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:

Mojitsu Areomaru ~ The Puppeteer

Joined
Feb 20, 2021
Messages
333
Yen
35,470
ASP
466
OOC Rank
A-Rank
Character Age: 16
Gender: Man
Sex: Male
Character's Physical Description:
Standing at 6'4" inches tall this young man weighs 175lbs. His unusual green hair is contrasted to his warm golden skin tone. His dark eyes are often expressionless and he tends to wear a long loose flowing jacket which he uses to hide his hands to prevent anyone see him utilizing the Puppet Master Jutsu. He is almost always seen walking around with a puppet that appears to be a 4' tall child with similar hair and clothing that Areomaru has.

Character's Mental Description:
Areomaru is soft spoken and isn't a man of many words. He is quiet but he isn't shy, more of an introvert. He doesn't understand the complexity of human social interactions and tends to avoid it when he can as he prefers the company of his Puppet creations. Sarcasm is all but lost as him as he takes people at a very literal meaning when they speak to him. He often sees the world in black and white and has a hard time putting himself in other people's shoes. The few times he does speak to others it is normally when he wishes to discuss one of the recent projects he had been working on and once the topic changes he tends to stop speaking.

Character History:
Attending the Academy when he was 8 years old it was a pretty evident situation that Areomaru had no talent for Genjutsu and could only utilize some minor Sand Release techniques. His skills with hand to hand combat was also lacking and many of the teacher's in the academy started to believe that Areomaru would not have the skills needed to become a shinobi, and it wasn't until the classes started to teach about Puppetry did his skills begin to truly show. At almost prodigal speed Areomaru quickly took to the top of his class in the Puppet Master Jutsu and when he began to design and arm his personal puppet designs he was beginning to be able to compete against the other students in his class when they engaged in sparring.

A few months before Areomaru's graduation the young boy was travelling the tunnels underground beneath Sunagakure when the ground began to shake. Fearing a cave in the young boy would begin to run away when he encountered two older shinobi who seemed to be on parole and before he could feel like he was safe the ground erupted behind him as a massive sandworm would cut through the open channel the boy was running through, causing large sections of stone to break from the ceiling and plummet a top of the boy. Fortunately the shinobi on parole saw him before the cave in and they were able to quickly track him down and pull him from the debris. His injuries were severe and the boy almost lost his life. Fortunately for him though, he was able to recover from most of the injuries before his graduation exam took place, but the one injury that was lingering was the loss of his left arm. Learning to adapt the boy built himself a prosthetic arm using his knowledge of puppet designs.

Stepping into his graduation exam with a newly crafted arm, it turned out that the boy was in a spar where he revealed the various traps and weapons that he had stored within his own limb. The exams were tough, but at the end of the exams the young boy was able to graduate at the age of twelve. A few years have passed since then and he is still working as a Genin for the Sunagakure no Sato Shinobi Forces and has recently joined the ranks of the Journeymen to learn even more about puppet designs and how to utilize traps more effeciently.
 
[TABLE=evenlyspread]
[TR]
[TD]Agility: 150/175
Stamina: 125/175
Ninjutsu: 70/175
Genjutsu: 70/175
Taijutsu: 150/175
Chakra Control: 125/175
Power level: 690/1050


Puppeteer
HP: (45+lvl) x stamina
CP: (51+lvl) x chakra control
Class Bonus: +2 Stealth and Awareness, +1 Cp Mod
High: Ranged Accuracy
Average: Dodge, Genjustu Save
Low: Genjutsu DC, Melee Accuracy, Ninjutsu Accuracy

Major Affinity/Sensory Mastery: Earth (Free-C)
Minor Affinity/Sensory Knowledge: Wind (Free-C)
Advanced Element: Sand[/TD]
[TD]Free Abilities:
Abilities
  1. Genetic Implant : Sunaku (Gourd of Sand Rank 3. Earth+Wind to Sand)
  2. Puppet - Physical Style
  3. Main Branch - Branch Style
  4. Strategist (Allows 5 Prep Slots)
    1. Prep Child with Black Lotus
    2. Prep Serpent with Serpent's Blood
    3. Prep Tortoise with Twilight Venom
    4. Prep Eagle with Plexistim
    5. Arm Explosive Note with 4% Max CP, Conditional set to "When User is hit with Attack"
  5. Mechanized Weapon (Replaced with High Tech)
  6. Weapon Master: Puppet (1 Puppet automatically equipped at the start of the battle,equipping Puppets are Hidden Actions. The first attack with a Puppet is Sneak Attack.)
  7. Initiative (First 1AP at 0AP Timing)
[/TD]
[/TR]
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[TABLE=evenlyspaced]
[TR]
[TD]
Puppet
  1. Castling - E-Rank Mastered
  2. Chakra Emissions - E-Rank Mastered
  3. Guided Strike - E-Rank Mastered
  4. Swift Spin - E-rank Mastered
  5. Searchlight - D-Rank Mastered
  6. Puppet Transformation - D-Rank Mastered
  7. Surprise Shift - D-Rank Mastered
  8. Dagger Assault - D-Rank Mastered
  9. Projectile Launcher - D-Rank Mastered
  10. Hidden Smoke Bomb - C-Rank Mastered
  11. Puppet Clone - C-Rank Mastered
  12. Puppet Switch - C-Rank Mastered
  13. Channel Puppet - C-Rank Mastered
  14. Needle Shower - C-Rank Mastered
Earth
  1. Stone Bullet- E-Rank 1
  2. Sinkhole Fist - D-Rank 1
Sand
  1. Sand Stars - C-Rank 1
Wind
  1. Wind Slash - E-Rank 1
  2. Pressure Burst - E-Rank 1
  3. Air Bullet - D-Rank 1
[/TD]

[TD]
Weapons:
  1. The Child - Puppet [High Tech+Black Lotus x2 (-1% Max HP per round, prevent first 3% HP Recovery)] - Autonomous Familiar's
    • +2 Accuracy/-10% Damage - [Bleeding]
  2. The Serpent - Puppet [High Tech+Serpent's Blood x2 (-2AP in 1 Round)]
    • +2 Accuracy/-10% Damage - [Bleeding]
  3. The Tortoise - Puppet [High Tech+Twilight Venom x2 (Lowers Dodge and Acc by -1 until -3 then reverse)]
    • +2 Accuracy/-10% Damage - [-0.25 AP Timing Non-Offensive]
  4. The Eagle- Puppet [High Tech+Plexistim x2 (3 rounds deal 20% CP spent as damage)]
    • +2 Accuracy/-10% Damage - [-0.25 AP Timing Non-Offensive]

Inventory:
  1. Headset (1AP call, 6 sec)
  2. No Armor (modded .25 AP faster, +5% Secondary Effects for Nin and Tai)
  3. Pouch - Traps x4 (1 use of any trap)
  4. Med Kit x4 (Lowers up to 2 Called Shot or Bleeding penalties on a target, or one of each.)
  5. Explosive Note x3 (Charge up to 4% Max CP for damage)
[/TD]

[TD]
Core Ability 6/6
Automatous Familiar - Passive (3 point)
The mind of a Mechanist spews forth endless ideas that are only limited by the harsh reality of needing to craft them. As such, many create a special familiar to assist them. This familiar is not designed for combat, but what it lacks in power it makes up for with the precision it can perform intricate tasks; from assisting its user in their projects, to dismantling devices...or rigging them into its creator's favor.
Effect: The user has a Automatous Familiar. This Entity works as follows;
  • HP equal to 60% of the user's Max CP. Cannot recover lost HP through any method.
  • Secondary Stats equal to the user's. Its Accuracy type is always treated as if it were a High option in the user's class. Benefits from Technician, if the Mechanist has it.
  • It has its own Awareness, separate from the user.
  • It does not have any Chakra, however is not required to spend chakra for its actions.
  • Immune to Poison, Genjutsu, Medical Jutsu and Chakra Damage.
  • The user must designate at least one weapon of their own weapons in their Dojo thread (but may designate any amount). This weapon is owned by the Automatous Familiar rather than the Mechanist. This Weapon may not be one granted from a Kinjutsu.
  • It has 2.5 AP. It may perform up to 2 basic strikes per round, and use augments applied to its weapons. If equipped with Mechanized Weapon or High Tech, it may use the equipment installed on it.
  • Automatous Familiar will not trigger any Traps it attacks. When hitting a Trap, it makes a Ranged check vs the owner of the Trap; if Automatous Familiar suceeds, the Traphit is converted into the Mechanist's. Traps taken control of count towards the Mechanist's limit of active Traps; if not triggered by the end of the current round, the user may freely change its triggering conditions at the start of the next round.
    • When taking control of a Trap, the original trap owner and the Mechanist are 'reversed' for the purpose of triggering conditions.
Technician - Passive (1 point)
Restriction- May be purchased twice
Proficient with a variety of crafts, a Mechanist is most adept at keeping those around them guessing their exact capabilities.
Effect: The user gains +1 Accuracy/Genjutsu DC to any Tool, Trap and Poison equipment. After using any Tool/Trap/Poison (Traps are based when set, not triggered), this bonus will apply to any of the users actions made in the following 5 seconds (not just equipment).
High-Tech - Ability Modification (2 points)
Restriction- Requires the Mechanized Weapon ability
The equipment of a Mechanist is always something they take great care in, often designed in such a way to ensure that they are never far from their tools.
Effect:Mechanized Weapon may no longer be taken multiple times, and the effect is replaced as follows; all the user's weapons each gain a single equipment slot (rather than a single weapon 2 slots). This slot may be used for a Trap, Tool and Poison items. Items used in this way require a 12 second cooldown before they may be reused, and the same Item may not be selected for multiple weapons. The user does not need to be equipped with the High-Tech weapon to use its item.
[/TD]
[/TR]
[/TABLE]
 
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