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Posted: Wed Dec 28, 2016 12:45 pm
Jutsu Intro: Jutsu are the ninja techniques of the world. They can range from simple kicks and punches, to manifesting balls of fire, controlling the minds of others, or a plethora of other outcomes. Each use however also puts strain on it's users body, draining them of the precious life energy known as Chakra. This energy can be restored with rest, or by focusing in emergencies, but the more powerful the Jutsu the more Chakra it takes. Taijutsu, the techniques of martial arts, is the one exception. It often takes no Chakra, however a few rare exceptions DO exist. (Remember you unlock 1 basic Jutsu every 5 Int, 1 Normal Jutsu every 10 Int, 1 Custom every 15 Int, and one upgrade every 20 Int) ---Basic Jutsu can be custom made, but only with the "rp effect" added on. (they may be upgraded later with upgrade slots if you wish). ---Normal Jutsu can either be other players customs that they teach you (See Training < Jutsu), or Jutsu from the Library. ---Custom Jutsu are Jutsu that you, the player, create. ---Upgrades upgrade existing Jutsu you have learned (rules below).
Activating a Jutsu:When you activate a Jutsu you must pay it's activation cost. The cost of a Ninjutsu or Genjutsu Jutsu is it's level (x3) However activating a Taijutsu Jutsu loses no Chakra for activation, rather its user gains fatigue equal to it's level (x2). Sustaining a Jutsu:Jutsu that have effects that have functions that continue beyond the initial function may be sustained at a cost. For Ninjutsu and Genjutsu Jutsu, this is equal to the Jutsu's level (x2). For Taijutsu this means gaining Fatigue equal to the Jutsu's level (x1). Affinity:Most Jutsu are considered to be Neutral in Affinity. However there are several instances where a Jutsu is Imbued with an Affinity, this grants it access to more power but also increases the cost for each Affinity added. In rare occurrences Affinities can combine into more powerful versions. More Info can be found Systems > Chakra Affinity Forum.
Jutsu Layout: All Jutsu, from player made customs to learned techniques follow the following layout.
...Level: The level of a technique determines how many points are available to use when creating its effect. It is also the base number used when calculating how much Chakra or Fatigue it will consume to active and/or sustain it.
...Style: This is what type of Jutsu you choose to use, either Ninjutsu, Genjutsu, or Taijutsu.
...Affinity: All Jutsu are initially considered to be Neutral. However you may choose to add an Affinity to a Jutsu. The Level of the Jutsu determines how many Affinities can be added - Note that Combined Affinities are the exception and can be placed on any level Jutsu but they are the only, singular Affinity on that Jutsu. Level 5 to 95 - 1 Affinity Level 100 to 195 - 2 Affinities Level 200 to 295 - 3 Affinities Level 300 to 395 - 4 Affinities Level 400 or Higher - 5 Affinities
...Accuracy: Accuracy is equivalent to the techniques Level and is the base value in determining how likely your attack is to land on its target. Note that the accuracy of your technique is capped by the stat associated with it. As such for cap for Taijutsu techniques will be Agility x5, while the the cap for Ninjutsu/Genjutsu techniques will be Seal Speed x5.
...Range: This determines how far of a reach your Jutsu has. The Range of a Jutsu can be either Self, Touch, Ranged, or Sight. - A Jutsu that is categorized as "Self" can only effect yourself. - A Jutsu that is categorized as "Touch" is limited to anywhere you could physically reach out and touch (generally melee weapon attacks, punches, kicks, etc are this range). Techniques are default "Touch". - A Jutsu that is categorized as "Ranged" can be assumed to travel distance of roughly 200ft - A Jutsu that is categorized as "Sight" can effect anything that falls within your range of your vision. As such if you can not see the subject, you can not target it.
...Effect: The effect text for your Jutsu will be placed here. This will explain how it interacts with the system.
...Description: The RP Description of what the Jutsu does.
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Item Intro: Items are the tools of the ninja world. Everything from swords to smoke bombs fall into this category.
Activating an Item: This is significantly different than activating a Jutsu. Items have no Chakra cost to activate. They often are simply "used" and as such have a limitation on how often they can be used before breaking down.
Sustaining an Item: Few items are sustained, however the few that are don't use their Uses up to do so, this makes it invaluable for things like buffs that need to be up for a long time without wasting a ton of points into uses.
Item Stats: All Items, from player made weapons to those acquired from stores or events follow the following layout.
...Level: The level of an item determines how many points are available to use when creating its effect. More details can be found in the Markets located in every Country Sub-Forum.
...Style: This is what type of the Item, it is either Ninjutsu, Genjutsu, or Taijutsu.
...Accuracy: Accuracy is equivalent to the Item's Level and is the base value in determining how likely your attack is to land on its target. Note that the accuracy of your item is capped by the stat associated with it. As such for cap for Taijutsu techniques will be Agility x5, while the the cap for Ninjutsu/Genjutsu techniques will be Seal Speed x5.
...Range: This determines how far of a reach your Item has. The Range of a Item can be either Self, Touch, Ranged, or Sight. - A Item that is categorized as "Self" can only effect yourself. - A Item that is categorized as "Touch" is limited to anywhere you could physically reach out and touch (generally melee weapon attacks, punches, kicks, etc are this range). Techniques are default "Touch". - A Item that is categorized as "Ranged" can be assumed to travel distance of roughly 200ft - A Item that is categorized as "Sight" can effect anything that falls within your range of your vision. As such if you can not see the subject, you can not target it.
...Effect: The effect text for your Item will be placed here. This will explain how it interacts with the system.
...Description: The RP Description of what the Item does.
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Posted: Wed Dec 28, 2016 12:54 pm
Jutsu Creation - Step 1
When you unlock a Jutsu slot that you're able to build, you first need to note it's level. A Jutsu's level does a few things, it first determines it's "base" accuracy bonus, it also determines how many points you'll have to spend on the Jutsu itself. The more points you have the better as you'll be able to make the Jutsu do more damage, hit more often, or add more effects! Below are "basic" effects that you'll find on all Jutsu and can upgrade by spending points or (pts) from the Jutsu's level on them. (Note: Upgrading Jutsu AFTER initial creation does not allow you to change these presets)
Custom Jutsu are unlocked every 15 Intelligence. Each time you unlock one it's level is equal to 1/3 your current Intelligence. So the first you unlock at 15 Intelligence is level 5 (since 15 divided by 3 is 5). The second you unlock at 30 intelligence is level 10, and so on and so fourth.
Note- All Mods retain the right to evaluate and deny your items and techniques' based upon conflicting RPical and System structures. This can not be based upon our own personal opinions of what is good or bad, favorable or not but based upon Logic/Common Sense. A punch can not be sight ranged, don't matter how you try to twist it so more likely then not most Taijutsu techniques will be denied if they are illogically set as Sight Range.
---Accuracy: Step one is determining accuracy. Your Jutsu automatically starts off with a base accuracy equal to it's level. This can be raised or lowered by purchasing points in the "accuracy+" or "inaccuracy" effect shown later.
---Range: Range starts out as Touch(0). You may move range down to Self(-1) and gain +20pts to spend or you may move it up to Ranged(1) for -10pts or even Sight(2) for -20pts. Note- When defending, find the difference in your defense's range to your opponent's attack. -3 grants -8%, -2 grants -5%, -1 grants -2%, 0 grants nothing, 1 grants +2%, 2 grants +5%, 3 grants +8%
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Item Creation - Step 1
Items can now only be crafted in Markets within each country. Rules on their prices may be found there. ......Limitations: Items do have some limitations however. For one, you can never benefit from an accuracy bonus on an item that is higher than your Agility(x5) for Taijutsu or your Seal Speed(x5) for Ninjutsu or Genjutsu. You also can't use more of an items "base" damage (should it have damage) than your Strength(x25). You also can not use Items with a level more than 1/2 your Int. This somewhat keeps them in line with Custom level jutsu (which are 1/3 your Int normally due to how they unlock) while still giving more level lenience do to use limits. Lastly items often have "Uses" on some of the basic effects. This means you actually have to pay for uses on an items level to make it effective. You can instantly restore these "Uses" by visiting markets and paying the cost there to repair your item.
---Range: Range starts out as touch(0). You may move range down to self(-1) and gain +20pts to spend or you may move it up to ranged(1) for -10pts or even sight(2) for -20pts. Note- When defending, find the difference in your defense's range to your opponent's attack. -3 grants -8%, -2 grants -5%, -1 grants -2%, 0 grants nothing, 1 grants +2%, 2 grants +5%, 3 grants +8%
Personal/Self range items that are sustained do not need to be activated, they are considered "always active" if they make sense. Note things like pills that used the buff effect would not be personal but rather touch range, since they could easily be handed off mid combat to an ally to be used, where as things like armor would be personal and always active.
---Uses: All items have "Uses" (described as a basic effect later). This can be anything from pills being swallowed to a sword having to be sharpened after to much punishment to much much more. Uses are used to balance out Items with Jutsu since items can be upgraded easier and more often.
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Submission Skeletons
Below are the codes of the apps you fill out when creating a Jutsu / Item. They are also found in the profile section.
Jutsu Layout Quote: Name: ---Level: ---Style: ---Affinity: ---Accuracy: ---Range: ---Effect: ---Description:
[quote][size=11][b]Name:[/b] ---Level: ---Style: ---Affinity: ---Accuracy: ---Range: ---Effect: ---Description: [/size][/quote] Item Layout Quote: Name: ---Level: ---Style: ---Accuracy: ---Range: ---Uses: x/x ---Effect: ---Description: [quote][size=11][b]Name:[/b] ---Level: ---Style: ---Accuracy: ---Range: ---Uses: x/x ---Effect: ---Description: [/size][/quote] Justu Creation - Step 2
Listed in the next posts will be basic effects that are available to everyone when building a Jutsu. You spend points on these only after you buy the initial effects listed in "Jutsu Creation - Step 1". Once you have completed spending all your points you may post your new custom Jutsu in the update request thread for a mod to look over and add to your profile if you completed it correctly.
Remember you get to create a new Jutsu every time you gain 15 Intelligence (so one at 15, one at 30, one at 45, etc).
------Upgrading Jutsu------ Every time you hit an increment of 20 intelligence you get to upgrade one of your existing Jutsu! You can not teach these upgraded Jutsu to other players however. When you teach a Jutsu to a player they only get the base, un-upgraded form of the Jutsu. It should be fairly easy to tell the difference. When a Jutsu is added to your profile any "upgrades" will be shown in green next to it. Should you choose to teach your Jutsu to someone else, they get the un-upgraded version (ie without the green.)
For example, if your Jutsu had the following: Accuracy: +20 (+40) This would indicate that the Jutsu has been upgraded from it's initial form. It would give you +40 accuracy when using it, however if you taught it to another player they would only get the +20 Accuracy and the (+40) on there version would be deleted unless they choose to upgrade it later themselves.
You can not "save up" upgrades. Rather whenever you earn an upgrade it can only be spent on Jutsu of an equal or lower level than 1/4 your Int Score when you unlocked it. This means your first upgrade (Unlocked at 20 Int) can only be spent on Jutsu that are level 5 or lower, your second (unlocked at 40 Int) can only be spent on Jutsu that are level 10 or lower. This keeps people from saving a ton up and then spending them all on one Jutsu that's higher level when unlocked later to suddenly jump in power. Mods WILL note under your profile what level the upgrade may be spent on. Such as "Upgrade (Lv5 Max)" for your first, "Upgrade (Lv10 Max)" for your second, etc.
-Remember when you upgrade a Jutsu it's level, and thus accuracy always upgrades by +5.
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Item Creation - Step 2
Listed in the next posts will be basic effects that are available to everyone when building a Item. You spend points on these only after you buy the initial effects listed in "Item Creation - Step 1". Once you have completed spending all your points you may post your new custom Item in the update request thread for a mod to look over and add to your profile if you completed it correctly.
Remember the cost of an item is dependant on the effects used and the prices of the market you are currently visiting. Further explanations are found in said Markets.
------Upgrading Items------ Upgrading an existing item can be more costly then creating an item as the price of the effect will go up by 15 Ryo.
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Posted: Wed Dec 28, 2016 1:00 pm
Accuracy+
Description: This increases the accuracy of any Jutsu / Item it's placed on. Effect: For every 1pt you spend you may increase a Jutsu's / Item's Accuracy by +5. Effect Text: N/A
Inaccuracy
Description: This decreases the accuracy of any Jutsu / Item it's placed on. Effect: For every 10 accuracy you lower a Jutsu's / Item's Accuracy by, you gain +1pts to use. Effect Text: N/A
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Posted: Wed Dec 28, 2016 2:04 pm
Ally Item
Description: Occasionally Ninja will get pets, servants, or followers. When doing so they act as a great asset to any Ninja's toolset. Each act like a summon in some means, but they are instead always with you and get extra turns, just like you. They are, however, substantially weaker than a summon do to this very factor but retain their own Chakra unlike summons and do no need to be sustained since they count as items. Ally Items have several "must" effects you have to spend on them and other effects that are optional: -Base Cost ...All Ally Items have a basic cost you must pay before moving on, this establishes a basic Ally Item. -Jutsu ...This allows your Ally Item to have it's own Jutsu and is optional to spending points on. -Items ...This allows your Ally Item to have it's own Items and is optional to spending points on.
Effect(Base Cost): The base cost for a Ally Item is 20pts. This allows you to have an Ally Item accompany you with stats equal to half yours (rounded down). You may swap these stats around however as long as they are within the same group stat (so you may say, swap strength for agility or willpower for Intelligence, etc). If you swap Stamina or Chakra with Toughness remember to convert it back to it's normal pt amount (ie 100 Chakra = 1pt and vice versa).
While Active you may take one turn for your Ally Item and one turn for yourself as if controlling two characters.
Effect(Base Jutsu): Every 10pts you spend your Ally Item may have one of it's own Jutsu (though none may be summon). Each Jutsu is 10 Levels Lower than the Ally Item itself. An Ally Item may have no more than 5 Jutsu, however it may use any (non summon) Jutsu that you know.
Effect(Items): Every 10pts you spend your Ally Item may have one of it's own Items (though none may be an Ally Item). Each Item is 10 Levels lower than the Ally Item itself. An Ally Item may have no more than 3 Items.
Effect(Stat Buffs): Every 2pts you spend grants a +1 to all sub-stats within the chosen group-stat. or Every 2pts you spend grants +2 to a sub stat. You may not increase any of the Ally Item's further than 90% of your own (ie if you have 100 in a stat, the ally can only have 90) rounded down.
Important Notes: Items Only You may only gain 1 extra turn via having 1 Ally Item, 2 Puppets, or 1 Summon. If you have any of the other effects (2 Puppets or a Summon) active while you have an Ally Item active, you will need to choose "which" you want to use your second turn on.
Ally's ONLY lose uses when they activate / sustain a Jutsu or Activate an Item. Uses on an Ally Represent Loyalty or at least as much as they're willing to do for their master.
Ally's have NO Bloodline or Elemental Affinity.
The Price of creating an Ally is determined by the market you visit.
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Posted: Wed Dec 28, 2016 4:48 pm
Buff
Description: The Buff effect is unique in that it can be placed on several times to the same Jutsu / Item and do different things each time it's placed if you wish. It generally increases accuracy (and thus power), damage, or anything that requires a roll in some fashion. When you buy pts of buff be certain to choose "what" you are buffing: -Accuracy -Damage -Disarm (Can not be limited: +5 per 1pt) -Dodge (Can not be limited: +5 per 1pt) -Flee (Can not be limited: +5 per 1pt) -Potency -Resistance -Damage
You may limit a buff to one style (Taijutsu, Ninjutsu, or Genjutsu) You may limit a buff to one element.
Effect: For every 1pt you spend you may increase all (chosen roll) by +2. If you choose to limit it's to one style or one element of Jutsu or Item you gain +3 per pt spent. If you choose to limit it to one style and one element of Jutsu or Item you gain +4 per pt spent. Note: None of the above buffs (other than damage) may exceed 5x the stat that modifies them. So Medicate, which uses Int, can't have a buff higher than 100 if you had 20 Int for example. Any excess that would exceed that limit is simply not added into your buff, instead only an amount "up to" that limit is added.
Damage works differently. For every 1pt you spend you may increase Damage by +25 - If you choose to limit it to one Type of Damage or one Affinity of Jutsu or Item or Style you gain +50 - If you choose to limit it to one Type of Damage and one Affinity of Jutsu or Item or Style you gain +75 - If you choose to limit it to one Type of Damage and one Affinity of Jutsu or Item and Style you gain +100 Note - You may not benefit from more Damage from a single Item or single Jutsu than [Stat](x25) Note 2 - Refer to the Damage Effect for the Types of Damage that this Buff may be Limited
Resistance works differently. For every 1pt you spend you may increase Resistance by +3 - If you choose to limit to Mental Damage you gain +5 - If you choose to limit to Physical Damage you gain +4 - If you choose to limit to a Type of Physical Damage you gain +5 Note - You may not benefit from more Resistance from a single Item or single Jutsu than [Toughness + Willpower](x3)
If you are currently under the effects of 2 or more buffs you may only gain the buff of the highest value.
Effect Text Grants the target +x to all (Designated Buff) Checks. May be sustained.
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Posted: Wed Dec 28, 2016 5:02 pm
Damage
Description: Damage is straight forwards, it's the amount of pain and injury your attack inflicts. It can be applied to any attack that is at least touch range or higher. Effect: Increases the Damage of this Technique by 100 per 1pt. When placing this effect determine what type of damage from the following list: Impact // Tearing // Internal // Mental // Cold // Heat. The modifying stat for damage is determined by the Style. ...Taijutsu: Strength ...Ninjutsu: Seal Strength ...Genjutsu: Will Power Overall your damage is figured out as following: Stat(x5) + Stat Buff(x5) + Damage (Capped at Statx25) + Item Buff(Capped at Statx25) + Jutsu Buff(Capped at Statx25)
Effect Text: Deals X (Type) Damage.
Note: The damage you get from spending points on damage for a Jutsu or Item can never be higher than your Statx25. Base Damage is Considered "Stat(x5)"
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Posted: Wed Dec 28, 2016 5:33 pm
De-Buff
Description: The De-Buff effect is unique in that it can be placed on several times to the same Jutsu / Item and do different things each time it's placed if you wish. It generally decreases accuracy (and thus power), damage, or anything that requires a roll in some fashion. When you buy pts of De-Buff be certain to choose "what" you are De-Buffing: -Accuracy -Awareness -Damage -Disarm (Can not be limited: +3 per 1pt) -Dodge (Can not be limited: +3 per 1pt) -Flee (Can not be limited: +3 per 1pt) -Potency -Resistance -Stealth
You may limit a de-buff to one style (Taijutsu, Ninjutsu, or Genjutsu) You may limit a de-buff to one element of Jutsu (One of the 5 Elements) Doing this makes the effect cheaper.
Effect: For every 1pt you spend you may decrease all (chosen roll) by -2. If you choose to limit it to one style or one element of Jutsu / Item you decrease -3 per pt spent. If you choose to limit it to one style and one element of Jutsu / Item you decrease -4 per pt spent.
No debuff may exceed the following restrictions based upon it's Style: Taijutsu: Strength x5 Ninjutsu: Seal Strength x5 Genjutsu: Will Power x5
Awareness works differently. For every 1pt you spend you may decrease Awareness(Select: Disguise, Illusion, Sneak, or Transformation) by -4.
Damage works differently. For every 1pt you spend you may decrease Damage by -10 - If you choose to limit it to one Type of Damage or one Affinity of Jutsu or Item or Style you gain -20 - If you choose to limit it to one Type of Damage and one Affinity of Jutsu or Item or Style you gain -40 - If you choose to limit it to one Type of Damage and one Affinity of Jutsu or Item and Style you gain -80
Resistance works differently. For every 1pt you spend you may decrease Resistance by -1 - If you choose to limit to Mental Damage you gain -3 - If you choose to limit to Physical Damage you gain -2 - If you choose to limit to a Type of Physical Damage you gain -3
Stealth works differently. For every 1pt you spend you may decrease Sealth(Select: Disguise, Illusion, Sneak, or Transformation) by -4.
If you are currently under the effects of 2 or more de-buffs you only suffer from the de-buff with the highest value. (Note, De-Buff must be at least touch range, it doesn't work at personal range)
Effect Text: Reduce the all of the target's (Designated De-buff) Checks by -x. May be sustained.
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Posted: Wed Dec 28, 2016 6:40 pm
Defend
Description: Many Jutsu are meant not for attack but simply defending. These are much more efficient at defending against an attack than countering with another attack normally.
Effect: Costs 20pts for the 1st Defend > 10pts for the 2nd Defend > 5pts for all further Defends. Can be used to Defend against X Attack(s).
Effect Text: Defends up to X attacks when activated.
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Posted: Thu Dec 29, 2016 1:18 pm
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: Costs 0pts. Each time this effect is placed upon a technique it will gain +5/12/35/80 pts but will take 1/2/5/9 turns after initial activation for it's effect to activate. You must pay (x2/3/4/5) its normal activation cost.
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 going off. Instead it will activate either by manually releasing it after the designated charge up time. However if a "Condition" is selected, the effect will not trigger until all the "Condition(s)" are met. If the "Condition(s)" are met before the charge up time is complete it will cause the effect to release prematurely and do nothing. Gain +12 pts per condition. You may have upto 1/2/3/4 "Conditions" respectively. You may not have more then 3 Jutsu/Items delayed at a time.
Conditions ...Received Damage You can specify the amount or generalize at simply taking damage. ...Unconscious Should your character fall unconscious/dying this technique will trigger. ...De-Buff Should your character be afflicted with a specified De-Buff this technique will trigger. ...Element Should someone use a Jutsu with a specified Element, this technique will trigger. ...Style Should someone use a Jutsu/Item with a specified Style, this technique will trigger.
Effect Text This ability takes Y Turns to Charge Up after activation. When activating it pay (X)cost. Must be sustained but has no sustain cost. ...Condition Effect Text This technique is triggered when "Condition" is met. Should all these conditions be met before the Charge Up time, this effect will activate early and do nothing.
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Posted: Fri Dec 30, 2016 5:18 pm
Lock On
Description: Some Jutsu / Item will lock on and hone in on there target even after they've missed, turning and weaving to strike until they finally hit home or piddle out.
Effect: Every 10pts you apply will allow this Jutsu / Item to attack once more after it's missed on the following turn IF you pay it's sustain cost (if it's an item it has no such cost). Each turn this Jutsu / Item misses it gains half it's own level as bonus accuracy. This must be sustained to continue homing.
Effect Text: If this technique misses you may sustain it up to X times to allow it attack again on your next turn, gaining accuracy equal to half of it's level each time.
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Posted: Mon Jan 02, 2017 11:07 am
Protection
Description: Protection is a wonderful ability that allows you to increase your natural resistance against attacks. Often it is fashioned in the form of armor such as a Chunin vestments or Stone Skin, but it may take many other forms. Effect: When you choose to buy this on a Jutsu you must choose whether your applying your protection against one of the following types of Damage: Physical (Everything but Mental) Every 1pt you spend grants you +80 protection towards your selected type. -OR- Impact // Tearing // Internal // Mental // Cold // Heat Every 1pt you spend grants you +150 protection towards your selected type.
You may, if you wish, split the points you purchased and have some apply to more than 1 type of damage.
Note: You may not benefit from more protection from a single item or single jutsu than [Stamina + Toughness](x30) (for Physical Protection) or [Stamina + Willpower](x30) (for Mental Protection)
Effect Text: Reduces all in coming (Type) Damage by X. Can be sustained.
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Posted: Mon Jan 02, 2017 11:30 am
Radius
Description: This effect allows for your Jutsu to effect a group of people rather than just a single target. This is perfect for eliminating clones fast, healing a group of allies, or horribly damaging a big group of enemies. However it's very costly to make up for the fact that it hits such a large area, it is however more difficult to avoid or counter do to this fact.
Effect: For every 5pts you spend this Jutsu can effect up to 2 more targets than it normally could (so for 5pts it can effect 3 people, for 10pts it can effect 5, for 15 it can effect 7, etc.) Since there is no map you may choose these targets, however you should be logical about it (ie if John, your ally, is being grappled by Shizimu, a foe and you decide to use a radius attack that will damage everyone in it against Shizimu, logically the first two hit are going to be John and Shizimu so it's a good idea to work with allies telling them to spread away from your target ahead of time to get this off properly.) For every 5pts you spent increasing the number of targets this could effect it also gains +10 accuracy! This makes hitting since dodging or countering becomes that much more difficult.
Note, each person that gets hit with radius that chooses to counter must do so separately unless someone counters with another Jutsu / Item with Radius, if that happens the counter radius protects a number of people equal to those it could normally effect (note if it fails the people it would protect are still allowed they're own counter checks)
Effect Text: This technique may select up to X targets.
AoE
Description: Radial Attacks can sometimes have such powerful effects on the area that it doesn't truly matter how well you hide... you're going to get hit. Effect: Costs 25pts. Can only be placed on a Jutsu/Item with the Radius Effect. The attack now targets everyone regardless of being an ally or enemy and targets even characters that are in stealth. All targets gain +3% to their check when responding to this. Activation cost is doubled.
Effect Text This technique targets everyone in the battle but grants them +3% to their check when responding to it.
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Posted: Mon Jan 02, 2017 11:32 am
Required Offensive / Defensive
Description: Some Jutsu or Items require a pre-existing action to be taken by the user and effecting there foe or themselves. For example a user might have a Jutsu that first requires a user to launch Senbon needles into their target. As long as the user has the needles effect on them they can then activate another jutsu that allows them to arc electricity through the needles and fry the victim. Or they might require themselves to be in a specific fighting stance (a Taijutsu buff) to perform their other Jutsu.
Effects - Offensive: When placed on a Jutsu/Item during creation, this effect requires you to name one of your other Jutsu/Items. Doing so means this Jutsu/Item can not be activated unless the named Jutsu/Item is currently effecting the foe. It grants the user +5pts to spend on the Jutsu/Item with this effect and may be placed on multiple times requiring a new Jutsu/Item you possess to be chosen each time.
Effects - Defensive: When placed on a Jutsu/Item during creation, this effect requires you to name one of your other Jutsu/Items. (This may not be used with Basic Jutsu. The named jutsu's sustain cost multiplier is increased by 1 each time it is named.) Doing so means this Jutsu/Item can not be activated unless the named Jutsu/Item is currently sustained. It grants the user +3pts to spend on the "required defensive" jutsu (not the named requirement one).
Important Notes: Can Not Be Placed On Basic Jutsu. Any Jutsu you "name" for the defensive or offensive effect must be updated to include "offensive trigger(x)(0pts)" or "defensive trigger" (x)(0pts) x= the number of different Jutsu/Items that rely on that effect as a trigger. (Ie, if two of your Jutsu require you to have a defensive stance buff jutsu active to be used, then the defensive stance (the named jutsu) would have Defensive Trigger(2)(0pts)) Note for Offensive only--- What this does, is that if the "named Jutsu/Item" would not normally persist on your opponent as a de-buff it does with this 0pt tag. It become sustained requiring a sustain cost as normal, and it's normal effects DO NOT trigger if they're normally not sustain effects. Rather it allows you to use Jutsu that require it to be on a foe.
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