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Aberacht

Fʟüssɪɢsᴛᴀʜʟ

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Posted (edited)

_____________

Fʟüssɪɢsʜʟ

ʟɪqᴜɪᴅ sᴛᴇᴇʟ

(Advanced System)
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"Wir sind die Schmiede des Flüssigstahl. Für uns wird er verteidigen und vernichten."
"We are the smiths of the Liquid Steel. For us it will defend and destroy."

The bloodline of the Aragane Clan.

 

Combinatorial; ʟɪqᴜɪᴅ sᴛᴇᴇʟ
Description: A unique kind of steel used by members of the Aragane Clan. It is similar to normal metals, except that its atomic structure is much more flexible and capable of rapid and efficient recombination. ʟɪqᴜɪᴅ sᴛᴇᴇʟ is both highly durable and hindering, as the liquid substance can quickly freeze on an enemy and weigh down their movements.
Effect: ʟɪqᴜɪᴅ sᴛᴇᴇʟ techniques have +10% on durability effects with jutsu that create structures, weapons, clones, and other items; furthermore, being hit by ʟɪqᴜɪᴅ sᴛᴇᴇʟ damage incurs a -3% chance-to-dodge for that target, cumulative across the battle (maximum of -15%). This penalty can only be triggered once per turn.
Requirements: Subtle Elements; Fɪʀᴇ, ᴇᴀʀᴛʜ, and ᴡᴀᴛᴇʀ.
Cost: -2 SP.

 
 

Atomic Fluidity
Description: Ninja who possess the power of the Flüssigstahl (ʟɪqᴜɪᴅ sᴛᴇᴇʟ) are able to easily comprehend and manipulate its elemental components of Fire, Earth, and Water. The bloodline is found within the Aragane clan; this genetic mutation probably arose from extended exposure to steel while living for generations in the Country of Coal. The liquid aspect was dormant until the connection was discovered by Aragane Shiro while researching in Kiri. In essence, the bloodline enables its carriers to wield a water-like steel chakra which can form metallic structures with an interactive structure. In its dormant form, the steel retains its traditional, impervious shape and strength; however, if the right chakra signal is applied to the metal, its structure radically changes into a liquid format without the need for intense heating. Even from a young age a novice capable of transmuting a simple metal spoon back and forth between its liquid and solid states, and masters from the art can create metallic tidal waves which in an instant freeze to form monumental steel prisons. Elegant yet cold, the ʟɪqᴜɪᴅ sᴛᴇᴇʟ is at the heart of the Aragane strength.
Effect: This skill must be taken at character creation; the user receives the following skills for free: Subtle Elements; Fɪʀᴇ, Subtle Elements; ᴇᴀʀᴛʜ, Subtle Elements; ᴡᴀᴛᴇʀ, and Combinatorial; ʟɪqᴜɪᴅ sᴛᴇᴇʟ. The user receives no other elemental skills for free at character creation, regardless of their starting village.
Cost: -4 SP.

 
 

Recombinant Structure
Description: Aragane ninja are capable of great ingenuity when working with objects made out of their characteristic ʟɪqᴜɪᴅ sᴛᴇᴇʟ; applying the right chakra impulses, such a shinobi can instantly liquefy a metallic structure and seamlessly integrate the liquid metal into another body of steel. In a pinch, weapons can merged into shields for a quick defense, or shields can be broken down to empower a clone while on offense.
Effect: "Atomic Fluidity" is required in order to take this skill. During their Setup Phase, the user may spend 7% of their total chakra (and consume the entire phase) in order to use this skill. The user then selects two ʟɪqᴜɪᴅ sᴛᴇᴇʟ objects and transfer any amount of health desired from one object to the other. The object receiving health may not gain health higher than its maximum (original amount).
Cost: -2 SP.

 
 

Tactical Reconstitution
Description: In battle, Aragane ninja are known to be able to quickly and efficiently repair defensive structures and other objects made out of ʟɪqᴜɪᴅ sᴛᴇᴇʟ. They can directly augment existing metal with their own metallic chakra, quickly shoring up any weakened barriers. The efficiency of this process greatly increases with age and skill, to the point where elite Aragane are often known as the battlefield as "human foundries."
Effect: "Atomic Fluidity" is required in order to take this skill. During their Main Phase, the user may spend 7% of their total chakra (and consume the entire phase) in order to use this skill. The user then selects a ʟɪqᴜɪᴅ sᴛᴇᴇʟ object and increases its health by spending additional chakra; the ratios for chakra-spent to health-gained are: Gennin 1:1, Chuunin 3:4, Jounin 3:5, and Sennin 1:2. The object receiving health may not gain health higher than its maximum (original amount).
Cost: -3 SP.

 
 

Metallic Dissolution
Description: While very sturdy to the unobservant eye, the ʟɪqᴜɪᴅ sᴛᴇᴇʟ of the Aragane is actually very fragile if one knows exactly how to manipulate it. By applying the proper touch, the atomic structure of a beam of the strongest metal can fracture into countless pieces, releasing a large amount of the stored energy in the process. Properly trained Aragane shinobi know how to recapture this energy even in the midst of a battle, to recycle old constructs in anticipation of new situations.
Effect: "Atomic Fluidity" is required in order to take this skill. During their Setup Phase, the user may consume the entire phase in order to use this skill. The user then selects a ʟɪqᴜɪᴅ sᴛᴇᴇʟ object under their control. That object is immediately destroyed, and the user gains chakra equal to a percentage of the remaining health of that object, rounded down; the percentages for chakra recovered are: Gennin 35%, Chuunin 40%, Jounin 45%, and Sennin 50%.
Cost: -2 SP.

Edited by Cellar Door
Editted In Accordance With New Advanced System Rules
Posted
Atomic Fluidity

Description: Ninja who possess the power of the Flüssigstahl (ʟɪqᴜɪᴅ sᴛᴇᴇʟ) are able to easily comprehend and manipulate its elemental components of Fire, Earth, and Water. The bloodline is found within the Aragane clan; this genetic mutation probably arose from extended exposure to steel while living for generations in the Country of Coal. The liquid aspect was dormant until the connection was discovered by Aragane Shiro while researching in Kiri. In essence, the bloodline enables its carriers to wield a water-like steel chakra which can form metallic structures with an interactive structure. In its dormant form, the steel retains its traditional, impervious shape and strength; however, if the right chakra signal is applied to the metal, its structure radically changes into a liquid format without the need for intense heating. Even from a young age a novice capable of transmuting a simple metal spoon back and forth between its liquid and solid states, and masters from the art can create metallic tidal waves which in an instant freeze to form monumental steel prisons. Elegant yet cold, the ʟɪqᴜɪᴅ sᴛᴇᴇʟ is at the heart of the Aragane strength.

Effect: The user may take the following skills for free: Subtle Elements; Fire, Subtle Elements; Earth, Subtle Elements; Water, and Combinatorial; Steel. Furthermore, the user is allowed to use techniques that use the elemental combination of sᴛᴇᴇʟ and ᴡᴀᴛᴇʀ. When using a jutsu of the sᴛᴇᴇʟ/ᴡᴀᴛᴇʀ combination, hereafter known as ʟɪqᴜɪᴅ sᴛᴇᴇʟ, the user applies the primary elemental bonus of sᴛᴇᴇʟ, as well as choosing one of the secondary elemental bonuses among Fɪʀᴇ, ᴇᴀʀᴛʜ, or ᴡᴀᴛᴇʀ. Furthermore, when using ʟɪqᴜɪᴅ sᴛᴇᴇʟ techniques, some create defensive structures, weapons, clones, or other objects that have health - for clan skill and technique purposes, that health stat is known as durability.

-When/how is the amount of "health/durability" defined? Is there a set ratio, or will it be technique specific?

Cost: -4 SP.

Recombinant Structure

Description: As the name implies, users of the ʟɪqᴜɪᴅ sᴛᴇᴇʟ are capable of manipulating the structures of metallic objects with extreme versatility, treating them almost as if they were liquids which can be mixed freely. Such Aragane ninja are able liquefy most metals and transfer their strength to any other location; they can also directly augment existing objects with their reinforcing chakra; furthermore, with the proper chakra impulses they can cause a metal object to immediately lose its structural bonds and collapse into a mess of heavy particles, absorbing the released energy in the process. Because of these skills, the Aragane are known for their practical and adaptive use of metal on the battlefield.

Effect: "Atomic Fluidity" is required in order to take this skill. In exchange for spending 2% of their total chakra, the user may do one of the following during their Setup Phase:

-Really feel like this should be divided into three different skills, instead of gang-piled into one.

1) Structural Transfer
The user selects a
source metal object and a target object
(weapons, armor, constructs made by steel jutsu, and any other logically metal object are eligible). The user may transfer any amount of durability from the source object to the target object; however, the durability of the target object cannot exceed its base maximum.
If all of the source object's durability is taken, it is immediately destroyed.

2) Tactical Reinforcement
The user selects a target metal object (as defined above). The user may increases its durability by spending chakra; the ratios for chakra-spent to durability-gained are: Gennin 1:1, Chuunin 3:4, Jounin 3:5, and Sennin 1:2. The durability of the target object
can
exceed its base maximum, but no more than 1.5x that base.

3) Metallic Dissolution
The user selects a target metal object (as defined above).
That object is immediately destroyed,
and the user gains chakra equal to the remaining durability of that object; the ratios for remaining-durability to chakra-gained are: Gennin 2:1, Chuunin 5:3, Jounin 4:3, and Sennin 1:1.

Invoking this skill uses consumes the user's entire Setup Phase; this skill may also be used during the Main Phase (if it was also used during the Setup Phase), but it again consumes the entire phase. If a metallic item has no explicitly mentioned durability (such as store-bought kunai), its durability is equal to double its cost in money, but the item is destroyed when using this skill on it, even if less than its full durability is taken. "Indestructible" items cannot be manipulated by this skill.

-Unless I'm missing something in your definition, there is nothing stopping you from using these skills on someone elses metal items. 2% Chakra to auto-destroy an opponents weapon/armor as a set-up phase skill? I don't think so...

Cost: -4 SP.

Posted

As discussed in chat, first point is cleared up (durability of items is in the actual techniques for said items). Second point, I have decided to keep the skill as is (was only a suggestion in rhaps' words), and I have changed it so that the bloodline can only affect Liquid Steel items to address the third point (which the enemy probably won't have).

Posted

Atomic Fluidity

⨳Description: Ninja who possess the power of the Flüssigstahl (ʟɪqᴜɪᴅ sᴛᴇᴇʟ) are able to easily comprehend and manipulate its elemental components of Fire, Earth, and Water. The bloodline is found within the Aragane clan; this genetic mutation probably arose from extended exposure to steel while living for generations in the Country of Coal. The liquid aspect was dormant until the connection was discovered by Aragane Shiro while researching in Kiri. In essence, the bloodline enables its carriers to wield a water-like steel chakra which can form metallic structures with an interactive structure. In its dormant form, the steel retains its traditional, impervious shape and strength; however, if the right chakra signal is applied to the metal, its structure radically changes into a liquid format without the need for intense heating. Even from a young age a novice capable of transmuting a simple metal spoon back and forth between its liquid and solid states, and masters from the art can create metallic tidal waves which in an instant freeze to form monumental steel prisons. Elegant yet cold, the ʟɪqᴜɪᴅ sᴛᴇᴇʟ is at the heart of the Aragane strength.

⨳Effect: The user may take the following skills for free: Subtle Elements; Fire, Subtle Elements; Earth, Subtle Elements; Water, and Combinatorial; Steel. If this is an Iwa based clan, you do not need to give them access to Subtle Elements; Earth. If you want to make sure that even in strange situations that they get those 4 elements, you should mention that these elements replace any free ones they would get by joining the village.

Furthermore, the user is allowed to use techniques that use the elemental combination of sᴛᴇᴇʟ and ᴡᴀᴛᴇʀ. When using a jutsu of the sᴛᴇᴇʟ/ᴡᴀᴛᴇʀ combination, hereafter known as ʟɪqᴜɪᴅ sᴛᴇᴇʟ, the user applies the primary elemental bonus of sᴛᴇᴇʟ, as well as choosing one of the secondary elemental bonuses among Fɪʀᴇ, ᴇᴀʀᴛʜ, or ᴡᴀᴛᴇʀ. You should just make a Combinatorial; Liquid Steel skill instead of doing it halfway here. You can make it similar to steel with your own twist then if you like.

Structures, weapons, clones, and other items made out of ʟɪqᴜɪᴅ sᴛᴇᴇʟ are included in Flüssigstahl skill effects; their health stat is known as "durability," which is defined in the technique or item description itself.

The term durability is already used for puppets, if you want to make up a new term for your health that is fine, however if you are going to change the normal term for technique created (I'm assuming they would all be technique created) then I would prefer you use the normally refered to "health points" over durability. As I said though, if you want to grab another term not used elsewhere in the system that would be fine with me.

⨳Cost: -4 SP.

My gut reaction is to split this into three skills, but that is just me. I for one would not want the opponent knowing what I can do the first time I use this skill, I would rather have it separated so that I only had to reveal the smallest amount I have to. It would also cut down on the amount of "wall of text" that gets dropped in a battle.

Recombinant Structure

⨳Description: As the name implies, users of the ʟɪqᴜɪᴅ sᴛᴇᴇʟ are capable of manipulating the structures of metallic objects with extreme versatility, treating them almost as if they were liquids which can be mixed freely. Such Aragane ninja are able liquefy most metals and transfer their strength to any other location; they can also directly augment existing objects with their reinforcing chakra; furthermore, with the proper chakra impulses they can cause a metal object to immediately lose its structural bonds and collapse into a mess of heavy particles, absorbing the released energy in the process. Because of these skills, the Aragane are known for their practical and adaptive use of metal on the battlefield.

⨳Effect: "Atomic Fluidity" is required in order to take this skill. In exchange for spending 2% of their total chakra, the user may do one of the following during their Setup Phase:

1) Structural Transfer

The user selects a source metal object and a target object (any item with durability explicitly mentioned to be made of ʟɪqᴜɪᴅ sᴛᴇᴇʟ). The user may transfer any amount of durability from the source object to the target object; however, the durability of the target object cannot exceed its base maximum. If all of the source object's durability is taken, it is immediately destroyed.

This entire skill can be simplified into... "The user may select two Liquid Steel objects and transfer durability from one object to another. The object receiving durability may not gain durability higher than its maximum (original amount)"

2) Tactical Reinforcement

The user selects a target metal object (as defined above). The user may increases its durability by spending chakra; the ratios for chakra-spent to durability-gained are: Gennin 1:1, Chuunin 3:4, Jounin 3:5, and Sennin 1:2. The durability of the target object can exceed its base maximum, but no more than 1.5x that base.

This seems powerful and incalculable as a setup phase action. You could, for instance, make armor made of liquid steel that has an HP amount, much like Earth Dome. You can then use the setup phase to give it 1.5x (every turn) and then attack in your main phase, making a near impenetrable defense that will only rely on a stacked chakra stat.

3) Metallic Dissolution

The user selects a target metal object (as defined above). That object is immediately destroyed, and the user gains chakra equal to the remaining durability of that object; the ratios for remaining-durability to chakra-gained are: Gennin 2:1, Chuunin 5:3, Jounin 4:3, and Sennin 1:1.

Um, you sidestepped RS's concern. You should make it clear that you may only target possessions made of Liquid Steel that are in the user's possession. Because, for instance, you could later make a ninjutsu that turns anything made of steel into liquid steel for two turns. Then your opponent is, and this is a technical term, "fucked".

Invoking this skill uses consumes the user's entire Setup Phase; this skill may also be used during the Main Phase (if it was also used during the Setup Phase), but it again consumes the entire phase. "Indestructible" items cannot be manipulated by this skill. ... This should be mentioned in the top, not as a footnote.

⨳Cost: -4 SP.

Posted
If this is an Iwa based clan, you do not need to give them access to Subtle Elements; Earth. If you want to make sure that even in strange situations that they get those 4 elements, you should mention that these elements replace any free ones they would get by joining the village.

Addressed in Atomic Fluidity.

You should just make a Combinatorial; Liquid Steel skill instead of doing it halfway here. You can make it similar to steel with your own twist then if you like.

Atomic Fluidity reworked. Combinatorial; Liquid Steel added.

The term durability is already used for puppets, if you want to make up a new term for your health that is fine, however if you are going to change the normal term for technique created (I'm assuming they would all be technique created) then I would prefer you use the normally refered to "health points" over durability. As I said though, if you want to grab another term not used elsewhere in the system that would be fine with me.

I'll just use health then.

My gut reaction is to split this into three skills, but that is just me. I for one would not want the opponent knowing what I can do the first time I use this skill, I would rather have it separated so that I only had to reveal the smallest amount I have to. It would also cut down on the amount of "wall of text" that gets dropped in a battle.

Skill split accordingly.

This entire skill can be simplified into... "The user may select two Liquid Steel objects and transfer durability from one object to another. The object receiving durability may not gain durability higher than its maximum (original amount)"

Rewritten accordingly.

This seems powerful and incalculable as a setup phase action. You could, for instance, make armor made of liquid steel that has an HP amount, much like Earth Dome. You can then use the setup phase to give it 1.5x (every turn) and then attack in your main phase, making a near impenetrable defense that will only rely on a stacked chakra stat.

The limit for increased health is now at maximum rather than 1.5x maximum. If this doesn't sufficiently address the issue I'll have to think of some other condition.

Um, you sidestepped RS's concern. You should make it clear that you may only target possessions made of Liquid Steel that are in the user's possession. Because, for instance, you could later make a ninjutsu that turns anything made of steel into liquid steel for two turns. Then your opponent is, and this is a technical term, "fucked".

Added self-possession clause.

... This should be mentioned in the top, not as a footnote.

Well, it's irrelevant now. Indestructible items don't have health, so the user would have no reason to destroy their own indestructible items that give the user no benefit.

Posted

Upon using a bloodline skill, advanced chakra regeneration is suspended for that turn.

Also, a per-battle usage on Tactical Reconstitution, otherwise if you bring out a powerful shield jutsu and keep refueling if it isn't busted through. Per-battle can be based on rank, but the higher the ratio, I'd like to see the less able to use for balance reasonings. My first recommendation would be 3-3-2-2. You are only paying 2 SP for it, and I'm not really comfortable on raising it to constitute unlimited uses.

Posted (edited)

Upon using a bloodline skill, advanced chakra regeneration is suspended for that turn.

Also, a per-battle usage on Tactical Reconstitution, otherwise if you bring out a powerful shield jutsu and keep refueling if it isn't busted through. Per-battle can be based on rank, but the higher the ratio, I'd like to see the less able to use for balance reasonings. My first recommendation would be 3-3-2-2. You are only paying 2 SP for it, and I'm not really comfortable on raising it to constitute unlimited uses.

I see a two-part thing going on here: obviously, you don't want me having high chakra regeneration plus the ability to regenerate my shield every turn. If my connection is correct and acknowledged, then we can talk about it as a single problem rather than two.

The issue is balancing (how much renewable chakra I have at my disposal) versus (how often I can put it to use for "The Shield," where "the shield" is a hypothetical defense that I've set up to absorb all incoming physical damage). I acknowledge that having the full capabilities of both would mean my character would be reasonably invulnerable to physical attacks, as long as I was regenerating chakra faster than the enemy was dealing damage.

However, the main point of the bloodline is, after all, the health manipulation of liquid steel objects. I would loathe to give up any form of chakra regeneration (since I've done that for all my other bloodline stuff and I am tired of giving up such a valuable thing), and I would also dislike having to limit a skill that forms the main crux of the bloodline.

But I hold chakra regeneration over skill limitation. Would it be feasible to, perhaps, increase the percentage% cost of the three skills (say from 2% to around 5-10%) while keeping full regeneration privileges, while in turn limiting the use of Tactical Reconstitution (perhaps to X times per battle as dictated by a rank, or even once-every-other-turn kind of deal?)

Edit: I have made a few changes as a possible start. The skills have been increased to 7% each, and T.R. has 2X uses per battle, where X is the rank in the skill, with four ranks, at -2 SP each. Of course I'll add rank requirements for skill ranks, but I'm tired and that's for later and right now the specific effects and numbers need to be discussed.

Edited by Aberacht
Posted

Bump. Still looking for more discussion, they are not in an approvable state yet.

Posted (edited)

All three skills now cost 7% of total chakra. Tactical Reconstitution has been changed to a Main Phase skill; this way, the user cannot use it to maintain a powerful wall and attack on the same turn. In this way, using it is a purely defensive move, rather than an afterthought in the setup phase while the user continues to attack. Recombinant Structure is still in the Setup Phase since it is just juggling existing health around, and it is less flexible than T.R. Metallic Dissolution is also still Setup Phase. R.S. and M.D. also now cost -2 SP, to make the overall set a bit more expensive.

I know the new restriction on T.R. doesn't directly answer the issues with it, but I believe that this indirect answer (making it Main Phase) limits it to an extent that compensates for the other things.

Edited by Aberacht
Posted

Combinatorial; ʟɪqᴜɪᴅ sᴛᴇᴇʟ

Description: A unique kind of steel used by members of the Aragane Clan. It is similar to normal metals, except that its atomic structure is much more flexible and capable of rapid and efficient recombination. ʟɪqᴜɪᴅ sᴛᴇᴇʟ is both highly durable and hindering, as the liquid substance can quickly freeze on an enemy and weigh down their movements.

Effect: ʟɪqᴜɪᴅ sᴛᴇᴇʟ techniques have +10% on durability effects with jutsu that create structures, weapons, clones, and other items; furthermore, being hit by ʟɪqᴜɪᴅ sᴛᴇᴇʟ damage incurs a -3% chance-to-dodge for that target, cumulative across the battle. This penalty can only be triggered once per turn.

Requirements: Subtle Elements; Fɪʀᴇ, ᴇᴀʀᴛʜ, and ᴡᴀᴛᴇʀ.

Cost: -2 SP.

APPROVED

Atomic Fluidity

Description: Ninja who possess the power of the Flüssigstahl (ʟɪqᴜɪᴅ sᴛᴇᴇʟ) are able to easily comprehend and manipulate its elemental components of Fire, Earth, and Water. The bloodline is found within the Aragane clan; this genetic mutation probably arose from extended exposure to steel while living for generations in the Country of Coal. The liquid aspect was dormant until the connection was discovered by Aragane Shiro while researching in Kiri. In essence, the bloodline enables its carriers to wield a water-like steel chakra which can form metallic structures with an interactive structure. In its dormant form, the steel retains its traditional, impervious shape and strength; however, if the right chakra signal is applied to the metal, its structure radically changes into a liquid format without the need for intense heating. Even from a young age a novice capable of transmuting a simple metal spoon back and forth between its liquid and solid states, and masters from the art can create metallic tidal waves which in an instant freeze to form monumental steel prisons. Elegant yet cold, the ʟɪqᴜɪᴅ sᴛᴇᴇʟ is at the heart of the Aragane strength.

Effect: This skill must be taken at character creation; the user receives the following skills for free: Subtle Elements; Fɪʀᴇ, Subtle Elements; ᴇᴀʀᴛʜ, Subtle Elements; ᴡᴀᴛᴇʀ, and Combinatorial; ʟɪqᴜɪᴅ sᴛᴇᴇʟ. The user receives no other elemental skills for free at character creation, regardless of their starting village.

Cost: -4 SP.

APPROVED

Recombinant Structure

Description: Aragane ninja are capable of great ingenuity when working with objects made out of their characteristic ʟɪqᴜɪᴅ sᴛᴇᴇʟ; applying the right chakra impulses, such a shinobi can instantly liquefy a metallic structure and seamlessly integrate the liquid metal into another body of steel. In a pinch, weapons can merged into shields for a quick defense, or shields can be broken down to empower a clone while on offense.

Effect: "Atomic Fluidity" is required in order to take this skill. During their Setup Phase, the user may spend 7% of their total chakra (and consume the entire phase) in order to use this skill. The user then selects two ʟɪqᴜɪᴅ sᴛᴇᴇʟ objects and transfer any amount of health desired from one object to the other. The object receiving health may not gain health higher than its maximum (original amount).

Cost: -2 SP.

APPROVED

Tactical Reconstitution

Description: In battle, Aragane ninja are known to be able to quickly and efficiently repair defensive structures and other objects made out of ʟɪqᴜɪᴅ sᴛᴇᴇʟ. They can directly augment existing metal with their own metallic chakra, quickly shoring up any weakened barriers. The efficiency of this process greatly increases with age and skill, to the point where elite Aragane are often known as the battlefield as "human foundries."

Effect: "Atomic Fluidity" is required in order to take this skill. During their Main Phase, the user may spend 7% of their total chakra (and consume the entire phase) in order to use this skill. The user then selects a ʟɪqᴜɪᴅ sᴛᴇᴇʟ object and increases its health by spending additional chakra; the ratios for chakra-spent to health-gained are: Gennin 1:1, Chuunin 3:4, Jounin 3:5, and Sennin 1:2. The object receiving health may not gain health higher than its maximum (original amount).

Cost: -3 SP.

APPROVED

Metallic Dissolution

Description: While very sturdy to the unobservant eye, the ʟɪqᴜɪᴅ sᴛᴇᴇʟ of the Aragane is actually very fragile if one knows exactly how to manipulate it. By applying the proper touch, the atomic structure of a beam of the strongest metal can fracture into countless pieces, releasing a large amount of the stored energy in the process. Properly trained Aragane shinobi know how to recapture this energy even in the midst of a battle, to recycle old constructs in anticipation of new situations.

Effect: "Atomic Fluidity" is required in order to take this skill. During their Setup Phase, the user may spend 7% of their total chakra (and consume the entire phase) in order to use this skill. The user then selects a ʟɪqᴜɪᴅ sᴛᴇᴇʟ object under their control. That object is immediately destroyed, and the user gains chakra equal to the remaining health of that object; the ratios for remaining-durability to chakra-gained are: Gennin 2:1, Chuunin 5:3, Jounin 4:3, and Sennin 1:1.

Cost: -2 SP.

Two things here.

1.) The math should never work out largely in your favor for returning chakra. Example: @Sennin level you have a total of 2000 chakra and you make something with 1000 HP for 500 chakra (ratio taken from above skill). The following turn you then break said object for a cost of 140 chakra, gaining 1000 chakra. You have now net +360 chakra plus whatever regeneration you may have had. Logically and balancing would dictate that you should not gain more energy than you have put into an item, otherwise this energy is coming from no where. You know math well enough to find an answer on your own <3.

2.) Spending chakra to gain chakra is awkward. I would say that you should fix the ratios mentioned in the first point and make this skill cost no chakra but still take up the entire phase. The "Energy Exerted" to break the object can be explained away in the equation for gaining back chakra. For instance, you could gain 95% of the chakra back from an item instead of 100%, calling that 5% the "cost". Make all the math happen in one equation, rather than a cost and then a gain. Will save a lot of headache later.

Posted

Combinatorial; ʟɪqᴜɪᴅ sᴛᴇᴇʟ

- Set a cap on this, the fact that it's cumulative is something other elements don't have. It's fine, just not something I want to see in extreme. I would like to see a cap of 12%. I feel like that's fair, because most elements give bonuses ~10% for a one time shot and this is a third tier element, with the need to accumulate the bonus. Also this isn't the only thing this element can do.

- Additionally it needs a little clarification of what constitutes the bonus. I realize you say damage, but I feel like it's too broad. You could have a multi-hit that deals 4 attacks and already meets the cap I advised. Granted if the cap is where I advised I'd be more okay with this than a larger cap.

Posted

Combinatorial; ʟɪqᴜɪᴅ sᴛᴇᴇʟ

- Set a cap on this, the fact that it's cumulative is something other elements don't have. It's fine, just not something I want to see in extreme. I would like to see a cap of 12%. I feel like that's fair, because most elements give bonuses ~10% for a one time shot and this is a third tier element, with the need to accumulate the bonus. Also this isn't the only thing this element can do.

- Additionally it needs a little clarification of what constitutes the bonus. I realize you say damage, but I feel like it's too broad. You could have a multi-hit that deals 4 attacks and already meets the cap I advised. Granted if the cap is where I advised I'd be more okay with this than a larger cap.

I'll add the cap (perhaps at 15%? I'm just thinking about slightly longer battles), but the second part about multi-hit doesn't matter since "This penalty can only be triggered once per turn".

Posted

For style reasons, I changed the font from Cambria to Georgia. Feel free to check it again, I edited nothing else.

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