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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A-Rank Jutsu

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Grand Hydra Excavation said:
Grand Hydra Excavation
A fearsome water jutsu that gathers all nearby sources of moisture whether it be pulled from the air, the ground, a nearby water source, or even created through chakra. Whichever the case, this creates a large spiraling typhoon nearly 15 feet in length that drills into the target and impales the area into a deep crater. Naturally, the chakra used in this technique increased the pressure of the drill to slice through most substances. This technique can be manipulated at a range through chakra, or can be channeled around the users arm for direct contact.

Information
Prerequisites: A-rank, 7 Mastered Water jutsu, Aqua Fang Mastered.

Rank 1: Draws forth all nearby water to create a spiraling drill of water, striking 3 times each dealing 1465 damage with a 14% chance to cause the 'Pierce' effect.
Rank 2: Draws forth all nearby water to create a spiraling drill of water, striking 3 times each dealing 1830 damage with a 17% chance to cause the 'Pierce' effect.

Special Action - Hydra Drill: By paying +20% Cp, instead of attacking a person this jutsu may be used to completely destroy any barrier by combining all three hits into one. If the damage this jutsu does is greater than what the barrier would protect against, half of that is done to the person who cast the barrier at -2 Accuracy.

Rank 1 Cost: 2200 Cp to initiate
Rank 2 Cost: 2750 Cp to initiate

Notes:
- Can use either Melee or Ninjutsu Accuracy.
- Bleeding does not stack with multiple hits, and can only happen once per use.
- The 'Pierce' effect ignores DR, and destroys barriers, and increases bleeding by 1 level. This does not effect barriers of a higher level than this Jutsu.
 

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Water Dragon Bullet said:
Water Dragon Bullet
A technique that uses chakra to shape water into the form of a large aquatic dragon that can be freely controlled by the user to either dive into a target to cause destructive damage or to protect the user from harm by shielding her with its pressurized body.

Information
Prerequisites: A-rank, 7 Mastered Water Jutsu

Rank 1: Creates a powerful dragon out of water, that can crash into a target and deal 4400 damage with a 36% chance of activating the 'cascade' effect.
Rank 2: Creates a powerful dragon out of water, that can crash into a target and deal 5500 damage with a 44% chance of activating the 'cascade' effect.

Special Action - Water Serpent Strike: The user may sacrifice the cascade chance, and divide the dragon into three smaller serpents with the damage equally divided between them. These serpents may attack -or- bind the enemy. If the first serpent binds, the second serpent gains +4 accuracy and the third +2. If the second serpent is chosen, the third gains +2 accuracy and +10% damage. If the final serpent is selected, the target is bound until attacked again or for ten seconds (whichever comes first). It costs 40% the jutsu's CP to maintain. The victim has a 15% chance to escape per 2.5 Ap spent.

Special Action - Dragon Shield: This may be used defensively to protect the user from damage equal to 110% of this Jutsu's damage. This may be done reflexively, and lasts for only a single action. Defends against physical, non-elemental, and elemental damage.

Rank 1 Cost: 2200 Cp to initiate
Rank 2 Cost: 2750 Cp to initiate

Notes:
- May only be used once per round.
- This action always requires full handseals; regardless of any skills or abilities the user may have (Such as channeling or one handed seals).
- If bound, the victim cannot move or dodge.
- The 'Cascade' effect suppresses the target and allows the user to immediately follow up this Jutsu with any Water Ninjutsu of their choice. This follow-up gains +2 Accuracy.
 

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Scorn of Aquarius said:
Scorn of Aquarius
A high level water jutsu that creates a massive tidal wave that rises up from the ground. The wave spreads far and reaches nearly 40 feet high, and crushes all those caught within the vast water supply. This pressurized wave can not only be used to crush victims with its sheer weight, but can also be used defensively to create a formation of water around the user to protect them from harm.

Information
Prerequisites: A-rank, 7 Mastered Water jutsu

Rank 1: The user creates a giant tidal wave, crushing three targets for 3170 damage at +2 accuracy. This has a 28% chance of causing the 'Crush' effect.
Rank 2: The user creates a giant tidal wave, crushing three targets for 3960 damage at +2 accuracy. This has a 36% chance of causing the 'Crush' effect.

Special Action - Tidal Wall: This jutsu may instead be used defensibly to create a wall of water around the user and up to three allies with Hp equal to is damage. This may be maintained, and any protected by this jutsu cannot use Melee Accuracy; doing so puts them outside the barrier. Defends against physical, non-elemental, and elemental damage.

Special Action - Water Cage: This jutsu may be used to entrap a single target within a vortex of water. This is considered a physical bind. The target may spend 2.5 AP for a 15% chance to escape and the bind breaks upon being attacked, giving the target -3 to the attack in question.

Rank 1 Cost: 1760 Cp, 1100 Cp/Rnd
Rank 2 Cost: 2200 Cp, 1380 Cp/Rnd

Notes:
- Special Action Hp may be increased with water buffs.
- The 'Crush' effect causes suppression and raises the called shot level of a single limb chosen at random.
- If used with either special action, the 'Crush' effect has a chance of activating upon any melee contact with the barrier (Melee Accuracy used against it).
 

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Supreme Aqua Realm said:
Supreme Aqua Realm
A technique that prevents escape from the user, this jutsu is essentially a giant, massive version of the water prison technique, and creates a huge sphere of water centered around the user. All within this sphere suffer from impaired movement speed, and risk being struck by the users water techniques that can come from any direction. This jutsu is difficult to escape as the dome moves with the user, and unless one can find a way to disrupt the dome, they may find themselves suffocating and falling at the users mercy. The user is unhindered by the effects of this jutsu, as the water is infused with their chakra and allows them to breath.

Information
Prerequisites: A-rank, 7 Mastered Water jutsu, Water Prison Mastered

Rank 1: Creates a large dome of water with 5280 HP around the user, entrapping up to three additional targets at -4 Accuracy. The dome is treated as Rank 1 Rain Dance, and gives all except the user a 28% chance of 'suffocation' every action.
Master: Creates a large dome of water with 6600 HP around the user, entrapping up to three additional targets at -3 Accuracy. The dome is treated as Rank 2 Rain Dance, and gives all except the user a 36% chance of 'suffocation' every action.

Special Action: Supreme Water Prison: Instead of trapping multiple people within a dome, the user may trap up to three people in Water Prisons at +0 Accuracy, -1 for each target past the first. These prisons have 50% of the HP Supreme Aqua Realm does and otherwise function identically to the Water Prison jutsu at Rank 1/2.

Rank 1 Cost: 2420 Cp, 1210 Cp/Rnd.
Master Cost: 3030 Cp, 1520 Cp/Rnd

Notes:
- Lasts twenty seconds or until destroyed. This requires a Ninjutsu check each round maintained.
- Once used, no one may enter or exit the dome until it is destroyed, or succeeding in a Ninjutsu check against the user's +2. Attempts to enter/escape cost 1.5 Ap.
- This is classified as an Arena Jutsu.
- Those inside the dome cannot target those outside it, and vice-versa (Doing so is treated as a Blind Shot).
- HP of the dome can be boosted by Water buffs. The dome recovers 25% of its Max HP at the beginning of each round.
- The 'Suffocation' effect increases a jutsu's Cp cost by +20% and lowers its accuracy by -2. Each time suffocation takes effect after the first during the same round, the victim take 1% Max Hp damage. This chance cannot stack with Mystical Pond, and overwrites it.
- Cannot stack with Rain Dance, and this automatically overrides it.
 

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