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Warr

Staff Emeritas
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Everything posted by Warr

  1. Umikoi Warusu Hiden Ōgi; Saiko Mizu Bunshin no Jutsu (Umikoi Warrusu Secret Technique; Supreme Water Clone Skill) |海愛わるす秘伝奥義・最高水分身の術 Type: Ninjutsu [Clone; Kiri; Water; Personal to Umikoi Warrusu] Rank: Sennin Cost: 450 Chakra Effects: Each 'Supreme Water Clone' has 450 Health, 75% of the user's Chakra & Stamina, and 75% of the user's remaining stats. Up to 2 'Supreme Water Clones' may be on the field a the same time from the same user. Description: Forming a few hand seals or using other methods, the user forms local water and their own chakra into doppelgangers which look just like the user, but are in fact made of complex constructions of water. These doppelgangers have greater ability than their 'lesser' counterparts, thanks to the greater skill of their creators and their more complex construction. Points: 13 JP Math: 75% of Non-Tank Stats = 300 CP. 75% of Chakra/Stamina = 150 CP. = 450 CP. Umikoi Warusu Hiden Ōgi; Suiryuuou Hogosha (Umikoi Warrusu Secret Technique; Liquid Dragon King Guardian) |海愛わるす秘伝奥義・水竜王保護者 Type: Ninjutsu [Clone; Kiri; Water; Personal to Umikoi Warrusu] Rank: Sennin Cost: 300 Chakra Effects: Creates a 'clone' called a 'Liquid Dragon King Guardian' with 300 health, 10% of the user's stamina/chakra, and 75% of the user's non-tank stats. This clone may not use any offensive techniques. This clone is considered to have the skills, 'savior', 'chakra barrier', and 'knowing the elements'. These clones are dealt 1.25X damage by fire type techniques. Up to 3 'Liquid Dragon King Guardians' may be on the field a the same time from the same user. Description: Using advanced bunshin techniques and water manipulation, the user creates a tendril of liquid water in the shape of a serpetine dragon, 7 feet long and three feet wide, which is sealed with his chakra and is capable of defending the user as if it were a clone, despite looking nothing like him. Points: 13 JP This is a remake/update of the technique presented here. Umikoi Warusu Hiden Ōgi; Kōgoushii Jouki no Yoroi (Umikoi Warrusu Secret Technique; Divine Steam Armor) |海愛わるす秘伝奥義・神神しい蒸気の鎧 Type: Ninjutsu [steam; Personal to Umikoi Warrusu; Response Phase] Rank: Sennin Cost: 1X Chakra Effects: Treat target incoming ninjutsu attack as if it were a 'block'. Change the elemental typing of the incoming technique were 'steam' for purposes of defensive modifiers. 15% chance to fail. 10% chance to lose main phase. Description: Unleashing a sudden burst of steam chakra from all the pores in his body, when utilizing this technique the user effectively dampens the blow, and influxes it with so much steam chakra that it becomes more like steam. Points: 13 JP
  2. Yochikame-ryuu Jutsu; Komoru (World Turtle Style Technique; Withdraw) | 輿地亀流術・こもる Type: Taijutsu [World Turtle Style] Rank: Sennin Cost: 493 Stamina; 372 Stamina Upkeep Effects: Increase the user's defense by 620. Generate 2 'Turtle Charges'. Description: The quintessential technique of the World Turtle Style, with Withdraw the user strikes a defensive posture akin to a turtle 'withdrawing' into their shell. This technique may seem rudimentary, but the defensive aspects of keeping one's body close together cannot be understated. Points: 8 JP Yochikame-ryuu Jutsu; Mamoru (World Turtle Style Technique; Protect) | 輿地亀流術・まもる Type: Taijutsu [World Turtle Style | Response Phase] Rank: Sennin Cost: 1X ( Where X is the cost of the targetted attack.) Effects: Target unresolved attack currently targeting an Ally. That jutsu now targets this character. This character does not get to roll to dodge that jutsu, but that jutsu is automatically considered a “Block” for this character. This technique generates two 'Turtle Charges'. This technique has a 5% fail chance. Usable twice per battle. Description: Using their keen defensive mind, the user throws themselves in front of an attack aimed at an ally at an angle which will provide themselves ample opportunity to block the incoming attack. Points: 5 JP Yochikame-ryuu Jutsu; Teppeki (World Turtle Style Technique; Iron Wall) | 輿地亀流術・てっぺき Type: Taijutsu [World Turtle Style] Rank: Sennin Cost: 894 Stamina; 804 Upkeep Effects: Increase the user's defense by 1340. Description: Focusing their energy into steeling their body, the user increases the hardness of their skin through sheer force of will, becoming akin to an iron wall, this is truly the 'iron defense'. Points: 5 JP
  3. I agree with Kouta. And you might, but go look at the discussion for the 'Quickdraw' Skill to see why. There's a free action any phase technique that Cntr has that's open for anyone to use. It costs 10 Stamina to use, to draw you're weapon. So yeah, if the weapon isn't drawn 1st turn, you'd instead be drawing it with that, and this thus has no downsides. ''The turn after this technique is used, the Eight Gates may not boost your speed by any means.' should read, ''The turn after this technique is used, the Eight Gates may not boost any of your stats by any means.' ' Or ''The turn after this technique is used, the increases to your stats provided by the Eight Gates are halved.' '
  4. Okay, edited. Though even though it was just a clarification edit, and it's word for word, I believe this needs another approval after your's/I need to get KC to approve it again.
  5. The first two are: APPROVED The last one, I'm not sure I agree with the pricing, as it's basically auto-inflicting an opponent with 'exposed' if the speed is more than 1.5X the opponent's speed after the shifting of the gate's boosted stats into speed. As such, while the math is otherwise right, I will be waiting for second opinions before I approve it. From a RP standpoint I almost feel it should have a recovery time/recovery words write up after the battle is over, because the energy from the gates is not meant to be focused in one particular area like that and the pressure it'd cause on tendons and all isn't to be ignored.
  6. I'm not entirely sure on the dynamic trap's conditions, but they feel like they're strict enough.These are otherwise simple and the math is right, so: APPROVED
  7. I'm up in the air on that. While conceptually, it would make sense for that to happen, IE; if someone had 4 ranks of this they're really well informed and would know about someone's dynamic trap so have counter-measures or a way in their head to help dodge it, but I'll leave that up to the question of 'does that break this skill'. I feel it doesn't, using the same argument as you just mentioned about DMA/RM vs MA/NM. More so, given it is not as if the opponent -has- to use a dynamic trap on you, when they realize the effect is there, unless all they have is dynamic traps for some reason.
  8. A single consecutive turn, yeah. The difference between what you're saying and this case is the following. Ninjutsu/Genjutsu/etc that is effected by quarantine do not require SP to invest into, except in special cases, and there are ways to get around quarantine. The only effect of them is shutting down that aspect of the user's build from being able to being used. 100% that's it. And you'll note that it has a -special- observation your AS killer doesn't, in that it says 'may only be used up to 3 turns per battle, entirely'. Metabolic Breakdown stops your regeneration, even advanced, for up to 3 turns, at 100 CP each. So yes, it's comparable to this, but even it's cost would not pay for what you're wanting to do CP wise. Why? Because on average, given you say -advanced systems- and not gates, bloodline, yokai cloak or [elemental] chakra mode, you are basically getting the following effects by blocking out someone's advanced system: 10+ SP worth of skills and abilities, on average, and locking out multiple stat points/strategies from builds*. Access to bloodline requiring techniques. Had you not written it the way where you say it 'turns off' the Advanced System, multiple turns of chakra/stamina depending on what it costs**. As to the argument that it does not 'automatically shut down AS'? It pretty much does, the first one has a 50% chance for 3 turns, the second has a 80% chance for 4 turns. The only comparable effect where you roll a chance, is 'Asleep', which puts a person out of action/stops them from taking a turn entirely, but in exchange gives them a +5% regeneration to -all- of their tank stats. It costs 50 CP to do, and it automatically stops effecting them if they're attacked. It also you know, heals them by 5% of their tank stats, in addition to whatever other regeneration they might have. Meaning depending on how they stack it might be a very bad idea to slap it on them. Some people (Warrusu or say, a Kaguya health stacker) have so much health that sleeping would make them very dangerous, as it'd provide 100 points+ of regeneration, per turn. Your techniques are always a good idea, though, because there's no downside no matter who you're facing. You've also got a higher chance to do it than asleep does, and 3-4 turns automatically built in. The reason I bring this up is because again, asleep costs 50CP, and that is 50CP -per turn-. Using that costing ratio (which is off because this is far more powerful/versatile than Asleep), then this special effect of your's would cost 150CP on the first one, and 200 on the second one. So Kouta's '300' isn't that out of the ball park, for the CP costs. You can always tone down the effects of what your technique's special effect does, though. *It's worth noting that this doesn't target any particular stat (such as Quarantine) or a singular bloodline/AS. The way you've got it working, you could hit someone with this and they could be shut out of 20+ SP worth of skills and abilities for 4 turns, which is enough for a game lose, if they have another advanced system as a 'back up plan' for situations other than being able to use the first. **If you had worded it the other way, this would effectively cost them their Advanced Regen and also be costing them the likely 2.5% or more of their total chakra/stamina, that is likely to be in effect more costly per turn than your CP is entirely, at the rank you'er taking. For instance with Warrusu it'd be 195/260(1300 Total Chakra times .05 to a total of 65 Chakra per turn, or 195 for the first tech, 260 for the second.), and that's without him being a ninjutsu 'stacker', or chakra 'stacker'. Someone with a lot more would have a lot more costs.
  9. No, there is a main site skill that further increases the ability of dynamic traps by 20% additional. "Trap Subtlety" is it's name. "+5% to hit with Dynamic Traps. This is added to the +20% bonus that is already given with Dynamic Traps." is it's effect. So yeah, basically, if you spend -5SP on this, you're able to withstand someone's dynamic traps that they spent -4SP on to make have the +20%, because of your information/knowing somewhat what to expect of them. Basically, it's meant to be the counter skill to it the way ninjutsu mastery is countered by resistance mastery, etc.
  10. Fine by me, it's less glaring now, at least. APPROVED
  11. The first lets you break an effect cap, but requires an advanced path and also only is adding one turn up to 4 total turns, so I'm okay with it priced at -2. The second is simple enough, and does not give enough benefit to be more than -1 SP per rank, so: APPROVED
  12. Terrick, just inflicting enraged should be pretty cheap, but give me a little bit and in a few days I will have a proprosed revision for this to make it well, an actual fighting style in line with the other styles on the site.
  13. Or you could just state in the effects of the main skill itself that the maximum level this can make the user equivalent to for purposes of learning/using/training skills and techniques is 120. So that it's on the skill unrevokably/ignorably by anyone using it. That said, Intuitive Aptitude needs a 'this skill may not be refunded/bought off', on it, because I don't think it's fair for someone to be running around like they're 30 levels higher for purposes of battling when it comes to skills and techniques, only to when they actually hit max level, try to get a refund on all the skill points or all but 1 of them so they can keep the +2 JP bit Intuitive Recollection. Oh, and 'Intuitive Aptitue' probably also needs a level requirement for each of the ranks, because otherwise we'll end up with some gennin in the next chuunin exams who is -technically- level 30, but beating on the other gennin like they're a level 60 for purposes of skills and what techniques they can use and the like.
  14. Statistically I'm okay with this, but I feel it should explain more about what makes it different from Explosion (a rare variant, I'm sure is what it is almost meant to be). After there is explanation as to what makes it different from Explosion from a lore/roleplay standpoint, this is: APPROVED After you've edited this, message me on Skype and I will edit this to make this approval still stand, assuming you have not messed with the effects.
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