Placeholder for Dojo
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:
A once-forgotten bloodline, repeatedly plagued with the threat of extinction throughout its history. Kyoujouran heritage manifests with the awakening of their Tetsukawa technique; their ability to manipulate their body into forming a natural armor to protect themselves from all manner of harm, though gruesome training when it comes to raising their young causes many of their children to die well before then.
084 PL - Juggernaut (Rank 1), Tetsukawa (Rank 1)
168 PL - Tremor Sense (Rank 1)
252 PL - Armored Blow (Rank 1)
336 PL - Tremor Sense (Rank 2)
420 PL - Juggernaut (Rank 2), Vanguard's Charge (Rank 1)
504 PL - Tetsukawa (Rank 3) (Rank 2)
588 PL - Tremor Sense (Rank 3), Armored Blow (Rank 2)
672 PL - Juggernaut (Rank 3), Vanguard's Charge (Rank 2)
756 PL - Armored Blow (Rank 3)
840 PL - Tetsukawa (Rank 3) (Rank 3), Vanguard's Charge (Rank 3)
---
Juggernaut - Passive
A Kyoujouran in motion will remain in motion, and they choose to use their incredibly fortitude not to be an unbreakable wall, but an unrelenting force. Should a Kyoujouran be in battle, you may always find them on the frontline assaulting their enemy head-on.
Rank 1/2/3: While the user is in the process of performing a melee attack;Note:
- They will not lose their capability of Movement. However, the user's chakra costs are increased by +50%/40%/30% while resisting effects which would restrict their movement.
- The user may ignore up to 0.5/0.75/1 AP worth of Suppression each round.
- Example; If the user performs an attack that takes 2.5 seconds to resolve, Juggernaut is active upon them for the entirety of those 2.5 seconds.
- If performing consecutive melee attacks, Juggernaut will remain active for the entirety (it would not drop on completion of melee attack A, and resume on the start of melee attack B; there is no interruption). This can not carry over "between" rounds (ending movement at 10 seconds of one round, and immediately moving again at 0 seconds of the following round)
- If the user were to be be hit by a movement-restricting bind while Juggernaut is active, the bind is not negated; it is still in play against them, however the user simply retains their movement until they perform an action that would lose the effects of Juggernaut . Juggernaut cannot be used to regain movement from a bind that effected them before it was active.
- For the purposes of this skill, a "Melee attack" will refer to any action which uses "Melee Accuracy" without outside influence. An action offering the option between Melee and Nin Accuracy would be acceptable, but using Shinobi 101 would not.
---
Tetsukawa - Activated Passive
The most reknown capability of the Kyuojouran is their ability to reinforce their outer skin into a tough, natural armor to protect themselves from all types of harm. This armor may appear rocky, metallic, or organic in nature, and often gives the Kyoujouran a formidable hulking visage while active. A Kyoujouran is never defenseless.
Rank 1: All individual sources of damage taken by the user are reduced by [X] (depending on their OOC Rank). Applies to D-rank and lower attacks.
Rank 2: All individual sources of damage taken by the user are reduced by [X] (depending on their OOC Rank). Applies to B-rank and lower attacks.
Rank 3: All individual sources of damage taken by the user are reduced by [X] (depending on their OOC Rank). Applies to S-rank and lower attacks.Cost: 1 AP; 2% Max CP/Rnd
- Attacks without a rank and E-rank attacks are reduced by 50 damage.
- D-rank attacks are reduced by 70 damage
- C-rank attacks are reduced by 90 damage
- B-rank attacks are reduced by 110 damage
- A-rank attacks are reduced by 130 damage
- S-rank attacks are reduced by 150 damage
Note:
- This is not considered "Damage Reduction", and as such, is uneffected by effects which would bypass DR. This applies against Illusory damage as well.
- The flat number of damage reduced is applied individually to every instance of damage. For example, an A-rank Kyoujouran being hit by a single check dealing 4000 damage (after other modifiers) would be reduced by 130, while an attack consisting of 7 hits dealing 570 damage (after modifiers) would have each hit reduced by 130.
- If a strike's damage would be fully reduced, the attack is negated completely. This only applies if it deals damage in the first place (attacks such as binds are uneffected)
---
Tremor Sense - Buffing Taijutsu
Kyoujouran lore would claim that they were born of the Earth and receive its blessing. To give weight to this claim, Kyoujouran have an attunement to the ground that allows them to sense even subtle vibrations through it. Those who think they can work around Kyoujouran by hiding or otherwise hiding their sight will have to find another plan.
Rank 1: Stomps on the ground and reads the vibrations that emanate from it; every target in the battle that is not Airborne is identified to the user, allowing the user to distinguish whether a target is a clone or an illusion. Stealth checks against the user are re-rolled ignoring low Brightness bonuses. This may only be used once per round.
Rank 2: Stomps on the ground and reads the vibrations that emanate from it; every target in the battle that is not Airborne is identified to the user, allowing the user to distinguish whether a target is a clone or an illusion. Stealth checks against the user are re-rolled ignoring low Brightness bonuses. The user gains +1 Awareness against all targets for the remainder of the round. This may only be used once per round.
Rank 3: Stomps on the ground and reads the vibrations that emanate from it; every target in the battle that is not Airborne is identified to the user, allowing the user to distinguish whether a target is a clone or an illusion. Stealth checks against the user are re-rolled ignoring low Brightness bonuses. The user gains +2 Awareness against all targets for the remainder of the round. This may only be used once per round.
Cost: 1 AP; 2% Max CP
---
Armored Blow - Dependent Special Move
The Kyoujouran method of fighting is known for accepting any and all challenges headon. Their guard is at its highest when engaging a target, and any openings in their stance are a deliberately made to coax their enemies into a false sense of security.
Rank 1: May be used with any Melee attack. Lowers the user's dodge by -3, but grants them 5% Damage Reduction and +1 Accuracy. Applies from the time the user begins attempting to perform the action used with this, and ends when the attack is resolved. Costs +100 CP.
Rank 2: May be used with any Melee attack. Lowers the user's dodge by -3, but grants them 10% Damage Reduction and +1 Accuracy. Applies from the time the user begins attempting to perform the action used with this, and ends when the attack is resolved. Costs +100 CP.
Rank 3: May be used with any Melee attack. Lowers the user's dodge by -3, but grants them 10% Damage Reduction and +2 Accuracy. Applies from the time the user begins attempting to perform the action used with this, and ends when the attack is resolved. Costs +100 CP.
Note:
- Example; If the user performs an attack that takes 2.5 seconds to resolve, Armored Blow will remain active is active upon them for the entirety of those 2.5 seconds.
- For the purposes of this skill, a "Melee attack" will refer to any action which uses "Melee Accuracy" without outside interference. An action offering the option between Melee and Nin Accuracy would be acceptable, but using Shinobi 101 would not.
---
Vanguard's Charge - Buffing Taijutsu
A tried and true method of the Kyoujouran. A Kyoujouran makes the most of their durability to throw themselves into the heat of battle, all to gain a better chance to strike their enemies.
Rank 1: Upon initiation the user takes 80% damage from attacks which hit them (this is not considered DR, but also overwrites the user's DR during this time). This will last until completion of Vanguard's Charge, but if the user's following action is a Melee Attack this will extend to last until the completion of said Melee Attack. Vanguard's Charge will activate Juggernaut despite not being an attack.
Rank 2: Upon initiation the user takes 65% damage from attacks which hit them (this is not considered DR, but also overwrites the user's DR during this time). This will last until completion of Vanguard's Charge, but if the user's following action is a Melee Attack this will extend to last until the completion of said Melee Attack. Vanguard's Charge will activate Juggernaut despite not being an attack.
Rank 3: Upon initiation the user takes 50% damage from attacks which hit them (this is not considered DR, but also overwrites the user's DR during this time). This will last until completion of Vanguard's Charge, but if the user's following action is a Melee Attack this will extend to last until the completion of said Melee Attack. Vanguard's Charge will activate Juggernaut despite not being an attack.
Cost: 2.25 AP; 1000 CP.
Note:
- May be used once per round.
- This is not considered damage reduction, and as such, is uneffected by effects which would bypass DR. This applies against Illusory damage as well.
- This is not considered damage reduction, and does increase their damage when used with the Zaiken style.
- For the purposes of this skill, a "Melee attack" will refer to any action which uses "Melee Accuracy" without outside interference. An action offering the option between Melee and Nin Accuracy would be acceptable, but using Shinobi 101 would not.
- Example; a user with 10 AP begins this at the start of the round, and their next action is a 2.5 AP melee attack. This means the user will be affected by this from the start of this jutsu (0 seconds) and last until the completion of their following action (at 4.75 seconds).
- The effects of this jutsu can never carry over between rounds (such as using Vanguard's Charge at 10 seconds into Round 2, and following up with a melee attack at 0 seconds of round 3).
---
The Unbroken
![]()
The training to become a master of the Kyoujouran bloodline is filled with pain and the scars, as the only way to truly grow their ability is to constantly subject themselves to greater and greater harm. The Kyoujouran believe that those too weak to continue or survive this training are unworthy of their name, and for this reason carry great pride in their claim that "There are no broken Kyoujouran".
924 PL - Unbreakable (Rank 1), Zaiken (Rank 1)
1008 PL - Blade Breaker (Rank 1)
1092 PL - Blade Breaker (Rank 2)
1176 PL - Unbreakable (Rank 2), Zaiken (Rank 2)
1260 PL - Tetsukawa Unleash (Rank 1)
1344 PL - Unbreakable (Rank 3), Bladebreaker (Rank 3)
1428 PL - Tetsukawa Unleash (Rank 2),
1512 PL - Shattering Strike (Rank 1)
1596 PL - Zaiken (Rank 3)
1680 PL - Tetsukawa Unleash (Rank 3), Shattering Strike (Rank 2)
1764 PL - Shattering Strike (Rank 3)
---
Unbreakable - Passive
Despite their clan's on-off flirting with extinction, this culture still proceeds with their inhumane uprising to this very day believing the training eliminates all those with thin blood, leaving only the strongest individuals alive to master their ability.
Rank 1: +2 HP Mod
Rank 2: +4 HP Mod
Rank 3: +6 HP Mod
---
Zaiken - Physical Style
The Kyoujouran fighting style that specializes in controlled, forceful movement that enables both solid defenses and rock-hard blows. The sight of a Kyoujouran impaling an enemy with a kick, or outright crushing them with a punch is not one easily forgotten.
Rank 1/2/3: While Zaiken is active, the user's Melee attacks gain a damage bonus equal to the user's Damage Reduction %. Upon entering this style, the user chooses either 'Piercing' or Bludgeoning'; the user may perform the chosen subtype's actions while equipped with an Unarmed weapon. Both the user's Unarmed and [Chosen Subtype] actions are considered one and the same in terms of effects, modifiers and what they may be used with. The user's chakra costs are increased by +20%.
Rank 2: same as above, but the user's costs are only increased by +10%
Rank 3: same as Rank 3, but the user's costs are not penalized.
Note:
- This style does not simply grant access to the chosen subtype; their weapon is also considered the chosen subtype, just as the subtype is also considered Unarmed. This does not grant the weapon another weapon effect.
---
Bladebreaker - Unarmed Taijutsu
An incoming weapon would normally cause most to evade out of the way, but the Kyoujouran see it as an opening. Rather than evade, they use their natural defense to instead attempt to shatter (or at least damage) the weapon that would dare challenge their armor.
Rank 1: Reflexive. When attacked with a Weapon, the user may make a basic strike against their attacker -before- the attack hits them. If this attack hits, the Called Shot level of the attack's weapon is increased by two levels (this penalty is then applied to the attack which triggered this action).
Rank 2: Reflexive. When attacked with a Weapon, the user may make a basic strike against their attacker -before- the attack hits them. If this attack hits, the Called Shot level of the attack's weapon is increased by two levels (this penalty is then applied to the attack which triggered this action).
Rank 3: Reflexive. When attacked with a Weapon, the user may make a basic strike against their attacker -before- the attack hits them. If this attack hits, the Called Shot level of the attack's weapon is increased by two levels (this penalty is then applied to the attack which triggered this action).
Cost: 1.25 AP; 2% Max CP
Note:
- Reflexive.
- A weapon may only be affected by this action once per battle normally. If it recovers -any- Called Shot ranks after this was used on it, this may be used on it once again.
- Smart Action: If a player will reflexively use Bladebreaker, they will not mistakingly use it on a weapon they have already used it on -unless- it can be damaged (see above note).
---
Tetsukawa Unleash - Buffing Taijutsu
Considered the ultimate defense by many shinobi, this jutsu the Kyoujouran's natural armor into complete overdrive, providing even greater defense ontop of their already existing ones. There is a trade off, however, as it can slow them down some.
Rank 1: User gains 4,000Temporary HP. The user has a -3 penalty to Dodge while this is active.
Rank 2: User gains 6,500 Temporary HP. The user has a -3 penalty to Dodge while this is active.
Rank 3: User gains 8,000 Temporary HP. The user has a -3 penalty to Dodge while this is active.
Cost: 2.75 AP; 2,910 Chakra
Note:
- Chakra Armor
- Lasts up to two rounds. Can only be used once per battle.
- The Temporary HP granted by Tetsukawa Unleash is reduced before the user's normal HP, and cannot be recovered. The user's Damage Reduction and Tetsukawa do not apply to this temporary HP.
- Effects which deal additional damage to barriers will also deal additional damage to this armor.
---
Shattering Strike - Unarmed Taijutsu
This technique is the pinnacle of the raw power, and the most trasured technique of the Kyoujouran. This technique is a single, focus strike channeling rock-hard strength that is capable of shattering through any obstacle in their path....or the bones in the victim's body if there is nothing to slow the user.
Rank 1: Deals 3300 damage at Melee Accuracy. If a Barrier or Arena is between the user and their target, it is dispelled; if it was B-Rank or lower, this attack is uneffected, but if it was A-Rank or higher this attack deals 50% less damage)[/i]. If not, the target has a random limb's Called Shot level raised by two levels.
Rank2: Deals 3710 damage at Melee Accuracy. If a Barrier or Arena is between the user and their target, it is dispelled; if it was B-Rank or lower, this attack is uneffected, but if it was A-Rank or higher this attack deals 50% less damage)[/i]. If not, the target has a random limb's Called Shot level raised by two levels.
Rank 3: Deals 4125 damage at Melee Accuracy. If a Barrier or Arena is between the user and their target, it is dispelled; if it was B-Rank or lower, this attack is uneffected, but if it was A-Rank or higher this attack deals 50% less damage)[/i]. If not, the target has a random limb's Called Shot level raised by two levels.
Cost: 2.75 AP; 2060 CP
Note:
- A target may only be affected by this jutsu once per round.
Approved!Abilities
1 Conservative motion
Gou was not great at dodging yet. It was tiring and when he was tired he just could not dodge so he was then tired and hurt. Not a great combo. However, his father gave him some good advice, stating that you only need to dodge just enough to get hit.
It took a while to click with Gou. Why waste energy dodging something by a lot when you can just move a little for the same result? That was really something. So Gou would train and try to move as little as possible in combat. He got a lot of bruises for a solid week before he could dodge something by only moving one foot to the side. But that was one time better than last week. His mother would berate him and his father for doing such training but it would eventually work even if Gou was a... stubborn learner.
152 words
2
3
Items
1. Utility Add Headset
2. Armor Add Light armor
3
4
5
Weapon
Weapon 1
Name- Stings- A simple set of brass knuckles that makes enemies go "ouch that stings." In which the answer is "Yes."
Type Unarmed
retain the ability to use Handseals with their weapon equipped.
-1 Accuracy, +5% Bonus Damage
BL already approved via making character application Just putting this here.
Kyoujouran
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A once-forgotten bloodline, repeatedly plagued with the threat of extinction throughout its history. Kyoujouran heritage manifests with the awakening of their Tetsukawa technique; their ability to manipulate their body into forming a natural armor to protect themselves from all manner of harm, though gruesome training when it comes to raising their young causes many of their children to die well before then.
084 PL - Juggernaut (Rank 1), Tetsukawa (Rank 1)
168 PL - Tremor Sense (Rank 1)
252 PL - Armored Blow (Rank 1)
336 PL - Tremor Sense (Rank 2)
420 PL - Juggernaut (Rank 2), Vanguard's Charge (Rank 1)
504 PL - Tetsukawa (Rank 3) (Rank 2)
588 PL - Tremor Sense (Rank 3), Armored Blow (Rank 2)
672 PL - Juggernaut (Rank 3), Vanguard's Charge (Rank 2)
756 PL - Armored Blow (Rank 3)
840 PL - Tetsukawa (Rank 3) (Rank 3), Vanguard's Charge (Rank 3)
---
Juggernaut - Passive
A Kyoujouran in motion will remain in motion, and they choose to use their incredibly fortitude not to be an unbreakable wall, but an unrelenting force. Should a Kyoujouran be in battle, you may always find them on the frontline assaulting their enemy head-on.
Rank 1/2/3: While the user is in the process of performing a melee attack;
Note:
- They will not lose their capability of Movement. However, the user's chakra costs are increased by +50%/40%/30% while resisting effects which would restrict their movement.
- The user may ignore up to 0.5/0.75/1 AP worth of Suppression each round.
- Example; If the user performs an attack that takes 2.5 seconds to resolve, Juggernaut is active upon them for the entirety of those 2.5 seconds.
- If performing consecutive melee attacks, Juggernaut will remain active for the entirety (it would not drop on completion of melee attack A, and resume on the start of melee attack B; there is no interruption). This can not carry over "between" rounds (ending movement at 10 seconds of one round, and immediately moving again at 0 seconds of the following round)
- If the user were to be be hit by a movement-restricting bind while Juggernaut is active, the bind is not negated; it is still in play against them, however the user simply retains their movement until they perform an action that would lose the effects of Juggernaut . Juggernaut cannot be used to regain movement from a bind that effected them before it was active.
- For the purposes of this skill, a "Melee attack" will refer to any action which uses "Melee Accuracy" without outside influence. An action offering the option between Melee and Nin Accuracy would be acceptable, but using Shinobi 101 would not.
---
Tetsukawa - Activated Passive
The most reknown capability of the Kyuojouran is their ability to reinforce their outer skin into a tough, natural armor to protect themselves from all types of harm. This armor may appear rocky, metallic, or organic in nature, and often gives the Kyoujouran a formidable hulking visage while active. A Kyoujouran is never defenseless.
Rank 1: All individual sources of damage taken by the user are reduced by [X] (depending on their OOC Rank). Applies to D-rank and lower attacks.
Rank 2: All individual sources of damage taken by the user are reduced by [X] (depending on their OOC Rank). Applies to B-rank and lower attacks.
Rank 3: All individual sources of damage taken by the user are reduced by [X] (depending on their OOC Rank). Applies to S-rank and lower attacks.
Cost: 1 AP; 2% Max CP/Rnd
- Attacks without a rank and E-rank attacks are reduced by 50 damage.
- D-rank attacks are reduced by 70 damage
- C-rank attacks are reduced by 90 damage
- B-rank attacks are reduced by 110 damage
- A-rank attacks are reduced by 130 damage
- S-rank attacks are reduced by 150 damage
Note:
- This is not considered "Damage Reduction", and as such, is uneffected by effects which would bypass DR. This applies against Illusory damage as well.
- The flat number of damage reduced is applied individually to every instance of damage. For example, an A-rank Kyoujouran being hit by a single check dealing 4000 damage (after other modifiers) would be reduced by 130, while an attack consisting of 7 hits dealing 570 damage (after modifiers) would have each hit reduced by 130.
- If a strike's damage would be fully reduced, the attack is negated completely. This only applies if it deals damage in the first place (attacks such as binds are uneffected)
---
Tremor Sense - Buffing Taijutsu
Kyoujouran lore would claim that they were born of the Earth and receive its blessing. To give weight to this claim, Kyoujouran have an attunement to the ground that allows them to sense even subtle vibrations through it. Those who think they can work around Kyoujouran by hiding or otherwise hiding their sight will have to find another plan.
Rank 1: Stomps on the ground and reads the vibrations that emanate from it; every target in the battle that is not Airborne is identified to the user, allowing the user to distinguish whether a target is a clone or an illusion. Stealth checks against the user are re-rolled ignoring low Brightness bonuses. This may only be used once per round.
Rank 2: Stomps on the ground and reads the vibrations that emanate from it; every target in the battle that is not Airborne is identified to the user, allowing the user to distinguish whether a target is a clone or an illusion. Stealth checks against the user are re-rolled ignoring low Brightness bonuses. The user gains +1 Awareness against all targets for the remainder of the round. This may only be used once per round.
Rank 3: Stomps on the ground and reads the vibrations that emanate from it; every target in the battle that is not Airborne is identified to the user, allowing the user to distinguish whether a target is a clone or an illusion. Stealth checks against the user are re-rolled ignoring low Brightness bonuses. The user gains +2 Awareness against all targets for the remainder of the round. This may only be used once per round.
Cost: 1 AP; 2% Max CP
---
Armored Blow - Dependent Special Move
The Kyoujouran method of fighting is known for accepting any and all challenges headon. Their guard is at its highest when engaging a target, and any openings in their stance are a deliberately made to coax their enemies into a false sense of security.
Rank 1: May be used with any Melee attack. Lowers the user's dodge by -3, but grants them 5% Damage Reduction and +1 Accuracy. Applies from the time the user begins attempting to perform the action used with this, and ends when the attack is resolved. Costs +100 CP.
Rank 2: May be used with any Melee attack. Lowers the user's dodge by -3, but grants them 10% Damage Reduction and +1 Accuracy. Applies from the time the user begins attempting to perform the action used with this, and ends when the attack is resolved. Costs +100 CP.
Rank 3: May be used with any Melee attack. Lowers the user's dodge by -3, but grants them 10% Damage Reduction and +2 Accuracy. Applies from the time the user begins attempting to perform the action used with this, and ends when the attack is resolved. Costs +100 CP.
Note:
- Example; If the user performs an attack that takes 2.5 seconds to resolve, Armored Blow will remain active is active upon them for the entirety of those 2.5 seconds.
- For the purposes of this skill, a "Melee attack" will refer to any action which uses "Melee Accuracy" without outside interference. An action offering the option between Melee and Nin Accuracy would be acceptable, but using Shinobi 101 would not.
---
Vanguard's Charge - Buffing Taijutsu
A tried and true method of the Kyoujouran. A Kyoujouran makes the most of their durability to throw themselves into the heat of battle, all to gain a better chance to strike their enemies.
Rank 1: Upon initiation the user takes 80% damage from attacks which hit them (this is not considered DR, but also overwrites the user's DR during this time). This will last until completion of Vanguard's Charge, but if the user's following action is a Melee Attack this will extend to last until the completion of said Melee Attack. Vanguard's Charge will activate Juggernaut despite not being an attack.
Rank 2: Upon initiation the user takes 65% damage from attacks which hit them (this is not considered DR, but also overwrites the user's DR during this time). This will last until completion of Vanguard's Charge, but if the user's following action is a Melee Attack this will extend to last until the completion of said Melee Attack. Vanguard's Charge will activate Juggernaut despite not being an attack.
Rank 3: Upon initiation the user takes 50% damage from attacks which hit them (this is not considered DR, but also overwrites the user's DR during this time). This will last until completion of Vanguard's Charge, but if the user's following action is a Melee Attack this will extend to last until the completion of said Melee Attack. Vanguard's Charge will activate Juggernaut despite not being an attack.
Cost: 2.25 AP; 1000 CP.
Note:
- May be used once per round.
- This is not considered damage reduction, and as such, is uneffected by effects which would bypass DR. This applies against Illusory damage as well.
- This is not considered damage reduction, and does increase their damage when used with the Zaiken style.
- For the purposes of this skill, a "Melee attack" will refer to any action which uses "Melee Accuracy" without outside interference. An action offering the option between Melee and Nin Accuracy would be acceptable, but using Shinobi 101 would not.
- Example; a user with 10 AP begins this at the start of the round, and their next action is a 2.5 AP melee attack. This means the user will be affected by this from the start of this jutsu (0 seconds) and last until the completion of their following action (at 4.75 seconds).
- The effects of this jutsu can never carry over between rounds (such as using Vanguard's Charge at 10 seconds into Round 2, and following up with a melee attack at 0 seconds of round 3).
---
The Unbroken
![]()
The training to become a master of the Kyoujouran bloodline is filled with pain and the scars, as the only way to truly grow their ability is to constantly subject themselves to greater and greater harm. The Kyoujouran believe that those too weak to continue or survive this training are unworthy of their name, and for this reason carry great pride in their claim that "There are no broken Kyoujouran".
924 PL - Unbreakable (Rank 1), Zaiken (Rank 1)
1008 PL - Blade Breaker (Rank 1)
1092 PL - Blade Breaker (Rank 2)
1176 PL - Unbreakable (Rank 2), Zaiken (Rank 2)
1260 PL - Tetsukawa Unleash (Rank 1)
1344 PL - Unbreakable (Rank 3), Bladebreaker (Rank 3)
1428 PL - Tetsukawa Unleash (Rank 2),
1512 PL - Shattering Strike (Rank 1)
1596 PL - Zaiken (Rank 3)
1680 PL - Tetsukawa Unleash (Rank 3), Shattering Strike (Rank 2)
1764 PL - Shattering Strike (Rank 3)
---
Unbreakable - Passive
Despite their clan's on-off flirting with extinction, this culture still proceeds with their inhumane uprising to this very day believing the training eliminates all those with thin blood, leaving only the strongest individuals alive to master their ability.
Rank 1: +2 HP Mod
Rank 2: +4 HP Mod
Rank 3: +6 HP Mod
---
Zaiken - Physical Style
The Kyoujouran fighting style that specializes in controlled, forceful movement that enables both solid defenses and rock-hard blows. The sight of a Kyoujouran impaling an enemy with a kick, or outright crushing them with a punch is not one easily forgotten.
Rank 1/2/3: While Zaiken is active, the user's Melee attacks gain a damage bonus equal to the user's Damage Reduction %. Upon entering this style, the user chooses either 'Piercing' or Bludgeoning'; the user may perform the chosen subtype's actions while equipped with an Unarmed weapon. Both the user's Unarmed and [Chosen Subtype] actions are considered one and the same in terms of effects, modifiers and what they may be used with. The user's chakra costs are increased by +20%.
Rank 2: same as above, but the user's costs are only increased by +10%
Rank 3: same as Rank 3, but the user's costs are not penalized.
Note:
- This style does not simply grant access to the chosen subtype; their weapon is also considered the chosen subtype, just as the subtype is also considered Unarmed. This does not grant the weapon another weapon effect.
---
Bladebreaker - Unarmed Taijutsu
An incoming weapon would normally cause most to evade out of the way, but the Kyoujouran see it as an opening. Rather than evade, they use their natural defense to instead attempt to shatter (or at least damage) the weapon that would dare challenge their armor.
Rank 1: Reflexive. When attacked with a Weapon, the user may make a basic strike against their attacker -before- the attack hits them. If this attack hits, the Called Shot level of the attack's weapon is increased by two levels (this penalty is then applied to the attack which triggered this action).
Rank 2: Reflexive. When attacked with a Weapon, the user may make a basic strike against their attacker -before- the attack hits them. If this attack hits, the Called Shot level of the attack's weapon is increased by two levels (this penalty is then applied to the attack which triggered this action).
Rank 3: Reflexive. When attacked with a Weapon, the user may make a basic strike against their attacker -before- the attack hits them. If this attack hits, the Called Shot level of the attack's weapon is increased by two levels (this penalty is then applied to the attack which triggered this action).
Cost: 1.25 AP; 2% Max CP
Note:
- Reflexive.
- A weapon may only be affected by this action once per battle normally. If it recovers -any- Called Shot ranks after this was used on it, this may be used on it once again.
- Smart Action: If a player will reflexively use Bladebreaker, they will not mistakingly use it on a weapon they have already used it on -unless- it can be damaged (see above note).
---
Tetsukawa Unleash - Buffing Taijutsu
Considered the ultimate defense by many shinobi, this jutsu the Kyoujouran's natural armor into complete overdrive, providing even greater defense ontop of their already existing ones. There is a trade off, however, as it can slow them down some.
Rank 1: User gains 4,000Temporary HP. The user has a -3 penalty to Dodge while this is active.
Rank 2: User gains 6,500 Temporary HP. The user has a -3 penalty to Dodge while this is active.
Rank 3: User gains 8,000 Temporary HP. The user has a -3 penalty to Dodge while this is active.
Cost: 2.75 AP; 2,910 Chakra
Note:
- Chakra Armor
- Lasts up to two rounds. Can only be used once per battle.
- The Temporary HP granted by Tetsukawa Unleash is reduced before the user's normal HP, and cannot be recovered. The user's Damage Reduction and Tetsukawa do not apply to this temporary HP.
- Effects which deal additional damage to barriers will also deal additional damage to this armor.
---
Shattering Strike - Unarmed Taijutsu
This technique is the pinnacle of the raw power, and the most trasured technique of the Kyoujouran. This technique is a single, focus strike channeling rock-hard strength that is capable of shattering through any obstacle in their path....or the bones in the victim's body if there is nothing to slow the user.
Rank 1: Deals 3300 damage at Melee Accuracy. If a Barrier or Arena is between the user and their target, it is dispelled; if it was B-Rank or lower, this attack is uneffected, but if it was A-Rank or higher this attack deals 50% less damage)[/i]. If not, the target has a random limb's Called Shot level raised by two levels.
Rank2: Deals 3710 damage at Melee Accuracy. If a Barrier or Arena is between the user and their target, it is dispelled; if it was B-Rank or lower, this attack is uneffected, but if it was A-Rank or higher this attack deals 50% less damage)[/i]. If not, the target has a random limb's Called Shot level raised by two levels.
Rank 3: Deals 4125 damage at Melee Accuracy. If a Barrier or Arena is between the user and their target, it is dispelled; if it was B-Rank or lower, this attack is uneffected, but if it was A-Rank or higher this attack deals 50% less damage)[/i]. If not, the target has a random limb's Called Shot level raised by two levels.
Cost: 2.75 AP; 2060 CP
Note:
- A target may only be affected by this jutsu once per round.
All except weapon are approvedD rank- adding minor affinity for Water ninjutsu
Abilities
1 Conservative motion
2 Adding- Called shot
3 Adding Combo MasterGou thought it was odd to get training in certain areas. He was normally taught to just survive by any means at any time. Honor had no place in such survival skills. Although during those survival trainings he found he liked the idea of disabling his opponents. He had done so in the past before, sweeping a knee to run away and such but this was different. Disabling an opponent to win? Well he liked the sound of that. Ma and Pa did not understand why he spoke with such enthusiasm about his training results but he did enjoy it. The key to any fight was to survive and he would use whatever he had to win.
WC 117
4 Adding DeflectionGou quickly found during his training he liked taijutsu. It was not flashy but the simple act of hitting opponents just felt right. It was simple, it was nice. So as he trained with his fists, he worked on what teachers would say were combos. At first he was confused as to what a combo looked like. Like, he understood hit things more than once but what made it a combo? Were there better ones? His Pa helped him with it the most when not at the academy. Heh ad been focusing on punch combos when he tried out a punch with a kick. Pa still dodged it but he nearly hit him! So Gou spent his spare time training his combos punches, kicks, and mixing it up. It made more sense going with the "flow" of his movement.
WC 139
5 Weapon AttunementEver since his class, Gou had been extra worried about ranged attacks. All those kunai, shuriken, and arrows were going to kill him and the rest of his group. It was lucky their teacher could teleport them. Still, that ring of fire was burned into his mind and it shook him. That was all that was between him and death and he was not going to let that happen again. He weas tiredo f running. So Gou came home a lot with extra puncture wounds as he tried to learn how to deflect such attacks. Ma and Pa were worried but they saw that soon enough the wounds were lesser and lesser as Gou trained. Taking hits and enduring was a family trait but surviving was the family motto. And Gou would survive.
WC 133
Gou preferred fighting with this fists. In a world of ninjutsu and genjutsu, many things were possible but at the end of the day, it was his weapons that grounded him. With just one class behind him, he saw how terrible the shinobi world could be in an instant. Fire, teleportation, and chaos. It was with his weapons, however, that he felt comfort. The metal in his hands allowed him to focus on what he could do in such a hidden world. Every day a new training dummy would be beat to a pulp and every day, Gou would replace it or the teachers would. Sometimes he would walk into town with his weapon attached and he would have to quietly put them away. They were part of him and he never forgot them.
WC 134
Class creation
Momentum
HP: (50+lvl) x stamina
CP: (40+lvl) x chakra control
Class Bonus: +5% Auto-dodge and Auto-hit
High: Melee Accuracy
Average: Dodge, Genjutsu Save, Ninjutsu Accuracy
Low: Ranged Accuracy, Genjutsu DC
Weapon
Stings
Adding augments
Assault
and
Re-energize
Ah sorry for the miscommunication. The weapon was already made. I was just "equipping" the augments here. Everything should be good.All except weapon are approvedD rank- adding minor affinity for Water ninjutsu
Abilities
1 Conservative motion
2 Adding- Called shot
3 Adding Combo MasterGou thought it was odd to get training in certain areas. He was normally taught to just survive by any means at any time. Honor had no place in such survival skills. Although during those survival trainings he found he liked the idea of disabling his opponents. He had done so in the past before, sweeping a knee to run away and such but this was different. Disabling an opponent to win? Well he liked the sound of that. Ma and Pa did not understand why he spoke with such enthusiasm about his training results but he did enjoy it. The key to any fight was to survive and he would use whatever he had to win.
WC 117
4 Adding DeflectionGou quickly found during his training he liked taijutsu. It was not flashy but the simple act of hitting opponents just felt right. It was simple, it was nice. So as he trained with his fists, he worked on what teachers would say were combos. At first he was confused as to what a combo looked like. Like, he understood hit things more than once but what made it a combo? Were there better ones? His Pa helped him with it the most when not at the academy. Heh ad been focusing on punch combos when he tried out a punch with a kick. Pa still dodged it but he nearly hit him! So Gou spent his spare time training his combos punches, kicks, and mixing it up. It made more sense going with the "flow" of his movement.
WC 139
5 Weapon AttunementEver since his class, Gou had been extra worried about ranged attacks. All those kunai, shuriken, and arrows were going to kill him and the rest of his group. It was lucky their teacher could teleport them. Still, that ring of fire was burned into his mind and it shook him. That was all that was between him and death and he was not going to let that happen again. He weas tiredo f running. So Gou came home a lot with extra puncture wounds as he tried to learn how to deflect such attacks. Ma and Pa were worried but they saw that soon enough the wounds were lesser and lesser as Gou trained. Taking hits and enduring was a family trait but surviving was the family motto. And Gou would survive.
WC 133
Gou preferred fighting with this fists. In a world of ninjutsu and genjutsu, many things were possible but at the end of the day, it was his weapons that grounded him. With just one class behind him, he saw how terrible the shinobi world could be in an instant. Fire, teleportation, and chaos. It was with his weapons, however, that he felt comfort. The metal in his hands allowed him to focus on what he could do in such a hidden world. Every day a new training dummy would be beat to a pulp and every day, Gou would replace it or the teachers would. Sometimes he would walk into town with his weapon attached and he would have to quietly put them away. They were part of him and he never forgot them.
WC 134
Class creation
Momentum
HP: (50+lvl) x stamina
CP: (40+lvl) x chakra control
Class Bonus: +5% Auto-dodge and Auto-hit
High: Melee Accuracy
Average: Dodge, Genjutsu Save, Ninjutsu Accuracy
Low: Ranged Accuracy, Genjutsu DC
Weapon
Stings
Adding augments
Assault
and
Re-energize
For weapons you will need to list what sub type the weapon uses (ie; unarmed, slashing, projectile, etc)
Along with the taijutsu sub type, you will need to list the weapon ability that you would want it to have that can be found here
third, you can also up the damage modifier to either +5% or +10% of the weapon at the cost of accuracy going down to-1 and -2 respectively. This can also be done, vice versa of a positive modifier for your accuracy with negative on your damage.
An Example of how we would see a correct weapon made
Gloves
Ability to use handseals while equipped
+1 acc, -5% damage
Augment 1
augment 2
augment 3
Looks up at previous postsAh sorry for the miscommunication. The weapon was already made. I was just "equipping" the augments here. Everything should be good.All except weapon are approvedD rank- adding minor affinity for Water ninjutsu
Abilities
1 Conservative motion
2 Adding- Called shot
3 Adding Combo MasterGou thought it was odd to get training in certain areas. He was normally taught to just survive by any means at any time. Honor had no place in such survival skills. Although during those survival trainings he found he liked the idea of disabling his opponents. He had done so in the past before, sweeping a knee to run away and such but this was different. Disabling an opponent to win? Well he liked the sound of that. Ma and Pa did not understand why he spoke with such enthusiasm about his training results but he did enjoy it. The key to any fight was to survive and he would use whatever he had to win.
WC 117
4 Adding DeflectionGou quickly found during his training he liked taijutsu. It was not flashy but the simple act of hitting opponents just felt right. It was simple, it was nice. So as he trained with his fists, he worked on what teachers would say were combos. At first he was confused as to what a combo looked like. Like, he understood hit things more than once but what made it a combo? Were there better ones? His Pa helped him with it the most when not at the academy. Heh ad been focusing on punch combos when he tried out a punch with a kick. Pa still dodged it but he nearly hit him! So Gou spent his spare time training his combos punches, kicks, and mixing it up. It made more sense going with the "flow" of his movement.
WC 139
5 Weapon AttunementEver since his class, Gou had been extra worried about ranged attacks. All those kunai, shuriken, and arrows were going to kill him and the rest of his group. It was lucky their teacher could teleport them. Still, that ring of fire was burned into his mind and it shook him. That was all that was between him and death and he was not going to let that happen again. He weas tiredo f running. So Gou came home a lot with extra puncture wounds as he tried to learn how to deflect such attacks. Ma and Pa were worried but they saw that soon enough the wounds were lesser and lesser as Gou trained. Taking hits and enduring was a family trait but surviving was the family motto. And Gou would survive.
WC 133
Gou preferred fighting with this fists. In a world of ninjutsu and genjutsu, many things were possible but at the end of the day, it was his weapons that grounded him. With just one class behind him, he saw how terrible the shinobi world could be in an instant. Fire, teleportation, and chaos. It was with his weapons, however, that he felt comfort. The metal in his hands allowed him to focus on what he could do in such a hidden world. Every day a new training dummy would be beat to a pulp and every day, Gou would replace it or the teachers would. Sometimes he would walk into town with his weapon attached and he would have to quietly put them away. They were part of him and he never forgot them.
WC 134
Class creation
Momentum
HP: (50+lvl) x stamina
CP: (40+lvl) x chakra control
Class Bonus: +5% Auto-dodge and Auto-hit
High: Melee Accuracy
Average: Dodge, Genjutsu Save, Ninjutsu Accuracy
Low: Ranged Accuracy, Genjutsu DC
Weapon
Stings
Adding augments
Assault
and
Re-energize
For weapons you will need to list what sub type the weapon uses (ie; unarmed, slashing, projectile, etc)
Along with the taijutsu sub type, you will need to list the weapon ability that you would want it to have that can be found here
third, you can also up the damage modifier to either +5% or +10% of the weapon at the cost of accuracy going down to-1 and -2 respectively. This can also be done, vice versa of a positive modifier for your accuracy with negative on your damage.
An Example of how we would see a correct weapon made
Gloves
Ability to use handseals while equipped
+1 acc, -5% damage
Augment 1
augment 2
augment 3
Current Ninpocho Time:
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