Blessed by a Wind Master

Reborn

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*Awaits for my sensei, Zero Kelvin and his wisdom* U_U
 

ZK

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Rightio 0_0
Since I've never done anything even remotely like this....
Eh, you've read the element, right?
If so; tell me how you'd use it. Don't mind the shitsy jutsus I've got for it so far, we'll work on those later. Just tell me about the prospects we're looking at.
 

Reborn

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My understanding of this element is that it possess two properties that make it different from ordinary wind techniques. Those two properties are what we should focus on in terms of how to advance the element and construct techniques that adiquately fit them. As well, we should work on the aspects involving it's strengths and weaknesses, and it's potential for combinations with other elements. Basically what I'm saying is, the advancement of this element should adhere to those above properties: The unique qualities of the element, strengthening it's abilities against its weak points and strong points, and complimentary abilities with other elements/skills.

The first of the two properies that is clear about the Empyrean Wind is that it gets rid of the oxygen particles within the wind. This is essentially what allows this wind element to be strong against Fire, however that's something already established. You mentioned in your CE submission about the process of how the particles are released. What that gives us is, a means of possibly manipulating the particles to a degree with the Emp Winds. What I mean is, the manipulation of this element is all about rotation of the winds and the rotations are what exclude and prevent the oxygen from getting inside the wind. What we could do is develop a way to direct the expelled oxygen for our own purposes. If we direct and manipulate the gas, we have another weapon to utilize.

The second aspect of this element is the replacement of cutting power with forceful ripping and tearing power. Without needing to explain this too much, we simply work on expressing that tearing power with the element. Since this is still a wind element, we have the prospects of combining aspects of the air and wind to give us another angle to work with as well.

As for the expansion on the strengths and weaknesses of the element, if we understand how to use and also defeat the element, we have opened up a wide range of possibilities to help us use it more. Understand how to defeat it and we know when, where and how to use the element better and minimalize the potential of getting over powered/out manuvored by our opponents. A basic example can be the general weak elements of this element: A-ranked Earth, Water and Ice. It tells us that, against Ice users or people who specialize in Earth Release or Water release, we should be cautious. However we also have to work on how to use this element to help us get around these weaknesses. Instead of yeilding to the stronger elements against it, we just need to redirect the path away of the techniques. Create supplimentary techniques that would prove harmful or hinder opponents if they use those elements.

With Combinations, we look at how the compliment the element. As I mentioned above, knowing the weaknesss of this element will allow us to better use it. If we know it's weak against A-ranked Earth, water, and ice, then the best combos would be the weakness to those abilities; Lightning and Earth. Also, with Ice release, you talked about the cooling down of the element, well the opposite of cold is hot, so Fire would be a very complimenting element if we can figure out how to use it in conjunction with this type of wind.

That's all I have for the time being <_<
 

ZK

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Unlike most other Custom Elements; Empyrean Wind doesn’t exist in real life. It’s a fictional element, created by my Sensei, Crutch Kaguya, and polished by yours truly. Crutch carried the heavy load; I’m just developing a concept and I expect you to help me further it.

There's three general traits to Empyrean Wind:
-The unique rotation that results in a suction-like force heralding the element itself.
-The ability to differentiate between atoms, particularly Oxygen, and expel said atoms.
-The ability to rip on a molecular level instead of cutting, resulting in complete destruction instead of fine cuts.

The first of the two properies that is clear about the Empyrean Wind is that it gets rid of the oxygen particles within the wind. This is essentially what allows this wind element to be strong against Fire, however that's something already established. You mentioned in your CE submission about the process of how the particles are released. What that gives us is, a means of possibly manipulating the particles to a degree with the Emp Winds. What I mean is, the manipulation of this element is all about rotation of the winds and the rotations are what exclude and prevent the oxygen from getting inside the wind. What we could do is develop a way to direct the expelled oxygen for our own purposes. If we direct and manipulate the gas, we have another weapon to utilize.

Fire has zero chance against Empyrean Wind unless it makes use of whatever kinetic energy it packs. Nothing in Empyrean Wind burns, it's that simple.
And yes, Empyrean Wind has the potential to change the structure of many elements. The element can differentiate between Oxygen and other atoms, tear them apart at a molecular level and expel the oxygen atoms from its structure. The ability to differentiate between atoms can certainly be applied to other things than Oxygen. Theoretically; you could seperate Oxygen from Hydrogen in water, but that's all specialized talk. As a general rule; Empyrean Wind simply removes the Oxygen atoms.
But yes, with the ability to expel the Oxygen atoms comes an ability to indirectly manipulate Oxygen.

The second aspect of this element is the replacement of cutting power with forceful ripping and tearing power. Without needing to explain this too much, we simply work on expressing that tearing power with the element. Since this is still a wind element, we have the prospects of combining aspects of the air and wind to give us another angle to work with as well.

It's ripping and tearing on a molecular level. It's the purest form of gluttony. No matter what you use the Empyrean Wind for; it rips and tears and expels Oxygen. Even if the technique you're using is of a supplementary or defensive type; it still rips. That's the very definition of Empyrean Wind.

O_O
 

Reborn

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I love reading this CE. I understand the concepts I believe, so how are we going to progress with this training? Are we going to discuss more of the potential for future techniques and talk more about how to innovate or are we going to do Jutsu stuffs?

I've become a more avid Wind user because of you Kelvin...I think, it was either you or practicing with the Wind Sword to develop wind and ish. Either way I look forward to this.
 

ZK

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It's nice to hear that you've gotten something from me. I appreciate it.
You know what? I'll just dump all the techniques. Tell me what you want about them and ask any questions you have.

A-ranked
(Amatsu Fūton: Doragon Unari) Empyrean Wind Release: Dragon's Roar
(Amatsu Fūton: Doragon Unari) Empyrean Wind Release: Dragon's Roar
Type: Offensive
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: 60
Description: The user releases a massive blast of empyrean wind, slightly larger than Pressure Damage, that is shaped in the form of a dragon's head. The massive blast of empyrean wind will rage toward the target and cannot be satisfied until its hunger is quenched. This technique is so powerful that it has been said that it was used to pave an enormous tunnel straight through a large mountain in order to making traveling from one side to the other easier.
~Can only be used five times per battle.

(Amatsu Fūton: Joujiru Mujuuryoku) Empyrean Wind Release: Multiplying Zero Gravity
(Amatsu Fūton: Joujiru Mujuuryoku) Empyrean Wind Release: Multiplying Zero Gravity
Rank: A
Type: Supplementary/Defensive
Range: Short-Long (Mid range around the designated area)
Chakra cost: 30
Damage points: N/A
Description: The user forms a single handseal and creates two blankets of Empyrean Wind; one in the sky and one in the ground. Each blanket consists of uniquely rotating Empyrean wind that has the single purpose of drawing matter either upwards or downwards. By using the connection to the two blankets as a either a damper or an amplifier, the user is able to create gravitational-like effects. By amplifying the bottom blanket, the user can severely restrict the movements of those within the field, ranging from decreasing their speed to pinning even the strongest of summons to the ground. The stronger downwards pull also has an effect on most techniques, making them harder to aim upwards and decreasing the range of projectile-based Ninjutsu by one (1) range. By amplifying the top blanket, the user can, within reason, pull projectile-based Ninjutsu of B-rank upwards, ensuring the safety of those within the field. The upwards pull can also create a zero gravity environment.
-Pulling a technique upwards counts as one of the three moves allowed per turn.
-The user cannot use S-ranked or above Empyrean Wind during the following turn.
-The technique lasts for three (3) turns.
-Can only be used twice (2) per battle.

(Amatsu Fūton ♦ Sakyū no Kyūei) - Empyrean Wind Release ♦ The Song of the Sand Dunes
(Amatsu Fūton ♦ Sakyū no Kyūei) - Empyrean Wind Release ♦ The Song of the Sand Dunes
Rank: A-Rank
Type: Supplementary
Range: Short-Mid
Chakra cost: 30
Damage points: N/A
Description: The user forms a single handseal and sends a great blanket of Empyrean Wind through the pores of the earth or through the earth itself and spreads it through the terrain. By using the incredible suction power of Empyrean Wind and its ability to differentiate between particles, the blanket separates the many minerals in the earth from each other, pulling all nutritious substances and minerals 100 meters downwards into the earth itself and leaving only a barren dune of sand and silicon in its wake. The blanket of Empyrean Wind severs all connection with the earth itself, preventing it from being used as a basis for Earth Techniques. Furthermore, the completely dead terrain makes the creation of life in the ground almost impossible, preventing the use of Wood Release, or any life-giving element, through the ground.
-The user can, with one (1) handseal, push the soil and earth upwards again. This count as one of the three moves allowed per turn.
-Earth-techniques of S-ranked strength and above can be used in the dead terrain, but their damage is reduced by 20 points.
-No Forbidden-ranked Empyrean Wind techniques during the following turn.
-Can only be used twice (2) per battle.

(Amatsu Fūton ♦ Mōshin no Miko) - Empyrean Wind Release ♦ The Blind Faith of Theresa
(Amatsu Fūton ♦ Mōshin no Miko) - Empyrean Wind Release ♦ The Blind Faith of Theresa
Rank: A-Rank
Type: Defensive-Offensive
Range: Short-Long
Chakra cost: 30
Damage points: 60
Description: The user releases a stream of chakra through the air and molds it into the shape of any object or beast of reasonable size. By using the incredible suction power of Empyrean Wind to gather air, this technique allows the user to create semi-physical, semi-transparent objects of Empyrean Wind. Such objects would only last for a few precious seconds due to the instability shifting nature of Empyrean Wind, but through chakra manipulation the user is able to condense the objects created by the technique, increasing their life-spans.
-Must wait one turn before reuse.
-Objects last for the turn they are used and can only be created short range from the user.

(Amatsu Fūton ♦ Jinkō Akari) - Empyrean Wind Release ♦ Artificial Lights
(Amatsu Fūton ♦ Jinkō Akari) - Empyrean Wind Release ♦ Artificial Lights
Rank: A
Type: Offensive/Supplementary
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: The user creates a shape of Empyrean Wind and uses its ability to carry Oxygen particles to drastically increase the level of Oxygen in the designated area. At any time, the user generates a small spark by creating two small structures of chakra in the designated area and rubbing them against each other. The small spark will ignite the oxygen in the area, causing it to violently combust. The shape of Empyrean Wind will keep the needed matter/gases in and the unneeded matter/gases out. The increased level of Oxygen will cause those within the designated area to feel very light-headed and nauseous, warning them of the imminent danger.
-Must wait one turn before reuse.
-The user cannot use any Forbidden-ranked Empyrean Wind techniques during the same turn.

S-ranked
(Fūinjutsu/Amatsu Fūton ♦ Hiryōsukēru Kyūkōka) - Sealing Technique/Empyrean Wind Release ♦ Flying Dragonscale Swoop
(Fūinjutsu/Amatsu Fūton ♦ Hiryōsukēru Kyūkōka) - Sealing Technique/Empyrean Wind Release ♦ Flying Dragonscale Swoop
Rank: S-Rank
Type: Supplementary
Range: Short-Long
Chakra cost: 40
Damage points: N/A
Description: The user forms two handseals and creates a massive dragon of uniquely rotating Empyrean Wind and chakra-based strings of Kanji one hundred meters in the air. The dragon will circle the battlefield and look realistic, but its shape is purely for cosmetic purposes. Through its rotation, the dragon can use the air itself to gather all odorant molecules alongside moisture and most vapors, which makes it impossible for odors and gasses to be spread around the field, as the dragon immediately draws them into itself. Humidity and rain, too, can be absorbed by the dragon, which can create an extremely dry environment. Finally, the shape can draw insects and big concentrations of harmful germs/particles/spores into itself. This technique, however, can only attract the things mentioned in one of the three options at a time. Each time the user switches between the three options, the thick strings of Kanji form sealing formulas that seals all the incoming material inside the dragon.
-Switching between the three options counts as a move.
-Absorbing a technique/combination counts as a move.
-The dragon can maximally absorb techniques of S-ranked strength.
-The user can form a single handseal to unseal everything the three formulas have stored. This counts as a move and simply releases everything inside the dragon into the area.
-The user cannot use higher than S-ranked Empyrean Wind techniques while this is active. Furthermore, the user cannot use any other Empyrean Wind Techniques during the turn this technique is activated.
-The shape lasts for four (4) turns.
-Can only be used once (1) per battle.

(Fūinjutsu/Amatsu Fūton ♦ Kurohitsugi) – Sealing Technique/Empyrean Wind Release ♦ Black Coffin
(Fūinjutsu/Amatsu Fūton ♦ Kurohitsugi) – Sealing Technique/Empyrean Wind Release ♦ Black Coffin
Rank: S-Rank
Type: Defensive-Offensive
Range: Short-Long
Chakra cost: 40
Damage points: 80
Description: The user forms a single handseal and expels a great amount of chakra from his body, causing great masses of chakra-based Kanji to appear around a specific point. Upon creation, the masses of Kanji arrange themselves into forming the frame of a big, rectangular box that reaches mid-range around the area it's created on. Even while arranging themselves, the Kanji emit controlled bursts of Empyrean Wind, using each other as focus points to cover the frame in a thick layer of the deadly element. Due to the presence of so many seals, the entire box will be black as night and impossible to see through. Upon completion, every corner and side of the box will use the incredible suction power of Empyrean wind to pull matter trapped inside the box in all directions simultaneously, causing all but the sturdiest material to be ripped apart. Furthermore; the sheer amount of Empyrean Wind present within the box will show on those inside it in the form of multiple rips and tears. Kurohitsugi’s real strength, however, lies in its versatility. The formulas of seals are designed to reject matter from entering and leaving the box. Energy-based attacks may still enter and leave, but physical attacks up to the rank of the technique are unable to pierce the box.
-It’s possible to confine the Empyrean Wind to the outer surface of the box and simply use the matter-rejecting formulas to safeguard matter inside it.
-Can only be used twice (2) per battle. The offensive version can be used once (1), as can the defensive version.
-No other Empyrean Wind techniques during the following 3 turns.
-Cannot mold chakra above S-Rank for the same and next turn.
 

Reborn

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Multiplying Zero Gravity.

Now, this creates a blanket of Empyrean Wind above and/or below. If the blanket is large enough and one creates it above one's self (like you did in our fight) what is your opinion on such a feat being used as a defensive measure against a technique like Kirin. Obviously it's not fast enough to use as a defense if Kirin is already on it's way, but as a pre-emptive measure. If your opponent successfully uses the technique, and the nature advantage wind possesses, could this blanket neutralize he affects of a technique like that or any skyward technique above you for that matter (should you use this above you for that matter).

As well, what is the potential of using this technique with another technique that is also channeld into the ground. Say, for example, the combination of Swamp of the Underworld+Multiplying Zero Gravity? If I used this technique and then Swamp (or visa versa) would that be possible? If I used the blanket of wind to pull down my opponent and have them sink faster into the swamp, would that be a combo that works?
________________

Blind Faith of Theresa

This is essentially a technique that allows you to create any sort of technique out of Empyrean wind for a total of one full turn correct? Now, you say they can have a longer life span if condensed and focused. Does this mean they can last for more than one turn if that's the case or do they last one turn regardless? Also, if they do last longer than one full turn, does the user have any freedom to continue to manipulate the technique? Like if I created a hound of Emp Wind and it could stay for like 3 turns, do I have freedom to manipulate what the hound does?
___________________
Artificial Lights

Just for clarification, this technique is essentially invisible, the only thing happening is that the oxygen particles are increased throughout the range of where you decide to do so. Also, when there is ignition within that designated area, does that entire area spontaneously combust at the same time? And I'm allowed to isolate the area right to around my opponent(s) right?
_______________
Lastly; those last two techniques, am I allowed to use them without Fuinjutsu knowledge or do I need that in order to be able to use them?
_______________

Is there anything else about these technique you think would be beneficial form know or take into consideration?
 
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