cntrstrk14 Posted December 19, 2016 Posted December 19, 2016 Alchemy Technique; Burning Gourd | Renkinjutsu; Yaki Fukube | 錬金術•焼瓢 Type: Ninjutsu [Acid | Earth | Alchem] Rank: Jounin Cost: 320 Damage: 190 Effects: The target is afflicted with 'Rejective' for three (3) turns. In addition, the target is considered to be afflicted by 'Scorched' for three (3) turns, but only when damaged by attacks with the element Water. Description: The ninja reaches their hand into the ground and pulls out a chunk of earth. Within the "gourd" of earth the user creates sulfuric acid which immediately starts to eat away at the container. The ninja then throws the gourd, striking the target and shattering the container with the impact and releasing the acid. The corrosive properties of sulfuric acid are accentuated by its highly exothermic reaction with water. Therefore, in addition to highly potent initial burn damage, the acid reacts violently when it comes in contact with water as well. The burns from sulfuric acid when combined with water in this way are potentially more serious than those of comparable strong acids (e.g. hydrochloric acid), as there is additional tissue damage due to dehydration and particularly due to the heat liberated by the reaction with water, i.e. secondary thermal damage. Because of the damage that this acid creates, medical ninjutsu becomes difficult for a short time afterwards until the acid has finished its damage. Requirements: Alchemy Points: 7 Alchemy Technique; Urban Forest Technique | Renkinjutsu; Fumori no Jutsu | 錬金術•府森の術 Type: Ninjutsu [Steel | Alchem] Rank: Jounin Cost: See Effects; Effects: This technique may be performed in the Response Phase or Main Phase. Response Phase: The cost of this mode is x Chakra, where x is half of the cost of the enemy attack. Negates one Weapon, Taijutsu or Melee Ninjutsu attack. The opponent who owned the negated attack regains all Stamina and Chakra spent on the negated attack. The user skips their next Main Phase. This may be used twice per battle in the Response Phase. Main Phase: This mode deals 150 damage and costs 265 Chakra. In addition, the target is afflicted with 'Fazed' and 'Bound [Paired Arms]' for three (3) turns. Description: The ninja reaches their chakra into the soil, creating steel wires that burst from the ground around the target. In the hands of a ninja with a perceptive mind, they can use this to stop an opponent before they even act, locking them up and halting their movements before they even begin to move. The wires lock around vital joints, affixing them to the ground and stopping them from moving. It may also be used offensively to tie up the opponent's limbs, binding them in steel and then flipping them head over heels into the ground with a violent twist. Requirements: Alchemy Points: 14
cntrstrk14 Posted December 19, 2016 Author Posted December 19, 2016 Designer Notes - Previous version found here and here. - Burning Gourd changed what it did as the old version was very dated. - Updated to be Acid + Earth instead of... well not Acid. - Added 'Rejective' to this as it seemed fitting and didn't exist before. - Added in 'Scorched' but only for water attacks. This shouldn't get a larget discount. I gave it a -20% price discount, which makes it 72 Chakra for 3 turns instead of 90 Chakra. So 18 Chakra difference. - Urban Forest got an update as well, but is still close to the original. - Response Phase changed to just one target and not multiple. - Paying 50% x instead of 100% x is justified by the fact that the opponent gets back all Chakra and Stamina they paid and slightly narrower attacks it can work on (melee Ninjutsu instead of all Ninjutsu). - JP increased because this is two techniques in one. - Element changed to Steel. No idea why it wasn't before. May have predated Steel? Or it may have just been me trying to apply JP reductions from Specialities.
Hardcore Skittlez Posted December 19, 2016 Posted December 19, 2016 Burning Gourd: Seems fine. Urban Forest: Should instead say that you sacrifice main phase actions on that turn rather than just "skip your next". Is unevenly powerful versus similar RPJs otherwise, because it takes away the biggest drawback to using RPJs as a speed character.
cntrstrk14 Posted December 19, 2016 Author Posted December 19, 2016 I'm not sure I understand your point. "Skip your next [] Phase" and "Lose your next [] Phase" has been the language we have used for years. It does... exactly what you just describe and has for 10 years. The phrasing you just suggested is actually incorrect (and more powerful), as that would allow a player to use multiple abilities that 'sacrifice' a single Main Phase on a turn because you specify 'this turn', making it impossible to carry over. Skip (a Phase or Action) Used interchangeably with Lose. See [Lose] for more information. Lose (a Phase or Action) Losing a Phase or Action means that you may not take any actions the next time you would have the designated Phase or Action. See: Battle System: 3.22 3.22: Losing Phases and Actions If an ability causes a character to lose a Phase or Action as part of the effect or cost, the player must take no actions in the next Phase or Action that they have. If a player uses multiple abilities that lose a Phase or Action in a row, that player will lose the same number of Phases or Actions sequentially. A single Phase or Action cannot be lost multiple times or be used as the cost or target of an effect by multiple abilities. http://ninja-academy-online.com/battlesystem.php#3.22
Hardcore Skittlez Posted December 23, 2016 Posted December 23, 2016 We discussed this a few days back-- I was still under the impression that each additional main phase action counted as its own "main phase"-- turns out that's not the case! Everyone gets one of each phase now, with speed and whatnot just granting additional actions. I'm not sure where the disconnect happened for me, but there it is! Burning Gourd: Still Approved Urban Forest: I s'pose this looks a'ight now! Approved
wolfnin Posted February 8, 2017 Posted February 8, 2017 Urban Forest Technique: So what's bugging me about this is the "melee ninjutsu" part. It feels a bit 3.16ish to me. What are we classifying as a melee ninjutsu?
cntrstrk14 Posted February 13, 2017 Author Posted February 13, 2017 I thought about changing it to something other than melee Ninjutsu, but I didn't like the extra power all the options kept giving me. I think the 'melee' ninjutsu is still legitimate, and in the case of players not agreeing on what 'melee' is we can get a staff ruling. We don't have exact rules on ranged or not ranged attacks, but there are some pretty specific examples on the extreme ends of the spectrum and for everything else in the middle it would be up to how the enemy role played the scenario. If you still think that I should adjust it I can, some of the ideas I was playing with were... • Ninjutsu & Genjutsu with seals. • Ninjutsu that requires the hands.
Cellar Door Posted February 17, 2017 Posted February 17, 2017 As someone who frequently uses the terms 'melee' and 'ranged' in creations, and has a good handful of them approved, I'm fine with that wording. I'mma leave this in Custom @cntrstrk14, have @wolfnin swing by at his earliest convenience, if he agrees, he can move it.