[NPC] Hakusuri "Hux" Reijinarudo

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[NPC] Hakusuri "Hux" Reijinarudo

Post by Kenobi » Tue Jun 16, 2020 1:16 am

Lord Hakusuri Reijinarudo
Please call me Hux. Huxley is my fathers name.



General Information Age: 54
Gender: Male
Height: 6'2"
Weight: 85KG
Physical Features:
  • Face/head: A regal appearance framed by black sideburns and that fade to silver contrasted by an intimidating gaze and a rigid nose with a high bridge, one gaze at Hux's look and one can feel the wisdom and class that emanates from the man. Though old, his wrinkles have somehow made him more handsome or charming at the very least.
  • Body: For being in his mid-fifties Hux is remarkably in shape having always made time for working out. A powerful frame that allows him to still remain agile, his broad shoulders and wide stance give him a heroic presence and a noble air.
  • Notable Features: Pale blue eyes, like ice. Small scar above left eye from childhood mishap falling out of a tree.
Clothing/Accessories: Lord Hux generally wears elegant clothing changing day to day from suits to fine traditional kimonos imported from tea country. He does keep a Tree Country military uniform from his service days in his bedchamber budoir, but in his elder age very seldom uses it.
Personality:
  • General: A daper gentlemen through-and-through Lord Huxley always cares an air of elegance that can be felt in any room he enters or any conversation he partakes in. Refined, he is a man well capable of politics and be it utilizing his silver tongue or holding his not-so-silver tongue, he generally maintains a calm sense of control over all things.
  • Hopes/Dreams: Lord Hux merely means to continue to serve his Daimyo and protect the forests of Tree Country as his father and grandfather did before him.
  • Fears: Never having an heir.
  • Dislikes: Being called by his proper names- Huxley or Reijinarudo by anyone but the Daimyo.
  • Combat Mentality: Though no longer active, like the long line of Hakusuri men, Hux was a leader of the Tree Country rangers- an military organization under the Daimyo that protected Tree Country sovereignty by guarding trade routes and watching the country from the trees above. The military training and years in service had a life long impact on the man and taught him patience above all else. Like most the rangers, bows drawn waiting in the tree, Hakusuri will observe to an utmost before making strategical attacks.

Battle Information Village: Minor Country - Tree Country
Rank: A-Rank
  • Chakra Pool: 45-10 (Effective: 35)
  • Endurance: 30
  • Control: 5
  • Strength: 50
  • Speed: 35
  • Willpower: 35
Equipment:
Bow of the Forest Guardian
Spirit Wars Artifact
A 1.2m long bow with silver limbs, an oak riser/handle with ornate golden trimming and a durability of 50. The arrow rest is vaguely shaped like the head of an owl with an open beak. The bow itself was once an ancient artifact found in the wastes of many of the old temples and spirit battle grounds, but has since been handed down through generations of Hakusuri men and women. It can be used just like any other bow but has strange abilities due to the massive spiritual energy soaked into the bow. First, when a physical arrow is nocked and then fired, the bow clones the fired items. This effectively creates a conical cloud of projectiles around the original with a maximum radius of 2 meters at the end of the cloud. The second ability of the bow is if fired with no arrow nocked the bow produces a chakra arrow that upon impact does no physical damage but drains the chakra of what it impacts with. (-5 Chakra)

A leather arrow holster worn at his right hip to allow quicker drawing of arrows, filled with 60 arrows.
A leather shoulder guard/support on his left shoulder and a vambrace on his left arm.
A broad sword similar to a gladius worn on left hip in a leather sheath. (Blade about 30" long, 5 inches long at the widest point near the armguard)

Companions: (0/1)
Primary Affinity: Unknown
Abilities and Concentrations
Abilities
Big Daddy Energy
2 Ability Slots
Whether aware of it or not, Hux's body naturally dumps massive amounts of chakra-infused into the immediate area giving him an insane sense of presence. To most without chakra sensory abilities this will just feel like an increased atmospheric pressure around them- like the air is heavy. The chakra however seeps into those within its range causing them to suffer performance abilities in their best skill. Anyone within [Chakra Pool] x 2 Meters, capping at 75m, loses -5 in Willpower. Whichever of the three is highest will be effected.

The chakra also causes on more effect on those it seeps into causing them to have issues utilizing one of 1 of their chakra-based abilities, at the users choice. This ability isn't physically removed, but rather the user is unable to use it temporarily. Body Mods cannot be effected by this ability, as such users must choose from their remaining abilities.

The constant draining of energy that these effects require causes a -10 Chakra Pool debuff permanently on Hux.
Concentrations
NinjutsuN/A
Taijutsu
Deft Hands:
The fundamental skill of [Deft Hands] indicates the user’s proficiency with using their hands in very specific and complex movements, like sleight of hand and targeting very small and specific points on an opponent’s body. This facilitates their use of related Taijutsu in various ways.
Perception:
The fundamental skill of [Perception] describes the user’s practiced methods of more keenly focussing their senses for a short time. This facilitates their use of related Taijutsu.
Projectile Weapons:
The fundamental skill of [Projectile Weapons] indicates the user’s proficiency with weapons designed to attack from afar, such as bows, shuriken, senbon, launchers and the like. This facilitates their use of related Taijutsu.
Sword Weapons:
The fundamental skill of [Sword Weapons] indicates the user’s proficiency with swords and sword-like weapons such as knives, daggers, sword-breakers and the like. This facilitates their use of related Taijutsu.
GenjutsuN/A

Jutsu
Flawless AimShow
*[Flawless Aim Style • Sentinel Shot]
D-Rank Taijutsu Stance
Taking multiple projectiles into hand and priming the muscle groups required for launching projectile weapons, the practitioner can quickly shoot projectiles in rapid succession and just as quickly reload. While in this Stance, the practitioner can maintain a near-constant stream of projectile attacks. However, due to the amount of coordination required for this Stance, their movement is limited, suffering a -3 Speed penalty while in this Stance.

*[Flawless Aim Style • Rapid Reload]
D-Rank Taijutsu Discipline
After years of training, the practitioner has learned how to quickly and accurately access their ranged weapon stores at all times in combat. This cuts the effective "reload" time by half, up to a maximum speed equal to the practitioner's Speed score. This also applies to returning unused projectiles to their storage containers or switching between types of projectile weaponry.

*[Flawless Aim Style • Tracking]
D-Rank Taijutsu Discipline
After much training and study, the practitioner has learned how to read an opponent's movements and adjust their aim accordingly to compensate without penalty. This Discipline allows the practitioner to accurately hit moving targets, though sudden changes in the opponent's movements will still affect accuracy.

*[Flawless Aim Style • Dead Angle Targeting]
D-Rank Taijutsu Discipline
After much training and study, the practitioner has learned how to use projectiles at close range, even point-blank range, with the same Strength as attacks against more distant targets. This Discipline allows the practitioner to use Flawless Aim techniques against melee-range targets without excessive exposure to counterattack and without losing Speed, Strength, or accuracy.

*[Flawless Aim Style • Arcing Shot]
D-Rank Taijutsu Maneuver
The practitioner can launch projectiles in arcs up and over most obstacles, being able to accurately hit a target that is behind obstructions as if they were in the open. The practitioner must still be able to locate their target by some other means to ensure the projectile will hit its target.

*[Flawless Aim Style • Bouncing Shot]
D-Rank Taijutsu Maneuver
The practitioner launches a projectile at a shallow angle, targeting the ground or a hard surface. The shallow angle of the shot causes the projectile to bounce off of the surface, moving at -1 Speed and striking with -1 Strength after the bounce. This technique can be used to launch an attack from an unexpected angle or to shoot around, over, or under obstacles.

*[Flawless Aim Style • Evasive Maneuvers]
C-Rank Taijutsu Discipline
The practitioner has learned how to accurately launch projectiles while moving through the flow of combat. This Discipline represents the practitioner's ability to accurately launch projectiles while moving at full Speed, while jumping, rolling, sliding off the ground, or while performing other basic combat movements.

*[Flawless Aim Style • Improvised Ammo]
C-Rank Taijutsu Discipline
The practitioner knows their own reliance on ammunition can be exploited by the enemy and prepare themselves to acclimate to less than favorable circumstances. This Discipline represents the practitioner's ability to effectively launch any item, so long as it possesses at least the mass of a standard kunai, as if it were meant to be a projectile weapon without sacrificing accuracy. Attacks using improvised weaponry suffer a decrease in Strength, all such attacks being treated as having -3 Strength.

*[Flawless Aim Style • Forcible Redirection]
C-Rank Taijutsu Maneuver
The practitioner first launches a projectile at -1 Strength. Then, they launch a second projectile at full Strength, targeting the first projectile. The second projectile ricochets off of the first projectile, capable of changing direction within 360 degrees of the location of the first projectile upon impact. The practitioner first launches a projectile at -1 Strength. Then, they launch a second projectile at full Strength, targeting the first projectile. The second projectile ricochets off of the first projectile, capable of changing direction within 360 degrees of the location of the first projectile upon impact. The second projectile is treated as an attack with a -5 Strength penalty.

*[Flawless Aim Style • Hidden Shot]
C-Rank Taijutsu Maneuver
By launching two projectiles, one immediately after the other, the practitioner attempts to create a decoy for the second. The first projectile is often larger or of equal size, and the second projectile is slightly behind and below it, the second projectile hiding in the first projectile's shadow. This masks the second projectile and makes it more difficult for the opponent to completely avoid. Opponents with a Perception technique equal or higher in rank may be able to see both projectiles clearly within a reasonable distance, though they'll still have to properly defend against it.

*[Flawless Aim Style • Twisting Path]
C-Rank Taijutsu Maneuver
Preparing a projectile, the practitioner launches the weapon with a slight tailspin, causing the flight path of the weapon to warp as it travels. The practitioner uses this slight change in the projectile's trajectory to hit a variety of targets that could not be targeted by normal means. This can be used to hit a target that is hiding behind another person or object, particularly useful against opponents behind human shields.

*[Flawless Aim Style • Sweeping Shot]
C-Rank Taijutsu Maneuver
Momentarily crouching, the practitioner launches one or more projectiles in a low arc, the weapon(s) flying close to the ground before arcing up in a single direction when approaching the target. If the practitioner launches more than one projectile, their trajectories can cross over each other, making it difficult for the opponent to ascertain which projectile will rise up to strike them first.

*[Flawless Aim Style • Uncanny Shot]
B-Rank Taijutsu Discipline
After much training and study, the practitioner is able to launch projectiles from previously impossible positions. This Discipline represents the practitioner's ability to launch projectile attacks without any detriment to their aim regardless of the position of their body. This includes while contorting their body or making rapid adjustments such as dodging attacks or performing acrobatic maneuvers.

*[Flawless Aim Style • Blind Sight]
B-Rank Taijutsu Discipline
After much training and study, the practitioner no longer needs to rely on their sense of sight, instead using their other senses to locate and attack targets. This Discipline represents the practitioner's ability to launch attacks at targets that may be behind, above, to their sides, or even behind terrain without sacrificing any accuracy without having a line of sight on their opponents. This Discipline does not allow the practitioner to ignore terrain or obstructions, merely allowing them to account for those factors when aiming and launching projectiles.

*[Flawless Aim Style • Intercepting Shot]
B-Rank Taijutsu Maneuver
The practitioner is able to launch a projectile in the direct path of an oncoming solid mass attack (i.e. Doton). If the Strength of this projectile meets or exceeds the Strength of the attack it is clashing against, the attack is deflected away from the practitioner. If the projectile is only slightly weaker than the attack (-5 Strength or less), the attack is still partially deflected, though the practitioner must supplement their defense with other techniques or movements to fully avoid the attack. The practitioner must still be able to detect and track the attack in order to defend against it.

*[Flawless Aim Style • Advanced Hidden Shot]
B-Rank Taijutsu Maneuver
Prerequisite(s): *[Flawless Aim Style • Hidden Shot].
Building upon the principles found in the Hidden Shot technique, the practitioner launches two or more projectiles, the first projectile serving as the leading projectile and subsequent projectiles in the previous projectile's shadows. These projectiles can be launched in complex twisting trajectories, allowing both leading and subsequent projectiles to slip in and out of the other projectile's shadows. This makes it more difficult for the opponent to determine both the actual number of projectiles as well as their targeting paths and the order in which they will strike, making the attacks difficult to avoid. Opponents with a Perception technique equal or higher in rank may be able to see the projectiles clearly within a reasonable distance, though they'll still have to properly defend against it.

*[Flawless Aim Style • Absolute Aim]
A-Rank Taijutsu Discipline
Having mastered the art of ranged combat, the practitioner is capable of calculating all outside factors before launching their projectiles. Ambient factors such as temperature, winds, moisture, any terrain, and even lack of sight on their target can not hinder their aim. So long as they have a means of detecting the location of their opponent and no impassible objects or unavoidable defenses stand in their way, the practitioner's attacks will strike their target with pinpoint accuracy without fail. Living targets must have a Perception technique equal or higher in rank to be able to perceive the practitioner's attacks without some sort of additional defense.

*[Flawless Aim Style • Sniper’s Mark]
A-Rank Taijutsu Maneuver
Focusing for half a post and torquing every single muscle in their body, the practitioner concentrates on their target and launches a single, long-distance projectile attack. This attack can strike its target without losing Strength, Speed, or Accuracy up to [(Speed + Strength)/2] x 100 meters, rounded down.

*[Flawless Aim Style • Phoenix Shot]
S-Rank Taijutsu Maneuver
Prerequisite(s): 35 Strength.
Torquing every single muscle in their body, the practitioner launches a single, violently rotating projectile. After traveling for three meters, this projectile is engulfed in flames due to excessive air friction. These flames trail the projectile, feeding off of the oxygen provided by the wind current generated by the projectile itself and spreading out to a number of meters equal to 3/4 the practitioner's Strength, rounded down, immediately igniting any combustible materials and causing second degree burns immediately upon contact, the burns worsening upon further exposure to heat and fire. If the projectile makes contact with the opponent or a hard surface before the end of its trajectory, it strikes with the practitioner's full Strength before causing the flames behind it to rush up and cover an area in front of the point of impact up to a number of meters wide equal to 1/2 the practitioner's Strength, rounded down. At the end of the projectile’s flight, regardless of impact, it will have disintegrated into ash and slag, being rendered useless as a weapon for the remainder of that thread.

History
Historical AccountsShow
Hundreds of years ago once mere hunters who served the feudal lord of Tree Country, the Hakusuri family became nobles having had a regent lord even at one point. In the past few centuries many of the Hakusuri men also served as military advisors and commands for Tree Country's militia, one notable commander being Hakusuri Reijinarudo I who helped the king defeat the monks and helped establish the Tree Country Rangers. Fourth in his line and son to Hakusuri Reijinarudo III, Hakusuri Reijinarudo IV was destined for greatness from birth. Through the wealth and status of his family he was educated in the finest institutions in Tree Country and when those were no longer enough as a young man he was sent abroad to Tea Country, Lightning Country, and many other locales to study not just war and strategy but politics and trade.

At the age of twenty he ended his studies and returned to Tree Country to undergo more military officer preparation courses for the rangers, where he would serve under his father, Commander Hakusuri III. During his time in the rangers he made many bonds and grew through the ranks to be known as a very carefree and easygoing leader- generally to his fathers chagrin, though his father could not deny that despite his attitude being different Reijinarudo IV was a bright young man with a regal presence who people liked to follow.

During much of his career Hakusuri IV was assigned to the border patrol unit who was often deployed out in the wilderness and often had to do battle with wild spirits and remnants. This meant the young man became quite grizzled as that placement had a survival rate of roughly 75% through the first year- many other young recruits perishing before the spirits. Ultimately as a platoon leader Hakusuri moved to utilize bush warfare tactics and make more use of bows turning the group from defenders to spirit hunters and using the advantage of surprise to overwhelm spirits. Through this role he would also befriend numerous Kumogakure shinobi sent to help seal away particularly nasty spirits.

By his mid 30s Reijinarudo IV was easily ready to take the riengs of Grand Commander of the Rangers from his father however refused to do so choosing to stay with his men in the outer reaches for another 10 years until his 40's. Unfortunately on an expedition northward with his men a particularly nasty spirit caught them off guard. No match for the chakra wielding beast whose body had seemingly been made of lighting itself, many of his men were killed and Reijinarudo IV himself was thrown from his horse gravely injuring his leg. Not fit for duty, until he was unable to assume command of the rangers like all Hakusuri patriarchs before him, and until his fathers death another 10 years later remained relatively isolated in the old castle of his family to the northeast.

With the passing of his father and most of his strength recovered in his leg, Reijinarudo IV remerged into the world to assume command of the rangers and service his Daimyo- though he is still haunted by his failures of the past.

Last edited by Kenobi on Thu Jul 30, 2020 9:18 am, edited 23 times in total.


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Hakusuri "Hux" Reijinarudo

Post by Kenobi » Tue Jun 16, 2020 1:17 am

I did not post any jutsu cause it is unclear how many of my points the bow will eat up.

once the bow is priced i will add jutsu in.


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Hakusuri "Hux" Reijinarudo

Post by Kenobi » Thu Jun 18, 2020 1:13 am

Bow of the Forest Guardian
Spirit Wars Artifact
A 1.2m long bow with silver limbs, an oak riser/handle with ornate golden trimming. The arrow rest is vaguely shaped like the head of an owl with an open beak. The bow itself was once an ancient artifact found in the wastes of many of the old temples and spirit battle grounds, but has since been handed down through generations of Hakusuri men and women. It can be used just like any other bow but has strange abilities due to the massive spiritual energy soaked into the bow. First, when a physical arrow is nocked and then fired, the bow clones the fired items. This effectively creates a conical cloud of projectiles around the original with a maximum radius of 2 meters at the end of the cloud. The second ability of the bow is if fired with no arrow nocked the bow produces a chakra arrow that upon impact does no physical damage but drains the chakra of what it impacts with. (-5 Chakra)

Finally decided and got a quote from gilak

155
-80 for bow
-4 for 60 arrows
-1 for sword
---
70 points remaining
Last edited by Kenobi on Thu Jun 18, 2020 8:11 am, edited 1 time in total.


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Hakusuri "Hux" Reijinarudo

Post by TheLacarix » Thu Jun 18, 2020 7:01 am

I’ve seen you’re working on the bow in the discord, so I won’t comment on it at the moment.

Big Daddy Energy < I understand this is a previous ability you’ve used before, but were now in revamps so everything is now being rechecked etc.

So 1stly, the range. There are other abilities on the system with a max range of 30m you have a potential of 165 Meters (With a specialty stat) which is just far too much. To even be far enough and be able to attack opponents would need S+ rank jutsu to be within range. I’m going to say 1 metre poor chakra pool.

-7 to one stat in either Control, Willpower, or Endurance. Whichever of the three is highest will be affected < You will need to pick one, permanently. This can’t be a swiss army ability and just change to whoever your fighting. You also need to explain why it will lower the chosen stat, example Endurance could be it puts them at ease, and they struggle to defend themselves as well, etc etc. Also -7 seems a touch high but I’ll ask another staff member to look at that. The other version I’ve seen has -1 to willpower.

Also, what is the form of initiation? Pheromones are usually smelt; this needs to be specified. It can’t be “Just near by.” The chakra needs to get into the opponent in some way. Also, this will probably decided via their willpower. Some people may not be intimidated the the pheromones at all. So perhaps it could be Chakra Pool vs Willpower.

‘Performance issues’ < This whole second part of the ability is too open ended, I’m unsure why it can just stop them using one chakra-based abilities and yet the others aren’t affected. Your opponents’ abilities can be complex and this is just too much of a blanket statement to stop them. I’m personally going to say a no on this second part of the ability it doesn’t really make sense. If you want to try and cut them off from using chakra, sure, but again that is something completely different.
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Hakusuri "Hux" Reijinarudo

Post by Kenobi » Thu Jun 18, 2020 8:20 am

Nerfed the range some but totally disagreeing to max ranges of 30m. With 50 speed characters they can cover that in less than a second- ranges of 30m on abilities are relatively useless in anything endgame with how fast people can put distance between you etc. I also don't and won't have a specialty stat so thats not relevant.

I don't see any reason why I would have to pick- didn't with this ability before either. That was the whole point of it was no matter who he fights, his presence put them on an unequal field.

It causes you to feel less confident even in your most confident area- kind of overall a performance drop. I'll find the original thread where this ability got argued for ever but yeah. At the cost of an ability and a permanent stat drain on myself of -5, -7 was fine.

The chakra touches your body, it gets into you.


‘Performance issues’ <- This was forced before because companions and body mods couldn't just be shut down. And systematically to be fair, and since theres multiple abilities on a character, the user can just choose which ability to give up. That's all for system purposes.

Again this is like a block on your body from the -fear- or -domination- coming from his emanating presence.


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Post by TheLacarix » Thu Jun 18, 2020 8:40 am

I'm not saying you are planning to use a specialist stat, but it is relevant as it's just a 'maximum' of what's possible. Even now, it has a maximum range of 100m with a huge debuff and stoping someone's ability, and currently the way it's written there isn't a way to defend against it apart from creating distance. And still only S+ rank techniques could get past this.

If it's touch, it needs to be made clear and would like need to be visible. I'm sure we've just had a discussion on invisible attacks.

Though I'm sure pheromones don't work on touch they work via smell.

There also needs to be a willpower check, someone cannot just be made to feel at unease around him. As I said before, Chakra Pool Vs Willpower will be fine.
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Post by Kenobi » Thu Jun 18, 2020 9:25 am

TheLacarix:
Thu Jun 18, 2020 8:40 am
I'm not saying you are planning to use a specialist stat, but it is relevant as it's just a 'maximum' of what's possible. Even now, it has a maximum range of 100m with a huge debuff and stoping someone's ability, and currently the way it's written there isn't a way to defend against it apart from creating distance. And still only S+ rank techniques could get past this.

If it's touch, it needs to be made clear and would like need to be visible. I'm sure we've just had a discussion on invisible attacks.

Though I'm sure pheromones don't work on touch they work via smell.

There also needs to be a willpower check, someone cannot just be made to feel at unease around him. As I said before, Chakra Pool Vs Willpower will be fine.
Again end-game putting 100m between us is absolutely nothing lol. As for the debuffs, I literally lose an ability to remove an ability. And ranged melee attacks can get away from it quite easily. I can meet in the middle then and say capping at 75m if that helps to bring it more in range of some jutsu.

I undid pheromones since along with the flavour its causing you to get caught up on wording I think. This is basically an always on high-drain ninjutsu (with the two abilities slots giving it extra oomph).


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Post by TheLacarix » Thu Jun 18, 2020 10:10 am

(Just as a note, I’m going to be ignoring comments about ‘Ability before’ etc the system has being revamped and everything falls under scrutiny now and I’ll be reading this as something new.)

75m cap sounds good.

And if you write ‘pheromones’ I can only base it off what you write, ha.

The problem now what I see is, it’s a debuff ninjutsu, which in itself is fine. However this is now invisible chakra and I’m sure that was brought up as an issue with your invisible arrows and invisible ninjutsu is a no go.

You could get around this by rather than having touch you force them to sense it and those without sensory abilities aren’t sure what it is which plays into what you’ve already said “To most without chakra sensory abilities this will just feel like an increased atmospheric pressure around them- like the air his heavy” this could then be defended against by those with a form of sensory.

Also now that is isn’t ‘pheromones’ and is a specific ninjutsu based de buff, his presence shouldn’t be what is making them loose their abilities. Which seems to enforce my argument that you need to pick a specific stat to debuff. Or it would need to be work the same as a status genjutsu.

This also leads into the idea of ‘Removing’ an ability of choice. As it is ninjutsu based debuff and not ‘pheremones’ anymore, and doesn’t fall under status gen. It would have to debuff their control, chakra pool or their flow of chakra though tenketsu, to stop a use of ability but it would just lower there their efficiency with chakra and not a specific ability. This ties into the problem of it being so open ended, if it can reduce, endurance, willpower or control. But the way it’s written it blocks off the ability to use chakra. But then if it lowered endurance or willpower I’m not sure why it would stop them from using a chakra based ability.
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Post by Kenobi » Fri Jun 19, 2020 6:17 am

You could get around this by rather than having touch you force them to sense it and those without sensory abilities aren’t sure what it is which plays into what you’ve already said “To most without chakra sensory abilities this will just feel like an increased atmospheric pressure around them- like the air his heavy” this could then be defended against by those with a form of sensory. <- Right I think its good then. Everyone will feel something off, but only those with like a sensory ability can pinpoint it, and those with good chakra sensory can be like "oh hey theres a field being exerted that is messing with my bodaaaaay"

Chakra is just the delivery, I'd like to maintain the flavor if possible of having their best be nullified... is this really something unbudging? We have abilities that give you like 10 concentrations in one, or buff 4 different stats etc with no reason but "chakra", I don't see why this is an issue (especially since it can only do 1 at a time).


As for the ability I really don't get why -how- you remove an ability would matter. The end effect, lose one lose one. His chakra mucks up yours and blocks of one ability.

I'm trying to go for the Haitian from heroes- you know when he gets near people they lose their powers? That's the goal.

I'm being obstinate here and I apologize, but I really have an image of a Specialist killer and thats kinda what I wanna keep him as. (I know specialists went away, but the idea of these abilities is to give a generalist a leg to stand on)


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Hakusuri "Hux" Reijinarudo

Post by Kao » Thu Jul 02, 2020 12:32 pm

This should probably incur more than a -5 drain. -5 for the debuffing and -5 for the ability countering
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Post by Kenobi » Thu Jul 02, 2020 12:38 pm

EDIT: OKAY kept the ability remover.
I agree more than -5, but a -10 seems very steep. Is -7 for both and the 2 ability slots worthwhile enough?

Made the debuff weaker.

Added in jutsu worth 69 points out of remainder 70.

should be all gucci


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Post by Diatenshi » Tue Jul 07, 2020 9:14 am

You have the debuff listed as stamina. We dont have that stat anymore please fix
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Post by Kenobi » Tue Jul 07, 2020 11:31 am

fixed


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Post by Kabu » Tue Jul 07, 2020 9:13 pm

You forgot to link back to your username but aside from that minor thing, all the mechanical stuff seems kosher.

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Post by Kenobi » Thu Jul 09, 2020 9:41 am

Fixed


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Post by TheLacarix » Mon Jul 13, 2020 8:26 am

'Body Mods such as a tail or claws'' < All body mods, not just tails and claws.

This effect also causes an additional -2 chakra pool debuff permanently on Hux.' < I'm sure it was decided that this would cost -5.
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Post by Kenobi » Mon Jul 13, 2020 9:45 am

I get why it wouldn't effect claws etc, but wouldn't it be able to effect things like puppet limbs which require puppet strings to function them etc?

I disagreed, I don't see why it would be a -5. I feel like the ability is getting over nerfed. Keep in mind this also is a very-double edged sword ability. It gives all the minuses to my allies too~


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Post by TheLacarix » Mon Jul 13, 2020 10:16 am

You cannot remove Body Mods. It was made clear to you and you agreed.

The chakra pool is -5 if you don't like it, you'll need to convince Kao otherwise. Until then that's what it is.
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Post by Kenobi » Mon Jul 13, 2020 11:29 am

There, fixed.


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Post by TheLacarix » Mon Jul 13, 2020 11:37 am

-5 Endurance - This needs to be Chakra Pool, you have two abilities that leak chakra. This will not effect your endurance and Kao already told you it needs to be -5 Chakra 👀
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Post by Kenobi » Mon Jul 13, 2020 11:55 am

TheLacarix:
Mon Jul 13, 2020 11:37 am
-5 Endurance - This needs to be Chakra Pool, you have two abilities that leak chakra. This will not effect your endurance and Kao already told you it needs to be -5 Chakra 👀
"This should probably incur more than a -5 drain. -5 for the debuffing and -5 for the ability countering"

no where does this say chakra pool. but aight. -10 chakrapool


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Post by TheLacarix » Mon Jul 13, 2020 12:11 pm

Ok, I'm saying -5 Chakra Pool, it needs to be a chakra based stat, so I could accept -5 Control aswell.
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Post by Kenobi » Mon Jul 13, 2020 12:42 pm

can I put control on a MC character?


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Post by TheLacarix » Mon Jul 13, 2020 12:43 pm

Ah yeah! Good point, probably best just to stick to Chakra Pool then.
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Post by Kenobi » Mon Jul 13, 2020 12:49 pm

aight, then good as is.


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Post by TheLacarix » Mon Jul 13, 2020 1:11 pm

Ok! Sorry one last thing, I had to double check

loses -5 to one stat in either Control, Willpower, or Strength. Whichever of the three is highest will be effected. < You need to pick one stat to debuff, not a blanket debuff.
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Post by TheLacarix » Sun Jul 19, 2020 5:55 am

24 Hours
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Post by Kenobi » Sun Jul 19, 2020 12:46 pm

Done


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Post by ShinobiTruth » Wed Jul 29, 2020 2:12 pm

*[Flawless Aim Style • Absolute Aim]
A-Rank Taijutsu Discipline
Having mastered the art of ranged combat, the practitioner is capable of calculating all outside factors before launching their projectiles. Ambient factors such as temperature, winds, moisture, any terrain, and even lack of sight on their target can not hinder their aim. So long as they have a means of detecting the location of their opponent and no impassible objects or unavoidable defenses stand in their way, the practitioner's attacks will strike their target with pinpoint accuracy without fail. Living targets must have a Perception technique equal or higher in rank to be able to dodge the practitioner's attacks without some sort of additional defense. <==== Double check the announcment, but I believe we errated this particular jutsu to say "perceive the practitioner's attacks" vs. "dodge the practitioner's attacks."

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Post by Kenobi » Thu Jul 30, 2020 9:20 am

Fixed


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Post by TheLacarix » Sun Aug 02, 2020 1:46 pm

1/2
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