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:

Yuu Kenshin- Tricky Fists

Kishiko Nagisa

Leaf Med-Nin Sennin
Joined
Dec 14, 2012
Messages
912
Yen
101,833
ASP
154
Character Age: 38
Gender: Male
Sex: Male
Character's Physical Description: Kenshin is a muscular 30 year old. Strong torso and muscled fore arms. Short, silver hair adorns his head. His left eyebrow and ear are pierced with a golden hoop and bars, respectively. Kenshin stands around 5’8.
Character's Mental Description: Kenshin is serious. He is constantly training to keep his body in shape and expects everyone to be constantly improving themselves. His classes at the academy are some of the most difficult in Stone, but they pay off in the long run even as his students nearly collapse from exhaustion. Kenshin is slow to anger with the expectation of anyone threatening his home of Stone. Tough but gentle to those who need protecting.

Character History:
Yuu Kenshin was raised in a military household. While not all of his family members were shinobi, they did serve in various armies for different countries at different points of time. From a young age, he was taught to be serious and that constant vigilance was required at all times. He was trained in different martial arts styles as a child but as he grew and noticed his affinity to chakra, he learned that his fists were great channels for this ability. He could leave his opponent dizzy with just a punch or two and then finish them off. At the academy, he excelled at taijutsu and genjutsu. It was here he trained to use his fists to cause opponents to feel the effects of a genjutsu without having to weave signs. He graduated near the top of his class and so began the life of an official ninja. He was presented with the family ancestral knuckles, a pair of solid steel knuckles inlaid with the family motto “Growing Strong”
Kenshin would miss the academy as he was sent on missions. He rose steadily enough through the ranks. A notable experience that gave him Jounin status was when he had defended a town against bandits by himself after his party had been killed. Kenshin appeared to be grimmer after that and rarely talked about it. Still, he was adamant about training the next generation of shinobi.
Kenshin is a widower, having lost his first love to an illness not normally seen in Stone. As such, he has a resentment towards medical shinobi.

Hidden Fist
HP: (55+15) x 600
CP: (40+15) x 600
Class Bonus: Kinjutsu +5% Melee Damage
High: Melee Accuracy
Average:, Dodge, Genjutsu Save, Genjutsu DC, Ninjutsu accuracy
Low: Ranged accuracy

Stats
Agility: 600 / 600
Stamina: 600 / 600
Ninjutsu: 600 / 600
Taijutsu: 600 / 600
Genjutsu: 600 / 600
Chakra Control: 600% / 600%

ASP 345


Core Ability Shadow Boxer
0/20 points used

Hands of Power 2 points +15% Unarmed Damage
Meditation 3 points
Restriction- B Rank and up
Effect: The user does not get to make an attack for one full round. For this round, they gain +25% of their HP or CP back. This is not disrupted by AP loss effects, maintained jutsu, or any action the opponent takes on them. The only thing which disrupts this is the user attacking. Genjutsu are counted as an attack. The user is not affected by auto-fail chances at all during this time. May only be used twice per battle.
Weak of Will 2 points
Restriction - C Rank and up
Effect: All unarmed strikes made by the user have a 30% chance of reducing the target's Genjutsu Save by -1 for the remainder of the round. This chance is increased by +10% if Hands of Power acquired. If used with multi-hitting jutsu this percentage is divided evenly, and may only take effect once per Action. This effect Stacks up to three times.
Sensory Deprivation Aura 2 points
Restriction- C Rank and up
Effect: Pick either the sense of (Visual, Audial, Kinetic or Will Genjutsu) at the beginning of the battle. All others on the battlefield receive -2 Gen Save to single sense Genjutsu of the chosen type. Must roll everyone's Gen Save vs the Shadow Boxer's Gen DC at the start of each round, and all Shadow Boxers are immune to this effect. The Sense that is affected remains a secret.
Painful Illusions 3 points
Restriction- C Rank and up
Effect: The user may use their Melee Accuracy in place of Genjutsu DC when casting Genjutsu techniques for no additional AP. Genjutsu cast this way have their cost increased by 10% plus an additional 10% for each previous time Painful Illusions has been used in the round and use the user's Melee Accuracy for any associated Genjutsu checks or rolls.
Mirage Strike 2 points
Restriction- A-Rank and up
Rank 2: Strikes the target eight times, alternating between Illusionary and Physical strikes. Physical strikes deal 620 Damage at +1 Accuracy and Illusionary strikes deal 415 Damage +1 Genjutsu DC. Successful Illusionary Strikes will inflict -1 Genjutsu Save to the victim, up to a maximum of -2 for the next full round.
Cost:
Rank 1: 1,650 Cp; 2.75 Ap
Rank 2: 1,980 Cp; 2.75 Ap
Note 1: This may only be used once a round.
Note 2: Illusionary strikes are rolled using Genjutsu DC.
Note 3: Whenever two Illusionary Strikes hit, the target has a 20% chance to be unable to recognize a random Genjutsu the user has the victim currently under for an additional round. This may only occur on the same target once.
Beautiful Mind 2 points -10% Genjutsu CP Cost
Save Energy 2 points -10% Taijutsu CP cost
Eye of the Mystics 2 points +2 Gen DC

20/20 points used
Abilities
0 Instructor Main Branch
00shinobi 101- Kinesis uses Melee accuracy
000 Hidden Power
1 Willpower
2Healing factor
3 Weapon Mastery
4 Initiative
5 Elemental Illusion Fire
6 Conservative Motion
7 Deflection
8 Jutsu Mastery
9 Combo Master
10 Kinjutsu
11 Kinjutsu
12 Kinjutsu


Items-

1- Headset

2 Pouch- Poison
Bloodrot
Stardust
Lullaby Powder
Twilight Venom

3 pouch- Poison
Black Lotus
Wraith's Dream
Lullaby Powder
Twilight Venom

Weapon

Weapon 1
Name Titan Knuckles
Damage type- Unarmed
-1 accuracy +5% damage

May use hand seals with weapon equipped

augments
Dual Weapon
Chakra Drain
Vampiric


Weapon number 2- Agile Gloves These gloves are of a more simple design. They do not hit as hard as other gloves but are more prone to hitting an enemy when needed.
- Unarmed ability to use Handseals with their weapon equipped.
+1 accuracy - 5% damage

Augments
Anchor Boost
Lucky Strike
Blitz


Weapon 3
Recovery's Might - - These gloves allow for the user to heal naturally. Ideal for the shinobi who doesn't like trips to the hospital. They seem to latch onto the skin and implant themselves.
- Unarmed ability to use Handseals with their weapon equipped.
- 1 acc +5% damage

Augments
Recovery
Re energize
Vanguard


Major
Water Fire. Wind Lightning, Earth
Minor
Non Elemental

AE
Explosion, Crystal. Poison, Radiation, Kinesis (AE card)

All Jutsu known
Earth
E-Rank
Stone Bullet(Master Rank)
Gravel Shift(Master Rank)



D-Rank -
Earth Flow River(Master Rank)
Sinkhole Fist(Master Rank)
Mud Clone(Master Rank)



C-Rank -
Earth Flow Wave(Master Rank)
Rock Golem(Master Rank)
Earthen Coating(Master Rank)
Inner Earth Reflection Lure (Master rank]

B-Rank
Bedrock Coffin(Master Rank)
Weighted Rock Technique(Master Rank)
Earth Spiker(Master Rank)
Antlion Sinkhole(Master Rank)



A-Rank -
Fist of Gaia(Master Rank)
Earthen Magnitude(Master Rank)
Earthslide Wall(Master Rank)
Petrification(Master Rank)

Lightning
[]E rank
Storm Bolt (Master Rank)
Thunderfist (Master Rank)

D
Thunderclap (Master Rank)
Electroshock (Master Rank)
Electrocution (Master Rank)

C rank
Zeus Flash (Master Rank)
Lightning Torrent (Master Rank)
Thunderstruck (Master Rank)
Volt Charge (Master Rank)

B Rank
Gigavolt Cannon (Master Rank)
Chidori (Master Rank)
Lightning Beast (Master Rank)
Amp Field (Master Rank)

A rank
Raijin's Vengeance (Master Rank)
Chidori Control (Master Rank)
Kirin (Master Rank)
Thunderdome (Master Rank)

Wind
[]E rank
Wind Slash (Master rank)
Pressure Burst (Master rank)

D rank
Whirlwind Spin (Master rank)
Air bullet (Master rank)
Shredding Touch (Master rank)

C rank
Wind Sythe (Master Rank)
Tempest (Master rank)
Gale Force (Master rank)
Wind Release (Master rank)

B Rank

Great Wind Scythe (Master Rank)
Wind Scar (Master Rank)
Vacuum Sphere (Master Rank)
Cyclone Movement (Master Rank )

A Rank

Tatsumaki (Master Rank)
Hurricane (Master Rank)
Ambiance of the Forbidden (Master Rank)
Zephyr's Grace (Master Rank)[/]
Fire
[]E rank
Infernal Ember (Master rank)
Thermal Maw (Master Rank)

D rank
Fireball (Master Rank)
Immolation Armor (master rank)
Combustive Seal (Master Rank)

C rank
Searing Eruption (Master Rank)
Scalding Ash Cloud (Master Rank)
Dragon Fire (Master Rank)
Heat Wave (Master rank)

B rank
Firestorm (Master Rank)
Infernal Hellfire (Master Rank)
Spontaneous Combustion (Master Rank)
Ring of Fire (Master Rank)

A rank
Sol Fire Tempest (Master Rank)
Dragon Flame Bomb (Master Rank)
Flame Shield (Master Rank)
Abysmal Harbinger (Master Rank)[/]

Water

[]


E-Rank
Pressurized Mist(Master rank)
Water Gun(Master rank)

D-Rank
Water Whip (Master rank)
Aqua Fang(Master rank)
Rinse Off(Master rank)

C-Rank
Grand Waterfall(Master rank)
Impaling Hydro Jet(Master rank)
Water Prison(Master rank)
Rain Dance(Master rank)

B-Rank
Torrential Vortex(Master rank)
Hydro Tidal Shockwave(Master rank)
Water Shark Bomb(Master rank)
Mystical Pond(Master rank)

A-Rank
Grand Hydra Excavation(Master rank)
Water Dragon Bullet(Master rank)
Scorn of Aquarius(Master rank)
Supreme Aqua Realm(Master rank)



[/]

Non elemental
[]E rank
Body Switch (Master Rank)
Basic Summoning (Master Rank)
Transformation (Master rank)

D Rank
Cancel (Master Rank)
Crystal Eye (Master rank)
Spirit Lantern (Master rank)

C rank
Elemental Close (Master rank)
Stunt Double (Master Rank)
Barrier (Master Rank)

B rank
Chakra Shield (Master rank)
Rasengan (Master rank)

A rank
Perfected Rasengan (Master rank)[/]


Medical
[]D rank
Mystical Hand (Rank 1)[/]


Explosion jutsu
[]C rank
Bang Bullet (Master Rank)
Blast Wave (Master Rank)
B rank
Atomic Blast (Master Rank)
Starlight Nova (Master Rank

A rank
Big Bang Flash (Master Rank)
Blast Infusion (Master Rank)

Crystal Jutsu
[]C Rank
Fluorite Spikes (Master Rank
Ruby Rain (Master rank)
B rank
Amethyst Casing (Master Rank)
Goldstone Clutch (Master Rank)

A Rank
Amber Beacon (Master Rank
Crystalline Passage (Master Rank)
Diamond Cutter (Master Rank)[/]


Poison
[]C rank
Immunity Break (Master Rank)
Toxic Channeling (Master Rank)
Poison Extraction (Master Rank)
Venom Needle (Master Rank)

B rank
Venom Strike (Master Rank)
Toxic Curse (Master Rank)
Poison Mist (Master Rank)

A rank
Corrupted Mist (Master Rank)
Touch of the Accursed (Master Rank)
Toxic Conversion (Master Rank)[/]

Radiation
C rank

Radioactive Glow (Master Rank)
Sub-Atomic Scorch (Master Rank)



B rank
Acute Irradiation (Master Rank)
Atomic Deterioration (Master Rank)



A rank
Inborn Mutagen (Master Rank)
Radiation Therapy (Master Rank)
Gamma Ray (Master Rank)
X-ray Scan (Master Rank)

Kinesis Ninjutsu

C rank
Force Blast (Master Rank)
Psionic Assault (Master Rank)
Force Guard (Master Rank)



B rank
Psi-shock (Master Rank)
Force Break (Master Rank)
Mind Lock (Master Rank)
Reflection (Master Rank)


A rank
Kinetic Blast (Master Rank)
Psionic Rend (Master Rank)
Concussion Pulse (Master Rank)
Redirection (Master Rank)


Buffing Taijutsu
[]C rank
Chakra Extension (Master Rank)

A rank
Awakening (Master Rank]
Devastating Aura (Master Rank)
Unleash (Master rank)
Limit Break (Master Rank)

taijutsu
unarmed
Primary Lotus (Master Rank)
Dynamic Entry (Master Rank)
Dynamic Finish (Master Rank)
Dragon Assault (Master Rank)
Shoryuken (Master Rank)
Grapple (Master Rank)
Submission (master Rank)
16 hit combo (Master rank)
Eagle Drop (Master rank)
Dance of the Waxing Moon (Master Rank)
Fist of Virtue (Master Rank)
Fist of Sin (Master Rank)


Genjutsu
Will Genjutsu
A rank Corruption of the Earthly Plain (Master Rank)
A rank Mind's Eye Chaos (Master Rank)
A rank Temple of Nirvana (Master Rank
Tormet of the Physical Pain (Master Rank)

Visual Genjutsu
C Rank
After-Image (Master rank)
Verse of Darkness (Master rank)

B rank Perception Filter (Master Rank)
Advanced Clone (Master rank)
Depth Barrier(Master rank)

A rank
The Reaper's Gaze (Master rank)
Ocular Assault (Master rank)

Kinetic Genjutsu

Puppet Betrayal (Master Rank)
Lingering Spark (Master Rank)
B Rank Phoenix Embrace (Master Rank)
A rank
Tree Binding (Master Rank)
Parasidic Infestation (Master rank)
Delayed Agony (Master Rank)

Audial Genjutsu
B rank Bass Drop (Master Rank)

A rank
Chakra Ravage Master Rank
 
Contract

Canine Custom summon
https://www.ninpocho.com/viewtopic.php?p=255084#p255084
Name: Fenrir
Description: A large black dire wolf. Always with his rapier attached to his flank. Hi eyes are a deep blue and his coat is always immaculate. He does have a battle wound on his right ear where the fur does not completely grow. He received that as a result of his battle with the previous alpha.
Personality: Fenrir is kind hearted but is the Alpha of the pack for a reason. He puts others in their place He defends the pack until his death. So far, no one has had the skill to do so. He constantly wants to train the younger pups in combat not minding if one of them surpasses him eventually. It was the way of nature. The young took over for the old. He is a little gruff at times and a little cheeky if he seems any foolish behavior.
History: Fenrir grew up under the tutelage of the last Alpha. All of the male pups were. However it was Fenrir that would naturally come to the top. And it wasn’t due to natural talent. He practiced every day. From his puphood until his young adult dog age, he trained non stop. The so called "pure breeds" were always strutting around showing off their looks and status while Fenrir fought tooth and nail for the muscles he earned. His sleek body despite his huge frame was enough of a testament to his power than other would think.

That never give up spirit eventually lead him to be alpha and find a companion in Kenshin. He recognized the hard worker aspect of Kenshin and invited him to make a contract with the canines. Kenshin even fought Fenrir and both were impressed with each other's skill in battle. Since then, they have bonded over mutual improvement. Kenshin had gone to class with bite and scratch marks on his arms and legs from strenuous personal battle with his wolf. The students would occasionally see him if he summoned him for a lesson in summoning jutsu. He would carefully sniff them and lick them treating them like pack because they were pack to Kenshin. Kenshin in turn would entertain some of the young pups at his house teaching basic rough housing skills and hunting tactics. With each other, they made each other and their pack stronger.



Other info: Absolutely denies loving belly rubs but enjoys them. Kenshin got to do it once in his life.



Alpha’s Fang
HP: (40+15) x 600
CP: (30+15) x 600
Class Bonus: +5% Auto-dodge and Auto-hit
High: Melee Accuracy
Average: Dodge, Genjutsu Save, Ninjutsu acc
Low Gen DC, Ranged Accuracy
5 AP
three sub-jutsu types Piercing, lava, Blood
4 D-Rank, 4 C-Rank, 4 B-Rank and 6 A-Rank jutsus

D
Piercing
Cross Pierce
Impaling Counter
Dynamic Poke
Dynamic Pierce
Defensive Thrust

C
Lava
Molten Cloak
Blood
Blood Blade
Piercing
Outer Rim Breaker
Feint Spike

B rank
Lava
Volcanic Sinkhole
Blood
Kiss of the Vampire
Piercing
Enraging Strike
Finisher

A rank jutsu
Piercing
Trashin
Giga Star Breaker
Piercing Pinholder
Blood
Drain Claw
Lava
Final Confrontation
Canine said:
Wildsense - Canine Contract Ability
While heightened senses are not unique to the Canine contract, few beasts can ever claim to have them to the same degree as The Pack. The Canine contract is near-universally acknowledged for their superios sense of tracking, to the point where it is best to stand your ground rather than even consider attempting to run (let alone hide) from the pursuit of these beasts.

Effect:
- While in battle, enemies must flee an additional round while the user is present. This does not stack if multiple users with this ability are present.
- The contract and their summoner may join an in-progress battle a round earlier; however the round they enter the summoner will pay all costs (Both AP and CP) for summoning their contract as their first action (it is treated as having arrived with them though).
  • If the contract owner has the Sage Mode ability, they may instead choose to join an in-progress battle a round earlier with Sage Mode already activated. In this case, they will not have their contract auto-summoned like above, and Sage Mode will last one round shorter.

Clawmark - Canine Contract Independent Special Move
To those of The Pack, it is not the kill that stirs their beastial instinct, but the thrill of the hunt itself. These beasts are not opposed to drawing out the hunt to relish every moment of it, and for this reason have developed a special technique that 'marks' a target as -their- prey, often in the form of something between a wound and seal. Once marked, it is said the beast only grows in strength the longer the hunt continues.

Effect: The user makes a basic attack at -2 accuracy and 1% Max CP, inflicting the victim with the Clawmark for two rounds. When the user deals critical hit damage to a target with the Clawmark active on them, the user gains temporary Hp equal to 10% of the critical hit's damage. This temporary Hp is reduced before the user's normal HP, and does not stack; the user only keeps whichever instance of temp HP is higher (such as a new attack replacing the old value). At any point, the user may choose to remove a Clawmark to automatically gain awareness of the target it was inflicted upon (This does not cost AP)

Visceral Attack - Canine Contract Senjutsu
To members of The Pack, the hunt is a feast to be enjoyed, and as the ultimate hunters, their power is even more effective against other beasts or those close to death.

Effect: This attack is used as a Called Shot to a specific limb (user's choice, random if unchosen). This deals 2890 damage and raises the targeted limb by 1 level, but for the duration of the round it is treated as Broken. If the target is a Contract summon, in Sage Mode, or below 50% Max Hp, this attack deals double damage and inflicts Suppression (may inflict suppression beyond the cap).

Cost: 2.75 Ap, 2060 Cp.

Note:
- A target may only be hit by this once per round.
- Jutsu subtype is chosen when the contract creature is designed; determining its accuracy and damage type.

Weapon- Wolf’s Parry- Piercing
-1 acc
+5% damage
+5% increased success chance with Called Shots.
Augments- Daze, blitz, raid

Abilities
Ferocity - General Contract Ability
Nimble hands
Called shot


Toad Custom Summon
Success here

Name: Ren Samuu
Description: A small blue toad only standing up to most human's knees, she is varying colors of blue with black spots. Her cold black eyes eave many to believe she is uncaring. IN truth, she cares too much but doesn't want to show it.

8554dd89a3db15fb7f108229a40eef70.jpg

Personality: Ren is a healer and as such she loves to heal her allies in and out of combat. She is a little shy but is brave. She is a trickster. She uses her small size to fool people into thinking she is weak. With a little croak, however, she enjoys pushing people around with her jutsu and then healing them so they can play for longer.
History: Ren was a younger member of the wind toad clan. She was unmarried and looking for a purpose in life. She had a few suitors but none met her standard. She actually saw Kenshin use a poison extraction jutsu and was fascinated by it since her natural abilities involved healing. She learned that Kesnhin, while strong, never mastered healing jutsu due to a past trauma. She understood and therefore was worried when he mentioned her was ordered to learn it. She found it unreasonable and as such, made a contract with Kenshin. This way, she would heal him and his leader with no problems. Kenshin took a liking to her eventually and has less issues around medical jutsu. Fenrir and the Ren would often get into sparing matches and Kenshin would have to separate them. Thankfully, Ren gladly healed both of them when they sparred and went a little too wild.

Other info: Ren's abilities are far more advanced than some of her kin. Some did not want her to make a contract and instead marry. Many would be suitors were left licking their wounds after suggesting that she "settle down"


Toad Song
HP: (30+4+15) x 600
CP: (40+4+15) x 600
Class Bonus: +4 Hp and Cp Mod
High: Ninjutsu Accuracy
Average: Dodge, Genjutsu Save, Melee Accuracy
Low: Ranged Accuracy, Genjutsu DC


jutsu type- Medical, Kinetic, Mirror

4 E-Rank

4 D-Rank
Mystical Hand
Coagulation

4 C-Rank
Shattering Shards
Breaking Glass
Skeletal Fortification
Psionic Assault

4 B-Rank
Reflective Rain
Medical Ward
Mystical Force
Force Break

6 A-Rank
Redirection
Mirror Coat
Reflective Storm
Regeneration
Resuscitate
Kinetic Blast

Weapon
Battle cuffs- Attached to Ren's hands are little cuffs that are blue so they blend in. Each cuff is covered in tiny spikes.
Unarmed
retain the ability to use Handseals with their weapon equipped.
+2 Accuracy
-10% Bonus Damage

Augments
Lucky Dodge
Friendly Savior
Re-energize

Abilities
Jutsu mastery
Acupuncture
Concentration

Toad contract abilities
https://ninpocho.com/viewtopic.php?p=275224#p275224
 
Hachimon
Approval here
Hachimon Everything mastered
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.

Kinjutsu Table
Chakra Gates (Ability)
Hot Blooded (Ability)
Body Flicker (B-Rank Technique)
Morning Peacock (B-Rank Technique)
Sure-Kill Strike (A-Rank Technique)
Night Guy (S-Rank Technique)
Information
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.


Chakra Gates - Kinjutsu Ability
Image
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.


Hot Blooded - Kinjutsu Ability
Image
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.


Body Flicker - B-Rank Unarmed Taijutsu
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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.


Morning Peacock - B-Rank Unarmed Taijutsu
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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.


Sure-Kill Strike - A-Rank Unarmed Taijutsu
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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.


Night Guy - S-Rank Unarmed Taijutsu
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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.
 

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