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:

Wanizame Mieko

Wanizame Mieko

New Ninja
Joined
Jun 25, 2013
Messages
20
Yen
37,250
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BIO DATA
Name: Wanizame Mieko
Gender: Female
Age: 17
Alias: Fin (ANBU-only)
Build: Average height, light weight
Bloodline: Seikon
Distinctive Features: Dark hair, light complexion, bright blue eyes.
Village: Kirigakure
Other Facts: Orphaned, adopted, then orphaned again. No known surviving family.



SEALED FILE 1 of 5: History
Perhaps it is Mieko's incredible misfortune or maybe it's her actual destiny to be alone, but she always finds herself being orphaned. A few months after her birth, she was told that her mother passed away. Her mother was frail and never quite got over the strains her pregnancy had put on her body, and she died shortly after. She had no father. Her father had been missing since before she was born. She has no recollection of the faces of her father nor her mother, only her uncle who had taken her in. She remembers he wasn't very kind to her. He was mostly drunk, and the only times he was sober was when he was snoring loudly, and Mieko had to tiptoe quieter than cats to avoid waking him. He wasn't shinobi, that much was certain to her. Her parents had been, and he always drunkenly swears at her and her deceased parents. He blames them often for having to deal with another mouth to feed, and Mieko has no choice but to listen to his quips as she wipes the tatami mats of his house for him.

She was ten when she realized she'd had enough. A home wasn't supposed to be like this, she knew that at least. She had been attending the academy for two years and had been studying hard. Her uncle got louder and more drunken as time passed by. One day when she left for school and left his meal on his table while he slept, she never came back home. She'd taken with her a jar of spare change she'd collected and hidden for over five years. She was determined to live on her own.

She didn't really know where she was going. She just kept walking, never looking back and never wondering even once if what she had done was the right thing to do. She made some friends at the academy. She'll just seek shelter at their homes for now. She stayed with a friend for a month before she felt like a burden and started to walk again. She left her jar of spare change at her friend's door before she started walking again to find a new home.

She was delirious and starving within days. Her steps were clumsy and limping, and her vision became blurry. She felt her foot step over uneven land, her knees buckling, and her body falling. What she did not feel, however, was the impact of her body hitting the dirt. Instead, she felt a firm hand on her arm and saw a quick glance of blue hair--possibly as blue as her eyes--and a smile. When she came to, she realized she had been taken in by a family called the Wanizame. They asked for her name, and she gave them Mieko. They smiled at her and christened her anew: Wanizame Mieko.

She continued going to the academy and decided to take the test to become Anbu-in-Training. At 14, she passed, much to her extreme delight. She practically warped her way home, straining herself and nearly collapsing on the floor when she finally arrived. She told her new family the news with big grins and excited blabbering. She's never spoken so much before in her life, and as they joined her in her laughter, she knew this was what a home was supposed to be like.

And a home she was robbed again, a couple years after that.

A battle--an enormous one--with great struggles and damage had occurred while she was completing a mission for the ANBU. Proud blue hair and blood-stained bodies scattered the grounds. Tears well in her eyes, and an overwhelming sense of loss washes over her. She fell to her knees and wept quietly for a few hours before finally standing up and walking away from another home.

Sleepless nights followed that afternoon. She kept telling herself she should have been there to protect them, to aid them, to help them fight for their lives. She should have been with them then. Her regrets kept her restless. She grieved for several weeks before finally coming to terms with her losses. The Wanizame died with their weapons in their hands and their souls brimming with their pride and courage.

She began to vow to do the same.

LAST KNOWN WHEREABOUTS
Training Thread: http://www.ninpocho.com/viewtopic.php?f=70&t=6742
Dojo Thread: http://www.ninpocho.com/viewtopic.php?f=69&t=6743
RP Slots:
- - 1. Kurobichi Beach - The Last Stand Event - http://www.ninpocho.com/viewtopic.php?f=150&t=6741 [Event]
- - 2. Main Islands - Milk and Cookies - http://www.ninpocho.com/viewtopic.php?f=140&t=6751 [Free]
- - 3. The Academy's Roof - The Exam! - http://www.ninpocho.com/viewtopic.php?f=157&t=6756 [Free/Exam(?)]
- - 4.
 
Re: Wanizame Mieko (WIP)

SEALED FILE 2 of 4: Physique
Character Class
Hyper Realism (Veteran)
HP: (50+10) x stamina
CP: (45+10) x chakra control
Class Bonus: Kinjutsu (Hachimon)
High: Melee Accuracy
Average: Spell Accuracy, Evasion, Genjutsu DC, Genjutsu Save
Low: Ranged Accuracy


Stats, as of Thurs Jun 27.
Agility: 356/525
Stamina: 425/525
Ninjutsu: 367/525
Taijutsu: 406/525
Genjutsu: 293/525
Chakra Control: 400/525
Power Level: 2247


Abilities
1. Stalker
2. Jutsu Mastery
3. Called Shot
4.
5.
6.
7.
8. Kinjutsu
9. Kinjutsu
10. Kinjutsu

SEALED FILE 3 of 5: Bloodline (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.

014% Control - Distorting Wake (Rank 1), Sunder Reality (Rank 1)
028% Control - Unreal Celerity (Rank 1)
042% Control - Quicksilver Step (Rank 1)
056% Control - Destruction Pulse (Rank 1)
070% Control - Distorting Wake (Rank 2)
084% Control - Quicksilver Step (Rank 2)
098% Control - Sunder Reality (Rank 2), Soulsword Overdrive (Rank 1)
112% Control - Unreal Celerity (Rank 2), Quicksilver Pursuit (Rank 1)
126% Control - Distorting Wake (Rank 3), Destruction Pulse (Rank 2)
140% Control - Quicksilver Step (Rank 3), Quicksilver Pursuit (Rank 2)
154% Control - Soulsword Overdrive (Rank 2)
168% Control - Sunder Reality (Rank 3), Quicksilver Pursuit (Rank 3)
182% Control - Unreal Celerity (Rank 3), Soulsword Overdrive (Rank 3)
196% Control - Destruction Pulse (Rank 3)
210% Control - Synchronized Multipresence (Rank 1)
224% Control - Transpositional Flurry (Rank 1)
238% Control - Synchronized Multipresence (Rank 2)
252% Control - Obliterate Reality (Rank 1)
266% Control - Synchronized Multipresence (Rank 3), Transpositional Flurry (Rank 2)
280% Control - Transpositional Flurry (Rank 3), Obliterate Reality (Rank 2)
294% Control - 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<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 dodging an attack with Body Switch has a 50% chance to be considered a sneak attack.
Rank 2: +1.5 Dodge. The first attack used after dodging an attack with Body Switch has a 60% chance to be considered a sneak attack.
Rank 3: +2 Dodge. The first attack used after dodging an attack with Body Switch has a 70% chance to be considered a sneak attack.

Cost: 2 Ap, 620 Cp to initiate, 300 Cp/Rnd.

Notes:
- This is treated as if it were a physical fighting style.
- The user exhausts at an above average rate.
- While this is active, the user may use Body Switch without Kawarimi/Clones, and instead substitute with an "After-Image". All Normal body switch rules and limits 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<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]

SEALED FILE 4 of 5: Jutsus
Taijutsu, as of Wed Jun 26.
1) Falcon Punch/MR/A Rank/Unarmed Tai
2) Fist of Sin/MR/A Rank/Unarmed Tai
3) 16 Hit Combo/MR/B Rank/Unarmed Tai
4) Primary Lotus/MR/B Rank/Unarmed Tai
6) Shoryuken/MR/C Rank/Unarmed Tai
7) Dragon Assault/MR/C Rank/Unarmed Tai
8) Steel Weaving/MR/B Rank/Slashing Tai
9) Vanishing Slash/MR/C Rank/Slashing Tai
10) Lunar Steps/MR/C Rank/Slashing Tai
11) Roaring Combination/MR/C Rank/Unarmed Tai
12) Grapple/MR/C Rank/Unarmed Tai


Genjutsu
1) Transparent Escape/MR/Level 4/Visual Gen

Ninjutsu
0) None yet.

ANBU
1) Mask Summon/MR/D Rank/ANBU
2) Active Camo/MR/C Rank/ANBU
3) Chakra Sense/MR/C Rank/ANBU
4) Destroy Presence/MR/B Rank/ANBU

TRACK RECORD
Training log here.

SEALED FILE 5 of 5: Hachimon Kinjutsu
Effects:
- Because of their obsessive training to their bodies, all Unarmed Taijutsu costs -10% CP.
- Hachimon may only use unarmed taijutsu with all Hachimon skills. If they are equipped with a weapon other than unarmed/gloves, the Hachimon may not use those skills.
- Hachimon gates override a cursed seal and do not stack. Nor can a cursed seal be applied while in a Hachimon Gate.

Special Action - Weights
Effect 1 - Weights On: Must state at the beginning of the battle whether or not the Weights are on. Once on, the weights start weighing down the Hachimon -1 acc/dodge per round up to -4 acc/dodge, but grants +5% melee damage.
Effect 2 - Guts!: Upon removing the weights, the accuracy/dodge penalties are nullified and instantly replaced with the opposite accuracy dodge (if obtained -4 acc/dodge, it is replaced with +4 acc/dodge) and degrades by -1 per round until +0 acc/dodge. Removing the weights removes the melee damage bonuses.

[fontsize="12"]<B>Bandage Wraps - Kinjutsu Augment
A signature weapon of choice by those with extreme devotion to their body, this weapon is simple; long bandages wrapped around the wearer's hands and forearms. While seemingly nonthreatening, this distinctive armguard actually is a very viable weapon...

Effect: Requires Hachimon. The weapon equipped with this augment cannot be disarmed unless the user chooses to do so.

Special Action - Bandage Pull: After attacking with this weapon, the user may pay .5 Ap to follow up directly with another Unarmed Taijutsu at normal costs with +1 Critical to that attack. May only be done once per round.[/fontsize]

[fontsize="12"]Chakra Gates - C-Rank Taijutsu
EGFourth.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:
First Gate - Gate of Opening: 5% auto-dodge to all sources
Second Gate - Gate of Healing: Ignores first rank of bleeding and Called Shot penalties. May heal all bleeding and called shot penalties by resting for 50% AP cost. (This does not double in Gate of Death). The healing effect can only be used once per battle.
Third Gate - Gate of Life: Regains 2% max HP every round activated. 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% damage to unarmed weapons. Bolsters unarmed to 60% damage cap.
Sixth Gate - Gate of View: +2 acc/dodge, Instant clone recognition
Seventh Gate - Gate of Wonder: +1 AP This does not double in Gate of Death, +2 Gen save

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

Notes:
- Any selected gate can be opened at will at any time.
- All gate effects may stack, including maintain costs.
- A user may activate up to three gates without suffering any risk.
- The user has a 20% chance to suffer Gate Backlash each round more than 3 Gates are active. This stacks for each gate active after the third, up to 100% when the Gate of Death is active.
- Gate Backlash increases the called shot level of a random limb. This applies to one limb for each gate active after the third, up to 5 limbs when Gate of Death is active.[/fontsize]

[fontsize="12"]Body Flicker - C-Rank Taijutsu
HSS.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, Chakra Gates

Rank 1:The user avoids an attack, allowing them to instantly counter with a Basic Strike at +1 Accuracy.
Rank 2: The user avoids an attack, allowing them to instantly counter with a E-C Rank Unarmed Taijutsu at +1 Accuracy.

Rank 1 Cost: 335 Cp
Rank 2 Cost: 420 Cp + cost of Taijutsu used.

Notes:
- This jutsu is an Activated Auto-Dodge.
- This technique may be used reflexively as if it was instantaneous. The following attack costs the AP cost of the attack.
- The user's counterattack is modded directly after the body-flickered attack.
- May only use once per round.
- Must have a Gate Opened.[/fontsize]

[fontsize="12"]Bandage Slam - C-Rank Unarmed Taijutsu
Bandage.jpg

Utilizing the bandage as a medium to attack, the Hachimon may wrap its target up in the bandage and jump high into the air with the target in tow. And with a swift forward sommersault, the Hachimon swings the target around only to smash them straight into the ground.

Information
Prerequisites: Hachimon, Chakra Gates, A weapon with the Bandage Wrap Augment

Rank 1: Binds the target in bandages at -5 Accuracy dealing .
Rank 2: Binds the target in bandages at -4 Accuracy dealing .

Special Action - Bandage Slam: By paying full Cp costs, the user may slam a target they have previously bound with this Jutsu to deal 1,265 Damage. Using this action dispels this Jutsu.

Rank 1 Cost: 500 Cp, 250 Cp/Rnd to Maintain
Rank 2 Cost: 575 Cp, 290 Cp/Rnd to Maintain

Notes:
- This Jutsu is unaffected by Weapon Accuracy Modifiers.
- When bound, the victim cannot perform handseals or move.
- For every 1.5 Ap the bound victim spends, they have a 15% chance of escaping
- This bind is broken if the victim takes damage, or the user attacks the victim. (They have a -3 Dodge penalty to the attack aimed at them though)
- If the user takes more than 10% of their Max Hp in damage during a round, this bind is dispelled.[/fontsize]

[fontsize="12"]Ura Renge - B-Rank Unarmed Taijutsu
EGSecond.jpg

A technique that utilizes the power of the eight gates to strike at inhumane speed. This technique allows the user to assault a target in a series lightning quick blows, each hit knocking them away from the user only to be hit by the next strike, the user seeming to "juggle" the victim in midair. This barrage is completed with the user striking the target with full force to the ground, all within a few brief, untraceable moments. This technique requires a setup prior to being performed, however.

Information
Prerequisites: Hachimon, Chakra Gates, Primary Lotus

Rank 1: Assaults the victim in an unavoidable barrage of strikes that deals damage equal to 10% of the previous jutsu's, then follows up with a strike that deals 1,500 Damage.
Rank 2: Assaults the victim in an unavoidable barrage of strikes that deals damage equal to 15% of the previous jutsu's, then follows up with a strike that deals 1,800 Damage at +1 Accuracy.

Rank 1 Cost: 545 Cp
Rank 2 Cost: 655 Cp

Notes:
- Requires at least Gate of Limit open.
- This technique is considered a finisher to a combo and may not be used as a springboard into a combo. Meaning that nothing can instantly follow up after this jutsu.This supersedes all directed jutsu saying otherwise.
- The follow up strike in Ura Renge is dodgeable as normal.[/fontsize]

[fontsize="12"]Aura Burst - B-Rank Unarmed Taijutsu
EGSeventh.jpg

Activating the inner gates individually is the preferred route for most as it is the "Safest". However, when multiple are activated at once the effects are enhanced; creating a massive influx of power and strength that instantly builds up and explodes outwards from the user. This sudden release of chakra creates a dramatic change in pressure around the area that can be felt by both friend and foe, and disorients all those nearby from the sudden outburst. However activating multiple gates at once dramatically increases the deterioration done to the user's body.

Information
Prerequisites: Hachimon, B-Rank

Rank 1: Upon activation, deals 1,500 Damage to up to 3 people. 5% chance of suppression.
Rank 2: Upon activation, deals 1,875 Damage to up to 3 people. 10% chance of suppression.

Special Action: Instead of causing suppression, this jutsu may, instead, there is a 15% chance to reflect the very next jutsu aimed at the user. This cannot reflect Genjutsu.

Cost: 710 Cp

Notes:
- May only be done upon opening a gate.
- Must specify one is going to do Aura Burst between opening gates.
- This adds the AP of the jutsu to the gate being opened.
- This jutsu targets foe before friend; it targets up to all possible enemies first, then starts targeting friends.[/fontsize]

[fontsize="12"]Afternoon Tiger - A-Rank Unarmed Taijutsu
HAT.jpg

The ultimate taijutsu only able to be performed by one drawing upon the full power of all eight inner gates, granting incredible flashiness to what is in actuality single, focused strike at the pinnacle of both speed and strength. This technique utilizes the intense aura of the eight gates to alter the a massive amount of air pressure into a large figure that seems to rush towards the victim rapidly, giving the impression that they are being attacked before the strike is dealt. The air pressure is condensed into a single focal point of a strike, and upon contact, the pressure is released in a large concussive explosion that can be felt throughout the region. The strength behind this technique enables it to pierce through nearly any defense, while the optical-illusive and non-chakra properties make this skill nearly untraceable, both combining to make the rumor that this attack is an unstoppable instant kill to all but the strongest shinobi.

Information
Prerequisites: Hachimon, Chakra Gates, A-Rank


Rank 1: Creates a massive amount of air pressure that takes on a specific form, condensing it into a single point that creates the image of a false attack. This false attack triggers any Auto-dodge type effects, and is then followed up with a strike that deals 3,300 Damage.
Rank 2: Creates a massive amount of air pressure that takes on a specific form, condensing it into a single point that creates the image of a false attack.This false attack triggers any Auto-dodge type effects, and is then followed up with a strike that deals 3,960 Damage at +1 Accuracy.

Rank 1 Cost: 1,650 Cp
Rank 2 Cost: 1,980 Cp

Notes:
- Requires at least Gate of Wonder open
- Damage from this technique cannot be blocked by barriers or reduced by any form.
- This technique cannot be auto-dodged. All active auto-dodge attempts are "faked out" by the feint attack, leaving them wide open for the real strike.
- If the feint is successfully passive auto-dodged, it applies a reverse penalty to the victim for the true strike. If the victim had a 15% chance of auto-dodge (passive), this jutsu negates it with the feint, then reverses it to become a 15% auto-hit.[/fontsize]

[fontsize="12"]Evening Mammoth - A-Rank Unarmed Taijutsu
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The ultimate technique of the Hachimon is the Evening Mammoth. By utilizing the power of the gates at their disposal, the Hachimon gathers up the chakra gathered in the gates by their hands and unleashes the energy in a violent storm towards multiple targets. Some people rumor this to be ninjutsu, but this is the hachimon's will traveling from their fist to the opponents.

Information
Prerequisites: Hachimon, Chakra Gates, A-Rank

Rank 1: Creates a massive maelstrom that rushes towards the target twice dealing 1650 Damage each.
Rank 2: Creates a massive maelstrom that rushes towards the target twice dealing 2,065 Damage each.

Rank 1 Cost: 1,650 Cp
Rank 2 Cost: 2,065 Cp

Notes:
- This technique may automatically target up to to separate targets.
- May only be performed while in Gate of Wonder or higher.
- Damage from this jutsu may not be auto-dodged in any way.
- If the target tries to block with/is behind a barrier, the first strike of this technique destroys it and the second attempts to hit as normal.

Gate of Death - S-Rank Taijutsu
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The mighty Shimon, the Eighth and final Gate of Death. All but the most Reckless would ever consider taking their training to such a degree, to the point where they are able to surpass all realms pertaining to Human finesse, and push their body's into a state of God-like power by unlocking every gate within their body. This gate is said to give the user the power comparable even to a Kage, at the cost of utterly using all the Body's energy in the time frame of a few seconds. The user's energy explodes outwards in this phase, shaking the very earth and creating funnel clouds within the sky that begin to shoot off bolts of lightning and loud roars of thunder. Even the user's body gives of a static-like appearance with bolts of raw energy jumping off each of their muscles. The extreme power given in this state can only be maintained for a few moments after achieving it, before the body's strength is completely burned up with crippling after-effects, unable to withstand the strength. But for that brief moment, the user becomes godly.

Information
Prerequisites: Hachimon, Chakra Gates, S-Rank

Master Rank: Doubles all effects from gates 1-7. While active, the user is immune to CP Damage as well. Also gains +1 Acc/dodge on top of what they already receive. Up to +3 Acc/dodge can break Acc/dodge cap. Also well as +1% HP/CP regeneration on top of what they already gain.

Cost: 2.5 AP, 2800 Cp to initiate, 1400 Hp/Rnd.

Notes:
- In order to open up the Gate of Death, must have opened all of the Primary Gates.
- This only doubles effects of the Primary Gates and not any other passive.[/fontsize]
 

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