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Sasori

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Custom element Japanese name: Risou
Custom element English name: Líthos Stone
The element is based on: Earth + Lightning
Facts that prove the element to be possible (in the manga context):

Líthos stone or otherwise known as Lodestone is a type of naturally magnetized rock attracted to iron and other metals. In the anime we were able to see how substances were capable of being magnetized and possessing magnetic properties. We see this especially with Magnetism release in both Iron Sand and basic Magnetism. Both substances have displayed the ability to expel magnetic currents as well as attract other metals. We were shown with the Basic release of Magnetism possessed by Toroi of Kumogakure, that it is possible to create as well as affect preexisting magnetic currents. He was capable of easily creating magnetic currents by simply making physical contact with a substance. Additionally, in the anime we were shown how magnetism can be used through a medium as shown with Iron sand. Due to the magnetic fields present in the sand it enabled the user to hold the sand together while also possessing magnetic properties.

How it works:
Líthos stone is a type of rock capable of utilizing magnetic currents to attract things towards it or by manipulating the currents in any other fashion. First off, in order to produce Líthos Stone an earth substance must first be present and that is when the user will utilize the Earth element in order to form a base for this element. On to where the rock retrieves its magnetic properties, which is due to Lodestone being found naturally magnetized and being found closer to the earth surface it believed that it is because of lightning that it retrieves its magnetic abilities. This all leads to the user applying their lightning elemental nature in order to bestow the rock with its magnetic abilities. It is because lightning bolts possess strong magnetic fields that it allows for the rock to pick them up whenever contact has been made. Unlike the majority of magnetic substances found on the earth which have a low resistance to demagnetization; this is to say that Líthos Stone itself is a magnetic material which is mainly due to its in homogeneous structure that it is capable of serving as a permanent magnet. After its creation the rock will have an appearance of a brownish to black substance. Also, due to how Líthos Stone possesses its own magnetic field it makes it difficult for certain substances to overcome its magnetic field without succumbing to it. The magnetic fields of this rock are capable of being manipulated as wanted and it can even pass on its magnetic properties with contact or when an object is in its close proximity. While utilizing this rock the user is able to control the rock so, that the magnetic fields can be used to damage a target. If desired any object affected by the magnetic currents can be utilized by the user as their own type of weapon and, with equal or greater force.

Jutsu Usage Examples:
(Lithos rirīsu: Shūsei unmei) Lithos Release: Amending Destiny
Type: Offensive/Defensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user creates a structure of Líthos stone that they will immediately hurl at a target aiming to overcome any metals in the way and hit the target with the blunt force of the rock.

(Lithos rirīsu: Revu~iatan no gōon) Lithos Release: Roar of the Leviathan
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user slams their hands on the ground and creates two slabs of Líthos stone on the left and right of the target. The magnetic currents will be controlled to forcefully pull the target in two directions until they have been ripped apart.

(Lithos rirīsu: Kamigami no tegami) Lithos Release: Beckoning of the Gods
Type: Supplementary
Rank: C
Range: Short-Mid
Chakra: 15
Damage: NA
Description: The user slams their hands on the ground infusing it with their Líthos chakra. By doing so they convert the ground into Líthos and, this technique will serve to attract all metal based substance to it making them useless.

Conditions to be able to use it: Mastery over Earth and Lightning
Is weak to:

Fire: When heat is applied to this magnetic rock it can cause for it to become demagnetized.

Wind: Líthos is weak to wind because wind deals with slicing and slashing or otherwise physical abuse which causes disorder in the magnet being affected, diminishing its magnetic ability in the process.

Lightning: Lightning has enough heat and strength to demagnetize and pierce through the rock.

Is strong against:
Earth/Water: Lodestone is harder and denser than the average rock making it capable of breaking earth and stopping the flow of water.

Radiation/Solar Wind: As shown with the earth's own magnetic field it has been proven that a magnetic field can stop/prevent Radiation/Solar Wind from spreading.

Co-creator: Sasori
Students I passed this custom element on too: ? & ?

P a t e n t C e r t i f i c a t e
I, Lord of Kaos, head of the Custom Elements Bureau, declare for all men to hear that I give you the following:
Ushiro, our loyal member, gave on the date November 27th 2017 a request for a Patent on his custom element (Lithos Stone Release); 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;

Risuoton

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Copyright © 2017, Ushiro, NarutoBase.net

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(Lithos rirīsu: Shūsei unmei) Lithos Release: Aquarius
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: This technique allows the user to produce Líthos Stone from either their body or a source of Earth. Aquarius is capable of producing a plethora of objects, tools, and constructs essentially limited by the rank of the technique applied and the user’s own imagination. As constructs of Líthos Stone they possess the ability to manipulate magnetic fields, effectively causing them to be able to attract and repel. B rank and higher applications can be used with a two hand seals. S-Rank applications can be used four times per battle. S-Rank applications cannot be used in consecutive turns and the user is unable to use Líthos Stone above A-Rank in the following turn. The maximum size of a construct can range from a 15 meter tall wave to as small as a shuriken; from S ranked to lower ranked versions, respectively.
(Lithos rirīsu: Shūsei unmei) Lithos Release: Armour of Achilles
Type: Supplementary/Defensive
Rank: B
Range: N/A
Chakra: 20 (+10 to affected jutsu)
Damage: N/A
Description: A technique developed specifically to increase the endurance of armors as well as earth/solid based familiars/structures by performing a single hand seal or one that is in tandem with the rest at the end of a technique. By simply infusing additional chakra via 2 handseals into that of an solid based substance such as one from the ground or the user's body, or an armor already present; the user will begin to enforce it with Lithos stone. Armour of Achilles is a technique that works upon magnets ability to attract together forces. Essentially, the lithos stone applied to the technique will align its magnetic poles in order to attract together the material/contents of said technique. The magnetic force will serve to strengthen the bonds of the jutsu making it more difficult to tear apart the material of the substance; considering how magnets are pulling each other together it makes it more difficult to break apart said technique. Due to this added endurance it gives said armor/technique the ability to defend up to twenty additional damage points. Let it be noted that this technique does not require constant maintenance considering how the user does not need to actively input chakra to keep the magnetic field in place since Líthos stone is a permanent magnet. It can be done in the same timeframe as the creation of a physical based technique or once it is already on the field, but will cost as a separate move.
Note: Can only be used five times.
Note: Cannot be used on the same technique more than once, eg: using it on the same stone golem technique twice.
(Eien no chūsei kokoro) Lithos Release: Undying Loyalty
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20 (-10 per turn)
Damage: NA
Description: A technique designed to give the user extra control over their solid based techniques. This jutsu is applied by adding a hand seal at end of one of the user’s matter based ninjutsu. This technique allows the user to coat their technique in a layer of lodestone giving it the properties of Lithos Stone. Essentially, this jutsu will give the technique magnetic properties and allow the user to manipulate one of their technique with the aid of their control over magnetic fields. One of the main uses of this technique comes into play when the duration limit on one of their techniques has ended. Instead of allowing their technique to dissipate or fall apart the user will have used their Lithos chakra to magnetize the techniques allowing it to remain its form and structure. For example, the user can use this on the Stone Golem technique and if it had a duration limit, the moment the duration limit passed, the golem would normally fall apart and become chakraless, but the user will use the control over magnetic fields in order to hold the technique together in the same shape it was initially, using the chakra from the technique enforced by Lodestone to keep the technique going for as long as the user continues to fuel this technique with just chakra every turn.
Note: Can only be use four times with a turn cool down with each use.
Note: This cannot be used with elements that are weak to Lithos Stone.
Note: The user cannot use this technique again while another technique that is on the field is currently affected by it.
(Lithos rirīsu: Shūsei unmei) Lithos Release/Sealing Arts: Domain of the Gods
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: NA
Description: A technique that serves the purpose of weakening enemy jutsu. The user will first perform two hand seals at the end of one of their techniques and cause kanji transcripts to emerge on it. The main purpose of this technique comes into play once the user’s jutsu has made contact with the opponent’s. Once contact has been made, the kanji transcripts will begin to release Lithos stone from itself. The lithos stone will find itself onto the opponent’s jutsu and will begin to affect the opponent’s technique inversely with the help of the magnetic properties of Lithos stone. The user will be able to weaken the opponent’s jutsu by twenty damage points because the Lithos stone will utilize its magnetic properties to pull or rather attract the opponent’s jutsu in the opposite direction. The opponent's jutsu can essentially be drawn upwards, downwards, left or right depending on the situation. This technique will essentially decrease the momentum of the opponent’s jutsu once contact has been made. It important to note that this technique will not work on all techniques weak to Lithos.
Note: Can only be used four times with a turn cool down.
Note: Requires two of the user's three moves per turn.
(Lithos rirīsu: Shūsei unmei) Lithos Release/Sealing Arts: Tools of the Vanguard
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30(+10 to sealing tag)
Damage: NA
Description: The user will infuse one of their sealing tags with Lithos chakra the same moment they are about to utilize it. The Lithos chakra applied to the sealing tag will cause it to be more difficult to remove. This, however, only applies in certain situations. For instance, if the opponent is wearing a metallic armor or weapon then the tag will quickly attach itself to said object. This technique can ,in a way, be used to hone in on targets because of its new found magnetic properties. The main ability,however, comes into play when it is attached to a target/barrier. Due to the attractive force of Lithos stone and whatever object it is attached to, it will require more force than normal to remove the tag. Regarding the specifics, the seal would now require strength, following the strengths/weaknesses of lithos, equivalent to A-rank to be removed or destroyed.


Note: Can only be used four times with a turn cool down
(Lithos rirīsu: Shūsei unmei) Lithos Release/Sealing Arts: Bravery of Joan
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: NA
Description: The will first throw out a sealing tag that has Lithos chakra sealed inside of it. The main purpose of this technique is to redirect the enemy's matter based substances. To start, the user must first attach the sealing tag onto an incoming attack or creature which can be done by attaching the sealing tag to a kunai, sword or another technique. Once attached, the sealing tag will activate and begin to pour out Lithos chakra from it. This jutsu works by using the magnetic fields of the Lithos stone to manipulate the the directionsof an opponent’s technique. To further explain, the Lithos chakra will utilize it magnetic fields to redirect an object by influencing its structure and movement with magnetic fields. Due to how this technique works, it will not be effective on techniques that are strong to lithos stone. The end result will be the opponent technique covered in a thin a layer of Lithos chakra. Considering the functionality of this jutsu it is only able to be used on techniques of equivalent or lower rank. This technique will essentially allow the user to redirect an opponent's attack if it is able to be influenced by magnetic fields. Lastly, there is another function of this seal that allows the user to attach the seal to the opponent themselves. This will cause the opponent to feel a powerful binding force equivalent to the rank of this technique overcome their body. If the opponent finds themselves with this sealing tag they must release a chakra surge higher than this technique's rank to break this technique. If this is not done then the target will become immobilized.


Note: Can only be used four times with a turn cool
(Lithos rirīsu: Shūsei unmei) Lithos Release: Tenacity of the Monk
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (+20 to technique)
Damage: N/A (+20 to technique or +1 Rank)
Description: A technique created to increase the magnetic strength of Lithos stone. The user will first perform a single seal at the end of one of their Lithos based jutsu and create a layer of Lithos over it. This will effectively increase the strength of the lithos technique because when two magnets are in close proximity their strength can increase. Their strength can increase even more when the two magnets are closely bound together. This sort of magnetic stacking is known to increase the power of a magnet, but there is usually one problem with this. The problem is that the two magnets will be attracting each other in the opposite direction at first, but with the user’s chakra skills the user can realign the magnetic fields in the right direction. The end result will be two magnets stacked on top of each other and aligned in a way to empower the the technique’s overall magnetic strength.


Note: Can only be used four times with a turn cool down.
(Lithos rirīsu: Shūsei unmei) Lithos Release/Sealing Arts: Dante’s Cage
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user will perform three hand seals and erect around an opponent up to mid-range away a red and opaque barrier. This barrier will entraps all targets within five meters of where the user uses it. Also, this barrier is spherical in shape and blocks the opponent in from all directions. The purpose of this barrier is to affect opponents with a powerful magnetic field. This magnetic field will affect everything within the barrier. When utilizing this technique the user will be able to use it in a variety of ways. For one, the user can choose to use the magnetic fields to attract all magnetic based objects or any object that can be affected by a magnetic field to the surface of the barrier. This can cause for potential weapons or any other tool on the victim to be dragged away. Another way one can use this jutsu is by utilizing the magnetic fields to pull on an opponent’s body and restrict their movement with a powerful pull. For instance, if the victim was wearing an armor then the user could utilize this technique to pull on the opponent’s body from all angles and restrict their movement. Lastly, one can use this technique in a way similar to the first method. This time around if the opponent is wearing an armor that can be affected by magnetic fields then the user will be able to use this barrier to rip the armor from the victim’s body, but this will cause the technique to end if used for this purpose. The effects of this barrier are equivalent to this technique’s rank.


Note: Can only be used four times with a turn cool down.
Note: Can last up to fourn if desired.
(Lithos rirīsu: Shūsei unmei) Lithos Release: Law of Force
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A
Damage: N/A
Description: This is a technique created to give the user more control over specific items or objects. Beforehand the user will coat a specific non-human entity/object/item in a layer of Lithos. These objects of course must not negatively harm magnetic fields when in their presence. By covering the objects beforehand this will allow the user to easily manipulate said object at the start of a battle or once they have summoned the affected tool. This jutsu will essentially allow the user to passively manipulate said object with magnetic fields without them having to physically hold said object. For instance, if the were to coat their sword with this technique then the user will be able to passively float said object and utilize any of its ability without ever having to physically touch said object. Upon arriving to battle or being summoned these objects will be able to float or rather levitate up to five meters in the air due to magnetic fields in place. Another example, would be if the user had a non-human entity such as a puppet. The user would be able to move this puppet around and utilize any of its abilities without having to physically touch the puppet. One important thing to note is that this technique does not exempt the user from having to spend chakra or a move to utilize an ability from the affected tool if it had one. Due to Lithos Stone being a permanent magnet this technique does not require any continuous chakra input and does not hinder the user from using other jutsus.


Note: Must be stated in the user’s biography what objects are affected.
Note: Can only be applied to up to five objects.
 
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Sasori

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Custom element Japanese name: Sukoria
Custom element English name: Scoria
The element is based on: Fire + Earth + Wind
Facts that prove the element to be possible (in the manga context):

In the Manga, there have been multiple ways that Lava style has been implemented into a Ninja’s jutsu. This specific type of molten rock is tied greatly to Roshi and his Tailed Beast's ability to use the jutsu “Lava Release: Scorching Stream Rock Technique” which produces boulders of molten rock. The molten rock from that Lava technique is greatly tied to volcanoes which shows that the user would be capable of manipulating substances that derive from volcanoes as well as some volcanic rock. With the information that it is possible to heat molten rock, this element focuses on the ability to cool magma on rocks which turns it into a different substance. This not only shows that it is possible to manipulate molten rock, but possible for the user to manipulate it into a different substance to create a black, or dark gray to deep reddish brown rock known as Scoria. To better help understand this element, Scoria is quite similar to when one slowly opens a soda bottle. As they open that soda bottle small, round bubbles form along the inside surface of the bottle. Then when the bottle is fully opened it releases larger bubbles, and a hiss of gas escapes from the bottle followed by a rush of a foam-like material. The depressurization and escape of gases is the same process by which magma is depressurized as it exits a volcanic vent. The foam is equivalent to what the end result of Scoria is when it solidifies.​

How it works:
In order to initiate the process of creating Scoria— one must first combine together their earth, fire, and wind chakra natures. The user's earth chakra serves the role of creating a base for the element and applying tremendous pressure towards the earth. The addition of Fire chakra allows it to have a state of molten-like earth. The addition of Wind chakra allows the creation to trap and sustain gases within the earth. It is important to note that the wind nature is applied in just the right amounts in order to solidify the molten rock and before the gases can fully escape the bubbles become small rounded cavities along the surfaces of the rock which is exactly what is wanted to create Scoria. With the gas trapped inside the creation and superheated, it is in the form of bubbles that are extremely hot and explosive. While trapped inside of Scoria, its gases are in a dormant state free of the risk of exploding. Only when Scoria has been destroyed will it explode. The gases are capable of exploding and at risk of it because the gases are extremely hot and have been confined in a space which will be the rock and inside it has been building up the pressure. All the gases need to explode at this point is a leakage in order to be released which can be done by destroying it.​


Normally, in real life cases the molten rocks are cooled because they are propelled into the air from erupting volcanoes, but in this case, the user can achieve the same effect by applying the Wind Element to it to cool it. The bubbles found along the surface of Scoria rocks are commonly known as vesicles containing trapped gases and air. The thick walls of Scoria also make it a heavy element weighing about 100 pounds per cubic foot making it heavier than earth, and lightweight elements. When dealing with Real life situations Scoria has been known to be able to be crushed into different shapes and objects. Also, because it is heavier than earth it can be used to supplement the steel used in buildings making it play on equal terms with elements such as steel with a higher density than earth. Another property of Scoria is its ability to provide a good insulator for heat so it serves as a good way to keep heat inside, but also increase the Scoria rock itself. Something to note is that Scoria is mainly formed from rising magma is introduced to lower pressures, and has gases released which were trapped inside from the quick solidification of it. Overall, Scoria is a type of cooled molten rock which contains hot/explosive gases and air inside of it making it quite hollow.

Jutsu Usage Examples:
(Sukoriarirīsu: Gurētosukoriarirīsu) Scoria Rease: Greater Scoria Release
Type: Offensive/Defensive Supplementary
Rank: A
Range: Short-Mid
Chakra cost: 30
Damage: 60
Description: This jutsu enables the user the ability to crush pieces of Scoria to create shapes and objects only limited by the user’s imagination that can explode.
(Sukoriarirīsu:Suishingasu) Scoria Release: Propelling Gas
Type: Offensive
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: 60
Description: The user will first create a large boulder of Scoria with many vesicles along the surface of it.
(Sukoriarirīsu: Ko 胞 Haretsu) Scoria Release: Vesicle Rupture
Type: Offensive
Rank: S
Range: Mid-Long
Chakra cost: 40
Damage: 80
Description: The user will first construct a large piece of Scoria out of the surrounding ground.
Conditions to be able to use it: Mastery of Earth + Fire and Wind
Is weak to:

Lightning (Lightning based CE): Lightning can easily plow through and destroy the rock.​

Wind: Due to the powerful slicing winds involved in the wind element, it allows them to easily destroy the rock with ease (This applies to Wind base CE with cutting properties).

Is strong against:
Earth: Scoria has been shown to have higher densities than ordinary earth structures. (This applies to Earth Elements that plays on the same density field as earth, being equal to those strong to earth)​

Fire (Fire based Elements): Scoria is strong to fire due to the rocks high flame resistance simply meaning that because of the rocks outer shell being accustomed to such pressures and heat it will require more strenuous power from a flame in order to destroy it, releasing the gases in the process.

Water (Water base elements that's weak against earch) Scoria is strong to water because of how tough and hardened Scoria is, so just like with regular earth, so water would suffer a weakness to it.

Co-creator: Sasori
Students I passed this custom element on too: ? & ?

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

I, Lord of Kaos, head of the Custom Elements Bureau, declare for all men to hear that I give you the following:
Phaizon, our loyal member, gave on the date December 19th 2017 a request for a Patent on his custom element (Scoria Release); 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;

Sukoria

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Copyright © 2017, Phaizon, NarutoBase.net

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(Shokunin no sōzō) ⌭ Scoria Release: Mayhem Unleashed
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: This technique allows the user to generate Scoria, either through creating the element through their body or by transforming the ground. The shape and amount of Scoria created depends solely on the user's imagination and can be blasts, streams, waves, pillars, etc. The user can create the element through their limbs to enhance their physical blows through its explosive surface or use it as a ranged weapon. A supplementary usage of this technique, the user can also generate large bursts of Scoria from beneath their bodies to propel them into the air. Each ranked construction must not be anything larger than what has been in the anime for a technique of the same rank. The maximum size of a construct can range from a 15 meters wave to as small as a shuriken; of course, a 15-meter wave being the S-ranked version and the shuriken a lower ranked version.
Note: B-rank version requires two hands seals.
Note: A-rank version requires a three hand seal
Note: S-rank variant requires three hand seals and can only be used four times per battle
Note: S-rank version requires a cooldown of one turn before any Scoria techniques can be used again
(Hadesu no abisusasupensu) ⌭ Scoria Release: Hades’s Abyssal Chasm
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: In order to initiate this technique the user starts by performing three hand seals and then slamming their hands and begin infusing their Scoria chakra directly beneath the target. In a matter of seconds, the ground located directly underneath the user and the target begins to rumble as the ground begins to split apart. The land directly underneath the both parties begins to quickly move apart forming a massive fissure beneath anyone on the field and in the vicinity.If precautions are not taken the enemy and user will find themselves falling into a thirty-meter deep chasm. The fissure crafted out of Scoria will continue to constantly move apart until it is twenty meters in width leaving little room to outrun it. Let it be noted, that all land twenty meters to the left and right will be converted into Scoria. Before the earth completely moves apart, four distinguished figures can be seen pacing towards the top of the fissure. These objects are actually Scoria constructed creations shaped after humanoid-demonic wraiths, and as they rush to the top of the fissure, some of the wraiths will find themselves colliding with any targets who happen to be falling inside the fissure. Of course, upon impact, the enemy would find themselves engulfed in a gruesome explosion likely to trigger more explosions in the process. Meanwhile, the rest of the wraiths will instead hastily relocate themselves out of the fissure until they have raised themselves into the air. Once they have reached a desired position in the air each of the wraiths will move in a sporadic manner as they rush all over the field up to Short-Long. If they happen to clash with any of the scoria converted earth or any other scoria creation it will trigger a small scale short-range explosion. Let it be noted, that the user can choose to use the scoria wraiths to collide with the enemy while still in the fissure. The user can choose to close the fissure after it has been opened in order to crush anyone inside.
Note: Can only be used twice.
Note: Requires a turn cool down after each usage.
Note: Cannot perform Scoria techniques above A-rank in the next turn.
(Mokushiroku no 3 tsuki) ⌭ Scoria Release: March of the Apocalypse
Type: Offensive
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage Points: NA ( +20 per step)
Description: One of the most unique and destructive Jutsu available in the arsenal of Scoria techniques. It is because of the large scale this technique affects that it must be used at least Mid-Range away from the user. In order to initiate this technique, the user will first perform three hand seals and then gather all of their Scoria chakras into their feet. Once the chakra has been gathered in the designated locations— the user begins to initiate a set of foot movements all designated to cause Scoria to emerge around the target. Now that all of the necessary chakras has been gathered the user begins the sequence of four steps; which is started by the user raising their left foot followed by their right foot—in one smooth sequence they will pound their left foot followed along with their right. As this happens the target will hear rumbling noises to their left and right as two enormous and thick slabs around ten meters tall— composed of Scoria erupt suddenly from the ground, rapidly moving towards them aiming to slam against them. However before the pillars can make contact— the user will continue the sequence by now pounding their feet once again. There left foot will stomp the ground immediately in front of them followed by their right foot stomping in its original position. These two simultaneous movements cause for two more enormous pillars of Scoria to erupt around the target. This time one pillar will be located in front of the target with the other located behind them. Each pillar continuously moves in on the target aiming to crush them beneath the pillars. Upon creation of each pillar, they will close in on the target in a tilted angle similar to that of a falling domino—quickly cutting off aerial escape. Let it be noted that each step happens in a small time frame of each other if not at the same time. Considering how quickly and swiftly each step was performed it leaves little time to interrupt the sequence; it also means that each pillar will practically emerge around the same time. Each pillar is also at least six meters away from the target. When the constructs are destroyed they will explode into a violent omnidirectional explosion spanning to everything ten meters of it.
Note: Can only be used twice.
Note: Requires a turn cool down after each usage.
Note: Cannot perform Scoria techniques above A-rank in the next turn.
(Mokushiroku no 3 tsuki) ⌭ Scoria Release: Royal Ignition
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: +20 to Fire Jutsu
Description: A technique designed to enhance the strength of fire based jutsu the user casts. By performing an extra hand seal at the end of one of their fire jutsu the user will cause scoria to shoot forward from the earth or from the nearest scoria sight and launch itself into the fire technique. By doing this the user will be capable of increasing the concussive and destructive power of the flames. Due to scoria’s explosive nature it will give said technique extra damage points whenever it makes contact with a surface. Additionally, if said fire jutsu already possesses explosive properties then then scoria inside of it will simply expound upon that. Essentially, the user will infuse small pieces of scoria inside of their fire technique and increase its strength by adding twenty damage points when the technique makes contact with something or when the user chooses to release it.
Note: Can only be used four times
Note: No Scoria above A-rank next turn
(Mokushiroku no tsuki) ⌭ Scoria Release: Tyrants Domain
Type: Offensive/Defensive/Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: (+20 to technique)
Description: This technique is foremost and entirely a supplementary one aimed to augment the user's solid techniques and earth based techniques by covering the user’s technique in a layer of scoria. By adding an extra hand seal at the end of a regular earth/solid technique , the Scoria bolsters it as the technique is being formed. By the time the technique actually comes into being it will be seen covered in a thick layer of Scoria making it appear dark brown in appearance. The infusion boosts the technique's offensive capability because of Scoria explosive nature but it also allows it to take on Scoria’ known S/W's when dealing with earth Jutsu that is, otherwise it just serves as a way to increase a techniques destructive capabilities. Just like with regular Scoria said technique will possess a dark brown look and explosive and durable nature. If using it on defensive technique it will give said technique the ability to defend against up to twenty additional damage points due to how sturdy scoria is.
Note: Can only be performed four times
Note: The user is unable perform Scoria techniques above A ranked in the next turn
(Tentai no tō no ikari) ⌭ Scoria Release/Sealing Arts: Claw of the Beast
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80 (+20)
Description: The user will perform three hand seals and manifest their scoria chakra around one of their arms. The scoria will extend up to the user’s forearm and will crafted into the shape of a claw that is about a meter in width and length. Upon being created the user will imbue the claw with sealing properties so upon it being created the claw will begin glowing with a golden hue. Once created, the user will strike the ground with their claw and upon doing so a translucent golden barrier will extend up to five meters of where the claw is. The purpose of this barrier is to seal any fire based technique up to s-rank inside of the barrier as long as it makes contact with the barrier. Once the fire has been sealed, the barrier will then shrink back inside of the claw. The main purpose of doing so is to channel the chakra sealed from the previous fire technique into the claw itself in order to empower its upcoming attack by twenty damage points. While the claw is still on the ground and after the user has sealed a fire jutsu, the user will manipulate their scoria chakra in order to convert a portion of the battlefield that is up to ten meters in width/length into scoria. This will cause the surface of the ground and up to ten meters below to be changed into scoria. After this has been done, the battlefield will begin rumbling as two monstrous arms composed of scoria emerge from somewhere on the field. These arms are up to ten meters wide/long and the user will control them at their will in order to move in the direction that they choose. The main purpose of doing this is to corner the opponent in a large and gruesome explosion that extends up to five meters of where the arms where located. The portion of the ground that was converted into scoria is able to be triggered by the slightest movement which just means that a kunai or a shuriken could trigger it or if the user converted the ground underneath the opponent or themselves, the person would could trigger the explosion if they moved from their current location. If the explosion does go off it will trigger a free form explosion that will leave a gaping hole depending on how much of the ground the user converted, this is because of how once the scoria has exploded there will be nothing in its place.
Note: Can only be used twice
Note: No Scoria above A-rank for two turns.
Norw: User must keep the claw in the ground in order to maintain.
(Taitanzu no maito) Scoria Release/Sealing Arts: Might of the Titans
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Mid-long
Chakra: 40
Damage: N/A
Description: The user will first perform three hand seals and then focus their Scoria chakra into the ground from Mid-Long range. Moments later, the ground can be heard rumbling as large fists of Scoria emerge from the ground. These arms are three meters in width.These fists will be connected to an arm that gives them flexibility and allows them to move across the field and attack opponents. The fists will essentially be erupting all across the most of the battlefield, but if desired the user can contain them to a five meter radius. Upon erupting from the ground the user will add Fuinjutsu properties to the arms. These properties will come in the form of Kanji transcripts that are easily visible to the opponent. The kanji transcripts are set to activate in the face of an energy based attack up to s-rank and will absorb said attacks into the fist. The energy that is absorbed will be dispersed among the fists and upon doing so it will trigger and detonate the fist. This detonation, however, is not instant because all of the fist will glow a bright yellow light before exploding into an explosion that covers the field from Mid-Long. If the fists absorb an energy based attack then the fists will use that energy to release an explosion equivalent to S-rank. If the user does not absorb an energy based attack with this technique then the explosion released from this techniques will be equivalent to A-rank. Also, if no jutsu is absorbed then the fists will only explode once they collide with an opposing jutsu or another surface. In the event of a clash against another jutsu, the power of the explosion will determine the outcome of the clash.

Note: Can only be done twice with a turn cool down
Note: No Scoria above A-rank next turn.
(Zasshu no kyōfu) Scoria Release/Sealing Arts: Fear of the Mongrel
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will first perform three hand seals and infuse their Scoria chakra into a part of the ground. This infusion can be as small a five meter radius or as large as a fifteen meter radius. Upon infusing their chakra the ground will begin to rumble as the head of a dragon composed of Scoria begins to rise from the ground. This head will emerge directly beneath the opponent and begin to rise into the air until it is at least ten meters above the ground at which point the upper half of the dragon body would have become visible. The thing about the dragon’s head is that its mouth will be opened, so as it rises it will send anything directly beneath it falling into a fifteen meter hole. The thing about this hole is that as the opponent begins to fall they will be pierced and struck by needles of Scoria that layered inside of the dragon's mouth. The special thing about this dragon is that it has been infused with Fuinjutsu properties set to activate when the dragon explodes. This dragon will explode by itself once it has risen at least ten meters into the sky because its mouth will snap shut and trigger an explosion. Once the dragon does explode it will release an explosion that spans up to ten meters of where the jutsu dragon was. Immediately after the explosion spans up to ten meters a sealing jutsu will activate that will begin to seal everything ten meters from the dragon into a sealing jutsu. The sealing will be set to activate instantly upon the Scoria being destroyed. The process of releasing the explosion and sealing jutsu happens pretty quickly. The explosion and sealing jutsu in this jutsu are equivalent to A-rank each. After this technique has run its course there will be nothing remaining despite any scarring upon the ground. Essentially, just as the explosion spans the field it will be sealed back into a seal.
Note: Can only be done twice with a turn cool down
Note: No Scoria above A-rank nextturn.
(Ikari no kamigami) Scoria Release/Fire Release: Gods of Fire
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A +20 or +1 Rank
Description:The user will first perform an extra hand-seal at the end of one of their Scoria techniques. This hand-seal will infuse extra fire chakra into said Scoria technique upon its creation, so it will occur in the same time-frame. This infusion of fire causes the gases inside of the Scoria to become hyperactive. This will essentially cause for the gas particles to gain more kinetic energy and strength. Due to this increase in energy the gas particles inside the Scoria will begin to move faster and pick up more force and pressure. As a result, this increased pressure and force can cause up to two effects. The first effect which is the main effect is that it can cause the explosions released from the Scoria to be increased in power. The other ability is a result of the increased hyper-activeness of the Scoria which can cause it to explode after one turn of being present on the field, and cause it to release an explosion equivalent to the rank of the technique. This will basically allow the Scoria to explode prematurely. The second effect is one that can be prevented from occurring if the user adds just the right about of fire chakra, but if desired the user can have their Scoria technique utilize both effects.

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

Note: Can only be used five times
 
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Duel Monsters (Dyueru Monsutāzu)
Type:
FuuinBukijutsu
Background: There have been stories about card based combat from the time when chakra was first being used, but no one could find any proof of this. In his travels, Broly discovered some of these cards that were sealed with wonderous abilities and started to experiment with them. Eventually he mastered and even created more of these cards, thus remaking the style for modern use.
Description on the Abilities and Inner Workings of the Style: This fighting style revolves around, in a nutshell, enhancing the user's weapon combat. However, it has 2 unique twists. The first is that all weapons used in this style are thin, but sharp, sheets of metal around the size of playing cards. These may be thrown just as regular kunai or shuriken can be and are mostly the same in their use by themselves, simply a different shape. The second is that the sheets of metal are pre inscribed with seals that do different effects and according to the different inscriptions on the card. These inscriptions can be quite detailed and even colored, however this is merely an aesthetic detail. The parameters of these seals will be explained below

There are 3 different variations of the seals that are placed on these cards, each going by a different name.

Monster Cards: These cards have a seal inscribed on them that require a trigger to activate, which can be anything from travelling a certain distance to encountering foreign chakra. Once this trigger is met, the seal releases a barrier around the weapon, similar to "(Fusen no Kekkai) Tag Barrier". However these aren't simply spheres or boxes, these barriers are actually molded and shaped into different forms, thus making them on par with elemental releases. Normally, the weapon would still travel in its thrown direction, but these barriers are able to physically interact with the enviroment around them, thus allowing the weapon to change speed and directions. Given that the barriers have a source of chakra via the seal, the user is able to perform other techniques while using them. The barriers can all have different effects of course, depending on what seal is used. These barriers can be extremely detailed and even given color, however this is just cosmetic

Example of a barrier
Spoiler

Spell Cards: These seals give the card a special affect that can either effect an enemy, the landscape, or a monster card. For example, some spell cards "equip" to an already made Monster Card barrier, thus releasing something like an element onto the Monster Card barrier in order to make it stronger or addidng a barrier type fuuin weapon to the monster card. Some spell cards are standalone and thus can seal or unseal objects/chakra/clones/summons/the ground/etc, thus giving the weapon an extra effect when its seal is triggered. These cards generally give positive effects and are used to strengthen for the most part

Example of a spell card that equips to a monster card (object that equips is shown in illustration)
Spoiler


Trap Cards: Whereas spell cards usually give positive effects, trap cards generally give negative effects to either an enemy, their attacks, or the landscape. Trap card seals are also standalone and give the weapon an effect that can seal, unseal, or release barriers that specifically affect an enemy target or his attacks in a negative manner. Trap cards function mostly like spell cards, only dealing in negative aspects and weakening instead.


Example of a trap card
Spoiler

All specific restrictions and abilities to each specific card are to be made on a case by case basis in submission. These are just general parameters of the different types of cards. All of these seals however, just give the original weapon different ways to be effective and useful in battle, thus remaining in the range of a CFS. Without all the bells and whistles the cfs is very established in weapon combat. Monster cards are simply erecting barriers around cards in order to make them more deadly and give them an extra ability. Spell cards either enhance said barriers or standalone to give the weapon a Supplementary ability. Trap cards do the same as spell cards, besides enhancing monster cards, only dealing with taking away abilities and power

Example Techniques:

Nightmare Troubadour: Kuriboh
Type: Offensive/Supplementary/Defensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: Monster Card: The user will throw out a card that, when it reaches short range away, will form a barrier around the card that resembles a small furry monster. The barrier is filled with a brownish colored smoke. This barrier is designed to take up to B rank hits from the opponent, releasing its smoke as a cover when destroyed to help the user get away unseen. Mainly used as a last ditch effort.

Nightmare Troubadour: Bottomless Trap Hole
Type: Supplementary/Defensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: Trap Card: The user will throw this card facedown and it will remain dormant until activated. Once a summon or clone is made by the enemy this card will release a series of kanji underground until it reaches the entity in question before it releases a short range seal similar to that of "(Fūin Fuda ) – Sealing Tag". This seal will immediately seal the entity into itself for the rest of the battle.


Nightmare Troubadour: Magnum Shield
Type: Offensive/Supplementary/Defensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: Spell Card: The user will throw this card at an already made Monster Card or throw it together with a monster card. Once it makes contact with the monster card barrier, it will add onto it a barrier type fuuinjutsu seal. This shield allows the barrier to defend against an attack 1 rank higher than it normally would, but vanishes once it is used once

Additional effects and Restrictions:
this CFS is regarded as falling under the fuuin field
To learn, the student in question must pass either a knowledge test or beat a person of the creator's choosing in a 2 out of 3 card game or any game he chooses
While the Monster Card barriers are self sustained in terms of chakra, they still require a mental command from the user (such as with the great stone golem) as they are not sentient. They are still simply weapons with barriers around them.
Must have mastered basic fuuinjutsu
Users can throw the cards this uses as if they were kunai
Must be taught by USA Scaze

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

USA Scaze, our loyal member, gave on 2017, a request for a Patent on the Custom Fighting Style Duel Monsters (Dyueru Monsutāzu). I, Vex of the Custom Fighting Style Bureau, by the power invested in me by Lord of Kaos, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Duel Monsters (Dyueru Monsutāzu)
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Copyright 2017, USA Scaze, NarutoBase.net

Dyueru Monsutāzu: Oreikarukosu no Kekkai) Duel Monsters: The Seal of Orichalcos
Type:Supplementary
Rank: S
Range:Short-Mid
Chakra:40 (-10 per turn)
Damage:N/A
Description: Field Spell; When the user (or an object attached to the user directly under his control) touches this card, a blue shaded barrier with intricate patterns within a large circle will expand from him outwards, taking the same amount of time it takes to throw a kunai to do so. The lines running between the circle are actually chains of of kanji bearing the word "Strengthen" repeated over and over again. Said lines are made of a molded and pure form of chakra and doesn't interact with physical objects, therefore they do not trip up or form any sort of hazard for the opponent. These seals do exactly as they say and unseal "strength" into the users Duel Monster techniques stated and strengthen all Duel Monsters techniques, increasing all of their effectiveness by 1 rank by unsealing stored chakra into the technique(+10). In some cases, rather than their effectiveness being improved by 1 rank they receive a modifier to their own existing effects. In these cases the effect will be outlined in the technique. Simply being a field spell and doing no real effect by itself, this technique is able to be used alongside another technique in the same timeframe, as long as it is a Duel Monster technique. When under the influence of this technique, the user gains a smaller glowing inscription of this technique on his forehead
-Lasts 3 turns
-Once ended, can't be used for 4 turns
-Can only be used twice
Dyueru Monsutāzu :Kaizā Koroshiamu Duel Monsters: Kaiser Colliseum
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30 (activate, then 10 chakra for the next 4 turns)
Damage: N/A
Description: Magic Card: This card may only be activated when the user has at least 1 Summon/entity/nonhuman Ally/creation/clone on the field. By revealing this card, the user will activate this cards effect which will cause it to draw chakra from the user to fuel itself. Due to this A barrier will erect itself in the same time it takes to throw a kunai That surrounds an area of up to long range meters in all direction from it's targeted area within short range of the user. This seal will cast a seal similar to the chakra draining seal, that will drain the chakra, prevent the use of chakra or it's manipulation in any way (though it may still receive/draw in chakra) and completely paralyze any Summon/entity/nonhuman Ally/creation/clone that any opponents in the range of the barrier create when they attempt to bring such a thing to the field so that it would outnumber those that the user has. This only works on such things up to A Rank. This barrier lasts 4 turns and can be used twice per battle with a 2 turn cool down in between. This barrier will also affect such entities that are already present on the field, so long as they were made/brought to the field the turn before, or if the user activates this in the first turn of battle. This effect works via the quantity of such entities created, therefore if the user has one summon on the field, and the opponent creates 2 golems with 1 technique, only 1 golem will be sealed. The barrier can be destroyed by A-rank and above techniques. The barrier takes the form of an arena with a glowing orange floor that spans the area, with blue walls surrounding the perimeter with spikes pointing outwards all around.
( Dyueru Monsutāzu | Hyōkekkai no Ryū Torishūra) - Duel Monsters: Trishula, Dragon of the Ice Barrier
Rank: S
Type: Attack/Supplementary/Defense
Range: Short-Mid
Chakra: 40 (-10 per turn)
Damage: 80
Description: When the user activates this card it drains him of chakra to fuel it. This chakra absorbed activates the script on the card which releases a barrier in the form of a large 3 headed dragon that spans mid range in size. Once per turn at the cost of a move slot the dragon may release from its mouth a beam of condensed and molded chakra that works as a conduit for its sealing ability. As the beam of chakra (up to 10 meters in area in terms of size) makes contact with its target, the sealing effect activates. This seal will drain away any infusion of chakra from an opponent or technique that it makes contact with (up to S rank), and deal 80 damage to any target that it hits.This ability may be used every other turn up to 3 times per battle. This ability may be used in the same timeframe as another technique by the user, though it will always cost a turn. In this case an infusion of chakra is any sort of chakra that has entered/been bestowed onto the the opponent from an outside source. An outside source here means any source other than the opponent themselves. For techniques it is any additional amount of chakra that has been bestowed onto it before, during, or after creation. Trishula is capable of flight and may physically attack an opponent once per turn at the cost of a moveslot. Trishula may be summoned twice per battle with a 3 turn cooldown and lasts 3 turns. If Seal of Orichalchos is on the field the user may choose to instead take the effect of having it and its effects being unable to be affected by any sealing based abilities
(Dyueru Monsutāzu: Mirā Fōsu - ) Duel Monsters: Mirror Force
Type: Supplementary/Defensive
Rank: A
Range:Short (Explosion is long)
Chakra: 30
Damage: (equivalent to Rank of absorbed technique)
Description: Trap Card: When the user touches this card, a white barrier encompasses the entirety of the short range around the user. This barrier known as Mirror Force, seals incoming techniques within its walls similar to Uchiha's return and then releases the attack in an outward explosion back towards the opponent. Due to the nature of this technique, the outward explosion would be equivalent in rank to the absorbed technique. After the technique is reflected back at the opponent, the barrier dissipates quickly. Mirror Force absorbed and reflect techniques up to and including S ranks. Note: Mirror Force can only be used three times per battle with a three turn cool down in between usages.
( Dyueru Monsutāzu | Majikku Jamā) - Duel Monsters: Magic Jammer
Rank: S
Type: Supplementary/Defense
Range: Short-Mid
Chakra: 40 (-15 per turn while dormant)
Damage: N/A
Description: The user activates this trap card, and it will briefly flash a bright blue light forming a sealing script spanning mid range from the user, up to 15 meters. From then on, the card will constantly drain 15 chakra per turn to remain set. This barrier travels alongside the card and while invisible to the naked eye is visible to chakra sensors. The script is dormant and made of chakra, and therefore may only be interacted with by energy based techniques. Due to the chakra drain from the card constantly draining the user's chakra to maintain itself, this barrier will always be reformed unless the hit by an F rank technique. This seal (S Rank) will be activated when anyone within the field uses genjutsu. When genjutsu is used within this script a cloud of smoke will be ejected from within and around the seal at speeds that of the average Jounin, afflicting all within the field with similar effects as (Genjutsu Fūin ) - Illusion Skill Seal , negating the use of that genjutsu (if the opponent fails to avoid the cloud) due to removing both the user and opponents ability to cast, control, or maintain it as their skill for it has been sealed away. If the Seal of Orichalcos is on the field this seal gains the ability to seal the user and opponents ability to cast, control, or maintain genjutsu as well as Yamanaka, Yin, and other spiritual abilities and will be activated upon the use of such techniques. By escaping/avoiding the 'cloud', the opponent regains/retains usage of his genjutsu/Yin (if applicable) skill(s). The trap may drain the user's chakra and remain dormant as long as they wish to pay the chakra. The sealing ability lasts 4 turns. The user can use this card 2 times per battle with a 3 turn cooldown in between.

(Fuinjutsu/Dyueru Monsutāzu :Burakku Majishan) Sealing Arts/Duel Monsters: Dark Magician

Type: Offensive/Supplementary
Rank:S
Range:Short-Long
Chakra:40
Damage:80
Description: Monster Card: The activation of this card forms seal on the user's body in additon to a barrier in the shape of a 2.5 meter tall human man bearing spiked full body armor over a cloak with sealing tags and kanji covering it, as well a staff. The staff glows when summoned and passively releases a barrier that it serves as a conduit to in order to bring the battlefield under the Dark Magician's control and remains on the field so long as he does. This barrier will automatically detect the strength and react to any effect that would destabilize or change reality (in this case actions such as the use and manipulation of Space/Time techniques, removal/addition/transportation of anything from this plane of existence [this doesn't affect the summoning of familiars/entities based on chakra from either user] or otherwise actions that warp reality itself) that are activated within it. When this occurs the staff will glow and will sap chakra from the user's main pool of chakra in a method similar to "Medical Sealing Technique: Chakra Link". Like this seal, this effect will seek to create a chakra equilibrium and will release chakra within it at the source/location of the disruption equal to the amount chakra used to create it, and thus will cancel out the disruption as well as it's effects by doing so, even going so far as to negate the chakra used within/around/by seals to stop such disruptions used in this way as well. In the case of reverse summoning attempts, the chakra is released within the barrier as a whole in order to block anyone from leaving from inside of it. Of course this only works on techniques up to this card's rank as well as rankless techniques. It should be noted that this effect does not discriminate, and also affects the user and any techniques they may use to achieve such an effect. The usage of this ability to cancel out the above described techniques costs a move slot.

With a disdain for those that violate the laws of reality and nature, Dark Magician may twirl his staff and form purple glowing sealing circle(s) (like the one found behind him in the spoiler) behind him. This circle seemingly sinks into the ground, returning beneath the target(s) and is able to seal Undead and forbidden Entities, dragging them within the seal. This may affect entities such as that made possible via Kinjutsu as well as clones made via Kinjutsu. This technique may only affect the target types named above and may affect targets up to F Rank. This effect may be used once per turn, with a 2 turn cooldown in between usages up to twice per battle. Each sealing effect may effect a single usage of a technique, therefore if 3 undead entities are created via the usage of 1 S rank technique, this effect will seal all 3 entities. This effect also takes up a move slot and may not affect the opponent themselves.

Dark Magicians final ability may be used once per summoning and costs a moveslot and may only be used if the Seal of Orichachos is on the field. By slamming his staff on the ground he may erect a barrier around a target similar to "Sealing Technique: Three Directions Seal". This barrier forms in the shape of a pyramid, and possesses a diameter of 15m from corner to corner. Once created, it quickly implodes, collapsing in on itself dealing damage to the opponent equivalent to an (S rank) Jutsu, and has the added benefit of drawing them to the center of the pyramid, due to the aforementioned collapsing of the barrier.

Note: Must have Advanced Fuin in order to use Dark Magician's staff effect to seal away entities
Note: Dark Magician lasts for a total of 4 turns and may be used twice per battle with a 2 turn cooldown between usages
Note: The Dark Magician may use one of its abilities upon creation at the cost of an additional moveslot
 
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(Namikazeron) – Theory of Waves and Wind
Type:Fuuintaijutsu
Background:
Namikazeron has its root in its namesake, Namikaze Minato, though the famed Sealing Master and Fourth Fire Shadow had no part in its creation as the style was created after his death.
Namikazeron began as a humble, philosophical movement among intellectuals that advocated experimental Sealing Techniques. Namikaze had displayed unmatched knowledge of seals when he layered two ‘Four Symbols Seals’ to create the ‘Eight Trigrams’ Sealing Style and many groups sought to take the new concept of ‘layered seals’ further. The resulting wave of experimental seals added a whole new dimension to the art of Fūinjutsu.
The Kanji (which defines the central purpose of most seals) was discovered to hold the potential to be used independently of formulae as long as the given purpose was simple enough. Formulae (which deal with the lesser workings of most seals) were similarly proven able to exist and function independently of Kanji, as long as the given specifications were without a central purpose.
The experiments grew progressively more obscure (and dangerous) as time went on and soon a minor faction of the movement moved to implement a series of safety-measures to be used by the movement as a whole. The goal was to minimize the chance of injuries caused by destabilizing and overloading seals and the most effective measure, much to the surprise of the faction, was discovered to be calligraphy.
Over the years Namikazeron has become more than just a movement. The contributions of the Sealing Sage, Axle, created a new, battle-oriented branch of the movement which is still used to this day.

Description on the Abilities and Inner Workings of the Style:
The fundamental principle of Namikazeron is the separation of formulae and Kanji in Fūinjutsu and the combinatory usage of the two, both in and outside of combat. The difference between said concept and normal Fūinjutsu can be compared to a Yin-Yang Master’s simultaneous usage of two elemental natures and a Kekkei Genkai-wielding Ninja’s inherited ability to combine two elemental natures. Where normal Fūinjutsu always includes both formulae and Kanji, Namikazerian Fūinjutsu can use either concept separately or blend them in a multitude of ways.
There are two ‘Columns’ to this, known as the ’Formula Whip’ (Shiki Muchi) and ‘Layered Characters’ (Sōjō Kanji) respectively.

The purpose of formulae in Namikazerian Fūinjutsu is to act as a medium for the creation of Kanji. In regular Fūinjutsu formulae are a mysterious phenomenon. As observed in the fight between Sasuke Uchiha and Shimura Danzō formulae created in mid-air as part of the ‘Summoning Technique’ remained unaffected by the lack of solid mass beneath them and formed in a perfectly flat pattern. Similarly, formulae have been observed to form in gravity-defying designs and even move, as seen with the sealing formula of the Flying Thunder God Technique. Namikazeron takes advantage of these features to remain unaffected and unchanged by environmental factors and uses them to create what is known as the First Column of Namikazerian Fūinjutsu; the Shiki Muchi (Formula Whip).

Shiki Muchi is not an Inton technique, thought the two categories are conceptually alike. As observed by the Second Mizukage Inton is a broad term and the concept of ‘creating forms out of nothingness’ is also fundamentally linked to illusionary techniques. Just like Genjutsu however, Shiki Muchi does not require Yin-Yang training to utilize.
The ‘Formula Whip’ is a self-sustaining, redundant circuit of chakra that assumes the shape of ever-changing black threads. The circuit always originates from the user's hands. Being a massless phenomenon, to the extent that chakra is massless, and simply a manifestation of the user’s chakra it is safe to say that it has virtually no limitations within fields such as speed and reach. The user is able to freely create and manipulate the Formula Whips. However, the whips cannot pass through ranked physical obstructions and forms of energy - unless this is explicitly described in a technique - without the circuit being broken, thus causing them to disappear.

The purpose of Kanji in Namikazerian Fūinjutsu is to act as extensions of the Shiki Muchi. Through miniscule changes in the chakra inside the circuit the Sōjō Kanji-concept changes the shape of individual parts of the Formula Whip into Kanji that, in turn, shapes its required formulae from the surrounding area of the Whip. Multiple identical Kanji can be created simultaneously through the use of the Shiki Muchi’s properties as a circuit. Similarly, Kanji can be created outside the user’s field of visions through the implementation of the calligraphy-safeguard, which is a vital part of Namikazeron as a field of study.
One of the most important features of Sōjō Kanji is the ‘thickness’ associated with it. Like the name implies the products of the Second Column are ‘layered’, in the sense that the created Kanji are based so thoroughly on the Formula Whip that tags become obsolete. In this sense the Formula Whip and Sōjō Kanji act as extensions of the user's physical self. Naturally this restricts the effectiveness of seals that require a continuous contact with its target(s).

Namikazeron shares its close-quarter-combat aspects with other styles, such as Whip Arts, in the sense that the Formula Whips are meant to act as extensions of the user's body. Like the Third Raikage's Hell Stab technique Namikazeron acts as a medium of extending destruction that increases the user's immediate capabilities in combat situations that call for a Taijutsu-inspired counter-attack strengthened by chakra-requiring techniques. In general, an experienced practitioner of Namikazeron will use the abilities of the style to engage in combat with whips that use explosive tags tactically to inflict damage.

Example Techniques:
(Namikazeron ♦ Bakushin) – Theory of Waves and Wind ♦ Ground Zero
Spoiler

Additional effects and Restrictions:
-Seals that aren’t technique-related, such as non-ranked explosive tags, can be created freely, though using these in an offensive or defensive fashion costs a move.
-Due to Formula Whips operating as closed circuits of chakra the total chakra output needed for techniques based on Namikazerian Fūinjutsu is halved if specialized in.

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

ZK, our loyal member, gave on the 26th of January 2017, a request for a Patent on the Custom Fighting Style(Namikazeron) – Theory of Waves and Wind. I, Vex, of the Custom Fighting Style Bureau, by the power invested in me by Lord of Kaos, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


(Namikazeron) – Theory of Waves and Wind
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Copyright 2017, ZK, NarutoBase.net

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(Namikazeron ♦ Basutā) – Theory of Waves and Wind ♦ Buster
(Namikazeron ♦ Basutā) – Theory of Waves and Wind ♦ Buster
Type: Offensive
Rank: C
Range: Short-Mid
Chakra cost: N/A
Damage points: 30
Description: A technique that allows the user to take advantage of the closed chakra circuits of Shiki Muchi in conjunction with the naturally leaked chakra of the user in order to assist a Namikazeron practitioner’s already nearly instinctive ability to form explosive tags by shaping points on a number of Shiki Muchi into the character for ‘explosion’. In essence, Shiki Muchi can be freely created and maintained due to the closed nature of their circuit, just as tree-walking may be sustained nearly indefinitely and without conscious thought. By extension explosive tags, the most basic of seals, can be formed freely due to their central role in the style and their generic simplicity. By taking advantage of these facts together and by directing the small amounts of naturally leaked chakra to initiate the circuit, the user is able to form first the Shiki Muchi and then explosive tags along a number of points hereon. These detonate immediately upon creation in sizable explosions.
- Can only be used once per turn.
- Max radius for an explosion from this technique is the same as a physical Explosive Tag (Roughly 2.5m).

(Namikazeron ♦ Ōkami no Nagai Tsume) – Theory of Waves and Wind ♦ The Long Nails of the Balverine
(Namikazeron ♦ Ōkami no Nagai Tsume) – Theory of Waves and Wind ♦ The Long Nails of the Balverine
Type: Defensive
Rank: A-Rank
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: A modified, Namikazerian alternative to the Ho/Mizu/Kaze/Tsuchi/Rai Hōin that relies on a number of Jutsushiki-Sen as the delivery system and Sōjō Kanji shaped to form the character for ‘essence’ as the medium of storage. This technique allows the user to draw chakra and energy from an incoming technique, thus nullifying techniques consisting solely of energy, but having essentially no effect on purely physical attacks. The technique can only seal one technique per usage, but, like its parent technique, it can drain techniques up to S-Rank in strength.
- Can only be used thrice (3) per battle.

(Namikazeron ♦ Bakuhatsu Ken) – Theory of Waves and Wind ♦ Explosive Fist
(Namikazeron ♦ Bakuhatsu Ken) – Theory of Waves and Wind ♦ Explosive Fist
Type: Offensive/Defensive
Rank: A-Rank
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: A technique that takes advantage of Namikazerian Fūinjutsu’s ability to form common explosive tags freely and almost instinctively. The Explosive Fist consists of a series of versatile, adaptable Gōken-style movements wherein the user extends a number of Jutsushiki-Sen towards a target (formed from the hands) and creates any number of regular explosive tags on these. The tags are always directional, essentially functioning as shaped charges, and can thus be detonated shockingly close to the user without harming them. This technique is often used to supplement a Taijutsu attack, but can also be used to pressure a target to disengage.
- Can only be used three (3) times per battle.

(Namikazeron ♦ Kyozetsu Suru) – Theory of Waves and Wind ♦ Reject
(Namikazeron ♦ Kyozetsu Suru) – Theory of Waves and Wind ♦ Reject
Type: Offensive/Defensive
Rank: A-Rank
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: A technique that combines the physical properties of chakra constructs anchored in formulae with the versatility of Namikazerian Fūinjutsu. By shaping a number of Sōjō Kanji to form the characters for ‘shōgai’ the user is able to create flexible, translucent chakra constructs intrinsically tied to the formulae between and around Shiki Muchi. During the turn this technique is used the constructs can be both activated and deactivated freely by reforming and repositioning the layered characters, thus allowing the user not only to protect against incoming attacks, but also to use the constructs as blunt weapons in close quarter combat. The user is even capable of using this technique as a supplement to their mobility using the constructs to forcefully latch onto a surface and effectively ‘pull’ the user to it quickly.
- Can only be used five (5) times per battle.
- Must be created a minimum of 5 meters away from the opponent, unless the user is trying to propel himself towards the opponent.

(Namikazeron ♦ Nozomashikarazaru) – Theory of Waves and Wind ♦ Undesirables
(Namikazeron ♦ Nozomashikarazaru) – Theory of Waves and Wind ♦ Undesirables
Type: Supplementary
Rank: A-Rank
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: A technique that is designed to act as an extremely durable, but otherwise harmless tether. By shaping points on a number of Shiki Muchi into forming the characters for ‘bind’ using the Sōjō Kanji-concept this technique allows the user to create physical and self-sustaining bonds that bind one or multiple points together. When the characters for ‘bind’ come into contact with one or multiple targets the seal activates, tethering themselves to the targets on an almost molecular level. Normally this would bind the targets to the user’s fingers, since that is where the Shiki Muchi originate, but through this technique the user is able to freely connect one or more formula lines to one another and even disconnect them from their fingers to tether the target to a different point. The lines used to bind the targets do not interact with physical matter, but can still be severed using energy-based attacks. Their elasticity, thickness and length depend entirely on the user and can be freely adjusted due to the nature of Shiki Muchi. They also retain all the properties of Shiki Muchi, even when disconnected from the user's fingers.
- Lasts for a maximum of four (4) turns.
- Can only be used thrice (3) per battle.

(Namikazeron ♦ Jōzan Bakuhatsu) – Theory of Waves and Wind ♦ Multiplying Explosions
(Namikazeron ♦ Jōzan Bakuhatsu) – Theory of Waves and Wind ♦ Multiplying Explosions
Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: By applying the concepts of Sōjō Kanji and Shiki Muchi in conjunction with one another the user is able to create a chain reaction of exploding tags, drawing inspiration from the Gojō Kibaku Fuda technique. By shaping several points upon a number of any Shiki Muchi into layered explosive tags, taking advantage of the intrinsic properties of the formulae, the user is able to continuously detonate explosive tags along these points, creating a huge explosion that can potentially go on for an extended duration of time. The user, however, needs to be at least mid range from the explosions' epicenter lest they be engulfed in it. Though the explosion requires no continuous manipulation to sustain it does cost a move per turn to do so.
- Lasts for a maximum of two turns.
- Can only be used once per battle.
- No Namikazeron techniques for the next two turns
 

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Name: (Umarekawari no ken) - Reincarnation Fist

Type: Fuin/Puppetry

Background:
This style was created to quickly and conveniently release puppets for specific functions and tasks. When a puppeteer is in combat they will not always be able to summon the puppet they need at the time nor will they know if they need a specific puppet until they are in combat. This style was created to allow puppeteers to summon forth puppets that can form specific tasks and once that task is completed then return back to their seal. This style essentially allows the user to change their fighting style by allowing them to summon forth surprise and concise attacks by bringing forth puppets that are needed at a time. Reincarnation Fist is a custom fighting style developed by a group of puppeteers who excelled in puppetry and Fuinjutsu. They were encouraged to create this fighting style after reports of a feat Kankuro pulled off in one of the Ninja wars. In the war, Kankuro summoned from his scroll a puppet that immediately upon its release capture and restrained Deidara on its own. This proves that it is possible to bestow a specific yet simple function upon a puppet. The image of what Kankuro did can be found in this link: x

Description and Inner Workings of the Style:
In order to utilize this fighting style, the user must first cover their bodies or armor with sealing tags. Inside of each seal is a puppet that can be utilized depending on how the user wants. The main thing about this is that the puppets can range from basic humanoid structures to puppets like dragons or snakes. The purpose of each puppet will be to perform a specific action. This specific action is based on the specific technique the user makes. Any action the user decides to perform with the puppet can be any action that can normally be utilized with an ordinary puppet such as senbon, chakra based attacks, or generating elemental attacks through specific methods. These methods can also techniques that involve Fuinjutsu and its abilities. For instance, the user can summon forth a dragon based puppet whose dimensions and configurations will be decided upon in the technique, and program it to release a punch with its left arm. The thing about all puppets used through this technique is that once they fulfill their programmed action they will re-seal themselves and undergo a cooldown before said puppet can be used again. Also, most techniques from this technique will usually deactivate after one turn. It is also important to mention that the puppets cannot be programmed with overly complicated tasks or ones that would cause them to span out over several turns. At most, a puppet can stay around for one turn. Lastly, it is possible for a specific technique to hold multiple puppets, but the abilities and strength of these puppets are distributed between the puppets.

Example Techniques:
(Ningyō yōshiki: Shōmetsu-hō) — Reincarnation Fist: Languish of the Peasant
Type: Supplementary/Defensive
Rank: C
Range: Short
Chakra Cost: 15
Damage Points: N/A
Description: A Reincarnation Fist technique that involves one of the properties of fuinjutsu. By first activating a seal on the back a wooden humanoid puppet will protrude from it. Instantly after being summoned it will activate the kanji scripts on its arm and slam its hands together. Shortly afterward, a crimson colored barrier will protrude around the user and their allies and protect the user from outside attacks up to C-rank.

(Ningyō yōshiki: Shōmetsu-hō) — Reincarnation Fist: Roar of the Undead
Type: Offensive/Defensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user will first activate a seal on their abdomen and release from their body an abundance of skeleton puppets. The puppets released from the essentially will be so large in quantity that they resemble that of a skeleton army. Due to the number of them, it is near impossible to count how many there are. However, due to the number of puppets, each individual puppet can be destroyed by a free-form blow. Once summoned, the user can perform the puppets to perform one of two things. The first is the user can use them to stampede and bombard an opponent with S-rank strength. The second is that the user can choose to have the puppets surround the user and provide an S-rank shield.

(Ningyō yōshiki: Shōmetsu-hō) — Reincarnation Fist: Might of the Dragon
Type: Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will first generate chakra into a seal on their shoulder. Moments later a serpentine dragon around five meters long will be released from said seal. Once summoned, the dragon will release a fire beam at a target. The dragon will do this by utilizing a fuinjutsu tag that will be placed inside the dragon's mouth. When the user has decided on a target, the seal will activate and release a powerful but thin beam of fire at the target. One advantage of this is that the user can use their chakra to move the dragon around allowing it to mimic flight and allow it a better range and angle to attack opponents.

Note: While active, the dragon will temporarily float with the help of chakra surrounding its being that can move it around.

Additional Effects and Restrictions
~ Must know puppetry and fuinjutsu


(Ikari no kamigami) Reincarnation Fist: Primordial Creations
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: Primordial Creations is one of the more basic techniques out of the Reincarnation Fist fighting style. This technique will essentially allow the user to utilize seals located on their body with an influx of chakra depending on what is needed. With this jutsu the user will essentially be able to summon forth basic puppet creations in order to serve basic tasks.For example, the user is capable of activating a seal in order to release a specific puppet. For instance, the user can release from a seal a humanoid, serpentine, or any other creations that puppets can be modeled after. The thing, however, about this technique is that the user can only summon forth creations that have a maximum height and width of ten meters. Additionally, the user is able to summon multiple puppets with this technique like the Reincarnation Fist fighting style. This does not mean that the user can use this technique multiple times in the same time frame. It does, however, mean that the user can summon forth more than one creation from a specific seal. For instance, if the user wanted to summon forth humanoid puppet then they could summon forth up to a maximum of four humanoid puppets. These puppet also will have their strength and effectiveness distributed among each puppet depending on the rank of the technique. Another thing to note about this technique is that the user can will use this technique to program their puppets with specific functions. The possibilities of these programs are up to the user’s discretion and creativity. It, however, is important to note that these function cannot be anything overly complicated. A couple examples of a program could be the user summoning a serpentine puppet to constrict or bite a target, or summoning a humanoid puppet to punch a target, or a puppet that can serve defensive or supplementary purposes such as blocking an attack or covering the user. In situations where the user summons a dragon or a flying based puppet the user is able to utilize their chakra to levitate the puppet, and allow it to emulate flight. Also, the user can choose to program a puppet to release a basic puppetry technique such as senbons or poison gas. One last property of this technique is that the user can choose to utilize the Fuinjutsu seals that are incorporated into this technique in order to layer one of their techniques in a specific elemental chakra nature. This aspect of Primordial Creations cannot be used in any order way or form such as to release elemental beams. It will only serve to give a puppet an elemental side if the user wishes it to have one. Overall, this jutsu is the pinnacle of all Reincarnation Fist techniques.

Note: A-rank can only be used four times and S-rank twice with a turn cool down.
Note: Puppets from this technique last up to one turn like all Reincarnation Fist techniques.
(Ikari no kamigami) Reincarnation Fist: Curse of the Locust
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user will first send a surge of chakra into a seal on their attire. As a result, this will cause a hoard of locust like puppets to emerge from seals across their body. These locust are around eight inches long, but are easily visible to the naked eye, and it will emulate flight with the help of the chakra the user will cover them in. Once on the field, the user’s body will be covered by a plethora of locust that will be flying around their body. Curse of the Locust is a technique that involves an aspect of Fuinjutsu that deals with absorbing chakra. Like all Reincarnation techniques, the locust from this technique will be imbued with a specific command upon summoning. The first command is Eat, and once commanded the user will manipulate the Locust to bombard any incoming chakra based attack. Once in contact with the technique the locust will immediately activate their Fuinjutsu imbued ability to absorb chakra. As soon as contact has been established the chakra inside of the opposing technique will be siphoned of it chakra, and will be disabled. The effect of the locust can affect jutsus up to this technique’s rank. The user can also choose to utilize this technique as a debuff to opponent’s jutsus. To do so, the user can use this technique in the same time frame as one of their jutsus. By doing this, the locust will surround said jutsu, and once in range of another technique the locust will drain the chakra of the opposing jutsu of twenty damage points. Another way the user can utilize this technique is to program the locust with the command Attack. With this command the user can manipulate the locust to attack a target and deal physical damage to them by biting the person or object. This damage is equivalent to A-rank, and due to the large amount of locusts it is possible for the user to control the locust to attack the target from multiple angles and directions.

Note: Can only be used three times with a two turn cool down
Note: The Locust end when its one turn is over, and will be resealed.
Note: The sealed chakra is just sealed inside of the locust, and serve no ulterior purpose.
(Ikari no kamigami) Reincarnation Fist: Archfiend
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will first send a surge of chakra into a seal on their attire. In response to it a demonic oriented puppet crafted after a hell hound will spring forth from the seal. The hell hound will be on all four, and will immediately begin to leap towards its target in long strokes. One summoned, another seal will activate that will coat the hound in a layer of fire chakra so it appears more akin to an actual hell hound. Once the hell hound is within five meters of its target its Fuinjutsu imbued ability will activate. Once in place a red translucent barrier will be emitted up to five meters of the hound. Any opponent or target within range of the puppet will have a portion of their blocked/sealed off. Similar to multiple infinite embraces the target will be unable to mold chakra above A-rank while in the presence of the hellhound. The thing about this technique is that the opponent’s movement will not be hindered in any way. The barrier from this technique only serves the purpose of acting as a chakra inhibiting field. If the opponent were to stay out of range of the hound then they will regain their use of their chakra or if the user were to destroy the hound then it would disable the barrier. On to its main ability, while the hound is approaching the target its command will be to ram into the target attacking it with its brute force which will deal burns upon contact. This will be equivalent to A-rank.

Note: Can only be used three times with a two turn cool down
Note: The Hellhound ends when its one turn is over, and will be resealed.

(Ikari no kamigami) Reincarnation Fist: Charybdis and Scylla
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user will apply chakra to a seal on their body to release forth Charybdis and Scylla. Between them, these two puppets make up an S-rank technique but individually possess A-rank quality. Scylla takes the form of a five-meter long and 1-meter thin serpentine creature. Charybdis, on the other hand, takes the form of a five-meter wide octopus-like creature. Upon being summoned the two will act in tandem to achieve their purpose before being sealed. When on the field Scylla will immediately erect a transparent barrier up to six meters of where she is. The special property of the barrier is that the barrier can seal up 40 chakra points like the rank of this technique this means that the user can choose to seal their own techniques or the opponents. It is not possible for the user to seal more than one technique at once though. More specifically, the barrier will only be able to seal one specific type of chakra. The type of chakra absorbed plays an important role in what happens next because the sealed chakra is unsealed into Charybdis. The strength of the unsealed technique will be imbued into the tentacles of Charybdis of which it possesses four. However, the power of it is dependent on the rank absorbed. For example, if an S-rank is absorbed the unleashed power will be 80 damage etc. If desired the user can focus the strength into just one or divide it up. The special thing about these tentacles is that once imbued with chakra they will begin to emulate the effects of the element that was absorbed. For instance, if a fire jutsu was absorbed then the tentacles will glow a hot red color and possess the burning effects of a fire technique. The tentacles of the octopus can extend up to ten meters of where they are and can be used to deal blunt or precise damage. Due to the nature of this technique, it is possible for the effects of Charybdis and Scylla to happen with a very short delay but there are instances when this would not be possible. For example, if the chakra to be absorbed was not already within range of Scylla then there would be a delay factor to take into consideration until Charybdis was imbued with any power. Also, it is important to note that it is possible for Charybdis to not be bestowed with any actual strength or elemental strength. This means that if the techniques absorbed were not an offensive or elemental jutsu then Charybdis would only be equivalent to a basic A-rank puppet that could deal A-rank damage.

Note: Can only be used twice with a two-turn cooldown
Note: No Reincarnation Fist above A-rank next turn.

(Ikari no kamigami) Reincarnation Fist: Eurynomos
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: After releasing chakra into a seal on their body the user will release a puppet known as Eurynomos up to five meters in any direction. Eurynomos takes the form of a skeletal puppet with six arms that possesses a round shield attached to its upper right forearm and a metallic sword in all of its remaining hands. Eurynomos will be imbued with a special function known as Emulation. Eurynomos is only able to activate this ability in response to taijutsu, kenjutsu, or a chakra based combination of the two. When in the face of any of these conditions Eurynomos will do as its programmed and imitate said technique. For instance, if an opponent is launching a punch at the user then the puppet will release the same punch in the same fashion as the opponent. If the opponent is launching a sword-based attack then Eurynomos will utilize the swords in its possession to release a sword-based attack in the same fashion. There are however limits to this because there is only so much a puppet can imitate. For instance, if Eurynomos does not possess the necessary tools to perform the technique then it will be unable to do so. The special property of this puppet however is that it is imbued with the sealing effects of Fuinjutsu and will activate once the puppet’s imitated technique comes into contact with the real thing. Upon doing so the puppet will drain 30 chakra. Alone the puppet has no strength but once it has absorbed the chakra upon contact it will be capable of delivering a similar strike against the opponent. An example of this in battle would be if the opponent is delivering a kenjutsu strike against the puppet then it will create a sort of temporary stalemate because of how the opponent and puppet will be in the same position. At this point, the chakra will be absorbed and the user puppet will be capable of delivering a physical blow equivalent to the rank of the jutsu absorbed with any of the weapons it has in hand. The puppet is also able to emulate chakra extension or waves stemming from kenjutsu. Meaning if the opponent released a kenjutsu strike that released a wave ordinary chakra or if the opponent increased the extension of their fist or blade with chakra then the puppet could release chakra from a seal on it and do the same but the only difference would be that the puppet’s wave would be freeform.

Note: Can only be used four times with a turn cooldown
Note: Will have no effect on chakra less techniques.

(Ikari no kamigami) Reincarnation Fist: Essence of Aion
Type: Supplementary
Rank: D
Range: N/A
Chakra: N/A (+5 per puppet)
Damage: N/A
Description: A unique Reincarnation Fist technique that involves both the fuinjutsu that this style is composed of and puppetry itself. This technique is one that is based on the user’s preexisting puppet arsenal. Reincarnation Fist is based on unsealing puppets so that they can perform a specific function and then be sealed. With this jutsu the user will be able to seal specific puppets inside of it (Up to four) once this is done the user will be able to passively activate this technique so that it releases one of the users already created puppets. The user will release said puppet from the seal and bestow it with a given function. The thing about this seal is that the user will not release entire puppets or use an ability of a puppet directly from the puppet itself. The seal works by having the user unseal a part of the original puppet’s body which will open and attach itself to the user. For instance, if a puppet’s arm was capable of releasing a fire blast the user will be capable of opening the mechanics of the arm and attach it to their arm allowing them to utilize it for that specific purpose. The same goes for how puppet releases senbon from their head. The user could encase the puppet head around theirs. The appendages from this technique can last up to the user’s next turn upon which it will be sealed. Of course, logically not any type of appendage will be able to be mapped on to the users. If desired it is also possible for the user to spend up to fifteen chakra points to passively activate this seal and release from it up to three puppet appendages. This will allow the user to use three puppet moves from their puppets. The cap of this is at fifteen chakra points because the user can only use three moves per turn. It is also possible for the user to choose to release generic puppetry moves from the puppets such as senbon or smoke bombs instead of one that is explicitly stated in the description, but it will still cost a move.

Note: The user must state in the beginning of a battle what puppets are inside or somewhere in their biography.
Note: Puppets used by this technique cannot be summoned by any other means.
Note: Any puppet parts destroyed while activated will be unable to be used anymore.

(Antiphates no shīrudo) Reincarnation Fist: Antiphates
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: After activating a seal on their body the user will release a golden serpent that will swiftly wrap its body around the users. By doing so the user’s movement will not be hindered in any way. Once summoned Antiphates will be programmed with the function “Drain”. This puppet will emit up to five meters around them a golden barrier that will have a special sealing function. Upon techniques coming within range of the user, the barrier will instantly seal them away. This technique is capable of sealing techniques as long as they don't exceed A-rank in chakra. If desired the user can use this technique in another fashion. Instead of sealing the entire Jutsu, it will be possible for the user to program the “Drain” function so that it drains any opposing techniques chakra reducing them by 30 damage points like the rank of this technique and this will happen whenever they enter the barrier’s range.

Note: Can only be used three times with a turn cooldown
Note: Antiphates will be resealed after its one turn is over.
Note: No Reincarnation Fist above A-rank next turn.
 
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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:

  • Requires Jonin Rank.
  • Requires mastery of Basic 5 Elements.
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.

-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: ? & ?

Approved. Note Edits: I've removed your Neutral section. This is a pointless section in CE submissions; anything that isn't listed by your strengths and weaknesses are automatically determined neutral (unless an opposing CE dictates that your element is weak to it). I've also removed your students as CE cannot be approved with students already on them. Contact me to add students in the future.


☣ P a t e n t C e r t i f i c a t e ☣

I, Drackos, moderator of the Custom Elements Bureau, declare for all men to hear that I give you the following:
LGeezy, our loyal member, gave on the date March 11, 2019, a request for a Patent on his custom element (Purasumoidoton); 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;
Purasumoidoton

Powered by Lord of Kaos


Copyright © 2019, LGeezy, AnimeBase.me
(Fuinjutsu/Purasumoidoton: Ken tōshi no Yobidashi) - Plasmoid Release/Sealing: Gladiator Invoked
Type: Supplementary/Offensive/Defensive
Rank: S
Range:
Chakra Cost: 40 (+10 per turn)
Damage points: N/A or 80
Description: The user will perform three hand seals and coat their body in a thick layer of Plasmoid chakra. The user’s Plasmoid chakra will take the form of an aura over the user’s body in which is also combined with sealing properties. Due to the massive amount of Plasmoid chakra active the user’s body will hard to see within the aura. The main ability of this aura is to passively absorb thermal energy near the user. This feat is accomplished because the Plasmoid aura will be radiating arcs of energy off of the user’s body up to five meters from it, and because it has the innate ability to draw thermal energy towards it. As a result of this, energy based techniques that enter five meters from the user will be reduced by one rank if weak to Plasmoid. Next, the user is capable of spending a move to create weapons crafted out of Plasmoid chakra from their body which can be no larger than five meters in width and length, and up to S-rank strength. These weapons/tools can serve as an extension of the user’s body if wanted or thrown as a projectile up to long range. Lastly, the armor has the ability to draw in thermal energy at a faster rate than normal. By spending a move the user can expand the arcs of energy radiating off of the user’s body up to mid range, and quickly drain a targeted energy source of its thermal energy. This ability can be done in the same time frame as this technique’s activation, so that it only requires one move. If the user targets the opponent, the target will begin to freeze over and be unable to move and would susceptible to additional damage. This in turn would cause the next technique to be deal 20 additional damage to the opponent. If an energy-based target or technique has been affected by this ability it is possible for the user to choose to apply the sealing properties of this technique. Once absorbed, the user can choose to unseal the energy back into their body and as a result empower one of their future techniques by one rank or twenty damage points depending on the technique. Due to the nature of this technique, it is possible for the user to affect energy sources up to S-rank once per turn.
Note:
Last 3 turns, usable twice per battle.
No Plasmoid Techniques for above A-rank next turn .

(Fuinjutsu/Purasumoidoton: Ten no Shukufuku)- Plasmoid Release/Sealing Arts: Heavenly Blessing
Type: Supplementary/Defense
Rank: A
Range: Short
Chakra Cost: 30 (+10 per turn to maintain barrier)
Damage points: N/A
Description: A body seal that activates at the start of battle that will passively infuse the user's clothing/armor with Plasmoid chakra. The Plasmoid forms the kanji for heaven (天) on the user's clothing/armor appearing as a bright white symbol. As a result of this seal, arcs of energy will be seen flowing off of the user’s clothing up to a meter from the user. The purpose of this seal is to increase the power of techniques utilized by the user by constantly absorbing nearby thermal energy. To achieve this effect, the user will utilize the signature property of Plasmoid. This involves siphoning thermal energy off of energy based objects once in range or the opponent if they get within range (5m). As an energy based object weak to Plasmoid nears the user, the seal will passively draw in the thermal energy and convert it to chakra for the user. By doing this the user will be able to passively enhance one of their techniques by twenty damage points or one rank depending on the situation by using the chakra to empower the techniques even more. At the cost of a move when an opponent gets within range, the user can preform the seal of confrontation to activate the seal. This will cause a short range spherical barrier to expand with the user at the center. In this barrier, the user effectively becomes the core of the Plasmoid and the barrier will move along with the user. Opponents who are within this barrier will begin to feel sluggish and cold as their thermal energy drains, this results in their speed being reduced by 2 levels and taijutsu and weapon techniques to be weakened by 10 damage. This effect increases by 1 speed levels and 5 damage for each turn the opponent remains in range. Eventually on the 4th turn, the target will be rendered completely frozen due to losing all their thermal energy. To maintain the barrier will however drain the user of 10 additional chakra per turn during which no other chakra based techniques can be used.
Note:
Must be stated in the user’s biography or at the start of a battle.
After empowering an attack or activating the barrier, this technique goes into a three turn cool down.

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

  • Requires a two turn cool down and can only be used two times per battle
  • Can only use Double Shuriken once per battle
  • Can only be taught by LGeezy

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

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

(Purasumoidoton/Fuinjutsu: Ōji no Chi) Plasmoid Sealing Arts: Blood of the Prince
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage points: N/A
Description: The user will at the cost of a move perform two hand seals during battle to releases their plasmoid chakra up five meters of where they are in every direction. This will cause the user’s plasmoid chakra to affect the area up to five meters around by absorbing and sealing the thermal energy out of everything nearby them. This simply means that the air around the user will drain of its thermal energy and in return the air surrounding the user will drop in temperature and become noticeably colder. Also, the ground the user is standing on will also be affected. In terms of a grassy field the energy will be drained out of the grass causing it to wilt and die. This effect will be emulated depending on the field the user is on but in some cases the ground would only become noticeably colder. The main purpose of doing so comes into place when the unique properties of the Fuinjutsu unseal the energy from the environment back into the user’s body which would flood their body with a foreign energy allowing them to rejuvenate their chakra and relieve themselves of mental/spiritual ailments of things like genjutsu or Yin Release up to S-rank, barring Mangekyou Sharingan level genjutsu . If desired the user can activate this technique and drain their surroundings of energy but they can choose to not use the sealed energy right away. The user can choose to wait and passively flood their body with chakra if used later in the fight.

Note: Can only be used three times with a two turn cool down
Note: Has no effect on opponents

(Purasumoidoton: Ginga no Noroi) Plasmoid Release: Galactic Cursing
Type: Supplementary/Offensive/Defensive
Rank: B
Range: Short-long
Chakra Cost: 20
Damage points: N/A
Description: The Galactic Curse Technique is a technique that infuses chakra into various techniques employed by the user. It's first variation is performed by creating an extra Tiger hand seal in the same time frame as one of their Plasmoid techniques which will allow the user to infuse the Plasmoid Jutsu with fire chakra. By taking advantage of Plasmoid Release's innate ability to siphon thermal energy from objects, the user will be able to increase the power of their Plasmoid jutsu. This is caused by the fire chakra's thermal energy being absorbed and converted into additional energy for the Plasmoid, and as a result the Plasmoid technique will have its strength increased due to the extra energy in it. This will translate into the technique to gaining +1 rank or +20 defensive or offensive properties depending on the technique.The alternate variation of this technique allows the user in the same time frame as one of their Ninjutsu based or Elemental techniques to passively activate a thin illuminated barrier of Plasmoid surrounding it(original technique retains its original S/Wes). This will allow the technique to draw in more thermal energy from the environment due to Plasmoid’s innate nature to siphon thermal energy. Techniques that have this coating of Plasmoid will have the excess energy inputted into them and gain +20 damage or +1 rank depending on the technique.

Note: Only one variation can be used at a time.
Note: Can only be used four times.

(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 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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Steel Ball Run

Sutīru Bōru Ran) Steel Ball Run

Type: FuuinBukijutsu

Background: Steel Ball Run was invented during the Warring States Era, being based on the relatively primitive styles of the time. Initially, the fighting style was unnamed, and revolved around the usage of large, steel balls that were used as melee and projectile weapons. As the usage of chakra developed, so did the fighting style, eventually incorporating Ninjutsu into the style's usage and fully maturing when the incorporation of Fuuinjutsu. The practice of the style would become known as "Steel Ball Run."

Description on the Abilities and Inner Workings of the Style: Steel Ball Run involves three components: The Steel Balls themselves, the sealing formula for the style, and the "Spin."

The Steel Balls are the weapons utilized for the style. Aptly named, these weapons are highly spherical balls of steel, about the size of a baseball or boule. The basic Steel Balls are grooved on opposite faces by two large hexagons, almost joined by lines crossing the balls between their corners. Individual techniques of the style may also utilize Steel Balls that have been modified, such as containing spikes or a bladed edge, though these will be specific to the jutsu used and described in such. The Steel Balls are stored within sealing tags worn on wrist-guards, similar to those exhibited by Sasuke, and are called forth when utilized for the fighting style's techniques. This is where the second component of the fighting style comes into play; upon utilizing a technique within the Steel Ball Run fighting style, the user is capable of summoning forth the Balls from the style's unique sealing script, rendering it unneeded to re-equip the Steel Balls once thrown or destroyed(each CFSJ will automatically summon the Balls are part of the jutsu unless stated otherwise). The third component of Steel Ball is a phenomenon known as "the Spin." The Spin is a force produced through the release of a barrier from the Steel Balls. These barriers are, of course, composed of chakra, radiating from the Steel Balls in a spiraling manner. Techniques under the Steel Ball style therefore fall under a powerful rotational force produced through these barriers that are released from the Steel Balls, capable of accomplishing several effects upon reaching a target to the user's desire. Being composed of chakra, the user can even have the barriers released be elemental in nature for more specific effects, such as a Fire-based chakra to burn the opponent or an Earth-based barrier to allow the Balls to meld through the ground for more covert travel. Advanced techniques of the style can even incorporate sealing effects through the barriers. These effects, along with elemental effects, are of course to be explained within techniques of the fighting style. The "Spin" barriers are neutral to elemental techniques, while elemental Spin follows the S/W of the specific element.

Example Techniques:
???
Type: Defensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user will release two of their Steel Balls outwards towards an incoming technique. Upon clashing with the opposing technique, the Balls will release two Spin barriers, utilizing the rotational force of the Spin to physical repel the technique back along its trajectory.


???
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will direct two of their Steel Balls towards the ground, releasing an Earth-natured barrier from each Ball. This barrier allows the balls to meld through the ground, similar to the Hiding Like A Mole technique, and travel below the ground towards the target. Upon reaching the desired target, the two Balls will burst from the ground, the rotating barriers slamming into them from below and carrying them up into the air.


???
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: The user will release a Steel Ball from their sealing mark while creating a tether of chakra between themselves and the Steel Ball. This tether keeps the Steel Ball floating within two meters of the opponent, releasing a harmless barrier around them as the Ball rotates besides its caster. Upon an enemy crossing this barrier, the Steel Ball will trigger, firing towards the opponent at high speed in order to repel them away from the caster, the rotational Spin emitting from the Ball becoming damaging and directed away from the user and towards the opposing target.


Additional effects and Restrictions:
Mastery of Fuuinjutsu
Mastery of Taijutsu
Must be Chunin rank



P a t e n t C e r t i f i c a t e Joestar, our loyal member, gave on the 17th of February 2019, a request for a Patent on the Custom Fighting Style, Steel Ball Run. I, Daemon of the Custom Fighting Style Bureau, by the power invested in me, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following; (Sutīru Bōru Ran) Steel Ball Run Powered by Lord of Kaos Copyright 2018, Joestar, AnimeBase.net
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(Sutīru Bōru Ran: Rībaffu Ōbādoraibu ) Steel Ball Run: Rebuff Overdrive
Type: Defensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will release one of their Steel Balls outwards, imbued with a special Spin known as Rebuff Overdrive. Initially, this Spin will appear as a small distortion around the Steel Ball, emitting outwards by a few inches as though surrounded by a mild gust of wind. Upon reaching within short-range of the target/enemy, the Spin will expand outwards, rapidly growing into a powerful maelstrom barrier that ravages everything within the short-range area of the Steel Ball. Should the Steel Ball bet met with an incoming jutsu, the Spin will likewise expand, imparting a powerful sealing effect that absorbs the opposing technique should it be of equal rank or below into the Steel Ball, with the Spin once again shrinking. Upon reaching the target, as the barrier expands, the sealed technique will be released as well alongside the Spin, spread out throughout the area in what would appear to be an explosion made out of the absorbed technique as its power is added to the initial Spin's.


Note: Can only be used three times per battle, requiring a one turn cooldown
Note: Should Rebuff Overdrive absorb a technique, the cooldown increases to two turns
Note: No Fuuinjutsu or Steel Ball Run techniques above A-rank in the same turn, and none above S-rank in the next turn

(Sutīru Bōru Ran: Kurakkā Vorei) Steel Ball Run: Clacker Volley
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will release two Steel Balls from their sealing mark while creating a tether of chakra between themselves and the Steel Balls. This tether keeps the Steel Balls floating within two meters of the opponent, releasing a harmless, immaterial barrier five meters around them as the Ball rotates besides its caster. Upon an enemy crossing this barrier, the Spin surrounding the Steel Balls will trigger, rapidly and violently expanding outwards at high speeds. This expanding Spin is angled away from the user, directed to repel the enemy while severely damaging them. Upon deflecting the enemy, the Spin will shrink back to surround the Steel Ball once again, resetting besides the user


Note: Can only be used two times per battle, lasting for two turns per usage and requiring a two turn cooldown between usages
Note: No Fuuinjutsu or Steel Ball Run techniques above A-rank in the same turn, and none above S-rank in the next turn
Note: Barrier only triggers in response to the opponent crossing the barrier, not the user coming within five meters of the opponent.

(Sutīru Bōru Ran: Deīpasu Ōbādoraibu ) Steel Ball Run: Deep Pass Overdrive
Type: Defensive
Rank: A
Range: Short-Mid
Chakra: 30(-10 per turn)
Damage: N/A
Description: The user will release two Steel Balls towards their desired target, with the Balls approaching in an arc on either side. Upon reaching close range of the target, the Spin imbued into the Balls will erupt, overlapping onto each other from opposing directions with the opponent in the middle. The Spin effectively forms a spherical cage surrounding the target's short-range area, with everything caught inside trapped under the force of the two Spin. While the Spin isn't physically damaging to living beings, they emit a powerful sealing n effect, restricting the movement and ability to mold chakra of anyone caught inside in the same way as the Multiple Infinite Embraces technique. Unlike MIE, the Spin will sustain itself, with the two Steel Balls floating beside the target until circumvented or destroyed. Like the MIE, the Spin can be physically destroyed by techniques A-rank and above. Should the Steel Balls be met by an incoming jutsu on course to the target or once reaching them, the Spin will expand outwards to combat the jutsu. Able to physically block techniques of equal rank or below, the Spin will reset itself once it has finished deflecting the opposing technique, once again expanding with its full power upon reaching the opponent less destroyed.


Note: Can only be used three times per battle, requiring a two turn cooldown
Note: Upon reaching and restricting a target, Deep Pass Overdrive lasts for four turns or until destroyed/circumvented
Note: No Fuuinjutsu or Steel Ball Run techniques above A-rank in the same turn, and none above A-rank in the next turn

(Sutīru Bōru Ran: Hamon Ōbādoraibu ) Steel Ball Run: Ripple Overdrive
Type: Supplementary/Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will release two Steel Balls imbued with Earth-natured Spin from his seal and drop them onto the ground. The Spin emitting from the Steel Balls causes them to sink into the ground, the Spin carving away at the earth. Due to being Earth-natured, the Spin will propagate throughout the ground, similar to ripples moving through water. The Spin spreading throughout the ground allows the user to reshape the ground throughout the terrain. Similar to the Earth Topography technique, the Spin will carve and reshape the terrain into a shape of the user's choosing, allowing them to erect cliff-sides, create caverns, drop portions of the ground, etc. This can allow the user to evade/retreat(such as creating a cavern around himself), or as a means of attacking(erecting spikes from the ground). However, the user can only reshape the terrain once per usage of Ripple Overdrive, and must detail the new shape upon making their move. The more extensive the change to terrain, the longer the effects take place, but the technique is generally as fast as any other Earth Release technique.

Note: Can only be utilized twice per battle with a two-turn cooldown between usage
Note: No other Steel Ball Run techniques can be utilized in the same or next turn
Note: No Fuuinjutsu above A-rank can be used in the same turn
 
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Ice cold

(Hyouton: Karisuma wo Touketsu) Ice Release: Freezing Charisma
Type: Supplementary
Rank: B rank
Range: N/A
Chakra: N/A (+ 10 Per Infusion)
Damage: N/A
Description: One of Anastasia’s signature techniques, utilizing one’s ability to use their ice-based chakra to infuse into future water and wind-based techniques. Upon its activation – this technique immediately locks the user out of the ability to utilize any other element bar that of Ice, Water and Wind. This, however, allows for them to use this infusion to change the nature of their techniques, allowing for them to become completely frozen or drop the temperatures drastically. In the case of water techniques, the water upon its formation immediately becomes frozen solid. Normally this would be considered a drawback to most but the user control over the technique’s manipulation – those an example would be if the user forms an orb of water around the opponent. This instead becomes an orb of ice that solidifies and keeps the opponent in place but the user can still manipulate the orb to instead be a triangle prison of ice instead. This leaves a large room for creativity in the technique’s execution. In the case of wind techniques however it differs as rather than freezing like water, the wind techniques temperature instead drops immensely. This causes techniques for example that forms tornadoes to have visible icy winds flowing around it that can cause intense freezing damage but also cutting/pelting damage by the ice within. This infusion lasts three turns, with it only be able to be used twice per battle. It’s initial activation can be done within the same time frame as another technique but then remains passively active until it’s duration times out, which at the end leaves the user unable to use water, wind and ice above A rank for two turns. It also gains the inherent strength and weaknesses of ice release.

Hogo-sha no michi-Way of the guardian
Type: Supplementary
Rank: D
Range: Short-Long
Chakra: 10 (-10 per turn)
Damage: N/A
Description: The user will infuse their ice chakra into an existing ice technique or structure, to take control of it, using advanced shape manipulation to shape them into tiny, sharp ice shards. These will have the same strength as before just reshaped into tiny blades that the user can then control with hand gestures. These can be used for attack or defence. This does not create more ice, only reshapes existing ices. This can be done in the same time frame as an ice jutsu used.
Note: Can be used 4 times per battle. The user can retain control of the ice shards up to three turns, costing a move per turn to do so, though able to use other ice/wind/water elemental jutsu at the same time.
Note: Requires one turn cool down.
Note: Cannot be used on opponent's Ice technique.
Note: The technique this is used on retains it's damage.

(Ōkan) - The Crown
Type: Weapon
Rank: S
Range: N/A
Chakra: 40 (to summon)
Damage: N/A
Description: The Crown is an ancient weapon that has been circulating through the world for centuries. It takes the form of a golden crown with three rubies centered throughout its structure. The Crown is known to enhance the abilities of any Ice user who wears it. The Crown belonged to a powerful wizard by the name of Urgence Evergreen many centuries ago who was rumored to be one of the first ice elemental creatures to ever exist. After his passing, The Crown was imbued with the powerful strength that once resided inside of the ice elemental. Once the user places The Crown on their head it will cause a dramatic change to occur on their body. First, The Crown will bond itself to the user by freezing itself to the user's scalp making it near impossible to remove once on unless the user’s desires it. Next, the user’s skin will become extremely cold causing it to turn a light blue color. Due to how cold their skin will have become they will cause anyone who they do not deem an ally to feel the burn of the ice if they touch their skin. This translates to a reduction of -10 from taijutsu attacks where the opponent physically touches the user. As mentioned before, The Crown enhances the user’s Ice powers due to its origins which translates into a passive +20 or + 1 rank to the damage/defensive properties of ice jutsu depending on what's appropriate. Any one who wears The Crown is also granted the ability to manipulate Ice in ways normal users cannot. This means the user can actively create ice constructs by releasing the ice from different parts of their body. For example, the user can shoot beams of ice from their hand which can be used to freeze the ground or they can shoot a beam into the air to cause it to snow. It is also possible for the user to simply create ice constructs that can does as the user pleases. The possibilities are near endless. The user can choose to spend a move and utilize their ice powers up to S-rank with the same restrictions as before. If utilizing like this then the user can only use an A-rank version three times. The S-rank version could only be used twice with a turn cool down. This ability regardless of version can be used up to long range but also regardless of rank/version all ice based abilities/usages must come from the user’s body. Any ability the user uses from this ability can only last up to three turns. For instance, if the user made it snow, construct an ice familiar, or froze something then it would only remain like that for 3 turns before melting into water.

(Yukion'na no kagami) - Ice Release/Sealing Arts: Mirror of Yuki-Onna
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user will perform two hand seals and channel their ice chakra in front of them. By doing so they will create a thin circular sheet of ice that will be 10 meters in length and width. This ice mirror is special because upon creation the user will have imbued it with special sealing properties. The sealing properties of this technique come into place when an incoming attack is coming in the direction of the mirror. Once an incoming technique’s reflection that is up to short-range of the user has been seen in the mirror it will cause the sealing properties of this technique to come into place and at that point it will begin to seal the opposing attack. This ability is able to seal up to A-rank attacks. When the opposing technique has been sealed that is when the next ability of the mirror comes into play. At this point, the mirror will release from it a mirror image of the opposing technique but this time crafted out of ice. The special property of this ice is that it will be freeform and once it comes into range of a target up to mid-range away (or sooner if the user desires) the user is able to cause the ice creation to explode causing snow to be released in every direction five meters of where it exploded. This, however, holds no special property besides possibly diverting the opponent’s attention/sight and the snow will soon melt after it has exploded.

Note: Can only be used twice with a turn cool down

Hyouton: Shimo Waiyā (Ice Release: FrostWire)
Type: Attack
Rank: B
Range: Short - Long
Chakra: 25
Damage: 40
Description: When there is snow or ice on the ground, the user will form 5 tentacles of icy barbed wire that come out of the ground and wrap around the opponent’s legs(2), arms(2), and neck(1) and spread them apart while trapping them. The barbed wire then continues to drag the opponent downwards and to their knees all the while tightening their grip choking and cutting the opponent; preventing them from doing handseals.
Note: If the opponent is able, they can use one-handed seals

(Hyouton: Ko Rudosunapu) Ice Release: Cold Snap
Rank: A
Type: Defense/Supplementary/Attack
Range: Short
Chakra Cost: 30
Damage: 60
Description: user concentrates a vast amount of Hyouton chakra inside of their body, and with a snap of their fingers, projects a 360 degree Nagashi like wave of ice from their body, capable of freezing anything that it comes into contact with in place, along with effectively providing a source of Ice for the user by forming stalagmites that protrude from the ground around the user. The ground short range all around and under the user forms a 1 foot thick layer of Ice. Anyone other than the user caught in this range will be instantly frozen and paralyzed.
Note: Can only be used 3 times per battle.
Note: User cannot use any Black Ice Techniques for 2 turns.

Hyouton: Eikyū Tōdo-Sō (Ice Release: PermaFrost)
Type: Supplementary/Attack
Rank: A
Range: Mid-Long
Chakra: 30
Damage: 60
Description: The user forms 4 handseals and sends a vast amount of their Hyouton chakra into the earth under the opponent. The earth under the opponent begins to frost over with white freckles of snow material. The snow material itself has a temperature of below freezing (0 °C or 32 °F). This snow material renders the earth under the opponent and make it impractical for techniques that require mud, since the earth would mix the water initially. The snow material will also travel up any material that is touching it.
*If the opponent stays standing in that spot for more than two turns, they will receive frostbite in their feet resulting in pain and decreased speed of One Rank (Sage – Kage, Kage – Sannin, etc).
*If the opponents bare skin (hands, arms, face, legs, etc) touches the ground while PermaFrost is activated will get frostbite. Their hands will become frostbitten in their next turn, resulting in pain and decreased handseal speed due to shakiness (1 handseal will take the time of 3, 2 will take the time of 4, etc).
*At their Second turn if the opponent doesn't find a way to warm their hands, their handseals will be impossible to make as the hands will be in immense pain and immovable from the Frostbite.
Note: PermaFrost lasts for 3 turns.
Note: Can only be done once every 4 turns.

(Hyouton: Toketsu Jigoku ) Ice Release: Frozen Hell
Rank: S
Type: Supplementary/Attack
Range: Long
Chakra Cost: 40
Damage: 80
Description: the user projects their Hyouton chakra into the ground and forms a thick layer of ice across the entire battlefield. The layers form from the user and spreads outwards in a 360 degree area from the user. When it reaches the opponent, it forces the ground underneath them to become slippery, and the opponent will lose balance and fall quickly onto their face.
Note: No Hyouton above A Rank for 4 turns
Note: Can only be used once per battle.
 
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