
Village: Any, Knights originated in the west and come to the land of shinobi on pilgrimages.
Element Affinity: All Clan members have the primary attribute of Earth secondary elements vary from Knight to Knight
Description of Clan: The Knight Clan uses jutsus to enhance specialized Armor.
Physical Appearance: The most apparent feature is all Knights wear armor starting from a young age.
History: The Knight Clan originated in lands unknown to ninja, and likewise they did not know what ninja were. They lived in a completely different world, where they used their blessed armor to protect great Kings. But the village numbers started to fall quickly for no reason. They were just dying. It was only when the mysterious plague reached the castles that it was discovered not to be a plague at all, but swift, almost invisible humans with the ability to cast tremendous "Magic". The Knights fought against these visitors, and put up a grand fight. The attack on this undiscovered land was unknown to most ninja, so word that a small war had broken loose had never gotten out. The war ended at a draw, the Ninja nor the Knights could not take any more casualties. So when the war was finally over, the Knight clan got a chance for some answers. This "Magic" was called Jutsu. Utilizing hand signs and chakra, these ninja could use amazing abilities. The Knights drove the ninja from their homeland. Years after the war Knights began practicing and learning their own forms of jutsu. These Knights learned to enhance their armor and weapons so that should the ninja every return to their land they would be able to defend themselves once more. More years passed, and the war against the east was forgotten, however the mark it left on the land was permanent. Knights trained no longer in just the sword in shield, but also in the way of spirit. They believed their powers came from God, and that through his hand they were able to summon powers of unimaginable strength. As scholars and guards set out on Pilgrimages to the east they learned once more of the ninja force, and the way of chakra.
Unknown to every non-Knight clan citizen, the knight clan built an immense home under the forests of Takigakure. Only through the access of a hidden pool in a hidden part of the forests could the Knight Clan gain entry to the Village. The village had small housing developments, a forge where the clan members made their armor, and a enormous church housing the Knight God for those that wished to follow to old teachings. It was not long before the people within the Knight clan came to a crossroads. Those who wished to take pilgrimages to the hidden village in Takigakure were allowed to leave the land of the east would come to be known as Templars. Those that chose to stay and be defenders of the land of the west were to be known as Sentinels.
Habits and Social Structure: There are two forms of Knights. The first are known as the Sentinel. They are the one who guard the land of the Knight, the land of the west. The other is known as Templars. They left to seek home in the land of the ninja, carrying with them the tradition of their people. All knights are too be seen on an equal footing, no matter how young or how old, nor the path they chose to walk. It is a sign of respect that they are humbled by, and humble those around them.
Members of the Knight clan may refer to each other by either their path or taijutsu specialization when first meeting,
Examples: Templar Jellal or Drivish Jellal,
but after that regress to the "Sir" or "Madam" titles unless closely knit, in which case first names are deemed acceptable.
Quirks and Special Features: Knights are bound by nobility. It is their duty to act with the utmost respect to all people, even those that they may see under them. Some Knights still pray to their God, though most have adapted to the ninja’s spiritual path.
In game Stats:
1.2x Str: Knights are particularly strong from carrying the weight of armor like a second skin.
1.2x Dex: Knights are trained to be more dexterous to make up for the clumsiness of their armor.
.8x Chk: Knights have a hard time grasping the concept of Chakra.
.8x Wis: Knights traditions lead to a resistance in new thoughts and reasoning’s.
Other:
Armor Class
Armor Class (Hereby referred to as AC) is a modification to the traditional Dodge Bonus. AC is additional defense that comes from the use of armor and shields. AC is added on top of your existing Dodge Bonus. If an attack roll is above your Dodge Bonus but below your AC is deals half damage.
Your AC can be determined by the following equation
[Dodge Bonus] + [Armor Bonus] + [Shield Bonus]
Example:
Alex is attacking Don
Don has a Dodge Bonus of 18, and has an additional; +4 to Armor bonus. His resulting AC would be 22.
Alex has an attack bonus of +15/+10/+5. Alex rolls a 2, a 10, and a 18. Alex's first attack fails to pass Don's Dodge Bonus and deals no damage, Alex's second attack beat's Don's Dodge Bonus, but does not beat his AC, this hit would deal .5 damage, Alex's third roll beats both Don's Dodge Bonus and AC, and deals full damage.
Armor Checks
Armor checks are penalties to certain skills caused by the fact that armor is heavy, bulky, and loud. Armor checks from Armor and Shields stack on top of one another.
Skill affected by Armor Checks are: Acrobatics, Escape Artists, Sleight of hand, and Stealth
Example:
Shawn has 30 points in stealth after adding up distributed points, ability modifiers, and trained points. He equips Scale mail, and a heavy shield. The Armor check penalty for these two pieces of equipment are -4(Scale Mail) and -1 (Heavy Shield), this would makes Shawn's new Stealth mod 25
Jutsu Failure Percentages
Ninjutsu and Genjutsu at their core are formed by chakra and a combination of 12 special hand seals. Armors bulk around the fingers and hands makes it difficult to form the seals correctly, and in turn lead to a chance of failure in performing the jutsu. The Percent Chance of Failure goes up as the users arms become more encumbered by heavier and bulkier items.
Example:
Fred has Breastplate and Tower shield equipped. Fred's Jutsu Fail Percentage is 5%(Breastplate) + 25% (Tower shield) = 30%
When Fred tries to perform a jutsu he must make a percentile roll of 1d100. That percentile roll has a DC of 30 against the straight roll of the die.
Max Dex Bonus
Maximum Dexterity Bonus is cause by a loss of mobility due to heavy armor. Heavy armor limits movement, reducing the wearers' ability to act reflexively to blows.
Example:
Full mail provides a Max Dex Bonus of +5. Darel is a level 10 ninja with a Dexterity score of 26, normally he gets a +8 Bonus to Reflex checks. However; wearing Full mail Darel's Reflex score would be 10 [5 base + 5 Dex mod], assuming no other modifiers. This doesn't affect any other Dexterity-related abilities (Such as Dodge Bonus)
Technique List:
Armor and weapons
It is said that even the greatest fighters would not be able to do more than scratch the metal of a great Knights armor. However wearing such great pieces of armor comes at a cost to some of ones skills, and can in fact drastically lower their mobility
Along with their special armor the Knights brought with them weapons of their homeland, which had been tried and true against the opposing shinobi forces.
Armors:
Name: Scale Mail
Type: Medium Armor
Description: This armor consists of a coat and leggings of leather covered with overlapping pieces of metal, much like the scales of a fish.
Damage: Armor bonus + 4
Requirements: Str: 10
Special: Armor Check Penalty -4, Max Dex Bonus +10
Owner: YourLittleNarrator
Name: Breastplate
Type: Medium Armor
Description: A breastplate is made of overlapping strips of metal sewn to the backing of leather and chainmail. The strips cover vulnerable areas while the chain and leather protect tht joints and provide freedom of movement.
Damage: Armor bonus + 6
Requirements: Str: 16
Special: Armor Check Penalty -6, Jutsu Failure percentage 5%, Max Dex Bonus +8
Owner: YourLittleNarrator
Name: Full plate
Type: Heavy Armor
Description: This armor consists of shaped and fitted metal plates riveted and interlocked to cover the entire body. Buckles and straps distribute the weight over the body.
Damage: Armor bonus + 10
Requirements: Str: 30
Special: Armor Check Penalty -15, Jutsu Failure percentage 15%, Max Dex Bonus +5
Owner: YourLittleNarrator
Shields
Name: Light Shield
Type: Light Shield
Description: You strap a shield to your forearm and grip it with your hand. A light shield’s weight lets you carry other items in that hand, although you cannot use weapon medium or large weapons with it.
Damage: Shield Bonus +1
Requirements: Str: 15
Special: Armor Check Penalty -1, Attacks made with the shielded hand receive a -5 penalty
Owner: YourLittleNarrator
Name: Heavy shield
Type: Heavy Shield
Description: You strap a shield to your forearm and grip it with your hand. A heavy shield is so heavy you cannot use that hand for anything but signing
Damage: Shield Bonus +2
Requirements: Str: 25
Special: Armor Check Penalty -1, Cannot wield items in shielded hand without a strength of 50 or higher. Justsu fail percentage: Str > 50 10%, Str < 50 5%
Owner: YourLittleNarrator
Name: Tower shield
Type: Massive shield
Description: This massive shield is nearly as tall as you are. You can use the shield as total cover, though you must give up your attack to do so.
Damage: Shield Bonus +4
Requirements: Str: 45
Special: Armor Check Pentalty -10, Shielded hand cannot hold weapons, however it can be used as total cover for an additional +4 AC. Jutsu fail percentage 25%, Max Dex Bonus +6
Owner: YourLittleNarrator
Armor class is added on top of Dodge bonus. If an attack is above the dodge bonus but below the Armor Class bonus damage is halved.
Armor check penalties affect: Acrobatics, Escape Artists, Sleight of hand, and Stealth
Armor and shields make it hard to form signs, even for the most skilled user. This causes a chance of the jutsu failing.
Max Dex Bonus: This number is the maximum Dexterity Bonus to Reflex that Armor allows.
Weapons
Name: Mace
Type: Blunt
Description: A mace is made of metal, even the haft, which makes it quite heavy and hard to break
Damage: 2-8 + Str Mod
Range: Melee
Dual Wield: Yes, -7 for dual wielding
Special: Cannot do a full kill. Once enemy hit 0 hp they are unconscious until a slashing or piercing weapon deals the killing blow.
Owner: YourLittleNarrator
Name: Longspear
Type: Polearm
Description: A spear is a long pole made of either wood or metal with a sharpened metal or stone tip
Damage: 2 - 10 + str. mod. + 1/2 Str if two handed
Range: Melee + 10 ft.
Special:
Dual Wield: No.
Owner: YourLittleNarrator
Name: Lance
Type: Polearm
Description: A metal polearm usually used while mounted. Has a sharp metal point on the end and metal hand guards right where the handle ends and the body of the lance begins
Damage: 1-10 + Str mod + ½ Str if two handed
Range: Melee + 10
Special: Double damage if mounted.
Dual Wield: No.
Owner: YourLittleNarrator
Name: Longsword
Type: Sword
Description: This classic, straight blade is the weapon of knighthood and valor.
Damage: 2-8 +Str mod
Dual Wield: Yes, -7 for duel wielding.
Owner: YourLittleNarrator
Name: Greatsword
Type: Sword
Description: A large straight blade. Powerful and reliable.
Damage: 2-12 + 1.5 Str mod
Dual Wield: No. Two handed weapon
Owner: YourLittleNarrator
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Jutsu
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Taijutsu: A member of the knight clan may specialize in one form of taijutsu from their homeland.
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Name: Dragoon
Description: A Knight that has learned to fight using a lance and heavy shield. This training effectively reduces what would require four hands, into two.
Rank: C
Cp Cost: N/A
Attack Turns: N/A
Reflex DC: N/A
Damage: N/A
Requirements: Dex 20, Str 24, Lance 23, Heavy Shield 23
Training: 3 Stages
Stage I: [Str] DC 17 {1d20 + Str. Mod}, The Knight must learn to weild and fight with a Lance in one hand
Stage II: [Dex] DC 17 {1d20 + Dex. Mod}, The Knight must learn to balance the weight of the Lance and Shield on each arm.
Stage III: [Str] DC 20 {1d0 + Str. Mod}, The Knight must learn to effectively use the Lance and Shield as both separate and unison entities.
Special: Allows the Knight trained in this style to use Lance one handed, along with a heavy Shield in perfect harmony, with a -4 to attack rolls
Owner: YourLittleNarrator
Name: Guardian
Description: A Knight that has learned to fight using just shields.
Rank: C
Cp Cost: N/A
Attack Turns: N/A
Reflex DC: N/A
Damage: N/A
Requirements: Str 20, Dex 24, Shield 23
Training: 3 Stages
Stage I: [Dex] DC 17 {1d20 + Dex. Mod}, The Knight must learn the balance between attack and defense needed without a weapon.
Stage II: [Str] DC 17 {1d20 + Str. Mod}, The Knight but be able to fight as if unarmed with the weight of two shield tied to their arms.
Stage III: [Dex] DC 20 {1d0 + Dex. Mod}, The Knight must learn to effectively use the doubled shield technique as both an offensive and defensive weapon at the same time.
Special: Allows the Knight trained in this style to use two shields. The use of this technique turns shields into weapons. Light shields: 2-8 + Str. Mod, Heavy shields: 2-10 + 1.5x Str.Mod. You cannot duel wield tower shields in an offensive manner. Halves the Jutsu fail percentage caused by shield modifiers.
Owner: YourLittleNarrator
Name: Dirvish
Description: A Knight that has learned to fight using two swords, specifically a greatsword and longsword in tandem.
Rank: C
Cp Cost: N/A
Attack Turns: N/A
Reflex DC: N/A
Damage: N/A
Requirements: Dex 20, Str 24
Training: 3 Stages
Stage I: [Str] DC 17 {1d20 + Str. Mod}, The Knight must learn to wield two swords of different size and weight efficiently.
Stage II: [Dex] DC 17 {1d20 + Dex. Mod}, The Knight must learn to balance the weights and movements of the swords.
Stage III: [Dex] DC 20 {1d0 + Dex. Mod}, The Knight must learn to efficiently move and attack while at the same time avoiding injury from the blades.
Special: Allows the Knight trained in this style that wields a greatsword in the main hand and a longsword in the offhand. User takes no negative modifiers to using a two handed weapon in one hand, but if using another weapon in their off hand, they suffer a -3 to attack rolls made with the main weapon
Owner: YourLittleNarrator
Name: Crusader
Description: A Knight that has perfected fighting with sword and shield while still being able to use ninja magic.
Rank: C
Cp Cost: N/A
Attack Turns: N/A
Reflex DC: N/A
Damage: N/A
Requirements: Str 15, Dex 20, Chakra Control 24
Training: 3 Stages
Stage I: [Str] DC 15 {1d20 + Str. Mod}, The Knight learns how to break any defense while keeping their defense raised.
Stage II: [Dex] DC 20 {1d20 + Dex. Mod}, The Knight learns how to perfectly balance their weapons and armors so that they are no longer a hindrance to movement or flow of battle.
Stage III: [Wis] DC 20 {1d0 + Wis. Mod}, The Knight learns how to carry their equipment so it no longer affects the user’s ability to use jutsu.
Special: Allows the Knight trained in this style no longer faces Jutsu failure penalty from light and heavy shields, and half from armor and tower shields.
Owner: YourLittleNarrator
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Ninjutsu: The Knight Clan's old belief system shaped the way they performed jutsus. Half through hand seals half through quotation of their scripture.
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Name: Fist of Reckoning
Description: The Knight enhances the stability and strength of the gauntlets of their armor with chakra, locking any weapon in their hand and causing their attack to be much more powerful. Some claim that those under the effect of this jutsu are strong enough to punch through a steel wall as if it were butter.
Rank: C
Cp Cost: 10 Per turn
Attack Turns: 3 turns
Reflex DC: N/A Used as a personal buff
Damage: Weapon damage + half Chk mod.
Requirements: Chakra control 15, Ninjutsu 17, Gauntlets
Training: 3 Stages
Stage I: [Chakra control] DC 25 {1d20 + Chakra Control mod}, The user must be able to mold their chakra and stabilize it around their gauntlets.
Stage II: [Ninjutsu] DC 27 {1d20 + ninjutsu}, The user strengthens the chakra layer around the gauntlet.
Stage III: [Chakra control] DC 30 {1d20 + Chakra Control mod}, The user extends the chakra layer to strengthen the impacting edge of any weapon the user is carrying.
Special: +CHK Mod to resist disarming
“And do not fear those who kill the body but cannot kill the soul. Rather fear him who can destroy both soul and body in hell.”
Owner: YourLittleNarrator
Name: Shield of Faith
Description: Creating a layer of chakra over the armor and shield of the user the user strengthens their defense to resist incoming physical attacks.
Rank: D
Cp Cost: 10 per turn
Attack Turns: 3 turns
Reflex DC: N/A Used as a personal Buff
Damage: N/A
Requirements: Chakra control 17, Ninjutsu 15, Armor
Training: 3 Stages
Stage I: [Chakra Control] DC 27 {1d20 + Chakra Control mod}, User creates a thin layer of chakra over the most vital spots on the armor and shield.
Stage II: [Ninjutsu] DC 25 {1d20 + Ninjutsu}, User strengthens the layer of chakra, fortifying any weak points in their armor.
Stage III: [Ninjutsu] DC 27 {1d20 + Ninjustsu}, User strengthens the layer of chakra once more making it strong enough to withstand the force for steel.
Special: Armor Class +1, Additional +1 with use of shield, Additional +1 against Piercing weapons. this buff lasts for 1.5x turns sustained
“The Lord is my light and my salvation; Whom shall I fear? The Lord is the defense of my life; Whom shall I dread?”
Owner: YourLittleNarrator
Name: Anti-Magic Shell
Description: The User creates a barrier of chakra that absorbs all ninjutsu damage in return for burning thru CP.
Rank: A
Cp Cost: 70 and 10 per turn after.
Attack Turns: 5, May be used as a reaction on opponents turn
Reflex DC: N/A Used as a personal buff.
Damage: N/A
Requirements: Ninjutsu 40, Chakra Control 50,
Training: 5 stages
Stage I: [Chakra control] DC 60 {1d20 + Chakra Control Mod.}, The user creates a barrier of chakra in front of them
Stage II: [Chakra control] DC 61 {1d20 + Chakra Control Mod.}, The user stretches and expands that barrier to surround themselves
Stage III: [Chakra control] DC 62 {1d20 + Chakra Control Mod.}, The user expands the barrier to a 10 foot radius
Stage IV: [Ninjutsu] DC 50 {1d20 + Ninjutsu}, The user learns to repel none native chakra to create a anti-jutsu field
Stage V: [Ninjustu] DC 55 {1d20 + Ninjutsu}, The user uses their own chakra to extinguish opposing chakra and jutsu
Special: Any damage that would be dealt by jutsus or chakra related weapons is instead dealt as x.5 damage in the form of CP loss.
“Blessed be the Lord, my rock, Who trains my hands for war, And my fingers for battle; My loving kindness and my fortress, My stronghold and my deliverer; My shield and He in whom I take refuge; Who subdues my people under me.”
Owner: YourLittleNarrator
Owner: YourLittleNarrator