inspiration Posted February 8, 2011 Posted February 8, 2011 (edited) Name: Ketsueki Heki (Blood Rend) Type: Ninjutsu Rank: Gennin, Shuurajou Clan Member Cost: 23x Chakra (x being the number of crimson needles in the enemy’s bloodstream used) Damage: 15x Effects: 5x Bleed Damage per turn for 2 turns, any crimson needles used then dissipate. (3 Crimson Needles maximum) Description: The Shuurajou clan member uses their own blood which is circulating through their opponents body to tear small gashes in their flesh. The blood that was torn out of their bodies then dissipates. Points: 4 Name: Shinku “Whip” (Crimson Whip) Rank 1 Type: Ninjutsu Rank: Gennin, Shuurajou Clan Member Cost: 5x Health, 20 Chakra (5x Chakra per turn of upkeep) Damage: N/A Effects: Creates a level x medium weapon for a maximum of 4 turns. This may be used as a basic weapon or in Shuurajou jutsu specifically calling for the use of a Crimson Whip. This jutsu may be performed during the setup phase as if drawing a weapon. Also, weapon may not exceed 50% user level, rounded down. Description: The user pushes their hands together, palms pressing against one another. They then use chakra to pull blood from their body to create a whip of blood, which is then used to ravage the opponent. Points: 4 Edited February 9, 2011 by inspiration
Warr Posted February 8, 2011 Posted February 8, 2011 (edited) First one only allows you to make 1 needle, perhaps 2 [seeing how the exact cost for your effects is 19, rounded up to an even 20 because of the variable cost of it/because you can change it from 1 needle to more than one], at 2JP. Unless made to the full 4JP, this won't be allowed more than 2 needles. Change the effects of the second one to 4JP; Creates a level x medium weapon for a maximum of 4 turns. This may be used as a weapon in weapon-based attacks or in Shuurajou jutsu specifically calling for the use of a Crimson Whip. This jutsu may be performed during the setup phase as if drawing a weapon. 4SP at minimum. It feels potentially broken even then, as by level 25, you could viably have 500 to 100 Health, and drop 500 Health to make a level 100 whip. That said, maximum level the whip created in this manner should be is 15 to 20, and this should be included in the effects area. Edited February 9, 2011 by Warr
inspiration Posted February 9, 2011 Author Posted February 9, 2011 (edited) OK, so i changed the first to 4 SP as to allow maximum amount of needles used, and I gave the Whip a 4 SP cost and gave the weapon a 75% user lvl cap. So, a lvl 25 user could have, at max, a lvl 18 weapon Edited February 9, 2011 by inspiration
Warr Posted February 9, 2011 Posted February 9, 2011 First one needs to have a clause of a maximum of 3 Needles at a time. As far as the clause you put in there, I don't like it, or think it's fitting. This is the first rank you're making of a whip, and it is a gennin rank technique, after all.
inspiration Posted February 9, 2011 Author Posted February 9, 2011 I added a clause for the 3 needle maximum on the first as for the second what do you recommend be changed for the whip. The idea for it is that is will be a basic skill that will combo up and open abilities that require the whip to be active to use. Mitsuhide already posted one, I think it was the Crimson Spear
Warr Posted February 9, 2011 Posted February 9, 2011 ... People using liquid spears. Warr does not like. *Twitch* I'd be okay with the whip creating a weapon up to 50% of the user's level, at gennin rank.
inspiration Posted February 9, 2011 Author Posted February 9, 2011 alright, lowered it to 50% at rank one
K Mitsuhide Posted February 9, 2011 Posted February 9, 2011 I'm ok with the costs, though I feel that they are a little much. A jutsu is used to create the weapon that must then be used as a ranged weapon in order to get any crimson needles into the opponent's bloodstream, which then require another jutsu to use. So the costs really do add up quickly. I'd like to see the cost on the first one go down at least one point, but I won't object any further. Whip cost I'm perfectly fine with, considering that at higher levels this tech could potentially be OP.
Warr Posted February 9, 2011 Posted February 9, 2011 Well, unless it's requiring a skill or a bloodline attribute active, there's not a real way that the first one can drop in JP. Because right now, 10 bleed damage [5 bleed damage times 2] times .8 equates to 8 chakra, then add 15 chakra for the damage, and then that's 23 points, which times that by 3, and then that's 69 chakra, and 4 JP. Anything at or above 61 chakra/DP is 4JP at gennin rank. That's the ruling on it, from how the main site goes.
K Mitsuhide Posted February 10, 2011 Posted February 10, 2011 Ah, makes sense now. Thanks. 4 JP is completely acceptable.
Hardcore Skittlez Posted February 12, 2011 Posted February 12, 2011 since the first one does not have a limit, it has the capacity to break gennin ninjutsu damage caps, so: put a limit on the first technique. Second one; Assume that each weapon level has a base value of 10 dp. So, the cost would be, 5 hp per weapon level, or 10 chakra per weapon level. You can knock off the upkeep cost, if you want.
Warr Posted February 13, 2011 Posted February 13, 2011 The first one clearly has a limit stated, Alex. 'Maximum of 3 needles may be made '.
Hardcore Skittlez Posted February 13, 2011 Posted February 13, 2011 Derp, must have missed it. Still, on the second one, only half of the technique's cost may be paid in HP.