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Posted (edited)

1

Samehada サメ皮 (Sharkskin)

Weapon Type: Great Sword

Size: Large

Level: 0 (See Clause)

Special: Indestructible

Unique

Sheer Momentum: Because of this Great Blade's size and weight, any attacks that would be considered a 'block' (either by dodge roll, or a jutsu specifically naming its action "blocking") are instead a full hit. This benefit does not surpass any 'shield' type jutsu of higher than the sword's wielder's rank, or usage of the 'defend' attribute by a shinobi of higher than the sword wielder's rank.

Momentum's Gift: Again, because of the Great Blade's size and Weight, any attacks made by this blade which are defended against via 'Parry' still hit, though they do so at 1/3 the damage they would normally deal. (After the user's Attack Modifiers are applied and Prior to the opponent's Defense Modifiers being applied.)

Not for the unworthy: If this sword is disarmed by another shinobi-nin within battle, this does not mean the sword can be used by that shinobi-nin. Whenever a shinobi-nin who has not been 'accepted' by Samehada, they must make a roll a d10.

A result of 1, 2, or 3 is a critical failure, and the attempted wielder is inflicted with 30 unmodified health point damage, and is inflicted with the status effect 'bound [Arm]' for the remainder of the battle, or until given medical treatment by a medi-nin. Within role play, this would be dealt by a spike jutting out of the hilt and stabbing the attempted wielder. On any other attempt to grasp Samehada following a critical failure, it is considered an instant critical failure, Samehada will never accept someone who it has so throughly unapproved of previously.

A result of 4-8 is a failure, and the attempted wielder is dealt 30 unmodified health point damage. This is reflected within role play by a spike jutting out from the hilt and shallowly stabbing the attempted wielder.

A result of 9-10 is a success, and the user is not harmed by Samehada in attempting to pick it up. The user is henceforth counted as 'accepted'.

The sword can only be used by those who have had at least 3000 words of training with it. In addition to this, a shinobi-nin who has not trained at least 6000 words with this sword makes their attacks at 10% less accuracy than they normally would be.

Training's Gift: After completed training with this sword, the user can use it's weight and size as an advantage, to hit their opponent with more ease. Attacks with Samehada give a 10% bonus to hit.

Shark Skin: Because of the Abrasive material which Samehada is made of, Sharkskin, every hit with this jutsu has X percent to cause bleeding damage equal to the user's taijutus modifier divided by 4, where X is the user's level divided by 2, plus the weapon's level.

Chakra Devourer: Samehada is a special sword, which like its possible originator of material animal, the shark, is a devourer. This blade, when in contact with a shinobi, devours chakra. The chakra devoured and absorbed by Samehada is X, where X equals half Samehada's Basic Damage plus Samehada's wielder's level. This effect is considered 'null' until the full level and there by 'mastery' of Samehada is finished.

Open Gash: Because of the Abbrasive Material of Samehada, and the force the legendary great sword typically hits with in the right hands, great damage can occur, possibly even loss of limbs.

For every hit with Samehada, roll a d6. This will determine where the hit hits, if it hits.

1-Left Leg.

2-Right Leg.

3-Left Arm.

4-Right Arm.

5-Torso.

6-Head.

For every hit with the Samehada to a particular limb, there is an X chance to sever that limb, where X is the User's Level, plus 1/20th Samehada's Current Base Damage. This combination cannot exceed over 85%.

If the limb is severed, the wounded suffers X bleeding damage for 3 turns, where X is 2 times the user's level. The Severed Limb can be reattached at the local hospital, or by a medi-nin, but must be done within three weeks OOC time, and a day IC time, or the limb is permanently unusable. If the head would be considered the limb 'severed', it is not severed, instead, the user is considered to have a 'concussion', which is 'dizzy+fazed' until treated at a hospital or by a missing-nin. The bleeding damage is still inflicted.

This ability cannot be used prior to mastery of Samehada.

Description: Samehada is a sword which has its base and true features hidden by a large amount of white cloth, which seems to be very sturdy, and which covers the entire length & width, which is saying something, as the blade of Samehada is roughly seven feet in length, and two and a half feet in width.

The handle of this legendary cleaver like great sword is a goldenrod color, decorated in the spiral design one might see on a candy cane. At the end of the handle is what resembles a skull, stylistically placed. The rod itself is roughly three feet in length.

Under the cloth covering, Samehada is the color of grey, almost metallic or steel, that one would see upon a large shark. This is, as any one who knows a single thing about the sword, because it is much like the cleaver which is its sibling, but it is covered in shark scales.

Cost: $5 and a 7000 word quest to find it and obtain it. This quest will consist of, in the least, reading up on the legends of the sword, looking for it's probable whereabouts, and for information on the current member of the seven swordsmen who uses it. Once the 7000 words of questing to find the current owner ends, a D100 must be rolled, and to obtain the sword, the user must roll over 100-X, where X is their level. If they do not roll the amount necessary to gain the sword, they may write 2000 more words to try again, and upon this try, they will roll a D100 with a target number of 75-X, where X is their level. If they fail this roll, the user may write 1000 more words, and roll a D100 once more, with a target number being 60-X, where X is their level. If they succeed, they can find the user, and gain the current wielder's blessing. This blessing will also amount to the user gaining a bonus of +4 to their roll to grasp Samehada for the first time and the sword not reject them. Questing must be done within Mizu no Kuni, and any questing for this sword must have Warr's prior permission.

Clause; This sword, just like every other sword amongst the legendary swords of the Seven Shinobi Swords of Kirigakure no Sato, is considered level '0' until the user has trained at least 4000 words with it. Following this training, it is considered level 10.

1000 more words of training is required to make the sword grow to its next stage, which is level 20, and 1000 more to the final stage, which is level 30. All of the Seven Swords of Kirigakure no Sato can have their level upgraded, but not until the user has reached the 'maximum base potential' of the blade, and mastered it.

2

The Head Cleaving Sword of Momochi Zabusa

Weapon Type: Cleaving Great Sword

Size: Large

Level: 0 (See Clause)

Special: Indestructible

Unique

Sheer Momentum: Because of this Great Blade's size and weight, any attacks that would be considered a 'block' (either by dodge roll, or a jutsu specifically naming its action "blocking") are instead a full hit. This benefit does not surpass any 'shield' type jutsu of higher than the sword's wielder's rank, or usage of the 'defend' attribute by a shinobi of higher than the sword wielder's rank.

Momentum's Gift: Again, because of the Great Blade's size and Weight, any attacks made by this blade which are defended against via 'Parry' still hit, though they do so at 1/3 the damage they would normally deal. (After the user's Attack Modifiers are applied and Prior to the opponent's Defense Modifiers being applied.)

Cleaver: This blade causes severe damage when it does deal what would be considered a cleaver, as it has been made in a way which makes it capable of cleaving through flesh, bone, and muscle, as easily as it'd go through water. When a critical is dealt with this weapon, it does 2X damage, instead of 1.5X.

Great Burden: If this sword is disarmed by another shinobi-nin within battle, this does not mean the sword can be used by that shinobi-nin. The sword can only be used by those who have had at least 3000 words of training with it. In addition to this, a shinobi-nin who has not trained at least 6000 words with this sword makes their attacks at 10% less accuracy than they normally would be.

Herculean Hurl: If the user of this sword has at least 1000 Taijutsu, this cleaver can be thrown at opponents and be counted as a 'ranged' weapon within such an attack. In the attack, because of the speed, size, and weight of the sword, the opponent is treated as having half of their evasion. This throw costs stamina equal to the sword wielder's taijutsu modifer. A set up phase must be spent retrieving this blade.

Hard Hitter: While making attacks with this blade, or using jutsu with this blade, the user's taijutsu is considered to be 200 more than it normally would be, simply because of its size, weight, and momentum.

Training's Gift: After great training with this sword, the user can use it's weight and size as an advantage, to hit their opponent with more ease. Attacks with Zabusa's Cleaver give a 10% bonus to hit.

Description: This Gigantic Blade is unorthodox, in the fact that it has a handle which is roughly four feet on its own, and which is perfectly round. It has no hilt, and as the handle ends, the sword begins.

The blade itself is two and a half feet wide, and roughly six feet in length, and made of a dark steel, which is lighter towards the right side, and darker towards the left. In the middle of the blade there is a circle where there is no metal at all, and the blade itself curves as it gets towards the top.

It is extremely heavy, and this weight is reflected by the power of the blade. Its handle is wrapped in white cloth around the handle.

Cost: $5 and a 5000 word quest to find it and obtain it. This quest will consist of, in the least, reading up on the legends of the sword, looking for it's probable whereabouts, and searching for it. Once this information is compiled, and the sword is searched for, and and at least 5000 words have been written, it will be found wedged into a boulder, and the user will be required to make a roll of D100, with the target number for the roll being 100-X, where X is the user's level. If this roll is failed, the user may attempt it again, writing 2000 more words, and rolling a D100 with a target number of 75-X, where X is the user's level. If this roll is failed, the user may write 1000 more words, and attempt a final attempt, a roll of a d100, with a target number of 60-X, where X is the user's level. Questing must be done within Mizu no Kuni, and any questing for this sword must have Warr's prior permission.

Clause; This sword, just like every other sword amongst the legendary swords of the Seven Shinobi Swords of Kirigakure no Sato, is considered level '0' until the user has trained at least 4000 words with it. Following this training, it is considered level 10.

1000 more words of training is required to make the sword grow to its next stage, which is level 20, and 1000 more to the final stage, which is level 30. All of the Seven Swords of Kirigakure no Sato can have their level upgraded, but not until the user has reached the 'maximum base potential' of the blade, and mastered it.

3

Ensui 閻水 (Dark Water)

Weapon Type: Long Sword/Saber

Size: See Liquid Form Blade

Level: 0 (See Clause)

Special:

Unique

Hidden

Indestructible

Liquid Form: This sword is made of water, and thereby cannot be broken, or otherwise destroyed, as so long as the handle is still in good shape, the sword itself can be wielded.

Liquid Form Blade: As stated previously, this sword is made of water, and this water is gathered and stored within the handle of the blade. Because of this, the weapon's shape and size is variable, and the user can shift the weapon between Medium and Large sizes at will.

Mizu Kugetsu (Water Puppet) With this blade, the user can perform water ninjutsu, Shoujutsu, or combinational element ninjutsu or Shoujutsu involving water (of first and second tier). These jutsu are considered to be a rank higher than the user's rank, and have a 10% higher chance to hit. Ninjutus & Shoujutsu channeled through this blade cannot have their element changed.

This cannot be used prior to mastery of the sword.

Water's Momentum: Because of the fact this sword is not a solid form, its attacks cannot be parried by things which are solid. Their momentum is not stopped by other blades, and up to thrice per battle, an usage of the opponent's 'parry' weapon ability can be negated.

This effect is unusable upon weapons which are 'fire elemental', or 'wind elemental'. An elemental object, in this definition, is an object made of that element, not an object which does elemental damage.

State Shift: At will, the user may shift their weapon from a 'water elemental' sword, to a 'steam elemental' or 'ice elemental' sword, so long as they would have the mixed colors skills to turn the water into steam or ice. Attacks in these shifted forms do 1.5x Damage to the opposing element. (Steam opposes Ice, and vice versa) Steam Elemental Form receives the same bonuses as Water's Momentum, but Ice elemental form does not.

Devouring Thirst: Once per battle, a response -and- set up phase my be sacrificed to 'absorb' a water type or combinational element containing water* jutsu of equal or less than the user's rank aimed at the user, voiding the attack and its effects.

*Combinationals containing water which can be absorbed must be combinational elements which the wielder can manipulate themselves.

This cannot be used prior to mastery of the blade.

Channeling Gift: The wielder of this blade, can at the cost of X chakra, where X is half of his ninjutsu modifier, 'channel' a water or water combinational technique they are going to use, through the blade, and deal damage as if they had 200 more ninjutsu than they actually have.

Manipulator's Blade: This sword requires great water manipulation skill, and to use it, a character must have either a water manipulating kekkai genkai, or water primary specialty, and must train 3000 words with it before being capable of using it. Because this blade takes such experience in manipulating, at least 6000 total words of training with it must happen before it can be used without incurring a

-10% to hit.

Manipulator's Blade's Gift: A master water manipulator can use this blade as the water itself moves, and can use this adaptiveness to make their attacks with this blade or jutsu involving this blade gain a 10% to hit.

Description: Ironic with its name, Ensui's hilt and handle, the only fully physical and material portion is an ivory white in color, with an azure stone that seems to gleam with light, and which has the kanji for 'Water' within the middle of it. The Water Blade emitted by the sword is variable on the circumstances around it, and as such so is the color of the blade.

The hilt is roughly nine inches in length, and upon the side away from where the blade projection would be is a rounded end, (this is where the stone aforementioned is), and on the side which is in the direction of the emitted blade, there is a water pointed projection.

Cost: $5 and a 7000 word quest to find it and obtain it. This quest will consist of, in the least, reading up on the legends of the sword, looking for it's probable whereabouts, narrowing it's probably whereabouts, and searching for it within and beneath the ocean. Once these 7000 words have been completed, the quester will roll a D100, where the target number is 100-X, where X is the quester's level. If this roll is failed, the user can write 2000 more words of searching underwater for the sword, and after writing these 2000 more words, the user may roll another D100, where the target number is 75-X, where X is the quester's level. If this roll is failed, the user may write 1000 words, and then reroll the D100, where the target number will be 60-X, where X is their level. Questing must be done within Mizu no Kuni, and any questing for this sword must have Warr's prior permission.

Clause; This sword, just like every other sword amongst the legendary swords of the Seven Shinobi Swords of Kirigakure no Sato, is considered level '0' until the user has trained at least 4000 words with it. Following this training, it is considered level 10.

1000 more words of training is required to make the sword grow to its next stage, which is level 20, and 1000 more to the final stage, which is level 30. All of the Seven Swords of Kirigakure no Sato can have their level upgraded, but not until the user has reached the 'maximum base potential' of the blade, and mastered it.

Edited by Warr
Posted

Don't do that, Lucius. The only one who can bump a thread is the thread's creator. =x

Posted

Sheer Momentum....I don't like instantly getting to bypass every shield jutsu that is your rank or lower. I'd consider removing it, or changing it's effect to something else. What that is, I don't know...but I won't allow the ability as is.

Posted

It in itself is not nearly as powerful as it seems, in the end. It ignores Shield jutsu, but only a small portion of the site as a whole uses 'shield jutsu' and it, though a 'powerful ability', is not as powerful as you think if you read closely.

Sheer Momentum: Because of this Great Blade's size and weight, any attacks made by this blade which would be considered a 'block' are instead considered a full hit. This benefit does not surpass any 'shield' type jutsu of higher than the sword's wielder's rank, or usage of the 'defend' attribute by a shinobi of higher than the sword wielder's rank.

It simply gives the user the capability to make their attacks considered 'hits' when they would be considered 'blocks' and this is simply to reflect the size and momentum of the sword, as well as to give it an useful capability. To even be considered 'blocked', the shield jutsu would have to say as such, saying that the jutsu is considered 'blocked' instead of 'nulled', and I find it feasible to be there, because any shinobi-nin who has a proper chance of finding these blades would have to be -at least- jounin rank, and level 50, or they would have to write an absolutely absurd amount of word to gain those blades.

Jounin swordsman, wielding legendary sword, something tells me that it should be capable of bursting through a sand shield jutsu or the like, if swung to actually fully hit. It's not for capability in itself so much as to make sense. Even -if- the jutsu was 'absorbed' by the sand shield, revberative damage would reflect from the impact, force, and momentum of the sword onto the sand.

It doesn't say as you say it says in the end, and being capable of dealing with shield jutsu of your own rank is something I think it should be capable of doing, with the fact it's a legendary sword, and one of the least powerful of that 'field', and costs far more in the way of searching and words than the other swords would.

Posted (edited)

I could be mistaken, but didn't Kakashi block one of Zabuza's sword swings with the guard on the back of his hand? Sure, it hurt, but it wasn't a direct hit.

Edit: And it's debatable that Zabuza and Kakashi weren't the same 'level' or 'rank' at the time of the battle, so that aside I think you should be able to 'block' an attack from this sword. At most, I'd say raise the damage to 75% as opposed to dealing half damage with a successful block.

Edited by Maelstrom
Posted (edited)

The thing therein, is as you said, it's debatable, and 'block' in itself, has nothing to do with blocking a defense by an item, it's got to do with the dodge roll.

By 'block is instead a hit', I mean 'block is instead a hit', if it would have been a near miss, or 'block' by system standards, because of the size and momentum of the sword, it is considered to be a full hit.

The clause in regards to what you said was included for exactly the reason you mentioned, and I'm not changing it, as I've seen other things do the -same- thing in regards to affect.

Also, take into account that these three swords are -not- going to be easy to obtain, in comparison to many other legendary swords, which do far more. Though it might seem as if it's a powerful effect, it is not overly powerful, in comparison to them, especially with the factoring in of the actual word cost/quest cost, in comparison to their word/quest costs.

In the end, all Sheer Momentum does, is allow for one to deal damage despite the fact that an opponent has 'blocked it' as the dodge roll's use of block tends to rely on a person being hit by using a limb to block it, thus explaining the damage they're dealt. In regards to this, a sharp, heavy sword, a sword which requires a 'B rank' just to be capable of wielding it and actually doing respectable damage (In comparison to its peers in other legendary weapons) with it, is not something that throwing your arm up would give you a half damage on. The clause is there so that, logically, if someone had a bracer, and were the same rank, -there by capable of 'seeing' the opponent's movement with enough precision to guess at dodging it and the placement of such a swing- would be capable of doing it, and the effect is there to make it logical and realistic.

Edited by Warr
Posted

At this point in time we're discussing your weapons, therefore what's been approved in the past holds little weight with me. I've been on hiatus for some time and have probably never seen those weapons. Had I been aware, I would've made the same argument as I am now. I'm still against the ability, as stated above, and apparently I'm not the only one. If two[2] Mods think there's something wrong with it, then there probably is.

Posted (edited)

One of those mods happens to be the one who created one of those weapons, and the other 'weapon' I primarily speak about was created prior to your hiatus.

I understand you're talking on my weapons, but let me again, characterize what the effect you have brought to problem does. It, which is there to reflect the logic of such a sword's size, is that something that large would not be capable of being blocked of anything short than a shield jutsu from a higher rank shinobi-nin, or a parry from a higher rank shinobi-nin wielding a weapon with parry.

Now, let's take into account these factors in this, as well. Though it allows one to score a hit, it has -nothing- to do with shield jutsu, as most shield jutsu don't even involve the dodge roll, and that's what the to-hit and block rolls -do- involve.

Though there's a whole small paragraph in description, two of those sentences involve things it CANNOT do. It would be capable of ignoring parry usages by swords used by shinobi-nin of the user's rank or below, and at maximum, this is a 600 Ryo effect (at max), if you think on the fact that it is simply negating another affect, which can be used at maximum twice a battle, and even then can't stop usages of the weapon effect by those of higher rank.

It would not affect shield jutsu in the first place, and it would be negated -if- someone made a shield jutsu that was something akin to 'raises the block roll' or whatever of the next dodge roll. Most shield jutsu increase resistance and defense, or absorb one attack. This would not be capable of getting past shield jutsu of those of higher rank, but would be capable of getting past those which 'raise the block roll' of equal or lesser rank.

Edited by Warr
Posted

I see your point, and agree with it for the most part, but I think that a shinobi of a higher rank could find some way to block this weapon. Add that clause and I'll have no problems with that effect.

Posted

I am fine with the ability as is. I was just reading it incorrectly.

Just rewrite the ability to specify more clearly:

"considered a 'block' (either by dodge roll, or a jutsu specifically naming its action "blocking") are instead a full hit."

Posted

Moved back because this only had two approvals; Please make sure you have all approvals before moving things to approved.

EDIT: So apparently either all weapons were moved illegally back in 07 or the rules were 2 approvals. Either way I still want these re-looked at because they will soon be used in PC vs PC battles.

Posted (edited)

To new topics? What?

And at the time they were moved, they only needed 2 approvals, all creations did [at least this was the understanding], so I don't see what you're talking about and this is applying a rule retroactively on things. When Samehada/Zabusa'sCleaver/Ensui were made, weapons only needed 2 approvals.

#1

#2

#3

#4

#5

All examples of weapons in that time period, which were approved with only 2 approvals. This shouldn't have been moved back unless there's an actual build/rule citing that can be given towards them.

Edited by Warr
Posted

Well, I see you edited this with further detail and left it even after our IM discussion and my previous edit. Even after I apologized over IM for moving it back.

That being said, these should first of all probably all get their own topic for discussion and approval.

Secondly, some of these abilities are just insane. Namely, Samehada's "open gash" ability is completely bonkers. Every hit has a chance to take off a limb? Capped at 85%? At level 85+ that is just a 85% chance PER HIT to lose a limb? You get hit by both attacks by a weapon in one turn and you could lose two limbs? This is something that is reserved for very limiting forbidden level techniques and your sword can do it twice in one turn. Thats insane.

I'll look at all of these later more, but I have a feeling that after 4 years they could use some updating like most everything else on this site does.

Posted

Open Gash is the only one I think is even near 'completely insane', and I agree that it does need to be edited. At the time I may have misplaced my brain math percentage wise, as anything over a 50% chance for it seems crazy, perhaps a X (Where X equals the user's level plus 1/20th of Samehada's level) chance but only usable on one or two attacks per battle.

Posted

It definitely seems like an activated ability and not a passive one, so a limit epr battle would be good. I also still hold that these should be in separate topics, that way if they are ever pulled back in the future we dont have to pull back all 3 weapons.

Posted

...What? Nothing needed 3 Approvals back in the day Tony...my Zanpakuto would've never made it past three of you guys! (I have a sinking feeling that was the reason for such a rule change). But, in all honesty, a lot of things needs to be look at again from way back when. Its why I'm resubbing EVERYTHING. I can think of several swords (*cough*aisuhime*cough*), jutsu (both forbidden and not), and a handful of bloodline that could all profit from a once over.

That being said, I have to bring this up: Ensui is very odd. The wording, and the systematic rammifications of such wording, leave a lot of questions. For example: "As long as the handle remain intact, the sword can be used." Does that mean I can target the handle and disable the weapon? Is there a penalty to trying to hit the handle? In today's more defined system, these kinds of questions need answers.

Also, Ensui repeats itself, a lot. It has an ability "Water Puppet" that allows it to perform water jutsu while holding it with a +10% Hit-Chance. Then it has another ability, "Manipulator's Blade Gift" that give it a SECOND +10% Accuracy Boost. Why not just consolidate the abilities?

Also, Water Puppet and Channeling Gift both allow the use of water type jutsu while Ensui is equipped. Channeling gift gives you the option to pay chakra in order to make it stronger. Why not roll those into one ability? The double wording, again, is highly annoying/confusing.



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