Hardcore Skittlez Posted April 13, 2015 Posted April 13, 2015 (edited) Trade ImperialistDescription: Given their incredibly talent manipulating metals, the Aragane clan has positioned itself to be one of the top suppliers of weaponry in the known world. Members of the clan are often participants in this international corporation, and more frequently yet will have investment shares passed on to them at birth.Effect: This character may now purchase two ranks of "Investor" for one skill point, up to rank 6; in addition, they pay only 100 ryo per rank rather than 200. The first two ranks of "Investor" no longer have a monetary requirement.Requirements: Aragane Clan Membership-1 Gallant RegaliaDescription: At the heart of the Aragane clan is their ability to create weapons and armor of the highest caliber. Even in combat, when resources are scarce and concentration is limited, members of the Aragane clan are capable of creation items that are simply a cut above the rest.Effect: Armor created through [Liquid Steel] techniques now grant additional bonus stats, chosen at the time the item is created, equal to 5% of this character's total stat pool. Additionally, Weapons created through [Liquid Steel] techniques now grant additional bonus stats, chosen at the time the item is created, equal to 4% of this character's total stat pool. Each rank in this skill allows one additional item per battle to benefit from this skill, beginning with 1 item at rank 1. This skill may only be triggered once per turn during the Main Phase.Ranks: 4 | Ranks may only be taken once every 15 levels.Requirements: Aragane Clan Membership-2 Investor found here. Edited May 21, 2015 by Hardcore Skittlez
Rhapsody Posted April 13, 2015 Posted April 13, 2015 I don't think Gallant Regalia should be allowed to add to HP, Chakra or Stamina.
Hardcore Skittlez Posted April 13, 2015 Author Posted April 13, 2015 Effect: Weapons and Armor created through [Liquid Steel] techniques now award additional stats, chosen at the time the item is created(may not include Health, Stamina, or Chakra), equal to 5% of this character's total stat pool. Each rank in this skill allows one additional item to benefit from this skill, beginning with 1 item at rank 1. Bonus stats awarded through this skill are considered an "Activated Effect" and therefore do not pay heed to the normal 10% item statistical limit. changed effect in orange.
Cellar Door Posted April 14, 2015 Posted April 14, 2015 Changes made over Skype: Trade Imperialist - Specified the monetary cost of each rank Reflexive Resolve - Changed the construct from a shield to a barrier Gallant Regalia - Specified that the bonuses granted to stats by items are increased Removed the clause that allowed these items to ignore the 10% passive stat rule. Approved
Kouta Posted April 14, 2015 Posted April 14, 2015 Brief moment. (Pulled it back) The barrier in the second skill needs more definition. 1. What is its duration? It isn't created by a technique, and thus has no turn duration currently. 2. We should probably state that it doesn't benefit from modifiers as a barrier usually should. 15% of your health for free off basically dying (why are we rewarding dying?) is already enormous. I personally would argue for 10%. Especially in a clan that specializes in more shields and barriers, a single barrier like this covering your 1HP could put you back in the fight for multiple turns, considering how hard it is to land a hit, and then how hard it is to land big enough hits to break barriers. --- Also, you didnt actually edit the third skill to include the tank stat clause. That is kind of mandatory. Secondly, if equipment can only give you a max of 10% of your total stats, why have 4 ranks? You designate two pieces of gear and you'll cap yourself (5% and 5% respectively).
Cellar Door Posted April 14, 2015 Posted April 14, 2015 He doesn't need to put in a clause about tank stats. Items themselves have that rule. It's an umbrella. Regardless of how the item is made, they can't beef tanks.
Hardcore Skittlez Posted April 15, 2015 Author Posted April 15, 2015 Yeah, same with Barrier duration. If a barrier is created in the response phase, it crumbles at the end of the phase. If it's created in any other phase, it lasts 4 turns or until it's destroyed. Second Wind is triggered in the Response Phase. Ergo... this lasts until the end of that phase. I flip flopped on adding those lines in, but as they're covered in the rules themselves, it's just clutter on otherwise simple skills. Now, why do I get to be rewarded for triggering second wind, you ask? Because I'm spending skill points on it. Why does anyone get to be rewarded for using Ninjutsu when it already has modifiers built in? Why do speed stackers get multiple turns when they are already rewarded with going first? Why does Second Wind exist? My Way of the Ninja? That's a nonsensical type of question, because the same logic can be broken down and applied to almost everything on the site. 15% is fair for 2 SP given what the skill does. Last skill has 4 ranks so that it can effect up to 4 items over the course of an entire battle. Now, as nothing as changed(despite the edit, because I flip flopped), this should be ready to actually be moved this time.
Rhapsody Posted April 15, 2015 Posted April 15, 2015 Apoloies for not moving this earlier when I approved it. I was unable to get it to work while I was on mobile. For the record... I am still ok with this.
Hardcore Skittlez Posted April 15, 2015 Author Posted April 15, 2015 Effect of Gallant Regalia was split at the req of Cellar Door via skype to be: 4% for weapons and 5% for armor. It may only trigger once per turn now, meaning that it may only effect One item per battle.
cntrstrk14 Posted April 20, 2015 Posted April 20, 2015 ... Moved back. If it's created in any other phase, it lasts 4 turns or until it's destroyed This is not true. The Barrier rules state... - Follows the maximum turn duration for the technique type. This is not a Ninjutsu, Taijutsu or Genjutsu, so I don't know if it lasts 3, 4 or 5 turns. EDIT: Also, in addition. Both the barrier and jutsu rules state this as the MAXIMUM turn duration. Meaning you always need to state the turn duration because that is just the maximum. In the case of Barrier there is little reason to not have the maximum if you're following the normal rules, but it is possible for a Barrier to have a lower turn duration because of other abilities it gets as a trade off.
Cellar Door Posted April 20, 2015 Posted April 20, 2015 (edited) In general Peter, you may want to rethink that skill. 99 times out of 100, you'll be creating this barrier in the response phase. So it'll go like *takes damage* -> *drops to zero* -> *second wind* -> *surprise 1 hp* -> *makes barrier* -> *phase ends* -> *barrier dies* Intentionally firing second wind in a different phase to activate skills smells cheesy. Edited April 20, 2015 by Cellar Door
Azure Posted April 20, 2015 Posted April 20, 2015 I also do not believe Reflexive Resolve should be able to stack with these skills. That being said, the the aforementioned skills were activated before RR, I'm fine with that. I just want to avoid double dipping.
Hardcore Skittlez Posted April 20, 2015 Author Posted April 20, 2015 I went ahead and just removed Reflexive Resolve. I didn't follow the train of thought behind it all the way to its conclusion, and so it needs to be reassessed before being resubmitted.
cntrstrk14 Posted April 24, 2015 Posted April 24, 2015 After a Skype discussion about the second one's power level we agreed to tweak it to only be triggered in the Main Phase. Because of that, and that this can only be used a limited amount of times per battle and also the armor can be destroyed, etc. I think this is all okay.
Hardcore Skittlez Posted May 21, 2015 Author Posted May 21, 2015 moved back, trade imperialist sp reduction limited to rank 6.
cntrstrk14 Posted May 21, 2015 Posted May 21, 2015 Here is some math on Investor: https://docs.google.com/spreadsheets/d/1ryPt7GkvrViaFYqwmb85DAUXI5_EYV0A0xCoZ2JS4d0/edit#gid=1863535180 SP reduction to Rank 6 + $$$ reduction to Rank 10