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Posted: Mon Jan 02, 2017 11:34 am
RP Effects
Description: These are simple skills, not anything fantastic or powerful by any means. They provide no bonuses, and no combat effects instead they simply act as a means of doing something. You DO NOT create these when you get a custom slot, instead you can create these whenever you unlock a "basic" skill slot. For example, the Water Walking Jutsu allows you to walk on water, the Wall Walking Jutsu allows you to walk on walls, etc. These skills simply provide a somewhat general static ability that you can perform.
Effects: These cost no Chakra to activate (becoming the equivalent of level 0) as they quickly become second hand to all ninja and thus no longer taxing on there Chakra resources. However if you have 0 Chakra they can not be activated or sustained any longer until Chakra is restored.
Note these are valuable for one reason and one reason alone. That is that they allow you to make checks you might not normally be allowed to make. For example if a test during an exam says "figure out a way to get across this water without swimming" if you don't have water walking or some other method like flying or leaping very far (all which can be gained via this effect) you wont even be able to make the check more than likely. These provide you not with a bonus to said checks but rather the ability to simply attempt those checks.
Combination Techniques
Description: These are unique and crafty combinations of two or more techniques that are normally not doable in regular situations. This can be from combining a fireball technique with a technique that creates gusts of winds to create a fire tornado.
Effects: Costs 0pts. May only be placed on a basic jutsu. When creating a Combination Technique you must select Two Techniques you know and create the RPical reaction to combining these jutsu/items. You may activate this Jutsu along with the Original Two to systematically combine them into 1 technique. In doing so follow these rules:
When Combining Two Jutsu Into One Technique: - Increase the Cost of the Two Original Jutsu by Double. (Note you may Combine 1 Jutsu and 1 Item but not 2 Items.)
- Take the Highest Level and Accuracy of the two Jutsu.
- Take the Highest Value of each Unique Effect. (Heat Damage and Cold Damage are 2 separate, unique effects.)
- Style is Determined by the Style of the Highest Level Jutsu if the two are Different Styles. (If the technique does not make sense as that Style it is probably a good indicator that this shouldn't be made.)
- Affinity is Determined by the Affinities of the 2 Jutsu. Should the Jutsu have multiple Affinities they are all included into the Combined Jutsu. This is limited by the level of Highest Jutsu (IE- If the highest is 50, you only get 1 Affinity, choose... Highest is 150, you only get 2 Affinities, choose... Etc)
- You can only Combine Jutsu that are within 50 Levels of each other.
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Posted: Mon Jan 02, 2017 1:09 pm
Split Effect
Description: A user may have a technique that saps health from a foe while healing an ally, or de-buffs a targets strength and in turn increasing their own, etc. Some times these are the results of one jutsu rather than a combo. In this case a "split" is needed, one to target a buff or other beneficial effect to a specific player and another to target a de-buff or other such harmful effect to a foe! Effect: Cost 2pts to make an additional group of beneficial or harmful effects "touch" range. Cost 4pts to make said effects ranged range. Costs 6pts to make said effects sight ranged.
When you apply this separate the beneficial effects from the harmful with / /. In between the /'s place "split-x" x= the range change for the second set.
For example: A player has a Jutsu that deals 1,000 + str(x5) damage at touch range, a grip that saps the enemies health. He then wants to put an effect that buffs his strength. So he places one that buffs his strength by +20 similarly at touch range. So he has the effect written as such. Damge(1,000)(10pts) / Split(Touch)(2pts) / Stat-Buff-Str(+20)(10pts) All beneficial effects would go on the right hand side, while all harmful would be on the left. Note, effects like "area" and other such modifiers should ONLY be placed on the side they effect, if you want them to effect both sides (ie an area str buff and area damage) you'd have to pay for them twice.
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Posted: Mon Jan 02, 2017 1:11 pm
Snare
Description: Capturing your targets in ingenious traps is the best way to settle a battle before it even begins.
Effect: Costs 30pts.
While snared a target can not attempt any Dodge, Flee or Stealth checks. The target is now limited to only being able to activate Self and Sight range jutsu. Items may not be activated. You may still sustain.
Effect Text: While Snared a target can not attempt to Dodge, Flee or Stealth but may activate Self or Sight range Jutsu but not Items. Must be sustained.
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Posted: Mon Jan 02, 2017 1:12 pm
Stat Buffs
Description: These increase your overall stat while active. While not as potent cost/bonus wise as normal buffs they do increase more kinds of rolls. For example, an accuracy buff may increase the accuracy of all of your attacks, but a Ninjutsu buff would increase all of your accuracies in Ninjutsu and Genjutsu, all of your damage with Ninjutsu and Genjutsu (something normal buff's can't do), your ability to combo, etc.
When making this buff however you must choose one of the following: -Ninjutsu -Genjutsu -Taijutsu -Resolve (Toughness/Focusing Only) You may divy points to get bonuses to each however. (Note that increasing Genjutsu does not grant more slots from Intelligence rising as a result, simply because it's not a permanent rise.)
Limiting this buff to one of the sub stats within the group stat makes the bonus double what it would normally be for the same cost. (IE limiting a Taijutsu stat buff to just an Agility bonus would be more efficient if all you wanted buffed was agility and not strength)
(Remember Stat buffs apply to the Stat section of calculating a roll, not the buff section. So you could have a buff to stamina and a buff to resistance and both would apply to the roll separately). Effect: Every 1pt you spend grants a +1 to all sub-stats within the chosen group-stat. Every 1pt you spend grants +2 to a sub stat. For Example: If you put 10pts into Ninjutsu, you'd receive +10 Seal Speed and +10 Seal Strength and all the benefits that doing such would incorporate. Or you could alternatively spend 10pts to gain +20 to a sub stat such as +20 seal speed. Note- You can not increase your stat more then x2 the original stat.
Important Notes: Jutsu Only Note accuracy, damage, etc bonuses gained from a stat increasing does not count towards the total that stat can receive. Similarly these buffs do not increase your cap. For Example: If you have 100 Agility, the max taijutsu accuracy you can have is +500. If you buff your agility by 50, your taijutsu accuracy WILL increase as a result but it won't count towards that 500 cap, nor will it raise that cap to 750.
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Posted: Mon Mar 13, 2017 1:18 pm
Uses
Description: Uses is used on Items only. It represents how many times you can use an item before you either run out of it (as with smoke bombs or kunai), or it breaks down (as with armor or weaponry). Effect: Every 1pt you spend in Uses allows you to activate an item 2 times. Sustained effects drain 1 use every time you benefit from that use.
Once an items uses have been exhausted you must notify a mod to update said item. It takes 5 Ryo to restore 1 use to the item, this may be buying the supplies to get it repaired, or whatever else happens to fit your item.
For Example: If Jin is using a Blood Gourd that allows for him to draw Chakra infused blood from his gourd to make his accuracy checks higher with blood based attacks. This is a Personal Buff effect which is sustained, it does not drain a use when activated since it's personal range, however it does drain whenever he uses a blood based attack that, as a result, gains an accuracy bonus from the gourd. Similarly if he had a chest piece that gave him protection, he'd use up a use every time the protection prevented some damage.
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