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 Chronicles Time:

NINPOCHO CHRONICLES v6.4.8 - "The We Are Still Here I Swear Update"

Metsu

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NINPOCHO CHRONICLES v6.4.8 - "The We Are Still Here I Swear Update"


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Good Morning Ninpocho (or Afternoon, I don't know your timezone). I apologize for the time between updates, going to try and make these happen more often from now on, my poor health has caused the delays.
  • Santaru and Chakra Attuned may choose to have a free OCR, or capability of changing anything within their existing character, during this time. Players wanting to change into Santaru or Chakra Attuned may also do so, but nothing else gets changed for free (no free Kinjutsu swaps for new Santaru). This must be started (it doesn't need to be completed) from now until the end of July 2023.
  • Deep Sea Contract is being removed, as it has now been split into 3. So anyone with the Deep Sea Contract may swap it for free for another standard contract. (Not Kami, Youkai, Elemental or Tsukomogami)
  • Any WC requirements will be ignored during this downtime; be they abilities, Kinjutsu or BL/CA.

Kinjutsu
  • Chimeiarashi
    • Disposable Impalement and Steelwind have notes to show they have synergy
Core Abilities
  • Battlesmith
    • Clarification that Trace Projection is not a weapon creation technique.
Bloodlines
  • Nara
    • Adding the ranks to the style I missed when I wrote it. My bad.
  • Seikon
    • Particle Disruption updated to a technique, to be closer to the main format BLs follow..
  • Santaru
    • Now with branches
  • Inuzuka
    • New contracts means new zodiacs.
Techniques
Augments
UBR Updates
  • Airborne Status
    • A Target with Airborne Status cannot be targeted with Melee Acc unless the User also has Airborne Status. The Target also has a -4 Dodge vs Ninjutsu or Ranged Accuracy,
  • Subtypes
    • Adding definition of Types and Subtypes
  • Caps and Limits + Misc Rulings UBR notes
    • Just cleaning up redundant entries and making it cleaner
  • Order of Operations for Techniques
    • Clarification on how damage and other effects are applied to techniques. Bleeding, Called shots and Suppression are now “Primary Effects” and are not affected by +% Secondary Effect buffs.
  • Comboes
    • Combo’s work slightly differently now, its an update to how the timing works.
Contracts
Abilities
 
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Disposable Impalement – Kinjutsu Ability
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Chimeiarashi often leaves a weapon impaled into an opponent after striking, the time it takes to pull it out usually being longer than it would to simply move on to the next foe and strike them down. This presents some curious upsides in that if your opponent didn’t die this could make them wish they had.

Information
Prerequisites: Chimeiarashi

Effect: The user may lower the base damage of a Taijutsu Technique by -15% to Impale the target with the weapon used. A target that is Impaled has +10% Bleed Chance and after 10 seconds has their Bleed Rank increased by 1.

Notes:
  • The weapon used to cause the Impaled status is not usable while the target is Impaled.
  • When the weapon is removed the Impaled status ends, and the weapon is dropped.
  • A target can be Impaled by multiple weapons, the Bleed Level increase does not stack.
  • The Impaled Status can be removed for 1 AP. This may be done by the user or the Impaled target, removing all weapons Impaled in the target.
  • When the Impaled Status is removed, if the target was Impaled by 5 weapons, their Bleed Level increases by 1.
  • This technique uses Basic Strike Damage as per the user’s OOC rank.
  • Removing the Impaled Status causes Basic Strike Damage from each Weapon, with a +10% bleed chance per weapon removed (3 weapons removed would deal 450 Physical Damage with a +30% Bleed chance at S-Rank)..
  • When the user removes the Impaled Status, they may choose one weapon’s augments to apply to this damage. If the target removes the Impaled Status, no augments will apply.
  • Raising a target’s Bleed Level by removing the Impaled Status may happen once per 10 seconds.
  • An Impaled target cannot have their Bleed Rank lowered while Impaled.
  • A target can only be Impaled by a maximum of 5 weapons at a time.
  • May not be used with Weapon Creation Techniques except Armiger Arsenal
  • If the user makes an attack using multiple weapons, each weapon can be used to Impale the target(s).

Steelwind – Variable Taijutsu
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A Chimearashi is a master of multiple weapons, and no skill shows that better than this. By utilizing expert control, they can attack with multiple weapons at once, looking like a whirlwind of blows.

Information
Prerequisites: Chimeiarashi

Rank 1/2: The user makes two attacks each with 4/5 different weapons from their inventory at +1 accuracy against a single target.

Special Action - Enforced Harakiri: The user may pay +20% CP to use any weapon currently causing the Impaled status on the target for Steelwind. Each weapon used this way applies +5% Bleed Chance. This does not end the Impaled Status.

Cost: 2.25 AP 680 CP

Notes:
  • This technique uses Basic Strike Damage as per the user’s OOC rank.
  • The user draws and sheaths the weapons used for Steelwind for no cost.
  • All augments apply as normal.
  • May not be used with Weapon Creation Techniques except Armiger Arsenal
  • The user may Impale the target with each weapon used for Steelwind if using the Disposable Impalement kinjutsu ability.

Chaos Witch
The mind of a witch is a terrifying place. The lines of imagination and reality easily become blurred as the witch embraces the powers of chaos and ignores the laws of reality. Chaos Witches are able to take their very thoughts and summon them into existence or make their enemy's attacks fade from this world like a memory. Stepping out of the realm of what is normally possible and into the world of the impossible the Chaos Witch is a terrifying source of what can only be described as magic.
Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank. 7 Genjutsu Mastered and 5 Ninjutsu Mastered.

Effect: You gain the following:
  • The user gains the Elemental Illusion Ability and will not take up a slot.
  • The user gains access to the Madness Slot Genjutsu sense slot.
  • The user may apply half their current Ninjutsu Accuracy bonus to any Genjutsu DC or Check. Stacks with the user’s Genjutsu bonuses.
  • The user receives +1 Genjutsu DC and +5% Secondary Effect per consecutive Ninjutsu used before casting a Genjutsu, max +3 DC and +15% Secondary Effect.
  • The user receives +1 Ninjutsu Accuracy and +5% Ninjutsu Damage per consecutive Genjutsu used before casting a Ninjutsu, max +3 DC and +15% Ninjutsu Damage.
Notes
  • The increased DC and Secondary Effect chance are lost if a non-Genjutsu technique is used after consecutive Ninjutsu techniques.
  • The increased Accuracy and Damage are lost if a non-Ninjutsu technique is used after consecutive Genjutsu techniques.

Growing Madness - Kinjutsu Ability
Deceit and lies are what bring many of us into mental instability. The Chaos Witch is able to impose those fears and anxiety into the mind of their enemies as they force their opponents to question what is real and what is false. Blurring the lines of Illusions and Reality, the Chaos Witch is able to force their opponent's mind to relive their ninjutsu attacks over and over until just the memory becomes triggering.

Prerequisites: Chaos Witch.

Effect: The user gains the ability to convert any Offensive Ninjutsu Technique into a Madness Technique. Madness Techniques work as follows:
  • May only target the Madness Genjutsu Sense Slot.
  • Maintainable Ninjutsu Techniques may not be used.
  • Madness Techniques deal 30% of the Ninjutsu Techniques damage once every full 10 seconds this technique is maintained.
  • This technique may be maintained for 30 seconds at the cost of 30% of the original Ninjutsu's CP cost
  • A Ninjutsu technique converted by Growing Madness is changed to a Genjutsu and will follow all Genjutsu rules, using the user's Gen DC for all related attack rolls and checks
  • Madness techniques receive Ninjutsu Damage buffs and not Genjutsu Damage buffs the user may have.

Blatant Denial - Kinjutsu Ability
Lying to others is one thing, but creating a false world for yourself is another level of madness. The Chaos Witch is able to distort their own senses to create euphoric experiences for themselves as they walk through life living in their own falsehoods, as why would you live in an imperfect world when the world of your imagination is so much better?

Prerequisites: Chaos Witch

Effect: The user may target themselves with a Genjutsu of any Sense for +20% CP cost, this will fill the user's Madness Genjutsu Slot and will invert all effects of the Genjutsu into an equivalent bonus for the user and heals the user for 50% of the damage the Genjutsu would have dealt.

Special Action - Shared Lies - For an additional 0.5 AP cost the user may target an ally with an Inverted Madness Technique, but the Inverted Genjutsu only heals 25% of the damage per round and the buffs are halved.
  • If the Genjutsu technique used is maintainable the Inverted Genjutsu's damage per round heals for 50% of the damage per round maintained.
  • The Inverted Genjutsu grants Positive Buffs instead of Negative Debuffs. So if a Genjutsu would inflict -2 Dodge, the Inverted Genjutsu would grant +2 Dodge.
  • The Inverted Genjutsu will cause any automatic effects or percentage chances to convert into equal positive effects and chances. Eg. if a Genjutsu would grant the user +10% chance to inflict a bleeding rank, the user now has a +10% chance to recover a rank of bleeding. If a Genjutsu would cause a target to automatically receive Called Shot rank, the Inverted Genjutsu would remove a Called Shot rank from the user instead.
  • Any Secondary Effect that would apply are inverted to a flat -5% chance for any Secondary chances to affect the user. If a Genjutsu would cause the target to have an 18% chance to be unable to select their targets, they now have a -5% chance to be affected by any Secondary Effect.
  • Any effects that modify Max AP, AP cost, or AP timing are ignored.

Reality Bender - Madness Genjutsu
Being able to warp the perception of those around themselves, the Chaos Witch can causing catastrophic psychological trauma by causing their foes to see and feel an abundance of destruction and pain striking them over and over. Filling the mind of their enemies with a warped and distorted perception of the Ninjutsu techniques the Chaos Witch knows by forcing the powerful elemental attacks to become illusions only experienced by their targets.

Prerequisites: Chaos Witch and Growing Madness

Effect: The user selects up to 3/4 AP worth of Offensive Ninjutsu Techniques to cast together as a Genjutsu Technique at an additional -2 DC, dealing 25% of the combined damage per round. The user selects one Primary and one Secondary effect from the Offensive Ninjutsu Techniques to apply.

Special Action - Atrophy Pulse: For +20% CP cost the user may target an additional target at -3 DC and -20% Damage. The user may then target +1/2 further additional targets at -4 DC and -30% Damage. Eg. If the Reality Bender Jutsu is at -1 DC and deals 1000 damage a round, the second target will be targeted at -3 DC and deals 800 damage a round, the third and fourth target is targeted at -4 DC and deals 700 damage a round.

Costs:
Rank 1 Cost: 2.5 AP and 480 CP, 240 CP per round to Maintain
Master Rank Cost: 2.5 AP and 600 CP, 300 CP per round to Maintain

Notes:
  • This Technique has a 10 Second Cooldown after use
  • This Technique may be maintained for up to 30 Seconds
  • This does not count as a use of a combo
  • The combined Ninjutsu Accuracies are averaged out, rounded down, by the number of Jutsu being combined in this way and then that average accuracy is converted into a DC. If the user is combining 3 Ninjutsu with +2, +1, and +0 the average Acc is +1. That +1 becomes a +1 DC, then takes an additional -2 DC for a grand total of -1 DC.
  • Primary and Secondary percent chances of the selected Ninjutsu Techniques are halved.
  • Reality Bender receives Ninjutsu Damage buffs and not Genjutsu Damage buffs the user may have.

Thoughts Given Form - Non-Elemental Ninjutsu
What they give they can also take back, having spend much of their time learning to convert reality into lies and illusions it only makes sense for the Chaos Witch to be able to reverse the effects as well. Pulling creations of illusions into reality the Chaos Witch can create unfathomable terrors to attack those around them from their own imagination.

Prerequisites: Chaos Witch and Growing Madness

Effect: The user may convert any currently maintained Genjutsu techniques on the target into a Non-Elemental Ninjutsu at -2/-0 Acc, dealing 3 times the per round damage of the combined Genjutsu techniques. The user selects one Primary and one Secondary effect from the Offensive Techniques to apply for 10 seconds.

Special Action - Sharing the Madness: If the user is maintaining Reality Bender Madness Genjutsu when this technique is used the user may add +20% CP cost to convert only Reality Bender. This will have the Ninjutsu used with Reality Bender deal 75% of Ninjutsu's combined base damage. The user may choose one Primary and one Secondary effect from Reality Bender's Ninjutsu Techniques to apply when using Sharing the Madness.

Costs:
Rank 1 Cost: 2.5 AP and 1200 CP
Master Rank Cost: 2.5 AP and 1500 CP

Notes:
  • This technique cannot be maintained.
  • The combined Genjutsu DCs are averaged out, rounded down, by the number of Jutsu being combined in this way and then that average accuracy is converted into a Ninjutsu Accuracy. If the user is combining 3 Genjutsu with +2, +1, and +0 the average DCis +1. That +1 becomes a +1 Ninjutsu Acc, then takes an additional -2 Acc for a grand total of -1 Acc.
  • Primary and Secondary percent chances are halved.
  • Thoughts Given Form receives Genjutsu Damage buffs and not Ninjutsu Damage buffs the user may have.
  • The Genjutsu converted for this technique are no longer maintained and immediately end.

Cloaked in Madness - Non-Elemental Ninjutsu
Being the physical body of chaos and madness causes the Chaos Witch's appearance to warp and shift to obscenities that nearly rival the eldritch terrors. As chakra based Ninjutsu approach the pure madness that has cloaked the Chaos Witch it often dissipates into nothing more than a thought or memory that the Witch can hold in their mind, but just like a grudge, these attacks are not easily forgotten and can be returned in kind.

Prerequisites: Chaos Witch, Growing Madness, and A-Rank

Effect: While this technique is maintained, the user may reflexively convert an enemy's Ninjutsu technique that hits them into a Genjutsu filling an empty sense slot of the user's choice. When a Ninjutsu is converted this way its damage, primary and secondary effects are not applied at the time. For every full 10 seconds, the converted Ninjutsu remains in the sense slot the Ninjutsu's damage is lowered by 20/30%. If the user is targeted by a Genjutsu in the occupied sense slot, the Ninjutsu is removed from the sense and the user takes the reduced damage and any primary and secondary effects of the converted Ninjutsu.

Special Action - Rejected Truths: The user may use Ninjutsu stored in their Genjutsu slots for the Thoughts Given Form technique at +25% CP cost.

Costs:
Rank 1 Cost: 3 AP and 2200 CP, 1100 CP/rnd
Master Rank Cost: 3 AP and 2750 CP, 1375 CP/rnd

Notes:
  • This technique may be maintained for up to 30 seconds.
  • This technique has a 5 second cooldown after each Ninjutsu is converted.
  • This is a Chakra Armour Technique
  • The special action may only be used once per use of this technique.
  • If Cloaked in Madness ends or is no longer maintained then the user will take any converted Ninjutsu Damage immediately, applying any accrued damage % reduction.

Manifested Madness - Non-Elemental Ninjutsu
Creating a new world that does not follow the laws of this reality causes the Chaos Witch near unlimited power. With no more than a fleeting thought their illusions create powerful and random surges of elemental powers that lash out at anyone within this marble of altered reality. The more power the Chaos Witch surges into their Genjutsu the more violent and destructive the surges of elemental energy become.

Prerequisites: Chaos Witch and S-Rank

Effect: Creates an arena that can target up to 3 targets and the user. While within the arena, any Genjutsu the user casts or maintains will create a Ninjutsu technique with a random Element and matching Secondary Effect from Elemental Illusion dealing 50%/75% of the damage the Genjutsu and 15/20% chance of the Secondary Effect, for each target in the arena. Eg: The user casts Death's Anthem dealing 2850 Illusionary damage. This then creates a random element Ninjutsu, lets say Lightning, for each target in the arena, which will deal 1425 Elemental damage and have a 20% chance to cause the hit target's actions to cost +10% AP.

Special Action - Targeted Reality: For 0 AP the user may choose a single target for any Ninjutsu created this way.

Special Action - Certain Point of View: For 0.5 AP the user may choose a single element for any Ninjutsu created this way.

Costs:
Rank 1 Cost: 4 AP and 4200 CP
Master Rank Cost: 4 AP and 5250 CP

Notes:
  • This is an arena technique.
  • This Arena lasts 30 seconds and is not maintained in any way
  • Ninjutsu techniques created this way cannot be maintained.
  • Ninjutsu techniques are only created from maintained Genjutsu once.
  • Maintained Genjutsu Techniques create the Ninjutsu Technique when the arena is created.
  • Attempts to enter/exit this technique cost 2 AP, making a Genjutsu check against the User.
  • Failed attempts to enter/exit this technique will cause a random maintained genjutsu that is not already affecting the target to affect the target.
 
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Trace Projection - Buffing Taijutsu (1 point, 1 to rank up)
Restriction- A-Rank and up
Normally to craft a weapon, a smith sketches out a blueprint with their preferred drawing implement before endeavouring to bring it to life through hard work and skill. A Battlesmith can temporarily ignore this limitation, creating the blueprint out of nothing and turning that into the weapon itself in an instant before striking. This has a cost, however--a weapon made this way is only good for a single attack. Of course, there's always more where that one came from.
Rank 1/2: Once this is activated, the user is able to form a new weapon with each weapon attack they make. These weapons are created just as the user attacks with them (meaning as they attack, not when they begin preparing the attack), and break upon completion of the attack. These weapons use the normal Weapon Creation rules with the exception of gaining +0/1 accuracy over normal weapons, and may also copy augments from any of the user's owned weapons. The user may also choose effects from the below effect list, at the cost of one augment slot each, at rank 2 the first augment below does not take a slot.
  • Copy Combo: This attack may be combo'd with any taijutsu of equal or lesser rank.
  • Pinpoint Strike: The attack from this weapon always have +1 Critical range, even if the target has reduced or negated critical range.
  • Mimic Align: The weapon's attack will use the effect of an alignment of the user's choice (Alignment Rules), but will not be treated as that alignment. (Meaning the user does not shift to that alignment, nor do they deal increased/reduced damage to other alignments.)
  • Flicker Shield: The next attack targeting the user has a -10% chance of secondary effect success rate.
  • Armor Enhancer: On a Full Hit you negate the first +5% buff to all incoming damage.
  • Stolen Voice: After this attack, the user has +2 gen save for 10 seconds. This has a 10 second cooldown.
  • Unerring Aim: This weapon ignores accuracy penalties on the jutsu it is used with.
  • Long Reach: This attack may target Airborne opponents normally.
  • Aura Burst: If this attack causes a partial hit, the user can redirect the lowered damage to another target at -2 accuracy.
  • Spirited Aim: If the user has Battle Spirit active, this attack bypasses blind shot checks. If this attack hits, it does not knock the opponent out of stealth.
Cost: 2.75 AP, 2060 CP, each weapon costs 200 HP
Notes:
  • This is not a Weapon Creation Technique.
  • May be maintained for up to 30 seconds.
  • The user must specify the full weapon they are using with each weapon attack during this jutsu, or else anything unspecified will be assumed to be the same as the previous weapon. (Meaning weapon type, attributes, accuracy, damage, augments, and any applicable effects from the Effect List.)
  • If the user has an equipped weapon, it is sheathed for 0 AP when this jutsu is activated. If the weapon is from a Weapon Creation jutsu, it is dispelled.
  • The user may use and keep active weapon effects such as Chakra Extension and Elemental Channeling for as long as they choose while this is active with no disruption when the weapons dispel.
  • If the user is in Warforged Style while this jutsu is active, its effect applies with newly created weapons the same as it would freshly drawn ones.

Chakra Attuned
The Chakra Attuned are ninja who excel at creating and molding chakra, able to summon up the power for a jutsu in a snap. It is said that those who are Chakra Attuned just plain have more chakra stored up in them than others, and this copious amount of spare power allows them to experiment and train in ways others could only dream of.

One-Handed Seals - Passive (3 points)
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 to harness the ability to cast even while holding something else.
Effect: The user is able to perform all Jutsu handseals with one hand at -10% CP cost. When performing Ninjutsu or Genjutsu, the user is no longer required to drop or sheath any items or weapons they are holding.

Normalize - Passive (3 points)
Chakra Attuned users like to say their chakra is pure, rather than twisted toward one particular element. Some of them take this to extremes, making their chakra tuned toward no elements at all, claiming the increased versatility is much more worthwhile--even if it can cost them certain benefits.
Effect: All Ninjutsu the user casts are considered Non-Elemental. The user's Ninjutsu deal +10% damage.
Note: This does not allow converted Ninjutsu to use Affinity Moves or other techniques that they can only use for Non-Elemental Ninjutsu, but does cause them to ignore both positive and negative effects that would affect their original element. (Ex. A Water jutsu cast by someone with Normalize would ignore the penalties from Heat Wave, but would also ignore the benefits of Rain Dance) This will only effect the damage type of the Jutsu and not change its subtype to NE.

Pressure - Passive (2 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.
Note: Targets are chosen at the beginning of the battle, and may be switched or added between rounds as long as they do not exceed the limit.

Strike the Spirit - Dependent Special Move (3 points)
Having an abundant control of their chakra gives the Attuned insight on the multifaceted sides of Chakra Theory that stumps even those who spend their lives studying it. By altering the way their chakra is molded, a Chakra Attuned can turn their Jutsu into ravenous energy that can consume the chakra of all that it touches.
Effect: When casting a Ninjutsu, the user may choose to target CP instead of HP. Half the CP damage done is restored to the user. Only Chakra Attuned damage buffs apply to a Ninjutsu cast this way. Requires 20 seconds of cooldown after use.
Note: If the Ninjutsu cast hits more than one target, CP restored is based on the single target the most damage was done to.

Chakra Retainer - Passive (1 point)
The Chakra Attuned shinobi are known not just for their masterful control, but also for their seemingly endless wells of power that allow them to preform multiple high-level jutsu at a staggering rate.
Restriction- May be purchased up to two times
Effect: +10% damage reduction against CP damage and +3 CP modifier

Empower - Dependent Special Move (2 points)
Just like how a martial artist can change the strength of their strike just by breathing, so can the Chakra Attuned shinobi alter the strength of their Jutsu by simply altering their molding process.
Effect: The user may add +10% damage to any Ninjutsu at the cost of either -1 Accuracy or +10% CP. Requires 5 seconds of cooldown after use.

Invigorate - Ability Modification (2 points)
As if having 'nigh infinite wells of chakra weren't enough, Chakra Attuned shinobi can somehow find some more. Even those who specialize in devouring chakra may find an Attuned shinobi too big a meal.
Restriction- Must have Hyperactive
Effect: The effects of Hyperactive are increased to 6% per round. The user may spend 0.5 AP at the start of the round to recover 20% of the CP lost the previous round.

Magic Missile - Dependent Special Move (2 points)
Upon seeing an opponent's chakra signature even once the Chakra Attuned are capable of sending missiles of pure energy at their opponent that never miss their mark; as the energy sent out is akin to a bloodhound, but for chakra.
Effect: The user may make a basic strike as a Non-Elemental Ninjutsu Technique that ignores stealth, clones and barriers. This technique cannot be buffed or debuffed in any way, cannot be auto-dodged, and carries no secondary effects. Costs 0.5 AP and requires a five second cooldown after use.

Prism Shield - Jutsu Modification (3 points)
Restriction- Must have Chakra Shield
Attuned to their Jutsu in ways that breaks comprehension, these shinobi can further fortify any number of jutsu to be stronger in all aspects. However, non are as grandoise as the ability to maintain a shield wall made of chakra as easily as breathing, and to keep them infinitely strong baffles even the strongest of minds.
Effect: When activating Chakra Shield, the user may opt to add a maintain cost of 50% of the activation CP cost (paid the beginning of the next round as normal) in order to have the shields automatically refresh themselves the next round. Refreshed shields may only be used defensively with the Special Action, will automatically do so against any damage aimed at the user once refreshed until depleted, and will not last past this second round. This has a 15 second cooldown after the initial cast before it may be used again.

Life Sap - Dependent Special Move (3 points)
Not to be satisfied with just their own infinite reserves of chakara, the Attuned have completed a viscous technique that can force others to pay for their Jutsu. This is often done nefariously by breathing in deeper before casting a Jutsu, pulling from the very chakra signature that naturally leaks from most shinobi.

Effect: The user makes a Ninjutsu Check at +1 against their target. If they pass, the target pays for 50% of the CP cost of the user's next technique, calculated before any of the user's CP cost reduction and without taking any of the target's into account. This has a 10 second cooldown after a successful use before it may be used again.
Note: If the technique is offensive, the target affected by Life Sap must be selected as the target, or one of the targets if it has multiple. If the technique is non-offensive, the user may select a target as normal.

Burnout - Independent Special Move (3 points)
Manipuilating the coils of their own body has become so second-hand that they can now alter the flow of others. Done not by striking specific pressure points, but by insidiously injecting their own chakra into the body of an opponent simply by being in their presence. Whenever they feel like it, a Chakra Attuned can turn this chakra on like a switch; often reversing the opponent's ability to mold chakra.

Effect: The user targets up to three targets. Any CP cost reduction these targets have is inverted for 15 seconds, changing instead into +CP cost. This costs the user 3% Max CP, uses Ninjutsu Accuracy, and cannot be used again until the previous instance has worn off. Targets successfully affected gain +1 Dodge to successive attempts of Burnout against them, capable of stacking.

Chakra Supernova - A-Rank Non-Elemental Ninjutsu (1 point, 1 to rank up)
Restriction- A-Rank and Up
The ultimate technique in any shinobi's repertoire tends to be something flashy and strong; Chakra Attuned have found the need for only the latter. Like pulling a single string to unweave a web the Chakra Attuned can turn the very fuel every ninja uses to fight against them. This is done by infecting their opponent's chakra on a cellular level with their own before commanding it to force an opponent's body to treat their own natural energy as an invading force.

Rank 1/2: The user selects up to three targets. Each target loses 5% Max CP. This CP damage is then converted into HP damage at a 1.5:1/1:1 ratio on the same targets. This damage cannot be boosted or reduced in any way.

Special Action - Neutron Glitch: The user may choose to target all targets on the battlefield, including allies, by negating their CP cost reduction (or, if they have none, adding +20% CP cost). If this is done, the user's CP cost reduction does not apply for an additional five seconds after the completion of this technique.

Rank 1 Cost: 3 AP, 2200 CP
Rank 2 Cost: 3 AP, 2750 CP

Notes:
  • Damage for this cannot be less than 3000 or more than 5000 at Rank 1, and cannot be less than 4000 or more than 6250 at Rank 2.
  • At all ranks, both CP drain and damage are dealt at +0 accuracy.
  • If the user has Pressure and it is working against any of the targets, those targets cannot recover CP leeched by this technique.
  • This technique cannot be combined with any Special Moves.
  • This Technique has a 10 second cooldown after use.
  • Neutron Glitch has a 20 second cooldown before it may be used again.
 
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Nara

Shadow Tactics - Bloodline Style
The Nara have a unique affinity to shadows and shade of all types, and by simply remaining within the cover of shadows, they are able to manipulate them to assist themselves naturally, the Nara becoming stronger, so long as they remain within the cover of darkness.
Rank 1/2/3: The user gains the following bonuses dependent on the battlefield’s Visibility and the styles rank. Rank 1 the user gains bonuses at Bright and Average, Rank 2 unlocks Dim and Dark, and Rank 3 they gain access to Pitch Black.
  • [Bright] +2 accuracy
  • [Average] +1 accuracy/-5% cp cost to shadow techniques,
  • [Dim] -10% CP cost to shadow techniques.
  • [Dark] +1 accuracy/-15% cp cost to shadow techniques.
  • [Pitch Black] May convert any shadow technique into an AoE targeting up to 3 targets for -20% base damage.

Cost: 0.5AP
Notes:
  • If the user possesses the ability Stalker the visibility will count as one higher in the users favor for the purposes of this style.
  • Counts either as Chakra or Physical Style. Must be declared upon entering.
  • Each rank of the style grants access to the bonuses granted from the rank before.

Medusozoas:
Ancient Regeneration
- At the start of each Round, the User reduces their Bleed Rank by 1.

Cephalopods:
Abyssal Pressure
- The user may automatically pass a Blindshot check once per 10 seconds. This does not break the target out of stealth.

Fish:
Swim Fast - The first Full Hit of each round against the User is considered a Partial Hit.

Crustacean:
Mighty Pinch
- Ignores up to 25% of the Opponent’s DR
 
Last edited:

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

Rank 1: The next offensive Ninjutsu the user casts gains +1 accuracy, and bypasses all barriers.
Rank 2: For the next 5 seconds, Offensive Ninjutsu the user casts gains +2 accuracy, and bypasses all barriers and Damage Reduction.
Rank 3: For the next 10 seconds, Offensive Ninjutsu the user casts gains +3 accuracy, and negates all barriers and Damage Reduction, destroying them and dealing normal damage to the target.

Cost: 2.5 AP, 730 Cp,

Notes:
  • At all ranks, the damage done by the affected attack cannot be reduced or blocked by any means.
  • This technique requires a 10 second cooldown after use
  • Only maintained/activated Damage Reduction is destroyed; passive Damage Reduction is only negated until after the next attack hits the target. (Rank 3 only)
  • If the target(s) struck lack barriers and Damage Reduction, the affected Ninjutsu instead deals +10% damage.
 

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Santaru
The oldest and most prodigious clan originating from the Hidden Cloud Village, The Santaru are a proud people with the unique ability to control electricity. Long have they been feared by others because of this trait, yet, few can stand against their mighty bolts of energy they summon from the sky. Though they are attuned to storms in general, by far they have a much more strengthened affinity to Lightning and electricity of all types, their eyes brightening with an electric neon glow whenever their powers are in use. Subconsciously they tend to emit unnoticeable electromagnetic waves, enough to leave the hair on your neck stand up and leave goosebumps on those nearby. Yet, when angered, their powers become so great, that often it is beyond their ability to control.

Note: All Santaru Techniques are considered Storm Techniques.

084 PL - Storm Manipulation (Rank 1), Gathering Storm (Rank 1)
168 PL - Call of the Storm (Rank 1)
252 PL - Rejuvenating Storm (Rank 1)
336 PL - Call of the Storm (Rank 2)
420 PL - Storm Manipulation (Rank 2), Rider of the Storm (Rank 1)
504 PL - Gathering Storm (Rank 2)
588 PL - Call of the Storm (Rank 3), Rejuvenating Storm (Rank 2)
672 PL - Storm Manipulation (Rank 3), Rider of the Storm (Rank 2)
756 PL - Rejuvenating Storm (Rank 3)
840 PL - Gathering Storm (Rank 3), Rider of the Storm (Rank 3)
---
Storm Manipulation - Passive
Called by some as “The Storm Bringers”, Santaru are all born with the ability to control the very sky itself. This natural ability is something many children of the clan do by accident before they learn to control their chakra, as it leaks out due to emotional changes that will directly change the weather based on their mood. While many grow out of this, learning how to control this power naturally teaches them how to also change other Ninjutsu into powerful storms.

Rank 1/2/3: May convert Lightning and Water Techniques into Storm Techniques by paying an additional 20%/10%/0% Chakra Cost.
Notes:
  • The User automatically has access to the Storm Advanced Element.
  • Partial hits from Techniques converted into Storm Techniques are treated 1 rank higher.
---
Electrokinesis - Passive
One of the most unique traits a Santaru has, even as a child, is a certain special magnetization of their chakra. This starts off as simply having metal objects stick to their skin, and it is with this early life event that a parent of a Santaru child knows it's time to train them in controlling their power; or else metal objects will begin to fly through the house. Due to this, they naturally have a way to empower ninjutsu by pushing their attuned chakra with this natural magnetic force and gives them the ability to naturally repels projectiles aimed at them.

Rank 1/2/3: The User gains +5%/+10%/15% Damage for Storm Techniques. The User also gains the Deflection ability, which does not take up an ability slot.
---
Gathering Storm - Santaru Bloodline Style
By attuning their chakra to manipulate the elements of Lightning and Water in different fluctuations, a Santaru’s constant casting of Storm Ninjutsu blesses them with small orbs of energy that condense into such a form as a result of the constantly shifting the electrons in the air caused by such attacks. The Santaru consider these orbs “Blessings of Raiden”, as they can be seen, touched, and used by the Santaru themselves to empower a number of natural abilities and their Kekkei Genkai.

Rank 1/2/3: Upon entering this style, the user may choose which Gathered Storm is active. When the user casts a Storm Technique they gain a Storm Orb, which can be spent the following ways:

  • Gathered Storms
    • Distant Thunder: The user casts a Storm Technique and it is delayed by 5/10/15 seconds, techniques delayed in this way get +1 Acc/+5% damage per Storm Orb spent
    • Eye of the Storm: For user gains +1 Dodge and +5% deflection chance per Storm Orb spent.
    • Sudden Squall: Storm Techniques the user cast are modded as 0.25 AP faster per Storm Orb spent.
Cost: 0.5 AP

Notes:
  • Counts as either a Chakra or Physical Style. Must be declared upon entering.
  • The user may spend a Storm Orb to change Storms.
  • The user may hold up to 3 Storm Orbs at a time. Upon selecting a bloodline branch, this increases to 6.
  • Eye of the Storm’s buff is active until the user changes to another Gathered Storm, and caps at +6/+30%.
  • Sudden Squall's AP timing reduction caps at 0.5 AP.
---
Rejuvenating Storm - Storm Ninjutsu
Many shinobi who specialize in certain elemental prowess tend to have an upper edge in combat depending on where they are fighting; known as the “home field advantage.” Santaru, however, have no such weakness. They carry on their back the weather of their homelands and are always at an advantage in any battle due to this.

Rank 1/2/3: Targets up to 3 Allied Targets at +0/+0.5/+1 Acc, Healing 1/2/3% Max HP.
Special Action - Storm's Ire: The user may instead target up to 3 Hostile Targets, dealing 300/400/500 damage instead of healing.
Cost: 1.5 AP; 250/450/650 CP. 125/225/325 CP per round.
Notes:
  • The user may spend 1 Storm Orb to maintain this technique.
  • While maintained, this technique is modded every 10 seconds.
---
Rider of the Storm - Storm Ninjutsu
Going into a fight with a Santaru has been considered by some to be akin to trying to punch a natural disaster. Like spitting into a hurricane, anyone who crosses the ire of someone who can manipulate the very sky often find themselves living in a nightmare of storms. The land quakes and fear strikes into the hearts of those who know the sound of battling thunder.

Rank 1/2/3: The Battlefield gains the following effects:
  • Attempts to strike up to 1/2/3 random hostile targets for 200/250/300 damage each.
  • Reduces the chakra cost of Storm Techniques by 5/10/15%.
  • Gives +6/8/10% chance of activating secondary effects of Storm Techniques.
Cost: 2 Ap, 600/750/900 CP, 300/375/450 CP and 1 Storm Orb per round.
Notes:
  • This is a Terrain technique.
  • This technique may be maintained for up to 30 seconds
  • While maintained, this technique’s damage is modded every 10 seconds.
  • Other Terrain Techniques must pass a Ninjutsu check at -2 Nin Acc against the user to overwrite this technique.
----
Tenki no Eshi - The Weather Painter
Among the Santaru are a special handful who are able to fully control their weather abilities with the practiced hand of a professional artist. Known as the Tenki-no-Eshi, or 'Weather Painters', these Kekkei Genkai masters are really the part of the clan you don't want to cross; lest your day be ruined by torrential downpours and thunderstorms. Their very presence on a battlefield is often marked by a rolling black cloud full of thunder and fury as they literally glide into a conflict.

924 PL - Master of the Weather (Rank 1), Stormweaver (Rank 1)
1008 PL - Tempest Targeting (Rank 1)
1092 PL - Stormweaver (Rank 2)
1176 PL - Master of the Weather (Rank 2), Tempest Targeting (Rank 2)
1260 PL - Updraft (Rank 1)
1344 PL - Master of the Weather (Rank 3), Stormweaver (Rank 3)
1428 PL - Updraft (Rank 2),
1512 PL - Dark Tempest (Rank 1)
1596 PL - Tempest Targeting (Rank 3)
1680 PL - Updraft (Rank 3), Dark Tempest (Rank 2)
1764 PL - Dark Tempest (Rank 3)
---
Master of the Weather - Passive
Weather Painters are a powerful kind of Santaru that can do more than just control the sky. They can shift the very terrain of battle to their whims and can do things with the weather that would make the uninitiated believe they are gods walking among mortals; to which, they often agree with.

Rank 1/2/3: The user may maintain 2 Terrain Techniques on the battlefield at once. The user gains +0/+1/+2 to checks in their favor when an ally or opponent attempts to overwrite a terrain technique.
Notes:
  • When an opponent or ally attempts to cast a Terrain Technique, the user may choose which of their techniques is overwritten if check is passed. The other remains on the field.
---
Tempest Targeting - Passive
Storm Orbs are a powerful tool in the arsenal of a Santaru already, but in the hands of a true artist of storms they become elemental mortar shells. Even a single orb used by a Weather Painter can turn a simple storm into a calamity that has the potential to wipe a town off the map and change the very face of the world.

Rank 1/2/3: Whenever the user consumes a Storm Orb, the next Storm Technique gains +1 target and -3/2/1 accuracy, increasing the cost by +5/10/15% CP. This effect does not stack.
---
Stormweaver - Storm Ninjutsu
Surrounding an enemy is an effective way to exhaust their resources, stamina, and is a valid tactic for eventually overwhelming a powerful foe. Not so for the Weather Painters. Control over a variety of weather events makes it so that no matter how many opponents these Santaru face, the enemy will never know what these weather shinobi be blasting.

Rank 1/2/3: The User makes a check against 1/2/3 Hostile Targets, with 2/4/6 hits per person dealing 175/220/260 Elemental Damage, at -1 Acc. For every 2 hits, the Hostile Target has -1 Acc and Dodge for 5 seconds. The user may spend a Storm Orb to make the debuffs last for 10 seconds.
Cost: 2.5 AP; 750/1000/1250 CP
Notes:
  • While Rider of the Storm is active, this technique deals +10% damage.
  • The Acc and Dodge Debuff caps at -3 Acc and Dodge.
  • This technique has a 15 second cooldown after use.
---
Updraft - Storm Ninjutsu
A storm technique performed yet again by altering the electrons in the air, this invokes a powerful gust of wind that smashes into targets with spontaneous force, and launches them into the sky with its sheer force. Perhaps this technique started rumors of the Santaru being able to fly, though one may wonder how safe using it on oneself may be.

Rank 1/2/3: When the user casts this technique and every 10 seconds this technique is maintained, they make a ninjutsu check against all targets in the battlefield. A successful check causes Airborne Status on the target for 5 seconds. While this technique is maintained, Targets with Airborne Status can use Melee Accuracy against other Airborne Targets.
Special Action - Riding the Wind: The user may give or remove Airborne Status from themselves by consuming one Storm Orb and spending 0.5 AP.
Cost: 2.5AP; 650/820/980 CP.
Notes:
  • This is a Terrain technique.
  • This technique may be maintained for up to 30 seconds
  • While this technique is maintained, Targets may voluntarily fail the check to gain Airborne Status.
  • The user may spend 2 Storm Orbs to make Airborne status last 10 seconds instead.
---
Living Storm- Storm Ninjutsu
The strength of the Tenki-no-Eshi is not something that is easily measured. To simply believe that creating weather events has been the hubris of many a Santaru's foe as their ability in controlling the very elements of the weather give them the talent to turn the storms they conjure into something that seemingly has a mind of its own. These storms are so fascinatingly alive that they even appear to protect the Santaru who create them or, even become one with them, making it nigh impossible for even most shinobi to tell the difference between the creator and the creation.

Rank 1/2/3: Creates a Living Storm with 5280/6600/7920 HP with -3 of the User's secondaries and 5 AP. The Living Storm can take the following actions:
  • Lightning Strike:: 1 AP - Does a basic strike 704/880/1056 Elemental Damage using Ninjutsu Acc.
  • Ride the Lightning: 1AP - The next A Rank or lower Offensive Storm technique is modded as taking 1 AP less timing, and may be comboed with another Offensive Storm Technique of the same rank or lower.
  • Generate Storms: X AP - May cast any Water, Lightning, Storm or Santaru Technique the user knows. Techniques cast this way automatically are under the effect of the Affinity Move Spread. The AP cost is equal to the Technique's AP cost.
Special Action - Clad in Lightning: By consuming all the user’s current Storm Orbs, the Living Storm's HP becomes temp HP for the user, and the user may use the Living Storms actions. For each Storm Orb Consumed, Clad in Lightning lasts 5 seconds, for a maximum of 30 seconds.
Cost: 3 AP and 3630 CP, 1815 CP/rnd.
Notes:
  • This is an Creation Technique
  • The Living Storm uses the User’s CP to cast techniques.
  • Each action taken by the Living Storm generates Storm Orbs, this includes while using the Special Action - Clad in Lightning.
  • When using the Special Action - Clad in Lightning, This is also a Chakra Armor Technique
  • When the Special Action - Clad in Lightning is active, The Living Storm may not use AP and the user does not gain the Living Storm's AP.
  • When using the Special Action - Clad in Lightning, the user must pay the CP costs for any techniques cast with Generate Storms.
  • Special Action - Clad in Lightning ends when the time is up, or the Living Storm's HP is depleted.
----
Inazuma no Ken - The Lightning Sword
While most Santaru are more than happy to use their god-like powers to overwhelm an opponent via sky control, there lies a section of the clan that are nearly as secretive as the shionobi they all claim to be. The Inazuma-no-Ken are a secret sect of warriors who have help guide the clan through subtle nudges and secret missions as they follow the path set before them by their savior and god, Raiden. Sometimes known as the Ronins of Raiden, these Santaru rarely work with other members of their clan, and concentrate their power into a smaller but far more versatile form to combat on the level expected of most shinobi.

924 PL - Shocking Presence (Rank 1), Sword of Storms (Rank 1)
1008 PL - Overclocking (Rank 1)
1092 PL - Sword of Storms (Rank 2)
1176 PL - Shocking Presence (Rank 2), Overclocking (Rank 2)
1260 PL - Storm Capacitor (Rank 1)
1344 PL - Shocking Presence (Rank 3), Sword of Storms (Rank 3)
1428 PL - Storm Capacitor (Rank 2),
1512 PL - Lightning Spear (Rank 1)
1596 PL - Overclocking (Rank 3)
1680 PL - Storm Capacitor (Rank 3), Lightning Spear (Rank 2)
1764 PL - Lightning Spear (Rank 3)
---
Shocking Presence - Passive
Instead of abusing the power of the sky and controlling their chakra into a limited form, the Inazuma supercharge the power gifted to them already via natural magnetism to shock opponents the moment they make contact; via by weapon or by defense. Like static electricity on steroids, this sudden zap can pop a weapon right out of an opponent’s hands.

Rank 1/2/3: Offensive Techniques that make Melee Contact against the User have a 5%/10%/15% chance to cause the attacker to drop their equipped weapon.
Notes:
  • The user is still hit by the Offensive Technique, the opponent drops the weapon after the Offensive Technique's completion.
  • This has a 5 second cooldown after triggering per Hostile Target.
---
Overclocking - Passive
For a true shinobi, speed is everything. Cutting an opponent down before they can move, shifting into position to counter attack before it can be seen, striking first; these are all mantras of the Inazuma that are taken to heart. Due to this being a core principle in their combat tactics, even their Storm Ninjutsu appear with such startling speed that often their storms becomes the surprise element needed to land the final blow.

Rank 1/2/3: Whenever the user consumes a Storm Orb, the next Storm Technique they use has it's AP timing reduced by 0.25 AP. Until they cast their next Technique, the user gains +0/1/2 Dodge.
Notes:
  • The Dodge bonus does not stack.
  • AP timing reduction does not stack past 0.5AP.
  • AP timing reduction does not stack with Gathering Storm.
---
Sword of Storms - Storm Ninjutsu
Originally named by the first secret sect of Inazumas, whom all used katana created from pure energy, this technique has since evolved to adapt to the user. Be it cladding their fists with heavy clouds filled with thunder or creating a kunai capable of calling down a torrent of lightning bolts to hit its intended target; it is easily one of the strongest weapons in an Inazuma's arsenal.

Rank 1/2/3: The user creates a weapon with 1/2/3 augments. This weapon automatically has the Special Composition: Storm augment which does not count towards the augment limit.
Special Action - Bottled Lightning: The user may consume a Storm Orb to cast Storm Ninjutsu Techniques using Melee Accuracy.

Cost: 2 AP; 550 CP, 275 CP per round to maintain.
Notes:
  • Sword of Storms is a Weapon Creation Technique.
---
Storm Capacitor - Storm Ninjutsu
It is said that the Inazuma-no-Ken are doubly blessed by Raiden by following his path into battle in the same manner their god would have. While many Santaru gain their Storm Orbs through just casting, these warriors have found the means by how they are created and focus their combat style to produce as many “blessings” as possible form their Lord. It is the only sign of difference before a fight starts as to what kind of Santaru an opponent faces, as the Inazuma literally glow with the amount of orbs that surround them.

Rank 1/2/3: The user generates 1/2/3 Storm Orbs. For the next 10 seconds, the user has no limit to how many Storm Orbs they may have. At the end of Storm Capacitor's duration any extra Storm Orbs above the user’s maximum are lost.
Cost: 2.5 AP, 800 CP
Notes:
  • This technique has a 10 second cooldown after use.
  • While Rider of the Storm is active, this generates 4/5/6 Storm Orbs instead.
---
Lightning Spear - Storm Ninjutsu
The Inazuma have a secret technique that is so overwhelmingly powerful that originally, only the head of the sacred order was allowed to use it. Created by their savoir Raiden and then mastered by the first order head Thunder God Ichi, this attack turns their stormy weapon into a chakra bomb fueled by the power of the heavens in the shape of a spear, which is then hurled towards the enemy at unimaginable speeds. The resulting explosion has been known to erase entire mountain sections when thrown by the most powerful of Santaru.

Rank 1/2/3: The user launches an attack using their Sword of Storms dealing 4000/4500/5000 damage at +1/+2/+3 Accuracy.
Special Action - Dragonkiller: The user may consume up to 10 Storm Orbs while casting this technique. Each Storm Orb consumed this way grants a +5% damage bonus to Lightning Spear. If 5 or more Storm Orbs are consumed, the Dragonkiller ignores DR.
Cost: 3 AP; 3000 CP
Notes:
  • Requires Sword of Storms to be active and equipped.
  • This technique can only receive damage buffs by using the special action. No other buffs can be applied.
 

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Inner Earth Reflection Lure said:
Inner Earth Reflection Lure
A skill which allows the user to merge with the earth around them, sinking beneath the surface by using their chakra to hide themselves. This is useful in helping the user escape notice and avoid detection, and can be an excellent tactic to use with clones. Though the user is able to sneak away from sight by the target, they must reveal themselves in order to attack.

Information
Prerequisites: - C-rank

Rank 1/2: The user makes a free Stealth check, and gains a Elemental Barrier with 1080/1350 HP. The user gains the barrier even if the Stealth check is unsuccessful.

Special Action - Double Decapitation: The User may attempt to Bind a target at -5/-4 Acc using Melee Accuracy. After using this special action, the user is no longer protected by the Barrier. This is a Physical Bind Technique with the Barrier Break Condition.

Rank 1/2 Cost: 630 Cp, 320 CP/rnd

Notes:
  • This technique may be maintainted for up to 30 seconds.
  • This is a Barrier Technique with the following exceptions: The user may be in stealth while behind this barrier.
  • While this technique is maintained, only Stealth Modifiers in the User's favour are applied.
  • While this techique is maintained if the user targets anyone other than themselves, the technique ends. If this is done with an offensive technique it will count as a sneak attack.
 

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Chakra Jumping
The natural progression of learning Chakra Manipulation, after a shinobi has mastered Tree Climbing and Water Walking techniques, the next step is to master using a burst of Chakra to take to the skies, if only briefly, giving them almost supernatural leaping abilities.

Information
Prerequisites: C-rank

Rank 1/2: Allows the user to apply the Airborne Status to themselves for the next 3/5 seconds. Rank 2 allows use of the special action.

Special Action - Falling with Style: This can be used reflexively to end the Airborne Status on the user.

Rank 1/2 Cost: 450/560 CP
 

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The Reaper's Gaze said:
A terrifying illusion that forces those who fall prey to this technique to see the terrifying gaze of the shinigami freezing them with fear.

Information
Prerequisites: A Rank

Rank 1/2: Cast at -1/-0 DC dealing 264/330 Damage per round. The target is bound and any maintained techniques the target is maintaining end.

Notes:
  • This technique can be maintained for up to 30 seconds
  • The target has a 15% chance to escape per every 2.5ap they use.
  • Does not effect those with the ability Fearless or who are otherwise immune to fear effects.
  • While bound the target cannot move as per the movement rules.
  • While maintaining this technique the user may not use any other offensive techniques against the bound target.
  • The bind is broken if the user takes 10% of their max HP in damage in a single round or the victim is attacked (victim suffers -3 Dodge against the attack)
  • The bind is broken if the user uses more then 10% of their Max CP in a single round.

Rank 1/2 Cost: 2200Cp, 1100cp per round
 

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Delayed Agony said:
Delayed Agony
A genjutsu technique that causes the body of the target to go numb and not feel the damage dealt immediately. Once the genjutsu wears off though, all of the pain and agony felt by the previous attacks seem to catch up all at once. This can be either a good or bad thing.

Information
Prerequisite: A Rank

Rank 1: Cast at -2 Gen DC dealing 1450/1815 Illusionary Damage. All damage and debuffs to the target is not shown on the mod for the next 10/20 seconds, and is now Illusionary Damage. Once the technique ends, all damage and debuffs are then shown on the mod. At Rank 2 this damage may be buffed by illusionary buffs.

Rank 1 Cost: 1210/1510 CP, 605/755 CP/round

Notes:
  • May be maintained for a maximum of 20 seconds.
  • The initial damage from this technique only occurs once, and is displayed in the mod normally.
  • Primary and Secondary Effects are still rolled for and occur, but are not shown until the technique ends.
  • Damage dealt is calculated with all applicable buffs (including Genjutsu Damage buffs) at the time the attack is made but the damage will not be shown until the technique ends.
 

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Silencer said:
Silencer - Basic Augment

Effect: Offensive Techniques with this augment equipped do not remove the user from Stealth.
Notes:
  • This requires a 10 second cooldown after use.
  • All copies of this augment the user has share the same cooldown.
 

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Dual Weapon said:
Dual Weapon - Basic Augment

Effect: Upon a Full Hit with a Offensive Technique using this augment, an additional check will be made with the same accuracy dealing additional Physical Damage equal to 15% of the full hit's base damage.
  • In the case of a Multi-hit Offensive Technique, only one bonus attack is made at the end, dealing 15% of the cumulative damage dealt by any full hits.
  • This additional check only deals damage; it does not inflict any other effects.
Note:
  • While equipped with a Dual Weapon, the user cannot perform one-handed seals or use the Nimble Hands ability.
  • Dual Weapon's additional check happens automatically after the triggering Offensive Technique ends. It costs no AP or CP, does not need to be declared and has no limit to how many times it can occur in a round.
  • This additional damage counts towards the Damage Buff Cap.
  • This additional damage cannot be buffed in any way.
  • A weapon with this augment cannot have the [Great Weapon] augment.

Great Weapon said:
Great Weapon - Basic Augment

Effect: Offensive Techniques using this augment still cause Primary and Secondary Effects on Partial Hits.

Notes:
  • While equipped with a Great Weapon, the user cannot perform one-handed seals or use the Nimble Hands ability.
  • A weapon with this augment cannot have the [Dual Weapon] augment.
 

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Airborne Status
A Target with Airborne Status cannot be targeted with Melee Acc unless the User also has Airborne Status. The Target also has a -4 Dodge vs Ninjutsu or Ranged Accuracy,

Technique Types
All Techniques have a type and subtype that go with it.

  • Technique Type and Sub Type examples
    • Ninjutsu
      • Wind Ninjutsu
    • Taijutsu
      • Slashing Taijutsu
    • Genjutsu
      • Will Genjutsu

Adding an Element to a technique using [Special Composition] or other means, would also change the subtype of the technique, for example:

Adding Wind Special Composition to a Slashing Taijutsu, would make it both a Slashing Taijutsu and a Wind Taijutsu.

Caps and Limits
The Buff Cap system works as follows:
  • All Stat Buffs are capped at +10/-10.
  • All Percentage Buffs are capped at +50/-50%
  • Damage Buffs stack with any Debuffs an opponent might have. eg: If the user has +35% Damage and the opponent is taking +20% damage, the damage done to the opponent will cap at 50% and NOT 55%
  • Percentage Buffs include Technique Secondary Effects, Bleeding, Called Shots and Suppression.

  • Round Within a Round Effects
    • Only one Round Within a Round Effect may be active at a time. Any attempts to use a second Round Within a Round Effect while another one is already active automatically fails.

  • Primary Effects
    • Regardless of the amount of buffs the user has, the chance to cause Bleeding/Called Shots/Suppression can not exceed 50% unless stated otherwise.
      • This also applies to attempts on healing the above.

  • Critical Range
    • The cap on critical range is +2, meaning anything higher is lowered. Initially, the critical range is just 20, but various abilities and effects can increase it by +2 making it 18-20, but it cannot get any larger than that.

  • Auto Hit/Auto Dodge/Auto Fail/Etc.
    • All auto-anything (auto-dodge, auto-hit, auto-fail, etc.) caps at 20% unless otherwise stated.
    • You may only use one Activated Auto-dodge per round. These cannot be used against Genjutsu unless the specifically state they may.

  • Hp/Cp Regain
    • You cannot passively gain or losemore than 15% of you Max Hp or Cp per round.
      • This only applies to % effects, such as bleeding, and does not apply to set-amounts such as damage over time Ninjutsu such as Amaterasu.

  • Free Strikes
    • You may not use more than two free techniques per round, this includes basic strikes.'

  • Multipliers
    • Multipliers (things like 2x or 3x etc) effects do not stack unless otherwise stated. If multiple multiplier bonuses that effects the same thing are active (ex: Dealing 1.5x Crit damage and 1.75x Crit Damage) the highest multiplier takes precedence.

  • AP Timing or Cost Reduction
    • No Technique may go under 0.5 AP cost or timing, unless specifically stated. (Eg Initiative)

  • Identical Effects
    • Players may be affected by effects with identical names but their effects do not stack under any circumstances.

  • Once Per 10 Second Limitation
    • Regardless of source/effects, Once per 10 seconds Jutsu/Ability/Actions can only be used once per 10 seconds.

All buff caps work as follows: If you go over the cap, that means you have a buffer against negatives to that cap. For instance, if you have +12 Genjutsu DC, that means you only get to use +10 of it, but if you then take a -3 to your Genjutsu DC, you have +9, and not +7. So going beyond the cap serves to prevent that buff from lowering as easily.[/i]

Miscellaneous Rulings
Percentile Effects
  • Any effect, damage, or cost which deal a '%' of someone's Max HP/CP cannot be raised or lowered through any effect, unless specifically stated otherwise.
    • Example; A cost that states 3% of the user's Max CP ignores any 'chakra cost' modifiers the user may have (both positive and negative)

Accuracy Swaps:
  • A technique may only have the accuracy used with it changed once through any ability, active or passive. After the accuracy is changed once, the technique will retain and use that accuracy, even if other changes are considered possible.

Subtype Swaps:
  • A technique may only have its subtype changed once through any ability, active or passive. After the Subtype is changed once, the technique will retain and use that Subtype, even if other changes are considered possible. Example; Converting a Water Ninjutsu into a Blood Ninjutsu.

AP loss
  • A Player cannot lose more than half their AP from Poisons, Suppression, and similar effects. This is worked off the player's AP for the current round, so a person with 10 AP that round cannot lose more than 5, but a person with 12 AP cannot lose more than 6.


AP Time Sync
  • When two actions complete at the same time, both will occur simultaneously. In the event that the actions would conflict with each other (such as a barrier taking effect simultaneously as its being attacked), priority is given to the attack.

Durations
  • Durations are modded in terms of seconds. If an effect states that it lasts for "a round" then it lasts for 10 seconds. Likewise an effect which states that it lasts for two rounds, three rounds or four rounds would last for 20, 30 or 40 seconds respectively.
  • An effect which states that it takes effect a the beginning or the end of a round still happen at the beginning or end of a round regardless of when the effect was applied.

Target-Changing Effects:
  • Effects which randomize, mix up, or otherwise interfere with ones capability of selecting targets in battle will never apply to actions which only target themselves.
  • Effects which randomize, mix up, or otherwise interfere with one's capability of selecting targets in battle will never cause a participant's attack to target themselves unless it is a beneficial effect (such as a Medical Ninjutsu).

Damage Order of Operations:
  • When calculating on NC, the following is the order in which modifiers are applied; (base damage + the user's damage modifiers) + (the target's modifiers to damage resisted/taken).
  • Effects which increase the amount of damage a target takes stack with effects that increase the damage dealt by a player's attacks are both counted against the 50% damage cap. (Eg: if the Target has an effect causing them to take +15% damage, and the player targeting them has +35% damage, this would count as 40% of the 50% damage cap)

Order of Operations for Techniques
  1. Damage
  2. Primary Effects: Suppression, Called Shots, Bleeding
  3. Secondary Effects: stuff in the jutsus already, debuffs etc
 

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Combos
There are particular techniques that allow you to immediately follow up with another technique or techniques that link together. On Ninpocho, these are classified as combos and there is a set of rules that come with Combos themselves.
  • Important: The user may only combo once per round.
  • The user may only combo the same Technique Subtype, unless otherwise noted in a technique or skill.
  • When Combo-ing actions, the second Technique is modded at half the AP timing. (This means a combo of 2 A Rank Ninjutsu techniques would have the first technique go off at 3 AP timing, and the 2nd Technique go off at 1.5 AP timing)
  • Each technique being Combo-ed after the first has a cumulative -1 AC/DC to hit.
  • Despite being grouped together, actions which are part of a Combo are still individual actions, and not a combined singular action.
  • The user may only combo an equal or lower rank Technique with the initial technique.
    • Example: If a B-Rank Unarmed Taijutsu Technique allows the user to perform a combo, the user may only do so with another B-Rank or lower Unarmed Taijutsu Technique.
    • Example: If a C-Rank Fire Ninjutsu Technique allows the user to perform a combo, the user may only do so with another C-Rank or lower Fire Ninjutsu Technique.
    • Example: If a user with Demonic Ancestry Core Ability uses Devil's Trick, they may combo a Genjutsu Technique with a Taijutsu Technique.
 

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Crustacean said:
Knowledge of the Depths - Crustacean Contract Passive
As the bottom-feeders of the ocean, Crustaceans long ago learned to survive the inky depths with creatures far more terrifying than they. Yet, it is not the way of the Crustacean Contract to avoid the denizens of the deep; but the other way around.

Effect:
  • Low visibility Stealth modifiers do not apply against the user.
  • When the user is attacking a target in Stealth, they do not need to make a Blind Shot roll, but this will not remove the target from stealth.

Bubblea Bubbles- Crustacean Contract Independent Special Move
Crabs will often blow bubbles from their mouth to protect from dehydration on their excursions from the sea, to expel carbon-dioxide, and sometimes when threatened. Though normally harmless, those of this Contract Family learned how to actually turn this defense mechanism into a weapon.

Effect: The user may spend 1 AP to place a Bubble on the battlefield, using the trap rules. When a Bubble is triggered, it Suppresses the target that triggered it for 1AP

Sonoluminescence Strike - Crustacean Contract Senjutsu
Masters of their enviroment, a crab would be foolish not to learn how to use their natural habitat against foe's much larger than they. While most Crustaceans are happy to use the ocean floor as a means to escape and hide, those awakened to chakra of the Contract Family have created an unavoidable attack. Through impossibly fast movements via sound waves made by the snapping of their claw, these creatures can create a tiny bubble of energy that collapses and sends out a wave of energy that effects everything it touches with a nice shock. What makes this technique terrifying is that the bubble can be created inside of another creature.

Effect: Deals 3850 Damage to a target at -2 Accuracy. If the Attack misses, the target instead takes 1925 damage, that does not trigger Primary or Secondary Effects. If the Attack is a Full Hit, the target's DR is disabled for the next 10 seconds.
Cost: 3 Ap, 1900 Cp.

Notes:
  • The damage taken if the attack misses does not trigger primary or secondary effects.
 

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Medusozoa said:
Biologic Immortality - Medusozoa Contract Ability
Mankind has searched for the secrets of immortality since Ego came into existence. Down dark paths have many tread to add even a few extra hours to their lives, when there are creatures within the ocean who have long ago found the secret to living forever through natural evolution.

Effect:
- Each round the user may choose to:
  • Regenerate 5% Max HP
  • Heal a Bleeding or Called Shot level
Paralytic Tendrils - Medusozoa Contract Independent Special Move
Those who live deep within the ocean have evolved in a number of ways to keep creatures higher on the food chain second guessing if they want to make a meal of them or not. The Medusoza who are awakened to chakra have evolved even further to get a leg, or in this case a tendril, up on their predators in reversing their roles in nature.

Effect: When attacking, the user may pay +25% CP to have their technique have 25% chance to cause the target to be stunned for 1AP, interrupting techniques being cast. This effect can only happen once per round.
Baneful Bunker - Medusozoa Contract Senjutsu
The crushing depths of pressure in the ocean depths lend toward the beings within it having their own stalwart defenses. So too the ocean possesses the most toxic creatures on the planet. Beings of the Medusozoa contract are crafty enough, despite their lack of brains, to combine these two abilities into one.

Effect: Reflexively creates a Barrier that has 6,050 HP and DR against Damage against a single attack. Non-Melee attacks against the Barrier causes "Toxic" status to the attacker. Melee Contact with this Barrier causes "Toxic Chakra" status to the attacker

Cost: 2 AP, 3000 CP

Notes:
- Senjutsu subtype is chosen when the contract creature is designed; damage buffs that apply to that subtype increase damage blocked.
- The Senjutsu subtype chosen designates the type of damage the barrier gains DR against, Ninjutsu = Elemental, Taijutsu = Physical, Genjutsu = Illusionary.
- Can be used on an attack that is aimed at a target other than the user.
- Melee Contact is any action using Melee Accuracy upon the barrier.
- The "Toxic" status causes 1% Max HP Damage per attack for 10 seconds.
- The "Toxic Chakra" status causes 1% Max CP Damage per attack for 10 seconds.
- A target can have both the "Toxic" and "Toxic Chakra" status at once, but cannot stack more than one level of each at a time. Any repeated hits only renew the timer.
 

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Cephalopod said:
Master Mimicry - Cephalopod Contract Ability
Being molluscs, cephalopods have the ability to change their coloration to blend in with their surroundings. As such, they tend to be able to hide themselves from plain sight.
Effect:
- Any negative Stealth modifiers from Terrain Modifiers are ignored for the user.
- The user gains a +2 to all Stealth checks.
Smokescreen - Cephalopod Contract Independent Special Move
Having natural ink glands, the user can create a smokescreen to hide themselves or their allies from view. The ink is not harmful, but it does obscure vision.
Effect: For 1.5 AP, user creates a black, inky cloud that covers up to two targets (if used on an enemy, this makes a secondary check of the user's choice). Targets within the Smokescreen have to roll for Blind Shots to attack any targets outside it, and vice-versa. The smokescreen lasts for the duration of the round, or until a Wind-based Jutsu equal to or higher rank than the summoner is used against or by a target within the ink cloud (If the summoner is S-Rank, an A-Rank jutsu may still disperse the cloud). May be used once per round.
Eldritch Terror - Cephalopod Contract Senjutsu
Deep below the ocean where the Cephalopods reign supreme resides kin that have lived far beyond the existence of man, god, or demon. Their ancient teachings are always passed on to the strongest of the Cephalopods to control Man; with dreams to one day reign over all, in a drowned world of madness.
Effect:
Deals 4400 Illusionary damage to a target, and has 2 50% chances of applying Suppression, regardless of Partial Hit or Full Hit.
Cost: 3 Ap, 3000 Cp.
Notes:
- May be used once per round.
- Suppression chances can't be increased or decreased for this technique.
 
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Fish said:
Taken To School - Fish Contract Ability
Known to travel in groups known as “schools”, Fish learn the art of decoy early in life to avoid those higher on the foodchain. Using even their own kin to avoid danger, Fish who have gained the power of chakra employ the greatest known tactic in survival by masking their location with themselves.

Effect:
  • The user gains 2 Decoys.
  • The user gains +1 Dodge and Gen Save for every Decoy.
  • When the user takes a Full Hit, they may have the hit destroy a Decoy instead. This lowers the damage by 25%, and removes the Decoy's bonus Dodge/Gen Save for the remainder of the round.
  • Decoys are regained at the start of every round.

Surf and Surf - Fish Contract Independent Special Move
While varying levels of power roam between the Fish Contracts, they all share a general lacking in certain observation skills. To wit, when summoned even in open air, they will continued to believe that they are within water. Meaning even Jutsu that normally wouldn’t work underwater will suddenly work. Simply because the Fish believes they are still in water, and that concepts such as ‘fire’, and ‘electricity’, exists in different forms for them.

Effect: The user may pay +15% CP to convert a Ninjutsu Technique into a Water Ninjutsu Technique. This technique gains +10% Damage and +1 Accuracy.

Time To Oil Up - Fish Contract Senjutsu
It is a known fact across the world that fish oil from certain types of fish can provide a bountiful remedy in an uncountable number of health problems. Fish who have been gifted to control chakra, however, can produce an oil from their scales on command that can heal any injury; the science behind this power still one of the world’s greatest mysteries.

Effect: Heals a target for 10% Max HP immediately, and 5% Max HP at the start of the next 2 rounds.
Cost: 3 Ap, 3000 Cp.
Note:
  • This technique has a 10 second cooldown after use.
  • This Technique can be used on the user for 5%/2.5%.
 

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Combo Master
The user is gifted with fluid agility and and quick speed, and is able to link together their attacks in a fashion which can often overwhelm an opponent, allowing the user to hit more effectively.

Information
Prerequisites:
D Rank

Effect:
  • The user may combo in the following two ways:
    • The user may combo two offensive techniques together, with the combo timing being the higher of the two technique's AP cost.
    • The user may Combo up to three attacks, with the AP timing equal to half of the original timings combined. (3 Techniques costing 9 AP, would have 4.5 AP timing).
  • The user's Combo Techniques cannot be auto-dodged, and has a 10% of auto-hitting if the first technique hit.

Ambidexterity
Some weapons only truly shine when paired with another. While wielding two weapons is a way to score an extra hit in, it leaves a notable hole in the user's defense. A style of fighting suited for the aggressive.

Information
Prerequisites: C-Rank

Effect:
  • The [Dual Weapon] augment does not take up an augment slot, and the user may perform the following special action;

Special Action - Flurry Guard: The user may reflexively counter an offensive Ninjutsu or Taijutsu technique with an offensive Taijutsu technique made with their Dual Weapon. This directly reduces the damage of the target's technique equal to the damage of the user's technique.
  • If the enemy's Jutsu damage is reduced by half, it suffers a -2 Accuracy.
  • If the enemy's jutsu damage is reduced to 0, the jutsu is dispelled and the Dual Weapon's bonus attack attempts to hit for any remaining damage + half the reduced damage.

Notes:
  • Special Action - Flurry Guard requires a 10 second cooldown after use.

Heavy Handed
Bigger is better, a simple truth in the minds of these shinobi. But while such large weapons are naturally powerful, they are equally unwieldy, and requiring both hands to wield makes more dexterous actions that much more difficult.

Information
Prerequisites: C-Rank

Effect:
  • The [Great Weapon] augment does not take up an augment slot, and the user may perform the following special action;

Special Action - Cleave: Upon a full hit with an Offensive Technique, the user may attempt to use the Offensive Technique against a new target at -1 Accuracy and -20% damage; Upon another full hit, the user may attempt another target at -2 Accuracy and -40% damage. This repeats until the Offensive Technique misses a target, or the damage has reached -100%(the last valid attempt is -4 Accuracy and -80% damage). The same target cannot be hit twice, and the offensive technique may not target more than one target. This Special Action - Cleave requires a 10 second cooldown after use.
 

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