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Cellar Door

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Everything posted by Cellar Door

  1. Change Log: Mastery skills now require the user to pay 3x Chakra when increasing the base damage of an area of effect technique.
  2. Designer's Notes: These are fairly standard, as far as I'm aware. Math as follows: Technique 1 - 75(.5) = 38 + 20 (Status Effects) * 3 AoE = 174/2 = 87 (or 90 if you're anal) (The JP Cost is a total that reflects being able to spend a trigram charge for applying Rocky Ground to the field which is a straight exchange, 40 value for 40 cost) Technique 2 - 100(.5) = 50 +140 (Status Effects) = 190/2 = 95 (I shaved off 20 on each side because you have to spend a trigram charge and then rounded up to a nice clean 5 on each cost. Lastly, you over-pay a little bit on the Trigram Charges to add a third turn of Metabolic Breakdown, but I don't feel like it's a terrible cost pay. Also, the JP reflects the max cost if you were to put that third turn of the effect on.) Technique 3 - It's an RPJ. 5% fail chance, straight cost... max JP.
  3. • Hakkeshō Kūten | Eight Trigrams Palms Vacuum Heaven | 八卦掌空天 Type: Taijutsu [Jūken | Hijutsu; Hyūga | Dōjutsu; Byakugan | AoE] Rank: Jōnin Cost: 90 Stamina; 90 Chakra Damage: 75 Effect: All targets of this technique are afflicted with 1 turn of the status effects 'Damaged Tenketsu; 1-2' and 'Damaged Muscles; 1-2'. The user of this technique may choose to spend 1 'Trigram Charge' when performing this technique to apply the terrain effect 'Rocky Ground' to the battlefield. Description: Hakkeshō Kūten is the almalgamated product of two other Hyūga clan jutsu. When Revolving Heaven and Vacuum Palm are performed together, the expelled chakra becomes a large, three hundred and sixty degree dome of compressed and chakra. The force of which can cause severe damage to all trapped within the sphere that emanates out from the user. Like most of the Hyūga family's taijutsu, this attack damages the chakra pathway system of those caught within it. The attack's spherical aura is strong enough to destroy the earth and plant-life within it, often causing a large area on the battlefield to be reduced to little more than rocky ground. Points: 6 • Eight Trigrams Palms Twin Handed Back | Hakkeshō Sōshutsūhai | 八卦掌双手通背 Type: Taijutsu [Jūken | Hijutsu; Hyūga | Dōjutsu; Byakugan] Rank: Jōnin Cost: 75 Stamina; 75 Chakra; 1 Trigram Charge Damage: 100 Effect: The target of this technique is afflicted with 2 turns of the status effect 'Metabolic Breakdown'. The user of this technique may choose to spend 2 'Trigram Charges' when performing this technique to increase the duration of Metabolic Breakdown inflicted by this technique by 1 turn. Description: One of the many martial arts jutsu of the Hyūga clan, the Eight Trigrams Palm Twin Handed Back appears basic in its physical execution but the chakra manipulation required takes years to master. By striking a target's midsection with both palms simultaneously, a user of this technique is capable of forceably expelling chakra into their foe. This disruption of chakra stalls the flow of their chakra, making it impossible for them to regenerate expended chakra for an amount of time based on the amount of chakra expelled into them. Points: 7 • Jūkenhō Ichigekishin | Gentle Fist Art One Body Blow | 柔拳法一撃身 Type: Taijutsu [Jūken | Hijutsu; Hyūga | Dōjutsu; Byakugan] Rank: Jōnin Cost: .5x Stamina; .5x Chakra Effect: This technique may performed in the Response Phase. When determining the cost of this technique, the value of 'x' is considered to be the base cost of 1 unresolved physical attack of Jōnin-rank or lower targeting the user. All damage and effects of that attack are negated. This techniqe has a 5% chance to fail when performed, and may be performed 2 times per battle. Description: A technique born of a the Hyūga clan's ability to expel chakra from every tenketsu in their body, the Gentle Fist Art One Body Blow is a jutsu that is designed to be used in conjunction with Byakugan's incredible range of view. By tightly controlling the way that chakra is expelled from their body, a user of this technique is able to expell a concentrated blast of chakra in any direction, blowing away both enemies and attacks that may try to harm them. Points: 8
  4. No... I didn't forget. I read our bunky costing method on the main site incorrectly. Fixed it, but I'm gonna make a topic to change how that reads, because it's confusing.
  5. Designer's Notes: Basically nothing to say here. Math below. (50 * .66)3 + 85 = 184
  6. • Katon; Haijingakure No Jutsu | Fire Release; Hiding In Ash And Dust Technique | 火遁・灰塵隠れの術 Type: Ninjutsu [Fire | AoE] Rank: Jōnin Cost: 230 Chakra Damage: 50 Effect: The Climate Effect 'Volcanic Ash' is applied to the battlefield for 2 turns. Description: Haijingakure no Jutsu is a potent fire release technique, which has long been used as a means of creating cover. By kneading fire chakra within one's stomach, the user of this technique is capable of expelling a smoldering hot cloud of ash across the battlefield. The heat of the ash cloud is considerable, and capable of burning those not prepared for it, but the true potential of this jutsu is the ability to blanket the area in an opaque cloud of ash and dust that hides the user from view of their foes. Points: 5
  7. Designer's Notes: Been nearly a decade since these things saw some love, and I dunno... didn't feel like doing actual work today. Anyhow, some of the effects are switched around and adjusted to make them more uniform. Now each one has an effect that refills a tank stat (but slightly altered the values), each one has an effect that alters a technique or attack, and each one has something more unique. The most unique is the one that affects allies, which is just one I was experimenting with and because the theme is strong in Naruto. Other Changes of note; There are now two ways to activate each ability and they sort of reflect the ideal of the creed. And now you can't have more than one at all, where previously you could take more than one and not activate them more than once a battle. Now they are just a one per customer situation, and they reflect like... your ideals as a ninja. Previous Versions
  8. "You're wrong, that's not what makes a shinobi. You never did get it. A real ninja is one who endures no matter what gets thrown at him… Let me explain something to you, there is only one thing that matters if you are a shinobi, and it isn't the number of techniques you possess. All you do need is the guts to never give up." - Jiraiya • Shinobi Creed - "That's My Ninja Way!" Effect: Once per battle, a character with this skill may activate it in any phase as a free action when their Health is below 25% of its total or after being hit with an attack. When activated, choose one of the following effects: - You may use any skill or technique with a usage limit 1 additional time. - The base cost of the next technique you use is reduced by 75%. - You regain 25 Health, Stamina, and Chakra per ninja rank. Description: Nindō is an age old concept in the world of shinobi. Over time every ninja is believed to develop their own ninja way. These philosophies are what keep a shinobi going when their life is hard, and all they want to do is give up, roll up in a ball, and die. By tapping in to that determination, a ninja is thought to be able to overcome the most insurmountable obstacles, and so when a shinobi mentions their ninja way, you can bet they won't be going down without a fight. Requirements: May not possess more than 1 'Shinobi Creed' skill. Cost: -1 • Shinobi Creed - "Don't Underestimate Me!" Effect: Once per battle, a character with this skill may activate it in any phase as a free action when their Health is below 25% of its total or after activating an Advanced System. When activated, choose one of the following effects: - You do not need to pay the upkeep cost of any Advanced System for 3 turns. - Response Phase techniques used against your next attack have a +70% chance to fail. - You regain 75 Health per ninja rank Description: In the ninja world there is no greater insult than to be underestimated by a foe. For shinobi clans and those bearing proud bloodlines it is almost too much to bear. Inheritors of the strongest natural abilities or of secret, powerful techniques, these ninja will not stand idly by and be dismissed by foolhardy ninja. When such a ninja demands the attention of a foe, they aim to prove exactly what makes them worthy of their attention. Requirements: May not possess more than 1 'Shinobi Creed' skill. Cost: -1 • Shinobi Creed - "How Troublesome." Effect: Once per battle, a character with this skill may activate it in any phase as a free action when their Health is below 25% of its total or after an enemy dodges an attack. When activated, choose one of the following effects: - You gain a +20% (max. 90%) chance to dodge any attacks targeting you for 2 turns. - The duration of any status effects inflicted by your next attack are increased by 1 turn. - You regain 75 Chakra per ninja rank Description: There are great minds in the shinobi world. These genius tacticians and strategists control their battlefields with the skill of a master conductor leading an orchestra. These sorts of shinobi do not take kindly to those who would foil their plans, and when they admit that a foe has proven a problem it means that their own ingenuity has rivaled their planning and forethought. When one of these shinobi says that something is troublesome, they are about to bring the full potential of their brilliance to bear against such an obstacle. Requirements: May not possess more than 1 'Shinobi Creed' skill. Cost: -1 • Shinobi Creed - "You are a Worthy Opponent!" Effect: Once per battle, a character with this skill may activate it in any phase as a free action when their Health is below 25% of its total or after spending any number of Taijutsu Charges. When activated, choose one of the following effects: - You gain 2 Charges of a Taijutsu Style of your choice. - The base damage of your next physical attack is increased by +50%. - You regain 75 Stamina per ninja rank Description: The strongest warriors become the strongest by seeking out the strongest opponents. These ninja are constantly in pursuit of worthy foes, who will challenge the very core of their being, and allow them to exceed their own physical and spiritual limits. It is only through such rigorous trials that they feel they are capable of growing both as ninja and as people. It is high praise to be deemed a worthy opponent by ninja such as these. Requirements: May not possess more than 1 'Shinobi Creed' skill. Cost: -1 • Shinobi Creed - "I'll Protect You." Effect: Once per battle, a character with this skill may activate it in any phase as a free action when their an ally is being targeted by an attack or after an ally has taken damage. When activated, choose one of the following effects: - You may use a Response Phase technique in the Setup Phase. When used in this way it affects 1 ally being targeted by an unresolved attack. - The base Health of your next barrier or shield that targets an ally is doubled. - An ally regains 75 Health per ninja rank Description: The desire to save others is a noble pursuit and many shinobi possess that quality in spades. There are some though, whose presence on the battlefield is a guiding light for their allies. When others are in trouble it is their vigilance and quickness in action that saves lives. These ninja are the ones who will protect others at all costs. When a ninja such as this swears that they will protect another, they mean it. Requirements: May not possess more than 1 'Shinobi Creed' skill. Cost: -1
  9. Okay, new wording applied that should clarify that all modifiers from the previous attack still apply, so if it was a Genjutsu Dynamic Trap, it would still have that bonus it used previously as well.
  10. @cntrstrk14 Answering in order. - Maximum applied. - I think ultimately what constitutes a bond is very open to character personality. Naruto and the Hokages have exactly the sort of bond you would expect. But many of those same characters would also have bonds that you wouldn't. Naruto and Sasuke, Hashirama and Madara, Jiraiya and Orochimaru, Kakashi and Obito... so I feel there is a lot of room to define how these bonds work, but the requisite should just kind of be that skill-taker is motivated by them, and the "bondee" if you will, has a level of connection with them as well, even if it's not necessarily friendly. This is obviously for Kazuto, and I think all of his bonds will be the generic friend kind... but PMM has expressed his interest in this sort of idea, so I've delved into greater detail on how I feel. To summarize: As long as the user is motivated by them, and said person is more than "luke-warm" on them. - Can a bond be revoked? I want to say... probably yes... because player agency is really like... important, and if something were to happen Out of Character that made said person not want to interact with the other player at all, that would be y'know... necessary. However, I also outline that I think having arguments IC and the like doesn't just make a bond go away, and that is very much a recurring theme in the series. - I think this falls into one of those cracks where I feel like anybody who felt like something fishy was going on, and had the authority to make a player present logs of their interactions and judge for themselves could do so. It feels like in the same general 3.16 kind of RP-flavor affecting the game rules as when we want to ensure the Sharingan is only rolled for in life or death situations. And in which case I would say anyone can be on the look-out for abuse of the system. - Clarified that this is the action in your Setup Phase. I think Gaining 300 chakra should require some action economy.
  11. How about 300 Chakra? Because the absolute most you can spend on the basic Rasengan is 310, but if I put 310 on a skill I'd want to have an aneurysm every time I looked at it. If you can't cover 10 chakra, you're probably in such a bad spot that one Rasengan won't save you anyway.
  12. Meteor is Ryūsei (流星). Mitia is romaji. ... I'll come back and actually review later.
  13. A static -10 to evasion is a very small amount, and you also don't specify a duration for the stat reduction. It can't be a forever reduction.
  14. Okay, I thought about this thing for a bit, and I believe I have come up with a good way to make the Main Phase not just beat-out medical ninja and what they do. The Main Phase variant now offers a mini-do-over to your roll. The target may roll to dodge a genjutsu already messing with them. If they succeed the effects end. Ghost Damage from them remains though, because I figure just because you know it was an illusion doesn't make the mental trauma any less. Thoughts now?
  15. So, it took me a long time to reason out a way to keep the costs from not being disproportionate between these. .5x read nicely, and I still think with what I have here, it is pretty good. Response Phase: Too cheap. Solution: You now pay 1.5x the cost of the jutsu. (Technically, you triple the cost and divide it by two.) Setup Phase: Apparently chaos. Solution: I think this was just not prohibitive enough. My first hopeful change is to make you pay 2x the cost of the attack you're manipulating in the Setup Phase. Main Phase: No changes. Also played with that wording in your additional stuff.
  16. I'm tracking 28 of 30 JP, but provided all the creations within are approved, then this is also good to go.
  17. Same as what I said in the other Level-0. Pick a single stat to boost.
  18. You'll have to pick a single stat to boost, rather than a variable effect. (I know, I know... Toads do it with their tadpole. But that is something that is very old and puts their dinky tadpole on a level beyond other 0-level summons. It's slaked to change.)
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