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[Ninjutsu] Fire Release (Katon)

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Hoshigaki Hiru
Captain

PostPosted: Wed Jan 03, 2018 8:02 pm


Ninjutsu: Fire Release (Katon)


The fire release (火遁, Katon) area of elemental nature transformation are offensive-type techniques that primarily allow the user to create fire by increasing the temperature of their chakra. There are some exceptions to this though in which the shinobi forms mediums in order to create explosions.

Commonly affiliated with the Tiger hand seal, fire release techniques are mid-to-long-ranged that cause burning and explosive damage. The fire affinity is most common among Konohagakure shinobi.

Fire release is strong against wind; because wind naturally feeds fire but weak against water due to its ability to extinguish the flames. A sufficiently strong fire jutsu can be strong enough to evaporate its natural weakness of water.

Fire is unpredictable and bends to few; therefore, it requires more chakra to bring it under your control. However the rewards for mastering fire ninjutsu are many. As stated earlier fire does a large amount of damage and also inflicts lasting burns onto your enemies.
PostPosted: Wed Jan 03, 2018 8:04 pm


C-Rank


Katon: Hibashiri (Fire Release: Running Fire)
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This jutsu will create jets of fire that can be manipulated into several forms before striking the target. It can also be used in combination with Wind Release technique to add it's damage and burn to them.
Cp Cost: 25 + 10 per turn held
Dice Rolls: 3 to initiate, 1 per turn held
Damage: 15 - 40 + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 22, Ninjutsu 13, Concentration 18
Training: 3 stages.
Stage I: Chakra Control DC 32 Generate the flame from within you by molding your Fire Affinity chakra.
Stage II: Ninjutsu DC 30 Spit out the flame and direct it towards your opponent.
Stage III: Concentration DC 28 Chasing a moving target with the flame.
Special: This technique can be maintained and used in succession at the cost of 1 attack roll per attack. Target must roll 1 reflex save per dice roll from the user's turn to avoid getting hit by the running flame. Any taijutsu attack or jutsu used by the user will cancel this technique. Can be added to a wind technique used in the same turn to add its damage and effect to it.

Katon: Bakukadan (Fire Release: Exploding Flame Shot)
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By creating a spark of fire release chakra from their hands, this jutsu allows the user to throw multiple balls of orange flame from their hands, which are able to cause fiery explosions on impact. The shots can also light the opponent on fire.
Cp Cost: 25 per fireball
Dice Rolls: 3
Damage: (15 - 20) + (Chk Mod / 2) + (Dex Mod / 2) + 2 per 10 ranks in Ninjutsu per fireball
Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 20, Ninjutsu 18, Dexterity 20
Training: 3 stages.
Stage I: Chakra Control DC 30 Generating fire in your hands from your chakra.
Stage II: Ninjutsu DC 28 Giving the flames physical form and spherical shape.
Stage III: Dexterity DC 15 {d20 + dex mod} Chucking fireballs at a target.
Special: User can create 2 fireballs + 1 per 15 levels in chakra control.

Katon: Goukakyu no Jutsu (Fire Release: Grand Fireball Technique)
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Utilizing a high amount of chakra, a large ball of flame is exhaled from the user's mouth.
Cp cost: 45
Dice Rolls: 3
Damage: 35 - 50 + chk mod
Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 18, Ninjutsu 15
Training: 3 stages.
Stage I: Chakra Control DC 28 Generate the flame from within you by molding your Fire Affinity chakra.
Stage II: Chakra DC 18 {d20 + chk mod} Slowly increase the ball of flame in size and temperature and thus lethality.
Stage III: Ninjutsu DC 30 Combine the previously learned elements. Work on speed and smoothness of delivery.

Katon: Hosenka no Jutsu (Fire Release: Phoenix Immortal Fire Technique)
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Multiple balls of fire are sent at the target. It is also possible to hide shurikens within the fireballs, creating an unexpected secondary surprise attack.
Cp cost: 30 + 12 per ball
Dice Rolls: 3
Damage: 12 – 30 + chk mod per ball that lands.
Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu. Roll a Reflex check for each fireball.
Requirements: Fire Affinity, Chakra Control 25, Ninjutsu 22
Training: 3 stages.
Stage I: Chakra Control DC 35 Generate the fireballs with a focus on speed and accuracy. Aim for 2-3 in quick succession.
Stage II: Chakra Control DC 37 Work on making the fireballs hotter. Aim for 4-5 in quick succession.
Stage III: Ninjutsu DC 32 Combine the previously learned elements.
Special: Maximum amount of fireballs created is 3 + 1 per 10 ranks in Chakra Control

Hoshigaki Hiru
Captain


Hoshigaki Hiru
Captain

PostPosted: Wed Jan 03, 2018 8:05 pm


B-Rank


Katon: Karyudan (Fire Release: Fire Dragon Missile)
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A huge blaze is blown to ignite the mud balls launched from Doton: Doryūdan (Earth Release: Earth Dragon Bullet), making it more devastating.
Cp cost: 65
Dice Rolls: 4
Damage: Read special.
Reflex DC: 15 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 42, Ninjutsu 40, Doton: Doryuudan (Earth Release: Earth Dragon Bullet).
Training: 3 stages
Stage I: Chakra Control DC 52 Generate the flame from within you. This time the focus is not on accuracy or control but on sheer power.
Stage II: Chakra Control DC 55 Make sure the flame is hot and potent enough to ignite the mud balls launched by Doton: Doryuudan.
Stage III: Ninjutsu DC 55 Combine the previously learned elements.
Special: Increases Doton: Doryuudan damage by 50%.

Katon: Karyu Endan (Fire Release: Fire Dragon Flame Bullet)
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Shoots an enormous ball of flame in the shape of a dragon from the user's mouth.
Cp cost: 170
Dice Rolls: 4
Damage: 120 - 180 + chk mod
Reflex DC: 15 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 40, Ninjutsu 35
Training: 4 stages
Stage I: Chakra Control DC 50 Generate the flame from within you focusing on surface area.
Stage II: Chakra DC 25 {d20 + chk mod} Make the flame more lethal, for example by make it flicker more, making it hotter, or having a larger surface area.
Stage III: Chakra Control DC 52 Shape the flame into the shape of a dragon and increase the size of the fireball more.
Stage IV: Ninjutsu DC 47 Combine the previously learned elements.

Katon: Ryuka no Jutsu (Fire Release: Dragon Fire Technique)
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After binding the opponent, the user blows a large torrential burst of fire usually along a length of cord, guide wire, or any other long thin object.
Cp cost: 150
Dice Rolls: 5
Damage: 100 - 160 + chk mod
Reflex DC: 15 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 35, Ninjutsu 30
Training: 4 stages.
Stage I: Chakra Control DC 45 Careful control of the flame is needed to ensure it travels as quickly along the thin object as possible.
Stage II: Chakra DC 22 {d20 + chk mod} Increase the potency of the flame.
Stage III: Chakra Control DC 47 After mastering control of a small flame, move to make the flame larger.
Stage IV: Ninjutsu DC 42 Combine the previously learned elements.
Special: If the enemy is trapped by any line of wire or any kind of solid item that might conduct the fire the victim loses the ability to make a reflex save.
PostPosted: Wed Jan 03, 2018 8:06 pm


A-Rank


Katon: Gōryūka no Jutsu (Fire Release: Great Dragon Fire Technique)
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The user compresses a large amount of chakra built up inside their body and changes its shape into a dragon-shaped fireball. The user then skillfully manipulates that great fire, and attacks their opponent. Even outside of the attack range, its power and reliability are stressed. The flames have a high temperature, as they can create an updraft which in turn can give rise to thunder clouds. A master of this technique can fire off several flames in succession. Anyone caught in the technique could potentially be reduced to ashes.
Cp Cost: 170
Dice Rolls: 6
Damage: (50 - 60) + chk mod + 2 per 10 ranks in Ninjutsu per dragon
Reflex DC: 18 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 45, Ninjutsu 38, Chakra 30.
Training: 5 stages.
Stage I: Chakra DC 20 {d20 + chk mod} Building up fire chakra inside your body.
Stage II: Ninjutsu DC 48 Superheating the chakra at its maximum temperature without hurting yourself.
Stage III: Chakra Control DC 55 Spitting out the fire in as many dragons as you can.
Stage IV: Chakra Control DC 57 Animating the dragons individually.
Stage V: Ninjutsu DC 50 Launching the dragons in succession at one or various targets with maximum power.
Special: User can create 1 dragon per 15 ranks in Chakra Control. Target must roll 1 reflex save per dragon. Dragons can be aimed at various targets.

Katon: Zukokku (Fire Release: Intelligent Hard Work)
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The user spits out a small fireball that erupts into a giant firestorm after making contact with a surface, causing widespread destruction to the area. Since the flames travel along the ground, and from such a wide area this is a difficult technique to evade. The effect of this technique can be increased greatly by combining it with a Wind Release technique.
Cp Cost: 300
Dice Rolls: 5
Damage: (200 - 350) + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: n/a
Athletics DC: 18 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 45, Ninjutsu 45, Chakra 32.
Training: 5 stages.
Stage I: Chakra DC 21 {d20 + chk mod} Building up massive fire chakra inside your mouth.
Stage II: Chakra Control DC 55 Condensing the chakra into a tiny ball.
Stage III: Chakra Control DC 57 Spitting out the ball without having it explode when it makes contact with the air.
Stage IV: Ninjutsu DC 55 Giving enough strength and velocity to the spit while still aiming correctly at the target.
Stage V: Ninjutsu DC 60 Detonating the ball into a gigantic flame explosion on contact.
Special: Due to its size, this jutsu cannot be dodged, targets must flee from it or get caught in the blast. Affects every shinobi in the general area of the target.

Katon: Haisekishō, (Fire Release: Burning Ash)
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Unlike other fire-based techniques, this technique allows the user to breathe out a cloud of superheated ash. Because it is ash and not flame, the ash remains in the air around the target, and therefore remains potent for a longer period.
Cp cost: 160
Dice Rolls: 5
Damage: 75 – 100 + chk mod, +(20 + chk mod) damage every round the victim stays in the area.
Reflex DC: 18 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 45, Ninjutsu 40
Training: 5 stages.
Stage I: Chakra Control DC 55 Practise generating superheated ash. Focus on making the ash super light so it disperses well in the air.
Stage II: Chakra DC 25 {d20 + chk mod} Work on making the ash even hotter than you've managed before.
Stage III: Chakra Control DC 57 Improve your dispersing skills. Use your chakra to ensure the ash is widely spread.
Stage IV: Constitution DC 22 {d20 + con. mod} The ash will do a runner to your lungs. You just have to get used to it.
Stage V: Ninjutsu DC 55 Combine all the previously trained elements together.
Special: Ashes remain for a number of rounds equal to the user’s chakra modifier. Ashes damage ALL people in the area.

Katon: Kasumi Endu no Jutsu (Fire Release: Mist Blaze Dance Technique )
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User breathes out a great amount of flammable gas. Once it comes in contact with any form of combustion force (from fire to small sparks), the gas ignites and literally creates a sea of fire.
Cp cost: 145
Dice Rolls: 5
Damage: 90 - 120 + chk mod
Reflex DC: 18 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 40, Ninjutsu 38
Training: 5 stages.
Stage I: Chakra Control DC 52 It's a delicate art to synthesise flammable gas within your body. Manipulate your Fire Element chakra within you and figure out how to create it.
Stage II: Chakra DC 23 {d20 + chk mod} Work on the effectiveness of the gas - for example, its volatility, reactivity, temperature of the flame generated, etc.
Stage III: Constitution DC 25 {d20 + con mod} Gas has always been bad for you. Bear it.
Stage IV: Chakra Control DC 55 Increase the surface area of the gas you breathe out slowly but surely. Also work on speed.
Stage V: Ninjutsu DC 50 Combine the previously learned elements.

Hoshigaki Hiru
Captain

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