Well, the plan is to get 1 level at the jutsu of our choice and level it later when appropriate. If it turns out that the numbers don't play out and that we desperately need the Weapons 10, we lost only one XP.
Zephyr's Reach is not a sturdy technique, so the "hand" can probably be broken by biting hard or by swatting it with a hand. But if we test it, lets
not do it by trying it on
live subjects party members.
We are not going back to the mountain for 9 months. That seems like too long a time to wait for a jutsu that we could get our hands on now or in few months. Besides, it is a combination technique, it might not work for individuals at all.
Okay, I made a preliminary jutsu wish list. Note that this plan has 4 jutsu in it, meaning we probably need to cut Weapons 10 from our long term character build.
I'm looking for feedback on jutsu requirements and priority order before I post a votable version. Remember that we can use conditionals for the priorities.
Whack-A-Mole Pinball
In general, Hazou doesn't have the time the get too invested in one jutsu and doesn't have that much chakra. He would prefer jutsu that use his general attributes instead of deep jutsu mastery to make use of the techniques. (Attribute requirements > Dice needed for usefulness)
List of jutsu Hazou wants ranked in order of preference.
- Earth Nintaijutsu
- Primary requirements
- Doesn't hinder mobility
- Provides high damage resistance
- Secondary requirements
- Lets us punch dangerous surfaces (Lave, acid, metal spikes, horror beyond the realm of man etc.)
- Adds to Taijutsu dice even with taijutsu styles
- If both primary requirements are not met, move this jutsu to the lowest priority rank
- Tunneling jutsu
- Primary requirements
- Fast, combat useful movement underground
- Secondary requirements
- Ability to leave the tunnels open
- Ability to vary the the size of the tunnel created
- Tertiary requirements
- Ability to detect what is going on in the surface
- Provides protection from suffocation for extended periods of time
- Tremor Sense no Jutsu
- Primary requirements
- Ranged detection without line of sight
- Secondary requirements
- Usable while fighting, so no active channeling required at least for close range detection //Should this be a primary requirement, or are we fine with getting a purely channeling based detection jutsu?
- Tertiary requirements
- No handseals
- Heart and respiratory detection for social awareness
- Skidmark no Jutsu
- Decription: A jutsu that moves a patch (or patches) of ground around very quickly
- Primary requirements:
- The batch of ground doesn't have to be right next to the caster at start
- Ability to move at least a ninjas worth of mass on top of the patch
- Does this jutsu have other requirements?