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 Time:
Core Ability said:Points Available: 7
[fontsize="12"]Ghost Walkers might have been a clan in days of old, but they now live scattered across the world, mostly keeping to themselves. Their distinct attuning to the otherworldly empowers them, allowing them to use Genjutsu much more destructively, and granting them other unique abilities. Strangely enough, many of them seem almost not quite there themselves...
Note: All techniques and buffs from this Core Ability are considered Spiritual.
Unreal Understanding<i></i> - Passive (3 points)
Due to their experiences with the surreal and illusionary, Ghost Walkers are less affected by illusions and tend to be less fearful than others, not being completely affected by the intended penalties.
Effect: All penalties from genjutsu are reduced by 1 (if Blinding Flash would normally do -3 accuracy, they only take -2). Fear effects do not apply. 5% chance to break out of any genjutsu each round.
Genjutsu Mastery<i></i> - Passive (2 points)
Restrictions: C Rank and up
With their understanding of the real and unreal, Ghost Walkers can use genjutsu much more effectively than others can, making their illusions more potent and longer lasting.
Effect: All Genjutsu costs are reduced by 10%. Genjutsu which are fully effective last an additional round before resistance checks are made, and Partially-Effective Genjutsu are treated as fully effective for 1 round after the initial use.
Extra-Sensory Perception<i></i> - Modification (2 points)
Restrictions: Requires Sixth Sense
Honed beyond that mere "gut instinct" that some people can get, a Ghost Walker’s ability to know things by feeling is just downright creepy in how accurate they can be.
Effect: Can detect people nearby, harder to ambush or surprise. Can often tell if something’s real or not (a fake, illusion, supernatural occurrence) just by looking at it. In battle, this manifests as a +2 to all awareness and genjutsu save rolls.
Ethereal<i></i> - Boost (1 point) *Purchased x 2 (5 points left)*
Restrictions: Can only be purchased a maximum of 3 times.
Ghost Walkers can often take an ethereal form, hence the name. In some cases, they remain partly ethereal almost all the time, part in the world, and part in the world beyond.
Effect: -5% Physical damage taken
Sound Mind<i></i> - Boost (1 point)
Restrictions: Can only be purchases a maximum of 3 times.
Because of their many encounters with the supernatural or unreal, Ghost Walkers are far less affected by the strange or illusionary, giving them a calm mind in the face of the bizarre or unreal.
Effect: +1 Genjutsu Save
Ghost Illusion<i></i> - Dependent Special Move (2 points)
Restrictions: B Rank and up
Ghost Walkers have the unique ability to make their illusions physically present, making them that much harder to resist and avoid. Their skill in this often confuses others as to whether such things truly exist or not.
Effect: Gives Genjutsu a Physical Presence. The victim makes a check against the users Genjutsu Difficulty as normal but also must make a check against the users Ninjutsu Accuracy upon initiation. Upon a successful Ninjutsu Check, all damage dealt upon the target deal +10% damage. This technique costs Hp equal to 15% of the Cp Cost. This may only stack twice on a single target.
Notes:
- Each round a Ninjutsu Check is also made between the user and the victim following Genjutsu Rulings. If the Ninjutsu Check fails, the additional +10% damage is negated.
Burrowing Spell<i></i> - Passive (2 Points)
Certain barriers are no use to employ against those attuned to other worlds, as their ghostly sight and senses bypass them entirely. Such overcharged spells have a tendency to be more potent than average as well.
Effect: All Genjutsu bypass barriers, and deal 40 Illusionary damage per Jutsu Level, per sense. This damage is automatically dealt each round the genjutsu is maintained, and cannot be avoided or reduced in any way.
Cloak Dance<i></i> - Independent Special Move (3 Points)
Restriction- Requires Invisibility
Not only content with being occasionally resistant to attacks, Ghost Walkers also possess the ability to flit at the edges of awareness, putting themselves entirely out of the reach of foes. Those experienced with the technique appear to simply vanish from their foe's sights.
Effect: The user may become transparent for one round which means they are treated as if in Stealth mode and cannot be detected, with a +2 Dodge bonus. During this time, the user cannot use physical or ninjutsu attacks or the transparency effect ends; their attack is a Sneak Attack, but they suffer a -2 dodge penalty if they miss.
Notes:
- Can only be used once every other round.
- Cannot be used while bound.
Mind Over Body<i></i> - Passive (3 Points)
With so much focus on their minds and honing their chakra, Ghost Walkers often find their minds recover so much more quickly than their bodies do, especially while in their native state of befuddling the mind.
Effect: User gains back 2% CP every round they use a Genjutsu.
Spirit Barrier<i></i> - Modification (2 Points)
Restriction- Requires Barrier
There is more to this barrier than the mere name, as one attuned to the spirits can hear the whispers of ghosts around it as it shapes into existence. These spirits are more likely to withstand blows for one who can speak to them.
Effect: Barrier gains 1500 HP more than normal when used and fully heals itself each round. The user gains back 300 HP a turn while it is in use.
Ethereal Weapon<i></i> - Independent Special Move (3 Points) *Purchased (2 points left)*
Long have Ghost Walkers sought a viable means of attacking while in Ghostly Form, and here it is--a weapon of sharpened chakra itself, striking with piercing force and able to be held by even the intangible.
Effect: User creates a pure chakra weapon of any type that is able to pierce half of all damage reduction, including Ghostly Form. This weapon is treated as being augmented with the augments Spirit Link and Mirage, regardless if the user posses the augments. The user may replace either Spirit Link or Mirage with a single purchased augment, but this must be declared upon creation.
Cost: 100 Cp and 1 Ap to initiate; 100 Cp/Rnd to Maintain.
Notes:
- Weapon specifications must follow the Weapon Creation rules, but may only have the above listed augments.
Ghostly Form<i></i> - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and Up
The culmination of their supernatural power, a Ghost Walker can use this technique to turn completely ethereal for a small amount of time.
Rank 1: User turns ethereal for 2 rounds. While ethereal, the user only takes 60% damage from physical attacks, but still take normal damage from Ninjutsu/Genjutsu. User also deals 60% less physical damage to others, unless they are using Ethereal Weapon. The user takes +25% damage from Evil/Holy attacks.
Rank 2: User turns ethereal for 3 rounds. While ethereal, the user only takes 50% damage from physical attacks, but still take normal damage from Ninjutsu/Genjutsu. User also deals 50% less physical damage to others, unless they are using Ethereal Weapon. The user takes +20% damage from Evil/Holy attacks.
Notes:
- This counts as a Chakra Armor.
Cost: 4000 CP and 3AP[/fontsize]
New Weapons said:Spirit Sword
A sword made out of Spiritual Energy.
Slashing Weapon
Inflicts Bleeding
-2 Acc/+10% Dmg
Spirit Link, Mirage
Note: Created with Ethereal Weapon.
Spirit Rod
A staff made out of Spiritual Energy. It does extend, and it has been referred to as a 'power pole'.
Bludgeoning Weapon
Inflicts Suppression
+2 Acc/-10% Dmg
Spirit Link, Mirage
Note: Created with Ethereal Weapon.
Spirit Bow
A bow made out of Spir- OH MY GOD, KATSU IS A QUINCY!!!
Ranged Weapon
Inflicts Bleeding
No Modifiers
Spirit Link, Mirage
Note: Created with Ethereal Weapon.
Blessed Guidance Ring
With the added power of the Ethereal Weapon, now when Katsu pimp slaps you- he pimp slaps you with THE WRATH OF THE SPIRITS!!!
Unarmed Weapon
May Use Handseals
No Modifiers
Spirit Link, Mirage
Note: Created with Ethereal Weapon.
Councilmember Donut said:- Ethereal - Boost (1 point) ~> Purchased x 2 = 2 CA Points
Ethereal Weapon - Independent Special Move (3 Points) ~> Purchased x 1 = 3 CA Points
5/7 CA Points used. 2 available.
I -think- You are a C-Rank Shinobi, I couldn't find too clear a papertrail, meaning you have access to 6 Weapons. I'll assume you keep the Staff and Crossbow Pistol, and will be upgrading the Guidance Ring to a Blessed Guidance Ring (Gotta love them enchantments). Do keep in mind that if you have more than one weapon with the same augment, you must buy as many of that augment as you are applying to your weapons.
Weapons approved as well otherwise.
Councilmember Donut said:Right! I got them mixed up with abilities. My apologies! It does mean you'd have to drop 2 though. If you could reply with which, we'll get you properly sorted!
Current Ninpocho Time:
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