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:

Yami Yomoko-san- Genin

Yomoko

Active Ninja
Joined
Oct 23, 2012
Messages
963
Yen
998,165
ASP
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OOC Rank
S-Rank
Name: Yami Yomoko
Nickname: Yomo
Character Age: 14
Gender: male
Rank: Genin
Ooc rank: s-rank
Bloodline: tsuchimikado
[fontsize="12"]The legendary spirit fighters combine their knowledge of the 5 elementals (Earth, Fire, Water, Wood, Metal) to fend off evil and angelic spirits that wreak havoc on the shinobi world. The Tsuchimikado specialize in the metal elemental, utilizing it to its full potential so they can harness their chakra to destroy the evil in the world.

Note: All Tsuchimikado techniques and buffs are classified as Light.

014% Control - One with the Universe (Rank 1)/Steel Curtain (Rank 1)
028% Control - Sanryoukyougan (Rank 1)
042% Control - Iron Will (Rank 1)
056% Control - Kaneton Tags: Alloyed Fangs (Rank 1)
070% Control - One with the Universe (Rank 2)
084% Control - Iron Will (Rank 2)
098% Control - Steel Curtain (Rank 2)/Tsuihouton Tag: Exorcism (Rank 1)
112% Control - Sanryoukyougan (Rank 2)/Kaneton Tag: Iron Coffin (Rank 1)
126% Control - One with the Universe (Rank 3)/Kaneton Tag: Alloyed Fangs (Rank 2)
140% Control - Iron Will (Rank 3)/Kaneton Tag: Iron Coffin (Rank 2)
154% Control - Tsuihouton Tag: Exorcism (Rank 2)
168% Control - Sanryoukyougan (Rank 3)/Kaneton Tag: Iron Coffin (Rank 3)
182% Control - Steel Curtain (Rank 3)/Tsuihouton Tag: Exorcism (Rank 3)
196% Control - Kaneton Tag: Â Alloyed Fangs (Rank 3)
210% Control - Titanium Body (Rank 1)
224% Control - Tenmeiton Tag: Yin-Yang Barrier (Rank 1)
238% Control - Titanium Body (Rank 2)
252% Control - Judgment Gate (Rank 1)
266% Control - Titanium Body (Rank 3)/Tenmeiton Tag: Yin-Yang Barrier (Rank 2)
280% Control - Tenmeiton Tag: Yin-Yang Barrier (Rank 3)/Judgment Gate (Rank 2)
294% Control - Judgment Gate (Rank 3)

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One with the Universe - Passive</U><i></i>
A Tsuchimikado Clansman were born with a natural awareness of the physical and spiritual world, allowing them to conjure spells at a better price for their chakra.

Rank 1: Ninjutsu and Genjutsu have a 5% CP reduction.
Rank 2: Ninjutsu and Genjutsu have a 10% CP reduction
Rank 3: Ninjutsu and Genjutsu have a 15% CP reduction

---

Steel Curtain - Passive<i></i>
Granted the power to manipulate metal, the Tsuchimikado clan have developed a minor immunity to the effects of metal to include shurikens and the blade of a sword.

Rank 1: The user takes -5% Damage from Taijutsu Attacks. All Ninjutsu Techniques against the user deal +10% Damage.
Rank 2: The user takes -10% Damage taken from Taijutsu Attacks. All Ninjutsu Techniques against the user deal +10% Damage
Rank 3: The user takes -10% Damage taken from Taijutsu Attacks. All Ninjutsu Techniques against the user deal +5% Damage.

Notes:
- This is considered damage reductions.
- Additional Damage does not exceed the cap limits.
- IE: At Rank 1, a Ninjutsu with a +20% Buff is treated as a +30% Buff.

---

Sanryoukyougan (Prism Eyes) - Activated Passive<i></i>
Crystal eyes are inherited by the Onmyouji, granting them abilities against Spirits and Evil that far surpasses a normal human being. Along with granting them protection from illusions, the Sanryoukyougan also makes attacks and defense against Spiritual and Evil types easier, as well as show their weak point.

Rank 1: +1 Gen Save/Gen DC. Bypasses up to 5% Damage reduction from Spiritual or Evil targets.
Rank 2: +1 Gen Save/Gen DC, +1 Critical to Melee Taijutsu Attacks. Bypasses up to 10% Damage reduction from Spiritual or Evil targets.
Rank 3: +2 Gen Save/Gen DC, +1 Critical to Melee Taijutsu Attacks. Bypasses up to 15% Damage reduction from Spiritual or Evil targets.

Costs:
Rank 1: 0.5 AP; 300 Cp to initiate, 140 Cp/Rnd to maintain
Rank 2: 0.5 AP; 600 Cp to initiate, 260 Cp/Rnd to maintain
Rank 3: 0.5 AP; 1,000 Cp to initiate, 400 Cp/Rnd to maintain

Notes:
- Must be activated

---

Iron Will - Passive
The Tsuchimikado are a people with a unique affinity to an uncommon and rare element; Metal. Their affinity allows them condense the minerals within the ground into a hardened, metallic form with increased strength and power, and is often cast through the use of special Onmyoudo Tags created from their chakra that can be used in place of handseals.

Rank 1: May convert Earth Jutsu into Metal by paying an additional 20% Chakra Cost.
Rank 2: May convert Earth Jutsu into Metal by paying an additional 10% Chakra Cost.
Rank 3: May convert Earth Jutsu into Metal at no extra cost.

Notes:
- Metal Jutsu gain +5% Damage per rank.
- The Tsuchimikado automatically has access to the Metal element.
- All techniques used with this are treated as Metal element.

---

Kaneton Tag: Alloyed Fangs - Metal Ninjutsu<i></i>
Utilizing the the Onmyoudo Tags that they create, a series of metal fangs appear from the ground. The fangs' serrated edges tear instead of cleave the target. The Alloyed Fangs remain on the field. It is rumored that the Alloyed Fangs may be utilized while someone is entrapped in a metallic prison.

Rank 1: 5 metal spikes deal 120 damage each.
Rank 2: 5 metal spikes deal 280 damage each.
Rank 3: 5 metal spikes deal 440 damage each.

Costs:
Rank 1: 1.5 AP; 200 CP
Rank 2: 2 AP; 470 CP
Rank 3: 2 AP; 740 CP

Notes:
- If used in conjunction with Iron Coffin, This bypasses the Coffin's Hp, but destroys the Coffin in the process.

---

Tsuihouton Tag: Exorcism - Metal Ninjutsu<i></i>
Throughout history, the Tsuchimikado Clan were utilized to ward away evil beings and vengeful spirits. During their occupation and travels, the Clan learned how to banish evil beings and spiritual apparitions through the use of exorcism and special sealing tags.

Rank 1: Sealing tag deals 1040 initial damage, and 600 damage per round. 10% chance to revert to original form per round.
Rank 2: Sealing tag deals 1300 initial damage, and 740 damage per round. 15% chance to revert to original form per round.
Rank 3: Sealing tag deals 1560 initial damage, and 900 damage per round. 20% chance to revert to original form per round.

Special Action: Exorcism can be used reactionary to counter a Spiritual or Evil Jutsu, Negating damage. This requires a Ninjutsu check between the attacker and the user with a -3 penalty to the user. This lowers by .5 per rank of this jutsu after the first.

Costs:
Rank 1: 2 AP; 420 CP, 200 CP/rnd to maintain
Rank 2: 2 AP; 520 CP, 250 CP/rnd to maintain
Rank 3: 2 AP; 630 CP, 300 CP/rnd to maintain

Notes:
- Does not Stack
- Lasts up to three rounds, requiring a Gen Check each round.
- If the target is Spiritual/Evil in anyway, the user deals +10% Damage and has +1 to all checks of this technique, not including negating jutsu.
- Original Form cancels all activated buff's effecting the target.

---

Kaneton Tag: Iron Coffin - Metal Binding Ninjutsu</I><i></i>
During their travels, the Tsuchimikado had to find a way to ensnare spirits and evil beings, thus the creation of the Iron Coffin. A large metal box surrounds the target after the tag(s) have made contact with the target, bringing airborn targets back down to earth. After the target has been contained, that is when the Onmyouji takes the advantage of sealing the spirit.

Rank 1: Binds one target in a metal prison at -4 Acc. Once bound, the target may use their next 2 AP in action. All other AP afterwards is nulled until next round. Coffin has 2700 HP, regenerating 675 Hp per round.
Rank 2: Binds one target in a metal prison at -3 Acc. Once bound, the target may use their next 1 AP in action. All other AP afterwards is nulled until next round. Coffin has 3300 HP, regenerating 825 Hp per round.
Rank 3: Binds one target in a metal prison at -2 Acc. Once bound, the target may not make further action until next round. Coffin has 4500 Hp, regenerating 1125 Hp per round.

Costs:
Rank 1: 2 AP; 900 CP to initiate, 300 CP/rnd to maintain
Rank 2: 2 AP; 1100 CP to initiate, 550 CP/rnd to maintain
Rank 3: 2.5 AP; 1500 CP to initiate, 700 CP/rnd to maintain

Notes:
- The target bound may make actions freely after the initial round of binding.
- The only way out of the binding is to destroy the binding from either the inside or the outside.
- While bound, Lightning jutsus casted upon coffin deal +5% damage, this does not apply to damage done to the Coffin.
- While bound, Fire jutsus casted upon coffin deal +10% damage both to the victim and the coffin.
- While bound, Exorcism deals +10% damage with +10% chance to revert. This bonus does not apply to damage done to the coffin.

---

Titanium Body - Metal Ninjutsu<i></i>
Able to manipulate the metals within their body, the Onmyouji are able to blend the metals together to cause their body to harden into titanium alloy. Every part of the Onmyouji's body becomes a shiny chrome color and their skin becomes harder than steel. With strength and resistance comes sluggish and inaccurate movement. This form is only used in dire circumstances.

Rank 1: -5% physical damage taken, +5% melee damage dealt, ignores up to 9 feet of knock back per attack.
Rank 2: -10% physical damage taken, +10% melee damage dealt, Ignores up to 12 feet of knockback per action.
Rank 3: -15% physical damage taken, +15% melee damage dealt, ignores up to 15 feet of knockback per action.

Costs:
Rank 1: 2 AP; 600 CP to initiate, 250 CP/rnd to maintain
Rank 2: 2.5 AP; 900 CP to initiate, 400 CP/rnd to maintain
Rank 3: 2.5 AP; 1200 CP to initiate, 550 CP/rnd to maintain

Notes::
- While active, the user suffers a -2 penalty to both Accuracy and Dodge.
- Water jutsu used against the user inflict -1 Dodge for the remainder of the round. Does not stack.
- +15% Lightning/Fire Damage taken.
- After taking damage from Lightning or Fire, deals extra +10% damage of that element for next Unarmed physical action.
- -20% Damage taken from Gravity jutsu. Gravity-based effects are halved.
- This counts as a Chakra Armor.

---

Tenmeiton Tag: Yin-Yang Barrier - Barrier Ninjutsu<i></i>
Many times, the Onmyouji encounters spirits that overwhelm them, thus the necessity for a defense against them came to be. The barrier appears to be a circular pentagram upon the ground, bearing a strange white glow. Due to necessity, three barriers were created in order to help the Onmyouji. By utilizing tags, the Onmyouji creates a barrier around them and their allies to protect them against the three types of attacks. Each barrier blocks a certain type from getting inside the barrier and getting out.

Rank 1: 5x5 area. Barrier has 3500 HP (Regenerates 25% Max HP per round) which blocks against Taijutsu, blocking movement in and out of the barrier, to include underground travel.
Rank 2: 7x7 area. Barrier may block 8 levels worth of Genjutsu (Regenerating 2 levels per round) before dissipating. Â Genjutsu being used from inside the barrier are also blocked/damages barrier.
Rank 3: 10x10 area. Barrier has 6000 HP (Regenerates 25% Max HP per round) which blocks Ninjutsu. Â Ninjutsu being used from inside the barrier are also blocked/damages barrier.

Costs:
Rank 1: 2.5 AP; 1400 CP to initiate, 670 CP/rnd to maintain
Rank 2: 2.5 AP; 2200 CP to initiate, 1040 CP/rnd to maintain
Rank 3: 3 AP; 3000 CP to initiate, 1440 CP/rnd to maintain

Notes:
- Barrier Strength cannot be buffed.
- The type of barrier remains secret, not shown in the battle.
- Rank 2 Barrier has 5% chance to reflect Genjutsu back to caster at -2 Caster's Gen DC. This applies to both sides of the barrier.
- Rank 2 Barrier has 5% chance to deal double effect on user at -2 Caster's Gen DC. This applies to both sides of the barrier.
- Rank 3 Barrier has 5% chance to reflect Ninjutsu back at the caster at -2 Caster's Nin Acc. This applies to both sides of the barrier.
- Rank 3 Barrier has 5% chance to deal double damage on user at -2 Caster's Nin Acc. This applies to both sides of the barrier.

---

Tenmeiton: Judgment Gate - Special Ninjutsu<i></i>
Opening an enormous gate bearing double doors that slowly open up, the Judgment gate appears in three forms. The Molten Rock Gate appears to be quickly rushing lava that envelopes the target only to dry and bind the target. The second is the Final Arc Gate, where an enormous ship is drawn to the target upon a deluge of water, crashing into the target. The final gate is the Pandora's Gate. Pandora's gate is a complete enigma as nobody knows what to expect when the doors of Pandora's Gate are opened.

Rank 1 - <I>Molten Rock Gate: Summons a wave of lava that deals 3200 Lava Damage. Next round, Molten Rock hardens, becoming a binding causing -2 acc/dodge for 2 rounds
Rank 2 - Final Arc Gate: Summons a ship upon a wave of water, the ship crashes into the victim dealing 3230 Wood damage, while the wave further deals 1610 Water Damage. Should both hit, victim takes -3% HP per round for 3 rounds.
Rank 3 - Pandora's Gate:: Random effect.

Costs:
Rank 1: 3 AP; 1650 CP
Rank 2: 3 AP; 2420 CP
Rank 3: 2 AP; 1800 Cp

Notes::
- Debuffs do not stack.
- Molten Rock's debuff ONLY works when hit by it.
- Final Arc's debuff ONLY works when hit by it.
- Pandora's Gate must be rolled between 1 and 40 to determine it's effect. The effect has a 100% chance of success, but cannot be buffed.[/fontsize]
Pandora's Gate Effects said:
[fontsize="12"]<U>Pandora's Gate effects:
1: 1 damage to target
2: 2000 damage to target
3: 1500 damage to everyone on the field
4: 5000 damage to target
5: 4000 damage to everyone on the field
6: 100 damage to caster
7: 500 damage to caster
8: No Effect
9: Refills 10% Target's HP
10: Refills 20% Target's HP
11: Refills 30% Target's HP
12: Refills 40% Target's HP
13: Refills 10% own HP
14: Refills 20% own HP
15: Refills 30% own HP
16: Refills 40% own HP
17: Completely reverts all spiritual/evil to original form.
18: Destroys all barriers
19: No Effect
20: Caster receives -3 Gen Save/DC for 2 rounds
21: Caster receives -3 Acc/Dodge for 2 rounds
22: Target receives -3 Gen Save/DC for 2 rounds
23: Target receives -3 Acc/Dodge for 2 rounds
24: Removes all maintained jutsus
25: Drains 25% of target's HP
26: Drains 25% of target's CP
27: Gives target 25% of caster's HP
28: Gives target 25% of caster's CP (after jutsu cost removed)
29: Target and Caster swap HP
30: Target and Caster swap CP
31: Target is bound for 2 rounds.
32: Caster is bound for 2 rounds.
33: No Effect
34: Jutsus used by target cost an additional +25% AP for 2 rounds
35: Jutsus used by caster cost an additional +25% AP for 2 rounds
36: Target takes +20% to all damage types for 2 rounds
37: Caster takes +20% to all damage types for 2 rounds
38: No Effect
39: 1 damage to everyone on field
40: Everyone on field gets 3 standard clones.[/fontsize]

Character's Physical Description: Yomo is five foot eight, athletic built young man. There are a few scars on his back from training with swords and other combat items. His hair is dark brown/black and his eyes are brown.

Character's Mental Description: There isn't anything abnormal about the way he thinks about the world. Good people live, bad people die. If you kill for no reason other than you feel like it, you're a bad person. If you kill because of revenge, its not judgeable because everyone would do the same thing. If you kill because you are ordered to, well, you're just following orders, no emotion involved, most of the time. Although he does have a sadistic side... never want to make him mad if one can help it.

Character History: Yomo's life isn't a dramatized complicated one. He has a simple life with both of his parents living normal, well as normal can get being a shinobi. Both his parents made it to the rank of Jounin and stayed in the as healthy as one could be. His mom teaches at the academy, while his dad leads a team of chuunin on missions, helping them progress into the best shinobi they could be.

Yomoko's own goals are set into place. He wants to be in a field medic; the strongest field medic ever.

At the age of eleven, he saw his father coming back from a mission with his group of chuunin. One of the teammates of his father's team had an extremely bloody leg and was being carried back by his teammates. A medic came to the gates and used a medical jutsu to close up the wound until they got back to the hospital. Yomoko was immensely impressed by how the medic not only handled themselves but was able to take care of the wound quickly. Sure this wasn't in the middle of a fight, but Yomoko didn't want to be in a hospital. He loved the thrill of a good fight.

After that he made it his goal to become the best of the best. He had just finished his Genin exam. It wasn't too hard of a test. All he had to do was successfully trap a ninja dog. The good part, there were no restrictions to the test, everything and anything was fair game. The bad part was, this was dog used for B-rank mission, so in short, and the dog had the speed of a chuunin, possibly even Jounin.

The only thing he had on his side was his parent’s heritage. Both his parents were the ancient bloodline of the Tsuchumikado. By taking the basic elements, they used the advanced metal element as their main base of attacks. The pupils become prisms when they activate their bloodlines ability. Yomoko gained access to the abilities at the age of ten while training in the art of Genjutsu with his father. With the bloodlines gifts, they are able to see spirits and ghosts and fight them off to keep the balance in the world. One of their ability even deals with exorcising people which allows them to banish the evil in person if performed correctly. Yomoko was learning the arts of his bloodline every day. He would have an hour training session with his dad, when he was home and his mom on the opposite times.

He’s now a genin, working towards his chuunin exam, and also to become a medical ninja in training.

Metal Head
HP: (55+lvl) x stamina
CP: (50+lvl) x chakra control
Class Bonus: +1 Accuracy and Dodge, +5% to all damage types
High: n/a
Average: all stats
Low: n/a

Current Stats:
Stamina: 500
Agility: 550
Ninjutsu:600
Genjutsu: 400
Taijutsu: 404
Chakra Control: 600
PL: 3054
BL: 294%

Affinities:
Majors: Fire. Lightning , Water, Earth
Minors: Wind
Advance: Shadow, Metal (free- bloodline)

Jutsu swap:
Fire Jutsu
Combustive seal master- keep
Immolation armor master- keep
Fireball master- keep
Thermal Maw master- keep
Infernal Ember master- keep
Dragon fire – MASTER - keep
Searing Eruption - MASTER - keep
Scalding Ash Cloud - MASTER - keep
Heat Wave – MASTER - keep
Infernal Hellfire - MASTER - keep
Firestorm - MASTER- keep
Spontaneous Combustion - MASTER- keep
Ring of Fire - MASTER - keep
Dragon Flame Bomb - MASTER - keep
Sol Fire Tempest - MASTER - keep
Abysmal Harbringer - MASTER - keep
Flame Shield - MASTER- keep

Water Jutsu
Pressurized Mist - MASTER - keep
Water Gun - MASTER - keep
Water Whip - MASTER - keep
Aqua Fang - MASTER - keep
Rinse off - MASTER - keep
Grand Waterfall - MASTER - keep
Impailing Hydro Jet - MASTER - keep
Water Prison - MASTER- keep
Rain Dance - MASTER- keep
Torrential Vortex - MASTER- keep
Hydro Tidal Shockwave - MASTER - keep
Water Shark Bomb – MASTER - keep
Mystical Pond - MASTER - keep
Grand Hydra Excavation – MASTER - keep
Water Dragon Bullet - MASTER - keep
Scorn Of Aquarius - MASTER – keep
Supreme Aqua Realm - MASTER - keep

Shadow Jutsu
Black Eruption – MASTER - keep
Midnight Strike - MASTER - keep
Specter Shade - MASTER- keep
Dark Displacement - MASTER - keep
Underworld Prison - MASTER - keep
Shadow Punishment - MASTER - keep
Black Moon Fang - MASTER - keep
Ebony Nightmare - MASTER - keep
Shadow Garb - MASTER - keep
Darkness Falls - MASTER - keep
Absolute Void - MASTER - keep
Shadow Summoning - MASTER- keep

Lightning jutsu
Electrocution master - keep
Electroshock master- keep
Thunderfist master- keep
Storm bolt master- keep
Thunder clap - MASTER - keep
Zeus Flash - MASTER- keep
Lightning Torrent – MASTER - keep
Lightning Struck - MASTER- keep
Volt Charge – MASTER - keep
Chidori – MASTER - keep
Gigavolt Cannon – MASTER - keep
Lightning Beast – MASTER - keep
Amp Field – MASTER - keep
Raijins Vengence – MASTER - keep
Kirin - MASTER - keep
Thunderdome - MASTER - keep
Chidori Control – MASTER - keep

Wind jutsu
Shredding touch master- keep
Air bullet master- keep
Whirlwind spin master - keep
Pressure beast master- keep
Wind slash master- keep
Wind Sythe – MASTER- keep
Tempest – MASTER - keep
Gale Force - MASTER - keep
Wind Release – MASTER- keep

Earth jutsu
Gravel Shift - MASTER - keep
Stone bullet - MASTER - keep
Earth Flow River - MASTER- keep
Mud Clone - MASTER - keep
Sinkhole fist - MASTER- keep
Inner Earth Reflection Lure - MASTER- keep
Earth Flow Wave - MASTER - keep
Rock Golem - MASTER- keep
Earthen Coating - MASTER- keep
Bedrock Coffin – MASTER - keep
Weighted Rock Technique – MASTER - keep
Earth Spiker – MASTER - keep
Antlion Sinkhole - MASTER - keep
Fist Of Gaia - MASTER - keep
Earthen Magnitude - MASTER - keep
Earthslide wall - MASTER - keep
Petrification – MASTER - keep

slashing jutsu
Sword Juggle master
zero slash counter master
top spin master
blade trail master
magnum break master
Slash master
Arcing Slash master
Dynamic Slash master
Overhead Strike master
Full circle master
Cross rip master
Crimson Flash master
Gasher master
Heavy tow Master
Vanishing slash master
Lunar steps master
Whisperer master
focal blade master
steel weaving master
flight aerial strike master
Kill Driver master
Executioner master
lotus Flower master
Zantetsuken Master
Higuma master
Annihilation master

hand-to hand
One-Two master
Low Sweep master
Spearhand – MASTER - keep
Janken master

non elemental jutsu
Body switch master
transformation Master
Combination transformation master
Contract Summoning master
Barrier Master
chakra blast Master
advanced combination transformation master

Medical jutsu
Mystical Hand- Master Rank
Coagulation d-rank- Master rank
System Shock- C-rank- Master rank
Skeletal Fortification-c rank- Master rank
Anesthetic Infusion- C-rank- Master rank
 

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