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Midaraku | God's Depravity

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Midaraku | God’s Depravity | 未堕落
 

This Kekkai Genkai, deemed Midaraku or God’s Depravity, grants those belonging to the Gyoukou clan the ability to effectively become 'Guardian's of Nature' as some describe it. Blessed or cursed by the gods to become one with nature itself, the Gyoukou clansmen discovered that their deviation from the practices of Ninshu to explore the possibility of Ninjutsu in the world would bring about an, initially, undesired change. Because of the 'First Gyoukou's' exposure and influence at the hands of a 'god' of old, their eventual manifestation of Chakra generated an unnatural reaction with their bodies. It is unclear if it truly stems from their blood or it is a component of the soul itself, afflicting the First Gyoukou's family line solely. Through the Chakra Pathway System flows Chakra that is most ominous and atypical from the traditional, translucent blue most would consider normal. Instead, these individuals' Chakra have the appearance of having been plunged in shades of blackness, with inklings of iridescent purple flickering  in the light at arbitrary intervals along the surface of the otherworldly substance. Thorough examinations of this particular Chakra have insisted it is a composition of not only physical energy and spiritual energy, but strangely enough, natural energy as well. Not only does the Chakra possess an energy component otherwise found in nature, it is characteristic amongst all the clansmen that wield this unique life force to not do so entirely of their own accord. In simplest terms, their Chakra holds a degree of 'will' of its own. It is through this mild sentience that their Chakra seeks out other forms of Chakra, specifically those modified with nature manipulation, wishing to 'devour them' more or less. This is best utilized by the transformative appearance the Gyoukou take on as they allow their Chakra to engulf them wholly. When desired, the Gyoukou's receptive body is willingly besieged completely and entirely by the semi-reactive energy, transmogrifying their form into a seeming being of darkness. However, this form isn't without consequence, as the Gyoukou experiences their body continually being 'eaten away', though it is largely unnoticeable at first. Their skin becomes rigid and coarse to the touch, as well as turns pitch-black as night, save for the myriad of white, luminescent tattoo-esque lines riddled throughout the wielder’s body which all converge on the handprint symbol, identical to the clan's emblem, on the Gyoukou's abdomen. Complete with inverted eye and hair color, the newly demon-like beings are poised for combat, displaying a variety of abilities that make them especially formidable opponents. Their new appearance has a tendency to be misleading, however. Rather than taking on the shape of ominous beings with powers overwhelming at their disposal, they are more disposed to facing down those with such irrepressible might, standing firm and unwavering as the enemy whittle themselves away trying to break and exterminate the Gyoukou demon.
 

Physiological Inhibitor
Due to the volatile nature of the Gyoukou's chakra, it has become commonly known that any means to restore a clansman's body to its original state is often met with diminished results.
Effect: Medical Ninjutsu and medicinal items are 25% less effective when used on characters with this skill.

Requirements: Must be taken at Character Creation.

Cost: +1


Blackened Core
The Chakra that the Gyoukou meld and shape is different than the norm. It possesses a likeness to darkness in its appearance, and in even function some choose to believe, and yet, it is different in numerous ways. First and foremost, it is not an amalgamation of the base elements that otherwise make up the element, but instead is more in line with any regular individual’s Chakra in its purest form - simply more 'corrupted'. However, it is oppressive in its own way, retaining borderline sentience as it is melded into purpose with its semi-malleable composition. It is through this characteristic that this Chakra is significantly easier to apply shape manipulation to, even with its abnormal density, but the holder in question will struggle likewise with nature manipulation. As a trade-off for the difficulty associated with converting their Chakra into specific elements, wielders of this Chakra hold an equal opportunity to harness all five basic elements unlike most who have both affinities towards certain elements and potential to learn others with time and dedication. Ultimately, notwithstanding the intricacies associated with converting into even basic elements, this Chakra’s base, primal usage is in the total domination of said elements, suppressing and assimilating them into its very makeup.
Effect: Characters with this skill do not gain any Elemental Specialties, but may purchase all five (5) ranks of Subtle Elements.

Requirements: Physiological Inhibitor

Cost: -1

 

Midaraku | God’s Depravity | 未堕落
 

Midaraku Activation & Upkeep RulesThe Midaraku may be activated as a Setup Phase action and may be deactivated during any phase as a free action. The effects of all advanced regeneration skills are negated while Midaraku is active.

Activation Cost5% Total Chakra & 5% Total Stamina

Upkeep Cost2.5% Total Chakra & 2.5% Total Stamina


Midaraku Fortification
The transformation into the dark enigma that is the Midaraku is a wondrously, powerful possibility in the hands of anyone lucky enough to harness it, but it is unmistakable that the wielder in question trades this new form for vitality and energy. As quickly as the user transforms, so does the very life begin to drain away from their abominable body thanks to the damaging Chakra that enshrouds them. As a result, the wielder is pressed for time in taking down his/her opponents, but in the meantime, such a circumstance isn’t entirely without merit. The semi-cognizant Chakra that courses through the Gyoukou, particularly when the blackened form is invoked, is supplied with greater physical durability, becoming acutely responsive to the fluctuating pain and injury wreaking havoc on the wielder’s body, self-inflicted or not. The Gyoukou’s chakra coils expand reactively with a greater flow of Chakra, which has a seemingly coagulation effect as it grows denser and denser by the second. It is through this event that the ninja will prove to be considerably more resilience, protecting them from external harm.
Effect: While Midaraku is active, this character gains x Defense per rank in this skill, where x is equal to the total Health the user is currently missing divided by four (4), rounded up. This bonus is capped at 1.5x of this character's total Health.
Requirements: Blackened Core
Rank: 4; Each rank may be purchased every 20 levels
Cost: -1

Midaraku Suppression
Due to the sophisticated nature of their Chakra, Gyoukou ninja are much less prone to taking damage when it comes to most techniques modified with nature manipulation. As these Jutsu come into contact with their bodies, the ravenous Chakra that surrounds the ninja’s body and courses through their veins actively subjugates the Chakra containing the Jutsu, subduing it as it attempts to assimilate it into itself. While not always successful, it proves effective in dampening the trauma it would impose upon the Gyoukou ninja and even works to provide a minimal curative process to their body.
Effect: While Midaraku is active, when this character takes damage
 from a Ninjutsu of a basic element (after defensive mods), the damage is reduced to 0 and afflicts 'Suppression; X/Y' to the character for Y turns, where X is equal to the damage reduced and Y is equal to the rank in this skill. If the user takes damage from a Combinatorial Element Ninjutsu, the damage is instead reduced by [1.0 - (0.25*Z)]X damage, where Z is the Tier of the Element. The effects of techniques are applied as normal.
Requirements: Blackened Core
Rank: 4; Each rank may be purchased every 20 levels
Cost: -2

 

Quote

Suppression [Technique Name]
You take X unmodified damage per turn.
Max Duration: 4 turns
Cost Points: ---


Midaraku Assimilation
Ultimately, the Gyoukou’s sinister chakra craves the chakra of those Jutsu imbued with one of the basic five elements most of all, as all things in nature are derived from them down to their fundamental level. Devouring these tasty morsels and absorbing them into its very being is of the utmost importance. If the Gyoukou member is lucky enough, their Chakra will consume enough of this elemental damage, swallowing it to re-purpose it for later.
Effect: While Midaraku is active, this character gains 2x [Element] Charges per rank in this skill when they take damage from a strike of an elemental attack (excluding Void), where x is equal to the damage dealt before defensive modifiers are applied or the base cost of the attack, whichever is higher. [Element] is determined by the element of the attack in question and is limited to basic elements; however, if the attack is a Combinatorial Element, this character may choose one of the basic elements required to make it instead. If this character uses a Construct or Response Phase technique that negates an attack, they also gain 2x [Element] Charges per rank in this skill equal to the amount of damage reduced or negated. If characters with this skill did not take damage from an opponent since the beginning of their turn, once per turn as a free action during the Setup Phase, the character may pay 25 Chakra to generate 50 [Element] Charges per rank in this skill during their Setup Phase. Characters with this skill may possess an amount of [Element] Charge of each type equal to their level times twenty-five (25).
Requirements: Blackened Core. Rank 1 must be taken with Han Midaraku. Rank 2 must be taken with Shin Midaraku.
Rank: 2
Cost: -2

 

Han Midaraku | Demi God’s Depravity | 半未堕落
 

To many, this is the pinnacle of the Midaraku Bloodline, which they wouldn't be entirely wrong in believing. In a way, everything pertaining to the bloodline before achieving this level was solely dedicated as a glorified step ladder, largely holding no purpose any longer when this form is assumed. After successfully assimilating a Ninjutsu of the basic five elements, the Gyoukou will extract the “essence” of the absorbed Ninjutsu from their body, which takes on the appearance of a colorful sphere levitating before the handprint symbol upon their abdomens, and absorbs it into them once again. The sphere is promptly reduced into particles that spreads throughout the ninja’s body. When it has reached every inch of his/her being, their pitch black colored skin tone begins to gradually shift in color corresponding to the given sphere’s but that isn't all. The very flesh of the clan member seems to disintegrate as a new substance replaces the surface of the body until the entirety of the ninja has been substituted by a mass of fire, water, wind, earth or lightning, depending upon the element absorbed, in the shape of a human body. It isn't a simple coat or armor of the given element concealing the Gyoukou’s true form, but a thorough replacement of the body’s complete composition, replacing the cells, blood, bones; everything. The compressed essence was transfused to the wielder’s actual soul, transcending its existence to something more than human, becoming 'one with nature'. As Gyoukou members versed in the clan’s history have stated, they've attained the appearance and even abilities akin to the 'gods', explaining their self-proclaimed roles as 'Guardians of Gods'.

Han Midaraku Activation & Upkeep RulesThe Han Midaraku may only be activated if the character has the Midaraku active. The Han Midaraku is activated as a Setup Phase action and it replaces the Midaraku and all of it's effects and costs while it is active. The character may disable the Han Midaraku as a free action in any phase. If they do they may choose to return to the Midaraku. The effects of all advanced regeneration skills are negated while Han Midaraku is active.

Han Midaraku LimitsThe Han Midaraku may only be active for three (3) turns and cannot be activated again for another three (3) turns.

Activation Cost: 500 [Element] Charges

Upkeep Cost5% Total Chakra & 5% Total Stamina

 

EffectWhile Han Midaraku is active, this character has the following bonuses.

• Two of their statistics are increased by 3x according to their [Element], where x is equal to this character's level. 

• Taijutsu and Basic Attacks used by this character are treated as [Element] and are modified by Taijutsu and Ninjutsu.

• Total damage dealt to this character by [Element] is reduced by 25%.

• Total damage dealt to this character by Combinatorial Elements that include [Element] is reduced by 25-5y%, where y is equal to the Combinatorial Element's tier.

• Gains [Element] Specialty skill, which has an increased 50% bonus, rounded down.

• Corresponding Subtle Element skill effects are doubled.

• [Element] Ninjutsu have their cost reduced by 10%. This reduction stacks with other effects and may exceed the maximum cost reduction.

• May not use any attack that makes use of an element that is not [Element]. 

 

Fire: Ninjutsu & Evasion

Water: Ninjutsu & Concentration

Lightning: Speed & Accuracy

Earth: Taijutsu & Defense

Wind: Taijutsu & Ninjutsu

 

Requirements: Level 30 Chuunin Rank. Midaraku Fortification & Suppression Rank 2; Midaraku Assimilation Rank 1; All 5 Subtle Elements.
Cost: -2


Shin Midaraku | True God’s Depravity | 真未堕落
 

While the Han Midaraku has been credited as the ultimate kekkai genkai ability for the Gyoukou, there exists a level beyond it. Only the best and greatest minds and talents will be able to achieve such a miraculous feat. Though the masses would, perhaps exaggeratedly, consider those that have acquired the Han Midaraku to be akin to the gods that once walked the earth, they would be incorrect. As powerful as a Gyoukou would become assuming such a form, they are still tied to many worldly concepts, such as contracting illnesses or even being physically touched (albeit, not without consequence). It is the Shin Midaraku that pushes the boundaries of the ninja’s human existence, practically cutting all ties with their humanity as they become a being of limitless matter or energy.

Shin Midaraku Activation & Upkeep Rules: The Shin Midaraku may only be activated if the character has the Midaraku or Han Midaraku active. The Shin Midaraku is activated as a Setup Phase action and it replaces the Midaraku or the Han Midaraku and all of it's effects and costs while it is active. The character may disable the Shin Midaraku as a free action in any phase. If they do they may choose to return to the Midaraku. The effects of all advanced regeneration skills are negated while Shin Midaraku is active.

Shin Midaraku LimitsThe Shin Midaraku may only be active for three (3) turns and cannot be activated again for another three (3) turns.

Activation Cost: 1000 [Element] Charges or 500 [Element] Charge while Han Midaraku is active

Upkeep Cost5% Total Chakra & 5% Total Stamina

 

EffectWhile Shin Midaraku is active, this character has the following bonuses.

• Two of their statistics are increased by 6x according to their [Element], where x is equal to this character's level. 

• Taijutsu and Basic Attacks used by this character are treated as [Element] and are modified by Taijutsu and Ninjutsu.

• Total damage dealt to this character by [Element] is reduced by 50%.

• Total damage dealt to this character by Combinatorial Elements that include [Element] is reduced by 50-10y%, where y is equal to the Combinatorial Element's tier.

• Gains [Element] Specialty skill, which has an increased 100% bonus.

• Corresponding Subtle Element skill effects are tripled.

• [Element] Ninjutsu have their costs reduced by 20%. This reduction stacks with other effects and may exceed the maximum cost reduction.

• May not use any attack that makes use of an element that is not [Element].

 

Fire: Ninjutsu & Evasion

Water: Ninjutsu & Concentration

Lightning: Speed & Accuracy

Earth: Taijutsu & Defense

Wind: Taijutsu & Ninjutsu

 

Requirements: Level 60; Jounin Rank. Midaraku Fortification & Suppression Rank 4; Midaraku Assimilation Rank 2; Han Midaraku.

Cost: -2

 

Midaraku Masteries

 

Divine Control
Having transformed into a literal incarnation of one of the world’s fundamental elements, these shinobi find it much easier to manipulate their elemental natured chakra and may so do without the need for the traditional hand seals.
Effect: When activating Han or Shin Midaraku, characters with this skill may pay an additional 500 [Element] Charges to treat all of their [Element] techniques as Seal-less. If a given [Element] is already Seal-less, it costs 30% less.
Requirements: Han Midaraku
Cost: -2

 

Divine Resurgence
Due to their nature as an elemental avatar, these transformed ninja are much more prone to utilizing these very elements to their advantage when they’re used against them. Rather than simply resisting their own element, they also partially absorb these attacks of chakra to revitalize their inhuman form.
Effect: When activating Han or Shin Midaraku, characters with this skill may pay an additional 500 [Element] Charges to heal for 10% of any damage dealt to them by [Element] attacks, while Combinatorial Elements containing [Element] heal them for 10-2x%, where X is equal to the Combinatorial Element’s Tier.
Requirements: Han Midaraku
Cost: -1

 

Divine Conversion
While a Gyoukou clansman may possess the literal essence of the elements, certain situations demand they shift their present elemental state to that of another on the fly, always ready for anything thrown at them.
Effect: While Han or Shin Midaraku is active, once per turn as a free action during any Phase, characters with this skill may pay the necessary [Element] Charges to change their current [Element] to another.
Requirements: Han Midaraku
Cost: -1

 

Divine Resilience
The human body, as known by most, is prone to any number of illnesses and conditions without intensive training to resist such ailments. These changed beings are a little less fragile however, capable of outright ignoring these detrimental effects.
Effect: When activating Han or Shin Midaraku, characters with this skill may pay an additional 500 [Element] Charges to gain a 10% chance every turn to ignore any non-Genjutsu status effect afflicting them for one (1) turn.
Requirements: Han Midaraku
Cost: -2

 

Divine Transcendence
It is commonplace that much of nature cannot be influenced or touched by ordinary objects or people. When transcending their humanity, the same applies to the Gyoukou.
Effect: When activating Han or Shin Midaraku, characters with this skill may pay an additional 500 [Element] Charges to gain a 10% chance every turn to dodge any Taijutsu, weapon attack or basic attack targeting them that is exclusively modified by Taijutsu. This effect occurs before dodge rolls are made.
Requirements: Han Midaraku
Cost: -2

 

Divine Everlasting

Given the volatile state that a Gyoukou undergoes when transforming into an element, they may only do so for so long. However, some can maintain the state far longer than others, affording them greater opportunity to dispatch those that oppose them before reverting back to normal.

Effect: When activating Han or Shin Midaraku, characters with this skill may pay up to 1500 additional [Element] Charges to gain an additional one (1) turn to the activated skill’s duration for every 750 paid.
Requirements: Han Midaraku
Cost: -3

Edited by Celes
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Restrictions
The line "This bloodline cannot be stolen under any circumstances." is not really something we allow without really good mechanical reasons. Otherwise everyone would just staple this to their custom bloodlines.

 

Blackened Core
I think we can clean this effect up some. Now that it doesn't try and give Dark that isn't Dark I think its a lot better.

 

The character receives the skill ‘Unsubtle Element; Void’ for 0 Skill Points. This skill replaces the character's starting village bonus skill. The character cannot learn Void techniques unless they have the [Hijutsu; Gyoukou] jutsu tag. Additionally, the character is incapable of possessing any Elemental Specialty or Combinatorial Element skills. The character may take an additional two (2) ranks of Subtle Elements, at double the Skill Point cost.


Symbiosis
Unfortunately have to deny this as is. Health regeneration is a very rare ability. In order to have this you will need to make it the focus and find a way to do it differently than the Kaguya that already do it passively.


Physiological Inhibitor
I assume this is here because of Symbiosis.


Midaraku Fortification
This is a unique bonus, I like it. You're doing more math in here than you need to. You could do "they gain x Defense per rank in this skill, where x is equal to the total Health the user has lost in battle divided by five (5) rounded up." In addition, I feel like this Defense bonus should have some kind of cap to it since a medical ninja could potentially get an infinitely large Defense modifier.


Midaraku Suppression
This is very similar to the Alchemy bloodline's defense branch. The get percentile reductions to incoming elemental damage as well. 

 

 

I'm going to stop my review here because this bloodline unfortunately appears to be the combination of two separately already existing bloodlines- the Kaguya clan and the Alchem clan. I'm not sure if you were aware of their existence, but making sure bloodlines are unique from other bloodlines is one of our core tenants for bloodlines overall.

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Restrictions
 

Ah, of course everyone would. I did have a loosely good reason for such, but after adjusting things, its definitely safe to say that can be removed. Just forgot to do it.

 

Blackened Core

 

Yeah, I really didn't like Dark in the first place. Fit so much better, but ultimately, doesn't matter. And thanks, much better wording.

 

Symbiosis

 

Fair enough. It definitely wont be the focus of the bloodline, so removed.

 

Physiological Inhibitor
 

Not entirely. I created this prior to Symbiosis and kind of tied them together, but it wasn't really necessary. Is it an issue as well, however?

 

Midaraku Fortification
 

Added that it is limited to 1.5x of the user's total Health.

 

Midaraku Suppression

 

Sorry, I wasn't aware. I thought I remembered what the Alchem did from years back, but that was wrong apparently. I had noticed the Kaguya, though only after having already created the similar skills. I wasn't certain how dissimilar effects were meant to be between bloodlines, so I figured I'd keep them in and see the extent myself since it is difficult to ascertain that as is. However, I do question this somewhat because of the completely identical skills between the Rinnegan and Akazonae. Not sure if an exception was made there or not.

 

Quote
Prey’s Shadow
Description: The ninja with the ability of Akazonae has the ability to track the unique essence signature of its prey; at times predicting their movements based on their energy outputs within their vessel.
Effect: Characters with this skill have a 5% chance per rank in this skill to negate the damage and effects of an unresolved Ninjutsu or Genjutsu technique targeting them. This is a triggered effect that occurs before any Dodge rolls.
Restrictions: May not be taken with Aura Perception; Premonition
Ranks: 4
Cost: -1 SP

 

Rinnegan Absorption - Rank [ - ]
Effect: Characters with this skill have a 5% chance per rank in this skill to negate the damage and effects of an unresolved Ninjutsu or Genjutsu technique targeting them. This is a triggered effect that occurs before any Dodge rolls.
Description: Through use of Ōtsutsuki clan abilities, a wielder of the Rinnegan is capable of using the diverse powers of their bloodline to instinctively transport the chakra of others to another dimension. While not fool-proof, this ability becomes stronger as the wielder grows in strength, eventually granting a strong defense against ninjutsu or genjutsu that are caught in their gaze. This absorption creates a black sphere in front of the wielder, which absorbs the attack, much like a black hole would.
Total Ranks: 5
Cost: -1

 

My 'Midaraku Assimilation' is similar to this as well, though I had hoped it was unique enough in that it is limited to Ninjutsu of the basic five elements, among other limitations, which is the focus of this bloodline. Defending largely against the five elements, absorbing them, and becoming/turning into them in a tank-oriented manner. In any case, I've made adjustments, though it might be a bit of a pain in the ass with the tracking of Suppression.

 

Alternatively, how would simply delaying the application of the damage until X turns sound? Also something of a pain, but less so than the aforementioned, while also feeling a little too binary with it seeming too strong or not strong enough if the number of turns is lowered. Might just be me.

Edited by Celes
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Blackened Core
This looks good now.


Physiological Inhibitor
This should probably be +1 and not +2. The Kaguya have a similar hindering that is +1 and can be between 10% and 50% healing reduction. 


Midaraku Fortification
So if you have 1000 Health you will be paying 25 per turn, and gaining +5 Defense per turn barring any other effects. This seems fine.


Midaraku Suppression
I really like this ability, but there are a few things. When are you applying Defense to this damage? Before it is turned into Suppression? After it is turned into Suppression? Both? Also what happens to effects, do you still take the effects on that turn and just the damage is suppressed? Will likely have more to say here when I know this answer. Also, (0.5 + 0.1 - 0.Z) simplify to (0.6 - 0.Z).


Suppression [Technique Name]
You can just have the effect say "You take X damage per turn." You don't need to explain that its from a technique that dealt damage to you, the effect doesn't really care about that.

 

Unsubtle Element; Void
I would put a requirement of 'Blackened Core' on this and make it cost -0. As for the effect, the seal-less portion is fine but the Chakra refunding math is broken. You are saying 2/y, so the more elements you use the smaller a bonus it is. Also, you say y can be 0, which means you are trying to divide by 0. Is this suppose to be a * instead of a / ?

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Physiological Inhibitor

Done, but I actually based the cost off of the Jiongu's hindering trait with a 20% reduction equaling +2. A bit inconsistent.


Midaraku Suppression
Thanks. Yep, its before Suppression kicks in, since after the unsuccessful dodge roll, you apply Defensive modifiers and then that's when you take damage. I wanted to possibly apply additional reductions once it is in Suppression form but wasn't sure how broken that'd be. (Edited: Just thought of and added a minor reduction in there as well.) Effects just go on through like normal. It's only Midraraku Assimilation that'll negate the damage and effects, though I'll specify that. And right, no idea why I separated the two numbers in retrospect.


Suppression [Technique Name]
True that.

 

Unsubtle Element; Void
Well, that was the intention for the smaller refunding. Even though a Combinatorial element is composed of the Subtle Elements, its essentially more difficult to break it down for the bloodline, with the bloodline having the biggest advantages over the five Subtle Elements. A similar situation happens with Midaraku Suppression above. Also, that was meant that the equation is 0, for 0 Chakra you're getting back from Void. I'll specify that too.

 

Edit:

 

Midaraku Fortification
Actually, is it clear that this is total cumulative Health lost in battle?

Edited by Celes
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Blackened Core
Approved


Physiological Inhibitor
Approved


Midaraku Fortification
Approved, thought 1.5x might be too high of a cap. I'm willing to see this played at this though and see.


Midaraku Suppression
I think this works conceptually. The line "Damage taken from Suppression is reduced by 1 for every 100 Defense the user has." is probably too much though. At max ranks that means that you reduce damage from a single technique more than twice with Defense since it is over 6 turns. I would either remove this or drastically increase this. I think removing it is best, this already spreading damage out over 6 turns is really good.


Suppression [Technique Name]
Clarify that this is unmodified damage since you are applying Defense before it gets turned into Suppression. Also, should be "Suppression; X [Technique Name]"


Midaraku Assimilation
20% to just straight negate a jutsu for no cost is a lot. I would maybe look into just having this instead drastically increase your block range and then if you block you can heal? I'm getting to this and we're already on the third ability whose purpose is to reduce damage you take, and the second that specifically targets low element techniques. Why not choose one of these abilities and make it better than having multiple? I don't see why Fortification, Assimilation and Suppression have to exist as separate things, I feel like these 3 abilities could be worked into one or two abilities instead and still be as effective. Maybe if you want to keep things object oriented you can cut the defense part of this and have this skill be only about the generation of Armament? 


Gisei Midaraku | Pseudo God’s Depravity | 犠牲未堕落
Jitsubutsu Midaraku | True God’s Depravity | 実物未堕落

I really like the direction of this. Gaining and spending element charges seems really cool. Not much to say here until Assimilation is figured out though.


Unsubtle Element; Void
 

"May use Void element techniques. Void techniques may be used as 'Sealless' by paying 10% of the total Cost Points of the technique, rounded down. In addition, following the turn a Void technique is used, the user is restored X Chakra from all Chakra-based techniques, where X is equal to 2/Y% of a technique's base Chakra cost and Y is equal to the number of Subtle Elements the technique's Element is made of. This amount is 0 if the element is Void. This technique is treated as Void for the purpose of effects."

 

• The blue section is not needed, everyone can use Void without skills. Maybe instead you want to say "May use [Hijutsu; Gyoukou] techniques."

• Is the section in red talking about enemy attacks? Or attacks the user uses on the turn after a Void Technique is used? I'm unclear of what is going on here.

• Also, the section in green doesn't make sense to me since this is a skill and not a technique. I think you can remove this since they aren't treated like Void, they just ARE void techniques. This is not like other skills like 'Black Lightning' where you need to say this since you're not making a like "Black Void" or anything, they are just Void.

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Midaraku Suppression
True enough. Removed.


Suppression [Technique Name]
Done.


Midaraku Assimilation
Understandable. Had it initially at 10%, but felt it was underwhelming since its only targets are 5 specific elements out of the 20+, along with Genjutsu being untouched compared to the three skills similar to this. I can't say I feel too favorable towards blocking though. If changed to that, it's essentially doing a similar function to Fortification. I'm glad each is doing completely different things with the change to Suppression, with the pyramid effect against these five elements still prevalent from Fortification to Suppression to Assimilation. I do see Suppression and Assimilation's defense aspect being combined as that was almost the original intention, but having a skill dedicated towards just the generation of Armaments for a few SP seemed bad since they don't actually do anything on their own. However, I have been wanting to have them do something, so maybe the adjustments I've made are a little better.


Unsubtle Element; Void
 

"May use Void element techniques. Void techniques may be used as 'Sealless' by paying 10% of the total Cost Points of the technique, rounded down. In addition, following the turn a Void technique is used, the user is restored X Chakra from all Chakra-based techniques, where X is equal to 2/Y% of a technique's base Chakra cost and Y is equal to the number of Subtle Elements the technique's Element is made of. This amount is 0 if the element is Void. This technique is treated as Void for the purpose of effects."

 

Well, I was kind of driving for a 'named' Void than regular Void, but same either way. And clarified that it is "all combatant's Chakra-based techniques".

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Alright, so I’mma go through and just hit on all of these as I read them, regardless of what has already been discussed, since I’m just going from the top and moving down.
 

Blackened Core: In my opinion this is worth 2 SP. I however am only grading the bonus on the fact that you miss out on elemental specialties, combinatorials, and pay more for subtle element skills. That’s a pretty solid and thematic kick in the crotch. Only taking a specific hijutsu of void isn’t really a hindrance, since it’s easy to make a perfect kit with just custom jutsu. Lastly, I don’t know what Unsubtle Elements; Void is yet, but this name is cringe-worthy.
 

Physiological Inhibitor: Sure. I think this is in line with the other skills like this. Looks fine.
 

Midaraku Fortification: This is a very cool idea. Let’s see… if I had an extreme amount of health… say 4000… it would take breaking down over half of my health to receive the maximum bonus available. This is pretty strong. Uh… mostly because if I were going to break this I would activate the bloodline in my set-up phase and then stab myself for precisely the amount of damage it would take to get me 2000 Defense. Then I’d still have ~1600 Health and +2000 Defense that my enemy needs to chew through.
 

I’m honestly not entirely sure if that’s efficient or not. Probably is. -500 damage off of everything would drastically impede the opponent. I think you should make it so that this only applies to damage sustained from enemies.
 

Midaraku Suppression: I had to look down in the discussion to see when Defense was getting applied here. When you’re saying that the damage gets reduced to 0, you should clarify that it’s after defensive mods are applied.
 

I think this is unique, but it’s also very strong when you combine it with Fortification. The thing that I know won’t fly is the 10% chance to proc 0 damage for that turn. This will have to function similar to Bleed in that when you get hit, the damage stacks up. The likelihood that mid-battle you’re taking 150-200 damage each turn because you’ve been wailed on, is pretty good, and your bloodline is already immensely defensive. Wiping off turns of that damage shouldn’t be a thing.
 

Midaraku Assimilation: This looks okay? It’s taijutsu-style ish, but more dependent on you getting beat on than doing the beating. I don’t see a huge problem with it as it is now. Looks like you made some heavy edits from the comments below.
 

God’s Depravities: … So, I think attributing a resource value to a resource value is a bad and confusing idea. If this were MTG (which this game is based off of) an Elemental Armament would be like a special token for your character. But your Armaments are filled with AP’s, which are like mini-tokens for your tokens.

It seems to me like a recipe to seriously confuse just about everyone who battles with you.
 

Unsubtle Elements; Void: Mmm, that name though. It looks like C14 is handling this one, I don’t particularly like screwing around with new elements. Not sure how I feel about just going seal-less for 10% of the cost on anything. Could be too versatile, especially since you’re getting this for free.
 

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Blackened Core: In my opinion this is worth 2 SP. I however am only grading the bonus on the fact that you miss out on elemental specialties, combinatorials, and pay more for subtle element skills. That’s a pretty solid and thematic kick in the crotch. Only taking a specific hijutsu of void isn’t really a hindrance, since it’s easy to make a perfect kit with just custom jutsu. Lastly, I don’t know what Unsubtle Elements; Void is yet, but this name is cringe-worthy.
 

2 SP it is, but noted.
 

Midaraku Fortification: This is a very cool idea. Let’s see… if I had an extreme amount of health… say 4000… it would take breaking down over half of my health to receive the maximum bonus available. This is pretty strong. Uh… mostly because if I were going to break this I would activate the bloodline in my set-up phase and then stab myself for precisely the amount of damage it would take to get me 2000 Defense. Then I’d still have ~1600 Health and +2000 Defense that my enemy needs to chew through.
 

I’m honestly not entirely sure if that’s efficient or not. Probably is. -500 damage off of everything would drastically impede the opponent. I think you should make it so that this only applies to damage sustained from enemies.
 

I can't say I see the reason for this. The opponent is already planning to try and kill you from the jump. If you speed that up yourself or have allies using AoE techniques, you're doing their job for them because ultimately, they'll try to bring your Health down to 0 anyways. It also gets kind of funky with having to track Health reduced that applies to this skill and Health that that doesn't.

 

Midaraku Suppression: I had to look down in the discussion to see when Defense was getting applied here. When you’re saying that the damage gets reduced to 0, you should clarify that it’s after defensive mods are applied.
 

I think this is unique, but it’s also very strong when you combine it with Fortification. The thing that I know won’t fly is the 10% chance to proc 0 damage for that turn. This will have to function similar to Bleed in that when you get hit, the damage stacks up. The likelihood that mid-battle you’re taking 150-200 damage each turn because you’ve been wailed on, is pretty good, and your bloodline is already immensely defensive. Wiping off turns of that damage shouldn’t be a thing.
 

I figured as much. Removed that part then.

 

Midaraku Assimilation: This looks okay? It’s taijutsu-style ish, but more dependent on you getting beat on than doing the beating. I don’t see a huge problem with it as it is now. Looks like you made some heavy edits from the comments below.
 

Made some adjustments to this with the below change.

 

God’s Depravities: … So, I think attributing a resource value to a resource value is a bad and confusing idea. If this were MTG (which this game is based off of) an Elemental Armament would be like a special token for your character. But your Armaments are filled with AP’s, which are like mini-tokens for your tokens.

It seems to me like a recipe to seriously confuse just about everyone who battles with you.
 

True enough. Knew there was some reason I didn't like this. Changed accordingly by making the Element Armaments = AP Value in essence, so that should simplify things a lot I'd say.

 

Unsubtle Elements; Void: Mmm, that name though. It looks like C14 is handling this one, I don’t particularly like screwing around with new elements. Not sure how I feel about just going seal-less for 10% of the cost on anything. Could be too versatile, especially since you’re getting this for free.

 

Changed to 30%, as that is the amount calculated into making a Jutsu Seal-less.

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So in regards to Fortification, the reason I suggested that is because you've created an interesting method to get more value in raw stats than most players can with an advanced system. But it is... a recipe for defensive versatility. You may not have intended to make a character that capitalizes on the versatility, but let's see if I can explain this easily.

A max level character has 12500 stat points to allocate.
 

Quote

Health: 5000
Stamina: 100
Chakra: 1500
Taijutsu: 00
Ninjutsu: 2000
Genjutsu: 00
Defense: 00 (1200; Item Bonus)
Concentration: 00
Speed: 1900 (50; Item Bonus)
Accuracy: 2000
Evasion: 00


So the above is a legal character. Without any bonuses, it eats away 300 damage, because it has a high item defense. (Granted with 0 Eva, it wouldn't be too hard to destroy his armor, so you'd probably have broken it down into like 15 small pieces of armor that give bonuses.) This bonus could be even higher with triggered item bonuses that could boost his defense by +700 more against certain elements. So with proper prep this tank would absorb 475 Damage from each attack per turn.

To activate and maximize his bloodline, he'll need to take 3125 damage. That is a fuckload. But in reparations for taking that damage it gives him +2500 Defense, which means a properly geared character with his bloodline operating at full-potential is absorbing 1100 damage from every attack, and parsing out the remainder of the damage over 6 turns, which is like overclocking your Health. So this character now has 1875 Health, and every attack the enemy dishes has to deal immense amounts to really scratch that impressive Defense number.

So, the part that's too versatile for me, is that your health has become effectively your defense. 5000 Health is too much for a Genjutsu user to Ghost Damage you into submission, especially with the impressive speeds/acc/ninjutsu of the above character. You have the raw muscle to defeat them because Genjutsu gets bad mods, and low caps. You can also choose not activate your bloodline and become a nightmare for characters that don't rely on modified damage. Doing 5000 in dots would be impossible before you killed the opponent.

But then should a character who does rely on mods show up, you could pop this on your second turn, and then stab yourself in the chest in your main phase for 3000 damage, and suddenly you're incredibly difficult for that type to fight as well. Your health is serving as an all-around defense, and what I want to try and stop is the ability to do a 1-turn switch where you punch yourself in the heart for a fuck-ton of damage to insta-boost your defense up to it's maximum.
 

Edited by Cellar Door
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Unsubtle Element; Void
 

"the user is restored X Chakra from all combatants' Chakra-based techniques, where X is equal to 2/Y% of the technique's base Chakra cost and Y is equal to the number of Subtle Elements the technique's Element is made of."

Does this include anything used or is it implied only ones that hit the user? As written it sounds like all jutsu used at all, but its not clear.

 

Seal-less jutsu on the fly is also going to cost a decent amount. Straight Seal-less Jutsu skill costs -5 SP and a bunch of EXP. This is not as good as that, but you're probably still looking at something like a -3 SP value for this option. 


Blackened Core
Approved.

 

Physiological Inhibitor
Approved.

 

Midaraku Fortification

Approved.

 

Midaraku Suppression

Approved.

 

Suppression [Technique Name]

Approved.

 

Midaraku Assimilation

Each time the user takes damage from an [Element] Ninjutsu, the user is granted 25x [Element] Armaments, where x is equal to the rank in this skill. If the [Element] Ninjutsu is Fire, Water, Wind, Earth or Lightning, the user is granted 50x [Element] Armaments instead.

Okay this seems fine. Basic elements give you +50x and +25x for Combinatorials. Cool.

 

Barrier, Shield, Construct or Response Phase [Hijutsu; Gyoukou] techniques that completely negate the damage of or aren't destroyed by [Element] Ninjutsu grant the user an additional 25x [Element] Armament.

To be clear, this is 25x no matter the element?

 

Once per turn as a free action per rank in this skill, the user may also use [Element] Ninjutsu on themselves without inflicting any damage or effects to generate 25x [Element] Armaments during their Setup Phase.

This is a bit odd. Does it matter how much the jutsu costs? Can you just use 1 Chakra to deal 1-2 damage to yourself in the Setup Phase? I think being able to generate your own charges by hitting yourself is cool, but why not just say you can pay x Chakra to generate charges as long as you own the Subtle Element you want to use? Making it have to be a jutsu makes a lot of weird edge cases and complications. 

 

[Element] Armaments are removed at the end of battle.

You don't really have to say this. This is implied with all effects unless otherwise said.

 

 

 

And I'm burned out. I'll look at the spending later @_@

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Unsubtle Element; Void

Quote

Does this include anything used or is it implied only ones that hit the user? As written it sounds like all jutsu used at all, but its not clear.

 

Seal-less jutsu on the fly is also going to cost a decent amount. Straight Seal-less Jutsu skill costs -5 SP and a bunch of EXP. This is not as good as that, but you're probably still looking at something like a -3 SP value for this option. 

 

Yep, it's all techniques used. Not certain how to specify without needless verbiage though since it seemed to imply everything to me. And makes sense. Upping cost of Blackened Core to -3 SP then.

 

Midaraku Assimilation

Quote

To be clear, this is 25x no matter the element?

Yessir.

 

Quote

 

This is a bit odd. Does it matter how much the jutsu costs? Can you just use 1 Chakra to deal 1-2 damage to yourself in the Setup Phase? I think being able to generate your own charges by hitting yourself is cool, but why not just say you can pay x Chakra to generate charges as long as you own the Subtle Element you want to use? Making it have to be a jutsu makes a lot of weird edge cases and complications. 

 

I had some mild reason for it initially, but it doesn't matter as much now. That and can probably work it in stuff later on. Just changed to X Chakra.

 

And understandable, haha.

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Unsubtle Element; Void
To be clear, I mean -3 SP just for the seal-less part. All the rest of it would still require pricing on top of that. I'm not sure I like the seal-less part of this still, even with increased sp cost. Maybe if it was +50% cost since it's so flexible. That or replace it with something else. This just feels off to me.


Midaraku Assimilation
Is this suppose to have "While the user has Midaraku activated" like the two skills before it? Also, change the last line to be "Once per turn the user may pay y Chakra to generate 25xy [Element] Armaments during their Setup Phase as a free action, where the [Element] chosen is a Subtle Element that the user owns."


Gisei Midaraku | Pseudo God’s Depravity
I'm going to be honest here, I have no idea what is going on. I've read this through a few times and I'm easily getting lost on the economy of all these points. Is the upkeep for this paid on top of the upkeep for the whole bloodline? You mention this is an advanced system but it requires an advanced system to be online to work? I also don't know what AP stands for, you don't define that anywhere.

 

From what I understand, the basic idea of this bloodline is that you turn it on and you turn into a "sponge" at first. While in the sponge state you take less damage but you start gaining these Armament Points. Then, after you've taken a bunch of punishment, you flip the switch and choose an element. For a [some amount of time] you gain the bonuses listed for that element that you absorbed and become a type of avatar of that element. Once you run out of Armaments though you will revert back to the "sponge" state. Is that accurate?

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So my first question is, what exactly does AP stand for? Does that mean Elemental Armaments? Very confused what thats referring to. 

 

Unsubtle elements void - Seal less for basically your whole kit is a big deal, like tony said, as written there is just too much utility/flexibility with how this can be used for the cost you pay. Similar to techniques that have an effect to make them area of effect by paying 1.5x. 

 

Midraku Fortification -While the first two ranks of this may not be bad, when you get to ranks 3 and 4 towards the endgame, this defense bonus can get a big large. 2000 health at rank 4 would get you 1600 Defense....Thats almost double the highest stat bonuses we have on an AS. The cost would definitely have to be increased from 1 SP per rank, possibly 2 per, but I think it may still be too much of a stat increase. [I do like the last line that it has to be damage dealt by opponents, that takes care of one way I thought of to get around that rule.]

 

Midraku Suppression - How many times can this be triggered per battle? Does this trigger EVERY time you are attacked? And does it negate the damage every time (if I am reading that correctly?) As its written it sounds like no matter what type of ninjutsu attack you use your character will be able to negate it and also get damage reduction. And I am not even accounting for the 4 rank increase. Even with 2 sp per rank, this is incredibly powerful. 


Pseudo Gods Depravity - See tonys comment, and kinda my below one for true gods) 

 

True Gods Depravity - So the main differences between this and the pseudo gods depravity that I can tell is the change from being able to purchase techniques for half Armament points up to two/four/six times instead of one, same with accuracy def evasion speed etc. 
Noticed you worded Setup OR main phase, does this consume the phase action to consume element armanents? 
-Additionally, the user’s basic attacks are treated as [Element], modified by Taijutsu and Ninjutsu, and cost Stamina and Chakra, split however the user wishes.
Basic attacks being modified by taijutsu AND ninjutsu, this may not fly, Im not sure weve had anyone try and do this, likely need an admins opinion on this since it involves changing system mechanics, but if you want this to go through youd probably have to divide the combined total by 2 if youd like a hybrid modifier. 
-One 'Embodiment of [Element]', five 'Elemental Properties', two '[Elemental] Regeneration' and five 'Physical Resistance' must be purchased regardless. 
So do you plan to do this every turn you have? it just seems like you are going to be doing so much extra work and calculations/keeping track of things to just be able to be in a fight?

 

True gods depravity's bonuses are just too high, at level 120 if you use 12 EA's to boost a stat you get 1400 to basically whatever stat you want, on top of like 3 other free actions, this just seems way too powerful for a PC character to have, possibly even NPC.

 

Elemental armaments -
Are these AP? Can you give us examples of what kind of values youd generate from some attacks? Its really hard to follow what happens since there are so many things going on at once. 

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Unsubtle Element; Void
 

Ah, fair. That wasn't clear. Removing that part then and bringing the cost back down to -2 (if that still suffices as before.)

 

Midaraku Assimilation
 

Yep actually, added that in. And adjusted wording there since, yeah, I overlooked that the x variable was already occupied.

 

Midaraku Foritification
 

Not certain what you mean by 1600 Defense is twice as high as the bonus as any other AS. The typical maximum bonus provided by a majority of AS so far is 1440 stats, unless you're referring to the individual stats being granted the bonus, such as the Hyuuga's Byakugan with 720 Accuracy and 720 Evasion rather than just one of those stats. It didn't appear to be that much of an issue if that's where you were getting at. That and this doesn't operate in the same manner that most stat boosting AS do. Instead of instantly being provided their given bonuses upon activating their bloodline, this hinges on the opponent(s) damaging the user and reducing his Health to provide the bonus, so its an assumed exception to the rule. It can get pretty outrageous, but only if you dump so many points into Health. If you do too much, you're taking away much of your offensive capabilities.

 

Psuedo and True God's Depravity

 

Sorry, think that Advanced System bit might've been an early copy paste fail or something like that. Somewhat same for the AP acronym, which I thought I completely changed to [Element] Armaments after Cellar's suggested change for the Assimilation skill a while ago since adding an additional term like that could've lead to confusion. Made some changes so hopefully it's a little clearer. And essentially, the bloodline can be viewed in two stages. The first being where the three "Midaraku" skills come in, which indeed is the user being akin to a sponge to gain [Element] Armaments, and then the second stage is using those [Element] Armaments to, as said, become an avatar of that element. It's all one Advanced System, just the latter half has to be transitioned intor ather than just being active with the rest, causing all of first half of the bloodline to no longer be applicable. Almost like regular Sharingan to Mangekyou Sharingan now that I think about it, only you're trading one set of effects for another set. And yep, once those turns have gone by, the user reverts back to the first stage/Sponge Mode.

 

-Right, True God's is basically raising the discounts of purchasing abilities and the like with [Element] Armaments versus Psuedo God's.

-Changed that to Setup Phase action only.

-I don't see why the change to basic attacks is an issue. It's like changing a Taijutsu into a Hybrid Taijutsu/Ninjutsu. It would still follow the stat divided by 30 protocol of the system for both Taijutsu and Ninjutsu statistics. And positive I've seen this ability elsewhere as well.

-Nah, once you've purchased the effects, you have them for however many turns. That clause is just a mandatory part when first transitioning into the second stage of the bloodline so that it "makes more sense" considering you have a flaming bod, etc etc, that you have these specific effects going on from the jump.

-As mentioned before, most AS have a stat boost total of 1440 which is where this is capped at to be tied in line with those, as the previous Defense boost is no longer applicable so you're basically trading one boost for the other (could even potentially lose a higher Defense bonus). And there's build up required that could be likened to the Celestial Gates since you can't just instantly gain all of the [Element] Armaments needed to pull off the boosts unless you pay Chakra, which isn't always the greatest idea considering the upkeep. So you're gonna be taking some turns to get up there. Being able to choose any stat is advantagous, but you'd be more cost efficient choosing the stats outlined for each basic Element in the second stage of the bloodline, which are at least telegraphed. That and dumping it into one stat is subject to the 1.5x stat cap. Not certain what free actions you're referring to though.

 

Element Armaments

 

Yeah, sorry again for mix up. The values you'd get are based off the Midaraku Assimilation skill. At rank 1 of Assimilation, if you're damaged by a Fire Ninjutsu, you gain 50 [Fire] Armaments. If taking damage from Gravity, you gain 25 [Element] Armaments, where the Element is one of the basic elements that comprise the Combinatorial Element in question chosen by the user.

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Midraku Fortification  - So at max rank (and assuming max level) you are getting 4x (x being level), There aren't many max level toons right now, but the few that are around, (1400 health, 1250 Health, 1400, and 1200, 1500) So roughly an average of about 1350. If you lose 1000 health with max ranks on this, you get an 800 point buff to Defense. This isn't taking into account regenerating health through other means to allow you to lose more health. My 2000 health loss example was higher than I anticipated the average being for max level, the 1600 was coming from me assuming you lost 2000 health at max rank to get 4*(2000/5) = 1600. 

I Think the other main difference between this and bloodlines like the sharingan, byakugan, other main cannon AS that influence stats is that like you said, Hyuga get it split between 2 stats, Sharingan is split between 3 stats. When the stat bonuses aren't as high as say, 800 for a singular stat, it is definitely a difference than getting 300 points to three separate stats. 800 Defense will net you a 200 point reduction (on top of whatever other defense you have to begin with, and this being a bloodline that has a focus around Defense, you're obviously going to have a fair amount of points put into it. Id say its safe to assume you would be putting a fair amount of points into your health stats considering your whole bloodline hinges on lost health, just like a Kaguya would be assumed to be stacking health and defense because those are bonuses given by the AS. 

If other staff are fine with it being a singular stat bonus, then I am fine to allow this, it just seems like a lot of points going into a stat that reduces 4 different types of attacks. 

 

[Still curious on the answers to the below question. 
Midraku Supression - How many times can this be triggered per battle? Does this trigger EVERY time you are attacked? And does it negate the damage every time (if I am reading that correctly?) As its written it sounds like no matter what type of ninjutsu attack you use your character will be able to negate it and also get damage reduction. And I am not even accounting for the 4 rank increase. Even with 2 sp per rank, this is incredibly powerful. 


Pseudo Gods Depravity - I dont have time to dive into this right now, I will edit in some comments about this later when I am not strapped for time. 

 

Elemental armaments -
So elemental armanments are not based on how much damage you take from the technique? Every technique that hits you of a certain element will generate 50 EA's per attack? (Do you trigger this for each strike of an attack? Like Multi hits?) 
Is this limited to physical attacks? Or can elemental genjutsu also trigger this. How many EA's do you get at max rank? 
(Can we please change AP to EA lol it would be so much easier to follow.)
If taking damage from Gravity, you gain 25 [Element] Armaments, where the Element is one of the basic elements that comprise the Combinatorial Element in question chosen by the user. 
-> Was that supposed to be gravity? I dont see the connection since none of those has mentioned gravity at all yet. 

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Ah, could've sworn I typed Suppression too. My bad. Yeah, it occurs every time the user is dealt damage. However, there is no actual damage negation. The damage reduced to 0 is simply damage that is applied over X turns, so its more delaying the damage than anything else. And that mainly applies to the basic Elements. For Combinatorial Elements, say like Scorch being Tier 1, only 75% will be reduced to 0 and subsequently applied over X turns. The remaining 25% is applied upfront.

 

For Element Armaments, I initially wanted you to earn them based off damage incurred, but it seemed like too much of a pain to translate as I wanted. And no, not every technique, depending on what Element of the Ninjutsu is in question and the rank of Assimilation. It's all there in the Assimilation skill: the amount you're earning is according to the Element of the technique; only [Element] Ninjutsu attacks apply (high ranking Taijutsu capable of having Elements added to them also do not apply); Gravity is an example of how Combinatorial Elements interact with the amount given in reference to both Assimilation and the Element Armament rules. I didn't consider multi-hit techniques though. I suppose each individual strike could provide the benefit.

 

And I already omitted AP for the entire [Element] Armaments phrase unless I missed a few.

Edited by Celes
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Quite frankly....this is way too confusing. I don't even know whats happening. That means the bloodline suffers from a serious lack of focus, or at the very best, needs to be laid out in a way where the information I need is more easily in my face.

 

You agreed when Tony described it as "A sponge" then you turn into "an avatar". So I'd focus with that.

I suggest: Make 2 skills. And have one be "+ defense" and have it scale like bloodlines normally do, and one be "also you gain charges based on the elements you get hit with". Drop everything else for now. Then make a second skill that you can activate by spending your charges, and give it a fixed, unflinching turn duration (like Sage Mode, this is your Elemental Sage Mode, if you will). Something like 3 turns, a cool down of some number of turns, and then you can do it again. Boom done. Then give it about 3 cool skills that scale bigger the more counters you pump into it. 

I'd drop all the "purchase Evasion" and "Purchase resistances" stuff. Ultimately it's too confusing. Don't worry about weaknesses, focus on making the Sage Mode cool and make you resist the element you pick, imbue your attacks with element you pick, etc. etc.

 

I think this will be far more successful and will get your bloodline actually approved a lot faster.

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All right, been wanting to clean this up for a long while for mostly every below the regular part of the bloodline and more, so there we go. Midaraku Fortification and Suppression are unchanged, while Assimilation is largely the same just to note.

Edited by Celes
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I've only read through this brefily, but I am not really ok with your character getting a ton of defense, up to 1.5x their total health, as defense, then also turning around and getting 1440 stats, split between two stats they can juts choose on the fly.

 

The versatility here is too high. If you're going to grant extra stats, hammer in what those stats are, but I am very against so many stats. As a medic, I can completely destroy anyone with this with just the Damage = Defense thing. I would never have to worry about my health dropping too low but I would still have this massive defense, but then I can also just willy-nilly pop +720 stats into any two I want? Dude.

 

I honestly think this is more like... 2.5 bloodlines in a single one right now.

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My bad. Must have removed the hindering trait specifically geared towards the Medical Jutsu issues during clean up. Added that back in.

 

Versatility concerns with stat choice is understandable. The original version had specific stats tied to the element one underwent and I was aiming for something with this change, but ultimately, players can do that later on their own later. Added specific stats for each element again.

 

Also, not sure if it's clear, but they'd only get one set of the stats at a time. They get Defense when in their regular state and different ones when transformed since all of the skills from the first half of the bloodline are null and void.

 

I kind of see how it might look like two in one but the overall intent of the bloodline is for the character to be a sponge by taking hits and then transform into an avatar mode for a limited time. A character can amass the resources needed to assume the highest state on their own without getting hit, but only after at least three turns, paying Chakra, and that's just the bare minimum without including the Masteries that require more resources than the bare minimum to take advantage of. So getting hit, particularly with an elemental Ninjutsu, provides the greatest benefit at the cost of not only taking damage, but also being a really telegraphed benefit that's fairly avoidable. Perhaps the defensive aspects of the bloodline seem more like the focus or more desirable, but given the way it all comes together, it seemed sensible enough but suggestions are welcome.

Edited by Celes
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Okay, coming at this with some relatively fresh eyes.

 

Overview

This bloodline is one of those concepts that is really hard to get a great idea until we see it in play. I think trying to run through simulations and examples to fully understand this is a bit of a fools errand, and you've had this in approval request for far too long already. I think we're at the point where we can clean up the last bits here and get it in game. Just be aware that it is very possible that we have to pull this back and adjust certain areas that prove to be too good at a later date.


Organization
The first thing I would do here is reorganize some things. People will be reading this from top to bottom, and sometimes you are introducing things before they are explained. Normally this isn't a big deal as long as it's on the page but there is a lot to digest here. So below is notes (in no real order) of things to reorganize.

 

• Move Physiological Inhibitor above Blackened Core. It's a requirement of Blackened Core, and its required at creation so it should be first.
• Move both Blackened Core and Physiological Inhibitor above the Activation / Upkeep Rules. They are passive and not really part of the 'Advanced System' and getting the upkeep information, having to read through the passive stuff, and then get back to activation is a bit hard to keep up with. I would do the following...

[Title + Description]
[Physiological Inhibitor]
[Blackened Core]
["Midaraku | God’s Depravity | 未堕落 Title" (Again)]

  -> Midaraku Upkeep and cost information
  -> Midaraku Fortification, Suppression, & Assimilation here

[Han Midaraku]

  -> Han Midaraku Upkeep Info

[Shin Midaraku]

  -> Shin Midaraku Upkeep Info

[Masteries]

 

Physiological Inhibitor
Approved.

 

Blackened Core
Approved.

 

Midaraku Fortification
This is probably something we will have to playtest to really get a feel for, but it might be fine the way it is? Assuming 2000 HP, you get +800 Defense at 50% Health, and can have up to +3000 Defense if you do a lot of healing. Have you considered having the bonus tied to your CURRENT missing Health instead of all health lost over the battle?You could probably make it Health divided by four (4) instead then with the last rank doing a 1:1 transfer. Would clean up the bloodline a decent amount and also self balance with Healing. 

 

Midaraku Suppression
I think going up to 6 turns spread out of damage is too much. I think this should probably cap at 4 turns. The first rank would just push damage back 1 turn (already pretty good), and each rank after that it would spread it out. Battles at higher levels don't list incredibly long, and 6 turns is a lot of time. I could be willing to hear some arguments for 5 turns if you want to set up some examples. Otherwise this seems good though.

As a note: I think that Fortification should actually be ~5 SP at max rank and Suppression should be ~7 SP at max ranks. Much like we do with the Sharingan though, them together is what's really strong so I am okay with Fortification being a bit undercosted and Suppression a bit overcosted to account. I mostly mention this for future discussions that use this as a reference.

 

Midaraku Assimilation
Okay, so there is a lot going on here so I am going to break down each part and discuss it.

 

• While Midaraku is active, this character gains x [Element] Charges per rank in this skill when they take damage from a strike of an elemental attack (excluding Void), where x is equal to the damage dealt before defensive modifiers are applied or the base cost of the attack, whichever is higher.

This is good. I like the way you do total damage or cost to account for non-damage attacks. Solid.

• [Element] is determined by the element of the attack in question and is limited to basic elements; however, if the attack is a Combinatorial Element, this character may choose one of the Basic Elements required to make it instead.

Also solid. 

• If this character uses Barriers, Shields, Constructs or Response Phase techniques, they also gain x [Element] Charges per rank in this skill equal to the amount of damage reduced or damage taken.

Okay, so I would like to break this down a little more clear. First off, Barriers and Shields are both Constructs, so while more clear it is redundant. I would say "If this character uses a Construct or Response Phase technique that negates an attack, they also gain x [Element] Charges per rank in this skill." I added the bit to qualify RPJ because I thought it was weird if you use a jutsu that dodges for you to get Charges. Also, as written it would let you gain double charges on free action RPJ that don't actually dodge / negate the attack directly. Like if you used Shunshin to increase Evasion and still got hit you would gain double charges. 

• If characters with this skill would not have taken damage from an opponent since the beginning of their turn

Unless I am misunderstanding the intention here, you should just say "If this character did not take damage this turn from an opponent, ...". I'm not sure what you meant by the "would not have". Are you trying to include damage negated from RPJ and Barriers? 

• , once per turn as a free action during the Setup Phase, the character may pay y Chakra, up to twenty-five (25), to generate 2yz [Element] Charges during their Setup Phase, where z is equal to the rank in this skill.

Cut out the variables. Once you pass like Gennin rank I don't see you ever not paying the full 25 Chakra. Just say "... the character may pay 25 Chakra to generate 25 [Element] Charges per rank in this skill during their Setup Phase." Cut cut cut cut variables, always. :)

• Characters with this skill may possess an amount of [Element] Charges equal to their level times ten (10).

Total damage can get pretty out of hand at higher levels. 800 damage attacks are pretty common when you have 1600 Ninjutsu and that is +400 itself. This allows you to hold 1200 maximum at level 120. This will cap out in one attack with 4 ranks since you will gain 4x Charges, where x is the damage. Do you intend for this to cap out so quickly? Even at low levels this would cap out immediately. Level 20 you would have 2 ranks of this, but the, so a 100 total damage attack would cap you out at 200 Charges.

• For every 100 [Element] Charges this character possesses, the Subtle Element skill corresponding to the respective [Element] Charge is increased by 5% (rounded down).

Assuming you mean +5% effectiveness, this will be weird to give bonuses. Looking at the five different bonuses...

Earth: +8 to Block +1 to Block would be 12.5%, so since that is rounded down you need 300 [Earth] Charges to get +1 Block.

Fire: +5% Total Damage as Burning — +1% to Total Damage would be 20%, so 400 [Fire] Charges.

Lightning: +8% to Hit — Like Earth, 300 [Lightning] Charges for +1% to Hit.

Water: -10% to cost — -1% to cost is 10%, or 200 [Water] Charges.

Wind: +10% Chance to Fail on RPJ — Also 200 [Wind] Charges for +1% Chance to Fail.

Depending on where the cap for charges ends up this could be fine. 1200 is the most charges currently, which caps these at +4 Block, +3% Total Burning Damage, +4% to Hit, -6% to Cost, & +6% Chance to Fail. All of these are pretty solid caps. That all said, I feel like maybe this should be broken out into it's own skill? Maybe a mastery? It doesn't feel like it belongs here. Also, this only functions when in Midaraku? Would you get these bonuses in Han or Shin too?

 

Han Midaraku | Demi God’s Depravity | 半未堕落

When re-organizing I would put the activation info you have here at the top with the costs. I am going to comment on that first as its important before the effects. Also, your Fire/Water/Lightning/Earth/Wind part is not Century Gothic. Like Assimilation I'm going to break this down piece by piece.

 

• Activation: The Han Midaraku may be activated during the Setup Phase as a free action by paying 300 [Element] Charges while Midaraku is active.

Cool. I'm still wrapping my head around the exact economy, but this seems fine. I don't think it will be hard at all to get to 300 Charges except maybe very early levels. 

• All effects pertaining to [Element] are determined based on the type of [Element] Charges paid.

Cool.

• The Han Midaraku may be deactivated as a free action, either on its own (returning this character to the Midaraku) or alongside a standard Midaraku deactivation;

Cool.

• however, Han Midaraku may only remain active for a total of three (3) turns and cannot be activated again for another three (3) turns.

Not sure how cool this is. Seems pretty restrictive? But maybe not. This all comes down to the economy of Charges and such.

• While the Han Midaraku is active, its upkeep cost replaces Midaraku's. The effects of all Midaraku bloodlines skills are negated while Han Midaraku is active.

Also cool. Very clear, thanks for making this crystal.

 

Okay, let's break down the effects now!

 

• While Han Midaraku is active, characters with this skill have two of their statistics increased by 3x according to their [Element], where x is equal to this character’s level.

Cool, so this gives a +720 total stats at max level bonus.

• Taijutsu and basic attacks used by this character are treated as [Element] and are modified by Taijutsu and Ninjutsu, as well as cost Stamina and Chakra (if they do not already) split evenly.

Cool. Basically make all Taijutsu and Basic Attack hybrids. Seem's fine.

• Damage dealt by [Element] is reduced by 25%, while Combinatorial Elements containing [Element] have their damage reduced by 25-5y%, where y is equal to the Combinatorial Element’s Tier.

Make sure to clarify that damage dealt to the user is lowered. I read this first and thought it meant the damage YOU are dealing. Also clarify that it is total damage reduced. Otherwise this looks good (though it would be the first part I cut in favor of pushing Han and Shin more towards the offensive range to contrast the main Midaraku). 

• In addition, this character gains the corresponding [Element] Specialty, which has its effect increased by 50% and the corresponding Subtle Element’s effect is increased by 100%.

Here is the big pay off. You are getting less stats than normal and have to jump through a bunch of hoops, but the pay off is here. First off, the 50% need to round up or down. I would say down just to keep it in line with the rounding above. Also you don't need to mention the choices for Specialties since you gain the ability (and thus make any choices right then), but be aware that the choices you make for Specialties don't have to be the same each time you gain it (especially important for Earth).

 

So let's look at EXACTLY what you are getting here. 

• Earth: -22% to base damage (Nin or Tai) & +16 to Block Range [Earth Jutsu].

• Fire: +15% to dodge physical and +7% to dodge non-physical. +10% Total Damage as Burning [Fire Jutsu].

• Lightning: +15% Chance to Hit (Nin or Tai) or +7% Chance to Hit (Gen). +16% Chance to Hit [Lightning Jutsu].

• Water: -15% Cost (Nin or Tai or Gen). -20% Cost [Water Jutsu].

• Wind: +22% base damage (Nin or Tai or Gen). +20% Chance to Fail on RPJ [Wind Jutsu].

 

These all seem reasonable and pretty strong. 

• Only Ninjutsu of the corresponding [Element] and Void may be used, but [Element] Ninjutsu cost 10% less; this reduction stacks with other effects and may exceed the maximum cost reduction.

Seems good. Means the player has to learn jutsu of all 5 elements since they don't control what element they get hit with really. It also means that they would potentially be cut off 80% of their jutsu kit while in this mode. I think this is fine.

 

Shin Midaraku | True God’s Depravity | 真未堕落

This looks like Han but "bigger", so I will focus on discussion on Han first and then look at this. It should be fine, but we can see what it's like once we iron out the above small book I wrote.

 

 

Masteries

We won't even dive into this until we nail down the above. This is so dependent on the above balancing that it's not worth the time to dig through yet. A quick glance looks like nothing broken on concept, though values and exact mechanics may get tweaked.

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Overview

Right, I feel the same since there's so many moving parts and unique elements to really get much of a read on things. No problem at all with adjusting things later and fully anticipated it haha.


Organization
Thanks, couldn't wrap my head around how to organize better. Think everything is arranged better right now (upkeeps for Han and Shin might be questionable I suppose but they're there).

 

 

Midaraku Fortification
I'd been debating that since the initial stages and can't fully recall the reason I switched to it. It does clean things up though at least, so changed.

 

Midaraku Suppression
That's fair. Part of the reason I went with that option was due to not really being aware of how long battles transpire, so one turn at the beginning stages seemed iffy with a one turn increase each rank. But ultimately, balance applies primary towards the higher levels, so I'm cool with 4 turns if that fits those bigger battles towards the end game.

 

Midaraku Assimilation
This is good. I like the way you do total damage or cost to account for non-damage attacks. Solid.

• Actually, I did that for those techniques that deal lower damage with statuses and such tacked on. This won't apply to attacks that don't do damage at all since actual damage has to taken for the effect to apply. Also did implemented that so the character still benefits decently from charges gained since once their Health is down really low, the character could be getting abysmal gains due to such high Defense. Hope it still suffices either way.

Okay, so I would like to break this down a little more clear. First off, Barriers and Shields are both Constructs, so while more clear it is redundant. I would say "If this character uses a Construct or Response Phase technique that negates an attack, they also gain x [Element] Charges per rank in this skill." I added the bit to qualify RPJ because I thought it was weird if you use a jutsu that dodges for you to get Charges. Also, as written it would let you gain double charges on free action RPJ that don't actually dodge / negate the attack directly. Like if you used Shunshin to increase Evasion and still got hit you would gain double charges. 

• Okay, changed accordingly.

Unless I am misunderstanding the intention here, you should just say "If this character did not take damage this turn from an opponent, ...". I'm not sure what you meant by the "would not have". Are you trying to include damage negated from RPJ and Barriers? 

• I think that was just sucky wording on my part. Basically they can't double up on two different charge gaining means unless they fully negate an attack through the aforementioned effects. Adjusted.

Cut out the variables. Once you pass like Gennin rank I don't see you ever not paying the full 25 Chakra. Just say "... the character may pay 25 Chakra to generate 25 [Element] Charges per rank in this skill during their Setup Phase." Cut cut cut cut variables, always. :)

• Heh, that is much better. Much appreciated and adjusted.

Total damage can get pretty out of hand at higher levels. 800 damage attacks are pretty common when you have 1600 Ninjutsu and that is +400 itself. This allows you to hold 1200 maximum at level 120. This will cap out in one attack with 4 ranks since you will gain 4x Charges, where x is the damage. Do you intend for this to cap out so quickly? Even at low levels this would cap out immediately. Level 20 you would have 2 ranks of this, but the, so a 100 total damage attack would cap you out at 200 Charges.

• Perhaps. It's a little difficult to pinpoint how the economy needs to go, with accounting for both the transformation and mastery costs. I did feel a cap was necessary with the combination of all of those things. However, those damage values are true though, so maybe I'll push the max to 3000 and adjust accordingly.

Assuming you mean +5% effectiveness, this will be weird to give bonuses. Looking at the five different bonuses...

• Earth: +8 to Block — +1 to Block would be 12.5%, so since that is rounded down you need 300 [Earth] Charges to get +1 Block.

• Fire: +5% Total Damage as Burning — +1% to Total Damage would be 20%, so 400 [Fire] Charges.

• Lightning: +8% to Hit — Like Earth, 300 [Lightning] Charges for +1% to Hit.

 Water: -10% to cost — -1% to cost is 10%, or 200 [Water] Charges.

• Wind: +10% Chance to Fail on RPJ — Also 200 [Wind] Charges for +1% Chance to Fail.

Depending on where the cap for charges ends up this could be fine. 1200 is the most charges currently, which caps these at +4 Block, +3% Total Burning Damage, +4% to Hit, -6% to Cost, & +6% Chance to Fail. All of these are pretty solid caps. That all said, I feel like maybe this should be broken out into it's own skill? Maybe a mastery? It doesn't feel like it belongs here. Also, this only functions when in Midaraku? Would you get these bonuses in Han or Shin too?

• Since I adjusted the cap, I've adjusted this as well with a max increase of 50% instead of 60% (wanted both cleaner numbers anyway) and changed to round up. And well, the intent was for the skill to provide some small, actual bonus since by themselves, the charges don't actually do anything while you're building them up, especially since you invested 1-4 SP into Assimilation for its primary purpose of transforming. Maybe that's the wrong mindset to have, but I at least aimed for small, mostly insignificant bonuses since consuming them is far more beneficial than holding onto them. I can remove it if it still seems too out of place and just throw something like this in as a mastery skill. And no, none of the regular Midaraku skills would be active/usable while Han and Shin are active since you're basically trading one mode/form for another.

 

 

Han Midaraku | Demi God’s Depravity | 半未堕落

Hoping it looks better now.

 

Cool. I'm still wrapping my head around the exact economy, but this seems fine. I don't think it will be hard at all to get to 300 Charges except maybe very early levels. 

• Since I changed the cap, bumped it up to 500. Probably still decently easy to gain.

Not sure how cool this is. Seems pretty restrictive? But maybe not. This all comes down to the economy of Charges and such.

• Right, just hoping to tie them all together some kind of way. Especially since the bonuses of Han and Shin Midaraku are decently big with limited upkeep to try to forcibly balance them.

 

Make sure to clarify that damage dealt to the user is lowered. I read this first and thought it meant the damage YOU are dealing. Also clarify that it is total damage reduced. Otherwise this looks good (though it would be the first part I cut in favor of pushing Han and Shin more towards the offensive range to contrast the main Midaraku). 

• Ah yep, adjusted that. And right, I kind of wanted to omit it, but just made too much sense. Maybe damage that is reduced gets translated into more offensive power for a turn or something? I mean, just seemed pretty weird to attack a flaming or electrified being with the same element and things just operate normally. Not a necessity ultimately.

Here is the big pay off. You are getting less stats than normal and have to jump through a bunch of hoops, but the pay off is here. First off, the 50% need to round up or down. I would say down just to keep it in line with the rounding above. Also you don't need to mention the choices for Specialties since you gain the ability (and thus make any choices right then), but be aware that the choices you make for Specialties don't have to be the same each time you gain it (especially important for Earth).

 

So let's look at EXACTLY what you are getting here. 

• Earth: -22% to base damage (Nin or Tai) & +16 to Block Range [Earth Jutsu].

• Fire: +15% to dodge physical and +7% to dodge non-physical. +10% Total Damage as Burning [Fire Jutsu].

• Lightning: +15% Chance to Hit (Nin or Tai) or +7% Chance to Hit (Gen). +16% Chance to Hit [Lightning Jutsu].

• Water: -15% Cost (Nin or Tai or Gen). -20% Cost [Water Jutsu].

• Wind: +22% base damage (Nin or Tai or Gen). +20% Chance to Fail on RPJ [Wind Jutsu].

 

These all seem reasonable and pretty strong. 

• Yep, adjusted to round down. I'm not following what you mean by mentioning the choices for Specialties and such though.

 

Shin Midaraku | True God’s Depravity | 真未堕落

Makes sense and sounds good to me.

 

Masteries

Same as above, though I am increasing Charge expenditure accordingly to tie into above changes.

Edited by Celes
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