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Naruto Ninja Arts :: NNA V3 :: Ideas :: New Techniques
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Profession update
Bunshin Expert: *Rework for all bunshin, for all characters, bunshin will no longer follow
the user unless they double click themselves.*
-Basic Jutsu-
Oboro Bunshin no jutsu - This jutsu will project 5 fake bunshin. These bunshin will just be overlays, and will
move randomly without the owner's command. There will be a verb that halts them all from moving, though.
They will not be able to attack, follow, or be killed. The bunshin will move at an NPC rate of movement
so they will be easily mimicable.
They will have a timed life of 30 seconds.
The cool down of this move is 1 minute.
Kage bunshin no jutsu - These will create 2 other (Unmastered) shadow clones. When the move is mastered it will
summon 4 kage bunshin instead. They are able to move based off of where the user clicks.
They can also attack other players/NPCs. These clones will no longer follow the user if he/she moves.
Kage bunshins will have .4 the taijutsu of the user.
This will have a 15 second cool down.
Tajuu Kage Bunshin no jutsu - This is the same jutsu as kage bunshin no jutsu, just creates several more clones
that Kage bunshin.
This will have a 1 minute cool down.
Bakuretsu bunshin no jutsu - This jutsu will explode a single bunshin with a group of bunshin.
x1 nin multiplier.
This will have a 10 second cool down.
-"Elemental" Bunshin - *Idea: When elemental bunshin users create bunshin, it will not state what
specific bunshin the user casts.*
Suna Bunshin - This bunshin will be able to withstand 5 hits from basic jutsu/attacks. It will block basic projectiles
completely (Shurikens). When hit by taijutsu, holds the target for 1 or 2 seconds in place, the user will also be able to use the sand eye
of this bunshin, which would only last 10 seconds, and you can only use it once per suna bunshin.
This will have a 30 second cool down
Raiton Bunshin - Has a small AoE of damage that explodes with lightng doing weak damage. This would cost a good amount of chakra.
This will have a 1 minute cool down
x1.5 nin multiplier
Suiton Bunshin - Has half the stats of the user, but it can't move far from the user.
This will have a 30 second cool down.
Doton Bunshin - After the bunshin is hit, it will turn into mud and be frozen for 7 seconds, but reform back into a bunshin afterwards.
These bunshin will have a timed life of 2 minutes.
The cool down will be 1.5 minutes.
-Reconnaissance Bunshin- *These bunshin users can decide how many bunshin to create as a seperate verb.*
Bunshin View - Allows you to take the view of a single bunshin, only one bunshin
at a time may be controlled this way.
Bunshin formations - Be able to have several commands that give the
bunshins specific locations and movements for
tactics.
Uzumaki no jin - The user summons
Bunshin Taitari - This jutsu makes it so a bunshin appears on the tile that is behind you, you transform yourself into a
windmill shuriken, and your bunshin throws you the direction you are facing, having you move slightly
faster than regular movement speed, you can some what influence the direction that you fly in, and anyone that
ends up in your flight path will get hit by the windmill shuriken, and you reform into your regular form. It's a
x1 tai multiplier, and a 1 minute cool down. You can take damage normally in this form, negates tai damage.
Bunshin rasengan - The user summons a bunshin, the user is frozen for 1 second as he spins chakra for rasengan, the bunshin then uses rasengan.
It works like any normal rasengan would.
Poison Expert: *Rework: Only the initial damage of poison should be based off of a stat, all other poisons
should be a percent based off of the targets base HP.*
-Basic Jutsu-
-Mastery-
Encoat Poison - Allows you to put a thin layer of poison onto your weapon, only being melee weapons.
*Damage to be decided*
Gokan Sakusou - This jutsu will splace a small explosive kunai in the ground *The icon should be hard to
notice* When an player walks within 1 cell of this kunai, it will explode with a medium sized
AoE of poison that does a small damage over time damage of 3% of HP every 3 seconds for 9 seconds.
It also slows the people afflicted's movements by a minimal amount.
Poison bomb - The user throws a small poison smoke bomb that targets the location of the targetted player
when used *Meaning it targets the exact TILE the target is on when the jutsu is used, this isn't a homing*
It has a small 3x3 AoE that does basic poison damage of 5% of HP every 3 seconds for 9 seconds.
Weapon Master: *Rework: Almost all weapons are going to be redone and rethought, and everything else in between,
so keep this in mind.* -All weapons will no longer be stat based, but based off of a seperate weapon stat. It might be slightly influenced by stats,
but it will have a cap of maximum that can be influenced through stats.-
-Basic Jutsu-
Shuriken Kage Bunshin no Jutsu - This jutsu can only be used after throwing a single shuriken. When used, several other shurikens will form
around the single shuriken originally thrown. .5x tai damage.
the setup will be like so. If the first layer hits the second layer will also hit if they are physically hit by it.
x
xx
-> xo
xx
x
Soshoryu - This jutsu is known as twin rising dragons. The user will throw two scrolls into the air, and after a 3 second interval of them
being frozen *preparing for the jutsu*, they will jump up into the scrolls, and bombard every direction around them with projectiles.
This jutsu will use 20 of every projectile item they have.
Weapon Capacity - This jutsu will be a passive move that allows weapon masters to carry more than the base standard amount of weapons. Normal
players will only be able to hold 50 of each weapon at a time. Weapon masters with this skill will be able to carry 100.
This jutsu will use 20 of each throwing item that the user has.
Kunai Grenade - This weapon will throw a grenade that has kunais sticking out in every direction straight forward. If hit by wind jutsu this grenade
will be able to roll in the direction that the jutsu is flowing. If the grenade is hit, it will explode with a 1 cell radius explosion.
*Meaning xxx * This grenade will be timed and will explode after 6 seconds. If this grenade hits any NPC, player, puppet, bunshin *anything*
xox it will stick that that target. The user can only carry 20 of these at a time, and they will be sold at the black market.
xxx This grenade will move the direction the user is facing, and move 5 cells and then stop moving. This will have a 10 second cool down
Will cost 500 chakra, and will do 1x tai damage for explosion.'
Konoha Ryu: Mikazuki no Mai - This move creates two clones of the user that move towards the target with their swords, the user is invisible in this technique, and when used, anyone who was targetting the user
untargets him by force. The user can move around, this technique lasts 5 seconds.
-Melee Specialist-
Sword profficiency - This will allow the user to practice the use of swords, as well as use many commands and abilities to
go along with stances and other additions and techniques.
Special Weapons - This will be a hidden special that is challenging to achieve *Swords such as samehada, kubikiri houchou
White Fang, Asuma's chakra blades, Hiramekarei, Raiga's swords, Flying Thunder God Kunai, and etc. Most normal players will be
able to get these items, but only melee specialist will be able to use their better techniques/jutsu. Each will be very difficult to get,
varying on how strong the weapon is. *Maybe limit only one item in rare/stronger melee weapons EX: Samehada* These items will be fought for
on a weekly or every other weekly basis. *There must be a way to cycle these weapons, though, I have yet to think of that, maybe some form of
breaking would have it return to the blackmarket or something.* Certain items would be restricted to weapon masters only though.
-Ranged Specialist-
Special Weapons - These will be rare items that will probably sold at the blackmarket in Konoha or whereever it will be located. Prices varying on how strong
or useful the item is. Items will include things such as Ice Bombs, Giant Shuriken, light bombs, needle launcher, exploding kunai, and more to add.
Kage Shuriken no jutsu - A jutsu that places a hidden second windmill shuriken behind the first. It doesn't appear until the first one either hits or misses.
Kuchiyose Raikou Kenka - This allows the user to summon 2 basic throwing items. *Im still thinking of how to balance this out, maybe a maximum of each throwing item can be held at once,
maybe about 50 of each or so. Summoned weapons will not be able to be dropped.
Jashin Follower:
-Basic Jutsu-
Worship - This amplifies the users HP by a percent *probably around 50% or so*. (It will have a timer and initial use chakra cost).
Beginner's Prayer - This will give the user a slight damage reduction based off of set percent probably around 20%, it will take chakra from the user on a 3 second ratio.
If the user runs out of chakra, it will begin to take HP over time instead.
3 bladed scythe - Jashin followers will be given the 3 bladed scythe that Hidan used, it will have a range when on chain, but hard to hit will as well as a limitted range.
When the scythe misses, it will be planted in the ground for 5-7 seconds. There will be other techniques that will allow the user to use the scythe in
different ways.
Basic curse - When the user successfully hits his/her target with the scythe, they will be able to place a small curse on the enemy, which reflects 25% of damage the user
recieves when they are standing on the respective jashin curse icon they placed on the screen. The curse will only last for 3 minutes. *Highly succeptable to being reworked*
-Mastered Jutsu-
Mastered Prayers - This will give the user a greater reduction to damage based off of a set percent, probably around 45%. This will be more taxing on chakra, and if the user runs out of
chakra while this is still active, it will decrease the users HP at a noticable rate.
Greater Curse - When the user successfully hits his/her target with the scythe, they will be able to place a curse on the enemy, which would reflect 50% of damage the user takes back onto
cursed target when standing on the respective jashin curse icon they placed on the screen. The curse will last 6 minutes. *Highly succeptable to being reworked*
Scythe mastery - The scythe's range will increase by 2 tiles, and when it misses, it will only stay stuck for 2-4 seconds. Other taijutsu moves/techniques will be added for the scythe as well.
*EX: Chain shroud (The chain surrounds the user and blocks projectiles for 2 seconds *With exceptions*)
Puppet Master: *There might be a limit on how many basic puppets a user can have out at once, 2 or the full 3, depending on balancing issues*
-Basic Jutsu-
Puppet Henge - This jutsu would make the puppet take the form of the targetted person or AI that the user has chosen.
The puppet would stay in this form for an indeffinite amount of time, or until it is used on the same puppet
a second time. Or until the puppet is hit 3 times.
Puppet Return - This would make the active puppet selected return to the same tile as the user, giving a .5 second movement delay to the puppet.
There would be a decent cool down for this move.
2nd Puppet mastery - This would allow the user to get the second puppet Kuroari (Trap pupet) He would still be able to use puppet trap, but
the target would only stay trapped for a limitted amount of time. Also it would have a technique that would make it so
if it's not targetted by the opponent, it will go invisible for a short amount of time, about 5 seconds (Probably going to change).
3rd puppet mastery - This would allow the user to use the third puppet Sanshouuo (Shield puppet). This puppet would have a very high HP, *Either based off
the level of the player, or set HP or ETC to be discussed. It would also be able to block basic projectiles and jutsus. *Reducing the
damage of certain projectiles/jutsus based on what rank jutsu they are. EX: High ranked jutsu would do normal damage, shuriken and etc would
be blocked and do no damage.
Puppet Formations - This would allow the user to give one puppet automated movements, this could not apply to more than 1 for obvious reasons. *Movements such as stay
in front of user, or to the side, follow the enemy *the movements would be slightly slower than moving it normally*, and etc.
-Mastery Jutsu-
Hitokugutsu - Allows the user to create human puppets, there will be a limit of 5-7 human puppest to a user. Human puppets will take the stats of the target
that is successfully made into a pupet. The puppet will also be able to use certain jutsu that the user may have, most of them being hidden.
They will be able to use fusion if that target that was taken had fusion. They will also be able to use iron sand, giving the user the control of the sand, this iron
sand will have a time limit of 5 minutes, to use it costs half of the puppets chakra, and the puppet will not be able to move when the iron sand is out. Puppets will
have no restorable chakra. When the puppet is returned to the inventory, the iron sand will cancel. *May not even include puppet iron sand* If the targetted played
player doesn't have fusion or iron sand, a prompt would show up asking which jutsu they'd like the puppet to have. A puppet can only have 1 jutsu of a player that is taken.
Obviously there will be jutsus that will not be allowed to be copied through this system.
Hiruko shell - The user uses puppet parts to create a puppet shell around themselves. The user wont be able to use most of their jutsu in this form. The shell will have half the HP of the user. They will not be able to control other puppets while
this jutsu is active. *May be reworked to include only one puppet, but the puppet will not be able to use "specials". When in this form, the puppet user has many techniques
only usable in this form. Hiruko tail strike, it would be a 2 cell range attack. Tail deflect, this will be able to block very basic projectile attacks. Pressure arm shot, fires off the left hand at
the enemy, there will be a verb that allows the arm to explode in all directions with needles that only travel 3 cells. This will do minimal damage. Needle storm, which will fire needles from the mouth of hiruko,
for 2 seconds, the user can't move during this.
Taijutsu Expert:
-Basic Jutsu-
Gates rework: 1st gate, would take your HP down by 15% on use. There will be no DPS on this, and the boost will be minor. Second gate should have a requirement to be at 75% HP, and when used it will bring your HP up by 10%, but will have a .3% total HP DPS after 1 minute in second gate.
3rd gate should require your HP to be below 65% and would give you second tier "Gate" taijutsus, and your gate DPS will increase to .5%. 4th gate should require you to be under 50% HP, and would give you a higher boost to tai. 5th gate should require your HP to be below 40% and it will give you the final tier of "Gate" taijutsus
increasing your gate DPS to 1% per second. The final gate should give the "Gate" taijutsus a special effect, and your HP must be below 20%. Upon activating this gate, you will be frozen in place for a total of 5 seconds *Maybe less* so this gate cannot be abused. After the 5 second freeze, your gate DPS will be decreased to .5% per second.
-Mastery-
Style change - This technique will allow the user to change the style that they are using to fight. There will be a difference between each style, and the user can only change a style once every 1 minute or so.
*There are only limitted amounts of styles, so each will have different effects and jutsus that go along with them* Also, when the user switches style it automatically takes them out of gates.
Gouken Ryuu - This is the style of Rock Lee, this will allow the user to attack at a slightly faster rate, taijutsu moves will have a shorter cool down. The user will also be able to use higher leveled gates with this fighting style, as well
as have added effects to Rock Lee jutsus *Too lazy to state them at this moment.*
Rakanken Ryuu - This style is the style or Jiroubou. While using attacks, it will allow your attacks to knowck the opponent back one cell as well as turn them around. The user will also attack at a slower rate, but have a slight damage improvement
to normal attack, and Rankanken style jutsus. Rankanken style jutsus include: TokKen, ShouShitsu, ShougekiShou, AtsuShou, and GanGeki. Rakanken will also have a gate limit of 1 or 2.
Suiken Ryuu - This style is the drunken fighting style used by Rock Lee. When the user uses this, they will be running the risk of having an off movement every 10(Might be changed) movements they make. While in this mode, they have a gate cap of
up to the 3rd gate. When in this mode, the user will not be able to have his movement distorted, or slowed down by physical *not including genjutsu* alterations. They can also not be frozen by physical freezes *not including genjutsu*. Their attack rate
will change on a 5 second basis, as well as their damage multiplier or reduction. *The amplifiers will be a small .2 or -.2 or so.*
Snake Charmer:
-Basic Jutsu- *Remove snake kyuu and snake sousou, remove tajuu snake no jutsu. Reword senei jashu, rework the kusangi. Rework shikumi no jutsu.*
Sen'eijashu - This jutsu will fire snake projectiles attacked the the users arm. They will move in a straight fire. They will be 5 cells long.
1x nin multiplier. 10 second cool down.
Hiru Bansho: Boka no Jutsu - This jutsu requires the user to be next to a solid obstacle. The object the player is facing will be targetted.
When used, the user will merge with that object, and be immune to projectiles. They will be frozen in this state besides being able to release the jutsu.
They will be able to take damage from taijutsus. This will not be usable on players and NPCs obviously.
Medium chakra amount, 2K to use. It can only last for a max of 2 minutes. Cool down of 30 seconds.
Mandara no Jin - This move will be a 5x2 heki. It will fire tiles of snakes at a above medium rate in the direction the user is facing.
1 minute cool down. Medium chakra cost, 1K to use.
-Reincarnation-
Fushi Tensei - With this, the user selects a target that is low on HP, and when used on the target successfully, the user will temporarily gain the targets Clan and profession
jutsus. This will not permanently keep the targets jutsus. The basic and reincarnation jutsu of snake charmer jutsu and users original elements will be usable.
This will have a giant cool down, for relevance to the anime/manga, and it will be a 1 day cool down. After 2 days of staying in a body, the body will wear
off, and go back to the users original body.
Edo Tensei - With this, the user will be able to summon one of the targets he has used Fushi tensei on once before. This list will be cleared every 5 days based on when they
obtained the body. They may only summon one body at a time, and if they do not place the charm tag kunai in the body, it will attack others as it wishes.
There is a 75% chance that the charm tag kunai will work correctly. When the body is ressurected, it will act as AI, which will attack an enemies, or whoever the
user has targetted *If this can't be done, there can be a target verb for the AI body, all this will do is tell the body who to attack, not how it attacks. There
will also be a defend caster verb so the body wont stay far from the user.*
-Jutsu pursuit-
This branch profession they won't gain any branch specific jutsu. They will be allowed to go learn two other profession's basic jutsu. *And maybe allow them a third element, fusion
for this is still being debated*.
Medic:
-Basic Jutsu-
Shosen Jutsu - This is a basic healing jutsu, which can only be used on other targets. It slowly heals the target for .5 the user's ninjutsu.
It has a low enough delay so over time it can be some what spammed on the target, but that "spam" would just replicate what it would be
like to have to stand still and heal the target, like they do in the anime.
Force Chakra - This jutsu has the user force their chakra into the target breaking them out of genjutsus.
Chakra no mesu - This jutsu can be used to enhance the use of shosen jutsu, and alternately allow "destructive" basic jutsu.
When you use this chakra, it will require you to input chakra every second at small amounts to keep it active.
When using this you will be able to use cut tendons. This will make the target move slightly slower (Not the extreme
reduction like jouro senbon does). Cut tendons has a 35% chance to succeed because it is stated that chakra no mesu
is very hard to fight with. When using chakra no mesu you will also gain an additional damage to your regular attack
with a multiplier of .2 your nin. (Meaning normal attack damage plus x.2 nin.)
Saikan Chushutsu no Jutsu - This jutsu will be able to extract basic poison from a target's body. The user will have to be directly next
to the target, and they will be frozen for 5 seconds as soon as they start using the jutsu.
-Destruction Arts-
Ranshinsho - This jutsu is considered a melee class jutsu. This will have a chance to either effect their arm or their leg. No matter what it effects,
it will lower the amount that target can be healed for, and the amount that the person can heal. (Nerfing heals basically). If it hits their leg,
it will make the target have an off movement every 6 movements that they make. If it hits their arm, handseals will take longer to perform, and they
will attack slower.
Okasho - This jutsu has the user hit the ground with their fist enfused with chakra, making a large impact. This is a small AoE that does minimal damage.
It destroys every type of bunshin, within the AoE. Including oboro bunshin. The user has a 1 second wind up before using the move, and anyone
caught in it is stunned (Can't use jutsu or move) for 1 second, the user is stunned also for this duration.
It will be a 2 tile radius. The multiplier will be .3 taijutsu multiplier, and have a 1 minute cool down.
Shikon no jutsu - This jutsu will allow the user to summon a cap of 2 dead souls at once. The dead souls will not be able to use jutsu, and will move randomly
a like a NPC. There will be a verb that makes them stop moving in random movements. These souls will look exactly like whoever you ressurrect. The bodies
will be clickable to control. And will do regular attack damage of what they have. The ressurrection menu will work based off of whoever has died within the
last 10 minutes on that map that it's used. Including NPCs. After 2 minutes of the body staying out, it will begin to aggro anyone, including the user. The user
can cancel the jutsu whenever.
Wind Specialist:
-Basic Jutsu-
Fusajin no Jutsu - A wave of dust goes out in a cone like formation, damaging those
the closer they are to the beggining
If the first tier hits the rest of the jutsu won't go off, if the second tier hits only
the sections that didn't collide would continue.
x3 x1.5 x.75 Multipliers based off of which wave hits, the bigger
wave the weaker the hit.
20 second cooldown.
X
XX
XXX
XX
X
Daikamaitachi no Jutsu - This jutsu fires a 3 tile heki that penetrates bunshins. It ignores iron sand as well.
1.2x nin multiplier. 1 minute cool down.
Futon: Tatsu no Oshigoto - This jutsu fires a medium moving projectile that does nothing until activated *alike chibaku*.
Once activated, it will turn into a 1 tile tornado that acts as a wall *Blocks projectiles
and movement*. If it activates within 1 tile radius of a player it will damage them 3 times for .7
the users nin in each hit. The move lasts for 15 seconds.
-Mastery Jutsu-
Kuchiyose Kamatari - This jutsu will summon Kamatari.
1.25 nin attack damage.
2 minute cool down.
Kuchiyose: Kirikiri Mai - Requires: Kamatari to be out.
A large 8 tile heki that does 2x Nin damage, penetrates clones and most ADs.
Chakra cost. 2000 Chakra. 2 minute cool down.
Okamaitachi
The user stands still and swings there giant fan, doing heavy
nin damage. The user freely manipulates the currents with his
/her arrow keys. (Cannot move the wind back towards the user)
tap again to cancel manual control of the jutsu.No diagonal
movements. This will stop basic projectiles and jutsus.
Penetrates clones (Will not stop on a clone hit) But not ADs
1.8x Multiplier
15 second cooldown.
X
------> X
X
the user unless they double click themselves.*
-Basic Jutsu-
Oboro Bunshin no jutsu - This jutsu will project 5 fake bunshin. These bunshin will just be overlays, and will
move randomly without the owner's command. There will be a verb that halts them all from moving, though.
They will not be able to attack, follow, or be killed. The bunshin will move at an NPC rate of movement
so they will be easily mimicable.
They will have a timed life of 30 seconds.
The cool down of this move is 1 minute.
Kage bunshin no jutsu - These will create 2 other (Unmastered) shadow clones. When the move is mastered it will
summon 4 kage bunshin instead. They are able to move based off of where the user clicks.
They can also attack other players/NPCs. These clones will no longer follow the user if he/she moves.
Kage bunshins will have .4 the taijutsu of the user.
This will have a 15 second cool down.
Tajuu Kage Bunshin no jutsu - This is the same jutsu as kage bunshin no jutsu, just creates several more clones
that Kage bunshin.
This will have a 1 minute cool down.
Bakuretsu bunshin no jutsu - This jutsu will explode a single bunshin with a group of bunshin.
x1 nin multiplier.
This will have a 10 second cool down.
-"Elemental" Bunshin - *Idea: When elemental bunshin users create bunshin, it will not state what
specific bunshin the user casts.*
Suna Bunshin - This bunshin will be able to withstand 5 hits from basic jutsu/attacks. It will block basic projectiles
completely (Shurikens). When hit by taijutsu, holds the target for 1 or 2 seconds in place, the user will also be able to use the sand eye
of this bunshin, which would only last 10 seconds, and you can only use it once per suna bunshin.
This will have a 30 second cool down
Raiton Bunshin - Has a small AoE of damage that explodes with lightng doing weak damage. This would cost a good amount of chakra.
This will have a 1 minute cool down
x1.5 nin multiplier
Suiton Bunshin - Has half the stats of the user, but it can't move far from the user.
This will have a 30 second cool down.
Doton Bunshin - After the bunshin is hit, it will turn into mud and be frozen for 7 seconds, but reform back into a bunshin afterwards.
These bunshin will have a timed life of 2 minutes.
The cool down will be 1.5 minutes.
-Reconnaissance Bunshin- *These bunshin users can decide how many bunshin to create as a seperate verb.*
Bunshin View - Allows you to take the view of a single bunshin, only one bunshin
at a time may be controlled this way.
Bunshin formations - Be able to have several commands that give the
bunshins specific locations and movements for
tactics.
Uzumaki no jin - The user summons
Bunshin Taitari - This jutsu makes it so a bunshin appears on the tile that is behind you, you transform yourself into a
windmill shuriken, and your bunshin throws you the direction you are facing, having you move slightly
faster than regular movement speed, you can some what influence the direction that you fly in, and anyone that
ends up in your flight path will get hit by the windmill shuriken, and you reform into your regular form. It's a
x1 tai multiplier, and a 1 minute cool down. You can take damage normally in this form, negates tai damage.
Bunshin rasengan - The user summons a bunshin, the user is frozen for 1 second as he spins chakra for rasengan, the bunshin then uses rasengan.
It works like any normal rasengan would.
Poison Expert: *Rework: Only the initial damage of poison should be based off of a stat, all other poisons
should be a percent based off of the targets base HP.*
-Basic Jutsu-
-Mastery-
Encoat Poison - Allows you to put a thin layer of poison onto your weapon, only being melee weapons.
*Damage to be decided*
Gokan Sakusou - This jutsu will splace a small explosive kunai in the ground *The icon should be hard to
notice* When an player walks within 1 cell of this kunai, it will explode with a medium sized
AoE of poison that does a small damage over time damage of 3% of HP every 3 seconds for 9 seconds.
It also slows the people afflicted's movements by a minimal amount.
Poison bomb - The user throws a small poison smoke bomb that targets the location of the targetted player
when used *Meaning it targets the exact TILE the target is on when the jutsu is used, this isn't a homing*
It has a small 3x3 AoE that does basic poison damage of 5% of HP every 3 seconds for 9 seconds.
Weapon Master: *Rework: Almost all weapons are going to be redone and rethought, and everything else in between,
so keep this in mind.* -All weapons will no longer be stat based, but based off of a seperate weapon stat. It might be slightly influenced by stats,
but it will have a cap of maximum that can be influenced through stats.-
-Basic Jutsu-
Shuriken Kage Bunshin no Jutsu - This jutsu can only be used after throwing a single shuriken. When used, several other shurikens will form
around the single shuriken originally thrown. .5x tai damage.
the setup will be like so. If the first layer hits the second layer will also hit if they are physically hit by it.
x
xx
-> xo
xx
x
Soshoryu - This jutsu is known as twin rising dragons. The user will throw two scrolls into the air, and after a 3 second interval of them
being frozen *preparing for the jutsu*, they will jump up into the scrolls, and bombard every direction around them with projectiles.
This jutsu will use 20 of every projectile item they have.
Weapon Capacity - This jutsu will be a passive move that allows weapon masters to carry more than the base standard amount of weapons. Normal
players will only be able to hold 50 of each weapon at a time. Weapon masters with this skill will be able to carry 100.
This jutsu will use 20 of each throwing item that the user has.
Kunai Grenade - This weapon will throw a grenade that has kunais sticking out in every direction straight forward. If hit by wind jutsu this grenade
will be able to roll in the direction that the jutsu is flowing. If the grenade is hit, it will explode with a 1 cell radius explosion.
*Meaning xxx * This grenade will be timed and will explode after 6 seconds. If this grenade hits any NPC, player, puppet, bunshin *anything*
xox it will stick that that target. The user can only carry 20 of these at a time, and they will be sold at the black market.
xxx This grenade will move the direction the user is facing, and move 5 cells and then stop moving. This will have a 10 second cool down
Will cost 500 chakra, and will do 1x tai damage for explosion.'
Konoha Ryu: Mikazuki no Mai - This move creates two clones of the user that move towards the target with their swords, the user is invisible in this technique, and when used, anyone who was targetting the user
untargets him by force. The user can move around, this technique lasts 5 seconds.
-Melee Specialist-
Sword profficiency - This will allow the user to practice the use of swords, as well as use many commands and abilities to
go along with stances and other additions and techniques.
Special Weapons - This will be a hidden special that is challenging to achieve *Swords such as samehada, kubikiri houchou
White Fang, Asuma's chakra blades, Hiramekarei, Raiga's swords, Flying Thunder God Kunai, and etc. Most normal players will be
able to get these items, but only melee specialist will be able to use their better techniques/jutsu. Each will be very difficult to get,
varying on how strong the weapon is. *Maybe limit only one item in rare/stronger melee weapons EX: Samehada* These items will be fought for
on a weekly or every other weekly basis. *There must be a way to cycle these weapons, though, I have yet to think of that, maybe some form of
breaking would have it return to the blackmarket or something.* Certain items would be restricted to weapon masters only though.
-Ranged Specialist-
Special Weapons - These will be rare items that will probably sold at the blackmarket in Konoha or whereever it will be located. Prices varying on how strong
or useful the item is. Items will include things such as Ice Bombs, Giant Shuriken, light bombs, needle launcher, exploding kunai, and more to add.
Kage Shuriken no jutsu - A jutsu that places a hidden second windmill shuriken behind the first. It doesn't appear until the first one either hits or misses.
Kuchiyose Raikou Kenka - This allows the user to summon 2 basic throwing items. *Im still thinking of how to balance this out, maybe a maximum of each throwing item can be held at once,
maybe about 50 of each or so. Summoned weapons will not be able to be dropped.
Jashin Follower:
-Basic Jutsu-
Worship - This amplifies the users HP by a percent *probably around 50% or so*. (It will have a timer and initial use chakra cost).
Beginner's Prayer - This will give the user a slight damage reduction based off of set percent probably around 20%, it will take chakra from the user on a 3 second ratio.
If the user runs out of chakra, it will begin to take HP over time instead.
3 bladed scythe - Jashin followers will be given the 3 bladed scythe that Hidan used, it will have a range when on chain, but hard to hit will as well as a limitted range.
When the scythe misses, it will be planted in the ground for 5-7 seconds. There will be other techniques that will allow the user to use the scythe in
different ways.
Basic curse - When the user successfully hits his/her target with the scythe, they will be able to place a small curse on the enemy, which reflects 25% of damage the user
recieves when they are standing on the respective jashin curse icon they placed on the screen. The curse will only last for 3 minutes. *Highly succeptable to being reworked*
-Mastered Jutsu-
Mastered Prayers - This will give the user a greater reduction to damage based off of a set percent, probably around 45%. This will be more taxing on chakra, and if the user runs out of
chakra while this is still active, it will decrease the users HP at a noticable rate.
Greater Curse - When the user successfully hits his/her target with the scythe, they will be able to place a curse on the enemy, which would reflect 50% of damage the user takes back onto
cursed target when standing on the respective jashin curse icon they placed on the screen. The curse will last 6 minutes. *Highly succeptable to being reworked*
Scythe mastery - The scythe's range will increase by 2 tiles, and when it misses, it will only stay stuck for 2-4 seconds. Other taijutsu moves/techniques will be added for the scythe as well.
*EX: Chain shroud (The chain surrounds the user and blocks projectiles for 2 seconds *With exceptions*)
Puppet Master: *There might be a limit on how many basic puppets a user can have out at once, 2 or the full 3, depending on balancing issues*
-Basic Jutsu-
Puppet Henge - This jutsu would make the puppet take the form of the targetted person or AI that the user has chosen.
The puppet would stay in this form for an indeffinite amount of time, or until it is used on the same puppet
a second time. Or until the puppet is hit 3 times.
Puppet Return - This would make the active puppet selected return to the same tile as the user, giving a .5 second movement delay to the puppet.
There would be a decent cool down for this move.
2nd Puppet mastery - This would allow the user to get the second puppet Kuroari (Trap pupet) He would still be able to use puppet trap, but
the target would only stay trapped for a limitted amount of time. Also it would have a technique that would make it so
if it's not targetted by the opponent, it will go invisible for a short amount of time, about 5 seconds (Probably going to change).
3rd puppet mastery - This would allow the user to use the third puppet Sanshouuo (Shield puppet). This puppet would have a very high HP, *Either based off
the level of the player, or set HP or ETC to be discussed. It would also be able to block basic projectiles and jutsus. *Reducing the
damage of certain projectiles/jutsus based on what rank jutsu they are. EX: High ranked jutsu would do normal damage, shuriken and etc would
be blocked and do no damage.
Puppet Formations - This would allow the user to give one puppet automated movements, this could not apply to more than 1 for obvious reasons. *Movements such as stay
in front of user, or to the side, follow the enemy *the movements would be slightly slower than moving it normally*, and etc.
-Mastery Jutsu-
Hitokugutsu - Allows the user to create human puppets, there will be a limit of 5-7 human puppest to a user. Human puppets will take the stats of the target
that is successfully made into a pupet. The puppet will also be able to use certain jutsu that the user may have, most of them being hidden.
They will be able to use fusion if that target that was taken had fusion. They will also be able to use iron sand, giving the user the control of the sand, this iron
sand will have a time limit of 5 minutes, to use it costs half of the puppets chakra, and the puppet will not be able to move when the iron sand is out. Puppets will
have no restorable chakra. When the puppet is returned to the inventory, the iron sand will cancel. *May not even include puppet iron sand* If the targetted played
player doesn't have fusion or iron sand, a prompt would show up asking which jutsu they'd like the puppet to have. A puppet can only have 1 jutsu of a player that is taken.
Obviously there will be jutsus that will not be allowed to be copied through this system.
Hiruko shell - The user uses puppet parts to create a puppet shell around themselves. The user wont be able to use most of their jutsu in this form. The shell will have half the HP of the user. They will not be able to control other puppets while
this jutsu is active. *May be reworked to include only one puppet, but the puppet will not be able to use "specials". When in this form, the puppet user has many techniques
only usable in this form. Hiruko tail strike, it would be a 2 cell range attack. Tail deflect, this will be able to block very basic projectile attacks. Pressure arm shot, fires off the left hand at
the enemy, there will be a verb that allows the arm to explode in all directions with needles that only travel 3 cells. This will do minimal damage. Needle storm, which will fire needles from the mouth of hiruko,
for 2 seconds, the user can't move during this.
Taijutsu Expert:
-Basic Jutsu-
Gates rework: 1st gate, would take your HP down by 15% on use. There will be no DPS on this, and the boost will be minor. Second gate should have a requirement to be at 75% HP, and when used it will bring your HP up by 10%, but will have a .3% total HP DPS after 1 minute in second gate.
3rd gate should require your HP to be below 65% and would give you second tier "Gate" taijutsus, and your gate DPS will increase to .5%. 4th gate should require you to be under 50% HP, and would give you a higher boost to tai. 5th gate should require your HP to be below 40% and it will give you the final tier of "Gate" taijutsus
increasing your gate DPS to 1% per second. The final gate should give the "Gate" taijutsus a special effect, and your HP must be below 20%. Upon activating this gate, you will be frozen in place for a total of 5 seconds *Maybe less* so this gate cannot be abused. After the 5 second freeze, your gate DPS will be decreased to .5% per second.
-Mastery-
Style change - This technique will allow the user to change the style that they are using to fight. There will be a difference between each style, and the user can only change a style once every 1 minute or so.
*There are only limitted amounts of styles, so each will have different effects and jutsus that go along with them* Also, when the user switches style it automatically takes them out of gates.
Gouken Ryuu - This is the style of Rock Lee, this will allow the user to attack at a slightly faster rate, taijutsu moves will have a shorter cool down. The user will also be able to use higher leveled gates with this fighting style, as well
as have added effects to Rock Lee jutsus *Too lazy to state them at this moment.*
Rakanken Ryuu - This style is the style or Jiroubou. While using attacks, it will allow your attacks to knowck the opponent back one cell as well as turn them around. The user will also attack at a slower rate, but have a slight damage improvement
to normal attack, and Rankanken style jutsus. Rankanken style jutsus include: TokKen, ShouShitsu, ShougekiShou, AtsuShou, and GanGeki. Rakanken will also have a gate limit of 1 or 2.
Suiken Ryuu - This style is the drunken fighting style used by Rock Lee. When the user uses this, they will be running the risk of having an off movement every 10(Might be changed) movements they make. While in this mode, they have a gate cap of
up to the 3rd gate. When in this mode, the user will not be able to have his movement distorted, or slowed down by physical *not including genjutsu* alterations. They can also not be frozen by physical freezes *not including genjutsu*. Their attack rate
will change on a 5 second basis, as well as their damage multiplier or reduction. *The amplifiers will be a small .2 or -.2 or so.*
Snake Charmer:
-Basic Jutsu- *Remove snake kyuu and snake sousou, remove tajuu snake no jutsu. Reword senei jashu, rework the kusangi. Rework shikumi no jutsu.*
Sen'eijashu - This jutsu will fire snake projectiles attacked the the users arm. They will move in a straight fire. They will be 5 cells long.
1x nin multiplier. 10 second cool down.
Hiru Bansho: Boka no Jutsu - This jutsu requires the user to be next to a solid obstacle. The object the player is facing will be targetted.
When used, the user will merge with that object, and be immune to projectiles. They will be frozen in this state besides being able to release the jutsu.
They will be able to take damage from taijutsus. This will not be usable on players and NPCs obviously.
Medium chakra amount, 2K to use. It can only last for a max of 2 minutes. Cool down of 30 seconds.
Mandara no Jin - This move will be a 5x2 heki. It will fire tiles of snakes at a above medium rate in the direction the user is facing.
1 minute cool down. Medium chakra cost, 1K to use.
-Reincarnation-
Fushi Tensei - With this, the user selects a target that is low on HP, and when used on the target successfully, the user will temporarily gain the targets Clan and profession
jutsus. This will not permanently keep the targets jutsus. The basic and reincarnation jutsu of snake charmer jutsu and users original elements will be usable.
This will have a giant cool down, for relevance to the anime/manga, and it will be a 1 day cool down. After 2 days of staying in a body, the body will wear
off, and go back to the users original body.
Edo Tensei - With this, the user will be able to summon one of the targets he has used Fushi tensei on once before. This list will be cleared every 5 days based on when they
obtained the body. They may only summon one body at a time, and if they do not place the charm tag kunai in the body, it will attack others as it wishes.
There is a 75% chance that the charm tag kunai will work correctly. When the body is ressurected, it will act as AI, which will attack an enemies, or whoever the
user has targetted *If this can't be done, there can be a target verb for the AI body, all this will do is tell the body who to attack, not how it attacks. There
will also be a defend caster verb so the body wont stay far from the user.*
-Jutsu pursuit-
This branch profession they won't gain any branch specific jutsu. They will be allowed to go learn two other profession's basic jutsu. *And maybe allow them a third element, fusion
for this is still being debated*.
Medic:
-Basic Jutsu-
Shosen Jutsu - This is a basic healing jutsu, which can only be used on other targets. It slowly heals the target for .5 the user's ninjutsu.
It has a low enough delay so over time it can be some what spammed on the target, but that "spam" would just replicate what it would be
like to have to stand still and heal the target, like they do in the anime.
Force Chakra - This jutsu has the user force their chakra into the target breaking them out of genjutsus.
Chakra no mesu - This jutsu can be used to enhance the use of shosen jutsu, and alternately allow "destructive" basic jutsu.
When you use this chakra, it will require you to input chakra every second at small amounts to keep it active.
When using this you will be able to use cut tendons. This will make the target move slightly slower (Not the extreme
reduction like jouro senbon does). Cut tendons has a 35% chance to succeed because it is stated that chakra no mesu
is very hard to fight with. When using chakra no mesu you will also gain an additional damage to your regular attack
with a multiplier of .2 your nin. (Meaning normal attack damage plus x.2 nin.)
Saikan Chushutsu no Jutsu - This jutsu will be able to extract basic poison from a target's body. The user will have to be directly next
to the target, and they will be frozen for 5 seconds as soon as they start using the jutsu.
-Destruction Arts-
Ranshinsho - This jutsu is considered a melee class jutsu. This will have a chance to either effect their arm or their leg. No matter what it effects,
it will lower the amount that target can be healed for, and the amount that the person can heal. (Nerfing heals basically). If it hits their leg,
it will make the target have an off movement every 6 movements that they make. If it hits their arm, handseals will take longer to perform, and they
will attack slower.
Okasho - This jutsu has the user hit the ground with their fist enfused with chakra, making a large impact. This is a small AoE that does minimal damage.
It destroys every type of bunshin, within the AoE. Including oboro bunshin. The user has a 1 second wind up before using the move, and anyone
caught in it is stunned (Can't use jutsu or move) for 1 second, the user is stunned also for this duration.
It will be a 2 tile radius. The multiplier will be .3 taijutsu multiplier, and have a 1 minute cool down.
Shikon no jutsu - This jutsu will allow the user to summon a cap of 2 dead souls at once. The dead souls will not be able to use jutsu, and will move randomly
a like a NPC. There will be a verb that makes them stop moving in random movements. These souls will look exactly like whoever you ressurrect. The bodies
will be clickable to control. And will do regular attack damage of what they have. The ressurrection menu will work based off of whoever has died within the
last 10 minutes on that map that it's used. Including NPCs. After 2 minutes of the body staying out, it will begin to aggro anyone, including the user. The user
can cancel the jutsu whenever.
Wind Specialist:
-Basic Jutsu-
Fusajin no Jutsu - A wave of dust goes out in a cone like formation, damaging those
the closer they are to the beggining
If the first tier hits the rest of the jutsu won't go off, if the second tier hits only
the sections that didn't collide would continue.
x3 x1.5 x.75 Multipliers based off of which wave hits, the bigger
wave the weaker the hit.
20 second cooldown.
X
XX
XXX
XX
X
Daikamaitachi no Jutsu - This jutsu fires a 3 tile heki that penetrates bunshins. It ignores iron sand as well.
1.2x nin multiplier. 1 minute cool down.
Futon: Tatsu no Oshigoto - This jutsu fires a medium moving projectile that does nothing until activated *alike chibaku*.
Once activated, it will turn into a 1 tile tornado that acts as a wall *Blocks projectiles
and movement*. If it activates within 1 tile radius of a player it will damage them 3 times for .7
the users nin in each hit. The move lasts for 15 seconds.
-Mastery Jutsu-
Kuchiyose Kamatari - This jutsu will summon Kamatari.
1.25 nin attack damage.
2 minute cool down.
Kuchiyose: Kirikiri Mai - Requires: Kamatari to be out.
A large 8 tile heki that does 2x Nin damage, penetrates clones and most ADs.
Chakra cost. 2000 Chakra. 2 minute cool down.
Okamaitachi
The user stands still and swings there giant fan, doing heavy
nin damage. The user freely manipulates the currents with his
/her arrow keys. (Cannot move the wind back towards the user)
tap again to cancel manual control of the jutsu.No diagonal
movements. This will stop basic projectiles and jutsus.
Penetrates clones (Will not stop on a clone hit) But not ADs
1.8x Multiplier
15 second cooldown.
X
------> X
X
RiceBall- Administrator
- Posts : 49
Join date : 2010-06-16
Re: Profession update
Forgot to add for human puppets, there is gonna be a tranferrence cost if ya catch my drift...
Meaning, you convert say 80% of the target into a puppet instead of 100% meaning it would have 80% of his power and all the rest.
Meaning, you convert say 80% of the target into a puppet instead of 100% meaning it would have 80% of his power and all the rest.
Asakuraboy- Owner
- Posts : 144
Join date : 2010-06-11
Age : 31
Naruto Ninja Arts :: NNA V3 :: Ideas :: New Techniques
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