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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B-Rank Jutsu

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Polarity Shift said:
Polarity Shift
Coursing chakra through and around their bodies, this skill allows the user to alter how their body reacts with the planet's natural electromagnetic field; in short, allowing them to glide across the ground, jump high into the air, and even completely shift the course of their movement all through synchronizing their own polarity.

Information
Prerequisites: - Magnetic Affinity, B-rank, two mastered Magnetic Jutsu

Rank 1: Allows the user to enhance their movement with electromagnetic forces, giving them +2 Dodge. The user has 1 free 'Escape' attempt to escape attempts from Ninjutsu binds and debuffs per round.
Master: Allows the user to enhance their movement with electromagnetic forces, giving them +2.5 Dodge. The user has 1 free 'Escape' attempt to escape attempts from Ninjutsu binds and debuffs per round.

Special Action: While active, the user may pay the maintain cost and 1 Ap to spontaneously create a powerful attraction/repulsion of themself to a nearby area, instantly pulling their body to the location. This allows them to auto-dodge 1 action similar to body switch, and may be performed reflexively. Using this disrupts the user's polarity, and cancels out this jutsu for a full round.

Rank 1 Cost: 655 Cp, 330 Cp/Rnd
Master Cost: 820 Cp, 410 Cp/Rnd

Notes:
- Lasts up to three rounds.
- The free escape attempt and escape bonus only apply to jutsu that specifically have escape attempts listed in their effects or notes. These have a +7% chance of success. (If the user happens to have cumulative magnetic buffs over +35%, this increases to +10%)
- They gain only the listed number of 'free escape' attempts per round; they don't get the listed effects per jutsu.
- Using the special action counts as body switch, and cannot be done in the same round as body-switch or other similar effects.
- User cannot use a Headset while this is in effect.
 

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Static Infusion said:
Static Infusion
A jutsu that infuses magnetic forces into a projectile weapon before throwing it normally. Any individual that comes into direct contact with these projectiles are themselves magnetized; as such, it is of critical importance that the opponent avoids all of them as even a single deflection would result in the production of a powerful magnetic field around their bodies. Once the person has been magnetized, any remaining projectiles then become nearly impossible to evade due to homing in on the enemy.

Information
Prerequisites: - Magnetic Affinity, B-rank, two mastered Magnetic Jutsu, Magnetize mastered

Rank 1: Throws four projectiles each imbued with magnetic chakra. Each projectile deals 500 damage with a 7% chance to cause bleeding.
Master: Throws five projectiles each imbued with magnetic chakra. Each projectile deals 500 damage with a 7% chance to cause bleeding.

Special Action - Electromagnetize: By paying +20% Cp of both jutsu, the user may use the Magnetize jutsu simultaneously with this jutsu. At least half the projectiles must fully hit the victim for Magnetize to take effect, and if successful, allows Projectile and Thrown weapons to receive the full benefits of Magnetize as if they were Lightning/Magnetic Jutsu. Magnetize may only last up to two rounds if used in this way.

Rank 1 Cost: 730 Cp
Master Cost: 910 Cp

Notes:
- This jutsu may use Ninjutsu or Ranged Accuracy.
- This Jutsu may only cause bleeding once per use.
- The special action still requires the Ap of 'Magnetize', but mods it simultaneously with this jutsu.
 

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Electromagnetic Vision said:
Electromagnetic Vision
A jutsu that converts chakra into a frequency of electromagnetic waves throughout the air. This effect disrupts the electrical signals in the brain of those nearby the user, causing them to lose concentration and focus in their actions. However, this technique can only be used to cause general mind disturbance; it cannot be focused or turned into any specific effect, such as Genjutsu.

Information
Prerequisites: - Magnetic Affinity, B-rank, two mastered Magnetic Jutsu

Rank 1: Creates an electrical signal that disrupts the target's mind. This has a 14% chance of causing them to switch targets randomly during an action. Additionally, there is a 7% chance of them seeing 'double' of any specific target.
Master: Creates an electrical signal that disrupts the target's mind. This has a 21% chance of causing them to switch targets randomly during an action. Additionally, there is a 14% chance of them seeing 'double' of any specific target.

Special Action: By paying +15% Cp, this may be converted into an AoE pulse, striking an additional target. This lowers both chances by 7% and adds -1 Accuracy to this jutsu. This may stack twice.

Rank 1 Cost: 730 Cp, 370 Cp/Rnd
Master Cost: 910 Cp, 460 Cp/Rnd

Notes:
- Lasts two full rounds upon use, and requires a check each round maintained.
- This applies individually for all the target's actions, however each effect may only happen once per round. If the user happens to have cumulative magnetic buffs over +35%, this may happen twice per round.
- Switching targets directs the victim's attacks to another in battle. This is only relevant if there are actually others in battle.
- Seeing 'double' causes all who look like that target to appear multiplied. (If there is only 1 target they would see two. If there is a target with two clones then the victim would see 6)
 

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Magnetic Flux said:
Magnetic Flux
Charging their bodies with electric chakra, the user creates a powerful aura of ionic energy. This field acts a sort of barrier that wards off forces opposite of the user's polarity, distorting their trajectory and slowing down their actions.

Information
Prerequisites: - Magnetic Affinity, B-rank, two mastered Magnetic Jutsu

Rank 1: Creates an aura of ionic chakra to distort metallic objects approaching the user, giving melee weapons and Metal-element melee attacks -2 Accuracy and -5% damage. Thrown and Metal jutsu that miss the user have a 14% chance of being 'Reflected'.
Master: Creates an aura of ionic chakra to distort metallic objects approaching the user, giving melee weapons and Metal-element melee attacks -2 Accuracy and -10% damage. Thrown and Metal jutsu that miss the user have a 21% chance of being 'Reflected'.

Rank 1 Cost: 730 Cp, 370 Cp/Rnd
Master Cost: 910 Cp, 460 Cp/Rnd

Notes:
- This jutsu is 'Chakra Armor'
- Lasts up to three rounds.
- This jutsu's Acc debuff does not stack with the dodge bonus from Polarity Shift, and overwrites it.
- Jutsu that are 'Reflected' attempt to strike the original user at -3 Accuracy and 60% of the damage.
 

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