting the Arena or breaking out of the bind affecting the user, the cost will default to 1 AP at all ranks.

---

Ripple Shield - Passive<i></i>
Another consistent talent of the Cobalt Seikon is the way they unconsciously manipulate the air around them to absorb nastier blows. Or, well...not quite the air, but that's certainly what it appears to be, creating an odd distortion effect around them whenever such an attack is softened. What the Cobalt Seikon themselves sees isn't something they tend to tell anyone.

Rank 1: The user gains the ability Implacable for free, without it taking an Ability Slot.
Rank 2: Implacable now negates the first two Bleeding, Suppression, Called Shot, or Secondary Effects inflicted upon them during each round.
Rank 3: The AP cost of Implacable's Special Action is reduced to .5, with a usage limit of three times per round (unless the user is wearing Heavy Armor, in which case it is unlimited).


Notes:
- The user does not need to be wearing Light Armor or Heavy Armor to have this skill apply.
---


World Shatter - Non-Elemental Ninjutsu
A Cobalt Seikon cares not for the standard laws of physics that state how things work. If they don't like the condition of the ground they are standing on, the brightness of the sun in the sky, or the number and position of obstacles in their way, they can simply change it all.

Rank 1: The user is able to modify the Terrain Modifiers of the battle one stage in either direction for both Terrain and Visibility.
Rank 2: The user is able to modify the Terrain Modifiers of the battle two stages in either direction for both Terrain and Visibility.
Rank 3: The user is able to modify the Terrain Modifiers of the battle by any amount in either direction for both Terrain and Visibility.

Special Action - Fragmentation: If there is another jutsu active on the field when this is cast that alters Terrain Modifiers in any way, the user may instead choose to destroy that with a Ninjutsu Check against the caster at -1/+0/+1 for +10% CP, after which the user may apply Rank 1 of this jutsu to the battlefield (even if they have it at a higher rank).

Rank 1 Cost: 730 CP, 2.5 AP
Rank 2 Cost: 840 CP, 2.5 AP
Rank 3 Cost: 910 CP, 2.5 AP

Notes:
- The effects of World Shatter do not wear off and last the whole battle; essentially, the 'default' conditions of the topic are altered by this jutsu.
- Only one active jutsu may be destroyed per use of Fragmentation.

---

Particle Disruption - Dependent Special Move
One of the most lethal skills that can be used by a Cobalt Seikon, this technique focuses the attention the Seikon upon a single hapless target, and condenses their reality warping energy to literally shatter a portion of the victim's atomic structure. This skill cannot be seen as it takes effect on an microscopic level, though this causes catastrophic pain and suffering upon the unfortunate target as it destroys their very being from it's base.

Rank 1: The affected Ninjutsu gains +2 accuracy, and bypasses all barriers.
Rank 2: The affected Ninjutsu gains +2 accuracy, and bypasses all barriers and Damage Reduction.
Rank 3: The affected Ninjutsu gains +2 accuracy, and negates all barriers and Damage Reduction, destroying them and dealing normal damage to the target.

Cost: Cost of the Ninjutsu being used +20%

Notes:
- At all ranks, the damage done by the affected attack cannot be reduced or blocked by any means.
- Requires ten seconds of cooldown between uses.
- Only maintained/activated Damage Reduction is destroyed; passive Damage Reduction is only negated until after the next attack hits the target. (Rank 3 only)
- If the target(s) struck lack barriers and Damage Reduction, the affected Ninjutsu instead deals +10% damage.

---

Boundary Field - Non-Elemental Ninjutsu
The culmination of a Cobalt Seikon's skillset is the ability to seize control of their element of the battlefield, locking down the ability of others to manipulate space-time. Often space looks distorted when this technique is active, and those more sensitive to chakra or adept in a similar field have reported the Cobalt Seikon's trademark deep blue haze partially shrouding the area, marking out a visible bubble.

Rank 1: The user takes control of the battlefield, altering the time-space of it in a limited fashion. While this jutsu is active, effects that alter priority of attacks cannot be used, and passive effects that alter priority are disabled. (Does not apply to Seikon.) Opponents must pass a Ninjutsu Check at +0 against the user in order to successfully use a combo; if they fail, the rest of the combo is still performed but at normal timing rather than immediately following the previous attack.
Rank 2: The user takes control of the battlefield, altering the time-space of it in a limited fashion. While this jutsu is active, effects that alter priority of attacks cannot be used, and passive effects that alter priority are disabled. (Does not apply to Seikon.) Opponents must pass a Ninjutsu Check at -1 against the user in order to successfully use a combo or any other Reflexive action; if they fail on a combo, the rest of the combo is still performed but at normal timing rather than immediately following the previous attack. If the enemy fails the check when using a Reflexive action that is not part of a combo, the action simply fails. No AP or CP is used for the failed action.
Rank 3: The user takes control of the battlefield, altering the time-space of it in a limited fashion. While this jutsu is active, effects that alter priority of attacks cannot be used, and passive effects that alter priority are disabled. (Does not apply to Seikon.) Opponents must pass a Ninjutsu Check at -2 against the user in order to successfully use a combo or any other Reflexive action; if they fail on a combo, the rest of the combo is still performed but at normal timing rather than immediately following the previous attack. If the enemy fails the check when using a Reflexive action that is not part of a combo, the action simply fails. No AP or CP is used for the failed action.

Rank 1 Cost: 2200 CP, 3 AP to initiate; 1100 CP/round to maintain.
Rank 2 Cost: 2530 CP, 3 AP to initiate; 1270 CP/round to maintain.
Rank 3 Cost: 2750 CP, 3 AP to initiate; 1380 CP/round to maintain.


Notes:
- This is considered a Terrain jutsu.
- May be maintained for up to three rounds.
- At all ranks, other combatants must pass a Ninjutsu Check against the user at -2 in order to cast an Arena jutsu, or their own Terrain jutsu. If the opponent successfully casts their own Terrain jutsu, this one is dispelled.
- After deactivation, regardless of how, requires ten seconds before it may be activated again.[/fontsize]


<U>T E M P O R A L - S T R I D E R

YbkVnfm.png

Temporal Strider
Temporal Striders are born seemingly apart from the world at large, some form of anomaly in the framework, unknown to ordinary existence. While they grow and age as human standards dictate, they are capable of seeing a tear in space and time and interact with those tears to distort and manipulate the flow of time to their whims. While they cannot play with time on a greater scale, mere seconds are all they need to gain an upper hand in combat and once they do learn to control their unique power, they can do more than just play with time.

[fontsize="12"]Kinjutsu TableInformation
Prerequisites: Kinjutsu Application, B-Rank, 3 Ability Slots

Effects:
- The user's Temporal Strider skills have priority over any other action occuring at that same time.
- The user may not lose more than 2 AP in a round due to the effects of others (e.g: Suppression and such)
- The user can carry over up to 2 AP that has not been used from the previous round. You cannot start a round with more than 12 AP and any excess AP are loss.
- At any point in a round, you can spend either 1 or 2 AP to trigger an Epoch. You can only choose one Epoch each round and whenever you activate one, you regain the spent AP for the following round as if it has not been used.

Epochs - Mastery over time allows a Temporal Strider to utilize their given time to produce a wide variety of law-defying effects and brief, but momentous events.
  • Haste - Grants you or a target of your choice +3 Dodge/Save and 10% Auto-Dodge for 2 seconds for every 1 AP spent. (minimum of 2 seconds).
  • Slow - Grants you or a target of your choice -3 Dodge/Save for 2 seconds for every 1 AP spent. (minimum of 2 seconds).
  • Flow - For every 1 AP spent, you can reflexively force an action to be modded as normal timing.
[/fontsize][/quote]
[fontsize="12"]<U>World Standstill - Kinjutsu Ability
Ipgr3ag.png

Perhaps the most frightening ability of a Temporal Strider is their capability of halting time for very short periods. To the unknowing, it could even appear as if the Temporal Strider is conjuring attacks from from thin air, or warping from one space to another, unaware of them moving very regularly in a time seen only by themselves. Though exhausting to the user, even the briefest of extra moments can offer a momentous advantage during battle.

Information
Prerequisites: Temporal Strider

Effects: The user may stop time, which acts as a "round-within-a-round" occuring at that point. The duration of this sub-round may last 1, 2 or 3 seconds (user's choice). While time is stopped, only a Temporal Strider may perform actions, while all others are "paused" and immune to all actions which hit them in a sub-round (harmful and beneficial). Once this sub-round ends, the round continues from where it left off, uninterrupted.

Cost: 1 AP, and 1.5% Max CP x seconds stopped

Note:
- World Standstill may only be used once per round, regardless of how many Temporal Strider are present in battle. The user has a 15 second cooldown before they may reuse it again.
- Actions may begin inside the sub-round and carry over into the real round. Example; performing a 2.5 second action within a 1 second sub-round, will cause it to complete 1.5 seconds after the sub-round ends.
- The stopped time sub-round has no effect toward any duration/cooldowns.
- Paused targets are only immune within this sub-round of stopped time; if the user delays a jutsu to resolve after the sub-round ends, it may affect the target.[/fontsize]

[fontsize="12"]Chronostasis - Kinjutsu Ability
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Time being like so much liquid to a Strider, then can easily throw their chakra forwards in it to form into its essence later--even controlling where and when it appears.

Information
Prerequisites: Temporal Strider

Effect: Once per round, the user may reflexive delay any attack for between 10 to 20 seconds, or until the user delays a different attack through Chronostasis.

Notes:
- Can be used reflexively against a different target's attack, or be used directly to their own attack.
- Delaying a target's attack is automatic, even if an enemy.
- All costs are paid as normal at the time of casting. Any maintenance costs do not begin until after the jutsu occurs.[/fontsize]

[fontsize="12"]Rewind - B-Rank Non-Elemental Ninjutsu
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One of the notable abilities of a Temporal Strider is to forcibly push back an object or a person to a certain point in the past, rendering it or them to their state as before. Normally seen as an ace for Temporal Striders when dire situations are presented to them, but often times can be used offensively by means of putting someone back in a dangerous situation where they may previously escaped or avoided.

Information
Prerequisites: Temporal Strider, B-Rank

Rank 1: Negates the effects of the last jutsu to hit the user. This treats the jutsu as if it had never affected the user (removes damage, effects, and etc).
Mastered: Can target others.

Special Action: Rather than the usual effect, the user may choose to re-apply the last effect that had been affecting the target, but had been removed early. (Such as successfully resisting a Genjutsu, or a Poison, or escaping an Arena or Bind, etc).

Cost: AP equal to the negated Jutsu (minimum of 1 AP). Re-applying an effect costs 1 AP.

Notes:
- Each individual target (to include the user), has a 15 second cooldown before they may be reaffected by Rewind again.
- For the special action, choosing to re-apply an effect must be an effect that has affected them and they removed it. This does not include if the effect is a jutsu that is being maintained by another player and has been disrupted/dropped, causing the player to drop the jutsu affecting your target.
- Can be used on allies during World Standstill and still affect them. If used this way, causes the jutsu to be modded as if taking 1 AP time, but it costs 50% more CP.[/fontsize]

[fontsize="12"]Fast Forward - B-Rank Non-Elemental Ninjutsu
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Many consider time as a mere concept, a made-up to keep track of things as the day progresses. For a Temporal Strider, time is something tangible and a force to reckon with and when things are set in motion, they can turn the flow of time against it, speeding up their destruction and quickly passing their time to which none may benefit it's presence in the present.

Information
Prerequisites: Temporal Strider, B-Rank

Rank 1: Strikes a target at +2 accuracy, dealing 1800 damage and inflicting Wither to a jutsu or effect of your choice afflicted to the target or being maintained by the target.
Mastered: Strikes a target at +3 accuracy, dealing 2250 damage and inflicting Wither to a jutsu or effect of your choice afflicted to the target or being maintained by the target.

Rank 1 Cost: 730 CP
Mastered Cost: 910 CP

Notes:
- A target may only be affected once per round.
- May use any Accuracy of your choice (e.g: Ranged, Gen. DC, Ninjutsu, etc).
- May not choose Bleeding as an option.
- Wither treats the selected Jutsu as if 10 seconds had passed, also triggering any associated effects which would have occurred during that time (for example, maintain costs, resistance checks, DoT, etc). All costs/damages are immediately paid.
- In addition to the above note, Wither affecting jutsus that has HP (Creations or Clones) is reduced by 20% and jutsus that restores HP over time only restores 60% of the usual amount.[/fontsize]

[fontsize="12"]Favor of Time - A-Rank Non-Elemental Ninjutsu
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There are ways to cheat time. Temporal Striders are able to step into the currents of causality and hop "between" strands of probability... and drag their opponents along with them. This means that any time an opponent would choose to face a Temporal Strider with the proper mix of cunning and strength they do so with the forces of fate itself working against them.

Information
Prerequisites: Temporal Strider, A-Rank

Rank 1: For 15 seconds, the user may reflexively select any two actions which require a roll, granting the action either Advantage or Disadvantage of your choice.
Mastered: For 15 seconds, the user may reflexively select any four actions which require a roll, granting the action either Advantage or Disadvantage of your choice.

Cost: 3 AP and 2000 CP

Notes:
- Has a 10 second cooldown between uses.
- Selecting an action only needs to be declared and likewise is modded as instantaneous as a result. Casting Favor of Time still takes time as normal however. Can choose actions from other players.
- Advantage causes the action to roll twice, taking the result which favors the caster more and discarding the other.
- Disadvantage causes the action to roll twice, taking the result which disfavors the caster more and discarding the other.
- If the action has multiple rolls involved, you may specify which part(s) of the action you would like to impart this jutsu's effect on. Each roll you choose to apply this effect on a single action is considered as another action.
- If Favor of Time is used on an action, it removes any other effects that would allow the action to be re-rolled.[/fontsize]

[fontsize="12"]Broken Timeline - S-Rank Non-Elemental Ninjutsu
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While time traveling is something that can be done with extreme precaution, a Temporal Strider will take that risk to do such thing. The ability to break the time itself, risking themselves as they call upon consumed time into the present, their own self that has yet to experience what is to come. These versions of yourself tend to appear distorted and gray, lack of colors as they are out of their own time and even so, they present danger to those around them and to the present self as the lack of communication prevents either past and present from exchanging information, although some find ways to order or prevent themselves from doing something in the past.

Information
Prerequisites: Temporal Strider, S-Rank

Effect: Summons a version of yourself, a Time Echo, from one of the last 3 rounds, (not counting the most recent round). Lasts 10 seconds.
  • Has secondaries equal to user's.
  • It will perform all actions and conditionals performed by the user during that round, choosing the same targets as before.
  • You can cancel or re-direct any actions your version would had performed during the round. You cannot order your version to perform new actions.
Cost: 4.5 AP and 4,620 CP.

Note:
- Has a 20 second cooldown from the time the Time Echo disperses.
- Any HP/CP damage taken by the Time Echo would be dealt to you instead.
- The Time Echo does not have any AP; it will attempt to perform the same actions, with the same amount of time passing between them as they were originally used. It's actions may be spill over between rounds (example; it performing a 2-second action at 9 seconds into round 3, will cause the action to occur 1 second into round 4.)
- The Time Echo is not treated as a Clone or Creation. This does not allow you to bypass any limitations such as barriers, creations, clones, etc.
- Both "Once per round" actions and those having a cooldown, when performed by the Time Echo, do not count toward the user performing them in the current round. This only applies to these kinds of actions (not once per battle ones, or things target may only be affected by once per round).
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