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:

Hideyoshi's Dojo [The Black Wolf]

Akechi

Well-Known Ninja
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Core Ability: Reckless (20 pts)
[fontsize="12"]Reckless fighters are known for their crazy life risking maneuvers, and their somewhat insane style of fighting, which is known for hitting exceptionally hard - but usually at a cost to their own body. Reckless fighters are able to boost damage in all aspects, but these bonuses often come at a cost.

Bloodlust</U><i></i> - Passive (3 points)
Restriction- C Rank and up
When in battle Reckless fighters can sometimes enter such an intense state of mind that they completely ignore small wounds and the effects of exhaustion, their love for battle surpassing all other concerns.
Effect: Ignores up to rank 3 bleeding.

Mastered Offensive Stance<i></i> - Passive (3 points)
Restriction- C Rank and up
By maximizing the efficiency of their attacks and gaining the most offense for the amount of lost defense, a Reckless fighter can become insanely accurate for the same amount of lost evasion.
Effect: Allows user to gain +1 accuracy per -1 dodge, up to a maximum of +4 accuracy and -4 dodge.

Zaraki Style<i></i> - Physical Style (2 points)
Restriction- C Rank and up
This style of fighting is the epitome of offense, abandoning almost all defense in order to deal the most damage possible. Considered insanity by most, only the Reckless would possibly use such a way of fighting.
Effect: Increases all physical damage dealt by 30% and received by 15%. The user gains +1 accuracy. All CP costs are increased by 15% while active.
Note:</I> Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.

Monstrous Strength - Modification (2 Points)
Restriction- Requires Weapon Attunement
Reckless is as Reckless does, and these fighters tend to be physically much stronger than their fettered counterparts. By throwing away all common sense and rationality, they are capable of sending crushing blows with normal weapons to the point of risking their own weapons to be destroyed in the process.
Effect: Doubles the Effect of Weapon Attunement.

<U>Endurance<i></i> - Boost (2 points)
Restriction- Can be purchased up to three times
Reckless fighters deal with attacks that have a heavy backlash on a regular basis. To endure the power of their own attacks, they need to be far more resilient than the average ninja.
Effect: +4 HP modifier

Huge Power<i></i> - Boost (2 points)
Restriction- Can be purchased up to three times
Tough as nails, a Reckless fighter is never afraid to show their strength. Their melee attacks, whether with the brute force of their fists or the cold metal of their weapons, tend to be much stronger than normal.
Effect: +10% melee damage.

Precision Blow<i></i> - Dependent Special Move (2 points)
The name Reckless is slightly misgiving, as Reckless fighters are actually not entirely hotheaded with their attacks. They simply like inflicting a lot of damage very quickly, though different means can be used to do so.
Effect: Adds +2 accuracy and +2 critical range to the next basic unarmed, Taijutsu, or weapon attack. Costs 100 Chakra.

No Limits<i></i> - Passive (2 points)
The Reckless fighter is very experienced at pushing their body beyond what anyone else would consider reasonable or even sane. As a result, they can hit harder than anyone else can, though at cost to themselves.
Effect: Max damage cap for melee Taijutsu is increased to 80%. However, for every 10% damage beyond the 50% cap the user adds, they take 5% recoil damage for all melee attacks made.

Brink of Insanity - Jutsu (2 points)
Restriction - A rank and up
By focusing all their power into one strike, the Reckless fighter can deal insane amounts of damage while at the same time tearing up their own body due to the ferocity of the attack, leaving them extremely defenseless. But if there are no enemies left, that doesn’t really matter.
Rank 2: The Reckless loses their sanity causing them to gain +100% Damage Buff on all melee taijutsu attacks. Any dodge buffs the user has does not apply while this is active, but gains a -44% Chance to be Suppressed. All Melee taijutsu attacks gain +2 Crit and the user has a 36% chance to strike a random target. The user has a 15% Damage Reduction to physical damage, but takes damage equal to 15% of the damage caused. Bind attempts at the user while this is active have a 20% chance to auto-fail. This may last up to two full rounds or until deactivated, but but requires two full rounds of cool down after use.
Rank 2 Cost: 2065CP, 1030CP/Rnd
Note 1:<I> While active, the user may only use offensive techniques. If the user uses non-offensive techniques while this is active their move will be converted into a Basic Strike(s) instead.
Note 2: While active, none of the user's other buffs towards Melee Taijutsu may apply.
[/fontsize]

Abilities:
[0] Shinobi 101
Effect:
– Kinetic Genjutsu - > Melee Accuracy

[0] Journeyman
Effect:
- Jutsu cost -5% Chakra.
- Being in a [Mission] does not take up an Rp slot. The user is still limited to normal Mission rules.

[1] Weapon Attunement
Effect:
- +5% Weapon Damage Modifier. +3% Suppression and/or +3% Bleeding, depending on which status the weapon is capable of inflicting. Reduces all Natural Negative Accuracy Modifiers from Custom Weapons by -1 to a minimum of 0.

[2] Weapon Mastery
Effect:
- Unarmed - Blitz Brawl: The user may choose to combo two unarmed attacks together, using the timing of the higher AP action regardless of the order of both attacks. If the first hits, the second one hitting will automatically suppress the target for .5 Ap. If the first misses but the second one hits, the first will be rerolled at the end of the second attack, but cannot inflict suppression.
May be used once per target, per round.

[3] Heavy Handed
Effect:
- The Great Weapon augment does not take up an augment slot, and the user may perform the following special action;

Special Action - Cleave: A Great Weapon's attack that hit may move on to a new target at -1 Accuracy and +5% damage; this repeats until the attack misses a target, or the user has hit all designated targets. The same target cannot be hit twice, and the attack which this is used with cannot hit multiple targets through any effect other than this special action. After use, requires a full round of cooldown.

[4] Implacable
Effect:
- While equipped with either the Light Armor or Heavy Armor item, the user ignores the first Bleeding, Suppression, Called Shot, or Secondary Effect inflicted upon them during each round. This applies only to the first action to inflict any of these, but will cover the entire action (if a multihit). If this action would inflict multiple of these, they would all be nulled.

Special Action: When hit by a Critical attack while wearing Light Armor or Heavy Armor, the user may reflexively pay 1 AP to reduce the damage of a Critical Hit to that of a normal Full hit. The user pays CP equal to half the negated damage. For example, if a 2000 damage attack crits for 4000, the user may pay 1 AP and 1000 CP to reduce the damage to 2000. This may be used once per round with Light Armor, but has no usage limits with Heavy Armor.

[5] Quickdraw
Effect:
- Drawing weapons costs 0 AP. In addition, the user may sheath their active weapon once per round for 0 AP.

Notes:
-Using the item still costs normal AP.

[6] Initiative
Effect:
- The user is capable of prioritizing 1 AP worth of actions per round which are modded as 0 AP but all costs are paid as normal.

Notes:
- This does not include Binds.
- Does not stack with other AP-prioritizing abilities (such as Seikon's Unreal Celerity).

[7] Conservative Motion
Effect:
- Jutsu effects that would increase Chakra Costs are negated.
- All Effects that have a chance of causing the user's action to fail are halved and all AP increasing effects are negated.

Notes:
- Conservative Motion's effects only apply to debuffs placed upon the user by opponents. It does not apply to AP or CP increases incurred through using Special Actions or self-inflicted AP or CP penalties.
- Does not apply to Suppression.

[8] Jutsu Mastery
Effect:
- All Jutsu cost -10% Chakra, this includes Maintains.
- All Chakra cost penalties from choosing to use 'Special Actions' are halved.

Custom Weapons:

Hands!
- Weapon Damage Type: Unarmed (Suppression)
- Damage Modifier: +10% bonus damage
- Accuracy Modifier: -2 accuracy
- Augments: Great Weapon, Vampiric, Free Flow


Equipment:

- Coming Soon -


Elemental Affinities:
- Ice
- Photon


Intermission: The Calm Before The Storm (Side Stories)
Ability Posts said:
[0] Shinobi 101 & Journeyman:
The shinobi of Kumogakure (and the Ninpocho shop item for Journeyman) describe Journeyman shinobi as those that live for adventure and knowledge of the world from the journeys that they undertake. They were the serial “questers” of the RPG world, running errands for experience and searching for “long lost items” under the crevices of a world forgotten. That was Hideyoshi in a nutshell. Everything he did was in search of an experience, or an errand to help the common man. Though it was mostly reward-less work, at least in the eyes of most shinobi, Hideyoshi reveled in the challenge of the missions rather than some arbitrary reward or blessing from a noble.

However, one day he did come across something rather interesting – a reward, you could say. An old, retired shinobi had Hideyoshi retrieve a scroll from some bandits that caught him off-guard. Slight work, but it sat in Kumogakure’s Mission Outpost for weeks because of the small reward. After completing the mission, Hideyoshi let the man keep his modest reward and in exchange, the old man let him take a peek at the scroll. The scroll was an ancient one, detailing a forgotten practice. “Using the Kinetic energy from my fist to create illusions and attack the spirit. Interesting!” It took a bit of training but eventually Hideyoshi learned how to replicate the ability.

[1]Weapon Attunement:
Power comes in many forms. Raw strength could be considered power, but does the possession of raw strength truly make one powerful? Is it mere possession or how one uses said power? Could the same be said for the various other forms of power? Hideyoshi struggled with the question throughout the majority of his life, as most shinobi do. For Hideyoshi, he learned in his youth that power was only as effective as the person wielding it. The big magic tricks and illusionary masterpieces eluded him throughout his childhood as he didn’t possess enough chakra to facilitate such jutsu, but that never stopped him. Yoshi had chosen his weapon and recklessly used what little chakra he had harnessing it.

His fists.

[2]Weapon Mastery:
Light punch, medium punch, low kick, quarter circle, heavy punch. Be swift, be vicious, be unpredictable and unrelenting; those were the rules that Hideyoshi lived by has a pugilist. The majority of shinobi in this world possessed magician-like tactics, meshing imagination with the energy that they held within their frail bodies to wield the elements around them as a weapon. However, those abilities that may have even been revered as “god-like” in another realm was commonplace in this world, and dealing with these wizards would have to be commonplace as well. So, the question is, how does one deal with these all-powerful spell casters?

“Punch them in the face… hard,” was the simple answer. Overwhelm them with speed and agility, and put them down before they knew what was coming… or something like that.

[3]Heavy Handed:
Though he had some experience working within groups, Hideyoshi was more a solo act. After all, finesse wasn’t really his thing and his incredible strength tended to be rather destructive. A true “heavy handed” shinobi, Hideyoshi’s punches tear through the air, generating massive torrents of energy that rip through multiple foes at once. Learned from years of studying the Hyuuga’s Air Palm techniques and harnessing the ability to generate pressure around his fist, Yoshi’s heavy-handed blows are the great equalizer when he’s outnumbered. After all, holding back wasn’t really his thing, and there was something intoxicating about fighting with your back against the wall.

At least, that was his philosophy.

[4]Implacable:
Reckless. Persistent. Unyielding. Indomitable will. Relentless. Implacable.

There is a dirty rumor going around that Reckless shinobi tended to be glass cannons, but Hideyoshi was intent on breaking that trend. Instead of checkers, Hideyoshi prided himself on developing methods that treat battles as a chessboard. Sometimes, one had to “sacrifice something” in order to “take the king,” and this Reckless’ sacrifice was his own body. Uncontrollable chakra ripped his body to shreds as he tapped into more of its power so deciding these skirmishes quickly was of upmost importance. Putting his body on the line was one way of doing just that. Implacably forcing himself through his opponent’s attacks for one shot at an “early decision.”

[5]Quickdraw:
Slipping his hands in and out of his pockets always seemed like second nature to Yoshi. During his childhood, before he was old enough to tackle some of the more complicated missions, Hideyoshi used his sleight of hand “magics” to “rob from the rich and give to the poor” – just like the old Robin Hood fables. Turning tricks into useful trade was somewhat of an awkward task but practice makes perfect. Learning the form and function of each weapon, placing them in easily accessible areas of his holsters, and fishing them out of his cloak without cutting himself, took a couple of months of training. However, in the end, it made him the “fast gun in the west” – saving more time for punching people in the face.

[6] Initiative
Taking initiative always meant being one step ahead of the enemy. It was as much a strategy as it was a survival tactic or a lesson in education. Outsmarting someone was only one piece of the puzzle. In a dual of wits, where both individuals are in a nigh-level playing field, who has the advantage? That was the key, that took the form of a question, that opened the door to the Goddess of Victory. The man who claimed superiority lacked foresight and appended a critical folly to himself that allowed someone like Hideyoshi to take advantage of. Being quick enough or smart enough to dual someone could only take him so far, so Hideyoshi trained to add the deftness of subtlety to his arsenal. He deftly moved his foes into positions that favored him, all while feigning inferiority until it was time to strike.

The ability to assess and act proactively… that was Hideyoshi’s form of initiative.

[7] Conservative Motion
Born into a frail shell with a foreign power that could barely contain it was physically and mentally taxing to Hideyoshi. The constant feeling of having your life-force being slowly sapped dry was a constant reminder of his mortality… at least the mortality of the shell he had inhabited. Learning how to conserve energy was paramount to survival. His body was a glass cannon, so he sought to harden that glass to make it nigh-impenetrable. He traversed the tallest mountains, became a frequent spelunker of the deepest caverns, and fought the against a retinue of hordes in search of tempered glass.

Eventually, he became quite adept at fighting more efficiently. Each strike measured, each movement efficient, each motion conservative.

[8] Jutsu Mastery
However, even the gift of conservative movement wasn’t enough to satisfy the man’s frail shell. The exertion of life-force tended to exhaust him quicker than his body could endure. If pride was a normal man’s folly, then exhaustion was an exceptional man’s folly. The gods or foreign entities that governed this world refused to bless a common man twice… at least not without a curse. Managing that curse was Hideyoshi’s responsibility. Doing more with less was a reoccurring theme of Hideyoshi’s character so this should come as no surprise. He trained night and day to hone each of the jutsu he practiced, until he could exert less energy while forcing his body to strike with the same intensity. There was a certain “truth” behind his character…

And now his fists carried that same truth.
 
Abilities and CA are approved.

However, before I can approve weapons and affinities, I am in need of links to appropriate mastered jutsu and bought augments.
Hideyoshi said:
Core Ability: Reckless (20 pts)
[fontsize="12"]Reckless fighters are known for their crazy life risking maneuvers, and their somewhat insane style of fighting, which is known for hitting exceptionally hard - but usually at a cost to their own body. Reckless fighters are able to boost damage in all aspects, but these bonuses often come at a cost.

Bloodlust</U><i></i> - Passive (3 points)
Restriction- C Rank and up
When in battle Reckless fighters can sometimes enter such an intense state of mind that they completely ignore small wounds and the effects of exhaustion, their love for battle surpassing all other concerns.
Effect: Ignores up to rank 3 bleeding.

Mastered Offensive Stance<i></i> - Passive (3 points)
Restriction- C Rank and up
By maximizing the efficiency of their attacks and gaining the most offense for the amount of lost defense, a Reckless fighter can become insanely accurate for the same amount of lost evasion.
Effect: Allows user to gain +1 accuracy per -1 dodge, up to a maximum of +4 accuracy and -4 dodge.

Zaraki Style<i></i> - Physical Style (2 points)
Restriction- C Rank and up
This style of fighting is the epitome of offense, abandoning almost all defense in order to deal the most damage possible. Considered insanity by most, only the Reckless would possibly use such a way of fighting.
Effect: Increases all physical damage dealt by 30% and received by 15%. The user gains +1 accuracy. All CP costs are increased by 15% while active.
Note:</I> Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.

Monstrous Strength - Modification (2 Points)
Restriction- Requires Weapon Attunement
Reckless is as Reckless does, and these fighters tend to be physically much stronger than their fettered counterparts. By throwing away all common sense and rationality, they are capable of sending crushing blows with normal weapons to the point of risking their own weapons to be destroyed in the process.
Effect: Doubles the Effect of Weapon Attunement.

<U>Endurance<i></i> - Boost (2 points)
Restriction- Can be purchased up to three times
Reckless fighters deal with attacks that have a heavy backlash on a regular basis. To endure the power of their own attacks, they need to be far more resilient than the average ninja.
Effect: +4 HP modifier

Huge Power<i></i> - Boost (2 points)
Restriction- Can be purchased up to three times
Tough as nails, a Reckless fighter is never afraid to show their strength. Their melee attacks, whether with the brute force of their fists or the cold metal of their weapons, tend to be much stronger than normal.
Effect: +10% melee damage.

Precision Blow<i></i> - Dependent Special Move (2 points)
The name Reckless is slightly misgiving, as Reckless fighters are actually not entirely hotheaded with their attacks. They simply like inflicting a lot of damage very quickly, though different means can be used to do so.
Effect: Adds +2 accuracy and +2 critical range to the next basic unarmed, Taijutsu, or weapon attack. Costs 100 Chakra.

No Limits<i></i> - Passive (2 points)
The Reckless fighter is very experienced at pushing their body beyond what anyone else would consider reasonable or even sane. As a result, they can hit harder than anyone else can, though at cost to themselves.
Effect: Max damage cap for melee Taijutsu is increased to 80%. However, for every 10% damage beyond the 50% cap the user adds, they take 5% recoil damage for all melee attacks made.

Brink of Insanity - Jutsu (2 points)
Restriction - A rank and up
By focusing all their power into one strike, the Reckless fighter can deal insane amounts of damage while at the same time tearing up their own body due to the ferocity of the attack, leaving them extremely defenseless. But if there are no enemies left, that doesn’t really matter.
Rank 2: The Reckless loses their sanity causing them to gain +100% Damage Buff on all melee taijutsu attacks. Any dodge buffs the user has does not apply while this is active, but gains a -44% Chance to be Suppressed. All Melee taijutsu attacks gain +2 Crit and the user has a 36% chance to strike a random target. The user has a 15% Damage Reduction to physical damage, but takes damage equal to 15% of the damage caused. Bind attempts at the user while this is active have a 20% chance to auto-fail. This may last up to two full rounds or until deactivated, but but requires two full rounds of cool down after use.
Rank 2 Cost: 2065CP, 1030CP/Rnd
Note 1:<I> While active, the user may only use offensive techniques. If the user uses non-offensive techniques while this is active their move will be converted into a Basic Strike(s) instead.
Note 2: While active, none of the user's other buffs towards Melee Taijutsu may apply.
[/fontsize]

Abilities:
[0] Shinobi 101
Effect:
– Kinetic Genjutsu - > Melee Accuracy

[0] Journeyman
Effect:
- Jutsu cost -5% Chakra.
- Being in a [Mission] does not take up an Rp slot. The user is still limited to normal Mission rules.

[1] Weapon Attunement
Effect:
- +5% Weapon Damage Modifier. +3% Suppression and/or +3% Bleeding, depending on which status the weapon is capable of inflicting. Reduces all Natural Negative Accuracy Modifiers from Custom Weapons by -1 to a minimum of 0.

[2] Weapon Mastery
Effect:
- Unarmed - Blitz Brawl: The user may choose to combo two unarmed attacks together, using the timing of the higher AP action regardless of the order of both attacks. If the first hits, the second one hitting will automatically suppress the target for .5 Ap. If the first misses but the second one hits, the first will be rerolled at the end of the second attack, but cannot inflict suppression.
May be used once per target, per round.

[3] Heavy Handed
Effect:
- The Great Weapon augment does not take up an augment slot, and the user may perform the following special action;

Special Action - Cleave: A Great Weapon's attack that hit may move on to a new target at -1 Accuracy and +5% damage; this repeats until the attack misses a target, or the user has hit all designated targets. The same target cannot be hit twice, and the attack which this is used with cannot hit multiple targets through any effect other than this special action. After use, requires a full round of cooldown.

[4] Implacable
Effect:
- While equipped with either the Light Armor or Heavy Armor item, the user ignores the first Bleeding, Suppression, Called Shot, or Secondary Effect inflicted upon them during each round. This applies only to the first action to inflict any of these, but will cover the entire action (if a multihit). If this action would inflict multiple of these, they would all be nulled.

Special Action: When hit by a Critical attack while wearing Light Armor or Heavy Armor, the user may reflexively pay 1 AP to reduce the damage of a Critical Hit to that of a normal Full hit. The user pays CP equal to half the negated damage. For example, if a 2000 damage attack crits for 4000, the user may pay 1 AP and 1000 CP to reduce the damage to 2000. This may be used once per round with Light Armor, but has no usage limits with Heavy Armor.

[5] Quickdraw
Effect:
- Drawing weapons costs 0 AP. In addition, the user may sheath their active weapon once per round for 0 AP.

Notes:
-Using the item still costs normal AP.

[6] Initiative
Effect:
- The user is capable of prioritizing 1 AP worth of actions per round which are modded as 0 AP but all costs are paid as normal.

Notes:
- This does not include Binds.
- Does not stack with other AP-prioritizing abilities (such as Seikon's Unreal Celerity).

[7] Conservative Motion
Effect:
- Jutsu effects that would increase Chakra Costs are negated.
- All Effects that have a chance of causing the user's action to fail are halved and all AP increasing effects are negated.

Notes:
- Conservative Motion's effects only apply to debuffs placed upon the user by opponents. It does not apply to AP or CP increases incurred through using Special Actions or self-inflicted AP or CP penalties.
- Does not apply to Suppression.

[8] Jutsu Mastery
Effect:
- All Jutsu cost -10% Chakra, this includes Maintains.
- All Chakra cost penalties from choosing to use 'Special Actions' are halved.

Custom Weapons:

Hands!
- Weapon Damage Type: Unarmed (Suppression)
- Damage Modifier: +10% bonus damage
- Accuracy Modifier: -2 accuracy
- Augments: Great Weapon, Vampiric, Free Flow


Equipment:

- Coming Soon -


Elemental Affinities:
- Ice
- Photon


Intermission: The Calm Before The Storm (Side Stories)
Ability Posts said:
[0] Shinobi 101 & Journeyman:
The shinobi of Kumogakure (and the Ninpocho shop item for Journeyman) describe Journeyman shinobi as those that live for adventure and knowledge of the world from the journeys that they undertake. They were the serial “questers” of the RPG world, running errands for experience and searching for “long lost items” under the crevices of a world forgotten. That was Hideyoshi in a nutshell. Everything he did was in search of an experience, or an errand to help the common man. Though it was mostly reward-less work, at least in the eyes of most shinobi, Hideyoshi reveled in the challenge of the missions rather than some arbitrary reward or blessing from a noble.

However, one day he did come across something rather interesting – a reward, you could say. An old, retired shinobi had Hideyoshi retrieve a scroll from some bandits that caught him off-guard. Slight work, but it sat in Kumogakure’s Mission Outpost for weeks because of the small reward. After completing the mission, Hideyoshi let the man keep his modest reward and in exchange, the old man let him take a peek at the scroll. The scroll was an ancient one, detailing a forgotten practice. “Using the Kinetic energy from my fist to create illusions and attack the spirit. Interesting!” It took a bit of training but eventually Hideyoshi learned how to replicate the ability.

[1]Weapon Attunement:
Power comes in many forms. Raw strength could be considered power, but does the possession of raw strength truly make one powerful? Is it mere possession or how one uses said power? Could the same be said for the various other forms of power? Hideyoshi struggled with the question throughout the majority of his life, as most shinobi do. For Hideyoshi, he learned in his youth that power was only as effective as the person wielding it. The big magic tricks and illusionary masterpieces eluded him throughout his childhood as he didn’t possess enough chakra to facilitate such jutsu, but that never stopped him. Yoshi had chosen his weapon and recklessly used what little chakra he had harnessing it.

His fists.

[2]Weapon Mastery:
Light punch, medium punch, low kick, quarter circle, heavy punch. Be swift, be vicious, be unpredictable and unrelenting; those were the rules that Hideyoshi lived by has a pugilist. The majority of shinobi in this world possessed magician-like tactics, meshing imagination with the energy that they held within their frail bodies to wield the elements around them as a weapon. However, those abilities that may have even been revered as “god-like” in another realm was commonplace in this world, and dealing with these wizards would have to be commonplace as well. So, the question is, how does one deal with these all-powerful spell casters?

“Punch them in the face… hard,” was the simple answer. Overwhelm them with speed and agility, and put them down before they knew what was coming… or something like that.

[3]Heavy Handed:
Though he had some experience working within groups, Hideyoshi was more a solo act. After all, finesse wasn’t really his thing and his incredible strength tended to be rather destructive. A true “heavy handed” shinobi, Hideyoshi’s punches tear through the air, generating massive torrents of energy that rip through multiple foes at once. Learned from years of studying the Hyuuga’s Air Palm techniques and harnessing the ability to generate pressure around his fist, Yoshi’s heavy-handed blows are the great equalizer when he’s outnumbered. After all, holding back wasn’t really his thing, and there was something intoxicating about fighting with your back against the wall.

At least, that was his philosophy.

[4]Implacable:
Reckless. Persistent. Unyielding. Indomitable will. Relentless. Implacable.

There is a dirty rumor going around that Reckless shinobi tended to be glass cannons, but Hideyoshi was intent on breaking that trend. Instead of checkers, Hideyoshi prided himself on developing methods that treat battles as a chessboard. Sometimes, one had to “sacrifice something” in order to “take the king,” and this Reckless’ sacrifice was his own body. Uncontrollable chakra ripped his body to shreds as he tapped into more of its power so deciding these skirmishes quickly was of upmost importance. Putting his body on the line was one way of doing just that. Implacably forcing himself through his opponent’s attacks for one shot at an “early decision.”

[5]Quickdraw:
Slipping his hands in and out of his pockets always seemed like second nature to Yoshi. During his childhood, before he was old enough to tackle some of the more complicated missions, Hideyoshi used his sleight of hand “magics” to “rob from the rich and give to the poor” – just like the old Robin Hood fables. Turning tricks into useful trade was somewhat of an awkward task but practice makes perfect. Learning the form and function of each weapon, placing them in easily accessible areas of his holsters, and fishing them out of his cloak without cutting himself, took a couple of months of training. However, in the end, it made him the “fast gun in the west” – saving more time for punching people in the face.

[6] Initiative
Taking initiative always meant being one step ahead of the enemy. It was as much a strategy as it was a survival tactic or a lesson in education. Outsmarting someone was only one piece of the puzzle. In a dual of wits, where both individuals are in a nigh-level playing field, who has the advantage? That was the key, that took the form of a question, that opened the door to the Goddess of Victory. The man who claimed superiority lacked foresight and appended a critical folly to himself that allowed someone like Hideyoshi to take advantage of. Being quick enough or smart enough to dual someone could only take him so far, so Hideyoshi trained to add the deftness of subtlety to his arsenal. He deftly moved his foes into positions that favored him, all while feigning inferiority until it was time to strike.

The ability to assess and act proactively… that was Hideyoshi’s form of initiative.

[7] Conservative Motion
Born into a frail shell with a foreign power that could barely contain it was physically and mentally taxing to Hideyoshi. The constant feeling of having your life-force being slowly sapped dry was a constant reminder of his mortality… at least the mortality of the shell he had inhabited. Learning how to conserve energy was paramount to survival. His body was a glass cannon, so he sought to harden that glass to make it nigh-impenetrable. He traversed the tallest mountains, became a frequent spelunker of the deepest caverns, and fought the against a retinue of hordes in search of tempered glass.

Eventually, he became quite adept at fighting more efficiently. Each strike measured, each movement efficient, each motion conservative.

[8] Jutsu Mastery
However, even the gift of conservative movement wasn’t enough to satisfy the man’s frail shell. The exertion of life-force tended to exhaust him quicker than his body could endure. If pride was a normal man’s folly, then exhaustion was an exceptional man’s folly. The gods or foreign entities that governed this world refused to bless a common man twice… at least not without a curse. Managing that curse was Hideyoshi’s responsibility. Doing more with less was a reoccurring theme of Hideyoshi’s character so this should come as no surprise. He trained night and day to hone each of the jutsu he practiced, until he could exert less energy while forcing his body to strike with the same intensity. There was a certain “truth” behind his character…

And now his fists carried that same truth.
 
As far as I am aware, you must list in your dojo the appropriate major/minor element affinities you have with a jutsu list/link to your training. Thanks to the link to the training you provided, I can see you have enough jutsu for approval for listed AEs, but please just claim all your major/minor elements here (it is also helpful to have a copy of an updated jutsu list, too, in your dojo). Once done, I can approve your AEs for you. Feel free to PM me with any questions.

Other than that, weapon w/ augments approved!

Hideyoshi said:
I'd like to add an elemental affinity: Storm Jutsu

Here is the post w/ my jutsu links and what not. Sorry, getting this administrative stuff always takes a while with me because of how busy I am. I'm going to try and catch up though! Training Post w/ Augments and Jutsu List
 
Core Ability: Reckless (20 pts)
[fontsize="12"]Reckless fighters are known for their crazy life risking maneuvers, and their somewhat insane style of fighting, which is known for hitting exceptionally hard - but usually at a cost to their own body. Reckless fighters are able to boost damage in all aspects, but these bonuses often come at a cost.

Bloodlust</U><i></i> - Passive (3 points)
Restriction- C Rank and up
When in battle Reckless fighters can sometimes enter such an intense state of mind that they completely ignore small wounds and the effects of exhaustion, their love for battle surpassing all other concerns.
Effect: Ignores up to rank 3 bleeding.

Mastered Offensive Stance<i></i> - Passive (3 points)
Restriction- C Rank and up
By maximizing the efficiency of their attacks and gaining the most offense for the amount of lost defense, a Reckless fighter can become insanely accurate for the same amount of lost evasion.
Effect: Allows user to gain +1 accuracy per -1 dodge, up to a maximum of +4 accuracy and -4 dodge.

Zaraki Style<i></i> - Physical Style (2 points)
Restriction- C Rank and up
This style of fighting is the epitome of offense, abandoning almost all defense in order to deal the most damage possible. Considered insanity by most, only the Reckless would possibly use such a way of fighting.
Effect: Increases all physical damage dealt by 30% and received by 15%. The user gains +1 accuracy. All CP costs are increased by 15% while active.
Note:</I> Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.

Monstrous Strength - Modification (2 Points)
Restriction- Requires Weapon Attunement
Reckless is as Reckless does, and these fighters tend to be physically much stronger than their fettered counterparts. By throwing away all common sense and rationality, they are capable of sending crushing blows with normal weapons to the point of risking their own weapons to be destroyed in the process.
Effect: Doubles the Effect of Weapon Attunement.

<U>Endurance<i></i> - Boost (2 points)
Restriction- Can be purchased up to three times
Reckless fighters deal with attacks that have a heavy backlash on a regular basis. To endure the power of their own attacks, they need to be far more resilient than the average ninja.
Effect: +4 HP modifier

Huge Power<i></i> - Boost (2 points)
Restriction- Can be purchased up to three times
Tough as nails, a Reckless fighter is never afraid to show their strength. Their melee attacks, whether with the brute force of their fists or the cold metal of their weapons, tend to be much stronger than normal.
Effect: +10% melee damage.

Precision Blow<i></i> - Dependent Special Move (2 points)
The name Reckless is slightly misgiving, as Reckless fighters are actually not entirely hotheaded with their attacks. They simply like inflicting a lot of damage very quickly, though different means can be used to do so.
Effect: Adds +2 accuracy and +2 critical range to the next basic unarmed, Taijutsu, or weapon attack. Costs 100 Chakra.

No Limits<i></i> - Passive (2 points)
The Reckless fighter is very experienced at pushing their body beyond what anyone else would consider reasonable or even sane. As a result, they can hit harder than anyone else can, though at cost to themselves.
Effect: Max damage cap for melee Taijutsu is increased to 80%. However, for every 10% damage beyond the 50% cap the user adds, they take 5% recoil damage for all melee attacks made.

Brink of Insanity - Jutsu (2 points)
Restriction - A rank and up
By focusing all their power into one strike, the Reckless fighter can deal insane amounts of damage while at the same time tearing up their own body due to the ferocity of the attack, leaving them extremely defenseless. But if there are no enemies left, that doesn’t really matter.
Rank 2: The Reckless loses their sanity causing them to gain +100% Damage Buff on all melee taijutsu attacks. Any dodge buffs the user has does not apply while this is active, but gains a -44% Chance to be Suppressed. All Melee taijutsu attacks gain +2 Crit and the user has a 36% chance to strike a random target. The user has a 15% Damage Reduction to physical damage, but takes damage equal to 15% of the damage caused. Bind attempts at the user while this is active have a 20% chance to auto-fail. This may last up to two full rounds or until deactivated, but but requires two full rounds of cool down after use.
Rank 2 Cost: 2065CP, 1030CP/Rnd
Note 1:<I> While active, the user may only use offensive techniques. If the user uses non-offensive techniques while this is active their move will be converted into a Basic Strike(s) instead.
Note 2: While active, none of the user's other buffs towards Melee Taijutsu may apply.
[/fontsize]

Abilities:
[0] Shinobi 101
Effect:
– Kinetic Genjutsu - > Melee Accuracy

[0] Journeyman
Effect:
- Jutsu cost -5% Chakra.
- Being in a [Mission] does not take up an Rp slot. The user is still limited to normal Mission rules.

[1] Weapon Attunement
Effect:
- +5% Weapon Damage Modifier. +3% Suppression and/or +3% Bleeding, depending on which status the weapon is capable of inflicting. Reduces all Natural Negative Accuracy Modifiers from Custom Weapons by -1 to a minimum of 0.

[2] Weapon Mastery
Effect:
- Unarmed - Blitz Brawl: The user may choose to combo two unarmed attacks together, using the timing of the higher AP action regardless of the order of both attacks. If the first hits, the second one hitting will automatically suppress the target for .5 Ap. If the first misses but the second one hits, the first will be rerolled at the end of the second attack, but cannot inflict suppression.
May be used once per target, per round.

[3] Heavy Handed
Effect:
- The Great Weapon augment does not take up an augment slot, and the user may perform the following special action;

Special Action - Cleave: A Great Weapon's attack that hit may move on to a new target at -1 Accuracy and +5% damage; this repeats until the attack misses a target, or the user has hit all designated targets. The same target cannot be hit twice, and the attack which this is used with cannot hit multiple targets through any effect other than this special action. After use, requires a full round of cooldown.

[4] Implacable
Effect:
- While equipped with either the Light Armor or Heavy Armor item, the user ignores the first Bleeding, Suppression, Called Shot, or Secondary Effect inflicted upon them during each round. This applies only to the first action to inflict any of these, but will cover the entire action (if a multihit). If this action would inflict multiple of these, they would all be nulled.

Special Action: When hit by a Critical attack while wearing Light Armor or Heavy Armor, the user may reflexively pay 1 AP to reduce the damage of a Critical Hit to that of a normal Full hit. The user pays CP equal to half the negated damage. For example, if a 2000 damage attack crits for 4000, the user may pay 1 AP and 1000 CP to reduce the damage to 2000. This may be used once per round with Light Armor, but has no usage limits with Heavy Armor.

[5] Quickdraw
Effect:
- Drawing weapons costs 0 AP. In addition, the user may sheath their active weapon once per round for 0 AP.

Notes:
-Using the item still costs normal AP.

[6] Initiative
Effect:
- The user is capable of prioritizing 1 AP worth of actions per round which are modded as 0 AP but all costs are paid as normal.

Notes:
- This does not include Binds.
- Does not stack with other AP-prioritizing abilities (such as Seikon's Unreal Celerity).

[7] Conservative Motion
Effect:
- Jutsu effects that would increase Chakra Costs are negated.
- All Effects that have a chance of causing the user's action to fail are halved and all AP increasing effects are negated.

Notes:
- Conservative Motion's effects only apply to debuffs placed upon the user by opponents. It does not apply to AP or CP increases incurred through using Special Actions or self-inflicted AP or CP penalties.
- Does not apply to Suppression.

[8] Jutsu Mastery
Effect:
- All Jutsu cost -10% Chakra, this includes Maintains.
- All Chakra cost penalties from choosing to use 'Special Actions' are halved.

Custom Weapons:

Hands!
- Weapon Damage Type: Unarmed (Suppression)
- Damage Modifier: +10% bonus damage
- Accuracy Modifier: -2 accuracy
- Augments: Great Weapon, Vampiric, Free Flow


Equipment:
- Coming Soon -

[fontsize="14"]Elemental Affinities: [/fontsize]
[fontsize="12"]Base Elements: Major Affinity
- Earth
- Water
- Thunder
- Wind

Base Elements: Minor Affinity
- Non-Elemental

Advanced Elements:
- Ice
- Photon
- Storm
- *Coming Soon!* [/fontsize]


[fontsize="14"]Genjutsu Affinities: [/fontsize]
[fontsize="12"]Sensory Knowledge
- Coming soon

Sensory Mastery
- Coming soon! [/fontsize]



*Note: Sorry about that! I'm still kind of rusty so I'll be "rough around the edges" for awhile. I appreciate your patience.*
 
Awesome sauce! Major Affinities, Minor Affinity, and AEs approved. Everything else seems approved prior to this post, so you're good to go!

Hideyoshi said:
Core Ability: Reckless (20 pts)
[fontsize="12"]Reckless fighters are known for their crazy life risking maneuvers, and their somewhat insane style of fighting, which is known for hitting exceptionally hard - but usually at a cost to their own body. Reckless fighters are able to boost damage in all aspects, but these bonuses often come at a cost.

Bloodlust</U><i></i> - Passive (3 points)
Restriction- C Rank and up
When in battle Reckless fighters can sometimes enter such an intense state of mind that they completely ignore small wounds and the effects of exhaustion, their love for battle surpassing all other concerns.
Effect: Ignores up to rank 3 bleeding.

Mastered Offensive Stance<i></i> - Passive (3 points)
Restriction- C Rank and up
By maximizing the efficiency of their attacks and gaining the most offense for the amount of lost defense, a Reckless fighter can become insanely accurate for the same amount of lost evasion.
Effect: Allows user to gain +1 accuracy per -1 dodge, up to a maximum of +4 accuracy and -4 dodge.

Zaraki Style<i></i> - Physical Style (2 points)
Restriction- C Rank and up
This style of fighting is the epitome of offense, abandoning almost all defense in order to deal the most damage possible. Considered insanity by most, only the Reckless would possibly use such a way of fighting.
Effect: Increases all physical damage dealt by 30% and received by 15%. The user gains +1 accuracy. All CP costs are increased by 15% while active.
Note:</I> Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.

Monstrous Strength - Modification (2 Points)
Restriction- Requires Weapon Attunement
Reckless is as Reckless does, and these fighters tend to be physically much stronger than their fettered counterparts. By throwing away all common sense and rationality, they are capable of sending crushing blows with normal weapons to the point of risking their own weapons to be destroyed in the process.
Effect: Doubles the Effect of Weapon Attunement.

<U>Endurance<i></i> - Boost (2 points)
Restriction- Can be purchased up to three times
Reckless fighters deal with attacks that have a heavy backlash on a regular basis. To endure the power of their own attacks, they need to be far more resilient than the average ninja.
Effect: +4 HP modifier

Huge Power<i></i> - Boost (2 points)
Restriction- Can be purchased up to three times
Tough as nails, a Reckless fighter is never afraid to show their strength. Their melee attacks, whether with the brute force of their fists or the cold metal of their weapons, tend to be much stronger than normal.
Effect: +10% melee damage.

Precision Blow<i></i> - Dependent Special Move (2 points)
The name Reckless is slightly misgiving, as Reckless fighters are actually not entirely hotheaded with their attacks. They simply like inflicting a lot of damage very quickly, though different means can be used to do so.
Effect: Adds +2 accuracy and +2 critical range to the next basic unarmed, Taijutsu, or weapon attack. Costs 100 Chakra.

No Limits<i></i> - Passive (2 points)
The Reckless fighter is very experienced at pushing their body beyond what anyone else would consider reasonable or even sane. As a result, they can hit harder than anyone else can, though at cost to themselves.
Effect: Max damage cap for melee Taijutsu is increased to 80%. However, for every 10% damage beyond the 50% cap the user adds, they take 5% recoil damage for all melee attacks made.

Brink of Insanity - Jutsu (2 points)
Restriction - A rank and up
By focusing all their power into one strike, the Reckless fighter can deal insane amounts of damage while at the same time tearing up their own body due to the ferocity of the attack, leaving them extremely defenseless. But if there are no enemies left, that doesn’t really matter.
Rank 2: The Reckless loses their sanity causing them to gain +100% Damage Buff on all melee taijutsu attacks. Any dodge buffs the user has does not apply while this is active, but gains a -44% Chance to be Suppressed. All Melee taijutsu attacks gain +2 Crit and the user has a 36% chance to strike a random target. The user has a 15% Damage Reduction to physical damage, but takes damage equal to 15% of the damage caused. Bind attempts at the user while this is active have a 20% chance to auto-fail. This may last up to two full rounds or until deactivated, but but requires two full rounds of cool down after use.
Rank 2 Cost: 2065CP, 1030CP/Rnd
Note 1:<I> While active, the user may only use offensive techniques. If the user uses non-offensive techniques while this is active their move will be converted into a Basic Strike(s) instead.
Note 2: While active, none of the user's other buffs towards Melee Taijutsu may apply.
[/fontsize]

Abilities:
[0] Shinobi 101
Effect:
– Kinetic Genjutsu - > Melee Accuracy

[0] Journeyman
Effect:
- Jutsu cost -5% Chakra.
- Being in a [Mission] does not take up an Rp slot. The user is still limited to normal Mission rules.

[1] Weapon Attunement
Effect:
- +5% Weapon Damage Modifier. +3% Suppression and/or +3% Bleeding, depending on which status the weapon is capable of inflicting. Reduces all Natural Negative Accuracy Modifiers from Custom Weapons by -1 to a minimum of 0.

[2] Weapon Mastery
Effect:
- Unarmed - Blitz Brawl: The user may choose to combo two unarmed attacks together, using the timing of the higher AP action regardless of the order of both attacks. If the first hits, the second one hitting will automatically suppress the target for .5 Ap. If the first misses but the second one hits, the first will be rerolled at the end of the second attack, but cannot inflict suppression.
May be used once per target, per round.

[3] Heavy Handed
Effect:
- The Great Weapon augment does not take up an augment slot, and the user may perform the following special action;

Special Action - Cleave: A Great Weapon's attack that hit may move on to a new target at -1 Accuracy and +5% damage; this repeats until the attack misses a target, or the user has hit all designated targets. The same target cannot be hit twice, and the attack which this is used with cannot hit multiple targets through any effect other than this special action. After use, requires a full round of cooldown.

[4] Implacable
Effect:
- While equipped with either the Light Armor or Heavy Armor item, the user ignores the first Bleeding, Suppression, Called Shot, or Secondary Effect inflicted upon them during each round. This applies only to the first action to inflict any of these, but will cover the entire action (if a multihit). If this action would inflict multiple of these, they would all be nulled.

Special Action: When hit by a Critical attack while wearing Light Armor or Heavy Armor, the user may reflexively pay 1 AP to reduce the damage of a Critical Hit to that of a normal Full hit. The user pays CP equal to half the negated damage. For example, if a 2000 damage attack crits for 4000, the user may pay 1 AP and 1000 CP to reduce the damage to 2000. This may be used once per round with Light Armor, but has no usage limits with Heavy Armor.

[5] Quickdraw
Effect:
- Drawing weapons costs 0 AP. In addition, the user may sheath their active weapon once per round for 0 AP.

Notes:
-Using the item still costs normal AP.

[6] Initiative
Effect:
- The user is capable of prioritizing 1 AP worth of actions per round which are modded as 0 AP but all costs are paid as normal.

Notes:
- This does not include Binds.
- Does not stack with other AP-prioritizing abilities (such as Seikon's Unreal Celerity).

[7] Conservative Motion
Effect:
- Jutsu effects that would increase Chakra Costs are negated.
- All Effects that have a chance of causing the user's action to fail are halved and all AP increasing effects are negated.

Notes:
- Conservative Motion's effects only apply to debuffs placed upon the user by opponents. It does not apply to AP or CP increases incurred through using Special Actions or self-inflicted AP or CP penalties.
- Does not apply to Suppression.

[8] Jutsu Mastery
Effect:
- All Jutsu cost -10% Chakra, this includes Maintains.
- All Chakra cost penalties from choosing to use 'Special Actions' are halved.

Custom Weapons:

Hands!
- Weapon Damage Type: Unarmed (Suppression)
- Damage Modifier: +10% bonus damage
- Accuracy Modifier: -2 accuracy
- Augments: Great Weapon, Vampiric, Free Flow


Equipment:
- Coming Soon -

[fontsize="14"]Elemental Affinities: [/fontsize]
[fontsize="12"]Base Elements: Major Affinity
- Earth
- Water
- Thunder
- Wind

Base Elements: Minor Affinity
- Non-Elemental

Advanced Elements:
- Ice
- Photon
- Storm
- *Coming Soon!* [/fontsize]


[fontsize="14"]Genjutsu Affinities: [/fontsize]
[fontsize="12"]Sensory Knowledge
- Coming soon

Sensory Mastery
- Coming soon! [/fontsize]



*Note: Sorry about that! I'm still kind of rusty so I'll be "rough around the edges" for awhile. I appreciate your patience.*
 

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