Difference between revisions of "Sabis/JutsuDesingMethodology"
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Revision as of 09:04, 3 April 2010
Assume solar equivelent cost/effectiveness. When desiging cost/effectiveness, Assume Atribute 4, Ability 4, Element 4, 1 Willpower = 10 motes, Secondary abilities = 1/2 normal cost if you have to activate them at the same time. Assume double mote cost for sceen long effects. offesive charm jutsu sould be no more effective than 1 mote per additonal die to an attack pool, 3 motes per two dice to an ability, and 2 motes per 3 damage.
As a general rule, treat Wood as the forces of life and nature, and treat Void as the powers of destruction, absolute and total. No wanabe vampire stuff, or angsty "I'm a champion of the dead... ere... Oblivion... ere DEATH! ere... no, wait, void... no wait... i think i suck blood liek a vampire?" sorta things. Void is not DEATH, void is obliteration, removing things, eliminating things. To die is to invite a small portion of void into your life and have it seperated from your body, whereas to be obliterated or discintigrated, reduced to your component atoms, and other forms of ceasing to exist would be Void.\\ \\ Thematically:\\ Void: Destruiction and obliteration incarnate. breaking things, removing things, stoping their continued existance, ignoring things. Think black holes and stuff like that. Most teleportation and instant transportation fall under void, as you simply eliminate the distance between you and your target for a short while.\\ \\ Wood: Healing, generally promoting or sensing life, increasing life, strengthining patterns and life, communicating with animals or non-sentient organic things. Think D&D cleric sorta thoughts, protect, heal, and defend. Alternatively, wood combat revolves around hitting specific weak points where life is the weakest.\\ \\ Wind(Air): Breezy, dodgey things... lofty thoughts, great intentions, fast movement, lightning, stuff like that.\\ \\ Earth: Reliable, unrelinquishing, ever ready, unchangeable, eternal.\\ \\ Fire: Think Explosions, spreading fire, burining, consumption, heat mirages, flickering.\\ \\ Water: Flowing, every action causing a reaction and displacing things, hidden things (hidden in the debths), undercurrents that are invisible but powerful, duality, amorphous and changeing shapes.\\ \\ Jutsu Design Mores Void
- Dodgey
- Agg Strikes
- Wasting/disintegrating/rusting strikes
- Teleporty
- Damage reducers for incoming
- Die pool reduction
- Object destroying
Earth
- Soak
- Auto Sux Converters
- Avalanche attacks (one hit w/ x sux, add those sux to next after, etc, xtra actn, or a turn long that you may use one successive turns.
- Individual defenses
- Earthquake style AOE
- Resist Movement
- Ignore Knock back moves/knockdown moves
Water
- Parry
- Hidden Blows
- Wave (reduce soak) attack
- Cascading attack
- Group defense
- Riptide type pull opponent into blow
- Glorious Carnage Type attack + move
- Misdirected moves
- Self TN changer.
Wood
- Trade Lethal for massive Bashing
- Give others bonuses/group die adders
- Healing/curing
- Soak
- Die Adders
- Plant/critter striding
- Surgical precision strikes
- Bleeding attacks
Air
- Increase difficulty to defend/be attacked (def and off trees)
- Parry bypassing
- Group offense AOE
- Xtra action
- Xtra move/flight
- Parrying
Fire
- Opponent TN changer
- Dodge bypassing
- Individual offense
- Xtra action
- Dodge
- Run speed increase
- Flaming trails
- Ignite people
- Ignite self.