Kouta Posted June 4, 2008 Posted June 4, 2008 (edited) Nara Clan Kagemane Series 5.1.4 [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 : Kage Kubiridainou no Jutsu [Nara Clan Secret Technique : Shadow Cerebral Strangle] Type: Ninjutsu [shadow Hijutsu] Rank: Sennin Cost: 550 Chakra; 90 Chakra + X Chakra Per Turn Damage: 500 Damage; 50 Damage Per Turn Afterwards Effect: 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 120 in the positive direction or 40 in the negative direction. This upkeep is paid at the end of the user's main phase, beginning on the SECOND turn that this jutsu is active. For each turn the opponent is trapped inside of this jutsu, damages ARE modified, but each turn after the first, the modifier damage will be cut in half EACH TIME the residual damage is dealt, until the jutsu is ended. As long as this jutsu is in effect, the opponent may not take any action during his or her turn, and their Evasion, for the purposes of dodging any attacks aimed at them, is considered 0. For the duration of this jutsu, the user may not use any jutsu whatsoever or attack in any manner, but is still free to use any items or dodge normally. This jutsu takes the place of the Kagemane once active, and upkeep is paid for this jutsu instead of the upkeep for Kagemane no jutsu. An opponent under the influence of this jutsu can, during their set-up phase, attempt to "Break Free" of this jutsu by spending 15% of their total chakra and stamina. If they do so, they may roll a D100. For every turn after the first that the opponent is still trapped in this jutsu, they will receive a -2 to their roll. If, after all additions and subtractions, the opponent's roll is above 75, then they break free, and the user loses 15% of their own total chakra or stamina. 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. The user has the option to end this jutsu at any time during their own set-up phase at no penalty. 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 enemy can equal this chakra, then they do not receive any damage for this turn of the jutsu. If they were in a countdown timer to be knocked unconscious, the timer gets reset with their NEXT turn being turn 1. 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. At the end of the 5th turn (including the turn of activation), if the enemy has not had their HP reduced to zero by this jutsu, and has not broken free of this jutsu, then he or she is rendered unconscious for the next five turns. During this time, they are treated like any other ninja who has been rendered unconscious by natural methods. If the enemy manages to escape, the enemy is not killed by the time their unconscious turns are up, or the jutsu is manually ended before the 5 turns end, then the enemy will suffer from Stunned for 1 Turn. If the enemy spent a total of 2 or more turns inside of this jutsu, then they are Immobilized during the next turn. If the enemy spent a total of 4 or more turns inside of this jutsu, then they suffer from Stunned the turn after that. If the enemy spent all 5 turns inside of this jutsu, then an additional turn of Immobilized will occur after that. Description: The Nara knew after creating the Kage Kubishibari and the Kage Nui exactly what they were capable of. For a long time, simple ethics prevented them from crafting this horror of a jutsu. Not a single Nara could stand to use this jutsu under any but the most severe of conditions. It wasn’t until the great wars between Konoha and Suna that the Nara’s placed their greatest weapons into effect. Gifting only the greatest and most responsible of their ninja, the Nara disclosed the secrets of this jutsu to the best fighters and generals. Its more powerful form, Maruchi Kage Kubiridainou [KOO-Bee-Ree-Die-New], was used during this great battle, and the vile jutsu was almost immediately discovered by the more morbid Nara Shinobi who loved the thrill of killing the enemy with as much pain as possible. The actual use of the Kage Kubiridainou is very simple. The thought takes very little effort, but the amount of control needed to receive the desired effect does. As the hand that normally would be a part of the Kage Kubishibari circles up the body of the enemy, the hand splits into four tentacles, using the abilities of the Kage Nui. These tentacles forgo the nature of the Kage Kubirezugai, removing the need to crush the skull to access the brain. They will reach out, covering most of the face as the tentacles enter the victim’s ears. From there, the tentacles will wrap about the victim’s brain directly, and will immediately clench with an iron grip. The initial shock is the greatest, although the pain quickly resides as nerve receptors die in the brain, assuming that the victim can survive the original blow, which is enough to kill most lesser enemies. Survivng the initial shock will leave their brain in a state of semi-activity, and as the jutsu continues to squeeze and suffocate the brain, the pain will not increase, but brain damage will obviously be the effect. The most immediate effect is the immediate loss of consciousness. As soon as the brain is released, the body attempts to relax, but blood vessels, their paths blocked the tentacles and placed under pressure, will burst, swelling the skull with blood and causing the entire body to short out until the brain can pull itself into a form of semi-usefulness. Although the damage is never very permanent, the brain, after being squeezed and battered, will mix up or completely fail to release nerve signals to the body, often causing victims to freeze in their tracks, or malfunction in their movements. Suffice to say, that after the initial blow, the temporary effects can keep the enemy locked up and unable to move more than twice as long as it took to attack them, making the kill an easy one, and completing the goal of the jutsu. One has to take into context that this was a war jutsu, and simultaneously incapacitating hundreds of opponents with this jutsu, and then stalling them with mental disorders for small period of time, likely saved hundreds of lives no the field as these enemies were wiped off the field instantly. Special: Branching Jutsu (Branches from Kage Kubirezugai no Jutsu). Kagemane no Jutsu or Maruchi Kagemane no Jutsu Must be Active to Use this Jutsu. Cost: 13 ---------------------------------------------------------------------------------------------------------------------- Nara Hijutsu : Maruchi Kage Kubiridainou no Jutsu [Nara Clan Secret Technique : Multiple Shadow Cerebral Strangle] Type: Ninjutsu [shadow Hijutsu] Rank: Forbidden [Powerful] Cost: 820 Chakra; 120 Chakra + X Chakra Per Turn Per Opponent Damage: 600 Damage Per Opponent; 100 Damage Per Opponent Per Turn Afterwards Effect: 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 120 in the positive direction or 70 in the negative direction. This number must be calculated for EVERY enemy targeted by this technique. This upkeep is paid at the end of the user's main phase, beginning on the SECOND turn that this jutsu is active. For each turn the opponent is trapped inside of this jutsu, damages ARE modified, but each turn after the first, the modifier damage will be cut in half EACH TIME the residual damage is dealt, until the jutsu is ended. Each turn of this jutsu will be treated as a separate multi-hit jutsu if and only if there are multiple enemies being targeted by this jutsu. As long as this jutsu is in effect, the opponents under its influence may not take any action during their turn, and their Evasion, for the purposes of dodging any attacks aimed at them, is considered 0. For the duration of this jutsu, the user may not use any jutsu whatsoever or attack in any manner, but is still free to use any items or dodge normally. This jutsu takes the place of the Kagemane once active, and upkeep is paid for this jutsu instead of the upkeep for Kagemane no jutsu. An opponent under the influence of this jutsu can, during their set-up phase, attempt to "Break Free" of this jutsu by spending 15% of their total chakra and stamina. If they do so, they may roll a D100. For every turn after the first that the opponent is still trapped in this jutsu, they will receive a -2 to their roll. If, after all additions and subtractions, the opponent's roll is above 75, then they break free, and the user loses 15% of their own total chakra or stamina. 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. The user has the option to end this jutsu at any time during their own set-up phase at no penalty. 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 enemy can equal this chakra, then they do not receive any damage for this turn of the jutsu. If they were in a countdown timer to be knocked unconscious, the timer gets reset with their NEXT turn being turn 1. 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. At the end of the 5th turn (including the turn of activation), if the enemy has not had their HP reduced to zero by this jutsu, and has not broken free of this jutsu, then he or she is rendered unconscious for the next two turns. During this time, they are treated like any other ninja who has been rendered unconscious by natural methods. If the enemy manages to escape, the enemy is not killed by the time their unconscious turns are up, or the jutsu is manually ended before the 5 turns end, then the enemy will suffer from Stunned for 1 Turn. If the enemy spent a total of 2 or more turns inside of this jutsu, then they are Immobilized during the next turn. If the enemy spent a total of 4 or more turns inside of this jutsu, then they suffer from Stunned the turn after that. If the enemy spent all 5 turns inside of this jutsu, then an additional turn of Immobilized will occur after that. Description: The Nara knew after creating the Kage Kubishibari and the Kage Nui exactly what they were capable of. For a long time, simple ethics prevented them from crafting this horror of a jutsu. Not a single Nara could stand to use this jutsu under any but the most severe of conditions. It wasn’t until the great wars between Konoha and Suna that the Nara’s placed their greatest weapons into effect. Gifting only the greatest and most responsible of their ninja, the Nara disclosed the secrets of this jutsu to the best fighters and generals. Its more powerful form, Maruchi Kage Kubiridainou [KOO-Bee-Ree-Die-New], was used during this great battle, and the vile jutsu was almost immediately discovered by the more morbid Nara Shinobi who loved the thrill of killing the enemy with as much pain as possible. The actual use of the Kage Kubiridainou is very simple. The thought takes very little effort, but the amount of control needed to receive the desired effect does. As the hand that normally would be a part of the Kage Kubishibari circles up the body of the enemy, the hand splits into four tentacles, using the abilities of the Kage Nui. These tentacles forgo the nature of the Kage Kubirezugai, removing the need to crush the skull to access the brain. They will reach out, covering most of the face as the tentacles enter the victim’s ears. From there, the tentacles will wrap about the victim’s brain directly, and will immediately clench with an iron grip. The initial shock is the greatest, although the pain quickly resides as nerve receptors die in the brain, assuming that the victim can survive the original blow, which is enough to kill most lesser enemies. Survivng the initial shock will leave their brain in a state of semi-activity, and as the jutsu continues to squeeze and suffocate the brain, the pain will not increase, but brain damage will obviously be the effect. The most immediate effect is the immediate loss of consciousness. As soon as the brain is released, the body attempts to relax, but blood vessels, their paths blocked the tentacles and placed under pressure, will burst, swelling the skull with blood and causing the entire body to short out until the brain can pull itself into a form of semi-usefulness. Although the damage is never very permanent, the brain, after being squeezed and battered, will mix up or completely fail to release nerve signals to the body, often causing victims to freeze in their tracks, or malfunction in their movements. Suffice to say, that after the initial blow, the temporary effects can keep the enemy locked up and unable to move more than twice as long as it took to attack them, making the kill an easy one, and completing the goal of the jutsu. One has to take into context that this was created a war jutsu, and simultaneously incapacitating hundreds of opponents with this jutsu, and then stalling them with mental disorders for small period of time, likely saved hundreds of lives no the field as these enemies were wiped off the field instantly. Special: Branching Jutsu (Branches from Kage Kubiridainou no Jutsu). Maruchi Kagemane no Jutsu Must be Active to Use this Jutsu. Cost: 22 (+18 if User Knows Kage Kubiridainou no Jutsu) Edited August 9, 2008 by Kouta
cntrstrk14 Posted June 7, 2008 Posted June 7, 2008 The upkeep on these is bothering me, because as it is worded, your upkeep can be 90 - 120 for the first one, would that mean you gain 30 chakra per turn? Also, putting that aside, paying nothing or near nothing for these techniques would seem unfair. You are basically completely negating the opponent's turn while this is active, and the chance to break out is really low. One part that needs work, and this is for all of the Nara jutsu you are submitting that deal with the 'opponent cannot do any action for x turns', is the problem with basically having an opponent skip their turn with nothing to do and a low, low chance to end it. This is a game in the end, and though it may be true to the Nara skills and somewhat balanced in the system, it ends up not being fun for the opponent to play. If the Nara have one or two jutsu like this it would be fine, but it seems that a large number of their jutsu deal with the opponent just not playing. We need to come to some kind of decision on how to make these true to the Nara clan, but not hampering to the game itself.
Kouta Posted June 7, 2008 Author Posted June 7, 2008 I've decided that in order to please thee, I have decided to make the Neckbind Family have a countermeasure similar to how Shikamaru failed against Tayuya. I'm planning on keeping the roll how it is (but making it easier to escape) while adding a second ability. Tayuya defied the neckbind by sending out chakra that was greater than Shikamaru's (thanks to her CS, but the principle is what counts). So I'm going to offer a negation ability. If you can produce as much chakra as I am, then that turn you'll receive no damage (does not count for the first). If you produce the same chakra as me for two turns, then the jutsu ends. So basically, match my upkeep for two turns, and you are free. Sound good? Also, I'm going to fix the upkeep. It was an error I noticed in Kagemane and corrected there. Here, it is possible for me to have a -30 upkeep, which is why it needs to be fixed. I'm going to cap my upkeep at a -40, forcing me to pay a minimum of 50 chakra per turn. (Although, to do so I'd need to be 80 levels above my opponent)
Guest Crim Posted June 7, 2008 Posted June 7, 2008 Ahem. Kouta, to the effect that you added, can you add something along the lines as being able to use excess chakra for the technique, so there would be a lower chance of an opponent being able to neagte the damage?
Kouta Posted June 7, 2008 Author Posted June 7, 2008 (edited) I suppose so, since that is how Shikamaru combatted Tayuya. He got closer and pumped out as much chakra as he could. so here is the As-of-Yet addition that has not yet been edited into, but will be if it is deemed acceptable, to the Neckbind AND Kagemane series (note, kagemane will differ just slightly in that kagemane doesn't deal with damage): "The user may pay an additional Y chakra during each turn of the jutsu. This additional Y chakra has no limit. 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 enemy can equal this chakra, then they do not receive any damage for this turn of the jutsu. If they were in a countdown timer to be knocked unconscious, the timer gets reset with their NEXT turn being turn 1. 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. If the enemy ninja escapes in this way, then there is no penalty to either side, and the jutsu ends." Edited June 7, 2008 by Kouta
cntrstrk14 Posted July 7, 2008 Posted July 7, 2008 I would like to see some kind of cap on the amount you can pump out in access to the jutsu, something like 3x the upkeep cost, etc. It seems in my mind that just brute forcing a technique like this would at some point do more harm than good, as in, you are pushing out to much chakra to effectively control. Otherwise I really like this addition.
Kouta Posted July 8, 2008 Author Posted July 8, 2008 I'll cap it at 2x the upkeep cost. The addition will swiftly be made to each of the neckbind jutsu, and a similar (although slightly altered due to lack of technique dealing damage) version will be implemented on the kagemane itself.
cntrstrk14 Posted August 8, 2008 Posted August 8, 2008 Im concerned about getting a new modifier each turn. I am under the impression that if you get a new modifier, the opponent should get another chance to dodge. Maybe have some sort of 'miss' or 'fail' chance on the attack per turn. Also, it is important here to mention that you cannot use main phase action, as this 'upkeep' with new modifiers would be your main phase action for the turn. I may have missed it, but I know you have other jutsu that can be used during jutsu like these, so I would rather eliminate the chance for doubling up attacks in a turn.
Kouta Posted August 9, 2008 Author Posted August 9, 2008 "the user may not use any jutsu whatsoever or attack in any manner, but is still free to use any items or dodge normally." - I had already limited that for this jutsu. This is an attack, unlike Kagemane, and takes my characters full concentration. I've also decided to limit the power of the jutsu. Each turn the modifier damage shall be cut in half..so turn 1, full mods, turn two, half mods, turn three, fourth mods, and so on.