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Sharingan | 写輪眼 | Copy Wheel Eye

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kRyh6mj.pngSharingan | 写輪眼 | Copy Wheel Eye

Originally thought to be a mutation of the Byakugan, the Sharingan, or Copy Wheel Eye is a dōjutsu blood inheritance that appears in some members of the Uchiha clan. It is still commonly believed to be descended from the Hyūga clan’s kekkei genkai, but certain texts hidden within the Naka Shrine in the Uchiha Estates are written with the details of the Sharingan’s evolution and its relationship to the most legendary of dojutsu, the Rinnegan. Along with the Byakugan and Rinnegan, the Sharingan makes up one third of what is collectively known as the Three Great Dōjutsu. An activated Sharingan alters the color of the wielder’s irises to a bright crimson which has been described as possessing its own luminescence, making the eyes seem to glow in the dark. Depending on the wielder’s mastery over their blood inheritance, an activated Sharingan possesses a number of slightly swirled pupils, or tomoe, which orbit the center pupil. A fully matured Sharingan has three tomoe per eye. The Second Hokage referred to the Sharingan as ‘the eye that reflects feelings’ because of the particularities in how the dojutsu manifests in the Uchiha clansmen. The Sharingan is assumed to manifest when an Uchiha’s body and psyche are under great duress, but in truth the kekkei genkai most often manifests when a person, place or thing that an Uchiha feels very strongly for is put into jeopardy. This is accomplished by a special form of chakra being released in the brain which specifically effects the optic nerve endings, mutating them on contact.

It has also been called the Heaven’s Eye due to the large range of abilities that it bestows on the wielder. The first of the Sharingan’s considerable powers is its ability to see the flow of chakra. The Sharingan is able to give color to the varying types of chakra, allowing the wielder to differentiate between them. This allows wielders of the dojutsu to detect the presence of Genjutsu by noting irregularities in the flows of chakra in people, and even in themselves. The eyes grant exceptional clarity in combating illusions, though not to the same extent as the Byakugan. The exceptional detail at which the Sharingan processes visual information extends beyond just viewing chakra. This also allows the wielder to pick up on subtle details, enabling them to read lip movements or mimic something like pencil movements. As the Sharingan evolves, gaining more tomoe, this ability extends to being able to track fast-moving objects before finally giving some amount of predictive capabilities to the wielder, allowing them to see the image of an attacker's next move from the slightest muscle tension in their body and counter-attack or dodge without any wasted movement. However, even though the wielder may be able to see an attack or know it is coming, their body may not always have time to react. The most well known ability of the Sharingan is that it grants its wielder the ability to copy almost any technique they witness. In order to reproduce a copied technique though, the wielder must possess the necessary skill to perform it. Lastly, the Sharingan is capable of inducing hypnosis in others that involves suggesting actions and thoughts. This is usually performed through eye contact.

The Sharingan requires the wielder’s chakra while activated, but being a naturally occurring aspect of their body, most Uchiha who have properly adapted to the dojutsu do not experience significant drains on their chakra levels. Anyone who receives an incomplete set of Sharingan eyes, through theft or transfusion though, must spend more extreme amounts of chakra, both because a single eye is incapable of deactivating, and a non-Uchiha body is not adapted to the drain on their bodies.


Restrictions: Ranks within the Sharingan do not stack, If the Sharingan is active all advanced regeneration is suspended until it is deactivated. Each rank overrides the previous except Mangekyō Sharingan, which does not override Mitsudomoe Sharingan.

 

Activation/Upkeep: The Sharingan may be activated in the Setup Phase as a standard action and may be deactivated during any phase as a Free Action. The upkeep and activation cost of the Sharingan are paid at the end of the user's Setup Phase. IF a character is unable to pay the upkeep cost of the Sharingan, it is deactivated automatically at the end of their Setup Phase during that turn.

 

Sharingan Keys: A character must meet any requirements of the rank of Sharingan whose key they are attempting to roll for. A GM, with staff consent, may allow a character with the Sharingan to make a Key roll without meeting its requirements.

 

Key to Hitotsudomoe Sharingan
Once per stat battle, or once per role play topic (All rolls made must reflect situations of great emotional stress, and roll may be made no more than 1 time per day [OOC & IC]. A GM may award additional rolls.), this character may roll a D100. If the roll turns up any number with a 4, 5, 6, or 7 in its digits, then they are awarded the Hitotsudomoe Sharingan. This skill cannot be used in the Practice Arena. Upon a successful roll during a stat battle, corresponding Sharingan ranks may be purchased during battle in the phase that the roll took place.

Key to Futatsudomoe Sharingan
Once per stat battle, or once per role play topic (All rolls made must reflect situations of great emotional stress, and roll may be made no more than 1 time per two days [OOC & IC]. A GM may award additional rolls.), this character may roll a D100. If the roll turns up any number with a 5, 6, or 7 in its digits, then they are awarded the Futatsudomoe Sharingan. This skill cannot be used in the Practice Arena. Upon a successful roll during a stat battle, corresponding Sharingan ranks may be purchased during battle in the phase that the roll took place.

Key to Mitsudomoe Sharingan
Once per stat battle, or once per role play topic (All rolls made must reflect situations of great emotional stress, and roll may be made no more than 1 time per three days [OOC & IC]. A GM may award additional rolls.), this character may roll a D100. If the roll turns up any number with a 6 or 7 in its digits, then they are awarded the Mitsudomoe Sharingan. This skill cannot be used in the Practice Arena. Upon a successful roll during a stat battle, corresponding Sharingan ranks may be purchased during battle in the phase that the roll took place.

Key to Mangekyō Sharingan
Once per stat battle, or once per role play topic (All rolls made must reflect situations of great emotional stress, and roll may be made no more than 1 time per four days [OOC & IC]. A GM may award additional rolls.), this character may roll a D100. If the roll turns up any number with a 7 in its digits, then they are awarded the Mangekyō Sharingan. This skill cannot be used in the Practice Arena. Upon a successful roll during a stat battle, corresponding Sharingan ranks may be purchased during battle in the phase that the roll took place.



Hitotsudomoe/Futatsudomoe/Mitsudomoe Sharingan activation/upkeep
• 5% total chakra •

Mangekyō Sharingan activation/upkeep
• 7.5% total chakra •

 

 

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Hitotsudomoe Sharingan
The initial state of all Sharingan, the HitotsudomoeSharingan is the first step in attaining all the powers that the Sharingan offers its possessor. With the addition of another pupil into the eyes of the wielder, they are capable of perceiving their environment with much greater clarity than before. That clarity, combined with their ability to view chakra allows the the possessor of the HitotsudomoeSharingan the abilities to predict the movements of their opponents, defend against the effects of genjutsu, and mimic the abilities of their enemies.
Requirements: Dormant Sharingan; Key to Hitotsudomoe Sharingan [success]


Sharingan Insight – Rank One
Effect: While the Sharingan is active, a character with this skill’s Accuracy, Evasion, and Concentration statistics are increased by x, with ‘x’ being equivalent to the character’s level. The value of ‘x’ may never be less than 20. All statistical bonuses provided by this skill may not exceed 1.5x the base value of the individual statistics. Bonuses to Accuracy and Evasion are nullified when the character targets an opponent whose Speed statistic is 1.5x greater than the character’s.
Description: The first ability that is attributed to the Sharingan is the heightened state of awareness that the wielder enters when activating the dōjutsu. The eyes are able to predict the movements of enemies, or photographically catalog the details of the environment with great superiority. The enhanced accuracy and evasion that is the root of many of the Sharingan's abilities becomes stronger as each new tomoe develops. In its early stages, the Sharingan's influence increases the wielder's sensory awareness greatly, but opponents with great speed are capable of besting the dōjutsu. At more mature stages, the Sharingan is capable of predicting the movements of even the fastest foe.
Cost: -1

 

Sharingan Hypnotism – Rank One
Effect: While the Sharingan is active, a character with this skill’s non-Forbidden Genjutsu techniques with the ‘Dōjutsu; Sharingan’ descriptor gain the following effect;

 

“The target of this technique must roll a 20-sided dice. On an outcome of 1 or 2 the target may take no other actions in response to this technique. If the target of this technique is afflicted with the status effects ‘Impaired Eyesight’ or ‘Blind’ they may increase the outcome of this roll by +2 or +5 (respectively).”

 

Additionally, characters with this skill may purchase the technique ‘Genjutsu: Sharingan’ and while the Sharingan is active, ‘Genjutsu: Sharingan’ is considered seal-less.

Description: Though the many other facets of the Sharingan are greatly desired across the world, none can argue that perhaps the most potent aspect of the Sharingan is its ability to entrap a target within a Genjutsu at just a glance. Early stages of this ability manifest in incomplete ways, no more or less potent than comparable genjutsu- but later evolutions tap into the eye's ability to completely enrapture a target within the Sharingan wielder's mental whims.
Cost: -1

 

Sharingan Copy – Rank One
Effect: If the Sharingan is active during the Response Phase, a character with this skill may pay .8x Chakra, where 'x' is the cost of any technique used after this character's previous turn. The character must roll a 10-sided dice, and on an outcome of 1 - 5, the technique may be added to the character’s list of known techniques. Techniques added in this way have no Jutsu Point cost. Techniques of a certain Element, Archetype, or Style may be used without the necessary skill, but the Sharingan must be active to utilize techniques which require skills that the character does not possess. Techniques with bloodline or clan skill requirements that the character does not possess, or techniques that the character could not purchase for their standard Jutsu Point cost may not be copied. This skill may be activated 1 time per battle, or 1 time per role-play topic. Activating this skill is a free action.
Description: The power to record and store the details of any technique witnessed is a feat that has long made the Sharingan one of the most coveted kekkei genkai in existence. By simply having their bloodline active, wielders of the Sharingan are able to see the most minute details in the muscles of their foes, identify handseals in mid-combat, and even see the exact patterns of the enemy's chakra. These abilities make Sharingan-wielders impressive copy cats. In it's formative stages, the act of copying a technique is more strenuous on the body, and can produce hit or miss replications, but as the bloodline matures and the wielder becomes more practiced, the ability becomes almost fool-proof.
Cost: -1

 

Sharingan Reflection – Rank One
Effect: When a character with this skill successfully utilizes Sharingan Copy against a technique, the unresolved technique has a 10% chance of being negated. This is a triggered effect and may only activate 1 time per battle. The character consumes their Set-Up and Main Phases on a turn in which this skill activates. The activation of this skill is a free action.
Description: So fast are the reaction times of those who wield the Sharingan, that the brain is capable of quickly responding to incoming threats, and exactly duplicating the attacks of their enemies. In doing so, the wielder is able to match the exact force of the threat and nullify it. At this early stage of the Sharingan, the art of reflection is difficult, and often only performed by luck and instinct.
Cost: -1

 

 

 

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Futatsudomoe Sharingan
Only with the appearance of the second extra pupil, does the Sharingan eye begin to truly develop its considerable powers. At this stage it is must more difficult for the exemplary vision of the eyes to be bested with speed. The Sharingan's capabilities with chakra and illusions are enhanced to a higher level. At this stage, the eye begins to manifest its own forms of hypnotism. The ability to copy techniques viewed in passing is made easier through the growth, causing less strain on the body of the wielder. Most astoundingly though, the wielder develops the ability to reflect enemy jutsu back to their source.
Requirements: Level 20, Dormant Sharinan; Key to Futatsudomoe Sharingan [success], Replaces Hitotsudomoe Sharingan

 

Sharingan Insight – Rank Two
Effect: While the Sharingan is active, a character with this skill’s Accuracy, Evasion, and Concentration statistics are increased by 2x, with ‘x’ being equivalent to the character’s level. The value of ‘x’ may never be less than 30. All statistical bonuses provided by this skill may not exceed 1.5x the base value of the individual statistics. Bonuses to Accuracy and Evasion are nullified when the character targets an opponent whose Speed statistic is 2x greater than the character’s.
Description: The first ability that is attributed to the Sharingan is the heightened state of awareness that the wielder enters when activating the dōjutsu. The eyes are able to predict the movements of enemies, or photographically catalog the details of the environment with great superiority. The enhanced accuracy and evasion that is the root of many of the Sharingan's abilities becomes stronger as each new tomoe develops. In its early stages, the Sharingan's influence increases the wielder's sensory awareness greatly, but opponents with great speed are capable of besting the dōjutsu. At more mature stages, the Sharingan is capable of predicting the movements of even the fastest foe.
Cost: -1

 

Sharingan Hypnotism – Rank Two
Effect: While the Sharingan is active, a character with this skill’s non-Forbidden Genjutsu techniques with the ‘Dōjutsu; Sharingan’ descriptor gain the following effect;

 

“The target of this technique must roll a 20-sided dice. On an outcome of 1, 2, or 3 the target may take no other actions in response to this technique. If the target of this technique is afflicted with the status effects ‘Impaired Eyesight’ or ‘Blind’ they may increase the outcome of this roll by +2 or +5 (respectively).”

 

Additionally, characters with this skill may purchase the technique ‘Genjutsu: Sharingan’ and while the Sharingan is active, ‘Genjutsu: Sharingan’ is considered seal-less.

Description: Though the many other facets of the Sharingan are greatly desired across the world, none can argue that perhaps the most potent aspect of the Sharingan is its ability to entrap a target within a Genjutsu at just a glance. Early stages of this ability manifest in incomplete ways, no more or less potent than comparable genjutsu- but later evolutions tap into the eye's ability to completely enrapture a target within the Sharingan wielder's mental whims.
Cost: -1

 

Sharingan Copy – Rank Two

Effect: If the Sharingan is active during the Response Phase, a character with this skill may pay .7x Chakra, where 'x' is the cost of any technique used after this character's previous turn. The character must roll a 10-sided dice, and on an outcome of 1 - 6, the technique may be added to the wielder’s list of known techniques. Techniques added in this way have no Jutsu Point cost. Techniques of a certain Element, Archetype, or Style may be used without the necessary skill, but the Sharingan must be active to utilize techniques which require skills that the character does not possess. Techniques with bloodline or clan skill requirements that the character does not possess, or techniques that the character could not purchase for their standard Jutsu Point cost may not be copied. This skill may be activated 2 times per battle, or 1 time per role-play topic. Activating this skill is a free action.

Description: The power to record and store the details of any technique witnessed is a feat that has long made the Sharingan one of the most coveted kekkei genkai in existence. By simply having their bloodline active, wielders of the Sharingan are able to see the most minute details in the muscles of their foes, identify handseals in mid-combat, and even see the exact patterns of the enemy's chakra. These abilities make Sharingan-wielders impressive copy cats. In it's formative stages, the act of copying a technique is more strenuous on the body, and can produce hit or miss replications, but as the bloodline matures and the wielder becomes more practiced, the ability becomes almost fool-proof.
Cost: -1

 

Sharingan Reflection – Rank Two
Effect: When a character with this skill successfully utilizes Sharingan Copy against a technique, the unresolved technique has a 20% chance of being negated. This is a triggered effect and may only activate 1 time per battle. The character consumes their Set-Up and Main Phases on a turn in which this skill activates. The activation of this skill is a free action.
Description: So fast are the reaction times of those who wield the Sharingan, that the brain is capable of quickly responding to incoming threats, and exactly duplicating the attacks of their enemies. In doing so, the wielder is able to match the exact force of the threat and nullify it. With the appearance of a second tomoe, the ability to reflect attacks becomes more reliable, but still depends greatly on raw instinct.
Cost: -1

 

 

 

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Mitsudomoe Sharingan
For many years it was thought that this rank of the Sharingan was the pinnacle of what could be achieved. Despite this being proven untrue, the Mitsudomoe Sharingan is still considered a fully mature specimen of the kekkei genkai. As such, it has fully developed strength and range of its abilities. The chakra drain on the wielder is significant, but many who train themselves diligently are capable of keeping this rank of the Sharingan activated almost continuously.
Requirements: Level 40, Dormant Sharingan; Key to the Mitsudomoe Sharingan [success], Replaces Futatsudomoe Sharingan

 

Sharingan Insight – Rank Three
Effect: While the Sharingan is active, a character with this skill's Accuracy, Evasion, and Concentration statistics are increased by 3x, with ‘x’ being equivalent to the character’s level. The value of ‘x’ may never be less than 40. All statistical bonuses provided by this skill may not exceed 1.5x the base value of the individual statistics. Bonuses to Accuracy and Evasion are nullified when the character targets an opponent whose Speed statistic is 2.5x greater than the character’s.
Description: The first ability that is attributed to the Sharingan is the heightened state of awareness that the wielder enters when activating the dōjutsu. The eyes are able to predict the movements of enemies, or photographically catalog the details of the environment with great superiority. The enhanced accuracy and evasion that is the root of many of the Sharingan's abilities becomes stronger as each new tomoe develops. In its early stages, the Sharingan's influence increases the wielder's sensory awareness greatly, but opponents with great speed are capable of besting the dōjutsu. At more mature stages, the Sharingan is capable of predicting the movements of even the fastest foe.
Cost: -1

 

Sharingan Hypnotism – Rank Three
Effect: While the Sharingan is active, a character with this skill’s non-Forbidden Genjutsu techniques with the ‘Dōjutsu; Sharingan’ descriptor gain the following effect;

 

“The target of this technique must roll a 20-sided dice. On an outcome of 1, 2, 3, or 4 the target may take no other actions in response to this technique. If the target of this technique is afflicted with the status effects ‘Impaired Eyesight’ or ‘Blind’ they may increase the outcome of this roll by +2 or +5 (respectively).”

 

Additionally, characters with this skill may purchase the technique ‘Genjutsu: Sharingan’ and while the Sharingan is active, ‘Genjutsu: Sharingan’ is considered seal-less.

Description: Though the many other facets of the Sharingan are greatly desired across the world, none can argue that perhaps the most potent aspect of the Sharingan is its ability to entrap a target within a Genjutsu at just a glance. Early stages of this ability manifest in incomplete ways, no more or less potent than comparable genjutsu- but later evolutions tap into the eye's ability to completely enrapture a target within the Sharingan wielder's mental whims.
Cost: -1

 

Sharingan Copy – Rank Three
Effect: If the Sharingan is active during the Response Phase, a character with this skill may pay .6x Chakra, where 'x' is the cost of any technique used after this character's previous turn. The character must roll a 10-sided dice, and on an outcome of 1 - 7, the technique may be added to the character’s list of known techniques. Techniques added in this way have no Jutsu Point cost. Techniques of a certain Element, Archetype, or Style may be used without the necessary skill, but the Sharingan must be active to utilize techniques which require skills that the character does not possess. Techniques with bloodline or clan skill requirements that the character does not possess, or techniques that the character could not purchase for their standard Jutsu Point cost may not be copied. This skill may be activated 3 times per battle, or 1 time per role-play topic. Activating this skill is a free action.
Description: The power to record and store the details of any technique witnessed is a feat that has long made the Sharingan one of the most coveted kekkei genkai in existence. By simply having their bloodline active, wielders of the Sharingan are able to see the most minute details in the muscles of their foes, identify handseals in mid-combat, and even see the exact patterns of the enemy's chakra. These abilities make Sharingan-wielders impressive copy cats. In it's formative stages, the act of copying a technique is more strenuous on the body, and can produce hit or miss replications, but as the bloodline matures and the wielder becomes more practiced, the ability becomes almost fool-proof.
Cost: -2


Sharingan Reflection – Rank Three
Effect: When a character with this skill successfully utilizes Sharingan Copy against a technique, the unresolved technique has a 30% chance of being negated. This is a triggered effect and may only activate 2 times per battle. The character consumes their Main Phase on a turn in which this skill activates. The activation of this skill is a free action.
Description: So fast are the reaction times of those who wield the Sharingan, that the brain is capable of quickly responding to incoming threats, and exactly duplicating the attacks of their enemies. In doing so, the wielder is able to match the exact force of the threat and nullify it. The fully matured Sharingan is a much more reliable tool when attempting to negate an incoming threat, and can competently match the force of enemy attacks.
Cost: -1

 

 

 

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DuPnunW.pngMangekyō Sharingan | 万華鏡写輪眼 | Kaleidoscope Mirror Wheel Eye

The Mangekyō Sharingan is the very peak of the Sharingan's power. So rare is the ability to manifest this stage of the Sharingan, that some once said that it was a myth. It was then believed that to induce the Mangekyō Sharingan, the wielder would have to witness someone very dear to their heart die. The powers presented at this stage, are much greater than even the Toripuruha. The standard abilities of the Sharingan are all available to the Mangekyō Sharingan, but at a state that is beyond comparison to the other stages of the bloodline's evolution. The true power of the Mangekyō Sharingan lies in the abilities unique to it. Each wielder's eyes are different, holding different amazing powers. The use of the Mangekyō Sharingan is a double edged sword though. Extended use will eventually blind the wielder.
Requirements: Level 70, Dormant Sharingan; Key to the Mangekyō Sharingan [success], Does not replace Mitsudomoe Sharingan.

Activation: The Mangekyō Sharingan may be activated during the Setup Phase as a standard action. If the Mitsudomoe Sharingan is active, the Mangekyō Sharingan may be activated in any phase as a free action, though its activation cost must be paid during that phase. The Mangekyō Sharingan may be deactivated as a free action, either on its own(returning the user to the MItsudomoe Sharingan) or alongside a standard Sharingan deactivation. While the Mangekyō Sharingan is active, its Upkeep cost replaces MItsudomoe Sharingan's.

 

Sharingan Insight – Rank Four
Effect: While the Sharingan is active, a character with this skill’s Accuracy, Evasion, and Concentration statistics are increased by 4x, with ‘x’ being equivalent to the characters’s level. The value of ‘x’ may never be less than 50. All statistical bonuses provided by this skill may not exceed 1.5x the base value of the individual statistics. Bonuses to Accuracy and Evasion are nullified when the character targets an opponent whose Speed statistic is 2.5x greater than the character’s.
Description: The first ability that is attributed to the Sharingan is the heightened state of awareness that the wielder enters when activating the dōjutsu. The eyes are able to predict the movements of enemies, or photographically catalog the details of the environment with great superiority. The enhanced accuracy and evasion that is the root of many of the Sharingan's abilities becomes stronger as each new tomoe develops. In its early stages, the Sharingan's influence increases the wielder's sensory awareness greatly, but opponents with great speed are capable of besting the dōjutsu. At more mature stages, the Sharingan is capable of predicting the movements of even the fastest foe.
Cost: -2

 

Sharingan Hypnotism – Rank Four
Effect: While the Sharingan is active, a character with this skill’s non-Forbidden Genjutsu techniques with the ‘Dōjutsu; Sharingan’ descriptor gain the following effect;

 

“The target of this technique must roll a 20-sided dice. On an outcome of 1, 2, 3, 4, or 5 the target may take no other actions in response to this technique. If the target of this technique is afflicted with the status effects ‘Impaired Eyesight’ or ‘Blind’ they may increase the outcome of this roll by +2 or +5 (respectively).”

 

Additionally, characters with this skill may purchase the technique ‘Genjutsu: Sharingan’ and while the Sharingan is active, ‘Genjutsu: Sharingan’ is considered seal-less.

Description: Though the many other facets of the Sharingan are greatly desired across the world, none can argue that perhaps the most potent aspect of the Sharingan is its ability to entrap a target within a Genjutsu at just a glance. Early stages of this ability manifest in incomplete ways, no more or less potent than comparable genjutsu- but later evolutions tap into the eye's ability to completely enrapture a target within the Sharingan wielder's mental whims.
Cost: -1

 

Sharingan Copy – Rank Four
Effect: If the Sharingan is active during the Response Phase, a character with this skill may pay .5x Chakra, where 'x' is the cost of any technique used after this character's previous turn. The character with skill must roll a 10-sided dice, and on an outcome of 1 - 8, the technique may be added to the character’s list of known techniques. Techniques added in this way have no Jutsu Point cost. Techniques of a certain Element, Archetype, or Style may be used without the necessary skill, but the Sharingan must be active to utilize techniques which require skills that the character does not possess. Techniques with bloodline or clan skill requirements that the character does not possess, or techniques that the character could not purchase for their standard Jutsu Point cost may not be copied. This skill may be activated 4 times per battle, or 1 time per role-play topic. Activating this skill is a free action.
Description: The power to record and store the details of any technique witnessed is a feat that has long made the Sharingan one of the most coveted kekkei genkai in existence. By simply having their bloodline active, wielders of the Sharingan are able to see the most minute details in the muscles of their foes, identify handseals in mid-combat, and even see the exact patterns of the enemy's chakra. These abilities make Sharingan-wielders impressive copy cats. In it's formative stages, the act of copying a technique is more strenuous on the body, and can produce hit or miss replications, but as the bloodline matures and the wielder becomes more practiced, the ability becomes almost fool-proof.
Cost: -2

 

Sharingan Reflection – Rank Four
Effect: When a character with this skill successfully utilizes Sharingan Copy against a technique, the unresolved technique has a 40% Chance of being negated. This is a triggered effect and may only activate 2 times per battle. Activation of this skill is a free action.
Description: So fast are the reaction times of those who wield the Sharingan, that the brain is capable of quickly responding to incoming threats, and exactly duplicating the attacks of their enemies. In doing so, the wielder is able to match the exact force of the threat and nullify it. At the pinnacle of the Sharingan's ability, the wielder reacts so swiftly to enemy threats that reflecting them almost becomes a second nature.
Cost: -1


Sharingan Binding – [Technique]
Effect: Characters with this skill may purchase 1 technique with the 'Hijutsu; Mangekyō Sharingan' Descriptor. The chosen technique is considered to have the 'Seal-less' descriptor. This technique may be utilized a total of 10 times. (This number is inclusive of both statistical battles, and role play topics.) Upon reaching 10 uses, the technique chosen by this skill may not be utilized, and all branches of the Sharingan Bloodline have their effects reduced by 50%. If this would reduce the effects of the Sharingan to 0% then the Sharingan may not be activated, and the character with this skill is considered to be permanently under the status effect 'Blind'. The wielder may only possess as many Sharingan Binding skills as they do functioning Sharingan.
Description: Upon reaching the Mangekyō Sharingan, the wielder’s eyes have fully matured, and with that maturation come the benefits of the secret techniques embedded within each Sharingan, and known only to the wielder. Each Sharingan eye has its own technique hidden within it, and while the Mangekyō stage is active that technique may be utilized almost as effortlessly as breathing, but these techniques come at a high price. Each usage causes pain to the wielder, and with frequency of use, the eye will begin to bleed, and eventually go dim until the eye is left blinded and useless.
Cost: -0


Sharingan Binding – [Technique]
Effect: Characters with this skill may purchase 1 technique with the 'Hijutsu; Mangekyō Sharingan' Descriptor. The chosen technique is considered to have the 'Seal-less' descriptor. This technique may be utilized a total of 10 times. (This number is inclusive of both statistical battles, and role play topics.) Upon reaching 10 uses, the technique chosen by this skill may not be utilized, and all branches of the Sharingan Bloodline have their effects reduced by 50%. If this would reduce the effects of the Sharingan to 0% then the Sharingan may not be activated, and the character with this skill is considered to be permanently under the status effect 'Blind'. The wielder may only possess as many Sharingan Binding skills as they do functioning Sharingan.
Description: Upon reaching the Mangekyō Sharingan, the wielder’s eyes have fully matured, and with that maturation come the benefits of the secret techniques embedded within each Sharingan, and known only to the wielder. Each Sharingan eye has its own technique hidden within it, and while the Mangekyō stage is active that technique may be utilized almost as effortlessly as breathing, but these techniques come at a high price. Each usage causes pain to the wielder, and with frequency of use, the eye will begin to bleed, and eventually go dim until the eye is left blinded and useless.
Cost: -0

 

 

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KdgYKJj.pngEien No Mangekyō Sharingan | 永遠の万華鏡写輪眼 | Eternal Kaleidoscope Mirror Wheel Eye

The Eternal Mangekyō Sharingan is considered to be a very rare, and unnatural stage that is built off of the mature form of the Sharingan. It was quickly discovered amongst the Uchiha clan that heavy use of the Mangekyō Sharingan would permanently and irrevocably destroy the vision in their eyes. It was through chance that the clan learned of one rare, and chancy way to restore a wielders sight and even bolster their power. By transplanting another pair of Mangekyō Sharingan, a clansmen's eyes would once again see clearly, but only suitable donors would work correctly, most often blood relatives. Several times in the history of the Uchiha clan a member has slaughtered his family in an attempt to regain his sight. While this is considered the final form the Sharingan can achieve, it often comes with a stigma that leads others to avoid the wielder.
Requirements: Level 90, Sharingan Transfusion [success], Replaces Mangekyō Sharingan

 

Sharingan Transcendence – Rank One
Effect: Characters with this skill do not suffer the negative effects contained within the skill ‘Sharingan Binding’. The activation and upkeep costs of the Mangekyo Sharingan is reduced by 2.5% and all Sharingan skills that have a usage limit may be used 1 additional time per statistical battle, or role-play topic.
Description: The Eternal Mangekyō Sharingan breathes new life into the power of the Sharingan, and increases its usefulness in battle by reducing the strain on the eyes. The costs that are imposed on the body are lessened in this new state, and so the Sharingan is able to function in a more economical and efficient way, granting the wielder a greater longevity on the battlefield.
Cost: -4

Edited by Hardcore Skittlez
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Sharingan Changelog

 

• Sharingan Rank Names Updated. Dokushinha refers to the single tomoe, it has remained untouched. Ninjuha should be "Nijuha" to refer to "Double" tomoe. Toripuruha was an old piece of engrish that was updated to Mieha to be "triple" tomoe.

Sharingan Rank Names Updated. After getting some help from Rhap Sodos, I've updated the Sharingan Rank names to mean something. I had conceded before on name changes, but after discussing it with the other Uchiha Clansmen, the old scheme has been found to be a bit jarring. "Toripuruha" in particular was just accented english "Triple"- it was silly and immersion breaking. If your characters still want to refer to it as this in-character, they may continue to do so.

• Rank requirements were removed from each rank of the Sharingan. Other bloodlines have moved away from rank requirements and toward hard level requirements, this is simply bringing it up to date.

 Sharingan Upkeep normalized. Other active bloodlines have taken to a solid 5% activation/upkeep norm, so I went ahead and adjusted this down to the standard amount. The Sharingan is not stronger than its compatriot bloodlines at a similar level and should not cost yet even more. There is something of a canon precedent here, too, if we look back to the Sasuke vs Naruto battle in part 1's Valley of the End. After awakening his Mieha Sharingan, Sasuke noted that it was so chakra efficient that he could abandon using the Cursed Seal entirely to fight Naruto.

• Mangekyo Sharingan Upkeep Reduced. I set this at a flat 7.5%. As you see throughout most of these updates, I found the excess cost to be unfair when comparing its relative power. I kept it at 7.5% to pay for access to the neat Sharingan techniques attached.

• Mangekyo Sharingan may now be activated in any phase as a free action if the Mieha Sharingan is already active. This felt like an organic change to me, as the Mangekyo's increased cost makes it unlikely to be used except when you a sudden oomph or access to its techniques- many of the aforementioned techniques being able to be used in the Response Phase. Until an Uchiha gets the Eternal Mangekyo, the Mangekyo very much remains an "oh shit!" button. Transitioning from Mangekyo to Mieha still takes a Setup Phase.

• Sharingan Focus has had the Genjutsu damage buff stripped from it. This felt a little out of place to me, given that including a Concentration boost already aided the Sharingan's ability to use Genjutsu. I think that this was a portion of the bloodline that was cranking the skill cost of Focus up and making it something that would likely be entirely avoided by a non-Genjutsu focused character. I speak from personal experience on this, as Saki did not take any ranks in this skill until level 60, and I only gave them to her then because I knew that I would be fighting some Genjutsu users. The Uchiha used to have a Genjutsu booster inherent to the clan that was purged recently due to this attribute of the bloodline, so I will instead be bringing that skill back so as to continue to allow Genjutsu-focused Uchiha the option of picking up that extra oomph.

Sharingan Focus reimagined as Sharingan Hypnotism! After a long discussion with the other Uchiha clansmen, it was decided that the reworked Sharingan Focus was lackluster for Genjutsu specialists, and barely worth consideration for non-Genjutsu users. The new form should be beneficial to all, and it encourages all Sharingan Wielders to dip into Genjutsu, at least a little! Genjutsu: Sharingan may be found here.

• Sharingan Reflect now also affects Genjutsu. This was a quality of life change made at the request of the other Sharingan users... and to be honest, it never made sense for Genjutsu ot be excluded originally. After all, one of the first major instances of Sharingan Reflect that we see is Itachi using it to reverse a Genjutsu cast by Kurenai. 

• All Sharingan skills that previously costed -2 have been reduced to -1. The Sharingan was more expensive than its companion bloodlines before, which I believed to be excessive again given that the bloodline was not inherently stronger than its alternative.

 

 

Previous Sharingan found here.

Edited by Hardcore Skittlez
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Can you give examples of the other bloodlines you are comparing too? The Sharingan has some unique effects, and I was very happy with its costs beforehand so I would like some comps of where you think it was over cost. So many other bloodlines were cost based on this bloodline, so adjusting the stone that everything else is measured against is just going to cause everything else to shift around it. It's dangerous to just change prices like this.


 


Name updates seem weird given that we basically just decide what it is and we've been using those names in RP for as long as I can remember. Is this a necessary change?


 


Upkeep normalization also doesn't seem great. It was originally in there to allow players to get Sharingan earlier but have to pay extra costs. Normalizing it feels a bit lazy, though granted the old one may have been a bit too granular with four different upkeeps. Moving it to two might be better and drawing a line where it should be split. This bloodline should be held to a higher standard than OC bloodlines as it will be the pinnacle that other bloodlines are always compared to.


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On Costs

 

The big three that I'm comparing it to are sibling dojutsu. Those being: Rinnegan, Tenseigan, and Byakugan. Looking at this trio of sister bloodlines, I was basing the cost adjustment on each of them pricing their individual skills at -1 a piece. I'll expand more on the rational behind the changes below.

 

• Sharingan Vision at its maximum rank will grant: 480 Accuracy, 480 Evasion, and 480 Concentration, totaling 1440 stat points. Byakugan Vision will grant: 720 Accuracy and 720 Evasion, totaling 1440 stat points. Tenseigan Vision will grant: 600 Accuracy and 600 Evasion, totaling 1200 stat points(Lower due to the presence of Tenseigan Chakra stat points.)

 

• Looking at the above numbers, we see that each bloodline grants a comparable amount of total stat points. In the case of the Byakugan and the Tenseigan, their Vision skill costs -1 per rank. In the case of the Sharingan, the first two ranks cost -1 and the second two cost -2; for the sake of stating everything plainly, this makes the current form of the Sharingan cost 50% more than its sibling advanced system dojutsu.

 

• The previous logic for Sharingan's later Vision ranks costing 1 more was that it granted a third boosted stat, but I find this reasoning to be very flimsy. While it does grant a small level of versatility in the form of concentration, it also forces a split of stats if you want to maintain the full benefit from it. In order to obtain the full benefit of Sharingan's stat bonuses as a non-Genjutsu character, a character would need something around 1000 concentration. Of the near max level characters, these are the current concentration scores: Syaoran at 1260(Exceeds max level via cxp stats), Sato at 400(Level 91), Kikuya at 1100(Level 120, Genjutsu hybrid user), Raz at 700(Level 120), Haruyuki at 600(Level 120), Warrusu at 540(Level 114), Kouta at 400(Level 80), HT at 400(Level 82). Of these characters listed, only two characters possess enough Concentration to benefit from the full Concentration bonus of the Sharingan- one of them exceeds the normal stat maximum via cxp, and the other is a hybrid genjutsu specialist. Using this data as a jumping point, I reached the conclusion that the Concentration bonus is primarily wasted on most characters. A real Genjutsu user would benefit most from it, but would similarly be subject to missing out on a large portion, if not all, of the Accuracy benefit. Realistically, even assuming that an Uchiha would allocate some concentration to get at least half of their concentration allotment, I would place a Sharingan user as receiving roughly 1100-1200 stat value from Sharingan at level 120, before cxp is a factor.

 

• Going further on the logic of it costing more for split stats, I'll look at Hyoi Gattai(Costing roughly -2 per rank for its stat boost), and Sennika(The most expensive of these bloodlines when comparing the stat increases.) In the case of the Hyoi Gattai, it costs -2 per rank and has less total stat pool to spend in exchange for being completely versatile and able to break stat caps. If adding a single additional stat into the Byakugan/Tenseigan formula pushes the cost from -1 to -2, should not the ability to add any other non-tank stat be priced at something like -4 per rank? In the case of the Sennika, it is probably in need of a cost reduction as it is the most expensive and likely the weakest of the compared bloodlines in terms of raw statistical benefit, but it operates on a replenish-able extra resource that can grant a large statistical equivalent through spending that resource. It, however, can increase three stats of choice for any amount up to 1200 and may adjust the amount applied at their leisure.

 

• When looking at the above data, I concluded that the Sharingan Vision skill was too expensive given its compatriot advanced systems.

 

• That being said, I believe that you are 100% right that Sharingan is a trailblazer that often establishes a norm. The Sharingan previously established that norm- but has remained mostly unchanged in its skill point costs in three years. The most recent iterations of bloodlines that I am basing this off of have stepped forward from the previous groundwork that the Sharingan laid and became something greater-- just within the last year. It is my personal opinion that it is time for the Sharingan to catch up.

 

• It feels like a whisper of an after-thought here, but the Focus aspect was simply brought in line in both effect and cost with its sibling dojutsu. All Focus skills are now normalized across the various dojutsu.

 

• Later ranks of Sharingan Copy costs were dropped to match the -1 per rank standard set by sibling bloodlines. Additionally, the jump from -1 to -2 in its ranks felt rather arbitrary to me, given that the skill also has an in-battle cost that can often times(still) be rather expensive. Having to strategically use the Copy ability is good-- but having to arbitrarily pay more at the same time is not.

 

On Names

 

• It's not entirely necessary, but I don't think that the Sharingan is referred to ICly by rank so much as having the number of tomoe actually referred to directly. Toripuruha has been mentioned a few times, but I believe it was mostly in a battle context and could easily be phased out.

 

• When KC resubmitted the Sharingan in its previous iteration, I recall him speaking of changing the name of Toripuruha when he was realized that it was just "triple" in japanglish, but that he decided to keep it simply because it was legacy. I don't believe that holding on to strange or poor terminology simply because it is old or "legacy" is a prudent course of action.

 

On Upkeeps

 

• So, in the currently approved version of the Sharingan, the only rank that a character can get "early" without having a Death Bonus is the Mangekyo. They can receive the Mangekyo roughly 10 levels before a companion character with the Byakugan or the Tenseigan receives their final rank of their bloodline. After that, they will continue to pay more for a similar level of strength despite reaching or even surpassing the "normal" level that they would otherwise be able to purchase their final ranks at. Additionally, the Mangekyo is locked behind the Key system which may even prevent that character from accessing the final ranks of their bloodline until far beyond the "early" threshold. This basically meant that a Sharingan user would pay more for their bloodline in most stages of the game while truly receiving nothing in turn.

• The Mangekyo also costs "more" per turn because of its access to the eye-bound forbidden techniques, which are not inherently better or worse than other similar forbidden techniques. Many of them have a great deal of versatility, but that comes at the expense of JP. What is of value here is that they can use them seal-lessly and at jonin rank(most forbidden being sennin). I think that is worth a slight bump in upkeep, as you will probably only dip into Mangekyo pre-eternal for the express purpose of using those techniques. It is also important to note that the standard for a forbidden jutsu being available at jonin rank seems to be a level requirement of 75-ish, which is roughly met here already with the Mangekyo requiring level 70.

• I can re-implement a variable costing system with two tiers for each rank if I can also bump down the level requirements on each rank to make it so that the extra chakra cost actually meets early access.

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I made this chart for reference and comparison purposes. The bonuses are paraphrased just as a reference point.


 


 


Short Version on Costs: The Sharingan as a whole is arguably the best of the three Bloodlines listed. It gains the best in the game stat bonuses a reasonable AS can offer (I think some Yokai do more?), it has jutsu copy (a unique ability to is), has access to some of the most awesome techniques in game as part of it's kit for no extra cost, and has a final end cap skill that just makes all the things better (for the low cost of murdering your brother). That said, I agree that you pay more for Vision and Focus, but you make up for it in the other abilities in the package as a whole.


 


Long Version on Costs:


 


Vision & Focus: These two are over costed compared to others. This is true. However the bloodline has to be considered as a whole and at the end of the day. A player that wants to spend SP just to get the AS stat bonus of Uchiha will be overpaying compared to if they joined Hyuuga instead. That's not unintended. If they want to do that and not take any ranks of Copy or Reflection, they should join another one of these clans for maximizing SP. I do think 50% more cost in the overall is a bit too much. I would be fine with doing -1 on rank 3 and -2 on rank 4.


 


Copy: I argue that this should stay at -6 SP for the final. It is a unique ability and it has not cap on how much JP you can actually gain through it. It is a very powerful ability, and it is a huge draw for the clan. It doesn't really have a comparison to anything else, and I think the original costing was spot on.


 


Reflection: I think we both agree this was fine at -4 SP.


 


Transcendence: None of the other comps have anything like this, so I consider it outside of the normal and more of a 'Mastery' skill. So I count it outside of the normal cost of the bloodline.


 


Conclusion: Change just the cost on Vision & Focus and you bring the total cost of the bloodline down to 24 SP, 20 SP if you don't count the mastery skill (I don't in this case). 


 


Names: Let's keep them. They are almost as old as NA and they are endearing. Also I still dream one day of an Uchiha opening the third unlock and their opponent screaming "OH NO! TORIPURUHU SHARINGAN!!!"


 


Upkeep: You've won me over, I like your current costing.


 


Activation: You mention that Magekyou can be activated as a Free Action, which is honestly okay with me, but I would like it activated in the Setup Phase as a Free Action. I don't like the idea of activating it in the Main Phase right after you paid 5% to get a 'free' turn of it. Alternatively, you can say "As a Free Action in any phase the user may pay 7.5% of their Total Chakra to activate Mangekyou". That way you can't get around paying the extra boost of cost.


 


Also, in general, I don't see any rules about when you activate this. Can we add those somewhere, just spell out "Activated in the Setup Phase, deactivated as a free action." etc etc but nicely written.


 


Lastly, when you write out the activation and deactivation rules, clarify if you can move between Mangekyou and the Toripuruhu freely? Or once you move up can you not move down? Can you even activate the lower ranks once you unlock higher ranks? Now that there is no cost differences there isn't a huge reason to do so, and its not something we see on the show. Uchiha never move down to less tomoe.


 


Focus: I dislike that this is now the exact same thing as the Byakugan Focus. To be honest, I didn't really like that it was strictly better than the Byakugan Focus to begin with. I think that the Con bonus in the Vision does a good job representing the bonus defense Uchiha get from the Sharingan, can we maybe keep this as a Genjutsu bonus of some kind? A huge portion of their kit is how looking at their eye is an immediate "ya fucked up" for Genjutsu.


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Names

 

• I'll meet you in the middle on the names. Mieha was returned to Toripuruha, but I would like to keep Nijuha as opposed to Ninjuha, as the latter seems to just be a typo that's been carried over for years. In the case of Toripuruha, Toripuru is at least one pronunciation of "triple", whereas Ninju doesn't really seem to mean anything.

 

• While doing some reading up on the Sharingan's canon material, I found that its predictive ability was referred to as "insight", while the rest of its abilities were classified as "Hypnotism". Because of this, and in order to mark a difference from its contemporaries(at least in the case of the skill formerly called "Focus"), I've changed Sharingan Vision to "Sharingan Insight", and Sharingan Focus to "Sharingan Hypnotism".

 

Activation

 

• Added a blurb before the Key section explaining the Sharingan's activation, upkeep, and deactivation procedures. Hopefully this hits what you were wanting it to.

 

• Added a line to Mangekyo beneath its Requirements that explains how activation/upkeep works for it. I nabbed your suggested wording about paying upkeep when activated as a free action.

 

Costs

 

 

• Vision/Insight cost: I've gone ahead and made the suggested changes, but please help me understand your reasoning here. I agree that if a player does not want to utilize Copy/Reflection at all, then they should probably pick a different clan- but how does that play into the cost of the stat boosting skill? This would make sense to me if we were discussing a clan attempting to "rip off" a unique mechanic, such as Sharingan Copy-- I would tell that player "No, that's what Sharingan does. If you want the Sharingan, join the Uchiha or pry an eyeball out of someone's head." Same for something entirely unique like the Yokai. However, the stat boosting aspect here is now the most generic part of the bloodline and does not offer anything more or less beneficial in terms of raw numeric output- so why should it cost more at any level?

 

• Building on a second thought here, I mostly agree that if someone wants the Sharingan and then only uses the stat boosting aspect of it, they are wasting the flavor, the potential, and the limited quantity of that bloodline. That being said, restricting the cost of one thing just in case a player does or does not want another thing hits short of the mark for me. There's a common complaint that the Uchiha are all widely the same, and that complaint does have some substantial merit to it. That being said, if we more or less 'force' a character to fully follow the Sharingan/Uchiha path while also charging them more SP for their "mundane" bloodline skills(thereby limiting their total SP pool to spend on other things), don't we further facilitate a system wherein those characters are doomed to at least some degree of homogeny?

 

• Focus/Hypnotism cost: Changed, no problems with the new cost.

 

Hypnotism (Focus)

 

• I went ahead and entirely changed this. Since a big part of the Sharingan's battle prowess lies in an all-purpose technique referred to in canon as "Genjutsu: Sharingan", I've turned Focus into "Hypnotism" and made it a vehicle for that line of techniques. To capitalize on what you said was a "ya fucked up" moment, I've added a roll decreasing aspect here. I think that this is an accurate representation of the Sharingan's Genjutsu prowess, as it is hard to not make eye contact with a person in battle. You can't really "dodge" someone's stare, haha.

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Names: That seems like a fine compromise. Changing the names on the other ability also seems fine as they get even more different from the sister clans. Keeping them too similar makes them easier to confuse, which was fine when they were nearly identical.

 

Activation: Also good, this covers my questions. However in Mangekyo you have a floating "If the Mangekyō Sharingan is activated as a free action." at the end. 

 

Costs: We talked about this on Skype, but I still believe that the costs I gave were correct. The +1 SP on the Vision/Insight accounts for the breadth of ability that the Copy and Techniques give you that the other clans just do not have. The Uchiha get a much wider ability for attacking than Hyuuga, and that horizontal power comes at a cost of slightly higher costs per ability. As I mentioned, there are to points to costing when looking at a complex system like a bloodline. A.) Holistic pricing is correct, that is, the price for the whole bloodline is appropriate when all of its power is tallied and B.) The bloodline encourages players to take what we want them to take, and it is fun to do so. In a perfect world, I would likely cost the two technique slots at -1 SP each, but at -0 players are encourages to take them because they are 'free'. If we put a -1 SP cost on both of them its possible a player would skip it and that is not what we want them to do. We want all the Uchiha to play with the cool toys that are out there. So this costs gets shifted elsewhere, and the 1440 stat boost gets bumped from -4 SP to -5 Sp to account. 

 

In a normal bloodline we often just put the prices where they are needed, but on something as high profile as the Uchiha I think it is important to go for the elegant design as well, because as we know this will be held as the example for countless bloodlines in the future.

 

Hypnotism: So, finally got to reading this. I really like where this is going, it's an interesting idea, but there are some things that jump out at me.

  1. -12 to a dodge roll can cause a player to have a 100% chance to hit. This is an extreme no-no. A 95% chance to hit is the highest we go to, and even that is special case. I'm not sure that is the direction this wants to go.
  2. This would be the only branch that would only help one style of fighting. Insight definitely helps a Nin/Gen hybrid the most, but a Nin user and a Gen user can both get mileage out of it. Previously it was Genjutsu defense, which while it was not the greatest fit did have an appeal to both types of Uchiha builds.

  3. A bonus to hit like this is very similar to the Concentration bonus that is given in the first ability, but simply re-written in a different stance.

I really like the play on the Sharingan Genjutsu, because I agree that it is another very large trope of the clan's fighting style. I wonder if there is a way we can do this that doesn't incease chance to hit or evasion, but can also be useful to both Nin and Gen focused Uchiha (at least in some capacity, it can lean towards Genjutsu as long as it's not simply dead for Ninjutsu). Normally I would let a bloodline focus where ever it wants to focus, but I think that since the Insight* places into the hybrid or even just the straight Ninjutsu build, that all the branches should follow that. (* What I mean here is that Acc and Con both help Ninjutsu, but Acc is a dead stat to a straight Genjutsu user. Thus the Sharingan is for the Ninjutsu user or the Ninjutsu / Genjutsu hybrid.)


 


I will think over some ideas for this.


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No longer on hold! After a long discussion with the other Uchiha clan members and some serious thinking, a few changes have been made to make the bloodline a better fit for all builds. The patch notes were updated with the following three bullets:

 

• Sharingan Rank Names Updated. After getting some help from Rhap Sodos, I've updated the Sharingan Rank names to mean something. I had conceded before on name changes, but after discussing it with the other Uchiha Clansmen, the old scheme has been found to be a bit jarring. "Toripuruha" in particular was just accented english "Triple"- it was silly and immersion breaking. If your characters still want to refer to it as this in-character, they may continue to do so.

• Sharingan Focus reimagined as Sharingan Hypnotism! After a long discussion with the other Uchiha clansmen, it was decided that the reworked Sharingan Focus was lackluster for Genjutsu specialists, and barely worth consideration for non-Genjutsu users. The new form should be beneficial to all, and it encourages all Sharingan Wielders to dip into Genjutsu, at least a little! Genjutsu: Sharingan may be found here.

• Sharingan Reflect now also affects Genjutsu. This was a quality of life change made at the request of the other Sharingan users... and to be honest, it never made sense for Genjutsu ot be excluded originally. After all, one of the first major instances of Sharingan Reflect that we see is Itachi using it to reverse a Genjutsu cast by Kurenai. 

Edited by Hardcore Skittlez
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Forward warning: Going to go through this in an unusual-ish order since its the order that I think about this in.

 

 

Restrictions: Ranks within the Sharingan do not stack, If the Sharingan is active all advanced regeneration is suspended until it is deactivated. Each rank overrides the previous except Mangekyō Sharingan, which does not override Mitsudomoe Sharingan.

This looks fine.

Activation/Upkeep: The Sharingan may be activated in the Setup Phase as a standard action and may be deactivated during any phase as a Free Action. The upkeep and activation cost of the Sharingan are paid at the end of the user's Setup Phase. If a character would be incapable of paying the full cost activation or upkeep cost of the Sharingan during a turn, it is deactivated automatically at the end of their Setup Phase during that turn. A character is not required to pay the Sharingan or Mangekyō Sharingan's upkeep cost on a turn in which the activation cost was paid.

Weird wording. Change "If a character would be incapable of paying the full cost activation or upkeep cost of the Sharingan during a turn" to "If a character is unable to pay the upkeep cost of the Sharingan,". You don't need to mention the activation because... you can't activate without the cost. That doesn't need explanation. Also the last line contradicts what we talked about on Discord. I would just remove this line.

Key to Hitotsudomoe Sharingan
Key to Futatsudomoe Sharingan
Key to Mitsudomoe Sharingan
Key to Mangekyō Sharingan

When can you roll these dice? Do you need to meet the level requirements to start rolling?

Hitotsudomoe/Futatsudomoe/Mitsudomoe Sharingan activation/upkeep
• 5% total chakra •

Mangekyō Sharingan activation/upkeep
• 7.5% total chakra •

Upkeep costs look fine. Only issue I could see is confusion with whether Mangekyou is a layer on top of Mitsudome or its own thing. Kind of minor though.

Hitotsudomoe Sharingan
Requirements: Dormant Sharingan; Key to Hitotsudomoe Sharingan [success]

Futatsudomoe Sharingan
Requirements: Level 20, Dormant Sharinan; Key to Futatsudomoe Sharingan [success], Replaces Hitotsudomoe Sharingan

Mitsudomoe Sharingan
Requirements: Level 40, Dormant Sharingan; Key to the Mitsudomoe Sharingan [success], Replaces Futatsudomoe Sharingan

So looking at this, now that we removed the rank restrictions these feel a little low. Level 40 is 17,000 EXP, which is approximately 24.6% of the way to level 120. There is 75% of the character's EXP and leveling experience where they are at the third range of Sharingan. It feels like players will blow past the first two ranks very quickly, enough so that it makes me question if we would even want all three ranks if they only last 8,000 EXP and 9,000 EXP respectively. Obviously we don't want to cut the ranks because this is the Sharingan and it has ranks, but that is my thought process if I was approaching this as any other bloodline. The keys make this a bit harder to hit, especially if you can only start rolling at these levels. But its something to chew on, especially when looking at other bloodlines. We seem to look at levels as "level 60 is halfway through the game!" when really level 60 is only approximately 39% of the way through the game.

Sharingan Insight
Good.

Sharingan Copy
Good.

Sharingan Reflection
Good.

Sharingan Hypnotism
Wording update first to clarify.

“The target of this technique must roll a 20-sided dice before any other action in their Response Phase. On an outcome of 1, 2, 3, or 4 the target may take no other actions in response to this technique. If the target of this technique is afflicted with the status effects ‘Impaired Eyesight’ or ‘Blind’ they may increase the outcome of this roll by +2 or +5 (respectively).”

Mechanically, why does it go from [1], [1-2], [1-4], [1-5]? Ending at 25% is pretty heavy too, but its a decent bonus considering the counter of blinding yourself. I would almost want to start this at 1-2 and increase from there each rank rather than having the jump between one and the other.

Overall though I like the flavor and the way this is good for both Genjutsu specialists as well as people just dabbling in Genjutsu on the side. I'm always weary of abilities that make things auto hit without the chance for an opponent to respond, HOWEVER, this is usually a concern because you can hit someone with Vulnerable and they can't do anything. Since Vulnerable is getting changed, this concern is lessened. I think we could playtest with this as it currently us, but I am expecting for one of my characters to get hit by this at some point and for it to make me really upset because I had no chance to respond. Unless of course I have Gai-sensei with me telling me to blind myself.




Mangekyō Sharingan
Requirements: Level 70, Dormant Sharingan; Key to the Mangekyō Sharingan [success], Does not replace Mitsudomoe Sharingan.

Pending conversation above about previous levels I might want to push this up to 80. Maybe not though, even if the others have their level requirement shifted up.

Activation: The Mangekyō Sharingan may be activated during the Setup Phase as a standard action. If the Mitsudomoe Sharingan is active, the Mangekyō Sharingan may be activated in any phase as a free action, though its activation cost must be paid during that phase. The Mangekyō Sharingan may be deactivated as a free action, either on its own(returning the user to the MItsudomoe Sharingan) or alongside a standard Sharingan deactivation.

Good. Though we need to sort the contradiction mentioned above.

Bindings
Good.


Eien No Mangekyō Sharingan
Requirements: Level 90, Sharingan Transfusion [success], Replaces Mangekyō Sharingan

Sharingan Transcendence – Rank One
Effect: Characters with this skill do not suffer the negative effects contained within the skill ‘Sharingan Binding’. The activation and upkeep costs of the Mangekyo Sharingan is reduced by 2.5% and all Sharingan skills that have a usage limit may be used 1 additional time per statistical battle, or role-play topic.
Description: The Eternal Mangekyō Sharingan breathes new life into the power of the Sharingan, and increases its usefulness in battle by reducing the strain on the eyes. The costs that are imposed on the body are lessened in this new state, and so the Sharingan is able to function in a more economical and efficient way, granting the wielder a greater longevity on the battlefield.
Cost: -4

This seems fine. Pretty straightforward.

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Activation/Upkeep: Requested changes made.


 


Keys: Yeah, you should need to meet the level requirements to start rolling these keys. I added a little rule about that in there with the caveat that a GM, with staff permission, may grant keys early. This is primarily because the Sharingan is unlocked through emotional trauma, and it'd feel very immersion breaking to me for a character to witness the death of their lover/best friend/family and not be able to pop open a key early.


 


Level Requirements: I'd prefer the level requirements remain about where they are now. It does feel like you jump to the ranks fairly early if you look at levels alone, but with the RP/Key components, it's possible that you may not upgrade your Sharingan for quite awhile. Additionally, the Mangekyo is a huge thing that many Uchiha look forward to, since it's when some of their coolest abilities get unlocked. 70 might seem a bit early when you look at the time you'll spend at the 70-90 range vs the 90-120 range, but my own Saki has been around for nearly 3 years and has only just now entered in the range to actually start rolling for the Mangekyo key-- and it's anyone's guess how long it'll be before she suffers a real emotional trauma significant enough to unlock the Mangekyo.


 


Hyponotism: Adjusted the first rank to be on a roll of 1-2. I can adjust the top-end down to 20% (1-4 roll), but as you said, I shot for 25% originally given that you can avoid its mechanics entirely by impairing your vision. 


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I think this all looks good now. The points about the level and keys is fine, but I wanted to discuss it so that future bloodlines take it into account. The Sharingan has lower level requirements because of the hoop of getting the keys unlocked. I say we can try Hypnotism where it is at and if it ends up being too oppressive at 25% we can move it down later.


 


 


Approved

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