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:

Natsuru's Dojo type thing

Joined
Oct 22, 2012
Messages
1,039
Yen
0
ASP
431
OOC Rank
S
RP for 1 - 6: https://www.ninpocho.com/viewtopic.php?p=253949#p253949 (Please don't make me write each one out separately Q.Q Or you'll end up with something like the below for each one)

RP for Ambidexterity:
How long ago was it since she started actively training to become a proficient with most weapons? Probably a good ten years at this point. Her attempt to please her parents had actually ended up helping her quite a lot, improving her hand-eye coordination greatly as well as developing her ability to move each hand completely separately from the other, resulting in her becoming completely ambidextrous. It really was surprising how much a little hard work could end up changing how good somebody was at something. Especially at dealing with things they were horrible at, her inability to use her right hand for much other than opening a door before being a prime example

Abilities:
0. Combat Medic
1. Initiative
2. Weapon Attunement
3. Strategist
4. Martial Artist
5. Duelist
6. Defensive Technique
7. Ambidexterity
8. Willpower
9. Called Shot
10. Kinjutsu
11. Kinjutsu
12. Kinjutsu


Weapons:
Black Leather Gloves
Unarmed (May use handseals)
+10% damage; -2 Accuracy
- Dual Weapon (Ambidexterity)
- Steady
- Swift
- Vanguard
Strategist: Black Lotus applied; 1 free basic strike

Kunai
Slashing (May inflict bleeding)
+10% damage -2 Accuracy
- Dual Weapon (Ambidexterity)
- Steady
- Envenom
- Wired
Strategist: Strainweed applied


Equipment:
- Smoke Bomb x3
- Health Pill x3
- Kawarimi Target (Strategist prepared: Explosive Note attached - Proximity 500 damage for 250 cp)
- Explosive Notes x 5
- Explosive Notes x5
Weapon Holster - Black Leather Gloves
Weapon Holster - Kunai
 
Natsuru was declared inactive Oct 15/17 and removed from Missing usergroup.

Profile: https://ninpocho.com/viewtopic.php?f=486&t=40904
Training: https://ninpocho.com/viewtopic.php?f=487&t=40971
Dojo: https://ninpocho.com/viewtopic.php?f=488&t=41121 and? https://ninpocho.com/viewtopic.php?f=488&t=51730
 
Housekeeping part 2:

Profile Link: https://ninpocho.com/viewtopic.php?f=486&t=40904
Free D-Rank Minor Affinity: Earth
Free C-Rank Minor Affinity: Lightning
Free C-Rank upgraded Minor to Major (Same as D-Rank): Earth
Major Affinities (Please state how they were acquired in "()" next to them): Earth (Free affinity)
Minor Affinities (Please state how they were acquired in "()" next to them): Lightning (Free affinity)
BL/CA/Kin Free Advanced Elements: N/A
Non-BL/CA/Kin Advanced Elements (MAX FOUR) (Please state how they were acquired in "()" next to them: Paper (Lightning +Earth)



Class after kinjutsu:

Lost
HP: (60+lvl) x stamina
CP: (40+lvl) x chakra control
Class Bonus: +5% Unarmed Damage; Kinjutsu
High: Melee Accuracy
Average: All others
Low: Gen DC, Ranged Accuracy


Abilities:

9. Called Shot

RP:
With years of training and practice one's aim becomes considerably better, especially when it comes to targeting specific areas for attack. Being able to accurately disarm and opponent or break a limb can quickly give somebody a huge advantage. As such it was no surprise that Natsuru spent a very long time during her early years mastering this skill (why are you even reading this). Hours upon hours throwing kunai at targets and punching dummies was just a part of it, oh no the real practice came against her brother, who had never gone easy on her at all. More often than not she had been the one to lick her wounds after training sessions, but this only served as a motivator if nothing else.


Weapons:

Black Leather Gloves
Unarmed (May use handseals)
-10% damage; +2 Accuracy
- Dual Weapon (Ambidexterity)
- Steady
- Swift
- Vanguard
Strategist: Black Lotus applied; 1 free basic strike

Kunai
Slashing (May inflict bleeding)
-10% damage +2 Accuracy
- Dual Weapon (Ambidexterity)
- Steady
- Envenom
- Wired
Strategist: Strainweed applied
 
Checking...check, looks good. All approved.

Last ability slot filled; 12/12 slots used.

Note that when placing class on profile, please specifically list out 'Genjutsu Save, Evasion, Ninjutsu Accuracy' in the Average section.
 
Redoing some things.

Firstly weapons:

Black Leather Gloves
Unarmed (May use handseals)
-10% damage; +2 Accuracy
- Steady
- Wide Edge
- Vanguard
Strategist: Black Lotus applied; 1 free basic strike

Kunai
Slashing (May inflict bleeding)
-10% damage +2 Accuracy
- Steady
- Wide Edge
- Wired
Strategist: Serpent's Blood applied

Abilities:

Initiative - > Implacable
Martial Artist - > Deflection
Ambidexterity - > Bloody Mess


Inventory:
- Pouch (Poison)
* Black Lotus
* Serpent's Blood
*
*

- Light Armor
- Kawarimi Target

Weapon Holster - Black Leather Gloves
Weapon Holster - Kunai
 
Weapon holsters are not a thing anymore and you can get them refunded. In fact, the only items that cost anything anymore are augments, so you can get anything else refunded. Weapons no longer take up inventory slots; if you have them, you are presumed to have them in battle.

Weapons approved. Abilities need to be RPed for with the exception of switching to Implacable (since it's new). Inventory approved, though you do not need to choose the specific items in your Pouch ahead of time, only the type.
 
After some consideration and me realising I actually have to rp for two of them - Final list for the time being:

0. Combat Medic
0. Hidden Power
1. Implacable
2. Weapon Attunement
3. Strategist
4. Deflection
5. Duelist
6. Defensive Technique
7. Acrobatics
8. Willpower
9. Called Shot
10. Kinjutsu
11. Kinjutsu
12. Kinjutsu

Gaining Hidde Power for free (Kinjutsu)
Swapping Martial artist and Ambidexterity to:
Deflection
and
Acrobatics

Rp:
The kunoichi knelt down to the ground, wiping a bit of the crimson liquid off the stone tile, rubbing her fingers together before bringing it up to her nose. The light metal smell was more than enough to tell her that it was blood. The creature had been through here by the looks. It had managed to narrowly escape the the bone shard she had managed to shoot back at it, but apparently it had managed to graze it's skin. That made things a bit easier, considering she could now rather easily track where it went. Natsuru slowly stood up, focusing chakra into her eyes as the veins around them bulged and her Byakugan activated just in time to see the incoming attack. She would vanish just milliseconds before the giant man-goat creature dug it's claws into the cart she had switched placed with. Had she been ever so slightly slower she would have been dead. No matter. All this meant was that she didn't have to go out of her way to get her prey.

A light chuckle escaped her lips as she drew her sword and charged at the creature. It quickly jumped at her, claws aiming at her throat, but she was ready. The kunoichi raised her blade, pushing the attack out of the way and just narrowly managing to avoid losing her ability to speak permanently. This meant she couldn't use her weapon, but it didn't stop her from kneeing the monster in the stomach and jumping away to safety once more. This didn't seem to slow it down as it almost instantly rushed at her, it's claws at the ready. Just as it thought it had managed to kill its pursuer she disappeared in a burst of confetti, some of them managing to enter it's eyes blinding it for a brief moment as the kunoichi once more appeared behind the creature and ran her katana down it's back.

The creature let out a piercing screech, forcing Natsuru to cover her ears to avoid losing her eardrums. Before she could manage to stop the demon it had already managed to put some distance between her and itself. She took a step forward, falling to one knee as her inner ear struggled to return to normal. 'It's getting away' She thought, pushing herself to stand up, but it was far too late. The goatman had already taken to the rooftops. 'Bloody demon' Natsu thought as she finally managed to steady herself and take after it.....

Continued here:
https://www.ninpocho.com/viewtopic.php?p=278240#p278240

WC: Well over 1k

Hope this works... Q.Q


Changing the poison on my weapon to Twilight Venom (Please deduct the cost don't know what it is):

Unarmed (May use handseals)
-10% damage; +2 Accuracy
- Steady
- Wide Edge
- Vanguard
Strategist: Twilight Venom applied; 1 free basic strike
 
Part one of the changes:

0. Combat Medic
0. Hidden Power
1. Implacable - Dropping
2. Weapon Attunement - Dropping
3. Strategist - Dropping
4. Deflection
5. Duelist
6. Defensive Technique - Dropping
7. Acrobatics - Dropping
8. Willpower
9. Called Shot - Dropping
10. Kinjutsu
11. Kinjutsu
12. Kinjutsu

Training:
0. Shinobi 101 - Kinetic Genjutsu with Nin accuracy

Removing both my weapons. (Not sure what the costs are)
Replacing with:

Unarmed (May use handseals)
-10% damage; +2 Accuracy
Re-energise
Recovery
Wide edge

Final List of Abilities:
0. Combat Medic
0. Hidden Power
0. Shinobi 101 - Kinetic Genjutsu with Nin Accuracy
1. Deflection
2. Duellist
3. Willpower
4. Kinjutsu
5. Kinjutsu
6. Kinjutsu

Water Adept 19/20:
Inner Reservoir - Passive (2 points)
Ninjas with a water adept 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.

Master Water Manipulation - Passive (3 points)
Restriction- C Rank and up
Master water adepts can generate water no matter where they are using any of their chakra, not just their special reserves; this makes their water jutsu more powerful than that of any other shinobi.
Effect: +15% Water Damage

Liquid Efficiency - Boost (3 point)
Restriction- Can only be purchased a maximum of 3 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. Water adepts with this ability can spend less chakra when using water jutsu, thereby conserving energy.
Effect: Water jutsu cost 15% less chakra, including maintain costs.

Healing Waters - Dependent Special Move (2 points)
Restriction- C Rank and up
Water is not only a destructive force, but the source of all life; without water, nothing can survive. Under this philosophy, water adepts can channel water jutsu designed to hurt and maim into the healing aspect of water.
Effect: Water jutsu may be used to heal instead of hurt. Area-effect water jutsu will heal anyone within the area of effect, friend or foe regardless. The affected jutsu costs +20% CP. Is only effected by Water buffs. Can only be used once per round.

Fluid Motion - Passive (2 Points)
Water is their native territory, and their blood. Water Adept simply seem to glide in the water. The rain itself also seems to grant them special bonuses to their movement and allowing them to move faster than their opponents.
Effect: The user is faster after casting a water jutsu, granting a +2 dodge bonus. When any AoE Water Jutsu has been cast that round by anyone, the Water Adept gains a +3 dodge bonus. Lasts the remainder of the round, and does not stack with itself.

Water Blessing - Passive (3 Points)
The cool liquid employed in healing is such a soothing substance to them that some Water Affinitists actually heal 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: User recovers 3% Max HP every round they cast a water jutsu.

Aqua Charge - Dependent Special Move (2 Points)
Restriction- Must have Inner Reservoir
A water user's jutsu can be charged up in order for them to unleash a tidal wave on their opponents. This is a specialty peculiar to water users who have an innate pool of the element's mystical chakra housed within them
Effect: By increasing the chakra cost for a water jutsu by +10%, they can increase the damage by +5% and accuracy by +.5. This move only works on offensive jutsu and may stack up to three times on a single jutsu. Jutsu used with this skill require the additional CP used to be from Inner Reservoir.

Liquid State - Water Ninjutsu (1 point, 1 to rank up)
Restriction- A Rank and up
Through a keen understanding of water and all its various properties along with their innate connection, master water adepts can turn themselves into liquid, giving them resistances to various elements and near immunity to many forms of attack.
Rank 1: User becomes liquid and can take any shape of their choice, as long as the total volume remains the same. While liquid, physical attacks they make deal 50% damage. If the user has Water Absorb, they are immune to all Water jutsu and heal 30% damage from them as well as gaining +5%/+1 from water-based buffs; if not, they only heal 10% and become immune to water-based debuffs. Bleeding chance is reduced by 15%, and 5% extra to get to R5. All Taijutsu attacks deal 10% less damage to the user, and Called Shots are 10% less likely to succeed. User can use Healing Waters once per round whether they know it or not, and cannot target self with own water jutsu outside of Healing Waters. User takes 15% more damage from Lightning jutsu in this state and deals 10% more damage with Water jutsu.
Rank 2: User becomes liquid and can take any shape of their choice, as long as the total volume remains the same. While liquid, physical attacks they make deal 60% damage. If the user has Water Absorb, they are immune to all Water jutsu and heal 40% damage from them as well as gaining +5%/+1 from water-based buffs; if not, they only heal 20% and become immune to water-based debuffs. Bleeding chance is reduced by 20%, and 5% extra to get to R5. All Taijutsu attacks deal 15% less damage to the user, and Called Shots are 15% less likely to succeed. User can use Healing Waters once per round if they do not know it, and twice per round if they do. User cannot target self with own water jutsu outside of Healing Waters. User takes 10% more damage from Lightning jutsu in this state and deals 15% more damage with Water jutsu.
Cost: 2400CP and 3AP, 800CP/round to maintain
Notes: This counts as a Chakra Armor.

Inventory:
- Pouch (Tools)
- Light Armor
- Kawarimi Target
- Headset
 
Current abilities:
0. Combat Medic
0. Hidden Power
0. Shinobi 101 - Kinetic Genjutsu with Nin Accuracy
1. Deflection
2. Duellist
3. Willpower
10. Kinjutsu
11. Kinjutsu
12. Kinjutsu

Training:
5. Elementalist
6. Jutsu Mastery
7. Healing Factor
8. Mind overflow
9. Clumsiness

RP found here:
https://ninpocho.com/viewtopic.php?p=326808#p326808
WC: 2.2k

Final List of abilities:
0. Combat Medic
0. Hidden Power
0. Shinobi 101 - Kinetic Genjutsu with Nin Accuracy
1. Deflection
2. Duellist
3. Willpower
4.
5. Elementalist
6. Jutsu Mastery
7. Healing Factor
8. Mind overflow
9. Clumsiness
10. Kinjutsu
11. Kinjutsu
12. Kinjutsu
 

Current Ninpocho Time:

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