[CJ] Scorps and Lili exchange customs DVII

Lili-Chwan

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Yes, generally you will need to defend from the technique after it has been cast. This jutsu is generally best used against defensive or support techniques, where the jutsus envelop the user but don't attack the opponent. It can also be used to interrupt jutsus, such as those where you need a constant input of chakra (Like streams, flamethrowers, currents, etc), where you will have to deal with part of the jutsu, but the next part will be interrupted.

And yeah, that's generally what you should do. But depending on what your counter is, it might be more or less noticeable for the opponent.
 

Lili-Chwan

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For me:

Ninpou Hijutsu: Mazu Tsumibito | Hidden Ninja Art: The First Sinner
Ninpou Hijutsu: Genzai No Ya | Ninja Art Hidden Technique: The Arrow of the Original Sin
Suiton: Megami Kontorōru | Water Release: The Goddess Control
Katon: Hai to Kitai Chunyu | Fire Release: Ash and Gas Infusion
Fuuinjutsu: Nehan Jomei | Sealing Arts: Nirvana's Excommunication

For you:

( Genjutsu: Mahou no Kei Chikin ) Illusion Technique: The Voodoo of the Headless Chicken
( Fuuton/Doton: Horun no Areno Eki ) Wind/Earth Style: The Horns of the Desert Lizard
( Genjutsu: Seidou Shiraha no Hato ) Illusion Technique: The Sanctuary of the Feathery Dove
( Genjutsu: Kohitsuji Shoutan Raikou) Illusion Arts: Lightning Tears of a Lamb
( Genjutsu/Ninjutsu: Soeki Kyuuzou ) Illusion Arts/Ninja Arts: Pest Proliferation
( Genjutsu: Hyakujuu ) Illusion Technique: Animalia
( Kusaru Genjutsu: Shinigami no Yousei ) Carrion Illusion Arts: The Necrotic Touch of the Black Larvae
( Doton/Suiton: Hiuchiishi Sanshouuo no Ura ) Earth/Water Style: The Back of the Flint Salamander
( Suiton/Raiton: Ito no Unagi ) Water/Lightning Style: Eel's Silk
 

Scorps

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Ok, first sinner. This is basically using inert earth as a medium to form a familiar warrior of one of the 5 elemental chakras. Good thing is that these familiars are very strong and you can make up to 2 at the same time.

Ninpou Hijutsu: Mazu Tsumibito | Hidden Ninja Art: The First Sinner

Type: Offensive/Defensive
Rank: S-Rank
Range: Short
Chakra: 40 (-10 per turn)
Damage: N/A
Description:
The user will use hand gestures to infuse a patch of solid earth or rock with a given elemental chakra. Upon doing so, the material will fragment and rise into the form of a protector, with the fragments of its body connected to each other by a raw form of the element used. The material used is nothing but a vessel for the chakra infused in it and makes up the body of the guardian and its main form. The various clumps of the material will be engraved in several kanji markings, reminiscent of a fuuinjutsu technique, that will serve as the chakra's path way. The clumps will then be lifted, seamlessly held together in the raw humanoid form of the guardian by the chakra used. Depending on the chakra used, the guardian will have different attributes and abilities, but will always be about the same size, namely, twice as big as a normal human. The guardian floats above ground (between 10 and 20 cms) and lacks real lower limbs but does have rudimentary hands and facial features, carved upon the rock that makes up his head. The guardian can use techniques the user knows of its elemental chakra up to S-Rank without handseals (his rudimentary hands are used to substitute the handseals with simple hand gestures). The guardian cannot speak but its chakra link with the user allows a hidden form of instant communication between the user and the guardian. The guardian is a sentient entity, capable of acting on its own but, due to its elemental composition, cannot be mentally or sensorily manipulated. Likewise, if the user loses conscious or the ability to sustain the guardian, it will collapse on the ground.

Kaminari Tsumibito (Thunder Sinner): This guardian is produced using lightning chakra to infuse the rocks. Capable of using lightning techniques, it passively numbs and zaps (harmlessly) any enemy nearby due to the lightning chakra that keeps the clumps together. Once per battle, the user can either detonate the Tsumibito, producing an S-Rank lightning blast, short range in radius or make the Tsumibito collapse upon itself, attracting any small metal object the enemy may possess or that happens to be in the battle field, up to mid range upon itself (kunais, shurikens, senbons, etc).

Kazan Tsumibito (Volcano Sinner): This guardian is produced using fire chakra to infuse the rocks. Capable of using fire techniques, it burns any enemy on contact and is immune to basic weapons (shuriken, kunais, etc) which simply melt upon contact with it. Once per battle the user can detonate the Tsumibito producing an S-Rank Fire blast, mid range in radius, that will scatter countless molten earth debris.

Arashi Tsumibito (Storm Sinner): This guardian is produced using wind chakra to infuse the rocks. Capable of using wind techniques, it has the unique ability to fly. Its flight abilities are strong enough to carry the user while easily out maneuvering most flying summons of his size. Due to the aura of wind that surrounds him and enables flight, its completely immune to Lightning techniques but very vulnerable to Fire techniques. Once per battle the user can make the Tsumibito collapse upon itself, effectively creating a miniature S-Rank "wind hole", sucking anything short-range from its center into it and crushing/shredding it in the process.

Jishin Tsumibito (Earthquake Sinner): This guardian is produced using earth chakra to infuse the rocks. Capable of using earth techniques, it has the unique ability to reform if hit by any technique apart from Lightning or Lava, while being immune to Water techniques. Once per battle the user can make the Tsumibito merge with the earth, negating its use by both the user and any enemy for 3 turns.

Umi Tsumibito (Sea Sinner): This guardian is produced using water chakra to infuse the rocks. Capable of using water techniques without the need for a water source, its completely immune to Fire or otherwise, high temperature related Techniques. Once per battle the user can siphon any and every heat or fire from the battle field on to the Tsumibito, negating it completely.

Note: Usable 3 times per match, with each Tsumibito being used only once per match.
Note: Each Tsumibito can only be sustained for 5 turns.
Note: The ultimate ability of each Tsumibito results in its destruction.
Note: The user cannot mold techniques above A-Rank of the element he used for the Tsumibito on the same turn.
Note: Can only be taught by Scorps.

questions?
 

Lili-Chwan

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Yes indeed. These hand gestures to infuse an element into the ground, do they require anything specific? Does it need actual contact with the ground, say just the feet, or actually touching the ground with your hands? Or can you summon a First Sinner from an aerial mount? Also, the ultimate techniques of these sinners, I thrust they do not discriminate between ally or foe, or even the user, and affect anything all around, or is the user immune? Is there a way to make it a directional destruction, say, create a vortex/explosion upwards or frontwards, leaving the remaining directions relatively unscathed? An, lastly, any jutsus used by these elemental entities count towards our jutsu count, that's a given, but do they also count to our chakra count?
 

Scorps

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Yes indeed. These hand gestures to infuse an element into the ground, do they require anything specific? Does it need actual contact with the ground, say just the feet, or actually touching the ground with your hands? Or can you summon a First Sinner from an aerial mount? Also, the ultimate techniques of these sinners, I thrust they do not discriminate between ally or foe, or even the user, and affect anything all around, or is the user immune? Is there a way to make it a directional destruction, say, create a vortex/explosion upwards or frontwards, leaving the remaining directions relatively unscathed? An, lastly, any jutsus used by these elemental entities count towards our jutsu count, that's a given, but do they also count to our chakra count?
1) hand gestures can be anything as long as they are more or less logical, visible and somewhat reasonable.
2) Yes, you don't need contact with the ground, you can create them from anywhere.
3) Yup, because they are the sinners techniques, and not yours, you cannot be immune to them. And their effects and scale is something that in essence will affect you as well.
4) Hum...perhaps but not likely in the way the technique is worded.
5) Nope, they count towards the sinners chakra pool which is independent. They have enough chakra to during their duration use any technique they are capable of using, back to back, 3 per turn. 5 x 3 x 40 = 600 chakra points + sustainable techniques spendages...lets say like 750 or so. Though its irrelevant, its just to give you an idea.

Btw sorry for the massive delay. Been sick as a bat and very busy. Also, loved your bio and my mention on it :')
 

Lili-Chwan

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Thank you very much! I'll have to add to that story, it's not finished yet :)
No questions xD

Sorry to hear you're sick, hope you get better soon.

So, what of mine can you learn? xD
 

Scorps

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For now lets complete mine. I forgot to ask Caliburn about that thing I told you.

So, arrow of the original sin...

Now, this is my baby. I've been going around this for ages before it could finally make it and submit it.

Probably one of the biggest techniques in our rp (in terms of text length that is lol) its also one of the strongest long range techniques out there.

Ninpou Hijutsu: Genzai No Ya | Ninja Art Hidden Technique: The Arrow of the Original Sin


Type: Offensive/Defensive
Rank: Forbidden Rank
Range: Short-Long
Chakra: 50
Damage: N/A (-20 to the user)
Description:
Said to be one of the strongest long range techniques known in the ninja world, the Arrow of the Original Sin is a very complicated technique that combines several ninja skills, from elemental ninjutsu to genjutsu and even fuuinjutsu. The user will join his hands together and pull back one of his hands as if pulling on an imaginary bow string. As he does this, a bow of pure chakra materializes with the hilt held by the other hand. The bow can be done of any raw chakra the user is able to manipulate, appearing translucent as if made of pure energy. In the bow, as the hand is pulled back, an arrow materializes of the aforementioned chakra nature, completely engraved in kanji symbols. As this is done, the users chakra spills to the battlefield in such a forceful way that everyone nearby is affected by a low rank genjutsu (D-Rank) that makes them experience either terrifying visions or soothing ones, depending if they are the targets of the technique or not. The genjutsu is not a very focused or detailed one and its only purpose is to pressure or assure those around the user. It will only change minor things like turning the sky red and darkening the ambient while making it seem as if all living things are decaying and dyeing (plants, insects, animals) or making it seem as if a golden, almost angelic light shines from the user, a long with a soothing warmth and even ethereal sounds that will add to the ambient created. Even if it adds to the "drama" of using the technique, the Genjutsu is nothing more than a proof of the amount of chakra focused and manipulated to use this technique and its ultimate abilities and is nothing by the secondary effect of the proximity to that amount of chakra. As the string of the bow if fully pulled back, the user will let go the arrow created at amazing speeds through tremendously immense distances. While the customary use is with only one arrow, the user will be able to unleash up to 2 or 4 similar arrows in quick succession if he so pleases. The arrows, engraved, as well as the ethereal bow, in tons of kanji are nothing more than vessels for a powerful sealing technique that will trigger on impact. Upon impact, besides the elemental damage done by the arrow (according to its own elemental weaknesses and strengths and taking the basic Forbidden-Rank rank damage with it), the sealing technique acts as a "purifier", a "cleanser". When activated, the sealing technique quickly expands a spherical barrier that suddenly collapses upon itself, sealing what was caught within it and siphoning any nearby chakra onto itself, cleansing the area thrice its size of any foreign chakra (enemies nearby will feel the chakra being siphoned and will be weakened but undamaged if not hit by the technique or left inside its primary range). The sealing technique expands on contact with foreign chakra or on the users own will (he can "hit" a target with the elemental part of the technique and trigger the sealing at a different time if he so pleases) and will seal anything within a 5m diameter sphere inside itself in a mere moment. The sealing technique ensures certain defeat if it hits the opponent and can be used to seal/counter any Ninjutsu thrown at the user (within reason and logic according to the applications of the technique itself) as well but in this case will act slightly different. The seal will expand and siphon the technique onto itself completely, instead of only sealing what would be within its area. If the user decides to make use of 2 to 4 arrows instead of one, the elemental damage will be spread through them equally and the sealing technique will be smaller in proportion (2 arrows = S-Rank arrows with 2,5 m diameter seals, 4 arrows = A-Rank arrows with 1,25 m diameter seals) albeit still having the same sealing strength.

Note: Usable twice and counts as 2 techniques of the 3 per turn.
Note: User will suffer severe damage to the hand that holds the bow and will be unable to do handseals on the same turn while suffering a speed loss in terms of handseals during the next 2 turns if not healed.
Note: User will be unable to use techniques above S-Rank in the same and next turn.
Note: The speed of the arrows is enough that in short range it simply cannot be countered (even if in this scenario its extremely hard to find the window of opportunity to use it) and in mid range only users with advanced reactions (dojuutsu, sensing, enhanced senses, EIG, etc) will be able to even notice it, while making a viable counter is a completely different story.
Note: The distance the user is able to reach with the arrow is only limited by the chakra he puts in it and by his own aiming skills.
Note: Can only be taught by Scorps

You pull and form the imaginary bow. You can make it out of any chakra you can mold as said in the description. CE, KG, basic 5, you name it. You can shoot one arrow, 2 arrows or 4. Never 3 arrows as that is unbalanced and never more than 4 arrows. The sealing technique is very similar to the reverse four symbols seal that triggered upon Danzo'se death but faster, bigger and stronger.

I know you have questions :)
 

Lili-Chwan

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Hum, it's quite straightforward. Say, can the arrow be made from Natural Energy or Bijuu chakra? Pure Yin, pure Yang, etc? Kyoshi energy? The force?

If it follows the same weaknesses as the element/chakra it is made off, does it mean it can be destroyed? Or will it activate regardless? Say, for example, if I shoot an arrow made of wind, and my opponent shoots a fireball. Will the seal still expand 5 meters, or will they simply neutralize each other?

Another question, my opponent is standing 5 meter and a half from the point of impact, what happens? Is his chakra siphoned? How much? How far from the point of impact until he suffers no effects? Does the residual effect carry the same rank power as the arrow, or can my opponent defend himself with something significantly lower? How low?

Also, are my summons considered foreign chakra? Is Nature Energy considered foreign chakra (can it seal sage chakra, or sage attacks?) same with kiyoshi, nekura, binkan, etc.
 

Scorps

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The arrow can only be made of Elements. Kyoshi energy, senjutsu, the force, etc aren't elements.

The arrow can be destroyed off course, otherwise it would be unreasonable. The thing that happens is that at the point of impact/destruction, the seal is either put or activates. Example: I use a water arrow, you defend by forming an earth wall. The arrow impacts, dispersing but placing the seal which you can activate or not. I use a lightning arrow you use a wind blast. The arrow disperses and triggers the seal which expands on impact, activating. Why? no place to place the seal lol The seal itself cannot be destroyed. Its either placed or triggers. If it triggers, due to its rank, its unbeatable. It will seal anything caught by it. Period.

"(enemies nearby will feel the chakra being siphoned and will be weakened but undamaged if not hit by the technique or left inside its primary range)"

Now, I never described it in detail as at the time, no one counted chakra points. But assuming that its a forbidden rank seal, we can make almost a logical inference that at least 50 chakra points will be syphoned. More I won't dare say, specially because its my own technique. And its also true I never defined that aspect so even that can be contested.

It can seal anything that is chakra (senjutsu chakra, nekura chakra (because thats the chakra of the 10 tails), etc) but you cannot consider Kyioshi energy (which is natural energy + spiritual energy) chakra itself as it has no physical aspect nor is natural energy on itself chakra. It can still seal it but the seal needs to be triggered manually so to speak for that.


Also, I cannot learn any of the customs I approved to you. You'll need to make a small selection regarding those.
 

Lili-Chwan

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The arrow can only be made of Elements. Kyoshi energy, senjutsu, the force, etc aren't elements.

The arrow can be destroyed off course, otherwise it would be unreasonable. The thing that happens is that at the point of impact/destruction, the seal is either put or activates. Example: I use a water arrow, you defend by forming an earth wall. The arrow impacts, dispersing but placing the seal which you can activate or not. I use a lightning arrow you use a wind blast. The arrow disperses and triggers the seal which expands on impact, activating. Why? no place to place the seal lol The seal itself cannot be destroyed. Its either placed or triggers. If it triggers, due to its rank, its unbeatable. It will seal anything caught by it. Period.

"(enemies nearby will feel the chakra being siphoned and will be weakened but undamaged if not hit by the technique or left inside its primary range)"

Now, I never described it in detail as at the time, no one counted chakra points. But assuming that its a forbidden rank seal, we can make almost a logical inference that at least 50 chakra points will be syphoned. More I won't dare say, specially because its my own technique. And its also true I never defined that aspect so even that can be contested.

It can seal anything that is chakra (senjutsu chakra, nekura chakra (because thats the chakra of the 10 tails), etc) but you cannot consider Kyioshi energy (which is natural energy + spiritual energy) chakra itself as it has no physical aspect nor is natural energy on itself chakra. It can still seal it but the seal needs to be triggered manually so to speak for that.


Also, I cannot learn any of the customs I approved to you. You'll need to make a small selection regarding those.
You approved most of my customs lol... I'll make you a selection then, you can choose from them.


5.( Genjutsu: Mahou no Kei Chikin ) Illusion Technique: The Voodoo of the Headless Chicken (3/6) (can't)

25.( Fuuton/Doton: Horun no Areno Eki ) Wind/Earth Style: The Horns of the Desert Lizard (2/6) (can't)

29.( Genjutsu: Seidou Shiraha no Hato ) Illusion Technique: The Sanctuary of the Feathery Dove (4/6) (can)

30.( Genjutsu: Kohitsuji Shoutan Raikou) Illusion Arts: Lightning Tears of a Lamb (1/6) (can't)

31.( Genjutsu/Ninjutsu: Soeki Kyuuzou ) Illusion Arts/Ninja Arts: Pest Proliferation (1/6) (can)

33.( Genjutsu: Hyakujuu ) Illusion Technique: Animalia (0/6) (can)

34.( Kusaru Genjutsu: Shinigami no Yousei ) Carrion Illusion Arts: The Necrotic Touch of the Black Larvae (0/6) (can't)

35. ( Doton/Suiton: Hiuchiishi Sanshouuo no Ura ) Earth/Water Style: The Back of the Flint Salamander (0/6) (can)

36. ( Suiton/Raiton: Ito no Unagi ) Water/Lightning Style: Eel's Silk (1/6) (can)

37. ( (Fuuinjutsu: Panikku Osutoricchi ) Sealing Technique: Panicked Ostrich (0/6) (can't)

38. ( Suiton: Chame no Peropero) Water Style: The Tongue of Licking Urchin (0/6) (can't)



Sorry, some of my awesomer techniques were approved by you :( wanna learn the other ones? :)

29.( Genjutsu: Seidou Shiraha no Hato ) Illusion Technique: The Sanctuary of the Feathery Dove (4/6) (can)

31.( Genjutsu/Ninjutsu: Soeki Kyuuzou ) Illusion Arts/Ninja Arts: Pest Proliferation (1/6) (can)

33.( Genjutsu: Hyakujuu ) Illusion Technique: Animalia (0/6) (can)

35. ( Doton/Suiton: Hiuchiishi Sanshouuo no Ura ) Earth/Water Style: The Back of the Flint Salamander (0/6) (can)

36. ( Suiton/Raiton: Ito no Unagi ) Water/Lightning Style: Eel's Silk (1/6) (can)
 

Lili-Chwan

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( Genjutsu: Seidou Shiraha no Hato ) Illusion Technique: The Sanctuary of the Feathery Dove
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: After 3 handseals, the user is able to cast a genjutsu either on her/himself or on an opponent. The genjutsu pertains as the removal of harm and pain, giving a false sense of security, where there is none, by reattaching severed limbs or healing up wounds and burns or merely anesthetizing the opponent from pain. The illusion comes with a feeling as if the user has been coated by a soft bubble, like a feathery cushion, while seeing missing limbs being reattached, or wounds healing up or poisons being removed from the organism. The illusion makes it so that anything posterior to the initial cast of the genjutsu simple disappears or is bounced off from the skin, instead of healing, further adding to the false notion of security.
While it could be use to sustain wounds that do not put someone in immediate danger, being solely nuisances, the genjutsu could also cover up potentially fatal and paralyzing injuries, making it's target careless and self-harmful. The genjutsu latches strongly to the opponent's mind, allowing the user to combine it with a second genjutsu, making the second genjutsu strong against physical pain releases, however major pain stimuli ( very deep cuts, strong burns, etc. ) will still break it.
*Lasts 3 turns max*
*Can only be used 2 times*
*If used with a painful second genjutsu, there will be no pain involved.*
*Can be used against opponent's genjutsu as a means to counter it's effect, up to the rank of the technique*
*Genjutsu specialists or doujutsu users can cast against 1 rank higher*

Okay, simple technique, questions?
 

Lili-Chwan

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Excellent one. I remember seeing this one awhile back and thought "dam...why didn't I think of that?"

Indeed a good idea!

No questions
Okay, basically I created it to work with my Kurama bio, but it is not a bad technique to stack on top of other genjutsu, especially opponent's, as its strong rank will most likely negate the effects.

Next one:

( Genjutsu/Ninjutsu: Soeki Kyuuzou ) Illusion Arts/Ninja Arts: Pest Proliferation
Rank: A
Range: Short-Mid
Chakra Cost: 30 + (Decoy Jutsu)
Damage Points: N/A ( Non quantifiable)
Description: The genjutsu begins by replicating a weak, easily releasable genjutsu (by Kai or small pain) and place it on any number of opponents within range. An example would be False Surrounding, changing the area around the targets. When the target moves to release it, the second, stronger, genjutsu will recognize the output, be it a chakra peak caused by pain or a Kai. This is based on the notion that certain genjutsus, for their complexity and strength, require sharper pain or bigger chakra outbursts in order to be broken, anything smaller will not affect the genjutsu. After having recognized the peak, the genjutsu will duplicate and repeat it in increasingly higher frequency. This will overload the opponent, preventing the usage of complex jutsu (S and above), genjutsu or summoning jutsus, and exhaust the chakra reserves, equivalent to a chakra cost of a Kai for each peak. The repetition of the chakra peak that exhausts the chakra reserves touches the Ninjutsu in it's technique, as it copies and sends out chakra signals that affect the chakra system physically, but in a very raw and primitive manner, highly distant from the Kurama KG.
The Second Genjutsu clears the effects of the first one, and changes it with slight ringing noises, body palpitations and slight dizzy vision. If the used method of release was pain, it will recreate the pain by adding it to the body palpitations, seemingly making the body sore. These illusions are presented intermittently.
*The phsyical effect of the second genjutsu only serves to exhaust the chakra reserves, not to make the illusion of the technique real. Thus no damage is done physically*
*Can only be used once per battle*
*Allows multiple targets, but not multiple layers of this same genjutsu*
*Costs as 2 jutsus*
*The weak jutsu gets released upon the usage of Kai, small pain spikes or other means of releasing it. The second, stronger, genjutsu, will react to any method of countering the first genjutsu that would suffice to counter an A ranked Genjutsu.*
*High Ranked users will counter both genjutsus with a single Kai usage (because the second genjutsu is an A rank).
*After the second genjutsu kicks in, although it restricts the usage of complex jutsus, will still allow different methods of countering, such as higher pain peaks, or 3rd person infusion of chakra , despite the primitive physical part of the genjutsu (ninjutsu)*
*The user can't preform Summoning techniques or other Genjutsu in the same turn. Can only use 2 jutsus in the second turn. Can't use Forbidden techniques in the same or second turn*

Okay, the way this works is the follow:

You post this technique + a decoy genjutsu ( up to B rank ). The Decoy technique loses the restriction on target limit, handseals (though you might want to keep the handseals, as it will better "fool" the opponent) and range (up to mid), but the chakra cost is the same. Then you overlap a second gen, A rank (30 chakra), that stays dormant.

Once your opponent reacts to the decoy genjutsu, the following may happen:

1. Method of Release Enough for A rank or More - Both gen are broken, no other effects felt.

2. " Release Enough for B rank and less - First gen is broken, second one is felt.

2.1 - Chakra Peaks of Increasing Frequency - depending on the chakra kai used, normally the same rank as the decoy technique (if less, the decoy will be removed either way). This will actually take out the opponent's chakra every time, and within a turn, you could have as many peaks as you want, say, 10 peaks in a second, for a D rank technique, it's 100 chakra in a second.

2.2. - Illusionary Body Palpitations - the gen will trick the opponent into spending chakra, and, at the same time, make the opponent shaky and unstable. It will produce ringing sounds in the ears, body palpitations, blurry vision.

2.3 - Pain Release - if the method used is pain, all the above still apply. Given the pain table, you can sort of deduce the amount of pain that equates to certain chakra, and thus, that's the amount of chakra each peak will spend. It also adds a replica of the pain used at every peak (illusionary) and a sore body with each peak, proportional to the pain. Again, if the pain used is weaker than the decoy gen, the main gen will still remove the other illusionary effects.

2.4 - Restrictions Under the Effect - No Genjutsu, no jutsu S rank and Above, no summoning jutsu.
 
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