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Sol Pope

Game Artificer
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Everything posted by Sol Pope

  1. Having gone through all of these bit by bit I feel like this is more or less approvable. The only thing I have a question about is Tenkingan Piercing With Piercing, I feel like 4 free negation jutsu might be a bit much. The primary balancing factor that I can see with RPJ jutsu is the costs associated with them and the loss of phases. This skill at high level allows you to freely negate 4 genjutsu with no stat costs. I’m not sure I like a free RPJ this many times a battle even if it’s just against one type of attack. I would like to hear from you or from other staff on this before I flat out approve the system. The rest of it seems to fall neatly into the power level of other AS that I’ve seen.
  2. Always love to see new faces! If you have any questions about the game or anything else you can join us on Discord like Tw33dle mentioned or simple message a staff member here on the forum. We're always happy to answer questions! P.S. I haven't heard the word Flobots in a very long time. I approve.
  3. This is a solid first attempt at making a skill. That said, the first turn you can't make offensive actions so you're not really seeing a major hindrance with this skill. This skill might be worth +1 if it extends to the first three turns but it's certainly not worth 3. The mainsite hindering skills that reach +3 and +4 are usually very rough to play around, with a skill like this you have plenty other options. A high evasion build on its own or starting your first turn by erecting a barrier or shields in the main phase will effectively play your way around this skill. My suggestion would be to lower the cost to +1 and increase the amount of turns you cannot use RPJ to three.
  4. This is an advanced Tai Style derived from Drunken Boxing and my currently unapproved Advanced System found here Drunken Boxing:
  5. Yotsu Gyoja | 酔っ庵主 | Drunken Hermit Style Requirements: Mud Hermit Armor; Drunken Boxing Style, 200 RP in the Ishikawa Syndicate Upon activation of Drunken Hermit Style, all Brew Charges are converted into Keg Charges. For as long as Drunken Hermit Style remains active, all taijutsu and basic attacks by the user are considered to have the [mud] tag. The user loses a Keg Charge each time they fail to block an attack they do not dodge. 0 Keg Charges - no effect 1 Keg Charge: Drunken Hermit Taijutsu apply Fazed. Fazed's effect is increased by 10% when applied in this way. 2 Keg Charge: Drunken Hermit Taijutsu apply Fazed. Fazed's effect is increased by 20% when applied in this way. 3 Keg Charge: Drunken Hermit Taijutsu apply Fazed. Fazed's effect is increased by 30% when applied in this way. 4 Keg Charge: Drunken Hermit Taijutsu apply Fazed. Fazed's effect is increased by 40% when applied in this way. 5 Keg Charge: Drunken Hermit Taijutsu apply Fazed. Fazed's effect is increased by 50% when applied in this way. In addition, twice per battle when spending Keg Charges to add ‘Clobbered’ to a technique via Drunken Boxing’s ability, you may spend an additional Keg Charge to extend the battle limit of ‘Clobbered’ by 1. Cost: -3 SP, 20 Post Training
  6. I like the idea of the union skills a lot more than it not being an advanced system baseline. Still not 100% sold on the idea but that IS a massive investment and I’d be hard pressed to think of something else right now that would work better imo. Today is my Friday so I should have some time this weekend to really dig into the numbers. To address your points, KC, You can die just from getting it. Unless you take it at a sufficiently high level. Also this is a reason I strongly feel that the juinjutsu that afflicts it should 100% be locked to NPCs. A dice roll insta-kill move isn’t something I think should be in the hands of players at all. Besides, giving a system a restriction of “this is a death roll to get” isn’t a sufficient reason to allow that system to be flatly stronger than others. If that’s the logic, I’d prefer to see the juinjutsu changed. There’s something to be said for honoring canon but I don’t think it is a good reason on its own to allow something through that imo seems overly strong. If Juinka isn’t an AS, and is allowed to layer onto others and approved as such, I feel pretty strongly that it will see one extended combat and then be pulled because it’s too bonkers on top of _____ system. You can die from using it. That can be said of any skill or jutsu that uses health as a cost You can be body-snatched by some asshole, who probably only gave it to you so that he could body-snatch your cool bloodline. I kind of feel the same way about this as I do about the “you can die just from getting it” restriction. If the juinjutsu that afflicts it is locked to NPCS (as I believe it should be) this is just a narrative tool to make cool stories. I don’t think realistically anyone would want to take a skill where they just might get body snatched and lose their character.
  7. First of all, I think this is really cool. I like the progression and the flavor. I haven’t had the chance to really dig into the numbers yet due to time constraints at work, but I had a couple comments so I figured I’d throw them here. First, with Unholy Resistance I am straight up not getting how that is working. “-5x stat reduction from gen attacks, where x is = to ninja rank for every 5 ranks of corruption they possess.” Assuming you’re a jonin with say, 10 ranks in corruption out of the max 15. Your X would be 3 (equal to your ninja rank) times 2 (for every 5 ranks of corruption which in this example is 10), so 6. And then 5*6 = -30 stat reduction. That’s how I’m reading this skill so I don’t understand where the “rounding down, to a maximum of -10x” bit is coming in. What is modifying the 5? I’ve stared at it for a while and I just can’t figure it out and I feel that because of this the skill should probably get a re-wording to make it easier to understand. Never mind it finally clicked, but I still think it could be made less obtuse. And to address what I think is the obvious thing, I really don’t see why this isn’t an Advanced System. I can understand the desire to keep this within canon flavor but I don’t personally think it’s a good enough reason to skirt the “may not have two advanced systems active at once” rule.
  8. Camouflage - Approved White Hound - Approved White Strike - You used the Taijutsu damage ratio. The Ninjutsu damage ratio is 2:3, which would give you 240 damage at 160 chakra.
  9. This is directly related to this Advanced System of the same name. The design of these jutsu mirrors the design of Earth Release; Earth Spear, with permission and progresses in the same format. Jonin becomes seal-less and sennin can be used once per battle in the response phase. The terrain clause with the jutsu is mostly for flavor. A user would need like 3200 points between chakra and stamina to make it cheaper to create terrain instead of simply paying the stats as normal.
  10. Kojin Gyoja | Mud Hermit Armor Type: Ninjutsu [ Mud ] Rank: Chuunin Cost: 5% Total Chakra & 5% Total Stamina Effect: Used in the Setup Phase. Activates the 'Kojin Gyoja | Mud Hermit Armor' advanced system. If the terrain is “Thick Mud” or “Muddy Ground” this jutsu has no cost. Description: An exquisite form of defensive combat, the Mud Hermit Armor was developed by Kojin himself. The elemental mud of the Mud Monks is brought up and around the user like a cloak, enabling them to dampen the force from physical attacks and slough off flames and other hindrances like an axolotl sheds it’s slime coat. Points: 8 Kojin Gyoja | Mud Hermit Armor II Type: Ninjutsu [ Mud | Seal-less ] Rank: Jonin Cost: 5% Total Chakra & 5% Total Stamina Effect: Used in the Setup Phase. Activates the 'Kojin Gyoja | Mud Hermit Armor' advanced system. If the terrain is “Thick Mud” or “Muddy Ground” this jutsu has no cost. Description: An exquisite form of defensive combat, the Mud Hermit Armor was developed by Kojin himself. The elemental mud of the Mud Monks is brought up and around the user like a cloak, enabling them to dampen the force from physical attacks and slough off flames and other hindrances like an axolotl sheds it’s slime coat. Points: n/a [Evolving 4; Kojin Gyoja | Mud Hermit Armor] Kojin Gyoja | Mud Hermit Armor III Type: Ninjutsu [ Mud | Seal-less ] Rank: Sennin Cost: 5% Total Chakra & 5% Total Stamina Effect: Used in the Setup Phase. Activates the 'Kojin Gyoja | Mud Hermit Armor' advanced system. If the terrain is “Thick Mud” or “Muddy Ground” this jutsu has no cost. Once per battle the user may use this technique in the Response Phase as a free action. Description: An exquisite form of defensive combat, the Mud Hermit Armor was developed by Kojin himself. The elemental mud of the Mud Monks is brought up and around the user like a cloak, enabling them to dampen the force from physical attacks and slough off flames and other hindrances like an axolotl sheds it’s slime coat. Points: n/a [Evolving 4; Kojin Gyoja | Mud Hermit Armor II]
  11. Kojin Gyoja | 黄塵庵主 | Mud Hermit Armor A technique perfected in the mountains of Sunagakure, the Mud Hermit Armor is a secret passed down by the Mud Monks of the Ochiru Bathhouse. An exquisite form of defensive combat, the Mud Hermit Armor was developed by Kojin himself. The elemental mud of the Mud Monks is brought up and around the user like a cloak, enabling them to dampen the force from physical attacks and slough off flames and other hindrances like an axolotl sheds it’s slime coat. This art form is passed down amongst the axolotl and from them to those shinobi whom they deem worthy of carrying their summoning contracts. Rules and Restrictions -200 RP in The Ishikawa Syndicate Organization -Axolotl Summoning Contract -This is an Advanced System -This System does not turn off Advanced Regeneration Activation: - The activation of this Advanced System is done through the jutsu “Kojin Gyoja | Mud Hermit Armor” - Following the turn this is activated, the user loses 5% of their total Chakra per turn. - This may be deactivated in any of the user's phases as a free action. Kojin Gyoja | Mud Dampening The mud that the Mud Monks coat themselves with is thick and viscous. Attacks that hit the armor find that their force is spread out over a larger surface area before they finally connect with the user, lowering the total damage they can do to the Mud Hermit. Effect: Whenever the user Blocks an attack while Mud Hermit Armor is active, they reduce the attack’s total damage by an additional 20%, up to a maximum of 80%. Cost: -2 Kojin Gyoja | Slough While fighting with goopy mud, it’s only natural that some will go flying. When the mud armor takes damage, some of that armor sloughs off the user instead of allowing the attack to affect them fully. Effect: The first time each turn the user Blocks an attack while Mud Hermit Armor is active, they may select one status effect currently affecting them. The user may choose to either remove turns from the effect’s duration, reducing it to a minimum of zero turns, or reduce its rank or damage value. The user may not apply this effect if the CP value of any of those options is above 25 per ninja rank of the user. The first time each turn that the user Dodges an attack while Mud Hermit Armor is active and their Block Range is increased by an active effect, they may apply the effects of this skill to two status effects. Cost: -4 Kojin Gyoja | Mud Bathing Mud is known for its health benefits, the elemental mud of the Mud Monks even more so. Coating oneself with the stuff has health benefits besides just protection from direct attacks. Effect: Whenever the user would suffer any form of unmodified damage while Mud Hermit Armor is active, they may pay X Chakra to reduce the damage by 2X. Cost: -3
  12. Fire Mist Cigarettes A mass produced, nicotine filled package of mentholated cigarettes. Effect: This item is Addictive;x. X may never be higher than 3. Cost: $20x
  13. Done and done. Also changed "Inflicts Bleed 60 [1]" to "Inflicts 1 turn of Bleed 60" but no mechanical change.
  14. The way the skill reads makes me think that's not necessarily true. Adding that clause came up when I spoke to other staff about approving base v total cost reduction so I am inclined to believe that it's enough of a concern around the wording that it's easier to just have it there for niche abuse cases (if any were to crop up). Just to clarify how my brain reads it, I see "reduces the base cost by 5%" means "the base cost of a 100 cost jutsu is now a base cost 95 jutsu" and if it's reducing base costs it's doing so before things that reduce total costs. I'm definitely willing to hear another opinion on the matter though.
  15. In practice, on a summon you probably wouldn't have enough SP to throw into skills that could. That being said, on a hypothetical jutsu that has an initial base cost of 100, normally that jutsu could only be reduced to 50. But since you're reducing the base cost, other cost reduction could reduce the new base cost below 50. (In this example it could reduce the original technique to 48/45/43). Also I don't want to be overly pedantic but the wording you added is almost good, if you could just tweak it to say: "This cannot cause the total cost of a technique to be reduced below 50% of its original base cost when combined with other effects." Then we'll be good to go.
  16. It’s definitely clearer now, thanks. Because of the way base cost reduction works v total cost reduction, you could technically skirt the “can’t reduce cost below 50% of it’s base cost” using this skill. I would like to see a clause that states something so that you “cannot cause the total cost of a technique to drop below 50% of the original base cost when combined with other effects” or similar wording.
  17. I feel like the effect can be worded better. It took me a little bit longer than it should to parse it out and I'm still not 100%. You're intending for the 5% to increase to 10% then to 15% on each consecutive turn someone uses a technique that requires the skill correct?
  18. Math: Piercing Harmony 60 bleed at genin = 60Cp of damage 0.8 * 60 = 48 The Grift Confused: 30cp/turn x2 = 60 Smothersong Choking: 25cp/turn x3 = 75
  19. Magpie Song | Piercing Harmony Type: Genjutsu [Sound | Elemental Archetype | Kasagai] Rank: Genin Cost: 48 chakra Effect: Inflicts 1 turn of Bleed 60. This effect is dealt as ghost damage Description: The Kasagai Song splits into an ear piercing shriek of clashing harmonies, causing the target to bleed from the ears JP: 3 Magpie Song | The Grift Type: Genjutsu [Sound | Elemental Archetype | Kasagai] Rank: Genin Cost: 60 Chakra Effect: Inflicts 2 turns of ‘confused’ Description: The Kasagai Song ceases to sound like a song and instead begins to sound like a... sales pitch? Battle isn’t really the time for that, you guys. JP: 3 Magpie Song | Smothersong Type: Genjutsu [Sound | Elemental Archetype | Kasagai] Rank: Genin Cost: 75 chakra Effect: Inflicts 3 turns of ‘choking.’ This effect is dealt as ghost damage Description: The Kasagai Song begins to feel unending, vibrant, and...corporeal? The sound waves clash against the target like waves, making them feel like they cannot breathe. JP: 4
  20. I'll be frank here, this is approvable right now in my opinion. I also think it's really weak. Initially I thought it might be strong at lower levels but even then I don't think it's worth it. It doesn't scale well, so that would be the first thing I would look at.. In a perfect world you're slashing 200 defense after five whole rounds of combat in which you've hit every attack you've launched. And even then you have to continue to hit every turn to keep that full 200 as the initial 40 will start to fall off on the sixth turn. I can approve it as is if you want, but my suggestion is to not be afraid to shoot a little higher.
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