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

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Yamanaka Clan Update [ready]

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Armads the Doom Bringer

PostPosted: Tue Dec 25, 2012 9:51 pm


Clan Name: Yamanaka
Village: Konohagakure
Element Affinity: Any
Description of Clan: The Yamanakas of Konoha are especially known for their ability to manipulate the minds and control the actions of their opponents. Using the Shintenshin no Jutsu, a member of this clan could control their opponent’s body as their own for a short period of time. Thus, the Yamanakas are quite invaluable for their potential in spying/infiltration missions and as information gatherers.
Physical Appearance: No specific appearance requirement.
In game Stats:

No change. The Yamanaka clan are first and foremost a technique oriented-clan, and thus have no stat changes due to their techniques.

Technique List:

Name: Shintenshin no Jutsu (Mind Body Switch)
Description: The Shintenshin is the signature Jutsu of the Yamanaka clan. With this technique, the user sends their mind into a target’s body, be it a human or animal, supplanting the target’s mind with their own. It is normally used as a spying technique, since in battle, the Shintenshin has several drawbacks. Firstly, it is a slow technique, and would thus require the opponent being prior bound or restrained. Secondly, how long the Yamanaka performing this technique can maintain the Shintenshin is also based on how fatigued they are. The user can also be forced out if there is a strong will or if the target is in incredible pain (0 Hp, 0 MHp, or failing the Concentration DC is auto kick-out). Finally, any damage done to the opponent while the user is controlling their body is done to the Yamanaka’s original body as well - meaning if the target dies, the user dies as well.
Rank: C
Cp Cost: 10, 5 per turn used.
Attack Turns: 3.
Reflex DC: 12
Damage: None. Technique is possession only.
Requirements: Yamanaka clan (or taught by one), Chakra Control 15+
Training: 3 stages.
Stage I: [Chakra Control] DC 25, The user manipulates their chakra, focusing it in such a way that the user is able to fire it as required in the second stage..
Stage II: [Chakra Contro] DC 30, The user focuses on learning how to fire their consciousness like a bullet at targets. Specifically, the user learns how to deal with the feeling of being separated from their own body while using the technique.
Stage III: [Dexterity] DC 20, The user, having learning how to focus their chakra and expel it, now focuses on trying to actually hit targets with it. The user should use animals they can find in the vicinity, or a willing participant, and practice hitting them with the technique.
Special: All damage done to the opponent while the Shintenshin is active is done to the user’s original body as well. The opponent must be restrained first for the Shintenshin to work, or caught off guard. (Reflex save). If the target reaches 50% of their original Hp/MHp, a concentration DC of 20 must be made by the user. Once the opponent reaches 10% of their original Hp/MHp, a concentration DC of 60 must be made in order to maintain the Shintenshin. Finally, the user must have enough chakra to maintain the Shintenshin to continue using the technique.
The target cannot do anything of their own free will as long as they remain under the Shintenshin.
Owner: The guild.

Name: Shinranshin no Jutsu (Mind Body Disturbance)
Description: Once the Shintenshin is mastered, a Yamanaka is entitled to learning the Shinranshin. Rather than transferring the user’s consciousness into the target, the Shinranshin sends a spirit of confusion into the opponent, causing them to attack their comrades. Though the target is aware of what they’re doing, they cannot stop themselves. This Jutsu, unlike its predecessor, allows the user to stay within their own body, however, the handseal must be maintained.
Rank: B
Cp Cost: 30, 10 additional CP every round used.
Attack Turns: 4.
Reflex DC: 15
Damage: none. Technique is possession only.
Requirements: Yamanaka clan (or taught by one), Chakra Control 30+, Shintenshin no Jutsu.
Training: 4 stages.
Stage I: [Chakra Control] DC 40, The user first learns how to focus their chakra in such a way that they can manipulate it outside their body, similar to the way that it was focused for the Shintenshin no Jutsu.
Stage II: [Ninjutsu] DC 45, After learning to control one's chakra, the user focuses on being able to manipulate others through the technique. However, This stage is not focused on using the technique; rather it is for learning to be able to go through the motions quickly.
Stage III: [Dexterity] DC 35, Without speed, the user will never hope to hit with this technique. To ensure accuracy and efficiency, the user works on going through the motions learned in the previous two sessions in order to be able to execute it quickly and without error.
Stage IV: [Ninjutsu] DC 50, Now, having learned how to perform the technique, it is time to actually practice it. By using either a willing participant or any sentient animals that are nearby, the user practices manipulating their mock opponent.

Special: Handseal must be maintained (thus no using most taijutsu and certain genjutsu/ninjutsu techniques, basically handseal or hand requiring techniques, during the period in which the Shinranshin is activated). The performing Yamanaka can manipulate the opponent into attacking their own comrades - however, with normal taijutsu only unless the user themselves have learned any of the Jutsus their target is capable of performing (and having seen performed in the battle). To move and execute the Jutsu at the same time, you must roll a Concentration check with a DC of 40.
Owner: The Guild.

Owner: The Guild.
PostPosted: Tue Dec 25, 2012 9:57 pm


I posted this in order to try and get more of the clans transferred over. However, I have a few qualms with what I've made, although I believe it is technically "ready" for comments based on what needs to be done.

In the old system, you needed to have a Will Save. While it does not appear that new techniques require that, I personally think it might be useful here. I am interested in trying to figure out what other people think on this.

The stats are a bit odd for me personally. The Yamanaka strike me as a wholly unremarkable clan in terms of everything aside from their jutsu. I wasn't really sure what bonuses/drawbacks to give them. I'm interested in more discussion on what people think would be good for them.

The techniques were confusing to update, mostly because I had no idea how one trains for using techniques that require a user to either control or switch bodies with someone else. Looking for more insight here. Also, these techniques technically never caused damage in the old system... so I didn't think they did here either. I used as much of the old techniques as I could.

Lastly, I updated the techniques rankings based on the Naruto Wiki, and there were other clan techniques listed there. I was going to add them, but I wanted to make sure the main two from the old system were good to go before I started into new waters.

I don't consider myself to own these clans, and I would rather this be something that the people in the guild who know more about this than I do would help me work on so that eventually we can work on updating more clans.

Armads the Doom Bringer


hedpefan

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PostPosted: Thu Jan 03, 2013 1:57 am


I always kinda thought of the Yamanaka clan as a genjutsu using clan. With their jutsus and such. So, here is my question should their jutsus have a genjutsu requirement as well? Also on the Shintenshin no Jutsu should there be a will save after the reflex save because of the fact that if they have a strong will they can break free? Instead of the reflex save on the Shinranshin no Jutsu, it should probably be will save and not reflex. That's what I see so far. biggrin
PostPosted: Fri Jan 04, 2013 2:16 pm


I don't think the Yamanaka should receive stat changes. As a non kekkei genkai based clan, or rather as a hijutsu based clan there is nothing particularly special about themselves. What defines them are their secret techniques. So the bonus you get for being a Yamanaka is access to their techniques.

I do think that there should be a will save to break mind control techniques.

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PostPosted: Fri Jan 04, 2013 7:17 pm


I agree with Nura Tai on this one. They shouldn't have any stat changes. Even Naruto Wikia says that their techniques can basically be learned by anyone.
PostPosted: Sat Jan 05, 2013 8:58 am


Here is my rebuttal to the argument that they should have will saves instead of reflex saves. Actually, it's not a rebuttal, just a thought.

A reflex save implies that the save is to not get hit; a will save implies that that it must be fought off. If we make it a will save, this will mean that the technique always hits, but must be defeated.

The problem with this is that, except in exceedingly rare circumstances, the Yamanaka techniques are not able to be fought off. Secondly, they cannot have both Will and Reflex saves.

These are not genjutsu, even though they involve the mind. They are strictly ninjutsu, and thus have to be treated as such.

Armads the Doom Bringer


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PostPosted: Sat Jan 05, 2013 9:38 am


Armads the Doom Bringer
Here is my rebuttal to the argument that they should have will saves instead of reflex saves. Actually, it's not a rebuttal, just a thought.

A reflex save implies that the save is to not get hit; a will save implies that that it must be fought off. If we make it a will save, this will mean that the technique always hits, but must be defeated.

The problem with this is that, except in exceedingly rare circumstances, the Yamanaka techniques are not able to be fought off. Secondly, they cannot have both Will and Reflex saves.

These are not genjutsu, even though they involve the mind. They are strictly ninjutsu, and thus have to be treated as such.


True, I see your point. However what happens once they are caught besides the Reaching of 50% and 10% how else can the opponent get out of the jutsu. Even in naruto its show that through shear will someone can get out of the jutsu. The way you are puting it is that once you are caught unless the user gets a bad roll there is no escape.
PostPosted: Sat Jan 05, 2013 10:47 am


Armads the Doom Bringer
Here is my rebuttal to the argument that they should have will saves instead of reflex saves. Actually, it's not a rebuttal, just a thought.

A reflex save implies that the save is to not get hit; a will save implies that that it must be fought off. If we make it a will save, this will mean that the technique always hits, but must be defeated.

The problem with this is that, except in exceedingly rare circumstances, the Yamanaka techniques are not able to be fought off. Secondly, they cannot have both Will and Reflex saves.

These are not genjutsu, even though they involve the mind. They are strictly ninjutsu, and thus have to be treated as such.


the Reflex save is correct for two reasons, these techniques are Ninjutsu, and when the technique is used the person on the receiving end has a chance to dodge them if not immobilized.

Actually they can have both Will and Reflex saves. Several techniques can cause status effects which have a separate component like will to end.

In this case, there are two canonical examples of the base technique being broken by sheer force of will.

Due to the low cp cost, the canon examples, and guild rules on the control of other characters, these techniques need an escape clause.

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PostPosted: Sat Jan 05, 2013 1:00 pm


Okay, I thought of another thing. In the anime the Shintenshin no Jutsu is said that if the person misses then it may take a while for the consciousness to comeback to the user. My thought is that in the special there should be a certain amount of turns that they can't do anything if they miss because that's the side effect of the jutsu if they miss. I'm not sure how long that should be but, it was just a thought that I had.
PostPosted: Sat Jan 05, 2013 1:19 pm


Then assuming that this is a two stage attack; that these jutsu somehow require first a reflex to dodge, then a will to break; but then how often does one get a will save? Furthermore, while there are canon examples of breaking it through force of will, it is clear that these are few and far between.

So the question is: do we set the reflex save as ninjutsu, and the will save as genjutsu? That would mean that in order for these techniques to be at all useful, the person learning them would have to be a master at both Ninjutsu and Genjutsu, rather than just one. I say this because it is clear that in canon, the Yamanaka are not masters of either in the same way that other clans are for their techniques. If we are working it out based on stats, while I agree there needs to be an escape clause, these techniques would not be at all useful unless being used on someone who was half or two thirds the level of the user. By this I mean, assuming that the user in question trained only one, the other would always be broken by the other. Someone who lost the reflex due to it being trained by the user would break the will save easily, while someone who trained the genjutsu side would never be able to hit because of the small reflex save.

Armads the Doom Bringer


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PostPosted: Sat Jan 05, 2013 2:04 pm


Armads the Doom Bringer
Then assuming that this is a two stage attack; that these jutsu somehow require first a reflex to dodge, then a will to break; but then how often does one get a will save? Furthermore, while there are canon examples of breaking it through force of will, it is clear that these are few and far between.

So the question is: do we set the reflex save as ninjutsu, and the will save as genjutsu? That would mean that in order for these techniques to be at all useful, the person learning them would have to be a master at both Ninjutsu and Genjutsu, rather than just one. I say this because it is clear that in canon, the Yamanaka are not masters of either in the same way that other clans are for their techniques. If we are working it out based on stats, while I agree there needs to be an escape clause, these techniques would not be at all useful unless being used on someone who was half or two thirds the level of the user. By this I mean, assuming that the user in question trained only one, the other would always be broken by the other. Someone who lost the reflex due to it being trained by the user would break the will save easily, while someone who trained the genjutsu side would never be able to hit because of the small reflex save.


The short answer: no.

Aside from doing a normal genjutsu type will dc we have several options:
1. 1 D20 + Will save vs User's Chakra (mod) + # + 2 per 10 ranks in Ninjutsu
2. Will vs Chakra(mod) * &#xof; remaining chakra
3. 1D20 + Will save vs # + Chakra (mod) + 2 per 10 ranks in control

There are lots of variations available.

Also, if someone has to train in two fields that's not really a big deal. We already have one clan where training for both Taijutsu and Ninjutsu is a must. So honestly someone specializing in Both Nin and Gen isn't too bad, especially considering one of the key stats overlap.
PostPosted: Sat Jan 05, 2013 4:53 pm


Nura Tai
Armads the Doom Bringer
Then assuming that this is a two stage attack; that these jutsu somehow require first a reflex to dodge, then a will to break; but then how often does one get a will save? Furthermore, while there are canon examples of breaking it through force of will, it is clear that these are few and far between.

So the question is: do we set the reflex save as ninjutsu, and the will save as genjutsu? That would mean that in order for these techniques to be at all useful, the person learning them would have to be a master at both Ninjutsu and Genjutsu, rather than just one. I say this because it is clear that in canon, the Yamanaka are not masters of either in the same way that other clans are for their techniques. If we are working it out based on stats, while I agree there needs to be an escape clause, these techniques would not be at all useful unless being used on someone who was half or two thirds the level of the user. By this I mean, assuming that the user in question trained only one, the other would always be broken by the other. Someone who lost the reflex due to it being trained by the user would break the will save easily, while someone who trained the genjutsu side would never be able to hit because of the small reflex save.


The short answer: no.

Aside from doing a normal genjutsu type will dc we have several options:
1. 1 D20 + Will save vs User's Chakra (mod) + # + 2 per 10 ranks in Ninjutsu
2. Will vs Chakra(mod) * &#xof; remaining chakra
3. 1D20 + Will save vs # + Chakra (mod) + 2 per 10 ranks in control

There are lots of variations available.

Also, if someone has to train in two fields that's not really a big deal. We already have one clan where training for both Taijutsu and Ninjutsu is a must. So honestly someone specializing in Both Nin and Gen isn't too bad, especially considering one of the key stats overlap.


Alright. See, I don't know these things, and don't know much about designing jutsus. But, if you think it can work, I'm on board with it. I thin of the three options, I am on board the most with the first one; but that's the second save. I assume that the reflex save is the same like any other jutsu save?

Armads the Doom Bringer

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