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:

Akimyuu Daine's Dojo [Capped]

Akimyuu Daine

New Ninja
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Oct 25, 2012
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Character Name: Akimyuu Daine

All Around (Vet)</B><i></i>
HP: (55+lvl) x stamina
CP: (50+lvl) x chakra control
Class Bonus: +2 Accuracy and Dodge
High: None
Average: All
Low: None

OOC Rank: S-Rank

Bloodline/Core Ability: Quick Learner

Core Ability Choices:
Offensive Insight x2
Expanded Knowledge x2
Observation
Forewarn
Prediction
Tactical Mind
Double Image - Mastered

Kinjutsu: None

Curse Seals: Heaven Seal - Rank 2

Advanced Shop Battle Related Purchases:

Abilities:
0. Strategist
1. Insight
2. Jutsu Mastery
3. Martial Artist
4. Quick Reaction
5. Weapon Mastery: Projectile
6. Defensive Techniques
7.
8.
9.
10.
*11.
*12.
*13. Shadow Tactics

Major Affinities:
1. Non-Elemental
2. Earth
3. Wind
4. Lightning
5.
6.

Minor Affinities:
1. Fire
2. Water
3.
4.
5.
6.

Advanced Elements:
1.
2.
3.
4.

Weapons:
<B>Forged Shuriken
Damage Type: Projectile w/Handseals
Accuracy/Damage: -1 Accuracy / +5% damage
Augments: Vanguard / Steady / Quick Switch

Thirsty Wraps
Damage Type: Unarmed w/Handseals
Accuracy/Damage: -1 Accuracy / +5% damage
Augments: Vampiric / Chakra Drain / Siege

Contracts:
 
Re: Akimyuu Daine's Abilities

Activating Shadow Tactics for being an ANBU!

Also my free Elemental Affinities:
Major: Non-Elemental
Minor: Fire

Also my Affinities from buying jutsu:
Major: Wind
Major: Lightning
Major: Earth
Minor: Water

Also these CA abilities:

CA: Quick Learner
Jutsu Talent - 3
Offensive Insight x2 - 2
Expanded Knowledge x2 - 6
Observation - 3
Forewarn - 3
Tactical Mind - 2
Double Image - 1
Total: 20
[spoilername="Quick Learner Abilities"][fontsize="12"]A ninja with an unusually sharp mind, a Quick Learner is able to pick up on things easily and more quickly than others, learning and mastering techniques at faster rates, and analyzing enemy patterns. They can become highly skilled in just about anything once they set their minds to it.

Jutsu Talent-<i></i> Passive (3 points)
A Quick Learner with this power has studied the ways of combat, gaining a deep understanding of all jutsu techniques. Any jutsu they learn is instantly more effective than that which others would learn.
Effect: All the users’ Jutsu are Rank 2 when bought


Sharp Insight<i></i> - Passive (2 points)
An enemy's weaknesses are open for a Quick Learner to read, and to hit them with, that they can tell what their opponent is less skilled at and what they need to do to hit them.
Effect: If the targeted opponent's Ninjutsu is lower than their Taijutsu, the user's Ninjutsu damage is increased by 10%. If the opponent's Taijutsu is lower than their Ninjutsu, the user's Taijutsu damage is increased by 10%. If both stats are equal, both Ninjutsu and Taijutsu are raised by 5%.

Offensive Insight-<i></i> Boost (1 point) x2
Restriction- May be purchased twice
A Quick Learner who has been gifted with Insight can easily learn to take that power to an offensive end rather than defensive. Instead of analyzing enemy movement to see when they should evade attacks, they do so to see when is the best time to strike.
Effect: Adds a 5% auto-hit to the user's attacks.


Expanded Knowledge-<i></i> Boost (3 points) x2
Restriction- Can be purchased a maximum of two times
Due to their natural talent for learning things at a faster rate, Quick Learners find themselves able to retain more knowledge and master more abilities than others.
Effect: Gain an extra Ability slot; this cannot be chosen if the user has a Kinjutsu, and is Auto-untrained if they gain one.
Notes:
- A Chimera with 2 Bl/CA may purchase this skill normally, but may only purchase this a single time.
- A Chimera with 3 Bl/CA that choose this passive -must- purchase this ability twice, but only count has having a single extra ability slot.
- A Rikudo Sennin path may purchase this skill normally, but the extra ability slots only applies to that particular path.


Upgrade<i></i> - Passive (2 points)
Quick Learners are naturally a bit faster on their feet than their opponents, so this leads them to have a bit more time to formulate specialized techniques. This comes at the sacrifice of a bit of action beforehand, but to work out one of their plans, they often find it worth it.
Effect: User can choose to have .5 AP removed from one round and added to the next. Cannot change over more than 1.5 AP this way.

Observation<i></i> - Independent Special Move (3 points)
By watching an enemy’s movements for an extended period of time, the Quick Learner picks up on their habits and tendencies, figuring out the best ways to come at them. They must be watching intently, remaining in a Defensive Stance while they observe.
Effect: For every AP they spend observing in Defensive Stance, the Quick Learner gains a +1 bonus to Accuracy and +5% Damage against the target they observe stacking up to +3 Accuracy and +15% Damage. If the target changes Style in any way, the bonus is negated, and they will have to observe the enemy in that style in order to gain the bonus again. May only observe 1 target at a time.


Mirror Coat<i></i> - Independent Special Move (3 points)
Restriction- C Rank and up
Often while they're planning what to do in a battle, a Quick Learner will get hit in defensive stance. Well, that won't do--so they'll strike back. With full force, and, just to rub salt in the wound, the exact same way.
Effect: The last ranged Ninjutsu the user was hit with can be reflected back at the caster for full damage at -2 accuracy and at 50% the original cost. None of the user's buffs are carried over to the jutsu, only those that were applied to the original cast. Can only be used once per round. User still takes full damage from the jutsu. Costs the same amount of AP it took the opponent to cast the jutsu.

Forewarn<i></i> - Passive (3 points)
Restriction- C Rank and up
It's difficult to hide what you know from someone who can predict your every move. Sometimes, they can know what you have before you use it. A Quick Learner has an innate sense of their opponents' strengths born of a lifetime of adaptation and reading motion.
Effect: The user gets +15% auto dodge against the highest level-highest damaging jutsu from an opponent during the round. Applies once to each enemy. If the Quicklearner has the Observation technique, this Auto Dodge is increased by +5% for each round spent observing the target (up to an additional 15%).
Notes: Highest damage is calculated by base damage after passive buffs.[/i]


Adaptability<i></i> - Boost (1 point)
Restriction- C Rank and up, can be purchased up to three times
A veteran of the battlefield, the Quick Learner doesn't let little things like obstacles and terrain bother them. It doesn't matter what the area looks like, a Quick Learner's movements can adapt to anywhere.
Effect: The user resists -1 Accuracy and Dodge from terrain effecting techniques such as Hidden Mist or Earthslide River, this amount is reduced from the cumulative debuffs and not per-jutsu. In addition, the user has +1 Dodge against all Delayed attacks, traps and binds.

Prediction<i></i> - Passive (2 points)
It's not very wise to re-use the same skills against someone who can out-predict you. Quick Learners can adapt to their opponents' frequently used tactics in a flash, giving them a better chance to avoid getting hit by the same thing twice.
Effect: If the opponent uses the same technique as they have previously, the user gains +1 to resist or dodge it. Stacks twice. This buffs cancels if the user switches styles. Basic melee attacks are exempt from this.

Tactical Mind<i></i> - Passive (2 points)
Every battle is a game of chess to a Quick Learner, a means with which to hone their minds and skills. Those opponents they choose to practice these skills on don't generally fare too well.
Effect: +1 accuracy with all Mastered jutsu. Additional +.5 accuracy to all attacks every round after the second. Cannot gain more than +4 accuracy on any attack.


Double Image<i></i> - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and up
The perfection of a Quick Learner's skill, they are able to perfectly copy the last motion the opponent made, down to the very specializations that make it all the more powerful. This is even strong enough to duplicate skills the Quick Learner does not know themselves.
Rank 1: The user attacks with the last offensive jutsu the opponent used in the previous round at -3 accuracy and +30% Cp. All chakra costs and applicable buffs from both the user and the opponent apply (But do not stack). If the user knows the jutsu themselves, 10% is removed from the chakra cost and the accuracy penalty is reduced by -1.
Rank 2: The user attacks with any offensive jutsu the opponent used in the previous round at -2 accuracy and +20% Cp. All chakra costs and applicable buffs from both the user and the opponent apply (But do not stack). If the user knows the jutsu themselves, 10% is removed from the chakra cost and the accuracy penalty is removed.

Cost: Chakra and AP cost for used jutsu.

Notes:
- Can only be used once per round.
- Allows the user to use jutsu beyond their capabilities.
- This does not work against Bloodline, Core Ability, or Kinjutsu techniques.
[/fontsize][/spoilername]
 
Re: Akimyuu Daine's Abilities

Shadow Tactics approved

Elements approved:

Major: Non-Elemental
Major: Wind
Major: Lightning
Major: Earth
Minor: Water
Minor: Fire

CA Quicklearner points approved.

Jutsu Talent - 3
Offensive Insight x2 - 2
Expanded Knowledge x2 - 6
Observation - 3
Forewarn - 3
Tactical Mind - 2
Double Image - 1
Total: 20

(the 2 extra ability slots are approved via CA)
 
Re: Akimyuu Daine's FAQ [Capped]

Activating some abilities and creating some weapons.

Strategist - wc: 100
Daine picked up a poster that had fluttered in his window. It was an advertisement for a chess club that met quite near his home. He started going there every chance he could, until they were nearly sick of him. He played over 1000 games with their best players before besting their "champion" with a 4-move checkmate. He was banned from coming back after that but he began applying his brain's magnificent capability for strategy in another way; finding the best course of action to kill people who opposed him. Throughout his career, Daine's name became synonymous with exquisite preparedness.
Insight - wc: 113
Daine was sparring with a fellow Genin when he began to notice that the other boy had slowly stopped being able to hit him. He thought it might have been because the boy was tired, but the next day it was even worse. Before he knew it, he found sparring with his other classmates started feeling like a chore. They fought the same way every day and kept the same using the same techniques over and over. After trouncing his friends with little effort, Daine took to fighting wild beasts for sport as they didn’t move like a regular human. Though, even they only proved a challenge until he could sense their movements.
Jutsu Mastery - wc: 204
The falls rushed down at a wicked pace causing foam to spray high into the air. The temperature of the water was as cold as it could be while still maintaining its liquid state. This was the stage that Daine felt was necessary for this particular training regimen. He was stood under the explosive rapids like a statue. His pose was a simple one; he held one hand up towards the sky, trying to hold back the countless liters of fresh water that crashed down onto him. For most, this would seem foolhardy – even reckless. For him, it was excellent training as he pushed chakra from his hand like a fiery blue umbrella.
From the beginning of this training, he noticed he used less chakra when attempting jutsu during spars with his friends. This spurred him on even more. At first he could hold back only a sliver of the torrent, taking a beating while trying to keep focus on his task. Even then he would exhaust after a single minute of using that much chakra. This went on for days, weeks and months before he mastered his chakra enough that his brilliant umbrella became like an awning that could repel the entire waterfall.
Martial Artist - wc: 205
Under a rug below a table in his living room, Daine had installed a small door that led into a secret basement. It was his private training room, complete with sparring dummies and wooden weapons. The retired ANBU had been thinking about rejoining the cause due to some nefarious happenings he had heard about, so he headed down to the now-dusty training room and perused the wall of training equipment. His eyes wandered across them dully. He grabbed a few from their places and strapped them to his belt like a carpenter. He started swinging at the dummy with open fists in a routine similar to Wing Chun before backing off suddenly and drawing a handful of shuriken. He threw them at the multiple targets that he had put up around the room long ago before drawing a katana and, between heartbeats, began attacking the same dummy that had suffered his unarmed attacks before. This repeated change of style intrigued Daine and got his blood pumping like it hadn’t in ages. He replaced the weapons he had taken with different ones and began again and again until he felt like all of his different styles blended together into a cohesive stance that could counter anything.
Quick Reaction - wc: 292
Something was wrong. Daine spun around quickly, sensing something in the darkness. He peered warily through the trees but there was nothing to be seen. This mission was getting the better of him - he had been asked to hunt down a criminal that escaped from Wind Country but Fire Country was so different to the rolling sand dunes he was used to that it perplexed him. The rustling leaves and creaking branches of the trees left him agitated until he was nearly ready to throw a kunai at the next thing that moved. If only he had listened to his gut… He ignored a whistle on the air as a senbon nicked his ear and stuck into the trunk beside him. He whipped his eyes toward the direction it came from but only the inky blackness of night was there. Daine jumped into the canopy and began to sprint along the branches, attempting to goad the criminal into attacking him again. He began listening to every sound that reached his ears but he didn’t hear any footsteps besides his own. As he continued running, he recalled a game that he was taught in school called Blind Man’s Buff where you had to catch your opponent while blindfolded by feeling them push on you. He stopped abruptly on a sturdy limb and waited, focusing on his sense of touch. He performed some handseals and waited some more. The next thing he knew, he felt a pinprick on the back of his neck - the tip of the second senbon entering his skin. In a puff of smoke, he replaced himself with a piece of log and fired a Rasen-Shuriken on instinct. The echoes of the criminal’s screams reverberated deep into the forest.
Weapon Mastery: Projectile - wc: 159
Down to his last set of weapons, Daine was nearly out of options. Any ninjutsu attack on this target would spell the end for his team’s covert mission. His ability in Genjutsu was not as strong as he would have liked, so he didn’t trust it to get the job done. A small batch of shuriken lay idly in his belt pouch; it would have to do. He stuck to the shadows of the facility and began tossing projectiles with alarming precision at the unsuspecting enemy. They dropped to the group one after the other, not noticing their thinning ranks until the last. He began to run, but there was nowhere to go. Daine stepped out, ANBU mask adorned, and ended the man’s life with a flurry of steel and a high-pitched whistle of moving air. Daine admired the weapon that had seen him through the ordeal and took to using them whenever a need for weaponry was required.
Projectile Aim – wc: 163
A small, lonely potato was precariously perched upon the low wall. By his estimate, it was around 100 meters away. Daine took another breath as his toes dangled from the high ledge of the building he was standing on. This was his first attempt at long range target practice. The ability to hit such a target from where he was took patience, focus, and an inordinate amount of skill. He balanced the kunai in his hand one more time before sending it flying towards the potato, where it whizzed past the wall, high and to the right. A few more breaths while sighting down his arm made the next shot stick into the packed dirt, slightly low and to the left. He took a step back, listened to the wind whistling around him and tossed the final kunai with his eyes closed. He could feel it as an extension of himself as it flew true, taking the spud off of its resting place.
Defensive Technique – wc: 125
Daine breathed calmly as he weaved back and forth between the pillars. He had been on the attack until his prey managed to slip out of his field of vision. A chill passed through the dark room as the hunter began to feel as the hunted; his normally aggressive stance shifting unconsciously to a more cautious routine. He flung a shuriken to deflect one that was directed towards him, garnering applause from his enemy. “Very good, boy. You’re not as impetuous as you look.” To an unskilled Genin the voice would have seemed to come from everywhere, an attempt to dull the young ANBU’s focus. It served to the rogue’s disadvantage however, for Daine’s ears followed the waves directly to their source and expunged them.

Forged Shuriken
Damage Type: Projectile w/Handseals
Accuracy/Damage: -1 Accuracy / +5% damage
Augments: Vanguard / Steady / Quick Switch

Thirsty Wraps
Damage Type: Unarmed w/Handseals
Accuracy/Damage: -1 Accuracy / +5% damage
Augments: Vampiric / Chakra Drain / Siege
 

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