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[Suna] Kou <Scorch Release>

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junseihime

PostPosted: Mon Jan 23, 2012 8:52 am


Kou Ichizoku (Crimson Nomads of the Sand)


Indigenous: Suna (Kaze no Kuni)
Status: Shinobi-Civilian/Merchants (formerly nomadic)
Occupation: Traditionally employed as the Kazekage's personal assassination squad. As they formally pledged to the village itself, not to the Kazekage, this could perhaps merely be a diplomatic compromise.

Affinity: All clansmen share the Fire element. Members of this clan with the ability to use Scorch Release must have Wind as their primary affinity. However, this does not necessary mean the clansman in question would be born with the ability to use Scorch Release even if they have both primary affinities in that exact order.


Bloodline

Ability: The Kou clan possesses the special ability to transform energy into heat and the inverse - to break down heat into energy. Instead of using chakra as a direct source of combustion for fire-based techniques, their own method of performance involves quick energy transfer to initialize combustion for the initial sparks and then precise energy transfer to swiftly fan powerful flames. In this manner, unlike the usual Katon users, they are not wholly restricted by the amount of burnable gases or materials available in their environment to produce the hottest possible fire. Their inherent ability had also allowed them to create a special fire-based Taijutsu when usually such a style would severely harm any other Katon user.

Overview: One of the few extant Elemental Creation lineages found in the cradling sandy chaos of the Wind Country. The Kou clan traces their ancient lineage back to the founder of the Elemental Creation, the younger son of Rikudo Sennin. By proxy then, they are very distant cousins to other Elemental Creation bloodlines and are probably more closely related to the Senju than any of the other existing cousin lineages. This factor is strongly exhibited in that similarly to the Senju, even if a Kou is born with the required base affinities, not every Kou is blessed with the ability of merging the Wind and Fire affinities to create the Scorch element. As a result, the clan is specifically talented with Katon Jutsu, creating a peculiar Taijutsu style that actively utilized fire because with the way this clan produces fire, the flames do not burn them. Consequently, they are more or less close-ranged Ninjutsu masters rather than following the traditional delineations defining Ninjutsu masters.

As cases of those with the ability to use wind and fire affinities but cannot merge them are quite common, the Kou clan focused a lot on the field of combination Ninjutsu - the most extensive study of Fuuton and Katon in existence. Since that particular development of primary and secondary affinities are also quite common in Suna, the Kou clan teaches this "Combustion Release" school of style to even interested students of the village.

Shakuton (Scorch Release): Shakuton, or Scorch release, is the ability to combine the wind and fire affinities to perform a wide range of field and temperature control-based techniques. Unlike most other elemental creation lineages, Scorch Release is more a supplementary-type art, meaning its users most often utilize Scorch Release to make the technique that initiates or follows immediately after more powerful. As a result, some clansmen see that their clan's combination layering of Jutsus developed from the very nature of the bloodlimit associated with their clan. Alone, Scorch Release offensively takes the form of corrosive effects that damages the target by vaporizing them with superheated air.

Currently, only two members of the Kou clan are known Shakuton users, one honored as a Sennin of the village, and the other a respected Tokubetsu Jounin standing among Suna's Ninjutsu masters.


Inheritance

History: Most clans begin with histories of some sort. Or even if they weren't the creation of elaborate legends, those stories are still orally passed down, gilded in grandeur by the feelings of the people whom tells such stories. But the Kou clan has no such history to give them an almost mystical aura, instead, their history is one of humble roots - of a people of desert nomads whom lived in the barren, sandy bowls of the Wind Country long before those whom came to establish Suna and the shinobi village system would come to create their desert fortress.

Early life in this clan's history was difficult. The Kou learned how to effectively be hunter-gatherers, to use their abilities to buffer against the harsh desert weather so they could farm small plots of land. They learned how to find water in the desert by tracking the body heat of animals and following them. They learned to bring water from far-away places. In time, they grew to be a sturdy and tough people.

So the Kou tells no elaborate stories, but instead passes down fables of wisdom and truth. The children are taught young, nurtured from youth by their mothers in the little factors in life: how to properly be human beings, that was what's most important. When they drifted to the gates of an fledgling Suna, the people there were surprised to find a nomadic clan with such a rich, deeply philosophical culture developed on the harsh sands of the wind-swept lands. And for the Kou, the offer for a stable place to live from these new people, of a durable home instead of an endless cycle of wandering was tempting. They accepted, and helped the villagers where they could. It would be the first time the Kou was to utilize their gifts for a people other than their own.

Time passed. Many of the founding clans of Suna and those whom came afterwards, like the Kou, changed with time. But the Kou changed very little. Even while the rest of the society was staunchly patriarchal, they continued holding dear their matriarchal order, stubborn in insisting to teach their young ones the meaning of kindness. Even as they came to be defined with the rest of the shinobi order, the Kou maintained the philosophy that shinobi are still yet human, and so must honor such delineations. Thus so, the Kou never truly acclimated. Instead of taking a position as a leader of the village, they were ones whom grew preferred to be led.

What they do not notice was that somewhere along the line, their original promise to take care of Suna's people so sharply changed. The abilities they once used to survive in the desert, like the rest of the shinobi community, became marketed for killing...for violence...and the Kou found themselves trapped in an unchanging tradition that made the Kazekage their master, no longer the people of Suna. But they still yet maintain a blind eye because they really care too much for their beloved village to want to see anything more.

Legacy: The genetic trait for producing Scorch element is on the X-chromosome, and the gene itself is recessive. This makes men more likely to display the gene rather than women, whom would more than often be the bloodlimit carriers. However, as the mother is the deciding factor of whether or not the next generation of Kou inherits the gene, and also women with the ability to use Scorch Release are notably more powerful than the men, this clan thus particularly reveres the role of women in the clan hierarchy.

Therefore instead of a patriarchal structure, the Kou clan follows a matriarchal order: a remnant that followed even the years long after their nomadic wandering days. The mother is the head of household, and is responsible for passing down all traditions to the children, whom are all raised with her unquestioned say. The patriarch of the family's only duty is to support his family, and in turn, the clan by expanding and stabilizing the clan's financial assets. This form of structure produced kind and thoughtful clansmen whom are taught from youth to be more considerate of the feelings of others and to never apply violence as the primary choice method of solving problems.

Division and Leadership: Unlike other clans, the Kou do not have any distinguishable clan branches. The Kou do not believe in divisions of superiority, and the whole clan is encouraged to work closely together. The chief is chosen by majority vote by the matriarchs of the different households composite of the Kou clan. Women may also potentially hold the title of Chief. The Chief does not necessarily have to be the strongest Kou of his or her generation but may also be particularly famous for strategic prowess, defensive capabilities, and such. The Chief of the Kou may also be particularly known for a school of arts not in any way associated with the clan itself, such as mastery of ranged weapons. In this manner, it is perhaps best to be summed that instead of creating a position of "leader" which is passed down by blood inheritance, the Kou selects the most respected Kou of the particular era. The Chief then holds the duty of role-model to the clan on how the proper small Kou family should be conducted, and it is the responsibility of the Chief to call for all Kou to be leaders of the clan.

Physical: The men and women are both of sturdy build. Those of the Kou clan don't tend to be extremely tall, mostly of around average height, thereby prompting the clan to focus a lot on speed and flexibility. Because of their extensive ability to manipulate energy, the sun's naturally corrosive energies are passively buffered to not damage their skin. Thus so despite the long history of living in the desert, the members of Kou have pale skin but possess the dark hair common to the windswept lands of Kaze no Kuni. Eyes ranging from various shades of red distinguishes this clan.

Dress and Speech: The spoken language is a dialect of Japanese particular to Suna. Because the Kou clan do not speak with the highfalutin language of the aristocracy and the imperial courts, nobles often do not like to associate with them unless for trade purposes due to the Kou preference for the rough dialects of the local peoples.

The Kou clan's traditional dress is a plain yukata, but when they are on shinobi duty, they will always don the appropriate dress and as a reflection of their utter devotion to Suna, they do not modify the uniforms in any way or form.

Notable: The Kou clan's most renowned dish is tofu that is separated into seven different kinds of spiciness.
PostPosted: Mon Jan 23, 2012 8:55 am


Passive Abilities

Only Blessing of Fire and Elemental Recombination are Kou Lineage exclusive.

Fire Nature Manipulation
Description: Kou teaching strictly warns those pursuing Katon mastery to respect fire manipulation. That is because fire, unlike the other elements, holds the very energy of life. The ancient Kou even thought fire was a living substance because though it is changeable a substance, unlike water, it propagates so quickly and devours swiftly on its own. The steps the Kou teach fire manipulation are as follows.
Rank: -
Cp Cost (only during training): 50% of total Cp consumed by the end of training. Subtract only when training stages are completed.
Attack Turns: None, passive ability.
Reflex DC: -
Damage: -
Requirements: Fire Affinity, Chakra 20, Chakra Control 15, Ninjutsu 10, Concentration 10
Training: Stage I: The first step involves producing volatile, unstable chakra that ignites in the presence of air. That is made possible only by adding just barely enough of the physical energy component of chakra to just fractionally categorize the product as molded chakra. Such a volatile chakra is used as the direct catalyst source of fires. As it quickly breaks down with contact to the air, small sparks form due to the swift chain of combustion reactions.
DC: 25
Formula: 1d20 + Chakra Control
Stage 2: The student must produce and maintain a small flame from the sparks. The main principle is not to fuel too much chakra into the flame after the initial sparks ignited the gas, that would merely make the flame develop too quickly out of control. Let these wisps hover around without going out or touching the skin.
DC: 20
Formula: 1d20 + Concentration
Stage 3: This step involves learning how to properly fan the flame. This comes in two parts, either increasing its temperature, or increasing the size. Temperature manipulation is simple, the flame has to be fed slowly, so it can increase in heat gradually over the time frame. More advanced Katon techniques would teach how to create hot flames without waiting for very long by reacting more powerful combustion reactions from the very beginning. For now, all that's necessary is to learn the basics of increasing the size of the flames.

The Kou have their students generally practice on very windy, hot dry grounds so this leads to probably resultant flames that would be larger than if performed elsewhere. The instructor in fire manipulation would instead make the Kou student slowly increase the size of the flames - something most students struggle with because a sudden wind would fan the fire much more than what they want. The final part of learning size control is to make the consequent large flame gradually decrease in radius.
DC: 30
Formula: 1d20 + Chakra
Stage 4: Directional containment is also very important in fire manipulation. By layering stable neutral affinity chakra to the sides of the flame, the Kou student is essentially recreating the proper formation of the typical fire-based technique and giving the flame a basic shape. This forces the size to stabilize usually either from the sides, from top to below, or from all directions via side to side and top to bottom interactions. The student would try both and once managing to master compression, would then be allowed to play with directional Katon expansion by releasing one or more of the containment's sides and allow the flame to flow in a controlled direction.
DC: 20
Formula: 1d20 + Ninjutsu
Special: Members of the Kou clan may start learning Fire Affinity techniques now. Only 85% chakra required to use general Katon techniques due to the perfection of control.

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Blessing of Fire
Description: After learning Fire Nature manipulation, Kou students are then taught the basics of energy manipulation. They practice playing with different forms of energy until manipulation becomes ingrained as secondary nature. Particularly crucial is learning to manipulate photons back and forth between the particle and wave states. The Kou student learns how to transfer energy then through blank space and to transform that energy into heat - as well as to perform the reverse - to disperse energy by scattering its wave-particles. In this manner, they can increase their resistance to fire and electrical damage and aftereffects, as well as to protect their eyes against flashbangs and general suddenly blinding methods that rely on the usage of light.
Rank: -
Cp Cost: 55 (initial) + 15 per round maintained
Attack Turns: None, passive ability.
Reflex DC: -
Damage: -
Requirements: Kou Clan, Fire Nature Manipulation, Chakra 25, Chakra Control 35, Ninjutsu 44
Training: Stage I: The Kou student starts by producing a flame but instead of catalyzing the flame by chakra, this time they are to create the spark for the flame by drawing the energy directly from the chakra itself. Regulating the release of that energy is at the heart of this principle. The first form of manipulation learned is to draw all that extracted energy to a concentrated point. When the concentrated orb is released in the effect of an explosion, that makes the spark possible for feeding the subsequent flames.
DC: 45
Formula: 1d20 + Chakra Control
Stage 2: Has to follow directly after what is learned in the first step. A wind shell is created around the flame. The flame must be incremented or decreased in size without heating up the wind shell at all.
DC: 35
Formula: 1d20 + Chakra
Stage 3: The student will now practice dispelling the flame by releasing the energy in the burning core without destroying the wind shell. Every failure in this round will cause the wind shell to explode and inflict burns (see status ailments in the appropriate section of the Game System subforum). The idea is to disperse the flames by transforming it into pure energy instead of relying on other methods to quell the flame. This final part focuses on rendering concentrated sources of energy as virtually non life-threatening.
DC: 56
Formula: 1d20 + Ninjutsu
Special:
  • Renders 25% effectiveness (rounded up) of all blinding technique effects.
  • A Kou member whom mastered this would not suffer burns or paralysis due to Katon or Raiton techniques.
  • Enemy Fire and Lightning affinity damage are cut to 80% effectiveness.

Supplementary (Blessing of Fire - Pulse): As they are a clan whom practice energy manipulation, the Kou clan are very sensitive to the changes in their surroundings. A supplementary use of their Blessing of Fire technique is a Sensor type art which allows them to tell the number of nearby people or animals and whether or not someone or something is trying to pass off as something they are not.
Cp Cost: Same as parent technique's usage.
Attack Turns: Normal required for Awareness check.
Requirements: Blessing of Fire, Chakra Control 55, Concentration 50
Training: Stage I: By releasing a wave of chakra, the Kou clan spatially feels the surroundings for large clustering heat signatures. The practice in this stage mostly comes in minimizing the disturbance due to the chakra wave, as the idea is to get a scouting view without alerting the targets that they are being watched.
DC: 65
Formula: 1d20 + Chakra Control
Stage 2: The second part comes in learning how to properly read the temperature variations by the intensity of the heat signature. Generally, after a few tries, the Kou student would learn how to distinguish human beings by relative body temperature compared to other animals, whom have relatively higher or lower body temperatures. Finally, the Kou student would be able to distinguish plants as concentrations giving off energy unlike inanimate objects but differ still in having no distinguishable heat signatures.
DC: 60
Formula: 1d20 + Concentration
Special:
  • Will be able to tell number of surrounding enemies, including whether or not they are humans or other animals. Henge attempts to pass humans as other animals or altogether as plants, and vice versa, will not work due to varying heat signatures.
  • Add x1.5 Chakra mod. instead of Wisdom to all other Awareness checks for locating purposes.


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Wind Nature Manipulation
Description: Many Kou develop Wind affinity as their secondary element, so they focus a lot in strengthening the fundamentals of wind manipulation as well. After all, it is only appropriate, because wind fans the flames: as the elements are natural partners, so does the Kou respect wind manipulation as an equal art. The Kou teachings regarding wind manipulation is completely the opposite of their core principles for fire manipulation. Wind is an element of freedom, so its natural destructive power is different than that of fire. Fire is an element that requires control for the sake of precision, but wind requires control for the sake of amplifying the disassembling force of its power. In this manner, the Kou clan follows these principles to naturally recreate certain phenomena of nature.
Rank: -
Cp Cost (only during training): 50% of total Cp consumed by the end of training. Subtract only when training stages are completed.
Attack Turns: None, passive ability.
Reflex DC: -
Damage: -
Requirements: Fire Nature Manipulation learned (unless Scorch Release inheritor), Wind Affinity, Chakra 15, Chakra Control 15, Ninjutsu 10, Concentration 20
Training: Stage I: The first part of learning to master the Wind affinity is to practice focusing air to a singular point. Once the surrounding pathways of the flowing air is as close as possible as to being observable does the student know he or she has achieved this step.
DC: 25
Formula: 1d20 + Chakra
Stage 2: Allow air to flow between just two specified points. Usually the Kou student would direct the air between the two palms of their hands. First, slow flow is practiced, and gradually the student is shown how to increase the speed of the air between the two points until their palms would feel like pressing in upon something solid. The purpose of this step is then achieved - of manipulating the speed of air enough to mimic solid mass.
DC: 25
Formula: 1d20 + Chakra Control
Stage 3: The next step involves truly compressing air to increase and relax the pressure. Chakra is used to excite molecules of gas and to gradually pack them closer and tighter together.
DC: 30
Formula: 1d20 + Concentration
Stage 4: The final stage involves practicing redirection. Using the compressed air, in its simplest form of an orb, the user practices firing the air bullet. There is a trick to redirection in forming a "spring" of air behind the bullet, which would increase the velocity of the launch. Only then, would the piercing power of the wind bullet be optimized. This is the difference in this type of elemental redirection: the redirection itself is used to aid in the strength of the technique rather than wasting chakra to form a more aesthetically impressive air bullet.
DC: 20
Formula: 1d20 + Ninjutsu
Special: Members of the Kou clan may start learning Wind Affinity techniques now. Only 85% chakra to use general Fuuton techniques having mastered extreme compression to increase Fuuton power.

---


Elemental Recombination
Description: This form is taught only to Kou students whom inherited the ability to use Shakuton. As there is at least one member of the clan capable of using Shakuton every generation, the older generation's Shakuton user takes the authority in teaching the younger. Instead of whole body elemental chakra molding, now the Kou student must master partial elemental chakra molding.
Rank: -
Cp Cost (only during training): 75% of total Cp consumed by the end of training. Subtract only when training stages are completed.
Attack Turns: None, passive ability.
Reflex DC: -
Damage: -
Requirements: Kou Clan, Approved for Shakuton (Scorch Release), Wind Affinity, Fire Affinity, Wind Nature Manipulation, Fire Nature Manipulation, Blessing of Fire, Chakra Control 40, Concentration 45
Training: Stage I: The first part involves learning to break down elemental molding separately. This is generally the more difficult of the two stages, as it requires a lot of Chakra Control. The left side of the body would mold wind-affinity chakra while the right side of the body would mold fire-affinity chakra. Focus and actual recombination happens at the central tenketsu nodes of the body. Careful attention must be spared to not overwhelm the central tenketsu nodes and keep the chakra flow steady.
DC: 54
Formula: 1d20 + Chakra Control
Stage 2: The second part is actually producing the Scorch element, which would take the form of a very sharply noticeable change in exterior environmental temperatures. Normal Katon techniques would only directly affect the air around the flame itself.

The student practices by forming a flame in the palms of their hands, which they keep incubated with wind. This way, there is absolutely no way to feel the temperature difference caused by the flame itself, because the flame is divided from the surrounding atmosphere by the casing of air. The student would now focus on warming the temperature precisely around the edge of the wind barrier. The air around the wind shell should not be hot, but the wind shell itself should have heated up and will glow red-hot. Disperse and repeat.
DC: 55
Formula: 1d20 + Concentration
Special:
  • Kou bloodline's inherited Ninjutsu propensity is unlocked. All of the chakra reserve can be tapped into now. Total Cp increments to x1.2.
  • The Kou member now has the ability to learn and use Shakuton (Scorch Release) techniques.


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Single Seal Release
Description: Even though this particular principality of Rikudo Sennin's teachings had been lost outside of the Elemental Creation families, the Kou clan is one of the few extant lineages of that particular species whom continues to teach that handseals are a crutch, not a necessity. The Kou student in question is weaned of the reliance of handseals in favor of focusing on a variation of meditative exercises to improve concentration and consequently, Chakra Control. This greatly in turn greatly shortens the usual Ninjutsu initialization period.
Rank: -
Cp Cost (only during training): 90% of total Cp consumed by the end of training. Subtract only when training stages are completed.
Attack Turns: None, passive ability.
Reflex DC: -
Damage: -
Requirements: Chakra Control 30, Concentration 50
Training: Stage I: The first meditative exercise involves manipulating the chakra to move to the desired place in the body. This is usually made noticeable by an increase in the student's usual physical capabilities, for example, a finger with the body's chakra energies channeled to it would be able to support the shinobi's whole body weight when usually that would be impossible without fracturing the bone.

The next step is in molding and releasing the neutral-affinity chakra under the formation of a single seal. The chakra in the body are directed to avoid the hands specifically, which have the most sensitive tenketsu nodes, thereby eliminating the temptation of utilizing the easier method.
DC: 60
Formula: 1d29 + Concentration
Stage 2: The final stage is difficult: now comes the part of adding the elemental affinity to the neutral-affinity chakra. The student is recommended to mix in the elemental chakra gradually, in order not to create an effect that may severely injure themselves. The focus is to move away from the typical shinobi reliance on chakra release through the hands and feet and then to mold the chakra. Internal chakra molding is applied for the preparation stage, and then release occurs for the elemental manifestation stage through the hands or feet.

Therefore, once the elemental chakra is stable in the reaction, only in the exact moment of manifestation is the product chakra for Jutsu released. Failures in this step mostly comes from releasing the final form chakra too fast, causing burns along the chakra nodes of the arms or legs, or wherever the student chose as the Jutsu release area.
DC: 45
Formula: 1d29 + Chakra Control
Special:
  • Diminished Jutsu initialization time. Only one double-handed seal is required.
  • Chakra Control 40 means 1 less dice roll required to use a certain Jutsu. For every increment of +10 Chakra Control over the base Chakra Control required to learn this technique, 1 less dice roll is required to utilize Jutsu.
  • Jutsu initialization time cannot decrease below 2 required rolls.

junseihime


junseihime

PostPosted: Mon Jan 23, 2012 8:59 am


Enjutsu

Kou Lineage exclusive with the exception of Baguazhang.

Baguazhang
Description: An internal martial arts style that focuses a lot on dodging and does not have many finishing moves. A disciple of the Baguazhang style remains in constant training throughout their life. Minimal dodging is particularly a large focus in this Taijutsu school, generally the practitioner fights with the least possible displacement from their original stance. The Kou clan adopted this style during their nomadic years to deal with large animals that are much stronger than humans. Over time, they added offensive techniques that utilizes the defensive stance of the Baguazhang. The goal was to give the user an edge in quick-paced close-combat. Combined with aiming for pressure points to destabilize the opponent and using the force of the quick turns from the dodging to add striking power to the hits, Baguazhang becomes capable of taking down enemies even if it is by far from the strongest style in terms of base power.
Rank: C
Cp Cost: -
Attack Turns: 1 dice roll
Damage: Basic Taijutsu damage increases to 4 - 7 + Dexterity mod.
Requirements: Dex 24, Taijutsu 20, Acrobatics 16, Concentration 12
Training: Stage I: The first part of learning Baguazhang involves mastering circular motion dodging. This training stage is possible either with a sparring partner, or a special type of training dummy that swings back when hit. When this stage is mastered, the fractional dodges should be barely noticeable except to the most trained of eyes.
DC: 30
Formula: 1d20 + Acrobatics
Stage 2: Physical honing may be core to Taijutsu mastery but martial artists need to be just as knowledgeable about the body if they want to succeed. This next stage requires hitting the books to learn about the body's pressure points. The trainee will learn about and memorize the body's primary pressure points first, before then proceeding on to learn how height and body mass may require manipulating that acquired standard knowledge.
DC: 24
Formula: 1d20 + Concentration
Stage 3: The final stage of learning Baguazhang involves combining pressure point strikes with the circular motion movement learned in the first stage. Instead of using the fingers to strike pressure points, the Kou's variant Baguazhang style relies on using the knuckles. This allows for a larger surface area of contact but no reduction of force, so will not require the same kind of extreme precision as some other Taijutsu styles. The sharp, quick turns in Baguazhang dodging becomes fundamental in increasing the striking force of this technique.
DC: 32
Formula: 1d20 + Taijutsu
Special:
  • Dexterity instead of Strength mod. is applied for Attack Melee when using the Kou Taijutsu style.
  • Instead of applying Wisdom mod. to the user's Dodge Bonus, x2 Dexterity mod. is treated instead.
  • Every 2 successful hits with Baguazhang inflicts a loss of 1 dice roll upon the opponent's next turn. Every successful dodge when applying this skill adds +1 to the user's next attack roll.


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Burning Axle
Description: Just Baguazhang alone does not distinguish the Kou Taijutsu style. Harnessing their ability over the fire affinity into their strikes, the Kou are able to include highly pressurized flames and time a subsequent explosion that would send the opponent violently hurling back upon the contact of Baguazhang strikes. This technique is applied at the end of a chain of Baguazhang strikes.
Rank: C
Cp Cost: 80 Cp
Attack Turns: Treat as Taijutsu, 2 dice rolls (1 to charge)
Damage: 65 - 90 + Chakra mod.
Requirements: Kou Clan, Baguazhang, Fire Affinity Manipulation, Blessing of Fire, 24 Chakra, 22 Chakra Control, Sparring partner
Training: Stage I: A sparring partner is absolutely necessary to properly learn this technique. The first step involves pressurizing flames even when dodging using the Baguazhang style. If the user is hit, the charging for this technique has failed.
DC: Follow Taijutsu rules.
Formula: Follow Taijutsu rules.
Stage 2: The next step involving attacking with Baguazhang. The highly condensed chakra must only be released immediately after the strike connects. For this stage, trainees practices on stationary objects, usually on large boulders. The technique must sufficiently damage the rock.
DC: 34
Formula: 1d20 + Chakra Control
Stage 3: The final stage of learning the Burning Axle once again requires a partner. Previously, the trainee mastered how to time the Burning Axle on a stationary object. This time, they must learn how to time even with a moving target. In order however not to injure the sparring partner, only 5% of the chakra requirement - and subsequent damage - of the completed technique is used. The effect should still be there - the opponent's stance should be pushed back quite noticeably.
DC: Follow Taijutsu rules.
Formula: Follow Taijutsu rules.
Special:
  • Only one use allowed per turn. Must come as the last attack in a Taijutsu chain.
  • Capable of causing burns.
  • The opponent if directly hit (10 above opposing dodge), half of the dice rolls in the opponent's next turn are lost.


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Fire Shell
Description: Fire Shell combines the principles of the Burning Axle and Baguazhang to further increase the user's mobility. Timed explosive bursts at the ground are used to propel the user in quick intervals. This technique can thus serve in a defensive maneuver. Its primary offensive use concentrates fire affinity chakra to a single point, which is then timed for release in a manner similar to the Burning Axle. Because the range of the offensive application is meant to be wider in area of effect, the Fire Shell, instead of an explosion, creates a torrential blast of fire. Usually the Jutsu applicant only applies the Fire Shell when they can make a perfect counteroffensive move - the blast of fire will scorch the opponent but the Fire Shell's repulsion effect will still give the mobility factor.
Rank: B
Cp Cost: 80
Attack Turns: Treat as Taijutsu. 2 dice rolls when used offensively, 1 dice roll if only applied for mobility purposes.
Damage: 64 - 94 + Chakra mod.
Requirements: Kou Clan, Baguazhang, Fire Affinity Manipulation, Blessing of Fire, Burning Axle, 32 Chakra, 40 Chakra Control, 30 Concentration
Training: Stage I: The first step involves practicing increasing the power of the Burning Axle. The difficulty in this step is that if compressing the additional chakra isn't properly done, an early explosion effect would happen - something that is capable of leaving the user with very bad burns especially if the Blessing of Fire was not mastered.
DC: 42
Formula: 1d20 + Concentration
Stage 2: The concentrated orb of fire affinity chakra prior to the Burning Axle's release is layered with another shell of fire affinity chakra. The release is directed then at the ground. If done properly, the user should be airborne for a few moments. The user should then practice side to side and front to back movements.
DC: 42
Formula: 1d20 + Chakra
Stage 3: The final problem will lie in learning how to control the sudden acceleration factor. This more lies in trial and error until the user can comfortably time when a propelling blast would accelerate them more than expected. This part is primarily about learning and mastering timing for this technique.
DC: 54
Formula: 1d20 + Chakra Control
Special: x2 Chakra mod. to DB and Rex (added on to Baguazhang dodging capabilities) when this technique is used. A successful dodge adds on x1.2 Chakra mod. to all offensive dice rolls of the user's subsequent Turn.

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Crimson Storm
Description: Creates a close-ranged explosion similar to Fire Shell that sends everything in close proximity to the user blasting back. The difference is in the radial range surrounding the user. Since the pressure of the flames is higher than the Fire Shell, this can be used to stop incoming attacks, especially projectiles. By introducing the disassembling property of Yang chakra, Crimson Storm also has a particularly unique effect against non-elemental chakra-based constructs such as Genjutsu. This technique would violently tear through an illusion by expelling any invading chakra that got into the body system and completely decimating any existing foreign chakra still in the air around the user.
Rank: A
Cp Cost: 200
Attack Turns: 3 dice rolls, treat as Taijutsu.
Damage: 130 - 200 + Chakra mod.
Requirements: Kou Clan, Baguazhang, Fire Affinity Manipulation, Blessing of Fire, Burning Axle, Fire Shell, 40 Chakra, 50 Chakra Control, 50 Concentration
Training: Rules: Subsequent stage succession-type training. Once getting a success in Stage 1, proceed to Stage 2, and continue rotation until reaching a failure to begin from Stage 1 again.
Stage I: The first stage involves gathering the large amount of chakra necessary for this technique. The tenketsu nodes in the whole body are involved, but release occurs only at the hands and feet. A shell of fire should surround the user.
DC: 50
Formula: 1d20 + Chakra
Stage 2: The second step involves expanding the size of that shell of fire to not just immediately surround the user. More chakra would be expended to maintain the shape of the flame barrier.
DC: 60
Formula: 1d20 + Concentration
Stage 3: The third step involves superheating the space around the user, energizing the gas molecules in preparation for a damaging combustion reaction. The area around the user will quickly superheat if the space remains enclosed. In order to reduce blind spots however, and also respecting the fact that in order not to reduce the force of the detonation, timing when to release the top of the barrier is very important. This is the trigger for the detonation.
DC: 60
Formula: 1d20 + Chakra Control
Stage 4: All non-elemental techniques are created by balancing Yang-type chakra. In order to not make the construct of this Jutsu itself collapse, the Yang-type factor is only incremented on the shell of the barrier. Upon detonation, the piercing energy particles that are sent scattering will infuse the Yang factor into all foreign surrounding chakra and degrade it.
DC: 65
Formula: 1d20 + Chakra Control
Stage 5: Mastery of this technique is only complete when the user becomes capable of performing this without the shell of fire in the first step becoming visible. By increasing the speed of this technique, the fire shield can be made virtually undetectable until the moment of detonation, where a radial flare of fire will signal the shield's presence.
DC: 54
Formula: 1d20 + Chakra
Special:
  • Can cause burns.
  • May not be used more than once per round.
  • Can use this technique to directly damage the chakra cost of enemy chakra-based techniques in order to destroy it. This is limited to Genjutsu and Fuuin basis as well as non-elemental Ninjutsu. If the enemy technique's core is not completely reduced to 0, that fraction over the original cost (rounded up) will be the new fractionalized strength of that technique. All respective checks associated with that technique will also be fractionalized accordingly.
  • If initialized before enemy projectiles strike (technique's DC versus the first check of the opponent's ranged weapon rolls), all enemy weapons would be sent flying back. Such weapons that make contact will superheat, causing burning damage if the opponent picks them up again. The burns incurred remain.
  • If the opponent makes contact with the flame shield before detonation, they would be violently hurled back. The opponent must make a Fortitude check against this technique's Fort DC of 20 + Chakra mod. + 2 per 10 ranks in Chakra Control. Failure of the check will result in losing all the dice rolls in the subsequent round. A successful check will only result in the same effect as the Fire Shell - the opponent will only lose half of their normal dice rolls.
PostPosted: Mon Jan 23, 2012 9:03 am


Combustion Release

Katon and Fuuton recombination. Suna exclusive.

Combustion Release: Crimson Carnage Flames
Description: The Crimson Carnage Flames is a resulting effect rather than a standing technique of its own. It will only appear when a Fuuton technique is immediately followed by a Katon technique of the same rank or higher. This technique in consideration then will always be one rank higher in strength compared to the lowest rank of the composite techniques that created it. The field will be engulfed in a destructive sea of flames, strengthening the base Katon technique that initialized this series by many times.
Rank: -
Cp Cost: -
Attack Turns: 3 dice rolls
Reflex DC: See special.
Damage: x3 of the composite Katon technique's damage, Damage from the Fuuton composite also applies.
Requirements: Fuuton Technique, Katon Technique, 40 Chakra, 54 Chakra Control, 50 Ninjutsu
Training: Stage I: The only factor required in learning combination techniques is when to time the second composite Jutsu's release in order to reach the desired effect. It's more trail and error than an actual training method.
DC: 64
Formula: 1d20 + Chakra Control
Successes Required: 30/30
Special:
  • Only this technique's DC is required instead of the separate composite techniques' DCs.
  • Instead of the composite techniques being treated separately, there will be only one Rex check. To obtain the Rex check of the combination sequence, add half of the Katon technique's Rex check to the Fuuton technique's Rex check.
  • x2 to damage effect caused by burns.


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Combustion Release: Azure Sky Flames
Description: The Azure Sky Flames is the most destructive type of fire that was created particularly by the Kou clan to deal with Suiton users. As fire manipulators, Suiton users are the most common natural enemy. This technique was created to target enemy Suiton users whom are experts at drawing out atmospheric water. This Jutsu burns up the water in the air in order to put more stress on Suiton users trying to gather water from the atmosphere. A Katon technique is fanned to extreme temperatures and pressurized by the enveloping Fuuton technique. The blue flames are hot enough to vaporize the water medium of Suiton techniques upon contact.
Rank: S
Cp Cost: 300
Attack Turns: 5 dice rolls
Reflex DC: -
Damage: 250 - 320 + Chakra mod.
Requirements: Fuuton Technique, Katon Technique, 50 Chakra, 60 Chakra Control, 60 Ninjutsu
Training: Stage I: There is no clearly separated steps for mastering this form of combination technique. Instead of calculating by spatial-timing intervals to strengthen the first technique, the second technique is applied in such a way that it envelops the first, the Fuuton Jutsu incubating and pressurizing the flame to extreme temperatures. This Katon flame is then shaped accordingly to what the caster desires before blown apart to create a raging tide of blue flames.
DC: 72
Formula: 1d20 + Chakra Control
Successes Required: 50/50
Special:
  • Only this technique's DC is required instead of the separate composite techniques' DCs.
  • Instead of the composite techniques being treated separately, there will be only one Rex check. To obtain the Rex check of the combination sequence, add half of the Fuuton technique's Rex check to the Katon technique's Rex check.
  • The opponent must spend x2 more chakra in drawing water directly from the atmosphere.
  • When used to neutralize an opposing Suiton technique, this technique's composite Rex check must be 20 or higher. This technique will inflict x2.5 damage upon the damage possibility of the Suiton technique. If complete neutralization (dropping the incoming Suiton technique's damage to 0) was not achieved, the now superheated incoming Suiton technique will gain x3 of that partially neutralized damage number.
  • Stems from the Kou's fierce belief in that Elemental Creation is in fact not the superior possible affinity as so few of their own can use Scorch element. The intensely hot blue flames of the Azure Sky Flames are able to inflict x2 damage upon Hyouton constructs and neutralize hypothermia possibility for 5 rounds.

Backdraft Effect: Counter Storm
As a consequence of forcibly maintaining this technique against natural balance, within a certain period of time, depending on the region of activity, a backdraft storm may form. This effect, which will seek to restore the natural moisture in the air all at once, will render 25% costs to all Suiton and Hyouton techniques due to the temporary influx of vaporous water - thus requiring almost no effort compared to the usual strain in drawing out atmospheric moisture.

Water Country - 5 Turns
Main Continent (Fire Country, Oto Ricelands, Ame Marshlands) - 8 Turns
Snow Country - 10 Turns
Wind/Earth Country - No effect

junseihime


junseihime

PostPosted: Mon Jan 23, 2012 9:04 am


Scorch Release

Elemental Creation. Kou Clan exclusive.

Shaku Bunshin no Jutsu (Scorch Clone Creation)
The Shaku Bunshin is a curious form of solid clones, as it is more similar in nature to the Kage Bunshins of Konoha in being formed from compressed air. However, with the addition of Scorch affinity, these clones take on a nature in-between a clone made of fire and a shadow clone. The Shaku Bunshin is solid, but, unlike the stability of a fire clone, it is also very volatile. The Shaku Bunshin is always noted to explode on its own after a little while.
Rank: C
Cp: 40 per clone
Attack Turns: 3
Damage (from contacting the clone): 20 - 25 + Clone's Chakra mod.
Rex DC (for opponent to avoid the explosion): 12 + Chakra mod. + 2 per 10 Ninjutsu [based on Scorch user's stats]
Damage (from exploding): Clone's Chakra mod. * 2
To See Through Clones: 1d20 + user's Chakra Control skill vs 1d20 + opponent's Intelligence mod. + opponent's Awareness skill
Requirements: Kou Clan, Approved for Shakuton (Scorch Release), Elemental Recombination, 20 Chakra, 26 Chakra Control, 22 Ninjutsu
Training:
Stage 1:
The first stage begins with molding the Scorch affinity necessary for this technique.
DC: 32
Formula: 1d20 + Chakra
Successes: 0/10
Stage 2:
The second stage is also relatively simple: to utilize the memorization-recall capabilities of chakra in order to construct the clones' form in the shape of the Scorch user's own.
DC: 40
Formula: 1d20 + Chakra Control
Successes: 0/10
Stage 3:
The final stage involves stabilizing the clones long enough for viable use. The user then carefully times how long the clones are stable before self-destructing.
DC: 37
Formula: 1d20 + Ninjutsu
Successes: 0/10
Special:
  • Clone Hp is calculated off this formula: (50 + 2 per 5 Chakra Control + 2 per 5 Ninjutsu Skill)
  • Can create one clone per 5 ranks in Chakra Control. The user numbers each of their clones individually. The attacker does a random number check to see what they hit if they are unable to see through the clones.
  • Clone stats and skills are 1/2 the user's.
  • Contacting the clone results in burns. As with all Scorch-element based burns, they are only healable with time and cannot be treated by Eseijutsu. Scars will remain.
  • Clones explode when either reaching 0 Hp, 0 Cp, or 6 rounds had passed. Before exploding, the clone will engage the opponent in melee range.


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Scorch Release: Hydrolysis
Description: By injecting Scorch affinity chakra directly into the opponent's body, this technique splits water in the opponent's cells to decimate those cells. The resulting damage is impossible to heal with Eseijutsu as medical arts work on the basis of dividing existing cells to restore damage. This technique is usually combined with their Baguazhang fighting style.
Rank: B
Cp Cost: 40 + 15 per round
Attack Turns: 2 dice rolls to initialize (afterwards an active effect as long as the chakra cost is maintained)
Reflex DC: 18 + Chakra mod. + 2 per 10 Ninjtusu (not applicable if utilized in conjunction with Baguazhang - treat according to Taijutsu roll)
Damage: 20 - 35 + Chakra mod. (added to Baguazhang style damage)
Requirements: Kou Clan, Approved for Shakuton (Scorch Release), Elemental Recombination, 30 Chakra, 36 Chakra Control, 32 Ninjutsu, 27 Concentration
Training: Stage I: The first step involves reading books to get acquainted with a general idea of how much energy it will take to lyse the water in cells. As too much concentrated Scorch affinity chakra can burn even the user's own fingertips, it would be wise to have a starting concept of how much regulation would be necessary.
DC: 39
Formula: 1d20 + Concentration
Stage 2: The trainee will usually be acquainted by the teacher using model creations of what real cell membranes will be like (producing an artificial lipid bi-layer). This step is only completed when the trainee is able to burn the water under the bilayer without setting the oil layer on top aflame.
DC: 48
Formula: 1d20 + Chakra Control
Stage 3: Still without setting the top layer aflame (cannot see or smell burning) the next focus is to loosen the molecular bonds making up the artificial cell membrane. When the layer disintegrates, this step has been properly achieved.
DC: 42
Formula: 1d20 + Ninjutsu
Special: Inflict burning damages upon contact. Only RP time changes will heal damage (but scars remain).

---


Scorch Release: Searing Mantle
Description: One of the reasons why members of the Kou clan, particularly the Scorch Affinity users, usually do not work in groups. This technique creates a superheated environment that is even capable of eroding away at the surroundings, thereby recreating the effect of desert mirages in disorienting minds. The longer a battle draws on, the more intense its damage would become.
Rank: A
Cp Cost: 65 + 20 per round + 5 every extra foot
Attack Turns: 4 dice rolls (to initialize, afterwards maintained as long as the chakra cost is paid)
Reflex DC: The only way to avoid the mist is to stay out of its range. Initial Rex DC to get out of the range is 20 + Chakra mod. + 2 per 10 Ninjutsu
Damage: 75 - 155 + Chakra mod.
80 MHp per turn (+20 increment per turn) to all present in the field of effect
Requirements: Kou Clan, Approved for Shakuton (Scorch Release), Elemental Recombination, 40 Chakra, 46 Chakra Control, 42 Ninjutsu, 37 Concentration, a training partner
Training: Stage I: Using Scorch affinity chakra to gather together different kinds of gas naturally available in the air. Unlike mists made of vaporized water, this is not supposed to be clearly discernible.
DC: 50 Chakra
Formula: 1d20 + Chakra
Stage 2: The second step involves the trainee adjusting the temperature immediately around the body in order to not burn themselves.
DC: 50
Formula: 1d20 + Concentration
Stage 3: The second step involves using the intense heat to disorient the opponent. The user will appear as if having "merged" with the surroundings - "disappearing" from sight. A training partner is absolutely necessary for confirmation of this step.
DC: 58
Formula: 1d20 + Chakra Control
Stage 4: Reading living presences within the mist with Blessing of Fire (Pulse). A lot of practice is needed to properly tell the difference between a rapidly heating up biological system and an overheating ecological system.
DC: 50
Formula: 1d20 + Concentration
Special:
  • Can cause burns
  • Adds +2 per 5 Chakra Control to the user's Stealth. As this is not a Genjutsu but recreating a real phenomenon, certain Doujutsu type bonuses will not serve effectively.
  • Blessing of Fire - Pulse can be utilized, counting as a single consumed Attack Turn.
  • Field control technique, puts stress on enemy Suiton and Hyouton users by increasing Cp cost and decreasing damage by 25%. Vaporized water that should be naturally present in the air has been pushed very high into the atmosphere. This technique itself will also serve as a natural incubator that further lyse water.


---


Shakuton: Kajōsatsu (Scorch Release: Extremely Steaming Murder)
The Scorch element specializes in inputting heat energy into the atmosphere. While the basic Kou Taijutsu combines Scorch with the Kou Taijutsu style, the mid-ranged Ninjutsu version is performed differently. By super compressing high-energy Scorch chakra together in the form of three fireballs which then swirls around the user in a defensive ring formation (resembling distantly the yin-yang tomoes by their trailing comet tails), the temperature of the air trapped by each fireball can be heated to the temperature of the sun. When attacking, all three fireballs are launched. Instead of burning, the victim is boiled alive only at that point of contact by the contained extremely hot gas. This will consequently evaporate all the water in the place of contact. The extreme cellular desiccation resulting from becoming a victim of this technique cannot be restored through Eseijutsu.
Rank: S
Cp: 850
Attack Turns: 6
DB: 1d20 + User's Attack Ranged (replace Dexterity mod. with Chakra mod. and +2 per 10 Ninjutsu skill instead of +2 per 10 Ranged Ninja Weapon skill)
Damage: 300 - 450 + Chakra mod. per fireball that hits
Fort DC: 18 + Chakra mod. + 2 per 5 Ninjutsu
Requirements: Kou Clan, Approved for Shakuton (Scorch Release), Blessing of Fire, Elemental Recombination, Hydrolysis, 50 Chakra, 50 Chakra Control, 55 Ninjutsu, 50 Concentration
Training:
Stage 1:
As with all Scorch techniques, the first step begins with forming the sixth affinity chakra.
DC: 60
Formula: 1d20 + Chakra
Successes: 0/10
Stage 2:
Shape manipulation follows, to produce fireballs with the Scorch affinity chakra. The fires formed by Scorch Release are golden in color.
DC: 60
Formula: 1d20 + Chakra Control
Successes: 0/10
Stage 3:
The next step is difficult in that it requires the Scorch user to hold the form of the fireballs while they quickly incubate the entrapped air. Blessing of Fire must be used in this stage even while training, because failures will otherwise result in untreatable damages and burns.
DC: 64
Formula: 1d20 + Chakra Control
Successes: 0/20
Stage 4:
The fourth stage is relatively simple, and focuses on keeping the fireballs in a planetary orbit around the user. In order to maximize their kinetic energy when launched, the fireballs are kept in mobile orbit, which will also further heat up their temperatures. Blessing of Fire must also be used in this training stage.
DC: 68
Formula: 1d20 + Ninjutsu
Successes: 0/20
Stage 5:
The final stage involves practicing directing the Scorch fireballs without breaking the shape manipulation due to its extremely volatile nature by this point. The Scorch user will usually choose a place with a source of water as the final location of training. If a large body of water, such as a lake, was chosen to be the location, directing the fireballs onto the water surface will cause the surface to evaporate and produce a noticeable reduction to the level of the lake's water - a rare feat, considering how difficult it is to change the levels of large, concentrated bodies of water. Blessing of Fire must also be used in this training stage.
DC: 62
Formula: 1d20 + Concentration
Successes: 0/10
Special:
  • Blessing of Fire must be used first.
  • Six rounds (posts) of cooldown after use. Roll three separate striking DCs. If any of the fireballs make a critical hit (a roll of 20), x2 the respective damage for that fireball only. If a 1 is rolled, there is an unstable flare. Roll 1d6 to see if that fireball dissipates (1-3) or is maintained (4-6).
  • Roll 1d12 for each fireball that strikes. 1, 12 are left or right arms and 6, 7 are left or right legs. All other hits are aimed for the torso or abdominal.
  • A Fort DC each new round is required for the opponent to move an arm that was struck. No Jutsus requiring double-handed seals may be used if the Fort save fails (single-handed seals are still possible unless both arms had incurred damage).
  • A Fort DC is required to move a leg that was struck. If struck on either leg, and the Fort DC fails, the opponent takes half deduction to their Dex mod. addition to DB and Rex saves. If struck on both legs and the Fort DC fails the opponent takes a full Dex mod. deduction.
  • If struck by at least one fireball on the torso or abdominal, the opponent performs a Fort check or loses half of their Attack Turns for their next Turn.
  • Eseijutsu cannot treat the damage from Scorch techniques (time changes only can heal the enemy Hp but the place of contact remains damaged).
  • -10 HP = complete full-body cellular desiccation (mummified victim cannot be restored via Eseijutsu or resurrection Jutsu that requires intact bodies because the cellular DNA had been destroyed)
  • May be used to strike enemy Suiton or water-affinity recombined sixth element techniques. When used against such a Ninjutsu technique, compare the initiation check of this Jutsu (the Attack Ranged check) versus the opposing Jutsu's Rex check. Such Ninjutsu constructs will take x2 damage from each Scorch fireball that hits (subtract Scorch fireball damage from the opposing Jutsu's normally generated damage).
  • However, if complete damage nullification was not achieved, if the Scorch user fails the subsequent Rex check, the remaining damage of the incoming opposing Jutsu gets a x3 damage increment.
  • If Blessing of Fire was deactivated/inactive when such a backlash occurred, damages and burns from these superheated techniques are also not healable by Eseijutsu when incurred and the Scorch user will also have to wait for time to pass and heal their injuries.
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