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  1. Hello Ninja Academy! It is our pleasure to announce the next round of promotions to our approval staff team! After several years of being an active, helpful, and friendly member of our community, Tw33dle offered to step up and take on duties as a Game Artificer! And KnightOfBreath is in a similar boat - he has spent several years here, and has been very pleasant and easy to work and play with, and has agreed to take on duties as an Artificer! Both have shown much growth on the mechanical side of things since they first joined our game, and we are looking forward to their help in the creation forum!
    7 points
  2. Princess has officially returned! New keyboard came early, and I found that writing is making me feel better, so as much as the approval staff would love it not to be the case, it's Princess time! Mwahahahahhahaa
    5 points
  3. Welcome to the last part of 2021! Happy Holidays and an early happy new year! As per tradition, we're rolling out that good ol' Holiday Roll table for your presents this year. Hope your food was good and your holidays were joyful. Thanks for being here for another year and here's to one more! Awooooo!! To get your random gifts, roll 2d50, using the die roller found on the main site. You're only allowed two (2) rolls and out of those two (2) rolls you can take a (one) gift! Please label the roll in the following way: Link: Link to this Topic Reason: <Character Name>, Random Holiday Gift Holiday Roll Table
    5 points
  4. Wonderful news NA! While the recent week has shown a significant comeback in staff activity, and it is a pleasure to be assisting you all once again, we realise that to move things along it never hurts to have an extra set of hands. This member of our Gamemaster team has shown themselves to be a dedicated part of the Ninja Academy experience for quite some time now, and has been working hard to prove themselves in that time. So it is with great pleasure that we announce @Sol Pope will be moving up from Gamemaster to Game Artificer. He will still be handling your missions and training as ever before, but he will now become a much valued member of our artificer team as well. A big thank you to all members for sticking with us through 2020, the new members for finding us in 2021, and to Sol Pope for taking on this great responsibility.
    5 points
  5. It's been over nine (9) years since our last promotion to the position of Admin. Though the role of Administrators and Moderators are often extremely similar, there is an extra weight and gravity to the role to be unshakable leadership on the site. Administrators are who people turn to for help when they don't know who else can help. You're expected to not only know the rules and be able to interpret them, but be able to fill the holes that are missing and understand all of the underpinnings of why the site is built the way it is. But most of all, you need to have given a whole hell of a lot to the site. For those that don't know, Ninja Academy was founded in summer of 2003 as a MSN Group. It began with Grace-chan who founded the community, long before there were any rules or stats, and it grew rapidly. On December 22, 2003 we opened up our invision board, Ninja Academy 3.0. A year later on December 18, 2004 we opened our main domain ninja-academy-online.com! And through all of this we have always had strong leadership, starting with... Ninja Academy 1.0 & 2.0 Grace-chan Ninja Academy 3.0 Grace-chan, Xtholos, Zabuza0020, & cntrstrk14 Ninja Academy 4.0 Fu Xi, EnigmasDelirium, Xtholos, & cntrstrk14 Ninja Academy 5.0 Jake, Nayuki, Shizuki, & cntrstrk14 Ninja Academy 6.0 & 7.0 Azure & cntrstrk14 Ninja Academy 8.0+ Azure, cntrstrk14, & ... There has never been a moderator who has done more for the site before becoming an Administrator, and no one who has ever deserved it more upon his promotion, myself included. Cellar Door has been a Moderator on NA for (the majority) of 2,885 days since his promotion, and he has always been a constant monster of a force in the community in GMing, staff discussions, rules, and creations. He is the person I turn to most when I need assistance with anything mechanical on the site and I don't need to sell to the community just how much he deserves this. Even if he is still a turd. Congratulations!!!
    5 points
  6. Hey, new Admin here to make my first official decree of!!!!! Additional promotions! A few of our members have volunteered to donate even more of their time to Ninja Academy. They've been around for awhile, and have definitely shown their mettle in helping new members at every opportunity. Please be sure to congratulate Yurane and Princess when you get a chance! They've been promoted to Artificer and Game Master respectively.
    5 points
  7. Hiiii Inspiration. It sorta fit. :<
    5 points
  8. My most recent piece, a commission for cntrstrk14. I'm not 100% happy with it, but I think it looks pretty nice. Also, the expressions are hilarious. (Smiling floral trunks, because who doesn't want those?) Anyway, I do take commissions, if you're curious. Payment Method: Paypal [uSD] Media: Digital [Paintool SAI/Photoshop] Chibi: Full Color; $15 Additional Figures; +$2-5 Backgrounds; +$10~ (Prices vary by complexity) Portraits & Busts Full Color; $20 Additional Figures; +$+5-10 Backgrounds; +$10~ (Prices vary by complexity) Full Figure Full Color; $30 Additional Figures; +$+10-15 Backgrounds; +$10~ (Prices vary by complexity) Specific art styles available by request.
    4 points
  9. Hello Ninja Academy! It is our pleasure to announce that Fuhgahkra has joined staff as a gamemaster! After nearly two years of playing NA and being an active, friendly, and helpful member of our community, Fuh has offered to step up and take on the responsibilities of being our newest storyteller!
    4 points
  10. 4 points
  11. when you look at the main page and you find out that your're supposed to be dead 100 years ago T-T
    4 points
  12. 2020 has been rough. So, we're bringing you two events in one this year for managing to make it through fires, plague, social and racial injustices. I know none of what we do here fixes or changes the outside world, but hopefully this brings just a tiny little spark of less sucky than the rest of 2020. This year, we will be rolling the Halloween and Holiday events out simultaneously. As such, your presents might get a little... weird. This year, you will be rolling a few times for both a Creepy Capsule Prize from the Halloween event as well as for your Holiday Gift. These will be two separate tables, but on each you may roll two (2) times and select which result you keep. Make sure to follow the format below: Please label the roll in the following way: Link: Link to this Topic Reason: <Character Name>, Random Holiday Gift Holiday Table [Roll 2d50 and select your gift!] Halloween Table [Roll 2d35 and Select your gift!] And let's not forget about candy!! All characters also receive the following candies! 3 Milk Chocolate Shuriken -A four pronged piece of chocolate shaped to look like a Shuriken. A classic treat for children dressed as ninjas. Effect: Gain 1 JP when this candy is eaten. Value: $25 2 Pumpkin Juice -A small wax bottle containing a sweet orange liquid. Even the small amount in the bottle packs a punch of flavor including cinnamon, nutmeg, pumpkin and just a little hint of something spicy. Effect: This candy may be eaten when your character receives experience. When you eat this candy, you gain +100 EXP. Only one "Pumpkin Juice" may be eaten per thread. Value: $50 2 Black Licorice Bats -Only psychopaths like this candy. The unforgettable flavor of the licorice root in the shape of a hairy bat, complete with little strands that get caught in your teeth. Makes a squeaking sound when you eat it. Effect: When this candy is eaten, you may increase the word-count of the post that this candy was consumed in by +200 Words. Eating multiple 'Black Licorice Bats' may stack this effect to a maximum of +400 words. Value: $50
    4 points
  13. @Princess 's latest character, majestic beard and all.
    4 points
  14. If you are reading this. You matter! And I hope you have a beautiful day.
    4 points
  15. 4 points
  16. Third and last baby! Couldn't be happier :D
    4 points
  17. back to occupying my dark corner of the NA world. For those who remember, I'm up for putting the think tank back together. Message me if you're still interested. And I guess I missed you guys. Not Paul though.
    4 points
  18. The first half of Disthawk12's commission. Team photo Polaroid.
    4 points
  19. Hey everyone, So many of you did not know the old member Arashi, but he was a former moderator on the site back in the day and currently one of eight people to hold the title of Staff Emeritas for his contributions and dedication to the site early on. Most of you probably never heard of him, but back in 2005 when NA was really kicking off and finding its legs Arashi was always around to help out people. Many members that joined around that time were first greeted by this goofy Swedish kid living in Madrid who just loved the Nara clan and Naruto to death. Arashi was fundamental in early staff, a time that resembled something closer to a wild west movie than a consistent and reliable team. Arashi was always a rock though, he was always there to help people and do approvals and anything else we needed. All around he really helped Ninja Academy become what it is today, and without him who knows where we would have been. Some of the most prominent members who are now leaders of this site have their first memories of talking with Arashi, and if he didn't maybe they wouldn't have stayed and fallen in love with the game. His impact really is not insignificant, as you can see from his 4,673 posts on the site. Arashi joined us in Janurary of 2005 and was an active member through 2007. His last time visiting us was in 2009. Arashi had his share of medical problems. He never shared them much aside with some of the members he was closest with, but they were there. After a long fight with illness he passed away in November of 2011. Today, August 10, would have been Arashi's 30th birthday. It really hits close to me with how close in age Arashi was to me that he could just be gone. Someone who just disappears and you think is living a life somewhere just had their flame extinguished. It's really heartbreaking to say the least. I thought the least I could do was write some thoughts about who he was here and what he did for us. I would like it if anyone that has memories of Arashi to share a story they remember of him in the replies below. And if you were not around then or didn't really know him I just want you to know that he existed, and that he's not forgotten here on NA. He'll always have a place in the Staff Emeritas for his hard work and love for the role play that we all enjoy today. In honor of Arashi's 30th birthday and to keep his spirit alive here, the staff is revamping his first and main character Nara Arashi as a full NPC to be prominently featured in Konoha going forward. Arashi's story, though crude as all stories were in 2005-2007 as we learned to write well together, had a very compelling core. We've rewritten it for your reading pleasure on the wiki link above and invite you to check it out. And keep an eye out for Nara Arashi next time you are in Konoha! Because though Arashi may not be here with us anymore, Konoha's Burning Shadow still lives on in our world!
    4 points
  20. I have't been able to post much, and this is the reason! Cora Parker, my little baby girl I'll try to get a post up if I can but it's not likely, sorry!
    4 points
  21. Kuchiyose; Rashōmon | Summoning; Castle Gate | 口寄せ・羅生門 • Kuchiyose; Rashōmon | Summoning; Castle Gate | 口寄せ・羅生門 Type: Ninjutsu [Void] Rank: Jōnin Cost: x Chakra Effect: This technique may be performed in the Response Phase or the Main Phase. When performing this technique the user must make a ‘Summoning Roll’. When determining the cost of this technique ‘x’ is equivalent to the chakra cost indicated by the user’s ‘Summoning Roll’. The user of this technique creates a barrier with 250y Health that target a single character, with ‘y’ being equivalent to the level of Summon indicated by the user’s ‘Summoning Roll’. This technique has a 0% chance to fail when used in the Response Phase and consumes the user’s Setup and Main Phase actions. This technique may be used 2 times per battle in the Response Phase and 2 times per battle in the Main Phase. Description: A technique that has been referred to as an absolute defense, the Kuchiyose; Rashōmon technique is a space-time jutsu that summons a tightly locked gate with the menacing appearance of an ogre on its steel face. The strength of this type of gate is incredible and is said to be capable of completely absorbing any physical attack. While the Rashōmon gates have been dented and even blown open by several extremely powerful attacks, it is very rare for even a single, snarling gate to be pierced when defending against an attack. Requirements: Contract Manager; Rashōmon, Level 60 Points: 18 • Kuchiyose; Sanjū Rashōmon | Summoning; Triple Castle Gate | 口寄せ・三重羅生門 Type: Ninjutsu [Void | Kinjutsu; Powerful | Evolving; Kuchiyose; Rashōmon] Rank: Jōnin Cost: 3x Chakra Effect: This technique may be performed in the Response Phase or the Main Phase. When performing this technique the user must make a ‘Summoning Roll’. When determining the cost of this technique ‘x’ is equivalent to the chakra cost indicated by the user’s ‘Summoning Roll’. The user of this technique creates 3 barriers with 250y Health that may target up to 3 characters, with ‘y’ being equivalent to the level of Summon indicated by the user’s ‘Summoning Roll’. Characters targeted by barriers created by this technique may not attack through them using techniques of the same element. This technique has a 0% chance to fail when used in the Response Phase and consumes the user’s Setup and Main Phase actions. This technique may be used 2 times per battle in the Response Phase and 2 times per battle in the Main Phase. Description: A technique that has been referred to as an absolute defense, the Kuchiyose; Rashōmon technique is a space-time jutsu that summons a tightly locked gate with the menacing appearance of an ogre on its steel face. The strength of this type of gate is incredible and is said to be capable of completely absorbing any physical attack. While the Rashōmon gates have been dented and even blown open by several extremely powerful attacks, it is very rare for even a single, snarling gate to be pierced when defending against an attack. This more powerful variant of the technique is capable of summoning 3 separate gates stacked in front of each other or spread out to defend multiple people. Requirements: Contract Manager; Rashōmon , Level 90 Points: 46 [Evolving; 28] • Kuchiyose; Gojū Rashōmon | Summoning; Quintuple Castle Gate | 口寄せ・五重羅生門 Type: Ninjutsu [Void | Kinjutsu; Powerful | Evolving; Kuchiyose; Sanjū Rashōmon] Rank: Sennin Cost: 5x Chakra Effect: This technique may be performed in the Response Phase or the Main Phase. When performing this technique the user must make a ‘Summoning Roll’. When determining the cost of this technique ‘x’ is equivalent to the chakra cost indicated by the user’s ‘Summoning Roll’. The user of this technique creates 5 barriers with 250y Health that may target up to 5 characters, with ‘y’ being equivalent to the level of Summon indicated by the user’s ‘Summoning Roll’. Characters targeted by barriers created by this technique may not attack through them using techniques of the same element. This technique has a 0% chance to fail when used in the Response Phase and consumes the user’s Setup and Main Phase actions. This technique may be used 2 times per battle in the Response Phase and 2 times per battle in the Main Phase. Description: A technique that has been referred to as an absolute defense, the Kuchiyose; Rashōmon technique is a space-time jutsu that summons a tightly locked gate with the menacing appearance of an ogre on its steel face. The strength of this type of gate is incredible and is said to be capable of completely absorbing any physical attack. While the Rashōmon gates have been dented and even blown open by several extremely powerful attacks, it is very rare for even a single, snarling gate to be pierced when defending against an attack. This more powerful variant of the technique is capable of summoning 3 separate gates stacked in front of each other or spread out to defend multiple people. Requirements: Contract Manager; Rashōmon, Level 120 Points: 62 [Evolving; 16]
    4 points
  22. .. Oh my god. Second try at coloring this because I have an asshole computer. But look at this shit! LOOK AT IT!
    4 points
  23. I just hope Kakashi puts the meat to Sakura.
    4 points
  24. Assassin's Breath I | Ansatsu Iki I | 暗殺 息 I Type: Ninjutsu [ Golden Webbing ] Rank: Chuunin Damage: 10 Cost: 50 Chakra Effects: Prone [1], Response Phase Jutsu used against this technique have an additional 50% chance to fail. Description: A cruel assassination technique that is deceptively simple as it is deadly. The user creates a small needle of golden webbing no thicker than a hair, which is spat with a spurt of chakra that can carry it incredible distances at absurd speeds. The needle is almost invisible, only perceptible at the right angle for the briefest of flashes if it catches a light source. This makes it nightmarishly difficult to defend against, and should the needle land it lances deep into the body, striking nerve centres and knocking the victim to the ground, ready to be finished off at the assassin's leisure. Requirements: Path of the Assassin JP: 2 Assassin's Breath II | Ansatsu Iki II | 暗殺 息 II Type: Ninjutsu [ Golden Webbing ] Rank: Jounin Damage: 15 Cost: 55 Chakra Effects: Prone [1], Response Phase Jutsu used against this technique have an additional 50% chance to fail. Description: A cruel assassination technique that is deceptively simple as it is deadly. The user creates a small needle of golden webbing no thicker than a hair, which is spat with a spurt of chakra that can carry it incredible distances at absurd speeds. The needle is almost invisible, only perceptible at the right angle for the briefest of flashes if it catches a light source. This makes it nightmarishly difficult to defend against, and should the needle land it lances deep into the body, striking nerve centres and knocking the victim to the ground, ready to be finished off at the assassin's leisure. Requirements: Path of the Assassin JP: 2 Assassin's Breath III | Ansatsu Iki III | 暗殺 息 III Type: Ninjutsu [ Golden Webbing ] Rank: Sennnin Damage: 20 Cost: 60 Chakra Effects: Prone [1], Response Phase Jutsu used against this technique have an additional 50% chance to fail. Description: A cruel assassination technique that is deceptively simple as it is deadly. The user creates a small needle of golden webbing no thicker than a hair, which is spat with a spurt of chakra that can carry it incredible distances at absurd speeds. The needle is almost invisible, only perceptible at the right angle for the briefest of flashes if it catches a light source. This makes it nightmarishly difficult to defend against, and should the needle land it lances deep into the body, striking nerve centres and knocking the victim to the ground, ready to be finished off at the assassin's leisure. Requirements: Path of the Assassin JP: 1 MATHS! To start with, yeah these look like evolving techs, they were designed that way until I realised evolving them was...not actually doing much? If I make the whole thing evolving you save a whopping 1 JP. But it adds tags and I was lazy. So nope. They just...are the same tech. At multiple ranks. Deal. AB 1: 10 damage at 4:5 ratio is 8CP, Prone [1] is 25, so we have 32. 32+(32*0.5) is 48, 48 is gross so rounding up to 50. AB 2: 15 damage at a 2:3 ratio is 10CP, Prone [1] is still 25, so we have 35. 35+(35*0.5) is 52.5, 5.2 is even more gross. Rounding up to 55. AB 3: 20 damage at 2:3 ratio is 13.3r, Prone [1] has yet to change from 25, so we have 38.3r. 38.3r+(38.3r*0.5) is 57.49r. 57.49r is peak gross. Rounding up to 60. The whole +Cost*0.5 is the cost for increasing fail chance. Relevant Links: -Golden Webbing -Teikoku Kumo I trust if you're critiquing this, you can work out why these techniques do what they do. ♥
    3 points
  25. Dark skies kiss strange flight Witches, clowns and elves delight Nightmares now abound. The leaves are changing and its finally getting cold here in North America! Here in English speaking countries, Halloween is celebrated every year without fail and with near universal recognition. However, in Japan, Halloween is a very recent tradition. Trick-or-treating is very rare as the very idea of bothering strangers for candy is absurd in Japanese culture. However, costumes and celebration are becoming more and more common! Having been in Japan during Halloween the most common celebration I saw was bar hopping in full costume, which really is the best way to celebrate it in my opinion. This time of year though is often a celebration of the moon and of harvest. Anyone who has been around for my first two Halloween events knows a bit about this already. Moon viewing parties and special moon related dishes are prepared and served in festive celebration to welcome the changing of the season. So take some time, get some candy, and look up at the moon with a bountiful harvest tonight! HAPPY HALLOWEEN EVERYONE! All currently approved characters, and any characters posted for approval by November 7th obtain the following: 3 Milk Chocolate Shuriken -A four pronged piece of chocolate shaped to look like a Shuriken. A classic treat for children dressed as ninjas. Effect: Gain 1 JP when this candy is eaten. Value: $25 2 Pumpkin Juice -A small wax bottle containing a sweet orange liquid. Even the small amount in the bottle packs a punch of flavor including cinnamon, nutmeg, pumpkin and just a little hint of something spicy. Effect: This candy may be eaten when your character receives experience. When you eat this candy, you gain +100 EXP. Only one "Pumpkin Juice" may be eaten per thread. Value: $50 2 Black Licorice Bats -Only psychopaths like this candy. The unforgettable flavor of the licorice root in the shape of a hairy bat, complete with little strands that get caught in your teeth. Makes a squeaking sound when you eat it. Effect: When this candy is eaten, you may increase the word-count of the post that this candy was consumed in by +200 Words. Eating multiple 'Black Licorice Bats' may stack this effect to a maximum of +400 words. Value: $50 1 Creepy Capsule Prize! [Roll a d35 to Determine your prize!]
    3 points
  26. There was a forest existing in some nebulous point between villages. Fate had lured a young Kumogakure kunoichi into the forest for some vital mission, but she was far from alone. Through the trees, flanking either side of her, twin shadows crept, inspecting their prey from opposite angles. Suddenly they flashed from the trees, landing before Kumori on the path before her, six arms each spread in an inhuman fighting pose. "Ahh, prey, did you know someone has put a bounty on stopping you?" Himiko smirked as she announced the pair's intentions for the unfortunate girl. "Seems whatever mission you're on, someone doesn't want to see finished. We could claim this by simply convincing you to go home, but that would be no fun at all." Kimiko joined her sister in unsettlingly smiling at Kumori, the pair staring the girl down with a disquieting hunger in their eyes. What would the shinobi from the lightning country do? Would her story end here? Would she triumph against adversity? One thing was certain, she would have to fight her way out no matter what path lay before her. _____________________ Tsuchigumo Himiko and Kimiko want to battle! Himiko and Kimiko choose: KILLING INTENT Tsuchigumo Himiko and Kimiko's stats: Ninjutsu: 300 Genjutsu: 0 Taijutsu: 0 Concentration: 100 (20) Defence: 200 (20) Speed: 500 Accuracy: 800 (20) Evasion: 500 (20) Speed Percentile: 167 Equipped Items: Ninjutsu Amplifier Rank III [-40 Chakra Costs, +40 Damage) Polished Jasper Necklace [+20 to Con, Def, Acc and Eva] Relevant Skills: Princess Notes: You'll be going first with your higher speed. So you can both do your intro post and first turn all as one. Remember, unless your speed is high enough to get two turns on me (which, I mean it might be, I dunno hahaha) you cannot take any offensive actions in the first turn. Good luck! @CTL1989
    3 points
  27. Why is it bad to iron a 4 leaf clover? Because you shouldn't ever press your luck 🍀
    3 points
  28. Merry Christmas and Happy Holidays everyone!
    3 points
  29. Guess who's back? Back again? My laptop. And my motivation. WOO! Still busy but will be making a solid effort.
    3 points
  30. Forgot to post this a while back, but here is @Sol Pope 's Inuzuka Fuun character card.
    3 points
  31. Been playing Pokemon Shield. Here's some Nurse Joy.
    3 points
  32. I got an internship at a major radio station in Denver! Not on the air, but baby steps.
    3 points
  33. Idol Mode All eyes are on you~! Even before the dawn of shinobi, there were those who made their way through the world along the path of art. Musicians who stirred the soul with their songs. Storytellers who told of the past both real and mythical. Dancers who’s beauty put at ease the spirit and warmed the heart. Artisans who craft marvels that inspire others through the ages. These ancient artistic arts, in solitude, have long been considered less ‘serious’ than more martial or commercial pursuits, but certain individuals have discovered that when their aspects are brought together in unison they come together into a whole that is greater than the sum of their parts. More importantly, however, cuteness is eternal. Bringing together song, dance, and cute outfits to weave a narrative of friendship and love, ‘Idol Mode’ is a highly active state that draws in the eye and capitalizes on the value of the user’s equipment and personal charms in order to maximize their effectiveness. While less orthodox than some more straightforward methods of pursuing power, it sacrifices nothing in it’s aim to preserve cuteness while ascending to the deepest reaches of the artist’s potential. Activation: 5% chakra Upkeep: 5% chakra Requirement: Idol mode may only be activated if the user is equipped with at least 1 piece of armor. While Active, if this requirement is not met, Idol Mode deactivates at the start of the turn in two (2) turns. Idol Mode - Outstanding Outfit Effect: While 'Idol Mode' is active, all bonuses to statistics provided by items or armor are increased by 50% for characters with this skill. Increased bonuses granted in this way are not considered passive and may exceed normal equipment bonus limits. Description: It is common knowledge that anyone can wear clothes. Yes, even you. Especially you. Some, however, do more than simply layer pieces of cloth, leather or metal on top of their bodies as if it was mere protection from the elements. Some people rock it. The natural movements and bearings of these individuals draw out their outfit’s true potential, making them as natural an extension of themselves as their own bodies. Cost: -2 Idol Mode - Fabulous Finish Effect: When 'Idol Mode' is activated, characters with this skill may choose 1 item that grants statistical bonuses to a certain statistic. As long as 'Idol Mode' is active, that item now grants that bonus to a different statistic chosen by the character. The statistic may be changed as a free action at the beginning of every turn. Description: Sometimes, a girl (or guy, we don’t judge) just wants to have fun. Sometimes, that fun takes the form of changing up their outfit a little, swapping one accessory for another or just switching out to that really cute top that flatters your complexion. Maybe you just need the perfect shoes, and the ones you picked out that morning didn’t cut it. To an Idol, preparation of this level is second nature, and changing outfits as quick as a flash. Cost: -3 Idol Mode - Charming Cutie Effect: While 'Idol Mode' is active, any characters that are 'Charmed' by a character with this skill instead apply 0% of their total damage modifiers when attacking the character with this skill. Description: As any idol knows, there’s more to being charming than simply having cute clothes. You have to be cute, too, and there are multiple layers to the eternal art of cuteness. One of the basic tenants of the Idol is thus: By knowing yourself, and knowing your audience, you can appeal to any heart. Cost: -2 Idol Mode - Accidental Allure Effect: While 'Idol Mode' is active, the fail chance caused by the status effect ‘Distracted’ inflicted by the character with this skill is increased by 5% for every piece of their armor (to a maximum of 4) that have been destroyed in battle, rounded up. This effect is doubled for opponents with the hindering skill ‘Pervert’. Description: Accidents happen. This is one of the natural consequences of life, one that even Idols must live with. However, more than anyone else, an Idol must always be prepared. Living without shame (or with plenty, that can be cute too) along the path of cuteness, the Idols’ true nature is revealed in moments of wardrobe challenges, and that overwhelming allure captures the hearts of the unwitting. Also, whether they’re bashful or not, it’s kind of hot. Cost: -1
    3 points
  34. Decided to do an Animal Crossing inspired NA doodle today. Inuzuka Ashi as a grumpy dog villager.
    3 points
  35. 3 points
  36. Some more practice. Redrew a doodle of Suika I did a while ago, with Sabi as an accent, haha.
    3 points
  37. 2018 has been off to a pretty great start for me so far, had two very unexpected incredibly awesome christmas 'gifts' to come after the 25th, I had interviewed for a Tech Support Specialist position with this IT consulting firm thats smaller sized but reps 70+ clients, nailed the interview and seemed to have a pretty chill work environment, I accepted the full time position and start next week on Jan 8th! Then today I find out that I won $400+ dollars worth of 'meds' from the dispensary today from new years raffle! I am not leaving/going inactive by any means, but until I get settled in at the new job and get a feel for whether or not I can get away with having discord up from 8-5 I likely wont be responding to messages till the evening, I dont expect this to affect my ability to get posts done, but bear with me if theres a bit of a lag. Now I'm gonna go enjoy some of my victory spoils, hibernate from this cold while I still can.
    3 points
  38. Katon; Okinamori | Fire Release; Great Forest | 火遁・大きな森 Type: Ninjutsu [ Fire ] Rank: Jounin Cost: 130 Chakra Effect: Changes the current Terrain to “Dense Woodland.” Description: "Terrains are tricky things. All you need are the same physical hassles. What they are made of doesn't really seem to matter, as long as they achieve the same effect." A forest made entirely of tree-shaped pillars of flame, all surrounded in a thick layer of solidified chakra to guarantee thickness. That is what the Great Fire Forest looks like. The trees themselves dance, producing their own sort of light, as roots snake across earth scorched deep by their heat. Cost: 3 JP Doton; Okinamori | Earth Release; Great Forest | 土遁・大きな森 Type: Ninjutsu [ Earth ] Rank: Jounin Cost: 130 Chakra Effect: Changes the current Terrain to “Dense Woodland.” Description: "Terrains are tricky things. All you need are the same physical hassles. What they are made of doesn't really seem to matter, as long as they achieve the same effect." With a snap of the fingers, massive pillars of rock and earth will rise into the air, forming limbs, branches, and even crystalline bramble patches. This is the Great Earth Forest. It's dangers are every bit as real as its organic counterpart. It's just a little more...down to earth. Cost: 3 JP Suiton; Okinamori | Water Release; Great Forest | 水遁・大きな森 Type: Ninjutsu [ Water ] Rank: Jounin Cost: 130 Chakra Effect: Changes the current Terrain to “Dense Woodland.” Description: "Terrains are tricky things. All you need are the same physical hassles. What they are made of doesn't really seem to matter, as long as they achieve the same effect." Using the adhesive properties of water, and with a large influx of chakra, water can be compelled to take all kinds of shapes. Massive spears of water will lance upwards into the sky, compacting water hundreds of times until becomes as solid and unyielding as the bark of the trees it's made to represent. This is what the Great Water Forest looks like. Watch your step. Cost: 3 JP Hyoton; Okinamori | Ice Release; Great Forest | 氷遁・大きな森 Type: Ninjutsu [ Ice ] Rank: Jounin Cost: 130 Chakra Effect: Changes the current Terrain to “Dense Woodland.” Description: "Terrains are tricky things. All you need are the same physical hassles. What they are made of doesn't really seem to matter, as long as they achieve the same effect." Like a crystal wonderland, massive lances of ice will burst from the ground, climbing until they are as high as any tree, shining, translucent roots digging through and around the earth, branches as unique as the snowflakes it is born of. This is the Great Ice Forest. Try not to get lost in its frozen majesty. Cost: 3 JP
    3 points
  39. Ninja Academy 8.4.1 (Chakra & Stamina Regeneration, New Techniques, New Advanced Paths, New Puppets...) (... New Organizations, Updated Pet Rules, Temporal Isolation Shrine, & Transfusion Fruits) Welcome members! Patch 8.4.1 is here! This patch is a massive update to the content on the main site, with additions including Sennin Rank Techniques, new Advanced Paths, Main Site Items, and much more! As always, if you have any concerns about these changes and how they effect your character please contact myself or a staff member and we can help you! Official 8.4.x Q&A thread Chakra and Stamina Regeneration Battles can last a long time, especially at lower levels. After much debate we've decided to adjust the base Chakra and Stamina regeneration rules to allow players to not only recover faster, but allow them to throw larger hay-makers more often to bring battles to conclusions faster. Because no one likes getting down to a basic attack slap fest. Stamina regenerates by 30% of its total every turn. Chakra regenerates by 30% of its total every turn. In addition we will be updating the Main Site regeneration skills to do the following. As always if you want to refund these skills after the change you may! And if you have custom regeneration skills that need updating please contact staff! Chakra Flow Rank 1: Gain 40% of your Total Chakra every turn. This replaces normal Chakra regeneration. Rank 2: Gain 50% of your Total Chakra every turn. This replaces normal Chakra regeneration. Does not stack with previous ranks. Intestinal Fortitude Rank 1: Gain 40% of your Total Stamina every turn. This replaces normal Stamina regeneration. Rank 2: Gain 50% of your Total Stamina every turn. This replaces normal Stamina regeneration. Does not stack with previous ranks. New Sennin Rank Techniques! Let's start with new content! This is the first of many additions to higher rank jutsu for the main site. We have for a long time thought that higher rank jutsu was a place for individual expression of characters and that main site options would be too generic to appeal to most. However, we've come to the conclusion that a handful of jutsu of each type will serve as good inspiration and set the tone for what we want jutsu of this rank to do. So without further ado. Brave Hero Style; Strong Arm | Hagemanto; Maji Naguri Type: Taijutsu [All Styles] Rank: Sennin Cost: 800 Stamina Damage: 1000 Effect: This technique is considered to be a part of every Taijutsu Style. If this technique strikes the opponent they must roll 1d10. On the result of a 1-6 they are removed from the battle. If there are no other opponents this battle ends in a victory for the user. May be used once per battle. Description: The master of Taijutsu is the mastery of the most basic bodily control. From their first training a ninja must learn to control their fists as if they were an extension of their own body, because they are. The Maji Naguri is no exception, and is in fact, the culmination of all Taijutsu styles at once. The pinnacle for which they all, in their own way, strive. A simple gathering of one's chi, the user will condense their bodily power into their fist, pulling back and striking their opponent with an amazing force that can split clouds and shatter mountains. Opponents who are hit with this technique are flung far away, often so distant that they cannot continue the battle at all. Points: 12 The Power of Absolute Obedience | Zettai Fukujuu Meirei no Geass Type: Genjutsu Rank: Sennin Cost: 900 Chakra Effect: You control target opponent's next Setup Phase, Main Phase and Response Phase. A character may never be put under the effects of this technique more than once in their lifetime. Description: Absolute control of the mind, a sought after power that eludes most but temps all. The Zettai Fukujuu Meirei traps an opponent, causing them to lose control of their own body and submit to the user for total obedience. With simply making eye contact the technique takes hold, and any verbal command spoken to the opponent while they maintain eye contact must be carried out to the best of their abilities. This technique has a draw back though. It only lasts for a limited amount of time and any person effected by it may never be trapped by it a second time as their mind adapts to block the genjutsu from taking them over. The victim will not perform any action disallowed by their physical or mental capabilities, though they will try to carry out the command to the best of their ability. Points: 13 Worldly Essence | Genki Dama Type: Ninjutsu Rank: Sennin Cost: 500 Chakra Damage: 500 + x Damage Effect: Any character in the same dimension may aid this attack no matter how far away they are. Any character willing may add Chakra to this attack, increasing its damage by the Chakra added. The value of x is the total amount of Chakra collected from all other characters. May be used once per battle. Description: Users of the Genki Dama gather huge amounts of chakra from all surrounding life forms and inanimate objects to conduct that energy into a massive sphere of astounding destructive power. Chakra takes the visual form of sparkling, glittering wisps when adding to the mass that are usually blue and/or white in color. The creation of the attack promotes a calm breeze away from the bomb, which turns into a strong continuous gale and expels colorful bands or radiation of Northern Lights-esque aurora. The Genki Dama is quite swift when used and, if the user is not careful, it can absolutely obliterate an entire city or more. Points: 10 New Advanced Paths As the game has grown we've come to realize that while keeping basic paths to be more limited and focused, Advanced Paths could branch out and become much more specialized. We started with Path of the Scout to give new options, but look forward to future updates that will explore other Basic Paths just like this! If you currently have Path of the Scout you may drop your Advanced Path for one of these. Please contact staff if you decide to do so. Path of the Wise Senshi Adventure in the sake of knowledge defines this character. Where most scholars close themselves off and study alone in libraries or laboratories, the Wise Senshi will search for knowledge in the world. A love for knowledge keeps them moving, always looking for the next adventure. Effect: Once per battle, the character may "transform" into their Senshi form. While transformed, the effects of any of their Path Specific Skills are doubled. Transformation has a cost of 5% upkeep per turn, and can be paid with either Chakra or Stamina (chosen when taken this skill). Mercurial Mastery: (Choose One) Studied Movements: When an opponent successfully dodges an attack you perform you may gain +20 Accuracy or +20 Evasion for the remainder of the battle. Predictive Analysis: When you successfully dodge an attack from an opponent, any attacks that targets you from that opponent on their following turn have a +25% Chance to Fail. Fervorous Preparation: You may now preform a new training. You may exchange training words for 'preparation points' at an exchange of 1 words for 1 point. When you do you must choose whether the points are allocated towards Genjutsu, Taijutsu, Ninjutsu, Weapon or Basic. You may store up to a total of 10,000 'preparation points' at a time. In battle, you may spend preparation points of a specific type when you are targeted by techniques of that type. There are two ways to spend points and both must be declared before rolling and only last until the end of the Response Phase in which they are used. You may increase your Evasion by 10 for every 20 points spent, to a maximum of 500. You may also decrease the damage of the technique by 10 for every 50 points spent, to a maximum of 100. RP Guide: A character that follows the Path of the Wise Senshi purses the academic side of adventure. These shinobi are often quiet, but have a passion for knowledge as well as taking care of people around them. They can also be shy and a bit bookwormy, spending a lot of time researching before they take any steps Though all shinobi are adaptable to their terrain, Wise Senshi are known for their capabilities around water or icy climates. They are also tend to be technically savy, using an array of equipment and other tools against their enemies. Requirements: - Chuunin. Must have Path of the Scout. Path of the Passionate Senshi Passion comes in many flavors, and the Passionate Senshi has a deep one for history. They travel the world for adventure to uncover the traditions of old, often taking in what is long forgotten. Their goal is to protect that history, and often this leads to them fighting those that do not respect it. Their sense of the spiritual realm is unparalleled, and they use this ability to see into those around them as they travel. Effect: Once per battle, the character may "transform" into their Senshi form. While transformed, the effects of any of their Path Specific Skills are doubled. Transformation has a cost of 5% upkeep per turn, and can be paid with either Chakra or Stamina (chosen when taken this skill). Marvelous Mastery: (Choose One) Clairvoyant Sight: Once per battle you may choose target opponent. During their next Main Phase they must use one action of your choosing which is an action that they have already preformed earlier in this battle. If they are unable to they take no actions instead. This may be activated a second time while in their Senshi form. Sense Evil: You gain a bonus to dodge all attacks from an opponent equal to 25% of the total damage they have dealt to all players this battle. Purification: Twice per battle the user may as a free action during their Setup Phase remove up to two status effects on themselves or an ally. RP Guide: Passionate Senshi have a tendency to be a bit old fashion, and embrace many of the the traditional norms and appearances of shinobi. They are also practical and disciplined, and tend to focus more on their skills then on personal relationships (especially romantic ones). Despite this, they can be rather argumentative, and tend to have the most fiery personalities amongst the Senshi when roused. Requirements: - Chuunin. Must have Path of the Scout. Path of the Courageous Senshi Sometimes travelers need to defend themselves, and a rough and tumble in an alley isn't unusual in some of the seeder places in the world. An adventurer looking to strengthen their own resolve and muscles travels the world for experience to make them stronger. Unfortunately, they also tend to stick out due to their larger size which also causes many that walk this path to also seek a place of acceptance where they can simple be themselves. Effect: Once per battle, the character may "transform" into their Senshi form. While transformed, the effects of any of their Path Specific Skills are doubled. Transformation has a cost of 5% upkeep per turn, and can be paid with either Chakra or Stamina (chosen when taken this skill). Jupon Mastery: (Choose One) Unusual Strength: Each turn in combat the user gains +x to their Taijutsu, where x is equal half of their level. This may stack 5 times. Natural Connections: When in the terrains Dense Woodland, Jungle or High Grass the user may use a Setup Phase action to double the base damage of the next attack in their Main Phase. May be used twice per battle. Electrical Senses: Every time the user takes damage from an attack they gain +x Accuracy for the next three (3) turns, where x is 30% of the total damage taken. RP Guide: Courageous Senshi are strong and independent. Self-sufficient, Courageous Senshi are tough to the point of delinquency and have a reputation of picking fights. They tend to be the most physically imposing out of all the Senshi, especially when it comes to their height. Despite this, Courageous Senshi will often nurture the softer sides of their personality, knowing that others can be intimidated by their appearance and their ability to overpower others. Depending on the choices, Courageous Senshi either become renowned for their ability to protect others, or for being somewhat of a bully. Requirements: - Chuunin. Must have Path of the Scout. Path of the Beautiful Senshi The search of true beauty can only be walked by a select few. These people search the world for objects and techniques to make the world a better and more beautiful place for all. They are known for their love and affection, their protection of others, and their respect for all life. Effect: Once per battle, the character may "transform" into their Senshi form. While transformed, the effects of any of their Path Specific Skills are doubled. Transformation has a cost of 5% upkeep per turn, and can be paid with either Chakra or Stamina (chosen when taken this skill). Venular Mastery: (Choose One) Light the Path: The user may have an attack they make gain the additional "Light the Path" ability. An opponent struck with this attack gains the debuff "Light the Path" which reduced their Evasion by 30% for three (3) turns. This may only be used once successfully per battle. Defense of the Heart: Every time the user or an ally takes damage from an attack they gain +x Defense for the rest of the battle, where x is 15% of the total damage taken. True Love: The user may as a Setup Phase action total all damage among any number of allies and themselves and redistribute that damage evenly between them (rounded down). If they do, the user and those allies gain an additional 10% to Evasion and Defense for the remainder of the battle as long as they are both conscious and within eyesight of each other. RP Guide: Beautiful Senshi are just that - beautiful. They are known for their grace and refinement, both physically and mentally. Friendly and a bit romantic, they often end up in a leadership positions based on their experience and well rounded personalities. They can be relied on to take things seriously, and have more focus than other Senshi. Though not as strong or enthusiastic as some of the other Senshi, their balanced nature and charming personalities make them easy to follow. Requirements: - Chuunin. Must have Path of the Scout. Path of the Righteous Senshi Seeking justice is the most righteous of paths, and the path of the Righetous Senshi does just that. No matter where, or how small, this ninja will see justice served whether it is under the sun or moon. They will often act as judges, traveling from village to village and giving out sentences for crimes due to their fair nature and affinity for what is right. As such they are the most looked up to of the Senshi, but also carry the largest burden of them all. Effect: Once per battle, the character may "transform" into their Senshi form. While transformed, the effects of any of their Path Specific Skills are doubled. Transformation has a cost of 5% upkeep per turn, and can be paid with either Chakra or Stamina (chosen when taken this skill). Lunarian Mastery: (Choose One) True Justice: Once per battle you may increase the damage of an attack this turn by x, where x is the total damage you have taken this battle. Righteous Judgement: Twice per battle the user may declare an technique or activated skill that an character has used this battle. That technique or skill may not be used by any characters for the remainder of this battle. The user may choose two techniques or activated skills per activation if this is activated while they are in their Senshi form. Truth Seeker: Once per battle an attack you make on an opponent that has dealt damage to you may not be dodged with a dodge roll. This may be activated a second time while in their Senshi form. RP Guide: Righteous Senshi are true believers in love and justice. A genuine friend, Righteous Senshi are most likely to fight for what they believe is “right”. The have a tendency to make friends easily due to their love of life and willingness to help others. This sort of childlike belief in others can make them a bit immature at times, and crybabies at their worst. Despite this, Righteous Senshi are dependable and true fighters, willing to work beyond their flaws to protect and save others. Requirements: - Chuunin. Must have Path of the Scout. New Puppets With the new puppet rules that came out awhile ago we felt pretty comfortable with our changes and the direction. Unfortunately, one of the major hurdles were have heard from players is actually making a puppet from scratch. Like summons, the task of coming up with a puppet from nothing ends up being a very daunting task for many players. As such, we have added the following pre-build puppets to the Ninja Gear Outlet for purchase or questing. Radiant Beast Durability: 100 Statistic Bonuses: +300 Taijutsu, +300 Speed Total Point Slots: 30 Enhancement Slots: • Advanced Hollow Chassis [20 slots]: Puppeteer may not be the target of physical attacks until the Puppet is destroyed. The item slots required for this part may not be reduced by any ability. In addition, upon the destruction of the puppet the user may choose to roll a d20. On a roll of 15 - 20, the user may remove themselves from battle; ending the battle as a draw. • Chakra Reactor [2 slots]: The puppet now gains chakra and stamina statistics equal to the puppeteer's chakra and stamina statistics. Any techniques used by the puppeteer, and subsequently the puppet, utilize the puppet's chakra and stamina pool. • Heated Fingers [3 slots]: Once per battle the puppeteer may use the technique 'Chidori' as if they meet the requirements, training, and rank. The technique type is changed from 'lightning' element to 'Plasma'. • Plasma Sword [5 Slots]: The puppeteer gains a medium-sized weapon with the 'Plasma Sword' type. This weapon is equal to the level of the puppeteer and has the attribute 'True Elemental Resonance [Plasma]'. Description: A puppet designed for close and high speed combat. Crafted from light metals and wood, the puppet takes a humanoid shape with the body being hollowed out in order to allow the user to ride in it. The puppet sports a white paint job, with the body and feet painted a mixture of blue and red. Underneath the chassis lies a small orb of chakra which provides the puppet with an engine, allowing it to function and use techniques separately from it's user. Located within it's arms is a small seal, which once activated allows for the puppet to gather a large amount of chakra in it's right hand. The hand glows green and when used against an opponent burns and pierces through the target utilizing plasma chakra. Attached to the puppet is a hilt of a blade, which when wielded creates a cylindrical blade created out of plasma chakra. Cost: $2,400 -or- 9,600 Word Gamemaster Arc Dual Exalted Durability: 300 Statistic Bonuses: +100 Accuracy, +100 Evasion Total Point Slots: 50 Enhancement Slots: • Advanced Hollow Chassis [20 slots]: Puppeteer may not be the target of physical attacks until the Puppet is destroyed. The item slots required for this part may not be reduced by any ability. In addition, upon the destruction of the puppet the user may choose to roll a d20. On a roll of 15 - 20, the user may remove themselves from battle; ending the battle as a draw. • Chakra Reactor [2 slots]: The puppet now gains chakra and stamina statistics equal to the puppeteer's chakra and stamina statistics. Any techniques used by the puppeteer, and subsequently the puppet, utilize the puppet's chakra and stamina pool. • Plasma Sword [3 Slots]: The puppeteer gains a medium-sized weapon with the 'Plasma Sword' type. This weapon is equal to the level of the puppeteer and has the attribute 'True Elemental Resonance [Plasma]'. • Plasma Sword [3 Slots]: The puppeteer gains a medium-sized weapon with the 'Plasma Sword' type. This weapon is equal to the level of the puppeteer and has the attribute 'True Elemental Resonance [Plasma]'. • Shield [4 slots]: This enhancement has 300 Durability. During the puppeteer's response phase, the puppeteer may sacrifice their dodge roll and use this enhancement to block a single physical attack targeting them. The puppeteer applies their full defensive mod and durability bonus when reducing damage from the block attack. The remaining damage is inflicted onto the shield. The shield is destroyed if the damage exceeds its durability or if successfully targeted by 'Destroy item'. • Chakra Cannon [3 Slots]: The puppeteer gains a medium-sized weapon with the 'Chakra Cannon type'. This weapon is considered to have the attribute 'Chakra Blade', 'Ninjutsu Forged', and 'True Elemental Resonance [Plasma]'. This weapon is equal to the level of the user. Description: Designed for standard usage, this puppet serves as a general puppet for those who prefer versatility over specialization. Crafted from light metals and wood, the puppet takes a humanoid shape with the body being hollowed out in order to allow the user to ride in it. The puppet sports a white paint job, with the body and feet painted a mixture of blue and red. Underneath the chassis lies a small orb of chakra which provides the puppet with an engine, allowing it to function and use techniques separately from it's user. The puppet is equipped with two plasma chakra weapons and a shield, which allow for both offensive and defensive tactics. Cost: $4.200 -or- 16,800 Word Gamemaster Arc Fullarmor Durability: 500 Total Point Slots: 50 Enhancement Slots: • Advanced Hollow Chassis [20 slots]: Puppeteer may not be the target of physical attacks until the Puppet is destroyed. The item slots required for this part may not be reduced by any ability. In addition, upon the destruction of the puppet the user may choose to roll a d20. On a roll of 15 - 20, the user may remove themselves from battle; ending the battle as a draw. • Chakra Reactor [2 slots]: The puppet now gains chakra and stamina statistics equal to the puppeteer's chakra and stamina statistics. Any techniques used by the puppeteer, and subsequently the puppet, utilize the puppet's chakra and stamina pool. • Enhanced Plasma Sword [5 Slots]: The puppeteer gains a large-sized weapon with the 'Plasma Sword' type. This weapon is equal to the level of the puppeteer and has the attribute 'True Elemental Resonance [Plasma] • Large Shield [8 slots]: This enhancement has 600 Durability. During the puppeteer's response phase, the puppeteer may sacrifice their dodge roll and use this enhancement to block a single physical attack targeting them. The puppeteer applies their full defensive mod and durability bonus when reducing damage from the block attack. The remaining damage is inflicted onto the shield. The shield is destroyed if the damage exceeds its durability or if successfully targeted by 'Destroy item'. • Large Chakra Cannon [5 Slots]: The puppeteer gains a large-sized weapon with the 'Chakra Cannon type'. This weapon is considered to have the attribute 'Chakra Blade', 'Ninjutsu Forged', and 'True Elemental Resonance [Plasma]. This weapon is equal to the level of the user. • Burst Fire [10 Slots]: Once per battle the puppeteer may use the following technique: Chakra Beam Burst Type: Ninjutsu [Plasma] Rank: Rank of the User Cost: 250 Chakra + x Damage: 500 Chakra + 2x Effects: The damage from this technique receives no offensive modifiers and 1/2 defensive modifiers, no matter what source these modifiers come from. The value of x is equal to the weapon level of the Large Chakra Cannon. Once used the terrain is changed to 'Plains'. Description: A simple yet powerful attack utilizing the chakra cannon, wielded by the puppet. Through the gathering of chakra within the cannon, the puppeteer is able to fire a large singular blast directly towards the target. The power of this blast has been said to level terrain. Description: Designed for long-ranged and defensive combat, this puppet serves as a wonderful tool for puppeteers who want to sit in the back-line. Crafted from heavy metals and wood, the puppet takes a humanoid shape with the body being hollowed out in order to allow the user to ride in it. The puppet sports a white paint job, with the body and feet painted a mixture of blue and red. Underneath the chasis lies a small orb of chakra which provides the puppet with an engine, allowing it to function and use techniques separately from it's user. A bit bulkier and larger than most puppets, the size allows for it to support a large shield made from the strongest metals available. Attached to it's back side is an equitable cannon which is able to fire large rounds of chakra at it's target. The cannon is able to fire a large burst of chakra, however this can only be used sparingly due to the amount of chakra required. Cost: $5.150 -or- 20,600 Word Gamemaster Arc New Organizations What are organizations? I'm glad you asked! Because most players don't know! Organizations is a type of creation that we set up many years ago where players could create and manage their own organizations which worked like clans that anyone could join. Being part of an Organization gave you access to certain perks, techniques or items that were not available elsewhere. Because organizations don't actually do much that you can't do outside of them (by necesity since most are free to join and there is no limit to the number you can join) they haven't seen much play. We intend to change that, and we're starting with a jump start in the way of organizations created by staff! This is the first of many to come, so keep an eye out! Spirit Detective Agency Organization Head: Otsutsuki Koenma Organization HQ: Nijiyakshufu | Soon to be the Underworld once Koenma dies and processes the appropriate paperwork. Organization Goals: To protect human society from yokai and bijuu. Organization History: The Spirit Detective Agency (or SDA) was born out of the mind of Otsutsuki Koenma following the Tragedy of Kusagakure no Sato on the knee of father while being spanked for stealing priceless heirlooms to play ‘hero’ with his friends. Koenma’s father, Enma, was a high ruling aristocrat of the Nijiyakfushu government during the NCIA era and led the rebuilding efforts in the capital the following years. In the years since, Enma was involved in pretty shady corruption, which was only starting to come to light. He thought it was to come tumbling down before his son blurted out an idea during a punishment session after his twentieth birthday. Koenma had always been a little off and a little lazy, until the yokai appeared. Then, he had it in his head to do something about it. Enma’s constituency on the whole was afraid of these demons, especially with the lack of a traditional ninja force that the hidden villages employed. It was a perfect chance to deflect attention. With that in mind, Koenma’s brain child of the Spirit Detective Agency aimed to train prospective detectives against the forces of evil, was promptly funded. With Koenma and his friends, they soon employed the company of a downtrodden delinquents often without fathers, loud obnoxious idiots with bad hair, a cool short dude that turned green once and we all thought it was a power up but he never did it again for some weird reason and a pretty boy rose obsessed man who thought he was a silver fox. Oh and a lady that ran around with an oar. Together, they chased away a few yokai that were out in the barrens. All that ruckus attracted the attention of an old hermit who decided to train them in the ways of ninja so that they would go bother someone else. In the ensuing months, the SDA grew substantially as it seemed like the yokai threat was not one that was going away. Most of their numbers came from impassioned youths, many without ninja background. It was also not uncommon for ninja to start enlisting to the great and noble cause and the SDA soon had to grow offices across the continent to prevent ninja from going missing just to protect the world. Organization Jutsu Spirit-Gun | Reigan | 霊丸 Type: Ninjutsu [Seal-less] Rank: Chuunin | Jounin | Sennin Cost: 120 | 300 | 600 Damage: 100 | 300 | 600 Effect: Deals critical damage to yokai or bijuu. Description: The paramount technique of a Spirit Detective. The user concentrates a vast amount of energy into their index finger with which they use to bring justice upon all evil. When enough energy has been accumulated, the user then propels the energy forward with high impact. Points: 21 Spirit Shotgun | Shottogan | ショットガン Type: Ninjutsu [Seal-less] [AoE] Rank: Jounin Cost:175 Damage: 200 Description: In a similar fashion to the Spirit Gun, the Spirit Detective gathers a large amount of energy into their hand and with the motion of punching forward, releases it with a flurry of chakra bullets that spray the battle field. Points: 5 Spirit Reflection Blast | 霊光鏡反衝 Type: Ninjutsu [Response] Rank: Jounin Cost: 1.2x, where x is the cost of the technique. Effect: May only be used on a technique that has yoaki chakra, equal rank or lower to this technique. The user is not affected by the incoming technique and returns 20% of the total damage back at the opponent as yokai chakra damage. 10% chance to fail. Description: A Spirit Detective knows not only when to use their gun, but when to use their enemy against itself. Much like their other techniques, the Spirit Detective channels a large amount of chakra into their hands. When their demonic opponents makes a move, they physically grab onto the chakra and propel it back at the opponent. Points: 8 Organization Items The Pacifier™ Effect: You may seal one yokai per battle into The Pacifier™. Yokai must be at less than 20% health (declared from GM or opponent). This may only be used in a main phase and consumes the action. If The Pacifier™ is ever disarmed or destroyed, all yokai that are sealed are now released into battle. Request a GM to control them, as they are now hostile. Description: The prized possession of each Spirit Detective. Each pacifier is hand crafted and tested by Koenma for at least a week before releasing it to a detective. For best results, test for up to five years. The properties of this item are designed to seal yokai and demonic energies inside, drawing on the user’s pure chakra and natural energy to continue the seal. It’s highly dangerous to let this out of your mouth. You shouldn’t have to worry about that, right? You pacify. That’s your job. Pet Rules Update Pets have been under powered for a long time and, honestly, a little over complicated. We've stripped down the rules and ramped up the power in this update. If you currently have a pet or are the owner of a pet based clan pay special attention and please contact staff so we can help you transition to the new system. Otherwise, check it out! Pets Pets (忍獣, Ninkemono) are a type of Secondary Character that may be acquired by characters which take the form of animals and are trained in combat to fight alongside their handlers. Most non-mythical animals may be created as pets, with Staff being the final arbiters of what is acceptable. Pets are typically present at the beginning of battle, and with the exception of the following rules, function exactly as if they were another player character. To gain pets a character must possess the skill 'Beast Master'. Pet Advancement Pets are always considered to be the level of their owner, but only gain 1 Skill Point every 5 levels. Pets may possess 4 techniques at any time, and the owner may choose to change the 4 known techniques each time they gain a level. Pet Restrictions Pets may not purchase 'Path' skills. Pets may not utilize any effect which would create Secondary Characters under their control except for during Pet Battles. Pets may not gain the benefits of any Advanced System that is not specifically designed to affect Pets. Pets may not perform ‘Forbidden’ techniques that do not Coalesce with their owner. Pets may only purchase Taijutsu Styles possessed by their owner. Pets may never gain Currency Experience. Pets may only wear 1 piece of Armor and may only wield weapons designed for pets of their species. Pet Battles In addition to battling alongside their master in normal battles, two characters who both possess pets, may engage in 'Pet Battles', in which two pets do battle using only their own abilities. Pet Battles are performed in exactly the same manner as a regular battle, but treat the chosen Pet as if it were the primary character. The winner of a Pet Battle may use the technique 'Beast Sealing Scroll' to gain possession of a defeated Pet. Temporal Isolation Temple Training is usually pretty boring, and while brainstorming ideas on how to spice it up we came across a pretty common thought: Training is boring because its assumed to be... generic. So what if we created different areas in the world that players could train at? Dojos, temples, shrines, monuments that all gave different types of inspiration to the players? They would need limitations on how often a player could use them, but the RP opportunities seemed endless. So, to start this off we are introducing our first special location: The Temporal Isolation Temple! • You can see the pinned topic here. Addition to 4.02 under "Other Rules and Notes:" - A character may travel to unique locations in the world created by staff to enhance their training. These will be pinned topics in the world and require GM permission to access. Transfusion Fruits There are lots of bloodlines in our game, and some that are extremely rare. Transfusions have always been an option to obtain them, but many players don't ask or don't persue this option because they assume it will not be allowed. To help encourage the use of transfusions more regularly we've decided to add a new type of unique item that can a player can buy or quest for (depending on the fruit). Once eaten, the fruit acts as a transfusion and gives the player the bloodline it is tied too. But be careful! Once a fruit is eaten another will not appear in the world until the original eater has died or had a transfusion! Fuku Fuku Fruit Effect: When eaten the user is considered to have undergone a bloodline transfusion for the 'Sharingan'. Once the Fuku Fuku Fruit has been eaten no other character may benefit from its bonus until the original eater has either died or lost the bloodline through Bloodline Transfusion or Bloodline Stealing. Item Slots: 4 Cost: 25,000 Word Gamemaster Arc Shiro Shiro Fruit Effect: When eaten the user is considered to have undergone a bloodline transfusion for the 'Byakugan'. Once the Shiro Shiro Fruit has been eaten no other character may benefit from its bonus until the original eater has either died or lost the bloodline through Bloodline Transfusion or Bloodline Stealing. Item Slots: 4 Cost: 24,000 Word Gamemaster Arc Hen Hen Fruit Effect: When eaten the user is considered to have undergone a bloodline transfusion for 'Alchemy'. Once the Hen Hen Fruit has been eaten no other character may benefit from its bonus until the original eater has either died or lost the bloodline through Bloodline Transfusion or Bloodline Stealing. Item Slots: 4 Cost: 90,000 Word Gamemaster Arc Tsuru Tsuru Fruit Effect: When eaten the user is considered to have undergone a bloodline transfusion for 'Jiongu'. Once the Tsuru Tsuru Fruit has been eaten no other character may benefit from its bonus until the original eater has either died or lost the bloodline through Bloodline Transfusion or Bloodline Stealing. Item Slots: 4 Cost: $2,500 Mei Mei Fruit Effect: When eaten the user is considered to have undergone a bloodline transfusion for the 'Kohashi'. Once the Mei Mei Fruit has been eaten no other character may benefit from its bonus until the original eater has either died or lost the bloodline through Bloodline Transfusion or Bloodline Stealing. Item Slots: 4 Cost: $3,500 Hone Hone Fruit Effect: When eaten the user is considered to have undergone a bloodline transfusion for the 'Shikotsumyaku'. Once the Hone Hone Fruit has been eaten no other character may benefit from its bonus until the original eater has either died or lost the bloodline through Bloodline Transfusion or Bloodline Stealing. Item Slots: 4 Cost: $1,000 and 50 Small Animal Bones Kou Kou Fruit Effect: When eaten the user is considered to have undergone a bloodline transfusion for the 'Youso Chikushou'. Once the Hone Hone Fruit has been eaten no other character may benefit from its bonus until the original eater has either died or lost the bloodline through Bloodline Transfusion or Bloodline Stealing. Item Slots: 4 Cost: The Secret of Pale Shadows Behind Hidden Names Toku Toku Fruit Effect: When eaten the user is considered to have undergone a bloodline transfusion for the 'Tenseigan'. Once the Hone Hone Fruit has been eaten no other character may benefit from its bonus until the original eater has either died or lost the bloodline through Bloodline Transfusion or Bloodline Stealing. Item Slots: 4 Cost: 23,000 Word Gamemaster Arc Samsa Samsa Fruit Effect: When eaten the user is considered to have undergone a bloodline transfusion for the 'Rinnegan'. Once the Hone Hone Fruit has been eaten no other character may benefit from its bonus until the original eater has either died or lost the bloodline through Bloodline Transfusion or Bloodline Stealing. Item Slots: 4 Cost: $3
    3 points
  40. Friends of Ninja Academy, I know some of you are feeling disheartened today, lost, and even a bit angry. For those of us that live in the US it feels probably for the first time in our adult lives that we've looked around and been entirely baffled by the country we live in. Some of you live outside America, but I think the entire world is looking on in confusion as to what has happened. What I want to speak to today though is each of you, the members of our society here on NA. No matter how uncertain or scary the world becomes you should always know that you have a safe home here. Ninja Academy will always been a place where anyone can come to escape, relax, and have fun in a place they feel safe. We will continue to try and foster the best of everyone here and together we can get through any uncertainties ahead of us. No matter what happens in the next few months or years, we will always have each other. Ninja Academy has existed for three full presidential terms, and it will be here after the fourth, fifth, sixth and seventh- and so will you. Your fearless leader, cntrstrk14
    3 points
  41. Told Tony ages ago that I'd draw the Ino-Shika-Cho team. This is kind of a first draft of that.
    3 points
  42. Sennika (Sage Transformation) Advanced System The Sennika, or “Sage Transformation”, is a kekkei genkai unique possessed by a yet unknown clan who were formerly known to make their residence near the Ryūchi Cave- the ancestral homeland of the Great Snake summons. This kekkei genkai exists as a special enzyme that is perpetually generated within their body; the enzyme serves as a conduit and a battery for natural energy around those that bear it, forcing them to harbor natural energy at all times. Though this does not initially have an effect as prolific as someone entering a true form of “Sage Mode”, it has been known to slightly increase the general strength, speed, and durability of those that bear the Enzyme in slight amounts when they are harboring a great deal of Natural Energy. As an unfortunate side effect of this natural energy absorption, most bearer’s psyches have a difficult time integrating the natural energy into their body’s normal physiological processes, causing sudden and severe outbursts of crazed violence. The true strength of the Sennika kekkei genkai does not come just from the constant harboring of natural energy, however. Due to the unique chemical structure of the Sennika enzyme, those that bear the bloodline have the ability to almost freely manipulate most of their own physiological structure. In its early stages, they may simply tap into the natural energy as a source of power- showing outwardly as blotches of an inky-black pigment across their skin, sometimes resulting in one or both eyes having their sclera temporarily dyed a similar black hue. With greater applications of the enzyme’s natural energy to their physiology, bearers are able to morph single portions of their body to better accommodate a given task- be that forming a blade upon the back of their hand, or generating a chakra “rocket” upon their back for a quick burst of speed. When greater yet amounts of natural energy are integrated into the user’s physiology, they are able to freely morph almost the entirety of their body, allowing many such modifications to exist simultaneously. These transformations tend to color both sclera black, the user’s irises yellow or orange, and their skin a sandy brown. While enhanced thusly, the Sennika bearers are capable of feats similar to those found within a fully formed Sage Mode-- if they are able to overcome the murderous rage that grips their mind. Natural Conduit Description: Due to the unique enzyme present in bearers of the Sennika kekkei genkai, these individuals are constantly absorbing and integrating the natural energy around them into their own natural physiology. As an unfortunate byproduct of this, they are prone to entering sudden and murderous rages. Effect: This character gains an additional stat labeled "Natural Energy" whose maximum value is equal to the character's level*10(May never be less than 100.) "Natural Energy" may not be used for mechanics outside of those listed in the Sennika bloodline skills. "Natural Energy" may be optionally regenerated during the setup phase as a free action once per turn at a value equal to 1.5 times the character's level(no less than 10.) Natural Energy may not be regenerated on a turn in which the Sennika kekkei genkai is activated or deactivated. Whenever "Natural Energy" is regenerated or utilized, this character has a 40% chance to come under the effects of "Bloodlust" for that turn. The first time an action taken by this character would reduce their "Natural Energy" stat to 0, it is immediately restored to 15% of its total and the character is automatically placed under the effects of "Bloodlust" for two turns. If Natural Energy falls to 0 a second time, this character may no longer regenerate Natural Energy for the remainder of this combat. Requirements: Must be taken at Character Creation. -0 Saisho Mezame (First Awakening) Description: Named the First Awakening, the Saisho Mezame is the first stage of bodily manipulation available to those who possess the Sage Transformation bloodline limit. In this stage of transformation, the user will gain black splotches across a large portion of their skin in a design that varies from user to user. During the First Awakening, the Sennika bearer may find their combat attributes greatly enhanced, and they gain the ability to infuse natural energy into their attacks and defenses. Requirements: Natural Conduit. Activation/Upkeep: Saisho Mezame may be activated during the setup phase at a cost of 10% of the user's total chakra and stamina; it may be up-kept for 7.5% of the user's total chakra and stamina per turn. Effect: While this form is active, the user has a 10% chance each turn to be placed under the effects of "Bloodlust" for one turn. This roll is made before the response phase begins. Natural Energy: Natural Energy may -not- be regenerated while Saisho Mezame is active. Empowered Physiology Effect: Upon activation of the Saisho Mezame, the user may spend X Natural energy to increase one stat excluding genjutsu and concentration by an equal value. This may not increase cumulatively increase the user's stats beyond a value equal to 1 times the user's total natural energy stat. This may not allow a stat to exceed 1.5x its base. This effect remains until Saisho Mezame is deactivated. -1 Augmented Infusion Effect: When utilizing a technique that deals damage, a basic attack, or a weapon attack, the user may opt to spend 2x Natural Energy to increase its damage by X. X may not exceed 40/60/100/180(At Genin/Chunin/Jounin/Sennin rank.) -1 Caustic Aura Effect: When targeted by an offensive action that deals physical damage, the user may spend opt to spend up to 40 Natural Energy to reduce the incoming damage by an equal amount. This may not prevent status effects caused by jutsu whose damage is reduced to 0. -1 Daini Mezame (Second Awakening) Description: Dubbed the Second Awakening, the Daini Mezame is the most common implementation of the Sennika’s physiological morphing. In this form, the user is able to morph limited portions of their bodies to better accomodate whatever situation they would find themselves locked within; as an example, users are known to give their arms an extended reach and flexibility, allowing them to strike targets that would otherwise be far out of their range. Though this stage allows for a greater level of power to be achieved, users are also much more prone to being struck by the Sennika’s violent rages. Requirements: Saisho Mezame Activation/Upkeep: Daini Mezame may be activated during the setup phase at a cost of 7.5% of the user's total chakra and stamina; it may be up-kept for 5% of the user's total chakra and stamina per turn. This suspends advanced regeneration. Effect: While this form is active, the user has a 30% chance each turn to be placed under the effects of "Bloodlust" for one turn. This roll is made before the response phase begins. Natural Energy: Natural Energy may be regenerated while Daini Mezame is active, though only 50% of its normal allowance may be regenerated. Empowered Physiology Effect: Upon activation of the Saisho Mezame, the user may spend X Natural energy to increase two non-genjutsu, non-concentration stats by an equal value. This may not increase cumulatively increase the user's stats beyond a value equal to 1 times the user's total natural energy stat. This may not allow a stat to exceed 1.5x its base. This effect remains until Saisho Mezame is deactivated. -2 Augmented Infusion Effect: When utilizing a technique that deals damage, a basic attack, or a weapon attack, the user may opt to spend 1.5x Natural Energy to increase its damage by X. X may not exceed 60/80/120/240(At Genin/Chunin/Jounin/Sennin rank.) -2 Caustic Aura Effect: When targeted by an offensive action that deals physical damage, the user may spend opt to spend up to 80 Natural Energy to reduce the incoming damage by an equal amount. This may not prevent status effects caused by jutsu whose damage is reduced to 0. -2 Saishū Mezame (Final Awakening) Description: The Saishū Mezame, or Final Awakening, is considered the greatest stage of biological mutation allowed by the Sennika kekkei genkai. This transformation is a whole-body transition, shifting the user’s skin and eye color dramatically, while also allowing them to obtain boosts in power often compared to a Sage Mode transformation. The Sennika user is able to freely morph their body at this stage for any number of purposes, including but not limited to creating shields upon their limbs or generation new limbs that serve as chakra-cannons of sorts. Though incredibly powerful, the Saishū Mezame renders its users incredibly susceptible to the Sennika’s murderous fury. It is never recommended to utilize this stage of transformation when fighting alongside allies or when tasked with protecting an individual. Requirements: Daini Mezame Activation/Upkeep: Saishū Mezame may be activated during the setup phase at a cost of 5% of the user's total chakra and stamina; it may be up-kept for 3% of the user's total chakra and stamina per turn. This suspends advanced regeneration. Effect: While this form is active, the user has a 60% chance each turn to be placed under the effects of "Bloodlust" for one turn. This roll is made before the response phase begins. Natural Energy: Natural Energy may be regenerated while Daini Mezame is active, though only 50% of its normal allowance may be regenerated. Empowered Physiology Effect: Upon activation of the Saisho Mezame, the user may spend X Natural energy to increase three non-genjutsu, non-concentration stats by an equal value. This may not increase cumulatively increase the user's stats beyond a value equal to 1 times the user's total natural energy stat. This may not allow a stat to exceed 1.5x its base. This effect remains until Saisho Mezame is deactivated. -3 Augmented Infusion Effect: When utilizing a technique that deals damage, a basic attack, or a weapon attack, the user may opt to spend X Natural Energy to increase its damage by X. X may not exceed 60/120/180/360(At Genin/Chunin/Jounin/Sennin rank.) -3 Caustic Aura Effect: When targeted by an offensive action that deals physical damage, the user may spend opt to spend up to 240 Natural Energy to reduce the incoming damage by an equal amount. This may not prevent status effects caused by jutsu whose damage is reduced to 0. -3
    3 points
  43. Haha, giving out free character art is going to make you popular quick. I think it's very cool that you're willing to do that, and because I believe that one good turn deserves another, I decided to give a piece of character art from me. I didn't do the background on this one, I only had a spare hour and a half. It looked to me like her kunai was made of ice. If it's just white kunai, I apologize for the error.
    3 points
  44. I need to color this one, and I'm still missing some extra bandages on Kazu, but that's Kazu and Arisu. Last one I'm doing. Much more serious and cool than the TTGL cosplay pic. This is a WIP of Seigen's Hyuga Takeshi.
    3 points
  45. Welcome to NA 9.0 The biggest update to date on bloodline transfusions comes right now! From now on you can transfuse without a hospital, without a chance to fail, without recovery time and best of all, without the doner losing any of their own blood! Also you can travel between worlds, life/death and time. If you have any questions, feel free to throw them in the trash. Thanks, Kishi.
    3 points
  46. Myron, the now currently deceased Knucker Dragon from the D&D adventure I was running for my friends.
    2 points
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