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wolfnin

Denikimi 2.0

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Posted (edited)
Denikimi
(Advance System)
 
The Denikimi (known as 'Lightning Body') is a genetic ability that naturally occurs in all members of the Senuskai Clan. Their genetic make-up allows members to produce, utilize, control, and manipulate the lightning element with maximum efficiency. To the human eye the Denikimi is seen as a frightful nightmare of lightning personified into human form. In reality, it is the body's natural use of internal lightning in order to increase the signal the nervous system, enhancing reflexes and body's response time.Their body modifies their natural chakra system with the lightning produced, creating a natural chakra lightning which allows one to master lightning techniques and abilities. For those Senuskai who have mastered the bloodline, lightning flows through their body like blood and their use of lightning techniques have been stated to be a work of art. For those who have fought against them on the battlefield it is said their movements are like bolts of lightning constantly striking from the heavens.
 
 
Denikimi Stimulation
 
The activation of unique neuron cells within the body allow for a Senuskai to release lightning in certain locations. The lightning released is manipulated and transformed into an electrical signal which stimulates the body's neuron synapses. As the name implies, this electric signal stimulates the neural synapses in order to increase one's rate of response, mobility, and cognitive processes. At higher levels Senuskai seem to move across the battlefield as swift and efficiently as lightning; their movements seeming to reflect lightning constantly striking the battleground. Those proficient in the bloodline are capable of sensing the electric signals in others and distinguish them from another individual's signals. However, the toll of a powerful electric signal causes the body to tire rapidly after use. Upon activation, the user's pupil are know to change to a yellow, gold, or white-blue color and lightning can be seen circulating around the body during activation and use. 
Clause: Ranks do not stack.
 
Denikimi Stimulation Rank One
Description: Upon activation, lightning is released and emits a small electric current to the muscle neural synapses. The electric signal stimulates the synapses, which in turn slightly increase the rate at which electrical currents travel within the body. With this the user's reflex slightly increase due to the increase stimulation of the muscle neurons, as well was their agility on the battlefield is above their average rate.
Effect: While Denikimi Stimulation Rank One is active the user's speed and evasion are increased by 2.0x (x= User's level). Can not exceed 1.5X of the base stat.
Upkeep: 10% of total chakra is paid when activated. 10% of total chakra is paid each turn this is activated. 
Requirements: Level 5. Clan Membership.
Cost: -2sp
 
Denikimi Stimulation Rank Two
Description: An evolution of this trait, the lightning released is once again transformed into a constant electrical signal which stimulates all neural synapses of the body and begins to increase the strength of the signals located within the muscle neuron synapses. The rate of signal speed is well above that of the average human body, allowing the shinobi to posses an above average reflex and reaction time. The electric signal affects the neural pathways in the brain, increasing the speed at which information is sent and received. 
Effect: While Denikimi Stimulation Rank Two is active the user's speed and evasion are increased by 3.0x (x= User's level). Can not exceed 1.5X of the base stat. 
Upkeep: 10% of total chakra is paid when activated. 7% of total chakra is paid each turn this is activated. 
Requirements: Level 20. Denikimi Stimulation Rank One. 
Cost: -3sp
 
Denikimi Stimulation Rank Three
Description: Upon activation, the light released circulates throughout the body and constantly stimulates the muscle neuronal synapses as well as the synapses of the central nervous system. The strength of signals in the synapse are increased far beyond their normal limit, as well as the signal speed within the brain, enhancing cognitive functions beyond the average state. The combination of both allow for the body to react at incoming hazards faster than most shinobi can visualize and process. This enhanced state increases a shinobi's perception, allow one to sense electrical impulses within a half-mile. The lightning that courses through the body places some stress after use. 
Effects:  While Denikimi Stimulation Rank Three is active the user's speed and evasion are increased by 4.0x (x= User's level). Can not exceed 1.5X of the base stat. Once Denikimi Stimulation Rank Three is deactivated, user is inflicted with 'Tired' for two turns. 
Upkeep: 7% of total chakra is paid when activated. 5% of total chakra is paid each turn this is activated. 
Requirements: Level 35. Denikimi Stimulation Rank Two.
Cost: -3sp
 
Denikimi Stimulation Rank Four
Description: The final step within the evolution of this ability: each neuron within the brain and muscle is stimulated to its maximum potential. Those that possess this level of stimulation are at the pinnacle of their reaction timing and maneuverability. Cognitive process is at full potential instantly processing information from senses and calculating at speeds far above the norm. Their mobility is a spectacle to be seen, fluidly traversing the battlefield in mere seconds, similar to the cloud-to-ground strike of a lightning bolt. At this level wielders are capable of sensing electric impulses within the human body within a mile radius. A sustained activation of this bloodline places stress onto the body. 
Effects: While Denikimi Stimulation Rank Four is active the user's speed and evasion are increased by 5.0x (x= User's level). Can not exceed 1.5X of the base stat. Once Denikimi Stimulation Rank Four is deactivated, user is inflicted with 'Tired' for three turns and 'Metabolic shock' for one turn. 
Upkeep: 5% of chakra is paid when activated. 5% of chakra is paid each turn this is activated. 
Requirements: Level 50. Denikimi Stimulation Rank Three. 
Cost: -4sp
 
 
Denikimi Control
 
Within the body of a Senuskai shinobi rest an unseen ability that is naturally found in all Senuskai. For the majority of Senuskai, this ability goes un-noticed, however for those who learn about this ability are capable of reaping the benefits to its maximum potential. With the release of lightning upon activation of the neuron cells, the body manipulates some of the lightning and leads it into the chakra pathway system. It is there where the lightning chakra fuses with a Senuskai's chakra pathway. The automatic and natural fusion of lightning and chakra conserves the amount of chakra needed to create and cast lightning jutsus by supplementing it with internal lightning. Furthermore, as the body continues to fuse lightning and chakra: a Senuskai gains the same chakra affinity to lightning as those who contain a natural affiliation to it. The control that Senuskai shinobi posses allows them to sling lightning jutsus precisely and efficiently with a minimum amount of strain. 
Clause: Ranks do not stack. Effects do not stack with other cost reduction skills. 
 
Denikimi Control Rank One
Description: The body's manipulation of lightning is at its basic stage. With the release of lightning from the neuron cells, the body manipulates the lightning into the chakra pathway, allowing the shinobi greater control of the lightning within their body and their chakra. With that they are able to reduce the amount of chakra used in jutsus. 
Effect: While Denikimi Stimulation is active, lightning jutsu cost 10% less chakra/stamina (rounded down).
Requirements: Level 5. Denikimi Stimulation Rank One. 
Cost: -2sp
 
Denikimi Control Rank Two
Description: The second stage of control. With enough use of the bloodline, a Senuskai's body gains better control of the lightning within them and their chakra, replacing a small portion of the lightning chakra used in lightning jutsus with the internal lightning, reducing the amount of chakra necessary for the jutsu. 
Effect: While Denikimi Stimulation is active, lightning jutsu cost 15% less chakra/stamina. (Rounded down). 
Requirements: Level 25. Denikimi Control Rank One. Denikimi Stimulation Rank Two. 
Cost: -2sp
 
Denikimi Control Rank Three
Description: The third stage of control. After continuous use of the bloodline, the body inserts more internal lightning into lightning jutsus, further reducing the amount of chakra expended to create jutsus.
Effects: While Denikimi Stimulation is active, lightning jutsu cost 20% less chakra/stamina. (Rounded down).
Requirements: Level 45. Denikimi Control Rank Two. 
Cost: -2sp
 
Denikimi Control Rank Four
Description:  The final stage of control. Internal lightning constitutes a good portion of lightning jutsus used by Senuskai shinobi greatly reducing the cost of jutsus.
Effects: While Denikimi Stimulation is active, lightning jutsu cost 30% less chakra/stamina. (Rounded down). 
Requirements: Level 65. Denikimi Control Rank Three. 
Cost: -2sp
 
Denikimi Manipulation
 
Considered the 'trademark' of the Denikimi bloodline, the manipulation aspect is one through which Senuskai shinobi have been remembered throughout their existence. Their body's natural affinity to the lightning element allows for a Senuskai to have a unique control over natural lightning, able to bend the natural element for their purpose. It is common to see a Senuskai utilizing lightning from storm clouds to increase the prowess of their techniques. Their manipulation extends further than lightning within the clouds, as they are capable of manipulating most forms of lightning and at higher levels, able to disrupt oncoming lightning attacks.
 
Denikimi Manipulation Rank One
Description: Though at the basic level, a Senuskai's manipulation of lightning within storm clouds is still deadly. With ease, one is capable of drawing lightning from the clouds and combine it with their lightning jutsu increasing its strength. The combination of natural lightning increases increases the temperature of lightning jutsus, creating a more devestating lightning effect.
Effect:. If the climates "Rain", "Heavy Rain", "Monsoon", "Hailstorm" or any other climate that contains storm clouds are active then the following effects are active: The user's lightning jutsu deal 10% additional base damage. May exceed damage cap. In addition, lightning jutsu from the user that inflict "Burned" instead inflict "Electrical Burn".

Electrical Burn: The target takes 120% total damage from taijutsu, basic and weapon attacks and takes 15 unmodified damage per turn. Considered "Burned" for turn duration and does not stack with "Burned".

Requirements: Level 25. Denikimi Control Rank Two. 
Cost: -2sp
 
Denikimi Manipulation Rank Two
Description: The manipulation of lightning is not purely offensive, as Senuskai whom excel in manipulation are capable of disrupting incoming lightning and lightning attacks. Through changing the charge of the incoming lightning attack, one is able to counteract the incoming lightning and then use their body as a ground rod to dissipate the remaining lightning. However, due to the amount of energy required for this, the amount of times a Senuskai can do this is limited.
Effect: The user may choose to sacrifice his response phase in order to negate all damage and effects from a single incoming lightning jutsu by paying .7x (x= cost of incoming jutsu). Does not apply to Sennin Rank or Forbidden jutsus. The user's main phase is sacrificed after use of this skill. This skill has a 15% fail chance. This skill may only be used twice per battle. 
Requirements: Level 40. Denikimi Manipulation Rank One. 
Cost: -3sp
 
 
Denikimi Manipulation Rank Three
Description: The manipulation of lightning is one of a high proficiency at this rank. No longer bared by the lack of skill, Senuskai shinobi are capable of using natural lightning to significantly increase the damage of their lightning jutsus. The inclusion of natural lightning within their techniques causes severe problems for those struck by them. Proficient at controlling natural lightning, the uses of the natural element is limitless. 
Effects: If the climates "Rain", "Heavy Rain", "Monsoon", "Hailstorm" or any other climate that contains storm clouds are active then the following effects are active: The user's lightning jutsu deal 20% additional base damage. May exceed damage cap. In addition, lightning jutsu from the user that inflict "Burned" instead inflict "Major Electrical Burn".  Does not stack with Denikimi Manipulation Rank One. 

Major Electrical Burn: The target takes 130% total damage from taijutsu, basic and weapon attacks and takes 20 unmodified damage per turn. Considered "Burned" for turn duration and does not stack with "Burned".

Requirements: Level 55. Denikimi Manipulation Rank Two. 
Cost: -4sp
 
Denikimi Manipulation Rank Four
Description:  Highly proficient at the manipulation of lightning, Senuskai that have achieved this rank have little fear of incoming lightning strikes. With ease they are able to counteract incoming lightning techniques and use their body to disspate the lightning in order to avoid damage. Through advance manipulation their body is capable of storing some of the remaining lightning in order to use it to increase the power of their next attack. 
Effects: The user may choose to sacrifice his response phase in order to negate all damage and effects from a single incoming lightning jutsu by paying .5x(x= the cost of incoming jutsu). Does not apply to forbidden rank jutsus. The user's main phase is sacrificed after use of this skill. This skill has a 10% fail chance. The turn after this skill is used, the user may pay y chakra in order to increase the damage of a single lightning jutsu by y. (y=0.25x). This skill may only be used four times per battle. Does not stack with Denikimi Manipulation Rank Two.
Requirements: Level 70. Denikimi Manipulation Rank Three.
Cost: -5sp
 
 
(Link to old Denikimi located: Here)
Edited by cntrstrk14
Posted

Can you give an explanation here why each of the terrains grants the bonus that it does? Most I can figure out but there are a few that don't make as much sense to me. You don't have to explain it in the skill, just in a replied post in this thread.

Also, I'm not a huge fan of automatically gaining 1.5x bonus on stats, especially not two at once. If you have 2000 points in each of those, that's +2000 stat points- far more than other bloodlines. I would instead keep the formula you had in lower ranks.

Posted

1) Alright, well here we go. 

 

-Rocky ground, rocky plateau, and rubble/ruins, plains: Most of these are composed of rocks and therefore since the ground easily conducts electricity, it wouldn't be hard to have lightning travel though the ground.

 

-Water, Thick mud, deep snow: Water is a high conductor of electricity, so it's easy to use water to travel to have lightning travel to a target. As such thick mud and deep snow both have water, so it wouldn't be too difficult to use it as a conductor. 

 

-Ice: See Water

 

-Marsh, Muddy ground: I'm under the assumption that there's water in these places, so it's not hard to use the ground and/or ground water to conduct electricity. 

 

-Lavaflow: So, it might be a stretch for this one, but using the heat from lava, one could necessarily be able to use it to conduct electricity. My physics background is quite weak, so I could be entirely wrong on this. 

 

-Sand: This might be one of the few terrains I think that didn't make much sense and now that I think about it, I can't find a way to justify it. 

 

-Dense Woodland/Jungle: Here, I'd assuming using the ground would be a simple enough explanation. Also, if its a woodland or jungle, depending on the time of day, it won't be hard to use the water vapor or mist. 

 

-High Grass: I don't have a full explanation for this, so I'm just going to say using the ground as a way to conduct electricity.

 

2) As for the evasion/speed boost, changed it to 5.0x, keeping the same format. 

Posted

Ground dissipates electrical currents, it does not conduct them. Water I can accept in all its forms, because I highly doubt it is pure water. I almost want to make an interesting note here to mention something about pure water, but we can leave that to ol' 3.16 and let them figure that out.

Please revise your terrains though, ground is actually the enemy of electricity. Pokemon lawyered.

Posted

Okay, so a lot of the stuff here I have to pick at are really wording and restrictions.

1.) First off, you learn the entire rank of the bloodline, but there are individual parts. I think each of these parts should possibly be their own skills? Like maybe someone with the bloodline only wants to learn the manipulation ranks? That's more of a preference thing, if you would prefer to keep them uber skills that is up to you.

2.) Some places you use vague terms like "base total" for damage. Say "base damage" of a technique. Also, sometimes you say "While this bloodline is active" and sometimes you say "While Kuraige Denikimi is active". Make all of those uniform, I would suggest making them all say "While Kuraige Denikimi is active" because it is much more clear, etc. Also, make sure all of the appropriate ranks line up with the appropriate levels of the bloodline. For instance, I copy pasted the Kuraige Denikimi part from the rank 4 bloodline, which is called something else. TL;DR - Proofread and make your terms uniform and clear.

3.) I'm never a huge fan of level 0 bloodlines. With our new leveling setup I would say start the first rank at level 5, then level 25, level 45, level 70. Just my personal opinion for spreading it out.

Posted

1) So, I thought about what you mentioned and I decided that separate skills works pretty well with this bloodline. So, I changed it to separate skills. With this, I did change the manipulation part a bit, since I came up with the idea while re-writing this bloodline. 

 

2) Made the bloodline more uniform and clear. 

 

3) I made all the ranks follow a clear cut leveling pattern. Not sure if their correct though. (If there is even a correct way). 

Posted (edited)

Le Bump! 

 

Also, Edited out the two passives in Denikimi control and decided to make them their own skills. 

Edited by wolfnin
Posted

I feel like manipulation rank 2 should not be able to block Sennin and forbidden and rank 4 should not be able to block forbidden, at least not completely.

Posted

Added in that Manipulation rank 2 doesn't apply to sennin and forbidden jutsus. As for Rank 4, added in that it doesn't apply to forbidden jutsus. 

Posted

Denikimi Stimulation Rank Three: Can cost -3 SP
 
Denikimi Control: All of these ranks can cost -2 SP. -8 SP to get a 30% cost reduction with your bloodline active seems fair to me. Also mention that it does not stack with other cost reductions.
 
Denikimi Manipulation Rank One: Change the wording to this...
 
If the climates "Rain", "Heavy Rain", "Monsoon", "Hailstorm" or any other climate that contains storm clouds are active then the following effects are active: The user's lightning jutsu deal 10% additional base damage. May exceed damage cap. In addition, lightning jutsu from the user that inflict "Burned" instead inflict "Electrical Burn". Electrical Burn: The target takes 120% total damage from taijutsu, basic and weapon attacks and takes 15 unmodified damage per turn. Considered "Burned" for turn duration and does not stack with "Burned".
 
Denikimi Manipulation Rank Three: Change the wording to this...
 
If the climates "Rain", "Heavy Rain", "Monsoon", "Hailstorm" or any other climate that contains storm clouds are active then the following effects are active: The user's lightning jutsu deal 20% additional base damage. May exceed damage cap. In addition, lightning jutsu from the user that inflict "Burned" instead inflict "Major Electrical Burn". Major Electrical Burn: The target takes 130% total damage from taijutsu, basic and weapon attacks and takes 20 unmodified damage per turn. Considered "Burned" for turn duration and does not stack with "Burned".

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