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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C-Rank Jutsu

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Polarity Burst said:
Polarity Burst
Charging chakra before releasing it, this technique allows the user to send forth a wave of charged particles through the air. This burst of ionic energy reacts to both organisms and objects, stunning enemies while sending metallic objects off course via magnetism.

Information
Prerequisites: - Magnetic Affinity, C-rank

Rank 1: Creates a burst of Ionic energy, dealing 1280 damage at +1 Accuracy. This has a 12% chance of activating the 'Polarize' effect. suffer -1.5 Accuracy.
Master: Creates a burst of Ionic energy, dealing 1600 damage at +1 Accuracy. This has a 18% chance of activating the 'Polarize' effect.

Special Action: By paying +20% Cp, the user may convert this technique into an AoE pulse of iodized chakra to target an additional target; however this only deals 80% of the base damage to both.

Rank 1 Cost: 410 Cp
Master Cost: 510 Cp

Notes:
- If a target hit by this jutsu has a Headset item, it is unusable for one round.
- The 'Polarize' effect causes weapon-based attacks used by the victim to have a -2 Accuracy for the remainder of the round. Additionally, this Jutsu deals +5% damage for every weapon the target has equipped up to +10%.
 

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Ionic Infusion said:
Ionic Infusion
A skill that alters the ionic charge of a weapon by channeling electromagnetic chakra into it. This requires the user to remain in contact with the weapon to control its polarity, however doing so allows them to vibrate their weapon to replicate chainsaw-like effects. This skill can even allow the user to 'Fuse' weapons together through their polarity.

Information
Prerequisites: - Magnetic Affinity, C-rank

Rank 1: Vibrates and strengthens the ions of a weapon, giving it chainsaw-like properties in the form of +6% Bleed chance and +5% damage.
Master: Vibrates and strengthens the ions of a weapon, giving it chainsaw-like properties in the form of +8% Bleed chance and +5% damage.

Special Action: The user may choose to 'bind' two weapons together through magnetism, though doing so halves the buffs of this jutsu. This weapon is treated as both weapon types, and receives the appropriate buff types and access to both Taijutsu types.

Rank 1 Cost: 500 Cp, 250 Cp
Master Cost: 620 Cp, 310 Cp

Notes:
- Lasts up to three rounds
- Requires the user to have a weapon already equipped as well as another weapon in their inventory.
- When using the special action, the weapon retains the Damage Type and Accuracy of the previously equipped weapon as well as the Augments.
- If the weapon is unequiped/disarmed for a full round, then this jutsu is dispersed.
 

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Magnetic Control said:
Magnetic Control
By converting their chakra into a magnetic force of energy, users of the Magnetic release are capable of manipulating their surroundings by shifting the ionic forces around them. In otherwords, this allows them to interact with some of the more magnetic objects, particularly metals, and even control them midattack.

Information
Prerequisites: - Magnetic Affinity, C-rank

Rank 1: Allows the user to 'disarm' a weapon from a target upon a full hit. If a partial hit, attacks used with the weapon suffer -2 Accuracy and -10% base damage against the user for a full round. This rank may be used reflexively.
Master: Allows the user to throw Metal jutsu up to level B off course with magnetism. This has a -2 penalty against level A+ metal jutsu. Allows the user to wield a weapon through magnetism.

Cost: 680 Cp, 340 Cp/Rnd

Notes:
- This jutsu may only be used once per round.
- Rank 1 checks the user's Ninjutsu Accuracy against the target's melee accuracy. If successful, the weapon is disarmed and costs +1 Ap to re-equip that cannot be modified by effects such as Quickdraw, Heart of the Sword, and recall. There is no called shot penalty for this jutsu.
- Master checks the user's Nin Acc against the incoming metal jutsu's (Only one check is made if it is a multi-hit). If successful, the jutsu misses the user, but if it fails the user is hit. If a metal Jutsu was below level B, it may automatically be redirected at a new target at -3 Accuracy and 60% of the damage.
or
- Master allows the user to wield a weapon at with Ninjutsu Accuracy, replacing all physical/melee/weapon damage and accuracy buffs with Magnetic buffs. This weapon is not equipped by the user. Lasts up to three rounds.
- Master, may only be used on a single weapon at a time.
 

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Magnetize said:
Magnetize
A jutsu that causes a target to become charged with static electricity. These special chakra-infused particles attract all forms of ionic charges like a moths to flames, causing many types of magnetic techniques to be attracted and guided towards the target. This polarity also has the effect of magnetizing the user to metallic objects...specifically sharp, pointy ones.

Information
Prerequisites: - Magnetic Affinity, C-rank

Rank 1: Magnetizes a target with electrons, causing all Lightning and Magnetic Ninjutsu full hits to deal +5% damage, partial hits are treated one rank higher. If they initially miss the target by 2 or less, then they are rerolled at -3 Accuracy and 40% damage. Weapons gain +1 Accuracy to the effected target.
Master: Magnetizes a target with electrons, causing all Lightning and Magnetic Ninjutsu full hits to deal +5% damage, partial hits are treated one rank higher with a 30% chance of being treated an additional rank higher, while jutsu that initially miss the target by 2 or less are rerolled at -3 Accuracy and 50% damage. Weapons gain +1.5 Accuracy to the effected target.

Special Action: By paying +20% Cp, This jutsu may be channeled through a weapon. If so, this jutsu uses that weapon's Accuracy type (Melee or Ranged) upon initiation, but still requires Ninjutsu to be maintained. This does not receive that weapon's accuracy modifier.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd

Notes:
- Lasts up to three Rounds, and requires a Nin check each round maintained.
- Only one effect may ever apply to a Jutsu. If a Lightning/Magnetic jutsu gain either increased partial hit ranks, or a re-roll; if a jutsu initially missed and partially hit on the second roll it would not be treated any ranks higher, for example.
- Once the effect ends, it requires a round of cool down before the same target is able to be effected again.
 

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