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:

Collateral Damage! - Mako's Dojo

Gotō Daiji

Active Ninja
Joined
Nov 1, 2012
Messages
574
Yen
23,775
ASP
471
1st Weapon said:
Bare Hands
zakjMHQ.jpg

Not to be confused with 'Bear Hands', these babies are Mako's pride and joy. They've got him through more scrapes than he can count, and they'll get him through many more. Oh! And he doesn't have to worry about his weapon being 'an extension of his body'....because his weapon IS his body. Convenient, huh?

Type: Unarmed
Attribute: Handseals
Modifiers: +1 Accuracy / -5% Damage
Augments: Vanguard, Steady, Free Flow, Dual Weapon
2nd Weapon said:
Ō-Sesshu
1b13NuD.png

Used by few of those who possess the "A." initial, Ō-Sesshu is an ancient technique that functions as a weapon. While not Holy in origin, this technique grants a select few of those born with the name of "A." sheer power enough to slay Greater Demons. Mako funnels his unique chakra into a limb, "priming" whichever one he chooses with greater attack power. But more importantly than that...the black markings grant him the power to drain the chakra of whatever he touches. Said body part(s) also becomes much more heavy and takes on a consistency that's easily stronger than metal. While a bit slower than his regular old mitts, they're capable of dealing massive damage when used in conjunction with Mako's already formidable Taijutsu skills. Its vampiric nature ensures that he can keep fighting with minimal chakra loss as well. This can be applied to any part of his body. Anyone familiar with Oni no Kuni lore might recognize this weapon as the Mark of the Devil (悪魔の印, Akuma no Shirushi).

Type: Bludgeoning
Attribute: Suppression
Modifiers: -1 Accuracy / +5% Damage
Augments: Vanguard, Rough Divide, Chakra Drain, Dual Weapon
3rd Weapon said:
Tap
opeJ8o3.jpg

A new "weapon" developed during his extensive training under his grandfather, Gō. The elder's punches are preformed with such sheer force that they create devastating shockwaves out of air pressure. After fighting against such a monstrous technique for countless months, Mako managed to create a sort of imitation of it. Admittedly not as devastating as the original, it still serves its purpose more than well enough. Ranged combat has always been one of his weakest areas but with Tap that has changed. At will, he can strike with such force and speed that a gust of air pressure is launched at wherever he aims. Depending on the speed in which the attack is delivered a single punch or kick can be devastating. And when combined with some of his other techniques...it can be downright catastrophic.

Type: Projectile / Thrown
Attribute: Suppression
Modifiers: +0 Accuracy / -0% Damage
Augments: Blitz, Steady, Trick Weapon, Dual Weapon
4th Weapon said:
Trigger: Half
1ZtNBnF.jpg

By far Mako's most devastating weapon. Put simply, it is one (up to two) of his limbs wreathed in his own chakra...but the actual mechanics behind it are so much more. After further developing his Trigger technique he has managed to gain proficiency enough to isolate his powerful crimson aura to specific parts of his body. This allows him to access the incredible speed and power multiplication of the calorie-charged aura without straining his entire body to its breaking point. Once activated he has access to levels of strength and speed most would find unthinkable. His attacks occur faster than the blink of an eye. And whatever body part(s) he chooses gains the unique property to pierce almost anything, his aura bypassing barriers and even armor due to its wild and caustic nature. Unfortunately even this limited version of Trigger steadily drains his body's store of calories and by extension his stamina. Overuse will leave his chosen limb(s) in a state of agonizing pain and hypersensitivity.

Type: Piercing
Attribute: +5% Called Shot
Modifiers: -1 Accuracy / +5% Damage
Augments: Blitz, Swift, Siege, Dual Weapon

Chimera Bloodline: Reckless</URL><i></i> / Akimichi
[fontsize="12"]Reckless fighters are known for their crazy life risking maneuvers, and their somewhat insane style of fighting, which is known for hitting exceptionally hard - but usually at a cost to their own body. Reckless fighters are able to boost damage in all aspects, but these bonuses often come at a cost.

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Chubby, big boned, but never fat, the Akimichi are a sturdy people with roots stemming from the Fire Country. Those of the Akimichi clan have a unique ability that allows them to manipulate the size of their body and limbs, and possess the unique trait of transforming all the calories stored within their bodies into raw energy. The generally goodhearted, the Akimichi have little tolerance for words relating to their weight, which generally tends to be abit more than little above standards. this comes from the fact that all Akimichi possess a nearly insatiable appetite, their sense of taste far more acute than others.

084 PL - Endurance (Rank 1), Extra Padding (Rank 1)
168 PL - Fat Absorption (Rank 1)
252 PL - Human Boulder (Rank 1)
336 PL - Huge Power (Rank 1)
420 PL - Endurance (Rank 2)
504 PL - Human Boulder (Rank 2)
588 PL - Precision Blow (Rank 1), Extra Padding (Rank 2)
672 PL - Fat Absorption (Rank 2), Super Expansion (Rank 1)
756 PL - Endurance (Rank 3), Huge Power (Rank 2)
840 PL - Human Boulder (Rank 3), Super Expansion (Rank 2)
924 PL - Precision Blow (Rank 2)
1008 PL - Fat Absoption (Rank 3), Super Expansion (Rank 3)
1092 PL - Extra Padding (Rank 3), Precision Blow (Rank 3)
1176 PL - Huge Power (Rank 3)
1260 PL - Houren Pills (Rank 1)
1344 PL - Body Slam (Rank 1)
1428 PL - Houren Pills (Rank 2)
1512 PL - Body Slam (Rank 2)
1596 PL - Houren Pills (Rank 3), Brink of Insanity (Rank 1)
1680 PL - Body Slam (Rank 3), Brink of Insanity (Rank 2)
1764 PL - Brink of Insanity (Rank 3)

- - -

Endurance - Boost<i></i>
Reckless fighters deal with attacks that have a heavy backlash on a regular basis. To endure the power of their own attacks, they need to be far more resilient than the average ninja.

Effect: +6 HP modifier

- - -

Extra Padding - Passive<i></i>
The Akimichi are a sturdy and built people, their extra size giving their clan the ability to take more punishment than others. All Akimichi are difficult to take down, their body structure giving them an advantage when compared to more frail shinobi.

Rank 1: +1 HP Modifier
Rank 2: +3 HP Modifier
Rank 3: +5 HP Modifier

- - -

Fat Absorption - Passive<i></i>
Built to last, their stored calories gives them more skin than other shinobi, yet this extra blubber provides them with a natural resistance to many types of techniques. Akimichi naturally are able to shrug off even some of the stronger techniques and jutsu without much harm to themselves.

Rank 1: - 5% damage taken.
Rank 2: - 10% damage taken.
Rank 3: - 15% damage taken.

- - -

Human Boulder - Unarmed Taijutsu<i></i>
One of the earliest techniques learned by the Akimichi, This technique allows these shinobi to cause their body to expand to a massive ball- like shape, the head, arms and legs of the Akimichi are swallowed up in this technique. Once in the form of a sphere, they propell themselves with jet- like chakra that allows them to smash into their targets with great force, crushing all object in their path.

Rank 1: The user Rolls, striking a target dealing 595 Damage at - 2 Accuracy.
Rank 2: The user Rolls, striking a target twice each dealing 350 Damage at - 1 Accuracy.
Rank 3: The user Rolls, striking a target three times each dealing 420 Damage.

Costs:
Rank 1: 200 Cp and 1.25 Ap
Rank 2: 245 Cp and 1.25 Ap
Rank 3: 420 Cp and 1.75 Ap

- - -

Huge Power - Boost<i></i>
Tough as nails, a Reckless fighter is never afraid to show their strength. Their melee attacks, whether with the brute force of their fists or the cold metal of their weapons, tend to be much stronger than normal.

Effect: +15% melee damage.

- - -

Precision Blow - Dependent Special Move<i></i>
The name Reckless is slightly misgiving, as Reckless fighters are actually not entirely hotheaded with their attacks. They simply like inflicting a lot of damage very quickly, though different means can be used to do so.

Effect: Adds +2 accuracy and +2 critical range to the next basic unarmed, Taijutsu, or weapon attack. Costs 100 Chakra.

- - -

Super Expansion - Body Expansion Jutsu<i></i>
One of the mightiest jutsu in the Akimichi arsenal, this technique allows the the Akimichi to increases their size dramatically. the become what can only be accurately described as a giant, their destructive power is increased massively as they become a nearly unstoppable behemoth, crushing all would- be opponents beneath them.

Rank 1: Increases the Akimichi's size significantly, giving them - 2 dodge, - 5% Damage Taken, +5% Unarmed Damage and +1 Accuracy. All called shots made against them have their chance reduced by - 10%.
Rank 2: Increases the Akimichi's size greatly, giving them - 3 dodge, - 5% Damage Taken, +8% Unarmed Damage and +1.5 Accuracy. All called shots made against them have their chance reduced by - 15%.
Rank 3: Increases the Akimichi's size immensely, giving them - 4 dodge, - 10% Damage Taken, +10% Unarmed Damage and +2 Accuracy. All called shots made against them have their chance reduced by - 20%.

Costs:
Rank 1: 420 Cp to initiate and 1.75 Ap; 210 Cp/Rnd to Maintain
Rank 2: 545 Cp to initiate and 2.25 Ap; 275 Cp/Rnd to Maintain
Rank 3: 680 Cp to initiate and 2.25 Ap; 340 Cp/Rnd to Maintain

Notes:
- Cannot combine this with Partial Expansion.
- If Partial Expansion is active at the time of Super Expansion's activation, its effects are canceled.

- - -

The Houren Pills - Items <i></i>
The trump card of the Akimichi bloodline, these pills are designed to give them what they need in the time of need. Each pill possesses a highly condensed chakra- enhanced protein, that upon being digested, begin rapidly transforming all calories within the user's body into pure energy. However the massive drawbacks to these pills make them a double edged sword forcing the clan to avoid taking them as much as possible.

Rank 1: The Green Pill - Boosting the users physical abilities the user gains the following buffs: +5% Unarmed damage and 5% Damage Reduction.
Rank 2: The Yellow Pill - Boosting the users senses the user gains the following buffs: +2 Unarmed Accuracy and 5% Auto Dodge
Rank 3: The Red Pill - Taking the energy from the Akimichi's fat cells their chakra gains a massive boost: Regains 15% Maximum Chakra

Costs:
Rank 1: - 5% Max HP
Rank 2: - 7% Max HP
Rank 3: - 10% Max HP

Notes
- .5 ap to draw and ingest pill.
- Cannot be used by Non Akimichi
- Cannot take more than one in the same round.
- Pills effects only last one round.

- - -

Body Slam - Melee Taijutsu<i></i>
An incredibly risky move that is easily performed, provided the Akimichi are in their Massive form. The Akimichi leaps into the air, crushing the ground beneath them with their sheer weight and shaking the ground with the sheer force of impact. However, this can crush allies as much as enemies, so the Akimichi must be wary.

Rank 1: The user strikes up to two targets dealing dealing 1,500 Damage.
Rank 2: The user strikes up to two targets dealing 1,800 Damage at +1 Accuracy.
Rank 3: The user strikes up to two targets dealing 2,100 Damage at +1 Accuracy.

Costs:
Rank 1: 545 Cp, 2.25 Ap
Rank 2: 655 Cp, 2.25 Ap
Rank 3: 790 Cp, 2.25 Ap

Notes:
- Must be using Super Expansion jutsu.

- - -

Brink of Insanity - Mind State
By focusing all their power into one strike, the Reckless fighter can deal insane amounts of damage while at the same time tearing up their own body due to the ferocity of the attack, leaving them extremely defenseless. But if there are no enemies left, that doesn’t really matter.

Rank 1: The Reckless loses their sanity causing them to gain +50% Damage Buff on all melee taijutsu attacks. The user does not dodge attacks while this is active, but gains a -36% Chance to be Suppressed. All Melee taijutsu attacks gain +1 Crit and the user has a 44% chance to strike a random target. The user has a 15% Damage Reduction to physical damage, but takes damage equal to 15% of the damage caused. Bind attempts at the user while this is active have a 20% chance to auto-fail. This may last up to two full rounds or until deactivated, but but requires two full rounds of cool down after use.
Rank 2: The Reckless loses their sanity causing them to gain +100% Damage Buff on all melee taijutsu attacks. Any dodge buffs the user has does not apply while this is active, but gains a -44% Chance to be Suppressed. All Melee taijutsu attacks gain +2 Crit and the user has a 36% chance to strike a random target. The user has a 15% Damage Reduction to physical damage, but takes damage equal to 15% of the damage caused. Bind attempts at the user while this is active have a 20% chance to auto-fail. This may last up to two full rounds or until deactivated, but but requires two full rounds of cool down after use.

Rank 1 Cost: 1650CP, 825CP/Rnd
Rank 2 Cost: 2065CP, 1030CP/Rnd

Note 1:</I><I> While active, the user may only use offensive techniques. If the user uses non-offensive techniques while this is active their move will be converted into a Basic Strike(s) instead.
Note 2: While active, none of the user's other buffs towards Melee Taijutsu may apply.
[/fontsize]

Abilities:
0) Journeyman
0) Shinobi 101 (Fire = Melee Acc)
1) Ambidexterity
2) Weapon Attunement
3) Sixth Sense
4) Combat Instinct
5) Defensive Technique
6) Jutsu Expansion
7) Willpower
8) Acrobatics
9) Duelist (<URL url="https://www.ninpocho.com/viewtopic.php?p=246058#p246058">ASP)
10) Kinjutsu
11) Kinjutsu
12) Kinjutsu

Afinities:
Free Major Affinity: Earth
Free Minor Affinity: Non-Elemental
Major Affinities: Earth
Minor Affinities: Non-Elemental, Fire, Metal
BL/CA/Kin Free AE's: N/A
<i>
</i>
 
Re: Keiatsu's Dojo

CA points approved! You have 1 point left currently or until admin fixes the point totals with the new levels.

Majors: Fire
Minors: Non-Elemental
Advanced Element Slots: None | None | None | None
 
Re: Keiatsu's Dojo

Abilities:
1) Bull's Strength
2) Adrenaline Rush
3) Combat Instinct
4) Hidden Power
5) Hyperactive
6) Quick Healer
7) Recharge



Bull's Strength
As far back as he can remember, Keiatsu was always capable of great feats of strength. Of will, and of sheer physical power. Even as a child the boy had been able to lift boulders many times his size clear over his head. In short? He's a monster. This is due mostly to the hellish training he was subjected to under the supervision of his Guardian; Yama. The boy had no real family(???) to speak of, so Yama took it upon himself to raise Keiatsu. His goal was to make the boy strong enough so that he could stand on his own if anything were to ever happen to him. And lemme tell you; he did a hell of a job. Maybe...too good of a job, actually. Now a slightly over-aged Genin, Keiatsu's strength has continued to steadily grow throughout the years. He's able to hoist super dense material with little strain on himself. But he can't exactly flick buildings out of the way. Even for him, some things are just impossible to move....until he gets angry, that is. Like most of his skills, Keiatsu's strength is linked with his emotions. The more angry or passionate he gets, the more effective it becomes. So if he can't lift something at first, piss him off! And he'll toss whatever it is aside. He still has a long way to go in refining this ability though, and a longer way to go in controlling it. 'Restraint' is something he doesn't associate with, and a lot of the time his own physical power backfires on him, damaging his body. It doesn't come without its disadvantages, but this ability will continue to serve him for years to come.
WC: 252

Adrenaline Rush
The thrill of battle is something few people rarely come to love. For most, the battlefield is a place of sorrow. Death...malevolence....and all-around bad...-ness. But for Keiatsu? It's freedom. It's being able to cut loose and enjoy himself, testing his abilities against someone else's who has likely had completely different battle training than him. No two fights are ever the same, but ALL are fun in their each individiual way. Most would think him crazy for loving fighting. In truth...he probably is crazy. But he doesn't seem to mind! And it's not some dark lust for bloodshed. For him, it's simple and genuine enjoyment. The rush that comes from battle is something that just can't be replicated, and actually, it helps him rather than hinder him. Some people tend to make rash decisions when the adrenaline hits...but Keiatsu's all about rash decisions! His reckless and carefree nature allow for him to take full advantage of a combat high, and to fight at the peak of his ability. His insane stamina also allows him to lessen the effects of the 'crash' that comes afterwards. It's something completely suited for him, and trust me, he wears it nicely.
WC: 205

Combat Instinct
"Six against one? Well that's just not fair..."

Scene: A wide alley in Kirigakure. A pink-haired boy of about sixteen years of age, surrounded on all sides by nameless punks. How exactly did we get here? Well long story short, Keiatsu's fun-loving and honest outlook on life pissed off a group of people. Oh! And he sorta...might've...taken some food off of one of thier plates in a resturant. It wasn't his fault, though! The waiters weren't pumping out food fast enough! Besides...they were all friends here...right?

A violent crack on the back of Keiatsu's head with a wooden club answered that question. The boy barely budged, bending forward from the impact only slightly. The mooks encircling him cackled in unison as they saw a few drops of blood drip from his chin. They got him! Now he was done for. The rest of the thugs were all ready to jump in when they stopped cold. Something was echoing throughout the alleyway. Something that, after what had just happened, was enough to spook anyone. It was laughter. The boy...who'd just taken a full-force blow to the head....was laughing! And not even one of those creepy ascending ones! A full-fledged, completely sincere laugh. He raised his head and stared at the ring leader, a cocky smirk taking hold on his face afterwards.

"For YOU!!!"

His earlier statement was completed, and chaos ensued. Sounds of a short but intense battle rang out through the immediate area. It didn't even take him a full minute. No jutsu, no chakra-assistance, and Keiatsu had dispatched each one of the assailants. Most of them were poised in ridiculous positions, still steaming from the beating they'd just received. And all this without taking even one more hit! Fighting a large number of enemies was one of his specialties....and one that these punks found out about a little too late.
WC: 328

Hidden Power
Some things in life....just can't be explained with logic or reason. Natural wonders litter the world, their very existence an enigma. But even some people possess strange skills and powers that blur the line of reality. Of time and space. And of possibility. Keiatsu was born with something like this. It wasn't gained through any amount of training, and it can't be taught. What this brash and naive young Genin possesses...is strength of Will. It's perhaps his most useful trait, and what attributes to his stubborn personality. The simple ability of not being able to give up. Ever. He just can't. Whenever his back is against the ropes he somehow turns things around. Wherever normal people would surrender or quit, Keiatsu continues to push forward. Even if all the odds in the world are against him, even if there's no glimmer of hope....he'll fight to the end. Where it comes from? He doesn't know. But whether he understands it or not, everyone in his family(???) possesses it. It's literally in his blood, and he'll carry it with him until death. And possibly...even longer than that.
WC: 191

Hyperactive
There exist people who....aren't....'normal'. Not in any fantastic sense, but personality-wise. Keiatsu...is one of these people. And he's been this way since he was kid. In short? He's full of energy. Pent-up, unfiltered, raw energy. For starters, he has the attention span of a rock. Some things just plain can't hold his interest. These usually end up being things that involve 'tradition' or 'formality', so his obliviousness is often taken for rudeness. But he doesn't do it on purpose! He's just...wired that way. While it's not taken to unbearable extremes(Like a certain blonde shinobi from Konoha who had a strange verbal tic and grafittied public property for fun), he is usually looked upon differently than others. But honestly? He could care less! One of the perks of being a rampant ball of energy is that he doesn't have time to care about what others think of him. And so far, it's one of his most useful quirks to date. It's likely where his confidence in himself and others stem from, and without it, he probably wouldn't be where he is today.
WC: 185

Quick Healer
Okay...this? This just doesn't make any goddamned sense. This isn't due to some anomaly in his chakra system, or some healing agent in his blood that helps clotting. And even though Keiatsu has monsterous endurance, he still takes damage all the same. But for some reason....in some inexplicable way....he just...gets better. Be it the smallest of cuts or the most grevious of wounds, Keiatsu recovers. No matter what. Of course it isn't instantaneous, and death is still death, but it happens fast enough so that it even helps him in battle. More serious injuries still require medical treatment, but he always seems to be up and about long before the doctor's estimation. One of the more...'mysterious' side-effects of this ability, is that Keiatsu doesn't scar. At all. Whatever regenerative force that acts on his body heals even damaged skin. So if you ever wonder why the Genin isn't wrapped up like a mummy or crippled after a particularly nasty fight, now you know why. Or rather...you don't know why...because...no one does- Whatever!
WC: 181

Recharge
Alright...let's see me try and explain this one away. So there's this stuff called Ninjutsu, right? And naturally, any jutsu requires chakra to be used. From ninja. A jutsu's usually shaped or molded into whatever form the user wants, and it generally takes on the properties of whatever element(s) the user specializes in. For Keiatsu? It's fire. Actually...it's ONLY fire. For whatever reason, he just can't shape other elements properly(and he avoids water entirely). Miscellanous jutsu aside, fire is the sole element he can infuse into his chakra. But sometimes, he runs low on juice. Maybe he uses too many big, flashy techniques too fast and he finds himself drained. In a life-or-death situation, this can be very bad. As we all know, chakra isn't just used for ninja techniques. It's fused with a shinobi's lifeforce. If someone ever were to run completely out of chakra, they'd die. Keiatsu being the reckless fool he is, has almost had this happen to him many a time. But [usually] there's nothing to fear! Because as soon as an opponent-or an ally-tosses a jutsu at him, the Genin can literally absorb some of it. Not the entire thing, and he still takes damage associated with it, but by using someone else's technique as a power source, he can refuel his energy. This effectively makes him a living battery. And there's different ways to absorb it too! The fastest(and prefered) way is to gulp part of the jutsu down like it was food, but this is also the most dangerous since it directly exposes him to harmful chakra. He's also been known to inhale chakra from jutsu through his nose, which is slightly safer but not as 'fun' as the first way. The slowest-and safest-method is to soak it up through his skin, but he rarely does this unless his face is hindered in some kind of way. Or....there's a direct source of chakra to grab on to...which is also rare. This ability is a cornerstone of his efectiveness in battle.
WC: 346
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1st Weapon said:
Bare Hands
fotoflexer_photo_zpsa1ebe5c2.jpg

Not to be confused with 'Bear Hands', these babies are Keiatsu's pride and joy. They've got him through more scrapes than he can count, and they'll get him through many more. Oh! And he doesn't have to worry about his weapon being 'an extension of his body'....because his weapon IS his body. Convenient, huh?

Type: Unarmed
Modifiers: +1 Accuracy / -5% Damage
Augments: Chain Link, Swift, Overflow

 
Re: Collateral Damage! - Keiatsu's Dojo

Approved.

Keiatsu is A-rank and may have 10 abilities:

1. Bull's Strength
2. Adrenaline Rush
3. Combat Instinct
4. Hidden Power
5. Hyperactive
6. Quick Healer
7. Recharge
8. ---
9. ---
10. ---

Weapon approved.
 
Re: Collateral Damage! - Keiatsu's Dojo

Reckless - 20/20 points
Core Ability Points:
Bloodlust - 3 points
Unbalancing Strike - 2 points
Zaraki Style - 2 points
Endurance(x3) - 3 points
Huge Power(x3) - 3 points
Double Edge - 3 points
No Limits - 2 points
Brink of Insanity(Mastered) - 2 points
<i></i>
 
Re: Collateral Damage! - Keiatsu's Dojo

Abilities:
1) Bull's Strength
2) Adrenaline Rush
3) Combat Instinct
4) Hidden Power
5) ---
6) Quick Healer
7) Acrobatics II(Learning)

Recharge(Unlearning)
"Did ya get all of that?"

Yama turned towards his nephew, who at present, was busy picking his ear with his pinky finger. Keiatsu looked wide-eyed and confused...so...pretty much how he always looked. The towering Jounin sighed and shook his head, lending his attention once again towards his efforts. If the pink-haired airhead was gonna pay attention, then good. If not? His loss.

See, the two of them had made their way to a secluded spot to train earlier that day. Keiatsu was god-awful in his manipulation of chakra, so Yama took it upon himself to try and teach him a thing or two about it. Unfortunately...trying to teach the pink-haired airhead anything was like trying to nail jelly to a tree. Impossible. Yama had even planned on explaining the more advanced stages of chakra transformation to the Genin if he made enough progress...but it didn't seem like that was going to happen today. The Earthborn spaced his bare feet apart on the ground, taking a solid stance. After steadily exhaling for a bit, he slammed both of his hands together and clasped them, forming the Mi seal. A high-pitched drone sounded out, signaling the start of a jutsu.

"Once more! And watch this time, got it?"

Keiatsu could only blink in awe as his uncle terraformed the earth near his seated position, moulding it into a massive pointed stalagmite that rocketed out and upwards (Earth Spiker). It easily contained enough sheer force to rip someone apart, but even just seeing it up close was enough to make the boy's mouth drop. Stray chakra-infused rocks were flung out in every direction, some landing near his crossed legs. All this excitement sure was making him hungry...and what was a show without a snack, right? Keiatsu had always had -up until this point- the strange ability to absorb chakra directly from other people's Ninjutsu. But for some reason, when he tossed these chakra-imbued stones in his mouth and bit down? They...well...

"Blegh! These taste horrible!"

Up until now, Yama hadn't been paying much attention to his nephew. But his outburst caused the Jounin to arch an eyebrow and turn his attention toward him. A dumbfounded expression took hold on his face when he spotted the boy...chewing on stones. Just how empty-headed was this kid?

"Wha-? That's...because they're ROCKS."

Yama might not have understood, and Keiatsu sure as hell didn't, but there was a reason for all this. The Genin's Chimera abilities had begun to interfere with some of his other skills. Technically, he still had the ability to absorb chakra(via Infinite Abyss), but only temporarily. And as of now, he didn't even know about it. So for the time being, it would appear that the boy had lost a useful skill that he relied on regularly in the past. Only thing he could do now was grow stronger and overcome. No use whining about it.
WC: 492
Hyperactive(Unlearning)
-No RP-

Acrobatics
Keiatsu has always been overly-agile, even as a kid. He had to be! With some of the trouble he used to get in (And still does...), he has to be able to move when he needs to. His natural dexterity allows for him to dodge attacks and move much quicker than a normal shinobi, even if he looks like a fool doing so. Now he's never been one for the fancy stuff, so you won't see him flipping around and cartwheeling all over the place. But when he has to move, he'll hoof it like there's no tomorrow. The careless young Genin has also been known to scale tall structures and trees with ease, and usually even without the use of chakra. Heck...he usually falls asleep while he's up there! So don't think "high-flying acrobat" when Keiatsu nimbly makes his way around...think more like..."scrambling monkey".
WC: 148
 
Re: Collateral Damage! - Keiatsu's Dojo

Recharge replaced with Acrobatics. Hyperactie unlearned. Slot may be re-used in a week.

Keiatsu is A-ranked and may have 10 abilities:

1. Bull's Strength
2. Adrenaline Rush
3. Combat Instinct
4. Hidden Power
5. ---
6. Quick Healer
7. Acrobatics
8. Kinjutsu
9. Kinjutsu
10. Kinjutsu
 
Re: Collateral Damage! - Keiatsu's Dojo

The swap from Quick Healer to Healing Factor is Approved...but you need a rp to learn Jutsu Creator since the slot was empty. You can't auto-learn an ability during the swap period.
 
Re: Collateral Damage! - Keiatsu's Dojo

I figured since it was previously filled and that I unlearned that slot I could just swap for another. Sorry about that!

Abilities:
1) Bull's Strength
2) Adrenaline Rush
3) Combat Instinct
4) Hidden Power
5) Jutsu Creator(Learning)
6) Healing Factor
7) Acrobatics
8) Kinjutsu
9) Kinjutsu
10) Kinjutsu

Jutsu Creator
Every hero needs their own signature move! Or a few. Or...a dozen. But coming up with one is a lot harder than it sounds. Especially in the case of Ninjutsu, creating your very own original technique requires much more than wishful thinking and determination. It takes concentration, vast amounts of control and temperament, and a deeper understanding of elements and your chakra in general. NONE of which Keiatsu possesses. But while he may not be on the fast track to creating his own jutsu...combining two that he already knows to make a new one is a different story! I'm not saying it's easy, but it's a hell of a lot easier than fabricating one from scratch. In his case, meshing two Taijutsu together is what he'll mostly be doing. Maybe after he gets a bit more experience and a firmer grasp on his own chakra he can move on to Ninjutsu...but that's a BIG 'maybe'. For the most part, he'll be adding a punch onto a punch so he can punch while he punches. He's still just a brand new Chuunin after all, and has yet to mature much from his days in the Academy. If he plans on taking this ability further and tackling some of the more monstrous shinobi out in the world, he'll need to undergo some serious growth. But all in due time.~
 
Re: Collateral Damage! - Keiatsu's Dojo

Abilities:
1) Bull's Strength
2) Adrenaline Rush(Unlearning) ---> Sixth Sense(Learning)
3) Combat Instinct
4) Hidden Power
5) Jutsu Creator
6) Healing Factor
7) Acrobatics
8) Kinjutsu
9) Kinjutsu
10) Kinjutsu

Adrenaline Rush</U><U>(Unlearning)
The thrill was still there. The enjoyment? Still there. But some of the other effects that came with initiating battle had started to fade. Things no longer...'slowed' for him at times. His reflexes were still pretty damn sharp when he was focused, but everything moved at normal speeds at felt natural now. It's not like the adrenaline stopped flowing completely...that was impossible! No...it just didn't hit as hard anymore. Maybe it was caused by Keiatsu accumulating battle experience? Every fight was still exciting as all hell to him, but he was starting to get used to battling others. There was no more tunnel vision. No more warped perspective. His heart beat fast, his blood pumped like crazy, but the ability to take everything in and decide what to do next was lost on him. In the end it was probably for the best. I mean...Keiatsu had never been one to plan ahead or strategize...so being able to go with the flow and tides of battle naturally was good for him! He could still pound people into the ground no problem so his effectiveness didn't really take too big of a hit. The only real difference was that things didn't go all "woozy" whenever someone tossed a mega-jutsu at him. In the end? It'd probably make attacks a bit more difficult for Keiatsu to avoid...but it wouldn't be fun if things were too easy, right?! Just like he always has, and just like he always will, the brash pink-haired numskull would adapt and overcome. If a skyscraper-sized monster couldn't stop him, then something as silly as this wouldn't even be an issue for him! He'd just keep his head high and continue to move forward and make progress. There was always room for improvement, always new ways to get stronger. And if he had any hopes of reaching his dreams? He'd have to march on and never look back!

Sixth Sense
He wasn't really sure when it started...but lately it had been happening a lot more often. The sensation is...strange to describe. People, animals, creatures...all living things are capable of being detected by it to some extent. He doesn't know how it works. And he doesn't know why he can do it. But Keiatsu is somehow able to "feel" others. And it's not just chakra he can sesne...but their spirit aswell. Malevolence, killing intent...all of it is capable of being detected. And every time it occurs it gives him a general location of whoever he feels. He can't control this skill, however. Sometimes the surges are overwhelming and sometimes they're faint. It's a vague ability to possess and sometimes more annoying than it is helpful. But it's advantages are undeniable. And usually it comes to his aid when he needs it! Usually...
 
Re: Collateral Damage! - Keiatsu's Dojo

Gonna be taking Journeyman and Shinobi 101 as my branch abilities! Metal affinity for the latter.

Abilities:
0) Journeyman
0) Shinobi 101 - Ninjutsu (Metal)
1) Bull's Strength
2) Sixth Sense
3) Combat Instinct
4) Hidden Power
5) Jutsu Creator
6) Healing Factor
7) Acrobatics
8) Kinjutsu
9) Kinjutsu
10) Kinjutsu

Affinities
Profile Link: Yo!
Free D-Rank Minor Affinity: Fire
Free C-Rank Minor Affinity: Non-Elemental
Free Affinity upgraded Minor to Major: Fire
Major Affinities: Fire (Free)
Minor Affinities: Non-Elemental (Free)
BL/CA/Kin Free Advanced Elements: Metal (Shinobi 101)
Non-BL/CA/Kin Advanced Elements: N/A
 
Re: Collateral Damage! - Keiatsu's Dojo

I believe you still need to RP for that Metal element. o - o And, the requirements for that is a major in Earth, and a minor in Non-Elemental. o - o Pm me if I'm just missing something. ^^

EDIT: Alrighty! Sorted out through PM. ^^ Unless we're both wrong x - x Anyway, approved!
 
Re: Collateral Damage! - Keiatsu's Dojo

Declared Inactive:
Last IC Post - Nov 10th, 2014

Profile: http://www.ninpocho.com/viewtopic.php?f=68&t=1440
Training: http://www.ninpocho.com/viewtopic.php?f=487&t=3430&start=60
Dojo: http://www.ninpocho.com/viewtopic.php?f=488&t=2853&start=15
 
Re: Collateral Damage! - Keiatsu's Dojo

Abilities:
0) Journeyman
0) Shinobi 101 (Fire through Melee Acc.)
1) Bull's Strength
2) Sixth Sense
3) Combat Instinct
4) Hidden Power
5) Jutsu Creator ----> Jutsu Expansion (Free Swap)
6) Healing Factor
7) Acrobatics
8) Weapon Mastery (Unarmed) [Learning]
9) Kinjutsu
10) Kinjutsu
11) Kinjutsu
Weapon Mastery
"Master"? Well I wouldn't go that far. It was true that Keiatsu had a habit of getting into all kinds of crazy fights. And it was also true that his uh..."prowess" in Unarmed combat had come a long way since his days as a talentless youth in the Academy. But he still had no defineable style or art to his fighting! It was all improvised, just as it had always been. But...perhaps there was something to be said for that? Think about it. He'd made it through all of those struggles...all of those ridiculous encounters with Mosters and Demons and Yama and his grandpa...and he was still here to tell the tale! Sure he was still as gung-ho and reckless as ever, but his combat ability had grown by a lot comparatively. He wasn't as good as his grandfather or Yama (yet), but when it came to punching things? He wasn't half-bad. Wasn't half-bad at all.

Affinities:
Free Major Affinity: Fire ---> Earth (S101 Swap via here)
Free Minor Affinity: Non-Elemental
Major Affinities: Earth
Minor Affinities: Non-Elemental, Fire, Metal
BL/CA/Kin Free AE's: N/A
 
Re: Collateral Damage! - Keiatsu's Dojo

2nd Weapon said:
Ō-Yoroi
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Used by few of those who possess the "A." initial, Ō-Yoroi is a weapon that offers great defensive and offensive capabilities. Keiatsu funnels his unique chakra into a limb, "loading" whichever one he chooses with greater attack power. Said body part becomes jet black, and takes on a consistency that's easily stronger than metal. While a bit slower than his regular old mitts, they're capable of dealing massive damage when used in conjunction with Keiatsu's already formidable Taijutsu skills. This can be applied to any part of his body. Anyone familiar with Oni no Kuni lore might recognize this weapon as Devil's Arm (悪魔の腕, Akuma no Ude).

Type: Bludgeoning
Attribute: Suppression
Modifiers: -1 Accuracy / +5% Damage
Augments: Vampiric, Vanguard, Steady

Abilities:
0) Journeyman
0) Shinobi 101 (Fire = Melee Acc)
1) Weapon Mastery (Unarmed)
2) Bull's Strength
3) Sixth Sense
4) Combat Instinct
5) Hidden Power (Unlearning) ----> Defensive Technique (Learning)
6) Jutsu Expansion
7) Healing Factor
8) Acrobatics
9) Duelist (ASP) (Learning)
10) Kinjutsu
11) Kinjutsu
12) Kinjutsu
Hidden Power(Unlearning)
Ok. Sure Keiatsu has some sort of mysterious drive to keep going that defies all sense. And sure...sometimes his actions are typical of a Shounen hero. But when it comes to getting stronger the more beat up you get? Well...that just doesn't work! His willpower is immense, and not something to be taken lightly by his foes. But as far as his physical body goes...damage is damage. It stands to reason that the more someone beats on him, the weaker he becomes. Luckily, there's a perfect counter for this weakness. Don't let someone beat on you. The reckless fool relies on his overwhelming offense to make short work of his opponents. And so far? It's done a damn fine job.

Defensive Technique(Learning)
Now I know what you're thinking. Keiatsu...and defense?! Unheard of. But in his never-ending quest to get strong enough to take back his home, something occurred to him. Imagine that. Keiatsu having a thought. All of this is pretty fishy I know...but between getting punched through walls by his grandfather and almost being crushed by the world's largest sandworm, the idea of being more resilient became very appealing to the boy. He'll never truly be a defensive fighter for as long as he lives...but being durable to the point where attacks bounce off of him? Now THAT was something he could do.

Duelist
Fighting against multiple people was something he was already used to. When he was a kid, there would be times where both Yama and his grandpa Gō would team up on him, forcing him to think on his feet and adapt in order to not be killed (they wouldn't really kill him...probably). And funny enough, most of his fights thus far have involved multiple opponents. But to think he's any less adept at taking on solo combatants is a mistake. He's been fighting his entire life, so he's had plenty of time to hone his skills in fighting high-level opponents one-on-one. Focusing solely on your foe, blocking out all other distractions for the sake of the battle. Single combat is almost inevitable in the life of a shinobi...so it's always a good idea to know how to hold your own in such a situation.

Augments:
- Changing some Augs on my 1st Weapon:
Chain Link > Vanguard
Swift > Steady
 

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