Pangolin Techniques (as approved 9/10/17)
The following techniques are all available and you're able to choose from them. Please note that other techniques were considered but rejected for one reason or another -- either they were overpowered, ambiguous, or they left us too many questions about how we would apply them in various edge cases. The following techniques were rejected: Scaled Mind Technique Hacking Training Jutsu.
Pantokrator's Communion:
Requirements: Control * 2 Intelligence * 2
Allows the caster to create a telepathic link with their target(s) via which each party can communicate to each other by intentionally sounding out words in their head with the link in mind.
Range is equal to level * 5 meters, and number of targets they have in a link at the same time is equal to level / 5 rounded up. Keeping a link open requires a Quick Action from the caster each round. Creating a new link to one person or adding people a person to an existing link costs a Combat Action for the caster. The caster must know where the target is to create a link. A given person can only be included in one link at a time and all thoughts sent to the link are heard by all participants -- there is no 'private channel' ability.
Cost: 1 CP per round (3 seconds) per person linked to
Pantokrator's Hammer Technique
Quick Action
(Con*2, Str*2, Sta*2, 20CP to cast + N additional, quick action)
The user summons the strength and speed of the Pantokrator, granting a brief moment of godlike physical power.
At time of use, the user spends extra chakra over and above the 20CP casting cost, gaining CP/3 extra dice up to a max of PHT level, in a pool that can be allocated over the turn. The user cannot have more than one pool at a time. The pool clears at the end of the round and any remaining dice are lost. The chakra from those dice is not recovered.
During the round that the technique is active, the user may allocate dice from the pool to any physical skill. The amount of dice that can be allocated to a skill is capped at (round_down(skill level / 3)), instead of the usual (round_up(skill level / 4))
You may not use normal chakra boost on the same turn that you become the Pantokrator's Hammer.
Accurate Snout Technique
Combat action to activate, Quick action to sustain
(Con*2, Wits*2, 20CP activation, 10CP / round maintained)
Chakra-enhanced olfactory sense. Grants +1 Awareness per level, stacking with other sensory jutsu. Allows the user to attempt tracking by scent and identification of known individuals by scent, even under henge (so long as that henge is their original species). Scent-based attacks against the user gain a [+AST level] bonus (i.e. the better you are at AST, the sharper your nose is, so the more effective scent-based attacks against you are when you are using AST).
Ghost Scales Technique
Combat action to activate, Quick action to sustain
(Con*3, Sta*3, 15CP to cast + N additional)
Rise, Strength of the Pangolin Clan! Rise and protect the clawmate of your Summoner!
The power of the Pangolin Clan encompasses you, creating chakra construct scales across your whole body. These scales are both armor and weapon; they grant a flat bonus of +3 dice to Taijutsu and also an N/3-point pool of ablative protection against attacks that hit you. These points only apply against attacks that would be affected by armor and are only half as effective against Lightning-element and other armor-piercing attacks. When the points are all gone then the Taijutsu bonus is gone as well.
Whenever the user takes a wound, subtract as many points as necessary from the pool to reduce the wound to 0, at which point the user is unharmed. (Note that usually ties go to the attacker but in this case they don't.) The points are used up in the process. The user has no choice about whether or not to use the points or how many to use. The maximum size of the point pool is your GS level.
The pangolin training jutsu goes under the scales so it will remain undamaged until all the Ghost Scales points are used up.
You can only have one set of Ghost Scales at a time.
Example #1: Hazō spends 51 CP (15 to start it, + 36 extra for points) to create a 12-point Ghost Scales armor. Bōsatsu wins initiative and attacks; the final result of the roll is 23, a B-class wound against Hazō. But wait! The Ghost Scales reduce that by 12! The final result is now 11, making it only an A-class wound. The points are now used up and when Hazō attacks on his own initiative he will have no extra protection nor will he have the +3 dice to his Taijutsu. It would have been nice if Hazō could have spent only 4 points instead of the full 12 -- that would have still reduced it to an A-class wound while leaving him the +3 Taijutsu bonus and an extra 8 points of protection -- but, sadly, the technique does not work like that.
Example B: Hazō spends that same 51 to get that same 12-point protection. Bōsatsu punches him again, but this time the final result is only 5. Five points are burned from the pool, leaving Hazō unwounded. On his initiative he will attack Bōsatsu; he will have +3 Taijutsu bonus and 7 points of protection in case he loses the roll.
Example Gamma: Once again, Hazō has 12 points of protection. The Raikage punches him in the chest with a Lightning jutsu of some flavor. Miraculously, the Lord of Lightning is having a really off day! He only scores a total of 55 on the post-formula result! Ordinarily this would leave Hazō a pile of cinders, but the Ghost Scales reduces the roll to 49 (remember, the Ghost Scales are half as effective against Lightning), a measly B-class wound! And the Pangolin Training jutsu that Hazō was very sensibly wearing under the Ghost Scales tanks the wound! Hazō is completely unharmed! And needs to go shopping for exclamation points! And clean pants!
"That the best you got?" Hazō asks calmly, staring the Raikage in the eye. "Keiko hits harder than that when I try to hug her." If you're gonna die, you might as well do it with style, he thought.
Earth Release: Pangolin Earth Armor Technique
Resolve x3, Control x2
The user generates chakra-construct granite scales around their body, forming a layered Doton defense that protects the user from attacks as well as providing an increase in strength to their blows. However, this comes at the cost of speed, as the sheer weight of the defense makes movement extremely difficult.
This technique takes up a Combat Action to activate the jutsu and a Quick Action to maintain it. While active, the user takes a [15 - level / 2] penalty (minimum of 0) to their TacMove. When rolling Taijutsu, the user adds min(Taijutsu, [Earth Armor level / 2]) die to their roll. This technique blocks up to two A-class wounds or one B-class wound before the technique breaks, as long as those wounds can be defended against by Armor. The hit to TacMov does affect your initiative the next turn. Chakra cost: 20 CP/min
Water Release: Pangolin Bullet Rainstorm Technique
Stamina x2, Control x3
After kneading their chakra, the user fires off dozens of fist-sized water bullets at high speeds towards the enemy.
This Medium Range technique is designed to take down an enemy or a group of enemies quickly, but its high chakra cost prevents this technique from being a sustainable attack. When in combat, the user rolls [level x1.25] against a single enemy, or [level] against multiple enemies.
Chakra cost: 80 CP (without water source), 60CP (with water source)
Lightning Release: Pangolin Flash Technique
Resolve x2, Control x2
The user wraps Lightning Release chakra around their body, forming a shroud that increases both physical and mental speed. This technique takes up a Combat Action to activate the jutsu and a Quick Action to maintain it. While active, the user adds [level / 3] to any physical combat skill (meaning one where the user's strength and speed matter, as opposed to a Fireball ninjutsu or etc), and [level / 2] to each of TacMove and Awareness. The boosts to TM&A do not change the user's initiative on the round in which the jutsu is activated, but they do both apply to subsequent initiatives, meaning that every initiative after that will gain a [Flash level] bonus as long as the jutsu is maintained.
Chakra cost: 100 CP to activate, 10 CP/round to maintain
Wind Release: Pangolin Wind Blade Technique
Stamina x2, Control x3
The user fires blades of Wind Release chakra at any number of enemies. This Medium Range technique is designed to combat multiple enemies at once, and when used will roll [level] against all enemies in range.
Chakra cost: 25 CP
Fire Release: Pangolin Firebolt Technique
Stamina x3, Control x2
Range: Long
The user kneads Fire Release chakra to form a wave of artillery fire capable of blasting enemies from even long distances. If this technique hits it splashes over a five-meter radius, dealing damage to all enemies in Melee range of the target. However, the technique can be dodged or disrupted by sufficiently powerful defenses, particularly Water Release.
When rolling, roll [level] against ALL individuals in Melee range of the target, and create a five-meter radius that deals A-class damage to anyone who stays in the radius at the end of each combat round. If this technique is disrupted or the conflagration put out (e.g., by Water Release techniques) the damage radius is nullified.
Chakra cost: 30 CP
Earth Release: Pangolin Tunnelling Technique
Control x3, Stamina x2
The user expends Doton chakra to 'push' surrounding earth up to 1m away from them, creating a tunnel that they can enter. Since they are underground, a large number of attacks will fail due to being unable to go through the ground (Taijutsu, Weapons, most elemental ninjutsu...).
Unlike Hiding Like a Mole, the created tunnel persists after creation. This has many implications for the technique, including the ability to breathe while underground and the ability for anyone else, allies and enemies alike, to enter the tunnel. Additionally, prolonged tunnelling in the same area will result in collapses, which can harm the user and anyone above the area.
Any underground individual gains [level] additional die in Stealth against enemies aboveground, but takes a [15 - level / 2] penalty (minimum 0) to TacMove. Both underground and aboveground individuals have 0 Awareness with respect to each other, barring unusual senses / sensory jutsu.
Chakra cost: 25 CP/min.