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 Chronicles Time:

NINPOCHO CHRONICLES v6.4.6 - "Hey Space Cowboy Patch" (Now including Kaen Hotfix)

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NINPOCHO CHRONICLES v6.4.6 - "Hey Space Cowboy Patch"


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Hello Ninpocho, I apologize for the fact that the patches have been a bit far and few between. My health hasn't been the best and Dev has been a little slow. But I am hopefully on the mend and Dev has started to get the old wheels grinding again, and we have some stuff coming out. There is some funky stuff in this patch though, so I hope you all like it, but it's mostly clarifications and fixes.

  • Because it has been so long, Everyone who wants to can have a free OCR, or capability of changing anything within their existing character, during this time. This must be started (it doesn't need to be completed) from now until the end of August 2022.
  • Any WC requirements will be ignored during this downtime; be they abilities, Kinjutsu or BL/CA.

Kinjutsu
  • Human Puppet
    • The Art of Hitokugutsu has had clarification around Doujutsu Passives and Non-Offensive Techniques.
Core Abilities
Bloodlines
  • Inuzuka
    • Animal Companion's have been updated with how they work with AP timing. And Two Headed wolf had a note added that it was missing.
Abilities:
  • Permanency
    • Brand new ability, lets you make weapons using weapon creation techniques.
  • Genetic Implant
    • Removed the ability to take Inuzuka Animal Companion. No more blink dogs, sorry.
Ultimate Battle Rules Updates
  • Weapon Removal Rules
    • Redid the formatting, and added how to remove a weapon.
  • Line of Sight
    • made it clear how line of sight works.
  • Stealth and Sneak attacks
    • Rewrote a lot of this. Basically removed hidden actions without removing them. They still work the same, just say Shinobi used a Ninjutsu or whatnot.
  • Clone and Creation Techniques
    • Rewrote a lot of this. Explained how clones can do taijutsu without needing a weapon, and how you cen give a clone a weapon.
  • Common Terms and Definitions
    • Added a bunch of common terms and definitions, like what a Allied or Hostile Targets is, or how we define Creation Techniques, or what Retreating means, as well as the 3 categories of Binds.
Techniques
  • Reaper's Gaze
    • Reworded to be more clear on what "can't use chakra" means. This is a temporary update until a Bind update(with full definitions and types) comes out soon(tm)
Augments
  • Blood Rack
    • Now has a cooldown after it triggers 5 times.
Core System update
  • Pokemon Showdown
    • The entire Bmod System is now replaced with Pokemon Showdown. (Who let Bone in here?)
  • AP Standardization
    • Academy Students and Gennin will soon be killing each other with so much more efficiency, everyone has 10 AP now, regardless of rank. Makes it easier on Bmods too.
 
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The Art of Hitokugutsu - Kinjutsu Ability
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After converting their body, the user's knowledge and use of the process of creating Human Puppetry does not end there. Applying the knowledge which allowed them to transform themselves into a fusion of organic and inorganic components, they are able to take the remains of another human and convert it in a similar fashion, albeit without the same consciousness. They create a special brand of puppet, with the ability to wield the same powers of the deceased had in life.

Information
Prerequisites: Human Puppet

Effect:
  • User gains access to a new Weapon Type: [Hitokugutsu Puppet]. [Hitokugutsu Puppets] gain the following special effects which must be declared at Weapon Creation as normal:
    • Upon creation, the user may choose one Non-Genjutsu Subtype. Techniques from this Non-Genjutsu Subtype and the BL/CA techniques while the [Hitokugutsu Puppet] is equipped use Ranged Accuracy.
    • [Hitokugutsu Puppet] have the standard amount of augment slots as normal weapons. However, [Hitokugutsu Puppet] may replace any amount of augment slots with an equal amount of skills from a Single Bloodline Path or Core Ability (if multiple augment slots are filled this way, all choices must come from the same BL/CA table).
    • [Hitokugutsu Puppet] augments only apply when the user is attacking with them, or is using the Puppet Symbiosis technique.
    • [Hitokugutsu Puppet] Weapon Modifiers apply to all attacks made with it (including BL/CA attacks), rather than just Puppet Techniques.
    • Creating a [Hitokugutsu Puppet] requires a 300 word RP about acquiring it and may be linked to from the user's normal RP threads; this is only required upon acquiring a puppet, and must state which BL/CA its augment skills (if any) will come from. Augments and selected BL/CA skills may be changed as normal weapon changes, but which BL/CA it has access to will be permanent. The user may replace the [Hitokugutsu Puppet] just as they may a normal weapon, but obtaining it or another [Hitokugutsu Puppet] requires the RP to be done once again.
    • [Hitokugutsu Puppets] otherwise obey all other rules for Weapon Creation, and share the same restriction on how many may be owned.
Notes:
  • [Hitokugutsu Puppets] are still 'Puppet Weapons', but gain the benefits of this ability rather than any of the normal effects for the puppet weapon type.
  • If a [Hitokugutsu Puppet] redirects an attack to itself through a BL/CA technique, its Called Shot: Weapon level is raised.
  • Doujutsu Passives only apply while the user is equipped with the [Hitokugutsu Puppet] and still take AP Timing to come into affect.
  • Non-Offensive Independent and Non-Offensive Dependent Special moves or Non-Offensive Techniques cannot be used without Puppet Symbiosis.
 

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Berserker
Berserkers are ferocious fighters who focus on melee attacks, by they physical or elemental. The path to becoming a Berserkers is a dangerous one, and requires a deep knowledge of how the world works, of the way it interacts with the spirits of the land, and the animals. Berserkers are often thought of as dumb brutes, but these men and women are often the leaders of tribes, shamans who know how to lead their people and how to commune with the land. They shun many conventions of modern combat and focus on their own ways.

Wild Offense - Boost (1 point)
Restriction- Can be purchased up to 3 times.
Berserkers embrace the nature of the world, and this gives them a unique talent of letting their jutsu take hold more effectively.
Effect: Grants the user +5% secondary chances on offensive techniques using melee accuracy.

Spirit of the Beast – Variable Style (3 points)
Restriction – C Rank and Up
Berserkers are bestial in nature, often found wearing the pelts of their kills as trophies and power. This fighting style emphasizes the primal power they harness near perfectly, allowing them to give into their bloodlust fully.
Effect: When used as a physical style, the user’s weapon is considered to have +2 Accuracy and +10% Damage for its modifiers, overwriting the weapons actual modifiers.
When used as a chakra style, all techniques that use Melee Accuracy can be channeled through the user’s weapon, gaining the Accuracy and Damage modifiers applied to them.
Notes:
  • You cannot enter this style in both physical and chakra by entering it twice.
  • If used in physical style with Weapon Attunement the damage modifier is +15%.
  • Ninjutsu and Genjutsu Techniques channeled through the user's weapon count as Offensive Taijutsu Techniques matching the Taijutsu Subtype of the weapon.

Mighty Blow – Dependent Special Move (2 points)
By using an overpowering blow, a Berserker can swat aside an opponent’s defenses and get in a sudden blow when they’re unprotected and not expecting it.
Effect: The user may take a -2 Dodge penalty to combo a full hit offensive taijutsu technique on a target with a taijutsu technique of equal or lower rank. This follow-up taijutsu is counted as a sneak attack. This may be used once a round. This counts as a combo.

Shaman Insight – Ability Modification (2 points)
Restriction – Requires Insight
Berserkers harness the spirits of the land to aid them in combat. The guile of the snake, the ferocity of the bear, and in some cases the wisdom of the owl. This technique allows them to look deeper into the patterns of the world to see deeper than any other can.
Effect: Whenever a hidden action is targeted at the user, they make a reflexive awareness check. If successful, this creates a barrier of the appropriate damage type equal to 5% of their max HP. This barrier only lasts for the hidden action. This has a 5 second cooldown after use.

Walk It Off- Independent Special Move (3 points)
Often the Berserker is put into situations where they end up bleeding, bruised, and broken. Those who thrive in such a predicament often learn to turn their luck around through sheer stubborn willpower.
Effect: The user pays 1 AP to ignore any non-genjutsu debuffs on themselves for the next 10 seconds. This instantly raises the Called Shot level of two random limbs when it ends. These Called Shot levels cannot be healed for the remainder of the fight, and will not be ignored by future uses of Walk It Off. This is modded at 0 AP timing.
Note: This ignores the actual debuff, not individual sources. -3 Accuracy, even if from 3 sources, is considered a single debuff.

Indomitable Will – Ability Modification (3 points)
Restriction – Requires Willpower
Berserkers give in to a fierce nature when they unlock their abilities. This changes everything about them, from the way their bodies respond to the makeup of their mind. This change to their thoughts make genjutsu attacks much harder to take hold to the now-alien brain patterns.
Effect: The user may use Cancel reflexively when affected by a Genjutsu. This replaces the normal effect of Cancel and forces a reroll of the Genjutsu with -2 Gen DC. This uses Cancel's free use from willpower.
Note: The user does not need to be aware they are under a genjutsu for this to work.

Inner Rage – Boost (1 point)
Restriction – May be taken 3 times
Berserker’s are best known for their overwhelming physical prowess. Rare is the person who can claim to have bested a Berserker in raw strength. Their lifestyle leads to this, as they spend most of their time training to tackle greater beasts.
Effect: +5% damage to all Taijutsu techniques

Enhanced Focus – Passive (2 points)
When your senses begin to dull, those you have left are increased. This is a natural fact of life that the Berserkers have taken to an extreme. When their other traits are damaged, it increases their ability to hurt their opponents more reliably.
Effect: Any debuffs afflicting the user increases their melee accuracy by +1 per debuff rank. If the debuff is being ignored by Walk it off, the user gains +5% Damage per ignored debuff
Note: This does not include debuffs the user has placed upon themselves, included those inflicted by using Walk It Off.

Unarmored Defense – Passive (3 points)
Berserkers only really need their weapons. Whenever they fight without other items encumbering them, it allows them to enhance their already significant physical prowess.
Effect: If the user does not have any Gear equipment in their inventory, they gain 10% DR versus all damage types, including Illusionary.

The Best Offense – Dependent Special Move (2 points)
They often say the best offense is a good defense. Berserkers can be very literally minded, and have taken that to a logical endpoint that might be a bit confusing to figure out.
Effect: By sacrificing all their DR for the next 3 seconds, the user can add half that percentage as a damage buff to their next offensive taijutsu technique. This technique ignores half of an opponent’s own DR.
Note: If you have 20% DR and use this, you will gain +10% damage to your next attack.

Cornered Prey – Dependent Special Move (2 points)
Often, it’s advantageous to corner your prey. While they fight harder, its because they have nowhere to run. Using this hunting strategy is a wise move to any warrior.
Effect: When the user uses an offensive taijutsu technique of any rank, the user may replace any secondary chances with an attempt to trip-up their target, giving them -3 dodge for the next 7 seconds. This move has a 10 second cooldown on success.

Valhalla – A-Rank Chakra Armor (1 point, 1 point to rank up)
In the end, the Berserker wants a glorious death in battle. Their desire to be the best warrior is often stronger than any other want or need they could have. They have learned to utilize their chakra to give themselves the chance to annihilate their opponent or go down in a blaze of glory.
Rank 1/2: While this Technique is active their Taijutsu techniques gain +5%/10% damage, this extra damage does not break caps but does ignore barriers and other DR. Their taijutsu offensive techniques also gain +1 crit range that can break caps. While this technique is active, the user's DR is converted into a Damage buff and they take +10%/5% more damage from all sources.

Cadency
Those who follow the path of Cadency are few, but they are very talented. With a unique blend of song and chakra, these musicians weave genjutsu through the air as effortlessly as many people speak. Their art is a hard one to master, but beautiful to hear in action.

Instrumental Fervor - Augment (2 points)
The key to any Cadency is their instrument. Be it their voice, storytelling, a violin, or any other thing to produce sound. They use these to enact their powers.
Effect: The user obtains the Instrument Augment. The Instrument Augment allows the user to cast Genjutsu Techniques through this weapon for +10% CP, and adds the weapon’s base damage bonus, if there is one, to Audial Genjutsu Techniques channeled through it.
Note: The damage boost only applies to the base bonus, it does not include any from Buffing Techniques, abilities, or any other methods to increase weapon damage. This cannot be put on a weapon that is not in the user’s Dojo.

Mental Sonata – Dependent Special Move (2 points)
The voice, the instruments, the sheer musicality of the Cadency lend their chakra a special gift that lets them encompass multiple people with their talents.
Effect: The user may target up to two additional opponents with Genjutsu Techniques they cast through their Instrument Augment. Each additional opponent lowers the total Gen DC for all 3 rolls by -1, or -0.5 if it is an Audial Genjutsu Technique.

Hallucinatory Cantata – Passive (1 point)
Restriction- Can be purchased 3 times
The haunting melody of the Cadency is especially subtle when it comes to findings ways into a foe’s mind. While mere chakra might hit a stubborn will, it takes a unique person to ignore their hearing.
Effect: +1 Gen DC to Genjutsu Techniques channeled through their Instrument Augment.

Lingering Fugue – Independent Special Move (2 points)
Many times, a catchy tune or particularly memetic theme gets stuck in the head. When that theme carries with it a genjutsu, it becomes far more of a problem to deal with.
Effect: If an effect would cause an Genjutsu Technique to end against the user’s will (Cancel, forcing the maintain to be dropped, etc), the user may pay the casting CP cost of the Genjutsu Technique to force it to last for 10 more seconds past this point. If it is a Audial Genjutsu Technique, this may be done using the Maintenance CP cost. This is a reflexive action.

Echoing Chorus – Ability Modification (3 points)
Restriction- Requires Shattered Reality
Just when you thought the music was over, they begin the chorus again.
Effect: When the user shatters an Genjutsu Technique, they may combo the shatter with the same Genjutsu Technique they have shattered for +20% CP. If it is a Audial Genjutsu Technique, the comboed Genjutsu has +2 Gen DC. The new Genjutsu cannot be shattered. This has a 10 second cooldown.

Scherzo Flurry – Chakra Style (2 points)
There is a myth of genjutsu users being slow, letting their minds think before they act. Cadency users can ignore this rumor, letting their instrument guide them down the tonal paths of speed.
Effect: While in this style, the user gains +2 dodge. Any Genjutsu cast using the [Instrument Augment] may use a Sensory Knowledge and Sensory Mastery move used at the same time. Ninjutsu techniques are modded as being 0.5 AP slower and -2 Acc/DC.

Valorous Rhapsody – Passive (3 points)
You can hide, you can run. But sound will always be faster.
Effect: Allows the user to make Blind Shots with Genjutsu Techniques channeled through their Instrument Augment. Audial Genjutsu Techniques gain +1 Awareness on the check.

Rondo of Life – Independent Special Move (2 points)
By bringing their energy back into themselves, Cadency can, indeed, use musical to soothe and heal.
Effect: The use may choose to willingly end a maintainable Genjutsu Technique with at least 10 seconds of maintain time left. Upon doing so, they regain HP equal to the CP cost of two rounds of maintaining the Technique. Audial Genjutsu Techniques ended this way regain +25% as Temp HP as well.

Overbearing Overture – Dependent Special Move (3 points)
It’s always important to start things off right. For a Cadency, this means getting the proper setup to things.
Effect: By adding 1 AP to the cost of an Genjutsu Technique, or 0.5 AP for Audial Genjutsu Technique, the user can trick an opponent into thinking it is a Ninjutsu technique, setting off any conditionals that would be used on such. This has a 10 second cooldown. This does not affect the AP timing of the Genjutsu Technique.

Suite Band – Ability Modification (2 points)
Restriction- Requires Willpower
Just as sound can used to carry the mind away, short, sharp notes can be used to center it once more. Cadency had learned to harness this to reinforce one of their biggest weaknesses.
Effect: The user may cast Cancel through their Instrument Augment. When used this way it can affect the user and 2 additional targets, but they must pay the CP cost for each target.

Concerto Grosso – Passive (1 point)
Restriction- May be purchased 3 times
By utilizing their unique chakra abilities, the Cadency can mimic several musicians at once, giving their instrument more oomph.
Effect: +5% Genjutsu damage. Audial Genjutsu techniques also gain +0.5 Gen DC

Voice of the Madrigal – Audial Genjutsu (1 point, 1 to rank up)
The ultimate technique of the Cadency, by focusing solely on their master of auditory hallucinations they can create a story in song form that sows confusion among their foes.
Rank 1/2: The user makes a Genjutsu Check against 2/3 targets at -1/0 Gen DC. A successful check causes 1200/1500 Illusionary Damage, and then deals 300/400 Illusionary Damage for each Genjutsu Technique the user is maintaining on them individually. Audial Genjutsu instead deal an additional 500/600 Illusionary Damage instead.
Cost: 3AP and 1155 CP
 
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Animal Companion - Passive
If their physical features were not enough to identify a Inuzuka, then the next most distinguishing aspect may be their closeness to the animals of nature, capable of communicating with them through both complex growls and sounds or simple body gestures. This is best emphasized by the bond they can form, becoming companions to the point where the two are near inseparable.

Rank 1/2/3: The user has an Animal Companion which has up to 25%/50%/75% of the user’s stats.

The Animal Companion works as follows:
  • The Animal Companion Class has a 40 HP Mod, and may move acc as per Custom Class rules.
  • They do not have CP, and are immune to CP Damage Effects and Chakra Burn.
  • Cannot use Ninjutsu or Genjutsu techniques
  • Can only perform Inuzuka Bloodline and Taijutsu Techniques that the user knows, but does not require CP to do so.
  • Animal Companion’s do not have AP.
  • Animal Companion’s have 4 conditional slots, that may be used to take actions.
  • Animal Companion’s actions use normal timing for the action, worked off of the user's AP.
  • Animal Companions may not perform any type of Clone or Creation technique.
  • May have 1 custom weapon using normal custom weapon creation rules.
  • Has a single inventory slot.
  • Animal Companion’s may enter into the same Style as the user for the same AP cost.
  • The Animal Companion and the user share a combo slot.
  • Damage done by the Animal Companion is unable to be buffed in any way.

Two-Headed Wolf - Buffing Taijutsu
The ultimate technique of a Inuzuka Beast Master, physically fusing with their animal companion to make one creature greater than the sum of its parts.

Rank 1/2/3: The user and animal companion transform into one entity, gaining the Gigantic Ability. Any damage taken is split evenly between the user’s and the animal companion’s HP. At Rank 2, while transformed the User and Animal companion both use the user’s Acc. At Rank 3, while using Two-Headed Wolf, the user and animal companion count as having the Alpha Status Technique active, and may still combo attacks.

Cost: 2.75 Ap, 2475 CP 1240 CP/rnd.

Notes:
  • This is a Chakra Armour Technique
  • This may be maintained for up to 30 seconds.
  • May only be used while Beast-Human Clone is active.
  • Mutual Link cannot be used while this technique is active.
  • The user and animal companion are one target, using the user's stats if attacked.
  • This technique ends when the user or animal companion is reduced to 0 HP.
 

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Permanency
Some Shinobi are able to wield their Chakra with such efficency, they can make temporary creations semi-permanent, allowing quicker use of certain techniques.

Information
Prerequisites: C Rank

Effect:
  • The user may use Weapon Creation Techniques in their Dojo to create weapons, following the standard weapon creation rules.
  • At the start of a Battle, the user must pay the CP cost for each Weapon Creation Technique created this way.
  • Weapons created this way do not cost AP, only CP.
  • Weapons created this way do not disappear if dropped or unequipped.
  • Weapons created this way do not count as a maintained technique, but continue to cost the maintenance cost of the technique per round. (eg, Paper Blade will cost 365/455 CP/rnd, and you cannot chose to end it)
  • Weapons created this way still require the use of a weapon Slot.

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 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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Equipment
  • Each player has 5 inventory slots.
  • Weapons do not take up Inventory slots.
  • Each player has one Utility Slot, one Armor Slot, and 3 Miscellaneous Slots.
  • The Utility Slot may contain a Headband, Headset or a Respirator.
  • The Armor Slot may contain either Heavy Armor, Light Armor or No Armor.
  • The Miscellaneous Slots may have any Gear, Tool, Poison or Trap.
  • Each player must state which items their inventory slots are used for in their Dojo; (if this is not done, any unstated slots will be empty if they end up in a modded situation.)
  • Each player may only have 1 of each item; inventory slots cannot be filled with the same item.
  • Unless otherwise stated, Items cost 1 AP to use and require movement. They do not need to be equipped like weapons do, and they may be used while equipped with a weapon.
  • Unless otherwise stated, if an item is used as an attack or otherwise requires a check, it will use Ranged Accuracy.
  • All items are grouped by certain classifications;
    • Passive: Items of this type do not need to be equipped in order to be used.
    • Consumable: Items of this type only have a certain amount of usages; once all uses have been reached, the item may no longer be used for the remainder of battle.
    • Gear: For the most part, items that passively grant their effects during battle. In some cases these may be targetable by others.
    • Tool: A general purpose category of item that has no unique rules.
    • Trap: Traps have specific rules related to them linked here.
    • Poison: Poisons have specific rules related to them linked here.

Armor Types
Light Armor
Minimalist armor that offers abit of extra protection without slowing down its wearer, and a favorite of shinobi. The protection of this armor is often limited to only a few vital spots and areas, but this can often be enough to ensure the user won't be brought down a single well-placed strike.

Type: Armor, Passive
Uses: N/A
Effect:
  • All secondary effects from Ninjutsu and Taijutsu against the user suffer -5% chance.
  • The user has +1 Dodge.
  • Partials Hits that deal 25% damage now deal 0% instead
Heavy Armor
Sturdy armor that offers the user significant protection, although armor of this type does have a noticeable drain on the user's endurance. Even the toughest of shinobi will begin to show the effects of wearing such sturdy armor during a prolong battle, but it may be the difference between life and death.

Type: Armor, Passive
Uses: N/A
Effect:
  • The user has +5% DR against Physical and Elemental Damage.
  • The user gains +5 HP Modifier.
  • The user's chakra costs are increased by +15%.
  • All secondary effects from Ninjutsu and Taijutsu against the user suffer -10% chance.
No Armor
For some Shinobi, speed is all that matters, and while good armor can sometimes save you from death, these shinobi believe that if you are fast enough, then you don't need to even worry about getting hit.

Type: Armor, Passive
Uses: N/A
Effect:
  • The user's techniques resolve 0.25 AP faster.
  • The user has +5% secondary effect for Ninjutsu and Taijutsu

Weapons
Weapons are the core of Taijutsu. Almost every Taijutsu involves using a weapon of some sort, and the jutsu themselves revolve around the damage and accuracy of the weapon.
  • Weapons are not considered items, and do not take up inventory slots.
  • Unarmed, Slashing, Bludgeoning and Piercing weapons all use Melee Accuracy.
  • Projectile, Thrown and Puppet weapons all use Ranged Accuracy.
  • Keep in mind weapons must be equipped before they can be used. The costs are as follows:
    • Equip = 0.5 AP
    • Un-equip = 0.5 AP
    • Drop = 0.0 AP
    • Pick up (From being dropped) = 1.0 AP
    • Important: One thing to note is that handseals cannot be made while a weapon is equipped.

Basic Weapon Strikes
A basic strike costs 0.75 AP and deal damage according to your OOC Rank:

  • E-Rank: 50
  • D-Rank: 70
  • C-Rank: 90
  • B-Rank: 110
  • A-Rank: 130
  • S-Rank: 150

Basic strikes are a E-Rank Taijutsu of the same subtype as the weapon used. If the weapon has multiple subtypes, the user chooses which subtype they are using.

Weapon Creation Rules
Weapon Creation Rules said:
Weapons
Your standard weapon! This can be anything from a small dagger, a huge sword that makes up for lacking in other areas, a spiked whip blade, or a set of throw-able boomerang axes. It does not matter; this is your weapon. A player must post in their ability training thread (Dojo) before a weapon may be used in battle; this must state the following:

  • Weapon Damage Type
    • Slashing: When creating a Slashing Type weapon the creator may choose either [Suppression] or [Bleeding]. Attacks made with the created weapon have a chance to apply the chosen effect as per the rules found
    • Bludgeoning: When creating a Bludgeoning Type weapon the creator may choose either Suppression or Bleeding.
    • Piercing: When creating a Piercing Type weapon the creator may choose either Bleeding or a +5% increased success chance with [Called Shot].
    • Unarmed: When creating an Unarmed Type weapon the creator may choose either Suppression or they may retain the ability to use Handseals with their weapon equipped.
    • Projectile: When creating a Projectile Type weapon the creator may choose either Suppression, Bleeding or a +3% increased success chance with Called Shot attempts.
    • Thrown: When creating a Thrown Type weapon the creator may choose either Suppression, Bleeding or they may retain the ability to use Handseals with their weapon equipped.
    • Puppet: When creating a Puppet type weapon the creator chooses either Bleeding, Suppression, or having non-offensive jutsu used with it modded .25 AP faster (affecting timing only, not AP cost).
      Important:A weapon may only have 1 damage type, unless using an augment like Trick Weapon
  • Damage Modifier
  • Accuracy Modifier
  • Which Augments are equipped (up to 3 maximum -- see below)

This must be done for every puppet the player has in their Inventory. Any aspects of a created weapon may be changed or swapped at any point with a new post but it will not effect a battle already in progress. Making a new weapon or changing/swapping an aspect of an existing weapon does not require an RP of any length but still requires Council approval before usage in battle.

Damage/Accuracy Modifier
  • For every +1 Accuracy a weapopn has it has a -5% Bonus Damage modifier.
  • For every -1 Accuracy it has it has a +5% Bonus Damage modifier.
  • This has a cap of +2 Accuracy / -10% Bonus Damage or -2 Accuracy / +10% Bonus Damage.
  • Weapon modification (Accuracy/Damage) apply to actions taken with the user's weapon.

Augments
Each weapon has 1 Augment Slot to be used for customization. All augments must be purchased individually. Players start out with their weapons and puppets having 1 Augment Slot. At D-Rank the number of Augment Slots increases to 2 and then again at B-Rank the total number of Augment Slots rises to 3.

Weapon Removal Rules
Weapon Removal Rules said:
Much like creating a weapon, a player must post in their ability training thread (Dojo) that they wish to remove the weapon they created, with the same information they provided while creating it

Weapon Creation Jutsu
Weapon Creation Jutsu
Some techniques specifically generate a weapon when cast. These weapons must follow all rules and guidelines associated with Weapon Creation Rules (found here: [LINK]). Any other associated limitations or special rules for those weapons will be contained within the effects or notes of the jutsu itself. In general all Weapon Creation Jutsu follow the rules listed below:
  • A weapon created through a Weapon Creation Jutsu has Augment Slots equal to a normal weapon of the user's OOC Rank (A D-Rank player creates weapons with 2 slots and a B-Rank or above player creates weapons with 3 slots).
  • All characteristics such as which augments are equipped, what the Accuracy/Damage modifier is and the Damage Type are all chosen at the time the Weapon Creation Jutsu is cast. In addition the user must own any augments they select to be equipped to their newly created weapon.
  • Weapons created via Weapon Creation Jutsu are not considered standard Creation Jutsu and do not count against the user's limited number of creations.
  • Created weapons disappear immediately if the technique which created them is not maintained, is dispelled or if the weapon leaves the user's hand (unequipped/dropped/disarmed) for any reason.

Weapon Limitations
Each individual body is allowed to have a maximum of weapons it can hold, this limit is based upon your OOC Rank:
  • E-rank: 2 Weapons
  • D-rank: 3 Weapons
  • C-rank: 4 Weapons
  • B-rank: 4 Weapons
  • A-rank: 5 Weapons
  • S-rank: 6 Weapons

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Line of Sight said:
Line of Sight is defined as being able to see their target, with the following examples:
  • A target not in Stealth against the user
  • A target not on the opposite side of a Barrier or Arena
  • No Techniques removing Line of Sight

Line of Sight and Awareness are two different things. Having no Line of Sight does not mean a user does not have Awareness of the target.
  • A user with no Line of Sight to a target, and does not have Awareness of the target, will have their attack randomized between hostile targets out of Line of Sight, which will then have a Blindshot chance, as per normal Awareness rules.
  • If there is only one target out of Line of Sight, and the user has Awareness of them, the user may attack them normally.
  • If there is only one target out of Line of Sight, and the user does not have Awareness of them, the normal Blindshot rules apply.
 

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Stealth and Retreating From Battle
Stealth:
A user may attempt to enter "Stealth" for 1 Ap. The user checks their Stealth Stat against the Awareness stat of Hostile and Allied Targets in the Battle.

Being in Stealth has the following affects:
  • Offensive Techniques used in Stealth are Sneak Attacks, unless otherwise specified.
  • Non-Offensive Techniques are shown in the Battle by their Technique type, (eg; Shinobi Bob used a Taijutsu/Genjutsu/Ninjutsu Technique)
  • Offensive techniques used against them are Blind Shots.
  • If the user in Stealth uses an Offensive Technique or is hit by an Offensive Technique, they immediately leave Stealth.
  • Each time a user leaves Stealth, all Hostile and Allied Targets in the Battle receive a +1 Awareness bonus against that user for the remainder of battle.
  • When casting a Clone/Creation/Summoning Technique while in Stealth, the Clone/Creation/Contract will also be in Stealth.

The values for the Stealth Stat and Awareness Stat are as follows;

Stealth Values said:
Stealth Value = (.6 Stat Average) + (.4 Agility)
Awareness Value = (.5 Stat Average) + (.3 Genjutsu) + (.2 Chakra Control)

Sneak Attacks
  • If a user in Stealth performs an Offensive Technique, it is a "Sneak Attack".
  • Sneak Attacks gain +3 Accuracy/DC, +10% damage, +1 Critical range, and do not trigger conditionals.
  • Reflexive actions cannot be used against Sneak Attacks.

Blind Shots
  • Any offensive action against a target in Stealth is a "Blind Shot".
  • Blinds Shots check the user's Awareness against the Stealth of the target.
    • If the user fails this check, the Blind Shot automatically misses.
    • If the user passes or ties this check, then the attack is rolled normally.

AoEs, Blindshots and You
When an Area of Effect Technique is used to try and hit a target or targets in Stealth, they receive an Awareness bonus to the Blindshot check, based on the Rank of the Technique and the amount of targets it can hit.

OOC Rank of the Technique/Bonus
  • E Rank: +0.5
  • D Rank: +1
  • C Rank: +1.5
  • B Rank: +2
  • A Rank: +2.5
  • S Rank: +3

Number of targets:
  • 2 Targets: +1
  • 3 Targets: +1.5
  • 4+ Targets: +2

Environmental Effects
Each Battlefield will have its own Stealth modifiers, listed below. These are the base bonuses, and may be altered through Techniques and other effects. If a Battle occurs in a thread, The Thread Creator's sets the Terrain modifiers that will be used for that Battle. If they do not provide anything, the Battlefield will be set to Little Cover: and ]Average:.

Terrain Modifiers said:
Terrain:
  • Open: -3 Stealth. This would be a generally empty area with nowhere to hide, like a narrow hallway, an open plain, or empty room.
  • Light Cover: -1 Stealth. These would be nearly empty areas with few obstructions and cover, like a deserted street or gate. Available cover would be few, or small, such as the occasional shrub.
  • Little Cover: +0 Stealth. Everyday environments, small signs or bushes, a normal house or room would all fall into this category.
  • Moderate Cover: +1 Stealth. This would suit areas such as a leafy forest trail, a mountain path filled with boulders, the rooftops of a large village, or even a large room that is filled with party guests.
  • Heavy Cover: +2 Stealth. This represents the easiest of places to hide, such as a deep within a cavern, the heart of an overgrown forest, or even a warehouse packed with large crates.
Visibility:
  • Bright: -2 Stealth. This would be broad daylight, or an area with otherwise bright lighting were visibility is no problem.
  • Average: +0 Stealth. Not quite broad daylight, this refers to average areas without direct sunlight, but still visibly bright, about as bright as indoor lighting.
  • Dim: +1 Stealth. This is used to represent slight twilight that is not too dark, such as the twilight round sunset/rise, or a building with no lights but plenty of windows.
  • Dark: +2 Stealth. Representing naturally dark environments, this would be a general village at nighttime, a dark home with no lights, a basement with flickering light bulbs. There's still light to be found here, but the shadows are definitely more dominant.
  • Pitch Black: +3 Stealth. Very specific areas that have no visible light whatsoever. This would be the deepest reaches of a cave away from all light sources, or deep within a large structure or building in the dead of night.

Retreating from a Battle:
It is foolish to fight a Battle that cannot be won, and at times it may not even be worth the effort or risk to fight in a winnable Battle. Sometimes an individual just may not want to fight, just plain and simple. Whichever may be the case, Retreating from a Battle can be done by anyone, and only requires putting distance between you, and your would-be opponent. Stealth isn't even particularly required if there are Traps or other fighters around to intercept any pursuers, but Retreating through Stealth is the most efficient method to escaping any Battle without leaving any trails. However, just like entering a Battle, Retreating takes time and can be risky.


Retreating from a Battle:
  • Retreating from a Battle takes 30 seconds.
  • The user must declare they are Retreating in their actions.
  • If the user is forced to stop Retreating, they will automatically attempt to continue Retreating once able to, unless they have actions or conditionals stating otherwise.
  • If the user is forced to stop Retreating, they lose half the accumulated Retreating time. (eg If they are hit with a Full Bind or Physical Bind at 10 seconds, they would still require another 25 seconds)
  • If the user choses to stop Retreating, they lose all the accumulated Retreating time.
  • Retreating requires Movement
  • The user may use Non-Offensive Techniques while Retreating.
  • If the user uses an Offensive Technique they no longer Retreating.
  • If the user is in Stealth against all Hostile Targets, the user's Retreating time is reduced to 20 seconds. The user's Retreating time returns to 30 seconds if they leave Stealth for any reason.
  • The user must not be inside an Arena Technique while Retreating. If the user enters an Arena Technique they are no longer Retreating.
 

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Clone and Creation Jutsu
  • You may only have one Clone Technique active at a time.
  • You may only have one Creation Technique active at a time.
  • Clones and Creations may not be used to by-pass built in limitations of techniques (such as "this techniques may only be used once per battle" or "user may not target themselves").
  • Action Points - Unused Clone/Creation AP does not carry over to the following round.
  • Secondary Stats: Clone/Creation Secondary stats are determined upon their creation based off of the user's total Secondaries at the time of creation. Non-Genjutsu effects that alter the user's Secondaries after their creation have no affect on them.
  • Effects: Unless specifically stated otherwise, Clones and Creations are vulnerable to other non-Genjutsu effects such as poison and called shots. Unlike Genjutsu, they are unaffected by their user's condition.
  • Equipment: Creation Techniques have no equipment unless otherwise stated. If the Clone Technique is capable of performing Taijutsu Techniques, it may perform Taijutsu without the proper weapon equipped. Clones may take a user's weapon to equip for the standard 0.5 equip cost.
  • Genjutsu and Awareness:Clones and Creation Techniques do not have Sense Slots, and share the user's Awareness.
    • Clone and Creation Techniques do not have their own Genjutsu senses or their own Awareness rolls. They cannot be affected by Genjutsu targeting them, but are affected by Genjutsu placed on their user.
    • If the user is aware/unaware of a target, their Clone/Creation techniques will be as well. A Clone/Creation technique may make a Blind Shot against a target their user is unaware of, but cannot gain awareness of the target unless the user themselves gain awareness.
  • Actions-
    • Clone Techniques - Unless otherwise stated, Clone Techniques cannot use Bloodline, Core Ability or Kinjutsu techniques nor perform any type of Clone or Creation Technique.
    • Creation Techniques - May only perform the actions detailed in their respective techniques. These actions count as their respective technique subtype (eg, Abysmal Harbinger's attacks count as a Fire Ninjutsu techniques, and therefore uses Fire Ninjutsu Accuracy. If the accuracy has been changed using Shinobi 101, the Shinobi 101 accuracy will be used.)
  • When using a Clone Technique, the user checks their Stealth against the Awareness of all in battle. Any players who fail this check are unable to detect the difference between the original and their Clone Technique, and will have their actions that target this individual randomized between each identical copy they are unable to recognize.
    • Upon attacking a user and/or their Clone Technique, the attacker is instantly aware of whether the target is a Clone Technique or not. If the attacker strikes the original user, they are no longer are required to randomly attack each Clone Technique.

Common Terms
There are various terms throughout the battle system, and these are the common grouping of each type.
  • Passives
    • Passives
    • Doujutsu
    • Boosts
    • Modifications
      • Ability Modification
      • Jutsu Modification
  • Techniques
    • Ninjutsu
    • Taijutsu
    • Genjutsu
    • Variable Jutsu
    • Dependent Special Moves
    • Independent Special Moves
  • Abilities
    • Styles

  • Battle - Any situation that is modded is called a Battle.
  • Battlefield - The field of battle, this is the area that modded fights take place in
  • User - The entity performing an action
  • HP - This is your Health Points
  • CP - This is your Chakra Points
  • Max HP - This is your Maximum HP.
  • Max CP - This is your Maximum CP.
  • Elemental Damage - Any damage from an elemental technique, (Wind Ninjutsu deal Elemental damage).
  • Physical Damage - Any damage from a technique using a weapon, (Slashing Taijutsu deal Physical damage).
  • Terrain Technique - This is a Technique which alters the Battlefield with an affect.
  • Arena Technique - This is a Technique which creates an Arena. Only one of these may be on the Battlefield at a time.
  • Clone Technique - This is a Technique which creates one or multiple Clones.
  • Creation Technique - This is a Technique which creates one or multiple Creations.
  • Summoning Technique - This is a Technique which summons a Contract onto the Battlefield.
  • Chakra Armour Technique - This is a Technique which gives the user Chakra Armor.
  • Area of Effect Technique - This is any Technique which has multiple Targets.
  • Full Bind - Prevents movement, ends any maintained techniques and cannot perform any actions that require Chakra use or movement.
  • Chakra Bind - Ends any maintained techniques and cannot perform any actions that require Chakra use.
  • Physical Bind - Prevents movement and any actions that require movement.
  • Stealth - The user is hidden from opponents, and gains Sneak Attacks and Blindshots.
  • Retreating - The user is running away from a Battle
  • Player/User - A Player controlled character
  • Target - A Player/Clone/Creation/Summon/NPC.
  • Hostile Target - An enemy or non-allied Player/Clone/Creation/Summon/NPC.
  • Allied Target - A non-enemy Player/Clone/Creation/Summon/NPC.
  • Offensive Techniques - Techniques used against a Hostile Target.
  • Non-Offensive Techniques - Techniques used upon the user or an Allied target.
 

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The Reaper's Gaze said:
A terrifying illusion that forces those who fall prey to this technique to see the terrifying gaze of the shinigami freezing them with fear.

Information
Prerequisites: A Rank

Rank 1/2: Cast at -1/-0 DC dealing 264/330 Damage per round. This applies a Full Bind to the target.

Notes:
  • This technique can be maintained for up to 30 seconds
  • This is a Full Bind Technique
  • The target has a 15% chance to escape per every 2.5ap they use.
  • Does not effect those with the ability Fearless or who are otherwise immune to fear effects.
  • While maintaining this technique the user may not use any other offensive techniques against the bound target.
  • The bind is broken if the user takes 10% of their max HP in damage in a single round or the victim is attacked (victim suffers -3 Dodge against the attack)
  • The bind is broken if the user uses more then 10% of their Max CP in a single round.

Rank 1/2 Cost: 2200Cp, 1100cp per round
 

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Blood Rack

Effect:
  • Attacks with equipped weapon forfeit any capability of inflicting Suppression, but attacks which successfully raise a target's Bleed Rank cause the victim to suffer Bleed damage at the new rank instantly. If a single action inflicts multiple ranks of bleeding to the same target, only the highest bleed rank's damage is used.
  • Attacks which would successfully raise a target's Bleeding Rank against targets which are already at Rank 5 Bleeding still cause them to suffer Bleeding Damage even though their Bleeding Rank cannot be raised any higher. For every fifth trigger of this technique, it cannot trigger again for 5 seconds.
  • This may only occur once per action.
 

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Action Points
AP is what determines how much you can do in a round. A round of battle is defined as 10 seconds. You use action points to do just about every action in a modded battle. Each OOC Rank has a the same amount of actions points:
  • E-S Rank: 10 AP
At the end of a round, a player can carry over 1ap or less to the next round.

AP Loss
  • A Player cannot lose more than half their AP from Poisons, Suppression, Max AP reduction and similar effects. This is worked off the player's AP for the current round, so a person with 10 AP that round cannot lose more than 5, but a person with 12 AP cannot lose more than 6.

TIMING
Alright, so the timing of actions, or the so called Action Stack, or AP stack is something that is a bit confusing. It also seems to be a bit misunderstood, especially concerning round timers on jutsu, which actions resolve first and similar.

{[AP of Action / Player's AP in the Round] * 10} = Time action takes to resolve.

An alternative method is to divide 10 by their maximum AP, and this will give you the number of seconds a single AP is. You can then multiply it as needed. IE 10 AP, 10/10 = 1 seconds per 1 AP. A .5 AP move would be 10*.5=0.5. If it needs to be rounded up, do not round anything until the final output.
 
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