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:

Takumi

Takumi

New Ninja
Joined
Feb 4, 2019
Messages
27
Yen
38,200
ASP
0
Name: Takumi (拓海)
Age: Fifteen
Physical Description
Takumi is not an individual of impressive height, destined to lag below average. Despite his lacking stature, it seems he is able to stand out in other ways. His skin is of a light-blue hue and his eyes… more distinct than most others’ ostensibly. He has a strip of white hair that sits atop his head with no other hair to be found outside of this one head-bound line. He has sharp, shark-esque teeth and outside of these features, he is just like any other. Five digits on his hands and feet, a bellybutton, etc.

Mental Description
Takumi proves to be an upbeat guy. He possesses a certain energy, a certain eagerness that, thankfully, shys away from the overeagerness - the hyperactivity of a child, but instead manifests as a general favourable disposition and outgoingness. He is not obnoxiously positive, but believes one’s own actions and thought process ultimately determines what kind of experiences you will receive throughout your life. So, he tries for a more fun approach. It can make him seem frivolous at times and during combat, he does not appear to be one that steeps themselves in a focused ire. He does not take himself very seriously and by extension, others. Takumi can be very excitable, awestruck by those with great prowess in various skill sets he has an invested interest in.
When you look at your lovely, wonderful wife about to deliver your first and only child, it’s a feeling indescribable and so potent, it can instantly skew and realign one’s entire perspective. Though, when your eyes settle upon a baby of blue skin and pointed ears and you notice that neither of you have traits even remotely similar to those - that kind of realization only proves to sour the moment. That child was most certainly not a product of him - but with such an appearance, he was at a loss for words not only because of what such a thing implied, but… exactly who, or what was the father? It mattered not. The poor life choices that resulted in the bastard child ended the relationship between the two of them.

Takumi was raised by his mother, a single, shinobi mother. She really had loved her significant other and being reminded of her follies and his absence every time she looked at her son proved too much. She retreated into her work so often that Takumi hardly ever saw her. The result was a child steeped in sullen seclusion, friendless and directionless - purposeless. However, this product of a chance encounter with a clearly very alluring member of the assumed Hoshigaki clan was special. He was special in the sense that he possessed a certain understanding, a certain wisdom. If he kept choosing to feel the way he did, then there would be no end to it. So, he erected a mighty front composed of smiles, laughter, lightheartedness and eventually, the sought-after feelings became real - rather effortlessly, in fact.

Takumi did not dwell upon the reasoning behind his mother’s absence very much. He simply made the decision to become a shinobi so powerful, it was inevitable that she would want him in her presence - perhaps even work alongside him. That was his need. His need is companionship and the reversal of his apparent estrangement with his mother. It is a need more subconscious than not. His want, his conscious want, is power and clearly for this end. Unfortunately, he was not particularly gifted. He was no prodigy and still wades through the waters of student-hood.

Core Ability: Water Adept
In the beginning, Takumi’s training was vigilant. He sought power and possessed the drive and determination to do so. However, he lacked any idea as to what to place his focus on. Having yet to take grasp of his strengths and weaknesses, he embarked upon many physical focused regimens. Despite his perceived favouritism towards water-themed ninjutsu, he felt other areas to be severely lacking. In his mind, a well-rounded ninja was a powerful ninja; but unfortunately, his aptitude lay elsewhere.

In an attempt to bolster his physical strength, Takumi attempted to scale the side of one of Kumogakure’s many mountainsides. Despite the dismal weather, the rain that seemingly tried to coax the boy back home, Takumi pressed on. He abandoned the idea of safety, feeling the danger behind scaling it barehanded would only lend to his focus and compound the results of his training. It was a day of daring and determination and he felt his heart flutter with a blend of anticipation and exhilaration-tinctured fright. He dismissed the slipperiness of the stone he took grasp of, believing his chakra control to be at a level where if need be, he could manage to remain secured to the stony wall he scaled. However, fortune refused to shine favourably upon him - at least to that end.

He inevitably slipped and with fear pulsing its way through his chest, it was a moment impossibly slow, but blindingly fast at the same time as he impacted pieces of jettisoning stone until coming to the ground with a dull, heavy thump. For a time and within only his own company, he lay there motionless. The bleeding wounds on his body felt the cold, uncaring sting of the precipitation. As he came to, cursing his apartment lapse in sanity to attempt such a feat and desperate not to have his life stolen away, something within him changed - or rather, something about him became receptive towards the rains pummeling his thought-to-be felled body.

The cuts upon him began to close as his body utilized the clouds’ castings medicinally. He began to feel better, less pain and his once lost breath was found as he began to gather it. Soon, Takumi was able to push himself up from his sprawled position, unsure as to what was happening. Intuitively, he felt it was because of the weather. Suddenly, there was a connection to it that was not present before. Perhaps the strength behind his desire for self preservation acted as the catalyst. The assumption upon his part was large, but as he looked over his closing wounds, his blue skin, he realized there was more to him than he thought prior.


Undine
HP: (50+lvl) x stamina
CP: (45+lvl) x chakra control
Class Bonus: -5% Cp cost, +5% Water Damage
High: Ninjutsu Accuracy
Average: Average Stats
Low: Ranged Accuracy, Genjutsu DC, Melee Accuracy

HP: 2,080
CP: 1,880

Agility: 40/100
Stamina: 40/100
Taijutsu: 40/100
Ninjutsu: 40/100
Genjutsu: 40/100
Chakra Control: 40%/100%

Character Level: 2
Power Level: 240
OOC Rank: D
ASP: 82

Water Adept
WaterAffinity.jpg

[fontsize="12"]A shinobi with Water Adept is incredibly attuned with the elements of Water. They can perform acts like no normal shinobi, and harness water as both a destructive and restorative power.

Inner Reservoir</U><i></i> - Passive (2 points)
Ninjas with a water adept often have a deep inner reserve of power within them that responds especially with their connection to liquids. This chakra is fundamentally water-natured, and so cannot be used with any other jutsu.
Effect: Creates a second chakra pool equal to 25% of the user’s normal chakra pool. Only water jutsu can be cast from this chakra pool.

Master Water Manipulation<i></i> - Passive (3 points)
Restriction- C Rank and up
Master water adepts can generate water no matter where they are using any of their chakra, not just their special reserves; this makes their water jutsu more powerful than that of any other shinobi.
Effect: +15% Water Damage

Pressurize<i></i> - Dependent Special Move (3 points)
Water is a curious thing; depending on the volume and pressure it can be a pleasant shower or a viscous Tsunami. This skill allows water users to boost the strength of their techniques by condensing the pressure tremendously; with an impact strong enough to pierce through even boulders.
Effect: The user may allow a single Water-based Jutsu to go through barriers to damage targets on the other side normally as well as damaging the barriers. If the user criticals with this jutsu, the barrier receives 3x damage. A specific target may only have this used against them once every other round.

Liquid Efficiency<i></i> - Boost (1 point)
Restriction- Can only be purchased a maximum of 3 times.
Water is not always a luxury that is at hand. Vital as it is, conservation of water is essential, especially for one whose powers come from it. Water adepts with this ability can spend less chakra when using water jutsu, thereby conserving energy.
Effect: Water jutsu cost 5% less chakra, including maintain costs.

Purification - Independent Special Move (2 points)
The human body is mostly water, and with their connection to it, a shinobi with water adept has more control over their inner functions than most. With this comes the ability to purify their bodies of poisons and other toxins, sweating it out among other things. A similar control over water can be used to purify most liquids of toxins, chemicals, alcohol, drugs, or contaminating particles and bacteria outside of battle.
Effect: For 1.5 AP, the user may dispel any poisons affecting a target. Requires Melee Contact. Cannot be used on self.

<U>Healing Waters<i></i> - Dependent Special Move (2 points)
Restriction- C Rank and up
Water is not only a destructive force, but the source of all life; without water, nothing can survive. Under this philosophy, water adepts can channel water jutsu designed to hurt and maim into the healing aspect of water.
Effect: Water jutsu may be used to heal instead of hurt. Area-effect water jutsu will heal anyone within the area of effect, friend or foe regardless. The affected jutsu costs +20% CP. Is only effected by Water buffs. Can only be used once per round.

Fluid Motion<i></i> - Passive (2 Points)
Water is their native territory, and their blood. Water Adept simply seem to glide in the water. The rain itself also seems to grant them special bonuses to their movement and allowing them to move faster than their opponents.
Effect: The user is faster after casting a water jutsu, granting a +2 dodge bonus. When any AoE Water Jutsu has been cast that round by anyone, the Water Adept gains a +3 dodge bonus. Lasts the remainder of the round, and does not stack with itself.

Tidal Wave<i></i> - Dependent Special Move (3 points)
Water always wins, in the end. It might not be the most showy of elements, but given enough time or volume water will eventually win out. Water adepts prefer to cut that whole 'time' thing out, focusing on the power of their element channeled from their natural skills.
Effect: Once per round, the user can convert a single-target water jutsu to an AoE attack with a 30x30 foot range. This attack costs +20% chakra, deals +10% damage due to the particular violence of the cast, and automatically targets two separate targets.

Water Absorb <i></i> - Passive (3 Points)
Restriction- Three water jutsu mastered
Its silly to assume that water users so innately tuned to their element could ever be harmed by it that much. In fact, they are so used to water that it even heals their wounds, acting as a natural balm for their injuries.
Effect: Level E and D Water jutsu heal the user for that much HP instead of damage. Take only 80% damage from level C Water jutsu. And 90% damage from level B Water jutsu.

Water Blessing<i></i> - Passive (3 Points)
The cool liquid employed in healing is such a soothing substance to them that some Water Affinitists actually heal from the rain. No matter how harsh the downpour, the user is calmly unruffled, absorbing the droplets as if it were their very lifeblood.
Effect: User recovers 3% Max HP every round they cast a water jutsu.

Aqua Charge <i></i> - Dependent Special Move (2 Points)
Restriction- Must have Inner Reservoir
A water user's jutsu can be charged up in order for them to unleash a tidal wave on their opponents. This is a specialty peculiar to water users who have an innate pool of the element's mystical chakra housed within them
Effect: By increasing the chakra cost for a water jutsu by +10%, they can increase the damage by +5% and accuracy by +.5. This move only works on offensive jutsu and may stack up to three times on a single jutsu. Jutsu used with this skill require the additional CP used to be from Inner Reservoir.

Liquid State<i></i> - Water Ninjutsu (1 point, 1 to rank up)
Restriction- A Rank and up
Through a keen understanding of water and all its various properties along with their innate connection, master water adepts can turn themselves into liquid, giving them resistances to various elements and near immunity to many forms of attack.
Rank 1: User becomes liquid and can take any shape of their choice, as long as the total volume remains the same. While liquid, physical attacks they make deal 50% damage. If the user has Water Absorb, they are immune to all Water jutsu and heal 30% damage from them as well as gaining +5%/+1 from water-based buffs; if not, they only heal 10% and become immune to water-based debuffs. Bleeding chance is reduced by 15%, and 5% extra to get to R5. All Taijutsu attacks deal 10% less damage to the user, and Called Shots are 10% less likely to succeed. User can use Healing Waters once per round whether they know it or not, and cannot target self with own water jutsu outside of Healing Waters. User takes 15% more damage from Lightning jutsu in this state and deals 10% more damage with Water jutsu.
Rank 2: User becomes liquid and can take any shape of their choice, as long as the total volume remains the same. While liquid, physical attacks they make deal 60% damage. If the user has Water Absorb, they are immune to all Water jutsu and heal 40% damage from them as well as gaining +5%/+1 from water-based buffs; if not, they only heal 20% and become immune to water-based debuffs. Bleeding chance is reduced by 20%, and 5% extra to get to R5. All Taijutsu attacks deal 15% less damage to the user, and Called Shots are 15% less likely to succeed. User can use Healing Waters once per round if they do not know it, and twice per round if they do. User cannot target self with own water jutsu outside of Healing Waters. User takes 10% more damage from Lightning jutsu in this state and deals 15% more damage with Water jutsu.
Cost: 2400CP and 3AP, 800CP/round to maintain
Notes:</I><I> This counts as a Chakra Armor.[/fontsize]

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Ninjutsu
(Non-Elemental Ninjutsu)
Transformation (M)
Body Switch (M)

(Water Ninjutsu)
E-Rank
Pressurized Mist (M)
Water Gun (M)
D-Rank
Water Whip (M)
Aqua Fang (M)
Rinse Off (M)

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