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Thread: Naruto d20 Techniques

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    Bugbear in the Playground
     
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    Default Re: Naruto d20 Techniques

    With permission from averagejoe, I'm updating this thread for my soon-to-come game. Starting the party off is some optional content found from a game on the Nd20 forums:

    Quote Originally Posted by Frankto
    Shinobi Archetypes

    Tanker
    The tanker is able to take a lot of punishment.
    Defense: +1 natural armor bonus to Defense
    Hit Points: +1 hit points per level

    Medic
    Skills: Knowledge (earth and life science) and Treat Injury always a class skill. The Medic gains 1 rank in Knowledge (earth and life science) and Treat Injury every level, plus 3 at first level.
    Feats: Medical Expert
    Special: The Medic can learn Medical ninjutsu techniques without penalties.
    The Harmony and Surgery feats are always part of the character's bonus feat list.

    Assassin
    Skills: Hide and Move Silently always a class skill. The Assassin gains 1 rank in Hide and Move Silently every level, plus 3 at first level.
    Special: The character gains the Suppress Chakra ability.
    The Light Sleeper and Stealthy feats are always part of the character's bonus feat list.

    Sensor
    Skills: Listen and Spot always a class skill. The Sensor gains 1 rank in Listen and Spot every level, plus 3 at first level.
    Special: The character gains the Sense Chakra ability and the Remote Sensing ability at 9th level.
    The Alertness and Keen Senses feats are always part of the character's bonus feat list.

    Tracker
    Skills: Survival and Search always a class skill. The Tracker gains 1 rank in Survival and Search every level, plus 3 at first level.
    Feats: Track.
    The Guide and Keen Sight feats are always part of the character's bonus feat list.

    Deathdealer
    Attack: +1 bonus to attack rolls
    Damage: +1 bonus to weapon damage rolls
    Special: The Skillfull Assault feat are always part of the character's bonus feat list.
    Irony doesn't affect the deathdealer very much.

    Seal Expert
    Skills: Craft (calligraphy) is always a class skill. The Seal Expert gains 1 rank in Craft (calligraphy) every level, plus 3 at first level.
    Feats: Scribe Chakra Symbols.
    Special: The character is able to learn Sealing ninjutsu techniques without penalties.
    The Craft Armor Seals and Craft Weapon Seals feats are always part of the character's bonus feat list.

    Genjutsu Expert
    Skills: Genjutsu is always a class skill. The Genjutsu Expert gains 1 rank in Genjutsu every level, plus 3 at first level.
    Feats: Genjutsu Adept.
    Special: The character gains 1 bonus chakra every level.
    The Combat Tactics and Training (Genjutsu) feats are always part of the character's bonus feat list, plus 3 at first level.

    Ninjutsu Expert
    Skills: Ninjutsu is always a class skill. The Ninjutsu Expert gains 1 rank in Ninjutsu every level, plus 3 at first level.
    Feats: Ninjutsu Adept.
    Special: The character gains 1 bonus chakra every level.
    The Combat Tactics and Training (Ninjutsu) feats are always part of the character's bonus feat list.

    Taijutsu Expert
    Skills: Taijutsu is always a class skill. The Taijutsu Expert gains 1 rank in Taijutsu every level, plus 3 at first level.
    Feats: Taijutsu Adept.
    Special: The character gains 1 bonus chakra every level.
    The Flawless Form and Training (Taijutsu) feats are always part of the character's bonus feat list.

    Detective
    Skills: Investigate and Sense Motive always a class skill. The Detective gains 1 rank in Investigate and Sense Motive every level, plus 3 at first level.
    Feats: Attentive.
    Special: Once per day, the Detective may attempt a Will save (DC 15) to gain a hunch that everything is alright, or that he gets a bad feeling about a specific situation.
    This ability can be used twice a day at 6th level, three times per day at 12th level, and four times per day at 18th level.

    Spy
    Skills: Bluff and Gather Information always a class skill. The Spy gains 1 rank in Bluff and Gather Information every level, plus 3 at first level.
    Feats: Deceptive.
    Special: Attentive and Trustworthy feats are always part of the character's bonus feat list.

    Chemist
    Skills: Craft (chemical) and Craft (pharmaceutical) always a class skill. The Chemist gains 1 rank in Craft (chemical) and Craft (pharmaceutical) every level, plus 3 at first level.
    Feats: Builder (Chemical and Pharmaceutical).
    Special: Craft Poisons and Craft Shinobi Drugs feats are always part of the character's bonus feat list.

    Techie
    Skills: Craft (mechanical) and Disable Device always a class skill. The Techie gains 1 rank in Craft (mechanical) and Disable Device every level, plus 3 at first level.
    Feats: Cautious.
    Special: Craft Puppets and Builder feats are always part of the character's bonus feat list.

    Warrior
    Feats: Archaic Weapons Proficiency, Nin Weapons Proficiency.
    Special: The warrior is proficient in all exotic melee weapons.
    Weapon Adaptation Training feat is always part of the character's bonus feat list.

    Elementalist
    Feats: Elemental Specialization (any).
    Special: The character gains 1 bonus chakra every level.
    Combat Tactics and Insightful Reflexes feats are always part of the character's bonus feat list.
    Afterword: every starting character selects one of the above archetypes and receives all of the benefits listed. Choosing such archetypes also affects the character in non-mechanical ways. Higher ups may treat you differently with different expectations based off your own knack for certain areas. For example, characters with the Medic archetype tend to be perceived as the go-to people for injuries; however, this also allows for people to be disappointed if you don't strictly live up to the expectations of your natural talents. People are close-minded after all.

    ---

    Here's a new mechanic drawn from the second Naruto OVA rendered by one of these forums' greats:

    Quote Originally Posted by Callos_DeTerran
    Gelel

    Gelel fits into a special school of techniques that can best be described as ninjutsu. Using Gelel energy is different from using chakra and shinobi who have spent their lives mastering chakra techniques find it difficult to adapt to using this new form of energy (Imparting a +4 increase to the Learn and Perform DCs). The only source of Gelel energy that occurs naturally is from the Gelel stone (or it’s fragments) and is a highly sought after item indeed by those who use Gelel energy for anything. However another source was developed for the creation of Gelel energy in the device known as a Gelel Converter. This device is crafted by the more advanced technologies from the Land of Death and thus is hard to find (though much easier then a Gelel stone fragment), though worth it to anyone…even those who don’t use Gelel specific techniques. Through a not-well-understood process the converter changes half of the wearer’s chakra capacity into Gelel energy.

    Gelel energy can be used in place of chakra at an increased rate of exchange with one point of Gelel energy equaling two chakra points. Chakra, however, cannot be exchanged for Gelel energy at all and is in fact much more difficult to recover if used for its intended purpose. Expending Gelel energy in place of chakra carries no ill side-effects and will recover at the same rate that chakra does, but when Gelel energy is expended in a Gelel technique it recovers at a rate of 1 point/day. Removing the Converter does not reset the amount of Gelel energy and thus removing it and putting it back on won’t spontaneously regenerate Gelel energy. (Ex. Toshio uses up all of his Gelel energy and removes his converter. After his Chakra recovers he then puts the converter back on to discover that nothing has changed, he still has no Gelel energy. However after resting for the night Toshio loses two points of chakra and regains one point of Gelel energy in addition to the normal amount of chakra recovered by resting.) This is one of the many reasons that Gelel users refrain from using their unique techniques since the only people who’s bodies could handle Gelel energy and Gelel techniques have been killed off.


    Greater Gelel Change
    Ninjutsu (Gelel; Requires Lesser Gelel Change (5))
    Rank: 12 (Super S-Class); Learn DC: 33, 6 success; Perform requirements: 17 ranks (DC 41); Time: 1 attack action; Components: F, G, P, E; Range: Self; Effect: See below; Duration: 1 round/level; Saving Throws: Fortitude negates; Chakra Cost: 8 Chakra and 4 Gelel (For every 1 chakra spent the duration increases by one round, up to ten rounds total added on)

    This technique functions as Lesser Gelel Change, except as noted above and below. A Greater Gelel Change is an example of manipulating Gelel energy in a much more masterful fashion then many other Gelel techniques. Instead of simply augmenting the natural human body a Greater Gelel Change will fundamentally alter it for the duration. When using Greater Gelel Change the user picks two of the following ‘changes’.

    -Gain a +4 bonus to a physical ability score that stacks with other non-permanent bonuses. This overlaps instead of stacks with Lesser Gelel Change. (Usually ascribed to increased muscle mass, suddenly dexterous body reconstruction, etc.)
    -Gain a +2 bonus to each ability score that stacks with other non-permanent bonuses. This overlaps instead of stacks with a Lesser Gelel Change. (A side-effect of Gelel energy ‘perfecting the human system’ and could be described in any number of ways.)
    -Gain 4 non-permanent speed OR strength ranks that stack with other non-permanent rank increases. This overlaps instead of stacks with Lesser Gelel Change(Is usually accompanied by a greenish blue glow, sudden loss of fat, etc.)
    -Gain a 5-foot increase to reach for a total of 10-foot reach for Medium characters. (Lengthened arms, supernatural quickness, etc.)
    -Gain a +4 natural armor bonus that stacks with other non-permanent bonuses.
    -Gain a natural weapon that does damage based on a natural weapon (excluding wings) of the same size as the user. This sort of change is always accompanied by a bestial change that accommodates the chosen natural weapon.
    -Gain a fly speed of 40 ft. at perfect maneuverability.
    -Gain DR 10/Chakra Enhanced Weapon. This follows the normal rules for DR (in that it replaces less efficient DR instead of adding unto it. And does nothing if the user has better DR)

    Unlike Lesser Gelel Change, Greater Gelel Change can only alter the human form so much before it simply fails to continue adapting the user’s body. As such Greater Gelel Change can only ever provide four ‘changes’ to the user at any given time. Any further uses will merely replace two bonuses with two different bonuses. A Greater Gelel Change also differs from a Lesser in the sense that the fine manipulation needed in order to perform it imparts protection to the harmful side effects inherent in Lesser Gelel Change. Upon reverting back to normal after the duration expires the user of Greater Gelel Change must make a Fortitude save (DC equal to that of the technique) or be sickened for 10 minutes and be unable to take anything that could be considered a combat action (using a technique, activating a bloodline ability, attacking with a weapon, etc. etc.)

    For every additional point of chakra spent when Greater Gelel Change is performed the duration increases by an additional round.

    Material Component: A Gelel Converter or Gelel stone.


    Lesser Gelel Change
    Ninjutsu (Gelel)
    Rank: 6 (A-Class); Learn DC: 25, 4 success; Perform requirements: 9 ranks (DC 27); Time: 1 attack action; Components: F, G, P, E; Range: Self; Effect: See below; Duration: 1 round/2 levels; Saving Throws: Fortitude negates; Chakra Cost: 2 Chakra and 2 Gelel (For every 1 chakra spent the duration increases by one round, up to six rounds total added on)

    Using this technique, the user uses his supply of Gelel energy to shape and mutate his body in a limited fashion. The user picks one of the ‘changes’ below that takes effect as the technique is finished.

    -Gain a +2 bonus to a physical ability score that stacks with other non-permanent bonuses. (Usually ascribed to increased muscle mass, suddenly dexterous body reconstruction, etc.)
    -Gain 2 non-permanent speed OR strength ranks that stack with other non-permanent rank increases. (Is usually accompanied by a greenish blue glow, sudden loss of fat, etc.)
    -Gain a 5-foot increase to reach for a total of 10-foot reach for Medium characters. (Lengthened arms, supernatural quickness, etc.)
    -Gain a +2 natural armor bonus that stacks with other non-permanent bonuses.

    This technique can be performed more then once with a different change being selected each time with a further monstrous change to appearance and do stack with each other. However each individual change does not stack with itself, it merely replaces the previous change. Picking the physical ability score increase twice in a row does not give a +2 bonus to two different physical ability scores but switches which score the bonus applies too. Choosing to gain speed/strength ranks again doesn’t increase both sets of rank by 2 but will just change which one you increased (From speed ranks to strength ranks but not both at the same time.)

    The technique can be ended before it’s duration expires and usually is since keeping a Lesser Gelel Change for too long can make the transformation back to normal dangerous and possibly fatal. Changing back within the first three rounds of transformation is the safest course since the user’s body is still malleable and can take the change better, taking only 2d6 damage upon reverting back. For every round after the 3rd results in another 1d6 damage added unto the 2d6 when the user reverts back.

    For every additional point of chakra spent when Lesser Gelel Change is performed the duration increases by an additional round.

    Material Component: A Gelel Converter or Gelel stone.
    Afterword: this system may be a little outdated, but the mechanics do a great job of highlighting the fluff. Some play testing is needed to see how well it matches up to the latest version of the system.

    ---

    Next up is some fun, creative techniques with plenty of opportunities for plot progression from another favorite of mine:

    Quote Originally Posted by Valgunn

    Spirit Sealing Technique
    Fuinjutsu [Good, Hijutsu]
    Rank: 10 (A-Class); Learn DC: 25, 5 successes; Perform Requirements: 13 ranks (DC 27); Time: 1 full-round action; Components: H, C, F; Range: Close (10 ft. + 5 ft./2 levels); Target: One ghost; Duration: Permanent; Saving Throws: Will negate; Chakra Resistance: Yes; Chakra Cost: 15

    A very rare technique not commonly used in modern, peaceful times, but during the time of the clans when warfare was constant this technique was widely known of despite only a small number ever learning this technique. It was used to seal away ghosts who refused to pass on and instead lingered. As time passed these spirits eventually go mad and become little more than mindless animals acting on their basest instincts. Others stumble upon a trick of their new form; they can feed on abstract concepts embodied in the world. It was this last form of ghost this technique was designed chiefly to combat.

    The technique targets a ghost and seals them within a prepared vessel called a containment vessel. The spirit is tempted into the containment vessel by the items within long enough for the technique to snap it shut and activate the seals inscribed within. After the technique is successfully completed the ghost is incapable of escape without outside assistance. It was often the case that they would use other techniques to guard the box against accidental release until somebody could be found who was capable of forcing the spirit into the afterlife where it could rest.
    Material Focus: A prepared vessel filled with fine items (items that resonate with the spirit apply penalties to that spirits Will save from -1 to -10 depending on how relevant they are), and inscribed on the inside with seals (calligraphy check DC 15).

    Yama's Final Decision: Purgatory!
    Fuinjutsu [Sakuza Rowh Kinjutsu]
    Rank: 14 (S-Class); Learn DC: 30, 6 successes; Perform Requirements: 18 ranks (DC 34); Time: 24 hours; Components: H, C, F, X, XP; Range: Close (10 ft. + 5 ft./2 levels); Target: One ghost (see text); Duration: Permanent; Saving Throws: Will negate (harmless); Chakra Resistance: Yes; Chakra Cost: 24

    A highly secret technique created by jounin Sakuza Rowh in response to a chance discovery of a ghost sealed away in a jewelry box.

    To use this technique you must have a ghost sealed inside a containment vessel by way of the Spirit Sealing Technique and three-hundred pounds of clay. Drawing a large, special seal you place the clay in the centre and the box on the edge. Then, sitting in front of the containment vessel , the user must make the sign of the dragon with one hand and the inverse sign of the dragon with the other and maintain that pose for twenty-four hours paying a point of chakra each hour. When the final point of chakra is spent the user declares a command phrase, brings his two hands together and points them to the pile of clay. The ghost is then forcibly released from the containment vessel and made to inhabit the clay from which a physical body erupts that contains the ghost. The ghost becomes a human with the Clay Body subtype. The ghost can be returned to her containment vessel by speaking the command phrase chosen at the end of the technique and making the full hand seal for dragon, and similarly she can be released from her box again and into human form by speaking the command phrase while making the full hand seal for the inverse dragon - forcing the spirit back into her containment vessel destroys the body the technique originally made for her, so another three-hundred pounds of clay is needed for her to be returned to human form.
    Expendable Components: 300 pounds of clay.
    XP Cost: 1,000 XP
    Afterword: these techniques are more likely only for roleplaying purposes after reading through them. As such, they offer a decent background for characters or ways in creating/materializing NPCs. Subtype to come.
    Last edited by The Unborne; 2011-12-12 at 12:25 AM.
    "Oh God, don't start her? Start what?"