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:

Shiromaru: The Fastest Alive

Joined
Oct 14, 2012
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[spoilername="Physical Description"]Character Age: Mid-Late 20's
Gender: Male
Hair: Short in a buzz cut. Off-white in color.
Weight: 155lbs.
Height: 5'9"
Character's Physical Description: Male with an athletic build. More toned then muscular as he is very physically fit but more suited for speed then strength.
Character's Mental Description: A warrior who has focused his life on honing his speed and combat skills. He is a seasoned mercenary and doen't mind casually killing someone if sufficiently disrespected.

Character History: Born during a war, Shiromaru was quickly orphaned. However, he was taken in by a group of bandits. He was only 7 when they found him. He had a a basic training in the shinobi arts but due to his young age, he didn't know very much. The leader of the bandits was an ex-shinobi. He had defected from the hidden Mist village. Over the years, Shiromaru trained under the bandit leader and he grew to see the man as a father figure. However as the years passed, Shiormaru began to disagree with the methods his sensei employed. Shiromaru was not fond of sneaking around or lying to others to gain results. He preferred a more direct method. Due to a fundamental difference in approach on how to do a certain job, Shiromaru and his sensei ultimately came to the conclusion that Shiromaru was better off taking some time to be on his own. So off he went to pursue life on his own. Confident in his abilities that he'd learned over the last 9 years, he set off.[/spoilername]

Custom Class, Abilities, Stats​
[col3]The Fastest Alive (Vet)
HP: (65+lvl) x stamina
CP: (35+lvl) x chakra control
Class Bonus: Kinjutsu, +5% Called Shot Chance
High: Melee
Average: Nin, Evasion, Gen Save
Low: Ranged, Gen DC||
600: Agility
600: Stamina
600: Taijutsu
600: Ninjutsu
600: Genjutsu
600: Chakra Control
Max: Bloodline
3600: Power Level
15: Character Level
1053: ASP​
[/col3]
Inventory​
Equipment
1: K Target
2: Tool Pouch
- Clotting Powder
- Med Kit
- Antidote
- Smoke Bomb
3: Med Kit

Hands 1:
Accuracy: +2 Accuracy
Damage: -10% Damage
Ability: May use Handseals while equipped.
Augments
0: Dual Weapon
1: Primal
2: Swift
3: Pressure

Hands 2:
Accuracy: +2
Damage: -10%
Ability: May use Handseals while equipped.
Augments
0: Dual Weapon
1: Steady
2: Vanguard
3: Blitz
Jutsu​
Taijutsu​
[spoilername="Unarmed Taijutsu"]E Rank
The One-Two - Mastered
Low Sweep - Mastered
Janken - Mastered
Uncalled for Shot - Mastered

D Rank
4-Hit Combo - Mastered
Spinning Wind - Mastered
Dynamic Entry - Mastered
Dynamic Finish - Mastered
Nut Buster - Mastered

C Rank
Dragon Assault - Mastered
Tiger Hook - Mastered
Step-In Flash - Mastered
Shoryuken - Mastered
Tatsumaki Senpuu Kyaku - Mastered
Roaring Combination - Mastered
Grapple - Mastered

B Rank
Suplex - Mastered
Primary Lotus - Mastered
Shadow Step Strike - Mastered
Seismic Toss - Mastered
Submission - Mastered
Spear Hand - Mastered
16-Hit Combo - Mastered

A Rank
Falcon Punch - Mastered
Eagle Drop - Mastered
Dance of the Waxing Moon - Mastered
Fist of Virtue - Mastered
Fist of Sin - Mastered[/spoilername]
[spoilername="Piercing Taijutsu"][/spoilername]
[spoilername="Buffing Taijutsu"]E Rank
Charge - Mastered
Block - Mastered

D Rank
Eagle Vision - Mastered
Muscle Control - Mastered

C Rank
Shadow Dance - Mastered
Gather - Mastered
Barrage - Mastered
Expel - Mastered
Chakra Absorption - Mastered

B Rank
Unbound - Mastered
Endure - Mastered
Counterstrike - Mastered

A Rank
Devastating Aura - Mastered
Limit Break - Mastered[/spoilername]
Ninjutsu​
[spoilername="ANBU Jutsu"]Major in ANBU jutsu.
D Rank
Mask Summon - Mastered
Critical Exposure - Mastered

C Rank
Snapshot - Mastered
Chakra Sense - Mastered
Active Camo - Mastered
Mental Infiltration - Mastered

B Rank
Incapacitate - Mastered
Intangible Passage - Mastered
Shadow Servant - Mastered
Searchlight - Mastered

A Rank

Physical Imprisonment Seal - Mastered
Body Bind - Mastered
Flock of Shadows - Mastered
Black Blockade - Mastered[/spoilername]
[spoilername="Medical Jutsu"][/spoilername]
[spoilername="Non-Elemental NInjutsu"]Minor in Non-Elemental

E Rank
Transformation - Mastered
Body Switch - Mastered

D Rank
Combination Transformation - Mastered
Cancel - Mastered
Contract Summoning - Mastered

C Rank
Stunt Double - Mastered
Elemental Clone - Mastered
Barrier - Mastered

B Rank
Leech Seal - Mastered
Rasengan - Mastered

A Rank
Nature's Guard - Mastered
Perfected Rasengan - Mastered[/spoilername]
[spoilername="Lightning Ninjutsu"]Major in Lightning

E Rank
Thunderfist - Mastered

D Rank
Electroshock - Mastered
Electrocution - Mastered

C Rank
Volt Charge - Mastered
Thunderstruck - Mastered
Lightning Torrent - Mastered

B Rank
Chidori - Mastered

A Rank
Chidori Control - Mastered
Thunderdome - Mastered[/spoilername]
Genjutsu​
Bloodline and Kinjutsu​
[spoilername="Seikon"][fontsize="12"]A unique clan that has the odd, yet powerful ability to control and bend reality to their liking. Members of the Seikon clan are deadly opponents that seem to have abilities that simply seem to surpass all natural limits, their inhumane techniques warping reality in such away at the most opportune times for themselves...or the most deadly for their enemies.

084 PL - Distorting Wake (Rank 1), Sunder Reality (Rank 1)
168 PL - Unreal Celerity (Rank 1)
252 PL - Quicksilver Step (Rank 1)
336 PL - Destruction Pulse (Rank 1)
420 PL - Distorting Wake (Rank 2)
504 PL - Quicksilver Step (Rank 2)
588 PL - Sunder Reality (Rank 2), Soulsword Overdrive (Rank 1)
672 PL - Unreal Celerity (Rank 2), Quicksilver Pursuit (Rank 1)
756 PL - Distorting Wake (Rank 3), Destruction Pulse (Rank 2)
840 PL - Quicksilver Step (Rank 3), Quicksilver Pursuit (Rank 2)
924 PL - Soulsword Overdrive (Rank 2)
1008 PL - Sunder Reality (Rank 3), Quicksilver Pursuit (Rank 3)
1092 PL - Unreal Celerity (Rank 3), Soulsword Overdrive (Rank 3)
1176 PL - Destruction Pulse (Rank 3)
1260 PL - Synchronized Multipresence (Rank 1)
1344 PL - Transpositional Flurry (Rank 1)
1428 PL - Synchronized Multipresence (Rank 2)
1512 PL - Obliterate Reality (Rank 1)
1596 PL - Synchronized Multipresence (Rank 3), Transpositional Flurry (Rank 2)
1680 PL - Transpositional Flurry (Rank 3), Obliterate Reality (Rank 2)
1764 PL - Obliterate Reality (Rank 3)

---

Distorting Wake - Passive</U><i></i>
Seikon Clan members constantly exude a reality warping energy from their body which is similar to chakra but at the same time different. This can cause the Seikon shinobi to appear as if they are multiple places at once and make their movements difficult to predict thanks to shadows and optical tricks that their presence generates.

Rank 1: +1 Dodge
Rank 2: +2 Dodge
Rank 3: +3 Dodge

---

Unreal Celerity - Passive</U><i></i>
Most Seikon are masters of speed and grace but for reasons that no-one seems to understand, sometimes not even the Seikon. In truth, their unnatural speed comes from the fact that many are unconsciously willing themselves to overcome the limits that reality sets on what a human being can and cannot do.

Rank 1: The Seikon can choose to prioritize up to 1 AP's worth of actions to gain priority over all other actions in that round. Jutsu gets -3 Accuracy (or Genjutsu DC if a Genjutsu is used).
Rank 2: The Seikon can choose to prioritize up to 1.5 AP's worth of actions to gain priority over all other actions in that round. Jutsu gets -2.5 Accuracy (or Genjutsu DC if a Genjutsu is used).
Rank 3: The Seikon can choose to prioritize up to 2 AP's worth of actions to gain priority over all other actions in that round. Jutsus gets -2 Accuracy (Or Genjutsu DC if a Genjutsu is used).

Notes:
- In the result that the Seikon's action and the opponent's action both have priority over all other actions, they resolve in normal AP stack fashion in regards to each other.

----

Sunder Reality - Activated Passive<i></i>
One of the most notorious abilities of the Seikon clan is the ability to generate an energy weapon forged from the very stuff that reality is glued together with. This causes their attacks with these weapons to be supernaturally potent against forms of resistance and protection.

Rank 1: The users Unarmed Weapon deals +10 Basic Strike Damage and the user gains a +5% Damage Buff to Slashing and Piercing Taijutsu.
Rank 2: The users Unarmed Weapon deals +15 Basic Strike Damage and the user gains a +5% Damage Buff to Slashing and Piercing Taijutsu. The user ignores up to 5% Damage Reduction.
Rank 3: The users Unarmed Weapon deals +20 Basic Strike Damage and the user gains a +10% Damage Buff to Slashing and Piercing Taijutsu. The user ignores up to 10% Damage Reduction.

Cost: 1 AP to initiate, 300 CP/round.

Notes:
- The users Unarmed Weapon can use Slashing and Piercing Taijutsu and Styles, but lose access to all Unarmed Taijutsu and Styles.
- The users attacks now have a chance to cause bleeding and lose the effect to cause suppression.
- The user is still treated as being equipped.

---

Quicksilver Step - Space/Time Technique<i></i>
Taking their ability to ignore the boundaries of what is possible and impossible to the literal translation, the Seikon member steps through reality itself and appears somewhere else to strike while avoiding attacks with ease.

Rank 1: The user warps next to one opponent within 10 feet. The user's next melee attack gains +1 Accuracy, and has a 5% chance of being treated as a Sneak Attack.
Rank 2: The user warps next to one opponent within 20 feet. The user's next melee attack gains +1.5 Accuracy, and has a 10% chance of being treated as a Sneak Attack.
Rank 3: The user warps next to one opponent within 30 feet. The user's next melee attack gains +2 Accuracy, and has a 15% chance of being treated as a Sneak Attack.

Special Action: For 1 AP, quicksilver step may be used in the same way as Body Switch. This may only be done once per round, and the user gains all penalties associated with it. This is an activated Auto-dodge.

Cost:
Rank 1: 1 AP, 200 CP
Rank 2: 1 AP, 250 CP
Rank 3: 1 AP, 300 CP

Notes:
- This is modded as if instantaneous and may be used reflexively.
- Accuracy and Sneak attack bonus only apply to the user if their next action is a melee attack, otherwise they lose their buff.
- If used while in Stealth mode, this allows the Seikon to use a Melee Sneak attack without suffering a stealth penalty to their attack.
- If used while in Stealth mode, this allows the Seikon to use a Melee Sneak Attack and remain in stealth. This only applies to the first Melee Attack made after using Quicksilver Step.
- The user may only remain in stealth as a result of using this jutsu once per round.

---

Destruction Pulse - Offensive Area Ninjutsu</B><i></i>
Focusing for a moment on their control of reality and energy, the Seikon releases a forceful pulse that temporarily destabilizes the very atomic structure of those caught in its path causing both extreme disorientation and pain.

Rank 1: Destabilizes reality within a 12x12 area. All targets struck by Destruction Pulse take 910 Damage at +1 Accuracy, and suffer -.5 Accuracy and Dodge penalty for 2 rounds.
Rank 2: Destabilizes reality within a 16x16 area. All targets struck by Destruction Pulse take 1370 Damage at +1.5 Accuracy, and suffer -1 Accuracy and Dodge penalty for 2 rounds.
Rank 3: Destabilizes reality within a 20x20 area. All targets struck by Destruction Pulse take 1780 Damage at +2 Accuracy, and suffer -1.5 Accuracy and Dodge penalty for 2 rounds.

Costs:
Rank 1: 2 AP, 350 CP
Rank 2: 2 AP, 500 CP
Rank 3: 2 AP, 600 CP

Notes:
- This Jutsu may Automatically target two separate Targets.
- This Jutsu may be buffed by physical damage buffs. This does not receive any weapon-specific damage buffs, such as styles.
- Accuracy and Dodge penalties do not stack.

---

Soulsword Overdrive - Activated Passive
Taking their reality bending abilities further, this skill supercharges the Seikon's energy weapon into a bright arc of vivid light, condensed with the essence of reality and flowing with energy that's lethal power is only barely controlled by the Seikon.

Rank 1: Sunder Reality's effects become increased by an additional +10 Basic Strike Damage.
Rank 2: Sunder Reality's effects become increased by an additional +15 Basic Strike Damage and ignoring an additional 5% of Damage Reduction.
Rank 3: Sunder Reality's effects increased by an additional +20 Basic Strike Damage and ignoring an additional 10% of Damage Reduction.

Cost: 0.5 AP to initiate. Sunder Reality's Costs are increased by +50%.

Notes:
- Lasts up to 2 rounds.
- Requires Sunder Reality to have been active for 1 round prior to activation.
- All rules that apply to Sunder Reality apply to Soulsword Overdrive.
- At all Ranks, the user may now use Bludgeoning Taijutsu with their Unarmed Weapon.

---

Quicksilver Pursuit - Warping Taijutsu<i></i>
Utilizing their unique skill to step through reality, this technique utilizes the same tactic of attack as Quicksilver Step. The Seikon steps entirely outside the boundaries of the human limits, warping to the position of their target and decimating them with a quick, nearly simultaneous strike to their opponent.

Rank 1: Strikes a single target two times, each dealing 480 Damage at +1 Accuracy.
Rank 2: Strikes a single target three times, each dealing 405 Damage at +1 Accuracy.
Rank 3: Strikes a single target four times, each dealing 365 Damage at +1 Accuracy.

Costs:
Rank 1: 320 CP; 1.75 AP
Rank 2: 400 CP; 1.75 AP
Rank 3: 485 CP; 1.75 AP

Notes:
- Quicksilver Pursuit cannot be negated through Auto-Dodge.
- Should the target attempt to Body Switch this technique, or an effect that acts as Body Switch, the Seikon reappears nearby them and gains +1 Accuracy to this attack.

---

<U>Synchronized Multipresence - Special Fighting Style
It is said that Seikon clan members are omnipresent; that they are everywhere at once when they choose to be. This is only partly true, as the Seikon have the ability to overcharge themselves with their reality bending energies, releasing it in such a way that seems to distort the reality around them. This creates multiple "clones" of themselves, afterimages created by their energy that appear and fade at random moments nearby around them.

Rank 1: +1 Dodge. The first attack used after an Activated Auto-Dodge has a 50% chance to be considered a sneak attack.
Rank 2: +2 Dodge. The first attack used after an Activated Auto-Dodge has a 60% chance to be considered a sneak attack.
Rank 3: +3 Dodge. The first attack used after an Activated Auto-Dodge has a 70% chance to be considered a sneak attack.

Cost: 2AP 620CP to initiate, 310Cp/Rnd.

Notes:
- This is treated as a Physical Style
- The user may use Body Switch without additional items or clones. They Body Switch with "After-Images"instead. All Body Switch rules still apply.

---

Transpositional Flurry - Warp Combo Taijutsu<i></i>
Who's to say that the Seikon's abilities are limited to a single strike? This technique utilizes the Seikon's powers to vanish and reappear nearby an opponent, striking them from a random direction before warping at blinding speed to another position for another strike, repeating this process multiple times and causing the victim to feel as if they are being surrounded by multiple foes.

Rank 1: The user warps and strikes their target, repeating this process 4 times. Each hit deals 375 damage.
Rank 2: The user warps and strikes their target, repeating this process 5 times. Each hit deals 360 damage at +1 Accuracy.
Rank 3: The user warps and strikes their target, repeating this process 6 times. Each hit deals 350 damage at +2 Accuracy.

Costs:
Rank 1: 545 Cp; 2.25 AP
Rank 2: 655 Cp; 2.25 AP
Rank 3: 765 Cp; 2.25 AP

Notes:
- Each strike may be used as a Called Shot, but only one a successful Called Shot Penalty can be inflicted per use.

---

Obliterate Reality - Microscopic Alteration Ninjutsu</B><i></i>
perhaps the most lethal skill that can be done by a Seikon, this technique focuses the attention the Seikon upon a single hapless target, and condenses their reality warping energy to literally shatter a portion of the victim's atomic structure. This skill cannot be seen as it takes effect on an microscopic level, though this causes catastrophic pain and suffering upon the unfortunate target as it destroys their very being from it's base.

Rank 1: Warps the atomic structure of a target, dealing 3170 Damage at +2 Accuracy. This damage cannot be reduced or blocked by any effect and immediately cancels any Damage Reduction/Barrier effects that the target may have enabled.
Rank 2: Warps the atomic structure of a target, dealing 3560 Damage at +2 Accuracy. This damage cannot be reduced or blocked by any effect and immediately cancels any Damage Reduction/Barrier effects that the target may have enabled.
Rank 3: Warps the atomic structure of a target, dealing 3960 Damage at +2 Accuracy. This damage cannot be reduced or blocked by any effect and immediately cancels any Damage Reduction/Barrier effects that the target may have enabled.

Costs:
Rank 1: 3 AP, 1760 CP
Rank 2: 3 AP, 1980 CP
Rank 3: 3 AP, 2200 CP

Notes:
- This Jutsu may be buffed by physical damage buffs. This does not receive any weapon-specific damage buffs, such as styles.[/fontsize][/spoilername]
[spoilername="Hachimon"]Hachimon
Michi said:
[fontsize="12"]<B>Hachimon
EG.jpg

All humans have the potential within them to call forth great and super-human power, though the majority of tend to live their lives using no more than a fraction of their capabilities. Yet, there are some that possess the will to push themselves over any limit, even beyond to what can be deemed as physically impossible. These are the few shinobi who have practiced the art of unlocking the Eight Inner Gates, the Hachimon. These gates lie upon specific points in the chakra system and limit the body's potential in order to maintain a safe and stable balance, yet through training, one can learn to remove these natural barriers for a short time. Only the most fit and in sync with their body's completely are capable of understanding and surpassing their limits, any who fall short of utter devotion to their body's maintenance have no hope up understanding the workings of the Eight Gates.

<B>Kinjutsu TableInformation
Prerequisites: Kinjutsu Application, B-Rank, 3 Ability Slots

Effects:
- The user gains access to the Hidden Power Ability and will not take up a slot. In addition the bonus granted by Hidden Power is no longer reduced if the user's HP is raised above an HP interval by healing effects.
- Hachimon users cannot take the Cursed Seal ability. If they possess Cursed Seal when they gain the Hachimon Kinjutsu they are allowed to swap that ability for a new one for free but cannot keep Cursed Seal.[/fontsize]
[fontsize="12"]<U>Chakra Gates - Kinjutsu Ability
EG1.jpg

The chakra gates are the limiters in the body that govern the natural processes of the body such as fatigue, metabolism, and stamina. Unleashing these gates push the users body far beyond the capabilities of normal human potential, making things such as superhuman strength and lightning speed a reality, at the cost of straining the body and burning vitality rapidly. Common traits of the gates include darkened skin, blank eyes that come from the pressure placed upon the body, and even vivid visible auras of chakra.

Information
Prerequisites: Hachimon

Effect: User may open their Chakra Gates which grants them the following bonuses based on which Gates are opened:
  • First Gate: Gate of Opening - +5% Auto-Dodge.
  • Second Gate: Gate of Healing: Ignores first rank of Bleeding and Sprained Called Shot penalties. These effects cannot be doubled by Eighth Gate: Gate of Death.
  • Third Gate: Gate of Life - Regains 2% Max HP every round. This gate does not have an HP cost.
  • Fourth Gate: Gate of Pain - Regains 2% Max CP every round. This gate does not have a CP cost.
  • Fifth Gate: Gate of Limit - +10% Unarmed Damage and increases the user's damage cap with Unarmed Weapons by 10%.
  • Sixth Gate: Gate of View - +2 Accuracy and Dodge. In addition the user automatically succeeds on Awareness checks against clone techniques.
  • Seventh Gate: Gate of Wonder - +1 AP and +2 Genjutsu Save. These effects cannot be doubled by Eighth Gate: Gate of Death.
Chakra Gates do not need to be opened in order; the user can open them in any order that they wish. The user may safely open up to three Chakra Gates at a time and gains access to the Go Beyond! Special Action when they have three Chakra Gates open.

Special Action - Go Beyond!: The user may activate a fourth and fifth Chakra Gate by paying the normal activation costs. At the beginning of each round the user has Go Beyond! active it causes the user to have a 20% chance per Chakra Gate opened beyond the normal limit of three to increase the Called Shot level of a random limb. User gains access to the Even Further Beyond! Special Action when they have five Chakra Gates open.

Special Action - Even Further Beyond!: The user may activate a sixth and seventh Chakra Gate by paying the normal activation costs. At the beginning of each round the user has Even Further Beyond! active it causes the user to have a 20% chance per Chakra Gate opened beyond the normal limit of three to increase the Called Shot level of a number of random limbs equal to the number of extra Chakra Gates opened. User gains access to the Eight Gates Released Formation Special Action when they have all seven Chakra Gates open.

Special Action - Eighth Gate: Gate of Death: By paying the normal activation and maintain costs for a Chakra Gate the user can use this special action to open the eighth and final Chakra Gate which doubles the effects of all of the other Chakra Gates except where otherwise noted. At the beginning of each round the user has Eighth Gate: Gate of Death active it causes the user to have a 20% chance per Chakra Gate opened beyond the normal limit of three to increase the Called Shot level of a number of random limbs equal to the number of extra Chakra Gates opened. If the user activates this Special Action they are KO'd at the end of the battle regardless of victory.

Cost: 0.5 AP and 200 Cp per gate to initiate. 100 Hp/rnd per gate.

Notes:
- The activation costs, maintain costs and effects of the Chakra Gates are cumulative.
- The Special Actions Go Beyond! and Even Further Beyond! do not cost any additional AP or CP to activate-- they must simply be stated as long as the conditions are met for their activation. Eighth Gate: Gate of Death costs the normal activation and maintain costs of opening a Chakra Gate.
- The effects of Even Further Beyond! replace those of Go Beyond!. Likewise the effects of Eighth Gate: Gate of Death replace those of Even Further Beyond!.
- If the user activates Eighth Gate: Gate of Death and goes on to win the battle they are still KO'd. If this occurs they are not able to assign Victim's Choice or Forced Kill penalties to defeated opponents.[/fontsize]

[fontsize="12"]Hot Blooded - Kinjutsu Ability
EG8.jpg

It is said that a Hachimon is never out numbered because of their unquenchable fighting spirit. Indeed it is that very fighting spirit that sets them apart from the average martial artist by way of constantly driving them to seek mastery over their technique and their form. Their drive to succeed at their goals no matter what the odds are is perhaps the greatest weapon in their arsenal.

Information
Prerequisites

Effect: While there is a hostile target present and conscious in the battle with the user they are able to fight past their limits and cannot be KO'd normally through being reduced to 0 HP. Any round during which the user starts with a negative HP total they immediately suffer 20% of their maximum HP in damage and their Bleeding Level is automatically elevated by one step. If the user is already at Rank 5 Bleeding at the beginning of the round then they immediately suffer their Bleeding damage instead of their Bleeding Level being elevated.

Notes:
- The user may choose to "give up" at any time they are at negative HP which causes them to fall unconscious immediately.
- If the user is reduced to -100% of their maximum HP they die immediately and are given the Forced Kill penalty.
- If the user activates Eighth Gate: Gate of Death at any time during the battle they are still KO'd as soon as the battle ends.
- If the user is already at Rank 5 Bleeding at the beginning of the round and suffers their Bleeding damage instead of their Bleeding Level being elevated they still suffer normal Bleeding damage at the end of the round.[/fontsize]

[fontsize="12"]Body Flicker - B-Rank Unarmed Taijutsu
EG2.jpg

A high speed movement technique in which the user moves in the blink of an eye over a short distance. This skill enables one to utilize their enhanced speed to move at undetectable levels for a brief moment, seeming fade into the air and reappear in another position in a split second, appearing as if the user teleported instantly. This untraceable movement has both offensive and defensive properties.

Information
Prerequisites: Hachimon, B-Rank

Rank 1: User avoids an attack and then is allowed to counter with a Basic Strike at +1 Accuracy.
Mastered: User avoids an attack and then is allowed to counter with up to any Taijutsu they possess up to C-Rank at +1 Accuracy.

Rank 1 Cost: 2.25 AP and 545 CP
Master Rank Cost: 2.25 AP and 655 CP

Note:
- Body Flicker is an Activated Auto-Dodge.
- User must have at least one Chakra Gate opened.
- The user's counter-attack is modded directly after the opponent's attack which was avoided.
- May only be used once per round.[/fontsize]
[fontsize="12"]Morning Peacock - B-Rank Unarmed Taijutsu
EG5.jpg

A rapid blitz of strikes that are so quick in succession that they ignite the air around the Hachimon's fists through a combination of raw air friction and the chakra being used in the process for the attack. Each strike carries with it the force of an explosion and is enough to bawlk even the sturdiest of foes.

Information
Prerequisites Hachimon, B-Rank

Rank 1: User strikes 5 times dealing 315 damage per strike at -1 Accuracy. Morning Peacock can cause Suppression up to two times per use rather than the normal limit of once.
Mastered: User strikes 5 times dealing 395 damage per strike at -1 Accuracy. Morning Peacock can cause Suppression up to four times per use rather than the normal limit of once.

Rank 1 Cost: 2.25 AP and 545 CP
Master Rank Cost: 2.25 AP and 685 CP

Notes:
- User must have Go Beyond! active.[/fontsize]

[fontsize="12"]Sure-Kill Strike - A-Rank Unarmed Taijutsu
EG6.jpg

A technique which has taken many forms over the years thanks to the varied masters of the Hachimon teachings, the Sure-Kill Strike is an attack which draws upon the incredible power of the Eight Gates to execute an extremely versatile technique.

Information
Prerequisites Hachimon, A-Rank

Rank 1: Base damage is 3,300. User must select a Special Action.
Mastered: Base damage is 4,125. User must select a Special Action.

Special Action - Daytime Tiger: This technique automatically triggers any Activated Auto-Dodge effects that the target has prepared in their conditionals before attempting to strike.

Special Action - Evening Elephant: This technique strikes 5 times dealing 660/825 damage per strike. If Evening Elephant is blocked by a barrier then one strike is ignored, the barrier is destroyed and the remaining strikes target the opponent as normal.

Rank 1 Cost: 2.75 AP and 1650 CP
Master Rank Cost: 2.75 AP and 2065 CP

Note:
- Only one Special Action may be chosen.
- Sure-Kill Strike can only be used once per round.
- User must have Even Further Beyond! active.
- Daytime Tiger triggers the target's Activated Auto-Dodge(s) even if it wouldn't normally activate the opponent's conditional they set to use it with.[/fontsize]

[fontsize="12"]Night Guy - S-Rank Unarmed Taijutsu
jvIR1p.jpg

Hachimon users are commonly thought of by martial artists as the supreme masters of unarmed combat and the Night Guy technique is a large portion of that reputation. By condensing all of their chakra into a single limb of their body and then using the combined energy of all eight Chakra Gates the Hachimon is able to enter a state of intensity which blurs the line between possible and impossible.

Information
Prerequisites S-Rank, All Hachimon techniques mastered

Mastered: Converts the user's life force into raw power and strikes a single time dealing 2,755 damage at +1 Accuracy. If Night Guy is a Full Hit then it deals additional damage to the target equal to 7.5% of the user's maximum HP and elevates the Called Shot penalties of a single one of the user's limbs to a special Useless status. Useless uses the same penalties as Broken status but cannot be healed for the remainder of the battle. If a limb which is already at Broken status is selected then it is rendered Useless and another random limb is selected. This process repeats until a limb which was not already at Broken status is selected.

Cost: 3.75 AP and 3,300 CP

Note(s):
- User must be under the effects of Eighth Gate: Gate of Death.
- The additional damage caused by Night Guy being a Full Hit cannot be reduced or increased by any effect.
- If Night Guy hits a barrier then the additional damage is not dealt but the barrier is destroyed automatically.
- At the end of the battle the user suffers Recovery Time for each limb rendered Useless by Night Guy.[/fontsize]
[/spoilername]
 
Shiromaru has been declared inactive due to not having an IC post in over a month, and has been removed from the Missing usergroup.

Profile: https://ninpocho.com/viewtopic.php?f=486&t=44320
Training: https://ninpocho.com/viewtopic.php?f=487&t=49198
Dojo: https://ninpocho.com/viewtopic.php?f=488&t=44429
 
Bloodline and Kinjutsu Application quoting here for my convenience.
Minamoto Shiromaru was not originally born a Minamoto. There was once a time when he belonged to a family. His family were simple folk, not trained in the shinobi arts so for the beginning of his childhood, Shiromaru led a simple life. He played with the other children of his village that were his age. His favorite thing to do was to run with the other kids. He was too young to understand what an actual foot race was, but his parents would always catch him either chasing after other kids or being chased by them while playing. However life would not always be so simple and easy for the young boy. Tragedy would strike his humble family in the form of a bandit raid. Living among the outskirts of fire country, their small community was subject to bandit raids every so often. Due to being so far away from a shinobi village and during the midst of a war of shinobi caliber there was little protection they had outside the usual means of pitchforks, knives and farm equipment. Usually no one died in these raids as the bandits knew that any actual casualties would bring shinobi attention their way, they were content with simply stealing a bit of money and some valuables here and there. The system worked for the most part. The villagers would give some minor form of resistance but ultimately succumb to the might of the bandits as they had superior weapons and fighting skill.

One day a few men broke into Shiromaru's humble home and attempted to steal some of Shiro's toys. They weren't worth much but that bandit in particular wanted them all the same. Until then, they had only taken things of actual monetary value so when this man attempted to steal one of Shiromaru's toys, his mother, Diana made the mistake of trying to defend her child's things and in a scuffle the bandit ended up stabbing the woman. In a fit of rage, his father, Tetsu fought the bandit and the two of them ended up killing each other. Shiro otherwise was hiding in a closet and could only hear the conflict and screams. He dared not leave his hiding spot until he could hear footsteps echoing from the silence that had befallen the small household.

Suddenly the doors of the closet young Shiromaru was hiding in swung open and the man standing in front of him was none other then the bandit leader. Reaching down to grab hold of the young Shiro, he picked the boy up and held him in his arms, then walking out of the house with Shiromaru in his arms, the child was unfortunate enough to see several splashes of blood. This would serve to haunt him for the rest of his days. The bandit leader took the boy back with him as he and his goons left the small village of farmers and merchants. Once they were back to the camp the bandit leader took Shiromaru into his fairly large tent to speak with the boy privately.
???: You know why you're here boy?

Shiromaru: ...

???: Your parents are dead boy. Theres no hidin' that. And for what its worth, you have my condolences.

Shiromaru: ...

???: If you're not gonna talk, then just listen.

Shiromaru: ...

???: My name is Minamoto Kuromaru. I lead this band of bandits.

Shiromaru: ...

Kuromaru: So... whats your name boy?

Shiromaru: ...

Kuromaru: This silent act is startin ta get real annoyin kid. Keep it up and my patience for you is gonna fade away. So I'll ask ya one more time. Whats ya name?

Shiromaru: It... its Shiromaru.

Kuromaru: That-a-boy. I'll call ya Shiro for short. Unfortunate as our meeting is, if you have any other family, I'll deliver you to them if ya like.

Shiromaru: I... I don't have any more family. Just my mom and paw.

Kuromaru: Well. If thats the case, then I can take you back to your village, or... you can join us. One of my men stole something he had no business stealing. So for that, I owe you at least food and shelter until you can take care of yourself. I may be a thief, but there is honor among us thieves.

Shiromaru: I don't know what to do. But I miss my mom.

Kuromaru: Well ya moms not comin back for ya kid. Sorry but its tha truth. But if you want a decent shot at makin ya own family one day, I'd stick around if I were you.

Shiromaru: My own family? Whats that mean?

Kuromaru: When you grow up. One day you'll have your own woman and kid to call your own. And if you stick with me kid, you'll be strong enough to make sure what happened to YOUR parents doesn't happen to your new family. See ya folks was weak kid. Weak in body, but you, I see strength in you.

Shiromaru: What do you mean?

Kuromaru: I see potential inside you kid. Potential to take you far. So what do you say? A new family to replace your lost one? Or we take you back to fend for yourself.

Shiromaru: I don't wanna lose my family. So can you really make me strong?

Kuromaru: Without a doubt in my mind kid. Without a doubt in my mind.
After their conversation, Kuromaru brought the young boy out to introduce him to the rest of the band of bandits. Shiromaru was but a child, but most of the bandits understood their leader's logic on the format. They knew him to be an honorable man and since the boy's parents were killed by one of their own, it only made sense to offer the young child a new one in compensation.

Years passed.

Shiromaru was budding into a strong young lad. He was becoming a skilled and adept thief on his own right. Kuromaru was teaching him personally and whats more, the boy had a natural talent for the craft, particularly slight of hand. He was fast and Kuromaru could tell. Their family of thieves eventually evolved into a group of mercenaries. Simply stealing valuables was not enough to sustain them for too long so they turned to hired help. Several of the men picked up guns whereas Kuromaru opted to stick with his fists and wits. Following after his sensei's footsteps, Shiromaru also trained his hand to hand combat. He did however, have trouble with genjutsu. One training session stuck out in Shiromaru's mind though. It was the day that Kuromaru decided to teach him how to surpass the physical limitations of the human body. The group was located in some woods outside the maws of Stone country. Kuro and Shiro were a good ways away from the rest of their family before they began training. Ample space was usually needed for their sparing sessions.
Kuromaru: You ready kid?

Shiromaru: I'm gonna get you this time old man.

Kuromaru: 'Grats on the confidence, but I aint losin ta no 11 year old kid who's balls aint even dropped yet.

Shiromaru: I'll drop your balls!

The two began fighting. Shiromaru's style was much less refined then Kuromaru's. The man who was entering his early forties had salt and pepper dreadlocks and preferred to wear suits. However, at this moment in time, he was dressed in two toned white and black training gi with bandages wrapped around his hands. Shiromaru being of a naturally smaller build, white hair and tan skin wore martial arts pants with his hands and feet wrapped in bandages. As the two squared off, Kuromaru always waited for Shiromaru to attack first. He believed that teaching the child how a proper defense is used, the boy would eventually learn how to use one himself. Fighting hand to hand, with his size and speed, Shiromaru was already on an equal footing with his now father figure. The young child had taken the words that Kuromaru said to him to heart. He would grow strong enough to protect the ones he cared about. They wouldn't fall prey to harm so long as he stood. However fast Shiromaru was, Kuromaru had the boy beat in experience.

-Blocking several punches and kicks with ease-
Kuromaru: Focus kid. You're starting to get frustrated and its throwing you off.

-Trying his hardest to hit the man-
Shiromaru: Why can't I hit you? WHY.CAN'T.I.EVER.HIT.YOU!

-grabbing Shiro's foot and throwing him into a tree-
Kuromaru: Because you lack discipline. You must focus you mind and body as one before you can see me kid.

-Pulling himself from a tree-
Shiromaru: Ok ok ok... focusing.

Shiromaru continued to attack as relentlessly as he had been and there was no change. Kuromaru continued to block the boy's actions with little effort and this only proved to infuriate the boy.

Kuromaru: How can you be so fast and still so slow. Stop trying to hit me and HIT ME!

-As he's throwing a powerful punch towards Kuromaru-
Shiromaru: i'M TRYING!

There was a sharp increase in his speed at the last moment of this punch. However small it was, it was enough to throw Kuromaru's timing off from the attack and he took the brunt of the boy's punch stright to the face. Luckily the punch came from a 11 year old boy and not a full grown man or it may have knocked him unconscious though it did however, knock him back several feet. The fact that Shiro's fist managed to make impact upon Kuromaru's face caused him to pause and marvel at his new accomplishment. However, Kuromaru wasn't feeling the same sentiments.

Taking full advantage of the boy's pause, Kuromaru struck the child with a 16 piece combo that would make Col.Sanders jealous. The end of the combo resulted in Shiro's body dropping to the ground and his knees and elbows were too weak to properly pick him back up.

-Struggling to get up-
Shiromaru: What... what was that?

-Rubbing his chin-
Kuromaru: The next stage of your training beginning.

-He begins to walk away from the boy-
Kuromaru: When you get back to your tent, there will be a present waiting for you.

Shiromaru spat out some blood and struggled to get up. Though his body hurt, he couldn't shake the happiness that was the fact that he managed to finally strike Kuromaru in the face. Kuromaru on the other hand was actually secretly happy. The boy he took in at the age of 7 had grown so fast over these last three years. And whats more... the child didn't even know that in his frustration, the attack that actually landed upon his face was aided by him briefly opening a gate.

Months passed.

After one normal training session, Kuromaru set Shiromaru down to have a chat about the next stage of the boy's training. The band of thieves turned mercenaries was doing well for themselves. They had lost a few men but they were still going strong. However, if they wanted to elevate their pay rates, they would need to take on higher difficulty missions. This meant everyone needed to step their game up. This also meant that Kuromaru needed to have Shiromaru's training progress a bit faster. As they sat down inside his tent, they would speak more so as father and child then master and student.
-Rubbing his chin-
Kuromaru: You know... you can take those off while we're talking. At least while you're sleeping.

-Struggling to move his arms into a comfortable position while he sits down.-
Shiromaru: Gotta get stronger. You wore these weights when you were young. I can do it too.

Kuromaru: For the record. I was 15 and those weights didn't weigh as much as I did. You're like 12. And can barely walk.

Shiromaru: I'm fine.

Kuromaru: Sure you are... but anyway. Thats not why I called you in here.

Shiormaru: Whats that?

Kuromaru: You remember when I brought you here? And why?

Shiromaru: Yeah. One of your goons killed my folks. And you offered to teach me how to let that not happen again.

Kuromaru: Goons? You sound pretty perturbed by that. Still a tender spot for you eh?

Shiromaru: Well you would be too if your parents were killed in front of you.

Kuromaru: Touche. But we're getting off subject. Point is... what I offered you when you first got here. You're ready to step to the next level. Like how my master taught me, I plan to teach you. But full disclosure. I'm teaching you for my personal gain. But that doesn't mean you can't use what I'm going to teach you for yourself either.

Shiromaru: Oooookay?

Kuromaru: I'm going to teach you how to surpass the limits of normal humans.

-In awe-
Shiromaru: You can do that?

Kuromaru: I can. But you've never seen me do it. Why do you think that is?

Shiromaru: You never needed to?

Kuromaru: No. Well yeah... but mostly because the risks usually outweigh the benefits unless its entirely necessary. So I'm not teaching you this so you can use it all the damn time. Got it kid?

-With a confused face but strangely optimistic-
Shiromaru: You make it sound like its something quick to teach.

- Chuckling a bit-
Kuromaru: Oh ho no... Not even a little bit. You're gonna hate every second of this.

-Aggravated and slightly confused-
Shiromaru: Why you sound so happy about that?

Kuromaru: Because its gon' be hilarious. Now meet me at the training area.

Once Shiromaru managed to struggle his way into the training area, he was already winded from carrying those weights. Mentally, he was cursing himself for not thinking to take them off before a fight. However, as the arena came into view, he grew to be more confused. The ring was not set up for fighting. There were several bamboo poles stuck into the ground. Their tops were flat and they were spaced about a foot apart. Walking up to the strange scene Shiro inquired about what was going on.
- Puzzled-
Shiromaru: Whats this?

-Smug-
Kuromaru: The most painful training conceivable.

Shiromaru: So what am I supposed to do?

Kuromaru: Meditate. You're gonna balanced on these until you can't anymore.

-Skeptical-
Shiromaru: No seriously... how long?

Kuromaru: Until you can't.

Shiromaru: Thats... not cool.

Kuromaru: My master made me do it too. Sucked the most ass in the world, but it paid off. Now hop up there. You don't master what I'm teaching you, you'll never be on my level. You've got the potential to be great kid. You're already faster then I was at your age. The lesson here is to focus your mind and body as one. It takes focus to balance yourself on these poles, but it also takes the physical endurance to maintain it. So hop to it.

-taking the weights off-
Shiromaru: Fine.

Kuromaru: So yeah... meditate. And don't fall. Fall and you don't eat tonight.

Shiromaru: Not cool sensei.

Kuromaru: Just do it.

The boy made his way to the top of the bamboo poles and assumed a crossed legged position. He wasn't much for meditation, but he would give it a try. The mind of an 11 year old was rarely capable of such a mature feat as meditation called for. However, he had the physical prowess to balance himself on the several rods he now sat on. So he would use his physical restraint to keep his balance. The one downside to this was that he was only doing half the exercise. His body was steadily growing tired because he wasn't at rest. He was in a state of constant stress and it was wearing on his body. His mind was becoming frazzled and he was getting tired. Minutes seemed like an eternity and he was unsure of how much longer he'd be able to hold himself up.

He fell.

Kuromaru came out of his tent to check on the boy and was seemingly not surprised at all.
-Smug-
Kuromaru: 3 minutes. Better'n I expected.

-Exhausted-
Shiromaru: What was that? Why was that so hard?

Kuromaru: Cause you was usin' only ya body and none of yo mind. Its a two part exercise. Can't do it unless ya usin both ya brain and body. Try again. Cause you aint gettin fed till ya can last at least an hour.

-Exasperated-
Shiromaru: I'll die!

-Serious-
Kuromaru: Like your parents.

-Angry-
Shiromaru: Fuck you!

-Smug-
Kuromaru: Focus that anger on ya task kid. See ya tomorrow.

Shiromaru got up and spat at the ground. He was angry that Kuromaru said what he said but he'd been around the ma long enough to know that Kuro only said it to make him angry so that he could redirect that anger to the task at hand. However it didn't stop him from being upset by the comment. After staring at the poles for a few minutes, Shiromaru got back up and worked his way back to the top of the bamboo poles from hell. He'd try his hand at this meditation. After only a few seconds he could feel the strain of his muscles again. But he was determined to accomplish this task. Attempting to focus his mind he envisioned himself training with Kuromaru. Oddly enough, music was playing. Just what was this?
Kuromaru: Lets get down to business. So you can- Get gainz. Do you e-ven lift bro?

Shiromaru: I want muscles- Like Bane.

Kuromaru: You're the fastest punk I've ever met. But you can bet, before we're through... Somehow admin... will find a way... to nerf youuuuuuuuuuuuuu.

Shiromaru: Like Kagemaru?

Kuromaru: No, like Umashi.

Shiromaru: Who?

Kuromaru: Don't worry about it.

Shiromaru: Tranquil as Empath...

Kuromaru: Like a Pyro... within.

Shiromaru: Make the council laugh, and I'll get... my Kin...

Kuromaru: You're a two bit, charac-ter ripoff. And you're Shiro number two... Somehow admin... will find a way... to nerf youuuuuuu.

Shiromaru: This kins apps the real test.

Kuromaru: Its ok no one really reads these.

Shiromaru: Man these haters really really gonna haaaaaaaaaaaaaaaaaaaaate.

My builds gonna have em scared to death.

Kuromaru: Hope they don't screw us again.

Shiromaru: Man I really hope I get this Kiiiiiiiiiiiiiiiiin.

Kuro/Shiro: Don't get nerfed.

We must be swift as a speeding Seikon.

Don't get nerfed.

With all the force of S Rank Jutsu.

Don't get nerfed.

With all the strength of roid rage Reckless.

Don't get nerfed.

Mysterious as that one Hyuuga Dojutsuuuuuuuuuu.


His eyes opened and it was the morning time. He was awoken to the sound of birds chirping. The sun was beginning to gleam in his eyes and as the boy looked down he could see the pepper hair of his master staring up at him.
Kuromaru: Meditation montage?

Shiromaru: what in the world was that?

Kuromaru: Something you'll never understand. But it means you've got what it takes.

Shiromaru: Can I get down now? I think my... whole body went to sleep.

Kuromaru: Yeah you should probably get down now.
What Kuromaru didn't tell the boy was that he literally only expected him to last about 10 minutes up there. The boy had been there for hours.

Over the next few years, Kuromaru trained Shiro in the ways of surpassing human limitations. It wasn't until Shiromaru was 16 that the training began to bare fruits. At this point, the group they had started as, was now just them and a small handful of other mercenaries. They had set up camp outside a small village in lightning country. Their band of mercenaries had dwindled to but a handfull but they were all the best of the best. Some men had falen, some had decide to quit, some were forcibly let go but the ones that remained were loyal and trusted. As Shiro and Kuro squared up had one thing on their mind. Kuro simply wished the boy to be able to surpass him in skill. Shiro wished to beat the shit out of Kuromaru for once in his life.
Kuromaru: Ready fa' this kiddo?

-smug-
Shiromaru: C'mon old man, you know you can't handle me anymore. I'm the new hotness. You're old and played out.

-defensive-
Kuromaru: Don't be hatin on my hair yo. Ladies say it looks distinguished.

-sarcastic-
Shiromaru: You'd know that if you could get a woman.

-Smug-
Kuromaru: Coming from the kid who's V card is practically laminated.

-Flustered-
Shiromaru: Stop tryna get under my skin. I'm gonna beat you today so don't pull no punches. So I can say I kicked your ass while you were at your best. Well... almost your best. You kinda old now.

-Equally flustered-
Kuromaru: Hol' on now. I aint old. Just for that, I'm getting serious right off the bat.

-Smug-
Shiromaru: I'd expect nothin le-...

Kuromaru launched a ferocious punch at Shiro who dodged the technique with relative ease. He didn't take the time out to make a quip because fast as he was, Kuromaru being serious was nothing to be trifled with. Shiro wouldn't be simply defending, he would launch his own attacks at Kuromaru in hopes of allowing his speed to out maneuver the man. It was difficult, but Kuromaru countered this technique with clones. Several clones in fact. They littered the battle field and Shiro was unsure on how to go about defeating them all without leaving himself open. He could counter with clones of his own, but Shiro's clones were not as powerful as Kuro's clones and he knew that. Shiromaru decided to bait the real Kuromaru into attacking him by leaving himself open. Attacking one of the Kuro-clones, it dispersed into birds and Shiro could already feel Kuro's counterattack coming. But the boy was prepared. As Kuromaru struck at Shiro's back, Shiro's body split into several clones as well. After-Images of Shiro rivaled the number of clones Kuromaru had left. All of the Shiro-clones smirked as they realized their plan worked. However, it would seem that the warm-up was over.
Kuromaru: I'll give ya a taste of what you could be.

An aura of chakra began to swirl around Kuromaru. In a flash of energy his brown skin turned a dark red shade and his pupils were gone.

Kuromaru: And this... this is what its like to go beyond!

More chakra began to be expelled from his body and the muscles on his body began to bulge.

Shiromaru: Well if you're going to get serious, then I should as well!

Taking a similar position as Kuromaru, Shiromaru began to expel chakra from his body as well. It wasn't long before his skin began to change from light brown to red and his pupils were no longer visible. Shiro's frame however did not expand.

Kuromaru: You've gotten strong over the last 9 years.

Shiromaru: You gave me a good reason to. Now stop talking and get rekt.

Their fight would wage on until a winner was victorious.
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[spoilername="Summary and Things Left Out Purposely"]Summary: Shiromaru's parents were killed in a bandit raid and he was adopted by the leader and trained under him. In a sparing match, Shiromaru tapped into the energy of a gate unknowingly, prompting Kuromaru to increase Shiro's training. After a few years Shiromaru began training harder to surpass the natural limitations of humans. Years later he was tested a final time and succeeded in opening a gate (hopefully).

Note: Seikon is being RP'd as natural talent. He's naturally fast, not due to genetics.

Information Left Out on Purpose:
- Anything going into too much detail about Kuromaru's backstory.
A: Because this is about Shiro, not Kuro.
- Members of the mercenary group and their details.
A: See Above.
- Details of what the group did as a mercenary unit.
A: Not exactly needed to get where Shiro got his training from.
- Victor of the sparring session at the end.
A: Will be detailed in the NPC write up for Kuromaru.[/spoilername]

#MinamotoSong
 

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