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:

Takaki Masao (Cloud) -> Takaki Masao (Cloud)

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Takaki Saeko

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Old Character name Takaki Masao

Old Character Village Cloud

Old Profile Topic Title Takaki Masao - ANBU Vice Commander

Old Training Topic Title Takaki Masao's training (there will be 2 threads potentially since I started a new one on v5.5 when I reactivated last april)

Old Dojo Topic Title I don't remember, sorry.

Any Relevant information that can aid us in finding your information I've only played one character during my entire time on the site, so that should help make things a LOT easier.

New Character Name Takaki Masao

New Village Cloud

Link to latest Voucher http://www.ninpocho.com/viewtopic.php?p=2041#p2041
 

Zethui Kobayashi

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Profile
Sex: Male

Age: 46

Alignment: Chaotic Good

Service Rank: Sennin; ANBU Vice Commander (currently recalled into service 16 years after retirement)
Appearance

Appearance

Spoiler:

Height/Weight: 6'/170

Eyes: Gray to blue, and always preoccupied with the thought that somewhere out there, something terrible is going on.

Hair: Black, but now mostly silver as he has aged and the ravages of tuberculosis have overtaken him. It still smells of sweet smoke and musky cologne and secrets.

General Appearance: Masao himself tends to wear well-fitting, but ultimately forgettable clothing composed of slacks, a dress shirt with tie, and a suit jacket with optional overcoat if the weather becomes cold.

Distinguishing marks on his torso include the basic tattoo of Kumo's ANBU located over his heart, the emblem of his former unit on his right bicep (a wolf's head within a triangle within a circle), and the crest of his family over his back (two peacocks engaged in combat surrounded by the family motto). He has tattoos over his left shoulder and stomach indicating his status as an officer in the ANBU and Kaminari no Kuni military (a large eagle clutching the wheel of dharma in its talons).

When carrying out ANBU duties, he tends to forego the traditional white cuirass and mask, usually only wearing his normal business attire, his identify obvious to all. This is a mark of his command status within the ranks of the ANBU as well as a proclamation to all - friend or enemy - that he has nothing to hide and nothing to lose. Or course, should the mission demand it, he will wear the appropriate armor or gear.

Personality

Personality

Spoiler:

Once known as an easygoing joker with a penchant for outlandish slapstick as well as a magnet for trouble, decades of emotional strain from his experiences as an ANBU have permanently changed his personality. He is, as one might say, a hateful creature, given to quick judgments of character and merit and prone to cold anger. A former alcoholic who only managed to throw off his addiction during retirement, he may be picking up the bottle again now that he has been reinstated as the Vice Commander of the ANBU. Alluring and charming to everyone he meets, he is also capable of astounding savagery in the same breath.

Nowadays, only his fellow ANBU and a few select individuals outside of the walls of the Sileo Tempestas are privy to any remnants of his former, carefree self. To others, he is an enigma: seductive and repulsive at the same time; a predatory animal in control even under restraint.


History

History

Spoiler:

The Takaki clan is one of Kumo's notable families, consistently producing talented and loyal shinobi for the service to the village and country, generation after generation. They do not possess a recognized kekkei genkai, or bloodline trait. Rather, they are known for their eclectic and diverse collection of prodigies in various fields who fill in crucial gaps in Kumo's armamentarium of shinobi. Members of the family have included prominent med-nins, famous ANBU, wondrous musicians, and quadruple-espionage-capable spies. Some male members of the family are even married to the daughters of clans possessing bloodline abilities, incorporating their traits into the genetic mix. To this day, no member of the clan has ever deliberately gone missing, and the elders of the clan seek to keep it that way. For their loyal service, the family enjoys a solidly upper-middle-class lifestyle and is a player in village politics - which is why Masao caused a great deal of panic once upon a time...

At an early age, he ran away from home to seek his own fortune in the world rather than attend the academy. Ostensibly, it was because of his disgust at the prospect of becoming another expendable tool of his clan, but his underlying rebelliousness underwrote a large part of his decision. During this time, he managed to make a number of underworld contacts who persist in criminal circles to this day, each holding their own grudges, debts, and friendships with him. At the behest of his family, his older brother, the Jounin Inari, was eventually sent to retrieve him and enroll him in the academy. After getting lovingly beaten half to death, Masao finally got the message and started the academy five years late. During his time at the academy, he learned to value the ninja way of life and gained a newfound loyalty to and appreciation for his home village. Seeking to make up for lost time, he coursed through the academy in only two years, entering and passing the genin exams early.

Although many genin tasks tend to be idyllic chores such as tending gardens, playing with children, or walking pets, Masao and his two closest genin teammates were instead subjected to missions of stunning brutality in which they killed a great number of individuals in the line of duty and sustained a number of wounds themselves. It was during this time that Masao's natural ability as a leader and strategist surfaced, consistently leading his teammates to victory even under the direst circumstances. Bleeding together with best friends Dyu Reikon and Unasi Kyoto, along with a stint in prison with Dyu, forged a bond between the three thought to be unbreakable, until tragedy struck.

Soon after all three were promoted to Chuunin, Dyu Reikon was killed in an inexplicable attempt to go missing, and Unasi Kyoto mysteriously disappeared on a mission and is now presumed to be dead or missing. Carrying a self-imposed burden of guilt for these deaths (he refuses to believe Kyoto is missing), Masao would have easily floundered into apathy like many other shinobi who lose too many close friends in battle... If not for his growing friendships with Satou Rin and Kimura Rei, and his expanding role as a sensei and mentor for the next generation of shinobi.

He was first noticed by then-Captain Santaru Ryuuto during an assassination mission, and offered an opportunity to train in the ranks of the Ansatsu Tokushu Senjutsu Butai. From there, he underwent a series of brutal tests of combat ability and mental toughness, which he passed with minimal psychic damage. His steady mission and job performance led to a promotion to sergeant and he distinguished himself in the liberation of the Aburame Complex during the Demon Wars that hit Kumo at the end of the century. In one particular engagement, he was cited for rallying his squad to victory after its Captain was incapacitated during the fight, as well as for saving the same Captain's life by dragging him away to safety under heavy fire. Soon afterwards, he was promoted to First Lieutenant along with his childhood friend Santaru Rin, with assignment to the Internal Affairs division.

His later accomplishments included the training and induction of the first Catgirl, Terora Arakatsu, into the ANBU, as well as the retrieval of agent Kimura Rei from enemy territory, which led to the beginnings of the Kagoshiman peace accords. In addition, he and Santaru Rin were the two main investigators in the uncovering of the October Plot, which fundamentally changed the composition of the ANBU forever, and resulted in his promotion to High Captain and chief of the IA division.

Any history of Masao is incomplete without a section concerning Santaru Rin. Their relationship and the turmoil centered around it are among the most famous stories of the last age of Kumo, and while much of it has been exaggerated or omitted through the various retellings, the basic facts are well documented in history, from the date of their initial meeting at a shrine of Raiden to the proceedings of their battles together during the Demon Wars to the results of their cataclysmic duels afterwards, even after their marriage at the end of the era of Shinbatsu's reign. What is left to historical imagination are the details of their everyday interactions; the unspoken nuances, the longing glances, the resentments after their many infidelities against each other, and the moments of shared clouds and rain that no tome can fully document...

Relationships

Relationships
Spoiler:


Disliked


Nara Ryuujin (Presumed Deceased, Disavowed) - Close contact tends to temporarily damage sanity.
Aio (NPC, Deceased) - Nara genjutsu specialist who was the main instigator of the October Plot. Killed by Masao and Rin.

Wary


Santaru Ryuuto (Presumed Deceased, Disavowed) - Former commander to inexplicably turned traitor after a previously immaculate career.
Ringo (Deceased, Disavowed) – Former sennin of the village, corrupted by treason, and killed for his crimes.
Inuzuka Gekido (Disavowed) - Former ANBU Captain of the village who now works with Masao in secret for true blackops missions.
Sunao Nori - A truly unfortunate child who he watches over since she is also a recently-repatriated missing nin.

Casual Contacts


Kenchi Miki (Foreign Missing, Presumed Deceased) - Almost killed during a duel.
Dashi (Deceased) - Killed for no reason at all, his memory inspires Masao to teach his students to the best of his ability.
Itonami Shizuko (NPC) - ANBU encountered during battle.
Shigekagu - Mednin who seems to enjoy gate duty more than doctoring.

Friends/Respect


Uchiha Suzuka - Tutored her in Ancient Kumo.
Yuki Kimiko - Sexy mednin and friend to Rei.
Kawakita Ryo (Foreign Missing, Presumed Deceased) - Missing-nin who he battled at the gates, and let in. Reminds him of Dyu.
Sunaku Enjeru (Retired) - Fellow ANBU, once his superior, now fellow retiree.
Sagishi Souru (Foreign Missing, Disavowed) - Missing nin who taught him about the true lives of the missing.
Diashi (NPC, Retired) - Fellow ANBU, former tactics instructor.
Takyuu Akira (NPC, Retired) - Fellow ANBU, weapons specialist, retired.
Takyuu Tatsu (NPC, ?Deceased) - Former ANBU Vice Commander.
Nakamura Akihiko - Mednin who Masao placed his trust in to tell Shin's story to the world.
Gaidoku - Leader of Chishio Tankyuu, respected as one professional does another.
Hitoshirezu Akkeio - A raving lunatic who nevertheless helped him out on a mission.
Ouja KaiKai - AiT, new out of selection.
Rurou Kotsurugi - Elderly swordsman who holds a terrible secret.
Gateru Rega - A Taichou of the ANBU, competent and courageous officer, and kind of a lech.

Great Affection


Dyu Reikon (Deceased) - Masao's once best friend and worst rival, his death changed everything.
Unasi Kyoto (Presumed Deceased, MIA) - A close friend and former member of Masao's genin squad, he has disappeared and is presumed to have died.
Uchiha Sei (NPC, Retired) - Friend of our hero and source of his former rivalry with Dyu.
Masashiku Tama (Deceased, Disavowed) - Masao's former ANBU student. Lost on a mission.
Terora Arakatsu Daki (Retired) - First Catgirl to join the ANBU, Masao's onetime student.
Shinbatsu (Ascended) - Seventh Raikage of Kumogakure and Masao's former lord.
Akira Saito - Fellow ANBU Sennin, they have a lot of history together
Nyoka Raika (NPC, retired) - Fellow ANBU in the Wolf Pack.
Hayata Shin - Current Raikage of Kumogakure.

Love


Kimura Rei (retired) - Masao's friend and former lover for a time, now head of security for a Lightning Country neighbor.

Unconditional Love


Santaru Rin - Masao's wife and now current Grand Commander of the Kumo ANBU.
Takaki Enjeru - Masao's son, a current Mednin in residency, about to take his chief exams.
Nara Saeyiko - Masao's daughter and Enjeru's imouto, currently main branch chuunin in the Diplomatic Corps and liaison for Lightning Country in Kagoshima.


Gray = Cloud Villager
Green = Leaf Villager
Blue = Mist Villager
Orange = Sand Villager
Red = Missing

Battle Constants

Battle Constants (Original Path)

Spoiler:


Passives:
+1 to all secondaries on all paths (Rinnegan)
+15% Explosion Damage (Bloodline)
+10% damage to all Ninjutsu and Elemental Damage, as well as a -10% Cp Cost to All Ninjutsu (Ridiculous Sennin)
+3 Genjutsu Save, Cumulative accuracy debuffs ignored up to -2. (Bloodline)
-10% Cost to All Jutsu, with Mastered Jutsu receiving an additional 5% off Cost.
+2 Accuracy (Insight rank 2)
+1 Critical Ranks to all attacks, All critical hits to 2.25x damage (Human Anatomy)
+5% Called Shot chance (Called Shot)
+1 Accuracy/Dodge per ally present if has Teamwork Ability (Teamwork)
Explosion elemental affinity (Bloodline)

Class Attributes and Bonuses:
High: Spell Accuracy
Average: Melee Accuracy, Evasion, Genjutsu DC, Genjutsu Save
Low: Ranged Accuracy

Affinities
Major: Fire
Minor: TBD
Advanced: Explosion


Specs
ABILITIES (Original Path)
Spoiler:


Non-slot Abilities:
Shadow Tactics
Rinnegan

Slotted Abilities
Teamwork: Level 2
Strategist: Level 3
Human Anatomy
Jutsu Mastery
Insight: Level 2
Called Shot
Quickdraw

STATISTICS
Spoiler:


Tai-Pan of the Noble House
(Custom class with Veteran Grade)
HP: (45 + 5 + 19) x stamina = 41400
CP: (35 + 5 + 19) x chakra control = 35400
Class Bonus: Sacrificed for Kinjutsu
High: Spell Accuracy
Average: Melee Accuracy, Evasion, Genjutsu DC, Genjutsu Save
Low: Ranged Accuracy

Agility:600 / 600
Stamina: 600 / 600
Ninjutsu: 600 / 600
Taijutsu: 600 / 600
Genjutsu: 600 / 600
Chakra Control: 600 / 600
Bloodline: 294%
Power Level: 3600
Level: 20
AP: 12

Capped Shop Points: 14

BLOODLINE
Spoiler:

Toujigikou


"Basically, his super power is that he's just really good at killing people..." - Sagishi Souru


Note: All Toujigikou techniques are treated as Explosion.

Explosive Art - Passive

Rank 3: May convert Fire and Earth Jutsu into a Clay Bomb at no extra cost.

Note:
- The Toujigikou automatically has access to the Explosion element.
- Jutsu converted into clay bombs are treated as the 'Explosion' Element and gain explosion effects.
- All Clay Bombs act as AoE's targeting the proper amount according to the jutsu AoE level rules. Jutsu that are already AoE have their area increased by +1 target if used as a bomb.
- All notes of Artistic Fireworks apply to jutsu created into bombs.
- When maintaining Bombs, the user must pay Cp equal to 10% of the jutsu's cost each round. May only be maintained for up to three rounds.

---

Abstract Detonation - Passive

Rank 3: +15% Explosion Damage

---

Aperture Vision - Passive

Rank 3: +3 Genjutsu Save, Cumulative accuracy debuffs ignored up to -2.

---

Artistic Fireworks - Explosion Ninjutsu

Rank 3: Creates 1 clay bomb dealing 1140 Damage at +2 Accuracy to up to two targets.

Costs:
Rank 3: 2 Ap; 380 Cp to initiate, 130 Cp/Rnd

Notes:
- May only be maintained for up to three rounds.
- Detonating is instantaneous, and does not require chakra/Ap.
- User can control when the bombs attempt to latch/Detonate during a round.
- The Bombs are alive, and attempt to Latch on to the target before detonating, unless the user chooses them not to. The target must make a melee dodge against the User´s Nin Accuracy to avoid being attached. If the bombs stick, they gain +1 Accuracy and +10% Damage upon detonation on the target. If not, they can be detonated as normal. Can only attempt to stick to a target once per round. This can't be used with Explosive Art.
- The user can have the bomb stick to certain parts of the opponent, and if used this way it can be treated as a called shot with a 20% chance of success. This is reduced by 5% for fractured, and an additional 5% for Broken statuses. Â

---

Kamikaze Bomber - Explosion Ninjutsu

Rank 3: When ridden, the user gains +2 Dodge. The sculpture has 2,000 Hp and can kamikaze doing 1780 Damage to a 15x15 foot Area at +2 Accuracy. Can attempt to grab an opponent once per round at -3 Accuracy. Those grabbed receive a -3 Dodge until they free themselves for 1 Ap at a 50% chance of success.

Costs:
Rank 3: 2 Ap; 900 Chakra to initiate and 300 a Round

Notes
- Hp May be increased with Explosion Buffs.
- Any attacks which miss the user has a 40% chance to hit the sculpture
- Grants Immunity to the user's own AoE Techniques when ridden.
- Detonation may Automatically target two separate targets.

---

Clay Clone - Explosion Clone Ninjutsu

Rank 3: User can create a clone that has 30% of User's Hp. The Clone takes -20% Damage from physical attacks with a 70% chance to stick to the opponent giving a -3 dodge. Those stuck to the clone lose .5 ap in an attempt to remove themselves/their weapon at a 50% Success rate. Clones regain 20% health lost the previous round at the start of each round and can take no action during the round to recover an additional 25% Max Hp. Can use Artistic Fireworks or Ceramic Terrorism using Hp in place of its Cp cost with a -10% reduction. Kamikaze strength is 1780 damage at +2 Accuracy.

Special Action: The clay clone may choose to kamikaze itself, creating a 25x25 explosion. By paying 250 Cp, the user may prime the clone to detonate automatically upon physical contact with an enemy for an additional +1 Accuracy and +10% Damage.

Costs:
Rank 3: 2 Ap; 1,800 CP, 400 CP/rnd; 300 to Prime

Notes:
- The Clone has -6 to Secondaries.
- Clone has half the User's AP.
- Can only make one clone at a time
- This Clone's Detonation may Automatically target two separate targets.

---

Ceramic Terrorism- Explosion Ninjutsu

Rank 3: Creates 5 Explosive works of art each dealing 360 Damage to a 15x15 Area at +2 Accuracy.

Special Action: The Toujigikou may choose to condense their clay into a single larger bomb, or to break apart the clay into smaller and more numerous explosives. Choosing to create a large bomb creates a single bomb dealing 90% of the Combined Damage at +1 Accuracy with an additional +5x5 area of detonation. Choosing to create small bombs creates twice the amount of explosives at half the usual damage, and each suffers -5x5 to their area and -1 Accuracy, but gain +10% Damage.

Costs:
Rank 3: 2 Ap; 750 Cp to initiate, 250 Cp/Rnd

Notes:
- May only be maintained for up to three rounds.
- Detonating is instantaneous, and does not require chakra/Ap.
- User can control when the bombs attempt to latch/Detonate during a round.
-This Jutsu's Explosions may Automatically target two separate targets.
- The Bombs are alive, and attempt to Latch on to the target before detonating, unless the user chooses them not to. The target must make a melee dodge against the User´s Nin Accuracy to avoid being attached. If the bombs stick, they gain +1 Accuracy and +10% Damage upon detonation on the target. If not, they can be detonated as normal. Can only attempt to stick to a target once per round.
- The user can have the bombs stick to certain parts of the opponent, and if used this way it can be treated as a called shot. Percentages of successfully breaking limbs are depended upon size and Sprained/Fractured/Broken levels. Large bombs having a 70%/55%/40% chance, Medium having 15%/12%/9% chance, and small bombs having 10%/8%/6% chance. A limb may only have its called shot level increased by one rank per use.

---

Banzai Bomber - Explosion Ninjutsu

Rank 3: Creates a large sculpture out of Clay which has a -3 Dodge. Sculpture has 6000 HP.

Cost:
2.5 Ap; 2000 CP to Initiate, 900 CP/rnd

Notes:
- Ceramic Terrorism can be used by the sculpture once per round at +10% Damage.
- Any techniques aimed at the user hit the sculpture instead, not including Genjutsu.
- While this is active, the user cannot be hit by their own Bloodline techniques.
- Hp May be increased with Explosion Buffs.

---

Atomic Impressionism - Explosion Ninjutsu

Rank 3: Creates a massive explosion that attempts to deals 4,050 Damage to all within the battle.

Notes:
- This Jutsu may not be detonated the same round it is Initiated. Detonating requires no extra chakra and is modded as if it is instantaneous.
- No other Bloodline Techniques may be used while maintaining this Jutsu, but any already existing prior to this Technique are fine.
- This Jutsu cannot be auto-dodged or avoided automatically through the use of barriers of any kind.

Costs:

Rank 3: 2 Ap and 1470 Cp to initiate. .5 AP to Detonate

---

Oxidation Outbreak - Explosion Ninjutsu

Rank 3: Covers the region in an invisible coat of Microscopic Bombs, each dealing 365 Damage at +3 Critical Range. Everyone within the topic makes checks against 20 Micro-bombs, but can only be effected by a maximum of 14. All within the topic must make checks against the bombs upon initiation and at the start of each round, until the reach the limit of 14 or the jutsu is Detonated.

Costs:
Rank 3: 3 Ap; 2550 CP to initiate, 850 Cp/Rnd

Notes:
- Effects everyone in the topic, and detonates when the user stops maintaining the cost.
- No other Bloodline Techniques may be used while maintaining this Jutsu, but any already existing prior to this Technique are fine.

EQUIPMENT
Spoiler:

Non-slotted items
Chakra Disruption Blade (Augmented with Keen Edge, Extension, and Serpent Soul)

Slotted Items
Item slot 1: Headset
Item slot 2: Kwarimi Target
Item slot 3: Activated Mask Summon Jutsu
Item slot 4 + Item Slot 5: Prepared Destroy Presence Rank 3

Sheath
Sword Breaker(augmented with Keen Edge, Extension, and Serpent Soul)

Sheath (One-point sling)
Repeating Crossbow (augmented with Sniper Scope and Tuned String)

Quiver (Magazine pouch) (Augmented with Poison Inject)
Bolts (augmented with Heaven's Touch poison)

Jutsu
Ninjutsu
Spoiler:


E rank:
Body Switch: rank 3
Transformation: rank 3

D rank:
Signal Flare: rank 3
Cancel: rank 3
Mask Summon: rank 3
Critical Exposure: rank 3

C rank:
Snapshot: rank 3
Mental Infiltration: rank 3
Blast Wave: rank 3
Bang Bullet: rank 3
Active Camo: rank 3
Stunt Double: rank 3
Jutsu Sealing: rank 3

B rank:
Intangible Passage: rank 3
Atomic Blast: rank 3
Chakra Blast: rank 3
Energy Transfer: rank 3
Destroy Presence: rank 3
Cyclone Movement: rank 1
Vacuum Sphere: rank 1

A Rank:
Flock of Shadows: rank 2
Meteor Aura: rank 2
Body Bind: rank 2
Ambiance of the Forbidden: rank 1

Taijutsu
Spoiler:


Level 3:
Impale: rank 3

Level 4:
Feint Slash: rank 3
Eye of the Tiger: rank 3
Dodge Roll: rank 3

Level 5:
Piercing Rain: rank 3
Ascending the Tower: rank 3

Level 6:
Descending the Tower: rank 3
Hi-Low Strike: rank 3

Level 7:
Iaijutsu: rank 3

Level 8:
Higuma: rank 4

Genjutsu
Spoiler:


Level 1:
Impaired Focus: rank 3

Level 3:
Aura of Warmth: rank 3
Chilling Aura: rank 3

Level 4:
Silent Scream: rank 3

Level 5:
Temple of Nirvana: rank 3
Heartbeat: rank 3
Deafen: rank 3
Soothing Voice: rank 3
Body Double: rank 3
Pain Killer: rank 3
Endless Gap: rank 3
Verse of Darkness: rank 3
Betrayal: rank 3

Level 6:
Death Viewing: rank 3
Vision of Hell: rank 3

Level 7:
Trauma: rank 3
Ephemeral: rank 3

Development
MISSION LOG
Spoiler:

S-Rank Missions: 0
A-Rank Missions: 3
B-Rank Missions: 3
C-Rank Missions: 6
D-Rank Missions: 3

Number of battles fought in: 19
Number of battles won: 14
Number of battles lost: 4
Number of battles tied: 1

NOTABLE SERVICE HISTORY
Spoiler:


Academy Entrance, age 13

Genin Exam, age 14

Incarceration for assault and battery, age 14

Chuunin exam, age 16

ANBU Induction into Tenshoku Hokousha, age 17

Citation for Valor during the Defense of Kumo from the Demon Invasion, age 20

Promotion to Captain, age 21

Citation for Honor during the Suppression of the October Plot, age 22

Retirement from the ANBU, age 30

Reinstatement in the ANBU as Vice Commander, age 46


Threads
INPCs
Spoiler:


Image
Image
Nara Bii-Ryu


Age:50
Rank: Mednin Chief
Board Certifications: Trauma Surgery, Emergency Medicine, Critical Care Medicine

Background and history: Nara Bii-Ryu has seen it all; almost every manifestation of acute and chronic illness that can be visited on a human being, whether shinobi or non-shinobi. One of the older attending physicians in the Curatio Domus, his mednin career has spanned at least three decades and the reigns of nine out of ten Raikages of Kumo. He has personally saved thousands of lives on the battlefield and hospital, trained and fought Hinote the Wandering Aeon, and is the only man to have ever put his finger in the rectum of Takao the Mad and live to tell about it.

His early career started out unremarkably: yet another lazy and shiftless, yet brilliant Nara who coasted through the academy and low D-rank missions given to genin. However, his initiation into the medical field changed his outlook entirely, when on a mission gone bad, he was called on to use his limited medical knowledge and first aid skills to help his wounded comrades. His efforts were noticed by an elder med-sennin and he was inducted into the medical shinobi ranks as a trainee. Intelligence and newfound diligence paid off on many a dangerous field mission, and he soon started his residency at the hospital, choosing to become a dedicated trauma surgeon, probably because he liked the comforts of staying in Kumo. After five years, he was promoted to attending physician, or mednin chief, and spent the next few decades instructing generations of shinobi in the art and science of medicine.

Personality: Unlike his namesake would seem to suggest, he is utterly dedicated to his craft, approaching it with an old-school air of discipline and calm in the face of panic. He is used to being in command, but chooses to teach in a style which gives plenty of autonomy to trainees and residents under his watch, only interceding if someone is about to perform a truly dangerous action. He is respected and somewhat feared by residents and students alike.

Approved by Cloud Council, verified by Gaidoku


Image
Image
Uchiha Sei


Age: 39
Rank: Uchiha Clan Matron, Retired Special Jounin
Class: Sensei

Background and history: The Sharingan is a fickle, double-edged sword prone to injuring its wielder as often as her enemies. And like all Uchiha born with the mark, Sei grew up with all of the Byzantine traditions and unspoken mandates of her unfortunate clan. Taking up the mantle of shinobihood, she excelled at her studies during her time at the Aurora Eruditio, and graduated near the top of her class. As a genin, she further distinguished herself with a flawless mission record, including a verified C-rank. Her meteoric rise through the ranks stopped abruptly, however, when she entered a period of inactivity as a consequence of her lover Reikon Dyu's death while attempting to go missing.

And yet Uchiha are nothing if not resilient, and after she overcame her grief and guilt, re-entered the shinobi world with a fearsome and unrivaled drive, passing the chuunin trials a mere month after returning to action. In the next few years, she distinguished herself as a main branch kunoichi, participating in the defense of Kumo during the Demon Invasion of the last era, which saw her promoted to Jounin. Her professional career culminated in her appointment to the headmistress of the Aurora Erudito, which she directed for a number of years before yielding the position to her successor and becoming a leader of the Uchiha in Kumo.

Personality: Fierce independence belies an underlying struggle against the inexorable fate of all Uchiha - to ultimately die alone on a futile quest for power. An intelligent and erudite kunoichi, she fights with a tenacity and ferocity envied amongst her peers, and will go to any lengths to defend those she cares for. Because of her upbringing, however, she sometimes would have trouble expressing her true feelings; sometimes she would display an inexplicable burst of anger rather than truly laying out her emotions for others or even herself.

She is now a much more relaxed version of her former, fiery self. Age and experience have tempered impulsiveness and emotion, and she is now a cunning and relentless force to be reckoned with if once attracts her ire.

Approved by Aion.


The Path of the Ridiculous Sennin
(Or how Man Became Mushroom)


Kinjutsu Approval Thread: http://www.ninpocho.com/naruto/phpBB2/viewtopic.php?t=118036

The Short Version wrote:

The bottom line is, cigarettes kill. In Masao's case, they waited until he was about 44 to try to off him for good. Lung cancer spread through his body with the voracity of an Akimichi at an all-you-can-eat sushi buffet and reduced him to needing a ventilator to live. Being an ornery patient, he asked Karubin to save his sorry, malignant ass. Karubin did so by turning him into a mushroom. More accurately, by dividing up the cancer burden on his body between five other clones of our hero, who happened to occupy the same temporal space when not actively separated from him. The clones were him, but at the same time, not really him. This is the story of a man who got a second chance at life, only this time, there were six of him.


Base Ridiculous Sennin Abilities


1. Rinnegan
2. Chakra Disruption Blade
3. Heavenly Subjugation
4. Six Paths of Judgment
5. Summoning: Path to God
6. Mystic Path of Infinite Pain: rank 3
7. Demonic Statue of The Outer Path: rank 2

The Paths


1. Takaki Masao (The Original)

2. Servant Seibaa
Seibaa's Abilities and Inventory wrote:
Approval Thread: http://www.ninpocho.com/naruto/phpBB2/viewtopic.php?t=118174

Inventory

Non-slotted items
Chakra Disruption Blade (Augmented with Keen Edge, Extension, and Serpent Soul)

Slotted Items
Item slot 1: Headset
Item slot 2: Kwarimi Target
Item slot 3: Activated Mask Summon Jutsu
Item slot 4 + Item Slot 5: Prepared Destroy Presence Rank 3

Sheath
Sword Breaker(augmented with Keen Edge, Extension, and Serpent Soul)

Sheath (One-point sling)
Repeating Crossbow (augmented with Sniper Scope and Tuned String)

Quiver (Magazine pouch) (Augmented with Poison Inject)
Bolts (augmented with Heaven's Touch poison)

Base Abilities
Non-slot Abilities:
Shadow Tactics
Rinnegan

Slotted Abilities:
Teamwork: Level 2
Strategist: Level 3
Style: Kensai
Weapon Mastery: Short Sword
Insight: Level 2
Called Shot
Quickdraw

Combat Class: Servant Seibaa

High: Melee Accuracy
Average: Ranged Accuracy, Evasion, Genjutsu DC, Genjutsu Save
Low: Spell Accuracy

Core Ability: Spiritualist

Holy Weapon: 3 points
Grants +10% damage and +1 accuracy to the user's weapon of choice. While the user carries this weapon, their healing jutsu are 15% more effective.

White Blessing: 2 points
Effect: User and allies gain +1 accuracy. Does not stack with other users of White Blessing. Purchased twice.

Spiritual Chakra: 2 points
Effect: +5% damage to all Ninjutsu. This damage counts as 'Light' element and cuts through half of Ninjutsu damage reduction. This bonus applies to all other Spiritualist light chakra techniques as well. Purchased twice

Sacred Style: 2 points
Effect: User gains +1 accuracy and +1 critical range with their chosen weapon. For the duration of this style, the weapon is considered 'light' regardless of actual weight and able to cut through half of physical damage reduction. Exhausts at an above average rate.

Divine Health: 3 points
Effect: All Healing jutsu used by or on the user is increased by +5%. In addition, the user recovers +1% Max HP while resting. Purchased three times

Holy Embodiment - Passive: 3 points
Effect: All Dark jutsu do 50% damage to them. User is immune to fear effects and intimidation effects. Suppression or other AP reduction or attack disrupting effects have only half their normal chance of working on them.

Illuminate - Jutsu: 2 points
Rank 2: Five flashes of light chakra at 1200 damage each. Attack counts as non-elemental Ninjutsu and cuts through half of all relevant damage reduction.
Cost: 2750 CP and 3 AP
Note: Counts as a light energy technique.

Divine Light - Independent Special Move: 3 points
Effect: Makes a bright flash of light that blinds everyone who fails a Ninjutsu dodge check against it in the battle, allies included. Gives -4 accuracy that round. Blindness wears off by half each round. Can only be used once every three rounds.


3. Servant Castaa
Castaa's abilities and inventory wrote:
Approval Thread: http://www.ninpocho.com/naruto/phpBB2/viewtopic.php?t=119885

Inventory

Non-slotted items
Chakra Disruption Blade (Augmented with Keen Edge, Extension, and Serpent Soul)

Slotted Items
Item slot 1: Headset
Item slot 2: Kwarimi Target
Item slot 3: Activated Mask Summon Jutsu
Item slot 4 + Item Slot 5: Prepared Destroy Presence Rank 3

Sheath
Sword Breaker(augmented with Keen Edge, Extension, and Serpent Soul)

Sheath (One-point sling)
Repeating Crossbow (augmented with Sniper Scope and Tuned String)

Quiver (Magazine pouch) (Augmented with Poison Inject)
Bolts (augmented with Heaven's Touch poison)

Base Abilities

Non-slot Abilities:
Shadow Tactics
Rinnegan

Slotted Abilities:
Teamwork: Level 2
Strategist: Level 3
Insight: Level 2
Acrobatics 2
Clumsiness
Jutsu Mastery
Combat Instinct

Combat Class: Servant Castaa

High: Spell Accuracy
Average: Ranged Accuracy, Evasion, Melee Accuracy, Genjutsu Save
Low: Genjutsu DC

Core Ability: Temporal Strider

Ripple Effect - Dependent Special Move: 2 points
Effect: Any Ninjutsu can be split in damage in up to four pieces (multiple hit Ninjutsu can instead be split into however many hits there are.) Each piece can be set to strike a target up to three rounds in the future. Pieces set to strike during the next round or afterwards receive a +2 accuracy bonus. This cannot be done more than once per round, and no more than two jutsu can be aimed at a single target this way at a time. (Added jutsu can be cast at the same target once previously cast jutsu have reappeared.)

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

Wait Reaction - Independent Special Move: 2 points
Restriction- Requires Body Switch
Effect: Auto-dodge opponent's next attack. With the next 1.5 AP, may make one action against the opponent at +3 accuracy. Cannot be used more than three times per battle. If the user chooses not to make an attack, the 1.5 AP is wasted. Incurs a -2 dodge debuff for the rest of the round after being used.

Temporal Step - Independent Special Move: 3 points
Effect: The user makes a step out of time for the duration of one round. During this round, the user cannot be affected by Genjutsu, and any Genjutsu which they are under are temporarily ignored for the duration, though are still active. They also gain 10% damage reduction against all Ninjutsu and Taijutsu, and cannot be KOed while out of time, though if they take sufficient damage they will be knocked out when they phase back into normal space-time. Genjutsu cannot be cast in this state, however, and any Ninjutsu and Taijutsu cast require an additional 10% CP cost. This is treated as a free action and may be done every other round.

Secondary Echo - Independent Special Move: 2 points
Effect: User may pull any Ninjutsu they cast the previous round that missed entirely to be redirected at the same target again or a new target. Costs 15% of the CP the jutsu originally took to cast and the same AP initially used, but only does 80% the original damage it would have. May only be used once per round.

Walk the Aeons - Boost: Purchased 3 times, 3 points
Effect: +1 dodge. (+3 dodge with three purchases)

Renewal - Independent Special Move (3 points)
Effect: Negates the effects of the last jutsu to hit the user. This includes all damage, debuffs, bleed increase, chakra loss, bindings, poisoning, and sealing. Can only be used three times per battle.

Temporal Strike - Passive: 1 point
Effect: All the user's Ninjutsu have a 20% chance to inflict a -.5 accuracy/dodge penalty on those they hit, stacking up to four times on the same target. The effect lasts for two rounds. Does not effect other Temporal Striders.

Reversion - Jutsu: Purchased 2 times, 2 points
Restriction- A-Rank and Up
Rank 2: The effects of the last round are negated for all present within the battle. 90% of all damage inflicted by and to all in the battle is also negated, as well as 90% expended chakra. All other effects are reset to as they were at the beginning of the round. This only applies to effects within the battle, those entering are not affected.
Cost: 3.5 AP, 4500 CP
Note: May only be used once per battle. Â Costs double the exhaust of a normal level 7 Ninjutsu. Cannot be used in the same round as Haste, Renewal, or Temporal Step. Does not change the reappearance of jutsu cast with Ripple Effect or Delayed Reaction, nor Delayed Shot if that jutsu has been used, unless they appeared within the negated round.


4. Servant Ridaa
Ridaa's abilities and inventory wrote:
Approval Thread: http://www.ninpocho.com/naruto/phpBB2/viewtopic.php?t=120748

Inventory

Non-slotted items
Chakra Disruption Blade (Augmented with Keen Edge, Extension, and Serpent Soul)

Slotted Items
Item slot 1: Headset
Item slot 2: Kwarimi Target
Item slot 3: Activated Mask Summon Jutsu
Item slot 4 + Item Slot 5: Prepared Destroy Presence Rank 3

Sheath
Sword Breaker(augmented with Keen Edge, Extension, and Serpent Soul)

Sheath (One-point sling)
Repeating Crossbow (augmented with Sniper Scope and Tuned String)

Quiver (Magazine pouch) (Augmented with Poison Inject)
Bolts (augmented with Heaven's Touch poison)

Base Abilities

Non-slot Abilities:
Shadow Tactics
Rinnegan

Slotted Abilities:
Teamwork: Level 2
Strategist: Level 3
Insight: Level 2
Sixth Sense
Called Shot
Jutsu Mastery
Human Anatomy

Combat Class: Servant Ridaa

High: Spell Accuracy
Average: Evasion, Melee Accuracy, Genjutsu DC, Genjutsu Save
Low: Ranged Accuracy

Core Ability: Demonic Ancestry

Demonic Aura - Passive (3 points)

Effect: Every round, every other person in the battle besides the user must make a Genjutsu Save check. If they fail, all jutsu they use that round do -10% damage and they receive -1 Genjutsu DC(stacks to -2 Genjutsu DC). This stops while under the effects of Evil Sealing.

Third Eye - Modification (3 points)
By unlocking the mortal restraints on their mind, the demonic shinobi can gain use of the third eye, the super sense beyond all senses. They can hear someone's surface thoughts (what someone else's character thinks, the demonic ninja can hear as if they were talking) simply by being near them if they are of similar or lower power level (within 25 points total power or lower), and a small chance to discern the motives of a superior. This effect replaces Sixth Sense.
Effect - +2 to all stealth, Genjutsu Save, and awareness checks.

Akuton - Dependent Special Move (3 points)
Effect: The user may convert a Ninjutsu into the 'Dark' element to increases its damage by +20% and allowing it to cut through all Ninjutsu damage reduction. Jutsu used this way cost +25% Cp and cannot have their chakra cost reduced, and this may only be done once per round.

Mind Ripper - Independent Special move (3 points)
Effect: Grabs an opponent’s head at -3 melee accuracy (-2 accuracy with Called Shot). Subsequently ravages their mind, inflicting a -3 to genjutsu resist for the remainder of the battle (this part is treated as a level 6 genjutsu). For the next 5 rounds, Â starting from the next round after the opponent is hit by Mind Ripper, they have a 20% chance for every action they take to go into temporary convulsions and lose that action. Every time these convulsions take place, the opponent takes 3% Max HP damage. The opponent can only go into convulsions once per round. Using Mind Ripper takes 2AP and can only be used once per battle, per target (if they miss grabbing their intended target’s head, it doesn’t count for this).

Daunting Presence - Boost (1 point; purchased 2 times)
Effect: Opponents take a -1 dodge penalty during rounds where they attempt to attack the user

Demon Blessing - Passive (2 points)
Effect: +2 Genjutsu Save.

Death Touch - Independent Special Move (2 points)
Effect: For one round, Melee Taijutsu attacks Deal twice their normal damage, however cost 2x the CP, 2x the exhaustion. Damage cannot be buffed by -anything-, but bypass half of all damage reduction. Can only be used once every other round and twice per battle, and this does not increase called shot chances.

Form of the Demon - Jutsu (1 point, 1 to rank up; 2 points purchased)
Rank 2: While Active, the user gains a +2 to all secondary stats and all jutsu are considered "Dark". This means they deal +10% damage to all damage types that does not apply to damage buff limits, and bypasses half of any damage reduction the victim may have. In addition, all damage dealt upon the user is reduced by 20% and this reduced damage is instead converted into CP for the user.

Cost: 3 AP and 2400 HP to initiate. 1140 HP/Rnd.
Notes: This counts as a Chakra Armor.




5. To be announced

6. To be announced

Dojo
Learning Ability: Teamwork

Teamwork post wrote:
One of the first things he had learned during the Demon Invasion was the importance of fighting as a cohesive unit. Their mission had been to liberate the Aburame Complex. More accurately, to prevent the clan’s secret scrolls from falling into the hands of the invading legions of the Hitokage. If it meant blowing the place up and forever losing the ancient knowledge, it was better to cut off one’s own limbs than for the enemy to gain more for himself. The circumstances could not have been more grave. He had been given his orders to rush there, rapidly joining with other operators from the Black Aces and Team Shinbatsu who had been cut off from their own units and isolated in the area. Each of the units had a different philosophy of combat and it was not apparent that their somewhat disparate styles would mesh together. Masao, however, took the lead, directing the scout from Team Shinbatsu to use his Byakugan to provide up to date intelligence on enemy movements, and using the shock troops from the Black Aces to provide the heavy muscle while he provided support from range.

Their plans were briefly interrupted by the interjection of the crazed Captain of the Black Aces himself, Sunaku Enjeru, who like the legendary Numa Kogane, was more of a danger to those around him than the enemy. Half the time, Captain Sunaku threatened to abruptly join forces with the enemy, and the other half of the time, the man simply refused to move from an open bombardment of enemy fire. In due time, Enjeru had been incapacitated and Masao was in charge again. Dragging Enjeru to safety had earned Masao a citation for Valor, in the end, which was part of the reason he even bothered to risk his life and limb in the first place. Using their skills, the team managed to eventually kill their demonic adversaries and liberate the scrolls. Where the scrolls eventually went, is still a mystery.


Learning Ability: Strategist

Strategist post wrote:
Shinobi versus shinobi combat was often a messy, earth-shattering affair that could leave vast swaths of the landscape forever scarred with the craters left by explosions, unnatural and hazardous geological formations, pools of cooling magma, invasive and voracious man-eating plants and insect colonies, and lethal cerebrum-destroying illusory traps deployed at random for any unlucky passers-by to walk through. Quite simply, a confrontation between two powerful shinobi usually left one or more dead ninja as well as a few or many dead farms, villages, cities, or even whole ecosystems.

And yet how shinobi fought against non-shinobi was a debate which continued to rage in the circles of fighting philosophy from Kumo to Suna. One school of thought was to engage enemies such as armed bakufuu soldiers or pirate fleets like one would engage other shinobi – to utterly destroy any opposition in a way that would never be forgotten. The school of thought that Masao adhered to was the opposite – to engage non-shinobi in a manner more similar to regular human tactics, except with the augmented strengths and skills of shinobi, guaranteeing victory. To an enemy squad of bakufuu shock troopers, a shinobi would appear to fight and use the same weapons as another enemy soldier, except much faster, quieter, and stronger. No jutsu would be used save for the more subtle ones which altered perceptions of space and time, or allowed for faster swordwork or more accurate shooting. Flashy, explosion-based jutsu that summoned dragons or landslides or tidal waves would be a last resort, as the problem with those techniques was that they tended to attract unwanted attention.

Non-shinobi had one advantage over shinobi; they worked better in groups, and there were a lot of them. It didn’t matter how strong one shinobi was – a single crossbolter did diddley to a shinobi, but a thousand crossbolters firing on a shinobi was a whole hell of a lot of diddley.


Learning Ability: Human Anatomy

Human Anatomy post wrote:
It was important to realize that shinobi were still as vulnerable as any other human being when it came to basic questions of physiology. As self-mobile, portable weapons of mass destruction, they were certainly well-protected, but that protection was a product of multiple layers of protective jutsu, armor technology, superior strategy, and most of all, their aura of invulnerability as projected to non-shinobi civilians. But underneath it all, they were just as human as everyone else.

Disrupt the delivery of oxygen or glucose to the brain, and its cells would quickly start to die, resulting in an inability to control one’s body or think clearly, quick incapacitation, and finally death. This could be accomplished various ways – the obvious was to sever the spinal cord and major arteries feeding the brain; decapitation in other words. One could also lacerate the great vessels leading out of the heart; severing the main pulmonary arteries or ascending arch of the aorta often resulted in near-instant death. But one could also tear the great vessels inside the abdomen or the femoral vasculature with the same result, as a belly full of blood was a poor oxygenator of the cerebral cortex.

It was tempting to try to roast one’s opponents whole, or drown them in vast lakes of water or sand, or simply fill them randomly with their weight in shuriken, but this was often an inefficient way to go about things. The smart shinobi knew where to hit to cause maximum injury, not maximum spectacle.


Learning Ability: Jutsu Mastery

Jutsu Mastery post wrote:
Even early into his career, Masao had learned the scarcity of chakra. When advanced jutsu or impossible physical feats were not in use, nearly every shinobi felt like he or she had access to an immense, limitless pool of energy within themselves, and indeed many grew arrogant as they grew accustomed to that feeling. But not many shinobi who hadn’t tasted battle knew how easy it was to run out; to have that limitless energy supply suddenly feel very puny and tired as large amounts of energy were spent in very short order. Running out of chakra, or almost running out, felt like a combination of the worst hunger, tiredness, and depression imaginable. It was the crash after a cocaine high, it was the cravings after not having smoked for too long, it was the gnawing hunger of a starving child, and it was the void within a jilted lover’s heart. All those things were compounded by the fact that running out of chakra sometimes threatened one’s very life.

Hence, the shinobi who survived battles and expected more of them quickly learned the value of saving their chakra. One was not always given the luxury of resting, especially not during a fight, so the other way to conserve one’s energy was simply to utilize it more efficiently. Handseals could always be pared down to the minimum movements necessary, which ensured less wastage while weaving jutsu. As well, a better understanding of jutsu forms would also lead to less waste. It was always appalling and shocking to hear how inefficient the average user was. Some ninety percent of the chakra used in certain jutsu was wasted in the process of creating them, Masao had heard.


Learning Ability: Insight

Insight post wrote:
The ANBU were, as much as any other organization, vulnerable to becoming a cult of personality. It started with the way that trainees were assigned to specific squads from the outset, rather than training in a standardized fashion first and the being assigned to squads. An ANBU in training thus learned his or her entire approach to being a member of the organization from one person’s input. This had been evident before Masao’s time as a trainee and had apparently continued long afterwards. Tenshoku Hokousha had been Ryuuto’s version of ideal soldiers – aloof, rigid in their views on the law, and prizing order and hierarchy above all else. The basis of Team Shinbatsu had been the unshakable belief that Shinbatsu himself was no less than the One True God striding the earth in mortal form, and that belief in him was the only possible truth. The Black Aces were essentially a criminal organization themselves in their daily dealings, their loyalties primarily belonging to their Captain, Sunaku Enjeru, a volatile and fickle man whose temperament changed by the minute and who would probably have been imprisoned anywhere else.

It was a system more feudal than tactical, and rife with opportunities for corruption and mismanagement. That such a system had failed to hold the ANBU together during times of crisis was evident – the senior officer corps was a skeleton of itself. The mid-level corps did not fare much better, and there were no current trainees. It was time to bring honor back to the system. That meant rethinking entirely the organizational structure from high command to trainee camp. It was a bold move, but the only one feasible for survival into the age of Hayata Shin.


Learning Ability: Called Shot

Called Shot wrote:
Aiming: it seemed like a basic, elementary skill that any individual with an adequate intelligence quotient should be able to master instinctively. Even for those who might not be able to do well enough on standardized tests to score out of special education, it was still a feasible task to put rounds on target. And yet such a thing was entirely not the case. Accurate marksmanship, whether with crossbolter, bow, throwing knife, or even directed jutsu, was in actuality something that needed to be actively learned, and then constantly refreshed through practice. Otherwise, one was simply a fool who could not miss fast enough.

There were several steps, for example, to learning how to shoot a crossbolter accurately. The first step was proper sight alignment. For a basic blade and notch sight, it was important that the top of the front sight matched up with the tops of the divided rear sights, and that there was an equal sliver of distance between the edges of the front sight and the walls of the visual valley formed by the rear sight. For a military-issue aperture sight, it was important that the top of the front sight rested roughly in the center of the small, hazy circle formed by the rear peephole. The second step was to align the front sight properly on the target of choice. One needed to imagine that their projectile would hit immediately above the top of where their front sight lay, and keep the target in the picture. Then, one needed to concentrate on the human factors. The third step was to control one’s breathing sequence. Expansion and deflation of the human ribcage moved the weapon, and therefore moved the sights on or off target. It was important to fire at a consistent point in the breathing cycle, such as at the end of a deep exhalation. The fourth step was to gently but firmly squeeze one’s trigger. That was, to actually slowly apply pressure to it, as opposed to jerking it, which would throw one’s projectile off course, and it was also important to resist the temptation to instantly release one’s hold on the trigger once fired, for it did take a few fractions of a second for the bolt to clear.

Using these simple steps, one could place a shot on any target he wished, whether ten meters or a thousand meters away.


Learning Ability: Quickdraw

Quickdraw post wrote:
It had always been a talent of his to know exactly where things were and exactly how fast he could access them, even if he were completely naked. In which case, there was at least one slot that all men had, which put them at a disadvantage compared to kunoichi, who came with two item slots on their birthday suit. It was surprising what could be stored in that one, god-given item slot. Prisoners in the cavern of ten thousand deaths used it to smuggle in everything from razor blades and capsules containing narcotics to disassembled crossbolter parts.

For a shinobi, quick access to accessories such as one’s headset to call for backup, or kunai with prepared explosive notes primed for detonation on contact with an enemy’s chakra field could often be a lifesaver when chakra ran out, or when there was simply no time to form complex handseals required for a more sophisticated jutsu. An enemy could pontificate all he wanted about grand plans to take over the world while the laboratory was closed at night, but all it took to derail a megalomaniac’s advantage was often a senbon passing through the eye and into the brainstem.

Masao had used the natural quickness of his hands to a definite tactical advantage in two fights that he could remember. The first had been in a spar against a fellow ANBU around the time of his training. He had, while being inferior in power of jutsu, managed to nevertheless knock his opponent off the platform they shared by whipping a tagged kunai at her feet and using the concussive force of the explosive note attached to it not simply to damage her, but to knock her away and force her to lose by default. The second time he had used his talent to his advantage had been during the demon invasion, in which he had managed to literally throw his sword at an enemy heavy striker and bury it up to its hilt in the demon’s neck. A lucky chink in the armor had been their salvation that day.
Training
Stats:
Agility:600 / 600
Stamina: 600 / 600
Ninjutsu: 600 / 600
Taijutsu: 600 / 600
Genjutsu: 600 / 600
Chakra Control: 600 / 600

Energy Transfer R2>R3 48%SUCCESS!
Eye of the Tiger R1>R2 36%SUCCESS!
Eye of the Tiger R2>R3 60%SUCCESS!
Dodge Roll R1>R2 3%SUCCESS!
Dodge Roll R2>R3 49%SUCCESS!

Blank Jutsu Rank-Ups
Destroy Presence Rank 3
Signal Flare Rank 3
 

Suzuki Setsu

Active Member
Joined
Oct 22, 2012
Messages
1,191
Yen
494,300
ASP
0
Deaths
0
*cosplaying as Isaki*

ahem

Takaki Masao is a capped player active in Cloud pre-hack, therefore

350 stat points
69,000 Yen

are awarded to him this day.
 

Takaki Saeko

Active Member
Joined
Oct 10, 2012
Messages
2,264
Yen
170,825
ASP
0
Deaths
0
Old Character Name: Takaki Masao
Old Village: Cloud
Old Character Class (if you have one):

Tai-Pan of the Noble House
(Custom class with Veteran Grade)
HP: (45 + 5 + 19) x stamina
CP: (35 + 5 + 19) x chakra control
Class Bonus: Sacrificed for Kinjutsu
High: Spell Accuracy
Average: Melee Accuracy, Evasion, Genjutsu DC, Genjutsu Save
Low: Ranged Accuracy

Old BL/CA (if you have one): Toujigikou

New Character Name: Takaki Masao
New Village: Cloud
New Character Class:

Tai-Pan of the Noble House
HP: (55 + 5 + 15) *600 = 45000
CP: (30 + 5 + 15) * 600 = 30000
Class Bonus: Kinjutsu Option
High: Melee Accuracy
Average: Ranged Accuracy, Spell Accuracy, Evasion, Genjutsu Save, Genjutsu DC
Low: Spell Accuracy

New BL/CA: Opportunist

* * * * *

ANBU/Med-Nin/AIT/MIT?: ANBU Captain

* * * * *

Existing Profile is currently being used on site, please refer to that form.

* * * * *

Death thread: N/A
Profile thread: http://www.ninpocho.com/viewtopic.php?f=77&t=1085
Training thread: http://www.ninpocho.com/viewtopic.php?f=79&t=2664
Dojo thread: http://www.ninpocho.com/viewtopic.php?f=78&t=2748

* * * * *

Usergroups: Cloud, Cloud Council

* * * * *

Current Stats (state respective stat cap):
Agility:600 / 600
Stamina: 600 / 600
Ninjutsu: 600 / 600
Taijutsu: 600 / 600
Genjutsu: 600 / 600
Chakra Control: 600 / 600
Power Level: 3600
AP: 10
Level: 15, S rank

Received 350 points for S-rank active package.
I wish to spend 300 points on a yen bundle (total 60000 yen more)

Leaving 50 to spend ranking jutsu

Jutsu Swaps:

48 Master ranks to start with per Isaki Kushin. I would like to spend the ranks in the following manner:

Non-Elemental Jutsu:
Gate of Enma
Shadow Shuriken Replication
Stunt Double

Total: 3 ranks spent

ANBU jutsu:
Snapshot
Chakra Sense
Active Camo
Mental Infiltration
Destroy Presence
Intangible Passage
Shadow Servant
Searchlight
Physical Imprisonment
Body Bind
Flock of Shadows
Black Blockade

Total: 12 ranks spent

Buffing Taijutsu:
Limit Break
Unleash
Awakening
Devastating Aura
Unbound
Counter-Strike
Cover
Focused Assault
Chakra Extension
Shadow Dance
Gather
Barrage
Expel

Total: 13 ranks spent

Piercing Taijutsu:
Ultimate Counter Measure
Piercing Pinholder
Giga Star Breaker
Finisher
Million Stab
Outer Rim Breaker
Feint Spike
Cross Pierce
Impaling Counter

Total: 9 ranks spent

Ranged Tai:
Destruction Power Shot
Terra Firma Shot
Flurry Shot
Homing Shot

Total: 4 ranks spent

Genjutsu:
Mind Shatter
Reflective Hallucination
Utopia
Crippled
Heartbeat
Deafen
Detect Pulse

Total: 7 ranks spent

Grand Total: 48 master ranks spent

Ranking jutsu using points:

Buffing Tai

Shadow Play: D rank, 4 points
Eagle Vision: D-rank, 4 points
Basic Safeguard: D-rank, 4 points
Grip: E rank, 3 points
Block: E-rank, 3 points

Total: 18 points spent

Genjutsu:
Betrayal: 5/C-rank, 5 points
Fear: 5/C-rank, 5 points
Rage: 4/D-rank, 4 points
Endless Gap: 5/C-rank, 5 points
Verse of Darkness: 5/C-rank, 5 points

Total: 24 points

ANBU Jutsu:
Mask Summon: D-rank, 4 points
Critical Exposure: D-rank, 4 points

Total: 8 points spent

Grand Total: 50 points spent

* * * * *

Name of any Contract you currently own: N/A

Name of any Cursed Seals you currently own: N/A

Name of Kinjutsu you own: Rikudo Sennin with 3 paths already established:

Path 1:
Servant Saber

Base Abilities
Non-slot Abilities:
Shadow Tactics
Rinnegan

Slotted Abilities:
Teamwork
Health Converter
Concentration
Jutsu Mastery
Quick Healer
Transmit Life
Acrobatics

Combat Class: Servant Saber

High: Spell Accuracy
Average: Ranged Accuracy, Evasion, Melee Accuracy, Genjutsu Save
Low: Genjutsu DC

Core Ability: Benevolent

Master Healing<i></i> - Passive (3 points)
Benevolents with this ability have fully mastered all aspects of healing and treating the wounds of others, making their healing jutsu that much more effective.
Effect: Medical jutsu are enhanced by 20%. This does not stack with Medical Knowledge.

Purify<i></i> - Independent Special Move (2 points)
By channeling their chakra, a Benevolent person can help rid the body of impurities and tiredness, removing poisons and exhaustion. Their healing touch is said to be able to restore one's fighting spirit.
Effect: Automatically breaks down all Weak and Medium poisons, Gains a +3 poison resistance reroll to get rid of Strong Poisons. Also sobers up drunk people and cures other minor ailments like headaches, muscle cramps, etc. Also lowers their exhaustion by 50%. Costs 1.5AP and exhausts the user by 20%. Can only be used on others.

Calming Touch<i></i> - Independent Special Move (2 points)
Restriction: C Rank and Up
Many benevolent people can easily calm down frightened or enraged victims or enemies with merely a soothing touch, immediately calming them and restoring peace.
Effect: Calms people down with a gentle touch (1AP, melee accuracy), removing all fear or enrage effects and rerolling will genjutsu at +2 Save. If used on an opponent this leaves them confused for one round (treated as fear), giving them -2 Genjutsu Save for the rest of the battle and 10% chance to auto fail their actions. Opponents can resist, treating it as a Will Genjutsu.

Cure Spell<i></i> - Dependent Special Move (3 points)
Restriction- C Rank and up
The Benevolent is largely concerned with how well their team functions not due to a desire to win, but rather out of one to protect others. This enables them to heal several people at once.
Effect: The user can target up to three people with their Medical jutsu at 2x the cost. Can also be used on a single ally to heal 2x as much damage, or two allies to heal at 1.25x effectiveness. This move is not affected by any medical buffs, and cannot be used with medical jutsu that heal for a percentage of max HP. Can only be used once ever other round. Adds 10 exhaustion to user.

Healing Aura<i></i> - Passive (2 points)
A Benevolent soothes and calms just by their very presence, all healing attempts strengthened in their wake. This peaceful aura is said to feel like a cool breeze while active.
Effect: All medical jutsu used while a Benevolent is present are increased in effectiveness by 10%. This does not apply to Negative Energy.

Prevention<i></i> - Independent Special Move (3 points)
There is nothing so precious to a Benevolent as their beloved allies and friends. If they are hurting, the Benevolent will tend to them, and quickly, before they fall within the heat of battle.
Effect: Can heal allies below 10% max HP to 15% max HP as a free action for 3000 chakra. Can only be used on each ally once per battle, and may not be used if the ally is KO'd or Dead.

Sacred Guard<i></i> - Passive (3 points)
Something about a healer makes the forces of nature slightly less inclined to hurt them. This can often work in the Benevolent's favor, especially with their tendency to sacrifice their own health for their friends'.
Effect: The user takes 10% less damage from all elemental attacks.

Genesis<i></i> - Jutsu (1 point, 1 to rank up)
Restrictions: A-Rank and Up
The ultimate healing jutsu, this technique almost completely restores the target, making them practically good as new, though this is very exhausting for the user of this jutsu.
Rank 1: Heals for 60% max HP and removes all exhaustion, poisons and dodge, accuracy or stat debuffs caused by physical means (called shot, bleeding, etc). All genjutsu level 5 and below are rerolled with a +4 to resist. If used on self, only heals for 40% max HP and does not remove exhaustion.
Rank 2: Heals for 75% max HP and removes all exhaustion, poisons and dodge, accuracy or stat debuffs caused by physical means (called shot, bleeding, etc). All genjutsu level 6 and below are rerolled with a +5 to resist. If used on self, only heals for 50% max HP and does not remove exhaustion.

Cost: 4500 chakra, 4AP, gives user +25 exhaustion.

Notes:
- Damage healed cannot be buffed in any way.
- This may not be used with Negative Energy or any other effects which would make it damage instead of heal.
- A target may only be healed by this jutsu once per battle.[/fontsize]

Path 2:
Servant Caster

Non-slot Abilities:
Shadow Tactics
Rinnegan

Slotted Abilities:
Teamwork
Strategist
Insight
Acrobatics
Clumsiness
Jutsu Mastery
Combat Instinct

Combat Class: Servant Castaa

High: Spell Accuracy
Average: Ranged Accuracy, Evasion, Melee Accuracy, Genjutsu Save
Low: Genjutsu DC

Core ability: Temporal Strider

Ripple Effect<i></i> - Dependent Special Move (2 points)
The rate at which a jutsu is cast and dispelled is variable to a Strider, allowing them to have it break up and attack multiple targets over several rounds, or even the same target over time.
Effect: Any Ninjutsu can be split in damage in up to four pieces (multiple hit Ninjutsu can instead be split into however many hits there are.) Each piece can be set to strike a target up to three rounds in the future. Pieces set to strike during the next round or afterwards receive a +2 accuracy bonus. This cannot be done more than once per round, and no more than two jutsu can be aimed at a single target this way at a time. (Added jutsu can be cast at the same target once previously cast jutsu have reappeared.)

Delayed Action<i></i> - Dependent Special Move (2 points)
Time being like so much liquid to a Strider, then can easily throw their chakra forwards in it to form into its essence later--even controlling where and when it appears.
Effect: Any Ninjutsu can be cast into the future by up to three rounds (1 Round minimum), gaining a +3 accuracy bonus. Ninjutsu cast in this manner are modded at the beginning of the round they are cast into. This cannot be done more than once per round, and no more than two jutsu can be aimed at a single target this way at a time. (Added jutsu can be cast at the same target once previously cast jutsu have reappeared.)

Wait Reaction<i></i> - Independent Special Move (2 points)
Restriction- Requires Body Switch
Every so often, a Strider's knowledge gives them the ability to predict their opponent's next action and formulate an effective counter to it. If they are successful, they could gain a significant advantage.
Effect: Auto-dodge opponent's next attack. With the next 1.5 AP, may make one action against the opponent at +3 accuracy. Cannot be used more than three times per battle. If the user chooses not to make an attack, the 1.5 AP is wasted. Incurs a -2 dodge debuff for the rest of the round after being used.

Temporal Step<i></i> - Independent Special Move (3 points)
Restriction- C Rank and up
The Strider possesses the skills to not only look through time, but to temporarily step out of it as well, rendering them resistant to most normal forms of harm aimed at them and allowing them an unclouded perception on the battle they are in.
Effect: The user makes a step out of time for the duration of one round. During this round, the user cannot be affected by Genjutsu, and any Genjutsu which they are under are temporarily ignored for the duration, though are still active. They also gain 10% damage reduction against all Ninjutsu and Taijutsu, and cannot be KOed while out of time, though if they take sufficient damage they will be knocked out when they phase back into normal space-time. Genjutsu cannot be cast in this state, however, and any Ninjutsu and Taijutsu cast require an additional 10% CP cost. This is treated as a free action and may be done every other round.

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

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

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

Flow of Time<i></i> - Dependent Special Move (2 points)
The smart Strider is able to regain control of their jutsu after they have been cast, as though they just used them. Upon a failure to hit, they are able to redirect the jutsu to come back for another shot--though if they don't prepare when casting the jutsu this chance is lost.
Effect: User can add 25% CP to a jutsu's cost in order to give it a second chance to hit the same target again. This may only be used once per round, up to three times per battle. This does not effect any activated auto dodge effects.

Reversion<i></i> - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and Up
The ultimate in control of time--the ability to turn back time, to make it so that the last few seconds never happened. Unfortunately, or perhaps fortunately, the Strider does not possess the capability to cleanse the memory of the time from anyone's minds, making this perhaps a bit of a risky tactic, as their opponents will have themselves replenished as well.
Rank 1: The effects of the last round are negated for all present within the battle. 70% of all damage inflicted by and to all in the battle is also negated, as well as 70% expended chakra. All other effects are reset to as they were at the beginning of the round. This only applies to effects within the battle, those entering are not affected.
Rank 2: The effects of the last round are negated for all present within the battle. 90% of all damage inflicted by and to all in the battle is also negated, as well as 90% expended chakra. All other effects are reset to as they were at the beginning of the round. This only applies to effects within the battle, those entering are not affected.

Cost: 3.5 AP, 4500 CP

Notes:
- May only be used once per battle. Costs double the exhaust of a normal level 7 Ninjutsu. Cannot be used in the same round as Haste, Renewal, or Temporal Step. Does not change the reappearance of jutsu cast with Ripple Effect or Delayed Reaction, nor Delayed Shot if that jutsu has been used, unless they appeared within the negated round.

Path 3:
Servant Rider

Non-slot Abilities:
Shadow Tactics
Rinnegan

Slotted Abilities:
Teamwork
Strategist
Insight
Sixth Sense
Called Shot
Jutsu Mastery
Human Anatomy

Combat Class: Servant Ridaa

High: Melee Accuracy
Average: Evasion, Spell Accuracy, Genjutsu DC, Genjutsu Save
Low: Ranged Accuracy

Core Ability: Demonic Ancestry

Demonic Aura<i></i> - Passive (3 points)
Restriction - C Rank and up
A person in touch with their dark side is completely surrounded by a pervading feel of evil that inspires fear in even the strongest of shinobi. Though the power of fear is nice, the aura of doom does make it hard to win the trust of others.
Effect: Every round, every other person in the battle besides the user must make a Genjutsu Save check. If they fail, all jutsu they use that round do -10% damage and they receive -1 Genjutsu DC (stacks to -2 Genjutsu DC). This stops while under the effects of Evil Sealing.

Third Eye<i></i> - Modification (3 points)
Restriction - C Rank and up, requires Sixth Sense
By unlocking the mortal restraints on their mind, the demonic shinobi can gain use of the third eye, the super sense beyond all senses. They can hear someone's surface thoughts (what someone else's character thinks, the demonic ninja can hear as if they were talking) simply by being near them if they are of similar or lower power level (within 25 points total power or lower), and a small chance to discern the motives of a superior. This effect replaces Sixth Sense.
Effect - +2 to all Stealth, Genjutsu Save, and Awareness checks.

Smite Foe<i></i> - Independent Special Move (3 points)
One with Demonic Ancestry can get very mad, and that's something you don't want to see. The force of their anger can be channeled into a rather destructive technique that hits as pure evil energy and looks like a black bolt of lightning.
Effect: User can make a basic attack whenever they drop below 30% HP. This attack does damage equal to the damage the user took in the last attack that hit them and cannot exceed 3000 damage. Can only be used twice per battle. Uses Ninjutsu accuracy.

Mind Ripper<i></i> - Independent Special move (3 points)
Restriction- C Rank and up, stat average of 150
By grabbing a victim’s head and channeling dark energy and evil will into their mind, a demonic shinobi can temporarily traumatize their opponent, lowering their will power, or in some cases, instantly destroying any hint of sanity.
Effect: Grabs an opponent’s head at -3 melee accuracy (-2 accuracy with Called Shot). Subsequently ravages their mind, inflicting a -3 to genjutsu resist for the remainder of the battle (this part is treated as a level 6 genjutsu). For the next 5 rounds, Â starting from the next round after the opponent is hit by Mind Ripper, they have a 20% chance for every action they take to go into temporary convulsions and lose that action. Every time these convulsions take place, the opponent takes 3% Max HP damage. The opponent can only go into convulsions once per round. Using Mind Ripper takes 2AP and can only be used once per battle, per target (if they miss grabbing their intended target’s head, it doesn’t count for this).

Daunting Presence<i></i> - Boost (1 point) taken x2
Restriction- Can be taken up to two times
Demons instill a great deal of fear into their opponents. This fear can make them quite hesitant--and easier to take advantage of. Hesitation is all a demon needs to strike.
Effect: Opponents take a -1 dodge penalty during rounds where they attempt to attack the user.

Demon Blessing<i></i> - Passive (2 points)
The mind of a demon is much less susceptible to attack than that of a mere mortal, restricting Genjutsu from targeting them too easily. Being so alien to most forms of chakra, a practitioner of the mind arts will find them harder to snare.
Effect: +2 Genjutsu Save.

Fell Vengeance<i></i> - Dependent Special Move (2 points)
It isn't always smart to attack a demon. They might get a touch mad at you, and mad demons are a force to be reckoned with. In fact, if you can't dispatch them quickly, it is sometimes better not to try at all.
Effect: A single melee taijutsu attack can be overcharged to do 30% extra damage on any turn when the user has been hit already. Cannot be combined with Akuton. Adds 10% CP cost to the jutsu.

Form of the Demon<i></i> - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and up
This technique is the ultimate incarnation of a demonic ninja’s tie to his or her hellish ancestry. Releasing all bonds and restrictions, they unleash their true demonic nature, becoming a terrifying being of power and awe. The after affects are disastrous, however.
Rank 1: While Active, the user gains a +1 to all secondary stats and all jutsu are considered "Dark". This means they deal +5% damage to all damage types that does not apply to damage buff limits, and bypasses half of any damage reduction the victim may have. In addition, all damage dealt upon the user is reduced by 10% and this reduced damage is instead converted into CP for the user.
Rank 2: While Active, the user gains a +2 to all secondary stats and all jutsu are considered "Dark". This means they deal +10% damage to all damage types that does not apply to damage buff limits, and bypasses half of any damage reduction the victim may have. In addition, all damage dealt upon the user is reduced by 20% and this reduced damage is instead converted into CP for the user.

Cost: 3 AP and 2,400 HP to initiate. 1,140 HP/Rnd.

Notes: This counts as a Chakra Armor.

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