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

Joined
Feb 20, 2021
Messages
333
Yen
35,470
ASP
466
OOC Rank
A-Rank
Up to date Dojo

Abilities
Free Abilities:
Abilities
  1. Defensive Technique (-4 Acc for +4 Dodge)
  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)

Custom Class
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
Gear
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)
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.
 
Last edited:
Up to date Dojo

Abilities
Free Abilities:
Abilities
  1. Defensive Technique (-4 Acc for +4 Dodge)
  2. Puppet - Physical Style (+2 DC, +1 Save, -10% Gen Cost, +1/5% Secondary Effects)
  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)

Custom Class
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
Gear
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)
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.
Approved!
 
Abilities
  1. Defensive Technique (-4 Acc for +4 Dodge) Switching to Genetic Implant: Sunaku (Gourd of Sand Rank 3. Earth+Wind to Sand)
  2. Puppet - Physical Style (+2 DC, +1 Save, -10% Gen Cost, +1/5% Secondary Effects)
  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)
 
Core Ability 8/8
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 Jutsuand 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.

Intuitive Style - Physical Style (2 points)
A Mechanist is one who envisions a grand design...But may not the exact steps to get there. As such, they can be flexible; and always search for ways to adapt.
Effect: While this style is active, the user may use 2 Prep Slots each round (they do not have to be prepared beforehand; all options are available). All CP costs are increased by 15% while this style is active.
Notes:
- Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.

- Does not stack with the Strategist ability, or effects which simulate it. If the user owns said ability, it is unavailable any round Intuitive Style is active.
 
Abilities
  1. Defensive Technique (-4 Acc for +4 Dodge) Switching to Genetic Implant: Sunaku (Gourd of Sand Rank 3. Earth+Wind to Sand)
  2. Puppet - Physical Style (+2 DC, +1 Save, -10% Gen Cost, +1/5% Secondary Effects)
  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)
Approved!
 
Core Ability 8/8
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 Jutsuand 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.

Intuitive Style - Physical Style (2 points)
A Mechanist is one who envisions a grand design...But may not the exact steps to get there. As such, they can be flexible; and always search for ways to adapt.
Effect: While this style is active, the user may use 2 Prep Slots each round (they do not have to be prepared beforehand; all options are available). All CP costs are increased by 15% while this style is active.
Notes:
- Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.

- Does not stack with the Strategist ability, or effects which simulate it. If the user owns said ability, it is unavailable any round Intuitive Style is active.
Approved!
 

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