Custom Element Jutsu Submission

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Thread starter #1


Please be sure to read the Battle Arena Rules before making a submission.


±±Custom Element Techniques±±


Once you have an approved Custom Element (which is submitted and checked in this thread), you can make techniques for that element and submit them here to be checked.​


±± How to submit a Custom Technique? ±±

1. Step One: Pick the Name and Japanese Translation. Use this Online Translator to help you. Be sure to name the techniques correctly by stating the skill/element/area to which the technique belongs. Don't use Japanese in Kanji form; use standard Romanji instead.


2. Step Two: Chose the type of your Custom Technique.

Offensive/Attack
Defensive/Defense
Supplementary
Weapon

3. Step Three: Rank The Jutsu According to Power and Effects.

E-Rank
D-Rank
C-Rank
B-Rank
A-Rank
S-Rank
Forbidden-Rank

4. Step Four: Put a Range in your Jutsu.

Short Range
Mid Range
Long Range

5. Step Five: Fill in the correct Chakra and Damage points for the rank of the technique

E Rank: 05 Chakra / 10 Damage
D Rank: 10 Chakra / 20 Damage
C Rank: 15 Chakra / 30 Damage
B Rank: 20 Chakra / 40 Damage
A Rank: 30 Chakra / 60 Damage
S Rank: 40 Chakra / 80 Damage
Forbidden: 50 Chakra / 90 Damage

Note: In certain types of techniques, some of the fields (either Damage or Chakra) may not be required to fill, like with the damage of a defensive technique . If that is the case simply put N/A (Non-Aplicable).

6. Step Six: Describe the Jutsu.

Make a brief description of your jutsu and its effects. Don't forget to make it clear and understandable by using proper grammar. Keep it simple and clean. Also, you are required to make a logical explanation of how you achieve the effect of the jutsu. For example, if you have a technique that states "can detect enemy's location" you are required to explain how that is achieved.

7. Step Seven: Resctritions.

Add any restrictions that are deemed necessary for the rank of the technique and its correct use. Usage limit, duration limit, etc. Don't forget to make it logical and simply don't add restrictions in an attempt to make your technique more approvable. Restrictions won't change the fact that your technique may be OverPowered. In terms of logic, it pertains to the correct comprehension of the RP and its skills. For example, a high rank Lava technique would affect your use of Lava and to a minor extent, Fire and Earth but it wouldn't affect your use of Water.

8. Step Eight: Post and Wait for Approval!



±± Template for Custom Techniques ±±

PHP:
[B][/B]
[B]Type:[/B]
[B]Rank:[/B]
[B]Range:[/B]
[B]Chakra:[/B]
[B]Damage:[/B]
[B]Description:[/B]
Note: between the first bolded code, simply insert the name of the technique.
 
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#2
https://animebase.me/threads/custom-elements-jutsu-submission.13700/post-21836012
previous sub.

Amaiton: Kagayaku no Sora | Sugar Release: Sparkling Sky
Type:
Supplementary/Offensive/Defensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description:
The user will make 2 hand seals and cause Sugar chakra to begin to form at a high altitude, in which will then begin raining down upon the battlefield for 3 turns. During this time the user can use this sugar for a variety of usages such as a source of techniques without the use of hand seals for other Amaiton techniques, to completely wrap around an opponent to immobilise them, or to detonate causing damage after making a single handseal. During this time a sparkling shining glitter can be seen through the battlefield to which the user can press for their advantage. Another usage that the user can do to take advantage of the falling sugar is by forming a single seal to clump it together to refract sunlight to blind an opponent temporarily interrupting them or throwing off their aim. One technique to use to end the jutsu prematurely is to cause it all to fall at once by making two handseals, clumping down to fall like bombs, covering the entire battlefield or area specific to where the user caused the sugar to fall.
Notes:
-Rain lasts for 3 turns
-Each additional move costs a move slot in the users turns
-Cannot be used for 2 turns after finishing

¤ Declined, the no handseal stuff is a hard no. Sugar also makes no mentions to glittery shining aspects, so that has to go as well. Needs a usage limit as well. If it rains more than one turn, -10 chakra per turn. ¤

Amaiton: Kagayaku no Sora | Sugar Release: Sparkling Sky
Type:
Supplementary/Offensive/Defensive
Rank: A
Range: Short-Long
Chakra: 30 (-10 per turn)
Damage:
60
Description:
The user will make 2 hand seals and cause Sugar chakra to begin to form at a high altitude, in which will then begin raining down upon the battlefield for 3 turns. During this time the user can use this sugar for a variety of usages such as a source of techniques, to completely wrap around an opponent to immobilise them, or to detonate causing damage after making a single handseal, taking a Jutsu slot per turn. During this time a sparkling shining glitter can be seen through the battlefield to which the user can press for their advantage. Another usage that the user can do to take advantage of the falling sugar is by channelling lightning chakra with the falling sugar, and forming a single seal to clump it together it can refract blind an opponent temporarily interrupting them or throwing off their aim. One technique to use to end the jutsu prematurely is to cause it all to fall at once by making two handseals, clumping down to fall like bombs, covering the entire battlefield or area specific to where the user caused the sugar to fall.
Notes:
-Rain lasts for 3 turns
-Each additional move costs a move slot in the users turns
-Cannot be used for 2 turns after finishing
-Can only be used twice per battle

¤ Approved, made edits. ¤
 
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Goetia

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#3
Dendera Light

(Kōshiton: Shisha no Kuni) – Dendera Light Release: Hand of Anubis
Type:
Offensive / Defensive / Supplementary
Rank: D - S
Range: Short - Long
Chakra: 10 - 40 (-10 per turn)
Damage: 20 - 80
Description: Hand of Anubis allows the user to create familiars composed of Dendera Light in either it’s flame-like or plasma-like state. These familiars possess an extent of sentience that, though limited, allows them to act independently from or at the command of the user. Their shape and size are at the behest of the user, and can be made to fight directly alongside the user as smaller humanoid figures or as larger beings, up to the size of the Great Stone Golem, and can be shaped according to the user’s desire. These familiars are able to passively utilise Dendera Light techniques up to their own rank (e.g. an A-Rank familiar can only use A-Rank Dendera Light or below). Due to being composed of the element itself, they are capable of utilising techniques of Dendera Light on the level of an Apex Handseal specialist. The familiars themselves are able to passively shape certain parts of themselves into appendages resembling weapons etc, even after they have manifested. Additionally, the user is capable of manifesting these familiars around his person, similarly to that of Susano’o, with the user floating in the chakra anywhere in the body of said familiar. Unless otherwise stated, the user will always be located in its head. Familiars of B-Rank and higher require seals (B - 1 , A - 2 , S - 3) and all usages above B-Rank can last up to four turns at maximum. Once an S-Rank usage of this technique ends, this technique cannot be used again for one turn to create a familiar above A-Rank strength. S-Rank usages can be performed thrice per battle.

⛧ Declined. Granting your techniques sentience of any kind infringes on Yang Release, you'll have to manually control each one. Also can't allow them to passively use techniques. Them using techniques from their form is fine aside from that. Everything else looks fine.⛧


(Kōshiton: Taiyō no Kami) – Dendera Light Release: Trinity of Radiance
Type:
Supplementary
Rank: B - S
Range: Short - Long
Chakra: N/A (+20/30/40)
Damage: N/A
Description: Trinity of Radiance is a supplementary technique focusing on the nature of Dendera Light as a superconductor of energy. This jutsu allows the user to perform a series of infusions which revolve around this nature in order to imbue unique effects on their energy-based techniques. While each rank bestows its own unique effect(s), successive ranks also impart the ability of the previous rank’s infusion. Performing any of this jutsu’s infusions can be accomplished in the same timeframe as performing another energy-based technique, or any time one of their energy-based techniques is on the field, and any infusion lasts for the same duration as the targeted technique. Elements this jutsu can be used on include Dendera Light Release, its component nature releases, and other elements based on those component natures, such as AE and CE.

Illumination of Khepri

By infusing chakra into an energy-based jutsu, such as Lightning or Fire, that technique is bestowed with the quality of passive regeneration from any attacks, techniques or abilities which fail to destroy it in a single blow, making it necessary to neutralise or overpower the technique in question with a single strike. This is achieved through the element’s natural ability to draw in ambient and surrounding energy of any kind, such as light, which it naturally creates and thus allows it to instantly replenish itself should any opposing energy come into contact with it and fail to destroy it in that moment of interaction. This counts as a B-Rank application.

⛧ Declined. The parent CE doesn't mention the ability to absorb any kind of energy, but says multiple times that it has the capacity to absorb electrical energy specifically. You have the basis for this, however, with the self-sustenance via oscillations inclusion.⛧

Zenith of Ra

This ability allows a chosen energy-based technique, once infused with extra chakra, to absorb other energy-based techniques on the field, such as an opponent’s, during a clash or moment of contact. Dendera Light has a natural ability to draw energy closer to it and partially integrate it into its own energy mass. Zenith of Ra would enhance the strength of the absorption, allowing other forms of energy to be totally drawn into Dendera Light, and strengthen itself. This absorption function works according to the rank of the technique that would clash with a jutsu targeted by this ability, allowing for a targeted jutsu to absorb techniques one rank higher for elements weak to Dendera Light, equal rank techniques for neutral elements, and one rank lower for elements strong to Dendera Light. In the case of interaction with purely energy elements, such as Fire, the technique would be passively drawn into the targeted jutsu instantly. For tangible elements, such as Earth or Water, the jutsu targeted by this technique would need to tear through the matter component and then draw in the chakra. In the case of any successful absorption, the targeted jutsu would not be weakened by the interaction, and clashes with jutsu that exceed the threshold for absorption would follow the standard procedure for a clash. Once a targeted jutsu absorbs a technique, it will increase in power by a single rank, gaining 10 damage points if it is Forbidden Rank or higher. Zenith of Ra counts as an A-Rank application, and is usable once per turn, with a single turn cooldown.

⛧ Same issue as the above with the energy absorption. Also not allowing remote absorption, it'd have to be on physical contact with the infused jutsu(I'm not exactly sure if that's what you were saying with the bolded, but I just wanted to clarify in this check that it'd have to be contact). ⛧

Coda of Atum

Upon infusing chakra into an energy-based technique of their choosing, the user is able to draw in other energy-based techniques of their own anywhere on the field, including that of advanced elements and CE (they must possess Lightning and/or Fire Release as a component nature) and absorb it into the targeted jutsu, which is a result of the infused chakra raising the energy’s absorptive range tenfold. This is accomplished passively, but can only be performed thrice per turn (three techniques absorbed). This allows for its duration to be increased, if any, and is accomplished according the rank of absorbed techniques. B-Rank and below techniques will increase the duration of the jutsu by two turns, while A-Rank and higher techniques will increase duration by three turns. This ability counts as an S-Rank application and can be performed 3x per battle, with a single turn cooldown between uses. It should be noted that this doesn’t increase the range of absorption for enemy techniques, only the user’s.

⛧ Not gonna allow absorbing multiple jutsu with each of them causing an individual boost to the duration; limit it to one other jutsu or pull back quite a bit on how much duration is added.⛧


(Kōshiton: Jedo Jeseru) – Dendera Light Release: Spine of Osiris
Type:
Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: The Spine of Osiris is a supplementary infusion, performed in the same timeframe as another energy-based technique, or anytime one is on the field (requires a handseal), which allows the user to manipulate their jutsu through what is called a ‘refractive index’. A refractive index is a scale which indicates how focused the energy is. Energies with a higher refractive index are more focused, whilst energies with a lower refractive index are less focused. Differences in refractive index, how focused the energy is, can have varying effects on how it performs or behaves. This technique allows the user to passively(same timeframe, but occupies a move slot) manipulate the refractive index of a jutsu, allowing for different behaviour and capabilities. Should the user choose to increase the refractive index of a target jutsu, the energy will become more focused, reaching speeds equivalent to the 2x the user’s base speed. Should the refractive index be lowered, the energy will become less focused, but as a result, its shape will gain an extent of malleability, being able to passively alter its physical characteristics while it is on the field. This can be used to make a jutsu more difficult to deal with, changing its shape to evade attacks, changing the travel path and size of the technique, even maneuvering around defences and obstacles to reach a target. Spine of Osiris is compatible with AE and CE, but they must possess Lightning or Fire as a component, and can only be utilised once per turn, but each infusion lasts for the same duration as the targeted technique.

⛧ Approved. Edits made.⛧
 
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LGeezy

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#4
Plasma Release
Revamp:

Purton|Heriosu no Heiki - (Plasma Release| Weapons of Helios )
Type: Attack/Defense/Supplementary
Rank: A
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description:The user will create a single handseal and by either manipulating thier chakra creating a source, or manipulating a pre-existing plasma on the battlefield created through Plasma Release| Plasma Reservoir, the user can form a variety of tools out of Plasma to suit their needs, these include; kunai, swords, pillars, shields etc. The tools are super-heated and as such will be able to evaporate water and can easily melt metal. The heat from the tools are enough to cause third degree burns to human skin on contact and cause deep searing wounds. The tools if created directly through the user's chakra are made within short-range of the user with a mid range reach, however if the user manipulates a pre-exisiting source these tools may be created at least mid-range from the user. Since the user himself doesn't directly touch the tools, manipulating them through chakra alone they are unaffected by the heat of them. The tools size is never bigger than twice the users mass.
Note: Usable 4 times a match.
Note: Tools only last one turn after creation.

 Approved 
Purton: Shishou no Jutsu - [Plasma Release: Master Technique]
Type:
Supplementary/Offensive/Defensive
Rank: C - S
Range: Short-Long
Chakra: 35 - 60
Damage: 30 - 80 (-10 to user)
Description: The most basic application of the Plasma Release, this technique will focus the user's chakra into plasma while using shape manipulation to form small to medium sized constructs of Plasma for a multitude of uses. These can range from waves, spikes, walls, domes, half-domes and other forms of attack or defense. The power of this technique varies dependent on the amount of chakra fueled into it but requires more handseals in order to control with C-rank requiring at least one handseal, and the highest amount of four handseals for S-rank. Because of the nature of Plasma, this can burn bright and hot or be dull and cold. Dependent on the user and the use for the technique, the hotter the Plasma, the more versatile in use it can be as it takes a more liquid form burning objects within short range from the intense heat levels. While the cooler the Plasma, the more inept it becomes, acting more like a solid, causing objects to start freezing within short range. Due to the amount of chakra it takes to create and control Plasma, the user will be subjected to damage from strain of this technique.
Note:
  • Can only use S-ranked three times per battle.
  • No S-Rank or above Plasma on the turn following the use of the S-Rank variant
  • Requires a one turn cool down between uses.
⛧ Declined. While your CE mentions that plasma can become "cold," it also specifies that "cold" for it still reaches 1,000 degrees celsius. The submission also goes on to specify that plasma is a hot element without any mention of reaching freezing temps, so the freezing part isn't gonna fly.⛧

Updating:

Purton| Purzama Samidare - (Plasma Release| Plasma May Rain)
Rank: S
Type: Attack
Range: Mid - Long
Chakra: 40
Damage: 80
Description: A technique who's usage relies on prior use of Plasma Release| Plasma Reservoir to complete, the user starts by creating 5 handseals while collecting chakra within the plasma source within the sky. After the seals have been completed the technique activates causing seven large orbs of plasma to split off from the main body which begin to revolve around the main source very quickly. As the kinetic energy builds, the plasma orbs explode outwards into 5 smaller orbs that fall to the ground raining destruction upon all who are within range of the techniques wide area of affect. As this plasma rains down the super-heated materiel explodes on contact with a surface with each the power of an explosive tag.
(Usable Once per Battle)
(No Plasma for two turns after usage)

 Approved 
Purton | Purzama Samidare - [Plasma Release | Plasma May Rain]
Rank:
S
Type: Attack/Defense/Supplementary
Range
: Mid - Long
Chakra: 60
Damage
: 80 (-10 to user)
Description
: A technique who's usage relies on prior use of Plasma Release| Plasma Reservoir to complete, the user starts by creating four handseals while collecting chakra within one or more of the plasma sources on the battlefield. After the seals have been completed the technique activates causing plasma to split off from the source and attack the opponent in up to 8 orbs splitting damage between them. Plasma from the sky source above will rain upon the battlefield exploding once within short range of an opponent. Plasma from the source in the ground can be made to rise into the air or act as a trap, becoming a mine field for unwary opponents. Depending on the current temperature of the plasma sources they may have one or more effects. Hot plasma is capable of exploding releasing intense heat from the reaction. Cold Plasma will explode releasing a chilling cold that can flash freeze objects. Due to the amount of chakra required, the user takes damage due to the chakra strain.
Note:

  • Usable twice per battle.
  • No Plasma above B-rank next turn.
Declined, same issue as above with the cold/freezing thing. Also, why that higher chakra count? S-rank submissions are 40 chakra, not allowing higher chakra costs for the sake of to get past chakra-based counters.⛧
Updating:

Purton| Purazuma Chosuichi - [Plasma Release| Plasma Reservoir]
Rank: A
Type: Supplementary
Range: Long
Chakra: 50 (+5 per turn)
Damage: N/A
Description: The user preforms this technique by clapping their hands together and using their chakra to mold two small "seeds" made out of plasma in the palms of his hands. By proceeding to pull his hands away from the seeds the float for a brief moment as one drops melting deep into the ground while the other flies off into the sky above the clouds. This plasma then begins to grow at a substantial rate for two turns before becoming usable sources of plasma which the user can utilize in order to preform techniques that require large sources of plasma. While present in the battlefield, theses sources of plasma generate a lot of heat and can easily increase temperatures within the battlefield both above and below ground, weakening water techniques by 10. By constantly feeding these sources additional chakra, the plasma sources last until the user ends the technique. This also allows him to circumvent some plasma techniques that would normally cause damage.
Note: Takes two turns to become fully active plasma sources.

‡ Approved ‡
Purton| Tenchi Sōzō- [Plasma Release| Heaven and Earth Creation]
Rank:
A
Type: Supplementary
Range: Long
Chakra: 50 (+5 per turn)
Damage: N/A
Description: The user preforms this technique by clapping their hands together and using their chakra to mold two small orbs comprised of plasma in the palms of his hands. By proceeding to pull his hands away from the plasma floats for a brief moment as one drops burrowing deep into the ground while the other flies off into the sky above the clouds. This plasma then begins to grow at a substantial rate for two turns before becoming usable sources of plasma which the user can utilize in order to preform techniques that require large sources of plasma. Due to the nature of Plasma, once this technique takes full effect at the beginning of the second turn after its use, theses sources of plasma can increase of decrease the ambient temperature of the battlefield as the underground source begins to imitate a planet's core, while the source in the sky acts like a newly created star. This technique can easily increase temperatures within the battlefield both above and below ground, weakening water-based techniques by 10 or decrease the temperature weakening fire based techniques by 10. By constantly feeding these sources additional chakra, the plasma sources last until the user ends the technique. This also allows the user to circumvent the damage of some Plasma techniques, that would normally be caused. At the cost of an additional move per turn the user can alter the temperatures of the plasma, to switch between the effects or even offset the reduction all together by causing one source to be cold and the other to be hot and vice versa. Plasma techniques utilized from these sources that don't require prior use of this technique will be granted +10 damage due to less chakra system strain upon the user.
Note:
  • Takes two turns to become fully active plasma sources.
  • Plasma techniques may not be used while the sources are being formed.
⛧ Declined. Same issue as above. Also not allowing this to last indefinitely, gonna need much heavier restrictions/limits on an ability like that. Using the plasma sources for jutsu will reduce their duration if you wanna couple it with inhibiting effects.⛧
 
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Gutsy

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#5
Updating:

Previous approval: https://animebase.me/threads/custom-elements-jutsu-submission.13700/page-38#post-21064482

Kayakuton: Bankā basutā | Gunpowder: Bunker Buster
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90 (-30 to the user)
Description: The Bunker Buster technique requires the user to perform a hand seal. Afterwards a small highly condensed pillar of Gunpowder will come through a small portal 30 meters above the ground and come pummeling down towards the ground. The pillar measures 50 centimeters in width and 2 meters in length. The only thing that controls the falling pillar is the pull of gravity and highly condensed mass which makes it very heavy. The pillar comes down with enough power to splinter trees; shatter rocks and leave a 30 meter wide and deep crater within the ground. Once the pillar hits the ground the gunpowder pillar explodes violently with a massive force of a shockwave and sends boulders and rocks flying in all directions up to long range from the impact area. Anything within the 30 meter crater will be completely obliterated by the sheer force of the impact, while the shockwave is enough to splinter trees and shatter rocks within mid-range of the crater itself. However if the pillar is struck or hits something in the air it will explode upon impact with that, applying its full force and power upon that object or person, still creating a massive shockwave powerful enough to devastate anything within mid-range of its explosion range.

The second way this can be used is the user will perform a single handseal and cause the pillar instead to shoot up out of the ground of the same size, then releasing their chakra into it they can cause a spark, detonating the gunpowder in a powerful explosion destroying everything within mid range following the s/w of gunpowder.
Note:
- Can only be used once
- No Gunpowder techniques of A-rank and above for two turns
- Due to exhaustion and the sheer impact force of his own technique, the user loses a rank to his speed for 3 turns
- No Fire or Earth techniques above A-rank the following turn
- The user can spend a move cost to create a spark which causes the pillar to explode prematurely, allowing the pillar to apply its full explosive force in mid-air and allowing the shockwave to take full effect within mid-range of its vicinity.
- Visual representation of an impact from a bunker buster and how fast it happens


⛧Approved.⛧

Previous Approval: https://animebase.me/threads/custom-elements-jutsu-submission.13700/page-38#post-21064482


Kayakuton: Kono burō | Gunpowder: Blow This
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short-Long
Chakra: 15/40
Damage: 30/80
Description: The most rudimentary technique of the element. By focusing Gunpowder chakra throughout the body and/or surrounding ground, the user is able to create tools and constructs made of Gunpowder. These can range from kunais to full length swords and spears for close combat. It may also include different traps such as rising gunpowder from beneath the enemy similarly to the water imprisonment technique. This also includes pillars, walls and other complex constructs. Whenever the user is in physical contact with his creations, he can at will make it change its shape and form; from a sword to a spear or a pillar to an orb etc. (this does not include rank of the jutsu which remains the same no matter what the technique morphs into). The techniques vary in size and power depending on the amount of chakra utilized, where the S-rank version of this technique allows someone to make jutsus as big as the canon ‘Destructive Earth Rising Pillars’. However when these constructs come into contact with any form of fire or an element that can create heat or a flame, these constructs explode immediately. The user can at will cause a weapon in his hand or any construct on the field, which he has made through this jutsu, to immediately explode, through the use of a handseal. The user can make multiple objects but the power is divided between them, for example if the user makes two swords with the A rank use, each sword will be B rank in power.
Note:
- S-rank versions can be used 3 times per match.
- A-rank and above of this technique requires a handseal
- Changing shape of a weapon or construct requires a move slot.
- After utilizing the S-rank version you cannot use any A-rank or above Gunpowder techniques the following turn.


⛧Approved.⛧

Previous Approval: https://animebase.me/threads/custom-elements-jutsu-submission.13700/page-39#post-21171955

Kayakuton: Furagumentēshon kōzan | Gunpowder: Fragmentation Mine
Type: Offensive
Rank: A/S
Range: Short-Long
Chakra: 30/40
Damage: 60/80
Description: The Fragmentation Mine Technique is a very unique technique where the user will channel his gunpowder chakra through the earth performing one handseal, creating a field, which has the enemy as the epicenter, where the entire ground beneath the surface turns into a unique mine made of gunpowder, however this does not change or make the ground shift or shake in anyway, meaning there would be no feeling of change on the surface, where any sort of change in pressure on the ground will cause an explode. This meaning if the person moves as much as lifting a foot, or shifting his weight and balance, it would detonate as it would change the pressure as well as create friction beneath the surface, causing the sparks that would ignite and cause the explosion. As such this area which covers a field of up to mid-range from the enemy will make an explosion of fragments. The explosion itself is an upwards explosion that happens immediately as the pressure changes, creating a massive upwards explosion of earth and rock fragments combined with forceful shockwave from the explosion itself, tearing through bones, flesh, metals and everything due to the explosion and the small shockwave caused by the initial blast. This technique can be used as one large Fragmentation Mine (S-rank version), or as three separate Fragmentation Mines which are spread out anywhere on the field of the users choosing (A-rank, with each of the three fields gathering up to A-rank). When it is the A-rank version of the technique the three different mines covers a short range around them on the field each. The sheer force of the explosion would be able to rip through A/S-rank metals respectfully to the rank used of this technique. Additionally, with a single handseal, the user can cause any of the mines to explode by creating a spark within the gunpowder(will cost a move slot).
Note:
- The S-rank version of the technique can be performed twice per match
- Must have a 2 turn cooldown between each use, when using the S-rank version
- The A-rank version may be performed three times per match
- The user can cause the Fragmentation Mine(s) to explode with a single handseal and a move cost
- No jutsu above A rank in the following turn if the S rank variant is used

⛧Approved. Edits made.

Previous Approval: https://animebase.me/threads/custom-elements-jutsu-submission.13700/page-41#post-21255330

Kayakuton: Tochi No Tenkan | Gunpowder: Conversion of the Land
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user of this Jutsu will begin by performing a single handseal molding their earth and fire chakra together and permeating it in to a preexisting source of land. This land doesn't specifically need to be earth. But does need to be earthen in nature meaning it can work on terrain such as sand or elements composed partially of earthen materials such as some metals such as steel. The technique works by breaking down the material in to gunpowder in a similar method to Gaara grinding earth in to sand while adding the chakra to create the right balance for gunpowder. Due to the nature of this technique it can be used both as a stand-alone and an enhancing technique. The former stand-alone version being used to create pillars and various formations of gunpowder. Due to the somewhat sticky nature of gunpowder the constructs can be quite malleable allowing them to be controlled and shaped further with hand movements and upon striking an object, a spark caused by the friction of the impact will cause the gunpowder to explode violently. Additionally by clapping their hands the user can detonate the gunpowder remotely by causing a spark of fire to form in the powder. The enhancement version can be used to enhance other techniques as the name suggests. With a clap of the hands during another Jutsu the user can cause it to become laced with explosive gunpowder enhancing the Jutsu by +20 when it detonates or strikes something(host technique retains original S/W). Due to the nature of gunpowder it can be combined with a lot of elements of earthen composition or even wind techniques. However it doesn't combine primarily with some elements. . However this technique cannot convert other C.E. terrain into gunpowder, however in that case the technique will create a layer of gunpowder across the landscape. The user can use this to break down earth release jutsu by over powering them, working on the same rank or below.

Note: Usable 4 times
Note: Usable once ever two turns
Note: Can be applied during the creation of a technique acting in the same timeframe
Note: No A-rank or above gunpowder techniques the following turn
Note: Controlling or reshaping the technique costs a move count

🐉Approved. Edits made.🐉
 
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Joker

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#6
Pantheonic Dust


Resubmitting



(Chiriton: Panteon no Orinpasu no Namida) - Pantheonic Dust Release: Tears of Olympus
Type:
Supplementary
Rank: S-Rank
Range:
Short-Long
Chakra: 40
Damage:
N/A
Description: Taking inspiration from, "Rain Tiger at Will Technique" and, "Dropping Lid", this technique encompasses the more supplementary aspect of Pantheonic Dust. By focusing their chakra into the air above the entirety of the battlefield, the user will manipulate the dust earth particles found naturally in the air and in doing so will form a large cloud of Pantheonic dust in the sky which would rain down a mass of dust, very akin to a blizzard. As this dust falls in large quantities, it's very essence is connected to the user in the sense that if the opponent has a sensory technique active, they would be incapable of divulging where the user was, due to the dust acting as a sort of buffer in order to prevent detection (this is due to the user's chakra being present within the blizzard). It doesn't stop there, not only does this dust allow the user to hide their location from the opponent, but it also has another function. As it falls and latches onto object fueled by foreign chakra (deducting a rank of damage points), this dust will sap the energy from the constructs (only applicable on techniques with a solid form, e.g, Earth, Ice, Steel), lowering their damage output and overall strength in comparison to their former state, this ability of the sand is passive in nature. The intensity of the blizzard can also be remotely controlled passively (if the opponent is long-range away, they can only see up to mid-range, if the opponent is mid-range away, they can only see up to short-range, if the opponent is within short-range of the user, they can only see directly in front of them, within a two foot distance). There are also two additional usages of this technique that can be applied to the weaknesses of Pantheonic Dust namely earth and water and wood, which is the combination of both. By applying this technique to an inert creation of these elements I.E an old earth pillar no longer in use or a water source not in use, the user will be able to focus pantheonic dust chakra in to the source causing it to splinter and fracture in the case of wood and earth or be absorbed in the case of water before ascending into the sky very rapidly dragging anything that was on top of the source along with it be it weaponry such as kunai or even a person, though it wouldn't drag larger summoning creatures or anything bigger than five meters diameter such as a giant weapon. This ability can also be used on items containing chakra following strengths and weaknesses meaning it could destroy up to B-Rank earth and water and C-Rank wood.


Note: The "blizzard" lasts indefinitely, however the user is limited to Pantheonic Dust techniques.
Note: No other A-Rank or higher Pantheonic Dust techniques on the turn activated.


⛧ Approved.⛧

(Chiriton: Sāberasu, Futō no Haundo) - Pantheonic Dust Release: Cerberus, Hound of the Unjust
Type:
Offensive
Rank: S-Rank
Range:
Short-Long
Chakra: 40
Damage:
80
Description: This technique will begin with the user forming two hand-seals followed by clapping his hands together, upon doing so the earth in the surrounding area will begin to rumble violently knocking anyone less than ten meters from the focal point off balance as it spirals inward in a way similar to the Antlion technique only in reverse instead of causing a pit to form the dust will rise up dragging any of the unusable gel deposits from prior pantheonic usages up with it. The solid dust will form something akin to a mold used for forging weapons that behaves as a chest cavity for the Cerberus of Pantheonic Dust that follows the chest forming. The hound itself stands at thirty meters in height and once formed is self sustaining. . It's chest cavity will be filled with the formerly mentioned gel it drew up from the earth which will be condensed into sharp projectiles through pressure, in the chest cavity. The Cerberus is capable of performing free-form attacks that reach up to ten meters using its limbs but is also capable of firing these gel projectiles from its chest using solid Pantheonic Dust from its body as a propellant. These projectiles are capable of causing S-Rank damage following Pantheonic Dust's strengths and weaknesses. However the creature can be created with no prior source being able to use only the freeform strikes which are capable of causing A-Rank damage.


Note: Can only be used once per battle. If formed with the gel core it can use the projectiles three times before depleting it's reserves, each usage costs a move slot. If destroyed the user may reform using a move slot in his turn. Techniques above B-rank also require three handseals and this is gonna require a chakra cost.

⛧ Declined. You didn't fix any of the issues. You need to explain how you're capable of turning the gel into needles and then firing them. "It turns into needles due to pressure" doesn't suffice. You also don't mention how long the cerebrus can last.⛧
 
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#9
C.e approval


Original Approval

(karumera amimono) - Caramel web
Rank: A
Type: Supplementary
Range: Short-long
Chakra cost: 30
Damage points: N/a
Description: The user will weave three handseals and create very a very think web of caramel wires all over the field that are so small that the opponent can't see them unless they have a form of enhanced vision such as a doujutsu that would allow them to see them. This web breaks on contact. The web is infused with the users chakra, so when the wires are touched, the user can sense the threads being broken, telling the user where the opponent is. The web is created from the ground spreading out all over the entire field connecting together, but the user can perform a single handseal to strengthen the web, so when a target comes into contact with it, instead of breaking, the web will stick to them holding them in place, through hand gestures the user can then control the webs to wrap around and bind the target. Even if the web isn't broken, the user will be alerted when something comes into contact with them, much like when a spider feels something on their web.

Note: Can be used 3 times lasting up to 4 turns. Two turns between uses.

⛧Approved. Edits made.


Original Approval
(karumera kata) - Caramel Shapes

Rank: A
Type: Attack/Defense/Supplementary
Range: Short-long
Chakra cost: 30
Damage points: 60 (if in liquid boiling form)
Description: Using caramel chakra shape manipulation and three handseals, the user will be able to create objects/shapes of caramel like cubes, spheres, kunais, pillars, etc from their chakra alone, not needing to form the caramel from the ground. These objects will be made of pure caramel whether it be solid or liquid, but will be no larger than 2m cubed space. And example of this would be almost like a variation of the "(Suiton: Haran Banshō) - Water Release: Stormy Blockade" jutsu, which allows the user to create the water out of no where.

Note: Can only be used once per turn.
Note: Can only be used 4 times.


⛧Approved. Edits made.

Original Approval
(karumera bushin) - Caramel clone
Rank: B
Type: Supplementary
Range: Short
Chakra cost: 20
Damage points: N/A
Description: After performing 2 hand seals, the user will release their chakra into the ground and create up to a total of 4 caramel clones.The user can also create the clones from existing caramel or from their own body. The clones will be made up of caramel, and because of this, will only be able to use caramel jutsu and taijutsu. When hit by the enemy in combat, the clones bodies will turn to caramel, so if you kick a clone, the kick will sink into their bodies and the enermy will be trapped. The clones can use the effects of their caramel skills to either liquidify their bodies, or harden them passively.

Note: Can make up to 4 clones.
Note: Can use all caramel jutsu.

⛧Approved. Edits made

Original Approval

(karumera yuka) - Caramel Floor
Rank: A
Type: Defense/supplementary
Range: Short-long
Chakra cost: 30
Damage points: N/A
Description: The user will perform a single hand seals focusing their chakra into the ground and create a 1 foot thick sticky layer of caramel all over the battlefield up to long range rising out of the ground to cover everything. Due to the users affinity for caramel, they can focus their chakra into their feet accordingly to walk on it with ease like shinobi can walk on water, but the enemies will sink into the layer of caramel sticking them to the floor,the more the struggle the more they will sink and the caramel will cover their bodies burning them more due to the heat within the molten hot caramel. If the enemy manages to jump or lift into the air, the caramel will stretch still attached to their feet, and pull them back down as it contracts. This layer of caramel is mainly to be used as a caramel source for future jutsu that require it, creating a large source for the user to manipulate. At the cost of one of the users three moves per turn he can make hand gestures to control the caramel to stretch and reshape, controlling the field to help bind targets.

Note: Useable 3 times last 4 turns. Two turns between uses.

⛧Declined. A-ranks and above require at least three handseals. This will also need a duration limit of some kind. Also, it's a given that methods to rise away from the caramel that's higher ranked/strong to this technique will allow them to escape.
 
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LGeezy

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#10
Plasma Release
Revamp:




Purton: Shishou no Jutsu - [Plasma Release: Master Technique]
Type:
Supplementary/Offensive/Defensive
Rank: C - S
Range: Short-Long
Chakra: 35 - 60
Damage: 30 - 80 (-10 to user)
Description: The most basic application of the Plasma Release, this technique will focus the user's chakra into plasma while using shape manipulation to form small to medium sized constructs of Plasma for a multitude of uses. These can range from waves, spikes, walls, domes, half-domes and other forms of attack or defense. The power of this technique varies dependent on the amount of chakra fueled into it but requires more handseals in order to control with C-rank requiring at least one handseal, and the highest amount of four handseals for S-rank. Because of the nature of Plasma, this can burn bright and hot or be dull and cold. Dependent on the user and the use for the technique, the hotter the Plasma, the more versatile in use it can be as it takes a more liquid form burning objects within short range from the intense heat levels. While the cooler the Plasma, the more inept it becomes, acting more like a solid, causing objects to start freezing within short range. Due to the amount of chakra it takes to create and control Plasma, the user will be subjected to damage from strain of this technique.
Note:
  • Can only use S-ranked three times per battle.
  • No S-Rank or above Plasma on the turn following the use of the S-Rank variant
  • Requires a one turn cool down between uses.
⛧ Declined. While your CE mentions that plasma can become "cold," it also specifies that "cold" for it still reaches 1,000 degrees celsius. The submission also goes on to specify that plasma is a hot element without any mention of reaching freezing temps, so the freezing part isn't gonna fly.⛧

Updating:



Purton | Purzama Samidare - [Plasma Release | Plasma May Rain]
Rank:
S
Type: Attack/Defense/Supplementary
Range
: Mid - Long
Chakra: 60
Damage
: 80 (-10 to user)
Description
: A technique who's usage relies on prior use of Plasma Release| Plasma Reservoir to complete, the user starts by creating four handseals while collecting chakra within one or more of the plasma sources on the battlefield. After the seals have been completed the technique activates causing plasma to split off from the source and attack the opponent in up to 8 orbs splitting damage between them. Plasma from the sky source above will rain upon the battlefield exploding once within short range of an opponent. Plasma from the source in the ground can be made to rise into the air or act as a trap, becoming a mine field for unwary opponents. Depending on the current temperature of the plasma sources they may have one or more effects. Hot plasma is capable of exploding releasing intense heat from the reaction. Cold Plasma will explode releasing a chilling cold that can flash freeze objects. Due to the amount of chakra required, the user takes damage due to the chakra strain.
Note:

  • Usable twice per battle.
  • No Plasma above B-rank next turn.
Declined, same issue as above with the cold/freezing thing. Also, why that higher chakra count? S-rank submissions are 40 chakra, not allowing higher chakra costs for the sake of to get past chakra-based counters.⛧
Updating:



Purton| Tenchi Sōzō- [Plasma Release| Heaven and Earth Creation]
Rank:
A
Type: Supplementary
Range: Long
Chakra: 50 (+5 per turn)
Damage: N/A
Description: The user preforms this technique by clapping their hands together and using their chakra to mold two small orbs comprised of plasma in the palms of his hands. By proceeding to pull his hands away from the plasma floats for a brief moment as one drops burrowing deep into the ground while the other flies off into the sky above the clouds. This plasma then begins to grow at a substantial rate for two turns before becoming usable sources of plasma which the user can utilize in order to preform techniques that require large sources of plasma. Due to the nature of Plasma, once this technique takes full effect at the beginning of the second turn after its use, theses sources of plasma can increase of decrease the ambient temperature of the battlefield as the underground source begins to imitate a planet's core, while the source in the sky acts like a newly created star. This technique can easily increase temperatures within the battlefield both above and below ground, weakening water-based techniques by 10 or decrease the temperature weakening fire based techniques by 10. By constantly feeding these sources additional chakra, the plasma sources last until the user ends the technique. This also allows the user to circumvent the damage of some Plasma techniques, that would normally be caused. At the cost of an additional move per turn the user can alter the temperatures of the plasma, to switch between the effects or even offset the reduction all together by causing one source to be cold and the other to be hot and vice versa. Plasma techniques utilized from these sources that don't require prior use of this technique will be granted +10 damage due to less chakra system strain upon the user.
Note:
  • Takes two turns to become fully active plasma sources.
  • Plasma techniques may not be used while the sources are being formed.
⛧ Declined. Same issue as above. Also not allowing this to last indefinitely, gonna need much heavier restrictions/limits on an ability like that. Using the plasma sources for jutsu will reduce their duration if you wanna couple it with inhibiting effects.⛧
To checker: Techniques of the Plasma Release require +20 additional chakra, and deal -10 damage to the user. These are restrictions that were required and approved when Plasma Release was first created. Since CEs cannot be updated (I attempted), the additional chakra cost and damage to user is all apart of the CE. Please see the approved CE here.

Because of the high-level of concentration needed to maintain the Purton Release, and the large amount of chakra that must be used to create it, its techniques cost +20 extra chakra. While the also near unfathomable high temperatures, cause some damage to the user (-10 damage to user).
Revamping:
Purton|Heriosu no Heiki - (Plasma Release| Weapons of Helios )
Type: Attack/Defense/Supplementary
Rank: A
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description:The user will create a single handseal and by either manipulating thier chakra creating a source, or manipulating a pre-existing plasma on the battlefield created through Plasma Release| Plasma Reservoir, the user can form a variety of tools out of Plasma to suit their needs, these include; kunai, swords, pillars, shields etc. The tools are super-heated and as such will be able to evaporate water and can easily melt metal. The heat from the tools are enough to cause third degree burns to human skin on contact and cause deep searing wounds. The tools if created directly through the user's chakra are made within short-range of the user with a mid range reach, however if the user manipulates a pre-exisiting source these tools may be created at least mid-range from the user. Since the user himself doesn't directly touch the tools, manipulating them through chakra alone they are unaffected by the heat of them. The tools size is never bigger than twice the users mass.
Note: Usable 4 times a match.
Note: Tools only last one turn after creation.

 Approved 
Purton: Shishou no Jutsu - [Plasma Release: Master Technique]
Type:
Supplementary/Offensive/Defensive
Rank: C - S
Range: Short -Long
Chakra: 35 - 60
Damage: 30 - 80 (-10 to user)
Description: The most basic application of the Plasma Release, this technique will focus the user's chakra into plasma while using shape manipulation to form small to medium sized constructs of Plasma for a multitude of uses. These can range from waves, spikes, walls, domes, half-domes and other forms of attack or defense. The power of this technique varies dependent on the amount of chakra fueled into it but requires more handseals in order to control with C-rank requiring at least one handseal, and the highest amount of four handseals for S-rank. These constructs are created within short-range of the user, but may reach up to long-range if applicable. Because of the nature of Plasma, this can burn bright and hot or be dull and "cold". Dependent on the user and the use for the technique, the hotter the Plasma, the more versatile in use it can be as it takes a more liquid-like form burning objects within short range from the intense heat levels. While the cooler the Plasma, the more inept it becomes, acting more like a solid while not completely like one. Due to the amount of chakra it takes to create and control Plasma, the user will be subjected to damage from the strain of this technique.
Note:
  • Can only use S-ranked three times per battle.
  • No S-Rank or above Plasma on the turn following the use of the S-Rank variant
  • Requires a one turn cool down between uses.
¤ Approved ¤

Updating:
Purton| Purzama Samidare - (Plasma Release| Plasma May Rain)
Rank: S
Type: Attack
Range: Mid - Long
Chakra: 40
Damage: 80
Description: A technique who's usage relies on prior use of Plasma Release| Plasma Reservoir to complete, the user starts by creating 5 handseals while collecting chakra within the plasma source within the sky. After the seals have been completed the technique activates causing seven large orbs of plasma to split off from the main body which begin to revolve around the main source very quickly. As the kinetic energy builds, the plasma orbs explode outwards into 5 smaller orbs that fall to the ground raining destruction upon all who are within range of the techniques wide area of affect. As this plasma rains down the super-heated materiel explodes on contact with a surface with each the power of an explosive tag.
(Usable Once per Battle)
(No Plasma for two turns after usage)

 Approved 
Purton | Purzama Samidare - [Plasma Release | Plasma May Rain]
Rank:
S
Type: Attack/Defense/Supplementary
Range
: Mid - Long
Chakra: 60
Damage
: 80 (-10 to user)
Description
: A technique who's usage relies on the prior use of Plasma Release| Heaven and Earth Creation to complete, the user starts by creating four handseals while collecting chakra within one or more of the plasma sources on the battlefield. After the seals have been completed the technique activates causing the plasma to split off from the source and attack the opponent in up to 8 orbs splitting damage between them. Plasma from the sky source above will rain upon the battlefield exploding once within short range of an opponent. Plasma from the source in the ground can be made to rise into the air or act as a trap, becoming a mine field for unwary opponents. The plasma is capable of exploding, unleashing intense heat from the reaction which is capable of dealing significant damage to the landscape. Due to the amount of chakra required, the user takes damage due to the chakra strain.
Note:

  • Usable twice per battle.
  • No Plasma above B-rank next turn.
¤ Approved ¤

Updating:
Purton| Purazuma Chosuichi - [Plasma Release| Plasma Reservoir]
Rank: A
Type: Supplementary
Range: Long
Chakra: 50 (+5 per turn)
Damage: N/A
Description: The user preforms this technique by clapping their hands together and using their chakra to mold two small "seeds" made out of plasma in the palms of his hands. By proceeding to pull his hands away from the seeds the float for a brief moment as one drops melting deep into the ground while the other flies off into the sky above the clouds. This plasma then begins to grow at a substantial rate for two turns before becoming usable sources of plasma which the user can utilize in order to preform techniques that require large sources of plasma. While present in the battlefield, theses sources of plasma generate a lot of heat and can easily increase temperatures within the battlefield both above and below ground, weakening water techniques by 10. By constantly feeding these sources additional chakra, the plasma sources last until the user ends the technique. This also allows him to circumvent some plasma techniques that would normally cause damage.
Note: Takes two turns to become fully active plasma sources.

‡ Approved ‡
Purton| Tenchi Sōzō- [Plasma Release| Heaven and Earth Creation]
Rank:
A
Type: Supplementary
Range: Long
Chakra: 50 (+5 per turn)
Damage: N/A
Description: The user performs this technique by clapping their hands together and using their chakra to mold two small orbs comprised of plasma in the palms of his hands. By proceeding to pull his hands away from the plasma floats for a brief moment as one drops burrowing deep into the ground while the other flies off into the sky above the clouds. This plasma then begins to grow at a substantial rate for two turns before becoming usable sources of plasma which the user can utilize in order to perform techniques that require large sources of plasma. Due to the nature of Plasma, once this technique takes full effect at the beginning of the second turn after its use, these sources of plasma can increase the ambient temperature of the battlefield as the underground source begins to imitate a planet's core, while the source in the sky acts like a newly created star. This technique can easily increase temperatures within the battlefield both above and below ground, weakening water-based techniques by 10. By constantly feeding these sources additional chakra, the plasma sources last up to three turns after forming. This also allows the user to circumvent the damage of some Plasma techniques, that would normally be caused. Plasma techniques utilized from these sources that don't require the prior use of this technique will be granted +10 damage due to less chakra system strain upon the user. Plasma techniques that utilize these sources reduce the duration by a single turn.
Note:
  • Takes two turns to become fully active plasma sources. Last three turns once sources fully form.
  • Plasma techniques may not be used while the sources are being formed.
¤ Declined, the circumvent part cant fly as its noted directly in the CE that using it does this to you. I'm also lost on how lowering temperatures weakens Water Jutsu. ¤
 
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Goetia

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#11
Dendera Light

Resubmitting:

Dendera Light

(Kōshiton: Shisha no Kuni) – Dendera Light Release: Hand of Anubis
Type:
Offensive / Defensive / Supplementary
Rank: D - S
Range: Short - Long
Chakra: 10 - 40 (-10 per turn)
Damage: 20 - 80
Description: Hand of Anubis allows the user to create familiars composed of Dendera Light in either it’s flame-like or plasma-like state. These familiars possess an extent of sentience that, though limited, allows them to act independently from or at the command of the user. Their shape and size are at the behest of the user, and can be made to fight directly alongside the user as smaller humanoid figures or as larger beings, up to the size of the Great Stone Golem, and can be shaped according to the user’s desire. These familiars are able to passively utilise Dendera Light techniques up to their own rank (e.g. an A-Rank familiar can only use A-Rank Dendera Light or below). Due to being composed of the element itself, they are capable of utilising techniques of Dendera Light on the level of an Apex Handseal specialist. The familiars themselves are able to passively shape certain parts of themselves into appendages resembling weapons etc, even after they have manifested. Additionally, the user is capable of manifesting these familiars around his person, similarly to that of Susano’o, with the user floating in the chakra anywhere in the body of said familiar. Unless otherwise stated, the user will always be located in its head. Familiars of B-Rank and higher require seals (B - 1 , A - 2 , S - 3) and all usages above B-Rank can last up to four turns at maximum. Once an S-Rank usage of this technique ends, this technique cannot be used again for one turn to create a familiar above A-Rank strength. S-Rank usages can be performed thrice per battle.

⛧ Declined. Granting your techniques sentience of any kind infringes on Yang Release, you'll have to manually control each one. Also can't allow them to passively use techniques. Them using techniques from their form is fine aside from that. Everything else looks fine.⛧
(Kōshiton: Shisha no Kuni) – Dendera Light Release: Hand of Anubis
Type:
Offensive / Defensive / Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80
Description: Hand of Anubis allows the user to create familiars composed of Dendera Light in either it’s flame-like or plasma-like state. These familiars are controlled by the user, acting as minions to serve various purposes on the battlefield. Their shape and size are at the behest of the user, and can be made to fight directly alongside the user as smaller humanoid figures or as larger beings, up to the size of the Great Stone Golem, and can be shaped according to the user’s desire. These familiars are able to utilise Dendera Light techniques up to their own rank (e.g. an A-Rank familiar can only use A-Rank Dendera Light or below). Due to being composed of the element itself, they are capable of utilising techniques of Dendera Light on the level of an Apex Handseal specialist. The familiars themselves are able to passively shape certain parts of themselves into appendages resembling weapons etc, even after they have manifested. Additionally, the user is capable of manifesting these familiars around his person, similarly to that of Susano’o, with the user floating in the chakra anywhere in the body of said familiar. Unless otherwise stated, the user will always be located in its head. Familiars of B-Rank and higher require seals (B - 1 , A - 2 , S - 3) and all usages above B-Rank can last up to four turns at maximum. Once an S-Rank usage of this technique ends, this technique cannot be used again for one turn to create a familiar above A-Rank strength. S-Rank usages can be performed thrice per battle.

¤ Approved ¤

(Kōshiton: Taiyō no Kami) – Dendera Light Release: Trinity of Radiance
Type:
Supplementary
Rank: B - S
Range: Short - Long
Chakra: N/A (+20/30/40)
Damage: N/A
Description: Trinity of Radiance is a supplementary technique focusing on the nature of Dendera Light as a superconductor of energy. This jutsu allows the user to perform a series of infusions which revolve around this nature in order to imbue unique effects on their energy-based techniques. While each rank bestows its own unique effect(s), successive ranks also impart the ability of the previous rank’s infusion. Performing any of this jutsu’s infusions can be accomplished in the same timeframe as performing another energy-based technique, or any time one of their energy-based techniques is on the field, and any infusion lasts for the same duration as the targeted technique. Elements this jutsu can be used on include Dendera Light Release, its component nature releases, and other elements based on those component natures, such as AE and CE.

Illumination of Khepri

By infusing chakra into an energy-based jutsu, such as Lightning or Fire, that technique is bestowed with the quality of passive regeneration from any attacks, techniques or abilities which fail to destroy it in a single blow, making it necessary to neutralise or overpower the technique in question with a single strike. This is achieved through the element’s natural ability to draw in ambient and surrounding energy of any kind, such as light, which it naturally creates and thus allows it to instantly replenish itself should any opposing energy come into contact with it and fail to destroy it in that moment of interaction. This counts as a B-Rank application.

⛧ Declined. The parent CE doesn't mention the ability to absorb any kind of energy, but says multiple times that it has the capacity to absorb electrical energy specifically. You have the basis for this, however, with the self-sustenance via oscillations inclusion.⛧

Zenith of Ra

This ability allows a chosen energy-based technique, once infused with extra chakra, to absorb other energy-based techniques on the field, such as an opponent’s, during a clash or moment of contact. Dendera Light has a natural ability to draw energy closer to it and partially integrate it into its own energy mass. Zenith of Ra would enhance the strength of the absorption, allowing other forms of energy to be totally drawn into Dendera Light, and strengthen itself. This absorption function works according to the rank of the technique that would clash with a jutsu targeted by this ability, allowing for a targeted jutsu to absorb techniques one rank higher for elements weak to Dendera Light, equal rank techniques for neutral elements, and one rank lower for elements strong to Dendera Light. In the case of interaction with purely energy elements, such as Fire, the technique would be passively drawn into the targeted jutsu instantly. For tangible elements, such as Earth or Water, the jutsu targeted by this technique would need to tear through the matter component and then draw in the chakra. In the case of any successful absorption, the targeted jutsu would not be weakened by the interaction, and clashes with jutsu that exceed the threshold for absorption would follow the standard procedure for a clash. Once a targeted jutsu absorbs a technique, it will increase in power by a single rank, gaining 10 damage points if it is Forbidden Rank or higher. Zenith of Ra counts as an A-Rank application, and is usable once per turn, with a single turn cooldown.

⛧ Same issue as the above with the energy absorption. Also not allowing remote absorption, it'd have to be on physical contact with the infused jutsu(I'm not exactly sure if that's what you were saying with the bolded, but I just wanted to clarify in this check that it'd have to be contact). ⛧

Coda of Atum

Upon infusing chakra into an energy-based technique of their choosing, the user is able to draw in other energy-based techniques of their own anywhere on the field, including that of advanced elements and CE (they must possess Lightning and/or Fire Release as a component nature) and absorb it into the targeted jutsu, which is a result of the infused chakra raising the energy’s absorptive range tenfold. This is accomplished passively, but can only be performed thrice per turn (three techniques absorbed). This allows for its duration to be increased, if any, and is accomplished according the rank of absorbed techniques. B-Rank and below techniques will increase the duration of the jutsu by two turns, while A-Rank and higher techniques will increase duration by three turns. This ability counts as an S-Rank application and can be performed 3x per battle, with a single turn cooldown between uses. It should be noted that this doesn’t increase the range of absorption for enemy techniques, only the user’s.

⛧ Not gonna allow absorbing multiple jutsu with each of them causing an individual boost to the duration; limit it to one other jutsu or pull back quite a bit on how much duration is added.⛧
(Kōshiton: Taiyō no Kami) – Dendera Light Release: Trinity of Radiance
Type:
Supplementary
Rank: B – S
Range: Short – Long
Chakra: N/A (+20/30/40)
Damage: N/A
Description: Trinity of Radiance is a supplementary technique focusing on the nature of Dendera Light as a superconductor of energy. This jutsu allows the user to perform a series of infusions which revolve around this nature in order to imbue unique effects on their energy-based techniques. While each rank bestows its own unique effect(s), successive ranks also impart the ability of the previous rank’s infusion. Performing any of this jutsu’s infusions can be accomplished in the same timeframe as performing another energy-based technique, or any time one of their energy-based techniques is on the field, and any infusion lasts for the same duration as the targeted technique. Elements this jutsu can be used on include Dendera Light Release, its component nature releases, and other elements based on those component natures, such as AE and CE.

Illumination of Khepri

By infusing chakra into an energy-based jutsu, that technique is bestowed with the quality of passive regeneration from any attacks, techniques or abilities which fail to destroy it in a single blow, making it necessary to neutralise or overpower the technique in question with a single strike. This is achieved through Dendera Light’s natural ability to sustain itself via oscillations and thus allows it to instantly replenish itself should any opposing energy come into contact with it and fail to destroy it in that moment of interaction. This counts as a B-Rank application.

Zenith of Ra

This ability allows a chosen energy-based technique, once infused with extra chakra, to absorb other techniques on the field made of Lightning Release. Dendera Light has a natural ability to draw other sources of electrical energy (Lightning Release, or any energy element containing Lightning Release as a component nature) closer to it and partially integrate it into its own energy mass. Zenith of Ra would enhance the strength of the absorption, allowing other forms of electrical energy to be totally drawn into the targeted jutsu, and strengthen itself. This absorption function works according to the rank of any technique that would make physical contact with a jutsu targeted by this ability, allowing for a targeted jutsu to absorb Lightning Release techniques and other Lightning-based energy elements following the S&W scheme of Dendera Light. In the case of such interaction, the technique would be passively drawn into the targeted jutsu instantly, the targeted jutsu not being weakened by the interaction. Interactions with jutsu that exceed the threshold for absorption, or otherwise cannot be absorbed for any reason would follow the standard procedure for a clash. Once a targeted jutsu absorbs a technique, it will increase in power by a single rank, gaining 10 damage points if it is F-Rank or higher. Zenith of Ra counts as an A-Rank application, and is usable once per turn, with a single turn cooldown.

Coda of Atum

Upon infusing chakra into an energy-based technique of their choosing, the user is able to draw in other Lightning-based techniques of their own anywhere on the field, including that of advanced elements and CE (these targets must possess Lightning Release as a component nature) and absorb it into the targeted jutsu, which is a result of the infused chakra raising the energy’s absorptive range tenfold. This is accomplished passively, but the targeted jutsu may only absorb a single jutsu in this manner. This allows for its duration to be increased, if any, and is accomplished according the rank of absorbed techniques. B-Rank and below techniques will increase the duration of the jutsu by two turns, while A-Rank and higher techniques will increase duration by three turns. This ability counts as an S-Rank application and can be performed 3x per battle, with a single turn cooldown between uses. It should be noted that this doesn’t increase the range at which enemy techniques can be absorbed, it only allows the user to absorb their own.

Looking in a mirror when I see these customs. Declined, for now.

The issue with the first infusion is that this is a stand alone technique in and of itself. When I did my big infusion for MF, none of the effects were so advanced like autonomous regeneration. I'd suggest making that a separate infusion that is A-Rank. Or replace the lower ranked one with another skill, and upgrade that to A-Rank to replace one of the higher two.

The other two seem fine. I'm just not okay with the first one being so low (too low for what it does) and so spammable.
 
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#12
Resubmitting



(Chiriton: Panteon no Orinpasu no Namida) - Pantheonic Dust Release: Tears of Olympus
Type:
Supplementary
Rank: S-Rank
Range:
Short-Long
Chakra: 40
Damage:
N/A
Description: Taking inspiration from, "Rain Tiger at Will Technique" and, "Dropping Lid", this technique encompasses the more supplementary aspect of Pantheonic Dust. By focusing their chakra into the air above the entirety of the battlefield, the user will manipulate the dust earth particles found naturally in the air and in doing so will form a large cloud of Pantheonic dust in the sky which would rain down a mass of dust, very akin to a blizzard. As this dust falls in large quantities, it's very essence is connected to the user in the sense that if the opponent has a sensory technique active, they would be incapable of divulging where the user was, due to the dust acting as a sort of buffer in order to prevent detection (this is due to the user's chakra being present within the blizzard). It doesn't stop there, not only does this dust allow the user to hide their location from the opponent, but it also has another function. As it falls and latches onto object fueled by foreign chakra (deducting a rank of damage points), this dust will sap the energy from the constructs (only applicable on techniques with a solid form, e.g, Earth, Ice, Steel), lowering their damage output and overall strength in comparison to their former state, this ability of the sand is passive in nature. The intensity of the blizzard can also be remotely controlled passively (if the opponent is long-range away, they can only see up to mid-range, if the opponent is mid-range away, they can only see up to short-range, if the opponent is within short-range of the user, they can only see directly in front of them, within a two foot distance). There are also two additional usages of this technique that can be applied to the weaknesses of Pantheonic Dust namely earth and water and wood, which is the combination of both. By applying this technique to an inert creation of these elements I.E an old earth pillar no longer in use or a water source not in use, the user will be able to focus pantheonic dust chakra in to the source causing it to splinter and fracture in the case of wood and earth or be absorbed in the case of water before ascending into the sky very rapidly dragging anything that was on top of the source along with it be it weaponry such as kunai or even a person, though it wouldn't drag larger summoning creatures or anything bigger than five meters diameter such as a giant weapon. This ability can also be used on items containing chakra following strengths and weaknesses meaning it could destroy up to B-Rank earth and water and C-Rank wood.


Note: The "blizzard" lasts indefinitely, however the user is limited to Pantheonic Dust techniques.
Note: No other A-Rank or higher Pantheonic Dust techniques on the turn activated.


⛧ Approved.⛧

(Chiriton: Sāberasu, Futō no Haundo) - Pantheonic Dust Release: Cerberus, Hound of the Unjust
Type:
Offensive
Rank: S-Rank
Range:
Short-Long
Chakra: 40
Damage:
80
Description: This technique will begin with the user forming two hand-seals followed by clapping his hands together, upon doing so the earth in the surrounding area will begin to rumble violently knocking anyone less than ten meters from the focal point off balance as it spirals inward in a way similar to the Antlion technique only in reverse instead of causing a pit to form the dust will rise up dragging any of the unusable gel deposits from prior pantheonic usages up with it. The solid dust will form something akin to a mold used for forging weapons that behaves as a chest cavity for the Cerberus of Pantheonic Dust that follows the chest forming. The hound itself stands at thirty meters in height and once formed is self sustaining. . It's chest cavity will be filled with the formerly mentioned gel it drew up from the earth which will be condensed into sharp projectiles through pressure, in the chest cavity. The Cerberus is capable of performing free-form attacks that reach up to ten meters using its limbs but is also capable of firing these gel projectiles from its chest using solid Pantheonic Dust from its body as a propellant. These projectiles are capable of causing S-Rank damage following Pantheonic Dust's strengths and weaknesses. However the creature can be created with no prior source being able to use only the freeform strikes which are capable of causing A-Rank damage.


Note: Can only be used once per battle. If formed with the gel core it can use the projectiles three times before depleting it's reserves, each usage costs a move slot. If destroyed the user may reform using a move slot in his turn. Techniques above B-rank also require three handseals and this is gonna require a chakra cost.

⛧ Declined. You didn't fix any of the issues. You need to explain how you're capable of turning the gel into needles and then firing them. "It turns into needles due to pressure" doesn't suffice. You also don't mention how long the cerebrus can last.⛧
Pantheonic Dust


(Chiriton: Panteon no Orinpasu no Namida) - Pantheonic Dust Release: Tears of Olympus
Type:
Supplementary
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Taking inspiration from, "Rain Tiger at Will Technique" and, "Dropping Lid", this technique encompasses the more supplementary aspect of Pantheonic Dust. By focusing their chakra into the air above the entirety of the battlefield, the user will manipulate the dust earth particles found naturally in the air and in doing so will form a large cloud of Pantheonic dust in the sky which would rain down a mass of dust, very akin to a blizzard. As this dust falls in large quantities, it's very essence is connected to the user in the sense that if the opponent has a sensory technique active, they would be incapable of divulging where the user was, due to the dust acting as a sort of buffer in order to prevent detection (this is due to the user's chakra being present within the blizzard). It doesn't stop there, not only does this dust allow the user to hide their location from the opponent, but it also has another function. As it falls and latches onto object fueled by foreign chakra (deducting a rank of damage points), this dust will sap the energy from the constructs (only applicable on techniques with a solid form, e.g, Earth, Ice, Steel), lowering their damage output and overall strength in comparison to their former state, this ability of the sand is passive in nature. The intensity of the blizzard can also be remotely controlled passively (if the opponent is long-range away, they can only see up to mid-range, if the opponent is mid-range away, they can only see up to short-range, if the opponent is within short-range of the user, they can only see directly in front of them, within a two foot distance). There are also an additional usages of this technique called "cyclone" that can be applied to the weaknesses of Pantheonic Dust namely earth and water and wood, which is the combination of both. By applying this technique to an inert creation of these elements I.E an old earth pillar no longer in use or a water source not in use, the user will be able to focus pantheonic dust chakra in to the source causing it to splinter and fracture in the case of wood and earth or be absorbed in the case of water before ascending into the sky very rapidly dragging anything that was on top of the source along with it be it weaponry such as kunai or even a person, though it wouldn't drag larger summoning creatures or anything bigger than five meters diameter such as a giant weapon. This ability can also be used on items containing chakra following strengths and weaknesses meaning it could destroy up to F-Rank earth and water and S-Rank wood.


Note: The "blizzard" lasts indefinitely, however the user is limited to Pantheonic Dust techniques.
Note: No other A-Rank or higher Pantheonic Dust techniques on the turn activated.
Note: The "cyclone" can only be used two times per battle.

Approved

(Chiriton: Sāberasu, Futō no Haundo) - Pantheonic Dust Release: Cerberus, Hound of the Unjust
Type:
Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: This technique will begin with the user forming three hand-seals followed by clapping his hands together, upon doing so the earth in the surrounding area will begin to rumble violently knocking anyone less than ten meters from the focal point off balance as it spirals inward in a way similar to the Antlion technique only in reverse instead of causing a pit to form the earth will be grinded into Pantheonic Dust, that will then be manipulated and compressed into a large three-headed hell-hound. The hound itself stands at thirty meters in height and once formed is self sustaining. The Cerberus is capable of performing free-form attacks that reach up to ten meters using its limbs much like the canon "Great Stone Golem" technique. These free-form strikes are S-Rank damage following Pantheonic Dust's strengths and weaknesses. The beast itself is very agile and the user can further compress or expand the size of this hound passively during battle. The beast lasts a maximum of four turns on the field, and can be utilized once per battle.

Note: Can only be used once per battle.
Note: Lasts four turns per usage.

Approved. Made edits.
 
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Thread starter #13
New Cycle: 11/22/2018 - 11/29/2018

RULES
1.
Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout the cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod - they'll become invalid and thus declined.
4. Submissions may be declined, at moderator discretion, if a technique is overly lengthy for no reason.
5. Submissions from prior cycles that haven't been checked will be checked soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.


The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.

Extra Note: Be Mindful of the updates in this Post. Be aware of how many submissions you can and can't submit in one cycle now. Do not update techniques to add several lines of dialogue to where the original technique and the new one are two different techniques.
 

Sasori

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#14
Note: As a sensei I can submit an extra jutsu

Lithos Stone:
CE: https://animebase.me/threads/custom-elements-bureau-iii.710828/page-6#post-21586796
Permission:https://animebase.me/members/ushiro.37168/#profile-post-comment-3222


This is a re-submission and here is the link: https://animebase.me/threads/custom-elements-jutsu-submission.13700/page-46#post-21835895
(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.

Approved. Made edits.

(Lithos rirīsu: Shūsei unmei) Lithos Release/Sealing Arts: Tools of the Vanguard
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: +10 to affected tag
Damage: NA
Description: The user will infuse one of their ninjutsu or 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. There is also another use of this technique that allows the user to use this in place of a regular sealing tag. Following the rules of a basic sealing tag, the user will release onto a barrier or any object that is serving as a barrier a sealing tag that has Lithos chakra on it. Once said sealing tag has made contact, the seal will begin to affect said barrier with the effects of Lithos stone. This will essentially cause the barrier to exemplify the abilities of Lithos stone. This means that the barrier will now attract all metallic objects or any substance that is magnetic based or can be attracted to Lithos stone. This will render objects such as swords or kunai immobile while in the barrier. These effects are equal to A-rank.

Note: Can only be used four times with a turn cool down

Declined. I'm cool with the first half of this technique being infused into sealing tags to make them more difficult to remove. But the second half just seems like it was shoved in there and should be a totally separate technique. One thing to note, in the first half of this technique you reference Ninjutsu and sealing tags. Which is it? One is vastly more broad then the other.

(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 take over the enemy's' matter based substances. In order to pull this technique off, the user must first attach the sealing tag onto an incoming attack or creature which be done by attaching the kunai to a sword, kunai or another technique. If using this technique by applying it to an object the user can opt to have the seal activate first, and have the original object continue on its designated path. 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 overpower the chakra in an opponent’s technique. To further explain, the Lithos chakra will utilize it magnetic fields to overpower an object by influecing 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. Also, once attached, the take over of the opposing technique happens quickly giving the opponent little time to stop the process themselves. 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. 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 equivalent to or higher than to break this technique. If this is not done then the user will be free to manipulate the opponent’s body with limited control.

Note: Can only be used four times with a turn cool
Note: Overtaken creatures last up to four turns

Declined. Remove the colored portion. Moving onto the technique itself as a whole, this needs to be reworded. It's so dense and long for no real reason. Using the phrase "take over" is also misleading. This should magnetically redirect the technique. But it doesn't "take it over" based on the how I interpreted this.

(Lithos rirīsu: Shūsei unmei) Lithos Release/Sealing Arts: Rebirth of Gaia
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: NA
Description: This is a technique that comes in two forms. The user can either state they have this sealing tag on a chosen armor or object of their choosing at the beginning of a battle or they can say that a specific object has this seal on it in their biography. They also can choose to spend a move after a battle has started and attach this seal onto the object. However, not all situations will permit this technique to be used like this so the user can opt to perform two hand seals instead. The main purpose of this technique is to rebuild objects back to their former glory. For instance, if the user chooses to attach this seal to an object, the seal will activate whenever the object has been dismantled or destroyed. Autonomously of the user’s choosing the seal will activate and begin to flood Lithos chakra over the item. The user will essentially utilize the magnetic properties of Lithos chakra to forcefully reconstruct said object, and due to Lithos being a permanent magnet the object will remain reconstructed without the user needing to do anything. An example of this in action, would be the seal activating after the user has their armor broken. Instantly, after being activated the seal will quickly reconstruct the armor back to its former glory. On the other hand, the user can choose to perform two hand seals after the object has been destroyed and reconstruct it following the principles of the first version. However, an object can only be reconstructed if majority of the pieces of the object are present after being destroyed. This,however, only applies if the user is using hand seals because the seal version begins to reconstruct the object at the same it is being destroyed so the reconstruction happens virtually instantly. The user can also place the seal on the ground or the object itself and activate the seal and if the object is within short-range it will be reconstructed and moved towards te user's location.

Note: Can only restore objects up to S-rank, and it can only restore S-rank objects twice, but will still count as a usage.
Note: Can be used four times with a turn cool down.

Declined. Conceptually, reconstructed objects would be weaker than their original state. This isn't some advanced reconstruction, you're just magnetically putting it back together.

(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.

Approved. Made edits.
 
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Gajeel Redfox

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#15
Liquid Indium

[Ekitaiinjiumu | Aulë] - Liquid Indium Release | Aulë
Rank: B-S
Type: Attack/Defence
Range: short - long
Chakra Cost:20-40
Damage Points: 40-80
Description: This is the basic application of Liquid Indium release where the user will gather Indium in the ground or create it from their own chakra (spitting it out ect) to form various basic formations of liquid Indium. This can be anything from weapons, to walls, to spikes, domes, waves, anything inanimate which they can use as projectiles as well. For example the user could create a kunai of liquid indium and launch it at their opponent, much like how the user can create fire around their body without hurting themselves or Mei can spit lava, the user can create a layer of chakra between the item or object created and themselves to stop them hurting themselves. The larger the object, the higher the rank. For objects larger, than the user they will need to be A rank. To use the A rank version it will require one handseal and for S rank the user will need to perform 2 handseals.

B rank and below liquid indium creations can be made or a single handseal. A rank can only be used once per turn. S rank can be used 3 times per battle, with two turns in between uses and no liquid indium above B rank in following turn.

¤ Approved, made edits. ¤

[Ekitaiinjiumu | Varda Elentári ] - Liquid Indium Release | Star Queen, Queen of the Valar
Rank: A
Type: Attack/Defence
Range: short - long
Chakra Cost: 30
Damage Points: 60
Description: Through the use of a single hand seal, the user will take control of existing liquid indium to change it's properties, shape or give it an additional use. The first method is the user will be able to control and reshape existing liquid indium to suit his needs, either for binding or something as simple as changing the direction of it to make it more versatile in the heat of battle, in a similar way to how gaara manipulates his sand. The second application through this technique, is to remove the heat from the element, causing it to lose it's molten state leaving the shiny aspect of it, infusing chakra into the element causing it to reflect light off it's surface to blind, much like the cannon lighting jutsu, blinding like a flash bomb going off, leaving any who see this blind for two turns. In a similar way the user can use this to reheat the element again. Each use taking up one of the users three moves per turn. While controlling this the user can only use elements that make up this element and others composed of them, fire, earth, steel etc.

Note: Can be used 3 times lasting four turns. While being used it counts as being actively used each turn taking up a move per turn.

¤ Declined. The removal of heat part cannt be approved as it changes the state this Element is used and approved in. Also, the redirection aspect can only happen if its dodged, not combated and beaten. ¤

[Ekitaiinjiumu | Nienna, ] - Liquid Indium Release | Lady of Mercy
Rank: S
Type: Attack/Defence
Range: short - long
Chakra Cost: 40
Damage Points: 80
Description: After performing 3 hand seals, the user will release a large surge of chakra from their entire body, pushing out in every direction taking the form of a large tornado of hot liquid Indium. Rotating at a fast pace pushing outwards. The user can hold this at short range around him to create a defence preventing people getting close to him or have it expand outwards pushing up to long range around him. The rotating hot liquid will push outwards as a destructive force burning, melting and destroying all in it's path (following elemental s/w). Holding it within short range from the user will last for a maximum of two turns before losing it's momentum and flowing outwards covering the battle field. This will take two turns to cool, but will not harden as it cools due to how soft the metal is. If the user moves, the tornado moves with them and much like how the user can surround themselves with fire and lightning, the heat from the liquid indium will not hurt them.

Note: Usable 3 times, three turns between uses.
Note: No jutsu above A rank in the following turn
Note: If held for defence, takes up a move slot in the following turn.

¤ Approved, made edits. ¤
 
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#16
Laughing Gas's approval
Shinta gave me permission to submit and resubmit techniques here.

The basic Laughing Gas technique NK requested which was approved at the time and linked to:
(Waraugasuton) - Laughing Gas
Rank:
N/A
Type: N/A
Range: N/A
Chakra Cost: (10 per turn)
Damage Points: N/A
Description: This isn't a technique more so it is just the side effects and symptoms brought on merely by breathing in Laughing Gas as an anaesthetic substance. These are the same for everyone who breathes in medium to large doses of the gas unless stated in a technique that the amount in the technique is sub-anaesthetic which can be beneficial in it's usage both for healing and helping the mental faculties of the imbiber. Also by using their medical chakra the user can make their own body immune to the effects of Laughing Gas temporarily. This is similar to (Iryo Ninjutsu: Doku Teikouryoku) Medical Technique: Poison Resistance and is a passive ability only needing a move slot to initially activate. The chakra cost for this is 10 per turn.

Turn 1
-effected person loses the ability to control their own laughter.
-muscles begin to stiffen slightly as they involuntarily contract with mild pain
-
Genjutsu is unable to be broken through pain, due to numbness that radiates from their lungs outwards towards their extremities.
-afflicted has feelings of euphoria, feeling strong, happy, and confident as their inhibitions fade and cloud their thoughts.

Turn 3
-Prior symptoms worsen; unable to control their breathing due to the more noticeable and exaggerated laughter, preventing use of any jutsu that requires inhalation.
-Unable to perform more than four hand seals in succession, due to worsening muscle-stiffness and pain.
-Disorientation due from vertigo sets in as they lose feeling in there hands and feet, reducing the effected person's reaction speed lowering it by 10%.
-Additionally they are subject to numerous minor hallucinations.

Turn 5
-Fits of manic laughter and crying set in, causing the deep core muscles and lungs to burn and hurt, a pain not numbed by the effects of the gas.
-breathing and movement become difficult as the muscles required begin to lock-up.
-Hallucinations worsen as the landscape appears to twist and become distorted in colour perception, accompanied by auditory hallucinations. This, with muscle contractions, compound in the effected person's reactions being reduced by 20% and their speed being reduced by 20% of their original levels.

Turn 7
-if a target has been breathing Laughing Gas for five turns successively, without breathing in regular oxygen or having an immunity, they will die due to oxygen deprivation.
-in the WSE, this would cause fainting and unless healed would cause them to constantly be afflicted by turn 1 effects after fainting.

¤ Approved ¤
Resubmitting the following with edits:
Resubbing the above since the basic Laughing Gas Technique/description of effects was approved. It is linked in the techniques where applicable.

Laughing Gas Approved Here
Sannin Rank

(Waraugasuton: Warau Hito) - Laughing Gas: The Man who Laughs
Rank:
B
Type: Supplementary
Range: Short
Chakra Cost: 20 (+20 for healing use)
Damage Points: N/A ( 40 damage healed )
Description: After the use of two hand seals, the user while use his chakra to create a small amount of nitrous oxide; using this to increase the reactions of themselves or an ally by negating any anxiety or fear. This application of Nitrous Oxide can dull harmful emotions such as hate, fear, paranoia or anxiety brought on by other techniques or stressful situations. It increases the users reactions x2 for four turns and can only be used twice per person as the user becomes temporarily immune to the effects after successive uses. It also can dull pain receptors allowing the user to dull the sensations of pain in the body allowing them to carry on through light damage such as B ranks and below without healing them however the bodily effects such as bleeding or bruising can only be negated through healing jutsu this effect lasts as long as the first effect. Additionally by spending an additional twenty chakra and playing upon the medical ninjutsu aspect of the element itself they can heal minor wounds up to 40 damage by applying the laughing gas either directly to the wound or having it enter the body. What this does is circulate around the site of the wound first dulling the sensations of pain before genuinely healing the wound itself through the application of chakra. This ability can only be used twice per battle once per turn.
The user is also able to take a medicine or medicinal substance on their person and apply it through this technique using the Laughing Gas as a carrier gas. This allows them to administer or take pills in the middle of combat, or on the battlefield without pulling out the substances or the pills themselves, using the gas to carry the ingredients through the gas and into an ally or them self. This carrier application is a passive action when this aspect is used, thus not taking up another move slot along-side the pills. Pills or medicine must be referenced alongside this technique however they obviously following the medicines usage limit.
Note:
-Can be used on allies giving them the same beneficial effects
-As stated, can only be used two times per person up to a total of five uses per battle.

(Waraugasuton: Rasuto Rafu) - Laughing Gas: Last Laugh
Rank:
A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A ( 60 damage if laced with a poison )
Description: The user creates a mass of gaseous Nitrous Oxide by performing a series of three hand-seals, forming it around their opponent covering a short - mid range radius and even being able to cover an entire battlefield akin to the Hiding in Mist technique. The user is able to decide upon how large and how far the gas extends from the epicentre allowing him to stay outside of it's area of effect. He is also able to know where the gas is due to his chakra connection to it allowing him to stay out of its area. Due to it's colourless and odourless nature it can only be distinguished through chakra sensing or breathing it in. Once breathed in it tips the opponent off to it's presence by a very sweet taste. This causes the body to react as per the effects of (Waraugasuton) - Laughing Gas. The gas is non-flammable and will not ignite, but is weak to fire because it is an oxidiser.
Notes:
-By spending a move slot and ten chakra the user can move the area, adjust its size and refill the area
-By spending an additional move slot upon creation of the gas cloud a secondary substance such as poison can be laced into the gas. If this is done, the normally ethereal and colourless gas becomes tinted by the poison gaining the colour, the smell, and the effects of the poison or toxin as well as adding damage to the technique. This can only be done with a sample the user has on his person.
-Follows the effects of exposure outlined in (Waraugasuton) - Laughing Gas.

(Waraugasuton: Satsugai Jōku) - Laughing Gas: The Killing Joke
Rank:
B-S
Type: Offensive/Defensive
Range: Short - Long
Chakra Cost: 20-40
Damage Points: 40-80
Description: The most basic and versatile technique for the element the user creates tools, weapons or constructs out of gaseous nitrous oxide using them to attack or defend. These constructs have a purple hue. These tools, weapons and constructs range in power dependent on how much chakra is used to create them. The user can create B rank without and hand seals up to mid-range away; A rank items without use of hand seals within short-range or by using the seal of confrontation for uses mid-long range; and S rank applications though requiring a hand seal for use at any range. At any time these items can be released causing a cloud of nitrous oxide to form creating a cloud of laughing gas with a five meter diameter. If this gas is breathed in the opponents body will react as per the effects of (Waraugasuton) - Laughing Gas. By forming an additional hand seal, spending a move slot and lacing into the laughing gas a poison on the users person, the user can push the lethality of the technique even further increasing its potential.
Notes:
-S rank variation can be used three times per battle with a one turn cool down.
-Follows the effects of exposure outlined in (Waraugasuton) - Laughing Gas.

‡ All Declined ‡ I believe what the previous checker meant was that you need to dedicate one of your CEJ to a technique which outlines the effects of Laughing Gas in a capsulized and less ambiguous form. Look at elements like Panthalassic Water and Ichor to get an idea of what I mean. Also, the healing aspect needs to go from the first technique unless you want it to count as one of your medical CJ. I'm also highly skeptical of the 2nd custom, at the very least you need to cap it's range but even then I may not allow it.
(Waraugasuton/Iryō Ninjutsu: Warau Hito) - Laughing Gas/Medical Ninjutsu: The Man who Laughs
Rank:
A
Type:
Supplementary
Range: Short - Mid
Chakra Cost:
30
Damage Points:
N/A ( 60 damage healed )
Description: After the use of two hand seals, the user while using his chakra to create a small amount of nitrous oxide; can imbibe the substance to increase the reactions of themselves or an ally by negating any anxiety or fear. This application of Nitrous Oxide can dull harmful emotions such as hate, fear, paranoia or anxiety brought on by other techniques or stressful situations. It increases the reactions of the imbiber x3 for four turns and can only be used twice per person as the user becomes temporarily immune to the effects after successive uses. It also can dull pain receptors allowing the user to dull the sensations of pain in the body allowing them to carry on through damage such as A ranks and below without healing them, however, the bodily effects such as bleeding or bruising can only be negated through healing jutsu this effect lasts as long as the first effect. Additionally, by spending an additional twenty chakra and playing upon the medical ninjutsu aspect of the element itself they can heal minor wounds up to 60 damage by applying the laughing gas either directly to the wound or having it enter the body. What this does is circulate around the site of the wound first dulling the sensations of pain before genuinely healing the wound itself through the application of chakra and anesthesia. This ability can only be used twice per battle once per turn and can negate up to 60 damage. The user is able to apply the substance in the same timeframe as another Laughing Gas technique allowing for them to heal and defend in tandem making it a better alternative to things such as the Mystic Palm Technique which requires more time and focus to apply.
The user is also able to take a medicine or medicinal substance on their person and apply it through this technique using the Laughing Gas as a carrier gas. This allows them to administer or take pills in the middle of combat, or on the battlefield without pulling out the substances or the pills themselves, using the gas to carry the ingredients through the gas and into an ally or them self. This carrier application is a passive action when this aspect is used, thus not taking up another move slot along-side the pills. Pills or medicine must be referenced alongside this technique however they obviously following the medicines usage limit. What makes this useful is it can be done alongside another technique.
Note:

-Can be used on allies giving them the same beneficial effects
-As stated, can only be used two times per person up to a total of five uses per battle.

Declined. Alright. A lot going on here. This had nothing to do with the decline, but it should still be touched on. Can this be structured better? Make it a bit easier to read since there's a lot of different ways and aspects to this technique.

I'm not okay with this being used in the same timeframe as another Laughing Gas technique. That's just wild in the context of our timeframe rules. There's no real reason to be able to do that since we almost never allow people to use two separate techniques simultaneously. So remove that aspect of the technique. Lastly, this technique giving 3x tracking, while also numbing pain is too much in one package. Reduce the tracking, or reduce the duration, and limit the pain numbing. You need to limit it in the sense that you won't be able to break illusions through pain as easy, or at all.

(Waraugasuton: Rasuto Rafu) - Laughing Gas: Last Laugh
Rank:
A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A ( 60 if laced )
Description: The user creates a mass of gaseous Nitrous Oxide by performing a series of three hand-seals, forming it around their opponent covering a short - mid range radius and even being able to cover an entire battlefield akin to the Hiding in Mist Technique. The user is able to decide upon how large and how far the gas extends from the epicenter allowing him to stay outside of its area of effect. He is also able to know where the gas is due to his chakra connection to it allowing him to stay out of its area. Due to it's colorless and odorless nature it can only be distinguished through chakra sensing or breathing it in. Once breathed in it tips the opponent off to its presence by a very sweet taste. This causes the body to react as per the effects of (Waraugasuton) - Laughing Gas. The gas is non-flammable and will not ignite, but is weak to fire because it is an oxidizer. The technique can be created in a Short - Long range area but the cloud itself can only have a diameter of fifteen meters. The user can spend an additional move slot upon creation of the gas cloud to lace a secondary substance such as poison into the gas. If this is done, the normally ethereal and colorless gas becomes tainted by the poison gaining the color, the smell, and the effects of the poison or toxin as well as adding an additional twenty damage to the technique. This can only be done with a poison sample the user has on his person.
Notes:

-By spending ten chakra the user can passively move the area, adjust its size and refill the area
-Can only be used thrice per battle

Declined. I'm going to echo the late Negative Knight's concerns here with this technique. First off, you did nothing to really limit this technique's range. Somehow when NK said that you interpreted it to mean "Oh well, I'll just make this anywhere on the battlefield and let it span a 15 meter diameter. Surely that's a limit." But conceptually, this technique is just extremely powerful. A toxic substance can be potentially INSTANTLY placed on your opponent. Not only does that allow for the 60 damage through the poison, but it also follows up with all the other side effects that the vast number of custom poisons probably have.

(Waraugasuton: Satsugai Jōku) - Laughing Gas: The Killing Joke
Rank:
B-S
Type: Offensive/Defensive
Range: Short - Long
Chakra Cost: 20-40
Damage Points: 40-80
Description: The most basic and versatile technique for the element the user creates tools, weapons or constructs out of gaseous nitrous oxide using them to attack or defend. These constructs have a purple hue. These tools, weapons, and constructs range in power depending on how much chakra is used to create them. The user can create B rank with a single hand seal up to mid-range away; A rank items with the use of two hand seals up to long-range, and S rank applications through the use of three hand seals at any range. At any time these items can be released causing a cloud of nitrous oxide to form creating a cloud of laughing gas with a five-meter diameter. If this gas is breathed in the opponent's body will react as per the effects of (Waraugasuton) - Laughing Gas. By forming an additional hand seal, spending a move slot and lacing into the laughing gas a poison on the users' person, the user can push the lethality of the technique even further increasing its potential. For anything below S rank this increases the rank by one, and for S ranks it increases the damage by twenty. This plays heavily upon the carrier gas aspect of Laughing Gas and it allows them to compound the effects of the technique by making it a combination Poison/Laughing Gas Technique. This requires the user to be able to use Poison Ninjutsu and have a poison sample on their person. It can be done alongside another technique including this one itself but requires an additional hand seal and a jutsu slot as mentioned. This effect can be used in the same timeframe as either a Poison Technique or a Laughing Gas Technique increasing their damage as mentioned. If done with another technique it counts as an A rank usage.
Notes:

-S rank variation can be used three times per battle with a one turn cool down.

Declined. This technique will not be allowed to create Laughing Gas within short-range of your opponent. Aside from this, I'm okay with the two concepts put in here. However, I'm not okay with this technique having essentially two separate techniques shoved into it. Split them up. One for infusing laughing gas into poisons and other wind-like substances, and one for a generic creation technique.
 
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LGeezy

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#17
To checker: Techniques of the Plasma Release require +20 additional chakra, and deal -10 damage to the user. These are restrictions that were required and approved when Plasma Release was first created. Since CEs cannot be updated (I attempted), the additional chakra cost and damage to user is all apart of the CE. Please see the approved CE here.


Revamping:


Purton: Shishou no Jutsu - [Plasma Release: Master Technique]
Type:
Supplementary/Offensive/Defensive
Rank: C - S
Range: Short -Long
Chakra: 35 - 60
Damage: 30 - 80 (-10 to user)
Description: The most basic application of the Plasma Release, this technique will focus the user's chakra into plasma while using shape manipulation to form small to medium sized constructs of Plasma for a multitude of uses. These can range from waves, spikes, walls, domes, half-domes and other forms of attack or defense. The power of this technique varies dependent on the amount of chakra fueled into it but requires more handseals in order to control with C-rank requiring at least one handseal, and the highest amount of four handseals for S-rank. These constructs are created within short-range of the user, but may reach up to long-range if applicable. Because of the nature of Plasma, this can burn bright and hot or be dull and "cold". Dependent on the user and the use for the technique, the hotter the Plasma, the more versatile in use it can be as it takes a more liquid-like form burning objects within short range from the intense heat levels. While the cooler the Plasma, the more inept it becomes, acting more like a solid while not completely like one. Due to the amount of chakra it takes to create and control Plasma, the user will be subjected to damage from the strain of this technique.
Note:
  • Can only use S-ranked three times per battle.
  • No S-Rank or above Plasma on the turn following the use of the S-Rank variant
  • Requires a one turn cool down between uses.
¤ Approved ¤

Updating:


Purton | Purzama Samidare - [Plasma Release | Plasma May Rain]
Rank:
S
Type: Attack/Defense/Supplementary
Range
: Mid - Long
Chakra: 60
Damage
: 80 (-10 to user)
Description
: A technique who's usage relies on the prior use of Plasma Release| Heaven and Earth Creation to complete, the user starts by creating four handseals while collecting chakra within one or more of the plasma sources on the battlefield. After the seals have been completed the technique activates causing the plasma to split off from the source and attack the opponent in up to 8 orbs splitting damage between them. Plasma from the sky source above will rain upon the battlefield exploding once within short range of an opponent. Plasma from the source in the ground can be made to rise into the air or act as a trap, becoming a mine field for unwary opponents. The plasma is capable of exploding, unleashing intense heat from the reaction which is capable of dealing significant damage to the landscape. Due to the amount of chakra required, the user takes damage due to the chakra strain.
Note:

  • Usable twice per battle.
  • No Plasma above B-rank next turn.
¤ Approved ¤

Updating:


Purton| Tenchi Sōzō- [Plasma Release| Heaven and Earth Creation]
Rank:
A
Type: Supplementary
Range: Long
Chakra: 50 (+5 per turn)
Damage: N/A
Description: The user performs this technique by clapping their hands together and using their chakra to mold two small orbs comprised of plasma in the palms of his hands. By proceeding to pull his hands away from the plasma floats for a brief moment as one drops burrowing deep into the ground while the other flies off into the sky above the clouds. This plasma then begins to grow at a substantial rate for two turns before becoming usable sources of plasma which the user can utilize in order to perform techniques that require large sources of plasma. Due to the nature of Plasma, once this technique takes full effect at the beginning of the second turn after its use, these sources of plasma can increase the ambient temperature of the battlefield as the underground source begins to imitate a planet's core, while the source in the sky acts like a newly created star. This technique can easily increase temperatures within the battlefield both above and below ground, weakening water-based techniques by 10. By constantly feeding these sources additional chakra, the plasma sources last up to three turns after forming. This also allows the user to circumvent the damage of some Plasma techniques, that would normally be caused. Plasma techniques utilized from these sources that don't require the prior use of this technique will be granted +10 damage due to less chakra system strain upon the user. Plasma techniques that utilize these sources reduce the duration by a single turn.
Note:
  • Takes two turns to become fully active plasma sources. Last three turns once sources fully form.
  • Plasma techniques may not be used while the sources are being formed.
¤ Declined, the circumvent part cant fly as its noted directly in the CE that using it does this to you. I'm also lost on how lowering temperatures weakens Water Jutsu. ¤
Updating:

Purton| Purazuma Chosuichi - [Plasma Release| Plasma Reservoir]
Rank: A
Type: Supplementary
Range: Long
Chakra: 50 (+5 per turn)
Damage: N/A
Description: The user preforms this technique by clapping their hands together and using their chakra to mold two small "seeds" made out of plasma in the palms of his hands. By proceeding to pull his hands away from the seeds the float for a brief moment as one drops melting deep into the ground while the other flies off into the sky above the clouds. This plasma then begins to grow at a substantial rate for two turns before becoming usable sources of plasma which the user can utilize in order to preform techniques that require large sources of plasma. While present in the battlefield, theses sources of plasma generate a lot of heat and can easily increase temperatures within the battlefield both above and below ground, weakening water techniques by 10. By constantly feeding these sources additional chakra, the plasma sources last until the user ends the technique. This also allows him to circumvent some plasma techniques that would normally cause damage.
Note: Takes two turns to become fully active plasma sources.

‡ Approved ‡
Purton| Tenchi Sōzō- [Plasma Release| Heaven and Earth Creation]
Rank:
A
Type: Supplementary
Range: Long
Chakra: 50 (+5 per turn)
Damage: N/A (-10 to user)
Description: The user performs this technique by clapping their hands together and using their chakra to mold two small orbs comprised of plasma in the palms of his hands slightly burning themselves in the process (-10 to user). By proceeding to pull his hands away, the plasma floats for a brief moment as one drops burrowing deep into the ground while the other flies off into the sky above the clouds. This plasma then begins to grow at a substantial rate for two turns before becoming usable sources of plasma which the user can utilize in order to perform techniques that require large sources of plasma. Due to the nature of Plasma, once this technique takes full effect at the beginning of the second turn after its use, these sources of plasma can increase the ambient temperature of the battlefield as the underground source begins to imitate a planet's core, while the source in the sky acts like a newly created star. This technique can easily increase temperatures within the battlefield both above and below ground, weakening water-based techniques by 10. By constantly feeding these sources additional chakra, the plasma sources last up to three turns after forming. Plasma techniques utilized from these sources that don't require the prior use of this technique will be granted +10 damage due to less chakra system strain upon the user. Plasma techniques that utilize these sources reduce the duration by a single turn.
Note:
  • Takes two turns to become fully active plasma sources. Last three turns once sources fully form.
  • Plasma techniques may not be used while the sources are being formed.

Revamping:

Purton| Hoshi Kuchiyose Kozumikku bodi Soushi - [ Plasma Release| Star Summoning Cosmic Body Creation]
Rank: S
Type: Attack/Supplementary
Range: Short
Chakra: 40
Damage: 80
Description: This technique has the third most handseals required having 43 in total trailing only by one after Water Release: Water Dragon Missile and 12 behind Plasma Release: Solar Nightmare. The user creates an orb in their palm that resembles a star in its White Dwarf stage, surrounded by small but continuous bolts of lightning, allowing it to be used on its own as a melee-ranged weapon similar to the Rasengan or Chidori techniques. This small star is very hot causing the opponent to feel the heat waves before they are even in range of the technique and will burn through any Earth-Based Material that isn't indestructible, it makes contact with. But it's true power lies in the fact that the orb is able to expand in the users palm to that that rivals Sage Mode's Massive Rasengan, hence why the user must use so many seals to activate and control the technique.
[ Usable Once Times]
[User may not use any plasma techniques for two turns afterwards unless it's for Plasma Release: Solar Nightmare]
____________
-Approved-
Purton | Genki-dama - Plasma Release| Spirit Bomb
Rank:
Forbidden
Type: Attack
Range: Short - Long
Chakra: 70 (+10 per turn)
Damage: 90-120 (-10 to user per turn)
Description: The strongest attack among the Plasma Release, this technique's power is dependent on the number of turns the user spends channeling chakra into the technique. The user raises both hands towards the sky, gathering plasma into a ball above the user. The orb starts small about the size of a basketball, but as the user channels chakra into the technique it grows substantially in size and power, with its final stage rivaling the size of a Tailed Beast Bomb. Once the user decides the technique is ready, they can release the concentrated orb of plasma towards a target. Once the orb reaches the target, it explodes in a superheated large scale explosion that releases a strong continuous gale and expels colorful bands of Northern Lights-esque aurora that could melt a Complete Susanoo. The Spirit Bomb is quite swift when used and, this concentrated accumulation of chakra can completely devastate a battlefield and if the user is not careful, they could be caught within the blast radius of the technique. This technique may be channeled for up to three turns, during which the user is incapable of using any other technique. However, the user takes additional damage for each turn channeled due to the intense amount of heat and mass of chakra.
Note:
  • Usable once.
  • User may not use Plasma Release anymore after this technique's use.

All Declined. Link your Approved CE.
 
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Zaphkiel

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#18
REF: Entropy. Permission. Archive.

(Entropoton: Akuyaku no Shizuka) Entropy ∞ Silent Undoer
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short-Long
Chakra: 15-40 (-10 per turn)
Damage: 30-80
Description: This technique serves as a basic release for the element, and allows the user to concentrate various amounts of Entropic Radiation either within his body, the terrain around him, or even the air. When conjured without a source the element cannot be formed within 5 meters (short ranged) of an opponent, unless the user himself is within that range. The radiation can be used in various forms; it can be condensed into solid objects such as weapons, shields, pillars, etc and it can stay as simple radiation to cover vast distances and wreak havoc from afar. When made into objects, the element will be able to, upon contact with techniques and/or chakra filled entities, disperse the kinetic and potential energies found within said technique which can cause it to lose form. The other side to this technique is when the element is released in full blown radiation form. As per abilities of the CE, the radiation is able to pass through solid objects to get to hidden targets. Once contact is made the radiation will forcefully scatter the energies within its target which can lead to severe internal damage within people and summons, and loss of form to techniques. To use this technique above B-ranked, the user will have to perform a hand seal. A-ranked usages require two hand seals and a turn cool down between applications, S-Ranked requires three hand seals, two turn cool down, and a maximum usage limit of three times. After using the S-ranked variant the user will be unable to perform Entropy techniques above A-Ranked in the next turn. Applications of Silent Undoer can remain on the field more than a single turn up to a max of three turns but at a price of ten chakra per turn.

Approved

(Entropoton: Sora no Kyū) Entropy ∞ Voidsphere
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30 (-10 per turn)
Damage: 60
Description: Employing Entropy's oppressive nature, Voidsphere is an all in one technique meant to be relevant in nearly any situation. It begins with three hand seals, after which the user will permeate the area up to mid-ranged of his person with Entropic Radiation. The technique takes the form of a sphere and can reach even underground due to the elements penetrative effects. The spread is as fast as a wildfire yet ice cold as it robs the surroundings of energy while reaching the edges of mid ranged looking like translucent, blue flames. Anything caught in this radius not of the user or his allies will have its energies ripped away, be it kinetic, potential or both. The radiation scatters these two key energies in nearly any technique, person, or creation causing wide scaled lethargy in moving and solid targets and rapid loss of form to energy type techniques. For targets that possess both potential and kinetic energies the user has luxury of choosing how to affect it/them. Both energies can be scattered at once, or either at a time for varying effects. If kinetic energy is scattered the technique/body affected will come to an immediate halt, frozen in space due to a sudden lack of momentum. Techniques will not deform because of this, such as a fireball reverting to flames, but instead will remain locked in place unless, somehow, momentum can be re-applied. For potential energy scattering, the technique/body will forcefully lose all latent energy which results in rapid loss of form and degradation. A fireball will spread harmlessly as wisps of fire and water waves will fall as helpless puddles for example. Once performed, the user will be unable to sustain or create any other technique of Entropy above B-ranked for the remainder of the turn and none above A-ranked in the next. This technique can be kept active for a maximum of three turns at a taxed rate and can only performed thrice with a two turn cool down.

Declined. This will influence allies. Sustaining this technique over multiple turns requires the use of one of your three moves per turn. This will require two hand seals as it is an A-Ranked elemental technique.
 
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Gutsy

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#19
(Kayakuton - Erisu No Ringu) Gunpowder - The Apples of Eris
Type:
Supplementary/Defensive
Rank: S
Range: Short - Mid
Chakra Cost: 40 (-5 per turn)
Damage: 80 (overall, divided between the orbs)
Description: This infamous Gunpowder technique is named after the apples of Eris, some legendary artifacts of an ancient deity. When the technique is activated, with 3 hand seals, it causes four orbs to form around the one whom utilized it. These orbs are constructed of both earth and fire elements to generate orbs of gunpowder. These orbs are the size of a bowling ball, they are condensed and dark grey in appearance. These orbs are unique in the way that they are malleable, they are capable being changed in shape at the users digression passively . If anyone besides the user comes into contact with any of the specified orbs, The orbs will cause a spark on contact with the orb or orbs causing an explosion of significant size, exploding outwards away front the user. Like it was mentioned before, the orbs can still generate various shapes and objects and can be commanded around the battlefield of up to mid-range from the user of the technique, the shapes and objects will be as large as a two handed sword or spear if one orb is used, but if all are combined the can form large objects. These movements of the orbs are commanded without the necessity for utilizing a move, however if the user wishes he can perform a single hand seal causing one or more of these orbs to explode, controlling them to explode in a chosen direction. Each turn these are active they Will take up one of the users three moves per turn. The power is divided between the orbs though they can be combined at any time to increase their strength.
Note: Usable twice, lasting up to 4 turns.
Note: No gun powder in the turn following the end of this.
Note: Two turns between uses.
Note: No jutsu above S rank in the same turn
Note: Controlling the direction and shape is passive but causing them to explode costs a move.

(Kayakuton - Ragunaroku, Kamigami No Hakai) Gunpowder - Ragnarok, The Destruction of the Gods
Type:
Offense
Rank: Forbidden
Range: Short - Long
Chakra Cost: 50
Damage: 90
Description: A newly developed technique which has become known as Ragnarok, the destruction of the gods, for its sheer power and destruction. The technique relies heavily on the utilization of a massive amount of the users energy. The technique is initiated by the user after performing three hand seals, where then everything will commence. Beneath the surface, the ground will be grounded into almost dust particles, they will be combined with both fire and earth chakra, causing the formation of gunpowder within the earth itself. All of it will converge and form one enormous condenced orb of gunpowder within the ground at the users desired location, normally about 50m underground making it hard for doujutsu users to see it for the most part but not impossible for the likes of the Byakugan. By the time it has gathered within the ground [after waiting one turn], then the user can perform the tiger hand seal. This will cause the orb in the ground to instantaneously explode out in all directions, without warning, it will cause the earth beside and above it to violently explode out in all directions, ripping and tearing through everything in its path, trees, plants, buildings and people will be shredded and torn to nothing as the explosion and the shock wave moves across the land. The technique is large enough to affect an entire landmark, the explosive crater large enough to take out a village, while the shockwave and after effects of the explosion will go across an entire landmark, blasting trees from the ground and causing buildings to come crumbling down. Should the user get caught in the blast, he will suffer the same damage unless he defends himself from it.
Note: Usable twice per event. Four turns between uses
Note: No jutsu above A rank in the turn this is created
Note: Detonating it costs a move
Note: Due to the strain of this jutsu, the user will feel weary and lose 3 levels to his base speed for 2 turns.
Note: The user takes 20 damage due to the strain

(Kayakuton - Surtur, Hi To Hakai No Kami) Gunpowder - Surtur, God of Fire and Destruction
Type:
Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage: N/A
Description: This technique is developed around the utilization of the element of fire and how gunpowder works together with the said element. This technique allows the user to cause gunpowder to be formed within earth or fire techniques, or other techniques that revolve around lava/fire/earth or the likes.
Fire: When used within jutsu along the lines of fire release, it will create gunpowder within the fire, which will immediately ignite with explosive force increasing the size and power of the fire technique. This grants a + 20 to any and all fire techniques or the likes that it is used together with.
Earth: With earth release and elements composed of earth, this will be a little different. The user will use their chakra to create gunpowder within or around the jutsu, forming a core or layer.

- Core: This can be used in two ways, first is creating the core. What this will do is on impact with something else, the earth will create a spark by rubbing against the gunpowder causing the earth to explode outwards adding burning damage to it and increasing it's power by +20 damage. This core can be applied to a technique or created within the same time frame as the earth technique. The user can detonate the gunpowder with a single hand seal causing a blast that blows up the earth jutsu sending rock and fire all around it, reaching up to mid range.

- Layer: The user will create a layer over a solid jutsu made of gunpowder. This layer will be treated as an A rank gp technique, following the s/w of gunpowder. At will the user can perform a single handseal causing this to detonate outwards, if done by itself will cause 60 damage, but using the earth for impact too, it will add 20 damage to the earth attack while adding the explosive fire nature to it.

Note: Usable 4 times, can only be used once per turn.
Note: Can only be used on a jutsu once
Note: It takes 1 handseal to form cost move, and 1 handseal to detonate costing am move when used in conjunction with earth like jutsu.
Note: Can be used with fire and fire elements for the first used. Can be used with earth and solid elements like sand or steel for the second use.

All Declined. Link your Approved CE.
 
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New Cycle: 12/11/2018 - 12/18/2018

RULES
1.
Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout the cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod - they'll become invalid and thus declined.
4. Submissions may be declined, at moderator discretion, if a technique is overly lengthy for no reason.
5. Submissions from prior cycles that haven't been checked will be checked soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.


The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.

Extra Note: Be Mindful of the updates in this Post. Be aware of how many submissions you can and can't submit in one cycle now. Do not update techniques to add several lines of dialogue to where the original technique and the new one are two different techniques.
 
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