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:

Nokugara Maiko

Yukata Yuki

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[ p e r s o n a l - i n f o r m a t i o n ]:

Name: Nokugara Maiko
Alias: None so far
Age: 16
Height: 5'5"
Gender: Female
Body Frame: Small and slightly toned
Natural Hair Color: Sandy blonde
Natural Eye Color: Fiery red
Alignment: Chaotic Neutral
Rank: Jounin Mednin with tenure
Branch: Medical Branch
Bloodline: Nara
Kinjutsu: none

[ a p p e a r a n c e ]:

Maiko-2_zps217514e3.jpeg


Maiko has long sandy colored blonde hair that she keeps well maintenance. Long, sleek, and straight. It surrounds an angular face with beautiful fiery red eyes. Her skin is almost pale, but she retains a slight tan look, barely noticeable, and yet enough to make her look like she belongs on the beach or something. Its due to the red hues in her skin that offset an otherwise moon pale glow. As for clothes? Well they are whatever she grabs in the morning. Mis-matched or not, and definitely wrinkled from not being folded out of the laundry. She looks like she doesn't care, and indeed she for the most part does not.



[ p e r s o n a l i t y ]:
Well there is a lot to say about this girl, and yet nothing much at all. We will start with the predominating trait, the laziness! Maiko; aka Maia as she prefers to be called, cannot be bothered to do much without good reasoning. That is, if there is no gain, she won't do it at all. If there is gain and she doesn't feel like it, you got your work cut out to convince her.

The two things that move her the most are simple. Intellectual challenge, and of course training herself to be one of the best ninja there is. There is a third thing. But its not something she wishes to do, but feels she has to do. Serve her religious practices in full.

You can find her rather introverted and antisocial for the most part. However she is always friendly, even when she is going to kil you. Unless you somehow find a way, an almost impossible way, to anger her. Then you will find her glowing demeanor missing. By the time you realize it though, you are either dead or wishing you were.


[ o t h e r - i n f o r m a t i o n ]:

Sister of Nokugara Koroki
Cousin of Daiki Hoshi (Second cousin)



[ l i k e s & d i s l i k e s ]:

Likes:

Music
Arts of all kinds really
destruction
trees

Dislikes:

Doing anything unnecessary or fruitless
Being woken from a nap
Anyone messing with whom she considers family

[ h i s t o r y ]:

Character History:
Her family have been Jashinists ever since she could remember. And as such, she was engrained with the philosophy and rituals from childhood. The reason she kept it up? It worked. Somehow her family members have shown extraordinary abilities granted by their Lord. And that proved his existence. Being real as he was, and the only proof of after life, she followed his creed so that she would find a favorable after life. This took up a large portion of her childhood. Even while she attended school like normal kids, and her parents attended their jobs as medics. In the end however, it was all a ruse. Only seeking advantages from society.

The thing that set her free from this religious circle? Her brother murdered the parents in order to rinse them clean of their betrayal to the Lord. Now Maia loved her Lord and did his creed willingly at this point, and as such agreed with her brothers actions. However she was still in grief and fled. She sought the life of a shinobi to try and please her Lord while making a living. All the while she stayed far from anyone and everyone when possible.

Finally she became lonely and sought the company of her brother. Hiding in his view, but under the radar as only she could, she had grown into a fine shinobi women. What would he think of her now?
 
Battle format

New Character Class: Shadowmancy
HP: (mod 35+l7vl) x stamina
CP: (mod 55+7lvl) x chakra control
Class Bonus: Class bonus features
High: High Stat(s) Spell accuracy
Average: Average Stat(s) Melee accuracy, ranged accuracy, Gen save, Gen DC, Evasion
Low: Low Stat(s) none
+1 Accuracy and +5% [shadow] Damage (3pts)
+1 Accuracy and +5% [shadow] Damage (3pts)

HP: 12600
CP: 18600

Agility: 297 / 300
Stamina: 300 / 300
Ninjutsu: 300 / 300
Genjutsu: 143 / 300
Taijutsu: 178 / 300
Chakra Control: 300 / 300

Power Level: 1518
Stat Average: 253

AP:6

Character Level:12
1. 1 to 239
2. 240 to 479
3. 480 to 719
4. 720 to 959
5. 960 to 1199
6. 1200 to 1439
7. 1440 to 1679
8. 1680 to 1919
9. 1920 to 2159
10. 2160 to 2399
11. 2400 to 2639
12. 2640 to 2879
13. 2880 to 3119
14. 3120 to 3359
15. 3360 to 3600


Abilities

0. Medical knowledge shinobi 101
0. Strategist Nara bloodline
1. Calm mind
2. Clumsiness
3. Economizer
4. Quickdraw
5. Stalker
6. Healing factor
7. Hidden power
8. Combat instinct


Equipment

1. Explosive notes (6)
2. False explosive note (7)
3. Ninja wire (9)
4. Kawarimi target (3)
5. Oil flask (3)
6. Chakra suppressing seal(4)

Belt pouch
1.Health pill (4)
2.Lightweight scroll
1. Energy drink (4)
2. Sealing scroll (2)
3. Signal flare

Sheathe
Chain scythe Tier 4
Type: slashing
Base damage 99
+2 accuracy/-10% damage. (applied to the damage already )
Augements
Vampiric
Chakra drain
Primal

strategist slots
1. Explosive note 500 damage, kawarimi target, proximity
2. Explosive note 500 damage, kawarimi target, proximity
3. Acid vial attached to third kawarimi target
4. Acid attached to Chain scythe
5. Chain scythe free basic
6. Firestorm( sealing scroll )
7. Searing eruption ( sealing scroll )​
 
Jutsu

Ninjutsu

Non elemental

Basic summoning rank 1 ( nin )
Body switch rank 1 ( nin )
Transformation rank 1 ( nin )
Mask summoning rank 1 ( nin )
Advanced combination rank 1 ( nin )
Jutsu Sealing rank 1 ( nin )
Stunt double rank1 ( nin )
Leech seal rank 1 ( nin )



Fire
Infernal Ember Rank 2 (nin )
Thermal Maw Rank 2 ( nin )
Fireball Rank 2 ( nin )
Immolation Armor rank 2 (nin )
Combustive Seal rank 2 ( nin )
Dragon Fire Rank 2 ( nin )
Searing Eruption Rank 2 ( nin )
Scalding Ash Cloud rank 2 ( nin )
Heat Wave Rank 2 ( nin )
Internal Hellfire Rank 2 ( nin )
Firestorm Rank 2 ( nin )
Spontaneous combustion Rank 1 ( nin )
Ring of fire Rank 2 ( nin )



Water jutsu

Impaling Hydro Jet rank 1 ( nin )



Shadow

Black eruptionRank 1 ( nin )
midnight strike Rank 1 ( nin )
Specter shade Rank 1 ( nin )
Dark displacement Rank 1 ( nin )




Lava

Magma strike rank 1 ( nin )
Molten cloak rank 1 ( nin )
Lava torrent rank 1 ( nin )
Molten mantle rank 1 ( nin )



sand

Sand stars rank 1 ( nin )
Sandstorm Veil rank 1 ( nin )
Cluster attack rank 1 ( nin )
Desert deflection rank 1 ( nin )



Healing

Mystical hand rank 1
Coagulation rank 1
System shock rank 1
Skeletal fortification rank 1
Anesthetic infusion rank 1
System restoration rank 1



Taijutsu

Genjutsu
 
Bloodline Nara

7_shadows_blured_attenuated.png

[fontsize="12"]A rather odd, yet unique clan native to the Fire country, those of the Nara clan are gifted with two unique mental traits that surpass all other shinobi; their uncanny Intelligence that can easily be higher and sharper than Multiple shinobi combined...and their incredible laziness when it comes down to putting forth any amount of work or energy. The Nara are undeniably some of the sharpest geniuses in the world, their minds thinking both swiftly and possessing the ability to think multiple lines of thoughts simultaneously and have each arrive to conclusions faster than normal shinobi can process one thought. Yet, their laziness seems to be a birthright just as much as their intelligence, and the Nara have absolutely no motivation other than napping under the clouds all day. their abilities aren't simply limited to being Mental; Each possesses the ability to use a special type of jutsu that involves manipulating the shadows of themselves and their environment to a variety of effects.

Note: All Nara Techniques are considered Shadow Element.

14% - Slippery Mind (Rank One)
28% - Nara Strategy (Rank One), Shadow Bend (Rank One)
42% - Shadow Possession (Rank One), Â Slippery Mind (Rank Two)
56% - Displacement Shade (Rank One), Shadow Tactics (Rank One)
70% - Shadow Possession (Rank Two)
84% - Shadow Neck Bind (Rank One)
98% - Shadow Constriction (Rank One), Slippery Mind (Rank Three)
112% - Shadow Tactics (Rank Two)
126% - Shadow Bend (Rank Two)
140% - Displacement Shade (Rank Two), Shadow Possession (Rank Three)
154% - Shadow Neckbind (Rank Two), Nara Strategy (Rank Two)
168% - Shadow Constriction (Rank Two)
182% - Displacement Shade (Rank Three)
196% - Shadow Bend (Rank Three), Shadow Threads (Rank One)
210% - Shadow Constriction (Rank Three), Negative Space (Rank One)
224% - Shadow Tactics (Rank Three), Shadow Threads (Rank Two)
238% - Shadow Neckbind (Rank Three), Nara Strategy (Rank Three)

252% - Shadow Threads (Rank Three)
266% - Shadow Dimension (Rank One)
280% - Negative Space (Rank Two)
294% - Shadow Dimension (Rank Two)

---

Slippery Mind - Passive
Nara clansmen are naturally smart and quick on their feet, formulating multiple courses of actions for nearly any scenario imaginable in mere seconds...and nearly subconsciously as well. a Nara can easily disassemble even the smallest of actons and understand the true intents and stratagies of those fighting them, even be able to deduce and guess at their target's lines of thoughts with precise accuracy by simply studying their movements and actions for a few seconds. No matter how well thought out, there is almost no way to fool a Nara through even complex courses of actions.

Rank 1: +1 Gen Save and Awareness.
Rank 2: +1.5 Gen Save and Awareness.
Rank 3: +2 Gen Save and Awareness.

Notes:
- At all ranks, all penalties from genjutsu are reduced by 1 debuff or 5%.

---

Shadow Tactics - Passive</I></U><i></i>
The Nara have a unique affinity to shadows and shade of all types, and by simply remaining within the cover of shadows, they are able to manipulate them to assist themselves naturally, the Nara becoming, stronger, so long as they remain within the cover of darkness, no matter how weak.

Rank 1: +5% Damage while in shade. While maintaining a bind or resting, they gain +1% HP/CP per round.
Rank 2: +5% Damage, +.5 Accuracy while in shade. While maintaining a bind or resting, they gain +2% HP/CP per round
Rank 3: +10% Damage, +1 Accuracy while in shade. While maintaining a bind or resting, they gain +3% HP/CP per round.

---

Shadow Bend - Passive
The Nara clan are known for its intricate skills involving the manipulation of shadows. This ability allows the Nara to fabricate techniques from the voids of darkness to strike their targets in a myriad of ways.

Rank 1: May convert Fire and Water Jutsu into Shadow by paying an additional 20% Chakra Cost.
Rank 2: May convert Fire and Water Jutsu into Shadow by paying an additional 10% Chakra Cost.
Rank 3: May convert Fire and Water Jutsu into Shadow at no extra cost.

Notes:
- All Shadow jutsu receive +5% Damage per rank.
- The Nara automatically has access to the Shadow element.
- All techniques used with this are treated as Shadow element.

---

<U>Nara Strategy - <I>Passive<i></i>
Almost as if the gods created the title "Tensai" only for those of Nara blood, the clan tightly guards secret levels of strategy that is said to be without peer, although the amount of study it requires to reach this level of mastery might be what burns them out and turns them so commonly lazy. This skill does not require nor stack with regular Strategy.

Rank 1: The Nara is treated as if having the Strategy Ability
Rank 2: Strategy now has +1 prepared slot available.
Rank 3: Strategy now has +2 prepared slots available.

Notes:
- Strategy does not count towards their ability Limit.

---

Shadow Possession- Shadow Binding Technique<i></i>
A unique jutsu in which the Nara are capable of manipulating their own shadows size and shape in an attempt to bind themselves to their target by connecting their shadows. The shadow moves slow, and is easily avoided by the attentive, often requiring the Nara to make a quick diversion to use this successfully. However, once successful, any physical action the user performs is perfectly imitated the the victim.

Rank 1: Binds a single target at -4 Accuracy
Rank 2: Binds up to two targets at -3.5 Accuracy.
Rank 3: Binds up to three targets at -3 Accuracy.

Costs: 1 AP. 400 Cp per target, 100 Cp/Rnd per target.

Notes:
- This technique suffers -1 Accuracy for each target after the first.
- The bound victim simply cannot move; meaning they cannot dodge, use handseals, draw/attack with weapons and items. The victim -can- however, use any Ninjutsu or Genjutsu that does not require movement.
- The Nara cannot cast any other Jutsu other than Shadow Neck Binding while maintaining this Jutsu.
- Victims have a 25% chance of breaking free each round, increasing by 5% for each target after the first. Every round maintained, all victims gain +10% Chance of Escape.
- For every 50 Stat Average the user has higher than the target, this percent is reduced by 5% to a minimum of 10%.
- For every 50 Stat average the user has lower than a target, the percentage has a +5% chance to a maximum of 40%.
- Any sudden change in light such as fire, lightning, explosions, turning a light on in a room, etc, grant +10% Chance to escape.
- This bind is dispelled if the victim takes damage, or the user takes at least 10% of their Max Hp in damage from a single attack.

---

Shadow Neck Bind - Shadow Strangulation Jutsu<i></i>
While an opponent is caught inside the user's Shadow Possession jutsu, the Nara clansmen may expend extra chakra to have their own shadow reach up and interact to the bound opponent in any way the Nara see's fit or imagines. However, the Nara clansmen may not move while performing this technique, leaving them vulnerable when facing multiple opponents.

Rank 1: Strangles a bound enemy with shadows, dealing 1490 Dmg/Rnd.
Rank 2: Strangles a bound enemy with shadows, dealing 1860 Dmg/Rnd.
Rank 3: Strangles a bound enemy with shadows, dealing 2230 Dmg/Rnd.

Costs:
Rank 1 Cost: 2 AP, 450 Cp to Initiate per target, 225 Cp/Rnd per target.
Rank 2 Cost: 2 AP, 560 Cp to Initiate per target, 280 Cp/Rnd per target.
Rank 3 Cost: 2 AP, 680 Cp to Initiate per target, 340 Cp/Rnd per target.

Notes:
- Lasts up to three rounds, then must be Reused.
- When in use, the user suffers -3 Dodge.
- Can only be used on a target effected by Shadow Possession.
- If this has been used, the victim has a -5% chance to break free from Shadow Possession for its duration.
- Damage cannot be increased or reduced.
- This may only effect a target once a round.

---

Shadow Constriction - Shadow Restraining Technique<i></i>
A technique which uses the Nara clansmen's chakra to cause shadows in the form of hands to extend from shady ground, grabbing the opponent. This kind of shadow binding can be escaped through force, and resisted easily, though is much quicker and difficult to avoid compared to Shadow Possession.

Rank 1: Creates 3 hands of shadows that attempt to grab a target each at -2 Accuracy.
Rank 2: Creates 4 hands of shadows that attempt to grab a target each at -1.5 Accuracy.
Rank 3: Creates 4 hands of shadows that attempt to grab a target each at -1 Accuracy.

Cost: 2 AP, 600 Cp to initiate, 150 Chakra/Round to maintain

Notes:
- If the opponent is caught by 1 or more hands they receive a -1.5 to their dodge, plus -.5 for every hand after the first.
- At the time of casting the user must remain stationary, giving them a -3 dodge to the next technique aimed at them. Once it has been cast the user may move as normal.

---

Displacement Shade - Activated Passive<i></i>
The Nara clansmen have become proficient enough with their special affinity to shadows, that through careful manipulation of the their chakra, they can emulate the effect of their own techniques through their shades and strike literally from the shadows. It is rumored that at the Nara can even the possess the shadows of the enemy and turn them against them. However, as these are handseal based, shadow techniques of the clan as well as non-handseal jutsu cannot be given the same effect.

Rank 1: The Nara can delay a Ninjutsu up to one round, to be used from their shadow at a later point.
Rank 2: The Nara can delay a Ninjutsu up to two rounds, to be used from their shadow at a later point.
Rank 3: The Nara can delay a Ninjutsu up to three rounds, to be used from their shadow at a later point.

Special Action: The Nara can use the jutsu from any shadows in sight, including that of the enemy instead of their own shadow. Doing so this way doubles the additional Cp cost, but has a 20% chance of being treated as a sneak attack per round delayed.

Cost: +20% Ap and +15% Cp per round Delayed. The amount of time delayed is chosen when using this technique.

Notes:
- a Jutsu must be delayed by 1 round, minimum.
- This is modded as if it costs no Ap.
- Can only be used twice per round
- Can only be used with Ninjutsu, and cannot be used with the Jutsu Creator ability.
- Delayed Ninjutsu gain +1 Accuracy per round Delayed.

---

Shadow Threads - Shadow Jutsu<i></i>
Unlike the slower, more subtle Shadow Binding Technique, the Shadow threads send the user's shadow out in a tangle of searching tendrils that spring off of the ground like dark threads and can either be used to spear or ensnare the enemy. The user can have the threads do a combination of these, some spearing and some catching, making this a very versatile technique.

Rank 1: Creates 6 threads that spear the enemy, each dealing 295 piercing damage at +2 Accuracy. Instead of spearing a target, A thread may bind them, inflicting a -.5 dodge/accuracy penalty plus -.5 dodge/accuracy for each thread beyond the first that catches them.
Rank 2: Creates 7 threads that spear the enemy, each dealing 315 piercing damage at +2 Accuracy. Instead of spearing a target, A thread may bind them inflicting a -1 dodge/accuracy penalty plus -.5 dodge/accuracy for each thread beyond the first that catches them.
Rank 3: Creates 8 threads that spear the enemy, each dealing 330 piercing damage at +2 Accuracy. Instead of spearing a target, A thread may bind them, inflicting a -1.5 dodge/accuracy penalty plus -.5 dodge/accuracy for each thread beyond the first that catches them.

Costs:
Rank 1 Cost: 2.5 AP, 640 Cp to Initiate, 50 Cp/Rnd per thread.
Rank 2 Cost: 2.5 AP, 800 Cp to Initiate, 55 Cp/Rnd per thread.
Rank 3 Cost: 2.5 AP, 960 Cp to Initiate, 60 Cp/Rnd per thread.

Notes:
- This can be split against multiple targets.
- This jutsu gains all buffs applying to Ninjutsu.
- The user cannot use any jutsu other than Shadow Threads or move while maintaining the snare, losing -4 Dodge.
- Tn addition to the secondary penalty, each thread restrains the victim's actions, giving them a 4% chance to fail an action for each thread.
- This jutsu is dispelled if the user takes damage equal to 15% their Max Hp in a round.

---

Negative Space - Shadow Genjutsu<i></i>
A Genjutsu that originated as a prank, its effects in combat are said to be similar to that of the Shadow Dance... Assuming you ever got to see the Nara after they appear behind your back. The Nara appears to vanish in the eye's of the target, their body seeming to be engulfed by shadows and masking all sounds, leaving behind only the image of their own shadow with gleaming eyes staring up at the target in a threatening fashion.

b]Rank 1:[/b] Causes a target to see the Nara fade into shadows and away from view. The Nara is treated as if in Stealth Mode until their next attack. After they have made an attack they are no longer in stealth. At the end of the round, the user gains a +2 Stealth bonus to a stealth check.
Rank 2: Causes a target to see the Nara fade into shadows and away from view. The Nara is treated as if in Stealth Mode until their next attack. After they have made an attack they are no longer in stealth. At the end of the round, the user gains a +3 Stealth bonus to a stealth check.

Cost: 2.5 AP, 840 Cp to initiate, 280 Cp/Rnd.

Notes:
- Functions as a Will/Visual/Audial Genjutsu.
- May only be used on one target at a time.
- Requires a Genjutsu DC check at the start of each round.
- Should the victim succeed in a stealth check, they gain +2 Gen Save to the next round's Genjutsu check.

---

Shadow Dimension - Shadow Void Jutsu<i></i>
The ultimate technique of the Nara clan. This jutsu draws forth all shadows in the area to the user, then begin to form a black dome that rapidly expands to cover the area. This dome creates a haven for the Nara, and a hellish realm of shadows for any deemed as the Nara's enemy. Completely Isolated from the outside world, this nearly impenetrable void essentially seals off those within from any allies they may have had, instead trapping them in a world of malicious shades which obey the Nara's wishes.

Rank 1: Creates a void of the darkest shadows that traps a single target with the Nara. While within this realm, the Nara gains the ability to sense the target through shadows, gaining +1 Accuracy and the shadows harm the user's enemy dealing 1500 Damage at the start of each round. The Nara and the target of this jutsu cannot interact, or be interacted with, in any way with those outside this Dome. The user gains +3 against all attempts at entering/exiting this dome.
Rank 2: Creates a void of the darkest shadows that trap any amount of targets with the Nara. While within this realm, the Nara gains the ability to sense the targets through shadows, gaining +2 Accuracy and the shadows harm the user's enemies dealing 2000 Damage at the start of each round. The Nara and the targets of this jutsu cannot interact, or be interacted with, in any way with those outside this Dome. The user gains +5 against all attempts at entering/exiting this dome.

Costs:
Rank 1: 3 AP, 2200 chakra to initiate, 1050 Cp/Rnd to maintain.
Rank 2: 3 AP, 2750 chakra to initiate, 1300 CP/Rnd to maintain.

Notes:
- This jutsu ends immediately once the user is knocked out.
- Shadow damage uses Ninjutsu Accuracy, and can be increased by Ninjutsu Buffs.
- Attempting to exit or enter the shadow dome requires a ninjutsu Check against the user.[/fontsize]


Kinjutsu: none
 
</B>[fontsize="24"]Missions completed[/fontsize]<i></i>



<B>Solo self modded missions

http://www.ninpocho.com/viewtopic.php?f=392&t=5858

Medic missions

http://www.ninpocho.com/viewtopic.php?f=392&t=5832

Main branch missions

none

Current mission

http://www.ninpocho.com/viewtopic.php?f=392&t=5832​
 

Current Ninpocho Time:

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