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Hoshigaki Hiru
Crew

PostPosted: Sun Dec 08, 2013 7:37 pm


You will find below my project for the Swift Release kekkei genkai. It is a bit of a strange concept introduced by one of the Naruto movies, granted, but its nature makes it completely unique in its application.

Basically, jutsus of this affinity, instead of causing increased damage when compared to basic techniques, are used to increase chances of hitting, dodging, or tto increase he number of attacks that can be used in a turn.

As you'll notice, most of the contact formulas use [Ninjutsu] value instead of [chakra mod] to reflect that fact. Also, the jutsu's cp costs have been increased to be roughly on par with the cost of raiton jutsus (the most taxing elemental affinity chakra wise) while maintaining lower damage per usage. This was done since kekkei genkai would logically require more complex chakra to generate and to prevent spamming of these jutsus since too low of a chakra cost would make the user practically untouchable through jinton's defensive applications (which would make sense but would completely break the game system).

Basically, these techniques are made to be complementary to a fighting style rather than being its cornerstone, since, without a more than potent taijutsu background, these are practically useless.


~Limits and Abilities~


Limits

Jinton (Swift Release)
User Image
It is unknown how Swift release speciffically functions, however, it is an advanced chakra nature kekkei genkai allowing the user to transform his chakra into velocity. This ability is an unusual form of ninjutsu often wrongly confused with nintaijutsu. The error stems from the fact that swift chakra does not have any biological effect on body to increase its output, but rather accelerates anything it is channeled through. It is literally pure speed. Swift release is a very rare trait that has very seldom been documented. However, legends told that this unique ability allowed its users to generate speeds that made opponents believe they were actually teleporting from one place to another in combat.
Rank: Limit, passive
Requirements: Kekkei Genkai
Special: User may cast Swift Release kekkei genkai jutsus and use Jinton abilities.


Abilities

Gekizou Sokuryoku (Speed Burst)
User Image
Through very basic channeling of swift chakra, the user very briefly accelerates any basic movement to reduce the motion's execution time. This technique is usually applied by shinobis to accelerate the weaving of hand seals or to speed up stance shifts.
Rank: Ability, passive
Requirements: Jinton
Special:
*User may pay 5 cp when performing an action or casting a jutsu to reduce the dice rolls required to use it by 1.
*This ability can be repeated [Chakra Control / 10] times per individual attack or jutsu (for additionnal 5 cp per dice roll deducted, required number of dice rolls cannot go lower than 1).
*For every additional dice roll deducted from the first, add 200% chakra cost to the ability from the cost of the previous deducted roll (5 cp for one, 15 cp for two, 45 cp for three, etc.).

Kousokuchi (High Speed Strike)
User Image
The most basic application of swift release in combat situation, the user channels swift chakra in order to greatly increase the speed of a strike or of a throwing motion, significantly increasing the attack's velocity. This gives the opponent less time to react and increases impact force.
Rank: Ability, passive
Requirements: Jinton
Special:
*Ability can be applied to any single attack for 15 cp.
*Add [Chakra Modifier + 2 per 10 in Ninjutsu] to Base Attack Bonus.
*Add [Chakra Modifier + 2 per 10 in Ninjutsu] to damage.


~Jutsus~


Ninjutsu

D-Rank

Jinton: Jinpo (Swift Release: Swift Step)
User Image
The most basic form of the swift release. This technique is an adapted version of the Body Flicker Technique fow which swift natured chakra is applied to increase its efficieny. Based on the same basic principle as its parent jutsu, the user activates his chakra to achieve increased speeds in order to move between various spots. However, swift natured chakra is added to technique, infusing the user's body and the space in his or her trajectory, dramatically increasing movement speed. Even to the trained eye, this jutsu generates such velocity that the user may appear to teleport from one location to the other.
Cp Cost: 25 cp
Dice Rolls: 2 (can be used as reaction)
Damage: Regular attack damage.
Awareness DC: 10 + [Ninjutsu] + 2 per 10 ranks in Chakra Control.
Requirements: Jinton, Ninjutsu 20, Chakra Control 15, Sneak Attack 20, Dexterity 20, Shunshin no Jutsu
Training: 2 stages.
Stage I: Ninjutsu DC 30, Adding swift chakra to the regular body flicker technique.
Stage II: Chakra Control DC 25. Controlling the movement and distance of the new jutsu.
Special:
*When rolling initiation checks or racing, or anything that involves speed (inccluding kawarimi), add [Ninjutsu + 2 per 10 in Chakra Control] to the dice roll. Does not nullify Stealth checks.
*If technique is used while sneaking, add [Ninjutsu / 2] to Sneak Attack skill.
*If technique is used in combat, user may speed away from his opponent's sight and go into hiding if his or her adversary fails awareness check.
*If technique is used offensively, user launches an attack of the highest Base Attack Bonus of the dice rolls used to intitate this jutsu. Target must pass awareness check or the attack will be considered a sneak attack.
*If technique is used defensively, add [Ninjutsu] to Dodge, Reflex, or anything involving evasion against a single attack or jutsu.


C-Rank

Jinton: Kousokudo Kawarimi (Swift Release: High Speed Replacement)
User Image
Through this technique, the user attempts to confuse his opponent by switching places at high speed with a bunshin. Should the victim not realize that he is no longer facing the same adversary, he can spend a good amount of time fighting a decoy, giving the user time to either run away, recuperate, or set up a surprise attack. Since the clone was made while the user was weaving swift chakra, it can use swift nature jutsus in addition to its usual jutsus.
Cp Cost: 30 cp + Bunshin cost
Dice Rolls: 3 or bunshin casting turns (whichever is higher).
Damage: n/a
Awareness DC: 12 + [Chk Mod] + 2 per 10 ranks in Ninjutsu.
Requirements: Jinton, Jinpo, any bunshin jutsu, Ninjutsu 30, Chakra Control 20, Sneak Attack 25
Training: 3 stages.
Stage I: Chakra Control DC 30, Creating a bunshin very quickly by infusing your casting with swift chakra.
Stage II: Ninjutsu DC 40, Rapidly switching places with the bunshin at such a high speed that your opponent does not notice that any movement has taken place.
Stage III: Sneak Attack DC 35, Mastering the release of chakra to achieve maximum acceleration once contact is initiated with the target.
Special:
*User creates a solid bunshin of any kind and switches places with it.
*If victim fails awareness check, he or she will not realize that a bunshin has taken the user's place.
*Every turn after a failed initial awareness check, the victim may roll one free intelligence check to see through the bunshin with a +10 to DC because he doesn't know a clone tecchnique's actually been used.


B-Rank

Jinton: Semeren (Swift Release: Barrage of Strikes)
User Image
Channeling swift chakra into his arms, the user unleashes a flurry of strikes against a target, leaving practically no time to react. Given the focus of this technique on applying speed chakra in chaining the attacks rather then in increasing the speed of the attack itself, damage per strike is mostly unaffected by this jutsu.
Cp Cost: 150 cp
Dice Rolls: 4
Damage: Regular weapon damage.
Reflex DC: n/a
Requirements: Jinton, Ninjutsu 35, Chakra Control 35, Weapon/Taijutsu 35, Strength 30.
Training: 4 stages.
Stage I: Ninjutsu DC 50, Effectively charging your swift chakra into your arms to spend it as efficiently as possible to maximize the technique's efficiency.
Stage II: Chakra Control DC 45, Releasing bursts of swift chakra into your arms to launch lightning quick individual attacks.
Stage III: Taijutsu/Melee Weapon DC 45, Controlling your blows so they all land on target despite the increased speed.
Stage IV: Strength DC 22, Maintaining the strength of the blows despite the focus on pure speed.
Special:
*User launches [Chakra Control / 10] attacks at the highest base attack bonus of the dice rolls used to channel the jutsu.
*All attacks are rolled in the same attack roll.
*Attacks can be affected by any effect that can apply to normal attacks, be they positive or negative.



A-Rank

Jinton: Mueishō (Swift Release: Shadowless Flight)
User Image
The ultimate application of the Swift Release. The user charges his body and the entire area with swift chakra to temporarily increase his speed to unmatchable levels. This technique is used to move at very fast speeds anywhere on the battlefield, rapidly striking opponents at various angles while avoiding any opposition.
Cp Cost: 250 cp
Dice Rolls: 5 to activate
Damage: n/a
Reflex DC: n/a
Requirements: Jinton, Ninjutsu 40, Chakra Control 45, Dexterity 20, Awareness 20, Jinton: Semeren.
Training: 5 stages.
Stage I: Chakra Control DC 55, Controlling a surge of swift chakra so it becomes a constant stream to your entire body.
Stage II: Awareness DC 30. Adjusting your senses to hyperspeed..
Stage III: Dexterity DC 15, Learning to dodge and keep your footing while never slowing down.
Stage IV: Dexterity DC 17, Using melee combat effectively during the technique.
Stage V: Ninjutsu DC 50, Performing complex combat movements in a constant hyper speed mode.
Special:
*Effect lasts for [Chakra Control / 15] combat turns including channeling turn.
*Gekizou Sokuryoku (Speed Burst), Kousokuchi (High Speed Strike), and Jinpo (Swift Step) are in constant effect for the duration of this technique.
*Increase number of attacks per turn in confomity with the Base Attack Bonus increase of Kousokuchi (High Speed Strike).
PostPosted: Thu Dec 12, 2013 11:25 pm


Hmmm... I like the idea of gaining Kekkei from different means, but... there is risks...

Like... how similar is it... to this clan? Sandaa.

Qyp
Crew

Manly Lunatic


Hoshigaki Hiru
Crew

PostPosted: Fri Dec 13, 2013 5:25 pm


Quite honestly they seem like two completely different clans, I mean one technique seems similar in it's effects but that's about it (and a lot stronger eek ).
PostPosted: Fri Dec 13, 2013 5:31 pm


Hoshigaki Hiru
Quite honestly they seem like two completely different clans, I mean one technique seems similar in it's effects but that's about it (and a lot stronger eek ).

Which is stronger? XD

Qyp
Crew

Manly Lunatic


Hoshigaki Hiru
Crew

PostPosted: Fri Dec 13, 2013 5:47 pm


Let's just say I wouldn't want to fight a guy who's mastered Instant Transmission eek . Initital cost is already fairly low for the effect, but the continuous chakra cost is almost null.

The effect is also incredible:

1. Doubles dodge bonus,
2. Adds full dexterity to every attack (that's a lot!)
3. Immune to field of effects (practically the only way to hit a guy who's doubled his dodge rating)
4. Auto hide, which basically makes you uncatchable unless the opponent has wicked awareness since he won't be able to find you for his attack turn and he can't touch you with field of effect. Also basically gives a free sneak attack for the beginning of your attack turn.

Anyway this isn't the trial of the Sandaa, we'll know if it needs adjustments when we see them in combat situation, Might be some other drawbacks that weren't apparent!
PostPosted: Fri Dec 13, 2013 7:41 pm


Hoshigaki Hiru
Let's just say I wouldn't want to fight a guy who's mastered Instant Transmission eek . Initital cost is already fairly low for the effect, but the continuous chakra cost is almost null.

The effect is also incredible:

1. Doubles dodge bonus,
2. Adds full dexterity to every attack (that's a lot!)
3. Immune to field of effects (practically the only way to hit a guy who's doubled his dodge rating)
4. Auto hide, which basically makes you uncatchable unless the opponent has wicked awareness since he won't be able to find you for his attack turn and he can't touch you with field of effect. Also basically gives a free sneak attack for the beginning of your attack turn.

Anyway this isn't the trial of the Sandaa, we'll know if it needs adjustments when we see them in combat situation, Might be some other drawbacks that weren't apparent!

Alright then, but since Hiru doesn't actually have any of these yet... we can't really see a trial run yet, so I guess we might as well have one. Accepted but on trial.

And I think the Kekkei of the Sandaa has long term effects of actually cutting them selves up slowly... like what Fuuton: Rasenshuriken did to Kakuzu... but even more extreme. They actually can't withstand their own power, because it's like "The Sharpest Blade".

Qyp
Crew

Manly Lunatic


Hoshigaki Hiru
Crew

PostPosted: Sat Dec 21, 2013 11:30 am


Qyp
Hoshigaki Hiru
Let's just say I wouldn't want to fight a guy who's mastered Instant Transmission eek . Initital cost is already fairly low for the effect, but the continuous chakra cost is almost null.

The effect is also incredible:

1. Doubles dodge bonus,
2. Adds full dexterity to every attack (that's a lot!)
3. Immune to field of effects (practically the only way to hit a guy who's doubled his dodge rating)
4. Auto hide, which basically makes you uncatchable unless the opponent has wicked awareness since he won't be able to find you for his attack turn and he can't touch you with field of effect. Also basically gives a free sneak attack for the beginning of your attack turn.

Anyway this isn't the trial of the Sandaa, we'll know if it needs adjustments when we see them in combat situation, Might be some other drawbacks that weren't apparent!

Alright then, but since Hiru doesn't actually have any of these yet... we can't really see a trial run yet, so I guess we might as well have one. Accepted but on trial.

And I think the Kekkei of the Sandaa has long term effects of actually cutting them selves up slowly... like what Fuuton: Rasenshuriken did to Kakuzu... but even more extreme. They actually can't withstand their own power, because it's like "The Sharpest Blade".


Given the trial acceptance, crew vote, and absence of post in over a week, may we say this a good candidate for flexible approval? (It would be good to know since these abilities might have an impact on our mission!)
PostPosted: Sat Dec 21, 2013 3:01 pm


Hoshigaki Hiru
Qyp
Hoshigaki Hiru
Let's just say I wouldn't want to fight a guy who's mastered Instant Transmission eek . Initital cost is already fairly low for the effect, but the continuous chakra cost is almost null.

The effect is also incredible:

1. Doubles dodge bonus,
2. Adds full dexterity to every attack (that's a lot!)
3. Immune to field of effects (practically the only way to hit a guy who's doubled his dodge rating)
4. Auto hide, which basically makes you uncatchable unless the opponent has wicked awareness since he won't be able to find you for his attack turn and he can't touch you with field of effect. Also basically gives a free sneak attack for the beginning of your attack turn.

Anyway this isn't the trial of the Sandaa, we'll know if it needs adjustments when we see them in combat situation, Might be some other drawbacks that weren't apparent!

Alright then, but since Hiru doesn't actually have any of these yet... we can't really see a trial run yet, so I guess we might as well have one. Accepted but on trial.

And I think the Kekkei of the Sandaa has long term effects of actually cutting them selves up slowly... like what Fuuton: Rasenshuriken did to Kakuzu... but even more extreme. They actually can't withstand their own power, because it's like "The Sharpest Blade".


Given the trial acceptance, crew vote, and absence of post in over a week, may we say this a good candidate for flexible approval? (It would be good to know since these abilities might have an impact on our mission!)

Hmmm...

They can double check XD

kouri-chan_xx
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Qyp
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PostPosted: Sat Dec 21, 2013 4:09 pm


I currently don't have my own computer, so I won't be able to really look till Christmas.
PostPosted: Sun Dec 22, 2013 1:26 pm


Looks interesting. I can't wait to see them in action and besides i like the concept, also every concern i had was discussed so ... +1 ^.^ Good luck Hiru

Dai the fang

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PostPosted: Mon Dec 23, 2013 1:25 am


I find it ok, but a bit overpowered. Neverthless, I'm sure you put in enough thought into it to make it well balanced. +1 to you. ^^
PostPosted: Mon Dec 23, 2013 10:34 am


Very nice. It makes me what to build a new character. +1


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PostPosted: Thu Jan 02, 2014 9:51 pm


I'd love to have a spar with Hiru doing this to see the details and how it works in combat Hahahaha +1 Good luck Hiru, it looks like you've put a lot of thought into it. Plus if it turns out to be too strong we'll find out one way or another but like i said it seems pretty well thought out. ^.^
PostPosted: Thu Mar 20, 2014 8:26 pm


qyp

Dai the Fang

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Kosmic Khaos

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Regarding the Gekizou Sokuryoku (Speed Burst) technique specifically:
If this was supposed to be a trial run I am going to call fail. This technique breaks the system entirely. If it is going to exist it needs to have an exponential cost of some kind that gets higher and higher as people start removing more attacks from the casting. 25 extra cp to launch an s rank technique in one turn isn't that much of a sacrifice.

After seeing it in action I cannot say in any measure of good faith that it is balanced. Ninjutsu users tend to have massive cp pools, and 5-25 cp extra is nothing when your cp pool is big.

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Hoshigaki Hiru
Crew

PostPosted: Thu Mar 20, 2014 8:58 pm


That's actually an interesting idea!

It could be worded as:

*User may pay 5 cp when performing an action or casting a jutsu to reduce the dice rolls required to use it by 1.
*This ability can be repeated [Chakra Control / 10] times per individual attack or jutsu (for additionnal 5 cp per dice roll deducted, required number of dice rolls cannot go lower than 1).
*For every additional dice roll deducted from the first, add 200% chakra cost from the previous deducted roll (5 cp for first, 15 cp for second, 45 cp for third, etc.).
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