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Jokowi
Jokowi
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Join date : 2023-06-21

New Mechanic: Forbiden Jutsu Empty New Mechanic: Forbiden Jutsu

Fri Aug 11, 2023 9:02 pm
Message reputation : 100% (2 votes)
About forbiden Jutsu
1. Unlike any other jutsu that can be repetitive used, forbiden Jutsu its one time use per battle, very powerful and have side effect that can't be restore for the rest of battle.
2. Only one forbiden jutsu can be equip at one time.
3. At the beginning of battle its automatically have a cooldown so its can't use directly at the beginning of the combat.
4. Forbiden jutsu can get start in lv 60 by doing special missions, the difficulty its very hard and some of mission can't permit team.
5. To challenge special mission, user must collect 10 forbiden jutsu map piece to challenge it once that get from lv 60 boss raid or from watching ads in daily reward. If user fail in special missions, they must collect 10 map piece again.
6. Each forbiden jutsu get from different special missions.
7. Each ninja can only equip 1 forbiden jutsu in one time.
8. Team dont use forbident jutsu when invited.
9. In PVP enemy have little chances to use forbiden jutsu if near loses.
10. In last stage in special missions, there are bosses that have forbiden jutsu based on reward on special missions. When CD of forbiden jutsu become 0, it will cast that forbiden jutsu.


Idea of Forbiden Jutsu:

1.Kage Bunsin
Summon 2 copy of self for 10 turn, the copy self have 50% bleed, and reduce its attack by 50%. Copy can only use attack command or random taijutsu that you have (even you dont equip)
Cost: 200 chakra/ turn. If you can't maintain jutsu copy will be gone.
Side effect: Reduce max chakra and hp by 15% for each copy that summon for the rest of battle. Reduce number of copy for each team you invite. After all copy gone, stun self for 3 turn.
Starter cool down: 15 turn

2. Cursed Seal of Heaven
Increase attack, speed, crit, dodge and chakra regen by 30% for the rest of battle.
Cost: 1000 chakra.
Side effect: Each turn when user active this cursed seal have 10% chance user will get instant death. Increase this chance by 5%/turn for the rest of the turn.
Starter cool down: 20 turn

3. Edo tensai
Summon 2 random team from your team list to battle for 8 turn.
Damage: Based on team, team can use get additional 1000 hp and chakra regen/turn and don't use charge.
Cost: 400 chakra per turn.
Side effect:  During skill duration, user will skip turn and get bleed by 30% for the rest of battle.
Note: If user don't have enough chakra skill will be dispel.
Starter cool down: 20 turn

4. Death Reaper Seal
Cut both users and target max hp by 50%
Cost: 50% max hp and 1000 chakra
Side effect: This jutsu can be resist or evade, but the cost of using it is certain.
Starter cool down: 15 turn

5. Explosion
Damage: High, area, based on remaining chakra and hp, can't be dodge, give burn for 10% for 5 turn.
Cost: 30% hp and all remaining chakra.
Side effect: Need preparation for 3 turn, during preparation user can't be heal and skip user turn. Once cast it can't be disable either by stun, disperse, chaos. During preparation increase prot & rest by 50% After using and user still alive user will skip 1 turn and lose 70% of max hp.
Starter cool down: 20 turn

6. Meteor
Damage: High, area, including team, high crit rate.
Cost: 2000 chakra
Note: Need 2 turn to preparation by skip user turn , if user get stun, chaos during preparation it will failed but users can attempt to cast unlimited times until its successful used. After success preparation meteor will fall between 1-5 turn after cast, only user know when it fall to make preparation.
Side effect: User also get damage from this jutsu, reduce speed of user by 50% for the rest of the game.
Starter cool down: 20 turn

7. Change of Life
Change %of your hp into % target hp, also change both buff and debuff user to target.
Success rate based on %remaining chakra of users - (30% + target resistance).
Cost: All chakra
Side effect: Give user chaos status for 2 turn, user can't get heal for the rest of the battle even this forbiden jutsu its failed.
Starter cool down: 15 turn

8. Dual cast
Increase speed by 50% for 1 turn. Next jutsu user use will use cost twice chakra but cast twice.
Cost: 100 Chakra
Side effect: After use this forbiden jutsu user all jutsu that cast by user will be cost twice for the rest of battle.
Starter cool down: 15 turn

9. Demonic Invisible
Increase crit & speed by 50% for 3 turn and can't be targeted by enemy.
Cost: 100 Chakra
Side effect: During duration can't use jutsu or talent. After skill duration reduce speed by 50% for the rest of battle.
Starter cool down: 15 turn

10. Coup de Grace
Increase crit chance by 50% and crit damage by 100% for 5 turn. Each damage by attack command will give 20% bleed for 5 turn.  
Cost: 100 Chakra
Side effect: After duration can't do crit and use attack command for the rest of the game.
Starter cool down: 15 turn

11. Divine Glory
Remove side effect of forbiden jutsu for rest of the team, remove all negative debuff of team, and restore hp & chakra team for 30%.
Cost: 1000 Chakra
Side effect: user can't get chakra by charge for the rest of battle, this side effect can't be remove by other divine glory.
Starter cool down: 15 turn

12. Blood Sacrifice
Based damage is 1, damage will be multiple by 2/turn.
Cost: 10 chakra.
Side effect: Decrease max hp by 1% each time damage multiple. When cast, user also get 50% damage of this forbiden jutsu to himself.
Starter cool down: 5 turn

13. Unlimited jutsuwork
After this forbiden jutsu cast user will chanting for 5 turn, during chanting reduce speed and accuracy by 30%. After successful chanting will get unlimited jutsuwork buff for 5 turn.
Unlimited jutsuwork buff: Decrease all jutsu CD by 10/turn. Increase damage, accuracy, dodge, crit, crit damage, purify, speed, prot, resistance by 30% and user can use jutsu without chakra and can't dispel.
Cost: 500 chakra/ chanting. If users dont have chara, this skill its failed.
Side effect: After forbiden jutsu duration finished, user that cast this jutsu only have 1 hp remaining. Can't gain chakra and hp for the rest of battle.
Starter cool down: 15 turn

14. Rasenshuriken
Need 1 to 5 turn to prepare, if during prepare duration user get stun/ chaos its will be fail, but users can attempt to cast unlimited times until its successful used. Each turn in preparation, users can choose to use this forbiden jutsu or make preparation to increase damage.
Damage: 500 x 2-10 (based on turn it prepare).
Chakra: 1000
Side effect: After used, both user and target that successful hit have 50% chances to get 100% bleed for the rest of the game.
Starter cool down: 15 turn

15. Release Biju
Need 2 turn preparations, during preparation skip user turn, if user stuned or get chaos jutsu its fail but users can attempt to cast unlimited times until its successful. Once success will damage random target/turn with 80% accuracy and 10% crit chances for the rest of the battle.
Damage: 500-1000/turn (Random target, user/ team or enemy)
Chakra: 2000
Side effect: Users have a lower chance go hit by Biju than other target. After success use, decrease max chakra of users by 50% for the rest of battle.
Starter cool down: 20 turn

If you like this idea and want to implement it, please give me some token as appreciation. Thank you Very Happy Very Happy

Jokowi, clevnme, Daniel42, lequinox and DRX1 like this post

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DRX1
Posts : 17
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Join date : 2023-08-07

New Mechanic: Forbiden Jutsu Empty Re: New Mechanic: Forbiden Jutsu

Sun Aug 20, 2023 8:04 pm
Good idea, it's will make this game different with original NS.
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