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:

Minamoto Daisuke

Joined
Oct 3, 2017
Messages
642
Yen
450,600
ASP
529
OOC Rank
S
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Name: Minamoto Daisuke
Codename: Makara
Age: 15
Height: 5’6”
Weight: 130 lbs
Gender: Male
Core Ability: Tidecaller

Physical description:
Standing at slightly above average height for his age, Minamoto Daisuke doesn’t present too much of an imposing figure. His blonde hair and piercing blue eyes (a gift from both his mother and father) frame his face elegantly, the brightness of which juxtapose his often serious and unimpressed expression. As per the tradition of his father’s clan, Daisuke has a tattoo of the Minamoto clan emblem under his right eye. Such a symbol is of belonging, not only to his family but to the once great Hidden Mist.
No matter how much effort is placed into his appearance, the blonde locks sat atop Daisuke’s head always seem to fall in waves and while it may at first seem untidy the style itself it meticulously placed in order to flow without restricting vision.
The majority of the time, Daisuke sports long deep blue clothing as an attempt to minimise the amount of pale skin visible on his person. Both his sleeves and trouser legs are fastened by a thin cream cord at the ankles and wrists to keep them from billowing in heavy wind or strenuous activity. Should the weather require it, a brown sleeveless jacket sits on top of the blue garb in order to protect from the elements.

Mental Description:
Serious. Often a word that Daisuke would hear from his parents and as he grew older it became more and more entwined into his personality. While some children may be loud and ignorant to the world around them, Daisuke is quite the opposite. However, such a personality trait wasn’t manifested from birth. No, instead the young boy chooses to remain quiet unless he feels the need to talk. In his mind, words spoken needlessly are a waste of energy and a shinobi needs all the energy he can gather – though that does not mean he isn’t confident. Despite being of such a young age, Daisuke has always dreamt of becoming a shinobi just like his parents Minako and Suyashi. But that dream wasn’t to enable an action-packed life, not at all.
In truth Daisuke is a peace-loving boy, always taking the time to quietly reflect on the natural world as well as the nature of the shinobi world into which he was born. A pacifist at heart, Daisuke doesn’t quite understand conflict be it on a local or international level. Yet it is something ever present in the world around him, it is the weight that presses on his mind – invading his calm thoughts with imagery of battle and loss. Even if he couldn’t put it into words, the Minamoto boy knows that peace is the path to happiness not only for him but for everyone.

History:
Daisuke was born to Fujiwara Minako and Minamoto Suyashi, his birth creating a bridge of blood between both clans. Konohagakure provided a home for the young family despite neither parent being born into the settlement, such a fact only served to open Daisuke’s eyes to the unity created despite the differences in origin.
Being the only child didn’t deprive Daisuke of fond memories shared with family, in fact his grandparents became his source of childhood entertainment while both his mother and father attended to their duties in Konoha. Only one grandparent remained alive on each side of the family, Fujiwara Daisuke – the man Daisuke was named after and Kasumi Masa. One a Chuunin while the other was the former Mizukage. The difference in rank would be something Daisuke gradually understood with age, but in truth that mattered very little to him. Of course it was an honour to be the grandson of two Mizukage (one of which he sadly never met) but the classification of shinobi did not matter as the grandparents who were still alive filled the same role.
The two generations of family, parents and grandparents, inspired his drive to become a shinobi. It became clear that the driving force in the world were the shinobi themselves and as such Daisuke campaigned with his parents to allow him to join the academy, their acceptance of his request brought great joy to the young lad as he too would soon join them as a ninja of the hidden leaf.


Stats:
HP:
40,800
CP: 31,200
Tidecaller CP: 7,800
Agility: 600/600
Stamina: 600/600
Taijutsu: 600/600
Ninjutsu: 600/600
Genjutsu: 600/600
Chakra Control: 600/600


Class
Heir to the Mist
HP: (53+lvl) x stamina
CP: (37+lvl) x chakra control
Class Bonus: +4 Stealth and Awareness
High: Ninjutsu Accuracy
Average: Genjutsu DC, Dodge, Genjutsu Save
Low: Melee Accuracy, Ranged Accuracy​


Affinities:
Major Affinities: Water
Minor Affinities: Fire, Vapor

Weapons

Shuriken seal
Weapon type: Thrown (able to use handseals)
Damage modifier: -10%
Accuracy modifier: +2
Augments: Silencer, Toxify, Lucky Strike






Equipment

Utility slot: Respirator
Armour Slot: No Armour
Miscellaneous Slot: Summoning Scroll
Miscellaneous Slot: Kawarrimi Target
Miscellaneous Slot: Ninja Wire Trap

 
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Core Ability Table:
Tidecaller:
Inner Reservoir - Passive (2 points)

Tidecaller shinobi often have a deep inner reserve of power within them that responds especially with their connection to liquids. This chakra is fundamentally water-natured, and so cannot be used with any other jutsu.

Effect: Creates a second chakra pool equal to 25% of the user’s normal chakra pool. Only Water jutsu can be cast from this chakra pool.

Liquid Efficiency x2 - Passive (1 point)

Restriction- Can only be purchased a maximum of two times

Water is not always a luxury that is at hand. Vital as it is, conservation of water is essential, especially for one whose powers come from it. Tidercallers with this ability can spend less chakra when using water jutsu, thereby conserving energy.

Effect: +5% damage and -5% CP cost with Water techniques.

Pressurize - Dependent Special Move (3 points)
Water always wins, in the end. It might not be the most showy of elements, but given enough time or volume water will eventually win out. Tidecallers sometimes prefer to cut that whole 'time' thing out, focusing on the power of their element channeled from their natural skills.
Effect: The user may charge a Water attack for +20% CP to have it ignore enemy damage reduction. If this attack hits a barrier of equal or lower jutsu rank, that barrier is destroyed; if this attack hits a barrier of higher jutsu rank, it deals +20% damage.

Liquid State - Independent Special Move (3 points)

Through a keen understanding of water and all its various properties along with their innate connection, master Tidercallers can turn themselves into liquid, giving them resistances to various forms of attack.

Effect: For 2 AP and 700 CP, the user may transform themselves into water. In this state, all Water actions cost -15% CP and the user gains +10% resistance to Bleeding and Called Shots. Costs 350 CP/round to maintain.

Note:</I><I> This counts as a Chakra Armor.

Water Blessing - Ability Modification (3 points)

Restriction- Requires Hyperactive

The cool liquid employed in healing is such a soothing substance to them that some Tidecallers actually regenerate from the rain. No matter how harsh the downpour, the user is calmly unruffled, absorbing the droplets as if it were their very lifeblood.

Effect: If the user has taken a Water action in the previous round, they also recover 20% of any CP used or lost that round.

Healing Waters- Dependent Special Move (3 points)

Water is not only a destructive force, but the source of all life; without water, nothing can survive. Under this philosophy, Tidecallers can channel water jutsu designed to hurt and maim into the healing aspect of water.

Effect: For +20% CP, the user may instead target friendly targets (including themselves) with Water jutsu. Damaging jutsu will heal for the damage they would have done, including damage boosts to Water actions. Non-damaging jutsu will instead dispel any Poisons affecting the target and reduce their Bleed rank by 1. If the Water attack is targeting more than one target, it will still retain its original number of targets and will have the relevant effect of Healing Waters on all of them. After use, this cannot be used again for 10 seconds.

Notes:

  • If the user is unable to currently select a target, Healing Waters may still be used, but will still heal if it hits an unfriendly target.
  • All effects other than those given by Healing Waters are removed.

Aqua Charge - Dependent Special Move (2 points)
One of the bywords of a Water caster is efficiency. Sometimes for the sake of that efficiency they can choose one of the aspects of their water jutsu to sacrifice in order to enhance another, as the situation calls for.
Effect: When casting a Water jutsu, the user may choose to do so with -1 Accuracy, -5% Base Damage, or +5% CP cost in order to have it used with +1 Accuracy, +5% Base Damage, or -5% CP cost. This may be done up to twice per cast.

Deep Blue Crush - Water Ninjutsu (1 point, 1 to rank up)
Restriction- A-Rank and up
Few environments are so hostile to humans as the ocean's depths. Few things are more inherently dangerous to anything as massive amounts of water crashing down on them. The sheer weight of the water can break bones and crush the air out of anything with lungs--never mind if it's guided by an outside force as well.
Rank 1: Deals 4620 damage at -1 accuracy. The target is inflicted with two random Called Shot levels. If the target has any remaining AP at the end of the round they are hit with this, it can no longer be carried over to the next.
Rank 2: Deals 5775 damage at -1 accuracy. The target is inflicted with three random Called Shot levels. If the target has any remaining AP at the end of the round they are hit with this, it can no longer be carried over to the next.
Cost: 3 AP, 3025 CP
Notes:
- May only be used once a round.
- AP carryover loss does not count as Suppression.
Ninjutsu:
Water:
E Rank:
Pressurized Mist - Mastered
Water Gun - Mastered

D Rank:
Water Whip - Mastered
Aqua Fang - Mastered
Rinse Off - Mastered

C Rank:
Grand Waterfall - Mastered
Impaling Hydro Jet - Mastered
Water Prison - Mastered
Rain Dance - Mastered

B Rank:
Torrential Vortex - Mastered
Hydro Tidal Shockwave - Mastered
Water Shark Bomb - Mastered
Mystical Pond - Mastered

A Rank:
Grand Hydra Excavation - Mastered
Water Dragon Bullet - Mastered
Scorn of Aquarius - Mastered
Supreme Aqua Realm - Mastered


Vapor:
C Rank:
Hidden Mist - Mastered
Blinding Fog - Mastered
Bloody Mist - Mastered
Mist Ball - Mastered

B Rank:
White Mist - Mastered
Burning Mist - Mastered
Rolling Fog - Mastered
Vapor Punch - Mastered

A Rank:
Suffocating Fog - Mastered
Ether Strike - Mastered
Black Mist - Mastered
Steam Snare - Mastered

Fire:
E Rank:
Infernal Ember - Mastered
Thermal Maw - Mastered

D Rank:
Fireball - Mastered
Immolation Armor - Mastered
Combustive Seal - Mastered

C Rank:
Dragon Fire - Mastered
Searing Eruption - Mastered
Scalding Ash Cloud - Mastered
Heat Wave - Mastered

B Rank:
Infernal Hellfire - Rank 1
Firestorm - Rank 1
Sponaneous Combustion - Rank 1
Ring of Fire - Rank 1

A Rank:
Dragon Flame Bomb - Rank 1
Sol Fire Tempest - Rank 1
Abysmal Harbinger - Rank 1
Flame Shield - Rank 1

Non Elemental:
E Rank:
Transformation - Mastered
Body Switch - Mastered

D Rank
Combination Transformation - Rank 1
Crystal Eye - Rank 1
Cancel - Mastered
Spirit Lantern - Rank 1

C Rank:
Jutsu Sealing - Mastered
Stunt Double - Mastered
One Element Sealing - Mastered
Elemental Negation - Mastered
Elemental Clone - Mastered
Barrier - Mastered

B Rank:
Shadow Shuriken Replication - Rank 1

ANBU
C Rank:
Active Camo - Mastered

Taijutsu:
Thrown
E Rank:
Volley - Rank 1
Full Toss - Rank 1
Trick Launch - Rank 1
Mad Flight - Rank 1

D Rank:
Projectile Sealing - Rank 1
Sudden Shot - Rank 1
Shadow Projectile - Rank 1
Blood Grinding - Rank 1
Instant Fail - Rank 1

C Rank:
Silver Crows - Rank 1
Buzzsaw - Rank 1
Full Impact - Rank 1
Spread Counter - Rank 1
Sly Silver - Rank 1
Sinister Steel - Rank 1
Silver Stream - Rank 1

Projectile Because I'm dumb

B Rank:

Flurry Shot - Rank 1
Blunt Shot - Rank 1
Pierce Shot - Rank 1
Pin Shot - Rank 1
Grapple Shot - Rank 1
Burst Shot - Rank 1
Homing Shot - Rank 1

A Rank:
Destructive Power Shot - Rank 1
Combustive Shot - Rank 1
Glacial Power Shot - Rank 1
Voltaic Shot - Rank 1
Terra Firma Shot - Rank 1

Genjutsu:

Abilities:
0.Shinobi 101 (Thrown taijutsu uses Ninjutsu accuracy)
1. Initiative
2.Stalker
3.Hyperactive
4.Willpower
5.Healing Factor
6.Sensor
7.Duelist
8.Tracker
9.Sixth sense
 
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