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Old 03-01-2008, 10:31 AM   #1
Rizhou
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Name: Gansaku Kawari (Fake Replacement)
Stage: 4
Replacing:
Requirements:
Trigger: Seeing handseals
Description: An area effect genjutsu mainly used in conjunction with Bunshin technique. Once activiated, the user would purposely be hit by the opponent's next attack. Upon solid contact, the user's body would burst into a puff of smoke akin to a dispelled Bunshin, leading the attacker to presume his real body to be one of the remaining Bunshins. In truth the user remains exactly where he was when attacked. The user is unable to attack, defend or move by any means until the genjutsu is cancelled or runs out.

Name: Fukanou Fuseikaku (Impossible Inaccuracy)
Stage: 3
Replacing:
Requirements:
Trigger: Hearing the phrase "I'm not so easy to hit."
Description: An area genjutsu. No matter how hard the opponent tries, it appears they are always missing their mark. Attacks which should have direct impact only graze muscle and skin while less damaging attacks continuously miss by mere inches. It seems their aim is so slightly faulted, their judgment of movement flawed. In actual fact their attacks are hitting with their target with their customary accuracy and power. Whatever damage the user has taken is disguised by the genjutsu, making him appear practically uninjured

The following genjutsu can only be used outside of combat.

Name: Hitoshirenu Futsugou (Unseen Inconvenience)
Stage: 3
Replacing:
Requirements:
Trigger: Hearing the phrase "Are you sure you've nothing to do?"
Description: A genjutsu that would make the target "remember" that there's something really important they have do. They might not know what this important thing is, but the technique conveys a strong sense of urgency that dominates the target's mind and tells them to leave. The target would depart to do whatever it is they've "remembered", only to forget what they've "remembered" a few minutes later when the jutsu wears off. Useful for when one wants to leave an awkward conversation or unwelcome attention.


Name: Henshoku Meiryou (Fading Clarity)
Stage: 2
Replacing:
Requirements:
Trigger: Must be within eyesight of target
Description: A jutsu that veils all the user's distinguishing features to make him appear dull and bland to others. The user becomes a face in the crowd, someone who is the average of everything and is easily forgotten after seeing. In a way this technique is a bit like Henge as it allows the user to change his characteristics. The user still retains his own features but dulls himself to appear inconspicuous.


Name: Shimukeru Kimyou (Tempting Curiosity)
Stage: 2
Replacing:
Requirements:
Trigger: Must be within eyesight of target
Description: Curiosity rules an imaginative mind and this nin/gen jutsu uses that. The technique, when placed upon the target, would direct their attention towards a certain item or visible area of the user's choosing. The target would find themselves drawn to the item or area, attracted by the strange mysteriousness of it. For example, a person under the influence of the technique might see a door and suddenly be overwhelmed by the insatiable curiosity of wanting to see what's on the other side of the door. Familiarity is not a factor, so even if it's the bathroom door of a house they've been living in for the past fifty years, they would still take a look. But once they reach the object of desire, the effect ends.


Name: Fushou no Anzuru (Fear of the Unknown)
Stage: 4
Replacing:
Requirements:
Trigger: Must be within eyesight of the target
Description: Remember how, as a child, one used to have an unexplainable yet terrifying fear of the dark? Or the heart-quickening steps of a quick shortcut through a dim and deserted alleyway? What reasons for such paralyzing dread that gripped the mind in these moments? Whatever it is, this technique copies the same feeling of horror and places it upon a non-living item or area. Those who look upon the technique will be touched by unknown dread. The closer they are to the technique the stronger the feeling of foreboding and the brain's urges to run. When the technique is reached, however, it dispels. An effective way of keeping people away from certain corridors or scrolls that they should not know about.


Name: Kokoro no Sasayaki (Whisper of the Heart)
Stage: 3
Replacing:
Requirements:
Trigger: Must hear the phrase "Is that what's bothering you?"
Description: People make decisions every day. Most are trivial matters that are forgotten as soon as it's decided upon. Others, however, might be much more important than the simple matter of butter or margarine for the toast. These decisions, especially ones that are weighted heavily upon a person's mind, are most often extremely hard to decide. And yet they are just as delicate, allowing the slightest touch to tip the scales to one side. This jutsu allows the user to "nudge" a person's decisions a certain way. The target would suddenly feel that one decision just seems better than the other. When asked why, they would say that it's a mix of gut instinct and the reasons for one decision seemingly more significant than the other. Of course, the user must know what problem it is upon the target's mind as well as what decisions they are deliberating over. Neither can it force the target to choose a specific one but can only make one better dressed than the other.

Name: Hyou no Sawaru (Ice Hindrance)
Stage: 5
Replacing:
Description: Moisture condenses in front of the user and shoots out towards the opponent. Upon contact, a layer of ice gathers and hardens round the opponent's limbs. While not harmful, they are infused with chakra to slow the enemy and decrease their speed by three levels.

Name: Kooru Kihan (Frozen Shackles)
Stage: 4
Replacing:
Description: After handseals, the user channels chakra into his weapon and generates a thin layer of ice over its surface. Whatever the weapon attacks and connects with next, the ice will stick to, effectively binding both the weapon and the item it touched together. As both the user's weapon or limb and its target it's stuck to are bound together and can not move, both are rendered useless while the jutsu is in effect. The technique lasts a maximum of 3 posts, but if the Strength stat of the opponent is greater than the user's Power, they can pull free. User must maintain contact with his weapon to continue this technique. If unarmed, user can use his own hand to grab and bind.

Name: Zekkou Kagami (Perfect Reflection)
Stage: 6
Replacing:
Trigger: Seeing handseals
Description: After seeing the handseals, the damage of the next upon the user will be reflected back upon the attacker. This is based on how well the attacker knows the damage caused by his own attacks. The more detailed and knowledgeable he is of the amount of pain and fatality of his attack on the user, the genjutsu will reflect to create a more realistic result on his own person. The user is still injured by the attacks as one would normally.

Ex: if someone under the genjutsu attacks the user with the thought of "This attack will cause this degree of pain and numbness to these particular muscles.", the moment their attack hit, all the effects they are expecting will occur on their own body.

Name: Hesu no Inryoku (Gravity Push)
Stage: 2
Replacing:
Trigger: Hearing an item dropped onto the ground.
Description: After handseals, the user drops or throws something, referentially heavy and hard onto the ground to make a sound. Those who hear the sound of impact is caught under the genjutsu, where any weapon they take into their hand seems to weight double their normal amount.

Name: Kone no Inryoku (Gravity Pull)
Stage: 2
Replacing:
Trigger: Hearing the user kick something.
Description: After handseals, the user kicks something to make a sound. Those who hear the sound of impact is caught under the genjutsu, where any weapon they take into their hand seems to weight half their normal amount.

Last edited by Rizhou; 06-07-2009 at 10:20 AM..
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Old 07-24-2008, 08:21 PM   #2
Rizhou
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Default Riz's midnight ideas!

To be added to this thread if approved, thanks. ^^

Name: Hien (Swallow Flight)
Stage: 6
Replacing:
Description: After handseals, the user gathers chakra to the tip of their weapon and makes a slashing or thrusting motion, creating a large arc of ice that flies towards the opponent. Can sustain a flight range of twenty feet. The edge of the crescent is as sharp as a katana's blade. The ice is translucent, making it very difficult to see and can slice through ninjutsu Stage 5 and below.

Name: Doton: Hachinosu (Earth Technique: Honeycomb)
Stage: 3
Replacing:
Description: User places hand on the ground. The earth within a radius of ten feet from the user becomes extremely loose and soft. Anyone that's in the proximity will find the ground beneath their feet crumbling, dropping the victim into their personal hole seven feet high and three feet wide. Drop is too small to cause harm to the subject and turns back to its original hardness once user takes his hands off from the ground.

Name: Hayajini (Early Demise)
Stage: 2
Replacing:
Trigger: Hearing the phrase "You are bleeding."
Description: The targets sees and feels warm blood trickling out from their nose, ears and taste it in their mouths. Does not hamper any senses or such.

Name: Kyuubyou (Sudden Illness)
Stage: 3
Replacing:
Trigger: Hearing the phrase "Certain you are feeling well?"
Description: Target experiences all the symptoms associated with a fever; chills, slight nausea and dizziness and sour throat. Not strong enough to cause any decrease in battle ability, but uncomfortable nonetheless.

Name: Hizakari (High Noon)
Stage: 5
Replacing:
Trigger: Seeing handseals.
Description: After seeing the handseals, any item or weapon will feel extremely hot to touch. While the heat isn't that of boiling point, it is still strong enough to cause strong discomfort if one remains in physical contact for extended period of time.

Name: Hirumu (Falter)
Stage: 5
Replacing:
Trigger: Seeing handseals
Description: A genjutsu that minimize the seriousness of the injuries sustained on the target. While under the technique, the target will see and feel attacks that hit their body to be weaker than reality. A bone fracture will feel like a painful bruise, a moderate cut turned into a shallow slash. Once the technique ends, the target will see and feel the true strength of their injuries.

NOTE: Any attack that causes fatal or major damage, such as loss of a hand or a blade poking a hole through the body, will instantly cancel the technique.

Last edited by Rizhou; 07-25-2008 at 06:19 AM..
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Old 12-04-2008, 04:47 AM   #3
Rizhou
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Default More unique gen techs

Yes, I am planning to use these when my chars have the stats/stage to buy them. And yes, I know I've enough gen swaps for a mini list... >.>

Add to this thread when/if approved, thanks. ^^

Name: Voice of Reason (Rizume no Koe)
Stage: 3
Replacing:
Trigger: Hearing the user's voice
Description: Those under the technique will find the user's excuses, comments or explanations more plausible/easier to believe. This doesn't work when those under the genjutsu is actively doubting or suspecting the user.

Name: Voice of Curiosity (Koukishin no Koe)
Stage: 3
Replacing:
Trigger: Hearing the user's voice
Description: The technique initiates when the user asks a question towards the target. If successful, the target become inclined to answer the question truthfully. However, the more specific the question, the less effective the genjutsu's influence. By the same token, since a more general question has more chance of succeeding, there is greater chance the target's reply might not contain the information the user's looking for.

Ex: Asking "Who are you?" yields greater chance/inclination to answer than asking "Are you a shinobi?".

Last edited by Rizhou; 12-05-2008 at 12:14 AM..
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