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:

Collateral Damage! - Mako's Dojo

Re: Collateral Damage! - Keiatsu's Dojo

Reckless<i></i>
Core Ability Points: 20/20
Bloodlust - 3 points
Unbalancing Strike - 2 points
Precision Blow - 2 points (Learning)
Zaraki Style - 2 points
Endurance(x3) - 3 points
Huge Power(x3) - 3 points
Double Edge - 3 points
No Limits - 2 points
Brink of Insanity(Mastered) - 2 points

Unbalancing Strike(Unlearning):
Being the unrestrained brawler that he is, it's inevitable that Keiatsu often leaves himself open to attacks. He doesn't have any particular fighting style or martial art that he's trained in, and honestly he doesn't have the attention span (or desire) to learn one. His wild and brash attacks render him vulnerable to counterattacks more often than not. But this skill in particular gave whatever opponent he was up against the chance to turn the tide in battle. It's no big secret that Keiatsu doesn't give much thought to his attack plans. In a fight, there's only one thing going through his head. And that's "Attack". He usually relies heavily on his own instincts to get the job done...but when those aren't enough he is more than capable of coming up with unorthodox ways to take out an opponent. While most might consider this a weakness, it most often gives him an advantage in battle. His number one biggest strength is his unpredictability. And when you combine that with his foes tendencies to underestimate him, it creates a very dangerous combination. He's the supreme counter to a strategist. How can you possibly plan against someone who you can't anticipate? Most of his opponents don't even get the chance to strategize against him, because they think him nothing more than a fool and are swiftly (and painfully...) proven wrong. But the truth of the matter is, there was just no room in his repertoire for this skill. The negatives far outweighed the advantages in this case. It wasn't really even a question of risk. Leaving yourself wide open for the possibility of a set-up to another attack wasn't just unrealistic. It was outright stupid. And discarding such a potentially volatile ability will make room for him to learn something even more devastating; but this time in his favor.
WC: 309

Notes:
- Unlearning Unbalancing Strike
- Learning Precision Blow
 
Bare Hands
Type: Unarmed
Attribute: Handseals
Modifiers: +1 Accuracy / -5% Damage
Augments: Vanguard, Steady, Free Flow, Dual Weapon

Ō-Yoroi
Type: Bludgeoning
Attribute: Suppression
Modifiers: -1 Accuracy / +5% Damage
Augments: Vanguard, Steady, Free Flow, Dual Weapon

Abilities:
0) Journeyman
0) Shinobi 101 (Fire = Melee Acc)
1) Weapon Mastery (Unarmed) ----> Ambidexterity
2) Bull's Strength ----> Weapon Attunement
3) Sixth Sense
4) Combat Instinct
5) Defensive Technique
6) Jutsu Expansion
7) Healing Factor ----> Willpower
8) Acrobatics
9) Duelist (ASP)
10) Kinjutsu
11) Kinjutsu
12) Kinjutsu
Healing Factor(Unlearning)
Having an impossibly fast metabolism has its advantages...but it doesn't come without its drawbacks. Not only is Mako always hungry, his metabolic rate also wreaks havoc on his bodily functions. Most "A." bearers atypical body structures are the reason that multiple Kekkei Genkai can surface within them. But this also means that they are inherently unstable. Traits can come and go as time wears on, some popping up to stay for the rest of an individual's life and some disappearing the day after they appear. While once Mako's metabolism granted him a slight regenerative property, recently it has slowed to a near stop. He's still as resilient as ever...but now it just takes a bit longer to recover from serious injuries.
Willpower
Strength of will. An important attribute for any good shinobi to have. It also just so happens to be what Mako's "clan" is known for. Every single "A." that is born into this world carries with them an unshakable willpower. It's even the foundation for some of the strange abilities they can manifest. While mental assaults are still Mako's biggest weakness by far, his sheer force of will allows him the opportunity to break free from their effects. It isn't a guarantee, and he'll still most likely fall for most illusions cast on him due to his simple nature...but at least it gives him an option when dealing with people who like to play mind games.

Augments: Swaps Here
- Placing Dual Weapon on both weapons
- On Bare Hands swapping out Overflow for Free Flow
- On Ō-Yoroi swapping out Vampiric for Free Flow
 
3rd Weapon said:
Tap
KLWhroV.jpg

A new "weapon" developed during his extensive training under his grandfather, Gō. The elder's punches are preformed with such sheer force that they create devastating shockwaves out of air pressure. After fighting against such a monstrous technique for countless months, Mako managed to create a sort of imitation of it. Admittedly not as devastating as the original, it still serves its purpose more than well enough. Ranged combat has always been one of his weakest areas but with Tap that has changed. At will, he can strike with such force and speed that a gust of air pressure is launched at wherever he aims. Depending on the speed in which the attack is delivered a single punch or kick can be devastating. And when combined with some of his other techniques...it can be downright catastrophic.

Type: Projectile / Thrown
Attribute: Suppression
Modifiers: +0 Accuracy / -0% Damage
Augments: Vanguard, Steady, Trick Weapon, Dual Weapon


Augments:
- On Ō-Sesshu swapping out Free Flow for Trick Weapon (Bludgeoning / Piercing)
- On Ō-Sesshu swapping out Vanguard for Chakra Drain

Inventory:
Slot 1: Headset
Slot 2: Light Armor
Slot 3: Pouch (Trap)
Slot 4: Summoning Scroll (ASP)
 
4th Weapon said:
Trigger: Half
1ZtNBnF.jpg

By far Mako's most devastating weapon. Put simply, it is one (up to two) of his limbs wreathed in his own chakra...but the actual mechanics behind it are so much more. After training his Trigger technique he has managed to gain proficiency enough to isolate his wild crimson aura to specific parts of his body. This allows him to access the incredible speed and power multiplication of the calorie-charged aura without straining his entire body to its breaking point. Once activated he has access to levels of strength and speed most would find unthinkable. His attacks occur faster than the blink of an eye. And whatever body part(s) he chooses gains the unique property to pierce almost anything, his aura bypassing barriers and even armor due to its wild and caustic nature. Unfortunately even this limited version of Trigger steadily drains his body's store of calories and by extension his stamina. Overuse will leave his chosen limb(s) in a state of agonizing pain and hypersensitivity.

Type: Piercing
Attribute: +5% Called Shot
Modifiers: -1 Accuracy / +5% Damage
Augments: Blitz, Swift, Siege, Dual Weapon

Augments:
- On Ō-Sesshu swapping out Free Flow for Chakra Drain
- On Ō-Sesshu swapping out Steady for Rough Divide
- On Tap swapping out Vanguard for Blitz

Notes:
- Changed the name of my 3rd weapon to Tap because I can never decide on names -__________-
 
Chimera Bloodline: Reckless</URL><i></i> / <URL url="https://ninpocho.com/viewtopic.php?f=130&t=5531">Akimichi
[fontsize="12"]Reckless fighters are known for their crazy life risking maneuvers, and their somewhat insane style of fighting, which is known for hitting exceptionally hard - but usually at a cost to their own body. Reckless fighters are able to boost damage in all aspects, but these bonuses often come at a cost.

--------------------------------------------------------

Chubby, big boned, but never fat, the Akimichi are a sturdy people with roots stemming from the Fire Country. Those of the Akimichi clan have a unique ability that allows them to manipulate the size of their body and limbs, and possess the unique trait of transforming all the calories stored within their bodies into raw energy. The generally goodhearted, the Akimichi have little tolerance for words relating to their weight, which generally tends to be abit more than little above standards. this comes from the fact that all Akimichi possess a nearly insatiable appetite, their sense of taste far more acute than others.

084 PL - Endurance (Rank 1), Extra Padding (Rank 1)
168 PL - Fat Absorption (Rank 1)
252 PL - Human Boulder (Rank 1)
336 PL - Huge Power (Rank 1)
420 PL - Endurance (Rank 2)
504 PL - Human Boulder (Rank 2)
588 PL - Precision Blow (Rank 1), Extra Padding (Rank 2)
672 PL - Fat Absorption (Rank 2), Super Expansion (Rank 1)
756 PL - Endurance (Rank 3), Huge Power (Rank 2)
840 PL - Human Boulder (Rank 3), Super Expansion (Rank 2)
924 PL - Precision Blow (Rank 2)
1008 PL - Fat Absoption (Rank 3), Super Expansion (Rank 3)
1092 PL - Extra Padding (Rank 3), Precision Blow (Rank 3)
1176 PL - Huge Power (Rank 3)
1260 PL - Houren Pills (Rank 1)
1344 PL - Body Slam (Rank 1)
1428 PL - Houren Pills (Rank 2)
1512 PL - Body Slam (Rank 2)
1596 PL - Houren Pills (Rank 3), Brink of Insanity (Rank 1)
1680 PL - Body Slam (Rank 3), Brink of Insanity (Rank 2)
1764 PL - Brink of Insanity (Rank 3)

- - -

Endurance - Boost<i></i>
Reckless fighters deal with attacks that have a heavy backlash on a regular basis. To endure the power of their own attacks, they need to be far more resilient than the average ninja.

Effect: +6 HP modifier

- - -

Extra Padding - Passive<i></i>
The Akimichi are a sturdy and built people, their extra size giving their clan the ability to take more punishment than others. All Akimichi are difficult to take down, their body structure giving them an advantage when compared to more frail shinobi.

Rank 1: +1 HP Modifier
Rank 2: +3 HP Modifier
Rank 3: +5 HP Modifier

- - -

Fat Absorption - Passive<i></i>
Built to last, their stored calories gives them more skin than other shinobi, yet this extra blubber provides them with a natural resistance to many types of techniques. Akimichi naturally are able to shrug off even some of the stronger techniques and jutsu without much harm to themselves.

Rank 1: - 5% damage taken.
Rank 2: - 10% damage taken.
Rank 3: - 15% damage taken.

- - -

Human Boulder - Unarmed Taijutsu<i></i>
One of the earliest techniques learned by the Akimichi, This technique allows these shinobi to cause their body to expand to a massive ball- like shape, the head, arms and legs of the Akimichi are swallowed up in this technique. Once in the form of a sphere, they propell themselves with jet- like chakra that allows them to smash into their targets with great force, crushing all object in their path.

Rank 1: The user Rolls, striking a target dealing 595 Damage at - 2 Accuracy.
Rank 2: The user Rolls, striking a target twice each dealing 350 Damage at - 1 Accuracy.
Rank 3: The user Rolls, striking a target three times each dealing 420 Damage.

Costs:
Rank 1: 200 Cp and 1.25 Ap
Rank 2: 245 Cp and 1.25 Ap
Rank 3: 420 Cp and 1.75 Ap

- - -

Huge Power - Boost<i></i>
Tough as nails, a Reckless fighter is never afraid to show their strength. Their melee attacks, whether with the brute force of their fists or the cold metal of their weapons, tend to be much stronger than normal.

Effect: +15% melee damage.

- - -

Precision Blow - Dependent Special Move<i></i>
The name Reckless is slightly misgiving, as Reckless fighters are actually not entirely hotheaded with their attacks. They simply like inflicting a lot of damage very quickly, though different means can be used to do so.

Effect: Adds +2 accuracy and +2 critical range to the next basic unarmed, Taijutsu, or weapon attack. Costs 100 Chakra.

- - -

Super Expansion - Body Expansion Jutsu<i></i>
One of the mightiest jutsu in the Akimichi arsenal, this technique allows the the Akimichi to increases their size dramatically. the become what can only be accurately described as a giant, their destructive power is increased massively as they become a nearly unstoppable behemoth, crushing all would- be opponents beneath them.

Rank 1: Increases the Akimichi's size significantly, giving them - 2 dodge, - 5% Damage Taken, +5% Unarmed Damage and +1 Accuracy. All called shots made against them have their chance reduced by - 10%.
Rank 2: Increases the Akimichi's size greatly, giving them - 3 dodge, - 5% Damage Taken, +8% Unarmed Damage and +1.5 Accuracy. All called shots made against them have their chance reduced by - 15%.
Rank 3: Increases the Akimichi's size immensely, giving them - 4 dodge, - 10% Damage Taken, +10% Unarmed Damage and +2 Accuracy. All called shots made against them have their chance reduced by - 20%.

Costs:
Rank 1: 420 Cp to initiate and 1.75 Ap; 210 Cp/Rnd to Maintain
Rank 2: 545 Cp to initiate and 2.25 Ap; 275 Cp/Rnd to Maintain
Rank 3: 680 Cp to initiate and 2.25 Ap; 340 Cp/Rnd to Maintain

Notes:
- Cannot combine this with Partial Expansion.
- If Partial Expansion is active at the time of Super Expansion's activation, its effects are canceled.

- - -

The Houren Pills - Items <i></i>
The trump card of the Akimichi bloodline, these pills are designed to give them what they need in the time of need. Each pill possesses a highly condensed chakra- enhanced protein, that upon being digested, begin rapidly transforming all calories within the user's body into pure energy. However the massive drawbacks to these pills make them a double edged sword forcing the clan to avoid taking them as much as possible.

Rank 1: The Green Pill - Boosting the users physical abilities the user gains the following buffs: +5% Unarmed damage and 5% Damage Reduction.
Rank 2: The Yellow Pill - Boosting the users senses the user gains the following buffs: +2 Unarmed Accuracy and 5% Auto Dodge
Rank 3: The Red Pill - Taking the energy from the Akimichi's fat cells their chakra gains a massive boost: Regains 15% Maximum Chakra

Costs:
Rank 1: - 5% Max HP
Rank 2: - 7% Max HP
Rank 3: - 10% Max HP

Notes
- .5 ap to draw and ingest pill.
- Cannot be used by Non Akimichi
- Cannot take more than one in the same round.
- Pills effects only last one round.

- - -

Body Slam - Melee Taijutsu<i></i>
An incredibly risky move that is easily performed, provided the Akimichi are in their Massive form. The Akimichi leaps into the air, crushing the ground beneath them with their sheer weight and shaking the ground with the sheer force of impact. However, this can crush allies as much as enemies, so the Akimichi must be wary.

Rank 1: The user strikes up to two targets dealing dealing 1,500 Damage.
Rank 2: The user strikes up to two targets dealing 1,800 Damage at +1 Accuracy.
Rank 3: The user strikes up to two targets dealing 2,100 Damage at +1 Accuracy.

Costs:
Rank 1: 545 Cp, 2.25 Ap
Rank 2: 655 Cp, 2.25 Ap
Rank 3: 790 Cp, 2.25 Ap

Notes:
- Must be using Super Expansion jutsu.

- - -

Brink of Insanity - Mind State
By focusing all their power into one strike, the Reckless fighter can deal insane amounts of damage while at the same time tearing up their own body due to the ferocity of the attack, leaving them extremely defenseless. But if there are no enemies left, that doesn’t really matter.

Rank 1: The Reckless loses their sanity causing them to gain +50% Damage Buff on all melee taijutsu attacks. The user does not dodge attacks while this is active, but gains a -36% Chance to be Suppressed. All Melee taijutsu attacks gain +1 Crit and the user has a 44% chance to strike a random target. The user has a 15% Damage Reduction to physical damage, but takes damage equal to 15% of the damage caused. Bind attempts at the user while this is active have a 20% chance to auto-fail. This may last up to two full rounds or until deactivated, but but requires two full rounds of cool down after use.
Rank 2: The Reckless loses their sanity causing them to gain +100% Damage Buff on all melee taijutsu attacks. Any dodge buffs the user has does not apply while this is active, but gains a -44% Chance to be Suppressed. All Melee taijutsu attacks gain +2 Crit and the user has a 36% chance to strike a random target. The user has a 15% Damage Reduction to physical damage, but takes damage equal to 15% of the damage caused. Bind attempts at the user while this is active have a 20% chance to auto-fail. This may last up to two full rounds or until deactivated, but but requires two full rounds of cool down after use.

Rank 1 Cost: 1650CP, 825CP/Rnd
Rank 2 Cost: 2065CP, 1030CP/Rnd

Note 1:</I><I> While active, the user may only use offensive techniques. If the user uses non-offensive techniques while this is active their move will be converted into a Basic Strike(s) instead.
Note 2: While active, none of the user's other buffs towards Melee Taijutsu may apply.
[/fontsize]

Genetic Implant(s):

First: Undying Warrior
Over the years Mako's skillset has evolved. It has become a vast and extremely useful amalgamation of different techniques...some of which aren't even his own. Partly due to the hellish training he was put through as a child he learned how to adapt and incorporate other people's fighting styles into his own. His method of battle is completely improvised and this shows in combat. But there's something else...

The "A." blood that flows through his veins. In and of itself it doesn't grant him any genetic advantage over his peers. No powerful Dōjutsu or Hiden to call his own. But the gift passed down by the human fighters of Oni no Kuni legend is perhaps even more useful than some secret Bloodline technique...the ability to learn any skill, Kekkei Genkai or not. Already the bullheaded youth possesses some skills one might find belonging to the Akimichi clan. And others that are indicative of Reckless warriors. He also has another power that could potentially be the difference between life and death and this one wasn't as difficult to access as the others. In short? It's an extension of the sheer amount of almost mindless determination Mako already has. Normally his willpower is nearly inhuman, even scary to a certain extent. This takes his stubbornness to a completely different level. If felled in battle he can rise again and continue to fight on nothing more than the fiery fumes of his own resolve. Even when his opponent thinks the battle is won he can stand back up in a last ditch effort to win. This doesn't undo any of the damage already done but it does provide Mako with the chance to turn the tide of the fight one final time. It also serves the added purpose of catching his foe completely off guard (and possibly terrifying them depending on how bad he's banged up...). Gun has often joked that Mako was too stubborn to die. Turns out? He was right.

Second: Spell Cancel
Ō-Sesshu, the fabled Demon Killing technique.

Known throughout Oni no Kuni as the Mark of the Devil (悪魔の印, Akuma no Shirushi), this inherited ability is as mysterious as it is useful. Only a few people in the world know what it is and how it fully works. Mako, while certainly no history scholar, spent a great deal of time training and developing this skill. He might not know the exact mechanics behind everything it allows him to do, but he grasps the general idea well enough. After funneling his unique chakra to a chosen limb, it hardens it allowing him access to Taijutsu normally reserved for large blunted weapons. Besides that it also interacts with chakra in a strange way. Whoever he touches is sapped of chakra depending on how long physical contact is maintained. It was this factor that made the "Aku" capable of fighting on par with the Greater Demons of Oni no Kuni. Quite literally they took the creatures' own strength and used it to slay them. Furthermore this interplay with chakra doesn't only extend to people. Objects that possess the substance can be leeched from as well...and even Ninjutsu. The black markings created by Ō-Sesshu allow the wielder a certain degree of influence over jutsu that can be touched. In essence? It makes chakra tangible and able to be manipulated like any other object.

Depending on the strength of the jutsu in question Mako's degree of control over it will vary. Fireballs, walls of water, razor sharp gales, lightning blades...if he so desires, he can activate Ō-Sesshu and either deflect the attack or snuff it out completely. The level of difficulty obviously depends on the rank of the jutsu and he can't perform this negation back-to-back. But with a little effort and absolutely no chakra cost he can effectively annul the damage of any Ninjutsu sent his way.

Third: Second Wind
Another bullet point on the list of the reasons why Mako is so hard to kill.

Determination was never something the boy lacked. Even as a child he always stuck to his convictions and refused to give up. On anything. Ever. "I always do what I say!" a phrase that captures the childlike drive he possess and that he still uses even to this day. Some would argue that the degree of stubbornness he possess is a character flaw, one that is more than likely going to get him killed one of these days. But to say that it has no benefits is just plain wrong. Defense was never something Mako was ever concerned with. He doesn't have too many damage-negating skills at his disposal...and even if he did he probably just wouldn't use them. Regardless, he more than makes up for this fact in other ways.

He may not be able to guard against attacks very well but the sheer amount of punishment he can take is inhuman. The upper limits of his stamina, and perhaps more accurately his lifeforce, seem incomprehensible. Just when you think he's down for the count? He's right back up again, more persistent than ever. It seems inexplicable but where a normal person would be exhausted and give in to pain...Mako just continues to push harder. He can come back from a great deal of damage and even loss of blood in what seems to be an instant. It's not exactly 'healing' per se, and when the battle is over he is sure to feel the full effects of any pain inflicted on him. But in the heat of the moment? In the midst of the fight? Where he flourishes the most? He's unstoppable. And anyone expecting an easy target out of this wide-eyed goofball has another thing coming to them.

Notes: Let me know if I need to fix anything! I think I did the custom table right...but I'm not 100% @.@;
 
...Looks about right, yep! Though just as a note for the future, you'd split the boosts up into the per-point purchases per rank, so for example each rank of Endurance would look like +2, +4, + 6 HP mod. But functionally it comes out to the same in a BL table, so you'e still good. Chimera setup + Genetic Implants approved.
 
Mako was declared inactive from an activity check due to lacking an IC post for over a month.

Profile: https://ninpocho.com/viewtopic.php?f=486&t=1440
Training: https://ninpocho.com/viewtopic.php?f=487&t=3430
Dojo: https://ninpocho.com/viewtopic.php?f=488&t=2853
 

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