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[QUOTE="El Alucard, post: 22154571, member: 207905"] [B][FONT=times new roman]Genjutsu: Reddomirā, Burūmirā | Illusion: Red Mirror, Blue Mirror [/FONT][/B] [FONT=times new roman]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). [B]Note[/B]: Can be used thrice per battle. [B]Note[/B]: Has a cool-down period of 3 turns. [B][COLOR=rgb(243, 121, 52)]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.[/COLOR][/B] [hr][/hr] [B](Katon: Enbu no Tsubaki) | Fire Style: Camellia in Flame Dance[/B] 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. [B][COLOR=rgb(243, 121, 52)]Note[/COLOR][/B][COLOR=rgb(243, 121, 52)]: Can only be used 4 times per battle.[/COLOR] [B]Note[/B]: Requires a cooldown of 2 turns. [B]Note[/B]: Can be used on any explosions/implosions that release heat or flames [B]Note[/B]: No Fire techniques of S-rank and above in the same turn. [B][COLOR=rgb(243, 121, 52)]Declined: See[/COLOR][/B][/FONT][COLOR=rgb(243, 121, 52)][URL='https://animebase.me/threads/custom-submission-rules.792306/'][FONT=times new roman][B] [Here][/B][/FONT][/URL][/COLOR] [B]S-Rank Techniques[/B] [LIST] [*]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 [*][COLOR=rgb(243, 121, 52)]Can only be used 2 times max and Lasts 3 turns max[/COLOR] [*]Must have at least 3 hand seals [*]Must have 2 Restrictions other than Duration ( Handseals not included ) [/LIST] [/QUOTE]
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