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Celes

Konoha Nin
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Everything posted by Celes

  1. I placed that their specifically because increasing the cost of a technique that applies all five Subtle Elements is +40% of the base cost. While a simplified value like 25% is nice to look it, it doesn't result in the exact amount the technique would have had without the 40% increase which I would've thought to be more favorable than anything. And in particular, it'd result in a higher cost which I'm not favorable to. Tentatively I went with 30% if I have to make such a change, which is a smidge less than the exact amount and is closer to said amount than 25% is. I felt there was a certain level of nuance being conveyed in specifying Subtle Elements in the two places where I did but sure, changed them all to Basic Elements then. And the techniques in question are here.
  2. Eh, I don't quite understand the need to have provided that whole specific scenario if ultimately you were going to say anything above 209 Chakra would "seemingly" heal the stat back to full. In any case, I went ahead and added such a clause (though there's the skill I modeled this off of that does a similar thing without a similar clause).
  3. Went ahead and just increased it to the maximum cost for Setup Phase techniques but providing a specific number would be greatly appreciated to minimize any potential back and forth.
  4. Blackness While most yokai manifest a chakra nature or are even composed of the nature's composition, Nurarihyon is an outlier. It is the infinite darkness of the night that he has dominion over as the Nightmarcher, bestowing him with the ability to blacken chakra on a whim whenever he fancies. Effect: Once per battle, as a free action in any phase, this character may replace all element tags of a single Ninjutsu or Elemental Genjutsu they use this turn with ‘Dark’. Requirements: Nurarihyon summon Cost: -2 SP
  5. Techniques Total Jutsu Points: 30 Jutsu Points Used: 30 Jutsu Points Remaining: 0 • Atae wa Suppiritsu | Gift of the Spirits Type: Ninjutsu Rank: Gennin [Medical] Cost: 60 Chakra Effect: The target gains 60 chakra. This technique may only target a character once per battle and cannot target the user. Description: A faint white beam strikes from the medical ninja's palm and hits the target, infusing it with energy. Points: 3 • Bunshin No Jutsu | Clone Technique III Type: Ninjutsu Rank: Chuunin Cost: 5x Chakra Effect: This technique may be used in the Setup Phase or Main Phase. When determining the cost of this technique 'x' is considered to be the number of 'Clones' created by the user and may never be greater than 16. 'Clones' have 1 Health and 1% of the user's other statistics. 'Clones' are not physical and may not take any actions. The user of this technique gains +20 Evasion or +20 Accuracy for every 'Clone' of this type on the battlefield. The bonuses of 'Clones' of this type may be ignored by any character with heightened senses (i.e; Byakugan, Path of the Sensor, Inuzuka Smell Tracker, etc). This technique may be used in the Setup Phase 1 time per battle. Description: A technique that most students are required to be proficient in before they can graduate from the academy, the Bunshin no Jutsu is the most basic of the myriad of clone techniques that exist in the world. By properly molding their chakra, the user is capable of creating near perfect replicas of themselves. Unlike most bunshin jutsu, the basic clone technique does not produce physical clones but creates something more akin to a projected image, which is a real image that has no form. The Clone Technique is considered an E-Ranked jutsu, and is not very powerful, but with practice and ingenuity many shinobi have come to use it in masterful ways. Most often stalling by hiding out among their clones, or setting themselves up for a strong offensive. Points: ⁿ/ₐ [Evolving 2; Clone Technique II] • Gyaku Kuchiyose No Jutsu | Reverse Summoning Technique | 逆口寄せの術 Type: Ninjutsu [Void | Hijutsu; Summons] Rank: Chūnin Cost: x Chakra (See Summoning Rules) Effect: When determining the cost of this technique, the user of this technique must roll a 50-sided dice. This roll is treated as if it were a Summoning Roll, with the user's Summoning Level being treated as their rank. The user's level is treated as if it were equal to the target's when using this technique. The target of this technique negates any unresolved physical attacks that would target them in their next Response Phase. The maximum rank of technique that may be negated by this technique is equivalent to the result of the Summoning Roll (i.e. 61-100; Genin, 101-130; Chūnin, etc) This technique may only target characters that possess the skill 'Contract Manager' that relates to the user. This technique may be used 1 time per battle. Role-Play Effect: The technique may be performed to allow a character who possesses the skill 'Contract Manager' to be transported to their respective summon's homeland (typically Elsewhere) with a travel requirement of 0 words. This effect may not be accessed while the character to be affected is in battle and may only be performed by a Gamemaster presiding over the affected character. Description: When a shinobi enters into a contract with a group of animals to work in unison, that contract is a two way road. The ninja is capable of summoning any of the animals they are contracted with provided they have the chakra to do so, but that shinobi is also bound to that family of animals. This jutsu is the opposite of the Summoning Technique, which allows animals to summon their contracted shinobi. Though it is most often used to transfer a shinobi over long distances when needed, it can also be used for quick evasive action and to protect their summoner from harm. Points: 4 • Hari Hitoame | 針一雨 | Needle Shower Type: Ninjutsu [Void | Hijutsu; Monkeys] Rank: Chuunin Cost: 15 Chakra Damage: 5 Effect: This technique targets all opponents on the battlefield. Description: Similar to many monkey summon techniques that utilize the fur, this technique transforms the summon’s many hairs around its body into sharpened needles that launch themselves into the air and rain down on the battlefield in a controlled manner to strike only those considered the opposition. Requirements: Simian Transformations Points: 1 • Kago Kouso | Protective Cross Type: Ninjutsu Rank: Gennin [Medical] Cost: 40 Chakra Effect: The next time the target of this technique takes damage, they are healed for 40 health. Description: Using their chakra, the medic leaves a protective mark that will dissipate once damage is taken, healing its host a small amount. Points: 2 • Kousei | Regeneration Type: Ninjutsu Rank: Gennin [Medical] Cost: 75 Chakra Effect: Target gains the status effect 'Induced Regeneration: 30' for 3 turns. Description: The skin of the target takes on a very light green tinge as healing chakra fuses through their body, slowly healing their wounds over time. Points: 3 • Shōsen no Jutsu | Mystical Palm Technique Type: Ninjutsu Rank: Gennin [Medical] Cost: 30 Chakra Effect: Heals the target for 30 Health. The user may choose to pay an additional 30 chakra to increase the base amount of health healed by 30 points. Description: This medical ninjutsu allows the user to speed up the body's natural healing process by sending chakra from their hands into a wound or afflicted body part. This allows the user to heal a patient without the need for medical equipment or surgery, making it highly useful on the battlefield. It can be used to treat both external and internal injuries. It is vital to match the amount of chakra used to the severity of the affliction or injury. Points: 4 • Tansei Shin’eitai | 端正親衛隊 | Handsome Bodyguards Type: Ninjutsu [Void | Shield | Hijutsu; Monkeys] Rank: Chuunin Cost: 145 Chakra Effect: The user of this technique creates five (5) Shields with 40 Health each on any number of targets. Each Shield grants the target an additional +1 to their Block Range. This technique may be used twice per battle. Description: Plucking five strands of hair from their body, the monkey summon infuses them with chakra to create clones of themselves. These physical clones do not function like most with their creation having a more simplified and singular purpose. They serve only as shields for the summon or their allies, blocking and interpreting attacks with their bodies as needed until they are destroyed and revert back to strands of hair once again. Requirements: Simian Transformations Points: 5 • Tenshi no Kekkai | Angelic Ward Type: Ninjutsu Rank: Gennin [Medical] Cost: 60 Chakra Effect: The target gains a shield with 60 Health. This shield does not reduce damage but instead negates Status Effects. Reduce the health of this shield by 1.5xy, where x is the cost of the status effect being prevented and y is the number of turns. This shield can only negate turns of Status Effects that are equal to or less than it's remaining health. The user may choose which status effects are negated. This shield lasts for 4 turns or until destroyed. Description: By leaving an imprint of medical chakra, the target is encased in a thin layer of chakra. This chakra does not absorb impact, but prevents the targets flesh from being burned, or cut, among many other things. Points: 3
  6. Skills Total Skill Points: 5 Skill Points Used: 5 Skill Points Remaining: 0 Simian Transformations - When characters with this skill perform Void techniques, their total cost is decreased by 15%. ( -0; Summon Element) Savior - Once per team battle you may choose to take an attack in place of your ally without need for any rolls. Apply all armors against this attack regardless of if it is supposed to bypass armor or not. When you take the hit, you gain a +100 to Defense. Cannot be used against Genjutsu. (-1) Knowledge of the Ages; Rank 1 - This summon may learn an additional jutsu of the maximum rank it is allowed to learn per rank in this skill. All jutsu point costs for this jutsu must be paid. (-1) Medical Training; Rank 1 - May learn Medical Ninjutsu Techniques. The maximum rank of Medical technique that can be learned is equal to your rank in this skill. (-1) Chakra Full-Burst - This skill may be activated as a Setup Phase action. The next Evolving technique performed by this character is treated as if it were an approved version of itself of up to 1 rank above the user's Ninja Rank, the user must still pay the full price of the higher ranking jutsu. After using this skill, the user may not perform actions in the setup phase for 2 turns. This skill may be activated 2 times per battle. (-2)
  7. Enzo Summon Family: The Monkeys of Water Screen Cave Appearance: ??? Personality: ??? Statistics: • Health: 500 • Stamina: 50 • Chakra: 750 • Taijutsu: 0 • Ninjutsu: 160 • Genjutsu: 0 • Defense: 500 [600] • Concentration: 0 • Speed: 500 • Accuracy: 0 • Evasion: 1040 Equipment: ??? ??? Armor Type: ??? Armor Placement: ??? Attributes: • 100 Defense Cost: 両400
  8. Celes

    Ring Design

    Eh, not really a bullet worth biting ultimately for that 1 skill point in particular at this stage of development. Before it was just about trying to make something that fit logically, which the intended character's weapon didn't for Freehanded. It wasn't entirely different than Retraction Spring needing to be fairly specific in what types of weapons it could apply to as well. Would've preferred something closer to it but leaned more to Freehanded overall. Others have previously conveyed it's fine to take Freehanded despite not making sense at all but if there is no way to make this workable in any way outside of a skill point cost, it can be scrapped.
  9. Haha, I should've known that. Changed.
  10. Oh, advanced regeneration was never a factor but added that clause for clarification. Also cut the transfer Chakra part out of the Star out.
  11. Sarutobi Hayate is selling: 1 Large Reusable Scroll [Blank] [1] Acquired in 2019 Holiday Sell Price: 両187.50 1 Back Armor that grants +80 Speed [Leather Bat Wings] Acquired in 2020 Holiday Sell Price: 両160 Clan Signet Ring [Clan of choice] [+80 Concentration] Acquired in 2021 Holiday Sell Price: 両160 Total Ryo to Sarutobi Hayate: 両232 Cash on Hand: 両507.50 + 両232 = 両739.50
  12. Fair, Water wasn't a great example and just gets into a splitting hairs situation. In any case, the skill is more diminished now in its purpose so I've replaced it with a different effect altogether.
  13. Yep made the adjustments. Edit: Whoops ended up forgetting to add 'fix' for status. Specified it applies its effect at the beginning of the Phase instead of end since that was the intention. Edit 2: Actually, double checking 3.20 under Ability Cost, paying the cost of a technique occurs before effects come into play, so those scenarios wouldn't occur since you inherently can't pay any cost higher than your current resources at that step. I suppose it would fall into a similar category as Water. I thought that was the case but leaving that clause in there just in case.
  14. Techniques Total Jutsu Points: 60 Jutsu Points Used: 14 Jutsu Points Remaining: 46 • Body Replacement Technique IV | Kawarimi No Jutsu IV Type: Ninjutsu Taijutsu Rank: Jounin Cost: x Chakra x Stamina Effect: This technique may be performed as a Free Action in the Response Phase following a failed dodge roll. When determining the cost of this technique 'x' is equivalent to the cost of 1 physical attack that the user failed to dodge. The damage and effects of that physical are negated. The user may take no action in the Setup Phase or Main Phase on the turn this technique is used. This technique has a 5% chance to fail. This technique may be performed 1 time per battle. Description: A life-saving technique for most young shinobi, the Body Replacement Jutsu has been a staple in academy learning for many years. By utilizing their ability to manipulate chakra, with quick movement, a skillful shinobi is capable of switching their position with another object to evade damage. By creating a simple optical illusion, the user of the Kawarimi no Jutsu can make it appear as though they were damaged or even killed by the opponent's attack. Some ninja become extremely adept in the usage of this technique, and have even been known to swap places with hazardous materials to trap their enemies. Points: 7 • Clone Technique IV | Bunshin No Jutsu IV Type: Ninjutsu Taijutsu Rank: Jounin Cost: 5x Chakra 5x Stamina Effect: This technique may be used in the Setup Phase or Main Phase. When determining the cost of this technique 'x' is considered to be the number of 'Clones' created by the user and may never be greater than 16. 'Clones' have 1 Health and 1% of the user's other statistics. 'Clones' are not physical and may not take any actions. The user of this technique gains +20 Evasion or +20 Accuracy for every 'Clone' of this type on the battlefield. The bonuses of 'Clones' of this type may be ignored by any character with heightened senses (i.e; Byakugan, Path of the Sensor, Inuzuka Smell Tracker, etc). This technique may be used in the Setup Phase 1 time per battle. Description: A technique that most students are required to be proficient in before they can graduate from the academy, the Bunshin no Jutsu is the most basic of the myriad of clone techniques that exist in the world. By properly molding their chakra, the user is capable of creating near perfect replicas of themselves. Unlike most bunshin jutsu, the basic clone technique does not produce physical clones but creates something more akin to a projected image, which is a real image that has no form. The Clone Technique is considered an E-Ranked jutsu, and is not very powerful, but with practice and ingenuity many shinobi have come to use it in masterful ways. Most often stalling by hiding out among their clones, or setting themselves up for a strong offensive. Points: 7
  15. Skills Total Skill Points: 15 Skill Points Used: 15 Skill Points Remaining: 0 Blackness - Once per battle, as a free action in any phase, this character may replace all element tags of a single Ninjutsu or Elemental Genjutsu they use this turn with ‘Dark’. (-1; Summon Element) Nameless Discipline - This character now gains one 'Formless Charge' when they successfully strike with a 'Style-less' Taijutsu. Up to five (5) 'Formless Charges' may be spent in the Main Phase as a Free Action to reduce the base cost of a 'Style-less' Taijutsu technique by 10+10x Stamina for each charge spent, wherein 'x' is equal to a number relative to the user's shinobi rank (Genin: 1, Chūnin: 2, Jōnin: 3, Sennin: 4). This is considered a Taijutsu Style. (-1) Strategist - Once a battle, and only once, you may choose to have any of your attacks on a single target become a critical hit for 1.5 times its usual total damage. (-3) Physical Academic Loophole! - The jutsu "Bunshin no Jutsu", "Kawarimi no Jutsu", "Henge no Jutsu", and their evolved forms, may be treated as Taijutsu Techniques and may be paid for with Stamina instead of Chakra. (-1) Vishnu the Protector - Taijutsu from the user will deal an additional 30% base damage. This multiplier, in this case and this case only, allows you to break the base damage cap. The taker of this skill may not use Ninjutsu and may not have any skills that give negative effects towards Ninjutsu abilities. (-3) Yōkai/Tailed Beast; Chakra Manifestation - Summons with this skill gain 50% of the usual Jutsu Points available to a Summon of their Level. Summons with this skill do not possess a Chakra statistic and instead enter battle with an amount of Yōkai/Bijū Chakra equal to half of their summoner’s current Yōkai/Biju Chakra, dividing the amount between both characters. Yōkai/Tailed Beast Cloak - This summon may activate up to Rank 2 of the Yōkai or Tailed Beast Cloak belonging to its summoner as if it possessed that Yōkai or Tailed Beast, and all applicable effects, skills, and techniques are gained by the summon while it is active. Between this summon and its summoner, the total ranks of Yōkai/Tailed Beast Cloak active may not exceed 4. Additionally, this summon and their summoner may perform any techniques that would be granted by their Yōkai/Tailed Beast Cloak as if they were coalescence techniques, using their combined Yōkai/Tailed Beast Cloak Rank as the total for available techniques. This skill is mandatory for all Yōkai/Tailed Beast summons belonging to characters who chose the ‘Chakra’ option on the skill ‘Yōkai/Tailed Beast Mode’. A summon with this skill remains under the control of their summoner while their Yōkai/Tailed Beast Cloak is active. (-6)
  16. Nurarihyon the Nightmarcher | 滑瓢 Standard Appearance: True Appearance: Summon Family: Nurarihyon the Nightmarcher Personality: It is difficult to pinpoint Nurarihyon's personality; the most complete description is perhaps 'inhuman'. Instead of being motivated by survival, greed, love, hatred, passion or any number of emotions that might form the basis of a human being's psyche, Nurarihyon's base impulse seems to change moment by moment, a series of abstract goals and whims only connected by the thread of hedonism that exists in all of them. Nurarihyon seeks pleasure, most commonly through the misfortune or pain of others. It is the definition of capricious, seeking the perverse or sadistic as often as the inconsequential. Another of its most common traits is its vindictiveness; it responds to slights with extreme and often disproportionate retaliation, even if the slight is merely a figment of the demon's imagination. Much like its propensity for random desires, the list of the fickle spirit's triggers is equally mysterious. Something as simple as crossing its path may start a feud that lasts generations, while injuring it to within a thread of its life may pass without comment. If the Nuraihyon has a true goal, it is likely to defy the expectations that are placed upon it. What can be observed about the demon's behaviour is that it loves the vices of life. Drink in excess, wild parties, debauchery and sodomism are common urges, often dominating the lives of those affected by the malignant spirit. Pranks and tricks are equally common, usually cruel or even seriously harmful parlor tricks without the need for what mortals would determine a punchline or conclusion. It cares nothing for the feelings of others or the consequences of its actions, always obsessing over the next act that will satisfy its endless thirst for amusement instead of thinking of the past. As its name would suggest, the Nurarihyon is most active at night. It feeds off the raucous emotions of the nightlife, craving expression and enjoyment as it changes shape to adopt a form most likely to succeed at its latest ploy. If it becomes particularly frustrated or enthused it begins to shift into its true form, unleashing acts of random cruelty and unspeakable perversion on unsuspecting people it finds. Those that have the great misfortune of meeting the Nurarihyon in its true form often live- and wish they had not. Statistics: • Health: 1500 • Stamina: 1500 • Taijutsu: 1060 • Ninjutsu: 0 • Genjutsu: 0 • Defense: 0 • Concentration: 0 • Speed: 1500 • Accuracy: 2000 • Evasion: 2440 [2700] Equipment: Nightmarcher's Aegis The seeming innocuous. brown cloak draped over the body of the fully manifested yokai is more than a piece of simple garment. It is the creation of the demon's control over darkness, shaping it and giving it a faux form for those unable to see its actual appearance as a shadowy cloak of night given life that dissipates his being when harm would befall him. Armor Type: Cloak Attributes: • 260 Evasion • Fortified • Defend [Rank 2] • Ward [Rank 2] • Taijutsu Weights [Rank 1] Cost: 両1990
  17. Ena Summon Family: The Monkeys of Water Screen Cave Appearance: The smallest and youngest of the bipedal simian family, Ena stands at only four and a half inches tall when standing upright. Typically she moves about on all fours, her tiny, cream-colored hairless hands and feet carrying her where she desires to go with a face and protruding ears to match in tone. Her coat is by default a light brown until she gets dirty (which is 90% of the time) and partially obscured by a red apron. Fooling many of those unfamiliar with her mischievous ways are her big, wide, brown eyes that exude overwhelming innocence. Personality: Ena is quite tomboyish in her mannerisms, having adopted them from the otherwise all male simian family. Because she is the baby, she is dotted on considerably and takes full advantage of such whenever she desires something. Above all else, she is a mischief maker, always striving to involve herself in all manner of situations, no matter how dangerous. Statistics: Health: 80 Stamina: 5 Chakra: 5 Taijutsu: 0 Ninjutsu: 0 Genjutsu: 0 Defense: 0 Concentration: 0 Speed: 10 Accuracy: 0 Evasion: 0 Abilities: Mischievous Monkey: While on the battlefield, Ena grants their summoner an additional +100 Speed.
  18. Celes

    Ring Design

    Changed this around to stand out a bit from Free Handed and Retraction Spring. So I've opted to make it so while the weapon can be used normally when equipped 'in-hand', it halves the weapon's base damage when using it for attacks. A major advantage of using weapons in the first place is the amount of damage they can dish out (along with cost of weapon attacks). With a maxed out level 100 medium weapon being 両3000, I'm hoping that could effectively provide some reduction to the cost of what this ability would be since you're practically overpaying for a weapon just to have a free hand effect. Additionally, to set it even further apart from the other two, I've tacked on a training requirement since fighting with a weapon in such a manner isn't so straightforward as Free Handed and Retraction Spring are. For the reason I came to 両300 as the cost, I looked to the new version of Free Handed which is 両250 and -1 SP. Using CXP, -1 SP is basically 1200 EXP. Converting EXP to money occurs on a 3:2 ratio, so that's 800 for a total effective cost of 両1050. Since a weapon with this attribute is only half as effective, halving the cost of a maxed medium weapon is 両1500. Then extrapolating from that point, perhaps similar to halving the CP of self-inflicted status effects, you could half that 両1500 to 両750 so overall 1050 - 750 = 300 (not including the training part).
  19. Yep goofed the wording there. Changed x to cost reduced. Edit: Oh if still unclear, below Jonin, Chakra costs are paid next turn instead of current turn and over the next two turns if Jonin+ at half that amount.
  20. Sarutobi Hayate is upgrading the following: Astra | Asutora | アストラ Weapon Type: Shuriken Size: Medium Level: 30 Attributes: Featherweight, Fluid Draw, Ring Design Special Abilities: Astra; Heavenly Body Effect: The first time the wielder uses an attack that applies the effects of 'Combinatorial; Light' while this weapon is equipped, choose Health, Stamina or Chakra to add as an attribute to this weapon. Whenever the wielder uses an attack that applies the 'Combinatorial; Light' effect while this weapon is equipped, increase the chosen attribute of this weapon by 100% of the healing or regeneration applied to the wielder of this weapon through Combinatorial; Light's effect. The stat bonus gained through this attribute counts towards the wielder's passive equipment bonus, and may not cause Health, Stamina or Chakra to exceed 1.5x their base. Additionally, once per turn, the wielder of this weapon may change the attribute of this weapon (and its associated bonus) to Health, Chakra or Stamina as a free action during their Setup Phase while this weapon is equipped. Astra; Alignment of the Stars Effect: Increase the critical strike chance of non-Void Ninjutsu made while this weapon is equipped by 1% for every 50 Health the wielder has lost during battle. This bonus is considered a passive effect. Description: Along his venture to acquiring the perfect weapon to utilize his techniques through, Hayate sought the aid of a certain professional blacksmith encountered during his travels with the Resistance and provided him the necessary details to build said weapon. The end result was a black, fold-able, five-bladed, metallic shuriken, possessing a likeness to many fuma shuriken. These blades possess a double-bladed, curved edges that flair outward in five directions, giving it the overall appearance of a five-pointed star. These blades converge onto and connect to a ring that is large enough to fit an average man's arm into it securely. The blades of this weapon are also capable of 'folding' inwards and retracting partially or entirely into and out of the ring for easier handling and carrying around. The shuriken has its blades adorned with whites lines reminiscent to a golden spiral based off the golden ratio, complementing its shimmering, silvery edges. Not only is the blade shuriken aerodynamic enough to returning to its wielder akin to a boomerang, it has been forged out of unique metals capable of housing chakra from an individual's body not unlike the metals used to forge weapons for chakra imbuing, a request inspired by the Sarutobi's predecessors who specialized in wielding similar weaponry. Unlike most of said weapons, however, the shuriken was designed to augment the elements of Ninjutsu, including the rare Light element, pushing their unique characteristics and power to levels unheard of. Ring Design = [両225] Total: 両225 Ryo On Hand: 両232 Remaining: 両7
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