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:

Shusuke's Dojo

Updating my weapons and replacing them with these as I slowly make my way to using a new Face Claim

Weapons:
  1. Middle Finger's Illusory Hook- Unarmed/Slashing
  2. Ring Finger's Illusory Wrecking Ball - Unarmed/Bludgeoning
  3. Little Finger's Illusory Dagger - Unarmed/Piercing
Looks good to me! Real quick though, I do believe you have to declare the second set of taijutsu granted by Trick Weapon when you add it here.
I did, I put it up with the initial weapon type:
  1. Middle Finger's Illusory Hook- Unarmed/Slashing
  2. Ring Finger's Illusory Wrecking Ball - Unarmed/Bludgeoning
  3. Little Finger's Illusory Dagger - Unarmed/Piercing
Approved!
 
Up to date Dojo

Abilities:
  1. Shinobi 101 Storm > Genjutsu DC (Free)
  2. Bloody Mess (Free Bloody Mess Augment)
  3. Mind Crush (Lower Genjustu rank for +2DC)
  4. Slashing - Physical Style > Switching to > Mind Overflow (+10% damage when under my Genjutsu)
  5. Shattered Reality (End Genjutsu for Damage)
  6. Teamwork (+1 from team members)
  7. Versatile Arms (Free Trick Weapon Augment)
  8. Dropping Genetic Implant to prepare for Kinjutsu placement

Class:
A Sharp Mind
HP: (40+lvl) x stamina
CP: (40+lvl) x chakra control
Class Bonus: +10% Chance of inflicting Bleeding (dropping to 2 class points ro prepare for Kinjutsu)
High: Melee Accuracy, Genjutsu DC
Average: Dodge, Genjustu Save
Low: Ninjutsu Accuracy, Ranged Accuracy

Major Affinity/Sensory Mastery:
  • Lightning (Free C-Rank)
Minor Affinity/Sensory Knowledge:
  • Water (Free C-Rank)
  • Audial
  • Kinetic
  • Visual
  • Will
Advanced Element:
  • Storm (Free C-Rank)

Weapons:
  1. Middle Finger's Illusory Hook- Slashing/Unarmed
  2. Ring Finger's Illusory Wrecking Ball - Unarmed/Bludgeoning
  3. Little Finger's Illusory Dagger - Unarmed/Piercing
  4. Thumb’s Illusory Cross - Unarmed/Puppet

Inventory:
  1. Headset
  2. No Armor
  3. Twilight Venom x2 (Nightshade Extract)
  4. Pouch - Tools
  5. Kawarmi Target x3
 
Last edited:
Up to date Dojo

Abilities:
  1. Shinobi 101 Storm > Genjutsu DC (Free)
  2. Bloody Mess (Free Bloody Mess Augment)
  3. Mind Crush (Lower Genjustu rank for +2DC)
  4. Slashing - Physical Style > Switching to > Mind Overflow (+10% damage when under my Genjutsu)
  5. Shattered Reality (End Genjutsu for Damage)
  6. Teamwork (+1 from team members)
  7. Versatile Arms (Free Trick Weapon Augment)
  8. Dropping Genetic Implant to prepare for Kinjutsu placement

Class:
A Sharp Mind
HP: (40+lvl) x stamina
CP: (40+lvl) x chakra control
Class Bonus: +10% Chance of inflicting Bleeding (dropping to 2 class points ro prepare for Kinjutsu)
High: Melee Accuracy, Genjutsu DC
Average: Dodge, Genjustu Save
Low: Ninjutsu Accuracy, Ranged Accuracy

Major Affinity/Sensory Mastery:
  • Lightning (Free C-Rank)
Minor Affinity/Sensory Knowledge:
  • Water (Free C-Rank)
  • Audial
  • Kinetic
  • Visual
  • Will
Advanced Element:
  • Storm (Free C-Rank)

Weapons:
  1. Middle Finger's Illusory Hook- Slashing/Unarmed
  2. Ring Finger's Illusory Wrecking Ball - Unarmed/Bludgeoning
  3. Little Finger's Illusory Dagger - Unarmed/Piercing
  4. Thumb’s Illusory Cross - Unarmed/Puppet

Inventory:
  1. Headset
  2. No Armor
  3. Twilight Venom x2 (Nightshade Extract)
  4. Pouch - Tools
  5. Kawarmi Target x3
approved
 
I would like to switch augments of Middle and Little finger weapons so the weapon that has bleeding has razor strike and barbed teeth. Additionally I would like to switch my pouch to poisons instead if tools
For future reference, it is better to have what you want of switching augments or just about anything around like so:
"I'd like to switch my stuff around"
From this,

Weapon
Damage Modifiers, acc mod
Ability
Augments

To this
Weapon
Damage mod, acc mod
Ability
(Different) augments

Along with that, it's always good to annotate what you want. The same would be said about normal inventory too.

But don't worry, I got what you mean, approved
 
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Abilities:
  1. Bloody Mess (Free Bloody Mess Augment)
  2. Mind Crush (Lower Genjustu rank for +2DC)
  3. Mind Overflow (+10% damage when under my Genjutsu)
  4. Shattered Reality (End Genjutsu for Damage)
  5. Teamwork (+1 from team members)
  6. Versatile Arms (Free Trick Weapon Augment)
  7. Kinjutsu Chimeiarashi
  8. Kinjutsu Chimeiarashi
  9. Kinjutsu Chimeiarashi
per this: https://ninpocho.com/threads/kinjutsu-request-chimeiarashi.66033/

Approved!
 
Extra Weapon Purchased

  1. Thumb’s Illusory Cross - Puppet/Unarmed
  2. Index Finger's Illusory Arrow - Thrown/Projectile
  3. Middle Finger's Illusory Hook- Slashing/Unarmed
  4. Ring Finger's Illusory Wrecking Ball - Unarmed/Bludgeoning
  5. Little Finger's Illusory Dagger - Unarmed/Piercing
 
Last edited:
Extra Weapon Purchased

  1. Thumb’s Illusory Cross - Puppet/Unarmed
  2. Index Finger's Illusory Arrow - Thrown/Projectile
  3. Middle Finger's Illusory Hook- Slashing/Unarmed
  4. Ring Finger's Illusory Wrecking Ball - Unarmed/Bludgeoning
  5. Little Finger's Illusory Dagger - Unarmed/Piercing
approved
 
  1. Bloody Mess (Free Bloody Mess Augment)
  2. Versatile Arms (Free Trick Weapon Augment)
  3. Mind Crush (Lower Genjustu rank for +2DC)
  4. Mind Overflow (+10% damage when under my Genjutsu) switching to Sage Mode (Access to contract's unique Ability, Special Move and Jutsu)
  5. Shattered Reality (End Genjutsu for Damage) switching to Strategist (5 prep slots, probs using poison for free)
  6. Teamwork (+1 from team members)
  7. Kinjutsu Chimeiarashi
  8. Kinjutsu Chimeiarashi
  9. Kinjutsu Chimeiarashi

Gaining Journeyman as a B-Rank Main Branch Genin for now
RP for Sage Mode and Strategist: Here word count 200+
 
  1. Bloody Mess (Free Bloody Mess Augment)
  2. Versatile Arms (Free Trick Weapon Augment)
  3. Mind Crush (Lower Genjustu rank for +2DC)
  4. Mind Overflow (+10% damage when under my Genjutsu) switching to Sage Mode (Access to contract's unique Ability, Special Move and Jutsu)
  5. Shattered Reality (End Genjutsu for Damage) switching to Strategist (5 prep slots, probs using poison for free)
  6. Teamwork (+1 from team members)
  7. Kinjutsu Chimeiarashi
  8. Kinjutsu Chimeiarashi
  9. Kinjutsu Chimeiarashi

Gaining Journeyman as a B-Rank Main Branch Genin for now
RP for Sage Mode and Strategist: Here word count 200+

Approved!
 
Purchased the additional ability

Adding Weapon Mastery: Slashing - RP

 
Purchased the additional ability

Adding Weapon Mastery: Slashing - RP

All approved
 
  1. Bloody Mess (Free Bloody Mess Augment)
  2. Versatile Arms (Free Trick Weapon Augment)
  3. Mind Crush (Lower Genjustu rank for +2DC)
  4. Strategist (5 prep slots, probs using poison for free)
  5. Teamwork (+1 from team members)
  6. Contract Mastery (Faster Summons and a Buff to Summon)
  7. Sage Mode (Access to contract's unique Ability, Special Move and Jutsu)
  8. Kinjutsu Chimeiarashi
  9. Kinjutsu Chimeiarashi
  10. Kinjutsu Chimeiarashi

Word Count 100+
Ability Card Purchased
 
  1. Bloody Mess (Free Bloody Mess Augment)
  2. Versatile Arms (Free Trick Weapon Augment)
  3. Mind Crush (Lower Genjustu rank for +2DC)
  4. Strategist (5 prep slots, probs using poison for free)
  5. Teamwork (+1 from team members)
  6. Contract Mastery (Faster Summons and a Buff to Summon)
  7. Sage Mode (Access to contract's unique Ability, Special Move and Jutsu)
  8. Kinjutsu Chimeiarashi
  9. Kinjutsu Chimeiarashi
  10. Kinjutsu Chimeiarashi

Word Count 100+
Ability Card Purchased
Approved! Make sure you make your strategist table!
 
Oh! I forgot I was supposed to do that in the Dojo!

  1. Bloody Mess (Free Bloody Mess Augment)
  2. Versatile Arms (Free Trick Weapon Augment)
  3. Mind Crush (Lower Genjustu rank for +2DC)
  4. Strategist (5 prep slots)
    1. Prep Thumb's Illusory Cross with Twilight Venom-Nightshade Extract
    2. Prep Index Finger's Illusory Arrow with Twilight Venom-Nightshade Extract
    3. Prep Middle Finger's Illusory Hook with Twilight Venom-Nightshade Extract
    4. Prep Ring Finger's Illusory Wrecking Ball with Twilight Venom-Nightshade Extract
    5. Prep Little FInger's Illusory Dagger with Twilight Venom-Nightshade Extract
  5. Teamwork (+1 from team members)
  6. Contract Mastery (Faster Summons and a Buff to Summon)
  7. Sage Mode (Access to contract's unique Ability, Special Move and Jutsu)
  8. Kinjutsu Chimeiarashi
  9. Kinjutsu Chimeiarashi
  10. Kinjutsu Chimeiarashi
 
Oh! I forgot I was supposed to do that in the Dojo!

  1. Bloody Mess (Free Bloody Mess Augment)
  2. Versatile Arms (Free Trick Weapon Augment)
  3. Mind Crush (Lower Genjustu rank for +2DC)
  4. Strategist (5 prep slots)
    1. Prep Thumb's Illusory Cross with Twilight Venom-Nightshade Extract
    2. Prep Index Finger's Illusory Arrow with Twilight Venom-Nightshade Extract
    3. Prep Middle Finger's Illusory Hook with Twilight Venom-Nightshade Extract
    4. Prep Ring Finger's Illusory Wrecking Ball with Twilight Venom-Nightshade Extract
    5. Prep Little FInger's Illusory Dagger with Twilight Venom-Nightshade Extract
  5. Teamwork (+1 from team members)
  6. Contract Mastery (Faster Summons and a Buff to Summon)
  7. Sage Mode (Access to contract's unique Ability, Special Move and Jutsu)
  8. Kinjutsu Chimeiarashi
  9. Kinjutsu Chimeiarashi
  10. Kinjutsu Chimeiarashi
Approved
 
If I do not have to sacrifice any trainings I would like to adjust the battle mechanics of my Contract please!

Description: – Shida is a small green scaled tortoise that is exhibiting faint traces of Wood Style ninjutsu as a small plant has begun to grow from the little friendly looking creature's back with small leaves already visible. Her eyes have a soft yellow hue that matches with the coloration of her beak which is split between her upper green lip and her lower lighter yellow lip. Standing at about six feet tall the young Shida is actually quite small compared to most of her relatives that are often mistaken as moving mountains as they travel through the forests, but nevertheless she is here eager to help. Around her neck she wears the striped scarf that Shusuke gave her after their first meeting and the way that he tied the scarf mimics the petals that grow from her back. Over all this small and cute looking tortoise doesn't look quite look like what you'd expect from a shinobi's summoning.
Personality: – Shida is a kind yet strong headed young tortoise who isn't afraid to share what is on her mid, often speaking out of turn which is why Shusuke adores her so much. She is very persistent and is surprisingly motherly for someone so young. She is often found reminding Shusuke to eat his meals as well as go so far to prep them while he refuses to take a break from their training. She has spent a lot of time with the boy with whom she is contracted by, but when she isn't around him she is often tending the gardens and collecting the herbs she and her family uses in the ancestral tonics and salves that they have passed down with each generation. A sucker for sweets and always down for an adventure this young tortoise is the perfect companion for Shusuke as they continue to grow and explore the world together.
History:
Shida was definitely the runt of the batch, but this was not a weakness in her eyes. This fueled the determination and helped encourage the small tortoise. Spending much of her time focusing on the art of support she quickly learned that she wasn't the powerhouse that was able to stand side by side with the heroes of lore, but that didn't stop her ferocity! She wanted to make a name for herself and if becoming the best at what she could do was an option then it was the only thing that mattered to her.

It was during one of these training segments when she accidentally cleared away the debris that blocked a now dry underground stream, creating a cavernous entrance into the unknown. This was where she met Shusuke who was apparently out training in the same manner. She kept her distance as she watched the curious boy approach the newly created opening, but the sound of the falling debris did not call to just the young academy student, no, it also caught the attention of a nearby beast that had been plaguing the area for some time now. Keeping an eye out on the boy she saw as this large spider peak over the edge of the higher lip of the river shifting it's attention to the small boy. Acting quickly she darted forward summoning forth a large stone turtle shell that protected the boy from an incoming spray of a caustic toxin from the spider.

Much to her surprise the boy was, in her eyes, a skilled shinobi and was able to react quickly to the new threat. Between her Earth Style barriers and walls and his surges of electricity throughout his blade they were able to fight the spider off, severing a couple legs before it decided to retreat.

The fight was quick, but this shared experience was the beginning of a close friendship and the start of a summoning contract between the two young children aspiring to be the best that they can be in this world.

Other info:
Starting Steps: Tiptoeing to Tranquility [Contract Search]
Approval to use here


[ C L A S S ]​

Turtle Island
HP: (44+6) x Shusuke's CC = 13,750
CP: (34+6) x Shusuke's CC = 11,000
Class Bonus: +4 Hp and Cp Mod
High: Melee Accuracy
Average: Genjutsu Save, Evasion, Ninjutsu Accuracy
Low: Genjutsu DC, Ranged Accuracy


[ J U T S U ]​


Turtle said:
Shell Guard - Turtle Contract Passive
The shell of a turtle is synonymous with protection, and for good reason. There isn't much in the natural world that is tougher than the protective plating of a strong turtle.

Effect:
-User has +10% damage reduction against all non-Illusionary damage.
-The user ignores the first two ranks of bleeding, and does not take damage from them.

Shell Smash - Turtle Contract Independent Special Move
Though their shells may be tough, turtles are not exactly the fastest beings. Turtles of the contract realm, however, can temporarily alter this, briefly forgoing the protection of their shells in order to drastically increase their offensive prowess.

Effect: For 1.5 AP, the user may sacrifice the effects of Shell Guard in order to gain +15% damage and +3 accuracy to any one jutsu subtype of the user's choice. This effect lasts for one full round.

Tidal Wall - Turtle Contract Senjutsu - Earth
A rock is a barrier is a wall, and a turtle is an impressive wall indeed. The protection a turtle offers extends not only to itself, but can be used to shield its allies when it so desires. Contract turtles even bring with them a protective aura that can help restore their friends.

Effect: Creates a Barrier that has 4,500 HP and DR against Damage for up to three targets. Those within the barrier are healed of three physical debuffs of their choice.

Cost: 2.5 AP, 2750 Cp, 1380 CP/Rnd

Note:
- Jutsu subtype is chosen when the contract creature is designed; damage buffs that apply to the contract subtype increase damage blocked.
- The Senjutsu subtype chosen designates the type of damage the barrier gains DR against, Ninjutsu = Elemental, Taijutsu = Physical, Genjutsu = Illusionary.
- Physical debuffs include things like Bleed Level and Called Shot levels. Each Called Shot/Bleed level healed counts as a separate debuff healed.
- Debuffs healed must be chosen while the barrier is still active, or they will be selected randomly when the barrier ends.


[ A B I L I T I E S ]​
  1. Ancient Wisdom - General Contract Ability
    • Effect:
      - While the contract is present in battle, its allies gain a bonus based on its custom class 'High' stat(s); this bonus is +1 Acc/Dodge/DC/Save and +5% Damage dealt with it. These bonuses do not apply towards caps.
      - Example; the contract with this ability having Nin Acc and Gen DC in high would grant its allies +1 to Nin Acc/Nin Dodge/Gen DC/Gen Save, and +5% Ninjutsu/Genjutsu damage.
  2. Mount - General Contract Ability
    • Effect:
      - The contract may allow a single target to ride upon it. Both Contract and the ally attempting to ride it must spend 1 Ap to begin riding.
      - The contract will take damage from attacks directed at it as normal, but will also take damage equal to half the damage dealt to the rider from an attack.
      - Non-illusory attacks directed at the rider will user whichever is higher; the contract's dodge or the rider's dodge. Regardless of which is used, it will gain a +3 Dodge bonus.
      - Anyone in battle aware of either the contract or the rider is automatically aware of the other as well.

[ W E A P O N S ]​
  1. Turtle Shell - Unarmed (Handseals)
    • +2 Accuracy/-10% Damage
  2. Turtle Bite - Unarmed (Handseals)
    • -2 Accuracy/+10% Damage
 

Current Ninpocho Time:

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