[CE] Alcoholics Anonymous

Nathan

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Another technique got approved! Pretty nice if I say myself. :DD


Type: Supplementary
Rank: C - S
Range: Short – Long
Chakra: 15 – 40
Damage: N/A (+15 to Katon techniques)
Description: The user channels shuton chakra throughout their body and releases it as an omnidirectional pulse of alcohol chakra which is invisible to the naked eye. This in effect releases numerous alcohol molecules throughout the air on the battlefield which prevent water techniques to be created from moisture in the air through its hygroscopic properties causing it to attract and hold water molecules. The alcohol molecules themselves do not directly harm opponents in any form be it intoxication or inhalation from the particles in the air. The strength of Hamon Abusan can vary greatly depending on the needs of the user. Hamon Abusan’s strength is directly related to what rank of water techniques can be prevented through the usage of the technique. Because Shuton is neutral to water release the rank used of Hamon Abusan will prevent the same rank and below of water technique from being materialized in the air. For example, should Hamon Abusan be applied at A-Rank strength it will then directly prevent the materialization of water techniques A-Rank and below for the duration of Hamon Abusan. Should the user apply Hamon Abusan at B-Rank or higher the result will be that a significant amount of water molecules have been absorbed to the point where fire release techniques become uninhibited in their strength and are not held back by water molecules in the air. As such fire release techniques of both the user and opponent gain +15 in strength when this technique is used. Of course, the opponent will not understand fully what has happened upon the release of Hamon Abusan without further information. This technique, at A-Rank and above requires a series of three hand seals. Upon release the omnidirectional wave will absorb water in the air and retain it temporarily preventing the materialization of water and water based elements in the surrounding area. This acts as a double-edged sword for the user as it also leaves him or her unable to materialize water in the surrounding area for the duration of this technique.
Note: Can be used three (3) times per battle.
Note: Once used water cannot be materialized of the proper rank for three (3) turns.
Note: A – S Rank usage of this technique prevents the usage of alcohol techniques in the same turn and the user cannot use S-Rank and above Alcohol Techniques in the following turn.
Note: Water techniques that manipulate existing water or are otherwise unrelated with the materialization of water are unaffected
 

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Another technique got approved! Pretty nice if I say myself. :DD


Type: Supplementary
Rank: C - S
Range: Short – Long
Chakra: 15 – 40
Damage: N/A (+15 to Katon techniques)
Description: The user channels shuton chakra throughout their body and releases it as an omnidirectional pulse of alcohol chakra which is invisible to the naked eye. This in effect releases numerous alcohol molecules throughout the air on the battlefield which prevent water techniques to be created from moisture in the air through its hygroscopic properties causing it to attract and hold water molecules. The alcohol molecules themselves do not directly harm opponents in any form be it intoxication or inhalation from the particles in the air. The strength of Hamon Abusan can vary greatly depending on the needs of the user. Hamon Abusan’s strength is directly related to what rank of water techniques can be prevented through the usage of the technique. Because Shuton is neutral to water release the rank used of Hamon Abusan will prevent the same rank and below of water technique from being materialized in the air. For example, should Hamon Abusan be applied at A-Rank strength it will then directly prevent the materialization of water techniques A-Rank and below for the duration of Hamon Abusan. Should the user apply Hamon Abusan at B-Rank or higher the result will be that a significant amount of water molecules have been absorbed to the point where fire release techniques become uninhibited in their strength and are not held back by water molecules in the air. As such fire release techniques of both the user and opponent gain +15 in strength when this technique is used. Of course, the opponent will not understand fully what has happened upon the release of Hamon Abusan without further information. This technique, at A-Rank and above requires a series of three hand seals. Upon release the omnidirectional wave will absorb water in the air and retain it temporarily preventing the materialization of water and water based elements in the surrounding area. This acts as a double-edged sword for the user as it also leaves him or her unable to materialize water in the surrounding area for the duration of this technique.
Note: Can be used three (3) times per battle.
Note: Once used water cannot be materialized of the proper rank for three (3) turns.
Note: A – S Rank usage of this technique prevents the usage of alcohol techniques in the same turn and the user cannot use S-Rank and above Alcohol Techniques in the following turn.
Note: Water techniques that manipulate existing water or are otherwise unrelated with the materialization of water are unaffected
This is actually the one that I wanted to be approved the most loool
 

-Broly-

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Gotta give me something about it, what it does kinda thing. xD
Iight. We'll obviously this stops water jutsu from being used up to the rank of the technique (this would be alot better if alcohol was strong to water :/). And the excess alcohol reacts with fire and makes it stronger.

That's pretty much the basics
 

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Iight. We'll obviously this stops water jutsu from being used up to the rank of the technique (this would be alot better if alcohol was strong to water :/). And the excess alcohol reacts with fire and makes it stronger.

That's pretty much the basics
Yup good done. Until next techniques!
 

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Got another technique...finally. :|


Type: Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-15 per turn)
Damage: N/A
Description: This technique revolves around the creation of a single type familiar composed of Alcohol. The user initiates this technique by releasing Alcohol from their mouth or body or by manipulating the moisture in the air within short-range with the user’s Alcohol chakra. The familiar created by this technique have certain shared qualities as well as their own unique abilities. The first aspect is that familiars created from this technique are sentient and fueled by the user’s chakra. Each familiar is composed of pure Alcohol and as such to a normal onlooker the familiar will appear to be composed of water unless the opponent is within short-range of the familiar where they will be able to tell from the smell. They act in accordance to the user’s will and are capable of moving away from the user at any distance. Each familiar is capable of moving at the speed of a Kage Ranked ninja and is roughly twice the size of the user. When called upon the familiars will share in power. For instance if one familiar is called upon then it is S-Rank in strength. When two are called upon each is A-Rank. No more than two can be created in any instance. Two of the same familiars can be created in the same instance.

Raijin Thunderkeg; Raijin is gifted with powerful supplementary abilities to aid the user and his companions in battle by creating unique combinations. Raijin when formed will form as the standard humanoid familiar. His supplementary abilities is based on his liquid composition of alcohol. Raijin is capable of freely dispersing his form into millions of alcohol particles allowing him to evade damage and reform at other locations. Raijin can do this at the cost of a move, allowing him to evade techniques, or freeform passively allowing him to simply evade physical freeform assaults. While in his dispersed form Raijin will move like mist would and roughly at the speed of a normal ninja allowing him to reform elsewhere on the battlefield. However, the molecules of alcohol in this state are entirely harmless in all ways and cannot intoxicate any beings on the battlefield. His supplementary ability comes into play by coating himself on projectiles, constructs, and weapons creating Alcohol/X combinations. For example, Raijin can coat himself onto a kunai thrown in the air coating the kunai in potent Alcohol. Or he can coat himself on a slab of earth launched from the user’s position creating an Earth/Alcohol combination. This technique costs a move per turn and can only be used on physical elements and structures. The strength of the technique depends on Raijin’s strength at creation. Should these coatings enter an opponent’s body through injection or wounds into the bloodstream it will induce a powerful intoxication lasting four turns. In the first turn of intoxication the victim will be unable to mold chakra for Forbidden Ranked techniques and use advanced taijutsu techniques (A-Rank and above). In the second turn of intoxication the victim will be unable to mold chakra for S-Rank and above techniques as well as be unable to use taijutsu above B-Rank. In the third turn of intoxication the opponent will be unable to mold chakra for S-Rank and above techniques, be unable to use taijutsu above C-Rank, and be unable to discern subtle genjutsu from reality. In the fourth turn of intoxication the opponent will be unable to mold chakra for Forbidden Ranked techniques and will be unable to use advanced taijutsu (A-Rank and above).

Note: Can only be used twice per battle.
Note: Familiars will remain on the battlefield for a maximum of three turns.
Note: After this technique expires or is prematurely ended no Alcohol techniques above A-Rank for the same and next turn.
 

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I never thought I'd see the day T_T
Give me some things on the above and this one as well: Look at this amazing technique!

Katon/Shuton: Deisui | Fire Release/Alcohol Release: Drunken Stupor
Type: Offensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: 60
Description: Drunken Stupor is one of the very few offensive techniques, this technique is aimed to distort the opponent’s sense of smell. The user begins by releasing a large amount of alcohol molecules from their body into the air which are visible to the naked eye, they give off a slight tinge, and a very faint smell of alcohol. These molecules alone do not pose any risk to user or opponent. Should they be inhaled they do not induce intoxication or any negative effects of Alcohol. The molecules will move toward the opponent’s location on the battlefield and surround them in a radius of up to 8 meters around their position. The user will then weave a single Tiger hand seal and mold an immense amount of katon chakra channeling it around the location of (cannot be created directly beneath the opponent, or from within the ground, only created in the air) the opponent releasing reddish heat waves which are visible through their distortion of the area around; similar to how one sees heat waves in a desert. The heat waves will also be released in a maximum of 8 meter radius around the opponent. The heat waves alone are enough to cause the opponent to have shorten of breath as well as sweats due to the desert like conditions created. However the true strength of the heat waves lies in its interaction with the molecules of alcohol released just prior. The alcohol molecules will burn releasing a hot vapour into the air in that area around the opponent serving for two purposes. The first is simply to burn the opponent inflicting further heat damage from lingering too long in the alcoholic vapour. The second is that the opponent’s sense of smell will become extremely distorted effectively leaving them to only be able to smell burning alcohol for three (3) turns there after burning. The burning alcohol molecules do not induce intoxication and merely serve to inhibit smell and inflict burn damage should an opponent linger in the heat.

Note: Can be used three (3) times per battle.
Note: Can be used once every two (2) turns.
Note: Takes two of the three jutsu slots in a turn.
Note: The opponent’s sense of smell will be distorted for three (3) turns thereafter upon which they will only be able to smell burning alcohol.
 

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Got another technique...finally. :|


Type: Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-15 per turn)
Damage: N/A
Description: This technique revolves around the creation of a single type familiar composed of Alcohol. The user initiates this technique by releasing Alcohol from their mouth or body or by manipulating the moisture in the air within short-range with the user’s Alcohol chakra. The familiar created by this technique have certain shared qualities as well as their own unique abilities. The first aspect is that familiars created from this technique are sentient and fueled by the user’s chakra. Each familiar is composed of pure Alcohol and as such to a normal onlooker the familiar will appear to be composed of water unless the opponent is within short-range of the familiar where they will be able to tell from the smell. They act in accordance to the user’s will and are capable of moving away from the user at any distance. Each familiar is capable of moving at the speed of a Kage Ranked ninja and is roughly twice the size of the user. When called upon the familiars will share in power. For instance if one familiar is called upon then it is S-Rank in strength. When two are called upon each is A-Rank. No more than two can be created in any instance. Two of the same familiars can be created in the same instance.

Raijin Thunderkeg; Raijin is gifted with powerful supplementary abilities to aid the user and his companions in battle by creating unique combinations. Raijin when formed will form as the standard humanoid familiar. His supplementary abilities is based on his liquid composition of alcohol. Raijin is capable of freely dispersing his form into millions of alcohol particles allowing him to evade damage and reform at other locations. Raijin can do this at the cost of a move, allowing him to evade techniques, or freeform passively allowing him to simply evade physical freeform assaults. While in his dispersed form Raijin will move like mist would and roughly at the speed of a normal ninja allowing him to reform elsewhere on the battlefield. However, the molecules of alcohol in this state are entirely harmless in all ways and cannot intoxicate any beings on the battlefield. His supplementary ability comes into play by coating himself on projectiles, constructs, and weapons creating Alcohol/X combinations. For example, Raijin can coat himself onto a kunai thrown in the air coating the kunai in potent Alcohol. Or he can coat himself on a slab of earth launched from the user’s position creating an Earth/Alcohol combination. This technique costs a move per turn and can only be used on physical elements and structures. The strength of the technique depends on Raijin’s strength at creation. Should these coatings enter an opponent’s body through injection or wounds into the bloodstream it will induce a powerful intoxication lasting four turns. In the first turn of intoxication the victim will be unable to mold chakra for Forbidden Ranked techniques and use advanced taijutsu techniques (A-Rank and above). In the second turn of intoxication the victim will be unable to mold chakra for S-Rank and above techniques as well as be unable to use taijutsu above B-Rank. In the third turn of intoxication the opponent will be unable to mold chakra for S-Rank and above techniques, be unable to use taijutsu above C-Rank, and be unable to discern subtle genjutsu from reality. In the fourth turn of intoxication the opponent will be unable to mold chakra for Forbidden Ranked techniques and will be unable to use advanced taijutsu (A-Rank and above).

Note: Can only be used twice per battle.
Note: Familiars will remain on the battlefield for a maximum of three turns.
Note: After this technique expires or is prematurely ended no Alcohol techniques above A-Rank for the same and next turn.
Give me some things on the above and this one as well: Look at this amazing technique!

Katon/Shuton: Deisui | Fire Release/Alcohol Release: Drunken Stupor
Type: Offensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: 60
Description: Drunken Stupor is one of the very few offensive techniques, this technique is aimed to distort the opponent’s sense of smell. The user begins by releasing a large amount of alcohol molecules from their body into the air which are visible to the naked eye, they give off a slight tinge, and a very faint smell of alcohol. These molecules alone do not pose any risk to user or opponent. Should they be inhaled they do not induce intoxication or any negative effects of Alcohol. The molecules will move toward the opponent’s location on the battlefield and surround them in a radius of up to 8 meters around their position. The user will then weave a single Tiger hand seal and mold an immense amount of katon chakra channeling it around the location of (cannot be created directly beneath the opponent, or from within the ground, only created in the air) the opponent releasing reddish heat waves which are visible through their distortion of the area around; similar to how one sees heat waves in a desert. The heat waves will also be released in a maximum of 8 meter radius around the opponent. The heat waves alone are enough to cause the opponent to have shorten of breath as well as sweats due to the desert like conditions created. However the true strength of the heat waves lies in its interaction with the molecules of alcohol released just prior. The alcohol molecules will burn releasing a hot vapour into the air in that area around the opponent serving for two purposes. The first is simply to burn the opponent inflicting further heat damage from lingering too long in the alcoholic vapour. The second is that the opponent’s sense of smell will become extremely distorted effectively leaving them to only be able to smell burning alcohol for three (3) turns there after burning. The burning alcohol molecules do not induce intoxication and merely serve to inhibit smell and inflict burn damage should an opponent linger in the heat.

Note: Can be used three (3) times per battle.
Note: Can be used once every two (2) turns.
Note: Takes two of the three jutsu slots in a turn.
Note: The opponent’s sense of smell will be distorted for three (3) turns thereafter upon which they will only be able to smell burning alcohol.
Lol okay finally got to this. For the first one, was it meant to be more than one familiar? It sort of seems like it. Question about the first one, can I use it while I use other chakra based techniques? It seems like I can but just making sure. Another one, if I throw a kunai or something thats relatively light, since Raijin is its own entity, could I use him to control it? For example, I throw a kunai to the left and it goes through Raijin. Can raijin wrap around the kunai and steer it right? Other than that, no real questions. I really like this technique. I think it'd be cool if it were more offensive though. That'd really make this one amazing.


I like the second one alot. It seems to be very good in short range. It's a bit of a time user, in that in takes a bit to set up if you arent in short range. Or am I wrong about this? Both of these would be really good with some smell based genjutsu actually.
 

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Lol okay finally got to this. For the first one, was it meant to be more than one familiar? It sort of seems like it. Question about the first one, can I use it while I use other chakra based techniques? It seems like I can but just making sure. Another one, if I throw a kunai or something thats relatively light, since Raijin is its own entity, could I use him to control it? For example, I throw a kunai to the left and it goes through Raijin. Can raijin wrap around the kunai and steer it right? Other than that, no real questions. I really like this technique. I think it'd be cool if it were more offensive though. That'd really make this one amazing.


I like the second one alot. It seems to be very good in short range. It's a bit of a time user, in that in takes a bit to set up if you arent in short range. Or am I wrong about this? Both of these would be really good with some smell based genjutsu actually.
Yes you can. It was meant for more then one other type of familiar, but only this type of familiar was able to get approve, and yes you can.

It doesn't take long, if you already have a heatwaved based technique in play, you only need to release the alcohol, or are in the desert. So, you only need to do one step of the technique, which is the alcohol part, it works best in short range, yes. But it's an all rounder and if used right, you can really mess them up, getting rid of their smell, which causes issues for people against us alcohol users.
 

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Got another technique approved.

Shuton: Jōzōjo Kantoku | Alcohol Release: Brewmaster Fury
Type: Supplementary
Rank: S
Range: Short (Self)
Chakra: 40 (-30 per turn)
Damage: N/A (+10 Alcohol Techniques)
Description: Perhaps the ultimate Alcohol technique in which one essentially takes on a physical manifestation of Alcohol. Unlike regular Alcohol techniques Brewmaster Fury applies the principle concepts of Alcohol Release allowing the user to apply it to their own body. The user will enter this state by simply continually releasing a constant enormous stream of Alcohol chakra throughout their entire body which one then with a single hand seal the chakra will manifest into the alcohol element itself. Once Brewmaster Fury has been activated a few immediate changes can be seen on the user’s body. The first of which is the user will release an incredibly thick, concentrated, and dense coating of alcohol from their entire body. The appearance of said coating is entirely clear and pure alcohol and as such to a normal onlooker it will appear simply as the user has released a coat of pure water unless they are in short-range of the user in which they will be able to smell the feint distinct smell of alcohol. Which has a small affect on the oppontent if they are within close range, like a small headache. Additionally, all micro-organisms on the surface of the user’s body at the time of activation of Brewmaster Fury up to F-Rank will be denatured and effectively made harmless to the user when this state is activated. Whilst in this state the user’s coating also takes on the physical properties of Alcohol in respect to interactions with elements. Alcohol is an extremely poor conductor of electricity and as such the immense concentration of alcohol produced in this state renders the user effectively immune to lightning and lightning based techniques, up to S-rank. In respect to fire the user’s coating is extremely flammable. The user also becomes extremely weak to earth and earth related elements. Being obstructive elements the user’s body is at great risk. As such the user’s body becomes one rank weak to earthen elements used against them. For example, B-Rank Earth becomes A-Rank earth when coming in contact with the user. In respect to the user’s own Alcohol techniques due to the continual release of Alcohol, the user’s Alcohol based techniques will gain +10 damage and become far more concentrated in the effects of their intoxication. As such rank based intoxication will be enhanced by an additional rank. For example, if the first turn of intoxication prevent the usage of forbidden ranked techniques then this will be enhanced whilst in Brewmaster Fury causing the intoxication to prevent the usage of S-Rank and above techniques. While in the state of Brewmaster Fury the user can only access Alcohol chakra and its component elements – water, & earth.
Note: Can only be used once (1) per battle.
Note: Brewmaster Fury will last for four (4) turns after activation.
Note: Should Brewmaster Fury end early or expire the user is left unable to access Alcohol Chakra for three (3) turns. At the end of Brewmaster Fury the user will also be unable to use A-Rank and above techniques for one (1) turn and S-Rank and above techniques for the following turn.
Note: The user may only perform Alcohol, Water, & Earth related techniques while in the state of Brewmaster Fury.
Note: The user is able to perform hand seals to the above elements, but they are unable to release techniques from their mouth. The user is also able to grab weaponry, but they'll be covered in the element, and may cause issues for the user, slippery etc...
 

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Another technique. x.x

(Shuton: Jägerbombs) - Alcohol Release: Jägerbombs
Type: Supplementary
Rank: N/A
Range: Short – Long (if thrown)
Chakra: N/A
Damage: N/A
Description: A unique Alcohol Release technique which allows the user to possess pre-prepared bottles of alcohol of varying size on his or her possession. The applications of the Jägerbombs are high in number allowing the contained alcohol to be used for sources for future Alcohol techniques, makeshift bombs in combination with sources of heat such as Fire Release, a disinfectant for wounds, or simply to drink or force feed to other targets. Much smaller bottles can also be tied to kunai and shuriken and thrown at long distances which also allow them to be used in combination with explosive tags creating much larger and devastating explosions In terms of ingestion the Alcohol carries an extremely high purity which can cause various negative side effects should the user or their opponent ingest it. In the immediate turn of ingestion the victim will suffer from nausea, severe throat irritation, and potential gagging. In the following turn the alcohol will intoxicate them temporarily hindering their ability to mold chakra for Forbidden ranked techniques while the nausea and throat irritation will persist. In the next turn the victim will feel much better being able to mold chakra normally.
Note: The user needs to state on their biography that they carry these bottles.
Note: The bottles and the alcohol contained within count as freeform techniques and can only be applied in such a way.
Note: Cannot be used on the black market of the ninjaworld

we also got three hot ice techs approved so add them to your thread.
 

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Got another technique approved.

Shuton: Jōzōjo Kantoku | Alcohol Release: Brewmaster Fury
Type: Supplementary
Rank: S
Range: Short (Self)
Chakra: 40 (-30 per turn)
Damage: N/A (+10 Alcohol Techniques)
Description: Perhaps the ultimate Alcohol technique in which one essentially takes on a physical manifestation of Alcohol. Unlike regular Alcohol techniques Brewmaster Fury applies the principle concepts of Alcohol Release allowing the user to apply it to their own body. The user will enter this state by simply continually releasing a constant enormous stream of Alcohol chakra throughout their entire body which one then with a single hand seal the chakra will manifest into the alcohol element itself. Once Brewmaster Fury has been activated a few immediate changes can be seen on the user’s body. The first of which is the user will release an incredibly thick, concentrated, and dense coating of alcohol from their entire body. The appearance of said coating is entirely clear and pure alcohol and as such to a normal onlooker it will appear simply as the user has released a coat of pure water unless they are in short-range of the user in which they will be able to smell the feint distinct smell of alcohol. Which has a small affect on the oppontent if they are within close range, like a small headache. Additionally, all micro-organisms on the surface of the user’s body at the time of activation of Brewmaster Fury up to F-Rank will be denatured and effectively made harmless to the user when this state is activated. Whilst in this state the user’s coating also takes on the physical properties of Alcohol in respect to interactions with elements. Alcohol is an extremely poor conductor of electricity and as such the immense concentration of alcohol produced in this state renders the user effectively immune to lightning and lightning based techniques, up to S-rank. In respect to fire the user’s coating is extremely flammable. The user also becomes extremely weak to earth and earth related elements. Being obstructive elements the user’s body is at great risk. As such the user’s body becomes one rank weak to earthen elements used against them. For example, B-Rank Earth becomes A-Rank earth when coming in contact with the user. In respect to the user’s own Alcohol techniques due to the continual release of Alcohol, the user’s Alcohol based techniques will gain +10 damage and become far more concentrated in the effects of their intoxication. As such rank based intoxication will be enhanced by an additional rank. For example, if the first turn of intoxication prevent the usage of forbidden ranked techniques then this will be enhanced whilst in Brewmaster Fury causing the intoxication to prevent the usage of S-Rank and above techniques. While in the state of Brewmaster Fury the user can only access Alcohol chakra and its component elements – water, & earth.
Note: Can only be used once (1) per battle.
Note: Brewmaster Fury will last for four (4) turns after activation.
Note: Should Brewmaster Fury end early or expire the user is left unable to access Alcohol Chakra for three (3) turns. At the end of Brewmaster Fury the user will also be unable to use A-Rank and above techniques for one (1) turn and S-Rank and above techniques for the following turn.
Note: The user may only perform Alcohol, Water, & Earth related techniques while in the state of Brewmaster Fury.
Note: The user is able to perform hand seals to the above elements, but they are unable to release techniques from their mouth. The user is also able to grab weaponry, but they'll be covered in the element, and may cause issues for the user, slippery etc...
Another technique. x.x

(Shuton: Jägerbombs) - Alcohol Release: Jägerbombs
Type: Supplementary
Rank: N/A
Range: Short – Long (if thrown)
Chakra: N/A
Damage: N/A
Description: A unique Alcohol Release technique which allows the user to possess pre-prepared bottles of alcohol of varying size on his or her possession. The applications of the Jägerbombs are high in number allowing the contained alcohol to be used for sources for future Alcohol techniques, makeshift bombs in combination with sources of heat such as Fire Release, a disinfectant for wounds, or simply to drink or force feed to other targets. Much smaller bottles can also be tied to kunai and shuriken and thrown at long distances which also allow them to be used in combination with explosive tags creating much larger and devastating explosions In terms of ingestion the Alcohol carries an extremely high purity which can cause various negative side effects should the user or their opponent ingest it. In the immediate turn of ingestion the victim will suffer from nausea, severe throat irritation, and potential gagging. In the following turn the alcohol will intoxicate them temporarily hindering their ability to mold chakra for Forbidden ranked techniques while the nausea and throat irritation will persist. In the next turn the victim will feel much better being able to mold chakra normally.
Note: The user needs to state on their biography that they carry these bottles.
Note: The bottles and the alcohol contained within count as freeform techniques and can only be applied in such a way.
Note: Cannot be used on the black market of the ninjaworld

we also got three hot ice techs approved so add them to your thread.
The first turns you into pure alcohol, boosts your techniques, and makes you basically have the same weaknesses of alcohol as well as its strengths. Also restricts you to water and earth while in use

The second is just a great supplementary technique. There a billion uses for it.
 

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The first turns you into pure alcohol, boosts your techniques, and makes you basically have the same weaknesses of alcohol as well as its strengths. Also restricts you to water and earth while in use

The second is just a great supplementary technique. There a billion uses for it.
Good, enjoy them mate.
 

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New technique, fam.


Type: Supplementary
Rank: S
Range: Short – Long
Chakra: 40
Damage: N/A
Description: To initiate this technique the user will begin by performing a single Monkey hand seal and channelling their Alcohol based chakra into the surface within any water based surface. This technique is purposed to in effect create a body of alcohol from the surrounding terrain under which the user can drop their opponent into. The dimensions of the body of pure alcohol can in essence be determined by the amount of chakra infused into it allowing the user a great number of applications to this technique. There is however a specific tell to this technique revealing it to the opponent prior to its activation. As the user will release their Alcohol based chakra into the terrain to manipulate it those who stand on the targeted area will feel a warm sensation beneath their feet as well as the distinct smell of alcohol just prior to the water changing its properties into Alcohol. This warm sensation poses no direct harm to the opponent and is simply the Alcohol chakra manipulating the water . Moments thereafter it will change into pure Alcohol. As it is composed of pure Alcohol should it enter the victim’s bloodstream either through direct entry through wounds or through consumption it will induce a powerful intoxication which lasts for five turns. In the first turn of intoxication the victim will be unable to mold chakra for Forbidden ranked techniques. In the second turn of intoxication the victim will be unable to mold chakra for S-Rank and above techniques and be unable to perform complex taijutsu maneuvers (B-Rank and above). In the third turn of intoxication the victim will be unable to mold chakra for A-Rank and above techniques, be unable to perform taijutsu maneuvers (C-Rank and above), and be unable to discern subtle genjutsu from reality. In the fourth turn of intoxication the opponent will be unable to mold chakra for S-Rank and above techniques and be unable to perform complex taijutsu maneuvers (B-Rank and above). In the fifth and final turn of intoxication the victim will simply be unable to mold chakra for Forbidden ranked techniques. Because of the nature of this technique depending on the dimensions of the swamp it may not be suited to be used in the presence of allies or large summons used by the user.
Note: Can be used twice per battle.
Note: No Alcohol techniques above S-Rank in the same and following turn.
Note: The pool of alcohol can also be used for other alcohol techniques.
Note: Cannot be used on just earth based substances, can though be used on a area flooded with water, or a puddle of water.
Note: This can only be used on normal water, it cannot be used with variants of water, mist, oily water and so forth.
Note: This cannot be used on the opponent's water techniques
 

Nathan

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Merged the two toolbox techniques together.

(Shuton: Suiyo Saigai) – Alcohol Release: The Drunken Disaster

Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40
Damage: 20 – 80
Description: Through manipulation of their Alcohol chakra the user will release, from any point on their body or through the moisture in the air around them in short-range, various amounts of alcohol and shape it as he or she wishes. This is the most basic application of Alcohol Release which allows the user to create various basic fluid constructs such as shields, swords, walls, pillars, waves, and spheres. Like all other forms of Alcohol it can be ignited to cause a wildly different type of damage or simply applied for supplementary purposes. Drunken Disaster adheres to certain restrictions depending on the rank applied. Intoxication occurs when the alcohol enters the opponent’s blood stream through open wounds, injection, or ingestion. S-Rank applications of this technique can be used three (3) times per battle and can only be used once every two (2) turns, and unable to use any alcohol techniques above A-rank the following turn. The intoxicating effects of Drunken Disaster vary depending on the rank applied and are listed below.

D-Rank applications of this technique offer no intoxicating abilities aside from cosmetic intoxication.

C-Rank applications of this technique offer intoxication spanning over three turns. In the first turn the opponent will suffer no negative effects. In the second turn the opponent will be unable to mold chakra for forbidden ranked techniques and unable to perform complex taijutsu (above A-Rank). In the third turn the opponent will be unable to perform complex taijutsu (above A-Rank).

B-Rank applications offer intoxication spanning over four turns. In the first turn the opponent will be unable to perform forbidden ranked techniques. In the second turn the opponent will be unable to perform techniques S-Rank and above while also unable to perform complex taijutsu (above A-Rank). In the third turn the opponent will be unable to perform techniques S-Rank and above, and unable to perform advanced taijutsu (above B-Rank). In the fourth turn the opponent will be unable to perform forbidden ranked techniques.

A-Rank applications offer intoxication spanning over four turns. In the first turn the opponent will be unable to perform forbidden ranked techniques. In the second turn the opponent will be unable to perform S-Rank and above techniques and unable to perform complex taijutsu (above A-Rank). In the third turn the opponent will be unable to perform A-Rank and above techniques and unable to perform advanced taijutsu (above B-Rank). In the fourth turn the opponent will be unable to perform S-Rank and above techniques and also unable to perform complex taijutsu (above A-Rank).

S-Rank applications offer intoxication spanning over five turns. In the first turn the opponent will be unable to perform forbidden ranked techniques. In the second turn the opponent will be unable to perform S-Rank techniques, increase the difficulty of their hand seals significantly (2x longer), and will be unable to perform complex taijutsu (above A-Rank). In the third turn of intoxication the opponent will be unable to mold chakra for A-Rank and above techniques, be unable to weave hand seals, and will be unable to perform C-Rank and above taijutsu, as well as rendered unable to discern subtle genjutsu from reality. In the fourth the opponent will be unable to mold chakra for S-Rank and above techniques, increase the difficulty of their hand seals significantly (2x longer), and unable to perform complex taijutsu (above A-Rank). In the fifth turn of intoxication the opponent will be unable to perform forbidden ranked techniques.
 

Nathan

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New technique:

(Shuton: Kishaku Chūnyū) – Alcohol Release: Diluted Infusion
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: N/A (+10 chakra to applied techniques)
Damage: N/A
Description: Diluted Infusion is a supplementary technique which is highly passive in nature. The user activates this ability which allows them to manipulate moisture captured in the air and convert to alcohol molecules. As a result, any subsequent Water techniques performed by the user will be infused with the alcohol molecules surrounding them through simple convergence causing the Water jutsu in question to be imbued with the alcoholic properties – namely intoxication and its inherent explosive nature. Of course, because the substance is slightly diluted being mixed with water the intoxication does not have high potential compared to pure alcohol. As such, in the first turn of intoxication should this technique be consumed or enter the bloodstream directly the victim will suffer from the inability to perform forbidden ranked techniques. In the second turn the victim will be unable to mold chakra for S-Ranked techniques. And in the third turn the victim will be unable to mold chakra for Forbidden ranked techniques. Of course, this technique also carries with it the ability to cause water to become essentially a source of an explosion when struck by fire. Due to the nature of Alcohol Release this technique changes the inherent elemental qualities of the water technique it is applied to essentially causing it to become strong to lightning techniques. Because of its nature this technique requires no time to perform and can be deactivated at will.
Note: Can be used twice per battle.
Note: Once activated lasts four turns
 

Nathan

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For when you come back, or whatever.

(Shuton Hijutsu: Tsumazuki Tamashī no Mezame) – Hidden Alcohol Release: Awakening of the Stumbling Soul
Type: Supplementary
Rank: Forbidden
Range: Short (Self)
Chakra: 50 (-40 per-turn)
Damage: N/A (-60 to the user once the technique ends) (-30 to the user if the technique is ended prematurely)
Description: This forbidden Alcohol technique is perhaps the ultimate Alcohol Release technique alongside with (Shuton: Jōzōjo Kantoku) - Alcohol Release: Brewmaster Fury. Unlike Brewmaster Fury, which focuses on a more Ninjutsu application of Alcohol directed externally the Awakening of the Stumbling Soul directs the Alcohol internally, on the user. This technique is almost entirely focused on the supplementary aspects of the element which are coupled with influence from Drunken Fist, Alcohol Release: Splitting Headache, and the Eight Inner Gates themselves. Unlike the Eight Inner Gates which focus on releasing the inhibitors on the user’s chakra the Awakening of the Stumbling Soul focuses on releasing the user from their own inhibitions through the use of careful application of alcohol chakra infusing the user with greater power and benefits, of course with greater and greater drawbacks as the quantity of alcohol increases. Similar to the Eight Inner Gates, the Awakening of the Stumbling Soul uses Alcohol chakra to achieve certain Blood Alcohol Levels which are each individually stated below. This technique of course in no way relates to the Eight Inner Gates except for inspiration (each gate would be the inspirational equivalent of a Blood Alcohol Level). The rank, chakra cost, and self-afflicted damage from this technique depend on the level of alcohol infused into the blood stream. Essentially the premise behind the benefits of these states is a triangular shaped function. The benefits will gradually rise and peak and then decline and cause negative and lasting side effects one would normally experience from Alcohol consumption, except on a potentially greater degree because of the significantly increased potency and quantity from the usage of chakra.

Tosui – Tosui, or Euphoria, is the first level induced by this technique. This first state represents the more moderate effects of Alcohol consumption. Through the careful usage of Alcohol Chakra the user releases a moderate amount of alcohol into their bloodstream. While in this state of intoxication the user’s inhibitors are nearly completely released allowing them to have full muscle relaxation increasing their abilities and efficiency in combat as well as numbing their pain receptors to become completely resistant to the pain caused by cuts, bruises, and such. The user gains similar effects to that of Drunken Fist. Their taijutsu becomes highly erratic, unpredictable, and explosive as their inhibitors are completely released. In addition to this the user gains a +10 damage increase to their taijutsu capabilities due to their alcohol induced euphoria.

Fukai – Fukai, or Dysphoria, is the second level induced by this technique. This second state represents the higher effects of Alcohol consumption. Through the careful usage of Alcohol Chakra the user releases a more highly concentrated quantity of Alcohol into their bloodstream and entire body. While in this state of intoxication the user’s inhibitors are completely released allowing for total muscle relaxation increasing their abilities in close quarters combat significantly while also numbing their pain receptors to a very high level allowing for the near complete suppression of pain from lacerations, stab wounds, and deep skin cuts. In the second turn of intoxication the user gains the effects of Drunken Fist allowing their taijutsu to become erratic and unpredictable while also gaining a +20 damage increase to their taijutsu capabilities. While under the effects of Fukai for the turn, the state of intoxication to the user will experience a further numbing of their pain receptors allowing them to in addition become resistant to burns, electrical shocks, and frostbite.

Teiden – Teiden, or Blackout, is the third and final level induced by this technique. This third state represents the near fatal effects of Alcohol consumption. Discarding care for applying the Alcohol Chakra the user floods their bloodstream and entire body with highly concentrated quantities of Alcohol. In the first turn of intoxication the user’s inhibitors are entirely released allowing for absolute muscle relaxation and also allowing the user’s taijutsu movements to become akin to that of Drunken Fist granting them a +30 damage increase to their taijutsu capabilities. In addition to this the user’s pain receptors are numbed to the point where they cannot feel the effects of lacerations, stab wounds, deep skin cuts.

Alcohol Taijutsu; This ability is gained in the fourth turn of Fukai and Teiden. This allows the user to, at their discretion, release small bursts of pure alcohol from their strikes be it kicks, punches, headbutts, etc. The alcohol released is unranked and does not carry many serious intoxication side effects but can be used in other ways, such as using it in combination with fire techniques. This is purely a freeform act and does not carry ranked strength or individual chakra cost.

Note: Awakening of the Stumbling Soul can be used once per battle. And, this technique only lasts for six turns, can be turned off at will. As two turns passes, the user advances further into one of the above states.
Note: Pain suppression does not actually mean resistance to the damage. It only means that the user will not feel the mental and psychological effects of the pain until after the effects of the induced state wear off. So if the user suffers a burn wound while in Fukai’s higher resistance levels they will not feel it until after it wears off. They will feel this pain after it wears off as well as the listed negative side effects.
Note: When this technique is ends After the full useage, the user will become basically unconscious, they'll be unable to perform any techniques of any nature, above B-rank for four turns, and their speed will drop by three levels. Also to use techniques, the user must spend an additional +20 chakra points.
Note: This technique can be ended prematurely and if so, they'll only receive half of the drawbacks, i.e unable to use B-ranks and above alcohol tehcniques for two turns if the first sage is used. If the second stage takes effect, the user will have a bad headache dropping their speed by two levels.
 

Nathan

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Update of a technique, just looks cleaner now.

(Shuton: Jägerbombs) - Alcohol Release: Jägerbombs
Type: Supplementary
Rank: N/A
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: A unique Alcohol Release technique which employs the use of prepared bottles of alcohol of varying size on their person. The bottles are roughly the half the size of a test tube but can vary to a certain extent; their convenient size allows the user to store a sizable number, much like the storage of kunai and shuriken. These bottles have numerous applications; they can be used for future Alcohol Release techniques, makeshift bombs in combinations with sources of heat, such as Fire Release and explosive tags, a disinfectant for wounds, or simple to drink or force feed others. The smaller bottles can be tied to kunai, shuriken, and other projectiles allowing them to be thrown at long distances and used in conjunction with explosive tags. Ingesting Alcohol of such high purity carries negative side effects should the user or their opponent ingest it. In the immediate turn of ingestion the victim will suffer from nausea and severe throat irritation. In the following turn the Alcohol will temporarily intoxicate the victim effectively hindering and stopping their ability to mold chakra for Forbidden ranked techniques; during this time the nausea and throat irritation persists. In the following turn the victim will be relieved of these symptoms and become able to mold chakra normally. The user must state in their biography that they carry these bottles.

And a sister technique to our toolbox technique.

(Shuton: Nazomeita Yopparai) – Alcohol Release: Enigmatic Drunkard

Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80
Description: This technique employs the creation of Alcohol based autonomous familiars through the use of two handseals. The familiars are created with a high purity of Alcohol and are limited simply by chakra input and the user’s own imagination; this allows for a wide range of familiars in both size and shape limited to a maximum height of twenty meters. Familiars exhibit the characteristics of their chosen form; for example a dragon is fully capable of flight, while a humanoid is capable of running. Familiars possess sentience above that of the Stone Golem, allowing the familiar to operate independent of the user’s concentration through a passive siphoning of chakra from the creator. The higher level of sentience allows the familiar to use Alcohol Release techniques up to and including their created rank in strength. Techniques which require hand seals can be replicated through hands created on the familiar’s form. Created familiars, regardless of application, can remain on the field for four turns. S-Rank applications can be used twice per battle and require a two turn cooldown after expiration. The user can only utilize one application of this technique at a time. Multiple familiars can be created following normal splitting rules. No S-Rank or above Alcohol Release on the turn the familiar expires when the S-Rank application is used. Direct ingestion of the familiar, through physical impact or otherwise, can cause intoxication. Intoxication effects are directly taken from Alcohol Release: Drunken Disaster.

With the above, that is all 12 techniques, alcohol is officially done in terms of techniques!
 
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