K Mitsuhide Posted August 3, 2010 Posted August 3, 2010 (edited) Link to Clan: Shuurajou .:SHIRAKU:. (Bloodletting) (Advanced System) Ganjou Parusu (Strong Heartbeat) (Passive Bloodline Traits) Description: Those of the Shuurajou clan have strong hearts that readily provide a strong heartbeat and vitality. This allows them to more easily use the blood jutsu passed down in the clan. Without this trait, the young students generally bleed out while training at such a young age. As they grow older, their heart grows with them, allowing them to use more powerful and taxing Shuurajou clan techniques. The final rank may only be unlocked by drinking the blood of a Chuunin or higher ranked shinobi.Rank 1: The user gets +60 to their health stat and allows for the use of Gennin level Shuurajou techniquesRequires: Clan MembershipCost: -1Rank 2: The user gets +100 to their health stat. This effect stacks with previous ranks, and allows for the use of Chuunin level Shuurajou techniquesRequires: Ganjou Parusu Rank 1, Chuunin rankCost: -2Rank 3: + The user gets +140 to their health stat. This effect stacks with previous ranks and, and allows for the use of Jounin level Shuurajou techniques.Requires: Ganjou Parusu Rank 2, Jounin rankCost: -3Rank 4*: The user gets +200 to their health stat. This effect stacks with previous ranks, and allows for the use of Sennin level Shuurajou techniquesRequires: Ganjou Parusu Rank 3Cost: -4 Ketsueki Oboe (Blood Memory) (Passive Bloodline Traits) Description: The bodies of Shuurajou clan members have adapted over the years and continue to adapt as the shinobi grows and continues to use clan techniques. Though they lose their edge with other techniques, such as village techniques and elemental techniques, their blood jutsu eventually become stronger and more effective. The final rank may only be unlocked by drinking theblood of a Chuunin or higher ranked shinobi. **Ranks do NOT stack**Rank 1: Shuurajou Clan techniques inflict an 1.5x more base damage (where x is equal to their level). Damage cannot exceed 1.5 x base amount.Requires: Ganjou Parusu Rank 1Cost: -1Rank 2: Shuurajou Clan techniques inflict 2x more base damage (where x is equal to their level). Damage cannot exceed 1.5 x base amount.Requires: Ganjou Parusu Rank 2Cost: -2Rank 3: Shuurajou Clan techniques inflict 3x more base damage (where x is equal to their level). Damage cannot exceed 1.5 x base amount.Requires: Ganjou Parusu Rank 3Cost: -3Rank 4*: Shuurajou Clan techniques inflict 4x more base damage (where x is equal to their level). Damage cannot exceed 1.5 x base amount.Requires: Ganjou Parusu Rank 4Cost: -4 Ketsueki Magunetto (Blood Magnet) (Activated Bloodline) Description: An interesting development occurs with the chakra of a Shuurajou clan member. Any time that the clan member causes an opponent to bleed, their chakra seeks out the blood and absorbs it into the body of the Shuurajou, much like a magnet. After it is absorbed through the skin, the blood begins the process of healing them of minor injuries. However, the chakra only brings the blood back to the one who inflicted the damage, and unfortunately only brings back the blood of the inflicted, and will not just absorb any blood that is around.Activation Cost: 5% of total ChakraUpkeep: 5% of total Chakra per turn***Advanced regeneration is halted while Ketsueki Kyuuin is activated.***Absorption only occurs when the bleed status is inflicted by the specific Shuurajou clan member, and only that character may absorb health from the bleed damage that they cause.Rank 1: Shuurajou member absorbs health equal to 10% of the bleed damage caused for the duration of the bleed effect (Rounded up).Requires: Ganjou Parusu Rank 1Cost: -1Rank 2: Shuurajou member absorbs health equal to 15% of the bleed damage caused for the duration of the bleed effect (Rounded up). Replaces previous skill levels.Requires: Ganjou Parusu Rank 2Cost: -2Rank 3*: Shuurajou member absorbs health equal to 20% of the bleed damage caused for the duration of the bleed effect (Rounded up). Replaces previous skill levels.Requires: Ganjou Parusu Rank 3Cost: -2*In order to unlock this, the Shuurajou clan member must kill a Chuunin ranked shinobi or higher and drink their blood. This may or may not be a stat battle. This unlocks the full potential of the clan member, as the blood they absorb is ripe with chakra. (Must be approved by a staff member.) Edited April 12, 2013 by K Mitsuhide Editted In Accordance With New Advanced System Rules
Rhapsody Posted August 3, 2010 Posted August 3, 2010 When you say +X health, is it a permanent addition, or just a new ceiling? Also, third rank, what does more effective mean? More damage? Less cost?
inspiration Posted August 3, 2010 Posted August 3, 2010 Seeing as i will be co owner of this and we have been discussing this over text and im and such for several months. I think that the 3rd skill is supposed to be damage out put.
K Mitsuhide Posted August 3, 2010 Author Posted August 3, 2010 3rd is damage output, which I will edit in. The first is a static, permanent number addition to the stat.
Rei Posted August 3, 2010 Posted August 3, 2010 We've dabbled in bloodline/skills that give fixed bonuses but they've only thrown off our general experience and stats system. You're better suited with a healing bonus that replaces chakra generation but nothing fixed. As for the damage increase, we've moved away from percents to something more balanced and manageable. Change the effects to Rank 1: Shuurajou Clan techniques inflict 1.5x more damage (where x is equal to their level).Damage cannot exceed 1.5 x base amount. Rank 2: Shuurajou Clan techniques inflict 2x more damage (where x is equal to their level). Damage cannot exceed 1. 5 x base amount. Rank 3: Shuurajou Clan techniques inflict 3x more damage (where x is equal to their level). Damage cannot exceed 1. 5 x base amount. Rank 4: Shuurajou Clan techniques inflict 4x more damage (where x is equal to their level). Damage cannot exceed 1. 5 x base amount. As for making effects more ‘effective', this won't work with our current system as adjusting most effects would throw them off balance. That's precisely why we reduced near every effect with the last patch/7.0. instead, with rank 3 clan technique effects last a turn longer (cannot exclude normal limits) and two turns longer with rank four (same rule applies).
K Mitsuhide Posted August 3, 2010 Author Posted August 3, 2010 Edited the last piece of the bloodline. I didn't want to do regen, as I felt that it would invade on Kaguya territory more than the clan already is, but if regen would be better then I'll go for that. I'll probably need a bit more input for it, I'll edit it in a second. Thanks for the help
K Mitsuhide Posted August 3, 2010 Author Posted August 3, 2010 Oops O.o Forgot about that. Edited. It's for RP purposes.
Azure Posted August 3, 2010 Posted August 3, 2010 You should note that it does not have to be a stat battle, but can be. And when you say x more damage, clarify that it is base damage.
K Mitsuhide Posted August 13, 2010 Author Posted August 13, 2010 bump, bump, bump ba da bump bump bump bump buuuuummmmp
cntrstrk14 Posted September 9, 2010 Posted September 9, 2010 I thought we were ruling out health regeneration for any clan except Kaguya?
K Mitsuhide Posted November 28, 2010 Author Posted November 28, 2010 Originally it was a static number, which I was told to change.
K Mitsuhide Posted February 2, 2011 Author Posted February 2, 2011 (edited) Bump. Clan's been approved, but not the bloodline. Any help/approvals? I'm willing to make any changes necessary. Edited February 2, 2011 by K Mitsuhide
cntrstrk14 Posted February 3, 2011 Posted February 3, 2011 My last statement still stands. Any kind of health regeneration abilities need to be kept severely in check by staff. No one else brought it up, but as I know the only skill in the game that does health regeneration is the Kaguya, and they are completely focused around that concept.
K Mitsuhide Posted February 3, 2011 Author Posted February 3, 2011 Is it alright for me to go back to using a static bonus then? Such as +50 health.
cntrstrk14 Posted February 3, 2011 Posted February 3, 2011 That would still be health regeneration, we need to decide as a staff if we will allow it in this place unless you want to change it to something else. +12.5 is 125 HP at 1000 HP, which is a lot.
K Mitsuhide Posted February 3, 2011 Author Posted February 3, 2011 I don't know if I made it clear. It's just a bonus number added on, like stat points, to health. It's a static number, like the Souyoku-Mokujin clan from suna (the winged hunter clan). They get bonuses to their speed that are like adding on equipment, like +40 speed. So it would be like if my character has a base of 100 health, then my first skill would be +40 Health, so his health total would be 140. If it's still not acceptable to do that I can just remove that part of the bloodline
cntrstrk14 Posted February 3, 2011 Posted February 3, 2011 You specifically say "+12.5% Health Regeneration". Did you actually mean "+12.5% Total Health"?
Anima Posted February 3, 2011 Posted February 3, 2011 I'd like to mention that when I first did work on the Darksol Bloodline, which seems to be mirrored in so many new things now including this, I was shut down on the notion of HP regeneration, period. Never mentioned this as I assumed staff would jump all over this.
K Mitsuhide Posted February 3, 2011 Author Posted February 3, 2011 I changed it back to it's original formatting and effects.