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Peregine

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Everything posted by Peregine

  1. While it’s difficult to balance even compared to other sage mode origins, the fact that it’s eventually a zero-benefit skill makes me happy to stamp this. (To members considering making a sage mode origin, please don’t use this as a cost/value comparison.) Approved.
  2. Designer's Thoughts: This is the Origin Skill for Hornet Sages, much like Frog Style would be for toad summoners. While the cost is n/a, the Origin skill requires 2 and then 3 in Sage Mode so it comes out to -5SP overall. As far as balance I'm not 100% comfortable with the usability of the effect; this might be too many uses (Capped at 2 for Jonin, 3 for Sennin). On the other hand. it's fully telegraphed and can be barriered or negated or intercepted without issue to waste the skill altogether. Given the levels this will see play at, all should be extremely viable counterplays.
  3. Sage Mode Origin; Hundred-Eyed Hunter Effect: When this character is in Sage Mode, this skill can be activated as a free action in the Main Phase, designating one offensive action. When rolling to dodge the attack designated in this skill's activation, the target must roll two dice and use the lower result. If the user possesses the skill 'Sage Mode Origin – Rank Two', roll three dice instead. If the target would use an ability to gain additional die rolls, that effect and this skill are considered used and nullified. This skill may be activated once per turn and cannot be activated on consecutive turns. Statistics: Speed and Accuracy Description: The Royal Hornets are renowned for their ability to hunt and slay their prey, no matter the distance or difficulty. The few humans who have managed to learn their ways as Sages have learned to enhance their vision and senses with Natural Energy, manifesting compound eyes or additional pupils as their mastery of Senjutsu increases. Those who battle a Hornet Sage find hiding and evasion an impossible task, pursued and hunted relentlessly until they are inevitably caught and slain. Requirement: Contract Manager; Hornets and Sage Mode Origin – Rank One Cost: ⁿ/ₐ Sage Mode
  4. Peregine

    Team 8 Trades

    Shiina gives Hounoki Will of the Leaf Will of the Leaf Attributes: Fortified, Defend I, Ward I Description: A beautiful and detailed silver leaf pendant commissioned by Aburame Shiina. It hangs from the centre of a thin silver chain and can be worn as either a necklace or bracelet. It symbolises faith and conviction in the Will of Fire and inspires determination, endurance and hope in the face of even the direst circumstances. @Cloudnine
  5. Selling: Golden Kunai Value: $250 Obtained here
  6. Maths in math second is wrong for third, but correct in the tech. Approved.
  7. Aburame Style; Contact Contamination | Aburame Hijutsu; Sesshoku Osen Type: Taijutsu [Hijutsu; Aburame] Rank: Chuunin Cost: 100 Stamina, 1 Kikai Hive Damage: 105 Effect: The target is 'Stunned' for one turn. Description: A ‘soft’ taijutsu technique that transfers kikai to the target with a palm thrust, using most of the force of the strike to propel themselves to a safe distance. The insects bite and sting, injecting poison that stuns the enemy. JP: 4 Maths: 105 Damage: 70CP Stunned: 50CP Aburame Style; Wither Shot | Aburame Hijutsu; Kareruda Type: Taijutsu [Hijutsu; Aburame] Rank: Chuunin Cost: 100 Stamina, 1 Kikai Hive Damage: 60 Effect: The target is 'Clobbered' for two turns. Description: With a series of punches, the user seeds the target’s body with kikai larvae. For greatest effect many users attempt to aim their punches at high concentrations of tenketsu so that the insects can quickly devour the foe's chakra, preventing them from directing their energy into larger techniques. JP: 4 Maths: 60 Damage: 40CP Clobbered: 80CP Aburame Style; Buzzing Fist | Aburame Hijutsu; Buraburaken Type: Taijutsu [Hijutsu; Aburame] Rank: Chuunin Cost: 100 Stamina, 1 Kikai Hive Damage: 45 Effect: The target is 'Confused' for three turns. Description: The user strikes at the enemy’s head and ears with fists inhabited by buzzing and humming insects. The force and incessant sound of the hits disorients the ears, renders the target temporarily insensate and off-balance. JP: 4 Maths: 45 Damage: 30CP Confused: 90CP Hive Rules can be found here.
  8. Opening Balance: $1,104 Purchasing: Will of the Leaf Attributes: Fortified, Defend I, Ward I Description: A beautiful and detailed silver leaf pendant commissioned by Aburame Shiina. It hangs from the centre of a thin silver chain and can be worn as either a necklace or bracelet. It symbolises faith and conviction in the Will of Fire and inspires determination, endurance and hope in the face of even the direst circumstances. Cost: $450 Upgrading: Hexwing Sash Type: Sash Attributes: Elemental Shield [Wind] III, +20 Speed Description: A sash designed by artisans of the Aburame Clan, their first and likely last foray into fashion. The garment is fashioned in the likeness of an insect's wing, dull silver traced with gleaming veins of color. It seems to shimmer in the light, and doubtless would be a great success if it didn't look like something torn off an enormous dragonfly. Cost: $80 Merging: Back Armor that grants +80 Speed [Leather Bat Wings], Gained here With: Hexwing Sash Type: Sash Attributes: Elemental Shield [Wind] III, +20 Speed Description: A sash designed by artisans of the Aburame Clan, their first and likely last foray into fashion. The garment is fashioned in the likeness of an insect's wing, dull silver traced with gleaming veins of color. It seems to shimmer in the light, and doubtless would be a great success if it didn't look like something torn off an enormous dragonfly. Creates: Dark Hexwing Sash Attributes: Elemental Shield [Wind] III, +100 Speed Description: A sash designed by artisans of the Aburame Clan, their first and likely last foray into fashion. The garment is fashioned in the likeness of an insect's wing, initially iridescent but now turned black by exposure to jashinist energies. Flickering silver veins across its face trace tessellating hexagons that evoke the symmetry and delicacy of insect wings. It shimmers in the light and doubtless would be a great success if it didn't look like something torn off an enormous demon dragonfly. Cost: $20 Upgrading: Iron Sigil of the Stormgods Type: Bangle Attributes: Elemental Shield [Lightning] III Stat Boosts: +80 Defense -> +160 Defense Description: A token of Shiina’s participation in the Kumogakure Chuunin Exams. It is an iron-grey band shaped like lightning that encircles the wearer’s palm. Cost: $320 Upgrading: Shiina's Reinforced Jonin Longcoat A dark hooded longcoat designed to blend into the forest, this garment is a gift from Shiina's father Shiro on the eve of the Kumogakure Chuunin Exams. Beyond its simple appearance it is sewn in with automatic defenses against basic chakra attacks and also incorporates a layer of steel plating for physical defense. Finally, this coat also breaks up the wearer's figure in motion, making them more difficult to track. Age and heavy use has dulled its colour from forest green to a worn grey while its weight has increased dramatically due to its integration with additional armour plating and Shiina's village Jonin Vest. Special Abilities: Ultra-Durable: The first time this item is afflicted with the status effect ‘Destroy Item’, the wearer may roll a 100-sided dice, and on an outcome of 41 or higher, the item is not destroyed. Attributes: Chakra Shield II, Iron Inlay, Steel Inlay Stat Boosts: +230 Evasion, +230 Defense -> +260 Defense Other: +25 Item Slots Cost: $120 Merging: Shiina's Reinforced Jonin Longcoat A dark hooded longcoat designed to blend into the forest, this garment is a gift from Shiina's father Shiro on the eve of the Kumogakure Chuunin Exams. Beyond its simple appearance it is sewn in with automatic defenses against basic chakra attacks and also incorporates a layer of steel plating for physical defense. Finally, this coat also breaks up the wearer's figure in motion, making them more difficult to track. Age and heavy use has dulled its colour from forest green to a worn grey while its weight has increased dramatically due to its integration with additional armour plating and Shiina's village Jonin Vest. Special Abilities: Ultra-Durable: The first time this item is afflicted with the status effect ‘Destroy Item’, the wearer may roll a 100-sided dice, and on an outcome of 41 or higher, the item is not destroyed. Attributes: Chakra Shield II, Iron Inlay, Steel Inlay Stat Boosts: +230 Evasion, +260 Defense Other: +25 Item Slots With: Heavy Desert Cloak (Tan) [+80 Evasion], Gained here Creates: Shiina's Reinforced Jonin Longcoat A dark hooded longcoat designed to blend into the forest, this garment is a gift from Shiina's father Shiro on the eve of the Kumogakure Chuunin Exams. Beyond its simple appearance it is sewn in with automatic defenses against basic chakra attacks and also incorporates a layer of steel plating for physical defense. Finally, this coat also breaks up the wearer's figure in motion, making them more difficult to track. Age and heavy use has dulled its colour from forest green to a worn grey while its weight has increased dramatically due to its integration with additional armour plating and Shiina's village Jonin Vest. Special Abilities: Ultra-Durable: The first time this item is afflicted with the status effect ‘Destroy Item’, the wearer may roll a 100-sided dice, and on an outcome of 41 or higher, the item is not destroyed. Attributes: Chakra Shield II, Iron Inlay, Steel Inlay Stat Boosts: +310 Evasion, +260 Defense Other: +25 Item Slots Cost: $20 Merging: Konoha Hitai-ate With: Hunter's Mask Attributes: Mask - The wearer of this item gains a +25% bonus when making 'Visibility Checks'. Special Abilities: Slayer's Mark - Once per battle when making an attack, the wearer of this item may designate 1 target as a Free Action. That target may not utilize any effects in their Response Phase that would increase their Evasion statistic or grant additional dodge rolls. Description: It is a long-standing tradition that the hunter-ninja of any given village wear masks. Some are crafted of hardened porcelain and act as armor as well as the mark of their station, and others are made of cloth designed to keep their wearer warm or cool based on the climate of their homeland. Regardless of the make of a hunter ninja's mask, it serves to hide their identity and reflect that they are nothing but a faceless predator that is honed to the very peak of their ability. The prey of these hunters rarely elude them for long. Creates: Konoha Hunter-Nin Hitai-ate Special Abilities: Slayer's Mark - Once per battle when making an attack, the wearer of this item may designate 1 target as a Free Action. That target may not utilize any effects in their Response Phase that would increase their Evasion statistic or grant additional dodge rolls. Description: It is a long-standing tradition that the hunter-ninja of any given village wear masks. Some are crafted of hardened porcelain and act as armor as well as the mark of their station, and others are made of cloth designed to keep their wearer warm or cool based on the climate of their homeland. Regardless of the make of a hunter ninja's mask, it serves to hide their identity and reflect that they are nothing but a faceless predator that is honed to the very peak of their ability. The prey of these hunters rarely elude them for long. Cost: $20 Total Spent: $450 + $80 + $20 + $320 + $120 + $20 + $20 = $1,030 Closing Balance: 1,104 – 1,030 = $74
  9. I’m a little confused about what Heavenly Body does; I feel like you’re wanting to add an kind of flexible regen to whichever tank stat you want? The wording is really fuzzy. I’d recommend rewording that effect, though I’m not opposed to the concept itself. The inlaid element/elemental resonance stuff should be fine, but they’re not mainsite attributes so links and permissions please~ For the second ability I’d prefer that you declare your current and total Health each turn. As for the boost itself, I think the ratios are fine. It’s tricky to price, but I’ll take an eyeball guess at $1000?
  10. Peregine

    Hatake Item

    Can you link to White Chakra Release? I'll take look but I'm pressed for time atm.
  11. Approved, but it feels a little odd that the description mentions Hikari specifically when there's nothing tying it to her personally.
  12. Augmentation: Can you to specify that this can't cause a technique to exceed its cost caps? Convergence: If this can be used in the Setup or the Main Phase, it needs to double its JP (same theory as multi-phase Shields/Barriers). Fortification: The pump option has to be considered as a separate jutsu; it's 6JP for the base effect, and pumping it would make 364CP (8JP). So, the total JP cost would be 14JP.
  13. Edited. Removed one rank of Genjutsu Creator to add Knowledge of the Ages. Removed Empathetic Meld to lower total effective Jonin jutsu to 3, added a pair of main-site techs to bring JP back up to 70.
  14. Aburame Style; Twin Pincer Break | Aburame Hijutsu: Sokyōgeki Kujiku Type: Ninjutsu [Hijutsu; Aburame | Evolving] Rank: Jonin Cost: 330 Chakra, 1 Kikai Hive Damage: 315 Effect: The target is 'Clobbered' and 'Scorched' for two turns. Description: A refinement of the standard Pincer Break favoured by Aburame ninja, using greater control to increase the number of pincers from two to four. They emerge from the user's back, striking around their body to crush the enemy between them. Specifically evolved breeds of insect deliver a burning acid as they strike, leaving the enemy battered and vulnerable. JP: 8 [Evolving 3 | Pincer Break] Maths: 315 Damage: 210CP Clobbered 2: 80CP Scorched 2: 60CP Hive Rules can be found here. Pincer Break can be found here. Pressure Crusher Type: Ninjutsu [Multi-Strike] Rank: Jonin Cost: 260 Chakra Effect: This technique has two strikes. Each strike inflicts ‘Bleeding; 150’ and ‘Blind’ for one turn. Description: A painful ninjutsu technique that forms a cage of chakra around the target, which contracts swiftly to cause damage to beings trapped within. Skilful users are able to trap multiple beings in their prison, but the true strength of the technique is seen when it is applied to a single victim, dealing severe damage while hampering their ability to retaliate. JP: 6 Maths: 300 Bleed Damage: 300 * 0.8 * (2/3) = 160CP Blind 2: 100CP Chakra Shroud Type: Ninjutsu [General] Rank: Chuunin Cost: 150 Chakra Effect: the target of this technique has ‘Haste’ for three turns. The target gains a Shield with 75HP. This technique can be used twice per battle. Description: A brute-force technique developed by mimicking the Chakra Cloaks of various known jinchuuriki. By forcing chakra into every fibre of a being’s muscles they move faster and become more resistant to injury, though the strain and drain of the artificial Shroud makes it dangerous to use multiple times in succession. JP: 5 Maths: Haste 3: 105CP 75HP Shield: 45CP All basic mainsite stuff.
  15. I'm pretty sure it's 69? I'm paying 5 each for Kawarimi and Bunshin, since summons need to pay 1JP to learn the basic level and 2JP per evolution.
  16. Approvals: Venom [Permission given by KC] Compound Eyes and Dire Poison Reverse Summon [Permission given by KC] Shunshin [Permission given by KC] Toxic Burst Fortified Venom, Poison Nova, Deadly Venom Poison Rain, Stasis Shroud, Chakra Lash Everything else is Mainsite. Thanks guys!
  17. Konchūhime Gender: Female Appearance & Personality: An ancient Summon with centuries of experience, Konchūhime is a veteran of a thousand battlefields, boasting more experience than almost any other living being. Bloodthirsty and fierce, the de-facto queen of the Royal Hornets revels in bloodshed and frequently seeks out stronger opponents to fight. As the proponent of the Poison Forest's rapid expansion Konchūhime is fiercely territorial and imperious, often refusing to speak even to her summoner as a being unworthy of her notice. Her single-minded belief in the superiority of hornet-kind makes her severely arrogant and egotistical, viewing summon contracts and summoners as nothing more than a way to bring her conquest to new realms. She is easily enraged by failure, though her tendency to fly into a rage has been tempered by past defeats, most notably at the hands of Uzumaki Naruto and Hyuuga Hinata. Physically Konchūhime is an enormous combatant, towering over her summoner and most of her foes. Despite her great size, it is her speed and evasion that is her greatest strengths. Her wings move faster than the human eye can process, allowing her to change direction and pull near-impossible aeronautics at a moment's notice, while her multifaceted eyes grant her a clarity of sight beyond that of humanity. She often uses her speed to increase the force of her blows, though as the strength of the enemy increases she becomes less confident matching them in close quarters, despite her lethal stinger. Skills: 10/10 Advanced Element; Venom Effect: Characters with this skill may utilize techniques of the ‘Venom’ element. ‘Venom’ techniques afflict their targets with 1 turn of the status effect ‘Poison; x’ with ‘x’ being equivalent to 5% of the technique’s total damage, and have a 25% chance to inflict their targets with 1 turn of the status effect 'Numb'. Venom is treated as a basic element. Description: The snakes of Ryuchi cave are summons of great value, both for their skills in infiltration and combat. Their most basic combat skills, is the ability to produce a powerful venom inside their body. The venom is often incorporated in their attacks, and taints the blood with a powerful poison. Dedicated summoners of the snakes have learned to produce venom themselves. Requirements: Snake, or Contract Manager; Snake Cost: -2 [Free, Summon Element] Shina, The Destroyer Effect: Ninjutsu from the user will deal an additional 20% base damage and cost 10% less Chakra, rounded up. This multiplier, in this case and this case only, allows you to break the base damage cap. The taker of this skill may not use Genjutsu and may not have any skills that give negative effects towards Genjutsu abilities. Ex: 100 [Base Damage] * 1.2 = 120 + 100 [Ninjutsu Modifier] - 80 [Defense Modifier] = 140 Damage. Description: Sometimes it takes the form as a blessing on unknown origin, sometimes as a hardened ideology crafted from an early age, and sometimes its seen as an innate ability for Ninjutsu. Regardless of its origin, the results are the same. You take to Ninjutsu techniques like a fish in water, but Genjutsu simply evades or does not interest you. Some may come to fear the power you possess, but you know that it comes at a vast cost. Cost: -3 Compound Eyes Description: The compound eyes of the summons of Dokusu give them remarkable visual clarity and comprehension, often viewing the same scene from different angles simultaneously. This gives them impeccable accuracy in the heat of battle, as they can make minute adjustments to track elusive foes and pierce any defense. Effect: Targets of attacks used by this character have their Block Range reduced by 4. Requires: Royal Hornet of Dokusu Summon Cost: -1 Dire Poison Description: The venom of the larger Hornets of Dokusu is a fearsome thing, especially if their attacks manage to find a vein or artery, speeding their poison through the victim’s body. Those rare survivors of Dokusu’s finest report their bodies being slow and sluggish, their senses and mind turned against them. Effect: Once per battle, this character may add the following effect to an offensive action: "The target is 'Slow' for one turn". This may not cause a technique to exceed its cost cap. Requires: Royal Hornet of Dokusu Summon Cost: -1 Minjutsu Mastery [Venom] Effect: For each rank of this skill choose a Ninjutsu Element. Ninjutsu of the chosen Element deal +5x damage per rank in this skill, where x is equal to your ninja rank. You may choose "Void" Ninjutsu as your chosen element. You may never apply more than 10 combined ranks of Genjutsu Creator, Martial Artist, and Ninjutsu Mastery to a single attack. Ranks in this skill may be purchased once every five (5) levels. Description: A master of the ninja magic arts, you bend your specialty element to your whim. Ranks: 5/10 Cost: -5 Techniques: 69/70 Gyaku Kuchiyose No Jutsu | Reverse Summoning Technique | 逆口寄せの術 Type: Ninjutsu [Void | Hijutsu; Summons] Rank: Chūnin Cost: x Chakra (See Summoning Rules) Effect: When determining the cost of this technique, the user of this technique must roll a 50-sided dice. This roll is treated as if it were a Summoning Roll, with the user's Summoning Level being treated as their rank. The user's level is treated as if it were equal to the target's when using this technique. The target of this technique negates any unresolved physical attacks that would target them in their next Response Phase. The maximum rank of technique that may be negated by this technique is equivalent to the result of the Summoning Roll (i.e. 61-100; Genin, 101-130; Chūnin, etc) This technique may only target characters that possess the skill 'Contract Manager' that relates to the user. This technique may be used 1 time per battle. Role-Play Effect: The technique may be performed to allow a character who possesses the skill 'Contract Manager' to be transported to their respective summon's homeland (typically Elsewhere) with a travel requirement of 0 words. This effect may not be accessed while the character to be affected is in battle and may only be performed by a Gamemaster presiding over the affected character. Description: When a shinobi enters into a contract with a group of animals to work in unison, that contract is a two way road. The ninja is capable of summoning any of the animals they are contracted with provided they have the chakra to do so, but that shinobi is also bound to that family of animals. This jutsu is the opposite of the Summoning Technique, which allows animals to summon their contracted shinobi. Though it is most often used to transfer a shinobi over long distances when needed, it can also be used for quick evasive action and to protect their summoner from harm. JP: 4 Body Replacement Technique III | Kawarimi No Jutsu III Type: Ninjutsu Rank: Chuunin Cost: x Chakra Effect: This technique may be performed as a Free Action in the Response Phase following a failed dodge roll. When determining the cost of this technique 'x' is equivalent to the cost of 1 Basic Attack or Taijutsu that the user failed to dodge. The damage and effects of that basic attack, weapon attack, or Taijutsu are negated. The user may take no action in the Setup Phase or Main Phase on the turn this technique is used. This technique has a 5% chance to fail. This technique may be performed 1 time per battle. Description: A life-saving technique for most young shinobi, the Body Replacement Jutsu has been a staple in academy learning for many years. By utilizing their ability to manipulate chakra, with quick movement, a skillful shinobi is capable of switching their position with another object to evade damage. By creating a simple optical illusion, the user of the Kawarimi no Jutsu can make it appear as though they were damaged or even killed by the opponent's attack. Some ninja become extremely adept in the usage of this technique, and have even been known to swap places with hazardous materials to trap their enemies. JP: 1 JP: ⁿ/ₐ [Evolving 2; Body Replacement Technique I] JP: ⁿ/ₐ [Evolving 2; Body Replacement Technique II] Clone Technique III | Bunshin No Jutsu III Type: Ninjutsu Rank: Chuunin Cost: 5x Chakra Effect: This technique may be used in the Setup Phase or Main Phase. When determining the cost of this technique 'x' is considered to be the number of 'Clones' created by the user and may never be greater than 8. 'Clones' have 1 Health and 1% of the user's other statistics. 'Clones' are not physical and may not take any actions. The user of this technique gains +20 Evasion or +20 Accuracy for every 'Clone' of this type on the battlefield. The bonuses of 'Clones' of this type may be ignored by any character with heightened senses (i.e; Byakugan, Path of the Sensor, Inuzuka Smell Tracker, etc). This technique may be used in the Setup Phase 1 time per battle. Description: A technique that most students are required to be proficient in before they can graduate from the academy, the Bunshin no Jutsu is the most basic of the myriad of clone techniques that exist in the world. By properly molding their chakra, the user is capable of creating near perfect replicas of themselves. Unlike most bunshin jutsu, the basic clone technique does not produce physical clones but creates something more akin to a projected image, which is a real image that has no form. The Clone Technique is considered an E-Ranked jutsu, and is not very powerful, but with practice and ingenuity many shinobi have come to use it in masterful ways. Most often stalling by hiding out among their clones, or setting themselves up for a strong offensive. JP: 1 JP: ⁿ/ₐ [Evolving 2; Clone Technique I] JP: ⁿ/ₐ [Evolving 2; Clone Technique II] Shunshin No Jutsu | Body Flicker Technique | 瞬身の術 II Type: Ninjutsu [Void | Evolving; Shunshin No Jutsu I] Rank: Chūnin Cost: 120 Chakra Effect: This technique may be performed in the Response Phase or the Setup Phase; Response: This technique may be performed in the Response Phase as a Free Action. The user of this technique increases their Evasion statistic by +150 during the turn that this technique is used. (Dodge rolls made during this turn must mention this technique.) This technique has a 5x% chance to fail, with 'x' being equivalent to the number of unresolved attacks targeting the user. This technique may be performed 2 times per battle in the Response Phase. Setup: The user of this technique increases their Accuracy statistic by +150 during the turn that this technique is used. The user of this technique may not perform another technique in the Setup Phase for 2 turns. This technique may be performed 2 times per battle in the Setup Phase. Role Play Effect: The user of this technique may reduce the required post-length when Traveling by 25% when performing this technique outside of battle. Description: One of the basic techniques taught to most students during their time at the academy. The Body Flicker Technique is considered an extremely versatile ability, and is one of the most widely used general shinobi skills. The jutsu itself is a high-speed movement ability that uses chakra to temporarily vitalize the body, allowing movement that is nearly untraceable to the naked eye. The user often disappears from the field of their opponent’s vision in a puff of smoke, as a means to further distract their path of escape. Though Shunshin has many applications, its most common use is in evading hazardous attacks. JP: 11 [Evolving; 2] Toxic Burst Type: Ninjutsu [Venom; Dynamic Trap] Rank: Chuunin Cost: 140 Chakra Damage: 50 Condition: The target must be ‘Poisoned’ for two or more turns. Effect: The target is ‘Stunned’ and ‘Vulnerable’ for one turn. Description: The victim attacks with a sinister venom that reacts differently according to the severity of the poison already effecting the victim, stopping their movements for anything between a fraction of a second to a dozen heartbeats. JP: 5 Virulent Rain Type: Ninjutsu [Venom] Rank: Chuunin Cost: 250 Chakra Damage: 45 Effect: The Climate becomes ‘Poison Rain’ for three turns. Description: After excreting a huge quantity of chakra and poison from the user's body the wielder summons a toxic, acidic rain that damages everything on the field, beginning with a directed downpour on the enemy. JP: 7 Stasis Shroud Type: Ninjutsu Rank: Chuunin Cost: 120 Chakra Effect: The target is ‘Rejective’ for three turns. Description: The user forms and launches a translucent blast of chakra at the foe, which clings to their wounded cells and hardens over them, simulating the effects of cauterization. Until the chakra wears away, the wounds cannot be healed. JP: 4 Chakra Lash Type: Ninjutsu Rank: Chuunin Cost: 150 Chakra Effect: The target is ‘Shackled [Paired Legs]’ for three turns. Description: The user conjures a lashing whip of chakra that coils around the foe's legs, binding them sightly and preventing them from moving. The chakra-formed construct is a great deal stronger than rope, though is not long enough to replace it for other purposes. JP: 5 Fortified Venom Type: Ninjutsu [Venom] Rank: Jonin Cost: 380 Chakra Effect: Creates a Shield with 550 HP around an allied character that lasts for four turns. The target has ‘Haste’ for three turns. This technique can be used twice per battle. This technique can only be used in the Main Phase. Description: Often, the difference between a medicine and a poison is only quantity. The user injects a tiny bit of venom into themselves or an ally, speeding up their reaction times without burning their nervous system out. Simultaneously, the stimulant deadens their nerves and pain receptors, giving them a short window of time where they feel little to no pain. JP: 8 Poison Nova Type: Ninjutsu [Venom | Area of Effect] Rank: Jonin Cost: 350 Chakra Damage: 30 Effect: The target is inflicted with ‘Poisoned, 50’ for 3 turns. This technique does not target this character’s summoner. Description: Forming a large mass of poison from their chakra, the user turns and exhales the acidic venom in a rough circle, covering everything nearby in waves of their post potent toxins. So corrosive is the poison that it causes damage by contact alone, burning and withering away flesh in moments. JP: 8 Deadly Venom | Chishichūsha | 致死注射 Type: Ninjutsu [Venom] Rank: Jonin Cost: 320 Chakra Damage: 150 Effect: The target is inflicted with ‘Poisoned, 50’ and has a 'Migraine' for three turns. When calculating the effect of ‘Advanced Element; Venom’, the user may add the total ‘Poisoned’ damage caused by this technique’s effect to their total damage. Description: The user bites or stings the target, injecting a severe dose of lethal chakra poison. While initially this technique appears weak due to the low bite force, the chakra-enhanced venom uses burns through the enemy’s defenses to cause persistent pain, as if the victim’s blood was boiling in their skull. JP: 7 Equipment: Konchūhime's Wings Stat Boosts: +300 Evasion Description: The flickering wings of the Royal Hornets move at speeds too fast for human eyes to track, granting them exceptional mobility and control. While striking a grounded hornet is not a feat to boast of, allowing a member of the Royal Hornets to take to the skies renders them an impossibly elusive foe. Cost: $1200 Stats: Health ➢ 1100 Stamina ➢ 100 Chakra ➢ 1200 Taijutsu ➢ 0 Ninjutsu ➢ 600 Genjutsu ➢ 0 Defence ➢ 800 Concentration ➢ 0 Speed ➢ 1400 Accuracy ➢ 1400 Evasion ➢ 1400 [1700]
  18. The effects are simultaneous, not consecutive. Edited to be clearer.
  19. Scion of the Sea: The Main Site skill Talented is +3 trait points for 1SP. Given that benchmark, I think you would be better served dropping the Trait bonuses or adding a third to bring it to parity with the existing skill. Cntr's post here covers terrain immunity skills, including training requirements. Personally, as this is not the core aspect of the bloodline, I do not believe it warrants an exemption to a training requirement. Especially since training requirements are the easiest part to fulfil. Also, all main site terrain immunity skills require Chuunin or jonin training. In regards to the conditional status immunity, that's not something that you'll receive for free. Hydrokinetic: I understand that Sealless is where you want the bloodline's core to be. Currently, existing clan/element-specific seal-less skills that exist (here) cost 2SP, are gated being lv50 and require significant Jonin training. Given that you want this to be the key feature of the bloodline, I can see dropping the training and the level restriction, or negotiating other cost reductions. I do not believe it is approvable at 1SP with no other requirements. Mizushin: I agree with Princess that a ninjutsu bloodline should not utilise charges like Taijutsu. Spitballing, but there might be a way to spike upkeep costs for the same result? I would rather not see a ninjutsu mechanic with charges. It infringes on Taijutsu's design space and it's a bad precedent to set for future bloodline submissions. Many Colours of the Sea: This is a purely horizontal power increase. It doesn't build up, it builds across. As a result, each element you acquire with this skill should cost the same as Hydrokinetic. That said, as noted above Sealless is where you want this bloodline to shine. So, I can see some form of cost reduction existing for this as well. As for the comparison to Seal-less Jutsu, Seal-Less Jutsu also has a heavy cost in EXP that you aren't matching. As for the commentary that Warrusu has other elemental techniques; I'm sorry to be blunt but that's irrelevant. We don't balance submissions in regards to existing PC's, we have to balance for extreme cases. It doesn't matter what Warrusu can or can't do, or how his build works or doesn't work. In the end, my main concern is how many things Mizushin does. The most I'm aware of a bloodline doing in current NA meta is 3 active abilities (to use Koton as an example). Mizushin currently does 6 (terrain immunity, status immunity, Ninjutsu boosting, damage reduction, block increasing and sealless). That will dilute your focus too widely to be as effective as you want to be. I think you have a stronger case if you remove some aspects of the bloodline. On a personal note, and I say this without any intention of provoking conflict, I think you're taking Princess' feedback too lightly. He's a moderator with significant experience and the site admins have unanimously agreed to promote him to represent both them and the site's interests. Disregarding his opinions in favour of kicking it up the chain, so to speak, is akin to declaring that you believe he's not deserving of the authority he's been given and that Cntr, Cellar Door and Azure have made a mistake promoting him.
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