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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NINPOCHO CHRONICLES v6.6.2 - "It's a Trap"

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NINPOCHO CHRONICLES v6.6.2 - "It's a Trap"

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A tiny patch, but with a complete system overhaul for Traps

  • No free swaps for this patch, its only a tiny one

Kinjutsu
Abilities
  • Initiative
    • Had its wording updated, and is now clearer about what can be used with it.
UBR
  • Traps
    • Complete rework, both with how they work and what they do
 
Wyrmwind - Dragonheart Non-Elemental Ninjutsu
Upon being infused with a dragon's heart the entire world changes. No longer will the person see the world as a simple human would, but as only a dragon can. They can see chakra, the ever intangable force, in multiple colors and in varying strengths; including their own. Due to this newfound vision, a shinobi with a dragon's heart is able to manipulate chakra unlike anyone or anything else in this world. When using any attack that requires chakra, they can rebind the leaking chakra from their attack that lingers in the air and cast the jutsu again; instantly.

Information
Prerequisites: Dragonheart, B-Rank
Rank 1/2: While active, when the user uses the Jutsu Expansion ability, the technique used with Jutsu Expansion may be used again for free at Rank 1 (0 AP/CP). This free technique, can target a different target but must be specified when used.
Rank 1/2 Cost: 2.5 AP and 730 CP
Note:
  • Does not require handseals.
  • This is a Terrain Technique.
  • At all ranks, other combatants must pass a Ninjutsu Check against the user at -2/-3 in order to cast their own Terrain technique. If the opponent successfully casts their own Terrain technique, this technique ends.
  • All normal Technique limitations apply, (Clones, Creations, Free Techniques, etc)

Old Version:
Wyrmwind - Non-Elemental Ninjutsu
Upon being infused with a dragon's heart the entire world changes. No longer will the person see the world as a simple human would, but as only a dragon can. They can see chakra, the ever intangable force, in multiple colors and in varying strengths; including their own. Due to this newfound vision, a shinobi with a dragon's heart is able to manipulate chakra unlike anyone or anything else in this world. When using any attack that requires chakra, they can rebind the leaking chakra from their attack that lingers in the air and cast the jutsu again; instantly.

Information
Prerequisites: Dragonheart, B-Rank
Rank 1/2: While active, when the user uses the Jutsu Expansion ability, the technique used with Jutsu Expansion is used again for free at Rank 1 (0 AP/CP). This free technique, can target a different target but must be specified when used.
Rank 1/2 Cost: 2.5 AP and 730 CP
Note:
  • Does not require handseals.
  • This is considered a Terrain technique.
  • At all ranks, other combatants must pass a Ninjutsu Check against the user at -2/-3 in order to cast their own Terrain technique. If the opponent successfully casts their own Terrain technique, this one is dispelled.
  • If the user doesn't have the Summoner ability, any creation technique won't be cast again.
[/QUOTE]
 
Initiative
Whether it be a fight or a race, these people will always take the chance to move ahead of time, before their opponents could even react. Gaining the advantage of surprise to those who would fall behind.

Information
Prerequisites: D-Rank

Effect: The user can use choose up to 1 AP of actions to be modded as 0 AP Timing per round. All costs are paid as normal. Actions used this way have Priority.

Notes:
  • May not be used with 0 AP actions.
  • Initiative Actions must be the first actions each round.
  • Does not stack with other Abilities, Techniques, or Passives that reduce AP Timing.

Old Version
Initiative
Whether it be a fight or a race, these people will always take the chance to move ahead of time, before their opponents could even react. Gaining the advantage of surprise to those who would fall behind.

Information
Prerequisites: D-Rank

Effect: The user is capable of prioritizing actions up to a total cost of 1 AP which are modded as 0 AP Timing per round. All costs are paid as normal.

Notes:
  • This may be split between multiple actions.
  • This does not include Binds.
  • Does not stack with other AP-prioritizing abilities (such as Seikon's Unreal Celerity, or Temporal Strider's World Standstill).
 
here

Traps
Trap Rules said:
Every good Shinobi knows that stealth and deception are the most important parts of war, and Traps are the greatest expression of this. Traps are a type of equipment with their own slot type:

  • Each user gets 1 Trap Slot.
  • Each user may change up to 2 inventory slots into Trap Slots.
  • The user may have multiple of the same trap, but each trap takes up its own slot.
  • Using a Trap costs 0.5 AP, and the user chooses the Triggering Condition.
  • While some traps have unique Triggering Condition, all Traps have the following basic Triggering Conditions:
    • The Trap will trigger when the user is hit by an Offensive Technique, targeting the one who triggered the trap.
    • The Trap will trigger 10, 20 or 30 seconds later from the time it was cast, targeting an Hostile Target.(The Target and Timing are both chosen upon arming).
    • The Trap will trigger when the user no longer maintains it, targeting someone at random. The maintenance cost for traps armed this way is 50 CP/rnd.
    • The Trap will trigger when being attached to a Hostile Target.
    • The Trap will trigger when the trap is hit through any method other than a Called Shot: Weapon, targeting the one who attacked it. If attached to something, attacking what it is attached to will also trigger this setting.
  • If a Trap is attached to a target, it becomes the Triggering Target.
  • A hostile or allied target that triggers a trap is called a Triggering Target.
  • Unless specified otherwise, Traps use Ranged Accuracy when the Triggering Condition is met.
  • The User may attempt to attach a Trap to a Hostile or Allied Target, this requires the user to spend +0.5 AP when making a Basic Strike.
  • The user may attach a Trap to themselves without a check. The Arming Cost does not change.
  • Attacks made by Traps do not count as attacks made by the user
  • Traps ignore stealth and do not require a Blind Shot check.
  • Unless specifically stated, Traps do not remove the user or hostile target from Stealth.
  • Unless specifically stated, the user may only have one of each Trap type armed at a time.
  • The user may have up to 3 traps armed simultaneously.
  • Arming a Trap requires a stealth check against all in battle. A successful check will show a Trap has been placed. A failed check will reveal the name of the trap to those who passed it.
  • Awareness checks will also check for Traps.
  • Hostile Targets may use Offensive techniques against Armed Traps if they have awareness of them. Traps do not dodge, and are destroyed when hit, unless this was the Triggering Condition.
  • Only the user is aware of the Triggering Condition for the Trap.
  • Once armed, unless otherwise stated, a Trap's duration is until triggered or destroyed.
  • Once a Trap is triggered, it consumes a use of the Trap, a requires a new Triggering Condition to be used again.

Acid Trap
Acid Trap
A trap based around the use of an acidic solution. Highly potent, this acid sears away at a surface it comes into contact with, dissolving substances such as armor and clothing until it reaches the skin. Oddly, while this acid is potent at dissolving inorganic material, it doesn't particularly damage living tissue directly.

Type: Consumable, Trap
Uses: 3
Duration: 30 seconds or until removed.
Effect:
  • Once the Triggering Condition is met, reduce the Triggering Target's DR by 10%. This lasts until the Triggering Target is healed by any Medical Technique of B-rank or higher.
  • If this would reduce a Triggering Target's DR below 0, it instead causes the Triggering Target to take +15% damage from all non-Illusionary Damage.

Chakra Gauging Seal
Chakra Gauging Seal
A seal intended to monitor the chakra system of a target and both detect and correct abnormalities. Having this seal is an excellent method for determining if one has fallen under a Genjutsu Technique, although these seals only work for less than a minute, so timing is crucial.

Type: Consumable, Trap
Uses: 2
Duration: 30 Seconds
Effect:
  • This Trap has the following Triggering Condition; it will only trigger when the target it is placed on is successfully hit with a Genjutsu, or a Chakra Bind, at which point it will reroll the triggering attack.
  • When setting the Triggering Condition, the user must attempt to attach it to a target using Melee or Ranged Accuracy for no additional AP cost.
  • If not triggered within 30 seconds of being armed, the trap will dispel itself and consume a use.

Chakra Restrictive Seal
Chakra Restrictive Seal
A modified variant of the gauging seal, this trap is intended to act as a safeguard against the techniques of an enemy. Once the seal is attuned to a certain technique, it will recognize that technique being used and disrupt its performance for a short period of time.

Type: Consumable, Trap
Uses: 2
Duration: Until Triggered
Effect:
  • This trap can only be triggered by the user being hit by an Offensive Technique.
  • Once the Triggering Condition is met, for the next 20 seconds the Triggering Target is unable to perform that same Technique that triggered this Trap. Basic Strikes do not meet the Triggering Condition.
  • If a Clone or Creation Technique triggers this trap, that Technique will be dispersed. Recasting the Triggering Technique that created it will not recreate it until the 20 seconds have passed.
  • Does not work against S Rank Techniques.

Chakra Suppression Seal
Chakra Suppression Seal
Yet another modified variant of the gauging seal, this one focused on a less-specific technique and instead meant to preemptively counter certain types of techniques the user anticipates being used against them.

Type: Consumable, Trap
Uses: 2
Duration: Until Triggered
Effect:
  • This trap can only be triggered by the user being hit by an Offensive Technique.
  • Once the Triggering Condition is met, for the next 20 seconds the Triggering Target deals 30% less damage with the matching Sub-type of the triggering technique.

Explosive Note
Explosive Note
The use of the explosive note predates the use of chemical-based explosives. The secrets to making so-called "Explosive Notes" are jealously guarded elements of fuuinjutsu, involving excellent chakra control, special paper, and a dab hand at calligraphy. Once completed, such a note only needs to be charged with chakra energy to make it into a deadly tool of destruction.

Type: Consumable, Trap
Uses: 3
Duration: The trap is armed for 10 Seconds per 1% Max CP spent.
Effect:
  • When setting the Triggering Condition of this trap, the user may spend up to 5% of their Max CP. When The Triggering Condition is met, this trap attempts to deal Physical Damage equal to 1.5 times the amount of CP spent against the Triggering Target. This damage cannot be reduced, increased or dodged, but may be auto-dodged (both passive and activated).
  • The user may have up to 3 Explosive Note traps armed simultaneously, counting as a single Trap.

Great Flare
Great Flare
Like the explosive note, this item is a slip of paper scribed with a secret technique to seal a colorful aurora of light loud sounds, intended to keep track of things that quickly slip away. Utilizing them as fireworks is a gross misuse of village resources.

Type: Consumable, Trap
Uses: 4
Duration: N/A
Effect:
  • When setting the Triggering Condition, the user may attempt to attach this trap to a target using Melee or Ranged Accuracy for no additional AP cost.
  • Once the Triggering Condition is met, the Triggering Target is removed from Stealth Mode. (This is not an Offensive Technique and does not require an attack or awareness roll)

Heartseek Seal
Heartseek Seal
A slip of paper that once attuned to a target, marks the initial user and the victim with a special seal for a short time. Once marked, the user may activate the seal to cause their attacks to 'guide' their attacks towards the bearer of the alternate marking. This seal only has so many uses, and only works for a short time across a short distance, however.

Type: Consumable, Trap
Uses: 3
Duration: 20 Seconds
Effect:
  • When the Triggering Condition is met, the Triggering Target becomes Marked.
  • The user may choose up to 2 of their Offensive Techniques to target a Marked Target. The chosen Offensive Techniques will ignore any Clones Techniques and Blind Shots, but may only target the Marked Target.

Hidden Launcher
Hidden Launcher
A trap set up to launch a volley of kunai, shuriken, or other small projectile at the one setting off its trigger. A generic trap, but one easily adapted to many situations.

Type: Consumable, Trap
Uses: 3
Duration: N/A
Effect:
  • The Triggering Target is dealt damage equal to 2% of the user's Max CP, and has their bleed level raised by one level.
  • The user may apply a Poison when setting the Triggering Condition for 0 AP. This consumes a use of the Poison.
  • The user may pay the Arming cost while casting an E-C Rank Offensive Taijutsu Technique, to add the above two effects to the Taijutsu Technique.

Makibishi Spikes
Makibishi Spikes
Small spikes that are scattered upon the floor, these tools are used to discourage enemy movement in a specific area. Stepping onto these spikes is painful, and the sudden pain is often enough to cause them to lose focus for a brief moment, but enough to give the user an opportunity to attack.

Type: Consumable, Trap
Uses: 3
Duration: 10 seconds.
Effect:
  • This Trap has the following Triggering Condition: It will be triggered when an Hostile Target attempts to use an Offensive Technique while the user is Fleeing the Battle.
  • Once the Triggering Condition is met, Offensive Techniques made by the Triggering Target do not count towards the amount of damage needing to be done to prevent the user from fleeing.

Ninja Wire Trap
Ninja Wire Trap
Ninja wire is a thin, strong steel wire that is nearly invisible but for the occasional shine or reflection of light. Though nothing prevents someone from using it as a weapon, this is a trap designed to hide the wire in such a way that when triggered, a target is ensnared by multiple wires like the prey of a spider.

Type: Consumable, Trap
Uses: 3
Duration: Until removed
Effect:
  • Once the Triggering Condition is met, the Triggering Target has a random limb’s Called Shot level by 1.
  • If the user has attached this trap to a Hostile Target, they may choose the Called Shot Location.
  • While the Triggered Target has this raised Called Shot level, they also have the following debuff:
    • -2 Acc if an arm/hand is caught,
    • -2 Dodge if a hand/foot is caught,
    • -1 to all secondary stats if their head is caught.
  • The Triggering Target may attempt to free themselves for 1 AP, with a 50% chance of success.

Oil Trap
Oil Trap
A trap designed around the use of an extremely sleek and slippery oil. This oil is excellent at hindering the movement of its victim, and even floats atop the surface of water. Additionally, this oil is highly flammable and can be used to set up traps that burn those caught within a pit of flames.

Type: Consumable, Trap
Uses: 2
Duration: 30 seconds.
Effect:
  • Once the Triggering Condition has been met, the Triggering Target is suppressed for 1 AP.
  • The Triggering Target gains a 10% chance of Suppressing themselves with each technique use. (This does not stack)
  • All other sources of suppression gain +5% chance.
  • This Traps duration will end if the Triggering Target is hit with a Fire Offensive Technique, the Fire Offensive Technique deals +30% Damage.
 
Last edited:
Old version
Traps
Trap Rules said:
- Arming a Trap costs 1 Ap and requires movement.
- Traps may be attached to targets in battle; this is done through melee accuracy (unless otherwise stated), and costs .75 Ap.
- Traps attack their targets via the user's Ranged Accuracy upon being triggered.
- Traps that are triggered target things in stealth normally without performing a Blind Shot check. If the user is in stealth when a Trap is triggered, they will not be removed from stealth.
- May only have one usage of a specific trap armed at a time.
- May have up to 3 traps armed simultaneously.
- When arming a trap, the user makes a stealth check against all in battle; those failing this check only see it as a hidden action, even if they had the Insight ability.
- Whenever someone makes an awareness check they receive a check to notice any hidden traps as well.
- Armed Traps may be targeted by any attack and Called Shot: Weapon (though they can be armed to trigger if attacked!), cannot dodge, and are destroyed on a hit (unless triggered). A trap may only be targeted by someone who is aware of it. A Trap is not a valid target for attack redirection purposes, such as an enrage chance.
- Even if aware of a trap, the triggering condition is only ever revealed to others if they have the same trap equipped, or have some other ability allowing them to do so (Insight does not count).
- Although some traps may have unique triggering or targeting conditions, all traps may be armed on these four basic settings;
  • The Trap will trigger when the user is hit by an attack, targeting the one who attacked them. This setting will not trigger the same round it was armed.
  • The Trap will trigger 10, 20 or 30 seconds later from the time it was cast (user's choice upon arming it), targeting an enemy of the user's choice (also chosen upon arming).
  • The Trap will trigger when the user no longer maintains it, targeting someone at random. The maintain cost for traps armed this way is 50 Cp per second during a round.
  • The Trap will trigger when someone attempts to destroy it through any method other than a Called Shot: Weapon, targeting the one who attacked it. If attached to something, attacking what it is attached to will also trigger this setting.

Acid Trap
A trap based around the use of an acidic solution. Highly potent, this acid sears away at a surface it comes into contact with, dissolving substance such as armor and clothing until it reaches the skin. Oddly, while this acid is potent at dissolving inorganic material, it doesn't particularly damage living tissue directly.

Type: Consumable, Trap
Uses: 3
Duration: Indefinite
Effect:
- Reduces the target's Damage reduction by 7.5%. This lasts until the victim is healed by a Medical jutsu of B-rank or higher.
- If this would reduce a target's damage reduction below 0, it instead causes the target to take +5% damage from all non-illusory damage.

Chakra Gauging Seal
A seal intended to monitor the chakra system of a target and both detect and correct abnormalities. Having this seal is an excellent method for determining if one has fallen under a genjutsu, although these seals only work for less than a minute, so timing is crucial.

Type: Consumable, Trap
Uses: 2
Duration: 3 Rounds
Effect:
- This trap is armed on a special setting; it will only trigger when the target it is placed on is successfully hit with a Genjutsu, or chakra-bound, at which point it will reroll the triggering attack.
- Upon arming this trap, the user must attempt to attach it to a target using Melee or Ranged Accuracy for no additional AP cost.
- If not triggered within three rounds of being armed, the trap will dispel itself and consume the use.

Chakra Restrictive Seal
A modified variant of the gauging seal, this trap is intended to act as a safeguard against the techniques of an enemy. Once the seal is attuned to a certain technique, it will recognize that technique being used and disrupt its performance for a short period of time.

Type: Consumable, Trap
Uses: 2
Duration: 2 Rounds once triggered
Effect:
- Can only be armed on the "trigger upon attempted destruction" setting. This trap is not destroyed by the attack that triggers it. Once triggered, the victim is unable to perform that same attack that triggered this trap for the duration above. Does not apply to basic strikes.
- If a clone or creation triggers this trap, that individual entity will be dispersed. Recasting the jutsu that created it will not recreate it until the round duration has passed.

Chakra Suppression Seal
Yet another modified variant of the gauging seal, this one focused on a less-specific technique and instead meant to preemptively counter certain types of techniques the user anticipates being used against them.

Type: Consumable, Trap
Uses: 2
Duration: 2 rounds once triggered
Effect:
- Can only be armed on the "trigger upon attempted destruction" setting. This trap is not destroyed by the attack that triggers it. Once triggered, the victim using any attack of the same damage type deals 30% less damage.

Explosive Note
The use of the explosive note predates the use of chemical-based explosives. The secrets to making so-called "e-notes" are jealously guarded elements of fuuinjutsu, involving excellent chakra control, special paper, and a dab hand at calligraphy. Once completed, such a note only needs to be charged with chakra energy to make it into a deadly tool of destruction...

Type: Consumable, Trap
Uses: 3
Duration: Instant
Effect:
- When armed, the user infuses up to 4% of their Max CP into the explosive note. When triggered, this trap explodes on the target, dealing damage equal to the amount of CP put into it. This damage cannot be reduced, nor can it be dodged, but may be auto-dodged (both passive and activated).
- The user may have up to 3 Explosive Note traps armed simultaneously. This only counts as a single trap being armed (in regards to the limit of traps a user may have active at once).

Great Flare
Like the explosive note, this item is a slip of paper scribed with a secret technique to seal a colorful aurora of light loud sounds, intended to keep track of things that quickly slip away. Utilizing them as fireworks is a gross misuse of village resources.

Type: Consumable, Trap
Uses: 4
Duration: N/A
Effect:
- Upon arming this trap, the user may attempt to attach it to a target using Melee or Ranged Accuracy for no additional AP cost.
- Upon being triggered the target is removed from Stealth Mode. (This is not an attack and does not require an attack or awareness roll)

Heartseek Seal
A slip of paper that once attuned to a target, marks the initial user and the victim with a special seal for a short time. Once marked, the user may cause activate the seal to cause their attacks to 'guide' their attacks towards the bearer of the alternate marking. This seal only has so many uses, and only works for a short time across a short distance, however.

Type: Consumable, Trap
Uses: 3
Duration: 2 Rounds
Effect:
- Once triggered, the victim becomes 'marked' for the duration of two rounds (or until the user has made both their heartseeking actions).
- The initial user may choose up to 2 of their actions to target this 'marked' target. The action will ignore any clones or other distractions, will bypass any Blind Shots, but will only be able to target the 'marked' target.
- Using this item upon an already 'marked' target will extend the duration, and grant the user two additional actions.

Hidden Launcher
A trap set up to launch a volley of kunai, shuriken, or other small projectile at the one setting off its trigger. A generic trap, but one easily adapted to many situations.

Type: Consumable, Trap
Uses: 3
Duration: N/A
Effect:
- The victim suffers damage equal to 2% of the user's Max Cp, and has their bleed level raised.
- This trap may be set with any Injury-type poison upon being armed for no extra cost, although this consumes a usage of said poison. If this trap hits a target, they are inflicted with the chosen poison.

Makibishi Spikes
Small spikes that are scattered upon the floor, these tools are used to discourage enemy movement in a specific area. Stepping onto these spikes is painful, and the sudden pain is often enough to cause them to lose focus for a brief moment, but enough to give the user an opportunity to attack.

Type: Consumable, Trap
Uses: 2
Duration: One Round
Effect:
- This trap may be armed to a special condition: It will be triggered when an enemy attempts to attack the user while they are fleeing.
- Once triggered, attacks made by the victim for a full round do not count towards the amount of damage needing to be done to prevent the user from fleeing.

Ninja Wire Trap
Ninja wire is a thin, strong steel wire that is nearly invisible but for the occasional shine or reflection of light. Though nothing prevents someone from using it as a weapon, this is a trap designed to hide the wire in such a way that when triggered, a target is ensnared by multiple wires like the prey of a spider.

Type: Consumable, Trap
Uses: 3
Duration: Indefinite
Effect:
- Upon being triggered, the target has a random limb caught by wire, raising its called shot level by one.
- While this limb is caught the target suffers -2 Acc if an arm/hand is caught, -2 Dodge if a hand/foot is caught, and -1 to all secondary stats if their head is caught.
- A target may attempt to free themselves for 1 AP, with a 25% chance of success. This amount increases by +10% with each failed attempt. Freeing themselves removes all instances of this trap.

Oil Trap
A trap designed around the use of an extremely sleek and slippery oil. This oil is excellent at hindering the movement of its victim, and even floats atop the surface of water. Additionally, this oil is highly flammable and can be used to set up traps that burn those caught within in a pit of flames.

Type: Consumable, Trap
Uses: 2
Duration: 3 Rounds.
Effect:
- Suppresses a target for 1 Ap upon being triggered.
- Afterwards, for three rounds, the victim has a 10% of suppressing themselves each time they perform an action. All other sources of suppression are +6% more effective against them during this time.
- This trap is dispelled if the victim is hit with Fire-based or Water-based damage, although they take an additional 30% damage from the Fire damage.
 

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