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Teikoku Kumo - Imperial Spider

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Teikoku Kumo | 帝国くも | Imperial Spider
The rare inheritors of the true power of the Tsuchigumo clan manifest physical traits unlike any the ninja world otherwise encounters. Three sets of arms exist upon their torso, allowing for thrice the power in focused efforts as each additional pair of limbs amplifies the power of the others by no small amount. The real value, however, of this extensive physical mutation is how the Tsuchigumo warrior, naturally ambidextrous through their inherited bloodline, can broadly perform a wide range of tasks simultaneously a normal human could never comprehend.
Requirements: Must be taken at character creation. If a character acquires this bloodline as part of a transfusion, they must undergo an additional 20 post hospital thread in Otogakure to facilitate the physical modifications this bloodline requires. 

Effects: 
This character has six total arms. This grants them the following bonuses.

• Whenever this character performs an attack they may add two (2) additional strikes to that attack. Each additional strike uses Accuracy and Evasion to hit and is made with a Small Weapon. The base damage of the strike is equal to the base damage of the Small Weapon, is modified by the user's Taijutsu, and the strike gains any effects that the Small Weapon has. This attack consumes the Small Weapon as if it was thrown, and is considered a Weapon Attack in addition to its original type.

• This character ignores the effects of 'Bound [Arm]'.

• The maximum duration for 'Bound [Paired Arms]' for this character is two (2) turns instead of three (3) turns.

• While afflicted with 'Bound [Arm]' or 'Bound [Paired Arms]' this character loses access to the extra strikes provided by this skill for its duration.

Requirement: Ocular Tension

Cost: -3


Kumonoito | 蜘蛛の糸 | Spider's Silk
The Tsuchigumo are not just renowned for their strange, many limbed appearances, but for their capacity to generate thick silken strands just like a spider would. Utilising modified enzymes in their sweat and salivary glands, their internal fluids can be converted at will into thick strands of sticky web that can be utilised in numerous ways. Flooding these webs with chakra makes them durable and adhesive beyond what one would expect spider silk to be, but that isn't all. A secret technique of the possessors of Teikoku Kumo allows for the breaking down of those special enzymes through mastication, causing the web to come out not elastic and adhesive, but gum like and malleable, hardening into a near metallic substance on contact with the air. This is their legendary golden silk, one of the most frightening aspects of the spider like clan.
Effects: When purchased the skill 'Combinatorial; Golden Webbing' replaces the character's free village bonus skill. When purchased, this skill 'Combinatorial; Golden Webbing' replaces their village bonus skill. When purchasing the skill ‘Ninjutsu Mastery; Golden Webbing’, characters with this skill may purchase 2 ranks for 1 Skill Point.

Requirement: Imperial Spider
Cost: -2

Heikiko no Kogane  | 兵器庫の黄金 | Golden Armoury 
The Tsuchigumo use their golden webs less for laying traps their foolish prey may wander into, and more for crafting weapons unlike any otherwise in the world. Summoned at will from saliva and sweat, each Tsuchigumo is a walking armoury of incalculable golden armaments, meaning rare is it that a member of this prodigious lineage is ever left unarmed, in more ways than one.
Effects: This character may create x ‘Golden Webbing Weapons’ as a Setup Phase action for the cost of y Chakra. The value of x is equal to the total number of Small Weapons this character will use in their next Main Phase. The value of y is determined by the weapon chart, listed below. All weapons created in this way are destroyed at the end of the battle.

• Golden Senbon — 1 Chakra | 1 Base Damage & +1% Chance to Hit

• Golden Kunai — 4 Chakra | 8 Base Damage

• Golden Spike — 5 Chakra | 10 Base Damage
• Golden Arrow —  15 Chakra | 20 Base Damage & +4% Chance to Hit, costs three (3) Stamina. This weapon counts as three (3) Small Weapons for purposes of considering the number of Small Weapons you can add to an attack. 
• Golden Barbed Arrow — 25 Chakra | 50 Base Damage. Costs four (4) Stamina. This weapon counts as four (4) Small Weapons for purposes of considering the number of Small Weapons you can add to an attack. 

Requirement: Imperial Spider
Cost: -2

 

Gan'atsu | 眼圧 | Ocular Tension
Even for the least gifted Tsuchigumo, their hybrid arachnid existence is an innate part of who they are. Their eyes, which look human to the outside observer, function in a way utterly alien to the human mind. While these arachnid enhancements are greatly valued by Tsuchigumo shinobi, as with every path to power there are prices paid along the way, and their wide unblinking stares leave them incredibly vulnerable to attacks that target their eyes, losing the natural human defence against such an assault, functional eyelids.
Effect: The status effects 'Impaired Eyesight' and 'Blind' double their durations against a character with this skill. The additional duration caused by this skill ignores battle and duration limits.
Requirement: Must be taken at character creation and cannot be overcome.
Cost: +2


~~~Mastery Skills~~~
 

Chōetsu Heiki-Ko | 超越兵器庫 | Transcendent Armoury
The golden weapons of the Tsuchigumo are some of their most renowned tools, but there are some amongst the clan for whom these tools are more than just reliable weapons on the battlefield. To those whose tools have transcended the boundary of their cousins, the power and variety of their golden weapons is far superior. They can build incredible weapons, utilising their impressive imaginations to create some of the deadliest small arms found within Denchi no Kuni, and in many ways the world as a whole. 
Effect: For each rank in this skill a character with this skill may create one (1) additional Golden Webbing Weapon to utilize with the skill 'Golden Armoury'. This weapon must be approved normally as a Small Weapon and additionally needs the approval of the clan head. The following outlines the creation rules:

  • 1:2 Ratio for Damage
  • 5:2 Ratio for additional chance to hit
  • Additional abilities may be taken and costed at staff discretion
  • No weapon's total cost can exceed 25

Requirement: Golden Armoury, Jounin Rank

Ranks: 
Cost: -1

 

Arai Tsukideta | 粗い突き出た | Coarse Jutting
The creation of weapons made with Golden Webbing is a process no human blacksmith could ever hope to replicate. Thousands of erratically positioned micro-hooks jut from the surface in random directions, creating a deadly sharp surface not unlike shark skin, but the truly insidious nature of these tools is how the hooks latch into muscle upon insertion, meaning any hoping to remove these weapons are sure to find severe internal trauma and bleeding their reward as the hooks shred muscle from the inside out.
Effect: Attacks with 'Golden Webbing Weapons' gain 'Bleeding; x' for one (1) turn. The value of x is equal to their Chakra cost divided by 5, rounded up. 
Requirement: Golden Armoury
Cost: -1


Chishi Tsukideta | 致死突き出た | Deadly Jutting
Most Tsuchigumo build up their golden weapons to be covered in vicious, serrated barbs which dig into flesh and rend it on both the way in and the way out. Others, however, find a different means of utilising their weapons. By consuming venomous spiders en masse, the Tsuchigumo can slowly build up high levels of toxins in their saliva. In doing so, their golden weapons attain a faint glossy sheen, as porous holes in their creation cause concentrated toxic compounds to leek out, infecting the wounds of those struck and causing agonising pain and a slow, unenviable death.
Effect: The skill 'Coarse Jutting' has no effects once this skill is taken. Attacks with 'Golden Webbing Weapons' gain 'Poison: 2x' for one (1) turn. The value of x is equal to their Chakra cost divided by 5, rounded up. 
Requirement: Coarse Jutting, Jounin Rank
Cost: -1

Edited by Princess
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Original Bloodline is here.

So, as someone wishes to join Oto with a Tsuchigumo character, this bloodline needs some cleaning up. So let us go through the cleans, the modifications, and the reasons for it all.

Teikoku Kumo:
Changed the description. This is a common thread, they're all more...readable now.

First big change here is in the wording of the second part of the ability. So, as originally written, each of your basic attacks could deal two strikes, with each strike having a base damage equal to whatever it would normally be. So instead of 1 basic strike for 5 base damage, you could do 2 basic strikes and have each deal 5 damage, such value! Except, yeah you can do the same thing from the get go anyway. It was poorly worded, but the intention was clear, it wanted you to have additional strikes.

So now it does. The skill grants 2 additional strikes. The damage of a basic attack strike is determined already by the basic attack rules, so I feel no need to clarify them within the technique, and while the original states modifiers are split between all strikes, well that's just a generic rule of the game, so I didn't state that again. YES, this means you can do 7 basic attacks a turn as a sennin, which is in excess of the usual max of 5 strikes per turn, but it's kind of their thing, so I figured it could stay.

The third element now states how 'Titan Grip' interacts with the skill.

The fourth element now states how 'One-Handed Seals' interacts with the skill.

I tinkered a bit with elements five and 6, so that your excess limbs don't just effectively make you immune to these status effects. Now, instead of stacking, extra instances of bound affect additional arms, which fits the flavour of the clan, and is kinda cool. 

Added a new seventh element that states as you lose arms, you lose the bonuses this skill grants, as those additional small weapon attacks and basic strikes are all determined by you having 6 arms, no sense allowing extra attacks if your arms are all chopped off.

Kumo Shiruku:
Put the standard wording for a +element skill on instead of the nonsense it had before that didn't explicitly state it granted the skill but it was implied that it did. Was silly.

Also fiddled around with the wording on creating weapons, added some clarity and removed the random 'gold' writing that was repeated nowhere else.

Then for the weapons themselves, all but arrow stayed the same. Arrow is now a slightly weaker Kite Shuriken, but it gets the 2 per turn at chuunin instead of jounin as normal. Small weapons are what this clan is super boss at, I figured that was fair. Created Barbed Arrows, which are jounin+ equivalents of windmill shurikens with the same 2 per turn limit on them. Easy stuff.

Arai Tsukideta:
Changed this from -2 to give 10% total damage as bleed to all weapons, which was pretty massive, to a new skill with 3 ranks, and each rank gives Bleeding Weapon of that rank to all your weapons. I feel that since we have the attribute Bleeding Weapon now, it should be used instead of something just flat empirically better.

Kumo Omi:
Was Kumo Bijon before, but romaji is garbage. Is now technically Kumo o Mi, but Omi sounds cooler and tyg never used kanji here so I won't, I'll just leave it up to the reader to work out.
Mechanically identical, just added "its base" to the end so that the 1.5x was clear and x was a multiplier and not a value, as x was never defined and I didn't want to define x.

Setsugan Renzu Shishō:
Made this mandatory.
Fixed up the weird wording on the skill, then stated that the additional turns could exceed duration and battle limits. Meaning yes, if you swing blind every turn, you can perma-blind a Tsuchigumo if its a new instance of blind every time, as while Blind has a battle limit, the extra turn ignores that. This means its a hindering that's always relevant, and certainly worth its 2sp. Maybe even a third, up to y'all.



Overall, the changes aren't super major, and it's largely not my work so theoretically it should be easier to read.

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Technically, Small Weapons CAN have attributes, they just have to be attributes that explicitly state a small weapon can have them, Bleeding Weapon does not.

Ugh, you try streamline and you fall in a creek.

Fiddled with wording, tinkers attacks with the small weapons (Since there are two ways to use a small weapon, a Thrown Attack (which is barely quantified, that should be looked into) and a Basic Unarmed Attack. This will ping off both, so stabbing or shooting, you're ripping them up good. 

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The first one, while a bit of a formatting nightmare, looks fine to me.

 

You have an awful lot going on in a single skill with "Spider Silk". It definitely needs to be broken up, honestly. For the element portion of it, -2 is the proper cost considering it is a tier 2 element.

 

For the weapon creation, this is easily 2 sp by itself. Unless we have precedence elsewhere that shows this kind of ability at -1? The closest I could find was Dead Bone Pulse, but that was a -4 sp skill that created medium and large weapons. So, I think -2 is fair.

 

Masteries:

Coarse Jutting: Base damage, not total damage. Otherwise get's far too out of hand when combined with other things such as Critical Hits, Subtle Elements Fire, Combinatorial; Rust, Combinatorial; Plant, stuff like that. 

 

Spider Vision: Boy howdy, let me tell you how hard it is to make Concentration a To Hit modifier... at all. Even in a situation like this. I think this would be better as a modifier to dynamic traps. Like if a spider is targted by a dynamic trap, the bonus chance to hit is halved. it would require you to redo the math line, but would make that +200 accuracy or +100 concentration only +100 Acc or +50 Con. I trust you can come up with something a bit better. I just don't think Con giving +chance to hit is going to get this through too quick.

 

Ocular Hindrance: This is about a +1 thing as is. If you double the amount of time spent blind/impaired eye sight, then I can see +2. my ruling on this stems from... He's Got Battle Scars found here. Burning is feasible more frequently used than Blind and impaired eye sight put together and this extends any burning damage by 1 turn for only 1 sp. So yours right now is barely worth the 1 sp.  

 

 

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All fair points, all will be changed.

My initial drive, as someone who is resubbing the bloodline someone else made, was to preserve it in as close to its original format as possible, so that if they returned they wouldn't get all mad with me, so I made minimal changes, and the one change I did make got slapped down immediately. Hooo well.

Imperial Spider: I know this one is an absolute nightmare, look at the previous version I have to work with and see where I have struggled. Honestly I have tried to think of a better way to word it all, but dot points are just about as good as I can do, it's so much all at once. If you've got ideas for cleaning it up, yeah I'm all ears. Leaving it as is though for now as it's theoretically fine as is, and I don't want to mess it up trying to sort it out.

Spider Silk: I agree 100% with you on that. Initial skill is -2 now and just grants the element. I probably could fit in that thing that sits on all element skills about gaining 2 ranks of nin mastery for 1 SP with this, but honestly I'm not fussed, and given people want to start with this I am wary of anything that could inflate its cost further. 

[NEW] Golden Armoury: Also agree on this point, it's now a functionally identical skill, but now on its own, and does indeed cost -2. That means you're paying -2 for the element and -2 to use this, BUT it means you must start with the element but are not mandated to start with the golden weapon creation. This will give a bit more flexibility to the clan early on and overall is probably a step in a hugely positive direction for the clan.

 

Coarse Jutting: Yes, I agreed on this. I originally changed it to be they gain the Bleeding Weapon attribute, which is base damage, but pere said no on the grounds small weapons can't have most attributes, and to revert to previous wording. So I did, which was total damage, which I honestly thought was far from the best, but I'm working on a theoretically real timeline here (though honestly it's more ephemeral than I make it out to be, just trying to give toroi time to plan) and so took his advice. I can't imagine why I didn't think of just making it base damage and sticking to the initial wording, it's such an easy fix, but one that flew over my head for some reason. Fixed.

Spider Vision: I agree again, I don't like this. I was wary of changing it because if say Tyg comes back and his entire build is despoiled, guess where the blame for that ends up :o 
But yes, you are right, I can do better than +to hit from con. 
My thinking on it now? Let's -really- double down on small weapons for this clan, make it their focus almost entirely. So now, your con gives no bonuses to any ninjutsu or taijutsu, ever. Instead, it grants additional base damage to one Small Weapon attack (thrown or melee) at a 100:2 ratio. Since it only applies to Thrown and Basic attacks, this has no chance of pushing techniques over their caps as it does nothing to techniques. What it does do is let them, in their flurry of blows, pick out one particular shot to be their big one, and surprise attack with it from an unexpected angle while the opponent is distracted. Which fits the flavour of the technique. And if someone wants to invest 2000 concentration for an additional 40 base damage a turn, yeah go for it. But sitting on 1,000 concentration, a healthy level for a non genjutsu user to defend themselves with, essentially grants you an additional Spike worth of damage every turn, but lumped on top of another attack. Which makes their Bleed skill more effective. So it's not a huge shift of power, but it is free damage and it is base damage, which tinkers with a few things, so I elected to leave it at -2sp.
Now I know what you're thinking, we just nixxed Accuracy into damage, why would we allow this? Scope, mostly, and the fact that it is the clear specialisation of the clan. And it's got inherent negatives no matter if you favour ninjutsu or taijutsu (and a gen user focusing on small weapons is kinda...odd, doable but odd) so overall, I think it's a price worth paying for this tiny bonus. Truly negligible. 

Ocular Hindrance: My counterpoint to your argument here is that bleeding has no battle limit, Blind does. This skill explicitly allows you to be locked in blind forever, as while the initial duration doesn't break that limit, the additional turn can, meaning if they throw a 1 turn blind at you every turn, you're affected by it every turn. 

That said, the -2 on this is designed to pay off the 2 your spend on getting the element, so yeah, gonna need to make it -2. So, now when you would lose them, you roll, on a 7 or lower you get an additional cap breaking turn of blind/impaired. This means that with bad rolling one instance of blind at the start of the match could theoretically last forever, which makes the fact that they are used less a touch more in favour for this skill since while they are used less in general, they need to be used less against a Tsuchigumo now. So it's highly likely you'll get 1-2 turns extra per infliction of blind/impaired, which I think is worth the -2 now since, given Blind's limit of 2, you're more often than not doubling its duration anyway. Just in a way that makes the clan slightly harder to utterly lock down with no capacity to interact on their behalf. Luck is a valuable tool, never hurts to have a little faith in it.

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Spider Silk; Actually, going based off similar bloodlines, leaving the 2 for 1 Ninjutsu Mastery Spider Silk for a total cost of -2 sp is fine.

 

Golden Armory: Doesn't have an SP cost attached to it. This is probably just a typo, but I want to point it out!

 

The rest I will need to look at again when I am not so tired, however, I know you have someone waiting on it, so I will make it a priority. I have the next two days off, I just need some sleep right now.

 

 

 

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Oookay, so we made some changes here!

PMM suggested that a hard focus on small weapons would have negative impacts in the late game as they start scaling worse and worse, which is fair. But the idea of throwing buckloads of weapons is still appealing, so how can we make it viable?

WELL, glad you asked. 

Imperial Spider now adds an additional 2 strikes (assuming you have all 6 arms) to all attacks you make. These extra strikes can only be Small Weapon or Basic Unarmed Attacks. This syncs up well with the max 2 uses per turn super small weapons, and can help add some nice damage and effects into the mix for a character who can build these weapons on the fly.

Then, I changed Spider Vision to now give a scaling bonus to hit based on the number of strikes a technique is making. Multi-Strikes are gonna be the way of the Tsuchigumo, so let them throw a big attack and get +12% chance to hit by adding in those two additional strikes. If you sap the arms, they lose the bonus, so there's inherent counterplay there. It also will mean if you do decide to throw 10 small weapons in a turn (doable with this) you're getting a +40% chance to hit with each small weapon, which means they'll most likely hit and can hopefully go some of the way to alleviating the weakness of small weapons at higher tiers, especially if a few techniques are thrown in to make small weapons a touch scarier, or elements like Coarse Jutting.


So this is ready for another look over.

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The core skill, your first one, needs to make it so that there is no battle limit for these characters to be inflicted with Bound Arm/Bound Paired arms. Otherwise the effects never actually come into play.

 

Increasing chance to hit by a percentage is a no fly zone, bromigo

 

Your hindering skill is still flimsy, I still think it needs to double duration.

 

 

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Done.

 

It's a stat increase now, 20*number of strikes. Capped at 1.5x. So at absolute maximum I believe this can grant a whopping 200 accuracy if the character at sennin level makes 8 small weapon attacks and then the bloodline's additional two. More likely, it will be adding 60 accuracy to standard attacks the bloodline adds two strikes to. 2sp for 60 accuracy is overcosting, 1sp for 200 stats is probably too cheap, so I'll leaving it at -2, the small buffs to small weapons these guys are throwing around will optimally make this more worthwhile, as will stat buff items and the like. With the current resub of Golden Webbing, we see 80 as the likely standard accuracy boost. Still probably too low to be worthwhile at 2sp, I kinda feel like 1sp could do 100 stats here pretty easily, but given it can go higher -2 is still where I want this.

 

I am still worried about flat double duration, that's pretty huge on an effect that usually has a limit, espeically given their first skill has an inbuilt hindering now.

 

So it doubles duration, and the additional duration ignores limits. So if you've already been blinded up to the limit and they throw blind 1 at you, you ignore their native blind 1 coz its hit the limit, but the additional turn still applies, meaning blind retains its base effectiveness all battle and has bonus impact early on. I feel this if fair and won't just leave them with a single, perfect weakness to exploit that shuts the whole clan down outside of their capacity to engage. I believe this is a fair compromise.

Edited by Princess
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Wooo boy. Here we go. Going to do some rewrite for organization and clarity. Also I did some treatment on the names, hope you don't mind.

 

 

Teikoku Kumo | 帝国くも | Imperial Spider

First thing here, the system was rewritten awhile ago to just work without assuming 2 limbs. Things like Ninjutsu already say in their rules "You need two free hands to make seals in order to use a Ninjutsu Technique." and equipment says "Large Weapons require two (2) free hand to hold." etc. So you don't need to restate those here unless you want to be clear on the effects. I would actually suggest you don't restate them as it only means that there is a possibility for them to conflict in the future. Maybe just add it as a note in the designer notes in the second post as like a "Player Tips" sort of thing? I would suggest the following...

 

Effect: This character has six total arms. This grants them the following bonuses.

• Whenever this character preforms an attack they may add two (2) additional strikes. These two strikes may be any combination of Small Weapon attacks and Basic Unarmed attacks.

• This character ignores the effects of 'Bound [Arm]'.

• The maximum duration for 'Bound [Paired Arms]' for this character is two (2) turns instead of three (3) turns.

• While afflicted with 'Bound [Arm]' or 'Bound [Paired Arms]' this character loses access to the extra strikes provided by this skill for its duration.

 

Kumonoito | 蜘蛛の糸 | Spider's Silk

Updated the name here to actually be spider's silk and not "shiruku". Also, fixing this wording to fix a loophole that is in... literally every elemental bloodline that does this skill. The phrase "When purchased at character creation" means that if I purchase this at level 1 instead of creation that I can keep my free village skill. Just remove the words "at character creation".

 

Also, your link here goes to the wrong version of the Golden Webbing.

 

Effect: Characters with this skill gain the skill 'Combinatorial; Golden Webbing’ for 0 Skill Points. When purchased the skill 'Combinatorial; Golden Webbing' replaces the character's free village bonus skill. When purchasing the skill 'Ninjutsu Mastery; Golden Webbing', characters with this skill may purchase 2 ranks for 1 Skill Point.

 

 

Heikiko no Kogane  | 兵器庫の黄金 | Golden Armoury 

Updated the name here as well. I've worked the wording here to be less words, as is normal with our interactions. Also made all of these cheaper because paying 1:1 on small weapons seems like a bad deal for a bloodline ability, especially since this is taking a Setup Phase action. 

 

Effects: This character may create x ‘Golden Webbing Weapons’ as a Setup Phase action for the cost of y Chakra. The value of x is equal to the total number of Small Weapons this character will use in their next Main Phase. The value of y is determined by the weapon chart, listed below. All weapons created in this way are destroyed at the end of the battle.


Golden Senbon — 1 Chakra | 1 Base Damage & +1% Chance to Hit

Golden Kunai — 4 Chakra | 8 Base Damage

Golden Spike — 5 Chakra | 10 Base Damage
Golden Arrow — 15 Chakra | 20 Base Damage & +4% Chance to Hit. May only throw one (1) per turn at Genin+ and two (2) per turn at Jounin+.
Golden Barbed Arrow — 30 Chakra | 60 Base Damage. Requires Jounin rank and may only throw two (2) per turn.


Requirements: Combinatorial; Golden Webbing

 

 

-- Mastery Skills --

 

Arai Tsukideta | 粗い突き出た | Coarse Jutting

Updated the name. Updated the effect, and I also think this could potentially be -1 SP instead of -2. 

 

Effect: Attacks with 'Golden Webbing Weapons' gain 'Bleeding; x' for one (1) turn. The value of x is equal to their Chakra cost divided by 5, rounded up. 

 

 

Kumo Omi - Spider Vision

You will notice that I didn't change this one's name. That's because its bah-roken. There is no real cap on number of strikes, and this bloodline already gives +2 on any jutsu. Also, this isn't really a 'Mastery' skill, its just another branch of the bloodline. Mastery skills should be things that are optional modifiers that enhance the main parts of the bloodline. This just... is another part of the bloodline. If you want to keep some kind of bonus to multi strike jutsu I am all for that, but this is just... insane. Wayyyy too good. At Genin you could get +140 Accuracy without even doing anything busted, you just use a 5 hit jutsu and get your +2 strikes from the above. That's way better than most activated bloodlines at genin level. This needs to go entirely back to the drawing board. 

 

 

Gan'atsu | 眼圧 | Ocular Tension

Updated name entirely. Again... this isn't a mastery. This is just a hindrance skill that is tucked into the bottom. The effects here are fine though for a +2 Hindering. It seems weird that this isn't... required? Like, some of them are just susceptible to eye based stuff more?

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Okay, took all your advice as we discussed on discord. Then did more.

Coarse Jutting and Ocular Tension are no longer listed under Mastery Skills, they're just part of the bloodline now.

Ocular Tension always had the requirement 'must be taken at character creation', but now must is bolded, italicised, size increased, and in red. Should be unmissable now. It is a mandatory part of the bloodline and cannot be overcame. It is the curse of the bonuses this grants.

Spider Vision, for its part, is probably more work than its worth to create, and the bloodline doesn't need it. I'm instead putting my focus on what I discuss below.

Then, you raised some good points about mastery skills here and especially on discord. So, mastery skills are different now.


There are two, and they focus on two of the main supplementary skills of the bloodline, Golden Armoury and Coarse Jutting. You may take one OR the other, never both. 

Transcendent Armoury is exactly what you suggested a mastery skill should be on discord. It allows for the creation of a unique golden webbing weapon, has some mandated cost structure based off how you set up the ones in the main armoury skill, then states that extra abilities can be applied for but staff will decide on their costs and what have you. Then, at Jounin, you get to make another one. So you get a total of 2 personal golden weapons, which can never do more than the barbed arrow, 60 flat damage is still where you sit at the cap, but opens up the chance to do other things within that constraint.

Deadly Jutting, on the other hand, effectively replaced Coarse Jutting. In reality, it negates the effects of the base skill, but doesn't actually replace it, this means that you don't have any reason to believe that taking this skill refunds the SP. Now, instead, it does double the damage of the base Coarse Jutting, and deals it as Poison damage. It justifies doubling the damage by doubling the SP, since Coarse Jutting, a 1SP skill, has its effects negated and is a requirement for Deadly Jutting. 

So you either put your own spin on the weapons if you're confident, or you take a greater level of assured damage off each weapon. Both have their reasons to be chosen, both are essentially paths to master one of the existing skills in the bloodline, and hell I think that is what a Mastery Skill should be going forward. Not just adding new powers to a bloodline, but looking at the bloodline and finding a way to master one of the skills therein. I am proud of this direction for the skills.

Edited by Princess
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Gan'atsu | 眼圧 | Ocular Tension

This is not really how we do "required hinderings", and for good reason. "Must take at character creation" implies that if you don't take it at creation you cannot take it at all. Instead, you should make this skill a requirement for any skills in the bloodline (and probably put it at the top above the main one). I imagine what you want will look something like...

 

Ocular Tension → Imperial Spider → [Everything else]

 

So make Imperial Spider require Ocular Tension, and then all the other skills require Imperial Spider. You can then remove the hideous red bolding lol.

 

 

Teikoku Kumo | 帝国くも | Imperial Spider

Approved.

 

 

Kumonoito | 蜘蛛の糸 | Spider's Silk

Wording update again as per discussion in GM chat.

 

Characters with this skill gain the skill ‘Combinatorial; Golden Webbing’ for 0 Skill Points and regardless of requirements. When purchased, this skill 'Combinatorial; Golden Webbing' replaces their village bonus skill. When purchasing the skill ‘Ninjutsu Mastery; Golden Webbing’, characters with this skill may purchase 2 ranks for 1 Skill Point.

 

 

Heikiko no Kogane  | 兵器庫の黄金 | Golden Armoury 

Approved.

 

 

Arai Tsukideta | 粗い突き出た | Coarse Jutting

This should have a requirement of Golden Armoury, as otherwise it doesn't make much sense. Also, this actually feels like a mastery skill, you probably could have left this at the bottom next to Deadly Jutting. 

 

 

Chōetsu Heiki-Ko | 超越兵器庫 | Transcendent Armoury

Wording update

 

A character with this skill may create one (1) additional Golden Webbing Weapon to utilize with the skill 'Golden Armoury'. This weapon must be approved normally as a Small Weapon and additionally needs the approval of the clan head. The following outlines the creation rules:

 

Also, just change the requirements to "Requirements: Golden Armoury, Jounin Rank"

 

 

Chishi Tsukideta | 致死突き出た | Deadly Jutting

Seems good, Approved.

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Updated to be in line with new update.

Imperial Spider now adds 2 strikes AND 2 small weapon attacks, so if you want to bury them you can with, at sennin rank, 11 small small weapons, but morel likely the real value here is you can throw two 4 use and one 3 use weapon all in the same turn with the Small Weapon attack action. That's giving the Tsuchigumo a definitive advantage in the small weapon field over other small weapon users, which is the primary goal of the clan. 

Golden Armoury now has a few tweaks, mostly to bring the two arrows in line with the new small weapon rules. They consume multiple small weapons and cost additional stamina as is appropriate for their cost total, and the cost/damage of the barbed arrow was dropped from 30/60 to 25/50 to keep it at that 4 uses level. 

Transcendent Armoury also saw its final ability drop from a max cost of 30 to a max cost of 25, to keep it at that 50 cost cap of the Barbed Arrow.


Otherwise its identical to how it was approved like 2 days ago. Speed and grace people.

Edited by Princess
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Because this is the saga that never bloody ends, here we are again. Tony wasn't happy with the wording, gave me two suggestions to work with them, I have taken one of those suggestions and worked with it. Let's try be quick here, the bloodline's up for the third time before anyone's even used it. It triggered a rewrite of small weapon rules. I don't think there's anything else it can break or change. 


It is mechanically identical in almost every way to the previous iteration, it just now avoids utilising reference another set of rules in its effects and is now wholly self contained. The only difference is before it was treated as a small weapon attack and now the extra strikes use small weapons but are not small weapon attacks. No implementation differences here, it's just moved the reading to the skill rather than the mainsite.

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Teikoku Kumo:

• "Whenever this character performs an attack they may add two (2) additional strikes to that attack. Each additional strike is made with a Small Weapon. The base damage of the strike is equal to the base damage of the Small Weapon, is modified by the user's Taijutsu, and the strike gains any effects that the Small Weapon has. This attack consumes the Small Weapon as if it was thrown."

-Can this effect be limited to physical damage? Otherwise genjutsu attacks have the opportunity to deal physical damage with a taijutsu modifier. So like 'Whenever this character performs an attack that uses accuracy and evasion as the to-hit modifiers' or throw in at the end 'This effect does not apply to the user's attacks that only use Concentration as the to-hit modifier' so gen hybrids are still in the picture.

 

• "This character ignores the effects of 'Bound [Arm]'.

• While afflicted with 'Bound [Arm]' or 'Bound [Paired Arms]' this character loses access to the extra strikes provided by this skill for its duration."

-These two lines look a little weird together. Remove Bound[Arm] from the bottom effect. 

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