[CE] The Frigid North

Zaphkiel

Seraph
Legendary
Joined
Mar 18, 2013
Messages
12,628
Kin
1,915💸
Kumi
1,618💴
Trait Points
0⚔️

Custom element Japanese name: Hokkyoku āsurirīsu | 北極アースリリース
Custom element English name: Arctic Earth | Arctic Earth Release
The element is based on: Water+Wind+Earth

Facts that prove the element to be possible (in the manga context):
Permafrost or cryotic soil is perennially frozen ground that remains at or below zero degrees Celsius (32 degrees Fahrenheit) for two or more years and forms in regions where the mean annual temperature is colder than zero degrees Celsius. Permafrost underlies about 20 percent of the land in the Northern Hemisphere and is widespread within the Arctic Ocean’s vast continental shelves and in parts of Antarctica. Most of the world’s permafrost has been frozen for millennia and can be up to 5,000 feet thick.

Now in terms of the NV, lands such as Yukigakure and Land of Frost (land between Land of Hot Water and Land of Lightning where Naruto challenged the Raikage to desist his blood lust for Sasuke) should geologically possess this natural phenomenon. Given the lands of the NV has been around a very long time. It's very simple to grasp, as long as there is a slab of earth or section of earth constantly exposed to subzero temperatures permafrost will be formed. Sometimes deep within the soil (making it inaccessible at times) and sometimes right below the fauna, it all depends on the amount of time it took to make it.

How it works:
Although similar to the cannon release Arctic Earth varies in that it is actually made of frozen earth not frozen water. This special sub zero earth has been compressed and cooled to such low degrees for such long periods of time it has reached a state of absolute frost, meaning it is close to impossible to melt under traditional means and requires almost same amount of time for its creation for its destruction. That is, if a slab of permafrost took two years to become permafrost it would take approximately 10-15 years for its degrade. Contrary to popular belief, permafrost rarely melts and rather thaws as it contains a large percentage of substrate materials other than ice, it thaws rather than melts even as any ice content melts. These other substrate materials include earth metals, minerals, and other naturally occurring elements that can be found in regular earth, this means permafrost is actually impure in its chemistry makeup. However, when permafrost does melt there is a release of gasses and all the impurities that contributed to its creation. This would mean, the element consists of Water, Wind and Earth. How it works is by cooling the earth to the point where normal water would be frozen and using its normal moist composition the earth is frozen giving birth to a special type of earth. This means that Arctic Earth is not as translucent as normal ice but instead has silvery shallow water look. Exposure to permafrost through direct contact with the skin can leave devastating blotches of frostbitten flesh due to the sheer frigidity of the substance.

Alternately, being frozen soil would make it more blunt and act just like earth but at a much cooler temperature and with much more compactness meaning it wouldn't shatter or cave in like regular earth would as frozen water holds it in place firmly. Instead of being individual earth particles amalgamating to a general shape permafrost is actually earth with frozen water and other minerals inside its composition which would make it a solid rather than particles suspended in a frozen solution. In addition to heightening the melting point, the frozen impurities such as water and other earth metals and minerals in the composition of Arctic Earth also lowers it freezing point making it much more frigid to the touch than regular ice and also increases the durability of its formations. Because of its unique composition, Arctic Earth can be formed from earth (by the user infusing his Arctic Earth chakra as the catalyst to add moisture to the earth while while also super cooling it in mere seconds). Also, Arctic Earth has much more density and weight than regular earth with the ice component giving it the sheer crushing power similar to earth jutsu. Despite its bulky make up, the user can still morph it into a shape of his choice similar to normal Doton, Mokuton and Hyōton shape manipulation.

Usage Examples:
(Hokkyoku āsurirīsu : Sōzō)- Arctic Release: Creation
Rank: C
Type: Supplementary
Range: Short
Chakra cost: 15
Damage: N/A
Description: Using his Hokkyoku āsurirīsu chakra the user will cause a tool or object of his imagination (and limited by logic and the NV of course) to spring from either the earth he is standing on or a water source. This happens quite quickly and can be mistaken for teleporting objects. The objects created are completely composed of permafrost and hence carry the same strengths and weaknesses.

(Hokkyoku āsurirīsu : Hādona tachiba)- Arctic Earth Release: Hard Footing
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra cost: 40
Damage: 80
Description: The user will focus his Hokkyoku āsurirīsu chakra in the ground below his opponent causing it to turn into permafrost. The surface of this area is very slippery and can cause them to lose footing if not countered properly. The formation is limited to a short ranged disk beneath the foot of the target (5 meters in diameter) while it is capable of affecting targets up to mid ranged of the user.

(Hokkyoku āsurirīsu: Akumanohōyō)- Arctic Earth: A Demon's Embrace
Rank: A
Type: Offensive/Supplementary
Range: Short-Long
Chakra cost: 30
Damage: 60
Description: The user will will cause four frozen earth structures humanoid in shape to sprout from the ground around the opponent holding him in place at his back, left, right, and at the front. While in this 'embrace' the user's body temperature is significantly lowered due to the frigidity of Arctic Earth to the point where his very bodily actions will slow (heart rate, muscle movement, blood circulation). With the opponent in place the figures will begin to merge creating a extra personal ice prison that shapes around his body leaving no room for even air. To break free from this trap the opponent would need an outside force to help as almost all of his body is delicately covered by the four figures hugging around him. He has also very limited view of the outside world due to the obstructing earth particles that make up the frozen earth (permafrost).

Conditions to be able to use it:
Mastery over Fuuton, Suiton, and Doton. And at least Kage level chakra control

Is weak to:
Mokuton: Although very harsh, plants have been seen to grow through permafrost giving its weakness away to the obvious Mokuton (Wood Release)

Lightning and storm: Having both earth and ice in its makeup Arctic Earth, unfortunately, falls prey to lightning and storm.

Earth and metals: Although capable of blunt damage, due to its ice makeup Arctic Earth is quite fragile on the molecular level, and as such earth and any other blunt damage release is capable of shattering it.

Is strong against:
Katon: Permafrost has a very high melting point due to its impurities. This is another point where it varies from regular earth.
Wind and Suiton and their variations: Almost like an absolute defense, Permafrost is known to trap methane gas under its
formations for millions of years (even as we speak in some oceans) and with very little space within its composition, air and any gas type of release is incapable of passing through its dense formation. This also proves the resilience of the substance towards liquid by not allowing it to pass through with its non porous build.

Decay: Permafrost can retain its fidelity for millions of years regardless of weather conditions or molecular disturbances. And it's also been proven to house long dead organisms while preventing them from rotting.

Ice: Although similar to, permafrost is significantly more dense than ice and can damage the release with little to know effort. Thanks to earth metals and minerals filling its spatial composition.

Crystal: Too fragile for the likes of frozen earth, Arctic Earth shatters the release with little to no effort.

Sound: Having a higher density than regular earth Arctic Earth is able to withstand high frequency waves that would otherwise shatter regular ice, this is because of it's earthen particles acting as shock and sound absorbents throughout its makeup.


Co-creator: Gutsy Jiraiya

Students I passed this custom element on too: Six Paths & Hokusai



P a t e n t C e r t i f i c a t e

I, Caliburn, head of the Custom Elements Bureau, declare for all men to hear that I give you the following:

Zaphkiel, our loyal member, gave on the date July 28th 2015 a request for a Patent on his custom element (Arctic Earth); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned Patent on this element by the following;

Hokkyoku āsurirīsu
Powered by Caliburn
Copyright © 2015, Zaphkiel, NarutoBase.net

You must be registered for see images

Approved here.



Here's Arctic Earth, how it's made, strength/weaknesses etc. If you have any questions about it in general feel free to ask at anytime. Otherwise, we'll start off with the basic release technique of the element, Whispers of Winter. You are able to create constructs of the element from your body or the ground up to Mid-ranged of your person (except, of course upon or within 5m of the opponent) and they can be manipulated with a single hand sign to attack, defend, or supplement. Uncanny to this technique is the ability of the structures creates to be re-shaped even after they've been released. It is entirely possible to create a lance to attack/block an attack and then have that lance morph into a shield. Or turn a giant monolith into a dragon. The only limitations to this are the rank of the original technique, which doesn't change, and that it requires direct physical contact and -10 chakra to do each time.


Type: Supplementary/Defensive/Offensive
Rank: C-S
Range: Short-Long
Chakra cost: 15-40
Damage: 30-80
Description: The most rudimentary technique of the release. By focusing Arctic Earth chakra throughout the body and/or surrounding earth the user is able to create tools and constructs made of permafrost. These can range from simple a kunai to a full length staff in terms of weaponry as well as walls, pillars, and other complex shapes. They can be formed from the earth up to mid ranged of the user and carry a certain malleable property in that, whenever the user comes in physical contact with his creations he can will them change shape and re-purpose (for example a kunai morphing into a tanto) but not rank (meaning the new tanto would remain the rank of the kunai). The size of these creatioms are directly proportional to the amount of chakra expended with S ranked variants ranging as big as the canon 'Destructive Earth Rising Pillars'. As per the properties of Arctic Earth, whenever these constructs come in contact with exposed skin it leaves it painfully frostbitten as the element is very frigid. With the seal of confrontation the user can manipulate said constructs up to long ranged of his person.
Note (s):
- S ranked version can only be used 4× per match.
- No S-Rank or above Arctic Earth techniques on the next turn (after the S-Rank version is used)
- Morphing of constructs cost 10 chakra each time done but doesn't take up a move slot.
 
Last edited:

Zaphkiel

Seraph
Legendary
Joined
Mar 18, 2013
Messages
12,628
Kin
1,915💸
Kumi
1,618💴
Trait Points
0⚔️
Yea I edited it in as well as a link to the original approval.

Next up is Refuge in the Fourth Dimension. This technique allows you to meld with existing Arctic Earth structures, traveling within them at your base speed similar to the canon Hiding in Rock. But unlike its canon inspiration this move can be used to control the structure being used to travel, the limits of which depend entirely on the structure. That is, if you have a mountain of Arctic Earth present and you enter it with this, you could move anywhere within that mountain unrestrained. You're also able to perform Futon, Doton, Suiton, and Arctic Earth while merged with any structure with this technique but again, the limits all depend on the structure you're using. Exiting at any time will destroy the structure used. The whole thing. Meaning if you'd turned the ground to Arctic Earth and then traveled through it, upon exiting the entire structure will break down, losing any abilities/perks it had.


Type: Supplementary
Rank: B
Range: Short
Chakra cost: 20
Damage: N/A
Description: This technique, similar to the Hiding in Rock technique that allows the user to merge with any earthen structure, allows the user to fuse himself with any Arctic Earth structure he comes in contact with. This fusion is much more in depth as the user essentially 'becomes' the structure. For example if the user creates a permafrost golem he may enter the golem and become it. Performing maneuvers and jutsu within this new body. This also has its disadvantages; in addition to be super weak to lightning, earth, and Mokuton techniques, if the structure that the user has fused with is completely destroyed he is killed. While inside a permafrost structure the user can only perform Arctic Earth techniques, Suiton, Doton, and Fūton ninjutsu. Everything else becomes impossible for the user to perform such as Taijutsu, Ninjutsu (non-elemental), Genjutsu, and Kekkei Genkai technqiues. While in the body the user has the utmost control over it as he would with his own body, and moving at his base speed. He is also able to exit at any time (providing that it isnt severely damaged) but doing so destroys the structure.
Note (s):
- Can only be used once every two turns
- Costs 10 chakra per turn to maintain

Speaking of turning Earth into Arctic Earth. Here's the first kind of technique that just does that. It carries no damage, and is Sup/Def in nature. You begin by converting the area under you directly (short-range) to turn into the shiny element, and then this blotch of frozen earth will grow out from there. By the next turn it reaches mid ranged, and in the turn after that its long ranged. The scope of this jutsu is massive, which is why it takes so long to fully set up. If used in the NW you could terraform an entire LM with this after 4 turns. Its very hard to get rid of, requiring complete eradication, and it prevents opponents from making sudden or quick movements like dashing and running. You the user will be unaffected and will be free to move about on the ice.


Type: Supplementary
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: N/A
Description: Similar to the setup of "King of The North", the user, with two hand seals (Dog, Snake), will dedicate all of his Arctic Earth chakra into transforming the entire terrain into a desolate tundra. The sheer scope of this technique spans up to long ranged in all directions all (including underground up to 20 meters). This type of terraforming is completely noticeable as the shiny Arctic Earth consumes the land and is very conspicuous mainly due to its effects on surrounding structures such as trees and buildings, but is also very slow and takes two turns after being performed to complete. On the first turn this technique is performed the area up to 5m of the user becomes transformed to Arctic Earth. On the second turn it will spread to encompass 10m of the user's position and by the third turn the technique consumes 15m of the ground around (all measurements dictate the technique's growth both length and depth wise). In the turns after, the technique can grow far enough to take an entire landmark. Once the ground has been transformed in any of its sequences the opponent will be unable to manipulate it unless they possess the Arctic Earth chakra nature--or if it was destroyed somehow. Once established, destroying the structure requires complete eradication. For example, merely destroying a patch/section will not stop the technique, as it will simply regenerate as it grows. Instead, one would need a counter that spans this technique's complete length and depth. Travelling across the terrain would also prove quite difficult to enemies as the clumsiness of slipping on ice prevails, preventing any sudden movement such as dashing or sprinting--unless the opponent(s) wish to find themselves sprawled out and nursing broken bones and other injuries from falling on the cold, hard ground. The user remains unaffected by this. Another advantage is that It allows permafrost techniques that would otherwise require regular earth to be performed using the permafrost ground instead with heightened efficiency (i.e quicker than usual).
Note(s):
- Can only be done three times (3x).
- Lasts 4 turns with each use, with a one turn cool down.
 

Ańbu Juniør

Active member
Legendary
Joined
Feb 3, 2009
Messages
19,735
Kin
6,851💸
Kumi
26,736💴
Trait Points
28⚔️
Refuge in The Fourth Dimension Is a dope technique as well. Being able to control the structure as if it were your own body is nice, but I’m assuming that depends on the technique you merge into.

Winter is Here is also nice in the fact that you won’t have to worry about attacks from below, and the range is incredibly expansive. Though an earth tech of appropriate rank would allow one to regain control due to attic earth being weak to it.
 

Zaphkiel

Seraph
Legendary
Joined
Mar 18, 2013
Messages
12,628
Kin
1,915💸
Kumi
1,618💴
Trait Points
0⚔️
For Refuge, yes, it all depends on the structure you've merged yourself with. I can't stress enough how important it is to make sure the structure you're hiding in is also relevant for defense/attack (it's the main reason why Whispers of Winter can be morphed and shaped with physical contact) For Winter is Here: Yes, exactly. Doton techniques specifically that alter the terrain specifically are a problem for that technique. Lightning, too, but very few are that expansive.

Next up is Lord of the Freljord. Now this one is just as contextual as Refuge. Here you will take control of idle pieces of Arctic Earth within your vicinity and use them to attack/defend/supplement. Now this one is tricky, as if your Arctic Earth structures had been destroyed entirely prior (like a lightning blast or explosion that would consume the entire thing) then the pieces can't be used, as this would essentially be like trying to control dirt/dust. Instead, if your structure has been canceled but is still for the most part in tact, like a golem losing its head to a stronger Water Slicing Wave technique, you are able to turn the 'dead' golem into an attack or defense with shards ranked one less than the structure they came from. S-ranked structures produce A-ranked shards, and so on, etc. Only one use of the shards can be employed with each activation. If this sounds confusing just follow my rule of thumb: If the structure is reduced to dust in any way then don't use this. If your opponent was careful or accurate in his destruction of your structure, like breaking off a part or only a section, then this is possible.


Type: Supplementary/Offensive/Defensive
Rank: N/A (Dependent)
Range: Short-Mid
Chakra cost: 20
Damage: N/A (Dependent)
Description: Omo no Frejlord is a technique dedicated to using the remains of Arctic Earth techniques once they've been destroyed or reduced. With hand gestures the user will take control of any pieces/shards of Arctic Earth around him up to mid ranged and can send them flying at a target in an effort to dish out some last second damage before the structure is truly wasted. Something very important to note is that Omo no Frejlord's true rank and damage is equal to one less rank of the technique that it was taken from. For example, if an A ranked structure was reduced to pieces this technique will take control of those pieces and be treated as a B ranked technique, doing B ranked damage (40) to a target. in the same light, if the structure was B ranked this technique will become a C ranked and carry C ranked damage (30) to a target. However this move cannot be performed in rapid succession (i.e more than once in the same turn), cannot be performed on pieces that have already been used prior, or if the structure in question had been destroyed entirely prior. Omo no Frejlord can also be used defensively to form crude walls and shields with the same rank-dependent system previously mentioned. However, only one type of the technique can be used each turn, meaning one cannot use the shards offensively and defensively at the same time or even in the same turn.
Note(s):
- Can only be performed twice (2x) on S ranked Arctic Earth structures with a two turn cool down in between.

Next is Highborn Imperium. With this you add extra seals to the end of your Doton techniques to infuse them with Arctic Earth. They gain the element's weaknesses and strengths in addition to being able to used as sources for other AE techniques as well as merging with other AE structures, and like Whispers of Winter, morph into varying shapes upon physical contact. This only works for one Doton technique with each use and only counts as a +10 chakra to the technique, in accordance to the new rules. Damage is still +20 though.


Type: Supplementary
Rank: A
Chakra: N/A (+20 to Doton technique)
Damage: N/A (+20 to Doton technique)
Description: This technique is foremost and entirely a supplementary one aimed to augment the user's Doton techniques by infusing trace amounts of an all-too-similar Arctic Earth chakra. By adding an extra hand seal at the end of a regular Doton jutsu, the Arctic Earth chakra bolsters it passively even before the technique is formed. By the time the technique actually comes into being it will be seen with glistening, ice-like veins coursing over it's structures as well as a core of frozen earth at its center. The infusion boosts the technique's damage, but it also allows it to take on Arctic Earth's known S/W's which in turn improves its usefulness and adaptability. Some properties also adopted by the superior Doton structure is the ability to meld with existing Arctic Earth structures, morph into varying shapes upon physical contact, and the option to be used as source for future Arctic Earth techniques.
Note(s):
- Can only be performed four times
- The user is unable perform Arctic Earth and Doton techniques above A ranked in the next turn
 
Last edited:

Ańbu Juniør

Active member
Legendary
Joined
Feb 3, 2009
Messages
19,735
Kin
6,851💸
Kumi
26,736💴
Trait Points
28⚔️
No questions on Lord of The Freljord. Usually you can’t form elements within short range of your opponent, but I guess that would apply here as the shard is already existent so if it ends up within short range of them then nothing should prevent you from manipulating it to strike them

No question on Highborn Imperium. Pretty simple.
 

Zaphkiel

Seraph
Legendary
Joined
Mar 18, 2013
Messages
12,628
Kin
1,915💸
Kumi
1,618💴
Trait Points
0⚔️
I would make the same argument, too.

Next up is Startouched. Designed to be used in conjunction with Taijutsu/Free Form, this extends the properties of the elements directly to your extremities (arms and legs). It carries no damage in itself, but it allows you to disable enemy limbs through direct contact as well as render them unconscious if you manage to grab a hold of their head. In retrospect this should cost 20 chakra. Maybe I forgot so, but anytime you're using this be sure to include your chakra usage because it wouldn't make sense to infuse your limbs in an element without expending chakra. That aside though you're able to activate it passively. That is, not without the cost of a move, but certainly without taking up space in the time-frame.

( Hokkyoku Āsurirīsu: Hajimeta ) - Arctic Earth: Startouched
Type: Supplementary/Defensive
Rank: B
Range: Short
Chakra: N/A (-10 per turn)
Damage: N/A
Description: This Arctic Earth technique is a passive one that employs the element's frigid nature and perks and lends it to the user. The user's extremities (hands and legs), through an infusion, will take on the appearance of Arctic Earth, ice-like and glistening, giving the appearance of a starry night--hence the name. Of course this does not harm the user as they are capable of touching element without ill-effects and it doesn't harm opponent(s) directly either. Instead what this technique does is allow the user the ability to, once per turn, use their limbs as sources for Arctic Earth techniques up to B-ranked. In addition to this the user is able to passively cause frostbite and necrosis to any enemy body part through simple physical contact and what this does is prevent them from using said limb for a maximum of two turns every time affected. If done to an opponent's head for one or more turns of prolonged contact then they will be made unconscious for that same amount of time. And the last perk of Startouched is its uncanny way of leaving behind paths of frozen earth wherever the user steps, and if he stands still, can turn the surface area under the user up to 5 meters into the element so that anyone who enters close range will be unable to find footing. This is especially useful to speedy enemies as they will most likely trip and fall upon entering this technique's range.

Note: This technique lasts up to four turns from when it was passively activated.
Note: Can only be used twice with a two turn cool down.

Now we have Wicked Cold, the follow-up to Lord of the Freljord. This technique allows you to command AE structures within your vicinity or those being performed to spontaneously explode. This explosion has a medium-sized danger zone of 7m, and the amount of shards created from the explosion is proportional to the size of the structure used. So a massive, S-ranked wall of AE could theoretically blot out the sky with shards. What makes this the perfect follow-up to Lord of the Freljord though is that it can be used to detonate select areas of an AE structure, turning it into shards to attack an enemy. But if you remember Lord of the Freljord's clause: it can't be used on structures that have been destroyed entirely. This allows you to sacrifice a piece of the structure to attack, and then re-use those shards for last second damage. This technique will always be B-ranked though, regardless of the strength of the AE structure it was made from.


Type: Offensive
Rank: B
Range : Short-Mid
Chakra cost: 20
Damage: 40
Description: This technique allows the user to take control of any preexisting or subsequent Arctic Earth structures present around him (up to mid ranged) or, by adding an extra Ram hand seal to an Arctic Earth technique being performed or mental command to ones already there, cause the structure to spontaneously explode. This will in turn lead the Arctic Earth structure to shatter voilently, spewing razor sharp shards of the element in all directions of its location, leading to anything caught in the blast radius (7m) to be reduced to ribbons. The amount and size of the shards released is proportional to the structure sacrificed. The user can also control in what manner the structures explode in the event that an omnidirectional route wouldn't be favorable. He/she may send all the shards of the expended structure in one direction instead of all around. If used as a controlled explosion then the radius is reduced to 5m. Alternatively, the user can also have only a select area of his permafrost structure explode. For example, a Golem's arm can be used to explode but the rest of the golem remains intact and under the user's control.
Note(s):
- Can only be done three times on preexisting Arctic Earth structures and three times on techniques being performed.
- Requires a turn cool down between uses.
 

Ańbu Juniør

Active member
Legendary
Joined
Feb 3, 2009
Messages
19,735
Kin
6,851💸
Kumi
26,736💴
Trait Points
28⚔️
Startouched is nice as it allows my physical attacks to disable limbs. I got you on the chakra part, though you'll probably have to update it.

The thing I like about Wicked Cold is that you can chose to detonate only a part of the structure instead of the entire thing.
 

Zaphkiel

Seraph
Legendary
Joined
Mar 18, 2013
Messages
12,628
Kin
1,915💸
Kumi
1,618💴
Trait Points
0⚔️
Yes. Most of these will be updated.

Next up is the sentinel/moving construct technique of the element. The Hollow Children are deceptively strong. On regular earth they shamble about at what can now be quantified as the speed of Doton techniques of the same rank. However, when they come in contact with Arctic Earth they become quite terrifying, if you think about it. They move at 1.5x your base speed, though this only applies to contact with AE, if your base speed is, say, 11... that's 16, rounded down. They can also release Arctic Earth techniques from their bodies up to B-ranked normally and A-ranked whenever they're on AE terrain. Techniques like Winter is Here and Startouched are paramount if you want these Hollow Children to scare the living soul out of your opponents.

(Hokkyoku Āsurirīsu: Tsundora no Chūkū no Kodomo-tachi) - Arctic Earth: Hollow Children of the Tundra
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra cost: 40 (-10 per turn)
Damage: 80
Description: The Hollow Children are familiars made of Arctic Earth that can be created from the user's body or the surrounding earth up to mid-ranged away, except within five meters of an opponent, unless the user is also within that range. The Arctic Earth creations are humanoid in appearance but severely emaciated, like skeletons, with glowing eyes and hollow chests. Despite their appearance however the Children are frighteningly quick, able to travel at inhuman speeds when in contact with Arctic Earth structures. On regular surfaces they move at the speed of normal Arctic Earth techniques, but when situated on Arctic Earth they are able to move at 1.5x the user's speed for as long as they maintain contact with the element. The user can use the creations as a source for Arctic Earth techniques up to B-rank from their bodies on regular terrain and A-rank when in contact with Arctic Earth. These count toward the user's move limit. Being savage in nature, the Children usually end up overwhelming opponents with their frigid bodies while gnawing and tearing them apart with surprising strength. The user may form one or multiple creations using this technique, following normal splitting rules, and they may remain on the field for a maximum of four turns regardless of rank. This jutsu requires three hand seals and can only be formed twice per battle with a two turn cool down. No Arctic Earth techniques above A-ranked can be performed for a turn after this technique ends.

But Winter is Here and Startouched aren't the only ones capable of providing favorable terrain. Here's another one that converts a vast amount of underground earth into Arctic Earth which then bursts through the surface, taking on the shape of trees and vines like a forest. As these 'trees' rise through the ground they're capable of trapping people, summons, items, etc., within their trunks and freeze/immobilize them. For those that manage to escape the initial trapping, they have cold air and frigid joints to fight for as long as they stay within the forest. Of course the obvious way out of this is taking to the air, but that's why I'd recommend using this to actually ground targets like flying summons or people.


Type: Offensive
Rank: S
Range: Short-Long
Chakra cost: 40
Damage: 80
Description: With three hand seals (Dog, Ram, Dog) the user will focus his chakra into the terrain below him. The chakra will seep exactly fifteen meters below the ground, causing the earth at that depth to rapidly turn to permafrost. This is an incognito process and only acute chakra perception will be able to acknowledge the chakra due to how far beneath the earth it travels. Once the earth is converted to permafrost it grows upward before erupting from the ground all around the terrain in the shape of of trees and vines and similar shapes with surprisingly alike that of the canon Deep Forest Emmergence. As these structures rise they wrap around any and all (except the user and his allies) that is on the surface, be it weapons, people, or summons. As the structures grow they cocoon the objects they consume and trap them in a casing which almost instantly freezes. Due to the malleability of the element as stated in its description the permafrost will create a frigid, glass looking forest with people and objects trapped in the trunks and vines in a beautifully sadistic display. Within this forest the temperature will drop considerably low due to all the frozen earth laying around and being so close to each other. Because of this a low lying mist will form as per the natural characteristic of permafrost. If after one turn the opponent or any of his/her living allies do not escape their frozen prisons they will die of hypothermia. And for every turn they spend in the 'shiny forest' they lose one rank of speed as their bodies seize up; courtesy of the cold.
Note (s):
- Can only be done 2×
- Lasts for four turns
- No Arctic Earth techniques above A ranked next turn
-No Fuuton, Doton or Suiton S-Rank or above in the user's next turn

And the final terra-former of the element. This one is kinda weird, not gonna lie. I made it primarily for my bio's history, at the time while also throwing in some combat applications at the last minute so it wouldn't be a waste :t-t:. That being said, it has a lot of range. And I do mean a lot. With three hand seals you'll eject up to four pillars of AE from the ground, each one with a short-ranged (5m) peak, so think Earth Moving Core but slimmer... and more. But this is just the setup, in the next turn, with only 2 out of the 3 allotted moves, you'll call the rods back down onto the terrain, causing massive destruction that could kill even you too if you aren't careful. You can also to shoot just one, massive rod (20m radius), which basically the battlefield, you, and your opponent in most cases. You'll still have to figure out a way to escape the damage though. I suggest flying.


Type: Offensive
Rank: Forbidden
Range: Mid-Long
Chakra cost: 50
Damage: 90 (-30 from user)
Description: With three hand seals (Monkey> Ox> Boar) the user will cause four gigantic pillars of Arctic Earth to jut from the ground at tremendous speeds. They will fly sky high and disappear beyond the clouds. Each of these rods are 5 meters in diameter and 20 meters in length. Then, in the following turn the user will keep a one handed seal as he takes control of the rods during their descent. Using nothing but gravity and mass to convey destruction, the rods will come plummeting back to the earth with enough power to shatter buildings and leave massive 20 meter wide craters in the ground. Once back into the earth the rod(s) will shatter violently (but not completely disintegrating), sending boulder sized chunks of Arctic Earth in all directions of the impact up to long ranged to litter the field with debris. The overall temperature of the battle field will drop with a thick low lying mist and the sky would churn dark gray as the cold air rises and creates thick cumulonimbus clouds for the rest of the conflict unless removed somehow. Needless to say, those that survive the impact would be faced with an even harder challenging of traversing the frigid land. From the. There is a choice in this execution; either four A ranked rods come crashing down on the terrain at strategic locations or one massive rod with a 20 meter radius and a 80 meter length. During this descending turn the user cannot use techniques above A ranked and is restricted to a usage slot of 2 rather than 3. After this technique, the user is left very well fatigued and their chakra pathways would be ravaged. Each boulder/pieces of debris can be used as source for future techniques.
Representation of Aftermath:
You must be registered for see images
Note (s):
- Can only be done once.
- No Arctic Earth techniques of A ranked and above for two turns after.
- User is unable to perform Doton, Futon, and Suiton techniques above above S ranked for a turn after
- No other Forbidden rank techniques in the same turn and next.
- Due to the exhaustion of this, the user loses 2 ranks to his speed for 2 turns

And before you ask: Yes, this one too is getting updated.
 

Ańbu Juniør

Active member
Legendary
Joined
Feb 3, 2009
Messages
19,735
Kin
6,851💸
Kumi
26,736💴
Trait Points
28⚔️
Hollow Children of the Tundra gives necromancer vibes. Neat that they move faster on Arctic Earth, but is it the user's Base Speed or "current" movement speed? Logically, it'll have to be the base speed of the user.

Conquest of A Blind Forest is nice in the fact it wraps around and freezes anything it touches. Great against multiple entities or certain summoning techniques that release multiple animals.

I can see how Cloud Pusher, World Ender is weird. It seems like a lot to give up for just 90 damage.
 

Ańbu Juniør

Active member
Legendary
Joined
Feb 3, 2009
Messages
19,735
Kin
6,851💸
Kumi
26,736💴
Trait Points
28⚔️


You must be registered for see images

And that completes training. Hopefully you have a little codex to come back to if you have any questions (or you can just message me). That'll be 5,000 Kumi :hs:
You must be registered for see images

5,000 Kumi to you sir. You can post in the Kumi exchange thread.
 
  • Like
Reactions: Zaphkiel
Top