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Old 04-22-2012, 07:25 AM   #1
Seikon
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Hidden Blunt Binding Tendrils Technique
Stage: 5

A deceptive support technique to arrest, apprehend or humiliate opponents.

The user waves a fan/whip/etc in the fashion of releasing a wind technique, sending a spiraling drill-like column composed of four separate wind currents up to 30 feet away at an opponent. The air current seems strong enough to blast doors off their hinges at first, picking its victim a few inches off the ground... just before impact, however, the wind currents separate at a dramatic rate until each current meets with one of the target's four limbs. From there, the rush of wind ceases as each individual current quickly becomes a dense, pressurized ring which binds the target's hands and feet, in a constant tug of war between each limb. The technique creates an air current powerful enough to bind and suspend a single opponent in mid-air for a maximum of three posts with a one post cooldown.

It is possible to use this technique against multiple opponents, choosing only to bind arms or legs or any mix of the two, however, using this technique against more than two opponents is highly disadvantageous as the technique produces a maximum of 4 wind tendrils.

Precise (chakra swords, etc) ninjutsu stage four and above will dissipate the bindings, once they have formed, otherwise a base strength of 20 is needed to muscle free of the wind's pull on each of the target's limbs.


Hidden Throne of the Storm God
Stage: 6

A utility technique, the user conjures an extremely powerful, chakra-compacted spiraling sphere of wind to encircle himself, acting as a shield. The sphere of wind is roughly 8'x8' and only large enough to comfortably shield a single unit, given the mobility of the technique.

The sphere, which lasts for a maximum of three posts, deflects projectiles and all ninjutsu up to and including stage five. Any physical attempts to penetrate the sphere must carry a base strength of 30, however, all physical strikes aside from a direct thrust would be blown aside by the current of wind. Additionally, its user is granted the ability to hover and increased speed via the sphere as if constantly under the effects of the "propelling winds" technique, however, there are some drawbacks.

Inside the sphere of wind it is incredibly difficult to hear anything spoken, all speech aside from direct shouts are all but inaudible. The sphere also effects the user's ability to communicate with the outside world - even a chakra-enhanced headset will only relay static from the user while inside. Second, vision is too blurry to initiate visual genjutsu techniques while inside, but visual genjutsu assaults from the outside may still be made on the user. Third, the sphere will only enable its user to hover 15 feet above the ground, any higher and the orb would immediately dissipate. As the sphere of wind must constantly be surging to be made effective, any contact with the ground is made while the technique is active will also immediately dissipate it. (Ideally the user stays a few inches above the ground at all times). The final drawback is that only wind ninjutsu may be performed while inside the orb.


The Seventh Eye of Divine Wind
Stage: 7

A summoning technique which requires a blood sacrifice to perform. While created as a defensive technique, the jutsu's offensive capabilities are catastrophic. *The Seventh Eye of Divine Wind is a titanic gate over 35 feet across and 70 feet high which almost instantaneously erupts from the beneath the earth to its full standing height upon summoning. While covered in sand and rust, the gate itself is a fascinating sight to behold, its jade and obsidian glinting ominously in the sunlight. Giant chains bind the base and the frame of the looming archway together as if keeping the gate itself prisoner and extend well into the earth to ensure that it stays that way. Across the gate's doors is the same empty eye socket depicted on the "Six Eyes of Divine Wind" gunbai carried by Hashimoto Daisuke. This eye grants the user temporary sight of the area in front of the gate via telepathic link. The range and focus of the sense of sight itself is no different than the user's normal vision. In order to maintain this link, the user's hands must remain fixed to the ground where the summoning took place.

The gate itself can withstand the force of impact of any taijutsu strike as well as completely nullify any ninjutsu strikes up to and including stage six.

The gate lasts a maximum of five posts (four posts after its summon). On the fifth post, the gate disappears in a down-burst-like shockwave of wind, knocking anyone (friend or foe) within its vicinity away. The force of this wind explosion is not enough to do any real damage, but it is enough to catch an opponent off guard.

The gate's lifeless eye holds a dark secret, however, and therein lies the true potential of the Seventh Eye of Divine Wind.

While the gate is standing, provided its user is still shielded behind the great gate, he or she may choose to "unlock" it through a handseal. At that time, the chains binding the gate closed are instantly destroyed and the great, sunken eye begins to stir and glow green, and a mounting, whistling vacuum noise can be heard as the ancient edifice creaks back to life. In the next post, the gate's doors have fully opened, revealing what appears as a two-dimensional vortex (picture). The force of suction created by the open gate is so powerful that anyone too close is at risk of having his flesh rent from his bones and any buildings in the vicinity can be stripped to their foundations. Additionally, the distinct, screaming wind-shear noise produced by the suction alone is enough to cause permanent hearing damage to anyone within the immediate vicinity as well as headaches and nausea for an area up to a quarter mile. On the 5th post (or eariler, if the user wishes) the gates slam shut, and for a brief moment there is not a single breeze to be felt in the desert.

The doors themselves are approximately 20'x20' and the cone of produced is roughly 60 feet long and 60 feet wide.

The gate can be open for a maximum of three posts, opening on 2nd post and closing/disappearing on the 5th. There is no way to open the gate after the 4th post. If, on the 4th post, the gate is not opened, the gate remains a stationary defensive tool until it disappears.

The link between the user's sight and the gate's eye immediately ends if the gate is opened.

The gate must be summoned via both hands slamming down on the same surface. It is inadvisable to use this technique indoors, but still functions in the same fashion. It is impossible to ride the gate as it explodes upwards due to the speed at which it rises from the earth.

Summoning the gate requires 1 stage seven jutsu usage. Opening the gate requires an additional stage seven jutsu usage.

*By Gate, think something akin to the "Rashoumon" techniques.

Last edited by Seikon; 04-28-2012 at 07:06 PM..
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Old 05-13-2012, 04:33 PM   #2
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Default Seikon Genjutsu Swap

To be added to this thread.

Sabaku Taisou: Gyakuten (Desert Imperial Funeral: Reversal)

Stage: 6
Trigger: Hear the technique's name as it's cast.
Duration: (As Stage Six Sand Genjutsu) 0,2,3

A powerful area of effect Genjutsu, Sabaku Taisou: Gyakuten operates as its name suggests. Where Sabaku Taisou creates a fifty foot crater, Sabaku Taisou: Gyakuten causes a vast number of gray-skinned illusionary "ghosts" to explode from the ground in the same radius around a single focal point, as if a literal reversal of the Desert Imperial Funeral technique. This technique is not limited by geography, but certainly more effective outdoors, and is designed to simulate a scenario of absolute terror.

Twenty of these apparitions are created for every non-ally target for a maximum of 5 targets and 100 apparitions. Targets are determined by the user.

Each ghost's physical levels are determined by the target they were created for, bearing 1/2 of the target's strength, speed, and stamina, with taijutsu bonuses, rounded up. A physical strike from a ghost is akin to being raked with neko-te at the pre-determined strength level.

The appearances of the undead beings vary. Some are ancient, some are fresh, some are ninja, some are children. Their hair may hang in their faces, their heads may spin, their mouths may open far wider than humanly possible, etc. Any recently deceased family members or comrades of the targets are among the terrifying crowd. Each one moans, wails or croaks in a fashion which fits its respective theme. More personal specters are capable of "attempting" to converse with their respective targets. If struck or attacked, they shriek and recoil for a moment as if they are truly the walking dead, only to recover and attack their intended target again.

The "ghosts" serve many purposes. Aside from the simulated sheer terror of a mass-resurrection, the apparitions closest to the targets will attempt to grab at and hinder their movements, while apparitions further away will continue to shamble, crawl, crab-walk, what have you, towards the targets in an attempt to converge on them and overwhelm them.* The product of a very powerful genjutsu, the "ghosts" are capable of inflicting illusionary wounds upon the targets that they manage to surround and catch, ripping, clawing, biting and tearing at flesh like ravenous zombies. These "ghosts" also act as a screen and limit their targets' vision of the battlefield significantly.

In addition to the veritable army of undead, the smell of rotting flesh hangs heavy in the air, enough to induce vomiting in some cases.

A maximum of five targets, designated by the user and within earshot of the technique's name after the necessary handseals are formed is caught in the utterly horrifying illusion. The user and any allies in the vicinity of the technique can see the illusions, yet they are not considered targets and as such remain unaffected by the mental trauma the technique may cause as well as oblivious to the illusionary smell of death and decay.
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Last edited by Kaen; 05-29-2012 at 01:16 PM..
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Old 05-13-2012, 04:33 PM   #3
Seikon
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Default Seikon's Projectile Swap

(Donator group enables me to have two items in a registry at a time, woo)

To be added to this thread.

Hidden Re-Apparating Spectre Shuriken Technique

Stage: 3

A deceptive throw which, after forming handseals while the shuriken is mid-flight, applies a chakra-based backspin powerful enough to rocket it upwards at the last second. To an untrained eye, the shuriken will seem to have disappeared. In reality, the shuriken, now ten feet above its intended target, continues to spin at an enhanced rate, notably (a highly skilled target would be capable of hearing a distinct whirring noise as the backspin activates) increasing its velocity and, as a result, its cutting power. The shuriken completes a tight loop in the air above its intended target before "falling" down upon the target as if it had been thrown extremely fast by someone from a high altitude.

The shuriken is capable of cleanly penetrating up to about an inch of solid wood, can puncture (but not pass through) light armor plating and can cause considerable damage to the human body, on a direct hit the shuriken may embed itself quite deeply.

This technique may only be applied to a single, standard shuriken at a time and cannot work with any other projectile.

There is no way to change the trajectory of the shuriken once it has been released. It will descend upon the same area that its thrower originally targeted, whether or not the specific target is still in said area.
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Last edited by Seikon; 05-29-2012 at 02:34 PM..
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Old 08-28-2015, 01:29 PM   #4
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Default Fuuton & Katon Swaps

(I've got some registry stuff on page two, they can be deleted)

Ninjutsu

For Daisuke.

Takuetsufuu (Prevailing Wind)

Stage: 1

Takuetsufuu passively affects the user's offensive Fuuton jutsu, at their discretion and at the cost of a usage per technique, by slightly altering the wind chakra as it is molded to produce an alternative form and function to best fit the user's needs. Quite simply, Fuuton jutsu which ordinarily produce 'sharp,' slicing winds become 'blunted,' better suited for blasting opponents away or crushing them through the force and pressure of the wind. Likewise, 'blunted' Fuuton jutsu (designed to blow targets over, etc) are imbued with 'sharp' chakra, giving them the means to cause slashing damage to targets where they did not previously. Techniques altered through Takuetsufuu are considered to be the same stage as the original technique, and thusly deal damage proportionate to their original stage. Takuetsufuu may not be used to alter the function of Stage Seven Fuuton or Fuuton Swaps.

Hidden Thrust Terror Sphere Technique
Stage: 5

The user converts a remote area, limited to a one-foot-wide sphere, into an intense pressure vice. Capable of being created anywhere within the user's eyesight up to a maximum range of fifty feet, the force of the air pressure within the sphere is enough to cause severe damage to soft tissues, break bones, crush lighter armors and warp solid steel up to an inch thick. The technique is telegraphed by the user's hand, who closes a fist around the area they are casting it and a visible orb of wind chakra that whines with the sound of immense pressure building up within.

Hidden Dismembering Disc Shuriken Technique
Stage: 4

Requiring a shuriken and concentration (the user must sacrifice both actions during the post this technique is used), the technique vastly enhances the power of a projectile through Fuuton. Molding chakra in the lungs and blowing on the points of a shuriken worn on the fingertip like a ring or balanced in the hand, the user imbues the blades of the projectile with slicing wind chakra.

Fully realized, the shuriken rotates at an incredible rate, spinning out its elemental power to create a visible disc roughly the size of a Fuuma shuriken. Unlike a normal Fuuma, however, the disc emits a distinct metallic humming noise and is as unpredictable as it is lethal when thrown. Given its nature, the disc may fly up to one hundred meters (spinning end over end, changing the cutting angle several times over this distance) or until it comes into contact with an object that it cannot fly through.

Base Stage: One may be created in a single post. The disc can cleave through stone and defensive ninjutsu at one stage below.
Stage 5: The disc can cleave through several inches of steel like butter and defensive ninjutsu at the same stage.
Stage 6: As above, and two discs may be created in a single post.

Katon: Naisetsu no Tenka (Fire Element: Ignition Ring)
Stage: 4

A complex technique derived from early stages of Katon, the user holds a handseal as a gout of fire, two feet in diameter, is inscribed in the air forming a fiery ring anywhere within a one meter radius around them. The circle of flame hovers in place, following the user's movements, and persists for a maximum of three posts before fading away. The ring itself is virtually harmless, incapable of defending against ninjutsu or taijutsu attacks (though it might act as a deterrent for the latter). The true purpose and secret of this technique is its ability to be compounded with the user's own Fuuton ninjutsu--wind techniques which are fired at or through the burning circle are ignited, becoming imbued with the fiery and explosive qualities of Katon while retaining their original form and function. A ring may ignite a single Fuuton before being fully consumed in the reaction.

Base Stage: Can ignite Fuuton stage three and below.
Stage 5: Can ignite Fuuton stage four and below.
Stage 6: Can ignite Fuuton stage five and below.

Genjutsu

Katon: Mugoi Haini no Jutsu (Fire Element: Cruel Cremation Technique)
Stage: 6
Duration: 0/2/3 (As Sand Genjutsu)
Trigger: Hear Technique's Name

Intended to be perceived as a ninjutsu technique, Cruel Cremation creates the illusion that the targets are indeed on fire after a string of handseals ending with the signature Tiger. Any targets the user designates up to thirty feet away from him who hear the genjutsu's name as it is cast will fall under its spell. Fire of unknown origin engulfs a part of their body, commonly but not limited to a foot or a hand. The flames spread at a slow crawl, consuming half of their body every post until they are totally consumed by flames, and with this, they are subjected to an illusion of all of the associated pain with being on fire. The technique gets its name from the unnatural qualities of the fire itself, as if it is enhanced with great amounts of chakra. Water, nor earth, nor the stop drop and roll methods seem to be able to put out the flames, which carry the scent of burning hair and melting flesh.
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Last edited by Hitoko; 06-06-2017 at 01:22 AM..
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Old 05-29-2017, 05:12 PM   #5
Seikon
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Default [Sand] Genjutsu Swap

(for Ishikawa Eiko, to be added to my swap list)

Shinkirou no Hada (Mirage Body)
Stage: 3
Trigger: Your Own Body
Duration: 1/3/5 (As Stage Three Sand Genjutsu)

Combining and expanding upon principles of both Sand's Mirage Veil and False Strike techniques, the Mirage Body technique borrows its trigger from its predecessor--the user's own body. Once the illusion has been cast, any who look in the direction of the user will see a perfect image of them projected anywhere the user desires within two feet of themselves. The user must establish the position of the Mirage Body when it is created. The Mirage Body perfectly mimics the actions (movement, speech, handseals, etc) of the user while the user themselves is rendered completely invisible, making the skill useful in situations both in and out of combat. The Mirage Body may appear to hold weapons and can 'attack' but the illusion itself is incapable of inflicting any damage. The Mirage Body may act as the 'caster' when using subsequent Genjutsu, and can 'perform'/be a conduit for genjutsu triggers (eye contact, whistling, hand gestures, etc). If the Mirage Body is hit by any attack, it reacts as if it were a normal body (bleeding, bruising, etc) before dissipating in a haze similar to a heat wave in the same post it is hit. If the user moves to strike a target themselves (not through the Mirage Body), the illusion is immediately broken and their position is revealed.

(Ninjutsu Swap - in Sand Nin List)

Migakizuna (Polishing Sand)
Stage: 3

By first focusing a large amount of chakra into their gourd or drawing sand to them as they form handseals, the user roots themselves (the user cannot move while the technique is active) and launches a wicked slurry of sand, condensed into foot-wide stream. The individual grains of the sand itself are imbued with a keen chakra and takes on many qualities of liquid, further enhancing the sand's natural abrasive qualities. Like a blast from a fire hose, the sand slurry travels fast enough enough to potentially knock down flat-footed targets and/or those otherwise caught unaware, and will leave targets with clothing eaten through, skin irritation, and can inflict significant damage and laceration to soft tissues if left unchecked. Focusing the slurry on particularly stubborn targets will bring out the hidden strengths of the technique--prolonged exposure to the sand current will only increase the damage it inflicts. Outside of combat, the technique may be maintained indefinitely for the purpose of drilling through material, up to and including solid stone and light metals over the course of several posts. In combat, this technique may be maintained for multiple posts at the cost of a usage per post it remains active, per its scaling, and is often paired with gourds full of compacted sand or performed atop sandy terrain/converted earth:

Base Effect: Range of 20 feet. May be maintained for two posts in combat.
Stage +1: Range of 30 feet. May be maintained for three posts in combat.
Stage +2: Range of 35 feet. May be maintained indefinitely in & out of combat at this stage, or until the user runs out of chakra or sand.
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AP: 0

Last edited by Seikon; 05-31-2017 at 12:52 AM.. Reason: stage ratings via wess, masked
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