Jump to content

Rhap Sodos

Senior Advisor
  • Posts

    4,995
  • Joined

  • Last visited

  • Days Won

    32

Everything posted by Rhap Sodos

  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.
  15. Pulled this back forever ago to make an unrelated change that I never got around to actually making. Changes: Scaled back Corona a bit, based on your feedback. Attacks can be blocked, but are less effective if done so. Added the following to Restrictions: Combinatorial: Eclipse techniques have a +50% Chance to Fail unless the User has this skill. The User may never learn two Eclipse techniques that have similar unique effects. Staff reserves the right to deny Eclipse element techniques for having effects too similar to existing ones.
  16. Boundless Wisps | Hyoubyou Onibi | 渺々鬼火 Type: Ninjutsu | Light Rank: Chuunin Cost: x Chakra Effect: Creates 5x Wisps made of chakra. Lights dark areas. Maximum of 150 Chakra may be spent on this jutsu. This technique may used instead of "Boundless Firefly" for any technique that requires it. Description: Creates a massive swarm of phantom fireflies made of motes of light chakra. These are beautiful to look at and light up an area very well. They obey the user's commands, both spoken and not, and when not commanded they will behave as normal fireflies do. This technique was inspired by Alchem Sanji and he has insisted that we include his credits in this description. Points: 1 Designer's Notes: Direct port of the "Boundless Firefly" technique made with Cntr's permission, with the only differences being: The element is "Light" instead of "Fire". Stipulated that it can be used in place of "Boundless Firefly" for any techniques that require it.
  17. Cost Break Down Event Horizon 320 Damage at 2:3 Ratio: 215 Special Effects: 135 CP x3 of "Quarantine Ninjutsu" would be 120 CP, and this is like a mini version of that so I'm valuing it at somewhere around 60-80 CP. The ignoring damage reduction might be a little undercosted, but as a "Tier 5" combinatorial element my thought is that most passive skills/equipment aren't going to be terribly effective in the first place. I priced it at about 1.2x Day's Undoing Pretty standard "pay x, negate x" negation jutsu for the baseline ability. I figure 15% total health is a pretty fair cost for being able to use it against high-ranked jutsu. Weight of Reality 195 Damage at 2:3 Ration: 130 75 CP x2 for the Special Effect. This puts it slightly above the cost level of Metabolic Break Down. Additional Notes Yes, I am fully aware that these are a bit pushed as far as power level is concerned. My reasoning behind this is: All "Eclipse" techniques have the umbrella rule that they can only be used once per battle. You cannot spam these techniques. "Eclipse" is effectively Izzy's bloodline, due to SP dump required to reach it.
  18. Event Horizon | 事象の地平面 | Jishō no Chiheimen Type: Ninjutsu | Eclipse Rank: Jounin Cost: 350 Chakra Damage: 320 Effect: This technique ignores all passive Ninjutsu damage reduction from opponent's Skills or Equipment. Opponents hit with Event Horizon may not use Ninjutsu techniques that require Combinatorial Elements for three (3) turns. Description: Jishō no Chiheimen is the manifestation of Namikaze Izzy's creative will in chakra form. Condensing chakra forces in an area, he creates a singular core of energy that rapidly collapses nearby matter into a singular point for a brief moment before exploding outwards. Eclipse techniques have a distinct visual style to them that center upon a dark mass with a vivid spectrum of light surrounding, and Jishō no Chiheimen is no exception. Light collapses in wisps to a dark center before exploding outwards brilliantly, showering the battlefield in their radiance. Because this attack can be manifested anywhere the creator can see it excels at bypassing conventional defenses. The forces of light and dark chakra that flare outwards from the core disrupt nearby chakra systems, preventing them from properly manipulating complicated combinations. JP: 8 Day's Undoing | 一日のやり直し | Ichinichi no Yarinaoshi Type: Ninjutsu | Eclipse | Negation Response Phase Jutsu Rank: Jounin Cost: X Chakra, where X is the Cost of Target Technique Effect: Negates all damage and effects of target technique that causes physical damage. This technique does not have a fail chance if used against Elemental Ninjutsu. This technique may be used against higher ranked jutsu, but costs an additional 10% in total Health to perform and has a 5% fail chance regardless of the Jutsu type. The Health cost cannot be negated by any other skill or technique. May only be used once per battle. Description: Ichinichi no Yarinaoshi is a raw force of Eclipse chakra, an almost natural reaction to incoming damage. Namikaze Izzy's inherit nature to protect those around him led him to discover that his will alone could protect those he cared for with the power of the highest tier of elements. With a raised hand, he expels his chakra into a wall, instantly weaving light and dark to creating a barrier that shreds all physical forces that come his way. If used against a Ninjutsu attack that makes use of elemental chakra, the force will fragmentize the bonds that keep the attack together, turning it back into normal chakra and causing the offensive action to lose all form. JP: 8 Weight of Reality | 密度 | Mitsudo Type: Ninjutsu | Eclipse Rank: Jounin Cost: 280 Chakra Damage: 195 Effect: The target of this technique may not pay upkeep costs, or use any ability or technique with an upkeep cost for two (2) turns. Description: Mitsudo is, at its core, empathy. Namikaze Izzy reaches out into the opponent, connecting to their essence with fibers of eclipse chakra. For a moment they are connected, and he can feel their pain and emotions, before pulling the fibers back to himself. This actions tears their chakra away, causing their internal systems to stumble and disrupting their chakra systems momentarily. Because this can momentarily knock an opponent out of a bloodline limit or other powerful ability, it is sometimes compared to breaking off a piece of their soul and allowing it to fall away. Those who have been effected by it describe it as feeling as if something of themselves had been removed. JP: 7
  19. d(・_・) Merry Christmas, Sayuri.
  20. Name: Ai Sayuri Total Tickets: 18 Current Tickets: 3 Ticket Log: +15 Festival Tickets (Festival Bonus) +3 Rinne Festival Preperations -15 Gift Exchange Name: Namikaze Izzy Total Tickets: 15 Current Tickets: 0 Ticket Log: +15 Festival Tickets (Festival Bonus) -15 Gift Exchange
  21. Character Name: Namikaze "Izzy" Azrael Village: Kirigakure no Sato Specialties: Elemental Ninjutsu Character Name: Ai Sayuri Village: Sunagakure no Sato Specialties: Taijutsu, Weapon Taijutsu.
  22. Wedding season. Will be out of town both this weekend and next.
  23. I can live with this skill being around with the variable -SP cost based on Path, and allowing for the training reduction with Affinity Attunement. My line of thought is very similar to Cntr's, and this is a decent compromise is we want to re-approve this skill and open it up to multiple paths. My biggest peeve was that it felt like it took away from the Elementalist Path, and the clear differences/benefits does a lot to alleviate that concern. d(・_・) approve'd P.S. Glad you also switched the starting level to 30. It makes a lot more sense given when Advanced Paths are generally chosen, and rounds out nicely for those who take Teritus.
×
×
  • Create New...