Ninpocho Chronicles

Ninpocho Chronicles is a fantasy-ish setting storyline, set in an alternate universe World of Ninjas, where the Naruto and Boruto series take place. This means that none of the canon characters exists, or existed here.

Each ninja starts from the bottom and start their training as an Academy Student. From there they develop abilities akin to that of demigods as they grow in age and experience.

Along the way they gain new friends (or enemies), take on jobs and complete contracts and missions for their respective villages where their training and skill will be tested to their limits.

The sky is the limit as the blank page you see before you can be filled with countless of adventures with your character in the game.

This is Ninpocho Chronicles.

Current Ninpocho Time:

Raijin's Dojo

Juzo

Ninja
Joined
Oct 23, 2012
Messages
438
Yen
102,816
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0
0. Shinobi 101 Ninjutsu = http://www.ninpocho.com/viewtopic.php?f=213&t=174
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1. Bull's Strength = http://www.ninpocho.com/viewtopic.php?f=213&t=224
Strength had always been the one attribute that Raijin relied on most heavily. As a boy it was his only redeemable quality being one without a bloodline. When he was unskilled and untested it had saved him in many test and exams. And once he found himself working in the real world it was the only thing that saved his life during those early years. Many of his clients were also saved directly because of said enormous strength. But eventually it wasn't enough to simply rely on his naturally massive physical strength. Eventually he had to hone it like any other shinobi skill. It was through this training that his physical strength and endurance exploded to insane levels. To this day Raijin has yet to find something he cannot lift and throw.

WC: 132
--------------------------------------------------------------------

2. Defensive Technique = http://www.ninpocho.com/viewtopic.php?f=213&t=214
Much of Raijin's life has been spent on the defense. Whether it be enduring attacks that would destroy most shinobi's will and body or protecting a client from certain death, it was always done with great care and technique. But it also played into his primary fighting style and stance which discarded the normal mantra of most martial arts, 'defend oneself,' and instead was based around protecting the person standing next to oneself. His defensive technique is widely considered to be one of the most dependable, even if it is predictable. It also led to a great revelation of his life; True strength is about 33% good technique, 33% effort, 33% good recovery and about 1% genetics. Those who have disagreed in the past have generally died regardless of what gifts their bloodlines bestowed.

WC: 133
--------------------------------------------------------------------

3. Nimble Hands = http://www.ninpocho.com/viewtopic.php?f=213&t=192
Being a man of action, Raijin needs to have many tricks prepared and up his sleeve. In this case, he has mastered the use of simultaneous ninjutsu and taijutsu. For a shinobi this skill lends itself to a great many different situations, all of which help him perform his job. And, in most cases, it involves utilizing lava and unarmed techniques used in conjunction. Mostly because of the synergistic effect of the two types of techniques, lava does better at close range and unarmed benefits from being coated in liquid magma. Though, he still focuses on destroying other shinobi's method of fighting at its root.

WC: 105
--------------------------------------------------------------------

4. Insight = http://www.ninpocho.com/viewtopic.php?f=213&t=200
In the beginning Raijin was rash and foul mouthed. Too confident in his own abilities and the inability in others. But through years of successes and failures he was able to see past his choices and understand why events happened as they did. The deep insights from his long life as a shinobi have proven invaluable to the protection of his latest series of clients. Ninjutsu are rendered useless as he uses their counterpoint while taijutsu and genjutsu are shrugged off like party tricks thrown at a rhino. But even as he seems to reach a reckless point, he recovers and comes out with a solid defense that can prove troublesome for even the most veteran of shinobi.

WC: 118
--------------------------------------------------------------------


--------------------------------------------------------------------

5. Release Restraint = http://www.ninpocho.com/viewtopic.php?f=213&t=181
Binds, one of the most effective tools a shinobi has in their jutsu repertoire. And while Raijin does not particularly favor them, preferring to end his opponents so they cannot prove troublesome later, he has trained extensively on how to break free from them. Usually, and in the case of weaker shinobi, he can just break out with his physical strength alone. But sometimes he has to resort to more advanced methods to ensure he isn't contained for long. With the vast variance in jutsu, this training has also given him knowledge on many elements and combinations outside of his own.

WC: 101
--------------------------------------------------------------------

--------------------------------------------------------------------

6. Quick Healer = http://www.ninpocho.com/viewtopic.php?f=213&t=185
His natural healing itself is already impressive for a human without a bloodline. But through scientific upgrades, similar to some of the others on his person, it has been increased to superhuman levels. Weaker attacks can be rendered entirely useless unless they can surpass his damage threshold. And that is if they can penetrate his impressive defenses and techniques. At some point later in life he gained a Solar Seal that seemed to work in synergy with this effect. Though he saves that for very dire circumstances. In his lifetime it has only happened 2 times. But each time he learned more about how to harness such immense power.

WC: 108
--------------------------------------------------------------------

--------------------------------------------------------------------

7. Willpower = http://www.ninpocho.com/viewtopic.php?f=213&t=143
Genjutsu have always proven difficult for Raijin to use. While he can to a very small extent he prefers not to. But that does not mean he didn't train in how to avoid and break them. On the contrary he has done so extensively in order to protect another angle that could be used to gain access to his client. So while he knows the jutsu 'Cancel' like many others, he can do things that others cannot. On the drop of a dime he can use it without a single handseal and break even the most powerful of illusions. But he can also use his abilities to free the minds of his allies and clients. The disruptive nature of his Cancel is so powerful that it is even said he once shook off the effects of an Uchiha's doujutsu and broke the mans neck with one hand. Such stories are likely just rumor but it has been a long time since any genjutsu specialist has requested a spar from him.

WC: 170
--------------------------------------------------------------------


Weapon:
Name: Anything Nearby

Damage Type: Unarmed

Damage Modifier: +10%
Accuracy Modifier: -2

Augments: Vanguard, Steady, Overpower

Effects:
  • The users Basic Strikes deal x1.5 Damage.
  • +5% Damage Reduction while this weapon is equipped. While in Defensive Stance, this amount is increased to +10% Damage Reduction.
  • When a weapon with this augment is used while in Defensive Stance, this reduces the accuracy penalties of Defensive Stance by half.





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CA Ability Choices:
Maximum Defense<i></i> - Modification (2 points)
Restriction- Requires Defensive Technique
A Steadfast can learn this variation on the Defensive Technique once they have practiced it to its full potential. Instead of dodging around like a flea, they can focus on guarding all of their weak points in order to reduce they amount of damage from attacks. As an alternative, they can almost completely forgo attacking, throwing all of their energy into evading enemy attacks instead.
Effect: When using Defensive Stance, you can trade 1 point of Accuracy in order to reduce oncoming damage by 5% instead of gaining a dodge bonus (to a maximum of -2 accuracy and -10% damage taken), or you can trade 1 point of Accuracy for 1 point of Dodge up to a maximum of 6 (as opposed to the previous 4).

Great Fortitude<i></i> - Passive (3 points)
Restriction- C Rank and up
A Steadfast that learns this has mastered their ability to take hits without injury, making their bodies almost impossibly strong. It takes quite a bit to make them actually feel an attack, and even then you might not illicit a reaction.
Effect: Ignores damage each round. How much is reduced is based on your character level, this skill reduces 75 Damage per level each round.

Stand Fast<i></i> - Independent Special Move (2 points)
Restriction- C Rank and up
A Steadfast who learns this particular ability is able to tap into a great reservoir of inner resolve, temporarily becoming able to suffer huge amounts of damage without incurring any serious harm to themselves by taking an absolutely defensive stance.
Effect: For one round, the user reduces all damage against themselves by 75% but cannot attack in that round. Usable only once per combat. Does not take any more Damage reduction buffs. If the user is not hit during the round this is used, it will not count as being used.

Human Shield<i></i> - Independent Special Move (2 points)
Restriction- Requires Body Switch
A Steadfast is excellent at taking blows, but not everybody else is. Using their natural ability to soak damage an extension of the Kawarimi (Body Switch) jutsu, a Stalwart can leap in front of an ally and take attacks for them, perhaps preventing them from being harmed.
Effect: The Steadfast can switch places with an ally that is attacked at a cost of 0.5 AP (they cannot switch places with an ally when they are being attacked). Allies that are aware of this ability and can Body Switch with real clones can designate the Steadfast as a target; if the Steadfast is unwilling to switch, then the jutsu automatically fails. The triggering attack is resolved against the Steadfast instead, who can attempt to dodge it normally.

Willfull<i></i> - Boost (1 point)
Restriction- Can only be purchased a maximum of two times
A Steadfast ninja has willpower beyond that of anybody else, able to beat away enemy illusions and maintain focus on their goal. A Steadfast nin is one who possesses not only fortitude of the body, but of the mind as well.
Effect: +1 Genjutsu Save

Resilience - Boost (1 point) x 3
Restriction- Can be purchased up to three times
Steadfast ninja push the limits of the human body, ignoring pain and pushing on to absorbing more damage than their heartiest allies. This helps them to defend their allies as long as possible by extending the time they can remain fighting.
Effect: +2 HP modifier.

Free Will<i></i> - Passive (2 points)
Those with Steadfast are not easy to detain, able to break out of jutsu and traps that would seem completely foolproof by sheer willpower. They simply cannot be held down when they’ve got a goal to accomplish, and you’d be a fool to try.
Effect: The Steadfast gains +2 Dodge/Save against binds, and has an additional +5% chance of escaping.

Second Wind<i></i> - Independent Special Move (3 points)
Restriction- C Rank and up
Just when enemies think they’ve got the Steadfast one down, when they’ve hit their limits and can’t fight any harder, that’s when it’s time to use the Second Wind. Due to training, those with Steadfast have amplified their natural ability to recover to extraordinary levels.
Effect: The user regains 20% max HP, and cancels all Bleeding and Exhaustion effects. This is usable only once per combat.

Undying Warrior<i></i> - Independent Special Move (2 points)
Restriction- B Rank and up
This powerful skill is the penultimate technique that any Steadfast ninja could learn, allowing them to increase their resolve to a level that defies imagination. By focusing all of their attention, energy, and willpower on one target, the Steadfast ninja is able to stave off even death until that enemy is laid to rest. This is best used when they are in desperate straights, as a final act of will.
Effect: When the Steadfast ninja starts their turn unconscious due to having 0 HP or lower (but no lower than -50% of their Max HP), they may choose to revive and act again. They receive +2 to Accuracy on all attacks against the opponent that felled them, and are unaffected by exhaustion. If their HP drops below -50% of their Max HP, they fall unconscious again and cannot use this technique unless their HP rises above this value. They lose 1500 CP at the end of every round they act while having less than 0 HP (if they run out of CP, this is taken from their HP), and this technique can be used for a total of three rounds in a battle.


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

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

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

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

Endurance<i></i> - Boost (1 point) x3
Restriction- Can be purchased up to three times
Reckless fighters deal with attacks that have a heavy backlash on a regular basis. To endure the power of their own attacks, they need to be far more resilient than the average ninja.
Effect: +2 HP modifier

Huge Power<i></i> - Boost (1 point) x3
Restriction- Can be purchased up to three times
Tough as nails, a Reckless fighter is never afraid to show their strength. Their melee attacks, whether with the brute force of their fists or the cold metal of their weapons, tend to be much stronger than normal.
Effect: +5% melee damage.

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

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



---------------------------------------------------------------------------------------------------------------------------------
Advanced Elements


Mastered Half of the N/E jutsu = Minor in Non-elemental

Free Major = Earth
Free Minor = Fire

Lava and Metal for advanced elements.

Wood taken for my free 'Shinobi 101-Nin' element. Same as before the site hack. I don't think I need an RP, do I?
 
Abilities, , weapon, and CA points approved!

Major and minor affinities also approved. You dont have to write an RP for the free AE that Shinobi 101 gives you, but you do have to write up 300 word RPs for the other two.

EDIT: WAIT! I just realized Kinjutsu require you to forfeit three of your ability slots. Sorry, but your gonna have to pick and choose now. :(
Raijin said:
0. Shinobi 101 Ninjutsu = http://www.ninpocho.com/viewtopic.php?f=213&t=174
--------------------------------------------------------------------

1. Bull's Strength = http://www.ninpocho.com/viewtopic.php?f=213&t=224
Strength had always been the one attribute that Raijin relied on most heavily. As a boy it was his only redeemable quality being one without a bloodline. When he was unskilled and untested it had saved him in many test and exams. And once he found himself working in the real world it was the only thing that saved his life during those early years. Many of his clients were also saved directly because of said enormous strength. But eventually it wasn't enough to simply rely on his naturally massive physical strength. Eventually he had to hone it like any other shinobi skill. It was through this training that his physical strength and endurance exploded to insane levels. To this day Raijin has yet to find something he cannot lift and throw.

WC: 132
--------------------------------------------------------------------

2. Defensive Technique = http://www.ninpocho.com/viewtopic.php?f=213&t=214
Much of Raijin's life has been spent on the defense. Whether it be enduring attacks that would destroy most shinobi's will and body or protecting a client from certain death, it was always done with great care and technique. But it also played into his primary fighting style and stance which discarded the normal mantra of most martial arts, 'defend oneself,' and instead was based around protecting the person standing next to oneself. His defensive technique is widely considered to be one of the most dependable, even if it is predictable. It also led to a great revelation of his life; True strength is about 33% good technique, 33% effort, 33% good recovery and about 1% genetics. Those who have disagreed in the past have generally died regardless of what gifts their bloodlines bestowed.

WC: 133
--------------------------------------------------------------------

3. Nimble Hands = http://www.ninpocho.com/viewtopic.php?f=213&t=192
Being a man of action, Raijin needs to have many tricks prepared and up his sleeve. In this case, he has mastered the use of simultaneous ninjutsu and taijutsu. For a shinobi this skill lends itself to a great many different situations, all of which help him perform his job. And, in most cases, it involves utilizing lava and unarmed techniques used in conjunction. Mostly because of the synergistic effect of the two types of techniques, lava does better at close range and unarmed benefits from being coated in liquid magma. Though, he still focuses on destroying other shinobi's method of fighting at its root.

WC: 105
--------------------------------------------------------------------

4. Insight = http://www.ninpocho.com/viewtopic.php?f=213&t=200
In the beginning Raijin was rash and foul mouthed. Too confident in his own abilities and the inability in others. But through years of successes and failures he was able to see past his choices and understand why events happened as they did. The deep insights from his long life as a shinobi have proven invaluable to the protection of his latest series of clients. Ninjutsu are rendered useless as he uses their counterpoint while taijutsu and genjutsu are shrugged off like party tricks thrown at a rhino. But even as he seems to reach a reckless point, he recovers and comes out with a solid defense that can prove troublesome for even the most veteran of shinobi.

WC: 118
--------------------------------------------------------------------


--------------------------------------------------------------------

5. Release Restraint = http://www.ninpocho.com/viewtopic.php?f=213&t=181
Binds, one of the most effective tools a shinobi has in their jutsu repertoire. And while Raijin does not particularly favor them, preferring to end his opponents so they cannot prove troublesome later, he has trained extensively on how to break free from them. Usually, and in the case of weaker shinobi, he can just break out with his physical strength alone. But sometimes he has to resort to more advanced methods to ensure he isn't contained for long. With the vast variance in jutsu, this training has also given him knowledge on many elements and combinations outside of his own.

WC: 101
--------------------------------------------------------------------

--------------------------------------------------------------------

6. Quick Healer = http://www.ninpocho.com/viewtopic.php?f=213&t=185
His natural healing itself is already impressive for a human without a bloodline. But through scientific upgrades, similar to some of the others on his person, it has been increased to superhuman levels. Weaker attacks can be rendered entirely useless unless they can surpass his damage threshold. And that is if they can penetrate his impressive defenses and techniques. At some point later in life he gained a Solar Seal that seemed to work in synergy with this effect. Though he saves that for very dire circumstances. In his lifetime it has only happened 2 times. But each time he learned more about how to harness such immense power.

WC: 108
--------------------------------------------------------------------

--------------------------------------------------------------------

7. Willpower = http://www.ninpocho.com/viewtopic.php?f=213&t=143
Genjutsu have always proven difficult for Raijin to use. While he can to a very small extent he prefers not to. But that does not mean he didn't train in how to avoid and break them. On the contrary he has done so extensively in order to protect another angle that could be used to gain access to his client. So while he knows the jutsu 'Cancel' like many others, he can do things that others cannot. On the drop of a dime he can use it without a single handseal and break even the most powerful of illusions. But he can also use his abilities to free the minds of his allies and clients. The disruptive nature of his Cancel is so powerful that it is even said he once shook off the effects of an Uchiha's doujutsu and broke the mans neck with one hand. Such stories are likely just rumor but it has been a long time since any genjutsu specialist has requested a spar from him.

WC: 170
--------------------------------------------------------------------


Weapon:
Name: Anything Nearby

Damage Type: Unarmed

Damage Modifier: +10%
Accuracy Modifier: -2

Augments: Vanguard, Steady, Overpower

Effects:
  • The users Basic Strikes deal x1.5 Damage.
  • +5% Damage Reduction while this weapon is equipped. While in Defensive Stance, this amount is increased to +10% Damage Reduction.
  • When a weapon with this augment is used while in Defensive Stance, this reduces the accuracy penalties of Defensive Stance by half.





-----------------------------------------------------------------------------------------------------------------------------

CA Ability Choices:
Maximum Defense<i></i> - Modification (2 points)
Restriction- Requires Defensive Technique
A Steadfast can learn this variation on the Defensive Technique once they have practiced it to its full potential. Instead of dodging around like a flea, they can focus on guarding all of their weak points in order to reduce they amount of damage from attacks. As an alternative, they can almost completely forgo attacking, throwing all of their energy into evading enemy attacks instead.
Effect: When using Defensive Stance, you can trade 1 point of Accuracy in order to reduce oncoming damage by 5% instead of gaining a dodge bonus (to a maximum of -2 accuracy and -10% damage taken), or you can trade 1 point of Accuracy for 1 point of Dodge up to a maximum of 6 (as opposed to the previous 4).

Great Fortitude<i></i> - Passive (3 points)
Restriction- C Rank and up
A Steadfast that learns this has mastered their ability to take hits without injury, making their bodies almost impossibly strong. It takes quite a bit to make them actually feel an attack, and even then you might not illicit a reaction.
Effect: Ignores damage each round. How much is reduced is based on your character level, this skill reduces 75 Damage per level each round.

Stand Fast<i></i> - Independent Special Move (2 points)
Restriction- C Rank and up
A Steadfast who learns this particular ability is able to tap into a great reservoir of inner resolve, temporarily becoming able to suffer huge amounts of damage without incurring any serious harm to themselves by taking an absolutely defensive stance.
Effect: For one round, the user reduces all damage against themselves by 75% but cannot attack in that round. Usable only once per combat. Does not take any more Damage reduction buffs. If the user is not hit during the round this is used, it will not count as being used.

Human Shield<i></i> - Independent Special Move (2 points)
Restriction- Requires Body Switch
A Steadfast is excellent at taking blows, but not everybody else is. Using their natural ability to soak damage an extension of the Kawarimi (Body Switch) jutsu, a Stalwart can leap in front of an ally and take attacks for them, perhaps preventing them from being harmed.
Effect: The Steadfast can switch places with an ally that is attacked at a cost of 0.5 AP (they cannot switch places with an ally when they are being attacked). Allies that are aware of this ability and can Body Switch with real clones can designate the Steadfast as a target; if the Steadfast is unwilling to switch, then the jutsu automatically fails. The triggering attack is resolved against the Steadfast instead, who can attempt to dodge it normally.

Willfull<i></i> - Boost (1 point)
Restriction- Can only be purchased a maximum of two times
A Steadfast ninja has willpower beyond that of anybody else, able to beat away enemy illusions and maintain focus on their goal. A Steadfast nin is one who possesses not only fortitude of the body, but of the mind as well.
Effect: +1 Genjutsu Save

Resilience - Boost (1 point) x 3
Restriction- Can be purchased up to three times
Steadfast ninja push the limits of the human body, ignoring pain and pushing on to absorbing more damage than their heartiest allies. This helps them to defend their allies as long as possible by extending the time they can remain fighting.
Effect: +2 HP modifier.

Free Will<i></i> - Passive (2 points)
Those with Steadfast are not easy to detain, able to break out of jutsu and traps that would seem completely foolproof by sheer willpower. They simply cannot be held down when they’ve got a goal to accomplish, and you’d be a fool to try.
Effect: The Steadfast gains +2 Dodge/Save against binds, and has an additional +5% chance of escaping.

Second Wind<i></i> - Independent Special Move (3 points)
Restriction- C Rank and up
Just when enemies think they’ve got the Steadfast one down, when they’ve hit their limits and can’t fight any harder, that’s when it’s time to use the Second Wind. Due to training, those with Steadfast have amplified their natural ability to recover to extraordinary levels.
Effect: The user regains 20% max HP, and cancels all Bleeding and Exhaustion effects. This is usable only once per combat.

Undying Warrior<i></i> - Independent Special Move (2 points)
Restriction- B Rank and up
This powerful skill is the penultimate technique that any Steadfast ninja could learn, allowing them to increase their resolve to a level that defies imagination. By focusing all of their attention, energy, and willpower on one target, the Steadfast ninja is able to stave off even death until that enemy is laid to rest. This is best used when they are in desperate straights, as a final act of will.
Effect: When the Steadfast ninja starts their turn unconscious due to having 0 HP or lower (but no lower than -50% of their Max HP), they may choose to revive and act again. They receive +2 to Accuracy on all attacks against the opponent that felled them, and are unaffected by exhaustion. If their HP drops below -50% of their Max HP, they fall unconscious again and cannot use this technique unless their HP rises above this value. They lose 1500 CP at the end of every round they act while having less than 0 HP (if they run out of CP, this is taken from their HP), and this technique can be used for a total of three rounds in a battle.


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

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

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

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

Endurance<i></i> - Boost (1 point) x3
Restriction- Can be purchased up to three times
Reckless fighters deal with attacks that have a heavy backlash on a regular basis. To endure the power of their own attacks, they need to be far more resilient than the average ninja.
Effect: +2 HP modifier

Huge Power<i></i> - Boost (1 point) x3
Restriction- Can be purchased up to three times
Tough as nails, a Reckless fighter is never afraid to show their strength. Their melee attacks, whether with the brute force of their fists or the cold metal of their weapons, tend to be much stronger than normal.
Effect: +5% melee damage.

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

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



---------------------------------------------------------------------------------------------------------------------------------
Advanced Elements


Mastered Half of the N/E jutsu = Minor in Non-elemental

Free Major = Earth
Free Minor = Fire

Lava and Metal for advanced elements.

Wood taken for my free 'Shinobi 101-Nin' element. Same as before the site hack. I don't think I need an RP, do I?
 
Yes, you still need to do the rps for the advanced elements. However you only have 7 of your ten ability slots filled, so you've already dropped the 3 needed for kinjutsu:

0. Shinobi 101: nin
1. Bull's Strength
2. Defensive Technique
3. Nimble Hands
4. Insight
5. Release Restraint
6. Quick Healer
7. Willpower
8. Kinjutsu
9. Kinjutsu
10. Kiinjutsu

All approved.
 
lava:
Being so close to the earth's center, Sunan's are familiar with magma. The molten rocks may not be seen in the city but there are places and times when they can be observed. As a boy Raijin always found them fascinating. It was hard for him to not sneak away to see them regardless of what training was going on. And it is probably why he became so obsessed with controlling them. In his initial attempts he knew he had to manipulate dual elements but it always ended in failure. And not even on the level of some type of huge backfire. Instead, nothing happened.

It was exponentially more depressing than even a failure to fully control such a volatile element. In time though he found the secret. To manipulate the magma he had to focus on earth more than anything for that was what 99.999999% of magma was. Otherwise it was just really hot but not quite enough to respond to fire-based handseals. Being the stubborn bastard he is, he spent his time going through handseal theory and applying it little by little to this new element. It was time consuming but worth it. He would have a totally unique order to his handseals because of it. Non-conventional worked for him in this case. Even at this age, which was around his twentieth year when he really began working seriously with magma, he knew the importance of such a thing.

In the end it became another vital aspect to his strategy. His physical training had reached a standstill when he mastered all there was to know about physical defense techniques as well as their offensive counterparts. Which left him with the feeling that he was probably one of the most well versed physical combatants in the known world. Mostly due to the fact that it usually took much longer to master such a complex subject. So he needed something to fill his time between protection duty. Lava filled it well and imparted itself beautifully to being both defensive and offensive.
WC: 340

metal:
Further down the line, probably closer to his twenty-eighth birthday, he found himself study diligently to learn how to manipulate metals. They were becoming such a huge asset to the world that it seemed like a good idea to be able to manipulate them with chakra. There were tales of it being done before and that was all he needed to know before embarking on his own attempt. Like before he didn't bother finding a teacher or ancient scrolls on the matter. Instead he approached with a thorough knowledge of handseal theory and began from the beginning on trying to manipulate the element. As before, it responded best to a system which was heavy in earth based handseals. Therefor he theorized that a majority of this element was still earth based, despite the light dilution.

With the experience from learning his first element he was able to cut down on many of the initial time sinks that ate up his time in the first round. In turn he was able to utilize the jutsu he stumbled across much quicker and with greater precision. Much like before, this line of jutsu was able to be used masterfully for offensive as well as defense. Which helped him in many tight spots throughout the years as he had to cut down would-be assassins or protect men of prestige. In either case he met the challenge with brute strength and tactics learned through a long life as a shinobi.

By this time he was already several years past the average age when shinobi perish. Which was usually a sign of his experience and expertise. And by the time he found himself mastering the metal element, he was around thirty-three and already almost every other Sunan shinobi from his year in the academy, was dead. One of the few still alive being the famous head of the Toraono clan who was actually the same age as himself.
WC: 322



Note for councilors: When approving things in the Dojo, you need to quote everything being approved. That way if people edit their post, you still have the 'approved' information in yours (which they can't edit). Eiji did it for abilities, but weapon, CA choices and advanced elements need to be listed as well.
 
Username: Raijin
Last IC Post: Sat May 11, 2013 7:35 am
Last OOC Post:

Date Marked Inactive: Sat Jun 22, 2013 10:19 pm

Reactivated: Sun Jun 23, 2013 7:22 pm
 

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