Aberacht Posted August 2, 2010 Posted August 2, 2010 (edited) Īnstrūmenta Animī [Tools of the Mind] The mind is a powerful tool. When the sensory inputs of an individual are manipulated, in the process we like to call Genjutsu, even the heavens themselves can be brought as an illusory weapon against foes. But the enemy's mind is not the only place where a skillful ninja can work wonders - his own consciousness is also a blank canvas ripe for intentional exploitation. Those who inherit the Īnstrūmenta Animī are trained to separate themselves from reality, to open their mind to the world around them, and to spread the pain they experience to their foes. A thought is a threat. An emotion is a blade. And pain is the mechanism for victory - whether or not that pain truly existed in the first place or not. Cognitive Dissociation☩Description: Pain is something the mind creates, but it can also destroy the mind. Individuals who go through traumatic experiences, whether or not they endure any physical harm at all, can emerge from them shattered, with a fragmented way of thinking. Having an overwhelmed psyche is never a healthy endeavor, but the way to escape such pain, dissociation, may not be worth the relief - unless, that is, you are trained in the art. Conscious Cognitive Dissociation is a genjutsu-related art made for the sake of lessening the impact of pain during battle and other events. This is achieved by putting oneself in a genjutsu which disrupts mental capabilities, most importantly those related to pain - however, this comes at a price. While using dissociation a person becomes increasingly irritable and irrational as they lose their grip on reality on purpose in order to evade pain. Time may slow or speed up for the individual; he may become nearsighted and be unable to focus visually or mentally; his surroundings may warp in shape or color; he may even lose the ability to talk. However, at this point he is not 'insane' nor is he 'crazy.' Merely, he has chosen to loosen his grip on reality for a little while so that the agony of fighting may subside for a bit. ☩Roleplay Effects: Outside of battle, the character may still feel the residual effects of using dissociation and be a bit dulled to pain. However, his normal rationality is completely secure and functional so long as he has not left dissociation immediately prior. ☩Rank Requirements: ---Rank 1: Gennin rank, 2 SP. ---Rank 2: Level 20, 2 SP. ---Rank 3: Level 50 or Chuunin rank, 3 SP. ---Rank 4: Level 70 or Jounin rank, 3 SP. ☩Battle Effects: During the setup phase the user may choose to activate or deactivate "Cognitive Dissociation." Chakra regeneration is negated while the ability is active. Deactivating "Cognitive Dissociation" returns half of the user's concentration points that were reduced due to the use of this skill. Concentration reduction due to this skill is only once per enemy per turn. ---Rank 1: The user's concentration stat is reduced by 20% and becomes the sole defensive stat when calculating damage. It is also reduced by 6% after taking damage. ---Rank 2: The user's concentration stat is reduced by 17% and becomes the sole defensive stat when calculating damage. It is also reduced by 5% after taking damage. ---Rank 3: The user's concentration stat is reduced by 14% and becomes the sole defensive stat when calculating damage. It is also reduced by 4% after taking damage. ---Rank 4: The user's concentration stat is reduced by 10% and becomes the sole defensive stat when calculating damage. It is also reduced by 3% after taking damage. Mental Projection☩Description: People are constantly projecting their thoughts into reality in the form of actions, but the physical realm is not the only place where a battle can be fought. The art of genjutsu was developed for the purpose of taking a conflict into the mind through the senses, where armor is useless and the foe much more susceptible. However even in these situations the attack is one involving hand seals and chakra. Not so for the ninja with Mental Projection - known literally as "having an open mind." Their thoughts and emotions are not limited to their body and are unshielded from the outside world. Stand close and you shouldn't be surprised to hear the faint whispers of their mind as if listening to a quiet radio on the other side of a room; if empathic enough, you might even be able to feel their emotions as well. If the ninja doesn't focus at all times, this can be a detriment to concentration since having such unbounded thoughts can lead to aloofness. However in battle this disadvantage can be manipulated deviously - powerful bursts of emotion become mental strikes if directed carefully, and genjutsu cost less chakra since the vocal mind can access enemies' consciousnesses easier. When under extreme duress, even standing next to a ninja with an open mind could result in severe mental scarring. ☩Roleplay Effects: The character is often either aloof or stressed, depending on if they attempt to control their thoughts or not. The character's thoughts/intents are occasionally revealed in part to others around him or her, with clarity of those thoughts increasing at higher ranks. A character may suppress the evocation of their thoughts at mental strain to themself or through long-term focus training. While under duress or any other stressful situation, the ability to contain thoughts is greatly reduced. ☩Rank Requirements: ---Rank 1: Gennin rank, 2 SP. ---Rank 2: Level 20, 2 SP. ---Rank 3: Level 50 or Chuunin rank, 3 SP. ---Rank 4: Level 70 or Jounin rank, 3 SP. ☩Battle Effects: The user is allowed to use mental basic attacks (in the form of mental outbursts, not illusory punches/kicks). These cost 5 chakra and deal 5 damage and get no regular modifiers. Instead, they deal an additional 1 damage for every 10 Genjutsu you have. This is considered a genjutsu attack as well as a mental basic attack. All decimals are rounded up. ---Rank 1: The user, in all instances, has a -10% chance-to-dodge and chance-to-hit applied before all other modifiers. Upkeep for stat-reducing genjutsu is 60% per turn. ---Rank 2: The user, in all instances, has a -14% chance-to-dodge and chance-to-hit applied before all other modifiers. Upkeep for stat-reducing genjutsu is 50% per turn. ---Rank 3: The user, in all instances, has a -17% chance-to-dodge and chance-to-hit applied before all other modifiers. Upkeep for stat-reducing genjutsu is 40% per turn. ---Rank 4: The user, in all instances, has a -20% chance-to-dodge and chance-to-hit applied before all other modifiers. Upkeep for stat-reducing genjutsu is 30% per turn. Neural Somatization☩Description: Somatization disorders are a rough concept in the world of medicine, but can be described as disorders in which the sufferer experiences physical problems without any apparent cause or source. The symptoms of such problems are extremely varied and can be difficult to treat. However in the context of the mental arts, somatization is a devious weapon, not a medical anomaly. Ninja who are trained in the skill of Neural Somatization can abuse their own suffering to the detriment of their enemies. When they are burned, impressed with a migraine, or even physically bound, a user of this art can vicariously take the situation they are in and replicate in detail that same experience in the form of genjutsu. These genjutsu are known for their realism as the user is not hazily conjuring up a situation from memory but rather mimicking a vivid moment that they are currently experiencing. While powerful, this skill is obviously not always successful because the pain itself can interfere with the concentration needed to form the proper genjutsu. Furthermore, it is a physically draining art that demands much of the user. ☩Roleplay Effects: Perceptive individuals may sense any afflictions the character has simply by being around him, but mostly there is no visible effect on the character outside of battle. ☩Rank Requirements: ---Rank 1: Gennin rank, 2 SP. ---Rank 2: Level 20, 2 SP. ---Rank 3: Level 50 or Chuunin rank, 3 SP. ---Rank 4: Level 70 or Jounin rank, 3 SP. ☩Battle Effects: The user's genjutsu that successfully target an enemy also inflict any status effect that the user is currently suffering from, as long as the enemy does not already have that status effect. The status effect has the same effect and duration that remain on the user when he uses the genjutsu. This skill does not work on ninja of a higher rank than the user, nor can it be used to inflict a status effect more times than limited by the user's rank. The target also rolls a D12 for each status effect: ---Rank 1: On a 1 through 6, the status effect is not inflicted. Every successful infliction lowers the user's chakra and genjutsu stat by 6% of its base amount. ---Rank 2: On a 1 through 5, the status effect is not inflicted. Every successful infliction lowers the user's chakra and genjutsu stat by 5% of its base amount. ---Rank 3: On a 1 through 4, the status effect is not inflicted. Every successful infliction lowers the user's chakra and genjutsu stat by 4% of its base amount. ---Rank 4: On a 1 through 3, the status effect is not inflicted. Every successful infliction lowers the user's chakra and genjutsu stat by 3% of its base amount. Note: The Īnstrūmenta Animī are not associated with a particular clan. Instead they are an advanced set of skills passed down in a very broad and loosely associated group of families. Edited August 6, 2010 by Aberacht
Hardcore Skittlez Posted August 2, 2010 Posted August 2, 2010 I'm impressed, but then again, I've come to expect only good things from you and Kouta. I offer a "Well done!" sticker, it's bananananana shaped. Though, I've got a question for clarification- does the last one pass on status effects currently inflicted on the user? Or does it allow the user to pick and choose from status effects that his/her genjutsu have? If the former, I think that the constant genjutsu drain is actually a bit excessive. It's a good balancing measure, but I feel that it might be a bit steep in combat for a relatively situational effect. Perhaps offer an addendum where after x turns pass, y% of z stat return? The above also applies to the first. Your concentration drain when taking a hit is a good balancing measure, but I think that there should be some way to restore lost stat points through inactivity of a certain portion of the bloodline. And finally- I assume that the "activation/upkeep" simply takes the form no chakra regeneration, as was loosely stated in the first skill.
Aberacht Posted August 2, 2010 Author Posted August 2, 2010 (edited) I'm impressed, but then again, I've come to expect only good things from you and Kouta. I offer a "Well done!" sticker, it's bananananana shaped. Thanks, I appreciate it. Though, I've got a question for clarification- does the last one pass on status effects currently inflicted on the user? Or does it allow the user to pick and choose from status effects that his/her genjutsu have? If the former, I think that the constant genjutsu drain is actually a bit excessive. It's a good balancing measure, but I feel that it might be a bit steep in combat for a relatively situational effect. Perhaps offer an addendum where after x turns pass, y% of z stat return? Neural Somatization does the former. I said "The user's genjutsu that successfully target an enemy also inflict any status effect that the user has..." but I will change it to the more clarified "The user's genjutsu that successfully target an enemy also inflict any status effect that the user is currently suffering from...". The genjutsu drain is for balance but also for the roleplaying effect of the user becoming more and more weak as they use the advanced skill. I will tweak with the numbers a bit to make it less harsh on the user. The above also applies to the first. Your concentration drain when taking a hit is a good balancing measure, but I think that there should be some way to restore lost stat points through inactivity of a certain portion of the bloodline. There is a way to restore lost stat points - "Deactivating "Cognitive Dissociation" returns the user's concentration stat halfway back to maximum." So if you have 60/100 concentration and you deactivate the skill, it returns to 80/100. If you still think this is a bit too much, again I can tweak the numbers. And finally- I assume that the "activation/upkeep" simply takes the form no chakra regeneration, as was loosely stated in the first skill. The first skill has the upkeep of no chakra regeneration, but that is because it must be intentionally activated/deactivated. The other two skills are passive and have no upkeep other than their stat-reducing side effects. Edit: Also, how do you feel about the rank requirements for each skill? I was unsure of at which levels/ninja ranks each skill rank should become available so I just threw some random numbers in there. Edited August 2, 2010 by Arachanox
Hardcore Skittlez Posted August 3, 2010 Posted August 3, 2010 What you have right now, for ranks, is acceptable. Usually, with a 4 tier bloodline, you see something like: 1. Gennin Rank, 2. Level 15, 3. Chuunin Rank, 4. Jounin rank. Either or works, really.
Aberacht Posted August 3, 2010 Author Posted August 3, 2010 Thanks, I have adapted your suggestions to make the bloodline more accessible at lower levels. However if it is too accessible I can increase the skill point costs again (earlier I had the lower ranks at 3 SP and not 2).
cntrstrk14 Posted August 3, 2010 Posted August 3, 2010 This looks pretty interesting, however there are concerns and problems that I have seen. Cognitive Dissociation ☩Battle Effects: During the setup phase the user may choose to activate or deactivate "Cognitive Dissociation." Chakra regeneration is negated while the ability is active. Deactivating "Cognitive Dissociation" returns the user's concentration stat halfway back to maximum. ---Rank 1: The user's concentration stat is reduced by 20% and becomes the sole defensive stat when calculating damage. It is also reduced by 6% after taking damage. ---Rank 2: The user's concentration stat is reduced by 17% and becomes the sole defensive stat when calculating damage. It is also reduced by 5% after taking damage. ---Rank 3: The user's concentration stat is reduced by 14% and becomes the sole defensive stat when calculating damage. It is also reduced by 4% after taking damage. ---Rank 4: The user's concentration stat is reduced by 10% and becomes the sole defensive stat when calculating damage. It is also reduced by 3% after taking damage. Clarification is needed on the deactivation. "Halfway" is not very clear, as at first it sounds like you set it to 50% because of the use of the word maximum. Instead, I would say... "Deactivating "Cognitive Dissociation" returns half of the user's concentration points that were reduced due to the use of this skill." Mental Projection ☩Battle Effects: You cannot go below minimum dodge/hit chances or exceed any damage caps. ---Rank 1: The user has a -10% chance-to-dodge and chance-to-hit applied before all other modifiers. Genjutsu attacks deal additional damage equal to 1/8 of your raw concentration stat. ---Rank 2: The user has a -14% chance-to-dodge and chance-to-hit applied before all other modifiers. Genjutsu attacks deal additional damage equal to 1/7 of your raw concentration stat. ---Rank 3: The user has a -17% chance-to-dodge and chance-to-hit applied before all other modifiers. Genjutsu attacks deal additional damage equal to 1/6 of your raw concentration stat. ---Rank 4: The user has a -20% chance-to-dodge and chance-to-hit applied before all other modifiers. Genjutsu attacks deal additional damage equal to 1/5 of your raw concentration stat. Genjutsu, as it is now, is heavily balanced on the fact that it gets a lowered offensive modifier. As of now, the Genjutsu stat adds +2 damage per 20 stat points, or 1/10 the Genjutsu modifier. At rank 1, this skill would (presumably in most situations) more than double the modifier damage allotted to Genjutsu. Modifier damage is low for Genjutsu techniques for two reasons (hopefully these will help you when creating this bloodline)... - Genjutsu has no defensive modifier, so all offensive modifiers added are not subtracted by any stat. - Genjutsu is the least "offensive" of the three styles. Though it can be used effectively and can be deadly in the hands of a master, its focus is not "damage". Neural Somatization ☩Battle Effects: The user's genjutsu that successfully target an enemy also inflict any status effect that the user is currently suffering from, as long as the enemy does not already have that status effect. The status effect has the same effect and duration that remain on the user when he uses the genjutsu. This skill does not work on ninja of a higher rank than the user, nor can it be used to inflict a status effect more times than limited by the user's rank. The target also rolls a D12 for each status effect: ---Rank 1: On a 1 through 6, the status effect is not inflicted. Every successful infliction lowers the user's chakra by 8% and genjutsu stat by 5%. ---Rank 2: On a 1 through 5, the status effect is not inflicted. Every successful infliction lowers the user's chakra by 7% and genjutsu stat by 4%. ---Rank 3: On a 1 through 4, the status effect is not inflicted. Every successful infliction lowers the user's chakra by 6% and genjutsu stat by 3%. ---Rank 4: On a 1 through 3, the status effect is not inflicted. Every successful infliction lowers the user's chakra by 5% and genjutsu stat by 2%. Note: The Īnstrūmenta Animī are not associated with a particular clan. Instead they are an advanced set of skills passed down in a very broad and loosely associated group of families. This actually looks pretty good, but you should state that the genjutsu stat is lowered by x% of its base, otherwise the math would get progressively worse. Another question: Are all of these active separately? Meaning that you do not need the first "branch" active in order to use the others? Same vein: Can you level these all separately and even ignore one completely?
Aberacht Posted August 4, 2010 Author Posted August 4, 2010 (edited) Cognitive Dissociation Clarification is needed on the deactivation. "Halfway" is not very clear, as at first it sounds like you set it to 50% because of the use of the word maximum. Instead, I would say..."Deactivating "Cognitive Dissociation" returns half of the user's concentration points that were reduced due to the use of this skill." Done. Mental Projection Genjutsu, as it is now, is heavily balanced on the fact that it gets a lowered offensive modifier. As of now, the Genjutsu stat adds +2 damage per 20 stat points, or 1/10 the Genjutsu modifier. At rank 1, this skill would (presumably in most situations) more than double the modifier damage allotted to Genjutsu. I greatly reduced the effect. If this is still unbalancing, I will try to think of a completely different effect. I created a new effect in the above version - however if that is unacceptable then below this post I have a weaker version of the original skill. Neural Somatization This actually looks pretty good, but you should state that the genjutsu stat is lowered by x% of its base, otherwise the math would get progressively worse. Done; I also lowered the chakra costs and raised the genjutsu costs so that they would be the same percent. Another question: Are all of these active separately? Meaning that you do not need the first "branch" active in order to use the others? These are all separate. The first one requires manual activation, but the other two are passive and cannot be deactivated. Same vein: Can you level these all separately and even ignore one completely? I guess you could in theory, though I'm not making all three just to ignore one of them. Edited August 4, 2010 by Aberacht
Aberacht Posted August 4, 2010 Author Posted August 4, 2010 (edited) I have made the appropriate edits in the original post, and detailed my changes in the post immediately above this one. If Mental Projection (the one in the original post) is considered imbalanced, please consider the below, an alternate version. Mental Projection {B}☩Description: People are constantly projecting their thoughts into reality in the form of actions, but the physical realm is not the only place where a battle can be fought. The art of genjutsu was developed for the purpose of taking a conflict into the mind through the senses, where armor is useless and the foe much more susceptible. However even in these situations the attack is one involving hand seals and chakra. Not so for the ninja with Mental Projection - known literally as "having an open mind." Their thoughts and emotions are not limited to their body and are unshielded from the outside world. Stand close and you shouldn't be surprised to hear the faint whispers of their mind as if listening to a quiet radio on the other side of a room; if empathic enough, you might even be able to feel their emotions as well. If the ninja doesn't focus at all times, this can be a detriment to concentration since having such unbounded thoughts can lead to aloofness. However in battle this disadvantage can be manipulated deviously - powerful bursts of emotion become mental strikes if directed carefully, and regular genjutsu can be amplified by similar outbursts. When under extreme duress, even standing next to a ninja with an open mind could result in damage varying from minor disturbance to severe mental scarring. ☩Roleplay Effects: The character is often either aloof or stressed, depending on if they attempt to control their thoughts or not. The character's thoughts/intents are occasionally revealed in part to others around him or her, with clarity of those thoughts increasing at higher ranks. A character may suppress the evocation of their thoughts at mental strain to themself or through long-term focus training. While under duress or any other stressful situation, the ability to contain thoughts is greatly reduced. ☩Rank Requirements: ---Rank 1: Gennin rank, 2 SP. ---Rank 2: Level 20, 2 SP. ---Rank 3: Level 50 or Chuunin rank, 3 SP. ---Rank 4: Level 70 or Jounin rank, 3 SP. ☩Battle Effects: The user is allowed to use mental basic attacks (in the form of mental outbursts, not illusory punches/kicks). These cost 5 chakra and deal 5 damage plus 1.5 additional damage for every 20 Genjutsu you have. For effect purposes, these do not count as genjutsu or as basic attacks. All damage decimals are rounded up. ---Rank 1: The user has a -10% chance-to-dodge and chance-to-hit applied before all other modifiers. Genjutsu attacks deal additional damage equal to 1/16 of your raw concentration stat. ---Rank 2: The user has a -14% chance-to-dodge and chance-to-hit applied before all other modifiers. Genjutsu attacks deal additional damage equal to 1/14 of your raw concentration stat. ---Rank 3: The user has a -17% chance-to-dodge and chance-to-hit applied before all other modifiers. Genjutsu attacks deal additional damage equal to 1/12 of your raw concentration stat. ---Rank 4: The user has a -20% chance-to-dodge and chance-to-hit applied before all other modifiers. Genjutsu attacks deal additional damage equal to 1/10 of your raw concentration stat. Edited August 4, 2010 by Aberacht
cntrstrk14 Posted August 5, 2010 Posted August 5, 2010 Cognitive Dissociation ☩Battle Effects: During the setup phase the user may choose to activate or deactivate "Cognitive Dissociation." Chakra regeneration is negated while the ability is active. Deactivating "Cognitive Dissociation" returns half of the user's concentration points that were reduced due to the use of this skill. ---Rank 1: The user's concentration stat is reduced by 20% and becomes the sole defensive stat when calculating damage. It is also reduced by 6% after taking damage. ---Rank 2: The user's concentration stat is reduced by 17% and becomes the sole defensive stat when calculating damage. It is also reduced by 5% after taking damage. ---Rank 3: The user's concentration stat is reduced by 14% and becomes the sole defensive stat when calculating damage. It is also reduced by 4% after taking damage. ---Rank 4: The user's concentration stat is reduced by 10% and becomes the sole defensive stat when calculating damage. It is also reduced by 3% after taking damage. This looks good, APPROVED Mental Projection ☩Battle Effects: The user is allowed to use mental basic attacks (in the form of mental outbursts, not illusory punches/kicks). These cost 5 chakra and deal 5 damage plus 1.5 additional damage for every 20 Genjutsu you have. For effect purposes, these do not count as genjutsu or as basic attacks. All decimals are rounded up. ---Rank 1: The user has a -10% chance-to-dodge and chance-to-hit applied before all other modifiers. Upkeep for stat-reducing genjutsu is 60% per turn. ---Rank 2: The user has a -14% chance-to-dodge and chance-to-hit applied before all other modifiers. Upkeep for stat-reducing genjutsu is 50% per turn. ---Rank 3: The user has a -17% chance-to-dodge and chance-to-hit applied before all other modifiers. Upkeep for stat-reducing genjutsu is 40% per turn. ---Rank 4: The user has a -20% chance-to-dodge and chance-to-hit applied before all other modifiers. Upkeep for stat-reducing genjutsu is 30% per turn. The bolded section worries me. Specifically because of response jutsu, but also because it then loses a lot of the rules that are associated with each. The additional damage portion also worries me, is that bonus base damage to each attack or suppose to be a type of modifier (What happens when you do two in a turn)? I feel like there a lot of unknowns with this mental basic attack, though I do think it is a cool idea. I just want to be careful in how it is created. Are these other effects passive or active as well? As in, do you ALWAYS have the negatives to hit and dodge? From the way it is written I am assuming so, I just want to make sure. Neural Somatization ☩Battle Effects: The user's genjutsu that successfully target an enemy also inflict any status effect that the user is currently suffering from, as long as the enemy does not already have that status effect. The status effect has the same effect and duration that remain on the user when he uses the genjutsu. This skill does not work on ninja of a higher rank than the user, nor can it be used to inflict a status effect more times than limited by the user's rank. The target also rolls a D12 for each status effect: ---Rank 1: On a 1 through 6, the status effect is not inflicted. Every successful infliction lowers the user's chakra and genjutsu stat by 6% of its base amount. ---Rank 2: On a 1 through 5, the status effect is not inflicted. Every successful infliction lowers the user's chakra and genjutsu stat by 5% of its base amount. ---Rank 3: On a 1 through 4, the status effect is not inflicted. Every successful infliction lowers the user's chakra and genjutsu stat by 4% of its base amount. ---Rank 4: On a 1 through 3, the status effect is not inflicted. Every successful infliction lowers the user's chakra and genjutsu stat by 3% of its base amount. APPROVED
Aberacht Posted August 6, 2010 Author Posted August 6, 2010 (edited) The bolded section worries me. Specifically because of response jutsu, but also because it then loses a lot of the rules that are associated with each. The additional damage portion also worries me, is that bonus base damage to each attack or suppose to be a type of modifier (What happens when you do two in a turn)? I feel like there a lot of unknowns with this mental basic attack, though I do think it is a cool idea. I just want to be careful in how it is created. I have reworded it, but I am also unsure of how exactly I want it to work; as in, what would best fit my intent while staying within the confines of the rules. Edit: regarding using more than one per turn. I thought using more than one (physical) basic attack involved having more than one modifier? Or is one evenly split? Are these other effects passive or active as well? As in, do you ALWAYS have the negatives to hit and dodge? From the way it is written I am assuming so, I just want to make sure. The other effects are passive and affect all instances in which you dodge or hit. I have changed the wording to make it more clear. Edit 2: I also added the line "Concentration reduction due to this skill is only once per enemy per turn." to Cognitive Dissociation. This way multi-hit jutsu don't reduce concentration 5 times in one turn, but multiple enemies would. Edited August 6, 2010 by Aberacht