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:

Takahashi Hiruma

Joined
Apr 25, 2013
Messages
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Yen
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ASP
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Character Name:

Bold Rogue
HP: (50+lvl) x stamina
CP: (45+lvl) x chakra control
Class Bonus: +10% to all damage types(6 pts)
High: Genjutsu DC
Average: Ranged Accuracy, Melee Accuracy, Ninjutsu Accuracy, Evasion
Low: Puppet Accuracy

OOC Rank: A

Bloodline/Core Ability: Ghost Walker

Core Ability Choices:
[fontsize="12"]Note: All techniques and buffs from this Core Ability are considered Spiritual.

Unreal Understanding<i></i> - Passive (3 points)
Due to their experiences with the surreal and illusionary, Ghost Walkers are less affected by illusions and tend to be less fearful than others, not being completely affected by the intended penalties.
Effect: All penalties from genjutsu are reduced by 1 (if Blinding Flash would normally do -3 accuracy, they only take -2). Fear effects do not apply. 5% chance to break out of any genjutsu each round.


Genjutsu Mastery<i></i> - Passive (2 points)
Restriction- C Rank and up
With their understanding of the real and unreal, Ghost Walkers can use genjutsu much more effectively than others can, making their illusions more potent and longer lasting.
Effect: All Genjutsu costs are reduced by 10%. Genjutsu which are fully effective last an additional round before resistance checks are made, and Partially-Effective Genjutsu are treated as fully effective for 1 round after the initial use.
2 pts


Extra-Sensory Perception<i></i> - Modification (2 points)
Restriction- Requires Sixth Sense
Honed beyond that mere "gut instinct" that some people can get, a Ghost Walker’s ability to know things by feeling is just downright creepy in how accurate they can be.
Effect: Can detect people nearby, harder to ambush or surprise. Can often tell if something’s real or not (a fake, illusion, supernatural occurrence) just by looking at it. In battle, this manifests as a +2 to all awareness and genjutsu save rolls.
2 pts, 4 total


Ethereal<i></i> - Boost (1 point)
Restriction- Can only be purchases a maximum of 3 times.
Ghost Walkers can often take an ethereal form, hence the name. In some cases, they remain partly ethereal almost all the time, part in the world, and part in the world beyond.
Effect: -5% Physical damage taken
1 pt x3, 7 total


Sound Mind<i></i> - Boost (1 point)
Restriction- Can only be purchases a maximum of 3 times.
Because of their many encounters with the supernatural or unreal, Ghost Walkers are far less affected by the strange or illusionary, giving them a calm mind in the face of the bizarre or unreal.
Effect: +1 Genjutsu Save
1 pt x3, 10 total


Ghost Illusion<i></i> - Dependent Special Move (2 points)
Restriction- B Rank and up
Ghost Walkers have the unique ability to make their illusions physically present, making them that much harder to resist and avoid. Their skill in this often confuses others as to whether such things truly exist or not.
Effect: Gives Genjutsu a Physical Presence. The victim makes a check against the users Genjutsu Difficulty as normal but also must make a check against the users Ninjutsu Accuracy upon initiation. Upon a successful Ninjutsu Check, all damage dealt upon the target deal +10% damage. This technique costs Hp equal to 15% of the Cp Cost. This may only stack twice on a single target.

Notes:
- Each round a Ninjutsu Check is also made between the user and the victim following Genjutsu Rulings. If the Ninjutsu Check fails, the additional +10% damage is negated.



Burrowing Spell<i></i> - Passive (2 Points)
Certain barriers are no use to employ against those attuned to other worlds, as their ghostly sight and senses bypass them entirely. Such overcharged spells have a tendency to be more potent than average as well.
Effect: All Genjutsu bypass barriers, and deal 40 Illusionary damage per Jutsu Level, per sense. This damage is automatically dealt each round the genjutsu is maintained, and cannot be avoided or reduced in any way.
2 pts, 12 total


Mind Guard – Modification (3 Points)
Restriction- Requires Defensive Technique
Ghost Walkers live in a world unlike that of most people, and so their minds are much harder to influence due to the spiritual defenses granted to them.
Effect: Whenever the user enters the Defensive Stance, they may replace the Accuracy Penalties and Dodge Bonuses with equivalent Gen DC Penalties and Gen Save Bonuses.

Notes:
-This also counts for Defensive Techniques -1 Acc/+1 Dodge ratio.
-This replaces Defensive Techniques
3 pts, 15 total


Mind Over Body<i></i> - Passive (3 Points)
With so much focus on their minds and honing their chakra, Ghost Walkers often find their minds recover so much more quickly than their bodies do, especially while in their native state of befuddling the mind.
Effect: User gains back 2% CP every round they use a Genjutsu.



Spirit Barrier<i></i> - Modification (2 Points)
Restriction- Requires Barrier
There is more to this barrier than the mere name, as one attuned to the spirits can hear the whispers of ghosts around it as it shapes into existence. These spirits are more likely to withstand blows for one who can speak to them.
Effect: Barrier gains 1500 HP more than normal when used and fully heals itself each round. The user gains back 300 HP a turn while it is in use.
2 pts, 17 total


Ethereal Weapon<i></i> - Independent Special Move (3 Points)
Long have Ghost Walkers sought a viable means of attacking while in Ghostly Form, and here it is--a weapon of sharpened chakra itself, striking with piercing force and able to be held by even the intangible.
Effect: User creates a pure chakra weapon of any type that is able to pierce half of all damage reduction, including Ghostly Form. This weapon is treated as being augmented with the augments Spirit Link and Mirage, regardless if the user posses the augments. The user may replace either Spirit Link or Mirage with a single purchased augment, but this must be declared upon creation. Weapon must follow all weapon creation rules for the user's rank, and costs 100 CP and 1 AP to summon and 100 CP/rnd to maintain.
3 pts, 20 total

Ghostly Form<i></i> - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and Up
The culmination of their supernatural power, a Ghost Walker can use this technique to turn completely ethereal for a small amount of time.
Rank 1: User turns ethereal for 2 rounds. While ethereal, the user only takes 60% damage from physical attacks, but still take normal damage from Ninjutsu/Genjutsu. User also deals 60% less physical damage to others, unless they are using Ethereal Weapon. The user takes +25% damage from Evil/Holy attacks.
Rank 2: User turns ethereal for 3 rounds. While ethereal, the user only takes 50% damage from physical attacks, but still take normal damage from Ninjutsu/Genjutsu. User also deals 50% less physical damage to others, unless they are using Ethereal Weapon. The user takes +20% damage from Evil/Holy attacks.
Cost: 4000 CP and 3AP
Notes:</I><I> This counts as a Chakra Armor.
[/fontsize]

Kinjutsu: None

Curse Seals: None

Advanced Shop Battle Related Purchases: None

Abilities:
0. Shinobi 101: using ranged attacks via. Gen DC
1. Sixth Sense
2. Defensive Technique
3. Weapon Mastery: Ranged
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:
[spoilername="Phantom Blood"]Phantom Blood
9rl9ssr.jpg

Description: A sturdy red & silver handgun constructed of chakra infused alloys. Fires large caliber bursts of energy from ammunition made from chakra infused crystals which pound away at flesh and rip through chakra. Phantom blood is a highly offensive weapon able to switch between three modes of fire to provide a tactical advantage.

Weapon type: Ranged
Damage Type: Suppression
Damage/Accuracy Modifier: +10% Base Damage, -2 Accuracy
Augments: Primal, Rough Divide, Stock Slot(via Weapon Mastery, choose 3 stock augments in inventory for the battle.)[/spoilername]

Contracts:
 
Core Ability: Ghost Walker(Link)
Profile: Takahashi Hiruma

Power Level: 1988
Rank: A
CA Points: 20

[spoilername="Ghost Walker point assignment"][fontsize="12"]Note: All techniques and buffs from this Core Ability are considered Spiritual.

Unreal Understanding<i></i> - Passive (3 points)
Due to their experiences with the surreal and illusionary, Ghost Walkers are less affected by illusions and tend to be less fearful than others, not being completely affected by the intended penalties.
Effect: All penalties from genjutsu are reduced by 1 (if Blinding Flash would normally do -3 accuracy, they only take -2). Fear effects do not apply. 5% chance to break out of any genjutsu each round.


Genjutsu Mastery<i></i> - Passive (2 points)
Restriction- C Rank and up
With their understanding of the real and unreal, Ghost Walkers can use genjutsu much more effectively than others can, making their illusions more potent and longer lasting.
Effect: All Genjutsu costs are reduced by 10%. Genjutsu which are fully effective last an additional round before resistance checks are made, and Partially-Effective Genjutsu are treated as fully effective for 1 round after the initial use.
2 pts


Extra-Sensory Perception<i></i> - Modification (2 points)
Restriction- Requires Sixth Sense
Honed beyond that mere "gut instinct" that some people can get, a Ghost Walker’s ability to know things by feeling is just downright creepy in how accurate they can be.
Effect: Can detect people nearby, harder to ambush or surprise. Can often tell if something’s real or not (a fake, illusion, supernatural occurrence) just by looking at it. In battle, this manifests as a +2 to all awareness and genjutsu save rolls.
2 pts, 4 total


Ethereal<i></i> - Boost (1 point)
Restriction- Can only be purchases a maximum of 3 times.
Ghost Walkers can often take an ethereal form, hence the name. In some cases, they remain partly ethereal almost all the time, part in the world, and part in the world beyond.
Effect: -5% Physical damage taken
1 pt x3, 7 total


Sound Mind<i></i> - Boost (1 point)
Restriction- Can only be purchases a maximum of 3 times.
Because of their many encounters with the supernatural or unreal, Ghost Walkers are far less affected by the strange or illusionary, giving them a calm mind in the face of the bizarre or unreal.
Effect: +1 Genjutsu Save
1 pt x3, 10 total


Ghost Illusion<i></i> - Dependent Special Move (2 points)
Restriction- B Rank and up
Ghost Walkers have the unique ability to make their illusions physically present, making them that much harder to resist and avoid. Their skill in this often confuses others as to whether such things truly exist or not.
Effect: Gives Genjutsu a Physical Presence. The victim makes a check against the users Genjutsu Difficulty as normal but also must make a check against the users Ninjutsu Accuracy upon initiation. Upon a successful Ninjutsu Check, all damage dealt upon the target deal +10% damage. This technique costs Hp equal to 15% of the Cp Cost. This may only stack twice on a single target.

Notes:
- Each round a Ninjutsu Check is also made between the user and the victim following Genjutsu Rulings. If the Ninjutsu Check fails, the additional +10% damage is negated.



Burrowing Spell<i></i> - Passive (2 Points)
Certain barriers are no use to employ against those attuned to other worlds, as their ghostly sight and senses bypass them entirely. Such overcharged spells have a tendency to be more potent than average as well.
Effect: All Genjutsu bypass barriers, and deal 40 Illusionary damage per Jutsu Level, per sense. This damage is automatically dealt each round the genjutsu is maintained, and cannot be avoided or reduced in any way.
2 pts, 12 total


Mind Guard – Modification (3 Points)
Restriction- Requires Defensive Technique
Ghost Walkers live in a world unlike that of most people, and so their minds are much harder to influence due to the spiritual defenses granted to them.
Effect: Whenever the user enters the Defensive Stance, they may replace the Accuracy Penalties and Dodge Bonuses with equivalent Gen DC Penalties and Gen Save Bonuses.

Notes:
-This also counts for Defensive Techniques -1 Acc/+1 Dodge ratio.
-This replaces Defensive Techniques
3 pts, 15 total


Mind Over Body<i></i> - Passive (3 Points)
With so much focus on their minds and honing their chakra, Ghost Walkers often find their minds recover so much more quickly than their bodies do, especially while in their native state of befuddling the mind.
Effect: User gains back 2% CP every round they use a Genjutsu.



Spirit Barrier<i></i> - Modification (2 Points)
Restriction- Requires Barrier
There is more to this barrier than the mere name, as one attuned to the spirits can hear the whispers of ghosts around it as it shapes into existence. These spirits are more likely to withstand blows for one who can speak to them.
Effect: Barrier gains 1500 HP more than normal when used and fully heals itself each round. The user gains back 300 HP a turn while it is in use.
2 pts, 17 total


Ethereal Weapon<i></i> - Independent Special Move (3 Points)
Long have Ghost Walkers sought a viable means of attacking while in Ghostly Form, and here it is--a weapon of sharpened chakra itself, striking with piercing force and able to be held by even the intangible.
Effect: User creates a pure chakra weapon of any type that is able to pierce half of all damage reduction, including Ghostly Form. This weapon is treated as being augmented with the augments Spirit Link and Mirage, regardless if the user posses the augments. The user may replace either Spirit Link or Mirage with a single purchased augment, but this must be declared upon creation. Weapon must follow all weapon creation rules for the user's rank, and costs 100 CP and 1 AP to summon and 100 CP/rnd to maintain.
3 pts, 20 total

Ghostly Form<i></i> - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and Up
The culmination of their supernatural power, a Ghost Walker can use this technique to turn completely ethereal for a small amount of time.
Rank 1: User turns ethereal for 2 rounds. While ethereal, the user only takes 60% damage from physical attacks, but still take normal damage from Ninjutsu/Genjutsu. User also deals 60% less physical damage to others, unless they are using Ethereal Weapon. The user takes +25% damage from Evil/Holy attacks.
Rank 2: User turns ethereal for 3 rounds. While ethereal, the user only takes 50% damage from physical attacks, but still take normal damage from Ninjutsu/Genjutsu. User also deals 50% less physical damage to others, unless they are using Ethereal Weapon. The user takes +20% damage from Evil/Holy attacks.
Cost: 4000 CP and 3AP
Notes:</I><I> This counts as a Chakra Armor.
[/fontsize][/spoilername]

Hope I'm doing this right.
 
[spoilername="Sixth Sense"]Ability Request: Sixth Sense
Current Ability Slots: 0 of 11
Modification: Extra Sensory Perception(Ghost Walker)
Word Count: 191

The back alley his target had darted into was deep and dimly lit. For Hiruma, chasing criminals into their den was daily business. With calm, calculated steps he made his way into the surprisingly spacious area. He knew he was silhouetted by the light pouring in from the street. Although this would make him an easy target from the shadows ahead, he continued in.

Stop.

He was unsure why his mind screamed this at his body, but instincts were something to rarely be ignored, if ever. Within a single heart beat his explanation had landed directly in front of him with a heavy axe sparking on the ground at his feet. Before this second thug could recover from his soundless decent from above, Hiruma swiftly planted the toe of a dress shoe in the man's throat. As the poor fellow fell on his side gasping for life, Hiruma looked down the alley again. He smirked as he moved forward, and actually through the wall. The illusion rippled away from reality to reveal the alley was actually twenty feet deeper, and still occupied by the one he chased in to begin with.[/spoilername]

[spoilername="Defensive Technique"]Ability Request: Defensive Technique
Current Ability Slots: 1 of 11(Assuming sixth sense is granted)
Modification: Mind Guard(Ghost Walker)
Word Count: 177

The well dressed man stood with his back to the wall as Hiruma strode closer, hand twitching near his open coat. With little warning, he had flashed out a pair of knives from under the coat, one of which was instantly airborne. Hiruma bent to the side to avoid it, and brought up a hand to jut against his now attacker's forearm, effectively preventing the man from plunging the blade into Hiruma's collar bone. He slapped the knife wielding hand away, while stepping back as the man spun on his heel to deliver a back elbow with the other hand. Hiruma deftly redirected the elbow away from him and attempted a palm heel strike to the man's chin, but he felt no resistance as the man had ducked and reared back for a thrust with the blade. Hiruma's open palm rushed down to once again slap the blade away from his vitals, finally leaving enough of an opening to drop a hammer fist on the side of the man's face and send him tumbling to the side.[/spoilername]
 
Profile: Takahashi Hiruma
[spoilername="Shinobi 101"]Ability Request: Shinobi 101
Current Ability Slots: 2 of 11(Free slot)
Effect: Ranged Weapons utilizing Genjutsu DC

Word Count: 199

Hiruma gazed down on his target with a sort of disappointment. He'd been hoping for more of a challenge, yet this man had given him little more than a warm up. Thinking to himself of a way to at least make this entertaining, he devised a small game of how little effort he'd have to expend with his best talents to accomplish his goal. Hiruma slid a hefty hand gun from its holster under his arm.

As his target pushed himself off the ground, he'd pulled another pair of throwing knives from somewhere. The first one he loosed would've been spot on had Hiruma not shifted to the left, letting his eyes follow the blade as it bounced off the wall behind him. When the man lifted his arm to throw the second knife, he yelped at a loud pop as the knife jumped out of his fingers. His jaw dropped at the sight of Hiruma, still looking behind him at the first knife, aiming a smoking gun with nothing more than sheer mental power. Hiruma's head slowly spun back to his target as he placed the gun back into the hoslter. "Please, let us try that again."[/spoilername]

[spoilername="Weapon Mastery"]Ability Request: Weapon Mastery
Current Ability Slots: 2 of 11
Effect: Ranged:
Ranged Weapons may only equip up to 2 Augments at a time. User may choose up to 3 Stock Augments in their Inventory for the battle.
Whenever the user performs a Basic Attack or a Ranged Taijutsu, the user may choose to apply one of the three Augments in their chosen Stock for the attack.

Prerequisite: 5 Mastered Ranged Taijutsu -
Curved Shot: D Rank, Mastered
Disillusion Shot: D Rank, Mastered
Quick Shot: D Rank, Mastered
Snipe: C Rank, Mastered
Scatter Shot: C Rank, Mastered

Word Count: 140

The panting man contorted his face with a mix of anger and disbelief. Still not ready to give up, he revealed two more knives in each hand before standing up. Hiruma, smirking slightly, pulled his gun out once more. "So we still want to go with distance attacks? Very well." A scream of frustration echoed from the man's throat as he threw a pair of knives in succession. Again, with minimal effort, Hiruma leveled his gun and barely squeezed the trigger. Guns were an amazing technology, and he found himself often surprised at how under utilized they were in the shinobi world. His weapon barked once more, instantly snapping the first knife off course. Its new trajectory put it directly in the path of the second airborne knife, and both clashed in mid air before shooting off in harmless directions.[/spoilername]
 
[spoilername="Phantom Blood"]Phantom Blood
9rl9ssr.jpg

Description: A sturdy red & silver handgun constructed of chakra infused alloys. Fires large caliber bursts of energy from ammunition made from chakra infused crystals which pound away at flesh and rip through chakra. Phantom blood is a highly offensive weapon able to switch between three modes of fire to provide a tactical advantage.

Weapon type: Ranged
Damage Type: Suppression
Damage/Accuracy Modifier: +10% Base Damage, -2 Accuracy
Augments: Primal, Rough Divide, Stock Slot(via Weapon Mastery, choose 3 stock augments in inventory for the battle.)[/spoilername]


[spoilername="Battle Tendency"]Battle Tendency
iSWu5pG.jpg

Description: - A lightweight black and silver handgun which fires focused bursts of raw chakra instead of bullets. Despite its appearance, Battle Tendency is perfectly fine tuned for even the most difficult shots. Like its sister, it has three modes of fire to increase tactical advantage.

Weapon type: Ranged
Damage Type: Suppression
Damage/Accuracy Modifier: -10% Base Damage, +2 Accuracy
Augments: Primal, Steady, Stock Slot(via Weapon Mastery, choose 3 stock augments in inventory for the battle.)[/spoilername]

(I'm reading weapon mastery as you pick three augments from your inventory before the battle starts, meaning you can put whatever three you've purchased. If I have to pick them now to add on, that's fine too. If you can choose which ones to add before each battle, are they considered included with the weapon when they are claimed and can be utilized as soon as said weapon is equipped?)
 

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