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:

Hakiri Tadaomi | Training

Hakiri Tadaomi

New Ninja
Joined
Jan 9, 2018
Messages
21
Yen
91,300
ASP
0
First Training
WC: 777

+140 points
+3000 Yen

I also believe that I have +100 points and 50k yen because it's the first time I've claimed this month.

Old Stats
Agility: 5/50
Stamina: 5/50
Taijutsu: 5/50
Ninjutsu: 5/50
Genjutsu: 5/50
Chakra Control: 0/50
Power Level: 25

Jutsu
None

New Stats
Agility: 35/50
Stamina: 45/50
Taijutsu: 45/50
Ninjutsu: 35/50
Genjutsu: 10/50
Chakra Control: 35/50
Power Level: 205

Which leaves me with 70 ASP.

Jutsu:
Transformation

A basic shinobi technique that uses chakra to temporarily alter the user's physical appearance. However, this technique does not give the user any abilities that there appearance may seem to give, and can be seen through with enough inspection.

Information
Prerequisites: E-rank

Rank 1: Allows the user to appear as another. The user has a -2 Penalty to the awareness check.
Master: Allows the user to appear as another. The user has a -1 Penalty to the awareness check.

Rank 1 Cost: 90 CP to initiate and maintain
Master Cost: 110 CP to initiate and maintain
Body Switch

A basic skill involving quickly switching the body with another plant, animal or inanimate object. This is used to confuse the opponent momentarily and create an opportunity to attack or possibly escape.

Information
Prerequisites: E-rank

Rank 1: The user may body switch against level E-C Jutsu.
Master: The user may body switch against level E-B Jutsu.

Special Action: The user may attempt to Body switch with an enemies clone. This requires the user to make a melee check against the clone.

Cost: Cost of Jutsu dodged +20% Cp.
The One-Two
A simple set of punches or kicks delivered to an opponent.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 2 Strikes at Normal Accuracy dealing 100 Damage each.
Rank 2: 2 Strikes at Normal Accuracy dealing 125 Damage each.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp
Low Sweep
A low striking blow meant to trip an opponent.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 1 Strike at -1 Accuracy dealing 210 Damage. Upon a Full Hit, this has a 6% chance to inflict a -1 Accuracy to the targets next Offensive Action.
Rank 2: 1 Strike at -1 Accuracy dealing 260 Damage. Upon a Full Hit, this has a 8% chance to inflict a -1 Accuracy to the targets next Offensive Action.

Rank 1 Cost: 70 Cp
Rank 2 Cost: 85 Cp
Janken
A simple 3-hit combo given the title of a child's game.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 3 Strikes at normal Accuracy dealing 65 Damage each.
Rank 2: 3 Strikes at normal Accuracy dealing 85 Damage each.

Special Action: By paying an additional +20% Cp, the user may choose a single effect:
- Rock: The user combines all three strikes into a single strike dealing 200/250 Damage with a +6%/+8% chance to cause suppression.
- Paper: The user combines all three strikes into a single strike dealing 200/250 Damage with a +4%/+5% chance to cause bleeding.
- Scissors: The user combines all three strikes into a single dealing 200/250 Damage ignoring 5% Damage Reduction.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp
Uncalled For Shot
A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 1 Strike at +3 Accuracy dealing 170 Damage. Upon a Full Hit, this has a 8% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.
Rank 2: 1 Strike at +3 Accuracy dealing 220 Damage. Upon a Full Hit, this has a 10% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.

Rank 1 Cost: 55 Cp
Rank 2 Cost: 70 Cp
Charge
A basic move that exerts extra strength in a Taijutsu.

Information
Prerequisites: E-Rank

Rank 1: The users next physical action targets an additional target, at -2 Accuracy at the targets.
Rank 2: The users next physical action targets an additional target, at -1 Accuracy at the targets.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp
Block
A basic technique that utilizes an offensive taijutsu into a defensive one, allowing one to absorb the damage needed.

Information
Prerequisites: E-Rank

Rank 1: Reduces the damage of the next offensive damaging attack equal to 2 times the user's Basic Attack damage.
Rank 2: Reduces the damage of the next offensive damaging attack equal to 3 times the user's Basic Attack damage.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp
Fleeted
A basic technique that allows the user to properly plan their steps ahead of time, allowing them to maneuver around the field easier.

Information
Prerequisites: E-Rank
Rank 1: The user gains +1 Dodge to a single Taijutsu Damage Type for a full round. The chosen damage type must be declared upon use.
Rank 2: The user gains +1 Dodge to a single Taijutsu Damage Type for a full round. Also all successful attacks upon the user using the chosen damage type deal -5% damage for a full round as well. The chosen damage type must be declared upon use.

Rank 1 Cost: 65Cp
Rank 2 Cost: 80 Cp

And nine E rank Jutsu, for 4050 Yen, reducing me to 49450 (500 starting + 3000 + 50k - 4050). I can then spend 54 ASP to master all nine, reducing me to 16.

I...think I'm doing all of this correctly? Apologies if this is a headache, I'm on discord if you need to contact me over this!
 
Voter Rewards Approved (+50,000 Yen | +100 ASP)

Stipend: 750x4= 3,000 + 500{Wallet} + 50,000{Rewards} = 53,500 Yen

Stats Denied (See Below)

Jutsu Purchases Approved: 53,500-4,050 = 49,450 Yen remaining

Jutsu Masteries Approved: 100-54 = 46 ASP Remaining (I'm resetting this to the Voter 100 ASP)

For future trainings; please include stat allocations to avoid making extra work. Thank you!

Voter ASP Cannot be used on Stats; please update your stats accordingly in a new post (You only get 140 Stats to Spend)
Hakiri Tadaomi said:
First Training
WC: 777

+140 points
+3000 Yen

I also believe that I have +100 points and 50k yen because it's the first time I've claimed this month.

Old Stats
Agility: 5/50
Stamina: 5/50
Taijutsu: 5/50
Ninjutsu: 5/50
Genjutsu: 5/50
Chakra Control: 0/50
Power Level: 25

Jutsu
None

New Stats
Agility: 35/50
Stamina: 45/50
Taijutsu: 45/50
Ninjutsu: 35/50
Genjutsu: 10/50
Chakra Control: 35/50
Power Level: 205

Which leaves me with 70 ASP.

Jutsu:
Transformation

A basic shinobi technique that uses chakra to temporarily alter the user's physical appearance. However, this technique does not give the user any abilities that there appearance may seem to give, and can be seen through with enough inspection.

Information
Prerequisites: E-rank

Rank 1: Allows the user to appear as another. The user has a -2 Penalty to the awareness check.
Master: Allows the user to appear as another. The user has a -1 Penalty to the awareness check.

Rank 1 Cost: 90 CP to initiate and maintain
Master Cost: 110 CP to initiate and maintain
Body Switch

A basic skill involving quickly switching the body with another plant, animal or inanimate object. This is used to confuse the opponent momentarily and create an opportunity to attack or possibly escape.

Information
Prerequisites: E-rank

Rank 1: The user may body switch against level E-C Jutsu.
Master: The user may body switch against level E-B Jutsu.

Special Action: The user may attempt to Body switch with an enemies clone. This requires the user to make a melee check against the clone.

Cost: Cost of Jutsu dodged +20% Cp.
The One-Two
A simple set of punches or kicks delivered to an opponent.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 2 Strikes at Normal Accuracy dealing 100 Damage each.
Rank 2: 2 Strikes at Normal Accuracy dealing 125 Damage each.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp
Low Sweep
A low striking blow meant to trip an opponent.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 1 Strike at -1 Accuracy dealing 210 Damage. Upon a Full Hit, this has a 6% chance to inflict a -1 Accuracy to the targets next Offensive Action.
Rank 2: 1 Strike at -1 Accuracy dealing 260 Damage. Upon a Full Hit, this has a 8% chance to inflict a -1 Accuracy to the targets next Offensive Action.

Rank 1 Cost: 70 Cp
Rank 2 Cost: 85 Cp
Janken
A simple 3-hit combo given the title of a child's game.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 3 Strikes at normal Accuracy dealing 65 Damage each.
Rank 2: 3 Strikes at normal Accuracy dealing 85 Damage each.

Special Action: By paying an additional +20% Cp, the user may choose a single effect:
- Rock: The user combines all three strikes into a single strike dealing 200/250 Damage with a +6%/+8% chance to cause suppression.
- Paper: The user combines all three strikes into a single strike dealing 200/250 Damage with a +4%/+5% chance to cause bleeding.
- Scissors: The user combines all three strikes into a single dealing 200/250 Damage ignoring 5% Damage Reduction.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp
Uncalled For Shot
A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.

Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.

Rank 1: 1 Strike at +3 Accuracy dealing 170 Damage. Upon a Full Hit, this has a 8% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.
Rank 2: 1 Strike at +3 Accuracy dealing 220 Damage. Upon a Full Hit, this has a 10% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.

Rank 1 Cost: 55 Cp
Rank 2 Cost: 70 Cp
Charge
A basic move that exerts extra strength in a Taijutsu.

Information
Prerequisites: E-Rank

Rank 1: The users next physical action targets an additional target, at -2 Accuracy at the targets.
Rank 2: The users next physical action targets an additional target, at -1 Accuracy at the targets.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp
Block
A basic technique that utilizes an offensive taijutsu into a defensive one, allowing one to absorb the damage needed.

Information
Prerequisites: E-Rank

Rank 1: Reduces the damage of the next offensive damaging attack equal to 2 times the user's Basic Attack damage.
Rank 2: Reduces the damage of the next offensive damaging attack equal to 3 times the user's Basic Attack damage.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp
Fleeted
A basic technique that allows the user to properly plan their steps ahead of time, allowing them to maneuver around the field easier.

Information
Prerequisites: E-Rank
Rank 1: The user gains +1 Dodge to a single Taijutsu Damage Type for a full round. The chosen damage type must be declared upon use.
Rank 2: The user gains +1 Dodge to a single Taijutsu Damage Type for a full round. Also all successful attacks upon the user using the chosen damage type deal -5% damage for a full round as well. The chosen damage type must be declared upon use.

Rank 1 Cost: 65Cp
Rank 2 Cost: 80 Cp

And nine E rank Jutsu, for 4050 Yen, reducing me to 49450 (500 starting + 3000 + 50k - 4050). I can then spend 54 ASP to master all nine, reducing me to 16.

I...think I'm doing all of this correctly? Apologies if this is a headache, I'm on discord if you need to contact me over this!
 
Ack! Thank you. In that case.

Old Stats
Agility: 5/50
Stamina: 5/50
Taijutsu: 5/50
Ninjutsu: 5/50
Genjutsu: 5/50
Chakra Control: 0/50
Power Level: 25


New Stats
Agility: 30/50
Stamina: 40/50
Taijutsu: 40/50
Ninjutsu: 20/50
Genjutsu: 5/50
Chakra Control: 30/50
Power Level: 165
 
Training
WC: 1798

Annnd we're back!
Old Stats
Agility: 30/50
Stamina: 40/50
Taijutsu: 40/50
Ninjutsu: 20/50
Genjutsu: 5/50
Chakra Control: 30/50
Power Level: 165

I earn 105 stat points and 2250 Yen. So that should turn into...
New Stats
Agility: 50/50 (+20)
Stamina: 50/50 (+10)
Taijutsu: 50/50 (+10)
Ninjutsu: 45/50 (+25)
Genjutsu: 25/50 (+20)
Chakra Control: 50/50 (+20)
Power Level: 270

Which is all 105 stat points. I'll spend no yen at all.
 
Stats Approved

Stipend Approved: 2,250 Yen + 500 {Wallet} = 2,750 Yen
Hakiri Tadaomi said:
Training
WC: 1798

Annnd we're back!
Old Stats
Agility: 30/50
Stamina: 40/50
Taijutsu: 40/50
Ninjutsu: 20/50
Genjutsu: 5/50
Chakra Control: 30/50
Power Level: 165

I earn 105 stat points and 2250 Yen. So that should turn into...
New Stats
Agility: 50/50 (+20)
Stamina: 50/50 (+10)
Taijutsu: 50/50 (+10)
Ninjutsu: 45/50 (+25)
Genjutsu: 25/50 (+20)
Chakra Control: 50/50 (+20)
Power Level: 270

Which is all 105 stat points. I'll spend no yen at all.
 
Training ho!

Which gives me 3,750 Yen and 105 stat points. Also, I think we forgot to count the remains of the 50k yen last time. I had had 49,450, plus that 2,250, plus this week's, for a total of 55,450 yen.
Old Stats
Agility: 50/50 (+20)
Stamina: 50/50 (+10)
Taijutsu: 50/50 (+10)
Ninjutsu: 45/50 (+25)
Genjutsu: 25/50 (+20)
Chakra Control: 50/50 (+20)
Power Level: 270

New Stats
Agility: 70/100 (+20)
Stamina: 60/100 (+10)
Taijutsu: 80/100 (+30)
Ninjutsu: 40/100
Genjutsu: 40/100 (+15
Chakra Control: 80/100 (+30)
Power Level: 375

New Jutsu
4-Hit Combo
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

Information
Prerequisites: D-rank, A weapon with the Unarmed Damage Type.

Rank 1: 4 Strikes at +2 Accuracy dealing 120 Damage each.
Rank 2: 4 Strikes at +2 Accuracy and +1 Critical dealing 150 Damage each.

Rank 1 Cost: 160 Cp
Rank 2 Cost: 215 Cp
Spinning Wind
An efficient kicking technique that consists of three quick roundhouse kicks to the opponent, one to the head, one to the side, an the last to the legs. This technique is done in a quick motion often kicking up a small gust.

Information
Prerequisites: D-rank, A weapon with the Unarmed Damage Type.

Rank 1: 3 Strikes at +1 Accuracy dealing 170 Damage each.
Rank 2: 3 Strikes at +1 Accuracy dealing 215 Damage each.

Rank 1 Cost: 170 Cp
Rank 2 Cost: 215 Cp
Dynamic Entry
The first technique in a series of Dynamic fighting attacks. A simple jump kick sending the user flying stylishly through the air towards the target's face.

Information
Prerequisites: D-rank, A weapon with the Unarmed Damage Type.

Rank 1: 1 Strike at Normal Accuracy dealing 540 Damage.
Rank 2: 1 Strike at Normal Accuracy dealing 675 Damage.

Rank 1 Cost: 180 Cp
Rank 2 Cost: 225 Cp
Dynamic Finish
Another entry in the Dynamic set. A stylish two punch combo meant to appear more effective then it really is while allowing the user to look ultra cool in the process.

Information
Prerequisites: D-rank, A weapon with the Unarmed Damage Type.

Rank 1: 2 Strikes at Normal Accuracy dealing 270 Damage each.
Rank 2: 2 Strikes at +1 Accuracy dealing 325 Damage each.

Rank 1 Cost: 180 Cp
Rank 2 Cost: 215 Cp
Nut Buster
Every man`s weakness and every woman`s trump card. A quick shot below the belt and it hurts more then you would think.

Information
Prerequisites: D-Rank, A weapon with the Unarmed Damage Type.

Rank 1: 1 Strike at Normal Accuracy dealing 540 Damage. Upon a Full Hit this technique has a 12% chance to cause the target to suffer -1 Accuracy to their next Offensive Action.
Rank 2: 1 Strike at Normal Accuracy dealing 675 Damage. Upon a Full Hit this technique has a 16% chance to cause the target to suffer -1 Accuracy to their next Offensive Action.

Rank 1 Cost: 180 Cp
Rank 2 Cost: 225 Cp
Stab
A quick merciless jab with just about any pointed weapon. A surefire fundamental technique to any shinobi training to become a master of Piercing type weaponry.

Information
Prerequisites: E-rank, a weapon with the Piercing Damage Type.

Rank 1: 1 Strike at Normal Accuracy dealing 200 Damage. This strike has a +4% chance to cause Bleeding.
Master Rank: 1 Strike at +1 Accuracy dealing 240 Damage. This strike has a +5% chance to cause Bleeding.

Rank 1 Cost: 65 CP
Master Rank Cost: 80 CP
Thrust
With sufficient forward momentum the user can force their weapon deep into their enemies body. Depending on where it strikes, the effects can be quite different.

Information
Prerequisites: E-rank, a weapon with the Piercing Damage Type.

Rank 1: 1 Strike at +1 Accuracy dealing 190 Damage. This strike may be used as a called shot to a non-sprained limb having a 6% chance of success.
Master Rank: 1 Strike at +1 Accuracy dealing 240 Damage. This strike may be used as a called shot to a non-sprained limb having a 8% chance of success.

Rank 1 Cost: 60 CP
Master Rank Cost: 80 CP
Multi-Impale
With a quality boost in speed, the user can make use of their weapon's aerodynamic nature. Doing so allows them to strike quickly and accurately at one or many enemies. Good for testing your enemies' defenses.

Information
Prerequisites: E-rank, a weapon with the Piercing Damage Type.

Rank 1: 2 Strikes at normal Accuracy dealing 100 Damage each. Each strike has a +2% chance to cause Bleeding.
Master Rank: 2 Strikes at +1 Accuracy dealing 120 Damage each. Each strike has a +3% chance to cause Bleeding.

Special Action: By paying an additional 20% of the chakra cost and lowering the base damage of each strike by 20%, the user may attempt to have this technique treated as an AoE.

Rank 1 Cost: 65 CP
Master Rank Cost: 80 CP
Piercing Rain
Through practice the user can move themselves and their weapon so quickly that it seems to rain piercing blades when they perform this technique. But it is said that straining themselves like that leaves an opening for counter attack shortly afterwards.

Information
Prerequisites: E-rank, a weapon with the Piercing Damage Type

Rank 1: 1 Strike at normal Accuracy dealing 200 Damage.
Master Rank: 1 Strike at normal Accuracy dealing 250 Damage.

Special Action: The user may charge this attack by paying +10% CP (up to 2 times) to increase the base damage by 5% per charge.

Rank 1 Cost: 65 CP
Master Rank Cost: 80 CP
Cross Pierce
An attack from two sides that pierces the target in an `X` shape. Painful and effective.

Information
Prerequisites: D-rank, a weapon with the Piercing Damage Type

Rank 1: 2 Strikes at normal Accuracy dealing 270 Damage each. Each strike has a +5% chance to cause Bleeding.
Master Rank: 2 Strikes at +1 Accuracy dealing 325 Damage each. Each strike has a +6% chance to cause Bleeding.

Rank 1 Cost: 180 CP
Master Rank Cost: 215 CP
Impaling Counter
Skilled users of piercing weapons can, fairly easily, attack an attack aimed at them. Doing so can usually prevent damage from reaching them while simultaneously getting into their enemies face. With any luck causing them to feel demoralized.

Information
Prerequisites: D-rank, a weapon with the Piercing Damage Type

Rank 1: 1 Strike at normal Accuracy dealing 540 Damage.
Master Rank: 1 Strike at normal Accuracy dealing 675 Damage.

Rank 1 Cost: 180 CP
Master Rank Cost: 225 CP
Dynamic Poke
An undeniably stylish attack. Those who see it are unable to hide their jealousy of another being able to perform such a technique.

Information
Prerequisites: D-rank, a weapon with the Piercing Damage Type

Rank 1: 1 Strike at normal Accuracy dealing 540 Damage with a +5% chance to cause bleeding.
Master Rank: 1 Strike at normal Accuracy dealing 675 Damage with a +6% chance to cause bleeding.

Rank 1 Cost: 180 CP
Master Rank Cost: 225 CP
Dynamic Pierce
By now the user of Piercing type jutsu has become proficient enough to attack in a lightning quick flurry of pierces. Like the former Dynamic jutsu, it is a jutsu with such style that it makes others jealous.

Information
Prerequisites: D-rank, a weapon with the Piercing Damage Type

Rank 1: 8 Strikes at +1 Accuracy dealing 85 Damage each.
Master Rank: 8 Strikes at +1 Accuracy dealing 110 Damage each.

Special Action: By paying an additional +25% CP Cost the user may choose to condense the strikes into a single strike at +2 Accuracy dealing 490/620 damage.

Rank 1 Cost: 170 CP
Master Rank Cost: 215 CP
Defensive Thrust
An attack is made although not the best in terms of accuracy it is meant to press the opponent and give the user of the technique time to defend.

Information
Prerequisites: D-rank, a weapon with the Piercing Damage Type.

Rank 1: 1 Strike at -1 Accuracy dealing 565 Damage. This jutsu has a 12% chance to activate the Forte effect.
Master Rank: 1 Strike at -1 Accuracy dealing 700 Damage. This jutsu has a 16% chance to activate the Forte effect.

Rank 1 Cost: 190 CP
Master Rank Cost: 235 CP
Shadow Play
A basic technique that creates a much noticeable shadow of the performer, creating an eerie distraction for attackers.

Information
Prerequisites: D-Rank

Rank 1: The user gains +1 Dodge for 1 full round or until a successful dodge. The user suffers a -2 Stealth for the remainder of the round.
Rank 2: The user gains +2 Dodge for 1 full round or until a successful dodge. The user suffers a -1 Stealth for the remainder of the round.

Rank 1 Cost: 180 Cp
Rank 2 Cost: 225 Cp
Eagle Vision
A technique that briefly increases the user's eyes, allowing them to pinpoint weak points of their target.

Information
Prerequisites: D-Rank

Rank 1: The user gains +1 Called Shot Accuracy for 1 Full Round or until 2 successful Called Shots.
Rank 2: The user gains +1 Called Shot Accuracy and +5% Called Shot Chance for 1 Full Round or until 2 successful Called Shots.

Rank 1 Cost: 180 Cp
Rank 2 Cost: 225 Cp
Muscle Control
A technique that briefly increases the user's physical strength, potentially allowing them to inflict crushing blows against their target.

Information
Prerequisites: D-Rank

Rank 1: The user gains a +5% Suppression Chance for 1 Full Round or until 2 successful Suppression Chances.
Rank 2: The user gains a +7% Suppression Chance for 1 Full Round or until 2 successful Suppression Chances.

Rank 1 Cost: 180 Cp
Rank 2 Cost: 225 Cp
Basic Safeguard
A technique that prepares the user from an incoming attack that they cannot avoid, allowing the attack to hit a non-vital part of the body instead by quickly shifting.

Information
Prerequisites: D-Rank

Rank 1: The user takes -10% less Bleeding Damage for 1 Full Round.
Rank 2: The user takes -15% less Bleeding Damage for 2 Full Rounds.

Rank 1 Cost: 180 Cp
Rank 2 Cost: 225 Cp
Combination Transformation

An extension to the transformation technique, those who master the initial art of Transformation can learn to take the skill one step further: merging with objects. With this skill, one can increase their range of forms and appear as an inanimate object such as a kunai, or a sword, or even a tree depending on what the user chooses to merge with. While fighting in this shape proves impossible, this does allow a clever shinobi to hide from view and confuse their opponents, waiting for the perfect moment to strike. Additionally, should the user combine with a weapon and have an ally with them, they may be wielded just like any other weapon by their teammate.

Information
Prerequisites: D-rank, Transformation Mastered

Rank 1: This jutsu allows the user to combine with scenery such as a tree or wall, hiding themselves from view. The user gains +2 Stealth while this technique is active.
Master: This jutsu allows the user to combine with a weapon, giving the weapon +5% Base Damage and +1 Accuracy when wielded by another.

Rank 1 Cost: 240 CP to initiate, 120 CP/Rnd
Master Cost: 300 CP to initiate, 150 CP/Rnd
Crystal Eye

Prerequisites: D-rank

Rank 1: Grants the user +1 Awareness, with a 50% Chance of treating all the user's Visibility check against others as one rank higher.
Master: Grants the user +1 Awareness, and treats all the user's Visibility check against others as one rank higher.

Special Action: While the jutsu is active, the user may spend 1.5 Ap to focus upon the eye's vision and make an awareness check against all in battle. This battle check ignores smoke bombs or other concealing effects, and may only be done once per round.

Rank 1 Cost: 240 CP to initiate, 120 CP/Rnd
Master Cost: 300 CP to initiate, 150 CP/Rnd
Cancel

Prerequisites: D-rank

Rank 1: The user can dispel Level E-D Genjutsu.
Master: The user can dispel Level E-C Genjutsu.

Special Action - Disrupt: Using the same workings of Cancel, the user may forcibly disrupt the chakra of a target. This disrupts up to two level E/D/C rank buffs active upon the target, with a 12%/16%/20% chance of dispelling them completely. This may only be used once per round, and not in the same round Cancel is normally used. This costs Cp equal to the buffs dispelled.

Cost: Cost of Genjutsu +20% Cp

Which is 4 E ranks (55,450 - 3000 = 52,450 yen remaining) , and 17 D ranks (-20,400 = 32050 yen remaining). I'll then use my remaining 46 ASP to master the four E ranks (24 ASP, 22 remaining) and then master Spinning Wind and the 4-Hit Combo (16 ASP, 6 remaining).
 
Please use the new training format located Here for future trainings.
Claiming monthly rewards is denied. You only gain Monthly rewards of (+50000 Yen and +100 ASP once per month)- You have already claimed yours Here
+2250 Yen stipend

When purchasing/mastering jutsu -- Links to the jutsu would be more than sufficient -- no need to copy/paste
Jutsu purchases denied!
-22200 Yen for purchases (you had your E Rank jutsu total wrong)
2250 - 22200 = -19950 Yen net gain
You do not have sufficient funding

ASP masteries also denied as they are to master the jutsu you do not have funding for.
Please adjust your training accordingly and post a reply with how you want your training to be.
Hakiri Tadaomi said:
Training ho!

Which gives me 3,750 Yen and 105 stat points. Also, I think we forgot to count the remains of the 50k yen last time. I had had 49,450, plus that 2,250, plus this week's, for a total of 55,450 yen.
Old Stats
Agility: 50/50 (+20)
Stamina: 50/50 (+10)
Taijutsu: 50/50 (+10)
Ninjutsu: 45/50 (+25)
Genjutsu: 25/50 (+20)
Chakra Control: 50/50 (+20)
Power Level: 270

New Stats
Agility: 70/100 (+20)
Stamina: 60/100 (+10)
Taijutsu: 80/100 (+30)
Ninjutsu: 40/100
Genjutsu: 40/100 (+15
Chakra Control: 80/100 (+30)
Power Level: 375

New Jutsu
4-Hit Combo
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

Information
Prerequisites: D-rank, A weapon with the Unarmed Damage Type.

Rank 1: 4 Strikes at +2 Accuracy dealing 120 Damage each.
Rank 2: 4 Strikes at +2 Accuracy and +1 Critical dealing 150 Damage each.

Rank 1 Cost: 160 Cp
Rank 2 Cost: 215 Cp
Spinning Wind
An efficient kicking technique that consists of three quick roundhouse kicks to the opponent, one to the head, one to the side, an the last to the legs. This technique is done in a quick motion often kicking up a small gust.

Information
Prerequisites: D-rank, A weapon with the Unarmed Damage Type.

Rank 1: 3 Strikes at +1 Accuracy dealing 170 Damage each.
Rank 2: 3 Strikes at +1 Accuracy dealing 215 Damage each.

Rank 1 Cost: 170 Cp
Rank 2 Cost: 215 Cp
Dynamic Entry
The first technique in a series of Dynamic fighting attacks. A simple jump kick sending the user flying stylishly through the air towards the target's face.

Information
Prerequisites: D-rank, A weapon with the Unarmed Damage Type.

Rank 1: 1 Strike at Normal Accuracy dealing 540 Damage.
Rank 2: 1 Strike at Normal Accuracy dealing 675 Damage.

Rank 1 Cost: 180 Cp
Rank 2 Cost: 225 Cp
Dynamic Finish
Another entry in the Dynamic set. A stylish two punch combo meant to appear more effective then it really is while allowing the user to look ultra cool in the process.

Information
Prerequisites: D-rank, A weapon with the Unarmed Damage Type.

Rank 1: 2 Strikes at Normal Accuracy dealing 270 Damage each.
Rank 2: 2 Strikes at +1 Accuracy dealing 325 Damage each.

Rank 1 Cost: 180 Cp
Rank 2 Cost: 215 Cp
Nut Buster
Every man`s weakness and every woman`s trump card. A quick shot below the belt and it hurts more then you would think.

Information
Prerequisites: D-Rank, A weapon with the Unarmed Damage Type.

Rank 1: 1 Strike at Normal Accuracy dealing 540 Damage. Upon a Full Hit this technique has a 12% chance to cause the target to suffer -1 Accuracy to their next Offensive Action.
Rank 2: 1 Strike at Normal Accuracy dealing 675 Damage. Upon a Full Hit this technique has a 16% chance to cause the target to suffer -1 Accuracy to their next Offensive Action.

Rank 1 Cost: 180 Cp
Rank 2 Cost: 225 Cp
Stab
A quick merciless jab with just about any pointed weapon. A surefire fundamental technique to any shinobi training to become a master of Piercing type weaponry.

Information
Prerequisites: E-rank, a weapon with the Piercing Damage Type.

Rank 1: 1 Strike at Normal Accuracy dealing 200 Damage. This strike has a +4% chance to cause Bleeding.
Master Rank: 1 Strike at +1 Accuracy dealing 240 Damage. This strike has a +5% chance to cause Bleeding.

Rank 1 Cost: 65 CP
Master Rank Cost: 80 CP
Thrust
With sufficient forward momentum the user can force their weapon deep into their enemies body. Depending on where it strikes, the effects can be quite different.

Information
Prerequisites: E-rank, a weapon with the Piercing Damage Type.

Rank 1: 1 Strike at +1 Accuracy dealing 190 Damage. This strike may be used as a called shot to a non-sprained limb having a 6% chance of success.
Master Rank: 1 Strike at +1 Accuracy dealing 240 Damage. This strike may be used as a called shot to a non-sprained limb having a 8% chance of success.

Rank 1 Cost: 60 CP
Master Rank Cost: 80 CP
Multi-Impale
With a quality boost in speed, the user can make use of their weapon's aerodynamic nature. Doing so allows them to strike quickly and accurately at one or many enemies. Good for testing your enemies' defenses.

Information
Prerequisites: E-rank, a weapon with the Piercing Damage Type.

Rank 1: 2 Strikes at normal Accuracy dealing 100 Damage each. Each strike has a +2% chance to cause Bleeding.
Master Rank: 2 Strikes at +1 Accuracy dealing 120 Damage each. Each strike has a +3% chance to cause Bleeding.

Special Action: By paying an additional 20% of the chakra cost and lowering the base damage of each strike by 20%, the user may attempt to have this technique treated as an AoE.

Rank 1 Cost: 65 CP
Master Rank Cost: 80 CP
Piercing Rain
Through practice the user can move themselves and their weapon so quickly that it seems to rain piercing blades when they perform this technique. But it is said that straining themselves like that leaves an opening for counter attack shortly afterwards.

Information
Prerequisites: E-rank, a weapon with the Piercing Damage Type

Rank 1: 1 Strike at normal Accuracy dealing 200 Damage.
Master Rank: 1 Strike at normal Accuracy dealing 250 Damage.

Special Action: The user may charge this attack by paying +10% CP (up to 2 times) to increase the base damage by 5% per charge.

Rank 1 Cost: 65 CP
Master Rank Cost: 80 CP
Cross Pierce
An attack from two sides that pierces the target in an `X` shape. Painful and effective.

Information
Prerequisites: D-rank, a weapon with the Piercing Damage Type

Rank 1: 2 Strikes at normal Accuracy dealing 270 Damage each. Each strike has a +5% chance to cause Bleeding.
Master Rank: 2 Strikes at +1 Accuracy dealing 325 Damage each. Each strike has a +6% chance to cause Bleeding.

Rank 1 Cost: 180 CP
Master Rank Cost: 215 CP
Impaling Counter
Skilled users of piercing weapons can, fairly easily, attack an attack aimed at them. Doing so can usually prevent damage from reaching them while simultaneously getting into their enemies face. With any luck causing them to feel demoralized.

Information
Prerequisites: D-rank, a weapon with the Piercing Damage Type

Rank 1: 1 Strike at normal Accuracy dealing 540 Damage.
Master Rank: 1 Strike at normal Accuracy dealing 675 Damage.

Rank 1 Cost: 180 CP
Master Rank Cost: 225 CP
Dynamic Poke
An undeniably stylish attack. Those who see it are unable to hide their jealousy of another being able to perform such a technique.

Information
Prerequisites: D-rank, a weapon with the Piercing Damage Type

Rank 1: 1 Strike at normal Accuracy dealing 540 Damage with a +5% chance to cause bleeding.
Master Rank: 1 Strike at normal Accuracy dealing 675 Damage with a +6% chance to cause bleeding.

Rank 1 Cost: 180 CP
Master Rank Cost: 225 CP
Dynamic Pierce
By now the user of Piercing type jutsu has become proficient enough to attack in a lightning quick flurry of pierces. Like the former Dynamic jutsu, it is a jutsu with such style that it makes others jealous.

Information
Prerequisites: D-rank, a weapon with the Piercing Damage Type

Rank 1: 8 Strikes at +1 Accuracy dealing 85 Damage each.
Master Rank: 8 Strikes at +1 Accuracy dealing 110 Damage each.

Special Action: By paying an additional +25% CP Cost the user may choose to condense the strikes into a single strike at +2 Accuracy dealing 490/620 damage.

Rank 1 Cost: 170 CP
Master Rank Cost: 215 CP
Defensive Thrust
An attack is made although not the best in terms of accuracy it is meant to press the opponent and give the user of the technique time to defend.

Information
Prerequisites: D-rank, a weapon with the Piercing Damage Type.

Rank 1: 1 Strike at -1 Accuracy dealing 565 Damage. This jutsu has a 12% chance to activate the Forte effect.
Master Rank: 1 Strike at -1 Accuracy dealing 700 Damage. This jutsu has a 16% chance to activate the Forte effect.

Rank 1 Cost: 190 CP
Master Rank Cost: 235 CP
Shadow Play
A basic technique that creates a much noticeable shadow of the performer, creating an eerie distraction for attackers.

Information
Prerequisites: D-Rank

Rank 1: The user gains +1 Dodge for 1 full round or until a successful dodge. The user suffers a -2 Stealth for the remainder of the round.
Rank 2: The user gains +2 Dodge for 1 full round or until a successful dodge. The user suffers a -1 Stealth for the remainder of the round.

Rank 1 Cost: 180 Cp
Rank 2 Cost: 225 Cp
Eagle Vision
A technique that briefly increases the user's eyes, allowing them to pinpoint weak points of their target.

Information
Prerequisites: D-Rank

Rank 1: The user gains +1 Called Shot Accuracy for 1 Full Round or until 2 successful Called Shots.
Rank 2: The user gains +1 Called Shot Accuracy and +5% Called Shot Chance for 1 Full Round or until 2 successful Called Shots.

Rank 1 Cost: 180 Cp
Rank 2 Cost: 225 Cp
Muscle Control
A technique that briefly increases the user's physical strength, potentially allowing them to inflict crushing blows against their target.

Information
Prerequisites: D-Rank

Rank 1: The user gains a +5% Suppression Chance for 1 Full Round or until 2 successful Suppression Chances.
Rank 2: The user gains a +7% Suppression Chance for 1 Full Round or until 2 successful Suppression Chances.

Rank 1 Cost: 180 Cp
Rank 2 Cost: 225 Cp
Basic Safeguard
A technique that prepares the user from an incoming attack that they cannot avoid, allowing the attack to hit a non-vital part of the body instead by quickly shifting.

Information
Prerequisites: D-Rank

Rank 1: The user takes -10% less Bleeding Damage for 1 Full Round.
Rank 2: The user takes -15% less Bleeding Damage for 2 Full Rounds.

Rank 1 Cost: 180 Cp
Rank 2 Cost: 225 Cp
Combination Transformation

An extension to the transformation technique, those who master the initial art of Transformation can learn to take the skill one step further: merging with objects. With this skill, one can increase their range of forms and appear as an inanimate object such as a kunai, or a sword, or even a tree depending on what the user chooses to merge with. While fighting in this shape proves impossible, this does allow a clever shinobi to hide from view and confuse their opponents, waiting for the perfect moment to strike. Additionally, should the user combine with a weapon and have an ally with them, they may be wielded just like any other weapon by their teammate.

Information
Prerequisites: D-rank, Transformation Mastered

Rank 1: This jutsu allows the user to combine with scenery such as a tree or wall, hiding themselves from view. The user gains +2 Stealth while this technique is active.
Master: This jutsu allows the user to combine with a weapon, giving the weapon +5% Base Damage and +1 Accuracy when wielded by another.

Rank 1 Cost: 240 CP to initiate, 120 CP/Rnd
Master Cost: 300 CP to initiate, 150 CP/Rnd
Crystal Eye

Prerequisites: D-rank

Rank 1: Grants the user +1 Awareness, with a 50% Chance of treating all the user's Visibility check against others as one rank higher.
Master: Grants the user +1 Awareness, and treats all the user's Visibility check against others as one rank higher.

Special Action: While the jutsu is active, the user may spend 1.5 Ap to focus upon the eye's vision and make an awareness check against all in battle. This battle check ignores smoke bombs or other concealing effects, and may only be done once per round.

Rank 1 Cost: 240 CP to initiate, 120 CP/Rnd
Master Cost: 300 CP to initiate, 150 CP/Rnd
Cancel

Prerequisites: D-rank

Rank 1: The user can dispel Level E-D Genjutsu.
Master: The user can dispel Level E-C Genjutsu.

Special Action - Disrupt: Using the same workings of Cancel, the user may forcibly disrupt the chakra of a target. This disrupts up to two level E/D/C rank buffs active upon the target, with a 12%/16%/20% chance of dispelling them completely. This may only be used once per round, and not in the same round Cancel is normally used. This costs Cp equal to the buffs dispelled.

Cost: Cost of Genjutsu +20% Cp

Which is 4 E ranks (55,450 - 3000 = 52,450 yen remaining) , and 17 D ranks (-20,400 = 32050 yen remaining). I'll then use my remaining 46 ASP to master the four E ranks (24 ASP, 22 remaining) and then master Spinning Wind and the 4-Hit Combo (16 ASP, 6 remaining).
 
No no. I'm saying that I claimed that yen, but it wasn't added to my banked yen. After I made that first claim my yen stayed at 500 Yen total, which is what was used going forward instead of the amount of yen I should really have had.
 
Training Approval:
Training again!
Total Word count: 353

Training points gained: 35 x 3 = 105
Yen Stipend: 1250 x3 training = 4750
*Please state any site rewards, like 2x training or one-time bonus'*


Last Week's Stats:
Agility: 70/100
Stamina: 60/100
Taijutsu: 80/100
Ninjutsu: 40/100
Genjutsu: 40/100
Chakra Control: 80/100
Power Level: 375

New Stats:
Agility: 90/100 (+20)
Stamina: 80/100 (+20)
Taijutsu: 100/100 (+20)
Ninjutsu: 55/100 (+15)
Genjutsu: 50/100 (+10)
Chakra Control: 100/100 (+20)
Power Level: 480
 
{Applying Voter Rewards from February - +50,000 Yen | +100 ASP)

Stipend Override: 32,050{Wallet}+1,250{Stipend}+50,000{Voter} = 86,300 Yen
This week is only x1 Stats/Yen sorry! (Stat Points Denied)

You'll need to revise your stat purchases for only 35 SP

Edit: Had to find previous ASP Total: 6 ASP{Wallet} + 100 ASP{Voter} = 106 ASP Future Reference, please include ASP in every training; even if you're not using it; and even if it's 0.
Aids in consistency with the training approvers.

Hakiri Tadaomi said:
Training Approval:
Training again!
Total Word count: 353

Training points gained: 35 x 3 = 105
Yen Stipend: 1250 x3 training = 4750
*Please state any site rewards, like 2x training or one-time bonus'*


Last Week's Stats:
Agility: 70/100
Stamina: 60/100
Taijutsu: 80/100
Ninjutsu: 40/100
Genjutsu: 40/100
Chakra Control: 80/100
Power Level: 375

New Stats:
Agility: 90/100 (+20)
Stamina: 80/100 (+20)
Taijutsu: 100/100 (+20)
Ninjutsu: 55/100 (+15)
Genjutsu: 50/100 (+10)
Chakra Control: 100/100 (+20)
Power Level: 480
 
Whoops.

Training Approval:
Training again!
Total Word count: 353

Training points gained: 35
Yen Stipend: 1250
*Please state any site rewards, like 2x training or one-time bonus'*


Last Week's Stats:
Agility: 70/100
Stamina: 60/100
Taijutsu: 80/100
Ninjutsu: 40/100
Genjutsu: 40/100
Chakra Control: 80/100
Power Level: 370 (I bought up to 375, but thanks to MATH forgot 5 points last time)

New Stats:
Agility: 80/100 (+10)
Stamina: 70/100 (+10)
Taijutsu: 80/100
Ninjutsu: 50/100 (+10)
Genjutsu: 40/100
Chakra Control: 90/100 (+10)
Power Level: 410

I'll just bank the ASP for the moment, so I have 106 ASP total.
 
Stipend Already Dealt With.

Stats Approved; he showed me a mistake in previous trainings that warrants him an extra 5SP
Hakiri Tadaomi said:
Whoops.

Training Approval:
Training again!
Total Word count: 353

Training points gained: 35
Yen Stipend: 1250
*Please state any site rewards, like 2x training or one-time bonus'*


Last Week's Stats:
Agility: 70/100
Stamina: 60/100
Taijutsu: 80/100
Ninjutsu: 40/100
Genjutsu: 40/100
Chakra Control: 80/100
Power Level: 370 (I bought up to 375, but thanks to MATH forgot 5 points last time)

New Stats:
Agility: 80/100 (+10)
Stamina: 70/100 (+10)
Taijutsu: 80/100
Ninjutsu: 50/100 (+10)
Genjutsu: 40/100
Chakra Control: 90/100 (+10)
Power Level: 410

I'll just bank the ASP for the moment, so I have 106 ASP total.
 
Training Approval:
Roleplay
Total Word count: 432

Training points gained: 35 x 4 site reward (140)
Yen Stipend:1250 x 4 site reward (6k)
*Please state any site rewards, like 2x training or one-time bonus'*


Last Week's Stats:
Agility: 80/100
Stamina: 70/100
Taijutsu: 80/100
Ninjutsu: 50/100
Genjutsu: 40/100
Chakra Control: 90/100
Power Level: 410

New Stats:
Agility: 100/100 (+20)
Stamina: 100/100 (+30)
Taijutsu: 100/100 (+20)
Ninjutsu: 80/100 (+30)
Genjutsu: 60/100 (+20)
Chakra Control: 100/100 (+10)
Power Level: 540

Purchases:

Jutsu:
Rank D Dynamic Entry - 8 ASP to master
Rank D Dynamic Finish - 8 ASP to master
Rank D Nut Buster - 8 ASP to master
Rank D Piercing Taijutsu - 8 ASP per Jutsu, 5 Jutsu, 40 ASP to master
Rank D Buffing Taijutsu - 8 ASP per Jutsu, mastering all Jutsu but Brandish, 32 ASP

96 ASP total with 106 banked.
10 ASP remaining.
 
130 / 140 stats distributed -- approved
Yen: 86300 + 5000(Stipend) = 91300
ASP: 106 + 10(Unused tp) - 96 (masteries) = 20 ASP remaining

NOTE: For now on, you'll need to post your jutsu with their current rank in your training
NOTE: For the future, when you request rank-ups, you'll need to link to each jutsu individually (Yeah, it's a pain in the butt, but that's how it has to be done)
Hakiri Tadaomi said:
Training Approval:
Roleplay
Total Word count: 432

Training points gained: 35 x 4 site reward (140)
Yen Stipend:1250 x 4 site reward (6k)
*Please state any site rewards, like 2x training or one-time bonus'*


Last Week's Stats:
Agility: 80/100
Stamina: 70/100
Taijutsu: 80/100
Ninjutsu: 50/100
Genjutsu: 40/100
Chakra Control: 90/100
Power Level: 410

New Stats:
Agility: 100/100 (+20)
Stamina: 100/100 (+30)
Taijutsu: 100/100 (+20)
Ninjutsu: 80/100 (+30)
Genjutsu: 60/100 (+20)
Chakra Control: 100/100 (+10)
Power Level: 540

Purchases:

Jutsu:
Rank D Dynamic Entry - 8 ASP to master
Rank D Dynamic Finish - 8 ASP to master
Rank D Nut Buster - 8 ASP to master
Rank D Piercing Taijutsu - 8 ASP per Jutsu, 5 Jutsu, 40 ASP to master
Rank D Buffing Taijutsu - 8 ASP per Jutsu, mastering all Jutsu but Brandish, 32 ASP

96 ASP total with 106 banked.
10 ASP remaining.
 

Current Ninpocho Time:

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