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:

Mastuno Hama


Basics

Name: Matsuno Hama
Pronunciation: Mat-su-no Ha-ma

Date of Birth (& age):
Place of Birth: Fire Country
Gender: Male
Species: Shinobi
Social Class/Community Status: Jounin
Language:

Physical Description
Lean and Wiry, standing at 5'11 without shoes. He favors clean, crisp suits that vary in style and design, and beneath the clothes both his torsos are decorated with a litany of scars, while there are only two on his face/head. One arch above his left eyebrow as if following parallel to the eyebrow itself, while the other cuts down from behind the right side of his jaw and partway down to his neck. Both are faded with age. His hair is a deep brown, often mistaken for black when not under a direct light source, and his eyes are a pale, cold blue.

Typical Clothing/Equipment:

Personality/Attributes
By default he is stoic, guarded, and clinically observant, however, once he has relaxed he tends to fall into an easier expression of a mildly sardonic amusement as if whatever he might be registering as funny isn't necessarily nice. He tends to show mild annoyance or irritation when he is perturbed at any level, though there is an utter absence of emotion that takes on when he edges towards a level of anger that could be considered wrath, and his eyes are much more telling to his state of mind than his general expression ever would be. When he is teaching, which is what he aims to do by default, he's often abrupt and cold in his instruction.

[REMOVE OR FILL IN WHAT TO KEEP]
Skills/Talents:
Favourites/Likes:
Most Hated/Dislikes:
Strengths:
Weaknesses:
Fears:
Hobbies/Interests:
Attitude Toward Death:
Religion/Beliefs:
Fetishes/Strange Behaviors:
Most Instructive/Painful/Memorable Experience:
Sexual Preference/Experience/Values:
Education/Special Training:

Relationships

Familie:
Friends:

Theme

History
It was raining when he was born, and it's said that he only started crying when a crack of thunder filled the room as if he were angry at it for showing off. After that day, his relationship with inclement weather changed to something more like a kinship. His eyes were unatturally pale, almost white when they first opened and they failed to get much darker as he aged, resting at a blue that was closer to a faux grey - the unnatural color a marked sign of what he would grow up to become. The uneasiness about him began when he was still in the academy: It started with the family pet, a cat that went from a purring, relaxed beach bum-esque house guardian to a hissing furball of tightly wound muscle looking kept at a state of being ready to pounce. His classmates felt it at times, though it wasn't until he was older that the ability became more pervasive. By then, it was assumed that there was some genetic oopsie in the background of their family tree, a human that wasn't quite entirely so and with the introduction of that figure, whoever it was, the bloodline had become gifted with a taint. A walking oxymoron of beneficial strength at the cost of being off. His time as a Chuunin is when his abilities as a Demonic Ancestried nin flourished, and he fell into the combination style of fighting he still regularly relied on, focusing on the mind in combination with the body rather than the more sorcerous-ey aspects of the elements, though he wasn't one to slag off there. His time as a Chuunin was spent training alongside ANBU, honing his access to their jutsu while also gaining an appreciation for the work and ability of those that were Sentinel's to the village, modeling his personal habits and execution of his goals in a style that mimicked theirs.

His early Jounin years were when he fell in line to what he would eventually become. The rough edges of his personality were sheered off as his youthful tendency toward a spiteful anger when things didn't go his way instead fell to a calculated observation of where things would go rather than where they are, accompanied by the decision to act swiftly and with a precision when action was called on. Despite an assumption of antisocial behavior, he began with guest appearances at the Academy, teaching one or two specific things before eventually branching into more consistent roles as a longer term teacher. His squad fell apart, going separate ways as they came into their own status and positions, and he spent more time attempting to hone students into the tools he believed they should be for the village as a whole to utilize, a teaching method markedly different from those of most other teachers that may have carried with them more of an active empathy in their delivery of lessons.

 
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Combat
(I have gotten the approval of the original owner of the bb-code)
StatsClass
AGILITY: 600 / 600​
STAMINA: 600 / 600
TAIJUTSU: 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:
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Weapon:
Weapon Damage Type:
Damage Modifier:
Accuracy modifier:
Augment:
»
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AbilitiesInventory








  • Kin
  • Kin
  • Kin
  • Abilities card:
  • Free Branch:
  • Free Shinobi 101:
Inventory:



  • *
*= ASP Card

AffinitiesAdvanced Elements
Major and Minor Affinities:

Sensory Moves:
Advanced Elements:




  • *
*= Advanced Element card use.


Core Ability​
Core placements​
Demonic Ancestry
DemonicHeritage.jpg
Those with Demonic Ancestry have a demon or other 'Dark' force influence them in some way - perhaps by being directly descended from a demonic ancestor, or having traded their life for power, or having been corrupted by some cursed artifact. Regardless of source, they generally look the same as normal human beings, albeit, with slightly altered features that make them seem 'off'...That is, until they draw upon their dark attunement and display forbidden strength.
placement said:
Demonic Aura || 3 pts
Demon Blessing || 1 pts
Mind Ripper || 2 pts
Raging Demon || 2 pts
Devil's Trick || 3 pts
Dark Embrace || 2 pts
Dreadforce || 2 pts
Natural Weapon || 3 pts
Form of the Demon || 2 pts
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:
  • This counts as a Chakra Armor.
  • The user and the user's attacks Alignment cannot be changed, regardless of what other techniques are used during this time.
  • The Reduced damage is not counted as DR
  • This does not overwrite alignment changes from a Kinjutsu
  • Can only be used twice per battle, and requires a full 10 seconds of cooldown between uses.
  • Holy attacks ignore the user's damage reduction.

Kinjutsu
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
Information
Prerequisites: Kinjutsu Application, B-Rank, 3 Ability Slots

Effects:
  • The user gains access to the Hidden Power Ability and will not take up a slot. In addition the bonus granted by Hidden Power is no longer reduced if the user's HP is raised above an HP interval by healing effects.
  • The user gain a 10% DR
  • The user Taijutsu cost 20% less CP, but Genjutsu and Ninjutsu cost 10% extra CP.
  • While the user has Chakra Gates open, the Ninjutsu Body Switch does not require a Kawarimi Target, and can be used against A Rank Techniques.
EG1.jpg

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:
  • First Gate: Gate of Opening The user gains +5% Auto-Dodge.
  • Second Gate: Gate of Healing: The user ignores first rank of Bleeding and Sprained Called Shot penalties.These effects are increased by one level by the Eighth Gate: Gate of Death. (Rank 2 Bleeding and Fractured Called Shot)
  • Third Gate: Gate of Life The user regains 2% Max HP every round. This gate does not have an HP cost.
  • Fourth Gate: Gate of Pain The user regains 2% Max CP every round. This gate does not have a CP cost.
  • Fifth Gate: Gate of Limit The user gains +10% Taijutsu Damage and increases the user's damage cap with Taijutsu by 10%.
  • Sixth Gate: Gate of View The user gains +2 Accuracy and Dodge. In addition the user automatically succeeds on Awareness checks against clone techniques.
  • Seventh Gate: Gate of Wonder - +1 AP and +2 Genjutsu Save. These effects cannot be doubled by Eighth Gate: Gate of Death.

Cost: 0.5 AP and 200 Cp per gate to initiate. 100 Hp/rnd per gate.

Notes:
  • The activation costs, maintenance costs and effects of the Chakra Gates are cumulative.
  • The user can activate Chakra Gates consecutively as a single action, with an accumulated AP cost for the purposes of AP timing.
  • Chakra Gates do not need to be opened in order.
  • Only three Chakra Gates can be open at a time without the use of the Go Beyond Technique.
  • Chakra Gates cannot be activated in any way if the user has Cursed Seals or Sage Mode active. Likewise, the user cannot activate either while Chakra Gates is active.

EG8.jpg

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:
  • The user may choose to "give up" at any time they are at negative HP which causes them to fall unconscious immediately.
  • If the user is reduced to -50% of their maximum HP they are immediately KO'd
  • If the user has Kill Switch on, they can instead continue fighting up to -75% of their maximum HP, but die immediately if this threshold is met and are given the Forced Kill penalty.
  • If the user activates Eighth Gate: Gate of Death at any time during the battle they are still KO'd as soon as the battle ends.

EG2.jpg

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:
  • The user may activate 2/4 Chakra Gates for no AP or CP cost as part of this technique.
  • The maintenance cost of the Chakra Gates apply as per normal.
  • The user must have 3 Chakra Gates opened to use this technique.
  • At the beginning of each round, if the user has activated 4/5 Chakra Gates, the user has a 10%/20% chance to increase the Called Shot level of a random limb.
  • At the beginning of each round, if the user has activated 6/7/8 Chakra Gates, the user has a 30%/40%/50% chance to increase the Called Shot level of 3/4/5 limbs.
  • Eighth Gate: Gate of Death Special action can only be used once all 7 Chakra Gates are open.
  • The user can combine opening the first 3 gates with this technique, lowering the AP timing to 2.25 AP instead of 3.75AP timing. This counts as a Combo. This does not change the AP cost.
  • Called Shot Levels from Gates cannot be reversed or healed using Acupuncture.

EG5.jpg

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:
  • The user must have at least 4 Chakra Gates active to use this technique.
  • This Taijutsu subtype matches the weapon used for it.
  • This Taijutsu technique can cause suppression regardless of the weapon type used.

EG6.jpg

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:
  • This Taijutsu subtype matches the weapon used for it.
  • Only one Special Action may be chosen.
  • Sure-Kill Strike can only be used once per round.
  • The user must have at least 6 Chakra Gates active to use this technique.
  • Daytime Tiger triggers the target's Activated Auto-Dodge(s) even if it wouldn't normally activate the opponent's conditional they set to use it with.

jvIR1p.jpg

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):
  • This Taijutsu subtype matches the weapon used for it.
  • The user must have all 8 Chakra Gates active to use this technique.
  • The additional damage caused by Night Guy being a Full Hit cannot be reduced or increased by any effect.
  • If Night Guy hits a barrier then the additional damage is not dealt but the barrier is destroyed automatically.
  • Useless uses the same penalties as Broken status but cannot be healed for the remainder of the battle.
  • If a limb which is already at Broken status is selected, then it is rendered Useless and another random limb has it’s Called Shot Level raised by 1. This process repeats until a limb which was not already at Broken status is selected.

 
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Name: x
Physical Appearance: x
Personality: x
History: x
Other info:State here whether your contract is taking the Gigantic or Hivemind ability.

Contract Type
StatisticsCustom Class
Agility
Taijutsu
Ninjutsu
Genjutsu

Health Points
Chakra Points
Enter Class Name
HP
:
CP:
Class Bonus:
High:
Average:
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