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1 Kansō Clan (WIP, 22/12/2016) on Thu Apr 28, 2016 4:18 am

Harue

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Genin
Symbol:



Clan Name:

  • Kansō Clan (乾燥一族, Kansō Ichizoku)

Location:

  • Sunagakure, 砂隠れ

Specialization:

  • Ninjutsu, 忍術

Elements:

  • Fire Release (火遁, Katon)
  • Wind Release (風遁, Fuuton)
  • Scorch Release (灼遁, Shakuton)



Clan History: The Kansō clan. A clan whose name is not as much known or feared as much as their Kekkei Genkai, the legendary Scorch Release, rumoured to be able to suck the very essence of life out from any who are unfortunate enough to cross one of their members. The sheer heat associated with it was speculated as so intense it could dry a human from the inside out, mummifying him, desiccating him, ending him.

The Kansō began as a group of nomads travelling the sandy dunes of the Land of Wind, making their camps where water was least. This went against the natural flow of wanderers searching high and low for the oases which promised life, scattered few as they were across the Land of Wind. The Kansō however, resented the mass groups of people who hoarded these places, setting up barricades for their temporary homes before the water would dry out and they would search for the next oasis to pop up. Instead, the Kansō made their home out in the deserts, surviving with what little water they found in the air and growing ever more accustomed to the heat, even growing so far as to master it.

The discovery of their Scorch Release was but one of the many reasons that they were sought out to create the first hidden village to make its home in a place where everything else died. The first Kazekage and his escorts were relentless in their search and pursuit of the ever elusive Kansō, whose settlements in the most arid regions of the desert made search expeditions that much more complicated, while their traditions with keeping from the masses proving inhibitive towards the Kazekage’s valiant attempts to draw them into the signing of an alliance between the major powers of the Land of Wind, so they could focus their attention not amongst themselves, but outwards of their country.

What finally changed was the battle between Kansō and Kazekage, a grand tournament held within the Kansō’s compound to ascertain the greater of the two. While the Kansō clan leader fought and outmaneuvered the Kazekage on almost every turn, he was ultimately beaten, lacking the resolve that the Kazekage had for a number of people greater than any Kansō alone could comprehend. It was with this that they left, not to abide by the promise of the battle, but to seek this semblance of protective spirit that had driven the Kazekage far past the point of death.

The Kansō were one of the many clans to sign the formation of Sunagakure, the Village Hidden in the Sands. The rift between Kansō and Suna were wide, with their cultures and traditions meshing poorly due to generations of disconnect. However, this rift was not to say that the Kansō held no prominent place in the village’s history; rather, the clan made up one of the core backbones of the village, supplementing it not only with an essential military might made all the deadlier in the deserts, but also with philosophy so much different yet so much welcome to the other clans.

Where the early records of their history date back to well before the erection of the village walls, most of their rich, cultural treasures can be found following the establishment of the Kansō clan compoud and the Kansō clan members’ lives within the boundaries of Sunagakure, as interaction with the other clan members allowed them to grow beyond the limitations that they had previously placed on themselves.

For dozens of generations to follow, even since the founding days of the resilient village towering amongst the unforgiving deserts, Kansō clan members have served as noble guardians of the village’s interests, acting as both their illusive shield and sword and scorching every obstable that stood against Sunagakure. Foes were desiccated before they could even knock on Sunagakure’s door, taken down by both the natural heat of their surroundings and the overbearing vehemence of the Kansō clan’s kekkei genkai, which flourished in the desert while their opponents’ bodies floundered.

The long history that the Kansō share with Sunagakure has cemented the clan’s allegiance to solely the Kazekage, acting as the extension of her will. While the Kansō were unlikely to ever reject the experience of foreign cultures originating from lands neighbouring, their hearts would continue to remain at the core of Sunagakure, taking up arms and laying down lives to ensure the village’s continued prosperity.
Members: -


Kekkei Genkai Name:

  • Scorch Release (灼遁, Shakuton)

Kekkei Genkai Description: Scorch Release is the manipulation of electromagnetic (EM) radiation. By using fire as an energy reference and applying the freedom of wind as a means of transportation, Kansō clan members are able to manipulate the concentrations of energies within their surroundings by moving it in and out of any system through EM waves.

  • Kansō clan members are constantly, passively imbuing the area around them with an overwhelming amount of fire and wind chakra, causing an area of a certain radius to almost always simulate desert-like temperatures, unless under the effects of another's area of effect jutsu. This radius varies with their rank as follows:

    • D-rank: 2 m radius
    • C-rank: 4 m radius
    • B-rank: 6 m radius
    • A-rank: 8 m radius
    • S-rank: 10 m radius
    • SS-rank: 15 m radius


  • Kansō clan members are able to force their energy to flow in and out of any system by manipulating EM waves, allowing them to perform unnatural transfor or preservation of energy within a system, allowing them to weaken or strengthen jutsu of certain elements.

    While within the area of radius mentioned above, Kansō clan members can pay 5 chakra once a post to increase or decrease the interaction rank of any jutsu, provided it is not of an Advanced Release. This effect cannot stack more than once on any jutsu, i.e. it can only be used once per casted jutsu instance, but remains until the jutsu in question ends.

  • Scorch Release jutsu focus on increasing the concentration of energies within an area, most typically moved in streams or individual packages, such as orbs.


    As Scorch Release is the manipulation of energy, all Scorch Release jutsu must receive their heat from somewhere, typically the environment, e.g. the Sun, a fire, or an arbitrary significant heat source. If such a heat source does not exist, i.e. within a dark cave, any Scorch Release jutsu used is reduced in damage by one rank.

    Due to the high concentration of energy used to make Scorch Release jutsu, any Scorch Release constructs created will last for one post after the jutsu ends. These constructs are stationary and incapable of anything but incurring damage to anyone who touches them, including the user, although the damage of such jutsu are one rank less than what they would have been able to otherwise inflict. This damage reduction compounds with that due to a lack of heat source. At the end of the the post, these constructs dissipate into thin air harmlessly.

  • Due to the high concentration of energy, all Scorch Release jutsu are simultaneously offensive and defensive without needing the corresponding jutsu strength.

  • The rank of a Kansō clan member's Scorch Release is equivalent to the lowest of its two constituent elements, i.e. if a Kansō has S-rank Fire Release and C-rank Wind Release, his Scorch Release will be C-rank. Scorch Release automatically increases in rank with that of its lowest constituent element; in this way, Scorch Release may be an SS-ranked element.

  • Scorch Release is strong against water and all its states of matter, receiving a +1 rank of effectiveness in interaction against such jutsu.

Drawbacks:

  • Scorch Release is a purely energy-based element and only able to defend against energy-based attacks. As such, it is unable to protect against physical, solid attacks.

    Defensive Scorch Release jutsu can only interact with Fire Release and Lightning Release jutsu, as well as any Advanced Release made up of mainly an energy component, for example Dust Release or Storm Release.

    Any jutsu made up of mainly matter, with the exception of water and its states of matter due to their susceptibility to vaporisation, are able to pass through defensive Scorch Release jutsu unhindered regardless of rank, e.g. an offensive D-rank Earth Release jutsu can pass through a defensive A-rank Scorch Release jutsu without being stopped or weakened. The exception to this is the human body or items, which will be appropriately damaged while still travelling unhindered, e.g. the fist will be burned but the punch, basic, chakra-based, or otherwise, will not be stopped; or the sword will be treated as if it were hit by a jutsu but its swing will not be obstructed.

  • Kansō clan members are very sensitive to energy. As such, they are more vulnerable to the erratic nature of Lightning Release jutsu. Hence, Kansō clan members receive +1 rank in damage from Lightning Release jutsu.

  • Kansō clan members are not immune to the simultaneously offensive and defensive nature of their own jutsu. Prolonged contact of 1 entire post with their own jutsu will injure them as appropriate.

  • Kansō clan members cannot learn a fourth element, and cannot take the Hesitant (Element) SC.

  • Kansō clan members must take the Hesitant (Specialisation) SC without balancing it.
    Spoiler:
    Name: Hesitant (Specialization)
    Type: Negative
    Description: This person has a comfort zone that he/she doesn't like to venture out of. Learning a new field of techniques can be scary, and this ninja puts it off, or ignores it entirely. This individual cannot have a fourth specialization, and can only learn their tertiary element at Jounin rank. (This is a clan drawback and cannot be counterbalanced.)
    Code:
    [b]Name:[/b] Hesitant (Specialization)
    [b]Type:[/b] Negative
    [b]Description:[/b] This person has a comfort zone that he/she doesn't like to venture out of. Learning a new field of techniques can be scary, and this ninja puts it off, or ignores it entirely. This individual cannot have a fourth specialization, and can only learn their tertiary element at Jounin rank. (This is a clan drawback and cannot be counterbalanced.)
  • Kansō clan members' specialisations all begin at D-rank.

  • While in humid conditions like Mizu no Kuni, Kansō clan members receive a temporary –10 to their chakra pool.

  • Due to the complexity of energy transfer, Kansō clan members must familiarise themselves with the energy signature around them before they can manipulate the energy for the purpose of their Scorch Release. As such, they are unable to use any Scorch Release jutsu or manipulate the interaction rank of jutsu for the first five posts of a thread, or the first two posts of combat.



Last edited by Harue on Wed Dec 21, 2016 11:29 pm; edited 16 times in total

2 Re: Kansō Clan (WIP, 22/12/2016) on Fri Apr 29, 2016 1:20 am

Fukai

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Genin
Hiya

KKG:

I love the idea of EM radiation being the basis of the kkg and the idea of paying chakra to decrease the interaction rate of the jutsu. But increasing & decreasing damage is too much, especially when you can target your own jutsu. Also remove the stackability of this, having this effect apply once at most per interaction. (Otherwise you could have a 20 chakra D rank jutsu blocking an S water jutsu o.o).

"...create and leave behind highly concentrated globules of white energy"
If there is any combat effect of these then state it, otherwise state that there isn't.

Drying & Cooking
This needs to be toned down, I'm thinking at tier 5 and 8 you receive the -1's.

With regards to the damage cap of the jutsu, can you add another sentence in there specifying that it is only the upper limit that is increased and that you would need the jutsu to have an appropriate downside to warrant the increase.


Drawbacks:

The fact that it can't defend against physical attacks is a nice big drawback.

"Close proximities of 2 m with their jutsu causes them to be similarly dehydrated, while physical contact also cooks them."
Note that this means that if you were to use a fireball type jutsu that it would apply the dehydration to the user even when you are just shooting it out of you, but that sort of thing may have been your intention, not sure.

One more active drawback and I think you'll be about right.


Jutsu:

Extremely Steaming Murder (灼遁:過蒸殺, Shakuton: Kajōsatsu)

"While these orbs dissipate upon contact with the enemy, they are immediately reformed by this jutsu unless all three orbs are extinguished within the same post"
To balance this effect, add in that jutsu that can be used to defend against the orbs are not used up or dissipated unless all three orbs are extinguished in the same post.

"specifically tailored for burns and completely dead tissue."
change the 'and' to an 'or'


____

 
Buki: SS | Nin: SS | Rai: SS | Fuu: SS
D: 4 | C: 12 | B: 7 | A: 1 | S: 1

3 Re: Kansō Clan (WIP, 22/12/2016) on Fri Apr 29, 2016 2:38 am

Harue

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Genin
Harue wrote:Kansō clan members are able to force energy to flow in and out of any system by manipulating EM waves, allowing them to perform unnatural transfer or preservation of energy within a system. By moving energy out of a system, they can weaken heat-based jutsu (inclusive of steam-based jutsu), while energy heat into a system can weaken water- and ice-related jutsu. Within the area of radius mentioned above, Kansō clan members can pay 5 chakra a post to increase or decrease either the interaction rank or damage of any heat-based jutsu and water- and ice-related jutsu, including the Kansō member's own Scorch Release jutsu. This effect can stack and remains until the jutsu ends. This ability moves energy gradually out of a system and hence cannot be used to directly hurt a target. This does not work on Lightning Release even if it is arguably energy.

The first statement in bold was added after slight pondering. Removing energy from steam should cause it to condense, weakening the jutsu. 

While fixing some things in the app, I ran across this discrepancy in my initial rendition of this ability. I had stated, as with the second statement in bold, that water- and ice- jutsu could be affected, but the third statement in bold had been missing. Would like some clarification on whether I remove the entire thing. However, it would make sense for me to be able to weaken water and its states of matter. 

I have otherwise kept the version written above, prior to any changes you have stated, until further notice. 



Fukai wrote:Hiya

KKG:

I love the idea of EM radiation being the basis of the kkg and the idea of paying chakra to decrease the interaction rate of the jutsu. But increasing & decreasing damage is too much, especially when you can target your own jutsu. Also remove the stackability of this, having this effect apply once at most per interaction. (Otherwise you could have a 20 chakra D rank jutsu blocking an S water jutsu o.o).

"...create and leave behind highly concentrated globules of white energy"
If there is any combat effect of these then state it, otherwise state that there isn't.

Fixed both. Hopefully I added enough clarification in the second bit.

Fukai wrote:Drying & Cooking
This needs to be toned down, I'm thinking at tier 5 and 8 you receive the -1's.

I don't believe I understand this part. What do you mean 'tier 5 and 8 you receive the -1's'?

Fukai wrote:With regards to the damage cap of the jutsu, can you add another sentence in there specifying that it is only the upper limit that is increased and that you would need the jutsu to have an appropriate downside to warrant the increase.

Added need for drawback, with a non-exhaustive list of suggestions regarding what type of drawback can be used.

Fukai wrote:Drawbacks:

The fact that it can't defend against physical attacks is a nice big drawback.

Changed the wording to hopefully better convey what I had in mind.

Fukai wrote:"Close proximities of 2 m with their jutsu causes them to be similarly dehydrated, while physical contact also cooks them."
Note that this means that if you were to use a fireball type jutsu that it would apply the dehydration to the user even when you are just shooting it out of you, but that sort of thing may have been your intention, not sure.

Scorch Release globules can be created within the range of the jutsu, and do not necessarily have to be exhaled from the mouth. But yes, if users are not careful, they can be dehydrated and cooked as well.

Fukai wrote:One more active drawback and I think you'll be about right.

Added further Lightning Release weakness.

Fukai wrote:Jutsu:

Extremely Steaming Murder (灼遁:過蒸殺, Shakuton: Kajōsatsu)

"While these orbs dissipate upon contact with the enemy, they are immediately reformed by this jutsu unless all three orbs are extinguished within the same post"
To balance this effect, add in that jutsu that can be used to defend against the orbs are not used up or dissipated unless all three orbs are extinguished in the same post.

"specifically tailored for burns and completely dead tissue."
change the 'and' to an 'or'

Added. Changed. Changed duration to 'Up to 7 posts'. Since I learned how bad Maintainable jutsu actually were in recent times. @.@

4 Re: Kansō Clan (WIP, 22/12/2016) on Sat Apr 30, 2016 5:49 am

Fukai

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Genin
KKG:

White Globules:

Add in that each jutsu must describe where and when they form if they have them. Are there any restrictions on how many there can be, how far away they can form, how far away they can be from the user before they dissipate, how long they stay around for, how they interact with other chakra and jutsu, ect. I would like there to be a line to add in that any rank of chakra dissipation jutsu can get rid of these without using it up unless they are enhanced with an appropriate jutsu. An idea you may want to use is a minimum amount of globules being formed for each rank of a jutsu, with maintainable being lower, and then you could create scaling effects for jutsu based on how many globules are used (you dont have to though).

That dehydrating effect needs to be toned down. Make there need to have more stacks apply before you get the speed reduction and an upper limit of -2 speed.


Drawbacks:

"they may pass through scathed."
So are you saying that the physical objects take the damage if there is some but still pass through? If so just make it clear.


Jutsu:

Scorch Release: Incinerating Flare Technique (灼遁:焼却フレア, Shakuton: Shōkyaku Furea)

Alright, so there needs to be a little more description about how the globules move when they form the ball. I.e. Where does the ball form (Maybe it forms where one of the globules already are, or the user is able to pick the location), How do the globules move to the ball (Do they take the shortest route possible or is the user controlling the path of each one), How fast do the globules move?

Does contact with the jutsu to cause cooking happen with the globules before they form the ball or only the ball itself?

Put to two posts of blindness.

Scorch Release: Radiant Heatwave (灼遁:放射, Shakuton: Hōsha Neppa)

I'll get back to you on this one, decreasing chakra costs is a bit rule bendy even for clan jutsu.
You'll have to specify whether this jutsu applies to maintainable costs as well.

Scorch Release: Extremely Steaming Murder (灼遁:過蒸殺, Shakuton: Kajōsatsu)

I want you to add in something that says that if an orb applies damage to the target, that it doesn't reform.




____

 
Buki: SS | Nin: SS | Rai: SS | Fuu: SS
D: 4 | C: 12 | B: 7 | A: 1 | S: 1

5 Re: Kansō Clan (WIP, 22/12/2016) on Sat Apr 30, 2016 2:28 pm

Harue

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Genin
Fukai wrote:how they interact with other chakra and jutsu, ect

I'm not sure how I go about doing this.

Fukai wrote:I would like there to be a line to add in that any rank of chakra dissipation jutsu can get rid of these without using it up unless they are enhanced with an appropriate jutsu.

I don't think I understand this? 

Fukai wrote:That dehydrating effect needs to be toned down. Make there need to have more stacks apply before you get the speed reduction and an upper limit of -2 speed.

Toned down.

Fukai wrote:"they may pass through scathed."
So are you saying that the physical objects take the damage if there is some but still pass through? If so just make it clear.

I added in clarification on what exactly this meant. It might falsely seem like giving Scorch Release jutsu a further utility. However, it's just an explication of the phrase 'pass through scathed'.

Fukai wrote:Jutsu:

Scorch Release: Incinerating Flare Technique (灼遁:焼却フレア, Shakuton: Shōkyaku Furea)

Alright, so there needs to be a little more description about how the globules move when they form the ball. I.e. Where does the ball form (Maybe it forms where one of the globules already are, or the user is able to pick the location), How do the globules move to the ball (Do they take the shortest route possible or is the user controlling the path of each one), How fast do the globules move?

Does contact with the jutsu to cause cooking happen with the globules before they form the ball or only the ball itself?

Put to two posts of blindness.

That entire first paragraph seemed... a little technical. o.o;

Nevertheless, I've added in a clarification that the user controls the motion at a speed of 20 m/s. Upon activating this jutsu, globules being moved are no longer inactive, i.e. they are now part of a jutsu, and hence can perform the 'Cooking' side effect. However, I've added that 'Cooking' causes the jutsu to go on cooldown.

Reduced.

Fukai wrote:Scorch Release: Radiant Heatwave (灼遁:放射, Shakuton: Hōsha Neppa)

I'll get back to you on this one, decreasing chakra costs is a bit rule bendy even for clan jutsu.
You'll have to specify whether this jutsu applies to maintainable costs as well.

Specified.

Fukai wrote:Scorch Release: Extremely Steaming Murder (灼遁:過蒸殺, Shakuton: Kajōsatsu)

I want you to add in something that says that if an orb applies damage to the target, that it doesn't reform.

I tried to add in the consideration you suggested, but eventually it grew too technically confusing for what is supposed to be an idea for a simple S-rank jutsu. As such, I've tried to rework it into a more simplistic model still reminiscent of the Extremely Steaming Murder seen in canon.

6 Re: Kansō Clan (WIP, 22/12/2016) on Sun May 01, 2016 7:45 am

Fukai

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Genin
Ok so to further clarify what I meant for your first two concerns, I wanted to know how these globules would react if they get hit with a jutsu or something, like katon ignites fuuton chakra, would there be any dissipation here? (That part can be ignored, not crucial) For the second part, since theses are globules are going to be conduits for jutsu, I want a relatively easy way for an opponent to get rid of them, since there is a relatively easy way to spawn them. It would make sense that this would come in the form of chakra/jutsu nullification/dissipation techniques which can remove these with out getting used up. Meaning they can be used again within their duration like they are fresh. Hopefully this covers it.

KKG:

Good job with the detail on the globules aha

"A Scorch Release jutsu may typically only form three globules of one rank lower than its own rank"
Just to get this part straight, so you are saying that if I used a B rank jutsu it would create C rank globules and these can only be used for C rank and below jutsu? If that's what you meant then what you have is ok.

Put the dehydration stat reductions at 3 and 5 posts and I think that'll be okay with the given drawbacks.


Drawbacks:

"it to deal one less damage"
I think you mean one less rank


Jutsu:

Scorch Release: Radiant Heatwave (灼遁:放射, Shakuton: Hōsha Neppa)

bump this up to A rank

Scorch Release: Extremely Steaming Murder (灼遁:過蒸殺, Shakuton: Kajōsatsu)

Since each ball is akin to an A rank jutsu in terms of damage, I would like it to be 25 chakra to reform a ball. Similar jutsu to this one have each projectile count as an individual jutsu (would be A rank in this case) but that is up to you.


____

 
Buki: SS | Nin: SS | Rai: SS | Fuu: SS
D: 4 | C: 12 | B: 7 | A: 1 | S: 1

7 Re: Kansō Clan (WIP, 22/12/2016) on Sun May 01, 2016 6:52 pm

Harue

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Genin
Fukai wrote:Ok so to further clarify what I meant for your first two concerns, I wanted to know how these globules would react if they get hit with a jutsu or something, like katon ignites fuuton chakra, would there be any dissipation here? (That part can be ignored, not crucial)

These globules are part of Scorch Release, and hence they react as how Scorch Release jutsu react. If a jutsu of high enough interaction rank were to collide with them, inactive or not, they will dissipate. 

Fukai wrote:For the second part, since theses are globules are going to be conduits for jutsu, I want a relatively easy way for an opponent to get rid of them, since there is a relatively easy way to spawn them. It would make sense that this would come in the form of chakra/jutsu nullification/dissipation techniques which can remove these with out getting used up. Meaning they can be used again within their duration like they are fresh. Hopefully this covers it.

While they can be used as conduits for jutsu, I'm not sure why there should be a way for people to actively get rid of them. One, these globules are only around for one post after a jutsu ends, following which they automatically dissipate. Two, having these globules around doesn't reduce the chakra cost of a jutsu. Three, I don't see a way a Kansō clan member's opponent would know of such a method upon first meeting a Kansō, and further interactions can simply have them apply for a jutsu that does something similar.

As such, I don't think a jutsu that is ready at any one moment to remove these globules at the chakra cost of the Kansō's opponent is viable. Nevertheless, I've added that they can be destroyed if hit by a jutsu equal to their rank.

Fukai wrote:KKG:

Good job with the detail on the globules aha

"A Scorch Release jutsu may typically only form three globules of one rank lower than its own rank"
Just to get this part straight, so you are saying that if I used a B rank jutsu it would create C rank globules and these can only be used for C rank and below jutsu? If that's what you meant then what you have is ok.

Using a B-rank jutsu creates 3 C-rank globules, which may have their damages bumped up to B-rank if the user desires, as outlined in 'Cooking'. This example has been added to the 'Cooking' portion.

No, the globules may be used for whatever rank jutsu in the future. Even if a D-rank globule were left behind, it can still be used by C- or B-rank Scorch Release jutsu, during which it will act as D- or C-rank globules. This makes sense as the activation cost of the C- or B-rank jutsu should be more than sufficient to reallocate any necessary energy into the orb to prepare it for higher-ranked jutsu.

Fukai wrote:Put the dehydration stat reductions at 3 and 5 posts and I think that'll be okay with the given drawbacks.

Changed the dehydration stacks required for a -1 and -2 tier speed reduction within the 'Drying' portion. 

Fukai wrote:Drawbacks:

"it to deal one less damage"
I think you mean one less rank

Yes, my bad. One less rank in damage.

Fukai wrote:Jutsu:

Scorch Release: Radiant Heatwave (灼遁:放射, Shakuton: Hōsha Neppa)

bump this up to A rank

Scorch Release: Extremely Steaming Murder (灼遁:過蒸殺, Shakuton: Kajōsatsu)

Since each ball is akin to an A rank jutsu in terms of damage, I would like it to be 25 chakra to reform a ball. Similar jutsu to this one have each projectile count as an individual jutsu (would be A rank in this case) but that is up to you.

Bumped up to A-rank.

8 Re: Kansō Clan (WIP, 22/12/2016) on Fri May 06, 2016 11:55 pm

Fukai

avatar

Genin
alright, this is starting to look good

KKG:

I must insist of some easy way to dissipate these globules. So you say that the rank of globules act as jutsu of their rank, which is ok if you have something in there to state that 'any jutsu interaction that can usually dissipate a jutsu of the globules rank, can dissipate the globules without being used up'. So for example, if an opponent shot a fireball at the user, any inactive globules that got in the way would not stop the fireball, it would plow through, dissipating all of the ones it's rank and below. We can't have well positioned globules stopping projectiles that actually cost chakra.


____

 
Buki: SS | Nin: SS | Rai: SS | Fuu: SS
D: 4 | C: 12 | B: 7 | A: 1 | S: 1

9 Re: Kansō Clan (WIP, 22/12/2016) on Sat May 14, 2016 12:12 am

Harue

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Genin
Hi! Sorry this took so long, but I was preoccupied with some other matters, both IRL and on other sections of Saga!

Anyway, a quick skim of the clan in its current version will show you a few different things. I've reshuffled some of the information to make it more presentable, as I've noticed that, over the course of modding this clan, information has grown scattered and the clan more complicated; this is an attempt to increase the comprehensiveness of this clan.

Below, I will try to list out all the changes I have made:

  • Increased length of clan history;

  • Slight reshuffling of entire bullet points, with no hitherto change of content as of this point;

  • The following text has experienced negligible change:
    Harue wrote:Kansō clan members are able to force their energy to flow in and out of any system by manipulating EM waves, allowing them to perform unnatural transfer or preservation of energy within a system. By moving energy out of a system, they can weaken heat-based jutsu (inclusive of steam-based jutsu), while moving energy into a system can weaken water- and ice-related jutsu.

    While within the area of radius mentioned above, Kansō clan members can pay 5 chakra once a post to increase or decrease the interaction rank of any heat-based jutsu and water- and ice-related jutsu, including the member’s own Scorch Release jutsu. This effect cannot stack more than once on any jutsu, i.e. it can only be used once per casted jutsu instance, but remains until the jutsu in question ends. This ability moves energy gradually out of a system, and hence cannot be used to directly hurt a target. This ability does not work on Lightning Release due to its erratic nature.
    It has been broken down into two paragraphs to avoid an exposition dump. The changes have also been highlighted in bold. There is no content change, only clarification.

  • The following text has experienced slight change:
    Harue wrote:
    These globules may be formed anywhere within the range of a Scorch Release jutsu. A Scorch Release jutsu may typically only form three globules of one rank lower than its own. Maintainable Scorch Release jutsu may typically only form two such globules of one rank lower than its own. Kansō clan members, while applying for Scorch Release jutsu, may opt to increase this number at the cost of damage. For every extra globule they intend to create, the damage ceiling of the jutsu will fall by one rank. For example, a C-rank Scorch Release jutsu, maintainable or otherwise, can only create D-rank globules. These globules can, but not necessarily have to, be considered their own jutsu, offensive, defensive or otherwise.
    I added the last portion to clarify what 'D-rank' globules would mean, to further build up on what a Scorch Release jutsu and what a Scorch Release globule is.

  • The following text has experienced slight change:
    Harue wrote:Inactive globules, while and only while they are inactive, are bereft of the 'Drying' and 'Cooking' effects as outlined below. Inactive globules retain the rank they had while active, i.e. a C-rank jutsu creating D-rank globules will leave behind D-rank globules, which can be destroyed by a jutsu of similar rank. If this happens, the jutsu used to dissipate inactive globules is not used up. If hit by a jutsu of lower rank, the jutsu passes through without dissipating the globules.
    Added that any jutsu used on an inactive globule dissipates it without being used up, while a jutsu of lower rank may not dissipate it but will still not be used up.

No changes have been made to the drawbacks section or the clan jutsu section.

10 Re: Kansō Clan (WIP, 22/12/2016) on Wed May 18, 2016 6:05 am

Ayakashi

avatar



You have your elements replicated twice in the elements section, doesn't seem right. Heads up

KKG


Kansō clan members are able to force their energy to flow in and out of any system by manipulating EM waves, allowing them to perform unnatural transfer or preservation of energy within a system. By moving energy out of a system, they can weaken heat-based jutsu (inclusive of steam-based jutsu), while moving energy into a system can weaken water- and ice-related jutsu.

While within the area of radius mentioned above, Kansō clan members can pay 5 chakra once a post to increase or decrease the interaction rank of any heat-based jutsu and water- and ice-related jutsu, including the member’s own Scorch Release jutsu. This effect cannot stack more than once on any jutsu, i.e. it can only be used once per casted jutsu instance, but remains until the jutsu in question ends. This ability moves energy gradually out of a system, and hence cannot be used to directly hurt a target. This ability does not work on Lightning Release due to its erratic nature.

So you're saying that at any time a clan member may pay 5 chakra, to make their jutsu strong against a water or ice jutsu, correct? If so, that's fine, just clear it up a tad. You're making the mistake of using precise language, and not concise language. Sometimes simpler is better in portraying a point. I want you to be VERY specific on the things they can do this to.

Clans can't increase the power of jutsu by a rank, sorry.

Normally a power source would be yourself, so, i would add something akin to that. Considering you say yourself that the ninja themselves is a source of heat energy.


These globules may be formed anywhere within the range of a Scorch Release jutsu. A Scorch Release jutsu may typically only form three globules of one rank lower than its own. Maintainable Scorch Release jutsu may typically only form two such globules of one rank lower than its own. Kansō clan members, while applying for Scorch Release jutsu, may opt to increase this number at the cost of damage. For every extra globule they intend to create, the damage ceiling of the jutsu will fall by one rank. For example, a C-rank Scorch Release jutsu, maintainable or otherwise, can only create D-rank globules. These globules can, but not necessarily have to, be considered their own jutsu, offensive, defensive or otherwise.

Scorch Release jutsu may travel as orbs or streams, capped at the following speeds:




• D Rank: 15m/s
C Rank: 25m/s
B Rank: 35m/s
A Rank: 45m/s
S Rank: 70m/s
If during the duration of a jutsu, these globules exit the range of the jutsu, they are deemed inactive. Following the completion of a jutsu, maintainable or otherwise, all globules formed that have not been dissipated by the opponent will remain for one post as inactive globules. Inactive globules may be used as further conduits for Scorch Release jutsu, following which they are no longer inactive; otherwise, they will dissipate after one post of being inactive.
Globule inactivity dissipation:
Inactive globules, while and only while they are inactive, are bereft of the 'Drying' and 'Cooking' effects as outlined below. Inactive globules retain the rank they had while active, i.e. a C-rank jutsu creating D-rank globules will leave behind D-rank globules, which can be destroyed by a jutsu of similar rank. If this happens, the jutsu used to dissipate inactive globules is not used up. If hit by a jutsu of lower rank, the jutsu passes through without dissipating the globules.

This is a jutsu, that should be maintained to leave behind the globules from any jutsu casted while its maintained. Please make it so and you can remove it from here.

Drawbacks

I'd make them weak to doton, there are definite ways that EM waves can tear apart earth. It's just hard.

As above, very specific on elements they can do it to, then you don't really need to mention raiton here.

Rest are fine

Jutsu

1/ You can edit this to say, 'left behind by the globule technique' after that's added as a jutsu
2/ is fine
3/ you can probs make this stronger.


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