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.

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Nanjirou

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Nanjirou
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A distinct clan of samurai that hail from a land far in the South, they have been the source of some of the greatest weaponmasters throughout the known land. Renown for the lethal finesse they display in their kenjutsu, with some of the most ancient blades, a Nanjirou is said to come of age only when their ancestry awakens within them; gifting them with spiritual link to their ancestors that can be evoked to display advanced techniques honed through generations of experience. The Nanjirou clan's most well known warriors are generally directly tied to one of two famous swordsmen: one who created most of the ancient weapons the clan wields, and the second who created most of the kenjutsu the clan uses in battle.

Note: All Nanjrou Techniques match the Taijutsu Subtype of the weapon with the [Ancient] Augment

084 PL - Ancient Weapon (Rank 1), Dancing Cherry Blossom Petal (Rank 1)
168 PL - Omni-Step (Rank 1)
252 PL - Wisdom of the Ancients (Rank 1)
336 PL - Omni-Step (Rank 2)
420 PL - Ancient Weapon (Rank 2), Zen Shūchū no Kokyū (Rank 1)
504 PL - Dancing Cherry Blossom Petal (Rank 2)
588 PL - Omni-Step (Rank 3), Wisdom of the Ancients (Rank 2)
672 PL - Ancient Weapon (Rank 3), Zen Shūchū no Kokyū (Rank 2)
756 PL - Dancing Cherry Blossom Petal (Rank 3)
840 PL - Wisdom of the Ancients (Rank 3), Zen Shūchū no Kokyū (Rank 3)

---

Ancient Weapon - Passive
The Nanjirou are marked by two things; their weapon, and the ability to use it. These weapons were created well over a thousand years ago by either a clan progenitor or a legendary blacksmith who owed the family some great debt. Yet despite their age, and sometimes even their appearance, these weapons are renowned for a reason. Within the hands of the Nanjirou, they hold a weapon capable of whispering clan secrets that can destroy all its user seeks to end.

Rank 1/2/3: Choose one Weapon and one Weapon Slot in the User’s inventory. The weapon gains the [Ancient] Augment in a free slot. Weapons with the [Ancient] Augment gain an alignment of the user's choice (Holy, Cursed, or Spiritual) and gain a +5/10/15% damage buff to its taijutsu subtype. The weapon slot becomes a Sheath Slot.

Notes:
  • [Ancient] Augment alignment cannot be changed. (ie: if a technique used with the Ancient Weapon would be Cursed, and the sword is Holy, the damage is instead Holy.)
  • A weapon in the Sheath Slot is passively equipped, whenever the user is not wielding any other weapon, does not prevent the usage of hand seals and cannot be disarmed.
  • The user may place or remove a weapon in the Sheath Slot for 0 AP.
  • Unless otherwise stated, a User may only have 1 [Ancient] Augment and 1 Sheath Slot.
  • The user has access to the augments from the weapon in the Sheath Slot.
  • The Alignment and Taijutsu subtype must both be noted in the user's dojo.
  • Hitokogetsu puppets cannot be given the [Ancient] Augment or equipped in the Sheath Slot.

---

Omni-Step - Passive
A Nanjirou’s early training comes in multiple forms of combat so that they can find and adhere to a style of fighting that accentuates their prowess. While all the members of the clan are trained to fight with either sword or spear, the Nanjirou are practitioners in all weapons so that they can know exactly how an enemy plans to fight and rarely do they come across a style of combat that is unfamiliar. Through this intense training they often swap styles of combat to adhere to the opponent they are attempting to strike down.

Rank 1/2/3: When the user enters any style, they gain a Taijutsu Accuracy buff of +1/+2/+3. When the user exits any style, they gain a Dodge buff of +1/+2/+3. Whenever the User enters or leaves a Style, they may spend 1% Max CP to gain 1/2/3 Omniscient Points.

Notes:
  • The Acc and Dodge buff lasts 5 seconds and does not stack with itself. (The user may only have +3 Acc/Dodge from this passive.)
  • There is no limit of Omniscient Points that can be stored.


---

Dancing Cherry Blossom Petal - Clan Style
The first style of combat that Nanjirou are painstakingly made to master is the Iao Technique. Originally trained via a katana, the Nanjirou are then encourage to find a weapon they're more comfortable with in order to maximize their combat potential. By placing their weapon into a resting stance, the clan members are taught to maximize their potential in unleashing single attacks in the attempt to end a battle in one blow; this can be done with blade, fist, or even a gun. Those who have seen this beautiful art know that a Nanjirou is at their deadliest when seemingly relaxed in the middle of combat.

Rank 1/2/3: When the user enters the style, they may choose one of the following blade forms. While in this style, the user may spend 1 Omniscient Point to perform another Blade Form:
  • Joyful Blade - The user may add +1 target to an Offensive Taijutsu Technique. The user deals -10% damage for the remainder of the round; this does not stack.
  • Singing Blade - The Offensive Taijutsu Technique does not count as Melee Contact.
  • Seeking Blade - The user may use a Offensive Taijutsu Technique against a stealthed target that they failed an awareness check on, at -5 accuracy.
  • Eviscerating Blade - Doubles both the Critical buff limit and any Critical bonuses the user has, but halves the user's critical damage modifier.

Cost: 0.5 AP

Notes:
  • The user may enter this style as a Chakra or Physical style.
---

Wisdom of the Ancestors- Buffing Taijutsu
Being able to draw upon their ancestor's is a channel not for strength, but for knowledge. While most samurai are trained in multiple weapons and tend towards mastery of only one, their ability to channel knowledge of ancient warriors that came before them also makes certain that Nanjirou are masters of all weapon styles regardless of preference. The most powerful of Nanjirou can channel the mastery of weapons from their dead ancestors on whim, and then share that knowledge temporarily with others.

Rank 1/2/3: While this technique is maintained, when the user enters or exits a style, they can allow 1/2/3 allies/clones/creations to enter the same style they just entered or exited.

Special Action - Guiding Hand: When the user casts a B Rank or lower Offensive Taijutsu, they can allow 1/2/3 allies/clones/creations to combo with them with the same technique.

Cost: 1.25 AP 240 CP, 120 CP/rnd

Notes:
  • This technique may be maintained for up to 30 seconds.
  • Allied Players already in a Physical or Chakra style will only enter the User's style if they are able to.
  • Allied Players may use a conditional to drop their style to enter the User's style.
  • The special action requires the allies/clones/creations must pay the AP/CP cost.
  • The special action ignores any prerequisites.
  • The special action may be used with Nanjirou Bloodline Techniques.

---

Zen Shūchū no Kokyū - Buffing Taijutsu
The final technique learned from the clan is a simple breathing technique that only about half of every generation of Nanjirou are able to learn; and only half of those, are able to master. By breathing in oxygen in certain patterns and varying degrees of strength they can control their entire body down to directing blood flow itself. Originally made to put them on an even fighting ground with super-human opponents of their homelands, the Nanjirou continued to used this technique to train their young to keep up with Shinobi when they originally landed. Now that chakra has become a plentiful resource for latter generations, this technique now truly shines as the pinnacle of a samurai's training.

Rank 1/2/3: The User’s next Offensive Taijutsu Technique used with their Ancient Weapon is considered Elemental, and deals +5/10/15% extra elemental damage. The User must choose a Special Action.

Special Actions:
  • First Form - Enbu: For the next 10 seconds, the User may Enter, Exit or Switch Styles for 0 AP.
  • Second Form - Kiki Onkō: The User’s next Offensive Taijutsu Technique, which is a Full Hit, will attempt to strike again at half base damage. The second attack cannot crit or be buffed in any way.
  • Third Form - Heki-ra no Ten: The User heals for 50% of any Offensive Taijutsu Technique used with their Ancient Weapon for the next 5 Seconds.

Cost: 1.75 AP 500 CP

Notes:
  • 0 AP style changes from First Form do not generate Omniscient Points.
  • Second Form is considered a Combo.
  • The user may choose which Base Element when they use this Technique (The user may not chose Advanced Elements.)
----

Masamune
The legendary swordsmith Masamune’s bloodline shines strong in those who are loyal, just, and seek out to destroy true evil no matter what life they lead. Blessed with the power to divert damage and be nearly impossible to land a blow on, these samurai walk in and out of a conflict without anyone ever noticing their presence; save the evil they strike down. While his brother waged wars and honed the clan's kenpo through battle, Masamune focused on structure and mastery of the basics to gift the clan a means to fight the very evil that lurked in their bloodline. Masamune's descendents are all masters of Iao in a way that cannot be comprehended, often able to draw the blade and sheathe it with a motion so fluid they appear to wave a hundred sword wounds onto a foe simply by motioning their hand.

924 PL - Flickering Candle Flame (Rank 1), Shunpo (Rank 1)
1008 PL - True Steel (Rank 1)
1092 PL - Shunpo (Rank 2)
1176 PL - Flickering Candle Flame (Rank 2), True Steel (Rank 2)
1260 PL - Zen Shūchū Jōchū (Rank 1)
1344 PL - Flickering Candle Flame (Rank 3), Shunpo (Rank 3)
1428 PL - Zen Shūchū Jōchū (Rank 2),
1512 PL - Tensa Zangetsu (Rank 1)
1596 PL - True Steel (Rank 3)
1680 PL - Zen Shūchū Jōchū (Rank 3), Tensa Zangetsu (Rank 2)
1764 PL - Tensa Zangetsu (Rank 3)

---


Flickering Candle Flame - Passive
Known as a man of unwavering patience, Masamune took in every moment of time as he walked into every room. Every hair, speck of dust, movement of oxygen; nothing was lost on him. With an unearthly sense the man knew when evil lurked in his home, and could sense a person's intent to kill from miles away. The same can be said of those who inherit his Will, as they too have an unnerving sense of duty and awareness that make them impossible to hit while they move towards the goal of their personal justice.

Rank 1/2/3: User’s Dodge is considered High when they are Passively Equipped with a weapon in the Sheath Slot. The User takes 15%/10%/5% more damage from all sources. If the user casts an offensive technique with a weapon other than the Passively Equipped Weapon in the Sheath Slot, this Bonus and Debuff is lost.


---

True Steel - Passive
Masamune created a number of the Ancient Weapons that cycle through users in the Nanjirou Clan with a great deal of them being swords. Those that inherited his masterful technique of steel bending allowed others down the line to creatue weapons that weren't of the sword variety; yet no matter who made them, only those who share Masamune's blood are able to bring out their full potential. Through a spiritual connection to the great swordsmith himself, those with this inheritance can naturally turn a dull blade into a razor’s edge with minimal effort; as if they can whisper to the steel itself.

Rank 1/2/3: Offensive Techniques made with a Weapon while it is in the Sheath slot may gain +5%/10%/15% Primary or Secondary Effect chances.

Notes:
  • The User chooses to gain one of these effects at the start of the Round, and may switch effects once every 10 seconds.

---

Shunpo - Clan Style
One of the hardest of all Nanjirou clan techniques to master, yet the most renowned by outsiders, is the ability to move so fast that they appear to “flicker” from one space to the next. While it was Muramasa who invented the technique, he long ago abandonded it for using the technique ended battles far faster than he wished for. Masamune, his brother, continued to tune it so that the technique would do exactly what it was meant to; end a fight as quickly as possible. This is done through a mastery of their breathing techniques that forces all of their body strength to their legs in order to strike down a target as fast as possible. Sometimes the opponent doesn’t even realize they’ve been struck until blood flies from their neck.

Rank 1/2/3: Upon Entering this style, the User gains Priority on all offensive technique made with their weapon with the [Ancient] Augment against other Offensive Techniques. When Exiting this Style the User may attempt to cause a Hostile Target to raise a Bleeding or Called Shot Level, or automatically have the Target suffer Suppression using taijutsu accuracy.

Cost: 0.5 AP
  • Second Effect can only be used once per 10 Seconds.
  • The Bleed/Called Shot/Suppression chance is a Taijutsu check.
  • The user may use this as a Chakra or Physical Style.
-—

Zen Shūchū Jōchū - Variable Taijutsu
The Zen Shūchū no Kokyū technique is already one that is impossible to learn for anyone not carrying the ancient samurai bloodline, but even among the Nanjirou there are clansmen who maximize their breathing training in their formative years. They are suspect that the power to use oxygen to move their adrenaline in ways that would unlock new potential for the technique. Those who share blood with Masamune are able to do exactly just that, and by doing so they tend to unlock potential never seen in other swordsmen before them or after; often creating unique new kenjutsu in the process that is unqiue to them and their descendants.

Rank 1/2/3: The user will auto-dodge the next technique that hits them. The user may use the 1st/2nd/3rd Special Action.

  • Fourth Form - Retsujitsu Kōkyō: The User may spend up to 1 Omniscient Points to make a Basic Strike against the attacker, dealing damage equal to 15/30/60% of the attack's intended damage.
  • Fifth Form - Gen'nichi Kō: By paying up to 2 Omniscient Points, at the timing that the attack is auto-dodged, the User strikes for 1300/1600 damage. This attack is considered a Sneak Attack.
  • Sixth Form - Shayō Tenshin: The User may spend up to 3 Omniscient Points to deals 1500 Physical Damage at -1/-2 Accuracy that raises a Bleed or Called Shot level by 1/2.

Cost: 2.25 Ap; CP equal to 30% of the triggering attack

Note:
  • This cannot be used reflexively. This must be cast before the attack they attempt to auto-dodge.
  • This is an activated auto-dodge.
  • The user may only use 1 Special Action per cast.

---

Tensa Zangetsu - Variable Taijutsu
Originally a technique said to have been used by Masamune to slay a kraken that blocked the Nanjirou's path from their original southern home on their jouney to the north, it is considered by many of the Nanjirou to be the most powerful attack in their clan; and is an ability that only 1 in 1,000,000 will ever achieve in their lifetime. By maximizing the mastery of breathing, the Shunpo clan style, and carrying an intimate bond with their Ancient Weapon so powerful they can speak to Masamune themselves - a Nanjirou can use this legendary technique to move so fast it will appear as if they’re using the Clone Jutsu to attack everything on the battlefield in a single strike.

Rank 1/2/3: The User deals 3300/4125/4950 damage with their [Ancient] Weapon at +0 Acc and creates up to 1/2/3 After Images of themselves that auto-target clones, creations and summons that each deal 25% of this techniques’ initial damage. If the user is maintaining Wisdom of the Ancestors, they may spend 1 Omniscient Point to include their After Images as valid targets.

Special Action - Omni-Slash: The user may spend up to 3 Omniscient points to have up to 3 of their After Image attack the initial Target instead, but lowers the After Image's damage to 10%.
Special Action - 5-Star Phantom: The User may spend 3 Omniscient points to increase their After Image Damage to 50% of this technique’s initial damage.
Special Action - Those that came before: The user may spend 1 Omniscient Point to have the After Images count as Clones and last 10 seconds after completing their attack.

Cost: 2.75 AP, 2475 CP

Note:
  • May only use one special action choice per attack.
  • This technique has a 10 second cooldown after use.
  • After Images cannot be Auto-Dodged or Targeted.
  • After Images retain a copy of the user's weapon and augments used for this technique.
  • After Images’ Accuracy is equal to the User’s Ancient Weapon Taijutsu Subtype.
  • Images that miss their attack stay on the battlefield for 20 seconds, repeating their attack every 5 seconds.

---

Musashi
The Musashi Clan is an outlier that was created by the First Son of Masamune, with the goal of recovering all the weapons Muramasa stole. Unlike the other side of their bloodline, these samurai are soldiers who willingly cut off of their ancestor's guidance, but make up for this selective weakness by carrying multiple weapons they have either managed to recover from Muramasa's Disciples, or fellow brothers fallen in battle. Due to this they also use a style of combat that is unique to them that was rumored to have been created directly by Masamune's son as the only true counter to Muramasa's technique.
924 PL - Gathered Souls (Rank 1), Hirenkyaku (Rank 1)
1008 PL - Hyoho Ninten Ichi-ryu (Rank 1)
1092 PL - Hirenkyaku (Rank 2)
1176 PL - Gathered Souls (Rank 2), Hyoho Ninten Ichi-ryu (Rank 2)
1260 PL - Hi-no-kokyū (Rank 1)
1344 PL - Gathered Souls (Rank 3), Hirenkyaku (Rank 3)
1428 PL - Hi-no-kokyū (Rank 2),
1512 PL - Sentō Saimin (Rank 1)
1596 PL - Hyoho Ninten Ichi-ryu (Rank 3)
1680 PL - Hi-no-kokyū (Rank 3), Sentō Saimin (Rank 2)
1764 PL - Sentō Saimin (Rank 3)

---


Gathered Souls - Passive
Blades that the Musashi have gathered all have one thing in common - they're haunted. While all weapons of the Nanjirou have a connection to their dead ancestors, these once belonged to those who had fallen dishonorably or were killed in an non-honorable fashion making them so that no one else can touch them without going mad. To the Musashi, however, they all claim that when these weapons are grasped in their hands all they can feel is the fury of their fallen kin.

Rank 1/2/3: The user may now have +1/2/3 [Ancient] Augments. The [Ancient] Augment no longer has any alignment or damage bonus. At Rank 2 the user gains a second Sheath Slot, and at rank 3 they regain the +5/10/15% damage buff to its taijutsu subtype.

---

Hyoho Ninten Ichi-ryu - Passive
Literally translated as "Two Heavens, One School," the Hyoho Ninten technique is one shrouded in mystery and legend far beyond the ones trained to those of the clan. Originally created to counter Disciples of Muramasa, the technique has evolved to a point that it cannot be used by those who are in touch with their ancestors; for the sword-form relies not on wisdom and battle tranquility, but a balanced form of raw violence and strength, instead.

Rank 1/2/3: The user gains the ability Ambidexterity and it does not take up a slot. The user may also be equipped with Two [Ancient] Augment weapons at the same time. When the user casts an Offensive Taijutsu technique, they may have the 1/2/3 of the 2nd weapon’s Augments apply.

Notes:
  • Free augments, except [Ancient], from the 2nd weapon do not apply.
  • Identical Augments don’t stack.
  • The User may be passively equipped with both weapons in their Sheath Slots.

---


Hirenkyaku - [Clan Style]
While many can't grasp the idea of being able to dual-wield two weapons in pure harmony, the Musashi turn their multiple weapon training into a form of discipline, never reaching an "end" to their technique. To wit, one of the strongest forms of combat styles involve purposely taking a hit in order to parry and line up a perfect counter. While most fighters would consider this style suicidal, the Musashi aim for the purpose of striking down a foe in a single viscous blow; much like thir cousins, but with more violence.

Rank 1/2/3: While in this style, the user can take up to -1/-2/-3 dodge to give +15/20/25% Backlash Damage to any hostile target that succeeds in a Full Hit against them. After dealing Backlash Damage to an opponent, the user may drop the style for 0 AP to reflexively perform up to a C/B/A Rank Offensive Taijutsu technique.

Cost:0.5 AP

Notes:
  • Dropping the style to perform an Offensive Taijutsu Technique requires a conditional, but does not take up a Conditional Slot.
  • The user must pay the full costs of the Offensive Taijutsu technique, only the timing is reduced to 0 AP.

---

Hi-no-kokyū - [Variable Taijutsu]
The breathing techniques taught to Nanjirou in their infancy are never forgotten - even as they forget the ancestors that once lent them strength. Without the connection to an elder soul to perfect the power of Zen Shūchū as most Nanjirou do, the Musashi have stepped into a new realm of techniques that evolved from violence over serenity; a must in the constant battle against Muramasa. These techniques are part of a new generation of Zen Shūchū that many older Nanjirou frown upon, though they cannot deny their prowess in combat.

Rank 1/2/3: The user attempts to strike a Hostile Target at +1/2/3 Acc. The user must select a Special Action to use with this technique. The user has access to the Fourth Form at Rank 1, the Fifth Form at Rank 2, and the Sixth Form at Rank 3.

  • Fourth Form - Nichiun no Ryū Kaburimai: The User may spend up to 1 Omniscient Points to make 4 strikes against a Hostile Opponent, dealing 375/470/560 Physical damage each.
  • Fifth Form - Shunten Giri: By paying up to 2 Omniscient Points, the user strikes for 2060/2475 Physical damage, and can combo with another Taijutsu Technique at one 1/4 of the AP timing.
  • Sixth Form - Kiki Onkō: The user may spend up to 5 Omniscient Points to gain 480 Temp HP per point. While the user has this Temp HP, full hits against them causes 20% Backlash Damage.

Cost: 2.25 AP, 820 CP

Notes:
  • Temp HP follows the standard Temp HP rules.
  • Fifth Form follows standard Combo rules, only the Timing is changed.
  • Sixth Form stacks with Hirenkyaku.

---

Sentō Saimin - Buffing Taijutsu
Among the Nanjirou are many techniques that have been considered impossible to learn by outsiders not guided by their ancestors. The elder souls who had spent their entire lives perfecting techniques so that their souls can pass on this knowledge to the descendant that lifts their blade. The Musashi are a part of the group unable to master all their clan's techniques - having long ago severed their connection to these elder souls; and yet not a single Nanjirou of the Masamune clan, nor Disciples of Muramasa, go anywhere near their cousins when battle hypnosis has taken control. By throwing themselves completely into the fray and shutting off their minds, the Musashi cut a path through the battlefield to reach their target; and woe be to anyone in between.

Rank 1/2/3: While this technique is maintained, the user gains the following effects:
  • Omni-Step’s Bonus from entering or exiting a style is doubled.
  • The user no longer has a cap on Styles they may be in.
  • Whenever the user casts an Offensive Taijutsu Technique, they may spend 1 Omniscient Point to also make a Free Basic Attack. This can exceed the Free Basic attack limit.

Cost: 2.75 AP, 2475 CP, 1240 CP/rnd

Note:
  • This technique may be maintained up to 30 seconds.
  • When this technique ends, the user drops out of all styles.
  • Only 1 Omniscient Point may be spent per Offensive Technique.
 
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Code:
[QUOTE]
[B][U]Nanjirou[/U][/B]
[img]http://www.ninpocho.com/images/BattleSystem/Bloodlines/Nanjirou.jpg[/img]
[I]A distinct clan of samurai that hail from a land far in the South, they have been the source of some of the greatest weaponmasters throughout the known land. Renown for the lethal finesse they display in their kenjutsu, with some of the most ancient blades, a Nanjirou is said to come of age only when their ancestry awakens within them; gifting them with spiritual link to their ancestors that can be evoked to display advanced techniques honed through generations of experience. The Nanjirou clan's most well known warriors are generally directly tied to one of two famous swordsmen: one who created most of the ancient weapons the clan wields, and the second who created most of the kenjutsu the clan uses in battle.
[/I]
[spoiler]
[B]Note: All Nanjrou Techniques match the Taijutsu Subtype of the weapon with the [Ancient] Augment[/B]

084 PL - Ancient Weapon (Rank 1), Dancing Cherry Blossom Petal (Rank 1)
168 PL - Omni-Step (Rank 1)
252 PL - Wisdom of the Ancients (Rank 1)
336 PL - Omni-Step (Rank 2)
420 PL - Ancient Weapon (Rank 2), Zen Shūchū no Kokyū (Rank 1)
504 PL - Dancing Cherry Blossom Petal (Rank 2)
588 PL - Omni-Step (Rank 3), Wisdom of the Ancients (Rank 2)
672 PL - Ancient Weapon (Rank 3), Zen Shūchū no Kokyū (Rank 2)
756 PL - Dancing Cherry Blossom Petal (Rank 3)
840 PL - Wisdom of the Ancients (Rank 3), Zen Shūchū no Kokyū (Rank 3)

---

[U][B]Ancient Weapon - [I]Passive[/I][/B][/U]
The Nanjirou are marked by two things; their weapon, and the ability to use it. These weapons were created well over a thousand years ago by either a clan progenitor or a legendary blacksmith who owed the family some great debt. Yet despite their age, and sometimes even their appearance, these weapons are renowned for a reason. Within the hands of the Nanjirou, they hold a weapon capable of whispering clan secrets that can destroy all its user seeks to end.

[B]Rank 1/2/3:[/B] Choose one Weapon and one Weapon Slot in the User’s inventory. The weapon gains the [Ancient] Augment in a free slot. Weapons with the [Ancient] Augment gain an alignment of the user's choice (Holy, Cursed, or Spiritual) and gain a +5/10/15% damage buff to its taijutsu subtype. The weapon slot becomes a Sheath Slot.

[I]Notes:[/I]
[LIST]
[*][Ancient] Augment alignment cannot be changed. (ie: if a technique used with the Ancient Weapon would be Cursed, and the sword is Holy, the damage is instead Holy.)
[*]A weapon in the Sheath Slot is passively equipped, whenever the user is not wielding any other weapon, does not prevent the usage of hand seals and cannot be disarmed.
[*]The user may place or remove a weapon in the Sheath Slot for 0 AP.
[*]Unless otherwise stated, a User may only have 1 [Ancient] Augment and 1 Sheath Slot.
[*]The user has access to the augments from the weapon in the Sheath Slot.
[*]The Alignment and Taijutsu subtype must both be noted in the user's dojo.
[*]Hitokogetsu puppets cannot be given the [Ancient] Augment or equipped in the Sheath Slot.
[/LIST]

---

[U][B]Omni-Step  - [I]Passive[/I][/B][/U]
A Nanjirou’s early training comes in multiple forms of combat so that they can find and adhere to a style of fighting that accentuates their prowess. While all the members of the clan are trained to fight with either sword or spear, the Nanjirou are practitioners in all weapons so that they can know exactly how an enemy plans to fight and rarely do they come across a style of combat that is unfamiliar. Through this intense training they often swap styles of combat to adhere to the opponent they are attempting to strike down.

[B]Rank 1/2/3:[/B] When the user enters any style, they gain a Taijutsu Accuracy buff of +1/+2/+3. When the user exits any style, they gain a Dodge buff of +1/+2/+3. Whenever the User enters or leaves a Style, they may spend 1% Max CP to gain 1/2/3 Omniscient Points.

[I]Notes:[/I]
[LIST]
[*]The Acc and Dodge buff lasts 5 seconds and does not stack with itself. [I](The user may only have +3 Acc/Dodge from this passive.)[/I]
[*]There is no limit of Omniscient Points that can be stored.
[/LIST]


---

[U][B]Dancing Cherry Blossom Petal - [I]Clan Style[/I][/B][/U]
The first style of combat that Nanjirou are painstakingly made to master is the Iao Technique. Originally trained via a katana, the Nanjirou are then encourage to find a weapon they're more comfortable with in order to maximize their combat potential. By placing their weapon into a resting stance, the clan members are taught to maximize their potential in unleashing single attacks in the attempt to end a battle in one blow; this can be done with blade, fist, or even a gun. Those who have seen this beautiful art know that a Nanjirou is at their deadliest when seemingly relaxed in the middle of combat.

[B]Rank 1/2/3:[/B] When the user enters the style, they may choose one of the following blade forms. While in this style, the user may spend 1 Omniscient Point to perform another Blade Form:
[LIST]
[*]Joyful Blade - The user may add +1 target to an Offensive Taijutsu Technique. The user deals -10% damage for the remainder of the round; this does not stack.
[*]Singing Blade - The Offensive Taijutsu Technique does not count as Melee Contact.
[*]Seeking Blade - The user may use a Offensive Taijutsu Technique against a stealthed target that they failed an awareness check on, at -5 accuracy.
[*]Eviscerating Blade - Doubles both the Critical buff limit and any Critical bonuses the user has, but halves the user's critical damage modifier.
[/LIST]

Cost: 0.5 AP

[I]Notes:[/I]
[LIST]
[*]The user may enter this style as a Chakra or Physical style.
[/LIST]
---

[U][B]Wisdom of the Ancestors- [I]Buffing Taijutsu[/I][/B][/U]
Being able to draw upon their ancestor's is a channel not for strength, but for knowledge. While most samurai are trained in multiple weapons and tend towards mastery of only one, their ability to channel knowledge of ancient warriors that came before them also makes certain that Nanjirou are masters of all weapon styles regardless of preference. The most powerful of Nanjirou can channel the mastery of weapons from their dead ancestors on whim, and then share that knowledge temporarily with others.

[B]Rank 1/2/3:[/B] While this technique is maintained, when the user enters or exits a style, they can allow 1/2/3 allies/clones/creations to enter the same style they just entered or exited.

[B][I]Special Action[/I][/B][I] - Guiding Hand[/I]: When the user casts a B Rank or lower Offensive Taijutsu, they can allow 1/2/3 allies/clones/creations to combo with them with the same technique.

Cost: 1.25 AP 240 CP, 120 CP/rnd

[I]Notes:[/I]
[LIST]
[*]This technique may be maintained for up to 30 seconds.
[*]Allied Players already in a Physical or Chakra style will only enter the User's style if they are able to.
[*]Allied Players may use a conditional to drop their style to enter the User's style.
[*]The special action requires the allies/clones/creations must pay the AP/CP cost.
[*]The special action ignores any prerequisites.
[*]The special action may be used with Nanjirou Bloodline Techniques.
[/LIST]

---

[U][B]Zen Shūchū no Kokyū - [I]Buffing Taijutsu[/I][/B][/U]
The final technique learned from the clan is a simple breathing technique that only about half of every generation of Nanjirou are able to learn; and only half of those, are able to master. By breathing in oxygen in certain patterns and varying degrees of strength they can control their entire body down to directing blood flow itself. Originally made to put them on an even fighting ground with super-human opponents of their homelands, the Nanjirou continued to used this technique to train their young to  keep up with Shinobi when they originally landed. Now that chakra has become a plentiful resource for latter generations, this technique now truly shines as the pinnacle of a samurai's training.

[B]Rank 1/2/3:[/B] The User’s next Offensive Taijutsu Technique used with their Ancient Weapon is considered Elemental, and deals +5/10/15% extra elemental damage. The User must choose a Special Action.

Special Actions:
[LIST]
[*][B]First Form[/B] - [I]Enbu[/I]: For the next 10 seconds, the User may Enter, Exit or Switch Styles for 0 AP.
[*][B]Second Form[/B] - [I]Kiki Onkō[/I]: The User’s next Offensive Taijutsu Technique, which is a Full Hit, will attempt to strike again at half base damage. The second attack cannot crit or be buffed in any way.
[*][B]Third Form[/B] - [I]Heki-ra no Ten[/I]: The User heals for 50% of any Offensive Taijutsu Technique used with their Ancient Weapon for the next 5 Seconds.
[/LIST]

[B]Cost:[/B] 1.75 AP 500 CP

[I]Notes:[/I]
[LIST]
[*]0 AP style changes from First Form do not generate Omniscient Points.
[*]Second Form is considered a Combo.
[*]The user may choose which Base Element when they use this Technique (The user may not chose Advanced Elements.)
[/LIST]
[/spoiler]
----

[B][U]Masamune[/U][/B]
[I]The legendary swordsmith Masamune’s bloodline shines strong in those who are loyal, just, and seek out to destroy true evil no matter what life they lead. Blessed with the power to divert damage and be nearly impossible to land a blow on, these samurai walk in and out of a conflict without anyone ever noticing their presence; save the evil they strike down. While his brother waged wars and honed the clan's kenpo through battle, Masamune focused on structure and mastery of the basics to gift the clan a means to fight the very evil that lurked in their bloodline. Masamune's descendents are all masters of Iao in a way that cannot be comprehended, often able to draw the blade and sheathe it with a motion so fluid they appear to wave a hundred sword wounds onto a foe simply by motioning their hand.[/I]

[spoiler]924 PL - Flickering Candle Flame (Rank 1), Shunpo (Rank 1)
1008 PL - True Steel (Rank 1)
1092 PL - Shunpo (Rank 2)
1176 PL - Flickering Candle Flame (Rank 2), True Steel (Rank 2)
1260 PL - Zen Shūchū Jōchū (Rank 1)
1344 PL - Flickering Candle Flame (Rank 3), Shunpo (Rank 3)
1428 PL - Zen Shūchū Jōchū (Rank 2),
1512 PL - Tensa Zangetsu (Rank 1)
1596 PL - True Steel  (Rank 3)
1680 PL - Zen Shūchū Jōchū (Rank 3), Tensa Zangetsu (Rank 2)
1764 PL - Tensa Zangetsu (Rank 3)

---


[B][U]Flickering Candle Flame - [I]Passive[/I][/U][/B]
Known as a man of unwavering patience, Masamune took in every moment of time as he walked into every room. Every hair, speck of dust, movement of oxygen; nothing was lost on him. With an unearthly sense the man knew when evil lurked in his home, and could sense a person's intent to kill from miles away. The same can be said of those who inherit his Will, as they too have an unnerving sense of duty and awareness that make them impossible to hit while they move towards the goal of their personal justice.

[B]Rank 1/2/3:[/B] User’s Dodge is considered High when they are Passively Equipped with a weapon in the Sheath Slot. The User takes 15%/10%/5% more damage from all sources. If the user casts an offensive technique with a weapon other than the Passively Equipped Weapon in the Sheath Slot, this Bonus and Debuff is lost.


---

[B][U]True Steel - [I]Passive[/I][/U][/B]
Masamune created a number of the Ancient Weapons that cycle through users in the Nanjirou Clan with a great deal of them being swords. Those that inherited his masterful technique of steel bending allowed others down the line to creatue weapons that weren't of the sword variety; yet no matter who made them, only those who share Masamune's blood are able to bring out their full potential. Through a spiritual connection to the great swordsmith himself, those with this inheritance can naturally turn a dull blade into a razor’s edge with minimal effort; as if they can whisper to the steel itself.

[B]Rank 1/2/3:[/B] Offensive Techniques made with a Weapon while it is in the Sheath slot may gain +5%/10%/15% Primary [B][U]or[/U][/B] Secondary Effect chances.

[I]Notes:[/I]
[LIST]
[*]The User chooses to gain one of these effects at the start of the Round, and may switch effects once every 10 seconds.
[/LIST]

---

[U][B]Shunpo - [I]Clan Style[/I][/B][/U]
One of the hardest of all Nanjirou clan techniques to master, yet the most renowned by outsiders, is the ability to move so fast that they appear to “flicker” from one space to the next. While it was Muramasa who invented the technique, he long ago abandonded it for using the technique ended battles far faster than he wished for. Masamune, his brother, continued to tune it so that the technique would do exactly what it was meant to; end a fight as quickly as possible. This is done through a mastery of their breathing techniques that forces all of their body strength to their legs in order to strike down a target as fast as possible. Sometimes the opponent doesn’t even realize they’ve been struck until blood flies from their neck.

[B]Rank 1/2/3:[/B] Upon Entering this style, the User gains Priority on all offensive technique made with their weapon with the [Ancient] Augment against other Offensive Techniques. When Exiting this Style the User may attempt to cause a Hostile Target to raise a Bleeding or Called Shot Level, or automatically have the Target suffer Suppression using taijutsu accuracy.

Cost: 0.5 AP
[LIST]
[*]Second Effect can only be used once per 10 Seconds.
[*]The Bleed/Called Shot/Suppression chance is a Taijutsu check.
[*]The user may use this as a Chakra or Physical Style.
[/LIST]
-—

[U][B]Zen Shūchū Jōchū - [I]Variable Taijutsu[/I][/B][/U]
The Zen Shūchū no Kokyū technique is already one that is impossible to learn for anyone not carrying the ancient samurai bloodline, but even among the Nanjirou there are clansmen who maximize their breathing training in their formative years. They are suspect that the power to use oxygen to move their adrenaline in ways that would unlock new potential for the technique. Those who share blood with Masamune are able to do exactly just that, and by doing so they tend to unlock potential never seen in other swordsmen before them or after; often creating unique new kenjutsu in the process that is unqiue to them and their descendants.

[B]Rank 1/2/3:[/B] The user will auto-dodge the next technique that hits them. The user may use the 1st/2nd/3rd Special Action.

[LIST]
[*][B]Fourth Form[/B] - [I]Retsujitsu Kōkyō[/I]: The User may spend up to 1 Omniscient Points to make a Basic Strike against the attacker, dealing damage equal to 15/30/60% of the attack's intended damage.
[*][B]Fifth Form[/B] - [I]Gen'nichi Kō[/I]: By paying up to 2 Omniscient Points, at the timing that the attack is auto-dodged, the User strikes for 1300/1600 damage. This attack is considered a Sneak Attack.
[*][B]Sixth Form[/B] - [I]Shayō Tenshin[/I]: The User may spend up to 3 Omniscient Points to deals 1500 Physical Damage at -1/-2 Accuracy that raises a Bleed or Called Shot level by 1/2.
[/LIST]

Cost: 2.25 Ap; CP equal to 30% of the triggering attack

[I]Note:[/I]
[LIST]
[*]This cannot be used reflexively. This must be cast before the attack they attempt to auto-dodge.
[*]This is an activated auto-dodge.
[*]The user may only use 1 Special Action per cast.
[/LIST]

---

[U][B]Tensa Zangetsu - [I]Variable Taijutsu[/I][/B][/U]
Originally a technique said to have been used by Masamune to slay a kraken that blocked the Nanjirou's path from their original southern home on their jouney to the north, it is considered by many of the Nanjirou to be the most powerful attack in their clan; and is an ability that only 1 in 1,000,000 will ever achieve in their lifetime. By maximizing the mastery of breathing, the Shunpo clan style, and carrying an intimate bond with their Ancient Weapon so powerful they can speak to Masamune themselves - a Nanjirou can use this legendary technique to move so fast it will appear as if they’re using the Clone Jutsu to attack everything on the battlefield in a single strike.

[B]Rank 1/2/3:[/B] The User deals 3300/4125/4950 damage with their [Ancient] Weapon at +0 Acc and creates up to 1/2/3 After Images of themselves that auto-target clones, creations and summons that each deal 25% of this techniques’ initial damage. If the user is maintaining Wisdom of the Ancestors, they may spend 1 Omniscient Point to include their After Images as valid targets.

[I][B]Special Action[/B] - Omni-Slash:[/I] The user may spend up to 3 Omniscient points to have up to 3 of their After Image attack the initial Target instead, but lowers the After Image's damage to 10%.
[I][B]Special Action[/B] - 5-Star Phantom:[/I] The User may spend 3 Omniscient points to increase their After Image Damage to 50% of this technique’s initial damage.
[I][B]Special Action[/B] - Those that came before:[/I] The user may spend 1 Omniscient Point to have the After Images count as Clones and last 10 seconds after completing their attack.

Cost: 2.75 AP, 2475 CP

[I]Note:[/I]
[LIST]
[*]May only use one special action choice per attack.
[*]This technique has a 10 second cooldown after use.
[*]After Images cannot be Auto-Dodged or Targeted.
[*]After Images retain a copy of the user's weapon and augments used for this technique.
[*]After Images’ Accuracy is equal to the User’s Ancient Weapon Taijutsu Subtype.
[*]Images that miss their attack stay on the battlefield for 20 seconds, repeating their attack every 5 seconds.
[/LIST]

[/spoiler]

---

[U][B]Musashi[/B][/U]
[I]The Musashi Clan is an outlier that was created by the First Son of Masamune, with the goal of recovering all the weapons Muramasa stole. Unlike the other side of their bloodline, these samurai are soldiers who willingly cut off of their ancestor's guidance, but make up for this selective weakness by carrying multiple weapons they have either managed to recover from Muramasa's Disciples, or fellow brothers fallen in battle. Due to this they also use a style of combat that is unique to them that was rumored to have been created directly by Masamune's son as the only true counter to Muramasa's technique.[/I]
[spoiler]

924 PL - Gathered Souls (Rank 1), Hirenkyaku (Rank 1)
1008 PL - Hyoho Ninten Ichi-ryu (Rank 1)
1092 PL - Hirenkyaku (Rank 2)
1176 PL - Gathered Souls (Rank 2), Hyoho Ninten Ichi-ryu  (Rank 2)
1260 PL - Hi-no-kokyū (Rank 1)
1344 PL - Gathered Souls (Rank 3), Hirenkyaku (Rank 3)
1428 PL - Hi-no-kokyū (Rank 2),
1512 PL - Sentō Saimin (Rank 1)
1596 PL - Hyoho Ninten Ichi-ryu  (Rank 3)
1680 PL - Hi-no-kokyū (Rank 3), Sentō Saimin (Rank 2)
1764 PL - Sentō Saimin (Rank 3)

---


[U][B]Gathered Souls - [I]Passive[/I][/B][/U]
Blades that the Musashi have gathered all have one thing in common - they're haunted. While all weapons of the Nanjirou have a connection to their dead ancestors, these once belonged to those who had fallen dishonorably or were killed in an non-honorable fashion making them so that no one else can touch them without going mad. To the Musashi, however, they all claim that when these weapons are grasped in their hands all they can feel is the fury of their fallen kin.

[B]Rank 1/2/3:[/B] The user may now have +1/2/3 [Ancient] Augments. The [Ancient] Augment no longer has any alignment or damage bonus. At Rank 2 the user gains a second Sheath Slot, and at rank 3 they regain the +5/10/15% damage buff to its taijutsu subtype.

---

[U][B]Hyoho Ninten Ichi-ryu - [I]Passive[/I][/B][/U]
Literally translated as "Two Heavens, One School," the Hyoho Ninten technique is one shrouded in mystery and legend far beyond the ones trained to those of the clan. Originally created to counter Disciples of Muramasa, the technique has evolved to a point that it cannot be used by those who are in touch with their ancestors; for the sword-form relies not on wisdom and battle tranquility, but a balanced form of raw violence and strength, instead.

[B]Rank 1/2/3:[/B] The user gains the ability [URL='https://ninpocho.com/threads/ambidexterity.51369/']Ambidexterity[/URL] and it does not take up a slot. The user may also be equipped with Two [Ancient] Augment weapons at the same time. When the user casts an Offensive Taijutsu technique, they may have the 1/2/3 of the 2nd weapon’s Augments apply.

[I]Notes:[/I]
[LIST]
[*]Free augments, except [Ancient], from the 2nd weapon do not apply.
[*]Identical Augments don’t stack.
[*]The User may be passively equipped with both weapons in their Sheath Slots.
[/LIST]

---


[U][B]Hirenkyaku - [I][Clan Style][/I][/B][/U]
While many can't grasp the idea of being able to dual-wield two weapons in pure harmony, the Musashi turn their multiple weapon training into a form of discipline, never reaching an "end" to their technique. To wit, one of the strongest forms of combat styles involve purposely taking a hit in order to parry and line up a perfect counter. While most fighters would consider this style suicidal, the Musashi aim for the purpose of striking down a foe in a single viscous blow; much like thir cousins, but with more violence.

[B]Rank 1/2/3:[/B] While in this style, the user can take up to -1/-2/-3 dodge to give +15/20/25% Backlash Damage to any hostile target that succeeds in a Full Hit against them. After dealing Backlash Damage to an opponent, the user may drop the style for 0 AP to reflexively perform up to a C/B/A Rank Offensive Taijutsu technique.

Cost:0.5 AP

[I]Notes:[/I]
[LIST]
[*]Dropping the style to perform an Offensive Taijutsu Technique requires a conditional, but does not take up a Conditional Slot.
[*]The user must pay the full costs of the Offensive Taijutsu technique, only the timing is reduced to 0 AP.
[/LIST]

---

[U][B]Hi-no-kokyū - [I][Variable Taijutsu][/I][/B][/U]
The breathing techniques taught to Nanjirou in their infancy are never forgotten - even as they forget the ancestors that once lent them strength. Without the connection to an elder soul to perfect the power of Zen Shūchū as most Nanjirou do, the Musashi have stepped into a new realm of techniques that evolved from violence over serenity; a must in the constant battle against Muramasa. These techniques are part of a new generation of Zen Shūchū that many older Nanjirou frown upon, though they cannot deny their prowess in combat.

[B]Rank 1/2/3:[/B] The user attempts to strike a Hostile Target at +1/2/3 Acc. The user must select a Special Action to use with this technique. The user has access to the Fourth Form at Rank 1, the Fifth Form at Rank 2, and the Sixth Form at Rank 3.

[LIST]
[*][B]Fourth Form[/B] - [I]Nichiun no Ryū Kaburimai[/I]: The User may spend up to 1 Omniscient Points to make 4 strikes against a Hostile Opponent, dealing 375/470/560 Physical damage each.
[*][B]Fifth Form[/B] - [I]Shunten Giri[/I]: By paying up to 2 Omniscient Points, the user strikes for 2060/2475 Physical damage, and can combo with another Taijutsu Technique at one 1/4 of the AP timing.
[*][B]Sixth Form[/B] - [I]Kiki Onkō[/I]: The user may spend up to 5 Omniscient Points to gain 480 Temp HP per point. While the user has this Temp HP, full hits against them causes 20% Backlash Damage.
[/LIST]

Cost: 2.25 AP, 820 CP

[I]Notes:[/I]
[LIST]
[*]Temp HP follows the standard [URL='https://ninpocho.com/threads/ultimate-battle-rules.5510/#bbTemporary']Temp HP[/URL] rules.
[*]Fifth Form follows standard [URL='https://ninpocho.com/threads/ultimate-battle-rules.5510/#bbCombo']Combo[/URL] rules, only the Timing is changed.
[*]Sixth Form stacks with Hirenkyaku.
[/LIST]

---

[U][B]Sentō Saimin - [I]Buffing Taijutsu[/I][/B][/U]
Among the Nanjirou are many techniques that have been considered impossible to learn by outsiders not guided by their ancestors. The elder souls who had spent their entire lives perfecting techniques so that their souls can pass on this knowledge to the descendant that lifts their blade. The Musashi are a part of the group unable to master all their clan's techniques - having long ago severed their connection to these elder souls; and yet not a single Nanjirou of the Masamune clan, nor Disciples of Muramasa, go anywhere near their cousins when battle hypnosis has taken control. By throwing themselves completely into the fray and shutting off their minds, the Musashi cut a path through the battlefield to reach their target; and woe be to anyone in between.

[B]Rank 1/2/3:[/B] While this technique is maintained, the user gains the following effects:
[LIST]
[*]Omni-Step’s Bonus from entering or exiting a style is doubled.
[*]The user no longer has a cap on Styles they may be in.
[*]Whenever the user casts an Offensive Taijutsu Technique, they may spend 1 Omniscient Point to also make a Free Basic Attack. This can exceed the Free Basic attack limit.
[/LIST]

Cost: 2.75 AP, 2475 CP, 1240 CP/rnd

[I]Note:[/I]
[LIST]
[*]This technique may be maintained up to 30 seconds.
[*]When this technique ends, the user drops out of all styles.
[*]Only 1 Omniscient Point may be spent per Offensive Technique.
[/LIST]
[/spoiler]
[/QUOTE]
 
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