PhantasyIV Posted August 14, 2005 Posted August 14, 2005 (edited) Name: Sand Element Saw Blade Type: Ninjutsu (sand) Rank: Chuunin Cost: 120, 30 upkeep Damage: 75 Effects: Target Bleeding for 1 turn. +5% accuracy traits for user when using this to attack. Description: A drastic improvement on Wind Blade. The turn spent casting this jutsu is not the turn where the damage is dealt. Instead, this creates a swirling disc of sand in one of the ninja's hands after the last seal is done. This disc acts like a saw blade and is an effective grating tool. To do the damage and Bleeding, the ninja must successfully hit with the disc using an attack. Name: Glass Needle Type: Ninjutsu (Sand/Fire) Rank: Chuunin Cost: 50 Damage: 1d20 bleeding for 3 turns (cumulative) Effects: glass needles hit the opponent and shatter, getting glass shards into the wound. Description: By taking a handful of sand and throwing it at the enemy as they superheat it with fire, they create glass. Due to its momentum, the glass is in needles that are small and brittle that shatter upon contact. The idea is to get glass into the wound which creates an excruciating healing process. Name: Sand Burst Type: Ninjutsu (sand) Rank: Gennin Cost: 60 Damage: N/A Effects: Blinds opponent for 1 turn. Description: The ninja using this jutsu slams his fist into the ground, and a cloud of sand puffs into the opponent's eyes. May be used in the response phase. (Horrible pun alert) Name: Sand Cuffs Type: Ninjutsu (sand) Rank: Gennin Cost: 40, upkeep 15 for up to two additional turns Damage: N/A Effects: Target ensnared for one turn, plus one turn for each upkeep as it's paid. On a roll of 1-20 on a d100, the target breaks free. Description: Tendrils of sand wrap around the target's wrists and ankles, hardening due to the chakra keeping it together. Tends to crumble without continuous chakra. May only be done once per battle per opponent. Name: Decoy attack Type: Genjutsu Rank: Gennin Cost: 40 Damage: N/A Effects: Enemy distracted for 1 turn Description: The ninja projects a bunshin of his imminent attack, making the enemy flinch into their block or dodge prematurely. While the enemy is distracted, the ninja using this technique can only use standard Martial Art attacks. Name: Hurricane-Go-Round Type: Ninjutsu (wind) Rank: Chuunin Cost: 60 Damage: 15 Effects: Opponent dizzy for 1 turn Description: By creating a small twister underneath target opponent, the ninja may lift them into the air and use the twister to spin them very quickly to dissorient them. The wind is fairly harmless. Okay, that's half a dozen ideas. (Sorry, I get bored...) Edited August 18, 2005 by PhantasyIV
Kitai Tenshi Posted August 15, 2005 Posted August 15, 2005 1) Might cost too much /turn i'd lower it to like 30 or less 2) make it so it does like 1 d4 bleed damage over 3 turns or something like that 3)sounds fine to me 4) i'd say make it 40 or more to do. then 15/turn. also say rolls 1 d100 if oppent gets a 20 or lower they are free. 5)seems fine to me 6) seems fine to me so overall 3,5,6 i think are fine the others need some work but wait for a mod or admin to tell you more
PhantasyIV Posted August 17, 2005 Author Posted August 17, 2005 I agree with your ideas and have changed to reflect. Will change as mod/admin require.
Atlas Posted August 18, 2005 Posted August 18, 2005 Jutsu 1: Costs WAY too much just so that it only has a slightly better chance of hitting and they bleed for only 1 turn? That just isn't all that strong for 155 chakra at the least. Lower cost... Jutsu 2: Again costs WAY too much. It is doing a maximum of what? 12 damage? 1d4 and that is your damage as i understand it. If i'm incorrect, correct me. But otherwise, that is out of hand to high a cost. Jutsu 3: Approved Jutsu 4: Approved Jutsu 5: Approved Jutsu 6: Approved
PhantasyIV Posted August 18, 2005 Author Posted August 18, 2005 (edited) EDIT: Changes made in accordance.` Edited August 18, 2005 by PhantasyIV