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.

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The Holy Path [Dante's Dojo]

Tsukino Dante

Active Ninja
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[spoilername="Abilities"]0: Shinobi 101 (Taijutsu)
1: Insight[/spoilername]
[spoilername="Weapons"]Autobolter, ranged/piercing, +1 acc, -5% damage, no augments
Bayonet, melee/piercing, -2 acc, +10% damage, no augments
Sabre, melee/slashing, no mods, no augments
Shuriken, projectile/piercing, +2 acc -10% damage, no augments[/spoilername]
[spoilername="Core Ability"][fontsize="12"]The Steadfast ninja is one who doesn't go down easily. They are tough and durable, able to resist heavy amounts of damage and defend their teammates. They are also incredibly determined, and it is impossible to ever truly break them down.

Maximum Defense<i></i> - Modification (2 points)
Restriction- Requires Defensive Technique
A Steadfast can learn this variation on the Defensive Technique once they have practiced it to its full potential. Instead of dodging around like a flea, they can focus on guarding all of their weak points in order to reduce they amount of damage from attacks. As an alternative, they can almost completely forgo attacking, throwing all of their energy into evading enemy attacks instead.
Effect: When using Defensive Stance, you can trade 1 point of Accuracy in order to reduce oncoming damage by 5% instead of gaining a dodge bonus (to a maximum of -2 accuracy and -10% damage taken), or you can trade 1 point of Accuracy for 1 point of Dodge up to a maximum of 6 (as opposed to the previous 4).

Great Fortitude<i></i> - Passive (3 points)
Restriction- C Rank and up
A Steadfast that learns this has mastered their ability to take hits without injury, making their bodies almost impossibly strong. It takes quite a bit to make them actually feel an attack, and even then you might not illicit a reaction.
Effect: Ignores damage each round. How much is reduced is based on your character level, this skill reduces 75 Damage per level each round.

Stand Fast<i></i> - Independent Special Move (2 points)
Restriction- C Rank and up
A Steadfast who learns this particular ability is able to tap into a great reservoir of inner resolve, temporarily becoming able to suffer huge amounts of damage without incurring any serious harm to themselves by taking an absolutely defensive stance.
Effect: For one round, the user reduces all damage against themselves by 75% but cannot attack in that round. Usable only once per combat. Does not take any more Damage reduction buffs. If the user is not hit during the round this is used, it will not count as being used.

Human Shield<i></i> - Independent Special Move (2 points)
Restriction- Requires Body Switch
A Steadfast is excellent at taking blows, but not everybody else is. Using their natural ability to soak damage an extension of the Kawarimi (Body Switch) jutsu, a Stalwart can leap in front of an ally and take attacks for them, perhaps preventing them from being harmed.
Effect: The Steadfast can switch places with an ally that is attacked at a cost of 0.5 AP (they cannot switch places with an ally when they are being attacked). Allies that are aware of this ability and can Body Switch with real clones can designate the Steadfast as a target; if the Steadfast is unwilling to switch, then the jutsu automatically fails. The triggering attack is resolved against the Steadfast instead, who can attempt to dodge it normally.

Awesome Power<i></i> - Modification (2 points)
Restriction- C Rank and up, Requires Hidden Power
A Steadfast ninja with the ability to bring forth a deep seeded power within them will often test that power, pushing to themselves to the limits at all times until they have mastered those reserved abilities. When they are pushed again, you can expect the backlash to be severe.
Effect: The user gains +1 to their Secondary stats rather than +.5. This caps at +4 to their secondaries.

Willfull<i></i> - Boost (1 point)
Restriction- Can only be purchased a maximum of two times
A Steadfast ninja has willpower beyond that of anybody else, able to beat away enemy illusions and maintain focus on their goal. A Steadfast nin is one who possesses not only fortitude of the body, but of the mind as well.
Effect: +1 Genjutsu Save

Second Wind<i></i> - Independent Special Move (3 points)
Restriction- C Rank and up
Just when enemies think they’ve got the Steadfast one down, when they’ve hit their limits and can’t fight any harder, that’s when it’s time to use the Second Wind. Due to training, those with Steadfast have amplified their natural ability to recover to extraordinary levels.
Effect: The user regains 20% max HP, and cancels all Bleeding and Exhaustion effects. This is usable only once per combat.

Free Will<i></i> - Passive (2 points)
Those with Steadfast are not easy to detain, able to break out of jutsu and traps that would seem completely foolproof by sheer willpower. They simply cannot be held down when they’ve got a goal to accomplish, and you’d be a fool to try.
Effect: The Steadfast gains +2 Dodge/Save against binds, and has an additional +5% chance of escaping.

Indomitable Spirit<i></i> - Passive (3 points)
Through raw training and persistence, the Steadfast ninja has a will stronger than their body. No matter what torturous pain they may be going through, they can overcome and fight on.
Effect: The user ignores one point of debuff from any and all sources (so a Blinding Flash that causes a -3 to Accuracy and Dodge only causes a -2 to the user). In addition, they are not influenced by any fear effects.

Poison Immunity<i></i> - Modification (2 points)
Restriction- Requires Poison Resistance
A Steadfast ninja who learns to resist poison takes things a step beyond what normal people would do, putting their excellent health to the test and continuing to poison themselves where others would stop. Â Nearly killing themselves, the Steadfast gain incredible resistance to poisons of all sorts.
Effect: Increases bonuses from Poison Resistance to ‘Immune to Weak Poison, +3 against Strong Poison, +2 against Heavy Poison’

Undying Warrior<i></i> - Independent Special Move (2 points)
Restriction- B Rank and up
This powerful skill is the penultimate technique that any Steadfast ninja could learn, allowing them to increase their resolve to a level that defies imagination. By focusing all of their attention, energy, and willpower on one target, the Steadfast ninja is able to stave off even death until that enemy is laid to rest. This is best used when they are in desperate straights, as a final act of will.
Effect: When the Steadfast ninja starts their turn unconscious due to having 0 HP or lower (but no lower than -50% of their Max HP), they may choose to revive and act again. They receive +2 to Accuracy on all attacks against the opponent that felled them, and are unaffected by exhaustion. If their HP drops below -50% of their Max HP, they fall unconscious again and cannot use this technique unless their HP rises above this value. They lose 1500 CP at the end of every round they act while having less than 0 HP (if they run out of CP, this is taken from their HP), and this technique can be used for a total of three rounds in a battle.

Resilience - Boost (1 point)
Restriction- Can be purchased up to three times
Steadfast ninja push the limits of the human body, ignoring pain and pushing on to absorbing more damage than their heartiest allies. This helps them to defend their allies as long as possible by extending the time they can remain fighting.
Effect: +2 HP modifier.

Reciprocate<i></i> - Jutsu (1 point, 1 point to rank up)
Restriction- A-Rank and up
This deadly jutsu unique to the Steadfast taps into the muscle memory of their body, taking the pain that they’ve suffered and turning it against an opponent. With a solid hit from their palm, the Steadfast transfers all of their pain and injury into the enemy’s body, sometimes with interest.
Rank 1: Deals all of the damage dealt to the Steadfast in the past two rounds (including damage that was negated), at +1 Accuracy
Rank 2: Deals all of the damage dealt to the Steadfast in the past three rounds (including damage that was negated), at +2 Accuracy

Cost: 3 AP, Costs Cp equal to 50% of the damage Dealt

Notes:
- Usable at any time; does not require to be declared 2-3 rounds beforehand. Max damage is at 6800. This cannot be buff buffed. Uses melee accuracy.[/fontsize][/spoilername]
 
New Abilitiy said:
Shinobi 101 (Taijutsu): Bludgeoning Jutsu may be used with Piercing weapons.

New Weapon said:
AB15_zpse8cfa76f.jpg

Gateru Autorepeater-15 (Commando Edition)
A spring-action bolter with an electric motor based repeating mechanism; the Autobolter-15 is designed for close and mid range combat and can fire short bursts of bolts at incredible speed and accuracy. This specific model is the top-of-the-line "Commando Edition", equipped with such luxuries as an adjustable rifle stock, improved grip, and an accessory rail system for installing just about any accessory a soldier could need in the field.

Weapon Type: Ranged
Damage Type: Piercing
Accuracy: +1
Damage: -5%

Augments: None

New Weapon said:
ontario-ok6504-okc3s-marine-bayonet--black-blade--tan-hard-sheat_zps5410902c.jpg

Autorepeater-15 Accessory: Bayonet
A combat knife designed to be attached to the end of an AR-15 type bolter. It stabs things very, very hard and makes them bleed good.

Weapon Type: Melee
Damage Type: Piercing
Accuracy: -2
Damage +10%

Augments: None

New Weapon said:
1860-heavy-cavalry-sabre-88hcs_zps07c9b49b.jpg

Tenouzan Dueling Sabre
A sabre forged by a Tenouzan swordsmith, it is perfectly balanced for quick, forceful slashing attacks.

Weapon Type: Melee
Damage Type: Slashing
Accuracy: +0
Damage: +0%

Augments: None

New Weapon said:
thick-ninja-shuriken-star-set-of-3-ef06_zps7a2b04f8.jpg

Mini Shuriken Set
A set of small, light throwing stars. They are easy to throw and hurt like a b**** when they hit. Dante loves them.

Weapon Type: Projectile
Damage Type: Piercing
Accuracy: +2
Damage: -10%

Augments: None
 
CA:
According to this, http://www.ninpocho.com/viewtopic.php?f=131&t=91 you have 11 CA points to distribute, so you'll have to choose within those constraints.

Abilities:
Shinobi 101: Taijutsu, bludgeoning jutsu with piercing weapons

Weapons:
Autobolter, ranged/piercing, +1 acc, -5% damage, no augments (Disclaimer: despite the picture, this weapon is not a firearm.)
Bayonet, melee/piercing, -2 acc, +10% damage, no augments
Sabre, melee/slashing, no mods, no augments
Shurikens, projectile/piercing, +2 acc -10% damage, no augments
 
11 CA Points Available.
Activate Core Ability Feature said:
Undying Warrior<i></i> - Independent Special Move (2 points)
Restriction- B Rank and up
This powerful skill is the penultimate technique that any Steadfast ninja could learn, allowing them to increase their resolve to a level that defies imagination. By focusing all of their attention, energy, and willpower on one target, the Steadfast ninja is able to stave off even death until that enemy is laid to rest. This is best used when they are in desperate straights, as a final act of will.
Effect: When the Steadfast ninja starts their turn unconscious due to having 0 HP or lower (but no lower than -50% of their Max HP), they may choose to revive and act again. They receive +2 to Accuracy on all attacks against the opponent that felled them, and are unaffected by exhaustion. If their HP drops below -50% of their Max HP, they fall unconscious again and cannot use this technique unless their HP rises above this value. They lose 1500 CP at the end of every round they act while having less than 0 HP (if they run out of CP, this is taken from their HP), and this technique can be used for a total of three rounds in a battle.

Activate Core Ability Feature said:
Resilience x 3 - Boost (1 point)
Restriction- Can be purchased up to three times
Steadfast ninja push the limits of the human body, ignoring pain and pushing on to absorbing more damage than their heartiest allies. This helps them to defend their allies as long as possible by extending the time they can remain fighting.
Effect: +6 HP modifier.

Activate Core Ability Feature said:
Human Shield<i></i> - Independent Special Move (2 points)
Restriction- Requires Body Switch
A Steadfast is excellent at taking blows, but not everybody else is. Using their natural ability to soak damage an extension of the Kawarimi (Body Switch) jutsu, a Stalwart can leap in front of an ally and take attacks for them, perhaps preventing them from being harmed.
Effect: The Steadfast can switch places with an ally that is attacked at a cost of 0.5 AP (they cannot switch places with an ally when they are being attacked). Allies that are aware of this ability and can Body Switch with real clones can designate the Steadfast as a target; if the Steadfast is unwilling to switch, then the jutsu automatically fails. The triggering attack is resolved against the Steadfast instead, who can attempt to dodge it normally.

Activate Core Ability Feature said:
Stand Fast<i></i> - Independent Special Move (2 points)
Restriction- C Rank and up
A Steadfast who learns this particular ability is able to tap into a great reservoir of inner resolve, temporarily becoming able to suffer huge amounts of damage without incurring any serious harm to themselves by taking an absolutely defensive stance.
Effect: For one round, the user reduces all damage against themselves by 75% but cannot attack in that round. Usable only once per combat. Does not take any more Damage reduction buffs. If the user is not hit during the round this is used, it will not count as being used.

11 - 2 - 3 - 2 - 2 = 2 CA Points Remaining.
 
9 CA points spent, 2 available.

Undying Warrior - Independent Special Move (2 points)
Resilience x 3 - Boost (1 point)
Human Shield - Independent Special Move (2 points)
Stand Fast - Independent Special Move (2 points)
 
Activate Ability: Insight said:
RP

Everyone has their strange quirks and traits that, somehow, manage to give them abilities that could be considered 'unique'. Dante's particular gift comes in the form of a natural sensitivity to other people's reactions to him; most notably he tends to be able to discern when feelings of disgust or hostility are directed towards him, as well as being able to more accurately interpret hostile intent during combat. While this ability is far from a true empathetic's powers (the resulting 'readings' are far weaker than an empathy scan, not to mention a scan can detect far more emotion) they also seem to be more than mere observation. Dante has had this 'gift' for several years; although he didn't know what it was at first. Over time he has learned to use this talent to help him stay one step ahead of his enemies during missions...

... of course, he could live without having the constant nagging (implied to be accurate) feeling that the girl he sat next to during lunch at the academy thought he was a hopeless nerd that she wouldn't date if he was the last man on the planet. But hey, nothing's perfect!

WC: 195
 

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