Custom Element Jutsu Submission

Status
Not open for further replies.

System001

Active member
Legendary
Joined
Apr 15, 2011
Messages
19,385
Kin
6,209💸
Kumi
10,911💴
Trait Points
0⚔️
Link to the CE: https://animebase.me/threads/custom-elements-bureau-iii.710828/page-4#post-21126831

Link to Eywa (referenced technique): https://animebase.me/threads/custom-elements-jutsu-submission.13700/page-43#post-21387717

(Sōruiton/In'ton♦ Tsutsuji ) – Algae Release/Yin Release ♦Tubineus Azureus
Type: Offensive/ Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra cost: 70
Damage points: 100
Description: Tubineus Azureus is a potent technique that combines the mentally and spiritually subversive effects of Yin with Algae's propensity towards bioluminescence. Aglae generated by Tubineus Azureus will possess the necessary biochemical processes for generating light energy. Albeit, the usage of chakra and inclusion of Yin will alter the light energy radiated by Tubineus Azureus to a point that, at a baseline, the luminous intensity of Tubineus Azures will be capable of blinding even Doujutsu users; but perhaps more importantly, it will render those unfortunate enough to have seen its light as victims of mentally adverse affects. In addition to extreme luminosity, the light produced by Tubineus Azureus will flash in a kaleidoscope of colours. These intense coloured lights will form repeating abnormal patterns that are impossible to fully process, synchronise, or manage, and will therefore subject a viewers brain to intense amounts of abnormal neural activity. The influence of Yin makes it so that even momentary exposure to the lights will serve its full purpose; as the patterns will be made to repeat in the viewers mind so that they will always fall prey to the full effects of Tubineus Azureus no matter how quickly they avert their gaze, or regardless of the fact that victims are blinded, as one glance is all it takes for the damage to be done. The full effects of Tubineus Azureus are split into three potential categories, decided by the dominant colours of the algae's bioluminescence upon its creation.

Red: The excess neural activity of Red Tubineus Azureus Algae will inhibit impulses that link to the body's physical movement. Now physically impaired, those afflicted will be incapable of fine motor function (barring them from handseals) and, while larger physical motions will still be possible they will be accompanied by disfigured control - twitching, and a general lack of precision will be perceptible. Therefore they will be unable to move faster than their base speed (and experience a -3 reduction in that), and similarly lose access to high ranking taijutsu. (A rank and above physical techniques are impossible to use, while the power of B rank and below is halved.) The effects of Tubineus Azureus will worsen by length of exposure. If not released within 3 turns the victim will succumb to a fatal seizure.

Green: In Green Tubineus Azureus Algae, the excess neural activity will result in adverse impulses capable of disrupting the users mental energies. This disruption will manifest itself in an inability to sustain control over any technique unless it is given their full focus. By this, victims will be forced into a choice - they can either maintain any modes, or sustained techniques, but at the cost of being incapable of using another technique that demands chakra while doing so, or they can use another technique and invariably cancel anything that they might have been passively or actively sustaining. Over time, the victims focus will continue to deteriorate, and if not released within 3 turns their mind will shut down into a vegetative state.

Blue: Blue Tubineus Azureus will produce an excess of neural activity that will serve to impede a victims connection to the spiritual. Now spiritually impaired, those afflicted will struggle with projecting their mental and spiritual energies into the outside world for more than a turn at a time. They will still be able to use spiritual techniques (Genjutsu, Yin, other mental/spiritual attacks, etc), albeit at reduced power (one rank lower), but only in short bursts. For example, something like Dan Kato's Spirit Transformation Technique would now operate at reduced power, and cancel after a turn due to the mental strain that accessing spiritual energies now demands. (Techniques with a regular or non-spiritual balance will be unaffected, i.e Yin-Yang, Yang, most Ninjutsu, however a struggle to communicate with the spiritual means that the user will lose the ability to control techniques or creations that they are spiritually tethered to) Similarly, a dysregulation in the way that the victim produces, handles and manages emotion will result in them becoming particularly susceptible to spiritual/mental attacks and genjutsu, thereby taking doubled damage.

Notes: A usage of Tubineus Azureus can, through three handseals, produce Algae of either of the Azureus varieties, with structures produced in accordance with Eywa (waves, blasts, shields, spears, spikes, etc, essentially any physical shape imaginable of either liquidus of compressed form) After use, Tubineus Azureus cannot be used again for three turns and can only be used thrice per battle. Once destroyed, the user cannot use Algae above B rank, or Yin above A rank for two turns. Alternatively, Tubineus Azureus can be utilised before/directly after the usage of a second Algae technique (works in same timeframe) so as to impart the bioluminescent blooms of Azureus and their full resultant qualities onto the Algae technique used, this alternative use abides by the same restrictions and does not increase the affected techniques strength. Finally, the effects of Tubineus Azureus can be broken in the same manner as Hungry Ghost, however further exposure to the light will reintroduce the full effects unless the offending Algae has also been destroyed; and until that occurs, the counter for complete overload on Red and Green Azureus is not reset, but paused. Physical blinding lasts a turn for those who indirectly saw the light, and two turns for those who looked directly upon the offending Algae structure.
When using this technique, the user will grow a thin film of transparent algae from the moisture on their, and their allies, eyeballs. Microscopic, this film of algae's only purpose will be to to insulate the user from the affects of Azureus, modulating the light that can reach the retina, with the algae itself encoded with a weak, barely perceptible form of bioluminscence that serves the purpose of counteracting the patterns and intensity of light whilst simultaneously leaving the users vision unimpeded. Aside from this, all others who see Azureus will be necessarily affected - the colourblind or animals are still afflicted regardless of monochromaticy or otherwise, as the hues, patterns and intensity can still form the stimulation necessary for an overload.

Declined. In order to inflict these effects, you will either need to make them based on a Genjutsu or through Yin's ability to degenerate spiritual energy. In the case of the latter, it will need to be contact-based, such as through technique clashes a la Hungry Ghost or direct physical contact a la Hands of the Sloth. If you want to transmit the effects through the target seeing light, it's going to have to be Genjutsu for each of the colors.

Red: Fatal seizure is a no. You're already aware that no jutsu that inflicts death will be allowed bar shit like maybe Kinjutsu due to the Health System. You also won't be allowed to halve damage values; reduce in increments like minus one rank, or -20.

Blue: This one, as it is, will require you to go to the contact-based spiritual degeneration route. Similar to the above, you aren't going to be allowed to double damage of anything, even by increasing the target's susceptibility to spiritual techniques. Stick to normal increments.

 
Last edited by a moderator:
  • Like
Reactions: Shady Doctor

Drackos

Legendary
Joined
May 28, 2014
Messages
13,832
Kin
5,496💸
Kumi
97,804💴
Trait Points
0⚔️
Awards
Mawscape Release

(Gōkeiton: Yami no En) – Mawscape Release: Edge of Darkness
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-10 per turn)
Damage: N/A
Description: Through their contact with a solid surface, as well as a series of three hand seals, the user will erect a prison of Mawscape spanning up to long-range around their opponent. The Mawscape prison can be used to trap the opponent alone, or be used to entrap both user and opponent within the prison. The most notable trait the Edge of Darkness is that as a construct of Mawscape it is capable of absorbing all visible light; there is absolute darkness within the prison, any source of light, including those from techniques, are absorbed by the presence of the Mawscape. Within the Edge of Darkness the victims lose ability to perceive depth properly, due to the light bending void-like structure that composes Mawscape. Even Doujutsu fail to perceive depth in this structure, as well as three dimensional surfaces. To those within it will appear they are trapped within an infinite void of darkness. The strongest characteristic of the Edge of Darkness is, through its innate properties as Mawscape, its ability to essentially burn its victims alive. By absorbing the natural light outside of the construct, as well as any light produced within it, the Edge of Darkness will begin burning at a rate of 20 damage per turn(starting in the turn after creation). This effect increases at a rate of 20 per turn thereafter, being 40 in the next and 60 in the following. To destroy the Edge of Darkness one must use a technique equivalent to 80 damage within the strengths and weaknesses of Mawscape. This technique can be used twice per battle, lasting 5 turns per use. When the construct is destroyed or it expires the user will be unable to use Mawscape Release above A-Rank for two turns.

Approved.

(Inton/Gōkeiton: Bugendai Chiheisen) – Yin Release/Mawscape Release: Infinity Horizon
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 60 (-10 per turn)
Damage: 120
Description: This technique is derived from the Edge of Darkness, applying similar principles in conjunction with Yin Release. Through a series of three hand seals the user will erect a construct of Mawscape surrounding the battlefield, up to long-range in reach; should the user choose, they can imprison themselves within it along with their opponent. Infinity Horizon’s most notable characteristic is that within it all light is absorbed; because of this its victims are trapped within a void of absolute darkness, leaving them unable to perceive size, depth, shape, and so on. Unlike the Edge of Darkness, which physically burns its victims alive within through Mawscape’s inherent emissivity, Infinity Horizon’s damage comes in the form of spiritual debilitation. The naturally disorienting effects of Mawscape are further augmented by the Infinity Horizon. While trapped within opponents are unable to weave chakra necessary to perform more than two techniques in a single turn. This spiritual emission will progressively weaken the opponent’s balance between physical and spiritual energy; after two turns the target will suffer the damage of the technique in the form of mental damage, leaving them severely spiritually drained and unable to perform techniques above A-Rank for three turns. This technique can be used twice per battle, with three turns in between usage and lasting for three turns. While in use, the user is unable to use Yang Release or Yin-Yang Release techniques, as well as non-elemental techniques. After the construct of Mawscape is destroyed or expires the user is unable to use Mawscape above A-Rank for two turns.

Approved. Edits made
 
Last edited by a moderator:

Skorm

ιn ѕιlιco
Elite
Joined
May 1, 2017
Messages
7,962
Kin
10,956💸
Kumi
81,693💴
Trait Points
0⚔️
Status
Awards
STILL UNCHECKED
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.
Updating this: [x]


Changing name, adding Yin aspects. Edits in bold.

(Hinode) - Sunfall
Type:
Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Sunfall is a sword made by parts of reinforced steel and liquid bismuth, as well as an enhanced chakra composition entirely made out of Yin. This makes the sword able to shift in construction and turn into a hand-cannon due to the liquid parts of the construction. It will either start as a sword or a hand cannon at the beginning of an encounter.
There are passivel enhancements towards the users developed bisumaton techniques that are amplified through Yin that resides within the sword. These enhancements translates that of a +30 in damage and a +10 in chakra for a users bisumaton techniques when wielding the blade(in either form). It also causes the users Bisumaton techniques to be able to attain a unique property that is directly tied to the boundaries of Yin. Like the enhancements stated previously, this unique trait is also passively applied but limited in terms of usage. By performing an extra handseal after each regular bisumaton technique, the user can change its properties and have it attain a solid or an energy state instead of its regular liquid one. For D-B rank techniques, this can be done 4 times per battle. For A-F ranks it can be done twice.
Note, however it doesn't change the natural strength/weakness of the elements natural state.

Sword:
The sword form is very beautiful with multitudes of colors and shining edges. The edge of the sword is partially liquid bismuth and partially hardened steel with a black aura that seems to radiate naturally from the swords edges. Due the temperature of liquid bismuth the sword will inflict severe burns on contact with skin and cause great pain. It further enhances the swords cutting capability since it can melt away other elements(within reason, but rubbery and bouncy for example) that are in the way of the sharp steel. If placed on the ground with the hilt upwards and the edge planted in the foundation of the ground infront of the user it will release a large portion of liquid bismuth into the ground that will shape into half of a sphere. Using their ability to control the element, the user can then shape the underground sphere into large roots or trees around the battlefield that deals burning damage on touch. These roots can reach long range while the trees(depending on their length) can only reach mid-range. This causes 140 damage and might only be executed once per battle. The trees can spread and create a miniature forest(about 30 meters big and 10 meters tall), entrapping foes. On touch it causes severe burns. The sword can be used as any other sword and thus being able to be a part of the regular Kenjutsu list, but with burn damage inflicted upon it, naturally defeating other regular swords in duels and breaking them apart.

Handcannon:
The handcannon form of the Golden Nightmare is like the sword, very beautiful and contains the exact same parts as the sword. This handcannon can fire rounds made out of liquid bismuth that are infused with Yin. The bullet has two applications of usage. The first one, is being that of a regular chakra bullet but is infused with S-ranked levels of Bisumaton continents as well as Yin chakra which makes it devastating in its amount of damage it can deal. On impact, the bullet will shatter the ground or any other solid surface that is of weak construction and eat its way through it via the very high temperature. On a human target, it will cause the same amount of damage as the golden forest move stated in the sword rulings and is directly lethal. It will cause a mid-range explosion, shattering its molten metal everywhere. The other application the round can cause is to be shot at the sky. This causes the bullet to splatter and form a metallic rain that will sustain itself after one full turn after the shot was fire. This rain will carry strange properties as it is more of a Genjutsu than the metal itself. Through the rain, the opponents will start to see mirages of the user and get confused whilst the end goal is for them to get lost in the rain that will ultimately drain their chakra to the point they become docile. Its effects are mental fatigue as well as a splitting headache as soon as any opponent gets as much as one drop on them. Note that only one of these applications of the bullet can be used once per battle.
Regular gun rules apply and only one round can be shot each time-frame.

Note: Changing form of the sword costs a move-turn and the user must state in the beginning of a battle what form the Sunfall has taken. If not, it's default as a sword.
Note: Can only be used by Skorm
Note: Utilizing the roots/tree application of the sword renders the user incapable of using the sword's other active abilities in the same and next turn.
Note: Firing a bullet, using the sword for an S-rank attack, or creating the roots render the user unable to use Bismuth Techniques above A-rank in the same turn and the next.



Link to approved ce [x]

(Yin/Kuriputon: Taroheiru | Yin/Liquid Krypton Release: Talohail)
Type:
Offensive/Supplementary
Rank: S-rank
Range: Short-Long
Chakra: 70 (-30/turn)
Damage: 100(on initial hit, 80/turn afterwards)
Description: Talohail is an advanced form of Liquid Krypton that is meshed together with the intriguing and oddly explained properties of the spiritual aspect of Yin release, mostly deprived from the Hands of Sloth technique. The user starts off by performing three handseals and unleash an omni-directional burst of Kuriputon chakra pre-infused heavily with Yin chakra to change its properties, not in terms of elemental strength/weakness but rather implicating a spiritual aspect of the technique. The liquid will spread out through the field, unbeknownst to any user not possessing either Sage Mode, Rinnegan or Yin/Yang users. Through the same process as the Hands of Sloth, this technique can become intangible and thus unable to be physically interactive with. This is mainly a feat to not hit either summons or clones the user has previously summoned or created, but rather specifically remains tangible towards desired targets, mainly hostile ones. Once interacted with, the technique will cause severe freezing damage and a lack of movement to all targets that has been in contact with the liquid. Like a genjutsu has struck them, but not really, the effects of sloth is also applied and thus inducts a target with no sense of direction and lack of concentration which ultimately will make them unconscious as they freeze to death. The process of being influenced by Talohail is rapidly degenerating a victims ability to concentrate and thus loses the ability to form S-rank and higher techniques upon impact while after one turn it falls down to A-rank and lower. The technique deals 80 damage per turn towards all targets(friendly or not) per turn while summonings and that are hit will be instantly reversed.

Note: Can only be used twice per battle
Note: User cannot perform Yin/Kuriputon techniques while this technique is active
Note: User cannot perform Yin/Kuriputon above A rank after technique ends
Note: Requires Yin or Yin/Yang speciality to give the effects of sleepiness

Declined. While the canon Hands of the Sloth technique can indeed go undetected save for select abilities, that's not something I'm keen on allowing for customs. Especially not one like this where it can be an omnidirectional instant-freeze. You're also not gonna be allowed to deal 80 damage per turn on those frozen, nor casually include Hand of the Sloth's Sleep effect. Define clearly what degenerative effects it'll have.

(Doton/Kuriputon: Rokurikku | Earth/Liquid Krypton Release: Roqurik)
Type:
Offensive/Supplementary/Defensive
Rank: A-rank
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Sinow is a multi element technique that uses both the doton element as well as the kuriputon element in tandem with eachother, which is fully possible due to how these two elements interract with eachother regardless. The user starts off by slamming their hands on the ground or stomp on it to channel earth and kuriputon chakra to it. They then channel the chakras underground to create tunnels underneath them that will spread like roots underneath a plethora of locations in any direction. Soon as the tunnels has been formed, the liquid krypton will then fill the tunnels and freeze the ground where the tunnels end. Depending on how wide the tunnel is the gap of frozen earth will surround each target and ultimately crumble due to their weight, which results in a cave-in and said target will fall into a tunnel full of ultra cold fluids and freeze to death.

Note: Can only be used four times per battle
Note: Requires a two-turn cooldown for each use

Declined. "Freeze to death" isn't going to be something you're allowed to have as the effect of a jutsu due to the health system. Find something else for this technique. If you're okay with it being just a cave-in into a pool of Liquid Krypton with no defined effects, then DM me and I'll edit in an approval and just remove that line.
 
Last edited by a moderator:
  • Like
Reactions: Alyx

Corazon

Legendary
Joined
Mar 10, 2014
Messages
12,436
Kin
2,758💸
Kumi
23,218💴
Trait Points
0⚔️
Element Approval
( I'm co-creator so idk if I need permission to sub CEJ, but if I do, it's the latest post on my profile. )

( Entropoton: Shizen no Hōsoku ) Entropy ∞ Laws of Nature
Type: Defensive/Offensive/Supplementary
Rank: C - S
Range: Short - Long
Chakra: 15 - 40 ( -10/-20 per turn )
Damage: 30 - 80
Description: Law of Nature is a technique which utilizes the neutrality of Entropy to all elements through its ability to affect specific energies present in most chakra-based techniques; potential and kinetic. This jutsu takes the radiation form of Entropy, which can be seen throughout affected areas as wavy distortions in space, and will feel ice cold to the touch as it absorbs heat, all of which are natural properties of the element. The radiation may be manifested from the user's body in most short-range occasions, and from the surrounding space up to long-range, except for five meters of an opponent, unless the user is also in that range. Entropy in this form moves at the speed of an average stream-type fire jutsu in its quickest uses, but is at its most effective in this form, being able to easily enter opposing techniques and disperse either of the key energies that operate them. Depending on which are focused, the user is able to bring about varying effects.

( Law of Motion ∞ Undō no Hōsoku ) - Is the kinetic energy focused side to this technique, where techniques and objects equal to or weaker than the rank applied of this jutsu, are able to frozen in this tracks near immediately. This can be done regardless of size due to the radiation working best inside closed systems, dispersing energy as quickly as it is generated from within. For attacks that are energetic in nature, requiring motion to exist, they will subsequently breakdown while solid techniques will stay on the field, albeit frozen in place while this jutsu is active. S-ranked variants of this Law are able to affect opponents by freezing them in place. This can only be done in short and mid ranges. Law of Motion is also unable to cause direct harm, but can be sustained at -10 chakra for A-ranked and below applications and -20 chakra per turn for S-ranked. Should it expire or user chooses to release it, frozen objects and attacks will not continue their projected paths but will stay in place or fall, if they were airborne.

( Law of Power ∞ Chikara no Hōsoku ) - When potential energy is focused, this jutsu is most advantageous. Techniques within rank and range will have their energy stripped away with no effect on their motion ( kinetic energy is ignored ). This is because Entropy, through its radiation, would have cancelled the technique internally by dispersing its power to operate. For energy-based attacks, this leads to immediate loss of form and degradation while for solids, depending on the composing element, will either fall apart or remain stationary as "zombies". That is, they have no chakra present but cannot be manipulated any further due to traces of Entropy being left in all attacks that are overpowered by this jutsu. Projectile techniques could still pose a threat in this application, and in some cases the user would still have to defend from an attack, even after it's been nullified. This allows the user to counter with free form or lower ranking techniques. All ranks of this Law are able to harm opponents if contact is made, by causing moderate ( B-rank and below applications ) to severe internal damage, where the S-ranked use of this jutsu can incapacitate opponents of equal or lesser rank for two turns if affected.

Each Law can only be activated four times per battle, regardless of rank. A-ranked usage requires two hand seals and S-ranked requires three, after which this technique goes on a two turn cool down. Only one 'Law' may be utilized each time this jutsu is activated, with a turn cool down between.

Approved.

( Entropoton: Mugen no Sokumen ) Entropy ∞ Aspect of Infinity
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 ( -10 per turn )
Damage: 80
Description: Aspect of Infinity is a technique that allows the manipulation of Entropy in its condensed form throughout the body and infusing it with the element. The jutsu requires three hand seals, after which the user becomes a more condensed form of Entropy which appears like a with a shimmering outer edge caused by the passive emission of radiation. Inside the user's body will appear to be filled with small pulses of light reminiscent of stars and their eyes will glow a blueish color. As per natural properties of the element, the user is able to phase through solid objects and those devoid of chakra such as the ground. This can be done passively while Aspect of Infinity is active but while phasing the user will be unable to deliver physical attacks such as free form and Taijutsu or perform techniques other than Entropy. The real strength behind this jutsu comes from the body, whereas the user is able to interact directly with their own energies, enhancing their attacks. While Aspect of Infinity is active, the user is able to perform Entropy techniques with added potency ( +1 rank to techniques up to S-rank, and +20 damage above S-rank ) while halving the number of required hand seals. This is to compensate for them being unable to perform any other forms of elemental Ninjutsu except for Fire and Lightning ( Entropy's component elements ) and elements composed of the two, as well non-chakra aided Taijutsu and of course, Entropy. If the user is to be sealed while Aspect of Infinity is active the Entropy chakra will disperse, ejecting the user while the energy is being absorbed. Likewise, if an attack were to overpower this jutsu, the resultant damage after clashing would carry to the user while the state deactivates. Can only be used twice per match, lasting four turns each, and has a two turn cool down.

Approved.
 
Last edited by a moderator:

Matt

Legendary
Joined
Dec 24, 2012
Messages
12,200
Kin
827💸
Kumi
15,077💴
Trait Points
0⚔️
Awards
approved element: https://animebase.me/threads/custom-element-bureau.764498/page-2#post-21898792
permission to submit osmium cj: https://animebase.me/members/matt.175514/

(Fūin/Ōsmuton: Itan no Ana) – Sealing/Osmium Release: Pit of Heresy
Type: Offensive
Rank: A
Range: Short – Mid
Chakra: 30
Damage: 60
Description: The user will perform a sequence of three seals, channeling their chakra into the earth and creating a great mass of Osmium ten meters beneath the surface of the ground. In doing so, they will hollow out the earth beneath the surface of the ground, creating an open space lined with stalagmites and other sharp formations of Osmium. Some of the formations are as tall as five meters, others no taller than that of a human child. The creation of the pit disrupts the structural integrity of the remaining earth between the pit itself and the surface of the ground, causing it to cave in. Anything situated atop the ground which hangs over the pit will be dislodged, falling down into the stalagmites below. The Fūinjutsu component of this technique is designed to alter the nature of the barriers which exist in all Osmium techniques. In the case of Pit of Heresy, the barriers are manipulated to take on the properties of the Crimson Mist Barrier technique, masking the sound it creates when it hollows out the earth beneath the ground's surface. As such, the technique cannot be detected via the vibrations in the ground one would normally feel from a technique of this nature. The size of the pit itself can be controlled by the user, so long as it is between three to fifteen meters radial in length and width. This technique can be performed up to three times per battle with a single turn cooldown between uses.


(Fūin/Ōsmuton: Akui no Tachi) – Sealing/Osmium Release: Touch of Malice
Type: Offensive
Rank: S
Range: Short – Mid
Chakra: 40 (-10 per turn)
Damage: 80
Description: Touch of Malice is a unique technique which taps into the barriers inherent to all Osmium Release techniques. These barriers are basic, in that their sole purpose is to allow the user to come into physical contact with the element without exposing themselves to its harmful effects. Touch of Malice weaponises these barriers, altering their nature to grant them the pseudo-gravitational effect of Multiple Infinite Embraces. Through this technique, the user can generate spherical masses of Osmium known as 'blights', either from the ground itself of by channeling into a source of Osmium on the field. These blights are one meter in radius and will float a meter away from where they are created, and will generate a spherical barrier which spans a five meters radial distance in all directions. Should an opponent enter its perimeter, the barrier's effect will cause them to be pulled into the blight, forcibly dragging their body into the Osmium itself. Making contact with the blights will cause damage to an opponent and inflict debilitating effects as outlined in the Sword Logic. The force of the pressure exerted by the barriers is of a similar caliber to that of the Multiple Infinite Embraces technique, overpowering any attempts to move the body due to its potency. In order to free oneself from the blight, it must be destroyed with an equally powered technique. The user can create up to four blights with a single usage of this technique, the power of each blight being equally divided with each additional blight. A single blight is considered as S-Rank, with two blights being A-Rank each and so on. Creating a single blight requires two handseals, and every additional blight requires one more handseal. Regardless of how many are created, blights will last up to five turns per usage. When all the blights dissipate, whether they are destroyed or their duration expires, Touch of Malice cannot be reactivated for another turn, and the user's Osmium techniques are limited to A-Rank and below in the turn of deactivation. While in use, the user's Ninjutsu becomes limited to Osmium and its components.

Both approved. Slight edits to the second.
 
Last edited by a moderator:

Daemon

Legendary
Joined
Jul 12, 2009
Messages
18,724
Kin
1,754💸
Kumi
72,430💴
Trait Points
25⚔️
Awards
New Cycle: 07/03/2020 - 07/10/2020

RULES
1.
Submit your Customs only once they've been finalized. The staff can and 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 post for information on restrictions and banned concepts. This list is ever evolving due to new Metas and may be changed weekly.

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.
 

Never

Active member
Supreme
Joined
Jun 22, 2012
Messages
32,560
Kin
2,719💸
Kumi
44,736💴
Trait Points
0⚔️
Ebony Release Approved: Here

(Kokutanton: Senrensareta) - Ebony Release: Polished Castle Gates
Type:
Offensive/Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra: 20-40 (-10 per turn for Animated Constructs)
Damage: 40-80 (+20 if ignited)
Description:
The user creates constructs of Ebony Release from the Ground, their person or sources of Kokutanton or even Mokuton. These constructs can be as small or large as they wish and their shape is only limited by the user’s imagination. Any animated construct(s) like large dragons that actively pursue a target require 10 chakra each turn to keep active. The B-Rank usage of this technique creates Solid Polished, Reflective looking Wood constructs that have no side-effects or absorption properties and only cause sharp and/or blunt damage; though they can still be ignited with a combined/opposing Fire jutsu with blue flames erupting at a localised spot around the construct.

Usages of A-Rank and higher can have more Ebony Properties like when they come into contact with a living source of chakra it will sap 40 chakra points from them. Opponents can become subject to irritation; unable to breath properly, burning skin and partial blindness if hit by these constructs, unable to concentrate on techniques with handseals above two and must expend an extra 20 chakra to techniques due to the ebony residue absorbing on contact. The constructs coming into contact with fire based techniques will be absorbed into the wood and ignite it with blue flames across its surface. The same happens with other weaker energy based ninjutsu except the user has the choice of when they can ignite the flames with a simple hand seal at a later turn.

- Animated constructs last for four turns maximum
- Ebony Powder Residue side effects last 3 turns unless washed off
- A Rank can only be used 6 times per battle
- S Rank can only be used 4 times per battle with a two turn cooldown

Declined. Needs hand seals for A-Rank and higher. Bear in mind that Medical Ninjutsu and Yang Release, as well as other techniques within logical reason, can neutralize the effects of the powder.
 
Last edited by a moderator:

Skorm

ιn ѕιlιco
Elite
Joined
May 1, 2017
Messages
7,962
Kin
10,956💸
Kumi
81,693💴
Trait Points
0⚔️
Status
Awards
(Yin/Kuriputon: Taroheiru | Yin/Liquid Krypton Release: Talohail)
Type:
Offensive/Supplementary
Rank: S-rank
Range: Short-Long
Chakra: 70 (-30/turn)
Damage: 100(on initial hit, 80/turn afterwards)
Description: Talohail is an advanced form of Liquid Krypton that is meshed together with the intriguing and oddly explained properties of the spiritual aspect of Yin release, mostly deprived from the Hands of Sloth technique. The user starts off by performing three handseals and unleash an omni-directional burst of Kuriputon chakra pre-infused heavily with Yin chakra to change its properties, not in terms of elemental strength/weakness but rather implicating a spiritual aspect of the technique. The liquid will spread out through the field, unbeknownst to any user not possessing either Sage Mode, Rinnegan or Yin/Yang users. Through the same process as the Hands of Sloth, this technique can become intangible and thus unable to be physically interactive with. This is mainly a feat to not hit either summons or clones the user has previously summoned or created, but rather specifically remains tangible towards desired targets, mainly hostile ones. Once interacted with, the technique will cause severe freezing damage and a lack of movement to all targets that has been in contact with the liquid. Like a genjutsu has struck them, but not really, the effects of sloth is also applied and thus inducts a target with no sense of direction and lack of concentration which ultimately will make them unconscious as they freeze to death. The process of being influenced by Talohail is rapidly degenerating a victims ability to concentrate and thus loses the ability to form S-rank and higher techniques upon impact while after one turn it falls down to A-rank and lower. The technique deals 80 damage per turn towards all targets(friendly or not) per turn while summonings and that are hit will be instantly reversed.

Note: Can only be used twice per battle
Note: User cannot perform Yin/Kuriputon techniques while this technique is active
Note: User cannot perform Yin/Kuriputon above A rank after technique ends
Note: Requires Yin or Yin/Yang speciality to give the effects of sleepiness

Declined. While the canon Hands of the Sloth technique can indeed go undetected save for select abilities, that's not something I'm keen on allowing for customs. Especially not one like this where it can be an omnidirectional instant-freeze. You're also not gonna be allowed to deal 80 damage per turn on those frozen, nor casually include Hand of the Sloth's Sleep effect. Define clearly what degenerative effects it'll have.

(Doton/Kuriputon: Rokurikku | Earth/Liquid Krypton Release: Roqurik)
Type:
Offensive/Supplementary/Defensive
Rank: A-rank
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Sinow is a multi element technique that uses both the doton element as well as the kuriputon element in tandem with eachother, which is fully possible due to how these two elements interract with eachother regardless. The user starts off by slamming their hands on the ground or stomp on it to channel earth and kuriputon chakra to it. They then channel the chakras underground to create tunnels underneath them that will spread like roots underneath a plethora of locations in any direction. Soon as the tunnels has been formed, the liquid krypton will then fill the tunnels and freeze the ground where the tunnels end. Depending on how wide the tunnel is the gap of frozen earth will surround each target and ultimately crumble due to their weight, which results in a cave-in and said target will fall into a tunnel full of ultra cold fluids and freeze to death.

Note: Can only be used four times per battle
Note: Requires a two-turn cooldown for each use

Declined. "Freeze to death" isn't going to be something you're allowed to have as the effect of a jutsu due to the health system. Find something else for this technique. If you're okay with it being just a cave-in into a pool of Liquid Krypton with no defined effects, then DM me and I'll edit in an approval and just remove that line.
Link to approved ce [x]
Edits in bold, removing unseeness and tick damage and instead goes for a higher damage per initial hit.

(Yin/Kuriputon: Taroheiru | Yin/Liquid Krypton Release: Talohail)
Type:
Offensive/Supplementary
Rank: S-rank
Range: Short-Long
Chakra: 70 (-30/turn)
Damage: 140
Description:
Talohail is an advanced form of Liquid Krypton that is meshed together with the intriguing and oddly explained properties of the spiritual aspect of Yin release, mostly deprived from the Hands of Sloth technique. The user starts off by performing three handseals and unleash an omni-directional burst of Kuriputon chakra pre-infused heavily with Yin chakra to change its properties, not in terms of elemental strength/weakness but rather implicating a spiritual aspect of the technique. The liquid will spread out through the field in a rapid succession. Through the same process as the Hands of Sloth, this technique can become intangible and thus unable to be physically interactive with. This is mainly a feat to not hit either summons or clones the user has previously summoned or created, but rather specifically remains tangible towards desired targets, mainly hostile ones. Once interacted with, the technique will cause severe freezing damage and a lack of movement to all targets that has been in contact with the liquid. Like a genjutsu has struck them, but not really, the effects of sloth is also applied and thus inducts a target with no sense of direction and lack of concentration which ultimately will make them unconscious as they freeze to death. The technique serves degenerative effects once a target has been apprehended by it. This is similar to that of Hands of Sloth, but walks in a slightly different path and instead of weakening their capability to perceive genjutsu, it will instead create a burning freeze feeling inside their minds which triggers a massive body ache. This will lead a target to forgo their abilities to use their full chakra reserves and thereby are limited to using A-rank and beneath jutsus for as long as 2-turns after hit.

Note:
Can only be used twice per battle
Note: User cannot perform Yin/Kuriputon above A rank after technique ends
Note: Requires Yin or Yin/Yang speciality to give the effects of sleepiness

Edits in bold, going in a different path entirely with this one.

(Doton/Kuriputon: Rokurikku | Earth/Liquid Krypton Release: Roqurik)
Type:
Offensive/Supplementary/Defensive
Rank: A-rank
Range: Short-Long
Chakra: 30
Damage: N/A (+20 to doton)
Description: Roqurik is a multi element technique that uses both the doton element as well as the kuriputon element in tandem with eachother, which is fully possible due to how these two elements interract with eachother regardless. The user starts off by slamming their hands on the ground. They will then channel their krypton and earth chakra into the ground in an omni-directional pulse that will cause blue cracks to be visible from the surface, expelling ultra cold vapour. Depending on the users demands, the earthern crust can be just a paper thin and underneath it a miniature lake of liquid krypton waits for heavy objects to fall into it by cracking through the crust. The technique also offers an extensive increase in damage to earth techniques that are taken place in succession after the technique, having them ultra cooled down and become extremely brittle but also dealing more damage. This translates to a +20 in damage for follow-up doton moves whilst there is liquid krypton for techniques that uses the pre-existing ground.

Note:
Can only be used four times per battle
Note: Requires a two-turn cooldown for each use

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 unison 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 crystallized but still attain its liquidity. By doing so, the brute temperature that the metal radiates becomes more dense 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 crystalline 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 interactions 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 Celsius 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 malleable 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 chooses 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 override amount of Yin chakra that would make the liquid stage of the core of the Tear to explode inwards itself and create a pseudo supernovae. This explosion will disintegrate anything in its vicinity(up to mid-range) with a whopping 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: User cannot perform Yin/Bisumaton techniques while this technique is active
Note: User cannot perform Yin/Bisumaton above A rank after technique ends
Note: Can only be used twice
Note: Can only be taught by Skorm.

Updating this: [x]

Edits in bold.

(Hinode) - Sunfall
Type:
Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Sunfall is a sword made by parts of reinforced steel and liquid bismuth, as well as an enhanced chakra composition entirely made out of Yin. This makes the sword able to shift in construction and turn into a hand-cannon due to the liquid parts of the construction. It will either start as a sword or a hand cannon at the beginning of an encounter.
There are passivel enhancements towards the users developed bisumaton techniques that are amplified through Yin that resides within the sword. These enhancements translates that of a +30 in damage and a +10 in chakra for a users bisumaton techniques when wielding the blade(in either form). It also causes the users Bisumaton techniques to be able to attain a unique property that is directly tied to the boundaries of Yin. Like the enhancements stated previously, this unique trait is also passively applied but limited in terms of usage. By performing an extra handseal after each regular bisumaton technique, the user can change its properties and have it attain a solid or an energy state instead of its regular liquid one. For D-B rank techniques, this can be done 4 times per battle. For A-F ranks it can be done twice.
Note, however it doesn't change the natural strength/weakness of the elements natural state.

Sword:
The sword form is very beautiful with multitudes of colors and shining edges. The edge of the sword is partially liquid bismuth and partially hardened steel with a black aura that seems to radiate naturally from the swords edges. Due the temperature of liquid bismuth the sword will inflict severe burns on contact with skin and cause great pain. It further enhances the swords cutting capability since it can melt away other elements(within reason, but rubbery and bouncy for example) that are in the way of the sharp steel. If placed on the ground with the hilt upwards and the edge planted in the foundation of the ground in front of the user it will release a large portion of liquid bismuth into the ground that will shape into half of a sphere. Using their ability to control the element, the user can then shape the underground sphere into large roots or trees around the battlefield that deals burning damage on touch. These roots can reach long range while the trees(depending on their length) can only reach mid-range. This causes 140 damage and might only be executed once per battle. The trees can spread and create a miniature forest(about 30 meters big and 10 meters tall), entrapping foes. On touch it causes severe burns. The sword can be used as any other sword and thus being able to be a part of the regular Kenjutsu list, but with burn damage inflicted upon it, naturally defeating other regular swords in duels and breaking them apart.

Handcannon:
The hand cannon form of the Golden Nightmare is like the sword, very beautiful and contains the exact same parts as the sword. This hand cannon can fire rounds made out of liquid bismuth that are infused with Yin. The bullet has two applications of usage. The first one, is being that of a regular chakra bullet but is infused with S-ranked levels of Bisumaton continents as well as Yin chakra which makes it devastating in its amount of damage it can deal. On impact, the bullet will shatter the ground or any other solid surface that is of weak construction and eat its way through it via the very high temperature. On a human target, it will cause the same amount of damage as the golden forest move stated in the sword rulings and is directly lethal. It will cause a mid-range explosion, shattering its molten metal everywhere. The other application the round can cause is to be shot at the sky. This causes the bullet to splatter and form a metallic rain that will sustain itself after one full turn after the shot was fire. This rain will carry strange properties as it is more of a Genjutsu than the metal itself. Through the rain, the opponents will start to see mirages of the user and get confused whilst the end goal is for them to get lost in the rain that will ultimately drain their chakra to the point they become docile. Its effects are mental fatigue as well as a splitting headache as soon as any opponent gets as much as one drop on them. Note that only one of these applications of the bullet can be used once per battle.
Regular gun rules apply and only one round can be shot each time-frame.

Note: Changing form of the sword costs a move-turn and the user must state in the beginning of a battle what form the Sunfall has taken. If not, it's default as a sword.
Note: Can only be used by Skorm
Note: Utilizing the roots/tree application of the sword renders the user incapable of using the sword's other active abilities in the same and next turn.
Note: Firing a bullet, using the sword for an S-rank attack, or creating the roots render the user unable to use Bismuth Techniques above A-rank in the same turn and the next.

All Declined. You are allowed 4 Basic Submissions(CEJ, CJ, CFSJ) across the board per cycle. You've submitted 9.
 
Last edited by a moderator:
  • Wow
Reactions: Shady Doctor

Lytes

Active member
Legendary
Joined
Nov 15, 2012
Messages
10,499
Kin
1,093💸
Kumi
2,845💴
Trait Points
0⚔️
Selenium Dust CE

1. Serenton: Don'yoku | Selenium Dust: Greed
Type:
Offensive/Defensive/Supplementary
Rank: C-S
Range: Short-Long
Chakra: 15 - 40 (-10 per turn to sustain)
Damage: 30 - 80
Description: The most rudimentary technique of the element. By focusing Serenton chakra, the user is able to create tools and constructs made of Selenium dust. Due to the nature of the element, it can be created from the user's body, the ground, and water bodies. These can range from kunais/swords/spears etc for close combat to free flowing waves/constructs. This also includes pillars, walls and other complex constructs only limited by the user's imagination(each rank cannot exceed the size of canon techniques of the same rank.) Using hand gestures, the user can at will change a construct's shape, form, direction; from a sword to a orb or a cube to a serpent etc. (this does not include rank of the jutsu which remains the same no matter what the technique morphs into). The user can make multiple objects but the power is divided between them, for example if the user makes two orbs with the A rank use, each orb will be B rank in power. Once a match, the user can use this on an F rank level (50 chakra, 90 damage) after which the user wouldn't be able to use Serenton in the next 2 turns.
Each creation of Serenton of course would administer side affects upon touching, ingesting it, inhaling it or even when it comes into contact with an opponent's eyes, though the user himself wouldn't be affected seeing as it is directly made from his chakra and body. These effects range from Nausea, Vomiting, Fatigue, Irritability, Headaches, Myocarditis, Blindness and even Death (All mentioned in submission). Due to the photovoltaic nature of the element(mentioned in submission), whenever it's exposed to light (sunlight or other forms of light), A rank and above usage generates electricity which gives it a paralyzing effect on par with Chidori Nagashi.

Note:
- Each creation of Serenton can be passively maintained for a total of 3 turns by sacrificing 10 chakra per turn
- For Sunlight to boost a Serenton technique, the weather must explicitly be stated to be sunny.
- S-rank can be used 4 times per match and requires 3 handseals.
- A-rank requires 2 handseals.
- Changing shape of a weapon or construct requires a move slot.
- After utilizing the S-rank version you cannot use any A-rank or above Serenton techniques the following turn.

Approved. Edits made.

-----
2. Serenton: Ikari | Selenium Dust: Wrath
Type:
N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:
Serenton is an armorphous element that not only has physical properties but also comes along with a variety of toxic effects(mentioned in submission) no matter the form it takes. The following effects are references to the effects that would take place if one were to absorb the substance; Whether it be orally, through the skin, directly into the bloodstream, inhaling it or even by it coming into contact with the eyes. The effects of the toxicity is determined by the rank of the dust technique in use i.e Higher rank selenium dust techniques are more toxic than lower rank selenium dust techniques regardless of size.

D-C Rank: Absorbing Selenium dust of these ranks through means mentioned causes minor effects such as headaches and irritability, enough to cause the affected to stumble or fumble with their weapons, or mess up the aim of thrown techniques.

B-A Rank:
In addition to previous effects, the target would feel extreme nausea along with partial blindless, they'd also suffer from the effects of Myocarditis. The nausea causes them to be unable to spew out techniques from their mouths that are S ranks or above due to the queasiness overwhelming them whenever they attempt to inhale or exhale too deeply. This would include Sound techniques or any other techniques of the nature that requires the user to inhale/exhale via yelling and such. The Myocarditis reduces the target's heart's ability to pump and also causes rapid or abnormal heart rhythms, this causes a decrease to a target's physical feats - Speed is reduced by one level and all techniques that rely on a target's physical feats get a -20 damage debuff. The partial blindless translates to an inability to see past mid range.

S Rank and above: In addition to previous mentioned effects, the targets, if exposed to Selenium dust of this rank would suffer stronger forms of previous effects. Immense Headaches coupled with Irritabilty and complete blindness would reduce the target's overall tracking to half of its previous value. The immense nausea would render the target unable to spew out techniques that from their mouths that are B ranks or above (This would include Sound techniques or any other techniques of the nature that requires the user to inhale/exhale via yelling and such). The Myocarditis would translate to target's speed being reduced by two levels and the target becomes incapable of using Taijutsu beyond B-rank basics.

Note:

- By spending 20 chakra, the user can passively rid a target's body of excess Selenium so as to remove the effects. This requires the target to be in short range of a user.
- After being effected, the targets can't lessen nor rid the effects unless they somehow cleanse the element from their system, though removing themselves from exposure would have the effects not further worsen.
- The effects stack i.e Getting exposed to 2 C ranks would incur B rank effects. Getting exposed to 2 A ranks would incur S rank effects and so on.

Approved. Edits made.

-----
3. Serenton: Ōkui | Selenium Dust: Gluttony
Type:
Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description:
A supplementary use of Serenton release. Due to the red sand's unique properties, the dust can be used to augument other elements through several means.

Water
Due to the ability to form Selenium from water sources, the ground and the user's body. The user when creating a water technique can infuse serenton chakra to form selenium dust into said water technique giving it a reddish hue. The infused selenium dust not only makes the water technique denser/heavier. The infusion translates to a +20/+1 rank boost in the water technique's strength. This can be used on other logical water related elements such as rain.

Fire
When creating a fire technique from the ground or from the user's body, the user creates a solid core of selenium to said fire technique. Due to Selenium's high melting point, the solid core wouldn't be melted by the flames. However, the selenium core would continuously release a burst of fine red sand that causes non stop dust explosions which strenghens the flames and by extension the fire technique. The infusion translates to a +20/+1 rank boost in the fire technique's strength. However, being hit by an enhanced fire technique administers no selenium related side effects.

Wind
Similarly to the water usage, the user infuses selenium dust into their wind techniques giving it a reddish hue which not only makes it denser/heavier. The infusion translates to a +20/+1 rank boost in the wind technique's strength. This can be used on other logical wind related elements such as Typhoon etc

Earth
The user either coats his earth technique in selenium dust or creates the selenium in the core of the earth technique, the former method gives the technique a reddish hue. The infusion translates to a +20/+1 rank boost in the earth technique's strength. This can be used on other logical earth related elements such as lava(Selenium dust's high melting point allows it to coexist with lava techniques) etc.

Lightning
The user when using a lightning technique also releases fine selenium particles giving the lightning technique a slight reddish hue. The particles auguments the lightning technique due to Selenium's photovoltaic action (Converts light to electricity) and its photoconductive action (Its electrical resistance decreases with increased illumination). The photovoltaic action means light from the lightning technique gets converted to electricity in the particles which in turn boosts the lightning technique. The photoconductive action means the the particle's electrical resistance decreases from the light produced by the lightning technique, this allows the lightning technique to freely be conducted through the selenium dust particles slightly increasing its size. The infusion translates to a +20/+1 rank boost in the lightning technique's strength. This can only be used on lightning techniques produced from the user's body or the ground. It can also be used on other lightning related elements such as Storm release etc. It however can't be used on Black Lightning since that form of lightning produces little to no light.

Note:
- Each infusion can only be used 5 times per battle with 2 turn cooldowns.
- The S/W of the boosted technique isn't changed.
- It's a passive technique that's performed in the same TF as the boosted technique, but occupies a move slot.

Approved. Edits made.
 
Last edited by a moderator:
  • Like
Reactions: Shady Doctor

System001

Active member
Legendary
Joined
Apr 15, 2011
Messages
19,385
Kin
6,209💸
Kumi
10,911💴
Trait Points
0⚔️
Link to Eywa, the referenced technique; https://animebase.me/threads/custom-elements-jutsu-submission.13700/page-43#post-21387717

Split into two separate techniques as told. Because of the major changes I omitted the bold.

Link to CE: https://animebase.me/threads/custom-elements-bureau-iii.710828/page-4#post-21126831

♦♦

(Sōruiton ♦ Chōetsu Ijō Zōshoku) – Algae Release ♦ Orbis Caeruleus
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: Orbis Caeruleus is the sister technique of Flaska Reclinata, with both focusing on the living nature of the Algal CE and seeking to encapsulate the nature of one of the two principals qualities of the life cycle - growth and feeding. In this case, Orbis Caeruleus' focus is on growth. At a baseline, techniques produced through use of Orbis will possess an increased potential for rapid growth cycles and explosive levels of asexual reproduction. As such, the traits of endless growth and reproduction will manifest the ability to regenerate to fully restored health - wherein Algae techniques that are not fully destroyed in a clash will experience a spike in asexual reproduction and maturation that will promptly regenerate the technique to their previous apex power. However, perhaps more considerable than this is the innate power of Orbis Algae to, essentially, grow infinitely. By this, Orbis Algae will not only continuously grow in size or density, but also in power. With each turn left on the field, Orbis Algae will increase by +10 dmg per turn, stacking without a cap.

This is your brain on drugs.
For techniques without a damage component, they will instead attain a +10 damage resistance. In line with this, once every two turns the Algae techniques non-damage related abilities will increase by one rank, thereby reflecting it's continued evolution. For instance, if an Algae technique produces bioluminescence that can illuminate through C rank mist and blind for one turn, it will now be capable of blinding through B rank mist, and for up to two turns. (In turn, the user cannot apply any other damage boosts to Orbis Algae, and any other damage boost already applied will instead be overridden with this effect - the user can however choose to omit this effect entirely from a technique with Orbis) A usage of Transcendence can, through three handseals, produce Algae of the Orbis Caeruleus variety, with structures produced in accordance with Eywa (waves, blasts, shields, spears, spikes, etc, essentially any physical shape imaginable of either liquidus of compressed form) Alternatively, Orbis Caeruleus can be utilised before/directly after the usage of a second Algae technique (works in same timeframe) so as to impart the full qualities of Orbis onto the Algae technique used. This does not increase the technique's strength. In this case Transcendence’s potency will be relative to that of the infused Algae techniques strength.

Notes: Creation of Orbis Caeruleus structures, or transfusion to shift the innate qualities of an algae technique to include the effects of Orbis can only be done three times per battle, counts as a move, requires a turn cooldown between uses (shared with Flaska Reclinata) and the user cannot use Algae above S rank on their next turn. If the user has used Flaska Reclinata, then they can only use this technique twice.

Same restriction issues. You'll need something that triggers this increase as well.

Link to CE: https://animebase.me/threads/custom-elements-bureau-iii.710828/page-4#post-21126831

Heavily edited, added a trigger instead of it being a passive occurrence. Adjusted the power to match the fact that it is now conditional, and excessive growth is reliant on my opponent being retarded.

(Sōruiton ♦ Chōetsu Ijō Zōshoku) – Algae Release ♦ Orbis Caeruleus
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: Orbis Caeruleus seeks to encapsulate the nature of one of the two principals qualities of the life cycle - growth and feeding. In this case, Orbis Caeruleus' focus is on growth. At a baseline, techniques produced through use of Orbis will possess an increased potential for rapid growth cycles and explosive levels of asexual reproduction. As such, the traits of endless growth and reproduction will manifest the ability to regenerate to fully restored health - wherein Algae techniques that are not fully destroyed in a clash will experience a spike in asexual reproduction and maturation that will promptly regenerate the technique to their previous apex power. However, perhaps more considerable than this is the innate power of Orbis Algae to, essentially, grow infinitely. As described in the CE, Algae techniques will continuously expand and grow so long as they are left on the field. In the case of the Orbis Caeruleus variety however, it will adopt an enhanced reactive trait wherein when attacked, a rapid growth phase will be triggered. By this growth phase, Caeruleus Algal structures that can withstand the opposing attack will be bolstered by their defensive mechanism of exponential growth, and regrow at increased strength (+20). This effect can be triggered up to two times, increasing the boost by a cumulative 20 for each occurrence. For techniques without a damage component, they will instead attain a +20 damage resistance. In line with this, an Algae techniques non-damage related abilities will increase by one ranks worth of effectiveness, thereby reflecting it's continued evolution. For instance, if an Algae technique produces bioluminescence that can illuminate through C rank mist and blind for one turn, it will now be capable of blinding through B rank mist, and for up to two turns. (In turn, the user cannot apply any other damage boosts to Orbis Algae, and any other damage boost already applied will instead be overridden with this effect - the user can however choose to omit this effect entirely from a technique with Orbis). The user can produce Algae of the Orbis Caeruleus variety, with structures produced in accordance with Eywa (waves, blasts, shields, spears, spikes, etc, essentially any physical shape imaginable of either liquidus of compressed form), through the use of three handseals. Alternatively, Orbis Caeruleus can be utilised before/directly after the usage of a second Algae technique (works in same timeframe) so as to impart the growth heightened blooms, and the full effects of Orbis onto the Algae technique used. This does not increase or alter the technique's base strength.


Notes: Creation of Orbis Caeruleus structures, or transfusion to shift the innate qualities of an algae technique to include the effects of Orbis can only be done three times per battle, counts as a move, requires a three turn cooldown between uses and the user cannot use Algae, Earth or Water above A rank on the turn after the Orbis Caeruleus technique is created.
Note: The reactive growth phase only responds to enemy techniques, the user or their allies cannot attack Caeruleus to trigger this trait. Furthermore, the growth phase occurs after the clash, not before or during. Therefore, on impact, the Algae won't suddenly grow strong enough to withstand an enemy technique that would have destroyed it beforehand.


Approved. Edits made.
 
Last edited by a moderator:

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,623
Kin
2,343💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
I have shady permish
Ce approval https://animebase.me/threads/custom-elements-bureau-iii.710828/page-2#post-20808756

(Yumeton: Chikara wa chikaradesu) - Dream Sand: Power is Power
Type:
Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: Dependent
Description: Once an opponent absorbs Dream Sand into their systems, the user becomes capable of casting a powerful illusion (3 hand seals) that is directly tied to the psychoactive effects of the element, gaining the ability to dictate the details of what the experienced hallucinations involve. This enables the user to craft intense hallucinations that can become significantly detrimental to the victim's self being. These hallucinations can have an affect on emotion and on all the senses, but limited to three at a single go, with the affected categories gaining the unique side effect labeled 'After Hours'. The After Hours effect is the result of the hallucinations severely affecting the psyche of the opponent's causing them to become vulnerable and receive mental damage from future techniques that affect said categories. For instance, if the user caused a hallucination that affects the target's senses of touch, hearing, and smell, then proceeds to use a physical technique, a sound technique, or an odour based technique, the opponent would experience a 'bad trip', causing them to receive mental damage equivalent to half the damage of the used technique. For techniques that do not cause damage and have deliberating effects (flashbobs, smoke-flash bombs) their effects would last for two additional turns than normal. Should the opponent not cleanse their systems from the Dream Sand, the controlled hallucinations and their effects would persist until the 80 damage mark is reached. If the illusion alone is broken, but the system is not cleansed, the 'After Hours' effects would persist for two additional turns. Usable thrice, with a two turn cool-down and no A rank or above DS techniques the turn after.

(Yumeton: Watashi o Tameshite Kudasai) - Dream Sand: Try Me
Type:
Supplementary
Rank: A - S
Range: Short - Long
Chakra: 30 - 40
Damage: N/A
Description: After performing three hand seals the user would either manipulate existing Yumeton or produce new Yumeton and control it surround a target of their choosing, constricting them and preventing any further movement, with the Yumeton taking on the shape of a palm tree that would always start at three times the size of it's target. The Yumeton tree would have unique sealing scripts on it's bark, which have the effects of locking chakra usage and cutting off any existing chakra links or similar, allowing the technique to seal off living creatures, even Jinchuriki, and Edo Tensei. For each turn the target remains trapped inside the trees they would have a hundred chakra drained from them, with half of it being used to increase the size of the tree(double each turn), while the other half would lead to the production and release of Yumeton pollen short range all around tree, causing opponent's within it's range to fall victim to the effects of absorbing Yumeton per True Colours levels. When used on summon/creatures that have a turn limit, it's turn limit would be cut in half after which it would be forcefully returned to it's homeland with it becoming unavailable for a resummoning if it had said ability. If used against Edo Tensei or similarly resurrected physical beings, they would be immediately sealed away and can not be summoned again, with the tree and pollen effects not coming into play. The effects of the Yumeton pollen would depend on the rank of the technique used, and the Pollen tree itself can be broken by delivering damage equivalent to the rank used. S rank can only be used twice, while A rank can be utilised thrice. Must be separated by a turn interval, during which no Yumeton techniques A rank or above.

All Declined. So link the permission????
 
Last edited by a moderator:

Sasori

Active member
Legendary
Joined
May 31, 2014
Messages
15,264
Kin
1,327💸
Kumi
4,657💴
Trait Points
0⚔️
New Cycle: 07/20/2020 - 07/27/2020

RULES
1.
Submit your Customs only once they've been finalized. The staff can and 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 post for information on restrictions and banned concepts. This list is ever evolving due to new Metas and may be changed weekly.

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.
 
Last edited by a moderator:

The_Empire

Supreme
Joined
Jan 8, 2009
Messages
23,544
Kin
6,343💸
Kumi
3,494💴
Trait Points
18⚔️

(Banjīgamurirīsu: Pinkī no Kabe) Bungee Gum: The Wall of Pinky
Rank: A
Type: Defense
Range: Short
Chakra Cost: 30 (+20 when used to enhanced a barrier/wall)
Damage Points: N/A
Description: The user claps their hand(s) and pulls them part showing Bungee Gum substance in between them(it expands outward) but still attach to it and creates a barrier/wall that could be used to capture or defend against attack(s). This barrier/wall can be at max fiver meters long but still is attach to the user's hand(s). This barrier/wall can be added to another barrier/wall for added chakra and of course defense. The user would touch or at least be three meters from whatever barrier/wall to do this.

You must be registered for see images

(Banjīgamurirīsu: Gotcha) BungeeGum: Gotcha
Rank: B
Type: Defense/Supplementary
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user using just one finger or multiple if they desire shoots off a beam of Bungee Gum directly at their desired target(s). This would attach to whatever the target is and the other end is attach to the user's finger(s). The user can pull the desired target to them or they can come at the target. Either way if the user uses this along side a tajutsu attack it would give a boost in the taijutsu attack by +15 because the momentum of the attraction or retraction of the Bungee Gum. This can be used by the user's foot also.

You must be registered for see images

Both Approved.
 
Last edited by a moderator:

Skorm

ιn ѕιlιco
Elite
Joined
May 1, 2017
Messages
7,962
Kin
10,956💸
Kumi
81,693💴
Trait Points
0⚔️
Status
Awards
Link to approved ce [x]
Edits in bold, removing unseeness and tick damage and instead goes for a higher damage per initial hit.

(Yin/Kuriputon: Taroheiru | Yin/Liquid Krypton Release: Talohail)
Type:
Offensive/Supplementary
Rank: S-rank
Range: Short-Long
Chakra: 70 (-30/turn)
Damage: 140
Description:
Talohail is an advanced form of Liquid Krypton that is meshed together with the intriguing and oddly explained properties of the spiritual aspect of Yin release, mostly deprived from the Hands of Sloth technique. The user starts off by performing three handseals and unleash an omni-directional burst of Kuriputon chakra pre-infused heavily with Yin chakra to change its properties, not in terms of elemental strength/weakness but rather implicating a spiritual aspect of the technique. The liquid will spread out through the field in a rapid succession. Through the same process as the Hands of Sloth, this technique can become intangible and thus unable to be physically interactive with. This is mainly a feat to not hit either summons or clones the user has previously summoned or created, but rather specifically remains tangible towards desired targets, mainly hostile ones. Once interacted with, the technique will cause severe freezing damage and a lack of movement to all targets that has been in contact with the liquid. Like a genjutsu has struck them, but not really, the effects of sloth is also applied and thus inducts a target with no sense of direction and lack of concentration which ultimately will make them unconscious as they freeze to death. The technique serves degenerative effects once a target has been apprehended by it. This is similar to that of Hands of Sloth, but walks in a slightly different path and instead of weakening their capability to perceive genjutsu, it will instead create a burning freeze feeling inside their minds which triggers a massive body ache. This will lead a target to forgo their abilities to use their full chakra reserves and thereby are limited to using A-rank and beneath jutsus for as long as 2-turns after hit.

Note:
Can only be used twice per battle
Note: User cannot perform Yin/Kuriputon above A rank after technique ends
Note: Requires Yin or Yin/Yang speciality to give the effects of sleepiness

Edits in bold, going in a different path entirely with this one.

(Doton/Kuriputon: Rokurikku | Earth/Liquid Krypton Release: Roqurik)
Type:
Offensive/Supplementary/Defensive
Rank: A-rank
Range: Short-Long
Chakra: 30
Damage: N/A (+20 to doton)
Description: Roqurik is a multi element technique that uses both the doton element as well as the kuriputon element in tandem with eachother, which is fully possible due to how these two elements interract with eachother regardless. The user starts off by slamming their hands on the ground. They will then channel their krypton and earth chakra into the ground in an omni-directional pulse that will cause blue cracks to be visible from the surface, expelling ultra cold vapour. Depending on the users demands, the earthern crust can be just a paper thin and underneath it a miniature lake of liquid krypton waits for heavy objects to fall into it by cracking through the crust. The technique also offers an extensive increase in damage to earth techniques that are taken place in succession after the technique, having them ultra cooled down and become extremely brittle but also dealing more damage. This translates to a +20 in damage for follow-up doton moves whilst there is liquid krypton for techniques that uses the pre-existing ground.

Note:
Can only be used four times per battle
Note: Requires a two-turn cooldown for each use

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 unison 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 crystallized but still attain its liquidity. By doing so, the brute temperature that the metal radiates becomes more dense 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 crystalline 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 interactions 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 Celsius 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 malleable 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 chooses 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 override amount of Yin chakra that would make the liquid stage of the core of the Tear to explode inwards itself and create a pseudo supernovae. This explosion will disintegrate anything in its vicinity(up to mid-range) with a whopping 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: User cannot perform Yin/Bisumaton techniques while this technique is active
Note: User cannot perform Yin/Bisumaton above A rank after technique ends
Note: Can only be used twice
Note: Can only be taught by Skorm.

Updating this: [x]

Edits in bold.

(Hinode) - Sunfall
Type:
Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Sunfall is a sword made by parts of reinforced steel and liquid bismuth, as well as an enhanced chakra composition entirely made out of Yin. This makes the sword able to shift in construction and turn into a hand-cannon due to the liquid parts of the construction. It will either start as a sword or a hand cannon at the beginning of an encounter.
There are passivel enhancements towards the users developed bisumaton techniques that are amplified through Yin that resides within the sword. These enhancements translates that of a +30 in damage and a +10 in chakra for a users bisumaton techniques when wielding the blade(in either form). It also causes the users Bisumaton techniques to be able to attain a unique property that is directly tied to the boundaries of Yin. Like the enhancements stated previously, this unique trait is also passively applied but limited in terms of usage. By performing an extra handseal after each regular bisumaton technique, the user can change its properties and have it attain a solid or an energy state instead of its regular liquid one. For D-B rank techniques, this can be done 4 times per battle. For A-F ranks it can be done twice.
Note, however it doesn't change the natural strength/weakness of the elements natural state.

Sword:
The sword form is very beautiful with multitudes of colors and shining edges. The edge of the sword is partially liquid bismuth and partially hardened steel with a black aura that seems to radiate naturally from the swords edges. Due the temperature of liquid bismuth the sword will inflict severe burns on contact with skin and cause great pain. It further enhances the swords cutting capability since it can melt away other elements(within reason, but rubbery and bouncy for example) that are in the way of the sharp steel. If placed on the ground with the hilt upwards and the edge planted in the foundation of the ground in front of the user it will release a large portion of liquid bismuth into the ground that will shape into half of a sphere. Using their ability to control the element, the user can then shape the underground sphere into large roots or trees around the battlefield that deals burning damage on touch. These roots can reach long range while the trees(depending on their length) can only reach mid-range. This causes 140 damage and might only be executed once per battle. The trees can spread and create a miniature forest(about 30 meters big and 10 meters tall), entrapping foes. On touch it causes severe burns. The sword can be used as any other sword and thus being able to be a part of the regular Kenjutsu list, but with burn damage inflicted upon it, naturally defeating other regular swords in duels and breaking them apart.

Handcannon:
The hand cannon form of the Golden Nightmare is like the sword, very beautiful and contains the exact same parts as the sword. This hand cannon can fire rounds made out of liquid bismuth that are infused with Yin. The bullet has two applications of usage. The first one, is being that of a regular chakra bullet but is infused with S-ranked levels of Bisumaton continents as well as Yin chakra which makes it devastating in its amount of damage it can deal. On impact, the bullet will shatter the ground or any other solid surface that is of weak construction and eat its way through it via the very high temperature. On a human target, it will cause the same amount of damage as the golden forest move stated in the sword rulings and is directly lethal. It will cause a mid-range explosion, shattering its molten metal everywhere. The other application the round can cause is to be shot at the sky. This causes the bullet to splatter and form a metallic rain that will sustain itself after one full turn after the shot was fire. This rain will carry strange properties as it is more of a Genjutsu than the metal itself. Through the rain, the opponents will start to see mirages of the user and get confused whilst the end goal is for them to get lost in the rain that will ultimately drain their chakra to the point they become docile. Its effects are mental fatigue as well as a splitting headache as soon as any opponent gets as much as one drop on them. Note that only one of these applications of the bullet can be used once per battle.
Regular gun rules apply and only one round can be shot each time-frame.

Note: Changing form of the sword costs a move-turn and the user must state in the beginning of a battle what form the Sunfall has taken. If not, it's default as a sword.
Note: Can only be used by Skorm
Note: Utilizing the roots/tree application of the sword renders the user incapable of using the sword's other active abilities in the same and next turn.
Note: Firing a bullet, using the sword for an S-rank attack, or creating the roots render the user unable to use Bismuth Techniques above A-rank in the same turn and the next.

All Declined. You are allowed 4 Basic Submissions(CEJ, CJ, CFSJ) across the board per cycle. You've submitted 9.
(Doton/Kuriputon: Rokurikku | Earth/Liquid Krypton Release: Roqurik)
Type: Offensive/Supplementary/Defensive
Rank: A-rank
Range: Short-Long
Chakra: 30
Damage: N/A (+20 to doton)
Description: Roqurik is a multi element technique that uses both the doton element as well as the kuriputon element in tandem with eachother, which is fully possible due to how these two elements interract with eachother regardless. The user starts off by slamming their hands on the ground. They will then channel their krypton and earth chakra into the ground in an omni-directional pulse that will cause blue cracks to be visible from the surface, expelling ultra cold vapour. Depending on the users demands, the earthern crust can be just a paper thin and underneath it a miniature lake of liquid krypton waits for heavy objects to fall into it by cracking through the crust. The technique also offers an extensive increase in damage to earth techniques that are taken place in succession after the technique, having them ultra cooled down and become extremely brittle but also dealing more damage. This translates to a +20 in damage for follow-up doton moves whilst there is liquid krypton for techniques that uses the pre-existing ground.

Note: Can only be used four times per battle
Note: Requires a two-turn cooldown for each use

Declined. Why would an Earth technique being more brittle, but cold, mean it does 20 additional damage? Would these not be a trade off?
 
Last edited by a moderator:
  • Like
Reactions: Shady Doctor

Zaphkiel

Seraph
Legendary
Joined
Mar 18, 2013
Messages
12,628
Kin
1,915💸
Kumi
1,618💴
Trait Points
0⚔️
REF:
(Fūin/Hokkyoku Āsurirīsu: Mugen) - Sealing Arctic Earth: Forevermore
Type: Supplementary/Defensive
Rank: A
Range: Short (Activation) - Long
Chakra: 30 (-20 per turn)
Damage: N/A
Description: Forevermore is a technique meant to strengthen and prolong the life of Arctic Earth structures. The user begins by forming two hand seals and then making contact with the intended technique. A sealing formula will quickly span out from the point of contact to seep into and permeate the structure, looking like dark threads suspended in the glistening earth. Drawing on the natural longevity of the element, Forevermore serves to further enhance this property by allowing it to be sustained almost completely by the seal, which takes from the user per turn. As the name implies, this technique can be kept active indefinitely, so long as the user keeps paying the chakra. The affected structure will gain a rank boost as well as the ability to regenerate passively from attacks that carry chakra up to and equal to that of the seal's if not completely destroyed. Also, being embedded in the technique rather than covering, this seal is only destroyed when its host technique is. This jutsu cannot be applied to Forbidden ranked structures and can only be activated thrice per conflict with a three turn cool down. No Fūinjutsu techniques above B-ranked in the following turn.

Declined. This isn't Fuuinjutsu.
 
Last edited by a moderator:

Goetia

Active member
Supreme
Joined
Mar 12, 2014
Messages
34,486
Kin
3,218💸
Kumi
109,579💴
Trait Points
0⚔️
(Fūin/Ōsmuton: Futei Keijō) – Sealing/Osmium Release: Unfinal Shapes
Type:
Supplementary
Rank: N/A
Range: N/A (Short)
Chakra: N/A
Damage: N/A
Description: Unfinal Shapes is a basic, supplementary application of Osmium combined with Fūin, designed to enhance its utility to mimic the usage of Sand Ninjutsu by Gaara. By having the element itself pre-made, and kept stored in a gourd or container of some kind, it is carried on hand by the user. The element carries a small amount of the user’s chakra sealed inside it via Fūinjutsu, which can be unlocked simply by flushing it with more of their chakra. In this manner, the user is capable of performing any Osmium technique using this premade reserve of the element. However, this can only be done once per turn, regardless of the rank of the technique used, and costs a move. Should they choose, the user can use that same source of Osmium for another Osmium technique, and it will behave according to its new rank/power, simply requiring that the user expend the stated amount of chakra, as if they were using the technique normally. Use of Unfinal Shapes requires that it be posted in the user’s bio, and at the start of battle.

Approved
CE Approval

Updating:

(Fūin/Ōsmuton: Futei Keijō) – Sealing/Osmium Release: Unfinal Shapes
Type: Supplementary
Rank: N/A
Range: N/A (Short)
Chakra: N/A
Damage: N/A
Description: Unfinal Shapes is a basic, supplementary application of Osmium combined with Fūin, designed to enhance its utility to mimic the usage of Sand Ninjutsu by Gaara. By having the element itself pre-made, and kept stored in a gourd or container of some kind, it is carried on hand by the user. In order to perform Osmium techniques using this premade reserve of the element, the user only needs to flush the container with the necessary amount of chakra, and they can control the element as they see fit. This is considered an alternative method of using Osmium techniques, and thus they are not considered as passive unless stated in the original technique, and usages of Osmium techniques through Unfinal Shapes count towards usage limits. Should they choose, the user can use that same source of Osmium for another Osmium technique, and it will behave according to its new rank/power and any other properties described in the technique, simply requiring that the user expend the stated amount of chakra. Osmium techniques made from the reserves carried on the user that are neutralised in a clash with other techniques, or by other methods, will be resealed into the gourd, unable to be used for the remainder of the turn of neutralisation, as well as the subsequent turn. Use of Unfinal Shapes requires that it be posted in the user’s bio, or at the start of battle.

Approved.
 
Last edited by a moderator:

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,623
Kin
2,343💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
I have shady permish
Ce approval https://animebase.me/threads/custom-elements-bureau-iii.710828/page-2#post-20808756

(Yumeton: Chikara wa chikaradesu) - Dream Sand: Power is Power
Type:
Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: Dependent
Description: Once an opponent absorbs Dream Sand into their systems, the user becomes capable of casting a powerful illusion (3 hand seals) that is directly tied to the psychoactive effects of the element, gaining the ability to dictate the details of what the experienced hallucinations involve. This enables the user to craft intense hallucinations that can become significantly detrimental to the victim's self being. These hallucinations can have an affect on emotion and on all the senses, but limited to three at a single go, with the affected categories gaining the unique side effect labeled 'After Hours'. The After Hours effect is the result of the hallucinations severely affecting the psyche of the opponent's causing them to become vulnerable and receive mental damage from future techniques that affect said categories. For instance, if the user caused a hallucination that affects the target's senses of touch, hearing, and smell, then proceeds to use a physical technique, a sound technique, or an odour based technique, the opponent would experience a 'bad trip', causing them to receive mental damage equivalent to half the damage of the used technique. For techniques that do not cause damage and have deliberating effects (flashbobs, smoke-flash bombs) their effects would last for two additional turns than normal. Should the opponent not cleanse their systems from the Dream Sand, the controlled hallucinations and their effects would persist until the 80 damage mark is reached. If the illusion alone is broken, but the system is not cleansed, the 'After Hours' effects would persist for two additional turns. Usable thrice, with a two turn cool-down and no A rank or above DS techniques the turn after.

(Yumeton: Watashi o Tameshite Kudasai) - Dream Sand: Try Me
Type:
Supplementary
Rank: A - S
Range: Short - Long
Chakra: 30 - 40
Damage: N/A
Description: After performing three hand seals the user would either manipulate existing Yumeton or produce new Yumeton and control it surround a target of their choosing, constricting them and preventing any further movement, with the Yumeton taking on the shape of a palm tree that would always start at three times the size of it's target. The Yumeton tree would have unique sealing scripts on it's bark, which have the effects of locking chakra usage and cutting off any existing chakra links or similar, allowing the technique to seal off living creatures, even Jinchuriki, and Edo Tensei. For each turn the target remains trapped inside the trees they would have a hundred chakra drained from them, with half of it being used to increase the size of the tree(double each turn), while the other half would lead to the production and release of Yumeton pollen short range all around tree, causing opponent's within it's range to fall victim to the effects of absorbing Yumeton per True Colours levels. When used on summon/creatures that have a turn limit, it's turn limit would be cut in half after which it would be forcefully returned to it's homeland with it becoming unavailable for a resummoning if it had said ability. If used against Edo Tensei or similarly resurrected physical beings, they would be immediately sealed away and can not be summoned again, with the tree and pollen effects not coming into play. The effects of the Yumeton pollen would depend on the rank of the technique used, and the Pollen tree itself can be broken by delivering damage equivalent to the rank used. S rank can only be used twice, while A rank can be utilised thrice. Must be separated by a turn interval, during which no Yumeton techniques A rank or above.

All Declined. So link the permission????
shady permish https://animebase.me/members/shady-doctor.119127/#profile-post-7522334
Ce approval https://animebase.me/threads/custom-elements-bureau-iii.710828/page-2#post-20808756

(Yumeton: Chikara wa chikaradesu) - Dream Sand: Power is Power
Type:
Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: Dependent
Description: Once an opponent absorbs Dream Sand into their systems, the user becomes capable of casting a powerful illusion (3 hand seals) that is directly tied to the psychoactive effects of the element, gaining the ability to dictate the details of what the experienced hallucinations involve. This enables the user to craft intense hallucinations that can become significantly detrimental to the victim's self being. These hallucinations can have an affect on all the senses, but limited to one at a time, with the affected category gaining the unique side effect labeled 'After Hours'. The After Hours effect is the result of the hallucinations severely affecting the psyche of the opponent's causing them to become vulnerable and receive mental damage from future techniques that affect said categories. For instance, if the user caused a hallucination that affects the target's senses of touch, hearing, or smell, then proceeds to use a physical technique, a sound technique, or an odour based technique respectively, the opponent would experience a 'bad trip', causing them to receive mental damage equivalent to half the base damage of the used technique. Should the opponent not cleanse their systems from the Dream Sand, the controlled hallucinations and their effects would persist until the 80 damage mark is reached. Breaking the illusion will purge the body of dream sand. Usable twice, with a two turn cool-down and no A rank or above DS techniques the turn after.

-Approved- Edits made

(Yumeton: Watashi o Tameshite Kudasai) - Dream Sand: Try Me
Type:
Supplementary
Rank: A - S
Range: Short - Long
Chakra: 30 - 40
Damage: N/A
Description: After performing three hand seals the user would either manipulate existing Yumeton or produce new Yumeton and control it surround a target of their choosing, constricting them and preventing any further movement, with the Yumeton taking on the shape of a palm tree that would always start at three times the size of it's target. The Yumeton tree would have unique sealing scripts on it's bark, which have the effects of locking chakra usage and cutting off any existing chakra links or similar, allowing the technique to seal off living creatures, even Jinchuriki, and Edo Tensei. For each turn the target remains trapped inside the trees they would have a hundred chakra drained from them, with half of it being used to increase the size of the tree(double each turn), while the other half would lead to the production and release of Yumeton pollen short range all around tree, causing opponent's within it's range to fall victim to the effects of absorbing Yumeton per True Colours levels. When used on summon/creatures that have a turn limit, it's turn limit would be cut in half after which it would be forcefully returned to it's homeland with it becoming unavailable for a resummoning if it had said ability. If used against Edo Tensei or similarly resurrected physical beings, they would be immediately sealed away and can not be summoned again, with the tree and pollen effects not coming into play. The effects of the Yumeton pollen would depend on the rank of the technique used, and the Pollen tree itself can be broken by delivering damage equivalent to the rank used. S rank can only be used twice, while A rank can be utilised thrice. Must be separated by a turn interval, during which no Yumeton techniques A rank or above.

-Declined- I can't allow such a potent sealing effect to just be a part of a random CEJ this is basically the chakra draining seal just made remotely and stronger. Resubmit this as advanced fuuinjutsu+dream sand and dial back the effects considerably.

If possible combining the following two into the below, if nah bool
( Yumeton: Sutāgāru ) Dream Sand: Stargirl
Type: Supplementary
Rank: B
Range: N/A
Chakra: (+10 to chakra of original technique)
Damage: N/A
Description:by paying additional chakra of a dream sand or dream sand combination technique the user will create a much larger dose of Dream Sand by producing twice as much. Rather than add Damage, this raises the effect of the Dream Sand by 1 Tier on "True Colors" on techniques up to A rank. This user may use this ability up to 4 times per battle with a 2 turn cool down between each use. If the dream sand effected by this technique is rendered chakraless but not destroyed it will carry a passive strength of C rank on True Colors. This is a mere ability of dream sand users that simply requires an additional chakra portion. Therefore this technique is passive

(Yumeton - Hi ni mayotta) Dream Sand - Lost In The Fire
Type: Supplementary
Rank: B
Range:Short-Long
Chakra:20 (+10 to techniques)
Damage: N/A
Description: The simplest infusion that affects all instances in which Dream Sand is created. By simply adjusting the ratio of his chakra and adding more fire, the user will create Yumeton that blazing hot to the touch. This heat is enough to “bake” it and causes a vaporization effect that releases fumes from the Dream Sand in the air up to short range away from the Yumeton's location. These visible fumes originate from the point of the Dream Sand's creation that may not originate from less than 6 meters from the opponent unless the user is already within short range and spread from this point as would any normal gas/smoke based technique and only spread as long as the Dream Sand technqiue is active. As stated in the CE submission, these fumes are capable of taking the opponent under Yumeton's psychoactive effects.
Takes a moveslot, may be used at the same time as any Dream Sand technique up to A-rank, user must pay +10 extra chakra to all Yumeton techniques under effect of Lost in the Fire, and can only be used four times per battle.
(Yumeton: Kyōki No Haigo Ni Aru Utsukushi-sa ) Dream Sand: Beauty Behind The Madness
Type:
Supplementary
Rank: B
Range: N/A
Chakra: +10
Damage: N/A
Description: Beauty Behind The Madness is a technique that dictates the various applications the user can apply upon a Dream Sand technique, with each being labeled a 'Song'

Stargirl: By paying additional chakra of a dream sand or dream sand combination technique the user will create a much larger dose of Dream Sand by producing twice as much. Rather than add Damage, this raises the effect of the Dream Sand by 1 Tier on "True Colors" on techniques up to A rank. If the dream sand effected by this technique is rendered chakraless but not destroyed it will carry a passive strength of C rank on True Colors. This is a mere ability of dream sand users that simply requires an additional chakra portion. Therefore this technique is passive

Lost in the Fire: By adjusting the ratio of chakra and adding more fire, the user will create Yumeton that is blazing hot to the touch, causing the Yumeton to “bake” and have a vaporization effect that releases fumes from the Dream Sand in the air up to short range away from the Yumeton's location. These visible fumes originate from the point of the Dream Sand's creation and may not originate from less than 5 meters from the opponent unless the user is already within short range. The fumes spread similar to any normal gas/smoke based technique but only spreads as long as the Dream Sand technique is active. As stated in the CE submission, these fumes are capable of placing the opponent under Yumeton's effects. Lost in the Fire takes a moveslot, may be used at the same time/after as any Dream Sand technique up to A-rank, while for higher it can be applied after their creation.

Blinding Lights: By paying an additional chakra cost to a Yumeton technique, the user is capable of altering it's external properties, causing the crystals to reflect light and cause blinding effects, always angled away from the user. The blinding last for a single turn, although if the technique was sustained and the opponent where to look again at the technique they would be blinded for yet another turn.

King Of The Fall: Accessible to those in Sage Mode, this variation enables the user's to supplement their Yumeton techniques (in same t/f or simply after) with an excess layer of sage chakra that would be released upon the Yumeton technique making contact with the target. On living targets with no access to Sage Mode, an imbalance is forced upon their chakra networks, causing difficulties in chakra manipulation, specifically infusions, preventing opponents from utilising any boosting techniques that require chakra for two turns. Against technique's the released natural chakra would enter the technique and weaken it from the inside out, weakening it by twenty points, or a rank in effectivity.

Wicked Games: By paying an additional chakra cost to a Yumeton technique, the user is capable of producing additional minute amounts of Yumeton crystals that constantly collide with one another creating sparks that would ignite the the technique, causing it to carry burning damage while also releasing a fume of Yumeton up to two meters away from the technique. This boosts the damage of Yumeton techniques by twenty points.

Usable five times per battle, with the user being capable of combining more than one song in a single usage. Must be separated by a turn between uses, and costs 10 chakra to maintain per turn.

-Declined- this is like a 5 in 1 CEJ it's doing too much for one technique. The first one being passive is a no, the second seems okay, the third is just random as hell, the fourth is just a straight up no. Injecting natural energy in to someone with no way to control it would just petrify them tbh not have pseudo jyuken effects, and it wouldn't weaken enemy techniques, if anything injecting natural energy in to an enemy technique would make it stronger so rework that bit. Wicked games is just lost in the fire you could trim this down by combining those two in to a single ability.
 
Last edited by a moderator:

Sasori

Active member
Legendary
Joined
May 31, 2014
Messages
15,264
Kin
1,327💸
Kumi
4,657💴
Trait Points
0⚔️
New Cycle: 08/11/2020 - 08/18/2020

RULES
1.
Submit your Customs only once they've been finalized. The staff can and 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 post for information on restrictions and banned concepts. This list is ever evolving due to new Metas and may be changed weekly.

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

ιn ѕιlιco
Elite
Joined
May 1, 2017
Messages
7,962
Kin
10,956💸
Kumi
81,693💴
Trait Points
0⚔️
Status
Awards
Updating: x
Also, i did not highlight changes as the whole thing is revamped.
Yang can be found in my inventory.

(Akuma no Hi) - Demon Days
Type:
Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Demon Days is a sword made by parts of reinforced steel and liquid bismuth, as well as an enhanced chakra composition entirely made out of Yang. This makes the sword able to shift in construction and turn into a hand-cannon due to the liquid parts of the construction. It will either start as a sword or a hand cannon at the beginning of an encounter. There are passive enhancements towards the users developed bisumaton techniques that are amplified through Yang that resides within the sword. These enhancements translates that of a +20 in damage and a +10 in chakra for a users bisumaton techniques when wielding the blade(in either form). Because the sword resides the aspect of Yang - the entity of life itself, the sword is actually similar to that of Samehada and has a sentience of its own unlike its sister-blade; Darkiscie which inhabits the aspect of Yin. Because Demon Days has sentience, it can actually move around on the battlefield itself and carefully chose its own user. The way of movement is depending on the current aspect of the weapon, if it's a hand-cannon or a sword. In a hand-cannon form it can grow small wings and act as a sentient turret flying in the same speed as its user. In sword form it can move around the battlefield like a snake and dig itself into the ground to use techniques or remain on the surface. However, Demon Days has a limited amount of chakra for techniques it uses by itself for each battle of 500 chakra points. Demon Days can use bisumaton/earth/fire techniques that the user knows. It has a capability of withstanding up to S-rank damage following S/W of bisumaton when it is acting on its own and taking further damage it becames docile and returns to the user. In its two different forms, Demon Days is divided in its properties.


Sword: The sword form is very beautiful with multitudes of colors and shining edges. The edge of the sword is partially liquid bismuth and partially hardened steel with a sun beaming aura that seems to radiate naturally from the swords edges. Due the temperature of liquid bismuth the sword will inflict severe burns on contact with skin and cause great pain. It further enhances the swords cutting capability since it can melt away other elements(within reason, but rubbery and bouncy for example) that are in the way of the sharp steel. If placed on the ground with the hilt upwards and the edge planted in the foundation of the ground in front of the user it will release a large portion of liquid bismuth into the ground that will shape into half of a sphere(this of course requires the user to actually have the sword and cannot be done if its acting on its own). Using their ability to control the element, the user can then shape the underground sphere into large roots or trees around the battlefield that deals burning damage on touch. These roots can reach long range while the trees(depending on their length) can only reach mid-range. This causes 140 damage and might only be executed twice per battle and requires the sword to be in the users hands and not act on its own. The trees can spread and create a miniature forest(about 30 meters big and 10 meters tall), entrapping foes. On touch it causes severe burns. The sword can be used as any other sword and thus being able to be a part of the regular Kenjutsu list, but with burn damage inflicted upon it, naturally defeating other regular swords in duels and breaking them apart. Using the swords unique move prohibits the user from using bisumaton or other Yang techniques in the same turn and the next one.

Handcannon: The hand cannon form of the Demon Days is like the sword, very beautiful and contains the exact same parts as the sword. This hand cannon can fire rounds made out of liquid bismuth that are infused with Yang. The bullet has two applications of usage. The first one, is being that of a regular chakra bullet but is infused with S-ranked levels of bisumaton continents as well as Yang chakra which makes it devastating in its amount of damage it can deal. On impact, the bullet will shatter the ground or any other solid surface that is of weak construction and eat its way through it via the very high temperature. On a human target, it will cause the same amount of damage as the golden forest move stated in the sword rulings and is directly lethal as well as dealing damage to their Yin/Yang ratio and flush it with an immensely amount of Yang which will make them have to use more chakra for techniques in a similar fashion to that of White Tiger. It will cause a mid-range explosion, shattering its molten metal everywhere and spreading around like ants due to its sentience.
The bullet may be fired x4 per battle with a two-turn cool-down. Same applies even in turret form. Imbalance of a targets Yin/Yang ratio per hit is equal to that of getting struck by the White tiger technique and does not deal extra damage, following the same principals.

Note: Changing form of the sword costs a move-turn and the user must state in the beginning of a battle what form the Demon Days has taken. If not, it's default as a sword.

Declined. Once again, you continue to shove too much into a single custom. Pick a damage or chakra boost, not both. No to the weapon moving. This is not a Yin-Yang Creation, or a Yin-Yang custom. Even if you had those skills this is just way too much for a single CW. It's also too long. Like once you shove this into a spoiler it is going to take up an entire page to just read it. Ridiculous. Prune useless description out of it. No to 140 damage. Overall this just does way too much. If you keep submitting customs that follow this theme I will ban you from customs for a cycle.
 
Last edited by a moderator:

Lord of Kaos

Supreme
Joined
Apr 7, 2009
Messages
29,260
Kin
4,695💸
Kumi
92,153💴
Trait Points
25⚔️
New Cycle: 09/01/2020 - 09/08/2020

RULES
1.
Submit your Customs only once they've been finalized. The staff can and 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 or contains too much fluff.
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 or via the #custom-grounds channel on Discord.
6. In regards to your rankings, be mindful of what you can and can't submit. Be sure to refer to
this post for information on restrictions and banned concepts. This list is ever evolving due to new Metas and may be changed weekly.

The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Anyone that that resubmits a declined custom without making any changes or is found stealing/ripping customs will receive a ban from this thread .
 
Status
Not open for further replies.
Top