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:

Uka's Training Grounds

Joined
Oct 22, 2012
Messages
1,039
Yen
0
ASP
431
OOC Rank
S
Abilities:
0.Combat Medic
1.Poison Mastery
2.Deadeye
3.Weapon Mastery - Projectile
4.Poison Resistance
5.Shattered Reality
6.Called Shot
7.Projectile Aim
8.Strategist
9.
10.
11.


Weapons:


Weapon Slot 1/5
d853c0a398a03250c4491210.L.jpg
Weapon Type: Projectile
Stats: -5% Damage; +1 Accuracy
Effect: May Inflict Bleeding
Auguments:
-Fata Morgana
-Razor Strike
-Blood Rack

Weapon Slow 2/5
4point.png4604a522-bdcf-41fa-b5f2-ee7c7f7ccc68Larger.jpg

Weapon Type: Projectile
Statistics: -10% Damage +2 Accuracy
Effect: +5% Chance for Called Shots
Auguments:
-Daze
-Crippler
-Fata Morgana
 
Abilities:
0.Combat Medic
1.Poison Mastery
2.Deadeye
3.Weapon Mastery - Projectile
4.
5.
6.
7.
8.
9.
10.
11.

RP:
Poisons have been somewhat of an integral part to everything Uka has done in the medical field worth notice. Ever since her mother began teaching her all she knew about them the young medic devoted all her time to finding both new poisons and cures for them. This has proven quite fruitful both to help people and to make her a rather savage foe when it comes to ''unknown'' attacks. She quickly learned how to brew more concentrated versions of many commonly used poisons and made her own modifications whenever she could in order to improve them and make them more deadly if at all possible.

Ever since Uka was young she was quite bad at any sort of hand to hand combat and ninjutsu up to a sense, however she always had an eye for projectiles. She could almost always hit the dead center of her target even when she was just starting. Her teacher used to call her a natural at it, however not many people actually saw how much practice she put into it just so that she could be praised once for all her work. Either way it was something she could do, so Uka tried to become as good at it as she possibly could. At this point hitting a fast moving object is a task quite easily achievable.

To a shinobi their weapon is their art. As a child would play with its toys the children of shinobi would instead play with their weapons. Training for hours upon hours every day until they could finally become a master of all its properties. Then it was just a matter of surpassing their idea of mastery. There can never be a point where one can trully become the best at using a certain weapon, but many do indeed come close. Uka has trained her skill with projectiles for over 10 years now and she has become quite an expert when it comes to their use. Even if she still had much to learn there are many things that she can do, which others in fact cannot.
 
Uka said:
Abilities:
0.Combat Medic
1.Poison Mastery
2.Deadeye
3.Weapon Mastery - Projectile
4.
5.
6.
7.
8.
9.
10.
11.

RP:
Poisons have been somewhat of an integral part to everything Uka has done in the medical field worth notice. Ever since her mother began teaching her all she knew about them the young medic devoted all her time to finding both new poisons and cures for them. This has proven quite fruitful both to help people and to make her a rather savage foe when it comes to ''unknown'' attacks. She quickly learned how to brew more concentrated versions of many commonly used poisons and made her own modifications whenever she could in order to improve them and make them more deadly if at all possible.

Ever since Uka was young she was quite bad at any sort of hand to hand combat and ninjutsu up to a sense, however she always had an eye for projectiles. She could almost always hit the dead center of her target even when she was just starting. Her teacher used to call her a natural at it, however not many people actually saw how much practice she put into it just so that she could be praised once for all her work. Either way it was something she could do, so Uka tried to become as good at it as she possibly could. At this point hitting a fast moving object is a task quite easily achievable.

To a shinobi their weapon is their art. As a child would play with its toys the children of shinobi would instead play with their weapons. Training for hours upon hours every day until they could finally become a master of all its properties. Then it was just a matter of surpassing their idea of mastery. There can never be a point where one can trully become the best at using a certain weapon, but many do indeed come close. Uka has trained her skill with projectiles for over 10 years now and she has become quite an expert when it comes to their use. Even if she still had much to learn there are many things that she can do, which others in fact cannot.

Approved and noted.
 
Abilities:
4.Poison Resistance
5.Shattered Reality
6.Called Shot
7.Projectile Aim
8.Strategist

RP:
Poison Resistance:
There are just some things you learn when working with poisons as much as Uka did and one of those things is that antisera, which are made through the use of non-human subjects have a chance of causing Serum Sickness, which is something that can incapacitate a shinobi during a mission. In order to avoid that Uka prepares all her antisera with the use of her own body, injecting herself with different types of poisons and using the antibodies her body produces to prepare the antiserum. This has ended up giving her quite a strong resistance to most of the poisons, which are used day to day.

Shattered Reality:
The whole idea behing Genjutsu is to weaken your opponent, but through practice you can do that more and more proficiently every time. Uka has always had trouble dealing with stronger ninjutsu, therefore she devoted all her practice and training mainly to medical techniques and of course Genjutsu. Through years of practice her techniques have slowly but surely become stronger than they were, managing to ensnare the mind of her opponent more than many others can. With this her opponents find it increasingly difficult to avoid her strikes than normally.

Called Shot:
There are quite a few perks that come with learning the human anatomy on the level which medical shinobi do. One of these perks is knowing where exactly to strike in order to impair a limb or a part of the body. Being able to precisely hit that target however might not be that easy, but that is where personal skill and practice comes in. Uka has trained in this art for a long time as her general style is to disable her opponent rather than directly cause damage, which lets her rely on this skill most of the time.

Strategist:
"The early bird catches the worm" is a rather useful saying when it comes to life in general, but there always is the idea that being prepared will almost always net you the result you want. Whether it be for a trip or a battle one can never be too prepared. Knowing what to bring with you and what you might need is by far one of the most important things a shinobi must learn in order to increase their chances of survival on the battlefield. There can be no doubt that the more prepared individual has higher chances for survival and in turn victory. Uka is also the type of person who tends to over think things most of the time and in turn over prepare for them, causing her pouches and bags to be filled with all sorts of bits and bobs that she might not even end up using in the end.

Projectile Aim:
With practice comes perfect and that is what many shinobi strive for. With mastery of their weapons comes the desire to become even better at your art than you already are. Ever since the academy Uka has trained with all sort of projectiles, learning the differences their weight might have on the trajectory. This lets her know how she should adjust her aim based on the shape as well as mass of the projectile, giving her greater accuracy.

Weapons:

Weapon Slot 1/5
d853c0a398a03250c4491210.L.jpg

Weapon Type: Projectile
Stats: -5% Damage; +1 Accuracy
Effect: May Inflict Bleeding
Auguments:
-Fata Morgana
-Razor Strike
-Blood Rack

Weapon Slow 2/5
4point.png4604a522-bdcf-41fa-b5f2-ee7c7f7ccc68Larger.jpg


Weapon Type: Projectile
Statistics: -10% Damage +2 Accuracy
Effect: +5% Chance for Called Shots
Auguments:
-Daze
-Crippler
-Fata Morgana

P.S. I hate writing Ability Rps Q.Q
 
Uka said:
Abilities:
4.Poison Resistance
5.Shattered Reality
6.Called Shot
7.Projectile Aim
8.Strategist

RP:
Poison Resistance:
There are just some things you learn when working with poisons as much as Uka did and one of those things is that antisera, which are made through the use of non-human subjects have a chance of causing Serum Sickness, which is something that can incapacitate a shinobi during a mission. In order to avoid that Uka prepares all her antisera with the use of her own body, injecting herself with different types of poisons and using the antibodies her body produces to prepare the antiserum. This has ended up giving her quite a strong resistance to most of the poisons, which are used day to day.

Shattered Reality:
The whole idea behing Genjutsu is to weaken your opponent, but through practice you can do that more and more proficiently every time. Uka has always had trouble dealing with stronger ninjutsu, therefore she devoted all her practice and training mainly to medical techniques and of course Genjutsu. Through years of practice her techniques have slowly but surely become stronger than they were, managing to ensnare the mind of her opponent more than many others can. With this her opponents find it increasingly difficult to avoid her strikes than normally.

Called Shot:
There are quite a few perks that come with learning the human anatomy on the level which medical shinobi do. One of these perks is knowing where exactly to strike in order to impair a limb or a part of the body. Being able to precisely hit that target however might not be that easy, but that is where personal skill and practice comes in. Uka has trained in this art for a long time as her general style is to disable her opponent rather than directly cause damage, which lets her rely on this skill most of the time.

Strategist:
"The early bird catches the worm" is a rather useful saying when it comes to life in general, but there always is the idea that being prepared will almost always net you the result you want. Whether it be for a trip or a battle one can never be too prepared. Knowing what to bring with you and what you might need is by far one of the most important things a shinobi must learn in order to increase their chances of survival on the battlefield. There can be no doubt that the more prepared individual has higher chances for survival and in turn victory. Uka is also the type of person who tends to over think things most of the time and in turn over prepare for them, causing her pouches and bags to be filled with all sorts of bits and bobs that she might not even end up using in the end.

Projectile Aim:
With practice comes perfect and that is what many shinobi strive for. With mastery of their weapons comes the desire to become even better at your art than you already are. Ever since the academy Uka has trained with all sort of projectiles, learning the differences their weight might have on the trajectory. This lets her know how she should adjust her aim based on the shape as well as mass of the projectile, giving her greater accuracy.

Weapons:

Weapon Slot 1/5
d853c0a398a03250c4491210.L.jpg

Weapon Type: Projectile
Stats: -5% Damage; +1 Accuracy
Effect: May Inflict Bleeding
Auguments:
-Fata Morgana
-Razor Strike
-Blood Rack

Weapon Slow 2/5
4point.png4604a522-bdcf-41fa-b5f2-ee7c7f7ccc68Larger.jpg


Weapon Type: Projectile
Statistics: -10% Damage +2 Accuracy
Effect: +5% Chance for Called Shots
Auguments:
-Daze
-Crippler
-Fata Morgana

P.S. I hate writing Ability Rps Q.Q

You can rp your abilities in your actual rps. Then link them back here for approval. Also, Approved ^^
 
0.0.Paramedic (second free one from Spirtualist CA)
9.Kinjutsu
10.Kinjutsu
11.Kinjutsu
12.

New CA - Spiritualist (19/20 Points)
Holy Weapon - Passive (3 points)
The blade of the Spiritualist must be mighty and strike true, just as all their blows must. One with this special affinity can strike well indeed. The inner light of the user's chakra shimmers off a blade with this power in it, and they are said never to grow dull or rusty, and the wood of their wooden weapons to never rot or need polishing.
Effect: Grants +10% damage and +1 accuracy to the user's weapon of choice. While the user carries this weapon, their healing jutsu are 15% more effective.

White Blessing - Boost (1 point) x2
Restriction- Can only be purchased twice
Spiritualist emanate a calming, pacifying aura that washes over their allies, imbuing them with a sense of precision and clear-mindedness that makes their strikes more precise.
Effect: User and allies gain +1 accuracy. Does not stack with other users of White Blessing.

Holy Embodiment - Passive (3 points)
Restriction- C Rank and up
As guardians against evil, Spiritualists are naturally resistant to the effects of it. They do not shirk in the face of fear, nor are they repelled easily. Those Spiritualists with this skill are said to have the appearance of a shimmering white aura around them by those sensitive to such things, as if to shield them.
Effect: All Dark jutsu do 50% damage to them. User is immune to fear effects and intimidation effects. Suppression or other AP reduction or attack disrupting effects have only half their normal chance of working on them.

Sacred Style - Style (2 points)
Restriction- C Rank and up, requires Holy Weapon
Occasionally their natural passive aura isn't strong enough, so the Spiritualist must sharpen and hone their aura to let them move faster and with more precision than normal. In this state, anyone can see the radiant white chakra that spills off of both the Spiritualist and their weapon, and they are able to swing around the heaviest of weapons one-handed with little regard to weight.
Effect: User gains +1 Accuracy and +1 Critical range with their chosen weapon. For the duration of this style, the weapon is able to cut through half of any damage reduction.

Notes:
- Like any other fighting style, this can be turned on or off at the user’s discretion or lack there of. Counts as a Physical Style.
- All CP costs are increased by 15% while active

Weapon Affinity - Passive (2 points)
Restriction- Must have a weapon of chosen type
It is not easy to pry the Spiritualist's weapon out of their grasp. The flow of their chakra into it constantly has bonded it to them, making it an extension of their own body.
Effect: User gains +2 against being disarmed for a single weapon type.

Divine Health - Boost (1 points) x3
Restriction- Can be purchased up to three times
As their spiritual powers are divine, so is their ability to repair and restore others. A Spiritualist not only is able to fix others wounds at an increased rate, but when the favor is returned, they heal more quickly themselves as well.
Effect: All Healing jutsu used by or on the user is increased by +5%. In addition, the user recovers +1% Max HP while resting.

Spiritual Chakra - Boost (1 point) x2
Restriction- Can be purchased twice
The default chakra of a Spiritualist is not the same as that of their fellow ninja, but rather gifted with a different kind of power altogether. It seems to cut through anything that hinders it with little effort.
Effect: +5% damage to all Ninjutsu. This damage counts as 'Light' element and cuts through half of Ninjutsu damage reduction. This bonus applies to all other Spiritualist light chakra techniques as well.

Illuminate - Jutsu (1 point, 1 point to rank up) x2
Restriction- A-Rank and up
The most powerful weapon in a Spiritualist's arsenal, this technique consists of a flurry of their special chakra directed at the opponent, striking them in a series of damaging rays. The attack usually stuns those who haven't seen it before, as the flashes of light emitted are quite bright and as unnatural-seeming as the rest of the Spiritualist's skills.
Rank 1: Five flashes of light chakra at 1000 damage each. Attack counts as non-elemental Ninjutsu and cuts through half of all relevant damage reduction.
Rank 2: Five flashes of light chakra at 1200 damage each. Attack counts as non-elemental Ninjutsu and cuts through half of all relevant damage reduction.

Cost: 2750 CP and 3 AP

Notes:
- Counts as a light energy technique.


Also using my ASP 175 used out of 218 leaving me with 43 ASP

Abilities Card - 75 Points
Grants the user 1 additional Ability Slot. This card may only be used once by a single player. May be purchased one time. In cases of split personality, Rikudo Sennin or anything that has multiple groups of abilities: this only effects one of the personalities or paths.

Class Point Card - 100 Points
Grants the user 2 additional Class Points. This card may only be used once by a single player. May be purchased one time.
 
Uka said:
0.0.Paramedic (second free one from Spirtualist CA)
9.Kinjutsu
10.Kinjutsu
11.Kinjutsu
12.

New CA - Spiritualist (19/20 Points)
Holy Weapon - Passive (3 points)
The blade of the Spiritualist must be mighty and strike true, just as all their blows must. One with this special affinity can strike well indeed. The inner light of the user's chakra shimmers off a blade with this power in it, and they are said never to grow dull or rusty, and the wood of their wooden weapons to never rot or need polishing.
Effect: Grants +10% damage and +1 accuracy to the user's weapon of choice. While the user carries this weapon, their healing jutsu are 15% more effective.

White Blessing - Boost (1 point) x2
Restriction- Can only be purchased twice
Spiritualist emanate a calming, pacifying aura that washes over their allies, imbuing them with a sense of precision and clear-mindedness that makes their strikes more precise.
Effect: User and allies gain +1 accuracy. Does not stack with other users of White Blessing.

Holy Embodiment - Passive (3 points)
Restriction- C Rank and up
As guardians against evil, Spiritualists are naturally resistant to the effects of it. They do not shirk in the face of fear, nor are they repelled easily. Those Spiritualists with this skill are said to have the appearance of a shimmering white aura around them by those sensitive to such things, as if to shield them.
Effect: All Dark jutsu do 50% damage to them. User is immune to fear effects and intimidation effects. Suppression or other AP reduction or attack disrupting effects have only half their normal chance of working on them.

Sacred Style - Style (2 points)
Restriction- C Rank and up, requires Holy Weapon
Occasionally their natural passive aura isn't strong enough, so the Spiritualist must sharpen and hone their aura to let them move faster and with more precision than normal. In this state, anyone can see the radiant white chakra that spills off of both the Spiritualist and their weapon, and they are able to swing around the heaviest of weapons one-handed with little regard to weight.
Effect: User gains +1 Accuracy and +1 Critical range with their chosen weapon. For the duration of this style, the weapon is able to cut through half of any damage reduction.

Notes:
- Like any other fighting style, this can be turned on or off at the user’s discretion or lack there of. Counts as a Physical Style.
- All CP costs are increased by 15% while active

Weapon Affinity - Passive (2 points)
Restriction- Must have a weapon of chosen type
It is not easy to pry the Spiritualist's weapon out of their grasp. The flow of their chakra into it constantly has bonded it to them, making it an extension of their own body.
Effect: User gains +2 against being disarmed for a single weapon type.

Divine Health - Boost (1 points) x3
Restriction- Can be purchased up to three times
As their spiritual powers are divine, so is their ability to repair and restore others. A Spiritualist not only is able to fix others wounds at an increased rate, but when the favor is returned, they heal more quickly themselves as well.
Effect: All Healing jutsu used by or on the user is increased by +5%. In addition, the user recovers +1% Max HP while resting.

Spiritual Chakra - Boost (1 point) x2
Restriction- Can be purchased twice
The default chakra of a Spiritualist is not the same as that of their fellow ninja, but rather gifted with a different kind of power altogether. It seems to cut through anything that hinders it with little effort.
Effect: +5% damage to all Ninjutsu. This damage counts as 'Light' element and cuts through half of Ninjutsu damage reduction. This bonus applies to all other Spiritualist light chakra techniques as well.

Illuminate - Jutsu (1 point, 1 point to rank up) x2
Restriction- A-Rank and up
The most powerful weapon in a Spiritualist's arsenal, this technique consists of a flurry of their special chakra directed at the opponent, striking them in a series of damaging rays. The attack usually stuns those who haven't seen it before, as the flashes of light emitted are quite bright and as unnatural-seeming as the rest of the Spiritualist's skills.
Rank 1: Five flashes of light chakra at 1000 damage each. Attack counts as non-elemental Ninjutsu and cuts through half of all relevant damage reduction.
Rank 2: Five flashes of light chakra at 1200 damage each. Attack counts as non-elemental Ninjutsu and cuts through half of all relevant damage reduction.

Cost: 2750 CP and 3 AP

Notes:
- Counts as a light energy technique.


Also using my ASP 175 used out of 218 leaving me with 43 ASP

Abilities Card - 75 Points
Grants the user 1 additional Ability Slot. This card may only be used once by a single player. May be purchased one time. In cases of split personality, Rikudo Sennin or anything that has multiple groups of abilities: this only effects one of the personalities or paths.

Class Point Card - 100 Points
Grants the user 2 additional Class Points. This card may only be used once by a single player. May be purchased one time.
Approved, approved and approved.
 

Current Ninpocho Time:

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