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:

Goremu Chikyu, The First Pillar [Genin]

Joined
Oct 22, 2012
Messages
1,841
Yen
850,860
ASP
0
OOC Rank
A-Rank
toph-kawanocy.jpg

Name
Goremu Chikyu

Age
11

Physical Description
She has long brown hair that is usually wrapped up into a large bun kept secured using her village headband. Also Chikyu has pale eyes while standing at 149.8 cm (4ft 9in) and weighing close to 45.8 kg (101 lbs). Mostly seen barefoot, she also wears an earth toned outfit consisting of simply a baggy shirt and pants with a tunic over that is belted around the waist.

Mental Description
She is Intelligent and Perceptive, but can also be very Rash and a bit Aggressive. Chikyu wants close, supportive connections with others, and believes that cooperation is the best way to get things done. She likes to be liked and is very sensitive to feedback, both positive and negative. She expects the best not just from herself, but from others as well, and may find disappointment when others are not as genuine in their intentions as the she is.

History
Chikyu was born into a formerly nomadic tribe which had transitioned to living within the walls of Sunagakure just merely twenty years prior to her birth. With both her parents having been born among the dunes and oasis of Wind Country's deserts. With the events which have played out in the years after their arrival, the tribe had settled a small area after the village moved to the surface. She was born into a generation of children in the tribe which would also become the tribe's first generation of shinobi. This isn't to say they were unaware of chakra and it's influences, quite the opposite actually, but being nomadic they had never been settled in a place to become involved in the shinobi system. Up until this point the methods in which the members of the tribe passed down information was mostly oral with the exception of the "Pillar Codex". The old story passed down is that their tribe's founding families were descendant from First Men who became lost within the vast deserts and sandstorms. Like every member of the tribe before her, she was born with an innate bond with the earth. This was because people claimed their tribe had been blessed by a spirit of the earth when their founders were lost. This gave them an ability to survive out in the vast desert and over the generations had become techniques unique to their tribe. Chikyu was a natural prodigy when it came to these hiden skills as she could feel the heart of the earth much stronger than others within her generation. During the time spent within the academy she was known for utilizing a fighting style which incorporated the use of the earthen effigies the tribe were known to be able to create. In Chikyu's case, such an early mastery of the skill meant that she was able to bend the earth and sand into these creations without much effort and in far greater amount. Other than this it was a boost that members of the tribe also shared a hearty disposition with this being a testament to the very ground giving them stamina. For this reason many members tend to go barefoot, preferring to keep the earth and their bodies in constant contact. Having balanced the lessons learned from the Academy with the teachings of her people, she's developed a goal to turn their tribe into a notable shinobi clan like the one's she'd learned in history class. The exact methods behind how she planned to achieve this had yet to be as decided upon as her goal, something to attribute to her youth perhaps. After a handful of children from other families also graduated the academy at the same time the tribe decided to adopt the name Goremu, taking the last step of turning their tribal identity into a clan one. It was explained how important each of their successes would be as bedrock to their fledgling clan making a name within the echelons of the village. This was the weight each child bore upon their shoulders..

Thread History
(o) Before The Big Day
(MT) Contract Search
(O)
Business as usual
***(MT)Modded Topic,(O)Open,(P)Private,(M)Mission,(E)Event

Mission Data Log

E: 1
D: 0
C: 0
B: 0
A: 0
S: 0
 
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Stats:
Agility: 215

Stamina: 215
Taijutsu: 215
Ninjutsu: 215
Genjutsu: 215
Chakra Control: 215
Power Level: 1,320
Character Level: 6

Class:
Fist Rock Technique [V]
HP: (45+6) x stamina
CP: (60+6) x chakra control
Class Bonus: +2 Accuracy, +5% Chance of inflicting Secondary Effects, *+10% Chance of inflicting Suppression
High: Melee Accuracy
Average: Dodge, Genjutsu Save
Low: Ranged Accuracy, Genjutsu Difficulty, Ninjutsu Accuracy

* Class Point Card

HP: 10,965
CP: 14,190

Abilities:
Slot 0 - Shinobi 101 Earth to Melee Accuracy:
Slot 0 - Journeyman Main Branch:
Slot 0 - Onyx Guard Anbu Branch:
Slot 1 - Weapon Attunement
Slot 2 - Versatile Arms
Slot 3 - Heavy Handed
Slot 4 - Earth Chakra Style
Slot 5 - Unarmed Physical Style
Slot 6 - Initiative
Slot 7 - Jutsu Mastery
Slot 8 - Quickdraw
Slot 9 - Barrier Mastery
Slot 10* - Summoner

* Ability Card

Earthborn - 12 / 12 Points, PL 1,320
Earth Blessing - Ability Modification (3 points)
Restriction- Requires Weapon Attunement
Earthborn ninja are much like their favored element: steady, tough and strong. With this comes enormous power, giving them the strength to do monstrous amounts of damage in physical combat, limited only by their bond with the element.
Effect: The user's equipped weapon is treated as Earth element and gains all associated damage boosts and penalties, in addition to those from Weapon Attunement.

Earthen Barrier - Passive (3 points)
Earthborn with this power have mastered the ability to create walls of earth around them, making them stronger and more resilient than ever before. These walls of earth can be massive, limited only by the energy put into them.
Effect: Whenever the user casts an Earth damaging jutsu, they create a Barrier that blocks damage against a single attack, matching the accuracy type used(eg, an Earth Taijutsu gains DR against Physical and Elemental Damage, and a Earth Ninjutsu protects against Elemental Damage). The Barrier’s HP is equal to 1/4 of the Base Damage of their attack. The user may only have one such barrier up at a time. If the user already has an Earthen Barrier on the field, the 1/4 Base Damage of the new attack is instead added to the existing one’s HP. Any Earthen Barriers still on the field disperse at the end of each round.

Terran - Passive (2 points)
Restriction- Can be purchased three times
Earthborns' natural connection with the earth causes their abilities with it to be heightened and empowered. An Earthborn with this skill will find their Earth jutsu more effective than others', and themselves with an inner peace.
Effect: +5% Earth damage

Stone Body - Passive (1 point)
Restriction- May be purchased twice
The superb talent the Earthborn has in shaping the Earth extends to their attempts to animate it. An Earthborn's stone and other associated creations frequently seem as though they simply will not go down.
Effect: The user's Earth Clone and Creation jutsu gain +10% Base HP.


Care of the Earth - Passive (3 points)
Due to their bond with the earth, as long as an Earthborn ninja is on the ground, they become tireless, constantly regaining strength. Their ability to absorb energy from the earth itself, their ability to do so is increased when nestled in it.

Effect: The user regenerates 2% of their max HP per round. This does not apply if the user is Airborne.

Weapons:

Name: First Step, Pillar Fist
Description: While technically not a weapon in the traditional sense, the technique created by the Goremu causes the user's fists to take on earthen properties. Earth, rock or whatever earth based substance around the user is collected around their palms (in varying degrees depending on the user) with chakra.
Type: Unarmed / Puppet (Trick Weapon Augment)
Effect: Retain Ability to use handseals while equipped, (Can cause suppression with Pressure Augment)
Damage Modifier: -5% Damage (0% Damage with Weapon Attunement)
Accuracy Modifier: +1 Accuracy
[Augments]
Slot 0: Trick Weapon - Puppet
Slot 0: Great Weapon
Slot 1: Blitz
Slot 2: Pressure
Slot 3:
Recovery

Name: Goremu Golem
Description: A golem created of earth, clay or sand by the clan member.
Type: Puppet / Unarmed (Trick Weapon Augment)
Effect: Non-offensive jutsu used with it modded .25 AP faster
Damage Modifier: -5% Damage (0% Damage with Weapon Attunement)
Accuracy Modifier: +1 Accuracy
[Augments]
Slot 0: Trick Weapon - Unarmed
Slot 0: Great Weapon
Slot 1: Blitz
Slot 2: Free Flow
Slot 3:
Vampiric

Name: Goremu Golem
Description: A golem created of earth, clay or sand by the clan member.
Type: Puppet / Unarmed (Trick Weapon Augment)
Effect: Non-offensive jutsu used with it modded .25 AP faster
Damage Modifier: -5% Damage (0% Damage with Weapon Attunement)
Accuracy Modifier: +1 Accuracy
[Augments]
Slot 0: Trick Weapon - Unarmed
Slot 0: Great Weapon
Slot 1: Blitz
Slot 2: Free Flow
Slot 3:
Vampiric

Name: Goremu Golem
Description: A golem created of earth, clay or sand by the clan member.
Type: Puppet / Unarmed (Trick Weapon Augment)
Effect: Non-offensive jutsu used with it modded .25 AP faster
Damage Modifier: -5% Damage (0% Damage with Weapon Attunement)
Accuracy Modifier: +1 Accuracy
[Augments]
Slot 0: Trick Weapon - Unarmed
Slot 0: Great Weapon
Slot 1: Blitz
Slot 2: Free Flow

Slot 3: Vampiric

Elemental Affinities
Free D-Rank Minor Affinity: Earth
Free C-Rank Minor Affinity: Fire, Non-Elemental
Free C-Rank upgraded Minor to Major (Same as D-Rank): Earth
Major Affinities: Earth, Wind (ASP Card)
Minor Affinities: Fire, Non-Elemental (ASP Card), Water (ASP Card)
BL/CA/Kin Free Advanced Elements:

Non-BL/CA/Kin Advanced Elements: Lava, Metal, Sand, Wood

Inventory
Slot 1: Headband
Slot 2: Heavy Armor
Slot 3: Antidote

 
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