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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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 is active.
  • Genetic Implant cannot stack similar effects which grant the user Flat Buffs that they already have that are obtained in the same manner such as Flat Buffs that are constantly present or Flat Buffs that are only obtained by following the same steps like equipping a weapon. (Eg, A Yamanaka cannot take Magician's Magic Affinity for +3 Gen DC, as they already have +Gen DC from Mentalist)
  • Flat Bonuses that are the same but apply through different means are allowed to stack such as a Flat Buff that is always present and a Flat Buff that requires additional steps to obtain. (Eg, a Yamanaka can take Cadency’s Halucinatory Cantata because that +3 Gen DC isn’t a constant passive like the +3 Gen DC from Mentalist as it requires the use of the weapon’s augment)
  • Genetic Implant cannot take Inuzuka's Animal Companion passive or Mechanist's Automatous Familiar.
  • 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.
 

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