[KG] A bloody mess

Lucidus

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Alrighty, second to last one:

( Shitai Tsume ) - Corpse Piler
Type: Supplementary
Rank: S
Range: Short
Chakra: 50
Damage: 100 ( -10 to user )
Description: After forming the necessary handseals, the user manipulates the blood within him and causes it to burst from his body, creating powerful toxic bloody spikes that stick out 4 meters from his body. Because these spikes deal damage to the user in order to erupt from the body, the user takes small damage to his body. Though this causes physical damage, it does not hinder the user at all. Unique about these blood spikes is that should they pierce a target, they carry an anticoagulant that causes them to bleed profusely unless actively healed by Medical or Yang jutsu. This blood loss deals 10 damage per turn until healed and cannot be mitigated.
Note: This jutsu can only be used once every 3 turns and up to 3 times in total.
Note: Requires the Ketsuryūgan to be active.
The user manipulates the blood inside themselves and causes it to burst out from within their body, creating toxic blood spikes that stick out up to 4 meters. These spikes deal damage to the users due to the method of release, however this damage does not hinder the user at all. This technique carries an anti-coagulant that causes excessive bleeding unless actively healed, resulting in 10 damage per turn which cannot be mitigated.

This technique is limited to only once every 3 turns due to its superior damage capabilities, up to 3 times totals.

This technique is also the only technique which requires hand-seals, despite it being a short range technique. Does this make this technique unsuited for countering Taijutsu although seemingly being suited for it at the same time? Trying to do the hand-seals in close range for this technique could be burden. Or is Ketsuryugan an exception due to the method of manipulation, like Shikotsumyaku in some aspects?
 

Sinthorus

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The user manipulates the blood inside themselves and causes it to burst out from within their body, creating toxic blood spikes that stick out up to 4 meters. These spikes deal damage to the users due to the method of release, however this damage does not hinder the user at all. This technique carries an anti-coagulant that causes excessive bleeding unless actively healed, resulting in 10 damage per turn which cannot be mitigated.

This technique is limited to only once every 3 turns due to its superior damage capabilities, up to 3 times totals.

This technique is also the only technique which requires hand-seals, despite it being a short range technique. Does this make this technique unsuited for countering Taijutsu although seemingly being suited for it at the same time? Trying to do the hand-seals in close range for this technique could be burden. Or is Ketsuryugan an exception due to the method of manipulation, like Shikotsumyaku in some aspects?

I want you to answer your own questions. What do you actually think?
 

Lucidus

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I want you to answer your own questions. What do you actually think?
Considering this field doesn't seem to follow true ninjutsu conventions and is dictated by the Body stat, it makes me believe that activating the technique itself is a fairly quick process, However, the issue here is the hand-seals, and while hand-seals can be performed quickly, it may not be as quick as someone already in close proximity attempting to strike you, depending on their speed. Of course hand-seals will change depending on spec but I would probably say that close proximity use is unlikely, especially if the user is much faster unless used in tangent with dodging. Edge of short range could be debated but unlikely should the enemy be a much faster speed than the user. Ranges beyond this would be down to timing and the user would have much more time to prepare should they require it.

This technique strikes me as a technique requiring good timing, used to counter someone attempting to get close moving from a position further away, more so than being used as a counter to someone that has already established Taijutsu and is already within close quarters range.

Although I believe this to be the case, I would like clarification to be 100% certain on this which is why I asked. Naturally in battle, I would opt on the safe side and use this technique like most ninjutsu fields.
 

Sinthorus

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It's more defensive technique from ranged attacks or protection technique in the right situation. Never quick enough for melee combat.


( Ketsuryū Shōten ) - Blood Dragon Ascension
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 60 ( -15 per turn )
Damage: 120 for Physical/Blood attacks
Description: Blood Dragon Ascension is a technique that involves the ability of manipulating blood, exclusive of the members of the Chinoike Clan. Through this ability, the user forms a massive dragon of blood comparable in size to Complete-Body Susano’o. This massive eight headed dragon is capable of surviving up to 100 damage, regrowing the heads fully if anything less than that much damage impacts the dragon. In addition to the regeneration, the body of the dragon can be used as a source for future Blood jutsu and the heads of the dragon also have the capability to release steam as a projectile, dealing immense damage when used. These 5 meter blasts travel at 35 speed and deal 100 damage each.
Note: Can only be used by Chinoike clan members. Can only be used twice times, each use lasting 6 turns each.
Note: To regenerate a head, the user must expend a move per turn.
Note: Requires the Ketsuryūgan to be active.
 

Lucidus

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It's more defensive technique from ranged attacks or protection technique in the right situation. Never quick enough for melee combat.


( Ketsuryū Shōten ) - Blood Dragon Ascension
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 60 ( -15 per turn )
Damage: 120 for Physical/Blood attacks
Description: Blood Dragon Ascension is a technique that involves the ability of manipulating blood, exclusive of the members of the Chinoike Clan. Through this ability, the user forms a massive dragon of blood comparable in size to Complete-Body Susano’o. This massive eight headed dragon is capable of surviving up to 100 damage, regrowing the heads fully if anything less than that much damage impacts the dragon. In addition to the regeneration, the body of the dragon can be used as a source for future Blood jutsu and the heads of the dragon also have the capability to release steam as a projectile, dealing immense damage when used. These 5 meter blasts travel at 35 speed and deal 100 damage each.
Note: Can only be used by Chinoike clan members. Can only be used twice times, each use lasting 6 turns each.
Note: To regenerate a head, the user must expend a move per turn.
Note: Requires the Ketsuryūgan to be active.
Shame since it is a technique that is limited to short range intended to deal damage.


( Ketsuryū Shōten ) - Blood Dragon Ascension

The strongest blood technique. The user forms a blood dragon on a scale comparable to complete-body Susano. The dragon has 8 heads and is capable of surviving 100 damage, regrowing the heads fully if anything below that level of damage impacts the dragon.

Due to the way damage interaction works now, can you make this technique clear. For me this reads like the technique doesn't loose power when colliding with techniques of 100 damage and below. 110 and above will function as normal and even disperse the technique if its of equal damage or above. Is this correct?

The Dragons body can also be used as a blood source for other blood techniques and the dragon heads are capable of releasing projectiles of steam, which deal 100 damage each and move at a speed of 35, which is impressive.

The technique can be used twice while lasting 6 turns, making this a unique technique. Regenerating heads expend a move (Does this regeneration restore the technique to its full strength? and is this referring to damage done which is specifically 100 and below like in the above paragraph, or is it referring to damage above 100 if the dragon survives? I am only asking since the above paragraph makes it seem like the dragon heads regenerate automatically and passively if damage 100 and below hit it, while needing to use a move slot if damage above that is dealt to regen the heads.)

Overall the move is a simple concept and packs a lot of power, however it is just clarification on the wording which I need clarification on
 

Sinthorus

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Shame since it is a technique that is limited to short range intended to deal damage.


( Ketsuryū Shōten ) - Blood Dragon Ascension

The strongest blood technique. The user forms a blood dragon on a scale comparable to complete-body Susano. The dragon has 8 heads and is capable of surviving 100 damage, regrowing the heads fully if anything below that level of damage impacts the dragon.

Due to the way damage interaction works now, can you make this technique clear. For me this reads like the technique doesn't loose power when colliding with techniques of 100 damage and below. 110 and above will function as normal and even disperse the technique if its of equal damage or above. Is this correct?

The Dragons body can also be used as a blood source for other blood techniques and the dragon heads are capable of releasing projectiles of steam, which deal 100 damage each and move at a speed of 35, which is impressive.

The technique can be used twice while lasting 6 turns, making this a unique technique. Regenerating heads expend a move (Does this regeneration restore the technique to its full strength? and is this referring to damage done which is specifically 100 and below like in the above paragraph, or is it referring to damage above 100 if the dragon survives? I am only asking since the above paragraph makes it seem like the dragon heads regenerate automatically and passively if damage 100 and below hit it, while needing to use a move slot if damage above that is dealt to regen the heads.)

Overall the move is a simple concept and packs a lot of power, however it is just clarification on the wording which I need clarification on

Read it again, read the damage clashes again.
 

Lucidus

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Read it again, read the damage clashes again.
I understand the damage interactions. It is the specific wording of this technique, and I have read it numerous times.

"This massive eight headed dragon is capable of surviving up to 100 damage, regrowing the heads fully if anything less than that much damage impacts the dragon."

This particular part is what is confusing. Since as of the new damage interactions the technique is capable of surviving damage from anything below its own damage value. so "This massive eight headed dragon is capable of surviving up to 100 damage" This section doesn't make a lot of sense in todays standards, considering it is a 120 damage technique. This would suggest that the dragon cannot survive 110 damage despite being 120.

Secondly


"To regenerate a head, the user must expend a move per turn." & "capable of surviving up to 100 damage, regrowing the heads fully if anything less than that much damage impacts the dragon."

Going by the above it implies the heads are either not regrowable after more than 100 damage is done to the technique only being able to recover heads below that damage, using a move to do so. Or it implies that anything below 100 damage the heads regrow automatically.

The first statement "To regenerate a head, the user must expend a move per turn." Implies that the move restores its own strength since it costs a move to do so.

If you could please clarify these points and clear it up for me as no matter how much I read the technique it can be taken in multiple ways, so it would be nice to know the way its intended.

Using a move to restore the heads wouldn't make sense if it didn't restore the techniques strength.
 
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