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Kido

Sasori Mayhem

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Posted (edited)

These are the techniques that the skill that I created will use.

Name: Sasori kujiku (Scorpion Crush)

Type: Ninjutsu

Requirements: Chika Ryokou, Subtle Elementals (Earth)

Rank: Gennin

Cost: 30

(limit: 3)

Damage: 30

Effects: Their body is encased in layers of earth, which causes damage from being crushed. The target uses his resistance stat instead of defense while computing damage. If done as a counterattack measure in conjunction with Chika Ryokou, the sucessfull dodge roll on the incoming attack will serve as the activation of this counter with an additional tech cost of + 10 chakra.

Description: The user sinks into the ground as the surface under the opponent's feet are caught in a batch of quicksand and sinks rapidly. When they reach the bottom of the pit, their body is covered in layers of solid earth. Since the user is underground with the target, the user is unable to attack the target as long as he is held within the jutsu.

Restrictions: Counter could only be activated during a taijutsu and Ninjutsu attacks.

Name: Sasori Tomb (Scorpion Tomb)

Type: Ninjutsu

Requirements: Chika Ryokou, Subtle Elementals (Earth), Sasori Haka

Rank: Chunnin

Cost: 80

(Limit 4)

Damage: 100 Dmg

Effects: Their body is encased in layers of earth, which causes damage from being crushed. The target uses his resistance stat instead of defense while computing damage. If done as a counterattack measure in conjunction with Chika Ryokou, the sucessfull dodge roll on the incoming attack will serve as the activation of this counter with an additional tech cost of + 10 chakra.

Description: Like the Sasori Haka, the user sinks into the ground as the opponent is sucked into a pool of quicksand and their body is encased in layers of earth. When they reach the bottom of the pit, their body is covered in layers of solid earth laced with the user's chakra. Since the user is underground with the target, the user is unable to attack the target as long as he is held within the jutsu.

Restrictions: Counter could only be activated during a taijutsu and Ninjutsu attacks.

Name: Arms of Sand

Type: Ninjutsu

Rank: Chunnin

Cost: 80

(Max: 3)

Damage: 100 dmg

Requirements: Hand of Sand, Subtle Elements

Restrictions: Must be where user has access to the ground.

Effects: When arms are not used in unison, the strength of arms are halved [50 dmg each]. Could be used as a counter attack if user holds [underground travel] skill. If roll for dodge sucessful, the move could be automatically used with an addition of 10 chakra to cost.

Description: The user is able to create two giant hands out of the minerals in the ground. Could be used for offense as well as defense, absorbing all attacks except genjutsu up to the damage max.

update: Made changes as per 3/11/06

- No longer would stamina/chakra will be drained, straight damage to HP.

- An additional cost is added if done with Chika Ryokou as a counter attack

-wording is corrected in bold,

Edited by Gornok
Posted

You need to unstand the differnce between effect and Effects.

15/turn. The opponent is unable to counterattack while inside Sasori Haka for 2 turns. In order to escape, the opponent needs to roll 1d100, then take the users ninjutsu stat and target's resistance stat. After adding the resistance stat to the dice roll and subtracting the user's ninjutsu stat, if you come out greater than 100, the target dodged the move. If unsuccessful, the target is trapped for the duration.

Just about everything here is an effect which could be trimed down into a small line or two.

Posted

ok, I adjusted the layout, is there anything else that I could work on?

Posted (edited)

Looks fine now. Someone else could look inot the effects, I tend to avoid the dice roll at all costs.

Edited by Rei
Posted

I had already corrected that, it is under effect. Let me change the color of the headers

Posted

somoene else could point out the problems or approve. I hate using the die roll so it's not my strong suit to comment on it.

Posted

If I was to make the damage static, then it would use straight 1:1 ninjutsu damage right?

Posted

Yes. From skimming alone I could see your costs are too low for the effects.

Posted

I've been looking for a drain requirement on the main board and I couldn't find it.

What category are you using to make the distinction so I could adjust?

Posted
Cost:Stat Reduction

Gennin 2:3

Chuunin 1:2

Jounin+ 2:5

(example: 20 chakra spent = -30 to a chosen stat for Genin)

Posted (edited)

then it looks like I overpaid then

1st one) I'm spending 30 to have 30 drain to stamina, I gave it a 10 surplus since I don't want hp dmg

2nd one) I'm spending 60 to have 60 drain to chakra, I have a surplus of 20 on this one.

Am I right or did I misinterpret? Because I want these drains for the rest of the battle, not just when the jutsu is over. Don't their stats return to regular levels at the end of a genjutsu?

Edited by Gornok
Posted (edited)
1st one) I'm spending 30 to have 30 drain to stamina, I gave it a 10 surplus since I don't want hp dmg

No. The damage alone would come up to 30. Since the justu has a cost of 30 you've yet to pay for any of the other effects.

Edited by Rei
Posted

But I created these jutsu for the drain and not damage...do I have to word it differently? Like put it under Effect with damage reading 0?

Posted
Damage: <=30 stamina

Geez...that should'nt be there at all. Damage would equal 0. If your justu targets a pool stats the costis dobuled.

Posted (edited)

where does it say that? I've looked for the rules and that cost isn't there at all? Is there a different place?

That rule is not on the main site set of rules, or in the forums set of rules, all three documents read the same exactly. Where is the link to the doubing of cost rule?

Edited by Gornok
Posted

For some reason a lot of NA rules weren't writtn on the main site but they are enforce. If you won't take my word for it that's up to you, I'm sure any Mod would back up my claim.

Posted

Lemme see if I'm understanding this:

Scorpion Tomb: Drains 15 STM/turn from target and gives to user. Target is Stunned(?) for 2 turns if successful. Instead of normal dodge rules, target must roll 1d100 + (User's NIN) - (Target's RES) > 100.

And essentially the same for Scorpion Drain, right?

Posted

Rei: Sorry that I sound that I don't believe you, I'm just trying to learn everything that I have to in order to create suitable jutsu. It's not easy to do so without seeing them somewhere, but thanks for your assistance...you should really be a mod Dawg.

<(^.^<): yes, for both they need to roll in order to escape, can't dodge the earth swallowing you, unless you are able to levitate. Even if you are pushing off to jump, one still needs to exert pressure on the ground to do so. The jutsu is made for the hunt, or to drain the victim. Target is immobilized, incapacitated, they just can't move because they are completely encased in the ground.

ST = it only lasts two turns, where you need to roll for both turns in order to escape. If you fail, you pay for it only in stamina, which is given to the user.

SD=same rules as the ST, just that it is in chakra instead. Since thier are no graduated jutsu, I created this as the next level for chunnin.

The formula is

(xd100 + target's resistance - user's ninjutsu) => xxx

1 die for ST, 2 die for SD

ST greater than or equal to 100

SD greater than or equal to 200

Posted

Rei was a mod, and then quit.

Stun was the most appropriate effect, I feel, because it takes away the target's Main Phase. This prevents them from doing any action such as attack or defense.

My verdict: Denied. That's just too much stuff, and too much power, packed into one jutsu. First, you're changing the dodge rules to be almost totally in your favor between you and someone of your level. You apparently didn't even notice the Uki Wa no Jutsu on the main site, which is an actual Float technique. The cost would be several TIMES the current amount, and would be at least Jounin rank for both. Also, they'd probably be Forbidden jutsu for having all this in one.

Posted (edited)

then make it normal dodge then... it is no different that desert coffin, and that is on the main site, not as a Jounin either. The rules are also the same as those. That is just physics, in order to jump, you need to push off on the ground. Even in reality, you don't jump out of quicksand, you sink unless there is a hoist...

But rolling could be taken out.

Edited by Gornok
Posted

There're some major differences.

1) It says in Desert Coffin that it uses the MODS, and not the raw stats. That's a huge diff numerically.

2) It also says in Desert Coffin that the target rolls every turn to escape. Your technique seems to say that they're trapped if they get hit.

3) Finally, the target of Desert Coffin is immune to attack while being subjected to the technique. In yours, the target is still open.

Posted

1) I see your point, what would be the point cost for it then

2)I just changed that, it is a roll to escape for the two turns

3) Since the user is receiving nourishment from the tech, and also underground with the target, he couldn't attack either. I'll put that in to clear confusion.

Posted

Small, posterity-only point: You can jump out of quicksand. You can swim in it, too. It just takes nearly superhuman strength, which shinobi, unsurprisingly, have in surplus.

Posted
Small, posterity-only point: You can jump out of quicksand. You can swim in it, too. It just takes nearly superhuman strength, which shinobi, unsurprisingly, have in surplus.

I think you mean female Shinobi. Just to make things easier give a set number to escape quicksand.

Posted

Ok, I've placed a number to escape

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