Kouta Posted February 25, 2008 Posted February 25, 2008 (edited) Nara Clan Kagemane Series 5.1.1 [NOTICE!] This thread introduces a jutsu style called "Branching Jutsu." Branching jutsu work similarly to Evolving Jutsu as far as paying for a jutsu, except that each rank does NOT replace the rank before it, and the jutsu may not be the exact same jutsu or have the exact same effects, but is often a jutsu that branches forward from the old jutsu. Branching Jutsu may also have several jutsu that are all connected to the same "root" jutsu, and some may or may not require that jutsu to be active in order to use. [sECOND NOTICE!] This thread, along with a few other Nara Jutsu Threads, are going to replace all of the Nara Jutsu. If a Nara Jutsu appears on the Clan page, but not this page or the other Clan Jutsu pages, then at the ratification of these jutsu, that jutsu is hereby considered stricken from the Nara Clan. If a member wishes to resubmit the omitted jutsu, you MUST run it by me, so I can check if it "Is fitting to hold the name Nara." If I say no, or deny your claim, you may still make the jutsu, but it will not be a Nara Clan Jutsu, appear on the Nara Clan Page, or receive any type of bonus from being a Nara Clan Jutsu. [THIRD NOTICE!] In this thread, there are several jutsu that "Replace Kagemane." This phrase can be taken to mean either Kagemane or Maruchi Kagemane, or any other Nara Clan Jutsu that is a version of Kagemane (These jutsu, if created after the ratification of this thread of jutsu, will be noted as acceptable in the Special Section of the Jutsu). Also, by replacing Kagemane, Kagemane ends, and the new jutsu takes its place. The ending only takes place AFTER the jutsu hits. All positive and negative effects of Kagemane end at that point, and are immediately replaced with the effects of the replacing jutsu. [FOURTH NOTICE!] All of the jutsu below that induce unconsciousness end immediately if the enemy falls unconscious, except for effects that are stated to happen afterwards. All status effects of these jutsu, unless specifically noted, do not begin until AFTER the enemy regains consciousness. [FIFTH NOTICE!] Unless given specific permission by me, these jutsu may not be learned by ANY member or NPC outside of the Nara Clan, regardless of the circumstances. --------------------------------------------------------------------------------------------------------------- Nara Hijutsu : Kagemane no Jutsu [Nara Clan Secret Technique : Shadow Imitation] Type: Ninjutsu [shadow Hijutsu] Rank: Gennin Cost: 70 Chakra; 35+X Chakra per Turn Damage: N/A Effects: If successful, target enemy cannot perform any actions during his/her turn for the remainder of battle or until the user is incapable of paying the upkeep for this jutsu. If the user of the technique performs any type of action, the enemy must attempt to copy that motion. In order to successfully copy the motion, the enemy must meet all requirements of the jutsu (including rank, ability to mold the elements of the jutsu, and possess any special skills or items required by the motion) or possess a weapon of similar type and similar location. If the motion is a Taijutsu Technique, then the enemy needs only to meet the Rank Requirements of the Taijutsu technique, and have the stamina to use said jutsu. If the motion is a Ninjutsu or Genjutsu Technique, then the user must meet the requirements as defined above, and roll a D10, with an 8-10 meriting a failure to copy. If the copy is not successful, chakra is not lost. The enemy MUST copy any and all motions that they are physically able to. Copying any Ninjutsu, Genjutsu, or any action requiring chakra that the user executes will cost the same amount of chakra as if the opponent had used the jutsu themselves, of their own free will. Any Taijutsu, Basic Attack, or any other action that involves Stamina, will only require 1/2 of the amount it would take if the opponent had used the jutsu or actions of their own free will. If copying the motion drops an enemy's chakra, stamina, or health to zero, then the opponent will be treated as if they were reduced to zero chakra or stamina by any other method. If the enemy is unable to perform the motion performed by the user for any reason, then they will perform no action that turn. During this jutsu, the user does not regenerate any chakra naturally. If the user has an advanced chakra regeneration skill, then they will recover 5% of their total chakra every other turn, disregarding the effect of the advanced regeneration skill. For the duration of the jutsu, the target enemy will have their evasion treated as if it was 0 for dodging purposes. The enemy may attempt to “break” the jutsu by paying 5% of their total chakra and stamina during the set-up phase. If they choose to do this, they may roll a D100. For every level above the user that the target enemy is, they will achieve +1 to their die roll. For every level below the user that the target enemy is, they will achieve a -1 to their roll. If, after all addition and subtraction, the target enemy’s die roll is above 75, then the jutsu is broken, and the user will loose 5% of their own total chakra and stamina. If the user's chakra or stamina is reduced to 0 by this effect, the user is not considered knocked out, and is instead reset with 1 chakra and 1 stamina. The user may end this jutsu during their any of their set-up phases at no cost to themselves. If the ninja targeted by this jutsu is one ninja rank above the user, then their dodge roll only has to exceed 50. If the target ninja is two ranks above the user, their roll only needs to exceed 25. Ninja who are three ranks above the user of this jutsu cannot be targeted by Kagemane no Jutsu. The user may pay an additional Y chakra during each turn of the jutsu. This additional Y chakra cannot exceed 2x the upkeep for that turn. Every turn beginning on the second turn of the jutsu's duration, during the response phase, the opponent may pay a chakra cost equal to the user's upkeep for the jutsu plus any extra Y chakra they may have spent. If the opposing ninja can produce the same amount of chakra as the user for two consecutive turns, then they will get an immediate "Breakout" roll during the Set-Up Phase in the turn in which the chakra was paid for the second consecutive time, where there are no additions or subtractions, and anything over a 25, rolled on a D-100, is a successful escape. A ninja one rank above the user of this technique only needs to exceed 15, and a ninja two ranks or more above the user escapes immediately. If the enemy ninja escapes in this way, then there is no penalty to either side, and the jutsu ends. For sake of this jutsu’s cost, X is equal to the opponent’s level – 1/2 the user’s level, but this number cannot exceed 30 in the negative direction. If this number WOULD exceed negative 30, then the number is capped off and replaced with negative 30 instead. This upkeep has no limit in the positive direction. This 30 + X chakra is only paid beginning on the SECOND turn of the jutsu. Description: ”If the body’s reflection is the shadow, then is the shadow’s reflection not the body?” - Nara Proverb The Kagemane Jutsu is based upon the principle that the body and the shadow must be acting in concert, and that the actions of one directly affect the actions of the other. If a shadow is being cast in a specific shape, then the body must be placed into that shape in order to cast the shadow. It cannot exist in any other manner. Thus, the Nara Clan have gone with the most efficient way of controlling a body. It costs far too much chakra to seize power of a body, since any ninja will be loathe to give it up without a fight. Their shadow, however, is far less observed, and is an easy target for a jutsu that has spelled the doom of many unfortunate shinobi. As the staple in the Nara Fighting Style, the Kagemane is their most refined art. The user, long trained in the art of manipulating their own shadow through chakra, will stretch and swell their shadow however is necessary in order to get it to touch the opponent’s shadow. Immediately once connection is made, the user’s shadow will flow into the enemy’s, causing the user to take possession of it through chakra. The user will then move their body, and as their shadow moves, the user’s chakra that has synched with the opposing shadow will force it react in a similar fashion. This creates a paradox, where a shadow is being caused by an object that isn’t there, so the enemy’s body is immediately forced to move into the exact same position. Ultimately, this means that the enemy will be forced to obey the laws of existence, moving in an exact mirror of the user. Despite its many possible uses offensively, the Kagemane is seen now as more of a support jutsu. By holding an enemy still, another team mate might easily come in behind for the swift kill. This method is used by generally weaker ninja, who have yet to master the Kagemane’s more dangerous aspects that have made the Nara Clan so well respected. Points: 4 ------------------------------------------------------------------------------------------------------------------ Nara Hijutsu : Maruchi Kagemane no Jutsu [Nara Clan Secret Technique : Multiple Shadow Imitation] Type: Ninjutsu [shadow Hijutsu] Rank: Chuunin Cost: 70 Chakra; 45 Chakra + X Chakra Per Turn Per Opponent Damage:N/A Effects:For the purposes of pricing this jutsu, X is equal to the Opponent's Level - 1/2 the User's Level. The number cannot exceed 40 in negative direction. If it would exceed 40 in the negative direction, the number is instead reset at negative 40. The number has no limit in the positive direction. This number must be calculated for EVERY opponent targeted by this jutsu. This upkeep is paid at the end of the user's main phase, beginning on the SECOND turn that this jutsu is active. If successful, the target enemy (or enemies) are incapable of performing any action for the duration of the jutsu. If the user of this jutsu is to perform any action during this time all enemies present on the field must attempt to copy that action. In order to successfully copy the motion, the enemy must meet all requirements of the jutsu (including rank, ability to mold the elements of the jutsu, and possess any special skills or items required by the motion) or possess a weapon of similar type and similar location. If the motion is a Taijutsu Technique, then the enemy needs only to meet the Rank Requirements of the Taijutsu technique, and have the stamina to use said jutsu. If the motion is a Ninjutsu or Genjutsu Technique, then the user must meet the requirements as defined above, and roll a D10, with an 8-10 meriting a failure to copy. If the copy is not successful, chakra is not lost. The enemy MUST copy any and all motions that they are physically able to. Copying any Ninjutsu, Genjutsu, or any action requiring chakra that the user executes will cost the same amount of chakra as if the opponent had used the jutsu themselves, of their own free will. Any Taijutsu, Basic Attack, or any other action that involves Stamina, will only require 1/2 of the amount it would take if the opponent had used the jutsu or actions of their own free will. If copying the motion drops an enemy's chakra, stamina, or health to zero, then the opponent(s) will be treated as if they were reduced to zero chakra or stamina by any other method. If the action taken by the user cannot be copied by the enemy(enemies) caught by this jutsu, then they take no action that turn. For the duration of the jutsu, the enemy's evasion is treated as 0 when used to dodge any attacks made toward them. During this jutsu, the user does not naturally regenerate any chakra. If the user possesses an advance chakra regeneration skill, then they will regenerate 5% of their total every other turn while this jutsu is active, regardless of the effect of the advanced regeneration skill. The opponent may attempt to "break free" of the jutsu in their set-up phase by paying 5% of their total chakra and stamina. If they do so, then they may roll a D100. For every level above the user that the opponent is, they gain a +1 to their roll. For every level above the opponent that the user is, they receive a -1 to their roll. If, after all additions, the opponent's dodge roll is above 75, then the jutsu ends, and the user automatically loses 5% of his or her total chakra and stamina. If the user's chakra or stamina is reduced to 0 by this effect, the user is not considered knocked out, and is instead reset with 1 chakra and 1 stamina. The user may end this jutsu during their any of their set-up phases at no cost to themselves. If the ninja targeted by this jutsu is one ninja rank above the user, then their dodge roll only has to exceed 50. If the target ninja is two ranks above the user, their roll only needs to exceed 25. Ninja who are three ranks above the user of this jutsu cannot be targeted by Maruchi Kagemane no Jutsu. The user may pay an additional Y chakra during each turn of the jutsu. This additional Y chakra cannot exceed 2x the upkeep for that turn. Every turn beginning on the second turn of the jutsu's duration, during the response phase, the opponent may pay a chakra cost equal to the user's upkeep for the jutsu plus any extra Y chakra they may have spent. If the opposing ninja can produce the same amount of chakra as the user for two consecutive turns, then they will get an immediate "Breakout" roll during the Set-Up Phase in the turn in which the chakra was paid for the second consecutive time, where there are no additions or subtractions, and anything over a 25, rolled on a D-100, is a successful escape. A ninja one rank above the user of this technique only needs to exceed 15, and a ninja two ranks or more above the user escapes immediately. If the enemy ninja escapes in this way, then there is no penalty to either side, and the jutsu ends. Description: In the Jutsu Repertoire of the Nara Clan, no jutsu has undergone more study than the Kagemane, the staple of the Nara fighting style. In this analysis, the jutsu's fundamental flaw was discovered. If the user was alone and out numbered, Kagemane could not provide for a means of defense. So, to remove this flaw, the Kagemane was improved. By undergoing further research by the top Nara Shinobi, the Maruchi Kagemane no Jutsu was developed. Following the same principle of the Kagemane, that a body will always be forced by the laws of existance to match the shape of its shadow unless the shadow is unnaturally stretched or altered, the user sned their shadow out in multiple directions. This requires much more concentration than the Kagemane no Jutsu, because the user must simultaneously flood multiple shadows with his chakra, seizing control of them before the opponents in range can understand the trap that has befallen them. Once the trap is set, the user's shadow is put into synch with the opposing shadow. Any movements undergone by the user's shadow will be undergone by the opponent's shadow. This movement will require that the opposing body is in the correct position, making it appear that the enemy is perfectly copying the user in every way, while, in truth, they have no control over the positions of their bodies, or their actions. This jutsu was developed originally as a support jutsu, to hold an opponent still long enough for them to be attacked by other allies, but as time has progressed, the Nara Clan have slowly refined their jutsu to allow it to become a more offensive jutsu, capable of allowing one man to surpass an army. Special: Branching Jutsu (Branches from Kagemane no Jutsu) Points: 7 (+6 if User knows Kagemane no Jutsu) Edited August 11, 2008 by Kouta
Kouta Posted February 27, 2008 Author Posted February 27, 2008 8 Jutsu..Have at them. I'd prefer only senior member/staff comments (I'm likely to delete anything else anyways). Oh, and make sure you read all of the Notices...
cntrstrk14 Posted March 4, 2008 Posted March 4, 2008 I haven't gotten into the techniques yet, but as for the 'branching' effects, are they necessary? They seem just like a JP reduction for a technique for no reason. Wouldn't it be better than introducing a new effect to just instead require a jutsu for it?
Kouta Posted March 4, 2008 Author Posted March 4, 2008 Branching is basically just like saying Evolving..except that a technique can "evolve" multiple times into multiple techniques, without ever losing the original. It has to do with the fact that most of these jutsu are simply "Such and such can now target multiple people"...and it'd seem wasteful to spend the full JP on it for one or two subject plurality changes, and maybe one new effect, when people evolve jutsu, make them cost less than I am, and have them increase in damage, power, and gain ridiculous effects. So its not really JP reduction for no reason, its that having one jutsu would make you intricately understand the next, and so the leap from step 1 to step 2 is much shorter than from step 0 to step 2. I mean, reading the descriptions, most of my jutsu are basically just, "from where kage kubishibari left off, the hand now moves to the face. Commence Crushing." and then "from where Kage (insert jounin version's name) left off, tendrils wrap about the brain. Commence Crushing." Hardly worth spending full jutsu points for such a small step forward. ^ I understand you may not have gotten that far, since you didnt get to the jutsu yet, but I figured I'd point it out now just to save myself the time of doing it later.
Guest Major Posted April 7, 2008 Posted April 7, 2008 Sorry to bump, but seeing that this has been ignored for so long, and the fact that i like these, so... Bump. -Dont know if im allowed to this, if not please just delete my post -.- -
Kouta Posted May 20, 2008 Author Posted May 20, 2008 Wow...started IN MOTHER FREAKIN FEBRUARY! AND NOT EVEN A SINGLE COMMENT! For crying out loud, stop ignoring stuff just because it has my name on it! Nobody has even gone through and checked them out! So you can't even say there is something wrong with em yet!
cntrstrk14 Posted June 4, 2008 Posted June 4, 2008 Well, I get your point about the evolving, but the downside to evolving is that you loose the lower level technique, which is a very important part to the ability. Even in late game battles, you will often fall back on gennin and chuunin techniques if you run low on chakra or stamina, and as you said it is changes in the effect, where evolving is almost always just adding to the effects. It ends up that the techniques that you are making that are 'branching' are just completely seperate techniques with different applications, and should not receive a JP subtractions. Also, its no wonder no one has looked at this, its a giant wall of text. There is a reason we usually try and keep it three techniques to a page maximum, its so people will look at them to approve...
Kouta Posted June 4, 2008 Author Posted June 4, 2008 (edited) Understood. JP reductions shall be obliterated. I shall keep the idea of "Branching" However, possibly if only for the sake of making a few skills that only apply to branching jutsu. Also, for the sake of information, I'm calling the jutsu that things branch from the "Root" jutsu, if ever the term arises. Also, I've removed all reductions at the moment, but I'd like to keep the JP reductions for going from the base version to the Maruchi version. It makes a great deal of sense that you would learn the maruchi version much faster if you already know the version that matches with it. The bonuses don't have to be much, but I'd like something, if you don't mind considering it. Edited June 4, 2008 by Kouta
cntrstrk14 Posted June 5, 2008 Posted June 5, 2008 Nara Hijutsu : Kagemane no Jutsu [Nara Clan Secret Technique : Shadow Imitation] Ok, first here the cost seems low, you are basically making the opponent skip their turn completely for however long you want (granted they don't break out). I don't recall what was approved before, but this is what I am suggesting now. Some suggestions are... -Raised initial cost, no cap on the upkeep. -Cannot effect people of higher rank than this (I suggest making this jutsu evolving and making a rank for each player rank, etc.) -I think that if you use a ninjutus, genjutsu or taijutsu (unless using outside materials or weapons) the opponent should be able to preform the technique as well. For taijutsu, its just body movements and they are copying you exactly against their will, so that makes sense. Ninjutsu and genjutsu is really just hand symbols, so maybe allow them to preform the jutsu if they are A.) able to manipulate that element and B.) the jutsu uses hand seals. -Probably some more work as this jutsu is REALLY hard to translate well. ------------------------------------------------------------------------------------------------------------------ Nara Hijutsu : Maruchi Kagemane no Jutsu [Nara Clan Secret Technique : Multiple Shadow Imitation] Same idea as the above. For the JP, I would go as far as REQUIRING the above jutsu and making the JP 6 instead of 7.
Kouta Posted June 6, 2008 Author Posted June 6, 2008 (edited) I would like to retain Kagemane's use as a stalling jutsu (as we saw from Shikamaru in the Post-CE Fight with the Sand Ninja). To help ease that way, I've lowered the escape roll to 75 for ninja on an equal footing with you (as opposed to the original 90). I've also cut the roll to only 50 if you are 1 rank up, and to 25 if you are two ranks up. That way, if you are a higher rank, the jutsu is NOT hard to escape at all. Unless you are somehow 50 levels below my ninja AND simultaneously a rank higher than me, there is no way to auto-fail that roll. It is nigh on impossible to NOT auto-pass the two ranks up roll, but I'd like to keep the one turn stun there just in case it is useful for a fleeing Genin. I've also raised the cost base cost to 70, and added that while the upkeep no longer has a limti in the POSITIVE direction, the cap is still 70 in the NEGATIVE direction. That way I can never pay less than 0 for this jutsu's upkeep. I'll agree to the copy-the-jutsu terms. I only add two things: 1) The Nin/Gen will have a fail chance if the enemy does not know it. Surprising them with a new jutsu will require them to mold chakra differently inside of them, and they may not be prepared to do that so quickly, especially if they don't know what element I'm shaping when I begin. 2) That the ninja cannot copy a jutsu of a higher rank than they are. Using the excuse that they do not have the chakra control to manipulate the jutsu to that degree. I say this because, even if you move a baby's hands for them, and tell them what to do physically, unless they can manipulate chakra properly, the body moving cannot support that action, and they won't activate any jutsu. After all, they don't synch their chakra to me, just the movements of their body. They have to do that last part themselves. Taijutsu will have no such limitations, and will be immediate copying. The following stipulation must apply to all of them. 3) Enemy must have the proper stamina and chakra to perform the jutsu, and they will lose that much chakra or stamina. If they are copying me dancing about, they will still get winded, since their muscles will tense, and they will breathe just as I do. Falling to or below 0 chakra or stamina will render them unable to fight just as normal. Edited June 6, 2008 by Kouta
cntrstrk14 Posted June 7, 2008 Posted June 7, 2008 Look at my post here. 1.) Let's say in this instance, that if they do not know the Nin/Gen, they have a small chance to perform it with a rising chance every time you perform the same technique. Say like, a 50% the first time, 75% chance to perform the technique the second time you use it and a 100% chance to perform it the third time, etc. 2.) One rank above you this will not work since players can learn techniques above their rank. Maybe a similiar effect as #1, but for one rank above them there is a 25% chance the first time, 50% chance the second attempt, 75% chance the third and a 100% chance the fourth. 3.) Of course, they can choose to perform the technique (or attempt to given my suggestion above) and if they do they have to expend the proper stat to do so. For Taijutsu though, since you are forcing the movement in their body, it seems more as if their body is just along for the ride and not really doing any work. I would say that chakra loss would apply, but not stamina loss. 4.) Also, how I believe it, if the user of kagemaru looses contact with the ground/their shadow, wouldn't the jutsu break? So maybe a clause that says if the shadow connection is broken (The user jumps, a player shines a light on the shadow, etc.) then the jutsu breaks?
Kouta Posted June 7, 2008 Author Posted June 7, 2008 Read My Post There, Too NOTE: Yea, thats totally a link...keep clicking it. 1) I'll do you one better, cntr. They'll have a 75% the first time, and 100% the next time. I'll rarely use a jutsu more than twice, anyways. 2) I'll agree there, only, again, one better, 50%, 75%, and then 100%. I'll rarely use a jutsu more than twice, but another Nara member might. 3) I'll give them the choice to perform Ninjutsu or not, since they control their chakra ultimately, but I still want to stand firm with expending Stamina. Since I'm forcing them to move, I'll go as low as 1/2 Stamina, but their muscles still move their arms, and they can still get tired. I'm not dragging around a limp doll, they are still supporting themselves through the actions, just maybe not as passionately as I am. 4) As I've said to several others, Nara Shadows are not 100% true shadow. there is chakra there. Otherwise, by your definition, using them in the daylight would auto-cancel them. Thats a light, and it shines down on the jutsu. I'll accept that if a Light-Ninjutsu is used within Melee Range of the Kagemane, that it will "Falter" and then enemy will have an instant, 50/50 shot of breaking free, but I don't see light auto-canceling a jutsu that is made of the Elemental Manipulation of Shadow (which, as was clearly explained with lightning, looks and acts like lightning, but ISN'T lightning) you are forcing me to create. And, as we've all see, has gone under the bright sun of day by our own Shikamaru and has had no negative effects theretoward, and that Flashbangs often BOOST the effectiveness of the Kagemane, and they are nothing but bright flashes of light. As for leaving the ground, we have no reason to believe in one way or the other, but if you jump up, does your shadow not follow you? Wouldn't it apply the same way to a shadow used for Kagemane?
Kouta Posted July 8, 2008 Author Posted July 8, 2008 "Y Chakra Loophole" Strategy has been added. Bump.
cntrstrk14 Posted July 26, 2008 Posted July 26, 2008 Ok, This all looks good except one thing I want to bring up. Would preforming Taijutsu cost the opponent any stamina at all? I always viewed stamina as fuel needed to move the body, but if the body is being moved by an outside source, I don't see why they would need to pay the stamina. Its like controlling a puppet. The puppet doesn't need to exert any force from itself to do anything as long as the strings pull it along. Ninjutsu and Genjutsu of course would need to have their costs paid though.
Kouta Posted August 5, 2008 Author Posted August 5, 2008 Well, I can agree to 1/2 stamina costs, surely, but not free. Why? Because the jutsu doesn't drag you along like a limp puppet. It forces you to mimic me. It would be Syaoran who lifts his arm, he just doesn't control that he does it. Syaoran would still jump up and down, or run in circles, you do a jump-kick. You just wouldn't have any say in what you do. Your muscles and your strength are still being used, and I can tire someone out by making them run in circles, just as I can by making them do flips and kicks and punches.
cntrstrk14 Posted August 8, 2008 Posted August 8, 2008 Ok, I guess I can live with 1/2 stamina with that explanation. Drop that in and ill approve.
Kouta Posted August 9, 2008 Author Posted August 9, 2008 "Copying any Ninjutsu, Genjutsu, or any action requiring chakra that the user executes will cost the same amount of chakra as if the opponent had used the jutsu themselves, of their own free will. Any Taijutsu, Basic Attack, or any other action that involves Stamina, will only require 1/2 of the amount it would take if the opponent had used the jutsu or actions of their own free will." ^ Theres the addition, as has been added to both Kagemane and Maruchi Kagemane.