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Rhap Sodos

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Rhap Sodos last won the day on April 20 2019

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48 Chuunin Canidate

About Rhap Sodos

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    Megan O'Droptable
    Grand Master
  • Birthday 09/26/1988

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    Cntr. <<"
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  1. Secret Compartment It even comes with pockets! Effect: Items stored in this compartment are considered to have the attribute "Hidden". A maximum of three (3) items can be stored in the compartment. Item size must be "small" or approximate to it (e.g. items that don't have an specified size; think an inner pocket, not an extra-dimensional space). If the armor itself has the attribute "Hidden", this effect stacks - player must interact with an item within the compartment before an opponent knows those items are there, regardless if they're aware of the armor. Staff has final say on whether or not the armor piece is large enough to hide such a compartment. Cost: 両50
  2. Seal of Quality Because you're worth it. Effect: Techniques or abilities that use the "Destroy Item" status effect have a 20% chance to fail. Cost: +5% the total cost of the armor at time of purchase. Additionally, any subsequent upgrades cost 5% more. Seal of Satisfaction 100% Customer Satisfaction - Guaranteed! Effect: You may sell this item to an NPC merchant for 100% of its value. Once the armor is used in battle this attribute is removed. Cost: 両50
  3. Beacon of Hope: + Added "First Aid Provider" as a Requirement
  4. Character Name: Ai Sayuri Village: Sunagakure no Sato Specialties: Weapon (Naginata), Taijutsu Character Name: Namikaze Izzy Village: Kirigakure no Sato Specialties: Elemental Ninjutsu Character Name: Uchiha Tsukiyo Village: Konohagakure no Sato Specialties: Genjutsu
  5. The Misago • [Of Mizu no Kuni] • wind and water 鶚 Element: Wind • ------ • Aurai; Voice of the Tempest • ------ • • ------ • Stats • ------ • 8000/8000 [Health] 1000 [Stamina] 120 [Chakra] 980 [Taijutsu] 0 [Defense] 540 [Ninjutsu] 1260 [Genjutsu] 800 [Concentration] 800 [Speed] 1200 [Accuracy] 0 [Evasion] 1300 • ------ • Skills • ------ • 10/10 Path: Path of the Medic [1] Effect: Character no longer applies Ninjutsu modifier when using Ninjutsu techniques. Character now applies 50% of their Ninjutsu modifier to Medical Ninjutsu. Anatomical Intelligence: The skill "First Aid Provider" may be taken for free. The player may also take the skills "Emergency Medical Technician (EMT)" and "Field Medic". Advanced Path: Path of the Advanced Medic [1] Effect: The player may take the skill "Field Surgeon". Medical Jutsu now use 100% of the user's Ninjutsu modifier. Shield Creation: Whenever a Medical Jutsu heals a character, that character gains a shield that absorbs an amount of damage equal to 25% (rounded down) of the amount healed. The shield lasts until depleted or the end of that player's next turn. First Aid Provider [0 - Path of the Medic] Effect: May use Gennin Ranked Medical Jutsu. EMT [1] Effect: May use Chuunin Ranked Medical Jutsu. Field Medic [2] Effect: May use Jounin Ranked Medical Jutsu. Adept Medical Knowledge [1] Effect: +10% base healing to all jutsu and Curative items. Advanced Medical Knowledge [2] Effect: +25% base healing to all jutsu and Curative items. (Overrides Adept Medical Knowledge) Expert Medical Knowledge [2] Effect: +50% base healing to all jutsu and Curative items. (Overrides Advanced Medical Knowledge) • ------ • Equipment • ------ • Veil of Winds Armor Kind: Cowl Body Placement: Back Attributes: Unique Special Abilities: Breath of Life Effect: Activated in the Set-Up Phase. The target of this ability gains +100 Chakra or Stamina per turn, chosen when this ability is activated, for the next 5 turns. This effect may only be used once per battle. Restriction: This ability may only be used on a willing ally. This is considered a use of a 'Solider Pill' for whomever it targets. • ------ • Techniques • ------ • Jounin Angelic Ward III | Tenshi no Kekkai III Type: Ninjutsu Rank: Jounin [Medical] Cost: 250 Chakra Effect: If, in the next 4 of their turns, the target of this technique would be inflicted with a Status Effect it is negated. This technique may negate up to a total of 4 Status Effects, with a total CP of 300. The target of this technique may chose which effects are negated. Description: A small amount of curative chakra is deposited into the target, which then becomes active upon the introduction of sudden trauma. Points: 6 Salvation III | Kyuusei III Type: Ninjutsu Rank: Jounin [Medical] Cost: 150 Chakra Effect: Cancel one Jounin level Genjutsu on target. Description: A spark of azure light appears over the targets head and explodes in a shower of of diamond blue sparkles which land on the target's body, clearing their mind. Points: 7 Chuunin Angelic Ward II | Tenshi no Kekkai II Type: Ninjutsu Rank: Chuunin [Medical] Cost: 150 Chakra Effect: If, in the next 4 of their turns, the target of this technique would be inflicted with a Status Effect it is negated. This technique may negate up to a total of 2 Status Effects, with a total CP of 150. The target of this technique may chose which effects are negated. Description: A small amount of curative chakra is deposited into the target, which then becomes active upon the introduction of sudden trauma. Points: 5 Fairy Ward II | Yousei no Kekkai II Type: Ninjutsu Rank: Chuunin [Medical] Cost: 70 Effect: Heal the target for 40 health. The next technique of Chuunin rank or less used against the target of this technique is considered to have a fail chance of 40%. If that technique already has a fail chance, it is increased by 40%. This does not include Response Phase Techniques. Usable twice per battle. Description: The user heals their target a little bit, and leaves an imprint of curative chakra which may protect them in the future. Points: 3 Protective Cross II | Kago Kouso II Type: Ninjutsu Rank: Chuunin [Medical] Cost: 120 Chakra Effect: The next time the target of this technique takes damage, they are considered to be under the effects of 'Induced Regeneration: 50' for 3 turns. Description: Using their chakra, the medic leaves a protective mark that will dissipate once damage is taken, healing its host a small amount over time. Points: 4 Recovery II | Fukkyū II Type: Ninjutsu Rank: Chuunin [Medical] Cost: 100 Chakra Effect: Heal 100 Health on target. Description: A green glow surrounds the medical shinobi's hand as they use one of the few Jutsus that is able to restore life. Focusing their energy they will use their chakra to rapidly heal the wounds of the target. Points: 4
  6. Clarified that it's activated during the Set-Up Phase. Clarified that it's an chakra or stamina, chosen when the ability is activated. ... Changed the image, because why the fuck not.
  7. Cost Breakdown: +100 Chakra or Stamina = $50 Soldier Pill x 5 = 250. Because this is a 1. a Soldier Pill on a stick and 2. you benefit from it multiple turns, I took that baseline cost and basically multiplied it by five because someone told me I would probably need to (spoiler alert, it was @cntrstrk14).
  8. Veil of Winds:. Armor Kind: Cowl Body Placement: Back Attributes: Unique Special Abilities: Breath of Life Effect: Activated in the Set-Up Phase. The target of this ability gains +100 Chakra or Stamina per turn, chosen when this ability is activated, for the next 5 turns. This effect may only be used once per battle. Restriction: This ability may only be used on a willing ally. This is considered a use of a 'Solider Pill' for whomever it targets. Description: A thin, lightweight cowl that flows around the wearer with unseen energy. The colors shift across the fabric, reminiscent of the dancing lights seen in nighttime northern skies. Cost: 1200
  9. Beacon of Hope I have no qualms about First Aid Provider being a requirement for this technique because... well... Izzy already has that skill. As for the potential Healing, a couple things to keep in mind. When it comes to the output, it's doing the same amount of Healing I would be doing to myself, just on a different character. If you think that's potentially to high, that's an issue with Light as a skill (since this technique doesn't increase or modify it). It's also not tagged as a Medical Jutsu, so any Skills that would increase "medical jutsu" would not apply. And finally, I can only benefit from the Light passive every other turn (even if I'm using an 'Eclipse' technique). I cannot consistently heal myself (or another person) with Light because of the every other turn restriction on the element itself. Beacon Of Immortality Clarified that it's intended to be considered as Used for the Character, and not the Target, and that if the Target has the skill independently it's not considered as trigger. As for it being hard to get, well, both myself and the target would have had to expend -2SP each for that scenario to arise. And I'm giving someone else my Second Wind, and my Healing via Light, eventually my ass is going to get kicked and I won't be able to bounce back from it. Beacon of Triumph Cut for now. It was the one I was least excited about and after some feedback probably need to go back to the drawing board with it.
  10. OFF WITH HIS HEAD. #wts: two sharingan. pst. 

    1. Cellar Door

      Cellar Door

      25 schmeckles a piece.

    2. Pwnzie

      Pwnzie

      50 schmeckles per, will double for delivery. 

    3. Cellar Door

      Cellar Door

      Pwnzie doesn't have that many schmeckles. He can't afford his eyeball habit.

  11. Added 5% fail chance to the second one if used against higher ranked Jutsu. I did scale back the total health cost to 10% though if we're going to give it a fail chance. Added missing JP cost to the third technique.
  12. Herp Derp. Knew I was forgetting something/s... Added Ranks to all three, based on Cntr's feedback. Added JP costs to all three. Shooting in the dark a bit because they don't have a CP "cost", but I figured 6 was a good number... ? Added the Restriction that they can only be used once per battle. Clarified that the technique ignores turn duration caps. It's meant to be on and stay on until deactivated.
  13. Beacon of Hope | 希望の標 | Kibou no Shirube Type: Ninjutsu | Light | Set-Up Phase | Sennin Cost: 2% Total Chakra Activation, 1% Total Chakra Upkeep Damage: Ø Effect: While this technique is active, all healing done by the passive effect of "Combinatorial: Light" is transferred from the User to another target Character. This technique ignores the turn duration cap for Ninjutsu. Restrictions: This technique may only be used once per battle. Description: A small sigil of glowing charka that adorns the recipients forehead, signifying the transfer of power from one person to another. The symbol faintly resembles an archaic glyph for "hope". Requirement: First Aid Provider JP: 6 Beacon of Immortality | 不死の標 | Fushi no Shirube Type: Ninjutsu | Light | Set-Up Phase | Sennin Cost: 2% Total Chakra Activation, 1% Total Chakra Upkeep Damage: Ø Effect: While this technique is active, target Character is considered to have the skill "Second Wind". If "Second Wind" triggers on target Character, it's considered as the once per battle use for the User (User can no longer benefit from Second Wind) - it does count as being used for the Target if they have the skill independent of this technique. This technique ignores the turn duration cap for Ninjutsu. Restrictions: This technique may only be used once per battle. Description: A small sigil of glowing charka that adorns the recipients forehead, signifying the transfer of power from one person to another. The symbol faintly resembles an archaic glyph for "immortal". Requirements: Second Wind JP: 6
  14. Link: Combinatorial: Eclipse The only one that explicitly states a "per use" is the RPJ and that's because of RPJ rules. I can remove it if you think it's redundant, but the idea was to make it explicit in this case.
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