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:

Kaji Hirohito's Dojo

Kaji Hirohito

New Ninja
Joined
Apr 18, 2021
Messages
114
Yen
62,750
ASP
44
OOC Rank
C Rank
have some new requests here for your consideration.

New Class:

Scrappy Recruit
HP: (42+lvl) x stamina
CP: (38+lvl) x chakra control
Class Bonus:
1. -5% Cp cost (2pts.)
2. 1 Free basic attack per round (2pts.)
High: Ninjutsu Accuracy, Melee Accuracy
Average: Dodge, Genjutsu Save
Low: Genjutsu DC, Ranged Accuracy

Equipment:
1. Pouch (Tools)
2. Hidden Weapon
3. Medkit
Armor: Light Armor
Utility: Respirator

New Weapons:

Name:
Trench Knives
Type: Slashing / Unarmed
- Effect type: Bleeding
Damage Mod: -5%
Accuracy Mod: +1
Augments:
1. Dual Weapon
Description:
A dual set of trench knives, designed for fighting down and dirty from blades to fists. A familial inheritance.
Blade lengths about 5", handguard is built to function as brass knuckles. Sheathed at the hip on either side.

Name: Bangstick (Small Club)
Type: Bludgeoning
- Effect Type: Suppression
Damage Mod: +10%
Accuracy Mod: -2
Augments:
1. N/A (Edited)
Description:
A small one-handed ridged wooden club 1 1/2' - 2' long. Crafted by hand, augmented with a more experienced touch.
Slung horizontally across the lower back.

Testing the waters thank you for bearing with me.
 
Last edited:
have some new requests here for your consideration.

New Class:

Scrappy Recruit
HP: (42+lvl) x stamina
CP: (38+lvl) x chakra control
Class Bonus:
1. -5% Cp cost (2pts.)
2. 1 Free basic attack per round (2pts.)
High: Ninjutsu Accuracy, Melee Accuracy
Average: Dodge, Genjutsu Save
Low: Genjutsu DC, Ranged Accuracy

Equipment:
1. Pouch (Tools)
2. Hidden Weapon
3. Medkit
Armor: Light Armor
Utility: Respirator

New Weapons:

Name:
Trench Knives
Type: Slashing / Unarmed
- Effect type: Bleeding
Damage Mod: -5%
Accuracy Mod: +1
Augments:
1. Dual Weapon
Description:
A dual set of trench knives, designed for fighting down and dirty from blades to fists. A familial inheritance.
Blade lengths about 5", handguard is built to function as brass knuckles. Sheathed at the hip on either side.

Name: Bangstick (Small Club)
Type: Bludgeoning
- Effect Type: Suppression
Damage Mod: +10%
Accuracy Mod: -2
Augments:
1. Explosive Seal
Description:
A small one-handed ridged wooden club 1 1/2' - 2' long. Crafted by hand, augmented with a more experienced touch.
Slung horizontally across the lower back.

Testing the waters thank you for bearing with me.
Hey! Everything looks good- really quick though, you need to purchase Weapon Augments before you can assign them in your dojo. They can be found in the shop, under the 'General Items' tab.
 
Hey! Everything looks good- really quick though, you need to purchase Weapon Augments before you can assign them in your dojo. They can be found in the shop, under the 'General Items' tab.
Okay, whoops! I'll definitely do that. If I can't afford them I'll make sure to remove them until I can.
 
Okay, I'm doing a lot at once so please bear with me here!

Requesting approval for the following:
Additions​
Link to thread: [https://ninpocho.com/threads/fanning-the-flames.65080/] WC: 1914
Abilities:​
New abilities (3/3):
Jutsu Mastery:​
Fire:
Thermal Maw - E Rank, Mastered (-6 ASP)​
Lightning:
Storm Bolt - E Rank, Mastered (-6 ASP)​
Unarmed Tai.:
Janken - E Rank, Mastered (-6 ASP)​
Slashing Tai:
Arcing Slash - E Rank, Mastered (-6 ASP)
Overhead Strike - E Rank, Mastered (-6 ASP)​
Bludgeoning Tai.:
Pound - E Rank, Mastered (-6 ASP)
Bunt - E Rank, Mastered (-6 ASP)​
Total cost: (200 ASP - 42 ASP = 158 ASP)​
Core Ability Points:​
Ashenheart:
Undying embers (-2 CA points)
*Requirement - Hidden Power*​
Total cost: (2/3 CA points)
 
Okay, I'm doing a lot at once so please bear with me here!

Requesting approval for the following:
Additions​
Link to thread: [https://ninpocho.com/threads/fanning-the-flames.65080/] WC: 1914
Abilities:​
New abilities (3/3):
Jutsu Mastery:​
Fire:
Thermal Maw - E Rank, Mastered (-6 ASP)​
Lightning:
Storm Bolt - E Rank, Mastered (-6 ASP)​
Unarmed Tai.:
Janken - E Rank, Mastered (-6 ASP)​
Slashing Tai:
Arcing Slash - E Rank, Mastered (-6 ASP)
Overhead Strike - E Rank, Mastered (-6 ASP)​
Bludgeoning Tai.:
Pound - E Rank, Mastered (-6 ASP)
Bunt - E Rank, Mastered (-6 ASP)​
Total cost: (200 ASP - 42 ASP = 158 ASP)​
Core Ability Points:​
Ashenheart:
Undying embers (-2 CA points)
*Requirement - Hidden Power*​
Total cost: (2/3 CA points)
approved; Abilities using the Link of https://ninpocho.com/threads/fanning-the-flames.65080/ May 17th for ability training.
Approved; CA points distribution.
Not approved; Mastery of jutus; These go in your training, not your dojo.
 
Hello, just to clarify, I have 2 new weapons for your approval, 1 description modification - ( )*, and 1 weapon to be replaced - ( )**.

NEW WEAPONS

Skull-Piercer - (Spiked Club) (REPLACEMENT)**
Name: Skull-Piercer (Spiked Club)
Type: Piercing/Bludgeoning
- Effect Type: Called Shot Success Chance
Damage Mod: +5%
Accuracy Mod: -1
Augments:
1. Raid
Description:
A one-handed metal-spiked wooden club 1 1/2' - 2' long. Modified from previous explosive model due to excessive shrapnel backblast. New design is lighter and more functional.
Slung horizontally across the lower back with a protective leather guard.​
Boom-Boxers - (Bruiser Gauntlets)
Name: Boom-Boxers (Bruiser Gauntlets)
Type: Unarmed
- Effect Type: Handseal Capability
Damage Mod: +5%
Accuracy Mod: -1
Augments:
1. Explosive Seal
Description:
A pair of altered bruiser gauntlets. Special modifications include reinforced forearm and fist shrapnel guards and explosive resistant padding. (RP ONLY)
Stowed along the outer leg on both sides.​


UPDATED / REPLACED WEAPONS

Trench Knives (UPDATED)*
Name: Trench Knives
Type: Slashing / Unarmed
- Effect type: Bleeding
Damage Mod: -5%
Accuracy Mod: +1
Augments:
1. Dual Weapon
Description:
A dual set of trench knives, designed for fighting down and dirty from blades to fists. A familial inheritance.
Blade lengths about 5", hand-guard is built to function as brass knuckles. Sheathed at the (lower ribcage on both sides)*.​
Bangstick (REPLACED)**
Name: Bangstick (Small Club)
Type: Bludgeoning
- Effect Type: Suppression
Damage Mod: +10%
Accuracy Mod: -2
Augments:
1. Explosive Seal
Description:
A small one-handed ridged wooden club 1 1/2' - 2' long. Crafted by hand, augmented with a more experienced touch.
Slung horizontally across the lower back.​
 
Hello, just to clarify, I have 2 new weapons for your approval, 1 description modification - ( )*, and 1 weapon to be replaced - ( )**.

NEW WEAPONS

Skull-Piercer - (Spiked Club) (REPLACEMENT)**
Name: Skull-Piercer (Spiked Club)
Type: Piercing/Bludgeoning
- Effect Type: Called Shot Success Chance
Damage Mod: +5%
Accuracy Mod: -1
Augments:
1. Raid
Description:
A one-handed metal-spiked wooden club 1 1/2' - 2' long. Modified from previous explosive model due to excessive shrapnel backblast. New design is lighter and more functional.
Slung horizontally across the lower back with a protective leather guard.​
Boom-Boxers - (Bruiser Gauntlets)
Name: Boom-Boxers (Bruiser Gauntlets)
Type: Unarmed
- Effect Type: Handseal Capability
Damage Mod: +5%
Accuracy Mod: -1
Augments:
1. Explosive Seal
Description:
A pair of altered bruiser gauntlets. Special modifications include reinforced forearm and fist shrapnel guards and explosive resistant padding. (RP ONLY)
Stowed along the outer leg on both sides.​


UPDATED / REPLACED WEAPONS

Trench Knives (UPDATED)*
Name: Trench Knives
Type: Slashing / Unarmed
- Effect type: Bleeding
Damage Mod: -5%
Accuracy Mod: +1
Augments:
1. Dual Weapon
Description:
A dual set of trench knives, designed for fighting down and dirty from blades to fists. A familial inheritance.
Blade lengths about 5", hand-guard is built to function as brass knuckles. Sheathed at the (lower ribcage on both sides)*.​
Bangstick (REPLACED)**
Name: Bangstick (Small Club)
Type: Bludgeoning
- Effect Type: Suppression
Damage Mod: +10%
Accuracy Mod: -2
Augments:
1. Explosive Seal
Description:
A small one-handed ridged wooden club 1 1/2' - 2' long. Crafted by hand, augmented with a more experienced touch.
Slung horizontally across the lower back.​
Everything looks good to me mechanics-wise! However, you have to buy each individual augment that you want to use- you only have one Explosive Seal.
We'd also appreciate it if you could link your augments from your inventory: you can right-click or tap and hold on the items' names to copy their links!
 
Everything looks good to me mechanics-wise! However, you have to buy each individual augment that you want to use- you only have one Explosive Seal.
We'd also appreciate it if you could link your augments from your inventory: you can right-click or tap and hold on the items' names to copy their links!
((EDIT)) Hey I updated the links
Hello, just to clarify, I have 2 new weapons for your approval, 1 description modification - ( )*, and 1 weapon to be replaced - ( )**.

NEW WEAPONS

Skull-Piercer - (Spiked Club) (REPLACEMENT)**
Name: Skull-Piercer (Spiked Club)
Type: Piercing/Bludgeoning
- Effect Type: Called Shot Success Chance
Damage Mod: +5%
Accuracy Mod: -1
Augments:
1. Raid
Description:
A one-handed metal-spiked wooden club 1 1/2' - 2' long. Modified from previous explosive model due to excessive shrapnel backblast. New design is lighter and more functional.
Slung horizontally across the lower back with a protective leather guard.​
Boom-Boxers - (Bruiser Gauntlets)
Name: Boom-Boxers (Bruiser Gauntlets)
Type: Unarmed
- Effect Type: Handseal Capability
Damage Mod: +5%
Accuracy Mod: -1
Augments:
1. Explosive Seal
Description:
A pair of altered bruiser gauntlets. Special modifications include reinforced forearm and fist shrapnel guards and explosive resistant padding. (RP ONLY)
Stowed along the outer leg on both sides.​


UPDATED / REPLACED WEAPONS

Trench Knives (UPDATED)*
Name: Trench Knives
Type: Slashing / Unarmed
- Effect type: Bleeding
Damage Mod: -5%
Accuracy Mod: +1
Augments:
1. Dual Weapon
Description:
A dual set of trench knives, designed for fighting down and dirty from blades to fists. A familial inheritance.
Blade lengths about 5", hand-guard is built to function as brass knuckles. Sheathed at the (lower ribcage on both sides)*.​
Bangstick (REPLACED)**
Name: Bangstick (Small Club)
Type: Bludgeoning
- Effect Type: Suppression
Damage Mod: +10%
Accuracy Mod: -2
Augments:
1. Explosive Seal
Description:
A small one-handed ridged wooden club 1 1/2' - 2' long. Crafted by hand, augmented with a more experienced touch.
Slung horizontally across the lower back.​
 
Everything looks good to me mechanics-wise! However, you have to buy each individual augment that you want to use- you only have one Explosive Seal.
We'd also appreciate it if you could link your augments from your inventory: you can right-click or tap and hold on the items' names to copy their links!
((EDIT)) Hey I updated the links
Hello, just to clarify, I have 2 new weapons for your approval, 1 description modification - ( )*, and 1 weapon to be replaced - ( )**.

NEW WEAPONS

Skull-Piercer - (Spiked Club) (REPLACEMENT)**
Name: Skull-Piercer (Spiked Club)
Type: Piercing/Bludgeoning
- Effect Type: Called Shot Success Chance
Damage Mod: +5%
Accuracy Mod: -1
Augments:
1. Raid
Description:
A one-handed metal-spiked wooden club 1 1/2' - 2' long. Modified from previous explosive model due to excessive shrapnel backblast. New design is lighter and more functional.
Slung horizontally across the lower back with a protective leather guard.​
Boom-Boxers - (Bruiser Gauntlets)
Name: Boom-Boxers (Bruiser Gauntlets)
Type: Unarmed
- Effect Type: Handseal Capability
Damage Mod: +5%
Accuracy Mod: -1
Augments:
1. Explosive Seal
Description:
A pair of altered bruiser gauntlets. Special modifications include reinforced forearm and fist shrapnel guards and explosive resistant padding. (RP ONLY)
Stowed along the outer leg on both sides.​


UPDATED / REPLACED WEAPONS

Trench Knives (UPDATED)*
Name: Trench Knives
Type: Slashing / Unarmed
- Effect type: Bleeding
Damage Mod: -5%
Accuracy Mod: +1
Augments:
1. Dual Weapon
Description:
A dual set of trench knives, designed for fighting down and dirty from blades to fists. A familial inheritance.
Blade lengths about 5", hand-guard is built to function as brass knuckles. Sheathed at the (lower ribcage on both sides)*.​
Bangstick (REPLACED)**
Name: Bangstick (Small Club)
Type: Bludgeoning
- Effect Type: Suppression
Damage Mod: +10%
Accuracy Mod: -2
Augments:
1. Explosive Seal
Description:
A small one-handed ridged wooden club 1 1/2' - 2' long. Crafted by hand, augmented with a more experienced touch.
Slung horizontally across the lower back.​

Hello, can you please explain how the Skull-Piercer (Spiked Club) and the Trench Knives have two different damage types? Thanks!
 
Hello, can you please explain how the Skull-Piercer (Spiked Club) and the Trench Knives have two different damage types? Thanks!

Sure thing! So, we have two parts to this, mechanics and RP/logic.
So for the easiest answer, RP/logic, I'll have to take your question more literally for a moment. A spiked club is, though spiked, still very much a club. You can bunt and smash people regardless of the "spikes". (Think less nails and more diamond shaped steel studs) Naturally though, it would be foolish to try and claim two damage types at the same time with the wrong jutsu. That is not my intention.
Trench knives are functionally knives with brass knuckles. When in a fist fight you would use the knuckle dusters crafted into the handle, and you would not punch with the blade. This endorses a hybrid type in the same way that a Kunai or "Boomerang Axes", to quote the UBR, might be Slashing/Projectile weapons.

For the second part, sure you can RP throw a Kunai, but mechanically it should be able to perform one or the other when needed. When making a Kunai that is an unarmed weapon, sure you can fight "unarmed" and take the handseal capable bonus but why should you somehow be unable to slash with a knife because "unarmed", and why would you punch with a kunai? Again a hybrid is created, functioning as a slight expansion of the available capabilities due to it's design and explanation. However, now we enter the grey area. Since such examples are highly situational and not explicitly covered in the rules from what I can readily tell, the responsibility thus falls unto the reviewer to make their judgement. As you can see above.

Just in case I over thought a simple question. When I'm trying to slash somebody and make them gain bleed, I use a slashing jutsu. When I want to punch somebody, I use unarmed, minus any type bonus. When I want to pierce some armor or called shod somebody, I utilize the spikes. When I want to bonk someone I use the club minus an type bonus. Short and sweet.

Of course, if both of these weapons are outright prohibited, this massively inhibits any reasonable level of creativity imho. Morningstars no longer work, polearms aren't possible, and bladed tonfas go out the window. So while I'm not going to die on the hill of defending my weapon choices, I would argue that such limitations are arbitrary, and would like to request a review of the system as it stands to be expanded to encompass these concepts.

Thank you for your time.​
 
Last edited:
Hello, can you please explain how the Skull-Piercer (Spiked Club) and the Trench Knives have two different damage types? Thanks!

Sure thing! So, we have two parts to this, mechanics and RP/logic.
So for the easiest answer, RP/logic, I'll have to take your question more literally for a moment. A spiked club is, though spiked, still very much a club. You can bunt and smash people regardless of the "spikes". (Think less nails and more diamond shaped steel studs) Naturally though, it would be foolish to try and claim two damage types at the same time with the wrong jutsu. That is not my intention.
Trench knives are functionally knives with brass knuckles. When in a fist fight you would use the knuckle dusters crafted into the handle, and you would not punch with the blade. This endorses a hybrid type in the same way that a Kunai or "Boomerang Axes", to quote the UBR, might be Slashing/Projectile weapons.

For the second part, sure you can RP throw a Kunai, but mechanically it should be able to perform one or the other when needed. When making a Kunai that is an unarmed weapon, sure you can fight "unarmed" and take the handseal capable bonus but why should you somehow be unable to slash with a knife because "unarmed", and why would you punch with a kunai? Again a hybrid is created, functioning as a slight expansion of the available capabilities due to it's design and explanation. However, now we enter the grey area. Since such examples are highly situational and not explicitly covered in the rules from what I can readily tell, the responsibility thus falls unto the reviewer to make their judgement. As you can see above.

Just in case I over thought a simple question. When I'm trying to slash somebody and make them gain bleed, I use a slashing jutsu. When I want to punch somebody, I use unarmed, minus any type bonus. When I want to pierce some armor or called shod somebody, I utilize the spikes. When I want to bonk someone I use the club minus an type bonus. Short and sweet.

Of course, if both of these weapons are outright prohibited, this massively inhibits any reasonable level of creativity imho. Morningstars no longer work, polearms aren't possible, and bladed tonfas go out the window. So while I'm not going to die on the hill of defending my weapon choices, I would argue that such limitations are arbitrary, and would like to request a review of the system as it stands to be expanded to encompass these concepts.

Thank you for your time.​

Hey Kaji! So I think what has happened is a misunderstanding of weapon rules, perhaps due to a lack of explicit wording within the UBR. When it says you choose a damage type, you are limited to one damage type per weapon. This is not a limit on creativity, but rather an effort to balance the battle system itself. Taijutsu costs less CP than Ninjutsu and hits harder than Genjutsu, so naturally there has to be a drawback. In this case, its having to pay the AP to switch weapons in order to change your damage/taijutsu type. You may still write out your character using these weapons however you like, with whatever style of weapons you like so long as they don't break site rules.

If you really want your battle actions to exactly match your RP, however, you can always take the Augment Trick Weapon to allow a second damage type.

I hope that helps clear things up. Feel free to reach out if you have any further questions!

P.S: Just making sure I understand, your new weapon list will be (1) Skull-Piercer (2) Boom-Boxers (3) Trench Knives, correct?
 
Hey Kaji! So I think what has happened is a misunderstanding of weapon rules, perhaps due to a lack of explicit wording within the UBR. When it says you choose a damage type, you are limited to one damage type per weapon. This is not a limit on creativity, but rather an effort to balance the battle system itself. Taijutsu costs less CP than Ninjutsu and hits harder than Genjutsu, so naturally there has to be a drawback. In this case, its having to pay the AP to switch weapons in order to change your damage/taijutsu type. You may still write out your character using these weapons however you like, with whatever style of weapons you like so long as they don't break site rules.

If you really want your battle actions to exactly match your RP, however, you can always take the Augment Trick Weapon to allow a second damage type.

I hope that helps clear things up. Feel free to reach out if you have any further questions!

P.S: Just making sure I understand, your new weapon list will be (1) Skull-Piercer (2) Boom-Boxers (3) Trench Knives, correct?
Yes, I'll make sure to edit out the secondary stuff. My caveman brain is too smooth for this whole ordeal. oh well... now that this misunderstanding is all cleared up lets a go again.

NEW WEAPONS

Skull-Piercer - (Spiked Club) (REPLACEMENT)**
Name: Skull-Piercer (Spiked Club)
Type: Piercing
- Effect Type: Called Shot Success Chance
Damage Mod: +5%
Accuracy Mod: -1
Augments:
1. Raid
Description:
A one-handed metal-spiked wooden club 1 1/2' - 2' long. Modified from previous explosive model due to excessive shrapnel backblast. New design is lighter and more functional.
Slung horizontally across the lower back with a protective leather guard.​
Boom-Boxers - (Bruiser Gauntlets)
Name: Boom-Boxers (Bruiser Gauntlets)
Type: Unarmed
- Effect Type: Handseal Capability
Damage Mod: +5%
Accuracy Mod: -1
Augments:
1. Explosive Seal
Description:
A pair of altered bruiser gauntlets. Special modifications include reinforced forearm and fist shrapnel guards and explosive resistant padding. (RP ONLY)
Stowed along the outer leg on both sides.​


UPDATED / REPLACED WEAPONS

Trench Knives (UPDATED)*
Name: Trench Knives
Type: Slashing
- Effect type: Bleeding
Damage Mod: -5%
Accuracy Mod: +1
Augments:
1. Dual Weapon
Description:
A dual set of trench knives, designed for fighting down and dirty from blades to fists. A familial inheritance.
Blade lengths about 5", hand-guard is built to function as brass knuckles. Sheathed at the (lower ribcage on both sides)*.​
Bangstick (REPLACED)**
Name: Bangstick (Small Club)
Type: Bludgeoning
- Effect Type: Suppression
Damage Mod: +10%
Accuracy Mod: -2
Augments:
1. Explosive Seal
Description:
A small one-handed ridged wooden club 1 1/2' - 2' long. Crafted by hand, augmented with a more experienced touch.
Slung horizontally across the lower back.​

Final weapons are as follows:

1. Trench Knives
2. Skull-Piercer
3. Boom-Boxers
 
Hey Kaji! So I think what has happened is a misunderstanding of weapon rules, perhaps due to a lack of explicit wording within the UBR. When it says you choose a damage type, you are limited to one damage type per weapon. This is not a limit on creativity, but rather an effort to balance the battle system itself. Taijutsu costs less CP than Ninjutsu and hits harder than Genjutsu, so naturally there has to be a drawback. In this case, its having to pay the AP to switch weapons in order to change your damage/taijutsu type. You may still write out your character using these weapons however you like, with whatever style of weapons you like so long as they don't break site rules.

If you really want your battle actions to exactly match your RP, however, you can always take the Augment Trick Weapon to allow a second damage type.

I hope that helps clear things up. Feel free to reach out if you have any further questions!

P.S: Just making sure I understand, your new weapon list will be (1) Skull-Piercer (2) Boom-Boxers (3) Trench Knives, correct?
Yes, I'll make sure to edit out the secondary stuff. My caveman brain is too smooth for this whole ordeal. oh well... now that this misunderstanding is all cleared up lets a go again.

NEW WEAPONS

Skull-Piercer - (Spiked Club) (REPLACEMENT)**
Name: Skull-Piercer (Spiked Club)
Type: Piercing
- Effect Type: Called Shot Success Chance
Damage Mod: +5%
Accuracy Mod: -1
Augments:
1. Raid
Description:
A one-handed metal-spiked wooden club 1 1/2' - 2' long. Modified from previous explosive model due to excessive shrapnel backblast. New design is lighter and more functional.
Slung horizontally across the lower back with a protective leather guard.​
Boom-Boxers - (Bruiser Gauntlets)
Name: Boom-Boxers (Bruiser Gauntlets)
Type: Unarmed
- Effect Type: Handseal Capability
Damage Mod: +5%
Accuracy Mod: -1
Augments:
1. Explosive Seal
Description:
A pair of altered bruiser gauntlets. Special modifications include reinforced forearm and fist shrapnel guards and explosive resistant padding. (RP ONLY)
Stowed along the outer leg on both sides.​


UPDATED / REPLACED WEAPONS

Trench Knives (UPDATED)*
Name: Trench Knives
Type: Slashing
- Effect type: Bleeding
Damage Mod: -5%
Accuracy Mod: +1
Augments:
1. Dual Weapon
Description:
A dual set of trench knives, designed for fighting down and dirty from blades to fists. A familial inheritance.
Blade lengths about 5", hand-guard is built to function as brass knuckles. Sheathed at the (lower ribcage on both sides)*.​
Bangstick (REPLACED)**
Name: Bangstick (Small Club)
Type: Bludgeoning
- Effect Type: Suppression
Damage Mod: +10%
Accuracy Mod: -2
Augments:
1. Explosive Seal
Description:
A small one-handed ridged wooden club 1 1/2' - 2' long. Crafted by hand, augmented with a more experienced touch.
Slung horizontally across the lower back.​

Final weapons are as follows:

1. Trench Knives
2. Skull-Piercer
3. Boom-Boxers
Approved.
 
Last edited:
Looking to approve all of this at once. Link to C-Rank Approval.

ADDITIONS:​
Elemental Affinity:Free D-Rank Minor: Fire ---> Free C-Rank Major: Fire
Free C-Rank Minor: Lightning
ASP Card "Free Major Element": Earth
Advanced Elemental Affinity:Advanced Element: Lava (Major Earth + Minor Fire)
Advanced Element: Explosion (Major Fire + Minor Earth)
 
Looking to approve all of this at once. Link to C-Rank Approval.

ADDITIONS:​
Elemental Affinity:Free D-Rank Minor: Fire ---> Free C-Rank Major: Fire
Free C-Rank Minor: Lightning
ASP Card "Free Major Element": Earth
Advanced Elemental Affinity:Advanced Element: Lava (Major Earth + Minor Fire)
Advanced Element: Explosion (Major Fire + Minor Earth)
Approved!
 
Got some new weapons and augments for yer approval here!
Final Weapon List Summary:
1. Heat Wave (New)
2. Dire Strait (New)
3. Skull-Piercer (Siege Added)
4. Boom-Boxers (Vengeance Added)
~
Trench Knives (Retired)

Also an Inventory swap of Hidden Weapon to Plexistim poison please.

NEW / UPDATED WEAPONS
Trench Knives (Retired)Name: Trench Knives
Type: Slashing
- Effect type: Bleeding
Damage Mod: -5%
Accuracy Mod: +1
Augments:
1. Dual Weapon
Description:
A dual set of trench knives, designed for fighting down and dirty from blades to fists. A familial inheritance.
Blade lengths about 5", hand-guard is built to function as brass knuckles. Sheathed at the lower ribcage on both sides.
Heat Wave - Heat Blade (New)
Name: Heatwave (Heat Blade)
Type: Slashing
- Effect Type: Suppression
Damage Mod: +10%
Accuracy Mod: -2
Augments:
1. Special Composition - Plasma
2. Mirage
Description:
A 3 foot insulated metal and redwood ornate hilt, with a 3 foot blade that folds outward and locks to the guard, similar in nature to a massive switchblade. The heat blade is chakra treated with plasma so hot that it shimmers the air around it when held. Due to this, the blade is permanently heat stained, and may even begin to shift colors in battle. Worn across the back with a leather strap.
Dire Strait - Ninjato (New)Name: Dire Strait (Ninjato)
Type: Slashing
- Effect Type: Bleeding
Damage Mod: -5%
Accuracy Mod:+1
Augments:

1. Swift
2. Toxify
Description:
A short sword with a square guard. With a straight 24 inch blade, the rest of the sword is comparatively thick and heavy. Worn on the left hip inside of a thick, mock bamboo sheath that can be used as a snorkel pipe.


OLD WEAPONS
Skull-Piercer - Spiked Club
Name: Skull-Piercer (Spiked Club)
Type: Piercing
- Effect Type: Called Shot Success Chance
Damage Mod: +5%
Accuracy Mod: -1
Augments:
1. Raid
2. Siege (Added)
Description:
A one-handed metal-spiked wooden club 1 1/2' - 2' long. Modified from previous explosive model due to excessive shrapnel backblast. New design is lighter and more functional.
Slung horizontally across the lower back with a protective leather guard.​
Boom-Boxers - Bruiser Gauntlets
Name: Boom-Boxers (Bruiser Gauntlets)
Type: Unarmed
- Effect Type: Handseal Capability
Damage Mod: +5%
Accuracy Mod: -1
Augments:
1. Explosive Seal
2. Vengeance (Added)
Description:
A pair of altered bruiser gauntlets. Special modifications include reinforced forearm and fist shrapnel guards and explosive resistant padding. (RP ONLY)
Stowed along the outer leg on both sides.​
 
Last edited:
Got some new weapons and augments for yer approval here!
Final Weapon List Summary:
1. Heat Wave (New)
2. Dire Strait (New)
3. Skull-Piercer (Siege Added)
4. Boom-Boxers (Vengeance Added)
~
Trench Knives (Retired)

Also an Inventory swap of Hidden Weapon to Plexistim poison please.

NEW / UPDATED WEAPONS
Trench Knives (Retired)Name: Trench Knives
Type: Slashing
- Effect type: Bleeding
Damage Mod: -5%
Accuracy Mod: +1
Augments:
1. Dual Weapon
Description:
A dual set of trench knives, designed for fighting down and dirty from blades to fists. A familial inheritance.
Blade lengths about 5", hand-guard is built to function as brass knuckles. Sheathed at the lower ribcage on both sides.
Heat Wave - Heat Blade (New)
Name: Heatwave (Heat Blade)
Type: Slashing
- Effect Type: Suppression
Damage Mod: +10%
Accuracy Mod: -2
Augments:
1. Special Composition - Plasma
2. Mirage
Description:
A 3 foot insulated metal and redwood ornate hilt, with a 3 foot blade that folds outward and locks to the guard, similar in nature to a massive switchblade. The heat blade is chakra treated with plasma so hot that it shimmers the air around it when held. Due to this, the blade is permanently heat stained, and may even begin to shift colors in battle. Worn across the back with a leather strap.
Dire Strait - Ninjato (New)Name: Dire Strait (Ninjato)
Type: Slashing
- Effect Type: Bleeding
Damage Mod: -5%
Accuracy Mod:+1
Augments:

1. Swift
2. Toxify
Description:
A short sword with a square guard. With a straight 24 inch blade, the rest of the sword is comparatively thick and heavy. Worn on the left hip inside of a thick, mock bamboo sheath that can be used as a snorkel pipe.


OLD WEAPONS
Skull-Piercer - Spiked Club
Name: Skull-Piercer (Spiked Club)
Type: Piercing
- Effect Type: Called Shot Success Chance
Damage Mod: +5%
Accuracy Mod: -1
Augments:
1. Raid
2. Siege (Added)
Description:
A one-handed metal-spiked wooden club 1 1/2' - 2' long. Modified from previous explosive model due to excessive shrapnel backblast. New design is lighter and more functional.
Slung horizontally across the lower back with a protective leather guard.​
Boom-Boxers - Bruiser Gauntlets
Name: Boom-Boxers (Bruiser Gauntlets)
Type: Unarmed
- Effect Type: Handseal Capability
Damage Mod: +5%
Accuracy Mod: -1
Augments:
1. Explosive Seal
2. Vengeance (Added)
Description:
A pair of altered bruiser gauntlets. Special modifications include reinforced forearm and fist shrapnel guards and explosive resistant padding. (RP ONLY)
Stowed along the outer leg on both sides.​
Approved.
 

Current Ninpocho Time:

Back
Top