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  2. Notes • Opening: 20 + (10 * JP)– Making this 'any' Silent Killing technique as I didn't want to restrict this to one specific technique. Keeping to canon flavor of Haku preferring needles, Zabuza preferring giant sword etc. I accounted for 'any' in the costing as JP = maximum JP at each rank. i.e. Genin: 20+(10*4) etc. As well as making this enforced on the first Silent Killing technique used. • Impaired x/y = 15/turn – 15(2) = 30 on Genin; (15*2)*2 = 60 on Chuunin; (15*3)*2 = 90 on Jonin. • Genin costing – Opening (max 4jp) + Impaired 2 turns: (20+(10*4)) + 30 = 90. The +40 cost on Murder charge making 100 in resources spent to access the 90. • Chuunin costing – Opening (max 5jp) + Impaired x+y 2 turns + Mist 1 turn: (20+(10*5)) + 60 (impaired) + 30 (Mist) = 160. The +40 cost on Murder charge again covering the spread but hitting the 160 mark with no excess. • Jounin costing – Opening (max 8jp) + Impaired x+y 3 turns + Mist 2 turns: (20+(10*8)) + 60 (impaired) + 60 (Mist) = 160. The +40 cost on Murder charge again covering the spread. No need to bend limits in this one. • I made these Evolving since it is only making the previous version larger. JP is tricky here however as Chuunin would be 5pts and Jonin would be 6pts without evolving. Quick reminder: These techniques have a solid barrier to entry and makes users commit to Silent Killing by requiring Hiding in Mist and Silent Killing Style. The update to Hiding in Mist made it Chuunin rank, so a genin buying in would put up 8 JP (unless DB'd) and still need to unlock the Silent Killing tree. These also have the drawback of being tied to 'Mist' climate active status. Link to Silent Killing style is [ here ]
  3. Muon Satsujin no Jutsu | Silent Killing Technique I 無音殺人術の術 • Muon Katsuoto no Jutsu | Silent Stepping Technique I 無音靴音の術 Type: Ninjutsu [ Silent Killing ] Rank: Genin Cost: 60 Chakra + 1 Murder Charge Effect: [Opening] to the first Silent Killing Style technique used while this technique is active. The Silent Killing Style technique used must be equal in rank to this technique to receive the opening effect. Additionally the opponent is [Impaired Hearing] for 2 turns while the climate is 'Mist' is active. This technique resolves after the final turn of [impaired hearing] or 'Mist' is removed, whichever comes first. RP Effect – The user's movements within mist are harder to notice and may seem to come from further away than they actually are. Description: Further developing the capacity to manipulate the Hiding in Mist Technique, the shinobi trained in the ways of the Hidden Mist's Silent Killing Style concentrates their chakra in a unique way to muffle and throw the sounds of their movements from within the veil of mist. Cost: 4 JP Restrictions: Silent Killing Style; Kirigakure no jutsu • Muon Tsuibi no Jutsu | Silent Tracking Technique I 無音追尾の術 Type: Ninjutsu [ Silent Killing ] Rank: Chûnin Cost: 120 Chakra + 1 Murder Charge Effect: [Opening] to the first Silent Killing Style technique used while this technique is active. The Silent Killing Style technique used must be equal or lower rank to this technique to receive the opening effect. Additionally the opponent is [Impaired Hearing] and [Impaired Eyesight] for 2 turns while the climate is 'Mist' is active. Extend duration of active 'Mist' by +1 turn. This technique resolves after the final turn of [Impaired Hearing] and [Impaired Eyesight] or 'Mist' is removed, whichever comes first. RP Effect – The user's movements within mist are difficult to track and cannot be 'heard' by normal means. Description: As the shinobi trained in the ways of the Silent Killing Style progresses, so does their ability to form an offensive from the mist. Their footsteps absent and their manipulation over the mist growing to keep them unnoticeable until the moment of striking from under the veil of the mist. Cost: 3 JP [evolving] Restrictions: Silent Killing Style; Kirigakure no jutsu; Silent Stepping Stepping • Muon Satsujin no Jutsu | Silent Killing Technique I 無音殺人術の術 Type: Ninjutsu [ Silent Killing ] Rank: Jōnin Cost: 210 Chakra + 1 Murder Charge Effect: [Opening] to the first Silent Killing Style technique used while this technique is active. The Silent Killing Style technique used must be equal or lower rank to this technique to receive the opening effect. Additionally the opponent is [Impaired Hearing] and [Impaired Eyesight] for 3 turns while the climate is 'Mist' is active. Extend duration of active 'Mist' by +2 turns. This technique resolves after the final turn of [Impaired Hearing] and [Impaired Eyesight] or 'Mist' is removed, whichever comes first. RP Effect – The user's movements within mist are indiscernible and cannot be "heard'. Description: Considered the pinnacle of skill utilizing the Hidden Mist's Silent Killing Style. A mastery of the Hiding in Mist Technique combined with expert skill in combat and chakra control allows the shinobi to seemingly vanish within the veil of mist. Only the most proficient shinobi can discern the presence of this Silent Killing practitioner and even then, it proves difficult even with the use of uncanny means. Cost: 2 JP [evolving] Restrictions: Silent Killing Style; Kirigakure no jutsu; Silent Tracking Technique
  4. Hey guys, I know this is probably a mod or artificer thread but is there anyway someone can help me out here? Ive been waiting for a post in this thread since January of 2022....I know Ryan got injured and everything which of course if anyone would understand life throwing a curveball into your face its me haha. But Im stuck on something I have been wanting to see through the end for so long Im just hoping someones willing to hop in and have a fun epic fight against an uchiha (probably NPCing with Nevan or another Uchiha if I had to guess), I cant be the only one thats fiending for an RP Fight! Heres the thread link, if anyones up for it shoot me a message on discord, youd be my hero <3
  5. Concentrated Breathing Style Elemental Breathing Style was created by the first Disciples of Shoki. The style was created in order to combat Yokai that wandered the earth causing destruction, along with Jinchūriki being used as weapons to wage war. Historically, it has been best used with swords such as Katana’s to help prevent opponents from accessing their stamina and chakra. Effects: The user may learn and perform Concentrated Breathing Style Taijutsu Weapon techniques and may generate ‘Breath Charges.’ Twice per battle, the user may spend four (4) Breath Charges to add the following effect to the first strike of any Concentrated Breathing Style technique they perform: "For one turn after being hit by this attack, the target may not pay any X costs. X is equal to a tank stat selected by the user when this attack is performed. If the target cannot pay upkeep costs due to this effect, the relevant abilities are deactivated." The user may spend x ‘Concentrated Breathing Style’ charges when performing a Concentrated Breathing Style Technique to add the following effect to their next strike: “For one turn after being hit by this attack, the target has all of their regeneration cut by 3x%, where x is the number of charges spent. If the cut to regeneration exceeds zero regeneration, the target takes the difference in Chakra and Stamina damage” Requirement: Disciples of Shoki Cost: -2 Organization: Disciples of Shoki
  6. Organization Skills: - Organization Techniques: - Organization Equipment: - Organization Consumables: -
  7. Organization Oyakata: Hoga Ken’ichi Important Members: Yoshimoto Kaji - Fire Pillar Isobe Enkai - Water Pillar Matsuno Daichi - Earth Pillar Gima Fuuko - Wind Pillar Takara Akari - Lightning Pillar Current Members There are 5 slots for membership, once these slots are filled no other PC's may join the ranks of the Disciples of Shoki until a slot opens. 1. Masuda Itsuo 2. 3. 4. 5.
  8. Organization Missions: D-Ranks Sharpen Party Description: It is vital that fellow Disciples of Shoki have adequate equipment. Help the swordsmiths gather materials and sharpen swords for your fellow Disciples. Word Requirement: 2000 Reward: 両345, 20 RP for the Disciples of Shoki Rank Requirement: Any Room for Recruitment Description: It is best to recruit Academy Students and Genin as they are the future of the shinobi world. Your job is to go out and recruit young shinobi in order to grow the ranks of the Disciples of Shoki. Word Requirement: 2000 Reward: 400 Exp, 両80, 20 RP for the Disciples of Shoki Rank Requirement: Any C-Ranks Freedom to Teach Description: Once upon a time you were a new Disciple being trained. It is now your turn to give back and train our newest recruits. Reward: 200 Exp, 両560, 40 RP for the Disciples of Shoki Word Requirement: 4000 Rank Requirement: Cultivator Slash and Learn Description: Time to put your experience and swordsmanship to work. Join up with one of our organization's researchers and learn more about Yokai. You are welcome to join someone in the field, in the library, or in the lab. Choose wisely though. You never know what can happen with these damn Yokai. Reward: 800 Exp, 両160, 40 RP for the Disciples of Shoki Word Requirement: 3500 Rank Requirement: Cultivator B-Ranks Yokai & Hello Description: Glad to see that you’re working your way up the ranks. Since we can trust that you can handle yourself now, go out there and kill a minor Yokai. Reward: 1200 Exp, 両250, 60 RP for the Disciples of Shoki Word Count: 6000 Rank Requirement: Successor, Level 30+ A-Ranks The Long Yokai Description: Congratulations, you’ve not only survived this long, but you’re made it all the way to being a Pillar within the Disciples of Yokai. Your biggest job now is to go out and kill a major Yokai. Have fun, and don’t die. Reward: 1600 Exp, 両400, 100 RP for the Disciples of Shoki Word Count: 8000 Rank Requirement: Pillar Level 45+
  9. Disciples of Shoki The hunting of yokai is not for the faint of heart. Nor is it for those who feel bound by such trivial doctrines as law or national borders. Region: Worldwide Base of Operation: Anbaenkai Outskirts (Hi no Kuni) Status: Active; Unrecognized By The Major Villages Organizational Goals: Eradicate All Yokai Organization Entry: Successfully pass the Disciples of Shoki admission exam or receive an invitation by one of the Legendary Disciples. Invitees may be subject to testing as they increase their rank within the Disciples of Shoki. Organization History: It is unknown how long the Disciples of Shoki have been working towards eradicating Yokai and Jinchuuriki. However, legends state that the Disciples of Shoki originated after an individual named Shoki lost his family due to a Yokai attack. After the death of their family, Shoki dedicated his life to studying Yokai. Learning their strengths and weaknesses. While training his mind, he also trained his body in the hopes of killing the Yokai that killed his family. After years of studying and training, Shoki created his own Kenjutsu. One that would allow him to fight and destroy Yokai. Additionally, Shoki learned a special form of breathing which he coined as ‘Total Concentration Breathing.’ His new form of breathing would allow him to increase the flow of oxygen within his bloodstream, allowing him to match a Yokai’s strength and speed. After years of training, he was ready to track down and kill the Yokai that killed his family. Following his difficult fight with the Yokai, he emerged victorious. After his fight, Shoki realized other Yokai still roamed the earth, and he knew he would not be able to fight and kill every Yokai on his own. Shoki then decided to take on Disciples. Each Disciple was taught Shoki’s new way of fighting so they too could protect innocent lives. Ever since, Shoki’s skills have been passed down to every generation of Disciples in the hopes that one day the Disciples of Shoki will eventually remove Yokai and Jinchuuriki from the planet. Ranks: Disciple: An entry level position in the Disciples of Shoki, Disciples are known to have promise in their swordsmanship, and have taken their first vow to track down and hunt yokai. Cultivator: Cultivators are the frontline position within the organization. Cultivators are known within the organization as skilled shinobi who have taken their vow to hunt down yokai to another level. (Requirement to advance: 50 RP) Successor: Successors are exceptional yokai hunters and known to be apprentices to Pillars. Due to their talents, they are frequently tasked with hunting down power yokai. (Requirement to advance: 150 RP) Pillar: The highest and most respected rank within the Disciples of Shoki. Successors are known as the pillars that hold up the organization. They each possess extraordinary skills in a specific Kenjutsu due to their dedication and are tasked with hunting down the most powerful yokai. (Requirement to advance: 300 RP)
  10. Masuda Itsuo is depositing the following items 2x Kunai 2x Elemental Scroll; Rank 2 [Water] 2x Tsukimi Dango
  11. Masuda Itsuo is purchasing Taijutsu Weights and a Katana. Taijutsu Weights Katana Cost: 両 1500 Itsuo's Cash Before Purchase: 両 1,699 Itsuo's Cash After Purchase: 両 199
  12. Masuda Itsuo is selling his Bubble Pipe Sell Price: 両 250 Current Ryo: 両 1,102 New Ryo: 両 1,352
  13. Distracting Chirp Rank: Genin Cost: 80 Chakra Type: Ninjutsu [Sound l Hijutsu; Grasshoppers] Damage: 40 Effect: Target is inflicted with one (2) turns of ‘Distracted.’ Description: After rubbing its back legs together at high speeds, the user creates a chip that distracts their target. Cost: 4 JP Distracted = 20cp/turn
  14. This has been long overdue, but I have fixed all of the problems that you listed @almondsAndRain, tehcniques skills EQ all fixed. Should be good to go!
  15. Like I said with the technique descriptions, this is going to need to be expanded on. I suggest using Cntrstrk14's Abe or Panda's Hanamajo clan pages as inspiration, as they're some of the best pages on the site. You don't need to include gifs and whatnot if you don't want to, and you can certainly make your pages smaller than theirs. I do recommend you distribute the information through multiple posts, however, as posts do have a maximum size limit (this also applies when you make a character: please use multiple posts or you'll run out of space).
  16. Bloodlines are typically collections of related skills. Here is the Byakugan as an example. They don't all need to be advanced systems either - bloodlines can also be passive, like this one is. These are interesting ideas to build a bloodline off of, but we'll need to expand on them to get the bloodline to where it needs to be. We have three abilities here, really: See someone's blood flow. Halt their blood flow. Live three times longer than normal. 3 is fine and will probably be cheap, since it's almost entirely a fluff effect. 1 is going to be as easy or as hard to make as you want it to be, because lots of things can represent this kind of effect. An increase to Accuracy would be fine, if you were looking to make it an AS. 2 is going to be harder - you can't just kill someone outright - but we can certainly do things to represent it slowing down, and it can halt stop it if the action would otherwise kill the target anyway, so this is just going to be a little harder than the other to get set up right. Like I said on the techs and skill, we just gotta figure out what you want these to do in terms of game mechanics, and we can move forward from there.
  17. So the easy stuff out of the way: the Effects field needs to have mechanical effects, the descriptive ones go in the Description field. Also, skill point costs are negative if the skill helps you and positive if it hinders you (so you gain more to spend on other skills that will help you later). More complex stuff now, there's a handful of ways to represent this kind of skill: For example, the Inuzuka have a skill on this page (Scent Tracker) that weakens and ignores debuffs. You can create a skill that gives you a boost to the Perception roleplay trait, as well as a minor secondary bonus. (Rinha Diplomacy and One With the Mist) Something that works similarly to or functions alongside Path of the Sensor, or even allows you to choose it regardless of your base path, could also be acceptable. Something involving critical hit rate or damage, or maybe even just a boost to Accuracy if certain triggers are met. Perhaps even a travel word reduction boost? And I'm sure there are many other potential options! We'll help you build it after you decide which direction you'd like to take this.
  18. Oh nice, a Genin tech! Those are the ones you should be focusing on making now - Chuunin and Jonin will take a while to reach, and the longer you wait before making them, the more experience you'll have with the system, and so the better they will be. We have rules for techniques that create weapons. They're in unwritten rules, so you can't see them, but I'll copy-paste them here for you since they're pertinent. That said, this both creates a weapon and attacks at the same time. I'm not greatly concerned over this - it's a slight increase in tempo, but, like, only if you already used your Setup Phase on something else. Make it require both the Setup and Main Phase to use, and I think the concept is fine. Mechanically, this does need to explain what it does in systematic terms. I'll provide a fast and simple example, and you can use it or make something else: Sanguine Sword Type: Ninjutsu [ Blood ]. Rank: Genin. Cost: 80 Chakra. Damage: 60. Effects: The user creates a Sanguine Sword weapon after the attack is performed. This technique requires both a Main Phase and Setup Phase action to perform. Description: this jutsu is a jutsu of the vanthyris Clan this jutsu is used when the user needs a weapon it summons a weapon of either blood from your foe or blood from yourself. Technique Points: 4. Sanguine Sword Type: Wakizashi (or whatever! I just picked that because it's basically a small katana). Size: Medium. Level: 10. Attributes: -. Special Abilities: -. I didn't include a Health cost in this one, but if you want to, we can. Health can replace Chakra at a 1 Health to 2 Chakra ratio. Using your opponent's blood to cast this is a bit trickier - I have a few ideas as to how it can be done, but they're all going to be complex, and I already feel like I'm burying you in a lot of information for a new player.
  19. Flying techniques are interesting, because while a handful of abilities grant it, there isn't actually a unified "I am flying!" mechanic we can point at to easily represent it. My suggestion is that you select one or more of the following, and we'll integrate the effects into the technique: The typical flying ability functions by allowing you to ignore all terrain effects, but forcing you to suffer twice as much from climate effects. Flight can increase your Evasion, or perhaps do something a bit different and alter the results of your dodge rolls. Maybe even make Dodge Rolls in advance when the tech is performed, and then swap them in later for dodge rolls you perform. It can increase your Speed or give you Haste (a status effect, viewable here), or otherwise touch on Speed and its related mechanics. Reduce the amount of words required to perform a travel post. This increases the technique's cost by 3, but decreases the words required by 10% (Genin), 25% (Chuunin), 50% (Jonin), 75% (Sennin), or 100% (Forbidden). Make it a Response Phase technique (or just give it the option of being used then) that boosts your dodge rolls, or negates the attack outright. Also, the stuff I said before in the other threads still stands. You can cut "Name:" and the Damage field, the Effect field is for mechanical parts of the game, the description should be expanded, and so on. We'll fix the Cost and Technique Points after you've decided on what you want this to do.
  20. Hmm. This technique is interesting, because we can represent it in a few ways. I'll provide two fast options, but feel free to try out others if you aren't feeling them: Have the technique increase Defense. The rules for a Ninjutsu that boost stats can be found here. Have the technique create a Shield. Shield rules are here. My suggestion is for it to be a Shield, because those are, frankly, plain better than Defenses in most cases. To give a very quick comparison for you: a tech that boosted Defense by 140 would provide you with 35 damage reduction for one turn, for your primary action that turn and 140 Chakra. A Shield with 234 Health would cost the same amount in both actions and Chakra, but lasts four turns and can eat almost seven times as much damage in one attack as the Defense boost can. Cut "Name:", if you want, as it's unnecessary. The Damage field needs to go, as this technique does not inflict damage. Like I've implied in the other technique threads, the effects field is for mechanical effects, not descriptive ones, so what you currently have there should be removed as well. Please expand on the description some more. The Technique Points cost is going to be 1 if the technique costs 1-30 CP, 2 if it costs 31-60, 3 if it's 61-90, 4 if it's 91-120, and 5 if it's 121-150. Chuunin-rank techniques cannot cost more than 150, barring special circumstances, like clones.
  21. The rules for clones are located here, for ease of reference, since I'm going to be referring to them as I talk about this. Anywho, I suggest using this: Sanguine Clones Type: Ninjutsu [ Blood | Clone ]. Rank: Chuunin. Cost: 30X Chakra and 10X Health. Effects: The user creates X Sanguine Clones, where X may not be higher than 5. Sanguine Clones have 50 Health, 25% of the user's total Chakra and Stamina, and 10% of the user's other stats. Description: this ability of the vanthyris Clan will make multiple clones made of blood who will fight for you Technique Points: 7. Some explanations: Like I mentioned in your other thread, you can just drop the part that says "Name:", if you want, as it's not necessary. I added both the Blood and Clone tags this time. The rank is good! You can't make Genin-rank Clone techniques except in rare circumstances. As stated in the clone rules, clones don't actually get real copies of most of your equipment. "Clones do not normally possess any items, other than small weapons when created." So that part of the Effect field was just cut. When creating clones, the part that contributes the most to the cost is the amount of stats that the clones have. Having 25% of your tank stats costs 30CP, and having 10% of your non-tanks costs 20CP. Together, that is 50. You mentioned it costing a bit of blood, so I replaced some of the Chakra cost with a Health cost instead. 1 Health is worth 2 Chakra, which explains the discrepancy in the "real cost" of 50 and the 40 I listed above. Like I said before, please expand on the description. The Technique Point cost has been reduced. Typically, Chuunin-rank techniques are limited to 150 CP and 5 JP, but Clone techs have a higher cap to both. Before I forget: I cut the damage field, as it was unused. You don't need to include fields if they aren't going to be used. I picked out the stat percentages somewhat randomly - feel free to alter them if you want clones with different stats, or access to a different number of clones. The percentages are on the clone page I linked to above.
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