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Posted: Mon Feb 22, 2010 7:03 am
Intro
OE's or "original effects" are effects made by players that are only available to them and anyone they sell them to. You can sell OE's for pretty much anything you and the person buying agree upon. If it's something out of game then the other player learns it on there own, if it's something in game your characters need to meet up and the owner of the OE simply teaches your character how to perform whatever the OE does.
There are a few stats on an OE not found on normal Jutsu. These aren't facotred in when creating your Jutsu, rather they just state ownership.
---Creator: This is the person that owns the OE. Should they leave the guild ownership drops to the next person in listed in the rights list. Only the owner may sell players the ability to be added to the rights list of that specific OE. ---Rights: Rights simply lists everyone (other than the owner) that can use the current OE when creating Custom Jutsu / Items.
Making an OE
Making an OE is a rather simple process. First look through the existing normal effects and OE effects to make sure that the type of effect your trying to make isn't covered somewhere already.
Second never make a more potent version of an effect that already exists, OE's are new effects, not better versions of existing effects.
Finally submit your idea via pm to me, dark bunny lord. Only I may give the go ahead on these effects, this is simply to keep the game balanced. Note that the vast majority submitted WILL be denied, only a rare few will be accepted and added as the more that are added the less room there is for something to not be accomplished by simply combining existing effects.
Format Quote: OE Name
Description: Place the description of what your OE does here, it should be fairly simlpisitc and not involve numbers for the mechanics. See the existing effects in the Jutsu/Item creation thread for details. Effect: Here you place mechanically "what" the OE does. Note all OE's SHOULD have a direct "spend x points do y" effect. As always for references simply look at existing Jutsu / Item effects.
[quote][size=11][align=center][b]OE Name[/b][/align]
[u]Description:[/u]
[u]Effect:[/u]
[/size][/quote]
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Posted: Mon Feb 22, 2010 9:07 am
A
Quote: Advanced Paralysis
Description: Makes removing a hold on an ally via the release effect difficult as an ally can find themselves trapped in the very hold they attempted to remove. Effect: Costs 5pts. Whenever a player tries to use the release action to remove a Stun de-buff from an ally that has this on it and fails their contested check by 10 or more, they themselves become trapped in the same Stun. ---Owner: Golzor ......Rights: Wolf4life13
Quote: Ally Shield
Description: This is a feature of a puppet, summon, or ally that places the user inside of them making the ally's body a shield for the user. Until the ally is killed the user may not be harmed. An example would be a black ant puppet modified for the user to ride inside of, a frog summon holding the user in it's mouth, or an ally item that used their body to cover the user to protect them. However the user may not directly act while this is in use. Effect: Costs 20 pts. User may be protected inside the summon, ally item, or puppet with this effect and does not take damage until the summon/ ally item/ puppet is destroyed but may not attack, defend, etc while this is in use. An attack that destroys the summon/ ally/ puppet deals extra damage to user that can not be blocked. This completely removes the user's turn and only allows the extra turn of either one ally, summon, or puppet each turn. Using one puppet with this however still keeps you with one turn (ie you don't need two, nor could you use two do to it's limitation). ---Owner: wolf4life13 ......Rights:
Quote: Ally/Summon Affinity
Description: Often an Ally (Item) or Summon won't be neccessarily exactly in tune with their master. Rather they might have their own separate affinity to the elements of Chakra running through their body. Effect: Cost 5pts. Allows an Ally Item or Summon to have 1 separate affinity (can be purchased once per affinity the user has themselves) from their master of your choice. Doing this REPLACES one affinity, it doesn't add one. ---Owner: The Blue Blue ......Rights:
Quote: Ally/Summon Item Transformation
Description: An Ally Item or Summon transforms into a weapon, armor, or other item for the nin to use in combat. Effect: Every 1pt allows you to spend 2pts crafting an item separate from the allies normal effects. You may not gain more points in this manner than the allies level. As a normal turn you may transform an ally/summon into the item built with these points. Ally's do not loose there own uses when used in this manner, rather they loose uses from the created "separate" item. Summons on the other hand don't even need uses, instead you pay their sustain cost each round as normal. Sustainable. ---Owner: The Blue Blue ......Rights: ssAntonio, DemonOx
Quote: Ally/Summon/Puppet Removal
Description: Sometimes fighting a foes minions or summons can be exhausting, clever ninja find out how to quickly dispatch of these nuisances. Effect: Every 1pt grants +2 Kick Off The user can place this on any attack Jutsu / Item. When you strike an Ally Item, Summon, or Puppet with it and successfully deal damage, that Ally Item, Summon, or Puppet must make a contested roll against the Jutsu with kick off of: Willpower(x2) + Accuracy (level for Ally items) + Resistance Buffs vs Seal Power (or Strength if Taijutsu) + Accuracy + Kick Off Failure means the Ally Item, Summon, or Puppet, is rendered useless until the de-buff is removed. ---Owner: Dark Lycan Ruke ......Rights: Morkai_Wolfe, Wolf4life13
Quote: Ally to Technique
Description: An Ally Item or Summon belonging to the user may have some of there essence siphoned off to grant the user with greater accuracy to a Jutsu.increase in power. Effect: Must be placed on an Ally Item or Summon Jutsu to use. Every 1pt grants "up to" -10 Health from said Ally Item or Summon Jutsu Grants +10 Accuracy to any Jutsu. As long as the Ally Item or Summon Jutsu is sustained this is not considered part of a combo but does count towards buff limits.
For Example: Jeriko has a summon out with 1,200 remaining stamina. The summon has the effect "Ally to Technique +10". This means the user may cause the ally to suffer 100 health loss and gain +100 to the accuracy of a Jutsu they are currently using at the time of the drain.
---Owner: Vid13 ......Rights: Dark Lycan Ruke, Wolf4life13
Quote: Animal Charge
Description: Allows the rider of a mount to get mounted much more quickly than normal. Effect: Cost 5 pts. May only be placed on a Ally Item or Summon Jutsu that has the OE "animal mount" on it as well. Allows a rider to mount their Ally Item or Summon as soon as it's summoned rather than having to take a full round action to do so. ---Owner: Dark Lycan Ruke ......Rights: Wolf4life13
Quote: Animal Mount
Description: The user is able to mount their summon, becoming one with it do to the unique bond often formed between a summon and it's master making them much more difficult to take down separately. Effect: Costs 10pts to place on an Ally Item or Summon Jutsu. You must have an Ally Item or Summon Jutsu that logically makes sense being mounted and this effect must be placed on said Ally Item or Summon Jutsu. While mounted the two targets become one. You use the higher of the two targets reduction when applying damage (ie if you have toughness 40 and armor that reduces 60 damage but your summon has toughness 60 and no armor then your total reduction is 100 while it's is 60 so you use 100 whenever you, the now combined target, is attacked). Damage is then divided three ways, one harms your chakra, one harms your stamina, and one harms the Summons Stamina. For Ally's it's divided 2 ways, simply to the ally, and to the user. That damage is then divided to each targets Chakra and Stamina.
Mounting an Ally Item or Summon takes one full turn to do before you benefit from this effect. ---Owner: Dark Lycan Ruke ......Rights: LunaticChaos (unwatered), Wolf4life13
Quote: Anti Burner
Description: Ninja often use while this to protect there Jutsu from being stolen after they die while keeping there bodies in tact to be recovered by allies later and restored to life. Effect: Cost 20pts. The cost of this Jutsu is double what it would normally be do to the fact that it is sustained upon death with no Chakra being payed for it's sustain cost. If sustained upon death the users body is protected. It may not be effected by any Malicious Jutsu (ie ones that would harm the body or steal Jutsu from it). Any attempt to do so is automatically attempted to be countered by this Jutsu. This is sustained but there is no sustain cost. Important Notes: Can't be combined with other jutsu effects other than accuracy. ---Owner: Dark Lycan Ruke ......Rights: Morkai_Wolfe
Quote: Anti Recovery Seal
Description: Often the most effective way to shutting a Ninja down is to simply keep them from restoring there Chakra as they widdel themselves down. Effect: Cost 15pts. This De-buff forces whomever it is placed upon to roll a contested Will Power(x2) + Resistance Buffs vs Stat(x2) + Accuracy + Buffs against this Jutsu every time they attempt to focus Chakra. Failure means they attempt to focus but fail, thus wasting there turn. Success means they focus, but the de-buff remains until removed normally. This is sustained. ---Owner: Dark Lycan Ruke ......Rights:
Quote: Anti Revival Seal
Description: Often the most effective way to shutting a Ninja down is to simply keep them from restoring there Chakra as they widdel themselves down. Effect: Cost 20pts. This costs 4x the normal amount to activate, this does however eliminate the activation cost. This De-buff forces whomever attempts to resurrect a body with the de-buff to roll a contested Stat(x2) + Accuracy + Buffs vs Stat(x2) + Accuracy + Buffs against this Jutsu every time they attempt to resurrect the victims body. Failure means they can't resurrect it (and do not die from the Jutsu use, they just loose it's Chakra from the activation cost). Success allows resurrection but does not remove the de-buff. A dead player with this seal can come back to life by waiting a week normally. This is sustained, however it has no sustain cost do to the activation cost increase. ---Owner: Dark Lycan Ruke ......Rights: Wolf4life13
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Posted: Mon Feb 22, 2010 11:30 am
B
Quote: Backfire
Description: Sometimes, attacks are rushed or interrupted and as such they tend to backfire on the user, leaving them with unsavory effects Effect: Costs 20pts. This places a de-buff on the target. Each time the target attempts to use a damaging skill they must also contests a flat check of Will Power(x2) + Resistance Buffs vs Stat(x2) + This Skills Accuracy(No Buffs). If they fail by 20 or more, they take half the damage. This bypasses all protection except Toughness/Will Power. ---Owner: ssAntonio ......Rights: ele360, DemonOx, DenShazo15, Jin Taega, Demonic_Riflemen
Quote: Bank Robbery
Description: Many Jutsu / Items allow Ninja to store Chakra up as a Bank of Energy to draw from. This Was specifically designed to steal from that Bank, making the stored energy work against your foe by powering the user. Effect: Every 1pt takes 5 from the targeted Chakra Bank. When a Jutsu with this effect strikes a foe that has one or more banks, choose one and make a contested Stat(x2) + Accuracy + Buff vs the foe's Jutsu / Item (that's providing the Bank) Stat(x2) + Accuracy + Buff. ---Owner: Wolf4life13 ......Rights:
Quote: Bank Trasnfer
Description: Allows you to effectively transfer Chakra stored from a Bank Jutsu/Item with this effect into another Bank you, or a willing ally controls. Effect: Every 1pt allows a 10pt transfer per use. ---Owner: Wolf4life13 ......Rights:
Quote: Berserk Attacker
Description: This causes a victim to loose some of there sensibility when it comes to tactics and simply using the same strong arm tactic over and over again until they regain their wits. Effect: Costs 10pts to place on a Jutsu / Item. The victim of this effect gains a de-buff that causes them, on their attack phase, to use the same attack that they successfully hit with (if they haven't used one yet, then the next one they used applies if successful). They may combo up any Jutsu they wish with the Attack. Sustainable. ---Owner: Golzor ......Rights: Wolf4life13
Quote: Berserk Defender
Description: This causes a victim to loose some of there sensibility when it comes to tactics and simply using the same strong arm tactic over and over again until they regain their wits. Effect: Costs 10pts to place on a Jutsu / Item. The victim of this effect gains a de-buff that causes them, on their defense phase, to use the same applicable defense that they used against the last attack they successfully defended against (if they haven't used one yet, then the next one they used applies if successful). If they are attacked against something that the defense would not be able to stop (such as trying to block a mental attack with a wall of earth) then they may re-act normally instead. They may combo up any Jutsu they wish with the defense. Sustainable. ---Owner: Golzor ......Rights: Wolf4life13
Quote: Bloodline Tap
Description: The user has the ability to alter there own blood and mimic qualities of other clans, doing so is very taxing and may only be used rarly however and eliminates knowledge of ones own bloodline while active. Effect: The user may train for 1 new Bloodlines techniques for every 10pts they spend in this Effect. Once during combat this may be activated, doing so allows the user to swap out one bloodline they have for one other bloodline they choose to encompass with this ability and use the chosen bloodline as if it where there own. Sustainable. ---Owner: Demi-Devi ......Rights: DLR
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Posted: Mon Feb 22, 2010 12:07 pm
C
Quote: Chain
Description: This allows an opponent that hits an enemy well enough to continue a string of attacks! Effect: Every 5pt's gives you +1 Chain on a Jutsu / Item. When you successfully strike with an attack that has Chain +1(or higher) and if successful you may then strike with another attack immediately as if it where your turn again. The second attack however needs to be Chain +2(or higher) and if successful you may then strike with another attack immediately as if it where your turn again. This continues over and over, each "next attack" in the Chain requiring +1 Chain x the attack it's performing (ie Chain 3 for the third, Chain 4 for the fourth, etc). Attacks on a Chain do not need to be made against the same target, you can bounce back and forth between targets with Chains. ---Owner: ShinseiDrayga ......Rights: Raven62, Darklord_Avalon, Wolf4life13
Quote: Chakra Bank
Description: Stores Chakra expelled from attacks the user was able to transfer by gathering the energy dissipated by there own counter. Effect: Whenever you counter an attack, if successful then for every 1pt spent on this effect you gain up to 20 Chakra in a Bank to spend. That Chakra gain can not exceed the cost of the Jutsu (with combo's) that the enemy used. Sustainable. ---Owner: Capt Kool Aid ......Rights: Wolf4life13
Quote: Chakra Storage
Description: This Effect makes your attacks more efficient. Should you fail to strike your target you are refunded some of the Chakra spent. Effect: Cost 10pts When an attack you perform is defended against successfully you are able to place half that spent Chakra into a bank you can use later. Sustainable. ---Owner: Demi-Devi ......Rights: Dark Lycan Ruke, Wolf4life13
Quote: Companion Bloodline
Description: Summons and Ally Items aren't always the same bloodline as their master. Effect: Cost 10pts. When placed on an Ally Item it lets the ally become one chosen bloodline (they may choose Jutsu from said bloodline for their Jutsu if payed for). When placed on a Summon the summon may no longer use your bloodline Jutsu (they may choose Jutsu from said bloodline for their Jutsu if payed for). Note making an Ally Item or Summon with a bloodline does not give it the Bloodline starting Jutsu, they must still acquire those by buying their Jutsu extra normally. ---Owner: ssAntonio ......Rights: Zenzen Motto, Wolf4life13, TheBlueBlue, xDevilStrigerxX, ele360, InuVash255
Quote: Corpse Manipulation
Description: The user is able to control corpses. Effect: Costs 5pts This must be placed on a Mind control effect, doing so allows the user to mind control dead bodies as if they where alive. When the body suffers damage do normal reduction, the user then makes a contested Stat(x2) + Accuracy + Buffs vs current -health value. This damage stacks up bringing the Corpse further and further into negative amounts making the check harder and harder to resist, once the check is failed the Corpse is destroyed and may not be re-tarted unless resurrected and killed again. ---Owner: DBL ......Rights: Vid13
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Posted: Mon Feb 22, 2010 4:45 pm
D
Quote: Delayed Attack
Description: This allows the user to prepare an attack ahead of time and set it so that they can quickly trigger it later without spending the time it would normally take to attack. Note this must of course make sense, you can't prepare a sword swing or something like that, you could however form several seals, holding the last one, and then finish it whilst performing the remaining seals for another attack, or prepare smoke bombs to go off via a complex trap of some sort, etc. Effect: Every 5pts grants Delay +1 This allows you to prepare a Jutsu or Item with this effect by spending the normal action time it would take to set one up but not immediately trigger it. Instead you can "instantly" trigger it on a latter turn or defense step and activate another Jutsu / Item on that turn as well as the prepared Jutsu / Item you decided to use for the turn normally. To prepare another Jutsu / Item you need to have "Delay +2" or higher on the second delayed Jutsu / Item, to prepare a third you need to have "Delay +3" on the prepped Jutsu / Item, etc. You can, theoretically, prepare several out of combat delays if your setting up a trap, but if you do you need to pay x2 their Chakra costs or use x2 the uses as a drawback for not having to waste turns prepping where your opponent could just hit you normally. Sustainable, must be sustained until the trigger goes off or is manually released. ---Owner: ShinseiDrayga ......Rights: Raven62, Darklord_Avalon, Wolf4life13
Quote: Disable
Description: Reading the exact way chakra flows through the body to make a certain technique or object work, a trained shinobi can disrupt that particular path way to ruin it's ability to work. Effect: Costs 10pts. When activated the user can target one item or jutsu that was activated or sustained by the foe during the last turn and place a debuff on that particular skill/item. The foe can contest this with a flat check of Stat(x2) + Accuracy of target vs Stat(x2) + Accuracy of this technique. No buffs for either side may be used. So long as this debuff is active the target may not reactivate, use or benefit from the Disabled technique or item. ---Owner: ssAntonio ......Rights: ele360, DemonOx, DenShazo15, Jin Taega, Demonic_Riflemen
Quote: Dual Activation
Description: This allows you to combo much easier than normal, allowing you to exceed the normal limits of combo's but at a hefty cost. Effect: Cost 5pts. When performing a combo, you may add in another skill to the combo for free (ie it doesn't count towards your maximum Jutsu allowed in a combo) and with no Chakra cost for activation IF it meets a few requirements: -Your initial Jutsu has to have Dual activation. -The "free" skill you combo on has to be of equal or lower level to the skill it's being chained to. Note, the sustain cost of any skill combo'd on is not free however, simply the activation for adding it to the combo. ---Owner: DBL ......Rights: Dark Lycan Ruke, Blaze6507, Morkai_Wolfe, Captain Kool-Aid, Darklord_Avalon, Ele360, ssAntonio, The Blue Blue, come play, Forgottenreaper, Itchida_Tamayo, Zenzenmotto, DemonOx, Wolf4life13, Demonic_Rifleman
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Posted: Mon Feb 22, 2010 5:14 pm
E
Quote: Elemental Limiter
Description: Some Ninja have learned how to understand the flow of the elemental nature of Chakra. Even, on occasion, how to flood a foe's body with enough of an opposing elemental Chakra so as to block out Jutsu of the Element weak to their own. Effect: Cost 10pts to place on an Jutsu / Item. Choose one of your Element affinities when you create this Jutsu / Item. If you strike a foe successfully with this effect, then they have a de-buff placed upon them. While the de-buff is upon the victim, they may not use the element of the weaker type without first removing the de-buff normally.
Wind is weak to Fire Lightning is weak to Wind Earth is weak to Lightning Water is weak to Earth Fire is weak to Water Sustainable. ---Owner: Wolf4life13 ......Rights: Raven62
Quote: Equipment Curse
Description: Sometimes Ninja find out how to use a persons own gear against them, be it through a mental assault that makes them loose all knowledge of how to effectively wield a weapon or some other similar method. Effect: Cost 15pts. If successful the victims item gains a de-buff. The item provides a -accuracy bonus equal to what its' former accuracy bonus was. If the item provides any buffs it now changes all the buffs to de-buffs. These losses DO count towards the maximum type of de-buff a roll can suffer however and the item may obviously be discarded to loose the buff. But the curse can't be removed without an appropriate resist check from an items wielder. Sustainable. ---Owner: Wolf4life13 ......Rights: Kool, Raven62.
Quote: Eternal Bonding
Description: Eternal Bonding makes demon holders much more difficult to seperate there demons from there body. Effect: Every 1pt grants +5 Bonding The user must activate this before they die and pay double it's normal Chakra cost. When they die if they where still sustaining this effect the demon is automatically purged from the users body and impossible to take without first removing this effect via a contested check of Intelligence(x2) + Medicate + Buffs vs Willpower(x2) + Bonding + Buffs. ---Owner: Golzor ......Rights:
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Posted: Mon Feb 22, 2010 5:45 pm
F
Quote: Family Aptitude
Description: Some ninja, especially those used to fighting the infamous Uchiha, through a little bit of family flare into all their moves. Effect: Cost 15pts While active all Jutsu you use gain the Bloodline Tag of your Clan. ---Owner: vidfreakfido13 ......Rights: Peter beannier, Wolf4life13.
Quote: Forceful Category Changer
Description: Devious ninja often learn the art of disabling an opponents strong points and thus crippling there most potent styles. Effect: Every 10pts choose Taijutsu, Ninjutsu, or Genjutsu. When you attack with this effect choose one of the purchased styles, if you strike a foe successfully, then they have a de-buff placed upon them. While the de-buff is upon the victim, they may not use Jutsu of the selected style without removing the de-buff first. You may not disable more than one type at a time. ---Owner: Dark Lycan Ruke ......Rights: Wolife4life13 , ShinseiDrayga, and Golzor.
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Posted: Mon Feb 22, 2010 7:24 pm
G
Quote: Group Focusing
Description: Very helpful tool for medical nin whom usually want to stay of the thick of battle. This allows for one person in a team to aid their allies by focusing Chakra for them! Effect: Every 15pts allows you to affect +1 target. Taking a focus action while this is Active grants yourself, and X targets Chakra focusing. The Chakra gained is based off the users focusing, not the focusing of those he or she is granting it to. Targets must be willing to receive the benefits of course. ---Owner: Come Play ......Rights: Ele360, Zelkmaster, Zenzenmotto, Wolf4life13
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Posted: Mon Feb 22, 2010 7:33 pm
H
Quote: Hive Body
Description: This effect makes a puppet that has more than one body or part split itself into it’s smaller portions making it harder to kill as each part must be destroyed separately.
Effect: Costs 20pts per an application with each application allowing it to split into one additional segment. Stamina and chakra/ uses are split equally between all parts but when targeting each part counts as a separate entity making it more difficult to kill the ally with a single blow. This does not provide additional turns or bonuses beyond the need for radius to attack the creature as a whole.
---Owner: wolf4life13 ......Rights:
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Posted: Mon Feb 22, 2010 11:14 pm
I
Quote: Instant Demon Transfer
Description: A method used to fight those whom have demons sealed within them, it robs victims of the power to summon up their demon and grants a portion of that power to the wielder of this Jutsu. Effect: Every 10pts lets you use a demons power for +1 rounds (see below). This de-buff when placed upon a demon holder makes their demon not awaken them when they would normally awaken it from suffering damage (though it does nothing to stop them from awakening it through other means). Not only that but while active it allows the user to possess the demons power for x rounds. These rounds start to count down once the user activates the demon power. However they must manually awaken their demon via the awaken demon effect. Sustainable ---Owner: Dark Lycan Ruke ......Rights:
Quote: Instant Summon Attack
Description: Master summoners often train their summons to be ready to start an assault as soon as they shift realities, attacking out of a puff of smoke before an enemy has a chance to react. Effect: Cost 5pts. Allows a summon this is placed on to attack as soon as it's summoned. ---Owner: Zelkmaster ......Rights:
Quote: Item Breaker
Description: You strike an Item with heavy force causing it to bend, weaken, or otherwise loose some of it's normal structure it would normally have. Enough of these strikes can often cripple a weapon or armor enough to be ineffective in battle or at least worse for wear. Effect: Every 1pt gains +2 Sunder. The foe must contest your Stat (Strength for Items using this effect, or Seal Power for Jutsu using this effect)(x2) + Sunder + Buffs vs Agility(x2) + Accuracy + Buffs. Failure means the item looses one use, every 10 they fail by causes it to loose +1 more use. (Note for Buffs you may use the buff effect to make a buff that increase your sunder by +2 per 1pt spent). Ally Items are not effected by this but you may target an item they possess. Similarly Puppets are not effected in the same fashion, instead a puppet suffers 10 damage directly to Stamina for every 1 loss they would have otherwise suffered. ---Owner: The Blue Blue ......Rights: DemonOx, ssAntonio
Quote: Item Combination
Description: Via a fusion of technological know how and shifting parts users can, with much training, combine there items together. Effect: Cost 5pts. Any item with this on may combine with another item of equal or lower level that also has this effect. The items still count as separate items in terms of effects, they, however, each uses the higher of the two's accuracy and the lower of the twos uses. When de-attached each goes down to the remaining uses the items had when combined. Important Notes: Items Only ---Owner: Zelkmaster ......Rights: wolf4life, ssAntonio
Quote: Item loyalty
Description: Some trap their items with devious handles that shoot spikes when not held properly, make blades weighted oddly, straps on armor difficult to figure out, and much more. They do this so if their bodies are found that recovering and using that equipment by an enemy is difficult if not nigh impossible. Effect: Every 1pt adds +5 Complexity Whenever a foe tires to wield a piece of equipment with this effect whom wasn't the original creator, they must make a contested Int(x2) + Buff vs Accuracy(x2) + Complexity. Failure means they can't figure out how to use the item, this roll may only be made once per recovery (ie they can make it again if they later come across the same foe again only to take their item). Note Complexity requiring the roll from a foe does not take away a use when it is rolled like most item effects do. ---Owner: Wolf ......Rights:
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Posted: Tue Feb 23, 2010 8:52 am
J
Quote: Jutsu Deck
Description: A deck of cards imprinted with Chakra, each unique to the users Jutsu, allowing them to make quick and cheap activations in the middle of combat. This can be used to save a lot of Chakra and it's usually a smart idea to stack quite a few uses on this Item. Effect: Every 10pts you spend allows you to choose one Jutsu you have learned, which you will add to a list within this items effect. The chosen Jutsu's may not be more than 1/2 this Items level. You may use these Jutsu with all their normal stats as an Item. This effect can only be on an item and sustain costs on any Jutsu activated remain normal while activation costs are treated as items (ie 0). ---Owner: vidfreakfido13 ......Rights: Wolf4life13
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Posted: Tue Feb 23, 2010 8:54 am
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Posted: Tue Feb 23, 2010 9:09 am
L
Quote: Lock Down
Description: Takes advantage of a users weaker buffs they may have active and makes them regret not disabling them before this effect was stacked on. Effect: Cost 15pts. When this de-buff is placed on a target, the user chooses on buff they currently have on them. That buff may not be de-activated until this de-buff is removed or they can no longer pay for the locked buff in question. The locked Buff counts as the "highest" buff the victim has on them even if it normally isn't. For Example: If a user has a +30 accuracy buff and a +10 accuracy buff and the +10 gets locked, they now only receive +10 to accuracy from buffs rather than only +30 as they normally would. ---Owner: Dark Lycan Ruke ......Rights: O Castitatis Lilium, Golzor, Morkai_Wolfe, Wolf4life13
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Posted: Tue Feb 23, 2010 9:48 am
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