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:

Juzo's Dojo (capped)

Hanone

Well-Known Ninja
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Juzo a.k.a. Malice

Docta! Docta!
HP: (55+15lvl) x 600 = 42,000
CP: (40+15lvl) x 600 = 33,000
Class Bonus: +4 Stealth and Awareness, +1 Accuracy
High: Melee Accuracy
Average: Evasion, Genjutsu Save, Ninjutsu Accuracy, Genjutsu DC
Low: Ranged Accuracy,

OOC Rank: S

Core Ability: Opportunist

Core Ability Choices:

Sneak Attack<i></i> - Passive (3 points)
Restriction- C Rank and up
Many honor-bound fighters will make sure that their opponent is ready and aware before beginning a fight. Not so with the Opportunist. A turned back is an open target for them, a chance they don’t dare pass up.
Effect: All the user's attacks have a 10% chance of being a Sneak Attack. All Sneak attacks gain +1 Critical and deal x2.5 damage upon a Critical hit; this does not stack with other critical damage modifiers.

Shadow Step<i></i> - Passive (2 points)
Embracing the shadows, opportunists are adept in the art of covert fighting. They remain hidden from their victims until the moment they strike and even then leave their victims wondering where the attacker came from...and where they went.
Effect: The user has a 30% chance at remaining in Stealth after performing a Sneak Attack. Once per round, the user may make a Sneak Attack without being dropped out of Stealth; this may only be done three times per battle.

Counterattack<i></i> - Passive (3 points)
Restriction- B Rank and up
Whenever an enemy misses a swing of the sword or a thrust of the fist, they overextend slightly and leave an opening. In this opening is the chance to strike back and change the course of battle.
Effect: Whenever the opponent misses a melee attack on the user (melee taijutsu included; they may only counter once per jutsu), the user may counterattack for their their current equipped weapon dealing Basic Strike Damage at no cost. This has no limit.

Sniper<i></i> - Modification (2 points)
Restriction- Requires Called Shot
When attacking an enemy by surprise, they cannot react, cannot cover there weaknesses. In that moment, it is extremely easy to hit vital areas. Taking advantage of this, an Opportunist can hit any chosen area with surprising ease.
Effect: When making called shots while in Stealth mode, The user suffers no accuracy penalty.

Slippery Mind<i></i> - Passive (3 points)
As used to their own tricks as they are, it's very difficult to fool an Opportunist with other tricks and illusions. So, too, is it more difficult to put them under Genjutsu than the average ninja.
Effect: +2 to Genjutsu Save and awareness rolls.

Quick Step<i></i> - Boost (1 point) x3 TIMES
Restriction- Can be purchased up to three times
Opportunists have mastered the art of precision attacking, knowing just when and how to catch the opponent off-guard with their attacks. It is very difficult into tricking one with your movements, masters as they are in the art of it already.
Effect: +1 accuracy

Counter Disarm<i></i> - Passive (2 points)
Restriction- C Rank and up
In close combat, whenever a mistake is made, there is the opening to disarm an enemy of their weapon, or cripple an unarmed opponent. That is something an Opportunist knows how best to take advantage of.
Effect: Whenever an opponent misses a melee attack (melee taijutsu included; all hits must miss for one disarm attempt per jutsu, not one disarm attempt per missed hit), the user may attempt to disarm them at -1 melee accuracy. On a full hit, the user grabs the weapon, otherwise the weapon is flung away. If the enemy is unarmed, the user can attempt to cripple their arms or hands at -4 accuracy; if successful, it will increase the called shot rank by one. This penalty does not stack. This may only be done once per round.

Flash Counter<i></i> - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and Up
This jutsu is the ultimate counterattack; defensive and offensive at the same time, leaving no openings and at the same time exploiting all of the enemy’s openings. In the blink of an eye, the user can evade any attack and appear behind the enemy, attacking immediately with utter impunity.
Rank 1: The user automatically dodges the next attack directed at them and appears behind the attacker. The user may then strike with 4 Basic Strikes or attack with any E-D Taijutsu for .5 AP less. These attacks count as sneak attacks, and cannot be countered, detected, or auto-dodged.
Rank 2: The user automatically dodges the next attack directed at them and appears behind the attacker. The user may then strike with 6 Basic Strikes or attack with any E-C Taijutsu for 1 AP less. These attacks count as sneak attacks, and cannot be countered, detected, or auto-dodged.

Cost: 2,500 Cp; 2.5 Ap

Notes:
- This may be used Reactionary.
- This may only be used once a round.

Kinjutsu: n/a

Curse Seals: n/a

Advanced Shop Battle Related Purchases:
+1 Ability Slot (75 CSP) and +2 Custom Class Bonus Points (75 CSP). -150 CSP total.
Class Change: -21CSP. Link -> http://www.ninpocho.com/viewtopic.php?p=59655#p59655
Contract of Choice Card

Abilities:
0. Paramedic
0. Shinobi 101: Ninjutsu - Shadow
1. Release Restraint
2. Bloody Mess
3. Technical Pacifist
4. Acrobatics
5. Stalker
6. Illusionist
7. Human Anatomy
8. Weapon Mastery: Unarmed
9. Called Shot
10. Deflection
11. Strategist

Major Affinities:
1. Earth
2. Fire
3.
4.
5.
6.

Minor Affinities:
1. Non-Elemental
2.
3.
4.
5.
6.

Advanced Elements:
1. Lava (Major)
2. Metal (Minor)
3.
4.

Weapons:

Weapon Name: Malice's Hands
Weapon Type: Unarmed
Damage Type: Unarmed
Acc/Dam Mods: +2 Accuracy, -10% Damage


Special:
1. May use Handseals while armed with an Unarmed Weapon.


Augments
- Overpowering
- Warp Seal
- Crippler

Effects:
-5% Called Shot Chance. - Crippler
-For an additional .5 AP, once every other round, the user can instantly warp after their previous successful Taijutsu attack , allowing them to make a another attack as an instant follow-up. This attack has a 30% chance to count as a sneak attack. Can only be done immediately after the attack was used, and cannot be used with basic strikes. - Warp Seal
-The users Basic Strikes deal x1.5 Damage. - Overpowering

Contracts: n/a
 
Re: Juzo's FAQ (capped)

Juzo said:
Abilities!!!
0. Paramedic

1. Release Restraint: = http://www.ninpocho.com/viewtopic.php?f=213&t=5411

The spite of many shinobi are jutsu of a binding nature. They can impede movement, halt progress and downright put a major kink into any worthwhile strategy. For some, this is enough to diligently train themselves in the few ways to break free of such traps. Juzo was one such soul who spent many a sleepless night planning different ways to break free, should he find himself bound. Because there are so few ways to actually accomplish such a feat, it was a relatively short lived endeavor, maybe taking up the timespan of three months. To this day, it only requires a day of re-visiting, per month, to keep himself alert and ready to break free from any jutsu that would seek to limit his independence.

WC: 126



2. Bloody Mess: = http://www.ninpocho.com/viewtopic.php?f=213&t=5412

A surgeon is precise, controlled and, above all else, careful. Not because this is always their nature or because they always want to do it that way. But because they are trained and educated enough to have the skillset allowing them to do so. What many people don't consider is that this also means these same people have immeasurable skills in doing the opposite; namely making a big gory mess. Juzo, while a precise scientist and top notch surgeon, was also an incredibly veteran shinobi in his own right. Being the only surviving member of his genin team, and one of the few Chuunin from his generation still alive, makes him much older than the average forced retirement (read: death) age for most shinobi. The years of experience and his wealth of knowledge directly contribute to the level of gory mess he can make when engaging opponents.

WC: 147



3. Technical Pacifist = http://www.ninpocho.com/viewtopic.php?f=213&t=5410

Aside from being a skill shinobi and quite proficient with breaking binds, Juzo is also adept at weapon disarming. His opportunistic nature offers him many different advantages in shinobi warfare, due to its mechanics, but it extends even further into his reflexes than most of his other personality traits. It comes as nearly second nature, in all honesty. Most of the time he does not even need to think about the conscious action. Yet his record for disarming opponents is nearly as high as his successful surgery rate. Which is saying something when your talking about a 2 decade veteran of the Medic branch of Sunagakure.

WC: 106



4. Acrobatics = http://www.ninpocho.com/viewtopic.php?f=213&t=5405

Most shinobi will have one thing to say about the jutsu 'Body Switch', and Juzo is no different. It is an excellent concept that works exceptionally well against nearly any technique. But sometimes it just isn't enough if your opponent can rapidly direct large amounts of chakra towards you. It is kind of a one trick pony that loses its luster if it is used too often. Which is why Juzo took extra precautions against such a predicament. The young man, at the time, spent years perfecting his technique, as well as developing one or two alternative versions, just so he could pull the wool over his opponents eyes. Luckily, as it would have been a waste of time otherwise, for him it paid off quite well.

WC: 127



5. Stalker = http://www.ninpocho.com/viewtopic.php?f=213&t=5397

A shinobi, traditionally, was defined by his ability to hide in the shadows and attack when the moment provided itself. Or whenever was most opportune. But that was, for most, a tired old tradition which was made mostly obsolete when shinobi began using chakra more regularly. But Juzo had always been fond of old traditions, as they generally contained hidden wisdom. In this case, he figured how could (potentially) up to a few thousand years of evolution be wrong? Turns out he was right. Using high chakra-powered techniques from stealth was an even better idea, as some others had also discovered. It just took a higher degree of control and practice in order to make it work.

WC: 117



6. Healing Factor = http://www.ninpocho.com/viewtopic.php?f=213&t=5401

Quickening one's own regeneration is actually a fairly common procedure in the modern shinobi world. It offers many immediate benefits, as well as slightly extending the lifespan of the recipient, and can be directly applied to a battle scenario. For Juzo it was a no brainer. It would allow for an endless level of procedures to be done on himself as well as enabling him to survive the hardships of battle much more reliably. Over the years it definitely made itself worth the money he had to pay to have it done. Never once did he ever consider this to be anything less than one of the turning points in his shinobi career.

WC: 113



7. Human Anatomy = http://www.ninpocho.com/viewtopic.php?f=213&t=203

The Medical Branch of Suna is responsible for his immense knowledge in this department. It offered the education and training he needed in order to become proficient enough to apply it to any fight. It is said that those who become masters of this art can perform in a sword dual, against a live steel sword, with nothing but a bokken. And win. Rupturing organs and breaking bones are enough to induce death when performed by a skilled hand. Due to this knowledge, Juzo has practiced daily on better and newer ways for him to attack vital points in the body without breaking the skin. One day he hopes to achieve such a feat as the old grandmasters of old.

WC: 120



8. Weapon Mastery: Unarmed = http://www.ninpocho.com/viewtopic.php?f=213&t=5386

All shinobi should be a master of whatever weapon they head into battle with. In Malice's case, and due to his weapons being his hands, he has spent his entire lifetime honing those skills to razor sharp precision. The dexterity from it assists his surgeries, the strength improves his ability to fight at close quarters and the confidence goes a long way to furthering his own goals. It is a simple routine built up from generations of Sunan's perfecting taijutsu to a science. And science is something he can understand very easily. Despite this, he is far from being considered any great authority. His own strategy derives the physical aspects it needs but only to a certain point.

WC: 118



9. Called Shot = http://www.ninpocho.com/viewtopic.php?f=213&t=223

Being precise is every Medic's goal. There is the general need to be precise with Human Anatomy so that they can perform surgeries and injure their opponents efficiently. But there is another sort of accuracy that lends itself well to those who find themselves facing fights even semi-regularly. That is the precise attacking of important movements centers of the body. It can be used to rip a weapon from an opponents grip, strike the heart, break bones and lend ghastly wounds that will haunt all but the most iron-stomached doctors and psychopaths. Juzo has taken this to a whole new level and taken it to unprecedented levels.

WC: 107



10. Deflection = http://www.ninpocho.com/viewtopic.php?f=213&t=213

Redirecting attacks that miss himself is another amusing tactic he developed that helped him survive through many tough situations. For many years he didn't really reflect on where he got this skill from but in his late twenties he connected it to, like many of his more beneficial skills and abilities, to his opportunistic nature. And again, like he did every few months during a moment of clarity, he was thankful for that nature. Shortly before getting back to his schemes and plans for the future. And as for the skill of deflection, he continued to practice and train himself, knowing one day his life might rely on this basic technique.

WC: 111



11. Strategist = http://www.ninpocho.com/viewtopic.php?f=213&t=151

Being strategic is more than making a plan or even keeping to it. It is a state of mind. A mentality that has to be uninterruptable. Anything that goes counter to your strategy, like instinct or a "gut-feeling", has to be ignored. For some this isn't possible as their plans and strategies are doomed to fail and their gut instinct might be the only thing that will save them. For Juzo, who has analyzed innumerable fights, participated in several dozen of his own, it is imperative he sticks to what he knows. Which is why the plan itself is always made flexible, like a shinobi, in order to fully predict the complex nature of attacks that might be directed towards himself.

WC: 121










CA Choices:
Sneak Attack<i></i> - Passive (3 points)
Restriction- C Rank and up
Many honor-bound fighters will make sure that their opponent is ready and aware before beginning a fight. Not so with the Opportunist. A turned back is an open target for them, a chance they don’t dare pass up.
Effect: All the user's attacks have a 10% chance of being a Sneak Attack. All Sneak attacks gain +1 Critical and deal x2.5 damage upon a Critical hit; this does not stack with other critical damage modifiers.

Shadow Step<i></i> - Passive (2 points)
Embracing the shadows, opportunists are adept in the art of covert fighting. They remain hidden from their victims until the moment they strike and even then leave their victims wondering where the attacker came from...and where they went.
Effect: The user has a 30% chance at remaining in Stealth after performing a Sneak Attack. Once per round, the user may make a Sneak Attack without being dropped out of Stealth; this may only be done three times per battle.

Counterattack<i></i> - Passive (3 points)
Restriction- B Rank and up
Whenever an enemy misses a swing of the sword or a thrust of the fist, they overextend slightly and leave an opening. In this opening is the chance to strike back and change the course of battle.
Effect: Whenever the opponent misses a melee attack on the user (melee taijutsu included; they may only counter once per jutsu), the user may counterattack for their their current equipped weapon dealing Basic Strike Damage at no cost. This has no limit.

Sniper<i></i> - Modification (2 points)
Restriction- Requires Called Shot
When attacking an enemy by surprise, they cannot react, cannot cover there weaknesses. In that moment, it is extremely easy to hit vital areas. Taking advantage of this, an Opportunist can hit any chosen area with surprising ease.
Effect: When making called shots while in Stealth mode, The user suffers no accuracy penalty.

Slippery Mind<i></i> - Passive (3 points)
As used to their own tricks as they are, it's very difficult to fool an Opportunist with other tricks and illusions. So, too, is it more difficult to put them under Genjutsu than the average ninja.
Effect: +2 to Genjutsu Save and awareness rolls.

Quick Step<i></i> - Boost (1 point) x3 TIMES
Restriction- Can be purchased up to three times
Opportunists have mastered the art of precision attacking, knowing just when and how to catch the opponent off-guard with their attacks. It is very difficult into tricking one with your movements, masters as they are in the art of it already.
Effect: +1 accuracy

Counter Disarm<i></i> - Passive (2 points)
Restriction- C Rank and up
In close combat, whenever a mistake is made, there is the opening to disarm an enemy of their weapon, or cripple an unarmed opponent. That is something an Opportunist knows how best to take advantage of.
Effect: Whenever an opponent misses a melee attack (melee taijutsu included; all hits must miss for one disarm attempt per jutsu, not one disarm attempt per missed hit), the user may attempt to disarm them at -1 melee accuracy. On a full hit, the user grabs the weapon, otherwise the weapon is flung away. If the enemy is unarmed, the user can attempt to cripple their arms or hands at -4 accuracy; if successful, it will increase the called shot rank by one. This penalty does not stack. This may only be done once per round.

Flash Counter<i></i> - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and Up
This jutsu is the ultimate counterattack; defensive and offensive at the same time, leaving no openings and at the same time exploiting all of the enemy’s openings. In the blink of an eye, the user can evade any attack and appear behind the enemy, attacking immediately with utter impunity.
Rank 1: The user automatically dodges the next attack directed at them and appears behind the attacker. The user may then strike with 4 Basic Strikes or attack with any E-D Taijutsu for .5 AP less. These attacks count as sneak attacks, and cannot be countered, detected, or auto-dodged.
Rank 2: The user automatically dodges the next attack directed at them and appears behind the attacker. The user may then strike with 6 Basic Strikes or attack with any E-C Taijutsu for 1 AP less. These attacks count as sneak attacks, and cannot be countered, detected, or auto-dodged.

Cost: 2,500 Cp; 2.5 Ap

Notes:
- This may be used Reactionary.
- This may only be used once a round.




Affinities:
Major Affinities:
1. Earth (Free Major)
2. Fire (Free Minor + Half Fire jutsu Mastered)
3.
4.
5.
6.

Minor Affinities:
1. Non-Elemental (half N/E Jutsu Mastered)
2.
3.
4.
5.
6.

Advanced Elements:
1. Lava
2. Metal
3.
4.


Lava RP:
Lava is vital to the function of the planet as a whole. It also, just so happens, to make up most of the planet as well making it a clear choice when Juzo began researching his options as a teenager. It was the time when he was required to begin specializing and creating his own method of fighting. Lava suited him fine. It was threatening and defensive, abundant, and above all else it played into his strategy of attacking from the shadows. Just pulling lava up from the ground was considerably distracting and oftentimes enough to get him into stealth where he could wreak havoc.

In learning this rare element, due to his natural inclination towards Earth and Fire elements, he found it fitted quite well. Like a glove one could say. It made surviving a battle much easier, as opposed to before he learned the lava element, when facing opponents who relied on ninjutsu or taijutsu. Which provided him with enough of a defense to make it through the first few really tough fights he was forced into. The experience furthered his understanding of how to manipulate the element which proved devastating for his future opponents. Being a Sunan means he is always below the surface of the Earth, basking in the radiance of its internal heat and continuing his education on the powerful element. It always has something new to show him or teach him. Much like the Molten Armor he has learned to cover himself in, causing much pain for those who attempt to injure him at melee range.

While the ability to open the floor beneath opponents has proved equaling as effective as it temporarily disorients their movements. As well as causing substantial burns to any part of the body which is unlucky enough to fall into the magma bubbling below the surface.

WC: 307


Metal RP:
The second ninjutsu element he learned was none other than Metal. It suited him, being an Earth user and all, and also served his purposes much like the aforementioned lava. It was offensive and defenseive, a fair compromise, as well as full of utility. And due to the fact that most men prefered to use metal for crafting most everything, he had a large source at all times nearby. Not to mention what he could do to buildings, hallways, and doors through a simple application of chakra. In fact, it was so helpful that he wondered why more shinobi didn't learn it. Not only was he adept at picklocking, without a need to actually touch the lock, but he could restrain any being quite well. In his specialty, demon research and study, it is even more helpful as it seems to be double effective at holding down the little imps.

By the time he was twenty-five he was quite proficient with this element, though he used it for limited purposes. It had begun to fall into a utilitarian purpose really, mostly due to his reliance on lava, but a around age twenty-nine he found himself in a fight where he could not access lava. To this day he doesn't understand how it worked but he was forced to rely on taijutsu and his metal element which he used to poison his opponent in a twist almost too good to be true. From that day on Juzo knew exactly what to do with his element and its advanced usage. Luckily, this too served his purpose of remaining in stealth while inflicting massive damage onto his would be attackers.

In the end he ended up incorporating it into his fighting style without much effort. It became a part of him and it even helped further his own experiments into body modification.

WC: 309









Advanced Shop Battle Related Purchases: +1 Ability Slot (75 CSP) and +2 Custom Class Bonus Points (75 CSP). -150 CSP total




Custom Class Changes
Docta! Docta!
HP: (50+15lvl) x 600 = 39,000
CP: (40+15lvl) x 600 = 33,000
Class Bonus: +4 Stealth and Awareness, +1 Accuracy
High: Melee Accuracy
Average: Evasion, Genjutsu Save, Ninjutsu Accuracy, Ranged Accuracy, Genjutsu DC
Low: none

3pt.
1x +2 Stealth and Awareness
1x +2 Stealth and Awareness

1 pt.
1x +.5 Accuracy
1x +.5 Accuracy

Totals:

+4 Stealth and Awareness
+1 Accuracy






Weapons:
Weapon Name: Malice's Hands
Weapon Type: Unarmed
Damage Type: Unarmed
Acc/Dam Mods: +2 Accuracy, -10% Damage


Special:
1. May use Handseals while armed with an Unarmed Weapon.


Augments
- Overpowering
- Warp Seal
- Crippler

Effects:
-5% Called Shot Chance. - Crippler
-For an additional .5 AP, once every other round, the user can instantly warp after their previous successful Taijutsu attack , allowing them to make a another attack as an instant follow-up. This attack has a 30% chance to count as a sneak attack. Can only be done immediately after the attack was used, and cannot be used with basic strikes. - Warp Seal
-The users Basic Strikes deal x1.5 Damage. - Overpowering
 
Re: Juzo's FAQ (capped)

Juzo said:
Juzo said:
Abilities!!!
0. Paramedic

1. Release Restraint: = http://www.ninpocho.com/viewtopic.php?f=213&t=5411

The spite of many shinobi are jutsu of a binding nature. They can impede movement, halt progress and downright put a major kink into any worthwhile strategy. For some, this is enough to diligently train themselves in the few ways to break free of such traps. Juzo was one such soul who spent many a sleepless night planning different ways to break free, should he find himself bound. Because there are so few ways to actually accomplish such a feat, it was a relatively short lived endeavor, maybe taking up the timespan of three months. To this day, it only requires a day of re-visiting, per month, to keep himself alert and ready to break free from any jutsu that would seek to limit his independence.

WC: 126



2. Bloody Mess: = http://www.ninpocho.com/viewtopic.php?f=213&t=5412

A surgeon is precise, controlled and, above all else, careful. Not because this is always their nature or because they always want to do it that way. But because they are trained and educated enough to have the skillset allowing them to do so. What many people don't consider is that this also means these same people have immeasurable skills in doing the opposite; namely making a big gory mess. Juzo, while a precise scientist and top notch surgeon, was also an incredibly veteran shinobi in his own right. Being the only surviving member of his genin team, and one of the few Chuunin from his generation still alive, makes him much older than the average forced retirement (read: death) age for most shinobi. The years of experience and his wealth of knowledge directly contribute to the level of gory mess he can make when engaging opponents.

WC: 147



3. Technical Pacifist = http://www.ninpocho.com/viewtopic.php?f=213&t=5410

Aside from being a skill shinobi and quite proficient with breaking binds, Juzo is also adept at weapon disarming. His opportunistic nature offers him many different advantages in shinobi warfare, due to its mechanics, but it extends even further into his reflexes than most of his other personality traits. It comes as nearly second nature, in all honesty. Most of the time he does not even need to think about the conscious action. Yet his record for disarming opponents is nearly as high as his successful surgery rate. Which is saying something when your talking about a 2 decade veteran of the Medic branch of Sunagakure.

WC: 106



4. Acrobatics = http://www.ninpocho.com/viewtopic.php?f=213&t=5405

Most shinobi will have one thing to say about the jutsu 'Body Switch', and Juzo is no different. It is an excellent concept that works exceptionally well against nearly any technique. But sometimes it just isn't enough if your opponent can rapidly direct large amounts of chakra towards you. It is kind of a one trick pony that loses its luster if it is used too often. Which is why Juzo took extra precautions against such a predicament. The young man, at the time, spent years perfecting his technique, as well as developing one or two alternative versions, just so he could pull the wool over his opponents eyes. Luckily, as it would have been a waste of time otherwise, for him it paid off quite well.

WC: 127



5. Stalker = http://www.ninpocho.com/viewtopic.php?f=213&t=5397

A shinobi, traditionally, was defined by his ability to hide in the shadows and attack when the moment provided itself. Or whenever was most opportune. But that was, for most, a tired old tradition which was made mostly obsolete when shinobi began using chakra more regularly. But Juzo had always been fond of old traditions, as they generally contained hidden wisdom. In this case, he figured how could (potentially) up to a few thousand years of evolution be wrong? Turns out he was right. Using high chakra-powered techniques from stealth was an even better idea, as some others had also discovered. It just took a higher degree of control and practice in order to make it work.

WC: 117



6. Healing Factor = http://www.ninpocho.com/viewtopic.php?f=213&t=5401

Quickening one's own regeneration is actually a fairly common procedure in the modern shinobi world. It offers many immediate benefits, as well as slightly extending the lifespan of the recipient, and can be directly applied to a battle scenario. For Juzo it was a no brainer. It would allow for an endless level of procedures to be done on himself as well as enabling him to survive the hardships of battle much more reliably. Over the years it definitely made itself worth the money he had to pay to have it done. Never once did he ever consider this to be anything less than one of the turning points in his shinobi career.

WC: 113



7. Human Anatomy = http://www.ninpocho.com/viewtopic.php?f=213&t=203

The Medical Branch of Suna is responsible for his immense knowledge in this department. It offered the education and training he needed in order to become proficient enough to apply it to any fight. It is said that those who become masters of this art can perform in a sword dual, against a live steel sword, with nothing but a bokken. And win. Rupturing organs and breaking bones are enough to induce death when performed by a skilled hand. Due to this knowledge, Juzo has practiced daily on better and newer ways for him to attack vital points in the body without breaking the skin. One day he hopes to achieve such a feat as the old grandmasters of old.

WC: 120



8. Weapon Mastery: Unarmed = http://www.ninpocho.com/viewtopic.php?f=213&t=5386

All shinobi should be a master of whatever weapon they head into battle with. In Malice's case, and due to his weapons being his hands, he has spent his entire lifetime honing those skills to razor sharp precision. The dexterity from it assists his surgeries, the strength improves his ability to fight at close quarters and the confidence goes a long way to furthering his own goals. It is a simple routine built up from generations of Sunan's perfecting taijutsu to a science. And science is something he can understand very easily. Despite this, he is far from being considered any great authority. His own strategy derives the physical aspects it needs but only to a certain point.

WC: 118



9. Called Shot = http://www.ninpocho.com/viewtopic.php?f=213&t=223

Being precise is every Medic's goal. There is the general need to be precise with Human Anatomy so that they can perform surgeries and injure their opponents efficiently. But there is another sort of accuracy that lends itself well to those who find themselves facing fights even semi-regularly. That is the precise attacking of important movements centers of the body. It can be used to rip a weapon from an opponents grip, strike the heart, break bones and lend ghastly wounds that will haunt all but the most iron-stomached doctors and psychopaths. Juzo has taken this to a whole new level and taken it to unprecedented levels.

WC: 107



10. Deflection = http://www.ninpocho.com/viewtopic.php?f=213&t=213

Redirecting attacks that miss himself is another amusing tactic he developed that helped him survive through many tough situations. For many years he didn't really reflect on where he got this skill from but in his late twenties he connected it to, like many of his more beneficial skills and abilities, to his opportunistic nature. And again, like he did every few months during a moment of clarity, he was thankful for that nature. Shortly before getting back to his schemes and plans for the future. And as for the skill of deflection, he continued to practice and train himself, knowing one day his life might rely on this basic technique.

WC: 111



11. Strategist = http://www.ninpocho.com/viewtopic.php?f=213&t=151

Being strategic is more than making a plan or even keeping to it. It is a state of mind. A mentality that has to be uninterruptable. Anything that goes counter to your strategy, like instinct or a "gut-feeling", has to be ignored. For some this isn't possible as their plans and strategies are doomed to fail and their gut instinct might be the only thing that will save them. For Juzo, who has analyzed innumerable fights, participated in several dozen of his own, it is imperative he sticks to what he knows. Which is why the plan itself is always made flexible, like a shinobi, in order to fully predict the complex nature of attacks that might be directed towards himself.

WC: 121










CA Choices:
Sneak Attack<i></i> - Passive (3 points)
Restriction- C Rank and up
Many honor-bound fighters will make sure that their opponent is ready and aware before beginning a fight. Not so with the Opportunist. A turned back is an open target for them, a chance they don’t dare pass up.
Effect: All the user's attacks have a 10% chance of being a Sneak Attack. All Sneak attacks gain +1 Critical and deal x2.5 damage upon a Critical hit; this does not stack with other critical damage modifiers.

Shadow Step<i></i> - Passive (2 points)
Embracing the shadows, opportunists are adept in the art of covert fighting. They remain hidden from their victims until the moment they strike and even then leave their victims wondering where the attacker came from...and where they went.
Effect: The user has a 30% chance at remaining in Stealth after performing a Sneak Attack. Once per round, the user may make a Sneak Attack without being dropped out of Stealth; this may only be done three times per battle.

Counterattack<i></i> - Passive (3 points)
Restriction- B Rank and up
Whenever an enemy misses a swing of the sword or a thrust of the fist, they overextend slightly and leave an opening. In this opening is the chance to strike back and change the course of battle.
Effect: Whenever the opponent misses a melee attack on the user (melee taijutsu included; they may only counter once per jutsu), the user may counterattack for their their current equipped weapon dealing Basic Strike Damage at no cost. This has no limit.

Sniper<i></i> - Modification (2 points)
Restriction- Requires Called Shot
When attacking an enemy by surprise, they cannot react, cannot cover there weaknesses. In that moment, it is extremely easy to hit vital areas. Taking advantage of this, an Opportunist can hit any chosen area with surprising ease.
Effect: When making called shots while in Stealth mode, The user suffers no accuracy penalty.

Slippery Mind<i></i> - Passive (3 points)
As used to their own tricks as they are, it's very difficult to fool an Opportunist with other tricks and illusions. So, too, is it more difficult to put them under Genjutsu than the average ninja.
Effect: +2 to Genjutsu Save and awareness rolls.

Quick Step<i></i> - Boost (1 point) x3 TIMES
Restriction- Can be purchased up to three times
Opportunists have mastered the art of precision attacking, knowing just when and how to catch the opponent off-guard with their attacks. It is very difficult into tricking one with your movements, masters as they are in the art of it already.
Effect: +1 accuracy

Counter Disarm<i></i> - Passive (2 points)
Restriction- C Rank and up
In close combat, whenever a mistake is made, there is the opening to disarm an enemy of their weapon, or cripple an unarmed opponent. That is something an Opportunist knows how best to take advantage of.
Effect: Whenever an opponent misses a melee attack (melee taijutsu included; all hits must miss for one disarm attempt per jutsu, not one disarm attempt per missed hit), the user may attempt to disarm them at -1 melee accuracy. On a full hit, the user grabs the weapon, otherwise the weapon is flung away. If the enemy is unarmed, the user can attempt to cripple their arms or hands at -4 accuracy; if successful, it will increase the called shot rank by one. This penalty does not stack. This may only be done once per round.

Flash Counter<i></i> - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and Up
This jutsu is the ultimate counterattack; defensive and offensive at the same time, leaving no openings and at the same time exploiting all of the enemy’s openings. In the blink of an eye, the user can evade any attack and appear behind the enemy, attacking immediately with utter impunity.
Rank 1: The user automatically dodges the next attack directed at them and appears behind the attacker. The user may then strike with 4 Basic Strikes or attack with any E-D Taijutsu for .5 AP less. These attacks count as sneak attacks, and cannot be countered, detected, or auto-dodged.
Rank 2: The user automatically dodges the next attack directed at them and appears behind the attacker. The user may then strike with 6 Basic Strikes or attack with any E-C Taijutsu for 1 AP less. These attacks count as sneak attacks, and cannot be countered, detected, or auto-dodged.

Cost: 2,500 Cp; 2.5 Ap

Notes:
- This may be used Reactionary.
- This may only be used once a round.




Affinities:
Major Affinities:
1. Earth (Free Major)
2. Fire (Free Minor + Half Fire jutsu Mastered)
3.
4.
5.
6.

Minor Affinities:
1. Non-Elemental (half N/E Jutsu Mastered)
2.
3.
4.
5.
6.

Advanced Elements:
1. Lava
2. Metal
3.
4.


Lava RP:
Lava is vital to the function of the planet as a whole. It also, just so happens, to make up most of the planet as well making it a clear choice when Juzo began researching his options as a teenager. It was the time when he was required to begin specializing and creating his own method of fighting. Lava suited him fine. It was threatening and defensive, abundant, and above all else it played into his strategy of attacking from the shadows. Just pulling lava up from the ground was considerably distracting and oftentimes enough to get him into stealth where he could wreak havoc.

In learning this rare element, due to his natural inclination towards Earth and Fire elements, he found it fitted quite well. Like a glove one could say. It made surviving a battle much easier, as opposed to before he learned the lava element, when facing opponents who relied on ninjutsu or taijutsu. Which provided him with enough of a defense to make it through the first few really tough fights he was forced into. The experience furthered his understanding of how to manipulate the element which proved devastating for his future opponents. Being a Sunan means he is always below the surface of the Earth, basking in the radiance of its internal heat and continuing his education on the powerful element. It always has something new to show him or teach him. Much like the Molten Armor he has learned to cover himself in, causing much pain for those who attempt to injure him at melee range.

While the ability to open the floor beneath opponents has proved equaling as effective as it temporarily disorients their movements. As well as causing substantial burns to any part of the body which is unlucky enough to fall into the magma bubbling below the surface.

WC: 307


Metal RP:
The second ninjutsu element he learned was none other than Metal. It suited him, being an Earth user and all, and also served his purposes much like the aforementioned lava. It was offensive and defenseive, a fair compromise, as well as full of utility. And due to the fact that most men prefered to use metal for crafting most everything, he had a large source at all times nearby. Not to mention what he could do to buildings, hallways, and doors through a simple application of chakra. In fact, it was so helpful that he wondered why more shinobi didn't learn it. Not only was he adept at picklocking, without a need to actually touch the lock, but he could restrain any being quite well. In his specialty, demon research and study, it is even more helpful as it seems to be double effective at holding down the little imps.

By the time he was twenty-five he was quite proficient with this element, though he used it for limited purposes. It had begun to fall into a utilitarian purpose really, mostly due to his reliance on lava, but a around age twenty-nine he found himself in a fight where he could not access lava. To this day he doesn't understand how it worked but he was forced to rely on taijutsu and his metal element which he used to poison his opponent in a twist almost too good to be true. From that day on Juzo knew exactly what to do with his element and its advanced usage. Luckily, this too served his purpose of remaining in stealth while inflicting massive damage onto his would be attackers.

In the end he ended up incorporating it into his fighting style without much effort. It became a part of him and it even helped further his own experiments into body modification.

WC: 309









Advanced Shop Battle Related Purchases: +1 Ability Slot (75 CSP) and +2 Custom Class Bonus Points (75 CSP). -150 CSP total




Custom Class Changes
Docta! Docta!
HP: (50+15lvl) x 600 = 39,000
CP: (40+15lvl) x 600 = 33,000
Class Bonus: +4 Stealth and Awareness, +1 Accuracy
High: Melee Accuracy
Average: Evasion, Genjutsu Save, Ninjutsu Accuracy, Ranged Accuracy, Genjutsu DC
Low: none

3pt.
1x +2 Stealth and Awareness
1x +2 Stealth and Awareness

1 pt.
1x +.5 Accuracy
1x +.5 Accuracy

Totals:

+4 Stealth and Awareness
+1 Accuracy






Weapons:
Weapon Name: Malice's Hands
Weapon Type: Unarmed
Damage Type: Unarmed
Acc/Dam Mods: +2 Accuracy, -10% Damage


Special:
1. May use Handseals while armed with an Unarmed Weapon.


Augments
- Overpowering
- Warp Seal
- Crippler

Effects:
-5% Called Shot Chance. - Crippler
-For an additional .5 AP, once every other round, the user can instantly warp after their previous successful Taijutsu attack , allowing them to make a another attack as an instant follow-up. This attack has a 30% chance to count as a sneak attack. Can only be done immediately after the attack was used, and cannot be used with basic strikes. - Warp Seal
-The users Basic Strikes deal x1.5 Damage. - Overpowering


Approved
 
Re: Juzo's FAQ (capped)

Dropping 'Healing Factor' from my ability list and replacing with 'Illusionist'.

Rp:
As a young man Juzo had decided to incorporate all jutsu into his fighting style. But he found he lacked the natural ability to use Genjutsu like the Uchiha clan. This was unacceptable to the young perfectionist so he began formulating a plan. The first few variations were unsuccessful, to put it mildly, and on more than one occasion he almost lost his life because of it. But then he began to do like he did with all other techniques, attempt them from stealth. This gave him the advantage of cover as well as a slight boost to his chance of success. This success paved the way for his further training in masking his opponents senses from stealth. Time and time again this skill has proved itself useful.

WC: 128
 
Re: Juzo's FAQ (capped)

Juzo said:
Dropping 'Healing Factor' from my ability list and replacing with 'Illusionist'.

Rp:
As a young man Juzo had decided to incorporate all jutsu into his fighting style. But he found he lacked the natural ability to use Genjutsu like the Uchiha clan. This was unacceptable to the young perfectionist so he began formulating a plan. The first few variations were unsuccessful, to put it mildly, and on more than one occasion he almost lost his life because of it. But then he began to do like he did with all other techniques, attempt them from stealth. This gave him the advantage of cover as well as a slight boost to his chance of success. This success paved the way for his further training in masking his opponents senses from stealth. Time and time again this skill has proved itself useful.

WC: 128

Looks good. Approved.
 
Re: Juzo's FAQ (capped)

Going to change my custom class. For one, the name should be 'Docta! Docta!'.

Going to use 21 advanced points to change class as well. Dropping 'Ranged Accuracy' into low, which gives me 5 more points to distribute between CP and HP mods. Going to put the extra 5 into my HP mod.

Thanks!
 
Re: Juzo's FAQ (capped)

Juzo said:
Going to change my custom class. For one, the name should be 'Docta! Docta!'.

Going to use 21 advanced points to change class as well. Dropping 'Ranged Accuracy' into low, which gives me 5 more points to distribute between CP and HP mods. Going to put the extra 5 into my HP mod.

Thanks!

Approved & Done~
 
Re: Juzo's FAQ (capped)

Activating Shinobi 101 Ninjutsu: Shadow. Also going to activate my final ability, as it seems like the system was giving +1 to everyones ability capacity. In this case... Conservative Motion is my choice.



Rp:
Patience, attention to detail and a healthy respect for power. Juzo had always practiced the shinobi arts in relative safety. And why shouldn't he? The notes and instruction of several generations of shinobi were available in Suna. But the medic of Suna knew it only meant it was a theoretical training and absent real threat. This was not proper and so he set task for himself. Goals both short and long term in order to maintain focus and discipline. The realities of missions instilled in him a great urgency to maintain his calm and to conserve his chakra whenever possible. One such mission involved the rescue of a shepherd's prized sheep during a particularly slow year during his genin days. While it may not have been an extremely powerful foe, it was evenly matched to the mans younger self. The drawn out battle taught him much about attrition and the way it could take its toll on a shinobi. Luckily stealth and a bit of ingenuity go a long way in the shinobi world.
WC: 174
 
Re: Juzo's FAQ (capped)

Can still only get 11 normal abilities but there is a capped shop item that gives you an additional Ability Slot. I added some of the Ability information as an announcement to this forum along with the Capped Shop information to make it easier for everyone to reference because they are not in the place(s) I would have expected to find them either.

Added Shinobi 101
<i></i>
 

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