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:

Aria's Dojo

Joined
Oct 22, 2012
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Character Name: Aria

Ancient Arms
HP: (55+15) x 600
CP: (40+15) x 600
Class Bonus: Kinjutsu; +10% Called Shot Chance
High: Melee ACC
Average: Ranged ACC, Ninjutsu ACC Evasion, Gen Save
Low: Genjutsu DC
OOC Rank: S

Bloodline/Core Ability: Battlesmith

Core Ability Choices:
  • Eternal Arms Mastery - Passive (3 points)
  • Masterwork - Passive (1 point) x2
  • Bladespeak - Independent Special Move (2 points)
  • Armor Augmentation- Passive (2 points)
  • Weapon Finesse - Ability Modification (3 points)
  • Battle Spirit - Independent Special Move (2 points)
  • Craftsman - Dependent Special Move (2 points)
  • Resolve - Ability Modification (3 points)
  • Trace Projection - Buffing Taijutsu (1 point, 1 to rank up) x1
Kinjutsu: Temporal Strider

Curse Seals:
Temporal Distortion:

  • [4] - Failed Bleed/Suppression/Called Shot attempts add their % chance to the next attempt made during the same round (bypassing caps); the user's Bleed rank increases by 1 each round, cannot be lowered, and the user takes x1.5 Bleeding damage.
  • [2] - +10% Chance of inflicting Called Shots
  • Ninjutsu Accuracy to High
Advanced Shop Battle Related Purchases:
Abilities Card, Class Point Card

Abilities:
  1. Implacable
  2. Heavy Handed
  3. Technical Pacifist
  4. Called Shot
  5. Weapon Attunement
  6. Cursed Seal
  7. Weapon Mastery (Piercing)
  8. Weapon Mastery (Thrown)
  9. Weapon Mastery (Puppet)
  10. Kinjutsu
  11. Kinjutsu
  12. Kinjutsu

Major Affinities:
  1. Wind (Free)
  2. Earth
  3. Fire
  4. Lightning
  5. Water
  6. Wood
  7. Storm
  8. Plasma

Minor Affinities:

Advanced Elements:
  1. Wood
  2. Storm
  3. Plasma
  4. Crystal

Weapons:

Serpent's Strike -Scimitar
Slashing: Bleeding / Suppression
-10% Damage / + 2 Accuracy
Heart-Piercer - Spear
Slashing: Bleeding / Called Shot +5%
-10% Damage / +2 Accuracy
Extreme Focus - Unarmed
Unarmed: Handseals / Suppression
-10% Damage / +2 Accuracy
World Cleaver - Greatsword
Slashing - Bleeding / Suppression
+10% Damage / -1 Accuracy (Weapon Attunement)
Megaton Hammer - Maul
Bludgeoning - Bleeding / Suppression
+10% Damage / -1 Accuracy (Weapon Attunement)
One-in-a-Million - Pistol
Type - Bleeding / Called Shot +3%
-10% Damage / +2 Accuracy
Contracts: N/A (Pending)

Equipment
Slot 1: Headset
Slot 2: Light Armor
Slot 3: Pouch - Poison
 
Last edited:
Mass Update to Dojo:

Character Name: Aria

Ancient Arms
HP: (55+15) x 600
CP: (40+15) x 600
Class Bonus: Kinjutsu; +10% Called Shot Chance
High: Melee ACC
Average: Ranged ACC, Ninjutsu ACC Evasion, Gen Save
Low: Genjutsu DC
OOC Rank: S

Bloodline/Core Ability: Battlesmith

Core Ability Choices:
  • Eternal Arms Mastery - Passive (3 points)
  • Masterwork - Passive (1 point) x2
  • Bladespeak - Independent Special Move (2 points)
  • Armor Augmentation- Passive (2 points)
  • Weapon Finesse - Ability Modification (3 points)
  • Battle Spirit - Independent Special Move (2 points)
  • Craftsman - Dependent Special Move (2 points)
  • Resolve - Ability Modification (3 points)
  • Trace Projection - Buffing Taijutsu (1 point, 1 to rank up) x1
Kinjutsu: Temporal Strider

Curse Seals:
Temporal Distortion:

  • [4] - Failed Bleed/Suppression/Called Shot attempts add their % chance to the next attempt made during the same round (bypassing caps); the user's Bleed rank increases by 1 each round, cannot be lowered, and the user takes x1.5 Bleeding damage.
  • [2] - +10% Chance of inflicting Called Shots
  • Ninjutsu Accuracy to High
Advanced Shop Battle Related Purchases:
Abilities Card, Class Point Card

Abilities:
  1. Implacable
  2. Heavy Handed
  3. Technical Pacifist
  4. Called Shot
  5. Weapon Attunement
  6. Cursed Seal
  7. Weapon Mastery (Piercing)
  8. Weapon Mastery (Thrown)
  9. Weapon Mastery (Puppet)
  10. Kinjutsu
  11. Kinjutsu
  12. Kinjutsu

Major Affinities:
  1. Wind (Free)
  2. Earth
  3. Fire
  4. Lightning
  5. Water
  6. Wood
  7. Storm
  8. Plasma

Minor Affinities:

Advanced Elements:
  1. Wood
  2. Storm
  3. Plasma
  4. Crystal

Weapons:

Serpent's Strike -Scimitar
Slashing: Bleeding / Suppression
-10% Damage / + 2 Accuracy
Heart-Piercer - Spear
Slashing: Bleeding / Called Shot +5%
-10% Damage / +2 Accuracy
Extreme Focus - Unarmed
Unarmed: Handseals / Suppression
-10% Damage / +2 Accuracy
World Cleaver - Greatsword
Slashing - Bleeding / Suppression
+10% Damage / -1 Accuracy (Weapon Attunement)
Megaton Hammer - Maul
Bludgeoning - Bleeding / Suppression
+10% Damage / -1 Accuracy (Weapon Attunement)
One-in-a-Million - Pistol
Type - Bleeding / Called Shot +3%
-10% Damage / +2 Accuracy
Contracts: N/A (Pending)

Equipment
Slot 1: Headset
Slot 2: Light Armor
Slot 3: Pouch - Poison

Aria did not care for fighting, at least not in the way most people seemed to. For her it was a dance, a sport, something closer to a game of chess than a hectic and chaotic blood sport. It was all a test, a game. How well crafted is the opponents equipment? How swift are they on their feet? How strong are their muscles and bones? How quick are they of mind? She enjoyed playing those games on occasion, especially pitting her own crafts and creations against another's.

Fighting was not always done purely for sport, however. While she had done so more times than she could count across her lifetime, she loathed killing. Sometimes, it was not an option to leave an opponent alive. Pragmatism had won out against optimism many years ago, and if she felt someone needed to die to ensure some goal, even if it was just survival, she would do it. Alcohol helped to dull those particular memories. Hangovers that incapacitated her seemed to be adequate recompense for snuffing short a life, fleeting as they both were.

To all of these ends she had learned to fight and fight well. It was never easy. She was never born with a silver sword in her mouth, and it was a miracle that she was not riddle with scars and missing fingers or limbs. That had a lot to do with her luck, as she often called it. She felt the pain of being stabbed in the chest, but not having to face the lasting repercussions of those momentary failures did little to dissuade her from avoiding them in the future. Some people liked pain, lived for it, but she was certainly not one of those poor souls.

Countless years of practice and a number of surprisingly capable teachers built a lot of good habits, and ground out many more poor ones. By now she was as competent of fighter as her mortal body could allow. Her eyes were not as keen as a hawk's nor were her muscles as strong as a bear. That didn't mean she didn't have a few tricks tucked away. Many years of working with weaponry of all sorts, testing their shape, weight, form and every minute detail of them helped her to learn every in and out of how to maximize their potential. A dull blade in the wanderer's hands was more deadly than the keenest of spears in a lesser trained fighter.

It was not all martial prowess and years of experience that she called upon, however. It was rarely used, but she had learned, in more life and death situations, how to tune into her luck and take firm hold of great swaths of its potential. If she focused, she could see a moment ahead of her, seeing where her weapon would strike and how it would react. A dozen possible futures where only one of them cut so perfectly as to sever just at the right angle to disarm a man. A thrust a few centimeters just off to the side pressed just so it hit with perfect precision.
 
Mass Update to Dojo:



Aria did not care for fighting, at least not in the way most people seemed to. For her it was a dance, a sport, something closer to a game of chess than a hectic and chaotic blood sport. It was all a test, a game. How well crafted is the opponents equipment? How swift are they on their feet? How strong are their muscles and bones? How quick are they of mind? She enjoyed playing those games on occasion, especially pitting her own crafts and creations against another's.

Fighting was not always done purely for sport, however. While she had done so more times than she could count across her lifetime, she loathed killing. Sometimes, it was not an option to leave an opponent alive. Pragmatism had won out against optimism many years ago, and if she felt someone needed to die to ensure some goal, even if it was just survival, she would do it. Alcohol helped to dull those particular memories. Hangovers that incapacitated her seemed to be adequate recompense for snuffing short a life, fleeting as they both were.

To all of these ends she had learned to fight and fight well. It was never easy. She was never born with a silver sword in her mouth, and it was a miracle that she was not riddle with scars and missing fingers or limbs. That had a lot to do with her luck, as she often called it. She felt the pain of being stabbed in the chest, but not having to face the lasting repercussions of those momentary failures did little to dissuade her from avoiding them in the future. Some people liked pain, lived for it, but she was certainly not one of those poor souls.

Countless years of practice and a number of surprisingly capable teachers built a lot of good habits, and ground out many more poor ones. By now she was as competent of fighter as her mortal body could allow. Her eyes were not as keen as a hawk's nor were her muscles as strong as a bear. That didn't mean she didn't have a few tricks tucked away. Many years of working with weaponry of all sorts, testing their shape, weight, form and every minute detail of them helped her to learn every in and out of how to maximize their potential. A dull blade in the wanderer's hands was more deadly than the keenest of spears in a lesser trained fighter.

It was not all martial prowess and years of experience that she called upon, however. It was rarely used, but she had learned, in more life and death situations, how to tune into her luck and take firm hold of great swaths of its potential. If she focused, she could see a moment ahead of her, seeing where her weapon would strike and how it would react. A dozen possible futures where only one of them cut so perfectly as to sever just at the right angle to disarm a man. A thrust a few centimeters just off to the side pressed just so it hit with perfect precision.

Approved
 

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