Custom Element's Jutsu Submission

Status
Not open for further replies.

Korra.

Sage of Snakes
Supreme
Joined
Apr 25, 2011
Messages
22,836
Kin
2,212💸
Kumi
4,343💴
Trait Points
0⚔️

Doing updates

Edits in bold and new name

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

Approved - nice technique, added restrictions
(Niiro Suna: Yogg-Saron no Gyappingumō) - Red Sand Release: The Gapping Maw of Yogg-Saron
Rank: Forbidden
Type: Offensive
Range: Short - Long
Chakra: 50
Damage: 90 ( 30 to the user )
Description: The user does three handseals and channels their chakra underneath their opponent. The user uses a great amount of chakra and has the ground underneath the opponent turn into red sand in a short range radius of the opponent tearing open and causing most structures and even the opponent to fall inward as it pulls them down due to the unstable ground leaving no footing. This is a lot like a large ant-lion devouring most things in a short range radius. The red sand quickly keeps growing in radius and depth till it reaches fifteen meters across and forty meters in depth this all happens before the end of the users turn. By performing a single hand seal the sand directly below the opponent forms into two large arms that grab the opponent and bind them this happens in unison to the red sand's area growing and each hand is S rank in strength. The arms will begin to recede deep into the open maw drawing the opponent down with them pulling them through the scorchingly hot sand. The heat of this technique is as hot as the sand can be before it would naturally transition into a glass-silicate form. Due to this immense temperature the jutsu causes fourth degree burns. The opponent will be dragged underneath the pit and sunken to the bottom of the pit while being burned and suffocated. At this depth with so much red sand on all sides the pressure is so intense it has the ability to crush bones and puts so much pressure on the opponent they are unable to move their chest to take oxygen into their lungs. If they do inhale this deep in the sinkhole they pull red sand into their nose and mouth burning the linings of their throat, nose and mouth burning them to the point of being irreparable through time. The sinkhole is large enough to also sink giant summoning creatures like Manda and scale wise is the size of (Doton: Yomi Numa) - Earth Style: Swamp of the Underworld at it's largest.
Note: Usable one time per battle
Note: After using this technique the user is unable to create new red sand for two turns and is in a state of exhaustion meaning any red sand technique they use for the following two turns will be significantly weaker then normal losing twenty damage. They also can't use A rank or above Red Sand in the following turn and lose one rank to their speed for two turns.


Approved, with edits



(Nirro Suna: Yougu) Red Sand Release: Tools
Type: Attack
Rank: A
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The user can form strong tools out of Red Sand either by creating a source with this jutsu or manipulating an already existing source, these include; kunai, swords, pillars, shields etc. The tools will be able to repel water and the sand is heated slightly giving them a burning property. The heat from the tools are enough to cause third degree burns to human skin on contact and cause deep searing wounds. The user himself doesn't directly touch the tools therefor he is unaffected by the heat of them. The tools can only be created Short Range from the user if the technique is used to create its own source of red sand.
Note: Usable 4 times a match

________________________________________________
 Approved 
Editted. Taking into account its scolding hot sand, I cannot allow you to create this from anywhere. You could use this to potentially attack an enemy in a way from a blind side where he would have no actual escape or defense possible and would end up severely burned and damaged.
(Nirro Suna: Ryokō-sha no Tsūru) Red Sand Release: Tools of the Traveler
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short - Long
Chakra cost: 20 - 40
Damage points: 40 - 80
Description: The user can form strong tools out of Red Sand either by creating a source with this jutsu or manipulating an already existing source, these include; kunai, swords, pillars, shields etc. The tools will be able to repel water and the sand is heated significantly giving them a burning property. The heat from the tools are enough to cause third degree burns to human skin on contact and cause deep searing wounds. The user himself doesn't directly touch the tools therefor he is unaffected by the heat of them. The tools can only be created short range from the user if the technique is used to create its own source of red sand.
Additionally the user is able to surround other solid techniques, items or constructs in Red Sand giving them a defensive layer of Red Sand allowing them to take more damage than they usually would. Alternatively the Red Sand can be molded alongside less solid techniques to have a similar effect but doesn't work with fire or lightning due to the way the two interact with Red Sand. If used with a liquid the liquid will be surrounded in a dense shell of Red Sand affording it a defense from a clash before the liquid technique itself is left to deal with the remainder or to move on. This grants the technique a rank and gives it twenty additional damage excluding S rank and Forbidden techniques which it just gives it an additional ten damage. This is an A rank ability and can happen alongside another technique in the same timeframe.
Note: S rank can be used once per turn and four times per battle
Note: Defensive ability can be used three times per battle with a one turn cool down



Update Declined

It's a no on allowing this to be combined with other techniques.


Cant edit my other post any more


(Nirro Suna: Shūkai) Red Sand Release: Gathering
Type: Supplemantary
Rank: C rank
Range: Short - Mid (10 meter radius), Mid Range in depth
Chakra cost: 15
Damage points: N/A
Description: The user will do the snake sign channel either already existing Red Sand or their chakra into the ground to change the ground into a fine sand like dust quality, then use their chakra to make sand/dust in the ground turn into Hydrophobic Sand, in a short to mid range with a 10 meter radius, while also being Mid Range in depth, so the user will have more to use in a battle. This is like when Gaara uses his sand to create more sand from the ground for his use.
Note: Usable 5 times a battle

________________________________________________
 Approved 

(Nirro Suna: Nain Heruzu o Atsumeru ) Red Sand Release: Gathering of the Nine Hells
Type: Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30
Damage points: N/A ( +20 damage to other Red Sand techniques )
Description: The user will perform a single hand seal and channel either already existing Red Sand or their chakra into the ground to change the ground into a fine sand like dust quality. Then they mold that sand into Hydrophobic Sand. This can create a massive amount of Red Sand at a relatively quick pace allowing the user to turn the battlefield to his advantage. Obviously this Red Sand is already infused with the users chakra causing the ground to become unusable by the opponent for Earth Release techniques as there won't be any solid earth left to use. Additionally any Red Sand technique used from this source has more chakra than normal in it due to the chakra already found in it strengthening the technique increasing it's rank by one and adding an additional twenty damage. Due to the nature of the technique the user is able to use it in the same timeframe as another Red Sand technique almost instantly providing an empowered source for that additional technique. The size and scale of the ground that is converted is roughly the same as Swamp of the Underworld allowing the user to trap multiple opponents or even large summons. If something living happens to sink into the Red Sand they begin to take damage due to the sheer heat of the sand which has the potential to cause third degree burns. This damage is roughly twenty per turn while partially or fully submerged in the sand and the Red Sand itself has the consistency of quicksand allowing it to pull a person in deceptively quick.
Note: Usable four times a battle and can only be used in the same timframe of another technique twice


Update Declined

You're trying to get too much out of this. Focus on the original concept (converting everything up to long range into red sand is too much as well, this will go up to mid range). I really don't see the logic behind saying this can be used in the same timeframe as another Red Sand technique. You use this, then any other RS techniques thereafter with this used as a source are boosted. No need to throw in that timeframe clause. Add a duration limit on this before the battlefield returns to normal sand, this won't last indefinitely.


(Nirro Suna: Akai Suna no Hogo-Sha) Red Sand Release: Guardian of the Red Sand
Type: Attack
Rank: S
Range: Short-Long (Made short range of the user)
Chakra cost: 40 (-30 per turn)
Damage points: 80 (on contact)
Description: The user will do the the ram hand sign and focus their chakra into the ground. The user will the have a T-Rex like creature (same size of great stone golem) made out of red sand rise from the ground. The creature will be completely made out of red sand and is able to protect the user from incoming attack while also being able to attack. The creature is able to release blast of red sand (which are A rank in power, Mid range and counts as a move of the user) or even grab and crush the opponent while also being able to cause third degree burns to the opponent. If their is a red sand source available the creature can use it to reform its self from damage it could have taken while being used but it counts as a turn of the user. After the creature is done it will just disperse into red sand leaving red sand all over the battle field up to long range allowing the user a more range of access to red sand.
Note: Usable twice a battle and needs a 2 turn cool down while no other Red Sand jutsus can be used during the cool down.
Note: Creature last for 3 turns
Note: The user cannot use any techniques other than Red Sand techniques while sustaining the creature.
Note: The blast and reform ability counts as a move. Both can only be used 2 times each
Looks like:
Just imgaine its red instead xD
You must be registered for see images


 Approved 
(Nirro Suna: Nesasu no Asumodeusu) Red Sand Release: Asmodeus of Nessus
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra cost: 40 ( -10 per turn )
Damage points: 80
Description: The user will perform three handseals their chakra into the ground. From this massive amount of chakra the user causes Red Sand to form and then erupt upward from the ground buckling it and cracking it as a massive creature made out of Red Sand rises from the ground. The creature will be completely made out of Red Sand and is able to protect the user from incoming techniques while also being able to attack. Once per turn passively the creature can lash out with it's arms or body to smash or crush anything in it's path with the sheer weight and size of their body. It not only can attack a target physically by lashing out in various ways to attack the enemy in a freeform manner it can attack at range. It does this by shooting from it's mouth a highly pressurized torrent of Red Sand with enough potential and strength to pierce through techniques that Red Sand is strong to (A-rank in strength). This can be done once per turn with a two turn cool down and costs a move slot, twice per battle. Any Red Sand that touches human or animal flesh is able to cause third degree burns. If there is a red sand source available the creature can use it to reform itself from damage it could have taken while being used but it counts as a move slot. However unlike the reformation ability mentioned above this doesn't cost any chakra needing only a source of Red Sand to accomplish After the creature is done or if it's broken down due to a clash with a stronger technique the creature will disperse itself throughout the air causing a massive source of Red Sand to form leaving red sand all over the battle field up to mid range.
Note: Usable twice a battle and needs a two turn cool down while no other Red Sand jutsus can be used during the cool down. After it's dispersal.
Note: The user cannot use any techniques other than Red Sand techniques while sustaining the creature.
Note: The torrent of Red Sand and the reformation abilities each cost a move slot but can be used in the same timeframe as another technique due to originating from the creature instead of the user.
Note: Creature can last for three turns


Update Approved, with edits




New Submission since cant edit my last submission >_<

(Niiro Suna: Sabaku no Hōtō) Red Sand Release: Desert Sparda
Type: Supplementary/Offensive/Defensive
Rank: B
Range: Short/Mid
Chakra cost: 20
Damage points: 40
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 justsu is more of a way to create openings in the opponent's stance or exploit openings or weak points in the opponent's stance. The Red Sand follows the strengths and weaknesses found in the element itself.
Notes:
-Cannot use any other Red Sand jutsu the turn this is used
-The user can only create four blasts, arcs or waves with each use, with the total power divided between them.


 Approved  Edited. Don't go too overboard with stuff. The previous technique contained ample "DNR-level" exploits.
(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 a taijutsu motion which allows for blasts of Red Sand to be incorporated into free-form taijutsu and taijutsu 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, blades, 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 justsu is more of a way to create openings in the opponent's stance or exploit openings or weak points in the opponent's stance. The Red Sand follows the strengths and weaknesses found in the element itself causing the taijutsu technique to have the strengths and weaknesses of Red Sand.
Additionally by supplementing basic or elemental chakra from taijutsu with Red Sand the user is able to instead empower that technique with Red Sand causing more damage than it usually would have on it's own. This is because when the Red Sand hits a person it will pierce into or through the body causing deep burns and slashes as well as when it comes against other techniques it will have the strengths of Red Sand. This potential for damage and additional Red Sand increases the rank of taijutsu techniques by one up to S rank with S ranks or Forbidden techniques it increases the damage by ten but doesn't effect the rank. An example of what this can do is if it is used alongside something like (Konoha Ryūjin ) - Leaf Dragon God instead of using the basic chakra they release to create gale winds and an air current based dragon through the initial kick they can release a massive amount of Red Sand with the kick creating a Red Sand dragon in it's stead.
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.
Note: Can only be used alongside taijutsu once per turn with a one turn cool down. Can only be used thrice per battle.


Update Approved, with edits

+30 to S and Forbidden ranks huh? Seems legit.

 
Last edited by a moderator:

Sasori

Active member
Legendary
Joined
May 31, 2014
Messages
15,264
Kin
1,327💸
Kumi
4,657💴
Trait Points
0⚔️

CE Approval:

Permission:

(Shokunin no sōzō) ⌭ Scoria Release: Mayhem Unleashed

Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: This technique allows the user to generate Scoria, either through creating the element through their body or by transforming the ground. The shape and amount of Scoria created depends solely on the user's imagination and can be blasts, streams, waves, pillars, etc. The user can create the element through their limbs to enhance their physical blows through its explosive surface or use it as a ranged weapon. A supplementary usage of this technique, the user can also generate large bursts of Scoria from beneath their bodies, creating a wave that resembles an eruption, that can carry the user at the same speed that they can move, allowing them to get close to deliver attacks or quickly transverse the field. Each ranked construction must not be anything larger than what has been in the anime for a technique of the same rank. The maximum size of a construct can range from a 15 meters wave to as small as a shuriken; of course, a 15-meter wave being the S-ranked version and the shuriken a lower ranked version.

Note: A-rank version requires a single hand seal
Note: S-rank variant requires 2 hand seals and can only be used four times per battle
Note: S-rank version requires a cooldown of one turn before any Scoria techniques can be used again

¤ Declined, B rank and up will require at least 2 hand seals minimum. The riding wave bit needs to go as it's already stated to be creatable in the second line and this definitely wouldn't move at your speed. ¤


(Hadesu no abisusasupensu) ⌭ Scoria Release: Hades’s Abyssal Chasm
Type: Offensive/Supplementary
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: In order to initiate this technique the user starts by slamming their hands on the ground or perform three hand seals and begin infusing their Scoria chakra directly beneath the target. In a matter of seconds, the ground located directly underneath the target begins to rumble as the ground begins to split apart. The land directly underneath the target begins to quickly move apart forming a massive fissure beneath anyone in the vicinity. If precautions are not taken the enemy will find themselves falling into a thirty-meter deep chasm. The fissure crafted out of Scoria will continue to constantly move apart until it is twenty meters in width leaving little room to outrun it. Let it be noted, that all land twenty meters to the left and right will be converted into Scoria. Before the earth completely moves apart, four distinguished figures can be seen pacing towards the top of the fissure. These objects are actually Scoria constructed creations shaped after humanoid-demonic wraiths, and as they rush to the top of the fissure, some of the wraiths will find themselves colliding with any targets who happen to be falling inside the fissure. Of course, upon impact, the enemy would find themselves engulfed in a gruesome explosion likely to trigger more explosions in the process. Meanwhile, the rest of the wraiths will instead hastily relocate themselves out of the fissure until they have raised themselves into the air. Once they have reached a desired position in the air each of the wraiths will move in a sporadic manner as they rush all over the field up to Mid-Long. If/As they rush down they will clash with the Scoria below triggering a wide scale Mid range explosions. Let it be noted, that the user can choose to use the scoria wraiths to collide with the enemy while still in the fissure. The user can choose to close the fissure after it has been opened in order to crush anyone inside.

Note: Can only be used twice.
Note: Requires a turn cool down after each usage.
Note: Cannot perform Scoria techniques above A-rank in the next turn.

¤ Declined, this will require hand seals prior to slamming the earth, no getting around that. Techniques that spawn directly under the enemy have been discontinued for a while now, it needs to start 5 meters away before reaching them. This technique can only start under the enemy if you bith are effected by it and the fissure is under both of you otherwise this will not be approved ¤

(Orinpia no ranpuparuto) ⌭ Scoria Release: Revolution of The Vigilante
Type: Offensive/Supplementary
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: 90 (-10 to the user)
Description: One of the most destructive and wide scaled techniques offered in the arsenal of Scoria due to its massive scale. The jutsu puts an enormous amount of strain on the user's body, and it is specifically because of the strain and damage caused that this is considered a Forbidden Ranked jutsu. In order to initiate this jutsu, the user must perform five hand seals or first slam their hands on the ground infusing a large amount of their Scoria Chakra into an area Mid-Ranged away from them. Moments later a loud rumbling noise can be heard as an enormous volcano of gargantuan proportions emerges from the ground where the chakra was infused at, quite similar to that of the great excavation technique. Following all of this, the volcano will begin to expel large, spherical chunks of Scoria into the air which happens in the same time frame of the volcanoes emergence. The volcano of Scoria spews out a plethora of Scoria chunks from inside that scatters across the battlefield in a matter of seconds. As the jutsu unfolds it propels chunks of Scoria at just about every inch of the battlefield. The only place that will be safe from the destruction of this technique will be the land directly underneath the user and any allies. Once all of the Scoria has successfully made contact with the ground it will leave devastating results on the entire battlefield and anything nearby. Due to Scoria’s explosive nature, it triggers a chain reaction of explosions throughout the battlefield eradicating everything in its wake once all of the constructs make contact with the ground. If successfully executed, the battleground will be reduced to a wasteland of dust and dirt. Let it be noted that if the chunks of Scoria are exploded prematurely before they can make contact with the ground, the Scoria gases will be released sending a forceful shock wave across the field due to its explosive nature. While this shockwave isn't enough to harm someone it will render them virtually immobile due to the sheer force of the wave, and it carries enough strength to forcefully push them to the ground as they are pushed back several meters. If wanted the user can choose to destroy the volcano with an outside factor unleashing an S-ranked, Short-Ranged explosion of where it is currently.

Note: Can only be used once.
Note: No Scoria techniques above A-rank next turn.
Note: No Earth/Fire/Wind techniques above A-rank next turn.

¤ Declined, again all B rank jutsu and higher require 2-3 handseals. There is no getting around this. The wording of this is weird; you try to get all of this done at the same time but it's not possible for a volcano to grow, have it erupt something and fill the entire battlefield at once. It's naturally understood most techniques happen in one timeframe so it's weird to even add it in. It also will affect the whole battlefield, including where you are as you are quite literally raining large bursts of Scoria all around the battlefield. It's similar to Madara's meteor techniques and how he has to defend as well. The shockwave is also a no, can't allow that with this. The volcano destruction will take a move slot and cannot be done in the same turn it grows/forms. ¤

(Mokushiroku no 3 tsuki) ⌭ Scoria Release: March of the Apocalypse
Type: Offensive
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage Points: NA ( +20 per step)
Description: One of the most unique and destructive Jutsu available in the arsenal of Scoria techniques. It is because of the large scale this technique affects that it must be used at least Mid-Range away from the user. In order to initiate this technique, the user will first gather all of their Scoria chakras into their feet. Once the chakra has been gathered in the designated locations— the user begins to initiate a set of foot movements all designated to cause Scoria to emerge around the target. Now that all of the necessary chakras has been gathered the user begins the sequence of four steps; which is started by the user raising their left foot followed by their right foot—in one smooth sequence they will pound their left foot followed along with their right. As this happens the target will hear rumbling noises to their left and right as two enormous and thick slabs around fifteen meters tall— composed of Scoria erupt suddenly from the ground, rapidly moving towards them aiming to slam against them. However before the pillars can make contact— the user will continue the sequence by now pounding their feet once again. There left foot will stomp the ground immediately in front of them followed by their right foot stomping in its original position. These two simultaneous movements cause for two more enormous pillars of Scoria to erupt around the target. This time one pillar will be located in front of the target with the other located behind them. Each pillar continuously moves in on the target aiming to crush them beneath the pillars. Upon creation of each pillar, they will close in on the target in a tilted angle similar to that of a falling domino—quickly cutting off aerial escape. Let it be noted that each step happens in a small time frame of each other if not at the same time. Considering how quickly and swiftly each step was performed it leaves little time to interrupt the sequence; it also means that each pillar will practically emerge around the same time. Each pillar is also at least five meters away from the target. When the constructs are destroyed they will explode into a violent omnidirectional explosion spanning to everything ten meters of it.

Note: Can only be used twice.
Note: Requires a turn cool down after each usage.
Note: Cannot perform Scoria techniques above A-rank in the next turn.

¤ Declined, same note as before. Second, 15 meter tall pillars in a 5 meter radius causing a 10 meter explosion is too much. Reduce the size of the pillars or the size of the explosion by 5 meters. This is too exploitative and will cause issues when someone attempts to counter. ¤
 
Last edited by a moderator:

Lord of Kaos

Supreme
Joined
Apr 7, 2009
Messages
29,260
Kin
4,695💸
Kumi
92,153💴
Trait Points
25⚔️
New Cycle: 24/04/2018 - 01/05/2018

RULES
1. Submit your Customs 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 Customs you want checked need to be included promptly.
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.
6. In regards to your new rankings, be mindful of what you can and can't submit.
The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.

Extra Note: Be Mindful of the updates in this Post. Be aware of how many submissions you can and can't submit in one cycle now.
 
Last edited:

Sasori

Active member
Legendary
Joined
May 31, 2014
Messages
15,264
Kin
1,327💸
Kumi
4,657💴
Trait Points
0⚔️
CE Approval:
Permission:

CE Approval:

Permission:

(Shokunin no sōzō) ⌭ Scoria Release: Mayhem Unleashed

Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: This technique allows the user to generate Scoria, either through creating the element through their body or by transforming the ground. The shape and amount of Scoria created depends solely on the user's imagination and can be blasts, streams, waves, pillars, etc. The user can create the element through their limbs to enhance their physical blows through its explosive surface or use it as a ranged weapon. A supplementary usage of this technique, the user can also generate large bursts of Scoria from beneath their bodies, creating a wave that resembles an eruption, that can carry the user at the same speed that they can move, allowing them to get close to deliver attacks or quickly transverse the field. Each ranked construction must not be anything larger than what has been in the anime for a technique of the same rank. The maximum size of a construct can range from a 15 meters wave to as small as a shuriken; of course, a 15-meter wave being the S-ranked version and the shuriken a lower ranked version.

Note: A-rank version requires a single hand seal
Note: S-rank variant requires 2 hand seals and can only be used four times per battle
Note: S-rank version requires a cooldown of one turn before any Scoria techniques can be used again

¤ Declined, B rank and up will require at least 2 hand seals minimum. The riding wave bit needs to go as it's already stated to be creatable in the second line and this definitely wouldn't move at your speed. ¤


(Hadesu no abisusasupensu) ⌭ Scoria Release: Hades’s Abyssal Chasm
Type: Offensive/Supplementary
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: In order to initiate this technique the user starts by slamming their hands on the ground or perform three hand seals and begin infusing their Scoria chakra directly beneath the target. In a matter of seconds, the ground located directly underneath the target begins to rumble as the ground begins to split apart. The land directly underneath the target begins to quickly move apart forming a massive fissure beneath anyone in the vicinity. If precautions are not taken the enemy will find themselves falling into a thirty-meter deep chasm. The fissure crafted out of Scoria will continue to constantly move apart until it is twenty meters in width leaving little room to outrun it. Let it be noted, that all land twenty meters to the left and right will be converted into Scoria. Before the earth completely moves apart, four distinguished figures can be seen pacing towards the top of the fissure. These objects are actually Scoria constructed creations shaped after humanoid-demonic wraiths, and as they rush to the top of the fissure, some of the wraiths will find themselves colliding with any targets who happen to be falling inside the fissure. Of course, upon impact, the enemy would find themselves engulfed in a gruesome explosion likely to trigger more explosions in the process. Meanwhile, the rest of the wraiths will instead hastily relocate themselves out of the fissure until they have raised themselves into the air. Once they have reached a desired position in the air each of the wraiths will move in a sporadic manner as they rush all over the field up to Mid-Long. If/As they rush down they will clash with the Scoria below triggering a wide scale Mid range explosions. Let it be noted, that the user can choose to use the scoria wraiths to collide with the enemy while still in the fissure. The user can choose to close the fissure after it has been opened in order to crush anyone inside.

Note: Can only be used twice.
Note: Requires a turn cool down after each usage.
Note: Cannot perform Scoria techniques above A-rank in the next turn.

¤ Declined, this will require hand seals prior to slamming the earth, no getting around that. Techniques that spawn directly under the enemy have been discontinued for a while now, it needs to start 5 meters away before reaching them. This technique can only start under the enemy if you bith are effected by it and the fissure is under both of you otherwise this will not be approved ¤

(Orinpia no ranpuparuto) ⌭ Scoria Release: Revolution of The Vigilante
Type: Offensive/Supplementary
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: 90 (-10 to the user)
Description: One of the most destructive and wide scaled techniques offered in the arsenal of Scoria due to its massive scale. The jutsu puts an enormous amount of strain on the user's body, and it is specifically because of the strain and damage caused that this is considered a Forbidden Ranked jutsu. In order to initiate this jutsu, the user must perform five hand seals or first slam their hands on the ground infusing a large amount of their Scoria Chakra into an area Mid-Ranged away from them. Moments later a loud rumbling noise can be heard as an enormous volcano of gargantuan proportions emerges from the ground where the chakra was infused at, quite similar to that of the great excavation technique. Following all of this, the volcano will begin to expel large, spherical chunks of Scoria into the air which happens in the same time frame of the volcanoes emergence. The volcano of Scoria spews out a plethora of Scoria chunks from inside that scatters across the battlefield in a matter of seconds. As the jutsu unfolds it propels chunks of Scoria at just about every inch of the battlefield. The only place that will be safe from the destruction of this technique will be the land directly underneath the user and any allies. Once all of the Scoria has successfully made contact with the ground it will leave devastating results on the entire battlefield and anything nearby. Due to Scoria’s explosive nature, it triggers a chain reaction of explosions throughout the battlefield eradicating everything in its wake once all of the constructs make contact with the ground. If successfully executed, the battleground will be reduced to a wasteland of dust and dirt. Let it be noted that if the chunks of Scoria are exploded prematurely before they can make contact with the ground, the Scoria gases will be released sending a forceful shock wave across the field due to its explosive nature. While this shockwave isn't enough to harm someone it will render them virtually immobile due to the sheer force of the wave, and it carries enough strength to forcefully push them to the ground as they are pushed back several meters. If wanted the user can choose to destroy the volcano with an outside factor unleashing an S-ranked, Short-Ranged explosion of where it is currently.

Note: Can only be used once.
Note: No Scoria techniques above A-rank next turn.
Note: No Earth/Fire/Wind techniques above A-rank next turn.

¤ Declined, again all B rank jutsu and higher require 2-3 handseals. There is no getting around this. The wording of this is weird; you try to get all of this done at the same time but it's not possible for a volcano to grow, have it erupt something and fill the entire battlefield at once. It's naturally understood most techniques happen in one timeframe so it's weird to even add it in. It also will affect the whole battlefield, including where you are as you are quite literally raining large bursts of Scoria all around the battlefield. It's similar to Madara's meteor techniques and how he has to defend as well. The shockwave is also a no, can't allow that with this. The volcano destruction will take a move slot and cannot be done in the same turn it grows/forms. ¤

(Mokushiroku no 3 tsuki) ⌭ Scoria Release: March of the Apocalypse
Type: Offensive
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage Points: NA ( +20 per step)
Description: One of the most unique and destructive Jutsu available in the arsenal of Scoria techniques. It is because of the large scale this technique affects that it must be used at least Mid-Range away from the user. In order to initiate this technique, the user will first gather all of their Scoria chakras into their feet. Once the chakra has been gathered in the designated locations— the user begins to initiate a set of foot movements all designated to cause Scoria to emerge around the target. Now that all of the necessary chakras has been gathered the user begins the sequence of four steps; which is started by the user raising their left foot followed by their right foot—in one smooth sequence they will pound their left foot followed along with their right. As this happens the target will hear rumbling noises to their left and right as two enormous and thick slabs around fifteen meters tall— composed of Scoria erupt suddenly from the ground, rapidly moving towards them aiming to slam against them. However before the pillars can make contact— the user will continue the sequence by now pounding their feet once again. There left foot will stomp the ground immediately in front of them followed by their right foot stomping in its original position. These two simultaneous movements cause for two more enormous pillars of Scoria to erupt around the target. This time one pillar will be located in front of the target with the other located behind them. Each pillar continuously moves in on the target aiming to crush them beneath the pillars. Upon creation of each pillar, they will close in on the target in a tilted angle similar to that of a falling domino—quickly cutting off aerial escape. Let it be noted that each step happens in a small time frame of each other if not at the same time. Considering how quickly and swiftly each step was performed it leaves little time to interrupt the sequence; it also means that each pillar will practically emerge around the same time. Each pillar is also at least five meters away from the target. When the constructs are destroyed they will explode into a violent omnidirectional explosion spanning to everything ten meters of it.

Note: Can only be used twice.
Note: Requires a turn cool down after each usage.
Note: Cannot perform Scoria techniques above A-rank in the next turn.

¤ Declined, same note as before. Second, 15 meter tall pillars in a 5 meter radius causing a 10 meter explosion is too much. Reduce the size of the pillars or the size of the explosion by 5 meters. This is too exploitative and will cause issues when someone attempts to counter. ¤

(Shokunin no sōzō) ⌭ Scoria Release: Mayhem Unleashed
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: This technique allows the user to generate Scoria, either through creating the element through their body or by transforming the ground. The shape and amount of Scoria created depends solely on the user's imagination and can be blasts, streams, waves, pillars, etc. The user can create the element through their limbs to enhance their physical blows through its explosive surface or use it as a ranged weapon. A supplementary usage of this technique, the user can also generate large bursts of Scoria from beneath their bodies to propel them into the air. Each ranked construction must not be anything larger than what has been in the anime for a technique of the same rank. The maximum size of a construct can range from a 15 meters wave to as small as a shuriken; of course, a 15-meter wave being the S-ranked version and the shuriken a lower ranked version.

Note: B-rank version requires two hands seals.
Note: A-rank version requires a three hand seal
Note: S-rank variant requires three hand seals and can only be used four times per battle
Note: S-rank version requires a cooldown of one turn before any Scoria techniques can be used again

(Hadesu no abisusasupensu) ⌭ Scoria Release: Hades’s Abyssal Chasm
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: In order to initiate this technique the user starts by performing three hand seals and then slamming their hands and begin infusing their Scoria chakra directly beneath the target. In a matter of seconds, the ground located directly underneath the user and the target begins to rumble as the ground begins to split apart. The land directly underneath the both parties begins to quickly move apart forming a massive fissure beneath anyone on the field and in the vicinity. If precautions are not taken the enemy and user will find themselves falling into a thirty-meter deep chasm. The fissure crafted out of Scoria will continue to constantly move apart until it is twenty meters in width leaving little room to outrun it. Let it be noted, that all land twenty meters to the left and right will be converted into Scoria. Before the earth completely moves apart, four distinguished figures can be seen pacing towards the top of the fissure. These objects are actually Scoria constructed creations shaped after humanoid-demonic wraiths, and as they rush to the top of the fissure, some of the wraiths will find themselves colliding with any targets who happen to be falling inside the fissure. Of course, upon impact, the enemy would find themselves engulfed in a gruesome explosion likely to trigger more explosions in the process. Meanwhile, the rest of the wraiths will instead hastily relocate themselves out of the fissure until they have raised themselves into the air. Once they have reached a desired position in the air each of the wraiths will move in a sporadic manner as they rush all over the field up to Short-Long. If they happen to clash with any of the scoria converted earth or any other scoria creation it will trigger a small scale short-range explosion. Let it be noted, that the user can choose to use the scoria wraiths to collide with the enemy while still in the fissure. The user can choose to close the fissure after it has been opened in order to crush anyone inside.

Note: Can only be used twice.
Note: Requires a turn cool down after each usage.
Note: Cannot perform Scoria techniques above A-rank in the next turn.

(Mokushiroku no 3 tsuki) ⌭ Scoria Release: March of the Apocalypse
Type: Offensive
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage Points: NA ( +20 per step)
Description: One of the most unique and destructive Jutsu available in the arsenal of Scoria techniques. It is because of the large scale this technique affects that it must be used at least Mid-Range away from the user. In order to initiate this technique, the user will first perform three hand seals and then gather all of their Scoria chakras into their feet. Once the chakra has been gathered in the designated locations— the user begins to initiate a set of foot movements all designated to cause Scoria to emerge around the target. Now that all of the necessary chakras has been gathered the user begins the sequence of four steps; which is started by the user raising their left foot followed by their right foot—in one smooth sequence they will pound their left foot followed along with their right. As this happens the target will hear rumbling noises to their left and right as two enormous and thick slabs around ten meters tall— composed of Scoria erupt suddenly from the ground, rapidly moving towards them aiming to slam against them. However before the pillars can make contact— the user will continue the sequence by now pounding their feet once again. There left foot will stomp the ground immediately in front of them followed by their right foot stomping in its original position. These two simultaneous movements cause for two more enormous pillars of Scoria to erupt around the target. This time one pillar will be located in front of the target with the other located behind them. Each pillar continuously moves in on the target aiming to crush them beneath the pillars. Upon creation of each pillar, they will close in on the target in a tilted angle similar to that of a falling domino—quickly cutting off aerial escape. Let it be noted that each step happens in a small time frame of each other if not at the same time. Considering how quickly and swiftly each step was performed it leaves little time to interrupt the sequence; it also means that each pillar will practically emerge around the same time. Each pillar is also at least six meters away from the target. When the constructs are destroyed they will explode into a violent omnidirectional explosion spanning to everything ten meters of it.

Note: Can only be used twice.
Note: Requires a turn cool down after each usage.
Note: Cannot perform Scoria techniques above A-rank in the next turn.

Bleach Approval:
Bleach Permission:


(Kemono no kaori) Bleach Release: ◈ Aroma of The Beast
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: NA
Description: The user starts off, by gathering their bleach chakra through their body, and then begin to release the bundled up chakra as droplets of bleach that will begin to drench their clothes in bleach. Of course if the user is incapable of enduring the harmful effects of bleach then they will also be at risk of being poisoned. The main purpose of this technique will be to drench the user's clothing in bleach causing for a potent odor to radiate off of it. To be more precise this aroma spreads up to five meters in all directions causing anyone within the vicinity to be affected by the harmful fumes of bleach. Even though this technique is detrimental to humans its main objective was built in order to deal with organisms such as Inuzuka. Since bleach has a foul smell that is not only unalluring to humans, but to any living organism, it puts all organism at risk of being harmed. Simply put, any Inuzuka that enters within range of the technique will be overwhelmed by the odor floating around causing any techniques from those creatures to be reduced by one rank. This technique has a negative effect on Inuzuka's because Bleach is known to be an irritant so upon inhalation and due to Inuzuka's increased senses the Bleach causes major irritation in its respiratory system causing it to experience chest pains, headaches, dizziness, coughing and overall deterioration of its respiratory system. Other than the general rank reduction, the Inuzuka will suffer paralysis and lung failure (death) if inhaled for three or more consecutive turns. Ordinary people, will instead feel minor irritation and loss of coordination if within the radius, but that is all.

Note: Can only be used four times with a turn cooldown between uses.
Note: Last four turns at most
Note: Does not have the rules of Laws of Lemuel applied to it.

‡ Declined ‡ I started making edits but then I realized you didn't address my concern on how Littlefinger, the creator of this CE, would use this without being killed. Making bio-specific customs for an element that isn't yours is in bad taste.

(Behemoto no kyūseishu) Bleach Release/Sealing Arts: ◈ Savagery of the Behemoth
Rank: S
Type: Offensive/Supplementary
Range: Short
Chakra: 40 (-10 per turn)
Damage: 80
Description: By first flooding their body with bleach chakra the user causes a full body surge of bleach to occur on their body. Upon being released a large quantity of bleach can be seen forming around the user's body. Similar to the earth armor Jutsu, the bleach will constructed into that of a five meter tall humanoid sea demon. Once fully emerged the user immediately coats a Sealing tag in a layer of chakra and places it somewhere within the beast. Appearance wise, the creation has four large pincer like hands and possesses four distinct tentacles sprouting from its back. The seal that was previously placed on the beast is based on an attribute Fūinjutsu that involves sealing and resealing things. By activating the tag with thirty chakra points and spending a move it is possible for the user to heat the Bleach construct to extreme temperatures with fire and cause it to evaporate into that of thick and heavy fumes that radiate up to ten meters of where the construct was for up to three turns, and will harm people following the laws of Bleach. But if this is done the users usage of this technique will end.

Whilst, this technique it in place, the behemoth, due to its body being entirely composed of bleach causes for the land in a five meter radius to be corroded by bleaching causing any solid earth-based Jutsu with a weakness to bleach that emerges from the ground to be reduced in damage by one rank. More importantly, by spending a move the user can manipulate the abundance of tentacles its body is composed of and submerge them underground. In a matter of moments they can cause for the land passed the five meter mark to be filled with tentacles of bleach. All of the constructs are scattered across the field from (Mid-Long) range, but all will be placed at least five meters from the target. Immediately once emerged the user manipulates the tentacles to expand in size until they all burst into a fury of shuriken sized constructs of bleach and is equivalent to an S-rank Jutsu. Additionally, instead of utilizing the tentacles in this manner the user can choose to manipulate up to four that are placed around the construct allowing them to attack enemies up to Mid-range away.

Note: Can only be used 2 times, lasting 4 turns each use.
Note: Needs a 2 turn rest period in between usages, while also limited to A rank and below Bleach during that period.
Note: Can't use any elements besides Bleach and the ones that combine to make it while this is active

‡ Approved ‡ Made minor edits.

Reworded.

(Funanori no himitsu) Bleach Release: Secrets of a Sailor
Type: Supplementary
Rank: A
Chakra: N/A (+20 to Water technique)
Damage: N/A
Description: This technique is foremost and entirely a supplementary one aimed to augment the user's Water techniques by infusing amounts of a pale yellow substance known as bleach to it. By adding an extra hand seal at the end of a regular Water jutsu, the Bleach chakra bolsters it passively even before the technique is formed. By the time the technique actually comes into being it will be seen as a pale yellow substance just like bleach. The infusion boosts the technique's offensive capability because of bleach’s corrosiveness but it also allows it to take on Bleach’s known S/W's. Just like regular bleach said technique will possess a detrimental smell as well other harmful effects.

Notel Can only be performed four times
Note: The user is unable perform Bleach techniques above A ranked in the next turn

‡ Declined ‡ Limit the kind of techniques this can be applied to. I won't allow it to be used on Rain Tiger At Will or anything that doesn't come from the body due to how dangerous this CE is.


-Added bold and cleared up confusing stuff.

(Aegaeon no baburu ) Bleach Release: Bubble of Aegaeon
Type: Supplementary/Defensive
Rank: Forbidden
Range: Short
Chakra: 50
Damage: 90 (-50 to user)
Description: The user starts off, by performing a single handseal focusing their bleach chakra throughout their entire body they will release a full body surge of bleach from their body. In a matter of moments bleach will begin to seep through their pores as it continues to expand and grow in size. Eventually, the bleach will peel off of the user’s body in order to reveal a bubble of sorts consisting entirely of bleach. The bubble spans up to Short-range, and the inside of the bubble is completely devoid of bleach and is where the user will safely be kept. Of course, as the bleach expands off of their body the user will suffer major burns from the bleach due to its corrosive properties, and will be at risk of the odor if they cannot prevent themselves from inhaling it. The main purpose of the bubble is to serve as a protective barrier, protecting the user from the dangers of outside ailments. Upon expanding up to five meters the bleach bubble eats away and corrodes any nearby grass and earth; which causes for any jutsu that originates from the ground short-range underneath the user to be weakened by two ranks. Also, this bubble is thick enough to easily eat away at basic kunai and shuriken in a matter of seconds upon being in contact with the bubble. Due to the large quantity of bleach present on the field it causes for a potent odor of bleach to be produced which spans up to Mid-range away from the bubble’s coordinates. Inside, the barrier is also filled with heavy toxic fumes, this allows for any wind jutsu that would happen to originate inside of the bubble to be weakened by two ranks due to bleach being heavier than wind. Lastly, if wanted the user can snap their fingers causing for the bubble to explode outwards sending shuriken sized bleach constructs into a frenzy in an omni-directional manner spanning up to mid range. Let it be noted that when first utilizing this technique in any form it is possible for the user to adjust the bubble in order to avoid colliding with allies or things of the nature, meaning they can protect anyone short-range of them not just including themselves, and regarding techniques such as Bleach, Water, or Lightning that the user is restricted to, it is possible for the user to release those attacks through the bubble, but this is only a one way type of thing that can be done by adjusting the bubble allowing attacks to exit.

Note: Can only be used once
Note: Bubble can last at most two turns. While active, the user is restricted to bleach jutsu and elements that make up bleach.
Note: If wanted the user can cause the bubble to explode in the same time frame upon its creation, doing so will take up a second of the users three moves per turn
Note: The user isn't able to mold chakra above A rank for Lightning or Water next two turns after usage ends
Note: No bleach jutsu for two turns
Note: Follows same rules and guidelines as S-rank bleach.
Note: Due to the severe damage to the users skin from using this technique, user will be in agony and lose 3 ranks to their base speed and be unable to perform genjutsu above B rank due to then inability to focus.

‡ Declined ‡ Keep the original.
(Funanori no himitsu)◈ Bleach Release: Secrets of a Sailor
Type: Supplementary
Rank: A
Chakra: N/A (+20 to Water technique)
Damage: N/A (+20 to water technique)
Description: This technique is foremost and entirely a supplementary one aimed to augment the user's Water techniques by infusing amounts of a pale yellow substance known as bleach to it. By adding an extra hand seal at the end of a regular Water jutsu, the Bleach chakra bolsters it passively even before the technique is formed. By the time the technique actually comes into being it will be seen as a pale yellow substance just like bleach. The infusion boosts the technique's offensive capability because of bleach’s corrosiveness but it also allows it to take on Bleach’s known S/W's. Just like regular bleach said technique will possess a detrimental smell as well other harmful effects. Additionally, due to the infusion of bleach into the water it will now take on corrosive properties making it more lethal than before.

Notel Can only be performed four times
Note: The user is unable perform Bleach techniques above A ranked in the next turn
Note: Can only be used on water techniques that come from the user's body

¤ All Approved ¤
 
Last edited by a moderator:

Shinta

Active member
Legendary
Joined
Dec 11, 2010
Messages
19,097
Kin
1,184💸
Kumi
9,485💴
Trait Points
0⚔️



(Waraugasuton) - Laughing Gas
Rank: N/A
Type: N/A
Range: N/A
Chakra Cost: (10x(Z) with Z being the number of turns)
Damage Points: N/A
Description: This isn't a technique more so it is just the side effects and symptoms brought on merely by breathing in Laughing Gas as an anaesthetic substance. These are the same for everyone who breathes in medium to large doses of the gas unless stated in a technique that the amount in the technique is sub-anaesthetic which can be beneficial in it's usage both for healing and helping the mental faculties of the imbiber. Also by using their medical chakra the user can make their own body immune to the effects of Laughing Gas temporarily. This is similar to (Iryo Ninjutsu: Doku Teikouryoku) Medical Technique: Poison Resistance and is a passive ability only needing a move slot to initially activate. The chakra cost for this is 10x(Z) with Z being the number of turns the immunity is active.

Upon the first turn of breathing in the substance the effected person loses the ability to control their own laughter. Due to this they will laugh uncontrollably beginning naturally as a few chuckles, coughs and gasps on the first turn not impairing the ability to act or speak merely being an annoyance. This worsens as time progresses and will be further described further down. Along with this their muscles begin to twitch slightly as a state of catalepsy is entered making the effected person fidget and stutter as their arms, hands, legs, fingers and toes tense and loosen in a way that makes controlling the body harder. This doesn't cause any serious problems, and doesn't harm the effected person in any noticeable way but does make gripping objects harder and performing hand seals becomes more tedious. The effected person also enters a state of catatonia, their thoughts become hazy and muddled due to a feeling of euphoria, they will feel strong, happy, and confident as their inhibitions fade due to the euphoric effects of the Laughing Gas. Finally pain they are feeling fades, as they breath in an anaesthetic dose of the substance this is a natural occurrence and can be quite noticeable. It begins as a slight numbness that overcomes the entire body starting in the chest and radiating out into the limbs. The effected person will feel no pain and the sense of touch may wane slightly as it becomes harder to distinguish and control the sense of touch meaning genjutsu cannot be broken through pain. They will not be able to feel objects they touch, or the ground as they move and this can make balance near impossible only a slight tingling sensation like a limb that has fallen asleep due to nerve compression.

Upon turn two the aforementioned symptoms worsen. The laughing becomes noticeable restricting the use of any ninjutsu that requires the user to exhale as they will not be able to control this aspect of their breathing. They will not be able to consciously control their breathing needing to rely completely upon the smooth muscles and their subconscious to breathe being unable to actively breath due to the constant and uncontrollable laughter. The catalepsy also becomes more noticeable as they lose the ability to perform more than two hand seals at any time without their hands fidgeting and moving breaking seals and grips. They will be unable to hold onto a weapon constantly and will drop them. Touch becomes even less noticeable with a more tangible numbness with the effected person losing feeling in their hands, legs and feet making keeping balance impossible as they are also overtaken by a state of vertigo with up, down, left, right etc being hard to distinguish. They at times can even feel as if they are floating. A completely new symptom of this turn are minor hallucinations that appear as small creatures and cartoonish figures that swarm the battlefield crawling on both the effected person and anyone or any object the effected person sees. These creatures become distracting but deal no damage or harm to the effected person but there can be hundreds of them swarming the field blocking vision, and making it hard to focus for the effected person. They have no tangibility or physical form and are only seen by the effected person with everyone's experiences being different. At this state small states of amnesia set in with the effected person forgetting the last turn of combat completely.

On the fourth turn after exposure the effected person begins to suffer severe gelastic seizures with fits of laughter and crying. The lungs burn and hurt as do the deep core muscles, this is a deep pain unaffected by the numbing effects of the Laughing Gas itself. This is accompanied by general seizures that cause the body to move and twitch completely in an uncontrollable fashion. The emotional excitement may result in depressive or manic behaviour even to the point of psychosis. The hallucinations become larger with entire swaths of the landscape twisting and changing with colours warping into the effected persons vision. The visual hallucinations also gain auditory aspects. At this point the amnesia takes firm root forcing the effected person to forget four turns of recent combat. The symptoms do not worsen after this point unless there are additional symptoms mentioned inside of a technique. If a person breathes Laughing Gas for five turns in a row, without breathing in regular oxygen, or having an immunity to the substance they will die due to oxygen deprivation.

¤ Declined, this is tooo long and detailed. Reduce the effects and length of this to be shorter please ¤



(Waraugasuton) - Laughing Gas
Rank: N/A
Type: N/A
Range: N/A
Chakra Cost: ( 10 per turn )
Damage Points: N/A
Description: This isn't a technique more so it is just the side effects and symptoms brought on merely by breathing in Laughing Gas as an anaesthetic substance. These are the same for everyone who breathes in medium to large doses of the gas unless stated in a technique that the amount in the technique is sub-anaesthetic which can be beneficial in it's usage both for healing and helping the mental faculties of the imbiber. Also by using their medical chakra the user can make their own body immune to the effects of Laughing Gas temporarily. This is similar to (Iryo Ninjutsu: Doku Teikouryoku) Medical Technique: Poison Resistance and is a passive ability only needing a move slot to initially activate. The chakra cost for this is 10 per turn.

Turn 1
-effected person loses the ability to control their own laughter
-muscles begin to twitch slightly effected person fidget and stutter causing them to only be able to use three hand seals in succession with nine in total in a turn. They also are unable to hold weapons or items being forced to drop them.
-Genjutsu is unable to be broken through pain, due to numbness that radiates from their lungs outwards towards their extremities
-afflicted has feelings of euphoria, feeling strong, happy, and confident as their inhibitions fade and cloud their thoughts.

Turn 2 and 3
-Prior symptoms worsen; unable to control their breathing due to the more noticeable and exaggerated laughter, preventing use of any jutsu that requires inhalation.
-Unable to perform more than two hand seals in succession, due to worsening muscle-twitching.
-Disorientation due from vertigo sets in as they lose feeling in there hands and feet, reducing the effected person's reaction speed lowering it by 1/4th.
-Additionally they are subject to numerous minor hallucinations clouding memory
to the point of amnesia causing them to forget the last turn of combat completely.

Turn 4
-Fits of manic laughter and crying set in as muscle twitching becomes seizures, causing the deep core muscles and lungs to burn and hurt, a pain not numbed by the effects of the gas.
-Muscle twitches are uncontrollable as intermittent seizures set in, resulting in random and uncontrolled spasms/movement.
-Hallucinations worsen as the landscape appears to twist and become distorted in colour perception, accompanied by auditory hallucinations. This all compounds in the effected person's reactions being reduced by half and their speed being reduced by 1/4th of their original levels.
-Amnesia worsens, causing the afflicted to forget the past four turns of combat.

Turn 5
-if a target has been breathing Laughing Gas for five turns successively, without breathing in regular oxygen or having an immunity, they will die due to oxygen deprivation.

¤ Declined, a few issues that clash with your CE and it's inherent effects; reading through the element and the effects it causes as stated and approved, it causes muscles to stiffen and stay in place, creating almost easy mobility as noted. This wouldn't cause people to drop held items, it's more likely to cause you to be unable to drop anything due to your limbs beginning to freeze up, more or less. The first turn effects causing this + prevention of breaking Gen via Pain and no more than 3 seals from just 1 turn of ingesting it might be pushing it, but since the first thing can't happen, it's okay. Second turn preventing jutsu you exhale + 25% tracking reduction and forgetting the last turn is going too far not to mention whatever damage the jutsu it's used alongside with happening. Make all of these take place after 3 turns, not 2. If the turn 4 effect is approved and it's used with a jutsu that causes damage, they will now have even more damage taken, forget likely most of the fight, half their speed and all of the last effects. Increase this to 5 turns and the last state to 7 turns and it will cause fainting in WSE. If left unhealed, then it will cause only turn 1 effects until healed but this only applies IF they pass out from the effects of the gas and gain health later on.

Tl;Dr, increase the time it takes for these effects to set in to 1 turn, 3 turns, 5 turns and 7 turns respectfully and remove some parts. I'll have to check other techs NK approved similar to this to make sure I'm not overrestricting this. ¤
 
Last edited by a moderator:

Howard

Active member
Supreme
Joined
Aug 17, 2010
Messages
33,078
Kin
1,430💸
Kumi
4,464💴
Trait Points
0⚔️
Awards
(Ekitai: Yoroi) Oobleck Release: Armor
Type: Supplementary
Rank: A rank
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user pulls on a source of oobleck or creates a new source and from that he creates a vest and leggings made of oobleck. The oobleck is coated with a layer of chakra which lets the oobleck keep and retain a form around the user which appears to be a hoodie and pants. The oobleck is able to defend against projectiles, punches and kicks as well as attacks that oobleck is strong against up to S rank, if it is an attack that oobleck is weak against the oobleck can be destroyed by a B rank of the element it is weak to. The armor will, however, be weakened to a certain degree by any technique that it is hit by. If the oobleck is hit by an element it is strong to, it will simply just harden briefy, this can leave the user vulnerable because their body will be stiff unable to move until to molding relaxes.

-Note: Active for 4 turns unless destroyed.
-Note: When the armor goes stiff, it requires chakra to aid it molding back soft. Counting as a move
-Note: Can be created twice but must wait 2 turns in between
_________________
~Approved~
Made one edit, VM me if you disagree.
( Ekitai: Agashī no Yoroii ) - Oobleck Release: Armor of Agathys
Type: Defensive/Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra cost: 40 ( +20 to rebuild )
Damage points: 80
Description: The user begins by performing two hand seals and manipulating a source of oobleck or he creates a new source and from that he creates a set of pseudo-clothing made of oobleck. The oobleck is coated with a layer of chakra which lets the oobleck keep and retain a form around the user which can be different for each user. This is bound by their discretion as long as it takes the form of something roughly the size of actual clothing. The oobleck is able to defend against projectiles including kenjutsu and weapon ninjutsu, taijutsu and similar field like Jyuken as well as attacks that oobleck is strong against up to Forbidden rank. If it is a technique that oobleck is weak against the oobleck can be destroyed by an A rank of the element it is weak to. The armor will, however, be weakened to a certain degree by any technique that it is hit by however by performing an additional hand seal and spending a move slot they can rebuild the armor sustaining it through damage that would normal destroy it.
Additionally the armor can be used to attack an opponent by using it as an A rank construct with the constructs being able to travel up to mid range from them in any direction. This is done by creating appendages such as tentacles, hands or legs that whip out and strike at their opponents and just requires the user to manipulate the cloak to attack. It can be done passively upon creation but if used after the turn of creation it will cost a move slot but can happen in the same time frame as another technique as it's merely manipulating the armor slightly. These appendages can be used to travel by using them like arms and legs pushing the user up into the air and letting them move around. These constructs can be completely destroyed without hampering the armor itself. and can be used to avoid a technique within reason by moving the user out of the way counting as a move and only being usable twice per battle.

Note: Active for four turns unless destroyed.
Note: Can be created twice but must wait two turns in between
Note: Can only be used to attack as an S rank construct once per turn and costs a moveslot after the turn of creation

⛧ Approved, made a slight edit.⛧

Just a minor update and grammar correction

(Ekitai: Ekitai Karada) Oobleck Release: Oobleck Body
Type: Defensive/Offensive
Rank: A
Range: Short - Mid
Chakra cost: 30 (-10 per turn)
Damage points: 60
Description: The user releases doton and suiton chakra throughout his body much like other elements. The user is then able to turn portions of his body into oobleck. This can be used defensively to absorb punches, kicks, sword strikes and projectiles, as well as water, wind and any other element oobleck is strong against or neutral to. It can be used offensively as when the user punches or kicks with a limb turned to oobleck it takes on a solid state at the point of contact and can effect the opponent to the same extent as a normal punch or kick. The user can also grab the opponent and surround his head in oobleck suffocating him or gripping a limb. When a limb is made of oobleck it can stretch out to Mid range hitting an opponent from afar. If the user performs the Seal of Confrontation with his free hand while grabbing an opponent's limb the oobleck can be controlled to crush the limb with enough force to break bones.

Note: The user can turn his entire body to oobleck but must perform the Ram hand seal to do so. If he instead only turns a small portion of his body to oobleck he doesn't need the hand seal.
Note: While the user's body is made of oobleck he can only use earth, water and oobleck jutsu.
Note: If hit by a jutsu that oobleck is weak against the user reverts back to his normal form and takes damage for the attack.
Note: the usage of the technique is required for each transformation and keeping the transformation requires the user to expend chakra per turn. The limits of the transformation are 3 full turns with one turn cold down.

________________________________________________
 Approved 

( Ekitai: Mordenkainen no Oobleck ) - Oobleck Release: Mordenkainen’s Oobleck Grip
Type: Defensive/Offensive/Supplementary
Rank: A
Range: Short - Mid
Chakra cost: 30 (-10 per turn)
Damage points: 60
Description: The user quickly turns portions of his body or at times his whole body into oobleck. This can be used defensively to absorb the damage of taijutsu, and similar fields like Jyuken as well as projectiles such as kenjutsu or weapon based ninjutsu. It can also defend against water, wind and any other element oobleck is strong against or neutral to. For elements it is strong to this is up to S rank unless the oobleck is boosted in strength to defend from more. It can be used offensively through the user extending their arms or legs out to attack an opponent extending the range of certain taijutsu techniques. Due to the fact that the user is proliferating their body into oobleck thus this extension isn't their real body. This means the extended arms or legs can be destroyed completely without effecting the users body as they work like a buffer between the body and the thing the user is attacking. The arms and legs can be extended passively after the technique is activated. The user can also grab the opponent and surround his head in oobleck suffocating him or gripping a limb. When a limb is made of oobleck it can stretch out to mid range hitting an opponent from afar. If the user performs the Seal of Confrontation with his free hand while grabbing an opponent's limb the oobleck can be controlled to crush the limb with enough force to break bones. However while the user's body is made of oobleck he can only use earth, water and oobleck jutsu but can use his body as a source for oobleck techniques allowing him to proliferate oobleck from his body. This has the added benefit of passively adding more chakra ( ten chakra points ) into an oobleck attack that uses the body as a source compounding the damage by twenty damage and increasing the rank of the technique by one upto S rank where it only grants ten additional damage putting it on par with a forbidden rank(this application can only be used once per turn).
Note: The user can turn his entire body to oobleck but must perform two hand seals to do so. If he instead only turns a small portion of his body to oobleck he doesn't need the hand seals.
Note: If hit by a jutsu that oobleck is weak against the user reverts back to his normal form and takes any left over damage from the clash. However the arms or legs clashing with a technique doesn't instigate this process only the main body mass itself. The transformation lasts for three turns with a one turn cool down.

⛧ Approved with edits .⛧

(Ekitai: Teiku o-ba) Oobleck Release: Take Over
Type: Supplementary
Rank: A rank
Range: Short-Mid
Chakra cost: 30 (+10 per 5 meters)
Damage points: N/A
Description: The user when in direct contact with water or earth will use their suiton or doton chakra to mold the water or earth, slowly turning the water or earth into oobleck. Once created the user can control the consistency of the oobleck hardening it slightly. If an opponent begins to sink into the oobleck it'll be hard to get out because as the opponent struggles to get out the oobleck takes on a solid property holding the opponent down. This source of oobleck can be used for other jutsu as well. However it can only support jutsu A rank and below
-Note: can only convert inanimate Earth or Water sources or B-Rank and below water techniques through contact.
-Note: the max size of the area converted is related to the users chakra input but can not transform the whole field or a large water source, following principles of reason and logic.

________________________________________________
 Approved 
This is as high as it gets.

(Ekitai: Konran no Arashi ) - Oobleck Release: Bog of Bemusement
Type: Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30
Damage points: N/A ( 20 if trapped in the oobleck )
Description: The user when in direct contact with water or earth will perform two hand seals and use their suiton or doton chakra to mold the water or earth. This can rapidly turn the water or earth into oobleck creating a massive source of oobleck that takes the appearance of a large bog. Once created the user can control the consistency of the oobleck hardening it slightly allowing them to passively walk upon it's surface. If an opponent stands upon the bog or tries to walk or run on it they will quickly sink into the oobleck. Due to it's properties it will be hard to get out because as the opponent struggles to get out the oobleck takes on a solid property holding the opponent down. This additional has the potential to cause damage to anyone stuck in it. This is because if they struggle against it can crush bones under the sheer weight of the substance as it shifts between liquid and solid from force or pressure. This source of oobleck can be used for other jutsu as well. However it can only support jutsu A rank and below. At it's largest it is roughly the size of Swamp of the Underworld.
Alternatively while forming a water technique or while manipulating their own water technique in the same timeframe they can lace it with oobleck causing it to change it's consistency and properties to that of oobleck causing it to share it's strengths and weaknesses. Meaning the technique will be empowered through this process gaining twenty damage allowing the user to increase the rank of the technique by one up to S rank where it merely gains ten damage. This costs a move slot. Additionally when the bog is used as a source for oobleck techniques they have this same empowerment however it is passive in this manner.

Note: Can only convert inanimate Earth or Water sources or the user's water techniques
Note: This technique can change the terrain to the extent of Swamp of the Underworld but cannot turn an entire landmark into a source unless used multiple times.

⛧ Declined. The first sentence doesn't make much sense, as you can't turn earth or water into Oobleck through chakra transformed into Water OR Earth nature. Secondly, the line about it being as big as Swamp of the Underworld in size doesn't make much sense either since Swamp has no fixed size and can be as big as the user wants; you can say the transformation of the ground/water source into Oobleck can be big as the user wants, that's approvable. Declined to the add-on there in the newest paragraph; not allowing you circumvent the jutsu number limit for CEs by allowing you to turn any water jutsu into an Oobleck jutsu.⛧
 
Last edited by a moderator:

Zatanna

Elite
Joined
Mar 2, 2012
Messages
8,683
Kin
4,926💸
Kumi
18,043💴
Trait Points
40⚔️
CE link

Amaiton: Kaiyo no Amai | Sugar Release: Ocean of Sweetness
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description:
The user makes 3 seals and places their hand on a physical surface, and channels their Amaiton chakra through their hand. The surface of the target will start to crystalize and become covered in sugar crystals with the users chakra inside them, untill the entire target is crystalized.
Notes:
1 turn cooldown between uses and can only be used 5 times max.

¤ Approved, made edits ¤

Amaiton: Furueru | Sugar Release: Shiver
Type: Offensive/Defensive/Supp
Rank: B-S
Range: Short-Long
Chakra: 20-40
Damage: 40-80
Description:
The most generic basic technique of the Sugar release, the user is capable of creating sugar crystals on the battlefield from rudimentary shields, walls and weapons, to constructs such as squares, spheres and other crystalline structures. Depending on how much chakra is input into the technique determines the strength of the constructs. More advanced usages require more hand seals such as 1 for B rank and 3 for S rank. To create anything further than short range must be channeled through a medium.
Notes:
B rank > 1 handseal
A rank > 2 handseals and 1 turn cooldown
S rank > 3 Handseals and 2 turn cooldown
Note: S ranks can only be used 3 times.

¤ Approved, made edits ¤
 
Last edited by a moderator:

Vegeta

Active member
Supreme
Joined
Apr 14, 2012
Messages
36,544
Kin
1,047💸
Kumi
7,487💴
Trait Points
0⚔️


( Chōkuton - Rudī wa chōku ) Chalk Release - Rudy's Got the Chalk
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: 40 - 80
Description: The user can form objects such as weapons, tools or constructs out of chalk to attack an opponent, or defend against other techniques with relative ease. These objects can be made of solid chalk or chalk dust. If the user is using an already formed source of chalk they can do so with slight motions of the hands or they can create chalk from their body or materialize it in short range and have it move outward to attack or defend. Forming a source outside of short range will require the tiger hand seal. At any time the user can form an additional hand seal forcing the chalk particles in a solid source to grind against one another breaking down solid chalk into it's dust-like form. Additionally when solid chalk from this technique clashes with another technique it has the potential to be broken down into it's dust-like nature. The user is also able to encase things such as constructs, techniques, and weapons in a layer of chalk or feed chalk dust itself into the molding of another technique. This layer holds all of the properties of chalk and makes hits dealt with the layered object, construct, technique or weapon stronger. The layering ability will require the use of a hand seal and happens in the same timeframe as the technique it's empowering. The layering ability can be used on chalk techniques without the seal. This also has the added benefit of increasing the rank of the technique by one up to S rank. In addition, by adding chakra to a chalk technique the user can change the color of it by molding the consistency and color of the chakra itself causing it to act like a pigment.
Note: S rank can only be used once per turn
Note: Empowering ability is A rank and can only be used four times per battle

( Chōkuton - Ikiru ) - Chalk Release - Coming to Life
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: 40 - 80
Description: The basis for the animation abilities of Chalk Release the user is able to either draw an object, creature or construct on a hard or solid surface or materialize chalk powder directly upon a solid or hard surface to create a drawing. Then by performing the seal of confrontation and pooling chakra into the creation they can breathe into it the chakra needed to sustain it. This allows the animation to become three dimensional and rise from the surface then through this chakra it can attack, defend or supplement the user and their own offense or defense. The major drawback of this technique is the fact that the user must draw or create the animation in battle thus for B to A rank animations this can be done merely with the seal of confrontation but S rank animations will require an additional hand seal. Similar to Sai's Super Beast Imitating Drawing the animations are able to grow larger after being drawn with S rank's size limitations being that of the Great Stone Golem technique. Once created the animations can act on their own and at any time they can disperse into a massive amount of chalk dust that can be used as a source. Additionally the user can draw a word if they are less artistically inclined or if they are trying to hurry and these words will take the form of the animal or construct that was written. However these animations will seem malformed and will appear like a mixture between the word and the animal or construct. By combining the abilities into one construct the user is able to draw an animation and write the word explode, explosion, or detonate and upon attacking something the animation will explode in a puff of chalk dust. Alternatively the word explode or similar words can be written on a surface and they themselves will just explode into a source of chalk dust.
Note: S rank can only be used once per turn with a one turn cool down
example of a word creation:
You must be registered for see images

¤ Both Declined, okay few things we need to establish with Chalk moving forward. I won't allow one Chalk jutsu to have both solid and dust forms in the same technique. Dust form will be supplementary in use, not offensive. All B ranks and up require at least 2-3 handseals and the seal of confrontation doesn't count either. The second jutsu seems like it requires Yang based on how you worded it but it shouldn't be needed; this should read like basic Ink jutsu: you create an animation and use chakra to animate it briefly. When done, it returns to chalk dust. Beside that, there aren't many issues. ¤
( Chōkuton - Rudī wa chōku ) Chalk Release - Rudy's Got the Chalk
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: 40 - 80
Description: The user performs two hands seals and forms objects such as weapons, tools or constructs out of chalk to attack an opponent, or defend against other techniques with relative ease. These objects can be made of solid chalk. If the user is using an already formed source of chalk they can do so with slight motions of the hands or they can create chalk from their body or materialize it in short range and have it move outward to attack or defend. Forming a source outside of short range will require the two hand seals. At any time the user can form an additional hand seal forcing the chalk particles in a solid source to grind against one another breaking down solid chalk into it's dust-like form. Additionally when solid chalk from this technique clashes with another technique it has the potential to be broken down into it's dust-like nature.
Note: S rank can only be used once per turn

( Chōkuton - Ikiru ) - Chalk Release - Coming to Life
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: 40 - 80
Description: The basis for the animation abilities of Chalk Release the user is able to either draw an object, creature or construct on a hard or solid surface or materialize chalk powder directly upon a solid or hard surface to create a drawing. Then by performing two hand seals the user can create animations allowing them to attack or defend as well as bind the opponent or even allow the user to fly. The major drawback of this technique is the fact that the user must draw or create the animation in battle thus for B to A rank animations this can be done merely with the two hand seals but S rank animations will require an additional hand seal. This is similar to ( Ninpou: Choujuu Giga ) - Ninja Art Beast Imitation and ( Ninpou: Chou Choujuu Giga ) - Ninja Art: Super Beast Imitation and like those techniques the animations are able to grow larger after being drawn with S rank's size limitations being that of the Great Stone Golem technique. Once created the animations can attack or defend at the will of the user and have substance until they are dispersed. They can disperse into a massive amount of chalk dust that can be used as a source for other techniques. Additionally the user can draw a word if they are less artistically inclined or if they are trying to hurry and these words will take the form of the animal or construct that was written. However these animations will seem malformed and will appear like a mixture between the word and the animal or construct. By combining the abilities into one construct the user is able to draw an animation and write the word explode, explosion, or detonate and upon attacking something the animation will explode in a puff of chalk dust with a decent amount of explosive force comparable to the damage that would have been dealt by a direct attack. Alternatively the word explode or similar words can be written on a surface and they themselves will just explode into a source of chalk dust.
Note: S rank can only be used once per turn with a one turn cool down
example of a word creation:
You must be registered for see images

¤ Both Approved ¤
 
Last edited by a moderator:

Ushiro

Active member
Legendary
Joined
Apr 23, 2010
Messages
13,005
Kin
768💸
Kumi
99💴
Trait Points
50⚔️
CE

(Lithos rirīsu: Shūsei unmei) Lithos Release: Aquarius
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: This technique allows the user to produce Líthos Stone from either their body or a source of Earth. Aquarius is capable of producing a plethora of objects, tools, and constructs essentially limited by the rank of the technique applied and the user’s own imagination. As constructs of Líthos Stone they possess the ability to manipulate magnetic fields, effectively causing them to be able to attract and repel. B rank and higher applications can be used with a two hand seals. S-Rank applications can be used four times per battle. S-Rank applications cannot be used in consecutive turns and the user is unable to use Líthos Stone above A-Rank in the following turn. The maximum size of a construct can range from a 15 meter tall wave to as small as a shuriken; from S ranked to lower ranked versions, respectively.

(Lithos rirīsu: Shūsei unmei) Lithos Release: Armour of Achilles
Type: Supplementary/Defensive
Rank: B
Range: N/A
Chakra: 20 (+10 to affected jutsu)
Damage: N/A
Description: A technique developed specifically to increase the endurance of armors as well as earth/solid based familiars/structures by performing a single hand seal or one that is in tandem with the rest at the end of a technique. By simply infusing additional chakra via 2 handseals into that of an solid based substance such as one from the ground or the user's body, or an armor already present; the user will begin to enforce it with Lithos stone. Armour of Achilles is a technique that works upon magnets ability to attract together forces. Essentially, the lithos stone applied to the technique will align its magnetic poles in order to attract together the material/contents of said technique. The magnetic force will serve to strengthen the bonds of the jutsu making it more difficult to tear apart the material of the substance; considering how magnets are pulling each other together it makes it more difficult to break apart said technique. Due to this added endurance it gives said armor/technique the ability to defend up to twenty additional damage points. Let it be noted that this technique does not require constant maintenance considering how the user does not need to actively input chakra to keep the magnetic field in place since Líthos stone is a permanent magnet. It can be done in the same timeframe as the creation of a physical based technique or once it is already on the field, but will cost as a separate move.

Note: Can only be used five times.
Note: Cannot be used on the same technique more than once, eg: using it on the same stone golem technique twice.

¤ Both Approved ¤
 
Last edited by a moderator:

Lord of Kaos

Supreme
Joined
Apr 7, 2009
Messages
29,260
Kin
4,695💸
Kumi
92,153💴
Trait Points
25⚔️
New Cycle: 10/05/2018 - 17/05/2018

RULES
1. Submit your Customs 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 Customs you want checked need to be included promptly.
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.
6. In regards to your new rankings, be mindful of what you can and can't submit.
The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.

Extra Note: Be Mindful of the updates in . Be aware of how many submissions you can and can't submit in one cycle now. Do not update techniques to add several lines of dialogue to where the original technique and the new one are two different techniques.
 

Sasori

Active member
Legendary
Joined
May 31, 2014
Messages
15,264
Kin
1,327💸
Kumi
4,657💴
Trait Points
0⚔️
CE Approval:
Permission:


(Orinpia no ranpuparuto) Scoria Release/Sealing Arts: Shield of Valor
Type: Offensive/Defense/Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: NA
Description: The user will first perform three hand seals and cause for either a spherical dome made out of scoria to surround them or, if desired, the user can choose to create a semi-circle in front, behind, or to their sides. The scoria from this technique would be created from the area in the nearby vicinity. Immediately after creating the scoria, the user will apply a sealing tag to the sphere. The purpose of this sphere only comes into action when the user is faced with an incoming attack.Once an attack is about to strike the sphere, the sealing tag will activate and cover the inside of the barrier with a malleable magenta barrier. The purpose of this technique is derived from Scoria’s explosive nature and the bouncy like properties of barrier. Upon an attack colliding with the outside of the scoria technique it will puncture the scoria shield and release its explosive nature. The thing so special about this, is that, instead of releasing an omnidirectional and random explosion, the malleable barrier surrounding the user will cause for the explosion to rebound backwards. So instead of the explosion being released into the surrounding area it will instead be released into a focused area. If the user decided to use a semi-circle, the barrier will cause for the explosion to be rebounded in the direction the shield is facing. However, if a full barrier is used then the user will be capable of releasing the explosion an outward manner from the spherical barrier. This technique allows for the user to defend against attacks and redirect them if desired. If the user is using this technique to redirect an attack it will only be capable of redirecting S-rank attacks (following the Strengths/Weaknesses of Scoria) back at the opponent with damage equivalent to free-form. Regarding A-rank and below attacks, the user is free to redirect the attack back at the opponent with equivalent damage. If no attack is present to be redirected or if the user chooses, they can choose to use the malleable properties of the barrier and release an explosion up to Short-range of where the barrier was. The power of this explosion depends on the attacks that triggered it, for example if used against an S-rank attack a free-form explosion will be released and so on and so forth for A-rank and below attacks according to the strengths/weaknesses of scoria. The user is also free to deflect F-rank attacks according to the strengths of Scoria. When defending against an attack the shield is able to defend against any damage of the ranked attack that triggered it.

Note: Can only be used twice with a turn cool down.
Note: The shield can be used to defend allies as well.
Note: No Scoria jusu above A-rank next turn.

¤ Declined, this barrier has been done before. The only notable difference is the infusion of your CE instesd of raw chakra ¤

(Mokushiroku no 3 tsuki) ⌭ Scoria Release: Royal Ignition
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: +20 to Fire Jutsu
Description: A technique designed to enhance the strength of fire based jutsu the user casts. By performing an extra hand seal at the end of one of their fire jutsu the user will cause scoria to shoot forward from the earth or from the nearest scoria sight and launch itself into the fire technique. By doing this the user will be capable of increasing the concussive and destructive power of the flames. Due to scoria’s explosive nature it will give said technique extra damage points whenever it makes contact with a surface. Additionally, if said fire jutsu already possesses explosive properties then then scoria inside of it will simply expound upon that. Essentially, the user will infuse small pieces of scoria inside of their fire technique and increase its strength by adding twenty damage points when the technique makes contact with something or when the user chooses to release it.

Note: Can only be used four times
Note: No Scoria above A-rank next turn

Bleach Approval:

Bleach Permission:
Submitting another CEJ this cycle since I passed my sensei test here:

(rirīsu: Shūsei unmei) Bleach Release/Lightning Release: Zeus Empowerment
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: +20 to Bleach jutsu
Description: One of the reasons that bleach is weak to lightning is because it causes bleach to undergo rapid catalysis which eventually leads to it losing its corrosive effects. However, while it is becoming ionized by the lightning it also becomes more corrosive at that moment. Zeus Empowerment will allow for the user to increase the strength of one of their bleach techniques for a brief moment. By performing a single hand seal at the end of one of their bleach techniques the user will infuse a small amount of lightning chakra (B-rank) into one of their Bleach techniques. The infusion of chakra costs a move and happens right after the technique was released. By infusing chakra into the technique, the user will be able to increase the strength of their bleach technique momentarily by increasing its corrosive effects through rapid catalysis. The drawback of this is that the ionization process causes the bleach to lose its corrosive effects shortly after it was done making this technique not ideal for techniques that are sustained on the field. The effects of this technique last only one turn and afterwards will cause the bleach to dissipate and become powerless.

Note: Can only be used four times
Note: Not bleach above A-rank next turn





¤ Both Approved ¤
 
Last edited by a moderator:

Shady Doctor

Legendary
Joined
Mar 21, 2012
Messages
19,584
Kin
1,504💸
Kumi
20,401💴
Trait Points
40⚔️



( Suteijian Suiton: Sutikusu dōbu~tsuen no mezame ) Ξ Stygian Water: Awakening of The Styx Zoo
Rank: D-S
Type: Supplementary | Offensive | Defensive
Range: Short - Long
Chakra Cost: 10-40 ( -10 per turn / 15 per turn for S ranks )
Damage Points: 20-80
Description:
This technique is simple in nature, yet proves to be a very useful asset to the Stygian water element. The user, by the proper amount of Chakra sacrifice, is able to create and maintain creatures of all sorts that hold a form of sentience to them. These creatures can vary In shape, size and form, which are limited only by the user's imagination and knowledge on animals. All the creations would still hold their usual anatomical features such as flight if they had wings etc. Of course, these creations would be capable of being brought to life from either the user directly, a body of water (regular or Stygian) or any other source that is high on water. S rank usages of this would require 3 hand seals, A rank would require 2, while B rank and lower can be created simply by chakra control needed. Once a creature/creatures is created, it can maintain itself with limited sentience (attacking/differentiating friends foes, defending etc) and can stay active either untill destroyed or the user doesnt have enough chakra to sustain them.

Note: S rank variant can only be used 3 times
Note: Using A-rank variant will require a one turn cool down after the creation is gone, and S rank will require 2 turns.
Note: Multiple creatures can be made with a single use, but power will be split accordingly.

¤ Declined, A rank 4 turns max. S rank 3. B rank and up will require at least 3 handseals, same for the first jutsu. Specializing allows you to use it with one seal but all B ranks and up require hand seals now. ¤

( Suteijian Suiton: Sutikusu zettai shidō ) Ξ Stygian Water: Styx Absolute Guidance
Rank: B
Type: Supplementary
Range: Short - Long
Chakra Cost: 20 ( -10 per turn )
Damage Points: N/A
Description:
Sutikusu zettai shidō is the sister technique of , though instead of focusing on a defensive mechanism this focuses entirely on offense. As in the above-mentioned technique, Sutikusu zettai shidō creates a light mist of Stygian water around the battlefield which can be created from Water sources, other mist, rain and Stygian water itself (or directly from the user). The mist itself is too light to Carry any corrosive properties and is barely visible, but it does carry the same Chakra detection properties as its sister technique. What this Chakra detecting mist does is react to foreign chakra; Again, like its sister technique, which gives the user himself no sort of sensing or detection. This allows the mist to navigate other Stygian Water techniques used within it; Guiding the attacks to the largest mass of foreign Chakra detected within. This gives the user an almost "absolute" assurance that their attacks won't be evaded when they need to surely finish the job. A unique feature of this technique is that through the use of the "Chakra per turn" it passively saps from the user, the mist will continuously spread and re-form unless completely gotten rid of. This simply makes up for the weakness it has against low rank winds, allowing it to maintain itself against inadequate responses to it.

Note: Lasts 4 turns
Note: Needs a 2 turn cool down between uses.

¤ Declined, if weakened, the mist reforming will not regain strength; it'll just refill the area with the most at weaker levels. This with the rest of Stygian Water can become abusive and I should point out it doesn't let Stygian techs bend around other defenses because you make it so it "won't be evaded". You need to expand on what exactly this does for the technique. ¤
( Suteijian Suiton: Sutikusu dōbu~tsuen no mezame ) Ξ Stygian Water: Awakening of The Styx Zoo
Rank: D-S
Type: Supplementary | Offensive | Defensive
Range: Short - Long
Chakra Cost: 10-40 ( -10 per turn / 15 per turn for S ranks )
Damage Points: 20-80
Description:
This technique is simple in nature, yet proves to be a very useful asset to the Stygian water element. The user, by the proper amount of Chakra sacrifice, is able to create and maintain creatures of all sorts that hold a form of sentience to them. These creatures can vary In shape, size and form, which are limited only by the user's imagination and knowledge on animals. All the creations would still hold their usual anatomical features such as flight if they had wings etc. Of course, these creations would be capable of being brought to life from either the user directly, a body of water (regular or Stygian) or any other source that is high on water. Any B rank or higher usages will require 3 hand seals. Once a creature/creatures is created, it can maintain itself with limited sentience (attacking/differentiating friends foes, defending etc) and can stay active either untill destroyed or the user doesnt have enough chakra to sustain them.

Note: S rank variant can only be used 3 times and A-rank only 4
Note: Using A-rank variant will require a one turn cool down after the creation is gone, and S rank will require 2 turns.
Note: Multiple creatures can be made with a single use, but power will be split accordingly.


( Suteijian Suiton: Sutikusu zettai shidō ) Ξ Stygian Water: Styx Absolute Guidance
Rank: B
Type: Supplementary
Range: Short - Long
Chakra Cost: 20 ( -10 per turn )
Damage Points: N/A
Description:
Sutikusu zettai shidō is the sister technique of , though instead of focusing on a defensive mechanism this focuses entirely on offense. As in the above-mentioned technique, Sutikusu zettai shidō creates a light mist of Stygian water around the battlefield which can be created from Water sources, other mist, rain and Stygian water itself (or directly from the user). The mist itself is too light to Carry any corrosive properties and is barely visible, but it does carry the same Chakra detection properties as its sister technique. What this Chakra detecting mist does is react to foreign chakra; Again, like its sister technique, which gives the user himself no sort of sensing or detection. This allows the mist to navigate other Stygian Water techniques used within it; Guiding the attacks to the largest mass of foreign Chakra detected within. This gives the user an almost "absolute" assurance that their attacks won't be evaded when they need to surely finish the job. Although the techniques would “follow” the biggest foreign chakra source, it wouldn’t be capable of bending around or avoiding things at will. It would mindlessly move towards its target in a linear fashion. A unique feature of this technique is that through the use of the "Chakra per turn" it passively saps from the user, the mist will continuously spread and re-form unless completely gotten rid of. This simply makes up for the weakness it has against low rank winds, allowing it to maintain itself against inadequate responses to it. When reforming it also doesn’t regain full power. It would still be weakened depending on the clash, but would simply still spread and take effect accordingly.

Note: Lasts 4 turns
Note: Needs a 2 turn cool down between uses.

¤ Both Approved ¤
 
Last edited by a moderator:

Vegeta

Active member
Supreme
Joined
Apr 14, 2012
Messages
36,544
Kin
1,047💸
Kumi
7,487💴
Trait Points
0⚔️


( Chōkuton/Doton - Sukurōru no fukushū ) Chalk/Earth Release - Skrawl's Revenge
Type: Offensive/Defensive/Supplemental
Rank: B
Range: N/A
Chakra Cost: 20
Damage Points: Depends
Description: By infusing their Chōkuton into an Earth technique, the user is able to passively infuse it with Chalk dust in the form of small words, all the same word, "Explode". While this will not allow the user to create/animate anything with the chalk, by adding the chalk dust it will however translate into a damage increase of +20 to techniques S rank and below from the explosion, while techniques which originally did no damage will now deal it in occurrence to it's rank (but will not gain the inherit damage increase). The user is able to localize where they want the chalk dust to be on the earth technique, to assure they are not hit by collateral damage. Using chakra control, they are able to direct the explosion in the direction they wish, ie; away from themselves. When the explosion occurs, chalk dust will fill the air further irritating the enemies eyes and hindering their view. Since it is the users chakra, it is possible to use the remnant chalk dust present from the explosion as a source for other techniques.
Note: If used on A rank and above Earth it will require 1 hand seal to activate on top of whatever seals are needed for the Earth technique.
Note: 4x per battle, 1 turn cool down between uses

¤ Declined, Chalk doesn't have explosive properties ¤

( Chōkuton - Chōkuzōn ) Chalk Release - Chalkzone
Type: Supplemental
Rank: A
Range: Short-Long
Chakra Cost: 30 (-5 per turn)
Damage Points: N/A
Description: Using their Chōkuton the user will create fine, granules of chalk dust to rise from the ground and fill the air thru out the area. The chalk dust is near invisible to the air because of how small the granules are, and will not hinder anyone's sight, it's only purpose is to coat the area with the users chalk. Being linked to the user, it acts as a mini-map of sorts, allowing the user to sense any movement within the fine layer of chalk dust. Because of how spread out it is, simply blowing it away with a wind technique will not work, as the entire amount would need to be removed and can easily refill any area's cleared as it draws chakra from the user each turn creating more dust on its own and completing the repair without need for the user to act.
Note: Once activated lasts until the user ends it or can no longer give chakra for it to remain active, or is completely destroyed

¤ Approved ¤
 
Last edited by a moderator:

Shinta

Active member
Legendary
Joined
Dec 11, 2010
Messages
19,097
Kin
1,184💸
Kumi
9,485💴
Trait Points
0⚔️



(Waraugasuton) - Laughing Gas
Rank: N/A
Type: N/A
Range: N/A
Chakra Cost: ( 10 per turn )
Damage Points: N/A
Description: This isn't a technique more so it is just the side effects and symptoms brought on merely by breathing in Laughing Gas as an anaesthetic substance. These are the same for everyone who breathes in medium to large doses of the gas unless stated in a technique that the amount in the technique is sub-anaesthetic which can be beneficial in it's usage both for healing and helping the mental faculties of the imbiber. Also by using their medical chakra the user can make their own body immune to the effects of Laughing Gas temporarily. This is similar to (Iryo Ninjutsu: Doku Teikouryoku) Medical Technique: Poison Resistance and is a passive ability only needing a move slot to initially activate. The chakra cost for this is 10 per turn.

Turn 1
-effected person loses the ability to control their own laughter
-muscles begin to twitch slightly effected person fidget and stutter causing them to only be able to use three hand seals in succession with nine in total in a turn. They also are unable to hold weapons or items being forced to drop them.
-Genjutsu is unable to be broken through pain, due to numbness that radiates from their lungs outwards towards their extremities
-afflicted has feelings of euphoria, feeling strong, happy, and confident as their inhibitions fade and cloud their thoughts.

Turn 2 and 3
-Prior symptoms worsen; unable to control their breathing due to the more noticeable and exaggerated laughter, preventing use of any jutsu that requires inhalation.
-Unable to perform more than two hand seals in succession, due to worsening muscle-twitching.
-Disorientation due from vertigo sets in as they lose feeling in there hands and feet, reducing the effected person's reaction speed lowering it by 1/4th.
-Additionally they are subject to numerous minor hallucinations clouding memory
to the point of amnesia causing them to forget the last turn of combat completely.

Turn 4
-Fits of manic laughter and crying set in as muscle twitching becomes seizures, causing the deep core muscles and lungs to burn and hurt, a pain not numbed by the effects of the gas.
-Muscle twitches are uncontrollable as intermittent seizures set in, resulting in random and uncontrolled spasms/movement.
-Hallucinations worsen as the landscape appears to twist and become distorted in colour perception, accompanied by auditory hallucinations. This all compounds in the effected person's reactions being reduced by half and their speed being reduced by 1/4th of their original levels.
-Amnesia worsens, causing the afflicted to forget the past four turns of combat.

Turn 5
-if a target has been breathing Laughing Gas for five turns successively, without breathing in regular oxygen or having an immunity, they will die due to oxygen deprivation.

¤ Declined, a few issues that clash with your CE and it's inherent effects; reading through the element and the effects it causes as stated and approved, it causes muscles to stiffen and stay in place, creating almost easy mobility as noted. This wouldn't cause people to drop held items, it's more likely to cause you to be unable to drop anything due to your limbs beginning to freeze up, more or less. The first turn effects causing this + prevention of breaking Gen via Pain and no more than 3 seals from just 1 turn of ingesting it might be pushing it, but since the first thing can't happen, it's okay. Second turn preventing jutsu you exhale + 25% tracking reduction and forgetting the last turn is going too far not to mention whatever damage the jutsu it's used alongside with happening. Make all of these take place after 3 turns, not 2. If the turn 4 effect is approved and it's used with a jutsu that causes damage, they will now have even more damage taken, forget likely most of the fight, half their speed and all of the last effects. Increase this to 5 turns and the last state to 7 turns and it will cause fainting in WSE. If left unhealed, then it will cause only turn 1 effects until healed but this only applies IF they pass out from the effects of the gas and gain health later on.

Tl;Dr, increase the time it takes for these effects to set in to 1 turn, 3 turns, 5 turns and 7 turns respectfully and remove some parts. I'll have to check other techs NK approved similar to this to make sure I'm not overrestricting this. ¤
(Waraugasuton) - Laughing Gas
Rank: N/A
Type: N/A
Range: N/A
Chakra Cost: (10 per turn)
Damage Points: N/A
Description: This isn't a technique more so it is just the side effects and symptoms brought on merely by breathing in Laughing Gas as an anaesthetic substance. These are the same for everyone who breathes in medium to large doses of the gas unless stated in a technique that the amount in the technique is sub-anaesthetic which can be beneficial in it's usage both for healing and helping the mental faculties of the imbiber. Also by using their medical chakra the user can make their own body immune to the effects of Laughing Gas temporarily. This is similar to (Iryo Ninjutsu: Doku Teikouryoku) Medical Technique: Poison Resistance and is a passive ability only needing a move slot to initially activate. The chakra cost for this is 10 per turn.

Turn 1
-effected person loses the ability to control their own laughter.
-muscles begin to stiffen slightly as they involuntarily contract with mild pain.
-Genjutsu is unable to be broken through pain, due to numbness that radiates from their lungs outwards towards their extremities.
-afflicted has feelings of euphoria, feeling strong, happy, and confident as their inhibitions fade and cloud their thoughts.

Turn 3
-Prior symptoms worsen; unable to control their breathing due to the more noticeable and exaggerated laughter, preventing use of any jutsu that requires inhalation.
-Unable to perform more than four hand seals in succession, due to worsening muscle-stiffness and pain.
-Disorientation due from vertigo sets in as they lose feeling in there hands and feet, reducing the effected person's reaction speed lowering it by 10%.
-Additionally they are subject to numerous minor hallucinations.

Turn 5
-Fits of manic laughter and crying set in, causing the deep core muscles and lungs to burn and hurt, a pain not numbed by the effects of the gas.
-breathing and movement become difficult as the muscles required begin to lock-up.
-Hallucinations worsen as the landscape appears to twist and become distorted in colour perception, accompanied by auditory hallucinations. This, with muscle contractions, compound in the effected person's reactions being reduced by 20% and their speed being reduced by 20% of their original levels.

Turn 7
-if a target has been breathing Laughing Gas for five turns successively, without breathing in regular oxygen or having an immunity, they will die due to oxygen deprivation.
-in the WSE, this would cause fainting and unless healed would cause them to constantly be afflicted by turn 1 effects after fainting.

¤ Approved ¤
 
Last edited by a moderator:

Ushiro

Active member
Legendary
Joined
Apr 23, 2010
Messages
13,005
Kin
768💸
Kumi
99💴
Trait Points
50⚔️
CE

(Lithos rirīsu: Shūsei unmei) Lithos Release: Servant of the Overlord
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user will first perform three hand seals and release a burst of Lithos chakra from all over their body to form armor composed entirely of Lodestone. This technique will essentially allow the user to become a walking magnet and allow them to manipulate magnetic fields as they please. Once the armor has formed around the user, a magnetic field will extend up to five meters around them and will bestow upon the user a variety of abilities. The first main ability derives from the user’s innate ability to manipulate magnetic fields at the cost of a move. By spending a move, the user can control a magnetic field with strength up to S-rank and can extend their magnetic field up to ten meters. This control can allow the user to manipulate any magnetic material to their will and cause it to be attracted to the user or allow them to use it as an attack against the opponent with strength up to S-rank. This ability, however, is limited in the force it can redirect at an attack at the opponent with, for example, if the opponent launched an S-rank attack at the user then they would only be capable neutralizing the technique and causing it to be sent back at free-form damage. Logic wise, these magnetic fields can also be used to repel objects. In order to widen the scope of their abilities, the user is free to use one of the innate properties of Lodestone which is to magnetize objects. This could be used in a variety of ways, for example, the user can use their magnetic field to magnetize a piece of the ground around them in order to lift a large boulder that can be used as a defense or an offense up to S-rank. Additionally, when it comes to magnetizing objects, the user is also free to bestow upon ordinary objects a magnetic field that they will be capable of utilizing as they choose. An example of this in action would be the user bestowing a sword with a magnetic field and the user now being able to control it without actually having to lift their arms. The limit of the items this can affect is mainly determined by what is in reach of the magnetic field and as long as the combined ranks of the items don’t exceed S-rank. Finally, the last two abilities of the armor are supplementary in nature. The first ability, allows for the user to sense any disturbance that happens to occur inside of the magnetic field that is being emitted five meters around the user. Instantly upon something coming into contact with the field the user will be notified of its location and normally the magnetic field will, on its own accord, cause the object, if magnetic in nature, to orbit within the magnetic field if it is free-form in damage. Lastly, the user will be capable of extending their magnetic field, at the cost of a move, to affect a certain area up to ten meters away and once done they manipulate the poles of the magnetic fields to attract together, this essentially allow the user to move 2x their base speed towards another location. The user is free to mold chakra natures other than the ones Lithos stone is based since Lithos stone is a permanent magnet and the user does not have to constantly infuse chakra into it. Essentially, the user just has to spend a move to activate one of the armor's abilities.

Note: Can last up to four turns
Note: Can only be used twice with a two turn cool down
Note: Cannot use S-rank or above Lithos jutsu while active.
Note: Cannot use Lithos jutsu above A-rank the next turn.

¤ Declined, you're cramming too many abilities into 1 S rank custom; Creates a 5 meter field with the ability to manipulate anything within it, somehow able to make this field 10 meters with same control, able to sense anything in this field as well as able to use this field to increase your speed in battle. This is too much and i should be clear here: You can only control Lodestones magnetic force and much like the canon magnetism, this current can only be transferred through direct medium contact, meaning this armor cannot manipulate anything outside of its touch range. If you wish to target the earth, you're in contact with it. But you cannot use the armor as a medium for direct usage on opponents or others without direct contact being made. It's also a no on repelling and sending attacks back at opponents. ¤

(Lithos rirīsu: Shūsei unmei) Lithos Release: Tricks of the Fox
Type: Supplementary
Rank: S
Range: Long
Chakra: 40
Damage: N/A
Description: A diversion attack the user can use when faced with a powerful earth/solid based attack. This is a technique the user will use in the same time frame as one of their solid based jutsu. Upon formation and expulsion of the said jutsu the user will infuse it with a portion of their Lithos chakra by simply performing a single hand seal at the end of its needed requirements.The thing so special about this infusion is that the magnetic field of it will expand to great lengths and heights.. Once active the magnetic field will be increased exponentially and quickly span the entire battlefield in a matter of seconds. The jutsu has no other purpose other than to affect attacks with a powerful magnetic wave. Essentially, this technique will serve to cause any earth based attacks including KG/CE’s or any magnetic material to be thrown off as they will be attracted to the earth technique previously mentioned and cause them to miss the target. Just about any attack will be affected by this jutsu regardless of its damage. Regarding wider scale jutsu, this technique could possibly only control it to curve around the user a little, making it not ideal for wide scale attacks. An example of this technique in action would be the user using it on the earth golem technique and cause any incoming attacks to be directed towards it instead of the user. It is also possible to use this technique craftily which just means if the enemy is in between the earth technique and the attack then they could possible be hit with their own attack. The thing about this is that it will cause damage to which ever jutsu it was applied to. For example, if using it on an A-rank attack that is targeting the Stone Golem it will just ensure the fact that the Golem is hit with A-rank damage.

Note: Can only be used three times and no Líthos above A-rank next turn

¤ Declined, has no duration limit and the technique itself has issues, the main being the range. A technique of this scale will not be able to be used up to long range and have this level of useability nor will you be able to cause techniques of all kind to miss by bending their polarity or magnetic fields. These techniques need actual moderstion, no Magnetic trchnique of any kind will repel or attract all material and based on these two customs, that's the direction I feel you are attempting to go ¤
 
Last edited by a moderator:

Mudo

Active member
Immortal
Joined
Jan 5, 2012
Messages
46,496
Kin
355💸
Kumi
11,278💴
Trait Points
0⚔️
New Cycle: 1/06/2018 - 08/06/2018

RULES
1. Submit your Customs 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 Customs you want checked need to be included promptly.
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.
6. In regards to your new rankings, be mindful of what you can and can't submit.
The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.

Extra Note: Be Mindful of the updates in . Be aware of how many submissions you can and can't submit in one cycle now. Do not update techniques to add several lines of dialogue to where the original technique and the new one are two different techniques.
 

Howard

Active member
Supreme
Joined
Aug 17, 2010
Messages
33,078
Kin
1,430💸
Kumi
4,464💴
Trait Points
0⚔️
Awards
(Ekitai: Konran no Arashi ) - Oobleck Release: Bog of Bemusement
Type: Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30
Damage points: N/A ( 20 if trapped in the oobleck )
Description: The user when in direct contact with water or earth will perform two hand seals and use their suiton or doton chakra to mold the water or earth. This can rapidly turn the water or earth into oobleck creating a massive source of oobleck that takes the appearance of a large bog. Once created the user can control the consistency of the oobleck hardening it slightly allowing them to passively walk upon it's surface. If an opponent stands upon the bog or tries to walk or run on it they will quickly sink into the oobleck. Due to it's properties it will be hard to get out because as the opponent struggles to get out the oobleck takes on a solid property holding the opponent down. This additional has the potential to cause damage to anyone stuck in it. This is because if they struggle against it can crush bones under the sheer weight of the substance as it shifts between liquid and solid from force or pressure. This source of oobleck can be used for other jutsu as well. However it can only support jutsu A rank and below. At it's largest it is roughly the size of Swamp of the Underworld.
Alternatively while forming a water technique or while manipulating their own water technique in the same timeframe they can lace it with oobleck causing it to change it's consistency and properties to that of oobleck causing it to share it's strengths and weaknesses. Meaning the technique will be empowered through this process gaining twenty damage allowing the user to increase the rank of the technique by one up to S rank where it merely gains ten damage. This costs a move slot. Additionally when the bog is used as a source for oobleck techniques they have this same empowerment however it is passive in this manner.

Note: Can only convert inanimate Earth or Water sources or the user's water techniques
Note: This technique can change the terrain to the extent of Swamp of the Underworld but cannot turn an entire landmark into a source unless used multiple times.

⛧ Declined. The first sentence doesn't make much sense, as you can't turn earth or water into Oobleck through chakra transformed into Water OR Earth nature. Secondly, the line about it being as big as Swamp of the Underworld in size doesn't make much sense either since Swamp has no fixed size and can be as big as the user wants; you can say the transformation of the ground/water source into Oobleck can be big as the user wants, that's approvable. Declined to the add-on there in the newest paragraph; not allowing you circumvent the jutsu number limit for CEs by allowing you to turn any water jutsu into an Oobleck jutsu.⛧
(Ekitai: Konran no Arashi ) - Oobleck Release: Bog of Bemusement
Type: Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30
Damage points: N/A ( 20 if trapped in the oobleck )
Description: The user when in direct contact with water or earth will perform two hand seals and use their oobleck chakra to mold the water or earth into oobleck. This can rapidly turn the water or earth into oobleck creating a massive source of oobleck that takes the appearance of a large bog. Once created the user can control the consistency of the oobleck hardening it slightly allowing them to passively walk upon it's surface. If an opponent stands upon the bog or tries to walk or run on it they will quickly sink into the oobleck. Due to it's properties it will be hard to get out because as the opponent struggles to get out the oobleck takes on a solid property holding the opponent down. This additionally has the potential to cause damage to anyone stuck in it. This is because if they struggle against it can crush bones under the sheer weight of the substance as it shifts between liquid and solid from force or pressure. This source of oobleck can be used for other jutsu as well. However it can only support jutsu A rank and below. The bog can be as big as the user wants. Additionally when the bog is used as a source for oobleck techniques they have a passive empowerment increasing their damage by twenty damage and one rank up to A rank.
Note: Can only convert inanimate Earth or Water sources

‡ Approved ‡

(Ekitai: Subeta) Oobleck Release: Sparda
Type: Supplementary
Rank: B
Range: Short/Mid
Chakra cost: 20
Damage points: 40
Description: The user releases oobleck as he punches, kicks or uses basic taijutsu motions which allows for blasts of oobleck to be incorporated into free-form taijutsu and Taijutsu use that does not incorporate chakra usage. The user can also create 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 of oobleck 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 isn't fatal or life threatening. The blasts of oobleck have a blunt force impact akin to an Earth Release technique able to break bones and bruise organs. This justsu is more of a way to create openings in the opponent's stance or exploit openings or weak points in the opponent's stance. Once the oobleck hits the opponent it clings to their body and is hard to remove. The oobleck follows the strengths and weaknesses found in the element itself.
Notes:
-Can be used five times per battle
-The user can only create four blasts, arcs or waves with each use, with the total power divided between them.


 Approved 
( Ekitai: Biggubī no te! ) - Oobleck Release: Bigby's Hand!
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra cost: 20
Damage points: 40 ( +20 damage to a taijutsu technique )
Description: The user releases oobleck as he punches, kicks or uses basic taijutsu motions which allows for blasts of oobleck to be incorporated into free-form taijutsu and taijutsu use that incorporates basic or elemental chakra usage. This is possible because the user basically substitutes the chakra for oobleck instead of releasing oobleck. This can be done in the same timeframe as a taijutsu technique thus raising it's rank by one up to A rank for S rank or above it merely adds ten damage. The user can also create 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 of oobleck 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 isn't fatal or life threatening. The blasts of oobleck have a blunt force impact akin to an Earth Release technique able to break bones and bruise organs. This justsu is more of a way to create openings in the opponent's stance or exploit openings or weak points in the opponent's stance. Once the oobleck hits the opponent it clings to their body and is hard to remove. The oobleck follows the strengths and weaknesses found in the element itself as does taijutsu supplemented with oobleck with the oobleck acting as a defensive buffer.
Notes:
Can be used five times per battle with a one turn cool down.
The user can only create four blasts, arcs or waves with each use, with the total power divided between them.

‡ Declined ‡ Keep the original.
 
Last edited by a moderator:

Sasori

Active member
Legendary
Joined
May 31, 2014
Messages
15,264
Kin
1,327💸
Kumi
4,657💴
Trait Points
0⚔️
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.
Bleach Approval:
Bleach Permission:

Updating since the Notes section didn't make sense and also fixed hand seals.

(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 would require three hand seals and A-ranks would require two hand seals; but B-ranks and below would require one 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.

Note: S-rank can only be used thrice per battle. No Bleach techniques above A-rank in the same and next turn.
Note: A rank can be used once per turn and four times in all.

CE Approval:
Permission:

(Mokushiroku no tsuki) ⌭ Scoria Release: Tyrants Domain
Type: Offensive/Defensive/Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: (+20 to technique)
Description: This technique is foremost and entirely a supplementary one aimed to augment the user's solid techniques and earth based techniques by covering the user’s technique in a layer of scoria. By adding an extra hand seal at the end of a regular earth/solid technique , the Scoria bolsters it as the technique is being formed. By the time the technique actually comes into being it will be seen covered in a thick layer of Scoria making it appear dark brown in appearance. The infusion boosts the technique's offensive capability because of Scoria explosive nature but it also allows it to take on Scoria’ known S/W's when dealing with earth Jutsu that is, otherwise it just serves as a way to increase a techniques destructive capabilities. Just like with regular Scoria said technique will possess a dark brown look and explosive and durable nature. If using it on defensive technique it will give said technique the ability to defend against up to twenty additional damage points due to how sturdy scoria is.

Note: Can only be performed four times
Note: The user is unable perform Scoria techniques above A ranked in the next turn

¤ Both Approved ¤

(Mokushiroku no tsuki) ⌭ Scoria Release/Sealing Arts: Imperial Reign of the Abyssal Dragon
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 (-10 each turn)
Damage Points: NA
Description: The user will first perform three hand seals and one additional one at the end and focus their Scoria chakra somewhere throughout the field. This infusion of chakra will cause a massive fifteen meter tall dragon of scoria to spring from the ground and into the air. If this technique is being used around the opponent it must be summoned at least five meters away from them. Also, the moment the dragon springs from the ground the user will have create kanji transcripts over its body. Naturally, this dragon has the innate ability to fly which allows it to easily transverse the field. The user is also capable of using this dragon as a scoria source for one of their scoria jutsu. Once activated, the user will be able to utilize their new beast to attacks their adversary with a variety of abilities. The first ability of the dragon allows for it to spew out chunks of scoria from its mouth, and instead of sending these chunks of scoria towards the opponent, the user will instead cause the Scoria to collide together with one another, triggering an explosion in the process. The reason for doing this is to generate a wide scale shockwave that can potentially blow enemies and their attacks away with incredible power. This ability costs a move and is equal to S-rank and can reach up to fifteen meters of where it went off and spans up to ten meters in width. Next, is the dragons ability to spew from its mouth a wide scale array of bats crafted out of scoria. There will be a large number of bats making it difficult to count all them. Each bat will be controlled by the user and is able to be used to target the opponent. The purpose of this technique is to hit the opponent with a potent A-rank explosion that is difficult to avoid due to the numbers of bats. Essentially, due to the user’s control over the individual bats it makes it difficult to hit them with a pinpoint strike. For example, if the opponent launches an earth spear towards the bats, the user can cause them to disperse, allowing the spear to simply move in its designated direction without obstruction. Once in range, the user can control the bats to swarm in on the opponent from multiple directions or to cause them to attack from one direction. It is important to note, that there are enough bats to cover a ten meter radius which can translate into any kind of explosion that ranges up to ten meters; this is because the user can choose to have a small portion of the bats attack the opponent causing only a pinpoint on person explosion or they can cause a certain amount to attack causing a five meter scale explosion, it all depends on the scenario. It is also possible for the user to send these bats underground in order to surprise attack the opponent. Regarding the kanji transcripts on the dragon, the user will be capable of spending a move anytime they are faced with a Fire/Heat based jutsu (This also applies to CE’s) and if it is of A-rank or below and within three meters of the dragon, the user can utilize their dragon’s sealing properties in order to seal off the fire/heat based technique. This fire/heat is then replenished inside of the beast itself causing the gases inside of it to become more energized and causes the pressure/temperature to to increase. This simply translates to a twenty damage point increase for two turns in any Scoria jutsu formed from the dragon’s body. It is important to know that this seal can only be activated once. Lastly, if the dragon were to be destroyed, it would release a ten meter wide S-rank explosion from where it off, but the user cannot do this in the turn it was summoned; this effect of the dragon can be potentially dangerous to both parties if either one is in range when the explosion goes off.

Note: Can only last four turns
Note: Can only be used twice with a two turn cool down
Note: Cannot use S-rank or above Scoria jutsu after Jutsu ends

¤ Declined, remove the bats based portions. The size of the explosion also needs to decrease and understand you're at risk if inside it's range when it detonates. ¤
 
Last edited by a moderator:

Zatanna

Elite
Joined
Mar 2, 2012
Messages
8,683
Kin
4,926💸
Kumi
18,043💴
Trait Points
40⚔️
CE link

Amaiton: Ashura Mōdo | Sugar Release: Carnage Mode
Type: Supplementary
Rank: A-F
Range: Short
Chakra: 30-50
Damage: N/A (-15 to user for each turn of F rank)
Description:
The user will gather Sugar chakra around their body, creating a direct source for every muscle and fibre, providing a huge boost to energy allowing the body to be push to extreme limits.

Bakafu - Blast (A Rank)
With one instant surge of chakra around the body to the muscles, the user is able to move at 2x the speed they normally can allowing them to move and dash at incredible speeds. This movement lasts for mere seconds useful as an escape or closing distance technique.
Restrictions:
Can only be used 4 times per match
No techniques above S rank Next turn

Moeru - Blaze (S Rank)
Channelling Amaiton chakra around the body, the user creates a source of readily available energy allowing the muscles to work at their limits without losing any energy. The draw back to this is the lactic acid build up that comes afterwards. By fueling the muscles with sugar for 3 turns, the user moves at 3x their speed, giving a +15 to taijutsu due to the increase in speed.
Restrictions:
Can only be used 3 times per match
No other Sugar release techniques upon ending for 2 turns
No Techniques above S rank for 2 turns upon ending.

Kirakira - Glitter (F Rank)
One of the most dangerous and reckless uses of Amaiton, is the Glitter. Glitter surrounds the muscles in sugar chakra, with a ready supply effectively drowning the muscles in the chakra. Pushing the users body beyond normal safe limits, this mode effectively stresses and tears muscles due to the extreme strain put on them. While extremely dangerous, this does also give the user for 2 turns to move at 4x their speed, with an added bonus of +25 to their taijutsu. After the jutsu ends, the user is left extremely drained to the overloaded build up of lactic acid in their system and the risk of hypoglycemia.
Restrictions:
Can only be used twice per match
No other sugar release for 3 turns upon ending
No other techniques above A rank for 2 turns after ending.

¤ Declined, for starters this needs handseals for it's different usages. Second, I don't approve boosts above +20 or x3 speed without drawbacks at the same time as the technique. For this to be approved (Forbidden rank I mean), you will need to have some active drawback while it is in place as well as normal F rank drawbacks. Also, it would have one usage not 2. ¤
 
Last edited by a moderator:
Status
Not open for further replies.
Top