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:
| Stats | Class |
|---|---|
AGILITY: 600 / 600 STAMINA: 600 / 600TAIJUTSU: 600 / 600 NINJUTSU: 600 / 600 GENJUTSU: 600 / 600 CHAKRA CONTROL: 600 / 600 % PL: 3.600 / 3.600 Lv.15 | Demonic Brainfist HP: (55+15) x stamina: 42,000 CP: (45+15) x chakra control: 36,000 Class Bonus: Kinjutsu Option High: Genjutsu DC Average: Dodge, Genjutsu Save Low: Ninjutsu Accuracy, Ranged Accuracy |
| Weapon: Weapon Damage Type: Damage Modifier: Accuracy modifier: Augment: » » » | Weapon: Weapon Damage Type: Damage Modifier: Accuracy modifier: Augment: » » » |
| Abilities | Inventory |
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| Inventory:
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| Affinities | Advanced Elements |
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| Major and Minor Affinities: Sensory Moves: | Advanced Elements:
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Core Ability | Core placements |
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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 this gives them the power to make their enemies cower before them, the aura of doom does make it hard to win the trust of others. Effect: At the start of each round, the user checks their Genjutsu DC vs the Genjutsu Save of all individuals in battle. Succeeding this roll grants the user Alignment Advantage over the target (normally +10% Damage dealt to, -10% damage taken by), including against Holy targets. This automatically affects Clones/Creations, does not stack against targets the user would have advantage against anyways, and does not apply to those with the Fearless ability or other similar effect. Lasts for the duration of the round. Restriction- Can be taken up to three times
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: +1 Genjutsu Save. Restriction- C Rank and up
By grabbing a victim’s head and channeling dark energy and evil will into their mind, a demonic shinobi can traumatize their opponent, lowering their will power. The constant mental pain is enough to wear down the wills of even the most the most courageous of would-be heroes. Effect: The user makes a basic strike Called Shot to a single target's Head using the equipped weapon taijutsu subtype accuracy. On hit, this inflicts -2 to Genjutsu Save for 30 seconds. During this time, the victim becomes automatically affectedbyDemonic Aura(if the user has it), even if the victim has the Fearless ability, or other similar effect. This is treated as a B-Rank Will Genjutsu that does not take up a Sense Slot, but may be healed and dispelled as such. The unrivalled rage of those with Demonic Ancestry is a terrifying sight to behold, and this dark passion can be channelled into highly destructive bursts of energy causing normal Taijutsu to have a more traumatic effect.
Effect: By paying +15% of the Taijutsu cost in HP, the user can convert a damaging Taijutsu into a Genjutsu with illusionary damage as 50% of the base damage. The Taijutsu retains any bonuses from the Taijutsu/Weapon/Augments and applies half the user's Genjutsu Bonuses. If the target is affected by Demonic Aura(if the user has it), this Genjutsu gains +2 DC. This can be used once per 10 seconds. This does not use a sense slot. Dark shinobi are cunning by nature, and often cannot help but enjoy catching their prey off guard. To let ones guard down around them is to give them demon an open invitation for all kinds of defilement.
Effect: By paying +20% CP on both, the user may combo a Taijutsu and Genjutsu. The order does not matter, but the follow-up Jutsu will target all those hit by the preceding Jutsu, and cannot be a higher rank than the Jutsu used prior to it. Cannot combo a Taijutsu with a Taijutsu, or Genjutsu with Genjutsu. Requires a ten-second cooldown before it may be used again. Restriction- Can be taken up to two times
Those with darker heritage are often gifted with enhanced capabilities in some shape; perhaps manifesting as an odd mutation, or special ability of some sort. Over time, someone with demonic heritage can learn how to best use this skill in many ways to suit their situation. Effect: The user chooses either Genjutsu or Taijutsu (stated in their Dojo); when making a Cursed attack of this type, the user gains a +2 bonus; this applies to checks, as well, but these techniques now cost +10% CP. Taking this boost twice does not increase this to +4, but instead grants +2 to both types if they are Cursed. This +2 bonus applied to Demonic Aura as well. The very chakra of these demonic shinobi is tainted with darkness and eats at the wills of those around them. A forsaken shinobi have no trouble using this to their advantage to evoke hallucinations and other nightmarish visions to those in their presence.
Effect: The user's Genjutsu are considered Cursed and may target individuals the user is unaware of normally. A Genjutsu that succeeds through this effect does not reveal the target.(This does not make the Genjutsu's Illusionary damage Cursed) Some dark shinobi has more than their blood to show their heritage, some even developed such traits that can be used as an actual weapon, ranging from sharpened claws, deadly wings, or a powerful tail.
Effect: The user designates a single weapon in their Dojo; this weapon is treated as passively equipped whenever the user is not wielding any other weapon, and does not prevent the usage of handseals. Attacks with this Natural Weapon are considered Cursed. Natural Weapon is immune to effects which may cause the user to unequip or change weapons, and if multiple 'passively equipped' weapons are present, the user must state one. 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 aftereffects are disastrous, however. Rank 2: While active, the user and their techniques are Cursed. Additionally, they deal 10% damage. Damage taken by the user is reduced by 15%; this reduced damage is converted into CP for the user. Lasts up to 30 seconds. Cost: 3 AP and 2,400 HP to initiate. 4% Max Hp/Rnd Notes:
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| Kinjutsu | |
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| All humans have the potential within them to call forth great and super-human power, though the majority of tend to live their lives using no more than a fraction of their capabilities. Yet, there are some that possess the will to push themselves over any limit, even beyond to what can be deemed as physically impossible. These are the few shinobi who have practiced the art of unlocking the Eight Inner Gates, the Hachimon. These gates lie upon specific points in the chakra system and limit the body's potential in order to maintain a safe and stable balance, yet through training, one can learn to remove these natural barriers for a short time. Only the most fit and in sync with their body's completely are capable of understanding and surpassing their limits, any who fall short of utter devotion to their body's maintenance have no hope up understanding the workings of the Eight Gates. Kinjutsu Table
Prerequisites: Kinjutsu Application, B-Rank, 3 Ability Slots Effects:
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The chakra gates are the limiters in the body that govern the natural processes of the body such as fatigue, metabolism, and stamina. Unleashing these gates push the user's body far beyond the capabilities of normal human potential, making things such as superhuman strength and lightning speed a reality, at the cost of straining the body and burning vitality rapidly. Common traits of the gates include darkened skin, blank eyes that come from the pressure placed upon the body, and even vivid visible auras of chakra. Information Prerequisites: Hachimon Effect: User may open their Chakra Gates which grants them the following bonuses based on which Gates are opened:
Cost: 0.5 AP and 200 Cp per gate to initiate. 100 Hp/rnd per gate. Notes:
It is said that a Hachimon is never out numbered because of their unquenchable fighting spirit. Indeed it is that very fighting spirit that sets them apart from the average martial artist by way of constantly driving them to seek mastery over their technique and their form. Their drive to succeed at their goals no matter what the odds are is perhaps the greatest weapon in their arsenal. Information Prerequisites: Hachimon Effect: The user is not KO’d at 0 HP. Any round during which the user starts with a negative HP total they immediately suffer 20% of their maximum HP in damage and their Bleeding Level is increased. If the user is already at Rank 5 Bleeding at the beginning of the round then they immediately suffer their Bleeding damage. Notes:
Merely opening Chakra Gates is not enough for a Haichimon, having learned to push their bodies to open Chakra Gates, they then can push even further, far beyond normal shinobi. The pinnacle of which is to open the forbidden Gate of Death. Information Prerequisites: Hachimon Rank 1/2: Rank 1 allows the user to activate a 4th and 5th Chakra Gate. Rank 2 allows the user to activate a 6th and 7th Chakra Gate. Special Action - The Eighth Gate: Gate of Death: For 0.5 AP and 340 CP the user can activate the Gate of Death. This Chakra Gate doubles the effects of all of the other Chakra Gates, but the user will be KO’d at the end of the battle. Cost: 2.25 AP and 680 CP Note:
A rapid blitz of strikes that are so quick in succession that they ignite the air around the Hachimon's fists through a combination of raw air friction and the chakra being used in the process for the attack. Each strike carries with it the force of an explosion and is enough to bawk even the sturdiest of foes. Information Prerequisites: Hachimon Rank 1/2: User strikes 5 times dealing 315/395 damage per strike at -1 Accuracy, with a +15%/30% chance to cause Suppression. Morning Peacock can cause Suppression up to 2/4 times per use rather than the normal limit of once. Cost: 2.25 AP and 715 CP Notes:
A technique which has taken many forms over the years thanks to the varied masters of the Hachimon teachings, the Sure-Kill Strike is an attack which draws upon the incredible power of the Eight Gates to execute an extremely versatile technique. Information Prerequisites Hachimon, A-Rank Rank 1/2: Base damage is 3,300/4,125. The user must select a Special Action. Special Action - Daytime Tiger: This technique automatically triggers any Activated Auto-Dodge effects that the target has prepared in their conditionals before attempting to strike. Special Action - Evening Elephant: This technique strikes 5 times dealing 660/825 damage per strike. If Evening Elephant is blocked by a barrier then one strike is ignored, the barrier is destroyed and the remaining strikes target the opponent as normal. Cost: 2.75 AP and 2060 CP Note:
Hachimon users are commonly thought of by martial artists as the supreme masters of unarmed combat and the Night Guy technique is a large portion of that reputation. By condensing all of their chakra into a single limb of their body and then using the combined energy of all eight Chakra Gates the Hachimon is able to enter a state of intensity which blurs the line between possible and impossible. Information Prerequisites S-Rank, All Hachimon techniques mastered Rank 1/2: Converts the user's life force into raw power and strikes a single time dealing 2,670/2940 damage at +1 Accuracy. If Night Guy is a Full Hit then it deals additional damage to the target equal to 7.5%/10% of the user's maximum HP and elevates the Called Shot penalties of a single one of the user's limbs to a special Useless Called Shot Level. Cost: 3.75 AP and 3,740 CP Note(s):
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| Contract Type |
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| Statistics | Custom Class |
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| Agility Taijutsu Ninjutsu Genjutsu Health Points Chakra Points | Enter Class Name HP: CP: Class Bonus: High: Average: Low: |
| Abilities & Jutsu Sub-types | Weapon |
|---|---|
| Abilities 1. 2. 3. Sub-types 1. 2. 3. | Insert Name Type: Mods: Augments: 1. 2. 3. |
| Jutsu List |
|---|
| E-Rank | D-Rank |
|---|---|
| ⊳ ⊳ ⊳ ⊳ | ⊳ ⊳ ⊳ ⊳ |
| C-Rank | B-Rank | A-Rank |
|---|---|---|
| ⊳ ⊳ ⊳ ⊳ | ⊳ ⊳ ⊳ ⊳ | ⊳ ⊳ ⊳ ⊳ ⊳ ⊳ |
| Contract Type |
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| Statistics | Custom Class |
|---|---|
| Agility Taijutsu Ninjutsu Genjutsu Health Points Chakra Points | Enter Class Name HP: CP: Class Bonus: High: Average: Low: |
| Abilities & Jutsu Sub-types | Weapon |
|---|---|
| Abilities 1. 2. 3. Sub-types 1. 2. 3. | Insert Name Type: Mods: Augments: 1. 2. 3. |
| Jutsu List |
|---|
| E-Rank | D-Rank |
|---|---|
| ⊳ ⊳ ⊳ ⊳ | ⊳ ⊳ ⊳ ⊳ |
| C-Rank | B-Rank | A-Rank |
|---|---|---|
| ⊳ ⊳ ⊳ ⊳ | ⊳ ⊳ ⊳ ⊳ | ⊳ ⊳ ⊳ ⊳ ⊳ ⊳ |
Current Ninpocho Time:
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