Custom Element's Jutsu Submission

Status
Not open for further replies.

The_Empire

Supreme
Joined
Jan 8, 2009
Messages
23,544
Kin
6,343💸
Kumi
3,510💴
Trait Points
18⚔️
Re: Custom Element's Jutsu

Updating all the techniques below this mark

Silicone Release Technique (Shirikon no Jutsu)
Rank: B
Type: Attack/Defense
Range: Short-Mid
Chakra cost: 20
Damage points: 40
Description: The user uses a silicone sand source and shapes the source into various things the user would like to make. This is a basic jutsu for the whole Silicone sand element and the first technique everyone using Silicon sand learns. The source is shaped into various things(weapons, spikes, orbs, and platforms). The max of the length, height and/or width is three feet max.
-Must have a silicon sand source already on the field.

________________________________________________
 Approved 
(Shirikon ♦ Shirikon no Jutsu) – Silicon Release ♦ Silicon Release Technique
Type: Offensive/Defensive
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: A technique with multiple applications that form the basis of many maneuvers. By manipulating one or multiple sources of silicon the user can shape the powder into anything he desires, within reason. This technique can be used to create a source of silicon from earth or stone on the field and then manipulate it, but doing this adds a +10 chakra cost to the technique and disallows the use of the S-Ranked version of the technique.

-The A-Ranked version can only be used four times per battle
-The S-Ranked version can only be used twice (2) per battle.

‡ Update 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.
____________
-Approved-


(Shirikon ♦ Funmatsu no Arashi) – Silicon Release ♦ Storm of Fine Powder
Type: Supplementary
Rank: B-Rank
Range: Short-Long
Chakra Cost: 20 (-10 per turn)
Damage Points: N/A
Description: A simple, but large-scaled technique that takes advantage of the abundance of Silicon in nature and the element’s strength against the Earth Element. By infusing chakra into the earth the user is able to call forth continuous streams of silicon powder from earth and stone that diffuse into the air and targeted areas of the field to such an extent that each silicon molecule travels alone. Because of the dark color of silicon this technique will darken the battlefield considerably and since silicon is continuously extracted and created from the ground the technique can create an almost solid mass of silicon if left alone. The ‘storm’ of silicon is harmless on its own and the powder is fine enough to be inhaled without causing any respiratory difficulties. It can, however, cause one’s eyes to become irritated and might in some cases be the cause of bronchitis several years later if the powder is breathed for several consecutive days. The real power of the technique lies in the user’s connection with the silicon: through storing a miniscule amount of chakra in the powder the user can sense what the silicon touches and use it advantageously while the opponent is slowly blinded. When the technique ends the silicon simply falls to the ground and can act as a source of silicon for future techniques.
-Each use lasts only a maximum of three (3) turns.

‡ Update Approved ‡

Silicone Release: Tidal Wave (Shirikon: Tidal Nami)
Rank: A
Type: Attack
Range: Short-Long
Chakra cost: 30
Damage points: 60
Description: The user gathers a great amount of silicon sand from the ground, or from an existing source of silicone sand, and sends it towards the target as a eight foot tall and four foot wide wave of silicone sand. The user can manipulate the form of the wave and slightly change it's trajectory, by using the chakra infused in the silicone sand.
-Only used four times per battle
-Used every other turn
____________
-Approved-
(Shirikon ♦ Tsumi no Omoni) – Silicon Release ♦ The Burden of Sin
Type: Supplementary
Rank: B-Rank
Range: Short-Long
Chakra Cost: 20 (-10 per turn)
Damage Points: N/A (40)
Description: A simple technique used to encumber opponents that rely on speed or agility. Through the application of chakra the user can use this technique to continuously draw any pre-existing sources of silicon towards one or multiple targets. The speed, density and sheer magnitude of the technique depends entirely on the size of the source of silicon used to initiate it. Smaller sources of silicon are quickly drawn to their target and worm their way into every nook and cranny while larger sources are more cumbersome, but have the advantage of size instead of speed. The technique only damages the opponent in extreme cases where humongous amounts of silicon is used.
-Each use lasts only a maximum of three (3) turns.

‡ Update Approved ‡

Submitting the following new techniques

(Shirikon/Suiton ♦ Jaakuna Fuyu no Jikan) – Silicon Release/Water Release ♦ The Time of Wicked Winter
Type: Offensive/Defensive
Rank: A-Rank
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: A technique that takes advantage of silicon’s increased density in its liquid state. Through an infusion of water chakra this technique allows the user to drastically decrease the temperature of any sources of silicon on the field, thus dramatically increasing their size. The frozen silicon can then be manipulated in a multitude of ways to attack a target or defend against attacks.
-Can only be used thrice (3) per battle.

‡ Declined ‡ CEs can only be used in one state (unless stated otherwise in their description). Not only that but decreasing temperature to that degree isn't a quality of Suiton.

(Shirikon Genjutsu ♦ Paudāmajikku) – Silicon Release Illusionary Technique ♦ Powder Magic
Type: Supplementary
Rank: A-Rank
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: A diversionary technique with a plethora of applications. By forming a single handseal this technique allows the user to exhale a thin mist of silicon powder that acts as a conduit for illusions. If a target comes into physical contact with or inhales the powder it will place him in a strong illusion. The content of the illusion and its effects are decided by the user and can vary widely, but it can never inflict any actual damage upon the target. If the target avoids contact with the powder it settles in the air and remains there until removed by whatever means. This trait allows the powder to be prepared before battle and stored in containers for use later on.
-Can only be used thrice (3) per battle.
-It must be stated in the user’s biography if the powder has been created beforehand.


‡ Declined ‡ I've been inactive but I'm pretty sure you need elemental genjutsu for this.

(Shirikon ♦ Jinrui no Zeijaku Yume) – Silicon Release ♦ The Fragile Dreams of Mankind
Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra Cost: 40 (-20 per turn)
Damage Points: 80
Description: A structure of compressed silicon powder that dissolves and reforms under certain types of pressure. Through an infusion of chakra this technique allows the user to create a compressed structure of silicon powder and control it through force of will. The structure is ever-changing and constantly morphs, a trait that constitutes its greatest strength: when any kind of attack approaches the structure it dissolves into numerous miniscule components that bypass the attack through all available routes with incredible speed, only to reform back into a single structure. This ability allows the technique to connect with an intended target without ever being weakened, though it leaves the user open to attacks.

-Can only be used twice (2) per battle.
-Each use lasts only a maximum of three (3) turns.
-No other Silicon Techniques can be performed while this technique is active.

‡ Declined ‡ Not a bad idea but you could flesh this out more. I want you to clarify what the original structure is and that it's created within short-range of you (like the Great Stone Golem). I think it would make sense to make this a sentient creation that is sustained passively for three turns.
 
Last edited by a moderator:

Nathan

Active member
Immortal
Joined
Mar 26, 2011
Messages
54,365
Kin
409💸
Kumi
615💴
Trait Points
0⚔️
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: Yokkenka | Alcohol Release: Drunken Brawling
Type: Supplementary
Rank: S
Range: Short (Self)
Chakra: 40 (-15 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 performing two hand seals and releasing a large amount of alcohol chakra all around their body the user will produce alcohol, effectively coating themselves in an extremely thin layer of alcohol on the surface of their skin. 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, Water & Tajutsu techniques. The user’s taijutsu blows themselves will subsequently intoxicate an opponent if a open wound is present, and if there isn't one the alcohol that is released onto them can be used towards other combinations. 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 twice (2) per battle.
Note: Can only be used once every two (2) turns.
Note: Drunken Brawling will last a total of four (4) turns.

Declined - first of all, to have this over your body, it would be visible as you'd look wet would you not? Same as the smell, achohol gives off a stronger smell so the likes of inuzuka would know it's there. May i make a suggestion, to make this more useful, have it release a mist type of alcohol that they breathe in. As they do they get slower and intoxicated too?
--
(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: 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 defences 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, on top of the stated above the user whist using this technique is unable to make handseals, nor hold weapons, as for the users senses, hearing is slightly off as the armour covers the user in four layers, the user will be more vulnerable to surprise attacks. 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 two (2) 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 - what makes it any different from the cannon jutsu? You should play it off that it's temperature plays a part to atleast make it slightly unique.

Shuton: Yotta Oikosu | Alcohol Release: Drunken Overtake
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A
Description: To initiate this technique the user will begin by performing a single Monkey hand seal and channelling their Alcohol based chakra into the surface within any water based surface, or within any variations of water. This technique is purposed to in effect create a body of alcohol from the surrounding terrain under which the user can drop their opponent into. The dimensions of the body of pure alcohol can in essence be determined by the amount of chakra infused into it allowing the user a great number of applications to this technique. There is however a specific tell to this technique revealing it to the opponent prior to its activation. As the user will release their Alcohol based chakra into the terrain to manipulate it those who stand on the targeted area will feel a warm sensation beneath their feet as well as the distinct smell of alcohol just prior to the earth changing its properties into Alcohol. This warm sensation poses no direct harm to the opponent and is simply the Alcohol chakra manipulating the earth. Moments thereafter it will change into pure Alcohol. As it is composed of pure Alcohol should it enter the victim’s bloodstream either through direct entry through wounds or through consumption it will induce a powerful intoxication which lasts for five turns. In the first turn of intoxication the victim will be unable to mold chakra for Forbidden ranked techniques. In the second turn of intoxication the victim will be unable to mold chakra for S-Rank and above techniques and be unable to perform complex taijutsu maneuvers (B-Rank and above). In the third turn of intoxication the victim will be unable to mold chakra for A-Rank and above techniques, be unable to perform taijutsu maneuvers (C-Rank and above), and be unable to discern subtle genjutsu from reality. In the fourth turn of intoxication 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 above). In the fifth and final turn of intoxication the victim will simply be unable to mold chakra for Forbidden ranked techniques. Because of the nature of this technique depending on the dimensions of the swamp it may not be suited to be used in the presence of allies or large summons used by the user.
Note: Can be used twice per battle.
Note: No Alcohol techniques above S-Rank in the same and following turn.
Note: The pool of alcohol can also be used for other alcohol techniques.
Note: Cannot be used on just earth based substances, can though be used on a area flooded with water, or a puddle of water.

‡ Declined ‡ I'm still finding mentions of this converting or manipulating the earth/swamp. Also, remove the whole paragraph about the effects of the alcohol entering bloodstream. This isn't an offensive jutsu.
Shuton: Yotta Oikosu | Alcohol Release: Drunken Overtake
Type: Supplementary/Offensive
Rank: A
Range: Short – Long
Chakra: 30
Damage: 60
Description: To initiate this technique the user will begin by performing a single Monkey hand seal and channelling their Alcohol based chakra into the surface within any water based surface, or within any variations of water. This technique is purposed to in effect create a body of alcohol from the surrounding terrain under which the user can drop their opponent into. The dimensions of the body of pure alcohol can in essence be determined by the amount of chakra infused into it allowing the user a great number of applications to this technique. There is however a specific tell to this technique revealing it to the opponent prior to its activation. As the user will release their Alcohol based chakra into the terrain to manipulate it those who stand on the targeted area will feel a warm sensation beneath their feet as well as the distinct smell of alcohol just prior to the water changing its properties into Alcohol. This warm sensation poses no direct harm to the opponent and is simply the Alcohol chakra manipulating the water . Moments thereafter it will change into pure Alcohol. As it is composed of pure Alcohol should it enter the victim’s bloodstream either through direct entry through wounds or through consumption it will induce a powerful intoxication which lasts for five turns. In the first turn of intoxication the victim will be unable to mold chakra for Forbidden ranked techniques. In the second turn of intoxication the victim will be unable to mold chakra for S-Rank and above techniques and be unable to perform complex taijutsu maneuvers (B-Rank and above). In the third turn of intoxication the victim will be unable to mold chakra for A-Rank and above techniques, be unable to perform taijutsu maneuvers (C-Rank and above), and be unable to discern subtle genjutsu from reality. In the fourth turn of intoxication 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 above). In the fifth and final turn of intoxication the victim will simply be unable to mold chakra for Forbidden ranked techniques. Because of the nature of this technique depending on the dimensions of the swamp it may not be suited to be used in the presence of allies or large summons used by the user.
Note: Can be used twice per battle.
Note: No Alcohol techniques above S-Rank in the same and following turn.
Note: The pool of alcohol can also be used for other alcohol techniques.
Note: Cannot be used on just earth based substances, can though be used on a area flooded with water, or a puddle of water.

Declined - no to the varients of water. Water in itself is fine but it wont react the same with all other water elements, Also i find that an A rank having such strong effects is too much and too fast personally.

New submissions:

Shuton: Uisukībijinesu | Alcohol Release: Whisky Business
Type: Supplementary
Rank: S-Rank
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: The user begins by releasing a pulse of alcohol chakra into the ground up to mid-range away from him. By doing so, the ground around and under the user is saturated with large amounts of alcohol chakra. This chakra within the ground amplifies alcohol’s ability to encourage organic growth to a point where organic-based elements and materials (such as wood, plant-life, mushroom, etc) are driven into a frenzied state when manifested in the vicinity. In other words, when an organic material is grown within the alcohol saturated ground’s boundary, the material will grow uncontrollably, thereby expending the chakra used within it prematurely.
Note: Can only be used thrice per battle.
Note: Stays on the field for a total of three turns.
Note: No alcohol above A-rank for one turn after the use of this technique.
Note: Require's two turns between usages.

‡ Declined ‡ So you strengthen organic elements in order to weaken them? :|

You must be registered for see images
Shuton: Uisukībijinesu | Alcohol Release: Whisky Business
Type: Supplementary
Rank: S-Rank
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: The user begins by releasing a pulse of alcohol chakra into the ground up to mid-range away from him. By doing so, the ground around and under the user is saturated with large amounts of alcohol chakra. This chakra within the ground amplifies alcohol’s ability to encourage organic growth to a point where organic-based elements and materials (such as wood, plant-life, mushroom, etc) are driven into a frenzied state when manifested in the vicinity. In other words, when an organic material is grown within the alcohol saturated ground’s boundary, the material will grow uncontrollably, causing the affected material to go out of control, and whoever controls the organic-based element won't have control for the three turns the alcohol is on the field, once the alcohol is gone, the material will be back under control.
Note: Can only be used thrice per battle.
Note: Stays on the field for a total of three turns.
Note: No alcohol above A-rank for one turn after the use of this technique.
Note: Require's two turns between usages.

Declined - this isn't within your c.e's power nor in it's description.
 
Last edited by a moderator:

Pervyy

Immortal
Joined
Oct 22, 2009
Messages
43,023
Kin
3,689💸
Kumi
31,971💴
Trait Points
0⚔️
[karumera: Ichi Kurume Baindo Arankagiri] - Caramel Release: One Caramel To Bind Them All
Rank: Forbidden
Type: Attack
Range: Short-long
Chakra cost: 50
Damage points: 90
Description: This is the strongest of the all the caramel jutsu, using the more deadly form of caramel, Liquid caramel. In this form it's pretty much molten sugar with extreme heat which sticks and binds with a heavy weight behind it. The user will clap their hands together performing a single handseal to active this jutsu, upon making this seal they will have chosen and epicenter for the jutsu, the center of concentration if you will. From under this spot and all around super heated liquid caramel will shoot up from every direction like a sudden 360 degree tital wave of liquid caramel. This caramel shoots up as fast as the Water Release: Gushing Water Imprisonment but with several differences. This comes from all around the epicenter up to mid range around the target and shoots up to touch at the top (20m high) and all comes crashing down in a compression type way in a giant orb of molten caramel stretching up to mid range. The user will need to be mid range from this so he doesn't get caught in it and will be 1m away from the edge of the orb. The caramel shoots up from the floor upd range around the epicenter, this will include under the target, meaning their feet would be stuck in the caramel much like the swamp jutsu. As the caramel shoots up all around it quickly compresses in into a binding orb as the outside of the caramel solidifies. The heat and preasure of the binding being more than enough to crush and kill who are inside (unless the use an effective armor ect), all this happens within a few seconds and when the orb forms the user can use an addition handseal creating an A ranked sealing formula sealing the caramel orb and anything inside it. This will cost an addition one of the users three jutsu per. This jutsu and method is similar to Gaara's sand binding and sealing style but through the use of molten hot caramel. The caramel would need to be hot so it can be controlled and bent and moved at the required speed.

Note: Useable once
Note: If sealing method is used it takes up one of the three jutsu per turn.
Note: No caramel for 3 turns after
Note: No jutsu above A rank in the following two turns.

-------------

(kurokongouseki no jutsu ) Carbon technique
Rank: C
Type: attack/defence
Range: short - mid
Chakra Cost: 20
Damage Points: 30
Description: The user will use their chakra to create small pillars of carbon, small tools, and small shields of carbon.


(Taibu kurokongouseki no jutsu ) Greater Carbon technique
Rank: A
Type: attack/defence
Range: short - long
Chakra Cost: 30
Damage Points: 50
Description: The user will use their chakra to create medium pillars of carbon, medium sized tools, and medium sized shields of carbon


Combining the two and updating the description. Explaining limits and given detail to use.

(Taibu kurokongouseki no jutsu ) Greater Carbon technique
Rank: D-S
Type: Attack/Defence
Range: short - long
Chakra Cost: 10-40
Damage Points: 20-80
Description: This is the basic application of carbon release where the user will gather carbon in the air, the ground or create it from their own chakra (spitting it out ect) to form structures of carbon. This can be anything from weapons, to walls, to spikes, domes, anything innanimate which they can use as projectiles aswell. For example the user could create a kunai of carbon and launch it at their opponent. The larger the object the higher the rank. For objects larger than the user they will need to be A rank. To use the S rank version, the user will need to perform 1 handseal. This can also be used to reshape current carbon the user controls which they can use to attack with again, in a similar way to earth release but on a unique level. Due to the control required the user is not able to form microscopic carbon, they carbon they gather will be around the same size as a grain of sand and so always visible to normal ninja. With this the user can use their advanced knowledge of carbon to form different types of structures within the power of the c.e. So through the form of nano tubes the user could make extra hard carbon without the added weight which would be great for shields an such. A rank and below carbon structures can be made with either a hand gesture or with a single handseal. A rank can only be used once per turn. S rank can be used 3 times per battle, with two turns in between uses and no carbon above B rank in following turn.

(karumera) - Caramel release
Rank: B
Type: Supplementary
Range: Short-long
Chakra cost: 30
Damage points: N/A
Description: The user will focus their chakra combining the nescessary elements and create a liquid version of caramel on the battlefeild that they can use to attack or defend or just bind the opponents.
Note: Caramel dries up in 2 turns
Note: The target will be burnt by the caramel if its made hot by the user
(karumera) - Caramel release
Rank: D - S
Type: Supplementary/Attack/Defense
Range: Short-long
Chakra cost: 10-40
Damage points: 20-80
Description: The user will focus their chakra combining the nescessary elements and create a liquid version of caramel on the battlefeild that they can use to attack or defend or just bind the opponents. The caramel can be made in various shapes and forms which can be held together with the users chakra if made with liquid caramel. This can be made from the ground, the users chakra or via them spitting it out or releasing it from their body. If they release it from their body they will create a layer of chakra between them and the caramel so the heat wont burn them in liquid form. The user can make solid forms such as weapons and walls or waves and pulses of caramel. For A rank and below the user will use hand gestures to form the caramel, for S rank the user will need to perform one handseal. A rank can be used once per turn, S rank can be used 3 times per battle with two turns between uses and no caramel A rank and above in the following turn.
Note: Caramel dries up in 2 turns
Note: The target will be burnt by the caramel if its made hot by the user

✦ All Declined/Pending, where are the approval links? I think you accidentally deleted the first portion of this as you bolded a line in the first CEJ but don't have the previously submitted version. ✦


If you approved the combining of the carbon jutsu, this is a new jutsu to be checked to fill the slot left behind:

( kurokongousekiTainai no Jutsu ) - Carbon Body Technique
Type: Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30 ( - 10 per turn )
Damage points: 60 (for tai strikes)
Description: The user turns his own body into Carbon, or simply parts of it. While in carbon form, the user can stay solid for defense and attacks or break their body down into grains of carbon so he can cross long distances by soaring as a sandstorm of carbon. In this form, he is also invulnerable to attacks based on strengths and weaknesses of carbon. However, he is unable to attack during this form if he breaks down into the sandstorm of carbon. While in the solid state the users body is sense and can be used for stroke tai attacks, but is vulnerable to carbons weaknesses. If used to move, the user will move as fast as their normal movement speed, able to travel up to long range. Though the carbon grains need to stay close to each other. In this form if the users body is damaged, they can reform part of their body from a source of carbon by touching it.
Note: Can only use carbon and elements that make up carbon in this form
Note: Useable 3 times lasting up to 4 turns
 
Last edited by a moderator:

Negative Knight

Active member
Legendary
Joined
Jun 8, 2012
Messages
17,240
Kin
806💸
Kumi
5,938💴
Trait Points
0⚔️
Awards


(Sulfuron: Shi Kishu no Keiji) - Sulphur Release: Four Horsemen of the Apocalypse
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra cost: 40 (-10 chakra per turn)
Damage points: 80
Description: The user will focus their sulfuron chakra throughout their body or into the ground in order to create one, two or four demonic knights composed of volcanic sulphur within short-range of their position. Each of these creatures are symbolic of the four principal harbingers of doom and their abilities correspond to such. While their main abilities (sometimes referred to as their horses/steeds) may differ, the demons share some common traits. These demons tower over the user at a height of four meters, are fully equipped with a pair of serrated claws, horns that can be rammed into the opponent, arching spiked protrusions which are focused around the upper body and a prehensile two-meter long spiked tail. These demons are sentient to a certain extent (around the same level as most sentient creation techniques) and so they can be controlled remotely via mental commands. All of them possess the ability to "control" their solidity except Death. They can freely and passively compress the sulfur which comprises their bodies so that it becomes solid-like in composition (Similar to Fire Release: Dragon Flame Release Song Technique) and then revert to their original state of semi-intangibility whenever they wish. When in this pseudo-solid form they can interact with people and objects around them, thereby bestowing them with the ability to engage in Taijutsu and deflect ninja tools with their bodies. However while in this "solid" form they are more susceptible to fire techniques (of equal rank and above) because not only will they ignite and burn, they will explode in a violent maelstrom of corrosive fire that spans short-range in every direction. That being said the user should take care not to have them nearby whilst they're in their compressed states. The user can only ever call forth one, two or all four of the horsemen, never three. The power of this technique is equally divided between the created familiars e.g. One = S-Rank, Two = A-Rank and Four = B-Rank. Each demon created through this technique must be unique and cannot have a copy/duplicate e.g. two Deaths cannot be made.

Pestilence - His special ability known as the White Horse allows him to diffuse into any form of organic matter alive or dead (excluding people and summons) and travel through them (Similar to Earth Release: Hiding in Rock Technique). No limitations apply to entering organic matter devoid of chakra but anything that's imbued with the opponent's chakra can only be travelled through if its of equal rank or below. Attempting to traverse through an organic (plant-based) technique one rank higher will simply neutralize Pestilence and the medium he entered. This mode of travel is as fast as the user's base running speed and it has no signs barring one. Any vegetation such as grass the creatures are moving through will systemically wither, turn brown and die within mere moments of the demonic familiar passing through that point. Any vigilant shinobi will quickly realize this and so initially he will be fully aware of its whereabouts on the battlefield despite its physical concealment. Diffusing into chakraless organic matter is passive but diffusing into a technique will count towards the user's three jutsu per turn limit. He cannot travel like this when in his compressed state.

War - His special ability known as the Red Horse allows him to use Katon to a very limited extent in order to passively set his body alight at any time while still retaining his form for one whole turn before being burnt up completely. In this form he becomes a Fire/Sulphur technique. It is the most destructive of the four steeds and the fact that it is self-destroying is a testament to this. Burning of sulphur in air will give rise to a sickly mist of sulphur dioxide and sulphur trioxide which will instantly react with the moisture in the air its exposed to, giving the minute droplets of water a certain corrosive quality. When alight, a chassis of corrosive mist will surround War's body and anyone unfortunate enough to touch this corrosive coating will suffer severe chemical burns (which will result in their skin peeling and falling off). If this self-induced ignition is used while in his compressed state, he can force himself to explode but this means he will be annihilated immediately rather than after one turn. At any time, he can merge into the user's fire jutsu in order to make them corrosive, change their pigmentation to that of a golden-yellow and increase their power. When already ablaze, he can instead merge into the user's water jutsu to make them scalding hot, corrosive and increase the damage they can inflict. When he is B-Rank in power, he will increase the damage of techniques by +10. When he is A-Rank in power, he will increase the damage of techniques by +20. When he is S-Rank in power, he will increase the damage of techniques by +40 (similar to the S-Rank Weight Alteration techniques). Merging into a jutsu also leads to his premature termination.

Famine - His special ability known as the Black Horse allows him to slow down anything solid/semi-solid and drain them of their momentum. His steed is symbolic not of famine itself but rather the weakening of the body severe hunger incites. He is composed of extremely dense sulphur gas (more so than usual) so anything which attempts to traverse through him will be drastically drained of its momentum. Most fast moving people, techniques and objects passing through him 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). In order to actually intercept high speed movement, he automatically adjusts his speed in accordance to the opponent's or incoming technique/object/tool (whichever is fastest) in order to match it. The limit on this is that he can move up to five times the speed of the user's base running speed and so if he encounters anything faster than this, he will simply move at this maximum speed. This does not mean that he moves this fast against all opponents, he simply attunes his speed to equal their own or the speed of their techniques. Another thing is he is a kind of "speed-seeker". Instead of being drawn by heat, he is bound in the sense that he can only pursue or intercept the fastest being/technique/object/thing on the battlefield (excluding the user and his/her techniques). This means he's incapable of speed-blitzing the opponent if a different fast moving entity is present on the battlefield. He will not be drawn to it mindlessly like a moth to a flame but will instead balance this against his duty to protect his creator. Intercepting freeform movements doesn't count towards the user's jutsu per turn limit but intercepting techniques (including movement-techniques) counts as one of the user's moves per turn. When in his compressed state, he will not slow things down but block them altogether. If Famine compresses his body right after being struck physically he can trap the opponent's limb in his body and bind them in place.

Death - His special ability known as the Pale Horse deals in chemical warfare. Unlike the other three, Death can never compress his body and is always stuck in a perpetual state of complete intangibility. This means he can phase through any and all solid matter (excluding living beings and anything that has foreign chakra imbued) but he is still prone to burning through the use of katon-based elements. When within touching distance of the opponent, he can form himself into a sulfuric cloud which immerses them in his being. Once inhaled the sulphur will cause a variety of harmful effects on the opponent's body. Despite the namesake, he doesn't seek to actually induce death but rather deals in leaving his victims wounded, traumatized or hindered for the rest of the battle. When first inhaled, the opponent will be left with a burning sensation in their chest, a sore throat, a dry cough, irritant lungs and their breathing will become laboured (wheezing). After one turn, the opponent will begin to feel dizziness, vertigo, loss of balance, loss of co-ordination and nightmare-ish hallucinations which make it difficult to perceive what is reality and what isn't. After two turns, the opponent will experience full body numbness, parts of their body will exhibit signs of necrosis, their skin will redden and develop blisters which resemble second degree burns and they will begin vomiting up blood. Death is the only one not composed of condensed sulphur and so he is the only one the user/opponent are at risk of inhaling.

Note: Lasts for a maximum of four turns (unless cancelled)
Note: Can only be used twice per battle
Note: Can only be taught by Negative Knight
Note: No other S-Rank or above Sulphur techniques in the user's next turn
 

Zaphkiel

Seraph
Legendary
Joined
Mar 18, 2013
Messages
12,628
Kin
1,915💸
Kumi
1,618💴
Trait Points
0⚔️
.

(Hokkyoku āsurirīsu: Meimon no Teikoku)- Arctic Earth: Highborn Imperium
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra cost: 30
Damage: N/A
Description: The technique is a 'take over' type one where the user will focus his chakra into any earthen structure within short ranged of hismelf providing he has physical contact, even enemy controlled structures. By touching said structure and injecting his Arctic Earth chakra he will cause it to rapidly transform to permafrost and subsequently sever it's connection to the opponent should they lack the Arctic Earth chakra nature. This method is applicable to structures with touch. From a range of 10 meters (mid ranged) the user can bring about this take over effect with a Ram hand seal and projecting his chakra from his body in a directed and intangible shockwave. Earthen structures caught in this shockwave are transformed to permafrost, this includes enemy non-sustained structures A ranked and below.
Note (s):
- Can only be used 3×
- A one turn cool down

‡ Declined ‡ This isn't really within your CE's ability for one reason. Your element is weak to earth, take over techniques are really on feasible when it comes to neutral and weaker elements.

(Hokkyoku āsurirīsu: Kuraudo-Ryoku, Sekai Endā)- Arctic Earth: Cloud Pusher, World Ender.
Type: Offensive
Rank: Forbidden
Range: Mid-Long
Chakra cost: 50
Damage: 90
Description: With three hand seals (Monkey> Ox> Boar) the user will cause four gigantic pillars of Arctic Earth to jut from the ground at tremendous speeds. They will fly sky high and disappear beyond the clouds. Each of these rods are 5 meters in diameter and 20 meters in length. Then, in the following turn the user will keep a one handed seal as he takes control of the rods during their descent. Using nothing but gravity and mass to convey destruction, the rods will come plummeting back to the earth with enough power to shatter buildings and leave massive 20 meter wide craters in the ground. Once back into the earth the rods will release their stored Arctic earth chakra into the terrain and turn the entire thing (even a landmark) into a vast, desolate tundra of permafrost. Needless to say, those that survive the impact would be faced with an even harder challenging of traversing the frigid land. From the frozen ground will a graveyard of swords protrude ranging various sizes, all made of permafrost. The average shinobi cannot hold onto them, even with gloved hands--they're simply too cold. The user may brandish them however. There is a choice in this execution; either four A ranked rods come crashing down or one massive rod with a 20 meter radius and a 80 meter length. If used specifically this technique can affect an entire landmark. During this descending turn the user cannot use techniques above A ranked and is restricted to a usage slot of 2 rather than 3. After this technique, the user is left extremely fatigued- dropping in speed by two ranks. His chakra pathways would be ravaged and he is limited to techniques up to B ranked for two turns after. During this two turn speed deficit he may not use Arctic Earth techniques either.
Note (s):
- Can only be done once
- Restricted in all forms of Ninjutsu down to B ranked for two turns after, including Taijutsu and Genjutsu.
- No Arctic Earth techniques for two turns after either.

‡ Declined ‡ The bolded restriction is too heavy for a Forbidden Rank. It will leave you with some problems and render this technique useless. I suggest you revise the restrictions. Look at my sulphur jutsu "Colossal Desolation" for an idea of what kind of restrictions I'd approve. The description in green doesn't seem to make sense. Does this jutsu affect a landmark if four pillars are used or one pillar? Also, I changed the pillar's length to 80 meters. Four rods that are 20 meters long each shouldn't combine to make one 100 meter rod.
.

Changed concept a bit.

(Hokkyoku āsurirīsu: Meimon no Teikoku)- Arctic Earth: Highborn Imperium
Type: Supplementary
Rank: B
Range: N/A
Chakra cost: N/A (+10 to Doton technique)
Damage: N/A
Description: This technique is one that takes advantage of the close relationship that Arctic Earth has with regular Doton release. Whenever the user is about to perform an Earth technique, be it canon or custom, they are given the privilege to add an extra amount of chakra in the nature of Arctic Earth to the technique, causing it to form as a hybrid of Arctic Earth and Doton structure rather than a regular Doton one. With this extra bolstering of chakra the converted technique is made stronger than regular earth carrying the additional strengths of Arctic Earth as well as its weaknesses. This practice only applies to physical and solid Doton techniques such as the canon "Earth Release: Stone Golem" where the Golem is born made of permafrost rather than just earth. In the same light, the practice cannot apply to 'theoretical' Doton techniques such as "Earth Style: Added Weight Rock Technique" as well as mud based Doton techniques such as "Earth Style: Swamp of the Underworld". The newborn Arctic Earth/Doton hybrid is then referred to with a 'Arctic' prefix and these augmentations can vary from a permafrost armor to being completed made of permafrost. For example, the Stone Golem would become Arctic Stone Golem and would be clad in Arctic Earth armaments. This technique is triggered during the performance of any Doton technique the user knows without hampering time frame as all it takes is a little extra chakra.
Note (s):
- Can only be used 4x a match, with each usage lasting two turns each.
- A one turn cool down upon expiration of each usage.

Declined - you're basically making a jutsu to turn the entire earth jutsu list into your arctic earth which esentially bypasses the entire 12 jutsu only restriction. DNR.

(Hokkyoku āsurirīsu: Kuraudo-Ryoku, Sekai Endā)- Arctic Earth: Cloud Pusher, World Ender
Type: Offensive
Rank: Forbidden
Range: Mid-Long
Chakra cost: 50
Damage: 90 (-30 from user)
Description: With three hand seals (Monkey> Ox> Boar) the user will cause four gigantic pillars of Arctic Earth to jut from the ground at tremendous speeds. They will fly sky high and disappear beyond the clouds. Each of these rods are 5 meters in diameter and 20 meters in length. Then, in the following turn the user will keep a one handed seal as he takes control of the rods during their descent. Using nothing but gravity and mass to convey destruction, the rods will come plummeting back to the earth with enough power to shatter buildings and leave massive 20 meter wide craters in the ground. Once back into the earth the rods will release their stored Arctic earth chakra into the terrain and turn the entire thing (even a landmark) into a vast, desolate tundra of permafrost. The overall temperature of the battle field will drop with a thick low lying mist and the sky would churn dark gray as the cold air rises and creates thick cumulonimbus clouds for the rest of the conflict unless removed somehow. Needless to say, those that survive the impact would be faced with an even harder challenging of traversing the frigid land. From the frozen ground will a graveyard of swords protrude ranging various sizes, all made of permafrost. The average shinobi cannot hold onto them, even with gloved hands--they're simply too cold. The user may brandish them however. There is a choice in this execution; either four A ranked rods come crashing down on the terrain at strategic locations or one massive rod with a 20 meter radius and a 80 meter length. Both execution of the technique is able to affect an entire landmark. During this descending turn the user cannot use techniques above A ranked and is restricted to a usage slot of 2 rather than 3. After this technique, the user is left very well fatigued and their chakra pathways would be ravaged. Once these pillars touch down and inject the stored Arctic Earth chakra they will remain standing as structures of Arctic Earth that can be used as source for future techniques.

Representation of Aftermath:
You must be registered for see images
Note (s):
- Can only be done once.
- No Arctic Earth techniques of S ranked and above for two turns after.
- User is unable to perform Doton, Futon, and Suiton techniques above above S ranked for two turns after.
- No other Forbidden rank techniques in the same turn and next.

Declined - One thing that i don't agree with is turning the entire terrain to permafrost. You're basically using the giant meteors like asteroids or similar to that jutsu of Madara's, which is fine, but when they come down i feel the friction as they fall would create heat that counteracts the effect of you spreading permafrost. You can have it leave a layer of permafrost debris on the ground, or make a separate cj that covers the ground in permafrost but the way you've done it i don't see as possible.

More to come O_<
 
Last edited by a moderator:

Nathan

Active member
Immortal
Joined
Mar 26, 2011
Messages
54,365
Kin
409💸
Kumi
615💴
Trait Points
0⚔️
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.
Can't edit the other post, sorry NK.

Doton/Shuton: Zeisei Chūnyū | Earth/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 technique is special as it incorporates one of the elements strong against alcohol itself. Brittle Infusion is quite a devious Alcohol technique which when activated allows the user to infuse any physical object of theirs to become effectively hollow and filled with alcohol. This is done by weaving a series of two hand seals and creating an object of made of earth, which is hollowed from the inside, allowing the user to release their alcohol chakra into the hollowed 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 of earth the kunai will be filled with alcohol and leaving only a surface of earth 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. 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: Takes up two tuns of the users three per usage.
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 - the problem i have is that you are basically making earth release a container for alcohol. Which i'm not a fan off, your alcohol is strong to lightning so it allows you to bypass earths weakness to lightning. But that aside, if for you example, you have a kunai made of earth that fills with alcohol, how does it enter their bloodstream? Ok you cut them, but the kunai would still have to have a solid shell shape to contain the alcohol, so the alcohol wouldn't seep out into the wound that way. If you had a alcohol coating it would work.

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 which one then with a single hand seal the chakra will manifest into the alcohol element itself. 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 thick, 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 a coat of pure water unless they are in short-range of the user in which they will be able to smell the feint distinct smell of alcohol. Which has a small affect on the oppontent if they are within close range, like a small headache. 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, up to S-rank. 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 one rank weak to earthen elements used against them. For example, B-Rank Earth becomes A-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, the user’s Alcohol based techniques will gain +10 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. While in the state of Brewmaster Fury the user can only access Alcohol chakra and its component elements – water, & earth.
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 related techniques while in the state of Brewmaster Fury.
Note: The user is able to perform hand seals to the above elements, but they are unable to release techniques from their mouth. The user is also able to grab weaponry, but they'll be covered in the element, and may cause issues for the user, slippery etc...

Approved - remember though, the slightest spark will ignite you in an instant xd - made edits.

Visual representation of how the coat of alcohol looks, but smaller and more confined around the user:
You must be registered for see images


(Shuton: Kishaku Chūnyū) – Alcohol Release: Diluted Infusion
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: N/A (+10 to chakra cost of techniques)
Damage: N/A
Description: Diluted Infusion is a supplementary technique which is highly passive in nature. The user activates this ability which allows them to infuse alcohol into Water techniques. As a result, any subsequent Water techniques performed by the user will be infused with Alcohol granting it the characteristics of substance as well as the characteristics of the water. For example, should the user infuse Alcohol into a sticky, thick, viscous water then it will become a diluted thick, sticky alcohol infused substance carrying the original characteristics of the water as well as the new characteristics of the Alcohol – namely intoxication and its explosive nature. Of course, because the substance is slightly diluted being mixed with water (so as to retain the characteristics of the water) the intoxication does not have nearly as high of a potential as pure alcohol. As such, in the first turn of intoxication should this alcohol be consumed or enter the bloodstream directly the victim will suffer from the inability to be unable to mold chakra for forbidden ranked techniques. In the second turn the victim will be unable to mold chakra for S-Ranked techniques. And in the third turn the victim will be unable to mold chakra for forbidden ranked techniques. Of course, this technique also carries with it the ability to cause water to become essentially a source of an explosion when struck by fire causing the damage of katon techniques when striking the alcohol infused water source to gain +10 damage. The final special effect of this technique has on the water is it will effectively reduce the conductivity of lightning within the water source/technique in question reducing the opponent’s and user’s lightning techniques damage that comes in contact with the water by -20 damage. This technique can be deactivated by the user at will.
Note: Lasts four (4) turns once activated.
Note: Can be used three (3) times per battle.

Declined - make it like the form of a boosting technique, 3 times per battle lasting for that one jutsu, that's the only way i'll allow it, otherwise the entire water list becomes your c.e
 
Last edited by a moderator:

Priest

Active member
Legendary
Joined
Apr 7, 2010
Messages
17,506
Kin
3,010💸
Kumi
41,982💴
Trait Points
0⚔️
Merging and changing the name
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.
Taibu Karakazeton no Jutsu - Greater Harmattan Release Technique
Type: Offense/Defense/Sup
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: This is a more stronger version of "Harmattan Release" where harmattan through a more advanced shape manipulation is crafted into stronger and bigger structures that can serve to attack or defend and for supplementary purposes. The user is able to create crafts like harmmatan spheres, spears, bullets, blades, shields, updrafts, tornadoes, twisters, discs, a core purpose to creatively craft out several hammatan constructs up to his own imagination. This can be spewed from the mouth, shot from the hand or can be created from surrounding air though creating harmattan remotely will require 2 special handseals from the user.
-Useable only 3x per battle
-Must be taught by Priest


 Approved 
Karakazeton: Chichi no Shinkō - Harmattan Release: Faith of the Father
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short/Mid/Long
Chakra: 10-40
Damage: 20-80
Description: The user makes harmattan crafts of varying sizes and volume for defenses, offensive and supplementary purposes. This ranges from harmattan spheres, spears, bullets, blades, shields, updrafts, tornadoes, twisters, discs combining this with shape manipulation, the user can craft out several harmattan constructs up to his own creative imagination which can be spewed from the mouth, created from his body 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.
NOTE: S-ranks can only be used 4x per battle with a turn inbetween usage

Declined - i see this as just a way to bypass the 12 cj limit now. Not only that but in your update you made s rank 4 times, not 3 like the original, with not really a drawback.

Karakaze/Katon: Musuko no Hiseki - Harmattan/Fire Release: Sacrament of the Son
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A(+10 Additional chakra spent on any harmattan technique)
Damage: N/A
Description: The user activates a Harmattan/Fire ability. This is when the user uses his katon chakra to superheat harmattan. Apparently the fire ratio in wind/fire combination of harmattan is far much than it normally is, making every harmattan the user uses during the activation of the technique comes out very hot to the touch. Instead of the normal harmattan that only peels the skin when exposed to it, this one is capable to giving severe burn upon contact and able to eat through something as strong as kaguya bones. This makes Harmattan to rather play on the same level with fire and and eat through earth and techniques that are initially stronger than it. As a result, this also makes it stronger than elements it is neutral and stronger to. Apparently, this technique increases the power level of harmattan by a rank.
NOTE: Activation is instant as it only supports other harmattan techniques thus it can be used in the same timeframe of another technique.
NOTE: Does not increase forbidden ranks by a rank, instead, it increase their damage by a +10
NOTE: Last for 4 turns
NOTE: Usable 3x per battle
NOTE: 2 turns in between usage
NOTE: No harmattan technique the next turn this ends.

Declined - i feel this pushes your elements limitations. It then becomes scorch in this way. At the moment it's drying wind.


updating
☺ 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: Tane no Sozosha - Soapstone Release: Seeds of Oduduwa ☺
Rank: D-S
Type: Offensive/Defensive/Supplementary
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: The user is able to create from his body or from earth sources, constructs of soapstone. constructs may vary 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.
The power and size of the constructs are dependant on the amount of chakra put into it. However the size may be, the constructs would always differ in its destructive force. For example, an S-rank construct may be not as big as a B-rank contruct, but their density differs, so the s-rank construct would be able to do more than the b-rank construct, though the b-rank may gain more ground due to its size. More than one constructs can be made per usage but their power is divided between the number of constructs made.
NOTE: S-rank variant can only be used 4x per battle with a turn inbetween usage.


Declined - reduce the useage of S ranks useage, with one drawback please. Not only this but state a maximum size for each rank to make it clear.

☺ Toseki: Keraniya no Kakei - Soapstone Release: Kindreds of Kelani ☺
Type: Offensive, Defensive, Supplementary
Rank: E-S
Range: Short-Long
Chakra: 5-40
Damage: 10-80
Description: The user would weave a single hand sign and from either his body, mouth or from existing soapstone or earth source, creates dynamic creatures made of soapstone. Unlike the Seeds of Oduduwa, this creatures varies from the tiniest of them to a very big sized creature. For example; an ant to a large dinosaur with size that could rival or even dwarf that of the great stone golem. Depending on the chakra imbued into the creation, it determines the size, density, durability and power. The creatures have a level of sentiency that makes them able to move about the terrain and attack or even come to their creator's aid in order to defend him. Due to the composition of the creatures entirely made of soapstone except for the sole of their feet which is necessary for movement or any part of their body they will, any tangible/physical attacks would simply slip across their body. This is with the exception of elements they are weak to, if the power of the element in question overpowers theirs. The creatures are able to merge with the ground with ease or even merge with the user and unmerge with ease, though size is taken into consideration when merging with the user thus only b-rank and below creatures is able to merge with the user. Merging with the ground makes the creatures become one with earth or perhaps are now in harmony with earth. They only exist as soapstone chakra thus they can not be harmed while in this state since destroying the earth itself would not destroy the living chakra within it and they would form again from any existing earth even if it is just rubble or debris. However, negating the chakra itself could end them while in this state.
Merging with the user instantly possesses the user and cause their skin to be rather glossy gray except for the feet and hand if the user wants. This is akin to earth spear technique but instead of hardening the user's skin into steel like, the user becomes rather nimble, fluid and slippery. This makes the user totally immune to non elemental taijutsu as any punch or kick would slip across the user's body loosing its intended impact. The slipperiness of the user's body and muscles makes their movement extremely quick, nimble and fluid. The user's muscles and joints are rather fast and thus his body movement speed(not running speed) and reaction time increase two folds. A downside to this is that the user is unable to do complex Taijutsu moves that allows him to use his body other than his hands and feet since the hands and feet are the only place not slippery on the user, thus trying to use any other body part to execute taijutsu moves rather than the hands or feet would make the attack also slip though because the target area is not slippery, the target area receives only half of the impact. The size of the creature also must be taken into consideration in this case as a creature as an ant isn't enough to posses the entire body of the user but a finger, a rat would be able to possess a hand or feet, a dog sized creature is enough to possess the entire body of the user.
If the ground is made of soapstone, the creature can make their feet be adorned in soapstone and they are able to ski/slide run on the slippery surface at double their speed.
NOTE: S-rank creation can only be used 4x per battle and is only usable once every two turns
NOTE: Merging with the user counts as a move and the effect on the user can be ended by the user abruptly, though this would also end the creature's existence.
NOTE: Only two other moves per turn while they are active
NOTE: No soapstone above S-rank the turn they are made.

Declined - there is just too much here for one jutsu, pick a single rank or, i'll allow it to have 2 ranks max.


☺ Toseki/Katon: Eledua no Hogo - Soapstone/Fire Release: Protection of Eledua ☺
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A(+10 additional chakra spent on any soapstone technique)
Damage: N/A
Description: The user activates a soapstone/fire technique making it that for a short period of time, all his soapstone techniques comes with a special coating of soapstone. Soapstone reaction to fire makes it hardened to a very extreme level, ricocheting its hardness level above that of diamond on the moh scale.
This technique would be coating every soapstone the user uses with this layer of tampered soapstone. This makes soapstone becomes rather play on the same level with earth, metal, and solid physical techniques that are initially stronger than it. As a result, this also makes it stronger than elements it is neutral and stronger to, apparently, this technique increases the power level of soapstone by a rank. This does not however, affect the innate ability of soapstone which is slipperiness, it only makes the surface harder than it should be.
NOTE: Activation is instant as it only supports other soapstone techniques thus it can be used in the same timeframe of another technique.
NOTE: Does not increase forbidden ranks by a rank, instead, it increase their damage by a +10
NOTE: Last for 4 turns
NOTE: Usable 3x per battle
NOTE: 2 turns in between usage
NOTE: No soapstone technique the next turn this ends.

Declined - you're just making a cj to try and bypass your own elements weakness which i wont allow.
 
Last edited by a moderator:

Nathan

Active member
Immortal
Joined
Mar 26, 2011
Messages
54,365
Kin
409💸
Kumi
615💴
Trait Points
0⚔️
Sorry NK. x.x

(Hottoaisu: Kuiarasu) – Hot Ice Release: The Devourer
Type: Offensive
Rank: S
Range: Short – Long
Chakra: 40
Damage: 80
Description: The Devourer is a unholy technique, a technique that is considered dangerous and deadly; The user begins by performing a set of three hand seals. What is different with this creation of hot ice is rather than being created in a lump but is rather is, the hot ice is composed of millions of small fragments which are compressed together and held with the chakra that creates a large hollow sphere. This techniques ability is designed to capture opponent’s and crush them in a dust-storm like state. The fragments themselves pose no direct physical threat – meaning they are not able to pierce skin like shrapnel. However, the fragments do possess heat and targets caught within the fragment storm will feel the effects of the heat to a limited degree. It can also effectively block Dojutsu – with the exception of the Byakugan. The ability is used to counteract moving targets similar to how Gaara uses his sand to trap targets and crush them. With the addition of performing a extra hand seal the hot ice will burst into fragments and then surround targets and compress back into solid form around the target, effectively trapping it and then crushing it with immense pressure.
Note: Can only be used twice per-match.
Note: The user cannot use this in consecutive turns.
Note: No A-Rank and higher Hot Ice techniques in the user’s next turn after this technique has ended.



‡ Declined ‡ This isn't within your CE's capability.
Completely redesigned.

(Hottoaisu: Kuiarasu) – Hot Ice Release: The Devourer

Type: Offensive/Supplementary
Rank: S
Range: Short – Long
Chakra: 40
Damage: 80
Description: The Devourer is a unholy technique, a technique that is considered dangerous and deadly; The user begins by performing a set of three hand seals. This hot ice will eat away at the earth below and form a tunnel of hot ice 50 meters deep. Once the hot ice tunnel has fully formed the earth below the enemy will collapse sending the enemy falling downwards into the tunnel of hot ice. The user will then slam their hands on the ground causing the hot ice at the deepest level to shoot upwards hitting the enemy and burning them completely. This fills up the sink hole replacing the area that sued to be earth with hot ice. Should the user wish to he can leave the tunnel as is and not send it upwards, however the damage will still count if the enemy doesn't stop their fall somehow or touches the hot ice.
Note: Can only be used twice per-match
Note: The user cannot use this in consecutive turns.
Note: No A-Rank and higher Hot Ice techniques in the user’s next turn after this technique has ended.

Declined - you're element is weak to earth so eating through it isn't within your elements properties.

(Hottoaisu: Saphira no Asento) – Hot Ice Release: Ascent of Saphira
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 (-15 per turn)
Damage: 80
Description: Upon weaving a series of five hand seals the user converts and expels copious amounts of Hot Ice chakra from their body into the earth. Focusing the chakra and applying incredibly precise shape manipulation the user will bring forth a Hot Ice image of Saphira. Saphira is a dragon of large proportions and is composed purely of Hot Ice and maintains the translucence that all hot ice shares. She bears normal dragon wings allowing for flight and on her front and hind legs bears deadly sets of Hot Ice claws. She is roughly 8 meters in length and has a wingspan of 6 meters. Saphira is unique in that through the precise application of such a copious amount of Hot Ice chakra the user is able to imbue Saphira with a certain level of sentience allowing her to remain independent of the user while still bending to his or her will. As a sentient construct of Hot Ice Saphira is capable of independently using certain techniques. Saphira is capable of producing Hot Ice structures and projectiles from her body with A-Rank damage capabilities. Saphira’s second and unique ability allows her to release a massive breath of Hot Ice particles from her mouth. The Hot Ice particles can be released in varying quantities allowing her to enshroud an area up to and including long-range in hot ice particles. The dust cloud of Hot Ice has both a visual tell being that of a greyish dust cloud in the area effected and it also has a tactile tell being that of a slightly warmer atmosphere (but it does not affect combat in anyway). Doujutsu users will also be able to see the particles and chakra as normal and will not have their vision obscured by the technique. The particles themselves are too small and scattered to allow for burning opponents within them. However, while these particles are on the field they will react with Water and Water based elements. The first reaction is that these elemental techniques will not be able to form in the area where the Hot Ice particles are present. In addition to this Water and Water based elements which come from the earth or from the opponent’s body will have their effectiveness reduced by -10 damage due to the suppression like effects from the Hot Ice particles.
Note: Can only be used once per fight.
Note: Saphira lasts for a total of four (4) turns when summoned.
Note: When Saphira is destroyed or this technique simply ends the user will be unable to mold chakra for Hot Ice techniques for three (3) turns.
Note: The Hot Ice Particle technique can only be used once per battle and will remain on the field for a total of five (5) turns unless removed. It counts as an A-Rank technique.
Note: Saphira’s ability to create hot ice structures and projectiles counts as an A-Rank technique and takes up one of the user’s three moves per turn.

Declined - it's too much for one jutsu. Pretty much just bypassed the dragon summoning contract. I can't allow that. You can make a dragon of hot ice and have it release breathe, but that it. Also viva la inheritance.

(Hottoaisu: Uneune Akumu) - Hot Ice Release: Tortuous Nightmare
Type: Offensive
Rank: S
Range: Short
Chakra: 40 (-10 to enemy)
Damage: 80
Description: To perform this Nintaijutsu technique, the user infuses a large and concentrated amount of hot ice chakra to their palm or elbow before slamming the limb against the opponent. Upon contact, the user releases the hot ice chakra into the enemy's body in the form of hot ice energy. The very hot temperature of the hot ice energy inflicts a third degree burns as a stigma made of hot ice energy appears on the enemy's body and the force launches the opponent with great force. The stigma that is created slowly drains the victim of their chakra and uses the chakra to allow it to spread. At the same time, the stigma is able to slow down the neural impulses in the target's body. This will cause the opponent's reaction speed to drop dramatically, decrease their running speed, make their senses less acute, and overall make them sluggish. As the stigma spreads, the effects will become a lot more problematic and the burns will get more severe.
Notes:
- The opponent looses -10 chakra every turn they are affected by this technique.
- The stigma stays active within the opponent's body for four turns.
- Can only be used once.
- No Hot Ice techniques after this technique is used.
- All neural based impulses are at a Chunin equivalent.

Declined - you can have it go onto their body but not into their body. How does it launch them? Draining their chakra isn't within your c.e. And neither is slowing their reactions.

You must be registered for see images

(Hottoaisu: Furoozun Hiito) - Hot Ice Release: Frozen Heat
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: Frozen Heat as a more focused version of Tortuous Nightmare. It doesn't harm the opponent, but the user can use the technique to instantly and completely paralyzed whoever is struck by the technique. This technique begins with a simple palm strike. Once contact is made, the user will focus a small amount of hot ice chakra to the nerve fibers within the body. The hot ice chakra will instantly travel across the entire body, causing white suture-like tattoos to immediately appear all over the victim's body. The hot ice chakra will heat up the nerve fibers to such a degree that neural impulses won't be able to travel, paralyzing the victim instantly. The white suture-like tattoos are weak to sudden and large bursts of chakra so releasing a quick and sudden burst of chakra will allow the victim to dispel the technique.
Notes:
- Lasts for three turns unless countered.
- Can be used a total of four times per-match.
- The user cannot use this in consecutive turns.

Declined - instantly paralysis when it needs to spread over their body? Is this within your c.e?

(Hottoaisu: Daimosu no Kifu) – Hot Ice Release: Donation of Deimos
Type: Supplementary
Rank: B – S
Range: Short – Long
Chakra: 20 – 40 (-10 per turn)
Damage: N/A
Description: The purpose of the Donation of Deimos is to reconstitute and repurpose destroyed Hot Ice structures littered on the field of battle. Through the use of a series of two hand seals the user can release varying levels of Hot Ice chakra from their body into the surrounding area. Once it comes into contact with destroyed or abandoned Hot Ice remains the technique will infuse it with chakra and allow the user to bend it once again to his or her will. The Donation of Deimos not only allows for a repurposing but it also grants the once dead construct a certain level of sentience and independence from the user while still responding to his or her will. The B-Rank application of this technique allows the user to repurpose fallen constructs within a mid-range radius around the user. The size of a B-Rank repurposed construct is limited to that of an average sized human being and will form into the aforementioned shape. At this level the repurposed construct is also granted B-Rank strength. The A-Rank application of this technique allows the user to repurpose fallen constructs within a long-range radius around the user. The size of A-Rank repurposed constructs is limited to that of about Gamakichi during the Fourth Shinobi World War (17m) and the construct is also granted A-Rank strength at this level. The A-Rank application does allow for more creative creations compared to the inferior B-Rank application allowing the user to not only create humanoid constructs but large animals and such. The S-Rank application of Donation of Deimos allows the user to repurpose immense quantities of Hot Ice within a long-range radius around the user. The limit on the size of S-Rank repurposed constructs rivals that of the size of titanic statues 50 meters in height. These constructs have S-Rank strength.
Note: Can only be used twice per battle.
Note: Only one construct can be reanimated at any given time.
Note: Once the S-Rank application of this technique expires the user will be unable to use A-Rank and above Hot Ice techniques for one turn.
Note: Constructs repurposed by Donation of Deimos move at the speed of an average Kage ranked shinobi.

Declined - i'm fine with you creating and re controlling broken down stuff that isn't completely destroyed, i have a jutsu called "Carbon control" to do this, but to make sentient like creatures in this way is too much. Make it A rank, cover all ranges and a limit to what you can do with it.
 
Last edited by a moderator:

Priest

Active member
Legendary
Joined
Apr 7, 2010
Messages
17,506
Kin
3,010💸
Kumi
41,982💴
Trait Points
0⚔️
Updating all

Harmattan Summoning: Agony of Agolo - Karakaze Kuchyosei: Kutsuu no Agolo
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30(-30 per turn)
Damage: N/A(+10 to harmattan techs created from the air)
Description: The user after making 3 handseals, summons a large pipe onto the battle field. An appearance like that of Naruto's large scroll strapped on his back when he came back from Myobokuzan. The pipe is not a weapon and would look as if is a tool of sort that belongs to the user as it can be carried on the user's back. The pipe 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 1 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. Lastly since the air contains constant and potent amount of harmattan, harmattan jutsu fashioned from the surrounding air while this is active, would mix with the one already in the air during shape manipulation and thus increase a little in size and power. However, harmattan that is molded from within the user is not affected as they have no way of mixing with the harmattan in the air during molding process.
Note
-Last 4 turns
-After completion of the turns, the seals on the pipe become useless and the pipe poofs away. After 3 turns the user can summon a second pipe which effects will last only 3 turns.
-Can only be used 2 times per match.
-The user can't use suiton techniques while maintaining this.



 Approved  Editted
Sealing Art/Harmattan Release: Corruption of Agolo - Fuinjutsu/Karakazeton: Oshoku no Agolo
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30(-10 per turn)
Damage: N/A(+10 to harmattan techs created from the air)
Description: The user has a seal on a tag with the Kanji "Corrupt". Activating the seal, it continuously while leeching the user's chakra every turn until the user deactivates it or run out of chakra, releases and taints the entire surrounding air with harmattan. This replaces the entire air in the atmosphere with harmattan that naturally, does not affect the user nor the opponent when they breathe it in. But the harmattan would burn the throat of anyone except the user that inhale air to perform a jutsu from the mouth. The corrupt air[/b] reduces the potency of water/water based KG, CE jutsu used. Because of this, the power of any water/water based KG, CE jutsu used is reduced by 1 rank. Due to the massive amount of harmattan lingering in the air, miniscle forms of water/liquid 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. Because there is no trace of pure air in the surrounding, it is impossible to mold wind jutsu from the surrounding air. This is a double edged sword that effects the user and those around him. There is an exception though as wind jutsus that are exhaled from the mouth can still be produced due to it being created from the insides, though to mold the wind likewise, it needs one to inhale which in this case, the corrupt air. A sacrifice one might wish to take as the corrupt air would cause some minor damage to the throat of anyone other than the user due to the harmattan containing the user's chakra. Because the air being inhaled is corrupt though, the wind jutsu that is exhaled would be weak thus with a reduced power of 1 rank.
Lastly since the air had been corrupted and turned to a constant and potent amount of harmattan, harmattan jutsus fashioned from the surrounding air while this is active, would mix with the one already in the air during shape manipulation and thus increase a little in size and power. However, harmattan that is molded from within the user is not affected as they have no way of mixing with the harmattan in the air during molding process.
Note
-The seal becomes the one fueling and continuously releasing harmattan into the atmosphere, though it needs to be fueled on its own thus using the user's chakra to do so.
-The seal being the one doing the corrupting. The user is able to use other jutsus during this though his jutsu are also affected the same as others except when mentioned otherwise.
Usable 2x per battle and lasts for 4 turns
-No Fuinjutsu and Genjutsu above S-rank as long as its active
-Damage done to the throat is just minor pain that causes the victim to have difficult speaking if he inhaled the air once. He would have difficulty breathing if he inhaled twice but that's the maximum it could go. Inhalation is not when one is breathing but when one intends to spew a jutsu which may require on to inhale deeply.



Declined - your element doesn't say "strong to water and it's varients" just water. Also to say wind jutsu can't be used is too much. Overall you've added too much to make power from your element.

Karakazeton: Eikou no Itekume - Harmattan Release: Glory of Itekume
Type: Sup/Attack/Defense
Rank: A
Range: Short
Chakra: 30(-10 per turn to sustain)
Damage: N/A (+20 to Taijutsu)
Description: The user makes the snake handseal and focus Harmattan chakra into his core then releases it out of his whole body to form coated layer of dense harmattan over his body. However the coat is simply double layered with the first/inner layer made of a thin but dense film of pure chakra while the second and outer layer, a dense viel/shroud of pure harmattan. The Harmattan shroud is fashioned with an advance shape manipulation where the outermost surface of the coat grind against each other on a molecular level which further fine-tunes the shroud giving it a grinding/cutting nature able to grind/cut things that touches it. If the coat touches flesh, the portion of the flesh dries up then peels off. This is also useful to segregate the user from water in the case he is submerged totally in water breaking his contact entirely with water thus he is safe from it, though he would still have to get out of the water if its a huge one as the harmattan coat isn't able to dry the whole water at once but slowly. This massively augments the user's hand to hand offensive capability as the opponent suffer a more ghastly damage rather than the mere blunt force dealt by the user's kick or punch with respect to taijutsu. When the user uses a mere tool or weapon be it a normal Katana or kunai, the harmattan shroud extends and coats it too though the infusion dispels once the weapon leaves the users hand. However using the harmattan shroud does not in anyway increase the user's motor function or speed, its just a mere dense coat that can serve as defense and aid the user in Melee combat. The user though continously sacrifice a bit of his chakra to keep it active and this makes the coat regenerate in the course of its activation period when not hit with an attack that will complete dispel it.
Note
-Lasts up to 4 turns unless dispelled before.
-The user can't use Fire technique that forms from the body/mouth while the jutsu is active.
-The user cannot mold Water Natured Chakra while the technique is active
-Usable 2x per Battle though there is a rest limit of 2 turns inbetween usage
-Protection offered follows elemental weaknesses and strengths


 Approved  Edited.

Karakazeton: Ureshii Youseihana - Harmattan Release: Happy Fluer Fairy
Rank: S
Type: Def/Att/Sup
Range: Short-Long (made short range with long range reach)
Chakra: 40(-15 per turn)
Damage: 80
Description: The user makes 2 handseals, focuses on his harmattan chakra and creates thousand of petals made of pure harmattan short range around him. The petals are created in the surrounding air short range of the user and while they are tanslucent, the user is able to see through them and likewise, the opponent can both clearly see them and to some extent through them. Through simple hand gestures the user is able to command the petals to form a wave towards the opponent in a slashing frenzy as each petals are as sharp as wind infused kunais. The petals however are as fast as normal wind blade. The user is able to bring the petals closer by accumulating them around, upwards or beneath(when somewhat in mid-air). However the user is not able to perform any jutsu while controlling/piloting this jutsu just similar to the way "great earth golem" needs control, the harmattan petals falls and disperses once the user breaks control from it.
Note
-Usable 3x per match
-The user sacrifices (-15 chakra) per turn to sustain them
-Must be taught by Priest



 Approved 
Karakazeton: Eikou no Itekume - Harmattan Release: Glory of Itekume
Type: Sup/Attack/Defense
Rank: A
Range: Short
Chakra: 30(-5 per turn to sustain)
Damage: N/A (+20 to Taijutsu)
Description: The user makes the snake handseal and focus Harmattan chakra into his core then releases it out of his whole body to form coated layer of dense harmattan over his body. However the coat is simply double layered with the first/inner layer made of a thin but dense film of pure chakra while the second and outer layer, a dense viel/shroud of pure harmattan. The Harmattan shroud is fashioned with an advance shape manipulation where the outermost surface of the coat grind against each other on a molecular level which further fine-tunes the shroud giving it a grinding/cutting nature able to grind/cut things that touches it. If the coat touches flesh, the portion of the flesh dries up then peels off. This is also useful to segregate the user from water/liquid in the case he is submerged totally in it breaking his contact entirely with the water/liquid thus he is safe from it, though he would still have to get out of the water/liquid if its a huge one as the harmattan coat isn't able to dry the whole water at once but slowly. This massively augments the user's hand to hand offensive capability as the opponent suffer a more ghastly damage rather than the mere blunt force dealt by the user's kick or punch with respect to taijutsu. When the user uses a mere tool or weapon be it a normal Katana or kunai, the harmattan shroud extends and coats it too though the infusion dispels a turn after the weapon leaves the users hand. However using the harmattan shroud does not in anyway increase the user's motor function or speed, its just a mere dense coat that can serve as defense and aid the user in Melee combat. The user though continously sacrifice a bit of his chakra to keep it active and this makes the coat regenerate in the course of its activation period when not hit with an attack that will complete dispel it.
Note
-Lasts until the user dispels as it all comes down to how much the user is willing to sacrifice his chakra to sustain it.
- While active, the user can only use harmattan and the elements that makes it. That is the user can only use Harmattan and any custom element made of fire, wind or both. He is also able to use fire, wind and any technique that does not contain any other elemental chakra apart from the one mentioned.

-Usable 2x per Battle though there is a rest limit of 2 turns inbetween usage
-Protection offered follows elemental weaknesses and strengths

Declined - we never allow indefinite modes.

Karakazeton: Seishin no inshu - Harmattan Release: Sobriety of the Spirit
Rank: S
Type: Def/Att/Sup
Range: Short-Long (made short range with long range reach)
Chakra: 40(-20 to repair)
Damage: 80
Description: The user makes 2 handseals or a simple hands or legs gesture. This might range from swerving the hand, punching or kicking forward or upwards while focusing on his harmattan chakra and creates thousand of petals made of pure harmattan short range around him. The petals are created in the surrounding air short range of the user and while they are tanslucent, the user is able to see through them and likewise, the opponent can both clearly see them and to some extent through them. Through simple hand gestures the user is able to command the petals to form a wave towards the opponent in a slashing frenzy as each petals are as sharp as wind infused kunais. The petals however are as fast as normal wind blade. The user is able to bring the petals closer by accumulating them around, upwards or beneath(when somewhat in mid-air). However the user is not able to perform any jutsu apart from harmattan release while controlling/piloting this jutsu just similar to the way "great earth golem" needs control, the harmattan petals falls and disperses once the user uses another element apart from harmattan.
Note
-Usable 3x per match
-The user sacrifices 20 chakra to repair the petals should they be affected by a jutsu not able to completely destroy them.


Approved
 
Last edited by a moderator:

Ryūjin

Active member
Supreme
Joined
Sep 25, 2010
Messages
21,826
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Merging these techniques into one, since they basically all do the same thing:

(Arumiton: Arumi no souken) - Aluminium Release: Aluminium Creation
Type: Supplementary
Rank: B
Range: Short/mid
Chakra Cost: 20
Damage: 40
Description: The user utilizes his aluminium chakra and releases it into the air..while using the shape manipulation to form the aluminium into different shapes , protective walls of aluminium and pillars of aluminium basically to any form the user wants just as versatile as the wood element, this is like the earth release technique but on a larger scale and usage of aluminium metal.
____________
-Approved-
(Arumiton: taibu Arumi no souken) - Aluminium Release: Greater Aluminium Creation
Rank: A
Type: Attack/Defence/Supplementary
Range: Short - Long
Chakra Cost: 30
Damage: 60
Description: this is a stronger version than the Aluminium Creation technique, the user creates any shape out of the aluminium metal like aluminium pillars, walls of aluminium to defend, basically any shape of the aluminium just as versatile as the wood element.
____________
-Approved-
(Arumiton: Soudai Arumi No Souken) - Aluminum Release: Ultimate Aluminum Creation
Type: Supplementary/Attack/Defence
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: This technique is the most powerful version of the aluminum creation techniques, by using more chakra than the previous techniques of the aluminum creation, the user creates powerful pillars of aluminum, weapons, tools or any shape out of the aluminum metal just as versatile as the wood element.
- Can only be used 3 times per battle.
____________
-Approved-
(Arumiton: Arumi No Sōken) – Aluminum Release: Aluminum Creation
Type: Supplementary/Defensive/Offensive
Rank: C-S
Range: Short-Long
Chakra Cost: 15-40
Damage Points: 30-80
Description: Through the usage of aluminum chakra, the user creates basic shapes/tools out of aluminum metal that serve as a defensive or offensive means, depending on the situation at hand. These tools can range from pillars, walls, cubs or even pyramids of Aluminum. The pillars that are made can be used as versatile as the wood element, in which the user can wrap them around an opponent, mimicking the usage of the wood pillars and how they wrap around someone/something. The structures that the user is capable of making through the Aluminum metal can be released from the air, by focusing aluminum chakra through the air (has to be made at least 1 meter away from the opponent), through the ground, or even from the user's own body. The rank of the technique depends on the size of the Aluminum shapes and how much chakra the user spends to make the Aluminum structure(s).
Note: A-Rank usage can only be used 4 times per battle.
Note: S-Rank usage can be only used 3 times per battle. Must wait one turn to use again.

Approved, added little note.

(Arumiton: Kazan Kasei) – Aluminum Release: Volcanic Transformation
Type: Defensive
Rank: S
Range: Self
Chakra Cost: 40
Damage Points: N/A (80 If someone touches the Aluminum liquid)
Description: After activating the "Liquid Aluminum Skill", the user gathers a massive amount of Aluminum chakra throughout his entire body, creating a surge of chakra that the user uses to basically transform his body into a liquid state of Aluminum. Once activated, the user's body entirely becomes an Aluminum liquid, so hot that anything/anyone that touches the user's body while in this state melts fairly quickly, due to the extremely hot temperature of the Aluminum liquid. While it may seem an offensive technique. This technique is mainly used as a defensive mechanism used by the user. This basically makes the user impervious to physical attacks while he is in this state, but can also be used to counter some types of energy based techniques, those which are neutral or has a weakness towards the Aluminum element, such as Lightning Release. When the user is attacked while in this state, the attacks seem to "pass" through the user while leaving a "hole" at the point of contact with the technique that hits the user. The technique can't be activated long due to it's complex nature and can be mostly active for a single turn before deactivating. While in this state, the user can't use any elemental chakra other than elemental chakra that are used to create the Aluminum chakra, such as Earth/Fire techniques, and Aluminum techniques itself. This technique can't be used to counter elements that is strong against the Aluminum element, such as Fire and Wind techniques, unless they are A-rank and below, in which case after defending from them, this technique automatically deactivates after defending.
Note: Can only be used twice per battle with 1 turn cooldown between usages.
Note: No Aluminum techniques above A-Rank for the next two turns.
Note: Lasts for the turn it is used in, and must have activated the "Liquid Aluminum Skill" technique beforehand.

Approved

Liquid Aluminum Skill Technique:

(Arumiton: arumi rikiddo no waza): Aluminium Release : Liquid Aluminium Skill
Type: Supplementary
Rank: D
Range: N/A
Chakra Cost: 15
Damage : N/A
description : this jutsu is used to grant the user ability to use a liquid state of aluminium that's hotter than lava (due to the aluminium's high melting point of 2000 C). by using more concentrated fire chakra that's used to create the aluminium.
~ Lasts whole battle
____________
-Approved-
 
Last edited by a moderator:

Serpent

Active member
Legendary
Joined
Aug 25, 2010
Messages
15,650
Kin
6,188💸
Kumi
39,603💴
Trait Points
0⚔️
(Hisuiton: Adobansudo no Jutsu) - Jade Realease: Greater Jade Technique
Rank: A
Type: Supplementary/Attack/Defense
Range: Short – Mid
Chakra cost: 30
Damage points: 60
Description: The user makes a single handseals forming small to Medium sized objects such as Walls, Spikes, swords or other type of weapons made of Jade for attacking or Defense.
Note:
-Must know Jade Release
-Can only be taught by Serpent
____________
-Approved-
(Hisuiton: Shishou no Jutsu) Jade Realease: Master Technique
Type: Supplementary/Offensive/Defensive
Rank: C - S
Range: Short-long
Chakra Cost: 15 - 40
Damage points: 30 - 80
Description: The user makes a single handseal while using shape manipulation to form small to medium sized constructs of Jade for a multitude of offensive and defensive uses. The power of this technique varies dependent on the amount of chakra fueled into it. If a source of Jade is already on the field, the user can use this technique faster then normal as the need to convert the ground into Jade is void.

Note:
-Can only use S-ranked technique three times per battle
-Requires a one turn cool down.

-Can only be taught by Serpent.

‡ Update Declined ‡ Add proper restrictions for the S-Rank version (restricts your usage of Jade) and remove the last sentence in the description.
(Hisuiton: Shishou no Jutsu) Jade Realease: Master Technique
Type: Supplementary/Offensive/Defensive
Rank: C - S
Range: Short-long
Chakra Cost: 15 - 40
Damage points: 30 - 80
Description: The user makes a single handseal while using shape manipulation to form small to medium sized constructs of Jade for a multitude of offensive and defensive uses. The power of this technique varies dependent on the amount of chakra fueled into it.
Note:
-Can only use S-ranked technique three times per battle
-Cannot use Jade techniques above A-ranked for 2 turns after use of S-Rank variant
-Requires a one turn cool down.
-Can only be taught by Serpent.

Approved.

(Hisuiton: Suisho Meikyu no Jutsu) Jade Release: Jade Labyrinth Technique
Rank: S
Type: Defensive/Supplementary
Range: Short-Long
Chakra Cost: 40
Damage: N/A
Description: First the user creates a number of Jade flowers. Then they grows these flowers into a gigantic labyrinth consisting of green crystals, confusing all enemies inside of it. The enemies will mostly be lost because of the fact that the green crystals reflect their personal image as well as generates mirror images of the routes, paths, and details within the labyrinth, confusing and intimidating them. It is even capable of confusing the Byakugan. Because of the crystal's stable molecular structure, a simple attack focused at one point is rendered useless, as its wide surface will evenly disperse the force of the attack, reducing the attacks effectiveness. To overcome this technique, an attack that's impact force is already both wide and powerful is required to smash through it. However, the downside is that though the user knows where the opponent is, the walls prevent them from attacking the opponent clearly.
Note:
-Must know Jade Release
-Can only be used once per battle
-Lasts for 3 turns
-Can only be taught by Serpent
____________
-Approved-
(Hisuiton: Suisho Meikyu no Jutsu) Jade Release: Jade Labyrinth Technique
Type: Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 70 (-10 per turn)
Damage: N/A
Description: The user will focus his chakra while making a single handseal causing multiple flowers of Jade to erupt from around the battlefield which quickly grow into a gigantic labyrinth consisting of green crystals entrapping the user and opponent(s). The enemies will mostly be lost because of the fact that the green crystals reflect their personal image as well as generates mirror images of the routes, paths, and details within the labyrinth, confusing and intimidating them. It is even capable of confusing the Byakugan because of the crystal's stable molecular structure. A simple attack focused at one point is rendered useless as its wide surface will evenly disperse the force of the attack, reducing the attacks effectiveness. To overcome this technique, an attack that's impact force is already both wide and powerful is required to smash through it. The downside is that though the user knows where the opponent is, the walls prevent them from attacking the opponent clearly. The user will need to constantly focus his chakra into the technique to keep the walls stable. This makes it impossible to use powerful techniques while keeping the Labyrinth active, effectively limiting the user. Once deactivated, the Labyrinth will collapse under it's own weight. This will crush anything within including the user, whom will need to effectively defend from being crushed as well.
Note:
-Can only be used twice per battle
-Lasts 8 turns but can be deactivated at will
-Cannot use techniques above S-rank while active.
-Can only be taught by Serpent

‡ Update Declined ‡ Wrong template (chakra info) and this will not last eight turns. Keep the original.
(Hisuiton: Suisho Meikyu no Jutsu) Jade Release: Jade Labyrinth Technique
Type: Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 (-10 per turn)
Damage: N/A
Description: The user will focus his chakra while making a single handseal causing multiple flowers of Jade to erupt from around the battlefield which quickly grow into a gigantic labyrinth consisting of green crystals entrapping the user and opponent(s). The enemies will mostly be lost because of the fact that the green crystals reflect their personal image as well as generates mirror images of the routes, paths, and details within the labyrinth, confusing and intimidating them. It is even capable of confusing the Byakugan because of the crystal's stable molecular structure. A simple attack focused at one point is rendered useless as its wide surface will evenly disperse the force of the attack, reducing the attacks effectiveness. To overcome this technique, an attack that's impact force is already both wide and powerful is required to smash through it. The downside is that though the user knows where the opponent is, the walls prevent them from attacking the opponent clearly. The user will need to constantly focus his chakra into the technique to keep the walls stable. This makes it impossible to use powerful techniques while keeping the Labyrinth active, effectively limiting the user. Once deactivated, the Labyrinth will collapse under it's own weight. This will crush anything within including the user, whom will need to effectively defend from being crushed as well.
Note:
-Can only be used twice per battle
-Lasts Six(6) turns but can be deactivated at will
-Cannot use techniques above S-rank while active.
-Can only be taught by Serpent

Declined - 6 turns is way too much. stick to the 3.



(Taruton: Shishou no Jutsu) Tar Release: Inactive Master Technique
Type: Supplementary/Offensive/Defensive
Rank: C - S
Range: Short-long
Chakra Cost: 15 - 40
Damage points: 30 - 80
Description: The user will focus their chakra while making three handseals while using shape manipulation to form small to medium sized constructs of inactive "rubbery" Tar for a multitude of uses. These can range from coils, whips, walls, domes, half-domes and other forms of attack or defense. The power of this technique varies dependent on the amount of chakra fueled into it. If a source of Inactive Tar is already on the field, the user can use this technique faster and with a single handseal as the need to convert the ground into tar is void. Unlike most tar techniques, Tar isn't extremely hot and cannot catch flammable cloth on fire. Instead, the user uses less heat when manipulating it which keeps it rather warm which allows the user to manipulate it in unique ways.
Note:
-Can only use S-ranked technique three times per battle.
-Tar is concerted inactive cannot be used as a "Tar Source"
-No S-Rank or above Tar on the turn following the use of the S-Rank variant
-Requires a one turn cool down.
-Can only be taught by Serpent.

Declined - remove the mention of rubbery, this is from the previous check on your c.e by caliburn: "I'm getting the impression you are trying to use this too as 'rubber', " which was a reason for decline, so that's not part of your element.
 
Last edited by a moderator:

Howard

Active member
Supreme
Joined
Aug 17, 2010
Messages
33,078
Kin
1,430💸
Kumi
4,464💴
Trait Points
0⚔️
Awards
Re: Custom Element's Jutsu

(Ekitai: Baindo) Oobleck Release: Bind
Type: Supplementary
Rank: B rank
Range: Short - Long
Chakra cost: 20
Damage points: 40
Description: The user molds a mixture of water chakra and earth chakra forming a mass of Oobleck, or manipulates an already existing source of Oobleck he then performs 1 hand seal (Boar) allowing him to form the source of Oobleck into projectiles, nets, waves, tools or weapons. As he manipulates the Oobleck he coats it in chakra giving it shape and making it retain a form until impact with a target where the Oobleck loses it's solid properties covering the opponent in a thick gooey liquid that can impede movement making the opponent slowed due to the excess weight of the Oobleck as well as it's sticky properties. The user can also manipulate the Oobleck to constrict the opponent.
Notes:
-The user can only form four constructs with a use of the jutsu

________________________________________________
 Approved 
Good tech.
(Ekitai: Baindo) Oobleck Release: Bind
Type: Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30
Damage points: 60 (+30 to coated technique)
Description: The user molds a mixture of water chakra and earth chakra forming a mass of Oobleck, or manipulates an already existing source of Oobleck. If creating the source, he must perform the boar hand seal allowing him to form the source of Oobleck into projectiles, nets, waves, tools or weapons. If he's manipulating an already existing source he is able to merely use slight motions of the hands to form sources into the above mentioned items.
As he manipulates the Oobleck he coats it in chakra giving it shape and making it retain a form until the user decides to release the chakra coating at that point the Oobleck loses it's solid properties covering the opponent in a thick gooey liquid that can impede movement making the opponent slowed due to the excess weight of the Oobleck as well as it's sticky properties. This will half the opponent's speed as long as the oobleck remains on the opponent. The user can also manipulate the Oobleck to constrict the opponent hardening it to a point that it can hold a person in place indefinitely unless defended adequately.
The user is also able to coat objects, constructs, other techniques, and weapons in a thick layer of oobleck or feed oobleck itself into the molding and mixture of the technique itself. This layer holds all of the properties of oobleck and makes hits dealt with the coated object, construct, technique or weapon stronger, and more devastating. This is exactly like the (Ekitai: Yoroi) Oobleck Release: Armor technique but instead of creating an armor for the user it is created for one of aforementioned things. When solid, liquid, or semisolid techniques are coated with a layer of oobleck they stand up to force, stress and elements oobleck is strong to as if the coated technique is strong to the opposing technique. However this is true for the opposite as well, if this technique is used to reinforce a technique and oobleck is weak to the element it is clashing with it even if the technique this was used on is strong to it, it will be considered weak to said technique.
Weapons, objects and constructs coated in oobleck become larger with a visible oobleck enlargement such as a kunai being completely enshrouded with oobleck, while techniques only change color slightly to a dull brown and become physically larger in size.

Notes:
The user can only form four constructs with a use of the jutsu
The reinforcing ability will require the use of the hand signal and happens in the same timeframe as the technique it's modifying
The reinforcing ability can be used on oobleck jutsu without the seal, as the user is just pumping more oobleck into the technique to make it larger, and stronger. This also has the added benefit of increasing the rank of the oobleck technique as it becomes a quick combo. This does not work on S rank or Forbidden techniques.
The reinforcing ability can only be used three times per battle

Declined - to harden it to hold them in place you'd need an outside preasure or it just remains a luquid. But at most to add the layer for boosting it would be +10 to a construct...
 
Last edited by a moderator:

Serpent

Active member
Legendary
Joined
Aug 25, 2010
Messages
15,650
Kin
6,188💸
Kumi
39,603💴
Trait Points
0⚔️
(Hisuiton: Enhansumento no Jutsu) Jade Release: Elemental Enhancment Technique
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: N/A (+20 to Earth technique)
Description: A simple technique in which the user, while focusing his chakra into one of his own earth techniques during it's creation. This will create small jade fragments throughout said technique enhancing it's capabilities in a multitude of ways. First being the enhancement of it's overall structure by strengthening the bond with the jade element, the earth will become stronger and more durable, being able to deal more damage or defend from higher damage output. Second, do to the differences in the composition of earth and jade. In terms of Elemental advantages and disadvantages; the enhanced technique will now no longer have a weakness to lightning element or a strength to water element as the jade within will overcome the weakness to lightning but hinder the strength to water. This means it will play on equal terms with both lightning and water elements. The user can use a variant of this technique to create jade fragments around the battlefield up to a mid-ranged area within the earth, however this method's structure is much weaker and as such will not enhance the strength of earth techniques but does change the elemental composition of the targeted earth and prevents others from manipulating the earth that's composition has been changed with jade.
Note:
-Can only be used on the users own doton techniques
-Requires a two turn cool down
-Requires an Earth Source
-Can only be taught by Serpent

Declined - with this the entire earth list becomes part of your jade arsenal, DNR
 
Last edited by a moderator:

Daemon

Legendary
Joined
Jul 12, 2009
Messages
18,724
Kin
1,754💸
Kumi
72,430💴
Trait Points
25⚔️
Awards
(Kazan Hai: Kaguya Nou) - Volcanic Ash: Kaguya's Gift
Type: Supplementary/Defensive/Offensive
Rank: B
Range: Short - Long
Chakra cost: 20 (-5 per turn)
Damage points: N/A (+20 to technique)
Description: The user covers a solid object or technique in volcanic ash by focusing a layer of volcanic ash over the solid. The volcanic ash coating acts as not only a heat induced coating but an explosive one also. With the snap of a finger the ash can detonate causing damage to the opponent equivalent to 40 damage. When covering piercing objects, the secondary effect of Volcanic ash. Once the pointed object pierces the target, the volcanic ash begins to petrify the targets body/structure by super heating the selected area and coating/turning it in(to) ash. The layered on ash hardens and petrifies the structure. Any rough movement would cause the targeted location to crumble. However, if used this way the user cannot cause the ash to explode as its secondary function is now active. This jutsu can be activated near instantly and takes no time at all due to its lack of handseals. Kaguya's Gift can also be used within the same timeframe of another jutsu because of it's raw activation speed. The enhancement can be maintained as long as the user has chakra to supply it.

‡ Declined ‡ This needs a usage limit, all enhancement type techniques do. It makes no sense for something like this to be instant, at best it would happen in the same time-frame as another technique. Lastly, detonating it will of course get rid of the +20 boost. Also, link an approved technique with this petrification property in your next submission.
 
Last edited by a moderator:

Fomo

Active member
Legendary
Joined
Jul 16, 2008
Messages
10,360
Kin
84💸
Kumi
213💴
Trait Points
0⚔️
[光遁, -光周期] - Guāng Zhōuqí | Light Release – Light Cycle
Type: Supplementary
Rank: S
Range: Self
Chakra: 40
Damage: 0
Description: The user manipulates their chakra network, converting the entire network from its raw properties to become the properties of chakra created light. Doing so, the user is capable and does alter their entire physique; altering the body composition so it can become light. In this form, the user is naturally autonomous and intangible; however, he possesses the ability to become tangible on will alone. The user can even scatter as light particles and recollect themselves within 5 meter diameter.

~ Note ~ The User can only activate this technique Two Times Per Battle. Each Activation last Three Turns.

~ Note ~ Only Chakra Infused Taijutsu, Elemental Weaknesses, and Genjutsu can damage the user’s body.

~ Note ~ Since the User’s Body Becomes Light, this gives the user’s physique its own elemental advantages, such as absorbing fire based techniques.

~ Note ~ When intangible, the user’s entire body appear golden/yellow as some rather tell for the opponent.


[光遁, -加速] - Jiāsù | Light Release – Accel
Type: Supplementary
Rank: A
Range: Long
Chakra: 30+
Damage: 0
Description: With a body composition being entirely light particles, the user’s mobility drastically increases; however their movement becomes significantly less dynamic. The user is only capable of burst like movements that travel in linear pathways, and unless met with a substantial force of any kind the user will remain in that trajectory until the technique is cancelled. Any prolong use of the technique will drain chakra (100 Pts) Per Turn it is active.

~ Note ~ The Technique “Accel” Grants the User x5 their Current Speed

~ Note ~ Colliding with any of Light’s Elemental Weaknesses or Sentient Life will cancel the technique

~ Note ~ The Conditions and/or Perks of the Technique “Sun Drive” are still active. “Accel” cannot be used if “Light Cycle” is not active.

‡ Both Declined ‡ Instead of referencing one another, you could definitely combine these two into one technique. I also normally wouldn't allow any kind of speed boosts but I'll make an exception. If and when this is approved, Light Rider can no longer be used. This is essentially a trade-off, a boost of 4x or 5x in place of moving at the actual speed of light. This is to make things more in-line with current standards. I don't want to penalize you for trying to make your customs fair or less powerful than they could be. Also, try to model your CE on how Sound Release is now. Techniques which deal damage will move just faster than canon lightning but will still be trackable. Non-offensive jutsu will move at the actual speed of light e.g. simply blinding an opponent. Specialized techniques like this will need to find some balance between the two.

[光遁, -白空白] - Bái kòngbái | Light Release – White Void
Type: Supplementary
Rank: A
Range: Mid
Chakra: 30
Damage: 0
Description: Being able to convert raw chakra into the natural element of light, the user has control and manipulation of the properties of said element for battle purposes. For this technique, the user forms a unique hand seal, placing their fingertips together to form a rhombus anywhere around their body that they are capable. At that moment, they have already gathered the chakra and then released it as a surge of enormous pure white light. It is big enough to envelop the user and any distance from him to short range in any direction. This technique is used to temporarily or even potentially permanently blind the opponent.

~ Note ~ The Technique “White Void” only temporarily blinds the opponent for three turns if they were at a distance of mid-range from the user.

~ Note ~ The Technique “White Void” permanently (for the remainder of the battle) blinds the opponent if they were of short range (3 Meters or Less) from the user.

~ Note ~ The Technique “White Void” can only be used Three Times Per Battle.

‡ Declined ‡ Permanent blindness is a bit much lol. You need a maximum amount of turns on something like this. Blindness from flash bombs is a single turn, so I'll allow a maximum of four turns regardless of the range.
 
Last edited by a moderator:

BusinessManTeno

Active member
Supreme
Joined
Jul 27, 2011
Messages
20,808
Kin
2,903💸
Kumi
10,493💴
Trait Points
60⚔️
Awards
(Rinton: Tentou Mayu) Phosphorus Style: Heavens Cocoon
Type: Offensive | Supplementary
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80
Description: The user will do a set of 3 handseals, following right after palming their hands on the ground This will cause phosphorus from five meters in every angle from the opponent to rise up from the ground around them enclosing them inside what would seem to look like a cocoon that is infused with the users chakra. Inside the cocoon is pitch black due to no sunlight bypassing the phosphorus. This technique can be used in two ways, both initiated by the confirmation handseals sending fire chakra into the phosphorus. The user could send a moderate amount of fire chakra into it, causing the inside of the cocoon to be filled with the fumes from the phosphorus, causing mass irritation not only to the eyes hindering your eye sight, but to the throat, hindering techniques used from the mouth. If the opponent is not out of the cocoon after two turns, the fumes would have settled inside their system causing the opponent to collapse, and require medical attention or the phosphorus will cause lung failure. OR The user can send fire chakra into the phosphorus unrestricted (meaning he sends alot) , this will cause the phosphorus to violently ignite creating an explosion up to mid range, obliterating all thats caught within the blast radius.

Note: Can use twice per battle
Note: The user cant use both effects of the phosphorus in one usage
Note: The phosphorus cocoon stays on the field for a max of 2 turns unless destroyed
Note: Cant use phosphorus S rank or above in the next turn

‡ Declined ‡ Just checked your CE submission and your element is flammable, not explosive. It will ignite but it won't explode and encompass "everything within mid-range".
 
Last edited by a moderator:

Pervyy

Immortal
Joined
Oct 22, 2009
Messages
43,023
Kin
3,689💸
Kumi
31,971💴
Trait Points
0⚔️
I apologize for the delay on checks, first time around i had to re read several c.e's and confirm with Scorps on what is allowed. Form now on, when you post a jutsu it should be ready to be checked right away. I wont be closing the thread again unless really needed.

A few tips for submitting:
- Make sure what you're trying to do with your element is within your element.
- If it's multi ranked, explain why and the main differences
- I wont be approving cjs that convert or help you exceed your limit of the 12 cj you can have for an element. For example, turning earth into your element when using an earth jutsu or infusing earth with your element when you release it.
- Cjs that allow you to bypass your own weaknesses will be auto declined.

Have fun :)
 

McRazor

Active member
Legendary
Joined
Aug 21, 2010
Messages
12,575
Kin
2,568💸
Kumi
4,572💴
Trait Points
0⚔️
Awards


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 
Update:

カ Kapusaichinton: Kujū-kyoku | Capsaicin Release: Agonizing Authority
Type: Offensive/Supplementary/Defensive
Rank: A rank
Range: Short to Mid
Chakra: 30
Damage: 60
Description: Agonyzing Autorhity is a technique 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. This technique also allows the user to manipulate Capsaicin with hand gestures (push, pull, move, shape manipulate, etc), however, this only works for Capsaicin within short range of the user.

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.
カ Kapusaichinton: Bafubodi | Capsaicin Release: Buoyant Body
Type: Supplementary
Rank: S rank
Range: Self
Chakra: 40
Damage: N/A
Description: Buoyant Body is a self-empowering activation technique based on the low SHU Capsaicin and it provides the user with a multitude of effects. After a single handseal, the user molds Capsaicin chakra and using shape manipulation, spreads it throughout his body binding it to the TRPV1 receptors in his skin. Since the SHU value is on the low side, it doesn't have harsh and harming effects that other Capsaicin techniques have. Instead, once bound to the sensory receptors, they start sending signals into the brain which interprets them as a heating sensation. The heating sensation builds up blood pressure as it spreads through the body, acting as an artificial adrenaline shot. Due to the adrenaline and the occupied sensory receptors, the user becomes psychically immune to physical damage, by not being able to experience it. Upon being hit and experiencing trauma, the pain receptors are unable to report the pain due to the fact that the Capsaicin is bound to them and because its overriding the signals that they send, focusing on the fact that they only send heating signals, instead of pain. This of course, doesn't give the user physical immunity and it can sometimes be very dangerous not to be able to experience pain. Due to this, the user won't be able to know that he's been hurt until he visually confirms it. Since this technique acts as an artificial adrenaline shot and because the user becomes unable to feel pain, his other senses heighten in order to compensate. His speed, tracking and reaction time improves, providing him with a x1.5 multiplier to his current values, which allows him to move faster, track and react to opponents of greater speed. This effect, once activated, lasts for 3 turns and once it wears off, it leaves the user sensitive to Capsaicin and limits his usage of Capsaicin techniques for the following 2 turns. This means that the user won't be able to perform Capsaicin techniques above A rank due to the intense molding of Capsaicin chakra required for such techniques. Any trauma and physical damage that the user suffered will be felt normally once the effects wear off, if the user doesn't deal with them beforehand. User can deactivate this technique on command by performing an additional handseal.
Note: Can only be used once per battle
Note: Lasts for 3 turns

Approved - double edged blade my friend.

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.
カ Kapusaichinton: Keisan Sa Reta Wareme | Capsaicin Release: Canny Crevices
Type: Offensive
Rank: A rank
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 like geysers. 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 due to the agressive nature of Capsaicin. Thanks to its sticky and burning properties it would momentarily start spreading the burning sensation through the opponents body. The reacting neurons would start firing calcium ions at the brain uncontrollably, overwhelming the opponents brain with signals of agonyzing pain.When a target is bound by this, due to the pain there reactions times are reduced by 2 ranks, losing a rank per turn if they don't released themselves.
Note: Can only be used 3 times per battle

Approved- made edits
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.
カ Kapusaichinton: Desuparēto shi onegai | Capsaicin Release: Desperate Deathwish
Type: Offensive
Rank: S rank
Range: Short to Mid
Chakra: 40
Damage: 80
Description: Desperate Deathwish 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 maximum SHU value (16,000,000 SHU) 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 but it can also be used in hand to hand combat and the user can coat objects he gets in touch with using his limbs. The projectile, however, is aimed at the opponent and if it hits, the opponent would immediately start feeling the heat and pain that Capsaicin causes. This pain would push the opponent to the limits of the pain scale. Regarding the projectile itself, it can reach up to mid range and it is of the size of a basketball. Due to the nature that Capsaicin works, by binding to the TRPV1 receptor and prompting it to send a massive influx of calcium ions into the brain in order to signalize heat and pain, Capsaicin doesn't have the property to induce nerve and tissue damage itself. However, the influx of calcium ions signals the brain that there's a burning sensation and basically tricks the brain into inflaming the tissue as if it has undergone a burn or abrasion and the resulting inflammation causes tissue damage. The tissue damage happens if the opponent doesn't remove the Capsaicin in contact within the immediate turn. This is the reason why the technique is named Desperate Deathwish, symbolically implying that the opponent should rather end his life than endure the agonyzing pain and suffer through tissue death.
Note: Can't use Capsaicin techniques above A rank for 2 turns
Note: Can only be used again after 2 turns of cooldown
Note: Can only be used 2 times per battle

Declined - make it so you can spit it our and only apply it with your hands. I don't want it so that if you're kicked you cover them with the wax and it's gg.

カ Kapusaichinton: Īsariaru no bōmei | Capsaicin Release: Ethereal Exile
Type: Offensive/Defensive
Rank: A rank
Range: Self/Short to Mid
Chakra: 30
Damage: N/A
Description: Ethereal Exile is a technique that allows the user to turn his body or body parts into Capsaicin. This technique was developed as a defensive technique that allows the user to avoid direct physical damage by turning the point of impact into the waxy substance that is Capsaicin. Using his own chakra, channeling it into the desired part of his body and then by shape manipulating the chakra allows the user to turn that body part into Capsaicin. Since Capsaicin is waxy and malleable it deforms its shape on physical impact without loosing its structure. This provides a great defensive mechanism for the user in order to avoid taking physical damage. The added advantage of this technique, is the fact that once the opponent hits the users affected body part, he would get into contact with the high SHU Capsaicin, causing a burning sensation and pain. This technique compares to water and mist replacement techniques with the only difference being the element that the user turns his body into. While in this form the user doesn't have the required solidity in order to perform physical attacks himself, otherwise the affected limbs would deform on impact. However, thanks to shape manipulation, the user can sustain his shape without his body falling apart when using this technique. If the user turns his fists/feet into Capsaicin, he can swing his arms/legs and throw fist/feet sized globules of Capsaicin at the opponent, up to mid range. This can only be done once for each fist/foot per usage, before needing to reform them. Thanks to shape manipulation the appearance of the user doesn't change while using this technique, until the moment of impact and uncharacteristic deformation.
Note: Can only be user 3 times per battle

Declined - been told not to approve c.e jutsu that turn your body to said element. Coating your body is fine though if done logically.

カ Kapusaichinton: Osoroshī habokku | Capsaicin Release: Horrendous Havoc
Type: Supplementary
Rank: A rank
Range: Short to Mid
Chakra: 30
Damage: N/A
Description: Horrendous Havoc is a technique that allows the user to expand already existing Capsaicing techniques and sources. The expansion looks as if the affected technique is being blown up by an imaginary source. To use the technique, the user performs two handseals and shape manipulates his chakra in order to affect a Capsaicin technique. The affected technique expands to three times its original size until it finally bursts in all directions, shooting smaller globules of Capsaicin. Furthermore, those globules start blowing up as well, until they explode. This process continues as long as the user keeps his hands locked in the Ram handseal. The purpose of this technique is to spread Capsaicin over the battlefield and to cover as much surface as possible. It is worth to notice that every explosion creates more Capsaicin globules, but they decrease in overall size thus maintaining a proportion. The user can affect a technique or source up to mid range and the burst effect spans short range in all directions from the point of burst. Once spread across the battlefield it serves the user as a general annoyance and a way to use it as a source for further Capsaicin techniques. Using the same principle, the user can use this technique to expand a Capsaicin technique that came into contact with the opponent. The affected Capsaicin expands until it completely encompasses the opponent and using shape manipulation, the user can maintain its form in order to keep the opponent imprisoned in the massive body made of Capsaicin. This technique doesn't have it's own damage values and it assumes the SHU and damage values from the affected technique.
Note: Can only be user 3 times per battle

Declined - your element doesn't have explosive properties.

カ Kapusaichinton: Dokutoku no ryūshi | Capsaicin Release: Peculiar Particles
Type: Offensive/Supplementary
Rank: A rank
Range: Short to Long
Chakra: 30
Damage: 60
Description: Peculiar Particles is a technique based on the high SHU Capsaicin. The user performs a handseal while molding Capsaicin chakra and exhales a huge stream of small Capsaicin molecules at the opponent. Once exhaled, the Capsaicin molecules surround the opponent and spread across the battlefield and they can be seen as a red hue enveloping the battlefield. Due to their size, they are perfectly suited for inhalation. If the opponent happens to inhale the Capsaicin molecules, they would irritate his lungs inducing chemical pneumonia. The Capsaicin molecules would affect the alveloi which are the microscopic air sacs that are used for gas exchange with the blood within lungs. Once in contact with the alveloi they would cause inflammation and severe breathing problems, disrupting the opponents concentration and leaving him in pain and open to harm. Alternatively, this technique can be used to affect existing Capsaicin by using shape manipulation to decompose its shape on a molecular level, forming the aforementioned Capsaicin molecules and using the opposite principle, it can be used on present Capsaicin molecules in order to gather them into one uniform body.
Note: Can only be used 3 times per battle

Approved
 
Last edited by a moderator:

ReXii

Active member
Legendary
Joined
Jun 29, 2011
Messages
15,794
Kin
1,402💸
Kumi
222💴
Trait Points
15⚔️
Awards
(Shimoton: Totsuzen no samu-sa) - Frost Release: Cold Snap
Type: Offensive/Defensive/Supplemental
Rank: A
Range: Short-Mid
Chakra: 30
Damage: (+20) When used in conjunction with a water jutsu.
Description: This jutsu can be used only in conjunction with a water jutsu, or on an opponents water jutsu. The techniques basis is steeped in the ability of the frost element to turn liquids in to vapors, by using this in conjunction with one of the users water jutsu, the water will take on a chilling property before turning entirely in to frost vapors. Turning from a liquid in to a gas based attack, the freezing cold water vapors will chill the enemy to the core lowering his overall speed by 30% for four turns. This can be used on any water jutsu that the user knows regardless of rank. However on an enemy jutsu it can only counter up to S rank water jutsu, the technique is performed with no handseals instead requiring a snap of the fingers to activate the technique.
Note: Can be used thrice per battle.
Note: Due to causing the water jutsu to lose it's form the original jutsu's damage is augmented and shifted in to cold wind damage, causing slicing wounds similar to wind release as well as lasting frostbite.
Note: Damage boost is only applicable for the users jutsu, if used defensively it will simply cause the opponents water jutsu to be dispersed in to a cold wind.


Declined - I read through the c.e twice to make sure i understood it. With frost it's not really a gas it become it's water vapor that becomes frozen. So don't mention it as a gas. Also i don't believe it would boost your jutsu from your wording, you're just changing the structure of a jutsu. You will need atleast 1 handseal to do this. Slicing wind damage isn't part of your c.e, it would be more like fost boost. You can up it to 4 times per battle though

(Shimoton: Bunshi gensoku) - Frost Release: Molecular Deceleration
Type: Offensive/Supplemental
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90
Description: This jutsu is considered a finishing technique of the custom element. Only usable once the opponent or opponents have already been struck and afflicted with the effects of frostbite from any of the techniques in the element that afflict the opponent with frostbite. Once activated this technique will cause the frostbite present in the opponents body to violently begin to expand throughout the opponents body causing the internal organs, muscles nerves and general internals of the opponent to begin to suffer from severe frostbite, this will culminate over a series of turns and ends with the opponents oxygen and blood supply being vaporized nearly entirely resulting in unconsciousness. The technique is performed with no handseals instead requiring a snap of the fingers to activate the technique.
Note: Can be used once per battle.
Note: The frostbite effect can be considered any type of movement speed decrease or lasting debuff that is afflicted by any frost jutsu.
Note: This technique takes five total turns to culminate in it's final form, during these five turns the user may only use two jutsu per turn, additionally due to the focus required to sustain this jutsu he may not use any other forbidden ranked techniques during this time.
Note: The effects of the jutsu culminate each turn and increase in their effectiveness, on the first turn the opponent will lose 20% of his speed, this will increase each turn up to the final turn. He will also lose the ability to move large distances via his own body. I.E being able to use body flicker, and will be unable to physically run more than 5 meters per turn.
Note: The large amount of focus required for this technique will cause the user to be unable to utilize his frost element or water and wind for four turns after the technique has culminated.

Declined:
1. Needs the use of handseals
2. Jutsu effecting internal organs like that in the rp aren't allowed, it's too specific. You can have it expand the frost over the body and say the cold takes the effect to lower their body temp to the point of freezing at an excellerated rate.


(Shimoton: Shimo shinkūjin) - Frost Release: Frost Vacuum Blade
Type: Offensive/Supplemental
Rank: D-S
Range: Short-Mid
Chakra: 10-40
Damage: 20-80
Description: This jutsu is an enhanced variant of the vacuum blade technique, utilizing frost chakra the user is able to exhale pure frost chakra from his mouth on to any physical weapon he owns. Increasing the size and the range of the weapon as well as adding considerable damage. Unlike the vacuum blade this technique can also be used on the users limbs to create extensions for use with his taijutsu also. If struck by this jutsu the opponent will lose 1/4 of his total speed for four turns due to frostbite.
Note: Can be used twice per battle in S rank form, four times in A rank form, and an unlimited amount of times at B rank and below.
Note: Only A-S rank enhancement will allow the range to increase to mid ranged.

Declined - needs elaboration. How does it cover the weapon, what does it look like, saying it can reach mid range would make a weapon over 5m long? Also the S rank varient needs a restriction atleast buddy ^_^


(Shimoton: Shimoyake) - Frost Release: Frostbite
Rank: A
Type: Attack(Affliction)
Range: Short
Chakra Cost: 30
Damage Points: 20 per turn (3 turns)
Description: This technique requires the opponent to be wet. The user places his hand on the opponent, infusing wind chakra and quickly turning the water into frost. As the water freezes the enemies' extremeties(hands-fingers, feet-toes) begin to hurt and tend to become motionless due to the cold. Eventually, if they aren't heated properly the opponent shall be afflicted by frostbite, rendering their hands, feet and maybe even arms and legs useless. The damage of the frostbite is determined by what parts of the opponents body were wet. Each limb that was wet will be subjected to the effects of frostbite. Once afflicted the enemy will lose 1/4 of his speed level suffering from frostbite. Additionally the frostbite will cause handseals to be slower generally if affecting the arms and will inhibit total movement per turn if affecting the legs. Preventing the opponent from moving more than five meters per turn by using his own body methods. I.E body flicker.

Restrictions:
  • This technique may only be used thrice per battle.
  • Using "Fire Chakra" to heat one's body will not be enough to get rid of the Frost, the opponent must find a heat source.
  • This works in conjunction with the Hidden Mist Technique, as the water vapors slightly soak the opponent.
  • If the opponent does not find a heat source in three rounds after the Frostbite technique has been performed on him, he will suffer from literal frostbite, which will render his limbs useless for two turns.
Approved - made edits

Updating the last technique as it wasn't very well explained in my opinion.
(Shimoton: Totsuzen no samu-sa) - Frost Release: Cold Snap
Type: Offensive/Defensive/Supplemental
Rank: A
Range: Short-Mid
Chakra: 30
Damage: (+20) When used in conjunction with a water jutsu.
Description: This jutsu can be used only in conjunction with a water jutsu, or on an opponents water jutsu. The techniques basis is steeped in the ability of the frost element to turn liquids in to vapors, by using this in conjunction with one of the users water jutsu, the water will take on a chilling property before turning entirely in to frost vapors. Turning from a liquid in to a vapor based attack, the freezing cold water vapors will chill the enemy to the core lowering his overall speed by 30% for four turns. This can be used on any water jutsu that the user knows regardless of rank. However on an enemy jutsu it can only counter up to S rank water jutsu, the technique is performed with no handseals instead requiring a snap of the fingers to activate the technique. The reason this technique increases the damage of water attacks is due to the addition of frost chakra making the technique more wind based and having the ability to cut in the same way as wind jutsu cut. The technique requires a single handseal to activate.
Note: Can be used thrice per battle.
Note: Due to causing the water jutsu to lose it's form the original jutsu's damage is augmented and shifted in to cold wind damage, causing slicing wounds similar to wind release as well as lasting frostbite.
Note: Damage boost is only applicable for the users jutsu, if used defensively it will simply cause the opponents water jutsu to be dispersed in to a cold wind.

Declined - say plus 1 rank up to S rank which then gain +10. As your element is really a extremely cold wind, i don't think it can work on the opponent water jutsu like that due to the sheer volume of S rank water jutsu, so that needs reworking. And a snap of the fingers isn't enough to create such power.


(Shimoton: Bunshi gensoku) - Frost Release: Molecular Deceleration
Type: Offensive/Supplemental
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90
Description: This jutsu is considered a finishing technique of the custom element. Only usable once the opponent or opponents have already been struck and afflicted with the effects of frostbite from any of the techniques in the element that afflict the opponent with frostbite. Once activated this technique will cause the frostbite present in the opponents body to violently begin to expand throughout the opponents body causing the skin, muscles nerves and general body of the opponent to begin to suffer from severe frostbite, this will culminate over a series of turns and ends with the opponents oxygen and blood supply being vaporized nearly entirely resulting in unconsciousness. The technique is performed with a single handseal followed by clapping the hands.
Note: Can be used once per battle.
Note: The frostbite effect can be considered any type of movement speed decrease or lasting debuff that is afflicted by any frost jutsu.
Note: This technique takes five total turns to culminate in it's final form, during these five turns the user may only use two jutsu per turn, additionally due to the focus required to sustain this jutsu he may not use any other forbidden ranked techniques during this time.
Note: The effects of the jutsu culminate each turn and increase in their effectiveness, on the first turn the opponent will lose 2 ranks of his speed, this will increase each turn up to the final turn when they can't move. He will also lose the ability to move large distances via his own body. I.E being able to use body flicker, and will be unable to physically run more than 5 meters per turn.
Note: The large amount of focus required for this technique will cause the user to be unable to utilize his frost element or water and wind for four turns after the technique has culminated.
Note: No jutsu above S rank in the following turn

Approved - made edits


(Shimoton: Shimo shinkūjin) - Frost Release: Frost Vacuum Blade
Type: Offensive/Supplemental
Rank: D-S
Range: Short-Mid
Chakra: 10-40
Damage: 20-80
Description: This jutsu is an enhanced variant of the vacuum blade technique, utilizing frost chakra the user is able to exhale pure frost chakra from his mouth on to any physical weapon he owns. Increasing the size and the range of the weapon as well as adding considerable damage. Unlike the vacuum blade this technique can also be used on the users limbs to create extensions for use with his taijutsu also. If struck by this jutsu the opponent will lose 2 ranks of his total base speed for four turns due to frostbite. The technique works in a very similar way to Danzo's Vacuum blade technique that was used to cover a kunai in tangible wind chakra to enhance it's size and length. The main difference between this jutsu and his usage is that this jutsu allows the user to increase the length more considerably being on par with chidori spear in terms of size and extension ability. Additionally it allows the user to manipulate the shape of the enhancement also like Chidori spear causing it to be more malleable allowing spike like protrusions to spike off from the blade. But these functions will only be applicable when using the A-S ranked version.
Note: Can be used twice per battle in S rank form, four times in A rank form, and an unlimited amount of times at B rank and below.
Note: After using the S ranked version, the user is unable to use frost release above S ranked the following turn.
Note: Only A-S rank enhancement will allow the range to increase to mid ranged.

Approved - made edits, nice jutsu

(Shimoton: Kita no Ibuki)- Frost Release: Breath of the North
Type: Supplementary/Offense/Defense
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: The basic creation technique for Frost. The user is able to create various tools out of Frost, with the shaping of the tools being only limited by the users imagination. Things such as walls, spheres, spikes, pillars, swords, mountains, furniture, etc. These tools can be used for defensive purposes against attacks to intercept them, offensive use to make tools to attack/restrict the opponent. These constructs are create in two methods, either through their body (limbs, mouth, etc), the second from is in the distance but requires a handseal when using this method. The size, and power of the constructs depend mainly on the ranking used, A-Rank Frost tools can never exceed that of an A-Rank structure seen in the manga/anime. This is the same for every ranking. The user can not create sentient beings from this technique. The power of this technique varies dependent on the amount of chakra fueled into it.

Note: S-Rank Variant can only be used three times
Note: No S-Rank or above Frost on the user's next turn (if the S-Rank version is used)

Declined - frost, being a frozen wind, how do you create a chair from this or a mountain xd

(Shimoton: Fuyu ga kite imasu)- Frost Release: Winter Is Coming
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: +10 (Rain Jutsu)
Description: A technique used in conjunction with rain jutsu usually. However if the user is a master of rain release he can use this jutsu directly without the need for a prior rain source. By focusing frost chakra in to the sky and making four handseals, the user is capable of drastically lowering the temperature of rain, and creating an icy hail like rain. This can be used as a substitute for rain fall in the usage of rain related jutsu and the hail behaves in exactly the same way as the rain tiger at will technique affording the user the same abilities as they would gain from rain tiger at will. The difference with the hail primarily is that it's far colder than rain, causing the rain to inflict localized frostbite and lower the speed and reactions of opponents caught in the hail by 20% that lasts for the duration of their time trapped in the hail. Additionally as before mentioned the hail can be used as a substitute for rain, when using rain release techniques and adds +10 damage to all rain jutsu as a result of the hail being solid and capable of causing increased damage. This technique also aids in forcing the weather conditions to be ideal for other frost jutsu, causing the battlefield/landmark the user is present in to become extremely cold.

Note: If the user is a master of rain release they can use this technique without a rain source already being present creating the rain/hail simultaneously.
Note: Can be used thrice per battle
Note: While the rain in the immediate vicinity can be blown away temporarily, this jutsu can only be halted by heating the atmosphere in a similar way to the methods used to create Kirin

Declined - it needs rewording, it kinda infringes of temperature release with the wording of temperature. Reword it to say it infused the rain with frost element ect.
 
Last edited by a moderator:
Status
Not open for further replies.
Top