Custom Element's Jutsu Submission

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Daemon

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(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.
(Kazan Hai: Kaguya Nou) - Volcanic Ash: Kaguya's Gift
Type: Supplementary/Defensive/Offensive
Rank: B
Range: Short - Long
Chakra cost: 20 (+10 to techniques)
Damage points: N/A
Description: The user infuses a solid element or object with Volcanic Ash Chakra allowing it to gain some of Volcanic Ash's elemental properties such as strength and weaknesses as long as they do not interfere with the direct strengths of the jutsu it is applied to. (For example, if an earth jutsu has Kaguya's Gift applied to it, Volcanic Ash's weakness to water will not be applied to the Earth technique as the Earth jutsu still has form and is there for strong against water. However, because of the infusion of Volcanic Ash chakra the applied earth jutsu will be neutral to Lightning Techniques.) The user can detonate the Volcanic Ash chakra within the object. When detonated, the explosion released is equivalent to 40 Damage, a B rank technique.When infusing 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. Kaguya's Gift can be used within the same timeframe of another jutsu because of it's raw activation speed. As an enhancement technique, Kaguya's Gift can be used a maximum of 4 times per battle with each usage lasting 3 turns. There is a 3 turn cool down in between usages.


Declined - it's too much for one jutsu. You're just using it to bypass weakness. Not only that but there should be a limit of what you can combine this with. active for a total of 12 turns is way too much. This should be an infusion jutsu when you use a jutsu you use this at the same time as an infusion, single use, like an active boosting.

Volcanic Ash Technique with the petrification ability:
 
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Serpent

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(Hisuiton: Gusoku Hisuijin) - Jade Release: Armor of the Jade God
Rank: S
Type: Defence
Range: Short
Chakra Cost: 40
Damage Points: N/A (+10 Taijutsu)
Description: After making a single handseal "Tiger" the user will focus chakra around there body. this will form a very thin, yet dense armor of Jade that will encased the user to protect them from blunt force trauma and other forms of attack. This armor can also aid the user in performing stronger physical attacks. This is because of the Strong structure of Jade, it's hard form allows the user to deliver devastating physical attacks that are able to crush normal bone, Because of this the amount of damage given by basic Taijutsu is grater then normal. The Jade is transparent but can easily be noticed by light reflecting off it. although it gives the user a light green tint allowing for it to be noticeably even on cloudy days. While this armor is activated, the user will be venerable to dramatic temperature changes.
Note:
-Can only be twice once per battle
-Can only use Earth, Lightining and Jade Elements while its active.
-Requires a 2 turn cool down
-User can't use Jade Release in the same turn this Jutsu is activated
-Last 3 turns
-Must know Jade Release
-Can only be taught by Serpent

________________________________________________
 Approved 
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(Hisuiton: Gusoku no Jutsu) - Jade Release: Armor Technique
Rank: S
Type: Defense
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: The user will focus chakra around their body forming a thin, yet dense layer of Jade that will encased the user to protect them from blunt force trauma and other forms of attack. This armor can also aid the user in performing stronger physical attacks. This is because of the strong structure of Jade, it's hard form allows the user to deliver devastating physical attacks causing the amount of damage given by basic Taijutsu to be grater then normal. (+15 Taijutsu w/ full body armor) The Jade is transparent but can easily be noticed by light reflecting off it. Although it gives the user a light green tint allowing for it to be noticeably even on cloudy days. While this armor is activated, the user will be venerable to dramatic temperature changes. The user is also able to preform a variant of this technique by forming the armor partially in a specific area of the body (arm, leg, torso, etc.) in order to defend from an opponents attack. Using this method, the user can also enhance a specific Taijutsu technique by forming and condensing the jade in a singular area, it can become even more powerful then the full body armor method. This enhance the technique's damage output (+25 Taijutsu w/ partial armor)
Note:
-Full body armor lasts four(4) turns and can only be used once per battle
-Partial armor lasts one(1) turn and can only be used three(3) times per battle
-Can only be taught by Serpent

Declined - you just increased it's turn limit, made it more versatile ad the damage for it went from +10 to plus 25? really?
 
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Detective L

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(Kurofomuton: Dedula no hakai) | Chloroform Release: Destruction of Dedula
Type: Offensive | Defensive | Supplementary
Rank: D - S rank
Range: Short - Long
Chakra: 10 - 40
Damage: 20-80
Description: The most basic technique of the element, where the user will focus his Chloroform chakra either throughout his body, the air or the ground, in order to create tools, constructs, weapons, pillars etc. Due to its liquid nature, Chloroform can be manipulated into many forms, much like with Water, it can be formed into constructs or simply be released in the form of streams or blasts. Chloroform is capable of causing quite some blunt damage, and when exposed to openings, or wounds in the skin, can be toxic to the opponent, as well as when inhaled when in its gaseous form. In order to manipulate Chloroform at a Long range from the user, the user will have to form a single hand seal (Ram). This technique can also be used to take control of existing sources of Chloroform on the field.

Notes:

-After S rank usage, needs a cool down of a single turn before S rank version can be used again.

‡ Declined ‡ I find the description too shallow. You didn't limit the S Rank and A Rank uses. Maximum 4 times for the A-Rank use, 3 times for the S-Rank. You need handseals for this (at least one for B-Ranks and below, 2 for A-Ranks and 3 for S-Ranks). The bolded doesn't belong in this technique. This is for the creation of Choloform, not the manipulation of existing sources of it. Also, if you want this to be created from the air around the opponent, you need to make it at least short-range away.


(Kurofomuton:Radagasuto no reido ) | Chloroform Release: Raid of Radagast
Type: Supplementary
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: N/A
Description: A simple technique where the user will form two hand seals, and focus their Chloroform chakra into an existing Water source on the battlefield. This allows the user to manifest their Chloroform chakra into a water source, and then releasing the thick, scented liquid throughout the Water source, overtaking it as its stronger than Water. This would not be visible by looking at it, since Chloroform has no color, however it is scented. This allows the user to form moderate sized Water sources into Chloroform sources, and use it. This can also be done to Water constructs of the opponent which is A rank and below, allowing the user to form constructs of opponent which is made of water, into Chloroform. When the Water of the opponent is sentient in nature, it would require an extra -20 chakra from the user to sustain it in its Chloroform state and take control of the construct as well.

Notes:

-No Chloroform techniques S rank and above in the same turn as changing the Water source.
-Can only be used 5x

‡ Declined ‡ You make make this long-range with greater restrictions when used like that. Also, I won't allow this to be used on the opponent's techniques.
Re-submitting, edits in bold.



(Kurofomuton: Dedula no hakai) | Chloroform Release: Destruction of Dedula
Type: Offensive | Defensive | Supplementary
Rank: D - S
Range: Short - Long
Chakra: 10 - 40
Damage: 20-80
Description: The most basic technique of the element, where the user will form a single hand seal, or two ( in terms of the S rank usage) and focus his Chloroform chakra either throughout his body, the air or the ground, in order to create tools, constructs, weapons, pillars etc made of Liquid Chloroform. These formations and tools can be used for Offensive uses, Defensive uses as well as Supplementary uses. Due to its liquid nature, Chloroform can be manipulated into many forms, much like with Water, it can be formed into constructs (not sentient, yet have form and shape) or simply be released in the form of streams or blasts.These constructs can be formed at either Short, Mid or Long range from the user. When used to manifest around the opponent, it has to manifest at least Short range from the opponent. The Chloroform is capable of causing quite some blunt damage as well as impale the opponent, depending on the shape taken by the formation, and when exposed to openings, or wounds in the skin, the opponent will pass out, as well as when inhaled when in its gaseous form.The size of the constructs are proportionate to the rank used, meaning a D rank construct can't be as large as a mountain, for example.

Notes:

-For A rank usage, it can only be used 4 times per battle.
-S rank usage, only up to 3 times per battle.


‡ Approved ‡ Nice work. Edited the "toxic to the opponent".

(Kurofomuton:Radagasuto no reido ) | Chloroform Release: Raid of Radagast
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: A simple technique where the user will form two hand seals (three when used up to Long range), and focus their Chloroform chakra into an existing Water source on the battlefield. This allows the user to manifest their Chloroform chakra into a water source, and then releasing the thick, scented liquid throughout the Water source, overtaking it as its stronger than Water. This would not be visible by looking at it, since Chloroform has no color, however it is scented. This allows the user to form moderate sized Water sources into Chloroform sources, and use it.

Notes:

-No Chloroform techniques S rank and above in the same turn as changing the Water source.
-When used at Long range, requires a cool down period of two turns before being able to use Long range usage again, and one turn cool down period before using Mid range variant again.
-Long range usage can only be used 2 times.
-Can only be used 5x

‡ Approved ‡
 
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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
Small update:

Kapusaichinton: Kujū-kyoku | Capsaicin Release: Agonizing Authority
Type: Offensive/Supplementary/Defensive
Rank: D/S rank
Range: Short to Mid
Chakra: 10/40
Damage: 20/80
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 materialize onto the battlefield, as well as 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.
Note: S rank variant can only be used 2 times per battle

Declined - needs drawbacks for S rank not just use limit.

カ Kapusaichinton: Rakukantekina chikaku | Capsaicin Release: Sanguine Sentient
Type: Offensive
Rank: A/S rank
Range: Short
Chakra: 30/40 (-5/-10 per turn)
Damage: 60/80
Description: Sanguine Sentient is, just as its name suggests, a powerful technique that has only one goal in its mind, to envelop an opponent completely with high SHU Capsaicin and use it to inflict torturous amounts of pain. The technique is suited for close quarter combat and it is performed through physical contact. Upon gathering the required chakra, the user shape manipulates it into a sentient being unlike any other. Instead of shape manipulating the Capsaicin like every other element does, this technique doesnt assume any specific form and remains a simple body made of the waxy and sticky compound that is Capsaicin. Because of the users chakra, it is programed to perform a specific task, spread across anything and everything until the opponent is completely enveloped within it thus it doesn't require the users focus once it's performed, allowing him to perform other techniques. This is the reason behind its sentience because it can act on its own and choose the best possible way to efficiently and swiftly subject the opponent to the Capsaicin. To perform the technique, the user releases the Capsaicin through his limbs on contact with the opponent and the Capsaicin sticks onto the opponents body, spreading into any crevice it can find along its way. The Capsaicin will move swiftly and quickly, over the whole surface of the said object or being, which the user comes into contact with. Generally, the Capsaicin has the ability to seep through regular clothing, while metals and harder materials can't be sept through, but due to the increased smoother surface, it will move along the whole surface of the said object which the user has come into contact with. Furthermore, the technique can also be utilized with anything the user is in contact with for eg. a weapon, following the same general principle. The user spreads the Capsaicin from his hands onto the weapon that he's holding and once their weapons clash, the sentient body of Capsaicin spreads itself onto the opponents weapon and from there onto the opponent himself. Once the high SHU Capsaicin gets in contact with the opponents skin, it binds to the sensory receptors and sends an influx of calcium ions into the brain, which get deciphered as pain and heat from the affected area. Due to the fact that the Capsaicin spreads across the whole body, the nervous system would be overwhelmed and if the opponent fails to remove the Capsaicin within the same turn, he would lose consciousness. Upon removing the Capsaicin, the pain would persist for 2 more turns for the S rank variant, while it would persist for 1 turn for the A rank variant. Upon immediate contact with the Capsaicin, the opponent would most likely be prompted to throw away and lose grip of his weapons, unless he has means to overcome the pain and remove the Capsaicin. In the next turn, after removing the Capsaicin, the opponent would be able to pick up the weapon but he would have trouble wielding it, as well as performing coordinated taijutsu movements and techniques for both variants. Consequently, the opponent would regain all aforementioned abilities while lesser amounts of pain persist in the second turn after removing the Capsaicin for the S rank variant. If the user so decides, he can activate this technique in order to spread the Capsaicin upon physical contact over a course of 3 turns, but he needs to pay additional chakra to keep it sustained. This allows the user to use the technique to its full potential by combining it with other taijutsu and kenjutsu techniques and movements.
Note: Can't use S rank Capsaicin techniques in the same and next turn if S rank variant is used
Note: Can't use S rank Capsaicin techniques in the same turn if A rank variant is used
Note: S rank variant can only be used 2 times per battle
Note: A rank variant can only be used 3 times per battle
Note: Lasts for 3 turns for both variants

Declined - its working two fast, 1 turn could be a second, make it take longer for the ffect, another drawback for S rank too.
Kapusaichinton: Rakukantekina chikaku | Capsaicin Release: Sanguine Sentient
Type: Offensive
Rank: A/S rank
Range: Short
Chakra: 30/40 (-5/-10 per turn)
Damage: 60/80
Description: Sanguine Sentient is, just as its name suggests, a powerful technique that has only one goal in its mind, to envelop an opponent completely with high SHU Capsaicin and use it to inflict torturous amounts of pain. The technique is suited for close quarter combat and it is performed through physical contact. Upon gathering the required chakra, the user shape manipulates it into a sentient being unlike any other. Instead of shape manipulating the Capsaicin like every other element does, this technique doesnt assume any specific form and remains a simple body made of the waxy and sticky compound that is Capsaicin. Because of the users chakra, it is programed to perform a specific task, spread across anything and everything until the opponent is completely enveloped within it thus it doesn't require the users focus once it's performed, allowing him to perform other techniques. This is the reason behind its sentience because it can act on its own and choose the best possible way to efficiently and swiftly subject the opponent to the Capsaicin. To perform the technique, the user releases the Capsaicin through his limbs on contact with the opponent and the Capsaicin sticks onto the opponents body, spreading into any crevice it can find along its way. The Capsaicin will move swiftly and quickly, over the whole surface of the said object or being, which the user comes into contact with. Generally, the Capsaicin has the ability to seep through regular clothing, while metals and harder materials can't be sept through, but due to the increased smoother surface, it will move along the whole surface of the said object which the user has come into contact with. Furthermore, the technique can also be utilized with anything the user is in contact with for eg. a weapon, following the same general principle. The user spreads the Capsaicin from his hands onto the weapon that he's holding and once their weapons clash, the sentient body of Capsaicin spreads itself onto the opponents weapon and from there onto the opponent himself. Once the high SHU Capsaicin gets in contact with the opponents skin, it binds to the sensory receptors and sends an influx of calcium ions into the brain, which get deciphered as pain and heat from the affected area. Due to the fact that the Capsaicin spreads across the whole body, the nervous system would be overwhelmed and if the opponent fails to remove the Capsaicin within two turns, he would lose consciousness. Upon removing the Capsaicin, the pain would persist for 2 more turns for the S rank variant, while it would persist for 1 turn for the A rank variant. Upon immediate contact with the Capsaicin, the opponent would most likely be prompted to throw away and lose grip of his weapons, unless he has means to overcome the pain and remove the Capsaicin. In the next turn, after removing the Capsaicin, the opponent would be able to pick up the weapon but he would have trouble wielding it, as well as performing coordinated taijutsu movements and techniques for both variants. Consequently, the opponent would regain all aforementioned abilities while lesser amounts of pain persist in the second turn after removing the Capsaicin for the S rank variant. If the user so decides, he can activate this technique in order to spread the Capsaicin upon physical contact over a course of 3 turns, but he needs to pay additional chakra to keep it sustained. This allows the user to use the technique to its full potential by combining it with other taijutsu and kenjutsu techniques and movements.
Note: Can't use A rank Capsaicin techniques in the same and next turn if S rank variant is used
Note: Can't use S rank Capsaicin techniques in the same turn if A rank variant is used
Note: S rank variant can only be used 2 times per battle with a 2 turn cooldown
Note: A rank variant can only be used 3 times per battle
Note: Lasts for 3 turns for both variants

Approved - made edits


Kapusaichinton: Furakutarufinesu | Capsaicin Release: Fractal Finesse
Type: Supplementary
Rank: D/S rank
Range: Short to Mid
Chakra: 10/40
Damage: N/A
Description: Fractal Finesse is a technique that allows the user to control the SHU value of existing Capsaicin, as well as creation of small amounts of localized Capsaicin on his body. Using his chakra, through manipulation of existing Capsaicin, the user can reduce or increase the SHU value, depending on his needs. Using this technique, the user can basically change the SHU along the scale. High SHU can be lowered and low can, logically, be raised. This technique doesn't have any offensive capabilities in itself, thus it doesn't add damage to the affected techniques directly and its application is considered to be D ranked. If used on existing Capsaicin sources, it assumes their damage values and as such it can affect Capsaicin techniques of any size, but only up to mid range from the user. Following the rules set by the custom element, high SHU is considered harmful and an unpleasant heating sensation, thus the user would increase the SHU when he wants to damage something. On the contrary, low SHU is felt as a pleasant heating sensation that has the ability to spike the users chakra system because it acts as an artificial adrenaline shot that boosts blood flow and readjusts the users focus. In case that the user has medical knowledge, he can also use the low SHU valued Capsaicin to induce local anesthesia on both himself, depending where he manifests it on his body, or the patient he gets in touch with. Using this technique, the user can furthermore, coat his palms with Capsaicin, which allows him to spread it on touch and in case of medical knowledge, perform local anesthesia to help him with further medical procedures. As the user coats his palms, using his chakra, he can manipulate the SHU value to fit his needs. The low SHU value, when applied to oneself, has the power of a B rank chakra spike. A moderate SHU value would have the power of an A rank chakra spike, while the high SHU value would result in an S rank chakra spike.
Note: S rank variant can only be used 2 times per battle and no Capsaicin can be used in next turn
Note: Performing anesthesia requires medical knowledge

Declined - remove the medical part

‡ All Pending ‡ Leaving for Pervy
 
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Korra.

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Red Sand

(Niiro Suna: ai Sabaku no Kanbotsu Ana ) - Red Sand Release Sinkhole of the Red Desert
Rank: Forbidden
Type: Offensive
Range: Short - Long
Chakra: 70
Damage: 140
Description: The user does the snake sign and channels their chakra underneath their opponent. The user uses a great amount of chakra and has the ground underneath the opponent turn into red sand in a short range radius of them. The red sand quickly keeps growing in radius and depth till it reaches to 15 meters across and 40 meters in depth. The The sand underneath the opponent forms arms that grab the opponent and bind them. The arms will start pulling down the opponent into the sinkhole while also burning them. Due to this being a high rank jutsus this jutsu causes 4th degree burn. The opponent will be dragged underneath the pit and sunken to the bottom of the pit while being burned and suffocating. The sinkhole is large enough to also sink giant summonings.
Note: Usable 1 times a battle
Note: The user after this will lose connection to manipulative Red Sand for 3 turns
Note: The user has to avoid getting caught in the sinkhole themselves

‡ Declined ‡ 70 chakra? 140 damage? Where did you get these numbers?
 
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Nathan

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Shuton: Suiyo Saigai | Alcohol Release: The Drunken Disaster
Type: Supplementary, Offensive, Defensive
Rank: B-Rank
Range: Short – Long
Chakra: 20
Damage: 40
Description: The user will release alcohol from their body or their mouth or use his chakra to manipulate the moisture in the air to form Alchool and shape it as he wishes. This is the most basic application of Alcohol Release which allows the user to create various basic fluid constructs such as shields, swords, walls, pillars, waves, and spheres. Like all other forms of alcohol it can be ignited to cause a different type of damage or simply used for supplementary purposes. If the alcohol enters the opponent’s blood stream through either wounds, injection, or ingestion the opponent will become temporarily intoxicated shortly after. The intoxication will last for a total of four (4) turns where in the first turn of intoxication the opponent will feel no effects at all. In the second turn of intoxication the opponent will be unable to mold chakra for forbidden ranked techniques and will be unable to perform complex taijutsu (above B-Rank). In the third turn of intoxication the opponent will be unable to mold chakra for S-Rank and above techniques and will be unable to perform B-Rank and above taijutsu. In the fourth turn of intoxication the opponent will be unable to mold chakra for forbidden ranked techniques and will be unable to perform complex taijutsu (above B-Rank). Constructs are always created within short range of the user.


 Approved 

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



 Approved 
Merging the two:

(Shuton: Suiyo Saigai) – Alcohol Release: The Drunken Disaster
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40
Damage: 20 – 80
Description: Through manipulation of their Alcohol chakra the user will release, from any point on their body or through the moisture in the air around them in short-range, various amounts of alcohol and shape it as he or she wishes. This is the most basic application of Alcohol Release which allows the user to create various basic fluid constructs such as shields, swords, walls, pillars, waves, and spheres. Like all other forms of Alcohol it can be ignited to cause a wildly different type of damage or simply applied for supplementary purposes. Drunken Disaster adheres to certain restrictions depending on the rank applied. Intoxication occurs when the alcohol enters the opponent’s blood stream through open wounds, injection, or ingestion. S-Rank applications of this technique can be used three (3) times per battle and can only be used once every two (2) turns. The intoxicating effects of Drunken Disaster vary depending on the rank applied and are listed below.

D-Rank applications of this technique offer no intoxicating abilities aside from cosmetic intoxication.

C-Rank applications of this technique offer intoxication spanning over three turns. In the first turn the opponent will suffer no negative effects. In the second turn the opponent will be unable to mold chakra for forbidden ranked techniques and unable to perform complex taijutsu (above A-Rank). In the third turn the opponent will be unable to perform complex taijutsu (above A-Rank).

B-Rank applications offer intoxication spanning over four turns. In the first turn the opponent will be unable to perform forbidden ranked techniques. In the second turn the opponent will be unable to perform techniques S-Rank and above while also unable to perform complex taijutsu (above A-Rank). In the third turn the opponent will be unable to perform techniques S-Rank and above, and unable to perform advanced taijutsu (above B-Rank). In the fourth turn the opponent will be unable to perform forbidden ranked techniques.

A-Rank applications offer intoxication spanning over four turns. In the first turn the opponent will be unable to perform forbidden ranked techniques. In the second turn the opponent will be unable to perform S-Rank and above techniques and unable to perform complex taijutsu (above A-Rank). In the third turn the opponent will be unable to perform A-Rank and above techniques and unable to perform advanced taijutsu (above B-Rank). In the fourth turn the opponent will be unable to perform S-Rank and above techniques and also unable to perform complex taijutsu (above A-Rank).

S-Rank applications offer intoxication spanning over five turns. In the first turn the opponent will be unable to perform forbidden ranked techniques. In the second turn the opponent will be unable to perform S-Rank techniques, increase the difficulty of their hand seals significantly (2x longer), and will be unable to perform complex taijutsu (above A-Rank). In the third turn of intoxication the opponent will be unable to mold chakra for A-Rank and above techniques, be unable to weave hand seals, and will be unable to perform C-Rank and above taijutsu, as well as rendered unable to discern subtle genjutsu from reality. In the fourth the opponent will be unable to mold chakra for S-Rank and above techniques, increase the difficulty of their hand seals significantly (2x longer), and unable to perform complex taijutsu (above A-Rank). In the fifth turn of intoxication the opponent will be unable to perform forbidden ranked techniques.


Declined - no drawbacks or anything for S rank?
-


(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 +20 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.
Note: Can be used four (4) times per battle.
Note: Can only be used on the users own water techniques, and only lasts for the turn it's used on.

‡ Declined ‡ Alcohol contains more natures/elements than just water. You can't use it while using a Water technique without YY. However, there's still a way to make this feasible. Make it so you convert the air moisture into alcohol and every time a water based technique is used (even if it's your opponent's), the alcohol molecules converge on the technique and imbue the jutsu with it's properties. Remove the damage boosts/reductions on this. You can keep the explosive property and simply make it so while this is active, Water techniques become strong to lightning ones. You can make the technique usable twice and last for four turns.
(Shuton: Kishaku Chūnyū) – Alcohol Release: Diluted Infusion
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: N/A (+10 chakra to applied 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 manipulate moisture captured in the air and convert to alcohol molecules. As a result, any subsequent Water techniques performed by the user will be infused with the alcohol molecules surrounding them through simple convergence causing the Water jutsu in question to be imbued with the alcoholic properties – namely intoxication and its inherent explosive nature. Of course, because the substance is slightly diluted being mixed with water the intoxication does not have high potential compared to pure alcohol. As such, in the first turn of intoxication should this technique be consumed or enter the bloodstream directly the victim will suffer from the inability to perform 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. Due to the nature of Alcohol Release this technique changes the inherent elemental qualities of the water technique it is applied to essentially causing it to become strong to lightning techniques. Because of its nature this technique requires no time to perform and can be deactivated at will.
Note: Can be used twice per battle.
Note: Once activated lasts four turns


‡ Approved ‡

Leaving for NK

(Hottoaisu: Tōji) – Hot Ice Release: Winter Solstice
Type: Offensive, Defensive, Supplementary
Rank: Forbidden
Range: Short – Long
Chakra: 50
Damage: 90
Description: A powerful Hot Ice Release technique involving the user focusing chakra throughout every point in their body and then releasing it in one immense omnidirectional blast. In essence the blast carries numerous small particles of Hot Ice carrying the heat of the technique and force akin to that of Wind Release rushing outward with immense concussive force blowing away anything in its path, respecting elemental strengths and weaknesses. The blast carries itself into long-range with ease decimating the terrain in the process. However, this technique, while devastating in raw sheer force carries with it a deceptive property. As the blast pushes itself further and further outwards it leaves in its wake Hot Ice particles leaving behind a sort of Hot Ice mist or haze. The Hot Ice mist leaves behind a warmth in the air although, compared to normal solid Hot Ice, it does not possess burning capabilities or can cause any suffocation; it is simply cosmetic. It also is unable to hinder normal eyesight on its own. The mist itself does carry a unique trait to it found in Hot Ice Release – it possesses the incredible ability to consume and absorb Water Release techniques. As such, while the lingering mist is present on the field Water techniques within elemental strengths and weaknesses are unable to be materialized in the air due to the Hot Ice mist absorbing the air moisture. Winter Solstice is also able to suppress the manipulation of water sources and the production of water from one’s own body. With this technique water produced and manipulated from a water source as well as from an opposing user will be suppressed and reduced by one rank in effective strength. Because of the nature of Winter Solstice this technique takes enormous strain on the user’s body inflicting 40 damage on the user and causing them to experience a temporary full body pain lasting for a single turn. This technique can be used once per battle. After usage the user is unable to use Hot Ice techniques above A-Rank for the same and next turn. The user is unable to use Earth, Fire, and Water techniques above S-Rank for the same and next turn. In addition to this the user’s base speed rank is reduced by 2 levels for a single turn after this technique is used. The mist of Hot Ice particles will remain on the field active for four turns after this technique has been used.

Declined - stopping all water is too much. Apart from that it's fine
 
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Gobi Gobletsson

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(Karushiumu: Hone Konpaundo Tenteki) - Calcium Release: Osteokinetic Compound Infusion
Type:
Offensive
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: Hone konpaundo Tenteki is an infusion technique. It a technique which capitalizes on various of Calcium Release's many available compounds, such as Arsenate, Oxide and more. Through the activation of the technique which can be done passively, and also instantly in the timeframe with another technique in order to provide proper supplementary effects, the user's following Calcium's techniques will be either enhanced with various effects which will be explainded below. The technique lasts four turns, and can be used thrice. Changing between properties, is viable, even when the technique have been created, but two compounds aren't available to mix. So should one wish to give it another compound, the previous will cease to i.e, exude from the bone.
Illumination | Shōmei
Through the application Shomei, the user dons their Calcium Techniques with an extra layer. This layer consists of the Calcium compound Oxide. Through a mental command the atoms will start to heavily vibrate to the point of ignition which will cause a blinding illumination around the construct, that will leave an oppoenent blinded. Depending on what degree the particles are being vibrated, the user can adjust the measure of the glow. If an opponent is blinded, it will cause blindness for two turns.
Ignition | Tenka
Through the application of Hisan'en, the user dons their Calcium Technique with an extra surrounding layer, similiar to a shroud, consisting of Arasenate. It's a vicious compound which upon contact with the moisture in the air, instantly dissolves into a gassous state, much alike vapour, which is highly toxic to inhale for foreigners. The toxic surrounds the object in question, reaching the parimeters of short-range, and the toxin kicks in after a period of one turn, followed by worsening effects each turn. First turn; the Skin of victim will gain hemorrhaging being granted high amounts of pain upon movement and thereby decreasing their overall base movement by -2. Following turn the victim will suffer bone Marrow Damage, thus causing neuromuscular disturbance, and thereby a degrading which in turn the victm will become completely immobilized. Should the victim be incapable of riddening themselves of the compound by the fourth turn, their organs will start to disfunction and result in a painful death.
Corrosion | Fushoku
This application differs from the other uses, that it can only be used in cojunction with water techniques, rather than Calcium ones. However, it pertains it Calcium compound, Hydroxide. Infusion this compound into a water technique, it immediately dissolves into the mass of water, which in turn makes the water corrosive in nature which allows for a change in S/W. The corrosive nature, allows to burn through Earth structures and objects, and metal alike. It doesn't enhance the power of the water itself, it merely makes it strong to its otherwise known weakness. While so, it becomes weak to Fire as it's dousing effects are weakened by the amounts of calcium compounds within.
Granule | Karyu
Using this application, the user surrounds their Calcium techniques with a surrounding mist. Should an Calcium Technique erupt from the ground, Calcium Granules will erupt along with it, spreading throughout the ground, surrounding the technique itself, these granules serve to block the technique's exact origin whilst simualtaneously dealing minor shredding damage to the opponent, along with irregular breathing should they exhale these granules. The Granules are equivalent to C-rank technique, an cover the parameters of Five meters radius in each direction with the technique working as the epicenter.
Note: To be noted, neither of these affect the user himself, as its pertains to his will to which or whom it would essentially harm or damage.

Declined - calcium was made by mugiwara and so needs provided permission to submit c.e cj for that element.

(Erubiumuton: Gintatchi no Moroi Kajiya) - Erbium Release: Silvery Touch of the Flimsy Blacksmith
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: N/A
Description: Gintatchi no Moroi Kajiya is a supplementary technique, which is to support overall Earth based Techniques along with Earth-related CEs and KG. Whenever used the technique uses the nature of Erbium release, and ultilizes erbium particles to excude from structures or other, otherwise mist-spreading techniques - Such as Earth particles creating a dustscreen, etc. These earth particles blend themselves within the creation of these techniques, and spread around structures, allowing upon inhalation, ingestion through inhalation or otherwise open wounds, cuts, or scratches. This will cause the radiation of Erbium Release to course through the blood veins of the victim(s) and weakening their overall Taijutsu with 10, and lessened their base speed by 2, and overall exhaust them of their stamina, limiting their moves per turn, to 2. These effects kicks in over the course of one turn. This technique is instantly activated through mental note, and is applied to following techniques for the duration of four turns. This technique can be used thrice.

Same as above but for zenryoku.

(Keigakuton: Taiyo no Melschee) - Abyss Release: Melschee's Sun
Rank: Forbidden
Type: Defensive/Offensive
Range: Short/Med/Long
Chakra Cost: 50
Damage Points: 90
Description: Despite the Strength of the technique, the technique's concept is very simple in design. It's the advanced version of Melschee no Doa, if you would, it takes the same concept in use and takes it to an entirely different level of strength. Ultilizing Abyssal Chakra, the user creates a humongously condensed orb of Abyss Chakra. It could essentially reach the parameters of Mid-range, alone. It can be controlled through the movement of hand, and as a result can be used both in an offensive and defensive way through extremely fast paced coils of the sphere, easily matching the user's speed x1.5 in both creation and speed. It can either A. be created instantly filling the space of Mid-range, however this pertains only should it cause no harm to victim or user, after creation, it can be used harmfully. Or B. it can start as a small orb, expanding drastically, or C. the shell of the sphere will form around a desginated area at first, whereafter it fills completely.
✘ Once used, the user is incapble of ultilizing Yang or Abyssal techniques above S-rank the two following turns.
✘ The technique itself deal 15 damage to the user, strains the user's mental mind set, making him incapble of performing S-ranked or above Genjutsu the following turn.

Declined - close to a DNR with how OP this could be. 1.5 your speed? Mid range instantly? No handseals? Form it around who you want instantly?

Reference to Melschee's Door
(Keigakuton: Melchsee no Doa) - Abyss Release: Melchsee's Door -[/B]
Rank: A
Type: Attack/Defence
Range: Short-Medium-Long
Chakra cost: 30
Damage points: 60
Description: The most basic jutsu of Abyss Release. The user creates a large highly condensed orb of Abyss chakra which he can manipulate by moving his hand. As a result it can be used both in an offensive and defensive way by blasting to the opponent or let it coil at an extremely fast pace around the user.
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Korra.

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Red Sand

(Niiro Suna: ai Sabaku no Kanbotsu Ana ) - Red Sand Release Sinkhole of the Red Desert
Rank: Forbidden
Type: Offensive
Range: Short - Long
Chakra: 70
Damage: 140
Description: The user does the snake sign and channels their chakra underneath their opponent. The user uses a great amount of chakra and has the ground underneath the opponent turn into red sand in a short range radius of them. The red sand quickly keeps growing in radius and depth till it reaches to 15 meters across and 40 meters in depth. The The sand underneath the opponent forms arms that grab the opponent and bind them. The arms will start pulling down the opponent into the sinkhole while also burning them. Due to this being a high rank jutsus this jutsu causes 4th degree burn. The opponent will be dragged underneath the pit and sunken to the bottom of the pit while being burned and suffocating. The sinkhole is large enough to also sink giant summonings.
Note: Usable 1 times a battle
Note: The user after this will lose connection to manipulative Red Sand for 3 turns
Note: The user has to avoid getting caught in the sinkhole themselves

‡ Declined ‡ 70 chakra? 140 damage? Where did you get these numbers?
(Niiro Suna: ai Sabaku no Kanbotsu Ana ) - Red Sand Release Sinkhole of the Red Desert
Rank: Forbidden
Type: Offensive
Range: Short - Long
Chakra: 50
Damage: 90
Description: The user does the snake sign and channels their chakra underneath their opponent. The user uses a great amount of chakra and has the ground underneath the opponent turn into red sand in a short range radius of them. The red sand quickly keeps growing in radius and depth till it reaches to 15 meters across and 40 meters in depth. The The sand underneath the opponent forms arms that grab the opponent and bind them. The arms will start pulling down the opponent into the sinkhole while also burning them. Due to this being a high rank jutsus this jutsu causes 4th degree burn. The opponent will be dragged underneath the pit and sunken to the bottom of the pit while being burned and suffocating. The sinkhole is large enough to also sink giant summonings.
Note: Usable 1 times a battle
Note: The user after this will lose connection to manipulative Red Sand for 3 turns
Note: The user has to avoid getting caught in the sinkhole themselves

Declined - needs work, and can't believe i'm saying this, detail. RIght now there isn't much to define the speed of how it's formed how fast it spreads. What rank are all the arms, how many arms, how far do they reach, how fast is the target burned. Drawbacks aren't enough either for F rank.
 
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McRazor

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Kapusaichinton: Kujū-kyoku | Capsaicin Release: Agonizing Authority
Type: Offensive/Supplementary/Defensive
Rank: D/S rank
Range: Short to Mid
Chakra: 10/40
Damage: 20/80
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 materialize onto the battlefield, as well as 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.
Note: S rank variant can only be used 2 times per battle

Declined - needs drawbacks for S rank not just use limit.
Kapusaichinton: Kujū-kyoku | Capsaicin Release: Agonizing Authority
Type: Offensive/Supplementary/Defensive
Rank: D/S rank
Range: Short to Mid
Chakra: 10/40
Damage: 20/80
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 materialize onto the battlefield, as well as 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.
Note: Can't use A rank and above Capsaicin techniques in the next turn if S rank variant is used
Note: S rank variant can only be used 2 times per battle

Approved - made edits

Kapusaichinton: Furakutarufinesu | Capsaicin Release: Fractal Finesse
Type: Supplementary
Rank: D/S rank
Range: Short to Mid
Chakra: 10/40
Damage: N/A
Description: Fractal Finesse is a technique that allows the user to control the SHU value of existing Capsaicin, as well as creation of small amounts of localized Capsaicin on his body. Using his chakra, through manipulation of existing Capsaicin, the user can reduce or increase the SHU value, depending on his needs. Using this technique, the user can basically change the SHU along the scale. High SHU can be lowered and low can, logically, be raised. This technique doesn't have any offensive capabilities in itself, thus it doesn't add damage to the affected techniques directly and its application is considered to be D ranked. If used on existing Capsaicin sources, it assumes their damage values and as such it can affect Capsaicin techniques of any size, but only up to mid range from the user. Following the rules set by the custom element, high SHU is considered harmful and an unpleasant heating sensation, thus the user would increase the SHU when he wants to damage something. On the contrary, low SHU is felt as a pleasant heating sensation that has the ability to spike the users chakra system because it acts as an artificial adrenaline shot that boosts blood flow and readjusts the users focus. In case that the user has medical knowledge, he can also use the low SHU valued Capsaicin to induce local anesthesia on both himself, depending where he manifests it on his body, or the patient he gets in touch with. Using this technique, the user can furthermore, coat his palms with Capsaicin, which allows him to spread it on touch and in case of medical knowledge, perform local anesthesia to help him with further medical procedures. As the user coats his palms, using his chakra, he can manipulate the SHU value to fit his needs. The low SHU value, when applied to oneself, has the power of a B rank chakra spike. A moderate SHU value would have the power of an A rank chakra spike, while the high SHU value would result in an S rank chakra spike.
Note: S rank variant can only be used 2 times per battle and no Capsaicin can be used in next turn
Note: Performing anesthesia requires medical knowledge

Declined - remove the medical part

‡ All Pending ‡ Leaving for Pervy
Kapusaichinton: Furakutarufinesu | Capsaicin Release: Fractal Finesse
Type: Supplementary
Rank: D/S rank
Range: Short to Mid
Chakra: 10/40
Damage: N/A
Description: Fractal Finesse is a technique that allows the user to control the SHU value of existing Capsaicin, as well as creation of small amounts of localized Capsaicin on his body. Using his chakra, through manipulation of existing Capsaicin, the user can reduce or increase the SHU value, depending on his needs. Using this technique, the user can basically change the SHU along the scale. High SHU can be lowered and low can, logically, be raised. This technique doesn't have any offensive capabilities in itself, thus it doesn't add damage to the affected techniques directly and its application is considered to be D ranked. If used on existing Capsaicin sources, it assumes their damage values and as such it can affect Capsaicin techniques of any size, but only up to mid range from the user. Following the rules set by the custom element, high SHU is considered harmful and an unpleasant heating sensation, thus the user would increase the SHU when he wants to damage something. On the contrary, low SHU is felt as a pleasant heating sensation that has the ability to spike the users chakra system because it acts as an artificial adrenaline shot that boosts blood flow and readjusts the users focus. Using this technique, the user can furthermore, coat his palms with Capsaicin, which allows him to spread it on touch. As the user coats his palms, using his chakra, he can manipulate the SHU value to fit his needs. The low SHU value, when applied to oneself, has the power of a B rank chakra spike. A moderate SHU value would have the power of an A rank chakra spike, while the high SHU value would result in an S rank chakra spike.
Note: S rank variant can only be used 2 times per battle and no Capsaicin can be used in next turn

Approved
 
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Nathan

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Merging the two:

(Shuton: Suiyo Saigai) – Alcohol Release: The Drunken Disaster
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40
Damage: 20 – 80
Description: Through manipulation of their Alcohol chakra the user will release, from any point on their body or through the moisture in the air around them in short-range, various amounts of alcohol and shape it as he or she wishes. This is the most basic application of Alcohol Release which allows the user to create various basic fluid constructs such as shields, swords, walls, pillars, waves, and spheres. Like all other forms of Alcohol it can be ignited to cause a wildly different type of damage or simply applied for supplementary purposes. Drunken Disaster adheres to certain restrictions depending on the rank applied. Intoxication occurs when the alcohol enters the opponent’s blood stream through open wounds, injection, or ingestion. S-Rank applications of this technique can be used three (3) times per battle and can only be used once every two (2) turns. The intoxicating effects of Drunken Disaster vary depending on the rank applied and are listed below.

D-Rank applications of this technique offer no intoxicating abilities aside from cosmetic intoxication.

C-Rank applications of this technique offer intoxication spanning over three turns. In the first turn the opponent will suffer no negative effects. In the second turn the opponent will be unable to mold chakra for forbidden ranked techniques and unable to perform complex taijutsu (above A-Rank). In the third turn the opponent will be unable to perform complex taijutsu (above A-Rank).

B-Rank applications offer intoxication spanning over four turns. In the first turn the opponent will be unable to perform forbidden ranked techniques. In the second turn the opponent will be unable to perform techniques S-Rank and above while also unable to perform complex taijutsu (above A-Rank). In the third turn the opponent will be unable to perform techniques S-Rank and above, and unable to perform advanced taijutsu (above B-Rank). In the fourth turn the opponent will be unable to perform forbidden ranked techniques.

A-Rank applications offer intoxication spanning over four turns. In the first turn the opponent will be unable to perform forbidden ranked techniques. In the second turn the opponent will be unable to perform S-Rank and above techniques and unable to perform complex taijutsu (above A-Rank). In the third turn the opponent will be unable to perform A-Rank and above techniques and unable to perform advanced taijutsu (above B-Rank). In the fourth turn the opponent will be unable to perform S-Rank and above techniques and also unable to perform complex taijutsu (above A-Rank).

S-Rank applications offer intoxication spanning over five turns. In the first turn the opponent will be unable to perform forbidden ranked techniques. In the second turn the opponent will be unable to perform S-Rank techniques, increase the difficulty of their hand seals significantly (2x longer), and will be unable to perform complex taijutsu (above A-Rank). In the third turn of intoxication the opponent will be unable to mold chakra for A-Rank and above techniques, be unable to weave hand seals, and will be unable to perform C-Rank and above taijutsu, as well as rendered unable to discern subtle genjutsu from reality. In the fourth the opponent will be unable to mold chakra for S-Rank and above techniques, increase the difficulty of their hand seals significantly (2x longer), and unable to perform complex taijutsu (above A-Rank). In the fifth turn of intoxication the opponent will be unable to perform forbidden ranked techniques.


Declined - no drawbacks or anything for S rank?
-

(Hottoaisu: Tōji) – Hot Ice Release: Winter Solstice
Type: Offensive, Defensive, Supplementary
Rank: Forbidden
Range: Short – Long
Chakra: 50
Damage: 90
Description: A powerful Hot Ice Release technique involving the user focusing chakra throughout every point in their body and then releasing it in one immense omnidirectional blast. In essence the blast carries numerous small particles of Hot Ice carrying the heat of the technique and force akin to that of Wind Release rushing outward with immense concussive force blowing away anything in its path, respecting elemental strengths and weaknesses. The blast carries itself into long-range with ease decimating the terrain in the process. However, this technique, while devastating in raw sheer force carries with it a deceptive property. As the blast pushes itself further and further outwards it leaves in its wake Hot Ice particles leaving behind a sort of Hot Ice mist or haze. The Hot Ice mist leaves behind a warmth in the air although, compared to normal solid Hot Ice, it does not possess burning capabilities or can cause any suffocation; it is simply cosmetic. It also is unable to hinder normal eyesight on its own. The mist itself does carry a unique trait to it found in Hot Ice Release – it possesses the incredible ability to consume and absorb Water Release techniques. As such, while the lingering mist is present on the field Water techniques within elemental strengths and weaknesses are unable to be materialized in the air due to the Hot Ice mist absorbing the air moisture. Winter Solstice is also able to suppress the manipulation of water sources and the production of water from one’s own body. With this technique water produced and manipulated from a water source as well as from an opposing user will be suppressed and reduced by one rank in effective strength. Because of the nature of Winter Solstice this technique takes enormous strain on the user’s body inflicting 40 damage on the user and causing them to experience a temporary full body pain lasting for a single turn. This technique can be used once per battle. After usage the user is unable to use Hot Ice techniques above A-Rank for the same and next turn. The user is unable to use Earth, Fire, and Water techniques above S-Rank for the same and next turn. In addition to this the user’s base speed rank is reduced by 2 levels for a single turn after this technique is used. The mist of Hot Ice particles will remain on the field active for four turns after this technique has been used.

Declined - stopping all water is too much. Apart from that it's fine
(Shuton: Suiyo Saigai) – Alcohol Release: The Drunken Disaster
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40
Damage: 20 – 80
Description: Through manipulation of their Alcohol chakra the user will release, from any point on their body or through the moisture in the air around them in short-range, various amounts of alcohol and shape it as he or she wishes. This is the most basic application of Alcohol Release which allows the user to create various basic fluid constructs such as shields, swords, walls, pillars, waves, and spheres. Like all other forms of Alcohol it can be ignited to cause a wildly different type of damage or simply applied for supplementary purposes. Drunken Disaster adheres to certain restrictions depending on the rank applied. Intoxication occurs when the alcohol enters the opponent’s blood stream through open wounds, injection, or ingestion. S-Rank applications of this technique can be used three (3) times per battle and can only be used once every two (2) turns, and unable to use any alcohol techniques above A-rank the following turn. The intoxicating effects of Drunken Disaster vary depending on the rank applied and are listed below.

D-Rank applications of this technique offer no intoxicating abilities aside from cosmetic intoxication.

C-Rank applications of this technique offer intoxication spanning over three turns. In the first turn the opponent will suffer no negative effects. In the second turn the opponent will be unable to mold chakra for forbidden ranked techniques and unable to perform complex taijutsu (above A-Rank). In the third turn the opponent will be unable to perform complex taijutsu (above A-Rank).

B-Rank applications offer intoxication spanning over four turns. In the first turn the opponent will be unable to perform forbidden ranked techniques. In the second turn the opponent will be unable to perform techniques S-Rank and above while also unable to perform complex taijutsu (above A-Rank). In the third turn the opponent will be unable to perform techniques S-Rank and above, and unable to perform advanced taijutsu (above B-Rank). In the fourth turn the opponent will be unable to perform forbidden ranked techniques.

A-Rank applications offer intoxication spanning over four turns. In the first turn the opponent will be unable to perform forbidden ranked techniques. In the second turn the opponent will be unable to perform S-Rank and above techniques and unable to perform complex taijutsu (above A-Rank). In the third turn the opponent will be unable to perform A-Rank and above techniques and unable to perform advanced taijutsu (above B-Rank). In the fourth turn the opponent will be unable to perform S-Rank and above techniques and also unable to perform complex taijutsu (above A-Rank).

S-Rank applications offer intoxication spanning over five turns. In the first turn the opponent will be unable to perform forbidden ranked techniques. In the second turn the opponent will be unable to perform S-Rank techniques, increase the difficulty of their hand seals significantly (2x longer), and will be unable to perform complex taijutsu (above A-Rank). In the third turn of intoxication the opponent will be unable to mold chakra for A-Rank and above techniques, be unable to weave hand seals, and will be unable to perform C-Rank and above taijutsu, as well as rendered unable to discern subtle genjutsu from reality. In the fourth the opponent will be unable to mold chakra for S-Rank and above techniques, increase the difficulty of their hand seals significantly (2x longer), and unable to perform complex taijutsu (above A-Rank). In the fifth turn of intoxication the opponent will be unable to perform forbidden ranked techniques.

Appoved

(Hottoaisu: Tōji) – Hot Ice Release: Winter Solstice
Type: Offensive, Defensive, Supplementary
Rank: Forbidden
Range: Short – Long
Chakra: 50
Damage: 90
Description: A powerful Hot Ice Release technique involving the user focusing chakra throughout every point in their body and then releasing it in one immense omnidirectional blast. In essence the blast carries numerous small particles of Hot Ice carrying the heat of the technique and force akin to that of Wind Release rushing outward with immense concussive force blowing away anything in its path, respecting elemental strengths and weaknesses. The blast carries itself into long-range with ease decimating the terrain in the process. However, this technique, while devastating in raw sheer force carries with it a deceptive property. As the blast pushes itself further and further outwards it leaves in its wake Hot Ice particles leaving behind a sort of Hot Ice mist or haze. The Hot Ice mist leaves behind a warmth in the air although, compared to normal solid Hot Ice, it does not possess burning capabilities or can cause any suffocation; it is simply cosmetic. It also is unable to hinder normal eyesight on its own. The mist itself does carry a unique trait to it found in Hot Ice Release – it possesses the incredible ability to consume and absorb Water Release techniques. As such, while the lingering mist is present on the field Water techniques within elemental strengths and weaknesses are unable to be materialized in the air due to the Hot Ice mist absorbing the air moisture. Winter Solstice is also able to suppress the manipulation of water sources and the production of water from one’s own body. With this technique water produced and manipulated from a water source as well as from an opposing user will be suppressed and reduced by one rank in effective strength, (Effectively stops up S-rank opponent water). Because of the nature of Winter Solstice this technique takes enormous strain on the user’s body inflicting 40 damage on the user and causing them to experience a temporary full body pain lasting for a single turn. This technique can be used once per battle. After usage the user is unable to use Hot Ice techniques above A-Rank for the same and next turn. The user is unable to use Earth, Fire, and Water techniques above S-Rank for the same and next turn. In addition to this the user’s base speed rank is reduced by 2 levels for a single turn after this technique is used. The mist of Hot Ice particles will remain on the field active for four turns after this technique has been used.

Declined - One turn of slow motion by a bit and a bit of pain then you're back to normal. That's not really enough of a drawback to match the effect you've given with this
 
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Howard

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Re: Custom Element's Jutsu

(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...
(Ekitai: Baindo) Oobleck Release: Bind
Type: Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30 (+5 to make it solid again)
Damage points: 60 (+10 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. This is done by calling upon the chakra inside the oobleck causing it to increase the viscosity of the substance to the point where it's a solid by creating an internal force that acts upon the oobleck. The aforementioned process is the same one that keeps the oobleck solid until impact. If the opponent tries to struggle against the oobleck that force is enough to activate the properties of oobleck without the need of chakra manipulation.
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 But the power will be devided evenly between the constructs
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

Approved - made edits
 
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Korra.

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(Niiro Suna: ai Sabaku no Kanbotsu Ana ) - Red Sand Release Sinkhole of the Red Desert
Rank: Forbidden
Type: Offensive
Range: Short - Long
Chakra: 50
Damage: 90
Description: The user does the snake sign and channels their chakra underneath their opponent. The user uses a great amount of chakra and has the ground underneath the opponent turn into red sand in a short range radius of them. The red sand quickly keeps growing in radius and depth till it reaches to 15 meters across and 40 meters in depth. The The sand underneath the opponent forms arms that grab the opponent and bind them. The arms will start pulling down the opponent into the sinkhole while also burning them. Due to this being a high rank jutsus this jutsu causes 4th degree burn. The opponent will be dragged underneath the pit and sunken to the bottom of the pit while being burned and suffocating. The sinkhole is large enough to also sink giant summonings.
Note: Usable 1 times a battle
Note: The user after this will lose connection to manipulative Red Sand for 3 turns
Note: The user has to avoid getting caught in the sinkhole themselves

Declined - needs work, and can't believe i'm saying this, detail. RIght now there isn't much to define the speed of how it's formed how fast it spreads. What rank are all the arms, how many arms, how far do they reach, how fast is the target burned. Drawbacks aren't enough either for F rank.
Edits in bold and new name

(Niiro Suna: Yogg-Saron no Gyappingumō) - Red Sand Release: The Gapping Maw of Yogg-Saron
Rank: Forbidden
Type: Offensive
Range: Short - Long
Chakra: 50
Damage: 90 (+30 to the user)
Description: The user does the snake sign and channels their chakra underneath their opponent. The user uses a great amount of chakra and has the ground underneath the opponent turn into red sand in a short range radius of the opponent tearing open and causing most structures and even the opponent to fall inward as it pulls them down due to the unstable ground leaving no footing. This is a lot like a large ant-lion devouring most things in a short range radius. The red sand quickly keeps growing in radius and depth till it reaches fifteen meters across and forty meters in depth this all happens before the end of the users turn. By performing a single hand seal the sand directly below the opponent forms into two large arms that grab the opponent and bind them this happens in unison to the red sand's area growing and each hand is S rank in strength. The arms will begin to recede deep into the open maw drawing the opponent down with them pulling them through the scorchingly hot sand. The heat of this technique is as hot as the sand can be before it would naturally transition into a glass-silicate form. Due to this immense temperature the jutsu causes fourth degree burns. The opponent will be dragged underneath the pit and sunken to the bottom of the pit while being burned and suffocated. At this depth with so much red sand on all sides the pressure is so intense it has the ability to crush bones and puts so much pressure on the opponent they are unable to move their chest to take oxygen into their lungs. If they do inhale this deep in the sinkhole they pull red sand into their nose and mouth burning the linings of their throat, nose and mouth burning them to the point of being irreparable through time. The sinkhole is large enough to also sink giant summoning creatures like Manda and scale wise is the size of (Doton: Yomi Numa) - Earth Style: Swamp of the Underworld at it's largest.
Note: Usable one time per battle
Note: After using this technique the user is unable to create new red sand for three turns and is in a state of exhaustion meaning any red sand technique they use for the following three turns will be significantly weaker then normal losing -20 damage. The user wont be able to use jutsu A rank and above in the following turn, take 40 damage from strain and lose 2 ranks to their speed for 2 turns.

Approved - nice technique, added restrictions
 
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Gobi Gobletsson

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(Karushiumu: Hone Konpaundo Tenteki) - Calcium Release: Osteokinetic Compound Infusion
Type:
Offensive
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: Hone konpaundo Tenteki is an infusion technique. It a technique which capitalizes on various of Calcium Release's many available compounds, such as Arsenate, Oxide and more. Through the activation of the technique which can be done passively, and also instantly in the timeframe with another technique in order to provide proper supplementary effects, the user's following Calcium's techniques will be either enhanced with various effects which will be explainded below. The technique lasts four turns, and can be used thrice. Changing between properties, is viable, even when the technique have been created, but two compounds aren't available to mix. So should one wish to give it another compound, the previous will cease to i.e, exude from the bone.
Illumination | Shōmei
Through the application Shomei, the user dons their Calcium Techniques with an extra layer. This layer consists of the Calcium compound Oxide. Through a mental command the atoms will start to heavily vibrate to the point of ignition which will cause a blinding illumination around the construct, that will leave an oppoenent blinded. Depending on what degree the particles are being vibrated, the user can adjust the measure of the glow. If an opponent is blinded, it will cause blindness for two turns.
Ignition | Tenka
Through the application of Hisan'en, the user dons their Calcium Technique with an extra surrounding layer, similiar to a shroud, consisting of Arasenate. It's a vicious compound which upon contact with the moisture in the air, instantly dissolves into a gassous state, much alike vapour, which is highly toxic to inhale for foreigners. The toxic surrounds the object in question, reaching the parimeters of short-range, and the toxin kicks in after a period of one turn, followed by worsening effects each turn. First turn; the Skin of victim will gain hemorrhaging being granted high amounts of pain upon movement and thereby decreasing their overall base movement by -2. Following turn the victim will suffer bone Marrow Damage, thus causing neuromuscular disturbance, and thereby a degrading which in turn the victm will become completely immobilized. Should the victim be incapable of riddening themselves of the compound by the fourth turn, their organs will start to disfunction and result in a painful death.
Corrosion | Fushoku
This application differs from the other uses, that it can only be used in cojunction with water techniques, rather than Calcium ones. However, it pertains it Calcium compound, Hydroxide. Infusion this compound into a water technique, it immediately dissolves into the mass of water, which in turn makes the water corrosive in nature which allows for a change in S/W. The corrosive nature, allows to burn through Earth structures and objects, and metal alike. It doesn't enhance the power of the water itself, it merely makes it strong to its otherwise known weakness. While so, it becomes weak to Fire as it's dousing effects are weakened by the amounts of calcium compounds within.
Granule | Karyu
Using this application, the user surrounds their Calcium techniques with a surrounding mist. Should an Calcium Technique erupt from the ground, Calcium Granules will erupt along with it, spreading throughout the ground, surrounding the technique itself, these granules serve to block the technique's exact origin whilst simualtaneously dealing minor shredding damage to the opponent, along with irregular breathing should they exhale these granules. The Granules are equivalent to C-rank technique, an cover the parameters of Five meters radius in each direction with the technique working as the epicenter.
Note: To be noted, neither of these affect the user himself, as its pertains to his will to which or whom it would essentially harm or damage.

Declined - calcium was made by mugiwara and so needs provided permission to submit c.e cj for that element.

(Erubiumuton: Gintatchi no Moroi Kajiya) - Erbium Release: Silvery Touch of the Flimsy Blacksmith
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: N/A
Description: Gintatchi no Moroi Kajiya is a supplementary technique, which is to support overall Earth based Techniques along with Earth-related CEs and KG. Whenever used the technique uses the nature of Erbium release, and ultilizes erbium particles to excude from structures or other, otherwise mist-spreading techniques - Such as Earth particles creating a dustscreen, etc. These earth particles blend themselves within the creation of these techniques, and spread around structures, allowing upon inhalation, ingestion through inhalation or otherwise open wounds, cuts, or scratches. This will cause the radiation of Erbium Release to course through the blood veins of the victim(s) and weakening their overall Taijutsu with 10, and lessened their base speed by 2, and overall exhaust them of their stamina, limiting their moves per turn, to 2. These effects kicks in over the course of one turn. This technique is instantly activated through mental note, and is applied to following techniques for the duration of four turns. This technique can be used thrice.

Same as above but for zenryoku.

(Keigakuton: Taiyo no Melschee) - Abyss Release: Melschee's Sun
Rank: Forbidden
Type: Defensive/Offensive
Range: Short/Med/Long
Chakra Cost: 50
Damage Points: 90
Description: Despite the Strength of the technique, the technique's concept is very simple in design. It's the advanced version of Melschee no Doa, if you would, it takes the same concept in use and takes it to an entirely different level of strength. Ultilizing Abyssal Chakra, the user creates a humongously condensed orb of Abyss Chakra. It could essentially reach the parameters of Mid-range, alone. It can be controlled through the movement of hand, and as a result can be used both in an offensive and defensive way through extremely fast paced coils of the sphere, easily matching the user's speed x1.5 in both creation and speed. It can either A. be created instantly filling the space of Mid-range, however this pertains only should it cause no harm to victim or user, after creation, it can be used harmfully. Or B. it can start as a small orb, expanding drastically, or C. the shell of the sphere will form around a desginated area at first, whereafter it fills completely.
✘ Once used, the user is incapble of ultilizing Yang or Abyssal techniques above S-rank the two following turns.
✘ The technique itself deal 15 damage to the user, strains the user's mental mind set, making him incapble of performing S-ranked or above Genjutsu the following turn.

Declined - close to a DNR with how OP this could be. 1.5 your speed? Mid range instantly? No handseals? Form it around who you want instantly?

Reference to Melschee's Door
(Keigakuton: Melchsee no Doa) - Abyss Release: Melchsee's Door -[/B]
Rank: A
Type: Attack/Defence
Range: Short-Medium-Long
Chakra cost: 30
Damage points: 60
Description: The most basic jutsu of Abyss Release. The user creates a large highly condensed orb of Abyss chakra which he can manipulate by moving his hand. As a result it can be used both in an offensive and defensive way by blasting to the opponent or let it coil at an extremely fast pace around the user.
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Resubmitting Abyss and Calc.;

(Keigakuton: Taiyo no Melschee) - Abyss Release: Melschee's Sun
Rank: Forbidden
Type: Defensive/Offensive
Range: Short/Med/Long
Chakra Cost: 50
Damage Points: 90
Description: Despite the Strength of the technique, the technique's concept is very simple in design. It's the advanced version of Melschee no Doa, if you would, it takes the same concept in use and takes it to an entirely different level of strength. Ultilizing Abyssal Chakra, the user creates a humongously condensed orb of Abyss Chakra. It could essentially reach meters radius, in each direction of its epicenter, alone. It can be controlled through the movement of hand, and as a result can be used both in an offensive and defensive way through extremely fast paced coils of the sphere, easily outspeeding a shot arrow times 4. It can either A. The most typical way of creating the attack will be above the user, with his palm beneath it., Or B. It can be created from of a pre-existing orb where it then drastically expands into it's complete size, or C. the shell of the sphere will form around a desginated area at first, whereafter it fills completely. However this pertains only should it cause no harm to victim or user, after creation, it can be used harmfully.
✘ Once used, the user is incapble of ultilizing Yang or Abyssal techniques above S-rank the two following turns.
✘ The technique itself deal 15 damage to the user, strains the user's mental mind set, making him incapble of performing S-ranked or above Genjutsu the following turn.

Declined - 4 times the speed of a shot arrow? Are you actually being real with this? And no drawbacks large enough for the power of this attack

Permission for Calcium and Erbium submissions;



(Karushiumu: Kanki no Ostarionu Hon) - Calcium Release: Invocations of the Ostarion Grimoire
Type:
Offensive
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: Kanki no Ostarionu Hon is an infusion technique. It a technique which capitalizes on various of Calcium Release's many available compounds, such as Arsenate, Oxide and more. Through the activation of the technique which can be done passively, and also instantly in the timeframe with another technique in order to provide proper supplementary effects, the user's following Calcium's techniques will be either enhanced with various effects which will be explainded below. The technique lasts four turns, and can be used thrice. Changing between properties, is viable, even when the technique have been created, but two compounds aren't available to mix. So should one wish to give it another compound, the previous will cease to i.e, exude from the bone.
Illumination | Shōmei
Through the application Shomei, the user dons their Calcium Techniques with an extra layer. This layer consists of the Calcium compound Oxide. Through a mental command the atoms will start to heavily vibrate to the point of ignition which will cause a blinding illumination around the construct, that will leave an oppoenent blinded. Depending on what degree the particles are being vibrated, the user can adjust the measure of the glow. If an opponent is blinded, it will cause blindness for two turns.

Heavyily vibrate? Vibration isn't part of the c.e it says it will be hard to light. And i don't get why it would blind.
Ignition | Tenka
Through the application of Hisan'en, the user dons their Calcium Technique with an extra surrounding layer, similiar to a shroud, consisting of Arasenate. It's a vicious compound which upon contact with the moisture in the air, instantly dissolves into a gassous state, much alike vapour, which is highly toxic to inhale for foreigners. The toxic surrounds the object in question, reaching the parimeters of short-range, and the toxin kicks in after a period of one turn, followed by worsening effects each turn. First turn; the Skin of victim will gain hemorrhaging being granted high amounts of pain upon movement and thereby decreasing their overall base movement by -2. Following turn the victim will suffer bone Marrow Damage, thus causing neuromuscular disturbance, and thereby a degrading which in turn the victm will become completely immobilized. Should the victim be incapable of riddening themselves of the compound by the fourth turn, their organs will start to disfunction and result in a painful death.
Corrosion | Fushoku
This application differs from the other uses, that it can only be used in cojunction with water techniques, rather than Calcium ones. However, it pertains it Calcium compound, Hydroxide. Infusion this compound into a water technique, it immediately dissolves into the mass of water, which in turn makes the water corrosive in nature which allows for a change in S/W. The corrosive nature, allows to burn through Earth structures and objects, and metal alike. It doesn't enhance the power of the water itself, it merely makes it strong to its otherwise known weakness. While so, it becomes weak to Fire as it's dousing effects are weakened by the amounts of calcium compounds within.
Granule | Karyu
Using this application, the user surrounds their Calcium techniques with a surrounding mist. Should an Calcium Technique erupt from the ground, Calcium Granules will erupt along with it, spreading throughout the ground, surrounding the technique itself, these granules serve to block the technique's exact origin whilst simualtaneously dealing minor shredding damage to the opponent, along with irregular breathing should they exhale these granules. The Granules are equivalent to C-rank technique, an cover the parameters of Five meters radius in each direction with the technique working as the epicenter.
Note: To be noted, neither of these affect the user himself, as its pertains to his will to which or whom it would essentially harm or damage.

Declned - red bits for one. and You're pushing it to far with toxins

New;

(Erubiumuton: Kosho no Dalmascan) - Erbium Release: Dalmascan Artificer
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20 (+5 Whenever applied.)
Damage points: N/A
Description: Kosho no Dalmascan is a supplementary technique, which is to support overall Earth based Techniques along with Earth-related CEs and KG. Whenever used, the technique uses the nature of Erbium release, and utilizes erbium particles to embed themselves into the structures in creation. This does but require a mental note on the user's side, in order to acquaint this with the technique it's used on, and within the same timeframe. It's instant and last the following three turns, which in the user is free to decide which constructs and are and are not enhanced by this technique - Of course within the boundaries of the technique itself. These particles are like embroided into the fabric upon creation, which is barely visible to the normal eye. It have a sole purpose, and while Erbium in itself isn't particularly a strong metal, it allows for great conduction of electricity and allows to absorb and imminently diffuse the electricity elsewhere. i.e should this be used with a technique such as an Earthen Dragon, or a Crystal Technique, essentially what it does, is that it allows electrical attacks to be absorbed and defused imminently up to (S-rank and below), and defused elsewhere equivalent to one rank below of the technique in question. However it does not make it strong against any other variables of Erbium's strengths. It can be used four times, and not consecutively. Erbium itself carries radioactive properties, and therefore should the target be cut, struck or intake shards of Erbium, the target will undergo its poisoning(1 turn), and be weakened to the point of heavy fatigue, resulting in one move less per turn, and decreasing their overall Tai(10) and Base speed(2).


Declined - Op, not eeven realistic, just mentally think about some erevium webbing to conduct shit and it happens? Be real.

(Karushiumu: Shirou Sutoka) - Calcium Release: White Stalker
Type: Supplementary/Offense/Defense
Rank: A
Range: Short
Chakra Cost: N/A (+30 Activation. +5 Shedding.)
Damage Points: N/A
Description: White Stalker is a technique based on a theory which allows for bone structure to naturally develop through natural occurrences, dependent on which and how much 'load' or pressure if you would that is constantly put as strain onto the bone. i.e professional Tennis Players dormant hand usually have a thicker bone as it's put under continuously load or pressure whenever served or swung. Essentially what happens is that the internal tissue undergoes adaptive changes, while the external layer re-constructs and adapts itself accordingly. This is done through years, and years of excessive training which allows for this natural alteration. However through the usage of Calcium release and it's many compounds, mainly being Calcium Ions, it allows for the natural process to enhance and speed up. Ions to work the regenerative purposes and overall change of structure, and with the Calcium itself to as previously said, speed up the proccess and even exceed the normal capabilities with these enhanced ones. While the bones become thicker in itself, with the usage of Calcium the user can drastically re-construct their skeleton itself, such as having a natural and passive skeleton underneath the skin, or even have some of the bones protruding, similiar to an exoskeleton. Now the general effects achieved through this is the bones becoming a force to reckoned with, and much more resistant than any average bone structure you would come by, and decrease any Tai/blunt damage by -20. An overall recognizable feature granted through the usage of this technique, should the user present a layer of bone beneath the skin, is a much paler look. While under the effects of White Stalker, you gain a higher pain resistant which proves futile against Illusionary techniques, which is can prove a huge drawback. While under the influence of Illusionary techniques of S-rank, the user won't be able to utilize a release method through pain. An additional ability while under the influence of White Stalker, is the fact that the user is capable of retracting, or demolish the extra produced bone capability above the user's normal capicity - In order words, the user is able to shed his extra mass of bone, however rendering his Taijutsu weakened for the rest of the battle(-20 Tai), but can, should he wish, regrow the bone structure at anytime, if he is outside of combat. This is to be included in the Biography.
Declined - too much like kaguya jutsu. And pushes calcium release too far.
Updating;

(Karushiumu: Jinsoku Chiyu)- Calcium Release: Rapid Healing
Rank: A
Type: Supplementary/Defense.
Range: Self
Chakra: 35
Damage: N/A
Description: When this technique is activated, the calcium inside the users body will serve as a defense mechanism. Whenever there is harm to the user, the calcium in his body rushes towards the spot where the harm is done and serves as defense. For example, if the user is getting stabbed, after getting a small cut, before the sword can enter the body too far, the calcium rushes to the spot and pushes the sword out and covers the wound. The calcium rushes towards the cut by its own, even if its at the users blind point, therefore its a defense mechanism. If the user is able to see the danger coming, he can rush the calcium towards where he is about to get hit and make the calcium come out of his pores and cover that place in hard calcium for protection. This technique works almost like Ichigos hollow form regeneration, like when he got a cut on the shoulder, a white substance covered the wound split second after he got cut.
~Usable twice per battle
~Lasts 3 rounds
~After the 3 rounds end, the user cannot use any forbidden rank techniques and no calcium the following round. The 2nd time he uses this, after the 3 rounds end, the user is unable to use S-rank the following rank and no calcium for the rest of the battle.
~Approved~
Re-did the description entirely.

(Karushiumu: Tatchitsu no Itward) - Hearth of Itward
Rank: S
Type: Supplementary/Defense.
Range: Short
Chakra: 40 (+10 per turn)
Damage: N/A
Description: This technique is activated on the accord of a mental note, and therefore happens instantly, and works passively for the continuation of the next three turns. The Calcium inside the users body will become and serve as a automatic self-defense mechanism, and will act on it's own accord unless manually ordered otherwise by its user. Whenever an attack perforate's under or the user's skin Calcium will automatically seep out whilst hardening and virtually stop the object(s) before ever harming the user in question. Should the user know the area, of damage, it is possible to reinforce the area before it would occur. Technically speaking, it can also be manipulated to be done in an omni-directional manner. Should a vital compartment, or otherwise have been perforated, Calcium Ions are unleashed in order to kickstart and co-work with enzym in order to stimulate a fastened blood clotting process and skin-regeneration along with damage such as a tendon at the wrist, which are healed almost immediately. The technique itself is capable of being used twice per Conflict. With each usage, the technique lasts for three turns. Should it meet equivalent opposing force to itself, one turn it regenerates' power to be ready the following turn once more. When the first usage ends, the user isn't capable of performing any Calcium techniques above S-rank, that turn. Upon the second usage ends, the user isn't capable of performing any S-rank and above Calcium techniques the same turn, and the following.

Declined - keep the original
 
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(Ozuzon: Ozon Sougou)|Ozone Release: Basic Technique
Rank:C-S
Range:Short-Mid
Type:Attack
Chakra:15-40
Damage:30-80
Description: This is a basic technique in which the user will release basic blast or streams of Ozone to attack the enemy. This can be done via the limbs, or the mouth of the user. Needless to say, inhaling the Ozone will result in, respiratory failure.

Restrictions/Notes:
Can be used 5 times per battle
Can only be taught by Omega

Declined - link to your element when submitting. And you can make this alot better to be honest. Have a look through the thread of what other members have done for the basic release
 
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Zaphkiel

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(Serafimu no Kyōgi-kai) Council of The Seraphim
Type: Supplementary/Defensive/Offensive
Rank: C-S
Range: Short-Long
Chakra cost: 15-40
Damage: 30-80
Description: The most basic technique of the special element. By focusing Seraphic Water chakra throughout the body and/or surrounding moisture in the air/water bodies, the user is able to create constructs of flowing Seraphic Water. These can range from simple waves, domes, walls, and pillars while the element can even be made dense enough to form traditional weaponry like kunai and swords, as well as other complex shapes. They can be formed from water sources as well as the air within mid ranged of the user and the amorphous properties of regular wherein it can change shape at any given time so long as the user keep chakra control (for example a kunai morphing into a staff) without affecting rank (meaning the new staff would remain the rank of the kunai). Changing the shape of Seraphic Water constructs through chakra control costs 10 chakra each time. The size of these creations are directly proportional to the amount of chakra expended with S ranked variants ranging as big as the canon 'Water Bullet Technique'. As per the properties of Seraphic Water, whenever the element comes in contact with any of if its strong to elements, namely organic matter like people or insects, the brine can suck away the moisture present within these things at an alarming rate, leaving behind empty husks. With the seal of confrontation the user can manipulate said constructs up to long ranged of his person.
Note (s):
- S ranked version can only be used 4× per match.
- No S-Rank or above Seraphic Water techniques on the next turn (if the S-Rank version is used)
- Morphing of constructs cost 10 chakra each time done but doesn't take up a move slot.

Declined - Forming it in the air i don't see as possible. From bodies of water is fine, or creating it from you via spitting it out, but to just form it i don't see happening from reading your c.e. Though it would be possible from the ground as we've seen water formed from the ground as their is moisture there and salt. What is an alarming rate? Changing the shape of creations should cost a move. S rank useage needs to be less. Drawbacks need to be more. And need to handseals due to how this is formed for A rank and above. Also while maintaining these it should require a handseal.

(Seraphumizuton: Bōsei no Hasmed; Shizuka Shōkyo)- Seraphic Water: Tyranny of Hasmed; Silent Erasure
Type: Defensive/Offensive
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: 60
Description: Drawing inspiration from the Angel of Annihilation, Hasmed, Shizuka Shōkyo could easily be mistaken as a simple technique at first glance. It begins by the user holding out his hands, either in front or by his sides and focusing chakra into the short ranged surrounding area to create a sudden wave of Seraphic Water that can either originate from one direction or all in an omnidirectional wave. This wave towers high above the average human at about 10 feet in height, and quickly begins to cascade in its intended direction. Due to the element being a dense one, and extremely heavy at times, the wave creates a very peculiar rumbling sound as it rolls across the ground (or even a water source. Despite brine being significantly denser, it doesn't readily meld with fresh water) similar to waves rolling in on a beach and packs enough punch to crush most in its way while causing the earth to tremble from its weight. Despite all this it still manages to travel at the speed of an Unofficial Sage and can be loud enough drown out most other minor sounds like speech, footsteps, etc. By taking into account two very unique properties of SW, the element is able to absorb certain frequencies of sound, with low frequency waves falling prey faster than the rest. Because of this the wave will rumble loudly during its nascence (while it is still within short ranged of the user), and then as the sound is absorbed it will gradually be reduced to a low shuffling sound as it passes short and reaches into mid ranged. By the time it reaches long ranged the wave is almost a whisper as its sounds are being absorbed almost as fast as its being produced. Then, calling upon the second unique property, the acoustic energy absorbed is readily converted to thermal energy which turns the wave extremely hot as it progresses. While it is short ranged it would be slightly warmer than regular water, at mid ranged it becomes even warmer, reaching nearly boiling point degrees for regular water (100o C) and then by the time it reaches long ranged that value would have near doubled, which allows it to become scalding hot--so much so that it can eradicate entire forests and peel flesh from bone in instants--all while being dead silent in its travel. The ground will still tremble though, which can serve as its warning sign. A true show of annihilation carried out by Hasmed himself.
Note(s):
- Usage limit of three times (3) and a two (2) turn cool down between uses

Declined - Absorbing sound is fine within your c.e, but the thermal part isn't within how your c.e works and i don't believe you should gain access to a form of boil release through this. (will confirm with NK)

(Seraphumizuton: Eikō e Eistibus; Uranai)- Seraphic Water: Glory to Eistebus; Divination
Type: Defensive/Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra cost: 40
Damage: 80
Description: Primarily a technique created to showcase the true might of Seraphic Water, Uranai is equally as pleasing to the eyes as its devastating to the body of the enemy. The technique begins by the user clapping his hands and summoning at least eight spheres of the element around him up to short ranged. The spheres are exactly 2 meters (6.5 feet) in diameter and contain a staggering amount of the element in their confines while remaining by the user (short ranged) by default, even if he moves. From these spheres, at mental command or with hand gestures, the user can have bands of Seraphic Water spill out and travel around his position, like dragons in flight. These bands of water take circular paths and leave one orb to enter into another. Because of this, as soon as one orb has emptied, water from another fills it, and so no one orb would ever be empty while none would ever be full. This continuous raze of water flowing around the user can form a semi dome that covers his short ranged position from every conceivable angle excepting underground. The user can then command the spheres to move away from him and occupy the area up to mid ranged. At a such a distance from the user they become less spherical shaped and seem to sort of bubble as the chakra control isn't as strong. However, they will retain the ability to spill forth thick bands of Seraphic Water and connect to their fellow spheres to turn the entire area into a dome of chaotically interweaving streams. If an opponent(s) occupy the mid ranged space then the spheres cannot come within 5m of living people but the bands, in their travels, are more than capable of touching them, which becomes a horrid experience once it does. Instead of simply brushing on opponents and pushing them around in the chaos, Seraphic Water is dense enough to pick up a grown adult and even large creatures, and not only toss them around inside the many bands, drowning and sapping the moisture from their bodies, but also crush bones. The user can choose to align any of the eight orbs in any orientation/fashion he wishes and can either have all eight bands (each C ranked) come together for one crushing stream (S ranked) or have them attack multiple targets simultaneously (which is the default attack route). At the same time, if there are any open wounds or general points of entries on anything caught within the techniques AoE then the element is able to enter into and wreak havoc from the inside of its targets. This can include entering through the opponent's mouths, noses, ears, etc, as well as techniques weak to SW. One very important factor to note though, is that Earth techniques, despite being strong to SW can also be affected by this technique. Doton techs of A ranked and below, if this technique manages to get into any crevices present on the structure, are able to be put in "stasis". That means, Seraphic Water infiltrates any openings seen and seemingly cancel out the chakra present (S ranked SW is equal to A ranked Doton), and until the Seraphic Water is removed or a higher chakra amount is poured into said structure, it will remain unable to be controlled by both the user and his opponent, leaving the structure simple motionless.
Note(s):
- Usable only twice (2x), with a turn (1) cool down between usages
- Lasts 3 turns with each use
- No Seraphic Water techniques above A ranked in the following turn
- No techniques of Doton or Suiton above S ranked in the next turn either

Declined - while controlling these you should only be able to use this and nothing else due to you not having YY, and 8 is alot to control. 8 seems like too much, the last bit about negating earth should render this useless. Needs a larger cool down too. No jutsu above A rank in the following turn. Not just doton and suiton.

(Seraphumizuton: Zaqiel, Kare wa Yurusu; Seisei)- Seraphic Water: Zaqiel, He Who Absolves; Purification
Type: Supplementary
Rank: A/Forbidden
Range: Short-Long
Chakra cost: 30/50 (-5/-10/-20 per turn)
Damage: N/A
Description: Taking from the magnanimity of Zaqiel, Seisei is a supplementary technique entirely, made only for aiding. The technique draws from Seraphic Water's innate ability to affect various functions of a living system. The technique is initiated with a surge of chakra through the user's body, flushing the tenketsu and releasing acceptable amounts (see submission for details) of Seraphic Water into the blood stream. What this does is not only aid in releasing the user from chakra infiltrating techniques like Genjutsu, but also deliver and protect him from poisons, toxins, and even heavy metals. In addition to this, the user can also escape from paralyzing techniques such as those that lock down the usage of one's muscles. Seraphic Water is able to soothe hyperactive muscles like those in a seizure and also coax activity in lackadaisical ones. However, if the user has knowledge of Medical Ninjutsu, they area able to use the higher ranking variant of this technique, Forbidden, allowing them to escape from Genjutsu up to S ranked, and poison, toxins, heavy metals, and paralyzing techniques up to Forbidden as well. In addition to this, Medical Ninja are also able to perform this on others through physical touch rather than themselves alone, where they can choose between the three variants. The only downside to this is that the technique takes a longer time than the usual and can leave the user wide open while it is being performed, although it can be canceled at any time. Time frame wise this technique would take as long as performing two techniques (doesn't take up two move slots though), whether it is being used on oneself or on others. And finally, once initiated, the technique can be sustained for two turns more (for both variants) to protect the user or his allies from any further attacks of the natures it was intended for.
Note(s):
- A ranked variant may be used thrice (3x), A ranked variant twice (2x), and Forbidden variant once (1x)
- Requires Medical Ninjutsu knowledge to employ the Forbidden variant as well as use this technique on others
- All three variants last two turns with each usage, each costing different values for upkeep
- If the Forbidden variant is used whether on the user or someone else, the others can still be used on oneself or anther person up to their max usages
- No Seraphic Water techniques above A ranked in the user's next turn (if the S variant is performed)
- No Seraphic Water techniques period for one turn after (if the Forbidden variant is performed)

Declined - Too varied in rank, if you want F rank, make it only F rank and adjust it accordingly.
 
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(Hottoaisu: Aetherius Uminoken) – Hot Ice Release: Aetherius, Sword of the Sea
Type: Defensive, Supplementary
Rank: Forbidden
Range: Short
Chakra: 50 (-10 per turn)
Damage: N/A (-20 to the user)
Description: The user will focus Hot Ice chakra throughout their entire body to produce a sword composed of pure Hot Ice in either hand. The sword is not a simple blade of Hot Ice; it inherits certain abilities which it is able to impart on the user. The sword itself is an attempt to bring mastery and oppression to the seas. The most basic ability the sword inherits is a limited form of sentience through the passive draining of the user’s chakra. While it is hot to the touch the sword is produced from the user’s own chakra and as such will not harm the user in the slightest, similar to produce fire from the user’s body without burning the creator. The Sword of the Sea can be created at varying sizes at the user’s volition and manipulated after creation. It can reach a maximum size of 10 meters in both length and width allowing for it to execute its abilities to oppress Water Release against numerous sizes and shapes of techniques. Reducing the sword’s size can be done passively while increasing its size is done at the cost of a move. The sword itself possesses a pseudo regenerative ability allowing it to regenerate itself to its original strength unless it is completely destroyed within elemental weaknesses and strengths. The third ability of Aetherius is its ability to petrify sources of water and ice through its strength over Water Release. Similar to how Earth Release can petrify mud Aetherius is able to, at touch and at the user’s volition, able to petrify any body of Water. When applied to sources void of chakra the sword can petrify passively. When done against sources of Water and Ice enhanced with chakra the sword can perform this ability at the cost of the move and effectively convert bodies of water and structures of ice into Hot Ice. The final ability of Aetherius builds on its unique interaction with Water Release. Aetherius, as the oppressor of Water, is able to consume Water techniques through its tip at the cost of a move. For each Water technique consumed Aetherius reinforces itself with the consumed water increasing its resistances by 10 effective damage. When Aetherius, Sword of the Sea expires, released prematurely, or overpowered in combat the user will be unable to access Hot Ice Release chakra for the remainder of the fight. When this technique ends the user will be unable to produce Water, Earth, or Fire techniques above A-Rank for the same and following turn. Additionally, due to the strain on the user’s body the user will have their base speed effectively reduced by two levels. Aetherius, Sword of the Sea cannot be used by clones.

Declined - what does it mean to petrify water? Like you need to descibe that and be specific, none of this pretrifying can be passive, reducing the size will cost a move too.

(Hottoaisu: Tōji) – Hot Ice Release: Winter Solstice
Type: Offensive, Defensive, Supplementary
Rank: Forbidden
Range: Short – Long
Chakra: 50
Damage: 90
Description: A powerful Hot Ice Release technique involving the user focusing chakra throughout every point in their body and then releasing it in one immense omnidirectional blast. In essence the blast carries numerous small particles of Hot Ice carrying the heat of the technique and force akin to that of Wind Release rushing outward with immense concussive force blowing away anything in its path, respecting elemental strengths and weaknesses. The blast carries itself into long-range with ease decimating the terrain in the process. However, this technique, while devastating in raw sheer force carries with it a deceptive property. As the blast pushes itself further and further outwards it leaves in its wake Hot Ice particles leaving behind a sort of Hot Ice mist or haze. The Hot Ice mist leaves behind a warmth in the air although, compared to normal solid Hot Ice, it does not possess burning capabilities or can cause any suffocation; it is simply cosmetic. It also is unable to hinder normal eyesight on its own. The mist itself does carry a unique trait to it found in Hot Ice Release – it possesses the incredible ability to consume and absorb Water Release techniques. As such, while the lingering mist is present on the field Water techniques within elemental strengths and weaknesses are unable to be materialized in the air due to the Hot Ice mist absorbing the air moisture. Winter Solstice is also able to suppress the manipulation of water sources and the production of water from one’s own body. With this technique water produced and manipulated from a water source as well as from an opposing user will be suppressed and reduced by one rank in effective strength, (Effectively stops up S-rank opponent water). Because of the nature of Winter Solstice this technique takes enormous strain on the user’s body inflicting 40 damage on the user and causing them to experience a temporary full body pain lasting for a single turn. This technique can be used once per battle. After usage the user is unable to use Hot Ice techniques above A-Rank for the same and next turn. The user is unable to use Earth, Fire, and Water techniques above S-Rank for the same and next turn. In addition to this the user’s base speed rank is reduced by 2 levels for a single turn after this technique is used. The mist of Hot Ice particles will remain on the field active for four turns after this technique has been used.

Declined - One turn of slow motion by a bit and a bit of pain then you're back to normal. That's not really enough of a drawback to match the effect you've given with this
(Hottoaisu: Tōji) – Hot Ice Release: Winter Solstice
Type: Offensive, Defensive, Supplementary
Rank: Forbidden
Range: Short – Long
Chakra: 50
Damage: 90 (-40 to the user)
Description: A powerful Hot Ice Release technique involving the user focusing chakra throughout every point in their body and then releasing it in one immense omnidirectional blast. In essence the blast carries numerous small particles of Hot Ice carrying the heat of the technique and force akin to that of Wind Release rushing outward with immense concussive force blowing away anything in its path, respecting elemental strengths and weaknesses. The blast carries itself into long-range with ease decimating the terrain in the process. However, this technique, while devastating in raw sheer force carries with it a deceptive property. As the blast pushes itself further and further outwards it leaves in its wake Hot Ice particles leaving behind a sort of Hot Ice mist or haze. The Hot Ice mist leaves behind a warmth in the air although, compared to normal solid Hot Ice, it does not possess burning capabilities or can cause any suffocation; it is simply cosmetic. It also is unable to hinder normal eyesight on its own. The mist itself does carry a unique trait to it found in Hot Ice Release – it possesses the incredible ability to consume and absorb Water Release techniques. As such, while the lingering mist is present on the field Water techniques within elemental strengths and weaknesses are unable to be materialized in the air due to the Hot Ice mist absorbing the air moisture. Winter Solstice is also able to suppress the manipulation of water sources and the production of water from one’s own body. With this technique water produced and manipulated from a water source as well as from an opposing user will be suppressed and reduced by one rank in effective strength, (Effectively stops up S-rank opponent water). Because of the nature of Winter Solstice this technique takes enormous strain on the user’s body inflicting 40 damage on the user and causing them to experience a temporary full body pain lasting for a single turn. This technique can be used once per battle. After usage the user is unable to use Hot Ice techniques above A-Rank for the same and next turn. The user is unable to use Earth, Fire, and Water techniques above A-Rank for the same and next turn. In addition to this the user’s base speed rank is reduced by 3 levels for a single turn after this technique is used. The mist of Hot Ice particles will remain on the field active for four turns after this technique has been used.

Approved
 
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Kapusaichinton: Tenkei Kuēsā | Capsaicin Release: Quintessential Quasar
Type: Offensive
Rank: Forbidden Rank
Range: Short to Mid
Chakra: 50
Damage: 90
Description: Quintessential Quasar is a forbidden Capsaicin technique. It is based on the high SHU variant of Capsaicin and it works on the principle of full body bursts. After performing two handseals and gathering the required amount of chakra, the user releases a massive burst of Capsaicin from his body, which traverses across the battlefield in the form of a sphere. As the burst occurs, Capsaicin oozes from the pores of the users skin. The burst travels to up to mid range as a sphere, in all directions and leaves a visible trace of Capsaicin particles which remain there until removed. The trace of Capsaicin particles can be seen as a red hue across the whole battlefield. The initial shockwave of the burst applies a thick layer of Capsaicin on anything it gets into contact with. The released shockwave from the burst is powerful enough to push back even very large summons, let alone a human being, however it doesn't have any sharp properties, but rather blunt instead. Due to the fact that the Capsaicin oozes from the users skin, it leaves a layer which reacts with the users neurons, in the same fashion that high SHU Capsaicin is used to harm the opponent. Following the workings of the element, the neurons fire an influx of calcium ions at the users brain and they get interpreted as a heating sensation and pain, damaging and crippling the user. The layer of Capsaicin stays on the user until he removes, or neutralizes it. During that period, the user can't perform A rank and above Capsaicin techniques because of the strain put on his body. For the duration of the Capsaicin on the users skin, he can use it to swing his limbs and throw globules of Capsaicin at a designated target. Doing this would remove portions of the affecting Capsaicin, but it would take 8 swings in order to remove all the Capsaicin. During one turn, the user can only swing each limb once, making it 4 swings per turn, requiring up to 2 turns to remove all the Capsaicin. Spreading the Capsaicin is also an option, although it would require multiple turns to get rid of all the Capsaicin, thus why it isn't the most effective way of removing the Capsaicin.
Note: Can't perform S rank and above Capsaicin techniques in the next turn, after it stops affecting the user
Note: Can only be used once per battle

Declined - having F rank capsaicin remain on the field after the surge is a bit much to be honest, it needs to drop to the ground and lose it's power over time. Not only this but the effect to you of the pain, i know you can negate that instantly with a previous jutsu i approved to you so how does that even seem like a drawback. Also the drawbacks of no S rank and above capsaicin isn't much of a drawback, because then you could throw out an F rank of say lightning or sound and so on...

Kapusaichinton: Mōretsuna Warukyūre | Capsaicin Release: Vehement Valkyrie
Type: Offensive
Rank: S rank
Range: Short to Mid
Chakra: 40
Damage: 80
Description: Vehement Valkyrie is a powerful Capsaicin technique, based on the SHU variant. This technique is based on Norse Mythology, where a Valkyrie is the chooser of the slain. Valkyrie is one of a host of female figures who choose those who may die in battle and those who may live. Upon performing this technique, the choice has been made. With a quick handseal, the user materializes twelve Valkyrie onto the battlefield, in a dodecagon formation. The Valkyrie form around the opponent, each of them 5 meters away from him. They are made of pure Capsaicin, although their appearance might fool you, as they show no signs of being anything else than from flesh and blood. Essentially, they are true representations of a human being, created through very delicate and precise chakra control. Once the Valkyrie are manifested on the battlefield, they turn towards the chosen one, aiming to remove him and his soul from this world and to send him to the netherworld. Once locked on, the Valkyrie pull their dominant hand through the air, imitating the pull of a string on a bow. Afterwards upon release, a very thin needle made of Capsaicin is shot at incredible speed towards the chosen ones heart. The needle has amazing piercing properties due to the immense chakra control used to make the needles as compact as possible. Once shot, the needles pierce through the chosen ones heart, and jumpstart the regular effects of the high SHU Capsaicin. Due to the fact that the point of convergence is the chosen ones heart and not his skin, the effects are severe. So much that they result in death, as the heart muscle can't endure the chemical changes that happen due to the influx of calcium ions that are rapidly sent from the heart into the brain. Within moments, the heart gives out, and the chosen ones soul is set free. Each of the Valkyrie shoots its needle in a short sequence, following the previous one. This allows for more control and for a higher chance of impact if the chosen one decides to move and avoid the needles of freedom. Depending on the situation on the battlefield, the Valkyrie can choose more targets, but there can never be less than 3 Valkyrie aiming at the same target, essentially meaning that they can deal with 4 targets simultaneously.
Note: Can't perform S rank and above Capsaicin techniques in the same and next turn
Note: Can only be used once per battle

Declined - you need to explain the damage per needle, how they stack ect, while this is active you shouldn't be able to do any other jutsu as you'd be controlling 12 beings
 
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(Serafimu no Kyōgi-kai) Council of The Seraphim
Type: Supplementary/Defensive/Offensive
Rank: C-S
Range: Short-Long
Chakra cost: 15-40
Damage: 30-80
Description: The most basic technique of the special element. By focusing Seraphic Water chakra throughout the body and/or surrounding moisture in the air/water bodies, the user is able to create constructs of flowing Seraphic Water. These can range from simple waves, domes, walls, and pillars while the element can even be made dense enough to form traditional weaponry like kunai and swords, as well as other complex shapes. They can be formed from water sources as well as the air within mid ranged of the user and the amorphous properties of regular wherein it can change shape at any given time so long as the user keep chakra control (for example a kunai morphing into a staff) without affecting rank (meaning the new staff would remain the rank of the kunai). Changing the shape of Seraphic Water constructs through chakra control costs 10 chakra each time. The size of these creations are directly proportional to the amount of chakra expended with S ranked variants ranging as big as the canon 'Water Bullet Technique'. As per the properties of Seraphic Water, whenever the element comes in contact with any of if its strong to elements, namely organic matter like people or insects, the brine can suck away the moisture present within these things at an alarming rate, leaving behind empty husks. With the seal of confrontation the user can manipulate said constructs up to long ranged of his person.
Note (s):
- S ranked version can only be used 4× per match.
- No S-Rank or above Seraphic Water techniques on the next turn (if the S-Rank version is used)
- Morphing of constructs cost 10 chakra each time done but doesn't take up a move slot.

Declined - Forming it in the air i don't see as possible. From bodies of water is fine, or creating it from you via spitting it out, but to just form it i don't see happening from reading your c.e. Though it would be possible from the ground as we've seen water formed from the ground as their is moisture there and salt. What is an alarming rate? Changing the shape of creations should cost a move. S rank useage needs to be less. Drawbacks need to be more. And need to handseals due to how this is formed for A rank and above. Also while maintaining these it should require a handseal.

(Seraphumizuton: Bōsei no Hasmed; Shizuka Shōkyo)- Seraphic Water: Tyranny of Hasmed; Silent Erasure
Type: Defensive/Offensive
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: 60
Description: Drawing inspiration from the Angel of Annihilation, Hasmed, Shizuka Shōkyo could easily be mistaken as a simple technique at first glance. It begins by the user holding out his hands, either in front or by his sides and focusing chakra into the short ranged surrounding area to create a sudden wave of Seraphic Water that can either originate from one direction or all in an omnidirectional wave. This wave towers high above the average human at about 10 feet in height, and quickly begins to cascade in its intended direction. Due to the element being a dense one, and extremely heavy at times, the wave creates a very peculiar rumbling sound as it rolls across the ground (or even a water source. Despite brine being significantly denser, it doesn't readily meld with fresh water) similar to waves rolling in on a beach and packs enough punch to crush most in its way while causing the earth to tremble from its weight. Despite all this it still manages to travel at the speed of an Unofficial Sage and can be loud enough drown out most other minor sounds like speech, footsteps, etc. By taking into account two very unique properties of SW, the element is able to absorb certain frequencies of sound, with low frequency waves falling prey faster than the rest. Because of this the wave will rumble loudly during its nascence (while it is still within short ranged of the user), and then as the sound is absorbed it will gradually be reduced to a low shuffling sound as it passes short and reaches into mid ranged. By the time it reaches long ranged the wave is almost a whisper as its sounds are being absorbed almost as fast as its being produced. Then, calling upon the second unique property, the acoustic energy absorbed is readily converted to thermal energy which turns the wave extremely hot as it progresses. While it is short ranged it would be slightly warmer than regular water, at mid ranged it becomes even warmer, reaching nearly boiling point degrees for regular water (100o C) and then by the time it reaches long ranged that value would have near doubled, which allows it to become scalding hot--so much so that it can eradicate entire forests and peel flesh from bone in instants--all while being dead silent in its travel. The ground will still tremble though, which can serve as its warning sign. A true show of annihilation carried out by Hasmed himself.
Note(s):
- Usage limit of three times (3) and a two (2) turn cool down between uses

Declined - Absorbing sound is fine within your c.e, but the thermal part isn't within how your c.e works and i don't believe you should gain access to a form of boil release through this. (will confirm with NK)

(Seraphumizuton: Eikō e Eistibus; Uranai)- Seraphic Water: Glory to Eistebus; Divination
Type: Defensive/Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra cost: 40
Damage: 80
Description: Primarily a technique created to showcase the true might of Seraphic Water, Uranai is equally as pleasing to the eyes as its devastating to the body of the enemy. The technique begins by the user clapping his hands and summoning at least eight spheres of the element around him up to short ranged. The spheres are exactly 2 meters (6.5 feet) in diameter and contain a staggering amount of the element in their confines while remaining by the user (short ranged) by default, even if he moves. From these spheres, at mental command or with hand gestures, the user can have bands of Seraphic Water spill out and travel around his position, like dragons in flight. These bands of water take circular paths and leave one orb to enter into another. Because of this, as soon as one orb has emptied, water from another fills it, and so no one orb would ever be empty while none would ever be full. This continuous raze of water flowing around the user can form a semi dome that covers his short ranged position from every conceivable angle excepting underground. The user can then command the spheres to move away from him and occupy the area up to mid ranged. At a such a distance from the user they become less spherical shaped and seem to sort of bubble as the chakra control isn't as strong. However, they will retain the ability to spill forth thick bands of Seraphic Water and connect to their fellow spheres to turn the entire area into a dome of chaotically interweaving streams. If an opponent(s) occupy the mid ranged space then the spheres cannot come within 5m of living people but the bands, in their travels, are more than capable of touching them, which becomes a horrid experience once it does. Instead of simply brushing on opponents and pushing them around in the chaos, Seraphic Water is dense enough to pick up a grown adult and even large creatures, and not only toss them around inside the many bands, drowning and sapping the moisture from their bodies, but also crush bones. The user can choose to align any of the eight orbs in any orientation/fashion he wishes and can either have all eight bands (each C ranked) come together for one crushing stream (S ranked) or have them attack multiple targets simultaneously (which is the default attack route). At the same time, if there are any open wounds or general points of entries on anything caught within the techniques AoE then the element is able to enter into and wreak havoc from the inside of its targets. This can include entering through the opponent's mouths, noses, ears, etc, as well as techniques weak to SW. One very important factor to note though, is that Earth techniques, despite being strong to SW can also be affected by this technique. Doton techs of A ranked and below, if this technique manages to get into any crevices present on the structure, are able to be put in "stasis". That means, Seraphic Water infiltrates any openings seen and seemingly cancel out the chakra present (S ranked SW is equal to A ranked Doton), and until the Seraphic Water is removed or a higher chakra amount is poured into said structure, it will remain unable to be controlled by both the user and his opponent, leaving the structure simple motionless.
Note(s):
- Usable only twice (2x), with a turn (1) cool down between usages
- Lasts 3 turns with each use
- No Seraphic Water techniques above A ranked in the following turn
- No techniques of Doton or Suiton above S ranked in the next turn either

Declined - while controlling these you should only be able to use this and nothing else due to you not having YY, and 8 is alot to control. 8 seems like too much, the last bit about negating earth should render this useless. Needs a larger cool down too. No jutsu above A rank in the following turn. Not just doton and suiton.

(Seraphumizuton: Zaqiel, Kare wa Yurusu; Seisei)- Seraphic Water: Zaqiel, He Who Absolves; Purification
Type: Supplementary
Rank: A/Forbidden
Range: Short-Long
Chakra cost: 30/50 (-5/-10/-20 per turn)
Damage: N/A
Description: Taking from the magnanimity of Zaqiel, Seisei is a supplementary technique entirely, made only for aiding. The technique draws from Seraphic Water's innate ability to affect various functions of a living system. The technique is initiated with a surge of chakra through the user's body, flushing the tenketsu and releasing acceptable amounts (see submission for details) of Seraphic Water into the blood stream. What this does is not only aid in releasing the user from chakra infiltrating techniques like Genjutsu, but also deliver and protect him from poisons, toxins, and even heavy metals. In addition to this, the user can also escape from paralyzing techniques such as those that lock down the usage of one's muscles. Seraphic Water is able to soothe hyperactive muscles like those in a seizure and also coax activity in lackadaisical ones. However, if the user has knowledge of Medical Ninjutsu, they area able to use the higher ranking variant of this technique, Forbidden, allowing them to escape from Genjutsu up to S ranked, and poison, toxins, heavy metals, and paralyzing techniques up to Forbidden as well. In addition to this, Medical Ninja are also able to perform this on others through physical touch rather than themselves alone, where they can choose between the three variants. The only downside to this is that the technique takes a longer time than the usual and can leave the user wide open while it is being performed, although it can be canceled at any time. Time frame wise this technique would take as long as performing two techniques (doesn't take up two move slots though), whether it is being used on oneself or on others. And finally, once initiated, the technique can be sustained for two turns more (for both variants) to protect the user or his allies from any further attacks of the natures it was intended for.
Note(s):
- A ranked variant may be used thrice (3x), A ranked variant twice (2x), and Forbidden variant once (1x)
- Requires Medical Ninjutsu knowledge to employ the Forbidden variant as well as use this technique on others
- All three variants last two turns with each usage, each costing different values for upkeep
- If the Forbidden variant is used whether on the user or someone else, the others can still be used on oneself or anther person up to their max usages
- No Seraphic Water techniques above A ranked in the user's next turn (if the S variant is performed)
- No Seraphic Water techniques period for one turn after (if the Forbidden variant is performed)

Declined - Too varied in rank, if you want F rank, make it only F rank and adjust it accordingly.
.

(Serafimu no Kyōgi-kai) Council of The Seraphim
Type: Supplementary/Defensive/Offensive
Rank: C-S
Range: Short-Long
Chakra cost: 15-40 (-10 per turn)
Damage: 30-80
Description: The most basic technique of the special element. By focusing Seraphic Water chakra throughout the body and/or surrounding earth/water bodies, the user is able to create constructs of flowing Seraphic Water. These can range from simple waves, domes, walls, and pillars while the element can even be made dense enough to form traditional weaponry like kunai and swords, as well as other complex shapes. They can be formed from water sources as well as the ground within mid ranged of the user. The size of these creations are directly proportional to the amount of chakra expended with S ranked variants ranging as big as the canon 'Water Bullet Technique'. As per the properties of Seraphic Water, whenever the element comes in contact with any of if its strong to elements, namely organic matter like people or insects, the brine can suck away the moisture present within these things, leaving behind empty husks. With the seal of confrontation the user can manipulate/maintain control of said constructs up to long ranged of his person.
Note (s):
- S ranked version can only be used 3× per match and requires the Ram hand seal to perform.
- No A-Rank or above Seraphic Water techniques on the next turn (if the S-Rank version is used)
- A rank usage requires the ram handseal

Approved made edits

(Seraphumizuton: Eikō e Eistibus; Uranai)- Seraphic Water: Glory to Eistebus; Divination
Type: Defensive/Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra cost: 40 (-10 per turn)
Damage: 80
Description: Primarily a technique created to showcase the true might of Seraphic Water, Uranai is equally as pleasing to the eyes as its devastating to the body of the enemy. The technique begins by the user clapping his hands and summoning at least four spheres of the element around him up to short ranged. The spheres are exactly 2 meters (6.5 feet) in diameter and contain a staggering amount of the element in their confines while remaining by the user (short ranged) by default, even if he moves. From these spheres, at mental command or with hand gestures, the user can have bands of Seraphic Water spill out and travel around his position, like dragons in flight. These bands of water take circular paths and leave one orb to enter into another. Because of this, as soon as one orb has emptied, water from another fills it, and so no one orb would ever be empty while none would ever be full. This continuous raze of water flowing around the user can form a semi dome that covers his short ranged position from every conceivable angle excepting underground. The user can then command the spheres to move away from him and occupy the area up to mid ranged. At a such a distance from the user they become less spherical shaped and seem to sort of bubble as the chakra control isn't as strong. However, they will retain the ability to spill forth thick bands of Seraphic Water and connect to their fellow spheres to turn the entire area into a dome of chaotically interweaving streams. If an opponent(s) occupy the mid ranged space then the spheres cannot come within 5m of living people but the bands, in their travels, are more than capable of touching them, which becomes a horrid experience once it does. Instead of simply brushing on opponents and pushing them around in the chaos, Seraphic Water is dense enough to pick up a grown adult and even large creatures, and not only toss them around inside the many bands, drowning and sapping the moisture from their bodies, but also crush bones. The user can choose to align any of the four orbs in any orientation/fashion he wishes and can either have all four bands (each B ranked) come together for one crushing stream (S ranked) or have them attack multiple targets simultaneously (which is the default attack route). At the same time, if there are any open wounds or general points of entries on anything caught within the techniques AoE then the element is able to enter into and wreak havoc from the inside of its targets. This can include entering through the opponent's mouths, noses, ears, etc, as well as techniques weak to SW. While sustaining this technique at a rate of -10 per turn the user is unable to perform any other chakra needed techniques until it is ended or destroyed. One very important factor to note though, is that Earth techniques, despite being strong to SW can also be affected by this technique. Doton techs of A ranked and below, if this technique manages to get into any crevices present on the structure, are able to be put in "stasis". That means, Seraphic Water infiltrates any openings seen and seemingly cancel out the chakra present (S ranked SW is equal to A ranked Doton), and until the Seraphic Water is removed or a higher chakra amount is poured into said structure, it will remain unable to be controlled by both the user and his opponent, leaving the structure simple motionless. During such an effect, this technique also becomes inapplicable for manipulation or control by the user as well, this means neither the Doton structure or the Seraphic Water technique can be controlled by the prospective users, similar to a standard stalemate.
Note(s):
- Usable only twice (2x), with a turn (3) cool down between usages
- Lasts 3 turns with each use
- No elemental type techniques above A ranked following the turn it ends.

Approved

(Seraphumizuton: Zaqiel, Kare wa Yurusu; Seisei)- Seraphic Water: Zaqiel, He Who Absolves; Purification
Type: Supplementary
Rank: S/Forbidden
Range: Short-Long
Chakra cost: 40/50 (-10/-20 per turn)
Damage: N/A
Description: Taking from the magnanimity of Zaqiel, Seisei is a supplementary technique entirely, made only for aiding. The technique draws from Seraphic Water's innate ability to affect various functions of a living system. The technique is initiated with a surge of chakra through the user's body, flushing the tenketsu and releasing acceptable amounts (see submission for details) of Seraphic Water into the blood stream. What this does is not only aid in releasing the user from chakra infiltrating techniques like Genjutsu, but also deliver and protect him from poisons, toxins, and even heavy metals. In addition to this, the user can also escape from paralyzing techniques such as those that lock down the usage of one's muscles. Seraphic Water is able to soothe hyperactive muscles like those in a seizure and also coax activity in lackadaisical ones (applicable to techniques of such nature up to the rank used, i.e S ranked variant can defend against S ranked paralysis/muscle affecting techniques. The same goes for poisons/toxins/heavy metals). However, if the user has knowledge of Medical Ninjutsu, they area able to use the higher ranking variant of this technique, Forbidden, allowing them to escape from Genjutsu up to S ranked, and poison, toxins, heavy metals, and paralyzing techniques up to Forbidden as well. In addition to this, Medical Ninja are also able to perform this on others through physical touch rather than themselves alone, where they can choose between the two variants. The only downside to this is that the technique takes a longer time than the usual and can leave the user wide open while it is being performed, although it can be canceled at any time. Time frame wise this technique would take as long as performing two techniques (doesn't take up two move slots though), whether it is being used on oneself or on others. And finally, once initiated, the technique can be sustained for two turns more (for both variants) to protect the user or his allies from any further attacks of the natures it was intended for.
Note(s):
- S ranked variant twice (2x), and Forbidden variant once (1x)
- Requires Medical Ninjutsu knowledge to employ the Forbidden variant as well as use this technique on others
- Both variants last two turns with each usage, each costing different values for upkeep
- If the Forbidden variant is used whether on the user or someone else, the others can still be used on oneself or anther person up to their max usages
- No Seraphic Water techniques above A ranked in the user's next turn (if the S variant is performed)
- No Seraphic Water techniques period for one turn after (if the Forbidden variant is performed)

Declined - he drawbacks just aren't enough. Also F ranks cause pain through physical stress, which, when you look at how this jutsu works, it would actually counterat the jutsu in itself. For example, the surge is aimed to sooth muscles and be of medical help, but the strain of F rank release would nulify it straight after and end up doing more harm in the long run anyway
 
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