Post by Deleted on Mar 26, 2017 3:03:32 GMT -5
Yes, we're gonna gargle some frankto with this homebrew, and if he takes issue he can gargle DEEZ NUTS.
Homebrew Patch Notes: This homebrew effectively adds a new energy type, Earth Type, to the mix.
Homebrew Path Notes: This ishnit works the best with a ranks variant, instead of favored skills.
Using Jutsu: Performing a known technique requires a check in the related skill, ninjutsu (Int), genjutsu (Cha), taijutsu (Unarmed Strike), Bukijutsu (Weapon Attack), and Fuinjutsu. The technique's DC is always equal to the amount of chakra it would cost, at base, divided by 10. More than doubling the DC of the technique on use reduces the technique's cost by half. You cannot take 10 on perform checks for a technique which you haven't mastered.
Mastery: When your modifier is high enough to take 10 on a check for a technique, and it would cost half based on the result, you are considered to have mastered the technique, and can begin taking 10s to perform it at all times, even in stressful and distracting situations.
Shinobi Arts: A series of minor techniques that improve your overall performance as a shinobi.
Learning Jutsu: You can either learn a technique by being taught it, this invokes a concentration check, then a perform check, of the technique's DC that you must complete once per technique rank, taking an 8-hour period per rank to do (1 period for an E rank, with 1 extra period per rank above), or by creating one. The latter requires a feat be taken, and required twice as much time to make as the technique would normally take to learn, also requiring twice as many successful checks. When building a new technique you build it the same way you would a special attack, with your spellscore being the maximum number of points (and thus the maximum buildable DC) available to you. There is no limit to the number of techniques you can learn, but you may only develop as many techniques as feats you take.
Technique Types: Jutsu fall under the normal special attack types, but also adds a new type, defensive special attacks, which may be fired as an immediate action without any change to cost, but must possess some sort of effect which prevents damage, or improves the character's ability to not be hit by an attack.
Counterjutsu: A character may use their jutsu to counter another, usually by using a readied action or paying 4x the chakra cost to fire it as an immediate action. When two techniques are fired and clash in such a way, both characters make an opposed check with the following modifiers: Number of points spent on the technique's design + Relevant Skill Modifiers. The higher result wins, the winner successfully firing off their technique, and negating the other's. Effects such as enduring and dancing can allow a technique to persist even after being countered (a countered technique with enduring still rolls damage, and applies in the following rounds). In the event of a draw, both techniques fire successfully. If a technique that's countered in this way shares unique attributes of the original (Shikai Picks, Bankai Picks, etc.) then the benefits will temporarily stack for the firing technique, bypassing any level-based or mechanics-based caps. Damage Dice and Enhancement Bonuses cannot be stacked this way.
Elemental Limitations: The following energy types are not able to be learned or developed by a character without a particular feat which allows them to do so: Acid, Cold, Earth, Electricity, Fire, Force, Sonic, Water, Negative Energy, or Psychic.
Chakra Compensation: When performing a technique, after having learned or developed it, a character may spend more chakra in order to manage a technique that may be beyond their range of skill. At the cost of an extra 10 chakra per amount missed on the check, a failed jutsu can become a successful use. You may not halve the cost by paying extra chakra beyond the DC.
Mimicking Jutsu: When observing another person using any Jutsu, you can attempt to copy the technique. In order to do so, your modifier needs to be sufficient enough to perform the technique at a -5 penalty. You may then attempt to learn a technique as if normal. Attempting to perform a technique without learning it properly, by way of mimickry, incurs an additional -10 penalty to the perform check to use it, and quadruples the technique's base cost.
Jutsu Technician (Ninja, Chakra)
Prerequisites: Must know at least 2 Ninjutsu, Any Racial which grants Chakra
Benefits: You design a new technique, declaring which type it falls under first (Ninjutsu, Genjutsu, Taijutsu, etc.), after declaring this you build it as per a special attack from the complete dragon ball with the same rules. Once the technique is designed, however, you must learn it as per the rules indicated above. A single take of this technique can be used to design multiple jutsu, however they share your pool of points from the character's spellscore.
Special: This feat may be taken multiple times, allowing you to create a new set of techniques each time, and adding an extra 2 points to all previously designed techniques each time.
Note: Any option indicated by X in the special attack building section uses the level that the character first successfully performs the technique at.
Technique Developer (Ninja, Chakra)
Prerequisites: Knowledge (Ninja Lore 8+ Ranks) or Knowledge (Ninjutsu) 8+ Ranks
Benefits: When taking this feat, you indicate a technique, or set of techniques, you've learned or created. You are now able to develop more jutsu that share the picks from the parent technique (in a set you have to choose 1) with a number of points that can be spent equal to your spellscore multiplied by 1.5. Options which are level-contingent (such as Xd6 or +X Enhancement) factors off of the level of the parent technique (designed or learned). Additionally, when creating techniques in the future you may build off of the base technique, as if made with this feat.
Special: This feat may be taken multiple times, selecting a different parent technique each time. Techniques developed off of a parent technique may not be selected. Techniques which are developed from a parent gain an extra 3 points when you take the Jutsu Technician feat.
Chakra Nature Affinity (Elemental, Chakra)
Prerequisites: Knowledge (Ninja Lore) 6+ Ranks or Knowledge (Ninjutsu) 4+ Ranks, as well as a training period as if learning a technique of your highest known rank.
Benefits: Select one of the elemental types (Fire, Force, Water, Electricity, Earth), the character can now learn techniques of that element, all jutsu performed with this type of energy now always deals damage as empowered, and participates in the circle of nature strengths and weaknesses.
Homebrew Patch Notes: Jutsu performed by characters with this feat now can counter each other's techniques with a +10 bonus to the countering score. The advantages go in this order: Fire beats Wind, Wind beats Lightning, Lightning beats Earth, Earth beats Water, Water beats Fire.
Chakra Nature Transformation (Elemental, Chakra)
Prerequisites: Knowledge (Ninja Lore) 11+ Ranks, or Knowledge (Ninjutsu) 9+ Ranks, as well as a training period as if learning a technique of your highest known rank (must be at least 1 rank higher than the rank applied from chakra nature affinity).
Benefits: Select one of the elemental types (As designed in Chakra Nature Affinity), the character can now perform techniques of that element, and participate in the circle of advantages and weaknesses.
Special: This feat may be taken multiple times, learning a new elemental type, thoughthe prerequisites now increase by at least one rank and one time increment type (8-hours to days, days to weeks, weeks to months, etc.)
Chakra Nature-type Kekkei Genkia (Kekkei Genkai, Chakra)
Prerequisites: Must be a member of a clan which has this type of kekkei genkai, must be able to perform one or both of the chakra nature transformations which compromise the kekkei genkai.
Benefits: A character with this feat gains a new nature transformation which deals a specified energy type from their kekkei genkai (indicated normally in your clan section) which may produce a new energy type altogether. Jutsu of the parent affinities can have this type of energy applied to it, and grants the ability to learn techniques that have this kekkei genkai on it. A character who uses a technique of their kekkei genkai type who does not possess both parent chakra nature transformations have to pay an extra 25% when performing the jutsu (This doees not affect the check DCs)
Technique Specialist (Ninja, Jutsu)
Prerequisites: Technique Developer, or learned a technique and at least one technique it was a parent to.
Benefits: Select a parent technique that you know, you are now treated as having mastered the technique and all techniques that is a parent to. You may now spontaneously build techniques from the parent, though they may not have a number of points spent greater than half of your spellscore.
Special: You may take this feat multiple times, choosing a different parent technique each time.
Type Specialist (Ninja, Jutsu)
Prerequisites: 6+ ranks in chosen technique type.
Benefits: Select a type of jutsu, you now gain a +4 bonus to all checks related to that type of jutsu, gaining another +4 at each level divisible by 10.
Special: This feat may be taken multiple times, selecting a new type of jutsu each time.
Genius Dunce (Ninja, Chakra)
Prerequisites: 1st level only.
Benefits: The character is no longer able to invest ranks, or make use of, the ninjutsu, genjutsu, or fuinjutsu skills. However, their Taijutsu and Bukijutsu skills each gain a +5 bonus, increasing at every level divisible by 10 by another +5. Additionally, all taijutsu techniques the character attempts to learn are treated as a letter rank lower and may be learned twice as quickly (if an 8 hour block it becomes a 4 hour block).
Special: Any feat which required Ninjutsu as a prerequisite can now substitute Taijutsu or Bukijutsu instead.
Astute Learner (Ninja, Jutsu)
Prerequisites: Talented, Seasoned
Benefits: When making jutsu checks to learn new techniques, the character is allowed to add their intelligence modifier to the check.
Special: This feat may be taken multiple times, its effects stack.
Spacetime Manipulator (Jutsu, Chakra)
Prerequisites: Knowledge (Ninja Lore) 11+ Ranks or Knowledge (Ninjutsu) 11+ Ranks
Benefits: You are now able to learn, copy, and develop spacetime ninjutsu, this does not include summoning techniques which require a summoning contract (i.e. summoning ninja beasts, demons, etc.). Such techniques require a full-round action to execute.
Special: You cannot learn, copy, or develop spacetime ninjutsu.
Summoning Contract (Summoning, Jutsu)
Prerequisites: Access to a summoning contract, Con 12+, Knowledge (Life and Earth Sciences) 6+ ranks or Knowledge (Theology and Philosophy) 6+ ranks or Knowledge (History) 6+ ranks.
Benefits: You are now able to learn, develop, and copy, summoning techniques. You may sign a contract in order to come to an agreement with an entity, or tribe, of creatures that are also able to perform the summoning techniques. Once this contract is signed, you may use any summoning technique you've learned, developed, or copied, for the other party in the contract.
Special: This feat may be taken multiple times, taking a new contract with a different entity, or tribe, each time. However, you may not summon creatures from multiple contracts so that they are present at the same moment.
Homebrew Patch Notes: This homebrew effectively adds a new energy type, Earth Type, to the mix.
Homebrew Path Notes: This ishnit works the best with a ranks variant, instead of favored skills.
Using Jutsu: Performing a known technique requires a check in the related skill, ninjutsu (Int), genjutsu (Cha), taijutsu (Unarmed Strike), Bukijutsu (Weapon Attack), and Fuinjutsu. The technique's DC is always equal to the amount of chakra it would cost, at base, divided by 10. More than doubling the DC of the technique on use reduces the technique's cost by half. You cannot take 10 on perform checks for a technique which you haven't mastered.
Mastery: When your modifier is high enough to take 10 on a check for a technique, and it would cost half based on the result, you are considered to have mastered the technique, and can begin taking 10s to perform it at all times, even in stressful and distracting situations.
Shinobi Arts: A series of minor techniques that improve your overall performance as a shinobi.
Learning Jutsu: You can either learn a technique by being taught it, this invokes a concentration check, then a perform check, of the technique's DC that you must complete once per technique rank, taking an 8-hour period per rank to do (1 period for an E rank, with 1 extra period per rank above), or by creating one. The latter requires a feat be taken, and required twice as much time to make as the technique would normally take to learn, also requiring twice as many successful checks. When building a new technique you build it the same way you would a special attack, with your spellscore being the maximum number of points (and thus the maximum buildable DC) available to you. There is no limit to the number of techniques you can learn, but you may only develop as many techniques as feats you take.
Technique Types: Jutsu fall under the normal special attack types, but also adds a new type, defensive special attacks, which may be fired as an immediate action without any change to cost, but must possess some sort of effect which prevents damage, or improves the character's ability to not be hit by an attack.
Counterjutsu: A character may use their jutsu to counter another, usually by using a readied action or paying 4x the chakra cost to fire it as an immediate action. When two techniques are fired and clash in such a way, both characters make an opposed check with the following modifiers: Number of points spent on the technique's design + Relevant Skill Modifiers. The higher result wins, the winner successfully firing off their technique, and negating the other's. Effects such as enduring and dancing can allow a technique to persist even after being countered (a countered technique with enduring still rolls damage, and applies in the following rounds). In the event of a draw, both techniques fire successfully. If a technique that's countered in this way shares unique attributes of the original (Shikai Picks, Bankai Picks, etc.) then the benefits will temporarily stack for the firing technique, bypassing any level-based or mechanics-based caps. Damage Dice and Enhancement Bonuses cannot be stacked this way.
Elemental Limitations: The following energy types are not able to be learned or developed by a character without a particular feat which allows them to do so: Acid, Cold, Earth, Electricity, Fire, Force, Sonic, Water, Negative Energy, or Psychic.
Chakra Compensation: When performing a technique, after having learned or developed it, a character may spend more chakra in order to manage a technique that may be beyond their range of skill. At the cost of an extra 10 chakra per amount missed on the check, a failed jutsu can become a successful use. You may not halve the cost by paying extra chakra beyond the DC.
Mimicking Jutsu: When observing another person using any Jutsu, you can attempt to copy the technique. In order to do so, your modifier needs to be sufficient enough to perform the technique at a -5 penalty. You may then attempt to learn a technique as if normal. Attempting to perform a technique without learning it properly, by way of mimickry, incurs an additional -10 penalty to the perform check to use it, and quadruples the technique's base cost.
Jutsu Technician (Ninja, Chakra)
Prerequisites: Must know at least 2 Ninjutsu, Any Racial which grants Chakra
Benefits: You design a new technique, declaring which type it falls under first (Ninjutsu, Genjutsu, Taijutsu, etc.), after declaring this you build it as per a special attack from the complete dragon ball with the same rules. Once the technique is designed, however, you must learn it as per the rules indicated above. A single take of this technique can be used to design multiple jutsu, however they share your pool of points from the character's spellscore.
Special: This feat may be taken multiple times, allowing you to create a new set of techniques each time, and adding an extra 2 points to all previously designed techniques each time.
Note: Any option indicated by X in the special attack building section uses the level that the character first successfully performs the technique at.
Technique Developer (Ninja, Chakra)
Prerequisites: Knowledge (Ninja Lore 8+ Ranks) or Knowledge (Ninjutsu) 8+ Ranks
Benefits: When taking this feat, you indicate a technique, or set of techniques, you've learned or created. You are now able to develop more jutsu that share the picks from the parent technique (in a set you have to choose 1) with a number of points that can be spent equal to your spellscore multiplied by 1.5. Options which are level-contingent (such as Xd6 or +X Enhancement) factors off of the level of the parent technique (designed or learned). Additionally, when creating techniques in the future you may build off of the base technique, as if made with this feat.
Special: This feat may be taken multiple times, selecting a different parent technique each time. Techniques developed off of a parent technique may not be selected. Techniques which are developed from a parent gain an extra 3 points when you take the Jutsu Technician feat.
Chakra Nature Affinity (Elemental, Chakra)
Prerequisites: Knowledge (Ninja Lore) 6+ Ranks or Knowledge (Ninjutsu) 4+ Ranks, as well as a training period as if learning a technique of your highest known rank.
Benefits: Select one of the elemental types (Fire, Force, Water, Electricity, Earth), the character can now learn techniques of that element, all jutsu performed with this type of energy now always deals damage as empowered, and participates in the circle of nature strengths and weaknesses.
Homebrew Patch Notes: Jutsu performed by characters with this feat now can counter each other's techniques with a +10 bonus to the countering score. The advantages go in this order: Fire beats Wind, Wind beats Lightning, Lightning beats Earth, Earth beats Water, Water beats Fire.
Chakra Nature Transformation (Elemental, Chakra)
Prerequisites: Knowledge (Ninja Lore) 11+ Ranks, or Knowledge (Ninjutsu) 9+ Ranks, as well as a training period as if learning a technique of your highest known rank (must be at least 1 rank higher than the rank applied from chakra nature affinity).
Benefits: Select one of the elemental types (As designed in Chakra Nature Affinity), the character can now perform techniques of that element, and participate in the circle of advantages and weaknesses.
Special: This feat may be taken multiple times, learning a new elemental type, thoughthe prerequisites now increase by at least one rank and one time increment type (8-hours to days, days to weeks, weeks to months, etc.)
Chakra Nature-type Kekkei Genkia (Kekkei Genkai, Chakra)
Prerequisites: Must be a member of a clan which has this type of kekkei genkai, must be able to perform one or both of the chakra nature transformations which compromise the kekkei genkai.
Benefits: A character with this feat gains a new nature transformation which deals a specified energy type from their kekkei genkai (indicated normally in your clan section) which may produce a new energy type altogether. Jutsu of the parent affinities can have this type of energy applied to it, and grants the ability to learn techniques that have this kekkei genkai on it. A character who uses a technique of their kekkei genkai type who does not possess both parent chakra nature transformations have to pay an extra 25% when performing the jutsu (This doees not affect the check DCs)
Technique Specialist (Ninja, Jutsu)
Prerequisites: Technique Developer, or learned a technique and at least one technique it was a parent to.
Benefits: Select a parent technique that you know, you are now treated as having mastered the technique and all techniques that is a parent to. You may now spontaneously build techniques from the parent, though they may not have a number of points spent greater than half of your spellscore.
Special: You may take this feat multiple times, choosing a different parent technique each time.
Type Specialist (Ninja, Jutsu)
Prerequisites: 6+ ranks in chosen technique type.
Benefits: Select a type of jutsu, you now gain a +4 bonus to all checks related to that type of jutsu, gaining another +4 at each level divisible by 10.
Special: This feat may be taken multiple times, selecting a new type of jutsu each time.
Genius Dunce (Ninja, Chakra)
Prerequisites: 1st level only.
Benefits: The character is no longer able to invest ranks, or make use of, the ninjutsu, genjutsu, or fuinjutsu skills. However, their Taijutsu and Bukijutsu skills each gain a +5 bonus, increasing at every level divisible by 10 by another +5. Additionally, all taijutsu techniques the character attempts to learn are treated as a letter rank lower and may be learned twice as quickly (if an 8 hour block it becomes a 4 hour block).
Special: Any feat which required Ninjutsu as a prerequisite can now substitute Taijutsu or Bukijutsu instead.
Astute Learner (Ninja, Jutsu)
Prerequisites: Talented, Seasoned
Benefits: When making jutsu checks to learn new techniques, the character is allowed to add their intelligence modifier to the check.
Special: This feat may be taken multiple times, its effects stack.
Spacetime Manipulator (Jutsu, Chakra)
Prerequisites: Knowledge (Ninja Lore) 11+ Ranks or Knowledge (Ninjutsu) 11+ Ranks
Benefits: You are now able to learn, copy, and develop spacetime ninjutsu, this does not include summoning techniques which require a summoning contract (i.e. summoning ninja beasts, demons, etc.). Such techniques require a full-round action to execute.
Special: You cannot learn, copy, or develop spacetime ninjutsu.
Summoning Contract (Summoning, Jutsu)
Prerequisites: Access to a summoning contract, Con 12+, Knowledge (Life and Earth Sciences) 6+ ranks or Knowledge (Theology and Philosophy) 6+ ranks or Knowledge (History) 6+ ranks.
Benefits: You are now able to learn, develop, and copy, summoning techniques. You may sign a contract in order to come to an agreement with an entity, or tribe, of creatures that are also able to perform the summoning techniques. Once this contract is signed, you may use any summoning technique you've learned, developed, or copied, for the other party in the contract.
Special: This feat may be taken multiple times, taking a new contract with a different entity, or tribe, each time. However, you may not summon creatures from multiple contracts so that they are present at the same moment.