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Posted: Wed Dec 14, 2011 10:36 pm
Name: True Strike Description: Pause. Take a deep breath. Focus on your opponent. Hit them where it hurts. By sacrificing additional attacks, Masaraku can gain a +10 to her attack role. This is achieved ICly by just analyzing the situation. Rank: D Cp Cost: None Attack Turns: 2+ Reflex DC: Normal Dodge bonus Requirements: Weapon skill 15, Sneak attack 5, Lvl 6 or higher Damage: Normal Weapon damage Training: 2 stages. Stage I: [Weapon Skill] DC 25 -- Practice striking at vital organs with your weapon. Stage 2: [Sneak Attack] DC 15 -- Take a trip to the dodging dojo and learn to have knowledge of your surroundings while attacking. React accordingly to surrounding attacks while repeating stage 1. Special: Add +10 to your attack roll per additional attack turn forfeited. You do not fail on a natural 1 unless the following d6 is also a 1. ((Meaning a 2 or a 3 is still passing)) Can be applied to sneak attacks. Owner: Nekkid Sage
Name: Baited Breath Description: You use chakra to create a sweet smelling concoction in your mouth that disorients your opponent. (Induces drunk status) Rank: C Cp Cost: 40 Attack Turns: 3 Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu -- Fort DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Damage: 0 Requirements: Alchemy 15, Chakra Control 20, Ninjutsu 20 Training: 3 stages Stage I: [Chakra Control] DC 30, Focus your chakra into your, throat, mouth, keeping in mind to line them so that the jutsu doesn't effect you. Stage II: [Alchemy] DC 25, Form the chemical in your mouth Stage III: [Ninjutsu] DC 35, Use the jutsu on random strangers. Spread the love. Special: If Enemy fails the fort save, they are afflicted with the drunken status for their next 8 post. The enemy will slowly sober up, so their subtraction will slowly fade. In other words they will begin with a minus 8 to all rolls involving Dex, Int, Wis, or Cha in any way, as well as attack rolls and Fortitude saves. The next post this decreases to -7, then -6, then -5, -4, -3,-2, -1. After that the jutsu has effectively worn off. If it is used in succession, the penalty will raise no higher than 10. Owner: Masaraku Hoshigaki
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Posted: Thu Dec 29, 2011 12:37 pm
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Posted: Sun Jan 01, 2012 10:01 pm
Name: True Strike Description: Pause. Take a deep breath. Focus on your opponent. Hit them where it hurts. By sacrificing additional attacks, Masaraku can gain a +10 to her attack role. This is achieved ICly by just analyzing the situation. Rank: D Cp Cost: None Attack Turns: 2 Reflex DC: Normal Dodge bonus Requirements: Weapon skill 15, Sneak attack 5, Lvl 6 or higher Damage: Normal Weapon damage Training: 2 stages. Stage I: [Weapon Skill] DC 25 -- Practice striking at vital organs with your weapon. Stage 2: [Sneak Attack] DC 15 -- Take a trip to the dodging dojo and learn to have knowledge of your surroundings while attacking. React accordingly to surrounding attacks while repeating stage 1. Special: Add +10 to your attack roll. You do not fail on a natural 1 unless the following d6 is also a 1. ((Meaning a 2 or a 3 is still passing)) Can be applied to sneak attacks. Owner: Nekkid Sage
d6 only a 1=fail seems a bit... unfair? What if we say, a 1 or 2? Unless you can convince me otherwise xD
Name: Baited Breath Description: You use chakra to create a sweet smelling concoction in your mouth that disorients your opponent. (Induces drunk status) Rank: C Cp Cost: 45 Attack Turns: 3 Fort DC: 14 Damage: 0 Requirements: Alchemy 15, Chakra Control 20, Ninjutsu 20 Training: 3 stages Stage I: [Chakra Control] DC 30, Focus your chakra into your, throat, mouth, keeping in mind to line them so that the jutsu doesn't effect you. Stage II: [Alchemy] DC 25, Form the chemical in your mouth Stage III: [Ninjutsu] DC 35, Use the jutsu on random strangers. Spread the love. Special: If Enemy fails the fort save, they are afflicted with the drunken status for their next 8 attacks. The enemy will slowly sober up, so their subtraction will slowly fade. By how many? Owner: Masaraku Hoshigaki
Those are my opinions, once those are done, I see nothing else wrong with these ^^
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Posted: Sun Jan 01, 2012 10:14 pm
Exodus Revel Name: True Strike Description: Pause. Take a deep breath. Focus on your opponent. Hit them where it hurts. By sacrificing additional attacks, Masaraku can gain a +10 to her attack role. This is achieved ICly by just analyzing the situation. Rank: D Cp Cost: None Attack Turns: 2 Reflex DC: Normal Dodge bonus Requirements: Weapon skill 15, Sneak attack 5, Lvl 6 or higher Damage: Normal Weapon damage Training: 2 stages. Stage I: [Weapon Skill] DC 25 -- Practice striking at vital organs with your weapon. Stage 2: [Sneak Attack] DC 15 -- Take a trip to the dodging dojo and learn to have knowledge of your surroundings while attacking. React accordingly to surrounding attacks while repeating stage 1. Special: Add +10 to your attack roll. You do not fail on a natural 1 unless the following d6 is also a 1. ((Meaning a 2 or a 3 is still passing)) Can be applied to sneak attacks. Owner: Nekkid Sage d6 only a 1=fail seems a bit... unfair? What if we say, a 1 or 2? Unless you can convince me otherwise xD Name: Baited Breath Description: You use chakra to create a sweet smelling concoction in your mouth that disorients your opponent. (Induces drunk status) Rank: C Cp Cost: 45 Attack Turns: 3 Fort DC: 14 Damage: 0 Requirements: Alchemy 15, Chakra Control 20, Ninjutsu 20 Training: 3 stages Stage I: [Chakra Control] DC 30, Focus your chakra into your, throat, mouth, keeping in mind to line them so that the jutsu doesn't effect you. Stage II: [Alchemy] DC 25, Form the chemical in your mouth Stage III: [Ninjutsu] DC 35, Use the jutsu on random strangers. Spread the love. Special: If Enemy fails the fort save, they are afflicted with the drunken status for their next 8 attacks. The enemy will slowly sober up, so their subtraction will slowly fade. By how many?Owner: Masaraku Hoshigaki Those are my opinions, once those are done, I see nothing else wrong with these ^^As for the first one, there are many lines in place. First you make an attack roll. IF you happen to roll a 1 you then roll a d6 just like everyone else does on a nat 1 attack roll. If you get a 2 or a 3 on that it is normally a fail, but for the attack used with this jutsu 2 and 3 are passing, but 1 is still fail. So it takes it from a 1/40 chance to a 1/120 chance, but you are also sacrificing an attack and getting no real benifit from the jutsu than a better chance to hit the opponent with 1 attack by giving up your second attack. And the second, maybe was not worded well enough. Post 1 -- [-8] Post 2 -- [-7] Post 3 -- [-6] Post 4 -- [-5] Post 5 -- [-4] Post 6 -- [-3] Post 7 -- [-2] Post 8 -- [-1] Just like a flashbang works in the guild, except without the flashbang, and its 8 instead of 12.
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Posted: Sun Jan 01, 2012 10:47 pm
Nekkid Sage As for the first one, there are many lines in place. First you make an attack roll. IF you happen to roll a 1 you then roll a d6 just like everyone else does on a nat 1 attack roll. If you get a 2 or a 3 on that it is normally a fail, but for the attack used with this jutsu 2 and 3 are passing, but 1 is still fail. So it takes it from a 1/40 chance to a 1/120 chance, but you are also sacrificing an attack and getting no real benifit from the jutsu than a better chance to hit the opponent with 1 attack by giving up your second attack. And the second, maybe was not worded well enough. Post 1 -- [-8] Post 2 -- [-7] Post 3 -- [-6] Post 4 -- [-5] Post 5 -- [-4] Post 6 -- [-3] Post 7 -- [-2] Post 8 -- [-1] Just like a flashbang works in the guild, except without the flashbang, and its 8 instead of 12. o_0 I think my brain was still fried from last night xD Thanks for clearing it up ^^ After that bit of clarity I shall put in my approval for these.
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Posted: Fri Jan 27, 2012 10:06 pm
Hmmm.....I'm somewhat iffy on the second jutsu but the math looks pretty solid while the first jutsu is just fine. So I vote yes for these jutsus.
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Posted: Sat Jan 28, 2012 8:04 am
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Posted: Sat Jan 28, 2012 9:04 am
First one - sacrificing all attacks in the turn, or just 1 attack turn? [Since the jutsu takes 2 attack turns.]
Second one I love it. 14 + blablabla right for the Fort DC?
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kouri-chan_xx Vice Captain
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Posted: Sat Jan 28, 2012 9:56 am
kouri-chan_xx First one - sacrificing all attacks in the turn, or just 1 attack turn? [Since the jutsu takes 2 attack turns.] Second one I love it. 14 + blablabla right for the Fort DC? Sacrificed -- Bonus 2 attacks = +10 3 attacks = +20 4 attacks = +30 But you only get to actually attack once for all of those sacrifice attacks, so your damage output is lower than if you had actually done 2 or 3 attacks. And yes, 14+Masa's CHK mod = DC
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Posted: Sat Jan 28, 2012 10:09 am
I'm okay with the first one.
However I need a larger explanation on the second one. Mainly I don't understand how the attack is actually used which leaves me to wonder why there is no initial reflex dc before the fort dc. Usually an attack has to hit before someone has to worry about shrugging off the effects. Also I don't understand why it induces drunk status. With the way the description is written right now it makes me think that it should give a bonus to seduction.
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Posted: Sat Jan 28, 2012 10:22 am
Tairu Khime I'm okay with the first one. However I need a larger explanation on the second one. Mainly I don't understand how the attack is actually used which leaves me to wonder why there is no initial reflex dc before the fort dc. Usually an attack has to hit before someone has to worry about shrugging off the effects. Also I don't understand why it induces drunk status. With the way the description is written right now it makes me think that it should give a bonus to seduction. Drunk was the closest I could think of to high. It is meant to be a large fog. I took the jutsu below and modified it. But it is essentially a mist of sweet smelling drug that has mind altering effects, hence the drunk status. I weakened the jutsu of course. But I will add the reflex. Keep in mind that it is non-damaging too. Dokugiri (Poison Mist) The user breathes out a toxic gas from their body that can also be used as a handy smokescreen. Cp cost: 60 Dice Rolls: 4 Rolls Damage: 2d10 continuous damage + 1d4 constitution damage per turn you spend breathing the cloud of smoke Reflex/Fort DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Int 30, Chakra 30, Chakra Control 35, Ninjutsu 35, Alchemy 15 Training: 5 stages Stage I: Alchemy DC 25 Synthesize the poison from within you. Stage II: Intelligence DC 25 {d20 + int mod} Refine the poison. It has to be toxic but also misty and opaque. Stage III: Chakra Control DC 47 Now work on expelling the perfectly synthesized poison from within you, as quickly as possible. Stage IV: Chakra DC 25 {d20 + chk mod} Increase the scale and area of the poison breathed out. Stage V: Ninjutsu DC 50 Combine the previously learned elements. Special: +6 to Stealth check when hiding when used as a smokescreen.
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Posted: Sat Jan 28, 2012 10:35 am
Okay. So it should have a reflex DC to dodge the cloud then, and if the person fails they need to roll a fort DC to see if they can hold their breath in the cloud; if failed then they get the drunk status.
Add that and you should be good.
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kouri-chan_xx Vice Captain
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Posted: Sat Jan 28, 2012 10:48 am
I guess the standard Reflex rules stand as well, except the penalty is decreased by half. [I'm referring to the barely dodged rule.]
You should edit your first jutsu to reflect that smile I didn't get that from the description/special at all...
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Posted: Sat Jan 28, 2012 12:53 pm
Tairu Khime Okay. So it should have a reflex DC to dodge the cloud then, and if the person fails they need to roll a fort DC to see if they can hold their breath in the cloud; if failed then they get the drunk status. Add that and you should be good. It was added before you even posted.
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Posted: Sat Jan 28, 2012 12:59 pm
kouri-chan_xx I guess the standard Reflex rules stand as well, except the penalty is decreased by half. [I'm referring to the barely dodged rule.] You should edit your first jutsu to reflect that smile I didn't get that from the description/special at all... Nekkid Sage "By sacrificing additional attacks, Masaraku can gain a +10 to her attack role." Attack Turns: 2+ Special: Add +10 to your attack roll. You do not fail on a natural 1 unless the following d6 is also a 1. ((Meaning a 2 or a 3 is still passing)) Can be applied to sneak attacks. And the Reflex was in regards to the second jutsu.
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