Much Important Change!
[*]New Strength Ability Bonus:
Since strength is so lackluster, I think we can at least make it the best 'combat/direct damage' stat in lieu of the things that other stats do. To this end, strength is getting a bit of flexibility (irony.)
8 STR Mod: +1 Physical Damage
11 STR Mod: D2 Physical Damage
15 STR Mod: D3 Physical Damage
20 STR Mod: D4 Physical Damage
Would Become:
8 STR Mod: +1 Physical Damage/hit
11 STR Mod: D2 Physical Damage/hit, 1 JP of Tai/Ken Effects
15 STR Mod: D3 Physical Damage/hit, 2 JP of Tai/Ken Effects
20 STR Mod: D4 Physical Damage/hit, 3 JP of Tai/Ken Effects
Wherein the JP usable of Tai/Ken effects would be limited to sensical bonii, such as:
+Damage
+DR Pierce (Discipline: Taik/Ken/Element)
+DR Ignore (Discipline: Tai/Ken/Element)
+AoE/Round (Discipline: Tai/Ken)
-CP Cost (Discipline:Tai/Ken, 3 JP)
These would be able to be chosen whenever the user's stat mod reaches the threshold for a new JP amount and be locked in from there. Possibly requiring a 'slot request' to just confirm things and document the player decision.
General stuff
- Escaping from Combat: Escaping from combat is no longer DEX only. STR/DEX can now both be utilized to escape from combat for free, and INT/WIS Can both be utilized to escape from combat, however it costs 1 CP ( cast ninjutsu/genjutsu to flee)
- Stopping someone from fleeing uses either STR/DEX or INT/WIS. if it uses STR/DEX, it is free to attempt to stop them, if it uses iNT/WIS it costs 1 CP. Once per round, you can stop a single person as a non-action, and you can utilize a jutsu that gives bonus to stopping a person from fleeing, utilizing defensive chart. This means it does not use your free action of the round. However, if multiple people flee at once, as the result of a jutsu, or an ability, you can use your next avaliable free action to use a jutsu that is cabable of stopping multiple people from fleeing. This jutsu uses the defensive chart.
- Jutsu has to do no damage to benefit from the no-Damage bonus JP. Seems there were some confusion about this!
- Genjutsu can now transform base HP damage to half CP damage for free
- All forms of cooldown start after the resolution of the jutsu. This means if the CD is on something with duration, the CD countdown starts the moment the jutsu ends.
- May have been Unclear: Anything that gives you more JP to work with (excluding Kinjutsu, Tools, lacking rank where applicable, and PP) falls under Inverse Bonus Limitations.
- Clarification: Damage buffs is only once per round
- Jutsu's that have spent 1 JP on defence do not benefit from the no-damage chart
- Only Slots can reduce or increase maintaince cost.
- For +Targets, unless otherwise noted it is a total of targets per round.
If someone has +3 targets, they can split it between their free action, offensive action, and defensive action per round
Jutsu changes
[*]Doujutsu is added as an element type for purposes of negatives/bonuses
[*]Only Universal bonuses can be taken for Inverse bonus
[*]NEW SLOT: Chakra detection Shared. Allows a target to make a chakra detection check. User must have chakra detect
Spec: Detection. JP Cost: 2: 1/2. Universal
[*]NEW SLOT: Taunt. Forces a target to only be able to target the user. Base Duration 1. No spec
Tai/Ken: 5 JP
Nin: 6 JP
Gen: 4 JP.
[*]-/+ CP Cost are increased to 2/3/4
[*]+ Defense Cost are decreased to 2/3/4 for Nin/Genjutsu, and 1.5/2.5/3.5 for Tai/Kenjutsu
[*]Defensive jutsu that wants to add damage will use from the new defensive jutsu chart.
+HP Damage is 3 JP for 1/1.5 for nin/tai/ken and 5 JP for Gen
+Defense Roll is now 2/3/4 for Nin/Genjutsu and 1.5/2.5/3.5 for Tai/Kenjutsu
[*]Clones are a base of 6JP for a basic clone that receives no passive bonus and inflicts half rank damage. They cannot use jutsu.
For 6 JP on top of this, clones gain access to E-rank jutsu, utilizing the user's CP pool as their own and a certain amount of JP to increase the cap of the clone's jutsu. This is paid in JP per rank, not total.
D-Rank: 2JP (14 JP Total)
C-Rank: 3JP (17 JP Total)
Clones cannot use above C-rank without Kinjutsu Shadow Clones, which split the user's CP pool completely between clones summoned.
[*]Free actions now cost the following:
E- N/A (Cannot receive)
D- N/A (Cannot Receive)
C- 4 (100% of value)
B- 5 (84% of value)
A- 12 (75% of value)
S- 16 (66% of value)
With an additional note that stuns cannot be added to free actions.
PP Slot Changes
[*]New Slot:
Extra Target Per Tech:
Extra Targets (Type) Increases the number of targets of techniques. 0 1 1 3
Extra Targets (Discipline) Increases the number of targets of techniques. 0 0 1 2
Extra Targets (Universal) Increases the number of targets of techniques or attacks. 0 0 0 1
Clan/Bloodline changes
New Rules