Custom Element's Jutsu Submission

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Shady Doctor

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( Suteijian Suiton: Sutikusu no sensō ) Ξ Stygian Water: Cursed Oaths
Rank: D - S
Type: Supplementary | Offensive | Defensive
Range: Short - Long
Chakra Cost: 10 - 40
Damage Points: 20 - 80
Description: One of the basic techniques of Stygian Water, the user uses his Stygian Water chakra to create or manipulate existing Stygian Water to form tools and weaponry from the element for whatever purposes he needs. These objects can range from a small water blast to shields, swords, even oceanic sized creations. The user is able to essentially create whatever his mind can imagine, as long as it's within 5 meters away from any enemy ninja. This is ideal is creating quick defenses against incoming attacks and making weapons when needed. The user is also able to use this in an S ranked variant ( always requires a handseal ), the notable difference in this is the speed and power/scale of this one, capable of forming ocean sized pools of Stygian Water in moments. S-Rank usage can only be used 3 times per battle, once every 2 turns.

Declined - A rank and above would require handseals. Ocean sized constructs for a basic application is too much in my opinion. Say how you make them, from your body? Spit them out? The ground? Can it be made by adding your fire chakra to normal water to convert it? Drawbacks for S rank variant? And limit on A rank? Details man!
( Suteijian Suiton: Sutikusu no sensō ) Ξ Stygian Water: Cursed Oaths
Rank: D - S
Type: Supplementary | Offensive | Defensive
Range: Short - Long
Chakra Cost: 10 - 40
Damage Points: 20 - 80
Description: This is the basic technique of the Stygian water Element. Using both fire and water chakras in conjunction, the user is able to create or manipulate existing Stygian Water to use as a tool of War. This allows the user to create basic or slightly intricate tools/shapes of the water to use for offensive, defensive or Supplementary purposes that may be at hand, limited only by the user's imagination. These tools and shapes can range from waves, swords, Cubes etc. but will be split in power according to rank and quantity of the tools created. These are created directly from the user's body, whether it's through the mouth or directly from a limb or can even be crafted from existing water (pond/lake/puddles) . Similar to Mei Terumi and her corrosive/Burning elements, the user is immune to being burned by his creations due to their chakra controlling them, thus enabling him/her to hold the tools himself whenever his chakra is present. A rank variants of this will need to be used with a hand seal while the S rank variant needs 3 hand seals. The B rank and lower can be used without a hand seal but will need hand or body gestures such as a wave of the hand or a kick etc. The maximum size for an S rank is 3x the size of the user.

Note: S ranks can only be used up to 4 times with no S rank Stygian Water in the following turn.
Note: A ranks can be used 4 times


Approved - made edits, moisture in the air is just OP, can't allow or mist, due to how your element works.

( Suteijian Suiton: Sutikusu kawa no senrei ) Ξ Stygian Water: Baptism of The River Styx
Rank: A
Type: Supplementary | Offensive | Defensive
Range: Short - Mid
Chakra Cost: 30 ( -10 per turn )
Damage Points: N/A ( + 10 to Stygian Water and +20 to Taijutsu )
Description: After gathering a large amount of Stygian Water chakra, the user releases it throughout his entire body, emanating in the form of a blackish chakra shroud around the user though this is not all; in addition to this, the user's body itself becomes liquid, mirroring the Hozuki Hydrification jutsu and it's properties/traits. Due to this, the user's Taijutsu likewise becomes more deadly, allowing it to gain effects of Stygian Water on contact, causing corrosive and acidic like burns in addition to normal damage. The user is also able to use his newfound aquatic body as a source of Stygian Water, creating up to A rank structures from any point. This isn't limited to simple bursts either; They'd be able to use the watery based body to extend and stretch limbs (up to mid range) for blunt impact attacks. Their body when extending can also be expanded to make their limbs much larger to combat bigger being/other attacks effectively. Being made of a water-like composition, he becomes able to take hits from solid structures and reform accordingly without taking damage, though the water would corrode the solids as if the body was A rank Stygian water, according to strengths and weaknesses. A drawback of using this ability is the user being limited to using no other elements bar Stygian Water and the elements it is made of whilst maintaining this form.

Note: Can be used 4 times, each use lasting 5 turns. After usage, the user cannot use for 3 turns.
Note: Water structures created are of A rank power.

Declined - reduce the usage, 3 times, 4 turns. 2 turns between uses. Making bursts should cost a jutsu, once per turn.
( Suteijian Suiton: Sutikusu kawa no senrei ) Ξ Stygian Water: Baptism of The River Styx
Rank: A
Type: Supplementary | Offensive | Defensive
Range: Short - Mid
Chakra Cost: 30 ( -10 per turn )
Damage Points: N/A ( + 10 to Stygian Water and +20 to Taijutsu )
Description: After gathering a large amount of Stygian Water chakra, the user releases it throughout his entire body, emanating in the form of a blackish chakra shroud around the user though this is not all; in addition to this, the user's body itself becomes liquid, mirroring the Hozuki Hydrification jutsu and it's properties/traits. Due to this, the user's Taijutsu likewise becomes more deadly, allowing it to gain effects of Stygian Water on contact, causing corrosive and acidic like burns in addition to normal damage. The user is also able to use his newfound aquatic body as a source of Stygian Water, creating up to A rank structures from any point. This isn't limited to simple bursts either; They'd be able to use the watery based body to extend and stretch limbs (up to mid range) for blunt impact attacks. Their body when extending can also be expanded to make their limbs much larger to combat bigger being/other attacks effectively. Being made of a water-like composition, he becomes able to take hits from solid structures and reform accordingly without taking damage, though the water would corrode the solids as if the body was A rank Stygian water, according to strengths and weaknesses. A drawback of using this ability is the user being limited to using no other elements bar Stygian Water and the elements it is made of whilst maintaining this form.

Note: Can be used 3 times, each use lasting 4 turns. After usage, the user will need a cool down 2 turns before using again.
Note: Water structures created bursts are of A rank power and costs a move slot, usable once per turn

Approved

Declined - sorry, but after discussion, i can't allow this, alot of it clashes too much with hozuki rendering an entire clan useless in the RP. If you can make this unique without clashing i'll reconsider.

( Suteijian Suiton: Ikari no Yomi ) Ξ Stygian Water: Ferry to the Underworld
Rank: B - A
Type: Supplementary | Offensive
Range: Short - Long
Chakra Cost: 20 - 30 ( +10 to Water jutsu )
Damage Points: N/A ( +20 to Water techniques )
Description: Designed as a way to increase the user's ability to utilize Stygian Water, the user infuses his Suiton jutsu with Stygian Water chakra. What this does is create a thick layer of Stygian Water around normal Suiton jutsu, increasing the chakra and overall power of the jutsu in the process. This usage lasts up to 4 turns and causes any Suiton jutsu used during that time to be coated with the layer of Stygian Water. In an alternative form, the user is able to directly infuse chakra into water sources themselves. What this does is convert normal sources of water into Stygian Water itself, creating a source for further manipulation. Similarly to Mei and her immunity to her acidic elements, the user is unaffected by the acidic nature of Stygian Water, though not to being physically hit with it.
Note: B rank usage occurs during the same timeframe as original Suiton jutsu it's used alongside and can only be used once every 5 turns and up to 5 times in all.
Note: A rank usage can be done once every 2 turns up to 4 times in all.

Declined - I don't see it gaining the boost, as it's only converting water to a heat based water, i feel it would gain the effects of the corrosive nature of your element which in itself would be the boost in power, as it is a conversion technique more than a boosting technique. And once again reduce the useage. Make it one rank, have it as an activation jutsu, that you use in line with another jutsu or on a source. Only usable 4 times, 2 times between uses.
( Suteijian Suiton: Ikari no Yomi ) Ξ Stygian Water: Ferry to the Underworld
Rank: B
Type: Supplementary | Offensive
Range: Short - Long
Chakra Cost: 20 ( +10 to Water jutsu )
Damage Points: N/A
Description: Designed as a way to increase the user's ability to utilize Stygian Water, this technique is treated as an infusion type ability which is to be used side by side with a regular suiton technique. When the user uses a Suiton technique up to and including A ranks, they can perform this in the same timeframe in order to coat said technique with a thick layer of Stygian water by adding Stygian Water chakra into it and giving it heated, corrosive properties. Alternatively, When a water source is around within range, whether it be a small river or an large pond, the user is able to send his chakra into the source and transform it into Stygian water to create a source for his techniques. Similar to Mei Terumi and her corrosive/Burning elements, the user is immune to being burned by his creations, thus enabling him to physically touch the element whenever his chakra is present, but isn't immune to bluntly being hit by it. This not only provides a source of Stygian Water, but also prevents others from using the Water source unless they somehow over power the user's chakra to cleanse the corrosive water and use it as their own.

Note: Can only be used 4 times with a two turn cool down

Approved - made edits. An entire ocean was too much, only working up to A ranks and S ranks require too much chakra control anyway.

( Suteijian Suiton: Ēruptó no kyōkai) Ξ Stygian Water: The Eruption of the Underworld
Rank: A
Type: Offensive
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: The user starts by channeling Stygian Water underground in a specific area, up to a mid range radius. As he does this, Stygian Water is also created in a mist like creation, comparable to the Hidden Mist jutsu. While this mist carries properties of Stygian Water, the mist itself isn't as corrosive as the normal element. Instead, it only causes a mild irritation as if the mist was hot. Detecting chakra that touches the mist, the user is able to track any opponent above ground within the Stygian Water mist. Acting as a honing device, the user causes a massive geyser of Stygian Water to erupt under foreign chakra sources, causing extreme burns and damage to foes as it knocks them high into the air. This geyser is also able to "bend", it's water chasing the foreign chakra as if it were sentient.
Note: Can only be used 4 times in all, each use lasting two turns.
Note: After using, the user cannot use any Stygian Water jutsu that same turn.

Pending - question, if you make this at mid range from you, the radius is mid range, so would it reach long range? O_< And can't allow the chakra sensing, it's not really part of your element. You could really use lower the rank of this, make it last longer and make some better combinations to be honest, the thing with higher ranks is the drawbacks and it's not always better.
( Suteijian Suiton: Ēruptó no kyōkai) Ξ Stygian Water: The Eruption of the Underworld
Rank: A
Type: Offensive
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user starts by channeling Stygian Water underground in a specific area, up to a mid range radius. As he does this, Stygian Water is also created in a mist like creation above ground up to mid range, comparable to the Hidden Mist jutsu. While this mist carries properties of Stygian Water, the mist itself isn't as corrosive as the normal element. Instead, it only causes a mild irritation as if the mist was hot. Similarly to Rain tiger at will, the mist is capable of detecting chakra that enters the mist, Thus causing the Stygian Water to react immediately, but will not alert the user himself of the foreign chakra entering. Causing extreme burns and damage to foes as it knocks them high into the air, this geyser is also able to "bend", it's water chasing the foreign chakra as if it were sentient.
Note: Can only be used 4 times in all, each use lasting two turns with a turn cool down
Note: After using, the user cannot use any Stygian Water jutsu that same turn.

Declined - Not gonna allow chakra detection to be honest.

( Suteijian Suiton: Megami no noroi ) Ξ Stygian Water: Curse of the Goddess
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: Created as a way to deter opponents, the user creates a light rain of Stygian Water. What this rain does is uses Stygian Water's corrosive ability to eat away at matter used within the rain. This translates to a 20 damage reduction in foreign earth based jutsu, ranging from Earth to Steel to even Shikotsumyaku bones and CE derived from Earth. This allows the user to weaken the opponent's jutsu to prevent high damage being done against him.
Note: Lasts 4 turns each use, reducing enemy jutsu during that time.
Note: Because of it's natural properties, this rain would increase the heat of water jutsu created from pools of water already formed prior to this usage, meaning if a pool of water existed prior to this, it's heat will be naturally raised though not the damage output.

Pending - i need to discuss this with NK, basically in the rp i know we have steel release, but not 100% of what kind of steel it is and how corrosive it is. So that combined with your c.e wording:

"Earth and Some other matter based attacks: Due to it's corrosive nature, Stygian Water is able to corrode and burn through some solid based elements with ease, burning through them to give the liquid a temporarily "chunkier" form, similar to lava as it burns and breaks the item down fully in a relatively quick process. This works on most solid structures, unless they have some sort of high resistance to the corrosive properties. "

It's just a grey area of weather i allow that kind of wording and all. Now the jutsu itself, remember ti would hurt you too, needs handseals, drawback.
( Suteijian Suiton: Megami no noroi ) Ξ Stygian Water: Curse of the Goddess
Rank: B
Type: Supplementary
Range: Short - Long
Chakra Cost: 20 (-5 per turn)
Damage Points: N/A (-20)
Description: Created as a way to deter opponents, the user does two hand seals and creates a light rain of Stygian Water. What this rain does is uses Stygian Water's corrosive ability to eat away at matter used within the rain. This translates to a 20 damage reduction in foreign earth based jutsu, ranging from Earth to Steel to even Shikotsumyaku bones and CE derived from Earth. This allows the user to weaken the opponent's jutsu to prevent high damage being done against him. Something unique about the technique is that the rain doesn't fall within a 2m radius of the user and the clouds created will move accordingly to the user's movements to keep this radius of non rain available.

Note: Lasts 4 turns each use, reducing enemy jutsu during that time.
Note: Because of it's natural properties, this rain would increase the heat of water jutsu created from pools of water already formed prior to this usage, meaning if a pool of water existed prior to this, it's heat will be naturally raised though not the damage output.

I spoke to NK, your element would be strong to steel.

Declined - limit the number of times you can use this


( Suteijian Suiton: megami no hogo ) Ξ Stygian Water: Protection of The Underworld Goddess
Rank: A
Type: Offensive/Supplementary/Defensive
Range: Short - Mid
Chakra Cost: 30 ( -10 per turn )
Damage Points: 60
Description: Similarly to the Water Release: Water Prison Shark Dance Technique, the user creates a small pool of Stygian Water around and under him. As he moves, this water jutsu likewise moves to keep up with his positioning at the same speeds. This means as long as he moves, this jutsu will move with him while in use. Alongside the pool of water under him, a thin and barely visible mist is created, a mist similar to Styigan Water: Eruption of the Underworld. What this mist does, much like the parent technique, is track foreign chakra that enters it's depths. Once it is detected, Stygian Water rushes the target to combat and eat away at whatever enters it's realm. It can also be used as a way to cause direct harm
Note: This jutsu lasts 3 turns.
Note: After using, the user cannot use S rank or higher Stygian Water jutsu next turn.

Declined - 1. i don't see tracking as part of your element. 2. you should mention this doesn't hurt you. 3. limit on how much this can be used?


Sorry - mass declines, but really you need to tone down how much you can use it all, keeping it in line with the rank and even some drawbacks. This is mainly where you've gone wrong with minor things here and there. Make everything clear for c.e cj as it's one of the areas in the rp that is the easiest to be abused, so i'm quite picky ^_^
[/QUOTE]

( Suteijian Suiton: megami no hogo ) Ξ Stygian Water: Protection of The Underworld Goddess
Rank: A
Type: Offensive/Supplementary/Defensive
Range: Short - Mid
Chakra Cost: 30 ( -10 per turn )
Damage Points: 60
Description: Similarly to the Water Release: Water Prison Shark Dance Technique, the user creates a small pool of Stygian Water around and under him. As he moves, this water jutsu likewise moves to keep up with his positioning at the same speeds. This means as long as he moves, this jutsu will move with him while in use. Alongside the pool of water under him, a thin and barely visible mist is created, a mist similar to Styigan Water: Eruption of the Underworld. What this mist does, much like the The Rain Tiger at Will technique, is detect foreign chakra that enters it's depths. Once it is detected, Stygian Water immediately rushes the target to combat and eat away at whatever enters it's realm. It can also be used as a way to cause direct harm if needed. Similar to Mei Terumi and her corrosive element, this water would not directly burn the user himself, but if he were to somehow be bluntly hit by it, he wouldn't be immune to be damaged as such.

Note: This jutsu lasts 3 turns with a 2 turn cooldown period.
Note: After using, the user cannot use S rank or higher Stygian Water jutsu This turn or next.

Declined - no tracking.
 
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BlacKing

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Re: Custom Element's Jutsus





Void Release: Black sword of the Void Warrior - 黒の刀 戦士
Type:Attack
Range:Long
Rank:B
Chakra:25
Damae:50
Description: a 1,2 m long and really wide black sword appears that isn't that strong in taijutsu fights and cant be matched to an ordinary sword even a normal metal sword can defeat it but the special thing about this jutsu is that after its swung against a light based jutsu it makes the jutsu cut in half
Example:fire ball jutsu the user strikes it cutting the fireball in 2 if a lightning absorbs the sword it will get absorbed the sword will last until its destroyed by the enemy

-approved-
Void Release: Black Sword of the Void Warrior - 黒の刀 戦士
Type: Attack
Range: Long
Rank: B
Chakra: 25
Damage: 50
Description: The user gathers void chakra into their hand and forms one 2 meter long and one foot wide black sword appears in the user's hand. When this sword is swung against a light based jutsu it cleaves the jutsu in half causing it to
Example:fire ball jutsu the user strikes it cutting the fireball in 2 if a lightning absorbs the sword it will get absorbed the sword will last until its destroyed by the enemy

Declined - bold when you make edits, if it's made in your hand how is it long range shouldn't it be short to long. Wrong chakra, wrong damage,
 
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Priest

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Harmattan Release: Spiritual Song - Karakazeton: Reitekina Uta
Type: Supplementary/Offense
Rank: S
Range: Short
Chakra: 40(-10 per turn)
Damage: 80
Description:
The user would focus harmattan chakra thoughout his own body, turning his person to harmattan. However, he still retains his shape and form albeit his body becomes more like a white ghostly apparition with a level of abrasiveness formed from rapid turbulence of harmattan on a microscopic level all happening within the user's harmattan form. The turbulence gives the user's form a level of microscopic shredding properties that an object passing through it is reduced to bits. The user's eyes become totally white with no pupils and his hair would stand and flow upwards. In this form, the user would not be affected by things that normally affect the human anatomy nd organs e.g; poisons, infection, pain, fear etc. The user's weapon, seals, objects and clothing are also affected as they'll also be transformed alongside the user, though the user can return any of them to their previous tangible form at will. While the user is transformed, water jutsus won't be able to formed short range from him while also, miniscle forms of water(mist, rain, molecules) would seize to exist within the short range. This is due to the user's form exhuming harmattan spills and contaminating the immediate surrounding in the process just like " ". Though this is harmless to life on its own. Due to the user's form closely related to the surrounding air, he is able to move through sustainable flight or perhaps able to walk on the air as if he's walking on the ground as his weight would now be equivalent to that of air or slightly higher thus he only depends on the shredding properties of his form for attacks instead of raw physical force. The user would become intangible to physical objects or attacks as they would easily pass right through him. However, physical objects passing through his form would be affected by the shredding nature of the form. Should the user be hit by fire able to cancel out his form, he would return back to his physical form. Should he be hit by something stronger, he would return to his physical form and receive half the damage from the attack.
Last for 4 turns and its usable 2 times per battle with 2 turns rest. While active, the user can only use the harmattan element, elements that make it and other elements that is made up of the combination of elements that makes harmattan. The user is also able to use non elemental abilities.

Declined - remove the bolded, that's reserved for FRS
Harmattan Release: Spiritual Song - Karakazeton: Reitekina Uta
Type: Supplementary/Offense
Rank: S
Range: Short
Chakra: 40(-10 per turn)
Damage: 80
Description:
The user would focus harmattan chakra thoughout his own body, turning his person to harmattan. However, he still retains his shape and form albeit his body becomes more like a white ghostly apparition with a level of abrasiveness formed from rapid turbulence of harmattan on a microscopic level all happening within the user's harmattan form. The turbulence gives the user's form a level of cutting and shredding properties that an object passing through it is reduced to bits. The user's eyes become totally white with no pupils and his hair would stand and flow upwards. In this form, the user would not be affected by things that normally affect the human anatomy and organs e.g; poisons, infection, pain, etc. The user's weapon, seals, objects and clothing are also affected as they'll also be transformed alongside the user, though the user can return any of them to their previous tangible form at will. While the user is transformed, water jutsus won't be able to formed short range from him while also, miniscle forms of water(mist, rain, molecules) would seize to exist within the short range. This is due to the user's form exhuming harmattan spills and contaminating the immediate surrounding in the process just like " ". Though this is harmless to life on its own. Due to the user's form closely related to the surrounding air, he is able to move through sustainable flight or perhaps able to walk on the air as if he's walking on the ground as his weight would now be equivalent to that of air or slightly higher thus he only depends on the shredding properties of his form for attacks instead of raw physical force. The user would become intangible to physical objects as they would easily pass right through him. However, physical objects passing through his form would be affected by the shredding nature of the form. Should the user be hit by fire able to cancel out his form, he would return back to his physical form. Should he be hit by something stronger (includes solid elements), he would return to his physical form and receive half the damage from the attack.

Last for 4 turns and its usable 2 times per battle with 2 turns rest. While active, the user can only use the harmattan element, elements that make it and other elements that is made up of the combination of elements that makes harmattan. The user is also able to use non elemental abilities. No S-Rank or above Harmattan on the turn of deactivation and the turn after.

Pending - NK can check this.


‡ Declined ‡ No to the "no water can exist within short-range of the user". You can remove all of the air moisture within short-range, thus prevent the materialization of water techniques in that area but you cannot simply neutralize ALL water techniques as a mere byproduct of this technique. My other issue is this basically makes you immune to every type of element barring Fire (and maybe Wind-based ones). You effectively eliminate one of your CEs weaknesses (Earth), which isn't going to fly either. Overall just tone this down.
 
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Punk Hazard

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(Shinpiton: Ikari no Michi) Corium Release: Fury Road
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: N/A
Description: The user will weave four handseals and slam their palms onto the ground, releasing an immense amount of chakra below the surface. This technique acts similarly to a more powerful version of the Dog Biting Crimson Lotus technique; like its parent technique the user will transform the ground below the surface into copious amounts of Corium, causing the surface of the ground to heat up slightly. However, rather than transforming the ground uniformly into pure Corium a few meters below the surface like the parent technique, Fury Road creates large pools of Corium beneath the ground's surface throughout the battlefield. Upon creation, these pools of Corium will rapidly rotate around itself, essentially forming powerful whirlpools of Corium. The immense amount of heat generated by the Corium, as well as the powerful movement, causes the ground around the Corium pools to become scorched and burned, generating an immense amount of dust and ash. This dust and ash is then kicked up into the air due to the rapid, spiral-like movement of the Corium pools, similar to ash and dust being thrown into the air as magma moves upwards during an eruption. The ash and dust generated by the Corium pools then blanket the terrain above the surface of the ground, creating what appears to be a large dust-storm that encircles all around the user. This spiraling blanket of dust and ash from the scorched ground obscures vision on the same level as the thick fog found in Kirigakure and carries with it the traces of radiation found within Corium due to being created from the radioactive material, making it highly dangerous for those that are caught inside. Due to the dust and ash being a byproduct of the Corium scorching the ground, the user will be unable to manipulate it, being caught and suffering from the same vision obstruction as anyone else caught inside.

Note: Can only be used once per battle
Note: Lasts for four turns
Note: No Corium techniques can be used while this technique is active
Note: No techniques of the elements that constitute Corium above A-rank while active

Declined - visually i think this is a brilliant idea, i like it, but few things need fixing, these pools/pool needs a range of like maximum radius. Four turns is too much. Also there needs to actually be a physical drawback on you due to it being F rank, like losing speed ranks and such.
(Shinpiton: Ikari no Michi) Corium Release: Fury Road
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: N/A
Description: The user will weave four handseals and slam their palms onto the ground, releasing an immense amount of chakra below the surface. This technique acts similarly to a more powerful version of the Dog Biting Crimson Lotus technique; like its parent technique the user will transform the ground below the surface into copious amounts of Corium, causing the surface of the ground to heat up slightly. However, rather than transforming the ground uniformly into pure Corium a few meters below the surface like the parent technique, Fury Road creates large pools of Corium beneath the ground's surface throughout the battlefield. These pools measure no more than a meter in diameter. Upon creation, these pools of Corium will rapidly rotate around itself, essentially forming powerful whirlpools of Corium. The immense amount of heat generated by the Corium, as well as the powerful movement, causes the ground around the Corium pools to become scorched and burned, generating an immense amount of dust and ash. This dust and ash is then kicked up into the air due to the rapid, spiral-like movement of the Corium pools, similar to ash and dust being thrown into the air as magma moves upwards during an eruption. The ash and dust generated by the Corium pools then blanket the terrain above the surface of the ground, creating what appears to be a large dust-storm that encircles all around the user in each direction. This spiraling blanket of dust and ash from the scorched ground obscures vision on the same level as the thick fog found in Kirigakure and carries with it the traces of radiation found within Corium due to being created from the radioactive material, making it highly dangerous for those that are caught inside. Due to the dust and ash being a byproduct of the Corium scorching the ground, the user will be unable to manipulate it, being caught and suffering from the same vision obstruction as anyone else caught inside. Radiation effects would not kick in until the ash begins to fall for one turn.

Note: Can only be used once per battle
Note: Lasts for three turns
Note: No Corium techniques can be used while this technique is active and for two turns after
Note: No techniques of the elements that constitute Corium above B-rank while active
Note: Due to the exhaustion of producing such a large scale technique, the user will be unable to perform Taijutsu above B-ranks and their speed level lowered by two during the technique's course.


Approved - made edits
 
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(Arugon: Ao Ten no ryunomon) | Argon Release: Blue Gates of Celestial Dragon
Type: Attack/Supplementary
Rank: S
Range: Short
Chakra Cost: 40 (+10 every next turn)
Damage Points: 80 on contact.
Description: The user using advanced manipulation of Argon and his expert chakra control, begins molding a huge amount of Argon chakra in his body. The amount of chakra accumulated would be way more than what the user normally accumulates, making this an S-Ranked technique. With so much chakra accumulated in a tiny human vessel, the chakra starts leaking out from the skin of the human body. This lets the user to tap in to the most powerful ability of the Argon technique i.e to cause 3rd degree frost-bite on touch. The user can release his chakra into the target body, which on a time-delay basis (or on the spot), he can activate to cause asphyxiation. Not just that, he can channel this chakra into his tools and weapons so as to bind the same ability into the weapons as well. With so much argon chakra flowing through the human body, certain elements (the elements that make up Argon) get a boost as well. Fire, Wind and Argon jutsus are boosted by +20 damage points as long as the ability is kept active. However, the downfall is that, having such an ability active for a long time, wears and tears the body, causing the user to take on certain amount of physical damage (-10 damage). The user also takes -10 damage from each taijutsu attack landed on him, for the next 3 turns.
Note:
- Lasts 4 turns
- The user can not use Taijutsu above A-Rank in the next turn (after deactivation)
- The user cannot use Argon techniques above S-Rank the next turn once this technique ends.
- Can only be used twice a battle/thrice an event.

Declined - the red bits don't make much sense. Target body? Do you mean your own body parts? Is this basically cover your body in argon for enhancement? As for elements getting boosted that doesn't make sense. And time delay? How does that even work? If you want to cover yourself with argon, it would happen on the spot... wouldn't it?

(Arugon: Azūru no densetsu) | Argon Release: The Legends of Azure
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: This is the ability that allows the user to become the element itself. Similar to "Water Substitution Jutsu", the user is able to turn his body in parts or as whole, into Argon, that would enable him to tank any physical damage, similar to the Water variation. When a physical object of sufficient strength collides with the user, the user's body or body part will simply turn into Argon, and thereby letting that object to phase through. However, when the user is hit by an object, and he turns into Argon, he will not fall into the ground as it happens with the water variation, but instead, will float in the air, and reform somewhere else. Alternatively, the user can turn his legs into Argon, that would enable him to fly around (like Smoker from One Piece) with the speed of a Wind Blade. This enables his to get out of tricky situations where he is trapped and cannot move around effectively
Note:
When the user flies around, he can only use Argon techniques, the elements it's made of and Taijutsu or Weapon Techniques.
Can only be used 3x

‡ Approved ‡ I won't lie, I laughed when I got to the One Piece reference. This could have been a lot more useful though. Added a note you might like.
Updating

(Arugon: Azūru no densetsu) | Argon Release: The Legends of Azure
Type: Supplementary
Rank: A-S
Range: Short (up to Long when the user materializes)
Chakra Cost: 30-40
Damage Points: N/A (up to 60)
Description: This is the ability that allows the user to become the element itself. Similar to "Water Substitution Jutsu", the user is able to turn his body in parts or as whole, into Argon, that would enable him to tank any physical damage, similar to the Water variation. When a physical object of sufficient strength collides with the user, the user's body or body part will simply turn into Argon, and thereby letting that object to phase through. However, when the user is hit by an object, and he turns into Argon, he will not fall into the ground as it happens with the water variation, but instead, will float in the air, and reform somewhere else. Alternatively, the user can turn his legs into Argon, that would enable him to fly around (like Smoker from One Piece) with the speed of a Wind Blade. This enables his to get out of tricky situations where he is trapped and cannot move around effectively. The advanced version of this technique (S-Rank) allows the user to materialize in different places. When the user turns into pure Argon, he releases more chakra in the area so as to create up to 3 different entities that materialize in different locations. These entities may look like a normal beast (in any form) or even the user himself and can have up to A-Rank worth of energy divided among them. So the lesser the number, the stronger each entity is. These entities can use elemental techniques (Argon and the elements it is made of) and Taijutsu up to A-Rank and/or weapon techniques (chakra is reduced from the user's chakra pool). These entities die out automatically within 3 turns.
Note:
The user can remain in this form for a maximum of 4 turns.
When the user flies around, he can only use Argon techniques, the elements it's made of and Taijutsu or Weapon Techniques.
Can only be used 3x

Declined - dnr, keep the original and don't try this again.

(Arugon/Fuuinjutsu: Azuru no akuma) | Argon Release/Sealing Arts: The Demons of Parakeet
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40 (+15 per turn)
Damage Points: 80
Description: By using the specific release of Argon, the user will release a surge of Argon chakra from his body, that exit his body from every direction. This Argon technique is different from other techniques of this element, as it contains special sealing formula embeded inside the objects created from the chara. The chakra is released in the form of tiny insect sized particles, that can be controlled mentally, similar to controlling the Aburame Bugs. Depending on how these "insects" are used, they can cause damage or can defend against certain techniques. These "insects" can penetrate the ground and destroy all life (plants, roots organic materials or any sentinent being) under the ground by causing frost bite, and damaging them so that the organic elements under the ground cannot be manipulated (the opponent will have to use another source of organic element to use his technique, since the original one would've been destroyed). The insects can fly around the field as fast as a wind blade and can take on any target as a whole group, or as smaller groups. These insects will attack the target, by piercing through his skin and entering his veins and into his blood streams. Since argon has the property to cause frost bites, these insects will attack the target from his insides, causing him terrible pain, before making him suffer from 3rd degree frost bites. The target will also suffer from asphyxiation during this course of time (but not so much that will cause death), as he deals with the side effects (vomiting, nausea, prostration) of coming in contact with Argon. At any point of time, once the Argon chakra enters the target body, the user can form three quick handseals and activate the sealing jutsu, that would completely shut down and seal unnatural beings like Edo Tenseis or even structures like Golems (Earth, Wood etc.) up to S-Rank etc, making them crumble and get destroyed in the process, while restricting the movements of humans and other natural beings (like summons). Restriction in the movements only affects the target's moving speed, reacting speed, the speed with which they perform any action etc. as they all get halved until the effects wear off or the targets counter the seal with their own jutsu. The seal itself is A-Ranked and as such, it doesn't increase the overall strength of the technique.
Note:
Every turn the insects are in play, they passively take out 15 chakra points from the user to remain on the field.
They can only last for a maximum of 3 turns.
No other Argon techniques above S Rank in the same turn.
No Fuuinjutsu technique above A-Rank in the same turn.
Can be used 3x.

Declined - sorry but bugs like fuuin, this isn't how it works. You can place the seal on the ground but not in that method. Plus S rank fuin jutsu needs permission or med mastery.
(Arugon/Fuuinjutsu: Azuru no akuma) | Argon Release/Sealing Arts: The Demons of Parakeet
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40 (+10 per turn)
Damage Points: 80
Description: By using the specific release of Argon, the user will release a surge of Argon chakra from his body, that exit his body from every direction. The chakra is released in the form of tiny insect sized particles, that can be controlled mentally, similar to controlling the Aburame Bugs. Depending on how these "insects" are used, they can cause damage or can defend against certain techniques. These "insects" can penetrate the ground and destroy all life (plants, roots organic materials or any sentient being) under the ground by causing frost bite, and damaging them so that the organic elements under the ground cannot be manipulated (the opponent will have to use another source of organic element to use his technique, since the original one would've been destroyed). The insects can fly around the field as fast as a wind blade and can take on any target as a whole group, or as smaller groups. These insects will attack the target, by piercing through his skin and entering his veins and into his blood streams. Since argon has the property to cause frost bites, these insects will attack the target from his insides, causing him terrible pain, before making him suffer from 3rd degree frost bites. The target will also suffer from asphyxiation during this course of time (but not so much that will cause death), as he deals with the side effects (vomiting, nausea, prostration) of coming in contact with Argon. At any point of time, once the Argon chakra enters the target body (or it coats the target body), the user can form two quick handseals and activate the sealing jutsu, that would completely shut down and seal unnatural beings like Edo Tenseis or even structures like Golems (Earth, Wood etc.) up to S-Rank etc, making them crumble and get destroyed in the process, while restricting the movements of humans and other natural beings (like summons). Restriction in the movements only affects the target's moving speed, reacting speed, the speed with which they perform any action etc. as they all get halved until the effects wear off or the targets counter the seal with their own jutsu. The technique is similar to Gaara's sealing technique that involves capturing the target in a pyramid of sand before sealing the target. A seal would form over the target's body, with the words "Curse" written in Kanji. The fuuinjutsu seal itself is A-Ranked and as such, doesn't increase the overall strength of the technique.
Note:
Every turn the insects are in play, they passively take out 10 chakra points from the user to remain on the field.
They can only last for a maximum of 3 turns.
No other Argon techniques above S Rank in the same turn.
No Fuuinjutsu technique above A-Rank in the same turn.
Can be used 3x.

Declined - partical bugs, way too small, the fact that you're wiping out all elements like wood release from being used aswell as controlling a mass swamp that shoot around the field at intense speeds. It's a gas, so acting as a form of sealing... doesn't make sense
 
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Shady Doctor

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( Suteijian Suiton: Megami no noroi ) Ξ Stygian Water: Curse of the Goddess
Rank: B
Type: Supplementary
Range: Short - Long
Chakra Cost: 20 (-5 per turn)
Damage Points: N/A (-20)
Description: Created as a way to deter opponents, the user does two hand seals and creates a light rain of Stygian Water. What this rain does is uses Stygian Water's corrosive ability to eat away at matter used within the rain. This translates to a 20 damage reduction in foreign earth based jutsu, ranging from Earth to Steel to even Shikotsumyaku bones and CE derived from Earth. This allows the user to weaken the opponent's jutsu to prevent high damage being done against him. Something unique about the technique is that the rain doesn't fall within a 2m radius of the user and the clouds created will move accordingly to the user's movements to keep this radius of non rain available.

Note: Lasts 4 turns each use, reducing enemy jutsu during that time.
Note: Because of it's natural properties, this rain would increase the heat of water jutsu created from pools of water already formed prior to this usage, meaning if a pool of water existed prior to this, it's heat will be naturally raised though not the damage output.

I spoke to NK, your element would be strong to steel.

Declined - limit the number of times you can use this
( Suteijian Suiton: Megami no noroi ) Ξ Stygian Water: Curse of the Goddess
Rank: B
Type: Supplementary
Range: Short - Long
Chakra Cost: 20 (-5 per turn)
Damage Points: N/A (-20)
Description: Created as a way to deter opponents, the user does two hand seals and creates a light rain of Stygian Water. What this rain does is uses Stygian Water's corrosive ability to eat away at matter used within the rain. This translates to a 20 damage reduction in foreign earth based jutsu, ranging from Earth to Steel to even Shikotsumyaku bones and CE derived from Earth. This allows the user to weaken the opponent's jutsu to prevent high damage being done against him. Something unique about the technique is that the rain doesn't fall within a 2m radius of the user and the clouds created will move accordingly to the user's movements to keep this radius of non rain available.

Note: Lasts 4 turns each use, reducing enemy jutsu during that time.
Note: Because of it's natural properties, this rain would increase the heat of water jutsu created from pools of water already formed prior to this usage, meaning if a pool of water existed prior to this, it's heat will be naturally raised though not the damage output.
Note: Can only be used 3 times with a 2 turn cooldown period between usages

Declined - make it 3 turns, 3 uses, or 2 uses and 4 turns active. Also the red, in rp terms what does this do in rp terms? Warmer water? Does it stop normal shinobi controlling that water source?
 
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Joker

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(Chiriton: Panteon no Ressā Kōchiku) - Pantheonic Dust Release: Lesser Constructs of The Pantheon
Type: Supplementary/Offense/Defense
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: This is the most fundamental technique of the Pantheonic Dust element, the core foundation for how it functions. By focusing considerable amounts of chakra, the user is capable of creating a limitless amount of constructs, the detail and complexity only limited by their imagination and the amount of chakra they put forth. The structures include (and are not limited to) things like walls, swords, spheres, buildings, pillars, furniture, and more. These creations can be used defensively, in order to intercept attacks coming towards the user, offensively, creating swords, spikes and the like in order to pierce or ensnare the opponent, and supplementary, forming structures to benefit the user and his allies without affecting the opponent in any shape or form. Pantheonic Dust itself can be made with three methods, the first is from the body. By surging chakra through their person, the user is fully capable of creating a plethora of tools from their limbs, mouth, and the like. The Earth, this is done by using their chakra to grind the Earth into fine grain minerals that can be controlled with chakra (this can also be done with any Earthen based structures as well), and finally, through pre-existing PD structures the user has created prior. The size and strength of these creations fully depends on the rank of the version used, D-Rank structures obviously cannot exceed the size of your average A-Rank and so on. The Dust's elemental S/Ws apply as well, should the Dust come in contact with water or any liquid, it'll take on it's properties while retaining it's original shape and size (if the liquid was hot, the Gel will now be corrosive to the touch, capable of burning the opponent if they come in contact with it. If the liquid was cold, the Gel becomes more solid in nature, the coldness increasing it's density into something akin to solid rock).

Note: S-Rank version can only be used once every three turns.

Declined - A rank and above will require a handseal. S rank can only be used three times. And mention it's basic shapes, it can't form animals and such. Apart from that, nice element. Pretty much an absorbant sand, i like it.
(Chiriton: Panteon no Ressā Kōchiku) - Pantheonic Dust Release: Lesser Constructs of The Pantheon
Type: Supplementary/Offense/Defense
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: This is the most fundamental technique of the Pantheonic Dust element, the core foundation for how it functions. By focusing considerable amounts of chakra, the user is capable of creating a limitless amount of constructs, the detail and complexity only limited by their imagination and the amount of chakra they put forth. The structures include (and are not limited to) things like walls, swords, spheres, buildings, pillars, furniture, and more (these constructs are relatively basic in the sense that this technique can't be used to create sentient animals and things of that nature). These creations can be used defensively, in order to intercept attacks coming towards the user, offensively, creating swords, spikes and the like in order to pierce or ensnare the opponent, and supplementary, forming structures to benefit the user and his allies without affecting the opponent in any shape or form . Pantheonic Dust itself can be made with three methods, the first is from the body. By surging chakra through their person, the user is fully capable of creating a plethora of tools from their limbs, mouth, and the like. The Earth, this is done by using their chakra to grind the Earth into fine grain minerals that can be controlled with chakra (this can also be done with any Earthen based structures as well), and finally, through pre-existing PD structures the user has created prior. The size and strength of these creations fully depends on the rank of the version used, D-Rank structures obviously cannot exceed the size of your average A-Rank and so on. The Dust's elemental S/Ws apply as well, should the Dust come in contact with water or any liquid, it'll take on it's properties while retaining it's original shape and size (if the liquid was hot, the Gel will now be corrosive to the touch, capable of burning the opponent if they come in contact with it. If the liquid was cold, the Gel becomes more solid in nature, the coldness increasing it's density into something akin to solid rock).

Note: The S-Rank version can only be used three times with two turns between uses, and that and the A-Rank application require a handseal
Note: A rank variation can be used once per turn.
Note: If the S rank variant is used, no Pantheonic Dust Jutsu above A rank in the following turn.

Approved - made edits

(Chiriton: Panteon no Orinpasu no Namida) - Pantheonic Dust Release: Tears of Olympus
Type: Supplementary
Rank: C-Rank
Range: Short-Long
Chakra: 20
Damage: N/A
Description: Taking inspiration from, "Rain Tiger at Will Technique" and, "Dropping Lid", this technique encompasses the more supplementary aspect of Pantheonic Dust. By focusing their chakra into the air above the entirety of the battlefield, the user will open a portal that covers and from that breach in the sky would rain down a mass of dust, very akin to a blizzard. As this dust falls in large quantities, it's very essence is connected to the user in the sense that whatever it touches, the user can now sense that object, person, or technique on their chakra map, relaying a detailed visualization of their location at all times. It doesn't stop there, not only does this dust allow the user to sense the opponent, but it also has another function. As it falls and latches onto object fueled by foreign chakra (deducting a rank of damage points), this dust will sap the energy from the constructs (only applicable on techniques with a solid form, e.g, Earth, Ice, Steel), lowering their damage output and overall strength in comparison to their former state, this ability of the sand is passive in nature.

Note: The "blizzard" lasts for four turns, and requires a three turn cooldown in between usages

Declined - i started to edit, but i can't allow the sensing, i don't allow this for c.e. Even then, the rain tiger at will allows you to sense when a foreign chakra enters the rain, not specific location, you need a tracking technique to find them. See the wiki for reference.

(Chiriton/Raiton: Zeusu no Chūnyū) - Pantheonic Dust/Lightning Release: Infusion of Zeus
Type: Supplementary/Offense/Defense
Rank: D-S
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: Branched off from, "Pantheonic Dust Release: Lesser Constructs of The Pantheon", this technique is similar in nature when it comes to versatility. When Pantheonic Dust comes in contact with any sort of fluid, it naturally absorbs all of it's properties and turns into a gel-like state (corrosive fluids make the gel scalding to the touch, cold fluids make the gel denser and more rock-like, etc) which is unusable from then on. But by focusing their chakra within from within a source, the user is capable of using their lightning energy in order to conduct the fluids inside the coagulate, taking complete control of the chakra-less construct in order to reshape it and use it for their liking. These creations and their complexity are only limited by the user's imagination and the amount of chakra they put forth, the amount of detail varying with the rank. The structures include (and are not limited to) things like walls, swords, spheres, buildings, pillars, furniture, and more. These creations can be used defensively, in order to intercept attacks coming towards the user, offensively, creating swords, spikes and the like in order to pierce or ensnare the opponent, and supplementary, forming structures to benefit the user and his allies without affecting the opponent in any shape or form. But unlike the basic application technique, this is incapable of creating more sources of gel if a creation happens to be destroyed. While this element is in a different state from it's usual, all former S/Ws still apply.

Note: Note: The S-Rank version can only be used three times, and that and the A-Rank application require a handseal

Declined - Your c.e says you can't control it in that state:

"once the dust absorbs the liquid and congeals, it adopts the color and temperature of said liquid, increasing in size but still retaining the same shape it was in previously; but in this state, the gel cannot further be manipulated.."
 
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Phosphorus Release: Craft technique (Rinton shugi no jutsu)
Type: Offense/Defense/supplementary
Rank: C-S
Range: Short - Long
Chakra: 15-40
Damage: 30-80
Description: The user focuses his phosphorus (earth+fire) chakra and creates phosphorus from the existing earth or from the user's body to create spikes, pillars, shield, tools, wall, weapons etc. The user can also spit or shoot balls or spikes or any object (within reason)of phosphorus from his mouth and hands with good accuracy. This a versatile jutsu and is only limited by the user's imagination. The created structures can be ignited using the user's fire chakra by performing a confrontation hand seal. S rank usage of this technique can not exceed that of 10 meters high and 10 meters wide
Note(s): A and S rank can only be used 3 times with a 1 turn cool down between usages

Declined - S rank needs a drawback atleast. A rank and above needs a handseal. Detonating costs a jutsu.


(Rinton: Sozens Kometto) Phosphorus Style: Sozens Comet
Type: Offensive
Rank: Forbidden
Range: Mid - Long
Chakra: 50
Damage: 90 (-40 to user)
Description: This is one of the stronger techniques of the phosphorus style. The user will do 3 handseals while slapping their hands together. Very similar to how (Doton: Nentsuchi Otoshi) and (Doton: Otoshibuta) are initiated. A portal will open up in the sky above the clouds releasing a huge waxy white Phosphorus boulder 10 meters wide to come crashing down onto the location of the opponent. The user will then ignite the Phosphorus boulder with fire chakra, causing it to resemble a real comet, or an earth boulder that was caught on fire. This takes one whole turn to fully crash down onto the opponent. Once the phosphorus comet crash down onto the surface of its destination, it will create an impact so powerful that a crater 20 meters deep would be created. The best part about this technique is that, once the comet crashes down, It will begin emitting chemical smoke that envelopes the battle field up to long range causing somewhat of a smoke screen and irritation to the opponents eyes. This jutsu is considered forbidden due to the overwhelming amount of chakra used to create such a large technique.
Note: This technique can only be used once
Note: This technique takes two turns for it to strike due to the distance
Note: The user only need to post this to initiate the technique while the next turn all it does is effect time frame but doesnt cost a move slot
Note: Due to the huge strain of such a large technique. The user is not able to mold phosphorus chakra for 3 turns after use
Note: The user isnt able to mold chakra above S rank for 2 turns after use

Declined - i like it, but why on all your other jutsu does your element blow up with fire but this is coated with fire without exploding? Dat name though...


(Respira) ☯ Breathe
Type: Weapon
Rank: S
Range: N/a
Chakra: N/a (-20 per usage)
Damage: N/a
Description: Respira is a ring that was forged decades ago that is very unique in its own way. The ring itself is made from special phosphorus chakra infused with the users chakra at all times, creating a link to the users chakra system and heart rate. The ring is able to pick up and sense phosphorus no matter how little or big the amount. The ring has an eye pendent in it which is also infused with phosphorus chakra which changes colors upon what type of usage is being done by the user. Yellow, Red, White, and Silver. Only those who are granted the blessings of the ring is able to harbor it (Those with the phosphorus element). This ring has 4 functions which grants the user different types of power.

  • If the eye inside the ring turn yellow it will causes the ring to amplify the users earth and fire chakra, overall boosting the phosphorus techniques released from the user by +15 by sending a surge of chakra into their chakra network being somewhat of foreign chakra that completely boost the users own chakra . While this amplify the users phosphorus technique, It also gives the users earth and fire chakra a boost by +10
  • If the eye inside the ring turn white it allows the user to freeform send fire chakra into any phosphorus the ring can sense. Phosphorus is even found in the ocean (Water), and the Earth (Rocks, and minerals). This serves as a defensive purpose more than offensive, allowing the user to ignite the phosphorus overall breaking down the jutsu. Or If the user send fire chakra into phosphorus into earth or water withotu chakra, it will create a small igniting explosion (big enough to blow off said limb (Can only send fire chakra into jutsus A rank and below)
  • If the eye inside the ring turns silver, it allows the user to use phosphorus jutsus. Or rather, it enables the ring to use phosphorus jutsus via having the user do one jutsu while thinking of another at the same time causing the ring to preform the act. This is useful as it allows the user to use two phosphorus techniques within one time frame. Though this can only be used a limited amount of times. The ring cant utilize S rank or above techniques the same time user does.
  • If the eye inside the ring turns red, it means the user is dead. Due to the ring is linked to the users chakra and heart beat. It has a self trigger. Once the users chakra been fully depleted, or he dies, the eye in the ring will turn red. Once it turns red, it will flood the users whole body and chakra network with phosphorus within mere seconds. As It does this, the ring will catch fire, igniting the users whole body causing the body to violently explode in flames, catching anybody within 5 meters of the violent ignition.
Note: Each function of the sword can be used a max of 3 turns and cant use them back to back (This excludes the red eye
Note: Each function of the ring takes up a move slot but does not effect time frame

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Declined - all that boosting is way too much. The ring is a nice way to ignite existing phosphorus but how does it ignite, passively create a friction spark? Silver effect is a no, too much. And i love the last effect xd
Phosphorus Release: Craft technique (Rinton shugi no jutsu)
Type: Offense/Defense/supplementary
Rank: C-S
Range: Short - Long
Chakra: 15-40
Damage: 30-80
Description: The user focuses his phosphorus (earth+fire) chakra and creates phosphorus from the existing earth or from the user's body to create spikes, pillars, shield, tools, wall, weapons etc. The user can also spit or shoot balls or spikes or any object (within reason)of phosphorus from his mouth and hands with good accuracy. This a versatile jutsu and is only limited by the user's imagination. The created structures can be ignited using the user's fire chakra by performing a confrontation hand seal. S rank usage of this technique can not exceed that of 10 meters high and 10 meters wide
Note(s): A and S rank can only be used 3 times with a 1 turn cool down between usages and requires two handseals
Note(s): S Rank usage disables the user from using Phosphorus above A rank in the same turn
Note(s): Igniting cost a move slot and happens in the same timeframe as the technique, or the user can activate it later at a later date, posting this technique as reference. The power of the explosion will be the same as the initial creation.

Approved - made edits

(Rinton: Sozens Kometto) Phosphorus Style: Sozens Comet
Type: Offensive
Rank: Forbidden
Range: Mid - Long
Chakra: 50
Damage: 90 (-40 to user)
Description: This is one of the stronger techniques of the phosphorus style. The user will do 3 handseals while slapping their hands together. Very similar to how (Doton: Nentsuchi Otoshi) and (Doton: Otoshibuta) are initiated. A portal will open up in the sky above the clouds releasing a huge waxy white Phosphorus boulder 10 meters wide to come crashing down onto the location of the opponent. The user will then ignite the Phosphorus boulder with fire chakra, causing it to resemble a real comet, or an earth boulder that was caught on fire. This takes one whole turn to fully crash down onto the opponent. Once the phosphorus comet crash down onto the surface of its destination, it will not only explode due to the fire reacting to the phosphorus (the fire will coat the phosphorus but only react on impact when the fire ignites the entire comet) but create an impact so powerful that a crater 20 meters deep would be created. The best part about this technique is that, once the comet crashes down, It will begin emitting chemical smoke that envelopes the battle field up to long range causing somewhat of a smoke screen and irritation to the opponents eyes. This jutsu is considered forbidden due to the overwhelming amount of chakra used to create such a large technique.
Note: This technique can only be used once
Note: This technique takes two turns for it to strike due to the distance
Note: The user only need to post this to initiate the technique while the next turn all it does is effect time frame but doesnt cost a move slot
Note: Due to the huge strain of such a large technique. The user is not able to mold phosphorus chakra for 3 turns after use
Note: The user isnt able to mold chakra above A rank for 2 turns after use
Note: Due to the strain the user loses 2 ranks from their base speed for two turns.

Approved - made edits

(Respira) ☯ Breathe
Type: Weapon
Rank: S
Range: N/a
Chakra: N/a (-20 per usage)
Damage: N/a
Description: Respira is a ring that was forged decades ago that is very unique in its own way. The ring itself is made from special phosphorus chakra infused with the users chakra at all times, creating a link to the users chakra system and heart rate. The ring is able to pick up and sense phosphorus no matter how little or big the amount. The ring has an eye pendent in it which is also infused with phosphorus chakra which changes colors upon what type of usage is being done by the user. Yellow, Red, White, and Silver. Only those who are granted the blessings of the ring is able to harbor it (Those with the phosphorus element). This ring has 4 functions which grants the user different types of power.

  • If the eye inside the ring turn yellow it will causes the ring to amplify the users earth and fire chakra, overall passively boosting the phosphorus techniques released from the user by +1 Rank up to 3 times per battleby sending a surge of chakra into their chakra network being somewhat of foreign chakra that completely boost the users own chakra . While this amplify the users phosphorus technique, It also gives the users earth and fire chakra a boost by +10

    It's an active boost on one element, it can't have +10 to fire and earth too.
  • If the eye inside the ring turn white it allows the user to send fire chakra into any phosphorus the ring can sense.vThe fire chakra would act as a "spark" to ignite the phosphorus Phosphorus is even found in the ocean (Water), and the Earth (Rocks, and minerals). This serves as a defensive purpose more than offensive, allowing the user to ignite the phosphorus overall breaking down the jutsu. Or If the user send fire chakra into phosphorus into earth or water without chakra, it will create a small igniting explosion (big enough to blow off said limb (Can only send fire chakra into jutsus A rank and below)
  • If the eye inside the ring turns silver, it allows the user to passively create C rank earth spikes from an already existing phosphorus source. This is very similar to the craft technique but it doesnt cost a move slot and wherever a phosphorus jutsu is used, a spike can emerge. The spike is as powerful as the C rank earth spikes. The great thing about this though is since its emerging from an already phosphorus source, it doesnt shake or vibrate the ground as it emerges

    Can't have this as passive, you can have it activate through the ring not needing a handseal, but it will cost a move
  • If the eye inside the ring turns red, it means the user is dead. Due to the ring is linked to the users chakra and heart beat. It has a self trigger. Once the users chakra been fully depleted, or he dies, the eye in the ring will turn red. Once it turns red, it will flood the users whole body and chakra network with phosphorus within mere seconds. As It does this, the ring will catch fire, igniting the users whole body causing the body to violently explode in flames, catching anybody within 5 meters of the violent ignition.


Note: Can only use one of the special ability functions of the ring at once
Note: Cant use each special ability back to back (One turn cool down)


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Declined - see above
 
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Littlefinger.

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Bleach


(Hyōhakuton: Poseidon no Bōsō) ◈ Bleach Release: Poseidon’s Rampage
Type: Offensive
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: In order to utilize this jutsu a user can either form three hand seals whilst being connected to the ground or slam their hand on it. This, thus allows them to infuse bleach chakra in a specific location which then erupts as three geysers of the pale yellow substance. These three geyser eruptions occur within short range of the target, and cause the ground to vibrate violently as they do, throwing anyone within short range of them off balance. These pressurized geysers burst forth with such force that they reach up to Long range into the air, attacking aerial targets as well. The aim of Poseidon's Rampage is to hit target(s) with pressurized blasts of bleach that pack enough force to break through rocks; while also exposing them to the harmful effects of bleach. Once all the geysers have erupted—which takes one turn—the large amount of bleach which has been sent into the air rushes down, soaking everything within 5 metres of the geysers (short range) with bleach, substantially leaving behind its potent odor. Inhalation of this odor has detrimental effects on one's health; and prolonged inhalation may be life-threatening. This specific odor stays in place even after this jutsu has ended, leaving the opponent(s) with the task of dealing with the harmful effects of inhaling bleach.

• Can only be used thrice per battle, with two turns between each usage.
• No Bleach, Water and Lightning jutsus above A-rank the following turn.
• Odor stays around for two turns.
• No jutsu above A rank in the following turn.

Approved made edits. This is just for the jutsu. Please contact me about the effects you've made below as they are not included.

Below are the effects of Bleach exposure:
Exposure to Bleach via Inhalation:
1st Turn: After inhaling bleach for one full turn the victim suffers -10 damage as they experience severe irritation in their throat and nose.
2nd Turn: After inhaling for two turns they suffer -10 damage as the irritation in their throat and nose worsens. They also experience chest pain, coughing and headache.
3rd Turn: After three turns of continuous inhalation, the victim begins to experience dizziness and a loss of co-ordination. At this stage, the victim's speed is reduced by half and it becomes difficult for them to carry out/execute techniques that require focus effectively. Techniques of Genjutsu, Fuuinjutsu, Kinjutsu, Medjutsu, Yamanaka, Sage Mode and other similar forms of Advanced Ninjutsu will use up additional +20 chakra whilst being reduced by two ranks. The victim will also be unable to form more than three hand seals in a row and will now suffer -20 damage.
4th Turn: If at this stage the user is still unable to escape, their fate is more or less sealed as their respiratory system becomes paralysed and ultimately shuts down. This respiratory failure results in death.

Exposure to Bleach via Skin Contact:
1st Turn: On contact with a target's skin, bleach causes caustic irritation, blistering, redness and burning in the affected area. This causes the target to suffer -10 damage.
2nd Turn: In the second turn, the chemical burning intensifies to a full-blown dermatitis (or inflammation) in the affected area, as the victim's skin begins to suffer defatting and saponification. They suffer -10 damage.
3rd Turn: At this stage, the affected area(s) of the victim's skin is devoid of any oil and fat. The underlying tissues are also destroyed by the corrosive bleach which by this stage has been absorbed into the victim's skin. Physically, the victim's skin begins drying up. They suffer -20 damage. If the affected area is a limb, the victim will find it very difficult to use at this stage due to the intense pain. If it is an arm, the user will find it difficult and exacting to form hand seals with it (cannot form more than three in a row), hold weapons in it, and achieve similar feats with it. If it is a leg, the victim's movement is slowed by four levels.
4th Turn: The victim's skin becomes numb, blackened and dead. If it is a limb, it can no longer be used for anything. Movement speed becomes half of what it formerly was.

Exposure to Bleach via Eye Contact:
1st Turn: In the first turn, the victim experiences pain and itchiness in the affected eye(s). -10 damage is suffered.
2nd Turn: In the second turn, their eye begins to burn and tear up. This causes blurred vision which reduces their visual ability to track speed by four levels. -10 damage is suffered.
3rd Turn: At this stage, conjunctivitis sets in. This inflammation of the conjunctiva causes the victim to suffer additional -20 damage. Their visual tracking ability is halved.
4th Turn: If the explosure to bleach has not yet been taken care off, the victim's eye(s) becomes blind.

Exposure to Bleach via Ingestion:
1st Turn: If ingested, the corrosive effects of bleach occur more rapidly. In this turn, it irritates and burns the mucous membranes of the victim which include the respiratory, genitourinary, and alimentary tracts. They suffer -10 damage as a result.
2nd Turn: In this turn, the bleach begins eating away/corroding the innards of the victim. This causes nausea, vomiting and diarrhea. The pain the victim passes through at this stage prevents them from being co-ordinated enough to form any hand seals, perform techniques of Genjutsu, Fuuinjutsu, Kinjutsu, Medjutsu, Yamanaka, Sage Mode and other similar forms of Advanced Ninjutsu which require focus and concentration. Their movement speed is reduced by five levels and they suffer -20 damage.
3rd Turn: If unable to rid themselves of the bleach exposure by the third turn, the victim dies.

(Hyōhakuton: Kami no Arasoi) ◈ Bleach Release: Strife of the Gods
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-5 per turn active)
Damage: N/A (60 if used to attack) (+20 to physical attacks)
Description: There are two ways that the user can utilize this jutsu: First, it can be used as an armour for enhancing the lethality of the user's physical attacks with the help of Bleach's corrosive properties. The second usage is more rudimentary than sophisticated. It allows the user to infuse an object with bleach by making physical contact with it.

In the first usage, the user focusses and releases a burst of Bleach chakra throughout their entire body, thus creating a layer of Bleach across their body. If the user is holding a weapon, this Bleach coating/armour will envelope it as well In order to ensure that they and their weapons are not harmed by the effects of their own technique the user first encases their entire body (and weapon) in layer of special chakra. The user can be affected by the Bleach fumes unless they take a necessary precaution or are somehow immune to toxic gases (e.g. a smoke user, a puppet)

With the second usage, the user, by simply making physical contact, can infuse a substance with Bleach. By simply touching a kunai for instance, the user can make the weapon laden with Bleach, thus corroding it with Bleach.

• Can only be used four times per battle.

Declined - the red. And second use, infusing bleach into a solid is weird, you can cover something in bleach, but yeah.. and no drawback for an A rank?

Below are the effects of Bleach exposure:
Exposure to Bleach via Inhalation:
1st Turn: After inhaling bleach for one full turn the victim suffers -10 damage as they experience severe irritation in their throat and nose.
2nd Turn: After inhaling for two turns they suffer -10 damage as the irritation in their throat and nose worsens. They also experience chest pain, coughing and headache.
3rd Turn: After three turns of continuous inhalation, the victim begins to experience dizziness and a loss of co-ordination. At this stage, the victim's speed is reduced by half and it becomes difficult for them to carry out/execute techniques that require focus effectively. Techniques of Genjutsu, Fuuinjutsu, Kinjutsu, Medjutsu, Yamanaka, Sage Mode and other similar forms of Advanced Ninjutsu will use up additional +20 chakra whilst being reduced by two ranks. The victim will also be unable to form more than three hand seals in a row and will now suffer -20 damage.
4th Turn: If at this stage the user is still unable to escape, their fate is more or less sealed as their respiratory system becomes paralysed and ultimately shuts down. This respiratory failure results in death.

Exposure to Bleach via Skin Contact:
1st Turn: On contact with a target's skin, bleach causes caustic irritation, blistering, redness and burning in the affected area. This causes the target to suffer -10 damage.
2nd Turn: In the second turn, the chemical burning intensifies to a full-blown dermatitis (or inflammation) in the affected area, as the victim's skin begins to suffer defatting and saponification. They suffer -10 damage.
3rd Turn: At this stage, the affected area(s) of the victim's skin is devoid of any oil and fat. The underlying tissues are also destroyed by the corrosive bleach which by this stage has been absorbed into the victim's skin. Physically, the victim's skin begins drying up. They suffer -20 damage. If the affected area is a limb, the victim will find it very difficult to use at this stage due to the intense pain. If it is an arm, the user will find it difficult and exacting to form hand seals with it (cannot form more than three in a row), hold weapons in it, and achieve similar feats with it. If it is a leg, the victim's movement is slowed by four levels.
4th Turn: The victim's skin becomes numb, blackened and dead. If it is a limb, it can no longer be used for anything. Movement speed becomes half of what it formerly was.

Exposure to Bleach via Eye Contact:
1st Turn: In the first turn, the victim experiences pain and itchiness in the affected eye(s). -10 damage is suffered.
2nd Turn: In the second turn, their eye begins to burn and tear up. This causes blurred vision which reduces their visual ability to track speed by four levels. -10 damage is suffered.
3rd Turn: At this stage, conjunctivitis sets in. This inflammation of the conjunctiva causes the victim to suffer additional -20 damage. Their visual tracking ability is halved.
4th Turn: If the explosure to bleach has not yet been taken care off, the victim's eye(s) becomes blind.

Exposure to Bleach via Ingestion:
1st Turn: If ingested, the corrosive effects of bleach occur more rapidly. In this turn, it irritates and burns the mucous membranes of the victim which include the respiratory, genitourinary, and alimentary tracts. They suffer -10 damage as a result.
2nd Turn: In this turn, the bleach begins eating away/corroding the innards of the victim. This causes nausea, vomiting and diarrhea. The pain the victim passes through at this stage prevents them from being co-ordinated enough to form any hand seals, perform techniques of Genjutsu, Fuuinjutsu, Kinjutsu, Medjutsu, Yamanaka, Sage Mode and other similar forms of Advanced Ninjutsu which require focus and concentration. Their movement speed is reduced by five levels and they suffer -20 damage.
3rd Turn: If unable to rid themselves of the bleach exposure by the third turn, the victim dies.

(Hyōhakuton: Seinaru Seiiki) ◈ Bleach Release: Holy Sanctum
Type: Supplementary
Rank: A/S
Range: Mid (Long for S-rank)
Chakra: 30/40
Damage: 60/80
Description: The user starts off either by slamming their hand on the ground or by forming a row of three hand seals, before infusing the surrounding land/terrain with Bleach chakra. This chakra which is immediately transformed into Bleach begins to corrode/erode/eat away at the earth; thereby causing the ground itself to become moist and squishy in a manner vaguely comparable to the Swamp of the Underworld technique. Since Bleach is strong against Earth and its variants, this earthen swamp is laden with Bleach and is much more lethal due to its corrosive effects. Similar to the earth, all existing and preexisting techniques on the ground of elements weak to Bleach will suffer the same corrosion. As a result, these existing techniques lose two ranks in strength, while any other techniques emanating from the ground which are generically weak to Bleach will fail. With Holy Sanctum, the user does not convert the Earth to Bleach as this is beyond the capabilities of the element; rather, they dissolve Earth using Bleach. Earth suffers a weakness to Bleach; and just like metals, corrodes/dissolves on contact to bleach.

• A-rank usage lasts four turns and can only be used thrice per battle with a one turn interval between usages. No other Bleach techniques above S-rank while this is active.
• S-rank usage lasts three turns and can only be used twice per battle with a two turns interval between usages. No other Bleach techniques above A-rank while this is active.

Declined p pick a single rank. There is no difference between how it works for the ranks so i don't see why you need two ranks for it?
Below are the effects of Bleach exposure:
Exposure to Bleach via Inhalation:
1st Turn: After inhaling bleach for one full turn the victim suffers -10 damage as they experience severe irritation in their throat and nose.
2nd Turn: After inhaling for two turns they suffer -10 damage as the irritation in their throat and nose worsens. They also experience chest pain, coughing and headache.
3rd Turn: After three turns of continuous inhalation, the victim begins to experience dizziness and a loss of co-ordination. At this stage, the victim's speed is reduced by half and it becomes difficult for them to carry out/execute techniques that require focus effectively. Techniques of Genjutsu, Fuuinjutsu, Kinjutsu, Medjutsu, Yamanaka, Sage Mode and other similar forms of Advanced Ninjutsu will use up additional +20 chakra whilst being reduced by two ranks. The victim will also be unable to form more than three hand seals in a row and will now suffer -20 damage.
4th Turn: If at this stage the user is still unable to escape, their fate is more or less sealed as their respiratory system becomes paralysed and ultimately shuts down. This respiratory failure results in death.

Exposure to Bleach via Skin Contact:
1st Turn: On contact with a target's skin, bleach causes caustic irritation, blistering, redness and burning in the affected area. This causes the target to suffer -10 damage.
2nd Turn: In the second turn, the chemical burning intensifies to a full-blown dermatitis (or inflammation) in the affected area, as the victim's skin begins to suffer defatting and saponification. They suffer -10 damage.
3rd Turn: At this stage, the affected area(s) of the victim's skin is devoid of any oil and fat. The underlying tissues are also destroyed by the corrosive bleach which by this stage has been absorbed into the victim's skin. Physically, the victim's skin begins drying up. They suffer -20 damage. If the affected area is a limb, the victim will find it very difficult to use at this stage due to the intense pain. If it is an arm, the user will find it difficult and exacting to form hand seals with it (cannot form more than three in a row), hold weapons in it, and achieve similar feats with it. If it is a leg, the victim's movement is slowed by four levels.
4th Turn: The victim's skin becomes numb, blackened and dead. If it is a limb, it can no longer be used for anything. Movement speed becomes half of what it formerly was.

Exposure to Bleach via Eye Contact:
1st Turn: In the first turn, the victim experiences pain and itchiness in the affected eye(s). -10 damage is suffered.
2nd Turn: In the second turn, their eye begins to burn and tear up. This causes blurred vision which reduces their visual ability to track speed by four levels. -10 damage is suffered.
3rd Turn: At this stage, conjunctivitis sets in. This inflammation of the conjunctiva causes the victim to suffer additional -20 damage. Their visual tracking ability is halved.
4th Turn: If the explosure to bleach has not yet been taken care off, the victim's eye(s) becomes blind.

Exposure to Bleach via Ingestion:
1st Turn: If ingested, the corrosive effects of bleach occur more rapidly. In this turn, it irritates and burns the mucous membranes of the victim which include the respiratory, genitourinary, and alimentary tracts. They suffer -10 damage as a result.
2nd Turn: In this turn, the bleach begins eating away/corroding the innards of the victim. This causes nausea, vomiting and diarrhea. The pain the victim passes through at this stage prevents them from being co-ordinated enough to form any hand seals, perform techniques of Genjutsu, Fuuinjutsu, Kinjutsu, Medjutsu, Yamanaka, Sage Mode and other similar forms of Advanced Ninjutsu which require focus and concentration. Their movement speed is reduced by five levels and they suffer -20 damage.
3rd Turn: If unable to rid themselves of the bleach exposure by the third turn, the victim dies.

(Hyōhakuton: Klabautermann no On'na Dorei) ◈ Bleach Release: Klabautermann's Odalisque
Type: Supplementary | Offensive | Defensive
Rank: D-S
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: One of the earliest Bleach techniques created, Klabautermann's Odalisque is better known by its initialism KO. By means of their unique Bleach chakra, the user is able to produce the pale yellow liquid which is Bleach. This liquid can be produced from the user's body, expelled from their mouth or summoned from sources outside their body. When produced from the user's body, no hand seals are required. When summoned from the surrounding terrain, S-ranks would require two hand seals and can reach up to Mid-range; while A-ranks would require one hand seal and can reach up to Long range. B-ranks and below would require no hand seals and can reach up to Long range as well. With the use of KO, Bleach can be produced in various shapes, sizes and forms, all depending on the creativity of the user. These constructs may range from bubbles to tidal waves and from spikes to gigantic pillars. The smallest bleach construct used with KO can be as small as Aburame bugs, and the largest, as large as the enormous rock formations of the Mountain Smash Technique.

• S-rank can only be used thrice per battle. No Bleach techniques above A-rank in the next turn.
• A-rank can only be used four times per battle. No Bleach techniques above S-rank in the next turn.

Declined - size/scale should correspond to the ranks. Bug size is too small. As you can't see some bugs. All A rank and above uses would require a handseal even from your body. And what about the effects on you if you create a construct in short range from you? SHould say when you spit it out it doesn't burn your mouth, i just know someone will try and use that against you

Below are the effects of Bleach exposure:
Exposure to Bleach via Inhalation:
1st Turn: After inhaling bleach for one full turn the victim suffers -10 damage as they experience severe irritation in their throat and nose.
2nd Turn: After inhaling for two turns they suffer -10 damage as the irritation in their throat and nose worsens. They also experience chest pain, coughing and headache.
3rd Turn: After three turns of continuous inhalation, the victim begins to experience dizziness and a loss of co-ordination. At this stage, the victim's speed is reduced by half and it becomes difficult for them to carry out/execute techniques that require focus effectively. Techniques of Genjutsu, Fuuinjutsu, Kinjutsu, Medjutsu, Yamanaka, Sage Mode and other similar forms of Advanced Ninjutsu will use up additional +20 chakra whilst being reduced by two ranks. The victim will also be unable to form more than three hand seals in a row and will now suffer -20 damage.
4th Turn: If at this stage the user is still unable to escape, their fate is more or less sealed as their respiratory system becomes paralysed and ultimately shuts down. This respiratory failure results in death.

Exposure to Bleach via Skin Contact:
1st Turn: On contact with a target's skin, bleach causes caustic irritation, blistering, redness and burning in the affected area. This causes the target to suffer -10 damage.
2nd Turn: In the second turn, the chemical burning intensifies to a full-blown dermatitis (or inflammation) in the affected area, as the victim's skin begins to suffer defatting and saponification. They suffer -10 damage.
3rd Turn: At this stage, the affected area(s) of the victim's skin is devoid of any oil and fat. The underlying tissues are also destroyed by the corrosive bleach which by this stage has been absorbed into the victim's skin. Physically, the victim's skin begins drying up. They suffer -20 damage. If the affected area is a limb, the victim will find it very difficult to use at this stage due to the intense pain. If it is an arm, the user will find it difficult and exacting to form hand seals with it (cannot form more than three in a row), hold weapons in it, and achieve similar feats with it. If it is a leg, the victim's movement is slowed by four levels.
4th Turn: The victim's skin becomes numb, blackened and dead. If it is a limb, it can no longer be used for anything. Movement speed becomes half of what it formerly was.

Exposure to Bleach via Eye Contact:
1st Turn: In the first turn, the victim experiences pain and itchiness in the affected eye(s). -10 damage is suffered.
2nd Turn: In the second turn, their eye begins to burn and tear up. This causes blurred vision which reduces their visual ability to track speed by four levels. -10 damage is suffered.
3rd Turn: At this stage, conjunctivitis sets in. This inflammation of the conjunctiva causes the victim to suffer additional -20 damage. Their visual tracking ability is halved.
4th Turn: If the explosure to bleach has not yet been taken care off, the victim's eye(s) becomes blind.

Exposure to Bleach via Ingestion:
1st Turn: If ingested, the corrosive effects of bleach occur more rapidly. In this turn, it irritates and burns the mucous membranes of the victim which include the respiratory, genitourinary, and alimentary tracts. They suffer -10 damage as a result.
2nd Turn: In this turn, the bleach begins eating away/corroding the innards of the victim. This causes nausea, vomiting and diarrhea. The pain the victim passes through at this stage prevents them from being co-ordinated enough to form any hand seals, perform techniques of Genjutsu, Fuuinjutsu, Kinjutsu, Medjutsu, Yamanaka, Sage Mode and other similar forms of Advanced Ninjutsu which require focus and concentration. Their movement speed is reduced by five levels and they suffer -20 damage.
3rd Turn: If unable to rid themselves of the bleach exposure by the third turn, the victim dies.

Bleach

(Hyōhakuton: Kami no Arasoi) ◈ Bleach Release: Strife of the Gods
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-5 per turn active)
Damage: N/A (60 if used to attack) (+20 to physical attacks)
Description: There are two ways that the user can utilize this jutsu: First, it can be used as an armour for enhancing the lethality of the user's physical attacks with the help of Bleach's corrosive properties. The second usage is more rudimentary than sophisticated. It allows the user to infuse an object with bleach by making physical contact with it.

In the first usage, the user focusses and releases a burst of Bleach chakra throughout their entire body, thus creating a layer of Bleach across their body. If the user is holding a weapon, this Bleach coating/armour will envelope it as well. In order to ensure that they and their weapons are not harmed by the effects of their own technique the user first encases their entire body (and weapon) in layer of special chakra. The user may also be affected by the Bleach smell (not fumes.)

With the second usage, the user, by simply making physical contact, can swiftly coat a substance with Bleach. Unlike in the first usage, this is purely offensive, as the Bleach coating will immediately start corroding whatever it covers. By simply touching a kunai for instance, the user can coat it with Bleach, thus corroding it with Bleach.

• Bleach fumes are only produced in contact with an acid.
• Activation of the first usage lasts four turns.
• No other Bleach techniques above S-rank while this is active.
• Only one usage can be active at any given time.

• Can only be used four times per battle with a one turn interval between uses.
]

Declined - bleach always releases fumes, not just in contact with an acid, i know this, i clean... shit gets to me lol And 4 turns being too long. Second use... what about that, it corrodes shit fast, A rank vs a kunai, wouldn't it just like corrode it before it reaches it's target? ;)

(Hyōhakuton: Seinaru Seiiki) ◈ Bleach Release: Holy Sanctum
Type: Supplementary
Rank: A
Range: Mid-Long
Chakra: 30
Damage: 60
Description: The user starts off either by slamming their hand on the ground or by forming a row of three hand seals, before infusing the surrounding land/terrain with Bleach chakra. This chakra which is immediately transformed into Bleach begins to corrode/erode/eat away at the earth; thereby causing the ground itself to become moist and squishy in a manner vaguely comparable to the Swamp of the Underworld technique. Since Bleach is strong against Earth and its variants, this earthen swamp is laden with Bleach and is much more lethal due to its corrosive effects. Similar to the earth, all existing and preexisting techniques on the ground of elements weak to Bleach will suffer the same corrosion. As a result, these existing techniques lose two ranks in strength, while any other techniques emanating from the ground which are generically weak to Bleach will fail. With Holy Sanctum, the user does not convert the Earth to Bleach as this is beyond the capabilities of the element; rather, they dissolve Earth using Bleach. Earth suffers a weakness to Bleach; and just like metals, corrodes/dissolves on contact to bleach.

Each usage lasts two turns and can only be used thrice per battle with a two turns interval between usages. No other Bleach techniques above A-rank while this is active.

Approved - made edits

(Hyōhakuton: Klabautermann no On'na Dorei) ◈ Bleach Release: Klabautermann's Odalisque
Type: Supplementary | Offensive | Defensive
Rank: D-S
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: One of the earliest Bleach techniques created, Klabautermann's Odalisque is better known by its initialism KO. By means of their unique Bleach chakra, the user is able to produce the pale yellow liquid which is Bleach. This liquid can be produced from the user's body, expelled from their mouth or summoned from sources outside their body. When produced from the user's body or summoned from the surrounding terrain, S-ranks and A-ranks would require one hand seal; but B-ranks and below would require no hand seals. The production of Bleach from the user's mouth or body is no different from how one can spit out fire and lightning or generate them from their body without being electrocuted by the latter or burned by the former. With the use of KO, Bleach can be produced in various shapes, sizes and forms, all depending on the creativity of the user. These constructs may range from bubbles to large waves and from spikes to gigantic pillars. The smallest bleach construct used with KO can be as small as a shuriken, and the largest, as large as the enormous rock formations of a 15m wave.

• S-rank can only be used thrice per battle. No Bleach techniques above A-rank in the next turn. Two turns between uses. No jutsu above A rank in the following turn.
• A rank can be used once per turn.

Approved - made edits, felt bad you keep trying for so long, so yeah, fixed.

(Hyōhakuton: Hōritsu no Remyueru ) ◈ Bleach Release: Laws of Lemuel
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Bleach is a corrosive liquid element that is pale yellow in colour. Contact with Bleach is dangerous to the body system, and prolonged exposure becomes fatal. The various levels of exposure are explained below:

D-rank: Opponent suffers caustic irritations, blistering and redness in the affected area.

C-rank: It causes chemical burns and dermatitis (or inflammation) in the affected area. If action is not taken to rid the affected area of the Bleach, the opponent suffers -5 DMG per turn from the pain.

B-rank: Contact with Bleach of this rank will result in rapid defatting and saponification of skin cells. This painful process turns the affected area dry in a matter of one turn, leaving it useless. Opponent suffers -10 DMG per turn as a result of the pain. The smell (not fumes) of Bleach is subtler at this rank, albeit noticable to an extent.

How does this corrospond in the rp? For a B rank it seems much. Even A rank lightning paralyses for one turn

• Continuous inhalation (by being within short range of it) for two turns will cause irritations to the nose, throat, and chest.

• Continuous inhalation (by being within short range of it) for four turns will result in bouts of cough, headache, dizziness, a loss of co-ordination, as well as a reduction in the opponent's speed by two levels. It also renders the opponent unable form more than three hand seals in a row, or concentrate for long periods of time, hence reducing the efficiency of Advanced forms of Ninjutsu they use. Abilities like Genjutsu, Fuuinjutsu, Kinjutsu, Medjutsu, Yamanaka, Sage Mode and other similar forms of Advanced Ninjutsu that require a certain level of concentration will be reduced by one rank.

• Continuous inhalation (by being within short range of it) for eight turns will result in respiratory failure/paralysis which ultimately brings about death.

How many turns after the 8 turns will they die? Or on the 8th turn do they die?

A-rank: A Bleach technique of this rank is capable of caustically searing the affected area on contact. The aftermath of this is that the affected area is completely incinerated and blackened. Unless healed, the affected area will remain useless to the opponent and they continue to suffer -15 DMG per turn from its intense pain. At this rank, the smell (not fumes) of Bleach becomes significantly noticable.



• Continuous inhalation (by being within short range of it) for one full turn will cause irritations to the nose, throat, and chest.

• Continuous inhalation (by being within short range of it) for three turns will result in bouts of cough, headache, dizziness, a loss of co-ordination, as well as a reduction in the opponent's speed by four levels. It also renders the opponent unable form more than two hand seals in a row, or concentrate for long periods of time, hence reducing the efficiency of Advanced forms of Ninjutsu they use. Abilities like Genjutsu, Fuuinjutsu, Kinjutsu, Medjutsu, Yamanaka, Sage Mode and other similar forms of Advanced Ninjutsu that require a certain level of concentration will be reduced by two ranks, and the opponent spends +20 more chakra.

• Continuous inhalation (by being within short range of it) for five turns will result in respiratory failure/paralysis which ultimately brings about death.

S-rank and above: Here, the corrosiveness of Bleach becomes truly fearsome. On making contact with a target, it corrodes/eats right through the affected area, putting any unfortunate victim through unimaginable pain. Opponents may pass out or even die depending on the location the Bleach made contact with, and the severity of technique used. At this rank, the smell of Bleach becomes acrid and almost unbearable.

• Continuous inhalation (by being within short range of it) for one turn will result in bouts of cough, headache, dizziness, a loss of co-ordination, as well as a reduction in the opponent's speed by eight levels. It also renders the opponent unable form any hand seals, or concentrate for long periods of time, hence reducing the efficiency of Advanced forms of Ninjutsu they use. Abilities like Genjutsu, Fuuinjutsu, Kinjutsu, Medjutsu, Yamanaka, Sage Mode and other similar forms of Advanced Ninjutsu that require a certain level of concentration will be reduced by three ranks, and the opponent spend +30 more chakra.

• Continuous inhalation (by being within short range of it) for three turns will result in respiratory failure/paralysis which ultimately brings about death.

NOTES:
• The Bleach user may also be susceptible to these effects. However, due to their familiarity with the element, they only suffer half the damage and the effects (i.e., if an A-rank Bleach technique is returned back to the user somehow and it touches them, they suffer its effects as a B-rank instead); also, it takes twice as long for the inhalation effects to kick in (i.e., if it takes one turn for the effects of inhaling an A-rank Bleach technique to kick in in an opponent, it will take two turns for a smell of the same rank to begin affecting the user.)
• By leaving Short range of Bleach and cleansing themselves of it (if contact is made), one can escape these effects.
• Must be posted at the beginning of the battle or when any Bleach techique is used.

Declined - see red, you still make this too long and complex for how it should work. Put it simply you could go as far as:

Description: This technique outlines the effects of exposure to bleach release and it's corresponding ranks:

D rank: In an acidic like manor this will cause iritation to the skin distracting the opponent as they take -5 damage per turn.

C rank: Much like the D rank variation, this causes increased burning sensensation,causing the opponent to suffer -10 per turn, while after 5 turns losing feeling in the target area if not treat according.

B rank: Further increasing the irritation, the concerntration is stronger, meaning the target would take -20 damage per turn, and lose control of the targetted body part after 4 turns. At this level the bleach would give off toxic fumes causing irritation to the lungs and coughing.

A rank: Same as above but faster, lasting damage to lungs over time... then death

S rank: Same as A rank, more intense, faster. Instant destroying their limbs on contact.

Short, simple, sweet and clear. No one wants to read that much in the rp for basically saying they cough, skin hurts and they will die if they don't counter.
 
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(Ritsuton: Pureryūdo ♫ Sensō no Oto) Rhtyhm Release: Prelude ♫ Sounds of War
Type: Offensive/ Defensive/ Supplementary
Rank: E-Rank - S-Rank
Range: Short - Long
Chakra: 5 - 40
Damage: 10 - 80
Description: The most basic Rhythm Release technique, the user starts by gathering Rhythm Release Chakra, performing a hand seal if necessary, then utilizes Shape Manipulation to mould their Chakra into various applications, before utilizing them to attack their target in whatever manner is logically applicable to the chosen application. There are 3 potential applications, which are as follows; The first is the creation of basic projectiles such as shock waves, streams, blasts, arcs, etc, all of which can be small or large in scale (Larger projectiles becoming available at B-Rank and above), and can carry the same pinpoint accuracy found in select Sound Release Jutsu. The second is the infusion of Rhythm Release Chakra into a medium, such as tools and other forms of weaponry, objects, and even surfaces, either as a form of enhancement for the former cases, or as a means of channelling Rhythm Release Chakra through a medium, like the ground, for covert ranged attacks in the latter. The "enhancement" method is safe for the user to wield in direct contact so long as they don't manipulate their Rhythm Release Chakra at the same frequency and amplitude of the chosen medium, thus avoiding Rhythm Release's "resonance" application, preventing the chosen medium to violently break down and melt. Finally the user can apply Rhythm Release to their own body, enhancing their physical attacks, such as Taijutsu, simultaneously dealing damage from the vibrations and physical attack, and burns from the intense heat upon contact. Despite this seemingly large amount of versatility, the user is unable to achieve complete sustainable changes in their Chakra's shape, meaning they cannot create lasting, tangible/ physical constructs from their Rhythm Release Chakra, such as tools, weapons, etc, due to the inherent erratic nature of Element itself. However, they can mould the general shape of their applications to suit their needs, allowing them to shape their projectiles before or as they fire them, or extend the range of other applications slightly beyond the norm. For example, if the user wishes to utilize the "Taijutsu" application of this technique, they could "coat" parts of their limbs, or their entire body should the application be of a high enough rank (Again, B-Rank and above), in Rhythm Release Chakra instead of simply channelling the Chakra through their limbs/ body on contact with their target. This is useful in creating defensive applications of Rhythm Release, extending their Rhythm Release Chakra in front of them and constantly streaming Chakra to maintain the semblance of a shape, like a shield, which would burn, scorch, melt, etc, as well as bombard incoming projectiles with Rhythm Releases vibrations as they passed through it, destroying them, and defending the user in the process, despite not possessing any "tangible" or "physical" aspects. In this respect, the applications of this technique are only bound by the user's imagination, and the general logic applied to the chosen application.

Note: D-Rank and below projectiles can only attack targets within Short Range, C-Rank projectiles can reach up to Mid Range, and B-Rank and above projectiles can reach up to Long Range.
Note: A-Rank applications require at least one hand seal, and can be used a max of 4 times per opponent. S-Rank applications require at least three hand seals, can be used a max of 3 times per opponent, with two turns between uses. The user will be unable to use jutsu above A rank in the following turn if the S rank variant is used.

Approved - Made minor edits. From your wording, i'm of the understanding the infusing the requires contact? And as it doesn't state it lasts, if you cover your body in Rhythm release, then it will only last that turn.

(Ritsuton: Fuitchi ♬ Konton no Kyōmei) Rhythm Release: Discordance ♬ Resonance of Chaos
Type: Offensive/ Supplementary
Rank: B-Rank/ A-Rank/ S-Rank
Range: Short - Long
Chakra: 20/ 30/ 40 (-5/ -10/ -15 Chakra per turn to maintain)
Damage: 40/ 60/ 80 (-10/ -15/ -20 Damage per turn, if maintained (Direct Contact)
Description: Another basic application of Rhythm Release, Resonance of Chaos has the user perform three hand seals, Snake → Horse → Tiger, before gathering moderate to large amounts of Rhythm Release Chakra and channelling it into a chosen medium through direct contact, the maximum size of which depends on the amount of Chakra gathered, or to be more specific, the Rank the user performs this technique as. For the B-Rank usage, this Jutsu can affect anything up to the size of a house, up to approx around 15m. For the A-Rank usage, this Jutsu can affect anything up to the size of a small settlement, easily beyond 30m. For the S-Rank usage, this Jutsu can affect anything up to the size of an entire region (Landmark within the Ninja World), effortlessly altering an entire landscape. Once the user has selected the rank, chosen their targeted medium, and begun to channel their Chakra into it, they then go about altering and manipulating the frequency and amplitude of their Rhythm Release Chakra, tuning it to the "resonant frequency" of their selected medium. This causes the chosen medium to quickly break down, shattering from the inside out thanks to the vibrations resonating and rebounding within it, as well as burn, melt, boil, scorch, etc, thanks to those same vibrations generating massive amounts of thermal energy. The exact results depend on what the user targets with this technique, and naturally this Jutsu can only be used on solid physical objects, surfaces, constructs, etc. For example, the user could make the ground beneath their feet a hazard for others to walk on by maintaining a constant flow of Rhythm Release Chakra into it, or they could cause a structure to collapse in on itself, trapping, even potentially killing anyone within it at the time, even themselves if they are not careful. If the user maintains this Jutsu, they cannot perform other techniques, even Rhythm Release Jutsu, because they must sustain the constant flow from themselves into the chosen medium, leaving no chance to perform other techniques, without breaking off their usage of this technique. Finally, since this technique can affect a wide range of objects, surfaces, constructs, etc, the user must, using proper logic, fully explain how this Jutsu affects the chosen medium, the potential ways it affects the environment, opponent, themselves, etc, wherever applicable.

Note: A-Rank usage is limited to a max of 3 times per opponent. The S-Rank usage is limited to a max of 1 time per opponent. Additionally, if the user performs the A-Rank usage, they cannot perform this Jutsu for 2 turns. If they perform the S-Rank usage, they cannot perform Rhythm Release for 2 turns.
Note: Can be maintained for a max of 3 turns.

Declined - Silly Mann, Melting an entire landmark... can't have that ^_^


(Ritsuton: Masshuappu ♪ Rizumu no Tatchi) Rhythm Release: Mashup ♪ Touch of Rhythm
Type: Supplementary/ Offensive
Rank: A-Rank
Range: N/A (Applied to an existing technique upon creation)
Chakra: N/A (+15 to the cost of the selected technique)
Damage: N/A (+½ Jutsu's Rank's Damage to Jutsu with no damage)
Description: A more advanced application of Rhythm Release, Touch of Rhythm allows it's user to convert their own existing Sound Release Jutsu into Rhythm Release, thus expanding their arsenal greatly. The user achieves this technique by performing the natural process(es) of the selected technique, including the attunement of the techniques amplitude and frequency, before performing an additional hand seal, almost always the Tiger seal, unless that was the last hand seal performed in the techniques own sequence, adding Fire Release Chakra into the mix, thus converting the chosen Sound Release technique into Rhythm. Because this technique is performed in unison with another technique, they only take up one slot within the user's timeframe, however each individual Jutsu still count towards the user's max Jutsu limit per turn. This conversion affects the selected Jutsu greatly, for example, any additional damage a converted Sound Release technique would receive from being performed within a Water source is negated, due to Rhythm Release's weakness to Water, which stems from the reduced pressure in Rhythm's vibrations, while the Water negates the heat from Rhythm, however, in exchange, there are several beneficial factors to this conversion. Firstly, converted Sound Release techniques possess Rhythm Releases distinctive qualities, such as it's high temperature, and it's abilities to conduct heat at the speed of sound, as well as the ability to lose no heat in the process of conduction. These abilities, in tandem with select techniques that affect the opponent, and the environment at large, such as in the case of "(Ototon: Jakkuhanma) - Sound Release: Jackhammer", where pulses of Sound Chakra travel through the ground, and into the target, causing severe internal pain, are incredibly beneficial to the user, and completely devastating on the target. Alternatively, should a converted Sound Release technique be supplemental in nature and inherently deal no damage, yet have an applicable nature/ usage, such as entering and/or lingering within the targets body, they receive a +½ damage boost of the base damage of their Rank due to the addition of such high temperatures for Rhythm Release. For example, if the user were to convert "(Ototon: Teisei Tame Inu) - Sound Release: Whispers to the Canines" into Rhythm Release, since the technique is B-Rank, and remains within the target's body for three turns, it would cause half of the Jutsus Ranks damage to the target for those 3 turns, on top of the original purpose of the technique, impairing the targets hearing. This would result in 20 damage per turn, as the Rhythm Release Chakra "cooks" the target from the inside, resulting in a total of 60 damage on the target at the end of those three turns. This same kind of logic applies to any and all converted Sound Release techniques, giving the user near limitless potential in how they utilize their Sound Release arsenal.

Note: Can be used a max of 3 times per opponent, and cannot be used in consecutive turns.
Note: If the user converts a Sound Release Jutsu of A-Rank, they cannot use either Rhythm or Sound Release for 1 turn. If they convert a Jutsu of S-Rank, they cannot use either Rhythm or Sound Release for 2 turns. If they convert a Jutsu of Forbidden Rank, they cannot use either Rhythm or Sound Release for 4 turns.

Declined - for an infusion jutsu, you make this sooo long. Lol simly saying "I infuse fire into my sound jutsu to make them rhythm release. In doing so it will now follow the limits and s/w of rhythm release, oh yeah it gets a boost" xd anyway, the reason i declined it was because you need to change the form of boosting, give it a set boost, like +1 rank etc...

All Declined - who would approve a c.e for you so i have to check them? Nah fam. So much science for hot sound like waves... jeeze, tryna kill me? I kid of course as out of all c.e yours was the easiest to understand.
 
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New Cycle: 04/02/2017 - 18/02/2017

RULES
1. Submit your CJ only once they've been finalized. The staff will routinely check submissions throughout this cycle.
2. Submissions must be one post per cycle, thus however many CJ you want checked need to be included promptly. You may submit up to 4 jutsu per cycle.
3. Submissions mustn't be edited after being checked by a mod—they'll become invalid, and thus declined!!
4. Submissions may be declined, at the moderator's discretion, if a technique is overly lengthy for no reason.
5. Submissions from the prior cycle that haven't been checked will be soon, please have patience.
The new cycle commences with this post, and concludes precisely two weeks from the given timestamp. Sorry for the delay
 

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(karumera: Kyandībīmu ) - Caramel Release: Candy Beam
Rank: S
Type: Attack/defense/Supplementary
Range: short-long
Chakra Cost: 50
Damage Points: 80
Description: This is one of the most unique forms of caramel release, being a beam of chakra that acts like an infusion that the user will fire from their body. How this will work is the user will add the needed elemental chakras to the target to convert the target to caramel. For example if used on water, it would release the earth and fire chakra's into it to create the sugars for caramelisation. This would work on other element such as steel, as steel contains fire and earth chakras, so it would be a case of over powering the chakra within. This technique will act on the s/w of caramel and the form that's made, as seen below:

Hard caramel: Being weak to water, this will need to be one rank stronger to convert the water to caramel, turning the water to a form of solid caramel, this can be one large mass block of caramel or it can be broken down into alot of caramel like candies, which are delicious and completely edible. This can use used on earth and other elements neutral to hard caramel of the same rank, adding the needed elements to make the conversion. Much like one could add water to earth to make a swamp, this would be the same process but for a delicious yet hard treat. Yet this will work on jutsu one rank higher if hard caramel is strong to said element.

Liquid Caramel: Liquid caramel s weak to Heat and it will just dry up and burn and go black, and so this can't be used on hot elements, like lava (energy based elements as this wouldn't work), boiling water etc. This would convert the target to liquid hot caramel, for example if used on the ground it would be like making a swamp of caramel.

This is a streaming technique meaning the user can't use other jutsu at the same time, but the beam shoots as fast as chidori spear from the users hand or feet or mouth. This will not work on people or summons or ninken, but can work on elements such as wood release following elemental s/w. The larger the technique or area being converted, the longer it takes. For example a large jutsu like S rank stone golem would take 4 seconds where as something the same size as the user would be done easily on contact with the beam. To counter the beam it should be treated based on the form used. So for converting something to hard caramel it should follow the s/w for hard caramel, and the same for converting for liquid caramel.

Note: Useable 3 times, two turns between uses.
Note: No caramel jutsu above A rank in the following turn
Note: Can only use elements that make up caramel in the same turn
Note: Must love Majin buu's candy beam to use


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(Respira) ☯ Breathe
Type: Weapon
Rank: S
Range: N/a
Chakra: N/a (-20 per usage)
Damage: N/a
Description: Respira is a ring that was forged decades ago that is very unique in its own way. The ring itself is made from special phosphorus chakra infused with the users chakra at all times, creating a link to the users chakra system and heart rate. The ring is able to pick up and sense phosphorus no matter how little or big the amount. The ring has an eye pendent in it which is also infused with phosphorus chakra which changes colors upon what type of usage is being done by the user. Yellow, Red, White, and Silver. Only those who are granted the blessings of the ring is able to harbor it (Those with the phosphorus element). This ring has 4 functions which grants the user different types of power.

  • If the eye inside the ring turn yellow it will causes the ring to amplify the users earth and fire chakra, overall passively boosting the phosphorus techniques released from the user by +1 Rank up to 3 times per battleby sending a surge of chakra into their chakra network being somewhat of foreign chakra that completely boost the users own chakra . While this amplify the users phosphorus technique, It also gives the users earth and fire chakra a boost by +10

    It's an active boost on one element, it can't have +10 to fire and earth too.
  • If the eye inside the ring turn white it allows the user to send fire chakra into any phosphorus the ring can sense.vThe fire chakra would act as a "spark" to ignite the phosphorus Phosphorus is even found in the ocean (Water), and the Earth (Rocks, and minerals). This serves as a defensive purpose more than offensive, allowing the user to ignite the phosphorus overall breaking down the jutsu. Or If the user send fire chakra into phosphorus into earth or water without chakra, it will create a small igniting explosion (big enough to blow off said limb (Can only send fire chakra into jutsus A rank and below)
  • If the eye inside the ring turns silver, it allows the user to passively create C rank earth spikes from an already existing phosphorus source. This is very similar to the craft technique but it doesnt cost a move slot and wherever a phosphorus jutsu is used, a spike can emerge. The spike is as powerful as the C rank earth spikes. The great thing about this though is since its emerging from an already phosphorus source, it doesnt shake or vibrate the ground as it emerges

    Can't have this as passive, you can have it activate through the ring not needing a handseal, but it will cost a move
  • If the eye inside the ring turns red, it means the user is dead. Due to the ring is linked to the users chakra and heart beat. It has a self trigger. Once the users chakra been fully depleted, or he dies, the eye in the ring will turn red. Once it turns red, it will flood the users whole body and chakra network with phosphorus within mere seconds. As It does this, the ring will catch fire, igniting the users whole body causing the body to violently explode in flames, catching anybody within 5 meters of the violent ignition.


Note: Can only use one of the special ability functions of the ring at once
Note: Cant use each special ability back to back (One turn cool down)


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Declined - see above


(Respira) ☯ Breathe
Type: Weapon
Rank: S
Range: N/a
Chakra: N/a (-20 per usage)
Damage: N/a
Description: Respira is a ring that was forged decades ago that is very unique in its own way. The ring itself is made from special phosphorus chakra infused with the users chakra at all times, creating a link to the users chakra system and heart rate. The ring is able to pick up and sense phosphorus no matter how little or big the amount. The ring has an eye pendent in it which is also infused with phosphorus chakra which changes colors upon what type of usage is being done by the user. Yellow, Red, White, and Silver. Only those who are granted the blessings of the ring is able to harbor it (Those with the phosphorus element). This ring has 4 functions which grants the user different types of power.

  • If the eye inside the ring turn yellow it will causes the ring to amplify the users earth and fire chakra, overall actively boosting the phosphorus techniques released from the user by +1 Rank up to 3 times per battle by sending a surge of chakra into their chakra network being somewhat of foreign chakra that completely boost the users own chakra .
  • If the eye inside the ring turn white it allows the user to send fire chakra into any phosphorus the ring can sense.The fire chakra would act as a "spark" to ignite the phosphorus Phosphorus is even found in the ocean (Water), and the Earth (Rocks, and minerals). This serves as a defensive purpose more than offensive, allowing the user to ignite the phosphorus overall breaking down the jutsu. This can only be used on phosphorus the user has taken control of or formed through chakra control.
  • If the eye inside the ring turns silver, it allows the user to create C rank earth spikes from an already existing phosphorus source. This is very similar to the craft technique but it does cost a move slot and wherever a phosphorus jutsu is used, a spike can emerge. The spike is as powerful as the C rank earth spikes. The great thing about this though is since its emerging from an already phosphorus source, it doesnt shake or vibrate the ground as it emerges Counts as one of the users turn but can activate this alongside other techniques, allowing it to be in the same timeframe as another technique shall the user wish

  • If the eye inside the ring turns red, it means the user is dead. Due to the ring is linked to the users chakra and heart beat. It has a self trigger. Once the users chakra been fully depleted, or he dies, the eye in the ring will turn red. Once it turns red, it will flood the users whole body and chakra network with phosphorus within mere seconds. As It does this, the ring will catch fire, igniting the users whole body causing the body to violently explode in flames, catching anybody within 5 meters of the violent ignition.


Note: Can only use one of the special ability functions of the ring at once
Note: Cant use each special ability back to back (One turn cool down)

Approved - made edits
 
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Jiechiruēteruton/Fire: Giji Iyashi (Diethyl Ether/Fire Combo: Psuedo Healing)
Type: Supplementary/Defense
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: The user having taken a severe amount of damage, charges a vast amount of Diethyl Ether chakra throughout their body. The user manipulates their Diethyl Ether chakra to trick their body into believing that it has been healed by using the first and second turns of exposure to the forms (Gas or Liquid form) of Diethyl Ether, thus granting the user the inability to feel or notice pain that affects their mind and body. With the surge of chakra throughout their body, the effects last longer than with minimal exposure. This technique does not heal the pain, only forces the user to not feel it for a period of time. The user's body will still act as it would otherwise if they had broken bones, they just would not be able to feel the pain. (ie if leg is broken cannot run, arm is broken cannot form handseals etc.) The user will then sends fire chakra to the wounded areas as a means to cauterize the user's wounds and stop them from bleeding.
Note: Counts as 2/3 moves in a turn.
Note: Can only be used 2x per battle (once with Gaseous chakra, once with Liquid chakra).
Note: No Diethyl Ether techniques can be performed the turn this is used or the turn after.
Note: The effects last for 4 turns.
Note: After the four turns are up, the user suffers from these effects as the pain returns
*Gaseous- Arm/Hand paralysis for 2 turns. Leaves the body through immense sweating for 1 turn.
*Liquid - Arm/Leg paralysis for 2 turns. Leaves the body through puking for 1 turn.
Note: User must wait one turn after deactivation to use this technique again.
Note: No fire or lightning techniques that stem from the user's body can be used for the duration that this technique is active

Declined - removed the red, that's a med cj that exists and isn't part of your element. You also need also explain why you don't suffer the following effects:

"For liquid ether, if swallowed by an opponent, it affects their mind and body, making the opponent act in a drunken like state."

Wouldn't you suffer a drunken like state also? IF not, why not? The rest is fine. But i'm just wondering why it needs different effects in gas and liquid form? At the end of the day wont you need the same dosage in your body to not feel any pain? Plus as it's made in your body in a surge it shouldn't really matter should it?


I have received Resubmission Approval of the below techniques . I cannot create additional Void Techniques.

Void Release: Black sword of the Void Warrior - 黒の刀 戦士
Type:Attack
Range:Long
Rank:B
Chakra:25
Damae:50
Description: a 1,2 m long and really wide black sword appears that isn't that strong in taijutsu fights and cant be matched to an ordinary sword even a normal metal sword can defeat it but the special thing about this jutsu is that after its swung against a light based jutsu it makes the jutsu cut in half
Example:fire ball jutsu the user strikes it cutting the fireball in 2 if a lightning absorbs the sword it will get absorbed the sword will last until its destroyed by the enemy

-approved-
Void Release: Black Sword of the Void Warrior - 黒の刀 戦士
Type: Attack
Range: Self
Rank: B
Chakra: 20
Damage: 40
Description: The user gathers void chakra into their hand and forms one 2 meter long and one foot wide black sword appears in the user's hand. When this sword is swung against a light based jutsu it cleaves the jutsu in half while absorbing some of the light that it passes through it.
Note: Can only be used 4x battle.
Note: Sword lasts until the sword is destroyed by an opponent or dispersed by the user.


Declined - needs a turn limit by todays standards. And give it a bt of detail of how it actually absorbs all light and can pass through solids.

(Garandou hanatsu: Juuniji Kyouki)- Void Release: Midnight Madness
Rank: A
Type: Attack
Range: Short-Mid
Chakra: 30
Damage: 60
Description: After gathering a fair amount of void energy around there body. With a hand sign several void shaped energy blades will erupt from the user (outwardly from the void energy) that shoots through an enemy. Upon being penetrated with the void energy their charka control is greatly disturbed.
____________
-Approved-


and yes i did, lord nexus... see (i made it all purple and bold)
I checked too many jutsu that night, I was half blind already lol

(Garandou hanatsu: Juuniji Kurōku) - Void Release: Midnight Cloak
Rank: Foribidden
Type: Supplementary/Defense
Range: Short-Mid
Chakra:50
Damage: N/A (+ 25 to void Jutsu)
Description: By gathering void energy completely around the user, a cloak of void energy is created around the user. The cloak serves as a booster to void jutsu. However it can also function as a direct defense against light based jutsu. The cloak may only absorb up 3 light based jutsu (1 if ranked Foribidden-S rank light based jutsu. )
Note: Last three turns
If high ranking(S-Forbidden) light based jutsu is absorbed one turn is taken from it's turns in play.
No void jutsu for 5 turns after it's dispersal.
Usable only twice per battle.
____________
-Approved-
(Garandou hanatsu: Juuniji Kyouki)- Void Release: Midnight Madness
Rank: A
Type: Attack
Range: Short - Mid
Chakra: 30
Damage: 60
Description: After gathering a fair amount of void energy around there body. With a hand sign several void shaped energy blades will erupt from the user (outwardly from the void energy) that shoots through an enemy. Upon being penetrated with the void energy their charka control is greatly disturbed.
Note: Can only be used 3x per battle.
Note: Cannot use any other Void Techniques A Ranked and above during this turn or the next turn.


Declined - @the bolded - what does this even mean in the rp?


(Garandou hanatsu: Juuniji Kurōku) - Void Release: Midnight Cloak
Rank: Foribidden
Type: Supplementary/Defense
Range: Self
Chakra: 50
Damage: N/A (+25 to void Jutsu)
Description: The user gathers void energy completely around them forming a cloak of void energy that surrounds their body. The cloak serves as a booster to void jutsu and also functions as a direct defense against light based jutsu. The cloak may only absorb up 3 light based jutsu (1 if ranked Foribidden-S rank light based jutsu. )
Note: Last three turns
Note: Can only absorb 1 Forbidden Ranked light based Jutsu and takes one turn away from its 3 turns limiter
Note: Can only absorb 2 S Ranked Light based Jutsu
Note: No Void Jutsu can be used for 5 turns after the dispersal of this technique.
Note: Can only be used once per battle.


Declined - needs a physical drawback on yourself.
 
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Bleach

(Hyōhakuton: Kami no Arasoi) ◈ Bleach Release: Strife of the Gods
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-5 per turn active)
Damage: N/A (60 if used to attack) (+20 to physical attacks)
Description: There are two ways that the user can utilize this jutsu: First, it can be used as an armour for enhancing the lethality of the user's physical attacks with the help of Bleach's corrosive properties. The second usage is more rudimentary than sophisticated. It allows the user to infuse an object with bleach by making physical contact with it.

In the first usage, the user focusses and releases a burst of Bleach chakra throughout their entire body, thus creating a layer of Bleach across their body. If the user is holding a weapon, this Bleach coating/armour will envelope it as well. In order to ensure that they and their weapons are not harmed by the effects of their own technique the user first encases their entire body (and weapon) in layer of special chakra. The user may also be affected by the Bleach smell (not fumes.)

With the second usage, the user, by simply making physical contact, can swiftly coat a substance with Bleach. Unlike in the first usage, this is purely offensive, as the Bleach coating will immediately start corroding whatever it covers. By simply touching a kunai for instance, the user can coat it with Bleach, thus corroding it with Bleach.

• Bleach fumes are only produced in contact with an acid.
• Activation of the first usage lasts four turns.
• No other Bleach techniques above S-rank while this is active.
• Only one usage can be active at any given time.

• Can only be used four times per battle with a one turn interval between uses.
]

Declined - bleach always releases fumes, not just in contact with an acid, i know this, i clean... shit gets to me lol And 4 turns being too long. Second use... what about that, it corrodes shit fast, A rank vs a kunai, wouldn't it just like corrode it before it reaches it's target? ;)

(Hyōhakuton: Hōritsu no Remyueru ) ◈ Bleach Release: Laws of Lemuel
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Bleach is a corrosive liquid element that is pale yellow in colour. Contact with Bleach is dangerous to the body system, and prolonged exposure becomes fatal. The various levels of exposure are explained below:

D-rank: Opponent suffers caustic irritations, blistering and redness in the affected area.

C-rank: It causes chemical burns and dermatitis (or inflammation) in the affected area. If action is not taken to rid the affected area of the Bleach, the opponent suffers -5 DMG per turn from the pain.

B-rank: Contact with Bleach of this rank will result in rapid defatting and saponification of skin cells. This painful process turns the affected area dry in a matter of one turn, leaving it useless. Opponent suffers -10 DMG per turn as a result of the pain. The smell (not fumes) of Bleach is subtler at this rank, albeit noticable to an extent.

How does this corrospond in the rp? For a B rank it seems much. Even A rank lightning paralyses for one turn

• Continuous inhalation (by being within short range of it) for two turns will cause irritations to the nose, throat, and chest.

• Continuous inhalation (by being within short range of it) for four turns will result in bouts of cough, headache, dizziness, a loss of co-ordination, as well as a reduction in the opponent's speed by two levels. It also renders the opponent unable form more than three hand seals in a row, or concentrate for long periods of time, hence reducing the efficiency of Advanced forms of Ninjutsu they use. Abilities like Genjutsu, Fuuinjutsu, Kinjutsu, Medjutsu, Yamanaka, Sage Mode and other similar forms of Advanced Ninjutsu that require a certain level of concentration will be reduced by one rank.

• Continuous inhalation (by being within short range of it) for eight turns will result in respiratory failure/paralysis which ultimately brings about death.

How many turns after the 8 turns will they die? Or on the 8th turn do they die?

A-rank: A Bleach technique of this rank is capable of caustically searing the affected area on contact. The aftermath of this is that the affected area is completely incinerated and blackened. Unless healed, the affected area will remain useless to the opponent and they continue to suffer -15 DMG per turn from its intense pain. At this rank, the smell (not fumes) of Bleach becomes significantly noticable.



• Continuous inhalation (by being within short range of it) for one full turn will cause irritations to the nose, throat, and chest.

• Continuous inhalation (by being within short range of it) for three turns will result in bouts of cough, headache, dizziness, a loss of co-ordination, as well as a reduction in the opponent's speed by four levels. It also renders the opponent unable form more than two hand seals in a row, or concentrate for long periods of time, hence reducing the efficiency of Advanced forms of Ninjutsu they use. Abilities like Genjutsu, Fuuinjutsu, Kinjutsu, Medjutsu, Yamanaka, Sage Mode and other similar forms of Advanced Ninjutsu that require a certain level of concentration will be reduced by two ranks, and the opponent spends +20 more chakra.

• Continuous inhalation (by being within short range of it) for five turns will result in respiratory failure/paralysis which ultimately brings about death.

S-rank and above: Here, the corrosiveness of Bleach becomes truly fearsome. On making contact with a target, it corrodes/eats right through the affected area, putting any unfortunate victim through unimaginable pain. Opponents may pass out or even die depending on the location the Bleach made contact with, and the severity of technique used. At this rank, the smell of Bleach becomes acrid and almost unbearable.

• Continuous inhalation (by being within short range of it) for one turn will result in bouts of cough, headache, dizziness, a loss of co-ordination, as well as a reduction in the opponent's speed by eight levels. It also renders the opponent unable form any hand seals, or concentrate for long periods of time, hence reducing the efficiency of Advanced forms of Ninjutsu they use. Abilities like Genjutsu, Fuuinjutsu, Kinjutsu, Medjutsu, Yamanaka, Sage Mode and other similar forms of Advanced Ninjutsu that require a certain level of concentration will be reduced by three ranks, and the opponent spend +30 more chakra.

• Continuous inhalation (by being within short range of it) for three turns will result in respiratory failure/paralysis which ultimately brings about death.

NOTES:
• The Bleach user may also be susceptible to these effects. However, due to their familiarity with the element, they only suffer half the damage and the effects (i.e., if an A-rank Bleach technique is returned back to the user somehow and it touches them, they suffer its effects as a B-rank instead); also, it takes twice as long for the inhalation effects to kick in (i.e., if it takes one turn for the effects of inhaling an A-rank Bleach technique to kick in in an opponent, it will take two turns for a smell of the same rank to begin affecting the user.)
• By leaving Short range of Bleach and cleansing themselves of it (if contact is made), one can escape these effects.
• Must be posted at the beginning of the battle or when any Bleach techique is used.

Declined - see red, you still make this too long and complex for how it should work. Put it simply you could go as far as:

Description: This technique outlines the effects of exposure to bleach release and it's corresponding ranks:

D rank: In an acidic like manor this will cause iritation to the skin distracting the opponent as they take -5 damage per turn.

C rank: Much like the D rank variation, this causes increased burning sensensation,causing the opponent to suffer -10 per turn, while after 5 turns losing feeling in the target area if not treat according.

B rank: Further increasing the irritation, the concerntration is stronger, meaning the target would take -20 damage per turn, and lose control of the targetted body part after 4 turns. At this level the bleach would give off toxic fumes causing irritation to the lungs and coughing.

A rank: Same as above but faster, lasting damage to lungs over time... then death

S rank: Same as A rank, more intense, faster. Instant destroying their limbs on contact.

Short, simple, sweet and clear. No one wants to read that much in the rp for basically saying they cough, skin hurts and they will die if they don't counter.
Bleach

(Hyōhakuton: Kami no Arasoi) ◈ Bleach Release: Strife of the Gods
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-5 per turn active)
Damage: N/A (60 if used to attack) (+20 to physical attacks)
Description: There are two ways that the user can utilize this jutsu: First, it can be used as an armour for enhancing the lethality of the user's physical attacks with the help of Bleach's corrosive properties. The second usage is more rudimentary than sophisticated. It allows the user to infuse an object with bleach by making physical contact with it.

In the first usage, the user focusses and releases a burst of Bleach chakra throughout their entire body, thus creating a layer of Bleach across their body. If the user is holding a weapon, this Bleach coating/armour will envelope it as well. In order to ensure that they and their weapons are not harmed by the effects of their own technique the user first encases their entire body (and weapon) in layer of special chakra. The user may also be affected by the Bleach fumes.

With the second usage, the user, by simply making physical contact, can swiftly coat a substance with Bleach. Unlike in the first usage, this is purely offensive, as the Bleach coating will immediately start corroding whatever it covers. It is used mostly on enemies. By simply touching an enemy's kunai or weapon for instance, the user can coat it with Bleach, thus corroding it. Another scenario this can be used is during close-quarter taijutsu combat; when the user touches an opponent, a coating of Bleach spreads around the target from the point of contact, corroding their skin and burning them caustically as it advances. Another example is the Bleach user touching a tree and coating it; the Bleach will cause the tree to erode and wither.

• Activation of the first usage lasts two turns.
• No other Bleach techniques above S-rank while this is active.
• Only one usage can be active at any given time.
• Can only be used three times per battle with a one turn interval between uses.

Declined - @the red - wouldn't this be included in the first use? As that coating would touch them bleach shiz will happen? Because i'm not having you creating bleach within them on contact.

(Hyōhakuton: Hōritsu no Remyueru ) ◈ Bleach Release: Laws of Lemuel
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: This technique outlines the effects of exposure to Bleach release and it's corresponding ranks:

D rank: In an acidic like manner this will cause irritation to the skin distracting the opponent as they take -5 damage per turn.

C rank: Much like the D rank variation, this causes an increased burning sensation, causing the opponent to suffer -10 per turn, while after 5 turns losing feeling in the target area if not treated accordingly.

B rank: Further increasing the irritation, the concentration is stronger, meaning the target would take -20 damage per turn, and lose control of the targeted body part after 4 turns. At this level the Bleach would give off toxic fumes causing irritation to the lungs and coughing.

A rank: At this rank the concentration of Bleach is very high, and contact with it will actually burn into the skin of the target. As a result, they will suffer -30 damage per turn, and will lose control over the targeted body part after 3 turns. The toxic fumes from Bleach will cause increased irritation and coughing, headaches, dizziness, loss of co-ordination, and if continuously inhaled for 3 turns will cause lasting damage to opponent's lungs which results in death in the following turn (i.e., the 4th turn).

S rank: Here Bleach concentration becomes extreme. It is capable of destroying body parts instantaneously, only leaving opponents to suffer -50 damage per turn. By inhaling the toxic fumes of this rank of Bleach, the opponent experiences the same effects of A-rank Bleach, but at a more intense level. After inhaling it for 2 turns, they receive lasting damage to their lungs, and death follows in the next turn (i.e., the 3rd turn).


NOTES:
• A Bleach user may also be susceptible to these effects. However, due to their familiarity with the element, they only suffer half the damage and the effects (i.e., if an A-rank Bleach technique is returned back to the user somehow and it touches them, they suffer its effects as a B-rank instead)
• By leaving Short range of Bleach or cleansing themselves of it (if contact is made), one can escape these effects.
• Must be posted at the beginning of the battle or when any Bleach techique is used.

Approved - made edits.

(Hyōhaku-zai rirīsu: Revu~isu) ◈ Bleach Release: Leviathan’s Voracious Hunger
Type: Offensive
Rank: S
Range: Short (on creation) Mid-Long (on propulsion)
Chakra: 40
Damage: 80
Description: The user starts off by first, manifesting their Bleach chakra into one of their arms followed by thrusting it forwards towards their target. As their hand is thrusted the Bleach chakra they have built up is poured out of their arm in the form of a spiraling dragon entity. This specific dragon is actually composed of two dragons which are closely intertwined making them appear as one entity. Once unleashed the dragons immediately split into two individual bodies each set to go after a target; one dragon will begin to leap into the air while the under will submerge itself underground. In a matter of seconds each dragon will hastily make its way towards their target(s), expanding in size as they do. Once underneath, and above their target(s), both dragons expand more ferociously than before. The submerged dragon cracks the earth underneath the target as it explodes outward; while the aerial dragon casts a wide shadow as it does the same thing. Both dragons explode into a fury of Bleach spikes which are sent out in a sporadic, omnidirectional manner covering everything within 10 metres, thereby tearing them apart. Both dragons act in unison. They are released, move, expand, and explode simultaneously, aiming to trap the target(s) between both attacks.
Notes:
• Each dragon is A-rank in strength.
• No Bleach, Water and Lightning jutsus above A-rank in the following turn.
• No jutsu above S rank in the following turn.
• Can only be used thrice per battle, with two turns between each usage.

Declined - I wont let one go into the ground without you explaining how it breaks through the earth disrupting it. How big do they actually Get? Bleach spikes? What are these how big do they get. And say while controlling these you can't use other jutsu.

(Hyōhakuton: Ningyo no Denwa no Ketten wa Sen'in ) ◈ Bleach Release: Mermaid's Call: Faults of a Seaman
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: With the use of this technique, Water is converted into Bleach. Such conversion is possible in two ways:

• Greed: This usage is applied only to the user's own water techniques, and dormant water sources [i.e., water sources controlled neither by the user nor their opponent(s)]. In order to achieve this, the user releases an intangible omnidirectional burst of his Bleach chakra which travels instantly across the terrain up to Long range, converting any dormant water sources or water techniques belonging to the user into Bleach. This can be done passively, however, the user spends +10 chakra to achieve this. If this is used on the user's own water techniques, A-ranks and below gain the corrosiveness of Bleach and a +1 rank boost; while S-ranks and above gain the corrosiveness of Bleach and a +20 boost. However, this boost does not apply to dormant water sources. With this usage, they become Bleach sources and cannot be used or controlled by non-bleach users.

• Control: Here, the user capitalises on the fact that Bleach is stronger than Water. Thus, whenever a Water technique is used against him, he releases a similar omnidirectional burst of his Bleach chakra as in the first usage. In this case, however, the burst of Bleach chakra is rotating, and is tangible. Once it touches the incoming water technique, it turns it to Bleach but at the same time repels it back to the opponent as a gushing wave of Bleach. In order to successfully achieve this, the user spends a move as well as the same amount of chakra as the water technique they intend to convert and repel. This means that using this on a B-rank water technique would cost +20 chakra, an A-rank would cost +30 chakra, etc. In this situation, the converted water technique does not gain any damage boost; it only gains the corrosiveness of Bleach. Once their Water technique has been converted to Bleach using Control, the opponent can no longer use or manipulate it.

Notes:
• When used on a dormant Water source, the effects of Greed last for the entire battle.
• When used on one's own Water technique, the effects of Greed last for three turns.
• When used to convert an opponent's Water technique, the effects of Control last two turns.
• Greed can only be used four times per battle with a two-turn interval.
• Control can only be used three times per battle with a one-turn interval.

Declined - in doing this you pretty much make every water jutsu a bleach jutsu, which lets you go beyond the limit of 12 cjs for your element. DNR.
 
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Korra.

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Shorten the Range and Took out 3rd Degrees lol

(Niiro Suna: Sabaku no Hōtō) Red Sand Release: Desert Sparda
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: The user releases Red Sand as he punches, kicks or uses basic taijutsu motions which allows for blasts of Red Sand to be incorporated into free-form taijutsu and taijutsu use that does not incorporate chakra usage. The user can also perform arm motions such as waving of the arms in an arc like motion or kicking of the legs in swift motions to release crescent arc-like blasts, waves or torrents of Red Sand allowing the user to attack the opponent from a moderate distance such as long range. The blasts and arcs hold enough force behind them to knock the opponent back as well as possibly bruise the internal organs but it's real damages comes in due to the heat and properties of the Red Sand. This technique is a way to create openings in the opponent's stance or exploit openings or weak points in the opponent's stance through the use of augmented taijutsu however the Red Sand follows the strengths and weaknesses found in the element itself. This technique can happen in unison with taijutsu techniques happening in the same timeframe.
Note: Cannot use any other Red Sand jutsu the turn this is used
Note: The user can only create four blasts, arcs or waves with each use, with the total power divided between them.

Declined - silly korra
Im an idiot lol

(Niiro Suna: Sabaku no Hōtō) Red Sand Release: Desert Sparda
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: The user releases Red Sand as he punches, kicks or uses basic taijutsu motions which allows for blasts of Red Sand to be incorporated into free-form taijutsu and taijutsu use that does not incorporate chakra usage. The user can also perform arm motions such as waving of the arms in an arc like motion or kicking of the legs in swift motions to release crescent arc-like blasts, waves or torrents of Red Sand allowing the user to attack the opponent from a moderate distance such as mid range. The blasts and arcs hold enough force behind them to knock the opponent back as well as possibly bruise the internal organs but it's real damages comes in due to the heat and properties of the Red Sand. This technique is a way to create openings in the opponent's stance or exploit openings or weak points in the opponent's stance through the use of augmented taijutsu however the Red Sand follows the strengths and weaknesses found in the element itself. This technique can happen in unison with taijutsu techniques happening in the same timeframe.
Note: Cannot use any other Red Sand jutsu the turn this is used
Note: The user can only create four blasts, arcs or waves with each use, with the total power divided between them.

Approved.
 
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House

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Approved CE:

(Sekieiton: Ganēsha, Shōgai-mono no Jokyo) - Quartz Release: Ganapati, Remover of Obstacles
Type: Supplementary
Rank: N/A
Range: N/A (Dependant on the technique)
Chakra: N/A
Damage: N/A
Description: One of the more supplementary parts of this element, this technique revolves around reinvigorating their Earth usage through the use of Quartz. A simple and useful infusion, this infusion can be created either through activating the jutus for a set of turns (instant activation) or the user can place this jutsu as a seal (A-rank Fuuin needed, spends an extra 10 CP) and have it continuously be used whenever earth jutsus are in use. The seal can be placed on a bio or during a fight. This works by surging their chakra through all Earth based technique, or the seal on the user's body. What this does, is that on the outside of all the user's Earth techniques, would be a casing of pure crystalline Quartz, functioning as an added defense in order to increase the element's dexterity and effectiveness against lightning. This is achieved due to the fact that Quartz, while being a piezoelectric mineral, is also a great insulator; so when Earth (encased with this very technique) and lightning clash, the crystal work by nullifying the electrocution aspect and allow the two elements to play on the same playing field. This is no way changes the interaction Earth has with any elements bar lightning.

Note: This technique must be stated within the user's biography/at the start of a battle


Declined - Dnr. Basically makes the entire earth jutsu list plus your earht cjs part of quartz that i can't allow.
 
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( Oujuusuiton: Hottan ) Panthalassic Water Release: Hadean ♒ Origin

Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Origin is a Passive technique that pertains to the consequences of interacting with Panthalassic Water's Radioactivity. As it comes from self-radiolysis, Panthalassic Water exudes a great amount of energy, increasing the core temperature of the element into burning degrees, while acquiring a great corrosion effect onto organic matter. As such, the effects of the element will be split into two different categories, Radiation Poisoning and Corrosion Burning, though they are linked.

Corrosion Burning is induced on contact with the element, and happens due to the high injection of energy into the target and the element itself, breaking up the cells essentially corroding the target's tissues. These range from Mild to Medium to Severe. In Mild, the initial damage from D-C Ranks, the tissues will have a bright red coloring indicative of first degree burning, and will itch and tingle highly and uncomfortably as the corrosion takes effect. In Medium, the initial damage of B-A ranks, the skin will break apart with second degree burning and boiling, and the itchiness will spread to the peripheral areas while the points of contact will hurt beyond that of a normal burning. In Severe, the initial damage of S and higher, the pain will be unbearable and spread quickly to the peripheral areas, while the main targetted areas will melt away even numbing the sensation as it corrodes through flesh and nerves. The effects of Corrosion Burning are stackable, so they increase in severity rank every turn the contact remains. Depending on the area burnt, the effects can be fatal, especially when targeting vital areas of the body. Effects do not revert when contact is lost, unless healed.

Radiation Sickness is induced on contact with the element , it pertains to the inner consequences of being infused with Panthalassic Water radiation on a cellular and systematic level. This also incorporates PW's property of severing water chakra, in the sense that it's parasitic properties will spread through the chakra system as well as the organ system. The effects range for Mild to Medium to severe. In Mild, the initial effect of D-C Ranks, the Radiation Sickness will cause generalized weakness and loss of dexterity preventing the usage of high ranking Taijutsu and techniques or elements that utilize Water Chakra ( S and Above ), and losing the ability to aim properly. In Medium, the initial effect of B-A ranks, the weakness will spread into generalized sweating and organ failure, as well as small but multiple fish egg-like tumors from the chakra unbalance. It prevents the usage of Taijutsu and Water beyond that of C rank or Basic Ninjutsu beyond A rank, the target will be unable to properly chain together more than 2 handseals without fumbling. In Severe, the sickness will cause multiple organ failure and possible hallucination, mostly making the opponent see double or blurry, and hearing loud roaring sounds or scratching like those of dinosaurs or other ancient creatures and insects. The user will be unable to stand and his water chakra usage is severed completely, as are his ability to chain handseals or utilize Basic Ninjutsu beyond D rank. The effects are stackable the more turns the opponent remains in contact with the element, increasing one rank per turn and require one full turn to fully mature. The effects decrease 1 rank each turn if the opponent breaks contact with the element and do not stack unless the target remains in contact. One turn after Severe effect results in loss of consciousness, two turns results in Death, both do not revert when contact is lost unless healed. If the target inhales the element, it will take 3 turns for the effects to reduce by 1 rank.

Note: Panthalassic Release users have a high degree of immunity when it comes to their own element, allowing them to touch or be in their element relatively safe and harmlessly. When they compare to other users, though, their immunity is not so strong. They delay the effects by one rank and require double the amount of time to increase in severity, while require half the time to recover when not exposed. Likewise, they can completely counter each other's radioactivity effect by utilizing their own techniques against them.
Note: This technique also allows for the possibility of converting Water Chakra into Panthalassic Chakra, so that the user can perform Water Release techniques as Panthalassic Water. This can be done in the same timeframe as a water technique, used 4 times per battle. This will cost one of the users 3 moves per turn.

Approved - made edits.

( Oujuusuiton: Shi-rakansu ) Panthalassic Water Release: Devonian ♒ Coelacanth

Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: Coelacanth is basic application of the Panthalassic Water Release with a great versatility of usage. It consist on producing or manipulating panthalassic water into the shape of a massive ancestral tetrapod, with a glowing core of acqua marine fanged skeleton that showcases the four-limbed skeleton of the fish, while warning to the corroding radioactivity and burning temperature of the water, which leaks out in a trail of panthalassic water as it moves through the air or water. The projectile can be produced from existing water sources, mist or spat out, or it can be a simple manipulation of existing panthalassic water sources. The coelacanth-like projectile produces great damage from the highly dense water, like a ton of bricks, and from the burning corrosion of the element. The projectile has enough fluidity and versatility to be able separate and join together effortlessly, as it byparts into multiples of 2, where the projectiles halve in power and size, at a minimum division of D rank in power, or 16 individual projectiles, the size of 2 average male adults, giving the original one about the size of half a Boss Summoning.

Note: The coelacanth can be produced, and manipulated through body motions, in separated or original form anywhere within Mid-range, freely within Short-Range, and can be shot in a linear manner outside of Mid-range.
Note: The user can produce lower versions of the coelacanth projectile following the previous descriptions, but allowing less and less divisions as the original coelacanth gets smaller, for example, a B rank can only split into 4 D Ranks, and the D rank variant is a single projectile.
Note: S rank can only be used 3 times per battle with no PW techniques above A rank in the following turn, 4 times per event. The A rank can only be used every 3 turns. B rank can only be used every 2 turns, but allows for up to 2 multiple usages of the technique.
Note: Separating or changing the direction through control will count as one of the three moves per turn.

Approved - made edits


( Oujuusuiton: San'youchuu ) Panthalassic Water Release: Cambrian ♒ Trilobite

Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra Cost: 20-40
Damage Points: 60-80
Description: Trilobite pertains to the rapid creation of several bubbles of panthalassic water, like multiple tiny fish eggs, that spread tall and wide across a surface or inside a water source, while oozing a trail of panthalassic water. This will be glowing hot with a navy blue glow at their core, resembling a larvae within. While the bubbles are corrosive on their own and can be used as a rapidly growing column or wall, they're meant to explode into a powerfully thick and dense corrosive mist, that spreads across an area mid range radius around the point of growth. Within, the mist will be thickest, hottest and most radioactive in several cow sized ancient armored arthropods that will flow freely or at command of the user, to pin, shred or strike any target within the mist. Similar Earth Release: Mud Wolves, these bubbles can remain in the condensed egg form until someone with foreign chakra enters their proximity, or explode at the user's will.

Note: The difference in rank pertains to the difference in size. S rank will create a volume of bubbles 10 meters diameter, with a 30 meters radius mist and several cow-sized trilobites. A rank will create a volume of bubbles 5 meters in diameter, with a 15 meters radius mist and several human sized trilobites. B rank will create a volume of bubbles 1 meter in diameter, with a 5 meters radius mist and several dog sized trilobites.
Note: S ranks can only be used 3 times per battle with 2 turns between uses and no jutsu above A rank in the following turn. A ranks can only be used 4 times per battle. The mist lasts 3 turns.

Approved - made edits

( Oujuusuiton: Hakyoku ) Panthalassic Water Release: Permian ♒ Cataclysm

Type: Offensive/Deffensive/Supplementary
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: 90
Description: The user focuses a massive amount of Panthalassic Water chakra within their body, overloading his own chakra system, before unleashing a great wave of Panthalassic Water, though it appears immediately as a wave of radioactivity, a deep and glowing bluish purple. The wave is composed of tiny droplets of panthalassic water in the shape of bug-sized ancient plankton, that carry on the weight of the wave, while dragging along the heavy radioactivity. It expands 100 meters around the user before stopping, pushing back even the greatest, biggest and strongest of summons, a technique fit to blow back the Demonic Statue of the Outer Path itself, leaving behind a gargantuan crater of charred and wet barren land with deep infusion of Panthalassic Water in the air, water and soil of the terrain, lingering behind with Mild-level Radioactivity for 4 turns, and preventing Water from behind manipulated by foreign chakra within the crater, either underground, water sources or the molecules in the air.

The great density and concentration of Panthalassic Water prior to unleashing of the wave filters into the cells of the user, and small, fish-egg like growths, benign tumors that only vanish a few weeks afterwards, and send the user's chakra system into disarray. The wave overloads subsequent Ninjutsu techniques or elements that utilize Water Chakra, making them all cost 15 more chakra that usual, translating in proportional damage increase, and taint the organism with so much Panthalassic Water Radioactivity that permits them no other elemental chakra to be produced, effectively severing the remaining elements for the duration of the side-effects, which usually end around the time the fish-eggs disappear.

Weaker versions of this technique can be used. Each time the user brings a rank down, the radius is halved (50, 25, etc). They are simple PW full body bursts, only the forbidden rank has all the effects and restrictions, all the lower ranks are merely bursts of radioactivity that impact hard and create a crater, but have no lingering effects. The S rank can be used 2 times, the A rank 4 times.

Note: The user takes 20 damage while being rid of every elemental chakra besides Water and Elements that require Water. Advanced Elements that utilize Water Chakra + Other Elemental Chakra can still be used but will be 20 damage points weaker than normally, while still requiring more chakra as described before, sans the proportional damage increase.
Note: The strain on the user prevents the usage of Panthalassic Water for 2 turns, the same and the next, and can't user Water in the same turn. This restrictions are the only ones that also apply to the weaker versions of Cataclysm.
Note: Can only be used once per Event, and will last the whole event.

Approved
 
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Shady Doctor

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( Suteijian Suiton: Megami no noroi ) Ξ Stygian Water: Curse of the Goddess
Rank: B
Type: Supplementary
Range: Short - Long
Chakra Cost: 20 (-5 per turn)
Damage Points: N/A (-20)
Description: Created as a way to deter opponents, the user does two hand seals and creates a light rain of Stygian Water. What this rain does is uses Stygian Water's corrosive ability to eat away at matter used within the rain. This translates to a 20 damage reduction in foreign earth based jutsu, ranging from Earth to Steel to even Shikotsumyaku bones and CE derived from Earth. This allows the user to weaken the opponent's jutsu to prevent high damage being done against him. Something unique about the technique is that the rain doesn't fall within a 2m radius of the user and the clouds created will move accordingly to the user's movements to keep this radius of non rain available.

Note: Lasts 4 turns each use, reducing enemy jutsu during that time.
Note: Because of it's natural properties, this rain would increase the heat of water jutsu created from pools of water already formed prior to this usage, meaning if a pool of water existed prior to this, it's heat will be naturally raised though not the damage output.
Note: Can only be used 3 times with a 2 turn cooldown period between usages

Declined - make it 3 turns, 3 uses, or 2 uses and 4 turns active. Also the red, in rp terms what does this do in rp terms? Warmer water? Does it stop normal shinobi controlling that water source?
Resubmitting:

( Suteijian Suiton: Megami no noroi ) Ξ Stygian Water: Curse of the Goddess
Rank: B
Type: Supplementary
Range: Short - Long
Chakra Cost: 20 (-5 per turn)
Damage Points: N/A (-20)
Description: Created as a way to deter opponents, the user does two hand seals and creates a light rain of Stygian Water. What this rain does is uses Stygian Water's corrosive ability to eat away at matter used within the rain. This translates to a 20 damage reduction in foreign earth based jutsu, ranging from Earth to Steel to even Shikotsumyaku bones and CE derived from Earth. This allows the user to weaken the opponent's jutsu to prevent high damage being done against him. Something unique about the technique is that the rain doesn't fall within a 2m radius of the user and the clouds created will move accordingly to the user's movements to keep this radius of non rain available.

Note: Lasts 3 turns each use, reducing enemy jutsu during that time.
Note: Can only be used 3 times with a 2 turn cooldown period between usages


Approved





Shady Doctor said:
( Suteijian Suiton: megami no hogo ) Ξ Stygian Water: Protection of The Underworld Goddess
Rank: A
Type: Offensive/Supplementary/Defensive
Range: Short - Mid
Chakra Cost: 30 ( -10 per turn )
Damage Points: 60
Description: Similarly to the Water Release: Water Prison Shark Dance Technique, the user creates a small pool of Stygian Water around and under him. As he moves, this water jutsu likewise moves to keep up with his positioning at the same speeds. This means as long as he moves, this jutsu will move with him while in use. Alongside the pool of water under him, a thin and barely visible mist is created, a mist similar to Styigan Water: Eruption of the Underworld. What this mist does, much like the The Rain Tiger at Will technique, is detect foreign chakra that enters it's depths. Once it is detected, Stygian Water immediately rushes the target to combat and eat away at whatever enters it's realm. It can also be used as a way to cause direct harm if needed. Similar to Mei Terumi and her corrosive element, this water would not directly burn the user himself, but if he were to somehow be bluntly hit by it, he wouldn't be immune to be damaged as such.

Note: This jutsu lasts 3 turns with a 2 turn cooldown period.
Note: After using, the user cannot use S rank or higher Stygian Water jutsu This turn or next.

Declined - no tracking.
( Suteijian Suiton: megami no hogo ) Ξ Stygian Water: Protection of The Underworld Goddess
Rank: A
Type: Offensive/Supplementary/Defensive
Range: Short - Mid
Chakra Cost: 30 ( -10 per turn )
Damage Points: 60
Description: Similarly to the Water Release: Water Prison Shark Dance Technique, the user creates a small pool of Stygian Water around and under him. As he moves, this water jutsu likewise moves to keep up with his positioning at the same speeds. This means as long as he moves, this jutsu will move with him while in use. Alongside the pool of water under him, a thin and barely visible mist is created, a mist that carries no corrosive capabilities and covers a short range radius around the user . What this mist does, much like the The Rain Tiger at Will technique, is detect foreign chakra that enters it's depths but doesn't give the user himself awareness nor any sort of sensing. Once Something is detected, Stygian Water immediately rushes the target to combat and eat away at whatever enters it's realm, even if the user himself isn't aware . It can also be used as a way to cause direct harm if needed. Similar to Mei Terumi and her corrosive element, this water would not directly burn the user himself, but if he were to somehow be bluntly hit by it, he wouldn't be immune to be damaged as such.

Note: This jutsu lasts 3 turns with a 2 turn cooldown period and can only be used twice.
Note: After ending, the user cannot use S rank or higher Stygian Water jutsu This turn or next

Approved

New submission:

( Suteijian Suiton: Sutikusu dibain purotekushon ) Ξ Stygian Water: Styx Divine Protection
]Type: Offensive/Defensive
Rank: S
Range: Short
Chakra 40 (-5 per turn)
Damage: N/A (80)
Description:
After gathering a large amount of Stygian Water chakra, the user releases it throughout his entire body, emanating in the form of a blackish chakra shroud of Water though this is not all; in addition to this, the user would simultaneously compresses the water at incredible levels, turning it hard and almost crystalline in nature to form a black armor that protects him. This is very similar to the "Hidden Waterfall Style: Water Slicing Blade" technique used by normal water users, and comes with high amounts of durability. The armor resembles that of a black knight (see depiction below) with a light Stygian Water mist pouring off of its backside. Though the armor is dark in color, it is also transparent due to its crystalline form that it has taken on. Though the armor is mainly used as a defensive mechanism, it can also be used similar to the earth release hardening technique in order to create spikes, blades and other tools that protrude from the armor as an offensive mechanism. These protrusions would cost a move to do and would be S rank (80 dmg) in strength overall, being able to extend into the edges of short range (5m). Due it being made of compressed Stygian Water, it can also be used as a source for other Stygian water techniques, thus making it that much more versatile in its usages. The user will also have full control over the armor to the point where he/she is able to create openings on portions of his/her body so that they can release attacks from there. I.e. retracting the armor from the hand in order to do a rasengan etc. This control in itself comes as a passive ability.

Note: Can only be used 2 times, lasting 3 turns each use.
Note: Needs a 2 turn rest period in between usages, while also limited to A rank and below Stygian Water during that period.
Depiction of Armor:
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Declined - without y/y you would be only able to use stygian water and the elements that make it up while this is active. Releasing S rank attacks is gonna need a drawback and lit and overall this needs a limit/drawback to suit how long it lasts etc.
 
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