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Hardcore Skittlez

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Everything posted by Hardcore Skittlez

  1. I'm going to assume that this is your main application now, since it was posted after the previous. I'll go ahead and say that I don't mind you making an Aragane clansmen, but I would like to see something in your history or personality sections that kind of references that fact. The Aragane are businessmen and blacksmiths and are one of the leading arms dealers in the known shinobi world- they've got extended family all over and do business with everyone. If Hitachi's parents are -not- part of those professions, I'd like to see maybe a little explanation as to why and how it might have affected them when the rest of the clan has those expectations. Other than that, your history looks to be pretty decent. There were two major wars in Iwagakure's recent history, one with Yukigakure(that ended a few months ago), and the large world-war with Kumogakure. You can find both on the timeline here; next to those events are little buttons that should take you to the Wiki to read more. Your character would have been pretty young for the Kumogakure War, but it was large enough that I would advise reading about it and maybe making reference to it somewhere in your history- this could be as simple as "Hitachi was too young to remember how the Kumogakure war affected his family", or however complex you'd like to make it. As Cellar Door had said in the previous thread, you do need to put Liquid Steel on your sheet itself. You were correct that it replaces your free village skill, but it still needs to actually be on your character sheet(you get it for free w/ Forge Born, so you don't need to worry about purchasing it again.)
  2. There's a weird discrepancy with your text fonts in the skill. Other than that, just stopping in to give a definitive "yes I'm okay with this skill". I couldn't approve it before due to its similarity to my own mechanic(and can't now because whaddup red name), but I shouldn't be a pin stopping this from going through at all now.
  3. Okay, decided to come back to this. Removed the mechanical part referencing the Byakugan at all- since the point of that was to access the Juken, and I've now made Kuzume her own Taijutsu style. @Azure Is it alright that this skill's RP still references the similarities to the Byakugan? It's got a little bit of canon precedent and adds to the flavor of it imo, so I'm crossing my fingers that you're okay with it... but if it's a hard no, I can figure something else out for its RP aspects.
  4. Just cruising through, but this jumped out at me: Set Traps don't have a 'trigger' chance anymore- they just gain additional chance to hit for each turn they're active. You trigger them manually in the main phase(as a free action).
  5. Adopted your wording there, with the slight caveat of adding that if the item selected is not a main site item, it requires staff approval and must cost a minimum of 50 ryo. @cntrstrk14
  6. Tactless Negotiator: Thanks! If someone makes this, their bank might start to get filled with a bunch of useless shit, haha. Braggart: Reduced to 1 turn of Confused. Addiction: So, I think I was unclear. That effect only ramps up if you did not use that item on the first turn of battle. If you used that item on the first turn of battle, you don't start ticking down the effects. The point of this is to either force you to burn that item's use and your setup phase, or really start to feel the burn if you want to try to save it for your selected item to be "useful" a little later on. As for your second question, there isn't a required minimum money amount, but I had not considered that it might have been abused that way. Perhaps I can make it apply only to main site items except in staff-approved(special req?) circumstances? I'm hesitant to put a hard money value on it, because it might just not get taken at all. @cntrstrk14
  7. Alright, 60% as a starting value- that's a good number to look at initially. My kneejerk is of course that it's too high vs a barrier, so I've got a few ideas bouncing around my head that maybe we can hammer out into something more acceptable. 1.) The largest of the points that pops up to me throughout our discussion is how you can simply... not use this on techniques that aren't almost exclusively damage. This has a lot more merit to it than I was previously considering given that I was hung up on the this vs barrier dynamic. Based on what I'm gathering from what you're reading, this could be the primary factor that would drive the fail chance on this up so high in order to maintain main phase action. That in mind, what if we hard locked the value of X for the response phase portion at half of its normal maximum value? This would mean that most of the time, you're not going to even block all the damage from a pure nuke technique unless your offensive modifiers severely outweighed that of the opponent's. In my mind, this would be much more fair given all considerations because it would greatly cut down on the versatility of the technique and would better encourage what I was going for with the effect- which was something to mitigate rather than prevent. 2.) Perhaps the Response Phase portion can be limited to once per battle? This could also be paired with a variation of #1 to make a once per battle, up to 75% base damage cap damage mitigating technique. 3.) A cooldown mechanic in place of drastically elevated fail chance? This is probably my least preferable of the compromises that I have floating, but can work around it if it's what you think would make this the most balanced. And splitting into some alternative options: a.) Allow for better ratios on the damage prevention side. This was the first that came into mind based on your suggestion, but it is my least favorite given that then it's just... a weird pseudo-barrier. It'd have its place, sure, but a barrier would serve the role better in almost every circumstance, barring unique barrier-busting nukes a la Rasengan. b.) Throttle the base damage of the RPJ aspect and allow it to function with overflow like Clash. This would make it less likely to actually overflow, but still could do so. It'd just be a pseudo-main-phase type of deal, and would probably usually end up only being a pittance of damage coming across. Still, with proper conditions, it could be worthwhile? I'd opt for throttled damage here over a RPJ cooldown, but RPJ cooldown could work as well. c.) This one just popped into my head, but what if I turned the entire mechanic on its head and instead created something that more or less read "If the Base Damage of this technique used in the Response Phase would exceed the total damage modifiers applied by the target's offensive technique, negate that technique." This would be like a curious hybridization of a barrier and a negation technique. Might be worthwhile- but it might be a cool enough mechanic to save for some skill locked RPJ at the same time. d.) Perhaps the tradeoff for its limited scope could be that it simple did not have a fail chance? Again, we could see a reduced base damage cap threshold, one per battle use, rpj cooldown- what have you to make it work, but that might be an interesting compromise to serve as the technique you use when no other defense would.
  8. @cntrstrk14 had to make a quick superficial edit. The Moonlit Mastery traits used to say "this may apply to actions that would not normally have a Chakra cost", but didn't get updated when KC had me change it to increase chakra -or- stamina cost. It now reads "may apply to actions that would not normally have a Chakra or Stamina cost". Additionally, it said when using "a technique with the Sendo"- I added "descriptor" after Sendo there. No other changes. Sorry about that! Also I accidentally quoted myself and I have no idea how to get rid of this quote box.
  9. Okay, can you give me a hard number to look at here based on the new rules & the consideration that this mechanic is explicitly worse than a Barrier or standard negation jutsu when subject to the same restrictions? If you are wanting these to follow the other rules to the letter of the law, then I'll just change it to a barrier because a +50% fail chance on something that only blocks up to half of a technique to retain 50% chance for a Main Phase just isn't worth it.
  10. Okay, I changed up the charge loss mechanic here. Rather than on critical strike, you will lose a charge whenever your chakra is affected in a negative way. This would include other users of this charge, getting smacked by a hyuga, the status effects, chakra damage, etc. It's a wide enough field that anyone should have access to at least one of the abilities to knock off charges, but is not so wide that you're going to be losing a charge every single time you get hit. Unless you're fighting a Gravity/Scorch user... then, well, sucks. @cntrstrk14
  11. I don't entirely agree with a case-by-case costing on the skill jutsu, but 370 isn't objectionable to me and I've made the change accordingly. I do understand very well that Chidori's line is just... really freaking good at what it does. Like, it's your sure fire nuke- and in that regard, it's a much "better" outright nuke than Rasengan. In terms of approximate value, I'd probably rank them pretty close to each other even with the difference in Sennin cost reductions, though I'd place Rasengan as a bit "better" by virtue of having an effect whose utility is very wide reaching. The flipside, of course, being that any skills that let you use Rasengan additional times would be much less worthwhile given that once Rasengan has succeeded a single time, it basically has 300+ CP of "useless" effects. @cntrstrk14
  12. I really dig Bob's setup. Tony, we have the same desk! Except my keyboard slider is broken, and I don't have that extra shelf part. My desk is a nightmare, but I might take a picture of it soon.
  13. Hey, everyone! Some people had asked me in the past to use my Embodiment of Avarice skill, and some people had taken it without letting me know- but I don't have a comprehensive list of you either way. If you have that skill, it has been replaced by the hindering skill "Possessive" found here. Please be sure to update your character sheets!
  14. You still acquire charges when you hit, but it is not an exception to the "Charges from one source per turn" rule. So, if you land a technique of this style and also block a technique in a turn, you still only get one charge in total. @cntrstrk14
  15. Bumperino. Was kind of hoping to nab this for that stupid holiday combat dummy. @cntrstrk14
  16. Math adds up... but are these considered style-less?
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