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:

Rensuke's Dojo

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Character Name: Rensuke

Class:
Shinobi.exe
HP: (40+lvl) x stamina
CP: (50+lvl) x chakra control
Class Bonus: Kinjutsu Option (Human Puppet)
High: Ranged Accuracy, Genjutsu DC
Average: Dodge, Genjutsu Save
Low: Ninjutsu Accuracy, Melee Accuracy

OOC Rank: B Rank

Bloodline/Core Ability: Hyuuga

Core Ability Choices: Hawkeye
  • Vital Strike </U><i></i> - Passive (3 points)
    Flickering Shadow - Dependent Special Move (2 points)
    Composite <i></i> - Boost (1 point) x2
    Sureshot<i></i> - Passive (2 points)
    Keen Sight <i></i> - Boost (1 point) x3
    Suppressing Fire<i></i> - Physical Style (3 points)
    Bounce Shot <i></i> - Dependent Special Move (3 Points)
    Sniper<i></i> - Passive (2 Points)

Kinjutsu: Human Puppet

Curse Seals: None

Advanced Shop Battle Related Purchases: N/A

Abilities:
0.
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.

Major Affinities:
1.
2.
3.
4.
5.
6.

Minor Affinities:
1.
2.
3.
4.
5.
6.

Advanced Elements:
1.
2.
3.
4.

Weapons:
  1. <U>Puppet Body
    Weapon Type: Puppet Body
    Damage Type: Offensive (Suppression), Defensive
    Bonuses: -1/+5%
    Augments:
    • Vanguard
      • Effect: +5% Damage Reduction while this weapon is equipped. While in Defensive Stance, this amount is increased to +10% Damage Reduction.
    • Steady
      • Effect: When a weapon with this augment is used while in Defensive Stance this reduces the Accuracy penalty of Defensive Stance by 50% (to a minimum of -1 Accuracy).
    • Swift
      • Effect: Whenever the user attacks with the equipped weapon they receive a +2 Dodge Bonus until the end of the turn.

        Notes:
        - Does not stack.
  2. Puppet Alpha
    Weapon Type: Puppet
    Damage Type: Offensive (Suppression)
    Bonuses: -1/+5%
    Augments:
    • Envenom
      • Effect: Any poison on the weapon is now considered a Heavy poison. If the poison is already a Heavy type, it receives +2 Poison DC.
    • Toxify
      • Effect: Allows the user to apply Consumable Poisons to their weapon as if they were an Injury Poison. Consumable Poisons used this way still count as Consumable Poisons for all intents and purposes.
    • Siege
      • Effect: Taijutsu Attacks made with this weapon ignore 10% of any Damage Reduction and the user's Bonus Damage Cap against Barriers is increased from 50% to 100%.
  3. Puppet Beta
    Weapon Type: Puppet
    Damage Type: Defensive
    Bonuses: +2/-10%
    Augments:
    • Vanguard
      • Effect: +5% Damage Reduction while this weapon is equipped. While in Defensive Stance, this amount is increased to +10% Damage Reduction.
    • Steady
      • Effect: When a weapon with this augment is used while in Defensive Stance this reduces the Accuracy penalty of Defensive Stance by 50% (to a minimum of -1 Accuracy).
    • Swift
      • Effect: Whenever the user attacks with the equipped weapon they receive a +2 Dodge Bonus until the end of the turn.

        Notes:
        - Does not stack.
  4. Puppet Gamma
    Weapon Type: Puppet
    Damage Type: Support
    Bonuses: -1/+5%
    Augments:
    • Quick Switch
      • Effect: Effect: After a Taijutsu attack the user can switch their current weapon with another weapon for no AP. If they do then they may make another Taijutsu attack as a combo with the attack which preceded switching weapons.

        Notes:
        - This can only be used once per round.
        - Quick Switch can be used in between techniques which are a part of a single combo.
    • Trick Weapon: Projectile
      • Effect: Grants the weapon access to second set of Taijutsu (Slashing, Piercing, Bludgeoning, Unarmed, Ranged or Projectile).

        Notes:
        - The second Taijutsu uses the required Accuracy as normal (e.g: If the player chooses Ranged or Projectile as their second set, then performing a Ranged or Projectile Taijutsu with the weapon uses Ranged Accuracy).
    • Trick Weapon: Ranged
      • Effect: Grants the weapon access to second set of Taijutsu (Slashing, Piercing, Bludgeoning, Unarmed, Ranged or Projectile).

        Notes:
        - The second Taijutsu uses the required Accuracy as normal (e.g: If the player chooses Ranged or Projectile as their second set, then performing a Ranged or Projectile Taijutsu with the weapon uses Ranged Accuracy).

Contracts: None
 
Was intending on getting it all up as one large blob, but it'll probably go better if I just do the updates piecemeal as I get them together.

Class Change: Shinobi.exe
HP: (40+lvl) x stamina
CP: (50+lvl) x chakra control
Class Bonus: Kinjutsu Option (Human Puppet)
High: Ranged Accuracy, Genjutsu DC
Average: Dodge, Genjutsu Save
Low: Ninjutsu Accuracy, Melee Accuracy

100-10-10+5+5
Swapping from Hyuuga to Quick Learner. (RP forthcoming, want to make sure this is entered in before the swap period ends. CA point assignments forthcoming as well once a question is answered in the Help forums.)
 
Rensuke said:
Was intending on getting it all up as one large blob, but it'll probably go better if I just do the updates piecemeal as I get them together.

Class Change: Shinobi.exe
HP: (40+lvl) x stamina
CP: (50+lvl) x chakra control
Class Bonus: Kinjutsu Option (Human Puppet)
High: Ranged Accuracy, Genjutsu DC
Average: Dodge, Genjutsu Save
Low: Ninjutsu Accuracy, Melee Accuracy

100-10-10+5+5
Swapping from Hyuuga to Quick Learner. (RP forthcoming, want to make sure this is entered in before the swap period ends. CA point assignments forthcoming as well once a question is answered in the Help forums.)

Class approved.

BL/CA swaps are done via Sand Request area, ok?
 
Gotcha, many thanks! Got a multitude of things to do for the dojo, and so I'm gonna try to knock them out as I go along.

Weapon Request: (Omitting traps for the moment. Organizing weapons, jutsu, and masteries just to get the most basic of stuff in the dojo is too much right now >_< )
  1. Puppet Body
    Weapon Type: Puppet Body
    Damage Type: Offensive (Suppression), Defensive
    Bonuses: -1/+5%
    Augments:
    • Vanguard
      • Effect: +5% Damage Reduction while this weapon is equipped. While in Defensive Stance, this amount is increased to +10% Damage Reduction.
    • Steady
      • Effect: When a weapon with this augment is used while in Defensive Stance this reduces the Accuracy penalty of Defensive Stance by 50% (to a minimum of -1 Accuracy).
    • Swift
      • Effect: Whenever the user attacks with the equipped weapon they receive a +2 Dodge Bonus until the end of the turn.

        Notes:
        - Does not stack.
  2. Puppet Alpha
    Weapon Type: Puppet
    Damage Type: Offensive (Suppression)
    Bonuses: -1/+5%
    Augments:
    • Envenom
      • Effect: Any poison on the weapon is now considered a Heavy poison. If the poison is already a Heavy type, it receives +2 Poison DC.
    • Toxify
      • Effect: Allows the user to apply Consumable Poisons to their weapon as if they were an Injury Poison. Consumable Poisons used this way still count as Consumable Poisons for all intents and purposes.
    • Siege
      • Effect: Taijutsu Attacks made with this weapon ignore 10% of any Damage Reduction and the user's Bonus Damage Cap against Barriers is increased from 50% to 100%.
  3. Puppet Beta
    Weapon Type: Puppet
    Damage Type: Defensive
    Bonuses: +2/-10%
    Augments:
    • Vanguard
      • Effect: +5% Damage Reduction while this weapon is equipped. While in Defensive Stance, this amount is increased to +10% Damage Reduction.
    • Steady
      • Effect: When a weapon with this augment is used while in Defensive Stance this reduces the Accuracy penalty of Defensive Stance by 50% (to a minimum of -1 Accuracy).
    • Swift
      • Effect: Whenever the user attacks with the equipped weapon they receive a +2 Dodge Bonus until the end of the turn.

        Notes:
        - Does not stack.
  4. Puppet Gamma
    Weapon Type: Puppet
    Damage Type: Support
    Bonuses: -1/+5%
    Augments:
    • Quick Switch
      • Effect: Effect: After a Taijutsu attack the user can switch their current weapon with another weapon for no AP. If they do then they may make another Taijutsu attack as a combo with the attack which preceded switching weapons.

        Notes:
        - This can only be used once per round.
        - Quick Switch can be used in between techniques which are a part of a single combo.
    • Trick Weapon: Projectile
      • Effect: Grants the weapon access to second set of Taijutsu (Slashing, Piercing, Bludgeoning, Unarmed, Ranged or Projectile).

        Notes:
        - The second Taijutsu uses the required Accuracy as normal (e.g: If the player chooses Ranged or Projectile as their second set, then performing a Ranged or Projectile Taijutsu with the weapon uses Ranged Accuracy).
    • Trick Weapon: Ranged
      • Effect: Grants the weapon access to second set of Taijutsu (Slashing, Piercing, Bludgeoning, Unarmed, Ranged or Projectile).

        Notes:
        - The second Taijutsu uses the required Accuracy as normal (e.g: If the player chooses Ranged or Projectile as their second set, then performing a Ranged or Projectile Taijutsu with the weapon uses Ranged Accuracy).
 
Rensuke said:
Gotcha, many thanks! Got a multitude of things to do for the dojo, and so I'm gonna try to knock them out as I go along.

Weapon Request: (Omitting traps for the moment. Organizing weapons, jutsu, and masteries just to get the most basic of stuff in the dojo is too much right now >_< )
  1. Puppet Body
    Weapon Type: Puppet Body
    Damage Type: Offensive (Suppression), Defensive
    Bonuses: -1/+5%
    Augments:
    • Vanguard
      • Effect: +5% Damage Reduction while this weapon is equipped. While in Defensive Stance, this amount is increased to +10% Damage Reduction.
    • Steady
      • Effect: When a weapon with this augment is used while in Defensive Stance this reduces the Accuracy penalty of Defensive Stance by 50% (to a minimum of -1 Accuracy).
    • Swift
      • Effect: Whenever the user attacks with the equipped weapon they receive a +2 Dodge Bonus until the end of the turn.

        Notes:
        - Does not stack.
  2. Puppet Alpha
    Weapon Type: Puppet
    Damage Type: Offensive (Suppression)
    Bonuses: -1/+5%
    Augments:
    • Envenom
      • Effect: Any poison on the weapon is now considered a Heavy poison. If the poison is already a Heavy type, it receives +2 Poison DC.
    • Toxify
      • Effect: Allows the user to apply Consumable Poisons to their weapon as if they were an Injury Poison. Consumable Poisons used this way still count as Consumable Poisons for all intents and purposes.
    • Siege
      • Effect: Taijutsu Attacks made with this weapon ignore 10% of any Damage Reduction and the user's Bonus Damage Cap against Barriers is increased from 50% to 100%.
  3. Puppet Beta
    Weapon Type: Puppet
    Damage Type: Defensive
    Bonuses: +2/-10%
    Augments:
    • Vanguard
      • Effect: +5% Damage Reduction while this weapon is equipped. While in Defensive Stance, this amount is increased to +10% Damage Reduction.
    • Steady
      • Effect: When a weapon with this augment is used while in Defensive Stance this reduces the Accuracy penalty of Defensive Stance by 50% (to a minimum of -1 Accuracy).
    • Swift
      • Effect: Whenever the user attacks with the equipped weapon they receive a +2 Dodge Bonus until the end of the turn.

        Notes:
        - Does not stack.
  4. Puppet Gamma
    Weapon Type: Puppet
    Damage Type: Support
    Bonuses: -1/+5%
    Augments:
    • Quick Switch
      • Effect: Effect: After a Taijutsu attack the user can switch their current weapon with another weapon for no AP. If they do then they may make another Taijutsu attack as a combo with the attack which preceded switching weapons.

        Notes:
        - This can only be used once per round.
        - Quick Switch can be used in between techniques which are a part of a single combo.
    • Trick Weapon: Projectile
      • Effect: Grants the weapon access to second set of Taijutsu (Slashing, Piercing, Bludgeoning, Unarmed, Ranged or Projectile).

        Notes:
        - The second Taijutsu uses the required Accuracy as normal (e.g: If the player chooses Ranged or Projectile as their second set, then performing a Ranged or Projectile Taijutsu with the weapon uses Ranged Accuracy).
    • Trick Weapon: Ranged
      • Effect: Grants the weapon access to second set of Taijutsu (Slashing, Piercing, Bludgeoning, Unarmed, Ranged or Projectile).

        Notes:
        - The second Taijutsu uses the required Accuracy as normal (e.g: If the player chooses Ranged or Projectile as their second set, then performing a Ranged or Projectile Taijutsu with the weapon uses Ranged Accuracy).

All approved.
 
Hyuuga to Hawkeye swap, as per request here: https://ninpocho.com/viewtopic.php?f=62&t=54888

Using abilities that total to 20 points (have 1800PL, 1764 required for all 20 points):

[spoilername="Hawkeye Chosen Abilities"][fontsize="12"]Vital Strike </U><i></i> - Passive (3 points)
Flickering Shadow - Dependent Special Move (2 points)
<U>Composite <i></i> - Boost (1 point) x2
Sureshot<i></i> - Passive (2 points)
Keen Sight <i></i> - Boost (1 point) x3
Suppressing Fire<i></i> - Physical Style (3 points)
Bounce Shot <i></i> - Dependent Special Move (3 Points)
Sniper<i></i> - Passive (2 Points)[/fontsize][/spoilername]
 
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