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.
IC Rank: ANBU In Training OOC Rank: B-Rank Character Age: 10 Gender: Female Sex: Female Character's Physical Description: A physically small child. She's very adorable, with her baby fat little cheeks and big bright smile. She often wears very colorfull objects, sometimes that don't quite make sense. Character's Mental Description: She's a bubbly little girl with not a care in the world. She goes to school, comes home and eats fattening sweets and laughs and giggles a lot. The world has yet to beat this girl down. Character History: She was born of a pair of pastry chefs who met at a baking class and who were rather portly and as such were shocked that she wasn't when she was born, and grew into a petite framed girl. Her ever boundless energy as she grew up had a way of tiring her parents out. She would try to bake on her own, and start many a fire. She even blew up a stove once, and thought it was the funniest thing and so did it 12 more times. So her parents, in an effort to get her out of their hair and into some energy obliterating activities, signed her up for the ninja academy. They took it very lightly when doing so, and so did she. The school warned them that this wasn't a game, she was signing up to be a member of the army serving the nation of Konoha and it's denizens. She laughed, and said "That sounds like fun, as long as I can eat some neat snacks!" She had a way of making the most sinister thing seem like nothing at all, it was a gift not many had. In a lot of ways, it made her the scariest person of all. She will probably get a taste of hard times in the future, but for now she's enjoying her training in an otherwise miserable world, but would it really affect her in any way, or is she the immovable object in the world full of unstoppable forces.
The girl and her parents do still love each other although it can be hard to see some times, and when shes not in training she still terrorizes them. Her most recent offense? Pulling the gas lines to the stoves and huffing the fumes. She giggled all the way to the hospital!
KABOOM! HP: (45+lvl) x stamina CP: (50+6 (Chimera CA Modifier)+lvl) x chakra control
Class Bonus: Chimera High: Ninjutsu Accuracy Average: Dodge, Genjutsu Save Low: Ranged Accuracy, Melee Accuracy, Genjutsu DC
Advanced: Explosion, Scorch
Major: Fire
Minor: Earth, Non-Elemental
Bloodline:
Toujigikou
[fontsize="12"]Literally meaning "Clay Artisan", the Toujigikou originated from the Village Hidden in the Stone, and are widely considered some of the greatest Artist's to Exist. Member's of this clan are gifted with an uncanny skill for creating Beautiful art master pieces, and share a love for the many forms of art. They are born with a mouth in the palm of each hand, giving them the unique ability to mold their chakra into a special type of Clay, creating Explosive works of art that literally come to life. While some choose to live the peaceful life of an Artist, others Believe in the clan's Motto that "Art is a Bang!" and prefer the more chaotic life style of utilizing their Explosive Art whenever they can, showing the world the true beauty of art during that single fleeting moment of explosion.
Note: All Toujigikou techniques are treated as Explosion.
Explosive Art - Passive
The Toujigikou are unique when it comes to chakra; Theirs is highly explosive. Though volatile and dangerous, these skillful craftsmen manipulate and shape their combustive energy into many shapes and forms, and overtime, can control their explosive chakra with such mastery that they are able to merge it with other Ninja Arts, for an Explosive Masterpiece.
Rank 1: May convert Fire and Earth Jutsu into a Clay Bomb by paying an additional +20% Chakra Cost. Rank 2: May convert Fire and Earth Jutsu into a Clay Bomb by paying an additional +10% Chakra Cost. Rank 3: May convert Fire and Earth Jutsu into a Clay Bomb at no extra cost.
Notes:
- The Toujigikou automatically has access to the Explosion element.
- Jutsu converted into clay bombs are treated as the 'Explosion' Element and gain explosion effects.
- All Clay Bombs act as AoE's targeting the proper amount according to the jutsu AoE level rules. Jutsu that are already AoE have their area increased by +1 target if used as a bomb.
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Abstract Detonation - Passive
The Toujigikou believe that fine art is the beauty of the single fleeting moment of explosion, when their majestic works of art detonate into a fierce, transient explosion. Naturally and sometimes even subconsciously, they hone their skill at molding their arts and crafts with perfect precision and control, their talent allowing them to create the most beautiful, and deadly, explosions that have the capability to rip apart victims from the sheer concussive force and shrapnel.
Aperture Vision - Passive
Art is a beauty to behold, so believe those of the clan. An Artist knows the importance of Detail, and naturally they take in and note details of their environment subconsciously. Naturally, they despise the arts of Genjutsu believing it a crude method of obscuring the expressionism behind their Art, and because of this the clan has developed a peculiar ability to see through illusions and view the true nature of the environment, giving their sense of realism an edge against the Illusionary Arts.
Rank 1: +1 Genjutsu Save, Cumulative accuracy debuffs ignored up to -1. Rank 2: +2 Genjutsu Save, Cumulative accuracy debuffs ignored up to -1.5. Rank 3: +3 Genjutsu Save, Cumulative accuracy debuffs ignored up to -2.
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Artistic Fireworks - Explosion Ninjutsu
The Most used and most basic form of the Toujigikou's Art style. This Technique Is used by chewing a wad of clay with the mouth in the palm of their hand, channeling their chakra into the clay and molding it into a bomb in the shape of their choosing. Once activated, the bombs grow to Life Size, and move towards their target in the way the real animal would. They Explode on contact or on the user's command, by using the "Katsu" seal.
Rank 1: Creates 1 clay bomb dealing 240 Damage to a single target. Rank 2: Creates 1 clay bomb dealing 790 Damage at +1 Accuracy to a single target. Rank 3: Creates 1 clay bomb dealing 1140 Damage at +2 Accuracy to up to two targets.
Notes:
- May only be maintained for up to three rounds.
- Detonating is instantaneous, and does not require chakra/Ap.
- User can control when the bombs attempt to latch/Detonate during a round.
- The Bombs are alive, and attempt to Latch on to the target before detonating, unless the user chooses them not to. The target must make a melee dodge against the User´s Nin Accuracy to avoid being attached. If the bombs stick, they gain +1 Accuracy and +10% Damage upon detonation on the target. If not, they can be detonated as normal. Can only attempt to stick to a target once per round. This can't be used with Explosive Art.
- The user can have the bomb stick to certain parts of the opponent, and if used this way it can be treated as a called shot with a 20% chance of success. This is reduced by 5% for fractured, and an additional 5% for Broken statuses. Â
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Kamikaze Bomber - Explosion Ninjutsu
A stronger and more potent form of Art using clay known as C2, the Toujigikou molds clay with both hands, creating a large, fast and agile sculpture. While able to explode like any other form of their art, The true purpose of this technique is not offensive however, but instead defensive. This creation is large enough to carry the Artisan around, and small enough to easily maneuver and avoid harm. When ridden, the user is able to move much faster, and as such is much more harder to hit, helping them in their various acts of terrorism. The Carrier can only take so much though, and if damaged too much will fall apart into a useless lump of clay.
Rank 1: When ridden, the user gains +1 Dodge. The sculpture has 1,000 Hp and can kamikaze doing 500 Damage to a 15x15 foot Area at +.5 Accuracy. Can attempt to grab an opponent once per round at -5 Accuracy. Those grabbed receive a -3 Dodge until they free themselves for 1 Ap at a 70% chance of success. Rank 2: When ridden, the user gains +1.5 Dodge. The sculpture has 1,500 Hp and can kamikaze doing 1140 damage to a 15x15 foot area at +1.5 Accuracy. Can Attempt to grab an opponent once per round at -4 Accuracy. Those grabbed receive a -3 Dodge until they free themselves for 1 Ap at a 60% chance of success. Rank 3: When ridden, the user gains +2 Dodge. The sculpture has 2,000 Hp and can kamikaze doing 1780 Damage to a 15x15 foot Area at +2 Accuracy. Can attempt to grab an opponent once per round at -3 Accuracy. Those grabbed receive a -3 Dodge until they free themselves for 1 Ap at a 50% chance of success.
Costs: Rank 1: 1.5 Ap; 300 Chakra to initiate and 100 a Round Rank 2: 2 Ap; 600 Chakra to initiate and 200 a Round Rank 3: 2 Ap; 900 Chakra to initiate and 300 a Round
Notes:
- Hp May be increased with Explosion Buffs.
- Any attacks which miss the user has a 40% chance to hit the sculpture
- Grants Immunity to the user's own AoE Techniques when ridden.
- Detonation may Automatically target two separate targets.
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Clay Clone - Explosion Clone Ninjutsu
A unique Clone technique restricted to the Toujigikou clan. By infusing a wad of clay with their chakra, they can create a masterfully sculpted clone out of the explosive clay, identical in every visual aspect. The clone, being made of clay, regenerates itself over time and is naturally resistant to physical attacks. These clones have the ability to create Bombs out of their own material, to assisting the user in their Artistic terrorism, and some are even able to cause the clones to kamikaze themselves in an explosion, just like any other form of their Art.
Rank 1: Creates a clone that has 20% of users hp. The Clone takes -10% Damage from physical attacks with a 50% chance to have the attack stick to it and the attacker receiving a -2 dodge. Those stuck to the clone lose .5 ap in an attempt to remove themselves/their weapon at a 70% success rate. Regenerates 10% of the health it lost the previous round at the start of each round. Clone can use Artistic Fireworks using its hp in place of the CP cost. Kamikaze strength is 1190 damage at +1 Accuracy. Rank 2: Creates a clone that has 25% of User's Hp. The Clone takes -15% Damage from physical attacks with a 60% chance to Stick to the opponent giving a -2.5 dodge. Those stuck to the clone lose .5 ap in an attempt to remove themselves/their weapon at a 60% success rate. Regains 15% of the health lost the previous round at the start of each round and can take no action during the round to recover an additional 20% Max Hp. Can use Artistic Fireworks or Ceramic Terrorism using Hp in place of the CP cost. Kamikaze strength is 1500 damage at +1.5 Accuracy. Rank 3: User can create a clone that has 30% of User's Hp. The Clone takes -20% Damage from physical attacks with a 70% chance to stick to the opponent giving a -3 dodge. Those stuck to the clone lose .5 ap in an attempt to remove themselves/their weapon at a 50% Success rate. Clones regain 20% health lost the previous round at the start of each round and can take no action during the round to recover an additional 25% Max Hp. Can use Artistic Fireworks or Ceramic Terrorism using Hp in place of its CP cost with a -10% reduction. Kamikaze strength is 1780 damage at +2 Accuracy.
Special Action: The clay clone may choose to kamikaze itself, creating a 25x25 explosion. By paying 250 CP, the user may prime the clone to detonate automatically upon physical contact with an enemy for an additional +1 Accuracy and +10% Damage.
Costs: Rank 1: 2 Ap; 1200 CP, 250 CP/rnd Rank 2: 2 Ap; 1,400 CP, 300 CP/rnd; 200 to Prime Rank 3: 2 Ap; 1,800 CP, 400 CP/rnd; 300 to Prime
Notes:
- The Clone has -6 to Secondaries.
- Clone has half the User's AP.
- Can only make one clone at a time
- This Clone's Detonation may Automatically target two separate targets.
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Ceramic Terrorism- Explosion Ninjutsu
An advanced version of Artistic Interpretation, this Technique is identical in nearly every aspect other than than the strength and quality of their Explosive chakra packed into their C1 Clay. Those more attuned to their explosive art are more Artistic and are able to create more powerful explosives or even a small army of smaller masterpieces, all Packing the Bang of a Firework.
Rank 1: Creates 3 Explosive works of art each dealing 400 Damage to a 10x10 Area at +1 Accuracy. Rank 2: Creates 4 Explosive works of art each dealing 375 Damage to a 13x13 Area at +1.5 Accuracy. Rank 3: Creates 5 Explosive works of art each dealing 360 Damage to a 15x15 Area at +2 Accuracy.
Notes:
- May only be maintained for up to three rounds.
- Detonating is instantaneous, and does not require chakra/Ap.
- User can control when the bombs attempt to latch/Detonate during a round.
-This Jutsu's Explosions may Automatically target two separate targets.
- The Bombs are alive, and attempt to Latch on to the target before detonating, unless the user chooses them not to. The target must make a melee dodge against the User's Nin Accuracy to avoid being attached. If the bombs stick, they gain +1 Accuracy and +10% Damage upon detonation on the target. If not, they can be detonated as normal. Can only attempt to stick to a target once per round.
- The user can have the bombs stick to certain parts of the opponent, and if used this way it can be treated as a called shot. Percentages of successfully breaking limbs are depended upon Sprained/Fractured/Broken levels, having 15%/12%/9% chance. A limb may only have its called shot level increased by one rank per use.
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Banzai Bomber - Explosion Ninjutsu
A more advanced form of their C2 Clay art, this artistic creation is performed the same way, and allows the user to create a much more powerful creature than previously. This sculpture is much more larger, though not as fast as the Carrier version. This trade off makes this sculpture more durable to harm despite being a much larger target, and protects the user more directly. This masterpiece of art, though not explosive, is essentially a moving Bomb Factory, releasing bombs to bombard the Target, Also used to set up much more Devastating Techniques.
Rank 1: Creates a large sculpture out of Clay. Sculpture has 1600 HP. Rank 2: Creates a large sculpture out of Clay. Sculpture has 2000 HP. Rank 3: Creates a large sculpture out of Clay. Sculpture has 2400 HP.
Cost: 2.5 Ap; 1530 CP to Initiate, 660 CP/rnd
Notes:
- Counts as a Barrier.
- Melee Attacks that strike this Barrier deal 10% of the damage in backlash to the target automatically. Damage may be increased by Explosion buffs.
- This technique blocks all incoming non-illusionary damage.
- While this is active, the user cannot be hit by their own Bloodline techniques.
- Hp May be increased with Explosion Buffs.
- Any Barrier Bonuses or related effects apply to Bonzai Bomber.
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Atomic Impressionism - Explosion Ninjutsu
The most devastating and beautiful technique of the Toujigikou clan. This is the most powerful of all their explosives, capable of leveling a large area. This attack uses the powerful C3 type Clay, and can be seen almost from anywhere in the general region, and is loud enough to shatter windows further away. It is no wonder why this form of art is called their "Specialty" As they consider it the finest example of their Art's Beauty. Unfortunately, those unfortunate enough to see the true Beauty of this technique generally don't live long enough to appreciate it. The after effects of this technique are able to scar the region for quiet some time.
Rank 1: Creates a massive explosion that attempts to deals 2,700 Damage at -1 Accuracy to all within the battle. Rank 2: Creates a massive explosion that attempts to deals 3,380 Damage at -.5 Accuracy to all within the battle. Rank 3: Creates a massive explosion that attempts to deals 4,050 Damage to all within the battle.
Costs: Rank 1: 2 Ap and 980 CP to initiate. .5 AP to Detonate Rank 2: 2 Ap and 1230 CP to initiate. .5 AP to Detonate Rank 3: 2 Ap and 1470 CP to initiate. .5 AP to Detonate
Notes:
- This Jutsu may not be detonated the same round it is Initiated. Detonating requires no extra chakra and is modded as if it is instantaneous.
- No other Bloodline Techniques may be used while maintaining this Jutsu, but any already existing prior to this Technique are fine.
- This Jutsu cannot be auto-dodged.
- Barriers cannot protect targets from this jutsu. The barrier and the target will both take damage from this jutsu.
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Oxidation Outbreak - Explosion Ninjutsu
While Many Believe the C3 style Clay to be the Pinnacle of the Toujigikou clan's abilities, There lies an even more dangerous and lethal technique available only to the most skilled member's of the bloodline. By using their main mouth to fused their chakra into their C4 clay, The Toujigikou is able to create a gigantic bomb appearing like a giant clone of themselves. Once it explodes however, there is no actually explosion or visible effect. What really happens is that the Artist releases thousands upon thousands of tiny, Microscopic Bombs invisible to the naked eye and all but the most powerful Doujutsu. Once scattered over the region, these bombs proceed to enter the body through the mouth, nose, and even the very skin of those unfortunate enough to be in the area. Once inside the body, they proceed to enter the blood stream were upon detonation, can disintegrate all but the most powerful shinobi from the inside out.
Rank 1: May distribute up to 7 Checks to any participants in battle. Each check deals 820 damage at -1 Accuracy and +1 Critical but may only affect a single target up to 5 Checks. Rank 2: May distribute up to 9 Checks to any participants in battle. Each check deals 770 damage at -0.5 Accuracy and +1 Critical but may only affect a single target up to 6 Checks. Rank 3: May distribute up to 11 Checks to any participants in battle. Each check deals 770 damage at normal Accuracy and +1 Critical but may only affect a single target up to 7 Checks.
Costs: Rank 1: 3 Ap; 2060 CP to initiate Rank 2: 3 Ap; 2320 CP to initiate Rank 3: 3 Ap; 2550 CP to initiate
Notes:
- Valid Participants or Targets may be Creations, Clones, Allies, Contracts and Enemies.
- May only be performed once every other round.[/fontsize][/quote][/spoilername]
Extra CA (Kinjutsu): Chakra Attuned
Kinjutsu:</B>
Chimera<i></i>
Many shinobi, during the course of their lifetimes, can be said to have mastered their own bloodline or core ability. Fewer can be said to have had the opportunity to do it with more than one; of those, only the Chimera manage it simultaneously, with their own natural bodies. There are many ways to achieve the path of the Chimera, masters of the most natural and innate of the ninja arts, but few ever manage to carry themselves fully along this difficult path to become true masters of their own powers as well as those they have absorbed, through ill means or no, those they were not born or raised to. Indeed, even for those who do, such arts prove positively exhausting, taxing them far more than do the earthly exploits of mere mortals...
Information Prerequisites: B-Rank, one fully mastered BL/CA
Effects:
The user gains the ability to integrate up to two additional BL/CA into themselves for use in full. This may be done by an application of at least 1000 words, once per month. The user is allowed their first additional BL/CA immediately after obtaining the Kinjutsu, if they so choose.
Any of the user's BL/CA may be dropped when a new one is picked up if they so choose. A Chimera cannot retain any techniques from a dropped table on their customized BL/CA.
From these BL/CA, the user constructs their own Bloodline or Core Ability for use during battle. This BL/CA can be altered in the user's dojo at any point outside of battle, with skills selected to be active to fill the BL/CA structure. The user can also swap between using a BL/CA structure at will. (Exact specifications and conversions of techniques between BL and CA in spoiler.)
Bloodlines are constructed out of 10 different skills, arrayed on a standard BL chart and split into ranks. (Example.) As most CA skills cannot be split into ranks, CA skills other than Boosts would simply take up the normal space on a BL table anyway.
Core Abilities are constructed out of 30 points worth of skills, 20 of which the user has access to at any given time. A Chimera Core Ability user can swap between active and inactive skills on their full table through the same method a normal Core Ability user can. (See here, the spoiler tab labeled Training Your Core Ability.)
Bloodline Activated Passives, Styles, and Non-Final Jutsu = Core Ability Special Moves, Styles, and Jutsu Modifications
Bloodline Final Jutsu = Core Ability Final Jutsu
All Bloodline Passives and Activated Passives cost 1 CA point per rank, to 3 ranks, but the full version must be on the customized table.
Other Bloodline skills whose final rank is attained before 1200 PL cost 2 CA points.
Other Bloodline skills whose final rank is attained after 1200 PL cost 3 CA points.
Final BL jutsu cost 2 CA points for the final rank, like CA final jutsu. If the user wishes to use a rank 1 or 2 BL final jutsu, they will only cost 1 CA point, but the full version must be on the customized table.
Customized tables must not have more than four Passive-type skills (as defined above). They also must have one single Final Jutsu, but no more than that.
The Chimera can alter which skills from their 3 BL/CA tables are on their Chimera BL/CA every two weeks.
The Chimera's secondary cap buff limits are set to a maximum of +6, and their buff limits to +30%.
Skills and abilities that raise a secondary stat in a class (such as Cursed Seals) count against this limit for the amount of the difference between the two class levels. (A capped player raising a secondary from Average to High would have that counted as +4 against their limit of +6.)
Notes:
- A 'fully mastered' BL/CA is considered to be the full Bloodline table unlocked, or access to 20 CA points regardless of whether they have all been used or not.
Their own bloodline and core ability techniques are a Chimera's bread and butter--both those they hold themselves natively and those they have absorbed through their own means. It should be of no surprise that the Chimera is able to use these skills with an extreme efficiency that few others may match.
Information Prerequisites: Chimera
Effect: All Independent Special Moves and Activated Passives cost -15% CP to activate and maintain. All Dependent Special Moves and Modifications to Jutsu that cost additional CP have their additional CP cost reduced by 10%. All BL/CA jutsu have their CP costs reduced by 10%.
Notes:
- Does not take an ability slot.
- This only applies to basic BL/CA skills, not ones taken by Mystical Replication, Genetic Implant, or Sacrificial Rite.
While the Chimera certainly have the ability to absorb the capabilities of others, not every attempt is something that they have complete control over. At times, there are some attempts where they end up capable of only drawing out a small part of a particular bloodline, or only a single technique from a particular skill. Fortunately, their unique physiology is very forgiving, and they are rarely left worse than they started.
Information Prerequisites: Chimera
Effect:
- The user chooses up to 3 Special Moves or Jutsu from any BL/CA that is not one of their 3 BL/CA (these do not have to all be from the same BL/CA). These must be stated in the user's Dojo, and require a 300 word RP to activate. These may be swapped following the same rules as learning/unlearning abilities.
- Each of these chosen skills may be used as normal, but have a cooldown of two full rounds. Additionally, if any of these skills have a duration longer than one round, it is reduced to only one round.
Note:
- Does not take an ability slot.
- Special Moves/Jutsu that require other BL/CA skills as a prerequisite to be used are ignored (such as Uchiha's Tsukiyomi requiring Mangekyou Sharingan).
- Cannot choose the final Jutsu of a BL/CA. Cannot choose a technique belonging to one of their BL/CAs.
- The user may skip the RP to learn the technique if it is one they have copied in battle with Mystical Replication or Sacrificial Rite and retained until the end of the battle.
Considered by some Chimera to be their quintessential skill, a lesser, quicker replica of the means through which they may siphon a whole set of techniques from others. By simply touching the skin of living being, the Chimera can directly absorb and copy aspects of a target and both understand and use them immediately. However, though very convenient, this method does not allow the Chimera to retain the copied aspects of the victim indefinitely, generally fading away shortly after use.
Information Prerequisites: Chimera, B-Rank
Rank 1: Allows the Chimera to reflexively copy a single BL/CA Special Move or Jutsu from a target for their own use. If the technique is one that targets the user, they must make a check against the caster at -2; if the technique does not have a target or is targeting someone else, the check is made at -1. Each copied technique may only be used twice in battle before being used up. The user may not dodge or resist the technique they are attempting to copy if it is aimed at them. Mastered: Allows the Chimera to reflexively copy a single BL/CA Special Move, Jutsu, or Modification to a jutsu from a target for their own use. If the technique is one that targets the user, they must make a check against the caster at -1; if the technique does not have a target or is targeting someone else, the check is made at +0. Each copied technique may only be used three times in battle before being used up. The user may dodge or resist the technique they are attempting to copy if it is aimed at them, but at a penalty of -2.
Rank 1 Cost: 1.5 AP to initiate, 2% Max CP Mastered Cost: 1.5 AP to initiate, 2.5% Max CP
Notes:
- This does not require handseals, and may use any accuracy type the user desires.
- The user may only copy two BL/CA skills at a time, if this is used again the first skill is overwritten.
- This technique is not considered to be any element Ninjutsu, regardless of if the user possesses techniques that modify what element techniques are, and cannot be used with Affinity Moves.
- This skill cannot be one they have already, and may only be a Special Move/Jutsu/Modification for a jutsu effect. For a Modification to be chosen, the user must have the skill it is modifying.
- The user must pay all associated costs in order to use copied techniques, with the exception of any unique costs that are a part of the BL/CA itself (such as a Hachiashi's Mucus Pool). Any BL/CA prerequisite for this stolen skill is not applied to the user.
- If the user has any copied skills still left with uses at the end of the battle, they may make them one of their Genetic Implant skills.
A halo of light that surrounds a Chimera...is only apparent to those with the correct kind of extra senses. Certainly though, it is there, and one should not mistake this aura for any kind of inefficiency or runoff of wasted chakra. It is instead an indicator of a talent they have taken upon themselves to counter the rapid drain of their life's energy through use of other techniques, to instead supplement themselves even as they fight.
Information Prerequisites: Chimera
Rank 1: The user selects a single target and makes a check against them at -1. If the user succeeds, the victim's CP modifier is lowered by -3 for the rest of the battle. The user gains this CP modifier for themselves, with their current and maximum CP increased by the amount stolen from the victim. Mastered: The user selects a single target and makes a check against them at +0. If the user succeeds, the victim's CP modifier is lowered by -5 for the rest of the battle. The user gains this CP modifier for themselves, with their current and maximum CP increased by the amount stolen from the victim.
Special Action - Aura Break: Instead of gaining the victim's CP and CP modifier, the user may sacrifice it in order to enable them to freely activate a single Passive, Activated Passive,Boost,, Modification to an ability, or Style from one of their inactive BL/CA. This technique remains active for the user for the rest of the battle, or can be swapped out for another of its type as per normal Chimera rules.
Rank 1 Cost: 2.5 AP, 2% Max CP Mastered Cost: 2.5 AP, 2.5% Max CP
Notes:
- This does not require handseals, and may use any type of accuracy check the user desires.
- This technique is not considered to be any element Ninjutsu, regardless of if the user possesses techniques that modify what element techniques are, and cannot be used with Affinity Moves.
- This technique may only be used once per target per battle.
Those who are not Chimera exist as only one thing of use to the Chimera in battle: a means to elevate the level of their own perfection. There is no better way, in their mind, to stomp down the boot of their own superiority on the head of their opponent than to remove their use of those techniques the Chimera considers most core and useful to one's being and using that energy to augment the Chimera's own. This technique may seem somewhat limited and expensive, and indeed it is, but it is also a potential game changer should the Chimera apply it at the correct time. The loss of their own innate talents, even temporarily, can indeed throw off the battle rhythm of even the most skilled ninja.
Information Prerequisites: Chimera, A-Rank
Rank 1: The Chimera selects one target in battle and targets them at -2 for a check. If this check succeeds, a single random Passive, Activated Passive,Boost, or Modification to an ability on the victim's BL/CA is Sacrificed, disabling them for one full round. The Chimera gains that technique for the rest of the round. At the end of the round, the user may choose whether to discard the Sacrificed technique or have it replace one of the skills in their pool for Avatar of Divinity, if they possess it. Mastered: The Chimera selects one target in battle and targets them at +0 for a check. If this check succeeds, a single random Passive, Activated Passive,Boost, Style, or Modification to an ability on the victim's BL/CA is Sacrificed, disabling them for one full round. The Chimera gains that technique for the rest of the round. At the end of the round, the user may choose whether to discard the Sacrificed technique or have it replace one of the skills in their pool for Avatar of Divinity, if they possess it.
Rank 1 Cost: 3 AP and 7% Max CP Mastered Cost: 3 AP and 8% Max CP
Notes:
- This does not require handseals, and may use any accuracy type check the user desires.
- This technique is not considered to be any element Ninjutsu, regardless of if the user possesses techniques that modify what element techniques are, and cannot be used with Affinity Moves.
- If the user lacks the Ability a victim's Modification is based on, that Modification is excluded from the pool of potential Sacrificed skills.
- If the target is maintaining any BL/CA technique that is disabled when this technique succeeds upon them, that technique automatically fails.
- The victim is still capable of using other BL/CA techniques that would otherwise rely on the Sacrificed technique as a prerequisite.
- Cannot succeed more than once per round.
- Sacrificed techniques may be chosen for the user's Genetic Implant after the battle is over, provided they were not discarded.
The true final form of the Chimera, a dangerous battle form that allows them to unleash all of their limiters and tap into the power they believe to be their right. No longer is it difficult in any way to see the near-blinding shine emanating from their skin; an Avatar-state Chimera positively glows with power. Their powers in this state seem to be borderline unbelievable, the capabilities and techniques earned through absorbing the abilities passed down and honed by generations of shinobi becoming little more than party tricks in the seemingly infinite repertoire of skills. However, this increase surge to all their abilities rapidly drains their vitality, and could leave them in a dangerous situation.
Information Prerequisites: Chimera, S-Rank, All other Chimera techniques Mastered
Mastered: The user is able to activate up to six pre-chosen skills from their pool of BL/CA skills. These skills will remain available and active as long as this technique is maintained. Additionally, upon activation of this technique, cooldowns on all of the user's BL/CA techniques (including those in Genetic Implant) are reset, allowing their immediate usage again.
Cost: 4 AP and 10% Max CP/Rnd to initiate, 4% Max CP and 4% Max HP/Rnd to maintain
Notes:
- This does not require handseals.
- Skills are chosen and selected in the user's Dojo thread while the user is not in a fight. These skills can be any from their BL/CA that they are not already actively using. (BL/CA techniques in the user's full Chimera CA table but not among the user's activated 20 points may be chosen.) The user may not select extra Passives, Activated Passives, Boosts, or Modifications to Abilities for their Avatar of Divinity pool.
- This technique is not considered to be any element Ninjutsu, regardless of if the user possesses techniques that modify what element techniques are, and cannot be used with Affinity Moves.
Energy Boost - Boost (3 point)
Restriction- Can be purchased three times
A Chakra Attuned ninja tends to have slightly more chakra to work with than the average, being that they tend to work with it more often than others.
Effect: +2 to CP modifier.
One-Handed Seals - Passive (2 points)
Restriction- C Rank and up
A ninja who is properly Chakra Attuned is able to produce the correct amounts of chakra even with an incomplete seal. With extreme practice and their natural talent for manipulating chakra, they can learn the ability previously thought to be exclusive to a bloodline clan.
Effect: The user is able to perform all Jutsu handseals with one hand.
Pressure - Passive (3 points)
The Chakra Attuned can warp not only their own chakra to be efficient, but the opponent's to be much less efficient. The problem is that this can backfire, hitting allies as well.
Effect: Up to 3 targets in battle with the user take 20% extra CP to cast a jutsu. Does not work on other Chakra Attuned ninja.
Abstract Detonation - Passive ( 3 Points)
The Toujigikou believe that fine art is the beauty of the single fleeting moment of explosion, when their majestic works of art detonate into a fierce, transient explosion. Naturally and sometimes even subconsciously, they hone their skill at molding their arts and crafts with perfect precision and control, their talent allowing them to create the most beautiful, and deadly, explosions that have the capability to rip apart victims from the sheer concussive force and shrapnel.
Strike the Spirit - Dependent Special Move (3 points)
Those who have a powerful connection with chakra themselves have an intimate knowledge of how to disrupt that connection in others. By specially molding a jutsu, the Attuned ninja is able to cause it to blast away an enemy’s chakra instead of their health.
Effect: Once per round, the user may have a Ninjutsu deal Chakra damage. The chosen jutsu only deal 80% Damage, and receives no buffs at all.
Chakra Vacuum - Jutsu (2 Points)
Restriction- A-Rank and up
A fearsome technique that can only be used by those with an absolute mastery over chakra molding, such as the Chakra Attuned. The Chakra Vacuum is just that, a technique which sucks chakra out of everything nearby and pulls it into the user. This attack is strongest when there are multiple targets surrounding the caster, so that they can feed off of all of them at once. Once this jutsu is activated, the user cannot move at all, needing to maintain total concentration--if the user moves, the jutsu will be disrupted.
Rank 1: Absorbs 1000 chakra from up to 3 targets every round. Lasts a maximum of 3 rounds.
Rank 2: Absorbs 1500 chakra from up to 3 targets every round. Lasts a maximum of 4 rounds.
Cost: 3 AP, 1250 CP/round
Atomic Impressionism - Explosion Ninjutsu ( 3 Points)
The most devastating and beautiful technique of the Toujigikou clan. This is the most powerful of all their explosives, capable of leveling a large area. This attack uses the powerful C3 type Clay, and can be seen almost from anywhere in the general region, and is loud enough to shatter windows further away. It is no wonder why this form of art is called their "Specialty" As they consider it the finest example of their Art's Beauty. Unfortunately, those unfortunate enough to see the true Beauty of this technique generally don't live long enough to appreciate it. The after effects of this technique are able to scar the region for quiet some time.
Rank 1: Creates a massive explosion that attempts to deals 2,700 Damage at -1 Accuracy to all within the battle.
Rank 2: Creates a massive explosion that attempts to deals 3,380 Damage at -.5 Accuracy to all within the battle.
Rank 3: Creates a massive explosion that attempts to deals 4,050 Damage to all within the battle.
Costs:
Rank 1: 2 Ap and 980 CP to initiate. .5 AP to Detonate
Rank 2: 2 Ap and 1230 CP to initiate. .5 AP to Detonate
Rank 3: 2 Ap and 1470 CP to initiate. .5 AP to Detonate
Notes:
- This Jutsu may not be detonated the same round it is Initiated. Detonating requires no extra chakra and is modded as if it is instantaneous.
- No other Bloodline Techniques may be used while maintaining this Jutsu, but any already existing prior to this Technique are fine.
- This Jutsu cannot be auto-dodged.
- Barriers cannot protect targets from this jutsu. The barrier and the target will both take damage from this jutsu.
If any of the ca/bl thing is wrong let me know so I can change it.
Genetic Implants
Genetic Implant: 900+ word rp, 300 per genetic implant below jutsus.
Footsteps of the Giant - Terrain Effect Jutsu
Similar in nature to Fist of Tremors, with this move the Kyoujouran uses chakra in their feet in order to create a small earthquake with each step. Though small in size and strength, these Earthquakes shake those nearby with their sheer numbers, and the tremors grow stronger as the Kyoujouran gains in experience.
Rank 1: Causes everyone but the user to take 600 damage per round.
Rank 2: Causes everyone but the user to take 800 damage per round.
Rank 3: Causes everyone but the user to take 1,000 damage per round.
Costs:
Rank 1: 2.5 Ap; 580 Chakra to initiate, 280 Cp/Rnd.
Rank 2: 2.5 Ap; 730 Chakra to initiate, 350 Cp/Rnd.
Rank 3: 2.5 Ap; 910 Chakra to initiate, 430 Cp/Rnd.
Notes:
- No roll is needed as targets are automatically hit by this.
- Targets take damage at the end of every round this is activated.
- Damage cannot be buffed.
Kikai Infiltration - D-Rank Non-Elemental Ninjutsu
The Kikaichū are the first and simplest of the kikai types for an Aburame to gain control over, and make up the majority of their inner hive. The primary usage of the Kikaichū is to silently place them on their victim, where they will silently drain the victim's chakra until called out by the Aburame, bursting out of the poor foe's body.
Rank 1: Attempts to place Kikaichū onto the target. Kikaichu prevent the target from recovering CP, and deal (100 + 3% of the target's maximum Chakra) Chakra damage upon hit and at the start of each round thereafter.
Rank 2: Attempts to place Kikaichū onto the target. Kikaichu prevent the target from recovering CP, and deal (150 + 3% of the target's maximum Chakra) Chakra damage upon hit and at the start of each round thereafter.
Rank 3: Attempts to place Kikaichū onto the target. Kikaichu prevent the target from recovering CP, and deal (200 + 3% of the target's maximum Chakra) Chakra damage upon hit and at the start of each round thereafter.
Special Action - Recall: For 1 AP, the user may reflexively call the Kikaichū within a single target, ending this jutsu on said target but also gaining a 'Kikai Swarm' for each round it had been active upon the target.
Cost: 1.5 AP, 300 CP.
Note:
- Flat CP damage dealt by this Jutsu receives NE damage bonuses. A target may only take damage from this jutsu once per round.
- A full hit is treated as a hidden action, while a partial hit still places Kikai, but the victim is aware. The special action is not treated as a Hidden Actions.
- If the initial attack hits, there is no maintain check for this jutsu; the Kikaichū linger until dispelled or recalled. Kikaichū are not considered a type of poison, however, anything that dispels poisons is capable of removing them.
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Eight Trigrams Tenketsu Strikes - Chakra Circulatory Assault
The most famous technique of the Hyuuga and their signature skill, these strikes are Somewhat of an offensive/defensive move that sends an electromagnetic blast of chakra outwards to damage and push back enemies. With each strike, the Hyuuga targets tiny chakra points in the target's body, and with each precise strike seals more and more of the victim's chakra. The Hyuuga are able to tap these tiny targets with such precision that the target may not even now what hit them should they not be on the top of their game, and end up with their chakra sealed.
Rank 1: The user Strikes four times, starting with 30 Physical Damage, 0.25% Chakra Damage, this amount is doubled for each successful attack.
Rank 2: The user Strikes six times, starting with 30 Physical Damage, 0.25% Chakra Damage, this amount is doubled for each successful attack.
Rank 3: The user Strikes eight times, starting with 30 Physical Damage, 0.25% Chakra Damage, this amount is doubled for each successful attack.
Cost: 1.5 AP, 80 Chakra * number of attack per attack (so 160 for the second strike 240 for the third so on and so on)
Notes:
- Partial hits are treated as full hits.
- The user cannot attack points which have already been sealed.
- Chakra damage reduces the victim's Max Cp for the remainder of the battle.
- If the attack misses, that level of the attack must be performed again to move on to the next. The user starts from the point where they missed previously.
- Each attack represents the tenketsu palm strikes, the first being 2, then 4, 8, 16, 32, 64, 128, 256. 8 attacks, each doubling the previous ones damages.
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