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tygerin

Seiton | 錆遁 | Rust Release

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Posted (edited)

EQYo8Rk.png

 

 

 

Seiton | 錆遁 | Rust Release

Description: Through natural selection, the ninja was endowed with glands which acts similar to the venomous sacks of long extinct reptiles. Through their physiology, they could secrete a small amount of poison when needed, but the portion which overlaps throughout their chakra circulatory system and through the organs naturally generates and emits entropic energy to create a corrosive effect towards Yang type elements.  

Effect: The character receives the skill ‘Combinatorial Elements: Rust’ for 0 skill points as bloodline element. When purchased at character creation, the skill “Combinatorial: Rust” replaces their village, bonus skill. Characters with this skill may purchase techniques with the ‘Hijutsu: Seiton’ descriptor. When purchasing the skill “Ninjutsu Mastery; Rust”, characters with this skill may purchase 2 ranks for 1 Skill Point. The character is unable to use bonus skills from Subtle Elements [Fire], [Water], or [Earth] until purchased. 

Cost: -2

 

Toxicologist

Description: Through lifelong study of their physiology, the ninja excels in the knowledge of the creation of poisons.

Effect: Treat this character as if they met the requirements for 'Poison Creator'; they receive the skill for free. This character may make antidotes for main site poisons at the same ratio that they could make poisons with the 'Poison Creator' skill

Cost: -2

 

Siegecraft

Description: The corrosive nature of the ninja’s chakra breaks down yang released energy. Through honing this quality, they are able to remove obstacles placed in front of them by their enemies faster than normal.

Effects: This character's Rust element techniques now deal an additional X unmodified damage to non-player constructs; X is equal to 10 times their rank in this skill. When this character uses a Rust element technique targeting a combatant wearing equipment, they may also target a single piece of revealed equipment; if the used technique successfully strikes the target combatant, reduce the total stat augmentation on the target equipment by 15% of its total for the remainder of combat. Equipment targeted and struck by this effect six ( 6 ) total times in the same combat are considered "Destroyed"; items with the Indestructible attribute are considered Unusable for the remainder of combat. Ranks in this skill may be taken once every 20 levels.

Ranks: 3

Cost: -2

 

Vertigo

Description: The blood of the ninja has some poisonous characteristics. When the ninja is cut, their blood evaporates upon contact with the air, creating an vertigo effect to those which inhale it.

Effect: Whenever this character is afflicted with the status effect [bleeding], they have a 20x% chance, rolled in their Response Phase, to automatically release [sanguine Vertigo Gas] as a free action in their following Main Phase, where x is equal to their current rank in this skill. [sanguin Vertigo Gas] is a Gaseous Poison that inflicts Dizzy for a number of turns equal to the duration of the [bleeding] effect that triggered this skill. This may not allow any instance of Dizzy to exceed its natural turn limitation.

Ranks: 3

Cost: -2 

 

Psychedelic

Description: The ninja learned that the brain stores the various chemical compounds needed to enhance or detract from the experiences which the body. It usually requires a catalyst to produce the drug. Through a combination of vapor and genjutsu, the ninja sends the target both to produce the effects within the mind as a weapon.

Effects: Genjutsu-Ninjutsu hybrid techniques used by this character have an additional 1% chance to hit per 100 points of Ninjutsu that this character possesses.

Cost: -1

 

Toxin Application

Description: The ninja is able through effort to secrete a poisonous enzyme through their hands, usually applying such to items which they are carrying.

Effect During the Setup Phase as a standard action, this character may spend x chakra to add one (1) turn of [Poison: yx] to any Basic, Weapon, or Taijutsu attack used during this turn. Y in this skill is based on the user's current rank, with Y = 1 at Rank 1, Y = 2 at Rank 2, and Y = 3 at Rank 3.

Cost: -2

Edited by tygerin
Posted (edited)

Seiton

The initial Seiton skill needs to ditch the line about "Doesnt count toward the 10 rank limit for nin mastery" kind of stuff. We're slowly cutting it out of elemental bloodlines because its a bad mechanic. The only bloodline that still has it is Magnet Release, and there's currently a topic in staff about removing it there too.

That being said, your initial skill prices out like so:

- Tier Two Combo Element for Free: -1 (Saving 1 SP)

- No Requirements on that Element: -1 (Saving 2 SP)

- 2 for 1 Nin Mastery on that element: -.5 (Saving 4.5 SP)

- Elemental Affinities Come from Special List: -.5

You can combine them however you wish, and price your skill accordingly but because Rust is a higher tiered element than other Release Bloodlines so far "Magnet, Wood, etc." it costs more to get it for free.

I'd suggest doing the element by itself, and then breaking the Nin Mastery and Affinities off to their own Skill because your skill can't cost .5 SP

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Toxicologist

As a poison focused bloodline, you are free to make a special rust based skill that mimics the path skill "Poison Creator Master" but you should not get the exact skill out of the path without taking the Advanced Path, and your skill definitely should not be better than the Path Skill.

A way you can go, is have a skill that gives a similar (but not better) ability, and then say "If the user possesses the skill "Poison Creator Master" then it does blah better ratio thing." That way you can get the ability, and it gets better if you also choose the poison path.

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Siegecraft

First off, we need to get consistent about using "Hijutsu; Seiton" because the exact tags will need to match when you start using jutsu. "Their Hijutsu" doesn't mean anything in the system, and you could get a ruling that deactivates your skill mid-battle if the wording is wrong.

Secondly, I'm okay with this ability, but how about we give it a bit of a "Corrosion" mechanic? Instead of just dealing a flat bonus damage, why not deal "Poison; x Damage" for y number of turns anytime it hits a construct directly to that construct, where x is some percentage of the jutsu's total damage designated by the rank of the skill? You can do a similar ability to items that grant additional Defense, reducing their bonuses to defensive by x amount per turn over y turns, all decided by the skill. That way you get the flavor of eating through their shields and armors.

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Vertigo

You never designate what decides x. IS it just anytime they suffer Bleed, they'll also do some % chance to induced dizzy for x turns, where x matches how long they were bleeding? IF so, you need to cap dizzy by its duration cap, of course. IF x is supposed to reference the rank of the skill, then just change the y variable to also be x, and say xi s equal to the rank of the skill.

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Poisonous Secretions

No changes. I'm game.

Edited by Kouta
Posted

Seiton- adjusted the price, removed the line

 

Toxicology - removed path skill, edited effects

 

Seigecraft - added term limits, the splash damage is working as intended, as well as that of the actual element effects

 

removed vertigo

Posted

Toxicologist: Can be priced at -1.

Vertigo: So the way the skill reads right now, this is how it functions.

-- You suffer Bleed for 2 turns.

-- At the end of the Bleed, everyone makes a single dodge roll with a 20y% chance to suffer Bleed for 2 turns.

-- After that dodge roll, everything is copasetic. The ability doesn't do anything until...

-- You suffer Bleed for 1 more turn.

-- At the end of the Bleed, everyone makes a single dodge roll to dodge Dizzy.

-- The ability goes back to doing nothing.

Is that what you intend it to do?

Posted (edited)

No... 

 

For Vertigo

 

 

The user contracts the effect bleed for two turns

for those two turns, they must roll not to be  dizzy

On the third turn, they around no longer roll

 

I made some adjustments to it. 

Edited by tygerin
Posted (edited)

You should use this wording:

"On any turn that the user suffers from "Bleeding", all combatants besides the user have a 20x% (x=the rank in this skill) chance to be inflicted with "Dizzy" for a duration equal to the duration of the user's "Bleeding" status. This cannot cause Dizzy to exceeds it natural turn duration."

The wording that is causing the effect to play weird is "Once the ninja of this skill suffers from the effect ‘Bleed’," because that assumes we wait till bleed concludes.

Edited by Kouta
Posted

Vertigo: It would feel pretty cheap if this could be self inflicted and come into play.  Or in the very least at a value of less than 20 bleed damage.

Posted

ORIGINAL BLOODLINE

EQYo8Rk.png

 

 

 

Seiton | 錆遁 | Rust Release

Description: Through natural selection, the ninja was endowed with glands which acts similar to the venomous sacks of long extinct reptiles. Through their physiology, they could secrete a small amount of poison when needed, but the portion which overlaps throughout their chakra circulatory system and through the organs naturally generates and emits entropic energy to create a corrosive effect towards Yang type elements.  

Effect: The character receives the skill ‘Combinatorial Elements: Rust’ for 0 skill points as bloodline element. When purchased at character creation, the skill “Combinatorial: Rust” replaces their village, bonus skill. Characters with this skill may purchase techniques with the ‘Hijutsu: Seiton’ descriptor. When purchasing the skill “Ninjutsu Mastery; Rust”, characters with this skill may purchase 2 ranks for 1 Skill Point. The character is unable to use bonus skills from Subtle Elements [Fire], [Water], or [Earth] until purchased. 

Cost: -2

 

Toxicologist

Description: Through lifelong study of their physiology, the ninja excels in the knowledge of the creation of poisons.

Effect: The character with this skill is able to take the skill ‘Poison Creator’ without Chuunin requirements, Able to create 'antidotes' to standard poisons at the rate of $2 per line with the max of $200.

Cost: -1

 

Siegecraft

Description: The corrosive nature of the ninja’s chakra breaks down yang released energy. Through honing this quality, they are able to remove obstacles placed in front of them by their enemies faster than normal.

Effects: For each rank in this skill,  techniques with  'Hijutsu: Seiton' descriptor deal ‘X Poison Damage [x= y% of attack’s total damage, y= 8 x Skill Rank] for one turn to constructs (barriers, shields, clones, etc.) or reduce 15% stat augmentation on a targeted item.  If the stat augmentations are rendered down to zero, then said item is considered destroyed. If the item as the attribute 'Indestructible', then item is rendered broken until end of battle.  If the item does not have statistical augmentation, then 6 successful attacks will destroy the item.   Taken on every 20th level after the first rank.

Ranks: 3

Cost: -2

 

Vertigo

Description: The blood of the ninja has some poisonous characteristics. When the ninja is cut, their blood evaporates upon contact with the air, creating an vertigo effect to those which inhale it.

Effect:On any turn that the user suffers from "Bleeding", all combatants have a 20x% (x=the rank in this skill) chance to be inflicted with "Dizzy" for a duration equal to the duration of the user's "Bleeding" status. This cannot cause Dizzy to exceeds it natural turn duration. Taken every 20th level after first rank.

Ranks: 3

Cost: -2 

 

Psychedelic

Description: The ninja learned that the brain stores the various chemical compounds needed to enhance or detract from the experiences which the body. It usually requires a catalyst to produce the drug. Through a combination of vapor and genjutsu, the ninja sends the target both to produce the effects within the mind as a weapon.

Effects: Add 1% to hit with genjutsu for every 100 points placed in ninjutsu. Hybrid techniques only.

Cost: -1

 

Toxin Application

Description: The ninja is able through effort to secrete a poisonous enzyme through their hands, usually applying such to items which they are carrying.

Effect Taken on every 20th level after the first rank. Chakra is added at the setup phase equal to character's level

Rank 1: The user is able to apply poison effect to any basic, taijutsu, or weapon attack at 1x [x=character level]

Rank 2: The user is able to apply poison effect to any basic, taijutsu, or weapon attack at 2x [x=character level]

Rank 3: The user is able to apply poison effect to any basic, taijutsu, or weapon attack at 3x [x=character level]

Cost: -2

 

Cleaned up the wording quite a bit. That all being done, I feel okay Approving this.

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