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PupSage

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PostPosted: Mon Mar 10, 2014 2:19 pm


WeaselFanBoy
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I was trying to say that the jutsu simply creates the weapon. Beyond that you have to roll to attack as normal. Meaning one would have to be level 26 in order to use the jutsu and attack in one turn. If you were say, level 16 then you get 4/5 to activate the jutsu one turn and then finish it and get 3 attacks with it on the next turn.

But the way it's worded (*User may take ranks in Ninja Weapons (melee) Bone whip to add damage and attack rolls as normal.) you would have 5 attack rolls at level 16 with the whip and to activate it if you have 20 skill points, more if you focus on it. The bold part is what my concern is targeted at.


Look a little further, see the next two words? As normal as in, following the guild rules. The jutsu creates a weapon. If the person then chooses to specialize in that weapon they get the normal benefits that anyone else in the guild gets.
For every 4 ranks they get plus 1-2 damage.
For every 10 ranks they get +2 to attack rolls.

I think that it is more than fair to allow them to devote skill points to being good with a weapon just like anyone else. Go take a look at the skills thread if you dont understand what I am talking about.
PostPosted: Mon Mar 10, 2014 2:31 pm


PupSage
WeaselFanBoy
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I was trying to say that the jutsu simply creates the weapon. Beyond that you have to roll to attack as normal. Meaning one would have to be level 26 in order to use the jutsu and attack in one turn. If you were say, level 16 then you get 4/5 to activate the jutsu one turn and then finish it and get 3 attacks with it on the next turn.

But the way it's worded (*User may take ranks in Ninja Weapons (melee) Bone whip to add damage and attack rolls as normal.) you would have 5 attack rolls at level 16 with the whip and to activate it if you have 20 skill points, more if you focus on it. The bold part is what my concern is targeted at.


Look a little further, see the next two words? As normal as in, following the guild rules. The jutsu creates a weapon. If the person then chooses to specialize in that weapon they get the normal benefits that anyone else in the guild gets.
For every 4 ranks they get plus 1-2 damage.
For every 10 ranks they get +2 to attack rolls.

I think that it is more than fair to allow them to devote skill points to being good with a weapon just like anyone else. Go take a look at the skills thread if you dont understand what I am talking about.

As normal could go a few different ways though, and if it's doing things as detailed by the guild, then it wouldn't be necessary to state anything, as the rules cover all facets of any weapon. Even without the entire line, putting skill points in Bone Whip would still wield the bonuses. I could easily find someone who would misconstrue it as them gaining extra attacks simply because they had a higher bonus when using that jutsu. On one hand, the line is redundant, as it's stating something it would already have. On the other, someone can argue they gain more attacks, simply because it mentioned the ability to gain attack rolls in the same line as what skill the weapon uses.

WeaselFanBoy

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PostPosted: Mon Mar 10, 2014 2:53 pm


Except that the whole point of the update to this clan was that one could stack both weapon bonuses and ninjutsu bonuses together on the weapon sense it was a jutsu creating the weapon, effectively giving character the attack of a character twice their level.

Maybe add something saying not to use the ninjutsu bonuses too, but anyone who knows the guild well enough ... or the english language ... will understand that.

It says that it adds to the rolls, not that it increases the number of rolls.
PostPosted: Mon Mar 10, 2014 3:00 pm


Reworded it. Should fix both of your problems.

PupSage

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Hoshigaki Hiru
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PostPosted: Tue Mar 11, 2014 8:05 pm


About the changes to the general story and background, everything's fine with me. I'm not that keen on making them officially a clan from otogakure though, although the backstory you provided could justify exceptionally finding them in oto, like any clan can be found exceptionally in another village if a good enough explanation is provided.

For the stat boosts, I'd suggest including them in the Dead Bone pulse limit instead of just making them modifiers for the sake of them. Also, I'd have to say that the boosts might have to be reviewed a bit. We're trying to have justifications for the modifiers now instead of having all clans automatically have boosts. I'd say the dead bone pulse does justify a boost to constitution; but it doesn't really make them dumber. To me, it seems their warrior mindset is more something acquired than innate. I think I'd keep the constitution boost and counter balance it with a penalty to the effectiveness of healing from medical ninjutsu on them, since it was stated in the manga that their unique physiognomy made it difficult for them to be treated with conventional medical ninjutsu, which is what eventually lead to kimmimaro's death.


Shikotsumyaku (Dead Bone Pulse)
User Image - Blocked by "Display Image" Settings. Click to show.
Shikotsumyaku is the kekkei genkai of the Kaguya clan, which gives them the ability to manipulate their own skeletal structure (their osteoblasts and osteoclasts). By infusing their calcium with chakra, they can manipulate the growth and properties of their bones to their liking. The main capabilities of Shikotsumyaku is allowing the user to manipulate the speed of their bones' growth as well as the location of calcium deposits. This allows them to create weapons of bones that can either protrude from any part of the body, or pulled out and used like hand held weapons. Any bone that they remove from the body immediately regenerates, as does the skin that is damaged when the bones are removed. Users can increase the density of the created bones, making them stronger than steel. This not only makes the created weapons very powerful, but also makes their bodies extremely durable. Individuals who possess the Shikotsumyaku abilities have a significantly different body structure than regular people, making traditional medical ninjutsu nearly ineffective on them.
Rank: Limit
Requirements: Kaguya Clan
Training: None
Special:
*Increase Constitution by 30%.
*Standard medical ninjutsu is innefective on the wielder.

*Immunity from "Bone Breaking" effects and penalties.
*Wielder may use Dead Bone Pulse techniques and abilities.


Love the changes to the bone sword, no suggestuibs there.

For the jutsus:

PupSage
~ Clan Jutsus ~


D-Rank

Yanagi no Mai (Dance of the Willow)
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Description: To perform this dance, the user grows several long bone blades from his body for use as weapons. Though he primarily uses two blades grown from the palms of his hands, he also uses several secondary bones grown from his elbows, knees, and shoulders. This dance form is incredibly acrobatic, using spins, charges, and long sweeping slashes to make the strikes more effective and to evade opponents' counter strikes. The user can also extend his bones to attack his opponents without having to adjust his own movement.
Rank: D
Cp Cost: 20 cp to activate. 5 cp per attack to extend reach.
Dice Rolls: 4 to activate or deactivate.
Damage: (3 - 11) + dex mod + (1 - 2) per 4 levels in taijutsu.
Reflex DC: n/a
Fortitude DC: 20 - [Chakra Control / 5] If failed take damage equal to the difference between your roll result and the DC. If you roll a 1 take double damage.
Requirements: Shikotsumyaku, Chakra Control 15, Constitution 15, Dexterity 15, Acrobatics 15. Taijutsu 15.
Training: 2 stages
Stage I: Chakra Control DC 28 Increasing bone size and density until your skin bursts with a few, long sharp bones.
Stage II: Dexterity DC 30 Learn to use your new weapons alongside taijutsu in order to use your whole body as a weapon.
Special:
*Formula for attack roll is d20 + base attack bonus + dex mod + 2 per 10 in Acrobatics.
*Add half chakra modifier to attacks.
*Add [Acrobatics / 6] to dodge rating while this mode is active
*While this mode is active, user cannot use non-bloodline jutsus.
*While this mode is active, user cannot manipulate objects (I.E. Weapons)


Agree with all these changes, for the best. Only question is should we consider this technique as warranting its own fighting style category (which must be develloped independantly) or would you guys rather it use the general taijutsu skill?

PupSage
C-Rank

Tsubaki no Mai (Dance of the Camellia)
User Image - Blocked by "Display Image" Settings. Click to show.
The user performs this technique by modifying the humerus (upper arm bone) of either his right or left arm to create a short, hilt-less bone sword. Since the Kaguya can increase and compress the density of his bones, he can make the sword harder than steel.
The Kaguya then stabs chaotically and continuously which causes the opponents eyes to lag behind. The speed resembles afterimages, the hand with the sword is again and again visibly projected.
Rank: C
Cp Cost: None - Kenjutsu (Must create bone sword first)
Dice Rolls: 3
Damage: Do 3.5x bone sword damage if hit.
Reflex DC: n/a
Fortitude DC: 20 - [Chakra Control / 5] If failed take damage equal to the difference between your roll result and the DC. If you roll a 1 take double damage.
Requirements: Shikotsumyaku, Chakra Control 20, Constitution 15, Bone Sword 10
Training: [color3 stages
Stage I: Chakra Control DC 30 Increasing density of the humerus to be as strong as possible.
Stage II: Constitution DC 25 Replacing the humerus as it is being pulled out to eliminate down time between pulling out of the weapon and reformation of the bone.
Stage III: Ninja Weapon (Melee): Bone Sword DC 20 Striking many times at multiple angles .
Special: Must have Bone Sword ready before use.


I'm not crazy about this technique. I actually don't see why someone wouldn't only use this since it both prevents the gradual reduction in attack bonus per attack and causes more damage than if each the attack rolls had individually hit. To me it should have some drawback for such advantages. Maybe a form of reduced accuracy (penalty to attack roll)?

PupSage
Teshi Sendan (Ten-Finger Drilling Bullets)
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Hardened bones from the fingertips are shot at the enemy, with a spinning motion added to the skeletal bullets. A direct hit will excavate skin, flesh, and bone. Since the bones of the user can be regenerated, the rate of fire from the user's arsenal is limited only by his chakra reserves.
Rank: C
Cp Cost: 1 cp per bullet fired.
Dice Rolls: 3
Damage: (1 - 2) per bullet + chakra mod.
Reflex DC: 12 + dex mod + 2 per 10 in Chakra Control
Requirements: Shikotsumyaku, Chakra Control 20, Constitution 15, Dexterity 20
Training: 3 stages
Stage I: Chakra Control DC 30 Increasing bone density and firing them from the fingers.
Stage II: Constitution DC 15 Quickly replacing the fired bones so a new one can be expelled.
Stage III: Dexterity DC 15 Practicing aim while using the technique.
Special:
*User can fire one bullet for each point in Chakra Control (maximum of 10).
*Ignores armor, but does 0.70x damage to armored foes.


Not much to say on this one. Modification is a good addition for when an armor system will be more thoroughly implemented so it's good!

EDIT: Do you think the damage is too low for the cost? Thought we could increase the number of bullets to 30 since every finger has 3 bones.

PupSage
Karamatsu no Mai (Dance of the Larch)
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The user creates a mass of razor-sharp bone spikes all over his body. These spines appear to be branches off his pre-existing skeletal structure rather than completely new bones. In addition to being an unwelcome surprise for opponents, it makes the target practically untouchable at close range without taking damage.
Rank: C
Cp Cost: 25 cp
Dice Rolls: 3
Damage: (5 - 10) + chk mod per hit on the user.
Reflex DC: n/a
Fortitude DC (user): 30 - [Chakra Control / 5] If failed take damage equal to the difference between your roll result and the DC. If you roll a 1 take double damage.
Requirements: Shikotsumyaku, Chakra Control 15, Constitution 20, Dexterity 16
Training: 3 stages
Stage I: Chakra Control DC 25 Increasing bone size and density until your skin bursts with sharp bones.
Stage II: Constitution DC 15 Closing wounds around the bones as they grow to prevent damage.
Stage III: Dexterity DC 13 Fighting with protruding bones while reducing hindrance
Special:
*Can be used when grappled. If so, grappler takes jutsu damage and must pass fortitude check equal to 10+2 for every 20 damage the victim takes from this jutsu during THAT instance of grapple or instantly drop the user.
*For every successful weaponless melee hit on the user, attacker takes jutsu damage.
*Can be used as a blocking weapon for the block technique.
*If weapon based attack launched at user is higher than Dodge Bonus, but lower than Dodge Bonus + Chakra mod, take half damage.
*Reduce [Dexterity] by 6. (Does not affect Dodge bonus or Reflex save.


I like the fact you made it an effect similar to armor rating, balances out the technique and makes it more interesting. For the change to the fortitude DC for the grappler I originally used the same formula we find in pretty much all other techniques with similar effects in the guild. My concern if we apply this DC is that with this calculation, the fortitude DC would almost always be 10 because of the jutsu damage, maybe sometimes a bit more, which would make the technique unusually weak for how significantly it seems it could harm someone who was grappling the user. Think I'd keep the original formula. And shouldn't it affect dodge and reflex? It seems the bone could interfere with movement when trying to move around...

PupSage
A-Rank

Tessenka no Mai: Tsuru (Dance of the Clematis: Vine)
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This technique lets the user remove their spinal column to use as a whip. It can grapple opponents from a distance.
Cp Cost: 100
Dice Rolls: 5 to create the whip 1 to attack after that.
Damage: (7 - 11) + 1.5x Dex mod + chk mod
Reflex DC: n/a
Fort DC: 45 - [Chakra Control / 5] If failed take damage equal to the difference between your roll result and the DC. If you roll a 1 take double damage.
Requirements: Shikotsumyaku, Chakra Control 45, Ninjutsu 45, Constitution 25, Dexterity 35
Training: 5 stages
Stage I: Chakra Control DC 55 Bind chakra to your spinal column and cartilage to create a new weapon
Stage II: Constitution DC 35 Remove your spinal cord and replace it, twice.
Stage III: Ninjutsu DC 55 Manipulate the whip with your chakra. Stretch it out, levitate it ect.
Stage IV: Dexterity DC 45 Attack a dummy with the whip. Sneak attack, grapple, disarm, and trip it in order to learn the weapon well.
Special:
*User may take ranks in Ninja Weapons (melee) Bone whip to add 1-2 damage per 4 ranks and +2 to attack rolls as per the guild rules. The user does not add ninjutsu bonuses though.
*Ninjutsu bonus to damage does not apply.
*Add Chakra modifier to attempts to trip, grapple, disarm, and sneak attacks.
*Cannot Duel wield.


I'm trying to see why this wouldn't be the same principle as the bone sword, simply another weapon to be created through the bone pulse instead of its own jutsu. Love the boost to complex combat maneuvers, although I'd apply a bonus depending on chakra control rather than chakra mod to them since it seems they would be influenced more by the finesse of the weapon rather than its raw density and strength that would influence damage.

PupSage

Tessenka no Mai: Hana (Dance of the Clematis: Flower)
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Description: This technique creates a massive lance on bone on one of the user's arms. The Kaguya can use the lance like a drill by using chakra to make it spin
Rank: A
Cp Cost: 120
Dice Rolls: 5
Damage: (8 - 16) + 1.5xStr + chk mod + 1-2 per 4 ranks in Taijutsu. Also adds +2 to attack rolls per 10 in Taijutsu
Reflex DC: n/a
Fort DC: 40 - [Chakra Control / 5] If failed take damage equal to the difference between your roll result and the DC. If you roll a 1 take double damage.
Requirements: Shikotsumyaku, Chakra Control 40, Ninjutsu 40, Constitution 36, Strength 40, Dexterity 30
Training: 5 stages
Stage I: Chakra Control DC 50 Send a massive amount of chakra into on arm to encourage bone growth. Strengthen the bone.
Stage II: Ninjutsu DC 50 Send the bone out to cover your arm in a giant lance of bone.
Stage III: Constitution DC 46 Heal your body by generating new bones.
Stage IV: Strength DC 50 Lift your massive new weapon and throw a punch or two to get the hang of it.
Stage V: Dexterity DC 40 Do some acrobatics with your new weapon and find your new center of gravity.
Special:
*Minus 6 to Dexterity for all purposes.
*Add 6+Chk points of armor to you dodge bonus. If the opponents attack is greater than your new dodge bonus, but less than the +12 armor on top of it you only take half damage.
*Can be used to block and adds +6 to such attempts.
*On a critical it causes massive damage, dealing 2.5x damage instead of 2x damage.
*For another 20 cp per attack the user can change the attacks damage to (12 - 24) + 2xStr + 1.5chk mod + 1-2 per 4 ranks in Taijutsu. (If this is done the user cannot be holding any other weapons.
*Can wield a one handed weapon in off hand for a -8 to attack rolls.


LOVE. THIS. TECHNIQUE. Very well done!

PupSage
Sawarabi no Mai (Dance of the Seedling Fern)
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This technique causes a giant forest of bone spikes to burst from the ground. The user is then able to emerge from any bone at will, giving him a deadly element of surprise against his opponent.
Rank: A
Cp Cost: 120 cp to generate forest + 10 cp for every forest action.
Dice Rolls: 5 to create forest, 1 for every forest related action.
Damage: (5 - 10) + chk mod per hit on the user.
Reflex DC: n/a
Awareness DC: 18 + [Stealth / 2] + 2 per 10 in Chakra Control
Requirements: Shikotsumyaku, Earth Affinity, Chakra Control 45, Ninjutsu 35, Dexterity 26, Stealth 30, Sneak Attack 25.
Training: 5 stages
Stage I: Ninjutsu DC 35 Creating and rising bone spikes from the ground.
Stage II: Chakra Control DC 55 Melding efficiently in and out of the bone spikes.
Stage III: Dexterity DC 18 Maneuvering efficiently inside the bone spikes.
Stage IV: Stealth DC 40 Moving from spike to spike unnoticed.
Stage V: Sneak Attack DC 35 Catching your opponent off guard by attacking from the most unexpected locations.
Forest Hp: chk mod x (Level) + 20 per 10 in ninjutsu. Can only be damaged by massive area of effect techniques.
Special:
*Increase [Stealth] for every character inside the forest by 10 against everyone except people who know this technique.
*As an action, user may use the technique to go into hiding.
*As an action, increase user’s [Stealth] by [Chakra Control / 2] for the rest of his turn. This effect can only be used once per turn.


Agree with all your modifications/clarifications. Should this be bumped up to S-Rank though?

By the way, thanks A LOT for doing this, very cool of you when you don't even have a Kaguya of your own 3nodding
PostPosted: Thu Mar 13, 2014 12:21 am


Yeah, S-rank, Triple the CP cost.

Qyp
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PupSage

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PostPosted: Thu Mar 13, 2014 6:37 am


Did a massive overhaul of the jutsu as per Hiru's recommendations.

*I redid the forest almost entirely, so be sure to check that out.
*28 bones in the fingers and thumbs means 28 potential bullets that have more damage now.
*The vine whip now has [chakra control/3] instead of chakra as a modifier.
*Kept grapple as same on the larch dance, but downed it to 10 +2 for every 10 damage taken in that instance of grapple. Meaning that they have to drop the person for a turn or the check gets higher and higher.
*Redid Camelia's damage to 3x dmg + dex mod.
*Updated clan stat bonuses. No more minuses to int, wis, or cha, but a massive loss of healing from external forces and balanced it with a slight boost to healing while resting.


What I did not do and why:
*I did not make the dance of the willow its own fighting style. They would already be having to specialize in bone whip and bone sword, let them keep the taijutsu normal so that they can apply it towards learning techniques, otherwise they are going to be to far spread out.
*I did not go back to larch's default grapple check, I think that it was even easier than this one as it only rose above 10 after you got the opponent below half hp.
*I did not put the stat bonuses in the other post because it is a lot of detailing and deserves its own post.
PostPosted: Sun Mar 16, 2014 6:58 am


Hoshigaki Hiru

Qyp


Looking good?

PupSage

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PostPosted: Sun Mar 16, 2014 6:00 pm


Kosmic Khaos

Gideon Commando

ProtoXtreme

YourLittleNarrator

WeaselFanBoy

Dai the Fang

Hademaru

The Winged Guardian

Kouri-chan_xx


Quoting anyone who has posted recently and has a fair amount of post, which I translate into being able to give input here. If you can give input here, please do. I think that the updates here would be very beneficial to helping my character out on the mission so that I won't be so useless.
PostPosted: Sun Mar 16, 2014 7:27 pm


Like the changes! I'd still add the clan bonuses and penalties to the limit since clan members who would not have the Dead Bone Pulse would simply be regular people. Not going to make a fuss about this though, if everyone prefers it this way its got my vote!

Also, I'd keep it officially a Kirigakure clan. I'd mention the flexibility for Otogakure in the ownership post. Again, not something that would keep me from giving it my vote.

We'll see if this needs any rebalancing after it's been used in the field! Good work!

Hoshigaki Hiru
Crew


Qyp
Crew

Manly Lunatic

PostPosted: Sun Mar 16, 2014 7:33 pm


+1 once Hiru's final changes are done.
PostPosted: Mon Mar 17, 2014 4:45 pm


+1, I approve.

Gideon Commando
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PupSage

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PostPosted: Mon Mar 17, 2014 5:15 pm


Edit: Gaia flipped upside down on me, whoops.
PostPosted: Wed Mar 19, 2014 5:25 pm


+1 here

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PostPosted: Thu Mar 20, 2014 4:54 am


biggrin +1 and done!
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