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-Kono Sumi [Student]

Sumi

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Name: Minamoto-Kono Natsumi

Alias: Sumi

Age: 15

Gender: Female

Height: 5' 3"

Weight: 152 lbs.

Bloodline: Uchiha

IC Rank: Academy Student

OOC Rank: D

Descriptions: Physical, Mental, and History
Physical Description: Sumi is a girl of medium height with a lean, muscular build. She has mid-length black hair. Her blue eyes have peculiar gear-shaped pupils with eight grooves around the edges. Her outfit is a simple white shirt with a red ribbon tie, a black miniskirt, white sneakers, and a black and white jacket with rolled up sleeves. Her shirt is a crop top with mid-length sleeves that bares her midriff. Her sailor-style collar with red stripes is tied by a multicolored scarf. Her skirt is held up by suspenders attached to a belt.

Mental Description: Sumi can be very hot-headed. She has a short-temper and has a hard time not reacting when people try to get the best of her. She also has a very rebellious attitude. She doesn't care that her superiors may know more than she does. She likes to do things her way and hates being ordered around by others. If she doesn't understand the reasoning behind what someone tells her to do, she is more likely to do what she wants the way she wants without concern for the consequences.

History: She was born in the stone village, though their family was originally from the mist village. She is the youngest of two, being the younger sister of Kono Haruka. Sumi embraced the culture she was born into, being very battle-oriented. Respect, honor, and family have always been important to her. Which may be why she gained such a short temper. She never was one to put up with other people's crap. Even as a child, she would often get into fights for what to others seemed like no reason. But she always put it on honor. If another child her age or even older disrespected her, or even said something that should thought was even slightly out of line, she lost her temper and a fist-fight would ensue. She didn't win them all, but she did win enough that she held a certain pride about herself.

This pride is what lead her to join the ninja academy, aside from her admiration for her older sister. Sumi had always been the rebellious sort, wanting to do things her own way, but that didn't defer her from the natural tendencies of younger siblings to want to make their older siblings proud. Sumi had a great amount of respect for her sister and wanted to be as great a shinobi as she was.

Weapons:
Gloves
 
Stats
Stamina: 70/100
Agility: 70/100
Taijutsu: 65/100
Ninjutsu: 65/100
Genjutsu: 65/100
Chakra Control: 70%/100%

Progress to Capping D Rank:

[progress]68[/progress]

Power Level: 405
Character Level: 2
OOC Rank: D

Class
Rookie Class
HP: (38+lvl) x Stamina
CP: (38+lvl) x Chakra Control
Class Feature: None
High: None
Average: All
Low: None

Current HP: 2800
Current CP: 2800
 
Bloodline: Uchiha

One of the most powerful and feared clans known to the shinobi world, the Uchiha have been rumored to be anything from geniuses to a clan of demons. Their most infamous ability is a unique eye condition that appears in some of the more prodigious talents with Uchiha Blood, the Sharingan. This powerful doujutsu give's this clan a variety of abilities that range from perfect mimicry, to casting some of the most deep illusions without so much as a blink of an eye. Many fear the abilities of the Uchiha, and rightly so, for there is hardly an Uchiha that is not destined for greatness within the shinobi world.

084 PL - Sharingan (Rank 1), Will of Fire(Rank 1)
168 PL - Insidious Gaze (Rank 1)
252 PL - Precognition (Rank 1)
336 PL - Copy Skill (Rank 1)
420 PL - Sharingan (Rank 2)
504 PL - Precognition (Rank 2)
588 PL - Will of Fire (Rank 2), Hypnotic Suggestion (Rank 1)
672 PL - Insidious Gaze (Rank 2), Genjutsu Reversal (Rank 1)
756 PL - Sharingan (Rank 3), Copy Skill (Rank 2)
840 PL - Precognition (Rank 3), Genjutsu Reversal (Rank 2)
924 PL - Hypnotic Suggestion (Rank 2)
1008 PL - Insidious Gaze (Rank 3), Genjutsu Reversal (Rank 3)
1092 PL - Will of Fire (Rank 3), Hypnotic Suggestion (Rank 3)
1176 PL - Copy Skill (Rank 3)
1260 PL - Mangekyo Sharingan (Rank 1)
1344 PL - Tsukiyomi (Rank 1)
1428 PL - Mangekyo Sharingan (Rank 2)
1512 PL - Amaterasu (Rank 1)
1596 PL - Mangekyo Sharingan (Rank 3), Tsukiyomi (Rank 2)
1680 PL - Tsukiyomi (Rank 3), Amaterasu (Rank 2)
1764 PL - Amaterasu (Rank 3)

Sharingan - Activated Passive<i></i>
The Sharingan is a unique Eye condition occurring only to those with Uchiha blood. Rumor has it that these eyes stemmed from the Byakugan as a mutation, and they do have similar properties to back this theory up such as allowing the user to view chakra. The Sharingan allows the user to comprehend the attack of an opponent almost before the attacker knows what attack they are making, this is done through tracking their movements by studying their chakra. The user's proficiency with this ability is visible through the amount of Tomoe circling the pupil, and with more mastery, the user will unlock more and more of it's capabilities.

Rank 1: +.5 Dodge, +.5 Accuracy
Cost: .5AP; 150 CP to initiate, 70 CP/Rnd.
Notes:
- Only applies when the user can see their target and/or attacker.

Will of Fire - Passive<i></i>
The possess a burning passion deep within them which can never be truly quenched, their undying flame allowing them to seemingly bring forth the potential of flames far better than anyone else could ever attempt, or desire.

Rank 1: Fire Jutsu damage is increased by 5%.

Insidious Gaze - Passive
Perhaps the most deadly of the well-known Uchiha abilities is a nameless genjutsu that they are capable of putting opponents under in order to alter their perceptions. In reality, this is simply the Uchiha's ability to utilize their genjutsu talents by simply gazing into the eye's of a victim with their hypnotic sharingan, casting an illusion upon those who meet their gaze.

Rank 1: Genjutsu may be cast through the Sharingan, requiring no handseals and gaining +1 DC
Special Action: When casting Genjutsu through eye contact, the user may choose to activate a special effect. If chosen then the Genjutsu cannot be partially effective. Should the Genjutsu be 50% or more successful it is treated as a full hit, otherwise it is treated as a miss.
Notes:
- Requires eye contact, and for the Sharingan to be active.

Precognition - Passive
The Sharingan wields the power to allow the user to view chakra visibly in their environment so long as it is active. With training, the Uchiha are able to focus this trait to the point where they can track the movements of their opponents by honing in on their chakra; a skill that enables them to view movements before they are made and react accordingly, giving the illusion that the Sharingan may see into the future.

Rank 1: +6% Auto Hit to all attacks.

Copy Skill - Activated Passive
Probably the most infamous trait of the Sharingan is it's ability to perfectly memorize anything its gaze wanders upon with perfect detail, allowing the Uchiha to mimic techniques nearly simultaneously as a victim performs them, which has manifested itself as legend that they can see the future.

Rank 1: Allows the user to use and copy any level 1-4 Jutsu used during the last round.
Cost: This skill costs no Ap or CP, however all copied jutsu cost normal Ap and their CP/Hp costs are increased by +20%.
Notes:
- The user's Sharingan must have been active during the time the jutsu was used, and the user must have had full vision of the target.
- When used, the user chooses any jutsu from the previous round and may use it regardless of whether they know it or not. After use, this Jutsu is memorized, and may be used for the remainder of the battle.
- All copied jutsu have a 5% of failing per Jutsu Level (A level seven would have a 35% Chance of failing, for example).
- Only 3 techniques can be remembered at once. Further copying would require the user to overwrite previously memorized techniques, costing CP equal to 2x the forgotten Jutsu's cost.
- The user must meet the Rank and stat requirements to use a Jutsu (A C-Rank cannot copy a Level 8, for example), and may not copy Bloodline, Core Ability, or Kinjutsu techniques.
- These techniques are copied at the rank they were used, and may be remembered and used for the remainder of the battle.
- User must be wielding the correct weapon(s) to copy a Taijutsu and must be able to perform handseals to replicate a Ninjutsu or Genjutsu.
 
Ninjutsu

E-Rank
Transformation Jutsu {Mastered}
Description: A basic shinobi technique that uses chakra to temporarily alter the user's physical appearance. However, this technique does not give the user any abilities that there appearance may seem to give, and can be seen through with enough inspection.
Rank 2: Allows the user to appear as another. The user has a -1 Penalty to the awareness check.
Cost: 110 CP to initiate and maintain.

Body Switch Jutsu {Mastered}
Description: A basic skill involving quickly switching the body with another plant, animal or inanimate object. This is used to confuse the opponent momentarily and create an opportunity to attack or possibly escape.
Rank 2: The user may body switch against level E-B Jutsu.
Cost: Cost of Jutsu dodged +20% CP.
Special Action: The user may attempt to Body switch with an enemies clone. This requires the user to make a melee check against the clone.

Fire Ninjutsu
E-Rank
Infernal Ember
Description: A jutsu that allows the user to create a small flame, throwing it at a target. When launched, this flame burst into a shower of small sparks that burn the victim.
Rank 1: Creates a burst of embers, striking three times each at 95 damage and -1 accuracy.
Cost: 100 Cp to initiate
Special Action: Can be thrown using Ranged Accuracy by paying +10% Cp.
Notes:
- If at least two hit, the target is 'burned'.
- The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.

Thermal Maw
Description: A jutsu that allows the user to exhale their breath in the form of a small burst of fire. Though small, this jutsu is easily performed by simply inhaling and exhaling chakra infused breath.
Rank 1: Exhales a small fire breath that deals 270 damage.
Cost: 90 Cp to initiate
Special Action: By paying +20% Cp, the user may reduce the timing of this attack to .5 Ap (Ap cost remains unchanged).

D-Rank
Fireball
Description: A standard fire technique that involves manipulating chakra into a concentrated ball of flame, before launching it towards a target in a burst of flames. This technique has many variations, such as directly exhaling the fireball or creating it within the palm of the user's hand.
Rank 1: Shoots a fireball that explodes dealing 720 damage with a 12% chance of causing the 'sear' effect.
Cost: 240 Cp
Special Actions:
-Grand Fireball: By paying +20% Cp, the user may increase the radius of the explosion to effect +1 target. However, this technique only deals 80% of the damage.
-Blazing Flare: By paying +10% Cp and lowering Accuracy by -1, the user may create a stronger and larger flame. This deals +5% base damage, grants +4% 'Sear' chance. May stack twice.
-Mythical Phoenix Fire: By paying +10% Cp, the user may divide this attack into up to 5 smaller bursts of flame. 90% of the base damage is divided equally into however many bursts of flame are created, and each is made at +2 Accuracy. Base sear chance is increased by +4% and then divided equally.
Notes:
- When 'Seared' the target has a 10% chance of taking critical damage to the next attack to hit them. If this is not successful, then they only take +10% damage from the attack. This does not stack.

Immolation Armor
Description: A jutsu that rapidly heats the users body, raising their body heat to high, feverish extremes. This technique allows the user to use their body heat as a medium when manipulating flames, allowing them to create incinerating techniques without much stress, and at the same time giving them a natural edge against the cold.
Rank 1: Heats the users body, causing all melee attacks against the user to deal 10% backlash damage to the attacker. Additionally, all melee contact with the user has a 8% chance of causing the Burn effect.
Cost: 260 Cp, 130 Cp/Rnd
Special Actions:
-Burnout: While active, the user may pay the maintain cost with their HP to forcibly end this technique in a single burst of flames emitted from the users body. If used while bound this floods the body with heat and counts as an escape attempt with x2.5 of the escape chance. This Jutsu cannot be recast for a full round.
Notes:
- This jutsu is a Chakra Armor.
- Melee contact is any action using melee accuracy against or by the user. Attacks with multiple strikes can cause backlash multiple times.
- Ice damage does not deal backlash damage, however, is reduced by -10% damage against the user.
- The Burn effect causes the target to take +5% damage for a full round. Burn stacks up to three times. Multi-Hit attacks may only cause the Burn effect once per use.

Combustive Seal
Description: A jutsu which allows the user to scribe a seal capable of holding fiery chakra, this allows a user to set up traps by storing their flames for later use. Once stored, this seal fades from the view of normal eyesight, detonating when a source of chakra other than the user comes nearby or if the user chooses to release the seal. This technique is akin to an Exploding Note.
Rank 1: Allows the user to scribe a seal imbued with a Fire jutsu. Each action performed by others in battle have a 12% chance of setting off the seal. This has a 45% chance of being a sneak attack.
Cost: Increases the seal Jutsu's Ap cost by +.5 and Cp cost by +30%.
Special Actions:
-Release: While a seal is active, the user may pay half the Cp cost and .5 Ap to detonate the seal. Doing loses the normal Sneak Attack bonus, and instead the 'Chance to set off' the seal becomes a 'chance to be a sneak attack'. This may be used reflexively.
-Charge: Upon initiation, the user may choose to seal an additional Fire Jutsu into the trap. However, this lowers it's chance of setting off by -4%. The user pays all costs normally, including the increased Ap.
Notes:
- May only have one Trap active at once, and lasts up to two rounds.
- This jutsu may effect anyone other than the user.
- This may only store Fire jutsu level C and below.
- Upon use, user spends the Ap (Including timing) and Cp for each jutsu stored into the trap.
- This jutsu may not be absorbed, sealed, stored, reflected, etc.
 
Taijutsu

E-Rank
Janken {Mastered}
Description: A simple 3-hit combo given the title of a child's game.
Rank 2: 3 Strikes at normal Accuracy dealing 85 Damage each.
Cost: 80 CP
Special Action: By paying an additional +20% Cp, the user may choose a single effect:
- Rock: The user combines all three strikes into a single strike dealing 250 Damage with a +6%/+8% chance to cause suppression.
- Paper: The user combines all three strikes into a single strike dealing 250 Damage with a +4%/+5% chance to cause bleeding.
- Scissors: The user combines all three strikes into a single dealing 250 Damage ignoring 5% Damage Reduction.

The One-Two
Description: A simple set of punches or kicks delivered to an opponent.
Rank 1: 2 Strikes at Normal Accuracy dealing 100 Damage each.
Cost: 65 Cp

Low Sweep
Description: A low striking blow meant to trip an opponent.
Rank 1: 1 Strike at -1 Accuracy dealing 210 Damage. Upon a Full Hit, this has a 6% chance to inflict a -1 Accuracy to the targets next Offensive Action.
Cost: 70 Cp

Uncalled For Shot
Description: A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.
Rank 1: 1 Strike at +3 Accuracy dealing 170 Damage. Upon a Full Hit, this has a 8% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.
Cost: 55 Cp

D-Rank
Spinning Wind
Description: An efficient kicking technique that consists of three quick roundhouse kicks to the opponent, one to the head, one to the side, an the last to the legs. This technique is done in a quick motion often kicking up a small gust.
Rank 1: 3 Strikes at +1 Accuracy dealing 170 Damage each.
Cost: 170 Cp
Notes:
- The first strike; upon a Full Hit, this strike has a 5%/7% chance to disorient the opponent causing their next Offensive Action to target a random target. This can only effect the same target Twice per battle and once a round.
- The second strike; upon a Full Hit this strike has a +1 Critical.
- The third strike; upon a Full Hit this strike has a 5%/7% chance to trip the target causing their next Offensive Action to cost an additional +0.25 AP.
- Only single effect can occur at any time.

Nut Buster
Description: Every man`s weakness and every woman`s trump card. A quick shot below the belt and it hurts more then you would think.
Rank 1: 1 Strike at Normal Accuracy dealing 540 Damage. Upon a Full Hit this technique has a 12% chance to cause the target to suffer -1 Accuracy to their next Offensive Action.
Cost: 180 Cp
Notes:
- This does not stack.
- This does not effect techniques above C-Rank.

Dynamic Entry
Description: The first technique in a series of Dynamic fighting attacks. A simple jump kick sending the user flying stylishly through the air towards the target's face.
Rank 1: 1 Strike at Normal Accuracy dealing 540 Damage.
Cost: 180 Cp
Notes:
- Any Dynamic jutsu used directly after this technique costs -10% Cp.

Dynamic Finish
Description: Another entry in the Dynamic set. A stylish two punch combo meant to appear more effective then it really is while allowing the user to look ultra cool in the process.
Rank 1: 2 Strikes at Normal Accuracy dealing 270 Damage each.
Cost: 180 Cp
Notes:
- If both strikes hit fully, this technique has a 12%/16% to increase the targets next Offensive Action by +5% Cp. If this technique is used directly after another Dynamic Jutsu, this is increased to +10% Cp.

4-Hit Combo
Description: A quick striking technique that allows the user to hit an opponent several times with high accuracy.
Rank 1: 4 Strikes at +2 Accuracy dealing 120 Damage each.
Cost: 160 Cp
 

Current Ninpocho Time:

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