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Found 14 results

  1. The Original Description: Accidents within the Ninja world result in Death 99.9% of the time. Accidents are things which should be watched out for, things which shinobi-nin spend their life preparing for. But sometimes accidents can be used as weapons. In the case of this particular technique, an accident invented it, and it is possibly one of the biggest gifts an accident has ever given a ninja. With the technique, a shinobi manipulates the clouds above them, creating the beginning 'brew' of a rain storm, and sending a spark of lightning chakra skywards, to 'ignite the powder keg', and explode the rain downwards, the static charge of the rain carrying as it does, and sending tremors and immense pain (as if being static shocked repeatedly) to those below it. Requirements for Use: Kaijin Mizushin, and said Kekkai Genkai must be -active- while using this jutsu. Points: 7 JP The Revamp Suiton; Kyodai Kōu Jutsu (Water Release; Huge Rainfall Art) | 水遁・巨大降雨 Type: Water Ninjutsu Rank: Jounin Cost: 380 Damage: 90. Effects: Treat this attack as an area of effect attack. Additionally this technique inflicts the Climate "Monsoon" for 3 turns. Description: Accidents within the Ninja world result in Death 99.9% of the time. Accidents are things which should be watched out for, things which shinobi-nin spend their life preparing for. But sometimes accidents can be used as weapons. In the case of this particular technique, an accident invented it, and it is possibly one of the biggest gifts an accident has ever given a ninja. With the technique, a shinobi manipulates the clouds above them, creating the beginning 'brew' of a rain storm, and sending a spark of lightning chakra skywards, to 'ignite the powder keg', and explode the rain downwards, the static charge of the rain carrying as it does, and sending tremors and immense pain (as if being static shocked repeatedly) to those below it. Points: 8 JP The Original The Revamp Mizushin Hiden Ōgi; Kami no Mizu (Mizushin Secret Technique; God of Water) | 水心ヒデンオーギ・水の神 Type: Water Ninjutsu [Response] Rank: Sennin Cost: 1.25X where X is the cost of all incoming enemy physical attack techniques aimed at the user. Effects: This response phase jutsu may be used only two times per battle, maximum. All incoming physical attack techniques of Sennin Rank or below are considered nullified. The user loses their main phase following use of this technique. This technique has a 5% chance to fail. Description: Perhaps the greatest secret of the users of Mizushin, this technique uses split section reactions to summon a tsunami sized wave to form a whip like shield used to deflect incoming attacks. Points: 13 JP The Original The Revamp Mizu no Hiden Ōgi; Mizutamari Nenriki idō Jutsu (Water's Secret Technique; Water Puddle Teleportation Art) |水の心ヒデンオーギ・水たまり念力移動術 Type: Water Ninjutsu [Response] Rank: Sennin Cost: X where X is the cost of the technique responded to. Effects: If the Climate Effect 'Rain' or higher is on the field, or if the terrain effect 'Deep Water' is on the field, the user may choose to use this technique as a response phase jutsu to nullify an incoming technique by teleporting into the water and out again. May not be used more than twice per battle. This technique's user retains their main phase. There is a 25% chance for this technique to fail when in statistic battle. Additionally, in a purely roleplay manner, the user can travel through the 'water plane' and use this to travel more quickly than they could the 'material plane'. They may write 1/15th of a travel post's normal word requirements to travel to a body of water that they have drank from in another place. The user -must- have been to the aforementioned nation to be able to travel quickly with this technique, because otherwise they cannot navigate the sublte 'flavors' of the water to tell which waters they are exiting through. If this technique is used to travel and any coming do not have the ability to breath underwater (Rebreather or Bloodline effects), any who travel this way are considered 'drowning' for the next two posts from the mount of water they were just swimming through. Any who have the hindrance 'Aveta's Hammer' are required to have the assistance of another and to write 1/4th of the travel post's normal word requirements. The reduction provided by this technique does not allow for stacking with any other travel word count reducing skills or techniques. Description: In an advanced form of age old Kirigakuran puddle techniques, the user uses their closeness to water to allow their whole body to enter a puddle of water or body of water, and be transported to the 'water plane'; in that plane of infinite water, the user is capable of quickly finding an exit to a different body of water. This navigation is not easy, as the flavors of water are hard to tell apart for the inexperienced. Requirements: Water specialty or a Water Based Bloodline which implies closeness to water. (Examples: Mizushin, Samehada, Hyoton, Suika No Jutsu, The Suizuma Bloodline) Points: 20
  2. The Original The Redesign Umikoi Hiden Ōgi; Osore Nami (Umikoi Secret Technique; Fear Wave) | 海愛秘伝奥義・恐れ波 Type: Water Genjutsu Rank: Genin Cost: 80 chakra Effects: Upon a successful attack with this technique, the target is dealt the status effect 'Scared (Fear Stage 1)' for 2 turns, and Full Opening for the technique 'Umikoi Hiden Ogi; Shin Nami' for 1 turn. Description: Forming a pair of simple hand seals, the user breaths in and out twice, before moving as if to spit the opponent, and then hitting their senses with a feeling (aided by the sound of rel water, often) as if a large water of wave swooped in behind the user, and swallowed up the opponent up, forcing them under the water, and with another wave coming in, closely. This in combination with the opponent's memory of such things make the opponent believe they are going to drown to death if they don't get away from this water, and this techniques user. Points: 4 JP The Original The Redesign Umikoi Hiden Ōgi; Osore Nami Ni(Umikoi Secret Technique; Fear Wave II) | 海愛秘伝奥義・恐れ波二 Type: Genjutsu [Water] Rank: Chuunin Cost: 130 Chakra Effects: Upon a successful attack with this technique, the target is dealt the status effect 'Afraid (Fear Stage 2)' for 3 turns, and Full Opening for the technique 'Umikoi Hiden Ogi; Shin Nami II' for 1 turn. Description: A more powerful form of Fear Wave, with this technique, the user uses skillful timing with splashes of water, and the same movements they would use otherwise; forming a pair of simple hand seals, breathing in and out twice, and moving as if to spit the opponent, and then hitting their senses with a feeling as if a huge water of wave dark water swoops in behind the user, and swallows up the opponent up, forcing them under the water, and with another wave coming in, closely. This in combination with the opponent's memory of such things make the opponent believe they are going to drown to death if they don't get away from this water, and this Umikoi. Points: 5 JP The Original The Redesign Umikoi Warusu Hiden Ōgi; Satsugai Ito no Suigetsu (Umikoi Warrusu Secret Technique; Killing Intent of the Liquid Moon) | 海愛わるす秘伝奥義・殺害意図の水月 Type: Genjutsu Rank: Jounin Cost: 350 Chakra Effects: This technique may be performed with only 1 hand as if the user possesses the skill 'One Handed Sealing'. Upon a successful attack with this technique, the target is dealt the status effect 'Petrified' for 3 turns. In addition, they are dealt the status effect Stunned for 1 turn, the status effect Sickened for 2 turns, and the status effect Startled for 2 turns. Description: Harnessing a trademark of his village, the user points towards his opponent with his pointer finger, his thumb bent as if to pull back the hammer of a gun, and the rest of his hand put into a knuckled fist. Seeping Chakra from their pores, they fill their entire expression with malice and 'killing intent', to startle and invoke fear in their opponent in a largely psychological way, aided by their chakra providing pressure in the air around them. For all purposes and intents, this jutsu has one 'seal', pointing at the target with their pointer finger, their thumb bent as if pulling back the hammer, and the rest of their hand put into a knuckle. Points: 8 JP
  3. The Original [X] MATH: Tired x 3 = 30 CP Exposed x 1 = 40 CP Fazed x 1 = 15 CP Clobbered X 2 = 80 CP Scorched x 3 = 90 CP 30+40=70+15=85+80=165+90=255 Previously it did 143 damage, which was incorrect for the cost. It should have cost 350 CP (255 in effects and 95 in damage) at that damage point, but as we can see didn't. As such the calculation: 380-255 = 125/2 = 62.5 x 3 = 187.5 (188) is more apt. = 380 CP. No other changes were made aside from making the damage go up to the full capability for the cost. The Revamp Jōkiton; Hakuiki No Enganryuu (Steam Release; Coastal Dragon's Breath) | 蒸気遁・息ハクイキの沿岸龍 Type: Ninjutsu [steam] Rank: Jounin Cost: 380 Damage: 188 Effects: Opponent is dealt 'tired' for 3 turns, Exposed for 1 turn, fazed for 1 turn, clobbered for 2 turn, and scorched for 3 turns. Description: A simple technique, when one uses the Hakuiki no Enganryuu, they form the hand seals of snake, dragon, rat, dragon, bird in quick succession, and inhale an extremely deep breath. Activating their innate ability to utilize water chakras and their trained or innate ability to use fire chakra, the shinobi mixes them with the breath being exhaled from the lungs as the other air is inhaled, and in turn sends the resulting steam blast out of their nose and mouth. The two exit points create a vacuum, and while this technique is potentially deadly to the opponent, it is more important for it's strategic capabilities than attacks. It's obvious that such a technique would give an opponent a burn, but it also very functionally leaves opponents tired and knocks them out of the defensive posture they may otherwise have. Points: 8 The Original The Revamp Warusu Hiden Ōgi; Joki Arashi Idō Jutsu (Warrusu Special Technique; Steam Storm Walking Art) | わるす秘伝奥義・蒸気嵐移動術 Type: Personal Ninjutsu [steam | Storm] Rank: Sennin Cost: 200 Chakra; 80 Chakra Upkeep. Effects: When this technique is in use, the user is considered 'immune' to any terrain or climate condition currently in play. They are immune to 'terrain effect and climate techniques' which are less than Forbidden in rank which may come into play while this technique is in use, as well.Cannot be used more than 3 times in a battle. Additionally, this technique may be used to reduce travel times by 50% of their word counts. Description: By infusing the air around them with steam and storm chakra particles, the user of this technique is capable of sending themselves skyward like a rocket, and keeping themselves in the air as if they were 'hovering'. More over, the abundance of their own chakra around them keeps weather conditions 'prime' upon themselves so long as the technique remains in play. Requirements for Use: Water Specialty, Fire Specialty, or Lightning Specialty Points: 8 JP The Original The Revamp Suiton; Sukoshi Nami Jutsu (Water Release; Little Wave Art) | 水遁・少し波 Type: Water Ninjutsu Rank: Gennin Cost: 80 Damage: 60 Effects: Upon a successful attack, the opponent is dealt one turn of distracted. Description: A simple technique taught to many Umikoi childen from an early age, this technique requires three simple handseals (dog, dragon, dog), and a focusing of one's chakra. Upon completion, a burst of water chakra shoots out from the user and forms a small tidal wave. Requirements for Use: Umikoi Clan membership, or learning it from an Umikoi. Points: 4 JP
  4. The Original The Hit Ratio for the burning hot steam-water is so: 60%-+Clones's accuracy-Opponent's Evasion+10% if Opponent bursted the clone at close range+5% if the opponent has never faced this technique before. Description: Using surrounding water and wind and control of heat, the user creates a clone of himself or herself. This clone is useful in two ways, both in helping distract the opponent from finding out who the real target is, and by the effect which occurs when they explode. Requires: Mizu Bushin no Jutsu Points: 8 The Revamp Warusu Hiden Ōgi; Jouki Bunshin no Jutsu (Warrusu Secret Technique; Steam Clone Skill) | わるす秘伝奥義・蒸汽分身の術 Type: Ninjutsu [ Steam ] Rank: Jounin Cost: 300 Effects: Each Steam Clone has 50 health, 50% of the user's stamina, and chakra, 25% of the user's non tank stats, but only 10% of the user's Defense. Whenever a Steam Clone is destroyed, there is a 75% chance the opponent will be dealt one turn of 'scorched'. These clones are considered to have the skills 'savior'. A Maximum of three (3) Steam Clones may be created by the same user. Description: Using their own steam chakra, the user forms it into a doppleganger of themselves. The clones are hot blooded, in a literal sense, and can not only be useful in a battle by helping their user fight opponents, but also can be utilized as a surprise attack of sorts. Requirements: Must be taught by Umikoi Warrusu. Points: 9 JP The Original The Revamp Umikoi Hiden Ōgi; Harou Bunshin no Jutsu (Umikoi Secret Technique; Waves Clone Skill) | 海愛秘伝奥義・波浪分身の術 Type: Ninjutsu [ Water] Rank: Jounin Cost: 260 Effects: Creates a Waves Clone. Each Waves Clone has 50 health, 50% of the user's stamina and chakra, 25% of the user's non tank stats, but only 10% of the user's Defense. Whenever a Waves Clone is destroyed, there is a 50% chance the opponent will be dealt two turns of 'clobbered' and one turn of 'dizzy'. A Maximum of two (2) Waves Clones may be created by the same user. Description: Using their complex knowledge of water manipulation, the user creates a doppelganger of themselves using their own water chakra. The clones are as powerful as their name sake, but gain much of their name from the fact that when they explode or are destroyed, they do indeed create a tidal wave. Requires: Umikoi Clan membership or being taught by an Umikoi Clan member. Water Clone Skill, in addition. Points: 9 JP
  5. The Original The Revamp "Your assault's nothing that a single finger couldn't deal with." - Umikoi Warrusu A flick of the finger. Type: Taijutsu [Response] Rank: Chuunin Cost: 2X Stamina. Effect: Negate one string of incoming small weapon attacks. This technique is used in the response phase, instead of dodging or blocking. This technique is used in the response phase, instead of dodging. If the user has 'Path of the Defender', 'Path of the Guardian', or is two ranks higher than the enemy who launched the projectiles, there is no loss of main phase or setup for the use of this technique. May be only used two times per battle. If the user is any rank lower than the enemy who's weapon is being deflected, the cost paid in doubles if one rank below, triples if two ranks below. Additionally, if the user is one rank below their opponent or more, they lose their main phase when using this technique, as per response phase rules. Description: Battles are supposed to be made of feints & dodges, of swipes and strikes, all in attempt to wear your opponent down in energy and in physical capability. In the school of classic warfare, standing your ground is time honored, but only as a last defense, and only when you have some cover. So it is a dreadful day for an opponent when the attacks they send forward are met with absolute disdain, no more than a simple flick of the finger. A calculated movement, which some would call a technique (particularly with the amount of self-control it requires), this simple flick of a finger is not simple, in the slightest. The force which one must meet the incoming kunai with can cause a deep and painful cut, even with the majority of the force being deflected. Painful, and fierce, it truly requires no small amount disdain towards the opponent you're using it against. JP: 5 JP The Original The Revamp Umikoi Warusu Hiden Ōgi; Okurimono no Hakushaku no Taiin-nin (Umikoi Warrusu Secret Technique; Gift of the Earl of the Fisher-nin) |海愛わるす秘伝奥義・贈り物の伯爵の海員-忍 Type: Taijutsu [Trap | Set] Rank: Gennin Cost: 80 Stamina Damage: See Effects. Effects: This technique may be used in the set-up phase by ninja of higher rank than gennin. It may only be used in the main phase by gennin rank ninja. This technique requires a copy of 'Mariner-nin's Tools'. Lays out a 'Earl of the Fisher-Nin' trap. Upon this trap successfully going off, the opponent is dealt 20 damage, one turned of distracted and one turn of dizzy. Description: A simple technique devised by Warrusu as a child during a fishing expedition, with this four lines of heavy duty fishing line are laid out in the shape of a pair of two X laying atop each other. Upon running into this field of lines, the all snap, slamming into the target before swinging them skyward and to the ground. Points: 4 JP Umikoi Warusu Hiden Ōgi; Okurimono no Kōshaku no Taiin-nin (Umikoi Warrusu Secret Technique; Gift of the Duke of the Fisher-nin) |海愛わるす秘伝奥義・贈り物の公爵の海員-忍 Type: Taijutsu [Trap | Set] Rank: Chuunin Cost: 150 Stamina Damage: See Effects. Effects: This technique may be used in the set-up phase by ninja of higher rank than chuunin. It may only be used in the main phase by chuunin rank ninja or below. This technique requires a copy of 'Mariner-nin's Tools'. Lays out a 'Gift of the Duke of the Fisher-Nin' trap. Upon this trap successfully going off, the opponent is dealt 60 damage, two turns of distracted and two turns of dizzy. Description: An improvement on a simple technique devised by Warrusu as a child during a fishing expedition, with this four lines of heavy duty fishing line are laid out in the shape of a pair of two X laying atop each other. Upon running into this field of lines, the all snap, slamming into the target before swinging them skyward and to the ground. It is then that a second set of lines that had been set up, from a higher perch with hooks, grab the opponent and make their fall all the more violent. Points: 5 JP
  6. The Original The Revamp Umikoi Hiden Ōgi; Gūhatsu Hainyō Noroi no Umi Akuma (Umikoi Secret Technique; Accidental Urination Curse of a Sea Devil) | 海愛秘伝奥義・偶発排尿呪いの海悪魔 Type: Water Ninjutsu [umikoi Clan] Rank: Jounin Cost: 190 Effects: Upon a successful hit, the target is Dehydrated for 1 turn, and disorganized for 1 turn, and Vulnerable, Distracted and Shackled (Paired Legs) for 1 turn. Description: A technique that utilizes movements of water nearby, as well as pressing of the moist portions around the organs that trigger urination to cause urination in the opponent, a technique that can often be very disheartening in opponents, both from it's embarrassing action, the pain of their body forcing them to urinate, and the possible resulting actions from those around them. Requirements: Mizushin of Kaijin Mizushin or Junsui Mizushin rank 3 or higher must be possessed. JP: 5 JP Math: 40 CP (Dehydrated 1 turn) + 30 CP (Disorganized 1 turn) + 50 CP (Vulnerable) + 20 CP (Distracted) + 50 CP (Shackled (Paired Legs) ) = 190 The Original The Revamp Umikoi Hiden Ōgi; Hakkan Tatari (Umikoi Secret Technique; Sweating Curse) | 海愛秘伝奥義・発汗祟り Type: Water Ninjutsu [umikoi Clan] Rank: Genin Cost: 50 Chakra Effects: Upon a successful attack, the target is dehydrated and tired for one turn. Description: A fairly simple technique that utilizes one's focus on the waters around them, including the waters from their opponents. In a drastic move that forces sweat from the sweat ducts on an opponent, an out at an immense speed, making them dehydrated and slightly tired. Requirements: Mizushin must be posssessed to use this technique. Points: 3 JP MATH: 10 CP for Tired 1 turn, 40 CP for Dehydrated 1 turn.
  7. The Original for 1 turn. Description: Battle can be a surprising place to learn anything, and in most cases, battle with a monster is even harder to learn something from. But in retrospect of his battle with a spawn of Kraken, the industrious the fisher-nin of the Umikoi clan, Umikoi Warrusu, modified the jutsus he has learned so far, and using the adeptness he has now attained at water manipulation, he creates many small tendrils of water, which flail around his body, mimicking what a small squid might do, and moves as if preparing to charge at his opponent, before forming a single hand seal, the dragon seal, and sending the tendrils at his opponent, as one large tentacle like form, wrapping around them at a random point, and as it is let loose from his control, milliseconds later, it throws the opponent, in a spinning motion. Points: 4 JP The Revamp Umikoi Warusu Hiden Ōgi; Kurāken Shūsen (Umikoi Warrusu Secret Technique; Kraken Swing) |海愛わるす秘伝奥義・クラーケン鞦韆 Type: Water Ninjutsu Rank: Gennin Cost: 80 Damage: 50 Effects: Opponent is dealt one turns of Unbalanced on a successful hit with this technique. Description:Battle can be a surprising place to learn anything, and in most cases, battle with a monster is even harder to learn something from. But in retrospect of his battle with a spawn of Kraken, the industrious the fisher-nin of the Umikoi clan, Umikoi Warrusu, modified the jutsus he has learned so far, and using the adeptness he has now attained at water manipulation, he creates many small tendrils of water, which flail around his body, mimicking what a small squid might do, and moves as if preparing to charge at his opponent, before forming a single hand seal, the dragon seal, and sending the tendrils at his opponent, as one large tentacle like form, wrapping around them at a random point, and as it is let loose from his control, milliseconds later, it throws the opponent, in a spinning motion. Points: 4 Math: 50 Damage = 50 CP. 1 turns unbalanced = 30 CP. = 80 CP. The Original MATH: 40 damage. 40 Stat subtraction. = 80 CP. The Revamp Umikoi Hiden Ōgi; Shin Nami (Umikoi Secret Technique; True Wave) | 海愛秘伝奥義・真波 Type: Water Ninjutsu Rank: Genin Cost: 80 Damage: 40 Effects: Opponent's Evasion and Accuracy Stats are reduced by 20 points for the next turn. Description: Quite often following a user of Nami no Ojike, Ma Nami is often an ingenious technique. The user forms one hand seal if water is not near by, and none of water is nearby, before sending it in a wave which the opponent would likely disbelief is real, if Nami no Ojike had been used before. This water hits the opponent with enough force to possibly knock them down, and gives a distraction enough to make their dexterity less than what it would otherwise be. Points: 4 JP The Original MATH: 110 = 88 CP. 40 Stat subtraction. = 32 CP. = 120 CP. The Revamp Umikoi Hiden Ōgi; Shin Nami Ni (Umikoi Secret Technique; True Wave II) | 海愛秘伝奥義・真波二 Type: Water Ninjutsu Rank: Chuunin Cost: 120 Damage: 110 Effects: Opponent's Evasion and Accuracy Stats are reduced by 20 points for the next turn. Description: Quite often following a use of Nami no Ojike II, Ma Nami II is an often used technique by ingenious shinobi-nin. The user forms one hand seal if water is not near by, and none of water is nearby, before sending it in a wave which the opponent would likely disbelief is real, if Nami no Ojike II had been used before. This water hits the opponent with enough force to possibly knock them down, and gives a distraction enough to make their dexterity less than what it would otherwise be. Points: 5 JP
  8. The Original The Revamp Warusu Hiden Ōgi; Kandan Umi-Kyuutai (Warrusu Secret Technique; Extremes of Temperature Sea Orb) | わるす秘伝奥義・寒暖海球体 Type: Ninjutsu [Water | Steam | Ice ] Rank: Sennin Cost: 689 Damage: 600 Effects: Upon use of this technique, the user rolls a D100, with the link included with the technique. The results for the rolls are as follows: Rolling from between 1 and 40 on the die gives the technique only damage, and nothing else. Rolling from between 41 and 80 makes the jutsu deals the damage and either 2 turns of Cold (Hypothermia stage 1) or 2 turns of "Burned". This is determined by a die roll of one d2, where 1 is 2 turns of cold and 2 is 2 turns of Burned. Rolling between 81 and 100 makes the jutsu deal the damage and both 3 turns of Cold (Hypothermia Stage 1) and 4 turns of Burned. Description: Using a combination of his own innate ability to manipulate water, (as well as temperature, thanks to his innate element), and an extreme amount of concentration, and luck, the user gathers a ball of water into their hand, keeping the center of the orb untouched by their chakra other than holding it still, and making their chakra wrap around it otherwise, to create a current of steam and a spiral of chilly water, swirling them constantly in hopes of keeping them from connecting, and allowing the user to charge at the opponent and attack them with the extremely surprising, and seemingly impossible to pull off technique. The liquid-yet-not liquid orb is roughly the size of a basketball. Requires: Wind, Water, or Fire Elemental Speciality; or a 'water centric' bloodline such as Mizushin, the Hisame Bloodline, the Samehada Bloodline, or the Suizuma Bloodline, or membership/birth in the Hozuki clan. Must be taught by Umikoi Warrusu. Points: 11 JP MATH: 600/3=200 x 2 = 400CP for Damage dealt. 40% chance of dealing 60CP worth of damage in 2 turns of burned, or 100CP worth of damage with Cold (Hypothermia Stage 1), rolled by a die to determine the result. So if we take the median of that, which is 80CP, and we divide that by 100 (or .8CP) and then multiply that by 40 for the 40% chance it has we get a 32CP cost for the 40% chance of one of those two effects happening. 20% chance of dealing 4 turns of burned (120 CP) and 3 turns of Cold 1 (Or 150CP). As it is both effects, that's 270 CP divided by 100 for 2.7 CP per percent, or 54CP Total. This means Kandan Kyuutai -should- cost 32+54=86+400 (for the damage dealt) = 486 CP. Given the variableness of it that may seem silly to do so and more balanced to keep it this way, but it makes sense to me to actually -lower- the cost, given I removed sealless from it (It wasn't really necessary to have anyways), but I'll leave that up to reviewers. You have my math. The Original The Revamp Umikoi Warusu Hiden Ōgi; Tenran Hiyari (Umikoi Warrusu Secret Technique; Heavenly Storm Power Spear) | 海愛わるす秘伝奥義・天荒れ力槍 Type: Ninjutsu [Water | Steam | Storm | Ice ] Rank: Sennin Cost: 540 Damage: 600 Effects: Upon use of this technique, the user rolls a D100, with the link included with the technique. The results for the rolls are as follows: 1-20 Upon a successful hit, only the damage of this is dealt. 21-26 Upon successful hit, target is dealt 2 turns of 'Immobilized'. 27-33 Upon successful hit, target is dealt 2 turn of 'Immobilied' and 1 turn of 'Vulnerable'. 34-44 Upon a successful hit, target is dealt 4 turns of burn. 45-49 Upon a successful hit, target is dealt 1 turn of Frostbite (Hypothermia Stage 2). 50-75 Upon a successful hit, only the damage is dealt. 76-85 Upon a successful hit, target is dealt 1 turn of vulnerable and 2 turns of deafened. 86-100 Upon a successful hit, trget is dealt with 1 turn of vulnerable, 1 turn of frostbite (Hypothermia stage 2), 2 turns of 'Immobilized', 4 turns of 'burned', 1 turn of 'tired', 1 turn of 'stunned', and 2 turns of 'deafened'. Description: A simple technique devised by Warrusu as a child during a fishing expedition, with this four lines of heavy duty fishing line are laid out in the shape of a pair of two X laying atop each other. Upon running into this field of lines, the all snap, slamming into the target before swinging them skyward and to the ground. Points: 8 JP Math: 400 CP from Damage. 6% chance to deal 2 turns of immobilized. Immobilized = 50CPx2=100. 100/100 = 1 x 6 = 6CP. 7% chance to deal 2 turns of immobilied, 1 turn of vulnerable. Immobilized = 50 CP. Vulnerable = 50 CP. 150 CP/100 = 1.5 x 7 = 10.5CP 10% chance to deal 4 turns of bleed. 100 CP/100 = 1 x 10 = 10CP. 5% chance to deal 1 turn of Frostbite (Hypothermia Stage 2). 60CP / 100 = .6 x 5 = 3CP. 10% chance to deal 1 turn Vulnerable (50CP) and 2 turns Deafened (40 CP) = 90CP / 100 = .9 x 10 = 9CP 15% chance to deal 2 turns Immobilized (100CP), 1 turn Vulnerable (50CP), 1 turn Frostbite (60CP), 4 turns burned (100CP), 2 turns Deafened (40CP), 1 turn Stunned (50CP), 1 turn Tired (10CP) = 410 / 100 = 4.1 x 15 = 61.5 CP 400+6+10.5+10+3+9+61.5 = 500 CP. This means Tenran Hiyari -should- cost 400+6+10.5+10+3+9+61.5 = 500 CP. Given the variableness of it that may seem silly to do so and more balanced to keep it this way, but it makes sense to me to actually -lower- the cost, given I removed sealless from it (It wasn't really necessary to have anyways), but I'll leave that up to reviewers. You have my math.
  9. Business Partner Description: You have done more than hole your money away under a mattress like some shinobi-nin, but instead have chosen to put in the hard work and monetary investment necessary into investing in a business! This helps you benefit from the economic upswing when the village has a bustling number of mission contracts fulfilled, but also requires you to put 'work in' and help keep your business partners afloat when times are bad. Effect: Gain X/20 times Y Ryo once every real life month, on the first of the month. X in this instance is equal to the monetary value of missions completed by everyone within your hidden village in total during that month. Inversely, if in any month there are less than Y plus five total missions completed in the village, you instead have to pay an amount equaling Y times their level times fifty Ryo, to keep your investment sound. Failure to do so will negate the benefit of this skill for two real life months. Y in the use of this skill stands for the number of ranks a PC has of this skill. Restriction: None, General Skill. Ranks: 10 Cost: -1 SP Business Owner Description: You have done more than hole your money away under a mattress like some shinobi-nin, but instead have chosen to put in the hard work and monetary investment necessary into investing in a business! This helps you benefit from the economic upswing when the village has a bustling number of mission contracts fulfilled, but also requires you to put 'work in' and help keep your business partners afloat when times are bad. There's also the fact that sometimes you have to cover for workers and business partners who don't want to pull their weight. Effect: Multiply the gain or loss caused by 'Business Partner' by two, and allow the player to work at their business for an amount of 2$ Ryo per line. Restriction: Requires 10 ranks of 'Business Owner'. Cost: -1 SP Village Royalty Description: You were born with connections, or at least one big one. While this requires you to do some things which others might out of simple duty, it also requires you to do things which others wouldn't. Dad or Mom is in the Village Government, or perhaps the head, and while this means you've got easier access to funds and loans, it also means you can be guilt tripped into doing missions for the village. Dishes at the local restaurant don't wash themselves, after all, and that yappie dog doesn't save itself from the tree the town hoodlum threw it into. [Even if the hoodlum was you, you know who you are.] Effect: Begin play with an additional 2,000 Ryo ($). Every three missions you complete, you are required to complete a ranked mission [D for Gennin, C for Chuunin, B for Jounin, A for Sennin/Kage] for the village for no monetary pay to the player character. The money which would otherwise be gained in the 'free' mission, is subtracted from the 3,000 Ryo (2,000 plus 1,000 'interest') owed, up until the character has paid it in full by missions done for free. If every three missions a 'free' mission is not completed by the character, subtract 300$ Ryo from the player character's savings and only subtract 200$ from the 3,000$ total amount. Any EXP which would be gained from these 'free' missions is put aside and not 'gained' until the entirety of the 3,000 Ryo has been repaid in one of the above stated manners. However, when the EXP is finally paid, the player character receives a 5% bonus of the total EXP gained, cumulative with quick learner or other exp gain boosting abilities. The 'debt' owed may not be paid out of actual funds from the PC's possession, except in the case of 'defaults' wherein the user does not do a free mission on the 4th mission. Clause: May not be taken with Private Contractor; Or by Missing-nin. If taken by a shinobi-nin who later becomes Missing-nin before paying off the debt, any other bonuses this skill would grant are nulled, and the debt is added to the missing-nin's crimes. Cost: -2 Notes: Originally there was a third skill, 'Smooth Criminal' that I was resubbing, but after reading the main site version of Freelancer, I realized that it -was- Smooth Criminal with the name switched with the original version of freelancer. So I removed that and instead put another money based skill in to be reviewed, hopefully, which may not actually need to be resubbed, but whatever: Original Version of Village Royalty The others can be fiddled with either in lowering benefit or upping cost, but I thought they'd be interesting so tried them to maximum advantage for minimum cost as a first try.
  10. Warr

    Spears I

    Suiton; Kiyari (Water Release; Power Spear) | 水遁・力槍 Type: Water Ninjutsu (Personal) Rank: Genin Cost: 80 Damage: 60 Effects: Any response phase jutsu used to negate this technique has a 20% chance to fail. Description: This technique manipulates the surroundings around the user and siphons the principal element of Water. This method of assault forces an incredible volume of water to implode within its own dimensions becoming nothing bigger than a fist. At will, the commendable breadth of water will split into a thin, long rivulet towards their targeted intention with impossible speeds. The true force of the technique is developed on contact however, as the connection between its source severs whence the target is hit; the manipulation aspect of this technique generates such a possibility. Points: 4 Warusu Hiden Ōgi; Kimori | Warrusu Secret Technique; Power Lance | わるす秘伝奥義・力銛 Type: Water Ninjutsu (Personal) Rank: Jounin Cost: 380 Damage: 275 Effects: Any response phase jutsu used to negate this technique has a 30% chance to fail. After being hit by this technique, on the next turn, the opponents Evasion, and Accuracy are reduced by 20, and speed is reduced by 40. This reduction is for the next turn alone. Description: An advancement of Water Manipulation; Power Spear, this technique uses the same basic movements, but more water which is more tightly compressed than the former technique, and which is spun even more quickly than the former as well, the tendril of water decompressing as it hits the opponent, and hitting much harder than the other, as well as hitting in a way that knocks them off balance. Points: 8 Warusu Hiden Ōgi; Enka Kiyari | Warrusu Secret Technique; Blazing Fire Power Spear | わるす秘伝奥義・炎火力槍 Type: Fire Ninjutsu (Personal) Rank: Jounin Cost: 377 Damage: 258 Effects: Any response phase jutsu used to negate this technique has a 22% chance to fail. Opponent is dealt the status 'Burned' for the next 3 turns. Burned: The target takes 120% damage from taijutsu, basic and weapon attacks, takes 10 damage a turn. DP: 30/turn Description: A modification of the 'Water Manipulation; Power Spear' technique, created by Warrusu after plenty of experience with his primary elemental speciality, this technique is created via a burst of fire chakra from the user's arms, a handseal 'Dragon', formed, before the fire chakra incircles the user in a twirling almost mystical direction, and then is shot forth with immense speed. Points: 8 JP Notes: To cost these, given I knew the old effect wouldn't have flown, I used a modified version of the cost ratio for critical hits. The ratio was as follows: Cost of Technique in CP x 1.(2 x .Y% where Y is the percent to fail for Response phase jutsu.) = Technique Cost.
  11. Warr

    Spears II

    Warusu Hiden Ōgi; Raikurai Kiyari (Warrusu Secret Technique; Lightning Strike Power Spear) | わるす秘伝奥義・落雷力槍 Type: Lightning Ninjutsu (Personal) Rank: Jounin Cost: 380 Chakra Damage: 270 (180 CP) Effects: For the turn following being successfully hit by this technique, the opponent is vulnerable, deafened, fazed, and tired. All Response Phase jutsu used to negate this technique have a 20% chance to fail. Description: A modification of the 'Water Manipulation; Power Spear' technique, created by Warrusu after experience with his secondary elemental speciality, with this technique the user seeps lightning chakra into the ground below them, creating a spear of lightning within the ground, and forming the hand seal 'Bird', the spear of lightning chakra is shot up at the opponent at an immense speed, the bright light, sound of the lightning hitting their flesh, and energy of the technique causing damage as well as psychological harm to the opponent. Points: 8 JP Math for Lightning Strike Power Spear: 180 CP (270 Damage at Jounin ratio) + 50 CP (Vulnerable) + 10 CP (Tired) + 15 CP (Fazed) + 20 CP (Deafened) = 275 x 1.(2 x 19) = 379.5 [so trying to round up to 20% chance to fail, which would make the cost 385, if I can get away with it. If not, 19% chance to fail. Warusu Hiden Ōgi; Ryūiki Kiyari(Warrusu Secret Technique; Dragon's Breath Power Spear) | わるす秘伝奥義・竜息力槍 Type: Steam Ninjutsu (Personal) Rank: Jounin Cost: 380 Damage: 275 Effects: If successfully hit by this technique, the target is dealt the status 'burned' for three turns. All Response Phase jutsu used to negate this technique have a 20% chance to fail. Burned: The target takes 120% damage from taijutsu, basic and weapon attacks, takes 10 damage a turn. Max Duration: 4 turns DP: 30/turn Description: An advancement of Water Manipulation; Power Spear, this technique gathers water or moisture around the user, which is gathered into a very tight tendril of water, slung around just as if the original incarnation of the technique, and in the end shows its surprise, it's 'fangs'. The water which hits the opponent not only pierces through the opponent from its high speed movements, but burns the skin around the wound, and other skin as well, from the steam which ends around the spear. Points: 8 Math For Dragon's Breath Power Spear: 183 (CP from Damage) + Burned (90 CP) = 273 CP x 1.(2 x 20) = "382.2 CP" Warusu Hiden Ōgi; Kaijin Kiyari | Warrusu Secret Technique; Sea God Power Lance | わるす秘伝奥義・海神力槍 Type: Water Ninjutsu (Personal) Rank: Sennin Cost: 895 Damage: 700 Effects: Any response phase jutsu used to negate this technique has a 40% chance to fail. Upon a successful hit, the target is inflicted with two turns of hamstrung. Description: An advancement of Power Spear Series, this technique uses the amount of water which would otherwise fill a small like, compressing it into a thin rivulet of water that moves quickly around the user until launched forward. Upon impact, it decompresses, hitting with the force of a tidal wave and sending the opponent off balance enough to cause them to be hamstrung. Points: 13 Math for Sea God Power Lance: 700/3 x 2 = 467 CP + 30 (2 Turns Hamstrung) = 497 x 1.(2 x 41) = 904 CP. As you can see, I'm willing to drop it down to 40%, but figured 'might as well try/ask'. If it is down to 40%, it would cost: 895 Chakra, but otherwise be the same. Notes: As said in Spears I.
  12. The Original The Redesign Umikoi Warusu Hiden Ōgi; Mōsho Ken (Umikoi Warrusu Type; Heat Wave Fist) | 海愛わるす秘伝奥義・猛暑拳 Type: Ninjutsu [Fire] & Taijutsu Hybrid [Dynamic Trap] Rank: Chuunin Cost: 63 Chakra / 63 Stamina Damage: 120 Effects: This technique is considered a dynamic trap so long as the opponent is not at 'long range', and the opponent is under the effects of the status effects, 'distracted' or 'clobbered'. If this technique successfully hits, deal one turn of the status effect 'burned' to the opponent. Description: Rushing towards the opponent, the user will throw themselves low to the ground and then upwards with an uppercut aimed at the opponent. At the last minute, they will throw a hand seal with their other hand and launch a blast of fire, extending their reach effectively and possibly even singeing the opponent. Points: 12 JP The Original The Redesign Umikoi Hiden Ōgi; Tsume no Fukami (Umikoi Secret Technique; Claw of the Depths) | 海愛秘伝奥義・爪の深み Type: Ninjutsu [Water] & Taijutsu Hybrid Rank: Gennin Cost: 40 Chakra/40 Stamina Damage: 80 Description: Using knowledge of water type ninjutsu manipulation, the user utilizes this technique either by activating their kekkei genkei or using simple hand seals of their non-dominant hand, and focuses on their dominant hand while charging at the opponent. The dominant hand is used to slash at the opponent like it is a claw, and water chakra pours out of it to form a few inches worth of 'hard water' in the shape of actual claw points as the strike comes down. Points: 5 JP Based on the Above Umikoi Hiden Ōgi; Tsume no Fukami Ni (Umikoi Secret Technique; Claw of the Depths II) | 海愛秘伝奥義・爪の深み二 Type: Ninjutsu [Water] & Taijutsu Hybrid Rank: Chuunin Cost: 70 Stamina / 70 Chakra Damage: 150 Effects: Upon a successful attack with this technique, the target is dealt the status effect 'staggered' for 1 turn. Description: Using knowledge of water type ninjutsu manipulation, the user utilizes this technique either by activating their kekkei genkei or using simple hand seals of their non-dominant hand, and focuses on their dominant hand while charging at the opponent. The dominant hand is used to slash at the opponent like it is a claw, and water chakra pours out of it to form a full six inches worth of 'hard water' in the shape of actual claw points as the strike comes down. Points: 6 JP
  13. SteamHEART Effect: Steam or Boil damage done to this character is reduced by 25%. Water damage done to this character is reduced by 10%. Fire Damage done to this character is reduced by 10%. Combinatorial element damage featuring water or fire elements which is not steam or boil damage, is reduced by 5%. Where this skill references damage, it means 'total damage' (IE; after modifiers). Description: Deep in their heart of hearts, this character feels another pulse rushing through their veins and filling every inch of flesh. It is the steady rhythm of a distant heartbeat that this character draws the absolute elemental derived from the legendary attribute. It is not a trait that is found commonly; it only manifests in those with a higher birthright than the rest of the world. Within and without, the pulse of the infamous heart protects and shelters from the lashing tongues of fire, of water, and most importantly, of steam. Shielded by the tampering with internal chakra, the bearer of this attribute is quite resilient to the trio of elements. A gateway to things both wonderful and monstrous, it is overwhelming and overbearing. In the end, it is life changing to the people that hold it within them. Requirements: Fire Specialty or Water Specialty. Use of both Fire and Water elements. Steam or Boil Combinatorial Skill. Cost: -2 SteamSOUL Effect: Whenever this character deals damage via the Steam or Boil element, increase the base damage by 10%. If it is the Fire or Water element instead, increase the base damage by 5%. Damage Increases from this skill cannot cause any technique to break its normal Damage Caps. Description: Some call it an ache in the soul that obeys a faraway percussion, but none truly know how it came to be. It enhances and further expresses the heart of steam. Supercharging the chakra with a tendency for fire, water, and more importantly; steam. It ebbs and flows throughout the body, calling for release. Obeying the impulse brings a sort of twisted ecstasy that is slightly addicting, but never all-consuming. Composed of the trio of elements, this is a soul that battles itself with the clashing elements of both fire and water. Polar opposites raging in the soul of the bearer, it causes them to be able to force them out with an astonishing velocity that makes them all the more potent. It is raw power in a diluted form, waiting to be put to a better use and screaming through the soul without relent. Requirements: Fire Specialty or Water Specialty. Use of both Fire and Water elements. Steam or Boil Combinatorial Skill. Cost: -2 SteamCORE Effect: For each rank in this skill, [steam] and [boil] attacks made by this character have a 20x% chance to add "Destroy Item" or "Destroy Weapon" on the target in addition to its normal abilities. This effect must be announced and the status must be chosen when the attack is used. If the target is one or more ranks below the Rank of the attack used, this chance is increased to 30x%. If the target is one or more ranks above the Rank of the attack used, this skill does not apply. Ranks in this skill may only be taken once every 50 Levels. Description: What is the soul of steam? Truly? Is it the after wash of fire and water's battle, where both have been nearly vanquished, or is it the child of their passions? Does it not have the destructive capability of fire, and the unstoppable tendency to move where it aims to that water has? It is both of these things, at it's core, truly a synthesis of those two elements; and it is because of this that anyone who has learned to master the CORE of Steam, has mastered the abilities of it. With steam chakra so hot that it is literally capable of melting the armor and clothing opponents wear which it encounters, the user's mastery of steam techniques is second to none, and likely famous by the time they have mastered the CORE of Steam. Requirements: Fire Specialty or Water Specialty. Use of both Fire and Water elements. Steam or Boil Combinatorial Skill. Ranks: 2 Cost: -1 (Per Rank) Notes: While I did not create the original set of these skills, I did have permission to both use them and remake them before, and this is an update/resubmission of the skills to bring them up to snuff with current rules. Below I've included any links I feel may be pertinent. Additionally, given that I aim to use 'Combinatorial, Boil' in addition to Steam, assuming Cellar Door gives me permission to use it, and given it's just 'a specialized version of steam', I'm including it in the effects of this skill, as well. Original Skill Set Resubmitted '2.0' Skill Set Boil Release
  14. Precise Training Description: You have trained much of your life, physically, mentally, and otherwise. If your current experience was a matter of teaching you your skills or you simply were lucky enough to figure out how to train yourself into having them and perfecting your body and mind more efficiently; that isn't something to be known one way or another. What is to be known is that Effect: The User of this Skill has access to train for CXP and to gain CXP, prior to being at level cap. CXP may be spent or kept just the same as if the user of this skill was at level cap. Requirements: Level 100+ Cost: -0; 3000 words of training. (Given that anyone who has this is already so close to level 120, and given it effectively does nothing but let you get to CXP access before then and to train for the stats/skill points individually, not even giving a bonus/CXP reduction to the costs for them, I figured that I would see if I could get this approved at 0 SP and 3000 words of training, which is effectively half of what a SP would be -after- gaining access to CXP trainig.) Original Skill
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