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:

Masaru Kaname

Kaname

New Ninja
Joined
Jan 25, 2013
Messages
45
Yen
118,653
ASP
0
Basic Information said:

Name: Masaru Kaname
Age: 22
Birthdate: Unknown
Gender: Male

Height: 6,1
Weight: 215 lbs
Build:Muscular Athletic

Hair Color: Black(Bald)
Eye Color: Dark Yellow/Gold

Appearance
Standing at about 6'0, Kaname has a highly athletic build, mostly due to his occupation and interest. Other than that he has a shaven head and light eyes. His skin tone is a dark tan, almost bronze color, except near his clavicle or neckline, where a slight discoloration appears due to a childhood scar. Has the tendency to rub his right collar often.
[/quote]

Character Background said:
History said:
Born to the Masaru Clan, a well known Clan within Kumogakure, Kaname was raised by a small branch of the family that specialized in information services. From birth, Kaname was taught that information was everything. It could be used to silence or even dismantle a person or organization. His mother stressed learning and as a result, Kaname spent much of his time in the library, even if he did not like it. If he wasnt in school, he was either studying with his mother or roaming the village. As a release from the stress of training, he would often spend time climbing whatever he could find. He found that the easiest way to get rid of the mental stress was to create a physical one. As he grew older, he began to balance his studies with his physical training in such a way, that both would be able to reach peak levels.

As a teen, his mother would often test him in both matters of infiltration and ambush. To her, the only way to test out the information that you gather is to see how it applies to the Shinobi. Their house would often be booby trapped and restructured in a way to create a new test for Kaname. He would have a day to gather whatever intel he could fine and at night, make his way to the middle of the house, where their game would come to an end. While going through the trial, he glanced out of the window, having a moment of weakness, and unintentionally set off a shuriken trap. Three shuriken dug their way into the right side of his collar bone and neck, giving him the most distinct marks on his body. Till this day, Kaname tends to favor his left side and is adamant about compensating for the damage caused.

At the age of 17, Kaname left the village to live among the mountains. There, he found a new appreciation for solitude as well as sought to learn more about the terrain. He picked up the habit of noting down the slight changes and differences in every new environment he encountered. As well as, jotting down descriptions of the creatures and paths that lined the craggy mountains of Kumogakure. Since his time from the village, he has become somewhat less social, and more of a wallflower. His choice to return comes from the simple need of a change in scenery as well as dealing with family issues.

Personality said:
Kaname is a very secretive person. He tries not to give away too much about himself or what he does when talking to. Despite that fact, he often comes off as warm and engaging. Too some, this could be seen as an act and in many ways, it is, but Kaname tries his best to create a positive impression for people. He finds it makes it easier to get close to potential targets and to him, you never know who could become the next assignment. In this aspect, Kaname tends to be cynical and a bit critical of the people he meets, this is due in part to how his mother raised him.
Character Background said:

-----

Stats said:
Agility: 500/600
Stamina: 550/600
Ninjutsu: 500/600
Taijutsu: 400/600
Genjutsu: 523/600
Chakra Control: 550/600
Bloodline Control: 294

Level: 13
Power Level: 3023
Stat Average:
AP:
Hit Points: 24,750
Chakra Points: 27,500

Stop Playing With Your Shadow
HP: (45+lvl) x stamina
CP: (50+lvl) x chakra control
Class Bonus: +2 Stealth,+5% Chance to inflict bleeding +1 Accuracy
High: Spell Accuracy
Average: Genjutsu DC, Ranged Accuracy, Evasion, Genjutsu Save
Low: Melee Accuracy


Battle Constants:

Equipment said:
Slot One:
Slot Two:
Slot Three:
Slot Four:
Slot Five:
Weapons
Weapon Name: Owl's Cry
Damage Type: Ranged
Accuracy Modifier: +2 Accuracy
Base Damage Modifier: -10% Base Damage
Effects: +3% Called Shots
Weapon Description:A recurve bow made from steel and wood. Owl's Cry is about 4ft, making it large for its size. The bow is a special mod made by Kaname himself when he lived in the Kumogakure mountains. The bow string is made from a special blend of steel, silk and rawhide and the limbs and grip are made from wood reinforced with steel. Kaname's design has made it so that when the string is released the bow makes something deep ooh-hu sound similar to the nocturnal bird of prey.


Weapon Name: Owl's Talon
Damage Type: Projectile
Accuracy Modifier: -1 Accuracy
Base Damage Modifier: +5% Base Damage
Effects: May use Handseals while holding
Weapon description: Larger than the average kunai, Owl's Talon is made from tempered black steel. Owl's Talon is a narrow blade kunai, ranging about 90cm in length, and ends with a slight curve at the end. What it may lack in throwing accuracy, it makes up for in potential damage

Jutsu Knowledge said:
Major Affinities
Earth

Minor Affinities
Water

Taijutsu:
Shadow Projectile[Master]
Blood grinding[Master]
Silver Crows[Master]
Body Flicker Shuriken[Master]
Pinpoint[Master]
Spread Counter[Master]
Heavenly Rain Drive[Rank 1]
Eagle Vision[Rank 1]
Silver Cloud[Master]
Sly Silver[Master]

Ranged
Venomous Sting[Rank 1]
Disillusion Shot[Rank 1]
Power Shot[Rank 1]
Quickshot[Rank 1]
Bounce Shot[Rank 1]
Critical Shot[Rank 1]
Snipe[Rank1]
Scatter Shot[Rank 1]
Tracking Beacon[Rank 1]
Detonation Tip[Rank1]


Ninjutsu:
Shadow Shuriken Replication[Master]
Stunt Double[Rank 1]

Fire Jutsu
Spontaneous Combustion[Rank 1]
Combustive Seal[Rank 1]
Scalding Ash Cloud[Master]
Fireball[Master]
Infernal Hellfire[Master]
Firestorm[Rank 1]
Searing Eruption[Rank 1]
Thermal Maw[Master]
Ring of Fire[Rank 1]

Earth
Inner Earth Reflection Lure[Rank 1]
Earth Flow Wave[Rank 1]
Rock Golem[Rank 1]
Sink Hole Fist[Rank 1]
Mud Clone[Rank 1]

Water Jutsu
Water Whip[Master]
Grand Waterfall[Master]
impaling Hydro Jet[Master]
Pressurized Mist[Master]
Aqua Fang[Rank 1]
Water Prison[Rank 1]

Genjutsu
Antidote of the Mind[Rank 1]
Insomnia[Master]
Cancel[Master]
Phoenix Embrace[Master]
Anthem of Pulse[Master]
Crossed Focus[Master]
Blur[Rank 1]

Abilities said:
Quickdraw
Projectile Aim
Weapons Mastery:Ranged
Called Shot
Concentrated Focus
Bulls Strength
Human Anatomy
Jutsu Mastery
Bloody Mess
Shinobi 101-Ninjutsu


Bloodline: Nara
[fontsize="12"]Nara
upmrnYk.png

[spoilername="Nara Bloodline Table"]
[fontsize="12"]A rather odd, yet unique clan native to the Fire country, those of the Nara clan are gifted with two unique mental traits that surpass all other shinobi; their uncanny Intelligence that can easily be higher and sharper than Multiple shinobi combined...and their incredible laziness when it comes down to putting forth any amount of work or energy. The Nara are undeniably some of the sharpest geniuses in the world, their minds thinking both swiftly and possessing the ability to think multiple lines of thoughts simultaneously and have each arrive to conclusions faster than normal shinobi can process one thought. Yet, their laziness seems to be a birthright just as much as their intelligence, and the Nara have absolutely no motivation other than napping under the clouds all day. their abilities aren't simply limited to being Mental; Each possesses the ability to use a special type of jutsu that involves manipulating the shadows of themselves and their environment to a variety of effects.

Note: All Nara Techniques are considered Shadow Element.

14% - Slippery Mind (Rank One)
28% - Nara Strategy (Rank One), Shadow Bend (Rank One)
42% - Shadow Possession (Rank One), Â Slippery Mind (Rank Two)
56% - Displacement Shade (Rank One), Shadow Tactics (Rank One)
70% - Shadow Possession (Rank Two)
84% - Shadow Neck Bind (Rank One)
98% - Shadow Constriction (Rank One), Slippery Mind (Rank Three)
112% - Shadow Tactics (Rank Two)
126% - Shadow Bend (Rank Two)
140% - Displacement Shade (Rank Two), Shadow Possession (Rank Three)
154% - Shadow Neckbind (Rank Two), Nara Strategy (Rank Two)
168% - Shadow Constriction (Rank Two)
182% - Displacement Shade (Rank Three)
196% - Shadow Bend (Rank Three), Shadow Threads (Rank One)
210% - Shadow Constriction (Rank Three), Negative Space (Rank One)
224% - Shadow Tactics (Rank Three), Shadow Threads (Rank Two)
238% - Shadow Neckbind (Rank Three), Nara Strategy (Rank Three)
252% - Shadow Threads (Rank Three)
266% - Shadow Dimension (Rank One)
280% - Negative Space (Rank Two)
294% - Shadow Dimension (Rank Two)

---

Slippery Mind - Passive
Nara clansmen are naturally smart and quick on their feet, formulating multiple courses of actions for nearly any scenario imaginable in mere seconds...and nearly subconsciously as well. a Nara can easily disassemble even the smallest of actons and understand the true intents and stratagies of those fighting them, even be able to deduce and guess at their target's lines of thoughts with precise accuracy by simply studying their movements and actions for a few seconds. No matter how well thought out, there is almost no way to fool a Nara through even complex courses of actions.

Rank 1: +1 Gen Save and Awareness.
Rank 2: +1.5 Gen Save and Awareness.
Rank 3: +2 Gen Save and Awareness.

Notes:
- At all ranks, all penalties from genjutsu are reduced by 1 debuff or 5%.

---

Shadow Tactics - Passive</I></U><i></i>
The Nara have a unique affinity to shadows and shade of all types, and by simply remaining within the cover of shadows, they are able to manipulate them to assist themselves naturally, the Nara becoming, stronger, so long as they remain within the cover of darkness, no matter how weak.

Rank 1: +5% Damage while in shade. While maintaining a bind or resting, they gain +1% HP/CP per round.
Rank 2: +5% Damage, +.5 Accuracy while in shade. While maintaining a bind or resting, they gain +2% HP/CP per round
Rank 3: +10% Damage, +1 Accuracy while in shade. While maintaining a bind or resting, they gain +3% HP/CP per round.

---

Shadow Bend - Passive
The Nara clan are known for its intricate skills involving the manipulation of shadows. This ability allows the Nara to fabricate techniques from the voids of darkness to strike their targets in a myriad of ways.

Rank 1: May convert Fire and Water Jutsu into Shadow by paying an additional 20% Chakra Cost.
Rank 2: May convert Fire and Water Jutsu into Shadow by paying an additional 10% Chakra Cost.
Rank 3: May convert Fire and Water Jutsu into Shadow at no extra cost.

Notes:
- All Shadow jutsu receive +5% Damage per rank.
- The Nara automatically has access to the Shadow element.
- All techniques used with this are treated as Shadow element.

---

<U>Nara Strategy - <I>Passive<i></i>
Almost as if the gods created the title "Tensai" only for those of Nara blood, the clan tightly guards secret levels of strategy that is said to be without peer, although the amount of study it requires to reach this level of mastery might be what burns them out and turns them so commonly lazy. This skill does not require nor stack with regular Strategy.

Rank 1: The Nara is treated as if having the Strategy Ability
Rank 2: Strategy now has +1 prepared slot available.
Rank 3: Strategy now has +2 prepared slots available.

Notes:
- Strategy does not count towards their ability Limit.

---

Shadow Possession- Shadow Binding Technique
A unique jutsu in which the Nara are capable of manipulating their own shadows size and shape in an attempt to bind themselves to their target by connecting their shadows. The shadow moves slow, and is easily avoided by the attentive, often requiring the Nara to make a quick diversion to use this successfully. However, once successful, any physical action the user performs is perfectly imitated the the victim.

Rank 1: Binds a single target at -6 Accuracy
Rank 2: Binds up to two targets at -5 Accuracy.
Rank 3: Binds up to three targets at -4 Accuracy.

Costs: 1 AP. 400 Cp per target, 100 Cp/Rnd per target.

Notes:
- This technique suffers -1 Accuracy for each target after the first.
- The bound victim cannot move. They may however use Ninjutsu or Genjutsu that do not require handseals.
- The victim may pay 1 AP for a 15% Chance to Escape the bind.
- If the user attacks the victim then this bind is broken (with the victim receiving -3 Dodge to the attack). If the victim takes damage then this bind is dispelled.
- If the user takes more than 10% of their Max HP as damage from one attack then, this bind is dispelled.
- The user may use Shadow Neck Bind at 0 AP Timing while maintaining this bind. Shadow Neck Bind does not break this bind.

---

Shadow Neck Bind - Shadow Strangulation Jutsu<i></i>
While an opponent is caught inside the user's Shadow Possession jutsu, the Nara clansmen may expend extra chakra to have their own shadow reach up and interact to the bound opponent in any way the Nara see's fit or imagines. However, the Nara clansmen may not move while performing this technique, leaving them vulnerable when facing multiple opponents.

Rank 1: Strangles a bound enemy with shadows, dealing 1490 Dmg/Rnd.
Rank 2: Strangles a bound enemy with shadows, dealing 1860 Dmg/Rnd.
Rank 3: Strangles a bound enemy with shadows, dealing 2230 Dmg/Rnd.

Costs:
Rank 1 Cost: 2 AP, 450 Cp to Initiate per target, 225 Cp/Rnd per target.
Rank 2 Cost: 2 AP, 560 Cp to Initiate per target, 280 Cp/Rnd per target.
Rank 3 Cost: 2 AP, 680 Cp to Initiate per target, 340 Cp/Rnd per target.

Notes:
- Lasts up to three rounds, then must be Reused.
- When in use, the user suffers -3 Dodge.
- Can only be used on a target effected by Shadow Possession.
- Each rank of this jutsu gives the victim a +20%/15%/10% chance of breaking free from Shadow Possession per rank of this jutsu used.
- Damage cannot be increased or reduced.
- This may only effect a target once a round.

---

Shadow Constriction - Shadow Restraining Technique<i></i>
A technique which uses the Nara clansmen's chakra to cause shadows in the form of hands to extend from shady ground, grabbing the opponent. This kind of shadow binding can be escaped through force, and resisted easily, though is much quicker and difficult to avoid compared to Shadow Possession.

Rank 1: Creates 3 hands of shadows that attempt to grab a target each at -2 Accuracy.
Rank 2: Creates 4 hands of shadows that attempt to grab a target each at -1.5 Accuracy.
Rank 3: Creates 4 hands of shadows that attempt to grab a target each at -1 Accuracy.

Cost: 2 AP, 600 Cp to initiate, 150 Chakra/Round to maintain

Notes:
- If the opponent is caught by 1 or more hands they receive a -1.5 to their dodge, plus -.5 for every hand after the first.
- At the time of casting the user must remain stationary, giving them a -3 dodge to the next technique aimed at them. Once it has been cast the user may move as normal.

---

Displacement Shade - Activated Passive<i></i>
The Nara clansmen have become proficient enough with their special affinity to shadows, that through careful manipulation of the their chakra, they can emulate the effect of their own techniques through their shades and strike literally from the shadows. It is rumored that at the Nara can even the possess the shadows of the enemy and turn them against them. However, as these are handseal based, shadow techniques of the clan as well as non-handseal jutsu cannot be given the same effect.

Rank 1: The Nara can delay a Ninjutsu up to one round, to be used from their shadow at a later point.
Rank 2: The Nara can delay a Ninjutsu up to two rounds, to be used from their shadow at a later point.
Rank 3: The Nara can delay a Ninjutsu up to three rounds, to be used from their shadow at a later point.

Special Action: The Nara can use the jutsu from any shadows in sight, including that of the enemy instead of their own shadow. Doing so this way doubles the additional Cp cost, but has a 20% chance of being treated as a sneak attack per round delayed.

Cost: +20% Ap and +15% Cp per round Delayed. The amount of time delayed is chosen when using this technique.

Notes:
- a Jutsu must be delayed by 1 round, minimum.
- This is modded as if it costs no Ap.
- Can only be used twice per round
- Can only be used with Ninjutsu, and cannot be used with the Jutsu Creator ability.
- Delayed Ninjutsu gain +1 Accuracy per round Delayed.

---

Shadow Threads - Shadow Jutsu<i></i>
Unlike the slower, more subtle Shadow Binding Technique, the Shadow threads send the user's shadow out in a tangle of searching tendrils that spring off of the ground like dark threads and can either be used to spear or ensnare the enemy. The user can have the threads do a combination of these, some spearing and some catching, making this a very versatile technique.

Rank 1: Creates 6 threads that spear the enemy, each dealing 295 piercing damage at +2 Accuracy. Instead of spearing a target, A thread may bind them, inflicting a -.5 dodge/accuracy penalty plus -.5 dodge/accuracy for each thread beyond the first that catches them.
Rank 2: Creates 7 threads that spear the enemy, each dealing 315 piercing damage at +2 Accuracy. Instead of spearing a target, A thread may bind them inflicting a -1 dodge/accuracy penalty plus -.5 dodge/accuracy for each thread beyond the first that catches them.
Rank 3: Creates 8 threads that spear the enemy, each dealing 330 piercing damage at +2 Accuracy. Instead of spearing a target, A thread may bind them, inflicting a -1.5 dodge/accuracy penalty plus -.5 dodge/accuracy for each thread beyond the first that catches them.

Costs:
Rank 1 Cost: 2.5 AP, 640 Cp to Initiate, 50 Cp/Rnd per thread.
Rank 2 Cost: 2.5 AP, 800 Cp to Initiate, 55 Cp/Rnd per thread.
Rank 3 Cost: 2.5 AP, 960 Cp to Initiate, 60 Cp/Rnd per thread.

Notes:
- This can be split against multiple targets.
- This jutsu gains all buffs applying to Ninjutsu.
- The user cannot use any jutsu other than Shadow Threads or move while maintaining the snare, losing -4 Dodge.
- Tn addition to the secondary penalty, each thread restrains the victim's actions, giving them a 4% chance to fail an action for each thread.
- This jutsu is dispelled if the user takes damage equal to 15% their Max Hp in a round.

---

Negative Space - Shadow Genjutsu<i></i>
A Genjutsu that originated as a prank, its effects in combat are said to be similar to that of the Shadow Dance... Assuming you ever got to see the Nara after they appear behind your back. The Nara appears to vanish in the eye's of the target, their body seeming to be engulfed by shadows and masking all sounds, leaving behind only the image of their own shadow with gleaming eyes staring up at the target in a threatening fashion.

Rank 1: Causes a target to see the Nara fade into shadows and away from view. The Nara is treated as if in Stealth Mode until their next attack. After they have made an attack they are no longer in stealth. At the end of the round, the user gains a +2 Stealth bonus to a stealth check.
Rank 2: Causes a target to see the Nara fade into shadows and away from view. The Nara is treated as if in Stealth Mode until their next attack. After they have made an attack they are no longer in stealth. At the end of the round, the user gains a +3 Stealth bonus to a stealth check.

Cost: 2.5 AP, 840 Cp to initiate, 280 Cp/Rnd.

Notes:
- Functions as a Will/Visual/Audial Genjutsu.
- May only be used on one target at a time.
- Requires a Genjutsu DC check at the start of each round.
- Should the victim succeed in a stealth check, they gain +2 Gen Save to the next round's Genjutsu check.

---

Shadow Dimension - Shadow Void Jutsu<i></i>
The ultimate technique of the Nara clan. This jutsu draws forth all shadows in the area to the user, then begin to form a black dome that rapidly expands to cover the area. This dome creates a haven for the Nara, and a hellish realm of shadows for any deemed as the Nara's enemy. Completely Isolated from the outside world, this nearly impenetrable void essentially seals off those within from any allies they may have had, instead trapping them in a world of malicious shades which obey the Nara's wishes.

Rank 1: Creates a void of the darkest shadows that traps a single target with the Nara. While within this realm, the Nara gains the ability to sense the target through shadows, gaining +1 Accuracy and the shadows harm the user's enemy dealing 1500 Damage at the start of each round. The Nara and the target of this jutsu cannot interact, or be interacted with, in any way with those outside this Dome. The user gains +3 against all attempts at entering/exiting this dome.
Rank 2: Creates a void of the darkest shadows that trap any amount of targets with the Nara. While within this realm, the Nara gains the ability to sense the targets through shadows, gaining +2 Accuracy and the shadows harm the user's enemies dealing 2000 Damage at the start of each round. The Nara and the targets of this jutsu cannot interact, or be interacted with, in any way with those outside this Dome. The user gains +5 against all attempts at entering/exiting this dome.

Costs:
Rank 1: 3 AP, 2200 chakra to initiate, 1050 Cp/Rnd to maintain.
Rank 2: 3 AP, 2750 chakra to initiate, 1300 CP/Rnd to maintain.

Notes:
- This jutsu ends immediately once the user is knocked out.
- Shadow damage uses Ninjutsu Accuracy, and can be increased by Ninjutsu Buffs.
- Attempting to exit or enter the shadow dome requires a ninjutsu Check against the user.[/fontsize][/spoilername]<i>
</i>
 

Current Ninpocho Time:

Back
Top