Aramitama wrote:
Name: Deerstalker
Rank: C
Cost: 40 (Genjutsu Double applied)
Upkeep: 10
Type: Genjutsu
Element: None
Range: 50m
Speed: N/A
Power: 250
Handseals: Eye contact.
Description: Upon establishing eye contact with an opponent, the user can cast this spell upon them. From any point going forward until this is broken, the user can momentarily vanish from sight and senses and reappear behind or beside his target (within jutsu range), whereupon this fictitious version of him can whisper in the target's ear. These hallucinations are independent to each person affected. The hallucination is nearly instant, after which the user will reappear as normal. This is a very powerful distractionary technique and most people overreact to their opponent suddenly materializing next to them. The impression left in most victims is that the user of this can teleport, however it also has a subtle feeling of time distortion which can lead people to believe that they are losing their ability to concentrate. Finally, the whispered words and sounds can be used as a means of transmitting other sound based genjutsu, assuming the user pays for that genjutsu as well. Requires Sharingan.
Combination: Sound based genjutsu.
APPROVED.
Name: Gorgon
Rank: A
Cost: 50
Upkeep: 20
Type: Genjutsu
Element: None
Range: 50m
Speed: N/A
Power: 450
Handseals: Eye contact.
Description: By firing chakra through the activated Sharingan, the user emits a burst of yellowish light in a large cone before them. Any unfortunate enemy who sees this light will fall prey to the illusion, believing that their body has been rapidly turned to stone, effectively paralyzing them. Sensorily this appears much like an earth style petrification technique and the chakra feels like earth based chakra even to sensory ninja (not other Sharingan). Full petrification requires 1 post and the paralysis begins at the outer extremities (hands and feet instantly) before moving inward and ending with the head. The next attack on the stunned target will do 20% more damage and, after damaging them, will cancel this jutsu's effects.
Combination: Sound based genjutsu.
1. Right, this needs some limits of sorts. Which is why its taken so long. Stipulations: Targets with strength equal to or higher than the power of this Genjutsu can break free. This also needs a limit on the number of targets too. Shouldn't be more than 4.
2. The sharingan firing a yellowish light like this is an issue. This needs some sort of elemental structure added to it. Whether its lightning or even fire etc.
3. The extra 20% damage needs to go. Once someone is caught then that's it. Genjutsu can be quite tricky to deal with. The damage is the damage without an added bonus.
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Aramitama Jutsu
Uchiha Izanagi- - -
Chakra Pool : 1000
Posts : 556
- Post n°26
Re: Aramitama Jutsu
Aramitama-
Chakra Pool : 0
Posts : 134
- Post n°27
Re: Aramitama Jutsu
Name: Susano'o Raiment
Rank: SS
Cost: 75 (3-5 MS per turn)
Upkeep: (5 life force after 3 turns) and 30 chakra per turn
Type: Ninjutsu
Element: N/A
Range: N/A
Speed: N/A
Power: N/A
Handseals: N/A
Description: This is a twist upon the normal version of the god-like Susano'o which focuses the chakra avatar into an armor instead of a giant to fight in place of the user. Because of this, no matter which of the three forms it takes it is only ever 1 meter taller/larger than the user, instead of towering over everything like a mountain. The armor is much more highly compressed but still very powerful and offers extreme protection and offensive abilities, but does not compare to the raw force of the original technique. They limbs/body/etc of the armor can still be moved independently of the user's actually body, giving a bit of flexibility to close range assaults. Also like the parent, the user can generate the weapons that his Susano'o would generate, but on a much smaller scale. For each version of Susano'o used with this, the stats are 75% of what they would normally be. MS Activation/upkeep for Level 1 is 3 to activate and 1 per turn; Level 2 is 3 and 1 per turn; Level 3 is 5 and 1 per turn.
Combination: Any.
Name: Mud-Sleeping Dragon Beast
Rank: A
Cost: 50
Upkeep: 20
Type: Genjutsu
Element: None
Range: 50m
Speed: N/A
Power: 450
Handseals: N/A
Description: This technique relies upon an opponent directly interacting with the user's chakra, rather than emitting that chakra out in a more noticeable form. Thus, the trigger becomes being sensed by an opposing entity through any sensory means, after which the technique can begin. Once affected anyone who has or proceeds to sense the user will experience symptoms of extreme intoxication, inhibiting their ability to fight. Victims will experience severe vertigo making standing difficult, slowed cognition (-200 speed), intense nausea, continual vomiting, and extreme lack of coordination, making weapon use and hand seals particularly troubling. This is all accompanied by moderate to severe short term memory loss ("browning out" or "blacking out") and makes the technique particularly difficult to notice as the stimuli are particularly difficult to remember. When activated, memory loss takes the form mechanically of an inability to recall the previous 2 posts accurately. This technique has no visual component to the illusions, instead affecting sensory, taste, smell, hearing, and touch. This, combine with the unique delivery vector, means that there is nothing to visually notice about the illusion.
Combination: Other genjutsu.
Name: The Great Ancestor Gloriously Returning to the Beloved Fatherland
Rank: S
Cost: 60
Upkeep: N/A
Type: Ninjutsu
Element: Fire
Range: 50m
Speed: 250
Power: 450
Handseals: Dragon
Description: Upon completion of the hand seal, the user expels out eight small orbs of intensely compressed fire chakra, either by launching them from his mouth or conjuring them along his arms and flicking them out like projectiles. These fireballs are no more than ten meters in diameter, no smaller than ten centimeters, and are shaped loosely like lion heads. They are extremely bright and can fly on a straight path or curve on an arc to reach their destination, and the user can aim each independently. When they strike a surface, encounter resistance such as a body or attack, or reach the end of their range, they explode outward in a whirlwind of flames encompassing a fifteen meter radius. This storm of fire rages for two posts after initial impact before expiring, creating a zone of destruction. This can easily destroy bodies of flesh, reducing them to nothing but ash, and the lingering effect is just as dangerous. Remaining in the area reduces endurance of the victim by seventy-five points per turn of exposure to signify the cumulative damage. User is immune to the flames as they are comprised of his own chakra. Wind techniques can obviously amplify the range and damage, but they also extend the duration of the lingering aspect by one post.
Combination: Learn from Aramitama
Rank: SS
Cost: 75 (3-5 MS per turn)
Upkeep: (5 life force after 3 turns) and 30 chakra per turn
Type: Ninjutsu
Element: N/A
Range: N/A
Speed: N/A
Power: N/A
Handseals: N/A
Description: This is a twist upon the normal version of the god-like Susano'o which focuses the chakra avatar into an armor instead of a giant to fight in place of the user. Because of this, no matter which of the three forms it takes it is only ever 1 meter taller/larger than the user, instead of towering over everything like a mountain. The armor is much more highly compressed but still very powerful and offers extreme protection and offensive abilities, but does not compare to the raw force of the original technique. They limbs/body/etc of the armor can still be moved independently of the user's actually body, giving a bit of flexibility to close range assaults. Also like the parent, the user can generate the weapons that his Susano'o would generate, but on a much smaller scale. For each version of Susano'o used with this, the stats are 75% of what they would normally be. MS Activation/upkeep for Level 1 is 3 to activate and 1 per turn; Level 2 is 3 and 1 per turn; Level 3 is 5 and 1 per turn.
Combination: Any.
Name: Mud-Sleeping Dragon Beast
Rank: A
Cost: 50
Upkeep: 20
Type: Genjutsu
Element: None
Range: 50m
Speed: N/A
Power: 450
Handseals: N/A
Description: This technique relies upon an opponent directly interacting with the user's chakra, rather than emitting that chakra out in a more noticeable form. Thus, the trigger becomes being sensed by an opposing entity through any sensory means, after which the technique can begin. Once affected anyone who has or proceeds to sense the user will experience symptoms of extreme intoxication, inhibiting their ability to fight. Victims will experience severe vertigo making standing difficult, slowed cognition (-200 speed), intense nausea, continual vomiting, and extreme lack of coordination, making weapon use and hand seals particularly troubling. This is all accompanied by moderate to severe short term memory loss ("browning out" or "blacking out") and makes the technique particularly difficult to notice as the stimuli are particularly difficult to remember. When activated, memory loss takes the form mechanically of an inability to recall the previous 2 posts accurately. This technique has no visual component to the illusions, instead affecting sensory, taste, smell, hearing, and touch. This, combine with the unique delivery vector, means that there is nothing to visually notice about the illusion.
Combination: Other genjutsu.
Name: The Great Ancestor Gloriously Returning to the Beloved Fatherland
Rank: S
Cost: 60
Upkeep: N/A
Type: Ninjutsu
Element: Fire
Range: 50m
Speed: 250
Power: 450
Handseals: Dragon
Description: Upon completion of the hand seal, the user expels out eight small orbs of intensely compressed fire chakra, either by launching them from his mouth or conjuring them along his arms and flicking them out like projectiles. These fireballs are no more than ten meters in diameter, no smaller than ten centimeters, and are shaped loosely like lion heads. They are extremely bright and can fly on a straight path or curve on an arc to reach their destination, and the user can aim each independently. When they strike a surface, encounter resistance such as a body or attack, or reach the end of their range, they explode outward in a whirlwind of flames encompassing a fifteen meter radius. This storm of fire rages for two posts after initial impact before expiring, creating a zone of destruction. This can easily destroy bodies of flesh, reducing them to nothing but ash, and the lingering effect is just as dangerous. Remaining in the area reduces endurance of the victim by seventy-five points per turn of exposure to signify the cumulative damage. User is immune to the flames as they are comprised of his own chakra. Wind techniques can obviously amplify the range and damage, but they also extend the duration of the lingering aspect by one post.
Combination: Learn from Aramitama
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