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:

Reoku - "Insert Nick Here"

Reoku

New Ninja
Joined
Mar 13, 2013
Messages
115
Yen
19,300
ASP
0
Information
Name: Reoku
Rank: A - Rank [Main Branch]
Age: 18
Gender: Male
Alignment: Innocent/Chaotic Good
Height: 5'8''
Weight: 187 lb
Blood Type: B+

Personality
Reoku is a carefree individual, hes had little to no reason to be serious about anything, life is too complicated to care about everything, so if the world was falling apart, Reoku would have no reason to act as events as such would be out of his domain, unless.. you are interrupting a bathroom break... then its personal.

History

Appearance
Natsu-Dragneel-image-natsu-dragneel-36239282-500-281.gif
 
Training Link:
https://www.ninpocho.com/viewtopic.php?p=264782#p264782

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Stats and Combat Information​
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Stats
HP: 21870
CP: 27200
353/525 Agility
405/525 Stamina
425/525 Chakra Control
460/525 Ninjutsu
224/525 Genjutsu
225/525 Taijutsu

Level 9
2092
348 Avg Stat

Class: Fire Style - Hell Torrent Martial Arts
HP: 40 + 5 x Stamina
CP: 50 + 5 x Chakra Control
Class Feature: Kinjutsu
High- Ninjutsu Accuracy,
Medium- Evasion, Genjutsu Save
Low- Melee Accuracy, Genjutsu DC

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Abilities 10/10​
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00. Journeyman - Main Branch
- -5% Chakra Cost

0. Shinobi 101 - Ninjutsu Accuracy
- (Kinetic Genjutsu) Uses Ninjutsu Accuracy

1. Healing Factor
- The user gains 3% Max HP at the end of each round.
- All Medical Jutsu are +10% more effective on the user.

Special Action - Quick Healer: At the end of a round the user may choose to pay CP equal to 5% of the damage done to the player during the round, to regain 5% of the HP lost by the player during the round.

2. Elementalist
- 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.

3. Combat Instinct
- 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.

4. Supercharge
- When the user is hit with a Ninjutsu attack, any damage taken by it is reduced by 5%. This reduced damage is then added to their next Ninjutsu attack as bonus damage that cannot be buffed through any source (it can still be reduced).
- The user can be charged with the bonus damage of up to three attacks at a time. If this ability activates any further, then the newest damage will overwrite the oldest bonus damage.
- Effects which cut through, bypass, or otherwise negate Damage Reduction do not apply to this ability.

5. Hyperactive
The user regains +3% of their Max CP back at the beginning of every round.

6. Jutsu Mastery
- All Jutsu cost -10% Chakra, this includes Maintains.
- All Chakra cost penalties from choosing to use 'Special Actions' are halved.

Notes:
- Example: A Special Action that requires 20% of the CP paid, would now cost 10% of the CP paid.

7. Elemental Aura
- Chakra Armor cost .5 Ap less than usual, and gain +1 to overall round limitation.
- While Chakra Armor is active, any Secondary Effect chances of the same element used by or against the user are treated +/- 10% in the user's favor. This only applies to the effect's chance of activating, not the actual effect itself.

8. Human Anatomy
- The user gains +1 Critical Range to all attacks.
- All critical hits deal 2.25x Damage. Additional Critical Damage does not stack with any other Critical attack damage buffs (Opportunist, Hawkeye, etc.).

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Kinjutsu​
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Jinchuuriki - Fire Element
Effects:
- When gaining this kinjutsu, the user may choose any base or advanced element of Ninjutsu to be the affinity of their inner demon. All Ninjutsu of this Element do not require Handseals as the demon bestows unnatural abilities to the user.
- They are treated as having a 'minor' affinity to this element in their base form, and a 'major' affinity in it when in either Demon Cloak form.
- If an Advanced Element is chosen, this element will not count towards their 'Advanced Element' slots.
- While in the Demon Cloak, the user has a chance to not be able to detect friend or foe due to the power of their inner demon. Every attack has a certain percentage chance to cause the Jinchuuriki to attack a random target on the field. This only applies to the effected action, not the rest of the fight.
- Jinchuuriki skills do not require handseals.
- All Jinchuuriki techniques receive Damage/Cp reduction buffs to the user's chosen Element.
- All melee attacks made by the Jinchuuriki use their chosen element's Ninjutsu Accuracy, receiving the chosen element's Damage and Cp buffs and replacing the Melee accuracy/damage buffs.

Note:
- Because of their Inner Demon's Chakra, when any Demon Cloak is activated, any Bloodline and CA Transformation-type technique becomes negated as the user now becomes somewhat possessed by their demon's energies. This does not apply to 'Activated' passives such as Doujutsu or other Core Ability Activated Passives. In addition, No curse seal's may be active during this time as the demon's strength is too powerful to be overridden. Accuracy/Dodge buffs from Jinchuuriki and their Bloodline/CA do not stack beyond +10.
- Unlike the series, this Kinjutsu refers to demons and spirits in general, not Bijuu. While this demon can be made freely, this demon cannot be tailed beast in any way or form. Expect an Auto-denial if you mention any form of Bijuu with this.

Demon Cloak Alpha - C-Rank Ninjutsu
Master Rank: While in this stage, gain +2 Acc/Dodge, +10% Chosen Element damage
Special Action: - For every 1 Acc/Dodge surrendered, one gains +5% Berserk Control. (Example: If one is using a rank 1 Demon Cloak Alpha and surrenders 1 Acc/Dodge, their Berserk Control is increased to a 90% chance as opposed to 85%.) This lasts until the Jinchuuriki's next action.

- Once activated, last's until the user chooses to deactivate.
- Demon Cloak Omega overwrites Demon Cloak Alpha; they do not stack.
- Once activated, the user gains +3% Max CP at the start of every round.
- Base of 85% Berserk Control. Must be rolled (out of 100 where an 86-100 roll counts as a berserked attack) before each action to determine if the Jinchuuriki has gone berserk and a random target. Each Berserk attack lasts for only that one attack.

Cost: 500 CP to initiate -2% Max HP a round to maintain

Demonic Burst - C-Rank Ninjutsu
Master Rank: 1620 damage to three targets
Effects:
- Demonic Burst has a 30% chance to unearth people from underground, 20% chance to reveal invisible targets, and 20% chance to dissipate Clones and Mirror Clones.

Special Action: - Demonic Burst can be used reflexively against projectile attacks, giving projectile attacks -3 accuracy with a 20% chance to deflect and hit a random target. The Demonic Burst deals half damage to up to 3 targets when using this special action.

Master Rank Cost: 680 CP

Demonic Howl - C-Rank Ninjutsu
Master Rank: Lowers every secondary by 2 to all in the topic until the end of the round. Deals 3% Max HP damage for 3 rounds.

- May not be stacked.
- Also targets allies in battle as well as foes, but not the Jinchuuriki.
- Does not effect those with Fearless.
- The effected targets must make a Nin-Save at the beginning of every round to include the round effected. If successful, they are freed from the % Max HP damage.
- May not be stacked more than once per target effected. May not stack with Poisonous Chakra.

Cost: 1400 CP to initiate

Destructive Shield - B-Rank Ninjutsu
Master Rank: The Jinchuuriki creates a shield that can absorb 3300 damage. This shield deals damage up to half it's shield strength upon destruction

- Must be in Demon Cloak Omega to use.
- The only way for the shield to be lowered is for the shield to be destroyed.
- The shield's HP does not regenerate, nor does recasting it refills it's HP. This jutsu cannot be stacked for multiple shields.

Master Rank Cost: 1440 CP to initiate, 690 CP per round maintain

Demon Cloak Omega - B-Rank Ninjutsu
Master Rank: While in this stage, gain +4 Acc/Dodge, +15% Chosen Elemental Damage

Special Action: - For every 1 Acc/Dodge surrendered, one gains +5% Berserk Control. Example: If one is using a rank 1 Demon Cloak Omega and surrenders 1 Acc/Dodge, their Berserk Control raises to a 65% chance as opposed to 60%. This lasts until the Jinchuuriki's next action.

- Demon Cloak Omega overwrites Demon Cloak Alpha; they do not stack.
- If activated while the user is in Demon Cloak Alpha, this costs -1 AP and -25% normal CP cost.
- Once activated, lasts until the user chooses to deactivate with a 65% chance of failure and a 1 AP Cost. If the user fails to deactivate, they lose 5% Berserk Control which remains for the remainder of battle.
- Once activated, the user gains 5% Max CP at the start of every round.
- This jutsu has a 10% chance at auto-dodging every attack. This does not stack with other auto-dodge abilities.
- Basic melee attacks now attack up to 3 targets.
- Base of 65% Berserk Control. (Rolled out of 100 with a roll of 66-100 meaning a berserked attack) Must be rolled before each action to determine if the Jinchuuriki has gone berserk and attacked a random target. Each Berserk attack lasts for only that one attack.

Cost: 2000 CP, 3% Max HP per round.

Demon's Edict- A-Rank Ninjutsu
Rank 1: Deals 4000 damage to a single target. The target has a 35% chance of being inflicted Suppression twice and has a 15% chance of auto-failing their next two attacks (Only one may auto-fail). The user may follow up this jutsu with a Taijutsu at +1 Accuracy.
Master Rank: Deals 5000 damage to a single target. The target has a 45% chance of being inflicted Suppression twice and has a 20% chance of auto-failing their next two attacks (Only one may auto-fail). The user may follow up this jutsu with a Taijutsu at +2 Accuracy.

Special Action: The Jinchuuriki may spend +.5 Ap to add one of these effects to the jutsu. Only one effect may be added.
- The user may increase the Jutsu by +20% Base damage, +1 Accuracy, and +1 Critical.
- The user may "Throw" the initial target at a secondary target, dealing damage and effects to both victims.

Rank 1 Cost: 2000 Cp to initiate
Master Rank Cost: 2500 Cp to initiate

- Must be in Demon Cloak Omega to use.
- This jutsu is modded directly after an attack made against the user by the target, starting from the time of the user's last action.
- The user may instantly follow up this jutsu with a Taijutsu; the chosen attack cannot combo any further and still must have all costs payed.
- Every time after the first that Demon's Edict has been used on the same character, there is a +5% damage increase with a -1 Accuracy penalty. This stacks up to +15% damage/-3 Accuracy, and does not apply to the damage cap.
- No other bonuses can be added on to this to break the damage limit, aside from the special action and repeated use.

Menacing Blast - A-Rank Ninjutsu
Rank 1: 5000 damage to one opponent.
Master Rank: 5500 damage to one opponent

Special Action: - May 'Strafe' multiple targets. There is a -10% dmg penalty for every target after the first that the target strafes. During the strafe, the target may return to the target (if missed) for -20% damage.

- May only target up to 5 people to include 'restrafing'.
- You cannot restrafe to target an enemy that initially auto-dodged this jutsu.

Rank 1 Cost: 2800 CP to initiate
Master Rank Cost: 3300 CP to initiate

Poisonous Chakra - S-Rank Ninjutsu
Master Rank: Deals 1% Max HP and 200 CP damage to the one coming in contact with the Poisonous Chakra. Once effected, for every 1 AP the target spends, they take the advertised damage. This only effects the poisoned for 1 round. This may effect multiple targets to include friendly targets.

- This jutsu effects the Jinchuuriki's: Demon Cloak, Melee, Jinchuuriki attacks, and chosen elemental attacks. While it effects the Demon Cloak, any unarmed attacks made towards the Jinchuuriki poisons the attacker.
- May not stack per round. May not "re-infect" the same target to reset timer. Once the poison has run it's course, may 're-infect' giving the target a +1 to their poison check for every time 're-infected'.
- Once attacked, must make a poison check. This is treated as a Heavy Poison with an additional +3 Difficulty.
- This jutsu is considered a hidden action. (In other words, not mentioned in the mod that one has applied poison to their chakra)
- Must be in Demon Cloak Omega to use.
- Considered Akuton/Evil.
- Takes effect at the beginning of the next round.
- This jutsu remains active on the Jinchuuriki until de-activated
- May not be stacked with other percentage HP/CP damaging techniques or effects.

Cost: 1000 CP/500 HP to initiate, 500 CP/1% Max HP to maintain
Core Ability​
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<B>Pyromaniac
Pyromaniac.jpg

[fontsize="12"]Pyromaniacs are quite possibly the craziest of all elemental specialists. Their bond with fire has driven them to be partially insane, and sometimes even suicidal in their way of fighting.

<U>Explosive Chakra<i></i> - Passive (3 points)
Effect: Due to the difficulty of controlling their chakra, all ninjutsu and genjutsu cost 5% more. However, all fire based jutsu have a +2 critical range and hit for 2.5x normal damage on critical hits instead of 2.0x normal damage.

Warmth<i></i> - Passive (2 points)
Effect: The user regains 2% Max Cp each round. This is increased to 4% Max Cp/Rnd when Mantle of Fire is active.

Direct Conversion<i></i> - Independent Special Move (2 points)
Effect: Any amount of HP can be converted into CP at a 1 to 1 ratio. Costs 1 AP and can only be used three times in one battle.

Fire Blast<i></i> - Dependent Special Move (3 points)
Effect: A chosen Fire based Jutsu deals +40% more damage and deals 25% of its total damage back to the user. This jutsu has a 20% chance to increase the damage by an additional +20%, a 30% chance to increase damage by 20% with an additional +25% backlash, and a 10% chance to become unstable and explode on the user dealing full damage to them. Only one effect may happen per use. Because of the intense power, damage from this jutsu cannot be reduced by mantle of fire. This may be used only three times per battle, and does not apply to Damage Buff Limits.

Wildfire<i></i> - Passive (3 points)
Effect: All fire based jutsu have a 20% chance to Set their targets afire, dealing 10% of the Jutsu's damage each round for two rounds. Fire based jutsu already having the chance to set targets afire are increased by 10%, and all AoE Flame techniques are increased by 8x8 feet.

Burning Recoil<i></i> - Dependent Special Move (2 points)
Effect: A Pyromaniac may use their own body to absorb the recoil of a Fire based jutsu, increasing the accuracy by +2, but also taking on +15% backlash damage. This can be done once per round.

Fire Boost<i></i> - Boost (3 points)
Effect: Fire based jutsu deal 30% more damage, but 15% of the total damage is done to the user.

Mantle of Fire<i></i> - Jutsu (2 Points)
Mastered: Wreathes the user in flames that deal 150 fire damage to anyone who makes an unarmed melee attack on them or touches them in any way. While wreathed in flame, all fire damage the user would deal to themselves, including the backlash from Fire Boost, is neutralized, besides Fire Blast backlash. Fire damage from other sources is reduced by 40%. All fire damage is boosted by fire buffs, including Fire Boost, with the exception of melee damage.
Cost: 3000 CP and 3 AP to activate, 1000 CP/round to maintain
Notes:</I><I> This counts as a Chakra Armor.[/fontsize]
Jutsus
Non-Elemental Jutsu - Minor Affinity
<U>E-Rank Jutsu
Body Switch - Mastered
Transformation - R1

<U>D-Rank Jutsu
Combination Transformation - R1
Crystal Eye - R1
Cancel - R1
Spirit Lantern - R1
Contract Summoning - R1

C-Rank Jutsu
Jutsu Sealing - R1
Stunt Double - R1
One Element Sealing - R1
Elemental Negation - R1
Elemental Clone - R1
Barrier - R1


Fire Element Jutsu - Major Affinity
E-Rank Jutsu
Infernal Ember - Mastered
Thermal Maw - Mastered

D-Rank Jutsu
Fireball - Mastered
Immolation Armor - Mastered
Combustive Seal - Mastered

C-Rank Jutsu
Dragon Fire - Mastered
Searing Eruption - Mastered
Scalding Ash Cloud - Mastered
Heat Wave - Mastered

B-Rank Jutsu
Infernal Hellfire - Mastered
Firestorm - Mastered
Spontaneous Combustion - Mastered
Ring of Fire - R1

A-Rank Jutsu
Dragon Flame Bomb - Mastered
Sol Fire Tempest - Mastered
Abysmal Harbinger - Mastered
Flame Shield - R1
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Scorch - Advanced Element [Fire+Ne]
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