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Ninja Academy 9.0.1

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Ninja Academy 9.0.1

(The Pet & Merchant Update!)

 

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Welcome Members!
Ninja Academy 9.0.1 is here! This is the first update since our massive 9.0.0 update, and the focus of this one is the new Pet system! However there are plenty of other updates, so check them out!

 
As always, if you have any concerns about these changes and how they effect your character please contact myself or a staff member and we can help you!

 

System Updates

• Pet System Revamp

• Removal of Ranged Modifiers

• Area of Effect Dodging

• Starting Items

• Genjutsu & Ninjutsu Hybrid Update

• Physical & Non-Physical Clarification

The Merchant Skill Update

• The Merchant Update!

• New! Successful

• Removed! Merchant

• Removed! Freelancer

• Poison Creator

• Poison Creation Master

• Path of the Mercenary

• Path of the Artisan

• Path of the Mesmer

• Path of the Puppeteer

• Path of the Engineer

• Path of the Medic

Skill Updates

New! Trauma Skills

• Path of the Scout

New! Path of the Tamer

New! Rapid Recovery

Item Updates

• Attribute: Chakra Shield

• Attribute: Elemental Shield

New! Attribute: Travel Speed

Technique Updates

• Sphere of Sand | Suna no Kyū

• Clashing Horns | Gekitotsu Tsuno

 

Official 9.0.x Q&A thread

 

General reminder — if you have any of the skills or jutsu below that changed and no longer want them

because of the changes you may remove them from your sheets and be refunded the SP or JP spent on them.

If you have any questions contact a staff member.

 

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System Updates

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Pet System Revamp

This has been a long time coming, but we've finally gotten around to giving the Pet system a fresh new coat of paint! This is one of those "man we really need to update this" things for years, but since it was underpowered and had few people interested in it it got passed by... UNTIL NOW!

 

This is a COMPLETE revamp from the ground up. I won't bother really diving in a whole bunch, instead I will just point you in the direction of the new rules!

 

Clones, Pets and Summons 8.03; Pets

 

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Removal of Ranged Modifiers

For the longest time we had this not often used special modifier for ranged attacks that used Accuracy and Taijutsu together to determine damage mods. This modifier while not really being used often was also super exploitable. So instead we've decides to remove this entirely to clean up the rules and close loopholes. 

 

If you had any creations that used "ranged attack modifiers" it now uses normal Taijutsu modifiers for damage at a 20:5 ratio. Some creations may need to be re-approved.

 

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Area of Effect Dodging

Area of Effect dodging was... convoluted to say the least. If you don't even remember how it use to work, great! Because it's gone! From now on, when dodging an Area of Effect technique you reduces your current Evasion by 20%. So if you have 1000 Evasion and go to dodge an AoE technique, you instead treat it like you had 800 Evasion. Way simpler!

 

Jutsu Rules 5.11; Area of Effect Jutsu

 

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Starting Items

Players have been starting with x3 Kunai, x3 Shuriken, and x4 Senbon for as long as starting items have existed. However, most ninja in our game (and in Naruto) don't make use of these specialized weapons. In fact, one of the most common sell threads on the forum are players just selling these 4 little needle weapons to get a few dollars. So to clean things up and give a more "generic" starting package for players we are adjusting the starting items to instead be x4 Kunai and x4 Shuriken.

 

For currently approved characters, if you would like to you may trade x4 Senbon for x1 Kunai and x1 Shuriken. This does not need an approval, simply link it in your logs as a transaction linking to this post.

 

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Genjutsu & Ninjutsu Hybrid Update

A small update to prevent players double dipping on the Concentration stat. The following rule has been added specifically to Ninjutsu & Genjutsu as well as Genjutsu, Ninjutsu & Taijutsu rules...

 

• Do not apply Ninjutsu cost reduction from Concentration on strikes that use Concentration to hit.

 

Jutsu Rules 5.12; Hybrid Jutsu

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Physical & Non-Physical Clarification

The definitions for these two in the Glossary did not exactly line up with what most players actually understood these two terms to mean. As such, we've updated their definitions to be more useful. 

 

Non-Physical (Attack)
The term Non-Physical in reference to an attack means any attack that has strikes that are not "real". This includes all types of Genjutsu attacks. In most cases this will be illusions or afflictions of the mind that do not take physical manifestation. This is most often tied to Concentration to hit and dodge. An attack can be both Physical and Non-Physical. If you are unsure if an attack is Physical or Non-Physical please contact a staff member.

 

Physical (Attack)
The term Physical in reference to an attack means any attack that has strikes that make use of real world force. This includes Basic Unarmed Attacks, Basic Weapon Attacks, Taijutsu and Ninjutsu. Whether it is a punch, a fireball, hurling chunks of earth or a Rasengan it is all physical. This is most often tied to Accuracy and Evasion to hit and dodge. An attack can be both Physical and Non-Physical. If you are unsure if an attack is Physical or Non-Physical please contact a staff member.

 

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The Merchant Skill Update

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The Merchant Update!

Okay, well this is a bit of a meta update block that will explain a lot of the updates that are listed below. The general idea is that abilities that reduce the cost of something for a particular character makes a lot of weird problems. The most noticeable was that you just have the one character who "buys" everything for a team, meaning that there are characters who get the benefit of Merchant (or Merchant like skills) without spending a single SP on them.

 

While there were ways around this, the most straight forward way is to change our perspective from "you pay less" to "you earn more money". This still allows the players with money like skills to earn more value out of their money, allows them to buy thing for allies if they desire, but doesn't let them just take money from a friend and buy them stuff for them. 

 

This update has a RIPPLING effect through a ton of skills, as a core mechanic of many paths and the basis for other skills there is a lot of updates tied to this. I will summarize these updates here, but you can see the details below in each section.

 

• Merchant, Successful & Freelancer have all been combined into one skill named Successful.

• Poison Creator and Poison Creation Master were updated to function like Medicine Maker, a new skill for medics.

• Poison Creator was increased in cost to -2 SP from -1 SP, but is also much stronger. 

• Path of the Mercenary updated to give 'Successful' and the choice 'Professional' was updated as well.

• Path of the Puppeteer, Path of the Engineer, and Path of the Medic were all updated to use a voucher system for their cost reductions and all work the same way now. 

 

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New! Successful

This is the biggest of the Merchant updates, but as I mentioned above the skills Freelancer, Merchant, and Successful have been combined into a single new skill named Successful!

 

Successful

Whether you're well off from your family, naturally talented at getting the most of your money, or just an entrepreneur you never seem to be lacking a little Ryo in your pocket.

You may gain +10% Ryo from Training, Battles, Gamemaster and Mission rewards. Bonus Ryo from other sources is not included in this.

Ranks: 5

Cost: -2 SP

 

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Removed! Merchant & Freelancer

As mentioned, these two skills have been collapsed into the new Successful. If you had them on your sheet please remove them.

 

Important — We are not retroactively removing any bonuses gained through Merchant, Successful, or Freelancer for character that had these skills in the past. However if you DO currently have it and are removing it, please make a note that you had the skill on your character sheet somewhere in your logs so that we can correctly track this change.

 

In addition, any players with Merchant currently may make purchases with the skill up until March 1, 2019. If you would like an extension beyond that time please contact a staff member.

 

Previous Versions

Spoiler

Merchant    

Smooth talker, you never pay full price.
You may get a 5% discount at stores. Items purchased with this skill may not be traded.  

Ranks: 10

Cost: -1 SP

 

Successful    

You have come to a point in the world where you are just better off than most. Whether this is from family inheritance or from your own hard work is for you to say, but people envy you!
Your character begins with $75 extra and monetary mission rewards are 10% higher.    

Ranks: 1    

Cost: -2 SP

 

Freelancer    

Some people are weak willed sheep who'd let someone ream the wool right off their back if the person did it in a kind enough seeming way. Others are wolves, biting at their allies and enemies, making sure they get their cut for every job done. A person with this skill is of the latter sort. They have less 'overhead', and therefore keep a bigger cut of the cash they make.
Whenever you would gain money, you may gain an additional $3 for every $10 you are given. This does not apply to Trades or Transactions.    

Ranks: 1    

Cost: -2 SP

 

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Poison Creator & Poison Creation Master

These skills were updated from their previous versions. The cost of Poison Creator has been increased, but the effectiveness has been increased as well. They both now work much more similar to Medicine Maker, which is a newer skill.

 

Poison Creator

The most untraceable poison are those made at home.

This character may write a training post creating poison items themselves instead of purchasing them. This training is treated as training alone unless being done with another character with this skill. The amount of EXP required to create the item is equal to it's cost. Staff have final say if an item is a poison or not.

Requirements: Chuunin Rank

Ranks: 1

Cost: -2 SP

 

Poison Creation Master

When people die to your solutions, you hope that they can feel like a part of something larger. You give them the most beautiful death they could wish for.

This character may write a training post creating poison items themselves instead of purchasing them. This training is treated as training alone unless being done with another character w ith this skill. The amount of EXP required to create the item is equal to half it's cost. Staff have final say if an item is a poison or not.

Requirements: Path of the Assassin; Art of the Body, Poison Creator

Ranks: 1

Cost: -0 SP

 

Previous Versions

Spoiler

Poison Creator    

The most untraceable poison are those made at home.
Poisons may be created by this ninja at a rate of $2 per line, and can use up to $50. Must be approved as a custom item before being made.
Requirements: Chuunin Rank

Ranks: 1

Cost: -1 SP

 

Poison Creation Master  

When people die to your solutions, you hope that they can feel like a part of something larger. You give them the most beautiful death they could wish for.
Poisons may be created by this ninja at a rate of $10 per line, and can use up to $300. Must be approved as a custom item before being made.
Requirements: Path of the Assassin; Art of the Body, Poison Creator

Ranks: 1

Cost: -0 SP

 

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Path of the Mercenary

This skill needed two adjustments. The first was that the first ability was a weird extra ability to gain more money, and we are trying to cut down all of these passive bonuses. So instead of its old bonus it now gives a free rank of 'Successful'. The second was the choice 'Professional' that gave Freelancer for free. It got a brand new effect!

 

Path of the Mercenary

Effect: User may gain one (1) rank of 'Successful' for free.

Professional: When completing a Mission or Gamemaster Arc this character may choose to gain 10% less EXP to gain double that amount in Ryo instead.

 

Previous Versions

Spoiler

Path of the Mercenary

Effect: When you exchange EXP for money (see Leveling System 4.02: How to Earn EXP, and EXP Amounts) you gain $1 for every 1 EXP instead. In addition you gain the following abilities.

 

Survival Skills: (Choose Two)
- Resilient: The skills 'Second Wind' and 'Iron Will' cost one (1) Skill Point each.
- Versatile: This character can choose one of the bonuses from either Path of the Scout or Path of the Warrior. The same 'bonus' cannot be chosen twice.
- Professional: The skill 'Freelancer' is free for this character.

 

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Path of the Artisan & Path of the Mesmer

Both of these paths use to give Merchant at 2 ranks for 1 SP. Now they give -1 SP to Successful instead.

 

Path of the Artisan
Journeyman: May gain 'Successful' for one (1) skill point.

 

Path of the Mesmer
Smooth Talker: May gain 'Successful' for one (1) skill point.

 

Previous Versions

Spoiler

Path of the Artisan

Journeyman: May gain 2 ranks of 'Merchant' for one (1) skill point.

 

Path of the Mesmer

Smooth Talker: May gain 2 ranks of 'Merchant' for 1 skill point.

 

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Path of the Puppeteer, Path of the Engineer, & Path of the Medic

All of these paths were updated to use a similar voucher system rather than each working differently. The Path of the Engineer choice was also renamed from Entrepreneur to Armorsmith.

 

Path of the Puppeteer
Ryo-Wringing Puppetry: Whenever this character would earn Ryo, they earn a voucher item equal to 10% of the Ryo earned. This voucher may be used like Ryo towards puppets and puppet parts.

 

Path of the Engineer
Entrepreneur Armorsmith: Whenever this character would earn Ryo, they earn a voucher item equal to 10% of the Ryo earned. This voucher may be used like Ryo towards armor.

 

Path of the Medic
Medicinal Merchant: Whenever this character would earn Ryo, they earn a voucher item equal to 10% of the Ryo earned. This voucher may be used like Ryo towards Main Site Medicinal Items.

 

Previous Versions

Spoiler

 

The Path of the Puppeteer
Ryo-Wringing Puppetry: Whenever this character would earn ryo, they earn an additional 10% ryo that may only be spent towards puppets.

 

Path of the Engineer
Entrepreneur: All monetary rewards are 10% higher. This ability does not stack with any similar skills or abilities.

 

Path of the Medic

Medicinal Merchant: When purchasing Main Site Medicinal Items, this character receives a 20% discount. This effect may stack with other similar abilities to a maximum of 50% discount. Items purchased in this way cannot be traded.

 

 

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Skill Updates

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New! Trauma Skills

Woah! A new type of skill!? HELL YES IT IS. So what are Trauma Skills? Excellent question! A Trauma Skill is a skill that has not skill point cost associated with it, positive or negative. They are gained during the game as negative effects that could be part of the consequences of losing battles or GM Arcs with dire consequences! They represent permanent damage to the body and are types of things that we've seen many iterations of in the past; Loss of Arm, Loss of Eye, etc. 

 

The purpose of this is to centralize what it means to "Lose an Arm" or other effects like this and allow other effects in game to make reference to these. It also let's us centralize SOLUTIONS to these type of effects, such as robotic puppet arms or implanted eyes, etc. 

 

These skills will live on the skill page below Hindering Skills, but cannot be taken normally. If you are interested in these, contact a GM!

 

Trauma Skills

 

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Path of the Scout

A small tweak to the wording on this effect.

 

Path of the Scout
Effect: This character's base travel post requirements are reduced by 500 words, to a minimum of 100 words. As long as this character is role playing as a navigator, characters in the same thread as this character have their base travel post requirements reduced by 200 words, to a minimum of 100 words.

 

Previous Version

Spoiler

Path of the Scout

Effect: Travel post requirements for this character are reduced by 500 words to a minimum of 100. Travel post requirements for any people travelling with you (so long as you role play leading them through the travel) are reduced by 200 words to a minimum of 100.

 

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New! Path of the Tamer

New path for the aspiring pet tamer!

 

Path Of The Tamer

For some ninja battle is the sound of fire raging and of steel clashing, but for others combat is much different. Guttural snarls replace the hiss of weapons being unsheathed for they do battle with well-trained animal companions. To a Tamer animals are as good as people and they often tend to prefer the company of the animals they train over other ninja, for their animals can always be depended on.

Effect: Characters gains one (1) Training Point per level.

 

Bestial Mastery: (Choose Two)

- Pack Mentality: This character's pet(s) give a +0.5 EXP bonus to this character and others for purposes of Training EXP. This does not stack with multiple pets owned by the same character.

- Bonded Instincts: When a Pet Technique is used for the first time in a battle, that technique gains a +4x% chance to hit, where x is the user's ninja rank. This bonus is halved for Concentration based attacks.

- Combat Sense: Gain 3 ranks of 'Rapid Recovery' for free.

- Savage Attack: When using a Pet Basic Attack the value of x is equal to the user's level instead.

 

RP Guide:

- Those who follow the Path of the Tamer are ninja who bear deep connections to animals and the natural world. They are often extremely perceptive; able to use their senses to an almost animal extent. Loyalty is very important to Tamers, who form strong bonds with people and animals alike, and though they tend to favor more physical pursuits some tamers are known to specialize in caring for the health of the animals that they train and learn 'Veterinary Ninjutsu'.

Advanced Paths:

- Path Of The Mercenary, Path Of The Sensor, Path Of The TacticianCost: -1

 

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New! Rapid Recovery

New skill for doggos!

 

Rapid Recovery

With years of training with your pets you've honed your craft to more rapidly string together your attacks.
Once per turn you may re-roll a failed Pet Ability cooldown dice. You must take the second result. This may be used a number of times equal to the ranks purchased.

Ranks: 5

Cost: -1

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Item Updates

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Chakra Shield & Elemental Shield

This is just the update of "a long time coming" effects. So let's talk quick about Chakra and Elemental Shields and their derivatives. They cause huge problems at low levels and often cause problems where they are almost useless until you collect all 5 of the effects. They scaled into the late game, and their continual effect drastically changed how a game played. They were very much so "break or lose" type of attributes.

 

So going forward we are entirely remaking these effects into the following two. As you may notice there are two major changes.

 

1.) These are now a limited amount of damage prevention. It's like starting the game with a shield with x health that only blocks that type of damage.

2.) These are not based on the wearer's level and ninja rank. This is likely a direction we will move in the future with effects like this on equipment to prevent players "loaning" armor to other players of much lower level for massive effect.

 

Chakra Shield
Your armor has been chakra induced to resist void type chakra attacks.
Absorbs the first (2x + 50) / (4x + 75) / (6x + 100) physical void damage dealt to you in combat, based on the rank of this attribute. The value of x is equal to the wearer's level. The maximum rank you may benefit from is based on your ninja rank; Chuunin for Rank 2, Jounin+ for Rank 3. This is a triggered effect and does not stack with other Chakra Shields. May be purchased three (3) times. The price increases with each rank.
Cost: 両80 / 両200 / 両320

 

Elemental Shield
Your armor has been chakra induced to resist a chosen type of elemental attack.
Absorbs the first (3x + 50) / (5x + 75) / (7x + 100) physical [element] damage dealt to you in combat, based on the rank of this attribute. The value of x is equal to the wearer's level. The [element] is chosen when this attribute is purchased. The maximum rank you may benefit from is based on your ninja rank; Chuunin for Rank 2, Jounin+ for Rank 3. This is a triggered effect and does not stack with Elemental Shields of the same [element]. May be purchased three (3) times per element. The price increases with each rank.
Cost: 両100 / 両250 / 両400 

 

Important! — If you have Chakra Shield the price has gone down by a small amount for Ranks 2 and 3. If you may log a refund for the difference in price, linking to this post in your logs.

 

If you are interested in what the bonuses look like at various levels, you can see this spreadsheet with the values at every 10 levels: Spreadsheet Link

 

Previous Versions

Spoiler

Chakra Resistance
Your armor has been chakra induced to resist void type chakra attacks.
You gain +80 Defense against physical void damage. This is a triggered effect. Does not stack with Chakra Resistance, Defense or Shield of the same element.
Cost: 両80

 

Chakra Defense
Your armor has been chakra induced to resist void type chakra attacks.
You gain +300 Defense against physical void damage. This is a triggered effect. Replaces "Chakra Resistance". Does not stack with Chakra Resistance, Defense or Shield of the same element.
Restrictions: Chakra Resistance
Cost: 両225

 

Chakra Shield
Your armor has been chakra induced to resist void type chakra attacks.
You gain +660 Defense against void damage. This is a triggered effect. Replaces "Chakra Defense". Does not stack with Chakra Resistance, Defense or Shield of the same element.
Restrictions: Chakra Defense
Cost: 両350

 

Elemental Resistance
Your armor has been chakra induced to resist a chosen type of elemental attack
You gain +100 Defense against (one chosen element) damage. This is a triggered effect.Does not stack with Elemental Resistance, Defense or Shield of the same element.
Cost: 両100

 

Elemental Defense
Your armor has been chakra induced to resist a chosen type of elemental attack
You gain +360 Defense against (one chosen element) damage. This is a triggered effect. Replaces "Elemental Resistance" of the same element. Does not stack with Elemental Resistance, Defense or Shield of the same element.
Restrictions: Elemental Resistance
Cost: 両250

 

Elemental Shield
Your armor has been chakra induced to resist a chosen type of elemental attack
You gain +760 Defense against (one chosen element) damage. This is a triggered effect. Replaces "Elemental Defense" of the same element. Does not stack with Elemental Resistance, Defense or Shield of the same element.
Restrictions: Elemental Defense
Cost: 両400

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New! Travel Speed

Over the years there have been a ton of items that have messed with travel speed and words. We're taking an opportunity to not only standardize these effects for items, but also to make it widely available to players that might not even know it was an option! Check it out!

 

Travel Speed
This item is created in a way to make traveling easier and more efficient. 
This attribute reduces travel post requirements by 5x%, where x is the rank in this attribute. This effect does not stack with other Travel Speeds or similar effects from items. May be purchased four (4) times. The price increases with each rank.
Cost: 両50 / 両150 / 両250 / 両350

 

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Technique Updates

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Sphere of Sand | Suna no Kyū

This technique was a mess and just... wasn't up to date with current barrier rules. So it's gotten a full revamp!

 

Sphere of Sand | Suna no Kyū
Type: Ninjutsu [Sand; Barrier] 
Rank: Jounin 
Cost: 350 Chakra
Effect: Creates a barrier around the user with 700 Health. Any attacks that deal damage to this barrier at close range will afflict the attacker unmodified damage equal to 5% of their total Health. The user may not attack while within this barrier, even with attacks of the same element. The user may as a Main Phase action spend x Chakra to restore 2x Health to the barrier, to a maximum of 700 Health. May be used two times per battle.
Description: An enormous sphere of sand surrounds the user, leaving them blind and cut off from battle but protecting them from harm that may befall them. The sphere senses when it is struck and creates lances of sand that strike out at the attacker in the direction that it was struck. Unlike most barriers, this technique entirely encompasses the individual and due to its construction to strike back does not allow for effective attacking from within. A jutsu passed down through the years as an ultimate defense on the battlefield and often used by medical ninja to allow themselves the time to triage allies.
Points: 8

 

Spoiler

Sphere of Sand | Kyū no Suna
Type: Ninjutsu [Sand] 
Rank: Jounin 
Cost: 400 Chakra
Damage: 20 (unmodified; if struck with a close range attack) 
Effect: Creates a Sphere of Sand around the user. The user may not attack in any way while inside the Sphere of Sand, and they have no evasive roll, though their Defense stat is increased by x1.5. Sphere has 700 health points and abosrbs all damage from non-Genjutsu attacks, negating any effects. If the user is attacked with a close range attack, spikes dart at the opponent that deal 20 unmodified damage which they roll to evade applying only 25% of their evasion. The user is stunned for one turn if the sphere is brought to 0 HP. If the user has Suna no Tate and/or similar Jutsu (not including Armor of Sand) active when used, it is deactivated immediately and may not be used while the Sphere of Sand is in play. 
Description: An enormous sphere of sand surrounds the user, leaving them blind and cut off from battle but protecting them with incredible fortitude. Nearly a completely immobile defense.
Points: 8

 

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Clashing Horns | Gekitotsu Tsuno

This technique was... more of a mess than Shield of Sand. It's also been entirely revamped!

 

Clashing Horns | Gekitotsu Tsuno
Type: Taijutsu [Iwagakure; Mountain Ox; Barrier] 
Rank: Jounin 
Cost: x Ox Charges 
Effect: Must be in 'Grazing Bull Stance' to use. Used in the Response Phase. The user sacrifices their Main Phase. Creates a Barrier with 100x Health that crumbles at the end of this Response Phase. May be use twice per battle.
Description: One of the more advanced techniques of the Ox School, the user of this technique must already be crouched down within the Grazing Bull Stance to make use of this. With their body already tucked down in a defensive stance, the ninja will cross their arms in front of their torso and body, allowing them to negate any damage aimed at the vital parts of their body. A user of this technique must already be deeply entrenched within the flow of their style, or else they will be unable to protect themselves from any decent damage. This technique is given it's name due to the arms of the user appearing as crossing bull horns.

Requirements: Grazing Bull Stance | Hōboku Osuushi No Kamae
Points: 5

 

Spoiler

Clashing Horns | Gekitotsu Tsuno
Type: Taijutsu [Iwagakure; Mountain Ox] 
Rank: Jounin 
Cost: X Ox Charges 
Effect: Must be in 'Grazing Bull Stance' to use. Used in the Response Phase. User sacrifices their Main Phase. Each Ox Charge used to pay for this technique is 100 Damage/DP/Chakra (In the case of damage-less and status effect-less techniques) worth of negation. (For example, if a ninja uses a technique that deals 200 damage, this ninja can pay 2 Ox charges to negate the attack.) Useable three times per battle. Can only be used on techniques of equal or lesser rank.
Description: One of the more advanced techniques of the Ox School, the user of this technique must already be crouched down within the Grazing Bull Stance to make use of this. With their body already tucked down in a defensive stance, the ninja will cross their arms in front of their torso and body, allowing them to negate any damage aimed at the vital parts of their body. A user of this technique must already be deeply entrenched within the flow of their style, or else they will be unable to protect themselves from any decent damage. This technique is given it's name due to the arms of the user appearing as crossing bull horns.
Points: 5

 

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9.0.1 Hotfixes

 

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New Pet Techniques!

The following four Pet Combination techniques have been added to the Main Site for general use! (and to serve as examples of what Pet Techniques look like!)

 

Untamed Beast Combo | Kemono Rendan
Type: Taijutsu [ Pet ]
Rank: Gennin
Cost: 80 Stamina
Damage: 25 per Strike
Effect: This technique has three strikes that must all target the same opponent. The final strike afflicts the opponent with 'Bruised' for one (1) turn.
Pet Combination: The final strike of this technique also afflicts the opponent with 'Fazed'.
Description: Some shinobi battle like feral creatures. Their ferocity comes from years of training and a certain degree of inhibition. Like the a wild animal, the shinobi rushes the opponent with two swings of of their arms, followed by an unexpected upward kick. Alone this technique is effective, but Tamers and their beast partners use it to a more effective extent. On the final strike, the tamer and beast attack from both sides of the target, leaving them reeling.
Points: 6 JP

 

Imitation Beast Ninja Art: Four Legs Technique | Gijū Ninpō: Shikyaku no Jutsu
Type: Taijutsu [ Pet ]
Rank: Chuunin
Cost: 145 Stamina
Damage: 60
Effect: The user is granted 'Haste' for three (3) turns.
Pet Combination: The user is granted 'Enlarged' for one (1) turn.
Description: This technique grants animal-like accelerated fighting instinct and reflexes to the user. By enveloping their entire body in chakra and moving on all fours, they can obtain high speed movement and reflexes like that of a wild animal. This technique enhances  the user's feral-like appearances; their canine teeth, their finger and toenails grow to claw-like length, their eyes also become more wild with their pupils becoming slits.

When under the effects of this technique, a user will display great feats of physical strength, speed, agility and endurance. The form is best suited for using and supporting the ferocious "hit-and-run" tactics that those who tame beasts are well known for, leaving the enemy barely any time to launch a counter attack. In addition, if the pet charges with the user they form a ferocious combination attack that sets the user up for a devastating followup. 
Points: 7 JP

 

Feral Howl | Yaban Hōkō
Type: Ninjutsu [ Pet ]
Rank: Gennin
Cost: 60 Stamina
Damage: 25
Effect: The target of this technique is afflicted with 'Afraid;1' and 'Impaired Hearing' for one (1) turn.
Pet Combination: Increase the base damage of this technique by 10.
Description: The user releases a blast of chakra that had been built up in their throat as a primal howl. The sheer unnatural sound is enough to make even the most stalwart of shinobi a little afraid. When used by a Tamer and their beast in conjunction, the force of the blast is even more powerful.
Points: 5 JP

 

Beast Claw | Kemono Tsume
Type: Ninjutsu [ Pet ]
Rank: Chuunin
Cost: 150 Chakra
Damage: 45 per Strike

Effect: This technique has three (3) strikes that may target up to three (3) enemies. Each strike afflicts the opponent with 'Impaired Eyesight' for one (1) turn.
Pet Combination: This technique becomes an Area of Effect technique that targets only enemies with a single strike that deals 40 Damage.
Description: Enveloping their hand in chakra that takes on the form of wickedly sharp claws, the shinobi begins striking at the eyes of foes. A tamer and their beast working in tandem though create an even more effective attack that becomes quite difficult to dodge.

Points: 7 JP

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