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Mizushin

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"The first of the Umikoi and their ancestors came from a single warning. Words rarely said; "The sea is not the place for man. You should not be swimming into it or going so deep. You should not be challenging the beasts of the depths or the gods who hold sway there."

The boy grinned stupidly; for he was stupid. A brute of the sea and the waves and the sun; of the way of the sail and the spear; not of the hearth and the hoe. He grinned with his stupid face at the elder that spoke those words in warning, and he made an declaration. “I will go to the sea and I will stay in it or near it for a month. When it is over; if I am dead- you can call me a fool and you can use my foolishness to teach the children to stay in the fields and away from the rushing waves. Teach them of the boogieman of the deep. But if I win; you have to let me do what I want. Do you hear me father?”

Then the youth took his foolishness, his sun and surf turned body; and took himself to the sea, on only a canoe. He braved the surf and he pushed his body and his boat onward. He survived for days on water he brought with him and fish he caught from the sea. He survived it, onwards for a week: Drifting in the tides and further from his home. To the heart of the ocean; which was his destination. If he could go to the heart of the ocean and gain something from it, he could prove that the sea loved him just as much as he loved it. He could feel it in his heart; as if the water was apart of him. From the first dip into the waters of the village creek as a newborn he had felt that.

And so this boy of great tranquility, called Ebisu; swam further and further, and paddled his canoe further and further, fishing and fighting fish that tried to knock his boat over. He traveled for two weeks; and then he met a dead fall. A challenge that he had not accounted for; and which he had no mental compass. He heard the call of a siren; the words of a young woman crying for help: For she was drowning.

How could one drown in a sea that loved him so? How could the sea not love all? He had to find out, had to save this person. His heart fluttered; his courage raged a mighty roar, as stupid as the boy was himself. He charged; he jumped. He dived, he swam. He made the moves of battle against the sea until he found this falling kinswoman; drowning in the sea, hair fluttered like a peacock's about her, red tresses spread against the tide; she floated downward, as if her last moments were gone. And he grabbed; he grunted, bubbles flew in a flock. Ebisu swam towards the top of the sea, burning his lungs as he did. And evil laughter came from below. Inches were being moved because a scaly, hook nosed beast had a hand on the girl's foot.

The stupid brute [Ebisu] did as stupid brutes did. He kicked at the beast with the force he could muster, trying to smash it's grasp of the girl. A kick to make a mule fill with envy; followed by another and another. The beast grasped the youth's leg, and yanked him down. It ripped the precious air from his lungs; and in that moment, as passion and fear should have overtaken him. Peace came; he felt like he was coddled against his mother's breast. His inner heart had opened; touched finally by his favored place; and by the thing which was so apart of it that he had learned to swim so well to prevent. The beast's grimy hand received another kick and then another, and the water threw this stupid youth skyward, with the girl he had tried to save. As if the water itself was pushing them, and tearing the beast's arm in half in the process. They landed upon the very rocks the Siren played her game at; that monstrous beast below used.

And the boy was in the land of the sky; he sputtered, throwing up the sea water in his lungs; collapsing on those rocks. The girl was safe; but she was probably dead. Thirteen days passed, and Ebisu found himself awake upon his canoe, nestled with his head in this girl's lap; her face as clear as the waters he had learned to explore in as a child, her hair as bright as the sun waving to him as he had played. She grinned at him lovingly; and then the day was over.

The drowning maiden disappeared; and Ebisu found himself home; his father staring out to the bay with worry upon his face. A boisterous statement had brought this on; but Ebisu wasn't paddling anymore. The water was moving it's body for him.

The legends are over; it's time for the reality.


 

The Water Heart of the Umikoi Clan; Mizushin

(Advanced System)

Mizushin is not a singular attribute; but rather the term used by the Umikoi Clan to describe the multiple little evolutions caused by their kekkei genkei. The fact that it is not a singular attribute that causes a transformation throughout is a bit of knowledge that's unknown in the ninja world outside of the Umikoi Clan. While it is not a singular bloodline trait such as the Sharigan or Byukugan of the Uchiha and Hyuuga clans; or a number of traits firmly intertwined with each other from power [as opposed to evolution] it makes the Umikoi formidable fighters around water; formidable assassins, and formidable storm-troopers for their country.

The singular changes of their body; that make the Umikoi clansmen 'Umikoi' are a pair of inborn and natural features; the first being a dual respiratory system; which filters oxygen from water and functions exactly as gills. The other is a chakra passageway [and perhaps a type of chakra that's different in itself] that flows over the normally unused portion of one's brain that allows for hydrokinesis and movement of water molecules as a whole. This portion of the brain is near the emotive center of one's brain; and as such causes the almost universally blue eyes of the Umikoi Clansmen and Clanswomen; to be a maelstrom of blue tints while the kekkei genkei is activated. This hydrokinesis extends beyond a simple ability to control water; and functions more as if it was apart of their own body, an extra limb. They can feel water and sense it psychically while their bloodline is activated, and this extends to a preternatural sense while in battle; making them instictively have an upper hand on knowing where to throw up their body in a block and when an attack is coming so they can defend against it. In fact, the sense is such that if they lessen their own pressure of will on the water around them and trying to use ninjutsu, they become all the better at feeling an enemy's attack as it's coming, and defending themselves against it.

Their many tint shifting blue eyes are the primary marker of their bloodline's activation, but while not a universal fact; many Umikoi seem more monstrous while it activated, with their canines growing and sharpening [as the rank the user has in the clan's bloodline progresses], and a slight midnight blue pixelation appears upon the left side of their head, growing while the bloodline is active until while the Kaijin rank of Mizushin is active, a stylized spiral wave appears across the whole of the left side of their face; as if woad.

The Mizushin bloodline has never been transferred by traditional means; and this means that the eyes of Umikoi clansmen are at times taken as spoils of war [for there is a superstitious thought that the Umikoi kekkei genkei is actually as eye based technique]. This comes all-too-often from the hands of Kirigakure no Sato's own people; for the manipulation of water and bodies of water as if they were an extension of one's self is something guessed at, and highly coveted.


Umi no Kouin 海の後胤 [scion of the Sea]
Activation/Upkeep: [scion of the Sea is constantly active; and may not be turned off by any technique, because it is an evolutionary trait]
Effects: User is immune the the status effect "Drowning" caused by the user being submerged, surrounded by or generally breathing water. Any ability that inflicts "Drowning" in which the user is submerged, surrounded by or breathing a substance that is partially water or some other liquid will still cause HP damage, but have none of its other effects applied to the user.
While the terrains 'Deep Water or Deep Snow' are in effect on the terrain, the user's speed and evasion are considered to be 20 points higher than they normally would be.
Description: The singular trait of 'Mizushin' that all Umikoi are born with; while in the womb; they have subtle differentiations from the standard growth of fetuses. A secondary lung system, which filters oxygen from water [and indeed has a separate wind pipe which gains water through slight and normally barely visible gill slits behind one's ear] and which filters the post-post-deoxygenizated water into the user's bladder.
Cost: -1


Mizushin 水の意志 [Heart* of Water]
Activation/Upkeep:
- 5% Base Total Chakra/Turn.
- Advanced regeneration abilities are suspended while bloodline is considered 'Active.
Effects: While Mizushin is active; the user's skill and innate abilities towards water manipulation and water ninjutsu as a whole is greatly heightened.

The abilities which are given as to choose from are as follows, however because fighting styles being the way they are and the not-yet-firm control of the Kekkei Genkei at this stage; :

- A user must state if they are using Mizushin in Offensive mode or Defensive mode on the set-up phase which they activate Mizushin in, and can turn it from offensive to defensive modes by using a set up phase to refocus their attentions.
- While Mizushin is actively in 'offensive mode', consider the user's Ninjutsu [Or Genjutsu] to be 3X Higher, where X is the user's level. This addition is considered for water ninjutsu, steam ninjutsu, and storm ninjutsu; or water ninjutsu, steam ninjutsu, and storm only. The bonus to Ninjutsu or Genjutsu is stated at the beginning of activation; to apply the other bonus, the user must spend a set up phase refocusing, and receives half the bonus they would receive from the 'mode' they were in before.
- While Mizushin is actively in 'defensive mode', consider the user's Defense to be 3X Higher, where X is the user's level.
- Ignore the 'Large Body of Water' portion of 'Subtle Elements; Water'. If near a large body of water, multiply the effects of 'Subtle Elements; Water' by two.
- Consider any and all water ninjutsu/water ninjutsu, and/any ninjutsu/genjutsu which results from a 'combinational element' element that is requires 'subtle elements; water' to be sealless. In addition, jutsu made 'sealless' as spoken above, can be used without unequipping any weapons currently in the user's hands.
Cost: -4 SP

Junsui Mizushin 真の水の意志 [True Heart* of Water]
Activation/Upkeep:
- 5% Base Total Chakra/Turn.
- Advanced regeneration abilities are suspended while bloodline is considered 'Active.
Effect: While Mizushin is active; the user's skill and innate abilities towards water manipulation and water ninjutsu as a whole is greatly heightened.

The abilities which are given as to choose from are as follows, however because fighting styles being the way they are and the not-yet-firm control of the Kekkei Genkei at this stage; :

-The first Rank of Mizushin's effects are counted amongst the effects of Junsui Mizushin, the only real "Expansion of ability" is that at the rank of Junsui Mizushin, one can manipulate "Bodies of water" that are at the molecular level (No, not make H-bombs, but move molecules of water.) and at the other end manipulate larger bodies of water than they could before.
- A user must state if they are using Mizushin in Offensive mode or Defensive mode on the set-up phase which they activate Mizushin in, and can turn it from offensive to defensive modes by using a set up phase to refocus their attentions.
- While Mizushin is actively in 'offensive mode', consider the user's Ninjutsu [Or Genjutsu] to be 4X Higher, where X is the user's level. This addition is considered for water ninjutsu, steam ninjutsu, and storm ninjutsu; or water ninjutsu, steam ninjutsu, and storm only. While in 'offensive mode', the user receives a 1X bonus to their defense. The bonus to Ninjutsu or Genjutsu is stated at the beginning of activation; to apply the other bonus, the user must spend a set up phase refocusing, and receives half the bonus they would receive from the 'mode' they were in before.
- While Mizushin is actively in 'defensive mode', consider the user's Defense to be 4X Higher, where X is the user's level. While in 'defensive mode', the user receives a 1X bonus to their Ninjutsu [Or Genjutsu] as described in offensive mode above.
- Ignore the 'Large Body of Water' portion of 'Subtle Elements; Water'. If near a large body of water, multiply the effects of 'Subtle Elements; Water' by two.
- Consider any and all water ninjutsu/water ninjutsu, and/any ninjutsu/genjutsu which results from a 'combinational element' element that is requires 'subtle elements; water' to be sealless. In addition, jutsu made 'sealless' as spoken above, can be used without unequipping any weapons currently in the user's hands.
Cost: -3 SP

水の意志の海神 Kaijin Mizushin [sea God's Water Heart*]
Activation/Upkeep:
- 10% Base Total Chakra/Turn.
- Advanced regeneration abilities are suspended while bloodline is considered 'Active.
Effect: The first and second Ranks of Mizushin's Roleplay effects are counted amongst Kaijin Mizushin's effects, as well as the ability to manipulate much larger amounts of water than the previous ranks allowed. With Kaijin Mizushin, one can actually manipulate large portions of the Ocean itself -thus the term "Sea God, Water Heart"-, and can wield these large portions of water as if they were an extension of the user's self. The following abilities are granted while Kaijin Mizushin is activated;

-The first Rank of Mizushin's effects are counted amongst the effects of Junsui Mizushin, the only real "Expansion of ability" is that at the rank of Junsui Mizushin, one can manipulate "Bodies of water" that are at the molecular level (No, not make H-bombs, but move molecules of water.) and at the other end manipulate larger bodies of water than they could before.
- A user must state if they are using Mizushin in Offensive mode or Defensive mode on the set-up phase which they activate Mizushin in, and can turn it from offensive to defensive modes by using a set up phase to refocus their attentions.
- While Mizushin is actively in 'offensive mode', consider the user's Ninjutsu [Or Genjutsu] to be 5X Higher, where X is the user's level. This addition is considered for water ninjutsu, steam ninjutsu, and storm ninjutsu; or water ninjutsu, steam ninjutsu, and storm only. While in 'offensive mode', the user receives a 3X bonus to their defense. The bonus to Ninjutsu or Genjutsu is stated at the beginning of activation; to apply the other bonus, the user must spend a set up phase refocusing, and receives half the bonus they would receive from the 'mode' they were in before.
- While Mizushin is actively in 'defensive mode', consider the user's Defense to be 5X Higher, where X is the user's level. While in 'defensive mode', the user receives a 3X bonus to their Ninjutsu [Or Genjutsu] as described in offensive mode above.
- Ignore the 'Large Body of Water' portion of 'Subtle Elements; Water'. If near a large body of water, multiply the effects of 'Subtle Elements; Water' by two.
- Consider any and all water ninjutsu, and/any ninjutsu/genjutsu which results from a 'combinational element' element that is requires 'subtle elements; water' to be sealless. In addition, jutsu made 'sealless' as spoken above, can be used without unequipping any weapons currently in the user's hands.
Cost: -4 SP


Ooku no Iro no Ume 多くの色の海 [Many Colors of the Sea]
Effects: For each rank of this skill the user takes, add one 'Combinatorial Element' which requires the element water and is no higher than tier 3 to the types of elemental ninjutsu which gain benefits while Mizushin is activated.
Description: While the majority of the Umikoi clan with Mizushin can only manipulate water and liquid elements close to water, and it is less common for other elements to be used; it is not impossible. It is simply that the three elements which are most often to be used by an Umikoi with Mizushin activated are the most common elements. The sea has many colors, and an Umikoi with this skill is slowly unlocking the many colors of the sea.
Cost: -1 [Per Rank]


Umi no Aranami 海の荒波 [Crashing Wave of the Sea]
Description: The mere fact that Mizushin lacks hand seals, and that it allows the user to attack with a speed, surprise, and ferocity is often over looked. But because of this fact, and because the immense amount of control Mizushin gives to a user, it can be extremely dangerous. Without even any application of a particular strategy; the attacks of the user do a sizable amount more of damage than they would normally do, with the attack's force multiplied. However, it is highly straining on the mind.
Effects:
- When Using Mizushin, the user's adeptness makes all water type, steam type, and storm type ninjutsu deal 1.5X Base Damage. Amend this list to include any combinatorial elements which gain the normal benefits of Mizushin from ranks of 'Many Colors of the Sea' being bought. Whenever the user chooses to apply this ability, deal 1/10th of the total unmodified damage [base+this bonus] to the user as ghost damage.
Restriction: Kaijin Mizushin, level 75
Cost: -5


Link to the Previously Approved version Mizushin.---

Notes:
-Mizushin & Scion of the Sea MUST be taken by an Umikoi at creation, but is considered 'locked' until it is roleplayed being unlocked, and it is bought with SP.
-Scion of the Sea MUST be taken before Mizushin, and the ranks follow sequentially.
-I honestly think it's perfectly fair, what I've put forward. Nothing breaks the system, and the one thing one might complain about; I'm willing to defend and think I have before from the fact that it simulates in a reverse way what some taijutsu skills do. I have however left costs empty for staff to suggest costs.


*Shin = Heart, or Spirit, or Will. Not actually the physical heart of a person; but nevertheless, heart, spirit, or will.

Credits:
- Me.
- Rhap Sodos for being a dear and being my living breathing Japanese Thesaurus.
- Rhapsody for poking me into finishing it.
- Tony for poking me into starting it/dissecting the old one.
- NA, for being awesome.
- KC and Hawk. ILU. Also Rhapsody ILU.

Edited by Cellar Door
Editted In Accordance With New Advanced System Rules
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*Cracks neck, and stretches fingers*

Ok, let's start this shit.

The Water Heart of the Umikoi Clan; Mizushin

Mizushin is not a singular attribute; but rather the term used by the Umikoi Clan to describe the multiple little evolutions caused by their kekkei genkei. The fact that it is not a singular attribute that causes a transformation throughout is a bit of knowledge that's unknown in the ninja world outside of the Umikoi Clan. While it is not a singular bloodline trait such as the Sharigan or Byukugan of the Uchiha and Hyuuga clans; or a number of traits firmly intertwined with each other from power [as opposed to evolution] it makes the Umikoi formidable fighters around water; formidable assassins, and formidable storm-troopers for their country.

The singular changes of their body; that make the Umikoi clansmen 'Umikoi' are a pair of inborn and natural features; the first being a dual respiratory system; which filters oxygen from water and functions exactly as gills. The other is a chakra passageway [and perhaps a type of chakra that's different in itself] that flows over the normally unused portion of one's brain that allows for hydrokinesis and movement of water molecules as a whole. This portion of the brain is near the emotive center of one's brain; and as such causes the almost universally blue eyes of the Umikoi Clansmen and Clanswomen; to be a maelstrom of blue tints while the kekkei genkei is activated. While not a universal fact; many Umikoi seem more monsterous while it activated, as well, with their canines growing and sharpening [as the rank the user has in the clan's bloodline progresses], and a slight midnight blue pixelation appears upon the left side of their head, growing while the bloodline is active until while the Kaijin rank of Mizushin is active, a stylized spiral wave appears across the whole of the left side of their face; as if woad.

The Mizushin bloodline has never been transferred by traditional means; and this means that the eyes of Umikoi clansmen are at times taken as spoils of war [for there is a superstitious thought that the Umikoi kekkei genkei is actually as eye based technique]. This comes all-too-often from the hands of Kirigakure no Sato's own people; for the manipulation of water and bodies of water as if they were an extension of one's self is something guessed at, and highly coveted.

Umi no Kouin 海の後胤 [scion of the Sea]

Activation/Upkeep: [scion of the Sea is constantly active; and may not be turned off by any technique, because it is an evolutionary trait]

Effects: User is immune to the status effect 'Drowning' caused by any technique using the [water] element; and only suffers the 33% effects of drowning of any combinatorial technique up to the second tier that uses 'water element' as a component. The user suffers 66% of the effects of drowning caused by any combinatorial technique up to the third tier that uses 'water element' as a component.

While the terrains 'Deep Water or Deep Snow' are in effect on the terrain, the user's speed and evasion are considered to be 20 points higher than they normally would be.

Description: The singular trait of 'Mizushin' that all Umikoi are born with; while in the womb; they have subtle differentiations from the standard growth of fetuses. A secondary lung system, which filters oxygen from water [and indeed has a separate wind pipe which gains water through slight and normally barely visible gill slits behind one's ear] and which filters the post-post-deoxygenizated water into the user's bladder.

Cost: -1

I believe you can make this more direct to the point, which I believe is "If this user is submerged in water, they can still breathe and can still swim". For instance, I can see this being shortened too...

[user is immune the the status effect "Drowning" caused by the user being submerged, surrounded by or generally breathing water. Any ability that inflicts "Drowning" in which the user is submerged, surrounded by or breathing a substance that is partially water or some other liquid will still cause HP damage, but have none of its other effects applied to the user. In addition, while in the terrain "Deep Water" or "Deep Snow", the user's Evasion and Speed stats are considered to be 20 points higher.]

This gives it more flexibility, but would not work if for instance I used a water/wind technique to surround you in a bubble of water and then replaced the oxygen with nitrogen within the "bubble", or other such weird circumstances. However, if you were surrounded in say, a sea of Dr. Pepper, you would still take damage from the "drowning" portion, but still be able to swim and move as if it was water, meaning you do not suffer any of the other penalties. Seems to make sense to me.

Mizushin 水の意志 [Heart* of Water]

Activation/Upkeep:

- 5% Base Total Chakra/Turn.

- Advanced regeneration abilities are suspended while bloodline is considered 'Active.

Effects: While Mizushin is active; the user's skill and innate abilities towards water manipulation and water ninjutsu as a whole is greatly heightened.

The abilities which are given as to choose from are as follows, however because fighting styles being the way they are and the not-yet-firm control of the Kekkei Genkei at this stage; a player must decide if they are utilizing their Mizushin more offensively or defensively every set-up phase:

- While Mizushin is actively in 'offensive mode', consider the user's Ninjutsu [Or Genjutsu] to be 3X Higher, where X is the user's level. This addition is considered for water ninjutsu, steam ninjutsu, and storm ninjutsu; or water ninjutsu, steam ninjutsu, and storm only.

- While Mizushin is actively in 'defensive mode', consider the user's Defense to be 3X Higher, where X is the user's level.

- Ignore the 'Large Body of Water' portion of 'Subtle Elements; Water'. If near a large body of water, multiply the effects of 'Subtle Elements; Water' by two.

- Consider any and all water ninjutsu/water ninjutsu, and/any ninjutsu/genjutsu which results from a 'combinational element' element that is requires 'subtle elements; water' to be sealless. In addition, jutsu made 'sealless' as spoken above, can be used without unequipping any weapons currently in the user's hands.

- Make all chakra costs for Water Ninjutsu, Steam Ninjutsu, and Storm Ninjutsu to be 5% less than they would otherwise be.

Cost: -

- Reducing the cost seems redundant, since you are already getting -10%/-20% from the Subtle Elements Water.

- Not that I am arguing it, as it is not broken mechanics wise, but logically I do not clearly see how the user receives bonuses to their defense with this ability. Maybe some kind of condition would make more sense for me, or a bonus/cost reduction to water based response jutsu, etc. However, I will wait for your explanation first.

- You do not need to say "In addition, jutsu made 'sealless' as spoken above, can be used without unequipping any weapons currently in the user's hands." as making them sealless implies this.

- You say Ninjuts [or Genjutsu], does that mean you choose one or the other when it is activated? I would prefer if that is what it meant. Also to be clear, as it is not said here, but the grandfather rule (as it is currently written) of 1.5x base stat rules apply to this.

Junsui Mizushin 真の水の意志 [True Heart* of Water]

Activation/Upkeep:

- 5% Base Total Chakra/Turn.

- Advanced regeneration abilities are suspended while bloodline is considered 'Active.

Effect: While Mizushin is active; the user's skill and innate abilities towards water manipulation and water ninjutsu as a whole is greatly heightened.

The abilities which are given as to choose from are as follows, however because fighting styles being the way they are and the not-yet-firm control of the Kekkei Genkei at this stage; a player must decide if they are utilizing their Mizushin more offensively or defensively every set-up phase:

-The first Rank of Mizushin's effects are counted amongst the effects of Junsui Mizushin, the only real "Expansion of ability" is that at the rank of Junsui Mizushin, one can manipulate "Bodies of water" that are at the molecular level (No, not make H-bombs, but move molecules of water.) and at the other end manipulate larger bodies of water than they could before.

- While Mizushin is actively in 'offensive mode', consider the user's Ninjutsu [Or Genjutsu] to be 5X Higher, where X is the user's level. This addition is considered for water ninjutsu, steam ninjutsu, and storm ninjutsu; or water ninjutsu, steam ninjutsu, and storm only. The user gains a 1X bonus to Defense as defensive mode would give, while in offensive mode.

- While Mizushin is actively in 'defensive mode', consider the user's Defense to be 5X Higher, where X is the user's level. The user gains a 1X bonus to ninjutsu which offensive mode would give a bonus to, while in defensive mode.

- Ignore the 'Large Body of Water' portion of 'Subtle Elements; Water'. If near a large body of water, multiply the effects of 'Subtle Elements; Water' by two.

- Consider any and all water ninjutsu/water ninjutsu, and/any ninjutsu/genjutsu which results from a 'combinational element' element that is requires 'subtle elements; water' to be sealless. In addition, jutsu made 'sealless' as spoken above, can be used without unequipping any weapons currently in the user's hands.

- Make all chakra costs for Water Ninjutsu, Steam Ninjutsu, and Storm Ninjutsu to be 5% less than they would otherwise be.

Cost: -

Seems fine, aside comments on last.

水の意志の海神 Kaijin Mizushin [sea God's Water Heart*]

Activation/Upkeep:

- 7% Base Total Chakra/Turn.

- Advanced regeneration abilities are suspended while bloodline is considered 'Active.

Effect: The first and second Ranks of Mizushin's Roleplay effects are counted amongst Kaijin Mizushin's effects, as well as the ability to manipulate much larger amounts of water than the previous ranks allowed. With Kaijin Mizushin, one can actually manipulate large portions of the Ocean itself -thus the term "Sea God, Water Heart"-, and can wield these large portions of water as if they were an extension of the user's self. The following abilities are granted while Kaijin Mizushin is activated;

-The first Rank of Mizushin's effects are counted amongst the effects of Junsui Mizushin, the only real "Expansion of ability" is that at the rank of Junsui Mizushin, one can manipulate "Bodies of water" that are at the molecular level (No, not make H-bombs, but move molecules of water.) and at the other end manipulate larger bodies of water than they could before.

- While Mizushin is active consider the user's Ninjutsu [Or Genjutsu] to be 6X Higher, where X is the user's level. This addition is considered for water ninjutsu, steam ninjutsu, and storm ninjutsu; and water ninjutsu, steam ninjutsu, and storm only. In addition to the boost of the user's ninjutsu for considerations involving water, steam, and storm ninjutsu; consider the user's defense to be 6X Higher, where X is the user's level.

- Ignore the 'Large Body of Water' portion of 'Subtle Elements; Water'. If near a large body of water, multiply the effects of 'Subtle Elements; Water' by two.

- Consider any and all water ninjutsu, and/any ninjutsu/genjutsu which results from a 'combinational element' element that is requires 'subtle elements; water' to be sealless. In addition, jutsu made 'sealless' as spoken above, can be used without unequipping any weapons currently in the user's hands.

- Make all chakra costs for Water Ninjutsu, Steam Ninjutsu, and Storm Ninjutsu to be 5% less than they would otherwise be.

Cost: -

So crunching a few numbers, this gives +1200 stat points at level 100, and +1440 at level 120. Using Alchem as a base example, they get +800 at top level. Of course, the strength there is the flexibility to put it anywhere, but that is also mostly offset by the hospitalization or inability to use it again once it has been activated once at mastery level. This would either need to have HUGE drawbacks, or be reduces drastically in amount. I could see at level 120 having +1000 total stats as being balanced. As I see these skills, I would say that the following would be fair...

+3x/+0x

+4x/+1x

+5x/+3x

These bonuses seem much smaller since they only increase by 1x each time (mostly), but you also have to remember that level based abilities naturally grow over time as you level up. So the leveling is actually exponential as it is going up based on the two sources. This equation, at level 120, would give +960 stats with no negative effects or OOB (Out of Battle) effects.

You could lower the upkeep on this as well to 5% like the rest with my proposed changes.

Ooku no Iro no Ume 多くの色の海 [Many Colors of the Sea]

Effects: For each rank of Ooku no Iro no Ume the user takes, add two combinations of 'Combinational elements' which require Water to the list of types of elemental ninjutsu which gain the benefit of a boost while Mizushin is activated.

In addition, expand the statement 'consider any and all water ninjutsu, and any ninjutsu/genjutsu which results from a 'combinational element' element that requires 'subtle elements; water' to be sealless. In addition, jutsu made 'sealless' as spoken above, can be used without unequipping any weapons currently in the user's hands.' to “consider any and all water ninjutsu, and any ninjutsu/genjutsu which results from a 'combinational element' element that requires 'subtle elements; water' or 'combinational elements; <the elements Mizushin's boosts are expanded to here>' to be sealless. In addition, jutsu made sealless as spoken above can be used without unequipping any weapons currently in the user's hands.”

Description: While the majority of the Umikoi clan with Mizushin can only manipulate water and liquid elements close to water, and it is less common for other elements to be used; it is not impossible. It is simply that the three elements which are most often to be used by an Umikoi with Mizushin activated are the most common elements. The sea has many colors, and an Umikoi with this skill is slowly unlocking the many colors of the sea.

Cost: -1 [Per Rank]

Oh god, this effect is a mess. Before I rewrite it though, I feel that adding two ranks of any tier is a bit unbalanced for -1. I would say -1 for any ONE would be fine, unless we want to start talking about variable costs based on tier. Also, it might be a good idea to limit it to tier 3 at most, as once you pass that you start to get too far from "water" and more towards "Light/Dark". I don't see any reason Light/Dark should fall under this, and I don't think you intended it ever to.

"For each rank of this skill the user takes, add one 'Combinatorial Element' which requires the element water and is no higher than tier 3 to the types of elemental ninjutsu which gain benefits while Mizushin is activated."

Thats all you need.

Umi no Aranami 海の荒波 [Crashing Wave of the Sea]

Description&Effects: The mere fact that Mizushin lacks hand seals, and that it allows the user to attack with a speed, surprise, and ferocity is often over looked. But because of this fact, and because the immense amount of control Mizushin gives to a user, it can be extremely dangerous. Without even any application of a particular strategy; the attacks of the user do a sizable amount more of damage than they would normally do, with the attack's force multiplied. However, it is highly straining on the mind.

- When Using Mizushin, the user's adeptness makes all water type, steam type, and storm type ninjutsu deal 1.5X Base Damage. Amend this list to include any combinatorial elements which gain the normal benefits of Mizushin from ranks of 'Many Colors of the Sea' being bought. Whenever the user chooses to apply this ability, deal 1/10th of the additional base damage to the user as ghost damage.

Restriction: Kaijin Mizushin, level 75

Cost: -2

*Cringes* The line "Description&Effect hurts my Game Designer soul". After reading this, you can easily make the first part Description and the second after the - Effect. Also, 1/10 seems negligible, especially since it is ghost. Maybe 1/5 would be better, so 1/10 the base damage instead of 1/10 of the ADDITIONAL base damage. Yes/no?

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My replies:

Scion of the Sea: I think you misinterpreted what I wanted to do there. Not 'immunity to drowning while submerged' [there's not been a single technique that causes a terrain which would forcibly submerge someone, that I can honestly remember, appearing on NA. If it has flooded the terrain it's normally with some crazy shit like acid.]

My worry about rewriting it as you said; is someone using say- Zabusa's Bubble Prison, could argue that I wasn't submerged in water as it was around all sides of me but there was ground above me too; so forth, and try to say I still drown. Someone using a pure Wind technique -could- still drown an Umikoi, by pushing the air away from their body, viably. It can, and should be written to allow the user to swim in any circumstance which is roughly analogous to water; but-

This gives it more flexibility, but would not work if for instance I used a water/wind technique to surround you in a bubble of water and then replaced the oxygen with nitrogen within the "bubble", or other such weird circumstances. However, if you were surrounded in say, a sea of Dr. Pepper, you would still take damage from the "drowning" portion, but still be able to swim and move as if it was water, meaning you do not suffer any of the other penalties. Seems to make sense to me.

The bit about still doing damage is something that the person which was making the technique for the liquid sea or liquid bubble that was not water would need to do; if I'm thinking correctly. If you replaced the nitrogen within the bubble [assuming you had a technique to do just that] your technique would say 'any abilities or equipment to negate the affects of drowning do not negate HP loss'. Or am I incorrect for thinking this? I can see where the versatility comes in, but the way I've got it written provides about as much the same versatility, just your way negates the speed loss and such in place of keeping a full damage to the user. I can see where your statements make sense, but I also think you misinterpreted my ability a bit; and we should discuss this a bit more.

Going further:

Mizushin, Junsui Mizushin comments:

1) Reducing the cost may seem redundant; but it isn't as much as it seems so. It reduces the cost of water ninjutsu by 15-25%, and allows storm ninjutsu and steam ninjutsu to also benefit from a slightly lessened Chakra cost. If you feel this is too powerful, or makes water ninjutsu to powerful, I can change it to remove the water bit, or make it say 'treat storm ninjutsu and steam ninjutsu as water ninjutsu for the purposes of the cost reduction from subtle elements water'.

2) It's there mostly because I like the flare of it mechanically, but logically it is there because [in my view] being able to sense the bodies of water around you and so forth would heighten your chances of being able to be able to block the attacks or attempt to maneuver around them. It is a defense bonus and not an evasion bonus, because battles happen to quickly for it to have parlayed an evasion bonus, but not too quickly for their defenses to have been bolstered from being able to sense attacks coming towards them from what is ultimately a three hundred degree spectrum, though it is not a perfect sense. Thus the low bonus in defense; especially if I take your suggestion and make the bonus to defense 0 for the first rank.

3) Sealless bit is fine, I'm just used to the NA where you had to state anything that wasn't a hard and fast rule, lest you had someone come yell at you for it.

4) 1.5X bit is a rule, so I felt no need to repeat it; simply put. I say ninjutsu or genjutsu as that's what it's been since the original form; and yes, you do choose one when it's activated. Being able to switch from physical manifestations and illusionary/physical manifestations wouldn't be too easy in battle.

Kaijin Mizushin comments:

1) I dunno if you read the others specifically, but Kaijin Mizushin is the only one of the three ranks that gives both bonuses [in full] at once. I'm not against nerfing it's bonuses, but keep in mind that when comparing it to the Alchem bloodline, you have to keep in mind that it's 2 stats, but it's also one stat that [unless you buy a seperate skill at -1 per element] only allows the bonus for 3 types of ninjutsu or genjutsu [chosen at the beginning of battle], and one other stat, defense. The Alchem abilities allow for moving stats anywhere, and it's the full stat, not a smaller portion of it. I just ask you to keep that in mind if you start looking at the Alchem [i hope not] to try to price this.

2) I suppose your cost/rank bits are okay, but it'd be 4x/1x depending on if it was being used offensively or defensively, for Junsui Mizushin, and 3x/0x depending on if it was being used offensively or defensively, on regular Mizushin. The last one 5x for ninjutsu boost, 3x for defense boost. I'd prefer a 5x/4X boost, but I honestly don't want to have to pay the sizable SP cost that that'll probably result in.

Many Colors of the Sea Comments:

1) Limiting it to 3rd rank is fine with me, it wouldn't make sense for anything beyond that. So too, 1 rank per element is okay with me too; I suppose. I did the 2 elements per 1 SP off handedly because I figured you still have to -buy- access to those elements with combinational elements and so forth, before you can use it/use it and get the bonus from the bloodline.

Crashing Wave of the Sea: 1/5 Ghost Damage would be okay, but to me only okay if there's also a bit on regenerating ghost hp for every turn Mizushin is not activated. No idea how much regeneration; but that's my thought on it.

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Scion of the Sea: I think you misinterpreted what I wanted to do there. Not 'immunity to drowning while submerged' [there's not been a single technique that causes a terrain which would forcibly submerge someone, that I can honestly remember, appearing on NA. If it has flooded the terrain it's normally with some crazy shit like acid.]

My worry about rewriting it as you said; is someone using say- Zabusa's Bubble Prison, could argue that I wasn't submerged in water as it was around all sides of me but there was ground above me too; so forth, and try to say I still drown. Someone using a pure Wind technique -could- still drown an Umikoi, by pushing the air away from their body, viably. It can, and should be written to allow the user to swim in any circumstance which is roughly analogous to water; but-

You misread what I wrote, "submerged, surrounded by or generally breathing water". The 'or' is important. If any of those conditions are fulfilled then the ability is in effect. Zabuza's Water Prison most definitely falls in the other two, even if 'submerged' could be argued (weakly).

The bit about still doing damage is something that the person which was making the technique for the liquid sea or liquid bubble that was not water would need to do; if I'm thinking correctly. If you replaced the nitrogen within the bubble [assuming you had a technique to do just that] your technique would say 'any abilities or equipment to negate the affects of drowning do not negate HP loss'. Or am I incorrect for thinking this? I can see where the versatility comes in, but the way I've got it written provides about as much the same versatility, just your way negates the speed loss and such in place of keeping a full damage to the user. I can see where your statements make sense, but I also think you misinterpreted my ability a bit; and we should discuss this a bit more.

You are incorrect here. It is not the responsibility of a technique to try and interpret immunities, especially since drowning is not specific to water. For instance, there is an Alchem technique that surrounds the target in a bubble of Helium, which will inflict drowning.

I was interpreting your ability as an ability to breathe in water and a finesse at movement in water, which is what I tried to show in my version. I still hold that my version covers a more rounded basis that yours and is much harder to find yourself in a weird situation where it will work or won't work illogically.

Going further:

Mizushin, Junsui Mizushin comments:

1) Reducing the cost may seem redundant; but it isn't as much as it seems so. It reduces the cost of water ninjutsu by 15-25%, and allows storm ninjutsu and steam ninjutsu to also benefit from a slightly lessened Chakra cost. If you feel this is too powerful, or makes water ninjutsu to powerful, I can change it to remove the water bit, or make it say 'treat storm ninjutsu and steam ninjutsu as water ninjutsu for the purposes of the cost reduction from subtle elements water'.

You do know that base element effects can be applied to the cominatorial that use them, right? So storm and steam both could benefit from the water ninjutsu bonus unless you choose the other element.

Combinatorial; Steam

May use Steam Element techniques. Steam Techniques that strike the opponent also lower that opponent’s chance to dodge on the following turn by 6%. In addition, the user may choose to apply the bonus from one of the Subtle Element skills required to learn this skill.

2) It's there mostly because I like the flare of it mechanically, but logically it is there because [in my view] being able to sense the bodies of water around you and so forth would heighten your chances of being able to be able to block the attacks or attempt to maneuver around them. It is a defense bonus and not an evasion bonus, because battles happen to quickly for it to have parlayed an evasion bonus, but not too quickly for their defenses to have been bolstered from being able to sense attacks coming towards them from what is ultimately a three hundred degree spectrum, though it is not a perfect sense. Thus the low bonus in defense; especially if I take your suggestion and make the bonus to defense 0 for the first rank.

What if you are in the desert of Suna? I could see this working around bodies of water and such, but in the desert or other dry areas I don't see this logically coming together. Of course, you can always use a technique or make one that just creates enough water for this to work so that you can use it anywhere, but some kind of "needs a body of water" effect would make this logic sound for me.

3) Sealless bit is fine, I'm just used to the NA where you had to state anything that wasn't a hard and fast rule, lest you had someone come yell at you for it.

Cool.

4) 1.5X bit is a rule, so I felt no need to repeat it; simply put. I say ninjutsu or genjutsu as that's what it's been since the original form; and yes, you do choose one when it's activated. Being able to switch from physical manifestations and illusionary/physical manifestations wouldn't be too easy in battle.

As long as it is clearly stated that the choice must be made and it can't be interpreted as getting both.

Kaijin Mizushin comments:

1) I dunno if you read the others specifically, but Kaijin Mizushin is the only one of the three ranks that gives both bonuses [in full] at once. I'm not against nerfing it's bonuses, but keep in mind that when comparing it to the Alchem bloodline, you have to keep in mind that it's 2 stats, but it's also one stat that [unless you buy a seperate skill at -1 per element] only allows the bonus for 3 types of ninjutsu or genjutsu [chosen at the beginning of battle], and one other stat, defense. The Alchem abilities allow for moving stats anywhere, and it's the full stat, not a smaller portion of it. I just ask you to keep that in mind if you start looking at the Alchem [i hope not] to try to price this.

The bonus to only one type of elements [water] is more a logical restriction that fuels the flavor. A person with Mizushin will likely have 90% techniques of water or water based elements so that their entire arsenal will fall under this bonus. I was keeping all of that in mind, which is why I suggested a bonus of up to 960 (160 more than Alchem) and without any negative effects (which are a huge drawback to the Alchem bloodline, and the cost of flexibility)

2) I suppose your cost/rank bits are okay, but it'd be 4x/1x depending on if it was being used offensively or defensively, for Junsui Mizushin, and 3x/0x depending on if it was being used offensively or defensively, on regular Mizushin. The last one 5x for ninjutsu boost, 3x for defense boost. I'd prefer a 5x/4X boost, but I honestly don't want to have to pay the sizable SP cost that that'll probably result in.

You could also have the last rank be able to choose offense/defense which would keep with the style of the rest of the ranks. However, I do believe a total of 8x should be the most a level based skill should give without some hefty negative effects.

Many Colors of the Sea Comments:

1) Limiting it to 3rd rank is fine with me, it wouldn't make sense for anything beyond that. So too, 1 rank per element is okay with me too; I suppose. I did the 2 elements per 1 SP off handedly because I figured you still have to -buy- access to those elements with combinational elements and so forth, before you can use it/use it and get the bonus from the bloodline.

Crashing Wave of the Sea: 1/5 Ghost Damage would be okay, but to me only okay if there's also a bit on regenerating ghost hp for every turn Mizushin is not activated. No idea how much regeneration; but that's my thought on it.

From the main rules

Ghost Health is kept separate from (but the total is equal to) your actual health, and regenerates 5% every two turns.

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You are incorrect here. It is not the responsibility of a technique to try and interpret immunities, especially since drowning is not specific to water. For instance, there is an Alchem technique that surrounds the target in a bubble of Helium, which will inflict drowning.

I was interpreting your ability as an ability to breathe in water and a finesse at movement in water, which is what I tried to show in my version. I still hold that my version covers a more rounded basis that yours and is much harder to find yourself in a weird situation where it will work or won't work illogically.

Aside from the fact that you know, drowning itself isn't the immunity. Drowning caused by water type techniques is. A helium technique would be void+wind or just wind. Raz tornado-ing the oxygen away from an Umikoi/air away from them would be an air technique. If someone had a 'special water' technique, it'd need to remark on that technique, I'm not wrong. I can't forecast techniques which other people are going to make, or write a clause for people to exploit just because of it. If it's not water that there're submerging the Umikoi with, it's not a water type, aside from some nonsense like mud which you and I have never figured out if it's more water or earth, and if it was more water in the use they're using it'd just be the same as breathing dirty air, thus a bit of HP damage but not necessarily full HP damage.

What if you are in the desert of Suna? I could see this working around bodies of water and such, but in the desert or other dry areas I don't see this logically coming together. Of course, you can always use a technique or make one that just creates enough water for this to work so that you can use it anywhere, but some kind of "needs a body of water" effect would make this logic sound for me.

People are bodies of water. I think you misunderstood what I meant with the defensive bit. It's that if a person is moving around them, they can sense it, because they can sense the approximate body of water. That's why evasion isn't affected, defense is. Because they can feel the approximate moving bodies of water [the people]. So if you really want to get on about it, Mizushin's detection would be [more] capable in Suna, because of the lack of major bodies of water to distract them in a battle.

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Okay, let me give some examples of what I mean about weird techniques that could potentially break this.

User is immune to the status effect 'Drowning' caused by any technique using the [water] element; and only suffers the 33% effects of drowning of any combinatorial technique up to the second tier that uses 'water element' as a component. The user suffers 66% of the effects of drowning caused by any combinatorial technique up to the third tier that uses 'water element' as a component.

While the terrains 'Deep Water or Deep Snow' are in effect on the terrain, the user's speed and evasion are considered to be 20 points higher than they normally would be.

Wood Type; Interlocking Caccoon

Type: Ninjutsu [Wood]

Rank: <whatevs>

Cost: <whatevs>

Effect: User and Opponent may not take action while this is in effect. Opponent may attempt to break out of the technique each turn <equation>. User is Drowning for x turns.

Description: The user manipulates the ground around the opponent, branching a wooden trap from the ground and snapping shut around the opponent. The "caccoon" of wood will then rapidly fill with a thick sap, drowning the person within it.

Cost: 9

Mud Type; Hold Yo Face in' Teh Mudz

Type: Ninjutsu [Mud]

Rank: <whatevs>

Cost: <whatevs>

Effect: User is Drowning for 3 turns.

Description: The user slams yo face in the mud.

Cost: 2

In both of these examples, your effects allow the user to be partially immune to the sap and mud, both of which seem as if they would clogg the lungs/whatever is used to breath without extracting useful air. Even dirty air has to be mostly air for a person to be able to breath it without dying. If it is even 50% air, a person would quickly die from lack of air. I feel that these should examples should not be covered under the idea of Mizushin, and I believe my version signficantly covers both while staying true to the bloodline's idea.

User is immune the the status effect "Drowning" caused by the user being submerged, surrounded by or generally breathing water. Any ability that inflicts "Drowning" in which the user is submerged, surrounded by or breathing a substance that is partially water or some other liquid will still cause HP damage, but have none of its other effects applied to the user. In addition, while in the terrain "Deep Water" or "Deep Snow", the user's Evasion and Speed stats are considered to be 20 points higher.

As for the defense, that makes much more sense. If possible, could you place that somewhere in a description? That is something I would find interesting and informative if I was to face this in battle.

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I don't actually know whether or not I have authority to do these kind of things any more but it caught my eye and I wanted to put my notes out there if you don't mid.

First of all let me say well done on the background and overall development of the entire Clan during your tenure.

Umi no Kouin 海の後胤 [scion of the Sea]

Activation/Upkeep: [scion of the Sea is constantly active; and may not be turned off by any technique, because it is an evolutionary trait]

Effects: User is immune the the status effect "Drowning" caused by the user being submerged, surrounded by or generally breathing water. Any ability that inflicts "Drowning" in which the user is submerged, surrounded by or breathing a substance that is partially water or some other liquid will still cause HP damage, but have none of its other effects applied to the user. In addition, while in the terrain "Deep Water" or "Deep Snow", the user's Evasion and Speed stats are considered to be 20 points higher.

While the terrains 'Deep Water or Deep Snow' are in effect on the terrain, the user's speed and evasion are considered to be 20 points higher than they normally would be.

Description: The singular trait of 'Mizushin' that all Umikoi are born with; while in the womb; they have subtle differentiations from the standard growth of fetuses. A secondary lung system, which filters oxygen from water [and indeed has a separate wind pipe which gains water through slight and normally barely visible gill slits behind one's ear] and which filters the post-post-deoxygenizated water into the user's bladder.

Cost: -1

Maybe you might want to add 'or similar terrain' to cover an advanced terrain type or something essentially the same in make up made some way down the line?

Mizushin 水の意志 [Heart* of Water]

Activation/Upkeep:

- 5% Base Total Chakra/Turn.

- Advanced regeneration abilities are suspended while bloodline is considered 'Active.

Effects: While Mizushin is active; the user's skill and innate abilities towards water manipulation and water ninjutsu as a whole is greatly heightened.

The abilities which are given as to choose from are as follows, however because fighting styles being the way they are and the not-yet-firm control of the Kekkei Genkei at this stage; :

- A user must state if they are using Mizushin in Offensive mode or Defensive mode on the set-up phase which they activate Mizushin in, and can turn it from offensive to defensive modes by using a set up phase to refocus their attentions.

- While Mizushin is actively in 'offensive mode', consider the user's Ninjutsu [Or Genjutsu] to be 3X Higher, where X is the user's level. This addition is considered for water ninjutsu, steam ninjutsu, and storm ninjutsu; or water ninjutsu, steam ninjutsu, and storm only. The bonus to Ninjutsu or Genjutsu is stated at the beginning of activation; to apply the other bonus, the user must spend a set up phase refocusing, and receives half the bonus they would receive from the 'mode' they were in before.

- While Mizushin is actively in 'defensive mode', consider the user's Defense to be 3X Higher, where X is the user's level.

- Ignore the 'Large Body of Water' portion of 'Subtle Elements; Water'. If near a large body of water, multiply the effects of 'Subtle Elements; Water' by two.

- Consider any and all water ninjutsu/water ninjutsu, and/any ninjutsu/genjutsu which results from a 'combinational element' element that is requires 'subtle elements; water' to be sealless. In addition, jutsu made 'sealless' as spoken above, can be used without unequipping any weapons currently in the user's hands.

Cost: -

There isn't actually a cost here. I also didn't want to know if you wanted to keep the exhaustive list as you have done or reword it to say 'Water based' where 'water based' would mean any combination which includes the Water element. On that basis I believe it is work -2/-3 for those two alone. But for the last two segments I was unsure, if you 'choose' from one of the following is that you choose one of the four every turn active or once active you simply switch on round which portions are active. Or are the 'offensive and defensive' parts the only ones you choose and the remaining two are passive? On the basis that they're passive I would cost the entire thing as -5

Junsui Mizushin 真の水の意志 [True Heart* of Water]

Activation/Upkeep:

- 5% Base Total Chakra/Turn.

- Advanced regeneration abilities are suspended while bloodline is considered 'Active.

Effect: While Mizushin is active; the user's skill and innate abilities towards water manipulation and water ninjutsu as a whole is greatly heightened.

The abilities which are given as to choose from are as follows, however because fighting styles being the way they are and the not-yet-firm control of the Kekkei Genkei at this stage; :

-The first Rank of Mizushin's effects are counted amongst the effects of Junsui Mizushin, the only real "Expansion of ability" is that at the rank of Junsui Mizushin, one can manipulate "Bodies of water" that are at the molecular level (No, not make H-bombs, but move molecules of water.) and at the other end manipulate larger bodies of water than they could before.

- A user must state if they are using Mizushin in Offensive mode or Defensive mode on the set-up phase which they activate Mizushin in, and can turn it from offensive to defensive modes by using a set up phase to refocus their attentions.

- While Mizushin is actively in 'offensive mode', consider the user's Ninjutsu [Or Genjutsu] to be 4X Higher, where X is the user's level. This addition is considered for water ninjutsu, steam ninjutsu, and storm ninjutsu; or water ninjutsu, steam ninjutsu, and storm only. While in 'offensive mode', the user receives a 1X bonus to their defense. The bonus to Ninjutsu or Genjutsu is stated at the beginning of activation; to apply the other bonus, the user must spend a set up phase refocusing, and receives half the bonus they would receive from the 'mode' they were in before.

- While Mizushin is actively in 'defensive mode', consider the user's Defense to be 4X Higher, where X is the user's level. While in 'defensive mode', the user receives a 1X bonus to their Ninjutsu [Or Genjutsu] as described in offensive mode above.

- Ignore the 'Large Body of Water' portion of 'Subtle Elements; Water'. If near a large body of water, multiply the effects of 'Subtle Elements; Water' by two.

- Consider any and all water ninjutsu/water ninjutsu, and/any ninjutsu/genjutsu which results from a 'combinational element' element that is requires 'subtle elements; water' to be sealless. In addition, jutsu made 'sealless' as spoken above, can be used without unequipping any weapons currently in the user's hands.

Cost: -

Because the first rank stacks, does that mean the Defence/Offence stat bonuses stack with the amount you acquire at this level? Additional to my notes on the previous rank.

水の意志の海神 Kaijin Mizushin [sea God's Water Heart*]

Activation/Upkeep:

- 5% Base Total Chakra/Turn.

- Advanced regeneration abilities are suspended while bloodline is considered 'Active.

Effect: The first and second Ranks of Mizushin's Roleplay effects are counted amongst Kaijin Mizushin's effects, as well as the ability to manipulate much larger amounts of water than the previous ranks allowed. With Kaijin Mizushin, one can actually manipulate large portions of the Ocean itself -thus the term "Sea God, Water Heart"-, and can wield these large portions of water as if they were an extension of the user's self. The following abilities are granted while Kaijin Mizushin is activated;

-The first Rank of Mizushin's effects are counted amongst the effects of Junsui Mizushin, the only real "Expansion of ability" is that at the rank of Junsui Mizushin, one can manipulate "Bodies of water" that are at the molecular level (No, not make H-bombs, but move molecules of water.) and at the other end manipulate larger bodies of water than they could before.

- A user must state if they are using Mizushin in Offensive mode or Defensive mode on the set-up phase which they activate Mizushin in, and can turn it from offensive to defensive modes by using a set up phase to refocus their attentions.

- While Mizushin is actively in 'offensive mode', consider the user's Ninjutsu [Or Genjutsu] to be 5X Higher, where X is the user's level. This addition is considered for water ninjutsu, steam ninjutsu, and storm ninjutsu; or water ninjutsu, steam ninjutsu, and storm only. While in 'offensive mode', the user receives a 3X bonus to their defense. The bonus to Ninjutsu or Genjutsu is stated at the beginning of activation; to apply the other bonus, the user must spend a set up phase refocusing, and receives half the bonus they would receive from the 'mode' they were in before.

- While Mizushin is actively in 'defensive mode', consider the user's Defense to be 5X Higher, where X is the user's level. While in 'defensive mode', the user receives a 3X bonus to their Ninjutsu [Or Genjutsu] as described in offensive mode above.

- Ignore the 'Large Body of Water' portion of 'Subtle Elements; Water'. If near a large body of water, multiply the effects of 'Subtle Elements; Water' by two.

- Consider any and all water ninjutsu, and/any ninjutsu/genjutsu which results from a 'combinational element' element that is requires 'subtle elements; water' to be sealless. In addition, jutsu made 'sealless' as spoken above, can be used without unequipping any weapons currently in the user's hands.

Cost: -

The same as above.

Ooku no Iro no Ume 多くの色の海 [Many Colors of the Sea]

Effects: For each rank of this skill the user takes, add one 'Combinatorial Element' which requires the element water and is no higher than tier 3 to the types of elemental ninjutsu which gain benefits while Mizushin is activated.

Description: While the majority of the Umikoi clan with Mizushin can only manipulate water and liquid elements close to water, and it is less common for other elements to be used; it is not impossible. It is simply that the three elements which are most often to be used by an Umikoi with Mizushin activated are the most common elements. The sea has many colors, and an Umikoi with this skill is slowly unlocking the many colors of the sea.

Cost: -1 [Per Rank]

Sounds fine but because I'm a noob now can you give me a practical example? Is it basically a way around of having a certain rank of Twisted Colours to use higher combination techniques so long as the bloodline is active?

Umi no Aranami 海の荒波 [Crashing Wave of the Sea]

Description: The mere fact that Mizushin lacks hand seals, and that it allows the user to attack with a speed, surprise, and ferocity is often over looked. But because of this fact, and because the immense amount of control Mizushin gives to a user, it can be extremely dangerous. Without even any application of a particular strategy; the attacks of the user do a sizable amount more of damage than they would normally do, with the attack's force multiplied. However, it is highly straining on the mind.

Effects:

- When Using Mizushin, the user's adeptness makes all water type, steam type, and storm type ninjutsu deal 1.5X Base Damage. Amend this list to include any combinatorial elements which gain the normal benefits of Mizushin from ranks of 'Many Colors of the Sea' being bought. Whenever the user chooses to apply this ability, deal 1/10th of the total unmodified damage [base+this bonus] to the user as ghost damage.

Restriction: Kaijin Mizushin, level 75

Cost: -2

At first I put forward that this costs -3. I am not personally sure of the status of an increase to 1.5x base damage, that is my only sticking point with this.

Overall great job.

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My problem with this didn't really set with the skill point cost, but rather with the damage potential and even if it dropped one x in the final rank, so to say, I find that this is even more powerful than the previous version- one big reason being the variability. That's a new concept here, and I'm assuming you can change the bonus at any activation, which if drawn out, gives the Umikoi the power to change their bloodline, while most (if not all) bloodlines that give bonuses the same, do not. For instance, the Sharingan and Byakugan may have three stats they affect, but they cannot be changed and aren't as focused as this.

Which, that wouldn't be too much of a problem in my eyes if it didn't also bank on doubling the effect of water [Meaning -20% cost and +20% base damage, always], but then you can also bring on the last skill, which gives the +1.5x damage again for every water [and a chunk of water variant, and at least 80% of all jutsu used by an Umikoi] technique used. This was always my biggest beef, considering you could also tack on damage skills and other cost reduction skills [Adding in Water Specialty means -30% of the cost] and I just feel like it's a lot more opportunities to give so much strength that a lot of bloodlines out there don't. Plus, there's the stacking potential, at least bloodlines like the Byakugan that spread their affects require a character to maintain a decent investment in those stats to gain the full bonus, which reduces the stacking potential.

In my opinion, stats like Evasion and Accuracy are useful, but not as useful in this context as damage and defense. As of now, damage and defense don't have caps, while Accuracy and Evasion do and you invest in Accuracy enough, a bonus won't do too much, however this, will. At 120, you may only get +150 to the modifier, but that adds up quick. I want to point this out to the staff and see if my concern is shared before diving into a solution.

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Azure, I really don't apprechiate you trying to take your Vendetta against things out on my clan, let me just say that first. It's been a month and you've not said a word, despite apparently you having a problem with it but not saying it to my face.

There's only 2 to 3 stats effected, the same as the Sharigan and Byukugan that copied this, but unlike those, these stats are either or. You get either defense, or ninjutsu, or genjutsu, and on the final rank get defense and genjutsu or ninjutsu.

Evasion and Accuracy are immensely, immensely over powered. Your character has 1000 HP, 1000 ninjutsu and Accuracy and Evasion to not ever be hit by the attacks which his enemies come at him with. What does that mean? Their defense will inevitably mean zilch. Byukugan and Sharigan both up Evasion and Accuracy, two of the most important stats in the game. Defense? Not so much. If you say defense is important you're lying, because it's been said time and time again by our two admins that they don't want to actually have to grind someone down to damage, and right now there's discussions of making any attack that hits do at least 5% of the attack, no matter the person being hit's actual defense.

The water bit quite obviously only doubles the effect of the water ability. It doesn't triple it, and there's no difference between it and anything else. There is nothing broken here, and if you have a problem with it- you can just suggest a high SP Cost. My character has been in Limbo since you and Cntr demanded I revamp Mizushin. I took the time to revamp it, I think you should take the time to review it fairly because the fact is, the longer this takes the farther I get from playing my main PC, and the harder it becomes for me to focus on NA. I don't want NA to die but attitudes like this are what's helping it.

@Nappers, I didn't review everything you said yet, but I apprechiate your advise/review.

Ooku no Iro no Ume 多くの色の海 [Many Colors of the Sea]'s effect has nothing to do with twisted colors, you still have to have it. It adds the selected water based element to the list of elements which gain the stat increase to 'so and so water based element ninjutsu' list.

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Napps' Questions and my answers:

For Mizushin Rank 1-3:

There isn't actually a cost here. I also didn't want to know if you wanted to keep the exhaustive list as you have done or reword it to say 'Water based' where 'water based' would mean any combination which includes the Water element. On that basis I believe it is work -2/-3 for those two alone. But for the last two segments I was unsure, if you 'choose' from one of the following is that you choose one of the four every turn active or once active you simply switch on round which portions are active. Or are the 'offensive and defensive' parts the only ones you choose and the remaining two are passive? On the basis that they're passive I would cost the entire thing as -5

Do you mean 'active' as in only working when the user has the bloodline activated, or do you mean not innately factored in when the user has the bloodline activated when you say 'active'? Before I can answer that properly, I need to know the answer to that. If it's the former, then none of them are passive, Mizushin must be active to affect any of those things or for those things to be pertinent.

I think I've answered this before, but none of the ranks stack, your ninjutsu or genjutsu or defense are given a boost by the stated amount, and only by that, not any of the amounts mentioned before hand. If there is a request to do so, I'll include a 'does not stack' clause or a 'supersedes previous ranks of this bloodline' in there. As far as an exhaustive list, I could see either way but I prefer the way I have it written. There isn't a cost on the 'Mizushin' rank or the other Mizushin proper skills because I was leaving them up for suggestion.

As far as the crashing tide, I'd prefer a second opinion [preferably from Cntr] before raising it a whole other skill point. It gives me 1.5X damage at my leisure to any elemental attack that Mizushin's bonuses would apply to in the first place, but the user also gets 1/10th of the total of base damage of the attack plus this bonus dealt to them as Ghost Damage, which I feel should justify keeping it at -2.

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I don't have a problem with these anymore. Me and Warr talked about some of the mistakes in grammar and redundancy my dyslexia allowed me to catch.

With the fixes already made, and discussion back and fourth I feel that if anything logically comes into controversy the staff will be able to make adequate rulings fair for all parties involved.

As for the costing I would suggest something like...

Heart of Water -- -4 sp

True Heart of Water -- -2 sp

Sea God's Water Heart -- -3 sp

For Crashing Tide Id like to see the Sp cost go up to -3sp as it is current or if it is changed to 1/5 to -1sp. (Wait on Tony for that.)

So,

Scion of the Sea -- Approved

Heart of Water -- Approval after cost adjustment

True Heart of Water -- Approval after cost adjustment

Sea God's Water Heart -- Approval after cost adjustment

Many Colors of the Sea -- Approved

Crashing Tide -- Pending Judgment of creator/admin

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This has been moved back to custom bloodlines for discussion. Now, before I get started I want to make something perfectly, clear. There are no personal motives, schemes, or vendettas at work here. This discussion is purely about game mechanics and balance. Contributions to this discussion should leave all personal matters at the door.

Now, upon looking at the Mizushin, I find that the versatility and potency of the bonuses from the bloodline do not match the costs or the drawbacks. At level 100, this bloodline provides a 500 point offensive stat boost and a 300 point defensive stat boost (or vice versa) simultaneously. The drawback here, is that on the turn that you switch offensive or defensive "modes" the bonus is halved. Next, you have immunity to water based drowning, that's fine, makes sense for fish people. The water element is sealless means that you also have immunity to the Bound: Arm status effects, that is fine as well. In addition, you gain a 20% Base damage bonus, 20% cost reduction (It's easy to create a body of water in combat, if not through RP then through one environment technique) to water jutsu. Finally, you gain a straight up 1.5X bonus to the base damage of water techniques at the cost of taking 1/10th of the base damage as ghost damage. SP wise, this all costs 14 Skill points.

The skill that really throws things off balance is your Many Colors of the Sea. Suddenly, all of the above bonuses may be applied to any double or triple combinatorial element that includes water for an additional 1 SP per element. Not only does this allow you to pick and choose between elemental bonuses, but if you wanted you can still deal 170% base damage, while making the damage difficult to mitigate because of the tri-element.

Onto the stat bonuses, since there's only one level requirement in all of the bloodline, this scales incredibly well all throughout the game. At level 50, a character with this bloodline gains 250 offensive points and 150 defensive points (or vice versa), a character at level 20 gains 100 offensive points and 60 defensive points (or vice versa). So, for only a 5% upkeep and 10 skill points (you can still have all of this, a path, second wind, and My Way of the Ninja! before level 20) the bloodline essentially gives a 5% bonus to offense or defense, and a 3% bonus to the other pool. While 8% may not sound like a lot, the flexibility to increase both offense and defense simultaneously so effectively is no laughing matter, especially for only 10 SP.

The bottom line is, I realize that bloodlines afford special bonuses to characters but this is not balanced in its current incarnation. Either the SP costs need to be drastically increased to bring the costs in line with the effects, or the effects need to be considerably weakened to be brought in line with the SP effects. From a balance perspective, I feel that Many Colors needs to cost -2 per rank because of the insane flexibility it allows the bloodline, and Crashing Wave needs to cost -4 or -5, again becuase of the ability to apply a 1.5X damage bonus to a HUGE range of elements. In addition, True Heart of Water needs to cost -3 or -4. If you would opt for a reduced effectiveness, I feel that offensive mode should only apply 5X to Ninjutsu and nothing to defense and vice versa. In addition, the 1.5X from Crashing Wave should be reduced to 1.2X, since it can be applied to so many elements and you can still apply the 10%/20% bonus from Subtle Elements: Water freely, also the ghost damage should be increased to to 20% or 30%, since the 10% is really barely worth mentioning.

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I agree no personal matters should be brought into this.

But I am going to lay out some other bloodlines bonuses (Byakugan and Sharingan)to compare to Mizushin. Lets try to figure out what parts you feel are broken, and see if we can come to an understanding.

Byakugan Lvl 100 Rank 4 ; Total Cost: 12sp 5% upkeep

-Stat increase 1050 total ; or 350 each to Accuracy Evasion and Concentration

-AOEs Dodged as a normal attack

-50% less Defensive Genjutsu Damage Effects and Duration of effects.

---

Sharingan Lvl 100 Rank 4; Total Cost: 16sp 7.5% upkeep

-1.5x Stat Increase of Accuracy, Evasion and Concentration. (So automatic max of these stats)

-60% Less Defensive Genjutsu Damage Effects and Duration of effects.

-15% Increase to Offensive Genjutsu Damage Effects and Duration of effects.

-80% Chance to copy Enemy Non Bloodline/Clan Tech permanently for only 40% chakra cost of the technique (No Tech Point Cost)

-20% chance to reflect the incoming technique for 50% chakra cost and 50% base damage (Still Modified) If it works the user doesn’t get hit at all.

---

Mizushin Lvl 100 Rank 4; Total cost 10sp 5% upkeep

-Downing Immunity

-500 Ninjutsu OR Genjutsu stat increased by 500 and 300 Defense increase

(Offensive Bonus only applied to certain elements)

OR

-500 Defense and Ninjutsu OR Genjutsu stat increased by 300

(Offensive Bonus only applied to certain elements)

20% Nin/Gen cost reduction on certain elements with certain conditions

Sealless Nin/Gen on certain elements

----

In my Opinion these should be separate Skills from the bloodline. However its up to the creator to present them how they wish.

Colors of the Sea. -1sp per rank

Able to use Mizushin Bonus to other elements for an additional 1sp cost on top of the initial purchase of the selected element.

---

Crashing wave of the Sea -3 sp

Elements which Mizushin gives a bonus to can do 1.5x Base damage where 10% of this number is dealt as Ghost damage to the user.

Edit: My costing might have been off, re-evaluating

_________________________________________________________________

Edit2:

-1 Immunity to Drowning and Seal-less Water, or Water Combinational Elements up to 3rd Tier

- 4.5 When using Water Jutsu or Water Combinational Elements up to 3rd Tier the users Ninjutsu or Genjutsu stat is considered 5x (level).

-2.5 300 Defense

-1 Choice to switch Offense and Defensive stats

-4.5 When using Water Jutsu or Water Combinational Elements up to 3rd Tier

do 1.5X base damage. (Maxes base damage)

-2.5 When using Water Jutsu or Water Combinational Elements up to 3rd Tier Reduce the Chakra cost by 20% (Nonstacking with other bonuses)

Edited by Peace
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I would like to note that while I might not be in a position of authority, I have been told on various occasions that you cannot compare user generated content by the Main Stream stuff like 'Front Page' Tech & Prime Bloodlines such as the Sharingan/Byakugan.

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I would like to note that while I might not be in a position of authority, I have been told on various occasions that you cannot compare user generated content by the Main Stream stuff like 'Front Page' Tech & Prime Bloodlines such as the Sharingan/Byakugan.

Thing is, both of those bloodlines are not staff controlled- they're regular member controlled, so to speak. Not all staff members have a say when people become members of those clans. So they're not 'prime bloodlines' any more than this is. Just because they're from Konoha doesn't mean a thing. Mizushin is supposed to be on par with Byukugan, Sharigan, and the Alchem Kekkei Genkei.

That's all I have to say on the matter- that and there's no ban on taking user generated content and referencing it- especially if Tsu's talking about a bloodline he built [byukugan] and that his rebuild helped rebuild the Sharigan bloodline.

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Not to mention it's already been brought up as a comparison in the thread previously, that's one reason I compared it. The other was I pretty much made both of them (excluding bits of the sharingan) so I wouldn't step on anyone's toes or have it seem like I was calling them out.

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I believe Junsui Mizushin should be -3, and Kaijin should be -4 to -5.

Crashing Wave of the Sea; I honestly think this should be either -6 to -7, the reason I say this (and I realize this is high) is because Shiva, The Destroyer as an example [+1.2x base damage for ninjutsu while getting a 'no genjutsu' clause]. And that costs -3. Plus, you also have a small bit of ghost damage thing there. In all honesty, I wouldn't like to see that skill drop below -5.

EDIT; Approved. STILL.

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