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:

Lightningtbug Ashura - (Ic: Genin)

Kazehi Ryu

Ninja
Joined
Oct 23, 2012
Messages
483
Yen
5,102
ASP
0
Age: 15
Gender: Male
Character Physical Description: A fairly standard looking youth at first glance; he's roughly around four-nine and right on the edge of his growing stage, his hair is short, wild, and doesn't seem to ever lay flat; his eyes are a healthy black-brown color that spark and dance with amusement from the smile that always seems to be on his lips. Of course, his hair isn't exactly normal for a boy his age: while it looks as though it started out a solid black silver-white peppers his hair as though he were in his forties instead of his teens. Ashura doesn't seem to mind it, however, and doesn't really consider anything wrong with it since he's had it since he was a little boy; and the only other oddity is his skin seems to have a very faint, light green tint to it in very bright light but there isn't medically wrong to suggest it's anything but some kind of natural quirk in his melanin. He wears a very bright, electric blue button-up short sleeve shirt, with slacks of the same color to match, and an obnoxious neon-green sleeveless understhirt matching up with his overly bright and eccentric personality, naturally the sandals he wears are green so that he feels there's some kind of balance at the very least. He seems to be at least healthy, even if not very athletic looking or even particularly strong either; though for some reason he's pretty resilient and sturdy to most that meet him.

Character Behavioral Description: Bright, cheery, a touch eccentric, hyperactive, and seems to be a complete idiot. All of the above is essentially true, he really doesn't stop moving or smiling for very long at all as though he wants to dance and laugh no matter what's going on in the world. Despite his full blown idiot moments, he seems to be a decent kid, he can be polite and respectful so there is some sort of seriousness to him when he absolutely has to be.

The joking foolishness aside, the one thing that is a touch off is that he likes to think. He like having ideas and thought provoking conversation albeit rare for him to do so, when a mood strike him it's usually sudden and fleeting; the most obvious revealing factor in his love of planning is usually shown in well developed jokes and intricate pranks to pull on either one or more person.

Character History:
Ashura had a fairly standard childhood: loving parents that were around enough to give attention to both him and his sister who was five years older than he was; a sister who apparently loved and cared for her little brother, who also started to pick on him as they got older, who also started to get irritated at his idiocy as they got older, who started to hit him with what ever she had in her hands, and who started to throw him down the hall in the mornings when he wouldn't get out of bed for school.

Well, at least he thought it was a standard childhood; his sister had already gone through the Academy by the time he was ready to enter in and he was more often than not a training dummy for the girl's monster strength and the unique ability to throw him like a kunai even while he was trying to get away. It was oddly accepted in the house, while his parents did their best to teach him manners, proper respect, and all of the worldly knowledge that they felt he should have; his sister handled much of the punishment. Even in the mornings the household didn't seem to start until the sound of 'WROOOO-NG!' and the shudder of Ashura's face bouncing off a wall or floor in the hallway. While most would find this a touch overly abusive, the young ninja-in-training bounced back (sometimes literally), and managed to make the day seem fresh and exciting even while bearing a couple compresses on his face for a little bit.

Surprisingly enough, he passed the exam to become a genin; though how he managed to sit still for the material in class to be learned astounded his parents and sister alike. Regardless, he DID some how manage it; and while not all that spectacular in athletic he seemed to have a stubborn will to keep going. And going. Even after the lesson was done sometimes, or he failed. Either way, he seemed to have the most talent for the ninjutsu aspect of the lessons and had a decent grip of how to form chakra through the hand seals even if he went a touch overboard with the results.

Stats/Class
Agility: 600
Stamina: 600
Ninjutsu: 600
Taijutsu: 500
Genjutsu: 482
Chakra Control: 600

Lightningbug~Firefly
HP: (45+lvl15) x 600 = 36 000
CP: (55+lvl15) x 600 = 42 000
Class Bonus: +10% Ninjutsu Damage, +1 Dodge
High: Ninjutsu Acc
Average: Evastion, Genjutsu Save, Ranged Acc
Low: Taijutsu Acc, Gen DC

Core Ability: 20/20 Points
[fontsize="12"]A ninja with Demonic Ancestry had a demon somewhere along in their family tree - and has slight demonic traits waiting to be unlocked as they grow in strength. Those with Demonic Ancestry generally look the same as normal human beings, although some are known to have slight demonic features, such as runic tattoos, very dark hair, fangs, red eyes, or very small horns. However, no matter how hard they try, they will never become full demons.

Note: All techniques and buffs from this Core Ability are considered Dark.

IMPORTANT: You cannot be running around, flying with wings and shooting fireballs [this is of course an extreme example]. The changes are extremely small, and slowly get better as you move up in rank. However, even a kage level ninja would only be allowed small, decorative wings (Hand-sized, and not able to fly) and medium sized horns. You do not get any magic powers, aside from what is listed below.

Demonic Aura<i></i> - Passive (3 points)
Restriction - C Rank and up
A person in touch with their dark side is completely surrounded by a pervading feel of evil that inspires fear in even the strongest of shinobi. Though the power of fear is nice, the aura of doom does make it hard to win the trust of others.
Effect: Every round, every other person in the battle besides the user must make a Genjutsu Save check. If they fail, all jutsu they use that round do -10% damage and they receive -1 Genjutsu DC (stacks to -2 Genjutsu DC). This stops while under the effects of Evil Sealing.

Third Eye<i></i> - Modification (3 points)
Restriction - C Rank and up, requires Sixth Sense
By unlocking the mortal restraints on their mind, the demonic shinobi can gain use of the third eye, the super sense beyond all senses. This effect replaces Sixth Sense.
Effect - +2 to all Stealth, Genjutsu Save, and Awareness checks.

Smite Foe<i></i> - Independent Special Move (3 points)
One with Demonic Ancestry can get very mad, and that's something you don't want to see. The force of their anger can be channeled into a rather destructive technique that hits as pure evil energy and looks like a black bolt of lightning.
Effect: User can make a basic attack whenever they drop below 30% HP. This attack does damage equal to the damage the user took in the last attack that hit them and cannot exceed 3000 damage. Can only be used twice per battle. Uses Ninjutsu accuracy.

Akuton<i></i> - Dependent Special Move (3 points)
By channeling dark energy into a jutsu, the demonic shinobi can make their attacks more powerful and of a darker nature. This can only be used with offensive ninjutsu that directly deal damage. These jutsu are now Akuton, or evil element jutsu, in addition to their other elemental properties, so effects that would normally block or absorb elemental damage are only half as effective.
Effect: The user may convert a Ninjutsu into the 'Dark' element to increases its damage by +20% and allowing it to cut through all Ninjutsu damage reduction. Jutsu used this way cost +25% Cp and cannot have their chakra cost reduced, and this may only be done once per round.

Mind Ripper<i></i> - Independent Special move (3 points)
Restriction- C Rank and up, stat average of 150
By grabbing a victim’s head and channeling dark energy and evil will into their mind, a demonic shinobi can temporarily traumatize their opponent, lowering their will power, or in some cases, instantly destroying any hint of sanity.
Effect: Grabs an opponent’s head at -3 melee accuracy (-2 accuracy with Called Shot). Subsequently ravages their mind, inflicting a -3 to genjutsu resist for the remainder of the battle (this part is treated as a level 6 genjutsu). For the next 5 rounds, Â starting from the next round after the opponent is hit by Mind Ripper, they have a 20% chance for every action they take to go into temporary convulsions and lose that action. Every time these convulsions take place, the opponent takes 3% Max HP damage. The opponent can only go into convulsions once per round. Using Mind Ripper takes 2AP and can only be used once per battle, per target (if they miss grabbing their intended target’s head, it doesn’t count for this).

Fell Drain<i></i> - Dependent Special Move (2 points)
Life force from their foes can help sustain them, indeed, it is one thing to be especially afraid of when fighting a demon. Direct contact with a demon can be dangerous indeed if they invoke this technique.
Effect: Half of the damage done by the user's melee taijutsu attack can be used to heal themselves. Can only be used once every two rounds.

Daunting Presence<i></i> - Boost (1 point)
Restriction- Can be taken up to two times
Demons instill a great deal of fear into their opponents. This fear can make them quite hesitant--and easier to take advantage of. Hesitation is all a demon needs to strike.
Effect: Opponents take a -1 dodge penalty during rounds where they attempt to attack the user.

Fell Vengeance<i></i> - Dependent Special Move (2 points)
It isn't always smart to attack a demon. They might get a touch mad at you, and mad demons are a force to be reckoned with. In fact, if you can't dispatch them quickly, it is sometimes better not to try at all.
Effect: A single melee taijutsu attack can be overcharged to do 30% extra damage on any turn after the user has been hit by an enemy. Cannot be combined with Akuton. Adds 10% CP cost to the jutsu.

Demon Blessing<i></i> - Passive (2 points)
The mind of a demon is much less susceptible to attack than that of a mere mortal, restricting Genjutsu from targeting them too easily. Being so alien to most forms of chakra, a practitioner of the mind arts will find them harder to snare.
Effect: +2 Genjutsu Save.

Death Touch<i></i> - Independent Special Move (2 points)
Demons are far stronger than mortals, naturally. So too is the energy they can channel too powerful for mortal bodies to handle, and have a heavy effect on them.
Effect: For one round, Melee Taijutsu attacks Deal twice their normal damage, however cost 2x the CP, 2x the exhaustion. Damage cannot be buffed by -anything-, but bypass half of all damage reduction. Can only be used once every other round and twice per battle, and this does not increase called shot chances.

Devil's Trick<i></i> - Modification (3 points)
Restriction- Must have Death Viewing
To a demon, death is a plaything, a mere trifle to be inflicted upon mortals. This makes their illusions of death that much more potent, their tricks much more hazardous to be caught in.
Effect: Death Viewing lasts two extra rounds and inflicts an extra -1 accuracy/dodge penalty.

Form of the Demon<i></i> - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and up
This technique is the ultimate incarnation of a demonic ninja’s tie to his or her hellish ancestry. Releasing all bonds and restrictions, they unleash their true demonic nature, becoming a terrifying being of power and awe. The after affects are disastrous, however.
Rank 1: While Active, the user gains a +1 to all secondary stats and all jutsu are considered "Dark". This means they deal +5% damage to all damage types that does not apply to damage buff limits, and bypasses half of any damage reduction the victim may have. In addition, all damage dealt upon the user is reduced by 10% and this reduced damage is instead converted into CP for the user.
Rank 2: While Active, the user gains a +2 to all secondary stats and all jutsu are considered "Dark". This means they deal +10% damage to all damage types that does not apply to damage buff limits, and bypasses half of any damage reduction the victim may have. In addition, all damage dealt upon the user is reduced by 20% and this reduced damage is instead converted into CP for the user.

Cost: 3 AP and 2,400 HP to initiate. 1,140 HP/Rnd.

Notes: This counts as a Chakra Armor.[/fontsize]

Equipment

-To be added-

Jutsu
Fire (Major)
Fireball (Mastered)
Dragon Fire (Mastered)
Searing Eruption (Mastered)
Scalding Ash Cloud
Heat Wave (Mastered)
Spontaneous Combustion (Mastered)


Lightning (Major)
Electrocution (Mastered)
Zeus Flash (Mastered)
Lightning Torrent (Mastered)
Thunderstruk (Mastered)
Gigavolt Cannon (Mastered)
Lightning Beast (Mastered)
Amp Field (Mastered)
Raijin's Vengeance


Plasma (Minor)
Ionic Laser (Mastered)
Deadly Burn (Mastered)
Plasma Lamp (Mastered)
Ionic Borealis (Mastered)
Hyper Beam (Mastered)
Solar Winds (Mastered)
Nebula Shine (Mastered)
Supernova (Mastered)
Plasma Generation (Mastered)
Atmospheric Pressure (Mastered)

Water (Minor)
Aqua Fang (Mastered)
Water Whip (Mastered)
Grand Waterfall (Mastered)
Impaling Hydro Jet (Mastered)
Torential Vortex (Mastered)
Hydro Tidal Shockwave(Mastered)
Water Shark Bomb (Mastered)
Water Dragon Bullet (Mastered)


Shadow (Minor)
Black Eruption (Mastered)
Midnight Strike (Mastered)
Specter Shade (Mastered)
Dark Displacement (Mastered)
Underworld Prison (Mastered)
Shadow Punishment (Mastered)
Black Moon Fang (Mastered) Ebony Nightmare (Mastered)
Shadow Summoning (Mastered)
Darkness Falls (Mastered)
Absolute Void (Mastered)


Wind
Wind Slash (Mastered)
Pressure Burst (Mastered)
Whirlwind Spin (Mastered)
Air Bullet (Mastered)
Wind Scythe (Mastered)
Tempest (Mastered)

E Rank
Transformation (Mastered )
Body Switch (Mastered)

D Rank
Cancel (Mastered)
Crystal Eye (Mastered)

C Rank
Stunt Double (Mastered)
 

Current Ninpocho Time:

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