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cntrstrk14

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Everything posted by cntrstrk14

  1. Please add "This is now considered a Weapon Attack in addition to its original type." and then I think this is good.
  2. One last cherry on top and I think this will be future proofed for whatever changes we end up trying to do. Please add "This is now considered a Weapon Attack in addition to its original type."
  3. It is a bit unclear, you should just say that the extra strikes use Accuracy and Evasion to be clear. I don't believe there is actually any rule that forces this to be Acc/Eva and it would likely just inherit whatever the attack is already using unless said otherwise. So yeah, as Jeannie said I would either make it physical only or specifically state that these extra strikes are Acc/Eva. This should also be done on Golden Webbing obv. as well. Otherwise this looks good, though I am still not really happy with how these rules all interact. I really want to edit the main site Small Weapon rules to more easily handle people just adding Small Weapon strikes to attacks, since its something that happens somewhat regularly in creations. I'm just not sure how I want to handle it so it works cleanly.
  4. I've changed the Accuracy and Evasion bonuses back to %, because its just cleaner to keep track of and the hoops you have to jump through to get this skill online warrant it. @Celes To address your points... Those main site skills are the premium of what they do, and they all have rank limits because they are the most efficient a passive boost can be (and why so many people take them). Custom skills just can't quite get to that level, because otherwise all skills would be them and just give psuedo stats. If you want to make a custom skill that gives a similar offensive boost (as this does) at the same efficiency, the first step would be a clause that says something along the lines of "This may not be taken with Martial Artist or Ninjutsu Mastery" or "Shares ranks with" and put it in the same schema as them. The hoops you have to jump through to get this bonus are pretty substantial, but thats the price to pay to get the efficiency you can get and also skip the 1.5x stat rules. The clone requirement is real, as this skill forces you to be decently committed to clones. However Strategist has strong value on its own.
  5. With these attributes I would say that the restriction is what this comes down to, and something I thought was covered in this ability at one point but isn't there now. The intention is that they are treated as a single weapon, so you cannot go over rank limits on attributes, or combine attributes in ways the restrictions did not intend. I think to cover this I will be adding a line like "If two or more attributes would conflict in their restrictions or exceed their maximum ranks when combined, the user decides which attributes to add to the combined weapon and which to ignore. When this decision is made it is made for the entire attack and may not be changed." EDIT: I am also increase the SP cost because KC mentioned it on the side and I would rather get to that rather than piece meal shit. I haven't touched Santouryuu yet.
  6. How about rank limits and also have it give Accuracy and Evasion? That way it will obey the 1.5x rules and also scale with ninja strength? For every physical clone destroyed in battle that had 50 or more health, the user of this skill gains 5x to Accuracy and Evasion when they use or dodge physical attacks that come from or target the character who destroyed the clone. The value of x is equal to the user's ninja rank. This bonus stacks with itself up to six (6) times per opponent and lasts until the end of battle. For each rank beyond the first, the user may stack this bonus an additional two (2) times per opponent
  7. Sure, though that doesn't really change the power level of this in my eyes. That's done.
  8. I am not oppose to reeling these in, but I always viewed these as paying SP for the ability to buy a Weapon Attribute. So I would like to lay out my argument for why I think these are good where they are before updating them. Focusing on the first skill for now since I've honestly never taken Santōryū and have only kept it because if I didn't I know someone else would have. Nitōryū Attribute Effect: The user has +1% to hit and +1% to crit with weapon attacks from this weapon. Requirement: One (1) Max Level Medium Weapon, & [A gateway skill that costs -1 SP] Ranks: 25 Cost: 両120 Or an alternative... Nitōryū Attribute Effect: The user has +25% to hit and +25% to crit with weapon attacks from this weapon. Requirement: One (1) Max Level Medium Weapon, & [A gateway skill that costs -1 SP] Cost: 両3,000 With the removal of Merchant, I think that this is more than a fair price to pay, especially since the bonus does not give a bonus to evasion and that these weapons can still just be broken. Also, for the record as far as I know I am the only one who has used this skill and is still an active character, and I have never used Merchant on the purchasing of these weapons (this is important since I don't want it to be believed that Syaoran is getting a bonus for this because he was grandfathered in with Merchant changes).
  9. I think I would actually like to rein in the bonus and keep it long term rather than short term with the same strength. The reason for this is because with a good clone user there are specific windows in which you want to push an advantage, and having it be activated after clones are popped (which is usually a good window) I don't think would address the problem given that most battles don't last an especially long time. That said, -5 SP to get a situational +200 Accuracy and +200 Evasion against a single opponent I don't think is too oppressive. Here are my thoughts in no particular order... This is likely to be gained at Chuunin level at the earliest due to the requirement of needing 5 different Clone jutsu. Physical Clones are locked to Chuunin level and x2 JP on five jutsu would bankrupt a player. The bonus is against the opponent who popped the clone. This could be summons or opposing clones in a 1v1 battle which would cause this to miss. A terrain or climate could potentially pop them too which would not trigger the bonus at all. The 400 stats are split between two stats, making the bonus less potent than a straight 400. At maximum 5 SP strength this only shifts a chance to hit from 60% to 80%. The above bonuses are strong, but you need to make 500 HP of clones, and they all have to be destroyed by the person you're fighting to get there. Shadow Clones are the lowest case (at exactly 50 HP) and it would cost you 500 Chakra and two rounds of clones to make enough to get the full bonus. Compared to Chakra or Stamina Training you get a no frills +200 stats at -4 SP. If we extrapolate that to ~50 stats per SP as a comparison, that means you're getting a potential +150 Stats at 5 SP for the hoops you have to jump through. The design is rather clean right now, and I think it can be balanced in the original framework. This all said, I think that the original design here may have been too flexible by having ranks. I think that this would actually be cleaner as just a -5 SP skill that gives the bonus I have laid out rather than allowing a person to opt in for only -3 SP. I also think... We could discuss the bonus per clone. Maybe it still goes up to +200 Accuracy and Evasion but takes more clones to get there than 10? Discuss the upper cap, maybe +200 Acc and Eva is too much for lower ranks and we cap the bonus based on the user's ninja rank? 100 at Chuunin, 150 at Jounin, 200 at Sennin? Maybe have a mechanic built in that decreases the bonus over time? This could get messy though. Change the bonus to actual Accuracy and Evasion bonuses rather than Chance to Hit and Dodge. It's a bit messy since its "per opponent" so its unclear what that means with the 1.5x cap at first, but I think it would still fall under that umbrella of rules. I also updated the requirement to be 35 JP worth of clones known rather than 5, which I think is more in line with the intention.
  10. Congrats Peregine! Stop having babies now and have more time for NA instead.
  11. Problem: The wording for scrolls (and by extension the Scroll Arts skill) mentions that the user can only use one scroll per battle. However, it is unclear if that means the user couldn't use, say a Giant Reusable Scroll with two techniques inscribed twice to perform both techniques since it is technically still the one scroll or if it's just one use of a scroll period. I've clarified that this is "one use of a scroll". It is a limit of uses, not scrolls. +50 EXP and 両20 to Sarutobi Hayate
  12. Academy Recruitment: Onyxx Jett has created Kitaeru Hari +1000 EXP and $300 to Hanamajo Koji
  13. Designer Notes • This is a resubmission of this skill. • Updated to reference clone health since that is a lot easier to track instead of cost with the new clone rules. • Removed one rank, down to 3 instead of 4 because I felt that 10 stacks as a cap felt better than 12.
  14. Clone Reconnaissance This ninja has the keen ability to take the information learned by destroyed physical clones in battle and to use that knowledge to his advantage. Taking these bits of knowledge that one can only learn when defeated by an opponent, the user plots ahead and improves their battle strategy against the enemy. This application of knowledge though cannot be done by just anyone, and needs a lot of experience with the clones themselves. Effect: For every physical clone the user controls that is destroyed in battle that had 50 or more health, the user of this skill gains +1% to hit and +1% to dodge when they use or dodge physical attacks that come from or target the character who destroyed the clone. Double this bonus if the user is of Jounin rank or higher. This bonus stacks with itself up to six (6) times per opponent and lasts until the end of battle. For each rank beyond the first, the user may stack this bonus an additional two (2) times per opponent. Requirements: Must know 35 JP worth of physical clone jutsu. Must have the skill 'Strategist'. Ranks: 3 Cost: -3 SP [Rank 1], -1 SP [Rank 2+]
  15. Hello NA!:. Snake man here to fuck up your kage and do a bunch of evil shit and basically just be given a slap on the wrists. Check out Orochimaru! Any donation of $3+ will get you access to this exclusive banner! Only donations made during the month of April can get this banner though! Donate and support Ninja Academy now before its too late!
  16. Problem: The current wording makes it sound like you roll to see if Body Freeze is successful on yourself. Or, if the user is supposed to roll for BFS success, the use of 'they' meaning the target is inconsistent. (This technique cannot be dodged. Instead, the user rolls 1d6 in their Response Phase. If the roll is odd, they are afflicted with 'Vulnerable' and 'Stunned' for one (1) turn). +50 EXP and 両20 to Aburame Hounoki
  17. Ninja Academy 9.0.2 (Small Weapons & Elemental Specialties!) Welcome Members! Ninja Academy 9.0.2 is here! This is a relatively small patch with some quality of life updates for various mechanics and skills, most notably Small Weapons and Elemental Specialties. As always, if you have any concerns about these changes and how they effect your character please contact myself or a staff member and we can help you! System Updates • Small Weapons Skill Updates • Elemental Specialties Item Updates • Windmill Shuriken • Kite Shuriken Technique Updates • Bitter Crimson Tears | Katsurui Shinku • Shuriken Curving Technique | Shuriken Kyokusen no Jutsu • Shuriken Collision Technique | Shuriken Kanshō no Jutsu • Shadow Shuriken Technique | Kage Shuriken No Jutsu Official 9.0.x Q&A thread General reminder — if you have any of the skills or jutsu below that changed and no longer want them because of the changes you may remove them from your sheets and be refunded the SP or JP spent on them. If you have any questions contact a staff member. System Updates Small Weapons This update is to adjust how Small Weapons function to better account for the 'large' weapons that sometimes get used. To be clear, when I say 'larger' small weapons I mean weapons like Windmill Shuriken and Kite Shuriken. The biggest thing of not here is that all ninja ranks are getting +1 small weapon. From 2/4/6/8 to 3/5/7/9. Small Weapons • Small Weapons do not have levels. • Small Weapons have a base damage defined in their creation. • Small Weapons may be thrown or used in melee combat. • Thrown • Throwing Small Weapons is a multi-strike Basic Weapon Attack, with each Small Weapon being its own strike. • Throwing a Small Weapon costs one (1) Stamina per weapon thrown unless otherwise noted by the weapon. • The amount of Small Weapons you can add to a single attack is based on your ninja rank. Gennin (3), Chuunin (5), Jounin (7), Sennin (9). • Once a Small Weapon is thrown it is considered used and cannot be used again for the rest of the battle. • In a Friendly Intent battle, each player may collect the Small Weapons they threw during the battle. • In a Hostile or Killing battle, the winner of a battle may collect all Small Weapons that have been thrown in the battle, including the opponent's. • Melee Combat • When making a Basic Unarmed Attack, a player may choose to use a Small Weapon they currently have in hand. If they do, they replace the base damage of the Basic Unarmed Attack with the base damage of the Small Weapon. • Basic Unarmed Attacks modified in this way are considered to be attacks that use the Small Weapon, but are not Basic Weapon Attacks. • See Battle System 3.10; Basic Attacks for more information. Skill Updates Elemental Specialties These have mostly just gotten a wording clean up. We've adjusted the wording to be similar to other skills, and we've done the following... • Removed all "make a choice when you take this" pieces from these. These bonuses now just apply to all disciplines. • Lightning Specialty — Bonus is halved for Concentration based attacks. • Earth Specialty — Changed from "-15% base damage" to "-10% total damage". This is a quality of life adjustment as calculating a change to base damage after your opponent has added all of their modifiers is a serious pain in the butt. We suspect that this will not be much of an overall change to the effectiveness in this skill, likely doing about the same amount of reduction at lower levels and preforming better at higher levels. We will be watching this and potentially making adjustments in the future. Old Version New Versions Wind Specialty This character has a +15% to base damage (rounded up) with all techniques. Wind Jutsu cost one less JP to a minimum of 1. This effect may stack with other skills, to a maximum of -2 JP per technique. User receives the skill 'Subtle Elements; Wind' for free and may purchase an additional rank of 'Subtle Elements'. If the user already has 'Subtle Elements; Wind', they may have their points refunded. Fire Specialty This character has a +10% chance to dodge physical strikes and +5% chance to dodge non-physical strikes. Fire Jutsu cost one less JP to a minimum of 1. This effect may stack with other skills, to a maximum of -2 JP per technique. User receives the skill 'Subtle Elements; Fire' for free and may purchase an additional rank of 'Subtle Elements'. If the user already has 'Subtle Elements; Fire', they may have their points refunded. Water Specialty This character has -10% to their Chakra and Stamina costs (rounded up) with all techniques. Water Jutsu cost one less JP to a minimum of 1. This effect may stack with other skills, to a maximum of -2 JP per technique. User receives the skill 'Subtle Elements; Water' for free and may purchase an additional rank of 'Subtle Elements'. If the user already has 'Subtle Elements; Water', they may have their points refunded. Earth Specialty This character has a -10% to total damage (rounded up) for all incoming attacks. Earth Jutsu cost one less JP to a minimum of 1. This effect may stack with other skills, to a maximum of -2 JP per technique. User receives the skill 'Subtle Elements; Earth' for free and may purchase an additional rank of 'Subtle Elements'. If the user already has 'Subtle Elements; Earth', they may have their points refunded. Lightning Specialty This character has a +10% chance to hit with with all techniques. This bonus is halved for Concentration based attacks. Lightning Jutsu cost one less JP to a minimum of 1. This effect may stack with other skills, to a maximum of -2 JP per technique. User receives the skill 'Subtle Elements; Lightning' for free and may purchase an additional rank of 'Subtle Elements'. If the user already has 'Subtle Elements; Lighting', they may have their points refunded. Item Updates Windmill Shuriken & Kite Shuriken These two were changed to account for players using multiple of them in a single turn. With the old wording it was easy to assume that you could through two (2) Windmill Shuriken, two (2) Kite Shuriken, and two (2) Kunai in a single turn, which was not the intent. Now they "use up" more small weapon slots when being added to an attack which not only allows them to stack with each other better, they will also function well with abilities that increase the number of throws you can get in a turn as well as techniques that allow you to add small weapons to them. Windmill Shuriken Type: Small Weapon Deals 30 damage & costs three (3) Stamina. This weapon counts as three (3) Small Weapons for purposes of considering the number of Small Weapons you can add to an attack. Item Slots: 2.0 Cost: 両15 Kite Shuriken Type: Small Weapon Deals 50 damage & costs three (4) Stamina. This weapon counts as four (4) Small Weapons for purposes of considering the number of Small Weapons you can add to an attack. Item Slots: 5.0 Cost: 両30 Technique Updates Bitter Crimson Tears | Katsurui Shinku Remake of an old favorite! This has been entirely rebalanced to be up to standard design philosophies. Bitter Crimson Tears | Katsurui Shinku Type: Ninjutsu [ Konohagakure | Fire ] Rank: Jounin Cost: 180 Chakra Damage: 40 Effect: This attack deals 'Burning; 50' for four (4) turns. If this attack misses, each turn following the target must dodge it again until it hits or two (2) turns pass, whichever comes first. If this attack hits on the second turn or later, it deals no damage and afflicts the opponent with 'Burning; 50' for 4-x turns, where x is equal to the number of times this attack has missed. The target may as a Main Phase action choose to end future attacks against them. This jutsu may be used twice per battle. Description: Forms an odd little cloud of flame above the target's head which rains down flame upon them. The cloud is stationary, so the full effect of the jutsu will only be felt on a stationary target. The flames are meant to not hurt the user of this technique, and if they were to stand in the rain they would not become burned. Points: 5 Shuriken Curving Technique | Shuriken Kyokusen no Jutsu Removed the reference to ranged weapon attacks. Shuriken Curving Technique | Shuriken Kyokusen no Jutsu Type: Taijutsu Rank: Chuunin Cost: 30 Stamina Damage: x Effect: When calculating the damage of this technique, x is equivalent to the total damage of 3 Small Weapons in this character's inventory. Those weapons are 'used' by this technique. The target does not respond to this technique until the turn after their next. Response Phase techniques used against this technique have an additional 10% chance to fail. Description: Though somewhat advanced among Genin Shuriken Techniques, the Shuriken Curving Technique is a staple of any small weapon user's arsenal. Its application is as simple as its name and is simply a methods in which the user will throw a trio of small weapons(typically shuriken) in such a way that their trajectories will curve and allow them to easily bypass most defenses, including cover. Points: 1 Shuriken Collision Technique | Shuriken Kanshō no Jutsu Removed the reference to ranged weapon attacks. Shuriken Collision Technique | Shuriken Kanshō no Jutsu Type: Taijutsu [ Dynamic Trap ] Rank: Chuunin Cost: 20 Stamina Condition: The user must have failed to hit a target with a Thrown Small Weapon attack utilized during their previous turn. Effect: This technique may be used in one of two ways during the Main Phase, declared at the time of use. Single Target: Select one Small Weapon in the user's inventory. This technique 'uses' that Small Weapon and deals its damage plus half of the base damage of the Small Weapon Attack that missed the opponent during their previous turn. Multi-Target: Select one Small Weapon in the user's inventory (this technique 'uses' that weapon) and one Thrown Small Weapon that failed to strike its target during the user's previous turn. This technique has two strikes that each must possess a unique target. The first strike deals damage equal to that of the used Small Weapon; the second strike deals damage equal to that of the previously missed technique. Description: Shuriken Kanshō no Jutsu is an advanced technique that is typically self-taught by shinobi seeking advanced ninja tool proficiency. This technique's principle is a basic one that is difficult to properly exercise; after failing to successfully strike a target with a single thrown weapon(sometimes intentionally), the user will throw a second weapon and use the first to rebound from and catch an opponent off-guard. Sometimes, two weapons are made to collide such that they would then individually strike two differing targets. Points: 2 Shuriken Collision Technique | Shuriken Kanshō no Jutsu Removed the reference to ranged weapon attacks. Shadow Shuriken Technique | Kage Shuriken No Jutsu Type: Taijutsu Rank: Gennin Cost: 20 Stamina Damage: 2x Effect: When calculating the Damage of this technique 'x' is equivalent to the damage dealt by 1 Small Weapon. This technique deals 2 strikes and both strikes must target the same target. The second strike of this attack is considered a Dynamic Trap with its conditions already met. 2 Small Weapons of the same type must be used to perform this technique. This technique may be used 1 time per battle. Description: The Kage Shuriken Jutsu has been taught to young ninja for years, both as a practice to enhance one's timing when attacking and as a method for attacking with subterfuge. To perform this attack, the user must throw two fuma shuriken shuriken, the first toss being overt and obvious, and the second being almost imperceptible. To perform this attack successfully, the user hides their second shuriken within the shadow of the first, leaving the target open to the attack, even if the first shuriken is deflected. Points: 3
  18. Ninja Academy 9.4.1 (The War Update!) Welcome Members! Ninja Academy 9.4.1 is here! With the Konoha / Suna war on the horizon we have a host of updates to help make that event as cool as possible! Please check out As always, if you have any concerns about these changes and how they effect your character please contact myself or a staff member and we can help you! System Updates • War General Rules • Waging War • Military Ranks • Kujikirijutsu • Quick Battles • Community Engagement Skill Updates • New! The Brilliant Mind • New! The Sagely Teacher • New! The Scout Master • New! Path of the Combat Medic • New! Path of the Protagonist • Second Wind Technique Updates • Fire Release; Dragon Fire Technique | Katon; Ryūka no Jutsu • Fire Release; Phoenix Sage Fire Technique | Katon; Hōsenka no Jutsu • Leaf Great Whirlwind | Konoha Daisenpū • Shadow Clone Technique | Kage Bunshin No Jutsu • Armor of Sand: Rank 2 | Suna no Yoroi • Sand Binding Coffin | Sabaku Kyū • Sand Clone Technique | Suna Bunshin no Jutsu • Shield of Sand | Suna no Tate Official 9.0.x Q&A thread General reminder — if you have any of the skills or jutsu below that changed and no longer want them because of the changes you may not remove them from your sheets and be refunded the SP or JP spent on them. If you have any questions contact a regular member. System Updates War General Rules A new system! Unlocking at Jounin rank you can now purchase a skill that gives access to the War General title. This skill unlocks mechanics that will be integral to any large scale combats now and in the future. Waging War Now that we've introduced War Generals and what they do, let's check out how large scale skirmishes work! Military Ranks Along with war and all its new mechanics, we are adding new ranks that players can achieve in game! These ranks are gained in addition to your ninja rank. Kujikirijutsu This is a new type of jutsu that can be accessed through military rank! Check out these rules to see what type of sweet new jutsu you can start making! Quick Battles To facilitate allowing players to have their character partake in a number of combats without having to go through the tediousness of actually fighting all of these battles we've come up with a simple system for quickly determining the winner of a character combat. Community Engagement Community is the heart of our game, and we want to encourage everyone to participate in it as often as we can! As such, we're implementing a new in character reward system for discord activity. Skill Updates New! The Brilliant Mind One of many new skills for the new War mechanics! New! The Sagely Teacher One of many new skills for the new War mechanics! New! The Scout Master One of many new skills for the new War mechanics! New! Path of the Combat Medic So after the medical update we removed combat medic because we felt that the mechanics did not fit with the current meta and what we were trying to do with the balance of medic. However, due to popular demand, we've decided to rebalance and reintroduce Path of the Combat Medic! New! Path of the Protagonist As the game has evolved, we have discovered many characters really want to plant their shonen jump flag and play the roles they have seen in the story over and over. As such we've added a new path for Second Wind After a long series of play tests we've decided to give Second Wind a much needed buff to make sure its effective in all battles. Hopefully you all enjoy this, check it out! Second Wind Pure tenacity is the only word to describe you. When most would be down for the count you will drag yourself back to your feet to finish the job. Effect: Once per battle, if the user's health would be reduced to zero or less, the user's health is reduced to 2 instead. If the user's health would be reduced below -25% of its total then this skill does not come into effect. Cost: -2 SP Technique Updates Fire Release; Dragon Fire Technique | Katon; Ryūka no Jutsu Type: Ninjutsu [ Konohagakure | Fire | Dynamic Trap ] Rank: Chuunin Cost: 120 Chakra Damage: 60 Condition: The target of this technique must have had the effects of the item 'Wire String', 'Flash Bomb', 'Smoke Bomb', and 'Explosive Tag' applied to them during their previous turn. Effect: Following this technique's resolution, remove the effects of 'Wire String' from the target, regardless of this technique's success. Description: A raging inferno of a technique, Katon: Ryūka no Jutsu must have a medium through which it may be channeled before its destructive power can be properly harnessed. Once a target is successfully bound using wire string, the user will erupt into a pillar of flame. That flame will then race down the ninja wire and engulf its target, burning away flesh and blood. The incredible intensity of this technique frequently burns away even the wire it uses as a conductor. Points: 4 Fire Release; Phoenix Sage Fire Technique | Katon; Hōsenka no Jutsu Type: Ninjutsu [ Konohagakure | Fire ] Rank: Gennin Cost: 20x Damage: 2 per strike Effect: This technique possesses a number of strikes equal to x-2, with a maximum of three (3). Each strike of this technique has -60% chance to hit. Once per battle, if four (4) strikes were made with this technique and at least two (2) fail to hit their target, the user may treat a non-Genjutsu, non-Ninjutsu, non-Taijutsu Genin ranked technique used in their following turn against the same target as if it were a Dynamic Trap with its conditions fulfilled. Description: Another technique gifted to Konoha by its Uchiha forebears, Katon: Hōsenka no Jutsu is as much of a flash strategy as it is a standalone technique. The user will knead Fire-natured chakra within their torso, then spit out a small flurry of fireballs that are rather inaccurate. The intensity of the flame combined with its very predictable attack pattern tends to trap their targets into committing a dodge whose trajectory is pre-determined by the user. The user usually follows this with a secondary attack to take advantage of the target's brief exposure. Points: 4 Leaf Great Whirlwind | Konoha Daisenpū Type: Taijutsu [ Konohagakure | Lotus ] Rank: Sennin Cost: 40x + 45 Stamina Damage: 30 per strike Effect: This technique may not possess more than 2 Strikes; x is equal to the number of strikes made minus one (1). The final strike of this technique deals an additional 1 base damage per previous strike made. Description: Another signature Taijutsu technique used by Konohagakure's Lotus Style wherein the user launches a rapid series of rotating kicks. Unlike its precursor, the Konoha Senpū, this technique possesses no feints and begins with a low kick. After the initial kick, the user will continue to spin and elevate their kicks, with each subsequent kick increasing in speed and lifting the target off of the ground. The final strike in Konoha Daisenpū is a heel drop that slams the opponent into the ground from high above; because of its reliance upon the target's buoyancy, the final strike of Konoha Daisenpū can deal significantly more damage than its predecessors with the aid of gravity. Points: 12 Shadow Clone Technique | Kage Bunshin No Jutsu Type: Ninjutsu [ Clone | Konohagakure ] Rank: Chuunin Cost: 250 Chakra Effect: Each Shadow Clone has 5 Health and 30-5x% of the user's remaining stats, where x is the number of clones created. Maximum of five (5) clones may be created. The user chooses the value of x when the technique is used. Description: The Shadow Clone Technique was created before the founding of the first ninja villages by Senju Tobirama. Before becoming the Second Hokage, he gained a reputation for using his clones on the battlefield with lethal efficiency. The great strength of the Shadow Clone technique is that it divides a user's strength evenly, creating clones that are indistinguishable from their creator, even appearing to have their own working organs. Their strength is also a danger though, as a user who is not careful could easily divide their chakra too greatly, and weaken themselves to the point of illness or even death. Unlike some sturdier clones, Shadow Clones can be destroyed with relative ease, a strong hit transforming them into a harmless puff of smoke. Points: 15 Armor of Sand: Rank 2 | Suna no Yoroi Type: Ninjutsu [ Sunagakure | Sand | Shield ] Rank: Jounin Cost: 100 Chakra Effect: This may be used in the Setup Phase. Creates a shield around the user with 400 health points. The user may repair the shield to full health points for 80 chakra in the Setup Phase. Additionally, once per battle if the health of the shield is reduced to 0, the user may immediately pay 80 chakra to repair it to full health. Armor of Sand techniques do not stack with one another. Lasts for four (4) turns. This technique may be used an unlimited number of times per battle. Description: The secret armor of the wind people. This armor is weaker than the shield or sphere of sand, but comes at the use of heightened maneuverability. The user may attack while the armor is on still, and can activate it faster than one could blink if in danger. Points: 3 [Evolving 0; Armor of Sand: Rank 1] Sand Binding Coffin | Sabaku Kyū Type: Ninjutsu [ Sunagakure | Sand ] Rank: Chuunin Cost: 150 Chakra Damage: 300 Effect: This technique may not be performed unless the terrain effect 'Sand' is active on the battlefield. The target of this technique is afflicted with 3 turns of the status effects 'Stunned' and 'Vulnerable'. This ignores Max Duration, Battle Limits, and the clause that ignores these effects if they were applied on the previous turn. On their turn during the Set-Up Phase, the target of this technique may roll a 20+x-sided dice. On an outcome of 18-y, the target of this technique is no longer afflicted with any status effect caused by this technique. When determining the outcome of rolls made in this way,'x' is considered a number corresponding with the target's Ninja Rank (1; Genin, 2; Chuunin. Etc) and 'y' is considered to be the number turns the target has been under the effects this technique multiplied by 2. The target of this technique is dealt 300 unmodified damage anytime a roll made in this manner is failed. If a character is still in this technique at the end of it's duration, they are instantly brough to zero (0) Health. Description: One of the signature techniques of the Fifth Kazekage, this technique was adopted by the Village Hidden in the Sand after he taught the usage of the technique to several of his most promising students. Since then, it has become a staple jutsu that shinobi of Sand Village use to control the battlefield in their esteemed Kazekage's hallmark style. After forming the necessary handseals, the user of this technique guides a quantity of sand capable of encasing a human entirely toward their target. The sand then covers their body tightly, grinding against them Points: 5 Sand Clone Technique | Suna Bunshin no Jutsu Type: Ninjutsu [ Clone | Sunagakure | Sand ] Rank: Chuunin Cost: 20 Chakra Effect: Each Sand Clone has 150 Health and 30% of the user's remaining stats. In their Response Phase, the creator may sacrifice y Sand Clones to reduce the damage of an incoming attack by 90y. This is a free action and may be done after they roll to dodge. Maximum of eight (8) clones may be created. Description: The Sand Clones of Sunagakure were created by Gaara of the Desert during his youth. Unlike most clones, their purpose was not to fight for the user and confuse their opponents, as they appear as sand shaped into the likeness of their creator. Suna Bunshin are made with the defense of their creator in mind and are quick to jump in front of their creator to shield them from damage. Points: 6 Shield of Sand | Suna no Tate Type: Ninjutsu [ Sunagakure | Sand | Shield ] Rank: Gennin Cost: 5 Chakra Effect: Activated in the Main Phase and may be de-activated in any phase. While active the user is immune to all damage and effects. Description: After the passing of the Fifth Kazekage many of the ninja within the village who looked up to him decided to try and preserve his specialty jutsu to be used by all Suna ninja. Since many of his most basic attacks and defenses relied on the Shukaku demon, they had to alter the workings of many of them. The only successful jutsu to come out of this plan was the Suna no Tate. It is a modified version of the technique that instead of running off of the abilities of the Shukaku demon instead are based upon the actual reaction time of the ninja himself. This jutsu is known through the village as the 'Gift of the Fifth' which shows his determination to protect all the villagers even after his death. Points: 1
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