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dowhatnow

Suna Nin
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Everything posted by dowhatnow

  1. Getting my bearings again.
  2. The more things change, the more they stay the same.

  3. I've been slammed at work and school doesn't help things. Please bear with me as I adjust to a new schedule. Not dead, just busy. This was long overdue; I apologize for any inconvenience. I will continue working on NA stuff, though it will likely take some time to get back up to (productive) speed.
  4. Name: Kohashi Shouga Total Tickets: 15 Current Tickets: 0 Ticket Log: +15 Festival Tickets (Festival Bonus) -15 Festival Tickets (Gift Exchange) Name: Morimoto Midori Total Tickets: 15 Current Tickets: 0 Ticket Log: +15 Festival Tickets (Festival Bonus) -15 Festival Tickets (Gift Exchange)
  5. Character Name: Kohashi Shouga Village: Sunagakure Specialties: Defense, Ninjutsu Character Name: Morimoto Midori Village: Kumogakure Specialties: Genjutsu, Medical
  6. What about halving both combatants' EXP? It still counts as a loss for both, but it also incentivizes the opponent to follow after them, and should cause the Kohashi to think twice before using it. Otherwise, fixed.
  7. Now that I'm thinking about it, I'm inclined to agree, but I still feel like there should be some kind of option for this at Chuunin. Suggestions? I've toyed with the idea of making these all barriers/shields of some kind, but I really don't like the restrictions those would impose (especially standing still, with 100% hit chance, and for no direct damage mitigation, etc. -- it's all dumped into the bloodline effect) and it doesn't really "shield" anyone from anything, damage-wise. The only real thing it does is grant the user's allies the ability to force AoE as a counterplay -- by using AoE on them first. Which, as you say, isn't too terrible, is it? Other than that, fixed. Also, dropped the Sennin one to twice instead of thrice.
  8. When you say "for the duration" do you mean the five-turn duration limit for Genjutsu? If so, it should probably reflect that. Also, what is the value of X, and does it have a cap? I'm not sure how to price the use of HP and Stamina used in this way (especially without knowing the value of x), so I'll let someone else comment on that.
  9. I'm aware - I was waiting for input for the other one. Fixed!
  10. NOTES! Link to Previous Changed Curse of the Body to have it make more sense. Back when the clan was first created by Nappers (back in 2007-09, I believe), we didn't have "Climates", as such. They were more like "extensions" of Terrain at the time; but that got convoluted quickly, and due to lack of updates on my part (after inheriting the clan from Azure), here we are, with a new and improved* version. Sort of the same deal with Curse of the Flesh. The first two got explicit rewording to compensate for now unusable Status Effects. *Indicates 8.3.1 compliance
  11. Bloodline: The Curse. Curse of the Body. 'Cursed' they were called, those of the Kohashi Clan that were deemed unfortunate enough to have been born with the disease, defect, mutation. On appearance alone it is easy to pick them out in a crowd. Their overly pale skin gives an eerie aura about them. It appears smooth, slimy even, much alike a snake but on closer inspection and by touch their skin is incredibly rough as its sparkled with grains. Rough, firm, resilient, its virtually impervious to basic piercing - toss a stone at them or two and they wouldn't even feel a thing. Rank Requirements:- Rank 1: Must be taken at Character creation Rank 2: Level 10 Rank 3: Level 15 Rank 4: Level 20 Curse of the Body: Rank 1. The Kohashi degenerates are born different. Initially their skin appears extremely pale, almost an ivory white. Though they appear fragile, their skin and bodies are already extremely resilient against most forms of moderate physical damage, hardly even feeling a thing. The Kohashi Ninja are often deployed as scouts in harsh environments as their unnatural bodies enable them to cope easily with even the most extreme of terrain. Effect: Character is immune to all damage incurred by Environmental Terrain/Climate Effects. Cost: -1 Curse of the Body: Rank 2. They never cease in their physical change, as they become gradually more accustomed to their bodies. Their bodies and skin strengthen, almost hardening. If one were to press their bodies, it would almost be like pressing a rough pad of armour, however despite the materialness of themselves, and quite remarkably, their agility isn't put at hindrance at all; perhaps a natural change within themselves has allowed them to cope with their own form. Effect: Character is immune to all Status Effects incurred by Environmental Terrain/Climate Effects. Cost: -1 Curse of the Body: Rank 3. On appearance, their body appears not dissimilar to a beetle carapace with their skin and body appearing just as tough. This is not just aesthetic, the strength of their unique physique is now almost double of that of the level before. Their skin now perfectly white, no longer appears smooth, and it is coarse to look at and it is possible that one might even cut themselves if they were to brush their hand along their skin. Effect: Character is immune to all Environmental Terrain/Climate Effects. Cost: -1 Curse of the Body: Rank 4. At this stage their bodies achieve their final form, or at least the highest form that has been seen. Their agility significantly increases in spite of their weighed down appearance. Their ability to cope with the most hazardous of terrain coupled with their incredible agility have made them prominent trackers, scouts and hunter-nin among the ranks of the village Ninja structure, though pairing them up with others is uncommon. Effect: Character gains +20% Speed in all terrain. Does not stack with skills of similar effect. (Weathered Shinobi, et al.) Cost: -1 Curse of the Flesh. The physical form of Kohashi members are unique indeed with their eerie outwards appearance. Their strange bodies are incredibly resilient to penetration by near any means though they are not impervious to pain or damage. As their bodies mature through the changes to achieve final and perfect form so does their durability and resistance against effects that others might typically suffer from. Rank Requirements:- Rank 1: Rank 2 Curse of the Body Rank 2: Rank 3 Curse of the Body Rank 3: Rank 4 Curse of the Body Rank 4: Level 25, Chuunin - May not take Iron Skin or Chakra Barrier. Curse of the Flesh: Rank 1. Effect: Character is immune to Exposed caused by physical means. Cost: -1 Curse of the Flesh: Rank 2. Effect: Character is immune to Scorched caused by physical means. Cost: -1 Curse of the Flesh: Rank 3. Effect: Character is immune to external Bleed damage (or open wounds) caused by physical means. Cost: -1 Curse of the Flesh: Rank 4. Effect: All total physical damage is reduced by -20%. Cost: -4 Hollow Form. The physiology of the Kohashi gives them a rather unique ability indeed. That is, apparently, to turn invisible. A sort of natural defence mechanism, though they may switch it on whenever they see fit. By channeling their energies about their body they can mask their appearance, a complex system within their unique pigments makes them 'take form' of their surroundings and leaving them invisible to the plain eye. A secondary autonomic effect occurs simultaneously in that their chakra seeps through their pours, and cloaks all trace of their being so that they can't be 'seen' by near any means or traced by even their scent. It is this ability that has helped, in conjunction with their other unique traits, them to be so sought after in tracking and hunter fields. Activation & Upkeep:- Cost to be paid in Chakra OR Stamina, whichever is the greater of the two. All forms of advanced regeneration are halted so long as this is active. - Gennin: 8% per turn. May only be activated in the Main Phase. - Chuunin: 6% per turn. May be activated in the Setup Phase or Main Phase. - Jounin: 6% if activated in the Response Phase; 4% every turn. May be activated in the Response Phase, Setup Phase or Main Phase. Requirements:- - Level 20 - Rank 3 Curse of the Body - Rank 3 Curse of the Flesh Effect: While active the user turns completely invisible, appearing to be one with their surroundings. While in this form they may not be targeted (except by AoE) nor may they perform any actions unless they deactivate the ability. If activated in the Response Phase the user gains +10% to dodge any attacks in this phase and may also roll to dodge as an additional action. Cost: -2 Perfected Hollow Form Few Kohashi ever attain the rank of Sennin, and for a variety of reasons, but those that do have found ways to keep their Bloodline Limit active for a much longer duration and with what seems to them like far less effort. Effect: Character may now activate or deactivate Hollow Form in any phase, and if activated in the Response Phase, the user gains a bonus to their Evasion equal to fifty percent of its base value in place of the normal ten percent and may also roll to dodge as an additional action. The cost of activation must be paid that turn. Upkeep: 4% if activated in the Response Phase; 2% every turn. Requirements: Sennin Only, Hollow Form. Cost: -2
  12. NOTES! Kohashi Clan | Jutsu Rules | Ninjutsu If you haven't by now, consult the links above. The first one is for Status Effect reasons. The other two are for completeness' sake. Don't forget the other two threads!
  13. Cursed Arts: Abhorrent Augmentation | Bachiatari Jutsu: Osore Kasei | 罰当たり術: 虞化成 Type: Ninjutsu [ Hijutsu; Kohashi ] Rank: Gennin Cost: 80 Effects: Opponent is afflicted with 'Afraid; 2' for two turns, usable once per battle. Description: The Kohashi name is rarely whispered in good tone; feared, loathed, despised and misunderstood. However a curse in that, it was inevitable that they would eventually manipulate that fear, the misunderstanding, resulting in a jutsu amplifying their abnormalities. Using their chakra to faintly glow their skin, getting close enough to touch the opponent and make them feel their unnatural skin. Points: 4 Cursed Arts: Clairvoyant Pursuit | Bachiatari Jutsu: Akiraka Tsuigeki | 罰当たり術: 明らか追撃 Type: Ninjutsu [ Hijutsu; Kohashi ] Rank: Chuunin Cost: 100 Damage: N/A Effects: When hunting or tracking down a shinobi using the visibility rolls, they must increase their chance to be found by 10% the first time this is used. For every roll henceforth that the Kohashi character makes to try and discover this shinobi, they increase this bonus by 5%, until a maximum of 30% (Four additional rolls). This jutsu may also provide the reverse effects, becoming a bonus to their own visibility roll. Description: The Kohashi clan have been forced, whether by natural talent or by nature in to a state of supremacy over the ninja ability of scouting. In the reverse sense that they are able to avoid contact and effectively disappear, they are able to find targets and keep perusal until discovered. This jutsu utilizes their ability to blend in to their surroundings, allowing for the ease to catch their target off hand quite easily. Points: 4 Cursed Art: Hollow Abstention | Bachiatari Jutsu: Karappo Tonsou | 罰当たり術: 空っぽ遁走 Type: Ninjutsu [ Hijutsu; Kohashi ] Rank: Jounin Cost: 200 Damage: N/A Effects: As long as the skill bloodline skill 'Hollow Form' is activated, this jutsu may be used. This jutsu allows for the Kohashi character to leave the battle, for all battle purposes, the battle is considered a draw, but experience points are only awarded to the opponent. The character must roll a visibility roll, with their percent to stay hidden cut in half in order to stay hidden for one RL day. For every day the character stays in the same country, they must make a visibility roll, on the third roll and after, the percent bonus' they have are set back to normal. This only applies if the shinobi chooses to pursue this character. The upkeep on the Hollow Form must be paid for everyday it remains active and will be deducted from their total chakra if a battle is initiated. The only exception to this effect is a reasonable bloodline effect that would override invisibility in this sense. Description: The blessing and curse of the malignant disease, the unknown defect of the Kohashi, one feature stands out, their ability to turn invisible, coined now to be called the Hollow Form. In this sense, the Kohashi are an elusive clan, the shinobi developing jutsu to utilize their curse. One such jutsu created, was one that focused on the Hollow Form, allowing the Kohashi to freely sink away and escape the clutches of any pursuer. The chances of true evasion are slim, but much greater than that of nothing. A mere distraction is simple enough for the Kohashi to slip away, as long as their steps are silent and nothing presents itself to find them. Points: 5
  14. Your evolving tags are off slightly from what we're more accustomed to seeing. That is, this way: Cost: Y JP (Evolving X; Jutsu A), where X refers to the "evolving" cost of the technique (in this case, 2 on each, if I'm not mistaken).
  15. NOTES! Yes, there's four. They do basically the same thing and are all logical progressions of the previous iteration. Sue me. Not sure how "Ally-Only AoE" modifies this; link(s) to that would be helpful. This is probably one that will take a while to work out, given its age (and needlessly complicated math previously involved). Only the first one shows any Kanji because I'm lazy. Okay, so I've been playing with a technique that had a bad translation for years. Oops. [Kakuchou (拡張) vs. Enchou (延長)] See here. Kohashi Clan | Jutsu Rules | Ninjutsu Don't forget to look at the other thread too!
  16. Cursed Arts: Hollow Extension | Bachiatari Jutsu: Karappo Enchou | 罰当たり術: 空っぽ延長 | [Rank 1] Type: Ninjutsu [ Hijitsu; Kohashi | Shield ] Rank: Jounin Cost: 200 + (upkeep of Hollow Form * X) Damage: N/A Effects: The user of this technique has found a way to tap into their Bloodline, Hollow Form, and to project it outwards to a single individual. This individual is now bound by the same rules as the Kohashi, with regard to Hollow Form in particular, for as long as this is active. Target of this technique may end this technique's upkeep by making an attack or other offensive action. The value of X refers to the upkeep of Hollow Form for the purposes of this technique, and must be paid as normal. Description: In the same motion as they would take to conceal themselves, the Kohashi can, with or without warning, use their bloodline to encompass those around them, so long as those to whom he or she wishes to do so are within their reach. Restrictions:- Kohashi Clan - Ability to use Hollow Form - May only be used twice per battle Points: 7 Cursed Arts: Hollow Extension | Bachiatari Jutsu: Karappo Enchou | 罰当たり術: 空っぽ延長 | [Rank 2] Type: Ninjutsu [ Hijitsu; Kohashi | Ally-only AoE | Evolving ] Rank: Sennin Cost: 300 + (upkeep of Hollow Form * .5X) Damage: N/A Effects: The user of this technique has found a way to tap into their Bloodline, Hollow Form, and to project it outwards to simultaneously encompass themselves and up to an entire four-person cell (the value of X above). The bonuses normally given to the Kohashi alone through Hollow Form are now bestowed upon those he or she targets with this technique. Description: In the same motion as they would take to conceal themselves, the Kohashi can, with or without warning, use their bloodline to encompass those around them, so long as those to whom he or she wishes to do so are within their reach. Restrictions:- Kohashi Clan - Ability to use Hollow Form - May only be used twice per battle Points: 10 (Evolving 3; Cursed Arts: Hollow Extension [Rank 1])
  17. NOTES! The first one was old and referred to several, now unusable, status effects. It's been updated to act more like it's supposed to, by using all of the 50 CP that it's given for effects. The next two were previously "Full Opening" and as such needed fixing. Kohashi Clan | Jutsu Rules | Ninjutsu
  18. Cursed Arts: Demonstrative Dominion | Bachiatari Jutsu: Tatsujin Kyouguu | 罰当たり術: 達人境遇 Type: Ninjutsu [ Hijutsu; Kohashi ] Rank: Gennin Cost: 80 Damage: 30 Effects: Depending on where this jutsu is used, different effects activate. Usable once per battle. Fire Country: Opponent becomes afflicted with 'Bruised' and 'Confused' for one turn Water Country: Opponent becomes afflicted with 'Hypothermia; 1' and 'Slow' for one turn. Wind Country: Opponent becomes afflicted with 'Distracted', 'Headache', and 'Impaired Eyesight' for two turns. Earth Country: Opponent becomes afflicted with 'Impaired Touch' and 'Exposed' for one turn. Rice Field Country: Opponent becomes afflicted with 'Staggered' and 'Startled' for one turn. Grass Country: Opponent becomes afflicted with 'Sickened' and 'Headache' for one turn. Lightning Country: Opponent becomes afflicted with 'Numb' and 'Impaired Hearing' for one turn. Snow Country: Opponent becomes afflicted with 'Frozen' and 'Fazed' for one turn. Rain Country: Opponent becomes afflicted with 'Exhausted' for one turn. Fang Country: Opponent becomes afflicted with 'Clobbered' for one turn. Elsewhere: Roll 1d20. If the result is even, the opponent becomes afflicted with 'Receptive' for one turn. Otherwise, 'Rejective' for one turn. Description: The Kohashi are a family, seeming to many to be masters of all terrain, due in part to their cursed blood. In combination with the afflicted curse, they have trained themselves to possess the epitome of all scouting abilities, namely the manipulation of their surrounding environment. By becoming one with their environment, or more specifically by coming into physical contact with it, such as a tap of a foot or simply by placing their palm upon the ground, the Kohashi use this technique by injecting a relatively small amount of void chakra into the terrain, and can essentially "bend" it to their will, causing opponents to react in a variety of ways depending upon which region they currently occupy. Points: 4 Cursed Arts: Phantom Limbs | Bachiatari Jutsu: Maboroshi Teashi | 罰当たり術: 幻手足 Type: Ninjutsu [ Hijutsu; Kohashi ] Rank: Chuunin Cost: 60 per limb/turn, max 2 limbs, 1 turn Damage: N/A Effects: Roll to dodge. If it hits, this inflicts Opening (Cursed Arts: Phantom Pain). Utilizes "Hollow Form" to make one's limb's appear to have been destroyed, or otherwise forcibly removed from its original location. May only apply to arms, legs, and the appendages attached to them (hands, feet, etc.), and may be used once per battle. Description: In the relatively rare instance that a Kohashi shinobi could be considered "at the end of the line," so far as battle goes, and assuming the scene is properly set, this technique has been used with limited success by lulling the opponent into a false sense of security by allowing them to believe that they have destroyed a limb in a previous attack. It is, in fact, a limited use of the Hollow Form technique focusing only on one or two specific parts of the body that the Kohashi wishes to appear "gone." Once this succeeds, the user may choose to use the follow-up technique: Phantom Pain. Restrictions:- Kohashi Clan - Ability to use Hollow Form Points: 5 Cursed Arts: Phantom Pain | Bachiatari Jutsu: Maboroshi Itami | 罰当たり術: 幻痛み Type: Ninjutsu [ Hijutsu; Kohashi ] Rank: Chuunin Cost: 80 Damage: 100 Effects: N/A Description: To be used immediately after "Phantom Limbs," the user quickly deactivates their Hollow Form over their chosen limbs, and then expels chakra towards their opponent for a great deal of damage. Restrictions:- Kohashi Clan - Ability to use Hollow Form - Cursed Arts: Phantom Limbs Points: 4
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