Custom Element's Jutsu Submission

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Nathan

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Shuton: Suiyo Saigai | Alcohol Release: The Drunken Disaster
Type: Supplementary, Offensive, Defensive
Rank: B-rank
Range: Short - Long
Chakra: 20
Damage: 40
Description: The user will release alcohol from either their body, the ground, or materialize it in the air using Shuton chakra. This is the most basic application of Alcohol Release which allows the user to create various basic fluid constructs such as shields, walls, small pillars, small waves, and spheres. Like all other forms of alcohol it can be ignited to cause a different type of damage or simply used for supplementary purposes. If the alcohol directly enters the opponent’s blood stream it will cause them to temporarily become intoxicated and be unable to mould chakra for A-rank and above techniques. Alcohol created from the ground and air can be created from anywhere from short to long range from the user.


 Declined  Issues rely with parts you need to explain. First, your element states you release it from the mouth. This would imply you can't simply create it out of thin air just like that and creating it from the ground makes even less sense. If you want it to be created from mid air, you need to explain how you achieve this. Also, you mention entering the blood stream...ok but how? By simple touch? by inhalation? ingestion? If so, how long before it takes effect? The effects should be progressively higher and then decline once more as time passes. It cannot be something absolute that happens and stays in effect forever. This is also a B-Rank...restricting to A-Rank is too much. I understand that your opponent will be hazed, confused, mentally weak. But molding chakra is too generic. I assume he'd have trouble concentrating and focusing on chakra above a given rank, making a streak of many handseals very hard, complex techniques even harder, he'd be more vulnerable to Genjutsu, Taijutsu would be weaker, etc etc.
Shuton: Suiyo Saigai | Alcohol Release: The Drunken Disaster
Type: Supplementary, Offensive, Defensive
Rank: B-Rank
Range: Short – Long
Chakra: 20
Damage: 40
Description: The user will release alcohol from their body or their mouth or use his chakra to manipulate the moisture in the air to form Alchool and shape it as he wishes. This is the most basic application of Alcohol Release which allows the user to create various basic fluid constructs such as shields, swords, walls, pillars, waves, and spheres. Like all other forms of alcohol it can be ignited to cause a different type of damage or simply used for supplementary purposes. If the alcohol enters the opponent’s blood stream through either wounds, injection, or ingestion the opponent will become temporarily intoxicated shortly after. The intoxication will last for a total of four (4) turns where in the first turn of intoxication the opponent will feel no effects at all. In the second turn of intoxication the opponent will be unable to mold chakra for forbidden ranked techniques and will be unable to perform complex taijutsu (above B-Rank). In the third turn of intoxication the opponent will be unable to mold chakra for S-Rank and above techniques and will be unable to perform B-Rank and above taijutsu. In the fourth turn of intoxication the opponent will be unable to mold chakra for forbidden ranked techniques and will be unable to perform complex taijutsu (above B-Rank). Constructs are always created within short range of the user.


 Approved 


Shuton: Rifuresshumento | Alcohol Release: Refreshment
Type: Supplementary
Rank: B-rank
Range: Short
Chakra: 20
Damage: N/A
Description: The user will gather Alcohol chakra and as they will move it towards their mouth and let it out of their body, the user will start ejecting a small wave of alcohol that will be used for disinfection on the user's body or the body of any person they desire. This will destroy most harmful micro-organisms and will clean wounds and thus prevent from inflammations and diseases. Due to the fact that a small amount of alcohol is used, the intoxication is reduced to a minimum.
Notes:
- Intoxication that occurs only through absorption of the skins and scent is negligible.


 Declined  Explain in more detail what this can do. Also, consider releasing it from the hands. Its approach is supplementary, primarily for wounds so using it from the hands is much easier. Also, alchool doesn't enter the blood stream so easily as you say unless you make a technique designed exactly for that. This means you can assume such a kind of technique will be safe to use regardless. Considering this is a B-rank, it will only be able to defeat up to A-Rank pathogens and microorganisms. A small note of that would be good.
Shuton: Rifuresshumento | Alcohol Release: Refreshment
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description: The user gathers Alcohol chakra and they will release it from either their hand or their mouth. The alcohol is designed to act as a disinfectant on the user’s body or other bodies that the user desires. When the alcohol comes in contact with harmful micro-organisms it will denature them and kill them. Thus this prevents inflammation and infection through tissues.
Note: This can only denature and kill micro-organisms up to A-Rank


 Approved 


Shuton: Atamawari Zutsuu | Alcohol Release: Splitting Headache
Type: Supplementary
Rank: S-rank
Range: Short (Self)
Chakra: 40
Damage: N/A
Description: The user will gather Alcohol chakra and concentrate it in their brain and control it to cause the wanting effects of Alcohol on themselves. The user will perform a type of extremely carefully controlled intoxication and use the chakra to greatly decrease the feel of pain. That will increase the user's durability and make them fight for a certain amount of time, even if they receive serious injuries. Although, this technique isn't completely harmless, as the user will still feel some of the bad effects of Alcohol.
Notes:
- The effects of this technique last for three turns and they cannot be removed once they're used.
- During that time, the user will have trouble performing handseals, and it takes and extra +10 chakra to use techniques due to the bad affects of alcohol.
- Can only be used twice per battle.


 Declined  How strong is the numbing of pain? Can you endure a severed hand? a stab? a scratch? What about movement? Can you still move normally? The effect is ok but you need some additional definition in the limits of it. Also, the more you use it, the less effective it should be btw. So i'd make it 3 times per battle, A-Rank (no need to be S-Rank), 2 first uses normal, last use shorter and with greater drawbacks.
Shuton: Atamawari Zutsuu | Alcohol Release: Splitting Headache
Type: Supplementary
Rank: A-Rank
Range: Short (Self)
Chakra: 30
Damage: N/A
Description: The user will gather Alcohol chakra and concentrate it in their brain and apply precise control to cause the beneficial effects of Alcohol on themselves. This carefully controlled intoxication will bring about a decrease in the sensation of pain. While this technique is active the user is capable of suppressing the pain of severed limbs capable of enduring them. Of course, the wound itself will still cause the various negative side effects such as death if the user is bleeding profusely. Movement for the user is not hindered by the alcohol for the first two uses of the technique unless muscles that are important to movement have been severed or severely damaged, such as a tendon.
Note: The effects of this technique last for three turns and they cannot be removed once they are applied.
Note: While active the user will have trouble performing hand seals and their techniques will require an additional 10 chakra to perform.
Note: On the third use of this technique the user will have much greater difficulty performing hand seals and their techniques will require 20 additional chakra to perform.
Note: Can be used three times per battle.


 Approved 

Shuton: Yommachigai | Alcohol Release: The Drunken Mistake
Type: Offensive, Supplementary
Rank: S-rank
Range: Short – Long
Chakra: 40
Damage: 80
Description: The user weaves the Tiger hand seal while applying the basic primary release of Alcohol. While forming the hand seal the user will channel an enormous amount of Alcohol chakra on either or both of their hands creating extremely dense blade(s) of pure alcohol. In the case of two blades being created each will be A-Rank in strength. To a normal onlooker from a distance these will appear as normal blades of water forming on the user’s hands. In short range however the distinct smell of alcohol can be detected quite easily. The blade(s) is incredibly concentrated and very sharp making it an incredible cutting and piercing weapon that carries the traits of alcohol. When they land direct blows on an enemy and cut through their body the alcohol will quickly enter their blood stream causing them to fall into a severely drunken state where they cannot weave hand seals nor mould chakra above A-Rank for two (2) full turns. Alternatively, the user can apply the blade of water in a manner similar to Chidori Senbon where they form the blade and release numerous small, but concentrated senbons of alcohol at a target. The senbons, while individually not as powerful as the blade, still possess some piercing power. Upon piercing the senbons will cause the target to fall into a drunken state hindering their ability to mould chakra for S-Rank and above techniques for a single turn. The final application of this technique is to cause the concentrated senbons to burst out of their concentrated form unleashing a splash of alcohol on all targets within two (2) meters of the senbon to use this the user must perform one hand seal to cause the senbon to explode. In this case the alcohol, if it lands on an open wound, will intoxicate the target and cause them to be unable to mould chakra for S-Rank and above techniques for a single turn. Additionally, it will cover the target in a highly flammable alcohol.
Notes:
- Can only be used twice (2) per battle.
- Can only be used once every two (2) turns.
- The senbon have a long-range reach when used.


 Declined  Inconsistent. And you need to rank the senbon attack. Blades should be something you need to fuel with yuor chakra to sustain as once you release your control over it they disperse into liquid alchool. The inconsistency comes from the fact that the effects are too different when they are all based on the same: doing a wound with something made of alchool to make it spread through the blood stream. That it was done through a cut or a needle is irrevelant when the rank of the technique in question is the same. Its an S-Rank technique and the effects are weaker than the ones you listed for the first B-rank. The explosion must go as its already too many different aspects in a single technique.
Shuton: Yommachigai | Alcohol Release: The Drunken Mistake
Type: Offensive
Rank: S-Rank
Range: Short – Long
Chakra: 40
Damage: 80
Description: The user weaves the Tiger hand seal while applying the basic primary release of Alcohol. While forming the hand seal the user will channel an enormous amount of Alcohol chakra on either or both of their hands creating extremely dense blade(s) of pure alcohol. In the case of two blades being created each will be A-Rank in strength. To a normal onlooker from a distance these will appear as normal blades of water forming on the user’s hands. In short range however the distinct smell of alcohol can be detected quite easily. The blade(s) is incredibly concentrated and very sharp making it an incredible cutting and piercing weapon that carries the traits of alcohol. When they land direct blows on an enemy and cut through their body the alcohol can enter their blood stream through the created wounds. Alternatively, the user can apply the blade of water in a manner similar to Chidori Senbon where they form the blade and release numerous small, but concentrated senbons of alcohol at a target. The senbons, while individually not as powerful as the blade, still posses some piercing power and are A-Rank in strength. Should the opponent be struck by the senbon or the blade itself and the alcohol enter their blood stream through wounds created or through injection they will fall into an intoxicated state for four (4) turns. In the first turn the opponent will be unable to mold chakra for forbidden ranked techniques and will be unable to perform complex taijutsu actions. In the second turn the opponent will be unable to mold chakra for S-Ranked techniques and above, be unable to perform B-Rank and above taijutsu actions, and be unable to weave hand seals. In the third turn the opponent will be unable to mold chakra for forbidden ranked techniques and will be unable to perform complex taijutsu actions.
Note: Can only be used twice (2) per battle.
Note: Can only be used once every two (2) turns.
Note: The senbon have a long-range reach and are A-Rank in strength.


 Declined  Is each senbon A-Rank? It simply doesn't make sense to have that here. Also, how l,ong do the blades last? Chakra to sustain? Can you use them for Kenjutsu? The effects are now ok. But not the actual applications of the technique. It seems as an attempt to put two different techniques into a single one, more and more.


Shuton: Satadeniato | Alcohol Release: Saturday Night
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: The user begins by weaving the Snake, Tiger, Ram hand seals and applying the basic primary release of Alcohol. This technique offers high versatility with both defense and offense in return for a very high chakra requirement in both amount and concentration. The basic application of this technique is to create large, dense amounts of alcohol on the battlefield with versatile form such as pillars, shields, swords, kunai, waves, or blasts. This application requires far less concentration than the advanced manipulation of Saturday Night. When this incredibly dense and concentrated alcohol enters the opponent’s blood stream it will leave them unable to weave hand seals or mold chakra for techniques above A-Rank for two (2) turns. The advanced release of this technique follows the same versatile principle however in this case the user will create up to two (2) spheres of Alcohol from their body. The spheres are incredibly concentrated and dense and are about the size of soccer balls. Through constant manipulation and concentration the user can manipulate the sphere(s) to act as offensive weapons or defensive tools. These act in a sense as an orbital planetary objects that remain around the user allowing them to be used upon his or her will creating virtually any weapon or shield within reason for the user’s needs. The ultimate offensive application of this weapon is to one or both of the spheres created as an massive blast of the pure alcohol. The orb can be sent up to 50 meters from the user and, with the user of the confrontation hand seal, will expand the concentrated alcohol and create a massive omnidirectional wave of alcohol that can reach up to 10 meters from the orb covering all it touches in alcohol. The same basic properties of alcohol apply. Anyone caught within the wave of alcohol will suffer from the blunt damage the concentrated alcohol expanding will cause.
Notes:
- Can be used twice (2) per battle.
- No alcohol techniques above B-Rank for 2 turns.
- Can only be used once every two (2) turns.


 Declined  The advanced use is in fact a completely unique technique, unrelated to the main one. Also, take note that entering the blood stream has to happen through ingestion, injection, wound, etc. Not simply smelling it or making contact with it through the skin. As its an S-Rank, it requires handseals and it cannot be made anywhere other than in short range of you.


Shuton: Satadeniato | Alcohol Release: Saturday Night
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40
Damage: 80
Description: The user begins by weaving the Boar, Ram, Snake hand seals and applying the basic primary release of Alcohol. This technique offers high versatility with both defense and offense in return for a very high chakra requirement in both amount and concentration. The basic application of this technique is to create large, dense amounts of alcohol on the battlefield with versatile form such as pillars, shields, swords, kunai, waves, or blasts. The alcohol, can be created in the air around the user in short-range but the technique itself has a long-range reach. Additionally, the user is capable of releasing the alcohol from their body as normal. As with other alcohol techniques this can intoxicate opponents through ingestion, injection, and through wounds. The intoxication will last for a total of five (5) turns. Compared to the parent technique the concentration of alcohol of Saturday Night is much greater and as such the opponent will begin suffering from the effects in the very first turn after it has entered their blood stream. In the first turn the opponent will be unable to simply mold chakra for forbidden ranked techniques. In the second turn the opponent will be unable to mold chakra for forbidden ranked techniques, have a harder time weaving hand seals, and will be unable to perform complex taijutsu. In the third turn the opponent will be unable to mold chakra for S-Rank and above technqiues, be unable to weave hand seals, and will be unable to perform B-Rank and above taijutsu, as well as be nearly unable to discern subtle genjutsu from reality. In the fourth turn the opponent will be unable to mold chakra for forbidden ranked techniques, have a harder time weaving hand seals, and will be unable to perform complex taijutsu. In the fifth turn the opponent will be unable to mold chakra for forbidden ranked techniques.
Note: Can be used a three (3) times per battle.
Note: Can only be used once every two (2) turns.



 Approved 





New submission:

Shuton: Hamon Abusan! | Alcohol Release: The Repercussions of Absinthe!
Type: Supplementary
Rank: C-S
Range: Short – Long
Chakra: 15 – 40
Damage: N/A
Description: The user channels shuton chakra throughout their body and releases it as an omnidirectional pulse of alcohol chakra which is invisible to the naked eye. The alcohol is completely harmless to opponents and the user and is unable to intoxicate anyone. The purpose of The Repercussions of Absinthe is to prevent creation of water techniques from the moisture in the air. Because alcohol is a product of ethanol it is hygroscopic and it readily able to attract and hold water molecules in the air. Upon release the omnidirectional wave will absorb water in the air and retain it temporarily preventing the materialization of water and water based elements in the surrounding area. Because alcohol is neutral to water release the strength of the alcohol technique will neutralize the ability to utilize the same level of water release and below. For example, if the A-Rank strength of this technique is used then A-Rank and below water techniques will not be able to be materialized. This acts as a double-edged sword for the user as it also leaves him unable to materialize water in the surrounding area for the duration of this technique.
Note: Can be used three (3) times per battle.
Note: Once used water cannot be materialized of the proper rank for three (3) turns.

Ethanol is an extremely good solvent for materials like oils and fats which also enables Alcohol, being a mixture of ethanol and water, to still be able to dissolve those substances, although not fully and quickly as pure ethanol would. Ethanol is hygroscopic which means that it has the ability to attract and hold water molecules from the surrounding environment, to the extent that it readily absorbs water from air. This is a two-edged sword since it’s sometimes useful that Alcohol can absorb moisture from the air but that also dilutes it and makes it weaker. But the whole process of absorbing water from air doesn't happen quickly enough to influence on Alcohol in a battle.

 Declined  I don't mind multi rank techniques but you need to explain why it is multiranked. And if it is, the S-rank needs to have additional restrictions apart from simple limited use. It requires a handseal btw. In the description, there is also a small confusion. You release alchool chakra...ok...to do what? From that point on you talk about Alchool itself. As I see it, you release alchool chakra to create minute alchool molecules throughout the moisture which will cascade the effect you describe afterwards. Also, you must be aware that yes, I'll approve this technique...but this means people will breathe these molecules. They will be inside their bodies. I'll approve this under the condition that this technique can never be used or serve as a basis to be used offensively or as a bypass to others.
 
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Kapusaichinton: Kujū-kyoku | Capsaicin Release: Agonizing Authority
Type: Offensive/Supplementary/Defensive
Rank: C
Range: Short to Mid
Chakra: 15
Damage: 30
Description: This technique is based on the main release of Capsaicin, namely the high SHU variant where the Capsaicin is used to inflict harm to the opponent when in contact with his skin. To execute this technique, the user molds his chakra to create from his body or manipulate already existing Capsaicin into various structures and constructs, such as weapons, tools, projectiles, walls, etc. This is a very basic technique, however, it's effects, usage and power shouldn't be ignored. With a wide variety of simple applications it is the foundation for other, more complex Capsaicin techniques. This technique can be used to create a source for other Capsaicin techniques and since it's based on shape manipulation the users creativity is the limit. It is important to note that the objects cannot be bigger than the range that they can be used up to.


 Approved 


Kapusaichinton: Bafubodi | Capsaicin Release: Buoyant Body
Type: Supplementary
Rank: C
Range: Self
Chakra: 15
Damage: N/A
Description: Buoyant Body is a technique aimed to help the user focus and perform better in battle. After a handseal, the user releases the low SHU Capsaicin chakra throughout his own body and as it gets in contact with his neurons, it triggers the stimulants to release feelings of excitement and joy, motivating the user momentarily and increasing the depth of his perception and reflexes by a small margin. This is possible due to the very low and carefully controlled SHU value. The Capsaicin chakra heats up the body in contact with the neurons in the users skin and as a result builds up blood pressure as it spreads through the body, acting as an artificial adrenaline shot. The effect lasts for 3 turns but it has the restriction of being usable only twice per battle. Regarding the boost, the user gets a 15% increase in tracking speed and reaction time, while he can perform handseals for Capsaicin and his primary elemental affinity at twice the speed.
Note: Can only be used 2 times per battle
Note: Lasts 3 turns


 Declined  What does 15% mean in our RP? Also, handseals? Why and no.... Handseals aren't related to movement speed as much as they are with your ability to mold a given chakra and saying stuff like its twice as fast to do handseals is dubious and leads to many exploits like claiming the techniques themselves are faster. Define this.


Kapusaichinton: Keisan Sa Reta Wareme | Capsaicin Release: Canny Crevices
Type: Offensive
Rank: A
Range: Short to Mid
Chakra: 30
Damage: 60
Description: Canny Crevices is a justu based on the main release of Capsaicin. Specifically, on the high SHU variant that is used to harm enemies. To execute the jutsu the user claps his hands together while releasing his Capsaicin chakra into the ground and using the present earth beneath the surface to mold it into the sticky and waxy substance of Capsaicin. A brief moment later the user stomps his foot on the ground, forcing the Capsaicin to build up and crack the surface of the earth due to the pressure, causing the Capsaicin to blast through the cracks and shoot onto the battlefield. With care and control the user can direct the bursts as well as control the cracks in order to optimize the Capsaicin release from beneath the surface and stay away from direct harm. If the opponent would be caught by the Capsaicin, the substance would stick to him and penetrate his clothing. The Capsaicin would cripple the opponent by overwhelming his nerves and due to it sticking even to his clothes it would present itself as a trouble for removing the Capsaicin. An affected opponent would quickly fall into agony which would very soon be his demise.
Note: Can only be used 3 times per battle


 Declined  The last sentence is unclear. His demise? Why? Capsaicin gives a burning sensation. Ok. But how is it lethal? You can't claim somthing like that and not explain why.


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Kapusaichinton Genjutsu: Desuparēto shi onegai | Capsaicin Release Illusion: Desperate Death-wish
Type: Offensive
Rank: S
Range: Short to Mid
Chakra: 40
Damage: 80
Description: Desperate Death-wish is, just as its name suggests, a technique of high caliber that pushes the victims to the limits in terms of coping with pain. It is based on the high SHU variant that is aimed to cripple the opponent's body by overwhelming his nerves on contact with Capsaicin. The technique itself is a very fast projectile that the user spits out of his mouth in the form of a waxy globule of Capsaicin. The projectile is aimed at the opponent and if it hits, the opponent would immediately start feeling the heat and pain that Capsaicin causes. This pain, along with the Capsaicin chakra from the projectile would trigger a powerful illusion that has the task to amplify the pain and push the opponent to the limits of the pain scale. The pain is also followed up with gruesome pictures of the victims own death which are aimed to cloud the opponent's mind and make it seem as if death is the only way to stop the pain. It's not unheard of that people choose death to avoid unbearable chronic pain. The illusion is considered to be A ranked and if it isn't released in the immediate counter, the victim would fall into unconsciousness due to the pain. Regarding the projectile itself, it can reach up to mid range and it is of the size of a basketball. As with all Capsaicin techniques, even if the illusion is broken, the actual pain would still persist thus why pain releases are ineffective against this illusion.
Note: Can only be used again after 2 turns of cooldown
Note: Can only be used 2 times per battle


 Declined  Your element doesn't state it has the property of inducing Genjutsu. The pain it induces is real as it comes from a real chemical response in your body, more concretely, your nerves.
 
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(Awaton: Kurāken no Bodi)- Foam Release: Body of the Kraken
Rank: S
Type: Offensive/Defensive
Range: Short-Mid
Chakra cost: 40 (+10 per turn)
Damage points: (80 if released outwards)
Description: The user begins by surging foam chakra throughout their entire body. This allows the user to perform either two things. The first is a large, omni-directional spray of foam chakra that extends outwards in all directions up to mid-range around the user. The spray of foam is shaped into numerous tentacles when this is done, capable of incredibly quick blunt-force damage upon impact. The second ability allows the user to secrete a dense layer of foam that is highly resistant to heat, temperature, and explosions. Naturally, the sensitive areas such as the mouth, nose, and eye sockets are avoided. The user is only able to use foam, wind, and water techniques while this technique is activated.
- Usable twice per battle
- Armor lasts three turns unless destroyed
- No Foam techniques above A-rank the next turn

________________________________________________
 Approved 
A minor update:

(Awaton: Kurāken no Jisshi Rei)- Foam Release: Embodiment of the Kraken
Rank: S
Type: Offensive/Defensive
Range: Short-Mid
Chakra cost: 40 (-10 per turn)
Damage points: (80 if released outwards)
Description: The user begins by surging foam chakra throughout their entire body. This allows the user to perform either two things. The first is a large, omni-directional spray of foam chakra that extends outwards in all directions up to mid-range around the user. The spray of foam is shaped into numerous tentacles when this is done, capable of incredibly quick blunt-force damage upon impact. The second ability allows the user to secrete a dense layer of foam that is highly resistant to heat, temperature, and explosions. The sensitive areas such as the nose and ears are covered with a super thin layer of foam which still gives the same protection without hindering the user in battle. The user is only able to use foam, wind, and water techniques while this technique is activated.
- Usable twice per battle
- Armor lasts three turns unless destroyed
- No Foam techniques above A-rank the next turn


 Update Declined  Doesn't make sense to me. Its foam.


(Awaton: Haidora Tsuba)- Foam Release: Hydra Spit
Rank: A
Type: Supplementary
Range: Short-Long
Chakra cost: 30
Damage points: N/A
Description: The user concentrates foam chakra onto any point of his body, and then releases several basketball ball sized spheres of foam. If the foam makes contact with the opponent(s) body, it makes complicated and/or sudden physical movement almost impossible. The hands of the opponent(s) become so slippery that they are unable to grasp objects or hold onto those already wielded by them. In turn, this can be used to affect inanimate objects such as weapons or landmarks on the battlefield to make them useless for battle. The foam used in this technique follows the regular strength and weaknesses of the element.
- Usable three times per battle

________________________________________________
 Approved 
Another minor update:

(Awaton: Haidora Tsuba)- Foam Release: Hydra Spit
Rank: A
Type: Supplementary
Range: Short-Long
Chakra cost: 30
Damage points: N/A
Description: The user concentrates foam chakra onto any point of his body, and then releases several small to large sized spheres of foam. The sizes of foam released can be small enough to only affect a single shinobi's intended path of travel, or to slip up a medium-sized (under twenty meters tall) summoning creature by creating a large, slippery area. If the foam makes contact with the opponent(s) body, it makes complicated and/or sudden physical movement almost impossible. The hands of the opponent(s) become so slippery that they are unable to grasp objects or hold onto those already wielded by them. In turn, this can be used to affect inanimate objects such as weapons or landmarks on the battlefield to make them useless for battle. The foam used in this technique follows the regular strength and weaknesses of the element.
- Usable three times per battle


 Update Approved 


New submissions:

(Kuchiyose/Awaton: Kuto~urufu no Onami no Shinshitsu)- Summoning/Foam Release: Cthulhu’s Billowy Bedchamber
Rank: Forbidden
Type: Offensive/Supplementary
Range: Short-Long
Chakra cost: 50 (-15 per merge)
Damage points: (-10 to user)
Description: The user begins by performing two hand seals (Tiger → Horse), and then claps their hands together or onto the ground. Once finished, this summons a massive chamber filled with endless amounts of super infused foam that can be used as a source for any additional foam techniques regardless of their original method of release (this foam can be utilized even for techniques that state they originate from the user's body). This super-charged foam is thicker and sturdier than the normal foam and because of this is able to withstand elements it usually would not be able to. Meaning, once this technique is activated by the user, the user is able selectively choose an element to become neutral to foam for one technique per turn (Ex: the user can choose to eliminate foam’s weakness to a lightning technique, allowing the two elements to become neutral to each other at the same rank). This only applies to foam techniques originating from the foam source and to one technique per turn. The user can select a different element to become neutral the next turn, but is still restricted to neutralizing one technique. Both the user and opponent stand at the far edge of a raised, cylindrical, white wooden platform equal to the distance between the two at the time of the technique’s use (Ex: If they were five meters from each other beforehand, the platform is five meters in diameter with the user and opponent at opposing ends). Massive clouds of foam completely cover the walls and floors while the rest of the foam reaches to the ceiling. Only the areas above and on the platform are left barren of foam. The foam cloud rotates quickly around the platform, leaving the center relatively calm like the eye of a hurricane. This motion has no actual effect on the battlefield, but serves as a cosmetic addition. Additionally, the user can merge/travel within the foam to avoid an attack – functioning similar to the Kaguya’s final dance in execution and speed, while counting as a single move – having the foam burst out, envelop the user, pull them back into the cloud, and release them at a different location within the chamber. This ability can only be used twice per technique use.
- Usable once per battle; Lasts four turns and then disperses from the battlefield
- No Foam techniques for a turn before use of this technique; No Foam, Water, or Wind techniques for a single turn after the end of this technique
- The user is left physically exhausted after the deactivation of this technique, limiting any high speed movement (reducing their speed by two ranks) or taijutsu above C-rank for two turns unless healed.

Removed the +20; gave the technique two solid abilities


 Declined 
Changing the basic S&W of the element is DNR. DNR


(Kuchiyose/Awaton: Kuto~urufu no Onami no Shinshitsu)- Summoning/Foam Release: Cthulhu’s Billowy Bedchamber
Rank: Forbidden
Type: Offensive/Defensive
Range: Short-Long
Chakra cost: 50 (-30 per manipulation, -20 per turn)
Damage points: N/A (-10 to user)
Description: The user begins by performing two hand seals (Tiger → Horse), and then claps their hands together or onto the ground. Once finished, this summons a massive chamber filled with endless amounts of super-infused foam into the battlefield. This arena serves as a training chamber for all those who possess this nature release. Countless months are spent within this chamber working on perfecting this nature, while also pouring incredible amounts of chakra into the foam. The arena is a giant wooden cylinder, hollow in the middle, completely open above and spanning 100 meters from the center, outwards and being 200 meters tall. In the center of the cylinder, a small wooden platform stands at mid height (roughly 100 meters from the bottom), isolated from all the external sides of the cylinder. As such, as a result, when used, both the user and opponent stand at the far edge of a raised, cylindrical, white wooden platform with a width equal to the distance between the two at the time of the technique’s use (Ex: If they were five meters from each other beforehand, the platform is five meters in diameter with the user and opponent at opposing ends). Massive clouds of foam completely fill the surrounding area around the central cylinder and upwards, to a significant height. Only the areas above and on the platform are left 100% barren of foam. The foam rotates quickly around the platform, leaving the center relatively calm like the eye of a hurricane. This motion has no actual effect on the battlefield, but serves as a cosmetic addition. The swirling mass of foam can be used as a source for any additional foam techniques regardless of their original method of release (this foam can be utilized even for techniques that state they originate from the user's body). This foam is so inherently linked to the user’s will and mind – due to the intense hours spent incorporating the user’s personal chakra into it – that it will respond automatically to his needs. The user will simply need to perform a body movement such as a flick of the hand, stomp of the foot, or waving of an arm. Separate foam techniques will still require their normal motions or hand seal requirements. This ability is akin to the way Gaara manipulates his sand, although each use of this A-ranked ability counts as a move. Simultaneous uses of this technique are possible if multiple motions are made in the same movement. A single movement can also be divided into two separate manipulations. For example, the user can manipulate two separate streams of foam at the same time, with each stream being B-rank in strength.
- Usable once per battle; Lasts four turns and then disperses from the battlefield
- No Foam techniques for a turn before use of this technique; No Foam, Water, or Wind techniques for 2 turns after the end of this technique
- The user is left physically exhausted after the deactivation of this technique, limiting any high speed movement (reducing their speed by two ranks) or taijutsu above C-rank for two turns unless healed.


 Approved  Edited


(Awaton: Serukī no Umi no Manto)- Foam Release: Selkie’s Sea Cloak
Rank: S
Type: Offensive/Defensive
Range: Short
Chakra cost: 40
Damage points: N/A
Description: This technique is best utilized in close-combat, although it has a variety of applications outside the close-combat realm. The user will focus foam chakra onto a specific part of his body, (such as the chest, part of an arm, leg, or a combination of) and form a smooth, slippery casing of foam that acts like armor. This armor is created using the slippery version of foam. Utilizing this quality, the user is capable of deflecting physical attacks sent by the opponent. Weapon strikes are also rendered ineffective because the blade is deflected off of the slick surface. In addition, the user can also strike at the enemy. If the enemy makes physical contact with the foam, it is transferred onto the enemy’s body where it begins to expand and spread. The wind chakra within the foam creates larger and larger pockets of gas, which expands the foam over the opponent’s body. If on the hands, the foam would seal the fingers together to disable hand seals. If not removed, the foam spreads within a single turn to completely envelop the opponent’s body to form a skin-tight cocoon that restricts their movement completely (removal of the foam from the body follows regular strength/weaknesses of the element).
Note: Usable three times per battle
Note: Can deflect physical attacks up to the same rank


 Declined  S-Ranks need more restrictions. Also, it makes no sense. Its slippery and then its hard and locks his fingers? Its either one or the other or, if you want, you need to explain why it suddenly passes from one state to the other. I'm also curious about how long this lasts. Despite it all, I feel the rank is too absolute and blades can still cut through you. I uinderstand that physical taijutsu blows might be less effective but a blade will still be.
 
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Harmattan Release: Agony of Agolo - Karakazeton: Kutsuu no Agolo
Type: Sup
Rank: S
Range: Short-Long
Chakra: 40(+7 per turn)
Damage: N/A
Description: The user weaves the Ox handsign while imbueing the whole battle field with his harmattan chakra. The entire air is immediately turned to harmmatan while the user controls this, the harmattan air condenses and forms a strong harmattan current that curses through the whole battle field. The current of hot wind is however not harmful to life but every dormant water or liquid on the battle field would dry up in matter of seconds. This technique is potent that it is able to dry up even a large water souce(not an entire ocean though). Water related jutsu created by the user and of anybody within the vicinity of the technique suffers a drastic drawback, as a B-rank and below water related jutsu would dry up almost immediately it is being made, however A-rank and above only surfers a one-rank drop in potency and power.
Note
-Last 3 turns
-Usable 3x per battle
-No jutsu above S-rank the same turn this is used
-Must be taught by Priest


 Declined  Oped. There is also a lack of logic. You say its not damaging to life yet it can get rid of any water on the field. To do so, you need to heat the water well beyond 100ºC so as to make sure it all evaporates to the needed level and that is by definition harmful to anyone. Then you go on to say that you can still use water release techniques while its in effect. Lacks logic here. I understand what you're trying to achieve but it needs to be logical otherwise I won't approve it. And it needs to be reasonable. I don't see why this can't be an A-Rank technique which spreads around the field and while active makes it harder to use water techniques, making them weaker in return. 7 chakra per turn for something of this scale is also not viable. And while sustaining this, you are by definition hindered in the natures you can use so you need to add that there. I would only allow it otherwise if it was a self sustaining technique, like creating a totem or soemthing which keeps fueling the technique though that has already been made for other stuff. So have seals but I guess it could work in this case. An item perhaps? Like a summoning? A gigantic pipe with sealing inscriptions which, while active, fuels the technique and serves as a focal point form where the technique actually emanates? Just throwing random ideas there.
Harmattan Summoning: Agony of Agolo - Karakaze Kuchyosei: Kutsuu no Agolo
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30(-15 per turn)
Damage: N/A(+20 to harmattan techs)
Description: The user after making 3 handseals, summons a large staff onto the battle field. An appearance like that of Hiruzen's adamantine staff. The staff would look as if is a weapon of sort that belongs to the user as it can be carried on the user's back. The staff however, has several seal inscriptions and the moment it is being summoned, the seals begins to glow blue, marking their activation. From the seals, emanates a continously generated large amount of pure harmattan that immediately taints the entire air within the battle field. The now harmattan atmosphere poses no threat whatsoever on anybody, but reduces the potency of water jutsu used. Because of this, the power of any water jutsu used is reduced by 2 ranks. Due to the massive amount of harmattan lingering in the air. Miniscle forms of water like fog or mist won't be able live long as they become so overly outmatched due to their molecular size. They would sieze to exist during the entire existence of this jutsu.
Note
-Last 5 turns
-After completion of the turns, the seal on the weapon become useless and the staff poofs away however the user can still summon an extra staff after 3 turns of wating although this time, the seals only last 3 turns.
-The user can't use suiton techniques while maintaining this.
-Due to great influx of harmattan chakra in the atmosphere, Harmattan techniques has a slight boost in power



 Declined  Why the sudden +20 to harmattan techniques? Additionally, I mentioned an item and not a weapon so it wouldn't collide with the concept of a CW which this does. Effect is now ok as is rank.


Fuinjutsu/Karakaze Hijutsu: Dokkyo no Idang - Sealing Arts/Harmattan Secret Style: Idang's Solitude
Type: Offense
Rank: Forbidden
Range: Mid-Long
Chakra: 50
Damage: 90(30 to user)
Description: The user weaves 3 handsigns Boar, Ox and Tiger and then he imbues great amount of chakra underneath his target. He focuses his chakra below his target be it water or earth or tangible matter and then he creates a large pentagram seal below the target. Immediately the seal is formed, a rigid harmattan chakra fence instantly shoots up in form of a column up to the sky. The harmattan barrier is empty inside and only forms about the circumference of the pentagram leaving the target standing in the middle. The user finishes the move with a confrontation sign while sealing the target's fate as a massive stream of dense harmattan erupts upwards from the seal and inside the fence, hot,sharp and lethal that it leaves the target immensely maimed and charred. The harmmatan stream continues to shoot up from the seal for a whole turn and at the end of a turn the seal disperses, likewise the fence and whatnot. The confrontation handsign can be made concurrently with the first 3 handsigns so that the barrier and the latter happen momentarily with split seconds interval. The hamattan, because it touches the sky, would clear any formation of clouds. The pentagram area size is up to the user and can range from 3m radius to 10m radius.
Note
-Useable only 1x per battle
-Use recieves 30 damage and is unable to use harmattan in his next turn
-No Ninjutsu above S-rank in the user's same turn and next
-No Fuinjutsu above A-rank in the user's same turn and next
-Must be taught by Priest




 Declined  This isn't a sealing technique. You don't have permission to submit above A-Rank seals. You don't have sealing mastery as that requires finishing medical school. And the technique, the elemental part of it, is not in any way a Forbidden Rank. Also, when you combine 2 skills, in this case, a seal with a ninjutsu technique, you need to define the rank of each part. The seal isn't a forbidden one.
Fuinjutsu/Karakaze Hijutsu: Dokkyo no Idang - Sealing Arts/Harmattan Secret Style: Idang's Solitude
Type: Offense
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: The user weaves 3 handsigns Boar, Ox and Tiger and then he imbues great amount of chakra underneath his target. Immediately, a large pentagram seal appears beneath the target. The pentagram seal can be hidden with a thin layer of earth/water that the target is standing on. Example is if the target in standing on a solid groud. The seal forms beneath him but not directly beneath him. The seal in this case, is formed a few centimeters below the ground the target is standing. Immediately the seal is formed, a rigid harmattan chakra fence instantly shoots up in form of a column up to the sky. The harmattan barrier is empty inside and only forms about the circumference of the pentagram leaving the target standing in the middle. The user finishes the move with a confrontation sign and a massive stream of dense harmattan erupts upwards from the seal and inside the fence, hot,sharp and lethal that it leaves the target immensely maimed and charred. The harmmatan stream continues to shoot up from the seal for a whole turn and at the end of a turn the seal disperses, likewise the fence and whatnot. The confrontation handsign can be made concurrently with the first 3 handsigns so that the barrier and the latter happen momentarily with split seconds interval. The hamattan, because it touches the sky, would clear any formation of clouds. The pentagram area size is up to the user and can range from 3m radius to 10m radius.
Note
-Useable only 3x per battle
-2 Turns inbetween usage
-The seal is A-rank while the harmattan it expunges has S-rank potency
-No Harmattan above S-rank in the same turn

-No Fuinjutsu above A-rank in the user's same turn and next




 Declined  Has to be visible as its being triggered. Has to count as 2 moves from your move count. Has to have a higher restriction towards what you can use next turn and I'll only allow it to be used twice. Also, I need a limit in height for the barrier.



Reduced.
Removed the addition wind disturbance and air sensory
Made it trackable while they move through the air.


Harmattan Release: Kesiena's Bane - Karakazeton: Kesiena Higai
Rank: S
Type: Offense/Suplementary
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user forms the snake handseal manifesting 2 Sentient Ghostlike wraiths(3/2 the size of a human) made entirely of harmattan. The ghosts are just a special form of harmattan clones though far more advanced interm of details and matter composition thus are made as an independent entity. Their appearance like that of a raging demon with 3 horns and a forked tail. The wraiths are translucent and almost unnoticeable until when close to the eyes(say 5m although doujutsu would see them clearly even from a far distance and chakra sensors would sense them). They are intangible thus physical attacks would just phase through them like a ghost, though can be as sharp as wind itself when they morph any part of their body into melee weapons of any kind. However since melee weapons made by them are as tangible as a generic wind blade, this makes them once again vulnerable to physical attack, meaning, they can be affected by tangible and physical techniques when they themselves are about to attack via turning themselves to blade. They cannot use any harmattan jutsu or any elements pertaining to them, however inhenrently, they have a special ability which makes them blend with the air(mix with air temporarily while moving steathily through it at the speed of wind) while entirely suppressing their chakra during the travel. This makes them virtually untrackable since pinpointing their location is quite impossible until they reform at their destination. Though while merged with the air, those with doujutsu can still pick a trace of them thus able to track them, chakra sensory can't. However, a downside to this is that they can't attack until they reform completely at their destination which makes them equally detectable again. The wraiths have 2 attack mechanism:
They can deal deadly physical damage by turning their body into sharp weapons, though their tangibility is not enough for them to cause blunt damage.(This is A-rank in power each). This kind of attack however makes them tangible and can be countered effectively using tangible techniques. Secondly, they can just make part of their body or entire body sink into the target so as to deal damage to their internal organs. For this second one, the wraiths are still in intangible form and are very deadly because they are able to seep through the target's skin and pass through them and due to the composition of harmattan being able to peel off even tough skin tissues, would not have problem peeling off soft internal organ tissues causing internal bleeding.
Note:
-Last for 4 turns
-Usable 2x per battle
-2 turns rest inbetween usage
-No S-rank Harmattan the turn this is used


 Declined  Rettains the main issues that lead me to decline it initially.
Harmattan Release: Kesiena's Bane - Karakazeton: Kesiena Higai
Rank: S
Type: Offense/Suplementary
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user forms the snake handseal manifesting 2 Sentient Ghostlike wraiths(3/2 the size of a human) made entirely of harmattan. The ghosts are just a special form of harmattan clones though far more advanced interm of details and matter composition thus are made as an independent entity. Their appearance like that of a raging demon with 3 horns and a forked tail. The wraiths are translucent but can be seen by normal eyes . They are intangible thus physical attacks would just phase through them like a ghost, though can be as sharp as wind itself when they morph any part of their body into melee weapons of any kind. However since melee weapons made by them are as tangible as a generic wind blade, this makes them once again vulnerable to physical techniques. Meaning, they can be affected by tangible and physical techniques when they themselves are about to attack via turning part of their body into a bladed weapon. They cannot use any harmattan jutsu or any elements pertaining to them, however inhenrently, they have a special ability which makes them blend with the air(mix with air temporarily while moving steathily through it at the speed of wind). They can not be seen when they merge with the air but they can be sensed via chakra sensing and doujutsu. However, they can be seen by normal eyes once again when they reform at their destination. A downside to this is that they can't attack until they reform completely at their destination. The wraiths have 2 attack mechanism:
They can deal deadly physical damage by turning parts of their body into sharp weapons(e.g: arm, legs. This is A-rank in power for each wraith). This kind of attack however makes them tangible and can be countered effectively using tangible techniques. Secondly, they can just make part of their body or entire body sink into the target so as to deal damage to their internal organs. For this second one, the wraiths are still in intangible form and are very deadly because they are able to seep through the target's skin and pass through them and due to the composition of harmattan being able to peel off even tough skin tissues, would not have problem peeling off soft internal organ tissues causing internal bleeding.
Note:
-Last for 4 turns
-Usable 2x per battle
-2 turns rest inbetween usage
-No S-rank Harmattan the turn this is used
-The wraiths are primarily prone to fire as fire would destroy them whether they are tangible or not.


 Declined  It still contains tons of things I won't approve. My suggestion: delete the description and write it anew. Make it simpler, cleaner. Make sure this can be defended from because for example, the fact that they are intangible is ok...but then you add the ability to enter enemies bodies to injure them from inside. Not gonna allow something that can't be seen or countered by normal means and can silently appear behind you and pierce you without issue, boiling your insides out. The implications of this technique are too much. Also, you need to spend chakra to keep them in play. All their abilities need to count as moves. Etc etc...



☺ Toseki: Tane no Sozosha - Soapstone Release: Seeds of Oduduwa ☺
Rank: A
Type: Offense/Defense/Sup
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user is able to create from his body or from earth sources, tools of soapstone. Tools like kunai, pillars, spikes, hammer, gauntlet, dome, wall etc. though they are only limited to the user's imagination. Coupled with its property, the fact that soapstone is able to quickly assume shapes than normal solid element. The tools are made very fast and can be somewhat absolute. The tools are also slippery due to its soapy feel and though the soapiness can only be negated by the user's chakra. The soapstone are made as a real physical entity thus unless they are destroyed, they continue to exist after they are made. Creating soapstone mid-range away from the user though requires the user to weave one handsign.


 Declined  I don't understand the colored portion


☺ Toseki: Esekawa - Soapstone Release: Faux Cutis™ ☺
Rank: S
Type: Sup/Defense
Range: Self
Chakra: 40
Damage: 0
Description: Using the advanced shape manipulation of soapstone and the cosmetic property of soapstone dominant content(Talc), the user is able to coat himself with a false skin made of soapstone. The appearance of the users would not differ from his normal self and he is as normal as he would be when not having the skin(no wieght increase or speed loss). The user's body however becomes soapy/slipery at will, meaning if he wants, he can make his whole body slipery except for certain parts which aids his balance and mobility. This is very useful during taijutsu. The skin itself is self sustaining and requires no additional chakra or constant chakra fueling/control to remain on the user's body until when destroyed. With this, it can't be said that its active or just dormant. The sliperyness makes it so that the user is immune to substance that ensnares like gum, sticky syrup and the likes. The skin does not add anything/power to the user's technique albeit its purely defensive, able to tank C-rank and below jutsu without any notable effect.
NOTE: Stays until when destroyed or the user sheds it.
NOTE: Usable 2x per battle, though the first use is a passive one that is always on the user before he starts battle(mentioned in the bio).
NOTE: When destroyed or shed, the user will have to wait for 2 turns to use it again.
NOTE: The Skin can be canceled completely if hit by A-rank techniques of its weakness, S-rank neutral techniques and Forbidden rank techniques of its strenght


 Declined  If you are slippery, how can you hold weapons and tools? Your Taijutsu would become innefective as well as you'd just slip when you hit opponents. Making handseals would be hard. You'd lose balance. Running and doing acrobatics would be harder. You also can't claim that this won't have any noticeable visual indication that its active. Even Earth Spear darkens your skin. No on the passive use. Also, too high ranked as you can then claim passive immunity to all the elements this is weak against and to all the elements is strong against up to A-Rank.



☺ Toseki: Batala Sairai - Soapstone: Batala's Renascence ☺
Rank: S
Type: Sup
Range: Short-Long
Chakra: 40
Damage: 0
Description: This technique allows the user after weaving the snake handseal to convert earth sources to soapstone. This would work on dormant earth sources or earth jutsu upto S-rank. A typical example is the user can change the compostion of the Great stone golem into that of soapstone giving him likely properties and would make him more durable against lightning technique. Doing so however, makes the golem take on the weakness of soapstone likewise. The user may otherwise convert the entire ground made of earth into soapstone making it slippery and less possible for everyone except the user to stand on it even if they channel chakra on the sole of their feet. This also makes it impossible to conjure A-rank and below earth techniques that comes from below.
NOTE: Usable 3x per battle
NOTE: One turn inbetween usage


 Declined  This cannot convert enemy techniques. This needs to be used right after the required earth technique, costing an additional move but being done in the same time frame. The converstion of a large portion of the ground needs some limitations as I won't allow you to be able to change the whole battle field just like that into another element without any real definition or limit.


☺Toseki: Kitanai Butsu - Soapstone: Dirty Boots ☺
Rank: C
Type: Sup
Range: N/A
Chakra: 15(-5 per turn)
Damage: 0
Description: The user focuses soapstone chakra into his feet and coats his feet/boots with soapstone. With this, and due to getting used to the slipperyness of soapstone through skating, the user is able to increase his running speed as the sliperyness makes it easy to move with little or no friction. The user gains a running speed equivalent to Lee's without his wieghts.
NOTE: User must be moving on the ground for this to take effect
NOTE: Last 4 turns


 Declined  No friction is a no no. I don't like it as you essentially make it so that all your bios can be what is otherwise as useful as Leg Weights.
Removed the colored portion.

☺ Toseki: Tane no Sozosha - Soapstone Release: Seeds of Oduduwa ☺
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user is able to create from his body or from earth sources, tools of soapstone. Tools like kunai, pillars, spikes, hammer, gauntlet, dome, wall etc, of varying sizes, volume and density. Though they are only limited to the user's imagination. The tools are also slippery due to its soapy property. The soapstone are made as a real physical entity thus unless they are destroyed, they continue to exist after they are made. Creating soapstone mid-range away from the user though requires the user to weave one handsign.


 Approved  Removed the multi rank. I don't mind multi rank techniques but at least explain why its multi ranked. Because multirank for the sake of multirank doesn't work.



☺ Toseki: Esekawa - Soapstone Release: Faux Cutis™ ☺
Rank: A
Type: Sup/Defense
Range: Self
Chakra: 30
Damage: 0
Description: Using the advanced shape manipulation of soapstone and the cosmetic property of soapstone dominant content(Talc), the user is able to coat himself with a false skin made of soapstone. The appearance of the users would not differ from his normal self although quite glossy and he is as normal as he would be when not having the skin(no wieght increase or speed loss). The user's body except from his hands(wrist, palm and fingers) and legs(ankle downwards) becomes soapy/slipery at will, meaning if he wants, he can make his whole body slipery except for certain parts which aids his balance and mobility. This is very useful defensively during taijutsu but also comes at a great cost as the user's taijutsu that requires the usage of the elbow and knee suffers a drawback and would be quite ineffective. The user can still perform taijutsu normally through the use of their fists and feet as those areas, albeit coated in soapstone, are made not to be slipery. The skin itself is self sustaining and requires no additional chakra or constant chakra fueling/control to remain on the user's body until when destroyed. With this, it can't be said that its active or just dormant. The sliperyness makes it so that the user is immune to substance that ensnares like gum, sticky syrup and the likes. The skin does not add anything/power to the user's technique albeit its purely defensive, able to tank C-rank and below jutsu without any notable effect.
NOTE: Stays until when destroyed or the user sheds it.
NOTE: Usable 2x per battle.
NOTE: When destroyed or shed, the user will have to wait for 2 turns to use it again.
NOTE: The Skin can be canceled completely if hit by B-rank techniques of its weakness, A-rank neutral techniques and an S-rank techniques of its strenght


 Declined  Description is very confusing and unncessarily complex. "The user focuses his chakra into a desired location of his skin or clothes embuing into it the slippery properties of soapstone. He can even embue this effect into all of his body if needed. This allows the user protection against elemental techniques weak towards Soapstone but also allows the user to be very hard to injure physically. Most physical attacks will simply slip across the user. This doesn't negate physics, momentum and kinetic energy but can be extremely useful against weapon attacks for example and, more importantly, Taijutsu. If, however, the user isn't careful, he will also need to deal with the slippery aspects of the technique, specially in terms of movement and his own taijutsu." And there... No need for more. And it always needs chakra to be sustained. Otherwise, you lose control over it.

☺ Toseki: Batala Sairai - Soapstone: Batala's Renascence ☺
Rank: D-S
Type: Sup
Range: Short-Long
Chakra: 10-40
Damage: 0
Description: This technique is activated before performing an earth jutsu. The activation is instant and take no time at all thus it encompasses the same timeframe as the earth jutsu that follows. This converts the composition of his own earth jutsu to soapstone. This would work only work on the user's earth jutsu upto S-rank. A typical example is the user creates a stone golem with the compostion and properties of soapstone. This would make him more durable against lightning technique. Doing so however, makes the golem take on the weakness of soapstone likewise. The chakra spent however, varies with the rank of the intended earth jutsu that follows. For example, The user only spend 20 chakra(b-rank) if he intends to use a B-rank earth jutsu. The user may otherwise use this jutsu to convert the entire ground made of earth into soapstone making it slippery and less possible for everyone except the user to stand on it even if they channel chakra on the sole of their feet. This is S-rank worth and also makes it impossible to conjure A-rank and below earth techniques that comes from below. The user can use it on a portion/area of the ground or the entire terrain. Using this however on a large earth source like the entire battle ground consumes 2 moves on its own and takes a toll on the user making him unable to perform any soapstone technique above A-rank the next turn.
NOTE: S-rank version is only usable 3x per battle
NOTE: One turn inbetween usage for A-rank and above usage
NOTE: Can only be used on dormant earth sources or the user's earth techniques.
NOTE: When used on an entire battle field, it consumes 2 moves and the user can not perform soapstone above A-rank the next turn.


 Declined  It will always double the cost of the technique. For example, if you want to convert a B-Rank earth, you'll spend 20 + 20 chakra in total. Ok. Range is N/A. Type is supplementary. Damage is N/A. And it can only be used 3 times per battle tops. No exceptions. No ifs or buts. And finally, changing the whole field into soapstone needs to be another technique. Also, note, that I'm opening a big exception here as by having this technique you can bypass CEJ limits to an extent. Don't make me regret it.


☺Toseki: Kitanai Butsu - Soapstone: Dirty Boots ☺
Rank: C
Type: Sup
Range: N/A
Chakra: 15(-5 per turn)
Damage: 0
Description: The user focuses soapstone chakra into his feet and coats his feet/boots with soapstone. With this, and due to getting used to the slipperyness of soapstone through skating, the user is able to increase his running speed as the sliperyness makes it easy to move with less friction. The user gains a x1.5 running speed.
NOTE: User must be moving on the ground for this to take effect
NOTE: Last 4 turns


 Declined  Remove the speed chart reference or its DNR


updating
Karakazeton no Jutsu - Harmattan Release Technique
Type: Attack/Def/Sup
Rank: C
Range: Short/Mid/Long
Chakra: 15
Damage: 30
Description: The user makes small harmattan crafts for defenses, offensive and supplementary purposes. This ranges from harmmatan spheres, spears, bullets, blades, shields, updrafts, tornadoes, twisters, discs combining this with shape manipulation, the user can craft out several hammatan constructs up to his own creative imagination which can be spewed from the mouth, shot from the hand or created from surrounding air. However the user needs to make a handseal before fashioning harmattan out of the surrounding air.


 Approved 
Karakazeton no Jutsu - Harmattan Release Technique
Type: Offensive/Defensive/Supplementary
Rank: D-A
Range: Short/Mid/Long
Chakra: 10-30
Damage: 20-60
Description: The user makes harmattan crafts of varying sizes and volume for defenses, offensive and supplementary purposes. This ranges from harmmatan spheres, spears, bullets, blades, shields, updrafts, tornadoes, twisters, discs combining this with shape manipulation, the user can craft out several hammatan constructs up to his own creative imagination which can be spewed from the mouth, shot from the hand or created from surrounding air. The power, size and density of the harmattan construct created depends on the amount of chakra that is being spent to conjure them. However the user needs to make a handseal before fashioning harmattan out of the surrounding air.


 Approved  I will no longer edit your techniques in terms of template. Offensive, Supplementary, Defensive. Short, Mid and Long range. Be wary of the template itself and respect the order of it. Thats why its in the first page of the threads.
 
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Daemon

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Re: Custom Element's Jutsu

Updating:

(Kazan hai: Hai-Funsha) Volcanic Ash: Ash Wave
Type: Defense/Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60 (+10 if used with Taijutsu)
Description: The user stomps or punches the ground and super heated Ash shoots up all around him. this can be used to defend ageist Taijutsu attack's and will burn an opponents flesh clean off. In contrast to punching the ground, the user is capable of augmenting their taijutsu. While striking the opponent with your fist or legs, the user can use this jutsu push out volcanic ash from the pores releasing the same wave of ash to cause direct damage towards the opponent.
Note:
-Can only be used four per battle
-Can only be used by Daemon


 Update Approved 


(Kazan hai: Medea Hoyo) Volcanic Ash: Medea's Embrace
Type: Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra Cost: 40
Damage Points: N/A (40 if they explode; 40 for physical contact)
Description: The user clasps his hands together and forces out volcanic ash from all sides of his body. The ash hardens and forms 4 solid copies of the user, however they are in grey scale. When first emerged from the body, the copies shoot out in front of the user, behind the user, and from either side up until 6 meters or just a little outside of short range. As the grey structures travel outward, they can make contact with an object and burst into an explosion destroying the structure in front of them. Each of the copies have B rank strength and are capable of using volcanic ash jutsu up to A rank. If the copies do collide with an object, the explosion is equivalent to a B rank explosion. Medea's Embrace copies are completely made of volcanic ash and are limited to using it and the elements that form the CE.(Fire release up to A rank). Each of the copies move on their own accord, independent from the user's will allowing the user to effectively use other techniques while this jutsu is active. If close combat, these copies are extremely dangerous as the properties of volcanic ash carry over. If the opponent makes physical contact with the copies they are susceptible to 3rd degree burns resulting in their flesh being scorched off. If the volcanic ash copies are destroyed, they erupt into a cloud of grey ash that covers the area that they were destroyed in. It is possible for the opponent to inhale this cloud of volcanic ash. If inhaled, the opponent would feel a strong burning sensation in their throat and lungs. Those clouds can be used as a source for other volcanic ash jutsu. This can be done two times per battle. This jutsu lasts 3 turns. The user cannot use this jutsu consecutively. It can only be used again after the turn limit of the first set are up or they are destroyed. There is a two turn cool down between uses


 Declined  Only issue is that the restrictions are confusing and unclear.
(Kazan hai: Medea Hoyo) Volcanic Ash: Medea's Embrace
Type: Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra Cost: 40
Damage Points: N/A (40 if they explode; 40 for physical contact)
Description: The user clasps his hands together and forces out volcanic ash from all sides of his body. The ash hardens and forms 4 solid copies of the user, however they are in grey scale. When first emerged from the body, the copies shoot out in front of the user, behind the user, and from either side up until 6 meters or just a little outside of short range. As the grey structures travel outward, they can make contact with an object and burst into an explosion destroying the structure in front of them. Each of the copies have B rank strength and are capable of using volcanic ash jutsu up to A rank. If the copies do collide with an object, the explosion is equivalent to a B rank explosion. Medea's Embrace copies are completely made of volcanic ash and are limited to using it and the elements that form the CE.(Fire release up to A rank). Each of the copies move on their own accord, independent from the user's will allowing the user to effectively use other techniques while this jutsu is active. If close combat, these copies are extremely dangerous as the properties of volcanic ash carry over. If the opponent makes physical contact with the copies they are susceptible to 3rd degree burns resulting in their flesh being scorched off. If the volcanic ash copies are destroyed, they erupt into a cloud of grey ash that covers the area that they were destroyed in. It is possible for the opponent to inhale this cloud of volcanic ash. If inhaled, the opponent would feel a strong burning sensation in their throat and lungs. Those clouds can be used as a source for other volcanic ash jutsu. This can be used two times per battle. This jutsu lasts three turns. There must be a two turn cool down between usages.


 Declined  If they move of their own accord then they are clones. If they aren't then they need your conscious input to work. You can't have it both ways.
 
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Nathan

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New submission:

Shuton: Hamon Abusan! | Alcohol Release: The Repercussions of Absinthe!
Type: Supplementary
Rank: C-S
Range: Short – Long
Chakra: 15 – 40
Damage: N/A
Description: The user channels shuton chakra throughout their body and releases it as an omnidirectional pulse of alcohol chakra which is invisible to the naked eye. The alcohol is completely harmless to opponents and the user and is unable to intoxicate anyone. The purpose of The Repercussions of Absinthe is to prevent creation of water techniques from the moisture in the air. Because alcohol is a product of ethanol it is hygroscopic and it readily able to attract and hold water molecules in the air. Upon release the omnidirectional wave will absorb water in the air and retain it temporarily preventing the materialization of water and water based elements in the surrounding area. Because alcohol is neutral to water release the strength of the alcohol technique will neutralize the ability to utilize the same level of water release and below. For example, if the A-Rank strength of this technique is used then A-Rank and below water techniques will not be able to be materialized. This acts as a double-edged sword for the user as it also leaves him unable to materialize water in the surrounding area for the duration of this technique.
Note: Can be used three (3) times per battle.
Note: Once used water cannot be materialized of the proper rank for three (3) turns.




 Declined  I don't mind multi rank techniques but you need to explain why it is multiranked. And if it is, the S-rank needs to have additional restrictions apart from simple limited use. It requires a handseal btw. In the description, there is also a small confusion. You release alchool chakra...ok...to do what? From that point on you talk about Alchool itself. As I see it, you release alchool chakra to create minute alchool molecules throughout the moisture which will cascade the effect you describe afterwards. Also, you must be aware that yes, I'll approve this technique...but this means people will breathe these molecules. They will be inside their bodies. I'll approve this under the condition that this technique can never be used or serve as a basis to be used offensively or as a bypass to others.
Shuton: Hamon Abusan | Alcohol Release: The Repercussions of Absinthe
Type: Supplementary
Rank: C - S
Range: Short – Long
Chakra: 15 – 40
Damage: N/A (+15 to Katon techniques)
Description: The user channels shuton chakra throughout their body and releases it as an omnidirectional pulse of alcohol chakra which is invisible to the naked eye. This in effect releases numerous alcohol molecules throughout the air on the battlefield which prevent water techniques to be created from moisture in the air through its hygroscopic properties causing it to attract and hold water molecules. The alcohol molecules themselves do not directly harm opponents in any form be it intoxication or inhalation from the particles in the air. The strength of Hamon Abusan can vary greatly depending on the needs of the user. Hamon Abusan’s strength is directly related to what rank of water techniques can be prevented through the usage of the technique. Because Shuton is neutral to water release the rank used of Hamon Abusan will prevent the same rank and below of water technique from being materialized in the air. For example, should Hamon Abusan be applied at A-Rank strength it will then directly prevent the materialization of water techniques A-Rank and below for the duration of Hamon Abusan. Should the user apply Hamon Abusan at B-Rank or higher the result will be that a significant amount of water molecules have been absorbed to the point where fire release techniques become uninhibited in their strength and are not held back by water molecules in the air. As such fire release techniques of both the user and opponent gain +15 in strength when this technique is used. Of course, the opponent will not understand fully what has happened upon the release of Hamon Abusan without further information. This technique, at A-Rank and above requires a series of three hand seals. Upon release the omnidirectional wave will absorb water in the air and retain it temporarily preventing the materialization of water and water based elements in the surrounding area. This acts as a double-edged sword for the user as it also leaves him or her unable to materialize water in the surrounding area for the duration of this technique.
Note: Can be used three (3) times per battle.
Note: Once used water cannot be materialized of the proper rank for three (3) turns.
Note: A – S Rank usage of this technique prevents the usage of alcohol techniques in the same turn and the user cannot use S-Rank and above Alcohol Techniques in the following turn.
Note: Water techniques that manipulate existing water or are otherwise unrelated with the materialization of water are unaffected



 Approved  Editted





Shuton: Nomimono no Yuwaku | Alcohol Release: Temptation of the Drink
Type: Offensive, Defensive, Supplementary
Rank: C – S
Range: Short – Long
Chakra: 15 – 40 (-10 per turn to sustain)
Damage: 30 – 80 (+20 if ignited with a katon)
Description: The user begins by molding varying amounts of Shuton chakra throughout their body and releasing it into the air as an omnidirectional pulse of Alcohol molecules. The Alcohol molecules have no way of directly harming an opponent be it through inhalation, intoxication, or through existing wounds. This omnidirectional pulse will simply act to coat all inanimate objects within range of the rank of the technique. The C-Rank application of this technique is only capable of reaching up to short-range from the user while the B-Rank variation is capable of reaching up to mid-range. Higher ranked variations are capable of reaching long-range from the user’s position. As the pulse, invisible to the naked eye, travels outward it will coat inanimate chakra-free objects it touches with shuton particles. Then, after releasing the pulse and coating a desired object within appropriate range, the user will apply the Tiger and Boar hand seals causing a humanoid shaped body of alcohol. The size and strength of the body created by this technique is directly related to the strength of the pulse. At C-Rank it is capable of creating average human sized bodies standing at about 1.5 meters. At B-Rank the human body formed can be up to double its size being able to stand at a maximum of 3 meters. At A-Rank the height can reach a maximum of 6 meters. While at S-Rank the height can reach up to 12 meters creating a colossal humanoid shaped body of alcohol. The body’s size is directly proportional to the body’s height and can be sustained by the user and act independently of him or her. The body is of course compressed alcohol becoming effectively solid in their consistency allowing them to inflict great physical damage in their strikes. Additionally, once per turn these constructs are capable of releasing a sphere of alcohol from their bodies in which both the strength and size of it is equivalent to the size and strength of the humanoid. The range of which is also equivalent to the range of the corresponding strength of the technique. A body can use a blast of alcohol twice in its life span however should it be used the second time it will consume the body itself as the source of alcohol effectively ending the technique. The bodies created possess the same qualities of alcohol and can be ignited to cause an explosion in the surrounding area. These bodies can be used to intoxicate opponents as well in that should a body or blast strike the opponent causing them to consume the alcohol through their mouth or have it enter their bloodstream through open wounds it will cause intoxication for three (3) turns. In the first turn the opponent will be unable to mold chakra for forbidden ranked techniques and will be unable to perform complex taijutsu actions. In the second turn the opponent will be unable to mold chakra for S-Ranked techniques and above, be unable to perform B-Rank and above taijutsu actions, and be unable to weave hand seals. In the third turn the opponent will be unable to mold chakra for forbidden ranked techniques and will be unable to perform complex taijutsu actions.
Note: Can only be used twice (2) per battle.
Note: Can only be used once every two (2) turns.
Note: The omnidirectional pulse can coat multiple objects but the may only manipulate one single object to create from it a humanoid construct per use.
Note: The body created follows elemental strengths and weaknesses of Alcohol Release.
Note: The blast of alcohol produced by a body can be used twice per body but on the second use it will consume the entire body ending the technique. The strength and size of this blast as well as the range depends entirely on the rank of the alcohol body produced.
Note: The S-Rank application of this technique prevents the usage of Alcohol techniques in the same turn.


 Declined  I don't understand this. Why all of this if what you're creating is a simple alchool familiar? Omnidirectional pulse? Why? Just so you can release from Genjutsu with this? So but this is simply not needed. Make it simple please. Don't add things unrelated to the effect you actually achieve just to make your techniques more "versatile". It results in the opposite.
 
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(Awaton: Vu~ojanōi no Inkina Hajimari)- Foam Release: Vodyanoy’s Dismal Beginnings
Type: Supplementary
Rank: A
Range: Short-Long
Chakra cost: 30
Damage points: Varies
Description: This technique targets a pre-existing foam source, or a foam technique being used on the battlefield. This technique can also be used in conjunction with a separate foam technique (being used within the same time-frame slot), requiring either an additional seal or body movement (depends on the brother's techniques requirement for use). This allows the user to either to inject a large influx of chakra into the foam, or remove it, capable of doing one of three things:

First Variant: This variant injects chakra into the foam source. This chakra reacts with the foam source, enlarging the pockets of gas within the present foam. The enlarged pockets of gas thicken the element, make it physically denser and sturdier. This can strengthen (+20 damage) and enlarge a foam technique up to three times its original size, allowing normally smaller-scale techniques to play equally with larger scaled attacks.

Second Variant: Involves the same process, but a different end result. After the chakra is fed into the foam source/technique, the expansion of gas pockets is amplified to a much greater extent in regards to speed. The sudden expansion of these pockets makes the targeted foam source “explode” from within, bursting outwards with concussive force. If used on inactive sources of foam, this explosion effect is A-ranked. If used on an active technique, the explosion is based on the technique’s rank (If used on a B-rank foam technique, the explosion is B-ranked, etc).

Third Variant: Involves removing small amount of chakra in order to alter the foam's physical qualities. The strength of a technique is not altered, only the make-up of the foam. By doing so, this converts normal foam sources/techniques into the slippery version of foam, still retaining all the properties of the original technique.

- Usable three times per battle
- One variation is allowed per single use
- Can be used to strengthen techniques up to S-rank; F-rank techniques cannot be amplified in terms of strength, but increasing the size is still applicable


 Declined  Who is this "brother" you speak off? Also, this is actually 2 techniques (the first and second variants are one technique and the third variant is another). Adding more air to foam won't make it stronger. Larger, yes. Stronger, no. Think about it logically. Also, this is simply a copy of a multitude of techniques that have been submitted recently. Why would I approve this to you? Its nothing unique or new. You simply want to empower your own foam techniques for whatever reason it is and whatever method. Finally, description makes little to no sense. Rewrite it.
 
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Updating most if not all Corundum jutsu to fit a general theme.

1. ( Kougyokuton: Suteijian Yomi no Seishin) ɸ Corundum style: Stygian Spirits of the Underworld
Rank: D-S
Type: Supplementary/Offensive/Defensive
Range: Short - Long
Chakra Cost: 10 - 40
Damage Points:20 - 80
Description: The user can create various constructs formed from Corundum in one of three different methods. The first method is from his own body, releasing them from either his hands or his mouth and even feet and joints if necessary. The second is from any other Corundum source and third is from earth itself. These are created by using simply body movements and gestures or a simple handseal. These objects can range from a corundum stone to rings, cliffs, shields, swords, houses, chairs, etc. The user is able to essentially create whatever his mind can imagine. This is ideal is creating quick defenses against incoming attacks and making weapons when needed. The user is also able to use this in an S ranked variant ( always requires a handseal ), the notable difference in this is the speed and power/scale of this one, capable of forming mountains sized pieces of Corundum in moments. S-Rank usage can only be used 3 times per battle, once every 2 turns.

2. ( Kougyokuton: Suteijian Oni no Seishin) ɸ Corundum style: Stygian Demons from Hades
Rank: S
Type: Supplementary/Offensive/Defensive
Range: Short - Mid
Chakra Cost: 40 ( -10 per turn )
Damage Points: 80 ( +20 damage for Katon chakra )
Description: The user is able to use his body, an existing Corundum source or earth as a source to create a massive single beast of corrundum to help him. These creatures resemble several beasts of ancient lore, such as the Gorgons ( humanoid figures with snake like appendages atop their head that lash out in attempts to bite ), a chimera (three-headed monster with one head of lion, one of a snake, and another of a goat, lion claws in front and goat legs behind, and a long snake tail ) , a hydra ( many-headed, serpent-like creature ), empousai ( seductive female vampire demons with fiery hair, a leg of bronze and a donkey's foot ), and harpies ( creature with torso, head and arms of women, talons, tail and wings ), among other beasts of legend. These beasts follow basic elemental strengths of weaknesses of Corundum and their sizes most be logically scaled to the creature ( i.e. max size of 15 meters tall ). Fueled by the user's chakra, these beings are capable of acting and moving as if alive. A shiny dark black color, these creatures are capable of being used as a source for other Corundum attacks sans dispersal of the beast. The user is also able to form a hand seal, channeling Katon chakra into the beasts, to cause the Corundum to heat on contact, causing the beasts' temperatures to rise to levels of causing 3rd degree burns on contact, but doing this counts as a move per turn and costs 10 chakra, increasing the damage by +20 damage. These creatures are capable of releasing Corundum jutsu from their mouths as well as using up to S rank Earth jutsu and/or S rank Wind jutsu, meaning that upon their creature, they can only use Corundum and either Earth or Wind, depending on their anatomical shape (i.e. Harpies would use Wind, Chimeras would use Earth, etc).
Note: Can only be used 4 times a battle, creating a single beast each use.
Note: Each use creates up to 4 beasts with their power evenly divided.
Note: Channeling Katon chakra into the beasts count as a move per turn and costs 30 chakra.
Note: By fueling chakra into these beasts each turn, the user is able to control these beasts until released but no longer than 4 turns. While in use, the user is only able to use Corundum, Earth and Wind jutsus.

3.( Kougyokuton: Shadōryokō ) ɸ Corundum style: Shadow Travel
Rank: S
Type: Supplementary
Range: Short - Mid
Chakra Cost: 40 ( +10 for other Corundum sources used with it )
Damage Points: N/A
Description: Derived from the basic ninjutsu (Hiru Banshō: Bōka no Jutsu) - Leech All Creation: Attack Prevention Technique and the (Sawarabi no Mai) - Dance of the Young Ferns jutsus, after the user has used Stygian Demons from Hades, the user is able to cause these creatures to merge with existing Corundum sources, essentially becoming a part of the source. Almost as soon as these creatures merge, they are able to grow from this same source, causing no damage to the source itself. If performed in short range, this can be seen much akin to a portal, the creature raising from the Corundum just as soon as it enters. If done within mid range, there is a noticeable lapse in between the time these creatures enter the earth and the time they exist, causing a small tremor from the exit's epicenter. If done within long range, it takes as much time as it takes to fully perform the Kuchiyose: Summoning jutsu for these creatures to exit. By channeling chakra through these Corundum sources, as these beasts enter the earth, the user uses this chakra to reform these beasts from other parts of the same source. The user is also able to use this at angles ( such as a causing a beast to enter at a 45 degree angle, and exit at the same angle ) as well as with additional Corundum jutsu, though this requires an additional +10 chakra to do. These creatures can only enter Corundum sources up to Mid range from the user but are able to exit up to long range.
Note: Can only be done a max of 4 times
Note: After using, the user must take at least 2 turns before he is able to use it again.
Note: Requires the user to have used Stygian Demons from Hades beforehand or alternately, created a Corundum object beforehand.


 All Approved  Editted



Resubmitting as I'm the co-creator of both of these elements and the original submitter has become inactive and I have permission to resubmit.

4.)Corundum release: Grenade (Kougyokuton: tekidan)
Rank: A
Type: Attack
Range: Short-mid
Chakra: 30
Damage: 60
Description: The user focuses his corundum chakra into his hand and creates a small ball like object, made entirely out of corundum. Inside the user focuses an immense amount of fire chakra, he then throws the ball at the opponent and making one hand seal can cause the ball to explode, releasing an explosion mixed with corundum shrapnel, striking everything located within the short range (3-5 meters) distance of the ball. Due to the shrapnel being corundum(so it's density is extremely high) the technique is very hard to block.
~3 times per battle
~Counts as 2/3 of the jutsus used per turn
~Approved~ Removed the last sentence, if you are not satisfied with my edit, please feel free to drop me a VM/PM so I can change my verdict.

Editted description and added note.
4. ( Kougyokuton: Hecate Majutsu ) ɸ Corundum release: Hecate's Magic
Rank: A
Type: Offensive
Range: Short-mid
Chakra: 30
Damage: 60
Description: The user focuses his corundum chakra into either his hand or a location on the field. Should he choose his hand, the user formshis chakra into small condensed baseball sized balls of Corundum. The user is able to throw these balls at the enemy with great aim and can alternately release these balls as bursts of Corundum in succession for quicker speed. Should the user choose to channel chakra into a location, the user targets a Corundum source on the field and channels chakra into it to form several balls of Corundum that are able to burst from the source and collide with targets at high speeds. However, this is not the only problem users would face. These balls of Corundum work as proximity grenades, detonating to cause a large short range explosion when near enemy chakra. Releasing just one ball at a time can be done via propulsion method ( bursting from palm) or through manual method (throwing manually ). Releasing several bursts at a time will always be done in propulsion method, releasing several bursts that equal an S ranked attack. The user can also use this jutsu to detonate existing Corundum jutsu, requiring a lone seal.
Note: A ranked variant cannot be used in subsequent turns and the S ranked variant can only be used at most 3 times a fight, with a minimum of 3 turns in between usages.
Note: After using either version, the user cannot use any Corundum jutsu of higher rank that same turn.



 Approved 


(Kougyokuton: Hone Yoroi) - Corundum release: Armour of the Gods
Rank: A
Type: Defence
Range: N/A
Chakra Cost: 30+5 for every turn
Damage Points: N/A
Description: The user secrets a very thin but strong layer of Corundum which is unnoticeable to the naked eye which protects the user from most taijutsu attacks ( non-elemental tai and tai S rank and down excepting the Gates and Super strength, lighning tai can shatter corundum wind tai generally isn't strong enough wind to cut through corundum, even though it is strong against it) and can absorb great impacts, leaving the user unharmed. It can also withstand any jutsu element which it has strength against up to S rank.
*The User cannot go to speed exceeding the Second Gate without the layer of Corundum breaking.
~The user constantly focuses chakra into the armor, manipulating the corundum to move with him as he moves, allowing him to move with the armor.
____________
-Approved-

5. ( Kougyokuton: Yami no Herumu ) ɸ Corundum release: Helm of Darkness
Rank: S
Type: Defensive
Range: N/A
Chakra Cost: 40 ( -5 for every turn )
Damage Points: N/A ( +20 )
Description: The user secretes a very thin but strong layer of Corundum which is unnoticeable to the naked eye which protects the user from most taijutsu attacks ( non-elemental taijutsu of S rank and below is capable of being defended against while this is in use while Elemental Taijutsu depends on the rank of the Taijutsu used. Lightning Taijutsu of A rank and higher can shatter Corundum. Wind Taijutsu despite being strong to Corundum below S rank isn't strong enough to cut through corundum, even though it is strong against it. The armor itself can absorb great impacts, leaving the user unharmed. This armor can also be used in conjunction with body attacks, the thick layer causing more damage on impact, adding +20 damage to all physical hits landed while active
Note: The User cannot go to speeds exceeding the Second Gate without the layer of Corundum breaking.
Note: The user constantly focuses chakra into the armor, manipulating the corundum to move with him as he moves, allowing him to move effortlessly with the armor.
Note: While in use, the user can only use Earth, Wind and Corundum jutsu. Can be used 3 times a fight for up to 3 turns each usage with a 2 turn minimal period in between usages.


 Approved  Note that while Wind Tai and Lightning Tai are listed, those restrictions aren't valid for regular Wind and Lightning Ninjutsu.


1. Kougyoku Bunshin No Jutsu|Corundum Clone
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 25
Damage Points: N/A
Description: The user creates a Clone of Corundum by one of three means: The first is by use of a handseal. The second is by "ripping" from the Corundum Armour around the user (Armour of the Gods must have been used beforehand), however this considerably weakens the armor, causing it break from attacks of over B rank of any element and C-rank and higher lightning. This method creates only one clone. The third way is by making a seal then touching any corundum surface.. The clone can then emerge from any part of the corundum on the field. Only two clones can be made from this method. Unlike the average clone, Corundum clones are able to use any earth jutsus the user knows up to A-rank and any Corundum the users knows up to S-rank. Upon dispersing, they revert back
into a small amount of Corundum, providing the user with a small means of Corundum to use jutsus from, but only those of B-rank and below.
*Clones can only use earth up to A-rank*
*Clones can use any Corundum jutsus that the user knows up to S-rank*
*Four clones can be made at the most*

Approved w/ revision

I'm okay with it reverting back into its base element, but the word "detonation" makes it seem like it will explode upon dispersion, which I am not okay with being integrated into this jutsu.
6. ( Kougyokuton: Keijō no Nyx ) ɸ Corundum Style: Splitting of Nyx
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user creates a clone of Corundum by one of three means: The first is by use of a hand seal. The second is by "ripping" from the Corundum armor around the user ( Helm of Darkness must have been used beforehand ), however this considerably weakens the armor, causing it break from attacks of over B rank of any element and C-rank and higher lightning. This method creates only one clone. The third way is by making a seal then touching any corundum surface. The clone can then emerge from any part of the corundum on the field. Only two clones can be made from this method. Unlike the average clone, Corundum clones are able to use any earth jutsus the user knows up to S-rank and any Corundum jutsu the users knows up to S-rank. Upon dispersing, they revert back into a small amount of Corundum, providing the user with a small means of Corundum to use jutsus from, but only those of B-rank and below.
*Clones can only use earth up to S rank*
*Clones can use any Corundum jutsus that the user knows up to S-rank*
*Four clones can be made at the most*
*Follows normal rules for Shadow Clone Jutsu*


 Approved 




Divine Wind approved

Excert from the CE in regards to it's heating of air and evaporation of water nearby:

The wind would be capable of sending electrical pulses through a wind source, creating a deadlier wind that overcomes its weakness (fire) through the process of being able to send a strong electric current through the wind, making it an electric windstorm. The user then adds fire chakra to the mix, rising the temperature of the wind, making it very hot and lowers the humidity levels in the air (causes the water to evaporate from the air, making it very dry and dangerous for humans to be exposed to), and even increases the heat of the lightning. And due to the large amounts of fire chakra within it, if touched by a fire source with a flame, the wind will burst into flame
1. ( Kamikazeton: Bokumetsu Enerugī no Eos ) ‡‡ Divine Wind Style: Eradicating Energy of Eos
Type: Supplementary
Rank: C – S
Range: Short – Long
Chakra: 15 – 40
Damage: N/A (+20 to Fire techniques)
Description: Through the rapid conversion of the user’s wind, fire, and lightning chakras the user produces Divine Wind which they release from their entire body as an omnidirectional release of Divine Wind molecules from their body which is invisible to the naked eye. Due to the heated properties of the Divine Wind the immediate effect is any moisture present in the air is quickly evaporated and removed. The result of this is three-fold. First and foremost the removal of moisture from the air causes both the user and the opponent to be unable to materialize water techniques in the atmosphere. Because Divine Wind is strong to Water Release the strength of the Divine Wind used will correspond to one rank lower than the rank of Water Release that cannot be materialized in the air. As such, should the user apply the A-Rank strength of this technique then both opponent and user will be unable to materialize water in the air one rank higher (S-Rank). The second advertent effect of this is that the Divine Wind lingering in the air, while it cannot directly harm the user, will cause any fire techniques produced by both opponent and user to gain +20 in damage. This is due to both the removal of moisture in the air which would naturally inhibit Fire techniques and the presence of Divine Wind which naturally empowers Fire techniques. However, the opponent will not be aware of this without some additional information about what has occurred at the beginning of the technique’s application. The third effect of this is that fire techniques that are uninhibited by moisture in the air and empowered by the Divine Wind gain electrical properties to them which in essence create Divine Wind/Fire combinations. A and S-Rank applications of this technique require the use of one and two hand seals respectively.
Note: A-S ranked variants can be used three times per battle collectively.
Note: A/S Rank usages of this technique prevent the use of S-Rank and above Divine Wind techniques in the following turn.


 Declined  This doesn't need multiple ranks. You are charging the atmosphere with divine wind to prevetn, as far as I understand, the usage of water while improving your usage of fire. However, the properties of divine wind make this very "lethal". I suggest simplifying, making it a single rank and limiting its duration. Don't forget, Divine Wind is weak only to earth.


2. ( Kamikazeton: Kyōakuna Haken no Helios) ‡‡ Divine Wind Style: Heinous Hegemony of Helios
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short (Short-Long on throw)
Chakra: 10 – 40 ( -10 per turn )
Damage: 20 – 80
Description: By producing Divine Wind chakra, the user becomes capable of releasing it from either their body or by manipulating the air itself nearby him up to short range. This technique requires a handseal and is in essence the most basic application of Divine Wind, allowing the user to create various constructs formed from Divine Wind. These constructs and forms can consist of a wide variety ranging from simple breezes, tornadoes, and updrafts to spheres, weapons, shields, blasts, pillars, walls, and discs through advanced shape manipulation. Due to the extreme heat of these creations, they cause the air around them to become severely heated, evaporating water jutsu according to strength/weakness within short range of the construct. To maintain these formations over multiple turns, the user simply need spend an additional 10 chakra per turn. The user is able to essentially create whatever his mind can imagine of static simple constructs. This is ideal is creating quick defenses against incoming attacks and making weapons when needed. The user is also able to use this in as an S ranked variant, the notable difference in this is the speed and power/scale of this one, capable of forming colossal sized constructs/blasts in moments. Can only be used 5 times per battle, S-Rank only once every 2 turns and a max of 3 times.

3. ( Kamikazeton: Funka Kagayaki no Euronotus ) ‡‡ Divine Wind Style: Effulgent Eruption of Euronotus
Type: Offensive
Rank: A
Range: Short – Long
Chakra: 30
Damage: 60
Description: The user will do 2 handseals and channel Divine Wind chakra and then rapidly release the chakra to manipulate the air around a targeted location on the ground. This allows the user to manipulate the air and convert it into Divine Wind which causes the ground up to a 7 meter radius to begin causing an incredibly powerful updraft of Divine Wind. The Divine Wind in essence causes the ground to tear the earth itself into small shards, allowing the heat to easily melt the earth beneath the opponent while the electrical updraft itself causes painful electrical burns overtime. The properties of Divine Wind also cause the effects of the updraft to suddenly combust in an intense electrical firestorm should it encounter fire from either the opponent or the user him or herself. Should the user wish, through the application of a single additional hand seal, they can have the updraft suddenly twist through additional shape manipulation creating a blindly violent controlled wind storm which in essence forms a perfect dome tearing the ground apart while it violently rotates.
Note: Can only be used up to 4 times with a two turn usage break in between usages.

4. ( Kamikazeton: Nankaina Zōkasuru no Alectrona ) ‡‡ Divine Wind Style: Arcane Augmentation of Alectrona
Type: Offensive, Supplementary
Rank: B
Range: Short – Long
Chakra: 20
Damage: N/A (+20 to fire)
Description: A Divine Wind technique entirely dedicated to empowering fire release techniques. Through rapidly manipulating Divine Wind chakra, the user becomes capable of manipulating the wind surrounding a fire technique changing its properties into that of Divine Wind. Within that moment the user will weave a single hand seal and fire will suddenly erupt and ignite into a violent maelstrom as it continues towards its targeted destination. The application of this technique is incredibly fluid and as such can be performed within the same time frame as the preceding fire technique. Should the user have advanced training in the nature of Yin/Yang Release the user will be capable of applying this technique to fire release techniques beyond normal projectiles such as streams and other fire techniques which require the user to maintain them. The violent eruption of the flames can also be further manipulated through highly advanced shape manipulation in which the user will be able to either tame or further irritate the eruption. The user can also control the directionality of the eruption.
Note: Can only be used three times per battle.
Note: No Divine Wind techniques above S-Rank in the next turn.
Note: The user can use this on sustained fire techniques only if they have acquired Yin/Yang training.
Note: Can only be used three times per battle.


 All Approved 


5. ( Doton/Kamikazeton: Nesshin'na Zesuto no Zephyrus) ‡‡ Earth/Divine Wind Style: Zealous Zest of Zephyrus
Type: Offensive, Supplementary
Rank: S
Range: Mid – Long
Chakra: 40 (-10 per turn)
Damage: 80 (+30 if used in conjunction with fire)
Description: After weaving the Snake and Tiger hand seals the user will open a portal in the sky at a minimum of mid-range from their position. The portal’s properties are similar to that used in “Earth Release: Dropping Lid” and from the aforementioned portal a massive statue of Zephyrus, God of the West Wind. Zephyrus’s dimensions are proportioned in such a way that it is roughly ten times the size of the user’s him or herself. Zephyrus has many unique characteristics. The first of such and perhaps most important is that the statue is not entirely made of earth. In reality the statue is actually composed of an outer thick earthen shell while the inside is hollowed out. Within the hollow inside is a chamber entirely filled with Divine Wind. The second characteristic of Zephyrus is that while being fed with the user’s chakra it actually gains a certain life-like characteristic allowing it to move and act autonomously from the user. Zephyrus himself carries certain unique abilities as well. The first is that from the statue’s mouth Zephyrus can release A-Rank blasts of Divine Wind at the cost of a move. The Divine Wind carries the properties of an electrical wind storm and can either be released from the mouth as either an unfocused electrical windstorm blast or as a highly concentrated sphere which becomes effectively solid because of how concentrated it actually is allowing it to punch through physical obstacles quite easily, within elemental strengths and weaknesses. The second ability granted to Zephyrus is one to manipulate air currents similar to that of “Air Current Wild Dance” however on a more controlled scale. With this technique Zephyrus will manipulate and grant the properties of Divine Wind to that of the air currents he takes control of. Through this he can pick up dust and small debris to strike and confuse opponents with creating localized dust heated electrical dust storms. The longer this technique is sustained by Zephyrus the more the debris carried will melt and heat causing severely painful burn wounds on victims. With the application of a single hand seal the user can cause Zephyrus to burst open releasing the Divine Wind stored inside creating a blast of Divine Wind which can reach up to mid-range from Zephyrus’s position. Ultimately should the user desire because Zephyrus is hollowed out and filled entirely with Divine Wind they can instead simply ignite Zephyrus with a fire technique. The fire which impacts Zephyrus will combust and react with the Divine Wind creating an enormous electrical firestorm which can reach out to long-range from Zephyrus’s position. With the use of a single hand seal the user can manipulate the remains of Zephyrus and his innards of Divine Wind and control the directionality of the explosion or Divine Windstorm. By default the explosion will result in a normal omnidirectional electrical firestorm however with this the user can control the directionality allowing for surges in various directions to either protect the user or focus on specific foes and targets.
Note: Can only be used once per battle.
Note: Once used Zephyrus will remain on the field for three turns before dispersing.
Note: The user cannot use Wind/Lightning/Fire/Divine Wind techniques A-Rank or higher in the same and next turn.
Note: Counts as two of the user’s three jutsu per turn.


 Declined  The properties of divine wind make that "air current" mimic skill too op.


6. ( Kamikazeton: Kareina Daikunshu Orinposu ) ‡‡ Divine Wind Style: Opulent Overlords from Olympus
Type: Offensive/Defensive/Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 ( -10 per turn )
Damage: 20 – 80
Description: The user is able to use his body or the wind itself as a source to create a massive beast to aid in battle, formed always within short range of the user and with the use of a handseal. Molding Divine Wind chakra, these creatures resemble several winged deities of ancient lore, such as the Aurai or Anemoi. These beasts follow basic elemental strengths of weaknesses of Divine Wind and their sizes most be logically scaled to the creature ( i.e. max size of 15 meters tall ). Fueled by the user's chakra, these beings are capable of acting and moving as if alive. Appearing as a near transparent figure of a reddish hue with lightning surging through them, these creatures are capable of being used as a source for other Divine Wind attacks at the dispersal of the beast, the jutsu used able to be formed equivalent to it's rank ( i.e. D rank beast can be used for a D rank Divine Wind jutsu if needed while dispersing and ending the beast's use ). The user is also able to form a hand seal, channeling Katon chakra into the beasts, to cause the entity to heat on contact, causing the beasts to begin to ignite, causing great damage on contact as the fire erupts and spreads along the deity, causing a maelstrom of flames. These creatures are capable of releasing Divine Wind jutsu from their mouths as well as using up to A rank Lightning jutsu and A rank Wind jutsu ( this correlates with their rank ofc (D ranked versions using up to D rank, C ranked versions using up to C rank and so on until the S ranked version, which can use up to A rank max ). These winged entities mirror humanoid shapes, and can also be altered to form beasts such as Pterippi ( winged Horses, such as Pegasus ), Phoenixes ( golden-red fire bird ), or even Dragons. S ranked variants are only able to be used 3 times a battle with at least a 2 turn break in between use. The speeds of these airborne entities also vary based on the rank used, with the D rank moving as slow as the average Jounin with the speed increasing one level each jutsu rank.
Note: Each use creates up to 4 beasts with their power evenly divided.
Note: Channeling Katon chakra into the beasts count as a move per turn and costs 30 chakra and adds +40 damage.
Note: By fueling chakra into these beasts each turn, the user is able to control these beasts until released but no longer than 4 turns. While in use, the user is only able to use Divine Wind, Fire, Lightning and Wind jutsus.


 Approved 

Note: Because its a wind that is scorching hot to the touch and only has a basic elemental wekaness, I will always require you to do a handseal and make stuff near you and never around your opponent. There needs to be that tradeoff for its power.
 
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BusinessManTeno

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Rinton: Manako boufuu| Phosphorous Style: Eye of the Storm
Type: Supplamentary | Offensive
Rank: Forbidden
Range: Mid-Long
Chakra: 50
Damage:90 (-20 to user)
Description: The user will stomp the ground causing phosphorus to travel and spread around the opponent in an 8meter diameter, causing the phosphorus under the opponent to spin on the ground at major speeds. The user will then do a confirmation handseal igniting the phosphorous. This technique was not designed to explode but take advantage of the dangerous chemicals that is produce once heat is applied. Once the phosphorous is ignited, major amounts of chemical gas seaps from the ground in a tornado formation due to the phosphorus under the opponent spinning. The amount of chemical fumes from this phosphorus technique can be lethal. If Inhaled it could enflame the throat, having difficulty in breathing, not allowing the opponent to use any jutsu from the mouth for the remainder of the battle while also causes nautious reactions and dizzyness. It also majorly irritates the eyes, not allowing the opponent to open them for even 1 turn after the chemical fumes are dispersed. While at the same time the ignited chemicals causes 1st degree burn to the users body dealing damage while they are also spinning uncontrollably which can cause major dizzyness. The phosphrous fumes reach up to 10 meters high in a rotating manner. This technique is on such a grand scale, it takes massive amounts of chakra to use and main the jutsu. Draining the user once the move was used.

Note: Can only use once
Note: The user can only use A rank and below for 3 turns after use
Note: Cant use any phosphorus techniques in the same or next turn


 Declined  Illogical, unreasonable and ope. Its a forbidden rank for the sake of a forbidden rank with nothing that actually is worthy of such a rank. Its at best a B-rank technique. It also has tons of exploitable aspects. Its also simply an empowered version of an earth custom already made. Rewrite or drop it.
 
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Re: Custom Element's Jutsu

Silicone Release: Sand Sphere Spit (Shirikon: Suna Tama Kushi
Rank: B
Type: Attack
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: The user makes three hand seals and spits out four large(around the size of a basketball) balls of silicone sand. The balls are compressed and feel as if the target was getting hit by four rocks the same size as the sphere of silicone sand.
~Approved~
Silicone Release: Sand Sphere Spit (Shirikon: Suna Tama Kushi
Rank: D-A
Type: Attack
Range: Short-Mid
Chakra Cost: 10-30
Damage Points: 20-60
Description: The The user makes three hand seals and spits out numerous(up to 12) various sizes(up to the size of ) balls made of silicone sand. The balls are compressed and feel as if the target was getting hit by depending on their sizes could be pebbles up to bone crushing boulders.


 Update Declined  Poorly written description. How can you spit a ball of that size let alone 12? and 12 balls of that size? >_> Be reasonable. Also, why did you make this multiranked? I don't get why it should be multiranked. Read the check below. Template


Silicon Release: Protect (Shirikon: Mamoru)
Rank: A
Tye: Defense
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user using the silicon sand they have already under
their control, and makes a defense of some sort. The defense can
be in any shape or form. The user must know where the attack is
coming from to be able to make the defense. The silicon sand must
already have the user chakra into it or no chakra at all.
Note: Can only be used 3 times per battle.
________________________________________________
 Approved 
Silicon Release: Protect (Shirikon: Mamoru)
Rank: A
Tye: Defense
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user using the silicon sand they have already under their control, and makes a defense of some sort. The defense can be in any shape or form. The user must know where the attack is coming from to be able to make the defense. The silicon sand must already have the user chakra into it or no chakra at all.
Note: Usable every other turn


 Update Declined My question to this one is simple: you update the restrictions but not the template? tye doesn't not exist. If you''re refering to type, then it comes before rank. At least follow the template when updating. When updating, do it correctly. I'm ok with the restriction reduction though.


Silicon Release: Powder Storm (Shirikon: Kona Arashi)
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra cost: 30
Damage points: N/A
Description: The user raises silicone sand from the ground or an existing source of silicone sand. This creates a storm of silicone sand, which whirls around like a sand storm would. The storm makes it harder for the opponent to move, because of the great amounts of Silicon constantly hitting his body and slowing him/her down one rank. The storm makes it much harder for the opponent to use any of his senses, because of the masses amount of sand constantly disturbing every action. The silicone sand will not come any closer than half a meter to the user because of the chakra connection they share. The user can track the opponent and all beings inside the storm by using the chakra infused with the silicone sand to detect movements. The storm also acts as the Hidden Mist jutsu. The user has more visibility in the storm. The opponent and 3T sharingan sers can`t see through the storm because of all the chakra inside the strom.
-The storm lasts for four turns
-This technique can only be used three times per battle.
____________
-Approved-


Silicon Release: Powder Storm (Shirikon: Kona Arashi)
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra cost: 30
Damage points: N/A
Description: The user raises silicone sand from the ground or an existing source of silicone sand. This creates a storm of silicone sand, which whirls around like a sand storm would. The storm makes it harder for the opponent to move, because of the great amounts of Silicon constantly hitting his body and slowing him/her down one rank. The storm makes it much harder for the opponent to use any of his senses, because of the masses amount of sand constantly disturbing every action. The silicone sand will not come any closer than half a meter to the user because of the chakra connection they share. The user can track the opponent and all beings inside the storm by using the chakra infused with the silicone sand to detect movements. The storm also acts as the Hidden Mist jutsu. The user has more visibility in the storm. The opponent and 3T sharingan sers can`t see through the storm because of all the chakra inside the strom.
-The storm lasts for four turns
-This technique can only be used three times per battle.
-The user can use this jutsu through releasing out the powder through their mouth but it wouldn't make storm like the original. It wouldn't do the extra stuff, just block visibility and the users of doujutsus that can't see in chakra mist like environments.


 Update Declined  the only thing you added doesn't, without tweaking the description itself, make sense. Same thing as above. Template.
 
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Can't edit my other post. .-.

Shuton: Yokkenka | Alcohol Release: Drunken Brawling
Type: Supplementary
Rank: B
Range: Short (Self)
Chakra: 20 (-5 per turn)
Damage: N/A
Description: Drunken Brawling relies upon the application of minuscule but potent amounts of alcohol from the user’s skin. By releasing this chakra from all of the user’s tenketsu on the surface of their skin and weaving a set of two hand seals the user effectively coats themselves in an extremely thin layer of alcohol. The usage of this technique is entirely based upon enhancing the user’s taijutsu by allowing the user to intoxicate the opponent through their blows. The layer of alcohol is impossible to detect without special means such as dojutsu and sensory. However, within normal striking distance of another human one can faintly detect the scent of alcohol. Whilst applying Drunken Brawling the user may only use Alcohol, Earth, Fire, Water & Tajutsu techniques. The user’s taijutsu blows themselves will subsequently intoxicate an opponent through the victim’s pores. Due to the mean of absorption of the alcohol the effects of Drunken Brawling take slightly longer to cause intoxication of the opponent. The effects of the intoxication will last a total of four (4) turns. In the first turn the opponent will feel no effects of the alcohol in their system. In the second turn the opponent will be unable to mold chakra for forbidden ranked techniques. In the third turn the opponent will be unable to mold chakra for S-Rank and above techniques and be unable to perform complex taijutsu maneuvers (B-Rank and higher). In the fourth turn the opponent becomes unable to mold chakra for forbidden ranked techniques. The strength behind Drunken Brawling however lies in the user’s ability to compound the effects of the intoxication through subsequent blows. Should the opponent land additional blows while Drunken Brawling is active it will cause the peak of the intoxication (third turn) to extend by one additional turn. The user can also direct trace amounts of the alcohol themselves to cause themselves to fall into an intoxicated state, however far more controlled. Whilst in this intoxicated state they will take on an unpredictable style of fighting while maintaining the layer of thin alcohol. The user cannot remove the effects of the alcohol on themselves should they apply it in this way until it naturally expires. Should they use the alcohol on themselves twice they will undergo the intoxication that a normal victim would experience.
Note: Usable five (5) per battle.
Note: Can only be used once every two (2) turns.
Note: Drunken Brawling will last a total of four (4) turns.
Note: The user can only extend the peak intoxication (third turn) by a maximum of three turns (three additional blows).


 Declined  Tenketsu on the surface of your skin? Lets start by the basics " Alcohol doesn't necessarily need to be swallowed because it can be very easily injected into the organism through skin and even the scent of it, when it's in close-range to the person's nose, can also have dazing effects on the affected person. The most serious consequences occur when alcohol enters the organism through an opened wound, because then, it gets directly into the blood system." Taken from your CE description. Rubbing Alchool on someone's skin wouldn't induce anything. Also, the effects are stretched and unreasonable for a B-Rank. You can't use fire techniques that come from your body or you'd catch fire. And come on... you touch your enemy and its done? What if he is completely covered in armor? most ninjas show up in battle...you know, dressed. If you want this to happen, you need to make sure its feasible and within the scope of your element. The effects are too much for a B-Rank. The method is not correctly explained and isn't logical. Tons you need to edit. Also, advice from checking your cejs and cjs...less is more. You try to coat your descriptions with details but that reveals inconsistencies and mistakes, like, for example, the whole Tenketsu thing which is both wrong and weirdly written.

--

Shuton: Zeisei Chūnyū | Alcohol Release: Brittle Infusion
Type: Offensive, Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 per infused object)
Damage: N/A (80 from explosion)
Description: This is the opposite of a typical coating technique. Brittle Infusion is quite a devious Alcohol technique which when activated allows the user to infuse any physical object of his or hers to become effectively hollow and filled with alcohol. This is done by weaving a series of four hand seals and releasing alcohol chakra from the user’s body into the targeted object. This means that the object infused will take on the same physical appearance but instead be filled with a potent alcohol. For example, should the user infuse a kunai thrown by him or her the kunai will be filled with alcohol and leaving only a surface of metal of the kunai intact. Yet the kunai itself becomes brittle in its nature and as such upon impact with an object the alcohol contained within will be released and splash upon the target. The kunai, still being sharp though, can still cut the skin, just not nearly as deep causing non-fatal piercing damage. This simply is done to provide a method for the alcohol to enter the victim’s body through open wounds and into their blood stream. Brittle Infusion can be performed on earth and earth based elemental techniques as well hollowing them out and causing them to become quite brittle. Depending on the infused object’s shape it can still cut into the body of the target. Additionally, the infused object becomes quite flammable. Should it be struck by a fire technique it will explode inflicting a fiery damage destroying the infused object in the process causing damage to all those caught in short-range of the object that explodes. Opponents are capable of smelling the alcohol within the infused object when the object enters short-range of them. Should the alcohol within the infused object be ingested or enter the bloodstream through open wound it will place the target in a powerful intoxication that lasts for five (5) turns. In the first turn of intoxication the opponent will be unable to mold chakra for forbidden ranked techniques. In the second turn of intoxication the opponent will be unable to mold chakra for S-Rank and above techniques as well as be unable to perform complex taijutsu actions (B-Rank and above). In the third turn of intoxication the opponent will be unable to mold chakra for A-Rank and above techniques as well as be unable to perform basic taijutsu actions (C-Rank and above) as well as cause subtle genjutsu to be nearly impossible to discern in the heat of combat. In the fourth turn of intoxication the opponent will be unable to mold chakra for S-Rank and above techniques as well as be unable to perform complex taijutsu actions (B-Rank and above). In the final turn of intoxication the opponent will be unable to mold chakra for forbidden ranked techniques.
Note: Lasts three (3) turns upon activation.
Note: Can only be used three (3) times per battle.
Note: Can only be used once every two (2) turns.
Note: After the end of this technique the user will not be able to use S-Rank or above Alcohol techniques for a single turn.



 Declined  Sooooo...you can make any object hollow just like that and fill it with Alchool? >_> I find the logic behind this completely off. I don't get it.

---

Shuton: Jōzōjo Kantoku | Alcohol Release: Brewmaster Fury
Type: Supplementary
Rank: S
Range: Short (Self)
Chakra: 40 (-30 per turn)
Damage: N/A (+20 Alcohol Techniques)
Description: Perhaps the ultimate Alcohol technique in which one essentially takes on a physical manifestation of Alcohol. Unlike regular Alcohol techniques Brewmaster Fury applies the principle concepts of Alcohol Release allowing the user to apply it to their own body. The user will enter this state by simply continually releasing a constant enormous stream of Alcohol chakra throughout their entire body. Once Brewmaster Fury has been activated a few immediate changes can be seen on the user’s body. The first of which is the user will release an incredibly think, concentrated, and dense coating of alcohol from their entire body. The appearance of said coating is entirely clear and pure alcohol and as such to a normal onlooker it will appear simply as the user has released an armor of pure water unless they are in short-range of the user in which they will be able to smell the strong distinct smell of alcohol. The smell is so powerful that whilst being able to smell it, it will cause the opponent to stagger from the powerful scent of the sheer quantity of alcohol being produced. While in this state the user’s body becomes protected from freeform chakra-free weapons and the likes. Additionally, all micro-organisms on the surface of the user’s body at the time of activation of Brewmaster Fury up to F-Rank will be denatured and effectively made harmless to the user when this state is activated. Whilst in this state the user’s coating also takes on the physical properties of Alcohol in respect to interactions with elements. Alcohol is an extremely poor conductor of electricity and as such the immense concentration of alcohol produced in this state renders the user effectively immune to lightning and lightning based techniques. In respect to fire the user’s coating is extremely flammable. The user also becomes extremely weak to earth and earth related elements. Being obstructive elements the user’s body is at great risk. As such the user’s body becomes two ranks weak to earthen elements used against them. For example, B-Rank Earth becomes S-Rank earth when coming in contact with the user. In respect to the user’s own Alcohol techniques due to the continual release of Alcohol chakra the user’s Alcohol based techniques will gain +20 damage and become far more concentrated in the effects of their intoxication. As such rank based intoxication will be enhanced by an additional rank. For example, if the first turn of intoxication prevent the usage of forbidden ranked techniques then this will be enhanced whilst in Brewmaster Fury causing the intoxication to prevent the usage of S-Rank and above techniques. Additionally, Brewmaster Fury adds an additional twist on the vulnerability of the opponent to Genjutsu. Intoxication naturally causes an opponent to much more easily placed in genjutsu and have a harder time when placed in one. As such, when intoxicated by Alcohol techniques while under the effects of Brewmaster Fury genjutsu placed on an intoxicated victim effectively gain 1 rank in strength, however mental damage caused by genjutsu remains the same. Discerning the genjutsu also becomes much harder making subtle genjutsu almost impossible to discern from reality due to the euphoria of intoxication. While in the state of Brewmaster Fury the user can only access Alcohol chakra and its component elements – water, earth, and fire.
Note: Can only be used once (1) per battle.
Note: Brewmaster Fury will last for four (4) turns after activation.
Note: Should Brewmaster Fury end early or expire the user is left unable to access Alcohol Chakra for three (3) turns. At the end of Brewmaster Fury the user will also be unable to use A-Rank and above techniques for one (1) turn and S-Rank and above techniques for the following turn.
Note: The user may only perform Alcohol, Water, Earth, and Fire related techniques while in the state of Brewmaster Fury.


 Declined  Lets start with the basics: what is this? Also, you have a problem in your descriptions consistently: references to chakra. Releasing chakra is different from releasing the element itself. In this case, you sya you release alchool chakra and then talk about an armor of alchool... You use your chakra, shape it and transform it into the element Alcohol which is then released through your pores, gathering itself around you to form an armor. But what shape is this armor? how big is it? what happens to your ability to mold elements? or do handseals? or grab weapons? The intoxication is too extreme mainly because we already have an element called perfume which revolves around exactly that: inducing effects through the inhalation of achoolic substances. It may be a possibility of your element, yes, but not to the degree that you want it so badly to be. You are focusing all of description and effrots into the only part of your element that is unlikely to be applicable as you want it to be. Keep it simpler. Focus on the element itself. Create the basics. Then work around into the specifics. Overall, this isn't anywhere near ready to be approved.


--

Katon/Shuton: Deisui | Fire Release/Alcohol Release: Drunken Stupor
Type: Offensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: 60
Description: Drunken Stupor is both a deceptive and offensive technique aimed to distort the opponent’s sense of smell to effectively mask other alcohol techniques. The user begins by releasing a large amount of alcohol molecules from their body into the air which are effectively invisible to the naked eye. These molecules alone do not pose any risk to user or opponent. Should they be inhaled they do not induce intoxication or any negative effects of Alcohol. The molecules will move toward the opponent’s location on the battlefield and surround them in a radius of up to 8 meters around their position. The user will then weave a single Tiger hand seal and mold an immense amount of katon chakra channeling it into the ground beneath the opponent releasing reddish heat waves which are visible through their distortion of the area around; similar to how one sees heat waves in a desert. The heat waves will also be released in a maximum of 8 meter radius around the opponent. The heat waves alone are enough to cause the ground beneath the opponent to melt and inflict some serious burns should the opponent linger in them for too long. However the true strength of the heat waves lies in its interaction with the molecules of alcohol released just prior. The alcohol molecules will burn releasing a hot vapor into the air in that area around the opponent serving for two purposes. The first is simply to burn the opponent inflicting further heat damage from lingering too long in the alcoholic vapor. The second is that the opponent’s sense of smell will become extremely distorted effectively leaving them to only be able to smell burning alcohol for five (5) turns there after burning. The burning alcohol molecules do not induce intoxication and merely serve to inhibit smell and inflict burn damage should an opponent linger in the heat.
Note: Can be used three (3) times per battle.
Note: Can be used once every two (2) turns.
Note: Takes two of the three jutsu slots in a turn.
Note: The opponent’s sense of smell will be distorted for five (5) turns thereafter upon which they will only be able to smell burning alcohol.


 Declined  Oped as hell. Be real.


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(Hottoaisu: Hokkyoku Kaen Shitsu) – Hot Ice Release: Arctic Flame Chamber
Type: Offensive, Defensive, Supplementary
Rank: S/Forbidden
Range: Short – Mid
Chakra: 40/50 (-10 per turn)
Damage: (N/A)/(90) (-40 to the user)
Description: Perhaps the deadliest ability of Hot Ice Release. Through careful studying of the Yuki clan’s dreaded “Demonic Ice Crystal Mirrors” the masters of Hot Ice designed this technique to take that and go beyond with its power to create one of the most lethal techniques of advanced elemental ninjutsu. It is an abominable ability used to overwhelm, overpower, and quickly defeat opponents. Like the “Demonic Ice Crystal Mirrors” the Arctic Flame Chamber is aptly named due to its similarities with its close Ice variation being incredibly similar in appearance and structure. The Arctic Flame Chamber will take on the same structure as a dome forming 21 mirrors composed purely of Hot Ice which surround the opponent. Twelve are positioned at ground level, eight are above this first set and are angled slightly downward, and the final is placed directly above the opponent facing directly downward toward the ground. The mirrors, unlike those created in “Demonic Ice Crystal Mirrors” are formed quickly from the ground bursting from downward and then rising into the air using the user’s chakra to sustain them in their creation. The user is capable of freely phase into and exit these mirrors as they need and move to other mirrors should one be destroyed. The speeds at which the user is capable of moving is incredible being only tracked by a two tomoe Sharingan or of something of equivalent or greater nature. Unique to this technique however is the heat produced by the mirrors. Being composed of Hot Ice these mirrors are incredibly hot to touch capable of inflicting painful burn wounds. Building on the heat produced by this technique within the dome something akin to an oven will form. The heat is effectively trapped within the dome causing those within to feel the painful effects of being surrounded by the large quantities of Hot Ice rather quickly. The heat, in addition to slowly burning the opponent, will also cause a lack of breath and overall lethargy associated with a lack of oxygen caused by high temperatures. The dome formation of the Arctic Flame Chamber technique is considered a Forbidden Ranked technique having the greatest drawbacks upon usage. The first and worst of these drawbacks is that while using this technique after three turns the user will be able to be tracked by normal eyesight. After this technique has expired the user will feel even greater drawbacks having their overall running speed reduced by three ranks for three turns thereafter. The user will experience a great degree of exhaustion being only capable of using A-Rank or below techniques for two turns after this technique has expired. Should the user desire to simply create a single mirror, or any number less than the complete set of 21, the user simply needs create the mirrors from the ground or their own body. This application counts as an S-Rank technique and the chakra expenditure will result in the user being unable to use Forbidden ranked Hot Ice, Water, Earth, or Fire techniques in the same turn and next as well as a brief one level reduction to their overall running speed in the same and following turn. The single applications of mirrors possess far less potential to inflict burning damage unless through direct contact and as such as far less directly dangerous to the opponent. The user can apply these single mirrors as shields or as a means of transportation. While within the mirrors and sustaining them the user is limited to using only Hot Ice techniques. Sustaining either Forbidden or S-Rank
Note: The Forbidden Ranked application can only be used once per battle carrying a three (3) level speed reduction for three (3) turns after use while also being unable to perform techniques S-Rank and higher for two (2) turns.
Note: The S-Rank application can be used twice (2) per battle carrying a one (1) level speed reduction for a single (1) turn after use while also being unable to perform Forbidden Ranked techniques for a single (1) turn.
Note: The S-Rank application can only be used once every four (4) turns.


 Declined  DNR


(Hottoaisu: Hahen Bakufū) – Hot Ice Release: Splinter Blast
Type: Offensive
Rank: D – S
Range: Short
Chakra: 10 – 40
Damage: 20 – 80
Description: After having used a Hot Ice technique the user can, through the rapid release of Hot Ice chakra into that preexisting source of Hot Ice, cause it to build in internal pressure and suddenly explode and effectively shatter the Hot Ice into shrapnel capable of reaching up to short-range of the Hot Ice which was detonated. The strength of the Splinter Blast entirely depends upon the strength of the Hot Ice technique that is being detonated. The splinters of Hot Ice act as shrapnel being incredibly sharp and carrying the characteristics of Hot Ice – painfully hot capable of inflicting burn wounds upon victims pierced or struck by the ice. With further careful manipulation of this technique the user can even control the directionality of the shattering. Default use of this technique at any strength will produce an omnidirectional explosion of Hot Ice. However, with additional shape manipulation the user can manipulate the direction of the explosion allowing it to be directed in a linear direction from the shattered Hot Ice. D, C, and B-Rank applications of this technique require no hand seals while A-Rank requires a single Tiger hand seal and S-Rank requires the Snake, Boar, and Tiger hand seals.
Note: A and S-Rank applications of this technique can only be used twice (2) per battle.
Note: Once the S-Rank application is used the user cannot use Hot Ice techniques above B-Rank for a single turn.


 Declined  DNR. Done countless times before. Becomes a rip of other things. Bring new ideas or no ideas at all.


(Hottoaisu: Hakamori no Manto) – Hot Ice Release: Gravekeeper’s Cloak
Type: Defensive, Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per turn + -10x per layer)
Damage: N/A (80)
Description Gravekeeper’s Cloak is a unique application of Hot Ice based upon “Earth Release: Hardening Technique”. Through the rapid release of Hot Ice chakra throughout the user’s entire body an armor of Hot Ice will form on the user’s body with the exception of their mouth and eyes, should the user choose to do so. This armor however is unique compared to the Hardening Technique in two aspects. The first is this armor is in essence living and responds to the user’s will. While the armor cannot move on its own the chakra it drains from the user fuels its life. The second unique characteristic of the armor that it is not a single layer of armor. Instead, the Gravekeeper’s Cloak is composed of four individual layers of Hot Ice simply packed tightly together and held together by the user’s chakra. Each layer is equivalent to B-Rank and can offer defenses within elemental weaknesses and strengths. For example, should an opponent attack the user with an A-Rank attack neutral to Hot Ice then two layers of the armor will be instantly shattered. Combining these two unique aspects offers the user powerful defensive capabilities. The continual feeding and sacrifice of chakra to the Cloak allows it to regenerate these layers should they be shattered. The regeneration of layers simply requires the user to expend 10 additional chakra per layer that they wish to regenerate. Should all layers be destroyed in a single instance then the technique shall end entirely as the Cloak cannot regenerate at all should no layers be present. The layers of Hot Ice are produced in such a way to only slightly hinder movement causing the user’s speed to be reduced by two levels from their current level for its duration. Additionally, while in shrouded in the Gravekeeper’s Cloak one can only mold chakra for Hot Ice, Earth, Fire, and Water techniques. On top of its powerful defensive capabilities the Gravekeeper’s Cloak also offers some certain offensive capabilities. Through the application of a single Snake hand seal and at the cost of a move the user can produce from the armor pillars and spikes which can reach up to short-range from the user’s position. These pillars and spikes offer either blunt or piercing based damage capable of tearing through powerful physical defenses within elemental strengths and weaknesses. The pillars or spikes will emerge from the armor with incredible velocity granting them their great blunt or piercing force behind them.
Note: Can be used twice (2) per battle.
Note: Can only be used once every three (3) turns.
Note: Once activated the Gravekeeper’s Cloak will last for four (4) turns.
Note: After this technique has deactivated the user cannot use Hot Ice techniques above A-Rank for two (2) turns.


 Declined  A living armor? >_> Also, can you do handseals? Aren't you hindered in terms of senses? Hot Ice is not a simple substance and you're putting 4 layers around you. Can you see, hear and feel everything normally? What about holding weapons? I find this just a poor and streteched version of an already existing canon technique which has already been milked countless times for customs. Not sure why I should approve this version when its a) nothing new and b) not done to par.


(Hottoaisu: Hottoaisu no Jutsu) – Hot Ice Release: Hot Ice Technique
Type: Offensive, Defensive, Supplementary
Rank: D - S
Range: Short – Long
Chakra: 10 - 40 (-5 per turn)
Damage: 20 - 80
Description: Through the rapid release and conversion of chakra the user will either manipulate the earth or their chakras in their own body to produce and manipulate Hot Ice or existing Hot Ice. This is the most basic application of Hot Ice Release which allows the user to create highly versatile constructs such as shields, swords, walls, pillars, waves, spheres, weapons, and other forms. These constructs can be produced from the user's body or alternatively can be produced anywhere from the earth around the user. The ice is quite hot capable of inflicting painful burn wounds on those who come into contact with it. To sustain the constructs and forms created through this technique the user simply needs to expend an additonal 5 chakra each turn. S-Rank applications of this technique require the use of the Snake, Boar, and Tiger hand seals.
Note: The S-Rank application of this technique can only be used three (3) times per battle.
Note: The S-Rank application cannot be used on consecutive turns.


 Declined  Why the 5 chakra? Even for an S-Rank? Handseals for everything considering you're creating it from the ground anywhere in range, with any form you want and that its basically burning to the touch (though not as much as you claim...its 60 ºC as a solid give or take...don't overstretch it). Additionally, I want a clear note saying these are static constructs, not capable of creating stuff like animals or other dinamic things. Additionally, range should be increasingly bigger as the rank goes up since this is already multi ranked. D to C rank, short range // B to A-Rank, mid range // S-Rank, Long range.
 
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Gobi Gobletsson

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(Keigakuton: Melchsee no Kage) - Abyss Release: Melchsee's Shadow -
Rank: A
Type: Supplementary/Attack
Range: Short-Medium-Long
Chakra Cost: 30 (+5)
Damage Points: 60
Description: This jutsu is meant to use the black color of Abyss chakra to its full potential. The user places his hands on the ground and starts focusing chakra into existing shadows, making it blend with the shadow and alternatively using shape manipulation to take the exact form of the shadow. The result is an Abyss pool below the surface that remains on the surface on the exact same hight as everything around the shadow. On the surface it looks like a regular shadow because most shadows are by default very dark, making it nearly impossible to spot the chakra hidden in the shadow with the naked eye (though stuff like Byakugan, Sharingan, sensory etc. don't have any particular problems with it). The point of this jutsu is that it can be used as an ambush or trap. By hiding it, people could easily fall into the pool, but outside that the user can also take the initiative by making a single handseal. When he does this, the chakra will attack the object which is casting the shadow in a straight line like a beam. It doesn't have to be the whole object, a specific part is also possible. For instance when you attack a branch of the tree, a branch-shaped beam will be shot from the shadow. The beam disappears when the specific target is hit (so it doesn't shoot through it, it stop right on the place where the target was). When this is done the object attacked will be gone and the the place where the chakra was focused is now a hole or completely gone. The jutsu also leaves a small pit behind in the shadow the chakra was focused in.

✘ Only one shadow can be infused at a time. The exception being when the opponent uses a jutsu that creates multiple objects directly attacking the user and the user decides to attack all the objects immediately from their shadow, for instance kunai.
✘ +5 chakra is paid each turn to keep the pool alive.
✘ The chakra in the shadow never makes direct contact with the object casting the shadow when it's still hidden in the shadow.
✘ It can be used on moving shadows and the chakra can follow the movements, however as a result of its nature, it will shave away the ground, making it easier to spot the chakra. It however can only follow the base speed.
✘ It can be used at night, however only if there is a difference between the shadow of something and the darkness of the night.


 Declined  So, you can turn anyone's shadow into a one hit knockout abyss technique? >_> Ok, what happens if I don't have a Byakugan and you use this on my own shadow? Before going into the smaller details of the description, the fact remains this is severely powerful and virtually unblockable in most situations. If you want this to be approved, you'll have to make this a bit easier to defend from.
Resubmitting

(Keigakuton: Melchsee no Kage) - Abyss Release: Melchsee's Shadow -
Rank: A
Type: Supplementary/Attack
Range: Short-Medium-Long
Chakra Cost: 30
Damage Points: 60
Description: This jutsu is meant to use the pitch-black color of Abyss chakra to its full potential. Similar to how you can summon a reservoir of water to use it as a source for water jutsu, this tech allows the user to summon a reservoir of Abyss chakra by placing his hands on the ground. The difference is that the user summons it inside existing shadows, making it blend with them and alternatively using shape manipulation to make it take the exact form of the shadow. The result is an Abyss pool of chakra below the surface that looks on the surface like a regular shadow. Because most shadows are by default very dark, it makes it nearly impossible to spot the chakra hidden in the shadow with the naked eye (though stuff like Byakugan, Sharingan, sensory etc. don't have any particular problems with it).
The point of this jutsu is that on one side it can simply be used as ammunition for other Abyss jutsu, but on the other side it can be used as a trap as by hiding it, people could easily fall into the pool. Outside that the user can also take the initiative by making a single handseal. When he does this, the chakra will attack the target in a straight line like a beam that is shaped like whatever it is attacking (attacking a tree branch will give it a tree branch shape). The beam disappears when the specific target is hit, so it doesn't shoot through it, it stop right on the place where the target was. When this is done the object attacked will be gone and the the place where the chakra was focused is now a hole or completely gone. When all the chakra is gone, it will leave a pit in the ground where it was located.
✘ Only one shadow can be infused at a time. The exception being when the opponent uses a jutsu that creates multiple objects directly attacking the user and the user decides to attack all the objects instantly with chakra that was just focused in their shadows, for example kunai.
✘ Chakra can not be fused into the shadows of real people or living creatures directly with the exception of the user's own shadow or summonings.
✘ The chakra in the shadow never makes direct contact with the object casting the shadow when it's still hidden in the shadow.
✘ It can be used at night, however only if there is a difference between the shadow of something and the darkness of the night.
✘ If shadows are connected with each other, the user can make chakra that was already focused in one of the shadows travel completely or partially into the other shadow, however this makes it possible to notice the chakra easier as it shaves away the earth during the process of moving.
✘ Used or not the pool of chakra disappears after 4 turns and the technique can only be used 4 times per battle.



 Approved 


New:

(Keigakuton: Kuroi Kinu no Dai Konran) - Abyss Release: Black Silk Pandemonium -
Rank: A
Type: Attack/Defence
Range: Short-Medium-Long
Chakra Cost: 30 (+10 each turn)
Damage Points: 60
Description: This jutsu allows the user to connect any existing Abyss orbs from whichever source or jutsu with each other by means of straight beams that originate from each of the orbs. For instance two orbs are in front of the user and when the user makes a single handseal, a beam from each orb is shot instantly towards the other orb that then connect with each other in the middle, forming a straight line. Everything then that was standing in the trajectory of that beam, got pierced. The way how the beams pierce depends on how the orbs are positioned in comparison to each other and how many orbs there are in play.
In the case three or more orbs are connected with each other and form a closed off space, the user can fill this place for an instant with Abyss chakra, but only in two dimensions (width and height). For example there are four orbs in front of the user; upper and bottom left, upper and bottom right corner; and then they connect with each other forming a square of four black beams, then the space between these four points is filled for an instant with chakra effectively creating a thin black plate. As said however this only works in two dimensions, length and width and not in depth. Another example is that the user has on orb above him and four around him on the ground, which then connect with each other forming a pyramid that consists out of four triangular Abyss plates.
✘ This jutsu itself allows you to create max 10 orbs the size of golfballs which hover at a steady rate around the user.
✘ Each orb can only be used once, after that it disappears.
✘ Each turn +10 chakra has to be paid to keep the still existing orbs in play, regardless of how many already got used or are still left.
✘ After 5 turns the remaining orbs vanish.
✘ Can only be used 3 times per battle
An overall impression on how it looks, though not completely correct:
You must be registered for see images


 Declined  Don't you think its too... instant? Because I see a lot of "instant this" and "instant that" >_>


(Erubiumuton: Jisshi Keitai no Kyū Sekai Jun) - Erbium Release: Embodiment of the Old World Order
Rank: Forbidden
Type: Offensive
Range: Short - Long
Chakra cost: 50
Damage points: 90 (-15 damage to user)
Description: ''Jisshi Keitai no Kyu Sekai Jun'' is a technique which carries a secondary application aside from its primary. The primary usage is the trigger of the technique, and the actual technique itself. The user pour Erbium powder throughout his pores solidfying it about his desired hand forming a bubble of pure Erbium. Following the notion the bubble will be slammed against the ground thus activating the technique. Upon impact with the earth, it will ripple outwards across the floor, filling out the perimeters of short-range, followed by unleashing a havoc of erbium spears throughout the rest of the field. Like an explosion it erupt omni-directional around the user. The user can if he so desires, cause spears of erbium to erupt inside of the field of short-range as well, manipulated in such a way not to skewer himself. If the opponent would be caught in the ripple like effect given from the bubble, it would essentially trap their feet or whatever limbs that would be in touch with the ground, as if they had stepped on a hardening cement field. This is the first and primary ability of the technique, which is essentially for the secondary ability to be used. A trait of the Erbium user, is the skill to either solidify from its powdered form or vice versa. Through a single hand sign the user is capable of causing the entirety of the spears to dissolve outwards in a heavy whirlwind, forming a tornado of Erbium powder capable of shredding and dealing severe damage depending on the areas affected, such as vital location as the neck. The whirlwind will then encompass on the user decreasing its size to short-range yet tall and thick, and then followed by a secondary hand sign be shot omni-directional, as an explosion dealing piercing damage due the sheer momentum.
Despite the long and tiring sounding process, it is quite fast in creation, encompassing and ending of the technique. If the target(s) manages to somehow survive and get cut or struck they will then soon be affected by the radiation poisoning(1 turn), as such will be weakning the opponent and and cause him heavy fatigue, leaving struck with one less move per turn, meaning a maximum of two moves per turn, while weakning his taijutsu by -10, and overall speed by 3.
''Jisshi Keitai no Kyu Sekai Jun'' primary ability can only be used once per battle, twice per NW event. And disables the user from using above S-ranked Erbium and Earth Techniques the following two turns. Secondary ability is counted for as a seperate S-rank technique, however can only be used once the primary ability have been used, and can only be used once per battle and twice per NW event. It disables the use of using above A-rank Erbium technique the following turn. The secondary ability also of course, counts twowards the three moves per turn usage.

Updating: '

(Erubiumuton: Kotai Kabe no Jutsu) - Erbium Release: Solid Wall Technique
Rank: A
Type: Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: N/A
Description: The user will manipulate their chakra and use a single hand seal to create a wall of Erbium to quickly erect itself in the desired location inwhich the user chooses to defend from incoming attacks or trap opponents.
____________
-Approved-
Changed entire description:

(Erubiumuton: Mekkiama Shohin) - Erbium Release: Plated Armour Pieces
Rank: A
Type: Supplementary/Defensive
Range: Short - Long
Chakra cost: 30
Damage points: N/A
Description: Through the use of a single hand seal the user will be capable of creating several constructs of Erbium. These constructs are namely and shapely - Walls that may erect quickly anywhere within the range of the technique, in the desired location inwhich the user chooses to. A maximum of three can be made, much akin to the Roshomon Gates. Ontop of so, it's not only capable of being erected from the earth. Through an explusion of Erbium powder the user is able to cause the powder to condense on itself, followed by expanding while solidfiying, much alike Sarutobi's version of the Mudwall technique. This would succesfully form a solid wall of erbium. In case this is made mid-air, it carries the weight and power of an A-rank should to fall ontop of an object or target. The speed inwhich it expands and solidfies is capable of dealing quite the bruises and even perhaps break a bone or two if hit unluckily.

(Erubiumuton: Narimasu no Atorasu) - Erbium Release: Will of Atlas
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: N/A
Description: The user will create multiple pillars to rise up from the ground made of solid erbium, which can be manipulated around an object or a person to bind them and restrict their movement.
'
Updating:
(Erubiumuton: Narimasu no Atorasu) - Erbium Release: Will of Atlas
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: N/A
Description: Through a hand gesture, or overall a body movement the user is capable of creating multiple constructs from the ground. The constructs can cary various traits, such as being pillars, spikes, spears, flexible or rigid. This technique was originally made to restrict a person, while it can however also prove lethal or capable of erect pillars in order to block certain attacks.
If the target(s) manages to somehow get cut or struck they will then soon be affected by the radiation poisoning(1 turn), as such will be weakning the opponent and and cause him heavy fatigue, leaving struck with one less move per turn, meaning a maximum of two moves per turn, while weakning his taijutsu by -10, and overall speed by 3.


(Erubiumuton: Kyaku Arashi) – Erbium Release: Powder Storm

Rank: A
Type: Offensive, Defensive, Supplementary
Chakra cost: 20
Damage points: 40
Description: The user will create a moderate amount of powdered metal Erbium that can be used for multiple methods, such as creating a thick mist like defence to obscure targets views, or create a sandstorm style effect to deal damage, or even create a projectile based attack using the loose particles. Due to the type of attack this can be used to get some particles in the blood system of the target to deal the radioactive damage of the metal over a period of time.
Note: Radiation effects kick in over a period of 4 turns, causing a varied range of sickness that hinders the target unable to fully fight (max of two moves in turn).
Updating:
(Erubiumuton: Kyaku Arashi) – Erbium Release: Powder Storm
Rank: D-A
Type: Offensive, Defensive, Supplementary
Range: Short-Long
Chakra cost: 10-30
Damage points: N/A-60
Description: The user will create a moderate amount of powdered metal Erbium that can be used for multiple methods, such as creating a thick mist like defence to obscure targets views, or create a sandstorm style effect to deal damage, or even create a projectile based attack using the loose particles. Due to the type of attack this can be used to get some particles in the blood system of the target to deal the radioactive damage of the metal over a period of time. If the target(s) manages to get cut or struck they will then soon be affected by the radiation poisoning(1 turn), as such will be weakning the opponent and and cause him heavy fatigue, leaving struck with one less move per turn, meaning a maximum of two moves per turn, while weakning his taijutsu by -10, and overall speed by 3.
The C-ranked version is capable of being used differently, but does still carry the same primary concept, the creation of Erbium powder. While the A-ranked version can be created anywhere within the range of the technique, the secondary version is an explusion of erbium powder throughout the users pores, which can be done from any limb of the body, of the user's choice. This powder is explused in mists and small plumes that may cloak the user's prescense or leave a trail of erbium in his wake. Of course, if inhaled by an combatant, he may suffer above radiation effects.

(Erubiumuton: Fantomu no Akumu) - Erbium Release: Phantom Nightmare
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user will manipulate an existing source of erbium particles to create a large cloud shape that takes on the form of a hooded ghoul that then travels towards the opponent covering a wide spread of 15 meters in length and about 10 meters high. This storm of erbium travels very fast and when it strikes its target, it can cause severe shredding due to the particles traveling extremely fast much like a sandstorm.
Note: This technique may only be used 3 times per battle and the user must wait two turns before using the technique again.
Updating:

(Erubiumuton: Fantomu no Akumu) - Erbium Release: Phantom Nightmare
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user will manipulate an existing source of erbium particles to create a large cloud shape that takes on the form of a hooded ghoul that then travels towards the opponent covering a wide spread of 15 meters in length and about 10 meters high. This storm of erbium travels very fast and when it strikes its target, it can cause severe shredding due to the particles traveling extremely fast much like a sandstorm. If the target(s) manages to get cut or struck they will then soon be affected by the radiation poisoning(1 turn), as such will be weakning the opponent and and cause him heavy fatigue, leaving struck with one less move per turn, meaning a maximum of two moves per turn, while weakning his taijutsu by -10, and overall speed by 3.
Note: This technique may only be used 3 times per battle and the user must wait two turns before using the technique again.

(Erubiumuton: Tsubu Kiri no Jutsu) - Erbium Release: Particle Mist Technique
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: N/A
Description: The user will make a single hand seal and then they will manipulate their chakra to create a particle mist of erbium powder infused with their chakra to be spread throughout the terrain. The user uses this layer of erbium power to then monitor movement which can be used to identify the location of an enemy target when the powder is disturbed, the user may also identify the different types of disturbances like the skill of an experienced tracker identifying various means of disturbance and identify specifically what caused them.
Updating:
(Erubiumuton: Tsubu Kiri no Jutsu) - Erbium Release: Particle Mist Technique
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: N/A
Description: The user will make a single hand seal and then they will manipulate their chakra to create a particle mist of erbium powder infused with their chakra to be spread throughout the terrain. The user uses this layer of erbium power to then monitor movement which can be used to identify the location of an enemy target when the powder is disturbed, the user may also identify the different types of disturbances like the skill of an experienced tracker identifying various means of disturbance and identify specifically what caused them. Should the target(s) inhale particles of the mist, soon be affected by the radiation poisoning(1 turn), as such will be weakning the opponent and and cause him heavy fatigue, leaving struck with one less move per turn, meaning a maximum of two moves per turn, while weakning his taijutsu by -10, and overall speed by 3.

(Erubiumuton: Junsei Shokunin no waza) – Erbium Release: True Craftsmanship

Rank: B
Type: Offensive, Defensive, and Supplementary
Chakra cost: 20
Damage points: 40
Description: The user will manipulate their chakra to create a multitude of different objects to the user’s desire. These range from small pillars or poles, rods and ninja tools such as shuriken or kunai or a shield of Erbium. When used to attack the target they break off particles into the opponent’s body or skin if they cause a wound and over a period of time the radiation affect of the metal will take place.
Note: Radiation effects kick in over a period of 4 turns, causing a varied range of sickness that hinders the target unable to fully fight (max of two moves in turn).
Updating:

(Erubiumuton: Junsei Shokunin no waza) – Erbium Release: True Craftsmanship

Rank: B
Type: Offensive, Defensive, and Supplementary
Chakra cost: 20
Damage points: 40
Description: The user will manipulate their chakra to create a multitude of different objects to the user’s desire. These range from small pillars or poles, rods and ninja tools such as shuriken or kunai or a shield of Erbium. When used to attack the target they break off particles into the opponent’s body or skin if they cause a wound and over a period of time the radiation affect of the metal will take place. Should the target(s) manages to get cut or struck they will then soon be affected by the radiation poisoning(1 turn), as such will be weakning the opponent and and cause him heavy fatigue, leaving struck with one less move per turn, meaning a maximum of two moves per turn, while weakning his taijutsu by -10, and overall speed by 3.

(Erubiumuton: Soeki Iki no Jutsu) - Erbium Release: Plagued Breathe Technique
Rank: A
Type: Offensive
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The user will make a two hand seals and then will release from their mouth their chakra creating particles of erbium in a strong furious stream that is directed at the target and can shed their skin with ease and thus getting into their blood system and after a period of 2 turns begin to poison the target with radiation sickness and affecting their performance reducing their speed , strength and concentration.
Updating:
(Erubiumuton: Soeki Iki no Jutsu) - Erbium Release: Plagued Breathe Technique
Rank: A
Type: Offensive
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The user will make a two hand seals and then will release from their mouth their chakra creating particles of erbium in a strong furious stream that is directed at the target and can shed their skin with ease and thus getting into their blood system and after a period of 1 turn begin to poison the target with radiation sickness and affecting their performance reducing their speed(-3 lvls), strength(-10 Taijutsu) and concentration(Max two moves per turn).


 All Pending  Resubmit with a clear proof of permission from Zen to edit his techniques and submit new ones for his element. If you don't have it, get permission from Cali or get cali to tell me that he allows it.
 
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House

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Element approved :


(Sekieiton: Sensō no Gondul no Gēmu ψ Mezame) - Quartz Release: Gondul's Game of War ψ Awakening
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A (Depends)
Description: With the granted ability of the user to be able to manipulate quartz at will, the user releases quartz chakra in the field manipulating the quartz within the ground thus creating a layer of quartz over the field for the use of the creator. Given the ability of quartz, if any mechanical stress such as distortions, compression, and twisting is been applied, the natural piezoelectric ability of the quartz takes effect in the area at work. Compression such as from many of the examples like blunt impact or significant weights applied, compressing the quartz. Distortions such as mechanically altering the original shape of the structure of the quartz for example. Twisting as in mechanically twisting/bending the quartz embodiment. The damage of piezoelectric effect corresponds to the amount of kinetic energy being applied at work. That is to say, area of quartz that is constantly affected will constantly release the amount of electricity and will stop when the mechanical stress isn't applied anymore. The only area that will experience the piezoelectric effect is the area at work. The quartz on the surface is available for the user to use in any way he desires.
Notes:
~Can be used after every two turns


 Declined  Undefined. Unexplained. Generic. Too exploitable. Potentially Oped. Too large a scale. Too absolute.


(Sekieiton: Ingiald no rei ψ Watarigarasu no Ranpu) - Quartz Release: Lay of Ingiard ψ Ramping Ravens
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90 (-20 to user)
Description: This is a very advanced quartz technique where the user channels his quartz chakra within pre-existing quartz to manipulate the shape of the quartz to start breaking into pieces as into powder form. This is done by either compressing into one another or simply begin twisting. As known, quartz emits its piezoelectric effect while under work and electrifying anything it makes contact with. As quartz is breaking into fine material and twisting itself, it'll rise above the ground within the air forming into a rather thick crystal cloud. As a mass amounts of number goes under compression with eachother and twisting on itself, creating an electrical charge within the air and shocking the opponent on the field.
Notes:
-Can be used only once
-No other Quartz techniques in the same or the next turn
-Due to chakra exhaustion, user suffers damage and can't use


 Declined  Description makes no sense as you actually don't explain what the technique is. Suck the opponent? uh? Also, dont you think you should do the basic quartz techniques before creating techniques that manipulate "pre-exiting" quartz? Because they will need to be checked in conformity with the techniques that actually create said quartz...


(Sekieiton: Starkath no shi uta ψ Shōrei) - Quartz Release: Starkath's Death Song ψ Exhortation
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: Using the passive ability of quartz which is its piezo effect, the user channels his chakra into a pre-existing quartz. By using his quartz chakra, he manipulates the top layers of quartz and starts compressing the inner layers of quartz in the ground or within a pre-existing quartz from a previous technique. By compression, the quartz emits electricity. The quartz will keep on compress until the electricity within the compressed quartz explode, injuring the opponent within the area.
Notes:
-Can be used 3 times per battle
-Can be used once after one turn
-No S-rank or higher Quartz in the same turn


 Declined  DNR. I think Caliburn was very clear. While quartz has that effect, you cannot control it yourself.
 
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House

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I couldn't edit my posts anymore so I had to make another one ~_~ and NK deleted his post so this isn't a double post thingy~ >_>

Custom approved:

(Sekieiton: Sensō no Gondul no Gēmu ψ Mezame) - Quartz Release: The Ruler of Oanes ψ Rattling Hoarder
Type: Supplementary/Offense/Defense
Rank: S
Range: Short-Long
Chakra: 40 [-10 each turn it's used]
Damage: 80
Description: Being one of the advanced quartz techniques, the user channels his quartz chakra within the ground into pre-existing quartz scattered all around the field in order to manipulate them. At once, the ground releases a huge tremor while quartz is expanding at an alarming rate, sprouting out of the ground while keep expanding and growing sub-segments along it's sides. The tremor is enough to throw summonings such as Gamabunta off their feet. As the quartz sprouting and growing, mostly engulfing the area into an almost forest of quartz in matter of seconds. As quartz sprouting out of the ground, the twists, distortion and compression of one another creates piezoelectricity at the area at constant work and electrifies anything it comes in contact with. The piezoelectric effect damage equals to the constant force it's been applied at the area. As the quartz is expanding in size, the sub-segments will distort the structure of the area it has grown out of and another sub-segment will grow out of another sub-segment as it's expanding and growing in size. As the user constantly channeling chakra, he may direct the direction at which the quartz is growing towards and reaching into the skies, engulfing summonings such as Gamabunta in little or not time. The user may use it in a defensive manner such as creating a shield against inpath or used it offensively such as crushing, immobilizing or choking the enemy. The user may use the remaining quartz in a supplementary fashion in the area for other uses.
Note:
~The user may keep it active for up to three turns
~Can be used Once per battle
~No A-ranked or higher quartz in the same or next turn


 Declined  =_= Tremor capable of throwing Gamabunta off his feet? Sigh... This is just a weird description with tons added to it for no good reason. Start by making the basic quartz techniques and then gradually work your way into the more advanced ones as these by themselves don't make sense and are poorly written. An element is built from the simpler form to its more powerful and advanced form. Not the other way around. And its showing.


(Sekieiton: Batorufīrudo Kigai ψ Jimusho no Furō) - Quartz Release: Battle Field Flows ψ Firm of Mettle
Type: Supplementary/Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A [80 On Impact]
Description: The user releases his quartz chakra from all over their body, creating massive amounts of very fine needles of quartz around him. Once there's a chakra signature within short range, other then the user's chakra, these needles will react at once. Once these needles activated by another chakra signature, like by an opponent, these needles will following their chakra signature and puncture without hesitation. These needles are almost like transparent and almost impossible to catch with a naked eye hence their pure quality and rivaling most Tai Specialist's speed and creation. The user may use the fact of creation to defend against movements which are faster then he may follow or perceive and making him able to defend against it. Upon impact, the quartz will puncture the enemy if nothing has been made to stop this. There is a piezoelectric effect like in any other quartz technique which will equal to the damage that has been applied at the area of work.
Note:
-Can be used twice per battle
-lasts up to 4 turns
-No S-rank or higher quartz for the next two turns


 Declined  OPed. Unreasonable. Did I say OPed?

(Sekieiton: Don'yoku Denki Mantoru ψ Shoji Kusshon) - Quartz Release: Greedy Electric Mantle ψ Possessing Cushion
Type: Supplementary/Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40 [20+ Damage to Earth Based Techniques]
Description: Once the user performed an earth based technique, he may channel his quartz chakra within the desired technique immediately after the desired jutsu has been created. The quartz will enhance it's structure and size virtually in the same time as the creation of the technique that is been used on.
Notes:
-Can be used twice per battle
-Two turns needs to pass to use it again


 Declined  DNR.
 
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(Fuuin/Sulfuron: Kanbatsu Jakunen Metsubou) - Sealing/Sulphur Release: Drought's Desolate Dessication
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A (60 damage if contact with the opponent is made)
Description: This jutsu requires the user to have a pair of unique tattoo seals on his chest where his lungs are located. The seals are infused with his sulphur chakra and activate whenever the user's body is interacted with by solid or solid-like attacks (e.g. condensed energy). Whenever the user is physically interacted with (e.g. punched, stabbed, shot), their body will exhibit all of the properties of the sulphur element. This doesn't mean their body merely has the properties of the element but rather, when interacted with, the targeted part(s) of the body will dissipate into sulphur. If for example the user is stabbed, the bladed weapon would merely phase through their gaseous body and leave them unaffected. After the attack or strike has passed through them, their body will automatically revert itself to it's normal appearance. Since this technique usually only applies to specific parts of the body, any unconverted portions of the user's body can still be moved/controlled/used as normal. In this form, the user can only use sulphur, fire, earth and wind and any KG/CE which are a combination of the aforementioned element as well as non-elemental abilities.

Note: This seal can only activate three times per battle
Note: This technique must be stated in user's biography

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 Declined  Copy of countless techniques. DNR

(Fuuin/Sulfuron: Nemuri Fukappatsu Bougyou) - Sealing/Sulphur Release: Sleep's Slothful Sabotage
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra cost: 30 (-10 chakra per turn)
Damage points: N/A
Description: This jutsu requires the user to have a pair of unique tattoo seals on his chest where his lungs are located. The seals are infused with his sulphur chakra and activate whenever anything the user can't track (in terms of speed) comes within short-range of their position. One of the seals will instantly release several translucent circular wave-like structures composed of volcanic sulphur around the user's body. These rings distinctly resemble Saturn's rings in appearance and they are layered in such a way that they cover every angle around the user for a five meter radius. These circular wave-like rings are comprised of extremely dense sulphur gas (more so than usual) so anything which attempts to traverse through it will be drastically drained of its momentum. Most fast moving people, techniques and objects passing through it will be slowed down to extent the user will be able track them with the naked eye. This technique slows down things by a scale factor of five (meaning the object/technique/person is left at one fifth their original speed). This technique is used to mainly counter EIG, Swift and other speed boosts or fasting moving techniques. Since the rings are comprised of highly condensed sulphur gas the user and opponent are not at risk of inhaling it. While this technique is active, the only elements the user can use are use sulphur, fire, earth, wind and any KG/CE combination of the aforementioned elements (e.g Steel or Scorch). The activation speed of this technique, while not instant, is such that it can intercept and slow down the targets/techniques with speeds of the same caliber as the Eight Inner Gates. If the sulfuric rings come into contact with fire (A-Rank or above), they will ignite into a maelstrom of golden flames, setting anything in direct contact with them ablaze.

Note: Can only be used twice per battle
Note: Lasts up to four turns once activated
Note: This technique must be stated in user's biography
Note: No S-Rank or above Sulfuron for two turns after deactivation


 Declined  DNR. Automated defense mecanism similar to others that exist in other forms.


(Sulfuron: Oujou Chimeiteki Giman) - Sulphur Release: Death's Dreadful Deception
Type: Supplementary/Offensive
Rank: A
Range: N/A
Chakra Cost: N/A (+10 chakra to affected techniques)
Damage Points: N/A
Description: The user will activate an ability which allows them to infuse sulfuron chakra into the ground in order to augment their own Earth Release and Fire Release techniques for the following four turns. This technique will serve the purpose of fusing compatible techniques which emerge from/are created from the ground with Sulfuron to serve one of two purposes. The mechanism by which sulphur gas is combined with techniques will be the same for both Doton and Katon but the effects produced will differ greatly. Hellish Temperament describes the effects the released sulphur will have on Earth Release and Corrosive Aura describes the effects it will have on Fire Release. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes other jutsu. This technique's effects do not have to be applied to every compatible jutsu used from the ground while this ability is active. Only the initial activation of this technique counts towards the user's jutsu per turn limit.

Hellish Temperament
Whenever the user utilizes an earth technique which is created from the ground a coating of volcanic sulphur gas will envelop it as it rises, the result being the fully surfaced technique being completely clad in a chassis of superheated material. The volcanic plume will diffuse into surface of the earth-based structure and propagate throughout the entirety of it. While the heat of sulphur isn't enough to melt the structure entirely, it will achieve a partial liquefaction of the technique and this will produce a visible amalgam of boiling mud and fuming molten sulphur. Since this jutsu only partially liquefies the structure, the jutsu in question it retains its capability to inflict impact damage but now also possesses the potential to inflict severe burns upon sufficient contact. Any techniques this jutsu is used upon will become dual-elemental techniques (Earth/Sulphur) and these techniques will become highly flammable. In terms of elemental strengths and weaknesses, affected earth techniques will lose its weakness to Raiton (becomes neutral) since it will become capable of insulating lightning to a degree and will gain a weakness to Katon since its now vulnerable to flames. This will only work with Earth Release techniques which are solid rock in composition (doesn't work with mud or dust variants of Doton).

Corrosive Aura
Whenever the user utilizes a fire technique which is which emerges from the ground a coating of volcanic sulphur gas will envelop it as it rises, the result being the fully surfaced technique being completely clad in a chassis of superheated sulfuric mist. The sulfurous mist feeds the flames in a similar manner to how fire consumes wind, changes its colour to a shade of goldish-yellow and provides the target jutsu with a distinct corrosive quality. The burning of sulphur in air will give rise to a sickly mist of sulfuric gases (sulphur dioxide and sulphur trioxide) which will instantly react with the moisture in the air its exposed to, giving the minute droplets of water and by extension, the fire technique a certain corrosive quality. The sulfuric flames will become capable of corroding its victims in addition to burning them. Water techniques which come into contact with these sulfuric flames will become corrosive due to its interaction with the gases produced when sulphur is burnt in air. Any techniques this jutsu is used upon will not become dual-elemental techniques since the sulphur is consumed completely and so their elemental strengths and weaknesses will remain unchanged. However, the fuel provided by the sulphur gas will raise the rank of the affected technique by one (+20 damage). As such this can only be used on A-Rank and below Fire Release techniques. This will only work with the flame variant of Katon (doesn't work with ash or gas variants of Katon).

Note: Lasts five turns
Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
Note: Doesn't work with KG/CE variants



 Declined  I find the applications of this murky and exploitable considering the myriad of customs this can be applied to. Overall, I'm not very keen on approving this level of power for a CEJ that can be translated into so many OP moves. For example, if I had this technique I could KO any player on the base with the exception of a few that have "God-like survival" techniques of the old days.


(Sulfuron: Kyoukou Yuukyuu Kokyuu) - Sulphur Release: Famine's Fallow Breath
Rank: S
Type: Offensive/Defensive/Supplementary
Range: Short - Long
Chakra cost: 40 (-10 chakra per turn to sustain creations)
Damage points: 80
Description: The user will focus their sulfuron chakra directly into an existing source of gaseous sulphur anywhere on the field and begin manipulating it through the use of hand gestures. Through shape manipulation, the plumes of volcanic gas can be manipulated into whatever form or structure the user desires (e.g. walls, tendrils, vortexes, etc). If the sulphur gas is formed into a particular construction it can possess a degree of solidity (Similar to Fire Release: Dragon Flame Release Song Technique), allowing it to be used to bind, impale or entangle as well as inflict burn damage.

Note: Can only be used three times per battle
Note: Can only be used once every 4 turns
Note: All created constructs will amount to the collective power of an S-Rank
Note: No other S-Rank or above sulfuron in the user's same or next turn


 Approved 
(Sulfuron: Shouri Neikan Seichuu) - Sulphur Release: Conquest's Corrupt Control
Type: Offensive/Defensive/Supplementary
Rank: A-S
Range: Short - Long
Chakra cost: 30-40 (-10 chakra per turn to sustain creations)
Damage points: 60-80
Description: The user will focus their sulfuron chakra directly into an existing source of gaseous sulphur anywhere on the field and begin manipulating it through the use of hand gestures. Through shape manipulation, the plumes of volcanic gas can be manipulated into whatever form or structure the user desires (e.g. walls, tendrils, vortexes, etc). If the sulphur gas is formed into a particular construction it can possess a degree of solidity (Similar to Fire Release: Dragon Flame Release Song Technique), allowing it to be used to bind, impale or entangle as well as inflict burn damage. Alternatively, the user can form any sulphur gas residing on the battlefield into a clone. The clone is capable of utilizing all techniques of sulphur, the elements its comprised of (Fire, Wind and Earth), any KG/CE elements which are a combination of the aforementioned elements such as Steel and Coal as well as non-elemental abilities. Due to its composition the clone can reform from damage that wasn't enough to kill him (has the durability of a sulphur technique equivalent to his rank) and when he's killed he will revert to a plume of sulphur gas. The user can either create constructions or a clone, not both with a single usage of this technique. The clone unlike any created constructions does not require a chakra cost to maintain over the course of turns. The power, size and scale of this technique depends on the amount of chakra poured into it.

Note: Can only be used four times per battle
Note: S-Rank version can only be used a maximum of three times per battle
Note: No other S-Rank or above Sulphur on the turn the S-Rank version is used

(Sulfuron: Kogane Kyousei) - Sulphur Release: Aurous Magnus
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short - Long
Chakra cost: 30 (-10 chakra per turn to sustain creations)
Damage points: 60
Description: This technique allows the user to generate pure blasts, crescents, streams, objects, tools and creations of gaseous sulphur directly from their body. This can be achieved by simply spewing it from the mouth, conjuring them in either or both of the user's hands and finally generating them from the user's limbs via movement (in a similar manner to the basic Fire Release Technique).

Note: Can only be used five times per battle
Note: Can only be Taught by Negative Knight
Note: All created constructs will amount to the collective power of an A-Rank


 Approved 
(Sulfuron: Kousen Jaaku Heiki) - Sulphur Release: War's Wicked Weaponry
Type: Offensive/Defensive/Supplementary
Rank: A-S
Range: Short - Long
Chakra cost: 30-40 (-10 chakra per turn to sustain creations)
Damage points: 60-80
Description: This technique allows the user to generate pure blasts, crescents, streams, objects, tools and creations of gaseous sulphur directly from their body. This can be achieved by simply spewing it from the mouth, conjuring them in either or both of the user's hands and finally generating them from the user's limbs via movement (in a similar manner to the basic Fire Release Technique). Alternatively, this technique can also be used to to aid the user in close combat confrontations. The user can willfully create layers of translucent sulphur gas around their body in order to intercept techniques, objects and physical strikes. Physical attacks which attempt to strike the user will be slowed down considerably as they traverse through the gas and the resulting effect is the attack losing its momentum and subsequently decreasing in both speed and force. By combining this with Taijutsu, the user becomes more than capable of evading strikes (even in very close proximity) and then countering with their own physical attacks. When used in this way, it gives the appearance that the user is distorting time (slowing it down for the opponent or speeding it up for themselves). The degree by which something can be slowed down is up to a scale factor of three (meaning the object/technique/person is slowed down to a third of their original speed). The power, size and scale of this technique depends on the amount of chakra poured into it.

Note: Can only be used five times per battle
Note: Can only be Taught by Negative Knight
Note: S-Rank version can only be used a maximum of three times per battle
Note: No other S-Rank or above Sulphur on the turn the S-Rank version is used

(Sulfuron: Kashou Ishi Kisoku) - Sulphur Release: Brimstone Breath
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short - Long
Chakra cost: 30 (+10 chakra per turn to sustain creations)
Damage points: 60
Description: The user will focus their sulfuron chakra directly into the ground below before forcing it to surface from within the earth in the form of several geysers of volcanic sulphur. The width and height of the geysers can be freely manipulated but their magnitude can never exceed the scale of an A-Rank. Through shape manipulation, the geysers of volcanic gas can be manipulated into whatever form or structure the user desires (e.g. walls, tendrils, spikes, etc). If the sulphur gas is formed into a particular construction it can possess a degree of solidity (Similar to Fire Release: Dragon Flame Release Song Technique), allowing it to be used to bind, impale or entangle as well as inflict burn damage.

Note: Can only be used 3 times per battle
Note: Can only be Taught by Negative Knight
Note: All created constructs will amount to the collective power of an A-Rank and can be created anywhere short range of the user with a long range reach


 Approved  Edited. Considering what sulphur is and how poisonous it is in this form, I cannot allow you to grab an opponent with something that can come from anywhere on the field beneath them and can burn to the touch while poisoning them to death.
Updated it to make it usable on all ranges since as it stands its the same as the generic sulphur creation technique above

(Sulfuron: Ekirei Futame Pa-ji) - Sulphur Release: Pestilence's Pernicious Purge
Type: Offensive/Defensive/Supplementary
Rank: A-S
Range: Short - Long
Chakra cost: 30-40 (-10 chakra per turn to sustain creations)
Damage points: 60-80
Description: The user will form a single handseal and focus their sulfuron chakra directly into the ground below before forcing it to surface from within the earth anywhere on the battlefield in the form of several geysers of volcanic sulphur. The width and height of the geysers can be freely manipulated but their magnitude can never exceed the scale of an A-Rank. Through shape manipulation, the geysers of volcanic gas can be manipulated into whatever form or structure the user desires (e.g. walls, tendrils, spikes, etc). If the sulphur gas is formed into a particular construction it can possess a degree of solidity (Similar to Fire Release: Dragon Flame Release Song Technique), allowing it to be used to bind, impale or entangle as well as inflict burn damage. While seemingly powerful, the opponent has ample opportunity to counter this technique. The handseal will alert them to a technique being used and the ground will shake/vibrate before the volcanic sulphur bursts upwards. Earth-based techniques which harden the body or form armours over it are both effective counters. The sulphur produced by this technique is highly condensed and so the user/opponent aren't at risk of inhaling it. The power, size and scale of this technique depends on the amount of chakra poured into it.

Note: Can only be used three times per battle
Note: Can only be Taught by Negative Knight
Note: No other S-Rank or above Sulphur on the turn the S-Rank version is used

(Sulfuron: Dokueki Hiru) - Sulphur Release: Venomous Secretion
Rank: A
Type: Supplementary/Offensive
Range: Short-Mid
Chakra cost: 30
Damage points: N/A
Description: The user will focus their sulfuron chakra into ground below, allowing it to leech into the soil and propagate its various harmful effects on the environment. The primary usage of the released sulphur is to exploit its herbicidal properties, namely poisoning the ground and making it uninhabitable for plant-life and organic elements alike such as Mokuton. To signify this, any vegetation within the vicinity of this technique's reach will be discoloured a foul brown colour before withering away and dying soon afterwards. Due to this, this technique can be likened to a sulphur based version of Chidori Nagashi though it only specializes in negating organic (plant-based) chakras within the ground. Although, unlike its raiton counterpart, this technique's effects are obviously longer lasting, since the soil itself is tainted by the lingering sulfuron chakra. This translates to no plant-based elements can be grown from the earth within this technique's area of effect for three turns. The area of effect, which is a circular area, mid range all around the user, will be left like a barren wasteland, deprived of any superficial water that might be present in its area; the sulphur will forcefully evaporate it.

Note: The effects of the sulphur linger for three turns unless reversed
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight


 Approved  Removed the water part as it was illogical. Rewrote it.
(Sulfuron: Kyoukou Yuukyuu Kouzui) - Sulphur Release: Famine's Fallow Flood
Type: Supplementary/Defensive
Rank: S
Range: Short-Mid
Chakra cost: 40
Damage points: N/A
Description: The user will focus their sulfuron chakra into ground below, allowing it to leech into the soil and propagate its various harmful effects on the environment. The primary usage of the released sulphur is to exploit its herbicidal properties, namely poisoning the ground and making it uninhabitable for plant-life and organic elements alike such as Mokuton. To signify this, any vegetation within the vicinity of this technique's reach will be discoloured a foul brown colour before withering away and dying soon afterwards. Due to this, this technique can be likened to a sulphur based version of Chidori Nagashi though it only specializes in negating organic (plant-based) chakras within the ground. Although, unlike its raiton counterpart, this technique's effects are obviously longer lasting, since the soil itself is tainted by the lingering sulfuron chakra. This translates to no plant-based elements can be grown from the earth within this technique's area of effect for three turns. The area of effect, which is a circular area, mid range all around the user, will be left like a barren wasteland, deprived of any superficial water that might be present in its area; the sulphur will forcefully evaporate it. Alternatively, instead of focusing one's chakra into the ground, the user can focus their sulfuron chakra into any plant-based structure on the field directly (by spreading their chakra through the ground and into it) or into any organic techniques they may be in contact with.

Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight
Note: No S-Rank or above Sulphur on the user's next turn
Note: The effects of the sulphur linger for three turns unless reversed


 Declined  All updates declined. I see no reason to update them if the sole reason is to buff their power.
 
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House

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(Sekieiton/Katon: Kuruseidā no kaidame ψ Asmund no reiji) - Quartz/Fire Release: Hoard of Crusader ψ Asmund's Rage
Type: Supplementary/Offensive
Rank: S
Range: Short-Long
Chakra: 40 [-10 Chakra per Turn]
Damage: N/A [80 If Used to Attack] [+10 Strong Fist Taijutsu]
Description: Being a very advanced Quartz and Taijutsu technique where the user gathers and releases massive amounts of Quartz chakra from all over their body. As the quartz emitting, it gathers into shapes around the user in the form of a medieval armor that focuses on effective Taijutsu maneuvers instead of tanking. The quartz on his lower legs (tibia/fibula) forms into thick and strong greaves with holes emerging from the back and sides. The quartz on his upper legs (thighs) and waist forms into a chain skirt. The quartz on his feet forms into a pair of shoes with an emerging hole on the heel and below his feet. The quartz forming on his abdomen, chest, and back forms in to a sturdy brassard. The shape of the brassard forms with having two oval triangle forming on the user's right shoulder while a plate of spiked quartz covering his left shoulder. The left and right shoulder piece is connected by a quartz exoskeleton formed in the back of the user. The two oval triangle on his right expands up to covering the user's head on his right side. The brassard extends lower onto the user's right arm and forms into a mitten shaped gauntlet around the user's right fist. On formation, there are several emerging holes left on the user's brassard, three lining the user's shoulder part and another three sets of three diagonally upwards emerging holes on the user's right arm brace. The mitten gauntlet is pieced together in a way of being in four pieces for the user to be able to close and open his right hand. The quartz on his head forms into a helmet with two horns coming out on each side and several openings left infront for the sight of the user. The user also bears a quartz arm brace on his left side. While the user is left with several openings on his body like a clear exposed manly chest and his left elbow that may which the opponent use for his advantage, it's created for the reasons of focusing on speed and offense for most, instead of the creation of a bulky impenetrable armor. The pieces of armors are held together with bolts and nuts so the user is able to move with them on his body. If the armor were to be damaged and the turns hasn't been up, the armor regenerates of newly formed quartz from the pre-made quartz in the ground. Once the user has manipulated his quartz chakra, if he wishes, he'll start channeling massive amounts of katon chakra through his body and start emitting fire from all over the holes mentioned above. The continuous fire emitting from the holes from the user's feet and lower legs enable the user to not only being able to move without the weight of the technique affecting his speed but giving him a speed boost towards the enemy to get into hand-to-hand combat within no time. As the fire is emitting, the fire first engulfs the users right gauntlet and moves up ti'll his right shoulder, engulfing the user's right arm within alarming flames. Once the fire made contact with the quartz, the structure of the quartz distorts from the heat of the flames oozing out of the user, releasing electricity. The electricity happened from the piezoelectric effect which combines with the flames engulfing the user's right arm, giving the flames an electric effect as almost like blazing flames. If contact has been made, the point of impact is left with severe burns and shocking marks.

Just for clarification purposes, the range of the technique is meant for the movement the technique provides for the user through the release of boost from his legs. The actual area of striking is within short range as this is meant for Taijutsu purposes.
Note: Lasts for a maximum of four turns
Note: Can only be used twice per battle
Note: Can only be taught by House
Note: No S-Rank or above Quartz techniques on the turn the armour is deactivated
Note: No Fire or Earth techniques above S-Rank on the turn the armour is deactivated

The technique looks like this (obviously without the flail and the brassard being on the right side and an exosteleton on the back):

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 Declined  No comments.
 
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Negative Knight

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(Mueton: Otakebi no Pangea) – Coal Release: Roar of Pangea
Rank: S
Type: Offensive/Defensive
Range: Short - Long (Explosions are Short-Range)
Chakra Cost: 40
Damage Points: 80
Description: The user will release their mueton chakra into the ground in order to send an omnidirectional wave of coal in every direction. The release of the rampaging wave will continually scatter and suspended massive amounts of coal dust in the air which will explode into a maelstrom of sapphire flames due to the friction generated by the wave moving against the ground. This process of ignition and explosion will continually repeat itself as the wave travels outwards in a radial manner, meaning anyone nearby is prone to being set ablaze. The reason this technique poses no threat to the user is that the wave will need to gather enough momentum before generating the necessary frictional force to ignite the clouds of coal dust, meaning the wave will be a considerable distance from its creator before the first outburst is initiated (just beyond the boundary of short-range). All surfaces will be capable of producing a spark due to the friction created but certain terrains (e.g. wet areas, sandy terrains, etc) will result in the ruby-coloured flames being extinguished almost as quickly as they were produced.

Note: Can only be used twice per battle
Note: Can only be taught by Negative Knight
Note: No other S-Rank or above Coal in the user's same and next turn
Note: No Fire or Earth techniques above S-Rank in the user's same turn


 Declined  Explosive waves of chakra have nothing to do with your CE.
Extract from the CE here -

Negative Knight said:
Coal dust unlike normal coal is highly explosive rather than flammable.
(Mueton: Otakebi no Pangea) – Coal Release: Roar of Pangea
Type: Offensive/Defensive
Rank: S
Range: Short - Long (Explosions are Short-Range)
Chakra Cost: 40
Damage Points: 80
Description: The user will release their mueton chakra into the ground in order to send an omnidirectional wave of coal across the ground in every direction after doing 3 handseals. This mountainous wave of blackened earth will spread out from his position in a circular motion (360 degrees around him) which will crush anyone and anything in its wake, as well as devastate the terrain on an unimaginable level. The wave of coal will grow in height as it spreads out, leaving the resulting effect as a massive crater in the middle of the battlefield, the center point of the newly formed crater being the user's position. The thing that makes this technique unique from its elemental variants is that the release and outward movement of the rampaging wave will continually scatter and suspend massive amounts of coal dust in the air which will explode into a maelstrom of crimson flames due to the friction generated by the wave moving against the ground. This process of ignition and explosion of the produced coal dust will continually repeat itself as the wave travels outwards in a radial manner, meaning anyone nearby is prone to being caught within the explosion and consequently being set ablaze. The reason this technique poses no threat to the user is that the wave will need to gather enough momentum before generating the necessary frictional force to ignite the clouds of coal dust, meaning the wave will be a considerable distance from its creator before the first outburst is initiated (just beyond the boundary of short-range). All surfaces will be capable of producing a spark due to the friction created but certain terrains (e.g. wet areas, sandy terrains, etc) will result in the ruby-coloured flames being extinguished almost as quickly as they were produced. Since the wave ignites the coal dust the moment its produced, it is unable to harmlessly disperse into the environment and instead enhances the ruination this technique brings to the battlefield. The technique will consume all the coal in the field, self igniting it as it self ignites itself, leaving the field clear of coal but completely scorched.

Note: Can only be used twice per battle
Note: Can only be taught by Negative Knight
Note: No other A-Rank or above Coal in the user's same and next 2 turns
Note: No Fire or Earth techniques above S-Rank in the user's same and next turn
Note: Cannot be used if the user is standing on a large body of water, mid air or in any other scenario in which friction with "the ground" is not logically possible.

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 Approved 


(Mueton: Genshiteki Sakashima) – Coal Release: Primordial Reversion
Type: Supplementary/Defensive
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description: This technique essentially allows anything that's solid in composition touched by the user to be coated in a layer of anthracite coal. As a result the user can make use of anything he classifies as a weapon, from sticks to the weapons of others (excluding Custom Weapons). This technique can also be used on the surrounding terrain to inhibit the opponent from manipulating the earth beneath his feet. This can work either as preemptive measure or it can be used to counter a technique. For example if the opponent tries to surface an A-Rank Earth technique below the user he can respond by creating a layer of coal over the ground surrounding him to prevent the technique in question from ever surfacing (it will destroy itself upon contact with the layer). The maximum area this technique can affect is a mid-range radial reach. Moderate amounts of friction such as swords clashing against one another will cause the targeted substance to ignite and become covered in a layer of blazing crimson fire. If the user wishes instead of the whole substance being affected, only select components (e.g. hilt or blade of a weapon) can be targeted. Any weapons or tools coated in this technique develop the power of an A-Ranked Coal technique.

Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight
Note: Follows elemental strengths and weaknesses
Note: Cannot be used on the opponent, summons or the opponent's CW
Note: If used on multiple tools/objects collectively they all amount to the power of an A-Rank


 Declined  Handseals. The application you use as an example has a big flaw: if you can't see the technique before it surfaces, you cannot prevent it from surfacing. What you describe would only work if you could magically know what is about to happen and turned the ground into antracite before it does happen.


(Mueton: Keimei no Kyouryuu) – Coal Release: Dawn of the Dinosaurs
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40 (-15 chakra per turn to sustain creations)
Damage Points: 80
Description: This technique allows the user to create constructs, inanimate objects and tools of coal directly from their body or from earth sources using 3 simple handseals. The user can create a plethora of constructions and as such this technique's use is only limited by the user's imagination and the chakra put into the technique (scale can never exceed that of an S-Rank).

Note: Can only be used three times per battle
Note: Can only be Taught by Negative Knight
Note: No S-Rank or above Coal in the user's same and next turn
Note: All created constructs will amount to the collective power of an S-Rank


 Approved 
 
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-Broly-

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(Katon/Gariumu: Peopleinhellwanticewater ) Fire/Gallium Release: Peopleinhellwanticewater
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20 for every turn active
Damage: N/A (+20 to Gallium Techniques)
Description: By using his fire and Gallium chakra together, the user will flood any Gallium techniques created with an intense amount of heat that will bring the liquid metal to the brink of its boiling point. Due to this, any Gallium techniques used while this is active has the ability to cause extreme burns and also gains more damage due to the increase in temperature. Due to having to infuse the Gallium with fire each time it is created, the user may only use 2 techniques per turn for the duration of this technique.
Note: Lasts 3 turns
Note: Can only be used 2 times per Battle


 Declined  DNR. Also, one more submission from you with a mockery name and you will only see this thread as a guest.
 
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Lord of Kaos

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1. ( Raijingu Sanda: Asteria Aidaou ) Raging Thunder: Asteria's Dominion
Type: Offensive
Rank: A
Range: Close-Long
Chakra Cost: 30
Damage Points: 60
Description: The user forms 3 hand seals and creates a large amount of Raging Thunder chakra that he fires into the sky like Great Dragon Fire. By doing this, he heats the sky up and causes darkness from the clouds blocking the sun. The large amounts of Raging Thunder chakra built up in the sky causes the atmosphere to become unstable and it releases the lightning in a bizarre downpour of raging thunder lightning through the clouds, burning everything it comes in contact with like acidic lightning. The downpour of ‘rain’ lasts for three turns. It has the potential to burn through earth jutsus of S-rank and below upon contact, falling through them as it nothing was blocking it due to elemental advantages. As this lightning rains down, the fire chakra present grants it a shining aspect, causing the lightning to appear extremely bright as it falls. The user is able to cause portions of this chakra to stick to one another, causing a cluster of sorts. This can be used to create an A rank 4 meter sphere of lightning, bright enough to blind any looking at it as well as cause massive damage should it hit a target, the user directing it's path, unable to use jutsu as he does so, ending the downpour of lightning prematurely.
Note: Can only be used three times.
Note: User is not affected by the downpour due to the chakra being his own chakra, however any jutsu he uses can become effected by the rain just like the opponent
Note: Lasts two turns

2. ( Raijingu Sanda: Bukiko no Zeus ) Raging Thunder: Armory of Zeus
Type: Offensive
Rank: A
Range: Close-Long
Chakra Cost: 30
Damage Points: 60
Description: The user will channel Raijingu Sanda chakra create any object and shape his mind is able to imagine ( Thrones, Spheres, Staffs, Bolts, etc). These bright objects can be used to defend or attack for the user. Through hand gestures, the user can control these objects and will them towards the target with great force, though if in close proximity to them ( short range ), he is able to control these objects without hand gestures. These constructs can cause severe damage to a foe touching the lightning but the user is able to interact and wield these objects sans damage. When in close range of these objects, they are able to last until destroyed, the user's chakra vibrating more vibrantly through the objects, making it ideal for weapons and defensive means.
Note: After using once, the user must wait one turn before using it again.

3. ( Raijingu Sanda: Zeus' Houmotsu Raiton ) Raging Thunder: Zeus' Treasured Lightning
Type: Offensive
Rank: S
Range: Close-Long
Chakra Cost: 40
Damage Points: 80 ( +20 if used logically with A rank water and higher )
Description: An advanced application of Armory of Zeus, the user will channel large amounts of Raijingu Sanda chakra to create any object and shape his mind is able to imagine ( Thrones, Spheres, Staffs, Bolts, etc). These objects function much like the parent jutsu, however these variants alter from the original due to their different methods of usage. Through hand gestures, the user can control these objects and will them towards the target with great force, though if in close proximity to them ( short range ), he is able to control these objects without hand gestures. These objects are able to cause third degree burns on contact and superheat the air around them as well, characteristic of Raging Thunder. This wind is superheated to temperatures that are able to cause dehydration in seconds as well as evaporate low ranking Water jutsu, but when combined with similarly ranked Water, it increases the temperature of the water while simultaneously flowing the lightning through it. These constructs can cause severe damage to a foe touching the lightning but the user is able to interact and wield these objects sans damage. The user is able to use these objects in short range of the user though due to the increased in the heat of the wind, if the user does not remove himself from near the object, he will begin to suffer first degree burns.
Note: Can be used three times per battle.
Note: After using once, the user must wait two turns before using it again.
Note: No Raging Thunder jutsu of S rank and higher the same turn.

4. ( Raijingu Sanda: Hephaestus' no Tenkei Ichimi ) Raging Thunder: Hephaestus' Divine Touch
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 40 ( +40 to Lightning jutsu )
Damage Points: N/A
Description: The user gathers high levels of chakra and superheats this with Katon chakra, heating it to the point where it becomes positive lightning, essentially creating Raging Thunder jutsu. This causes any Lightning jutsu the user performs to likewise be superheated and become a Raging Thunder jutsu itself. This is a very strenuous process and as such, causes an additional +20 chakra cose to every lightning jutsu used alongside this one. After being performed, this jutsu is capable of affecting Lightning jutsu for up to 3 turns and can be used 4 times per battle. After each use has expired, the user must wait at least 2 turns before being able to reuse. In addition to this, the user is unable to use S rank and higher Raging Thunder jutsu the next turn as well.
 

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☻ Toseki: Kuroten - Soapstone Release: Black Sky ☻
Type: Offensive, Defensive, Sup
Rank: Forbidden
Range: Short-Long
Chakra: 50(-30 p/turn)
Damage: 90(40 to user)
Description: The user after slaming their hands on the ground, causes a large dragonoid figure to emerge from the ground. The dragonoid is entirely made of Soapstone and as it erupts, the user is either situated in a compartment lacated in its head or directly standing on its head. The black dragonoid would stand 50m tall from the ground with its black lustre adding to its entire magnificence and awe. The entire body of the dragonoid is slippery albeit the dragonoid itself is a able to stand and balance itself through spikes underneath its foot which he would use to attach to the ground. It is able to extend its tail to great lenghts in order to attack or grab onto something. Because of the chakra aided-sliperyness of its hard skin, physical jutsu like earth and water, etc, up to S-rank would normally slip off its skin and be redirected unto another path. Although the dragonoid is very huge, its weight is not, because of the lightness of soapstone in general, thus it is able to move its limbs, run, jump or react as fast as the user's base speed. The running speed is doubled when the floor is slipery through wet ground, ice, mud or through the use of a soapstone floor like "Batala's Renascence".
While the user is piloting the dragonoid, he is not able to use any other technique apart from soapstone jutsus(used through the dragonoid) otherwise, he risks losing control of it.
The dragonoid is able to form spikes and melle weapon on any area of its body at will. From any part of the body of the dragonoid, pockets can be opened so that grapples made of durable soapstone wires and a mini dragon head, can be shot to impale or grab a target or several targets. The grapples can extend upto 20m max. Instead of grapples, several basketball sized soapstone can be shot while they explode on contact with the target with each having a potent explosive power of a paper bomb. The basketball can be made to home on the target. The damage caused by this ability is S-rank in power, counts as a move and can only be done once per turn.
Black sky can only be overcome if its entire self sustain extreme damage, meaning, more than half of its body is destroyed. For example, when only the tail or limbs are severed or destroyed, so far more than half of Dark Sky's body remains, the user continues to pour chakra into it to regenerate them, a reason why the user's entire focus is put into it.
NOTE: Usable only 1x per battle and last for 5 turns after which the dragonoid crumbles into a pile/rubbles of soapstone and the user is left exhausted that his physical strenght and stamina is drastically reduced and won't be able to perform Taijutsu for 2 turns. If the jutsu is stopped before its expiry, then the user would not be able to use Tai the next turn.
NOTE: No soapstone for 2 turns if the entire 5 turns duration is used up. However, if the technique is stopped before the 5 turns, the user would only be unable to use soapstone for one turn.
NOTE: The user suffers 40 damage after using this.
NOTE: No forbidden soapstone jutsu the next turn after the end of the jutsu.

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 Declined  Too much. Also, little things. Long range? In what? reach? 90 damage? for all his moves? I understand a projectile might slip off his skin but what ahbout something like mountain smash? Or Swamp of the Underworld? The slippery is a characteristic of your element, yes but its also bound by logic. Considering its already slippery, if the gorund is itself also slippery, it will probably be too much to a behemoth of 50 meters tall to actually move around. Consider this: if he is 50 meters tall, assuming he is a dragon-like construct, he will be more than 50 meters long. So his tail will be like 15 meters alone. This means that the moment you create it, its already encompassing the area Mid range all around its creation point. Without moving. without doing anything. Its simply too much. Make it smaller, make it simpler, make it more user freely, polish the effects of the speed and consider that, due to its size, it will always be slower than you. Otherwise, its DNR by default.


☹ Soapstone: Darn It! - Toseki: Shimata! ☹
Type: Sup
Rank: C
Range: Short-Long
Chakra: 15
Damage: 0
Description: The user focuses his soapstone chakra into any tools, weapon, object, etc, that the opponent is holding. By forming a thin layer of slippery soastone around it, the handle or the entire object is made slippery and thus useful at disarming the target of their weapons or making them suddenly drop what they are holding due to being unable to hold on to it. The user can use this on the the targets clothing and shoes. For example, the user can use this on the targets foot wear, making the sole of his shoes slippery and as a result, the target would slip and be unable to stand.


 Declined  The idea is cool yes but...Long range? No handseals? And how does one counter this? I think it needs a bit more polishing. Though the idea is cool.


☹ Soapstone Release: Redox - Toseki: Uwaki ☹
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user makes one handseal while focusing his chakra into an existing soapstone source. By adding chakra the user dis-stabilizes the molecular structure of the soapstone and thus causes a collapse in the structural lattices as their atoms becomes rabid and erratic. The result is a massive instability and exothermic energy reaction as the soapstone explodes outwards. Depending on the size of the soapstone in question, the explosion spans a short range distance diameter(5m radis area covered by the explosion while the soapstone source is the epicenter) for dormant soapstone sources and B-rank and below soapstone sources. The explosion area of affect spans a 20m radius or more, depending on the size, if this is used on A-rank and above soupstone technique.
The technique itself is quite fast as the explosion occurs immediately after the handseal is made thus making it a very dangerous technique even for the user as he himself might be caught in the blast if he happens to be in range.
NOTE: Usable 5x per battle


 Declined  Its simply an explosion of the element. Done so many times before for almost all elements. Nothing new here.
 
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