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MadKatters

Kumo Nin
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Everything posted by MadKatters

  1. Because he's a fagget Haruno Kasumi gifts 5$ to Karuko Hatake. Kasumi's onhand ryo goes from 740 to 735 Seriously, five? wtf man.
  2. Haruno Kasumi; Konoha. Provided you don't want to know about my side-event willing character. Der you go.
  3. But, like, how does that work? Do you trust players to fairly play their characters? Or will their be mod supervision? Or do they just like right one big-ass post of back and forth rounds? Or, will we just figure it out when the time comes? (Not that I'm entering two characters but it's worth asking xD)
  4. Wait, is this F2P? I mean, I don't want to have to pay for anything...... *Glares at KC* On a serious note. Is this going to be like Arrakis? Where I can totally be a voyeur and lol at the noobies getting pwnt?
  5. Haruno Kasumi Buying: Quote Money on hand goes from: 1490$ To 290$
  6. Haruno Kasumi Selling: R2 Taijutsu Weights that Kazuto gifted me. (Because lol) 200$ Money on hand goes from 1290$ to 1490$
  7. Changed and changed. And the last is six? Unless I need to bump it or lower it by one?
  8. How does 'half effects' taken affect things like "Destroy X" (Item or weapon) or Vulnerable, Stunned, etc. If 'half' of something would negate the effect? (Loss of faces, full openings, etc.) Does it still inflict one full turn then?
  9. Soooooooooo.... Them Weapon Traits on the main site Parry, Ward, Dispel, Defend... they've got no rank limitation. Does this mean that a gennin can still block and take half damage/effect a chuunin's attacks or not? RPJ's only let you block stuff of the rank of the technique or lower and you can only negate stuff of equal or lower rank than the user itself I believe.. but does this apply to other things like this? I'm reading it a bit ambiguously here as it is.. it doesn't state that they can't block anything coming at them from a higher ranked nin or a higher ranked jutsu than they are but.. a gennin blocking something from a chuunin+ Just because they spent 800-1600$ is a bit weird to me.
  10. Sky Dancer Jutsu set~ <3 Name: Sky Dancer; Flowing Motion Type: Ninjutsu-Taijutu; Sky Dancer; Lightning Rank: Jounin Cost: 45 Chakra and 45 Stamina per strike Damage: 60x Effects: Multi-strike jutsu with a maximum of 4 possible strikes Description: One of Sky Dancer’s more ‘difficult’ techniques. Once a fledgling user of the style has mastered previous techniques Flowing Motion is next in line. The hybrid attack consists of a quick series of open palm ‘strikes’ that barely graze the target. Each one target at a different location of the target’s body the user must keep in constant motion to avoid tripping themselves up as they twist and turn around the target landing blow after blow. Points: 9 Name: Sky Dancer; Effortless Motion Type: Ninjutsu-Taijutu; Sky Dancer; Lightning Rank: Jonin Cost: 55 Stamina + 55 Chakra Damage: N/A Effects: Full Opening [sky Dancer; Flowing Motion] Description: Effortless motion is a technique with a singular purpose: To set up another sky dancer move. By dipping low and attacking the target’s chest with an upward kick the user attempts to stun them and leave them open for Flowing Motion’s assault to the body. Points: 4 Name: Sky Dancer; Burn The Sky Type: Ninjutsu-Taijustsu; Sky Dancer; Lightning Rank: Jonin Cost: 75 Chakra + 75 Stamina Damage: 150 Effects: Vulnerable [One turn] Description: A relatively simple strike compared to some of the other moves in the Sky Dancer repertoire. Focusing their lightning natured chakra to a single leg they close in on their target before slipping around behind them in a side-step to unleash the built up chakra into an explosive release aimed for the back of the target’s head. Points: 6
  11. Didn't like how I'd limitted myself before to just Chuunin destruction.. silly in hindsight. Tweaked it to be my style and evolving. Breaking Bolt was previously approved Here As a chuunin styless.. so it can get moved when this is approved in it's place. Name: Sky Dancer; Sky Break Bolt I Type: Ninjutsu-Taijutu; Sky Dancer; Lightning Rank: Chuunin Cost: 75 Chakra; 75 Stamina Damage: 10 Effects: Destroy Weapon, Clobbered (One Turn) Description: A surprisingly basic Jutsu for the Sky Dancer style the user flashes through a quick set of hand seals before rushing forward as lightning chakra accumulates within their legs. Relying on a combination of raw power and the piercing potential of lightning the user targets the opponent's weapon at a single point. Points: 6 Name: Sky Dancer; Sky Break Bolt II Type: Ninjutsu-Taijutu; Sky Dancer; Lightning Rank: Jounin Cost: 130 Chakra; 130 Stamina Damage: 30 Effects: Destroy Weapon, Clobbered (One Turn) Description: A surprisingly basic Jutsu for the Sky Dancer style the user flashes through a quick set of hand seals before rushing forward as lightning chakra accumulates within their legs. Relying on a combination of raw power and the piercing potential of lightning the user targets the opponent's weapon at a single point. Points: 7 [Evolving; Sky Break Bolt I] Name: Sky Dancer; Sky Break Bolt III Type: Ninjutsu-Taijutu; Sky Dancer; Lightning Rank: Sennin Cost: 240 Chakra; 240 Stamina Damage: 60 Effects: Destroy Weapon, Clobbered (One Turn) Description: A surprisingly basic Jutsu for the Sky Dancer style the user flashes through a quick set of hand seals before rushing forward as lightning chakra accumulates within their legs. Relying on a combination of raw power and the piercing potential of lightning the user targets the opponent's weapon at a single point. Points: 8 [Evolving; Sky Break Bolt II]
  12. Three posts, thirty minutes. COME AT ME BRO.

  13. There are a few Hybrid styles already. So long as it involves Taijutsu. You can't do a solely nin/gen one and have it be a 'Taijutsu style.' Or so I understand it. I know for a fact there is at least one Style of Nin/Tai Hybrids out there. (I run it in Kumogakure.) I think Kouta uses one as well actually.
  14. The waiting is the worst part...

  15. Huh, first purchase(s) of the year. Neato. First: Armor Kind: Hitai-Ate Special: Fence Sitters Anniversary Headband ; Reflective Surface; Indestructible Description: An old 'Shinobi' headband tied together with the Kumogakure headband so that they are laid atop one another. Both are cleaned and kept to a perfect condition and shine brightly under the light. Cost: 170$ Second: These two: Into: Armor Kind: Tsururu Mira's Jacket (Customized) Body Placement: Body Statistical Attributes: +150 Defense; + 50 Evasion; +15 Item Slots Attributes: Indestructible; Chakra Defense; Elemental Resistance [Lightning] Special: N/A Description: A heavy jacket inherited from her sister upon the elders death. It’s been patched and reworked innumerable times over the years but Aria still clings to it. Despite it’s time-worn status this jacket has held up well over the years and has recently been altered further to be combined with the Chuunin vest that Aria received upon her promotion. The Vest has been woven in and combined into the interior of the jacket giving it an added layer of defense while keeping the utility of the vest. Cost: 955$ Upgrade fee: 555$ (400 for 100 Defense previously paid) Net Cost of Above Purchases: 555 + 170 = 725 Money on hand: 790 Money after Purchases: 65$
  16. Skill Name: Loner Type: Regular Skill Description: Whether a mental illness or a personal choice this character prefers to work alone. By no means does this make them an disloyal individual they just do their best work when alone. As a consequence partners and friends are hard to come by but to this individual it's an even trade. Other people just seem hold them back as they have to slow their pace down to work with another person. At other times their pursuits might not align and working with their fellow shinobi is an actual hindrance to them. Over time they become so adept at training all by themselves that it's second nature to them. As time moves on it's not uncommon for this individual to develop a stigma amongst others and for people to begin to avoid them which only furthers their disdain for working with others. In the end it doesn't phase this individual after all they were born to be alone. Effect: Increases character's TXP gains in Solo training per rank in skill. May not be taken with any other skill that affects character's XP Gains. Character gains no additional XP per line when training with others regardless of their rank in relation to character. Character gives +.5 XP per line to others when training with another character regardless of the character's level or rank. Does not affect the TXP per line gains of GM arcs regardless if the character is undertaking it Solo. Does not affect the XP earned from Missions taken Solo or otherwise. Ranks are cumulative and do not stack. Requires Mod Approval Rank [1]: Character Gains an additional +1 TXP per line when Solo training. Rank [2]: Character Gains an additional +1.5 TXP per line when Solo training. [Requires; Rank 1 Loner and Chuunin rank] Rank [3]: Character Gains an additional +2.0 TXP per line when Solo training. [Requires; Rank 2 Loner and Jounin rank] Cost: 2 SP per rank (6 Total SP) Initially inspired by: Anti-Hero And follows many of the same things. The first italicized extra rule means you can't take this with any skill that affects XP Gains. So no Quick Learner or a hindering such as "Lonely" That would otherwise affect the gains at which you would level. Quick Learner and other XP bonuses, become redundant at higher ranks with this skill so I felt that it was something to keep in. Until Chuunin rank Player may have Rank 1 for +1 XP. This gives them 3.0 XP per line in Solo Training and only an additional +0.5XP per line from any other source. With this until level 21 Player XP caps at 3.0. From 21 until they hit Chuunin, player receives 3.5 XP per line. When their cap at 21-75 would otherwise be 5.0 XP per line. From Chuunin onwards, player receives +1.5 XP per line. Until level 75, this character gets 4.5 XP per line, at a cap of 5. If training with another player, they only receive 3.5 XP per line. From Jounin onwards, Player recieves +2.0 XP per line. Until level 75, they get 5.0 XP at a cap of 5.0 XP per line. Until 75, They get 3.5 XP per line if they are training with another individual. From 76 until 100, They get 5.5 XP per line, at a cap of 5.5 XP Per line. Getting 4.0 XP per line when training with others. From 101 onwards they get 6.0 XP per line alone, and another player gives them 4.5 XP Per line. As for the "Requires Mod Approval" I felt that it was at best a 'Case by Case' Skill and that the staff decide if the character actually fits the skill. As well as potential abuse with a character and this skill. I've got some math listed above and hope that helps in the grading of this skill. I'm largely hopeful that this skill gets through and am more than willing to discuss numbers with people.
  17. Attribute Name: Fortified Armor type: All Effect: Armor may be modified with the following traits: Parry, Defend, Ward, Dispel Description: This piece of armor was designed with defensive actions in mind and can be further modified to enable better defense against attacking. Cost: 50$ A Repost of This To be modern and allows for the purchase of all four of the 'defensive' abilities that one can link to weapons.
  18. Trap Rules From the sounds of it, you're talking along the.. set trap lines. So, see those rules.
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