Ninjitsu for Masterminds


Col_Blitzkrieger

 

Posted

Not much of a proliferation as a new powerset, Ninjitsu for masterminds as a secondary powerset, its mainly a mix of the Kuji-In powers of ninjitsu and a few traps mixed with some pet abilities.

1) Kuji-In Sha (AoE Heal, res toxic)
you invoke the power of sha (or healing) and with it you heal yourself and your nearby allies and gives a bonus to toxic resistance

2) Caltrops (AoE minor lethal damage, slow)
You toss a handful of Caltrops at a targeted location and spread the tiny metal spikes over a large area. Any enemy that passes over the Caltrops will be forced to move at a slower rate. They will also take some trivial lethal damage over time.

3) Kuji-In Kai (AoE res ranged, aoe and cone)
You tap into the power of Kai (or danger senses) to allow you and your allies the ability to dodge incomind ranged, cone and AoE attacks for a duration

4) Blinding Powder (cone -Accuracy, Sleep -Perception)
You throw a handful of Blinding powder in a wide arc at your foes. Most foes will be blinded, and unable to see. Some affected targets may be overcome by the powder that they may start attacking their own allies. If you attack the blinded foes, they will be alerted to your presence, but will continue to suffer a penalty to accuracy.

5) Kuji-In Toh (ally Resist Disorientation, Hold, Sleep, Immobilization, Fear, Confusion, +Perception)
You channel the power of Toh (or harmony) to clear your allies mind from holding or debuff effects and leaves them with a resistance to Disorientation, Hold, Sleep, Immobilization, Fear and Confusion.

6) Venom Dart (ranged minor lethal/toxic dot, slow/sleep -Res)
you throw a small dart laced with a special poison that will affect the targets immune system draining them of thier resistances and slows them down, there is also a chance they may fall asleep if sucessful

7) Kuji-in Zai (Ally +Jump Hight, +Res Fire, Ice, energy, neg energy)
You summon the power of Zai ( or Sky and Elements) to allow your allies to leap great distances on the wind while protecting them from elemental assaults for a small duration

8) Trip Mine (targeted AoE, Extreme Fire/Smashing, knockback)
You can place a Trip Mine on the ground. Any foes that pass near the Trip Mine will cause it to explode, severely damaging all nearby foes and sending them flying. The Trip Mine is almost impossible to detect, but it is fragile and may be set off by an enemy's explosion. Even if destroyed, the Trip Mine will detonate. Setting a mine is delicate work, and if you are interrupted, you will fail.

9) Kuji-In Retsu (Pet +Defense, +Speed, +Recovery, +Resistance)
Kuji-In Retsu is the mastery of space and time. Focusing your power on Retsu enables your henchmen to channel this power to fenominal effect allowing them to move faster and speed up thier recovery while also giving them defense and resistance bonuses


A total of 14 of my nerves have been harmed in the making of this post...

 

Posted

What is with you and the Ninjitsu set? You're obsessed.


 

Posted

I just think we can do more work with it, there more things that can be manipulated into the set, And I was trying to include some powers that the Jounins have into the set along side some that go Ideal with squishy henchmen and thier buff troubles


A total of 14 of my nerves have been harmed in the making of this post...

 

Posted

Eh, it's not really Ninjitsu anymore when changed this much.

And, well, Ninjas already has a matching secondary.


 

Posted

[ QUOTE ]
Eh, it's not really Ninjitsu anymore when changed this much.

And, well, Ninjas already has a matching secondary.

[/ QUOTE ]

Perhaps they do but I dont like the ninja powerset because the mm is nothing like a ninja himself. This idea might remedy that feeling a bit.


 

Posted

Hmm i like this idea, might need some tweaking/changes, but surely nice idea.
Thugs-Ninja/Nin FTW :P


49 level 50's(CoH/V), cant be arsed to list em all :P