Ninpocho Chronicles

Ninpocho Chronicles is a fantasy-ish setting storyline, set in an alternate universe World of Ninjas, where the Naruto and Boruto series take place. This means that none of the canon characters exists, or existed here.

Each ninja starts from the bottom and start their training as an Academy Student. From there they develop abilities akin to that of demigods as they grow in age and experience.

Along the way they gain new friends (or enemies), take on jobs and complete contracts and missions for their respective villages where their training and skill will be tested to their limits.

The sky is the limit as the blank page you see before you can be filled with countless of adventures with your character in the game.

This is Ninpocho Chronicles.

Current Ninpocho Time:

Yamanka Nobu - Forgotten Child












Name: Yamanaka Nobu



Age: 22



Gender: Male



General Description:



Nobu comes in at 4.89 Feet considered being the average height for his age, hazelnut eyes and dull orange hairs. His complexion is of a well tanned person due to spending most of his time in Leaf spent outside. Nobu is generally quite a skinny kid in nature, coming off almost malnourished in nature. His hair is always sticking up at random angles, looking more often than not scurfy and spiky at the same time. His clothes would be considered smart, normally wearing a black shirt, with a red tie. Giving himself the black trousers as well as plain white sneakers to complete the look. Nobu normally finishes the look off with a black jacket over his shoulders. Though well dressed with what he wears, the clothes are considered baggy on his smaller frame. Nobu never tucks his clothes in and always leaves them hanging out, constantly considered to be having a scruffy appeal to himself though he takes time to prepare himself every day.



Personality:



Coming off normally as quite cold and uninterested, Nobu's attitude reflects the nature of his training. He is quick to temper and has a flare of anger that will sometimes get the best of him in situations. Always one to have a joke and smile it hides the dark nature and interest that is lying beneath the surface for Nobu. The world that he sees hidden away by the face friendly attitude is a dark one where the Shinobi of the world need to be stronger, his drive is just that to become stronger. Curious and the will to learn is his passion as well as getting himself into situations that will require a brawl when it's required.For all of this he isn't one to shy away from the real word and with the temper he forgets to control his emotions sometimes becoming aggressive to those that try to care about him.





History:



Nobu enjoyed his life inside of the Yamanaka clan of Leaf, his parents doting on him and giving him a sense of belonging and love, their goal was simple to bring him up right and make sure that he understood right from wrong. He was brought up understanding the art and ways of the clan learning to focus his mind into a fine point. For years since he was the age of two he would be trained daily in the metal focus with his parents.



The training that took place pushed his mind, from reading into book and studying the old ways of the family, learning the abilities to walk into peoples mind, though this took him three years to learn how to even step into someone's mind it he could only manage it to do it for a few seconds to begin with, but as the years grew by and time slowly progressed he learned to stay longer. The doors that he could walk through to the secrets held behind them being able to be held open, after years of training it was normal for him to sit down with his parents and have conversations inside of their mind. Straining his body and his will in understanding the very basics of the bloodline that had been passed down to him.



Soon the village found a need for Shinobi to serve once more in the front line, his parents served inside of the Anbu Branch during the Frost Conflict, it was this time that Nobu world got turned upside down. The Yamanaka branch was used to gather information and gain access to secrets as such both his mother and father were deployed on the front lines. Like many other Shinobi during this time, they didn’t come home, instead executed in some foreign country in the mud and the rain and no grave to represent the sacrifice. All that was left was emptiness in the heart of a seven year old boy.



The Fourth Hokage at this time made an announcement when peace had been formed, it had cost them lives, and those that made sacrifice had earned a place of honour and respect. It was the duty of Shinobi to fall if needed in the line of duty and Nobu’s parents did that. He took pride in the fact that they sacrificed themselves for this purpose, this goal and dream. But it came at a cost, with no-one to look after him inside of the village, no way to pay the bills the house that he grew up inside of was taken from him.



Kicked to the streets, left a scrounger and at some points hunting food from the bin’s behind the restaurants to survive he learned to beg, steal and take what was needed. His skills with the bloodline allow him to look into minds for the street gambling games, making coin from tricking those he played against and finding the correct answers. That was until they found out his skills and it always resulted in a quick beating down some back alley with no Shinobi to be seen to stop these attacks.



Leaf was a pit in which scum and villainy raised itself up, and the mighty Main Branch Shinobi never once assisted him. At the age of twelve, he had learned to survive on becoming worse than the people around him and it was down to only himself to survive. With his signing up to the Academy program to see what Leaf Shinobi had done, how the mistakes they made had cost people's lives, he wanted to punish them for their lack of duty.



It was at this time that the Fifth Hokage took the mantle on, and to start with displaying it with glitter. Sunshine and Rainbows and Peace in the world, his parents' death useless and unnecessary for this new Hokage. What wonders he would forge to make those remember the bleakness that really lurked beneath their high towers and lifes from those they had tossed out onto the street.
 
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StatsClass
Agility: 600/600
Stamina: 600/600
Taijutsu: 600/600
Ninjutsu: 600/600
Genjutsu: 600/600
Chakra Control: 600%/600%

PL: 3600/3600
Lv. 15
Dark Mind Trap
HP: (42+lvl) x Stamina
CP: (48+lvl) x Chakra Control

Class Feature: Kinjutsu (Dark Sage)

High: Genjutsu DC, Ninjutsu Accuracy
Average: Dodge, Genjutsu Save
Low: Melee Accuracy, Ranged Accuracy

AbilitiesInventory
0. Shinobi 101: Unarmed Taijutsu using Genjutsu DC
0. Branch: Journeyman - Main Branch
0. Journeyman Slot: Sentinel - ANBU Branch
0. Summoner (Dark Sage)
1. Genetic Implant - Sharingan - Mastered
2. Elemental Illusionist
3. Illusionist
4. Mind Overflow
5. Elementalist
6. Shattered Reality
7. Genjutsu - Chakra Style
8. Contract Mastery
9. Initiative
10. Kinjtusu
11. Kinjutsu
12. Kinjutsu (ASP Card)


Genetic Implant (Sharingan):
Rank 1/2/3: The user has +1/+1.5/+2 Accuracy and Dodge toward
targets in their line of sight. When attacking a target within their
line of sight, the user ignores any Auto-dodge %'s the target may
have.

Cost: 0 AP, 2% Max CP/Rnd.

Note:
  • Sharingan costs no AP to activate (it only needs to be declared),
    but takes the timing of 1 AP to come into effect.
  • While Mangekyou Sharingan is active, Sharingan's Acc/Dodge
    the bonus becomes +3 (+4 is they possess if they possess
    Eternal Mangekyou Sharingan)
  • Does not apply to Activated Auto-dodge, such as the Body Switch
    Ninjutsu. This only applies to % chances.
Inventory:
  • Headset
  • Light Armour
  • Pouch - Poison

Weapon:

Shadow Claws:

Type: Unarmed (Handseal)
Damage Modifier: -10% Damage
Accuracy: +2
Augments:
  • Mirage
  • Swift
  • Dual Weapon

Venom Gauntlets
Type: Unarmed (Handseal)
Damage Modifier: -10% Damage
Accuracy +2
Augments:
  • Silencer
  • Dual Weapon
  • None


AffinitiesAdvanced Elements
Major and Minor Affinities:
  • Minor: Earth
  • Major: Lightning, Non-Elemental
Sensory Moves:
  • Audial
  • Kinetic
  • Visual
  • Will
Advanced Elements:
  • Gravity
  • ,
  • ,
  • ,
*= Advanced Element card use.

Bloodline - Yamanaka

Yamanaka
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The Yamanaka are known as the 'Mind Clan', and for good reason; they possess a sharp mentality that not only enables them to cast powerful illusions, but also have the unique ability to project their consciousness outwards to directly manipulate the wills of others. Yamanaka thrive from the sidelines as expert spies and interrogators.
084 PL - Mentalist (Rank 1), Nightshade Extract (Rank 1)
168 PL - Illusory Cantrips (Rank 1)
252 PL - Phantosmia (Rank 1)
336 PL - Illusory Cantrips(Rank 2)
420 PL - Mentalist (Rank 2), Mind Body Disturbance (Rank 1)
504 PL - Nightshade Extract (Rank 2)
588 PL - Illusory Cantrips (Rank 3), Phantosmia (Rank 2)
672 PL - Mentalist (Rank 3), Core Skill 3 (Rank 2)
756 PL - Phantosmia (Rank 3)
840 PL - Nightshade Extract (Rank 3), Mind Body Disturbance (Rank 3)
---

Mentalist - Passive
The Yamanaka universally seem to have a strong force of will, and are naturally adept in the arts of the mind.
Rank 1/2/3: Grants +1/+2/+3 Genjutsu DC.
---

Nightshade Extract - Passive
Through mastery of botany the Yamanaka has learned to make their own strains of regular poisons, increasing their potency and effects.
Rank 1/2/3: Grants access to the Nightshade extract. The Yamanaka can choose to add this to any poison they have in their inventory, adding an additional effect to the poison.
  • Injury Poisons gain an additional -1/-2/-3 Dodge/Gen Save debuff
  • Inhaled poisons gain additional -1/-2/-3 Acc/DC debuff
Notes:
  • This must be noted in the user’s dojo.
  • This caps at -4 total Dodge/Gen Save/Acc/DC debuff from Nightshade extract or the poison it is affecting.
---

Illusionary Cantrips - Passive
At a certain point of mastery a Yamanaka is able to layer illusions upon each other so intricately, that minor ones become near effortless to maintain, and rarely interfere with other genjutsu.
Rank 1: E-Rank Genjutsu cast by the user doesn't fill a Sense slot of the target.
Rank 2: E/D-Rank Genjutsu cast by the user doesn’t fill a Sense slot of the target. The user may use an E Rank Genjutsu as a free action, this requires a 10 second cooldown after use.
Rank 3: E/D-Rank Genjutsu cast by the user doesn’t fill a Sense slot of the target. The user may use an E/D Rank Genjutsu as a free action, this requires a 10 second cooldown after use.
---

Phantosmia - Bloodline Style
As a Yamanaka saturates an opponent's senses with Genjutsu, their mind is overwhelmed by phantom scents, confusing their perceptions to the Yamanaka’s advantage.
Rank 1/2/3: The user receives +1 Acc/Gen DC and +5% damage per Genjutsu maintained on their opponents. Every 10 seconds, the user may apply one Nightshade Extract affected Injury type poison to 1/2/3 weapons for 0 AP, and this consumes a use of the chosen poison per weapon.

Cost: 0.5 AP
Notes:
  • If used as a Chakra style these buffs apply to Genjutsu
  • If used as a Physical style these buffs apply to Taijutsu
  • These bonuses cap at +5 Acc/Gen DC, +25% Damage buff.
  • The Nightshade Extract affected poison application lasts 10 seconds.
  • A different Nightshade Extract affected poison may be chosen for each weapon in a single use.
  • Counts either as Chakra or Physical Style. Must be declared upon entering.
---

Mind Body Disturbance - Will Genjutsu
The unique ability of the Yamanaka Clan, allowing them to project their own consciousness out from the limits of their own body, and attempt to enter the mind of another living being. While excellent at reconnaissance, this skill is risky in a direct confrontation. If the Yamanaka is willing to take the risk, this Genjutsu allows them to lurk within the mind of their target, sharing their senses, and if they so desire, take disrupt their unwitting host.
Rank 1/2/3: Targets an opponent with Genjutsu DC. If successful, the Yamanaka's awareness enters the body of the target with the victim unaware of their presence. The target and user each have -1/2/3 Dodge. 50%/40%/30% of all damage done to the target is also inflicted on the user ignoring the user’s DR. At rank 2 the user is aware of everything the target is aware of (Including targets clones). At Rank 3 the user can now use the Distracting Thoughts special action.
Special Action - Distracting Thoughts: While Mind Body Disturbance affects a target, the user may spend up to 1 Ap to reduce the target’s AP by double the spent AP. Doing this alerts the target to the presence of the user.

Costs: 2 Ap, 300 CP to initiate, 150 CP/rnd.
Notes:
  • Upon a full hit, the target is unaware of the user’s presence. On a partial hit, the target is aware.
  • If the target is aware of the Mind Body Disturbance they can spend 1 AP to attempt a Genjutsu Check to end the Mind Body Disturbance Technique.
  • If the target is aware of the Mind Body Disturbance Technique they receive a stackable +2 Gen Save buff per round to resist this technique.
  • The user will always be aware of the target while they are affected by the Mind Body Disturbance Technique.
  • This does not take up a Genjutsu Sense Slot, and cannot have it’s number of targets increased through any means.
  • This technique may be maintained for a maximum of 30 seconds.
  • Requires a 10 second cooldown after use.
  • The user may perform Genjutsu and Yamanaka techniques while using Mind Body Disturbance Technique with no penalty, all other actions are used at -3/-2/-1 Accuracy.
  • Other Yamanaka are automatically aware if Mind Body Disturbance Technique is used upon them.
  • This does not circumvent the AoE rules, and the user can still only take damage once from any source.
----

True Yamanaka
The True Yamanaka are a branch of Clan Yamanaka that claim to be descendants of the original bloodline founder. The True Yamanaka are noted for their calm, detached behavior, turning their heads at the more down to earth, flowery techniques of their sister bloodline, focusing more on Genjutsu and the power of the mind.
924 PL - Presence Erase (Rank 1), Mind Possession (Rank 1)
1008 PL - Mental Fortress (Rank 1)
1092 PL - Mind Possession (Rank 2)
1176 PL - Presence Erase (Rank 2), Mental Fortress (Rank 2)
1260 PL - Name of the Rose (Rank 1)
1344 PL - Presence Erase (Rank 3), Mind Possession (Rank 3)
1428 PL - Name of the Rose (Rank 2),
1512 PL - Mind Destruction (Rank 1)
1596 PL - Mental Fortress (Rank 3)
1680 PL - Name of the Rose (Rank 3), Mind Destruction (Rank 2)
1764 PL - Mind Destruction (Rank 3)
---

Presence Erase - Passive
The mastery of Genjutsu allows the True Yamanaka to alter perception and memory to mask their presence against those around them. This often takes the form of the True Yamanaka vanishing into a plume of smoke, or simulating some type of Body Switch technique. Unlike Genjutsu this does not require focus on a target, but instead affects any who can currently perceive them.
Rank 1/2/3: The user may apply their current Genjutsu DC bonus to any stealth check at -1/+0/+1.
Notes:
  • This requires a 10 second cooldown after use.
  • Stacks with the user’s stealth bonuses.
---

Mental Fortress - Passive
Using their extensive knowledge of Genjutsu, the True Yamanaka are able to use the opponent's mental debilitation to strengthen their own defences, making the opponent's own mental weakness their strength.
Rank 1/2/3: For each Genjutsu affecting an opponent the user gets +1 Genjutsu Save. This caps at +2/+3/+4 Genjutsu Save
---

Mind Possession - Will Genjutsu
The pure expression of the True Yamanaka’s mental capabilities, they are able to take the base Mind Body Disturbance Technique and increase its effectiveness, to the point of overpowering the opponent's mind and controlling them like mental puppets.
Rank 1/2/3:The user attempts to bind the opponent at -3/2/1 Gen DC. If the user successfully binds the target, the following effects occur:
  • The user takes control of the target and their actions will be performed by the target, not the user, this does not affect/break the bind.
  • Damage done to the target also damages the user.
  • If the target or user takes 10% Max HP within a round this Technique ends.
  • When using actions through the target, the user uses the target's Secondary stats, with the exception of keeping their own Genjutsu DC and Save.
  • The user may only perform their own Techniques, but cannot target the user or target.
  • Techniques used in this state take their costs from the user and target at a 50% split.
  • Techniques used through Mind Possession do not use the target’s AP.
Special Action - Fast Possession If the target is under the effect of the Mind Body Disturbance
Technique, for +20% CP they can have this genjutsu cast at 0 AP timing. This does not affect the AP cost of Mind Possession.

Cost:2.5 AP 610 CP, 305 CP/rnd
Notes:
  • This is a Full Bind.
  • Mind Possession may only be used on a single target regardless of other effects.
  • There is a 21% chance to dispel maintained effects per round maintained.
  • This can be maintained for a maximum of 15 seconds.
  • The target can spend 2 AP to attempt to escape the bind with a 15% chance. This bonus stacks per attempt.
  • This does not circumvent the AoE rules, and the user can still only take damage once from any source.
---

Name of the Rose - Non-Elemental Ninjutsu
A secret ability of the True Yamanaka, allowing them to convert their body into a form of their choosing, created purely out of chakra. In this form, the user's mental capabilities are significantly increased, but it comes at a cost as this form can only be held shortly, and has a significant mental strain.
Rank 1/2/3: The user gains +5%/10%/15% DR and Non-Illusionary Damage is dealt to the user’s CP instead of HP. Any Non-Illusionary Damage the user deals is at -20%/15%/10% damage.

Special action - Meditation: For 1 AP, the user can reduce the maximum maintained duration by 10 seconds to restore 20% of their Max CP. There must be at least 10 seconds remaining for this special action to be used.

Cost: 2.5AP 1100 CP, 550 CP/rnd
Notes:
  • This is a Chakra Armor Technique.
  • This can be maintained for a maximum of 30 seconds.
  • The user cannot restore more than their CP at the time of casting this technique.
  • If the Mind Possession Technique is used while the user is maintaining Name of the Rose, the user is no longer a valid target. If used this way, when Mind Possession or Name of the Rose ends, the user becomes a valid target again.
---

Mind Destruction - Will Genjutsu
An advanced usage of their Mind Body Disturbance Technique, in which the True Yamanaka may influence the mind and actions of a target without the need to implant their own consciousness within. Though the control this gives the Yamanaka over their target is weaker in comparison to Mind Body Disturbance, this carries none of the risks associated with that technique. A skilled True Yamanaka may learn to spread this effect to multiple targets, allowing them to turn their enemies against each other.
Rank 1/2/3:Deals 480/600/720 damage to three targets each round. Upon initiation of this Genjutsu the targets are suppressed for 1AP. While affected, victims have -1 Max AP and their actions have a 10%/15%/20% chance of being unable to choose specific targets for attacks they make.

Cost: 3 AP 1490 CP, 740 CP/rnd.
Notes:
  • Mind Destruction has priority over any Non-Kinjutsu effects which would allow the victim to retain the capability to choose their targets.
  • This can be maintained for a maximum of 30 seconds.
  • If unable to choose a target, a roll is made to see who is targeted, a victim may attack themselves.
----
Kinjutsu - Dark Sage
Dark Sage
DS.jpg

Sages are known to be the most knowledgeable and skillful shinobi in the arts of jutsu, having spent years to discover and unlock the secrets of the shinobi world to the point they were revered as gods of war in the battlefield in many historical wars, but like many men, there are those who went down a different path. Possessing an unquenchable thirst for knowledge, these Dark Sages left behind their moral compass and wandered into the realm where laws and rules were mere words, seeking out the most inhumane and forbidden secrets the shinobi world has to offer without a second thought of the consequences nor their well-being. A Dark Sage can toy with the aspects of life and death as they see fit. It is wise to run away when the stench of rotting corpse fills the air and a face of a departed is within one's sight as a Dark Sage is never that far nor do they fail to snatch a living soul from a fresh body.​
Kinjutsu Table

Information
Prerequisites: Kinjutsu Application, B-Rank, 3 Ability Slots

Effects:
  • The user's alignment changes to Cursed and cannot be changed.
  • The user gains the Summoner Ability and will not take up a slot. In addition, the second creation jutsu will no longer be forced to be Rank 1.
  • At the start of each round, a Ninjutsu Check is made against all Players in battle. If a target fails this check, they lose 4% of their current Health. The user recovers Health and gains Corrupted Energy equal to the amount of Health lost by the target(s).

Special Action: The user may choose to have this affect their own Clones, Creations and Contracts. If so, this is automatic (no check is needed).

Note:
  • If a player is affected, it will also apply to all other entities under their control (such as clones, creations and contracts).
  • Treated as a Passive Heal and may not recover more than 15% of the user's maximum Health each round.
  • Health lost from this cannot be blocked, reduced, redirected, etc.
  • This damage does not break binds.

Senjutsu Corruption - Kinjutsu Ability
BqTAEBt.jpg

While Natural Energy is the purest form of chakra, it is not fit for the Dark Sage's purpose. Siphoning the connection they have with any contract beast they have, the Dark Sage corrupts the Senjutsu and is able to surpass the natural order of things.

Information
Prerequisites: Dark Sage

Effects: The user now has a Corrupted Energy Pool that has a base amount equal to 30% of the user's Chakra. The user may cast Taijutsu, Ninjutsu, Genjutsu and Dark Sage Techniques using their Corrupted Energy as normal.
  • When the user casts a Technique that deals damage, they must pay 10% of the cost from their Corrupted Energy Pool, applying to both initial and maintenance cost.
  • The user cannot split the cost further, its is either 10% from the Corrupted Energy Pool and 90% from standard Chakra Pool, or 100% from the Corrupted Energy Pool.
  • Techniques that take thier full CP cost from the Corrupted Energy Pool are treated as Cursed, overwriting thier original alignment, and gain +10% for any techniques that damage Health. (This does not apply to techniques that only take 10% of the cost from the Corrupted Energy Pool )
  • Creation Techniques cast with Corrupted Energy are not affected by any effects that would automatically destroy or do additional damage against them, but causes any effects that would restore Health to them to deal damage instead.
  • As long as the Dark Sage has Corrupted Energy remaining in their Corrupted Energy Pool, their creations do not have a duration/maintenance limit.
  • Each time a Creation is destroyed in battle, the user regains 20% of its maximum Health as Corrupted Energy.
  • There is no limit on the amount of Corrupted Energy the user may gain.
  • Corrupted Energy cannot be affected by Chakra Increasing/Decreasing Effects and Bonuses.

Notes:
  • If the user has the Senju Bloodline then Senjutsu Corruption replaces the effects of the user's Sage Arts Prodigy passive ability. The user can still cast their Wood Ninjutsu and Senju Bloodline techniques using their Corrupted Energy Pool and any effects within the Senju Bloodline which would normally interact with the Natural Energy Pool granted by Sage Arts Prodigy instead interact with the Corrupted Energy Pool granted by Senjutsu Corruption. Wood Ninjutsu and Senju Bloodline Techniques which are cast using Corrupted Energy Pool are still considered Cursed.
  • When the user enters Sage Mode, the Natural Energy Pool is replaced by the Corrupted Energy Pool.

Fuuinjutsu Experimentation - Kinjutsu Ability
sWra7R7.jpg

Using the knowledge they have gained through countless experimentation, the Dark Sage is able to use the Corrupted Energy they have gained to empower their use of Fuuinjutsu, allowing for both a expanded flexibility and also the ability to amplify existing ones. They have also learned the ability to create temporary seals, not quite as strong as a Cursed Seal, but containing more utility.

Information
Prerequisites: Dark Sage

Effects: Scribing a Cursed Seal on someone adds a (DS) Tag to the Cursed Seal Ability. Cursed Seal (DS), adding another 2 class points to the Curse Seal
  • These 2 class points can only be used with themselves, and cannot stack with points already gained from the curse seal.
  • If the user scribes someone who already has a Cursed Seal Ability, this will add a (DS) Tag to their Cursed Seal Ability and allow another 2 Class Points to the curse seal.

Special Action: 1 AP and 3% of their current Corrupted Energy, the user can apply a temporary Cursed Seal to an ally/creation/clone. This temporary Cursed Seal has 3 class points, and lasts 30 seconds. Can only be applied to each target once per battle, and not if the target already has a curse seal.


Corpse Soil - Non-Elemental Ninjutsu
DS2.jpg

In the eyes of a Dark Sage, the world around him is but a large graveyard. Everywhere is littered with corpses, may the terrain be covered in rocks, sand or ice. A Dark Sage can accurately sense the presence of death around them, regardless of the time that has passed and with their dark knowledge and formidable power, can raise these shambling corpses in great numbers to overwhelm the living in a blink of an eye.

Information
Prerequisites: Dark Sage,

Rank 1/2: Raises up to 4/5 Zombies, each possessing 650 + (5%/8% of their current Corrupted Energy) Health and 2/3 AP. May only perform Basic Strikes.

Special Action - Grasp of the Unliving: When cast, the user may choose to target a number of participants in battle equal to the number of Zombies created. A Stealth Check is made against the target/s and if successful, binds the target/s with a Zombie, preventing them from moving. Failed checks against the target or if a target breaks free immediately destroys the Zombie.

Cost: 2.5 AP, 1000 CP and 500 CP/round

Note:
  • This is a creation techique.
  • Basic Attacks with the Zombie cost 1 AP, deals 200 damage and uses Melee or Ninjutsu Accuracy. (Accuracy must be declared at the time of cast).
  • When a Zombie is destroyed, it will be revived on the following round. Up to 3 Zombies may be revived a round while this technique is maintained.
  • Zombies has -3 Secondaries of the user and may be used for Body Switch or other Activated Auto-Dodge that requires a target.
  • For Grasp of the Unliving, there is a 25% chance to break free from the Zombie for every 1.5 AP spent. Each failed attempt causes the target to receive 200 damage.
  • For Grasp of the Unliving, Zombies acts as Prison Binds and may be destroyed by attacks from outside sources. Any excess damage will attempt to hit the target at -3 Accuracy.
  • Requires a 10 second cooldown after the technique is ended.

Defiled Touch - Non-Elemental Ninjutsu
DS4.jpg

Corrupted beyond recovery, a Dark Sage's own chakra becomes a malicious form with seemingly its own conscience, becoming hostile to those living and with such chakra, a Dark Sage can infuse their own to another, ravaging their body as the malicious chakra devours them from within while the Dark Sage savors from their agony. Although through some means, there are some who find the Dark Sage's chakra to be in favor, relishing in its power while it slowly eats them away.

Information
Prerequisites Dark Sage,

Rank 1/2: Attempts to infuse a target with the user's corrupted chakra at -2/-1 Accuracy, using Ninjutsu or Melee Accuracy. If successful, the target suffers from Corruption for 20 seconds.

Special Action - Tainted Touch: The user may choose to corrupt a target's Cursed Seal or Weapon. If successful, it applies Corruption to the target's Cursed Seal or Weapon instead of the target for 10/15 seconds.
  • Cursed Seal: Increases any damage bonus on the Cursed Seal by 10%, but prevents the target from deactivating their Cursed Seal while increasing the Cursed Seal’s cost by 2 HP Modifier a round. If there are no bonuses that grant a damage increase, they gain +5% Damage instead (target’s choice).
  • Weapon: Grants the weapon +10% Damage to all Taijutsu, while preventing the target from swapping/dropping their Weapon. In addition any Taijutsu they perform split their cost evenly between Health and Chakra.

Cost: 2.5 AP, 680 CP and 230 Corrupted Energy

Notes:
  • Corruption causes the target to treated as Cursed, and any Healing done to or recieved by the target inflicts damage instead. In addition, the user gains Corrupted Energyequal to twice the damage recieved from this.
  • Techniques or Items that heal for a flat amount are converted to damage. If an effect were to heal the target based on a percentage while they are under the effects of Corruption, it is nullified.
  • Tainted Touch may only be performed on a target that is currently equipped with a Weapon or has a Cursed Seal active.
  • Tainted Touch may only be performed successfully once per target.

Graveyard Amalgamation - Non-Elemental Ninjutsu
DeEzBvI.png

While Dark Sages prefer to keep their corpses as fresh as possible, they found creative ways to utilize the bones of the dead to their advantage. Mending broken bones and fortifying them with their dark chakra, they can summon a towering behemoth of bones to keep them company in battle. While the bones of the behemoth may not seem intimidating to those skilled in battle, the sheer strength and ability to shrug off even the most strongest of attacks makes it a terrifying enemy in the battlefield.

Information
Prerequisites Dark Sage, A-Rank

Rank 1/2: Creates a Bone Behemoth with 4750/5490 + (15% of their current Corrupted Energy) Health and 4 AP. The Bone Behemoth starts with 2/3 stacks Bone Layer. If the Bone Behemoth were to receive damage that would deal more than 10% of its maximum Health, a stack of Bone Layer is removed and the damage is halved.

Bone Behemoth Actions:
  • Grave Stomp: 2 AP, the Bone Behemoth deals 1030/1290 damage to up to 3 targets at -2 Accuracy.
  • Skeleton Fort: 4 AP and 20% of its maintenance cost, the Bone Behemoth will reflexively protect the user for the full round, redirecting all attacks aimed at the user to the Bone Behemoth. The Bone Behemoth cannot dodge during the round this is used. This may only be used once every other round.
  • Collapse: 0 AP, the Bone Behemoth dismantles itself in an attempt to crush a target beneath it at -3 Accuracy. If hit, the target receives damage equal to the Bone Behemoth's remaining Health, increased by 10% for every remaining stack of Bone Layer as well as binding the target for a full round. This is considered destroying the Bone Behemoth for the purpose of gaining Corrupted Energy.

Cost: 3 AP, 3025 Corrupted Energy and 1210 Corrupted Energy per round.

Note:
  • The Graveyard Amalgamation has -2 Secondaries of the user.
  • While Skeleton Fort is active, the Bone Behemoth acts as a Elemental Barrier and any attacks coming from inside or outside deal damage directly to the Bone Behemoth.
  • Skeleton Fort timing is modded as 0 AP.
  • Targets bound by Collapse, automatically attempt to escape, with a 15% chance per 2.5 AP spent. Attacks targeting the bound target break the bind, and the target receives -3 Dodge / D.C against the attack.
  • Requires a 20 second cooldown after use.
  • This is a Creation technique.

Impure World Resurrection - Non-Elemental Jutsu

DS5.png



Perhaps one of the most feared techniques of a Dark Sage is their ability to bind a soul to a body, may that soul be living or long passed away, they can infuse empty bodies with these souls in which the body transforms to that of the soul's original body, retaining all their memories and abilities. Locked to the will of the Dark Sage, these once glorified shinobi are now disposable soldiers, following any orders given to them, sacrificing their earthbound bodies all for the sake of victory.

Information
Prerequisites Dark Sage, S-Rank

Effect: User may use Contract Summoning’s S-Rank Summon as Impure World Resurrection, bringing one of their Souls onto the field.

Soul Creation: The user may obtain a Soul using a 300 Word RP about gaining the Soul and may be linked to the user's normal RP Threads. The user may only have up to 3 Souls at a time.
  • Each Soul possesses a full Bloodline or Core Ability and may not have one of the same Bloodline or Core Ability.
  • Created Soul possesses 1 Major Affinity and 1 Minor Affinity, One Sensory Knowledge as well as 1 Advanced Element. The Advanced Element known by the created Soul must correspond with the Major and Minor Affinities that it possesses (I.E. if the Soul has Major Fire and Minor Water it must possess Shadow Element).
  • Each Soul may have up to 7 Abilities.
  • Each Soul must have a Custom Class of its own; possessing 1 Stat in High, 2 in Low, and the rest in Average.
  • Your Soul's HP and CP are both equal to (Soul's HP/CP Mod + Soul's Level) x Soul's Chakra Control.
  • Each Soul has a Base Modifier of 50 to distribute between their HP and CP, neither may go below 20 and receives 4 Class points, which can be used to purchase a Class Bonus
  • The Soul has Secondary Stats equal to 75% of the Dark Sage's stats.
  • The Soul has it's own AP pool, and may carry over one unused AP point per round.
  • The Soul has 5 AP
  • Souls must spend 50 Jutsu Points worth of jutsu. Each OOC Rank of jutsu has its own cost (listed below). The created Soul knows these jutsu at Rank 1 normally but the user may pay 1 additional Jutsu Point to have it known at Master Rank. Selected jutsu do not need to be known or usable by the user but the user must buy the jutsu known by their Soul as normal. Jutsu known by the created Soul ignore any "Mastered jutsu" prerequisites and ignore casting requirements (except for Advance Elements in which a Soulmust possess in order to use or cast it).
    • E-Rank: 2 Points
    • D-Rank: 3 Points
    • C-Rank: 4 Points
    • B-Rank: 5 Points
    • A-Rank: 6 Points

Cost: 4.5 AP, 4000Corrupted Energy

Notes:

  • Soul Creations must be approved by the player's respective Council.
  • Soul Creations cannot have a Kinjutsu
  • Soul Creations cannot have Cursed Seal, Cursed Seal Stage 2, Genetic Implant or Sage Mode.
  • Impure World Resurrection follows the standard contract rules.
  • While using Impure World Resurrection, the user cannot also summon a contract beast.
  • Contract Mastery can be used with Impure World Resurrection.
 
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GEN: Audial​
GEN: Kinetic​
GEN: Visual​
GEN: Will​
Water Ninjutsu​
Fire Ninjutsu​

Non-Elemental Ninjutsu
Unarmed Taijutsu
 
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Name: Sebek
Description:

Sebek resembled a humanoid figure, almost resembling a crocodile in nature tough scales covering the entire top of his skin while leaving the underneath weaker to allow for movements. This form has seen him progress inside of the Yokai world to dominate in combat with other demons. His hands resemble huge claws with razor-sharp talons at the end of them, and finally the snout full of sharp teeth with crushing pressure able to shatter and snap bones. Gold plates of armor cover his shins, chest, wrists, and head giving him protection for the weaker points that he cannot protect himself. Normally seen wielding a huge blade-like weapon in his hands, to cut down his foes.​
Personality:

Sebek is a proud creature, given to his success inside of the Yokai realm to almost a fault, as he will speak down to those he considers less than himself. Quick to anger, his breeding from years has seen a rise in the aggression inside of him, having to prove himself time and time again in combat his anger and temper will often get the best of him causing him to snap. Though like most of this contract race he is malicious, finding opportunities to bring out the worst in people, he allows deception to come into play with his actions that he takes.​
History:
Sebek is a proud creature, given to his success inside of the Yokai realm to almost a fault, as he will speak down to those he considers less than himself. Quick to anger, his breeding from years has seen a rise in the aggression inside of him, having to prove himself time and time again in combat his anger and temper will often get the best of him causing him to snap. Though like most of this contract race he is malicious, finding opportunities to bring out the worst in people, he allows deception to come into play with his actions that he takes.

History: Sebek was born into the dark world of a Yokai, with many of this own brothers to be around, though for him that was more of a misery than it was a helpful thing, like himself they always wanted to step on the ladder up never caring for who they had to step on to get there, even there own family members, as such he was brought up into a world of war to get what he wanted, where the fittest survived and the weak were cast back down out of the world and back into the shadows.

Sebek clawed, fought his way up in the world, to a point where simply put there was nowhere else to go for him, as boredom began settling in his attention turned to the Shinobi world. It seemed that their own conflicts were much more interesting to Sebek, as he found it amusing to see how much the folly of man could be interfered with. Sebek thus found his way into the life of a Shinobi that fascinated him with his want and drive for this world, aligning with his own chaotic self he found himself aiding the Shinobi when he needed it, and being able to be called upon to assist Nobu in his future. What an interesting future that would be in the eyes of Sebek.​


Combat
Contract Type
StatisticsCustom ClassAbilities & Jutsu Sub-typesWeapon
Agility: 225
Stamina: 225
Taijutsu: 71
Ninjutsu: 225
Genjutsu: 225
Chakra Control: 225%
Tooth And Claw

HP:
CP:

Class Bonus:


High:
Average:
Dodge,
Low:
Yokai abilities
1.
2.
3.

Abilities
1.
2.
3. S-Rank Locked

Sub-types
1.
2.
3.
Not Available

Type:
N/A
Mods: N/A
Augments:
1. N/A
2. N/A
3. N/A
Jutsu List
E RankD RankC RankB RankA Rank

⊳None
⊳ None
⊳ None
⊳ None

⊳ None
⊳ None
⊳ None
⊳ None

⊳ None
⊳ None
⊳ None
⊳ None

⊳ None
⊳ None
⊳ None
⊳ None
⊳ None
⊳ None
⊳ None
⊳ None
⊳ None
⊳ None
 
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A2wSc86.png


Name: Sutōkā
Description:
Sutōkā is considered to be a huge snake in terms of sizes, one of the apex predators that hunts his prey from the shadows. Cobra like in the fact that raised up he can press the muscles around his neck down to create the well known fan effect. The top of his scales are all a midnight black colour, allowing him to hunt in the darkness without being seen.The underneath his scales fade into a deep purple effect coming to a light purple down the center of his underside. His eyes are more adept at seeing in the Dark than normal leaving them to have red pupils instead of the normal black that is around. On the top of its head it has two hardened scales that resemble horns on the snake. Finishing it off the snake is from end of tail to tip of the snout coming in at 60 Meters Long. Being one of the longest Snake Contracts known to live on the world.
Personality:
Considered one of the most condescending of Snakes, it always considers those it speaks to as a lower life form than itself. Though with those it has a bond to, its loyalty will never be wavering towards them and never consider hurting those it binds itself to. Pride is often associated with Sutōkā as a snake of his size he has learned to fear very little as such has a hubris to him. Having a contract like this isn’t without risk, as Sutōkā is stubborn, and will only do things that he considered worthwhile to himself. He can be mischievous sometimes and will give misdirection if bored of the summoner. With the size does come a slight twinge of laziness as the effort to constantly move his gigantic form does require effort from him. Quick to temper and easy to annoy he comes off sometimes as the old man when called to with no reasons at all.
History:

Sutōkā came to existence in the contract realm to start with, though even at a young age he found himself the same size as the adult snakes, this made others turn away from him as he wasn’t able to play with others without the size of him becoming an issue. Finding that the food for the younger snakes wouldn’t consume his insatiable first, he needed to expand and find his own future at a young age due to his constant growth. This made his interaction with other snakes something of a concern, as most of the time due to his young age his temper would get the better of him and he would strike out at those that were around him. This caused him to be sent out into the real world at a young age to find his place in the greater plans that the world has.
Learning to hunt inside of the woods of the Leaf where he arrived, deer, rodents, even the occasional merchant who lost their way became his victims as he continued to grow into the gigantic snake that he is now known for to this day. As time passed and he considered using the trees of the forest as his hunting ground, he began to learn languages and understand the new rules that were around them. He found this world and the hierarchy of life something that was interesting to him, as he spent time stalking humans and learning their language before listening to the conversations. His trust in them was actually something he frankly didn’t have.
One day though, after one of the older snakes made a stupid mistake, to bite a younger member of this village hidden in the leaves. Fitting village considering the way he was stalking the world. Though through this boy the serpent made a pack, he was easy to kill if he betrayed the promise between the two, but if things worked, it would be fun for the snake to see what trouble he could cause in the world. As such a beautiful friendship between the Adult and Child came to fruition.​


Combat
Contract Type
StatisticsCustom ClassAbilities & Jutsu Sub-typesWeapon
Agility: 225
Stamina: 225
Taijutsu: 71
Ninjutsu: 225
Genjutsu: 225
Chakra Control: 225%
Venoms Enticement

HP:
(38 + Level) * Stamina
CP: (37 + Level) * Staimina

Class Bonus: +2 Ninjutsu Accuracy


High: Ninjutsu Accuracy
Average: Dodge, Genjutsu Save
Low: Genjutsu DC, Ranged Accuracy, Melee Accuracy
Snake abilities
1. Poison Fang - Contract Ability
2. Slithering Escape - Dependent Special Move
3. Serpent's Grasp - Senjutsu

Abilities
1. Gigantic
2. Dread Aura
3. S-Rank Locked

Sub-types
1. Non-Elemental
2. Earth
3. Poison
Not Available

Type:
N/A
Mods: N/A
Augments:
1. N/A
2. N/A
3. N/A
Jutsu List
E RankD RankC RankB RankA Rank

Stone Bullet - Mastered
Gravel Shift - Mastered
Transformation - Mastered
Body Switch - Mastered

Earth Flow - Mastered
Sinkhole - Mastered
Combination Transformation - Mastered
Cancel - Mastered

Venom Needle - Mastered
Earth Flow Wave - Mastered
Immunity Break - Mastered
Barrier - Mastered

Venom Strike - Mastered
Bedrock Coffin - Mastered
Chakra Blast - Mastered
Shadow Shuriken Replication - Mastered
Black Fog - Mastered
Petrification - Mastered
Earthen Magnitude - Mastered
Stardust Nova - Mastered
Perfected Rasengan - Mastered
Gate of Enma - Mastered
 

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