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Cellar Door

Offensive Medic Skills

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Posted (edited)

Offensive Medical Expertise

Effect: When a character with this skill strikes a target with an Offensive Medical technique, the target reduces their total Defense statistic by 5% per rank in this skill when determining the damage of that technique. This effect may not stack with other effects that incur percentile reductions to a target's Defense.

Description: There are shinobi the world over who have trained long and hard to discover ways to defend against their opponents. Medical shinobi that are trained to use their abilities in an offensive capacity are some of the most difficult fighters to defend against. With their intimate knowledge of the human body, and their ability to sever muscles and arteries with just a touch, combat medics are easily able to pierce their foe's defenses.

Requirements: Path of the Combative Medic

Ranks: 5

Cost: -1

Combat Physician

Effect: The skills 'Physician's Assistant' and 'Physician' now reduce the costs of Offensive Medical techniques for characters that possess this skill.

Description: Truly dedicated medics are often capable of conserving as much chakra as possible when in battle. The medical ninja who choose to battle on the frontlines with their allies are able to apply the same tricks of the trade to their attacks that utilize medical abilities.

Requirements: Path of the Combative Medic, Physician's Assistant

Cost: -2

Edited by Cellar Door
Posted (edited)

Designer's Notes:

Just medical skills. All costs and effects are pretty negotiable, I'm just playing with the limits. These are semi-general in that I'll probably allow others to take these based on their characters, but only with permission.

Edited by Cellar Door
Posted

The first needs the standard "Cannot stack with other skills that let it do the same thing" kind of bonus. I think it should stay cost wise were it is, because its powerful, but definitely doesnt warrant more than -5. I am a little worried about the nebulous wording of specifically targeting the Defense Modifier instead of the Defense Stat. Any reason why you chose one over the other?

The second seems fine at -2. Cost reduction really doesnt get you as far as it used to.

Posted

Nope, no particular reason. Realized after you mentioned it that by affecting the moderator you could theoretically inflict Exposed and then reduce their mod by a further 25% of that. Which I didn't intend, so I changed it to just the stat.

Other one got changed to -2.

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