Plasma Element Update was Approved - Updating/Revamping the Techniques to follow new rules and restrictions of the element.
Type: Supplementary/Offensive/Defensive
Rank: C - S
Range: Short-Long
Chakra: 25 - 50
Damage: 30 - 80
Description: The most basic application of the Plasma Release, this technique will focus the user's chakra into plasma while using shape manipulation to form Plasma for a multitude of uses. These can range from blasts, waves, spikes, walls, domes, half-domes and other forms of attack or defense. The power of this technique varies depending on the amount of chakra fueled into it but requires more handseals in order to control with C-rank requiring at least one handseal, and the highest amount of four handseals for S-rank. The plasma is created within short-range or released from the body of the user but may reach up to long-range if applicable. Because of the nature of Plasma, this technique can be created in either of Plasma's forms as a superheated viscous substance that can melt objects or as translucent ionized superfluid gas that can cause severe electrical explosions. Constructs created through this technique can be sustained, but other Plasma techniques may not be used for the duration.
Note:
Revamping, as such changes are not bolded
Rank: B
Type: Supplementary / Defensive
Range: Short-Long
Chakra: 30 (+10 per turn)
Damage: N/A
Description: The user performs this technique by clapping their hands together and releasing their chakra into the terrain. This technique is unique in the fact that as long as the user keeps their hands clasped the range of this technique is capable of spreading further into the surrounding area. While the user's hands are clasped, the effective range of this technique steadily increases, reaching up long range after two turns. However regardless of the range of the technique, this technique creates a source of Plasma that may be utilized to perform additional Plasma techniques that need a source to be performed. By constantly feeding this source additional chakra, this technique will last up to three turns after being performed. Plasma techniques utilized from this source that don't originally require a source to be performed will be granted +20 damage due to less chakra system strain upon the user. Throughout the duration of the technique, Plasma arcs from the ground and reconnects giving opponent's a visual of just how far an area this technique's influence reaches however this technique by itself doesn't inherently pose a threat to the opponent.
Note:
Revamping:
Rank: S
Type: Attack/Defense/Supplementary
Range: Mid - Long
Chakra: 50
Damage: 80
Description: A technique whose usage relies on the prior use of Plasma Release| Creation of the Heavenly Bodies to complete, the user starts by creating four handseals while collecting chakra within the superfluid plasma spread onto battlefield. After the seals have been completed the technique activates causing plasma to split off from the source and attack the opponent in the form of a single, 2, 4, or 8 orbs splitting damage between them evenly. Plasma from the source can be made to rise into the air (at least five meters away from the intended target) to attack the target or act as a trap, becoming a floating mine field for opponents. This technique results in one or multiple explosions that capable of melting large areas of rock due to the superheated nature of the Plasma and while this technique is present on the battlefield, the user can freely manipulate the orbs to attack or defend against targets however, no additional Plasma techniques may be used while this technique is in use.
Note:
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Resubbing (1 of the 4 additional jutsu for this submission): Removed alot of of fluff for simplicity's sake.
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 70 (-10 each turn)
Damage: N/A
Description: The user will perform four hand seals creating a barrier sealing jutsu that expands the user's Plasmoid chakra into any three-dimensional shape with a variety of sealing scripts which can be seen rotating around the barrier. This barrier extends up to mid-range with their body being the epicenter and will move along with the user. Arcs of energy can be seen spreading throughout this barrier awaiting its moment to activate. The main purpose of this technique is to affect targets with thermal energy who remain or enter inside the "Dead Zone". Passively, due to the sealing script present along the barrier, the plasmoid arcs remove thermal energy of jutsus within range while the sealing nature of this technique facilitates the absorbing of chakra. This reduces the chakra of the opposing jutsu by ten and thus reduces its rank or alternatively removes an abundance of additional chakra which may be boosting the technique causing it to lose a single boost. Most techniques will be affected by this ability since they contain some amount of thermal energy but there are some cases where a technique could be devoid of thermal energy or resistant to having this energy affected. For this very reason, jutsu that are strong to Plasmoid will not be affected by the weakening portion of this jutsu; however, techniques that are strong to Plasmoid can still be affected by the sealing ability which allows the user to remove a boost to the applicable technique. If desired, it is possible for the user to spend a move while this jutsu is active to have adverse effect on opponents. If a living organism comes into contact with a Plasmoid arc, the organism then will begin to feel extremely cold as their body begins to freeze preventing movement for one turn. During this time, the freezing cause subsequent techniques to deal an additionally twenty damage points to the opponent’s body if they make contact.
Updating:Can't quote previous post, but here's link toYou must be registered for see links
Updated facts and how it works information, kept the core of the element and hopefully just explained it better and got rid unnecessary restrictions to the element that seemed or were valid in a past iteration of the roleplay. As such changes were not bolded as it would have been essentially the entire post.
Change log:
Removed the -10 to user damage clause per technique.
Reduced the necessary Chakra cost to +10 per technique down from the +20 to be better in line with the game's mechanics.
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Custom element Japanese name: Purton
Custom element English name: Plasma Release
The element is based on: Lightning + Fire + Wind + Precise Levels of Chakra Control
Facts that prove the element to be possible (in the manga context):
The possibility of Plasma usage in the Naruto has been outlined by Darui's Storm Release, the element creates beams of energy that flow like water. Storm Release is more so named for its combination of chakra natures versus the actual element's abilities. Even more so, one particular technique which made its debut in the RP comes from "Naruto the Movie: Legend of the Stone of Gelel". The technique was aptly named Lightning Release: Plasma Ball. The description of the technique reads: "The user manipulating their chakra generates a plasma barrier around them to serve as a defense which protects them from incoming attacks..." This gives us some context into the fact that Plasma can be possible within the Narutoverse.
Plasma has properties quite unlike those of other elements which are created from multiple chakra natures in the fact that it's considered to be a distinct state of matter. Plasma is by far the most common phase of matter in the universe, both by mass and by volume. All the stars are made of plasma, and even the space between the stars is filled with a plasma. To put that into context, Plasma makes up 99% of the observable universe, while Solids, Liquids, and Gases make up the other 1%.
On planet, plasma is relatively rare, but it is present in electricity (lightning, St. Elmo's fire, ball-lightning), extremely hot flames and polar aurora, or artificially in fluorescent lights, electric arcs of all kinds, etc.. As an example, if you heat up a solid, it becomes a liquid. If you continue to heat the liquid, it becomes a gas. If you continue to further heat this gas, it would become Plasma. The electrons in the atoms of the gas get so excited they begin to break away leaving a soup of negatively charged electrons floating alongside positively charged ions from the atoms that have lost electrons.
TLDR; Plasma is a superheated gas. However, plasma is nothing like a gas, and hence why it qualifies as a distinct state of matter. At higher levels of temperature, plasma becomes thicker, more viscous and can physically be manipulated.
How it works:
To create the Plasma Release, the user would first need to combine both the Wind and Fire elements. This combination, creates a gas that is then fully superheated and ionized by the user's Lightning chakra. The process itself working much like a fluorescent light. When you turn on the light, electricity passes through the gas in the tubes becoming superheated causing the electrons to break off the atoms in the tubes. The illumination is the result of the glowing plasma, a state of matter consisting of a fully ionized gas of low density containing an approximately equal number of positive ions and electrons. It is important to note that although they are unbound, these particles are not ‘free’. When the charges move they generate electrical currents with magnetic fields, and as a result, they are affected by other magnetic fields.
Plasma Techniques will normally form near the user of the Plasma Release, being released in the form of a superheated viscous substance that can be physically manipulated or released as an ionized gas that can discharge large amount of thermal and electrical energy. Objects and targets that interact with Plasma are usually left with severe electrical burns or some cases completely melted due to the superheated nature of the element. Though many techniques can be performed from the body, techniques can be utilized through sources of the element created by the user which may be required to perform higher level techniques. Each user's Plasma appears differently in color when manifested which will be categorized in their bio. This is due to the differences in Chakra signature producing no two Plasmas that are alike. In order to properly control this element, more Chakra than normal is required and as such, Plasma Techniques all require an additional 10 Chakra to be utilized to perform.
Jutsu Usage Examples:
Purton| Purakudon - [Plasma Release| Plasma Bombardment]
Rank: A
Range: Mid - Long
Type: Attack/Supplementary
Chakra: 40
Damage: 60
Description: The user will preform the Dragon → Monkey → Tiger handseals before then creating 6 small white-hot wads of plasma in a ring around himself. These wards of plasma have a high static charge allowing them to cling to nearly any surface without fail. At the user discretion they can propel the wads of plasma in any direction or towards any given target as they attempt to stick to them. As a fail-safe, the user can detonate the plasma individually or at the same time if needed. Due to the extremely high temperatures of the plasma, and the blast radius of a explosive tag the user the user can cause massive damage to the landscape.
Purton| Purazuma Chosuichi - [Plasma Release| Plasma Reservoir]
Rank: A
Type: Supplementary
Range: Long
Chakra Cost: 40 (+5 per turn)
Damage: N/A
Description: The user preforms this technique by clapping their hands together and using their chakra to mold two small "seeds" made out of plasma in the palms of his hands. By proceeding to pull his hands away from the seeds the float for a brief moment as one drops melting deep into the ground while the other flies off into the sky above the clouds. This plasma then begins to grow at a substantial rate for two turns before becoming usable sources of plasma which the user can utilize in order to preform techniques that require large sources of plasma. While present in the battlefield, theses sources of plasma generate a lot of temperature and can easily increase temperatures within the battlefield both above and below ground, weakening water techniques by 20 damage. By constantly feeding these sources additional chakra, the plasma sources last until the user ends the technique, or they are destroyed by the opponent.
Conditions to be able to use it:
Requires Jonin Rank or Higher
Requires Medical Ninjutsu
Is weak to:
Is strong against:
- Plasma is weak to Wind Release and Wind based elements such as Typhoon Release as they possess enough penetrative and brute force to push Plasma back.
- Lightning Release is strong to Plasma as the introduction of additional Lightning can disrupt the ratio that stabilizes the element allowing Lightning to penetrate Plasma.
- Magnetism Release can completely disrupt plasma due to the magnetic fields that the heat from the element generates and in some cases control it.
- Plasmoid Release is the direct counter and opposite of Plasma, due to the heat absorbing properties of the element. Plasmoid Release techniques completely neutralize the element during interactions.
Co-creator: N/A
- Water based elements are unable to withstand the temperatures of plasma the heat evaporating them on contact.
- Earth-based elements are weak to the superheated states of plasma, as plasma will simply melt through the solid material.
- Fire Release techniques and other heat based elements are usually surpassed by the sheer thermal energy present in Plasma and can be ultimately consumed by it.
Students I passed this custom element on too: Raiden.. & ???
Update Approved - Daemon
Purton ☆ Shishou no Jutsu - [Plasma Release ☆ Master of Heaven Technique]Purton: Shishou no Jutsu - [Plasma Release: Master Technique]
Type: Supplementary/Offensive/Defensive
Rank: C - S
Range: Short -Long
Chakra: 35 - 60
Damage: 30 - 80 (-10 to user)
Description: The most basic application of the Plasma Release, this technique will focus the user's chakra into plasma while using shape manipulation to form small to medium sized constructs of Plasma for a multitude of uses. These can range from waves, spikes, walls, domes, half-domes and other forms of attack or defense. The power of this technique varies dependent on the amount of chakra fueled into it but requires more handseals in order to control with C-rank requiring at least one handseal, and the highest amount of four handseals for S-rank. These constructs are created within short-range of the user, but may reach up to long-range if applicable. Because of the nature of Plasma, this can burn bright and hot or be dull and "cold". Dependent on the user and the use for the technique, the hotter the Plasma, the more versatile in use it can be as it takes a more liquid-like form burning objects within short range from the intense heat levels. While the cooler the Plasma, the more inept it becomes, acting more like a solid while not completely like one. Due to the amount of chakra it takes to create and control Plasma, the user will be subjected to damage from the strain of this technique.
Note:
- Can only use S-ranked three times per battle.
- No S-Rank or above Plasma on the turn following the use of the S-Rank variant
- Requires a one turn cool down between uses.
Type: Supplementary/Offensive/Defensive
Rank: C - S
Range: Short-Long
Chakra: 25 - 50
Damage: 30 - 80
Description: The most basic application of the Plasma Release, this technique will focus the user's chakra into plasma while using shape manipulation to form Plasma for a multitude of uses. These can range from blasts, waves, spikes, walls, domes, half-domes and other forms of attack or defense. The power of this technique varies depending on the amount of chakra fueled into it but requires more handseals in order to control with C-rank requiring at least one handseal, and the highest amount of four handseals for S-rank. The plasma is created within short-range or released from the body of the user but may reach up to long-range if applicable. Because of the nature of Plasma, this technique can be created in either of Plasma's forms as a superheated viscous substance that can melt objects or as translucent ionized superfluid gas that can cause severe electrical explosions. Constructs created through this technique can be sustained, but other Plasma techniques may not be used for the duration.
Note:
- Can only use S-ranked three times per battle.
- No S-Rank Plasma on the turn following the use of the S-Rank variant
- Sustained constructs last up to three turns per use and requires one turn cool down between uses.
Revamping, as such changes are not bolded
Purton ☆ Tentai no Souzou - [Plasma Release ☆ Creation of the Heavenly Bodies]Purton| Tenchi Sōzō- [Plasma Release| Heaven and Earth Creation]
Rank: A
Type: Supplementary
Range: Long
Chakra: 50 (+5 per turn)
Damage: N/A (-10 to user)
Description: The user performs this technique by clapping their hands together and using their chakra to mold two small orbs comprised of plasma in the palms of his hands slightly burning themselves in the process (-10 to user). By proceeding to pull his hands away, the plasma floats for a brief moment as one drops burrowing deep into the ground while the other flies off into the sky above the clouds. This plasma then begins to grow at a substantial rate for two turns before becoming usable sources of plasma which the user can utilize in order to perform techniques that require large sources of plasma. Due to the nature of Plasma, once this technique takes full effect at the beginning of the second turn after its use, these sources of plasma can increase the ambient temperature of the battlefield as the underground source begins to imitate a planet's core, while the source in the sky acts like a newly created star. This technique can easily increase temperatures within the battlefield both above and below ground, weakening water-based techniques by 10. By constantly feeding these sources additional chakra, the plasma sources last up to three turns after forming. Plasma techniques utilized from these sources that don't require the prior use of this technique will be granted +10 damage due to less chakra system strain upon the user. Plasma techniques that utilize these sources reduce the duration by a single turn.
Note:
- Takes two turns to become fully active plasma sources. Last three turns once sources fully form.
- Plasma techniques may not be used while the sources are being formed.
Rank: B
Type: Supplementary / Defensive
Range: Short-Long
Chakra: 30 (+10 per turn)
Damage: N/A
Description: The user performs this technique by clapping their hands together and releasing their chakra into the terrain. This technique is unique in the fact that as long as the user keeps their hands clasped the range of this technique is capable of spreading further into the surrounding area. While the user's hands are clasped, the effective range of this technique steadily increases, reaching up long range after two turns. However regardless of the range of the technique, this technique creates a source of Plasma that may be utilized to perform additional Plasma techniques that need a source to be performed. By constantly feeding this source additional chakra, this technique will last up to three turns after being performed. Plasma techniques utilized from this source that don't originally require a source to be performed will be granted +20 damage due to less chakra system strain upon the user. Throughout the duration of the technique, Plasma arcs from the ground and reconnects giving opponent's a visual of just how far an area this technique's influence reaches however this technique by itself doesn't inherently pose a threat to the opponent.
Note:
- This technique's range grows as long the user keeps their hands clasped. The technique upon use creates a source of Plasma large enough it can be used to perform or boost one technique. This value increases by one for each turn the user's hands remain clasped or the technique reaches long-range meaning a maximum of three techniques may be boosted or performed.
- While the user's hands are clasped, they may perform techniques released from the mouth that comprise the Plasma element, however they cannot perform other Plasma techniques until they unclasp their hands.
Revamping:
Purton ☆ Tengoku Samidare - [Plasma Release ☆ Heavenly Rain]Purton | Purzama Samidare - [Plasma Release | Plasma May Rain]
Rank: S
Type: Attack/Defense/Supplementary
Range: Mid - Long
Chakra: 60
Damage: 80 (-10 to user)
Description: A technique who's usage relies on the prior use of Plasma Release| Heaven and Earth Creation to complete, the user starts by creating four handseals while collecting chakra within one or more of the plasma sources on the battlefield. After the seals have been completed the technique activates causing the plasma to split off from the source and attack the opponent in up to 8 orbs splitting damage between them. Plasma from the sky source above will rain upon the battlefield exploding once within short range of an opponent. Plasma from the source in the ground can be made to rise into the air or act as a trap, becoming a mine field for unwary opponents. The plasma is capable of exploding, unleashing intense heat from the reaction which is capable of dealing significant damage to the landscape. Due to the amount of chakra required, the user takes damage due to the chakra strain.
Note:
- Usable twice per battle.
- No Plasma above B-rank next turn.
Rank: S
Type: Attack/Defense/Supplementary
Range: Mid - Long
Chakra: 50
Damage: 80
Description: A technique whose usage relies on the prior use of Plasma Release| Creation of the Heavenly Bodies to complete, the user starts by creating four handseals while collecting chakra within the superfluid plasma spread onto battlefield. After the seals have been completed the technique activates causing plasma to split off from the source and attack the opponent in the form of a single, 2, 4, or 8 orbs splitting damage between them evenly. Plasma from the source can be made to rise into the air (at least five meters away from the intended target) to attack the target or act as a trap, becoming a floating mine field for opponents. This technique results in one or multiple explosions that capable of melting large areas of rock due to the superheated nature of the Plasma and while this technique is present on the battlefield, the user can freely manipulate the orbs to attack or defend against targets however, no additional Plasma techniques may be used while this technique is in use.
Note:
- Usable twice per battle.
- No Plasma above A-rank for one turn after technique is used to attack or defend.
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Custom element Japanese name: PurasumoidotonYou must be registered for see images
Custom element English name: Plasmoid Release
The element is based on: Lightning - Fire - Earth - Wind - Water + Chakra Control
Facts that prove the element to be possible (in the manga context):
We have seen the various effects that the advanced combination of multiple basic nature transformations can have. Usually, when these advanced nature transformations are depicted, they have powerful effects and abilities. Plasmoid Release is one of these elements and shares its roots with Dust Release, an element that has been classed as one far above that of other ninjutsu. Dust Release, used by the two of Hidden Earth Village's Kages is a powerful element that utilized Earth, Wind, and Fire chakra to create three-dimensional figures that expand and had a powerful effect. In the case Dust Release, a bright core within the figures created would disintegrate objects that passed through them. It's within this context, Plasmoid Release is able to exist within the same realm of jutsu known as a Kekkai Tota, an advanced branch of jutsu that is more advanced than the jutsu class of kekkei genkai. By having a high skill level and mastery of all of the basic elements, the user is able to harness and manipulate this element.
How it works:
To create the Plasmoid Release, the user would first need to combine both the Wind and Fire elements. This combination creates a gas that is then superheated and ionized by the user's Lightning chakra. The process itself working much like a fluorescent light. As the ionized gas forms, the user will simultaneously introduce a combination of earth and water chakra used to create a malleable, semi-solid membrane that surrounds the ionized gas and begins to create external pressure upon it. As the external pressure grows, the gas is compressed into a nearly solid state effectively shaping the core. The internal pressure of the ionized gas becomes so great that the energy begins to try to visibly escape in the form of free-flowing arcs of energy coursing throughout the shape all stemming from the core of ionized gas. Soon, the internal and external pressures begin to balance out and effectively solidifies the entirety of the construct. This causes foreign objects that make contact with the newly created Plasmoid to physically clash with the created constructs and techniques of the element. When objects physically interact with the Plasmoid's surface, the free-flowing arcs are attracted to the object's thermal energy and focus on that area. This could be single or multiple points of contact. As the object and core's energy interact, the core's energy rapidly increases the rate at which the thermal energy is transferred between the two objects. The thermal energy literally is siphoned from the source as the energy of the core seeks to use it as a means to escape, unable to do so the thermal energy becomes distributed across the Plasmoid's surface. Objects that remain in contact with the surface of Plasmoid eventually begin to freeze in place due to complete removal of the object's thermal energy. Plasmoid constructs will appear as blue or purple translucent objects, with a visible core radiating energy on the inside surface of the construct.
Jutsu Usage Examples:
Plasmoid Release | Energy Shield
Rank: B
Type: Defense
Range: Short
Chakra: 20
Damage: 40
Description: The user creates two handseals (Dragon - Ram) creating a wall of plasmoid in front of the user. The plasmoid is solid enough to resist B-rank techniques and below without sustaining damage. This wall is capable of moving with the user as long as they maintain the Ram handseal.
Plasmoid Release | Plasma Ball
Rank: A
Type: Attack
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user will clap their hands together generating chakra between them before pulling them back revealing a small orb that begins to expand the further away the user pulls their hands. The Plasma Ball is then released at the target and can be made to expand by the user performing the seal of confrontation.
Conditions to be able to use it:
Weaknesses: Plasmoid is naturally weak to elements that show resistance to heat absorbing properties such as Water Release. Likewise, elements that are mainly comprised of water such as rain would fall into this category. Elements that are cold, such as Ice Release are also strong to Plasmoid. Being an energy based element, Wind release would be effective against it. Plasmoid is also weak to elements strong to energy, like Dark Release.
- Requires Jonin Rank.
- Requires mastery of Basic 5 Elements.
-Water Release
-Wind Release
-Ice Release
-Rain Release
-Dark Release
Strengths: Plasmoid heat absorbing abilities are naturally strong to hot elements such as Fire Release. Likewise, elements that are hot, such as Lava Release or Scorch Release are also weak to Plasmoid. Being energy based, Plasmoid is also strong to elements weak to electrical energy, like Earth Release. Lasty, Plasmoids electrical energy base structure is strong against the likes of Lightning Release as it's natural fields help repel the element.
-Fire Release
-Earth Release
-Lightning Release
-Lava Release
-Scorch Release
-Plasma Release
-Steam
Co-creator: @Koto
Students I passed this custom element on too: Serpent & Sasori
Resubbing (1 of the 4 additional jutsu for this submission): Removed alot of of fluff for simplicity's sake.
(Deddozōn) | Dead Zone(Deddozōn) | Dead Zone
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 70 (-10 each turn)
Damage: N/A
Description: The user will perform three hand seals creating a barrier sealing jutsu that expands their Plasmoid chakra up to mid-range with their body being the epicenter of it and moves along with the user.; arcs of energy can be seen spreading through out the field awaiting its moment to activate. The main purpose of this technique is to effect the thermal energy of objects on the battlefield. Upon activation, it is possible for the user in the same timeframe as this technique’s creation to absorb the thermal energy of an opposing attack and seal it via fuinjutsu inside of themselves thereby neutralizing the attack. This ability can be used on techniques with up to 70 chakra points as long as it is logically possible for thermal energy to be taken away. This energy once absorbed will be used to passively empower one of the user’s jutsu by +20 damage or +1 rank depending on what is appropriate. Passively, while this technique is in affect, the Plasmoid that has spread up to mid-range will passively draw thermal energy from the opponent's jutsus towards the arcs. For example, a fire technique that is utilized within the radius of the Plasmoid barrier or enters will be affected by the arcs of plasmoid chakra and have their damage reduced by twenty points. Most techniques will be affected by this ability since they contain some amount of thermal energy but there are some cases where a technique could be devoid of thermal energy or resistant to having its internal energy affected. For this very reason, jutsu that are strong to Plasmoid will not be affected by the weakening portion of this jutsu; however, techniques that are strong to Plasmoid can still be affected by the first ability which allows the user to absorb an attack completely by spending a move. The main difference now is that if the user is utilizing this ability against an attack that is strong to Plasmoid then they will only be able to affect jutsus with up to 50 chakra points as long as it is still logical and feasible. The energy absorbed by this technique is not gone to waste because by utilizing the sealing properties of the Fuinjutsu the user will be able to passively seal this excess chakra into their body allowing them to passively empower one of their future techniques by +20 or +1 rank depending on what’s appropriate. However, this empowerment ability works on a one to one ratio meaning for every one jutsu weakened the user can empower one of their techniques. If desired it is possible for the user to spend a move while this jutsu is active to completely absorb an attack of its thermal energy rendering it effectively neutralized but still following the rules listed above. This can be done twice with a two turn cool down but if the user utilized this ability upon activation as initially noted then they will only be able to use this ability one more time instead. This energy regardless can still be be used to empower of their future techniques. This technique can also have averse affects on opponents whether they be an actual person or a summoning because Plasmoid constantly draws thermal energy towards it meaning this would also affect living organisms. If a living organism comes into short-range of the user then will begin to feel extremely cold as their body begins to freeze up. This will cause techniques to deal an additionally twenty damage points to the opponent’s body if they make contact but the opponent does not begin to feel these effects until they enter short-range of the user.
Note: Can only be used twice
Note: No Plasmoid above A-rank next turn after deactivation
Note: Lasts four turns
Note: Requires Advanced Fuin
-Declined- this is poorly restricted and honestly just doesn't make much sense at all, plasmoid absorbs thermal energy because of it's nature as a element but that doesn't mean it can swallow and seal this energy inside a barrier that then somehow moves inside you to empower your following techs. Also I'm gonna say no on the double dipping of boosting your own techniques and making people take damage just by being close to you, the more I read this the more it reads like two completely different abilities mashed together.
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 70 (-10 each turn)
Damage: N/A
Description: The user will perform four hand seals creating a barrier sealing jutsu that expands the user's Plasmoid chakra into any three-dimensional shape with a variety of sealing scripts which can be seen rotating around the barrier. This barrier extends up to mid-range with their body being the epicenter and will move along with the user. Arcs of energy can be seen spreading throughout this barrier awaiting its moment to activate. The main purpose of this technique is to affect targets with thermal energy who remain or enter inside the "Dead Zone". Passively, due to the sealing script present along the barrier, the plasmoid arcs remove thermal energy of jutsus within range while the sealing nature of this technique facilitates the absorbing of chakra. This reduces the chakra of the opposing jutsu by ten and thus reduces its rank or alternatively removes an abundance of additional chakra which may be boosting the technique causing it to lose a single boost. Most techniques will be affected by this ability since they contain some amount of thermal energy but there are some cases where a technique could be devoid of thermal energy or resistant to having this energy affected. For this very reason, jutsu that are strong to Plasmoid will not be affected by the weakening portion of this jutsu; however, techniques that are strong to Plasmoid can still be affected by the sealing ability which allows the user to remove a boost to the applicable technique. If desired, it is possible for the user to spend a move while this jutsu is active to have adverse effect on opponents. If a living organism comes into contact with a Plasmoid arc, the organism then will begin to feel extremely cold as their body begins to freeze preventing movement for one turn. During this time, the freezing cause subsequent techniques to deal an additionally twenty damage points to the opponent’s body if they make contact.
- Can only be used twice per battle
- No Plasmoid above A-rank next turn after deactivation
- Lasts four turns
- Requires Advanced Fuin
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