Jump to content

Cellar Door

Administrator
  • Posts

    11,306
  • Joined

  • Days Won

    134

Cellar Door last won the day on January 11 2022

Cellar Door had the most liked content!

Reputation

213 Worldly Sennin

4 Followers

About Cellar Door

  • Rank
    The B-sides of Some Shady All Day Gas Station Sausage
    Grand Master
  • Birthday 12/16/1988

Previous Fields

  • Favorite Admin
    Me
  • Favorite Mod
    -
  • Favorite Member
    -
  • Rank
    Rachel.
  • Ninja Rank
    Jounin

Profile Information

  • Gender
    Male
  • Location
    -
  • Interests
    -

Recent Profile Visitors

6,843 profile views
  1. They're fundamentally different. The coalescence jutsu on the main site are both dual-phase techniques. Their Damage section specifies their damage when the technique is used by itself, and then in the coalesence section, the jutsu then goes on to specify the amount of damage it deals when used as a coalescence. The reason this functions differently is because the Toad summons know a very general set of techniques that are kind of designed for broad appeal, and not everyone will want to coalesce with them. This jutsu shoulders the burden of all of the coalescence, while the technique the toads know is just a regular technique. So, the Damage section on this, the coalescence jutsu, will override the base damage of the other technique. That is the long way of saying that it's not meant for the damage to be added together.
  2. Designer's Notes: I'm not making this for me. It's very true to canon... and while strong it also is eventually a big poo log. It encourages very judicious play with them. Which I like. Not for everyone, but I think it's cool. If Seigen hates it, I can do something else. Truth Seeking Balls Sage Mode
  3. Sage Mode Origin; Six Paths Sage Mode Effect: When a character gains access to this skill they also gain x/13 (rounded down) 'Truth-Seeking Balls' as if they had performed the technique 'Gudōdama IV'. When determining the number of 'Truth-Seeking Balls' gained 'x' is equivalent to the user's level. When a 'Truth-Seeking Ball' that is gained in this manner is sacrificed for any effect, that Truth-Seeking Ball is lost permanently, reducing the total amount of Truth-Seeking Balls gained on later uses of this skill by 1, to a minimum of 0. If Sage Mode is deactivated while a character possesses 'Truth-Seeking Balls' gained through this skill, they are removed from the battlefield (but are not considered sacrificed). Statistics: Ninjutsu & Accuracy Description: The strength of the Six Paths are so great that they even alter the very fundaments of Sage Mode, granting those sages who possess the power of the Six Paths the intuitive ability to command Gudōdama. These extremely potent orbs of chakra, which are composed of all five chakra natures are capable of being manipulated in a vast number of ways and are quite versatile, however only nine orbs can be gained through Sage Mode and once used, they are used forever, never replenishing upon further uses of Sage Mode. Requirements: Contract Manager; Rinnegan, Sage Mode Cost: ⁿ/ₐ
  4. 1. I tend to assume that high rolls are what we're after on NA... but I couldn't fuckin' tell ya man. We've been a game for decades now, and I don't know if I've seen that asked before. Going with the middle option by the way. 2. So... my thoughts here would be that you calculate the effect normally, and then just reduce that calculation to 20/40/60% of it's total. Because that is an easy way to do that by the same wording. Secondly. I um... I don't agree with your assessment. It's not a -4 reduction to light. Light costs 4. This effect costs 5. You are paying 4 SP for light, but dolled out in smaller increments, and 1 SP to use light consecutively while your bloodline is active. (Not a passive effect). Furthermore, Gravity doesn't have such a clause about consecutive uses, and it still can force 30% JP costs, not only on RPJ's but on basically all techniques. You do have to hit with it, but I would say the differences are equivalent in scope. (I've also only ever felt like that clause existed because Sako wanted to swap between light and dark every turn.) 3. If they want to use that ability again, they will have to deactivate the bloodline, yeah. It's part of balancing the fact that they can do light repeatedly. Note that that deactivating it also takes a Setup Phase, so that you can't dance it back and forth in one turn.
  5. That's a valid enough concern. I can do something else if people find it to be a significant issue. My logic was that I was quickly trying to throw something approvable together for a new member, and just a flat negation was much easier to grock than the mess I had before. And also, with 4 ranks it's very weird to be like "You get a negation. Then nothing for rank two. Then nothing for rank three. Then another negation." All of that said, if this needs something else, I can do that too. Or associate a Chakra cost with it or something. Whatever y'all feel.
  6. Pulled this back to the land of the living, because a new member has shown some interest in it. The second skill was an absolute mess so I basically just made it into a bloodline-based RPJ. It accomplishes the same sorta thing, but in a much more straight-forward manner.
  7. Denied. The way this is worded, you and all your friends learn any jutsu for 100 xp worth of words, and you get -1 JP to that. I assume that you meant 100xp per 1 JP, in which case this is still denied because it reduces the JP off all techniques you and your friends train for by half. Path of the Wise already gets a really good premium on being a teacher, so if you're going to try and expand on that, it will need to be small or like... on a different axis. I could see this being a Jonin-exclusive skill where you gain +x Jonin-taught JP, and can teach x additional JP to other people, and then give it ranks or something.
  8. Vampiric Pollen - Because Chakra and Stamina damage should never benefit from modifiers, the stamina damage that this deals should not key off of Total Damage. It looks innocuous as a genin or chunin because you're familiar with low numbers, but if you look at it at the higher level, where you're potentially throwing a 2000 damage attack, you're getting a free 200 Stamina drain. Worse yet, it's not just being affected by modifiers, it's also being affected by things like Critical Hits. I would be willing to grant a Stamina drain locked to the Base Damage of an attack instead, though. Woodsman Monk Style - Option 1 is approved. Simple and easy enough. Option 2 is denied as it is. If you were to take the identical damage and effects of an attack and split it into two attacks, you would be blowing the doors off of the Cost Caps for technique ranks. The logical balance fix for option two is to say something like "You may pay 2x charges to treat your next attack as a multi-strike attack, with all damage and effects being divided evenly among the targets.". Option 3 is sadly also denied. This is not because it's not allowed. We have things like this, but because it should not be something you gain access to via your taijutsu style. It sets a weird precedent since we try and keep those two design spaces separate. Now, if you want to make an altogether different skill that can make your basic attacks or whatever plant-based that would be more acceptable.
  9. Designer's Notes: This is a collaboration jutsu done with this technique. These follow typical coalescence rules and don't do anything super fancy. You'll notice that all these do is beef the damage, and I took special care not to exceed the expanded cost cap for those coalescence techniques. There is one weirdness, which is the adding additional elemental effects, but I fully believe that collaborative jutsu should do enough elements for free based up to the number of users because that makes sense. If it needs an additional cost to be added, I can roll with it, but think about it. Jutsu 1: 90 Damage * .8 = 75 Cost Points [Relevant Damage Cap; 180; Total damage from this technique = 180] 75 Cost Points = 3 JP/2 [Coalescence, rounded up] 2 JP Jutsu 2: 150 Damage * .66 = 100 Cost Points [Relevant Damage Cap; 480; Total damage from this technique = 450] 100 Cost Points = 3 JP/2 [Coalescence, rounded up] 2 JP
  10. • Fūton; Gamayudan | Wind Release; Toad Oil Bullet | 風遁・蝦蟇油弾 I Type: Ninjutsu [Wind | Coalescence] Rank: Chūnin Cost: 80 Chakra Damage: 150 Effect: This technique may not be performed without its coalescence conditions being met. - Coalescence [2; Gamayudan I]: This technique is considered to be of the 'Wind' and 'Oil' elements, and gains the effects of both elements. The target of this technique is afflicted with 2 turns of the status effect 'Shackled; Leg'. The next time the target of this technique is struck by an attack of the 'Fire' element, they are afflicted with 1 turn of the status effect 'Burning; 40'. Description: In the pursuit of better synchronous combat with their summons, many shinobi practice collaborative forms of jutsu to enhance what their summoned allies are already capable of. The Wind Release; Toad Oil Bullet is one such evolution. By cloaking a typical Oil Bullet with another's wind-natured chakra, the velocity of the attack can be increased greatly. This increased force of impact heightens the damage caused by Toad Oil Bullet greatly, while still retaining the natural effects of the oil. Points: 2 • Fūton; Gamayudan | Wind Release; Toad Oil Bullet | 風遁・蝦蟇油弾 II Type: Ninjutsu [Wind | Coalescence | Evolving; Fūton; Gamayudan I] Rank: Jōnin Cost: 100 Chakra Damage: 350 Effect: This technique may not be performed without its coalescence conditions being met. - Coalescence [2; Gamayudan II]: This technique is considered to be of the 'Wind' and 'Oil' elements, and gains the effects of both elements. The target of this technique is afflicted with 3 turns of the status effect 'Shackled; Leg'. The next time the target of this technique is struck by an attack of the 'Fire' element, they are afflicted with 1 turn of the status effect 'Burning; 100'. Description: In the pursuit of better synchronous combat with their summons, many shinobi practice collaborative forms of jutsu to enhance what their summoned allies are already capable of. The Wind Release; Toad Oil Bullet is one such evolution. By cloaking a typical Oil Bullet with another's wind-natured chakra, the velocity of the attack can be increased greatly. This increased force of impact heightens the damage caused by Toad Oil Bullet greatly, while still retaining the natural effects of the oil. Points: 2 [Evolving; 1]
×
×
  • Create New...