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Cloudnine

Fighting Under Pressure

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Posted (edited)

Shizukesa Project: Taijutsu

Bloodline: Hagemasu [Taijutsu Style]

Description: Those in development of the Shizukesa Project soon were capable of manipulating the pressure in themselves, which in turn affected the intensity of their attacks. Far from the stealthy design of most shinobi styles, the Hagemasu fighting style was as raucous as a bar brawl with the intent of making as much noise as possible to build up pressure. Many of the forms involve slams and throws, and favor blunt weapons over sharp ones. [All the better to eat your screams with, my dear.] Additionally, dishonorable actions like stepping on toes, pinching skin, and pulling hair are also prevalent due to their surprise factor and usual vocal response from the opponent. Yet with their sonic exploits, even these destructive clashes could go unheard due to their sound consumption abilities. Releasing this pressure increased the Hagemasu ‘s signature ability of dealing critical damage, and also notably refreshed the sound double if it rested in the host’s body.

Effect: Pressure Charges are gained upon landing a critical strike onto an opponent using Taijutsu of the Hagemasu clan, or through specific jutsu that generate Pressure Charges as an effect. When the Hagemasu splits, the Charges are split between the host and the twin, with the host keeping more Charges if the total is odd. [so if the host had 3 Charges and split, he/she retains 2 and the twin starts with 1.] Pressure Charges are gained independently by the host and twin, but if one takes damage, the other half has a 50% chance to lose a Charge. [Cannot go below 0] If the host and twin merge, the host receives all Charges the twin had at the point of merging, but cannot exceed 5 Charges. Any excess charges will increase the 10% tank stat regenerative bonus of merging by 2x%, x being the number of excess charges.

Pressure Charges can be used in three ways:

1. The Hagemasu may pay Charges to gain 2x% critical strike chance for that turn, x being the number of Pressure Charges spent.

2. The Hagemasu may choose to pay 5 Pressure Charges to return the twin to the field after merging. The twin returns without any status effects it had prior, and the same tank stats it had, unless the tank stat was under 50% of its total, which it returns at 50% the twin's total tank stat. The twin will skip its next main phase. Usable once per battle and cannot be used within the two turns after the sound double merges initially.

3. The user may perform techniques that require the use of Pressure Charges.

Cost: -1

Hagemasu 'twin': [x]

Edited by Cloudnine
Posted

Shizukesa Project: Taijutsu

Effect: Pressure Charges are gained upon landing a critical strike onto an opponent using Taijutsu of the Hagemasu clan, or through specific jutsu that generate Pressure Charges as an effect. When the Hagemasu splits, the Charges are split between the host and the twin, with the host keeping more Charges if the total is odd. [so if the host had 3 Charges and split, he/she retains 2 and the twin starts with 1.] Pressure Charges are gained independently by the host and twin, but if one takes damage, the other half has a 50% chance to lose a Charge. [Cannot go below 0] If the host and twin merge, the host receives all Charges the twin had at the point of merging, but cannot exceed 5 Charges. Any excess charges will increase the 10% tank stat regenerative bonus of merging by x%, x being the number of excess charges. you could probably make this 2x%.

Pressure Charges can be used in three ways:

1. The Hagemasu may pay Charges to gain additional ranks of ‘Inner Quake,’ where every Charge spent grants them an additional rank for that turn. This effect operates under the activated critical hit cap.

Make sure to clearly say that they cannot gain more ranks than are available for the skill.

2. The Hagemasu may choose to pay 5 Pressure Charges to return the twin to the field after merging. The twin returns without any status effects it had prior, and the same tank stats it had, unless the tank stat was under 50% of its total, which it returns at 50%. The twin will skip its next main phase. Usable once per battle and cannot be used within the two turns after the sound double merges initially.

50% of the total that the twin had or 50% the total from the user? Make sure to be clear here.

3. The user may perform techniques that require the use of Pressure Charges.

Cost: -1

Posted

Fixed everything but the '1. The Hagemasu may pay Charges to gain additional ranks of ‘Inner Quake,’ where every Charge spent grants them an additional rank for that turn. This effect operates under the activated critical hit cap.'

I intended for the Charges to be able to grant additional ranks beyond the skill rank cap, but if that's too much, I can change it to 2% crit chance per charge [half of the skill's effect] and make it so it can't be used consecutively.

Posted

I am uncertain about the excess charges bit other styles either a) don't allow excess charges or 2) hurt the user by having them. I would be more okay with that if you limit it to a turn of using. So if you have x>10% regen, after the turn you have that added regen you will drop to the normal 10%. Also how would that work for advanced regen?

Posted

The merging regen effect can only be used twice per battle, since the twin can only be split twice. I can make it so that for the second split, it is paid by only charges, so it doesn't cost 15% stamina and chakra, and at the same time, it doesn't reward any of its original and bonus merging effects. (Or just not the regen effect.)

-The user may choose to ‘assimilate' their ‘twin'. Doing so takes up the user's setup phase. During the turn in which the user becomes one with their twin once more, the effects of ‘inner quake', ‘resonance', and ‘tranquility of sound' are doubled. In addition, the ninja may regenerate 10% of any tank stat of their choosing. Once the ninja has become one with their ‘twin', they cannot split again in the same battle.

The bloodline kinda discourages advanced regeneration, but would shutting off advanced regen for the turn they merge work?

Posted

I think Azure misunderstood, unless I am. The regen boost is only for the turn where they merge, correct? If so, I am fine with it.

As for the other, I think not referencing the skill and instead doing the 2% bonus would be much cleaner.

Posted

Mkays, chanced the critical strike to 2% per charge.

And yup, the regen boost is only the turn they merge, so twice a battle max.

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