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:

Randamu Kyarakuta - The Wild Card

Joined
Oct 22, 2012
Messages
249
Yen
2,745
ASP
0
Vitals:

Character Age: 12
Gender: Female
Sex: Female
Character's Physical Description: A largely inconsistent fashion design choice, being made up of whatever she finds cool looking at the time. She's short for a 12 year old, but petite like a tiny ballerina figure. Her eyes are hazel, and her skin is pale, more on the side of a Hyuuga's pale white skin, though she shares no kin to them. Her hair is a nice brown, but she wants to change it as often as colors change on a spinning pinwheel. Being her age however, she is not allowed.
Character's Mental Description: A happy go-lucky type, easily amused, short attention span. Has no major following in terms of role she wants to play in the larger picture or even down to her fighting specialty because she can't commit to one thing over another. Is rather light hearted, likes to see people be happy and healthy and smiling. Wants to be every ones friend, even if you're scary.
Character History: She was born to be odd. Born into a family of broken norms. Her father was a fashion designer, for both ninja and civilians alike. Her mother was a mechanic engineer, having hands in building some impressive things. Those two were odd, and raised an odd child that when she went to the ninja academy, quickly became apparent that she didn't fit in. She didn't mind though, her quirkiness made people laugh, even if it was mostly at her expense. She believes in the oneness of things around her. If she winds up somewhere, it's certainly meant to happen. She has a strong urge to keep people happy and healthy, which means if she sees someone hurt she's the first to try and heal and comfort them. In everything she has dabbled in, being a gentle healer has garnered the most success. After school she volunteers at a pet center and heals animals who come in that are malnourished or injured in some grave way. She may not know it yet, but she's on the fast track to the medical branch, if only she could get her head out of the clouds and into a book to pass class.

Stats:

Core Ability: Benevolent
Class:

Randomu Kurasu
HP: (40+lvl) x stamina
CP: (35+lvl) x chakra control
Class Bonus: +5% Auto-Dodge (Doesn't apply to caps)
High: Melee Accuracy, Genjutsu Difficulty
Average: Evasion, Genjutsu Save, Ranged Accuracy, Ninjutsu Accuracy, Puppet Accuracy
Low: None
Main Branch/ANBU/Med-Nin: None
IC Rank: Academy Student


HP:
CP:

Agility: 262 / 300
Stamina: 268 / 300
Ninjutsu: 262 / 300
Taijutsu: 262 / 300
Genjutsu: 262 / 300
Chakra Control: 262 / 300

Character Level: 7
Power Level: 1578
OOC Rank: B

ASP: 10

Abilities:
1. 2. 3. 4. 5. 6. 7. 8. 9. 10.


Jutsu:

[Taijutsu]
Unarmed
The One-Two [Mastered]
Low Sweep [ Mastered]
Janken [Mastered]
Uncalled for Shot [Mastered]
4-Hit Combo [Mastered]
Spinning Wind [Rank 1]
Dynamic Entry [Rank 1]
Dynamic Finish [Rank 1]
Nut Buster [Rank 1]
Dragon Assault [Rank 1]
Tiger Hook [Rank 1]
Step-in Flash [ Rank 1]
Shoryuken [Rank 1]

Buffing
Charge [Mastered]
Grip [Rank 1]
Basic Safeguard [Mastered]

[Genjutsu]
You thought there was genjutsu in here, but it was me DIO!~

[Ninjutsu]
Non-Elemental
Body-Switch [Mastered]
Contract Summoning [Rank 1]

Earth
Earthflow River [Mastered]
Sinkhole Fist [Rank 1]
Rock Golem [Rank 1]
Earthen Coating [Mastered]
Earth Spiker [Rank 1]
[Mastered: 2/17]

Water
Pressurized Mist [Rank 1]
Water Gun [Rank 1]
Water Whip [Rank 1]
Aqua Fang [ Rank 1]
Rinse Off [Rank 1]
Grand Waterfall [Rank 1]
Impaling Hydro Jet [Rank 1]
Water Prison [Rank 1]
Rain Dance [Rank 1]
Torrential Vortex [Rank 1]
[Mastered: 0/17]

Shadow
Black Eruption [Rank 1]
Underworld Prison [Rank 1]
Shadow Punishment [Rank 1]
Ebony Nightmare [Rank 1]
[Mastered: 0/12]

Items/Battle Inventory:

EMPTY AT CURRENT
 
Master Healing - 3 Points
Negative Energy - 3 Points
Divine Mind - 3 Points

9/9 Points Used

[fontsize="12"]A benevolent one lives not for themselves, but their precious friends. They think little of their own well being, and tend to take a more supportive role in battle. When pushed too far, however, they can use their normally restorative techniques in offensive ways.

Note: All techniques and buffs from this Core Ability are classified as Light.
Note: One of these three must be followed when being a Benevolent:
  • If Benevolent outside of Medical Branch: Allowed access to learn all medical jutsus.
  • If Benevolent inside Medical Branch: Given a second free medical ability.
  • If Benevolent inside Medical Branch leaves: Second free medical ability takes up a slot or is lost, depending on players choice.

Master Healing<i></i> - Passive (3 points)
Benevolents with this ability have fully mastered all aspects of healing and treating the wounds of others, making their healing jutsu that much more effective.
Effect: Medical jutsu are enhanced by 20%.

Negative Energy<i></i> - Dependent Special Move (3 points)
Restriction- C Rank and up
Benevolent people are generally kind-hearted and adverse to violence, but when pushed far enough, they can use their medical jutsu, which deeply affect the body and chakra system, to deadly effect.
Effect: The user may use Medical jutsu offensively for the same amount of damage. Medical jutsu used in this fashion retain all buffs and use Melee Accuracy. Only Medical jutsu which heal damage can be used.

Purify<i></i> - Independent Special Move (2 points)
By channeling their chakra, a Benevolent person can help rid the body of impurities and tiredness, removing poisons and exhaustion. Their healing touch is said to be able to restore one's fighting spirit.
Effect: Automatically breaks down all Weak and Medium poisons, Gains a +3 poison resistance reroll to get rid of Strong Poisons. Also sobers up drunk people and cures other minor ailments like headaches, muscle cramps, etc. Costs 1.5AP. Can only be used on others.

Calming Touch<i></i> - Independent Special Move (2 points)
Restriction- C Rank and Up
Many benevolent people can easily calm down frightened or enraged victims or enemies with merely a soothing touch, immediately calming them and restoring peace.
Effect: Calms people down with a gentle touch (1AP, melee accuracy), removing all fear or enrage effects and rerolling will genjutsu at +2 Save. If used on an opponent this leaves them confused for one round (treated as fear), giving them -2 Genjutsu Save for the rest of the battle and 10% chance to auto fail their actions. Opponents can resist, treating it as a Will Genjutsu.

Life Switch<i></i> - Independent Special Move (2 Points)
Restriction- C Rank and Up
Empathy made real, using this technique a benevolent person literally takes on another’s pain in order to heal them. When in danger, this can be used against an enemy for the opposite effect.
Effect: Exchanges the user’s HP with an ally’s. Alternatively Life Switch can be used as an offensive attack if the user has the Negative Energy Special Move and is at 20% or less HP. This averages the user's HP together with a hostile target's HP (adding the two together and then setting both HP pools to the average number) and uses Melee Accuracy. Costs 2.5AP.
Note(s):
- Can be used with Ninjutsu Accuracy if the user possesses the ability Transmit Life.

Cure Spell<i></i> - Dependent Special Move (3 points)
Restriction- C Rank and up
The Benevolent is largely concerned with how well their team functions not due to a desire to win, but rather out of one to protect others. This enables them to heal several people at once.
Effect: The user can target up to three people with their Medical jutsu at 2x the cost. Can also be used on a single ally to heal 2x as much damage, or two allies to heal at 1.25x effectiveness. This move is not affected by any medical buffs, and cannot be used with medical jutsu that heal for a percentage of max HP. Can only be used once ever other round.

Divine Mind<i></i> - Boost (1 point)
Restriction- Can be purchased up to three times
Mind over body, chakra over matter, and divinity over mortality. Benevolent fighters need to possess more fortitude than their fellows, in order to better aid them.
Effect: +2 to HP modifier.

Healing Aura<i></i> - Passive (2 points)
A Benevolent soothes and calms just by their very presence, all healing attempts strengthened in their wake. This peaceful aura is said to feel like a cool breeze while active.
Effect: All medical jutsu used while a Benevolent is present are increased in effectiveness by 10%. This does not apply to Negative Energy.

Prevention<i></i> - Independent Special Move (3 points)
There is nothing so precious to a Benevolent as their beloved allies and friends. If they are hurting, the Benevolent will tend to them, and quickly, before they fall within the heat of battle.
Effect: Can heal allies below 10% max HP to 15% max HP as a free action for 3000 chakra. Can only be used on each ally once per battle, and may not be used if the ally is KO'd or Dead.

Patience<i></i> - Independent Special Move (2 points)
The Benevolent would rather sacrifice themselves than allow one of their team to fall in battle. Their own status is immaterial, so long as they are still able to protect their friends.
Effect: The user loans up to 10% of their max HP to an ally. Can only be used once per ally per battle.

Sacred Guard<i></i> - Passive (3 points)
Something about a healer makes the forces of nature slightly less inclined to hurt them. This can often work in the Benevolent's favor, especially with their tendency to sacrifice their own health for their friends'.
Effect: The user takes 10% less damage from all elemental attacks.

Genesis<i></i> - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and Up
The ultimate healing jutsu, this technique almost completely restores the target, making them practically good as new, though this is very exhausting for the user of this jutsu.
Rank 1: Heals for 60% max HP, poisons and dodge, accuracy or stat debuffs caused by physical means (called shot, bleeding, etc). All genjutsu level 5 and below are rerolled with a +4 to resist. If used on self, only heals for 40% max HP and does not recover CP.
Rank 2: Heals for 75% max HP, poisons and dodge, accuracy or stat debuffs caused by physical means (called shot, bleeding, etc). All genjutsu level 6 and below are rerolled with a +5 to resist. If used on self, only heals for 50% max HP and and does not recover CP.

Cost: 4500 chakra, 4AP

Notes:
- Damage healed cannot be buffed in any way.
- This may not be used with Negative Energy or any other effects which would make it damage instead of heal.
- A target may only be healed by this jutsu once per battle.[/fontsize]
 

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