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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Grand Waterfall said:
Grand Waterfall
An advanced water jutsu that allows the user to create a powerful torrent of water that slams into the target. The force and amount of water created by this technique is great enough that it can knock the victim off their feet and leave them helpless until they regain themselves.

Information
Prerequisites: C-rank

Rank 1: Creates a vicious torrent of water that slams into the target, dealing 1350 damage. This has a 12% of causing the 'Crush' effect.
Master: Creates a vicious torrent of water that slams into the target, dealing 1690 damage. This has a 18% of causing the 'Crush' effect.

Special Action - Hydro Blast: By paying +20% Cp, the user may condense the force of the waterfall into a single, explosive wave of water. This deals +10% Base damage at -2 Accuracy, and has a +6% chance of causing the 'Crush' effect.

Special Action - Erupting Geyser: By paying +20% Cp, the user may instead cause water to shoot from below the target. This lowers the chance of 'Crush' activating by -6%, but treats it as a sneak attack if it activates.

Special Action: The user may lower the base damage of this Jutsu by -20%, and target an additional enemy.

Rank 1 Cost: 450 Cp to initiate
Master Cost: 560 Cp to initiate

Notes:
- The 'Crush' effect causes suppression and raises the called shot level of a single limb chosen at random.
 

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Impaling Hydro Jet said:
Impaling Hydro Jet
A powerful jutsu that allows the user to shoot a thin stream of water from their mouth. The water's focal point has been concentrated so much that the high pressure beam of water, though thin, is able to cut flesh and was even rumored to be able to severe limbs better than the sharpest of blades.

Information
Prerequisites: C-rank

Rank 1: The user blows a pressurized jet of water that deals 1215 damage at +2 Accuracy with a 18% chance of causing bleeding.
Master: The user blows a pressurized jet of water that deals 1520 damage at +2 Accuracy with a 24% chance of causing bleeding.

Special Action: By taking on called shot penalties, this may be used as a called shot. The chance of bleeding now also has a chance of causing called shot penalties, with a +6% bonus.

Rank 1 Cost: 360 Cp to initiate
Master Cost: 450 Cp to initiate
 

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Water Prison said:
Water Prison
A technique which can be used to entrap a target within a sphere of water. This jutsu is initiated by the user placing their hand upon their target, using chakra to create a dome of pressurized water around their hand that traps the opponent in an inescapable prison. Reinforced with chakra, this sphere of water is as strong as steel and difficult to escape normally, though the user must be in physical contact with the prison in order for it to keep its shape.

Information
Prerequisites: C Rank

Rank 1: Creates a sphere of water that binds the enemy at -6 accuracy. While bound, all actions using chakra have a 18% chance of failing to due suffocation, including maintained effects. Additionally The victim has -2 Accuracy and deals -20% damage due to the pressurized prison.
Master: Creates a sphere of water that binds the enemy at -5 accuracy. While bound, all actions using chakra have a 24% chance of failing to due suffocation, including maintained effects. Additionally The victim has -3 Accuracy and deals -25% damage due to the pressurized prison.

Rank 1 Cost: 500 Cp, 250 Cp/Rnd
Master Cost: 625 Cp, 310 Cp/Rnd

Notes:
- This Jutsu may use Melee Accuracy.
- Enemy can attack while within the bind, but cannot move or dodge. They cannot use Melee Accuracy while bound.
- Target has a 15% chance to escape per 1.5 Ap spent.
- User must maintain contact with the prison, may only perform one handed seals, and may not use melee Accuracy while maintaining this jutsu. If the user is suppressed while maintaining this technique then it is dispersed.
- If the user takes more than 10% of their Max Hp in damage during a round, this bind is dispelled.
- If the user uses more than 10% of their Max Cp during a round, this bind is dispelled.
- This bind is broken if the victim takes damage, or the user attacks the victim. (They have a -3 Dodge penalty to the attack aimed at them though).
 

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Rain Dance said:
Rain Dance
A jutsu that uses chakra to create a downpour of rain. This rain provides fresh water for use with water jutsu, weakens the strength of flames and puts out weaker fires entirely, among other effects such as distorting electricity.

Information
Prerequisites: C-rank

Rank 1: Creates a downpour in the area, giving all Water jutsu -10% chakra cost and +4% chance of activating secondary effects. Fire jutsu have a 12% chance of dealing -15% base damage, and Lightning jutsu have an 18% chance of causing 20% backlash damage to the user.
Master: Creates a downpour in the area, giving all Water jutsu -15% chakra cost and +6% chance of activating secondary effects. Fire jutsu have an 18% chance of dealing -15% base damage, and Lightning jutsu have a 24% chance of causing 20% backlash damage to the user.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd.
Master Cost: 560 Cp, 380 Cp/Rnd.

Notes:
- This is considered a Terrain jutsu.
- Lasts up to thirty seconds.
- These effects apply not only to the base elements, but to any advanced element with the specific element as a Major. Blood jutsu would be treated as water, while Plasma would be treated as Fire.
- The Water effects only apply to Ninjutsu; however the Fire/Lightning debuffs may apply to any Fire/Lightning damage including weapons dealing elemental damage.
- At all ranks, other combatants must pass a Ninjutsu Check against the user at -2 in order to cast an Arena jutsu, or their own Terrain jutsu. If the opponent successfully casts their own Terrain jutsu, this one is dispelled.
- If the jutsu that is attempting to overwrite this is Heat Wave, the Ninjutsu Check is done at +0.
 

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