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Scorch Release Expansion [Passed]

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ProtoXtreme
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PostPosted: Thu Sep 20, 2012 10:50 am


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.


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.
PostPosted: Wed Oct 03, 2012 5:45 pm


Scorch clone: Why didn't you use the normal Bunshin see through formula?
As for explosion, how are you going to rule who suffers from the damage etc? Common sense? And what if people take cover? etc.

Kajosatsu: Six rounds cooldown means... what exactly? sweatdrop haha.
I was thinking that if the opponent tries to move the scorched part of the body they have to make a Fort check each time? Does that sound good?

kouri-chan_xx
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PostPosted: Wed Oct 03, 2012 5:55 pm


kouri-chan_xx
Scorch clone: Why didn't you use the normal Bunshin see through formula?
As for explosion, how are you going to rule who suffers from the damage etc? Common sense? And what if people take cover? etc.

Kajosatsu: Six rounds cooldown means... what exactly? sweatdrop haha.
I was thinking that if the opponent tries to move the scorched part of the body they have to make a Fort check each time? Does that sound good?


Scorch Clone: I think my Formula makes more sense. (Moku Bunshin used it too.)

Explosion works similar to Bunshin Daibakuha. Clone sent in for a Kamikaze attack (so just regular Rex save).

The Scorch user who trained the technique would know best how long before a clone can last before kabooming. Will specify in training.

Kajosatsu: 6 rounds (posts) of no using after the technique is used.

Yes that does.
PostPosted: Wed Oct 03, 2012 6:07 pm


ProtoXtreme
kouri-chan_xx
Scorch clone: Why didn't you use the normal Bunshin see through formula?
As for explosion, how are you going to rule who suffers from the damage etc? Common sense? And what if people take cover? etc.

Kajosatsu: Six rounds cooldown means... what exactly? sweatdrop haha.
I was thinking that if the opponent tries to move the scorched part of the body they have to make a Fort check each time? Does that sound good?


Scorch Clone: I think my Formula makes more sense. (Moku Bunshin used it too.)

Explosion works similar to Bunshin Daibakuha. Clone sent in for a Kamikaze attack (so just regular Rex save).

The Scorch user who trained the technique would know best how long before a clone can last before kabooming. Will specify in training.

Kajosatsu: 6 rounds (posts) of no using after the technique is used.

Yes that does.

Maybe we should just make that the regular Bunshin see through check then haha.

@Explosion: Ah. I was more referring to the "clone explodes after 6 rounds" thing, like would it automatically pelt towards the opponent? (Or the clone user sending it there)

@Kajosatsu: Ah, gotcha. Can you put that into the jutsu description? XD

Awesome.

kouri-chan_xx
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ProtoXtreme
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PostPosted: Wed Oct 03, 2012 6:09 pm


kouri-chan_xx
ProtoXtreme
kouri-chan_xx
Scorch clone: Why didn't you use the normal Bunshin see through formula?
As for explosion, how are you going to rule who suffers from the damage etc? Common sense? And what if people take cover? etc.

Kajosatsu: Six rounds cooldown means... what exactly? sweatdrop haha.
I was thinking that if the opponent tries to move the scorched part of the body they have to make a Fort check each time? Does that sound good?


Scorch Clone: I think my Formula makes more sense. (Moku Bunshin used it too.)

Explosion works similar to Bunshin Daibakuha. Clone sent in for a Kamikaze attack (so just regular Rex save).

The Scorch user who trained the technique would know best how long before a clone can last before kabooming. Will specify in training.

Kajosatsu: 6 rounds (posts) of no using after the technique is used.

Yes that does.

Maybe we should just make that the regular Bunshin see through check then haha.

@Explosion: Ah. I was more referring to the "clone explodes after 6 rounds" thing, like would it automatically pelt towards the opponent? (Or the clone user sending it there)

@Kajosatsu: Ah, gotcha. Can you put that into the jutsu description? XD

Awesome.


Sure we can. I'll update Bunshin but we'll see with Gid if he wants Mizu Bunshin to keep its equation.

@Explosion - Since the clones are sentient, I think they will melee attack the opponent the Turn before the explosion effect.

@Kajosatsu - Done and done.
PostPosted: Wed Oct 03, 2012 6:12 pm


+1 3nodding

kouri-chan_xx
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MiniMidget

PostPosted: Wed Oct 03, 2012 7:41 pm


+1
PostPosted: Wed Oct 03, 2012 11:22 pm


3nodding +1 Damn...I do not want to get in a fight with one of these 0.0

Exodus Revel
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Qyp
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PostPosted: Wed Oct 03, 2012 11:26 pm


Damn right Ex.

+1

The Sandaa are fast enough to dodge their attacks, but even then, they are still at risk...
PostPosted: Thu Oct 11, 2012 8:46 pm


Passed.

ProtoXtreme
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