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.

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Pulled In Five Directions [Kazehi Ren Dojo]

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Kazehi Ren

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Unarmed weapon creation :

Hand and Foot wraps

Type: Unarmed

+0 accuracy/+0% damage

Black in color these wrappings are made of the standard cloth/gauze wraps that most ninjas use. Thin enough to fit between toes and fingers, but strong enough not to tear apart with regular use.

Able to use handseals while equipped

[Edit: Added in the affect "able to use handseals while equipped"]
 
It mostly checks out thus far, all that is left is picking the Unarmed weapon effect: Chance of Supression or being able to use handseals while equipped.
 
Declaration of Element Affinities:

Profile Link:
Free D-Rank Minor Affinity: Water
Free C-Rank Minor Affinity: Wind
Free C-Rank upgraded Minor to Major (Same as D-Rank): Water
Major Affinities (Please state how they were acquired in "()" next to them): Water (Free at C-Rank)
Minor Affinities (Please state how they were acquired in "()" next to them): (Free at C rank)


Learning Abilities:

Elementalist : Ren sat on the edge of the tub and listened to the calming sound of the water rushing from the facet as it hit the slowly rising pool of it that sat within the porcelain walls. Shedding her clothes she stood for a moment, eyes closed as she just let herself relax, before she stepped into the warm water and sank down to her neck, sighing happily as she lifted a dripping wet foot up to knock the handle down and cause the flow of water to stop suddenly. Steam rose from her reddened skin as she sat up after a moment, and she smiled serenely as she waved her hand, the water seeming to tug itself after her at each pass over, causing a small wave in the tub. She was so lost in thought, mind wandering from school to her cousin, to the boy she had met while shopping for clothing she hadn't even heard the knock at the door or the call of her father. As the door swung open suddenly, she squealed and the entirety of the bathwater rose up and drenched her father from head to toe in one huge splash. The shower curtain was clutched in her hands, shielding her body, as she peeked meekly at her father.

"Sorry Dad..."

(Wc = 216 words 1118 characters)
Manipulating walls of flame, conjuring storms of wind and bending waves of water; these shinobi are masters of their element, and are able to alter the form and shape of their jutsu to suit their needs at a moments notice. When combating them, their element is their weapon of choice.

Information
Prerequisites: A Major Affinity

Effect:
- The user may now use a Major Affinity Move and a Minor Affinity move upon a single Jutsu (Up to B Rank) Both affinity moves must be different, and the user must have a Major Affinity in the Element.
- Cannot stack either Channeling ability.

Fearless: It was on the sixth try that her father started to wonder about her. Five attempts before hand of her falling wrong, one rolled ankle, multiple bruises and a bloody nose was not stopping her whatsoever. It wasn't as if she had been raised to swallow pain ridden tears, or taught that to admit you can't do something meant you were hopeless, yet here she was. Standing at the highest point she could find, attempting to figure out how to do front flips and back flips in air before hitting the ground and rolling a perfect landing. She had already fallen wrong and knocked all the wind out of herself, but instead of crying or even laughing, she hadn't reacted at all other than to scowl softly. She had picked herself back up off the ground, not even bothering to dust off her side, and had climbed her way back up again, to jump once more, fearlessly into the air with no worry that if she failed she could snap a bone, let alone her neck. She was beyond worry about such small details, if she didn't manage to work out these landings she would just end up dying in the field, instead of here while practicing.

(WC = 207 words 1111 characters)
Many people fear death above all else, but the shinobi who embraces death as a simple part of the career, they find they have nothing to fear. Without the fear of death itself, there is nothing to fear at all or so the user of this ability feels. They do not fear pain or dying and thus do not fear anyone or anything.

Information:
Prerequisites: C-Rank

Effect:
- +10% Damage Reduction to all Damage types (includes Illusionary)
- -1 to Evasion and Gen Save.

Hidden Power: She grinned grimly before wiping the blood from her split lip with the back of her hand and getting up off the ground. She had been sparring for hours now, with many much older much more skilled shinobi who had happened to be in the training area before her. She had begged them to train with her and they had agreed, after a time of telling her she wouldn't be able to keep up and that they didn't want to hurt her. She had provoked them verbally into beating the snot out of her, even though most of them had stopped long ago, saying they didn't feel comfortable training with such a younger kunochi in training. Only one of them, a tall girl with a familiar glint in her eyes kept at it. She always pulled her punches and kicks just enough to not permanently harm her, but she wasn't going easy on her in any stretch of the imagination. But every time Ren was knocked down, she stood again, more determined to land at least one good blow to her opponent before she was done for the day. The other girl only smiled wider, each time she slowly got back up.

"You've got spunk kid, it will serve you well."

"... Thanks."

Her punch landed flat on the older girls cheek and caused her head to jerk to the side. She dropped her stance and bowed, and after a time, the older one did as well in return.

(WC = 248 words 1293 characters)
Something about people with this ability just keeps them alive, a burning desire that keeps them struggling to the end. The more these shinobi get beaten, the stronger and more resilient they seem to become. They shine most when their lives are on the line, and are usually able to do things they normally couldn't when near death.

Information:
Prerequisites 75 Stamina, 40 Stat Average

Effect:
- The user gains +.5 to all Secondary stats each time they lose 20% of their Max Hp, capping at +2 Secondaries.
- At lower than 80% Max Hp, this is +.5, at below 60% Max Hp this is +1, at below 40% Max Hp this is +1.5, at below 20% Max Hp this is +2.

Note:
- Should the user become healed and recover their Hp above a Hp interval, their bonus is reduced to the normal bonus.

Quick Reaction: It wasn't even a conscious effort, but the evidence afterwards was hard to deny. Studying the histories of her family often kept her in spaces were buzzing annoying insects flew about, distractions unwelcome as can be. And it was just one single fat buzzing fly that repeatedly attempted to befriend Ren's ear that lead to arm snapping out, hand with it's fingers clawed into the shape of a cage that ended up with her staring at the still alive and unharmed fly in her palm.

"...You need to go outside or else I'll just squish you."

She carried it to the window, and threw it outside, shutting the window behind her quickly so she could get back to her studies.

(WC = 120 words 661 characters)
Some shinobi are able to move and react at a quicker pace than others. Because of this trait, the user is more skilled in hand to hand combat, knowing that by moving in close to attack, the enemy has left themselves vulnerable for a moment, giving them a window of opportunity for a more precise strike.

Information
Prerequisites: D-Rank

Effect: 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.

Notes:
- This includes Basic Strikes / Called Shots (They are a part of Taijutsu).
- This action is modded immediately after the attack they dodged, can only target the attacker, and cannot be a bind.
- This can only occur twice per round and may not be used in conjunction with the Teamwork ability.
- An Ally can not set off the effects of quick reaction.
- The user can not quick react and target multiple people, but may still use an AoE technique on a single target.

Calm Mind: She breathed in, and then breathed out. Steady puffs of breath as she closed her eyes, and stood still in the middle of the bustling street. She knew she shouldn't have come out alone, but she had done so anyways and was lost in the chaos of a busy shop street. Turned around and alone she had no choice but to either despair, or to calm down. So she did. Once she opened her eyes again she scanned the bustling crowd for a moment before turning, and heading towards her original destination, bobbing and weaving through the throngs of people, before she finally stepped inside the bookstore. A smile graced her face as the sounds died down behind her.

(WC = 119 words 652 characters)
An ability that allows one to focus ones mind, even in the midst of chaotic combat. With training and proper chakra management, one can extend this sharpening of their mind to have beneficial effects upon their physical body as well.

Information
Prerequisites: D-Rank

Effect:
- When Resting, the user may choose one of the following effects for every 1/4 Ap they spend resting after the first;
The user may recover an additional +2% Max Hp/Cp
The user may recover 1 Rank of Bleeding, with their normal chance becoming a chance to recover an additional rank.
The user may recover 1 Called Shot rank, with their normal chance being able to recover an additional rank
The user may retain the ability to dodge, but with a -4 penalty.
The user may maintain any Jutsu Level B or lower Jutsu that do not target anyone other than themselves.

Notes:
- An effect may only be chosen once per round, and cannot be stacked.
- The player gains no bonus if only resting for 1/4 their Ap, 1 bonus if resting for 1/2, 2 bonuses if resting for 3/4, and finally 3 bonuses if resting for a full round.

Poison Resistance: Her parents would drop dead in a deep faint if they ever found out what she was doing to herself. Her cousin... He might understand, but that was a mighty shakey maybe "might" she was playing, and so her secret activity was done only under the dark blanket of night time, when others assumed her asleep and tucked away into bed. Instead she sat on her floor, poisons spread out before her, nicked from various sources, but she had read up on all of them and knew without a doubt just how much a body her size could handle, and carefully dosed herself. Feeling the affects of the poisons was the worst part of this entire endeavor but she wasn't going to back out now, not when she had gotten so far by now. Her vision swam and she was thankful she had ignored the smell of her mothers sweet pastries earlier because she was sure they would be making a return appearance right about now if she had eaten one. Tucking the vials and bottles back into their makeshift case made from a small suitcase and old rags she slid it under her bed and crawled up into it to sleep off the effect of the latest batch of poisons. By morning she would be fine.

(WC = 217 words 1143 characters)
A gruesome practice where the user first subjects themselves to various types of poisons willingly, strengthening their body's natural resistance and ability to fight off poisons at a later time.

Information:
Prerequisites: D Rank

Effect:
- Poisons attempting to harm the user are treated as 1 rank lower. Poisons that are initially Weak strength last one round shorter.
- The user retains a poison check per round to nullify a poison.
 
Learning Two More Abilities:

Combat Instinct: There were only a few instances where she felt completely comfortable in her body. When she was surrounded in water, and when she was in combat. Either training, or actual fights, it didn't matter. What did matter was the way that her usually too short, too clumsy limbs suddenly knew where to place themselves as if it was what they were meant to do. Her anxiety suddenly vanishes as her mind clears and everything suddenly just makes sense, in the most wonderfully chaotic way. Her eyes would scan her surroundings, her mind would focus on what needed to be done in a clean cut orderly way, and then branch like the roots of a thousand year old tree, laying out the paths before her that she could take.

(WC = 128 words 705 characters)
The anarchy of a large scale battle is a chaotic place, and those used to the circumstances of them can take advantage of the situation, dodging and weaving in between attacks and confusing opponents with their movements.

Information
Prerequisites: C Rank

Effect:
- Choose one opponent, the user gains +.5 to all Secondary stats each time their opponent lose 20% of their Max Hp, capping at +2 Secondaries.
- At lower than 80% Max Hp, this is +.5, at below 60% Max Hp this is +1, at below 40% Max Hp this is +1.5, at below 20% Max Hp this is +2.

Note:
- These bonuses are only effective against that chosen opponent.
- May switch opponents for 1 AP.

Insight: Training with the Tsuchikage himself had some benefits, Ren had to admit. Despite the title he was still just her older cousin. Old fart really. But he pushed her to her limits and for that she had to be grateful, if begrudgingly so. One of the things he had encouraged in her was her keen observation skills. She was constantly on the lookout for any tells, any openings whatsoever because with her small stature against his hulking form she needed to know all the openings and all the ways to wiggle her way away from his blows. She grinned as she bobbed and weaved.

(WC = 104 words 568 characters)
Someone with insight can penetrate others' motives and are more skilled at detecting ambushes and surprise attacks.

Information
Prerequisite: D Rank

Effect:
- Hidden Actions are revealed to the user through PM.
- This does not apply to Genjutsu.

- In the case of Rikudo Sennin, this ability will have a chance at activating. This is (the amount of Paths with this ability in the battle) divided by (the amount of paths in the battle).
- So, a RS with 4 paths, 3 of which have Insight, would have a 3/4 chance of having Insight activate.
 
Just putting in for approval for my Core Abilities that I'm learning.

1. Core Ability Quick Learner = http://ninpocho.com/viewtopic.php?f=131&t=5544

2.
Situational Awareness - Passive (3 Points)
Having full knowledge of their surroundings with only a single glance, the Quick Learner is capable of knowing any changes to the surroundings and are capable of knowing who is where at all times.
Effect: The user gains +2 Awareness. Whenever the user attacks someone in stealth normally when doing a Blind Shot without the need of an Awareness check.

Sharp Insight</U><i></i> - Passive (2 points)
An enemy's weaknesses are open for a Quick Learner to read, and to hit them with, that they can tell what their opponent is less skilled at and what they need to do to hit them.
Effect: If the targeted opponent's Ninjutsu is lower than their Taijutsu, the user's Ninjutsu damage is increased by 10%. If the opponent's Taijutsu is lower than their Ninjutsu, the user's Taijutsu damage is increased by 10%. If both stats are equal, both Ninjutsu and Taijutsu are raised by 5%.

Offensive Insight<i></i> - Boost (1 point)
Restriction- May be purchased twice
A Quick Learner who has been gifted with Insight can easily learn to take that power to an offensive end rather than defensive. Instead of analyzing enemy movement to see when they should evade attacks, they do so to see when is the best time to strike.
Effect: Adds a 5% auto-hit to the user's attacks.

Upgrade<i></i> - Passive (2 points)
Quick Learners are naturally a bit faster on their feet than their opponents, so this leads them to have a bit more time to formulate specialized techniques. This comes at the sacrifice of a bit of action beforehand, but to work out one of their plans, they often find it worth it.
Effect: User can choose to have .5 AP removed from one round and added to the next. Cannot change over more than 1.5 AP this way.

Observation<i></i> - Independent Special Move (3 points)
By watching an enemy’s movements for an extended period of time, the Quick Learner picks up on their habits and tendencies, figuring out the best ways to come at them. They must be watching intently, remaining in a Defensive Stance while they observe.
Effect: For every AP they spend observing in Defensive Stance, the Quick Learner gains a +1 bonus to Accuracy and +5% Damage against the target they observe stacking up to +3 Accuracy and +15% Damage. If the target changes Style in any way, the bonus is negated, and they will have to observe the enemy in that style in order to gain the bonus again. May only observe 1 target at a time.

Forewarn - Passive (3 points)
Restriction- C Rank and up
It's difficult to hide what you know from someone who can predict your every move. Sometimes, they can know what you have before you use it. A Quick Learner has an innate sense of their opponents' strengths born of a lifetime of adaptation and reading motion.
Effect: The user may activate up to 2 Activated Auto-dodges a round. The second costing +50% CP.

<U>Prediction<i></i> - Passive (2 points)
It's not very wise to re-use the same skills against someone who can out-predict you. Quick Learners can adapt to their opponents' frequently used tactics in a flash, giving them a better chance to avoid getting hit by the same thing twice.
Effect: If the opponent uses the same technique as they have previously, the user gains +1 to resist or dodge it. Stacks twice. This buffs cancels if the user switches styles. Basic melee attacks are exempt from this.

Tactical Mind<i></i> - Passive (2 points)
Every battle is a game of chess to a Quick Learner, a means with which to hone their minds and skills. Those opponents they choose to practice these skills on don't generally fare too well.
Effect: +1 accuracy with all Mastered jutsu. Additional +.5 accuracy to all attacks every round after the second. Cannot gain more than +4 accuracy on any attack.

Double Image<i></i> - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and up
The perfection of a Quick Learner's skill, they are able to perfectly copy the last motion the opponent made, down to the very specializations that make it all the more powerful. This is even strong enough to duplicate skills the Quick Learner does not know themselves.
Rank 1: The user attacks with the last offensive jutsu the opponent used in the previous round at -3 accuracy and +30% Cp. All chakra costs and applicable buffs from both the user and the opponent apply (But do not stack). If the user knows the jutsu themselves, 10% is removed from the chakra cost and the accuracy penalty is reduced by -1.
Rank 2: The user attacks with any offensive jutsu the opponent used in the previous round at -2 accuracy and +20% Cp. All chakra costs and applicable buffs from both the user and the opponent apply (But do not stack). If the user knows the jutsu themselves, 10% is removed from the chakra cost and the accuracy penalty is removed.
Cost: Chakra and AP cost for used jutsu.
Notes:</I><I> Can only be used once per round. Allows the user to use jutsu beyond their capabilities. This does not work against Bloodline, Core Ability, or Kinjutsu techniques.[/fontsize]

3+2+1+2+3+3+2+2+1+1 = 20 points.


3. Profile = http://www.ninpocho.com/viewtopic.php?f=559&t=43342&p=195214#p195214
 
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