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:

Hiyasu Shiori

Joined
Apr 22, 2017
Messages
209
Yen
445,850
ASP
330
Hiyasu Shiori​
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Age: 14

Gender: Male

General Description: Shiori is a small boy, with fine, almost androgynous features. His dark hair, originally well groomed and out of the eyes, has been left to become almost shaggy. His limbs seem too long for his body, making the boy seem more like a tangle of limbs than a human being. Recently, he has begun growing in fits and spurts, as a result becoming very tall for his age. He has dark eyes, the iris almost black, giving him an intense stare, if he deigns to raise his view from the floor. He wears clothing in greys and blues, normally looser and more flowing than standard shinobi gear. It is obviously of a fine make, but has recently become tattered and dirty.

New to Konoha, and poverty, Shiori is very quiet, waiting for others to interact with him rather than going out of his way to meet others. Even when engaged, he is short in conversation, limiting responses to the minimum requirement for polite exchange. Many would call his manner cold.

History: Shiori's early years were sheltered, living on the West of the tropical island known as the Moon country. Hiyasu Shiori's home had always been cold, away from the bustle of Tsukigakure and it's shrine, only seen by Shiori on his short visits for pilgrimage. His father, Hiyasu Kazuo, would often leave for long stretches, off to work in the 'big city'. His mother would be quiet in these times, looking morose.

As Shiori was used to his father being absent, providing for the family, he would often look to his brother as a role model. A gangly youth, Ichirou would spend hours with his little brother, teaching him little lessons and playing simple games.

One horrifying day, Kazuo came home, with news that Ichirou would be leaving with him. Shiori's mother could do nothing to console her youngest son, herself in a low mood with her son leaving with her husband for work.

The isolation irked Shirou. Why couldn't he go, but his brother was free to leave, to work and be an adult? It wasn't fair. And so, a plan was hatched. The next time that Kazuo and Ichirou left, a small, elfin boy followed, skills gained from the hiding games they used to play put to the test. The group travelled far, testing little Shirou's endurance to the limit through the imposing Tenno forest.

Suddenly, the surrounding forest came alive, dark-clothed individuals striking the pair suddenly. Kazuo and Ichirou both fell beneath the flurry, only Kazuo rose, fighting off the ambushers. Shiori ran at the sight of his father holding his older brother, rushing to his mother's embrace.

As soon as Kazuo returned, the family were upended, fleeing their home for new lands.

The Hiyasu eventually ended up in their polar opposite, Konohagakure in the land of fire. Without contacts or money, they inhabit a small hovel in the slums, hidden from the sight of the regular citizenry. His father pushed him to the local academy, perhaps hoping to avoid the fate of his eldest son.
 
Stats:
Agility: 525/525
Stamina: 450/525
Taijutsu: 420/525
Ninjutsu: 355/525
Genjutsu: 194/525
Chakra Control: 380/525
PL:2324
OOC Rank:
A

Advanced element: Vapour
Free Major affinity: Water
Free Minor affinity: Fire

Class:
It takes a mere Seikon’d for treasure to turn to trash
HP: (50+lvl) x stamina
CP: (50+lvl) x chakra control
Class Bonus: Kinjutusu, Veteran, +5% called shot chance
High: Melee Accuracy
Average: Evasion, Genjutsu Save, Ninjutsu accuracy
Low: Ranged accuracy, Genjutsu DC

Jutsu:

Kinjutsu

Abilities:

Equipment:
Weapons:
Pankiru
- Piercing (bleeding)
- After carrying around a tatty old boning knife for too long, Shiori eventually ‘upgraded’ to a serrated bread knife he bought from a small blacksmith that Suo recommended. He’s very proud of his new tool, and the wave-like serration along the blade.

+2 accuracy/-10% damage

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Ring
- Unarmed (Handseals)
- A gift from Shiori’s mother, the small copper ring is engraved with a lilly of the valley on the bezel. She said it had belonged to Shiori’s grandfather, but it had been passed down the men of the family for generations until it had been given to her.

+2 accuracy/-10% damage
-Raid
-Swift
-Wired
-Assault
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Weapon holster
Headset

Bloodline:
A unique clan that has the odd, yet powerful ability to control and bend reality to their liking. Members of the Seikon clan are deadly opponents that seem to have abilities that simply seem to surpass all natural limits, their inhuman techniques warping reality in such away at the most opportune times for themselves...or the most deadly for their enemies.
084 PL - Distorting Wake (Rank 1), Unreal Celerity (Rank 1)
168 PL - Wait Reaction (Rank 1)
252 PL - Synchronized Multipresence (Rank 1)
336 PL - Wait Reaction (Rank 2)
420 PL - Distorting Wake (Rank 2), Reality Distortion (Rank 1)
504 PL - Unreal Celerity (Rank 2)
588 PL - Wait Reaction (Rank 3), Synchronized Multipresence (Rank 2)
672 PL - Distorting Wake (Rank 3), Reality Distortion (Rank 2)
756 PL - Synchronized Multipresence (Rank 3)
840 PL - Unreal Celerity (Rank 3), Reality Distortion (Rank 3)


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Distorting Wake - Passive
Seikon Clan members constantly exude a reality warping energy from their body which is similar to chakra but at the same time different. This can cause the Seikon shinobi to appear as if they are multiple places at once and make their movements difficult to predict thanks to shadows and optical tricks that their presence generates.

Rank 1: +1 Dodge
Rank 2: +2 Dodge
Rank 3: +3 Dodge

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Unreal Celerity - Passive
Most Seikon are masters of speed and grace but for reasons that no-one seems to understand, sometimes not even the Seikon. In truth, their unnatural speed comes from the fact that many are unconsciously willing themselves to overcome the limits that reality sets on what a human being can and cannot do.

Rank 1: The Seikon can choose up to 1 AP's worth of actions to gain priority over all other actions in that round. Jutsu used this way have -3 Accuracy/Genjutsu DC.
Rank 2: The Seikon can choose up to 1.5 AP's worth of actions to gain priority over all other actions in that round. Jutsu used this way have -2.5 Accuracy/Genjutsu DC.
Rank 3: The Seikon can choose up to 2 AP's worth of actions to gain priority over all other actions in that round. Jutsu used this way have -2 Accuracy/Genjutsu DC.

Notes:
- Actions effected by Unreal Celerity must be whole actions, and must be used at the beginning of the round. ('Whole actions' simply means that you cannot prioritize part of the AP of an action, e.g. you cannot move up a 3 AP jutsu by 2 AP).
- In the result that the Seikon's action and the opponent's action both have priority over all other actions, they resolve in normal AP stack fashion in regards to each other.

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Wait Reaction - Dependent Special Move
Manipulating the threads of reality is such an easy feat for a Seikon that they can do so with barely a second thought--such as casually attaching a devastating blow to the tail end of their dodge.

Rank 1: The user may combo an Activated Auto-dodge with an attack. The attack gains +1 Accuracy.
Rank 2: The user may combo an Activated Auto-dodge with an attack. The attack gains +2 Accuracy and may not be auto-dodged.
Rank 3: The user may combo an Activated Auto-dodge with an attack. The attack gains +3 Accuracy and may not be auto-dodged.

Cost: Cost of the Activated Auto-dodge being used + 20% CP

Notes:
- Attacks made with Wait Reaction take precedence over comboed attacks the user auto-dodged the first part of, and always occur before the rest of that combo.
- Requires a twenty second cooldown between uses.

---

Synchronized Multipresence - Flexible Style
It is said that Seikon clan members are omnipresent; that they are everywhere at once when they choose to be. This is only partly true, as the Seikon have the ability to overcharge themselves with their reality bending energies, releasing it in such a way that seems to distort the reality around them. This creates multiple "clones" of themselves, afterimages created by their energy that appear and fade at random moments nearby around them.

Rank 1/2/3: The user's first attack each round is automatically considered a Sneak Attack.

Chakra Style: At Rank 1 of this style, the user no longer suffers the -2 Dodge penalty for using Body Switch. At Rank 2, they gain +1 Dodge for the duration of the round instead. At Rank 3, they gain an additional Activated Auto-dodge per round. (Does not stack with similar effects.)

Physical Style: Wait Reaction has its cooldown time reduced by 5 seconds at Rank 1 of this style, 7 seconds at Rank 2, and 10 seconds at Rank 3.

Special Action: While this Style is active, the user may use Body Switch without additional items or clones. They Body Switch with "After-Images" instead. All Body Switch rules still apply.

Cost: .5 AP to enter, .5 AP to drop out

Notes:
- This is a Flexible Style, meaning the user chooses whether it is a Physical Style or a Chakra Style upon entering it, which it will remain for the rest of that battle (even if deactivated and reactivated). The effects and CP cost increase depend on which type is selected.
- While active as a Chakra Style, the user pays +5% CP costs. While active as a Physical Style, the user pays +15% CP costs.
- While in use as a Chakra Style, effects apply to modifications of Body Switch such as Quicksilver Step and Wait Reaction as well.
- Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.

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Reality Distortion - Buffing Taijutsu
A tug of the air, a pull on the world, and the Seikon is fully capable of vanishing from specific senses of their enemies, protecting their minds. At higher levels, they may even use this skill as a partial shield from the physical as well.

Rank 1: For ten seconds, any Genjutsu place on the user or that they are already under have their effects ignored, including damage.
Rank 2: For ten seconds, any Genjutsu place on the user or that they are already under have their effects ignored, including damage. The user gains +5% Damage Reduction against Ninjutsu and Taijutsu, but their own attacks cost +15% CP to use.
Rank 3: For ten seconds, any Genjutsu place on the user or that they are already under have their effects ignored, including damage. The user gains +10% Damage Reduction against Ninjutsu and Taijutsu, but all of their own attacks cost +10% CP to use.

Costs:
Rank 1: 335 CP, 1.75 AP
Rank 2: 420 CP, 1.75 AP
Rank 3: 630 CP, 1.75 AP

Notes:
- The user cannot cast Genjutsu while this is active.
- Requires ten seconds of cooldown after ending before it can be used again.
- If the user takes more than 10%/15%/20% of their Max HP in damage while it is active, the effects of Reality Distortion immediately end.
- Genjutsu on the user resume their effects after Reality Distortion ends, regardless of how it ends.
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Mercury
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This branch of the Seikon family is focused on time-space manipulation of the body, believing it to be the most important part. Self-control is very important to them, using the discipline they learn from honing their bodies to achieve an ultimate precision with their natural skills. Oftentimes they are remarked upon to have movements as quicksilver as the substance they are named for.
924 PL - Sunder Reality (Rank 1), Quicksilver Step (Rank 1)
1008 PL - Swift Strike (Rank 1)
1092 PL - Quicksilver Step (Rank 2)
1176 PL - Sunder Reality (Rank 2), Swift Strike (Rank 2)
1260 PL - Quicksilver Pursuit (Rank 1)
1344 PL - Sunder Reality (Rank 3), Quicksilver Step (Rank 3)
1428 PL - Quicksilver Pursuit (Rank 2),
1512 PL - Fractured Reality (Rank 1)
1596 PL - Swift Strike (Rank 3)
1680 PL - Quicksilver Pursuit (Rank 3), Fractured Reality (Rank 2)
1764 PL - Fractured Reality (Rank 3)


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Sunder Reality - Activated Passive
One of the most notorious abilities of the Seikon clan is the ability to generate an energy weapon forged from the very stuff that reality is glued together with. This causes their attacks with these weapons to be supernaturally potent against forms of resistance and protection.

Rank 1: The user's weapon deals +10 Basic Strike Damage and the user gains a +5% Damage Buff to all Taijutsu.
Rank 2: The user's weapon deals +15 Basic Strike Damage and the user gains a +5% Damage Buff to all Taijutsu. The user ignores up to 5% Damage Reduction. The user's weapon may cause bleeding at -5% the normal rate for the attack they are using.
Rank 3: The user's weapon deals +20 Basic Strike Damage and the user gains a +10% Damage Buff to all Taijutsu. The user ignores up to 10% Damage Reduction. The user's weapon may cause bleeding at the normal rate for the attack they are using.

Cost: 1 AP to initiate, 300 CP/round.

Notes:
- The user's weapon can use any Melee Taijutsu and Styles from any Melee Taijutsu type (if the original weapon is of a Melee weapon type) or from any Ranged Taijutsu and Styles (if the original weapon is of a Ranged weapon type); however, if they attempt to use a Taijutsu of a different subtype than the Style they are in (excluding Buffing Taijutsu), then they are automatically dropped out of that Style for normal AP.
- The user still only gains the basic attribute chosen for their weapon, and does not gain attributes from any other type of Taijutsu they use.

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Swift Strike - Passive
A Mercury Seikon is so adept at rapid reactions to their opponent's tactics that a sudden reduction in their normal ability to target their foe is met with a swift and decisive blow. Sometimes this reflex can occur before the Seikon themselves is even aware of their own movement.

Rank 1: When an opponent activates a physical Clone or Creation jutsu, the user's next Taijutsu attack automatically adds it as a target.
Rank 2: When an opponent activates a physical Clone or Creation jutsu or summons a Contract, the user's next Taijutsu attack automatically adds it as a target. That attack deals +5% damage to all targets.
Rank 3: When an opponent activates a physical Clone or Creation jutsu or summons a Contract, the user's next Taijutsu attack automatically adds it as a target. That attack deals +10% damage to all targets.

Notes:
- A physical Clone or Creation is defined in this context as one that can be hit and damaged by Taijutsu.
- If the user is in the process of attacking with a Taijutsu when an opponent summons their Clone, Creation, or Contract, the attack they are in the process of counts as their 'next Tajutsu attack' for the purposes of Swift Strike.

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Quicksilver Step - Buffing Taijutsu
Taking their ability to ignore the boundaries of what is possible and impossible to the literal translation, the Seikon member steps through reality itself and appears somewhere else to strike while avoiding attacks with ease.

Rank 1: The user warps next to one opponent. The user's next Taijutsu attack is treated as a Sneak Attack. Afterward, the user has +1 Accuracy for the next three seconds.
Rank 2: The user warps next to one opponent. The user's next Taijutsu attack is treated as a Sneak Attack. Afterward, the user has +2 Accuracy for the next three seconds.
Rank 3: The user warps next to one opponent. The user's next Taijutsu attack is treated as a Sneak Attack. Afterward, the user has +3 Accuracy for the next three seconds.

Special Action: For 1 AP, Quicksilver Step may be used in the same way as Body Switch. This may only be done once per round, and the user gains all penalties associated with Body Switch. This is an Activated Auto-dodge.

Cost:
Rank 1: 200 CP, 1 AP
Rank 2: 250 CP, 1 AP
Rank 3: 300 CP, 1 AP

Notes:
- This is modded as if instantaneous and may be used reflexively.
- Sneak Attack bonus only applies to the user if their next action is an attacking Taijutsu or Basic Strike, otherwise they lose their buff.
- If used while in Stealth mode, this allows the Seikon to use a Sneak Attack without suffering a stealth penalty to their attack. Additionally, this attack will not drop the user out of Stealth mode. The user may only remain in stealth as a result of using this jutsu once per round.

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Quicksilver Pursuit - Variable Taijutsu
Utilizing their unique skill to step through reality, this technique utilizes the same tactic of attack as Quicksilver Step. The Seikon steps entirely outside the boundaries of the human limits, warping to the position of their target and decimating them with a quick, nearly simultaneous strike to their opponent.

Rank 1: Strikes a single target two times, each dealing 710 Damage at +1 Accuracy. If the target attempts to use an Activated Auto-dodge against this attack, it will automatically hit instead.
Rank 2: Strikes a single target three times, each dealing 545 Damage at +1 Accuracy. If the target attempts to use an Activated Auto-dodge against this attack, it will automatically hit instead.
Rank 3: Strikes a single target four times, each dealing 445 Damage at +1 Accuracy. If the target attempts to use an Activated Auto-dodge against this attack, it will automatically hit instead.

Costs:
Rank 1: 570 CP; 2.25 AP
Rank 2: 655 CP; 2.25 AP
Rank 3: 710 CP; 2.25 AP

Notes:
- The user specifies the Taijutsu subtype they are using when attacking with this. The subtype must be one the user has access to normally with their equipped weapon or through Sunder Reality. If unspecified and they are in a specific weapon type Style, that type will be chosen; if they are not in a specific weapon type Style, the default subtype of the user's weapon will be used.
- Quicksilver Pursuit cannot be negated through Auto-Dodge.

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Fractured Reality - Variable Taijutsu
One of the most mind-twisting aspects of a Seikon's reality warping is their ability to seemingly be in two places at once as part of their ultimate technique. The Seikon themselves may only be physically moving themselves to make a single strike, but by an application of twisting reality, that same strike will echo multiple times into the near future, catching many opponents off-guard.

Rank 1: The user makes a single strike dealing 825 damage. Every y seconds after this first strike (timeframe from 1-3 seconds chosen by the user), the initial target is hit by another strike dealing 825 damage. These followup strikes occur 3 times.
Rank 2: The user makes a single strike dealing 930 damage. Every y seconds after this first strike (timeframe from 1-4 seconds chosen by the user), the initial target is hit by another strike dealing 930 damage. These followup strikes occur 3 times. Followup strikes are dealt at +1 accuracy if the initial strike hit.
Rank 3: The user makes a single strike dealing 1035 damage. Every y seconds after this first strike (timeframe from 1-5 seconds chosen by the user), the initial target is hit by another strike dealing 1035 damage. These followup strikes occur 3 times. Followup strikes are dealt at +2 accuracy if the initial strike hit.

Costs:
Rank 1: 1650 CP, 2.75 AP
Rank 2: 1855 CP, 2.75 AP
Rank 3: 2060 CP, 2.75 AP

Notes:
- The user specifies the Taijutsu subtype they are using when attacking with this. The subtype must be one the user has access to normally with their equipped weapon or through Sunder Reality. If unspecified and they are in a specific weapon type Style, that type will be chosen; if they are not in a specific weapon type Style, the default subtype of the user's weapon will be used.
- Regardless of whether or not Sunder Reality is active when the user uses this jutsu, all strikes have a base 11%/13%/15% chance to cause bleeding.
- The time between strikes must be a whole number. (You can have them occur every 3 seconds, but not every 2.5.)
- At all ranks, this jutsu cannot be Auto-dodged in any way.
- The target's Dodge stat for all strikes is treated as if it were the same as the time of the initial strike, even if modifications have occurred since.
- This jutsu may not be used again until ten seconds after the final strike
 
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