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Cloudnine

Kaguya Instrinsics

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Posted (edited)

Intrinsic Taxation

The Kaguya tend to be outstandingly efficient combatants and are keenly perceptive of their limitations. In crucial engagements, they perfectly push the limits of their quick-regenerating bodies, dealing bone-shattering bones while their own bones shatter.

Effect: While Shikotsumyaku is active,  the character may choose to pay up to half of a technique's total stamina cost with health at a 1 health : 1 stamina ratio. For the turn this skill is applied, the character does not regenerate health from Shikotsumyaku: Immortal Vessel. This skill may not be applied to techniques that already have a base cost of health or combined with any other abilities that substitute or reduce health, stamina, or chakra costs.
Requirement: Immortal Vessel Rank 1 
Cost: -2

 

Intrinsic Guardian

The Kaguya are renowned for their regenerative properties, and their bodies possess a will of its own to recover from any physical affliction. Just as a normal immune system responds to foreign bacteria and viruses, a Kaguya's body immediately responds against injury and ailment. 
Effect:  Requires Shikotsumyaku active. While the character is afflicted with a bleed/poison/burning effect, the character reduces their chance to be critically hit by 2% (to a minimum of 1%) and the character's block range is increased by 2. This effect does not trigger from self-inflicted bleed/poison/burning effects.

Requirement: Immortal Vessel Rank 1 
Cost: -1

 

Intrinsic Urgency

Where the strain of combat leaves others vulnerable, a Kaguya just begins to tap into their primal survival instinct. Their blood courses to its fullest potential, quickening the rate at which their lost bones are replaced. 

Effect: When the character’s health is at 50% or below of their max health, the character may release their next ‘Bone Weapon’ with an additional 20x in level economy, where x is the character’s ninja rank. This skill may be applied once per battle. 
Requirement: Bone Sculpting
Cost: -1

Edited by Cloudnine
Posted (edited)

Notes:

Resubbing some old Kaguya skills made by RN with Blue's go-ahead.

 

Link back to Kaguya bloodline: Here

 

Taxation: Nerfed a bit, you have to pick cost reduction or health regeneration now. The 'total stamina' instead of base stamina is in there to account for Exhausted/Tired, so it's not a cheaper way around those types of status effects.

 

Recuperation: Effect stayed the same with some wording changes that (I hope) clarifies it. 

 

Urgency: New effect, just keeping an old name. At most levels/ranks, it gives a little less than one Setup Phase's worth of level economy. 

Edited by Cloudnine
Posted

You could probably make it 1 health pays for 2 stamina, that's the inherent value of health in techs and I don't see why buying a skill should make it worse?

 

 

Posted

I'd be totally down for a 1HP: 2stamina ratio for Intrinsic Taxation- I taxed it to a 1:1 ratio for convenience/flexibility.

 

Extreme Will/Extreme Endurance on the main site look to be 1:1 and... pretty crappy. I'll change to 1:2 and see what the feedback is!

Posted

@Taxation: Health is usually given a higher value because it can't be regenerated like normal resources can, and without being a path that lops off your offensive modifiers on your primary stat there isn't any other reliable way of recovering it. I think, by virtue of this being for a clan that... regenerates health... this shouldn't be a spammable mechanic. If you want to keep the improved ratio, this needs a battle limit for how many times it can be used.

 

@Recuperation: I don't like this ability at all. An external passive that buffs an already borderline game breaking bloodline ability (up to 15% HP regeneration) with a 'condition' that will pretty much always be met (any negative status effect - which is a no brainer against something with health regeneration) isn't good. If this were to exist at all, it should have be as part of the bloodline itself, which would mean it would have to be resubbed to include this.

 

@Urgency: This looks fine.

Posted

Taxation:

-Aaaand boosted back to the 1:1 HP:ST ratio

 

Recuperation:
-Scrapped and replaced with Guardian. Character gets situational crit protection/block range

 

hope that looks better!

Posted (edited)

I believe the common wording on crit modification would be 'the character has a -2% chance to critically hit,', I haven't seen 'threat range' as a common use term, though it's probably not a bad one.

Mechanically these looks fine to me, Lan makes a good point on the health cost. I'll stamp this if you fix that wording up or show me past precedent to let it through.

Edited by Princess
Posted

I made charts for Intrinsic Urgency, which was the most complex skill here. 

The one on the left is Bone Sculpting’s normal effect. The one on the right is with Urgency, which assumes a Chuunin promotion at 30, Jounin at 60, and Sennin at 100. "# SP" in both refers to the bonus the character is receiving from the number of setup phases they spent on the weapon.
So no one has to pull up the rules for making a bone sword, the formula is X+(XY/2). X is the user’s level and Y is the amount of setup phases spent making it, to a maximum Y value of 5. 

afjvSQB.png

The biggest bonus is at low levels, but it remains pretty good all the way up to 120. The cost (being half dead) is high though, so this seems fine to me. Approved.

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