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Princess

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Everything posted by Princess

  1. Princess

    CD's Art

    If he's down to do it, you book it on the mainsite donation page, and it gets sorted from there.
  2. The consensus at the time was basically to stop me making poisons that did like, 1000 damage in a single shot, because no one had tried as the cost would be insane. But that was not a barrier to me. So I guess we'd have to make a case for either capping the CP on effects, or inflicting a cost modifier. The rough idea when designing it was titanslayer was meant to be about the most a poison could do, with 200cp damage and 200cp effects. Exceeding that would be a bit much I felt, though within the rules as long as I split additional damage up. So it's current iteration observes the primary intended effect of changing poison damage out of the insane, but if you think status effects need consideration we can talk that through.
  3. Edit to return it to genjutsu, was a hiccup making it nin gen was always the intention
  4. Made changes along the lines of KC's suggestions, which cut down on the length and complexity of the skill significantly. It now is fairly simple. Corruption: I do like this as a mechanic, so it is retained. Stage 0: Has no mechanical benefits, just drains your chakra and stamina. This is permanent, no effect will ever change that. Grants 3 SP, happy to reduce it to 2, the idea being that 3 SP pays for Stage 1 once you unlock it if you want to save it up for that. Stage 1: So, has two parts. Part 1 grants you [Senjutsu Chakra] as a new tank stat permanently. Once you gain it, you never lose that stat and its value persists. Then, while stage 1 is active, you gain 50 per turn and can spend it for costs as KC requested. The damage increase is applied to base, breaks caps, and goes up to 15% (1 per corruption). Happy to lower that cap if required. Additionally, you get the variable stat modifier skill. So, you either gain 2X stats, or 2.5X if you have a lot of corruption. Or, if you have an advanced system, you can change 2X stats it grants. If that advanced system would grant less than 2X stats, you gain 1X stats, as long as it doesn't exceed 2X. So it means if your advanced system grants no stats, you're getting X. If for whatever reason it grants less than 2X (cannot think of any that grant more than X but less than 2X) you gain the difference. So the cursed seal, when corrupted, is stronger if you don't have an advanced system, but combined with an advanced system has access to more power so balances out. There also remains access to Mastery. So if you get highly corrupted with stage 2, you can reach the level of stage 1 mastery Sasuke had, where it doesn't really faze him at all. So the cost is changed from Health to Chakra, Stamina or both (remembering you are always losing 5% Chakra/Stamina, so it increases that reduction) and no longer grants corruption. It can be activated as much as you want, and can make swapping into stage 2 a free action. Stage 2: Apotheosis remains the mutation skill, changed names to the directions as KC suggested. Tweaked the abilities a little to no longer be reliant on a skill that no longer exists. Senjutsu and Infusion are exactly the same but with greater values as KC suggested. There is no way to master stage 2, it will always cost health.
  5. Moved to dead as modern version approved.
  6. Yeah, gas is the intended form but distilling them works too.
  7. One weird thing i was thinking. If your first dodge roll is a 4, the modifier can't apply. But does it move to the next dodge roll if there is one? As currently worded it does not (only stipulates it adds to first dodge roll, and <5 can't be modified, no clause to allow it to apply to first modifiable roll). If that current reading works for you I can slap a big ol' stampy boi on this. If not make a little change and it should be golden.
  8. We're actually having a discussion on critical effects at the moment, so just in case those changes we aren't posting on this.
  9. Maths time! Heaven's Gate and Right of Creation: Both are costed the same. 300 damage is 200 chakra, 40 for a quarantine effect. Instead of targeting a full offence, it targets either Barriers and Shields or Secondary Characters. Useful against anyone, but no where near as oppressive then a full quarantine, but costs the same and uses the battle limit of quarantine. Just something I wanted to make. Mark of the Worthless: Mainsite basic. 200 damage is 133.3r but gross it's 135. Deafened 3 is 90. Breakdown 3 is 210. So 435.
  10. I think this is vol IV. I lost track. I was thinking of these, almonds said make them. This is what you get for not checking what is going on in my mind before telling me to make something. Name: Houton: Tengokumon ni Sakarau:| Radiation Release: Reject Heaven’s Gates | 放遁:天国門に逆らう Type: Ninjutsu [Radiation] Rank: Sennin Cost: 260 Chakra Damage: 300 Effects: A character hit by this technique cannot create Shields or Barriers for one turn. This effect (or any effect which shares the same wording) may only be applied a maximum of three [3] times per battle. Description: The ability to mold chakra into shapes that are tangible in the physical world is something almost all shinobi understand. Regardless of if it is ninjutsu, genjutsu or taijutsu, this basic element helps to guard a ninja in their conflicts. The unstoppable decay Radiation chakra imparts, however, can disrupt even this, rendering victims unable to conjure even the smallest defence until the foul energy is purged from their system. Points: 4 Name: Houton: Souzou-ken ni Sakarau | Radiation Release: Reject the Right to Create | 放遁:創造権に逆らう Type: Ninjutsu [Radiation] Rank: Sennin Cost: 260 Chakra Damage 300 Effects: A character hit by this technique cannot create Secondary Characters for one turn. This effect (or any effect which shares the same wording) may only be applied a maximum of three [3] times per battle. Description: The ability to mold chakra into shapes that are tangible in the physical world is something almost all shinobi understand. Regardless of if it is ninjutsu, genjutsu or taijutsu, this basic element helps a ninja to conjure support and comfort in the heat of battle. The unstoppable decay Radiation chakra imparts, however, can disrupt even this, rendering victims unable to conjure even the lowliest academy clone until the wretched power is purged from their system. Points: 4 Name: Houton: Kachinonai Shirushi | Radiation Release: Mark of the Worthless | 放遁:価値のない印 Type: Ninjutsu [Radiation] Rank: Sennin Cost: 435 Chakra Damage: 200 Effects: Metabolic Breakdown [3]. Deafened [3] Description: The user throws a cloud of sickly green Radiation chakra into the air. The common response is to cover the mouth and nose when attacked with a gas, but the tiny motes of dark power aren’t heading for the lungs. Instead, they swarm around the target, flying through the ears to burrow deep and wrap the brainstem in thick tendrils of Radiation, cutting off their ability to regulate chakra willfully, and slowly working its way towards the heart to cut chakra off entirely, if only briefly. Points: 7
  11. So, responses in order! 1) I do have an item like that and it is for Otome, don't think it ever got close to approval, but here it is. It's designed to try make the bonuses from scout easier to lock in. Absolutely no intended crossover with this technique or the Ikiryo in general. 2) Yes it is intentional you cannot turn it off. I hadn't thought about dismissing your secondaries. The intended pay off for the can't be touched effect is you absolutely burn through your health, and while the Ikiryo do have ghost health absorption, it is not going to keep up with this. 3) Yes, that is the intention. You're essentially merged with the ground around you. So if they have a technique that can hit you, you do not make a dodge roll. Which is punishing given the Ikiryo are a block range bloodline. So you don't take crits, but you also can't block. It was intentional this would be selectively useful, I still haven't quite worked out the build to capitalise on it. I think hit 120, spend CXP to hit 10k health and 10k gen is about the point this hits viable value. Classic princess. 4) That's just me not filling it in. Ikiryo are only ephemeral while the AS is active, 100% the intention is the AS must be active while using it. Yes it undermines much of the bloodline, the goal is to give you some turns where you're not getting slapped with status effects, and can moderate the damage you take a little more carefully if they have the raw stats to blow through your defence. It won't be worth it in every battle, but that's the fun with it. 5) The Ikiryo treat genjutsu as like, interactions with the soul, considering it mostly as pure Yin release, manifesting spirits out of nothing and stepping into their world. That's just the clan's approach to how it work, so made it genjutsu like all their spirit mucking stuff. 6) I am fine to close off taunted and anything else you see. 7) Forbidden: Unacceptable is fine by me for LORE reason. And yeah the cost makes sense hahaha. 8) My counter is that you're also paying 5% of your ghost health to keep the bloodline active. So if you are hitting with massive attacks, you can circumvent the cost of the upkeep, much in the same way people can cap up cost reduction (which cannot be done with health costs) and then just passively regen the cost of the technique. You're still losing health in the hundreds every turn even if you hit, even more if you miss. I don't think turning off the absorption is necessary. 5% total ghost health every turn it's active. 400 up front 100 each turn. 100 for geisthaunt So if you say have 2000 health, 1000 gen and the amp as you posited. Turn you use this, you lose 500 ghost health and don't deal damage for a turn, so that 500 is straight lost. On subsequent turns, you're losing 200 to upkeep, an additional 100 to use geisthaunt, and if you hit you heal 88. So you are, after the first turn of this active, at -722. I don't think the 88 healed is really breaking it that much. Not to mention when it ends, you'll want your increased block range back, which costs 150 ghost health. Pretty much the only way to get solid healing back is to get your two crit chance turns to land. Which will be rough. There's no way to break even on this even with the drain. The idea is all techniques used in it require ghost health, but I'll make that explicit. Final Mechanical Note: I had considered it this way: In battle there are X teams, teams consist of Y allied characters. Characters on a team treat all other characters on that team as an ally. So when I use the term allied characters, I mean all characters on a team. When I use the term ally, I mean an allied character other than the user. Hopefully that makes sense. Changes I said would be made here are made.
  12. Yup, we worked on this over discord as we do. Happy with it. Approved.
  13. When you say "there's a thing that does a thing" you have to link it dude. I'm not giving stamps off blind precedent and if you want to reinforce your claims, the onus is on you to back it up. Only slight wording issue. You need to swap the order of the take damage equal to what the clone took and come back with the health they had before clauses. While I don't believe it's your intention, as written the clone dies, summon takes damage, then goes back to health it had pre clone.
  14. Given forbidden jutsu have no upper limit to JP, and sennin jutsu can get up to 13 but oh you can also buy them early to double their JP oh and make them pet jutsu oh and make them hybrid jutsu, I really feel like this is capable of just way too much. What might be fine is if you go: The user may learn and perform Astray Archetype techniques. When you hit with one or more Astray Archetype techniques, roll a d5 (if the jutsu was jounin or sennin rank, roll a d10 instead) at the start of your next response phase. You may increase your first dodge roll that phase by X, where X is the result of the die roll. This does not apply to Dodge Rolls of 5 or lower. So you have a hard cap of what it can do, 10, which is lower yes than the base cap for sennin and significantly lower than the theoretical caps, and has a random element to it. As worded, you're messing with their perception of accuracy, so having some randomnness is still fine I like to think, it's very clear what the trigger for the roll and the timing for the roll is and when it applies. It then open up the door to create technique that specifically interact with the archetype in a way similar to how tai styles can have attacks which generate or spend charges outside of normal rules. You could have techniques that modify the roll from the archtype, or allow it to apply to an additional dodge roll. Because it's a flat modifier to the roll, it circumvents caps entirely, which is normally very strong, but being a random element akin to premonish ken, I think it's doable.
  15. Well if he's cool with it I am too.
  16. Honestly I'm pretty fine with the majority of those effects as is. Costing, off the top of my head, I would say: Painful Wounds: This one has the potential to be absurdly strong or completely useless. I think you could comfortably price this at 400. Since it isn't going off the base cost, cost reduction applies first, meaning anyone who is planning to use taijutsu against you and fall prey to this likely has the tools sitting there to minimise what it can do anyway, and if particularly scared they can drop a shield/barrier, rpj or destroy the weapon. If they aren't a tai user or tai hybrid, this does literally nothing. A Thousand Cuts: This one, I would go down as low as 250 for. Both Metabolic Shock and weakened fall within the range of what Affliction can add, but this is doing that automatically instead of spending chakra to activate them, and of course getting potentially both at once. Together as affliction they would cost 75, I think we double that for allowing them to happen together, and add 100 for circumventing the once per attack and chakra cost requirements. Maybe just add a note this cannot be combined with Weakened or Metabolic Shock granted by Affliction, else I feel it would become a little too oppressive. Full Moon Seal: Now, this is the big one. Typically something like this would need a variable cost relative to the incoming attack. But as a one off finishes at the end of the battle, it actually reminds me a lot of the ability stealing on the brave sword. Sealing I feel is less oppressive than turning it on your opponent, because if someone's entire build revolves around a single technique, and they use it, then let you hit them and seal it, honestly they kind of deserve it. Copying the jutsu was 1500, required a setup phase action, and had up to 4 uses per battle at max weapon level. I think we can go 800 for yours, given it's once per battle, easily played around, but still quite a powerful ability.
  17. Few other things to clean up. Scintillating Star: Instead of the cost is sent to X/1.4, which is...pointlessly weird. Plus, as worded, it completely skirts caps on cost reduction. So please change it to if the technique already has five subtle elements, reduce it's cost by 25% or something similar. You alternate between referring to the subtle elements as subtle or basic elements. I don't mind which term you use, just please use the same term throughout. Nova: Can you link a technique with approved additional critical damage where staff explained their reasoning for it?
  18. Hmm, one other thing I am thinking of now. See, say your summon gets down to just 210 chakra left. You use this., It becomes a clone. You end it as a free action automatically, so no damage is dealt. Summon returns. Nowhere does it state the summon retains any lost tanks. So as long as your summon has more than 209 chakra, it can instantly heal itself to full for an action. Nope. You need to state the summon keeps track of lost tanks at the time the jutsu is used, and returns in the same condition it left. This can be in a jutsu rules subtab under the jutsu, I don't mind, but this does not fly if it's a 1 action no cost full heal at will.
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