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 Chronicles Time:

NINPOCHO CHRONICLES v6.4.7 - "Spooky Update"

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NINPOCHO CHRONICLES v6.4.7 - "Spooky Update"


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Good Morning Ninpocho (or Afternoon, I don't know your timezone). Some minor updates have been done and are ready to go. Hope everyone had a fun Halloween.

  • Earthborn or Wind Valkyries may choose to have a free OCR, or capability of changing anything within their existing character, during this time. Players wanting to change to Earthborn or Wind Valkyrie may also do so, but nothing else gets changed for free (no free Kinjutsu swaps for new Earthborn/Wind Valkyries). This must be started (it doesn't need to be completed) from now until the end of November 2022.
  • Any WC requirements will be ignored during this downtime; be they abilities, Kinjutsu or BL/CA.

Kinjutsu
  • Archsage
    • Disciple mode was broken when Sage Mode was updated, so it is now fixed.
Core Abilities
  • Berserker
    • ManBearShark... Er Berserker has had Unarmored Defense has been clarified around No Armor. And spirit of the beast has had what happens with augments clarified.
  • Earthborn
    • Earthborn has been updated as per the current barrier rules, with some wording updates.
  • Wind Valkyrie
    • Lots of wording updates and clarifications. Mostly Tempest Force was fixed.
Bloodlines
  • Yamanaka
    • Yamanaka was missing Core Ability and Senjutsu listed in their abilities in not allowed Genjutsu. This has been fixed.
Techniques
  • Plasma Blade
    • Permanancy brought to our attention you could get crazy high Crit chances, this has been fixed.
 
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Archsage
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Training under the tutelage of an ancient animal that has long lived, these shinobi hone their ability as well as the bond that keeps their contract alive. After earning the ultimate trust and the capacity to contain an immense amount of chakra, these shinobi are given a chance to master the practice of Senjutsu they previously may have been exposed to, and are given the title of Archsage upon mastery. An Archsage is able to freely harness the Natural Energy of the world and have reached such a degree of control that Sage Mode takes but a simple breath to enter.

Kinjutsu Table
Information
Prerequisites: Kinjutsu Application, B-Rank, 3 Ability Slots, a Contract

Effects:
  • The user’s alignment changes to Holy and cannot be changed.
  • The user gains the Sage Mode Ability and it will not take up a slot. If the user already has the ability upon gaining Sage Art, the Sage Mode Ability will no longer take up a slot.
  • When using Sage Mode, if the user’s contract has a different alignment other than Holy, the Archsage remains Holy.
  • The user no longer needs to summon a Contact Beast to enter sage mode, they may choose to enter it at any time with 0 AP timing.
  • The user will no longer lose unspent Natural Energy upon exiting Sage Mode.
  • The Archsage may grant another player access to Sage Mode, making them a Disciple.
    • The Disciple gains a variant of the Sage Mode ability, tagged with contract name. (example; "Sage Mode [Toad Disciple]").
    • The Disciple may only enter Sage Mode for that contract only, but does not require the contract.
    • The Disciple Sage Mode ability requires an ability slot, and follows standard ability rules.
    • The Disciple Sage Mode ability does not requiring summoning a contract to enter it, they choose to activate it, and they enter Sage Mode after 3 AP timing.
    • The Disciple may continue to act while entering Disciple Sage mode
    • The Archsage may only teach someone the Sage Mode ability for a contract they own.
    • The Archsage may only serve as the patron to 3 Disciples at a time.
  • Archsage Techniques are Archsage Senjutsu, and follow the same rules as Contract Senjutsu.
    • The Archsage must choose a Jutsu subtype for the Archsage Senjutsu in their Dojo to apply to all Kinjutsu techniques.
 

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Spirit of the Beast – Variable Style (3 points)
Restriction – C Rank and Up
Berserkers are bestial in nature, often found wearing the pelts of their kills as trophies and power. This fighting style emphasizes the primal power they harness near perfectly, allowing them to give into their bloodlust fully.
Effect: When used as a physical style, the user’s weapon is considered to have +2 Accuracy and +10% Damage for its modifiers, overwriting the weapons actual modifiers.
When used as a chakra style, all techniques that use Melee Accuracy can be channeled through the user’s weapon, gaining the Accuracy and Damage modifiers applied to them.
Notes:
  • You cannot enter this style in both physical and chakra by entering it twice.
  • If used in physical style with Weapon Attunement the damage modifier is +15%.
  • Ninjutsu and Genjutsu Techniques channeled through the user's weapon count as Offensive Taijutsu Techniques matching the Taijutsu Subtype of the weapon.
  • Channeled Techniqutes do not gain the effects of Augments, damage or accuracy buffs, just the Weapon Modifiers

Unarmored Defense – Passive (3 points)
Berserkers only really need their weapons. Whenever they fight without other items encumbering them, it allows them to enhance their already significant physical prowess.
Effect: If the user does not have any Gear equipment in their inventory, they gain 10% DR versus all damage types, including Illusionary. No Armor does not effect Unarmored defense.
 

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Earthborn
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The Earthborn are perhaps the most tranquil of the four elementalist types, although when angered, they hold a grudge like no other. Their use of earth jutsu is both offensive and defensive at the same time, allowing them to be very balanced combatants.
Earthen Barrier - Passive (3 points)
Earthborn with this power have mastered the ability to create walls of earth around them, making them stronger and more resilient than ever before. These walls of earth can be massive, limited only by the energy put into them.
Effect: Whenever the user casts an Offensive Earth Technique, they create a Barrier that blocks Elemental and Physical damage against a single attack, The Barrier’s HP is equal to 1/4 of the Base Damage of their attack. The user may only have one such barrier up at a time. If the user already has an Earthen Barrier on the field, the 1/4 Base Damage of the new attack is instead added to the existing one’s HP. Any Earthen Barriers still on the field disperse at the end of each round. Barriers gained this way are not lost when the user makes an attack.

Ground Impact - Jutsu Modification (3 points)
Restriction- Requires Gravel Shift
By disrupting the ground when calling upon the earth, the Earthborn causes the ground to shake and roll beneath the enemy’s feet. These impacts seem as small tremors, but are extremely efficient at disrupting the enemy's movements, making them much easier targets for the Earthborn.
Effect: When using Gravel Shift, the user may choose to instead pay 2% of their max CP to target an additional target. Both targets will suffer Gravel Shift's Dodge penalty for a full 3 seconds after the hit, regardless of other factors, and for those hit their next attack will automatically be treated as one rank lower. Cannot be used on Airborne targets.

Care of the Earth - Passive (3 points)
Due to their bond with the earth, as long as an Earthborn ninja is on the ground, they become tireless, constantly regaining strength. Their ability to absorb energy from the earth itself, their ability to do so is increased when nestled in it.
Effect: The user regenerates 2% of their max HP per round. This does not apply if the user is Airborne.

Earth Blessing - Ability Modification (3 points)
Restriction- Requires Weapon Attunement
Earthborn ninja are much like their favored element: steady, tough and strong. With this comes enormous power, giving them the strength to do monstrous amounts of damage in physical combat, limited only by their bond with the element.
Effect: The user's equipped weapon is treated as Earth element and gains all associated damage boosts and penalties, in addition to those from Weapon Attunement.

Wrath of Earth - Dependent Special Move (3 points)
Through their bond, the Earthborn calls upon the power of the earth, summoning strength before hitting with one devastating blow with all the fury of the ground. This takes them some time to perform, but the end result can be devastating.
Effect: By adding .5 AP, the user may 'overcharge' any Offensive Earth Technique in order to double its Base Damage and increase its chances of activating secondary effects by 15%. All normal buffs to the Technique's damage are applied after this. However, the amount of CP used is also doubled, and the Technique cannot be maintained even if it normally could. Techniques overcharged in this way are treated as one OOC rank higher and subject to all associated restrictions. This cannot be used on A-Rank Technique, and may be done once per round.

Gaia Style - Chakra Style (2 points)
The earth grants the Earthborn a great deal of their strength, and this can show up extremely well in their own fighting style. The impacts of their blows backed by the power of the Earth can rattle the bones of any opponent, and the earth itself seems to shield them from any drain on their chakra.
Effect: While active, the user's Offensive Earth Techniques that fully hit cause the victim to suffer a -1 Dodge penalty for 10 seconds. This may stack up to two times per target; additional inflictions reset the timer. Additionally, the increased chakra costs from all effects on the user (both self-inflicted and externally inflicted) are cut in half. (Example: If a Special Action would normally cost +20% CP of the base cost, it now costs the user +10% CP of the base cost.)
Note: Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.

Terran - Passive (1 point)
Restriction- Can be purchased three times
Earthborns' natural connection with the earth causes their abilities with it to be heightened and empowered. An Earthborn with this skill will find their Earth jutsu more effective than others', and themselves with an inner peace.
Effect: +5% Earth damage.

Stone Tomb - Dependent Special Move (2 points)
The power of earth can be used to protect or to destroy. This jutsu is the epitome of that, summoning a giant enclosure of stone to trap the enemy or protect the user--or perhaps shield a wounded ally.
Effect: When casting any Offensive Earth Technique, the user may choose to transform it into a stone barrier that encases one single target of their choice, that blocks damage matching the accuracy type used(eg, an Earth Taijutsu gains DR against Physical and Elemental Damage and a Earth Ninjutsu protects against Elemental Damage). Creates a Barrier that has HP equal to 90% of the Base Damage the attack. The user may also choose to use any Earth barrier this way (including Earth-infused Nature's Guard and similar) creating a Barrier that has HP equal to 100% of the Base Damage instead. This technique is cast at the same accuracy and CP cost of the original technique; barriers are cast at +0 accuracy. Barriers gained this way are not lost when the user makes an attack.

Smack Down - Dependent Special Move (2 points)
With their natural inability to target those in the air with so many of their techniques, it isn't surprising many Earthborn have developed an innovative way to put an end to that particular handicap. Even if it does, essentially, mean throwing rocks at their opponent. After all, that's what they're best at.
Effect: When using an Offensive Earth Technique, the user may pay +20% CP in order to automatically activate Suppression upon a full hit. If the target struck is Airborne, being hit with this removes their Airborne status.

Stone Body - Passive (1 point)
Restriction- May be purchased twice
The superb talent the Earthborn has in shaping the Earth extends to their attempts to animate it. An Earthborn's stone and other associated creations frequently seem as though they simply will not go down.
Effect: The user's Earth Clone and Creation Techniques gain +10% Base HP.

Earth Contagion - Independent Special Move (2 points)
Few think of the Earth as corrosive or degrading, but they would be wrong. While overt strength is one mark of an Earthborn's power, so too is the ability to take a hit and make the opponent wish they hadn't made it, as the Earthborn can force them into leaving themselves open to attack far more easily that way. It isn't safe to take the fight to the earth itself, after all.
Effect: The user activates an aura around themselves for 1.5 AP and 800 CP. While active, the first attack that fully hits them or which they fully hit with every round will decrease the target's Dodge cap by 1, and increase the length of any Dodge penalties active on the victim by 5 seconds. This applies once per round per enemy, and costs 400 CP/rnd to maintain.

Animate Earth - Earth Ninjutsu (1 point, 1 to rank up)
Restriction- A-Rank and up
The connection of an Earthborn with their native element is near-legendary, and perhaps the strongest of any of the elements. This can become extremely apparent with their fine control of the ground itself, enabling them to call it to rise up and shape itself to their advantage. Facing an Earthborn on their own terrain can be daunting indeed--especially since, by definition, any terrain can become their own.
Rank 1: The user transforms the battlefield, taking control of the ground on it. All Offensive Earth Techniques gain +10% damage and +2 accuracy. Enemy Clone and Creation Techniques spawn with 90% of their Base HP. Enemies are +10% more likely to be Suppressed, and have -2 Dodge against Called Shot chances.
Rank 2: The user transforms the battlefield, taking control of the ground on it. All Offensive Earth Techniques gain +15% damage and +3 accuracy. Enemy Clone and Creation Techniques spawn with 80% of their Base HP. Enemies are +10% more likely to be Suppressed, and have -2 Dodge against Called Shot chances.
Cost: 3 AP, 3000 CP, 1500 CP/round to maintain
Notes:
  • This is considered a Terrain Technique.
  • May be maintained for up to three rounds.
  • Hostile and Allied Targets must pass a Ninjutsu Check against the user at -2 in order to cast an Arena Technique,
  • Hostile and Allied Targets have a -2 to any checks to replace this Terrain technique with their own.
 

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Wind Valkyrie
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Warriors of the skies, Wind Valkyries channel their element with an adept grace not seen in any other battle style. Those misinterpreting the slightly feminine-seeming lean of the name of the element beware--their swift, evasive fighting make them difficult opponents to lock down.

Disorienting Gale - Dependent Special Move (3 points)
A key to the Wind Valkyrie's method of fighting is the unrelenting gales they assault their enemies with. As if their nimble movements did not make it difficult enough to strike at them, enemies of the Wind Valkyrie must also fight through the winds working against their attacks and concentration.
Effect: When casting an Offensive Wind Technique the user may pay +10% CP. Targets hit by this technique suffer a -2 Acc and Gen DC for the next 10 seconds.

Tempest Force - Passive (3 points)
The wind-infused techniques of user can strike with enough concussive force to create a small shockwave of wind, which though weak, may still cause damage to those nearby.
Effect: When dealing damage with an Offensive Wind Technique, the user automatically deals 10% of the base damage to any Hostile Targets they have hit with an Offensive Wind Technique in the past 10 seconds, including the target of the Offensive Wind Technique that triggered Tempest Force. This damage does not count as attacking or hitting those targets.

Wind Blessing - Passive (3 points)
A Wind Valkyrie is a nimble opponent, capable of breezing through dangerous situations. If an opponent is not willing to give them 100% of their focus, their chances of landing a clean hit against one will be slim.
Effect: Whenever the user casts a Wind Technique, they gain +4 Dodge/Gen Save vs the next Offensive Area of Effect Technique directed at them, then the buff is lost.

Nimbus - Independent Special Move (2 points)
As warriors of the sky, the signature trait of the Wind Valkyrie is their capability of using the winds they wield to carry themselves through the air.
Effect: The user can apply or remove the Airborne status upon themself. Costs 2% Max CP/Rnd.

Aerial Acrobatics - Independent Special Move (3 points)
Wind Valkyrie are among the most graceful shinobi, moving through the air with such impossible movements that can disorient those they are fighting in their attempts at keeping track of them.
Effect: When the user is targeted by an Offensive Area of Effect Technique, they may attempt to make a basic strike using either Ninjutsu or Melee Accuracy against a single target. If this attack is successful, the user swaps themselves from being a target in the Offensive Area of Effect Technique, with the target of this basic attack (unless this target is also being targeted by the Area of Effect Technique, in which case nothing is changed). Cannot make a target attack themselves. May be used once per round.

Galeforce - Independent Special Move (2 points)
Restriction- C-Rank and up
A special technique among the most adept of wind user's, they may shroud themselves in wind chakra to significantly increase their movement speed. This heightened agility is incredibly brief, and leaves their body disoriented and heavy for a short time immediately after.
Effect: For 0 AP, the user may increase their current and max AP by up to 2.5 for the remainder of the current round, at the cost of increasing CP costs by +20% during this round. The user will lose AP equal to this amount at the start of the following round (affecting their current AP at that time, but not maximum). This move cannot be reused until the next round (where they borrowed AP from) ends.

Uplift - Dependent Special Move (2 points)
A master of the winds can command gales possessing such concentrated force that, although perhaps not as destructive as other elements, can most certainly launch their targets off their feet. Having a variety of uses, from keeping a dangerous enemy away or simply "assisting" a slow person up a flight of stairs.
Effect: By paying +20% CP, the user may have a Offensive Wind Technique send any target hit by it Airborne for the next 3 seconds. May be used once per round.

Air Juggle - Ability Modification (2 points)
Restriction- Requires Combo Master
Swift and coordinated in motion, the Wind Valkyrie may move with such grace that they may seamlessly integrate themselves between the motions of an ally...or command their furious tempests in a way to provide an ally with an opening.
Effect: Once per round, the user may choose to allow one of their own Offensive Wind Techniques to follow up an Allied Target Offensive Wind Techniques instantly as a combo, -or- allow an Allied Target to follow up one of the user's own Offensive Wind Techniques (if used in this second way it will not count as a combo for the Allied Target). If used on a target sent airborne by Uplift, this increases the target's Airborne duration by an additional 2 seconds.
Note: As per the UBR, Allied Target = A non-enemy Player/Clone/Creation/Summon/NPC.

Graceful Attack - Passive (1 point)
Restriction- May be purchased twice.
Wind can be channeled instinctively through their bodies, allowing the Wind Valkyrie ninja to be proficient n making their attacks flow more efficiently.
Effect: Performing a Wind Technique grants the user +1 (+2 if purchased twice) Accuracy for the remainder of the round.

Air Superiority - Passive (1 point)
Restriction- May be purchased twice.
Among all shinobi, the Wind Valkyrie find themselves at home in the skies. Anyone attempting to challenge them within their domain unprepared may quickly find themselves plummeting back down to harsh reality of the ground.
Effect: Targets sent Airborne by the user take +7.5% damage and cannot act reflexively, lasting for the remainder of their Airborne status. This effect may be applied to targets that are Airborne without the user's influence if the user hits the target with a Offensive Wind Technique.

Tornado Zone - Independent Special Move (2 points)
Developing from a simple gale and transforming it into a disruptive force in an attempt to clear the battlefield, a Wind Valkyrie may blow away effects which may impede them or otherwise aid their enemies.
Effect: 1.5 AP and 2.5% Max Cp. Strikes a target of the user's choice at Ninjutsu Accuracy with a cyclone of wind. Upon hit, the target has a 50% chance of having a random B-rank or lower maintained Technique dispelled; this chance repeats every 5 seconds the cyclone remains affecting the target (the Ninjutsu check is only made during the initial attack). Upon a miss, the cyclone lingers on the battlefield without affecting anyone. The cyclone may be targeted (it has no stats and cannot dodge), and has HP equal to 5% of the user's Max CP. Lasts 20 seconds, or until destroyed.

Fleetfooted - Passive (2 points)
With the sky being their limit, nothing is an insurmountable obstacle to the path of a Wind Valkyrie; be it a large wall intended for enclosure, or the top shelf of a cabinet.
Effect: The user gains a free check at entering or exiting an Arena type of effect per round (whichever occurs first). This free check does not count toward the checks the user would normally receive, or carry any additional drawbacks of failing (if any; such as taking damage). If the user is Airborne when this occurs, they receive a +3 bonus.

Airstrike - Wind Ninjutsu (1 point, 1 to rank up)
The ultimate technique of the Wind Valkyrie, the user creates a large vortex of wind in the sky which draws in anything not nailed to the ground, before directing this violent force of air --and those swept up by it-- crashing toward the ground.
Rank 1: Deals 4070 Elemental Damage at +1 Ninjutsu Accuracy to a single target + any amount of Airborne targets. Airborne targets hit by this attack have their Airborne status ended, and take an additional 2% Max HP damage in addition to the damage dealt by this attack.
Rank 2: Deals 4680 Elemental Damage at +2 Ninjutsu Accuracy to a single target + any amount of Airborne targets. Airborne targets hit by this attack have their Airborne status ended, and take an additional 3% Max HP damage in addition to the damage dealt by this attack.
Cost: 3 AP, 2500 CP
 

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Kōdō Infusion - Passive
A side effect of the Ikebana Yamanaka’s experiments with Kadō Weaponry, the discovery was made that you could infuse flowers with Genjutsu Techniques, causing the pollen or sap to mix with chakra, allowing poisons to be created.
Rank 1/2/3: The user can convert an E/D/C rank Genjutsu into an inhaled or injury poison. This can be applied to any weapon with the [Kado Seed] Augment for no additional cost or timing.

Cost: AP and CP cost Genjutsu used.
Notes:
  • Kodo Infusion Poisons follow the standard rules for Poisons.
  • Kodo Infusion Poisons automatically have Nightshade Extract applied.
  • Targets can only be affected by any Kodo Infusion Poison once per 10 seconds.
  • Kodo Infusion Poisons last for 10 seconds.
  • Kodo Infusion Poisons count as Genjutsu Techniques and Illusionary Damage for the purposes of damage buffs, Barriers and Phantosmia only.
  • This cannot be used with Bloodline, Core Ability, Senjutsu or Kinjutsu Techniques.

Fields of Elysian - Variable Taijutsu
The ultimate expression of Weaponized Kadō, the Ikebana Yamanaka can cover the battlefield with flowers, each as deadly as they are beautiful.
Rank 1/2/3: The user chooses a weapon with the [Kado Seed] Augment and plants it in the ground, creating a Terrain Technique and dropping the weapon. They then choose a maintainable Genjutsu up to B-Rank, this is converted into an inhaled or injury poison that is infused into the Fields of Elysian. Each round Fields of Elysian is active, at 3, 6 and 9 seconds, opponents must make a check at +0/+1/+2 Acc/DC or take 530/660/800 Physical Damage and are affected by the chosen Genjutsu.

Cost: 2.75 AP, 2230 CP and 1115 CP per round
Notes:
  • This is a Terrain Technique
  • While this Technique is maintained the weapon cannot be picked up or used.
  • This Taijutsu subtype matches the weapon used for it.
  • The user can choose to use Taijutsu Acc or Genjutsu DC for Fields of Elysian’s checks(This does not change the save type).
  • Fields of Elysian Poisons do not take up a sense slot, and last 10 seconds.
  • Fields of Elysian cannot be used with any type of bind.
  • Fields of Elysian is a poison and follow the standard rules for Poisons.
  • Fields of Elysian automatically have Nightshade Extract applied.
  • Fields of Elysian counts as Genjutsu Techniques and Illusionary Damage for the purposes of damage buffs, Barriers and Phantosmia only.
  • This cannot be used with Bloodline, Core Ability, Senjutsu or Kinjutsu Techniques.
  • This can be maintained for 30 seconds
  • Fields of Elysian is not affected by Poison Resistance or Poison Mastery.
 

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Trapping pure plasma in a sheath of their own chakra, the user is capable of morphing their energy-like chakra into a condensed arc of intensified energy, and capable of being wielded as a deadly weapon.

Information
Prerequisites: Plasma Affinity, B-rank, 2 Mastered Plasma Jutsu

Rank 1/2: User creates a weapon by condensing plasma into a semi-solid shape. This weapon automatically has the Special Composition: Plasma Element augment.

Special Action - Overcharge: By adding Plasma Blade's maintain cost to the base CP cost of their next Taijutsu attack the user may grant it a 5%/10% chance to activate the 'Overcharge' secondary effect.

Rank 1/2 Cost: 730/910 CP, 370/460 Cp/Rnd

Notes:
  • This is a weapon creation Technique.
  • The Special Composition: Plasma Element augment does not take up a augment slot.
  • When Overcharge actives, this technique becomes a Critical Hit. If this activates upon a naturally rolled critical hit, then the critical damage is increased to x2.25. This effect cannot be raised past a 5%/10% chance of activating.
 

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