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:

Wakahisa Chiyoko

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Name: Wakahisa Chiyoko

Age: 23

Physical Description:
VO4qtW1.jpg


Chiyoko has long since realized that she will never be the ideal pinnacle of traditional feminine beauty, instead she has since decided to rock a more contemporary style and look. Standing at a hair above 5'5" and weighing in at slightly above 122 lbs she has grown significantly since her first days as a Kunoichi, having matured to at least resemble a woman in some facets instead of the gangly stick that she once appeared as.

The feature most people recognize about the young woman first is that she lacks her left eye, leaving it covered with a simple black eye patch that wraps around the back of her head, her remaining eye is a beautiful and shining emerald in color, sparkling and dancing in the light. Her hair has grown longer over the years, though it still falls over her facial features in curled, formerly chestnut tresses now dyed ruby in color, accenting her slightly rounded cheeks and pert lips nicely, though she typically keeps the back tied, now reaching nearly to the small of her back, as to avoid having to groom it as much as possible as one might suspect when they see it's curls dance even within their bindings

Her hands tell the story of a Shinobi that has endured many battles, calloused and beaten, the right holds a deep diagonal scar upon her palm as a testament to a time whence she grabbed the blade of a dagger in a panicked effort of survival. The left holds a small birthmark on the back of her hand, pinkish in nature and contrasting against her slightly sun-kissed skin, resembling a spade broken with a dividing line running diagonally through it where her tan runs through the otherwise light mark.

There are several places upon her skin in which distinguishing marks lay, tattoos chartered by her family as acknowledgements of where and how she began, all of which having been done by the traditional manner of Irezumi, with bamboo rod. The right wrist holds the most important, a deeply detailed ruby chrysanthemum sits delicately upon her skin, the badge of her clan, something which every Wakahisa bore. Upon the left wrist was a simple black five point shuriken, a sign that she had fully entered adulthood and become a Genin in the eyes of the village. Each knee is also marked by a small eight point star, both ruby in color.


Her style of dress is typically contemporary in style, though she has been told that she has the ideal frame for more traditional clothing, not one for Yukata or Houmongi. Instead her dress is typically more masculine in nature, trousers, a simple shirt, and so forth. More a fan of practicality and ease of use rather than insisting upon looking her best, or trying to impress anyone out in the wild.



Mental Description: The capacity of mental damage that an average Shinobi endures throughout their tenure is staggering, and while some continue to flourish others burn out under the weight of their decisions. Chiyoko is a prime example of a person who has begun to crumble under the weight of her past transgressions, her sense of patriotism has faltered in her years of battle as her sense of a moral compass. In the stead of a sense of passion for her village and those who inhabit it she has since adopted the stance that her work is no different than the average mercenary or bandit, feeling the supposed 'good' she has done is nominal in comparisons to the atrocities she has both seen and committed. She has long since come to the conclusion that there will be no repentance, absolution, or penance for her actions leaving little more than a hollow shell of the girl that had once enjoyed the challenge of her work.

Equal parts untrusting and untrustworthy, she finds it difficult to believe anyone who feels they are sincerely contributing to the world in a positive manner. In general she views those who she does not hold deep bonds with as typically deceitful and prone to backstabbing, fully realizing these thoughts are irrational she often battles with creating meaningful relationships with others, though her sardonic and outwardly apathetic demeanor does not bode well in these situations.

This is not to say she is uncaring, few things could be further from the truth, despite her outward bravado she holds those who she values quite closely and would in no uncertain terms die for them, and has proven this over many times, be it losing her eye saving her superior, diving into a chasm of Chigokai blood, or facing down an ecclesiastical monster with nothing more than her hands and a fairly large hammer. In fact when it comes to those few she holds dear her ideals of self preservation seem to vanish as if by magic, this may be in part be because no matter how much she would refuse to admit it the girl values those around her more than herself.

Perhaps her most defining trait, one that has endured throughout her years and will continue to do so unto her death, is her sheer unrepentant stubbornness. Likened to a mule she has a propensity for doing things 'her way' consequences be damned, she does not kneel, she does not bow, and she doesn't pander. The subservience of a good Shinobi has been proven to be impossible to beat into the woman as she continues to charge into situations headfirst.

The girl also holds a staggering disregard for those she considers authority figures, as well as any form of perceived aristocracy. A firm believer that those held above the people below have gotten there by stepping on the backs of those beneath them, feeling they are untrustworthy at best, and at worst a malignant tumor on society's ass. This in combination with her stubborn nature has lead her into a series of never ending negative situations with those in power, and it seems that won't be ending any time soon.

History:
We are a family, and family sticks together.​

Born to a family of five blood brothers Chiyoko was the middle child, outside of her blood relatives the young woman was kin to hundreds, none shared their blood but all shared their name. The Wakahisa family, compiled of group of criminals who joined together in order to survive. One might say they were Yakuza, though they would surely deny the accusation. Her mother passed when the last of her brothers were born, leaving the young woman with her siblings and her father, a man from a long line of men who had lead the family, keeping them together and in check. While loving the man was distant, not that she would ever care to blame him, he had hundreds of men to watch over - to make sure they didn't disintegrate, his other children one might say.

Chiyoko was raised by her brothers and the members of the clan, her other brothers and sisters, taught from a young age that these men and women were the most important people that she would ever know, that they were family, that they looked after each other no matter what, that it would be better to die rather than turn on them, these were her loved ones. Murderers, thieves, miscreants. The Devil's gambit. It was custom for one of each generation of the true Wakahisa, the ones born by blood, to become shinobi as a matter of patronage toward the village in the clouds, it ensured good will between the family and the village allowing for a bit of leeway in other matters. Chiyoko never particularly wanted to be a Shinobi, but then again she never really wanted to become a member of a criminal organization, it all seemed to just be thrust upon her, and she of course accepted as a matter of honor and principle. Thus she joined the academy leading us to where we are today.

Three years of silence.


It was unlike her, after five damn years of field work, there was silence, no ecclisiaclasts to defeat, no murders to solve, no children to save from the thralls of evil men, no zombie-esque monsignors...No, just silence. Sodden silence, she thought that was what she wanted, but no this silence was louder than anything she had heard beforehand, days sitting behind a desk pissing her youth away. What did she want? That was a question even she couldn't answer, it pained her ever so. Nights were a swirl of the drink and a sense of self guilt that she wasn't in the field, days were droll as they always were.

That itch in the back of her brain beckoned the young woman, it beckoned her back into the fold, into the field, to help once again. She hated that she wanted it, but she wanted it nonetheless, like that addiction that you just can't kick, the one that gnaws at the back of your brain until you finally resolve to indulge once again. That itch that you know you hate yourself for scratching, but know it must be done regardless. Standing from her desk Chiyoko resolved to return to active duty, though there was no doubt she would regret her decision.
 
Current Stats:
Agility: 300/525
Stamina: 300/525
Taijutsu: 250/525
Ninjutsu: 300/525
Genjutsu: 120/525
Chakra Control: 300/525
Power Level: 1570​





Jutsu:
E-Rank:
Thunder Fist (Lightning Nin) (Mastered)
The One Two (Unarmed Tai) (Mastered)
Lethargy (Will De-buff Gen) (Mastered)
Storm Bolt (Lightning Nin) (Mastered)
Pressurized Mist (Water Nin) (Mastered)
Water Gun (Water Nin) (Mastered)
Block (Buff Tai) (Mastered)
Grip (Buff Tai) (Mastered)
Fleeted (Buff Tai) (Mastered)
Block (Buff Tai) (Mastered)
Transformation (Nin) (Mastered)
Bodyswitch (Nin) (Mastered)
Infernal Ember (Fire Ninjutsu)
Thermal Maw (Fire Ninjutsu)
Wind Slash (Wind Ninjutsu)
Pressure Burst (Wind Ninjutsu)
Stone Bullet (Earth Ninjutsu)
Gravel Shift (Earth Ninjutsu)
Mimic (Visual Gen)
False Surroundings (Visual Gen)
Eye Strain (Visual Gen)
D-Rank:
Thunderclap (Lightning Nin) (Mastered)
Electroshock (Lightning Nin)(Mastered)
Electrocution (Lightning Nin)(Mastered)
Combo Transformation (Nin)(Mastered)
Cancel (Nin)(Mastered)
Spirit Lantern (Nin) (Mastered)
Contract Summon (Nin) (Mastered)
Combustive Seal (Fire Ninjutsu)
Immolation Armor (Fire Ninjutsu)
Water Whip (Water Ninjutsu)(Mastered)
Aqua Fang (Water Ninjutsu)(Mastered)
Rinse Off (Water Ninjutsu)(Mastered)
Crystal Eye (Ninjutsu)
Whirlwind Spin (Wind Ninjutsu)
Air Bullet (Wind Ninjutsu)
Shredding Touch (Wind Ninjutsu)
Earth Flow River (Earth Ninjutsu)
Sinkhole Fist (Earth Ninjutsu)
Mud Clone (Earth Ninjutsu)
Basic Clone (Visual Gen)
Blur (Visual Gen)
Rorschach Eye (Visual Gen)
Double Vision (Visual Gen)
C-rank:
Gravity distortion, C-Rank (Gravity Ninjutsu) (Mastered) *
Anti-Gravity, (Gravity Ninjutsu) (Mastered) *
Orbital Strike (Gravity Ninjutsu) (Mastered) *
Gravitational Pull (Gravity Ninjutsu) (Mastered) *
Dragon Fire (Fire Ninjutsu)
Searing Eruption (Fire Ninjutsu)
Scalding Ash Cloud (Fire Ninjutsu)
Heat Wave (Fire Ninjutsu)
Grand Waterfall (Water Ninjutsu) (Mastered)
Impaling Hydro Jet (Water Ninjutsu)
Water Prison (Water Ninjutsu)
Rain Dance (Water Ninjutsu)
Jutsu Sealing (Ninjutsu)
Stunt Double (Ninjutsu)
One Element Sealing (Ninjutsu)
Elemental Negation (Ninjutsu)
Elemental Clone (Ninjutsu)
Barrier (Ninjutsu)
Wind Scythe (Wind Ninjutsu)
Tempest (Wind Ninjutsu)
Gale Force (Wind Ninjutsu)
Wind Release (Wind Ninjutsu)
Inner Earth Reflection Lore (Earth Ninjutsu)
Earth Flow Wave (Earth Nin)
Rock Golem (Earth Ninjutsu)
Earthen Coating (Earth Ninjutsu)
Distortion (Visual Gen)
Ocular Trauma (Visual Gen)
Black Flash (Visual Gen)
After-Image (Visual Gen)
B-Rank:
Graviton (Gravity Ninjutsu)*
Clutch Of The Giant (Gravity Ninjutsu) *
Forced Polarity (Gravity Nin) *
Inertial Control (Gravity Nin) *
Perception Filter (Visual Gen)
Depth Barrier (Visual Gen)
Solar Flare (Visual Gen)
Gigavolt Cannon (Lightning Nin)
Chidori (Lightning Nin) (Mastered)
Lightning Beast (Lightning Nin)
Amp field (Lightning Nin)
Torrential Vortex (Water Nin) (B-Rank)
Water Shark Bomb (Water Nin) (B-Rank) (Mastered)
Mystical Pond (Water Nin) (B-Rank)
A-Rank:



Idiot Savant (Veteran)</U><i></i>
HP: (45+5+lvl) x stamina
CP: (40+5+lvl) x chakra control
Class Bonus: +5% Auto Dodge + 1 Dodge & Accuracy.
High: Ninjutsu Accuracy
Average: Melee Accuracy, Ranged Accuracy, Genjutsu DC, Evasion, Genjutsu Save.
Low: Puppet Accuracy.​

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

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

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


Walk the Aeons<i></i> - Boost (1 point)
Restriction- Can be purchased up to three times
A Strider has it within their power to comprehend time on many different levels, allowing them to move with precision that few can comprehend. Their movements through time can often be tricky for others to follow.
Effect: +1 dodge.
(Purchased 3 times.)


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


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

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

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

Note(s):
- Selecting an action does not cost additional CP or AP and likewise is modded as instantaneous as a result. Casting Fatetwisting still takes time as normal however. Additional rolls last until they are spent but do not stack. If the user casts Fatetwisting while they have lingering additional rolls the amount of rolls they have available is set to the amount which is normal for the rank that they know Fatetwisting at.
- User may select an opponent's action which is targeting them as long as there is a d20 roll involved on the part of the user (e.g. "If my opponent uses a Called Shot on me I would like to spend one of my additional rolls on the Called Shot success chance"). This is done reflexively and therefore requires a conditional.
- If an action contains multiple d20 rolls (e.g. a Ninjutsu attack which has a Secondary Effect) the user must specify which d20 roll they are choosing to roll an additional d20 for. The user may spend more than one roll on a single action but each roll must apply to a different d20 roll occurring as a part of the action. In the case of actions which have built in re-roll effects (such as the Feint Affinity Move) spending an additional roll only applies to one of those rolls of the user's choice -- not both.
- User may not ever roll more than one additional d20 for a single roll.
(Rank 2)

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

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


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

Delayed Action<i></i> - Dependent Special Move (2 points)
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.
Effect: Any Ninjutsu can be cast into the future by up to three rounds (1 Round minimum), gaining a +3 accuracy bonus. Ninjutsu cast in this manner are modded at the beginning of the round they are cast into. This cannot be done more than once per round, and no more than two jutsu can be aimed at a single target this way at a time. (Added jutsu can be cast at the same target once previously cast jutsu have reappeared.)

Elemental Affinities​
Minor Affinities: Earth (Minor Awarded at C-Rank)

Major Affinites: Lightning (Major Awarded at C-Rank)

Advanced Elements: Gravity
Inventory​

Abilities​

Contracts:​

[spoilername="Kami"]
D-Rank said:
<U>Shikigami

The Shikigami is of a modest size, considering its innate ability to take the form of any creature of any size. Standing only two feet high, it somewhat resembles a human child. Its limbs are stubby and its head abnormally large and round. Another obvious aspect would be its lack of color, leaving it a glowing blanch-white. The Shikigami is loyal to the good-natured soul and will assist the summoner by any means.

Battle Info said:
HP: 1,800
CP: 1,400

Agility: 20
Stamina: 45
Ninjutsu: 60
Genjutsu: 60
Taijutsu: 20
Chakra: 35

PL: 240
AP: 2

Class
Class Bonus: +2 Genjutsu Difficulty
High: Genjutsu Difficulty
Average: Evasion, Genjutsu Save, Ninjutsu Accuracy
Low: Melee Accuracy, Ranged Accuracy

Weapon Type: Bludgeoning
Range: Melee
Damage: -15%
Accuracy: +3
Moves said:
Advanced Transformation – E-Rank Ninjutsu said:
Unlike the normal transformation technique, the Shikigami can transform into anything it desires, regardless of the size difference. Not only does this allow more variety, but it is significantly harder to detect the difference.

Effect: Allows Shikigami to appear as another. Shikigami has +2 to all awareness checks.
Cost: 1 AP and 135 Cp, 70 Cp/Rnd..

Notes:
- An awareness check is made between the user and all in battle to determine whether their transformation is 'seen through'. This takes place upon initiation and the start of each round.
- This jutsu is dispelled if the user is hit by two consecutive a non-genjutsu attack.
- Once under the effects of this jutsu, Shikigami becomes identical to the chosen target (as with clone jutsu, attacks against any identical target have an equal chance to hit any of the other identical targets). The person you are identical to can still tell you apart from their own self and their own clones, as can characters that see through the technique with the Identification check.
- If Shikigami is identified and the technique isn't dispelled by a hit, they may once again become confused with their target if sight of the real target is lost upon multiple identical targets.
Bewitch – E-Rank Genjutsu (Will) said:
Like some other rumored summon creatures, it too has the ability to bewitch people. Though, this is a relatively weaker version that will only allow her to influence minor actions. However, any damage inflicted onto the victim will immediately cancel the effect.

Effect: Shikigami makes a Genjutsu Check against a single target at +1 Genjutsu DC. Upon a successful check, Shikigami may control up to 1 APs worth of actions of the target. Use/Drop/equip/unequip an item, Switch/Drop/Enter a style, or remain motionless for 1 AP.
Cost: 1 AP and 120 Cp to initiate.

C-Rank said:
<U>Shojo

Shojo is a drunken sea sprite with a humanoid appearance. He has ruddy skin and vast manes of red hair which result in a beast-like appearance. He wears a green kimono, and in hand, a transparent bottle which never seems to exhaust of sake. Shojo is always drunk and merry, and seldom is found to be truculent. His brewed sake has special properties that grant good fortune to those whom happen to drink it.
Battle Info said:
HP: 4,400
CP: 1,800

Agility: 90
Stamina: 80
Ninjutsu: 70
Genjutsu: 60
Taijutsu: 120
Chakra: 60

PL: 480
AP: 3

Class
Class Bonus: +2 Dodge
High: Melee Accuracy
Average: Evasion, Genjutsu Save, Ninjutsu Accuracy
Low: Genjutsu Difficulty, Ranged Accuracy

Weapon Type: Bludgeoning
Range: Melee
Damage: -15%
Accuracy: +3


Moves said:
Pure Luck - Passive said:
As well as his blithesome attitude, this sprite is blessed with great luck. This good fortune has found to keep him safe, and even turn the tides in an unlikely battle. It is rumored that his nearby friends will also benefit from this blessing after making direct contact.

Effect: Grants all allies and Shojo a +1 Dodge and a 5% critical chance.
Cost: None, Constant.

Note:
- When Shojo is removed from the battle, this buff is negated.
Gifted Luck – D-Rank Taijutsu (Buffing) said:
By allowing others to drink his Sake, somehow they manage to gain a portion of his own good fortune. Those who drink his special brewed sake tend to be more evasive and accurate.

Effect: Shojo takes a sip of his sake, granting him a +2 Accuracy at the cost of -2 Dodge for the remainder of the round.

Special Action: At the cost of +.5 AP, Shojo may allow the summoner to drink this liquid instead of Shojo himself.

Cost: 1.25 AP and 205 Cp to initiate.
Unlucky Backhand – D-Rank Taijutsu said:
Despite his usual luck, he can sometimes find himself in quite unfortunate situations. Just the same, sometimes he will be forced to use violence. A simple technique that he can manage is a simple backhand to the foe. While quite strong in attack, this can throw himself off balance and even cause him to drop his lucky sake bottle.

Effect: Shojo targets a single target dealing 730 Damage at -2 Accuracy. Upon a miss, Shojo takes a backlash of 75 Damage. Upon a full hit, the target has a 20% chance to suppress an opponent for 0.5 AP.
Cost: 1.25 AP and 245 Cp.

B-Rank said:
Okami

Okami is a large wolf spirit of pure white with fine strokes of red paint around her eyes. Her body illuminates a soothing white, which depicts her purity and benevolence. She is a very benign and honest creature and believes in protecting those in need. This spirit is rarely seen, and normally dwells deep within the mountains. Okami excels in illusionary and fire Ninjutsu through the use of Doujutsu.
Battle Info said:
HP: 6,075
CP: 5,850

Agility: 115
Stamina: 135
Ninjutsu: 200
Genjutsu: 200
Taijutsu: 90
Chakra: 130

PL: 870
AP: 4

Class
Class Bonus: +1.5 Genjutsu Difficulty and +1.5 Accuracy.
High: Genjutsu Difficulty
Average: Evasion, Genjutsu Save, Ninjutsu Accuracy
Low: Melee Accuracy, Ranged Accuracy

Weapon Name: Teeth
Weapon Type: Piercing
Range: Melee
Damage: -5%
Accuracy: +1
Moves said:
Northern Lights - Passive said:
By using her unique illusionist type techniques, she is able to create an array of lights surrounding the entire field, seen only in the eyes of the opponent. These lights flash brilliant colors, distracting the affected for a short period.

Effect: In the beginning of each round, up to two targets make a Genjutsu Check against Okami. If the check is successful, the target suffers -2 Dodge for the remainder of the round due to being distracted by the Northern Lights.
Cost: None, Constant.

Note:
- When Okami is summoned into battle this passive activates immediately and a check is made upon summon. The summoner must specify which two targets will make a check against Okami.
Burning Visual Arts – C-Rank Ninjutsu said:
By looking at an opponent, she is able to ignite them in mystical violet fire. This technique is considered a fire-based Doujutsu. Though this can cause damage to an opponent, she has the ability to heal the summoner with this instead, by turning the flames into a Cyan color.

Effect: Okami may make a Ninjutsu Check against a single target at Normal Accuracy. Upon a successful check the target is immediately ignited in flames, burning the target for 1690 Damage.

Special Action: At the cost of an additional +20% Cp, Okami may use the flames to heal herself or the summoner for 845 HP instead.

Cost: 2 AP and 565 CP to initiate.
Burning Gaze – C-Rank Genjutsu (Kinetic) said:
By locking eyes with the opponent, they are blinded by the brightness and gain the sensation of their eyes painfully burning. Though their eyes will not actually be burning, the pain is quite real.

Effect: Okami makes a Genjutsu Check against a single target at -1 Genjutsu DC. Upon a successful check the target suffers a -2 Accuracy Debuff and has a 8% chance per action to attack a random target due to being blinded. This may only affect one action a round.
Cost: 2 AP and 570 Cp to initiate, 285 Cp/Rnd

Notes:
- Each round a Genjutsu Check is made between Okami and the target.
Sea of Fire – C-Rank Ninjutsu said:
A more advanced fire Doujutsu, this technique will send the enemy into a nightmare of flames, giving the sensation of their body being engulfed by fire.

Effect: Okami releases a wave of flames automatically targeting up to two opponents dealing 1,250 at +2 Accuracy.
Cost: 2 AP and 415 CP to initiate.

A-Rank said:
Kirin

Kirin is a mystical creature of great pride and benevolence, and is said to only appear with the arrival of a great sage. By appearance, Kirin is a mix of several kinds of creatures, as his tail is that of an ox, his head is that of a horse, his body is scaly like that of a reptile, his feet are hooves, and upon his head are antlers like that of a deer. Kirin has existed for several centuries and is quite wise, and known to have a strong affinity with lightning. This creature doesn't have a dark shadow, but a pure white shadow beneath him.

Battle Info wrote:
HP: 11,000
CP: 12,000

Agility: 250
Stamina: 200
Ninjutsu: 360
Genjutsu: 200
Taijutsu: 250
Chakra: 300

PL: 1560
AP: 5

Class
Class Bonus: +10% Damage Reduction
High: Ninjutsu Accuracy
Average: Evasion, Genjutsu Save, Melee Accuracy
Low: Genjutsu Difficulty, Ranged Accuracy

Weapon Name: Dagger
Weapon Type: Slashing
Range: Melee
Damage: -15%
Accuracy: +3

Moves said:
Passive Protection - Passive said:
Due to the pure embodiment of good, Kirin has a natural ability to negate a percentage of the damage directed to him. This is caused by molding chakra into his scaly skin - one of the many animal characteristics he possesses.

Effect: Kirin takes -15% damage from all sources, but Dark/Evil based techniques override the damage protection and deal +20% damage.
Cost: None, Passive.
Wisdom of Centuries - Passive said:
It is said the Kirin arrived with a great sage, this sage is said to have taught Kirin the important of knowledge. Over the years Kirin is said to have become pure solely based on the enlightenment knowledge bestowed upon him. Upon obtaining this enlightenment, it is said that that all his techniques have become rays of light, representing the lightning he affiliates himself to.

Effect: Kirin may convert a single Ninjutsu into a Light/Holy based technique dealing +10% damage at the cost of +15% CP. This can only occur once a round.
Cost: None, Constant.
Lightning Emperor Judgment – B-Rank Ninjutsu said:
A technique where Kirin channels a great deal of chakra within its horns and releases it violently within the surrounding area with great accuracy.

Effect: Kirin targets up two targets automatically dealing 1,760 Damage at +3 Accuracy. This technique has a 35% chance to stun a target for 1 AP. Stunning can only occur twice per round.
Cost: 2.5 AP and 805 Cp.
Ways of the Light – B-Rank Ninjutsu said:
By surrounding his body in a bright light, he gains an enlightened sense of mind. All of his natural abilities are enhanced, as well as his good fortune. Once this jutsu is activated, he stores power. From there, he can cast a light-based Ninjutsu blast that not only hurts the opponent, but causes them to exhaust at a much higher rate.

Effect: Kirin releases a wave of Light/Holy energy dealing 2,600 Damage at -1 Accuracy. This cuts through all damage reduction.
Cost: 2.5 AP and 950 CP to initiate.
Light Reflection Wall – B-Rank Ninjutsu said:
This technique is regarded as the ultimate protection jutsu, creating a large sphere around the summoner or himself, which protects from oncoming damage. This transparent sphere lies halfway underground and has a diameter of fifteen feet. It will absorb any attacks. However, humans and other creatures are still able to pass through this wall, so it may not defend against melee users. Another thing to note is that this wall works two ways, so the summoner may not pass attacks through the wall as well.

Effect: Kirin can either surround himself or the summoner in a dome of light. This technique reflects any single B-Rank or lower Ninjutsu back at the enemy, however there is a 30% chance for the summoner or Kirin to still suffer damage.
Cost: 2.5 AP and 915 CP to initiate.

Notes:
- This may be used reflexively or reactionary.
- Reflected techniques only retain +10% buff.
- The target of the reflected technique makes a dodge attempt as normal.

S-Rank said:
Tennin

Tennin is a tranquil spirit who believes in harmony and order, usually revealing herself in a brilliant light which conceals her true form. However, when her physical appearance is visible, Tennin is an astoundingly beautiful woman, dressed in a colorful kimono and exquisite jewelry. She has long flowing silver hair, which floats eerily around her. Her feet seldom make contact to the ground as she is capable of floating to incredible altitudes. Her power of divinity and light is, without a doubt, the strongest. She has also been recognized for her adept ability of healing. Her instrument of choice is a stringed instrument called a biwa, which she plays quite skillfully.

Battle Info wrote:
HP: 30,000
CP: 24,000

Agility: 550
Stamina: 500
Ninjutsu: 600
Genjutsu: 400
Taijutsu: 350
Chakra: 600

PL: 3000
AP: 6

Class
Class Bonus: +1 Accuracy and +10% Ninjutsu Damage, +5% Ninjutsu Damage to Allies
High: Spell Accuracy
Average: Evasion, Genjutsu Save, Melee Accuracy
Low: Genjutsu Difficulty, Ranged Accuracy

Weapon Name: Mystic
Weapon Type: Bludgeoning
Range: Melee
Damage: -15%
Accuracy: +3

Moves said:
Harmony - Passive said:
By playing her biwa, she directs a deceiving melody to her enemies that will drift them into a somnolent state. This leaves them vulnerable to attacks and less inclined to land their own.

Effect: Tennin makes a Ninjutsu Check to three separate targets on the field. Upon a successful Ninjutsu Check, the target loses all damage buffs to their first offensive action against the summoner or Tennin.
Cost: None, Constant.
Levitation - Activated Passive said:
By focusing her Chakra, she is able to levitate off the ground, raising allies and enemies alike. This complex gravity distortion will virtually eliminate all friction from the combatants, leaving them suspended in midair and only able to use long-ranged attacks on each other.

Effect: Tennin changes the gravity around herself and causes up to 3 others to rise off the ground. While in the air all suffer a -3 Dodge and are prone to jutsu requiring airborne targets.
Cost: 1.5 AP to initiate.
Note:
- Requires a Ninjutsu check
Winged Armor of Light – A-Rank Ninjutsu said:
Tennin blesses the summoner with a divine pair of wings. These wings will not only quickly block oncoming attacks, but will put the bearer's mind at peace, allowing them to focus.

Effect: Tennin blocks up to 2,750 Damage from all Ninjutsu based techniques and 1,375 Damage from all Melee based techniques.
Cost: 3 AP and 2,750 Cp to initiate.

Notes:
- This is modded as instantaneous.
- This may only be used on the summoner or Tennin. This must be specified upon use.
- This only lasts a single round and may only be used twice a battle.
White Devastation – A-Rank Ninjutsu said:
Considered the strongest offensive light-based Ninjutsu, she is able to summon forth divine light from the heavens above. This light shines down on all of her enemies, causing them to experience a pain unlike any other.

Effect: Tennin targets up to three targets for 4,224 Damage at +1 Accuracy. This is considered a light/holy element and cuts through half of the targets damage reduction.
Cost: 3 AP and 2,640 Cp.
Healing Rain – A-Rank Ninjutsu said:
This gently summoned rainstorm is brewed in the golden sky above and falls down onto her and allies. Though this is no ordinary rain, but in fact droplets of light with powerful healing properties.

Effect: Tennin targets up to two targets and have them healed for 5% Max Hp per a round while this technique is active. This also lowers their bleeding by two ranks per a round, if applicable, while this technique is active.

Cost: 2.5 AP and 1,095 Cp, 550 Cp/Rnd.

Notes:
- This can only be used twice per battle and only once a round with a cool down period the next round.
- This can only be maintained for up to two rounds.
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