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PhantasyIV

Extra Jutsu

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Posted (edited)

(Interpretation from episode 36)

Oboro Bunshin no Jutsu (Hazy Replications)

Rank: Genin

Type: Genjutsu

Cost: 20 chakra per bunshin, 5 chakra as needed (cannot be reduced, see below)

Effect: +5 Accuracy/Evasion per bunshin. (Bunshins that do not go away)

Description: As Bunshin no Jutsu, except when a bunshin is hit, the user may spend 5 chakra to keep the bunshin around. Effectively, the nin that hits the bunshin goes right through the bunshins.

(original)

Kagai Bunshin (Assault Replication)

Rank: Genin

Type: Genjutsu

Requirements: Decoy Attack

Cost: Target's Resistance modifier +40 Chakra

Effect: Treat a Taijutsu attack as Genutsu for damage (Ghost)

Description: A step up from the Decoy Attack jutsu, the user now creates a threatening attack from the illusory decoy they create. Roll to hit normally with the decoy as though it were the ninja using it as a normal Taijutsu attack. If it hits, base the damage on that ninja's genjutsu score as ghost damage to the target (If their HP is reduced to 0 or lower by this technique, they are at 1 heatlh and stunned for one turn) May be used in setup phase.

Removed Image

Rank: Genin

Type: Genjutsu

Cost: 60 chakra, 10 chakra upkeep (Max 2 extra turns upkeep)

Effect: +40 Evasion, +20 Accuracy

Description: By using chakra to disrupt the light waves around them, a ninja with this technique can make them harder to pinpoint, much less even see. At beginning levels, the user is a distorted blur in their surroundings. With the right skill, this can elevate to invisibility. Makes a very powerful method of nondetection in missions.

Wind Type: Disarm

Rank: Genin

Type: Ninjutsu

Cost: 30 chakra

Effect: Disarms the enemy or 15 damage

Description: By sending a sudden gust of wind towards the opponent's hand, a ninja may disarm them before the attack can be completed. As the enemy prepares the strike, the wind will strike their hand, and use the pressure of the gale to pry their fingers open. This can also be used as an attack, usually as a counterattack.

This jutsu may be used when Kawarimi no Jutsu may be used, and as with Kawarimi, a nin using this cannot use a jutsu effecting the enemy in their next turn.

Wind Type: Blatant Theft

Rank: Chuunin

Type: Ninjutsu

Cost: Damage of projectile (After stats and skills) in chakra

Effect: Steal projectile weapons.

Description: By creating a cushion of wind, a ninja using this jutsu can slow the projectiles of an enemy down enough that they may simply catch it and call it their own.

Okay, have fun!

Edited by PhantasyIV
Posted

Ok, here's my 2 cents:

Oboro Bunshin seems fine to me...good to go.

Kagai Bunshin should state what happens if ghost damage would reduce opponent's HP to 0 should it had been real damage.

I'd like to know how long the boosts work for Removed Image. If longer than one round, then it needs upkeep cost.

Disarm should only work with weapons held by one hand...two handed weapons would still be held onto in RL, but since this rpg, that'll work if nobody else sees problems with it.

Blatant Theft seems fine to me, dunno about others...thats meh 2 cents

Posted

Oboro Bunshin no Jutsu (Hazy Replications) : um, you might want to add what they d. As of nw they just stay there, but do no effect to the stats....

Kagai Bunshin (Assault Replication) : APPROVED

Removed Image : Need a maximum amount of turns it can be upheld.

Wind Type: Disarm : APPROVED

Wind Type: Blatant Theft : This needs to be chuunin level, and the cost needs to be after stats and skills.

Posted
(Interpretation from episode 36)

Oboro Bunshin no Jutsu (Hazy Replications)

Rank: Genin

Type: Genjutsu

Cost: 20 chakra per bunshin, 5 chakra as needed (cannot be reduced, see below)

Effect: Bunshins that do not go away

Description: As Bunshin no Jutsu, except when a bunshin is hit, the user may spend 5 chakra to keep the bunshin around.  Effectively, the nin that hits the bunshin goes right through the bunshins.

Don't worry, I didn't forget to make them worth using.

Posted

Kagai Bunshin: Is this used in the set-up phase so that the next tai will be ghost dmg or do you use it in the main pahse so you can use it next turn?

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