Naruto d20 Custom Techniques - Osore Jutsu

Naruto d20 Custom Techniques - Osore Jutsu

Unread postby Thrythlind » March 9th, 2009, 1:34 am

Need help filling these out and balancing them. Not used to the system quite yet, though it's based on d20 modern.

Trying to reproduce an old free-form Ranma-Next Gen character of mine, and ran into a problem.

Said character had a problem in that she had an incompletely studied technique.

She basically channelled her fear into energy and found she couldn't use that energy, so it would build up until she stopped being scared (when it slowly burn off) or until she got to the point that it was too much and she literally exploded, knocking her unconscious (usually) and burning much of what was in the area.

I tend to call her a phobic pyrokinetic.

I came up with the following to reproduce that, but its just a basic idea, and doesn't have enough stats to be balanced.

It constitutes of three techniques and 4 feats.

Does anybody have any suggestions for balancing this?

I'd like the first level available to low level characters (though it would likely cause most of them more trouble than help)

I also think it should be harder to train step two (Osore Nintai) the longer a person has had step one (Osore Giryou).

**************************************

Osore Giryou Jutsu (Fear Capacity Jutsu)

While suffering from fear effects the user of this Jutsu builds up a separate sort of chakra: Osore Chakra (fear chakra). This chakra is unusuable save by Techniques especially learned to make use of it.

This technique by itself is more of an affliction than a power, but it is the first step toward other levels of power. It cannot be shut off and the build of energy results in uncontrolled effects by those that lack the second technique.

Training requires an understanding or experience of pure terror from the past.

Effect: While suffering from fear of various degrees, the user/sufferer of the Jutsu builds up Osore Chakra at the following rate.

Fear Effect / Osore Chakra Build Up
Intimidate Skill 1/round
Shaken Status 2/round
Panicked Status 3/round
Cowering Status 4/round
More Severe Effects 5/round

Hmm, looks like the table was destroyed in the pasting:

Osore Chakra Amount/ Effect/ Penalties

1pt - 25% Maximum Normal Chakra Pool or less
Eyes glow, color related to individual's elemental affinity. More Osore Chakra, more severe.
-1 to Fear saves

25% - 50% Maximum Normal Chakra Pool
Glow lines body, physical contact deals 1 energy damage/10 points of Osore Chakra (minimum 1).
Affects enemies and objects not on person.
-1/5 Osore Chakra to Fear saves

50% - 75% Maximum Normal Chakra Pool
Glow is stronger, physical contact deals 1 energy damage/5 points of Osore Chakra (minimum 2).
Affects strangers, and any items not long-possessed by user.
User takes half the damage dealt by contact as nonlethal damage every round. -1/2 Osore Chakra to Fear Saves

75% - 100% Maximum Normal Chakra Pool
Glow is much stronger, deals 1 energy damage/2 points of Osore Chakra (minimum 3).
Affects everything but those closest to user and very important items. User takes half the damage dealt by contact as stamina damage every round. -1/2 Osore Chakra to fear saves. Save vs Fear every round or fear state continues. DC = 10 + 1/2 character level + Cha Modifier

More than Maximum Normal Chakra Pool
User "explodes" in Osore Chakra to a radius equal to the number of Osore Chakra over the normal Maximum times 5.
All in radius take 1 point of damage per point of Osore Chakra, Reflex save for half damage (DC=10 + 1/2 Character level + Cha modifier)
User takes full damage, half as non-lethal damage, half as stamina damage. Save vs Fortidue or fall unconscious (same DC as the reflex save). Items save vs Destruction
All Osore Chakra is burned off.

When a fear state ends, Osore Chakra burns off at a rate equal to half your level in points/round.


Osore Nintai Jutsu (Fear Endurance Jutsu)
Requirements: Osore Giryou Jutsu

At this level, the Osore Jutsu user learns to keep the fear-chakra in check and also to ride through the effects of fear on her. The overall benefit is that the user becomes more or less immune to the negative effects of fear while still being able to feel it and build up Osore Chakra.

Effect: Spend Osore Chakra to ignore the effects of fear. The fear effect is not gone, as such Osore Chakra still builds, however, the character is still able to act normally despite the fear.

The costs to ignore a status are below:

1 Osore Chakra/rd to ignore the Intimidation skill
2 Osore Chakra/rd to ignore the Shaken status
3 Osore Chakra/rd to ignore the Panicked status
4 Osore Chakra/rd to ignore the Cowering status
5 Osore Chakra/rd to ignore any more severe effect.

(Note: That is the same as what is built up by the same effect. This basically makes keeps the user at status quo.)

Osore Keiro Jutsu (Fear Channel Jutsu)
Requirements: Osore Nintai Jutsu, Fear Rider(feat), Fearful(feat)

At this point, the character is capable of using Jutsu by spending Osore Chakra.

Effect: The jutsu user can power 1 technique per 5 ranks of Chakra Control. They must learn or relearn these techniques for use with the Osore Chakra. The DC to learn the techniques is 5 higher in order to connect it to Osore Keiro Jutsu

Fear Rider (feat)
Requirement: Osore Nintai Jutsu
Effect: Fear effects last twice as long on you.

Fearful (feat)
Requirement: Osore Giryou Jutsu
Effect: Can trigger a fear state on self by attempting a Will Save and failing.

Will Save DC: 10 + 1/2 Challenge Rating of threat/opponent + Opponent's Charisma Modifier

Failure - Intimidation level
Failure by 5 - Shaken level
Failure by 10 - Panicked level
Failure by 15 - Cowering level
Failure by 20 - More Severe Effect (GM decides)

Note: This means that the user will be afflicted by the status for about 1 round at least before they have enough Osore Chakra to ignore it.

Rising Panic (feat)
Requirement: Osore Keiro Jutsu
Effect: Build up +2 Osore Chakra while suffering under a fear effect.

Control your Fear (feat)
Requirement: Osore Keiro Jutsu
Effect: Spending Osore Chakra to ignore fear status effects lasts for two rounds, allowing for quicker build up of Osore Chakra.
Thrythlind
 
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Re: Naruto d20 Custom Techniques - Osore Jutsu

Unread postby Thrythlind » March 9th, 2009, 10:29 pm

Kishu-Omoi (Passion-Rider – Acquired Bloodline Template)

Long ago, a technique was developed to help warriors and shinobi deal with and control over-riding negative emotions. Rather than merely train to shove off those emotions and not respond to them, the shinobi in question sought to actually gain power from the emotion in question so to better face opponents.

Essentially, the technique allowed a user to convert the electrical impulses of neurons firing during intense emotion into an energy usable for performing jutsu and enhancing the body.

The training was quickly banned and the techniques forbidden.

Too few trainees beyond the initial developer found practical use from the training. All manner of terrible ends occurred. Some became raging killing machines, others crew catatonically depressed or faced crippling fears, and those were often the trainees that broke before actually acquiring the basic technique that worked the change.

Those that achieved the basic change became hazards to themselves and others in other ways. It proved difficult to control the build up of the alternate chakra. Until that secret was learned, the emotional chakra would only fade away when the triggering emotion did. If it grew too much, the chakra would start to produce visible effects that grew more and more dangerous as the situation progressed.

Beyond that level, there was another problem. The individuals who achieved mastery may have been able to act as if they weren’t feeling the emotions they’d trained to draw on, but they are still highly polarized individuals driven by what are now unnaturally intense emotions. It takes a person of incredible will to survive without becoming dangerous.

Occasionally Kishu-Omoi occur naturally when chakra-wielding individuals are exposed to intense emotions and instinctively make the change, and a few predated the deliberate training, but for the most part, the spontaneously developed Kishu-Omoi occur only with great infrequency. Unfortunately more common are those that stumble upon old scrolls describing the training and subject either themselves or others to the training.

The training involves forcing oneself (or the training) through an experience that takes them to the human limits of a particular emotion after certain exercises and meditations had been performed before hand. Due to the training involved, most trainees are poorly informed as to what is involved or else unwilling.

Unfortunately, because the techniques were forbidden and mostly destroyed, the best ways to treat people that have been put through the training are also mostly lost and would have to be put together by scratch for the most part. There is no way to reverse the training, the only option is mastery or insanity.

Special Qualities: Dominant Passion, Trigger, Omoi Chakra Pool, Omoi Chakra Side Effects, Instinctive Reaction

Dominant Passion: This is a misnomer. The Dominant Passion is not necessarily the strongest emotion the Kishu-Omoi feels at any particular moment, nor is it always present. However, it is never far from the surface, and is apparent fairly frequently. Kishu-Omoi with weak minds tend to become somewhat addicted to the feeling.

Choose one:

Kishu-Osore: Fear-Riders have experienced some event of outstanding terror in their past, either deliberately inflicted for the purpose of this training, or else by natural occurrence. They suffer a -2 penalty to save vs fear effects. This penalty is worsened by 1 for every 5 points of Omoi Chakra they currently have built up.

Kishu-Kyoubou: Rage-Riders have experienced some event of outstanding rage in their past, either deliberately inflicted for the purpose of this training, or else by natural occurrence. They suffer a -2 penalty to save vs rage effects. This penalty is worsened by 1 for every 5 points of Omoi Chakra they currently have built up.

Kishu-Kanashimi: Grief-Riders have experienced some event of outstanding grief in their past, either deliberately inflicted for the purpose of this training, or else by natural occurrence. They suffer a -2 penalty to save vs sorrow effects. This penalty is worsened by 1 for every 5 points of Omoi Chakra they currently have built up.

While experiencing the emotion in question at a more than day-to-day level for the average person, the following benefits and penalties exist in addition to other penalties or effects:

Kishu-Osore: +2 defense, +10 ft Speed, -2 to attack, -2 skill checks.

Kishu-Kyoubou: +2 damage, +2 Initiative, -2 defense, -2 skill checks.

Kishi-Kanashimi: +2 attack, +2 Temp HP/level, -2 damage, -2 skill checks.

Trigger: Every Kishu-Omoi has a trigger for their dominant passion. This can be a sound, sight, event or other such item. This should not be something that occurs frequently and should be tied to the background of the character. GM should okay any triggers.

Unacceptable Trigger: The sound of steel striking a surface.
Acceptable Trigger: The prolonged sound of a sword slowly being drawn from a sheath.

When exposed to the trigger, they have to make a Will save with a DC 10 + ½ character level.

If they fail, they gain bonuses and suffer penalties dependent on their Dominant Passion above. They must continue to make the saving throw each round they remain exposed to the trigger.

Omoi Chakra Pool: The Kishu-Omoi has a second chakra pool that is usually at 0 points.

While experiencing their Dominant Passion, this Omoi Chakra Pool builds up by 1 pt each round. (This can be increased with feats)

If the character is currently not experiencing their Dominant Passion then whatever Omoi Chakra has built up fades away at a rate equal to their Wisdom modifier per round.

This Chakra can only be used with techniques specifically learned to use the chakra, and only after training to do so.

Omoi Chakra Side Effects: An uncontrolled build up of Omoi Chakra causes unfortunate side effects to both the Kishu-Omoi and those around them.

Omoi Chakra Amount Side Effects
0 – 5 Eyes Glow
6 + Physical contact with the Kishu-Omoi deals 1 pt of energy damage per 5 points of Chakra. The user must make a Will save (DC 10 + ½ Character level) or take the same as Stamina damage.


If, at any point, the Omoi Chakra increases past the Kishu-Omoi’s normal Chakra maximum pool, then the Omoi Chakra is expended all at once in an uncontrolled explosion of energy.

The explosion covers a radius of 5 feet per every point of Omoi Chakra above the Kishu-Omoi’s normal Chakra maximum. All within the radius take energy damage equal to the Kishu-Omoi’s Maximum Chakra level. Targets must make a Reflex save of a DC 10 + ½ Character Level + Charisma Modifier to reduce that damage by half.

The Kishu-Omoi suffer half the same damage as Stamina damage (no save) and must make a Fortitude save (same DC as above) to avoid falling unconscious for 1d4 rounds. Any objects on their person have to make a Fortitude Save or be destroyed.

Effective Combat Level: +0?

Techniques
Chakra Control – Kinjutsu
Omoi Nintai Jutsu (Passion Endurance Technique)
Requirements: Omoi Chakra Pool (a), Chakra Control 8
Rank: 5 (B Class)
Learn DC: 23, 5 successes
Perform DC: 18
Time: 1 full round
Components: Hand Seals
Range: Personal
Target: Self
Duration: 1 round/2 Omoi Chakra Spent
Saving Throw: None
Chakra Cost: 2 Omoi Chakra per Round of effect

Effect: The Kishu-Omoi can ignore the negative effects of their Dominant Passion while still building up Omoi Chakra and accepting the benefits of being in their Dominant Passion.

Feats

Omoi Keiro Jutsu (Passion Channel Technique)
Requirement: Kishu-Omoi, Omoi Nintai Jutsu, Lingering Trauma
Effect: The Kishu-Omoi may learn or relearn Jutsu for use with Omoi Chakra. They may learn a total of 1 technique that way for every 4 ranks of Chakra Control the Kishu-Omoi possesses.

Lingering Trauma
Requirement: Kishu-Omoi
Effect: When suffering the Dominant Passion via an effect or Trigger, the effect lasts for twice as long, meaning the Kishu-Omoi now makes saving throws against the trigger every two rounds.

Driven
Requirement: Kishu-Omoi
Effect: The Kishu-Omoi builds up 2 Omoi Chakra per round while experiencing the Dominant Passion.
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Re: Naruto d20 Custom Techniques - Osore Jutsu

Unread postby Thrythlind » March 9th, 2009, 10:56 pm

Calling the Memory
Requirement: Trigger, Dominant Passion, Osore Nintai Jutsu
Effect: By calling up the memory of their trigger, the Kushi-Omoi can begin building up Omoi Chakra, but does not gain any other effects, beneficial or harmful, save those caused by Omoi Chakra build up.
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Re: Naruto d20 Custom Techniques - Osore Jutsu

Unread postby Dervon » March 17th, 2009, 2:36 pm

Personally I think all the balancing you need comes from the fact that the effects you mentioned that trigger a build-up are rare to uncommon. I mean, unless the DM tweaks all encounters to provide you with those effects, you wont be using Osore abilities that often.
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Re: Naruto d20 Custom Techniques - Osore Jutsu

Unread postby Thrythlind » March 19th, 2009, 9:53 pm

Hmm, thanks for that commentary, yeah.

Though one fear I had was that someone would also take a rage ability in addition to this, since that would cover the "intense emotional state" needed to trigger the rage version...

though I suppose it would be safe to say "no you can't have rage and Kishu-Omoi".

Then its just a matter of the GM controlling his fear/sadness/anger effects/spells and the player's trigger...
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Re: Naruto d20 Custom Techniques - Osore Jutsu

Unread postby Dervon » March 20th, 2009, 2:10 am

Hmm, thanks for that commentary, yeah.

Though one fear I had was that someone would also take a rage ability in addition to this, since that would cover the "intense emotional state" needed to trigger the rage version...

though I suppose it would be safe to say "no you can't have rage and Kishu-Omoi".

Then its just a matter of the GM controlling his fear/sadness/anger effects/spells and the player's trigger...
Just change it to "intense emotional state not willingly triggered by character" . Whats to stop a player self-targeting with a genjutsu or asking a companion to do the same? All I'm saying is, it kinda misses the point if you can just use that special chakra whenever you feel like, and with the wording you have now a clever player can keep himself powered up with ease. Tweak it so it's a wee bit harder to get the chakra, but also feel free to add in new triggers (like if a companion falls in combat, that sort of thing).
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Re: Naruto d20 Custom Techniques - Osore Jutsu

Unread postby Thrythlind » March 21st, 2009, 11:36 pm

Hmm, perhaps with a prestige class to represent full mastery.
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