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).
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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.