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:

Way of the Sword

Shoma said:
Cloud Splitter: Slashing - Suppression
Accuracy Modifier: +2
Damage Modifier: -10%
1. Trick Weapon - Projectile Taijutsu
2. Blood Rack
3. Primal

Cloud Shaper: Slashing - Bleeding
Accuracy Modifier: +2
Damage Modifier: -10%
1. Trick Weapon - Piercing Taijutsu
2. Wired
3. Primal

Cloud Whisperer: Projectile - Suppression
Accuracy Modifier: +2
Damage Modifier: -10%
1. Tracer
2. Quick Switch
3. Lantern

Cloud Hopper: Unarmed - Hand-seal allowance
Accuracy Modifier: +2
Damage Modifier: -10%
1. Steady
2. Vampiric
3. Chakra Drain

Cloud Wonderer: Bludgeoning - Suppression
Accuracy Modifier: +2
Damage Modifier: -10%
1. Steady
2. Vanguard
3. Primal

New weapons changes I'll need help requesting refunds on the augments I have/had. Ever since the personal inventory went away it has been hard to keep up with what I had and what I didn't have.
 
I've asked about that before a long while back in my training thread but no one has looked into it yet, or updated me on it in anyway. Maybe someone has access to the older site catalog(Post-hack) and can look up what I bought in there.
 
The only augments that I see for you in your shop (that old thing) are . . .

Primal x2
Trick Weapon x2
Lantern
Steady x2
Vampiric
Chakra Drain
Vanguard

The ones not appearing are . . .
Blood Rack
Wired
Tracer
Quick Switch


Unless you can think of anywhere else that they might be, we'll do the refund for you for them as they are able to be seen.
 
Sorry I didn't see this one sooner. Thanks for the effort. I'll have to look through the list Yoshi gave me to see what I can sell back. In the meantime,...
Spiritualist 20/20
[fontsize="12"]Disparaging of evil, the Spiritualist is one who believes in the path of purification, using their spiritual talents to ward off demons and protect the innocent. Traditionally guardians of shrines, more recently they have started applying their spiritual powers to protecting in a more active way. Their powers of healing and channeling are said to come directly from divinity.

Note: All techniques and buffs from this Core Ability are classified as Light.
Note: One of these following three must be followed when being a Spiritualist:
  • If Spiritualist outside of Medical Branch: Allowed access to learn all medical jutsus.
  • If Spiritualist inside Medical Branch: Given a second free medical ability.
  • If Spiritualist inside Medical Branch leaves: Second free medical ability takes up a slot or is lost, depending on players choice.

Holy Weapon<i></i> - Passive (3 points) 3 points
The blade of the Spiritualist must be mighty and strike true, just as all their blows must. One with this special affinity can strike well indeed. The inner light of the user's chakra shimmers off a blade with this power in it, and they are said never to grow dull or rusty, and the wood of their wooden weapons to never rot or need polishing.
Effect: Grants +10% damage and +1 accuracy to the user's weapon of choice. While the user carries this weapon, their healing jutsu are 15% more effective.

White Blessing<i></i> - Boost (1 point) 2 points
Restriction- Can only be purchased twice
Spiritualist emanate a calming, pacifying aura that washes over their allies, imbuing them with a sense of precision and clear-mindedness that makes their strikes more precise.
Effect: User and allies gain +1 accuracy. Does not stack with other users of White Blessing.

Holy Embodiment<i></i> - Passive (3 points) 3 points
Restriction- C Rank and up
As guardians against evil, Spiritualists are naturally resistant to the effects of it. They do not shirk in the face of fear, nor are they repelled easily. Those Spiritualists with this skill are said to have the appearance of a shimmering white aura around them by those sensitive to such things, as if to shield them.
Effect: All Dark jutsu do 50% damage to them. User is immune to fear effects and intimidation effects. Suppression or other AP reduction or attack disrupting effects have only half their normal chance of working on them.

Sacred Style<i></i> - Physical Style (2 points) 2 points
Restriction- C Rank and up, requires Holy Weapon
Occasionally their natural passive aura isn't strong enough, so the Spiritualist must sharpen and hone their aura to let them move faster and with more precision than normal. In this state, anyone can see the radiant white chakra that spills off of both the Spiritualist and their weapon, and they are able to swing around the heaviest of weapons one-handed with little regard to weight.
Effect: User gains +1 Accuracy and +1 Critical range with their chosen weapon. For the duration of this style, the weapon is able to cut through half of any damage reduction. All CP costs are increased by 15% while active.
Note:</I> Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.

Divine Health<i></i> - Boost (1 points) 3 points
Restriction- Can be purchased up to three times
As their spiritual powers are divine, so is their ability to repair and restore others. A Spiritualist not only is able to fix others wounds at an increased rate, but when the favor is returned, they heal more quickly themselves as well.
Effect: All Healing jutsu used by or on the user is increased by +5%. In addition, the user recovers +1% Max HP while resting.

Clarity Strike<i></i> - Dependent Special Move (3 points) 3 points
Not only skilled with their weapons, the Spiritualist is able to channel their specialized chakra into a spell, making it bypass even the strongest defenses. The Ninjutsu cast using this technique are enhanced with the natural aura of the user.
Effect: Able to convert one Ninjutsu into a single-target non-elemental attack at +20% damage for an extra +20% chakra. This attack is considered 'light' element and cuts through half of all Ninjutsu damage reduction.

Spiritual Chakra<i></i> - Boost (1 point) 2 points
Restriction- Can be purchased twice
The default chakra of a Spiritualist is not the same as that of their fellow ninja, but rather gifted with a different kind of power altogether. It seems to cut through anything that hinders it with little effort.
Effect: +5% damage to all Ninjutsu. This damage counts as 'Light' element and cuts through half of Ninjutsu damage reduction. This bonus applies to all other Spiritualist light chakra techniques as well.

Illuminate<i></i> - Jutsu (1 point, 1 point to rank up) 2 points
Restriction- A-Rank and up
The most powerful weapon in a Spiritualist's arsenal, this technique consists of a flurry of their special chakra directed at the opponent, striking them in a series of damaging rays. The attack usually stuns those who haven't seen it before, as the flashes of light emitted are quite bright and as unnatural-seeming as the rest of the Spiritualist's skills.
Rank 1: Five flashes of light chakra at 1000 damage each. Attack counts as non-elemental Ninjutsu and cuts through half of all relevant damage reduction.
Rank 2: Five flashes of light chakra at 1200 damage each. Attack counts as non-elemental Ninjutsu and cuts through half of all relevant damage reduction.
Cost: 2750 CP and 3 AP
Notes:<I> Counts as a light energy technique.[/fontsize]
Choosing Cloud Splitter as my Sacred Weapon. And...

Getting abilities: Tactical Pacifist and Weapon Mastery - Projectile, annndd Class Change(35 training points).
War is forever changing, forever evolving. The have lasted quite sometime against shinobi, however their steady decline would be due to the shinobi's adaptability. Samurai often held high numbers and overwhelming physical capabilities, yet
tradition stands in the way of change. To avoid change is to forfeit the capacity to grow. With the growth of the ninja nations, it became necessary to 'expand' onto traditional cultural practices and combat methods.

Shinobi hide. Shinobi run. Shinobi ambush from the shadows. They lie. They abuse and disrupt the balance of nature without regard. Perhaps samurai who were only mercenaries would be willing to be more flexible naturally, but those attempting to bring honor to the name would not last without adding to their methods and weaponry.

To Shoma's knowledge, each house within the Fire Daimyo's control that held samurai, housed warriors capable of combating shinobi in different ways. To the knowledge of the samurai of Fire Nation, shinobi have gotten sloppy in their tactics. A ninja's pride in producing high level destruction has made them blind to their opponents. Ninjutsu can be hinder, yay even stopped completely. Shoma method of achieving this would be simple, strike swiftly. With his obtaining of a weapon his calls a Sparker, a revolver as known by some others, he trains his coordination.

With a weapon such as this, he would not always need to use his Greater Speed to engage an opponent. The only two problems Shoma has come across so far are, reloading the weapon and timing the pull of the trigger, for the Samurai has the ability to squeeze the mechanism faster than it can reset. Perhaps, he may find something like this item that would suit him better. Until then he would make due with the items and talent he possess. The exception to this waiting for something else would be the preference of the use of less expensive yet useful ammunition type call rubber bullets.

New Custom Class
Custom Class said:
Law-bringer: Conduit
HP: (55+lvl) x stamina
CP: (35+lvl) x chakra control
Class Bonus: +2 to Dodge and Gen Save, +1 Free Basic Strike per round
High: Melee Acc.
Average: All others
Low: None
 

Current Ninpocho Time:

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