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:

Namamoto Kamaru Dojo: Qualification Proving Grounds

Kamaru

Faithful Ninja
Joined
May 23, 2013
Messages
3,196
Yen
21,192
ASP
0
Current Abilities: 6/11
00. Journeyman (as of 8/23/13)
Jutsu cost -5% Chakra; [Mission] does not take up a RP Slot
00. Shinoni 101 - Ninjutsu (as of 09/07/13)
Effect: - Upon gaining this ability, the user is given access to an additional Advanced Element. This element must
be specified and does not apply to the cap limit of having four advanced elements. This additional element may
be unlearned after three months and in which the user is able to apply for a new element, able to transfer these
ranks to another Advanced Element or Ninjutsu of their choice.
Notes:
- This ability is automatically gained upon fulfilling the above requirements.
- This Ability does not take up an ability slot.
- If a C-Rank or higher Missing/Rogue does not have either Medical Knowledge or Shadow Tactics, then they
gain this ability.
- A character is only able to have one of the three Shinobi 101 Abilities.

01. Quick Reaction (as of 8/13/13)
If the user dodges an attack, the user may declare a jutsu to be used as a counterattack against the attacker at +1 Accuracy/DC. The user pays all costs normally.
02. Initiative (as of 8/23/13)
The user is capable of prioritizing 1 AP worth of actions per round which are modded as 0 AP but all costs are paid as normal.
03. Insight (as of 8/23/13)
Hidden Actions are revealed to the user through PM.
04. Strategy (as of 8/23/13)
Required for certain jutsu/item effects
05. Healing Factor(as of 09/07/13)
- The user gains 3% Max HP at the end of each round.
- All Medical Jutsu are +10% more effective on the user.

Special Action - Quick Healer: At the end of a round the user may choose to pay CP equal to 5% of the damage done
to the player during the round, to regain 5% of the HP lost by the player during the round.

06. Hyperactive(as of 09/07/13)
Effect: The user regains +3% of their Max CP back at the beginning of every round.

Elemental Affinity
Basic Major: N/A
Basic Minor: N/A
Advance Elements: N/A

Core Class Abilities: 10/20
Sneak Attack<i></i> - Passive (3 points)
Restriction- C Rank and up
Many honor-bound fighters will make sure that their opponent is ready and aware before beginning a fight. Not so with the Opportunist. A turned back is an open target for them, a chance they don’t dare pass up.
Effect: All the user's attacks have a 10% chance of being a Sneak Attack. All Sneak attacks gain +1 Critical and deal x2.5 damage upon a Critical hit; this does not stack with other critical damage modifiers.

Shadow Step<i></i> - Passive (2 points)
Embracing the shadows, opportunists are adept in the art of covert fighting. They remain hidden from their victims until the moment they strike and even then leave their victims wondering where the attacker came from...and where they went.
Effect: The user has a 30% chance at remaining in Stealth after performing a Sneak Attack. Once per round, the user may make a Sneak Attack without being dropped out of Stealth; this may only be done three times per battle.

Quick Step III<i></i> - Boost (3 point)
Restriction- Can be purchased up to three times
Opportunists have mastered the art of precision attacking, knowing just when and how to catch the opponent off-guard with their attacks. It is very difficult into tricking one with your movements, masters as they are in the art of it already.
Effect: +1 accuracy

Flash Counter II<i></i> - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and Up
This jutsu is the ultimate counterattack; defensive and offensive at the same time, leaving no openings and at the same time exploiting all of the enemy’s openings. In the blink of an eye, the user can evade any attack and appear behind the enemy, attacking immediately with utter impunity.
Rank 1: The user automatically dodges the next attack directed at them and appears behind the attacker. The user may then strike with 4 Basic Strikes or attack with any E-D Taijutsu for .5 AP less. These attacks count as sneak attacks, and cannot be countered, detected, or auto-dodged.
Rank 2: The user automatically dodges the next attack directed at them and appears behind the attacker. The user may then strike with 6 Basic Strikes or attack with any E-C Taijutsu for 1 AP less. These attacks count as sneak attacks, and cannot be countered, detected, or auto-dodged.

Cost: 2,500 Cp; 2.5 Ap

Notes:
- This may be used Reactionary.
- This may only be used once a round.

Weapons
Brawling Gloves: A pair of black gloves, depiction of a fireball with a it's tongue sticking out and shades on the back of the hands.
Type: Unarmed
Bonus: May use Handseals while armed with an unarmed weapon
Accuracy: -1 Acc/+5% dmg
Augments:
•Vampiric
•Blitz
•Quick Switch

Chakra Atuned Gloves: Dark grey gloves with an odd piece of cloth off the back of the hands, filters to the color of chakra/element being used.
Type: Unarmed
Bonus: May naturally inflict Bleeding Or Suppression OR may use Handseals while armed with a Projectile Weapon.
Accuracy: -1 Acc/+5% dmg
Augments:
•Ignition
•Blitz
•Quick Switch

Flicker Kunai: An odd shaped dagger with a unique design surprisingly elongated at the middle
Type: Projectile
Bonus: May use Handseals while armed with a Projectile Weapon.
Accuracy: +2 Acc/-10% dmg
Augments:
•Tracer
•Silencer
•Wide Edge
 
Applying for Quick Reaction. New to the process let me know if I messed something up. Also do we have to RP stuff for our CA points abilities?
Kamaru raised an eyebrow as the lady read over his form. He was applying to have the ability Quick Reaction added to his personal file and he hadn’t been sure on the process, coming in and asking he had been directed towards the older lady in the office he was sitting next to now. No one made eye contact with her. She handed him a clipboard with a form on it and stated he needed to fill it out in full or the application could take longer than expected. He had filed it out and she seemed to be scrutinizing it in great detail her eyes had been narrowed down to slits for a while and she hadn’t moved. As a snore and snort escaped her Kamaru looked around wondering if this was some kind of joke.
She stood and asked him to follow her. Kamaru leaned around and caught the name on the name tag on the desk for a mental note for later. As he was lead into a room she explained he’s be tested on his ability to move in the direction noted on some arrows on the wall as they lit up and he’d be timed. It seemed easy as she actually smiled at him and he felt comfortable on the process being pretty easy. Her smile faded to a frown and she used a remote. Several areas of the wall slide to the side and what looked like baseball pitching machines started to whirl into motion.

”Are those pitching machines?” Kamaru asked.

”Whatever makes you feel safe.” the lady stated.

Kamaru scowled when he realized she was standing behind a safety barrier and put on a helmet.

Kamaru started moving in the directions as they came up and not surprisingly balls started flying and slamming into walls with a bit of velocity behind them.

”You missed one!” the lady stated over the noise.

”It’s not lighting up!” Kamaru yelled back between dodges.

”Good Point! Light must be weak. One sec!” she cackled making Kamaru very nervous.

As the light dimmed to almost pitch black Kamaru swore under his breath repeatedly and focused on three things, moving the way he needed to, quickly dodging things in the process, and what he would do if he ever met this crazy old bat in a dark alley. As the speed increased he realized they were aiming towards were he needed to move now and he was beginning to get annoyed. As the dimmed further so did Kamru’s need to rebel back as he side stepped a volley he started working handseals in the near dark. The sound of flapping leather belts and slashing was heard around the room as the arrows stopped flashing eventually. The lights brightened to reveal several broken down machines the feeding belts not able to lob out projectiles flapped wildly and sporadically. Looking around the lady scribbled down some notes on the form.

”Hmm well physically you’re fast but mentally you seem pretty slow. Could have done that a while ago and I’d have been out on a smoke break. I’ll cut you a break and give you a pass this time.” she commented sending Kamaru into a new series of seething. He eyed a baseball on the way out… no she hadn’t filed the paperwork yet. She would get hers… eventually.
 
Requesting the following Core Ability related skill sets:
Sneak Attack (3)
Shadow Step (2)
Quick Step III (1x3)
Flash Counter II (1x2) Mastered Jutsu

Sneak Attack<i></i> - Passive (3 points)
Restriction- C Rank and up
Many honor-bound fighters will make sure that their opponent is ready and aware before beginning a fight. Not so with the Opportunist. A turned back is an open target for them, a chance they don’t dare pass up.
Effect: All the user's attacks have a 10% chance of being a Sneak Attack. All Sneak attacks gain +1 Critical and deal x2.5 damage upon a Critical hit; this does not stack with other critical damage modifiers.

Shadow Step<i></i> - Passive (2 points)
Embracing the shadows, opportunists are adept in the art of covert fighting. They remain hidden from their victims until the moment they strike and even then leave their victims wondering where the attacker came from...and where they went.
Effect: The user has a 30% chance at remaining in Stealth after performing a Sneak Attack. Once per round, the user may make a Sneak Attack without being dropped out of Stealth; this may only be done three times per battle.

Quick Step III<i></i> - Boost (3 point)
Restriction- Can be purchased up to three times
Opportunists have mastered the art of precision attacking, knowing just when and how to catch the opponent off-guard with their attacks. It is very difficult into tricking one with your movements, masters as they are in the art of it already.
Effect: +1 accuracy

Flash Counter II<i></i> - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and Up
This jutsu is the ultimate counterattack; defensive and offensive at the same time, leaving no openings and at the same time exploiting all of the enemy’s openings. In the blink of an eye, the user can evade any attack and appear behind the enemy, attacking immediately with utter impunity.
Rank 1: The user automatically dodges the next attack directed at them and appears behind the attacker. The user may then strike with 4 Basic Strikes or attack with any E-D Taijutsu for .5 AP less. These attacks count as sneak attacks, and cannot be countered, detected, or auto-dodged.
Rank 2: The user automatically dodges the next attack directed at them and appears behind the attacker. The user may then strike with 6 Basic Strikes or attack with any E-C Taijutsu for 1 AP less. These attacks count as sneak attacks, and cannot be countered, detected, or auto-dodged.

Cost: 2,500 Cp; 2.5 Ap

Notes:
- This may be used Reactionary.
- This may only be used once a round.
 
Kamaru is an Opportunist and is entitled to 20 points (10 used):
Sneak Attack<i></i> - Passive (3 points)
Restriction- C Rank and up
Many honor-bound fighters will make sure that their opponent is ready and aware before beginning a fight. Not so with the Opportunist. A turned back is an open target for them, a chance they don’t dare pass up.
Effect: All the user's attacks have a 10% chance of being a Sneak Attack. All Sneak attacks gain +1 Critical and deal x2.5 damage upon a Critical hit; this does not stack with other critical damage modifiers.

Shadow Step<i></i> - Passive (2 points)
Embracing the shadows, opportunists are adept in the art of covert fighting. They remain hidden from their victims until the moment they strike and even then leave their victims wondering where the attacker came from...and where they went.
Effect: The user has a 30% chance at remaining in Stealth after performing a Sneak Attack. Once per round, the user may make a Sneak Attack without being dropped out of Stealth; this may only be done three times per battle.

Quick Step III<i></i> - Boost (3 point)
Restriction- Can be purchased up to three times
Opportunists have mastered the art of precision attacking, knowing just when and how to catch the opponent off-guard with their attacks. It is very difficult into tricking one with your movements, masters as they are in the art of it already.
Effect: +1 accuracy

Flash Counter II<i></i> - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and Up
This jutsu is the ultimate counterattack; defensive and offensive at the same time, leaving no openings and at the same time exploiting all of the enemy’s openings. In the blink of an eye, the user can evade any attack and appear behind the enemy, attacking immediately with utter impunity.
Rank 1: The user automatically dodges the next attack directed at them and appears behind the attacker. The user may then strike with 4 Basic Strikes or attack with any E-D Taijutsu for .5 AP less. These attacks count as sneak attacks, and cannot be countered, detected, or auto-dodged.
Rank 2: The user automatically dodges the next attack directed at them and appears behind the attacker. The user may then strike with 6 Basic Strikes or attack with any E-C Taijutsu for 1 AP less. These attacks count as sneak attacks, and cannot be countered, detected, or auto-dodged.

Cost: 2,500 Cp; 2.5 Ap

Notes:
- This may be used Reactionary.
- This may only be used once a round.
 
Applying for Journeyman - Main Branch
Applying for Initiative, Insight, Strategy (WC 300+)
Kamaru walked in and made eye contact with the person at the application desk, as they locked eyes he smiled wickedly. He was totally ready for her this time as he slapped down three application forms.

”Applying for Strategy, Initiative, and Insight… Mildred.” he stated the last of his words dripping from his mouth as if her name was pure poison.

”That’s great kid but I’m going on a Sm-“ she began reaching into her purse and stopped as Kamaru held up her brand. Her eyes narrowed and she dug through and then went into her desk. Kamaru produced an additional pack.

”Weeell I guess I’ll have to bum a smoke off someone… Big whoop youngin’” she snarled out not too impressed.

Kamaru wiggled a finger no as he dropped the smokes into a bag and pulled out a lighter in the shape of a man in shiny glittering red pants with no shirt on. That made Mildred’s eyes widen and bulge as she patted herself down frantically.

”My limited edition Maho Masaru lighter!” She croaked before she regained her cool with shaking clenched fists.

”Maybe I won’t go for a smoke… it is close to lunch time I’ll be back in two ho-“ she began snidely as Kamaru blinked surprised and pointed at the break room.

”Haaa!” she cackled back snidely wiggling her finger at him, ”Shows how much you know I didn’t bring in my lunch since people al-“ she began before someone from the break room yelled out.

”WHO TOOK MY LUNCH!” a man screamed,
”HEY MINES GONE TOO!!! Oh there’s a note”

Kamaru smiled wickedly as Mildred stared back at him and a roar from the breakroom flicked her attention back that direction.

”DEAR CO-WORKERS, I WAS HUNGRY AND DIDN’T SEE ANYTHING GOOD SO I WENT THROUGH ALL OF YOUR LUNCHES. P.S. SINCE I’M TRYING TO STOP SMOKING I’VE BURNED ALL YOUR CONTAINERS OUTSIDE… SIGNED MILDRED!!!!!!” a man bellowed. There was much in the way of grumbling from the break room and even Kamaru had started backing up.

”Wanna eat out?” Kamaru asked with Mildred following pace behind him back to her desk.

He handed her several menus to restaurants a bit away from the office.

”Well played bean sprout… lunch is on you though… and gimme my lighter!!!” she explained snatching up her purse and slamming her approved stamp down on the applications. She’d be damned if she was stopping to do paperwork now.
 
Applying for Healing Factor and Hyperactive (WC: 200+)
He had made his way from the hospital signed a waiver even with his bill of clean health they would have preferred more observation but Kamaru couldn’t sit still and he found himself outside the building for processing looking at the large envelop in his hand and the night drop box. Kamaru had already looked through the paperwork that was signed off on for the abilities. He felt slightly sluggish now but due to the side effects of almost drowning in the vat of concentrated chemicals from the combat drug facility he could see how the stimulants were affecting his natural resting and healing states as a side effect. He felt on edge. He definitely felt like he was on a wicked buzz from a cup of coffee but from what he could tell and what the nurses told him he hadn’t had any coffee or other beverages or similar stimulants that would cause the buzz he was feeling. He felt like he had been shot up by pure adrenaline in truth although he hadn’t his body was only working naturally. Only naturally now meant his body was in overdrive for a resting state.

It worried him if it was really a blessing. His body had recovered far faster than normal even through medical healing practices it wasn’t common place to recuperate at this rate. Would it shorten his life like a candle burning from both ends? The constant itching while he was in a cast or being bandaged was it from the healing of his body outpacing the medical aids for him healing. He stared at the envelope and the drop off box before he slide it in the slot and heard it drop. He kind of missed not being able to talk to Mildred but at this time of night if she was still at work she was definitely a crazy old lady to be feared.

(OoC: I haven't decided my mapping on advanced elements yet but if I applied for it could I get Shinobi 101 - Ninjutsu along with Journeyman legally because that's two abilities for free?)
 
Not adding any new abilities but as of this time S Rank has 11 (+1 for my Custom Class Bonus Ability)

I'd like to add the following weapons though.
Brawling Gloves: A pair of black gloves, depiction of a fireball with a it's tongue sticking out and shades on the back of the hands.
Type: Unarmed
Bonus: May use Handseals while armed with an unarmed weapon
Accuracy: -1 Acc/+5% dmg
Augments:
  • Vampiric
  • Blitz
  • Quick Switch

Chakra Atuned Gloves: Dark grey gloves with an odd piece of cloth off the back of the hands, filters to the color of chakra/element being used.
Type: Unarmed
Bonus: May naturally inflict Bleeding Or Suppression OR may use Handseals while armed with a Projectile Weapon.
Accuracy: -1 Acc/+5% dmg
Augments:
  • Ignition
  • Blitz
  • Quick Switch

Flicker Kunai: An odd shaped dagger with a unique design surprisingly elongated at the middle
Type: Projectile
Bonus: May use Handseals while armed with a Projectile Weapon.
Augments[/u]:
  • Tracer
  • Silencer
  • Wide Edge
 
Flicker Kunai: An odd shaped dagger with a unique design surprisingly elongated at the middle
Type: Projectile
Bonus: May use Handseals while armed with a Projectile Weapon.
Accuracy: +2 Acc/-10% dmg
Augments:
•Tracer
•Silencer
•Wide Edge

(OoC: My apologies)
 

Current Ninpocho Time:

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