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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NINPOCHO CHRONICLES v6.5.0 - "Here Be Dragons" (no really)

Metsu

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NINPOCHO CHRONICLES v6.5.0 - "Here Be Dragons" (no really)

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Hello Ninpocho, this one has been a bit delayed but I am sure you can see why, Dragons now exist. The age old that which may not be named is now available in Ninpocho Lore.

  • Due to celebrating the release of Dragons, free swaps for all.
  • Any WC requirements will be ignored during this downtime; be they abilities, Kinjutsu or BL/CA.
  • Free Swap period ends 4 weeks after this announcement (October 18th, 2023)

Kinjutsu
  • Chimera
    • Chimera is back to 3 BL/CAs, and the capstone had an update.
  • Human Puppet
    • Hitokugutsu puppets augments have been renamed to System Slots.
    • Passives and non-offensive techniques now only work during Puppet Symbiosis.
  • Dragonheart
    • New Kinjutsu!
Core Abilities
Bloodlines
  • Ryu
    • New bloodline!
  • Sunaku
    • Sunaku now has branches.
  • Uchiha
    • CP cost removed from Sharingan.
  • Hyuuga
    • CP cost removed from Byakugan.
    • Tenketsu Point Knowledge now inflicts the Max CP damage even if the Suppression cap has been reached.
  • Inuzuka
    • New contracts means new zodiacs. Again.
    • Clarified that Beast-Human Clone, and Two-Headed Wolf both require the user to pay the cost, if it's the animal companion using it.
Techniques
  • Perfected Elemental Clone
    • New technique! An upgraded version of the regular Elemental Clone.
  • Bass Drop
    • Added note that Combo Master cant be used in the same round as this. Also updated the wording.
Augments
  • Heavy Metal
    • New augment! Removes the option to inflict Bleeding with your weapon, but ups the Suppression effect to -0.75 AP instead of -0.5 AP.
  • Homing Beacon
    • New augment! Removes the ability to inflict Suppression or Bleeding, but can be used to make Called Shots.
UBR Updates
Contracts
  • Dragon
    • New special contract - Dragon!
  • Leporidae
    • New contract - Rabbits.
  • Marsupial
    • New contract - Marsupials. (Koalas, wombats, etc.)
  • Mustelidae
    • New contract - Mustelids. (Ferrets, weasels, etc.)
Abilities
 
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Metsu

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Errata/patch fixes:

here

Arcane Weapon - [Non-Elemental Ninjutsu]
A legendary technique that was long lost to time has been resurrected in the hands of its original creators. The Ryu were widely known for their ability to wield the Elements seemingly at whim, but they also had a control over their own chakra so fine it could extend out of their bodies and be held as any kind of weapon. These weapons appear usually as solids forms as opposed to energy, with dragon scales covering the hilts, handles, and shafts of their chosen weapon.

Rank 1/2/3: The User creates a weapon with 1/2/3 Augments. This weapon automatically has the Special Composition: Arcane Augment that doesn't count against the Augment Count.

Cost: 0.5 AP and 100 CP per round

Notes:
  • This is a Weapon Creation Technique
  • Weapons created by this technique cannot be affected by the Trick Weapon Augment.
  • The user must choose a Ninjutsu Sub-type upon creation.
  • The Arcane Augment allows any offensive Ninjutsu technique of the chosen sub-type to be cast through the weapon, gaining the Taijutsu Subtype Buffs, as well as being affected by the weapon’s augments.
  • Ninjutsu techniques cast using the Arcane Augment use Melee Accuracy instead of Ninjutsu Accuracy. As with Shinobi 101 this also replaces any Ninjutsu Checks required of the user as a result of the channeled technique with Taijutsu Checks.
  • Ninjutsu Techniques cast this way only gain Ninjutsu buffs from the Ryu Bloodline
  • Ninjutsu Techniques cast this way cannot use affinities.

Dragonforce - [Variable Ninjutsu]
A fabled Ninjutsu that was said to grant the human kings the destructive power of a dragon’s breath. Dragonforce grants those who possess the Tengentsu the ability to summon ghostly dragon claws that force a mass of Dragon and Natural Chakra into a dense orbs of energy that between each set of claws. These glowing elemental bombs of death are then tuned against their enemy, being unleashed all at once; each with the strength to eradicate entire towns. As legends speak of a monarch using this power to end an entire nation, one can only begin to imagine how they could be used in combat against shinobi.

Rank 1/2/3: The User performs 3/4/5 Elemental Strikes at +0/+1/+2 Accuracy dealing 1300/1240/1200 Damage each. The User must select a Special Action:

Special Actions:
  • Dragon Fire: Damage is considered the Fire Element and upon a full hit inflicts Final Burst.
  • Dragon Wind: Damage is considered the Wind Element and upon a full hit inflicts Blossom Storm.
  • Dragon Water: Damage is considered the Water Element and upon a full hit inflicts Freezing Ring.
  • Dragon Earth: Damage is considered the Earth Element and upon a full hit inflicts Bone Crush.
  • Dragon Lightning: Damage is considered the Lightning Element and upon a full hit inflicts Atomic Mind.

Cost: 3 AP; 3300 CP

Notes:
  • Final Burst Effect: When triggered, the User may follow up with any Offensive Fire Ninjutsu B-Rank or Below technique as a Combo.
  • Blossom Storm Effect: When triggered, the User’s DR also applies to Illusionary Damage. If the user has no Active DR they gain 10% DR. Lasts 10 Seconds.
  • Freezing Ring Effect: When triggered, the User may create a Barrier that reduces the damage of the next incoming attack by half of this Technique’s total damage. Damage blocked this way is then reflected back at the Opponent.
  • Bone Crush Effect: When triggered, the user may raise the level of any Random Called Shot Location by 2. If the Called Shot Location is already Sprained or above, it will be considered Broken for the next 10 seconds instead.
  • Atomic Mind Effect: When triggered, the User’s next Offensive Taijutsu technique will be cast at 0 AP timing.

Nine-Eyed Dragon Burst - [Non-Elemental Ninjutsu]
The voracious new powers of the Tengentsu isn’t the only strength granted to them. By pouring chakra into their Eye, they can cast beams of light from the tomoe surrounding their iris without the need to weave seals. Though to preform this feat consumes all of their stored power, despite how much energy the Tengentsu eats, their is always more chakra in the air to consume.

Rank 1/2/3:The User Selects up to 1/2/3 Targets and deals 1600/2000/2400 damage to each target. Temporary Chakra that would've been gained from Tengetsu is added to the damage of this technique instead of the Temp CP Pool. The User must select a Secondary Effect::
  • Madness Hero: Expends all Temp CP. The User may Combo this jutsu with a Taijutsu.
  • Blazing Dynamo: Expends all Temp CP. For every 100 CP burned this way, increase the DR of God Slayer by 5% for the next 10 seconds.
  • Echo of the First Age: Expends all Temp CP. The User may select a Base Element for this Ninjutsu and increases damage with the chosen element by 10% for the next 10 Seconds.

Cost: 2.5 AP and 730/910/1135 CP

Notes:
  • Madness Hero requires a weapon to be equipped. If a weapon is not equipped when this special action is chosen, then the User equips a weapon and preforms the Taijutsu at normal timing.
  • This technique doesn’t require the use of Handseals.
  • If no Temp CP is available, the Secondary Effect is halved.

Bloody Mess
Bloody Mess
Psychopaths, Surgeons, Werewolf wannabies...Surgeons...something about these people just draws them to the sight of blood; they can't get enough of it! Someone with this dark skill is able to draw out much more of that precious lifeforce from their targets, almost as if the very blood they seeked was seeking them as well...

Information
Prerequisites: D-Rank

Effect:
  • Cannot be taken with Powerful Impact
  • The [Blood Rack] augment does not take up an augment slot on the user's weapons.
  • The user's Critical hits will always increase bleeding rank, even if the attack does not normally inflict bleeding. This does not apply to non-offensive techniques aimed at allies that can crit, and may only apply once per action.([Blood Rack]'s affect will apply to this new bleeding rank if caused by a weapon with the augment.)

Powerful Impact
Powerful Impact said:
Information
Prerequisites: D-Rank

Effect:
  • The [Heavy Metal] augment does not take up an augment slot on the user's weapons.
  • The user's Critical hits will always inflict Suppression, even if the attack does not normally inflict suppression. This does not apply to non-offensive techniques aimed at allies that can crit, and may only apply once per action.
Notes:
  • Cannot be taken with Bloody Mess
  • Cannot exceed Suppression Cap

Heavy Metal
Heavy Metal said:
Effect:
  • Attacks with equipped weapon forfeit any capability of inflicting Bleeding, but attacks which successfully inflict Suppression decrease the target’s AP by -0.75 instead of -0.5.
  • This may only occur once per action.
Notes:

Blood Rack
Blood Rack

Effect:
  • Attacks with equipped weapon forfeit any capability of inflicting Suppression, but attacks which successfully raise a target's Bleed Rank cause the victim to suffer Bleed damage at the new rank instantly. If a single action inflicts multiple ranks of bleeding to the same target, only the highest bleed rank's damage is used.
  • Attacks which would successfully raise a target's Bleeding Rank against targets which are already at Rank 5 Bleeding still cause them to suffer Bleeding Damage even though their Bleeding Rank cannot be raised any higher. For every fifth trigger of this technique, it cannot trigger again for 5 seconds.
  • This may only occur once per action.
Notes:

Temporary HP
Temporary HP
Temporary HP is reduced before the user's normal HP, but only when hit by an attack (it does not apply toward any DoT). Temporary HP can bypass your maximum hit points. If the user has two or more ways of gaining Temporary HP, only the highest amount will generate, as Temp HP cannot stack (a higher amount overwrites the weaker amount). Temporary HP is lost at the end of the round. Passive damage ignores Temp HP.

Temporary CP
Temporary CP is spent before the user's normal CP, but only when casting a Technique (it does not apply toward any Maintenance Costs). Temporary CP can bypass your maximum Chakra Points. If the user has two or more ways of gaining Temporary CP, only the highest amount will generate, as Temp CP cannot stack (a higher amount overwrites the lower amount). Temporary CP is lost at the end of the round. Direct damage to the User's CP ignores Temp CP

Chimera and Shop
Untwisted Helix - S-Rank Non-Elemental Ninjutsu
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Having spent a great deal of time mastering the way of combining genetics, the Chimera have learned while it is much easier to just tear everything apart, combining it in the right way can provide a huge boost in power, if only a temporary one.

Information
Prerequisites: Chimera, S-Rank, All other Chimera techniques Mastered

Rank 1/2: The user may double a single passive on their Active BL/CA. The user also gains access to 2 Passives, 2 Skills and one Capstone Technique of their inactive CA/BL for 15/20 seconds.

Special Action - Möbius Gene: The user may sacrifice their Genetic implant’s Passive, causing the user to lose it for the duration of this technique to gain 2 Passives, 2 Skills and one Capstone Technique from the Genetic Implant's BL/CA instead of the usual effects.

Cost: 4 AP and 5000 CP.

Notes:
  • This is not a Maintainable Technique.
  • This Technique has a 10 second cooldown after use.
  • The chosen Passives/Skills do not stack with one they already have, {Eg: a Yamanaka choosing Mentalist would gain no additional effect}
 

Metsu

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Wasn't sure where else to post it. Jashinism has had an update to Last Breath.

Prayer - Last Breath - Non-Elemental Ninjutsu
JS7.jpg

Death is an art form to a Jashinist. Like a master painter learns how each and every color in the spectrum to turn their brush and how to use each pigment to it's fullest potential to Jashinist learns over the course of their career how to wield their faith to manipulate the mortality of their foes and hasten them to their ultimate end.

Information
Prerequisites B-Rank

Rank 1/2: The user casts at a Hostile Target at -1/-0 Acc to inflict a -5 to the victim's HP modifier for the rest of the battle. Additionally, the user gains a +5 HP Mod, increasing their Current and Max HP.

Special Action - Coup de grâce: If used on an Unconscious Target with 0 HP or less, the target can no longer regain consciousness by any means for the remainder of the battle.

[Blood Cursed]: If the target is Blood Cursed, then this attack passes through any barriers.

Cost: 2.5 AP and 1200 CP

Note:
  • This Technique and Special action may only be used once each successfully per target regardless of source. (Eg: if two Jashinists were to use it on the same target, only the first successful one would work)
 
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Dragonheart

Draconic Infusion - Dragonheart Buffing Taijutsu
Not to be satisfied with their new powers to hold only to the forms of chakra, the Dragonheart can also take their new forms and grant that power to even the very weapons they wield. These weapons come in many forms and often shift themselves into the Dragonheart's body to form a complete fusion of beast and steel. While usually the weapon will transform itself into claws, more creative Dragonhearts have found turning their wings into blades a formidable use of this power.

Information
Prerequisites: Dragonheart, B-Rank
Rank 1/2: For the next 10 seconds, Techniques used with the currently equipped weapon gain +5%/+10% damage and +1/+2 Acc and the weapon counts as passively equipped. If the user is currently in the Chromatic Shifting style, then an additional effect will be applied to each technique used with the weapon according to the Resonating color
Rank 1/2 Cost: 2.25 AP and 700/900 CP.
Notes:
  • Does not require handseals.
  • The additional effects can stack 3 times, with each hit of an attack adding a stack.
  • The duration does not stack.
  • The Resonated color from Chromatic Shifting apply an element as follows:
    • Red: The weapon counts as having 'Special Composition - Fire' augment which does not take up a slot. In addition the user's Fire Techniques deal +500 damage, this damage can be buffed with Fire buffs. (This cannot be used with basic strikes)
    • Blue: The weapon counts as having 'Special Composition - Lightning' augment which does not take up a slot. In addition, targets hit by the user's Lightning techniques have the timing of their next action increased by 0.5 AP, an individual target can only have the timing of a technique increased once per 5 seconds.
    • Black: The weapon counts as having 'Special Composition - Wind' augment which does not take up a slot. In addition the user gains a +5% chance to Auto Dodge any attack targeting them.
    • White: The weapon counts as having 'Special Composition - Water' augment which does not take up a slot. In addition the user gains -10% to all CP costs.
    • Green: The weapon counts as having 'Special Composition - Earth' augment which does not take up a slot. In addition the user gains +5% DR.
  • When changing Resonated color, the above effect is changed accordingly as well.

Fix applied highlighted in red
 

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