What is the Gorin Dojo Campaign?

The Gorin Dojo Campaign is a Tinker's Damn Campaign my cousin and I are developing for Role Playing. It combines aspects from various Anime including Ranma 1/2, Ninja High School, Project A-Ko, and teeny tiny bits from Giant Robo. I will not give you all of the details, since my cousin has a page with all that already, and he is the GM so he has the honors of getting that page. So, if you'd like to read more go to his page at:

www.fortunecity.com/rivendell/nemesis/114/tddojo.htm


So what ARE you going to tell us?
Who the heck is Kipp Hoshiryuu?
The Techniques of Kipp Hoshiryuu


So what am I going to tell you about?

Not much about the campaign, actually. This page will have some campaign information, but it will be in respect to my character. As my GM has the rights to the main storyline page, this is Kipp Hoshiryuu's background for the campaign to give some flavor for the campaign and who is in it.


Who is Kipp Hoshiryuu?

Kipp Hoshiryuu, who's last name translates from Japanese as "Sun Dragon" for those of you who are interested, is a young martial artist, 16, who has had an incredibly dark past. Kipp's mother, father and older brother were all brutally murdered when Kipp was 10. Though he was at the house, for some reason he was left alive, but the injuries he suffered caused him to slip into a 7 week coma, and forget all of his memories prior to that fateful day.

After Kipp recovered and left the hospital, he learned of his inheritance to a manufacturing company his parents had handed down to him from his grandfather. Kipp found someone to manage the facilities for him, and net profits (after all pay, bonuses, charity giving, equipment buying, etc) go to him as per the business contract. Kipp then went on a training mission to China where he met a friend of his. His friend gave him a strange package that arrived for Kipp the same day as his parent's were murdered. Kipp opened the package and discovered his father's sword and a strange case. On the case was a piece of parachment which told Kipp how to open the sealed box, but first he had to find a mysterious training ground called "Jusenkyo", the ground of accursed springs...

While in China, Kipp trained with a new master that had once been a member of the Amazon tribe. She was forced out and almost killed by her tribe, until Kipp and his father had defended her 8 years previous. She now returned the favor to the now 12 year-old Kipp by training him and teaching him some of the special maneuvers of her tribe. Once his training was complete, Kipp continued to train himself to learn new techniques and to one day find the legendary Jusenkyo.

Several months after being on his own, Kipp met another master he knows as Mr. Yamma. Yamma and Kipp engaged in a test fight showing each other various manuevers the other had learn, or had to offer in Yamma's case. Mr Yamma, being a swordsman, was impressed with Kipp's hand-to-hand combat techniques, and Kipp wanted to leard more about swordsmanship. The two agreed that one day Kipp would visit Yamma in the United States and train from him in swordsmanship, and teach Yamma his hand to hand abilities.

A month after this meeting, Kipp found his way to the legendary Jusenkyo. Kipp gathered water from a cursed spring, and prepared it as the parachment had told him. From deep within his mind, a voice beckoned him into one of the springs. Knowing the training ground was cursed, Kipp attempted to ignore the voice, but it persisted. As Kipp opened the box a surge of energy came from the box reeling Kip backwards into the spring the voice had called him to. The spring was Gunian-Maonichuan, and Kipp now takes the form of a girl with cat ears and a tail (like mittens) whenever doused with cold water. The curse, however, resulted in one promise kept. The voice told Kipp of a technique he could learn one day. Kipp wrote the training excersise down and began training on it.

Almost two years after his meeting of Mr. Yamma, Kipp had learned enough to strengthen his assurance that he was ready to train with Yamma. With two new swords of brandished, ornate, mechasteel with hilts decorated with the Sun Dragon emblems and decorations, Kipp set forth to Harbor Point in the United States. There he would meet the Yammas, and go to Gravitron High School, his first time in a school since he remembers anything...


Kipp Hoshiryuu's Techniques

Kipp has a variety of techniques, some taken from Ranma 1/2, others developed based off other ideas or my own. This section is not complete, but hopefully it will be sometime in the near future.

Power Description
Katchu Tenshin Amaguriken If you've seen Ranma 1/2 it's the same thing. I'll describe it later.
Inazuma Utso Koto Translates to Lightning Strike, based of Tenshin Amaguriken
Chimei-Teki na Kaiten Translates to Lethal Whirl
Hiyruu Oshi Translated to Flying Dragon Push, like Shi-Chi Hokodan, but deals no damage unless you hit something.
Tatsumaki Keru Translates to Tornado Kick, creates a tornado while performing a swirling aerial kick.
Hiyruu Chikaradan Translates to Flying Dragon Energy Blast, Kipp's version of Ryoga's Shi Chi Hokodan.
Fushichohi Translates to Phoenix Fire, Creates a fan or cone of fire
Baksane Oshi Not based of Ryoga's Baksane Tenken, this creates a sphere of energy causing the used weapon's damage to anything in it.
Chikaratama Translates simply to Energy Ball, creates multiple spheres of energy.
Wakerutochi-Ha The Splitting Earth Technique, creates a chasm based of the POW stat.
Minami Juuji Translates to Southern Cross, Deals knockback to the attacker based on the damage he deals and the POW of the user.
Baataa o toutte Atsuihoochoo The Hot Knife Through Butter Technique, allows anything to be cut with... anything. Trees with headbands, etc.
Shimoha Frost Blade, creates a mist which turns things to ice.

Those are all the techniques he has now, he will have 3 more which are still under development by the time the game begins.

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