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:

Yojimbo [Sandaime Mizukage] [WiP]

Akechi

Well-Known Ninja
Joined
Oct 22, 2012
Messages
1,223
Yen
582,524
ASP
0
Yojimbo said:
625c347b-d5c6-4ca7-89f0-68834bcbeb4d_zps9402c0a3.jpg

[ p e r s o n a l - i n f o r m a t i o n ]:</B><i></i>
[fontsize="12"]Name: Satou Yojimbo
Alias: -
Age: 22
Height: 5’9
Gender: Male
Body Frame: Rugged and Athletic
Natural Hair Color: Dark Blue
Natural Eye Color: Amethyst Rinnegan
Alignment: Neutral
Rank: Chuunin
Branch: Med Nin
Job: Leader of the Nation
Bloodline: Tsuchimikado
Kinjutsu: Rikudo Sennin[/fontsize]

[ a p p e a r a n c e ]:
[fontsize="12"]
  • Yojimbo has a rugged exterior with scars/marks in places all over his body. Most have healed and aren’t visible to the naked eye, however, the most notable/visible are the scars on his chest, back and his right arm. He also has a rather athletic build, suggesting years of training and toning his muscles to suit his physical ability.
  • His skin color is slightly tan.
  • Yojimbo's eyes natural blue eyes have been replaced by the Amethyst Rinnegan. A sign of his true awakening, the man no longer feels any compulsion to destroy the super natural.
  • His hair is unkempt. Naturally falling into place is what he’d call it.
  • Yojimbo normally wears his Kage robes and a blue militaristic button down shirt over top of his traditional shinobi attire, consisting of black slacks and a blue aerodynamic, skintight long sleeve shirt (think under armor).
  • The majority of Yojimbo’s weapons are hidden within alchemic subspace that are activated when he casts the appropriate seals but he has been known to keep the a ceremonial blade named "Excalibur the Kingsblade" with him.
[/fontsize]

[ p e r s o n a l i t y ]:
[fontsize="12"]
  • Blunt – Yojimbo speaks rather bluntly at all times. His candid expression of himself may come off as arrogance or brutish to some but being straightforward who he is.
  • Headstrong – Stubbornness at its finest. Yojimbo has an indomitable will that cannot be broken or controlled. He drives himself forward in whatever he does, and refuses to allow anyone to place restraints on him.
  • Cautious and Rational – Slow to trust, hard to misguide and quick to analyze and interrupt facts rather than act on emotion, Yojimbo is incredibly even-tempered and rational.
  • Role Player – Yojimbo is what most would describe as an actor. He simply plays the roles that is given to him, just to keep his true motives and true personality hidden from view. The man is constantly practicing his craft, to the point where he can mask his tone of voice, accent and even dialect. He feels that it is not so much as a hobby as it is a necessity, just in case he feels the need to "get some work done" and "mask the trail" back to him.
  • Unforgiving – Don’t cross him. Once a line is crossed, either you are able to give something of unmeasurable worth to him or get ready for war.
  • Rapacious – He wants money. People understand money. People believe in money. Money talks.
  • Persuasive (borderline conniving) – Words are his weapon. And if those fail, he persuades in a different a way. Yojimbo is extreme intelligent and normally gets people to come around to his way of thinking... one or another.
[/fontsize]

[ o t h e r - i n f o r m a t i o n ]:
[fontsize="12"]
  • Yojimbo has a problem controlling one path... but then again, his power derives from her.
  • There was a malevolent demonic spirit inside of Yojimbo's Celestial Sword nicknamed "Sol." Her name is Shiva and some of her traits, such as sarcasm, bleeds over into his subconscious. The blade as well as the enormous sheath that housed it has since been destroyed by a certain demonic princess and her freakish strength. *coughKinbariicough*
  • Shiva, who christened herself Mariko, is the source of Yojimbo's demonic power. The dark energy caused him to view his role as a Rikudo Sennin as the man who destroys the world and rebuilds a new.
  • Shiva is a "god of destruction," feeding off of fear, anger, pain and darkness.
  • Satou is an extremely common family name just as “Smith” in another far away country, however, it is not Yojimbo’s family name as it is currently unknown.
  • More to know soon.
[/fontsize]

[ l i k e s & d i s l i k e s ]:
[fontsize="12"]Likes:
  • ???

Dislikes:
  • ???
[/fontsize]

[ h i s t o r y ]:
</U>[fontsize="14"]<B><U>Chapter 1: Exorcist in Training[/fontsize]

[fontsize="12"]Not much is known about Yojimbo’s origin. Where he was born, the clan he originated from and even the boy’s parents are all unknown, even to Yojimbo himself. As early as he could remember, Yojimbo has always carried a particular genetic trait that allowed him access into what is called “The Spirit Realm,” a plane of existence that runs parallel to what most would refer to as “Reality,” the corporeal plane of existence that humans call home. Access to this realm allows him to sense the supernatural (ghosts, demons, etc.), and even look at them in plain sight while his mysterious doujutsu is active. Access to this parallel realm has given him insight into things that normal people do not understand. However, along with these abilities, Yojimbo’s subconscious mind constantly compels him to hunt, exorcise and/or defeat demons, spirits, and other paranormal creatures that he encounters. His compulsion toward such activity is controllable but requires a lot maintenance with varying difficulty depending on the time between exorcisms.

It was this compulsion, this insatiable desire to defend humanity against such paranormal threats, despite his often cavalier and selfish behavior, is what drove him to a church where commoners claimed that the men there battled the evils of the paranormal. Naturally, Yojimbo was skeptical about such a place and normally he’d ignore it, but this day he felt differently. He felt, on some type of weird, indescribable subconscious level, that he had to at least check out the rumors concerning the small indiscriminate church in the middle of nowhere.

What he found there was shocking. As he entered the small church, Yojimbo began to feel the eyes of the priests and maidens that inhabited the church gazing at him as he entered. He could feel their suspicion, he could feel their skepticism and he also realized that they could sense his abilities. After all, there were people here for traditional prayer, yet none had commanded the attention that Yojimbo had received when he arrived. No, he was different. He knew it and they knew it. Eventually, a bald man with a strong expression and what looked like seals scribed into the palms of his hands appeared behind the blue haired youth. Yojimbo couldn’t recall how young he was at the time but he remembered how intimidating the man felt as malevolent chakra seemed to flow from his body.

That was the day that Yojimbo became an exorcist. However, a series of events would leave him with the “Sol Blade,” the demon Shiva that was sealed away in the blade, and hunted by the Church of Assassins that trained him to be an exorcist. The problem is…

Yojimbo doesn’t remember what happened. The last thing he remembers is being inducted into the organization. Everything after that is a blur, and in order to survive, Yojimbo began an uneasy alliance with the malevolent demon that inhabited the blade that he had fled with. It was under her suggestion that he enter the Hidden Mist Village and become a shinobi under their banner…

For protection…

At least for the time being…

That was about two years ago. Now, Yojimbo had ascended to the Chuunin rank, and accepted a position within the medical branch of the village. His destiny… his survival now firmly planted in his own hands…[/fontsize]
 
Re: Yojimbo [Part-time Medic, Part-time Exorcist] [WiP]

[fontsize="14"]Sage of Six Paths[/fontsize]
Sage of Six Paths said:
[fontsize="12"]Sage of Six Paths Notes[/fontsize]
[fontsize="12"]
  • This is a unique skill which grants the user the ability to separate their consciousness from their original body, dividing their consciousness among multiple bodies available to their command and control. The user may link their mind with up to five additional bodies at once. Each path may have it's own Class without the Class Bonus, as well as 7 Ability Slots, and all path's must have the same Hp/Cp modifiers as they share the same Hp/Cp pool.
  • Physical Debuffs affecting one path does not effect the others, this does not apply to Genjutsu. The user must have an ability in their inventory in order to assign it to a Path. When a Curse Seal is active, all rules, effects, and bonuses are applied to each individual Path, as they all share the same chakra.
  • No longer limited to a single body, the user "becomes" the bond linking their multiple paths together, and attacking one causes mental backlash to the user. Because of this all bodies share the same Hp, however area of effects or any damage that hits multiple bodies simultaneously only count as if hitting once. All Paths share the same exhaustion level and rate. All Bleeding or Poison damage is divided by half the amount of bodies present in battle, rounded normally. (1/2 = .5 rounded = 1, 3/2 = 1.5 rounded = 2, etc.)
  • All paths share the same Genjutsu senses, and using a genjutsu on one path would effect all active paths. The Genjutsu save of a Rikudo Sennin is equivalent to the average of all active paths, and is only rolled once per resistance check. Unlike other AoE used against an RS, an AoE Genjutsu used on an RS only rolls once to see if it works or doesn't.
  • Likewise, Healing any path restores the Hp/Cp of the mental Link, and simultaneous or AoE healing effects are only applied once. All passive healing effects or abilities are divided by the amount of bodies present and active in battle. Additionally, should any Body possess a separate Cp Pool such as Inner Reservoir or Akuton, the Cp Pool is divided by the amount of active Paths as well. Summoning additional paths divides this pool further, and these pools cannot regain chakra by any means or effects.
  • The user may use any jutsu at any rank through any of their bodies, however BL/CA techniques may only be used by that specific path, and all path's share the same Cp and Ap. This does not allow the user to bypass any normal limits such as Body Switching more times than allowed, creating more than the set limit of Clones, or stacking multiple barriers of the same type, etc.
  • All paths share the same Elemental Affinities. If a specific path's Bl/CA give the path a free affinity, then only that path may use it.
  • The strength of each individual body depends upon how many are present in battle. Having multiple paths active in combat divides the concentration of the mental link, making each body weaker than it would be if fighting alone. Also, Any Hp/Cp Mod Boosters give that individual path a small Hp or Cp pool that cannot be recovered in anyway.
  • When fighting alone, a path suffers no penalties to it's capabilities. However for each additional path active in combat, all paths have their BLC reduced by 28% or CA by 2 points. Having all 6 paths present would make each have 10 CA Points, and 154% BLC.
  • Should additional bodies be summoned at a later time, This reduces the efficiency of any bodies already present in battle. The user may choose which CA points to lose, otherwise they are chosen at random. For Bloodline Paths, this renders the previous usable ranks unusable, and should they be active this either dispels them, or lowers the effects to the next highest rank available.
  • Upon cutting off the mental link with a body, this increases the capabilities of all other bodies at the start of the next round due to a slight delay in the mental link. The user may choose which CA points to regain, and any active BL effects are increased to a higher rank, if available.
  • The user no longer has a "Main" Body, and may Rp as any body freely as they wish, though they still must follow the "4 Rp Slots" Rule. However, Bodies must remain within the same country as the user in order for the user to control them.
  • All Rikudo Sennin paths count as "the user" when it comes to what they can/can't do while binding someone.[/fontsize]<i>
</i>

[fontsize="12"]Rikudo Sennin
RS-1.jpg

Meaning Sage of Six Paths, this is a title that represents little more than a legend or child's story of fabled shinobi that wandered the lands generations upon generations ago. Legends tell of shinobi born with a powerful affinity to every single element in the world of shinobi, capable of performing and mastering any technique with ease and perfection. The individuals possessed abilities that seemed to be on a level far above mortals, even going so far as to consider these gifted individuals as the incarnation of Gods themselves. Over the years, the power has dimmed down and faded to a shadow of its former glory, and this power is now believed to be myth...But rarely, every few generations a shinobi is born with outstanding potential that just might possibly be remnants of this fabled power.
Information
Prerequisites
Kinjutsu Application, 3 Ability Slots, 2,400 PL

Effects:
- Born with powerful and unique chakra, Rikudo Sennin gain +10% damage to all Ninjutsu and Elemental Damage, as well as a -10% Cp Cost to All Ninjutsu. This applies to all Paths the Rikudo Sennin may have.[/fontsize]

[fontsize="12"]Rinnegan - Special Passive Ability
RSRR.jpg

The ultimate Doujutsu, so rare, that it is rumored to simply be a Legend. Those gifted with the Eyes of the Gods are truly blessed, for they are few and far between. Said to be the Strongest of the Doujutsu, the Rinnegan is characterized by a ripple-like pattern that surrounds one's pupil, and possess a sharper insight than all others, and shares the trait of being able to see all forms of chakra clearly. Though oddly, despite its appearance, it has been said that this is merely a mutation of other Doujutsu, and history seems to support this claim with stories of the Sharingan or Byakugan developing ripple patterns over the users lifetime, though there also exists the fact that it has been known to pop up in entirely random individuals. Regardless, this ability is no less mythical.
Information
Prerequisites
Rikudo Sennin

Effect:
- The user gains the mystical Rippled Doujutsu, the Rinnegan, giving them a constant +1 to all Secondary Stats as it is always active.
- This bonus applies to all active Paths under the RS's control.
- In addition, for every Path under their control the user and each path can resist a cumulative of .5 points of Accuracy reduction that may come from any source. This is due to the fact that the user may view everything within any path's field of vision, they all share their sight with other path's.
- This does not take up an ability Slot.[/fontsize]

[fontsize="12"]Heavenly Subjugation - Special Activated Passive
RSHS.jpg

The Rikudo Sennin possess the ability to ultimately infuse their consciousness within a body and utilize that as the own vessel for their spirit; This technique utilizes only a fraction of that power and allows them to infuse their chakra and part of their consciousness through their Special chakra blade, and impose their will to a lesser degree upon a target. Though this doesn't allow the Rikudo Sennin to fully control the body of a Living Organism, this does allow them to heavily suggest actions to the target. Having a delayed effect, this causes the victim to envision the Rinnegan of the Rikudo Sennin within their mind, impairing their motor functions at crucial moment.
Information
Prerequisites Rikudo Sennin, Rinnegan, Chakra Disruption Blade

Effect:
- When attacking with their Chakra Disruption Blade, the Rikudo Sennin may infuse their chakra into the strike for 1 Ap. This is always modded as a Secret Action, and may only be done to one target per round.
- When infused, the user may choose to have their will activate during one of their techniques, or during one of the Victim's attacks. This does not take effect until the following round.
- If used to Disrupt the Victim's Attack, this causes the victim's Strongest Action to have -2 Accuracy and -10% Damage. This Attack cannot Auto-hit in any way.
- If used to Disrupt the Victim's Reactions, this causes the victim to have -2 Dodge/Gen Save and take +10% damage from one of the user's Actions. This attack cannot be Auto-Dodged in any way.[/fontsize]

[fontsize="12"]Six Paths of Judgment - Special Ability
RSSPOPP.jpg

Those gifted with only the strongest affinity to the Rinnegan are said to be able to have multiple consciousness's, each with its own body. This Legend is partly true, though the user does not necessarily have the omnipresence of a God, they do have ability to control multiple bodies by dividing their consciousness. Through a long and tedious process involving the Outer Path Statue, the Rikudo Senning are able to divide their own Soul and Chakra, infusing their gifted chakra and very spirit into corpses to reanimating them for their own use. Each body or "Path" shares the same consciousness, and perceives what the others do. This sharing of chakra is what bestows each path with the capabilities of the Rikudo Sennin, including their mythical Rinnegan. In a sense, the user becomes a One man army. Kinda.
Information
Prerequisites
Rikudo Sennin, Rinnegan, 1,500 word Rp, Summoning: Demonic Statue of the Outer Path

Effect:
- Allows the Rikudo Sennin to reanimate a corpse infused with their consciousness. This can only be done through a 500 word rp that must be about the user infusing their chakra and soul into a body through the Outer Path.
- This rp must have council approval, and the user chooses the Body's BL/CA and abilities at the time of creation.
- This Rp can be done once every three OOC weeks, as the user need's time to build up their spirit before dividing it once again.
- The Rikudo Sennin may have up to six total path's or bodies at any given time including their original one, though they may use this technique again to switch any current path for a new one, including their original Path.
- This does not take an Ability Slot.[/fontsize]

[fontsize="12"]Chakra Disruption Blade - Special Weapon
RSCDB.jpg

A special blade made completely out of the unique chakra of a Rikudo Sennin; one that absorbs all chakra with the slightest touch from any organism. This weapon is able to be created at any point and nearly instantly by the Rikudo Sennin, springing out sharp jet-black metallic rods from their body to use to strike their victims. The absorptive properties of this chakra-blade is strong enough to leave normal shinobi drained of energy; while any chakra absorbed by this blade will automatically transfer to the user to replenish their own energies.

- The user may have one Chakra Disruption Blade as a normal weapon that can be augmented before battle, but must follow the Weapon Creation Rules. This applies to each individual body.
- Every Chakra Disruption Blade created after the first does not gain Augment Slots and costs 100 Cp, these must be drawn as normal. The user may only create up to two per body.
- Chakra Disruption Blades disperse upon being dropped or disarmed.
- The total damage cause by this weapon is reduced to 90% and 10% of the total damage is dealt to the targets Chakra.[/fontsize]

[fontsize="12"]Summoning: Path to God - C-Rank Ninjutsu
RSSPTG.jpg

A Summoning technique available to any of Rikudo Sennin's Paths, this allows the path to immediately call forth any other paths to its location for immediate back up. This unique summoning skill is powerful enough to call forth all other bodies from across the region in a single puff of smoke, making it nearly impossible for a body to be taken out by a surprise attack as multiple teammates are always just a handsign away. This skill may also be used to "Desynchronize" a path from the Rikudo Sennin's Mental Link, strengthening their focus upon the other remaining bodies.
Information
Prerequisites
Rikudo Sennin, Rinnegan, Six Paths of Judgment, 115 Chakra Control, 115 Ninjutsu

Effect: Allows any path to summon the other ones into battle and synchronize their mental link to enable battle. For any already present in the topic when the battle is called, this must be used to strengthen the mental link to the level of combat. Paths summoned into battle are unable to be used the round they are summoned, as the summoning disrupts the link between the Rikudo Sennin and the Path.

Special Action - Desynchronize: For 1 Ap, the user may cut off the mental link with a specific path, regaining the Ap they lost while it was under their control. However the user cannot resynchronize with a desynchronized body for the remainder of the battle. Any Genjutsu affecting this Path upon desynchronization are transferred over and experienced to another path at the time of desynchronization.

Note:
- This jutsu is modded as if instantaneous, and does not require handseals.
- This cannot be used to escape battle.
- Naturally, path's summoned do not have to wait 3 Rounds to enter a battle, however no actions may be used with a summoned path until the start of the next round.
- Cutting off a body's mental link leaves it in a comatose, lifeless state. Any damage harming this body does not harm the user, as they are no longer linked. This lasts the remainder of the battle.
- When Genjutsu effects are transferred, They will effect a random path active in battle that is unaffected by genjutsu. This path retains the ability to resist the illusion, however.

Cost: 300 Cp per Body Summoned.[/fontsize]

[fontsize="12"]Omnipotent Chakra Absorption - C-Rank Ninjutsu
RSOCA.jpg

A highly advanced Ninjutsu that allows the Rinnegan user to directly absorb and disperse almost any Ninjutsu they come in contact with. Because they are attuned to every element, few Jutsu are incompatible with the Rikudo Sennin's chakra system, and this technique directly channels the energy of a Ninjutsu into their chakra system, where it ideally is balanced out and dispersed under the pressure of the user's own chakra. When performed right, the user is able to avoid harm from almost any Ninjutsu, however this is a difficult technique to master, and a slight mistake could directly put the user in harms way.
Information
Prerequisites
Rikudo Sennin, Rinnegan, C-Rank
Rank 1: Allows the user to attempt to absorb any Ninjutsu Level E-D. If successful, the user gains 30% of the Cp used to initiate the jutsu. If they fail, the user takes +20% Damage.
Rank 2: Allows the user to attempt to absorb any Ninjutsu Level E-C. If successful, the user gains 40% of the Cp used to initiate the jutsu. If they fail, the user takes +15% Damage.
Rank 3: Allows the user to attempt to absorb any Ninjutsu Level E-C. If successful, the user gains 50% of the Cp used to initiate the jutsu. If they fail, the user takes +10% Damage.

Special Action Rather than Absorb a Ninjutsu, the user may attempt to directly absorb chakra from the body of a target. This is done at -2 Melee Accuracy and does not cost Cp, and the user absorbs 570 Cp. This amount cannot be buffed or reduced, but gains +.5 Accuracy for each rank the user has after the first.

Note:
- Requires no handseals, and may be used reflexively.
- This may be done by any of the Rikudo Sennin's Paths, and can only be used on an offensive Ninjutsu. Use of this technique gives that path a -2 dodge penalty to the next attack aimed at them.
- The path must make a Ninjutsu check against the attacking Ninjutsu. If the path fails, they are Auto-hit by the technique they attempted to absorb and the attack retains the possibility of being a critical strike.
- This is a success or fail technique, it cannot take effect partially. If it is a 50% or more effective, it's counted as a fully successful, Otherwise, it's counted as a fail.

Rank 1 Cost: 340 Cp
Rank 2 Cost: 430 Cp
Rank 3 Cost: 510 Cp[/fontsize]

[fontsize="12"]Mystic Path of Infinite Pain - B-Rank Taijutsu
RSMPOIP.jpg

A powerful combination technique that utilizes all of one's bodies to coordinate together against a single, helpless opponent. As the Rinnegan user shares each path's vision, they are are able to coordinate the actions between their bodies perfectly, leaving little, if any room for the opponent to escape. Naturally, this technique require multiple bodies to perform. luckily, Rikudo Sennin are capable of jumping opponents by themselves.
Information
Prerequisites
Rikudo Sennin, Rinnegan, Six Paths of Judgment, B-Rank
Rank 1: Multiple Path's coordinate actions against a target. 12 Strikes are made, each dealing 165 Damage at -2 Accuracy.
Rank 2: Multiple Path's coordinate actions against a target. 13 Strikes are made, each dealing 205 Damage at -2 Accuracy.

Special Action: By increasing the Ap cost by +.25 an additional path may join in on this Taijutsu. This may be done up to 4 times, with all path's attacking. Each use enables an additional hit to land, and gives this jutsu +1 Accuracy.

Rank 1 Cost: 600 Cp
Rank 2 Cost: 735 Cp

Notes:
- This may be used by any Path under their control.
- Requires the user and one other path minimum to perform this combo.
- Only 10 Strike may hit, unless more paths are involved.
- If multiple paths are involved, the accuracy used is the average of all paths.[/fontsize]

[fontsize="12"]Summoning: Demonic Statue of the Outer Path - A-Rank Ninjutsu
RSSOTOP.jpg

A Forbidden Summoning technique that draws forth a massive stone creature into the area, the Demonic Statue of the Outer Path. This Statue takes the form of a blindfolded and shackled, giant humanoid demon, and protrudes from the ground in such a way that only it's torso and arms are visible above the ground. This statue has the unique ability to emit a dark aura throughout the area, lowering the will of those within to fight. Even more dreadful, however, is this statues ability to literally suck the life out of any deemed opponent's by the Rinnegan user. The statue constantly emits Dragon-like waves of energy that seek out any source of chakra, and forcibly extract bits and portions of the victim's soul, storing them within this statue. The user, with their Legendary chakra, is able to directly absorb this stored energy for their own use. Additionally, this outer path statue is capable of instead turning it's harmful energy directly into a rejuvenating life force that heals the Rinnegan user and all their various path's, so long as they remain nearby.
Information
Prerequisites
Rikudo Sennin, Rinnegan, A-Rank
Rank 1: Summons a Large Statue that releases a dark aura that may affect up to two separate targets. The affected suffer -2 Dodge and have a 5% Chance to be Auto-hit by all actions aimed at them, and a 5% chance to Auto-miss all techniques they use. Every round, the statue attempts to absorb 1870 Chakra from those within the area. Statue has 6050 Hp, and the user has +2 to all checks.
Rank 2: Summons a Large Statue that releases a dark aura that may affect up to three separate targets. The affected suffer -3 Dodge and have a 10% Chance to be Auto-hit by all actions aimed at them, and a 10% chance to Auto-miss all techniques they use. Every round, the statue attempts to absorb 2340 Chakra from those within the area. Statue has 7560 Hp, and the user has +3 to all checks.

Special Action - Samsara Heavenly Life Technique: Instead of absorbing chakra from enemies, this Statue may restore the Health of the Rikudo Sennin by the equal amount each round. This amount can be buffed by Non-Elemental Ninjutsu Buffs, and applies at the start of each round. The user may also choose allies to benefit from this jutsu, though the amount restored to all is reduced by 10% per Ally involved, up to either two or three allies depending on the rank of this Jutsu.

Note:
- This may be used by any path.
- Chakra Absorption cannot be buffed.
- The Rikudo Sennin gains chakra equal to 50% of the Chakra Absorbed. The remaining 50% is used to heal the Statue of any Damage.
- Each round active, the affected must make a Ninjutsu check against the Rikudo Sennin to determine whether they are affected by this Jutsu or not.
- Once destroyed, this statue cannot be summoned again for the remainder of the battle.
- Once per round a ninjutsu check is made between the target and the user to decide if these effects are successful.

Rank 1 Cost: 2200 Cp to initiate, 1050 Cp/Rnd.
Rank 2 Cost: 2750 Cp to initiate, 1310 Cp/Rnd.[/fontsize]

[fontsize="12"]Release: Almighty Harbinger - S-Rank Ninjutsu
RSAH.jpg

For the Rikudo Sennin that has supposedly "Mastered" the secrets behind the Statue of the outer path, they will discover just what little potential of this "Seventh" Path they have tapped into. This forbidden jutsu is the next step; The Rikudo Sennin tapping fully into the Outer Path Statue, Infusing it with their energy to fully bring out the demonic strength Behind this path. This causes the Path to break away from its restrained "Statue" Appearance, breaking free of it's chains and blindfold to reveal its own corrupted Rinnegan, and pulling itself from the ground it normally is embedded within. From this point on, controlling and maintaining this Demonic Path requires the complete concentration of all paths of the Rikudo Sennin, All six paths becoming limp and falling as if unconscious for the duration of this Jutsu. This Summon has its life-absorptive properties enhanced greatly, and is said to be able to simply suck the souls from weaker beings...
Information
Prerequisites
Rikudo Sennin, Rinnegan, S-Rank, Summoning: Demonic Statue of the Outer Path Mastered, Six Paths of Judgment

Master Rank: Releases the Outer Path of all restraints, creating a Demonic Entity guided only by the Rikudo Sennin's Consciousness. This prevents any active paths from moving or performing any actions during this jutsu, and only allows the user to fight through the Outer Path. In this form, the outer Path has 15,120 Hp, and may attack for 1 Ap, tearing 1400 Hp and 700 Cp at +2 Accuracy from a target.

Note:
- This may only be used while Summoning: Demonic Statue of the Outer Path is active on the field, and also requires all 6 paths to be active in the battle.
- This does not gain buffs from the users Kinjutsu.
- When summoned, this prevents the user and all paths from moving or performing any Actions. All attacks aimed at them will Auto-Hit, however since the user's consciousness is guiding the Outer Path and not within the bodies, the user will only take 40% of all damage inflicted upon the bodies *All normal Rikudo Sennin Damage rules apply, I.e. AoE only count once, reduced bleeding, etc.* Genjutsu cannot be placed upon any of the normal 6 Paths.
- When determining the Outer Path's secondaries, it is treated as if having equal Pl to the user, however all Secondary stats are treated as if "High". This Outer Path cannot be buffed, and does not gain the benefits of any Abilities, Bl, or CA Buffs or techniques.
- Attacks made from the Outer Path may use either Ninjutsu, Ranged, or Melee Accuracy, whichever the user chooses.

Cost: 4.5 Ap, 4000 Cp to Initiate, 2000 Cp/Rnd.[/fontsize]

[fontsize="14"]Tsuchimikado[/fontsize]
Tsuchimikado said:
[fontsize="12"]The legendary spirit fighters combine their knowledge of the 5 elementals (Earth, Fire, Water, Wood, Metal) to fend off evil and angelic spirits that wreak havoc on the shinobi world. The Tsuchimikado specialize in the metal elemental, utilizing it to its full potential so they can harness their chakra to destroy the evil in the world.

Note: All Tsuchimikado techniques and buffs are classified as Light.

014% Control - One with the Universe (Rank 1)/Steel Curtain (Rank 1)
028% Control - Sanryoukyougan (Rank 1)
042% Control - Iron Will (Rank 1)
056% Control - Kaneton Tags: Alloyed Fangs (Rank 1)
070% Control - One with the Universe (Rank 2)
084% Control - Iron Will (Rank 2)
098% Control - Steel Curtain (Rank 2)/Tsuihouton Tag: Exorcism (Rank 1)
112% Control - Sanryoukyougan (Rank 2)/Kaneton Tag: Iron Coffin (Rank 1)
126% Control - One with the Universe (Rank 3)/Kaneton Tag: Alloyed Fangs (Rank 2)
140% Control - Iron Will (Rank 3)/Kaneton Tag: Iron Coffin (Rank 2)
154% Control - Tsuihouton Tag: Exorcism (Rank 2)
168% Control - Sanryoukyougan (Rank 3)/Kaneton Tag: Iron Coffin (Rank 3)
182% Control - Steel Curtain (Rank 3)/Tsuihouton Tag: Exorcism (Rank 3)
196% Control - Kaneton Tag: Â Alloyed Fangs (Rank 3)
210% Control - Titanium Body (Rank 1)
224% Control - Tenmeiton Tag: Yin-Yang Barrier (Rank 1)
238% Control - Titanium Body (Rank 2)
252% Control - Judgment Gate (Rank 1)
266% Control - Titanium Body (Rank 3)/Tenmeiton Tag: Yin-Yang Barrier (Rank 2)
280% Control - Tenmeiton Tag: Yin-Yang Barrier (Rank 3)/Judgment Gate (Rank 2)
294% Control - Judgment Gate (Rank 3)

---

One with the Universe - Passive</U><i></i>
A Tsuchimikado Clansman were born with a natural awareness of the physical and spiritual world, allowing them to conjure spells at a better price for their chakra.

Rank 1: Ninjutsu and Genjutsu have a 5% CP reduction.
Rank 2: Ninjutsu and Genjutsu have a 10% CP reduction
Rank 3: Ninjutsu and Genjutsu have a 15% CP reduction

---

Steel Curtain - Passive<i></i>
Granted the power to manipulate metal, the Tsuchimikado clan have developed a minor immunity to the effects of metal to include shurikens and the blade of a sword.

Rank 1: The user takes -5% Damage from Taijutsu Attacks. All Ninjutsu Techniques against the user deal +10% Damage.
Rank 2: The user takes -10% Damage taken from Taijutsu Attacks. All Ninjutsu Techniques against the user deal +10% Damage
Rank 3: The user takes -10% Damage taken from Taijutsu Attacks. All Ninjutsu Techniques against the user deal +5% Damage.

Notes:
- This is considered damage reductions.
- Additional Damage does not exceed the cap limits.
- IE: At Rank 1, a Ninjutsu with a +20% Buff is treated as a +30% Buff.

---

Sanryoukyougan (Prism Eyes) - Activated Passive<i></i>
Crystal eyes are inherited by the Onmyouji, granting them abilities against Spirits and Evil that far surpasses a normal human being. Along with granting them protection from illusions, the Sanryoukyougan also makes attacks and defense against Spiritual and Evil types easier, as well as show their weak point.

Rank 1: +1 Gen Save/Gen DC. Bypasses up to 5% Damage reduction from Spiritual or Evil targets.
Rank 2: +1 Gen Save/Gen DC, +1 Critical to Melee Taijutsu Attacks. Bypasses up to 10% Damage reduction from Spiritual or Evil targets.
Rank 3: +2 Gen Save/Gen DC, +1 Critical to Melee Taijutsu Attacks. Bypasses up to 15% Damage reduction from Spiritual or Evil targets.

Costs:
Rank 1: 0.5 AP; 300 Cp to initiate, 140 Cp/Rnd to maintain
Rank 2: 0.5 AP; 600 Cp to initiate, 260 Cp/Rnd to maintain
Rank 3: 0.5 AP; 1,000 Cp to initiate, 400 Cp/Rnd to maintain

Notes:
- Must be activated

---

Iron Will - Passive
The Tsuchimikado are a people with a unique affinity to an uncommon and rare element; Metal. Their affinity allows them condense the minerals within the ground into a hardened, metallic form with increased strength and power, and is often cast through the use of special Onmyoudo Tags created from their chakra that can be used in place of handseals.

Rank 1: May convert Earth Jutsu into Metal by paying an additional 20% Chakra Cost.
Rank 2: May convert Earth Jutsu into Metal by paying an additional 10% Chakra Cost.
Rank 3: May convert Earth Jutsu into Metal at no extra cost.

Notes:
- Metal Jutsu gain +5% Damage per rank.
- The Tsuchimikado automatically has access to the Metal element.
- All techniques used with this are treated as Metal element.

---

Kaneton Tag: Alloyed Fangs - Metal Ninjutsu<i></i>
Utilizing the the Onmyoudo Tags that they create, a series of metal fangs appear from the ground. The fangs' serrated edges tear instead of cleave the target. The Alloyed Fangs remain on the field. It is rumored that the Alloyed Fangs may be utilized while someone is entrapped in a metallic prison.

Rank 1: 5 metal spikes deal 120 damage each.
Rank 2: 5 metal spikes deal 280 damage each.
Rank 3: 5 metal spikes deal 440 damage each.

Costs:
Rank 1: 1.5 AP; 200 CP
Rank 2: 2 AP; 470 CP
Rank 3: 2 AP; 740 CP

Notes:
- If used in conjunction with Iron Coffin, This bypasses the Coffin's Hp, but destroys the Coffin in the process.

---

Tsuihouton Tag: Exorcism - Metal Ninjutsu<i></i>
Throughout history, the Tsuchimikado Clan were utilized to ward away evil beings and vengeful spirits. During their occupation and travels, the Clan learned how to banish evil beings and spiritual apparitions through the use of exorcism and special sealing tags.

Rank 1: Sealing tag deals 1040 initial damage, and 600 damage per round. 10% chance to revert to original form per round.
Rank 2: Sealing tag deals 1300 initial damage, and 740 damage per round. 15% chance to revert to original form per round.
Rank 3: Sealing tag deals 1560 initial damage, and 900 damage per round. 20% chance to revert to original form per round.

Special Action: Exorcism can be used reactionary to counter a Spiritual or Evil Jutsu, Negating damage. This requires a Ninjutsu check between the attacker and the user with a -3 penalty to the user. This lowers by .5 per rank of this jutsu after the first.

Costs:
Rank 1: 2 AP; 420 CP, 200 CP/rnd to maintain
Rank 2: 2 AP; 520 CP, 250 CP/rnd to maintain
Rank 3: 2 AP; 630 CP, 300 CP/rnd to maintain

Notes:
- Does not Stack
- Lasts up to three rounds, requiring a Gen Check each round.
- If the target is Spiritual/Evil in anyway, the user deals +10% Damage and has +1 to all checks of this technique, not including negating jutsu.
- Original Form cancels all activated buff's effecting the target.

---

Kaneton Tag: Iron Coffin - Metal Binding Ninjutsu</I><i></i>
During their travels, the Tsuchimikado had to find a way to ensnare spirits and evil beings, thus the creation of the Iron Coffin. A large metal box surrounds the target after the tag(s) have made contact with the target, bringing airborn targets back down to earth. After the target has been contained, that is when the Onmyouji takes the advantage of sealing the spirit.

Rank 1: Binds one target in a metal prison at -4 Acc. Once bound, the target may use their next 2 AP in action. All other AP afterwards is nulled until next round. Coffin has 2700 HP, regenerating 675 Hp per round.
Rank 2: Binds one target in a metal prison at -3 Acc. Once bound, the target may use their next 1 AP in action. All other AP afterwards is nulled until next round. Coffin has 3300 HP, regenerating 825 Hp per round.
Rank 3: Binds one target in a metal prison at -2 Acc. Once bound, the target may not make further action until next round. Coffin has 4500 Hp, regenerating 1125 Hp per round.

Costs:
Rank 1: 2 AP; 900 CP to initiate, 300 CP/rnd to maintain
Rank 2: 2 AP; 1100 CP to initiate, 550 CP/rnd to maintain
Rank 3: 2.5 AP; 1500 CP to initiate, 700 CP/rnd to maintain

Notes:
- The target bound may make actions freely after the initial round of binding.
- The only way out of the binding is to destroy the binding from either the inside or the outside.
- While bound, Lightning jutsus casted upon coffin deal +5% damage, this does not apply to damage done to the Coffin.
- While bound, Fire jutsus casted upon coffin deal +10% damage both to the victim and the coffin.
- While bound, Exorcism deals +10% damage with +10% chance to revert. This bonus does not apply to damage done to the coffin.

---

Titanium Body - Metal Ninjutsu<i></i>
Able to manipulate the metals within their body, the Onmyouji are able to blend the metals together to cause their body to harden into titanium alloy. Every part of the Onmyouji's body becomes a shiny chrome color and their skin becomes harder than steel. With strength and resistance comes sluggish and inaccurate movement. This form is only used in dire circumstances.

Rank 1: -5% physical damage taken, +5% melee damage dealt, ignores up to 9 feet of knock back per attack.
Rank 2: -10% physical damage taken, +10% melee damage dealt, Ignores up to 12 feet of knockback per action.
Rank 3: -15% physical damage taken, +15% melee damage dealt, ignores up to 15 feet of knockback per action.

Costs:
Rank 1: 2 AP; 600 CP to initiate, 250 CP/rnd to maintain
Rank 2: 2.5 AP; 900 CP to initiate, 400 CP/rnd to maintain
Rank 3: 2.5 AP; 1200 CP to initiate, 550 CP/rnd to maintain

Notes::
- While active, the user suffers a -2 penalty to both Accuracy and Dodge.
- Water jutsu used against the user inflict -1 Dodge for the remainder of the round. Does not stack.
- +15% Lightning/Fire Damage taken.
- After taking damage from Lightning or Fire, deals extra +10% damage of that element for next Unarmed physical action.
- -20% Damage taken from Gravity jutsu. Gravity-based effects are halved.
- This counts as a Chakra Armor.

---

Tenmeiton Tag: Yin-Yang Barrier - Barrier Ninjutsu<i></i>
Many times, the Onmyouji encounters spirits that overwhelm them, thus the necessity for a defense against them came to be. The barrier appears to be a circular pentagram upon the ground, bearing a strange white glow. Due to necessity, three barriers were created in order to help the Onmyouji. By utilizing tags, the Onmyouji creates a barrier around them and their allies to protect them against the three types of attacks. Each barrier blocks a certain type from getting inside the barrier and getting out.

Rank 1: 5x5 area. Barrier has 3500 HP (Regenerates 25% Max HP per round) which blocks against Taijutsu, blocking movement in and out of the barrier, to include underground travel.
Rank 2: 7x7 area. Barrier may block 8 levels worth of Genjutsu (Regenerating 2 levels per round) before dissipating. Â Genjutsu being used from inside the barrier are also blocked/damages barrier.
Rank 3: 10x10 area. Barrier has 6000 HP (Regenerates 25% Max HP per round) which blocks Ninjutsu. Â Ninjutsu being used from inside the barrier are also blocked/damages barrier.

Costs:
Rank 1: 2.5 AP; 1400 CP to initiate, 670 CP/rnd to maintain
Rank 2: 2.5 AP; 2200 CP to initiate, 1040 CP/rnd to maintain
Rank 3: 3 AP; 3000 CP to initiate, 1440 CP/rnd to maintain

Notes:
- Barrier Strength cannot be buffed.
- The type of barrier remains secret, not shown in the battle.
- Rank 2 Barrier has 5% chance to reflect Genjutsu back to caster at -2 Caster's Gen DC. This applies to both sides of the barrier.
- Rank 2 Barrier has 5% chance to deal double effect on user at -2 Caster's Gen DC. This applies to both sides of the barrier.
- Rank 3 Barrier has 5% chance to reflect Ninjutsu back at the caster at -2 Caster's Nin Acc. This applies to both sides of the barrier.
- Rank 3 Barrier has 5% chance to deal double damage on user at -2 Caster's Nin Acc. This applies to both sides of the barrier.

---

Tenmeiton: Judgment Gate - Special Ninjutsu<i></i>
Opening an enormous gate bearing double doors that slowly open up, the Judgment gate appears in three forms. The Molten Rock Gate appears to be quickly rushing lava that envelopes the target only to dry and bind the target. The second is the Final Arc Gate, where an enormous ship is drawn to the target upon a deluge of water, crashing into the target. The final gate is the Pandora's Gate. Pandora's gate is a complete enigma as nobody knows what to expect when the doors of Pandora's Gate are opened.

Rank 1 - <I>Molten Rock Gate: Summons a wave of lava that deals 3200 Lava Damage. Next round, Molten Rock hardens, becoming a binding causing -2 acc/dodge for 2 rounds
Rank 2 - Final Arc Gate: Summons a ship upon a wave of water, the ship crashes into the victim dealing 3230 Wood damage, while the wave further deals 1610 Water Damage. Should both hit, victim takes -3% HP per round for 3 rounds.
Rank 3 - Pandora's Gate:: Random effect.

Costs:
Rank 1: 3 AP; 1650 CP
Rank 2: 3 AP; 2420 CP
Rank 3: 2 AP; 1800 Cp

Notes::
- Debuffs do not stack.
- Molten Rock's debuff ONLY works when hit by it.
- Final Arc's debuff ONLY works when hit by it.
- Pandora's Gate must be rolled between 1 and 40 to determine it's effect. The effect has a 100% chance of success, but cannot be buffed.[/fontsize]
Pandora's Gate Effects said:
[fontsize="12"]<U>Pandora's Gate effects:
1: 1 damage to target
2: 2000 damage to target
3: 1500 damage to everyone on the field
4: 5000 damage to target
5: 4000 damage to everyone on the field
6: 100 damage to caster
7: 500 damage to caster
8: No Effect
9: Refills 10% Target's HP
10: Refills 20% Target's HP
11: Refills 30% Target's HP
12: Refills 40% Target's HP
13: Refills 10% own HP
14: Refills 20% own HP
15: Refills 30% own HP
16: Refills 40% own HP
17: Completely reverts all spiritual/evil to original form.
18: Destroys all barriers
19: No Effect
20: Caster receives -3 Gen Save/DC for 2 rounds
21: Caster receives -3 Acc/Dodge for 2 rounds
22: Target receives -3 Gen Save/DC for 2 rounds
23: Target receives -3 Acc/Dodge for 2 rounds
24: Removes all maintained jutsus
25: Drains 25% of target's HP
26: Drains 25% of target's CP
27: Gives target 25% of caster's HP
28: Gives target 25% of caster's CP (after jutsu cost removed)
29: Target and Caster swap HP
30: Target and Caster swap CP
31: Target is bound for 2 rounds.
32: Caster is bound for 2 rounds.
33: No Effect
34: Jutsus used by target cost an additional +25% AP for 2 rounds
35: Jutsus used by caster cost an additional +25% AP for 2 rounds
36: Target takes +20% to all damage types for 2 rounds
37: Caster takes +20% to all damage types for 2 rounds
38: No Effect
39: 1 damage to everyone on field
40: Everyone on field gets 3 standard clones.[/fontsize]
 
Re: Yojimbo [Part-time Medic, Part-time Exorcist] [WiP]

[fontsize="16"]Yojimbo’s Manifesto of the Ninja Arts[/fontsize]

[fontsize="14"]Ninjutsu[/fontsize]

[fontsize="14"][Common Elements][/fontsize]

[fontsize="12"][Fire]
E Rank
Infernal Ember (m)
Thermal Maw (m)

D Rank
Fireball (m)
Immolation Armor (m)
Combustive Seal (m)

C Rank
Dragon Fire (m)
Searing Eruption (m)
Scalding Ash Cloud (m)
Heat Wave (m)

B Rank
Infernal Hellfire (m)
Firestorm (m)
Spontaneous Combustion (m)
Ring of Fire (m)

A Rank
Dragon Flame Bomb (m)
Sol Fire Tempest (m)
Abysmal Harbinger (m)
Flame Shield (m)


[Earth]
E Rank
Stone Bullet (m)
Gravel Shift (m)

D Rank
Earth Flow River (m)
Sinkhole Fist (m)
Mud Clone (m)

C Rank
Inner Earth Reflection Lure (m)
Earth Flow Wave (m)
Rock Golem (m)
Earthen Coating (m)

B Rank
Bedrock Coffin (m)
Weighted Rock Technique (m)
Earth Spiker (m)
Antlion Sinkhole (m)

A Rank
Fist of Gaia (m)
Earthen Magnitude (m)
Earthslide Wall (m)
Petrification (m)


[Water]
E Rank
Pressurized Mist (m)
Water Gun (m)

D Rank
Water Whip (m)
Aqua Fang (m)
Rinse Off (m)

C Rank
Grand Waterfall (m)
Impaling Hydro Jet (m)
Water Prison (m)
Rain Dance (m)

B Rank
Torrential Vortex (m)
Hydro Tidal Shockwave (m)
Water Shark Bomb (m)
Mystical Pond (m)

A Rank
Grand Hydra Excavation (m) *unavailable*
Water Dragon Bullet (m) *unavailable*
Scorn of Aquarius (m)
Supreme Aqua Realm (m) *unavailable*


[Thunder]
E Rank

D Rank

C Rank

B Rank

A Rank



[Wind]
E Rank

D Rank
Whirlwind Spin (m)
Shredding Touch (m)

C Rank
Gale Force (m)
Tempest (m)
Wind Scythe (m)

B Rank
Wind Scar (m)
Cyclone Movement (m)

A Rank
Tatsumaki (m)
Ambiance of the Forbidden (m)
[/fontsize]

[fontsize="14"][Advanced Elements][/fontsize]

[fontsize="12"][Kinesis]
C Rank
Force Blast (m)
Kinetic Infusion (m)

B Rank
Psi-shock (m)
Mind Lock (m)
Reflection (m)

A Rank
Kinetic Blast (m)
Psionic Rend (m)
Concussion Pulse (m)
Redirection (m)


[Metal (Yojimbo Path)]
C Rank
Mercury Poisoning (m)
Steel Clone (m)

B Rank
Reinforced Wall (m)
Iron Breakout (m)

A Rank
Silver Flash (m)
Senbon Coating (m)
Superalloy Tempest (m)
[/fontsize]

[fontsize="14"][Specialty Jutsu][/fontsize]

[fontsize="12"][Non-Elemental]
E Rank
Transformation (m)
Body Switch (m)
Basic Summoning (m)

D Rank
Crystal Eye (m)
Cancel (m)

C Rank
Jutsu Sealing (m)
Stunt Double (m)
One Element Sealing (m)
Elemental Clone (m)
Barrier (m)

B Rank
Leech Seal (m)
Chakra Shield (m)
Chakra Blast (m)
Rasengan (m)

A Rank
Perfected Rasengan (m)
Five Element Seal (m)
Morality Sealing (m)
Nature’s Guard (m)
Gate of Enma (m)

[Medical Ninjutsu]
D Rank
Mystical Hand (m)
Coagulation (m)

C Rank
System Shock (m)
Skeletal Fortification (m)
Anesthetic Infusion (m)
System Restoration (m)

B Rank
Mystical Force (m)
Medical Assistant (m)
Tranquilize (m)
Medical Ward (m)

A Rank
Resuscitate (m)
Angelic Blessing (m)
Regeneration (m)
Pristine Aura (m)
[/fontsize]

[fontsize="14"]Taijutsu[/fontsize]

[fontsize="14"][Disciplines][/fontsize]

[fontsize="12"][Slashing]</COLOR><COLOR color="blue">
E Rank

D Rank
Cross Rip (m)

C Rank

B Rank
Steel Weaving (m)
Kill Driver (m)
Lotus Flower (m)
Executioner (m)

A Rank
Zantetsuken (m)
Higuma (m)
Annihilation (m)


[Unarmed]
E Rank

D Rank

C Rank

B Rank

A Rank


[Buffing]
E Rank

D Rank

C Rank
Chakra Extension (m)
Shadow Dance (m)
Gather (m)

B Rank
Unbound (m)
Endure (m)
Anabolic Frenzy (m)

A Rank
Insatiable Hunger (m)
Devastating Aura (m)
Awakening (m)
Limit Break (m)
Unleash (m)
[/fontsize]

[fontsize="14"]Genjutsu[/fontsize]

[fontsize="14"][Basic Genjutsu][/fontsize]

[fontsize="12"][Will]<i></i>
Lv. 1 Impaired Focus
Lv. 2 Intimidation
Lv. 3 Amnesia
Lv. 5 Betrayal

[Kinetic]
Lv. 2 Vertigo
Lv. 4 Phoenix Embrace
Lv. 5 Crippled

[Visual]
Lv. 2 Clone
Lv. 2 Distortion
Lv. 5 Verse of Darkness
Lv. 5 Body Double

[Audial]
Lv. 1 Hymn of Nature
Lv. 1 Drone
Lv. 3 Insidious Voice[/fontsize]

[fontsize="14"][Advanced Genjutsu][/fontsize]
[fontsize="12"][2 Senses]<i></i>
Advanced Clone [Visual/Audial]
Sandstorm [Kinetic/Visual]
Vision of Hell [Visual/Audial]
Slowed Perception [Kinetic/Will]
Paranoia [Will/Visual]

[3 Senses]
Trauma [Will/Visual/Audial]
Curse of The Leper [Will/Kinetic/Visual]
Mist of Deceit [Will/Kinetic/Visual] *unavailable*
Ephemeral [Will/Visual/Audial]

[4 Senses]
Reflective Hallucination [Will/Kinetic/Visual/Audial]
Mind Shatter [Will/Kinetic/Visual/Audial] *unavailable*[/fontsize]
 

Current Ninpocho Time:

Back
Top