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Juno_Reactor

Iwa Nin
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Juno_Reactor last won the day on October 30 2012

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About Juno_Reactor

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    Collaborator
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  • Birthday 12/04/1988

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    Azure
  • Ninja Rank
    Chuunin

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    Scotland

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    jamie.c.uk

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  1. Bloodstorm: Interesting - I like the idea but I'm not sure how this one is going to work? Is it incorporated into the technique itself (like with a [bloodstorm] tag?) or is it that you can use it on top of any old storm technique in order to buff the damage? BilD: +20% to hit on any and all storm techs is huge. Seems a bit excessive to me I'm afraid, especially for 2 SP. I could live with 10% here I think.
  2. Willows: Oooh ... sketchy, I think. Gaining a style charge seems like a surefire no-no here because you are basically giving yourself a 95% chance. I don't know what other people will say about it but I'm not really comfortable there. Given the cost, letting it block techniques one rank up from its own might just about fly but I don't think I can pass it with the charge thing as it is now. Also, has to be 5 JP for a response phase tech, not 4. Weed: Overpriced, I think. 85 for effects, 25 for damage = 110 (split up however you like) Woods: This is fine.
  3. Sorry, on the third one I meant that it exceeds the 380 DP limit for jounin techs . Still gotta look at that! Otherwise, it's looking pretty OK to me now.
  4. Gravity Style: Accelerate (Juryoton: Approperos) Type: Ninjutsu [Ageshio][Gravity] Rank: Chuunin Cost: 150 Damage: 80 Effects: Target is affected by ‘Prone’ for 1 turn and ‘Numb’ for 2 turns. Description: The force of gravity, at its core, is nothing more than a form of acceleration – a truth that the Ageshio clan were quick to grasp once they unravelled the mysteries of Juryoton. This multipurpose technique allows the user to do many things; they may lift, throw, speed or slow objects – all by simply imparting the force of acceleration to them via changing the force of gravity acting upon it. In reality, this manifests itself in battle as a kind of crude expulsion of force – either pushing or pulling an enemy violently in one direction. It is too crude a use of gravity to achieve anything truly sophisticated, but the sudden violent change in the G-force experienced by the victim is usually enough to give them more than a little pause for thought. Points: 5 Gravity Style: Heavy Steel (Juryoton: Gravem Ferro) Type: Ninjutsu [Ageshio][Gravity][set-up] Rank: Chuunin Cost: 50 + 4x (where x is the base damage of the weapon) Effects: Used in the set-up phase. Multiplies the base damage of the selected ranged weapon(s) by 5 so long as they are then used in the following main phase. May not be used on any ‘held’ weapons (swords etc.). May be applied to as many small weapons per turn as the ninja can equip and for their rank, though the total cost of this jutsu may never exceed 150. Response phase techniques have a permanent +10% chance to fail against weapons augmented by this technique and enemies suffer a -5% to their dodge chance on the first use of this technique per battle (note that this applies regardless of whom the technique is targeting on it's first use). Description: This technique allows the user to charge items, or more specifically – their weapons, with gravity natured chakra in order to improve their destructive power. Once imparted with this energy, the user may throw their weapon at a target as normal but by then forming a single seal to activate the dormant chakra, the weapon suddenly experiences a force of gravity which increases its weight at least ten-fold, allowing it to reach far greater speeds and deliver significantly more force as it strikes. By carefully controlling the gravity field around the weapon, the user counteracts the increased weight and can also make sure that it reaches its intended target with even greater precision than normal. Points: 5 Gravity Style: Crushing Steel (Juryoton: Oppressus Ferro) Type: Ninjutsu [Ageshio][Gravity][set-up] Rank: Jounin Cost: 80 + 6x (where x is the base damage of the weapon) Effects: Used in the set-up phase. Multiplies the base damage of the selected ranged weapon(s) by 10 so long as they are then used in the following main phase. May not be used on any ‘held’ weapons (swords etc.). May be applied to as many small weapons per turn as the ninja can equip and use for their rank, though the total cost of this jutsu may never exceed 380. Response phase jutsu have a permanent +20% chance to fail against weapons augmented by this technique and enemies suffer a -10% to their dodge chance on the first use of this technique per battle (note that this applies regardless of whom the technique is targeting on it's first use). Restriction: Must know the technique “Gravity Style: Heavy Steel” to learn. Description: This evolution of the more basic technique on which it is based allows a more practiced hand to infuse even more of their chakra into their weapons, allowing them to increase the weight of their blades by approximately twenty times or more. By even more precise control of the gravity field around it, this allows the user to accelerate their weapon to incredible speeds and deliver an enormous amount of force with each hit. A single kunai altered by this technique could almost cut a man in half with a true enough strike, such is the incredible force generated. Points: 8 [Evolving: 3, "Gravity Style: Heavy Steel"] Gravity Style: Snare (Juryoton: Decipula) Type: Ninjutsu [Ageshio][Gravity] Rank: Jounin Cost: 220 Damage: 30 Effects: Target is affected by ‘Immobilized’ and ‘Bound [Paired Arms]’ for 2 turns Description: A common technique amongst Ageshio shinobi and one that they are rightly feared for, this allows the user to essentially ‘trap’ their enemies within a net of gravity-natured chakra, rendering them almost completely unable to counterattack and severely limiting their ability to move at all. In effect, the target will feel as though some huge, invisible force is pinning their limbs with an inescapable weight as the user’s chakra entwines itself around their body. Once snared, they will be unable to perform almost all kinds of physical attacks and whilst extreme strength or willpower might allow them to somehow block incoming techniques, avoiding them will become a truly futile exercise. Points: 5
  5. Hitou: cool, I figured it was something like that anyhow. No sense paying over the odds! Snowflake: Yeah, I get that - and if the rules are following those lines then I'm happy enough. My issue is that the rules as they are seem a bit confused (and I think, going back over that old post, they can't have changed too much). The formula written as it is (i.e. [cost] x 0.(2x) ) doesn't really discriminate between +2% critical chance and +20% for instance and that's because: 0.(2x2) = 0.4 0.(2x20) = 0.40 0.4 and 0.40 are clearly the same number (though, going from the example on the main page, this is how it should be worked out - so you're not wrong at all!). If, however, you infer that the bracket is in the wrong place and move it to look like this: [cost] x 0.2(x) then you get: 0.2 x (2) = 0.4 0.2 x (20) = 4 See what I'm getting at? I hope so, cause this all this maths is no good for me past midnight! Anyway, that's my confusion. The second option seems like the original intention because +30% critical chance for like 10-20 DP or whatever is gotta be totally underpriced, surely? Like I said though, by the book - your techs are totally fine. In principle, I approve anyway but I'd maybe like to see someone else run the rule over this critical stuff first because I suspect it's busted and needs a little attention.
  6. First = fine Second = should cost 292 no? (225 effects and 67 for damage?) Third = fine ... I think. I'm a little confused by the critical rules cause I tried to make one a while back (there's a discussion here) and I think I was told they were under review. The problem is this: 33 + [(33 * 0.2(*20)] = 165, not 46 as I guess your's worked out at. Thats because 0.2 x 20 is obviously 4, not 0.4. All that said, this does conform perfectly to the main site page's example so I'm not sure how this is gonna work ? Approve or not? I suspect this should be reviewed at some point though - Major does put forward a sensible fix in that link I posted ...
  7. Removed dicking about with three turns, five turns blah blah and cut it down to two times per battle as suggested!
  8. I can live with that. Fixed!
  9. 320 damage should cost 213 I think, not 206 as it seems to have worked out here First jutsu - uhhhhh ... not sure about the cost of your effect there. If it was one or the other (ignores equipment or destroys it) it might pass but both seems a little much. For that, I think maybe a bit closer 100 would be needed I think? Remember that you might get a pretty big ass bonus by ignoring a piece of kit and if that then helps you destroy it, the bonus is perpetuated for the remainder of the battle. It's a tough one to price. Also, fix for the damage cost! Second is fine except for the cost. Third your going to have to rework a little cause: 213(damage) + 50(effect) = 263 x 1.5(sealless) = 395
  10. Mmmm ... that seems a little harsh to me for a one use, specific, high-level response phase tech but I guess I misjudged and didn't take the new rules totally into account. Sorry bout that. I do at least definitely agree that it has to remain one use only per battle. Now, to business ... My only new comment is that you may want to widen the scope of this to respond to all non-genjutsu, non-AOE attacks, especially given the high cost (relative to some of the stuff already out there) and rank of this technique. I can't see how that isn't fair with the stipulations already imposed here (and also the nature of the technique anyway). One minor thing is that it might make sense that the user has to have a certain amount of speed relative to the enemy in order to make this work (no less than 85% of the enemies or something maybe)? Anyway, I would be reasonably comfortable approving it with those effects though, like you say, you'll probably need someone a bit higher up to run the rule over it again first since it goes against convention a little bit.
  11. There is a formatting error in the first technique ... ~ Denied! ~ Second technique is fine. Third technique, I believe, does not conform to the 1:1 ratio for chakra/stamina damage. Unacceptable! ~ Denied! ~ (P.S. I'll let it slide on the first tech ... that is also fine . Fix up your last one and I will happily frisbee my approvals all over this!)
  12. Nay - 125 chakra that turn + at least 150 for the two soil clones (75 each) they will have already created in some turn prior to that. That makes 275 total compared to the 240 for doing it right off the bat. I know the set up phase thing might look like a stretch but considering it also effectively costs the two soil clones main phases I figured it was passable? In honesty, I don't see it being amazingly useful in most circumstances anyway - it was more of a flavour quirk than anything else.
  13. Whups - that's my bad! I'd like to keep the technique (there are some similarities but the mechanics of both are a little different) but I can rename it if you prefer? This was just following the 'advanced clone' mechanic that's floating around and I figured it was time for Iwa to get in on it.
  14. We never met, but welcome back anyhow! And nope, I didn't get the connection between the four ... They are all cool as shit? Take the time over their grooming regime? Uh ... wait!
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