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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B-Rank Jutsu

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Hyper Beam said:
Hyper Beam
A potent jutsu that superheats chakra into a dangerous form of energy, and then released in a powerful wave of destructive chakra. This jutsu is enough to obliterate weaker sources completely; and critically wound and scar anything that manages to withstand the damage. However, this jutsu requires a period of rest before the user may build up the energy once again.

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

Rank 1: The user releases a powerful beam of energy dealing 2300 damage at -3 accuracy. This jutsu has a 7% chance of activating the 'Overcharge' effect, and a 14% chance to cause the 'Burn' effect.
Master: The user releases a powerful beam of energy dealing 2750 damage at -2 accuracy. This jutsu has a 10% chance of activating the 'Overcharge' effect, and a 21% chance to cause the 'Burn' effect.

Special Action: By paying +20% Cp and -1 Accuracy, the user may choose to drop the 'Burn' effect, and replace it with a chance to inflict 'Sear'.

Rank 1 Cost: 950 Cp
Master: 1095 Cp

Notes:
- This jutsu may only be used once per round.
- The 'Overcharge' effect allows the jutsu to deal critical damage. If this activates upon a naturally rolled critical hit, then the critical damage is increased to x2.25. This effect cannot be raised passed a 30% chance of activating.
- The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.
- When 'Seared' the target has a 10% chance of taking critical damage to the next attack to hit them. If this is not successful, then they only take +10% damage from the attack. This does not stack.
 

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Solar Winds said:
Solar Winds
In the galaxy around us, plasma is transported through space through a phenomenon that releases the state of matter very quickly. This jutsu replicates the super-heated energy of stars and creates a gaseous plasma energy, not unlike radiation.

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

Rank 1: The user releases a gust of plasma gas dealing 1800 damage at +2 Accuracy. This effect has a 21% chance of causing the 'Disruption' effect.
Master: The user releases a gust of plasma gas dealing 2250 damage at +2 Accuracy. This effect has a 28% chance of causing the 'Disruption' effect.

Special Action: By paying +30% Cp, lowering Accuracy by -2 and base damage by -10%, the user may choose to spread the plasma to either target +1 target -or- inflict two chances of disruption with -7% of the usual chance.

Rank 1 Cost: 585 Cp
Master Cost: 730 Cp

Notes:
- If this jutsu causes Disruption, the target cannot use their headset for two full rounds.
- The 'Disruption' effect randomly dispels a single random maintained jutsu active on the victim, and prevents it from being recast for a full round. If a Clone/Creation activates this effect, it is dispersed.
 

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Plasma Blade
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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Plasma Scar said:
Plasma Scar
As superheated energy, plasma is highly unfriendly to those it strikes. This jutsu infuses and condenses this burning energy to cause horrible scars and burning upon a target.

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

Rank 1: The user makes a called shot to any limb of the target, striking it with plasma energy. This has three chances of inflicting called shot penalties at a 21% chance, and a 21% chance of inflicting the 'Burn' effect.
Master: The user makes a called shot to any limb of the target with a +1 bonus, striking it with plasma energy. This has three chances of inflicting called shot penalties at a 28% chance, and a 28% chance of inflicting the 'Burn' effect.

Special Action: By paying +20% Cp, this may be used with melee accuracy. This does not gain the accuracy bonus, but gains a +4% chance to activate the secondary effects.

Rank 1 Cost: 730 Cp
Master Cost: 910 Cp

Notes:
- This jutsu is always used as a called shot, and takes on the appropriate penalties.
- This may only be used upon a target once per round, and a specific limb may only be effected once per battle.
- The called shot chance may only be successful twice per use.
- The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.
 

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