cntrstrk14 Posted December 4, 2016 Posted December 4, 2016 Flying God Super Space Time Staging: Zero Effect: Characters with this skill may purchase ‘Hiraishin no Jutsu’. For each rank in this skill beyond the first the user may increase any two battle limitations of ‘Hiraishin no Jutsu’ by one (1) each. The battle limitations that are increased are chosen at the time that this skill is taken and should be noted with this skill on the player's character sheet. Description: The key to mastering space and time is the ability to grasp the knowledge of the very fabric of this world. The Flying God philosophy involves intense mental preparation to train one's mind to understand how to fold reality and collapse two points of space into one. This series of ninjutsu was pioneered by the Nidaime Hokage Tobirama Senju through his formation of the Jutsu Shiki and its application as a way marker for high level space time travel. Requirements: - Divine Scroll of the 34 Forbidden Arts -or- a Teacher - Sealing Technique; Technique Formula | Fūinjutsu; Jutsu Shiki | 術式 - Level 75; additional ranks may be taken every 15 levels. Ranks: 4 Cost: -1 Flying Thunder God | Hiraishin no Jutsu | 飛雷神の術Type: Ninjutsu [Kinjutsu; Powerful] Rank: Jounin Cost: 250 + 5x Chakra Effects: When determining the cost of this technique 'x' is equivalent to (120 - User's level). This technique may be performed in the Response Phase, Setup Phase or Main Phase as a Free Action. Response Phase: The user of this technique may negate the damage and effects of one (1) unresolved physical attack targeting them. This technique has a 10% chance to fail. The user has a (75 - 5x)% chance to be unable to make any action during their Setup and Main Phases, to a minimum of 25%. The values of 'x' being equivalent to the number of 'Jutsu-Shiki' created by the user that are present on the battlefield. This technique may be used 1 time per battle in the Response Phase. Setup Phase: If the user of this technique targets any characters that are afflicted by or in possession of an item afflicted by a ‘Jutsu-Shiki’ created by the user in their next Main Phase, they may apply the following effects. The user may treat the targets of the first attack modified by this ability in a battle as if they were afflicted by the status effect ‘Opening; x’ with ‘x’ being the attack used. After the first use in battle, any attack used in the Main Phase is treated as if it were a Dynamic Trap (With this technique being treated as the trap when determining bonus Accuracy). Characters may only be afflicted with Opening in this way 1 time per battle. The user of this technique may not use another technique in the Setup Phase for 2 turns. This technique may be used 1 time per battle in the Setup Phase. Main Phase: Any effects that would hinder the user's movement are negated. The user may also choose to roll a 10-sided diced when performing this technique. On an outcome of 4-10 the battle ends immediately. The battle is considered a Draw, and experience is awarded as such. The user is considered to have left the battle. The user of this technique must have at least 1 functional 'Jutsu-Shiki' outside of battle to end a battle in this way. This technique may be used 1 time per battle in the Main Phase. Anytime this technique is used, the user's Speed statistic is considered to be 3x its base value in regards to the Offensive or Defensive abilities of opponents until your next turn. (Does not apply to the user's Speed Percentile.) Role Play Effect: The user teleports to a Jutsu Formula (術式, Jutsu-shiki) that they have previously created in role play. This bypasses any traveling post requirements, but the user must still post a thread announcing their travel. Description: A technique developed by the Second Hokage, Senju Tobirama, and made famous by his heir the Fourth Hokage and the reason behind his alias, "The Yellow Flash of Konoha" (木ノ葉の黄色い閃光, "Konoha no Kiiroi Senkō"). It allows the user to move over large distances with ultra-high speed. Although it is often compared with the Body Flicker Technique, the speed of this jutsu is much greater. In principal, it is similar to the Summoning Technique, but instead sends the user somewhere rather than bringing something to them. To activate this jutsu, the user needs a special seal or "jutsu formula" (術式, Jutsu-shiki) to mark the destination. After this is done, the user can almost instantaneously transport himself to that location. The Fourth applied the formula in advance to weapons such as kunai. It is also possible to leave a formula in an area touched by the user. This is one of the few known non-kekkei genkai techniques created that neither the Sharingan nor the Byakugan can follow. It is because of this technique that Konoha came out victorious in the Third Great Ninja War. After having his subordinates toss kunai marked with Jutsu-shiki into the enemy ranks, the Fourth used the technique to appear behind enemy lines and dispatch them before they could even react. This technique is a more recent addition to the Scroll of 34 Forbidden Arts, and was a jutsu stolen by Iwagakure no Sato from Konohagakure no Sato sometime following the Third Great Ninja War. It replaced the former fourteenth jutsu featured on the scroll because its power was believed to be many fold stronger.Requirements: - Flying God Super Space Time Staging: Zero Points: 20 1
cntrstrk14 Posted December 4, 2016 Author Posted December 4, 2016 Designer Notes - Previous version- Made this a skill locked technique. - Built a mechanic to increase battle uses into the gate skill.- Completely revamped the abilities of this technique. - Removed the Forbidden Art from the name. - Cleaned up wording significantly. Cost Notes - 250 Chakra as a base was determined as a good meeting point for each ability. The most important was on the Jounin level Response Phase, where the bonus +5x makes it very high for level 75, but quickly comes down. At level 120 it is good against any jutsu with 251 cost or higher (Jounin level only) and bad against things below that, which seems acceptable as it plays in the same "good or bad" territory as barriers. - The +10x was changed to +5x to change the variance in the lower levels. It was kept to help balance the power of the ability at lower levels and is also a carry over from the original where it was a compromise to give access to this at level 75 instead of level 100.
wolfnin Posted December 6, 2016 Posted December 6, 2016 Flying God Super Space Time Staging: Zero This is fine. Can we get a link to the divine scroll? Just for reference Flying Thunder God | Hiraishin no Jutsu | 飛雷神の術 I'd like to see how you broke down the cp value for this technique, please. I think being able to bypass barriers is a bit strong for a set-up phase add on technique. While I do like the flavor it adds and the effect (it fits flying thunder god pretty well), it feels quite strong to be able to add to any plethora of techniques. I think what may be more balanced is perhaps a chance to ignore barriers or if it ignores barries, then perhaps ignore non rpj barriers and then have a chance to ignore rpj barriers?
cntrstrk14 Posted December 6, 2016 Author Posted December 6, 2016 I've remade the scroll, so the latest link is here. It was apparently changed to 34 arts instead of 77 awhile back and I forgot. Updated the jutsu to reflect this. So first off, I kind of agree with you on the Barriers. I was carrying over the old version, but there is really no reason for it to bypass barriers made in the RPJ in addition to only being able to be responded to with Forbidden level RPJ. I will adjust this now, and the change will be reflected below. Step One: Just adds +3 JP. Step Two: [1] Requires setup of getting seals on the field [Condition for a Dynamic Trap] [2] Setup Phase Jutsu [Just being exhausting with my list] [3] Only forbidden RPJ may be used against the modified attack. [1.25x the cost] [4] Bypasses Barriers created after the placement of a Jutsu Formula. [Narrow, but going to price this approximately the same as additional damage to all barriers, so 1.25x] [5] User's Speed is considered 3x higher for consideration of defenses. [A bit legacy and doesn't do much anymore, but its flavorful] [6] Costs less as you get closer to 120. [Keeps it from being abused at lower levels where it can do more damage. This is a straight negative, the target price is 150.] Additional Bonuses (Only available because of SP): [7] Makes any jutsu in Main Phase a Dynamic Trap, referencing Hiraishin for the lifetime bonus. [unique ability, useless if it costs to much. The bulk of why I am adding SP to this jutsu. Priced at 100 Chakra.] [8] First time used it does 'Half Opening' to the opponent, spelled out. [About 50 Chakra? But unique so unknown.] [9] Increase maximum percentile from 90% to 95%. [1.1x cost? Again, unique so pulling it a bit out of my ass.] That brings the total cost to 150 * 1.6x = 240 Chakra. A normal SP jutsu with -2 SP gets 375 total reduction. This is -1 SP, so half that and get 187.5. This has two uses so half that again, 93.75 Chakra. Remove that and you get 150 Chakra total. Admittedly a lot of this is hand wavy and based on what feels right. So please let me know if you want to discuss any specific ability. I numbered them to be easier to discuss and reference.
wolfnin Posted December 8, 2016 Posted December 8, 2016 [8] While this ability does only apply once per battle, it's a strong effect to have 'half opening' to the opponent without having to land a technique first. I definitely think this should cost a bit more, 100 chakra perhaps? (Using the approximate cost of full opening for this one.) [9] While not much on it's own, this ability combined with [7] and [8]. and really all of them together. make the technique used during the main phase really hard to dodge. If your accuracy is equal to their evasion, you'll be hitting 95% with relative ease. While this can be dodged using an RPJ, it also does drop the chance to dodge from 10% to 5%. The cost on this should go up to at least 1.15, if not 1.2. Overall, from a balancing and gut feeling perspective, I think the technique effects seem fine, but the cost should definitely go up. Combining this with rasengan or chidori, makes those techniques extremely hard to dodge without a RPJ.(Though we can see why Minato destroyed people with this.) The counter play is also that by jounin rank most characters should have some sort of forbidden RPJ that they could use (I think).
cntrstrk14 Posted December 8, 2016 Author Posted December 8, 2016 Those are good points, especially on [8]. I think 100 as a baseline for that seems reasonable. Taking both cost changes into account that brings our total to 340 Chakra (200 * 1.7) or ~250 Chakra after SP cost reduction. You mention that as you get to higher levels is when this really balances out because players gain access too the tools to RPJ this, which I agree with. Considering that at level 110 you are paying 250 Chakra for this, and much more before that, I think the cost still works at 150 + 10x. That said, if we want to raise the price I can work with that, but I would like to lower the increase per level below 120 too to make it more accessible to lower levels. Currently it costs 600 Chakra to use at level 75, which is the entry point.
Cellar Door Posted December 8, 2016 Posted December 8, 2016 Skill: Okay. The skill-lock. I don't like it here. In an offensive technique, gaining a cost reduction or breaking caps or something because you spent SP is... good, but it is not overwhelming. A very cheap but very large attack can still be RPJ'd for very cheaply. In essence, you aren't gaining something so tremendous that it cannot be counter-played.I am... wary of skill-locking Response or Setup techniques because really altering their balancing schematics makes them head and shoulders better than a big attack and its much more difficult to counterplay (Only a technique that preemptively fucks with an RPJ can help counter an RPJ and that puts the user of the RPJ at the advantage of choosing to use their amazing RPJ against something that might ruin it or not). A Setup Phase effect could be equally or more unbalanced because it is fully contained within the turn. It will alter whatever it has to do and resolve before the opponent can do anything at all.With that in mind, I would much rather this not be locked behind a skill. If you're intent on having one, it would be good as a power gate versus something that affects the price.Review: So, most of my concerns here are with counter play. Because this only requires a Shiki to be somewhere. You can essentially just try and create RP methods to get your Shiki in the vicinity of the opponent. As we get better with the system we get better at defining the things that can be done, and I think just saying "You just gotta get it close" as a requirement for a Setup Phase technique is actually too strong and easy to get done... and equally easy to try and god-mod out of. "I put this here." "Well then I go stand over here."I think the way that Shiki works offensively could be easily broken up into 2 techniques. The basic one being a part of vanilla Hiraishin. That would be a technique that requires a seal to already be on the target or in their possession, and then a 'Second Step' which is a Main Phase attack that's main effect is to get a seal near them on the fly, and then your next Main Phase attack would get a bonus similar to what you have. This way we give counter-play for opponents and still allow avenues of opportunity for a user of Hiraishin.As for the actual effect, if we make it so they have to be hit with Shiki first, we may as well cut the wording down and just make this "opening". As far as percentages go, 95% is so close to 100% that we may as well not split hairs, and it makes the technique significantly easier on the eyes. I'll give an example of what I was thinking below in a proposal that you can look at.Description | Aesthetics | Personal Proposal: This section of my review is mostly just making some possible changes if you're inclined to entertain them. The part that isn't just me fielding some ideas at you is the description where it states that Minato invented FTG. New information has come to light since your last description was written and it needs to be amended to state that Tobirama was the one who invented the technique.Okay, with that part done. I would like to help push the basic version of this technique as close to canonical as possible. I know you love NA canon more than Naruto's but if I try and maintain canonicity with every other member, I'm not going to not try with the admin. The idea I have does discard the skill-lock and incorporates some of the other effects of Hiraishin. You don't have to take all of these ideas, but feel free to use anything you like.• Hiraishin No Jutsu | Flying Thunder God Technique | 飛雷神の術Type: Ninjutsu [Void| Kinjutsu; Powerful]Rank: JōninCost: 150 + 10x ChakraEffects: When determining the cost of this technique 'x' is equivalent to (120 - User's level). This technique may be performed in the Response Phase or the Setup Phase as a Free Action. Response: The user of this technique may negate the damage and effects of 1 unresolved physical attack targeting them. This technique has a 5% chance to fail. The user has a (75 - 5x)% chance to be unable to make any action during their Setup and Main Phases, with 'x' being equivalent to the number of 'Jutsu-Shiki' created by the user that are present on the battlefield. This technique may be used 1 time per battle.Setup: If the user of this technique targets any target that is already affected by a ‘Jutsu-Shiki’ created by the user (either directly or by an item in their possession) in their next Main Phase, they may treat that target as if it were under the effects of the status effect ‘Opening; x’ with ‘x’ being the attack targeting them in that Main Phase and any attack used in the Main Phase is treated as if it were a Dynamic Trap (With this technique being treated as the trap when determining bonus Accuracy). Characters may only be afflicted with Opening in this way 1 time per battle. The user of this technique may not use another technique in the Setup Phase for 2 turns. This technique may be used 1 time per battle in the Setup Phase.Main: Any effects that would hinder the user's movement are negated. The user may also choose to roll a 10-sided diced when performing this technique. On an outcome of 4-10 the battle ends immediately. The battle is considered a Draw, and experience is awarded as such. The user is considered to have left the battle. The user of this technique must have at least 1 functional 'Jutsu-Shiki' outside of battle to end a battle in this way. This technique may be used 1 time per battle in the Main Phase. Anytime this technique is used, the user's Speed statistic is considered to be 3x its base value in regards to the Offensive or Defensive abilities of opponents. (Does not apply to the user's Speed Percentile.)Role-Play Effect: The user of this technique may reduce the required post-length when Traveling by 100% (1 word minimum) when performing this technique outside of battle. Destinations must have at least 1 'Jutsu Shiki' created by the user in their vicinity.This schematic has some significant differences. The first being that all usages of this technique are Free Actions, which I think is interesting, and offers a lot of versatility without straight breaking shit in half, since none of these give you like a free attack.The Response Phase is pretty basic. It'll be cheap because it has a flat cost, and I haven't really gone about balance the costs or anything, but this is just a nifty way to negate something. If it fails, you can still get a dodge because of how fast Hiraishin works, and if you have lots of Shiki on the battlefield you get a higher chance of keeping your phases, which seems like a cool mechanic to me.The Setup Phase is drastically changed. We talked about this a little bit on Discord, but essentially this would now require that you have already put a shiki on the opponent in some way so that they do have a little bit of counterplay in that they can keep you from putting a shiki directly on them. I've also just cut out a lot of the effects in favor of something more simple. If you use this they've got 0% chance to dodge. It's less wordy, and Opening has a bit of natural balance because it has to be staggered out over a turn. Can't be under Opening 2 turns in a wow, etc etc. Um, the only other thing that makes this nifty is that its a free-action and you can equip stuff or use items or whatever on the turn. The wording on this one could probably still be cleaned up, but it's a little more straight forward than the 95% thing. (This has some other neat things that are fringe synergies that make it very utilitarian that we can talk about if you're open to the idea. Mostly it can make you feel more like Minato with Multi-Hits.)The Main Phase is like... mostly just to cover flavor things. If you're grabbed, or wrapped in shit, or trapped... you can not be trapped... and then you can also choose to flee battle through this one. It just seems like a nifty little add-on that wouldn't kill anything if it was there.
cntrstrk14 Posted December 9, 2016 Author Posted December 9, 2016 Drastically changed the abilities to make a baby of me and KC's ideas. I am much much happier with how this turned out in the end.
Cellar Door Posted December 14, 2016 Posted December 14, 2016 With the cost hike to this, the response phase usage isn't getting an excessive value by being flatly costed. I worked on this one, so I'd rather hold an approval until some other staffers have looked at it, but I don't have anything to gripe about with it.
wolfnin Posted December 14, 2016 Posted December 14, 2016 I definitely like this versioin of FTG more. Cool down in the set-up phase makes this a bit more balanced, since you can use this more that once. Being able to use the response phase portion more than twice does break tradition of RPJs, however it also requires sp, so it's a decent trade in my opinion. Overall, I have no gripe with this new version and I think it's fine.