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:

Kogami Ayumu's Reckless Recreation Center [Dojo]

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  • Username: Kogami Ayumu
  • Profile Link: http://www.ninpocho.com/viewtopic.php?f=77&t=1630
  • Training Link: http://www.ninpocho.com/viewtopic.php?f=79&t=2747
  • OCR/Character Creation Link: https://ninpocho.com/viewtopic.php?f=366&t=2476
  • In Character Rank: Raikage
  • Out of character rank: S-Rank
  • Elemental Affinities: See affinity section: Here
    • Majors:
      Fire(Free), Wind(All Mastered), Water(All Mastered), Lightning(All Mastered), Non-Elemental(All Mastered), Kinesis(All Mastered), Radiation(All Mastered), Storm(All Mastered), Photon(All Mastered), Vapor(All Mastered), Medical(All Mastered), ANBU(All Mastered), Kinetic Genjutsu(All Mastered)
    • Minors:
      ---
  • Character class:
    • Raikage Extraordinaire
    • HP: (55+lvl) x stamina
    • CP: (50+lvl) x chakra control
    • Class Bonus: +1 Acc (Class Point Card)
    • High: Ninjutsu Accuracy
    • Average: Dodge, Genjutsu Save
    • Low: Melee Accuracy, Ranged Accuracy, Genjutsu Difficulty
  • Character class approval: https://www.ninpocho.com/viewtopic.php?p=280547&sid=42d3d62fc0f104343c3943df903abf24#p280547
  • Class point card ASP purchase: https://www.ninpocho.com/viewtopic.php?p=122934#p122934
Abilities:
0. Paramedic <Branch Ability>
Approval
0. Shinobi 101 <Kinetic Genjutsu uses Ninjutsu Acc>
Approval
1. Quickdraw
Approval
2. Duelist
Approval
3. Healing Factor
Approval
4. Clumsiness
Approval
5. Contract Mastery - Toad
Approval
6. Willpower
Approval
7. Insight
Approval
8. Elemental Illusion
Approval
9. Strategist*
Approval
10. Kinjutsu
11. Kinjutsu
12. Kinjutsu <Ability Card>

1. Basic Strike w/ Tempest
2. Basic Strike w/ Tempest
3. Basic Strike w/ Tempest
4/5. Prepared Medical Ward (Mastered)

Core Ability [Chakra Attuned]:
Chakra Attuned
Current Power Level: 3600
CA Approval
Link to approved CA ability point distribution(CA only)

Spirit Boost - Boost (2 point)
Normalize - Passive (2 points)
Energy Boost - Boost x2 (2 points)
Recharge - Passive (2 point)
Chakra Retainer - Passive (2 points)
One-Handed Seals - Passive (2 points)
Pressure - Passive (3 points)
Strike the Spirit - Dependent Special Move (3 points)
Chakra Vacuum - Jutsu (2 points)

[spoilername="CACode"][fontsize="12"]The Chakra Attuned are ninja who excell at creating and molding chakra, able to summon up the power for a jutsu in a snap. It is said that those who are Chakra Attuned just plain have more chakra stored up in them than others, and this copious amount of spare power allows them to experiment and train in ways others could only dream of.

Chakra Retainer - Passive (2 points)
An Attuned ninja has almost complete control over their own chakra flow, and through hard training they learn how to retain it within themselves and when forcefully taken away, sends a powerful lbacklash to those foes.
Effect: Effects which deal damage to or offensively remove CP from the user's CP pool have their effectiveness reduced by 20%. This is considered Damage Reduction

One-Handed Seals<i></i> - Passive (2 points)
Restriction- C Rank and up
A ninja who is properly Chakra Attuned is able to produce the correct amounts of chakra even with an incomplete seal. With extreme practice and their natural talent for manipulating chakra, they can learn the ability previously thought to be exclusive to a bloodline clan.
Effect: The user is able to perform all Jutsu handseals with one hand.

Conservation<i></i> - Passive (3 points)
Restriction- C Rank and up
Through repeated use and training with the lower level techniques, the attuned ninja learns the best ways to manipulate their chakra in order to produce the desired effects. They are able to cast weaker jutsu for a much smaller cost than an average ninja would.
Effect: -15% Ninjutsu cost.

Empower<i></i> - Dependent Special Move (2 points)
A Chakra Attuned ninja can learn, instead of conserving chakra, to pump more into a jutsu to increase the power output. Unlike overcharge, which is wild and uncontrolled, the Chakra Attuned ninja is able to place specific measured amounts into their jutsu.
Effect: By increasing the chakra cost for a jutsu by +10%, they can increase the damage by +5%. This move only works on offensive jutsu and may stack up to three times on a single jutsu. All CP reduction buffs to a jutsu effected by this are nulled.

Strike the Spirit<i></i> - Dependent Special Move (3 points)
Those who have a powerful connection with chakra themselves have an intimate knowledge of how to disrupt that connection in others. By specially molding a jutsu, the Attuned ninja is able to cause it to blast away an enemy’s chakra instead of their health.
Effect: Once per round, the user may have a Ninjutsu deal Chakra damage. The chosen jutsu only deal 80% Damage, and receives no buffs at all.

Pressure<i></i> - Passive (3 points)
The Chakra Attuned can warp not only their own chakra to be efficient, but the opponent's to be much less efficient. The problem is that this can backfire, hitting allies as well.
Effect: Up to 3 targets in battle with the user take 20% extra CP to cast a jutsu. Does not work on other Chakra Attuned ninja.

Hustle<i></i> - Dependent Special Move (2 points)
For those who prefer power over accuracy, the Chakra Attuned can choose to power up one of their techniques in exchange for making it less likely to hit.
Effect: Can choose to add 10% damage to a Ninjutsu in exchange for -1 accuracy.

Normalize<i></i> - Passive (2 points)
Chakra Attuned users like to say their chakra is pure, rather than twisted toward one particular element. Some of them take this to extremes, making their chakra tuned toward no elements at all.
Effect: All Elemental Damage caused by the user is treated as Non-Elemental Damage. Gives Ninjutsu +10% Damage that bypasses half of the target's damage reduction.
Note:</I><I> This does not allow converted Ninjutsu to use Affinity Moves or other techniques that they can only use for Non-Elemental Ninjutsu.

Spirit Boost<i></i> - Boost (1 point)
Restriction- Can be purchased twice
A Chakra Attuned ninja's prowess with Ninjutsu is not to be underestimated. Their skill with it is unparalleled, and is not limited to any one specific element.
Effect: +5% Ninjutsu damage.

Energy Boost<i></i> - Boost (1 point)
Restriction- Can be purchased three times
A Chakra Attuned ninja tends to have slightly more chakra to work with than the average, being that they tend to work with it more often than others.
Effect: +2 to CP modifier.

Recharge<i></i> - Passive (2 point)
Chakra Attuned ninja are very efficient at storing their chakra, up to the point where it flows into them easily from all around. They can restore their own chakra as effortlessly as breathing.
Effect: User regains 2% CP per round.

Jutsu Expert<i></i> - Modification (2 points)
Restriction- Must have Jutsu Mastery
A Chakra Attuned ninja is extremely efficient with their chakra, especially with jutsu they are also skilled with. They are even more adept at this than other practitioners of the skill.
Effect: 10% Chakra reduction is changed to 15%.

Chakra Vacuum<i></i> - Jutsu (1 point, 1 point per rank up)
Restriction- A-Rank and up
A fearsome technique that can only be used by those with an absolute mastery over chakra molding, such as the Chakra Attuned. The Chakra Vacuum is just that, a technique which sucks chakra out of everything nearby and pulls it into the user. This attack is strongest when there are multiple targets surrounding the caster, so that they can feed off of all of them at once. Once this jutsu is activated, the user cannot move at all, needing to maintain total concentration--if the user moves, the jutsu will be disrupted.
Rank 1: Absorbs 1000 chakra from up to 3 targets every round. Lasts a maximum of 3 rounds.
Rank 2: Absorbs 1500 chakra from up to 3 targets every round. Lasts a maximum of 4 rounds.
Cost: 3 AP, 1250 CP/round[/fontsize][/spoilername]

Weapon(s):
Equipment:
Slot 1: [Approval] Headset
Slot 2: [Approval] Kawarimi Target
Slot 3: [Approval] Med Kit
Slot 4(Gained by purchasing Item hoarder ASP card): [Approval] Pouch: Tools
Curse Seal(s):
N/A

Contracts:
[Toad] Nozomi Rokurou:
Contract Approval link: RP: https://ninpocho.com/viewtopic.php?p=290267#p290267 / Battle: https://www.ninpocho.com/viewtopic.php?p=290480&sid=a92bcb7e4a62bde86bd42ae90ba44d79#p290480
  • Drunkard Toad
  • HP: (35 + User's Level) x User's Chakra Control
  • CP: (25 + User's Level) x User's Chakra Control
  • Class Bonus: +2 Gen DC
  • High: Genjutsu DC, Melee Accuracy
  • Average: Evasion, Gen Save
  • Low: Ranged Accuracy, Ninjutsu Accuracy
Jutsu Sub-types:
1. Medical Ninjutsu
2. [Audial Genjutsu
3. Unarmed Taijutsu

Jutsu List:
E-Rank
Janken (Unarmed Tai)
Low Sweep (Unarmed Tai)
Uncalled For Shot (Unarmed Tai)
Favoritism (Audial Gen)
D-Rank
Coagulation (Medical Nin)
Mystical Hand (Medical Nin)
Pained Expressions (Audial Gen)
Dynamic Entry (Unarmed Tai)
C-Rank
Skeletal Fortification (Medical Nin)
System Shock (Medical Nin)
Shoryuken (Unarmed Tai)
Grapple (Unarmed Tai)
B-Rank
Leak (Audial Gen)
Wither (Audial Gen)
Submission (Unarmed Tai)
Primary Lotus (Unarmed Tai)
A-Rank
Radial Shock (Audial Gen)
Regeneration (Medical Nin)
Angelic Blessing (Medical Nin)
Eagle Drop (Unarmed Tai)
Fist of Virtue (Unarmed Tai)
Fist of Sin (Unarmed Tai)


Abilities:
1. Unarmed Style
2. Mind Overflow (Unlocked at B-rank)
3. Duelist (Unlocked at S-rank)

Specialized Abilites: https://ninpocho.com/viewtopic.php?f=812&t=54371

Weapon:
Kinjutsu:
Kinjutsu Name: Jinchuriki
Kinjutsu Approval Link: https://ninpocho.com/viewtopic.php?f=80&t=54362
 
Spendin' Reckless Points:
Huge Power x3 (3 points)
Endurance x3 (3 points)
Bloodlust (3 points)
Zaraki Style (2 points)
Mastered Offensive Stance (3 points)
Precision Blow (2 points)
Unbalancing Strike (2 points)
No Limits (2 points)
20/20 Points

Reckless Table:
[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: Exhaustion effects only apply half the penalties. 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.

Unbalancing Strike<i></i> - Dependent Special Move (2 points)
By using excessive force, the Reckless fighter can knock away their opponent’s defenses, allowing for an extra hit at vital areas. However, this move heavily overextends the user, leaving them open to attack.
Effect: Allows the use of any physical (Ninjutsu or Taijutsu) attack as an unbalancing strike, inflicting a -3 dodge on the user for that round. If the user takes 10% of their HP in damage that round, the strike fails automatically. If the strike hits, the user may immediately follow up with any physical attack at +1 accuracy and +20% damage for -1AP. Can only be used once every round.

Zaraki Style<i></i> - 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. Exhausts user at an above average rate.
Note: Like any other fighting style, this can be turned on or off at the user’s discretion or lack there of. Counts as a Physical Style.

Double Edge<i></i> - Dependent Special Move (3 points)
Restriction- B Rank and up
By pressing their bodies beyond their limits, a Reckless fighter can deal excessive damage at the cost of hurting themselves. While dangerous, this makes them extremely powerful.
Effect: Boosts the damage of any normal attack or taijutsu by a +50% Melee Damage Buff, but also inflicts 1/3 of the total damage back on the user. Can only be used once every 2 rounds.

Monstrous Strength - Modification (2 Points)
Restriction: Requires Bulls Strength
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: Each Offensive Taijutsu has a 15% chance to deal an additional 10% of the total Damage. Each Basic Strike has a 25% chance. The effects of Bulls Strength still remain.

Notes:
- Whenever Monstrous Strength activates, the weapon suffers -1 Accuracy and have a +1 Disarm Attempt against it for the round. This stacks up to -3 Accuracy and +3 Disarm Attempt against the user's weapon.

<U>Bleed Out<i></i>- Dependent Special Move (3 points)
A good melee fighter knows that one of the best ways to inflict damage is continuously. Reckless don’t exactly have the patience to keep up something continuous though--so they take a third option.
Effect: Upon a successful basic weapon hit the round this is activated, opponent's bleed penalties are treated as 1 rank higher than they are and opponent takes an extra 50% bleed damage each round. Effect lasts for three rounds. If opponent’s bleed level increases while the effect lasts, this effect adjusts to the new bleed level. Does not stack with itself. Costs 300 chakra to apply to a weapon. Can only be used twice per battle.

Endurance<i></i> - Boost (1 point)
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: +2 HP modifier

Huge Power<i></i> - Boost (1 point)
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: +5% 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<i></i> - Jutsu (1 point, 1 to rank up)
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 1: Strikes a single target, dealing 3,300 Damage at +1 Critical. Deals 20% of the damage done back to the user.
Rank 2: Strikes a single target, dealing 4,125 Damage at +1 Critical. Deals 15% of the damage done back to the user.

Costs:
Rank 1: 1,650 Cp; 2.75 Ap
Rank 2: 2,065 Cp; 2.75 Ap

Notes:
- Partial Hits are treated as Full hits.
- Brink of Insanity may only be used once every other round.
- Upon successful hit, the user suffers from -1 Dodge and takes +10% more damage for the next full round.
- Can be normally be buffed up to 80%. If the user has No Limit, the cap is increased to 90%.[/fontsize]




Learning Daring Abilities: (I am capped. S-Rank provides 10 ability slots!)

0. Shadow Tactics
Assuming this requires no RP?

1. Quickdraw:
Ayumu and his allies had split up within the forest in search of the notorious group of outlaw shinobi that had occupied it in recent months. He had been walking for an hour now and found nothing when suddenly a shrill whistle sounded. He heard footsteps approaching behind him quickly at the sound of a katana being unsheathed. Spinning around quickly, Ayumu drew his own sword in the blink of an eye. He drew and raised the sword in one fluid motion just in time to meet the oncoming attack. In the same instant the two blades collided, Ayumu drew his second sword, and in a single moment drew it across his enemy's midsection, dropping his first foe of many.
WC: 120

2. Insight 2:
Ayumu's next opponent was fast, he had to give him that. The speed with which he moved more than made up for his somewhat weak attack. It was all Ayumu could do to avoid the fatal wound he was trying to inflict, but the enemy shinobi quickly managed to draw blood in several places. Swinging his sword blindly would not serve him well. He stood in one place, carefully watching the enemy's movements. They almost seemed random, but there was a pattern. Ayumu had sustained some injuries while waiting to see it, but he was figuring out the pattern. The shinobi suddenly dashed forward at Ayumu's front, but he recognized this as a feint. Not even bothering to guard his front, Ayumu spun his blade around and thrust it back under one arm in to the chest of the same shinobi whom had seemingly been in front of him. The clone at his front vanished as it ran in to Ayumu and the shinobi was slain, his strategy seen through.
WC: 170

3. Acrobatics:
Having been distracted, Ayumu now found himself in a precarious situation. He was surrounded on all sides by four shinobi who were closing in on him simultaneously, each wearing a sinister grin. At once, the four shinobi dashed at him with their swords raised. In a feat of stellar grace, Ayumu crouched down for just a moment before rocketing in to the air high above the ground. He twisted his body backwards in mid-air, flipping over the shinobi's heads and landing on a tree branch. The shinobi all turned and quickly drew projectiles to throw at Ayumu, who took a half backwards off the branch to fall out of the way of the volley of kunai and shuriken. Catching the branch as he fell, he quickly swung from it over the shinobi's heads once more, dropping a single kunai as he flipped through the air. A moment later, as the shinobi kept their eyes on Ayumu, the kunai, with a discrete explosive note attached, would explode taking the four shinobi with it.
WC: 172

4. Called Shot
5. Human Anatomy
A heavy thud behind him caused Ayumu to turn around suddenly. This shinobi was not a very good shinobi, he thought, to announce his presence so loudly. He was surprised to find a man in heavy armor with a ridiculously large blade gripped by the hilt in his hands. He ran at him with the blade raised, surprisingly quick despite his armor and heavy weapon. Still, his attack was not the fastest Ayumu had encountered that day. He took a quick step back to avoid the slash, but was shocked at just how close the blade came to hitting him. The length of the blade more than made up for the lack of speed. The blade crashed in to the ground crushing it beneath the weight of the weapon. One hit from that and things were over for Ayumu. He needed to end this quickly, but the enemy was heavily armored. Studying the enemy as he lifted the blade once more, he noticed a weak point- his legs were only guarded on the front side and there was gap between his helmet and breastplate. He ducked under a horizontal slash and spun around his enemy. As he did so, he made a single slice downward, the tip of his blade cutting the man's Achilles tendon which caused his to falter and fall to a knee. Spinning back around to the front he made a single thrust with his second blade, catching the enemy as he was taken to a knee, and pierced straight through the gap under his helmet for the artery in his neck. He collapsed, holding his neck as it bled profusely- it was over.
WC: 277

6. Bull's Strength:
Ayumu stood in the wake of the path of destruction he had cut through his enemies. Before him laid his latest victim, a man of surprising strength with an enormous blade still gripped tightly by the hilt in his hand. He had come after him with surprising speed despite using both hands to wield such a heavy weapon. Ayumu's weapon of choice was usually his pair of swords, but something about that giant sword spoke to him. It might not have been the most honorable of actions, but he bent down and pulled the hilt from his hand. He figured if he had been alive he would have been relieved of his weapon anyway. Lifting the nearly twenty pound weapon with one hand, he lifted it over his head effortlessly to test the weight, as easily as one of his smaller swords. Reentering the battlefield, he began swinging the seemingly impractical blade around with the greatest of ease, to the enemy's horror.
WC: 162

7. Sixth Sense:
The battlefield had gone silent as seemingly all the enemy had been defeated. Nothing remained in sight but the fallen shinobi who had opposed him. Yet, something felt off. Somehow, Ayumu knew the fight wasn't over. His eyes canned the area until they rested upon a dense bush. There was something very suspicious about that bush- there were no others like it neaby. Ayumu started towards it passing by an unremarkable tree as he went. From the tree, a hand holding a kunai suddenly shot out without a sound. It made to stab Ayumu in the back as he passed. Without even thinking about it, Ayumu moved on instinct and spun around using his giant blade to block the kunai before stabbing it in to the tree. The illusion dissolved in to an actual person who slumped to the ground as Ayumu pulled his weapon back, then continued on to meet up with his allies.
WC: 155

8. Teamwork:
Ayumu followed the sounds of battle to find one of his fellow ANBU fighting two enemy shinobi herself. Taking the opportunity of his ally having both shinobi's full attention, Ayumu dropped in cleaved one of them in two. The other quickly jumped back and bit his thumb, drawing blood while simultaneously producing a scroll from his vest. He pressed the bloodied thumb to a seal upon the scroll and produced a cloud of smoke from which a large wolf appeared. Ayumu and his teammate looked at each other and nodded, then returned to watching the fox. Ayumu ran forward at full steam and swung his giant blade horizontally at the wolf. The wolf caught the blade with his incredibly strong bite. Half a second later, Ayumu's teammate leapt from behind him, landing on his shoulder, then made another leap on to the wolf before thrusting her own sword in to the wolf's skull. The wolf did not explode in to smoke and disappear- it fell over dead. Its contract owner fell soon after.
WC: 173

9. Quick Healer:
After spending a couple days in the woods clearing out bad guys, Ayumu's cell had completed the mission. Ayumu had sustained many injuries, but none too serious. By the time the group had returned to the village, many of Ayumu's wounds had already begun to heal. He headed to the hospital only because the captain of his squad insisted that all members did so. At the hospital, the doctor who inspected Ayumu's wounds marveled at how they had healed so much in such a short amount of time. He told Ayumu that healing with chakra was not really necessary at this point, but there were a couple that could leave scars that he could take care of optionally. Ayumu turned him down of course, because scars are cool.
WC: 128
 
RECKLESS CORE ABILITY
Huge Power x3
Endurance x3
Bloodlust
Zaraki Style
Mastered Offensive Stance
Precision Blow
Unbalancing Strike
No Limits

ABILITIES
0. Shadow Tactics
1. Quickdraw
2. Insight II
3. Acrobatics
4. Called Shot
5. Human Anatomy
6. Bull's Strength
7. Sixth Sense
8. Teamwork
9. Quick Healer
 
Ayumu Jr. said:
United_Cutlery_Samurai_3000_Katana-Black.jpg


Damage Type: Melee/Slashing
Accuracy: +2
Base Damage: 135

Augments:
1. Razor Strike
Effect: +5% Bleeding Chance.

Notes:
- This may only be applied to a weapon that can cause bleeding.
2. Vampiric
Effect: The user gains Hp equal to 10% of the total damage dealt to a target.

Notes:
- When used in conjunction with Multi-hit jutsu, the user gains Hp equal to 10% of each individual successful strike.
- The user does not gain Hp for dealing Chakra Based Damage.
3. Chain Link
Effect: Any weapon currently equipped with this augment may not be disarmed by any means.
 
Changing augments for Ayumu Jr. to:
1. Crippler
2. Primal
3. Chain Link


New weapon, Ayumu Sr.:
Ayumu Sr. said:
swords.png


Damage Type: Melee/Slashing
Accuracy: +0
Base Damage: 150

Augments:
1. Razor Strike
Effect: +5% Bleeding Chance.

Notes:
- This may only be applied to a weapon that can cause bleeding.
2. Vampiric
Effect: The user gains Hp equal to 10% of the total damage dealt to a target.

Notes:
- When used in conjunction with Multi-hit jutsu, the user gains Hp equal to 10% of each individual successful strike.
- The user does not gain Hp for dealing Chakra Based Damage.
3. Blood Rack
Effect: For every rank of bleeding inflicted with this weapon, Taijutsu using this weapon gain +2% Damage. Stacks up to 10%. Counts for multiple targets (If you cause two targets rank 1 bleeding, that's 4% damage. Still only stacks to 10% though).

Notes:
- The damage bonus applies as long as a weapon with this augment is equipped. Sheathing, dropping, or disarming will reset the damage buff.
 
New Abilities:
00. Shadow Tactics Sentinel [ANBU]
01. Quickdraw
02. Insight 2 Combat Instinct
03. Acrobatics
04. Called Shot Hidden Power
05. Human Anatomy
06. Bull's Strength
07. Sixth Sense
08. Teamwork
09. Quick Healer Healing Factor
10. Bloody Mess

Sentinel [ANBU]:
Free swap from Shadow Tactics

Combat Instinct:
Ayumu is a shinobi who has been trained in the art of combat since he was but a child. Over time, one learns how to fight, but some people are born with a natural instinct for combat. This is something that cannot just be taught usually. As Ayumu fights a person and as the battle draws on, he quickly begins picking up on the fighting style of his opponent. He begins to see openings in his enemy's defenses while also becoming accustomed to and better prepared against their offenses. The closer the fight gets to the end, the better he gets at helping it reach that end.

Hidden Power:
Even when a battle is not going Ayumu's way, he learns from the fight and seeks to turn the odds in his favor. Even when beaten within an inch of his life, he'll fight to the very end. When it seems like all is lost, that is when he truly comes through. There is something about adversity which makes him try a little hard, even move a little faster. When others would be feeling beaten down and hopeless, Ayumu is more determined than ever. Ayumu has been known to turn a fight around from what seemed like almost certain loss, at least the few times when it has come to that.

Healing Factor:
Ayumu has had many wounds in his life, despite his best efforts at avoiding them. Injury is just a part of the job when you have such a dangerous profession. Fortunately for Ayumu, it seems as if his body has almost adapted to the reality of his frequent injuries. Cuts, scrapes, gushing wounds, all seem to heal with all haste for Ayumu. Even in the middle of battle, some wounds seem to just miraculously stop bleeding. Ayumu knows that it likely has something to do with chakra naturally enhancing his healing abilities, but he likes to just think of himself as a tough bastard.

Bloody Mess:
It's not as though Ayumu particularly enjoys the sight or smell of blood. He is certainly not some freak that likes the taste of it, but blood is an integral part of Ayumu's job. One does not swing a sword at an enemy without the expectation of producing some blood. Ayumu is particularly good at drawing blood. Much to his dismay, he often finds himself covered in it after a battle. It is perhaps one of his least favorite aspects of fighting, but it is a necessary evil in his view. For those times when there is just too much blood, he always carries a cloth with him to wipe the blood from his sword... and his face.
 
Purchased +2 Class Points to use here: http://www.ninpocho.com/viewtopic.php?p=122934#p122934

Using them to add +1 Accuracy to my class (now +3 total).

Class now looks like this:
Brute [Veteran]
HP: (65+6+lvl) x stamina (+6 from Reckless Endurance)
CP: (35+lvl) x chakra control
Class Bonus: +3 Accuracy, +10% Melee Damage [+2 Class Points from AS Purchase]
High: Melee Accuracy
Average: Evasion, Genjutsu Save, Ranged Accuracy
Low: Ninjutsu Accuracy, Genjutsu Difficulty
 
00. Sentinel [ANBU]
01. Quickdraw
02. Combat Instinct
03. Acrobatics Learning: Called Shot
04. Hidden Power
05. Human Anatomy
06. Bull's Strength
07. Sixth Sense
08. Teamwork Learning: Duelist
09. Healing Factor
10. Bloody Mess
11. Learning: Adrenaline Rush

RPs:
Forgetting Acrobatics:
Ayumu has always been pretty nimble, but over the years he has developed into more of a tank than a true ninja. Being so reckless, his body has become more resilient to damage over the years and he has had to rely less on avoiding attacks. He now focuses more on attacking, preferring to stand his ground and launch an offensive over staying on the defensive. His ability to do fancy acrobatic backflips to dodge attacks has fallen into disuse. Disuse has made him rusty, and thus he had more or less stopped training the ability. He prefers to hold his ground.
WC: 102

Forgetting Teamwork, Learning Duelist:
Time was when Ayumu joined ANBU that they were much more numerous. Times change. With the loss of Santaru Rin and several higher ranking officers following her death, a lot of ANBU have quit and joined other branches not fully trusting the young upstart Ayumu to be able to handle his role as leader. Whereas before Rin taught the philosophy of never fighting alone, always having an ANBU brethren by your side, such a luxury is not often afforded to the ANBU these days. This has required them all, including Ayumu, to hone their individual skills and train to fight as though there will be no backup. They used to have teamwork building exercises, now they have one on one spars.

Ayumu himself, as now the most veteran Sennin, has taken to ensuring that he can handle himself in a fight without hope for a lot of help. It isn’t as though he doesn't think he can count on the other villagers for help, but he wants to be sure that he can protect them without putting them at risk. His mentor Masao may have died because he sought to take on Enishi alone, but at least he ensured that his was the final death Enishi would cause.
WC: 208

Learning Called Shot:
Ayumu has been training with his swords on his own time and in active combat for many years now. Going so far as to learn about human anatomy to make his attacks more effective and damaging, it only makes sense that he would train to make his attacks hit their mark. If he couldn't strike that he knew would deal great damage, what point would there be in having the knowledge that point existed? As a result, he can now target a person’s weaknesses with accuracy crippling and disabling them in order to ensure that his kill is all but guaranteed.
WC: 101

Learning Adrenaline Rush:
Ayumu has always been an adrenaline junkie ever since he was a kid. He would constantly take risks as a kid. He would climb the tallest trees, play around on roofs, pick fights with larger children, and all sorts of dumb things. It was all for the rush he would feel when he did something dangerous. Now that he has reached such an esteemed rank it is no longer a matter of whether he cares if he lives or dies. He serves the branch as its leader and to fall in combat would only hurt the ANBU. He has learned to take the thrill from an adrenaline rush and turn it into an advantage rather than a simple pleasure.
WC: 119
 
Unlearning: Unbalancing Strike (2 points)
Learning: Monstrous Strength (2 points)

Unlearning RP:
"Hut, hut, hyaaaah!" Ayumu screamed as he attacked his sparring partner Touma. The first attack struck Touma's steel with little consequence, the second, however, knocked his blade down leaving him open. Unfortunately, at the same time it also left Ayumu wide open. He had overextended himself with the power he put behind the unbalancing strike. In affect the unbalancing strike had unbalanced him as well. It really didn't put him at an advantage so much as it put both he and his opponent at a disadvantage. It was a matter of which of them recovered first. This time, Touma was quick to respond as he was used to Ayumu's fighting style to some extent. Planting his foot firmly he lifted the other and gave Ayumu a swift kick, knocking him away.

"Uwwwaaah!" Ayumu cried as he was knocked backwards. He slowed his momentum by digging in his heels and dragging his hand along the ground until he came to a stop. Touma didn't pursue, he had something to say. "Ayumu, don't you think that particular move... is perhaps not your best?" he commented. Ayumu stood up straight, rubbing the spot on his arm where he had absorbed the impact of the kick. He sighed, leaving the spot be and looking up at Touma. "You may have a point. When it works, I can really nail my opponent, but it leaves me almost as open as it does them," Ayumu responded.

"With your fighting style, you take a lot of risks, but the reward is high. I'm just not sure the risk outweighs the benefit for that particular maneuver," Touma said, sheathing his training blade. Ayumu nodded slowly, understanding what Touma was saying. It was true that he fought with a lot of risk, but usually it paid off a lot more. He decided to simply strike that move from his potential repertoire for the time being.
 
Replacing my two weapons with these:



Weapons:
Ceremonial Sennin's Katana said:
Granted to Ayumu upon being named the ANBU Sennin, this is an expertly crafted katana of high quality. It's so pretty it's almost too much of a shame to use it. Almost. Disappointingly, he didn't receive a second when he became Sennin of the Main Branch. It's held in a pristine white sheath at Ayumu's hip.

Damage Type: Melee/Slashing (May Inflict Bleeding)
Accuracy: -2 (0, due to Bull's/Monstrous Strength)
Damage: +10% (165 base)

Augments:
1. Vampire
Effect: The user gains Hp equal to 10% of the total damage dealt to a target.

Notes:
- When used in conjunction with Multi-hit jutsu, the user gains Hp equal to 10% of each individual successful strike.
- The user does not gain Hp for dealing Chakra Based Damage.
2. Siege
Effect: Taijutsu Attacks made with this weapon ignore 10% of any Damage Reduction.
3. Chain Link
Effect: Any weapon currently equipped with this augment may not be disarmed by any means.

Kogami Heirloom Katana said:
This katana has been handed down in the Kogami family for generations, supposedly. It's been impeccably well taken care of, as Kogami are almost obsessive about their swords. Even now it's as sharp as it ever was. It's held in a pitch black sheath at Ayumu's hip.

Damage Type: Melee/Slashing (May Inflict Bleeding)
Accuracy: -2 (0, due to Bull's/Monstrous Strength)
Damage: +10% (165 base)

Augments:
1. Razor Strike
Effect: +5% Bleeding Chance.

Notes:
- This may only be applied to a weapon that can cause bleeding.
2. Vampiric
Effect: The user gains Hp equal to 10% of the total damage dealt to a target.

Notes:
- When used in conjunction with Multi-hit jutsu, the user gains Hp equal to 10% of each individual successful strike.
- The user does not gain Hp for dealing Chakra Based Damage.
3. Blood Rack
Effect: For every rank of bleeding inflicted with this weapon, Taijutsu using this weapon gain +2% Damage. Stacks up to 10%. Counts for multiple targets (If you cause two targets rank 1 bleeding, that's 4% damage. Still only stacks to 10% though).

Notes:
- The damage bonus applies as long as a weapon with this augment is equipped. Sheathing, dropping, or disarming will reset the damage buff.
 
By my power as the former Main Branch Sennin, I wish to take the Squadron ability for my free ability slot with my squad being Yoshi and Yuii of Cloud.
I will be getting rid of the Sentinel [ANBU] ability. So...

Adding: Squadron [Yoshi, Yuii]
Removing: Sentinel





Sentinel Removal:
It had been a years now since Ayumu had been a part of the ANBU force. As part of the ANBU, guarding the gates had been one of Ayumu's duties. He had been good at it, too. He was able to catch those trying to slip through in or out when others might fail. As ANBU and Main Branch Sennin he had no assigned gate duty any longer. While he still headed up the branches whose duties encompassed gate procedures, he partook in the actual gate duty seldom. Now as the Raikage, he spends most of his time in a tower far from the gates. His ability to respond to the gates has lessened, understandably.

Squadron Addition:
Ayumu has always been a part of teams. He was never one of those "I work alone" dark brooding types. As a result of his becoming Raikage and assigning two new Sennin, Ayumu has interacted a lot with his new colleagues and formed bonds with them while showing them the ropes of positions he once held. In addition to this, they frequently work in close proximity, especially Yuii and Ayumu. Even Yoshi, through the use of the ANBU's underground network of tunnels, is always a short call away. As a result, should any threat loom over the village the Sennin and Raikage are able to assemble rapidly to assess and contain the threat or if need be to defend one another in combat.
 

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