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Cloudnine

Hagemasu Clan Core Resubs

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Posted (edited)

Hagemasu Bloodline: Sound Twin

The Sound Eaters have always believed their abilities to be mysterious and unquestionable, and over the centuries, no one went deeper into their abilities than to accept it. The Sound Twin came into prominence as one of their infamous forbears served under Orochimaru- Sakon and Ukon. Whether these bloodline traits were naturally inherited or the result of scientific manipulations remains unknown. Within the caves the Hagemasu lived in, the unique echoes of the area reacted to the strange chakra coils of the Hagemasu, birthing the sound-chakra construct of a second self that lived, without personality, within the unknowing clanspeople.

 

Parasitic, this curious being dwells within its host, feeding off sound waves. When the entity becomes too strong for its host, the chance of falling into lunacy increased, and so did the shaky hands and inability to sit still amongst all Hagemasu.The sound double cannot be expelled and abandoned, as an unlucky clan member once tried to kill his sound double in his insanity and ultimately fell into a vegetative state. Partial expulsion of a twin is possible, albeit awkward in appearance. Those who have full mastery over their extension of self can allow their twin to pass through their bodies at will, making it a useful partner with menial chores and an invaluable ally in defending their beloved lifestyle in Otogakure.

 

BLOODLINE:

-Hagemasu clan

-Advanced System

RESTRICTIONS:

-Must be taken at level 0.

KEY TERMS:

-Master= skill-taking character

-Twin = called upon using this skill,

-Split = this bloodline is active, twin is on the field.

-Merge = bloodline inactive, twin is now off the field.

EFFECTS:

-User pays 15% of their chakra and stamina for their ‘twin' to be able to split from themselves as a full Setup Phase action.

-For any rules that are not specifically mentioned, the twin follows the rules for a 'clone' but is not considered a clone itself.

-Unlike clones, the 'twin' is not hit by dodged attacks directed at the 'master,' and gains its own dodge roll for attacks directed to it. Additionally, the twin's speed stat regulates how many turns it gains to it's master's turn, similar to pets.

-The ‘twin’ has 60% of each of the master’s stats, excluding offensive schools (Genjutsu, Ninjutsu, and Taijutsu). For offensive stats, permanently choose one of those three schools for the twin to have 100% of the master’s offensive stat value, and 0% in the other two schools.

-The ‘twin' knows all jutsu, skills, and bloodline skills that the original ‘master' has, and is capable of performing hand seals. 

-The user may choose to ‘merge'  with their ‘twin'. Doing so takes up the user's setup phase. Once the ninja has merged with their ‘twin', they cannot split again in the same battle.

-So long as another person is involved in a training, if the ‘twin' is split from the user, they count as .5 modifier towards the current training session as well.

NEGATIVES:

-'Twins' are incapable of using clone jutsu or summons.

-Regeneration of chakra and stamina is split between the ‘master' and ‘twin', therefore, if the ninja would receive a 10% regeneration, each gains 5% instead. (Rounded down)

-If the ‘twin' would receive damage from any circumstance, the ‘master' receives 25% of said damage as ghost damage. If the damage is of a genjutsu source, or somehow directly effects the mind, the ‘master' takes an additional 50% of the damage instead. Also, vice versa, if the ‘master' takes damage, the same ratios apply to the ‘twin'.

-If the ‘twin' would be defeated in battle, the ‘master' is automatically thrown under the following status effects for one turn; ‘vulnerable', ‘stunned', and ‘immobilized.'

-If the ‘master' would be defeated in battle, the ‘twin' is automatically withdrawn, and the battle is counted as a loss, as usual.

COST:

-4 sp

 

-

 

Synchronicity

An intimate bond exists between master and twin. While in battle, the pair can learn from each other. While the master or twin focuses their attacks on an opponent, the other can stand back and analyze the opponent's movements, learning of their strengths and weaknesses.

 

EFFECT:

-Every time the master lands an attack on an opponent, the twin gains an additional 2% to-hit and 2% critical strike chance on that opponent. The effect applies whenever the twin lands an attack and the master gains the bonus as well. This effect can stack up to the number of ranks the user has in this skill. Bonus to-hit and critical strike from this skill remains for the battle's duration, and can be applied to multiple opponents.

RANKS:

-5

COST:

-2 sp 

 

-

 

Resonance

Going hand-and-hand with the instable pressure in their bodies, the Hagemasu actually reap benefits off these random outbursts. The characteristic vibrations they consume from the occurrences grant fresh energy that directly refreshes their systems.

 

EFFECT:

When the Hagemasu delivers a critical strike with a Taijutsu, weapon attack, or sound type jutsu, he/she recovers 4% of the jutsu's chakra/stamina cost.

 

RANKS:

-5 [Rank in ‘Resonance' cannot be higher than the user's rank in ‘Inner Quake'.]

COST:

-1

 

-

Tranquility of Sound; Rank 1

This is the core of the Shizukesa project. By harnessing the namesake of the Sound Eaters, Hagemasu clan members have learned how to convert the consumed vibrations and replenish the wear and tear of their bodies.

 

EFFECT:

The Hagemasu has a 15% chance to regenerate 5% of his/her base health whenever they use a sound type jutsu in the field. Can only trigger once per turn. The host counts the parasite’s attacks to roll for this skill, and vice versa.

COST:

-2

 

-

Tranquility of Sound; Rank 2

 

EFFECT:

-The Hagemasu has a 30% chance to regenerate 5% of his/her base health whenever they use a sound type jutsu in the field. Can only trigger once per turn. The host counts the parasite’s attacks to roll for this skill, and vice versa.

COST:

-2

 

-

Vestigial Voicebox

Generations of Sound Eaters have found a new use for the human vocals. Their larynges have changed in comparison to the anatomy of ‘normal' humans. Fitted for the consumption and regurgitation of sound, few Hagemasu retain the ability to talk without chakra aid.The Hagemasu's body is considered a sound amplifier/air pressure device, used traditionally in much of Otogakure's ninja arts.

 

EFFECT:

-The user may choose to make any sound type jutsu below their ninja rank sealless.

COST:

-2

 

 

--Required Hindering Skills--

 

Elemental Incapability

The Hagemasu are highly attuned to the element of sound. Since the moment they were born, their bodies are adapted and reliant on the noises around them. As a result, other elements are a stretch for Hagemasu shinobi to learn. Few, however, have become fluent in manipulating chakra into other elements through years of dedication.

 

EFFECT:

The Hagemasu cannot learn to wield other elements or healing jutsu, unless the element was learned through their elemental specialties. Elements learned through this method costs an additional 20% in chakra/stamina to use. Can be overcome upon unlocking their two elemental specialties. 

COST:

+2

-

 

Strange Tempo

With their own systems of vitality, medi-nin find Hagemasu wounds strangely resilient to healing chakra. Results are often sub-par and no medics outside of the clan have taken the time to understand the unique chakra construct of the Shizukesa Project.

 

EFFECT:

Whenever a healing jutsu is used on a Hagemasu, take a 40% penalty off the total amount healed. Can be overcome upon attaining level 50. 

COST:

+2

-

 

Dissonant Backfire

In spite of the powerful walls of sound the Hagemasu are capable of, their sensitive bodies are fragile with the stored pressure. Glass cannons, a slight interruption in the noises around them can drop the pressure, wounding them from the inside.

 

EFFECT:

The Hagemasu takes 50% of their attack’s cost as unmodified HP damage if it is successfully countered with a response phase technique or blocked. Can be overcome upon attaining level 50. 

COST:

+3

 

 

/***/

Resubs from: http://ninja-academy-online.com/forum/index.php?showtopic=25448 and http://ninja-academy-online.com/forum/index.php?showtopic=26162

 

Overview of current edits:

 

-Sound Twin: Fixed up wording, changed the way the twin gained stats from the host. (Similar total stats though; ~60% of master's stats) Made it more restrictive by creating a set stat translation from master to twin, and selection of only one of the attack stats for the twin to use. This way, the twin can't stack certain stats to complement the master. Also removed the tank stat heal merging gave the master.

Edited by Cloudnine
Posted

1.) Thank you for being responsible and resubmitting your own creations.

2.) Is critical striking something the clan does? It seems from this that they kind of stick their thumbs in everything that has to do with sound, from increased crit to healing. What is the "focus" of the clan?

3.) For the hindering, they are labeled as required, but if you can unlearn them then... how are they required? What happens if you don't have the required hindering? Do you lose access to the clan abilities? I think if you want them to be required and for people to not just unlearn then the second they get into RP maybe put a level requirement for when they can Overcome.

Posted (edited)

Thanks for the reply! I'll put some chances to unlearn the hindering skills.

 

As for the critical strike/sound jutsu:  I wanted to focus the clan around getting critical strikes, and reaping some reward off when they are successful. They 'eat' sound and can create random unstable outbursts of greater damage through their bodies- so taijutsu and the sound they eat. Performing those attacks, they 'eat' it and replenish some of their health, and delivering a critical strike makes... really good sound... that they eat and replenish what they spent on the technique. I didn't know if linking health and chak/stam regen to crit chance is stacking too much of a skillset around getting critical strikes.I know that 'crit chance with Tai, weapon, and sound jutsu' is weirdly nitpicky but I'm not certain better ways to phrase it, or just give them overall boosted crit chance. 

 

Balance-wise, I matched hindering based on the skills:

-Reduced healing from other sources since they can replenish it themselves 

-Chance to damage themselves from opponent counters since the clan can heal/reenergize themselves from crit. [both linked to dodge rolls/lack of] 

-Element restriction because they get benefits to Tai/sound jutsu.

 

Let me know if this clarifies or if I'm just digging a hole by myself here! =]

 

EDIT: Hit enter too early derp!

Edited by Cloudnine
Posted

Inner Quake: This is very strong for the cost. It gives a broader range than what we normally like to give for critical strike chances and it also increases it by more than we like to see as well. A skill like this we could probably let through if the focus of the bloodline is critical hits and gaining benefits from it, but I would need a link to the bloodline itself to see how this all interacts. For example, Path of the Assassin is the critical strike path choice (basically the class focused around criticals) and it gets a +15% chance to critical strike bonus from its skill.

TL;DR - +20% chance to crit is a little above what I would want to give and -10 SP for +20% to crit, even if we allow it is a bit overpaying. Its hard to make a recommendation without seeing what else the clan does. If the clan is centered around critical strikes I feel like the bonus to criticals should be central to the bloodline or clan and not in an offshoot skill topic like this.

Resonance: Approved

Tranquility of Sound; Rank 1 & 2: Limit it so it only can trigger once per turn.

Vestigial Voicebox: What do you mean by "Sound Amplifier"? Is that like a Ninjutsu Amplifier? If so what rank? If it doesn't have any rules meaning then move it to the description and out of the effect.

Elemental Incapability: What do you mean by "unless the element was learned through elemental training". Do you mean Elemental Specialties? A bit unclear.

Strange Tempo: Approved

Dissonant Backfire: Would price this at +3. Either way thought, Approved.

Posted (edited)

Thanks for the feedback! Just edited:

-Tranquility of Sound: Triggers once per turn

 

-Vestigial Voicebox: Sound amplifier's kind of a relic at this point I guess, where some of the main site techs required it/air pressure device (just checked main site and realized it's listed as that, but it's used interchangeably in older techs and stuff). It's priced at $50 in the gear outlet. Moved it to description, but will move it back into effects if better!

 

-Elemental Incapability: Yep, meant elemental specialties! Clarified the wording.

 

-Dissonant Backfire: +3 it is!

 

---

 

Inner Quake: This skillset is more or less the core of the clan, there is a bloodline but doesn't have any further interaction with increasing/rewarding dealing critical strikes. Currently, the mechanics of the clan are kinda scattered through the creation forums and I've gone around and pulled them all together below. I will stick these into the approved clans post so they can be found together. In addition to these skills, the clan so far works around two advanced systems, one Taijutsu style, and one element converting skill: 

 

Only bloodline skill here/advanced system 1: http://ninja-academy-online.com/forum/index.php?showtopic=26162

-Looking at this, it may deserve a resubmission as well. I haven't followed up on clone rules but I see that KC was awesome and tagged it as an advanced system when that rule was introduced. 

 

Advanced system 2: http://ninja-academy-online.com/forum/index.php?showtopic=30687

-Basically to be used if advanced system 1 is down.

 

Clan taijutsu style: http://ninja-academy-online.com/forum/index.php?showtopic=30533

-Charges spent on increasing crit chance, and once-per-battle effect of activating advanced system 1 for a second time. 

 

Element converting skill: http://ninja-academy-online.com/forum/index.php?showtopic=31705

-An 'extension' of the sound element, but open to anyone interested in it. Clan members should be dealing Infrasound damage mostly, which stacks crit chance on application. The bottom skill allows clan members to continue gaining benefits from 'sound type' things in the core clan skills if they picked up void/non element techniques. [Mainly because I like to make void type techs that could be open to all and I feel bad excluding them to a clan]

 

 

I suppose [if really needed] I can roll them all together for one giant resub. But going back to Inner Quake, would you suggest limiting the crit chance to something like Taijutsu only? Reducing the total passive bonus, giving it an upkeep cost? And here I realize I built a crit character around the wrong advanced path for 3ish years. Derp!

 

EDIT: An idea that can replace Inner Quake- still same amount of crit bonus, but some hoops to jump through? Also ties in the host/twin interaction.

Synchronicity

Every time the host lands an attack on an opponent, the twin gains an additional 4% critical strike chance. Every time the twin lands an attack on an opponent, the host gains an additional 4% critical strike chance. Crit bonus remains for the rest of the battle. Additional ranks in the skill denotes the passive critical strike cap that can be attained in this way, where cap = 4*[rank] % crit.

Ranks: 5

Cost: -2

Edited by Cloudnine
Posted

Synchronicity: Approved, I like this much better. 

Resonance: Your effect is rolled in with your description. But it seems fine. Approved once you fix the formatting.

Tranquility of Sound; Rank 1 & 2: Approved.

 
Vestigial Voicebox: Approved

 
Elemental Incapability, Strange Tempo, Dissonant Backfire: Approved

Posted (edited)

Formatting fixed!

 

Also, I added 'Sound Twin' to resub at the top of the post. [And notes about it are towards the bottom of the post] How's that look? Did some minor tweaking to [hopefully] nerf it from the original. 

Edited by Cloudnine
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