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:

The one who follows Lord Jashin, Sude Manami.

Suzume Manami

New Ninja
Joined
Oct 23, 2012
Messages
51
Yen
32,350
ASP
0
Steadfast (19 points) said:
[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.

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.

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.

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, 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) X3 = 3 points spent
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) X2 = 2 points
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]
 
Manami said:
Steadfast (19 points) said:
[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.

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.

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.

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, 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) X3 = 3 points spent
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) X2 = 2 points
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]

Approved, Activated.
 
Slashing - Physical Style (Up to +2 Accuracy and 6% Damage)
Insight (+2 Accuracy)
Combo Master (Up to +2 Accuracy)
Quick reaction (+2 Accuracy and instant mod, if dodged)
Quick Draw
Weapon Mastery
Bull’s Strength (+5% Damage, +5% surpresssion/bleeding chance, +10% Bleeding damage)


Slashing - Physical Style

Being a part of a religion that needed to ingest their enemy’s blood in order to kill them meant that Manami was destined to master slashing techniques and styles. For days on end, Manami picked up her sword and began to twirl and spin it, while occasionally thrusting in a neat fashion in order to learn a new style of physical combat. After weeks of training. Each hit became faster, more accuracy, and stronger than the last. Her training was paying off, and Manami was learning just as fast as she ever had in the past. With time, Manami mastered a basic slashing technique called “Feral Assault” and managed to incorporate it into her daily training regimen.


Insight

In a world full of Shinobi, one had to prepare for just about anything. No matter how you looked at it, in a world like this you always had to be on your guard. You had to somehow learn how to detect someone in stealth and figure out their true motives or else you just wouldn't last too long. The only way Manami could figure out how to do this was put herself in the position to do so. Training with some of the more stealthy members of the clan, she eventually learned how to detect them in stealth and figure out their next course of action, which essentially helped her land her hits much easier.

Combo Master

With her fighting style, she had to learn how to attack more quickly and actually in one fluid motion. In her mind, Taijutsu was a dying skill that had to be pushed to the very limit and mastered. Without it, her ways would eventually die out and her religion would have a harder time surviving. Using her blade, she trained for months at a time while trying to force herself into creating new, unique, combos. Using techniques back to back, as quickly and accurate as she could, she soon realized the more she focused and attacked, the more accurate her attacks got. She was becoming a master in the art of combing techniques.

Quick Reaction:

Because of her fighting abilities, Manami had to find a way to attack as fast as she could when the opportunity arose. The only problem was, the faster her attack, the more wild her swing. To counter this, she began training with her mother and learning how to counter people. Normally, unless she tanked an assault, she couldn’t counter it but even then it was difficult to rebound and react in the blind of an eye. After spending days in and days out on her new training regimen, it was time to put her tactics to the test. Waiting for the right moment, she moved out of the way and instantly attacked her opponent and landed a direct hit.

Weapon Mastery

Being of a religion that involves cutting and slashing your opponent and ingesting their blood, Manami has had plenty of practice with her bladed weapon. In fact, for years she had practiced newly a dozen different sword thrust, lunges, and slashes, on top of nearly thirty of so different slashing Taijutsu techniques. Most of her training was spent against other swordsman, perfecting her techniques and learning from them and their mistakes. In her drive to learn everything she could about swordsmanship, aside from tradition, she has excelled against more challenging opponents than most people face in their entire lives. Manami had become a master of her blade, at least.

Bull's strength

To have the strength of a bull is to be abnormally strong, even for a shinobi. Manami wasn’t really much on strength, but she knew that as long as she cloud sling her blade stronger than the average person, it meant she could make them bleed. In combat, that was her goal. She had to cut through her enemies defenses and slash them with all her might, not only so they’d bleed, but so she could do as much damage to them as she possible could. As a result, though years of training, Manami has developed a unique training style that focused on her physical strength above all else. Because of this, Manami has monstrous bull like strength.

Quick Draw

Like the olden days out in the west, the faster you pulled your weapon, the more likely you were to survive. This way of thinking lasted for quite some time, in fact this same logic was very much alive today. Manami has been on the wrong side of this skill for far too long, which meant it was time to increase her speed while pulling her weapon. Practicing by sheathing her weapon and drawing her weapon repeated, she noticed her speed increasing each time she did so. After a few days of trying this, she noticed how it took next to no time at all for her to do this. Had she mastered this skill? Yeah, pretty much.
 
Slashing - Physical Style (Up to +2 Accuracy and 6% Damage)
Insight (+2 Accuracy)
Combo Master (Up to +2 Accuracy)
Quick reaction (+2 Accuracy and instant mod, if dodged)
Quick Draw
Weapon Mastery
Bull’s Strength (+5% Damage, +5% surpresssion/bleeding chance, +10% Bleeding damage)

Abilities approved. 7/7 slots filled (3 reserved for Kinjutsu)
 

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