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ResubmittingGenjutsu: Reddomirā, Burūmirā | Illusion: Red Mirror, Blue Mirror
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user performs 3 hand seals, sending their chakra into the target's mind. The target begins to perceive their own actions as flawed and in trying to correct their action they actually end up making it worse, causing them to make a fault which then enforces the idea that they are doing everything wrong, which in turn causes them to overcompensate and fix, which leads to more mistakes and the cycle just continues getting worse with every error. It starts small, the disorientation disrupts precision and fine motor skills, clumsy movements. These minor miscalculations are actually just caused by slightly altering target's perception of their surroundings , a rock they might’ve seen on the left side might now be on the opposite side, distance is miscalculated, a fired projectile may seem like it has just reached the halfway point to them, however in reality it is already in front of them. Or they may fire off a projectile in a certain direction when in reality they are facing a completely direction due to seeing the opponent there. The actions of others are misinterpreted they may see the user running to the left, or flying however in reality the user is not even moving. They may even see the user fire off a water jutsu only to be feel a burning sensation when they are hit because in reality the user used a fire one instead. Such perceptual errors lead to consequential lapses in judgment and decision-making, a slight deviation of a finger, a hair's breadth too far, results in misfires or unintended detonations of techniques. The sensation intensifies with every "error", getting so bad that the opponent begins to hesitate their every move and decision and, ultimately, resist movement altogether. Frustrated by the pervasive sense of error, they even reach a point where they refuse to breathe because they thing they are doing even that wrong, leading them hold their breathes in trying to correct the "error" and fall unconscious (happens 4 turns after being placed under the illusion).
Note: Can be used thrice per battle.
Note: Has a cool-down period of 3 turns.
Declined: While you have some unique applications to your illusion, it is a bit too broad in a sense and parts of it infringe on existing techniques. For example, this part ", a rock they might’ve seen on the left side might now be on the opposite side" is inverting senses which is part of an existing genjutsu approved for Perry iirc. It also doesn't fall in line with the initial premise you submitted. The aspect of fine motor skills and misjudging due to your basic senses lacking refinery is a fine concept. It will be approvable if you refined that, though that doesn't flow with the flipping directions, which is also an already approved gen. You also need to say how this impacts them in an actual fights. Refusing to breathe will never happen too.
(Katon: Enbu no Tsubaki) | Fire Style: Camellia in Flame Dance
Type: Offensive
Rank: S
Range: Long
Chakra: 40
Damage: 80
Description: Immediately after an explosion, the user does the Tiger → Ram → Dragon → Bird handseals and extends their hands and seizes the flames/heat of the explosion with precise chakra control. They then compress this volatile energy into a rapidly shrinking orb of immense pressure and scorching intensity. As the sphere shrinks, its internal heat and force increase until it reaches the size of a football, at which point it explodes in a catastrophic blast far stronger and hotter than the original explosion. An opponent caught in the initial blast and trapped inside the forming orb is rendered completely unable to move, crushed by the rapidly increasing pressure and seared by the rapidly increasing heat. What's more, their body is reduced to absolutely nothing before the orb even bursts, leaving not even ash behind. Any technique they try from within is immediately extinguished; water instantly evaporated, earth melts, lightning and wind simply enhances the technique adding 10 damage to it, overwhelmed by the crushing force and blistering temperature within orb.
Note: Can only be used 4 times per battle.
Note: Requires a cooldown of 2 turns.
Note: Can be used on any explosions/implosions that release heat or flames
Note: No Fire techniques of S-rank and above in the same turn.
Declined: See [Here]
S-Rank Techniques
- Requires 4 in MIND/BODY/SPRT
- Can boost +20 Damage/1AP or -20 Damage/-1 AP max ( AP reductions only if skill allows for it )
- Can boost speed or tracking x3
- Can extend up to 30 meters
- Can only be used 2 times max and Lasts 3 turns max
- Must have at least 3 hand seals
- Must have 2 Restrictions other than Duration ( Handseals not included )
(Katon: Enbu no Tsubaki) | Fire Style: Camellia in Flame Dance
Type: Offensive
Rank: S
Range: Long
Chakra: 40
Damage: 80
Description: Immediately after an explosion, the user does the Tiger → Ram → Dragon → Bird handseals and extends their hands and seizes the flames/heat of the explosion with precise chakra control. They then compress this volatile energy into a rapidly shrinking orb of immense pressure and scorching intensity. As the sphere shrinks, its internal heat and force increase until it reaches the size of a football, at which point it explodes in a catastrophic blast far stronger and hotter than the original explosion. An opponent caught in the initial blast and trapped inside the forming orb is rendered completely unable to move, crushed by the rapidly increasing pressure and seared by the rapidly increasing heat. What's more, their body is reduced to absolutely nothing before the orb even bursts, leaving not even ash behind. Any technique they try from within is immediately extinguished; water instantly evaporated, earth melts, lightning and wind simply enhances the technique adding 10 damage to it, overwhelmed by the crushing force and blistering temperature within orb.
Note: Can only be used 2 times per battle.
Note: Requires a cooldown of 2 turns.
Note: Can be used on any explosions/implosions that release heat or flames
Note: No Fire techniques of S-rank and above in the same turn.
Declined - This needs work, You'd telling me you can react fast enough to an explosion to perform 3 handseals then compress it. Also, why would you be able to compress it down to a football size with someone inside? At best you'd compress the blast to be on them. Also, why would an explosive tag for example suddenly be doing S rank damage and reducing them to nothing? A lot of it doesn't make sense. I know what you're aiming for but it needs work to suit our RP.
New Submissions
(Kemuriton: Haibo Funsai) | Smoke Release: Ash Abrasion
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30 (-10 per turn to continue emitting smoke)
Damage: 60 damage (+20 if internal damage)
Description: The user after performing 2 handseals, emits smoke from anywhere on their body. The smoke is very light and quickly covers the battlefield up to 20m. The individual smoke particles are light and easily inhaled, in addition to this they have a burr seed like structure that allows them to stick to things like weapons, clothes, hair and skin. When stuck to the opponent, every movement the target makes causes the particles to scrape and grind against joints, skin, contact points turning their movements into a source of injury, the effect worsens with speed. After inhaled, breathing will push and pull the particles within the lungs causing them to scrape and grind the inner surfaces of the lungs and causing internal bleeding. The target begins to cough up blood and have a hard time breathing causing them to hyperventilate, which of course worsens the effect. An unhealed target becomes heavily injured, becoming unable to use any jutsu that are exhaled and coughing violently thus interrupting at least one of their 3 moves per turn
Note: Can only be used 3 times.
Note: 3 turn cooldown period.
Note: Smoke remains on field for 3 turns unless the user is constantly emitting.
Declined - This is way beyond smoke. This is some wild fire/med/smoke combo which wouldn't work in the way you want it to. At best you could affect their lungs and breathing, maybe their sight. And saying they can't use any jutsu like that is a nah.
(Kemuriton: Kūsō Enketsu) | Smoke Release: Hollow Veins
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: When within 5 m of the opponent that is unleashing their own jutsu, the user performs a handseal and exhales a cloud of smoke that is thin enough to be breathable but dense enough to enter the targets open tenketsu as they perform their technique. When the target releases chakra outward for a technique, the smoke enters their chakra pathways disrupting flow. This causes the technique they were aiming to unleash to backfire and causes the target to suffer half the damage of their own technique. This also causes considerable damage to their chakra pathways causing them to have trouble molding chakra resulting in a -10 damage, +10 chakra cost to all their techniques for 3 turns.
Note: Can only be used 5 times.
Note: The opponents tenketsu must be open otherwise this technique does nothing.
Note: Cooldown of 3 turns.
Note: Does not work through solid objects like full body armor or walls and doesn't work on clones.
Declined - Brother. Tenketsu being damaged or locked is Hyuuga vibes. Not smoke. Tenketsu aren't vents that solid matter getting into which smoke is. They open within the user releasing energy. This is no way gonna happen with smoke. DNR.
(Genjutsu/Kemuriton: Enmu Gen'ei) | Illusion/Smoke Release: Smothered Reality
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: The user after performing 3 handseals unleashes an extremely dark and thick cloud of smoke that travels up to 15m all around the user where it will linger until dispersed. This cloud of smoke is not at all dense and is breathable, however it does obscures normal vision. A target caught in this cloud will not only have a hard time seeing normally but will be caught in a hidden genjutsu upon inhaling any of the smoke. Upon inhaling the smoke the target will begin to see the smoke become even darker and denser until it is completely black and solid. This leaves them feeling like they are in a sensory deprivation chamber unable to move, smell, hear or even feel the ground underneath them due to the perceived density and unable to see due to the completely blacked out smoke. In reality however they would just be stuck in place unable to move while trapped in genjutsu. Should the target break out of the illusion but still find themselves within the cloud of smoke and inhale it, the genjutsu will be triggered again.
Note: Can only be used 2 times.
Note: The Genjutsu only triggers if the target inhales this smoke.
Note: The Genjutsu can only re-trigger max 1 time per target.
Note: No S-rank Smoke or Genjutsu technique in the same and next turn.
Note: Cooldown of 3 turns.
Declined - this was tried before 2 years ago by Gutsy. Not sure if he got it approved or not, I feel it was declined but you'd have to message him before trying to make something this similar.
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