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 v6.5.1 - "White Kama - This is as Boruto as it Gets"

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Melee Contact

Any of the following actions create Melee Contact:
  • Offensive Techniques using Melee Accuracy
  • Being hit with a Offensive technique using Melee Accuracy.
  • Medical Ninjutsu techniques.
  • Melee Contact is once per Technique, regardless of the amount of hits.
  • If the User has multiple Melee Contact effects, each one will occur at the same time.
 

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Alignment-based Techniques
Each user has an Alignment Slot, which contains the below ability. The four alignments are Spiritual, Holy, Cursed and Unaligned. Each of these alignments have their own special effect assigned to them. The Alignment Ability can be changed the same way you change an ability, or swapped for free upon gaining a Bloodline/Core Ability/Kinjutsu.

Alignment
Effect: The user gains the selected alignment, as well as the following effects:
  • Holy: The user is healed for 10% of any damage the user deals, at the end of each round.
  • Cursed: Hostile Targets take 10% Lingering Damage from any damage the user has dealt to them at the end of a round.
  • Spiritual: The user is healed for 5% of any damage the user has dealt, and hostile targets take 5% Lingering Damage at the end of a round.
  • Unaligned: Hostile Targets take 10% CP Damage from any damage the user has dealt to them at the end of a round.
    Notes:
    • If the user is granted an alignment from a Bloodline/Core Ability/Kinjutsu, they gain +5% to Alignment Effect.
    • If the user casts a technique with an alignment, they gain they gain +5% to Alignment Effect.
    • Alignments granted from a BL/CA/Kin and a Technique stack.
    • Healing/Lingering Damage caused by Aligned Offensive Techniques cannot be increased, decreased, blocked or ignored by any effect.
    • Alignment damage does not count towards damage dealt in a round (if a Cursed User deals 1000 damage and deals 200 Lingering Damage, the new Lingering Damage would be 100, not 120.)
    • All techniques the user casts will have the same alignment as they have chosen.
    • If the user casts a technique which has an alignment which does not match their chosen alignment, neither alignment effect occurs.
    • The user must choose an alignment in their Dojo
 

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Chakra Scalpel - Medical Ninjutsu
Bladed tools on the battlefield already have a razor edge, but the kind of knife needed for fine-tune battle medicine proved to be too unwieldy to use in fast situations. This annoyance lead medical shinobi to eventually evolved simple chakra reinforcement techniques, meant to make weapons sharper, onto themselves to provide on-the-go scalpels; though, no one is quite sure who was the first one to use this technique for combat. Its endless applications has made it become a staple technique for all medical shinobi to learn - for both practical use, and self-defense.

Information
Prerequisites: B-Rank
Rank 1/2: User creates a weapon make of pure chakra. This weapon automatically has the Special Composition: Medical Augment which does not take up a slot. This weapon deals -25%/-15% Damage, -2/-1 Accuracy, and has a 10%/20% chance to cause [Molecular Sever] regardless of Damage Type.

Special Action: User may sacrifice 1/2 Augment Slots to add 1/2 of the following effects to the created weapon:
  • May Channel Medical Ninjutsu through this weapon at no extra cost.
  • +5% Damage, and +10% if selected twice.
  • +5% HP Recovery from damage dealt, and +10% if selected twice.
  • +5% chance to cause [Molecular Sever], and +10% if selected twice.

Rank 1/2 Cost: 2.5 AP and 730/910CP, 365/455CP/rnd
Notes:
  • [Molecular Sever] deals additional damage equal to 0.5% Max HP per technique level (0.5% for E-Rank up to 2.5% for A-Rank).
  • [Molecular Sever] can only be inflicted once per technique.
  • Chakra Scalpel is a Weapon Creation Technique
  • The special action may choose the same +5% option for a total of +10% to the selected buff if the user sacrifices 2 augments slots for the same option.
  • Chakra Scalpel's Special Composition augment does not count towards the weapon's maximum of 3 augments. In addition, Medical Damage is affected by anything which applies to Medical or Non-Elemental attacks.
 

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Damage Types

Passive and Active Damage
There are two ways of which damage is applied in a battle, Actively or passively.
  • Active Damage is damage caused by a direct effect:
    • A Technique's initial damage
    • A Maintained Technique's Damage.
  • Passive Damage is damage caused by an ongoing effect:
    • Lingering Damage
    • Bleeding
    • Poisons

Lingering Damage - is a passive damage effect that causes damage at the end of a round. This damage cannot be Buffed or Debuffed in any way and unless otherwise stated lasts 3 rounds.
 

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White Kama said:
The shinobi with this skill is gifted with the ability to actually absorb some chakra that is used to harm them. Whenever attacked with a Chakra, the user's White Kama mark would immediately open and take some of the chakra used for the attack and convert it into a source of power for their own attacks. Its like photosynthesis, but for ninjas!

Information:
Prerequisites: C-Rank

Effect:
  • When gaining this ability, the user must choose either Ninjutsu. Taijutsu or Genjutsu. When the user is hit with a Offensive Technique of the Selected type by a Hostile Target, any Damage taken by it is reduced by 10%. This reduced damage is then added to their Karmic Pool. The user can use their Karmic Pool in the following ways when casting any Offensive Technique:
    • Damage Infusion: The user may spend +5% Cp costs using their Karmic Pool to deal +5% Damage.
    • Accuracy Infusion: The user may spend +5% Cp costs using their Karmic Pool to grant the attack +1 Accuracy.
    • Secondary Infusion: The user may spend +5% Cp costs using their Karmic Pool to give the attack a +5% chance to inflict any Secondary Effect.
  • The user may only use one Infusion Type per Offensive Technique.
  • The user may select the same infusion twice, as long as they have enough Karmic Pool.
  • Effects which cut through, bypass, or otherwise negate Damage Reduction do not apply to this ability.
  • There is no limit on the user’s Karmic Pool total.
 

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