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| Zero Akiyama's Created Jutsu List (Zero is going to create) | |
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Zero Gennin
Posts : 613 Points : 2506 Reputation : 513 Join date : 2010-06-12 Age : 37 Location : Behind you....naked....eating a pie...
Shinobi Infomation Rank: Genin Health: (60/60) Chakra: (49/50)
| Subject: Zero Akiyama's Created Jutsu List (Zero is going to create) Sat Jul 10, 2010 12:35 am | |
| - Spoiler:
Shundou (Instant Displacement) Taijutsu (Mobility; Requires Speed 10) Rank: 4 (C-Class); Range: 40 ft.; Duration: Instantaneous; Saving Throws: None (objects) or Str partial (see text); Chakra Cost: 4 or 2 (evade). This basic technique is actually the first step into mastering the far more advanced Shunpo, Mugen Shunpo or even Hiryuusen. It is also far more well known and used in the shinobi world than its higher level counterparts, but still requires a good deal of speed. It can only be used if the user carries less than a medium load and suffers no movement penalty. With Shundou, the user is able to travel at very high speed in units of 10 feet (though the whole technique counts as a single bound). By means of this technique, the user can move from one point to another normally, with a range of 10, 20, 30 or 40 feet. Movements done upward are halved, while movements made downwards are unaffected, though the user will suffer no falling damage from them. While using this technique, the user can be spotted normally as though he was hiding (Dex check opposed by the user's Dex check) and counts as though he was moving 10 Speed higher than in reality. The user does not provoke an attack of opportunity while moving through an opponent's threatened square with Shundou, and gains a +4 bonus to defense and saving throws against traps, should he spring any during his displacement. In addition, the user cannot use Shundou twice in a row to move upward unless he has stable footing for one round or longer. Avoiding an Attack: The user performs Shundou as an instant action before an enemy attack roll (melee or ranged attack, touch attack, or grapple attempt) targeting him specifically. To do so, the user cannot be flat-footed or denied his Spd bonus to defense. Avoiding an attack costs 2 points of chakra, and can be done up to 1 time per encounter. The user cannot avoid an attack if he is immobilized in any way. To avoid the attack, the user must make a d20 roll opposed to the opponent's attack roll (add 5 if the attack is a natural 20 or a confirmed critical), minimum 17. Success allows the user to avoid the attack completely (as though it had missed) and move up to 15 feet in any direction. Avoiding an attack must be declared before knowing the result of the attack roll. Failure means that the chakra spent trying to avoid the attack is wasted, and the technique fails. Each use of Avoiding an Attack stacks with all other techniques with effects that allow you to Avoid an Attack, such as Hijou Kawarimi no Jutsu or Kawarimi no Jutsu. Mastery - Every step of mastery after the first allows the technique to be used an additional time per encounter, up to 5/encounter.
- Spoiler:
Shunpo (Instant Step) Taijutsu (Mobility; Requires Speed 20 (a) and Shundou) Rank: 9 (B-Class); Range: 60 ft. / 4 extra chakra; Duration: Instantaneous; Saving Throws: None (objects) or Str partial (see text); Chakra Cost: 7. Following the basics of Shundou, this technique has a heavy focus on movements executed faster than the eye can see. To be able to execute Shunpo, the user must carry no heavier than a medium load and suffer no movement penalty (such as not being able to run). If these conditions are met, the user can use this technique to move in any direction, including downward and upward, given that he has sufficient space to travel. Using Shunpo, the user is able to travel at extreme speeds in "leaps" of 60 feet. Each leap made using Shunpo is 60 feet in a straight line, no more, no less. He may change direction every dash, but can do nothing in the middle of one, including stopping. Movements done upward are halved (30 feet in a leap) while movements made downward are doubled (120 feet per leap). After each leap, the user risks being spotted if a creature succeeds a Dex check (DC 35, distance penalties may apply). If the user stops and performs no further leaps, the Dex check DC is equal to the users Spd check, assuming that he successfully meets the conditions to hide (normal limitations apply). Once the user ends a "leap," he must land on a solid surface to begin another, regardless of the direction. With this shunpo, the user can execute 1 leap every use of the technique. If the user crashes into an object or creature during a leap, both parties suffer 5 points of damage every 10 feet traveled in the dash (maximum 25). If the object or creature was of a size category smaller than the user, it must succeed a Str save (DC 15) or fall prone (objects do not get a save); if it was larger than the user, the user must succeed a str save (DC 20) or fall prone. If both were the same size, both must succeed a Str save (DC 15) or fall prone. If the user falls prone, he may not perform further leaps even if the technique still allowed for it. For every consecutive use of Shunpo, the user must make a Str (DC 11, increases by 1 every successful check) or become Fatigued for 13 rounds. While fatigued, the user can still use Shunpo, but the DC increases by 2 every successful check and a failed check bestows the Exhausted condition upon the user for 1 hour, at which point he will need to rest or rid himself of the exhausted condition to perform Shunpo again. If the user moves through a trap, he will still trigger it and suffer its effect, though he will not be stopped unless explicitly specified in the trap's description. While moving with Shunpo, the user gains a +4 bonus to defense and saving throws against traps. In addition, the user cannot use Shunpo twice in a row to move upward unless he has stable footing for one round or longer. The user also does not provoke an attack of opportunity while moving through or outside a creature's threatened area with Shunpo, even in between leaps. The number of leaps increases by +1 every 20 speed. Mastery - With the third step of mastery in this technique, the user is able to decide the distance of his leaps and may make 40 or 60 feet leaps instead of only 60 feet each time (20 feet upward, 80 feet downward).
- With the fifth step of mastery in this technique, the user may make 20, 40 or 60 feet leap with this technique (10 feet upward, 40 feet downward).
- Spoiler:
Hirameku (Flicker) Taijutsu (Mobility; Requires Shunpo) Rank: 10 (A-Class); Range: 5 feet/2 extra chakra; Duration: Instantaneous; Saving Throws: None; Chakra Cost: 8. Using this technique, the user is able to move instantly from one point to another, within range. The movement is instantaneous and does not provoke attacks of opportunity from moving in and out of a threatened area. The user may jump over or across 10-ft. tall or wide obstacles or gaps. With active effects like kinobori, or tadayou, the movement may be performed over vertical surfaces or water. While in movement, the user does not trigger traps that would normally trigger from walking over them, nor does he leave physical tracks (but he may still be tracked by scent). If the user lands on a surface he cannot stand on after the burst of speed, he immediately begins to fall. Once per day, the user may also use Hirameku as an instant action on his turn to avoid falling damage, so long as he is within 10 feet of a wall or sturdy vertical surface. The fall is treated as though it was 5 feet shorter per 2 extra chakra (maximum 100 feet shorter). Defensive uses of this technique are shared with Hiryuusen. Mastery - With the third step of mastery, the user is able to make a Dex checks even while observed as he uses the technique (Basically to hide).
- With the fifth step of mastery, the user will count as though invisible while moving with this technique. This allows the user to catch a foe by surprise up to once per encounter, for his first attack. This is negated with the high speed sight 4 or higher ability.
- Spoiler:
Hiryuusen (Soaring Dragon Flash) Taijutsu (Mobility; Requires Shunpo (t) and Hirameku) Rank: 12 (A-Class); Range: Long (30 ft. + 15 ft./2 extra chakra); Chakra Cost: 9. This technique is the same as Hirameku, except as specified above and as follows. The user counts as invisible for the distance traveled with the Hiryuusen (see 5th step of Mastery for Hirameku for details). The invisibility ability is negated with high speed sight 7 or higher. Mastery - With the third step of mastery in this technique, the user counts as though he moved with a flight speed of perfect maneuverability, allowing him to move normally through space without provoking attacks of opportunity. If he does not land on a solid surface after the short burst of speed, he will begin to fall immediately.
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| | | Zero Gennin
Posts : 613 Points : 2506 Reputation : 513 Join date : 2010-06-12 Age : 37 Location : Behind you....naked....eating a pie...
Shinobi Infomation Rank: Genin Health: (60/60) Chakra: (49/50)
| Subject: Continued Sat Jul 10, 2010 12:47 am | |
| - Spoiler:
Mugen Shunpo (Boundless Shunpo) Taijutsu (Mobility; Requires Shunpo (t)) Rank: 11 (B-Class); Range: 45 ft. / 3 extra chakra; Duration: Instantaneous; Saving Throws: None; Chakra Cost: 7. With more control over his Shunpo, it has been shown that it may be used as an effective technique in combat situations. Traveling such a great distance in such a short amount of time is a remarkable feat indeed, but matching the same speed with less room for acceleration is even more impressive, as the time required to execute the Shunpo is greatly reduced. Mugen Shunpo is the very same as Shunpo and follows the same limitations, but the distance per leap is reduced to 45 feet (15 feet upward, 90 feet downward). The number of leaps increases by +1 every 10 speed rank. Mastery - With the third step of mastery in this technique, the user is able to decide the distance of his leaps and may make 30 or 45 feet leaps instead of only 45 feet each time (10 feet upward, 60 feet downward).
- With the fifth step of mastery in this technique, the user may make 15, 30 or 45 feet leap with this technique (10 feet upward, 20 feet downward).
- Spoiler:
Ryuusui no Ugoki (Deceitful Water Movements) Taijutsu (Mobility; Requires 50 Speed) Rank: 6 (B-Class); Range: 0 feet; Target: One Medium size creature; Duration: Up to 3 rounds; Saving Throws: None (see text); Chakra Cost: 6. While this technique is active, the user will appear to be moving very slowly in a circle around his opponent, but will in fact be moving at very high speed. This technique remains active for 3 rounds or until he takes an action other than moving. While the technique is active, the user provokes no attacks of opportunity from his target while moving through a threatened area (other creatures may still make attacks of opportunity, but at a -4 penalty). The user gains total concealment from his target (it must guess the square the user is in, and suffers a 50% miss chance on attacks). If it tries to move away from the user in any way (including 5-ft. step), the user may make an attack of opportunity against the target to, if it hits, knock it back and stop it from moving. The user counts as though invisible while attacking, but only for as long as his first attack or technique. A Dex check opposed to the user's Spd check +10 may be made to determine which square the user is in, but the miss chance still applies. Mastery - With the fifth step of mastery in this technique, the user is able to increase the Chakra Cost by 3 to increase the duration by up to 1 round.
- Spoiler:
Bakuhatsuryoku (Explosive Speed) Taijutsu (Mobility; Requires Shunpo (t)) Rank: 9 (A-Class); Range: 10 ft. / 2 extra chakra; Effect: 10-ft.-wide sphere centered on the user (see text); Duration: Instantaneous; Saving Throws: Dex half; Chakra Resistance: No; Chakra Cost: 9.
While the user's speed during his Shunpo is great, another similar technique is known that serves to damage the creatures surrounding you while moving. Using his Chakra to increase the wind resistance around him, thus greatly decreasing his Shunpo's range, the user forms a sphere surrounding him which burns any creature making contact with it.
For the purpose of determining the technique's range, treat the Bakuhatsuryoku as a standard move action: in other words, count the movement as a line attack with a length equal to the distance traveled; any creature directly in the user's way that are hit by the sphere are thrown to either side, at random, 18 feet (creature one or more size category larger than the user are unaffected) and suffer 15 points of fire damage that can be halved with a successful Dex save.
This technique follows the same limitation and restrictions as the Shunpo (can only go in a straight path with no turning, falling counts as half, jumping count three times) and has the same advantages (user does not provoke an attack of opportunity when passing through a creature's threat range, does not need to make jump checks and does not suffer falling damage), but makes the user clearly visible to the human eye (a creature does not need to make a Dex check to determine the user's position).
In addition, the user does not gain attacks of opportunity from creature moving out of his threatened area during this technique. The sphere's size varies with the user's size. The sphere of a creature of small size is 5 foot wide and the sphere of a creature large size is 15 foot wide; creature of fine, diminutive, tiny, huge, gargantuan and colossal size are either too small or too big to execute this technique properly.
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