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Warr

Copperhead

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Posted (edited)

.:Copperhead:.

The sands are ever-shifting, ever changing. The nations, habits, and attitudes of the ninja world are ever shifting as well. In times before one might devote themselves to a singular element to master it. In times before they might devote themselves to a singular element in hopes of making their use of it more powerful, they may have learned many in hopes of discovering a new and powerful chakra alignment for themselves. They may have even called these powers 'Kekkei genkei', the traits passed down by bloodlines. But the sands of time and fate are ever changing. They are becoming something different, and in such away the mud-prince of The Country of Wind, Takashuri Uramuki came to be known as 'the Copperhead'. The elements which he had mastered beyond sand transforming his sand ninjutsu into something different. Something liquid, visceral, elemental, deadly; and all the while something which takes more energy to use than normal sand. Like a copperhead it strikes with speed, and it shows within his sand techniques, a faint bit of chakra from the elements doing more than changing the consistency of the sand, but making it copper in color. Beware the hiss and the bite.

Effect: The user loses bonus to created object's health that Combinational; Sand provides, additionally the user loses their secondary elemental affinity.

All 'Sand' type techniques used by the user are henceforth considered 'Copperhead Sand' type. Copperhead Sand is considered to be a third tier element, and receives any bonuses and skill effects which sand would be otherwise allowed or applied to sand type ninjutsu; but any skills [bloodline or otherwise], armor effects, jutsus, etc that would cause negative effect to 'Sand Jutsu' are not considered active unless the targeting ninja is above the user's ninja rank. The user may not take/have any bloodline while in possession of the skill 'Copperhead'. Copperhead Sand techniques are considered sealless.

Additionally, Copperhead Sand techniques deal 2X more damage [where X is the user's level]. Every turn in battle, the user must roll a D10. The roll must be linked, and the user must pay 10 times X percent [where X is the number rolled] of the chakra cost additionally. This extra cost spent may be split between chakra and stamina at the user's discretion.

Requirements: Combinatorial Elements; Sand & Combinatorial Elements; Mud. Warr's permission

Cost: -3

Copperhead's Slither

The sands, and the animals that move amongst them had an economy of motion unlike that of many other places. So too, with the influx of 'different' chakras within the user that turned their use of sand techniques into use of Copperhead Sand techniques a certain economy of motion came about for the users own abilities; reducing the energy necessary to stand and strike.

Effect: The user pays 10% less chakra when using Copperhead Sand type techniques than they otherwise would have to pay. The user pays 5% less chakra when using wind type techniques. May not stack with other cost reducing skills.

Requirements: Copperhead

Cost: -1

Coil of the Copperhead

The animals of the sands affect it's personality just as much as the wind. The people, the livestock, even the predators effect it. Over eons of animal warfare, and centuries of human warfare, the sands have gained a coiling personality. One which manifests itself within the Coil of the Copperhead [sands] as an ability to sacrifise your own speed and cognitive ability to make sure that an attack hits with more keenness and accuracy than it otherwise might.

Effect:

As well, the user may sacrifice up to Y [where Y is five times their level] of their speed to make their accuracy considered to be 2Y for a sand ninjutsu or taijutsu technique strike. This sacrificed speed is regenerated at a rate of 20% per turn. This ability may be used three times per battle.

Requirements: Copperhead

Cost: -2

Edited by Warr
Posted

.:Copperhead:.

Effect: The user loses the addition to created object's health that Combinational; Sand.

-I don't think that's a complete sentence. :P

All 'Sand' type techniques are henceforth considered 'Copperhead Sand' type. Copperhead Sand is considered to be a third tier element, and received and bonuses and skill effects which sand would otherwise be allowed; but any skills [bloodline or otherwise], armor effects, jutsus, etc that would cause negative effect to 'Sand Jutsu' are not considered active so long against ninja not above the user's rank.

-Please proofread. I know what you are trying to say, but "so long against ninja not above the user's rank" is a cluserfuck of a phrase.

Copperhead Sand techniques deal 2X more damage [where X is the user's level] and have Y+Z additional percent to hit an opponent. Additionally, the user pays a Y+W less chakra than they otherwise would have to pay. The user loses their secondary elemental affinity, and pays Y+W additional stamina when using ninjutsu techniques. [Where Y is one-tenth the user's level, Z is 1 20th of the user's speed, and W is 1 50th of the user's ninjutsu.]

-You have got to simplify this. You have four variables, which is way too much floating math.

Cost: -???

Posted

Should be fixed, though I did away with a bit of what I previously had written.

Posted

It's not a bloodline so I don't agree that it should take up a bloodline 'slot'. I am willing to edit it something about 'the user may not take a bloodline skill with this skill in their possession', but even that is something I'd prefer not to do.

Posted

Just so you're aware, Silverwind is considered to take up a bloodline slot too. I don't recall if it actually said it or not, but staff always considered it to, and it still will when I finish revamping it.

Posted (edited)

-6 seems fine, but not more than -6.

After being told this does too much for one skill even at its massive costs, I've split the Copperhead skill into the Copperhead series of skills and split the effects and the -6 SP cost amongst those effects. Reviews, please. I'd like to get this done before the exams begin and would rather not have to wait for Silverwind when this is pretty mild in comparison to its base.

Edited by Warr
Posted

.:Copperhead:.

Effect: The user loses bonus to created object's health that Combinational; Sand provides, additionally the user loses their secondary elemental affinity.

All 'Sand' type techniques used by the user are henceforth considered 'Copperhead Sand' type. Copperhead Sand is considered to be a third tier element, and receives any bonuses and skill effects which sand would otherwise be allowed; but any skills [bloodline or otherwise], armor effects, jutsus, etc that would cause negative effect to 'Sand Jutsu' are not considered active unless the targeting ninja is above the user's ninja rank. Additionally, Copperhead Sand techniques deal 2X more damage [where X is the user's level]. The user may not take/have any bloodline while in possession of the skill 'Copperhead'.

Cost: -3

I don't agree with this being considered a "Tier 3" element, that is only one tier below light/dark I think skills like this should only bump the element up one tier, not two. When Iron Sands did it, it required two Tier 1 Combinatorial elements. On that note, I'm sure its implied, but you should put somewhere that the user is required to have Combinatorial Sand. I am not sure how I feel with the additional damage. I know this is taking a "bloodline" slot on the character, but it is approximately +800 stat points (for certain techniques) at level 100, but with no upkeep or payment (960 at level cap). I feel like this passive bonus should be lowered or changed to also raise the cost of jutsu if the user chooses (something along those lines).

I also noticed that you removed the part where they lose their second specialty.

Copperhead's Slither

The sands, and the animals that move amongst them had an economy of motion unlike that of many other places. So too, with the influx of 'different' chakras within the user that turned their use of sand techniques into use of Copperhead Sand techniques a certain economy of motion came about for the users own abilities; reducing the energy necessary to stand and strike.

Effect: The user pays 10% less chakra when using Copperhead Sand type techniques than they otherwise would have to pay. The user pays 5% less chakra when using wind type techniques.

Requirements: Copperhead

Cost: -1

Mention this cannot stack with other cost reduction abilities.

Coil of the Copperhead

The animals of the sands affect it's personality just as much as the wind. The people, the livestock, even the predators effect it. Over eons of animal warfare, and centuries of human warfare, the sands have gained a coiling personality. One which manifests itself within the Coil of the Copperhead [sands] as an ability to sacrifise your own speed and cognitive ability to make sure that an attack hits with more keenness and accuracy than it otherwise might.

Effect:

As well, the user may sacrifice up to Y [where Y is five times their level] of their speed to make their accuracy considered to be 2Y for a single sand ninjutsu or taijutsu technique strike. This sacrificed speed is regenerated at a rate of 20% per turn. This ability may be used three times per battle.

Requirements: Copperhead

Cost: -2

Posted

Actually, the part where they lose their second element specialty is supposed to be there.

As far as the damage/third tier, it's damage with a very very select form of technique, it denies you the final rank of subtle elements as well as the final rank of elemental affinity. I can slap a 'requires Combinatorial Elements; Sand' on there, or if you really want to a 'requires Combinatorial Elements; Sand and a Combinatorial Elements; Mud or Combinatorial Elements; Magnetism' if you think that's what is needed to make it a third tier, but I think it should definitely be a third tier. If you want some kind of increased cost for techniques that's fine, I suppose.

Posted

Slapping mud on there would probably be good, I could justify this being tier 3 then.

An additional cost for the damage would be nice, it can be optional so its not always making the techs cost more.

Posted

Considering the sheer force of the Copperhead sand and it's newness, I can consider some sort of increased chakra cost-ish thing, I've posted what I tentatively had created for it, because I feel it is a more compelling solution than 'lol % TXP' or 'lol % of total chakra cost statically'.

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