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Old 02-24-2008, 04:11 PM   #1
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Old 07-26-2009, 11:20 PM   #2
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Default Kanou's Medic Swaps

Central Nervous System – Sense Damage (Chuusuusei Kansei Gai)
Stage 5
One of Kanou’s unique skills cultivated through a precise application of the theory behind CNS Electric Shock. Rather than delivering an attack that disables the muscles, however, this jutsu attempts to override and injure the opponent’s senses. Upon making physical contact with the enemy, Kanou sends a pulse of his own chakra up the nerves of the target and into their brain. From there, one of the major senses is temporarily disabled. For the next three posts one of the following effects can be applied:

-Vision may be blurred and dulled
-Hearing is muffled and distorted
-Smell and taste are both nullified
-Pain reception is turned off

The damage can be reversed through the efforts of another medic; any level healing hands will removed Kanou’s chakra from the victim. Further, a second application against the same target will override and remove the previous effect, even if its duration wasn’t over otherwise. The precision and control required force a one post cool down on subsequent use of this technique.

Neutralize - Chuuwa
Stage 5
The second of Kanou’s special jutsu, created as a way to forego the time necessary to craft specific antidotes in the field. By laying hands on a poisoned patient, Kanou uses a wave of healing chakra to break down and thus destroy the enzymes and chemicals responsible for the damage poisons cause. This type of antidote requires a full post to use and afterwards leaves the target’s body slightly numbed and tingly. The side-effects of Neutralize dissipate after another post, leaving the patient at normal combat ability again, as though they had never been poisoned at all. Alternatively, Kanou can use this technique on himself, again requiring a full post of concentration but without the numbness; he is not negatively affected by his own chakra.

Killing Hands: Major - Satsugaite: Ichidanto
Stage 6
Requires: Killing Hands
A more powerful form of the original Killing Hands technique, this jutsu seeks to break down a victim’s body by forcing it to destroy itself. Applied like a traditional Healing Hands, this instead seeps into the enemy and begins unraveling it, often violently. Blood vessels burst, tendons snap, flesh rots and organs fail. Even a fleeting touch from the user can cause significant internal bleeding and minor fractures as bones pull apart. Prolonged exposure against a helpless foe can easily prove fatal, particularly if the heart or brain ends up as the main targets of the assault.

Cloudform - Kumokata
Stage 4
Using the theory of wind ninjutsu, this technique of Kanou’s extends the effects of certain items over an area. The medical items chloroform and novacain can be pulled out of their containers and turned into fine, drugged mists. These hazes stay over a thirty foot diameter for three posts and affect anyone caught inside. The novacain causes its characteristic numbness ever exposed skin while chloroform causes those who inhale it to become drowsy, even forcing sleep in the fatigued. The drug effects fade after two posts away from the cloud.

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Old 10-17-2009, 02:16 AM   #3
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Default Jami Swap Ver. Grass

This jutsu is going to seem a bit weird, but try to read the whole thing, I promise it won't be crazy long.

EDIT: To be used in conjunction with this implant.

Moku Genko - Wood Fist
Stage One
This technique serves the trigger to grow out the Moku Genko implant. While the implant normally exists as just a literal stump over the user's shoulder, this jutsu forces the implant to take its more useful form. This trigger is activated with one-handed seals, requiring the other arm to be free. When the Moku Genko is activated, it appears in a full, complete state each time and can be maintained indefinitely by concentration and thought. Injuries sustained by the Moku Genko are repaired every time the technique is canceled (causing the extended arm to retract and dissolve) and re-used. This jutsu itself otherwise has no use beyond summoning and dismissing the arm, and the arm may be activated or reactivated up to five times in one thread.

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Old 02-23-2010, 07:05 PM   #4
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Default Ishuro Paunch

This is a special technique for Fierce God Fist, I'm not too picky on stage what with access to all of them.

Clothesline
An imperfect technique that nevertheless accomplishes its original goal: to disarm opponents quickly and effectively. Through a combination of brute strength and the Heaven Points of the Fierce God Fist, Ishuro delivers a single straight punch or kick towards the middle of his enemy. Upon contact, the massive momentum of the attack is redirected into the body of the target and launches them up and away, spinning end over end. While actual damage is minimal, even in landing, the speed and force is enough to rip weapons out of opponent's hands be flung every direction. Though efficient, the technique doesn't cause any harm to an enemy's items, it merely scatters them beneath the arc the target traveled.

Given the proper, or improper, air conditions, articles of clothing are occasionally lost alongside any weapons the target was holding.

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Old 03-28-2010, 02:59 AM   #5
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Default Feather Swaps

Hane no Gaitou (Cloak of Feathers)
Stage One
A basic jutsu requiring so little chakra and concentration as to be considered passive. Essentially, simple feathers are merged, shuffled, and disguised via chakra until they can be reworked to resemble any article of clothing the user can imagine. The transformation is convincing to all senses: the innards of a pillow could be disguised as a high-class tuxedo or fishnet leggings without any difficulty and could be cycle between clothing at the user's behest. However, the feathers gain no durability, so leather or steel emulated through the technique is shredded as easily as cloth. When struck, the user's false clothing tends to shed, causing a few of the feathers to revert to their true appearance and flutter away. The Cloak is, thus, a diminished sort of Henge. With some focus and some chakra, the user can regenerate destroyed sections of the cloak and force the feathers to multiply to fill in any gaps.

Kaiken no Gaitou (Cloak of Daggers)
Stage Three
A simple offensive jutsu, the Kaiken no Gaitou directly feeds off the Cloak of Feathers. Upon completing hand seals, the user forces a number of feathers to lift up from the Cloak to point forward, revealing their true form in the process. At the user's command, the feathers launch forward like kunai, hence the name of the technique. Each feather is stiffened and coated with chakra, allowing them to strike with the weight and sharpness of daggers despite their normal limitations. The feathers are, in fact, so thin that they are effectively razor blades that lodge themselves into flesh easily. Up to a dozen feathers can be thrown this way at once.

Hane Tosshin (Feather Rush)
Stage Five
This jutsu rapidly shuffles the Cloak at the user's command, quickly and precisely creating temporary copies of its feathers as it does so. The Cloak transforms into a single long arm with four claws, all made of swirling feathers. Each feather is sharp and tough as per Kaiken no Gaitou, but there are significantly more of them involved. The arm isn't dexterous enough to grasp anything; it simply moves through its target and places them within a wind tunnel of razor feathers. Anyone caught in the arm's path is liable to be slashed all over and have a few of the feathers get stuck in the process. The claw can extend in a thirty foot arc and is roughly five feet in diameter, and it howls as it moves from the feathers rustling in the air. After lashing out, the claw swiftly retracts and reforms the Cloak.

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Old 05-08-2012, 06:27 PM   #6
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Launch Anything
Stage 3
Description: A curious jutsu used to create a variety of trick arrows mid-combat. With chakra, the user is able to take any object in hand and temporarily warp its shape into that of an arrow or crossbow bolt. Then, the newly minted arrow may be fired as though it were a normal missile. At any time, the user may reverse the transformation, changing the arrow back into the original object. Curiously, being compressed into an arrow causes no damage to the base object. The user cannot transform items weighing over twenty pounds or costing over ten points and the transformation of an item does not count as an attack.

Momentous Shot
Stage 4
Description: This jutsu harnesses the momentum of the user; it may only be used while moving, whether that be on the run, mid-jump, or in a tumble. The user's chakra pulls their own kinetic energy up and into an arrow or bolt, the process of which immediately brings the user to stop. After the arrow is fired, the transferred energy can be released, allowing the user to remotely alter the angle of trajectory. An arrow's flight can be slanted, bent at right angles, or even completely reversed.

Cover Fire
Stage 3
Description: This jutsu can be activated whenever an arrow or bolt is fired, but must be done so immediately. When used, the jutsu forces the arrow to stay exactly in position, hanging in the air even when the bow is drawn away. Upon command, the user can release the hold, allowing the arrow to travel as it would have at its original launch. Up to three arrows can be held by Cover Fire at once for a maximum of three posts each; an arrow not released by the time limit falls to the ground. Holding an arrow with Cover Fire counts as an attack for the original post.

Purifying Element
Stage 6
Description: A powerful defensive jutsu, this technique's primary function is to halt enemy ranged assaults to maintain control of the battle. The user takes aim at an incoming ninjutsu or projectile and then fires an arrow or bolt. The missile turns into a gleaming silver line as it travels and, upon contact, dissipates enemy offensive ninjutsu below stage five and sends other projectiles clattering harmlessly to the ground undamaged. Destroyed ninjutsu leave behind a shimmering cloud of dust that is too thin to obscure vision, but pretty nonetheless.

Last edited by Jami; 05-10-2012 at 03:41 PM.. Reason: put in stages, bad Riz went too fast!
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Old 06-25-2012, 10:04 PM   #7
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Default Mist Seal and Grass Swaps

Ocean's Shape
Umi no Keijo

The Umi no Keijo was originally designed as a means for Mist nin to more effectively fight on the waterways they call home. It harkens back to old techniques and lost secrets, using a knowledge of transmutation to turn a seal bearer's body entirely into water. The seal sees ideal use on shinobi who often deal with pirates on open ocean, but the sealing process proved to be too much for most subjects. Those who could not properly control the seal would try to turn into water and lose all consistency, bursting in showers of blood and dying immediately.

However, experiments with the seal continue to be run and test batches are sometimes made in small numbers, usually paid volunteers at dead-ends and other extreme low points. Subjects still routinely die, making involvement with the program a danger in and of itself. The seal is not infectious, but can be manipulated through long rituals to allow a bearer to copy the seal onto another willing host. This seal represents one of the most stable and functional versions of Ocean's Shape, but other bearers have manifested its powers differently.

Requirements: Power 17, Control 16, Reserves 16, Willpower 15

Abilities: When activated, Ocean's Shape transforms the bearer's body into water. The bearer becomes a translucent mass of flowing water that retains the shape and features of his normal body. His form is held together by chakra, allowing him to alter his shape with relative ease by changing the flow of his chakra. He could become a wide puddle or a thin tube of water, allowing him to pass through narrow spaces. The user can also alter his density, allowing him to double or halve his volume.

While in water form, the user must remain a contiguous mass as if bound by a membrane, so he cannot split into multiple masses or soak into fabric, but he can move in a variety of ways. On the ground, he can form full legs and walk like normal, or he can surge across the ground, pushing against the earth and propelling himself forward. In a body of water, the bearer retains his shape, but can swim with ease and does not need to breathe. He may also travel along the surface of any liquid as though under constant Water-Walking Technique. The user cannot fly or hover, but he can jump as though he had his normal body and he may extend parts of him to distant points, then pull the rest of his mass towards the new ground anchor.

The bearer retains his normal stats and abilities while in water form, including speech and normal senses, and may deliver all manner of hand to hand attacks. He is somewhat resilient to taijutsu, allowing him to easily absorb blunt strikes and recover from blade attacks just by shifting his body around the weapon, and is immune to poisons, suffocation, and other attacks which target systems he doesn't have. Additionally, any ninjutsu requiring sources of water may be fed with some of the water that makes up the bearer's body. A jutsu used this way actually takes only a small amount of the user and then propagates it, minimizing the drain on the user.

When the user transforms, any clothing and items he is carrying also transform into water, sinking into his form and becoming indistinguishable. The items can be freely shifting back to their regular forms, allowing the user to draw stored kunai out of his body or materialize a sword in his hand and so on.

Weaknesses: Switching to a body made entirely of water gives the user a number of problematic weaknesses. If any part of the user is separated from the central mass, it is considered lost and cannot be pulled back into the body even if the user tries to collect it. This means that, though resistant to low-energy body blows, the bearer is quite weak to the explosive force on the level of explosive tags and abilities like those of Precision Fist. A loss of body mass will weaken the user in a water state, but translates into minor to major injuries when he shifts back to his normal form; a small amount of water means broken blood vessels and larger amounts may translate to missing limbs.

Further, the bearer may resist taijutsu, but is still affected by genjutsu and most ninjutsu and, in some cases, is weaker to them. While doton and suiton risk knocking off sections of the user's body, sources of intense heat, like katon, can boil him away. Electrical attacks, such as raiton and chidori, are not only able to boil the user, but are attracted to the user and much more difficult to dodge. Low temperatures can also freeze parts of the user's body, locking their form until they thaw or are removed. As the user has no flesh and blood while in water form, he cannot be healed by Healing Hands and other medical jutsu. If the user was suffering from poison before shifting, any remaining duration is reapplied upon changing back.

The bearer, even in his regular form, is easily susceptible to dehydration and must drink about twice as much water as a normal person to avoid its effects. When knocked unconscious, the user undergoes a half-shift, becoming largely gelatinous, but can maintain one true form or the other when sleeping normally.

Note: Water form duration does not have a limit, but shifting from one form to another takes one of the user's actions for the post.

---

Grass Swaps - Ex-Shinku Seijun

Photograph
Stage: 2
By focusing chakra into the eye and performing a tiger seal, the user is able to manipulate his vision as though looking a camera. He can zoom, focus, and adjust lighting, then send a quick chakra pulse to the brain to take a mental picture of whatever he is looking at. The user can hold up to two dozen mental pictures at a time and may delete these imprints at will. By placing a hand on a solid surface, he can place a saved photograph, forming an exact image. This is usually done with paper to create permanent, physical copies.

Recording
Stage: 2
The user runs chakra into his ears and holds a seal, allowing him to memorize conversations and other noises. He can record for up to four posts at once and can hold up to three such recordings in his memory at once. With a second seal and a stream of chakra to his voice box, the user can recite memorized conversations perfectly, altering his own voice to imitate those of others and mimicking noises within human range.

Bone Binding
Stage: 5
After performing hand seals, the user holds chakra in his finger tips. If he manages to touch the enemy, the chakra immediately runs through the target's body and centers on his wrists. Thereafter, the enemy's wrists are attracted to each other as though heavily magnetized. They come together rapidly and stay that way, as though the enemy had been handcuffed. This makes hand seals and using most weapons impossible, but can be resisted with level six strength or higher. Otherwise, the binding ends after two posts.

Reveal the Secret
Stage: 5
The user performs a string of hand seals, then places his palm against the forehead of a target. As long as he maintains contact with the target, he can ask the target a single question. The user's chakra leaks into the targets brain and guarantees an answer - the right answer. However, though the target cannot lie, he may still provide false information if he believes it to be true. This technique puts stress on the user and the target, whose system becomes temporarily resistant after being affected once. Therefore, a target may only be affected by this jutsu once per thread. Reveal the Secret may only be used out of combat.

Monkey Grip
Multiple Sword Style Regular Technique
Stage: 4
Learning how to wield multiple swords is hard and learning how to hold them all is key to the process. This technique allows a user to, when barefoot, catch and hold his swords with his feet, typically be placing the hilt between the big toe and the other toes. By keeping a sword held by a foot, the user can become a wildly unpredictable attacker, able to pivot on his other leg and attack with his other limbs. If the user knows Wall-Walking, he may use this technique to stick a sword to the sole of his shoe and fight with it.three of their other limbs.

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Old 01-08-2014, 09:08 PM   #8
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Default Blood Feast - Beast Seal

Blood Feast
Chi no Kyoen

The Tailed Beasts. Long ago, after the last Great Shinobi War, the Tailed Beasts, monsters more chakra than flesh, were gathered up. Chained like common animals, they were dragged away from the world of man to a distant shore, a prison that came to be known as Bakemono no Shima, the Isle of Monsters. To this day, most of the Tailed Beasts remain on that island, scattered in pieces. But some have recovered from the destruction of the Great Shinobi War enough to manifest in their true forms.

Blood Feast is a resurrected seal once used to contain and control one such beast before they were locked away on the isle. Originally developed by the secretive researchers of Old Sound, the seal was designed with Kyofuu in mind. Kyofuu the bat was a low-ranking beast, only known to ever have three tails, but still held power beyond human measure or, indeed, human understanding – the power of Movement. When his first true host died in the war and Kyofuu's might went unchained, he carved a massive crater, sending everything nearby somewhere else.

Thankfully, applying the seal to a human host is easy enough, but with a catch. Like with most Tailed Beasts, Kyofuu's presence permanently and drastically alters the very nature of his host's chakra. The first four test hosts died within a matter of hours as chakra poured out of their coils until Kyofuu escaped, leaving a desiccated husk behind. The truth is that Kyofuu's power overwhelms shinobi chakra coils, which are used to being open, and the beast is allowed to escape. Only those without ninja, samurai, or monk training can be considered viable hosts.

Thus, when Kyofuu reconstituted on the Isle, its watchers prepared for the inevitable. Of all the beasts, it was Kyofuu who was most likely to circumvent the barriers keeping their essence away from the world of humans and, in a matter of weeks after reforming, Kyofuu made landfall on the mainland. With his would be keepers already in hot pursuit, he created havoc for a few days before Blood Feast was slipped around his neck once more. Now bound to a new human host, Kyofuu's power remains, restrained by Blood Feast but still quite real.

Weaknesses
-The seal bearer may not take (other) shinobi lists including: ninjutsu, genjutsu, summons, or any list with a chakra primary or secondary stat block. They may still use Celestial Gates and taijutsu special techniques.
-The bearer may not have any bloodline or implants using chakra systems.
-However, the pressure of Kyofuu's chakra causes the bearer to be susceptible to chakra exhaustion. Anytime the bearer would take stat penalties (from Gates, other buff/debuff jutsu, or any other source), they instead take double the normal penalty.
-The bearer's chakra coils are sensitive. Any damage directly to the coils, such as with the Hyuuga Jyuuken or chakra poisoning, is amplified.

Bonuses
-The bearer has access to this seal's techniques.
-Unless specified, this seal's abilities work only on objects. While they may target objects held in someone else's hands, anything worn close to the body (ie clothes) cannot be targeted.
-Each stage lists a Limit rating. The seal's powers may only affect targets within a radius equal to the Limit, though they may cause an object to leave that radius.

Stage One
Requirements: Power 4, Control 4
Limit – Ten feet

Forward – Tapping into Kyofuu's power over Movement, the bearer is able to send objects from one place to another. At this level, though, the bearer's control and finesse are tenuous even under calm circumstances. He can slowly cause small objects to levitate or launch away from himself. The bearer can hurl a single kunai this way a round.

Stop – In addition to imbuing objects with new momentum, Kyofuu can also sap the Movement from one already in motion, consuming its energy. Raising his hand, the bearer can immediately force an incoming projectile, such as an arrow or a knife, to halt in mid-air. While effective against the likes of normal kunai or senbon, this defense is useless against true ninjutsu. Only one missile can be stopped at once.

Back – Sometimes, though, the best defense isn't to control the opponent, but instead to change one's own position. Using Kyofuu's power, the bearer moves as if suddenly dragged from behind, like an invisible hand pulling them by the collar. The bearer slides ten feet backwards with enough velocity to throw them off balance afterwards.

Special Technique – Hold
Requirements: Willpower 2, Tactics 2
The bearer concentrates and wills an object not to stop or move but to, instead, delay. A falling rock, a flying dagger, a swinging log, they can all be ordered to Hold, causing them to wait, seemingly frozen in the air. On the next post, however, they immediately resume travel as if never interrupted in the first place.

Stage Two
Requirements: Power 7, Control 7, Willpower 6
Limit: Fifteen feet

Left/Right – A slight adjustment, a little change in force, can alter whole trajectories. Using Kyofuu's influence, the bearer creates just such a change, re-angling a moving object. This allows the bearer to adjust an object's course by 45 degrees, turning the head of a spear away from himself or causing a shuriken to curve its path towards a new target.

Up – Gravity exerts its force over everything on Earth and anything that wishes to move must fight its effects. For a brief moment, however, Kyofuu allows its bearers to free Movement from the chains of gravity. With a flick of the wrist, the bearer can send an object flying into the sky – twenty pounds of matter suddenly launching upwards. The effect ends after a post, long enough for a target to get a dozen feet into the air.

Down – In a reversal of the previous technique, the bearer can instead remove an object's inherent Movement away from the Earth. An object affected this way immediately hits the ground, transferring all of its momentum downwards. However, if an object is already touching the ground, this technique is useless – it doesn't create additional force, it simply redirects it.

Special Technique – Here
Requirements: Willpower 4, Tactics 4
Kyofuu's power is not limited to merely controlling kinetic energy. Focusing, the bearer can fix his abilities on a single object they can see and will it to come Here. The next post, provided the object is not held or fastened at its current location, it appears at the bearer's location, typically in his outstretched hand. Once this movement has begun, it cannot be intercepted – it just happens. One post cooldown.

Stage Three
Requirements: Power 10, Control 10, Willpower 8
Limit: Twenty feet

Forward II – The bearer's capacity to create Movement has grown, allowing them to throw more objects at once and do so with more force than before. In a single round, he can lift and throw up to five standard projectiles at once and does so as if launched from a shortbow rather than from his own hands. Alternatively, a single, larger object can be thrown, up to twenty pounds at a time.

Stop II – Further, the bearer can negate more and more Movement at the same time. Just raising his hand, he can stop five daggers at once, causing them to clatter harmlessly to the ground. Or, as with Forward II, one bigger object can be rooted in its tracks. The power has progressed to the point where even a held object can be stopped for an instant, protecting the bearer from, say, an incoming sword swing.

Aside – Sometimes, the very air itself needs to get out of the way. The bearer can swirl the air around himself, creating a bubble that redirects other sources of Movement around the bearer. The Movement can trap or miss small objects, making it dangerous to use in combat, but is effective as a way to let the bearer push his way through a body of water or against a sandstorm without drowning or being torn to pieces.

Special Technique – Inertia
Requirements: Willpower 7, Tactics 7, Intelligence 6
An object in motion tends to stay in motion – and those that try to keep Kyofuu in one place find him to be a master of Inertia. Once the bearer has begun moving, he is exceptionally difficult to stop. Activating this technique allows him to move through snares, rough terrain, or anything else that would hinder his movement as if it wasn't there. Thus, he can easily run through a bog, across ice, or into a thicket as easily as down a sidewalk. This technique gives the bearer no power against obstacles that would normally stop him completely, such as a wall or rope trap.

Stage Four
Requirements: Power 15, Control 15, Reserves 13, Willpower 14
Limit: Twenty-five feet

Left/Right II – The bearer's control has refined to a point where, in a single action, he may change the course of up to three objects by up to 45 degrees each. Alternatively, with a little more focus, the bearer can alter a trajectory by a full 90 degrees, creating an instant sharp pivot to the side.

Up II – As before, the seal bearer can cause the ground to repel an object, throwing it high into the sky. At this stage, though, he can cause a single object within his Limit to fly away or tighten his control to launch everything within five feet of himself, creating a localized field of upward Movement as long as he holds his concentration. Note that this field on its own is not enough to avoid attacks – most would simply be adjusted upwards to hit him higher than they otherwise would.

Slide – Kyofuu can pull his bearer more than one direction now. Though there is still a visible effect like being directed by invisible strings, the bearer is able to go from standing to a full tilt Movement to the very edges of his Limit. This motion starts and stops quickly and is, essentially, the bearer throwing his own body – it cannot be maintained from post to post or smoothed out.

Special Technique – There
Requirements: Here, Willpower 10, Tactics 10, Intelligence 8
A counterpart to Here, this allows the seal bearer to instead move an object over There. The user must place his hand on whatever he wishes to transport and focus himself for the full other round – no other techniques may be used that post. However, on the next post, the moved object vanishes and instantly reappears at another location fully within his Limit. Objects cannot overlap and will reposition closer to the user if they can't reform at the target location. Two post cooldown.

Stage Five
Requirements: Power 20, Control 20, Reserves 16, Willpower 16
Limit: Thirty feet

Forward III – Another step up in the bearer's offensive capabilities, he's now capable of throwing a veritable cloud of knives at once – up to fifteen small projectiles can be launched forward with enough force to dig deep into wood and pierce even iron. The bearer can control even heavy objects with ease, capable of hurling fifty pounds of matter.

Reverse – Rather than veer an object's course, the bearer has learned to completely reverse Movement. Targeting a single object within his Limit, he can force it to immediately begin moving backwards along its trajectory. It maintains its current speed in its new direction, capable of moving past wherever it started moving from.

Glide – While shinobi run up walls or across water, the bearer can wrangle Kyofuu's power to do largely the same. Applying the same sort of technique as with Up, he can keep himself from obeying the laws of gravity. He can run over a lake as though it were solid ground or walk his way up a tree trunk – as long as he remains in contact with a surface, the bearer can keep from falling.

Special Technique – Step
Requirements:There, Willpower 15, Tactics 15, Intelligence 13
Having essentially mastered Kyofuu's ability to send objects Here or There, the seal bearer takes the idea further. The bearer can move himself now, capable of appearing at any point within his Limit as though taking a single Step. He must be able to see his new location and, like with There, cannot reappear overlapping other matter. While this can be used to avoid attacks, doing so is stressful and dangerous, and thus can only be used to emulate Kawarimi twice per thread.

Stage Six
Requirements: Power 26, Control 26, Reserves 24, Willpower 18, Tactics 18
Limit: Thirty-five feet

Burst – The bearer no longer needs to focus Movement into objects. With a thought and a gesture, he can release a wave of kinetic energy like a small explosion. The force generally surrounds the bearer like a shell, issuing out from him without putting himself at risk, but only reaching in a ten foot radius. Alternatively, the blast can be focused into a cone capable of stretching to the far side of the user's Limit, but only twenty-five feet at the widest end. This attack can create force up to that of an explosive tag.

Bend – Rather than fill an object with singular Movement, the bearer can instead imbue different points with different Movements. When activated, an object within the user's Limit can be bent and twisted as if wrung apart by Kyofuu's claws. The user is able to concentrate tremendous amounts of force this way, enough to pry apart iron bars and crush tree trunks.

Blitz – As the bearer's control strengthens, so too does his capacity to move himself with Kyofuu's powers. Though dragging himself with Movement is still difficult, he's now able to pivot and turn mid motion and the whole sequence can be done with more finesse than brute force. The bearer can make jagged turns with ease, able to rush across a battlefield with dizzying speed.

Special Technique – Twist
Requirements: Willpower 19, Tactics 19, Intelligence 18
At this point, Kyofuu's power broadens in scope. The seal bearer learns the true depths of the power of Movement: he can use it to Twist and distort the path of other people's chakra. Though Blood Feast techniques are normally unable to affect ninjutsu, using this special technique allows the bearer to apply any other normal technique to another person's in-flight ninjutsu. Thus, a fireball could be affected with Down, causing it to slam into the ground, or a stream of chakra-assisted daggers could be made to Stop. Twist may only affect ninjutsu of stage five or lower and has a two post cooldown.

Stage Seven
Requirements: Power 34, Control 34, Reserves 31, Willpower 22, Tactics 20
Limit: Forty feet

Chase – Combining all of the earlier techniques, Chase represents mastery of controlling small objects. With this, the user is able to manipulate a swarm of projectiles: thirty knives or similar all at once. While they don't move with much more speed or power, they are no longer limited to moving strictly forward. The user is able to curve and manipulate their trajectories while they're in flight, as if they were puppets.

Throw – And when the bearer focuses all of his energy on a single object, his power is incredible. With a bit of effort, the user can uproot trees to swing at his enemies in just a single post. Given time to prepare, his strength can build as Movement stores up inside objects. If left uninterrupted, he could lift a house from its foundation, though he'd be hard pressed to do so in the midst of combat.

Fly – Kyofuu now grants his prison complete freedom from all other sources of Movement, gravity included. The bearer is capable of maintaining a constant levitation, not quite true flight but close enough to be impressive even to shinobi. He is able to move at full speed through the air provided the bottom edge of his Limit remains in contact with a surface.

Special Technique – Disappear
Requirements: Willpower 26, Tactics 25, Intelligence 24
Though paling in scope to Kyofuu's unrestrained power, the seal bearer is able to tap into the final, most destructive possibility. With a full post of concentration and preparation, the user causes everything around him to Disappear. A shockwave ripples out from him to the edge of his limit before a second wave billows out. This wave of Movement banishes all matter it comes across, creating an utter vacuum in a sphere defined by the user's limit. Matter destroyed by Disappear is annihilated and this technique is more than capable of affecting people as well as objects.

Last edited by Jami; 01-16-2014 at 08:22 AM..
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Old 01-27-2014, 02:28 AM   #9
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Default Glory of Money

Here's some quick swap jootsoo.

Okane no Ikou
Glory of Money

Kojitekishohi – Conspicuous Consumption
Stage 2
A kind of catalyst jutsu, this allows the user to fight with his wallet rather than with his weapons. Ryou bills can be stiffened and made razor sharp with just a flash of chakra, allowing them to be thrown like shuriken or kunai. Alternatively, the bills can be spiraled into sharp needles, like senbon. This requires so little chakra that it is essentially passive, but the user may use any jutsu requiring a basic projectile with ryou versions instead.

Baishu – Acquisition
Stage 4
The user first performs handseals before reaching for his wallet and opening it. A chain of overlapping ryou bills flows out of it, winding through the air like a snake. The cord moves towards a single target within fifteen feet and wraps around a single limb – the other, fluttering end of the chain then sinks into the earth as an anchor. As long as the money rope remains, the target is tethered to the spot by fifteen feet of ryou. The ryou is surprisingly resilient, withstanding all manner of physical attack, but crumples and unfurls against any level ninjutsu as well as against mundane fire, enough water to soak through a bill, or the explosive force of a tag. If the tether isn't broken after three posts, the bills weaken and flutter apart, releasing their captive.

Senkagetomite – Hidden Wealth Hands
Stage 5
After a series of seals, the user points their sleeves forward, aimed at a target like cannons. Without further warning, a dozen gold bars extend out past his hands, stretching up to thirty feet way. The bricks angle out slightly, each arm striking an area like that of a boxing glove with enough force to break bone and dent metal. After hitting a solid target or reaching maximum distance, the bars quickly slide back up into the user's sleeves and vanish.

Last edited by Jami; 01-27-2014 at 11:27 PM..
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Old 03-09-2014, 05:23 AM   #10
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Default Pi Qua Quan and an Antidote

The first three of these are for Ueno Daichi. The last is for Meinaka Ishuro.

Leopard's Paw
Stage 3 Special Technique
With a flash of chakra and a quick jab, the user targets an enemy's joint – typically the elbow, knee, or shoulder. The focused strength of Pi Qua Quan is augmented by the user's chakra and, upon striking an enemy, bypasses skin and muscle to strike the bone directly. Against civilians, this is more than enough to permanently ruin the targeted join as bones shatter and ligaments tear. Trained targets instead suffer bruised and fractured bones, largely disabling a limb on a solid hit.

Subtle Blow
Stage 3 Special Technique
A passive ability, this reflects a particular style of fighting than any single technique. Though the user continues to strike with all the power and speed normal to Pi Qua Quan, the initial damage of each strike seems reduced. The force of the attacks sinks into the target's body; whenever the user hits an opponent, they create no injury and transfer near zero momentum. However, on the post afterward, the damage reveals itself, causing bruises to surface, cuts to open, and other injuries to appear retroactively.

Turn Aside
Stage 4 Special Technique
An unarmed combatant, no matter his skill, must always be mindful of the advantages of weapons. Through a low level manipulation of cold, Daichi creates a thin coating of ice over his fingertips. This ice is smooth and blunt, adding nothing to his attacks, but it's solid enough to meet the edge of a katana without breaking. Thus, though still risky, Daichi can parry blades with his hands, as long as he keeps them in the traditional three-fingered Pi Qua Quan form. The chakra usage on this is minimal and may be considered passive.

Forest Cure
Stage 4 Ninjutsu Swap
A jutsu forged out of desperation and necessity, after a series of handseals, Ishuro must make physical contact with up to three willing targets. For the duration of the thread, those targets are resistant to the effects of Ishuro's Desert Poison. Essentially, they are immune to his toxins no matter the stage and without needing any other kind of treatment. This is ineffective on targets who have already been poisoned and may be revoked by another activation.

Last edited by Jami; 03-09-2014 at 11:28 PM..
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