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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D-Rank Jutsu

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Water Whip said:
Water Whip
A technique which forms a long tendril of water that is shaped and reinforced with chakra, to the point where this technique is as strong as steel and can cut through many materials. This tendril can be wielded like a long whip to strike opponents.

Information
Prerequisites: D-rank

Rank 1: Strikes with a condensed stream of water that deals 720 damage with a 8% chance of bleeding and suppression.
Master: Strikes with a condensed stream of water that deals 900 damage with a 12% chance of bleeding and suppression.

Special Action - Water Snare: This technique may be used as a called shot, taking on called shot penalties. If successful the tendril wraps around the limb of a target (Arms or legs only) and increases called shot level by 2 ranks. This does not stack, and lasts up to twenty seconds or until dispersed.

Special Action - Water Weapon: The user may maintain this jutsu to create a weapon made out of water. If they do they create a weapon which automatically has the Special Composition: Water augment.

Rank 1 Cost: 240 Cp to initiate, 115 CP/round to maintain.
Master Cost: 300 Cp to initiate, 140 CP/round to maintain.

Notes:
- May use Melee or Ninjutsu Accuracy.
- Water Snare requires a Nin check at the start of each round, and attacks on the victim have a 40% chance at dispelling this effect. This effect may be escaped for .5 Ap.
- If the Water Weapon Special Action is used then Water Whip is a Weapon Creation Jutsu. The Special Composition: Water augment counts against the maximum number of equipped augments and may not be changed.
 

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Aqua Fang said:
Aqua Fang
A technique that upon use forms a sharp tendril of water through chakra. This tendril rapidly spins like a drill, and can be used to pierce targets. The pressure behind this technique is strong enough to cut through weaker materials.

Information
Prerequisites: D-rank

Rank 1: Creates a tendril of spiraling water that deals 685 damage at +1 Accuracy. This has a 12% chance of activating the 'Pierce' effect.
Master: Creates a tendril of spiraling water that deals 855 damage at +1 Accuracy. This has a 16% chance of activating the 'Pierce' effect.

Special Action - Aqua Twin Fang: By paying +20% Cp, the user may split the damage equally into two separate attacks. Each retains a chance of the Pierce effect.

Special Action - Spiral Charge: By paying +10% Cp and lowering Accuracy by -1, the user may increase the chance of 'Pierce' by +4%. This may stack up to 3 times.

Rank 1 Cost: 215 Cp to initiate
Master Cost: 270 Cp to initiate

Notes:
- 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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Rinse Off said:
Rinse Off
A refreshing splash of water in the face can keep one sharp and keep their reflexes at peak. It's good for washing off anything that might be bothering you, too.

Information
Prerequisites: D-rank

Rank 1: Splashes self or ally with water, putting out all lingering effects from fire jutsu that effect them. The next Fire Jutsu that hits them within ten seconds deals -10% damage and has a -4% chance to any secondary effects.
Master: Splashes self or ally with water, putting out all lingering effects from fire jutsu that effect them. The next Fire Jutsu that hits them within ten seconds deals -15% damage and has a -8% chance to any secondary effects.

Special Action - Water's Grace: By paying +20% Cp, the user may remove the Fire damage debuff and instead allow this Jutsu to reduce Bleeding by 1 rank -or- heal 1 rank of called shot debuffs with a 12%/16% chance of healing another. This may only be done once per round.

Rank 1 Cost: 240 Cp
Master Cost: 300 Cp

Notes:
- This does not stack.
- This does not dispel effects from level B+ Fire Jutsu, but may reduce their damage and effect chance.
 

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