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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C-Rank Jutsu

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Dragon Fire said:
Dragon Fire
Like most fire techniques, this one involves inhaling a breath of air, infusing it with heated chakra before exhaling an ignited burst of flames. This jutsu allows the user to blow a stream of raging fire that appears like a flamethrower, or the breath of a dragon.

Information
Prerequisites: C Rank

Rank 1: Exhales a flamethrower dealing 1415 damage at -1 accuracy. The flames have a 18% chance to set the target 'afire'.
Master: Exhales a flamethrower dealing 1770 damage at -1 accuracy. The flames have a 24% chance to set the target 'afire'.

Special Action - Mythical Wildfire: By paying .5 Ap and the maintain cost, the user may maintain this technique as a flamethrower. This deals 30% of the damage at +2 Accuracy with -6% chance of setting the target 'afire'. This may target a different target if the user wishes, or the same one. This may be done up to three times per Jutsu use.

Rank 1 Cost: 500 Cp. 165 Cp per Special Action.
Master Cost: 625 Cp. 205 Cp per Special Action.

Notes:
- Setting the target 'Afire' automatically deals damage equal to 30% of the jutsu's strength at the start of each round after the initial use, this amount is doubled if it effects barriers or clones of any kind. This effect lasts twenty seconds, does not stack, and is overwritten when the victim is set afire by a stronger Jutsu.
- If set afire by the special action, the damage is based off of the Jutsu's initial use; not the lowered maintained damage.
- If afire, the flames are dispersed if the victim spend .5 Ap to put out the flames, or is hit by a level D+ Water jutsu.
 

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Searing Eruption said:
Searing Eruption
A fire technique that channels the users chakra within the ground, rapidly heating the area beneath a target into a fiery geyser of bright flames. Though a more aware victim may notice the initial heating of the ground, this technique can just as easily catch others unaware.

Information
Prerequisites: C Rank

Rank 1: Creates an eruption of flames from beneath the target that deals 1350 damage. This technique has a 12% chance of being sneak attack.
Master: Creates an eruption of flames from beneath the target that deals 1685 damage. This technique has a 18% chance of being sneak attack.

Special Action - Firewall: By paying +20% Cp, the user can condense the chakra into their palm rather than the ground. This allows them to create and throw a wall of flames that deals 90% of the damage at +2 Accuracy. This has no chance of being a sneak attack, but conceals the user's movement to give them +2 Dodge until their next action.

Rank 1 Cost: 450 CP to initiate
Master Cost: 560 CP to initiate

Notes:
- If the sneak attack percentage chance succeeds, the target is also suppressed.
 

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Scalding Ash Cloud said:
Scalding Ash Cloud
A dangerous technique that allows the user to exhale a dark gray cloud of ash that covers a wide area. This smoke is superheated through chakra, and can easily sear the flesh of those caught within with third degree burns. This Jutsu burns all those within while shrouding the area with dark ash that prevents all vision. This cloud lasts a short time before losing its heat however, but can be detonated into a fiery inferno.

Information
Prerequisites: C rank

Rank 1: The user spews a cloud of scorching ash around two targets, dealing 1010 damage per round. While within the cloud, all attacks made against them have a 12% chance of dealing +10% Damage.
Master: The user spews a cloud of scorching ash around two targets, dealing 1200 damage at +1 Accuracy per round. While within the cloud, all attacks made against them have a 18% chance of dealing +10% Damage.

Special Action: By spending 1 Ap and the initiation Cp cost, the user can detonate the Ash Cloud to inflict damage once more. Doing so dispels this jutsu.

Rank 1 Cost: 450 Cp, 225 Cp/rnd
Master Cost: 505 Cp, 250 Cp/rnd

Notes:
- The cloud lasts twenty seconds, and requires a Nin check the round maintained.
- This technique also functions as a smoke screen, giving -2 Accuracy to all attacks passing through the cloud (Attacks used by the victims or aimed at them), unless they are Level B+ AoE.
- This may be dispelled by a lvl B+ Wind Jutsu.
 

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Heat Wave said:
Heat Wave
A technique that allows the user to emit chakra in a steady wave, or aura, heating the environment around them. The heat emitted causes the very air around to becomes distorted with heat waves, strengthening the effects of fire and evaporating nearby sources of water.

Information
Prerequisites: C-rank

Rank 1: The user emits waves of heat that giving all Fire Ninjutsu -10% chakra cost and +6% chance of activating secondary effects. Water jutsu cost +15% CP and have a 20% chance of dealing -10% base damage.
Master: The user emits waves of heat that giving all Fire Ninjutsu -10% chakra cost and +8% chance of activating secondary effects. Water jutsu cost +15% CP and have a 24% chance of dealing -10% base damage.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd.
Master Cost: 560 CP, 380 Cp/Rnd.

Notes:
- This is considered a Terrain jutsu.
- Lasts up to thirty seconds.
- These effects apply not only to the base elements, but to any advanced element with the specific element as a Major. Blood jutsu would be treated as water, while Plasma would be treated as Fire.
- The Fire effects only apply to Ninjutsu; however the water debuffs may apply to any water damage including weapons dealing elemental damage.
- At all ranks, other combatants must pass a Ninjutsu Check against the user at -2 in order to cast an Arena jutsu, or their own Terrain jutsu. If the opponent successfully casts their own Terrain jutsu, this one is dispelled.
- If the jutsu that is attempting to overwrite this is Rain Dance, the Ninjutsu Check is done at +0.
 

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