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Warr

Warrusu Updates #6

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Posted (edited)

The Original

Umikoi Warrusu Ton; Kandan Umi-Kyuutai (Umikoi Warrusu Type; Extremes of Temperature Sea Orb)
Type: Sealless Personal Ninjutsu (Steam, Water, andWind Type)
Rank: Sennin
Cost: 689
Damage: 600
Effects: This technique is one that very few could master, the usage of this technique is such that 40% of the time, the steam and chilly water used in the jutsu will reach equilibrium by the time the opponent is hit, and have no effect. However, this technique is still powerful, as 40% of the time it will hit, and will either deal two turns of Cold (Hypothermia stage one) or two turns of "Burned" [Determined by a roll of a D2 by the opponent.]. 20% of the time though, this technique will hit before any stage of equilibrium is met, and will be applied with enough force to cause the opponent with 3 turns of Cold (Hypothermia stage 1) and 4 turns of Burned.

User rolls 1d100;

Rolling from between 1 and 40 on the die gives the technique only damage, and nothing else.
Rolling from between 41 and 80 makes the jutsu deals the damage and either 2 turns of Cold (Hypothermia stage 1) or 2 turns of "Burned". This is determined by a die roll of one d2, where 1 is 2 turns of cold and 2 is 2 turns of Burned.
Rolling between 81 and 100 makes the jutsu deal the damage and both 3 turns of Cold and 4 turns of Burned.

Description: Using a combination of his own innate ability to manipulate water, (as well as temperature, thanks to his innate element), and an extreme amount of concentration, and luck, the user gathers a ball of water into their hand, keeping the center of the orb untouched by their chakra other than holding it still, and making their chakra wrap around it otherwise, to create a current of steam and a spiral of chilly water, swirling them constantly in hopes of keeping them from connecting, and allowing the user to charge at the opponent and attack them with the extremely surprising, and seemingly impossible to pull off technique. The liquid-yet-not liquid orb is roughly the size of a basketball.
Requires: Wind, Water, or Fire Primary Element, or Water Starting Element. Must be taught by Umikoi Warrusu.
Points: 11 JP

The Revamp

Warusu Hiden Ōgi; Kandan Umi-Kyuutai (Warrusu Secret Technique; Extremes of Temperature Sea Orb) | わるす秘伝奥義・寒暖海球体
Type: Ninjutsu [Water | Steam | Ice ]
Rank: Sennin
Cost: 689
Damage: 600
Effects: Upon use of this technique, the user rolls a D100, with the link included with the technique. The results for the rolls are as follows:

Rolling from between 1 and 40 on the die gives the technique only damage, and nothing else.
Rolling from between 41 and 80 makes the jutsu deals the damage and either 2 turns of Cold (Hypothermia stage 1) or 2 turns of "Burned". This is determined by a die roll of one d2, where 1 is 2 turns of cold and 2 is 2 turns of Burned.
Rolling between 81 and 100 makes the jutsu deal the damage and both 3 turns of Cold (Hypothermia Stage 1) and 4 turns of Burned.

Description: Using a combination of his own innate ability to manipulate water, (as well as temperature, thanks to his innate element), and an extreme amount of concentration, and luck, the user gathers a ball of water into their hand, keeping the center of the orb untouched by their chakra other than holding it still, and making their chakra wrap around it otherwise, to create a current of steam and a spiral of chilly water, swirling them constantly in hopes of keeping them from connecting, and allowing the user to charge at the opponent and attack them with the extremely surprising, and seemingly impossible to pull off technique. The liquid-yet-not liquid orb is roughly the size of a basketball.
Requires: Wind, Water, or Fire Elemental Speciality; or a 'water centric' bloodline such as Mizushin, the Hisame Bloodline, the Samehada Bloodline, or the Suizuma Bloodline, or membership/birth in the Hozuki clan. Must be taught by Umikoi Warrusu.
Points: 11 JP

MATH: 600/3=200 x 2 = 400CP for Damage dealt.

40% chance of dealing 60CP worth of damage in 2 turns of burned, or 100CP worth of damage with Cold (Hypothermia Stage 1), rolled by a die to determine the result. So if we take the median of that, which is 80CP, and we divide that by 100 (or .8CP) and then multiply that by 40 for the 40% chance it has we get a 32CP cost for the 40% chance of one of those two effects happening.

20% chance of dealing 4 turns of burned (120 CP) and 3 turns of Cold 1 (Or 150CP). As it is both effects, that's 270 CP divided by 100 for 2.7 CP per percent, or 54CP Total.

This means Kandan Kyuutai -should- cost 32+54=86+400 (for the damage dealt) = 486 CP. Given the variableness of it that may seem silly to do so and more balanced to keep it this way, but it makes sense to me to actually -lower- the cost, given I removed sealless from it (It wasn't really necessary to have anyways), but I'll leave that up to reviewers. You have my math.









The Original

Umikoi Warrusu Ton; Ameno Fuuha no Seisou (Umikoi Warrusu Type; Holy Spear of Celestial Storm)
Rank: Sennin
Cost: 540
Type: Sealless Personal Clan Ninjutsu (Water, Wind, Steam, and Lightning Elemental)
Damage: 600
Effects: If target is hit, they roll 1D100. If they end up with a 1-20, they are only dealt the damage. If they roll a 21-26, they are given two turns of 'Immobilized', if they roll 27-33 they are given two turns of immobilized for 2 turns and vulnerable for 1 turn. If they roll a 34-44 they are given four turns of burn, and if they roll between 45-49, they are given one turn of Frostbite (Hypothermia Stage 2). If they roll between 50 and 75, there is no effect, either. If they roll between 76-85, the opponent is hit with 1 turn of vulnerable and 2 turns of deafened. If they roll between 86-100, the opponent is hit with 1 turn of vulnerable, one turn of Frostbite (Hypothermia Stage 2), 2 turns of 'Immobilized', four turns of burned, one turn of tired, one turn of stunned, and two turns of deafened.

The element of this jutsu cannot be changed by any opponent's skill, jutsu, or kekkei genkei. May only use Evasion to dodge this technique, excluding bloodline skills that provide evasive or straight dodging bonuses.
Description: Once the effectiveness of the jutsu 'Kyuutai Kandan no Umi' was witnessed by Umikoi Warrusu za Shichi, the prince of fisher-nin, he came with a simple modification of the aforementioned technique, blending both of the most useful weapons in his arsenal as of yet into one jutsu that was a perfect match with him and his fighting style.

A technique which melded the first technique Warrusu truly claimed as his own, Water Manipulation; Power spear, with all the adaptions he had made since then, and the technique known as the Extremes of Temperature Sea orb. Within this jutsu, which was first used upon the Raikage, in a moment of realization that though a singular enemy might be able to defeat a single technique of a singular element he had, any element which pushed every aspect of his own chakra at his opponent would be all but unstoppable.

Within this jutsu, Warrusu simply calls up a tendril of water, or uses his own water chakra to create one, and begins to spin it around just as he would a normal spear, and like his dragon breath's spear, he slowly seeps his fire chakra into the rotating tendril of water, it moving every quicker and him adding in wind chakra and finally, as he's about to set the jutsu off, a shock of electricity chakra from one of his fingers or a touch from his palm.

The speed of the spear, or rather multiple small spear like tendrils of water chakra and his elements all bunches closely together, keeps things at a fair amount of equilibrium, but the equilibrium and charge of the spear is not guaranteed once it has been let off, and it might do less damage or not have a touch of any of the chakras other than water, by the time it hits.

If it does, however, woe be upon to those whom were hit by it.
JP: 8 JP

The Revamp

Umikoi Warusu Hiden Ōgi; Tenran Hiyari (Umikoi Warrusu Secret Technique; Heavenly Storm Power Spear) | 海愛わるす秘伝奥義・天荒れ力槍
Type: Ninjutsu [Water | Steam | Storm | Ice ]
Rank: Sennin
Cost: 540
Damage: 600
Effects: Upon use of this technique, the user rolls a D100, with the link included with the technique. The results for the rolls are as follows:

1-20 Upon a successful hit, only the damage of this is dealt.
21-26 Upon successful hit, target is dealt 2 turns of 'Immobilized'.
27-33 Upon successful hit, target is dealt 2 turn of 'Immobilied' and 1 turn of 'Vulnerable'.
34-44 Upon a successful hit, target is dealt 4 turns of burn.
45-49 Upon a successful hit, target is dealt 1 turn of Frostbite (Hypothermia Stage 2).
50-75 Upon a successful hit, only the damage is dealt.
76-85 Upon a successful hit, target is dealt 1 turn of vulnerable and 2 turns of deafened.
86-100 Upon a successful hit, trget is dealt with 1 turn of vulnerable, 1 turn of frostbite (Hypothermia stage 2), 2 turns of 'Immobilized', 4 turns of 'burned', 1 turn of 'tired', 1 turn of 'stunned', and 2 turns of 'deafened'.

Description: A simple technique devised by Warrusu as a child during a fishing expedition, with this four lines of heavy duty fishing line are laid out in the shape of a pair of two X laying atop each other. Upon running into this field of lines, the all snap, slamming into the target before swinging them skyward and to the ground.
Points: 8 JP

Math:

400 CP from Damage.
6% chance to deal 2 turns of immobilized. Immobilized = 50CPx2=100. 100/100 = 1 x 6 = 6CP.
7% chance to deal 2 turns of immobilied, 1 turn of vulnerable. Immobilized = 50 CP. Vulnerable = 50 CP. 150 CP/100 = 1.5 x 7 = 10.5CP
10% chance to deal 4 turns of bleed. 100 CP/100 = 1 x 10 = 10CP.
5% chance to deal 1 turn of Frostbite (Hypothermia Stage 2). 60CP / 100 = .6 x 5 = 3CP.
10% chance to deal 1 turn Vulnerable (50CP) and 2 turns Deafened (40 CP) = 90CP / 100 = .9 x 10 = 9CP
15% chance to deal 2 turns Immobilized (100CP), 1 turn Vulnerable (50CP), 1 turn Frostbite (60CP), 4 turns burned (100CP), 2 turns Deafened (40CP), 1 turn Stunned (50CP), 1 turn Tired (10CP) = 410 / 100 = 4.1 x 15 = 61.5 CP

400+6+10.5+10+3+9+61.5 = 500 CP.

This means Tenran Hiyari -should- cost 400+6+10.5+10+3+9+61.5 = 500 CP. Given the variableness of it that may seem silly to do so and more balanced to keep it this way, but it makes sense to me to actually -lower- the cost, given I removed sealless from it (It wasn't really necessary to have anyways), but I'll leave that up to reviewers. You have my math. Edited by Warr
Posted

Why's the JP for the second one so small?

A typo on my part. I was using a template from one creation to another to speed it up without having to copy the coding/type out all the coding. I must've in the process just accidentally missed that I didn't change it. It should be right now, 8JP.

 

 

This was posted in the "Approved" section on accident. I don't have time to review it, but I'm posting to indicate that I went ahead and moved it back to Custom.

Thanks for moving it back. Weird as hell that it got posted there though, as I thought it was in custom this whole time.

Posted

On the first one, the Hozuki don't have a bloodline anymore.

Changed that snippet to 'membership in the Hozuki clan'.

Posted

I think you could do better on The Heavenly Spear thing. I'll be honest, the random effect roll is kind of a relic of a bygone version. This one is especially awkward, because you have a 25% chance not to get an effect at all. The randomness is just really counter-productive, especially on something that's supposed to be the pinnacle of Warrusu's spear jutsu.

Posted

I think you could do better on The Heavenly Spear thing. I'll be honest, the random effect roll is kind of a relic of a bygone version. This one is especially awkward, because you have a 25% chance not to get an effect at all. The randomness is just really counter-productive, especially on something that's supposed to be the pinnacle of Warrusu's spear jutsu.

'relic of a bygone version'? I'm not entirely sure that anyone else ever even tried it, so that surprises me. I'll think of something on it.

Though I realized that it's description is a total of ??? because it's for a trap technique I was conceptualizing.

Posted (edited)

Eechi-Go's Vertigo Shuriken did, some of Kouta's Nara stuff still does it. Ultimately, it's not a very good battle strategy. You're unlikely to roll what you need at the given time of use, so it tends to make jutsu much less effective than it could be if you just gave it some effects that compliment each other or something.

Relying on luck doesn't really win battles.

Edited by Cellar Door
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