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:

Shinomiya Masaru - Genin

Shinomiya Masaru

New Ninja
Joined
May 5, 2014
Messages
104
Yen
172,100
ASP
0
[fontsize="15"]~ Shinomiya Masaru ~[/fontsize]

[fontsize="12"]~ Basic Information ~[/fontsize]
[fontsize="11"]First Name : Masaru
Last Name : Shinomiya
Gender : Male
Age : 16
Village : Kumogakure
Core Ability : Opportunist
Rank : Genin[/fontsize]

[fontsize="12"]~ Other Information ~[/fontsize]
[fontsize="11"]~ Appearance ~[/fontsize]
[fontsize="11"]Standing 170cm tall Masaru is about the average height for a 16-year-old. While arguably his most noticeable feature it is not all there is to him. With short light brown hair, and uninterested brown eyes, he is not remarkably attractive nor ugly. In fact that would be the most average thing about him at the moment. He is noted to look a lot like his mother in regards to looks, however he has his father's stiff expressions. While he doesn't think he stands out as much, he actually does with his height and apparel. Masaru usually wears dark clothing, mostly black long sleeved shirts, pants, pants, and cloak. The only thing of color that he wears is a necklace with a golden cross, a symbol of his faith that often gets him more attention than needed.[/fontsize]
[fontsize="11"]~ Personality ~[/fontsize]
[fontsize="11"]The best way to describe Masaru would be gifted. Things seem to come naturally to him, and even if he can't pick something up right away if you give him a few days he'll be able to do something adequately. Although he isn't particularly smart Masaru is aware that he is talented, but when one would expect arrogance or a boastful attitude of him they would certainly be surprised. Masaru has no drive, no ambition to do anything in life. He has no hobbies, nothing he likes, and no real goals in life. For him it's simply going about the usual route: start at the academy and work your way up the ladder, to protect your village just as you're told.

While he has no passion or initiative, Masaru isn't a robot. He has feelings, albeit he does not speak his mind a lot of the time, but he can go through the motions with things. While he has friends and acquaintances he can talk to he has no real bonds with anyone. There is no spark or fire in his life, which could make him a boring person to be in the company of.[/fontsize]
[fontsize="11"]~ History ~[/fontsize]
[fontsize="11"]Masaru's father was a Priest from the Holy City of Tenouza who moved to Raiden's Eye to try and spread the holy word. While there he met a kunoichi and the two ended up falling in love. It wasn't long before Masaru was born, and for a time they were content. While his mother was a proud individual who refused to adopt the beliefs of Tenouzan she still loved Masaru's father, and the same could be said of the Priest who believed he could eventually get her to turn to the faith.

While his mother was not keen on it, Masaru's father continued his teachings. There wasn't much she could do because of her job as a shinobi so she was often away from home more than she would have liked. While in the care of his father, Masaru began to learn of the faith and adopt it. While his mother was away his father would take him with him to various places in the city to preach the word, and Masaru would watch and listen with interest. He knew his father wasn't well liked, but considered it simply natural for him to have the faith as well.

On the rare chances that his mother was home his father would go off on pilgrimages. However, during one such instances the pilgrimage did not go as planned, and in the chaos his father wound up getting killed. From then on Masaru's mother was the sole caretaker. Masaru continued to practice the faith, often seen wearing a necklace with a cross on it, out of duty to his deceased father.

After his father's death his mother took the opportunity to move them. Having been stationed in Raiden's Eye for the majority of Masaru's young life, she decided it was time for him to attend the Academy. Thus, the pair moved and moved to Kumogakure. While he knows that Kumogakure is not the Holy City he does not have any interest in traveling there, instead opting to do his duty as his mother's son. It was obvious that he was gifted, often taking to things much quicker than most, but his mother knew of his potential as a shinobi and explained to him the duties and responsibilities they had as citizens under the Raikage. To Masaru that means it is only natural to take the path of the shinobi, but he also believes he can conduct his faith and duty in unison. As a gifted child there is no question as to whether or not these things can be accomplished.[/fontsize]
[fontsize="11"]~ Miscellaneous ~[/fontsize]
[fontsize="11"]
  • -Only child of Shinomiya Setsuko and Shinomiya Ichirou.
  • -His mother was formerly a Shima. Cousin to Shima Haruka.
  • -Is staying at the Shima Estate while his mother is stationed at Raiden's Eye.
[/fontsize]

[fontsize="12"]~ Combat Information ~[/fontsize]
[fontsize="11"]~ Statistics ~

Agility : 215/300
Stamina : 200/300
Ninjutsu : 300/300
Taijutsu : 250/300
Genjutsu : 65/300
Chakra Control : 215/300
ASP : 111

Power Level : 1245
Character Level : 6
Character Rank : B
Action Points : N/A
Bloodline: Nara[/fontsize]


[fontsize="11"]~ Character Class ~[/fontsize]
Name: Purpose
HP: (45+lvl) x stamina
CP: (45+lvl) x chakra control
Class Bonus: +2 Stealth, +1 Accuracy
High: Melee Acc
Average: Ranged Acc, Nin Acc, Evasion
Low: Puppet Acc, Gen DC

[fontsize="11"]~ Bloodline ~[/fontsize]
[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.

084 PL - Slippery Mind (Rank One)
168 PL - Nara Strategy (Rank One), Shadow Bend (Rank One)
252 PL - Shadow Possession (Rank One), Â Slippery Mind (Rank Two)
336 PL - Displacement Shade (Rank One), Shadow Tactics (Rank One)
420 PL - Shadow Possession (Rank Two)
504 PL - Shadow Neck Bind (Rank One)
588 PL - Shadow Constriction (Rank One), Slippery Mind (Rank Three)
672 PL - Shadow Tactics (Rank Two)
756 PL - Shadow Bend (Rank Two)
840 PL - Displacement Shade (Rank Two), Shadow Possession (Rank Three)
924 PL - Shadow Neckbind (Rank Two), Nara Strategy (Rank Two)
1008 PL - Shadow Constriction (Rank Two)
1092 PL - Displacement Shade (Rank Three)
1176 PL - Shadow Bend (Rank Three), Shadow Threads (Rank One)
1260 PL - Shadow Constriction (Rank Three), Negative Space (Rank One)
1344 PL - Shadow Tactics (Rank Three), Shadow Threads (Rank Two)
1428 PL - Shadow Neckbind (Rank Three), Nara Strategy (Rank Three)
1512 PL - Shadow Threads (Rank Three)
1596 PL - Shadow Dimension (Rank One)
1680 PL - Negative Space (Rank Two)
1764 PL - 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.

---

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
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 -6 Accuracy
Rank 2: Binds up to two targets at -5 Accuracy.
Rank 3: Binds up to three targets at -4 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 cannot move. They may however use Ninjutsu or Genjutsu that do not require handseals.
- The victim may pay 1 AP for a 15% Chance to Escape the bind.
- If the user attacks the victim then this bind is broken (with the victim receiving -3 Dodge to the attack). If the victim takes damage then this bind is dispelled.
- If the user takes more than 10% of their Max HP as damage from one attack then, this bind is dispelled.
- The user may use Shadow Neck Bind at 0 AP Timing while maintaining this bind. Shadow Neck Bind does not break this bind.

---

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.
- Each rank of this jutsu gives the victim a +20%/15%/10% chance of breaking free from Shadow Possession per rank of this jutsu used.
- 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.

Rank 1: 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]


[fontsize="11"]~ <U>Abilities ~[/fontsize]

[fontsize="12"]~ Jutsu Information ~[/fontsize]
[fontsize="11"]~ Elemental Affinities ~[/fontsize]
Minor Affinities
  • Water

Major Affinities
  • Fire

Advanced Element
  • Shadow

[fontsize="12"]~ Non-Elemental Jutsu ~[/fontsize]
Mastered
  • Transformation (Rank E)
  • Body Switch (Rank E)

[fontsize="12"]~ Fire Jutsu ~[/fontsize]
Mastered
  • Infernal Ember (Rank E)
  • Thermal Maw (Rank E)
  • Fireball (Rank D)
  • Immolation Armor (Rank D)
  • Combustive Seal (Rank D)
  • Dragon Fire (Rank C)
  • Searing Eruption (Rank C)
  • Scalding Ash Cloud (Rank C)
  • Heat Wave (Rank C)

[fontsize="12"]~ Shadow Jutsu ~[/fontsize]
Mastered
  • Black Eruption (Rank C)
  • Midnight Strike (Rank C)
  • Specter Shade (Rank C)
  • Dark Displacement (Rank C)

[fontsize="12"]~ Water Jutsu ~[/fontsize]
Mastered
  • Pressurized Mist (Rank E)
  • Water Gun (Rank E)
  • Water Whip (Rank D)

[fontsize="12"]~ Earth Jutsu ~[/fontsize]
Mastered
  • Stone Bullet (Rank E)
  • Gravel Shift (Rank E)
  • Earth Flow River (Rank D)

[fontsize="12"]~ Lightning Jutsu ~[/fontsize]
Mastered
  • Storm Bolt (Rank E)
  • Thunderfist (Rank E)
  • Thunderclap (Rank D)

[fontsize="12"]~ Wind Jutsu ~[/fontsize]
Mastered
  • Wind Slash (Rank E)
  • Pressure Burst (Rank E)
  • Whirlwind Spin (Rank D)

[fontsize="12"]~ Ranged Taijutsu ~[/fontsize]
Mastered
  • Curve Shot (Rank E)
  • Critical Shot (Rank C)
  • Snipe (Rank C)
  • Tracking Beacon (Rank C)
  • Flurry Shot (Rank B)
  • Blunt Shot (Rank B)
  • Homing Shot (Rank B)

[fontsize="12"]~ Projectile Taijutsu ~[/fontsize]
Mastered
  • Volley (Rank E)
  • Full Toss (Rank E)
  • Trick Launch (Rank E)
  • Mad Flight (Rank E)
  • Projectile Sealing (Rank D)
  • Sudden Shot (Rank D)
  • Shadow Projectile (Rank D)
  • Blood Grinding (Rank D)
  • Instant Fall (Rank D)
  • Silver Crows (Rank C)
  • Buzzsaw (Rank C)
  • Full Impact (Rank C)
  • Spread Counter (Rank C)
  • Sly Silver (Rank C)
  • Sinister Steal (Rank C)
  • Silver Stream (Rank C)

[fontsize="12"]~ Buffing Taijutsu ~[/fontsize]
Mastered
  • Eagle Vision (D-Rank)
  • Muscle Control (D-Rank)
  • Basic Safeguard (D-Rank)
  • Chakra Extension (C-Rank)
  • Shadow Dance (C-Rank)

[fontsize="12"]~ Genjutsu ~[/fontsize]
Mastered
  • Superhuman (Rank E)
</i>
 
Shinomiya Masaru has purchased the Class Points card from the Advanced Shop here: http://www.ninpocho.com/viewtopic.php?p=177426#p177426
 

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