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:

Kaguya Shiro - Academy Student

Kaguya Shiro

New Ninja
Joined
Dec 7, 2017
Messages
16
Yen
56,050
ASP
0
Name: Kaguya Shiro
Age: 8

Physical Description: At a first glance, Shiro appears to be a relatively fragile looking girl, despite it being quite the opposite. Although being able to run and jump and do all manner of activities like the rest of the boys could, she simply exuded a look that warranted one to try and be careful around her. Not so much because she projected a feeling of fear but rather because those not familiar with her might have the tendency to believe they could break her if they just as much as shook her less than gently. The perception of being physically weak was something Shiro tried to dispel, though her choice of certainly didn’t help the fact.

Opting for less than conventional attire, her garments were more reminiscent of the vestments likely to be seen on a porcelain doll. Soft and gentle shades of violet hues coveted her body in a long dress that was as cute as it was proper. The long locks of her gray, nearly white silky hair were symbolic to her look, and quickly separated her from the crowd with ease. Beyond that, the intense but refreshing look of her light forest green eyes seemed to captivate as many adults in awe as children in jealous praise. And on her forehead, just above her eyebrows, a set of red dots marked her for as long as she could remember. Only knowing that it was a memento from the past and from her parents, she always kept it thereon.

FlFRg7B.png


Mental Description: Always a mild mannered girl, Shiro takes the time to overthink what she says in most any scenario. Although usually done as a method to avoid unneeded conflict or misunderstanding, it is by in large done to avoid difficult situations altogether. Of course, where she to be driven to the point of anxiety and stress, or nervous fidgeting, it stands to reason that she would have difficulty saying what she needed to say, and opt instead for what she wanted to say. Beyond that, Shiro is usually nice to everyone save for those that are repeatedly mean spirited and toxic towards her. She also has the unfortunate tendency to hold grudges, so should she ever be betrayed or disappointed, the individual would be hard pressed in their struggle to regain the trust that was lost. Though she is the kind to go out of her way to help others, she’s shy enough to lessen social exposure to no more than it is required in hopes of minimizing her chances of being embarrassed and ridiculed; two of her greatest fears. Still, should she be approached with patience and befriended, Shiro is known to be an extremely loyal friend that will fight and protect those that care for her as she cares for them.

History: For the larger part of the life she cannot recall, Shiro has been adequately blessed with just enough luck. Her parents were expecting, and ready for her birth where she was welcomed with open arms. Shortly after her birth however, her father became a victim to the crime that ran rampant in the dealings of merchants. And with not a lot to fall back on, her mother sought refuge where she had last expected to go: a ninja village. There, the mother would care for the child as best as she could for the first couple years of her life. It seemed as though fate or destiny itself had recalled her with anticipation to rejoin the husband that was taken far too early into his life. The cause of death was attributed to a terminal disease, likely genetic, that could not be appropriately controlled. And while Shiro was healthy at the time, the medics cautioned her potential future caretakers to be wary as the illness could as easily show up on her as it did on her parents. It was all simply a matter of luck.

Without her parents, the care of the child would thus fall on the state where she was sent to a foster home. All the children were treated well there by the adults, and there was recurring encouragement to leave, assuming a select number of them had the necessary skills, the potential, and the will to become a shinobi. While Shiro did dream about leaving the foster home on a daily basis, she had no hopes that she would ever do so through combat prowess. Her best bet, she thought, was simply to be taken in by a foster family, or grow old enough to be allowed out to live her life as an ordinary citizen. But alas, once more, fate seemed to have a different alternative already pre selected for the young girl.

Shortly after she turned eight years of age, she was visited by a pair of adults that were easily identified as Cloud shinobi. One of them seemed skeptical about the girl, while the other simply directed curious glances towards Shiro. After looking through some form of booklet for several minutes, one of them pointed at her and smiled in a way that would have indicated either enjoyment, satisfaction, or fulfilment. Shiro didn’t know what the book said nor what the book showed, but if it was about her and it made someone else happy, it couldn’t possibly be bad. As it turned out, they believed her to have the potential to become a kunoichi one day. And despite Shiro not having believed in herself, having someone else trust in what she could do was quite simply, nice. Still unaware of what exactly made her special, as she was oblivious to the surname she carried and what potential it presented for her future, the young girl moved forth, promising to try her very best, to be the kunoichi she wanted to be.

Bloodline: Kaguya

Character Class: Rookie

OOC Rank: E-rank

Stats
Agility: 50/50
Stamina: 50/50
Taijutsu: 50/50
Ninjutsu: 50/50
Genjutsu: 50/50
Chakra Control: 50/50

Yen:
56,050

Bloodline Jutsu
Dead Bone Pulse - Activated Passive
Dead Bone Pulse is the trait from which all other Kaguya skills and techniques originate from. It describes a special power that those which inherit the Bloodline Limit of the clan possess to manipulate the characteristics of their skeletal structure to increase their durability, eject jagged weapons from their body or even fire high-speed projectiles.
Rank 1: User creates a weapon out of their own skeleton. This weapon automatically possesses the user's choice of augment between Anchor Boost which does not count against the weapon's total number of augments.

Rapid Healing - Passive
The Kaguya's ability constantly punctures and shreds their flesh upon the removal of their bones, and though excruciatingly painful for younger members, the Kaguya naturally begin to shrug off this pain as their body begins to become accustomed to this wear and tear, their skin rapidly repairing any punctures or lacerations they may be afflicted with almost as quickly as they are cut.
Rank 1: Bleeding damage is reduced by -50% if they reach Bleeding Rank 4 and above. Each time the user perform a Bloodline Jutsu, they have a chance to immediately remove 1 Bleeding Rank inflicted during that round.

Non-Elemental Jutsu
Transformation: A basic shinobi technique that uses chakra to temporarily alter the user's physical appearance. However, this technique does not give the user any abilities that there appearance may seem to give, and can be seen through with enough inspection
Rank 1: Allows the user to appear as another. The user has a -2 Penalty to the awareness check.
Rank 1 Cost: 90 CP to initiate and maintain
Notes:
- Lasts up to three rounds; this requires an 'Awareness' check among all in battle each round active.
- This jutsu is dispelled if the user is hit by a non-genjutsu attack.
- Once under the effects of this jutsu, the user becomes identical to the chosen target (as with clone jutsu, attacks against any identical target have an equal chance to hit any of the other identical targets).
- The person you are identical to can still tell you apart from their own self and their own clones, as can those who pass the awareness check.
- If the user is identified and the technique isn't dispelled by a hit, they may once again become confused with their target if the enter stealth.
- Clones already made by the user at the time of this technique's use do not automatically change alongside you, but clones made after its use will appear as their user's current form.
- If the user performs an action that is unable to be performed by what they transformed into, they are identified. This note only applies to when the user transforms into something other than another person or clone, such as a creation jutsu or puppet.

Body Switch: A basic skill involving quickly switching the body with another plant, animal or inanimate object. This is used to confuse the opponent momentarily and create an opportunity to attack or possibly escape.
Rank 1: The user may body switch against level E-C Jutsu.
Special Action: The user may attempt to Body switch with an enemies clone. This requires the user to make a melee check against the clone.
Cost: Cost of Jutsu dodged +20% Cp.
Notes:
- May only be used once per round, and requires a full round of cool down before it may be used again.
- This can be used against basic strikes.
- Cannot be done in the same round as any other 'Body Switch' type techniques.
- Does not require handseals and may be used reflexively.
- Cannot be used on Genjutsu, while bound, or against successful sneak attacks.
- The user must have a Kawarimi Target in their inventory or active clones on the field.
- This auto-dodges only a single action. If the action was a multi-hit, all hits would be avoided.
- During the cooldown time for this jutsu, the user suffer's a -3 dodge penalty.


Lightning Jutsu
Storm Bolt: A jutsu that concentrates and condenses electrical energy into the fingertips of the user. Once used, this charged energy may be release at a distant target by simply pointing two fingers, releasing the electrons in the form of a quick bolt of lightning. Though fast, this technique moves in a straight line once shot.
Master: Shoots a bolt of lightning that deals 355 damage at -1 accuracy. This has a 8% chance to 'Stun' the target.
Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.

Thunderfist: A technique which saturates the user's fist with pure electrical energy, condensing it so much that it becomes as dangerous as a live wire. Once formed, the user is able to transfer this electrical energy into a target by simply touching them, shocking them instantly.
Master: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +335 damage.
Master Cost: 110 Cp

Notes:
- This does not stack, and lasts up to two rounds or until the melee attack is used.
- Once used, the damage is not dealt until the user's next melee attack. That melee attack may receive 'Lightning' buffs.
- This damage is added automatically at the end of an attack, does not get buffed by the Taijutsus strength, and is divided up by however many strikes are performed.

Earth Jutsu
Stone Bullet: A technique that hurls a stone towards the target at a high speed. Whether thrown, kicked, or hurled by chakra, it makes no difference and this technique strikes just as hard all the same,
Master: Launches a stone that deals 370 damage at -2 Accuracy. This has a 8% chance of suppression.
Special Action: By paying +20% Cp, this may be used as a Called Shot. This deals only 1/3 of the damage, but now has a 18%/24% chance of raising the victim's called shot level. This will not cause suppression.
Master Cost: 140 Cp

Gravel Shift: A sneaky technique that allows the user to subtly manipulate the ground with a tap of their foot, turning the footing beneath an opponent into loose pebbles. This sudden shift in foothold is often all it takes to compromise the balance of a target.
Master: At +1 Accuracy, shifts the ground beneath a target. This gives them a -2 Dodge penalty to the next action that hits them or a 35% chance of their next action being treated one rank lower.
Special Action: For +20% Cp, this may be used reflexively to effect a current action and not the next one.
Master Cost: 110 CP to initiate

Notes:
- This does not require handseals.



RP Slots
5

ASP
174

Links
Training
https://www.ninpocho.com/viewtopic.php?f=79&t=55265&p=282329#p282329

Threads
https://www.ninpocho.com/viewtopic.php?f=319&t=55262&p=282324#p282324

Major Events
TBA
 

Current Ninpocho Time:

Back
Top