Cariyaga
Handsome Gentleperson
- Location
- United States
Because I'm not in the mood to program right now I decided to do something else productive.
Name: Panchow's Greasous Spray
Attr: Control * 3, Stamina * 4
Chakra Cost: 10. It is boostable.
Action: Combat. No sustain.
Details:
The first level of this technique costs 15 XP to learn; those past that cost the normal amount (2, 3, 4, etc).
This technique was developed by a sustainment specialist with their line of work for inspiration. It expels a spray of slippery fluid that coats an area of radius approximately 13 + 2 meters per level in the stuff, to a maximum range of 20 + 4 per level meters. In spite of what it was based off of, this 'grease' is not actually flammable -- in fact, it's mildly flame-retardant, but it only lasts about ten (+1 per level) minutes before dissipating into nothing.
Those crossing the area take a penalty of -(4 + 1/3 level) to Tac Move. Alternately, a use of it may, if appropriately contained for use (ie in a barrel, bucket, etc.) be used to coat a person. This penalizes taijutsu (and certain techniques) against the user by -(2+1/5 level).
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Name: Panacea's Curative Charge
Attr: Medical Ninjutsu * 2, Int * 3, Wits * 3
Chakra Cost: 20 + 3 per minute. Not boostable.
Action: Combat; Quick sustain (past the first round)
Details:
This technique is intended to be used premptively, filling the target (which may be no further than 5 meters per level in distance from the user of this technique) with well-structured medical chakra. Upon the target being harmed, roll this technique's dice: If it lowers the class of energy by at least one, the injured party takes one less category of injury.
In example:
Noburi uses this technique (at level 5) on himself, and fails a combat roll by the following numbers: 1373 versus 1454. He would normally take an A-class injury, but this technique discharges itself and rolls 273, taking him over the threshold in which he would have gotten injured. Instead, he does not retain an injury, though he does not 'win' the combat roll either -- poison or other effects of success remain.
This technique tends to leave scars if the injury caused would have normally caused one through natural healing.
NB: This is a preemptive variant of Blood as Water Technique.
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Name: Pandawa's Inebriating Touch
Attr: Control * 2, Wits * 3, Resolve * 3
Chakra Cost: 15. Boostable.
Action: Combat. No sustain.
Details:
Pandawa was an interesting guy. He always had a barrel of rum at his back and was halfway-to-wasted a solid 80% of the time. In spite of his quirks, though, he was a highly effective soldier in large part because of this technique.
This technique originally transferred to a touched target any nonliving foreign agents in the user's bloodstream, but upon pressure from the upper brass, Pandawa reworked it to pull from a nearby source of fluid instead; this can, of course, include the user's bloodstream, or those of any who submit to it nearby, but does not necessitate such.
As such, it can be used to get an opponent drunk or poisoned, or transfer the poison used against oneself. This technique may transfer up to [Level/2] in maluses from oneself or a nearby container, or [Level/3] in maluses from a cooperating individual to the touched target.
This technique's use may be disguised as an ordinary punch.
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Name: Katon: Heat of the Forge/Quenching of the Forge
Attr: Control * 3, Stamina * 2
Chakra cost: 15
Action: Combat. No sustain (it follows the same line of techniquery as Elemental Mastery).
Details:
Primarily used by a small clan of Pangolin who do not eschew weapons as most do, this technique rapidly heats or cools the metal in an area equal to (1/3)*level in meters for level * 30 seconds at a maximum range of 15 meters + 3 per level. Even if the metal later leaves the area, they remain affected by the technique. It was originally created as a method to improve the effectiveness of their forges, but was quickly discovered to be useful in combat.
Those touching metal that is affected by this technique (in either direction) while unprotected take a penalty equal to 1/2 its level to all rolls, given the extreme pain it would cause.
Name: Regenerative Healing Technique
Attributes: Medical Ninjutsu * 1, Medical Knowledge * 2, Intelligence * 3
Chakra Cost: 40. It is boostable.
Action: Combat. No Sustain.
Details:
Developed as a measure to get soldiers back on the front as soon as possible in situations where they can't afford downtime to heal, this technique has significant drawbacks if overused. It is rolled toward the same targe tnumbers that Medical Ninjutsu normally is: If it succeeds, the user may heal A class injuries with an A or B class success or a B class injury with a C class success. Failing the roll has the same downsides as failing a medical ninjutsu roll normally would.
It is necesssary to retain the wound-healing timer, though: If the technique is used on them again within that period of time, after RHT * 3 hours, they regain the highest class of injury they had, but it takes months, rather than weeks, to heal. It is unknown how this occurs: It doesn't cause resumption of injury directly, but an intense malaise instead.
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Name: Paanik's Unchecked Rolling
Attributes: Control * 3, Dexterity * 2, Stamina * 2
Chakra Cost: 15. It is boostable.
Action: Quick/Combat
Details:
Developed to combat confining techniques like Syrup Trap and Swamp of the Underworld, this technique surrounds the user's body in repelling chakra, not entirely dissimilarly to the water-walking technique. However, it allows the user to move through such effects with relative ease. If it is used on one's own turn, it takes up a quick action. If used reactively, it instead takes up the user's next combat action.
If used on one's own turn, it allows the user to roll again against whatever confining effect with the addition of PUR level. If used reactively, simply add PUR dice to whatever roll you would make; it does not provide a reroll in that case.
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Name: Noburi's Medical Mist
Attributes: Medical Ninjutsu * 2, Vampiric Dew * 1
Chakra Cost: Variant.
Action: Variant
Details:
Upon Hazou's suggestion, Noburi worked to apply Medical Ninjutsu through his bloodline's abilities. He was reticent to use it directly to kill, but Medical Ninjutsu was useful for much more than that.
While within mist or fog, or on waterwalking with someone within the range of Vampiric Dew's effects, Noburi may utilize Medical Ninjutsu Techniques at range on them to a maximum of Medical Mist * 0.8. if someone is instead immersed within water completely, or stationary atop it (via waterwalking), he may utilize it to a maximum of Medical Mist. This uses the same action type and chakra cost as the technique would normally use. It may be chakra boosted if the technique normally would be able to.
Additionally, this technique may be used to apply a penalty of -(1/2)Medical Mist level in dice to those within its area as a combat action as part of focused effort to harm someone with Medical Chakra. While it would normally be the work of a moment to kill someone with medical ninjutsu, someone actively fighting it and the distance makes it difficult to do. That, and Noburi hasn't tried very hard to. This use of it takes 30 chakra, and may not be chakra boosted.
@eaglejarl @Velorien @OliWhail
If any other players have questions or balance concerns with regards to these I'll be happy to address them.