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 Henkaku Clan

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Takeru
Jōnin
Takeru


Character Age : 42
Posts : 430
Ryo : 26331

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PostSubject: Henkaku Clan    Henkaku Clan  Icon_minitimeSun Mar 31, 2013 4:03 am

Henkaku Clan  Blackcopy2

Henkaku

Clan Symbol Here

Bloodline: Genetic Change

Bloodline Ability: The Henkaku are unique in that they are born without chakra and are inherently unable to learn ninjutsu. Instead the Henkaku are born with an incredibly felxible and malleable genetic structure that after training they are able to modify t will. This is possible because the structure of a Henkaku's body is significantly different to those of other biological beings, the Henkaku's body is more like an organic machine that is able to change its parts. In appearance they look the same as regular people except for their irise's which if inspected closely show tow small rings instead of a single one.

Because of the lack of chakra the Henkaku posess a different resource system than most other clans and shinobi on the site. The resource they use is 'DNA points' and works a little differently to chakra. As such there are specific rules in place that are followed while using the Henkaku.

1. Unlike Jutsu the techniques (hereafter referred to as 'Morphs') are instant unless stated otherwise. This means they can be activated and used within the same post.

2. While Morphs can be activated instantly they have a major drawback in that they CANNOT be deactivated in any way shape or form. When you activate a Morph it stays activated until the end of the topic so choosing which Morphs to use in which fight is crucial.

3. If you cannot afford a Morph and have leftover DNA points these points CANNOT be used under any circumstances.

4. Certain Morphs have an 'Overcharged' version of themselves. These Overcharged Morphs cost have an extra cost assigned to them which is paid when the Overcharged Morph is activated. Once activated the Overcharged Morph is trated as the original unless otherwise stated.

The number of DNA points per rank are as below.
D Rank - 10
C Rank - 16
B Rank - 22
A Rank - 30
S Rank - 40

DISCLAIMER: The Henkaku are a highly temperemental clan, as such they are subject to changes in power if they are either too strong or too weak. This is because they have such a different playstyle than other clans on the site and need to be managed uch differently.

Clan History: They say when that when the world was created three forces struggled for power, darkness, light and the angles who joined both sides. These early wars are lost to the overwhelming decay of time until there is nothing more than whispered tales of legends half forgotten a millennium ago. The Henkaku's appearances date back to pre-historic times when humans first began roaming the earth. In those early years of history they were seen as monsters and demons, cursed by the humans and hunted down like animals. The Henkaku were gifted with the ability to adapt to any environment and over the many years of history lived a nomadic existence as they wandered throughout the world. It was this ability which made them so feared, as their different forms were seen as grotesque and gruesome by the other inhabitants of the world. When the way of the ninja became dominant throughout the lands the Henkaku found that they were often seen as a target, a group of people easily preyed upon because of their nomadic tendencies. It was because of these endless raids that the Henkaku people first began harnessing their inner powers. They rose up against the shinobi who oppressed them and eventually fought the collective ninja world to a standstill. It was the newly formed village of Jokigakure which first negotiated peace with the Henkaku, offering them a refuge from the hard life of living on the road. At first the Henkaku were wary, knowing all too well the persecution they had recieved at the hands of people such as those in Jokigakure. The Henkaku eventually agreed after a decade of blood and enjoyed many years of peace living idly in the village. it was during this time they further honed their skills with the help of the resident Shinobi, but discovered that they lacked the inborn ability to use chakra. Still, The Henkaku persevered and many members of their people became shinobi of the village. But still he Henkaku felt that they could not stay, after many years in Jokigakure the open road called for them and so once again the clan set out on the open roads. The village of Jokigakure kept an enclave dedicated to the Henkaku where weary members of the clan could go and rest. Many of the Henkaku settled down in villages across the world and lived happy lives, some of these even joined the villages as shinobi. To this day the Henkaku still roam the earth, forever adapting to the hardships that cross them and constantly overcoming any obstacle that crosses them. To this day the Henkaku still remember, though the humans have forgotten. In the most secret meetings of their clan's they speak whispered words of a truth so devastating that they have kept it hidden for generations, they are the worlds darkness, risen up from the depths of the demonic shadows during their struggle for dominion in the ancient past of the world's creation. To this day they watch and wait, never knowing when their dark history might be revealed to the world and they become the hunted monsters of the dark once more.

Location: Nomadic, historical ties to Jokigaure mean they are often housed there.

Limit on Morphs: 3D, 2C, 2B, 1A, 1S

Genin (D Rank)

Name: Sky Walk Jets
Rank of Morph: D
Cost: 2 Points
Description: This Morph causes the back of the calves to harden an extrude a small tube which points downwards, this tube's opening is level with the achillis tendon of the leg and is an inch in diamater at its base slowly fading into the legs. These tubes are small 'jets' which are able to at will expel a burst of compressed air. This burst of air allows the user to 'jump' off the air itself at will, using the air as a solid substance.


Name: Projectile Launcher Mk 1.
Rank of Morph: D
Cost: 2 points
Description: This Morph causes three small tubes to rise from the user's forearms (Total of 6 tubes), these tubes are slightly larger than a senbon and are har to the touch. Each tube is capable of shooting a senbon like calcified mass each post (Total of 6 per post), these projectiles are 15cm in length and are as hard as iron but are incapable of piercing anything of iron durability or higher. They fly at a speed of 20mph for 30 ft and upon striking the target they will stick 5cm into the flesh.


Name: Cutting Blade
Rank of Morph: D
Cost: 2 Points
Description: This Morph causes a retactable blade to grow out of the users palm. This blade is functionally the same as a standard katana with the durability and hardness of iron, it is sharp on both sides and is able to be used as a sword. It is 3 ft in length and is 6 cm wide and tapers sharply to a point at the end.

Name: Bestial Influence
Rank of Morph: C
Cost: 4 Points
Description: This morph causes the user's body to bulge as its muscles have their growth accelerated, as a result the user gains a noticeable increase in mass and looks much more muscly, the user's hands and feet are made slightly beastlike. This causes a 20% increase in strength as well as claws to form on the end of the users hands and feet (2cm long), these claws are one rank less durable than iron and incapable of piercing it though they can be used to rend flesh.


Name: Stoneskin
Rank of Morph: C
Cost: 4 points
Description: This morph hardens the user's skin turning it into a dark black colour with a glossy sheen, in addition the skin looks as if it is made up of numerous interlocking plates. The skin now has the duability of iron and behaves like a skintight suit of iron armour.

Overcharge: [4 Points] The durability and hardness of the skin increases to steel.


Name: Gaon Cannon
Rank of Morph: B
Cost: 6 Points
Description: This Morph casuses the users forearm (Only one decided by user) to change into a large cylindrical tube with the users hand being partially covered by the cannon. (The hand can still function as normal). This cannon is hard to the toch and feels like iron with a dark appearance. Once per post the user is able to fire a blast of bio-energy from this cannon. This blast travels at a speed of 30mph and is capable of shattering iron and denting steel. This blast is strong enough to break bones on unprotected targets who are hit by it. 3 post cooldown on each blast.

Overcharge: [2 Points] The Overcharged Gaon Cannon has its coldown reduced by 2 posts and is able to once a topic charge up for two posts to fire an extremely powerful blast. Thi blast travels at a speed of 45mph and is able to shatter steel, though it will still only break bones if it hits an unprotected target.


Name: Gaon Soaring
Rank of Morph: B
Cost: 6 Points
Description: This Morph causes sveral large dark cylinders to appear all over the user's body, all pointing towards the ground. Two large ones and a scattering of small ones form on the user's back in the shape of an upside down c with jets pointing down to the left and the right. More cyilinders form out the back of the user's calf and a just above the elbows. These jets are able to constantly channel a pressurised stream of air that allows the user to fly freely through the air. In addition the user gains a 40% increase in speed.

Overcharge: [4 Points] The Overcharged Gaon Soaring sacrifices strength for speed as more jets form all across their body. In addition small fins form along their limbs to further aid in their manuverability. In this form the user gains an extra 20% increase in speed (Total 60%) at the cost of a 40% decrease in strength. They are also able to once a topic increase this bonus by another 20% (Total 80%) for two posts.


Name: Hyper Healing
Rank of Morph: A
Cost: 10 Points
Description: This Morph uses the incredible flexibility of the Henkaku's genetic code to hyper-accelerate their healing process. As a result the user gains incredible healing and regenerations abilities, though they are limited. The limit to the healing follows the table below and shows how many times this Morph allows the user to heal depending on the damage dealt. (Total of 9 Heals) 2 post cooldown between heals.

C Rank and below damage - 4 times
B Rank - 2 times
A Rank - 1 Time

Overcharge: [4 Points] The Overcharged version of this ability allows the user to heal each rank of damage an extra time. In addition the user is able to avoid death ONCE while Overcharged and is able to halve the effects of an S rank via healing. Avoiding death simply means that any damage which strikes a fatal blow is reversed over time, the user is still knocked out for the rest of the topic.

Name: Genetic Gas
Rank of Morph: S
Cost: 14 Points
Description: This Morph opens up the pores of the user's body and causes their body to emit a gas from evry pore of their body. This gas is highly toxic to any non-Henkaku and will not harm other clan members as it is based off their genetic formula. This gas is almost translucent and is slightly purple in colour, it hovers in a constant cloud 1ft around the user. The user is able to shoot this gas a distance of 40ft by accumulating it for a post, when shot this gas travels at 60mph and travels in a ball 5ft in diameter. If shot the gas will not surround the uer's body for the next 5 posts as they generate more. When inhaled the gas invades the bloodstream of the opponent and will cause their blood cells to rupture. For anyone below A rank this will cause them to pass out immediately and if they continu to be exposed to the gas they will die after three posts of exposure. For A rank and above they recieve a 40% decrease in all stats the first time they breath in the gas followed by unconciousness the second time.

Overcharge: [10 Points] The Overcharged version of this Morph allows the user to once a topic expel all of the gas in a single attack. This causes an explosion of the gas in a 60 ft area and the gas travels at 60mph, the concentration of this gas is also much higher and reduces the exposure time needed to kill those below A rank by one post. For A rank and above this concentration of gas will cause immediate unconciousness.


Last edited by Takeru on Thu Apr 04, 2013 8:11 pm; edited 3 times in total
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Ventus
Chūnin
Ventus


Character Age : 21
Posts : 156
Ryo : 18050

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PostSubject: Re: Henkaku Clan    Henkaku Clan  Icon_minitimeSun Mar 31, 2013 7:26 am

Mkay, got two quick questions. Do rank restrictions still apply to morphs as jutsu do (D ranks up to B, C ranks up to A and B+ using up to S)?

Second, can this gas be healed with the soon to be made poison extraction Ijutsu? Id think so but this is conformation.
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Takeru
Jōnin
Takeru


Character Age : 42
Posts : 430
Ryo : 26331

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PostSubject: Re: Henkaku Clan    Henkaku Clan  Icon_minitimeSun Mar 31, 2013 7:30 am

Yeah rnk restrictions will still apply. And the gas can be healed like any S rank poison
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Ventus
Chūnin
Ventus


Character Age : 21
Posts : 156
Ryo : 18050

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PostSubject: Re: Henkaku Clan    Henkaku Clan  Icon_minitimeSun Mar 31, 2013 7:33 am

Since we went over the other tech in the chat and your system appears balanced to me I'm cool with this.

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Bryn T. Stormblood
Yamakage
Bryn T. Stormblood


Male Character Age : 21
Posts : 506
Ryo : 10220

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PostSubject: Re: Henkaku Clan    Henkaku Clan  Icon_minitimeSun Mar 31, 2013 2:13 pm

Alright, I have to go over this now. For all of these morphs to be passive and permanent for the topic, they can't be the same strength as regular jutsu. In fact, some of them are stronger than normal jutsu of their respectable ranks. Most of them are fine, there's just a couple that need changed. The second D rank needs to be at least 15mph, matching a Genin and the average for a D rank. The damage is fine. The first C rank is too much. A passive permanent rank increase for a C rank can't fly, drop it to 15%. Stoneskin will have to slow down the user by at least half a rank. The rest look fine except for the healing one. Drop the B to 2 heals and the C to 4. Total to 7.

Also an overall question about the whole morphing thing. One you spend the points on, say, the second D rank, can you just keep firing the shots without stopping since you paid for it already and it's in theory permanent for the topic? Because that's not going to be allowed, you'll have to state clearly that you can only use the Morph's attack once, but the point loss is permanent for the rest of the topic.

Overall as a glance at the clan, if it can even be called a clan, is that it's revolutionary. It's a great idea, but a few parts of it need to be dropped to the level of everyone else while still maintaining its uniqueness. A very good job on your part, Puck, and we're going to reserve the right of this type of technique to your clan and your clan only. I think I'll keep a slot open for one more non-chakra clan, but after that, that'll be it.

Good job. Make the edits and bump it and I'll re-approve it.
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Takeru
Jōnin
Takeru


Character Age : 42
Posts : 430
Ryo : 26331

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PostSubject: Re: Henkaku Clan    Henkaku Clan  Icon_minitimeSun Mar 31, 2013 5:17 pm

Technically, you don't because it was approved by an admin and furthermore your changes are unfounded and will massively nerf the clan to the point where it wont be rewarding to play. You actually have the statement about the passive strength of their abilities backwards. Morphs are so much weaker than jutsu by their very nature and as such will follow a very different balancing routine. As an example I'll reference your first D-Rank nerf where you recommend that it be able to be used only once per topic and if i understand you correctly you're suggesting the same changes to ALL the Morphs. That D rank is essentially 6 senbon that can be thrown which can be done quite easily by regular shinobi who simply but extra senbon. Furthermore it costs 20% of a Genin's power simply to have this skill available. The strength of jutsu is that they can be highly varied and applied to many situations and a regular shinobi can react a large number of different ways in a fight depending on their jutsu. The Henkaku on the other hand do not have this innate strength, their options are severely limited in a fight and only available once and any mistakes made in the Morphs chosen are permanant. It would be the same a having a justu list of only say 3 techniques in a whole fight, most jutsu reliant characters and even the Henkaku with your nerfs will buckle. In addition the Point cost for the ranked techniques is significantly higher. When you convert it to Chakra B ranks are equivalent to 60 chakra, A to 100 and S is a whopping 140 points, all without Overcharging which is arguably what you have to do to make the most of the individual Morphs.

As for the passive stat increases, you have to remember tha these guys don't have a KKG with any benefits inherently as it simply allows them to use Morphs. With that in mind the C rank is essentialy creating a KKG of 20% strength increase whic even has a cost involved, tell me another clan where you have to pay to access a KKG as weak as a 20% increase. If you're worried about early game (Genin-Chuunin) power then don't, these characters trade off 40% and 28% of their resources just for a simple stat increase which limits the options they have in a fight.

The only nerf i fully agree with is the A rank heal, i wasn't 100% on those numbers and it's fully reasonable to lower that a fair bit. In general though i feel you need to really understand how the drawbacks of the clan function in regards to the Point System, its not all about the ability numbers. Without this perspective things will look different to how they should and as such seem either too strong or too weak etc.
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Bryn T. Stormblood
Yamakage
Bryn T. Stormblood


Male Character Age : 21
Posts : 506
Ryo : 10220

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PostSubject: Re: Henkaku Clan    Henkaku Clan  Icon_minitimeSun Mar 31, 2013 5:33 pm

Your point is well made. I think the problem with your clans is simple wording. Great ideas, but even if I'm the only one not getting the full picture, the problem is still that.. well, I'm not getting the full picture. Thank you for clarifying, and carry on.

But for future reference, I will step into anything I deem confusing to myself even after it has been approved if I don't find it worded to my liking, because I, and every admin, holds that right. I respect Jerad's decision, but that doesn't mean that I heard it the same way he did. He was, in fact, in the chatbox bouncing ideas with you, and I was not, and I fear anyone who didn't share that experience would understand it completely either.

So please, do not tell me what I can and can't do, because I will continue the same pattern whether it is to your liking or not. And you above all people should know that I am fairly anal about how things are described, and most of the time all I need is clarification, or something explained to me. Because, as I've said before, I wasn't there when you made it. Not everyone has the same thought process, and I will continue to exercise my right to clarification.

I will go over anything I deem fit, because that's how our system works. Just because I say, "go over," that doesn't mean I'm denying it like Dom did to the Ayatsuri or Shy did to all of my work. I'm simply stating that I want to do exactly what I said I would do, Go over it.

Re-approved.
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Bryn T. Stormblood
Yamakage
Bryn T. Stormblood


Male Character Age : 21
Posts : 506
Ryo : 10220

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PostSubject: Re: Henkaku Clan    Henkaku Clan  Icon_minitimeThu Apr 04, 2013 4:49 pm

One thing real quick, I noticed in your fight with Yuurei that you are shooting the Senbon thingies rapid-fire. I realize how stacked that is, so I have a cooldown system you're going to have to add. It's minuscule, but it needs to be in there nonetheless to prevent nonstop, rapid-fire uses of your morphs.

On the D-C ranks, a 1 post cooldown.

On the B-A ranks, a 2 post cooldown.

On the S rank, a 3 post.

Not much at all, but like I said, it needs to be there just as.. something at least. Thanks Puck!
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