Ninpocho Chronicles is a fantasy setting storyline set in the World of Ninjas where feudal daimyo, clans and ninja villages all wage war on each other for money, glory or for a common goal.

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.

Genetic Implant

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Genetic Implant - Ability
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Some Shinobi are not content with the abilities they were born with, either jealous of others or craving more power, they fuse themselves with genetic material to give themselves an advantage, paying the cost of thier body attempting to reject the changes that they forced upon themselves.

Information
Prerequisites: C-Rank,

Effect:
  • Upon gaining this ability the user creates a Genetic Implant in their Dojo, giving it one passive from any BL branch or CA.
Notes:
  • The Genetic Implant must be active to grant its effect. A Genetic Implant costs no AP to activate (it only needs to be declared), but takes the timing of 2 AP to come into effect. Each time Genetic Implant is activated, the user's HP modifier is reduced by 4.
  • The chosen passive does not stack with one they already have, {Eg: a Yamanaka choosing Mentalist would gain no additional effect}
  • If the chosen passive requires something to be recorded in the dojo, the user must do this when creating the Genetic Implant, (eg: Nanjirou's Ancestral weapon or Demonic Ancestry's Natural Weapon)
  • If the chosen passive is from a Core Ability, the user may choose the point cost selected.
  • The user may only have a single Genetic Implant.
  • Genetic Implant deactivates after 10 seconds.
  • Genetic Implant requires a 5 second cooldown after use.
  • The user is considered 'Spiritual' while the Genetic Implant active.
  • Genetic Implant cannot stack flat bonuses the user already has. (Eg, A Yamanaka cannot take Magician's Magic Affinity for +3 Gen DC, as they already have +Gen DC from Mentalist)
  • Genetic Implant does not allow the user to have more than one Doujutsu active at a time. (Eg, if the user is a Hyuuga with Byakugan, and has taken a Uchiha's Sharingan in their Genetic Implant, Byakugan will deactivate, and need to be reactivated once Genetic Implant ends)
  • The Genetic Implant, Sage Mode and Curse Seal ability are mutually exclusive; if you have one, you cannot have another.