Custom Element Jutsu Submission

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BusinessManTeno

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Updating CEW Here:
https://animebase.me/threads/custom-elements-jutsu-submission.13700/page-40#post-21201249

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

  • If the eye inside the ring turn yellow it will causes the ring to amplify the users earth and fire chakra, overall actively boosting the phosphorus techniques released from the user by +1 Rank up to 3 times per battle by sending a surge of chakra into their chakra network being somewhat of foreign chakra that completely boost the users own chakra This will be applied to a phosphorus technique as it forms, being in the same timeframe as said phosphorus technique but counts as a turn .
  • If the eye inside the ring turn white it allows the user to send fire chakra into any phosphorus the ring can sense.The fire chakra would act as a "spark" to ignite the phosphorus Phosphorus is even found in the ocean (Water), and the Earth (Rocks, and minerals). This serves as a defensive purpose more than offensive but does allow for offensive purposes, allowing the user to ignite the phosphorus overall breaking down the jutsu or cause a small explosion. The defensive portion can be done towards things that contain phosphorus (except entities) of similar rank or lower. While the offensive purpose can only be done on non jutsu fueled elements. I.E Water source, the ground, or anything that contains phosphorus with an A rank ignition explosion up to short range.
  • If the eye inside the ring turns silver, it allows the user to create C rank earth spikes from an already existing phosphorus source. This is very similar to the craft technique but it does cost a move slot and wherever phosphorus is present which doesnt need to be a jutsu, a spike can emerge. The spike is as powerful as the C rank earth spikes. The great thing about this though is since its emerging from an already phosphorus source, it doesnt shake or vibrate the ground as it emerges Counts as one of the users turn but can activate this alongside other techniques, allowing it to be in the same timeframe as another technique shall the user wish
  • If the eye inside the ring turns red, it means the user is dead. Due to the ring is linked to the users chakra and heart beat. It has a self trigger. Once the users chakra been fully depleted, or he dies, the eye in the ring will turn red. Once it turns red, it will flood the users whole body and chakra network with phosphorus within mere seconds. As It does this, the ring will catch fire, igniting the users whole body causing the body to violently explode in flames, catching anybody within mid range of the violent explosion
Note: Can only use one of the special ability functions of the ring at once
Note: Cant use each special ability back to back (One turn cool down)

?Approved. Edits made.?
_____
Updating Tungsten Techniques here: (first Technique is called earth conversion, last technique is called dome protection or something)
https://animebase.me/threads/custom-elements-jutsu-submission.13700/page-36#post-20701016

Permission to submit here:
https://animebase.me/members/kagutsuchi.9279/#profile-post-comment-7211

(Tangusuten: doton kaishin) Tungsten release : Natures Conversion
Rank: S
Range: Short
Type: Supplementary
Chakra: 40
Damage: N/A (+1 Rank up to S rank/ +20 to S rank)
Description: The user will converge every earth jutsu done by the user to be coated in tungsten with the same power as tungsten. This is done by the user adding an additional handseal to all earth techniques. This will then give the earth jutsus a layer of silver tungsten as it forms. This can be done in an offensive manner, defensive, and even supplementary. All earth techniques have the same properties of tungsten, meaning it would be stronger then earth, fire, water etc.

Note: This technique is applied to earth jutsus by simply adding one handseal thus having this done in the same time frame, but cost a move slot
Note: Can only be done three turns per battle
Note: Cant use any tungsten techniques in the same turn this jutsu is applied

?Declined. Bypasses the CEJ limit.?

(Tungusuten: Tentei Souzoubutsu) Tungsten Release: Deity Of Creations
Type:
Offensive | Defensive
Rank: C-S
Range:
Short - Long
Chakra: 15-40
Damage:
30-80
Description:
This is a very simple technique where the user releases his tungsten chakra from his body or the ground, creating weapons or techniques to their liking's. The weapons and technique can range from walls, spikes, pillars, swords, etc. The techniques used can not exceed the diameter of 10 meters high, and 5 meters wide, being somewhat limited, while A and S rank dimensions are tripled, meaning they can reach 30 meters high and 15 meters wide thus not being limited to what the user can create by imagination but must be reasonable.

Note:
Note: S rank can be used twice, A rank can be used three times

Note: A-rank version requires two handseals, while S-rank version requires three
Note: Must wait 1 turn to use tungsten again if using A-S rank version of this

?Approved. Edits made.?

(Tangusuten :Mayu Saisei) Tungsten Release: Cocoons Rebirth
Rank: S
Range: Short-Long
Type: Defense
Chakra: 40
Damage: N/A
Description: This technique utilize tungsten in a way that it protects the user and can be done in multiple ways. This can be done up to long range around his opponent by doing three handseals then slamming their hands on the ground. By doing this, a tungsten dome erupt from around the opponent up to short range all around this. This would restrict them and trap them. By keeping their hands on the ground they can keep fueling the dome, not allowing it to be destroyed by weakening it, but can only be destroyed by overall collective damage. If the user isnt fueling it, then it can be destroyed by weakening it. While it can be used in the same way around the user up to short range, only using one handseal. This would serve as protecting the user and those whom are around him, by channeling phosphorus up to short range, then causing a dome to erupt. Lastly the user can do this simply around himself, inches from his body, similar to a cocoon. This can only be used for a certain period of time due to the lack of oxygen.
Note: User can only use this twice
Note: Dome last for two turns unless destroyed
Note: Cant use tungsten above A rank in the next two turns

?Declined. Using phosphorus would make this a Phosphorus/Tungsten hybrid CEJ. This is also gonna require at least three handseals for any way you use it.?

(Respira) ☯ Breathe
Type:
Weapon
Rank: S
Range: N/a
Chakra: N/a (-20 per usage)
Damage: N/a
Description: Respira is a ring or two rings that was forged decades ago that is very unique in its own way. The ring itself is made from special phosphorus chakra infused with the users chakra at all times, creating a link to the users chakra system and heart rate. The ring is able to pick up and sense phosphorus no matter how little or big the amount. The ring has an eye pendent in it which is also infused with phosphorus chakra which changes colors upon what type of usage is being done by the user. Yellow, Red, White, and Silver. Only those who are granted the blessings of the ring is able to harbor it (Those with the phosphorus element). Outside of the other abilities thats highlighted, the user is able to come into physical contact with something, igniting it almost instantly by channeling phosphorus chakra into it, while igniting. For example somebody can toss a huge boulder at the user, the user will punch the rock, causing phosphorus to be sent into said object and igniting it. This can be used on any element outside of lightning which negates the affect and can be used only once per turn on techniques of similar rank or lower being purely defensive in nature.

  • If the eye inside the ring turn yellow it will causes the ring to amplify the users earth and fire chakra, overall actively boosting the phosphorus techniques released from the user by +1 Rank up to 3 times per battle by sending a surge of chakra into their chakra network being somewhat of foreign chakra that completely boost the users own chakra This will be applied to a phosphorus technique as it forms, being in the same timeframe as said phosphorus technique but counts as a turn .
  • If the eye inside the ring turn white it allows the user to send fire chakra into any phosphorus the ring can sense.The fire chakra would act as a "spark" to ignite the phosphorus Phosphorus is even found in the ocean (Water), and the Earth (Rocks, and minerals). This serves as a defensive purpose more than offensive but does allow for offensive purposes, allowing the user to ignite the phosphorus overall breaking down the jutsu or cause a small explosion. The defensive portion can be done towards things that contain phosphorus (except entities) of similar rank or lower. While the offensive purpose can only be done on non jutsu fueled elements. I.E Water source, the ground, or anything that contains phosphorus with an A rank ignition explosion up to short range.
  • If the eye inside the ring turns silver, it allows the user to create C rank earth spikes from an already existing phosphorus source. This is very similar to the craft technique but it does cost a move slot and wherever phosphorus is present which doesnt need to be a jutsu, a spike can emerge. The spike is as powerful as the C rank earth spikes. The great thing about this though is since its emerging from an already phosphorus source, it doesnt shake or vibrate the ground as it emerges Counts as one of the users turn but can activate this alongside other techniques, allowing it to be in the same timeframe as another technique shall the user wish
  • If the eye inside the ring turns red, it means the user is dead. Due to the ring is linked to the users chakra and heart beat. It has a self trigger. Once the users chakra been fully depleted, or he dies, the eye in the ring will turn red. Once it turns red, it will flood the users whole body and chakra network with phosphorus within mere seconds. As It does this, the ring will catch fire, igniting the users whole body causing the body to violently explode in flames, catching anybody within mid range of the violent explosion
Note: Can only use one of the special ability functions of the ring at once
Note: Cant use each special ability back to back (One turn cool down)

Declined. Keep the original.
-Drackos


(Tangusuten :Mayu Saisei
) Tungsten Release: Cocoons Rebirth
Rank: S
Range: Short-Long
Type: Defense
Chakra: 40
Damage: N/A
Description: This technique utilize tungsten in a way that it protects the user and can be done in multiple ways. This can be done up to long range around his opponent by doing three handseals then slamming their hands on the ground. By doing this, a tungsten dome erupt from around the opponent up to short range all around this. This would restrict them and trap them. By keeping their hands on the ground they can keep fueling the dome, not allowing it to be destroyed by weakening it, but can only be destroyed by overall collective damage. If the user isnt fueling it, then it can be destroyed by weakening it. While it can be used in the same way around the user up to short range, only using three handseal. This would serve as protecting the user and those whom are around him, by channeling tungsten up to short range, then causing a dome to erupt. Lastly the user can do this simply around himself, inches from his body, similar to a cocoon. This can only be used for a certain period of time due to the lack of oxygen.
Note: User can only use this twice
Note: Dome last for two turns unless destroyed
Note: Cant use tungsten above A rank in the next two turns
Approved by Sasori. Made edits.
 
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Goetia

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Dendera Light

Dendera Light

(Kōshiton: Ra-Horakhty) – Dendera Light Release: Pillar of the Two Horizons
Type:
Supplementary
Rank: A – S
Range: N/A
Chakra: 30 – 40
Damage: N/A
Description: Pillar of the Two Horizons focuses on the nature of Dendera Light as a superconductor of energy. This technique is an infusion with two usages that revolve around this quality, imbuing any energy-based technique of choice with unique effects upon the incorporation of extra chakra into said technique. Performing either of these applications can be done so in the same timeframe as the creation of the chosen target, or anytime it is on the field, and each infusion’s duration is equivalent to that of the chosen target. The S-Rank application also applies the effects of the A-Rank application.

East Horizon: The East Horizon is the lesser A-Rank application, and once performed, allows the chosen technique to absorb other jutsu whose elements are based in lightning/electricity. Whilst Dendera Light already has the natural capacity to draw in energy, this technique amplifies the strength of this absorptive quality, allowing for a targeted technique to fully absorb other techniques in a clash. Absorption follows the S&W scheme of the host technique (equal rank for neutral elements, one element higher for elements weak to host jutsu, one rank lower for elements strong to host jutsu), meaning that techniques of a high enough rank, or ones whose element the host jutsu is weak to, will instead clash with the targeted technique normally. Successful absorptions will result in the targeted technique being strengthened by the energy it stores within itself, increasing in strength by a single rank, or 10 damage points for F-Rank techniques and higher. The East Horizon application is usable once per turn, and requires a single turn cooldown before subsequent use, and can be invoked a total of four times per battle.

West Horizon:
The West Horizon is the greater S-Rank application, and has two functions. The first is the increased range at which other techniques can be absorbed by the targeted jutsu. Where the East Horizon allowed for absorption upon direct contact, the West Horizon greatly expands the range at which absorption can occur, allowing a targeted jutsu to absorb other techniques from up to mid-range distance. The second effect of the West Horizon allows the user to take control of the excess energy stored within the technique targeted by any application of the Two Horizons, releasing it from said technique in the form of another Dendera Light jutsu. The strength of this new technique is the sum of the combined strength of each technique absorbed by target jutsu, e.g. producing an S-Rank technique from the target jutsu which has absorbed two A-Ranks. While this ability is passive, it reverses the enhancements granted to the technique originally targeted by Twin Horizons, returning it to its original strength. The newly produced Dendera Light can exhibit the characteristics of raw, unmanipulated energy as outlined in Primordial Abyss or Key of Eternity, or be turned into basic familiars as described in Hand of Anubis. The West Horizon can be performed thrice per battle, with a single turn cooldown between uses.

? Approved, edits made. Similar to your previous submissions, absorbing any jutsu isn't gonna be allowed as your CE specifically notes that it absorbs electrical and lightning-based energy, so I edited that into this.?


(Kōshiton: Ra-Horakhty) – Dendera Light Release: Pillar of the Two Horizons
Type: Supplementary
Rank: A – S
Range: N/A (Short – Long)
Chakra: N/A (+10 – 20)
Damage: N/A
Description: Pillar of the Two Horizons focuses on the nature of Dendera Light as a superconductor of energy. This technique is an infusion with two usages that revolve around this quality, imbuing any energy-based technique of choice with unique effects upon the incorporation of extra chakra into said technique. Performing either of these applications can be done so in the same timeframe as the creation of the chosen target, or anytime it is on the field, and each infusion’s duration is equivalent to that of the chosen target.

East Horizon: The lesser A-Rank application, Earth Horizon infuses the targeted technique with additional chakra (+10), and applies two effects. The first, and more basic effect, is a simple increase in power, equivalent to +1 Rank, with techniques above S-Rank being granted +20 damage instead. The second is the effective transformation of the targeted jutsu into a superconductor, allowing for the total absorption of techniques it clashes with. Though Dendera Light already has the natural capacity to absorb energy, this technique enhances that quality. Absorption follows the S&W scheme of the host technique (equal rank for neutral elements, one rank higher for elements weak to it, one rank lower for elements strong to it). Techniques based in Lightning Release (having Lightning as a component or being Lightning Release) and respecting the S&W of the jutsu targeted by East Horizon will be passively absorbed without weakening it, but techniques which are of sufficient strength or aren't based in Lightning Release will clash normally instead. The East Horizon requires a single turn cooldown between uses, and can be used four times per battle.

West Horizon:
The West Horizon is the greater S-Rank application, and greatly enhances the effects exhibited by the East Horizon. The first being the amount of power granted by the infusion. By infusing a greater quantity of chakra (20 chakra cost, but the technique only gains +10 points), the technique will gain an additional 30 damage points. The absorption capability is identical to the effects outlined in East Horizon, though the range at which the targeted jutsu can absorb other techniques is greatly increased (jutsu up to mid-range away can be absorbed, respecting the aforementioned conditions). The West Horizon can be used twice per battle, and requires a two turn cooldown between usages. For the remainder of the turn in which West Horizon is activated, the user cannot perform other Dendera Light techniques above B-Rank, and for the duration of the subsequent turn, the user's Dendera Light is limited to A-Rank and below.

Approved.

-Drackos
 
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Vegeta

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Lithos Stone:
CE:
Permission:https://animebase.me/members/ushiro.37168/#profile-post-comment-3222

(Eien no chūsei kokoro) Lithos Release: Havoc of the King
Type: Supplementary/Defensive/Offensively
Rank: A
Range: Short-Long
Chakra: 30
Damage: NA or 60
Description: The user will perform two hand seals and cause the ground up to ten meters to be converted into Lithos stone. This technique can also be used to effect a specific portion of the ground that is not around the user. The purpose of this technique is to effect opponents and techniques with a magnetic force. Once an opponent or an attack that can be affected by a magnetic force stands on the lithos stone or is at maximum five meters above it they will become susceptible to the force. This magnetic will serve to draw all tools or jutsus towards the ground. Upon being affected, items such as: swords, kunai, and armors will be forced down towards the ground where it will remain pinned there. One special effect of this technique is that it can even bestow an object with its own magnetic field if it is in physical contact with the stone. Once this contact has been established it will be possible for the user to manipulate the poles of the Lithos stone on the ground, so that it attracts with the pole the bestowed object now has. Along with these effects, if desired, the user can give an object or person magnetic properties as long as they are in contact with the ground. In regards to jutsus, the user can cause the jutsus to become pinned to the ground, or manipulated in a different manner. It is also possible for the user to attempt to pin an opponent to the ground by inflicting their bodies with the stone. If desired, the user can attempt to immobilize the opponent with A-rank force, or attempt to slow them by x2 due to how the magnets will be pulling heavily on their body. The user can also choose to redirect affected objects or use them in any other manner. Additionally, the user can choose to affect an object on a person's body, but instead of the object being drawn downward by itself the user can choose to force the opponent down themselves along with said weapon. Furthermore, this technique can be used as a one time jutsu, or it can be prolonged if desired. If choosing to prolong the jutsu then the user it capable of utilizing any of this technique’s abilities at the cost of move as long as this jutsu is active. The can also choose to use this technique to slow down an opponent by x2 for as long this jutsu is active, or they can choose to use it as a one time ability. Essentially, this jutsu enables the user to affect objects with an A-rank magnetic force. Also, if desired the user can choose to inflict a crushing bind on objects affected by this technique. Lastly, this technique is perfect for unarming opponents of their weapons or tools because in most situations the opponent does not have an enhanced grip on their weapon, so the damage or rank of said weapon or tools plays little role in this.

Note: Can only be used four times, and can last four turns if desired.

¤ Declined, remove the parts about above the ground; just like normal Magnetism, this needs a medium to affect someone and the air isnt it. They need to be in direct contact with it. Also, how does this affect items above A rank/strong to Lithos? ¤

CE Approval: https://animebase.me/threads/custom-elements-bureau-iii.710828/page-6#post-21609464
Permission: https://animebase.me/members/sasori.215426/#profile-post-7518281

(Mokushiroku no 3 tsuki) ⌭ Scoria Release: Spirit of the Gods
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: +20 to Wind/Lightning Jutsu
Description: A technique designed to enhance the strength of Wind/Lightning based jutsu the user casts. By performing an extra hand seal at the end of one of their Wind/Lightning jutsu the user will cause scoria to shoot forward from the earth or from the nearest scoria sight and launch itself into the technique. By doing this the user will be capable of increasing the concussive and destructive power of the jutsu. Due to scoria’s explosive nature it will give said technique extra damage points whenever it makes contact with a surface. Additionally, if said 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 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. In the case of wind, the scoria will mix with the currents of the wind while with lightning it will have the scoria merged with itself.

Note: Can only be used five times

¤ Approved ¤
(Eien no chūsei kokoro) Lithos Release: Havoc of the King
Type: Supplementary/Defensive/Offensively
Rank: A
Range: Short-Long
Chakra: 30
Damage: NA or 60
Description: The user will perform two hand seals and cause the ground up to ten meters to be converted into Lithos stone. This technique can also be used to effect a specific portion of the ground that is not around the user. The purpose of this technique is to effect opponents and techniques with a magnetic force. Once an opponent or an attack that can be affected by a magnetic force stands on the lithos stone they will become susceptible to the force. This magnetic will serve to draw all tools or jutsus towards the ground. Upon being affected, items such as swords, kunai, and armors will be forced down towards the ground where it will remain pinned there. One special effect of this technique is that it can even bestow an object with its own magnetic field if it is in physical contact with the stone. Once this contact has been established it will be possible for the user to manipulate the poles of the Lithos stone on the ground, so that it attracts with the pole the bestowed object now has. Along with these effects, if desired, the user can give an object or person magnetic properties as long as they are in contact with the ground. In regards to jutsus, the user can cause jutsus to become pinned to the ground, or manipulated in a different manner. It is also possible for the user to attempt to pin an opponent to the ground by inflicting their bodies with the stone. If desired, the user can attempt to immobilize the opponent with A-rank force or attempt to slow them by x2 due to how the magnets will be pulling heavily on their body. The user can also choose to redirect affected objects or use them in any other manner.

Additionally, the user can choose to affect an object on a person's body, but instead of the object being drawn downward by itself the user can choose to force the opponent down themselves along with the said weapon. Furthermore, this technique can be used as a one-time jutsu, or it can be prolonged if desired. If choosing to prolong the jutsu then the user is capable of utilizing any of this technique’s abilities at the cost of a move as long as this jutsu is active. The user can also choose to use this technique to slow down an opponent by x2 for as long this jutsu is active, or they can choose to use it as a one-time ability. Essentially, this jutsu enables the user to affect objects with an A-rank magnetic force. Also, if desired the user can choose to inflict a crushing bind on objects affected by this technique. Lastly, this technique is perfect for unarming opponents of their weapons or tools because in most situations the opponent does not have an enhanced grip on their weapon, so the damage or rank of said weapon or tools plays little role in this.
Note: Can only be used four times, and can last four turns if desired. Note: Does not work on techniques that are strong to lithos and are a higher rank than this technique.

Leaving for Someone Else- Sasori


Declined: A couple things with this technique, namely, if you want this to be prolonged please put in a chakra drain and restriction. You will also be restricted to Lithos and the elements that comprise it if you wish to sustain this technique. Add a cooldown to this technique, has no mention of that anywhere. Also im assuming the opponent can rid themselves of the Magnetic affects on them by destroying the magnetic field on their bodies or...? Clarify for this technique. -Daemon
 
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Skorm

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Link to approved CE [x]
(Bisumaton/Fūinjutsu: Mākuobuinfamī | Bismuth/Sealing arts: Mark of Infamy)
Type:
Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: This technique is based on sealing tags capability of storing chakra and apply it wherever it is placed through tags. The user places a tag on any solid object that is within their reach. This tag is infused with huge quantities of liquid bismuth. When the seal is placed on a specific solid object(could be on anything), the user then performs a seal to act as the trigger. This activates the seal and tranforms the interior of the object that the seal is places on and replaces it with liquid bismuth, however, the exterior of the affected object remains the same. This is a perfect deception technique that can very well be placed on the ground, activated, and as soon as someone steps on the surface it will burst and entrap their feet in hot bismuth. The tag contains enough bismuth to affect objects that are 10 meters long. If used on a human, their entire interior will graduately start to become heavier and they will feel extreme pain as the liquid bismuth starts to spread inside of them. If the seal is not removed within two turns after its activated it will kill the target. The seal can be placed on enemy tools or weapons to destroy them from the inside. The seal itself is A rank but the quantities of bismuth stored in the seal and the damage it seals is S rank. Only four seals can be used per battle and once it has been placed, the user cannot use bismuth techniques above A rank until one turn after the seal has been activated.

Note: Can only be taught by Skorm.
Note: If placed on an opponent one way they can overcome the bismuth among other ways is with a full-body surge equivalent or higher than this technique's chakra.
Approved by Sasori
 
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Geezus

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Plasmoid

(Purasumoidoton: Shishou no Jutsu) Plasmoid Release: Master Technique
Type: Supplementary/Offensive/Defensive
Rank: C - S
Range: Short-long
Chakra Cost: 15 - 40
Damage points: 30 - 80
Description: The user will focus perform a series of handseals ranging from one to three in order to create various forms of their Plasmoid chakra. The Plasmoid appears to be transparent with small sphere is located at its center that glows with a soft light as arcing streams of energy that radiate from it. The created structure can expand rapidly in size and can be propelled towards the designated target. Depending on the users needs in the moments of it's creation, the tangibility of the Plasmoid can vary, being solid in mass, effective for blocking incoming techniques or semi intangible, allowing for a target to become trapped within it's confines. Once a target is hit with, or inside its confines the arcing energy would be drawn to the target, absorbing heat from the target weakening its' integrity. The center sphere then seems to explode with a tremendous amount of force, while the exterior walls of the structure effectively restrict the size of the blast radius or allow the blast to extend outward upon the targeted area. The size and shape of the structure is dependent on the amount of chakra the user fuels into it although a single structure cannot grow larger then a mid-ranged area. They can however be used like a projectile that reaches out to a long ranged area. The technique isn't limited to just affecting physical matter; it can also affect chakra-based defenses and intangible elements as well; But the resulting damage that this technique can produce varies considerably, being more effective against heat based elements.
Note:
  • Can only use S-ranked technique four times per battle.
  • Requires a one turn cool down following the use of the S-Rank variant
  • Constructs may be sustained with C and B ranks draining 5 additional chakra per turn while A and S ranks will drain 10 extra chakra per turn.
  • Can only be taught by LGeezy
Declined: As far as I'm concerned after several readings of your CE, Plasmoid can only exist in a solid form. So the Semi intangible application of this technique won't be allowed. I see what you were trying to go for like a pseudo dust release kinda thing but nah. Since targets cannot pass through the object to be trapped into it, rework how it destroys other techniques. - Daemon

(Fuinjutsu/Purasumoidoton: Fuma Shuriken) Sealing Arts/Plasmoid Release: Demon Windmill Shuriken

Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short-long
Chakra Cost: 40 (80 for two)
Damage points: 80 (100 for two)
Description: The user will focus their chakra as they place their hand to the side them creating a three dimensional Windmill Shuriken shaped construct of Plasmoid above the palm of their hand that is also embedded with a fuinjutsu script. The Plasmoid appears to be transparent with a small sphere located at its center that glows with a soft light as arcing streams of energy that radiate from it. What's unique about this technique is the fuinjutsu applied to the shuriken give it the ability to track the chakra source of a target, making it almost impossible to evade. This means that one must stop or block the Shuriken as simply moving out of it's path would be ineffective as the Shuriken will quickly correct course. The Shuriken is dense and extremely sharp able to slice a target as the arcing energy would be drawn to the target, absorbing heat from the target weakening it. The center sphere then seems to explode with a tremendous amount of force creating a short-ranged blast radius. The user is able to use double the chakra cost to effectually create two Shuriken, with one hiding within the shadow of the other, requiring some form of enhanced perception like Sensing or Doujutsu to notice the second Shuriken. The technique isn't limited to just affecting physical matter; it can also affect chakra-based defenses and intangible elements as well; But the resulting damage that this technique can produce varies considerably, being more effective against heat based elements.
Note:
  • Requires a two turn cool down and can only be used two times per battle
  • Can only use Double Shuriken once per battle
  • Can only be taught by LGeezy
Approved with Edits Made - Daemon


Hellfire Release
Permission to submit/resubmit techniques.

Fuinjutsu/Jigokuton ✟ Roku Jigoku - Daikyōkan Jigoku - (Sealing Arts/Hellfire Release: Sixth Hell - Hell of Great Wailing)
Rank:
S
Type: Attack/Supplementary/Defense
Range: Short-Long
Chakra: 40
Damage: 80
Description: Inspired by the "Circles of Hell" where Hell is a realm that houses the wicked in various levels, the user combines this with their fuuinjutsu to create a unique sealing technique that utilizes Hellfire chakra. In the 6th circle, heretics are said to be constantly pierced by giant iron nails through their tongue which is ripped out and regrown starting the process anew for all eternity. After performing the necessary hand seals Dragon->Horse->Ram->Tiger, up to 4 nails are formed out of the user's Hellfire Chakra proportionate to the size of the target. If multiple nails are summoned, this technique can be used to target multiple people, splitting the damage evenly. These must be formed at least 5 meters away from the target and will pierce into them to initiate the seal. The nails have been combined with the Sealing Tag's formulae so that once the nails pierce the target, movement and the ability to mold chakra are almost impossible while affected by this technique. However, takes one full turn for the seal to take full effect.
Note:

  • Only usable twice per battle with a two-turn cooldown in between usage.
  • Requires Adv. Fuuin
Approved - Daemon
(Purasumoidoton: Shishou no Jutsu) Plasmoid Release: Master Technique
Type:
Supplementary/Offensive/Defensive
Rank: C - S
Range: Short-long
Chakra: 15 - 40 (+5 per turn to maintain C & B rank, +10 per turn to maintain A to S rank)
Damage:
30 - 80
Description: The user will perform a number of handseals (B-rank = 2, A-rank= 3, S-rank = 4) depending on the amount of chakra they wish to use in order to create various three dimensional objects out of their Plasmoid chakra. These forms are limited to the user's imagination and the Plasmoid appears to be transparent shape with small sphere located at its center that glows and radiates arcing streams of energy along the confines of the shape. Once a target encounters the Plasmoid, the center sphere grows bright and explodes outwards with a tremendous amount of force, while the exterior walls of the structure effectively restrict the size of the blast radius and/or allows the blast to extend outward upon the targeted area up to 5 meters, the energy drains the object of its thermal energy if its weak to Plasmoid which can force organic objects to be flash frozen in place. The size and shape of these objects are also determined by the amount of chakra the user plans to use. C-rank usage can create simple objects such as basic 3-d shapes, swords, shields, platforms, etc. These may be no larger then the user's own size. B-rank usage allows the user to create objects no larger then double the user's own size. A-rank use allows the user to create objects that can cover a 5 meter area. S rank would allow the user to create objects up to a mid-ranged area. They can however be used like a projectiles that reach out to long range and can be maintained at the expense of chakra per turn during which no additional Plasmoid techniques can be used.

Note: Can only use S-ranked technique twice per battle, A-Rank can be used three times per battle.
Note: Requires a two turn cool down following the use of the S-Rank variant
Note: Constructs may be sustained with C and B ranks draining 5 additional chakra per turn while A and S ranks will drain 10 extra chakra per turn.

Approved with Edits - Daemon
 
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(Carbon Transmutation | Tanso henkan)
Type:Supplementary
Rank: N/a
Range: Short-long
Chakra: N/a
Damage: N/a
Description: This is a passive jutsu used in the same time as a carbon cj. This outlines what allotropes of carbon is formed and the effect it carries due to that allotropes. Carbon has several allotropes, or different forms in which it can exist. These allotropes include graphite and diamond, which have very different properties. As outlined within the element the following can be made with the following effects:

Graphite is the only non-metal element that is a good conductor of electricity. In RP terms, this allows carbon that is formed as graphite to conduct electricity. Forming it in this way will remove it's weakness to lightning, allowing it to play on neutral terms to lightning based elements. Because it is a solid material, it is known as a dry lubricant. This is useful in applications where “wet” lubricants, such as oil, cannot be used. This allows the user to make carbon sticky and to stick to an object or person.

Lonsdaleite, also called hexagonal diamond, has been widely used as a marker of asteroidal impacts. It is thought to play a central role during the graphite-to-diamond transformation, and calculations suggest that it possesses mechanical properties superior to diamond. This being one of the hardest forms of carbon increases the damage and defensive capabilities of carbon by +1 rank or +20 damage to S ranks and above.

Carbon Nanotubes: CNTs can act as antennas for radios and other electromagnetic devices. Conductive CNTs are used in brushes for commercial electric motors. They replace traditional carbon black. The nanotubes improve electrical and thermal conductivity because they stretch through the plastic matrix of the brush. Carbon created with this form releases signals from it, interfering with any technology that isn't the users as these signals would be released away from the user and the technology they are holding. These waves are released short range around the carbon (5m).

Note: This is a passive technique applied to a carbon jutsu just altering it's structure as it forms as outlined within the element
Note: Each application can be used three times with a turn cool down and only one applied to a jutsu at any given time.
Declined by Sasori: If the waves are released from short range around the carbon how are they released away from you and your technology? I don't have a problem with the signals being released outwards from the carbon, but you'd need to specify that in some cases it would be possible for it to affect your own technology. But as it is now your wording contradicts itself.
Removed the mention of my own tech


(Carbon Transmutation | Tanso henkan)
Type:Supplementary
Rank: N/a
Range: Short-long
Chakra: N/a
Damage: N/a
Description: This is a passive jutsu used in the same time as a carbon cj. This outlines what allotropes of carbon is formed and the effect it carries due to that allotropes. Carbon has several allotropes, or different forms in which it can exist. These allotropes include graphite and diamond, which have very different properties. As outlined within the element the following can be made with the following effects:

Graphite is the only non-metal element that is a good conductor of electricity. In RP terms, this allows carbon that is formed as graphite to conduct electricity. Forming it in this way will remove it's weakness to lightning, allowing it to play on neutral terms to lightning based elements. Because it is a solid material, it is known as a dry lubricant. This is useful in applications where “wet” lubricants, such as oil, cannot be used. This allows the user to make carbon sticky and to stick to an object or person.

Lonsdaleite, also called hexagonal diamond, has been widely used as a marker of asteroidal impacts. It is thought to play a central role during the graphite-to-diamond transformation, and calculations suggest that it possesses mechanical properties superior to diamond. This being one of the hardest forms of carbon increases the damage and defensive capabilities of carbon by +1 rank or +20 damage to S ranks and above.

Carbon Nanotubes: CNTs can act as antennas for radios and other electromagnetic devices. Conductive CNTs are used in brushes for commercial electric motors. They replace traditional carbon black. The nanotubes improve electrical and thermal conductivity because they stretch through the plastic matrix of the brush. Carbon created with this form releases signals from it, interfering with any technology. These waves are released short range around the carbon (5m). This essentially prevents any technology from working within range of the carbon.

Note: This is a passive technique applied to a carbon jutsu just altering it's structure as it forms as outlined within the element
Note: Each application can be used two times with a turn cool down and only one applied to a jutsu at any given time.

Approved by Sasori- Made edits.
 
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Yang Release/Force Release: Primordial Heaven (Yōton/Graviton: Amenominakanushi)
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 70 / N/A (+50 chakra to applied technique)
Damage: 140 (N/A)
Description: Amenominakanushi is a powerful Force release techniques that emulates the intense inner workings of a celestial body. The technique employs Force release to replicate a galactic nuclei on a miniature scale, as well as Yang release as a necessary source of intensity to fuel the technique in its scale. The technique takes its name from the first kami and the source of the universe in Shinto lore, Amenominakanushi. The sight of this technique is staggering by both its sheer strength as well as its visuals, like a painting of heavens brought to life. Hence, its components are named accordingly (Gado, Fude & Enso). The technique begins by a series of three hand seals ending with a dragon seal. Based on the application, the technique functions slightly differently but the fundamental concept remains the same. Primordial Heavens uses attractor graviton in a concentrated area that begins to pull matter in itself. The intense gravitational pressure intensified by yang energy causes nuclei in the air to overcome their electrostatic charge and initiate a fusion reaction; the speed at which this occurs is incredibly quick, occurring as soon as the Gravitons concentrate themselves into the targeted region. The process causes the air to ionize and erupt in a powerful natural flame, much like a star. The flame is infused with Yang and Force, it triggers physically degenerative effects for non-users and pulls objects in itself to perpetuate the technique as they disintegrate into fuel for the fusion. Targets have their life force drained on contact and causes the affected regions to burn and decay at the same time, afflicted users suffer from a health loss of 10 per turn until healed either through Medical Ninjutsu or Yang release of equivalent rank. In the first turn of exposure one will experience a decrease in current speed by one quarter. In the second turn this will amplify to half a reduction and be unable to use S-Rank or higher techniques. Primordial Heaven is divided into the following variations:

Quasar (Gado lit. Painting) : The full scale variant of Primordial Heaven, Gado accumulates attractor gravitons in the form of a golden ball of energy from the user's body. When the sphere of energy reaches its target, or the user wills it to detonate, fusion is triggered. The resulting nuclear fusion begins to radiate energy causing the surrounding air to ionize and produce flames that spiral outward in the form of a quasi-star. This is followed by an immediate explosion which can level up to a radius of twenty meters from the explosion's center point, and can be angled away from the user should they desire to protect themselves from the blast. The core of the reaction and its intense gravitational pull will cause excess Gravitons to pull objects within a 7-meter radius of the explosion towards its center. Those within short-range of the flames will be afflicted by the radiating Yang chakra.

Relativistic Jet (Fude lit. Brushstroke) : Much like Gado, Fude begins by accumulating attractor gravitons at a point from the user's body. Unlike Gado, which produces an indiscriminate field of destruction, Fude’s nuclear fusion releases a concentrated beam of flames no wider than that of an index finger. Due to the excess Gravitons within the beam itself the force of friction no longer can slow it down, causing it to move at thrice the user’s base speed. That which the beam strikes will fall under the influence of the attractor Gravitons, being pulled back toward the original source of the Gravitons. Biological targets struck by the Relativistic Jet will be afflicted by the radiating Yang chakra.

Accretion Disk (Enso lit. Circle of Enlightenment) : Unlike its other forms, which employ offensive applications of Primordial Heaven, this form utilizes a supplementary infusion to trigger fusion through a concentration of Attractor Gravitons within the user’s own energy-based techniques. Occurring within the same timeframe, the infused Gravitons will pull surrounding air and matter into an energy-based technique and cause them to trigger nuclear fusion. The consumed matter will ignite in a glowing accretion disk surrounding the user’s technique. Because of the presence of Gravitons, the applied technique will move at twice the user’s base speed. The technique’s damage will also be augmented by an additional thirty damage, or one rank when applicable. Biological targets within short-range of the infused the technique will be afflicted by the radiating Yang chakra.

Note: After use, Primordial Heaven cannot be used for a minimum of three turns and is usable thrice per battle. The user is unable to use Force Release techniques above A-Rank or Yang Release above S-Rank for two turns.

Approved - Daemon

Force Release: Vela (Graviton: Vuera)
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: N/A (+10 chakra cost to applied technique)
Damage: N/A
Description: This technique is used to infuse Gravitons into entities, elements, other techniques, and structures. This technique originates from a Force user’s ability to use their body as a gyroscope; the infusion of Gravitons removes the force of friction from the affected entity. Due to the force of friction removal the object becomes considerably faster, moving at twice the user’s base speed. Objects infused gain the inherent traits of Gravitons, such as the emission of golden-yellowish light. The light, in certain instances, can obscure a clear visual image of the object making it difficult to discern its nature. The glow can shift toward red or blue depending on if heat or electricity is added. To the user, regardless of its color and nature, is harmless. The enhanced speed of the object increases its damage potential by an effective rank, or 20 damage. The infuse can be applied to one’s own body or their allies, allowing a sustained burst of zero friction speed to avoid techniques within reason; this can increase taijutsu and kenjutsu related fields in potency. The infusion can be applied to targets within short-range of the user; alternatively the user can infuse sources of their chakra at greater distances. Vela can be applied to techniques within the same timeframe as the technique or target it is applied to, effectively taking no time at all to occur. The infusion remains active for a maximum of two turns and can be used thrice per battle; Vela requires a three turn cooldown in between applications. In the following turn after use the user is unable to use Force Release techniques above A-Rank. Requires a single hand seal to activate.
Approved: Made edits. (Removed passive version)

Force Release CE
Permission to Submit Force Release CJ
My own Force CE training thread
 
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Xylon

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Link to previous submission

Change Log (in place of quote, Old thread) :
--3.6 roentgen not great not terrible. I defy you to look it up and tell me what this means.
-Changed rank from C-S to A-S.
-Removed exploitative writing.
-Added self sustained damage to satisfy concerns over the use of paralysis across multiple turns.
-Added restriction to prevent use of A rank or above radiation techniques following the use of S rank Leo minor.

Radiation release: Leo (Hakkton: Shishiza)
Type: Offensive/Defensive
Rank: A-S
Range: Short-Long
Chakra cost: 30-40
Damage Points: 60-80

Description: Leo is a long ranged, Offensive/Defensive Radiation release technique. Named after the star constellation Leo, the technique takes its inspiration from the zodiac sign of the element fire as well as the idea of a ‘Lion’s roar’. The technique covers all applications of using transverse waves to transfer energy (radiation in it’s simplest form) and can be used in conjunction with Radiance, the technique is divided into 2 broad categories:

Leo Major (O’Shishiza): The user gathers chakra around several of his tenketsu and releases an omnidirectional or focused (in a single direction or a geometric angle) shockwave.The shockwave carries a force strong enough to push heavy objects away, and it makes objects combust and explode as they come within range. Towards the higher ranks, Leo major is hearable by a loud sound akin to that of a roar. The shockwave is akin to a destructive sound wave, and creates a visible heat lense which can potentially give away nature of this technique. The technique causes similar damage as Scorch release: Incinerating Flare Technique burning and incinerating all vegetation and lifeforms. Oddly enough, the technique can be defended against using the same defenses and counters, although with a smaller reaction window. Leo major does not carry the effects of ionizing radiation, therefore the only the harm it causes the target(s) is the from the extreme amount of heat directed towards them.

Leo Minor (Chi-Shishiza): Leo minor works using the same principles as Leo major, at a much smaller and less visible scale. The energy when released using Leo minor, does not create a shockwave. Therefore, the technique carries no defensive application. Contrary to the name however the transverse waves from Leo minor carry much more energy (because none of the energy is wasted in the shockwave or the sound it produces, therefore more energy is radiated to the target body) than Leo major does. Leo Minor produces ionizing radiation, while the waves share a similarity with hindering sound waves in the fact that aren’t normally detectable, these are true transverse waves: Meaning while they carry an incredible amount of energy, in a sheer comparison of speed these waves are much slower moving roughly at the same speed as a fast wind release technique. Leo minor could be used to instantly heat up objects or target the opponent to cause severe pain, a burning sensation similar to what tissues feel under a third degree burn (or cause actual radiation burns and blistering if focused on a single part of body. That of course leaves the technique vulnerable to simple movement) and severe exhaustion. Leo could be prolonged (20 chakra/ turn, same damage) to paralyze the target with intense pain, extended usage causes the user to sustain some damage (-10 per turn starting from the second turn). S rank application can kill the opponent after 1 turn. However, prolonged usage requires concentration from the user and prevents any other action.
Note: Leo Major is usable 3 times per conflict, Leo minor is usable twice. Cannot use radiation techniques above A rank in the following turn, when S rank application of Leo Minor is used.

Declined: This needs hand seals appropriate for an A-rank and S-rank. Also, clarify whether each version has an A-rank and S-rank version or if one of them is the A-rank and the other the S-rank. If you mean both of them to have an A-rank and S-rank version then I am not going to approve that. Make it one or the other. What do you mean by this part, “Oddly enough, the technique can be defended against using the same defenses and counters,”. What same defenses and counters? Lastly, Leo Minor is also not going to be sustained as long as you want. Give it a limit.


Change log:

-Removed Exploitative writing.
-Added larger restriction to prevent the use of any S rank or above radiation techniques. Removed restriction on use of consecutive turns (Redundancy, Corona itself is an S rank technique)
-Added maximum limit 4 times per battle
-As per previous discussion: Added restriction to prevent use of Orion’s Chain to satisfy concerns of abuse. This restriction is in place of “note radiation created through this jutsu can't be utilized for future CEJ” due to the breadth of wording. Verify with LoK.
-Defined the extent of muscle pain.
-Reduced self-sustained damage in accordance with updated Health rules)

Radiation Release: Corona (Hakkton: Kanmuri)
Type: Offensive
Rank: S
Range: Short-Long
Chakra cost: 40
Damage: 80
Description: Corona is a offensive Radiation Release technique named after the constellation Corona (Crown). The technique is divided in two uses with different effects achieved using the same fundamental method. Corona uses ionizing radiation, meaning it is harmful for everyone including the user. Anyone within short range of the technique experience muscle pain throughout the body. The technique does not last long enough to have any permanent effects. The variations of corona are as follows:

Corona Borealis (Kanmuri Hoboku): User releases ionizing waves in a direction, geometric angle or in an omnidirectional wave that ionize the air as they travel. The technique appears like a beam of light (a kamehameha if you will) with a blue hue due to cherenkov radiation. In case of an omnidirectional wave, the technique creates a that only extends up to mid range. Ionization begins a couple meters away from the user protecting him from direct contact. The technique travels at the same speed as a lightning release technique and burns upon contact. The intensity of the technique is strong enough to reduce plantation and lifeforms to ash and is only empowered by other energy based elements but can be stopped with a sufficiently dense solid defense. (Usable 3 times per conflict)

Corona Australis (Kanmuri Roppou): User releases ionizing waves but contains them in a small orb using shape manipulation that quickly heats up the air. The orb generates an electromagnetic field that attract air particles from the behind. As the air particles enter the orb, the intense negative force splits them down to composite particles with nuclear fission. The released energy from the fission reaction and the electromagnetic field causes the composite particles to dart forward towards the intended the direction. The wasted energy generates gamma radiation of red wavelength. Like Corona Boraelis, the technique travels like a beam of light of red hue. In case of an omnidirectional attack, the technique creates a around the user that shoots out composite particles up to long-range, but weaker in strength by a rank. As the technique ends, the air vacuums in providing fresh air for the user. The technique travels at the same speed as a lightning release technique. Upon contact, the targets experience 3rd-degree burns and partial necrosis over their body often enough to kill. Due to the nature of this technique, it is able to penetrate most solid objects (composite particles are smaller than molecules/atoms) but can easily be stopped by most other energy and plasma-based substances because they always generate their own magnetic fields. (Usable 3 times per conflict)
Note: No S rank or above Radiation technique can be used for the next two turns after any use. Either variation can be used a maximum of 3 times per battle. All together this technique can only be used four times regardless of variation.
-Technique cannot be used to employ Radiation release: Orion’s Chain.

-Technique does not harm, either the user or opponent beyond what’s specified in the description. Persons in close proximity of technique experience minor myalgia.
-Both versions require three hand seals to perform.


Approved By Sasori: Made edits let me know if you want me to reverse them.
 
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(Porisuchiton/Fūinjutsu: Shijima | Polystyrene/Sealing Arts: Hush)
Type:
Supplementary
Rank: A
Range: N/A
Chakra: 30(-10/turn)
Damage: N/A
Description: Hush is a seal that is placed on the users body either at all times(needs to be stated in bio and requiring body seal prerequisites) or placed on the users body during battle(passively). This seal encompasses the body of the user and vessels a powerful amount of polystyrene. This seal is activated on demand and counts as a move. Once activated, an ultra sharp body suit envelopes the user and prevents them from emitting heat in a sensable scale while also absorbing soundwaves made from any kinetic movement such as walking/running. This technique therefore makes it impossible to trace the user using heat or sound sensing and is therefore excellent to couple with camoflauge jutsus. The suit provides no defensive shielding and is considered unusable if the user gets hit by a technique that is stronger than A rank polystyrene. Can only be used thrice per battle with two turns cooldown.

Note: Can only be taught by Skorm
Declined by Sasori: You can't have Body seals without Advanced Fuin.
 
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Element Approval

( Uchiwaketon : Dainisetsu - Poseidon no Yuigon ) | Breakdown Release : Second Verse - Testament to Poseidon
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 40
Damage: N/A
Description: The user will perform a single hand seal or form a gesture while releasing their chakra into the sky. In doing this they will create a large mass of Breakdown chakra in skies above which will then begin to fall down like rain. Being sentient, should it touch an ally it will be able to enhance and heal them. Should it hit an enemy it will affect them negatively as it hits them.

Allies: If used to buff an ally this rain flowing into them will Heal up to 40 health, while fortifying their body, increasing their speed by x1.5 and reducing damage by -10. They will also gain +10 Tai/Kenjutsu based abilities. This lasts for 3 turns.

Enemies: Due to the imbalance in the targets chakra it will prevent them using jutsu of F rank or justu requiring that level of chakra while reducing their speed to 75% of their current speed. This will last for 3 turns.

A final effect comes from Breakdown Release itself where it naturally burns through Natural Energy in the area. This will prevent the gathering of the energy. Should someone hit by the rain already be in Sage Mode or a variant, 30 Sage chakra will be burnt away from their body per turn.

Note: Can be used 3 times, lasting 4 turns per use.
Note: The effects can be negated by a surge of chakra exceeding this jutsu using Yin, Yang, Yin-Yang or Senjutsu.

Declined: Due to the effects possible in this technique, reduce the effective range and how long technique lasts for. Also you mention the rain can heal up to 40 damage. Since this technique lasts more than a single turn, explain how the 40 health is spread out over the course of this technique. - Daemon

( Uchiwaketon : Daisansetsu - Hadesu no Akashi ) | Breakdown Release : Third Verse - Testament to Hades

Type: Attack/Defense
Rank: S
Range: Short - Long
Chakra: 70
Damage: 140
Description: The user will release a mass of Breakdown charka through their entire body in a mass surge and pulses out all around them. As it surges through their entire body it will heal for 120 while cleansing their entire chakra system in the process making full effect of the Yang healing aspect of the element. As the Breakdown Release pushes outwards, it will take the form of a mass of spiralling Fire that pulses out constantly around the user. They can keep this short range around them or push it out up to long range. This Breakdown Release is semi sentient and will be able to lock onto the enemies of the user and be able to push out in a single direction to target them if the user wishes. Though this surge heals the user it will have quite the adverse effect on any enemies of the user. Upon contact it would cause intense searing burning pain while dealing the 100 damage to the targets. Though the after effects are the true power behind this. Due to the overwhelming pulse of Yang energy being forced into their body, it would burn away their Natural Energy and Yin energy creating an imbalance. It would burn away 100 Sage chakra points from the target. The imbalance caused to the target on such a scale would have severe negative effects. Firstly it would reduce their speed down to a quarter of their current, the damaging effect would play into this as well. Secondly it would create a huge imbalance in their chakra system preventing them from performing jutsu above A ranks for 2 turns while their jutsu will cost 20 more chakra to do for 4 turns.

Note: Usable twice, 4 turns between uses.
Note: The user can't use Breakdown Release jutsu for 2 turns after using this.

Declined: Okay so hold on, you want this technique to heal you for 120 damage without the usage of handseals, deal 140 damage to the opponent on contact, burn away 100 chakra worth of Sage Chakra, hinder the opponents movement speed and prevent them from using techniques of a certain rank, while also increasing the amount of chakra the need to use per technique? Are you on crack? - Daemon
 
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(Parajiumufōmu: Nise Taishō | Palladium Foam release: False Symmetry)
Type:
Offensive/Defensive
Rank: A/S
Range: Short-Long
Chakra: 30/40
Damage: 60/80
Description: False Symmetry is an application of palladium foam where it's surface area upon creation/release is microscopic for either surprising purposes or other tactical ones. These shapes could vary in numerous ways but still retain miniature sizes upon release. This makes them bar untrackable unless MS or other means of extremely high detection factors are in play for the opposing party. Upon travelling the distance the user wants, he/she can (with a seal) suddently expand the structure by releasing the vacuum he has put inside the initial form of the technique and expand it up to 1000 times the surface area it was when it was released. This is one of the traits of palladium foam, that it contains so much air in it already that pressuring it down it can take microscopic proportions only to be blown up to a meter in size instantly. This technique is a branch of that of the "Fortress" technique and while it doesn't have as many ranks as that technique it works exactly the same apart from it being a stealthy version. This technique can make the structure of each "pellet" reach into the pores of human skin and travel through their bodies and expand. This is counterable by body surges(following S/W of palladium foam, A or S rank) but requires a detailed way explaining how the target noticed how it entered their body. Otherwise it's not valid.

Note: A rank can be used 5 times per battle, S rank 4.
Note: A rank requires a full turn cool-down while S rank requires two turns.
Note: A rank requires two seals, S rank requires three while both of them requires the extra seal to expand the structure which can be done in the same timeframe it was released.
Note: Can only be taught by Skorm.

Declined by Sasori: You’re not going to be allowed to make microscopic structures.
 
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Stygian Water Approved:

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

Note: Can be used 3 times, each use lasting 4 turns. After usage, the user cannot use for 2 turns.
Note: Water structures created are of A rank power and will cost a move to use.

Declined: There is no reason for you to be immune to solid attacks.
-

Yumeton approved:

Yumeton: Pātī monsutā | Dream Sand: Party Monster
Type:
Attack / Supplementary / Defensive
Rank: A-rank
Range: Short
Chakra: 30 [-5 per turn]
Damage: 60
Description: Similar to many techniques that allow the user to turn into their element, the user manipulates his Yumeton chakra in order to gain a full body manipulation and conversion of the element. With the use of a full body surge of pure Yumeton chakra, one is capable of converting their body partially or fully into the element, giving them full control of said part of the body in the same fashion that one would control average sand. They'd still visually look no different, until physically struck by something or if they so choose to manipulate their body to become the sand like composition. When hit by something, according to strength and weaknesses of Yumeton, they'd be capable of avoiding damage all together; Completely reforming their body at will whenever it is compromised by enough force. For example, an earth golem punching the right side of their body off; It'll be like punching through Yumeton, and that side of the body would reform. While in this form the user can extend Yumeton from the body in the form of spikes, streams and waves up to short range, or manipulate their limbs to create makeshift weapons and such by converting the limbs into compressed Yumeton. Of course, while being in the form of complete Yumeton, the user's body would also gain the affects of the element upon coming into contact with people. Specifically, if someone was to ingest the element in ways explained in the submission, they'd Succumb to the psychoactive side-effects that comes with it. These affects include Intense visual hallucinations, Altered concept of time, Overwhelming fear, Lung irritation, Increased body temperatures, Distortion of senses (color, sound and vision), and even unconsciousness. The severity of the effects depends on the amount of the element ingested orally, through smell, or even prolonged contact.
Note: Only usable 2x and lasts 4 turns per usage
Note: The user's elemental usage is limited to the elements that make up Yumeton while in this state.
Note: Using attacks/defenses from the converted body would be A-rank and cost a move slot.
Note: The user's body can still be overpowered and/or harmed if an attack is of stronger than the strength of this technique.

Approved by Sasori: Made edits


Yumeton: Prëvëlg | Dream Sand:privilege
Type:
Attack / Supplementary / Defensive
Rank: A-rank
Range: Short-Mid
Chakra: 30 [-5 per turn]
Damage: 60
Description:
The user makes 2 handseals, focuses on his Yumeton chakra and creates thousand of petals made of pure crystallized Yumeton short range around him. The petals are created directly from the body and the surrounding ground short range of the user and while they are tanslucent due to their crystalline nature, the user is able to see through them and likewise, the opponent can both clearly see through them. Through simple hand gestures the user is able to command the petals to form a attacks towards the opponent in a slashing frenzy as each petals are as sharp as wind infused kunais. The petals however are as fast as normal thrown blades. The user is able to bring the petals closer to make solidified structures by accumulating them around in order to support them in different ways. However the user is not able to perform any jutsu outside of Yumeton techniques while controlling/piloting this jutsu, or the Yumeton petals falls and disperses once the user breaks control from it.

Note: Usable 3x per match

Note: The user sacrifices (-15 chakra) per turn to sustain them
Approved by Sasori

Yumeton/Fuuinjutsu: Anatatame ni shinu | Dream Sand/Sealing Art: Die for You
Type:
Attack / Supplementary / Defensive
Rank: S-rank
Range: Short
Chakra: 40 [-10 per turn]
Damage: N/A
Description:
The user begins by doing 3 hand seals and creating 2 great dragons from either the earth, already present Yumeton or the users body directly. The dragons would be the size of the water dragon technique, but due to being created from the compacted crystalline Yumeton, they would be translucent and give off a shimmering hue. Each dragon would be A-rank in strength, but accompanied by a unique seal etched into their shiny scaling. The sealing scripts themselves would continuously read "Resurrect", though wouldn't come into play unless one of the dragons is destroyed and one isn't. From the surviving dragon's seal, the destroyed dragon would be resurrected at full power and restored to the battle field.

Note: Can only be used 2 times per battle, lasting 5 turns

Note: The resurrection happens passively and will happen as many times as possible as long as at least 1 dragon is still present.

Declined by Sasori: This has been done before in many ways. Try to make it more unique.
 
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Howard

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Just in case it's still needed:
Laughing Gas's approval
Shinta gave me permission to submit and resubmit techniques here.



( Waraugasuton/Iryō Ninjutsu: Warau Hito ) - Laughing Gas/Medical Ninjutsu: The Man who Laughs
Rank:
A
Type: Supplementary
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A ( 60 damage healed )
Description: After the use of two hand seals, the user while using his chakra to create a small amount of nitrous oxide; can consume it creating an anxiolytic effect as mentioned in the element itself due to this anxiolytic effect, the reactions of the imbiber are increased x3 for three turns. However, it can only happen twice per person as the user becomes immune to the effects after successive uses. This effect dulls pain receptors allowing the user to dull the sensations of pain in the body allowing them to carry on through damage such as A ranks and below without healing them, however, the bodily effects such as bleeding or bruising can only be negated through healing jutsu this effect lasts as long as the first effect. This pain negation also negates the ability to break genjutsu through pain though. Additionally, by spending an additional thirty chakra and playing upon the medical ninjutsu aspect of the element itself they can heal minor wounds up to 60 damage by applying the laughing gas either directly to the wound. What this does is circulate around the site of the wound first dulling the sensations of pain before genuinely healing the wound itself through the application of chakra and anesthesia.
The user is also able to take a medicine or medicinal substance on their person and apply it through this technique using the Laughing Gas as a carrier gas. This allows them to administer or take pills in the middle of combat, or on the battlefield without pulling out the substances or the pills themselves, using the gas to carry the ingredients through the gas and into an ally or them self. This aspect doesn't require the hand seals and is a passive action when used this way, thus not taking up another move slot along-side the pills. Pills or medicine must be referenced alongside this technique however they obviously follow the medicines usage limit.
Note: Can be used on allies giving them the same beneficial effects
Note: As stated, can only be used two times per person up to a total of four uses per battle.
Note: Healing can only be done twice per battle once per turn and can negate up to 60 damage per usage.

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? Declined. Reading through your CE submission, the Medical Ninjutsu component of this CE isn't related to healing directly, but the creation of substances that can aid in healing(i.e., this anaesthetic). I'm not a fan of allowing this to heal damage/recover damage points, as that just appears to be a separate healing jutsu altogether that's tacked onto this one. I'm fine with allowing it to be used alongside other healing jutsu to aid the healing process of that jutsu, but because the CE doesn't have actual healing properties by itself, that part has to go.?
Laughing Gas's approval

(Waraugasuton/Yoton: Warau Hito) - Laughing Gas/Yang Release: The Man who Laughs
Rank:
S
Type:
Supplementary
Range: Short - Long
Chakra Cost:
40 ( +40 for Yang )
Damage Points:
N/A ( 80 damage healed )
Description: After the use of two hand seals, the user while using his chakra to create a small amount of Laughing Gas; can consume it or supply it to an ally creating an anxiolytic effect as mentioned in the element itself due to this anxiolytic effect, the reactions of the imbiber are increased x3 for three turns. However, it can only happen twice per person as the user becomes immune to the effects after successive uses. Laughing Gas in sub-anesthetic also creates an analgesic effect that dulls pain receptors, dulling the sensations of pain in the body allowing them to carry on through damage equivalent to an S rank ( 80 damage ) and below without healing them. What this means is that the user can act as if he weren't injured when injured not suffering from the effects of losing health for a limited period of time. However, the bodily effects such as bleeding, bruising, or broken bones can only be negated through healing jutsu this effect lasts as long as the first effect. This pain negation also negates the ability to break genjutsu through pain being a double-edged sword.

Dionesium: Additionally, by spending an additional forty chakra and lacing the element with Yang energy they can heal wounds up to 80 damage by applying the laughing gas and the Yang energy in tandem either directly to the wound or allowing someone to imbibe the Laughing Gas/Yang energy mixture. This is because Laughing Gas is a perfect carrier gas, as mentioned in the element itself open to accepting most chakra natures, or substances. Applying the Yang energy is a passive action. What this does is circulate around the site of the wound first dulling the sensations of pain before genuinely healing the wound itself through the application of Yang energy and anesthesia. In theory, this can heal on par with even medical ninjutsu taking the place of moderate surgery or more taxing healing techniques. If Yang energy is applied, on top of the x3 to reactions the effected person gains 2.5x to their speed for 3 turns acting as a sort of boost or bump that you'd see with a performance-enhancing drug. This is due to Yang's naturally energetic nature working both to heal the wound and overcharge the body itself both instigating the natural healing process and basically doping the body with excess energy.

Open Wide, Say HA!
The user is also able to take a medicine or medicinal substance on their person and apply it through this technique using the Laughing Gas as a carrier gas. This allows them to administer or take pills in the middle of combat, or on the battlefield without pulling out the substances or the pills themselves, using the gas to carry the ingredients through the gas and into an ally or themselves. This aspect doesn't require the hand seals and is a passive action when used this way, thus not taking up another move slot along-side the pills. Pills or medicine must be referenced alongside this technique however they obviously follow the medicines usage limit. This can be done in the same timeframe as another technique.

Note:
Can only be used two times per person up to a total of four uses per battle. Open Wide, Say HA! doesn't count for this
Note:
Healing can only be done twice per battle once per turn and can negate up to 80 damage per usage
Note: User can't use Laughing Gas, A-rank or above for 2 turns after using Open Wide, Say HA! doesn't count for this

Approved - Daemon


New:

( Waraugasuton/In'ton: Shi no Kao
) - Laughing Gas/Yin Release: Faces of Death
Rank:
S
Type: Offensive/Defensive/Supplementary
Range: Short - Long
Chakra Cost: 70
Damage Points: 140
Description: Through the use of Yin Release and Laughing Gas the user performs three handseals and creates one to three spiritual entities comprised of ethereal Laughing Gas. These creations take the form of ghastly. ghoul-like creatures similar in appearance to a ghost or a wraith comprised completely of the purple-hued Laughing Gas. These creations' main mode of attack is to pass through the opponent or collide into them dealing considerable damage as they travel through or into the opponent. This shows as internal damage instead of external damage as the entities attack the chakra circulatory system instead of the physical body itself. This, however, does create a fair amount of pain, and if undefended can be nearly fatal. These entities are self-sufficient and autonomous after the initial creation acting like the Phantom Dragons technique. If the spiritual entities are able to touch the opponent in their corporeal form they will suffer the effects of ( Waraugasuton ) - Laughing Gas.

Intangibility: At the cost of a move the spiritual entities can pass right on through techniques by turning themselves incorporeal. This is because they are comprised of a vast amount of Yin energy allowing them to become intangible similar to the Hands of Sloth technique. In this state, which can last a full turn, they can pass through solid objects unobstructed or even elemental natures without dealing with the usual damage interactions that would take place. However, they are unable to travel through Yin energy, Yang energy, or Natural Energy in this manner. When in this state they cannot travel through an opponent, or attack them until they become completely corporeal again at least five meters away from the opponent.

Life Drain: Due to the fact that they are comprised of a mixture of Yin energy and Laughing Gas the specters seek out Yang energy to consume it similar to a parasite which results in the consumption of hostile chakra natures or signatures. The specters can in tandem swarm an opponent and begin to devour their chakra which takes the appearance of a visible stream of chakra emanating from the victim which is gradually drawn out and sucked in by the creature. Each spiritual entity is able to passively consume up to fifty chakra per turn, which is a trade-off for making more, as the more entities that are made the more the damage is split between them. However, the spiritual entities have to be within short-range to be able to do this and cannot be done while incorporeal. Alternatively, they can consume the chakra that comprises a technique as long as it is fifty chakra or below causing the technique to fade away.

Note: Intangibility can only be used twice per battle with a one-turn cool-down period
Note: Life Drain can be used twice per battle with a one-turn cool-down period
Note: Spiritual entities can last up to five turns and the user can't use Yin Release for 3 turns after their formation

Leaving for someone who can check Yin. - Daemon
 
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Alyx

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CE Link ^

(Dakuiton/Inton: Ransa deru Reranpāgo ) Dark Vacuity Release/Yin Release: Lanza del Relámpago

Type: Offensive, Defensive
Rank: S
Range: Short - Long
Chakra Cost: 70 (-20 per turn)
Damage Points: 120
Description: Through the formation of four hand seals, immediately followed by cupping of one’s hands. The user generates a lance of ionized ash, infused with their Yin energy. The yin energy which flows through the lance is so vibrant, it flickers off at the ends like flames. A weapon of vast power, the lance in question carries not only the usual powers inherit to Dark Vacuity Release, but it also has a vast amount of spiritual properties to it too. Solid enough to wield like a melee weapon, the lance itself when it pierces something solids such as water or earth, it causes it to collapse onto itself like normal. However when against other opposing techniques such as other forms of energy, the yin portion of the lance causes said techniques too to also collapse and be absorbed into the lance due to Yin’s abilities to change the properties of techniques based on one’s imagination. This also proves to not only reduce the opposing technique but also aid this one, so much so that very every 40 chakra it absorbs the power increases by +20 (capping at +40). Alternatively, the user is able to throw the lance to which on a whim of their chakra, is able to cause a spiritual explosion of the ionized ash destroying anything within it’s path (costs an additional move if not used within the same primary activation). The lance is only capable of absorbing techniques up to 70 in chakra into it, which can be done at the cost of a move. This may only be used twice per battle, leaving the user unable to utilize Yin Release, Yang Release ,Yin – Yang Release and Dark Vacuity Techniques above A rank in the same and next turn. Due to the being infused with Yin Release, this technique is neutral to all elemental natures as opposed to the usual S&W of Dark Vacuity. Can only be sustained for three turns before naturally ending.
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Declined: Something needs to be clarified, is the absorption ability limited to energy clashes? Also +40 with little restriction isn't going to really fly. Since this is a Yin based technique, not its interaction with Senjutsu enhanced techniques. Put more usage restrictions such as cooldowns etc. - Daemon
 
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Element Approval

( Uchiwaketon : Saisho no Uta - Zeusu no Yuigon ) | Breakdown Release : First Verse - Testament to Zeus[/B]
Type: Attack/Defense/Supplementary
Rank: B - S
Range: Short - Long
Chakra: 40 - 60
Damage: 40 - 80
Description: This is the basic creation technique of Breakdown Release. The user will combine their Yang with Fire Release to create a Breakdown Release technique. This can be released from the users body, formed out of their chakra in the air or from the ground. If formed out of the air or ground it must be 5m away from an opponent, unless the user himself is within that range. From there the user will create anything he can imagine; ranging from simple waves, pulses, streams, to shapes as incricate as weapons, houses, creatures, etc,. Due to being composed of Yang chakra, it will cost 40 chakra for a B rank then increasing by 10 chakra per rank. When releasing this jutsu the user will chose to apply the Degenerative or Regenerative effects outlined as followed:

Degenerative:
  • B Rank: Prevent F ranks, move at 75% speed
  • A Rank: Prevent S ranks & above, move at half speed
  • S Rank: Prevent A ranks and above, move at one third speed.
Regenerative:
  • B Rank: Heal up to 40, x1.5 speed, -10 damage, +10 tai
  • A-Rank: Heal up to 60, x2 speed, -20 damage, +15 tai
  • S-Rank: Heal up to 100, x2.5 speed, -30 damage, +20 tai
Note: For B rank and below, the user will use hand gestures to form the jutsu, for A rank the user will need to perform two hand seals, S rank will require three handseals.. A rank can be used 4 times per battle, S rank can be used two times per battle with three turns between uses and no Breakdown jutsu S rank and above in the following turn.

Approved with edits made in bold If you have issues I'll decline it and you can resubmit with your own changes. - Daemon
Element approval in quote above
Updating

( Uchiwaketon: Saisho no Uta - Zeusu no Yuigon ) | Breakdown Release: First Verse - Testament to Zeus

Type: Supplementary/Offensive/Defensive
Rank: B - S
Range: Short - Long
Chakra: 40 - 60
Damage: 80 - 120
Description: This is the basic creation technique of Breakdown Release. The user will combine their Yang with Fire Release to create a Breakdown Release technique. This can be released from the users body, formed out of their chakra in the air or from the ground. If formed out of the air or ground it must be 5m away from an opponent, unless the user himself is within that range. From there the user will create anything he can imagine; ranging from simple waves, pulses, streams, to shapes as incricate as weapons, houses, creatures, etc,. Due to being composed of Yang chakra, it will cost 40 chakra for a B rank then increasing by 10 chakra per rank. When releasing this jutsu the user will chose to apply the Degenerative or Regenerative effects outlined as followed:

Degenerative:
  • B Rank: Prevent F ranks, move at 75% speed
  • A Rank: Prevent S ranks & above, move at half speed
  • S Rank: Prevent A ranks and above, move at one third speed.
Regenerative:
  • B Rank: Heal up to 40, x1.5 speed, -10 damage, +10 tai
  • A-Rank: Heal up to 60, x2 speed, -20 damage, +15 tai
  • S-Rank: Heal up to 100, x2.5 speed, -30 damage, +20 tai
Note: For B rank and below, the user will use hand gestures to form the jutsu, for A rank the user will need to perform two hand seals, S rank will require three handseals. A rank can be used 4 times per battle, S rank can be used two times per battle with three turns between uses and no Breakdown jutsu S rank and above in the following turn with all effects lasting 3 turns.

Approved - Daemon


Element Approval

( Uchiwaketon : Dainisetsu - Poseidon no Yuigon ) | Breakdown Release : Second Verse - Testament to Poseidon
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 40
Damage: N/A
Description: The user will perform a single hand seal or form a gesture while releasing their chakra into the sky. In doing this they will create a large mass of Breakdown chakra in skies above which will then begin to fall down like rain. Being sentient, should it touch an ally it will be able to enhance and heal them. Should it hit an enemy it will affect them negatively as it hits them.

Allies: If used to buff an ally this rain flowing into them will Heal up to 40 health, while fortifying their body, increasing their speed by x1.5 and reducing damage by -10. They will also gain +10 Tai/Kenjutsu based abilities. This lasts for 3 turns.

Enemies: Due to the imbalance in the targets chakra it will prevent them using jutsu of F rank or justu requiring that level of chakra while reducing their speed to 75% of their current speed. This will last for 3 turns.

A final effect comes from Breakdown Release itself where it naturally burns through Natural Energy in the area. This will prevent the gathering of the energy. Should someone hit by the rain already be in Sage Mode or a variant, 30 Sage chakra will be burnt away from their body per turn.

Note: Can be used 3 times, lasting 4 turns per use. The effects can be negated by a surge of chakra exceeding this jutsu using Yin, Yang, Yin-Yang or Senjutsu.

Declined: Due to the effects possible in this technique, reduce the effective range and how long technique lasts for. Also you mention the rain can heal up to 40 damage. Since this technique lasts more than a single turn, explain how the 40 health is spread out over the course of this technique. - Daemon
Resubbing

( Uchiwaketon: Dainisetsu - Poseidon no Yuigon ) | Breakdown Release: Second Verse - Testament to Poseidon

Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: The user will perform a single handseal or form a gesture while releasing their chakra into the sky. In doing this they will create a large mass of Breakdown chakra in the skies above which will then begin to fall down like rain. Being sentient, should it touch an ally it will be able to enhance and heal them. Should it hit an enemy it will affect them negatively as it hits them. This jutsu has a mid range radius reaching 15m in every direction from it's epicentre.

Allies: If used to buff an ally, this rain flowing into them will heal up to 45 health, while fortifying their body, increasing their speed by 1.5x and reducing damage by -10. They will also gain +10 Tai/Kenjutsu based abilities. This lasts for 3 turns. This rain heals 15 health per turn as long as the user/allies remain in the rain.

Enemies: Due to the imbalance in the targets chakra it will prevent them using jutsu of F rank or justu requiring that level of chakra while reducing their speed to 75% of their current speed. This will last for 3 turns.

A final effect comes from Breakdown Release itself where it naturally burns through Natural Energy in the area. This will prevent the gathering of the energy. Should someone hit by the rain already be in Sage Mode or a variant, 30 Sage chakra will be burnt away from their body per turn.

Note: Can be used 3 times, lasting 3 turns per use.
Note: The effects can be negated by a surge of chakra exceeding this jutsu using Yin, Yang, Yin-Yang or Senjutsu.

Approved - Daemon

New Submissions

( Uchiwaketon: Daisansetsu - Hadesu Hanketsu ) | Breakdown Release: Third Verse - Hades Judgement

Type: Supplementary/Offensive/Defensive
Rank: B - S
Range: Short - Long
Chakra: 40 - 60
Damage: 60 - 120
Description: This jutsu revolves around the use of a bladed weapon, be it a sword, dagger, scythe, etc. The user will release a surge of Breakdown chakra into the blade, coating it in Breakdown Release, this can range from B - S rank, costing 40 chakra at B rank due to the Yang component, going up in increments of 10 per rank. With the Yang within Breakdown, the damage is naturally higher than normal jutsu. This technique focuses purely on the offensive aspect of Breakdown. With the blade as a medium, the user can swing their blade releasing the Breakdown in different forms, from a spread out wave to a focused slice depending on their needs. These waves will have the unique properties of Breakdown in the sense that they give off no heat and will follow their target if they try to dodge. Along with the damage applied on contact, Breakdown will burn away at a targets chakra system. This will affect enemies negatively, causing degenerative effects :

Degenerative:
  • B Rank: Prevents F ranks, moves at 75% their speed
  • A Rank: Prevents S ranks & above, moves at their half speed
  • S Rank: Prevents A ranks & above, moves at one third of their speed
Note: B rank can be used 4 times per battle. A rank can be used 3 times per battle, with a turn between uses. S rank can be used two times per battle with two turns between uses with all effects lasting for 3 turns. Following the use of S rank the user can't use Breakdown in the same turn. A rank usage warrants a 1 turn cool down of Third Verse - Hades Judgement, S rank usage warrants a two turn cool down.

Approved with Edits made - Daemon

( Uchiwaketon: Daiyonsetsu - Arutemisu no Kari ) | Breakdown Release: Fourth Verse, The Hunt of Artemis

Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 50
Damage Points: ( 100 to enemies if caught within pulse )
Description: Taking the user's Fūinjutsu to the next level by infusing a seal with Breakdown Release. The user will create a unique sentient seal that is placed on the users body but never stays in the same place, constantly moving around the users body. This seal is simple in it's application, it's goal is to hunt Yin chakra, named after the Greek Goddess of the hunt, Artemis. This seal contains 100 Breakdown chakra within it, stored there before the fight. This seal being sentient can release all the chakra out in a short range pulse from where it is on the user. Pushing out in all directions, this pulse's purpose is to completely push away Yin chakra that isn't the users, cleansing his short range of any foreign Yin chakra, from the Hungry Ghost and it's effect, to Phantom Dragons. Unless it has more than 100 chakra within it, it will be pushed away, allowing the user to cleanse himself and the area around him. Though there is a second effect of the seal.

Though it cleanses the user of foreign Yin chakra, if anyone should be within short range of the user when the pulse is released, their body will be overwhelmed with the Breakdown chakra, adding an effect to them known as "Prey". Prey will wash over foreign entities, overflowing their body with Breakdown chakra similar to the 8 Branches technique. This will knock the opponents chakra out of balance pushing at their Yin chakra preventing them from using Yin Release, Genjutsu or non elemental Ninjutsu of any kind (including special fields like Fuuinjutsu) above A rank for two turns. Should this hit anyone but the user, it will cause damage to them, burning them on contact.

Note: The release can be done once per battle. Once it's been used, the seal will sap 20 chakra per turn from the user until it's gained its 100 chakra back before it can be used again.

Declined: To have chakra stored before battle into a seal of any type it'd have to be classified as a body seal meaning you'd need to have advanced Fuuinjutsu, which you do not appear to have. - Daemon
 
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Korra.

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Co Creator
(Mueton: Sekitan tenkan) – Coal Release: Coal Conversion
Rank: N/A
Type: Offensive/Defensive/Supplementary
Range: Short - Long
Chakra Cost: N/A (-10)
Damage Points: N?A
Description: A jutsu that allows the user to convert an Earth jutsu into Coal. The user will do an extra hand seal in addition to whatever hands are needed for the earth jutsu they want to do. By also adding an additional 10 chakra, the user will add fire chakra into the earth jutsu and convert it into coal. The jutsu would follow Coal's strengths and weaknesss and has the same restrictions as the earth jutsu would have. This can be used on any Earth jutsu up to S rank with only being allowed to use it for 1 possible Forbidden rank jutsu.
Note: 1 turn cool down between uses
Note: User will have to post the earth jutsu as a reference
Declined by Sasori: Jutsus like this aren't going to be allowed as they essentially allow you make any jutsu into a coal jutsu.
 
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Lord of Kaos

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New Cycle: 05/02/2020 - 05/08/2020

RULES
1.
Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout the cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions must not be edited after being checked by a mod - they'll become invalid and thus declined.
4. Submissions may be declined, at moderator discretion, if a technique is overly lengthy for no reason.
5. Submissions from prior cycles that haven't been checked will be checked soon, please have patience. If more than one additional cycle goes by without it being checked, contact a moderator via PM.
6. In regards to your new rankings, be mindful of what you can and can't submit. Be sure to refer to
this thread on how much you are to submit per cycle.

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.
 

Skorm

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Awards
Link to approved CE [x]
(Yin/Bisumaton: Anubisu no namida | Yin/Bismuth Release: Tear of Anubis)
Type:
Offensive/Supplementary/Defensive
Rank: S
Range: Short-Long
Chakra: 70
Damage: 140
Description: Tear of Anubis is technique creation in unision with a users Yin chakra and their Bisumaton chakra. As explained briefly in the elements nature, Bisumaton is a metal with unique properties, able to withstand radiation, magnetism as well as having the property of getting even denser as more energy is put into it. With this concept, Tear of Anubis was created. Yin release's unique trait of fiddling with states of any matter no matter the technique would allow this jutsu to affect natural Bisumaton chakra the user has to form something, unproven to be possible, possible. Using the forces of Yin, the user would infuse their metal and have it crushed into so much pressure that it becomes crystalined but still attain its liquidity. By doing so, the brute temperature that the metal radiates becomes more impactful and it gains an extreme density and weight at the same time of losing bisumatons natural strengths and weaknesses and render the end result neutral to everything in terms of elemental interaction. The end result is a crystaline rainbow fluid and tear-formed orb that levitates around the user, much like a TSB and commanded as such. This orb lets the user use Bisumaton techniques with it as a source, while having the techniques attain the same structure and density while also rendering them neutral to everything at the cost of extra chakra(a third of the original technique transformed). The Tear itself has unique properties, which doesn't just included elemental interractions but also the weight and density of the now liquid crystalized form of the metal. Making it 100x heavier than normal but also able to absorb kinetic force with ease. Having this as a property, the tear and all techniques the user creates from it will, upon hitting the ground, lower it or dig itself into the ground several hundred meters before reaching natural resistant ores that are able to withhold it. Not only that, but the surface temperature has risen from the original liquid, making it reach 6,000 degrees celcius without boiling into a gas. This makes it lethal in direct contact, so much so it will not melt off skin but rather make it evaporate and as a result, the Tear beams a bright almost blinding light that makes it hard to counter as it blocks much of the opponents vision. Defensively, it can tank up to the same damage it contains and be a maellable source, able to take any necessary form the user needs it to, to block an attack. Offensively, it deals 80 damage on touch, but can, as a final display of power, deal its ultimate 140 damage when the user choses to make its sacrifice. Doing so costs a move, and the user needs to perform a fourth seal in order to do this. What happens is that the orb would float towards the designated target, no matter how far away, and dig itself into its target while exploding inwards itself by the user channeling an overide amount of Yin chakra that would make the liquid stage of the core of the Tear to explode inwards itself and create a psuedo supernovae. This explosion will disintegrate anything in its vicinity(up to mid-range) with a whoping 140 damage while also attain the powerful chakra tethering properties of Hungry Ghost, another Yin property that is being given from the massive burst of Yin chakra the user outputs in its sacrificial moment. The tear can travel as fast as the users tracking speed as it operates similar to Amaterasu and moves in accordance to the users eyes and willpower.

Note: Can only be used twice
Note: Can only be taught by Skorm.
 
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BlacKing

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These techniques were submitted HERE, however the thread is archived. They were pending before and I am resubmitting them again.


Οraan said:
Garandou hanatsu: Makkuro [void release: pitch black]
Type: Supplement
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage Points: +20 all void techniques (-20 for the user per turn active)
Description: The user gathers the energy from the surrounding area to create a huge void area around the user and the target(s). the void area is pitch black and impossible to see without the Darkness Seal. The area is cold and very misty. The target will find it hard to keep balance in the void area because it will feel like there is no floor or roof. Any light jutsu used in the void area will be absorbed.
Note: The jutsu will take one turn to gather all the energy and to create the dome/area
Note: The jutsu will last 5 turns)
Note: After this jutsu dissipates, the user cannot use any void jutsus for 3 turns
Note: Can be used twice per battle

Declined - i know you're trying to make old cjs fit with current standards, but with this, you should reduce it's rank to A rank, otherwise you would need more drawbacks on this and couldn't allow it to be F rank. I suggest, A rank, 4 turns, two turns between uses, no void for two turns after. And give it at max of mid range radius.

Also what is the Darkness seal?

Click to expand...
Darkness Seal - A Fuuinjutsu Seal that had been passed down from Hellsbadass, to Andy, to Goro Kaguya and now to BlacKing himself, this seal gives his eyes a silvery glow. As a result of this silvery glow, BlacKing has superb vision in the dark. He can see in absolute darkness with ease, this allows him to use Void Element with great mastery. It was something given as a requirement for the Element. It is located within the approved submission I linked. I got permission from Lord of Kaos to add it to my bios as well. Anyone without the seal cannot see Void Release. It is 'invisible' unless they are able to sense chakra or see chakra.


Garandou hanatsu: Makkuro [void release: pitch black]
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: +20 all void techniques (-20 for the user per turn active)
Description: The user performs three hand seals and gathers the energy from the surrounding area to create a huge void area around the user. The void area is pitch black and impossible to see without the Darkness Seal, but it can still be sensed through proper means.The area is cold and very misty. The target will find it hard to keep balance in the void area because it will feel like there is no floor or roof. Any light jutsu used in the void area will be absorbed.
Note: The jutsu will last 4 turns
Note: After this jutsu dissipates, the user cannot use any void jutsus for 2 turns
Note: The user must wait 2 turns to use void techniques while the dome is active
Note: Can be used twice per battle.
Approved by Sasori


Οraan said:
Garandou hanatsu: Garandou Rasengan [void release: void rasengan]
Type:attack
Rank: Forbidden
Range: Short
Chakra Cost: 50
Damage Points: 90 (-20 to the user)
Description: The user gathers Void Chakra in their hand to create a rasengan which is pitch black and twice the size of an average rasengan. The void rasengan has the same features of a normal rasengan instead there will not be a destructive impact.
The void rasengan will go through the opponents body causing a huge blast of cold energy will explode throughout the opponent's body ands send him/her crashing a couple of feet away. The opponent will have to be treated immeditately or they will not be able to preform any jutsu. The user suffers pain energy flow to the arm and will not be able to mold chakra in that arm for two turns
Note: Can only absorb 3 S ranked light based jutsu
Note: Can only absorb 2 Forbidden ranked light based jutsu
Note: Can only be used Once per battle
Note: Cannot use void jutsu for 3 turns

Declined - no jutsu at all after being hit is too much. Make it only A ranks and below they can use and say they can't use light based elements to fit with void. Useable once, no void jutsu for two turns after, after using this you can't use jutsu above A rank for two turns.

Click to expand...
Garandou hanatsu: Garandou Rasengan [void release: void rasengan]
Type: Attack
Rank: Forbidden
Range: Short
Chakra Cost: 50
Damage Points: 90 (-20 to the user)
escription: The user gathers Void Chakra in their hand to create a rasengan which is pitch black and twice the size of an average rasengan. The void rasengan has the same features of a normal rasengan instead there will not be a destructive impact. The void rasengan will go through the opponents body causing a huge blast of cold energy will explode throughout the opponent's body ands send him/her crashing a couple of feet away. The opponent will have to be treated immeditately or they will not be able to preform any light based jutsu and any non light based jutsu such as earth will be reduced to A Ranks and below.
Note: Can only absorb 2 S ranked light based jutsu
Note: Can only absorb 1 Forbidden ranked light based jutsu
Note: Can only be used once per battle
Note: No void techniques can be used for 2 turns after this technique is used.
Note: User cannot use S Ranked and above for two turns after performing this technique
Approved
 
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