Hardcore Skittlez Posted October 6, 2016 Posted October 6, 2016 (edited) Gudōdama | 求道玉 | Truth-Seeking Ball Rank: Genin Type: Ninjutsu [ Fire | Water | Earth | Lightning | Wind | Evolving ] Cost: 20x Chakra Effect: This technique may be used once per battle. When this technique is used, its user creates x Truth-Seeking Balls. X in this technique may never exceed three (3), and no more than nine (9) Truth-Seeking Balls may be active under the control of the user at a single time. For any future purposes, Truth-Seeking Balls created by this technique are treated as if they possessed a CP value of 20. When using Truth-Seeking Balls for any purpose that does not specifically designate its base "Element", the user of the Truth-Seeking Balls may treat them as if they were any of the five basic elements required to use this technique in any number or combination, declared at the time of use. If the user of this technique is transported off of the battlefield(or to another location that is an exceptional distance away by techniques including but not limited to Kamui or Hiraishin), all currently active Truth-Seeking Balls are removed from play; Truth-Seeking Balls have no Maximum Turn Duration. Truth-Seeking Balls may be used in techniques that require them or in the following ways: Response Phase: The user may sacrifice Y Truth-Seeking Balls to create a Physical Barrier whose health is equal to 20Y, never exceeding four (4). This Barrier receives no modifiers to its base health and receives unmodified damage except when the attack used is paid for with Tenseigan Chakra or Natural Energy. Each Truth-Seeking Ball used in this manner has a 10%(rolled chance to be restored to its owner's control at the end of the Response Phase in which it was used; this is done by roll of a D100 and may not replenish more than two (2) Truth-Seeking Balls per use. Using Truth-Seeking Balls in this way sacrifices the user's Setup and Main Phases; additionally, this action has a 5% chance to fail when used. Truth-seeking Balls may be used this way twice per battle. Setup Phase: The user may sacrifice Z Truth-Seeking Balls to add an additional strike onto any Offensive Main Phase action performed during this turn. This strike deals 10Z Damage. Damage dealt to Secondary Characters with this additional strike may not be healed through any means that are not paid for in their entirety with Natural Energy or Tenseigan Chakra. Z in this effect may never exceed three (3). If this additional strike is dodged by its target, each sacrificed Truth-Seeking Ball has a 50% chance to return to its wielder at the beginning of their next Response Phase, determined by a roll of 1-50 on a D100. After utilizing a Truth-Seeking Ball in this way, the user may not use another technique or Truth-Seeking Ball in the Setup Phase for two (2) turns. Setup Phase: The user may sacrifice Z Truth-Seeking Balls to reduce the total cost of a technique used in the following Main Phase by 10Z Chakra. No more than three (3) Truth-Seeking Balls may be sacrificed per turn in this way. After utilizing a Truth-Seeking Ball in this way, the user may not use another technique or Truth-Seeking Ball in the Setup Phase for two (2) turns. Main Phase: As a free action, the user may treat up to two (2) Truth-Seeking Balls as if they were small weapons that dealt 10 unmodified damage each. Truth-Seeking Balls used in this way may only be used in standard small-weapon attacks and return to the user's control after three (3) turns. Truth-Seeking Balls treated as small weapons may not be collected by any combatant regardless of their successful use in an attack. Description: Gudōdama is a technique unique to those who wield the powers of the Tenseigan or the Rinnegan and is considered to be the mark of a 'True Sage'. When used, this technique generates a number of hand-sized orbs of black chakra. The creator of these orbs, dubbed Truth-Seeking Balls, may then freely alter the shape of the orbs for a large variety of purposes, be they offensive or defensive. The Truth-Seeking Balls are worthy of note due to their elemental composition, as they possess all five of the basic elemental chakra natures- making them like an advanced kekkei genkai in their own rights. While the most advanced forms of the Truth-Seeking Balls have been seen to nullify Ninjutsu in its entirety, such potency is incredibly uncommon and reserved to only the most powerful of wielders. Instead, the unique composition of the modern Truth-Seeking Ball allows it to deal damage to Ninjutsu-based constructs with incredible permanence, preventing their injuries from being restored except by intervention by other forms of Senjutsu. When not molded to specific shapes for precise purposes, Truth-Seeking Balls may be commanded to attack targets on their own, as if they were makeshift projectiles. Though they are not the most damaging attacks in this form, they are a reliable offense in a pinch. Restrictions: This technique may only be obtained through a skill that allows its purchase. Gudōdama may only be used while an Advanced System that specifically references it is active. JP: 16 Gudōdama | 求道玉 | Truth-Seeking Ball II Rank: Chūnin Type: Ninjutsu [ Fire | Water | Earth | Lightning | Wind | Evolving ] Cost: 35x Chakra Effect: This technique may be used once per battle. When this technique is used, its user creates x Truth-Seeking Balls. X in this technique may never exceed four (4), and no more than nine (9) Truth-Seeking Balls may be active under the control of the user at a single time. For any future purposes, Truth-Seeking Balls created by this technique are treated as if they possessed a CP value of 35. When using Truth-Seeking Balls for any purpose that does not specifically designate its base "Element", the user of the Truth-Seeking Balls may treat them as if they were any of the five basic elements required to use this technique in any number or combination, declared at the time of use. If the user of this technique is transported off of the battlefield(or to another location that is an exceptional distance away by techniques including but not limited to Kamui or Hiraishin), all currently active Truth-Seeking Balls are removed from play; Truth-Seeking Balls have no Maximum Turn Duration. Truth-Seeking Balls may be used in techniques that require them or in the following ways: Response Phase: The user may sacrifice Y Truth-Seeking Balls to create a Physical Barrier whose health is equal to 45Y, never exceeding four (4). This Barrier receives no modifiers to its base health and receives unmodified damage except when the attack used is paid for with Tenseigan Chakra or Natural Energy. Each Truth-Seeking Ball used in this manner has a 10%(rolled chance to be restored to its owner's control at the end of the Response Phase in which it was used; this is done by roll of a D100 and may not replenish more than two (2) Truth-Seeking Balls per use. Using Truth-Seeking Balls in this way sacrifices the user's Setup and Main Phases; additionally, this action has a 5% chance to fail when used. Truth-seeking Balls may be used this way twice per battle. Setup Phase: The user may sacrifice Z Truth-Seeking Balls to add an additional strike onto any Offensive Main Phase action performed during this turn. This strike deals 20Z Damage. Damage dealt to Secondary Characters with this additional strike may not be healed through any means that are not paid for in their entirety with Natural Energy or Tenseigan Chakra. Z in this effect may never exceed three (3). If this additional strike is dodged by its target, each sacrificed Truth-Seeking Ball has a 50% chance to return to its wielder at the beginning of their next Response Phase, determined by a roll of 1-50 on a D100. After utilizing a Truth-Seeking Ball in this way, the user may not use another technique or Truth-Seeking Ball in the Setup Phase for two (2) turns. Setup Phase: The user may sacrifice Z Truth-Seeking Balls to reduce the total cost of a technique used in the following Main Phase by 35Z Chakra. No more than three (3) Truth-Seeking Balls may be sacrificed per turn in this way. After utilizing a Truth-Seeking Ball in this way, the user may not use another technique or Truth-Seeking Ball in the Setup Phase for two (2) turns. Main Phase: As a free action, the user may treat up to two (2) Truth-Seeking Balls as if they were small weapons that dealt 25 unmodified damage each. Truth-Seeking Balls used in this way may only be used in standard small-weapon attacks and return to the user's control after three (3) turns. Truth-Seeking Balls treated as small weapons may not be collected by any combatant regardless of their successful use in an attack. Description: Gudōdama is a technique unique to those who wield the powers of the Tenseigan or the Rinnegan and is considered to be the mark of a 'True Sage'. When used, this technique generates a number of hand-sized orbs of black chakra. The creator of these orbs, dubbed Truth-Seeking Balls, may then freely alter the shape of the orbs for a large variety of purposes, be they offensive or defensive. The Truth-Seeking Balls are worthy of note due to their elemental composition, as they possess all five of the basic elemental chakra natures- making them like an advanced kekkei genkai in their own rights. While the most advanced forms of the Truth-Seeking Balls have been seen to nullify Ninjutsu in its entirety, such potency is incredibly uncommon and reserved to only the most powerful of wielders. Instead, the unique composition of the modern Truth-Seeking Ball allows it to deal damage to Ninjutsu-based constructs with incredible permanence, preventing their injuries from being restored except by intervention by other forms of Senjutsu. When not molded to specific shapes for precise purposes, Truth-Seeking Balls may be commanded to attack targets on their own, as if they were makeshift projectiles. Though they are not the most damaging attacks in this form, they are a reliable offense in a pinch. Restrictions: This technique may only be obtained through a skill that allows its purchase. Gudōdama may only be used while an Advanced System that specifically references it is active. JP: ⁿ/ₐ [Evolving: 4] Gudōdama | 求道玉 | Truth-Seeking Ball III Rank: Jōnin Type: Ninjutsu [ Fire | Water | Earth | Lightning | Wind | Evolving ] Cost: 60x Chakra Effect: This technique may be used once per battle. When this technique is used, its user creates x Truth-Seeking Balls. X in this technique may never exceed six (6), and no more than nine (9) Truth-Seeking Balls may be active under the control of the user at a single time. For any future purposes, Truth-Seeking Balls created by this technique are treated as if they possessed a CP value of 60. When using Truth-Seeking Balls for any purpose that does not specifically designate its base "Element", the user of the Truth-Seeking Balls may treat them as if they were any of the five basic elements required to use this technique in any number or combination, declared at the time of use. If the user of this technique is transported off of the battlefield(or to another location that is an exceptional distance away by techniques including but not limited to Kamui or Hiraishin), all currently active Truth-Seeking Balls are removed from play; Truth-Seeking Balls have no Maximum Turn Duration. Truth-Seeking Balls may be used in techniques that require them or in the following ways: Response Phase: The user may sacrifice Y Truth-Seeking Balls to create a Physical Barrier whose health is equal to 100Y, never exceeding six (6). This Barrier receives no modifiers to its base health and receives unmodified damage except when the attack used is paid for with Tenseigan Chakra or Natural Energy. Each Truth-Seeking Ball used in this manner has a 10%(rolled chance to be restored to its owner's control at the end of the Response Phase in which it was used; this is done by roll of a D100 and may not replenish more than three (3) Truth-Seeking Balls per use. Using Truth-Seeking Balls in this way sacrifices the user's Setup and Main Phases; additionally, this action has a 5% chance to fail when used. Truth-seeking Balls may be used this way twice per battle. Setup Phase: The user may sacrifice Z Truth-Seeking Balls to add an additional strike onto any Offensive Main Phase action performed during this turn. This strike deals 60Z Damage. Damage dealt to Secondary Characters with this additional strike may not be healed through any means that are not paid for in their entirety with Natural Energy or Tenseigan Chakra. Z in this effect may never exceed three (3). If this additional strike is dodged by its target, each sacrificed Truth-Seeking Ball has a 50% chance to return to its wielder at the beginning of their next Response Phase, determined by a roll of 1-50 on a D100. After utilizing a Truth-Seeking Ball in this way, the user may not use another technique or Truth-Seeking Ball in the Setup Phase for two (2) turns. Setup Phase: The user may sacrifice Z Truth-Seeking Balls to reduce the total cost of a technique used in the following Main Phase by 60Z Chakra. No more than four (4) Truth-Seeking Balls may be sacrificed per turn in this way. After utilizing a Truth-Seeking Ball in this way, the user may not use another technique or Truth-Seeking Ball in the Setup Phase for two (2) turns. Main Phase: As a free action, the user may treat up to three (3) Truth-Seeking Balls as if they were small weapons that dealt 45 unmodified damage each. Truth-Seeking Balls used in this way may only be used in standard small-weapon attacks and return to the user's control after three (3) turns if they fail to strike their target(s). Truth-Seeking Balls treated as small weapons may not be collected by any combatant regardless of their successful use in an attack. Description: Gudōdama is a technique unique to those who wield the powers of the Tenseigan or the Rinnegan and is considered to be the mark of a 'True Sage'. When used, this technique generates a number of hand-sized orbs of black chakra. The creator of these orbs, dubbed Truth-Seeking Balls, may then freely alter the shape of the orbs for a large variety of purposes, be they offensive or defensive. The Truth-Seeking Balls are worthy of note due to their elemental composition, as they possess all five of the basic elemental chakra natures- making them like an advanced kekkei genkai in their own rights. While the most advanced forms of the Truth-Seeking Balls have been seen to nullify Ninjutsu in its entirety, such potency is incredibly uncommon and reserved to only the most powerful of wielders. Instead, the unique composition of the modern Truth-Seeking Ball allows it to deal damage to Ninjutsu-based constructs with incredible permanence, preventing their injuries from being restored except by intervention by other forms of Senjutsu. When not molded to specific shapes for precise purposes, Truth-Seeking Balls may be commanded to attack targets on their own, as if they were makeshift projectiles. Though they are not the most damaging attacks in this form, they are a reliable offense in a pinch. Restrictions: This technique may only be obtained through a skill that allows its purchase. Gudōdama may only be used while an Advanced System that specifically references it is active. JP: ⁿ/ₐ [Evolving: 12] Gudōdama | 求道玉 | Truth-Seeking Ball IV Rank: Sennin Type: Ninjutsu [ Fire | Water | Earth | Lightning | Wind | Evolving ] Cost: 100x Chakra Effect: This technique may be used once per battle. When this technique is used, its user creates x Truth-Seeking Balls. X in this technique may never exceed nine (9), and no more than nine (9) Truth-Seeking Balls may be active under the control of the user at a single time. For any future purposes, Truth-Seeking Balls created by this technique are treated as if they possessed a CP value of 100. When using Truth-Seeking Balls for any purpose that does not specifically designate its base "Element", the user of the Truth-Seeking Balls may treat them as if they were any of the five basic elements required to use this technique in any number or combination, declared at the time of use. If the user of this technique is transported off of the battlefield(or to another location that is an exceptional distance away by techniques including but not limited to Kamui or Hiraishin), all currently active Truth-Seeking Balls are removed from play; Truth-Seeking Balls have no Maximum Turn Duration. Truth-Seeking Balls may be used in techniques that require them or in the following ways: Response Phase: The user may sacrifice Y Truth-Seeking Balls to create a Physical Barrier whose health is equal to 150Y, never exceeding eight (8). This Barrier receives no modifiers to its base health and receives unmodified damage except when the attack used is paid for with Tenseigan Chakra or Natural Energy. Each Truth-Seeking Ball used in this manner has a 10%(rolled chance to be restored to its owner's control at the end of the Response Phase in which it was used; this is done by roll of a D100 and may not replenish more than two (2) Truth-Seeking Balls per use. Using Truth-Seeking Balls in this way sacrifices the user's Setup and Main Phases; additionally, this action has a 5% chance to fail when used. Truth-seeking Balls may be used this way twice per battle. Setup Phase: The user may sacrifice Z Truth-Seeking Balls to add an additional strike onto any Offensive Main Phase action performed during this turn. This strike deals 100Z Damage. Damage dealt to Secondary Characters with this additional strike may not be healed through any means that are not paid for in their entirety with Natural Energy or Tenseigan Chakra. Z in this technique may never exceed three (3). If this additional strike is dodged by its target, each sacrificed Truth-Seeking Ball has a 50% chance to return to its wielder at the beginning of their next Response Phase, determined by a roll of 1-50 on a D100. After utilizing a Truth-Seeking Ball in this way, the user may not use another technique or Truth-Seeking Ball in the Setup Phase for two (2) turns. Setup Phase: The user may sacrifice Z Truth-Seeking Balls to reduce the total cost of a technique used in the following Main Phase by 100Z Chakra. No more than five (5) Truth-Seeking Balls may be sacrificed per turn in this way. After utilizing a Truth-Seeking Ball in this way, the user may not use another technique or Truth-Seeking Ball in the Setup Phase for two (2) turns. Main Phase: As a free action, the user may treat up to four (4) Truth-Seeking Balls as if they were small weapons that dealt 80 unmodified damage each. Truth-Seeking Balls used in this way may only be used in standard small-weapon attacks and return to the user's control after three (3) turns if they fail to strike their target(s). Truth-Seeking Balls treated as small weapons may not be collected by any combatant regardless of their successful use in an attack. Description: Gudōdama is a technique unique to those who wield the powers of the Tenseigan or the Rinnegan and is considered to be the mark of a 'True Sage'. When used, this technique generates a number of hand-sized orbs of black chakra. The creator of these orbs, dubbed Truth-Seeking Balls, may then freely alter the shape of the orbs for a large variety of purposes, be they offensive or defensive. The Truth-Seeking Balls are worthy of note due to their elemental composition, as they possess all five of the basic elemental chakra natures- making them like an advanced kekkei genkai in their own rights. While the most advanced forms of the Truth-Seeking Balls have been seen to nullify Ninjutsu in its entirety, such potency is incredibly uncommon and reserved to only the most powerful of wielders. Instead, the unique composition of the modern Truth-Seeking Ball allows it to deal damage to Ninjutsu-based constructs with incredible permanence, preventing their injuries from being restored except by intervention by other forms of Senjutsu. When not molded to specific shapes for precise purposes, Truth-Seeking Balls may be commanded to attack targets on their own, as if they were makeshift projectiles. Though they are not the most damaging attacks in this form, they are a reliable offense in a pinch. Restrictions: This technique may only be obtained through a skill that allows its purchase. Gudōdama may only be used while an Advanced System that specifically references it is active. JP: ⁿ/ₐ [Evolving: 20] Edited October 26, 2016 by Hardcore Skittlez
Hardcore Skittlez Posted October 6, 2016 Author Posted October 6, 2016 Designer's Notes • Original Truth-Seeking Ball found here. • There's been a veritable handful of changes here, but it is still mechanically very similar to how it was. • After great consideration and discussion with KC, I've decided that the Truth-Seeking Balls will be basically exclusive to Tenseigan Chakra Mode and Six Paths Sage Mode. Worry not for those of you who don't have Tenseigan/Rinnegan but still want these puppies-- there will be a way to get them! It'll just be a bit harder. • I will be making a differently named but mechanically identical version for Sage Mode/Six Paths Sage Mode eventually. At least, that's the hope-- There might be some variation based on SPSM's mechanics, but we'll see! • These are designed so that you can only own one rank at a time. I don't want someone popping off all 4 kinds of gudodama in one battle and then having to keep track of 4 different sets of balls and mechanics.
Cellar Door Posted October 8, 2016 Posted October 8, 2016 (edited) Multiple Versions:Making two versions of the same technique with basically identical effects seems redundant when the only difference is that they cost a different resource, especially when the two resources have the shared commonality of being able to pay for things that cost Chakra.I think the effects on these look pretty cool, and I think it'll be fun to incorporate them into Six Paths Sage Mode, but I think it'll save you some work to just make this cost Chakra, and remove the requirements tags. It'd be much easier if Gudodama was something that was only available through various skills that allowed them. That way the eventuality that non-tenseigan/rinnegan people getting them that you mentioned can happen without a third version also being made.Things that currently won't work:The setup phase variant is suffering from the same problem that the old version of Juken Mastery suffered from. Either the unmodified damage will be unable to push the attack being used in the main phase over its rank's damage cap, or it will have to be treated as modified damage. Things I would like to see:I liked these better when they were composed of all 5 elements, and I always thought it would be a cool effect if the player could treat strikes from TSB's as if they were of one of the base elements that they're made up of when attacking with them. I also think this is a more interesting gate for using the technique itself, since Tenseigan and SPSM will likely create Gudodama upon activation, a character can use them without actually needing all 5 elements, but to use the base technique, I find that a more fitting limitation than a bloodline or advanced system requirement. Edited October 8, 2016 by Cellar Door
Hardcore Skittlez Posted October 11, 2016 Author Posted October 11, 2016 Okay! It's been a slow process, but I've made some changes. • Multiple Versions: Took this to heart and stripped the requirements for Tenseigan from it. I changed the cost so that it can be paid for in either Tenseigan Chakra or Natural Energy. I don't want these to be used outside of their respective advanced systems. I might allow some exceptions in the future, but for now... I'd like to keep it this way. The non-Tenseigan/Six Paths Sage Mode people will still require Sage Mode, or at least something that allows them to harness Natural Energy as a resource. • Setup Phase Variant: I went ahead and removed the unmodified portion. While adding unmodded damage would be nice and true to canon, I think it's more important to be able to freely stack them with things rather than to basically restrict their use to low damage techniques. Additionally, I've added a limitation that blocks out Setup Phase technique/TSB usage for 2 turns after using it in the Setup Phase. • Setup Phase Variant 2: Added a new variant that allows you to sacrifice TSB to reduce techniques by their converted CP value. I thought about making this a percentage, but I ultimately felt like that was too variable and could encourage degenerate strategies where you only take the Genin rank and then spend like 80 "Chakra" to reduce a high level technique's cost by much more. I could have rank restricted it, but I feel that this way is cleaner and easier to balance with future combinations in mind. • Elemental Composition: I ran with what you said here and restored the technique to requiring all 5 basic elements. I've also added a line in the base effect that lets you chose the TSB's elemental affiliation when you use it. I thought about allowing you to mix and match them to treat them as Combinatorial Elements, but I figured that was something better left to supplementary skills and techniques rather than cranking up the already impressive width of effects on these guys. • JP Cost: Finally, with the addition of a new Setup Phase Variant, I've increased the JP cost accordingly in each rank. As it is, I've taken the maximum JP for each rank and multiplied it by 4.
Cellar Door Posted October 11, 2016 Posted October 11, 2016 "During the x phase, at the cost of that phase"That's some extra verbiage that isn't really necessary. We can tell which phase it's in by the way the technique is framed. It'd be easier to just say "As a free action" or not. Because if it doesn't specify then it's not a free action.
wolfnin Posted October 17, 2016 Posted October 17, 2016 Response Phase: So I thought about this a lot and while once used, it'll take a while to use back up again I still feel as if this should have a battle limit. Perhaps 3 times per battle? To keep it in line with other response phase techs. Set Up Phase #1: I'm okay with this ability. My only concern is that the sennin bonus at full price can be a bit strong when calculating all the modifiers you can get with it. It's way more powerful than having full Nin Mastery [-insert element here], granted the trade off is you need to use truth-seeking balls and can't be used every turn. Set Up Phase #2: Personally, I think most of them are okay. You're paying a lot up front for a variety of effects, and later levels its a pretty hefty toll. However.... Gennin: I feel like this one should be dropped down. You can essentially pay for most gennin techniques for free with this. I'd be fine with something like 10z or 15z. Main Phase: I like this and I'm okay with this.
Hardcore Skittlez Posted October 18, 2016 Author Posted October 18, 2016 Response Phase: Now usuable in this way only twice per battle. Setup Phase 1: The important thing to remember here about the large chunk of bonus damage that this can provide is that it's still just an additional strike on a base attack. This means that any RPJ you use on the base strike will also affect the Gudodama strike. I think the Sennin version is definitely strong, but it's pretty easy to manage if you know what you're doing-- and by that level, I hope that you do. Setup Phase 2: I was reluctant to make this change at first, because the Genin Rank one is probably never going to actually get used anyways... but then when I thought about it like that, I wasn't terribly concerned with the requested change. I've reduced this to 10z. This Genin Version basically only exists as a foundation to build up from and, as far as I can see it, will only ever be used by Prodigy+ Characters, or very unlucky individuals who haven't gotten promoted by level 60.
Cellar Door Posted October 18, 2016 Posted October 18, 2016 (edited) Response Phase is too strong. You're paying for just the Health on them, and the effects go unpaid for. It would also be nice if you made note of whether or not these receive modifiers. Normally it's a no brainer, but you're not actually using a jutsu to create the barrier, so it needs to be addressed. Talking about mods on the Main Phase might be nice. Right now they're modded by Tai and Acc at 40:5, which doesn't really seem right. Edited October 18, 2016 by Cellar Door
Hardcore Skittlez Posted October 19, 2016 Author Posted October 19, 2016 Added a line of clarity about the modifiers in the Response Phase variant. The other bonuses stem from the fact that they don't receive modifiers like a normal barrier would. The Main Phase one says that they deal unmodified damage. This is deliberate and I would like this to remain this way. I understand that Unmodified Damage is meant to be a rarity now, but I think the TSB are a distinctive case for using it.
Cellar Door Posted October 19, 2016 Posted October 19, 2016 (edited) Response Phase: Well, I'll be honest, I would say that the damage reduction that they get is in most cases equal to and in some cases much better than modifiers, especially at later levels. 80% damage reduction basically ensures that you'll get back some balls at the end of the attack. The response phase method will probably have to have their total health reduced to keep them from being too powerful, and they'll need some sort of fail chance. Setup Phase I: This doesn't seem too excessive or anything, but it is worth noting that Edo Tensei's are considered summons, so they would be able to heal themselves against attacks of this nature. Setup Phase II: This is just a standard trade-off for the CP value. It's fine. Main Phase: May want to have the admin's look at this specifically. I have no idea how hard they want to crack down on unmodified damage. They only return to the user if they fail to hit correct? If you use them like this and they hit they disappear? This returning factor isn't terribly unbalanced, but it is enough so that the damage of the balls should be a little less than straight-across value. The effects aside, you should just make these cost chakra. I understand that you want them to be unique to Tenseigan and Six Paths Sage Mode, but there are several canon examples that exist outside of those, and by creating Genin-Jonin versions of these you're already slanting Gudodama's existence on NA to very much suit your own needs within Tenseigan (Since the Otsutsuki clan are the only ones who'll ever have the distinction of using those ranks). That's okay. I'm not begrudging you making something cool for a clan, but pretty much everyone likes cool canon things, and there are other ways to gain Gudodama in the series than just TCM and SPSM. It'd be just as easy to say "These techniques may only be attained through a skill or effect that allows their purchase" or something like that, and then it would open up a less restrictive, but still staff-controlled gate for this admittedly powerful jutsu. EDIT: One more thing, as the rules currently frame Ninjutsu, you can't keep TSB's on the field for longer than 4 turns, and after that the effects of the ninjutsu wear off and they dissipate. Is this intentional? Edited October 20, 2016 by Cellar Door
Hardcore Skittlez Posted October 20, 2016 Author Posted October 20, 2016 Response Phase: Changed this up entirely. This is now an unmodified barrier with a slight chance of returning some Gudodama to the user. Setup Phase I: Changed this now to just read all Secondary Characters. This was originally restrictive vs summons per your request in the last version of Gudodama, but I think now it's better to be slightly canonically inaccurate for the purposes of mechanical future-proofing. Main Phase: I reduced the value of the damage they deal, but I think Gudodama is precisely the sort of rare instance for unmodified damage. I can turn it into modified damage, but I feel like that makes it lose some of its flair. Misc Concerns: I thought about it, and I decided to go ahead and change the cost to plain chakra and just add restrictions requiring a skill to purchase and the activation of an AS that specifically mentions Gudodama. Getting around this will be decided when I determine what criteria I want non-Rinnegan/Tenseigan users to meet in order to use this.
wolfnin Posted October 26, 2016 Posted October 26, 2016 Response Phase: I'm liking this a lot better, however I feel as if the sennin version may be a bit overkill. I honestly can't think of anything that can deal close to 1600 unmodified damage. Perhaps maybe lower it to 150y, so it totals to 1200 health? Set Up Phase I: This is fine by me. Set Up Phase II: Okay Main Phase: This seems fairly balanced to me. The return chance is only if they miss and returns after three turns. So I'm cool with it. I'm going to quote Cellar Door for this one and add my own thoughts: One more thing, as the rules currently frame Ninjutsu, you can't keep TSB's on the field for longer than 4 turns, and after that the effects of the ninjutsu wear off and they dissipate. Is this intentional? As he said, the way ninjutsu is now, TSBs would phase out after four turns, unless I missed something from reading the technique. From what it seems like they're meant to stay out on the field once created till the end of battle. May want to put a line in there to clarify this, just so there's no confusion.
Hardcore Skittlez Posted October 26, 2016 Author Posted October 26, 2016 Adjusted it the Sennin Response Phase to 150y. Added this line to address their duration: "; Truth-Seeking Balls have no Maximum Turn Duration."
wolfnin Posted October 26, 2016 Posted October 26, 2016 (edited) Response Phase: Good to me. Has a fail chance and use limit. I think 1200 is a solid number for an unmodified barrier at sennin rank. All of the ranks, Its strong, however this can be easily be dealt with if you do a lot of damage through multiple sources. As it is seems fine right now Set Up Phase I and II: Okay Main Phase: Okay Edited October 26, 2016 by wolfnin