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:

Enatsu's Shinobi Profile

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[fontsize="16"]Kumogakure Shinobi Profile[/fontsize]​
Name: Chigokai Enatsu
Age: 13
Gender: Male
Clan: Chigokai
Rank: Genin

Physical & Mental Description
Enatsu stands out amongst most shinobi children his age. Regardless of his talent or skill, his entire physical make up is a bit different. Immediately when looking at Enatsu you will notice a few things, starting from his head, he has spiky dark blue hair. His skin is a light blue, and has parts in it that almost resemble layers. He has what would appear to be gills on his face due to his particular lineage. He has quite a bit of height on him standing at 5'10 and he weighs more than a boy his size should be coming in at 225 lbs. He is stockily built, and quite strong for a boy his age.

Enatsu is a very reserved boy, he already gets enough attention when he doesn't want to. It's much more of a hassle to put yourself in the front street. He is also new to the shinobi world still, while receiving formal training at home he is vastly inexperienced and did not undergo training at the academy to be exposed to the variety of issues shinobi will face. However he is humbled to be placed among so many excellent peers who have guidance to offer him.

Background
”Our blood is strong”

- The Heroine who Started it All -

A simple yet effective mantra, that one particular clan lives by in the northern reaches of the Lightning Country. The Lightning Country was home of the Village Hidden in the Clouds, Kumogakure. Our story begins with a small recall of a woman named Chigokai Temuri, a warrior from the Chigokai clan. This clan was a matriarchal powerhouse that had been restoring themselves to their glory days. In her prime she was a finely toned women with raven colored hair and deep blue eyes, and her blood manipulation would be renowned as some of the best concentrated weapon creations they had seen.

Terumi was born bearing abilities of the Chigokai automatically making her a treasured member of the clan. Being placed so highly among the ranks would bring certain duties that she would be expected to uphold. Terumi's life in many ways had been paved out for her. Everyone in the Chigokai Clan had a role to play and in order for the Clan as a whole to succeed, people needed to play their part. Terumi wore the responsibilities placed upon her with pride. For she had been tasked with bringing glory to her household,.

As a female Chigokai blood user she was given some of the best training the clan had to offer, and given full support in becoming shinobi. During her ninja training Terumi found that she was adept in many forms of Chakra Manipulation expanding beyond her ability to control blood. She was turned out to have a vast amount of Chakra and was easily able to grasp the concept of Medical jutsu. To her, using blood ninjutsu was just like utilizing ones very life essence, which in turn improved her Bloodline skills two-fold.

With the creative use of mixing her Blood Ninjutsu with her Medical Ninjutsu, she achieved a high survival rate on the field. Being a field medic was like breathing to her and was easy enough to manage. She wanted more out of the position but she made sure to play her role and stay within the lines of her duties. She gained many accolades during this time, which brought honor to her household.

Much of Terumi's work up to this point was done in her early twenties. However at some point a woman has to fulfill other roles within their community. For the Chigokai women, it was the task of bringing in new strong blood. While the Chigokai blood users would always have the highest respect and regard, the clan had fell out of prominence compared to their old days. They were able to re-establish themselves by doing away with some older traditions and inviting “new blood” to the table. Over generations they were able to see a sharp increase in the number of blood users and even some abnormal warriors that would too bring fame to the clan.

There was a great deal of hope placed into Terumi's legacy as her mother and late great-grandmother were both Chigokai blood users as well. They were living proof that the Chigokai clan's plan of inviting new blood was increasing the rate at which they were seeing strong blood users be born.Terumi was confident that she could rear at least one blood user daughter into the world. In order to prepare for this she needed to get a proper examination done. It was nothing out of the ordinary, just a check up to see her health before trying to mate. However these times would be the most life-changing for the young Terumi.

Upon her first two examinations she was met with devastating news. The young shinobi found out that she would never be able to continue the family legacy. She was barren and unable to conceive a child. While this news did not hurt her status as a shinobi, it did not bode well for her lineage. More than that, it was just hurtful. These people (the Chigokai clan) may be strict warriors, but they were still human too. She silently wept bearing this burden alone and began to plan the next steps of her life.

Instead of focusing on what she couldn't change Temuri decided she would become more involved with her work. However the medical field did not suit her any longer, and she needed something more immersive to get her away from the issue at hand. Temuri resigned from the Medical field and immediately applied for Anbu training. She spent the next few years giving herself to the shadows of Kumogakure.


- Fog of Love -

Temuri took on as may assignments as she could. She didn't want to spend a moment in the village when she didn't need to. Her heart was dead set on danger like some kind of death wish. One year Temuri was sent on a personal bounty from Merchant trading company stationed on the outskirts of the Spine. They were situated between a series of water-ways that merchants used frequently to cross the harsh mountain area. The Hazanatta Trading Corp. had been lost four of their boats and the merchandise inside of them. The crew of some ships survived while other boats were completely annihilated. The only things that they had to go off is that the attackers seemed to erupt from the waters after heavy fogs began to appear. The deep fogs were a tell-tale sign of these bandits attacking. So in order to catch them the trading company prepared eight decoy ships with a small detail of mercenary and shinobi on them.

Around one in the morning, heavy fogs began to roll around the boats rising unnaturally almost as if they were alive. Temuri observed the fogs awkward patterns and began to apply Chakra sense to the surrounding area. She gradually got a response from her readings to a multiple jutsu being woven into the fog. It would seem that the bandits were adept at using Ninja arts. She took it upon herself to hunt down the strongest of the pack

Upon making it to the decoy ship that had the strongest chakra signature, she found very few bandits, it would seem that the strongest one and a few grunts came to this one while the rest were more evenly spread out amongst the other ships. Temuri immediately took down one of the grunts with a blood lance, piercing through his leg. While she didn't kill the grunt they were pinned to the ground. She aimed another at their head, this time going for the killing blow. A man with pale blue skin, and shark-like features appeared from the back of the grunts and swatted her blood lance away with his bare hands coated in chakra.

“Not exactly a dumb one I see.” Temuri uttered, as she observed his style of fighting, or as much of it as he revealed. The man scoffed and responded, “Seems we have a viscous viper here, Go on men, look for the captives while I hold this one off. Get Jokai out of here otherwise he'll get caught up in this.” This was unlike what she thought. Normally these bandit types did not throw themselves in the frontlines for those under them, hell most organizations did not operate that way. She admired his style, it was hard not to. “A man of honor, and they said there was none against thieves.” Temuri jumped back giving herself space and allowing the grunts to collect their man. “Thank you for the intermission, now that they're safe we can cut loose!” the bandit leader said, while she was taken back by his attitude and the way he made his moves.

The kunoichi responded with, “Ha, you truly are an interesting creature. I'll have your name before I have your head” she said in a commanding tone while taking a extended posture. Blood began to form from the pores on her palm, and then gushed out like a torrent of water. She molded it as it gushed outward, the blood becoming a Naginata like shape. The shark-like man also took a stance expanding his legs out square, and creating the outline box with his arms. Water began to swirl around him, and with a huge grin he said “Shimatsu, I'll have your name before I have your heart, haha!” However Temuri only laughed, rushing into the fray without telling Shimatsu her name. The two clashed, hand and blood blade, their lives intertwining with each strike, whether they knew it or not...


- More Recent Years -

We fast-forward back to Kumogakure in more recent time, focusing the perspective of a odd blue skinned boy. He sits alone, in the Ancient Forest near the closest source of water and life one could find in Kumogakure. This young boy sat patiently and quietly his eyes intently focused on the water before him. It was easy enough to say he was lost in thought possibly, but his eyes were too alive for one daydreaming. As the boy sits, his legs kicking in the water, a mature woman with a warrior's build and deep raven hair appeared behind him, her skin smooth but her face hardened telling signs of her battle-hood. She spoke in a commanding tone, one that would rattle weaker souls. “Ena, what are you doing out here again? Trying to run from training?” The boy turned around, looking at the woman almost immediately. His eyes were soft, his face more childish in appearance than his age would let on. He spoke in a somber tone with a hint of surprise or excitement, “No mother! I'm sorry, I just wanted to watch the fish swim. I'm sorry I won't do it again without telling you, just five more minutes please!” She sighed, her hardened look being replaced by a more embarrassed one as she glanced away from the boy.

“You're never this worked up over things … Fine, you may observe for five more minutes, then it's to training with you. Enatsu, you have no idea how hard it was to get you into the program …” The boy looked down saddened, as if he knew he would shame her with these kind of antics. This look brought pity to the hardened woman, so instead of prattling on, she walked closer and plopped down right behind him. She turned his head forward and placed her arms around his shoulders and neck. Her arms were strong and defined, he could feel her warmth and the slight beat of her strong heart on his back.

The woman rested her chin on his head and then spoke, “Tell me, what do you see when you look into the waters.” Enatsu sat quietly for a moment, as if he was fishing for his answer. However he made no notions that he was troubled by the question, he only focused on the water more. “I'm not sure, I just feel at peace here. It just feels right here, like I belong....” stopped for a moment, before speaking up again but this time with more confidence, “I just feel like if I take my eyes off it for too long, I'll lose something important.” She tensed at his response and slightly moved back, Enatsu turned around immediately, “Mother is something wrong?” Her face was a little red, and he worried that something was happening, but she pulled headband down over his eyes. “Nothing my sweet guppy, you just reminded me of someone I used to know”. With a smile she reminisced on times of love long ago.

“Enatsu … have I ever told you what your name means?”


- The Seed of the Sea –

Chigokai Enatsu was a curious case for clan members, an uncommon one at that. For one thing, the most prominent members of the Chigokai clan were women. However he was born in an advantageous position compared to other males. For one thing his “Chigokai Clan” parent, the parent originally from the Chigokai Clan, was a woman meaning hat he will her name and officially be recognized as a member of the clan. However there were other complications with this birth.

For example when he was born Enatsu had pale blue skin, and two series of slits on his face that were reminiscent of fish gills. There were a number of things different about him compared to the rest, and the biggest issue was still that he was a male, who knows if they saw him as trouble. However these were issues for the other clan members, not for the hardened warrior that gave birth to the feeble blue baby. When Temuri first saw Enatsu she was brought to tears by the sight of him. She held her hands out shakily and tried to keep a straight face but she couldn't. As soon as she felt his little warm body in her hands, she began to cry uncontrollably for this creature was truly her miracle child, a gift from god.

Enatsu grew up on the Chigokai Clan complex where women ruled in their society, and life on the complex wasn't as bad as one would think. His mother was normally busy with work, as she still had a duty to uphold. So during most days he was watched by aunties and played with his numerous cousins on the grounds. He was a rather shy and reserved boy, always self conscious of his appearance, and the kids did as expected of children their age, they poked fun at him for his physical differences. However if any kid from outside the clan tried to make fun of him, his cousins would normally fly into a fit to protect him. Imagine how rough it was for those boys to get beat up by a mob of girls. Needless to say despite his differences, the Chigokai Clan still respected him as a human being and a child of the clan, especially one born from a Blood-user.

When Enatsu was 7 years old, he began his training with his clan. Most of the children who had potential to become a true blood-user, were detectable now or they could at least force qualities out of them, such as an increased healing speed to open wounds, or even the rarer ability to manipulate their blood already. Luckily there were very few from his generation who could do such, so the standards were more manageable than normal. They would cut across the hands of the children to allow the open wound to heal on its own, it was a crude but effective method of picking up on the self regeneration ability every true Chigokai had. They underwent other test such as chakra manipulation, weapon based combat, geometry tactics etc. However Enatsu didn't perform well in majority of their small tests. The only thing that stood out was the nature transformation testing, a test where you apply Chakra to a special type of paper that reacts depending on your elemental affinity. Fire burned the paper, Lightning wrinkled it, Wind cut the paper in two, Earth turned the paper to dirt, and Water made it damp. This was't a test most children could pass but if they could it was noteworthy. Most trainees papers didn't react at all or and the few that did took some time to get their paper to make a reaction. Enatsu's paper and any of the papers near him were soaked completely wet when trying this. Even so, these were a stricter preliminary to what they would be studying in the academy, and if he could not cut it here did not think he would do well there. He was deemed a low-rank, average-potential type student, while it was nice that he had a strong chakra system and strong elemental alignment, it did not matter if he would reach his ceiling early on.

He left the compound, and made way for the Ancient Forest. Out there by the waters, he felt an unusual calm over himself. When he was here at this spot, he never worried about anything nor could anything break his peace. It was as though the waters themselves became a bastion for Enatsu. The young boy removed his clothing and jumped into the water. He swam around, twirling and doing different motions at random, truly a child just enjoying their playground. Eventually he found himself on his back drifting in the water, his mind was totally blank in sync with the sounds of the depths as the calm waters washed over him. Unknown to him there were watchful eyes on Enatsu, a presence in the distance.

Temuri had been watching the whole ordeal, since the Clan examinations. She always hated how they put so much stock in figuring out the successors before checking each child's individual skills. Temuri had learned well on the outside that there was so much more to people, and even those in the lowest positions could make the most of themselves when guided properly. However Temuri did not believe her son to be the waste of time their testings made him out to be. The best way to describe it is that she would not allow for her son to lack in the eyes of his peers. The raven haired warrior shadow-stepped to the lake, her presence still going unnoticed by the young boy. She began to weave hand-seals, her chakra becoming more volatile with each sign. Anyone with even beginners experience in chakra sensing would have noticed the large amount of energy behind them, but not a 7 year old novice. She then stuck her hands into the water releasing her stored chakra into the blue. She began casting a high level water ninjutsu, Supreme Aqua Realm. Her goal was to ensnare her son in a Water Prison and begin his training, however as if second nature to him, he felt the waters change.

In the instant that she had touched the waters and influenced them with her chakra, Enatsu's body knew what his mind did not, and so on pure instinct he dove deeper into the water and began swimming down. It mattered not for Temuri for she had a far greater reach than he could swim, her jutsu would catch up. However Enatsu had no plans of staying still and waiting for the impending doom, the young boy reached a large boulder in the lake and positioned his feet on it. He couldn't see the incoming jutsu, but he felt every change in the water. This prompted him to wait until the dangerous feeling got closer, he waited for it to get to the point that he could smell it if it had an odor. Once it was close enough, he summoned all the strength that he could and kicked off the rock. It wasn't that spectacular of a kick off, but with each stroke of his legs, he gained more propulsion, even an amount that was abnormal for an adult. He sped past the bad feeling, completely evading it and shooting out of the lake, like a slingshot only to fall back into the water a few meters from where he shot out from. Enatsu swam to the closest piece of land he could find placing his torso and arms on the dry land. He escaped one weird predicament only to be greeted by a familiar voice.

“I see that the examination didn't do your true talents any justice. Well this is perfect since I was looking for a good reason to use all of my vacation time. I guess training you for the next three to four years will be a sufficient reason.” Of course there would be things she had to work out to make this a possibility, but in this instance she saw a potential in her boy, that the Chigokai household was not used to. This type of potential is one that she would grow and nurture, so that her son could live a fulfilling life within this village and her clan. She began weaving more hand-seals and then released them summoning five sharks made of water. These jutsu sharks flopped into the water, then thrashed around once they became acclimated to the environment. She smiled at her son, it wasn't the good kind of smile that he learned to know. She placed her foot on his arms (that were resting on the land) and kicked him back into the water. The young boy was rattled by his mother's sudden actions, he raised his head looking at her face only to see the toothy grin again, and her follow up statement. “Swim.” It was a simple yet authoritative command. The water sharks began their pursuit of Enatsu, and the shinobi in training began to swim as if his life depended on it.


- At the end of a Training Montage-

It has been five years since Enatsu privately trained with his mother. He was 12 years old now, though body a bit larger than the average child that age. His face was still quite soft at this time, the most childlike thing about him besides his age. During these past five years he had learned a great deal of what it meant to be a shinobi in ability, survival and overall theory, but he still lacked the vital experience he would need to grow. His mother felt she had nothing more to truly teach him as his journey from here on out would be completely decided by his decisions. He was still rough around the edges, but he was confident that with his skill he could climb the ranks in time.

Today he was tasked with taking the Genin exam to become an official shinobi in the village, something his mother had arranged since she was his private instructor. It was a simple test of skill to ensure he could perform the basic shinobi techniques. With the repertoire of jutsu that his mother taught him, he added his own flair on the basic jutsu. When asked to do a Clone Ninjutsu, he performed the Water Clone Ninjutsu, proving he had gained an elemental mastery in his training, it was impressive even among the other late bloomers.

He was able to perform the transformation jutsu without too much trouble, though he still lacked in detail when doing it. For example his examiner had a patch on his vest that Enatsu completely missed during the transformation. While he had a powerful control of his element and chakra, he was still lacking in precision and accuracy. This prompted some worry for the examiners as the transformation jutsu should have been easier than the clone jutsu. It was a bit weird but nothing to take off many points for.

He was tasked with showing off the body switch jutsu in reaction to an attack. He decided to impress them by performing another water clone jutsu, and body switching with that but he got nervous by the incoming attacks and his timing was thrown off. Things didn't look all too great for him but he had yet to give up. The next test was a basic battle demonstration, where the students would use their strongest jutsu up to this point against a summoned creature. Their goal was to show the examiners that they had the basic groundwork to creating complex and powerful jutsu.

The proctor summoned a golem to the field for students to take their best shot at. Enatsu had messed up on 2/3 exams he had taken so far, so he believed needed to make up for them in this last one. He wanted to show off his abilities more than ever here, which was unlike his normal behavior. This was simply put a final chance to prove he wasn't a waste of time.

He rushed weaving hand-seals, and brought forth chakra from around him. There was a stir in the air around him as chakra formed visibly like an aura around him. He was charging chakra in a matter of seconds, and had enough energy to perform a B-Rank ninjutsu, yet the aura as still rising. They saw that as it progressed he was able to amass a massive amount of chakra albeit it was volatile and wild, the swirling of it could be likened to whirlpool. Enatsu didn't care for controlling the chakra only gathering more, and when he felt that he had enough gathered, he could proceed with advancing the jutsu. He infused he amassed chakra with this natural affinity, the water element. The giant ball of chakra that he was creating began to ripple around the edges vibrating more violently with each surge.

Enatsu gritted his teeth as he pointed his massive ball of chakra at the golem. He had to give this energy shape other wise it was nothing more than a volatile bomb, so he crafted an image into his mind, a large spiraling lance, this image would serve as the basis for his jutsu creation. He focused himself, burning the image into his brain while his chakra responded, taking form of this lance. The power twisted and swirled around his arm, the whripool becoming a refined tool that extend over his arm like a giant weapon. He wanted to go further with this, just expanding the Jutsu to a bigger rank wasn't enough. He focused the water chakra he had built up and then searched for a bigger source of it, the very plants outside would have to make due in offering up their moisture, the sweat off the ground from their earlier work would also be applicable. He summoned as much of these sources as he could to serve as his catalyst, mixing them with his chakra to create, an even deadlier move.

Within three more seconds, the giant lance grew twice the size of when it was originally summoned. The torrents of waves became more violent and erratic and it was now comparable to the size of the golem that had been created. The giant torrent of water wrapped itself tighter around Enatsu's arm, and the boy lunged forward with a battle cry. His arm flexed back, the weight of the water tearing at his skin, but he grimaced at the pain enduring the slight damage. He brought his arm forward and downward, crashing the giant torrential lance into the golem. The creature put its arms up defensively to take the brunt of the attack. When the tip of the water lance met the golem, it immediately began drilling into it. Enatsu would not be shamed by this creature, so he charged more chakra into he lance expanding its power.

Within seconds the torrent broke through the Golem, and rammed into the ground. He released the water after thoroughly pounding the golem, only to find that there was no trace of the summoned creature, and all that was left was a crater in the ground filled with his summoned water. The examiners were utterly shocked that a Student could use such a high level technique, they could only wonder what kind of animal trained him for this test. With his results from this test they didn't want to risk him battling with the other students and causing great harm. His grade was passing, while his application was sloppy and overall needed a ton of improvement, the sheer power and potential he held was more than enough to shock the proctors and excite them. They were about to add a diamond in the rough to the ranks of Kumogakure.
 
[fontsize="16"]Battle Information[/fontsize]​
Custom Class

Hydratic Kaiser
HP: (55+lvl) x Stamina
CP: (45+lvl) x Chakra Control
Class Bonus: Kinjutsu Option, +1 Accuracy
High: Ninjutsu Accuracy
Average: Dodge, Gen Save, Melee Accuracy
Low: Low Stat(s) Ranged Accuracy, Genjutsu DC

Stats
Agility: 600
Stamina: 600
Ninjutsu: 600
Taijutsu: 600
Genjutsu: 600
Chakra Control: 600
Power Level: 3600

Elemental Affinities
- Free Minor/Major - Non Elemental [+]
- Free Major - Earth
- Trained Minor - Wind
- Trained Major - Water

Advanced Elements:
- Blood Element
- Ice Element
- Crystal Element

Kyoujouran
Kyoujouran.png

A once-forgotten bloodline, repeatedly plagued with the threat of extinction throughout its history. Kyoujouran heritage manifests with the awakening of their Tetsukawa technique; their ability to manipulate their body into forming a natural armor to protect themselves from all manner of harm, though gruesome training when it comes to raising their young causes many of their children to die well before then.
[fontsize="12"]084 PL - Juggernaut (Rank 1), Tetsukawa (Rank 1)
168 PL - Tremor Sense (Rank 1)
252 PL - Armored Blow (Rank 1)
336 PL - Tremor Sense (Rank 2)
420 PL - Juggernaut (Rank 2), Vanguard's Charge (Rank 1)
504 PL - Tetsukawa (Rank 3) (Rank 2)
588 PL - Tremor Sense (Rank 3), Armored Blow (Rank 2)
672 PL - Juggernaut (Rank 3), Vanguard's Charge (Rank 2)
756 PL - Armored Blow (Rank 3)
840 PL - Tetsukawa (Rank 3) (Rank 3), Vanguard's Charge (Rank 3)

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Juggernaut - Passive
A Kyoujouran in motion will remain in motion, and they choose to use their incredibly fortitude not to be an unbreakable wall, but an unrelenting force. Should a Kyoujouran be in battle, you may always find them on the frontline assaulting their enemy head-on.

Rank 1/2/3: While the user is in the process of performing a melee attack;
  • They will not lose their capability of Movement. However, the user's chakra costs are increased by +50%/40%/30% while resisting effects which would restrict their movement.
  • The user may ignore up to 0.5/0.75/1 AP worth of Suppression each round.
Note:
- Example; If the user performs an attack that takes 2.5 seconds to resolve, Juggernaut is active upon them for the entirety of those 2.5 seconds.
- If performing consecutive melee attacks, Juggernaut will remain active for the entirety (it would not drop on completion of melee attack A, and resume on the start of melee attack B; there is no interruption). This can not carry over "between" rounds (ending movement at 10 seconds of one round, and immediately moving again at 0 seconds of the following round)
- If the user were to be be hit by a movement-restricting bind while Juggernaut is active, the bind is not negated; it is still in play against them, however the user simply retains their movement until they perform an action that would lose the effects of Juggernaut . Juggernaut cannot be used to regain movement from a bind that effected them before it was active.
- For the purposes of this skill, a "Melee attack" will refer to any action which uses "Melee Accuracy" without outside influence. An action offering the option between Melee and Nin Accuracy would be acceptable, but using Shinobi 101 would not.

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Tetsukawa - Activated Passive
The most reknown capability of the Kyuojouran is their ability to reinforce their outer skin into a tough, natural armor to protect themselves from all types of harm. This armor may appear rocky, metallic, or organic in nature, and often gives the Kyoujouran a formidable hulking visage while active. A Kyoujouran is never defenseless.

Rank 1: All individual sources of damage taken by the user are reduced by [X] (depending on their OOC Rank). Applies to D-rank and lower attacks.
Rank 2: All individual sources of damage taken by the user are reduced by [X] (depending on their OOC Rank). Applies to B-rank and lower attacks.
Rank 3: All individual sources of damage taken by the user are reduced by [X] (depending on their OOC Rank). Applies to S-rank and lower attacks.
  • Attacks without a rank and E-rank attacks are reduced by 50 damage.
  • D-rank attacks are reduced by 70 damage
  • C-rank attacks are reduced by 90 damage
  • B-rank attacks are reduced by 110 damage
  • A-rank attacks are reduced by 130 damage
  • S-rank attacks are reduced by 150 damage
Cost: 1 AP; 2% Max CP/Rnd

Note:
- This is not considered "Damage Reduction", and as such, is uneffected by effects which would bypass DR. This applies against Illusory damage as well.
- The flat number of damage reduced is applied individually to every instance of damage. For example, an A-rank Kyoujouran being hit by a single check dealing 4000 damage (after other modifiers) would be reduced by 130, while an attack consisting of 7 hits dealing 570 damage (after modifiers) would have each hit reduced by 130.
- If a strike's damage would be fully reduced, the attack is negated completely. This only applies if it deals damage in the first place (attacks such as binds are uneffected)

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Tremor Sense - Buffing Taijutsu
Kyoujouran lore would claim that they were born of the Earth and receive its blessing. To give weight to this claim, Kyoujouran have an attunement to the ground that allows them to sense even subtle vibrations through it. Those who think they can work around Kyoujouran by hiding or otherwise hiding their sight will have to find another plan.

Rank 1: Stomps on the ground and reads the vibrations that emanate from it; every target in the battle that is not Airborne is identified to the user, allowing the user to distinguish whether a target is a clone or an illusion. Stealth checks against the user are re-rolled ignoring low Brightness bonuses. This may only be used once per round.
Rank 2: Stomps on the ground and reads the vibrations that emanate from it; every target in the battle that is not Airborne is identified to the user, allowing the user to distinguish whether a target is a clone or an illusion. Stealth checks against the user are re-rolled ignoring low Brightness bonuses. The user gains +1 Awareness against all targets for the remainder of the round. This may only be used once per round.
Rank 3: Stomps on the ground and reads the vibrations that emanate from it; every target in the battle that is not Airborne is identified to the user, allowing the user to distinguish whether a target is a clone or an illusion. Stealth checks against the user are re-rolled ignoring low Brightness bonuses. The user gains +2 Awareness against all targets for the remainder of the round. This may only be used once per round.

Cost: 1 AP; 2% Max CP

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Armored Blow - Dependent Special Move
The Kyoujouran method of fighting is known for accepting any and all challenges headon. Their guard is at its highest when engaging a target, and any openings in their stance are a deliberately made to coax their enemies into a false sense of security.

Rank 1: May be used with any Melee attack. Lowers the user's dodge by -3, but grants them 5% Damage Reduction and +1 Accuracy. Applies from the time the user begins attempting to perform the action used with this, and ends when the attack is resolved. Costs +100 CP.
Rank 2: May be used with any Melee attack. Lowers the user's dodge by -3, but grants them 10% Damage Reduction and +1 Accuracy. Applies from the time the user begins attempting to perform the action used with this, and ends when the attack is resolved. Costs +100 CP.
Rank 3: May be used with any Melee attack. Lowers the user's dodge by -3, but grants them 10% Damage Reduction and +2 Accuracy. Applies from the time the user begins attempting to perform the action used with this, and ends when the attack is resolved. Costs +100 CP.

Note:
- Example; If the user performs an attack that takes 2.5 seconds to resolve, Armored Blow will remain active is active upon them for the entirety of those 2.5 seconds.
- For the purposes of this skill, a "Melee attack" will refer to any action which uses "Melee Accuracy" without outside interference. An action offering the option between Melee and Nin Accuracy would be acceptable, but using Shinobi 101 would not.

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Vanguard's Charge - Buffing Taijutsu
A tried and true method of the Kyoujouran. A Kyoujouran makes the most of their durability to throw themselves into the heat of battle, all to gain a better chance to strike their enemies.

Rank 1: Upon initiation the user takes 80% damage from attacks which hit them (this is not considered DR, but also overwrites the user's DR during this time). This will last until completion of Vanguard's Charge, but if the user's following action is a Melee Attack this will extend to last until the completion of said Melee Attack. Vanguard's Charge will activate Juggernaut despite not being an attack.
Rank 2: Upon initiation the user takes 65% damage from attacks which hit them (this is not considered DR, but also overwrites the user's DR during this time). This will last until completion of Vanguard's Charge, but if the user's following action is a Melee Attack this will extend to last until the completion of said Melee Attack. Vanguard's Charge will activate Juggernaut despite not being an attack.
Rank 3: Upon initiation the user takes 50% damage from attacks which hit them (this is not considered DR, but also overwrites the user's DR during this time). This will last until completion of Vanguard's Charge, but if the user's following action is a Melee Attack this will extend to last until the completion of said Melee Attack. Vanguard's Charge will activate Juggernaut despite not being an attack.

Cost: 2.25 AP; 1000 CP.

Note:
- May be used once per round.
- This is not considered damage reduction, and as such, is uneffected by effects which would bypass DR. This applies against Illusory damage as well.
- This is not considered damage reduction, and does increase their damage when used with the Zaiken style.
- For the purposes of this skill, a "Melee attack" will refer to any action which uses "Melee Accuracy" without outside interference. An action offering the option between Melee and Nin Accuracy would be acceptable, but using Shinobi 101 would not.
- Example; a user with 10 AP begins this at the start of the round, and their next action is a 2.5 AP melee attack. This means the user will be affected by this from the start of this jutsu (0 seconds) and last until the completion of their following action (at 4.75 seconds).
- The effects of this jutsu can never carry over between rounds (such as using Vanguard's Charge at 10 seconds into Round 2, and following up with a melee attack at 0 seconds of round 3). [/fontsize]

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The Unbroken
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The training to become a master of the Kyoujouran bloodline is filled with pain and the scars, as the only way to truly grow their ability is to constantly subject themselves to greater and greater harm. The Kyoujouran believe that those too weak to continue or survive this training are unworthy of their name, and for this reason carry great pride in their claim that "There are no broken Kyoujouran".
[fontsize="12"]924 PL - Unbreakable (Rank 1), Zaiken (Rank 1)
1008 PL - Blade Breaker (Rank 1)
1092 PL - Blade Breaker (Rank 2)
1176 PL - Unbreakable (Rank 2), Zaiken (Rank 2)
1260 PL - Tetsukawa Unleash (Rank 1)
1344 PL - Unbreakable (Rank 3), Bladebreaker (Rank 3)
1428 PL - Tetsukawa Unleash (Rank 2),
1512 PL - Shattering Strike (Rank 1)
1596 PL - Zaiken (Rank 3)
1680 PL - Tetsukawa Unleash (Rank 3), Shattering Strike (Rank 2)
1764 PL - Shattering Strike (Rank 3)

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Unbreakable - Passive
Despite their clan's on-off flirting with extinction, this culture still proceeds with their inhumane uprising to this very day believing the training eliminates all those with thin blood, leaving only the strongest individuals alive to master their ability.

Rank 1: +2 HP Mod
Rank 2: +4 HP Mod
Rank 3: +6 HP Mod

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Zaiken - Style
The Kyoujouran fighting style that specializes in controlled, forceful movement that enables both solid defenses and rock-hard blows. The sight of a Kyoujouran impaling an enemy with a kick, or outright crushing them with a punch is not one easily forgotten.

Rank 1/2/3: While Zaiken is active, the user's Melee attacks gain a damage bonus equal to the user's Damage Reduction %. Upon entering this style, the user chooses either 'Piercing' or Bludgeoning'; the user may perform the chosen subtype's actions while equipped with an Unarmed weapon. Both the user's Unarmed and [Chosen Subtype] actions are considered one and the same in terms of effects, modifiers and what they may be used with. The user's chakra costs are increased by +20%.
Rank 2: same as above, but the user's costs are only increased by +10%
Rank 3: same as Rank 3, but the user's costs are not penalized.

Note:
- This style does not simply grant access to the chosen subtype; their weapon is also considered the chosen subtype, just as the subtype is also considered Unarmed. This does not grant the weapon another weapon effect.

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Bladebreaker - Unarmed Taijutsu
An incoming weapon would normally cause most to evade out of the way, but the Kyoujouran see it as an opening. Rather than evade, they use their natural defense to instead attempt to shatter (or at least damage) the weapon that would dare challenge their armor.

Rank 1: Reflexive. When attacked with a Weapon, the user may make a basic strike against their attacker -before- the attack hits them. If this attack hits, the Called Shot level of the attack's weapon is increased by two levels (this penalty is then applied to the attack which triggered this action).
Rank 2: Reflexive. When attacked with a Weapon, the user may make a basic strike against their attacker -before- the attack hits them. If this attack hits, the Called Shot level of the attack's weapon is increased by two levels (this penalty is then applied to the attack which triggered this action).
Rank 3: Reflexive. When attacked with a Weapon, the user may make a basic strike against their attacker -before- the attack hits them. If this attack hits, the Called Shot level of the attack's weapon is increased by two levels (this penalty is then applied to the attack which triggered this action).
Cost: 1.25 AP; 2% Max CP

Note:
- Reflexive.
- A weapon may only be affected by this action once per battle normally. If it recovers -any- Called Shot ranks after this was used on it, this may be used on it once again.
- Smart Action: If a player will reflexively use Bladebreaker, they will not mistakingly use it on a weapon they have already used it on -unless- it can be damaged (see above note).

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Tetsukawa Unleash - Buffing Taijutsu
Considered the ultimate defense by many shinobi, this jutsu the Kyoujouran's natural armor into complete overdrive, providing even greater defense ontop of their already existing ones. There is a trade off, however, as it can slow them down some.

Rank 1: User gains 4,000Temporary HP. The user has a -3 penalty to Dodge while this is active.
Rank 2: User gains 6,500 Temporary HP. The user has a -3 penalty to Dodge while this is active.
Rank 3: User gains 8,000 Temporary HP. The user has a -3 penalty to Dodge while this is active.

Cost: 2.75 AP; 2,910 Chakra

Note:
- Chakra Armor
- Lasts up to two rounds. Can only be used once per battle.
- The Temporary HP granted by Tetsukawa Unleash is reduced before the user's normal HP, and cannot be recovered. The user's Damage Reduction and Tetsukawa do not apply to this temporary HP.
- Effects which deal additional damage to barriers will also deal additional damage to this armor.

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Shattering Strike - Unarmed Taijutsu
This technique is the pinnacle of the raw power, and the most trasured technique of the Kyoujouran. This technique is a single, focus strike channeling rock-hard strength that is capable of shattering through any obstacle in their path....or the bones in the victim's body if there is nothing to slow the user.

Rank 1: Deals 3300 damage at Melee Accuracy. If a Barrier or Arena is between the user and their target, it is dispelled; if it was B-Rank or lower, this attack is uneffected, but if it was A-Rank or higher this attack deals 50% less damage)[/i]. If not, the target has a random limb's Called Shot level raised by two levels.
Rank2: Deals 3710 damage at Melee Accuracy. If a Barrier or Arena is between the user and their target, it is dispelled; if it was B-Rank or lower, this attack is uneffected, but if it was A-Rank or higher this attack deals 50% less damage)[/i]. If not, the target has a random limb's Called Shot level raised by two levels.
Rank 3: Deals 4125 damage at Melee Accuracy. If a Barrier or Arena is between the user and their target, it is dispelled; if it was B-Rank or lower, this attack is uneffected, but if it was A-Rank or higher this attack deals 50% less damage)[/i]. If not, the target has a random limb's Called Shot level raised by two levels.

Cost: 2.75 AP; 2060 CP

Note:
- A target may only be affected by this jutsu once per round.[/fontsize]

Jutsu List:
Ninjutsu





Taijutsu


Piercing Taijutsu
E-Rank
Stab [Master Rank]
Thrust [Master Rank]

D-Rank
Cross Pierce [Master Rank]
Impaling Counter [Master Rank]
Defensive Thrust [Master Rank]

C-Rank
Outcry [Master Rank]
Iron Point Prison [Master Rank]
Spike Shield [Master Rank]
Pressure Pierce [Master Rank]
Outer Rim Breaker [Master Rank]

B-Rank
Pressure Thruster [Master Rank]
Fake Out [Master Rank]
Enraging Strike [Master Rank]
Million Stabs [Master Rank]
Bloodletter [Master Rank]
Finisher [Master Rank]

A-Rank
Ultimate Counter Measure [Master Rank]
Piercing Pinholder [Master Rank]
Hyper Thrust [Master Rank]
Trashin [Master Rank]
Giga Star Breaker [Master Rank]
Abilities
1. Jutsu Expansion
2. Alignment Focus
3. Duelist
4. Weapon Attunement
5. Initiative
6. Called Shot
7. Deflection
8. Jutsu Mastery
9. Weapon Mastery
10. Kinjutsu
11. Kinjutsu
12. Kinjutsu

Free Abilities
A. Journeyman - Main Branch
B. Shinobi 101 - Unarmed Taijutsu with Ninjutsu Accuracy
 
[fontsize="12"]Hachimon
EG.jpg

All humans have the potential within them to call forth great and super-human power, though the majority of tend to live their lives using no more than a fraction of their capabilities. Yet, there are some that possess the will to push themselves over any limit, even beyond to what can be deemed as physically impossible. These are the few shinobi who have practiced the art of unlocking the Eight Inner Gates, the Hachimon. These gates lie upon specific points in the chakra system and limit the body's potential in order to maintain a safe and stable balance, yet through training, one can learn to remove these natural barriers for a short time. Only the most fit and in sync with their body's completely are capable of understanding and surpassing their limits, any who fall short of utter devotion to their body's maintenance have no hope up understanding the workings of the Eight Gates.

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

Effects:
- The user gains access to the Hidden Power Ability and will not take up a slot. In addition the bonus granted by Hidden Power is no longer reduced if the user's HP is raised above an HP interval by healing effects.
- Hachimon users cannot take the Cursed Seal ability. If they possess Cursed Seal when they gain the Hachimon Kinjutsu they are allowed to swap that ability for a new one for free but cannot keep Cursed Seal.[/fontsize]

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[fontsize="12"]Chakra Gates - Kinjutsu Ability
EG1.jpg

The chakra gates are the limiters in the body that govern the natural processes of the body such as fatigue, metabolism, and stamina. Unleashing these gates push the users body far beyond the capabilities of normal human potential, making things such as superhuman strength and lightning speed a reality, at the cost of straining the body and burning vitality rapidly. Common traits of the gates include darkened skin, blank eyes that come from the pressure placed upon the body, and even vivid visible auras of chakra.

Information
Prerequisites: Hachimon

Effect: User may open their Chakra Gates which grants them the following bonuses based on which Gates are opened:
  • First Gate: Gate of Opening - +5% Auto-Dodge.
  • Second Gate: Gate of Healing: Ignores first rank of Bleeding and Sprained Called Shot penalties. These effects cannot be doubled by Eighth Gate: Gate of Death.
  • Third Gate: Gate of Life - Regains 2% Max HP every round. This gate does not have an HP cost.
  • Fourth Gate: Gate of Pain - Regains 2% Max CP every round. This gate does not have a CP cost.
  • Fifth Gate: Gate of Limit - +10% Unarmed Damage and increases the user's damage cap with Unarmed Weapons by 10%.
  • Sixth Gate: Gate of View - +2 Accuracy and Dodge. In addition the user automatically succeeds on Awareness checks against clone techniques.
  • Seventh Gate: Gate of Wonder - +1 AP and +2 Genjutsu Save. These effects cannot be doubled by Eighth Gate: Gate of Death.
Chakra Gates do not need to be opened in order; the user can open them in any order that they wish. The user may safely open up to three Chakra Gates at a time and gains access to the Go Beyond! Special Action when they have three Chakra Gates open.

Special Action - Go Beyond!: The user may activate a fourth and fifth Chakra Gate by paying the normal activation costs. At the beginning of each round the user has Go Beyond! active it causes the user to have a 20% chance per Chakra Gate opened beyond the normal limit of three to increase the Called Shot level of a random limb. User gains access to the Even Further Beyond! Special Action when they have five Chakra Gates open.

Special Action - Even Further Beyond!: The user may activate a sixth and seventh Chakra Gate by paying the normal activation costs. At the beginning of each round the user has Even Further Beyond! active it causes the user to have a 20% chance per Chakra Gate opened beyond the normal limit of three to increase the Called Shot level of a number of random limbs equal to the number of extra Chakra Gates opened. User gains access to the Eight Gates Released Formation Special Action when they have all seven Chakra Gates open.

Special Action - Eighth Gate: Gate of Death: By paying the normal activation and maintain costs for a Chakra Gate the user can use this special action to open the eighth and final Chakra Gate which doubles the effects of all of the other Chakra Gates except where otherwise noted. At the beginning of each round the user has Eighth Gate: Gate of Death active it causes the user to have a 20% chance per Chakra Gate opened beyond the normal limit of three to increase the Called Shot level of a number of random limbs equal to the number of extra Chakra Gates opened. If the user activates this Special Action they are KO'd at the end of the battle regardless of victory.

Cost: 0.5 AP and 200 Cp per gate to initiate. 100 Hp/rnd per gate.

Notes:
- The activation costs, maintain costs and effects of the Chakra Gates are cumulative.
- The Special Actions Go Beyond! and Even Further Beyond! do not cost any additional AP or CP to activate-- they must simply be stated as long as the conditions are met for their activation. Eighth Gate: Gate of Death costs the normal activation and maintain costs of opening a Chakra Gate.
- The effects of Even Further Beyond! replace those of Go Beyond!. Likewise the effects of Eighth Gate: Gate of Death replace those of Even Further Beyond!.
- If the user activates Eighth Gate: Gate of Death and goes on to win the battle they are still KO'd. If this occurs they are not able to assign Victim's Choice or Forced Kill penalties to defeated opponents.[/fontsize]

[fontsize="12"]Hot Blooded - Kinjutsu Ability
EG8.jpg

It is said that a Hachimon is never out numbered because of their unquenchable fighting spirit. Indeed it is that very fighting spirit that sets them apart from the average martial artist by way of constantly driving them to seek mastery over their technique and their form. Their drive to succeed at their goals no matter what the odds are is perhaps the greatest weapon in their arsenal.

Information
Prerequisites

Effect: While there is a hostile target present and conscious in the battle with the user they are able to fight past their limits and cannot be KO'd normally through being reduced to 0 HP. Any round during which the user starts with a negative HP total they immediately suffer 20% of their maximum HP in damage and their Bleeding Level is automatically elevated by one step. If the user is already at Rank 5 Bleeding at the beginning of the round then they immediately suffer their Bleeding damage instead of their Bleeding Level being elevated.

Notes:
- The user may choose to "give up" at any time they are at negative HP which causes them to fall unconscious immediately.
- If the user is reduced to -100% of their maximum HP they die immediately and are given the Forced Kill penalty.
- If the user activates Eighth Gate: Gate of Death at any time during the battle they are still KO'd as soon as the battle ends.
- If the user is already at Rank 5 Bleeding at the beginning of the round and suffers their Bleeding damage instead of their Bleeding Level being elevated they still suffer normal Bleeding damage at the end of the round.[/fontsize]

[fontsize="12"]Body Flicker - B-Rank Unarmed Taijutsu
EG2.jpg

A high speed movement technique in which the user moves in the blink of an eye over a short distance. This skill enables one to utilize their enhanced speed to move at undetectable levels for a brief moment, seeming fade into the air and reappear in another position in a split second, appearing as if the user teleported instantly. This untraceable movement has both offensive and defensive properties.

Information
Prerequisites: Hachimon, B-Rank

Rank 1: User avoids an attack and then is allowed to counter with a Basic Strike at +1 Accuracy.
Mastered: User avoids an attack and then is allowed to counter with up to any Taijutsu they possess up to C-Rank at +1 Accuracy.

Rank 1 Cost: 2.25 AP and 545 CP
Master Rank Cost: 2.25 AP and 655 CP

Note:
- Body Flicker is an Activated Auto-Dodge.
- User must have at least one Chakra Gate opened.
- The user's counter-attack is modded directly after the opponent's attack which was avoided.
- May only be used once per round.[/fontsize]
[fontsize="12"]Morning Peacock - B-Rank Unarmed Taijutsu
EG5.jpg

A rapid blitz of strikes that are so quick in succession that they ignite the air around the Hachimon's fists through a combination of raw air friction and the chakra being used in the process for the attack. Each strike carries with it the force of an explosion and is enough to bawlk even the sturdiest of foes.

Information
Prerequisites Hachimon, B-Rank

Rank 1: User strikes 5 times dealing 315 damage per strike at -1 Accuracy. Morning Peacock can cause Suppression up to two times per use rather than the normal limit of once.
Mastered: User strikes 5 times dealing 395 damage per strike at -1 Accuracy. Morning Peacock can cause Suppression up to four times per use rather than the normal limit of once.

Rank 1 Cost: 2.25 AP and 545 CP
Master Rank Cost: 2.25 AP and 685 CP

Notes:
- User must have Go Beyond! active.[/fontsize]

[fontsize="12"]Sure-Kill Strike - A-Rank Unarmed Taijutsu
EG6.jpg

A technique which has taken many forms over the years thanks to the varied masters of the Hachimon teachings, the Sure-Kill Strike is an attack which draws upon the incredible power of the Eight Gates to execute an extremely versatile technique.

Information
Prerequisites Hachimon, A-Rank

Rank 1: Base damage is 3,300. User must select a Special Action.
Mastered: Base damage is 4,125. User must select a Special Action.

Special Action - Daytime Tiger: This technique automatically triggers any Activated Auto-Dodge effects that the target has prepared in their conditionals before attempting to strike.

Special Action - Evening Elephant: This technique strikes 5 times dealing 660/825 damage per strike. If Evening Elephant is blocked by a barrier then one strike is ignored, the barrier is destroyed and the remaining strikes target the opponent as normal.

Rank 1 Cost: 2.75 AP and 1650 CP
Master Rank Cost: 2.75 AP and 2065 CP

Note:
- Only one Special Action may be chosen.
- Sure-Kill Strike can only be used once per round.
- User must have Even Further Beyond! active.
- Daytime Tiger triggers the target's Activated Auto-Dodge(s) even if it wouldn't normally activate the opponent's conditional they set to use it with.[/fontsize]

[fontsize="12"]Night Guy - S-Rank Unarmed Taijutsu
jvIR1p.jpg

Hachimon users are commonly thought of by martial artists as the supreme masters of unarmed combat and the Night Guy technique is a large portion of that reputation. By condensing all of their chakra into a single limb of their body and then using the combined energy of all eight Chakra Gates the Hachimon is able to enter a state of intensity which blurs the line between possible and impossible.

Information
Prerequisites S-Rank, All Hachimon techniques mastered

Mastered: Converts the user's life force into raw power and strikes a single time dealing 2,755 damage at +1 Accuracy. If Night Guy is a Full Hit then it deals additional damage to the target equal to 7.5% of the user's maximum HP and elevates the Called Shot penalties of a single one of the user's limbs to a special Useless status. Useless uses the same penalties as Broken status but cannot be healed for the remainder of the battle. If a limb which is already at Broken status is selected then it is rendered Useless and another random limb is selected. This process repeats until a limb which was not already at Broken status is selected.

Cost: 3.75 AP and 3,300 CP

Note(s):
- User must be under the effects of Eighth Gate: Gate of Death.
- The additional damage caused by Night Guy being a Full Hit cannot be reduced or increased by any effect.
- If Night Guy hits a barrier then the additional damage is not dealt but the barrier is destroyed automatically.
- At the end of the battle the user suffers Recovery Time for each limb rendered Useless by Night Guy.[/fontsize]
 

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