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A Naruto role-playing guild using the d20 system, for semi-lit and above RPers. 

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Carlos Ralfer

PostPosted: Thu Feb 12, 2009 7:07 am


Elemental and Physical Chakra Recomposition

Elemental and Physical Recomposition is the reforming of one's chakra in two separate states. Most jutsu if not all use one or both of these techniques to some degree. The fabled Chidori is a combination of the two as one must elementally recompose their chakra to take on attributes of lightning then they must physically recompose the chakra so that it discharges like electricity would. The jutsu known as Rasengan is a high level form of Physical Recomposition as one takes their charka and hyper compresses it to the point where it can be seen with the naked eye and makes it swirl but no actual element is applied to it.

Even though Elemental and Physical Recomposition are apart of just about every jutsu, the mastery of these skills as separate entities is considered an A rank difficult task meaning that it could take months or even years to fully master even just one of these Recomposition let alone both.

The most basic step to starting this is to learn to even give one's basic chakra an elemental affinity and to use that affinity’s properties to one's advantage. However, one must first learn the basics of their elements before they can use Elemental Recomposition. Physical Recomposition requires a large amount of concentration as one must take something that is only pure energy and focus it to some shape. Large shapes are nearly impossible except with extremely high amounts of chakra and equally high amounts of control.

Fire elements gain the ability to superheat the area around their focus point and light things on fire or scorch things in passing.

Water elements gain the ability to gather water from the atmosphere and thus lower the CP cost of water based jutsu and negate the need for a water source.

Wind elements gain the ability to cut and slash things on contact with simple air pressure.

Earth elements gain the ability decrease the damage they take by using portions of earth as second layers of skin for small patches of their body.

Lightning elements gain the ability to force electrical power into things they touch, potentially disturbing the nervous system or electronics slightly. Also, by controlling the electrical signals in the body using ones chakra, reaction times and most thing dealing with speed can be increased through mastery of this.

Mastering any of these for oneself also gives another bonus of making jutsu of that element even more powerful when used.

Physical Recomposition requires a large amount of concentration, as stated, and thus would increase a user’s ability to concentrate and potentially lower their chakra cost for just about any jutsu. The basic usage of this would be to gather ones chakra around their hand and attempt to move something without actually touching it. If, while moving your hand close to the object, you feel it against your skin, you have failed.

How to Learn These Abilities

To learn both of these abilities, one must first learn of them whether it be through word of mouth of research. It must be done for both abilities as they are similar yet different. You

Explanation of Physical and Elemental Recomposition
Secret tomes have been hidden within the halls of the Kage's study of the tower. Only a select few have the right to come here. Within these halls are books and scrolls on techniques and items that would blow your mind. The one that you have found speaks of a highly advanced version of chakra control named Physical Recomposition. Study this tome and learn of how to make your chakra physical at will or elemental.

DC: 15 vs 1D20 + 1 per 50 in Reseach
Passes 0/5

Must do this training once per type.

Upon completion of either of these, the user gets +50 Research, + 2 Int and +2 Wis

Physical Recomposition Training

Physical Recomposition is a chakra control technique in which one gathers and compresses their chakra so much so to where it ca be seen by the naked eye. This is more commonly seem in just about every Ninjutsu know but to learn the individual process of gathering and focusing ones chakra is a great feat indeed, classified as an A rank difficulty task.

This level of training requires simply to gather your chakra to your hands and expel it while keeping it close to the hand. Once done, you must try to move something with that hand and NOT feel the object touch your hand. This is best done with very cold or very hot objects as you’ll know instantly if you touch them.

You have 5 turns to break the DC. If, by the 5th roll, you have not broken the DC, it is classified as a fail. You must beat this DC to be classified as a pass. You must pass 5 times to be considered complete.

DC: 70 (1D20 + 1 per 40 in Chakra Control)
Passes: 0/5]

Elemental Recomposition Training

Elemental Recomposition is a chakra control technique in which one gathers their chakra and grants it the abilities of the element which their chakra naturally favors.

This level of training requires gathering ones chakra and charging it with their element to a point where they can see it affect physical objects. Samples of this training include:

Fire = Clasping a leaf or sheet of paper in hand and scorching it

Water = By using a bowl, the user gathers water from the atmosphere into this bowl and must fill it beyond a certain point.

Wind = By taking a leaf in hand, the user must gather wind and focus it till it cut’s the leaf in two.

Earth = Taking dirt or sand in hand, the user alters the molecular bond of it to become a stone.

Lightning =By getting a light bulb, the user charges the bulb with their lightning chakra till it turns on.

You have 5 turns to break the DC. If, by the 5th roll, you have not broken the DC, it is classified as a fail. You must beat this DC to be classified as a pass. You must pass 5 times to be considered complete.

DC: 70 (1D20 + 1 per 40 in Chakra Control)
Passes: 0/5]

By completing either of these trainings, the user will automatically get +100 Chakra Control and + 50 Concentration.

The actual abilities are marked in their profile as follows:

Elemental Chakra Recomposition
Elemental Recomposition is a chakra control technique in which one gathers their chakra and grants it the abilities of the element which their chakra naturally favors.
Rank: A
Cp Cost: 0
Damage: damage for -element name- jutsu's are increased to x1.2 damage
Requirements: affinity, 100+ Chakra Control
Special: -elemental name- jutsu's cp usage is increased by 10%

Physical Chakra Recomposition
Physical Recomposition is a chakra control technique in which one gathers and compresses their chakra so much so to where it ca be seen by the naked eye. This is more commonly seem in just about every Ninjutsu know but to learn the individual process of gathering and focusing ones chakra is a great feat indeed, classified as an A rank difficulty task.
Rank: A
Cp Cost: 0
Damage: Add half chakra damage to all melee attacks, including weapons.
Requirements: 100+ chakra control
Special: *cp usage -10%
*If user holds item close to nearby elements (fire, water, earth, ect), the compressed chakra will attract the element and full chakra mod can be added to damage.
 
PostPosted: Fri Apr 10, 2009 7:43 am


Sheild Jutsu

This section is for the use of blocking type jutsu. THIS IS NOT A DESCRIPTION OF HOW TO USE ONE NON-COUNTER JUTSU TO STOP/COUNTER ANOTHER JUTSU

Sheild type jutsu include Suiton: Suijinheki (Water Release: Water Encampment Wall), and Doton: Doryuheki (Earth Release: Earth Style Wall) just to name a few. As it is explained in all of these jutsu, they are used as some sort of defense agaisnt enemy attacks. Of course, a shinobi could easily set these up in a previous post and just hide behind them but then the enemy could also just dodge to the open side and attack.

Now, the conflicting aspect comes in when one thinks about using this jutsu at just the moment before an attack comes in. In other words, the attacker has already launched their attack and the defender isn't sure they have a high enough dodge to avoid the attack so they wish to use these type of jutsu to stop it.

To determine whether a defender successfully uses this jutsu as a defense, the defender must:

First, declare they intend to use this jutsu as a guard, therefore forefiting any attempts to dodge. In other words, once you have stated that you wish to use this jutsu, you can not change your mind and do something else. You are committed to attempting this jutsu.

Second, in that same post that they make that decloration, the defender must roll a D20 to check and see if they mess up or not. Simply check to see if you roll a 1 or not. If you roll anything other than a 1, you can go on to step 3. If you DO roll a 1, your jutsu is negated and you take damage like normal BUT you don't spend any CP since your jutsu attempt would be considered 'interrupted'.

Third, to see if your jutsu is faster than your opponents attack, simply compare the Ninjutsu DC of the sheild jutsu you wish to use to the attack DC of the opponenet. If you match or beat the opponents DC, your sheild works and stops that attack, even if your opponent rolls a 20(for attacks requiring rolls only such as Taijutsu).
Note: If they do roll a 20, that attack is stopped but the shield is also broken even if the resulting damage would NOT have broken it.

Fourth, subtract any resulting damage from the HP of the shield and go on as normal. You may continue to use this sheild until either it breaks or you move away from it, in which case it would drop automatically (does not count for earth jutsu as they are solid and would remain anyway until broken)

Thats about it. Simply check your DC's against each other and work from there.

Calculating HP for sheilds and other long lasting jutsu

In the system, along with sheild jutsu, there are other jutsu that may require a bit of damaging to the actual jutsu in order to break it. These types of jutsu require HP to be reduced to see how long they can withstand damage. To calculate HP for these items use this formula:

[10 + 2 per 10 in Ninjutsu Skill + chakra mod + level] x 4*

* Increase this number by 2 for each rank of the jutsu above C rank. So if the defending jutsu is B rank, the number would change from 4 to 6.

Note: Barrier Encampment Jutsu does NOT require HP as it burns all attacks the come it's way. Instead, one of the 4 people holding it up must be rendered unable to participate in the jutsu. (break their concentration, physically move them, ect) Genjutsu can NOT effect those using this jutsu however.
Note 2: Self Repairing Earth Dome ALWAYS has half the full hp calculated. In order to break it while the user still holds it, the attacker(s) must beat the hp or one of them must roll 2 20's to break out in case of taijutsu. At the beginning of the users turn, the dome's hp recovers back to full. If the user releases the dome, the dome looses another half of its hp and looses recovering features unless the user reapplies their touch and cp to the dome as if they recast it.

A few things to note about sheild jutsu and their usages

1) If the user of the sheild jutsu is in Defensive mode(must be declared in the post BEFORE the use of this), they may add half their level to their ninjutsu DC attempt for their selected sheild jutsu.

2) If the sheild jutsu states any special circumstances for breaking it (like if it says piercing attacks can break it), then these circumstances will cause double damage to the sheild. Further, if the user rolls a 20 for the appropriate attack types, the damage is quadrupled for these types of attacks. For instance, say a sheild type jutsu says that fire attacks can break it, that means all fire type attacks will cause double the damage. If the fire attack is a type of attack that requires a roll (say a flaming sword attack which would be counted as a taijutsu), and the attacker rolls a 20, the damage is then quadrupled

3) When the HP of a sheild reaches at or below 0, the sheild breaks and the user of the sheild takes the remaining damage of the attack that broke it. Also, the user must wait for 2 of their posts before they can reattempt another sheild jutsu.

4) If the attacker is using any hand-to-hand taijutsu attacks and they hit the sheild, they take damage equal to half the used attacks damage only if they do NOT break the sheild. If they do break the sheild with that attack, they only suffer 1/4 the damage. This is only applicable to solid sheilds (ice, wood, earth, ect)

5) If the user of the sheild jutsu disengages the jutsu of their own free will, they can start it again whenever they want. Regardless of if the sheild is reused after being broken or being disengaged, each new use of the jutsu takes the HP of the sheild back up to full. The sheild jutsu CP must still be paid in full for each use.


Usages of Body Flicker Jutsu

The use of the Body Flicker Jutsu is a bit understated. This jutsu can be used to cut travel between villages down as well as increasing dodging capabilities.

To cut down the days between travel

First, check how many posts are needed for normal travel from your origin point to the ending point.

Second, add 10 to the cost of Body Flicker and multiply that by the number of posts normally needed. If you have enough CP to cover that number, you can cut the number of posts down by half.


To use Body Flicker as a supplement for your dodging

Compare the Ninjutsu DC of Body flicker to the incoming attacks DC. If it is at least half of the attackers attack DC, you can add your chakra mod to your Dodge Bonus or Reflex Save.
 

Carlos Ralfer


kouri-chan_xx
Vice Captain

Noob

PostPosted: Thu Aug 26, 2010 9:11 am


{bump, sands of time}
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