The Kurama Clan is an interesting and powerful clan that specializes in genjutsu. Their Kekkei Genkai allows for the user to cast genjutsu so power that the targets brain makes the damage taken within the genjutsu physically real. Typically genjutsu only cause mental trauma and damage to the spirit. Their genjutsu can actually damage the body and kill the target.
Within the psyche of a Kurama Clan member with their Kekkei Genkai is is a spiritual entity, typically demonic in nature, called the Id. It empowers the user's genjutsu and fights for control over the users mind. If allowed to do so, it must be sealed. And it comes with drawbacks such as the inability to use genjutsu.
Good, the demonic id is also the spiritual embodiment of your kekkai genkai, hence why if you sealed it the innate power boost you gain or the unique nature of the KG is also sealed as well. Now then, there’s been a lot of misconceptions ngl over the years of how the Kurama Clan worked. Some believed, myself included, at one point it made illusions real. However in reality, that is sort of true but also not true. The only aspect of the illusion that is translated into something real is the pain and physical harm the illusion causes to the body that becomes real. That means, if you for example become burned by lava in the illusion, your arm would have become melted and damaged too if exposed to the illusion long enough as well. It’s a pretty powerful ability but of course for balance purposes, its been nerfed in comparison to its anime counterpart as there are delays as to when the physical affects trigger which allows the victim a chance of escaping the illusion. This makes being a Kuama pretty tough in the rp cause not only are you on a ticking time bomb, but with how easy it is to stop genjutsu these days, its not a surprise to me. Anyways, let’s go over the first technique:
(Akuma Id ) - Demonic Id
Chakra Cost: N/A
Damage: +20 all genjutsu
Description: The Demonic Id is the spiritual manifestation of one's basest instincts (Id) within the Kurama clan. Because of their clan's high spiritual affinity, their mental subconscious is vastly more powerful than ordinary shinobi. This results in a monstrous spiritual entity forming within their subconscious. While this spiritual entity grants the user a greater power with their genjutsu, it also struggles with the user for dominance, trying to bring the user to succumb to their darkest desires. With training, Kurama members possess the ability to render this entity of theirs docile while still using making use of the power it grants them to a degree. However, should the user ever wish to access the full strength of their genjutsu, they may willingly let their demonic Id roam unrestricted at the risk of losing all semblance of their former self and letting the Id take over completely. Inside the user, the Id has its own imaginary makeup, consisting of a personality and a visual representation (similar to how Jinchuuriki see their Bijuu) constructed by the user's subconscious. The user and Id are capable of communicating with each other and share in each other's sensations. By default, the demonic Id is passively active granting the user stronger genjutsu (+20 damage) while remaining completely docile under the user's own will power. Should the user let the Id be unrestricted, they may do so without any chakra cost, but at the cost of a move slot. Letting the Id go unrestricted means the user and Id has the potential to take over the user's body as the dominant (and only) personality. With the demonic Id in this active state, the user also activates the Demonic Illusion: Hell on Earth that allows their genjutsu to cause physical damage to their opponents. At any time, the user may abate their Id at the cost of a turn, preventing them from losing control of themselves. However, the user's ability to subdue their subconscious monster hinges on their overall health and how long the Id has been allowed to influence the user.
Note: When passive, the user's offensive/damaging genjutsu gain +20. When active they gain access to the clan's other kekkei genkai techniques.
Note: The user may let the Id go unrestricted for a total of 10 turns, after which point, the user will lose themselves completely to the Id. Having become the Id itself, the user will be completely incapable of using anything other than genjutsu for the duration of their fight or event unless sealed (Evil Sealing Method). They also lose the ability to use 50% of their remaining chakra due to the Id's only using the spiritual half of the user's chakra.
Note: The user may subdue their Id and reset the number of turns they've used it at the cost of a move. However, to re-set the user must go without using genjutsu at all for the number of turns they had the Id active. For example, if the user had the Id active for 5 turns, they must go without using genjutsu for 5 turns. Each turn without genjutsu gives a turn back for the user to use their Id.
Note: Re-setting may only occur once, however, the user may subdue and activate their Id as many times as they are capable.
Note: Should the user's health drop below half, they become incapable of subduing their Id until healed. They may still activate it if it is not, but they will not be able to subdue it after the fact.
Note: If the Id is sealed away (through Evil Sealing Method), the user loses their passive boost to genjutsu as well and unable to use their Id until it is unsealed.
There's quite a bit going on here, so why not start by telling me what you understand about it. What's the most notable thing to you?
I have some ideas on how to immobilize my targets and to prevent chakra surges.
But for clarity. It takes 1 turn for superficial and 2 turns for internal damage. 1 turn would be if they fail to break the genjutsu during their turn immediately following me casting my genjutsu. And 2 turns would be my turn after their failure to break my genjutsu correct?
Demonic Id is a passive supplementary technique. It represents the demonic spiritual entity within a Kurama Clan bio. It passively boosts all damaging genjutsu by 20. The Id is capable of communicating with the user which is great for RP purposes.
When the Id is unrestricted, then and only then will genjutsu start to cause physical damage. However it can only do so for 10 turns or the person loses themselves to the Id. It can only be sealed by that specific sealing jutsu. In doing so, the user loses half of their chakra. There is also a corresponding cooldown on genjutsu. Upon unsealing the ID the user also recieves their passive genjutsu boost back.
(Magen: Konoyo no Jigoku ) Demonic Illusion: Hell on Earth
Chakra Cost: 10 per turn
Description: Hell on Earth is the signature technique of the Kurama clan, which allows them to generate physical/real damage onto their opponents through genjutsu. This technique is passively activated when the user activates their demonic Id. Should the id ever be deactivated, the user loses the ability to apply this technique to their other techniques. As well, any techniques that currently afflict the user will lose this ability. Upon activation, the user's genjutsu will become so strong that the the brains of the victim will begin to react and believe the effects of the user's illusions are real and produce same affects. If a genjutsu creates shows the victim burning in fire, their skin will burn. If it shows the victim being stabbed or cut, then slash and cut wounds will appear on their person. Internal damage such as wounds afflicted to organs, veins, and arteries may generate critical hits, but only after prolonged exposure and only if the jutsu used explicitly states it targets the internal organs (vague arbitrary jutsu where the user may decide what is affected will not count). Because of the nature of this technique, the real life effects that result depend on the type of damage being afflicted. The way an individual is damaged will follow the spiritual rules of damage. For example, for the more superficial attacks such as burning, stabbing, cuts, etc, the genjutsu must be active for an entire turn before the wounds are produced on the victim. For techniques that attack the internal organs and may cause critical damage, the genjutsu must remain in effect for two turns. Since the techniques Hell on Earth are applied to are still genjutsu, the longer the victim is under their influence, the more damage they suffer.
Note: Hell on Earth is applied to all genjutsu once active and damages the target in the same way according to spiritual engagement. However, physical inhibition may also occur in accordance to the health rules.
Hell on Earth is the kekkei genkai jutsu that actually grants the user the ability to cause physical harm with their genjutsu. This is a passively activated techinique that activates along side the activation of the Id. Its downsides were already previously discussed, it does however make note of jutsu that cause different types of injuries. For example a stab wound inflicts superficial piercing damage to the skin after a time and after more time, the target will then receive the stab damage to their their internal organs. Also the target will experience the physical effects of losing health as stated by the health rules.