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:

Uzuhiko Seijin

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Uzuhiko Seijin

NAME: Uzuhiko Seijin
AGE: Mid 30s
HEIGHT & WEIGHT: 5’10'’ | 165 lbs
HAIR, EYE & SKIN TONE : Brown | ??? | Brown
RACE: Human
OCCUPATION: Mercenary
LANGUAGES SPOKEN: Basic​

Appearance

Being of average build and height for a man of the shinobi profession, Seijin has the features of a person that one might consider forgettable when considering a former resident of The Holy Tenouzan Republic. Having lived much of his life in a prison crafted by the Tenouza, his general appearance is one befitting of a person that was malnourished during their early formative years. While he has grown past the initial sickly form that he was a child, his general look in his adult years is that of the skittish lone wolf. If his hair is kempt and not overgrown, then it must be a good day. If his eyes aren’t cold and hungry then he clearly must have recently had a warm meal. Outside of his former home he very much comes across as a drifting wanderer, but for those that have seen the horrors of that wretched place, they know a survivor when they see one.
Personality

For all the abuse that Seijin suffered at the hands of the Tenouzan, one can argue that he is well rounded and learned. Forced to attend the lessons of his captors, he learned to survive by retreating deep into the recesses of his own mind. It was there where he was able to escape to freedom and it was there where he truly dared to smile. On the outside, Seijin often presents as gruff and barely personable, often getting straight to the point and thinking twice as much as he cares to speak. To those that meet him, other than being quiet, Seijin is generally kind and is not one to repeat the abuses that he suffered despite having every excuse on the contrary. He does, however, leave the door open for retribution against those who were willing participants in the atrocities carried out by the Tenouza.
History

Like many children of his generation, Uzuhiko Seijin, or Sei, was born to two shinobi who were forced to the frontlines during the Bear/Marsh war, and just like too many families, his was one where the conflict itself split his family physically based on social ideologies. His father, native of Bear and his mother, a native of Marsh, had fallen in love years before the war and had settled in the southern part of the former Waterfall country, that of Hoshigakure. Unfortunately for them, the war disturbed any peace that they hoped to have. Quickly sweeping the land, the call for soldiers pulled both of them to the battlefield, and while they had had a good support system with loving family and friends in Hoshi, the sad reality of war soon found Seijin’s mother staring into the eyes of an enemy that could easily have been her brother, sister or cousin.

Trying to push through the madness of it all, the couple at first opted to take on roles that wouldn’t put them directly on the frontlines and in a position to have to kill or be killed. Unfortunately for them however, the war ravaged on and the frontlines soon began to be pushed back on both sides. Even worse, Sei’s mother fell pregnant with him during the war and gave birth to him after many pains. Like so many called to duty, Seijin’s father had only enough time to kiss his son goodbye before returning to the frontlines and it was while he was still barely weened that his father was declared missing in action, presumably dead. All goodwill and all the neighbors that had once celebrated the love between Seijin’s parents was erased due to no fault of their own. As if a switch had been flipped, the “woman from Marsh” and her “offspring” where no longer welcome in Hoshi and they were chased out by threat from those calling into question her loyalties.

The story of Seijin’s life began in turmoil and sadly never got any better. Scared, alone, and unable to go back to either home that she had known, his mother took to the waters just beyond the shores of Shuzen. Bound for a new home in Kumogakure, the woman booked passage for herself and her son across the Lotus Sinus Bay. Affectionally called her “Star Child”, Seijin from an early age displayed abilities much like his father, abilities that were rumored to be highly coveted in Kaminari no Kuni to the north. With hope in her heart and her child wrapped in her arms, Seijin’s mother did everything that she could to give her son a better life away from the war, but unfortunately, she led him right into the heart of another. On that day, the two of them entered a boat bound for a better future, but only one of them would make it.

~ ~ ~ ~ ~

The crackle of lightning arching across the skies and the boom of thunder thereafter. The dream that Seijin dreamed always started the same. Though he found himself barely able to remember the face these days, there was that woman with a voice that always seemed to clam him when he dreamed. He assumed that it was his mother because she repeated his name in hushed whispers. So soothing, so sincere, seemingly energized by the storm above, the woman, his presumed mother, tried to calm him, but she didn’t sense what Seijin sensed, she didn’t see the face in the sky, she didn’t hear his father, telling them to turn around. The same dream, the same tug of war, the same confusion over why his mother couldn’t understand the warning, couldn’t hear his father. When at last the storm proved to powerful to weather, the cold embrace of the sea swallowed them whole and took them down into the darkness.

Waking with a start, Sei wiped the sweat from his brow as he jumped to attention. It was the same dream before, the oldest memory that he seemed to have before this place, the heart of The Holy Tenouzan Republic. Chiding the Holy part, Sei calmed his heart as he slowly grew reaccustomed to the bright white of the room that he was in. Simply called the “White Room”, every day began and ended in this same room, his prison. Like many who displayed coveted abilities, Sei was conscripted against his will and forced to do the whet work of the Tenouzan leadership, whatever it was. Always forced to wear a chakra dampening collar when outside of his room, he rubbed at the chaffed skin around his neck, a steady reminder of what could be if he ever stepped out of line. Day in and day out, the years seemed to blend together, the only sign of the passage of time seemed to be the new clothes that he was provided with or in one particular awkward part of his life, the tools to shave.

Trusting that he would never take the easy way out, as he grew older, he was extended small freedoms here and there, extra apples for a job well done, and even sometimes a chance to watch a rolling storm coming in across the Tenouzan Sea. On such occasions not only was he always with a collar, but he was trailed by an order of knights. The storms called to him, and he could almost make out their message but with the collar around his neck, the voice only proved to be a whisper. He had no friends, only handlers, and the “missions” that he seemed to go on were usually just excuses to use his abilities to scare the masses into submission. It seemed that his captors were just as scared of him cutting loose on the lay people as they were themselves. For being their weapon, a secret extension of their might, they were still far too Pius to allow him to be a simpleton. He was taught, but only in their way, and never was he allowed any secular information other than what he picked up from his handler’s slipups. Deep into his mind he’d retreat, making up fanciful stories in between lessons. It was there that he enjoyed time with his parents in a world where he was free to be himself, free to be free. The Tenouza claimed that his mother had recklessly abandoned him, practically begged them to take in her son, but he knew better. He knew that she would never abandon him. The perfect version of her in his mind showed him nothing but love and affection.

~ ~ ~
“Gom.” The semi-affectionate name given to Seijin by the Tenouza. Part clue as to where Seijin was from and part twisted joke based on how he was treated, the day started like any other, with his handler for the day beckoning him to wake from his slumber. This day, deciding to show a bit of defiance, he didn’t move and instead kept his eyes closed. They didn’t know that he knew his real name. They didn’t know that when he earned enough free time that he conversed with his father in the sky above. Of course, the collar kept him from fully making out his father’s words from such a far distance, but if he strained his heightened senses just enough, he could make out the messages that were sent to him. Smirking at the irony, he was sure that some would have found such a notion inspiring, but he knew that it was simply a phenomenon that they could barely grasp. All those years ago, his father hadn’t died behind enemy lines, no, his father had escaped the war outright, taking to the skies and becoming free. A freedom that he desperately wanted for his son.

“Gom.” The name echoed again within the prison and the lights grew brighter, bathing the already pristinely white room in a nearly blinding light. His smirk having already given him away as being awake, the next calling of his name wasn’t so gentle. “Gom! You are to get up and be ready for your next assignment in zero zero fifteen hours. Since you have delayed in waking, your meal will not be provided.” Sighing, Seijin rolled out of bed and began his routine. Fifteen minutes? Either something was terribly wrong, or they were incredible pressed for time and Seijin was holding things up. Trying to roll back the previous time that he had been let out, Seijin tried to parse more information but as he continued with his routine his mind settled into the mental lull that had allowed him to keep his sanity for so long. By the time that his handler was coming in with his collar, he was ready to see what task they had for him next.

~ ~ ~

Sensing a certain buzz in the air, Seijin noticed that something was very much wrong. Shackled from head to toe, he made his way down the familiar hallway to the room where he was to don whatever gear was needed for the mission. He was almost about to retreat into his mind when he noticed that they passed back the usual equipment room and instead went to the door at the far end of the hallway. Something was off. Pushed more than ushered into the room, Seijin found himself looking at the black armor that he only used for the direst of situations. When donning the black armor, it usually meant that the higher ups really wanted to make an impression. Like its special color implied, the armor was different in that it amplified his powers and stretched the limits of their control over him. When he wore the black armor, his powers were amplified tenfold and the only thing that held him in check was the fact that the armor caused him to burn through his energy in record time.

Untrained as he was with controlling his abilities, the Tenouza only ever wanted to use him as a big glass cannon, and it seemed like today would be no different. “Hurry up and get suited up, we’re in a hurry!” The barking command woke Seijin from his stupor and he rushed to get into the armor. Fitting his body like a second skin, when he put the helmet on, he knew immediately what had caused the alarm. So used to not fully embracing his abilities, the amplifying effect of the armor instantly affected him. Having been starved of the call of the sky, a crackle of electricity emanated from him. The order of knights in the room all snapped to attention, turning all eyes on Seijin. “Now Gom, don’t do anything stupid…” The fear in the man’s voice was clearly evident. Voice rushed with a flooding of adrenaline, Seijin couldn’t stop himself from being excited. “Why!” Another knight spoke up, probably misrecognizing Seijin’s exclaim as a question. “I knew we should have left him in his cell. We’re all going to die at the hands of this freak!”

A freak? Was that how they viewed him? How was he the freak when they were the ones that acted inhumane? Inhumane… The word popped in his head from somewhere else. It almost seemed like the armor itself was putting words into his mind. Or rather, was it that he was being flooded with so much energy, so much chakra that his mind was moving at the speed of light? Hearing an explosion, followed by the room shaking and the walls starting to buckle, another knight screamed. “It’s too late, we’re trapped!” Trapped? No, Seijin could feel the sky above, in fact, he could reach out and touch it. Reaching his hand up, he looked up and watched as tiny particles of chakra began to coalesce around his arm and concentrate in his palm. With barely any further thought given he simply wished to grab hold of the sky and suddenly in the blink of an eye he was high above the prison. Still able to hear the pleas of the knights, he looked down in awe as he witnessed yet another strange phenomenon, that of the Holy See of Tenouza being literally folded by invisible hands. Finding himself somewhat inquisitive, Seijin started to approach the place below, but the sound of his father called to him loud and clear like never before. “Seijin! It’s time to come home.”

~ ~ ~

It had been some time since Seijin had broken free from the Tenouza and had been reunited with his parents. Now, middle aged, and enjoying a new life in Kumogakure, there had been many days of tearful apologies from both his mother and his father. They had blamed themselves for the life that he had been subjected to, but he could never blame them for what had happened. He learned that the ship he and his mother had traveled on had capsized just off Tenouzan territorial shores, separating them. She had been found by fishermen who eventually helped her on her way to Kumogakure, whereas he was found by an order of Tenouzan knights on patrol. His father, meanwhile, had been captured by Marsh forces but had escaped. Fearful of leading the enemy to his doorstep, he’d made his way to Kumogakure and was working with agents there to find his wife and child. In all, like so many things in life, happenstance had kept all three of them apart for far too long. On the stormy night that Seijin and his mother had been separated, it was his father’s distant control over the storm that had protected him. From that day onward, his father had been reaching out, trying to make the connection to his son, to find him from afar, but the chakra dampening tools that the Tenouza had in place had prevented him from truly pinpointing where he was. It was only when Seijin wore the black armor that his father could strongly sense him and it by all appearances it seemed as if the Tenouza had an idea that this might have been the case. It only made sense when Seijin considered that he was never able to wear the armor for long.

~ ~ ~

Somewhat acclimated to a normal life, Sei was only in the local town to get supplies. Having settled into the farming life. The life of a Tenouzan tool was long behind him. Even the call of the black armor was just a whisper. At his father’s insistence they had finally figured out that the reason that the black armor proved to be a beacon was because it was pure chakra in physical form. Apparently the Tenouza had stumbled upon something that they didn’t fully understand as the chakra seemed to actually be alive. Happening upon a certain stall, Sei was comparing the price of apples to oranges when a masked stranger bumped into him and slipped a card into his hand.

Days later, he’d find himself going back to that dark corner of the family barn, back to that dark chest that held an even darker armor. Like an evanescent voice in the night, it continued to call for him daily through hushed whispers. The lure of such a power always came with price and even though the price could be steep, Seijin found it all too easy a debt to pay. Though he had sworn against working for any other military force, the meeting that followed provided every bit of the rush that he had been missing. Having a quiet life with his family was great, but apparently there were still Tenouzan agents scattered across the shinobi world, threatening to rise to power once more. His goals seemingly aligned with this… Sennin… and with his name not tying back to any Kumogakurian ledgers, he was just the sort of agent that they could use to weed out the Tenouza from the shadows.
 
STATS
CLASS
ABILITIES
Agility: 600/600
Stamina: 600/600
Ninjutsu: 600/600
Genjutsu: 600/600
Taijutsu: 600/600
Chakra Control: 600/600
Level: 15
PL: 3600
Radiant Black
HP: (55+lvl) x stamina
CP: (50+lvl) x chakra control
Class Bonus: Kinjutsu (Ninjutsu Accuracy), +5% Chance of inflicting Secondary Effects
High: Ninjutsu Accuracy
Average: Evasion, Genjutsu Save
Low: Ranged Accuracy, Melee Accuracy, Genjutsu DC
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Free Minor Element: Wind
Free Major Element: Non-Elemental
Free AE: Storm
Minor Element(s): Non-Elemental | Earth | Wind | Fire | Wind | Water | Kinesis | Wood | Mirror | Gravity | Dust | Ice | Vapor | Paper | Sand | Medic | ANBU | Storm
Major Element(s): Non-Elemental | Earth | Wind | Fire | Wind | Water | Kinesis | Wood | Mirror | Gravity | Dust | Ice | Vapor | Paper | Sand | Medic | ANBU | Storm
Base Element(s): Non-Elemental | Earth | Wind | Fire | Wind | Water
Advanced Element(s): Kinesis | Wood | Mirror | Gravity | Dust | Ice | Vapor | Paper | Sand | Medic | ANBU | Storm



SANTARU
JINCHURIKI
EQUIPMENT
Santaru
The oldest and most prodigious clan originating from the Hidden Cloud Village, The Santaru are a proud people with the unique ability to control electricity. Long have they been feared by others because of this trait, yet, few can stand against their mighty bolts of energy they summon from the sky. Though they are attuned to storms in general, by far they have a much more strengthened affinity to Lightning and electricity of all types, their eyes brightening with an electric neon glow whenever their powers are in use. Subconsciously they tend to emit unnoticeable electromagnetic waves, enough to leave the hair on your neck stand up and leave goosebumps on those nearby. Yet, when angered, their powers become so great, that often it is beyond their ability to control.
Note: All Santaru Techniques are considered Storm Techniques.
084 PL - Storm Manipulation (Rank 1), Gathering Storm (Rank 1)
168 PL - Call of the Storm (Rank 1)
252 PL - Rejuvenating Storm (Rank 1)
336 PL - Call of the Storm (Rank 2)
420 PL - Storm Manipulation (Rank 2), Rider of the Storm (Rank 1)
504 PL - Gathering Storm (Rank 2)
588 PL - Call of the Storm (Rank 3), Rejuvenating Storm (Rank 2)
672 PL - Storm Manipulation (Rank 3), Rider of the Storm (Rank 2)
756 PL - Rejuvenating Storm (Rank 3)
840 PL - Gathering Storm (Rank 3), Rider of the Storm (Rank 3)
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Storm Manipulation - Passive
Called by some as “The Storm Bringers”, Santaru are all born with the ability to control the very sky itself. This natural ability is something many children of the clan do by accident before they learn to control their chakra, as it leaks out due to emotional changes that will directly change the weather based on their mood. While many grow out of this, learning how to control this power naturally teaches them how to also change other Ninjutsu into powerful storms.
Rank 1/2/3: May convert Lightning and Water Techniques into Storm Techniques by paying an additional 20%/10%/0% Chakra Cost.
Notes:
  • The User automatically has access to the Storm Advanced Element.
  • Partial hits from Techniques converted into Storm Techniques are treated 1 rank higher.
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Electrokinesis - Passive
One of the most unique traits a Santaru has, even as a child, is a certain special magnetization of their chakra. This starts off as simply having metal objects stick to their skin, and it is with this early life event that a parent of a Santaru child knows it's time to train them in controlling their power; or else metal objects will begin to fly through the house. Due to this, they naturally have a way to empower ninjutsu by pushing their attuned chakra with this natural magnetic force and gives them the ability to naturally repels projectiles aimed at them.
Rank 1/2/3: The User gains +5%/+10%/15% Damage for Storm Techniques. The User also gains the Deflection ability, which does not take up an ability slot.
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Gathering Storm - Santaru Bloodline Style
By attuning their chakra to manipulate the elements of Lightning and Water in different fluctuations, a Santaru’s constant casting of Storm Ninjutsu blesses them with small orbs of energy that condense into such a form as a result of the constantly shifting the electrons in the air caused by such attacks. The Santaru consider these orbs “Blessings of Raiden”, as they can be seen, touched, and used by the Santaru themselves to empower a number of natural abilities and their Kekkei Genkai.
Rank 1/2/3: Upon entering this style, the user may choose which Gathered Storm is active. When the user casts a Storm Technique they gain a Storm Orb, which can be spent the following ways:
  • Gathered Storms
    • Distant Thunder: The user casts a Storm Technique and it is delayed by 5/10/15 seconds, techniques delayed in this way get +1 Acc/+5% damage per Storm Orb spent
    • Eye of the Storm: For user gains +1 Dodge and +5% deflection chance per Storm Orb spent.
    • Sudden Squall: Storm Techniques the user cast are modded as 0.25 AP faster per Storm Orb spent.
Cost: 0.5 AP
Notes:
  • Counts as either a Chakra or Physical Style. Must be declared upon entering.
  • The user may spend a Storm Orb to change Storms.
  • The user may hold up to 3 Storm Orbs at a time. Upon selecting a bloodline branch, this increases to 6.
  • Eye of the Storm’s buff is active until the user changes to another Gathered Storm, and caps at +6/+30%.
  • Sudden Squall's AP timing reduction caps at 0.5 AP.
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Rejuvenating Storm - Storm Ninjutsu
Many shinobi who specialize in certain elemental prowess tend to have an upper edge in combat depending on where they are fighting; known as the “home field advantage.” Santaru, however, have no such weakness. They carry on their back the weather of their homelands and are always at an advantage in any battle due to this.
Rank 1/2/3: Targets up to 3 Allied Targets at +0/+0.5/+1 Acc, Healing 1/2/3% Max HP.
Special Action - Storm's Ire: The user may instead target up to 3 Hostile Targets, dealing 300/400/500 damage instead of healing.
Cost: 1.5 AP; 250/450/650 CP. 125/225/325 CP per round.
Notes:
  • The user may spend 1 Storm Orb to maintain this technique.
  • While maintained, this technique is modded every 10 seconds.
---
Rider of the Storm - Storm Ninjutsu
Going into a fight with a Santaru has been considered by some to be akin to trying to punch a natural disaster. Like spitting into a hurricane, anyone who crosses the ire of someone who can manipulate the very sky often find themselves living in a nightmare of storms. The land quakes and fear strikes into the hearts of those who know the sound of battling thunder.
Rank 1/2/3: The Battlefield gains the following effects:
  • Attempts to strike up to 1/2/3 random hostile targets for 200/250/300 damage each.
  • Reduces the chakra cost of Storm Techniques by 5/10/15%.
  • Gives +6/8/10% chance of activating secondary effects of Storm Techniques.
Cost: 2 Ap, 600/750/900 CP, 300/375/450 CP and 1 Storm Orb per round.
Notes:
  • This is a Terrain technique.
  • This technique may be maintained for up to 30 seconds
  • While maintained, this technique’s damage is modded every 10 seconds.
  • Other Terrain Techniques must pass a Ninjutsu check at -2 Nin Acc against the user to overwrite this technique.
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Tenki no Eshi - The Weather Painter
Among the Santaru are a special handful who are able to fully control their weather abilities with the practiced hand of a professional artist. Known as the Tenki-no-Eshi, or 'Weather Painters', these Kekkei Genkai masters are really the part of the clan you don't want to cross; lest your day be ruined by torrential downpours and thunderstorms. Their very presence on a battlefield is often marked by a rolling black cloud full of thunder and fury as they literally glide into a conflict.
924 PL - Master of the Weather (Rank 1), Stormweaver (Rank 1)
1008 PL - Tempest Targeting (Rank 1)
1092 PL - Stormweaver (Rank 2)
1176 PL - Master of the Weather (Rank 2), Tempest Targeting (Rank 2)
1260 PL - Updraft (Rank 1)
1344 PL - Master of the Weather (Rank 3), Stormweaver (Rank 3)
1428 PL - Updraft (Rank 2),
1512 PL - Lightning Spear (Rank 1)
1596 PL - Tempest Targeting (Rank 3)
1680 PL - Updraft (Rank 3), Lightning Spear (Rank 2)
1764 PL - Lightning Spear (Rank 3)
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Master of the Weather - Passive
Weather Painters are a powerful kind of Santaru that can do more than just control the sky. They can shift the very terrain of battle to their whims and can do things with the weather that would make the uninitiated believe they are gods walking among mortals; to which, they often agree with.
Rank 1/2/3: The user may maintain 2 Terrain Techniques on the battlefield at once. The user gains +0/+1/+2 to checks in their favor when an ally or opponent attempts to overwrite a terrain technique.
Notes:
  • When an opponent or ally attempts to cast a Terrain Technique, the user may choose which of their techniques is overwritten if check is passed. The other remains on the field.
---
Tempest Targeting - Passive
Storm Orbs are a powerful tool in the arsenal of a Santaru already, but in the hands of a true artist of storms they become elemental mortar shells. Even a single orb used by a Weather Painter can turn a simple storm into a calamity that has the potential to wipe a town off the map and change the very face of the world.
Rank 1/2/3: Whenever the user consumes a Storm Orb, the next Storm Technique gains +1 target and -3/2/1 accuracy, increasing the cost by +5/10/15% CP. This effect does not stack.
---
Stormweaver - Storm Ninjutsu
Surrounding an enemy is an effective way to exhaust their resources, stamina, and is a valid tactic for eventually overwhelming a powerful foe. Not so for the Weather Painters. Control over a variety of weather events makes it so that no matter how many opponents these Santaru face, the enemy will never know what these weather shinobi be blasting.
Rank 1/2/3: The User makes a check against 1/2/3 Hostile Targets, with 2/4/6 hits per person dealing 175/220/260 Elemental Damage, at -1 Acc. For every 2 hits, the Hostile Target has -1 Acc and Dodge for 5 seconds. The user may spend a Storm Orb to make the debuffs last for 10 seconds.
Cost: 2.5 AP; 750/1000/1250 CP
Notes:
  • While Rider of the Storm is active, this technique deals +10% damage.
  • The Acc and Dodge Debuff caps at -3 Acc and Dodge.
  • This technique has a 15 second cooldown after use.
---
Updraft - Storm Ninjutsu
A storm technique performed yet again by altering the electrons in the air, this invokes a powerful gust of wind that smashes into targets with spontaneous force, and launches them into the sky with its sheer force. Perhaps this technique started rumors of the Santaru being able to fly, though one may wonder how safe using it on oneself may be.
Rank 1/2/3: When the user casts this technique and every 10 seconds this technique is maintained, they make a ninjutsu check against all targets in the battlefield. A successful check causes Airborne Status on the target for 5 seconds. While this technique is maintained, Targets with Airborne Status can use Melee Accuracy against other Airborne Targets.
Special Action - Riding the Wind: The user may give or remove Airborne Status from themselves by consuming one Storm Orb and spending 0.5 AP.
Cost: 2.5AP; 650/820/980 CP.
Notes:
  • This is a Terrain technique.
  • This technique may be maintained for up to 30 seconds
  • While this technique is maintained, Targets may voluntarily fail the check to gain Airborne Status.
  • The user may spend 2 Storm Orbs to make Airborne status last 10 seconds instead.
---
Living Storm- Storm Ninjutsu
The strength of the Tenki-no-Eshi is not something that is easily measured. To simply believe that creating weather events has been the hubris of many a Santaru's foe as their ability in controlling the very elements of the weather give them the talent to turn the storms they conjure into something that seemingly has a mind of its own. These storms are so fascinatingly alive that they even appear to protect the Santaru who create them or, even become one with them, making it nigh impossible for even most shinobi to tell the difference between the creator and the creation.
Rank 1/2/3: Creates a Living Storm with 5280/6600/7920 HP with -3 of the User's secondaries and 5 AP. The Living Storm can take the following actions:
  • Lightning Strike:: 1 AP - Does a basic strike 704/880/1056 Elemental Damage using Ninjutsu Acc.
  • Ride the Lightning: 1AP - The next A Rank or lower Offensive Storm technique is modded as taking 1 AP less timing, and may be comboed with another Offensive Storm Technique of the same rank or lower.
  • Generate Storms: X AP - May cast any Water, Lightning, Storm or Santaru Technique the user knows. Techniques cast this way automatically are under the effect of the Affinity Move Spread. The AP cost is equal to the Technique's AP cost.
Special Action - Clad in Lightning: By consuming all the user’s current Storm Orbs, the Living Storm's HP becomes temp HP for the user, and the user may use the Living Storms actions. For each Storm Orb Consumed, Clad in Lightning lasts 5 seconds, for a maximum of 30 seconds.
Cost: 3 AP and 3630 CP, 1815 CP/rnd.
Notes:
  • This is an Creation Technique
  • The Living Storm uses the User’s CP to cast techniques.
  • Each action taken by the Living Storm generates Storm Orbs, this includes while using the Special Action - Clad in Lightning.
  • When using the Special Action - Clad in Lightning, This is also a Chakra Armor Technique
  • When the Special Action - Clad in Lightning is active, The Living Storm may not use AP and the user does not gain the Living Storm's AP.
  • When using the Special Action - Clad in Lightning, the user must pay the CP costs for any techniques cast with Generate Storms.
  • Special Action - Clad in Lightning ends when the time is up, or the Living Storm's HP is depleted.
Jinchuuriki
JN.jpg

There are many forces beyond human in this world, and many of these forces do not have a corporeal form. Sometimes, these forces will choose to align themselves with a single human, or otherwise be sealed into them. This is not always voluntary on either part. It does, however, grant great power to the human host based on their spirit's abilities. This power comes at a cost, taxing the life force of the user with use. Jinchuuriki in the past have been known to win intense battles by giving their all, and then collapse immediately thereafter. One thing is for sure, however. The Jinchuuriki is a powerful ally for whoever befriends them--or a weapon for whoever controls them.
Kinjutsu Table
Information - M
Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank, Chosen Element Minored
Effects
- When applying for this Kinjutsu, the user chooses any Base or Advanced element of Ninjutsu to be the affinity of their possessing spirit. This element may not be changed while the user retains the Kinjutsu.
- The user also chooses, upon application, their inner spirit's Alignment, whether it be Holy, Cursed, or Spiritual. All of their Jinchuuriki techniques are treated as this Alignment. The user is treated as their Alignment when using the Elemental Manifestation ability, and all of their chosen element attacks in that state are as well.
- When the user casts Ninjutsu of their chosen element, they do not require handseals. (This does not apply to Advanced Elements using the chosen element as a base, if the user chooses a base element.) They are also treated as having a Major Affinity to this element regardless of the number of jutsu they have in it. If an Advanced Element is chosen, this element will not count towards their 'Advanced Element' slots.
- All Jinchuuriki techniques do not require handseals, and are treated as their chosen element. However, they still cannot be used with Affinity Moves.
Note:
- Unlike the series, this Kinjutsu refers to demons and spirits in general, not Bijuu. While this spirit can be made freely, this spirit cannot be a tailed beast in any way or form. Expect an Auto-denial if you mention any form of Bijuu with this.
Aura Strike - Kinjutsu Ability
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The elemental energy that suffuses a Jinchuuriki lends itself strongly to their every movement, colouring how they attack. This energy can be channeled into attacks that other ninja would have to perform at close range with their own bodies. Using their physical techniques this way gives the Jinchuuriki an edge that can be deadly.

Information
Prerequisites: Jinchuuriki

Effect: All actions the user would take with Melee Accuracy instead use Ninjutsu Accuracy. Attacks changed this way are treated as the user's chosen element and recieve all buffs it would to damage, CP cost reduction, and accuracy. Transformed attacks also gain the benefits of the user's Alignment when Elemental Manifestation is active.

Note:
- Checks that normally would use Melee Accuracy are also changed into Ninjutsu Checks instead.
- If the attack being used is a Ninjutsu (one of those which uses Melee Accuracy) of a different element than the user's chosen element, it still gains the buffs but does not gain the benefit of being cast without handseals.
- Melee Taijutsu still gain the benefit of their weapon's augments, accuracy modifier, and damage modifier, as well as fringe benefits to their specific weapon type (such as Weapon Mastery). However, any buffs to Melee in general are ignored in favour of the new ones.
- Attacks transformed by this ability still count as melee contact.
Elemental Manifestation - Kinjutsu Ability
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The way to determine if you are fighting a Jinchuuriki is their capability to unleash their inner spirit's power, making clear their elemental energy and sheer strength in it. The further they sink into their spirit's power, the more adept they become at handling their element. However, there is a cost--maintaining that level of balance and control between their own power and their possessing spirit's takes a direct toll on their bodies.

Information
Prerequisites: Jinchuuriki

Effect: The user gains three Stages of Elemental Manifestation that they can access. Each Stage is more powerful than the last but lasts for a shorter period of time during battle. The effects of each Stage are cumulative.

Stage 1 - Elemental Cloak: User generates an "elemental cloak" of chakra that surrounds their body. The elemental cloak acts like a barrier that protects the user from the first (50 x Character Level) Non-Illusionary damage dealt to them. The user's elemental cloak returns to it's maximum HP at the end of each round even if it was destroyed.
Stage 2 - Partial Transformation: User's physical form partially transforms into that of their sealed spirit. This grants a bonus of +2 Accuracy and Dodge and increases the damage of their chosen element by 10%.
Stage 3 - Full Transformation: When the user casts Ninjutsu of their chosen element the CP cost is reduced to 0.

Stage 1 lasts for three rounds, Stage 2 for two rounds and Stage 3 for one round and the user must wait two rounds in between activations.

Costs: 1 AP and 2% Maximum HP per stage activated

Note:
- Effects from other Jinchuuriki jutsu which trigger a Stage of Elemental Manifestation do not count as an activation of Elemental Manifestation. If the user activates Elemental Manifestation and another effect would trigger a Stage of Elemental Manifestation then the duration of that effect is simply added to the remaining duration of the user's activation.
- Elemental Manifestation is not a maintained effect. It is triggered and lasts for the listed duration.
- Elemental Manifestation - Stage 1 does not prevent the user from attacking or moving. It simply protects the user from damage.
- While in any stage of Elemental Manifestation, the user is considered to be of their chosen Alignment, and all attacks of their chosen element are also treated as such. This overrides other Alignment effects the user has.
- All costs for Elemental Manifestation are cumulative per stage; activating Stage 3 would take 3 AP and 6% Max HP.
- Elemental Manifestation cannot be activated in any way if the user has a Cursed Seal, Sage Mode or Genetic Implant active. Likewise, the user cannot activate either while Elemental Manifestation is active. .
Daunt - B-Rank Ninjutsu
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The overwhelming power if a Jinchuuriki can be hard to oppose, and at no time harder than when they choose to levy it deliberately that way. A Jinchuuriki is capable of focusing their strength into a fear aura, blasting opponents in the area with it to rattle their senses. This tends to leave their enemies shaken and unfocused, rendering them much easier prey.

Information
Prerequisites: Jinchuuriki

Rank 1: Affects one target at -4 Accuracy. If hit the target is bound and cannot move.
Mastered: Affects one target at -4 Accuracy. If hit the target is bound cannot move or use chakra.

Special Action - Terror Burst: At no additional AP cost the user may have Daunt affect every participant in the battle for one full round at -5 Accuracy rather than the normal effects. Using Terror Burst requires one round in between uses and increases both the initial CP and maintain costs of Daunt by 20%.

Rank 1 Cost: 730 CP, 365 CP/rnd
Mastered Cost: 910 CP, 455 CP/rnd

Note:
- Lasts up to 2 rounds or until broken.
- Daunt targets each participant's Genjutsu Save using the user's Ninjutsu Accuracy. Each time a participant is targeted with Daunt they gain +1 Genjutsu Save against subsequent uses of it. This stacks indefinitely but cannot exceed caps.
- Does not effect those with the ability Fearless or who are otherwise immune to fear effects.
- Targets have a 30% chance to escape per every 2 AP they attempt to use.
- The bind is broken if the user takes 10% of their max HP in damage in a single round or the victim is attacked (victim suffers -3 Dodge against the attack).
- Even if the user is not in any stage of Elemental Manifestation, this is considered the user's chosen Alignment. The user gains +1 to their Ninjutsu Accuracy against targets of the Alignment theirs is strong to and -1 against targets their Alignment is weak to.
Elemental Shockwave - B-Rank Ninjutsu
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The simplest expression of a Jinchuuriki's elemental powers is a simple blast of energy. Washing over the battlefield and smashing through opponents, it nonetheless can contain a subtle trick that opponents can be surprised to discover. If they think they are capable of hiding or disguising themselves to escape the wrath of a Jinchuuriki, the Jinchuuriki can simply reply 'not today' and hit them with this.

Information
Prerequisites: Jinchuuriki

Rank 1: Deals 1600 damage to two targets.
Mastered: Deals 2000 damage to three targets.

Special Action - Unmask: The user may sacrifice 10% of this jutsu's base damage in order to deactivate any effects on the target that make it more difficult for the user to target them. (Including but not limited to all forms of Transformation, Clones, Inner Earth Reflection Lure, etc.) This effect requires a full hit to activate.

Rank 1 Cost: 730 CP
Mastered Cost: 910 CP

Note:
- This attack is always treated as the user's chosen element and Alignment, and always receives all relevant buffs based on both.
- Unmask can only be used if the user has Elemental Manifestation active. If the user is in Stage 1, they must make a Ninjutsu Check at -2 in order for the effect to occur. If they are in Stage 2, the check is made at +0. If they are in Stage 3, the effect becomes automatic on a full hit.
Life Corrosion - A-Rank Ninjutsu
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For anyone who is not the Jinchuuriki, the chakra of their possessing spirit can be incredibly toxic. They are capable of taking advantage of this in combat, leveraging their power to corrode and warp their targets' bodies. Anyone who touches the Jinchuuriki or is touched by them while they are radiating this chakra will suffer from it harshly.

Information
Prerequisites: Jinchuuriki, A-Rank

Rank 1: Deals 1% Max HP and CP damage to anyone coming in Melee Contact with the user while this technique is active. Upon suffering this damage, the user makes a Ninjutsu Check against the target. If the check succeeds, the target is afflicted with Partial Corrosion for one full round.
Mastered: Deals 1% Max HP and CP damage to anyone coming in Melee Contact with the user while this technique is active. Upon suffering this damage, the user makes a Ninjutsu Check against the target. If the check succeeds, the target is afflicted with Corrosion for one full round.

Special Action - Life Burn: For the cost of 3% of their Max HP/rnd, the user may have Partial Corrosion/Corrosion deal their damage for each of the victims' maintains as well. Damage is dealt at the beginning of the round. This may only affect up to three maintains per affected target, and must be stated when this jutsu is activated.

Rank 1 Cost: 2200 CP, 1100 CP/rnd to maintain
Mastered Cost: 2750 CP, 1275 CP/rnd to maintain

Note:
- Cannot be maintained for longer than three rounds, and requires a full round of cooldown between uses.
- Partial Corrosion deals 1% Max HP and CP damage for every action the victim takes.
- Corrosion deals 1% Max HP and CP damage for every 1 AP the victim uses.
- Targets cannot be affected by Partial Corrosion or Corrosion more than once at a time, nor have their timer of the drain reset, and gain +1 to their check against this technique each time they are affected after the first (after the initial effect wears off).
- Partial Corrosion and Corrosion do not stack.
- Even if the user is not in any stage of Elemental Manifestation, this is considered the user's chosen Alignment. Max HP/CP loss is not altered based on it, however, the user gains +1 to their Ninjutsu Check against targets of the Alignment theirs is strong to and -1 against targets their Alignment is weak to.
Vanishing World - S-Rank Ninjutsu
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The ultimate attack of any Jinchuuriki, and the combination of both their and their possessing spirit's power. The user channels an enormous amount of both elemental and their spirit's power, syncing up to allow their spirit to fire it in a devastating attack capable of piercing nearly any defense.

Information
Prerequisites: Jinchuuriki, S-Rank, All other Jinchuuriki techniques Mastered

Mastered: Deals 7,200 base damage and the user must select one Special Action;

Special Actions:
- Strafing Blast: Attack may target up to three separate targets automatically. The first target selected is targeted at normal Accuracy, the second selected is targeted at -3 Accuracy and the third is targeted at -5 Accuracy.
- Menacing Charge: User may spend extra time charging Vanishing World which costs 3% of the user's Maximum CP each second (up to six seconds) and deals additional damage equal to half of the CP spent to charge the attack. This extra damage cannot be increased by any effects but is still subject to Damage Reduction.
- Local Devastation: Once cast the user automatically dispels any 'Arena' type effects. Vanishing World does not need to hit for this effect to occur; it transpires the moment that the jutsu is cast.
- Sudden Cruelty: Causes the attack's timing to be modded as though it only cost 2 AP and prevents it from being Auto-Dodged.
- Unstoppable Might: Dispels any physical or chakra binds currently affecting the user in addition to normal effects. May be used while bound.
- Elemental Powerup: After the attack, the user is placed into Elemental Manifestation - Stage 3 for one full round.

Cost: 4 AP and 4500 CP

Note:
- After completion, requires a three-round cooldown.
- This attack is always treated as the user's chosen element and Alignment, and receives all relevant bonuses and penalties based on both.
- This jutsu cannot be used with BL/CA/Contract Special Moves.
- 'Arena' effects are defined as any effect which requires a stat check to enter or leave.
Armor:Heavy Armor
Utility:Headset
Slot 1:Hidden Weapon
Slot 2:Signal Flare
Slot 3:Headband
Slot 4:Chakra Gauging Seal ***Extra Item Slot Card***
Weapons
Name: X
Type: Bludgeoning
Accuracy Mod: +2
Damage Mod: -10%
Augments:Great Weapon | Blood Rack | Razor Strike
Name: X
Type: Unarmed (May use handseals)
Accuracy Mod: +2
Damage Mod: -10%
Augments:Vengeance | Primal | Lucky Dodge
Name: X
Type: Unarmed (May use handseals)
Accuracy Mod: +2
Damage Mod: -10%
Augments:Quick Switch |
Primal | Lucky Strike
Name: X
Type: Puppet (May cause bleeding)
Accuracy Mod: +2
Damage Mod: -10%
Augments:Swift | Great Weapon | Razor Strike
Name: X
Type: Puppet (May cause bleeding)
Accuracy Mod: +2
Damage Mod: -10%
Augments:Swift |
Vanguard | Raid
Name: X
Type: Puppet (May cause bleeding)
Accuracy Mod: +2
Damage Mod: -10%
Augments:Recovery |
Re-Energize | Silencer
Extra Augment(s):
Chakra Drain
Trick Weapon
Special Composition-Ninjutsu: Fire
Special Composition-Ninjutsu: Earth





Earth
Wind
FIRE
WATER
LIGHTNING
NON-ELEMENTAL







BLANK​
BLANK​
BLANK​
MAGNETIC
 
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