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 Advanced Chakra Nature Proficiancy

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DM Kisame
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Posts: 1116
Join date: 2011-03-21
Age: 22

PostSubject: Advanced Chakra Nature Proficiancy   Wed Nov 16, 2011 6:56 pm

Advanced Chakra Nature Proficiant
You are proficiant in an advanced chakra nature, something that most shinobi struggle with in using just basic single element techniques. Some have to use Kekkai Genkai or Kekkai Tota to pull these off, but through sheer hard work and pure focus, you have gained access to this talent.

Requirements: 20 Wis Mod or Higher, at least Chuunin Rank. And the two base elements you wish to fuse. "Or applied to a Non-Clan, Non-Bloodline Character for 15 Tokens. You gain the 2 Elements Needed and the Combo Element Starting off
Cost: 15 Tokens for a Standard Advanced Element, 25 to Create your own [With DM Staff approval]
What do you get? The Element, Its Benefit and Drawback, and you get to make 1 Custom jutsu of Each Rank for that element. [E, D, C, B, A, S] and may also learn others customs of that element, so long as they dont have a specific kekkai genkai requirement that you cant produce.

Sand [Suna Release] - Wind and Earth
Storm [Arashi Release] - Lightning and Water
Explosion [Deton Relese] - Earth and Lightning
Magnetic [Jiryoku Release] - Lightning and Wind
Scorch [Shakunetsu Relese] - Fire and Wind
Ice [Kon Release] - Water and Wind
Boil [Futton Release] - Water and Fire
Crystal [Shoton Release] - Earth and Fire
Lava [Yogan Release] - Earth and Fire
Blood [Ketsueki Release] - Medical and Water
Radiation [Fukusha Release] - Medical and Light
Deterioration [Kaisan Release] - Medical and Darkness

Each Nature has a specific ability to it's jutsu [If you already have a Kekkai Genkai that produces this nature, you do NOT gain this as an addition to your clan/bloodline, but you CAN if you pay an additional 15 Tokens, all bonuses follow rules for stacking in accordance to the Bloodline Bonus Cap.]

Sand [Suna Release]
Required Elements: Wind and Earth
Ability: Sand Jutsu are harder to Counter, giving a person trying to counter attack a Sand Jutsu a -1 to their roll.
Drawback: Suna Jutsu Users have 1/2 their Level in Sand Counters on them. Sand Jutsu cost Sand Counters equal to the following. E = 0, D=1, C=2, B=3, A=4, S=5. Sand Jutsu Cost 1 Less Counter [No Lower than 0] When in a Sandy Environment [Such as a Beach or Desert]

Explosion [Deton Release]
Required Elements: Earth and Lightning
Ability: Explosion Jutsu always do 1d2 [ignoring DR] to everyone in Melee range of an explosion technique's Main Target, This includes the caster if they are in melee range too. [regardless if it is single target or not.]
Drawback: Explosion Jutsu cost 2 Extra Chakra Points than normal.

Storm [Arashi Release]
Required Elements: Water and Lightning
Ability: Storm Jutsu pierce 1 additional DR due to their massive power.
Drawback: Storm Jutsu cost 1 Extra Chakra Point than normal.

Magnetic [Jiryoku Release]
Required Elements: Lightning and Wind
Ability: Those weilding metal weapons and are targeted by a Magnetic Jutsu take a -1 penalty to their next attack roll with the weapon.
Drawback: Magnetic Jutsu cost 1 Extra Chakra Point than normal.

Scorch [Shakunetsu Release]
Required Elements: Fire and Wind
Ability: Scorch Release jutsu have any Damage over Time Effects increased by 1 Round.
Drawback: Scorch Jutsu cost 2 Extra Chakra Point than normal.

Ice [Kon Release]
Required Elements: Water and Wind
Ability: Ice Release jutsu slow down a target, making them take -1 to their Next Physical Roll.
Drawback: Ice Jutsu cost 1 Extra Chakra Point than normal. [Requires a source of Ice in the Area]

Boil [Futton Release]
Required Elements: Water and Fire
Ability: Boil Release Jutsu eat away at a target like acid, making them deal 1 damage over 2 rounds after the jutsu hits, if the jutsu has DoT, this only increases the damage by 1 on the first instance.
Drawback: Boil Jutsu cost 2 Extra Chakra Points than normal.

Crystal [Shoton Release]
Required Elements: Earth and Fire
Ability: Crystal Jutsu have piercing properties, adding 2 DR Pierce to their effects.
Drawback: Crystal Jutsu cost 2 Extra Chakra Points than normal.

Lava [Yogan Release]
Required Elements: Earth and Fire
Ability: Lava Jutsu are defensive in general and give the caster an edge of a +1 when Defending with Lava jutsu
Drawback: Lava Jutsu cost 2 Extra Chakra Points than normal.

Blood [Ketsueki Release]
Required Elements: Medical and Water
Ability: Blood Jutsu are extremely powerful and adept at punching through other techniques. The user gets a +1 Bonus when Countering/Being Countered with Blood Jutsu
Drawback: Blood Jutsu cost HP and CP. The HP Cost is according to the Jutsu's Rank [E=1, D=2, C=3, B=4, A=5, S=6], Ketsuniku simply pay the CP Cost out of BP and ignore this.

Radiation [Fukusha Release]
Required Elements: Medical and Light
Ability: The radiation effects of Fukusha Release give a foe 1 Radiation Counter. When an opponent reaches 5 Radiation Counters, they get sick, taking a -1 to all Rolls for the rest of the fight, or until healed with an A-rank Medical Jutsu or Higher.
Drawback: Radiation Jutsu cost 2 Extra Chakra Points than normal.

Deterioration [Kaisan Release]
Required Elements: Medical and Darkness
Ability: Deterioration Release Jutsu corrode and cause nasty puss-filled sores after a while giving the target hit by them 1 Rot Counter each time they are struck by a Deterioration Jutsu. When they reach 5 Rot counters, they take +1 Damage from all Sources and their CON DR is halved [Round Down] if they have any for the rest of the fight or until healed by an A-Rank or higher Medical Jutsu.
Drawback: A practicioner of Deterioration Jutsu takes a -6 to all Charisma Based Rolls and doesnt recieve Aura Bonuses from Light/Holy effects due to their putrid appearance [Nasty Sores, Yellow Eyes or whatnot].
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Advanced Chakra Nature Proficiancy

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