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Sokudo Tsuyo | Speed Force

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Posted (edited)

Sokudo Tsuyo

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速度強

"Long have the Sokudo been dangers to themselves and to others. Our speed, while impressive, had no limiter, no escape from the excess energies which threatened to pull our bodies apart. The experimentation at the hands of Lead Researcher Lynx only exacerbated this problem, turning our natural gifts into a death sentence for our kind. But The Sokudo have evolved. No more do we risk destruction while we run. It has come in the form of a lightning bolt. It has freed us. Watch us run now."
Sokudo Han, First of the Speed Force

The Speed Force, the name granted to the evolved form of the Sokudo's Bloodline, is a marvelous feat. The Sokudo have always maintained the genetic modification to produce limitless adrenaline, causing their muscles to never grow tired as they ran. This ability was similar to always having one the Celestial Gates open, as their body would repair itself and function at amazing speeds. In addition, experimentation during the reign of the NCIA increased the rate of this production tenfold, causing the Sokudo to achieve blinding speeds on command, but to also hurt themselves in the process. Their bodies built up too much force, too much friction, and as a result they would burst into flame and die.

Until Sokudo Han.

Han had always believed the Sokudo proverb, "Nature creates nothing that does not have a chance to survive." He tried, again and again, to achieve the impossible speeds that were given to him without bursting into flame. Each time he failed. Yet one day, in a moment of dire need, as he ran for his life from the very people who experimented upon him, Han was struck by a lightning bolt. More correctly, Han created a lightning bolt. The friction in his body reacted with something in the air, causing a massive discharge of electric energy so profound, that a bolt of ground lightning leapt up from his body into the air.

Sokudo after Sokudo found that once they discharged the excess energy in their body, their bodies were changed, catalyzed into a new form. They could draw in static electricity around them and burn this energy, dubbed the "Speed Force" in order to achieve their outrageous speeds safely. The electrical energy would spark out and away from them, venting their dangerous forces into the air harmlessly.

Sokudo Tsuyo Costs


Activation: "Sokudo Tsuyo" is an Advanced System, and is always passively applied.

Sokudo Tsuyo; Nigeru
The Sokudo are masters of running. By Harnessing the Speed Force, Sokudo Clan members can run at speeds hitherto unknown to humankind. Their speed seemingly has no limit, as they grow faster the more they run. With the advent of the speed force, they only seem to have grown stronger, harnessing outside forces to increase their potential.


Nigeru; Rank 1 | Run; Rank 1

Effect: The cap for raising the Speed stat is now 1.75x its Base. In addition, once per turn, a jutsu that increases the user's Speed stat will increase it by an additional 2x, where x is the user's level. The value of x may never be less than 10.
RP Effect: The user effectively has super-speed. They may move faster than a normal ninja, often leaving only a colorful blur and a rush of wind to indicate they went anywhere at all.
Requirements: Sokudo Clan
Cost: -2


Nigeru; Rank 2 | Run; Rank 2

Effect: The cap for raising the Speed stat is now 2x its Base. In addition, once per turn, a jutsu that increases the user's Speed stat will increase it by an additional 3x, where x is the user's level. The value of x may never be less than 30.
RP Effect: The user has increased super-speed. They can move across large distances in the blink of an eye, and when they move lightning actively is discharged, sometimes leaving a trail in their wake.
Requirements: Chunnin Rank
Cost: -2


Nigeru; Rank 3 | Run; Rank 3

Effect: The cap for raising the Speed stat is now 2.25x its Base. In addition, once per turn, a jutsu that increases the user's Speed stat will increase it by an additional 4x, where x is the user's level. The value of x may never be less than 50.
RP Effect: The user has super-speed greater than that of the Celestial Gates. They can cross massive distances in no time at all. Their motion is occasionally so fast that they created small claps of thunder in addition to their lightning as they move.
Requirements: Jounin Rank
Cost: -3


Sokudo Tsuyo; Karakuri
As the speed of each Sokudo increases so their ability to perceive threats also increases. Data to the brain is automatically sped up to allow for minute, lifesaving changes in direction that may help to avoid upcoming threats. This also seems to play well into the native personalities of most Sokudo, who actively avoid threats or attempt to circumvent them, rather than overcome them through force.

Karakuri; Rank 1 | Dodge; Rank 1

Effect: Whenever the user's Speed increases, the user's Evasion increases by 20% of that amount. This bonus lasts for 1 turn, and cannot increase the user's Evasion beyond 1.5x.
Requirements: Sokudo Clan, Nigeru Rank 1
Cost: -2


Karakuri; Rank 2 | Dodge; Rank 2

Effect: Whenever the user's Speed increases, the user's Evasion increases by 25% of that amount. This bonus lasts for 2 turns, and cannot increase the user's Evasion beyond 1.5x.
Requirements: Chunnin Rank, Nigeru Rank 2
Cost: -1


Karakuri; Rank 3 | Dodge; Rank 3

Effect: Whenever the user's Speed increases, the user's Evasion increases by 30% of that amount. This bonus lasts for 3 turns, and cannot increase the user's Evasion beyond 1.5x.
Requirements: Jounin Rank, Nigeru Rank 3
Cost: -2


Sokudo Tsuyo Masteries
As a Sokudo continues to run, their body will continue to adapt to its new form, finding more efficient ways of discharging the electrical imuplses while retaining some of that speed and power. They will discover, mostly on their own, the most effective paths to run to any destination.


Hayaku! | Faster!

Description: The original trait that made the Sokudo special was their ability to send endless amounts of adrenaline to their legs. This meant they could run faster for longer periods of time. A sudden burst of speed for a normal ninja becomes a lengthy sprint for a Sokudo.
Effect: Anytime the user would receive "Haste" the duration of that status effect is extended by 1 turn. Haste may break the duration cap in this way, but this skill cannot stack with any other skills which would increase the duration of Haste.
Requirements: Sokudo Clan, Nigeru Rank 1
Cost: -1


Yoriyoi! | Better!

Description: Like any physical activity, holding the Speed Force becomes easier if you practice using continually.
Effect: This ninja's jutsu which target the Speed Stat have their upkeep cost reduced by 10% of the base cost of the jutsu for each rank in this skill. This does not stack with any other skills which decrease the upkeep costs of jutsu.
Requirements: Sokudo Clan, Nigeru Rank 1
Ranks: 5
Cost: -1


Mina o Utsu! | Attack Everyone!

Description: A speedster often doesn't have time to go back and hit the same opponent multiple times. Inertia will often dictate that a new target is easier to reach. Doing so tends to surprise enemies, who expect the ninja to continually pummel the same enemy at high speeds.
Effect: Anytime the user would attack more than one enemy in a single turn, all attacks targeting enemies after the first receive +10% chance to hit. This does not apply to AoE attacks.
Requirements: Sokudo Clan, Nigeru Rank 2
Cost: -1


Ikioi! | Momentum!

Description: Moving fast usually entails hitting fast, and the momentum built behind the assault of a speedster is usually great enough to multiply its original impacting force. This causes the tricky moves of a Speedster, weak in their own right, to suddenly become more deadly.
Effect: While the user's speed is greater than 1.5x its base value, all of the user's attacks will deal 20% more base damage. This cannot cause any jutsu to break damage caps, nor does it stack with other skills which increase Base Damage.
Requirements: Sokudo Clan, Nigeru Rank 2
Cost: -3


Kansei! | Inertia!

Description: An object in motion remains in motion. Enemies who attempt to slow or trap a speedster often find that once their opponent begins to run, few things short of a mack truck can stop their forward progress.
Effect: Reductions to this character's speed now only apply to the character's Base Speed, instead of Total Speed. In addition, any stat reductions to Speed or Status Effects that reduce speed have their duration reduced by 1 to a minimum of 1.
Requirements: Sokudo Clan, Nigeru Rank 3
Cost: -2

Edited by Kouta
Posted

Just a cursory glance... I am thinking that maybe the cap is too high. Perhaps 2x is better. Also these Nigeru skills should be -2 and -3. Not only are you increasing the cap, you are gaining a nice bonus. In fact, this whole bloodline feel pretty undercosted. Feel free to bring in a second opinion on that.

 

Karakuri... +4% is excessive. I think it's better left at 2 or 3.

 

Better: Reduce the upkeep by a percent of the upkeep, not the base cost of the technique. Because I am pretty sure upkeep is a % of the base. Right?

 

Attack Everyone: Skills can't effect opponents, as you know. So the language should change to "+10% to hit" or something like that.

 

Momentum: Specify how it interacts with damage caps. Personally I don't think it should. I also don't think it should stack with Vishnu, etc.

 

Inertia: First instinct is that some "equal or lesser rank" language needs to be included here. If it spans over multiple turns (like terrains) do you roll every turn it's active or just once?

 

Um. I think that's all.

Posted

1. Nigeru: I can see where your trepidation about the Speed boosts comes in. I've been tinkering with the math for quite some time, however, and I feel my numbers are right on the money (although I'm fine with raising SP costs). Allow me to illustrate.

Byakugan. A heftier skill point investment by 2 SP (right now), but in the end you gain +5x to two stats, Accuracy and Evasion. X = level. Thats already double my bloodline's ability to boost, and Byakugan gives it to you for nothing but an upkeep. My bloodline requires you to still waste the resources to cast a speed enhancing jutsu before it actually gives you anything.

Gates 1-3. I'm only focusing on the 1st three, because that is where the stats are. In the 1st three gates, you get 4x to Tai, Speed, and Eva. You also get the healing charges. Again, a bigger investment by far (The Gates earn their power), but I could easily acquire the first three gates, and essentially get my first two ranks (a 2x Cap, and 4x boost to Speed) without bothering with making an AS.

This is merely two examples, but you'll see most AS are far more powerful than this one. The only thing I ultimately get over those other bloodlines is that I get to go to 2.25x. And that I feel is earned because my bloodline is hyper-focusing on a single point, and a single Stat, and a very specific application of that strategy, at that. So I'll hold at 3,4,5x unless proven otherwise.

I'm fine with going up to -2 per rank, as that would make this more expensive than Byakugan Sight, and equal with Gates 1-3, bringing that cost more in line.

2. Karakuri: The 4% is just a direct port of its old version because it follows the mathline (1/100, 1/50, 1/25). Just to show math for you, at its current, with 1000 Evasion it would take 5,000 Speed at Rank 1, 2,500 Speed at Rank 2, and 1,300 Speed at Rank 3 to get the equivalent of 500 Evasion. And then the 1.5x Cap would stop it from going any higher. Changing it to 3% would only make that number move to 1,700 to achieve the same goal, which I'm okay with doing if it makes everybody happy. But it makes my math brain hurt because 1.333 Repeating occurs.

3. Better: The goal is to reduce the percent that defines the Upkeep. So instead of 80% for Nin, at rank one you pay 70% Upkeep. Reducing a % of a % is just a headache math wise.

4. Everyone: So done.

5. Momentum: Equally Done

6. Inertia: Equal or lesser can be done. I'd imagine you only roll when its introduced, and determine if you ignore that effect. If its ignored, you ignore it. If not, you suffer it.

Posted

Catalogue of Changes! (As per skype chats with KC and Skittz)

-- No Longer an Advanced System. Overall Speed Boosts reduced as an effect to 2x/3x/4x.

-- Evasion no longer a flat passive bonus. Evasion bonus is triggered and limited duration when speed boosts occur. Evasion bonus is also tied to THOSE boosts, scaling with them.

-- Momentum increased to -3 SP.

-- Inertia's effect changed entirely. Instead of entirely negating, a flat 1 turn reduction on effects that neg my speed, and forcing reductions to only consider my Base Speed instead of my Total.

Posted

Moving this back.

 

The following assumes that a character using this would have a small +speed bonus tacked onto all their attacks.

 

The first ability allows a character to gain 480 Speed per turn. Assuming that each of these applications has full duration, a Ninjutsu user would gain a sustained +1920 Speed from this ability. A Genjutsu user would get up to +2400 over 5 turns. That is almost twice as much as the strongest AS on the site, and it's assumed that since this is not an AS itself that you would have one boosting other stats on top of this ability.

 

Secondly, there is nothing that limits this to once per turn. So if you have a Setup Phase jutsu and a Main Phase jutsu that give +Speed as a Genjutsu user, that is a total of 4800 Speed (you probably hit your cap before this is relevant though). 

 

Also! Since you are stacking speed you could get more actions. So with three Main Phase Actions and a Setup Phase a Genjutsu user could eventually cap out at +9600 Speed.

 

If you factor in Speed bonuses that the user can control from other sources this continues to go up. Clones can do non-offensive actions to boost the user's speed, which would trigger this effect as well. Syaoran has a clone technique that makes 20 clones. That would be +9600 Speed in one turn, not counting his own actions. 

 

This is not even taking into account the Evasion bonus, which would bring this up to 3120 total stat bonuses. 

 

 

Solution Suggestions:
1.) Make this an AS and reign in some of the abusive values.
2.) Severely drop the values and keep it as a non-AS.

 

Posted

"Yes, but unlike an AS, this mechanic is easily interrupted with a stun or any of the quarantine status effects. The engine only works as a perpetual motion engine. Disrupting it basically forces it to stumble, sometimes to start over. Thats also assuming perfect scenario, where you never RPJ and can boost your speed every single turn.

I have no problem changing it to AS, but the additional benefit of slightly more stats is easily made up by the setup required, and the ease of interruption. Otherwise I’d just say +1200 Speed and move on."

^ Copied from Skype chat.

Also: Nobody on the site can use 9600 Speed. The fastest characters on site have about 2500 speed. 2.25 that is 5625. So the maximum "usable", "reasonable" benefit that can be attained from this is 3125.

I also have no problem saying that a character can only benefit from the ability once per turn, since that was the original intent.

Posted

3125 is currently far greater than any AS by more than double. I don't see how even Quarantine really makes this 'stumble' as the jutsu are already applied and don't fall off. You can also very easily make jutsu of all types to get around Quarantine that still add speed as to not lose momentum, so I don't see that argument being valid at all. If you build this properly with enough (small investment) fail safes like 1 JP jutsu of the types you don't normally use this doesn't seem like a real downside. 


 


That all said, I am not against allowing this to get really insane speed values with that setup, but it certainly will need to be an AS in that case. I also think that giving the Speed gained from this it's own turn duration would not be entirely out of the question. The fact that it gives the same flat bonus no matter the length of the ability seems a bit much. Alternatively, it could give a single flat value but that value is divided amongst the turns of the bonus. This makes interesting scenarios as you can either get a very short duration of high speed, or a slow start up of speed over time that is more sustainable and harder to disrupt.


Posted

MAde two key functional changes:

-- Now an AS *RIP LRCM*

-- Only triggers once per turn.

This means that in the BEST scenario, you now get 480 a turn for 5 turns (assuming Genjutsu durations) which is 2400 max sustained. The Clan is currently built using Hybrids, so they usually only get a 4 turn duration, or 1920 total benefit.

Given that its now an AS, and that there are specific requirements to get and sustain those bonuses, that seems pretty fair to me.

----

Side note, you can't say "its not a downside" or "its not anything extra" when you just describe that you'd have to make and spend JP on extra jutsu, and use specifically those jutsu every turn in order to sustain the maximum benfit. Like...that is extra. That is an additional hoop you have to use. As opposed to just turning on the AS and saying "Now I get 1200 Speed". Like, anything more complex than that is indeed extra, and to paint it like this is just like every other +stat AS is disingenuous at best.



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