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Natsuhi Fukunaga

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PostPosted: Tue Feb 18, 2014 1:36 pm


Soap Bubble Style Ninjutsu



User Image



Village:
Kirigakure

Element Affinity:
Water

Owner:
Kirigakure
PostPosted: Tue Feb 18, 2014 1:37 pm


Weapon


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Name: Bubble Blower
Type: Supplementary Pipe
History: The bubble blower is a tool made of a special metal that allows the user to filther their chakra into the bubble which are made from it. It has been used by a select few from the Murakami Clan in conjunction with their Clan Hijutsu derived from the Water Style ninjutsu called Soap Bubble Ninjutsu. The bubble can cause explosions with first style, be moved with wind style, drown with water style, shock and blind with lightning style.
Description: A small pipe that has a bend in it that can very in color from brass , to silver, and gold. It usually has a clip in which the user can personalize it with a string or charms.
Damage: 1 – 2 + Str. Mod
Range: Short
Requirements: Craft 10
Acquisition: Make one using the Murakami Soap Bubble Style Scroll
Special: Used in Soap Bubble Ninjutsu
Dual Wield: N/A
Owner: Kirigakure

Natsuhi Fukunaga

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Natsuhi Fukunaga

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PostPosted: Tue Feb 18, 2014 1:38 pm


Technique


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Name: Blinding Bubble Tecnnique
Description: The user inbues his Bubble Blower with chakra and then blows out an incredible about of bubbles that pop creating a red gas. The gas lingers in the air for a few moments blinding the target and then disappates.
Rank: D
Cp Cost: 25
Attack Turns: 2
Reflex DC: 10 + Dexterity + 2 per 10 Athletics
Damage: n/a
Requirements: Bubble Blower, Water Release, +10 Chakra Control +10 Ninjutsu
Training: X stages.
Stage I: [Ninjutsu] DC 12, Blow out a couple of bubbles that float around the opponent
Stage II: [Chakra Control] DC 12, Inbue chakra through the pipe to make the bubbles hold the blinding powder and not pop.
Special: Bubbles remain in the area for 1 + 1[per 10 in Chakra Control]. Opponent has to roll reflex save each turn to avoid bubbles. If caught by a bubble the opponent loses -2 to all sight,dex, and attack rolls for 1 + 1[per 10 points in Alchemy] Combat Turns. This effect is stackable once.
Owner: Kirigakure



User Image


Name: Bubble Clone Technique
Description: User creates a clone out of bubbles that are able to attack using only Bubble Style Techniques and have a higher dodge rating due to their Lightness. They pop instantly when hit with an attack.
Rank: C
Cp Cost: 30 Per Clone
Attack Turns: 3
Reflex DC: n/a
Damage: n/a
Requirements: Water Affinity, Bubble Blower, Chakra control 20, Ninjutsu 18
Training: X stages.
Stage I: [Ninjutsu] DC 28, User creates a clone made from bubbles to look just like them.
Stage II: [Chakra Control] DC 30, User makes the puppet move using chakra allowing them to become life like.
Stage I: [Ninjutsu + Chakra Control] DC 50, User makes the clone act and react like them allowing them to copy their fighting style.
Special:
Bubble Clone can only use Water Techniques
*CP used for clones performing jutsu is 1.1x as much and is taken from the creators cp pool
*Clones have to stay within same thread as user and within eye or ear shot of them as well
To See Through Clones: d20 + 1/2 the user's int mod + half the user's chk mod vs. d20 + opponent's int. mod. Opponent will target the real ninja among the clones.
*Can create 1 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.
Owner: Kirigakure



User Image


Name: Bubble Dome Technique
Description: User creates a bubble barrier around themselves that shields the user by pumping their chakra into it. This allows the dome to bounce off or lessen the blow of attacks aimed at it.
Rank: B
Cp Cost: 100 + 30 per turn up (Additional 25 per person within the barrier)
Attack Turns: 4
Reflex DC: n/a
Damage: n/a
Requirements: Water Release, Bubble Blower, Chakra Control 30, Ninjutsu 30, Concentration 30, Chakra 20
Training: 4 stages.
Stage I: [Concentration] DC 25, Blowing a big enough bubble to cover the user.
Stage II: [Chakra] DC 35, Pouring chakra into the bubble so that it won’t pop.
Stage III: [Chakra Control] DC 40, Controling the chakra to create the barrier making it able to reflect off incoming attacks.
Stage IV: [Concentration] DC 50, Keeping the barrier up by staying focused no matter the distractions taking place around you.
Special: Covers user and opponents. The barrier takes half damage from incoming attacks that do not destroy it. Inhabitants of the barrier may not attack while in said barrier. Barrier’s Health = 2x Chakra Control + Chakra Mod.
Owner: Kirigakure



User Image


Name: Explosive Bubble Technique
Description: User releases bubbles that explode on contact with the opponent.
Rank: C
Cp Cost: 40 + 10 per bubble
Attack Turns: 2
Reflex DC: 1d20 + Dexterity
Damage: 5 – 50 + 5 per 10 in ninjutsu
Requirements: Water Style, Fire Style, Bubble Blower, Chakra Control 25, Ninjutsu 30
Training: 3 stages.
Stage I: [Concentration] DC 20, User blows bubbles about the size of their head.
Stage II: [Chakra Control] DC 35, The user uses their chakra to move the bubbles around and direct them at their intended target.
Stage III: [Ninjutsu] DC 40, The user causes their chakra to heat the bubble rapidly causing the gases inside to expand and explode.
Special: User can make 2 + 1 per 10 in ninjutsu. Bubbles stay around for 2 of the opponent’s combat turn. Opponent has to do a reflex check each turn or get hit by a bubble.
Owner: Kirigakure



User Image


Name: Soap Bubble Slime Technique
Description: The user blows out bubble that are filled with a sticky liquid that can bind the opponent in place.
Rank: D
Cp Cost: 30 + 15 per bubble
Attack Turns: 2
Reflex DC: 1d20 + Chakra Control + 2 per 10 in ninjutsu
Damage: n/a
Requirements: Water Release, Bubble Blower, Syrup Capture Field, Chakra Control 20, Ninjutsu 18
Training: 2 stages.
Stage I: [Chakra Control] DC 30, User blows a bubble imbued with chakra to hold a substance.
Stage II: [Ninjutsu] DC 28, The user combines the syrup solution with in the bubble.
Special: If the opponent fails reflex save they lose -5 to dodge. Must make 1d20 + Strength Mod vs. 1d20 + Chakra Control Mod to be able to escape.
Owner:Kirigakure
PostPosted: Wed Feb 19, 2014 7:01 am


Ready

Natsuhi Fukunaga

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WeaselFanBoy

Liberal Genius

PostPosted: Wed Feb 19, 2014 10:58 am


Question... If this is only second generation with random people with water chakra alignments brought together and taught some secret jutsus, how do they already have the genetic breeding to be smarter and better at Ninjutsu, yet be physically weaker and poor at Taijutsu?
PostPosted: Wed Feb 19, 2014 11:38 am


WeaselFanBoy
Question... If this is only second generation with random people with water chakra alignments brought together and taught some secret jutsus, how do they already have the genetic breeding to be smarter and better at Ninjutsu, yet be physically weaker and poor at Taijutsu?


I was thinking 3 gen. I mean I could have just not put anything but I figured that since it was a group of Hijutsu that they needed something. I first went through the skills but the skills I wanted to increase were mainly intel skills so instead of doing multiple gains on them like with other clans I just simply decided to add intel one time. So 3 to all those skills would be fine.

As for the weaker taijutsu skills I had to give them a weakness. I went with the usually though of if your smart your not too strong and so thats where that came from. Not to mention I didn't see Utakata doing too much taijutsu before going into his tailed beast form.

Natsuhi Fukunaga

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WeaselFanBoy

Liberal Genius

PostPosted: Wed Feb 19, 2014 11:49 am


Hademaru
I was thinking 3 gen. I mean I could have just not put anything but I figured that since it was a group of Hijutsu that they needed something. I first went through the skills but the skills I wanted to increase were mainly intel skills so instead of doing multiple gains on them like with other clans I just simply decided to add intel one time. So 3 to all those skills would be fine.

As for the weaker taijutsu skills I had to give them a weakness. I went with the usually though of if your smart your not too strong and so thats where that came from. Not to mention I didn't see Utakata doing too much taijutsu before going into his tailed beast form.


I completely understand why you gave them it, I'm asking why they have it. They don't really have the established history to make sense of them having a genetically inherit bonus at all. At this point, even with a few generations it about the same as putting a bunch of random people together and the strong man and strong woman got together and then the entire group benefited from them having a child by everyone gaining a +2 to Strength. There would have to be some kind of process to picking who gets to learn and who doesn't at this point to make sense of them being that way. Otherwise it's a bunch of random people from different genetic lineage getting a mutual buff and debuff for no reason other then that they learned how to blow some bubbles.
PostPosted: Wed Feb 19, 2014 2:25 pm


People do not care if you make it so the clan has been around for hundreds of years, and we only just see a character appear...

Qyp
Crew

Manly Lunatic


Natsuhi Fukunaga

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PostPosted: Wed Feb 19, 2014 3:04 pm


WeaselFanBoy
Hademaru
I was thinking 3 gen. I mean I could have just not put anything but I figured that since it was a group of Hijutsu that they needed something. I first went through the skills but the skills I wanted to increase were mainly intel skills so instead of doing multiple gains on them like with other clans I just simply decided to add intel one time. So 3 to all those skills would be fine.

As for the weaker taijutsu skills I had to give them a weakness. I went with the usually though of if your smart your not too strong and so thats where that came from. Not to mention I didn't see Utakata doing too much taijutsu before going into his tailed beast form.


I completely understand why you gave them it, I'm asking why they have it. They don't really have the established history to make sense of them having a genetically inherit bonus at all. At this point, even with a few generations it about the same as putting a bunch of random people together and the strong man and strong woman got together and then the entire group benefited from them having a child by everyone gaining a +2 to Strength. There would have to be some kind of process to picking who gets to learn and who doesn't at this point to make sense of them being that way. Otherwise it's a bunch of random people from different genetic lineage getting a mutual buff and debuff for no reason other then that they learned how to blow some bubbles.


I mean its not the intellect that I am worried about. I simply want the skills. Alchemy, Craft, and Chakra Control. They are all things affected by intel mods. I decided to do 3 intel vs. 3 alchemy, 3 craft, 3 chakra control per such and such levels...a clan that does a similar thing would be the Nara

kouri-chan_xx
Clan Name: Nara
Village: Konohagakure, Kumogakure

Description of Limit: Power to control shadows. Use this power to strangle them with inhuman strength or stop anyone from moving. Also, the shadows can be twisted and moved into any direction. The downfall of this bloodline is that the shadow moves slow at longer distances.

History: The Nara clan is known for their manipulation of shadows and tending of deer, which graze in a large area of Nara clan forest. They have kept a book with medicine preparations and effects for generations. Among the medicine described in this book are the secret pills used by the Akimichi clan. The men from this family are very lazy and tend to be attracted to overbearing women.

In game Stats:
+3 Int

Jutsu List:


Kagemane no Jutsu (Shadow Bind)

A skill that originally was used as a delaying tactic, the user is able to control an opponent's movement by connecting his shadow to theirs. The user's shadow is able to move, extend and change shape, but it must maintain the same surface area as the original. Any shadows between the user and opponent can be used to increase the total surface area, thus allowing the user's shadow to extend further than normal. The technique is also known as the Shadow Bind Skill (Kage Shibari no Jutsu). This jutsu does not harm the ninja using it when their opponent is harmed, unless they're harmed by an outside force and the movement made could hurt the user, such as an arm breaking or a quick neck jerk.
Cp cost: 20 (+5 per round)
Damage: N/A
Requirements: Be of Nara Decent, Chakra Control 10+
Training Days: 2 Days
Special: Foe's dodge bonus is 0 for that round
1st Turn dodge attempt is done with 1D20 + reflex save vs. users ninjutsu DC.
2nd Turn(if they are caught): Escape attempts are done by foes 1d20+str mod vs users 1d20 +chakra control

Kage Kubishibari no Jutsu (Shadow Neckbind)
An extension of the Shadow Copy Skill (Kage Mane no Jutsu), which allows the user's shadow to apply real pressure on an opponent. By maneuvering the shadow's hands on the opponent's throat, the user is capable of choking the target while they are still binded by the technique.
Cp cost: 30 (+10 per round)
Damage: 25 - 40 + chk mod
Requirements: Be of Nara Decent, Chakra Control 15+
Training Days: 5
Special: Foes dodge bonus is 0 for that round
1st Turn dodge attempt is done with 1D20 + reflex save vs. users ninjutsu DC.
2nd Turn(if they are caught): Escape attempts are done by foes 1d20+str mod vs users 1d20 +chakra control

Shuriken Shadow Imitation Technique
Using shuriken, kunai or any other pointed object, the user can pin the opponent's shadow to the ground, immobilizing the foe. This technique can be combined with Shadow Imitation Technique for an automatic connection.
Cp cost: 25 Cp per object used, then +5 to maintain the link per turn.
Damage: N/A
Requirements: Nara Decent, Sharp Tool
Training Days: 5 days
Special: Read above..

Kage Nui (Shadow Sewing
The user of this jutsu can extend their shadow and create multiple tangible tendrils for various purposes. Such purposes can include using them as stabbing weapons, rope for binding an opponent, or extra appendages for throwing weapons
Cp cost: 50+10 per turn
Damage: N/A
Requirements: Be of the Nara Clan, Chakra Control 25+
Training: 5
Special: The number of tendrils creatible is 1 per 5 Chakra Control points

Shadow Summoning Technique
After capturing a target with the Shadow Imitation Technique, the user summons shadowy tendrils from their opponent's body, controlling them in the same manner as Shadow Sewing, but from the opponent's body instead of the user's.
Cp cost: 60 cp +10 per round
Damage: Varies depending on action done by tendrils
Requirements: Nara Decent, Chakra Control 20, Shadow Imitation Technique
Training Days: 7 days
Special: If Reflex Save fails, to escape: d20 + str mod vs d20 + Chakra Control. The number of tendrils creatable is 1 per 5 Chakra Control points
PostPosted: Wed Feb 19, 2014 3:20 pm


Hademaru
WeaselFanBoy
Hademaru
I was thinking 3 gen. I mean I could have just not put anything but I figured that since it was a group of Hijutsu that they needed something. I first went through the skills but the skills I wanted to increase were mainly intel skills so instead of doing multiple gains on them like with other clans I just simply decided to add intel one time. So 3 to all those skills would be fine.

As for the weaker taijutsu skills I had to give them a weakness. I went with the usually though of if your smart your not too strong and so thats where that came from. Not to mention I didn't see Utakata doing too much taijutsu before going into his tailed beast form.


I completely understand why you gave them it, I'm asking why they have it. They don't really have the established history to make sense of them having a genetically inherit bonus at all. At this point, even with a few generations it about the same as putting a bunch of random people together and the strong man and strong woman got together and then the entire group benefited from them having a child by everyone gaining a +2 to Strength. There would have to be some kind of process to picking who gets to learn and who doesn't at this point to make sense of them being that way. Otherwise it's a bunch of random people from different genetic lineage getting a mutual buff and debuff for no reason other then that they learned how to blow some bubbles.


I mean its not the intellect that I am worried about. I simply want the skills. Alchemy, Craft, and Chakra Control. They are all things affected by intel mods. I decided to do 3 intel vs. 3 alchemy, 3 craft, 3 chakra control per such and such levels...a clan that does a similar thing would be the Nara.

And the Nara clan has the history to have breed themselves to posses more grey matter upon birth, than your average everyday Joe whose dad learned some Jutsu from a guy who established a clan 40 years prior. Besides, +3 to Intelligence would only net a +1.5 to all those skills (needing a single point extra to get the full +2).

Qyp
People do not care if you make it so the clan has been around for hundreds of years, and we only just see a character appear...


I don't think I grasp what you were trying to get at. xd I personally don't mind if he gets the buffs/debuffs. I just want to make sense of second generation already having some genetic superiority put in it if that's what you're getting at.

WeaselFanBoy

Liberal Genius


Qyp
Crew

Manly Lunatic

PostPosted: Wed Feb 19, 2014 3:32 pm


Yeah, a whole clan getting something from one guy, is a bit off in just 2 generations... Need a few more then that to... get buffs...
PostPosted: Wed Feb 19, 2014 3:53 pm


WeaselFanBoy
Hademaru
WeaselFanBoy
Hademaru
I was thinking 3 gen. I mean I could have just not put anything but I figured that since it was a group of Hijutsu that they needed something. I first went through the skills but the skills I wanted to increase were mainly intel skills so instead of doing multiple gains on them like with other clans I just simply decided to add intel one time. So 3 to all those skills would be fine.

As for the weaker taijutsu skills I had to give them a weakness. I went with the usually though of if your smart your not too strong and so thats where that came from. Not to mention I didn't see Utakata doing too much taijutsu before going into his tailed beast form.


I completely understand why you gave them it, I'm asking why they have it. They don't really have the established history to make sense of them having a genetically inherit bonus at all. At this point, even with a few generations it about the same as putting a bunch of random people together and the strong man and strong woman got together and then the entire group benefited from them having a child by everyone gaining a +2 to Strength. There would have to be some kind of process to picking who gets to learn and who doesn't at this point to make sense of them being that way. Otherwise it's a bunch of random people from different genetic lineage getting a mutual buff and debuff for no reason other then that they learned how to blow some bubbles.


I mean its not the intellect that I am worried about. I simply want the skills. Alchemy, Craft, and Chakra Control. They are all things affected by intel mods. I decided to do 3 intel vs. 3 alchemy, 3 craft, 3 chakra control per such and such levels...a clan that does a similar thing would be the Nara.

And the Nara clan has the history to have breed themselves to posses more grey matter upon birth, than your average everyday Joe whose dad learned some Jutsu from a guy who established a clan 40 years prior. Besides, +3 to Intelligence would only net a +1.5 to all those skills (needing a single point extra to get the full +2).

Qyp
People do not care if you make it so the clan has been around for hundreds of years, and we only just see a character appear...


I don't think I grasp what you were trying to get at. xd I personally don't mind if he gets the buffs/debuffs. I just want to make sense of second generation already having some genetic superiority put in it if that's what you're getting at.


I mean I can put more time on it. No problem.

Natsuhi Fukunaga

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Hoshigaki Hiru
Crew

PostPosted: Fri Feb 21, 2014 7:24 pm


Hey Hade! Love the fact you're introducing the bubble jutsus, I was actually hoping someone would, and I think you did a great job on those.

Just a few comments on the clan itself and after that I'll post my suggestions concerning the jutsus individually!

The Clan

I'm actually not sure you really need a clan for such techniques. With some of the last system updates we introduced the notion of individual characters having bloodline limits without requiring that an entire clan be established for them (unless there was genuine interest for multiple members).

With these jutsus, they do not appear to require a special genetical predisposition, and it does not appear to be something a whole clan specialized in (from what we gathered from the series). To me the bubble jutsus were pretty much a person's individual jutsu specialty, to which any shinobi is entitled to. For example, my Kiri character has various techniques derived from mizuame (syrup) that are really his, but that he could teach to specific students if he wished to.

Also, for the stat boosts, we tried recently to avoid just giving stat modifiers unless something physiological actually explained it. For example, if these member's bodies are half shark, it is bound to reflect on their physical skills, Same thing goes if their bodies are made from water. Otherwise, we try to keep the individual's devellopment as responsible for his skills or physical focuses rather than a "limit" of sorts.

Still if you prefer going that route you still can, we won't deny it outright; however it will make things more complicated (as you've probably noticed by now xd )

The Jutsus

A few general comments before I look at them individually, you'll notice I reworked the format of these jutsus so that their form is in conformity with all other regular techniques, I suggest you keep that format for future modification wink Also, for the names, I suggest you look up the techniques on Narutopedia (and also jutsu descriptions for a bit more detail maybe?) so that you can put the Japanese names with the English ones. Nothing too important, but it keeps uniformity which is always appreciated smile

Hademaru
Blinding Bubble Tecnnique
User Image
The user inbues his Bubble Blower with chakra and then blows out an incredible about of bubbles that pop creating a red gas. The gas lingers in the air for a few moments blinding the target and then disappates.
Rank: D
Cp Cost: 25
Attack Turns: 1
Reflex DC: 1d20 + Awareness vs. 1d20 + Chakra Control
Damage: n/a
Requirements: Bubble Blower, Water Release, +10 Chakra Control +10 Ninjutsu
Training: X stages.
Stage I: [Ninjutsu] DC 12, Blow out a couple of bubbles that float around the opponent
Stage II: [Chakra Control] DC 12, Inbue chakra through the pipe to make the bubbles hold the blinding powder and not pop.
Special: Bubbles remain in the area for [1 + 1 per 10 in Chakra Control]. Opponent has to roll reflex save each turn to avoid bubbles. If caught by a bubble the opponent loses -2 to all sight,dex, and attack rolls for [1 + 1 per 15 points in Alchemy]
Owner: Murakami Clan


I like the concept for this one! Four comments though:

1. The Reflex DC: I think I understand what you're getting at, but right now what you're suggesting is not a Reflex DC but rather an Awareness DC. For jutsus, the value of the DC is pretty much always fixed (except for certain exceptions) and uses a basic formula that has a base value + a modifier + 2 per 10 in a skill. In your case, I think the reflex should still be a reflex save rather than an awareness save since the target will have to physically dodge the bubbles more than just passively spot them. Since it is D-Rank, the formula should be somewhere along 10 + Chakra Modifier + 2 per 10 in Ninjutsu.

2. The duration/effect: I like how you made it, but it isn't clear for the moment. Is is [1 + 1 per 10 in Skill] Attack Turns or Combat Turns? I think you mean combat turns, but it should be specified.

3. Is the effect stackable? I'm not saying it should or shouldn't it should just be specified to avoid confusion.

4. A detail, but the technique should require 2 attack turns rather than 1 since it is D-Rank.

Hademaru
Bubble Clone Technique
User Image
User creates a clone out of bubbles that are able to attack using water techniques only.
Rank: C
Cp Cost: 30 Per Clone
Attack Turns: 3
Reflex DC: n/a
Damage: n/a
Requirements: Water Affinity, Bubble Blower, Chakra control 20, Ninjutsu 18
Training: 3 stages.
Stage I: [Ninjutsu] DC 28, User creates a clone made from bubbles to look just like them.
Stage II: [Chakra Control] DC 30, User makes the puppet move using chakra allowing them to become life like.
Stage III: [Ninjutsu + Chakra Control] DC 50, User makes the clone act and react like them allowing them to copy their fighting style.
Special:
*Bubble Clone can only use Water Techniques
*CP used for clones performing jutsu is 1.1x as much and is taken from the creators cp pool
*Clones have to stay within same thread as user and within eye or ear shot of them as well
*To See Through Clones: d20 + 1/2 the user's int mod + half the user's chk mod vs. d20 + opponent's int. mod. Opponent will target the real ninja among the clones.
*Can create 1 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.
Owner: Murakami Clan


How are these different from water clones? I'm not exactly sure what they did in the anime, but you'll need to make them a bit different to have relevance. I'm sure you can think of something to distinguish them from other clones! wink

Hademaru
Bubble Dome Technique
User Image
User creates a bubble barrier around themselves that shields the user by pumping their chakra into it. This allows the dome to bounce off or lessen the blow of attacks aimed at it.
Rank: B
Cp Cost: 75 + 25 per turn up (Additional 25 per person within the barrier)
Attack Turns: 4
Reflex DC: n/a
Damage: n/a
Requirements: Water Release, Bubble Blower, Chakra Control 30, Ninjutsu 30, Concentration 30, Chakra 20
Training: 4 stages.
Stage I: [Concentration] DC 25, Blowing a big enough bubble to cover the user.
Stage II: [Chakra] DC 35, Pouring chakra into the bubble so that it won’t pop.
Stage III: [Chakra Control] DC 40, Controling the chakra to create the barrier making it able to reflect off incoming attacks.
Stage IV: [Concentration] DC 50, Keeping the barrier up by staying focused no matter the distractions taking place around you.
Special: Covers user and opponents taking half damage from incoming attacks until the barrier’s hp is depleted or the user runs out of chakra. Inhabitants of the barrier may not attack while in said barrier. Barrier’s Health = 100 + Chakra Control + Chakra
Owner: Murakami Clan


Love that you're making a defensive technique, I actually have a particular interest in them! A few comments about this one.

1. If the barrier is standing, I don't think the people in it should be taking damage since it's actually bouncing them off. The goal of the barrier is to have specific HP to take damage for the people it's protecting.

2. Given the nature of the "bubble barrier" I think anything that doesn't destroy it doesn't cause damage to it at all. It could its particularity given the fact that it will burst when a strong enough force is applied to a bubble but you can't really "wear down" a bubble like you would a wall.

3. Since we're not talking about a construct that has in itself a lot of durability (as would have, for example, a stone wall) I think the base Hp of the barrier should be lower (or non existant even) and the contribution for chakra control and chakra mod should be higher (although not that much, you won't block really powerful attacks with a bubble). Maybe [(2 x Chakra Control + Chakra Mod] HP?

Sorry I don't have time to look at the others right now, I'll get to them later for sure though, you'll have a bit to work on in the meantime smile
PostPosted: Tue Feb 25, 2014 3:37 pm


So I've made a few changes. Couldn't figure out what to do with the clone besides make it harder to hit.

Natsuhi Fukunaga

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