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K Mitsuhide

Blood Draining Plant Techs

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Posted (edited)

Hybrid Plant Style: Blood Drain; Rank 1

Type: Ninjutsu [Plant]; Shuurajou Clan

Rank: Genin

Cost: 18 Health, 40 Chakra

Damage: 10

Effects: 20 Bleed Damage for 1 Turn, Cold for 1 Turn on the turn that Bleed Damage takes effect

Description: The user grows a ravenous, spiky plant from blood and chakra. The vile plant then burrows through the ground until it pops up behind the target. It then stabs into the calf or thigh of the opponent and forcefully begins to drain the blood out of his or her body. This sudden loss of blood causes body temperature to drop rapidly.

Points: 4

Cold (Hypothermia Stage 1): Target's chance to hit reduces by 5% (minimum of 15%). Target's speed is at 90%. Ninjutsu and Genjutsu that require hand seals have 5% chance to fail. Max Turns: 3. Burn/Bleed effects last one post longer. (May not be stacked with any other frozen, or numb effects, this effect takes precedence.)

Max Duration: 3

DP: 50/turn

Bleeding: User loses x HP every turn (x is determined in the technique that inflicts bleeding). Bleeding/Burning/Poison damage begins to take place on the turn after the attack hits. So if a technique hits an opponent for 20 bleed damage for two turns, the first turn they are hit, the second turn they take the damage and the third turn they take the damage again. The total bleed damage in a single technique cannot break the damage cap for that technique when added together with the regular damage that it deals.

Max Duration: 3 turns

DP: 0.8x/turn (x = The normal DP (cost) of the damage that it is being applied to.)

Hybrid Plant Style: Blood Drain; Rank 2

Type: Ninjutsu [Plant]; Shuurajou Clan

Rank: Chuunin

Cost: 25 Health, 60 Chakra

Damage: 30

Effects: 20 Bleed Damage for 2 Turn, Frostbite for 1 Turn on the first turn that Bleed Damage takes effect

Description: The user grows a ravenous, spiky plant from blood and chakra. The vile plant then burrows through the ground until it pops up behind the target. It then stabs into the calf or thigh of the opponent and forcefully begins to drain the blood out of his or her body. This sudden loss of blood causes body temperature to drop rapidly, and despite the fact that the afflicted is not necessarily in a cold environment, they are affected in the same way as if they were beginning to freeze to death.

Points: 4

Frostbite (Hypothermia Stage 2): Target's chance to hit reduces by 10% (minimum of 15%). Target's speed is at 80%. Target's evasion is at 80%. (May not be stacked with any frozen or numb effects, this effect takes precedence. Does not stack with other stages, replaces 'Cold' status effect if active.)

Max Turns: 3

DP: 60/turn

Bleeding: User loses x HP every turn (x is determined in the technique that inflicts bleeding). Bleeding/Burning/Poison damage begins to take place on the turn after the attack hits. So if a technique hits an opponent for 20 bleed damage for two turns, the first turn they are hit, the second turn they take the damage and the third turn they take the damage again. The total bleed damage in a single technique cannot break the damage cap for that technique when added together with the regular damage that it deals.

Max Duration: 3 turns

DP: 0.8x/turn (x = The normal DP (cost) of the damage that it is being applied to.)

Hybrid Plant Style: Blood Drain; Rank 3

Type: Ninjutsu [Plant]; Shuurajou Clan

Rank: Jounin

Cost: 54 Health, 150 Chakra

Damage: 80

Effects: 50 Bleed Damage for 2 Turn, Hypothermic for 2 Turns starting on the first turn that Bleed Damage takes effect

Description: The user grows a ravenous, spiky plant from blood and chakra. The vile plant then burrows through the ground until it pops up behind the target. It then stabs into the calf or thigh of the opponent and forcefully begins to drain the blood out of his or her body. This sudden loss of blood causes body temperature to drop rapidly, and despite the fact that the afflicted is not necessarily in a cold environment, they are affected in the same way as if they were freezing to death.

Points: 6

Hypothermic (Hypothermia Stage 3): Target's chance to hit is reduced by 15% (minimum of 15%). Target's speed is at 70%. Target's evasion is at 70%. (May not be stacked with any frozen or numb effects, this effect takes precedence. Does not stack with other stages, replaces 'Cold' or 'Frostbite' status effects if active).

Max Turns: 3

DP: 75/turn

Bleeding: User loses x HP every turn (x is determined in the technique that inflicts bleeding). Bleeding/Burning/Poison damage begins to take place on the turn after the attack hits. So if a technique hits an opponent for 20 bleed damage for two turns, the first turn they are hit, the second turn they take the damage and the third turn they take the damage again. The total bleed damage in a single technique cannot break the damage cap for that technique when added together with the regular damage that it deals.

Max Duration: 3 turns

DP: 0.8x/turn (x = The normal DP (cost) of the damage that it is being applied to.)

Edited by K Mitsuhide
Posted

Looking at the old techniques you made, things were approved at a 1:2 ratio for health:chakra/stamina. Going off of that, you're underpaying for the first technique:

10 DP for damage

16 DP for bleed

50 DP for cold

76 DP overall

You're only paying 74, 34 with health and 40 with chakra.

Second one, what is the (20) in parentheses for damage?

Third one, what are you paying to use the technique?

Posted (edited)

It's all good. First one looks good now.

Second one, you seem to be overpaying. Sorry for asking again, but what is the (20) for the damage?

24 damage [30 * (4/5)]

26(25.6, rounded up) bleed [40 * (4/5) * .8]

60 frostbite

110 overall

You're paying 112, 50 from health and 62 from chakra.

Third one, you're overpaying.

54(53.3, rounded up) damage [80 * (2/3)]

54(53.3, rounded up) bleed [100 * (2/3) * .8]

150 hypothermic

258 overall

You're paying 270, 120 from health and 150 from chakra.

Edited by Major
Posted

Eh, it's fine, I like math. And helping.

Approved.

Posted

There is one issue I see with the math. Under the Status Effects rules, it states:

Status Effect costs are not modified by jutsu ratios. They are always the same price, despite the rank of the technique that uses them.

Therefore I went back and returned them to their original costs.

Posted (edited)

If you're talking about bleed, it is modified by the jutsu ratio because it says the DP cost of the damage done, which you would have to find by using the ratio. (at least, that's how I've seen things approved recently.) Cold, frostbite, and hypothermic were not touched by any ratio.

Here is an example of a recently approved technique with bleed damage, the first technique on the list.

The cost would be 60 for the damage, or 2/3 of 90.

The cost would be 32 for the bleed, or 2/3 of 60, then multiplied by .8

If you're not talking about bleed, I'm derping right now.

Edited by Major
Posted

Looking at the old techniques you made, things were approved at a 1:2 ratio for health:chakra/stamina. Going off of that, you're underpaying for the first technique:

... which techniques? I'm looking at two of them:

Name: Ketsueki Kensei (Blood Restraint) Rank 1

Type: Ninjutsu

Rank: Gennin, Shuurajou Clan Member

Cost: 5 Health, 5 + 25/turn (prone upkeep) Chakra

Damage: 10

10 DP = 10 Damage, + 25 per Turn for Prone

Name: Shinku Shuriken Rank 2 (Crimson Shuriken)

Type: Ninjutsu

Rank: Chuunin, Shuurajou Clan Member

Cost: 10 Health, 30 Chakra (10 Health, 40 Chakra if used as a multi-attack jutsu)

Damage: 50 (25 per shuriken if multi)

40 DP = 50 Damage

That seem to be following the normal 1:1 [Gennin:Nin], 4:5 [Chuunin:Nin] cost ratios. I also don't seen any blood/clan ability that allows for HP to be used in the place of CHK/STM at a better cost ratio [i can't think of any mainsite rules either]. So I need context [of skill or previously approved Jutsu] that's allow for these cost reductions.

Posted (edited)
All; Fun fact, 1 hp in cost is equal to 2 chakra or stamina. So, you may pay 10 hp for a 20 chakra or stamina's worth of effects. Additionally, hp costs may never total more than half of the technique's total cost, so if you had something that cost 40, only 10 hp could be used in place of 20 chakra or stamina.

Link

The ones that use regular DP ratio's were approved before I learned this.

Edited by K Mitsuhide
Posted

Verified with Cntr: Apparently that is a rule [somewhere], so coo'. Learn something new everyday.

d(・_・)

approve'd

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