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.

Current Ninpocho Time:

King Yojimbo's Dojo Is Here.

Akechi

Well-Known Ninja
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Yojimbo’s Abilities said:
Abilities:
[fontsize="12"]0. Medical Knowledge
- The user gains access to Medical Jutsu.
- This ability is automatically gained upon fulfilling the above requirements. Once gained, this ability permanently remains on the character.
- This Ability does not take up an ability slot.
- Those with the Benevolent and Spiritualist CA are automatically treated as having this ability (This is automatic, and if a Nuke they may still gain Shinobi 101 at C-Rank).

1. Strategist *Required for certain jutsu/item effects*
- Grants the user 5 Prep slots. Prep slots are not extra inventory slots, but allow for up to 5 special effects.
- May prep a weapon to have 1 free basic strike that is counted as a Sneak Attack. If used while in stealth the user has a 25% chance to remain in Stealth. May be used multiple times on a single weapon costing a Prep slot each time.
- May prep a weapon to be poisoned by an injury type Poison.
- May attach items to other items (see the items themselves for details) for 0 AP and can be prepared prior to battle.

Notes:
- Any item that has a special effect requiring Strategist takes up a Prep slot.
- Any jutsu that requires Strategist to do something before battle requires a Prep slot

2. Jutsu Mastery
- All Jutsu cost -10% Chakra, this includes Maintains.
- All Chakra cost penalties from choosing to use 'Special Actions' are halved.

3. Quick Reaction
- If the user dodges an attack, the user may immediately counterattack the attacker with a Ninjutsu, Taijutsu or Basic attack at +2 Accuracy; the user pays all costs normally.
- This action is modded immediately after the attack they dodged, can only target the attacker, and cannot be a bind.

Notes:
- This can only occur twice per round and may not be used in conjunction with the Teamwork ability.
- An Ally can not set off the effects of quick reaction.
- The user can not quick react and target multiple people, but may still use an AoE technique on a single target.

4. Healing Factor
- The user gains 3% Max HP at the end of each round.
- All Medical Jutsu are +10% more effective on the user.

Special Action - Quick Healer: At the end of a round the user may choose to pay CP equal to 5% of the damage done to the player during the round, to regain 5% of the HP lost by the player during the round.

5. Acrobatic
- The user is capable of performing one additional Activated Auto-Dodge per round.

6. Earth Style
•Offensive:</I><i></i>

- Shatter: Whenever the user uses a Offensive Earth-Based Attack, it has a chance of inflicting Shatter penalty on a limb.
- Shatter penalty cannot be healed by any means for the remainder of the battle.
- Shatter raises the called shot of a random limb by 1 level.
- Called shot level cannot reach Broken status unless the user has the Called Shot ability. Should the random limb selected be one which has maxed out
it's Called shot penalty then this has no effect.
- Base Chance of inflicting Shatter is 5%. May only be increased with Called Shot Chance buffs up to a maximum of 15%.

- After Quake: the user may treat non-maintainable Offensive Earth based jutsu as a maintainable jutsu by paying 70% of the chakra cost per round for a maximum of 2 rounds. Maintaining jutsu this way gives the attacks a -2 penalty to hit the target again and -10% base damage. This effect lasts for up to two rounds and requires a full round of cool down before it may be used again.
- During the round of cool down the user gains +4% to the secondary effect of Earth Jutsu for every earth jutsu used after the first capping at +16%


•Defensive:<i></i>

- Craggy Exterior: Melee Contact against the user has 15% chance of inflicting Suppression against the attacker.
- Melee contact is when the user attacks with melee accuracy or is attacked with melee accuracy.

- Gaia's Veil: Whenever the user performs an Earth-based Action, they gain +0.5 Stealth, capping at +2 Stealth. The user may trade their +2 Stealth for the ability to attempt to enter stealth as a free action.◾ Using the Stealth free action removes the +2 Stealth buff before the Awareness check.
- This may only be done twice per round.

7. Jutsu Creator<i></i>
- This technique allows the user to combine two techniques into one. Using it takes the highest ap being used +1ap.
- Damage is, 90% (higher ap jutsu) + 60% (other jutsu)Jutsu combo counts as one fluid move, not two separately
- Accuracy of the technique is averaged out between the two jutsu.
- This jutsu retains half of any associated effects or debuffs, from both Jutsu.
Cost: 90% of combined total cp cost.[/fontsize]

Mariko’s Abilities said:
[fontsize="12"]0. Shinobi 101 Taijutsu: Slashing -> Bludgeoning
Upon gaining this ability, the user must specify an additional weapon type of taijutsu to use (I.E. Bladed, Ranged, Weighted, etc.) with one other weapon-type. The Taijutsu type chosen must use the same accuracies, meaning ranged can be used with either light/medium/heavy projectiles. This additional weapon type may be unlearned after three months and in which the user is able to apply for a new weapon type and allowing the user to transfer these ranks to another taijutsu type.

Notes:
- This ability is automatically gained upon fulfilling the above requirements.
- This Ability does not take up an ability slot.
- If a C-Rank or higher Missing/Rogue does not have either Medical Knowledge or Shadow Tactics, then they gain this ability.
- Taijutsu that follow up with a original weapon type jutsu may only be followed up with the original weapon type.
- The additional weapon type cannot be used in dual wielding, double tap, and finally double toss.
- This does not give the weapon access to augments it wouldn't normally be able to utilize.
- This does not allow the user to use the chosen jutsu sets styles as they are still wielding the original weapon type.
- A character is only able to have one of the three Shinobi 101 Abilities.

1. Willpower
The Cancel Jutsu may now apply to Genjutsu of any level as long as the user is aware of it effecting them. If a user affected by a Genjutsu but unaware of it, and casts Cancel, Cancel now has a 30% chance of taking effect anyway.

Notes:
- Cancel may automatically dispel Genjutsu up to level 5, and no longer has a penalty against higher level Genjutsu.
- Cancel no longer requires handseals, and may be used as a free action once per round.

2. Combo Mastery
- The second attack in the users Combo-attack cannot be auto-dodged, and has a 10% of auto-hitting if the first attack hit.
- Once per round, the user may Combo up to three attacks (Instead of the cap of two).

3. Quick Reaction
- If the user dodges an attack, the user may immediately counterattack the attacker with a Ninjutsu, Taijutsu or Basic attack at +2 Accuracy; the user pays all costs normally.
- This action is modded immediately after the attack they dodged, can only target the attacker, and cannot be a bind.

Notes:
- This can only occur twice per round and may not be used in conjunction with the Teamwork ability.
- An Ally can not set off the effects of quick reaction.
- The user can not quick react and target multiple people, but may still use an AoE technique on a single target.

4. Bull’s Strength
+5% Weapon Damage Modifier. +3% Suppression and/or +3% Bleeding, depending on which status the weapon is capable of inflicting. Reduces all Natural Negative Accuracy Modifiers from Custom Weapons by -1 to a minimum of 0.

Note:
- If the user created a Custom Weapon with -2 Accuracy Modifier, then it would only be -1 with this ability.
- Only applies to weapon that uses Melee Accuracy.

5. Martial Artist
- Entering a style costs half the normal AP cost.
- The user may swap between styles as a free action once per round.

6. Adrenaline Rush
- The user may gain +2 Accuracy/DC/Dodge/Save for 1 Round by paying 1ap (Treated as a Hidden Action)
- Usable 3 times per battle and only every other round.
- The round after use, the user's chakra costs are increased by 10%.

<I>7. Slashing Style<i></i>
Offensive
-Iaijutsu: The user may use Slashing Taijutsu Attacks with a single Slashing Damage Type Weapon sheathed or un-equipped via item slots. The user is considered armed for the duration of their Slashing Taijutsu Attack.
-The user must be unarmed while entering this style or have the weapon equipped.
-Using Non-Slashing Taijutsu Attacks sheathes this weapon indefinitely, dropping the user out of this style.
-The user must declare which Slashing Damage Type Weapon is being used upon entering this style.
-The user's weapon may be disarmed while un-equipped or sheathed while this style is active.

-Razor Edge: Should a target's Bleed Rank increase due to a Slashing Attack, the attack has a 20% Chance of doing Critical Damage. Can only effect a Victim Twice once per round. If the victim reduces their Bleeding rank to 1, this can be used an additional time; this effect may only occur once per battle.


-Feral Assault: Each consecutive Slashing Taijutsu Attack made by the user gains +3% Damage and +1 Accuracy, stacking up to +6% Damage and +2 Accuracy. For each Non-Slashing Taijutsu Attack made lowers the stack by -3% Damage and +1 Accuracy.

Defensive
-Flat Edge: The user has a 20% chance to block a successful attack, reducing its Damage by 10%; this is considered Damage Reduction. If a weapon used in this style has an additional chance to block/reflect an attack, reducing damage through an augment, this effect becomes an additional +5% chance to block/reflect. This can only occur twice per round.

-Blade Whisperer: The user gains a +2 Dodge against Melee based attacks. Upon a successful dodge, the user is allowed a free basic strike against the attacker dealing 50% unbuffable damage. This may surpass the cap limit up to two times.

-Trickster: Whenever the user performs a successful Slashing Taijutsu Attack, they gain +1 Dodge against the next offensive technique against them. If the user successfully dodges, the next Slashing Taijutsu Attack performed by the user gains +1 Accuracy.[/fontsize]

Mariko/Nanijirou Path's abilities are free because she's a path. The Yojimbo/Alpha Path's abilities are free too... I think. If not then I'll post for them. 100 WC each, correct?
 
Strategy said:
Strategy. It was the art of masterfully moving pieces into place, allowing them to play out naturally. It was an illusion, meant to cause a person to simply believe that they walked to the beat of their own drum while falling prey to the road that you have paved for them. In a way, your will becomes their destiny and their fate becomes the product of your imagination. Strategy. This was what led to enemies being annihilated, wars being won, and nations living in prosperity. Yojimbo was a student of this art, mastering its art long before he was Kage. Words are power and Yojimbo wielded such words with the intent to change the world.

Strategy.

Jutsu Mastery said:
The world is filled with chakra, the essence of life. It is through life that shinobi are able to utilize God’s greatest gift to mankind, jutsu. Ancient text told of a way to utilize chakra in such a way that it may as well been infinite, crafting the greatest jutsu known to man with minimal cost to the life that one wielded to bring it to life. Yojimbo found this text and studied it. His mind was set on becoming as efficient as possible with said chakra, more efficient than any other shinobi… Perhaps more efficient than any other Sage of Six Paths. After all, there were a lot more in this world than he sought to imagine. By using jutsu efficiently, he could cast more spells in less time, and win a battle based off of attrition alone.

Quick Reaction said:
All shinobi were fast. It was why they were considered shinobi. However, some are just a bit faster than others. Some are a bit more nimble, a bit more reactive than the common shinobi. Yojimbo was this type of shinobi. Most people simply dodged attacks but Yojimbo sought to punish every mistake that one could make. Cast a level A jutsu and miss, and the Sandaime Mizukage would make you pay with one of his own… one that would surely not miss. He was a god among shinobi, and his quick thinking and movements proved that. Sure, it’d cause a lot of people to envy him but that was their problem.

Healing Factor said:
Above average healing factor. That was what doctors said when they described Yojimbo’s healing capabilities. In fact, it was what made him the perfect soldier, one that they could use to their own ends. It was also what brought on their demise. Attacks don’t seem to have the effect as one would hope when cells reproduce the moment they are damaged. As a war wages on and people began to weaken, Yojimbo pressed on with an abundance of stamina. Not to say that he was impervious but he was damn hard to kill.

Dear Enemies of the State, good luck with that.

Acrobatics said:
Being a gym rat has its perks. Every shinobi is “acrobatic,” meaning that they routinely flip through the air, receiving the envy of people that describe these individuals as among those that can fly. However, Yojimbo could push himself even further. It wasn’t just “acrobatics” it was the ability to simply vanish into thin air as he moved. Some people were able to bend time and reality, Yojimbo was not but he was so quick that it appeared as if he did. Miss, and not only would he vanish but he’d punish you before you even have a chance to respond.

Earth Style said:
Mother Earth showed her subjects with gifts, and Yojimbo was a loyal subject of Mother Earth. The Sandaime Mizukage was of the Earth itself, hearing the cries and the pleas of the planet urging him to destroy those that seek to harm it. He was a man that would punish the blasphemers of this world, and cast them away for a better future. It was to this end that he was awarded the ability to manipulate the Earth element in ways previously unimaginable. Earth could shatter every bone in the human body. It could also remain on the battlefield, continuing to strike long after it has been summoned. Hell hath no fury like a Mother being scorned, and Yojimbo wielded the bitch.

Again… Good Luck.

Jutsu Creator said:
Alchemy and its law of equivalent exchange. It was what allowed, Yojimbo to propel to the top of the pyramid. He was the man with the “Pointy Hat,” and as the “Pointy Hat man,” he tended to have abilities that other people didn’t have. In this case, alchemy allowed him to manipulate the composition of chakra, even those that belonged to different elements, and mesh them together to create something greater. By abiding by this law, he was able to create masterful jutsu, both beautiful and deadly. Perhaps it was why he didn’t feel the need to use blades. Playing with lights was so much better, after all.
 
I forgot to have this notated here. This is simply my affinities from the transition topic, posted here as a paper trail. They are already approved and I won't be doing anything more until I get out of these mods.

Ref Topic: http://ninpocho.com/viewtopic.php?p=22274#p22274

Major Elements
Fire
Earth
Water

Minor Elements
Wind
Non Elemental

Advanced Elements
Metal (Tsuchimikado Path only)
Kinesis
 

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