Custom Element Jutsu Submission

Status
Not open for further replies.

Lili-Chwan

Active member
Legendary
Joined
Jun 18, 2009
Messages
19,417
Kin
3,929💸
Kumi
2,318💴
Trait Points
0⚔️
Awards
Using 1/5 extra custom slots from Christmas 2021

References
Mushroom Element Approved: https://animebase.me/threads/archive-custom-elements-bureau-i.13564/page-15#post-3199434
Bless of Legba Approved: https://animebase.me/threads/custom-elements-jutsu-submission.13700/page-19#post-6423777
Fingers of Pan Approved: https://animebase.me/threads/custom-element-jutsu-submission.764501/page-10#post-22071159

( Iryō/Masshuru-muton: Kaji Zenkai ) Medical/Mushroom Release: Brewing of Fosse Grim

Type: Supplementary
Rank: S
Range: Short
Chakra Cost: N/A ( +10 to infused Technique )
Damage Points: N/A
Description: Brewing of Fosse Grim is a passive technique that supplements and enhances the usage of Medical Techniques through the organic properties of mushroom release. It allows one to focus their mushroom chakra through their whole body or through other Mushroom techniques and give it the medical properties of the chosen Medical Technique. The organic matter produced by Fosse Grim will be able to regenerate loss limbs by creating a fine mesh of organic material that will recreate skin, flesh and bone. This will be able to augment the healing of oneself or a patient and give basis for the body's immune and regenerative system to follow the guidelines of the organic mesh until fully healed, like a skin or muscle graft, which is then expedited by techniques such as Mystical Palm, which increase the healing factor of the body. Likewise, the parasitic and metabolic nature of the element will allow for medical techniques to get rid or purify actual toxins, bacteria, virus or other fungal systemic or primary infections, by using selective and aggressive strands of mycelia, such as Poison Resistance or the Poison Extraction Technique. This effectively boosts the rank and chakra cost of a Medical technique by 1, 10 chakra, which translates in a health boost of up to 20 damage healed, when applicable, or allow it to combat higher ranked pathogenies and effects.

Using the Fosse Grim infusion through a Mushroom technique will revoke the damage of the technique, and make it supplementary/defensive in nature. If an enemy is wrapped around a technique such as Fingers of Pan, the user will then be able to infuse it with a healing factor of a Medical technique, thus the user will have have performed 1. Fingers of Pan and 2. Medical Technique ( Infused with Fosse Grim ), and spends two jutsu slots. If the Mushroom technique pertains to healing directly, such as Bless of Lengba, the user can bypass the usage of the Medical Technique and apply the chakra boost directly to the Mushroom technique, thus spending 1 move slot.

Note: Can only be used with non-Damaging Medical techniques ( thus excluding Strong Beam or Chakra Scalpel ) and non-Elemental Medical techniques ( thus excluding Water Mosquitoes or Chaotic Mental Collision ).
Note: Brewing of Fosse Grim can only be used on techniques bellow Forbidden ranked. It can only boost 1 technique every two turns. It can only boost A rank techniques 6 times and S rank techniques 3 times.
Note: Requires one to be a Medical Ninja.

-Declined- honestly this feels really out of the scope of mushroom release to me, it's not really an element capable of regenerating the human body or being used as a substitute, not to mention the whole removing infections and poison just cause. That's a really strong auxiliary effect with no real limitations.
 
Last edited by a moderator:

Drackos

Legendary
Joined
May 28, 2014
Messages
13,832
Kin
5,496💸
Kumi
97,804💴
Trait Points
0⚔️
Awards
Eridian Release

(Eauton: Shuruppaku no Shiji) – Eridian Release: Instructions of Shuruppak
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Instructions of Shuruppak detail the shared effects that Eridian Water has when it makes contact with a target as defined in the element. Eridian’s principal effect is aging through the manipulation of physical energy. This principal is present in all Eridian techniques, and its effects are achieved by either adding or removing physical energy, at discretion of the user. Instructions of Shuruppak is not a technique, it is a reference to the effects of Eridian Water. The effects of aging are twofold; the first inflicts periodic damage as the aging occurs, and the second is the anatomical effects of the aging itself. The first is removed through a surge of either Yin or Yang of equal chakra as the applied technique. The second requires a medical or Yang technique that specifically can heal the damage inflicted by the aging, and last until the effects are healed.

D-Rank: The effects of Eridian are considerably tame. Its reverse aging properties at this rank heal the target for 20 health points over two turns. Likewise, the effects of aging inflict a lingering 10 points of damage over two turns, and lowers their lung capacity which causes shortness of breath and reduces base speed by 2 levels.

C-Rank: Reverse aging properties at this rank heal the target for 30 health points over two turns; the healing can reverse the damage done by cuts, bruises, and even act as a stopper for minor blood loss. The effects of aging inflict a lingering 15 points of damage over two turns, and further weaken the targets combat capabilities. Oxygen capacity is lowered, reducing their base speed by 3 levels, and lower their maximum health reserves by 10%.

B-Rank: Reverse aging at this rank heals the target for 40 health points over two turns; the healing can reverse the damage done by deep cuts, broken bones, and even stop major blood loss. The effects of aging inflict 20 points of damage over two turns. The target experiences muscular atrophy and reduced oxygen capacity, reducing their base speed by 5 levels and their maximum health by 20%.

A-Rank: Reverse aging at this rank heals the target for 60 points of health over three turns; the healing can stop blood loss from lost limbs and restore bones to their perfect state. The effects of aging inflict 30 damage over two turns. Targets experiences muscular atrophy and reduced oxygen capacity, leading to a 30% reduction in maximum health and base speed.

S-Rank: Reverse aging at this rank heals the target for 80 points of health over four turns; this level of healing can restore lost limbs. The effects of aging inflict 40 points of damage over two turns. Targets experience significant atrophy, dementia, and reduced fighting capability. Their maximum health and base speed are reduced by 40%.

-Approved- Edits made

(Eauton: Hiyokuna Mikadzuki) – Eridian Release: Fertile Crescent
Type: Offensive, Defensive, Supplementary
Rank: B – S
Range: Short – Long
Chakra: 40 – 60 (-10 per turn)
Damage: 80 – 120
Description: This technique encompasses the basic release for Eridian Release. Fertile Crescent can manifest Eridian anywhere on the battlefield by either taking control of a water source, producing it from the user’s body, or by using water molecules present in the air; it is capable of creating Eridian in either a liquid or gaseous state, though it cannot manifest within short-range of an opponent. Yin Release masters are able to create Eridian without any need for a water source simply by using their imagination. Because the element is created from Yang Release, Eridian Water is self-sustaining and only requires the user to expend chakra per turn to maintain it but allows them to perform other actions simultaneously. S-Rank variants can be performed three times per battle, with no Yang Release or Eridian techniques above A-Rank usable in the following turn. A-Rank applications require two handseals, while S-Rank require three.

-Approved-

(Eauton: Eeengura) – Eridian Release: Temple of Abzu
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Temple of Abzu is a modification to the user’s anatomy, capitalizing on the significant amount of water present in the human body. This technique is to be posted on the user’s biography, and essentially replaces the water in the user’s body with Eridian Water and allowing them to benefit from the reverse aging effects of Eridian. The Eridian present in the user’s body provides a basic amount of healing, restoring 20 health to the user every turn passively. It is able to heal cuts, broken digits, bruises, and stop bleeding. The Temple of Abzu also makes the user immune to external toxins and poisons, achieved through a combination of Eridian’s healing properties as well as the Water Memory that is intrinsic to the element. Because of the presence of Eridian and its reverse aging properties, those who use the Temple of Abzu become ageless.

-Declined- I considered this for a while, I think it should have a trigger instead of being passive, like spending a move slot to activate it and chakra to do so, it can remain active after that event however, maybe some condition required similar to Boro to heal with it, like maintaining a handsign or remaining stationary or something.
(Eauton: Eengura) – Eridian Release: Temple of Abzu
Type: Supplementary
Rank: S
Range: N/A (Self)
Chakra: N/A (50 when using cleansing active)
Damage: N/A
Description: The Temple of Abzu is a modification to the user’s anatomy, capitalizing on the significant amount of water present in the human body. This technique is to be posted on the user’s biography and essentially replaces the water in the user’s body with Eridian Water, allowing them to benefit from a wide range of Eridian properties to their biology. The reverse aging property of Eridian affords the user agelessness. Additionally, the waters provide the user a basic twenty healing per turn passively, able to heal cuts, broken digits, bruises, and stop bleeding. Additionally, toxins, pathogens, and poisons can be removed from the user’s system through the purifying waters of Eridian. This is done at the cost of a move and a single hand seal. The Water Memory intrinsic to Eridian Release allows it to memorize the toxin in the user’s system, affording them immunity to it for the duration of the Arc in the Ninja World.

Eridian Release

-Approved- Edits made
 
Last edited by a moderator:
  • Like
Reactions: Ańbu Juniør

Alyx

Supreme
Joined
Aug 17, 2011
Messages
22,756
Kin
805💸
Kumi
1,289💴
Trait Points
80⚔️
Permission to submit Solar Wind Techniques: https://animebase.me/profile-posts/7522973/

(Taiyofuuton: Beratorikkusu) Solar Wind Release: Bellatrix
Type: Supplementary
Rank: B – Rank
Range: Short – Long
Chakra: 20 (+10 Chakra)
Damage: N/A
Description: Bellatrix is an infusion technique that weaponizes Solar Wind Release. Once the user utilizes any sort of energy-based technique, be it basic elemental natures (Fire, Wind or Lightning) or advanced elemental natures (CE/Adv Element) – the user will utilize a sole hand seal. This is done in the sequence of original hand seals, immediately infusing the target technique with the infusion. As it occurs, the technique in question becomes superheated to higher degrees, a gift granted by Solar Wind’s naturally higher temperatures. The technique in question loses it original coloration, instead becoming a bright emerald coloration however it’s power is increased immensely, gaining an additional +20 DMG increase. It doesn’t change the elemental nature of the technique into that of Solar Wind, as all it simply does is increase the temperature and explosive nature of the infused technique. This can be used four times per battle, with a cool down of one turn between each use. Bellatrix is activated in the same time frame as the original technique, though the hand seal is only performed if the original technique has hand seals required.

Approved
 
Last edited by a moderator:

Arthorius

Regular
Joined
May 7, 2020
Messages
1,182
Kin
4,105💸
Kumi
22,106💴
Trait Points
25⚔️
( Kichinoton: Ryu no Ha ) Chitinous Vestige Release: Dragon's Teeth
Type:
Defensive/Supplementary
Rank: C-S
Range: Short-Mid
Chakra Cost: 20-50
Damage Points:
N/A
Description: The user releases a considerable amount of chitinous vestige from their body, in a form of their choosing that respects the scaling of the rank used. This chitinous vestige when clashing with an opposing technique will be capable of absorbing it based on the standard fuuinjutsu rulings, once a technique has been absorbed the chitinous vestige will plant itself in the ground and begin converting the terrain around it at a rate of five meters per turn in all directions. Anything that comes into contact with the converted ground will be afflicted with the amino-geis. The planted vestige will take on the shape of a large spike roughly twelve feet in height and two feet in width, taking on a damage resistance of it's ranks base damage plus an additional twenty due to it's nature as a sea of life variation. For example an S ranked dragons tooth will have a resistance to 90 damage, requiring that much to be destroyed and following the damage rules for anything below that amount. Meaning a standard C rank jutsu would have no effect at all for example.

Note: Each turn the dragon's teeth uses ten chakra to convert the surrounding area, used directly from the reserves of chakra it absorbed from enemy techniques. Upon expending all the absorbed chakra contained inside it the dragon's tooth will become inert no longer covering additional terrain, however the Amino-Geis will remain present in any ground already converted.
Note: Converted ground will have an innate defense equal to the tooth itself, requiring the same damage to destroy, however as with all Chitinous Vestige it doesn't cause damage to others, relying on the corrupting presence of the Amino-Geis to harm.
Note: S ranked applications may be used thrice per battle, A ranked applications may be used four times and B rank can be used a unlimited amount of times.
Note: A ranked usage and above will prevent the user from performing chitinous vestige techniques during the next turn, with the exception of techniques that create familiars from the element.
Note: S ranked usage will prevent the user from using fuuinjutsu above A rank for two turns after.


Approved. Note that 90 damage will neutralize the technique and that it only can expand when it has Chakra sealed into it.

( Kichinoton: Kapuseru-ka ) Chitinous Vestige Release: Encapsulation
Type:
Defensive/Supplementary
Rank: A-S
Range: Short-Mid
Chakra Cost: 40-50
Damage Points:
N/A
Description: The user will launch a small golf ball sized blast of chitinous vestige from their body aimed to engulf an organic life form such as an enemy ninja, a summoning animal, or really any living thing. Once this ability strikes the intended target it will begin to rapidly expand, covering the target in a shell of chitinous vestige leaving them physically incapable of movement inside and inflicting them with the amino-geis. Breaking the detainment requires the enemy to use a technique strong enough to destroy the vestige itself, though it should be noted that the encapsulation can absorb techniques following the standard fuuinjutsu rulings and contains a damage resistance equal to standard jutsu it's rank with an additional twenty due to it's nature as a sea of life variant. An alternate usage of the technique allows the user to fire it at an opposing technique, at which point it will absorb the technique following the fuuinjutsu rules, expanding the encapsulation from a small golf ball, when this larger ball makes contact with the terrain it will immediately terraform it, creating a short range source of chitinous vestige where it impacts, that contains the chakra it has absorbed.

Note: Each turn the target remains encapsulated they will have their chakra drained and be afflicted with the Amino-Geis, should this lead to them being exhausted entirely of chakra or completely controlled by the Amino-Geis they can be directed to break free of the encapsulation and will recover health equal to the techniques damage resistance.
Note: S ranked applications may be used thrice per battle, A ranked applications may be used four times.
Note: A ranked usage and above will prevent the user from performing chitinous vestige techniques during the next turn, with the exception of techniques that create familiars from the element.
Note: S ranked usage will prevent the user from using fuuinjutsu above A rank for two turns after.


Declined. Can it sustain damage in its golf ball sized form?

( Kichinoton: Rafumu no Iroai) Chitinous Vestige Release: Shades of the Lahmu
Type:
Supplementary
Rank: B-Forbidden
Range: Short-Long
Chakra Cost: 30-70
Damage Points: N/A
Description: The user will activate their chitinous vestige already present on the ground, causing all the genetic material of the corrupted creatures below the ground to be sucked into what appears visually to be a mud like cocoon. The cocoon has a HP value equal to it’s rank, modified by being made of the sea of life, I.E an A rank has 80 hp an S rank has 100 hp. After being on the field for one turn, the cocoon will hatch revealing a monstrous creature with the same health points as the cocoon, this creature is capable of utilizing the sea of life techniques, however the sea of life will be in a solid form similar to chitinous vestige and will act as a prison for enemies struck by them, similar to the binding sand coffin, leaving victims paralysed physically even after suffering damage. These creatures can be created with an appearance left at the users discretion however they will all carry certain attributes. Despite the similarity visually, the shades sea of life techniques do not carry chakra absorbing powers, it is simply solid sea of life.
Namely the creatures have no vital organs of any description similar to some creatures with hard exoskeletons, they're entirely immune to things like poison, radiation, suffocation, essentially anything other than pure physical damage. They can locate adversaries using the same life sensing abilities as the children of Tiamat, they can also use the sea of life as aforementioned, gaining access to techniques using the standard release only, not vile haze and it's variants. Each turn at the discretion of the creator the shades can absorb chakra present in any Chitinous Vestige on the field to fuel their existence.
Note: Shades created using this technique will have a chakra pool thrice the size of the chakra currently present in the vestige used to create them, for example if a dragon's tooth is used that currently contains 50 chakra the Lahmu created will have 150 chakra, once their chakra is entirely expended they will crumble leaving behind a short range pool of vestige.
Note: S ranked applications may be used thrice per battle, A ranked applications may be used four times, B ranked can be used an indefinite amount. Forbidden ranked may only be used once.
Note: While any shade above A rank is on the field the user can't make use of Chitinous Vestige techniques, with the exception of techniques that convert the element in to familiars.

Declined. This is pretty insane. You can't just outright make something immune to effects of radiation. Like...that just doesn't make sense from a physics perspective. Anything with enough energy can be changed. I also don't actually understand this technique the more I read it. What creatures? Just a worm in the ground?
( Kichinoton: Kapuseru-ka ) Chitinous Vestige Release: Encapsulation
Type:
Defensive/Supplementary
Rank: A-S
Range: Short-Mid
Chakra Cost: 40-50
Damage Points: N/A
Description: The user will launch a small golf ball sized blast of chitinous vestige from their body aimed to engulf an organic life form such as an enemy ninja, a summoning animal, or really any living thing. Once this ability strikes the intended target it will begin to rapidly expand, covering the target in a shell of chitinous vestige leaving them physically incapable of movement inside and inflicting them with the amino-geis. Breaking the detainment requires the enemy to use a technique strong enough to destroy the vestige itself, though it should be noted that the encapsulation can absorb techniques following the standard fuuinjutsu rulings and contains a damage resistance equal to standard jutsu it's rank with an additional twenty due to it's nature as a sea of life variant. An alternate usage of the technique allows the user to fire it at an opposing technique, at which point it will absorb the technique following the fuuinjutsu rules, expanding the encapsulation from a small golf ball, when this larger ball makes contact with the terrain it will immediately terraform it, creating a short range source of chitinous vestige where it impacts, that contains the chakra it has absorbed. Until the ball has struck an object it carries no damage resistance, relying on it's absorbing quality to survive engagements.

Note:
Each turn the target remains encapsulated they will have their chakra drained and be afflicted with the Amino-Geis, should this lead to them being exhausted entirely of chakra or completely controlled by the Amino-Geis they can be directed to break free of the encapsulation and will recover health equal to the techniques damage resistance.
Note: S ranked applications may be used thrice per battle, A ranked applications may be used four times.
Note: A ranked usage and above will prevent the user from performing chitinous vestige techniques during the next turn, with the exception of techniques that create familiars from the element.
Note: S ranked usage will prevent the user from using fuuinjutsu above A rank for two turns after.


Approved

( Kichinoton: Rafumu no Iroai) Chitinous Vestige Release: Shades of the Lahmu
Type:
Supplementary
Rank: B-Forbidden
Range: Short-Long
Chakra Cost: 30-70
Damage Points: N/A
Description: The user will activate their chitinous vestige already present on the ground, causing all the genetic material of the corrupted creatures (which is mostly insects or aquatic life depending on location) below the ground to be sucked into what appears visually to be a mud like cocoon. The cocoon has a HP value equal to it’s rank, modified by being made of the sea of life, I.E an A rank has 80 hp an S rank has 100 hp. After being on the field for one turn, the cocoon will hatch revealing a monstrous creature with the same health points as the cocoon, this creature is capable of utilizing the sea of life techniques, however the sea of life will be in a solid form similar to chitinous vestige and will act as a prison for enemies struck by them, similar to the binding sand coffin, leaving victims paralysed physically even after suffering damage. These creatures can be created with an appearance left at the users discretion however they will all carry certain attributes. Despite the similarity visually, the shades sea of life techniques do not carry chakra absorbing powers, it is simply solid sea of life.
Namely the creatures have no vital organs of any description similar to some creatures with hard exoskeletons, they're somewhat resistant to things like poison, radiation, suffocation, essentially anything other than pure physical damage. They can locate adversaries using the same life sensing abilities as the children of Tiamat, they can also use the sea of life as aforementioned, gaining access to techniques using the standard release only, not vile haze and it's variants. Each turn at the discretion of the creator the shades can absorb chakra present in any Chitinous Vestige on the field to fuel their existence.
Note: Shades created using this technique will have a chakra pool thrice the size of the chakra currently present in the vestige used to create them, for example if a dragon's tooth is used that currently contains 50 chakra the Lahmu created will have 150 chakra, once their chakra is entirely expended they will crumble leaving behind a short range pool of vestige.
Note: S ranked applications may be used thrice per battle, A ranked applications may be used four times, B ranked can be used an indefinite amount. Forbidden ranked may only be used once.
Note: While any shade above A rank is on the field the user can't make use of Chitinous Vestige techniques, with the exception of techniques that convert the element in to familiars.
Note: The familiars are resistant to status effects such as poison, radiation, drowning, burning, etc, one rank lower than the rank they are created at. For example a S rank familiar would be immune to A rank radiation or poisons status effects, not the concussive or kinetic force of being struck by them but the side effects.


Declined. The more I read this the more I kinda go crazy. How can they have no vital organs? Children of Tiamat and their servants are still living things - vital organs would be a necessity. That just seems like a way to get around crit damage and gain outright immunity (not only to that but even the poison, radiation, drowning, burning bit is still excessive.)
 
Last edited by a moderator:

Lili-Chwan

Active member
Legendary
Joined
Jun 18, 2009
Messages
19,417
Kin
3,929💸
Kumi
2,318💴
Trait Points
0⚔️
Awards
Using 1/5 extra custom slots from Christmas 2021

References
Mushroom Element Approved: https://animebase.me/threads/archive-custom-elements-bureau-i.13564/page-15#post-3199434
Bless of Legba Approved: https://animebase.me/threads/custom-elements-jutsu-submission.13700/page-19#post-6423777
Fingers of Pan Approved: https://animebase.me/threads/custom-element-jutsu-submission.764501/page-10#post-22071159

( Iryō/Masshuru-muton: Kaji Zenkai ) Medical/Mushroom Release: Brewing of Fosse Grim

Type: Supplementary
Rank: S
Range: Short
Chakra Cost: N/A ( +10 to infused Technique )
Damage Points: N/A
Description: Brewing of Fosse Grim is a passive technique that supplements and enhances the usage of Medical Techniques through the organic properties of mushroom release. It allows one to focus their mushroom chakra through their whole body or through other Mushroom techniques and give it the medical properties of the chosen Medical Technique. The organic matter produced by Fosse Grim will be able to regenerate loss limbs by creating a fine mesh of organic material that will recreate skin, flesh and bone. This will be able to augment the healing of oneself or a patient and give basis for the body's immune and regenerative system to follow the guidelines of the organic mesh until fully healed, like a skin or muscle graft, which is then expedited by techniques such as Mystical Palm, which increase the healing factor of the body. Likewise, the parasitic and metabolic nature of the element will allow for medical techniques to get rid or purify actual toxins, bacteria, virus or other fungal systemic or primary infections, by using selective and aggressive strands of mycelia, such as Poison Resistance or the Poison Extraction Technique. This effectively boosts the rank and chakra cost of a Medical technique by 1, 10 chakra, which translates in a health boost of up to 20 damage healed, when applicable, or allow it to combat higher ranked pathogenies and effects.

Using the Fosse Grim infusion through a Mushroom technique will revoke the damage of the technique, and make it supplementary/defensive in nature. If an enemy is wrapped around a technique such as Fingers of Pan, the user will then be able to infuse it with a healing factor of a Medical technique, thus the user will have have performed 1. Fingers of Pan and 2. Medical Technique ( Infused with Fosse Grim ), and spends two jutsu slots. If the Mushroom technique pertains to healing directly, such as Bless of Lengba, the user can bypass the usage of the Medical Technique and apply the chakra boost directly to the Mushroom technique, thus spending 1 move slot.

Note: Can only be used with non-Damaging Medical techniques ( thus excluding Strong Beam or Chakra Scalpel ) and non-Elemental Medical techniques ( thus excluding Water Mosquitoes or Chaotic Mental Collision ).
Note: Brewing of Fosse Grim can only be used on techniques bellow Forbidden ranked. It can only boost 1 technique every two turns. It can only boost A rank techniques 6 times and S rank techniques 3 times.
Note: Requires one to be a Medical Ninja.

-Declined- honestly this feels really out of the scope of mushroom release to me, it's not really an element capable of regenerating the human body or being used as a substitute, not to mention the whole removing infections and poison just cause. That's a really strong auxiliary effect with no real limitations.
( Iryō/Masshuru-muton: Kaji Zenkai ) Medical/Mushroom Release: Brewing of Fosse Grim

Type: Supplementary
Rank: S
Range: Short
Chakra Cost: N/A ( +10 to infused Technique )
Damage Points: N/A
Description: Brewing of Fosse Grim is a passive technique that supplements and enhances the usage of Medical Techniques through the organic properties of mushroom release. It allows one to focus their mushroom chakra through their whole body or through other Mushroom techniques and give it the medical properties of the chosen Medical Technique. Thus the mushroom chakra acts as a vessel or a conduit through which the applied Medical Technique can be focused through, similar to Katsuyu: Immense Network Healing , where Tsunade focuses her Medical techniques through the slug's body.

The organic matter produced by Fosse Grim will be able to regenerate loss limbs by creating a fine mesh of organic material that will recreate skin, flesh and bone. This will be able to augment the healing of oneself or a patient and give basis for the body's immune and regenerative system to follow the guidelines of the organic mesh until fully healed, like a skin or muscle graft, which is then expedited by techniques such as Mystical Palm, which increase the healing factor of the body. Likewise, the parasitic and metabolic nature of the element will allow for medical techniques to get rid or purify actual toxins, bacteria, virus or other fungal systemic or primary infections, by using selective and aggressive strands of mycelia, such as Poison Resistance or the Poison Extraction Technique. This effectively boosts the rank and chakra cost of a Medical technique by 1, 10 chakra, which translates in a health boost of up to 20 damage healed, when applicable, or allow it to combat higher ranked pathogenies and effects. But the effects are always limited by the Medical technique that is being chanelled, such as Mystical Palm being unable to healing lost limbs or some antidotes being able to heal Venom/Organic Toxins but being useless to Metalic Poison. Fosse Grim will enhance what the Medical technique could already do, and not add new feats to it.

Using the Fosse Grim infusion through a Mushroom technique will revoke the damage of the technique, and make it supplementary/defensive in nature. If an enemy is wrapped around a technique such as Fingers of Pan, the user will then be able to infuse it with a healing factor of a Medical technique, thus the user will have have performed 1. Fingers of Pan and 2. Medical Technique ( Infused with Fosse Grim ), and spends two jutsu slots. If the Mushroom technique pertains to healing directly, such as Bless of Lengba, the user can bypass the usage of the Medical Technique and apply the chakra boost directly to the Mushroom technique, thus spending 1 move slot.

Unless otherwise defined by the Medical Technique, Fosse Grim is capable of healing Pathological/Poisonous/Venomous/Toxin techniques at a chakra tier level. Non-Organic pathologies are healed at a same tier level, while Organical pathologies are healed at an elemental advantage ( heals up to 1 rank, or +10 chakra than Fosse Grim ). If these effects are cleary stated in the Medical Technique, it is considered an elemental boost of 1 rank ( +10 chakra ), when the medical technique is used through Fosse Grim.

Note: Can only be used with non-Damaging Medical techniques ( thus excluding Strong Beam or Chakra Scalpel ) and non-Elemental Medical techniques ( thus excluding Water Mosquitoes or Chaotic Mental Collision ).
Note: Brewing of Fosse Grim can only be used on techniques bellow Forbidden ranked. It can only boost 1 technique every two turns. It can only boost A rank techniques 4 times and S rank techniques 2 times.
Note: Requires one to be a Medical Ninja.

-Approved- Made edits to the usage limit, you can't use A ranks and S ranks that much, also note that it's a hard limit that you can only heal to the same degree that the medical technique allows and are limited by that.
 
Last edited by a moderator:

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,623
Kin
2,343💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
CE Approval: https://animebase.me/threads/custom-element-bureau.764498/page-6#post-22074652

(Summanus: Raigō) - Nocturnal Thunder: Greeting
Type:
Offensive/Defensive/Supplementary
Rank: E - F
Range: Short - Long
Chakra: 5 - 50
Damage: 10 - 90
Description: Through a chakra surge, the user will be able to create objects, tools and other creations composed of Summanus, taking a dark liquid form typically with jagged and spiked edges that is capable of flight regardless of mass. These creations can be created from the user, existing Summanus, and both Earth & Water sources. Constructs of Summanus can appear as a breathing dark liquid, allowing for it to assume multiple shapes that are only limited by the user's imagination. Said constructs naturally block out light, can be used to repel fluids due to it's hydrophobic nature, and can be used to enclose/coat other liquids, toxins, tech/tools, and poisons of various kinds, providing a unique defensive and transportation aspect for said objects. Naturally, multiple creations of Summanus can be created with a single use, following splitting rules, with the size of the creations scaling based on the rank used, potentially reaching great stone golem at S rank and True Thousand Hands Technique at Forbidden rank level. Each creation can be maintained for multiple turns, with the user having the option of controlling them through mental commands or physical movements. Maintained but uncontrolled Summanus would remain suspended in their position in the air until further manipulation. Lastly, all constructs of Summanus contain it's energy harvesting capabilities (elaborated in specific technique), which can be triggered by the user through a twenty chakra surge to produce the charges. B ranks require 1 hand seal, A ranks 2, S rank 3, and Forbidden 4. B ranks and below have no usage limit, A ranks can be used up to 4 times, S ranks 3, and Forbidden rank can be used twice, with F ranks causing 10 damage to the user. B ranks and below require 5 chakra to be maintained while higher require 10 chakra. No S rank or above can be used in consecutive turns.

Declined: Reduce the upper limit on the potential size of this technique's usages. Maybe make the S-Rank mid-range size, and the F-Rank the size of the GSG? Remove the mention of spending 20 chakra to detonate it, considering that feature has an entire technique to itself. F-Rank usages will have a two turn cooldown.

(Summanus: Rankiryū) - Nocturnal Thunder: Turbulance
Type:
Offensive/Defensive/Supplementary
Rank: N/A
Range: Short - Long
Chakra: N/A (20)
Damage: N/A
Description: Rankiryū describes the set of effects that occur when Summanus is struck by external vibrational and sound forces in addition to when the user choses to collapse the liquid on itself for a more controlled set of effects. When struck by objects that fall under said categories, such as physical attacks, sound, and others, Summanus can release a golden, royal purple, and black coloured lightning charge with the extent and power of said charges depending on the strength of the force that struck the element.

When struck with forces that exceed the strength/defensive capabilities of Summanus, the charges would automatically be released in the direction it was struck in, dealing damage one rank lower than that of the Summanus technique's strength. Should the element have it's enclosing function in play, the stored objects would be released outwards away from the user, typically towards the direction the element was struck at.

When struck with forces lower than the strength/defensive capabilities of Summanus, the charges can be released similar to the previous case, with the damage being two ranks lower, or it can be stored within the element itself, gathering the charge for a future more potent release. These charges can match and even potentially exceed the Summanus' own strength should it occur in multiple small instalments. The charges can potentially be stack up to reach damages that exceed that of the Summanus' own by fourty damage points, but this is a long process. The metric used is every force lower than the Summanus' techniques strength that is harvested and not released increases the strength of the next charge by ten points. Coupled with the charge's initial strength being two ranks lower than that of the Summanus means that a A rank Summanus technique's charge (initially 30) would only reach 100 damage after it had been struck by 7 lower ranked attacks.

Finally, the user can portions of the element on itself for twenty chakra, passively, to produce charges that are of equal damage to the Summanus' own, with the user incapable of using this method to stack up the damage of the element like in the previously mentioned state. However, the user can chose to release the previously stored charges via this method, with their damage being what had been stored.

Overall, regardless of method of release, these charges would have their unique colour to them and would behave similar to lightning in terms of speed and interactions, with them being capable of short circuiting tools the user wishes to target as a bonus. Range wise, charges that are two ranks weaker can only reach short range from the Summanus, those one rank weaker can reach mid range, while those equal or higher can reach long range distance.

Declined: Besides being overly complicated, my main issue is that the submission describes these reactions slightly differently than this technique does. While the user can trigger a detonation, a clash between a Nocturnal Thunder technique and another attack will cause an automated detonation, meaning that the ability to withhold detonations and store energy for later isn't within the scope of the element itself. The wording on what can cause these reactions needs to be more specific as well.
(Summanus: Raigō) - Nocturnal Thunder: Greeting
Type:
Offensive/Defensive/Supplementary
Rank: E - F
Range: Short - Long
Chakra: 5 - 50
Damage: 10 - 90
Description: Through a chakra surge, the user will be able to create objects, tools and other creations composed of Summanus, taking a dark liquid form typically with jagged and spiked edges that is capable of flight regardless of mass. These creations can be created from the user, existing Summanus, and both Earth & Water sources. Constructs of Summanus can appear as a breathing dark liquid, allowing for it to assume multiple shapes that are only limited by the user's imagination. Said constructs naturally block out light, can be used to repel fluids due to it's hydrophobic nature, and can be used to enclose/coat other liquids, toxins, tech/tools, and poisons of various kinds, providing a unique defensive and transportation aspect for said objects. Naturally, multiple creations of Summanus can be created with a single use, following splitting rules, with the size of the creations scaling based on the rank used, potentially reaching great stone golem at S rank (30m) and slightly larger (40m) at Forbidden rank level. Each creation can be maintained for multiple turns, with the user having the option of controlling them through mental commands or physical movements. Maintained but uncontrolled Summanus would remain suspended in their position in the air until further manipulation. Lastly, all constructs of Summanus contain it's energy harvesting capabilities (elaborated in specific technique). B ranks require 1 hand seal, A ranks 2, S rank 3, and Forbidden 4. B ranks and below have no usage limit, A ranks can be used up to 4 times, S ranks 3, and Forbidden rank can be used twice, with F ranks causing 10 damage to the user. B ranks and below require 5 chakra to be maintained while higher require 10 chakra. S rank have a turn cooldown between creation, while F ranks have a two turn cooldown.


Removed the storing function and making it it's own thing.

(Summanus: Rankiryū) - Nocturnal Thunder: Turbulance
Type:
Offensive/Defensive/Supplementary
Rank: N/A
Range: Short - Long
Chakra: N/A (20)
Damage: N/A
Description: Rankiryū describes the set of effects that occur when Summanus is struck by external vibrational (attacks that physically interact with the element, be it Taijutsu, shockwaves, or other physical elements) and sound forces (Sound AN, specific tools such as Smoke-Flash Bombs and similar) in addition to when the user choses to collapse the liquid on itself for a more controlled set of effects. When struck by objects that fall under said categories, Summanus would release a golden, royal purple, and black coloured lightning charge with the extent and power of said charges depending on the strength of the force that struck the element.

When struck with forces that match/exceed the strength/defensive capabilities of Summanus, the charges would automatically be released in omnidirectional fashion, dealing damage one rank lower than that of the Summanus technique's strength. Should the element have it's enclosing function in play, the stored objects would be released outwards away from the user, typically towards the direction the element was struck at.

When struck with forces lower than the strength/defensive capabilities of Summanus, the charges would be released similar to the previous case, with the damage being two ranks lower.

Finally, the user can collapse portions of the element on itself for twenty chakra, passively, to produce charges that are of equal damage to the Summanus' own, with the user being able to release them omnidirectionally or in specific fashion.

Overall, regardless of the release method, these charges would have their unique colour to them and would behave similar to lightning in terms of speed and interactions, with them being capable of short circuiting tools the user wishes to target as a bonus. Range wise, charges that are two ranks weaker can only reach short range from the Summanus, those one rank weaker can reach mid range, while those equal or higher can reach long range distance.

(Fūinjutus/Summanus: Yūrisumikkutenpuru) - Nocturnal Thunder: Eurythmic Temple
Type:
Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 70
Damage: N/A
Description: Crafted to harvest and benefit from the electrical energy that is oft released from Summanus, Eurythmic Temple was born. By marking themselves with the harvest kanji (収穫), the user's proficiency with the element is notably increased. Whenever a charge from Sumamnus is released in close proximity of the user, a skin tight undetectable barrier would be triggered, harvesting the charges (up to 70 chakra worth) for future use while essentially making the user and his equipment/held weapons immune to the effects of the charges. This enable the user to remain in close proximity with the element without suffering any potential consequences upon clashes. For an additional ten chakra cost, the barrier can be extended to short range to protect allies. The harvested energies can then be employed in three main manners.

The Mighty; enables the user to passively control the charges in limited fashion, granting them the ability of flight, while becoming capable of plunging through any existing Summanus unhindered, wherein the Summanus technique would seemingly curve around the user without adversely affecting either the user or the technique. This would extend in a weaker fashion to external electro-magnetic forces, such as those in magnet release and to a limited extent, lightning based attacks. Should the user make contact with technological based items, they gain the ability to inherently short circuit them, preventing their use for a limited time, whereas contact with ninja/summons reduces their base speed by a small margin.

El Thor; enables the user to infuse stored charges back upon suitable elemental techniques, boosting their strength while also granting the user the ability to manipulate them similar to Summanus ( via physical movement/mentally). The techniques would also gain the inherent ability of flight/suspension afforded in Summannus, opening up new avenues of combat. Elemental techniques that can be boosted must logically be compatible with the lightning charges, such as Water, Lightning, and some energy based elements. The charges naturally do not interfere with the infused techniques inherent functions. This can be done 4 times per battle, occurring in the same t/f of the used technique, and requiring an additional hand seal.

Vari; entails the release of the stored charges in damaging fashion, with limited shape manipulation applied to them. The charges can be auto-released upon vibrational/sound contact (similar to normal Sumamnus) with the user's body, or through a controlled release. In it's auto function, it would be in the direction the user is struck in, whereas in the controlled release it would be decided by the user. Controlled released Vari can be controlled both through physical movement and mental commands, enabling them to curve and move around to reach their targets with ease. Can be used 4 times per battle, regardless of auto or controlled release.

Strength wise, the boons afforded depends on the amount of charges collected. E - C rank levels affords 3 turns of The Mighty, with the curving and affected tools being up to and including C ranks, with the speed deduction of 1 level. This increases by a margin of 1 in effectivity for B - A ranks, and 1 more for S - F ranks, so at max 5 turns, and 3 speed levels deduction. For El Thor, the damage boosts are 15(E - C), 20 (B - A), and 25 (S - F). Vari simply functions on an equivalent damage to the charges harvested, costing 1:2 chakra to utilize.

Harvesting and The Mighty are passive in nature, whereas El Thor and Vari's controlled function require active manipulation, costing a move slot. Eurythmic Temple's harvesting capability lasts until it maxes out, upon which the harvesting would require a cool down of three turns and requiring 70 chakra to be reactivated, but it's components can be used until the charges are depleted. It can be reactivated thrice per battle & must be posted in the user's biography/start of battle, counting as a body seal and requiring Adv.Fūin.

-Pending- Leaving all for @Goetia
 
Last edited by a moderator:

Detective L

Active member
Legendary
Joined
Jan 10, 2013
Messages
19,342
Kin
2,224💸
Kumi
3,141💴
Trait Points
0⚔️

CE Approval: Draconium Approval

± (Dorakoniumu hōshutsu/ fuin: Ōnsutain no handan) | Draconium Release/Fuuin: Ornstein's Judgement ±
Type:
Offense/Defense/Supplementary
Rank: S
Range: Short - Long range
Chakra: 80 (-10 per turn)
Damage: 80
Description: Named after one of Gwyn’s Knights, a simple Draconium technique where the user will manifest forth a large entity known as Ornstein upon the field made of a more stable Draconium energy, giving it form and substance. Crackling into creation, the entity is reminiscent of a large man-like creature, wielding a massive hammer and armor upon its body shining in a golden hue. It’s large body can passively be expanded and contracted through the fluid nature of Draconium, allowing it to be easily utilized for a variety of uses, capable of stretching up to Mid range through length and width. It’s primary use is for defense, allowing the user to create Ornstein to block entities and techniques it comes into contact with. Shifting its balance to be more Yin oriented, Ornstein becomes capable of sapping chakra from techniques, making them weaker. Through the use of his Hammer as well as his body, Ornstein can easily interact with various techniques. Upon interaction with various techniques, Ornstein would become pure gold in color as various sealing marks flow through him, the Yin aspect of the element saps chakra for his own sustenance and autonomy and the Fuuinjutsu aspect would seal the remaining chakra, utilizing it for a more offensive output. With each interaction, the two aspects would equally divide the chakra up to and including S ranks of elements, as Draconium is neutral to all. Ornstein can take in a maximum of 200 chakra (for own sustenance and output respectively) and can output a maximum of 80 damage at a time before requiring another turn cool-down. Ornstein’s output is in the form of Draconium’s offensive aspect, capable of unleashing powerful bursts of shocking energy through the use of the Hammer or through direct interaction with the opponent/techniques. Both aspects can be used at the same time, however only up to 3 times. Alternatively, if only one aspect is used, it can be done up to 4 times (only sealing or only only sapping for sustenance). Ornstein is able to take up to A rank and below damage, and can reform damaged areas after a turn. The technique in total can only be used 4 times with a two turn cool down in between and lasts for three turns. No A rank and above Draconium techniques when this technique ends.

± (Dorakoniumu hōshutsu: Shin'en no shitsuji) | Draconium Release: Deacons of the Deep ±
Type:
Offense/Defense/Supplementary
Rank: S
Range: Short - Long range
Chakra: 80 (-10 per turn)
Damage: 80
Description: Named after an ancient order, the user will form two hand seals and slam their hand onto a surface (land, air, water, etc) or alternatively an extra hand seal when in conjunction with other techniques. Several orbs of light will initially form at the place of creation and from it, several entities would emerge. A large myriad of human-like deacons clad in cloaks would form around the targeted area. The Draconium energy would allow them be stable in nature. Through raising their hands, the deacons would utilize their Yin nature to draw in massive amounts of chakra from the targeted area. This can be done to nullify techniques before they form/as they form, as well as break the balance of a technique. Their use however, goes further as the Deacons are capable of injecting a sudden surge of Yin chakra into entities, creating an imbalance in the chakra, and causing the technique to fail. This can only be done on techniques/modes that require chakra to be sustained through turns. The Deacons, large in number, easily overwhelm the foe, easily making it a technique that can be used to break down a technique before it’s released. Alternatively, the Deacons can also be paired with other Draconium techniques in the same turn, but would restrict the user to B rank and below Draconium techniques for two turns and can only be used with A rank and below Draconium techniques.
 

Alyx

Supreme
Joined
Aug 17, 2011
Messages
22,756
Kin
805💸
Kumi
1,289💴
Trait Points
80⚔️
Submitting as Co Creator
CE Approval:


(Seraphumizuton/Yoton: Rafaeru; Ten no Atatakasa ) Seraphic Water/Yang Release: Raphael; Warmth of Heaven
Type: Supplementary
Rank: S Range:
Short - Long
Chakra cost: 50 (+ 10 Infusion, -20 Sustain )
Damage: N/A
Description: Warmth of Heaven is the supreme healing technique among the Seraphic Water Release. Named after the angel of divine healing; the user begins the technique by forming three hand seals. This quickly allows the user to either utilize the earth, a water source or releasing it from their body in order to cause a burst of liquid to erupt. It will quickly envelop a target of choice in a bubble, be it the user themselves or an ally. Normally, the properties of the brine would have sapped away at the moisture in organic beings, but yang energy within the water turns it into healing salts instead (Healing Superficial to Mildly Damage Injuries such as broken bones, but cannot replace severed limbs) . This would regenerate a total of 60 HP in the initial contact but then heal an additional +30 HP over time, even if leaving the bubble as the salts would essentially attach themselves to the recipient. This can also be applied to another water release or seraphic water release technique in order to imbued it these healing properties (though only healing +30 HP in this case). The bubble remains active for three turns before naturally fading away and is capable of targeting to allies at most while active. This can only be used thrice per battle, with a cool down of three turns between each use. It also renders the user unable to use Seraphic Water nor Yang Release above S Rank in the same and next turn. The salts are also sentient, having a telepathic connection with the user - this being able to make sure opponent's do not gain the healing benefits of the liquid.

-Declined- expand on the healing over time aspect, how long does it heal for? Is it +30 each turn, the next turn only? Also I don't think I'm okay with that last line, it sounds really out there, sentient telepathic salt?
 
Last edited by a moderator:

Lili-Chwan

Active member
Legendary
Joined
Jun 18, 2009
Messages
19,417
Kin
3,929💸
Kumi
2,318💴
Trait Points
0⚔️
Awards
Mushroom Approved
Children of Beelzebub Approved

(Mashuru-muton: Kora no Shukun Hae ) Mushroom Release: Children of Beelzebub

Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user difuses oneself into a swarm of black spores shaped like flies that scatter chaotically in the air.
The swarm can aggregate and scatter in order to fully or partially assume the shape of the user, or evade tangible attacks. Children of Beelzebub thus assumes characteristics of both the Shadow Clone technique, in the sense that they can perform techniques the user knows and abide by the Clone rules, and the Murder of Crows Confusion, in the sense that the mist can provide cover and allow the user to avoid detection and escape from attack, by chaotically distracting the enemy and scattering oneself.

The swarm of spores can spread around 5 meters from the user in order to avoid tangible damage, and up to 4 clones can be formed from it. The user can reform anywhere within range. Each clone can leave the range and reproduce the swarm up to 2 meters around itself, and reattach to the main swarm when in range.

Note: While the intangibility of the swarm allows the user to bypass tangible objects and physical damage, it's chakra-powered nature will still be bound by the chakra used in each technique, thus allowing one to dodge once per turn based on the chakra in the opposite technique and the element's S&W ( B rank [20 chakra] for weaknesses, A rank [30 chakra] for neutrality and S rank [40 chakra] for strengths ).
Note: Clone restrictions apply to this jutsu.
Note: Initial Swarm lasts 2 turns. The Spore Shadow Clones can then linger until expelled.
Note: Everytime the user scatters counts as a jutsu towards the jutsu count.


Approved

Bless of Lengba Approved

(Inton/Masshuru-Muton: Chiyu no Ten'on ) Yin/Mushroom Style: Bless of Legba Ж The Murky Plague Edit

Type: Defensive/Offensive
Rank: A-S
Range: Short
Chakra Cost: 50-70
Damage Points: 100-120
Description: User is capable of producing multiple strands of enhanced therapeutic fungus that can act as antibiotics and antagonists of infectious agents such as Germ Release, Nano bugs, etc, their medical and infectious properties enhanced by Yin energy.The user focuses his chakra through his skin in order to cover it with the desired fungus, either completely or in a specific spot. By doing this, the users skin in that spot gains a slight coloration unique to each user of Mushroom release. These necrotic strands are deployed through direct physical contact with the target. Bless of Lengba's Yin Infusion takes inspiration from Hands of Sloth, in the sense that, combined with Mushroom Chakra, it inflicts two drawbacks known as Infection and Proliferation, as the fungus invades the targeted organism.

Infection - Infection pertains to the user's chakra turned into Mushroom chakra achieving a physical infection within the opponent's chakra system and body, producing the symptoms of a fungal disease.
It's up to the user's own mastery to balance the aggressiveness of the jutsu, being so that the user is able to range from fungus able to clean several branches of bacteria and germs to actual nano-bugs and even develop heavy allergic reactions on the patient/opponent's skin and body. These battle-oriented strands' effect range from simple redness and boils to actual necrosis of the touched area, varying with the time the user stays infected. The symptoms start to occur a few moments after contact and progress rapidly. These strands can be used to target other chakra-based constructs, following Mushroom S&W, in order to infect these chakra constructs with symptoms of necrosis/corruption when neutralizing or overpowering another technique, which starts drawining and sapping power from it. It deals 100 damage ( A rank ) or 120 damage ( S rank ), healing up to 1.5x that damage taken from the aforementioned abilities and tools.

Proliferation - Following the turn after infection, the effects of Proliferation are felt. Every turn that the condition is left unhealed by Yang chakra or other energies that affect Yin ( Anutu, Natural Energy, etc ) Proliferation starts sapping the strength and chakra of the target, producing a -10 chakra strength in techniques the target unleashes, and weakening their base speed by 1 point ( A rank usage ). Used at an higher rank, the effects can stack each turn up to -30 chakra and 3 speed points. ( S rank usage ). Afflicted targets, techniques or organisms, can pass on the Infection and Proliferaction effects upon contact with other targets.

Note: Can be active on the user for 2 turns, which can be used to contact up to 3 targets. Afflicted targets can be infected until healed, but are only infectious themselves for 2 turns, and can spread to 3 targets themselves.
Note: For the duration of this technique and the turn afterwards, the user is unable to perform techniques higher than S rank, and Mushroom Techniques higher than A rank. In the S rank usage, the user is unable to perform Yin techniques higher than A rank and Mushroom techniques higher than B rank.
Note: Bless of Lengba can be attached to another Technique in order to make it Infectious in the same timeframe, counting as a jutsu for both and counting as 1 contact.
Note: A rank can only be used 2 times, S rank can only be used 1 time.


Declined, old techniques cannot be updated to Yin techniques. Proliferation scaling to -3 or -30 damage would require trade offs for your self at the same time as those large debuffs have to effect you consequently as well, counting towards the 2 boosts/debuffs allowed. Some of the other effects are probably not there due to the removal of Yin there.

Centauride's Zenith Approved

( Masshuru-muton: Tenshin Onnauma ) Mushroom Release: Centaurides' Zenith
Rank: A-S
Type: Attack/Supplementary
Range: Short-Long
Chakra Cost: 30-40 ( -10 per turn, -15 for S rank )
Damage Points: 60-80
Description: User takes advantage of the specific release of mushroom release to create specific species or types of mushrooms to create a chakra-enhanced pre-developed yeast. This yeast can be produced as normal weapons (Arrows, kunai, shuriken, staffs, swords, etc) that can be thrown at the enemy or like walls, pillars, structures, etc that are created either from existing organic matter (wood, grass, leaves, flesh), water/moist or from the users body.The yeast is manifested as a soft, dense, foam/sponge-like structure, whose color varies from user to user. The yeast mature and react differently according to the substance that touches them, this is more noticeable when exposed bone is pierced or pierces through the yeast structures, as they will infect the bone, culminating in the dissolution of exposed bones (ex: Kaguya) into dust, rendering them mushy, then dry, then desintegrating them. While this would simply mean that a normal person would just be sick and weakly, preventing the usage of high level Taijutsu ( A rank and Above ) and bursts of speed, for a Kaguya and other organic-based KG, it would mean the loss of their KG for the duration of the disease. It requires 2 turns after infection for the culmination of the symptoms.

When fed, the yeast is capable of growing stronger and more resilient to the technique it clashed with. When clashing and overpowering another technique, it will acquire an elemental strength to its nature by absorbing it into itself and then grow from it. While it can acquire resistance to multiple techniques, it can only grow in power from up to two techniques, absorbing them and growing by 10 chakra and 20 damage ( Counting towards the allotted boosts, meaning it will acquire this boon fewer times if externally empowered ). Clashing interactions will still apply to this technique, meaning it will have the appropriate drop in damage after absorbing the opposing tech ( 10, 20, or 30 ) and then the boost is applied.

Note: Can only be used once every 3 turns, lasting 4 turns until expiration. A rank can be used 3 times per battle, S rank can only be used once per battle. No mushroom technique can be used higher than A rank throughout the duration of this technique.


Approved, made edits.
 
Last edited by a moderator:

Alyx

Supreme
Joined
Aug 17, 2011
Messages
22,756
Kin
805💸
Kumi
1,289💴
Trait Points
80⚔️

Training
Permission to update CEJ


Updating :
- Chaneglog: Basically rewrote the custom, adding in new content while trying to keep close to the original technique.

( Shuton: Uisukī Pīku ) Alcohol Release: Whiskey Peak
Type: Defensive, Supplementary
Rank: B - S Rank
Range: Short - Mid
Chakra: 20 - 40
Damage: N/A
Description: Whiskey Peak is a defensive technique utilized with the intention of removal of microorganisms, germs, and pathogens. This is first triggered through a string of hand seals differing per rank (2 B Rank, 3 A Rank and 4 S Rank). In doing so, the user releases the alcohol from any point in their body or through their mouth. It quickly rushes over towards the designated location or controlled by the user in order to seek and completely destroy it. In terms of what is affected, it includes most if not all organic based elements due to harboring bacteria, germs and microorganisms inherently, poisons etc. This eats away at them, leaving nothing behind minus the scent of alcohol lingering in the air. Aesthetically, the alcohol has the scent and taste of a strong whiskey, alluding to it's name. The alcohol can also be released in a form of a mist, allowing to further inteact with techniques like poisonous gases. This technique can only be used four times per battle, regardless of rank utilized. A Rank can be used thrice per battle, while S Rank can be used twice. In the case of A and S Rank usages, the technique goes on a cool down of two turns before being usable once more.

-Declined- No you can't just give this the ability to destroy all organic based elements. It goes against your CE's strength and weaknesses, this is also nothing like the original technique, which I base on the fact that you linked me to a post without specifying ANY of the renaming and made me read every tech there only to discover it's nothing like any of them.

Updating:

- Chaneglog: Basically rewrote the custom, adding in new content while trying to keep close to the original technique.

( Shuton: Ureshii Toki ) Alcohol Release: Happy Hour
Type: Supplementary
Rank: A /S - Rank
Range: Short (Self)
Chakra: 30/40
Damage: N/A
Description: Happy Hour is a supplementary technique that seeks to take advantage of Alcohol's inherent pain numbing. After making a quick set of two (three for S Rank) hand seals, the user carefully kneads their alcohol based chakra into their brain, muscles and other parts of the body. This steady stream causes self intoxication, but while this normally would be a deteriment to others - the user has gained better control over themselves while drunk. Happy Hour in more literal terms allows one to temporarily ignore the physical fatigue and pain applied to the body. This however only applies to combat fatigue of 40% and lower according to the HP Rulings for A Rank and 60% and lower for S Rank. This technique can be used thrice per battle regardless of rank applied, while having a cool down of two turns after use. S Rank uses prevents the use of S Rank and Above Alcohol Techniques in the same turn and next turn of use. Despite having more innate control over their body while intoxicated, their vocals are slurred making it slightly harder to speak and movements sluggish, adding one additional hand seal into techniques and an additional +10 chakra while active. Aesthetically, the alcohol has the scent and taste of any form of alcoholic beverage.

-Declined- I'm not allowing people to manipulate the health system in such a way and also what I said above, this is nothing like the original techniques you linked, any of them.

Updating:
- Chaneglog: Basically rewrote the custom, adding in new content while trying to keep close to the original technique.

( Shuton: Furanbe ) Alcohol Release: Flambé
Type: Supplementary
Rank: A /S - Rank
Range: Short - Long
Chakra: 30/40
Damage: N/A
Description: Flambé is a supplementary technique designed to empower the explosive nature of techniques capable of producing flammable or fire sources. During the performance of a technique, the user will apply an additional hand seal into the sequence – causing them to control the moisture in the air with their alcohol, capturing the moisture and leaving holding in place. This can also be done by directly creating alcohol into the source, causing the explosive nature of the technique to become catastrophic. In the case of the former use, the alcohol is created in an isolated area, i.e creating in directly in the path way of a fireball or stream, which in turn sets the alcohol on fire while increasing the explosive nature of the technique. In terms of damage, this increases the damaging nature of said techniques by an additional +1 Rank in the case of techniques A rank and below while S Ranks and above +20 DMG. This is considered the A Rank application of this technique, which can be done a total of thrice per battle with a cool down of one turn. The S Rank use however is a bit more different; instead of being a direct application to a technique – the user would instead infuse the chakra into the air all around the battlefield. This would then capture all the moisture, making performing techniques that pulls from the surrounding moisture impossible but can only affect S – Rank and below techniques. This leaves the entire battlefield layered with the sweet scent of vodka though the smell is harmless in nature. The S Rank use can only be used twice per battle, lasting three turns before naturally fading away. This technique can only be used four times per battle, regardless of what application is used. A Rank version is applied in the same time frame as the originally applied technique. S Rank causes this technique to go on a cooldown of three turns after use, while being unable to perform Alcohol Techniques above A Rank in the same turn after use.

-Declined- Again this is nothing like the techniques linked next time mention the original names if you're trying to update something and you can't just completely rewrite approved customs to something different from how they were approved. Just wasting my time at this point.
 
Last edited by a moderator:

Lili-Chwan

Active member
Legendary
Joined
Jun 18, 2009
Messages
19,417
Kin
3,929💸
Kumi
2,318💴
Trait Points
0⚔️
Awards
Mushroom Approved

(Inton/Masshuru-Muton: Chiyu no Ten'on ) Yin/Mushroom Style: Hairs of Babalú-Aye Ж The Murky Plague

Type: Defensive/Offensive
Rank: A-S
Range: Short
Chakra Cost: 50-70 ( -20 per turn )
Damage Points: 100-120
Description: The Hairs of Babalú-Aye is a technique that was developed after the creation of the infamous Murky Plague. By infusing Yin within the creation of the element, the user is capable of augmenting the parasitic and infectious properties of Mushroom, to produce black hairs of fungus throughout their whoçe body or part of it, that are capable of infecting other substances and chakra, and spreading viciously. This takes inspiration from Hands of Sloth, in the sense that, combined with Mushroom Chakra, it inflicts two drawbacks known as Infection and Proliferation, as the fungus invades the targeted organism.

Infection - Infection pertains to the user's chakra turned into Mushroom chakra achieving a physical infection within the opponent's chakra system and body, producing the symptoms of a fungal disease. The main effect of this disease is similar to Ergotism, in the sense that the fungal hairs will assimilate and digest the tissues of the target, piercing deeper into the body, spreading gangrene and necrosis. The symptoms start to occur a few moments after contact and progress rapidly. These strands can be used to target other chakra-based constructs, following Mushroom S&W, in order to infect these chakra constructs with symptoms of necrosis/corruption when neutralizing or overpowering another technique, which starts drawing and sapping power from it. It deals 100 damage ( A rank ) or 120 damage ( S rank ).

Proliferation - Following the turn after infection, the effects of Proliferation are felt. Every turn that the condition is left unhealed by Yang chakra or other energies that counter Yin ( Anutu, Natural Energy, etc ) the disease starts sapping the strength and chakra of the target. The effects of Proliferation are felt as a drop in speed ( -1 point to Base Speed ) and a drop in exerted chakra ( -10 to techniques with an equivalent drop in damage ). In the S rank variant, the effects stacks per turn up to three times.

Similar to Ophiocordicepts this fungal growth will prioritize the feeding of the locomotive system like bones and muscles, to then take over when the target's health reaches 0 ( Or, in the case of Non-Sentient beings, when the Technique/Substance is overpowered based on Mushroom's elemental S&W ) leading the target to other sources of chakra in the vicinity up to Mid-Range, in order to spread the disease. Afflicted targets, techniques, or organisms, can pass on the Infection and Proliferation effects upon contact with other targets.

Note: Damage dealt by the Hairs of Babalu-Ayé is Physical. It can damage an entity or physical substance until appropriately dealt with through Mushroom's elemental S&W. If the fungus is eradicated before contacting with a vessel, or if it is overpowered by a technique, the Yin effects are not felt. When contact is made with an entity, the effects of Infection and Proliferation are felt, until appropriately countered by Yang, Natural Energy or Anutu.

Note: Following the normal technique interaction rules, when overpowering a technique, the fungal hairs will penetrate and permeate the technique, their chakra holding the countered technique together like an empty vessel, and will then redirect this amalgamation to the nearest chakra source up to mid range ( Barring the user's chakra, own summons or own creations ). It suffers the appropriate damage drawback unless dealing with techniques with 31 damage less than it.

Note: The A rank variant can only be used 3 times per battle. The user is unable to perform Mushroom or Yin techniques higher than S rank for the duration of the technique or up to 2 turns afterward. The S rank variant can only be used 2 times per battle. The user is unable to perform Mushroom or Yin techniques higher than A rank for the duration of the technique or up to 2 turns afterward. The user suffers a drawback of -30 damage to techniques used after this one ends for 2 turns. This counts as a debuff, meaning the user is only capable of externally boost their techniques once for this duration, while also suffering a drawback of -5 points to Base Tracking for the same period.

-Declined- The way this is worded suggests it can only be countered by yang, senjutsu and anutu. Also considering this seems to be a technique layered upon another mushroom tech it's kinda ridiculous to have it doing 100-120 damage along with 3 different debuffs speed, chakra and damage output. 3 debuffs being against the buffing debuffing rules in general.
 
Last edited by a moderator:

Alyx

Supreme
Joined
Aug 17, 2011
Messages
22,756
Kin
805💸
Kumi
1,289💴
Trait Points
80⚔️
Approved CE Link, Became Owner Of Algae: https://animebase.me/threads/custom-elements-bureau-iii.710828/post-21126831
Updating "Algae Release: Genesis" due to the changes in speed reductions: https://animebase.me/threads/custom-elements-jutsu-submission.13700/post-21252962

(Sōruiton ♦ Jeneshisu) – Algae Release ♦ Genesis
Type: Defensive/Supplementary
Rank: S-Rank
Range: Short-Long
Chakra cost: 40
Damage points: N/A
Description: This technique involves the creation of masses of algal sludge from either a water source, moisture rich earth, or through the release of rapidly proliferating algal blooms that will spread out from the user's body into layers of expanding algal sludge. The sludge will exhibit an incredible growth rate that will have it multiply in size several times per second - the end result will be perhaps the most powerful terrain-change afforded by Algae techniques. The battlefield will morph so that every square inch is covered by thick, expanded layers of algae sludge that will blanket unevenly across the terrain. At certain points the blanket of sludge will peak into giant twists and tangles of seaweed that will spire up from the layer of sludge high into the air. While numerous spores will be released from the sludge and spires to harmlessly float about the battlefield. Ultimately, this technique will bear resemblance to the birth of an algae forest, or perhaps world. While the user will be capable of traversing over the layers of sludge unencumbered, opponents will find their footing unstable and the viscosity of the sludge precarious, resulting in a 3 point reduction in their base speed. Furthermore, the sludge will cut contact with the ground below and passively metabolise both earth and water, therefore preventing the use of earth or water techniques from the ground below (excluding those above S-Rank), and, the algae, being especially predatory towards water will prevent the materialisation of water from the air by rapidly absorbing any precipitation to remain hydrated. Water or Earth released from elsewhere will, if in contact with Genesis Algae for a turn be passively metabolised and transformed to become a part of the Algae forest. The Algae forest can be easily destroyed by a suitable lightning or wind natured technique of adequate scale. The sludge and seaweed can be passively manipulated for supplementary and obstructive purposes, such as binding and defense.
-Can only be used twice, lasts until destroyed and upon destruction has a four turn cooldown between uses.
-Any spores on the battlefield will be triggered by the initiation of Genesis, and will rapidly proliferate and expand into Genesis sludge so as to facilitate a faster creation of an Algal world.
-No Algae techniques above A rank for the rest of the turn.
-Requires Three [3] Handseals

-Update Approved-

Resubmitting:

(Dakuiton: Shinkai Kairou ) Dark Vacuity Release: Abyssal Corridor
Rank: N/A
Type: N/A
Range: N/A
Damage Points: N/A
Description: Abyssal Corridor is a not a traditional technique in the sense of manipulation of an element. It’s rather a basic outline of what occurs when the human body or other sentient creatures such as animals make contact with the ionized ash of Dark Vacuity Release. This is always active in battle, simply posted in the beginning or whenever a Dark Vacuity Release technique is used, being completely passive and not costing a move slot. The outline of exposure to the element follows as such:

D Rank: This is considered the weakest level of exposure, which due to how insignificant the damage is, the technique in question doesn't cause any residual damage and simply deals its intended damage to the opposing human/sentient being. They however due to the hazy like nature of the ash, can cause blindness if exposed to his eyes. As long as exposure is remained with the source, the target won't be able to see up beyond mid range.

C Rank:
This is considered the second weakest level of exposure; thus has the least effect on the skin. However, despite this; the ionizing process does in fact still cause irritation to the skin – akin to a constant need to itch at the area. This in turn causes the opponent a bit of difficulty in attempting to perform hand seals without the need to scratch at the zone, causing them to be unable to perform a technique if it possesses more four or more hand seals. It should be noted however that exposure will still also cause damage to the skin, which in turn causes the opponent to suffer -5 DMG per turn. Due to this being the weakest level of ionizing on the skin, it only lasts for two turns if separated from the technique though constant exposure to the initial technique will cause these effects to persist.

B Rank: Similar to the previous exposure level, B rank exposure causes more irritation to the skin as more layers of it is removed. This causes other to be unable to make more than three hand seals for a technique without wanting to completely scratch at the area of exposure, due to the immense irritation. This also causes -5 per turn as well, akin to the C Rank Usage, while also causing the same blinding affect if exposed to the eyes.

A Rank:
This is fourth stage of exposure; which causes the effects to be far worse than beforehand. Of course; at this level of exposure the ionizing process is far more severe as layers of the target’s flesh will start to become more ionized as well. These levels the upper layers of flesh to be eaten away – capable of exposing bones should the ionizing process persist. Much like before, this causes high level of irritation and pain to the skin, preventing those exposed to unable to utilize techniques with two or more hand seals without wanting to scratch or deal with the pain from the ionizing skin. This in turn causes more passive damage over time, causing -10 DMG for two turns unless constant exposure to the technique remains established.

S - rank: This is fifth stage of exposure; which causes the effects to be the worse among the technique. Of course; at this level of exposure the ionizing process is far more severe as layers of the target’s flesh will start to become more ionized as well. These levels the upper layers of flesh to be eaten away – capable of exposing bones should the ionizing process persist. Much like before, this causes high level of irritation and pain to the skin, preventing those exposed to unable to utilize techniques with one hand seal without wanting to scratch or deal with the pain from the ionizing skin. This in turn causes more passive damage over time, causing -20 DMG for two turns unless constant exposure to the technique remains established.

Abyssal Corridor’s effects however are reflected once the Dark Vacuity Technique within the damage threshold. This means; should an A – Rank technique be increased in damage to that of 80, the S rank effect will those trigger instead. It’s the same for when the user is afflicted with a technique that reduces the damage; including after clashes with other techniques will cause the effects if contact is made to lessen.

-Approved- Tentatively, I'll be keeping a eye on this.
 
Last edited by a moderator:

Geezus

Active member
Legendary
Joined
Sep 10, 2008
Messages
17,022
Kin
1,351💸
Kumi
19,495💴
Trait Points
70⚔️
Link to CE

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

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


You must be registered for see images
Approved. Minor edit made.
You must be registered for see images

(Hiden | Fuinjutsu/Purasumoidoton: Kaosu no jisshi keitai) Secret Plasmoid Sealing Arts: Chaotic Embodiment
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short
Chakra Cost: 40 (+10 per turn to maintain)
Damage points: N/A
Description: The user will perform three hand seals which form a pyramid shaped barrier of Plasmoid chakra that rapidly spreads 5 meters of them in every direction. This barrier does not affect enemies sight or their ability to move while in the presence of the Plasmoid. The special property of this Sealing Techniques comes into place when an opposing tangible or intangible energy is present within the barrier. Upon entering, the Plasmoid consisting of the barrier will passively make use of its innate ability to absorb opposing thermal energy, which absorbs any energy based S-rank jutsu regardless of chakra. The energy and its chakra will then be sealed inside of the pyramid via the power of Fuinjutsu. Once the energy is sealed, the user has the option of unsealing the absorbed energy from the barrier in the unique form of heat energy while retaining any of the energy's innate properties, but it will only be equivalent to the rank of the absorbed jutsu. It is possible for the user to release the heat onto the ground where the opponent is standing so that they then will begin to burn their feet if they do not quickly move away or they can apply it to any objects such as weapons within the field. However, when the heat energy is applied it will begin to glow a hot red color signifying that a change has occurred which would give people time to react before they felt the full effects of the Plasmoid heat. How the user chooses to apply the heat is up to their discretion meaning that as long as it is feasible and logical they can do it. For example, they can use it to increase the heat of the in front of them causing it to glow with red waves allowing it to serve as a shield or attack.

Note: Lasts three turn and each turn it can absorb a different jutsu but only once per turn
Note: Can only be three times with a turn cool down.
Note: No Plasmoid above A-rank after this technique ends for one turn.
Note: The user can choose to activate this technique and utilize its heat transferring abilities in one move instead of using it for the duration of three turns.

You must be registered for see images
Declined. You're not going to be allowed to absorb any energy based jutsu regardless of its chakra magnitude. This needs much more tangible restrictions, including for during the actual duration. This also wouldn't work on any and all kinds of energy, as Plasmoid specifically absorbs thermal energy. I'm not sure what you're trying to get across with the bolded line due to your typo; I'm guessing you meant the air so I'm gonna restrict this now to only being able to apply the heat to tangible objects.
You must be registered for see images
Link to CE

(Hiden | Fuinjutsu/Purasumoidoton: Kaosu no jisshi keitai) Secret Plasmoid Sealing Arts: Chaotic Embodiment
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short
Chakra Cost: 40 (+10 per turn to maintain)
Damage points: N/A
Description: The user will perform three hand seals which form a pyramid shaped barrier of Plasmoid chakra that rapidly spreads 5 meters of them in every direction. The special property of this Sealing Techniques comes into place when an opposing tangible or intangible energy comes in contact with the barrier. Upon entering, the Plasmoid consisting of the barrier will passively make use of its innate ability to absorb opposing thermal energy, which can be used to absorb up to S-rank jutsu. The energy and its chakra will then be sealed inside of the pyramid via the power of Fuinjutsu. Once the energy is sealed, the user has the option of unsealing the absorbed energy from the barrier in the unique form of pure heat energy, but it will only be equivalent to the rank of the absorbed jutsu. This pure heated energy may be then transferred into a tangible source such as the ground denying access to a certain area or sent directly towards the opponent to causes severe burns.

Note: Lasts three turn and each turn it can absorb a different jutsu but only once per turn.
Note: Can only be three times with a turn cool down.
Note: No Plasmoid above A-rank after this technique ends for one turn.
Note: The user is unable to move locations while this technique is being utilized.
Note: The user can choose to activate this technique and utilize its heat transferring abilities in one move instead of using it for the duration of three turns.

-Declined- this can't be used to absorb a jutsu every single turn that would just be working against fuuinjutsu and chakra absorbing rules unless you made it cost a move per absorbing or something.
 
Last edited by a moderator:

Troi

Active member
Legendary
Joined
Jun 12, 2013
Messages
19,835
Kin
3,461💸
Kumi
1,914💴
Trait Points
0⚔️
Awards
(Fuuinjutsu/Porisuchiton: Torasoruteotoru Sūhai) - • Sealing Arts/Polystyrene Release: Tlazolteotl's Adoration •
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short | Short-Long
Chakra: 30
Damage: 60
Description: Tlazolteotl's Adoration is a technique in which a seal is placed on all of the weaponry of a polystyrene user. Upon the command of the user or the seal being touched by excess foreign chakra, the seal will release an enormous amount of polystyrene at a rapid pace which can either be soft or hard upon release by nature. This polystyrene can be bent to the user’s will to harden or soften upon the user’s command as well as the user being able to mold this into whatever they please. Things such as walls, spikes, orbs, etc. The seal creates enough excess polystyrene for there to be a source left on the ground from the activation of the seal. Although this technique is to protect the user and protect their weaponry from being taken by others without consent and consequence, it can also serve as protection such as if the user is falling from a great height, the seal can be activated and soft polystyrene can pour out and cushion the user’s fall. So the technique and seal is quite useful in many ways. The seal can be activated every other turn and is of course an active technique used in that turn.

Note: Must be posted on user’s bio and as a reference when utilizing (ex: threw a kunai with the seal on it).
Note: Requires one turn cooldown after use

Element approved here [X]

I am the owner of this element.

-Declined- I can't allow you to have this with completely unlimited usages and unlimited seals on weaponry
Resubmitting Quoted

(Fuuinjutsu/Porisuchiton: Torasoruteotoru Sūhai) - • Sealing Arts/Polystyrene Release: Tlazolteotl's Adoration •
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short | Short-Long
Chakra: 30
Damage: 60
Description: Tlazolteotl's Adoration is a technique in which a seal is placed on a custom weapon or tool of the user's choice. Upon the command of the user or the seal being touched by excess foreign chakra, the seal will release an enormous amount of polystyrene at a rapid pace which can either be soft or hard upon release by nature. This polystyrene can be bent to the user’s will to harden or soften upon the user’s command as well as the user being able to mold this into whatever they please. Things such as walls, spikes, orbs, etc. The seal creates enough excess polystyrene for there to be a source left on the ground from the activation of the seal. These constructs can be no larger than 5x5 meters in size. Although this technique is to protect the user and protect their weaponry from being taken by others without consent and consequence, it can also serve as protection such as if the user is falling from a great height, the seal can be activated and soft polystyrene can pour out and cushion the user’s fall. So the technique and seal is quite useful in many ways. The seal can be activated every other turn and is of course an active technique used in that turn. Usable four times per battle.

Note: Must be posted on user’s bio and state what it is placed on.
Note: Requires one turn cooldown after use

Approved

Element approved here [X]

I am the owner of this element.

Limited to one piece of weaponry, a CW or tool which must be stated in the bio which it is placed on, usable only four time per battle now.

New Submission:


(Porisuchiton: Howaitorabittorasshu) Polystyrene Release: White Rabbit Rush
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: By gathering existing polystyrene in the area, the user will swipe their hands in a claw-like fashion and crossing them over each other. This will cause the existing polystyrene to gather at a target location and swipe over the target in waves of sharp pellets, intertwining and slicing through a target's body akin to sharp little bullets going in and out. The victim's body or target's body/being will still inevitably be riddled with sharp pellets of polystyrene. The technique is fast and is able to be done in one smooth motion, making it quite the offensive bread and butter of the element.

Declined: This technique will require handseals, restrictions, and the polystyrene will start gathering from short-range around a target.

Element approved here [X]

I am the owner of this element.

-Pending- Leaving for @Goetia
 
Last edited by a moderator:

Zatanna

Elite
Joined
Mar 2, 2012
Messages
8,683
Kin
4,926💸
Kumi
18,043💴
Trait Points
40⚔️
(Cycle 2: 2/5)

VMs for permission to submit:


(Kazan Arashi : Chadora no ikari) Volcanic Storm Release: Chandra's Fury
Type:
Supplementary/Offensive/Defensive
Rank: A
Range: Short-Mid
Chakra Cost: 30 (-10 per turn)
Damage Points: +20/60
Description:
Channelling chakra to coat the users weapon, Volcanic Ash begins to form around the chosen weapon creating a heated and crackling ash to covering it. Depending on the application, the user can either cause the weapon to remain coated or to use it as a one off to either use as a strike or send a wave of Volcanic Storm at the opponent, dealing A-Rank damage at the cost of a move. When coating the weapon, the users strikes upon contact will emit an outwards short range explosion away from the user. While the weapon is coated, the user can only use Lightning, Fire or Earth elements and related AE/CE etc.
Notes:
-While coated, gives user +20 to bukijutsu while costing 10 chakra per turn to maintain.
-Coating lasts 4 turns with a 2 turn cooldown inbetween
-This technique can be used thrice per battle
-The user can prematurely end the technique by releasing the coated chakra as a wave

Approved: made some edits

(Kazan Arashi : Namida no Chadora) Volcanic Storm Release: Tears from Chandra
Type:
Offensive/Defensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description:
Weaving 3 seals, the user sends Volcanic Ash into the air to create thunderous boiling black clouds crackling with energy darkening the sky. The thunderclouds will then strike down with Volcanic Ash energy all over the battlefield, leaving sparks and ash on the ground. This can be either a one time use or the user can continue to funnel chakra into the clouds to continuously send down thunderous blasts.
Notes:
-This technique can be used a max for 6 turns, either 6 individual times or continuous for 2/3/4/5/6 turns at a time
-If used for one turn, it has a 1 turn cooldown, while if channelled for more than 1 turn, it has a two turn cool down from finishing.

Declined: Would this technique not also hurt you? The usage limit on this is practically nonexistent, way too much uptime for an S-Rank technique, and in general is lacking in restrictions.
 
Last edited by a moderator:

Ańbu Juniør

Active member
Legendary
Joined
Feb 3, 2009
Messages
19,729
Kin
6,839💸
Kumi
26,730💴
Trait Points
28⚔️
Updating: https://animebase.me/threads/custom-element-jutsu-submission.764501/post-22004728

(Seshiumuton: Sōsa Jörð) Liquid Caesium Release: Manipulation of Jörð
Type:
Offensive/Defensive/Supplementary
Rank: C - S
Range: Short - Long
Chakra: 15 - 40
Damage: 30 - 80
Description: The user channels chakra and performs the required handseals in order to create constructs such as basic weapons, pillars, orbs, walls, or tendrils of Liquid Caesium that can be used to attack, defend, or for supplementary purposes. These constructs can resemble anything within the user's imagination and can be made from their body or the ground. Though these constructs hold the effects of Liquid Caesium, the user and those designated as allies are able to come into contact with the substance without receiving damage when used for supplementary purposes.

Notes:
- A-rank constructs can be created four times per battle, and S-rank constructs can be created thrice.
- B-rank Liquid Caesium Release techniques require a single handseal, A-rank requires three, and S-rank requires four.

Updating: https://animebase.me/threads/custom-element-jutsu-submission.764501/post-22052514
- Moved size restriction from the note into technique itself
- Stated that the caesium can be controlled to not injure me and my allies.

(Seshiumuton: Surtr No Fōsuobukaosu) Liquid Caesium Release: Surtr’s Forces Of Chaos
Type:
Offensive/Defensive/Supplementary
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: 40 - 80
Description: The user channels their chakra and performs the necessary handseals to create entities made of Liquid Caesium that rise from the earth or are produced through the user’s body. These entities vary in size and can mimic the form of anything the user has seen or can come directly from their imagination, but can be no larger than the Great Stone Golem. They can use their body to attack directly, dealing damage according to their rank, and are capable of performing Liquid Caesium techniques equal to their rank without the need for handseals. Though these entities hold the effects of Liquid Caesium, the user and those designated as allies are able to come into contact with the substance without receiving damage, allowing them to be used for travel and other means outside of battle.

Notes:
- Created entities can last up to four turns per usage of this technique.
- A-rank entities can be created four times per battle, and S-rank ones can be created thrice.
- Creating B-rank entities require a single hand seal and cost -5 chakra to sustain, A-rank requires three and cost -10, and S-rank requires four and cost -15.

Updating: https://animebase.me/threads/custom-element-jutsu-submission.764501/post-22052514

(Seshiumuton: Vígríð No Keshin) Liquid Caesium Release: Vígríð Incarnation
Type:
Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user performs four handseals and channels his chakra into the earth through his legs or hands. This creates a layer of Liquid Caesium three meters beneath the ground that oozes upward to the surface, making the enemy unable to utilize techniques that use the ground as a source as they would be corroded before surfacing. Destroying the layer of Liquid Caesium requires complete destruction, as simply destroying a part of the layer will only result in it regenerating as more Liquid Caesium oozes upward to take its place. Additionally, the user can control this layer via hand movements to form defensive walls or to bind the opponent, dealing 40 per turn as the Liquid Caesium corrodes their clothes/armor and deals damage to their skin directly. However, the constructs formed from the material can’t be created within short-range of an enemy, and also can’t converge on an opponent if they’re positioned outside of the affected area. Though this layer holds the effects of Liquid Caesium, the user and those designated as allies are able to stand atop it without experiencing the damaging effects over time.

Notes:
- This technique lasts for four turns per usage.
- Manipulating the layer through hand motions counts as a move per turn.
- This technique can only be used twice per battle and requires a two-turn cooldown between uses.

-All updates approved-
 
Last edited by a moderator:

Alyx

Supreme
Joined
Aug 17, 2011
Messages
22,756
Kin
805💸
Kumi
1,289💴
Trait Points
80⚔️
(Taiyofuuton: Porarisu) Solar Wind Release: Polaris
Type: Attack, Supplementary, Defensive
Rank: D - S
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80
Description: Polaris allows one the generalized ability to weaponize one’s solar wind chakra. In the process of doing this, the user has the ability to generate basic usages for the element. This can range from solidified solar wind constructs such as weaponry, blasts, tornadoes or anything within the realms of one’s imagination. Due to the nature of solar winds, these creations are superheated to the touch, capable of melting metals, ignite flammable substances, and evaporate water of two ranks below the strength of this technique. The size of which these constructs can reach is five meters for D to C Rank, ten meters for B to A Rank while S rank can reach up to fifteen meters. D – C rank requires no hand seals, while B rank requires one, A requires two and S rank requires three. In the case of A rank use, it can only be used thrice per battle with a cool down of one turn. S rank can only be used twice per battle with a cool down of two turns, but within that cool down, no Solar Wind Techniques above A rank can be used. These techniques can be formed anywhere within the battle field in the air (though must start 5 meters away from the opponent), from the user’s body or can be infused into a weapon in order to give the weapon superheated properties, as it glows a bright green coloration. In this cause however, it will completely melt the object in question after a single turn of use. As said in the CE, the user is immune the damage and effects of Solar Wind.

Approved
Renaming Technique

(Taiyofuuton: Hoshi no Jidai) Solar Wind Release: Age of the Stars
Type: Attack, Supplementary, Defensive
Rank: D - S
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80
Description: Polaris allows one the generalized ability to weaponize one’s solar wind chakra. In the process of doing this, the user has the ability to generate basic usages for the element. This can range from solidified solar wind constructs such as weaponry, blasts, tornadoes or anything within the realms of one’s imagination. Due to the nature of solar winds, these creations are superheated to the touch, capable of melting metals, ignite flammable substances, and evaporate water of two ranks below the strength of this technique. The size of which these constructs can reach is five meters for D to C Rank, ten meters for B to A Rank while S rank can reach up to fifteen meters. D – C rank requires no hand seals, while B rank requires one, A requires two and S rank requires three. In the case of A rank use, it can only be used thrice per battle with a cool down of one turn. S rank can only be used twice per battle with a cool down of two turns, but within that cool down, no Solar Wind Techniques above A rank can be used. These techniques can be formed anywhere within the battle field in the air (though must start 5 meters away from the opponent), from the user’s body or can be infused into a weapon in order to give the weapon superheated properties, as it glows a bright green coloration. In this cause however, it will completely melt the object in question after a single turn of use. As said in the CE, the user is immune the damage and effects of Solar Wind.

-Update approved-


Updating: Taiyofuton: Kaze Furea [Solar Wind: Flared Breeze]

(Taiyofuuton: Tsukiakari no Toake ) Solar Wind Release: Dawn of Moonlight
Type: Supplementary
Rank: A - Rank
Range: Short - Long
Chakra: 30
Damage: N/A
Description: Dawn of Moonlight is a supplementary technique designed to inflict immense bright green light into the terrain. By making a single hand seal; the user causes a light breeze to blow over the terrain and then form into a ‘moon’ made of Solar Wind to form directly over the terrain. The moon would then in turn emit a bright light composed of said energy, drowning the battlefield out with it. This causes those who don't possess the element to become blinded by the light. This is a reduction in tracking capabilities - reducing their base tracking by -4. This also causes the terrain to become superheated, though doesn’t cause any actual damage to the opponent. This lasts three turns, while capable of being used twice per battle. Technique has a cool down of twos turn being able to be used again.

-Declined- I need you to specify what the purpose or effect of this superheated terrain serves because it's making me suspicious, it's clearly not meant to be cosmetic but I wouldn't let it be used to create the conditions for Kirin for example. Not without a set duration requirement.
 
Last edited by a moderator:

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,623
Kin
2,343💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
(Yumeton: Watashi o Tameshite Kudasai) - Dream Sand: Try Me
Type:
Supplementary
Rank: A - S
Range: Short - Long
Chakra: 50 - 70
Damage: N/A
Description: After performing three hand seals the user would either manipulate existing Yumeton or produce new Yumeton and control it surround a target of their choosing, constricting them and preventing any further movement, with the Yumeton taking on the shape of a palm tree that would always start at three times the size of it's target. The Yumeton tree would have unique sealing scripts on it's bark, which have the effects of locking chakra usage (A rank restricts standard B ranks and below, S rank restricts A ranks and below), and cutting off any existing chakra links or similar, allowing the technique to seal off living creatures, even Jinchuriki, and Edo Tensei. For each turn the target remains trapped inside the trees they would have a hundred chakra drained from them, with half of it being used to increase the size of the tree(double each turn), while the other half would lead to the production and release of Yumeton pollen short range all around tree, causing opponent's within it's range to fall victim to the effects of absorbing Yumeton per True Colours levels. When used on summon/creatures that have a turn limit, it's turn limit would be cut in half after which it would be forcefully returned to it's homeland with it becoming unavailable for a resummoning if it had said ability. If used against Edo Tensei or similarly resurrected physical beings, they would be immediately sealed away and can not be summoned again, with the tree and pollen effects not coming into play. The effects of the Yumeton pollen would depend on the rank of the technique used, and the Pollen tree itself can be broken by delivering damage equivalent to the rank used +20 due to the higher chakra count. S rank can only be used twice, while A rank can be utilised thrice. Must be separated by a turn interval, during which no Yumeton techniques A rank or above.

-Declined- When I said dial it back I meant like some of the more wild sentences like instantly sealing edos and making them unable to be summoned again, also the sealing jinchuriki thing I don't think is gonna fly that's kinda infringing on wood release and EMS.
(Yumeton: Watashi o Tameshite Kudasai) - Dream Sand: Try Me
Type: Supplementary
Rank: A - S
Range: Short - Long
Chakra: 50 - 70
Damage: N/A
Description: After performing three hand seals the user would either manipulate existing Yumeton or produce new Yumeton and control it surround a target of their choosing, constricting them and preventing any further movement, with the Yumeton taking on the shape of a palm tree that would always start at three times the size of it's target. The Yumeton tree would have unique sealing scripts on it's bark, which have the effects of locking chakra usage (A rank restricts standard B ranks and below, S rank restricts A ranks and below), and cutting off any existing chakra links or similar, allowing the technique to seal off living creatures and Edo Tensei. For each turn the target remains trapped inside the trees they would have a hundred chakra drained from them, with half of it being used to increase the size of the tree(double each turn), while the other half would lead to the production and release of Yumeton pollen short range all around tree, causing opponent's within it's range to fall victim to the effects of absorbing Yumeton per True Colours levels. When used on summon/creatures that have a turn limit, it's turn limit would be cut in half after which it would be forcefully returned to it's homeland with it becoming unavailable for a resummoning if it had said ability, for three turns. If used against Edo Tensei or similarly resurrected physical beings, they would be sealed away in two turns, with the tree and pollen effects not coming into play. The effects of the Yumeton pollen would depend on the rank of the technique used, and the Pollen tree itself can be broken by delivering damage equivalent to the rank used +20 due to the higher chakra count. S rank can only be used twice, while A rank can be utilised thrice. Must be separated by a turn interval, during which no Yumeton techniques A rank or above.

-Declined-
 
Last edited by a moderator:

Lili-Chwan

Active member
Legendary
Joined
Jun 18, 2009
Messages
19,417
Kin
3,929💸
Kumi
2,318💴
Trait Points
0⚔️
Awards
Updating Grande Plie ; Magnanimous Libra ; Seduction

Lili-Chwan said:
(Meromeroton: Bane ღ Bane ) Perfume Release: Antoinette's Naiveté ღ Grande-Plié

Rank: B
Type: Offensive/Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage Points:40
Description: Allows the user to materialize a large quantity of Main Release perfume from his body and direct it to the opponent in a multitude of manners. After the user directs the perfume, the user is able to change the direction once, with one handseal. The liquid has the appearance of a swarm of jasmine blossoms and fine brioches, even though it's a concise mass of liquid. A particularity of this technique is that, while having the properties of Main Release perfume, it's actual scent is variable, allowing for the user to mimic any smell, be in chocolate, croissants, fruits, etc. Exposure to air has the perfume become scent-less and inert after 3 turns
*Changing directions counts towards the 3 jutsus per turn limit*
*With another handseal, the user is able to materialize the perfume inside vials, which will keep the perfume indefinitely, without exposing it to air*
*Inert and scent-less perfume can replace as a medium of using other Perfume techniques*
(Meromeroton: Bane ღ Bane ) Perfume Release: Antoinette's Naiveté ღ Grande-Plié

Rank: D-S
Type: Offensive/Supplementary
Range: Short-Mid
Chakra Cost: 10-40
Damage Points: 20-80
Description: Grande-Plié allows the user to materialize a large quantity of Main Release perfume from her body and direct it to the opponent in a multitude of manners. The strength and quantity of the perfume are dependent on the chakra and rank used.After the user directs the perfume, the user is able to change the direction once, with one handseal. The liquid has the appearance of a swarm of jasmine blossoms and fine brioches, even though it's a concise mass of liquid. A particularity of this technique is that, while having the properties of Main Release perfume, its actual scent is variable, allowing for the user to mimic any smell, be it chocolate, croissants, fruits, etc. Exposure to air has the perfume become scentless and inert after 3 turns.

Note: B rank and higher can only be done once every 2 turns. A rank can only be used 5 times. S rank can only be used 3 times per battle.
Note: Changing directions counts toward the 3 jutsus per turn limit*
Note: With another handseal, the user is able to materialize the perfume inside vials, which will keep the perfume indefinitely, without exposing it to air*
*Inert and scent-less perfume can replace as a medium of using other Perfume techniques*

-Update approved-

Lili-Chwan said:
( Meromeroton: Himawari Kin ღ Kiukoudai Tenbin ) Perfume Release: Nefertiti's Judgement ღ Magnanimous Libra

Rank: S
Type: Defense/Supplementary
Range: Short-Mid
Chakra Cost: 40 (+5 per turn)
Damage Points: N/A
Description: Requires 1 handseal. This techniques manifests itself as a quick burst of vaporous golden perfume, stretching radially up to mid-range around the user in under a couple of seconds. The premise for this technique is that the chakra system and the physical body are directly linked. This perfume does not affect opponent's whose chakra system or blood system is in the same pace than the user's. If higher than normal, the perfume will emit a genjutsu that will make the opponent feel as if the gravity suddenly increased, pinning them to the ground, Which is visually manifested as several rings of pure gold, carved with sunflowers, around the opponent's wrists, limbs, neck, torso, etc. The effects are proportional to the chakra system's alteration, thus, when the user moves at a faster pace than normally allowed to the body through the use of chakra (Such as Swift, Gates, Sage Mode or Raikage's Lightning Coat, for example), the pressure of the gravity will bring the person's speed down, invariably making the target as fast as he/she normally is. Due to affecting the body directly, it is able to surpass chakra peaks, like burst of chakra or pain, but is easily released by localized chakra releases (Such as someone infusing chakra into their bodies), to actually destroy and repel the perfume, otherwise simply calming oneself/releasing the modes will render the genjutsu inactive. It never reduces the opponent's speed more than their usual speed.
*The perfume stays in the target's body for 5 turns (As long as Raikage's Coat). Without the perfume, the genjutsu can be released as normal*
*The user can only use this technique twice per battle, and it requires 2 turns waiting period after the previous perfume disappeared*
*The user can't preform Forbidden jutsus, nor Perfume higher than A rank, for 2 turns after the perfume is activated*
*The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*
( Meromeroton: Himawari Kin ღ Kiukoudai Tenbin ) Perfume Release: Nefertiti's Judgement ღ Magnanimous Libra

Rank: S
Type: Defense/Supplementary
Range: Short-Mid
Chakra Cost: 40 (+5 per turn)
Damage Points: N/A
Description: This technique manifests itself as a quick, full-body burst of vaporous golden perfume, stretching in a circumference up to mid-range around the user in under a few seconds, lingering throughout as iridescent golden fumes for 3 turns. Physically, the golden perfume will continuously exude a toxin that, when inhaled, will weaken the body and stamina of the target, lowering their Base speed by 1 point, while serving as a medium for a powerful genjutsu. The speed drawback can be healed by purging the toxin from the body with an appropriately ranked Medical technique.

The Genjutsu will make the opponent feel as if the gravity suddenly increased, pinning them to the ground, Which is visually manifested as several rings of pure gold, carved with sunflowers, around the opponent's wrists, limbs, neck, torso, though evidently felt as an overbearing gravitational pressure. The premise for this genjutsu is that the chakra system and the physical body are directly linked. When there is a discrepancy between Base values and added bonuses, the chakra and blood pace within the body will mirror the shift. When the Genjutsu then modulates the chakra system around the brain, it will pick up on that discrepancy and activate itself. Thus, the effects are proportional to the system's alteration: When the user moves at a faster pace than normal to the body through the use of chakra or other enhancements (Such as techniques like Swift, Gates, Sage Mode, or Raikage's Lightning Coat, for example), the pressure of the Illusory gravity will bring the person's speed down, as the target's mind will force the body to arduously move at a slower pace. These effects are purely illusory, and any attempt that would effectively break the genjutsu of S rank can be used to invalidate this drawback otherwise simply calming oneself/releasing the modes will render the genjutsu inactive.

Physical Effect: Toxin that lowers Base speed and stamina by 1 point.
Illusionary Effect: Heighten Gravity lowering Speed to Base values ( -1 point from Toxin )

Note: The perfume stays in the target's body for 5 turns (As long as Raikage's Coat). Without the perfume, the genjutsu can be released as normal.
Note: The illusory drawback is dependent on the user's own Speed balance. Meaning that the user's own pace can't be multiplied further than any target actively caught in the Genjutsu. If the user activates an ability that allows their own Base Speed to multiply by 2 ( x2 ) or increment by x points, the Illusory Gravity will abate by the same amount, effectively loosening the drawback down to that multiplier ( x2 ) or x added points.
Note: The user can only use this technique twice per battle, and it requires 2 turns waiting period after the previous perfume disappeared.
Note: The user can't perform Forbidden jutsus, nor Perfume higher than A rank, for 3 turns after the perfume is activated.
Note: The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described.

Lili-Chwan said:
(Meromeroton: Manjushage Daku ღ Seppun) Perfume Release: Bonny's Embrace ღ Seduction

Rank: S
Type: Offensive/Supplementary
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: The user focuses chakra on the fingertips. Sensually caressing her lips, the user spreads a red perfume across, making her lips look incredibly sensual and tender. It will release a very powerful scent filled with pheromones, which will strongly lure anyone short range from the user into a kiss. But upon touch the lips, the perfume is highly toxic, spreading an extremely painful venom through the target's organism, equivalent to being burned alive. Whereas the alluring effect was gained through pheromones and a subsequent genjutsu making the opponent disorientated, upon the touch of the lips, both those effects end and only incredible and paralyzing pain is left, and a sudden, yet lingering scent of belladonna.
*Can only be used once per battle*
*Lasts only 2 turn, if the user can't kiss, the effects end*
*Pain itself lasts 3 turns*
*The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*
(Meromeroton: Manjushage Daku ღ Seppun) Perfume Release: Bonny's Embrace ღ Seduction

Rank: S
Type: Offensive/Supplementary
Range: Short
Chakra Cost: 60
Damage Points: 120
Description: Seduction is the strongest and most lethal base Perfume technique. The user focuses chakra on the fingertips oozing a red perfume that is then sensually caressed onto her lips, smearing them with a Carnal Red color, making her lips look obscenely more sensual and tender. This act will spread a pungent scent filled with pheromones, which will be an hypnotic and undeniable allure to anyone Short Range, pulling them into a kiss. Upon touching the lips, the perfume is revealed to be highly toxic, spreading an extremely painful venom through the target's organism, equivalent to being burned alive. Whereas the alluring effect was gained through pheromones and a subsequent genjutsu making the opponent disorientated, after being directly infused with the venom both those effects end, and only incredible and paralyzing pain is left. And a sudden, yet lingering scent of belladonna. The Hypnotic allure is defined as a Spiritual auxiliary effect from the scent-carried Genjutsu, carrying no spiritual damage, and can thus be countered with the appropriate tier Genjutsu dispelling mechanisms or soothed by Yin-based Spiritual effects of lower rank, as long as the physical fumes and substance of the perfume is countered or dispersed out of range ( 5 meters ), which will automatically dispel the Genjutsu.

Physical Effects: Alluring Pheromones, Toxicity, and Excruciatingly Painful Venom.
Illusionary Effects: Hypnotic Attraction to a Kiss.

Note: Can only be used once per battle.
Note: Lasts only 2 turns.
Note: Pain itself lasts 3 turns, dealing 20 damage per turn until healed.
Note: After performing this technique, the user is unable to perform Perfume techniques for 3 turns or any technique higher than S rank for the same amount.
Note: While the user is relatively immune to the toxicity of the Perfume, when in physical contact with it, the user will still take 10 damage in the first turn and 20 damage in the second. Likewise, Perfume users will be less affected by other users' Seduction, taking 30 less damage than Non-Perfume Users.

Note: The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described.

-Updates declined- These are very different to the initial versions so different that I personally don't consider them updates, there are also a lot of issues with choices of wording in these making them somewhat inescapable, requiring both breaking the illusion and dispersing the entire area of perfume to not be cast immediately in it again. [/B]
 
Last edited by a moderator:

Lord of Kaos

Supreme
Joined
Apr 7, 2009
Messages
29,260
Kin
4,695💸
Kumi
92,153💴
Trait Points
25⚔️
( Takamabi: Takamimusubi ) High Heaven Fire: High Creator
Type: Offensive/Supplementary/Defensive
Rank: B - S
Range: Short - Long
Chakra: 40 - 60
Damage Points: 80 - 120
Description: Takamimusubi entails the generic manipulation of High Heaven Fire, allowing the user to produce and manipulate the white and crimson flames into streams, constructs and projectiles. As a generic manipulation, the effects of both Shinkai ( Terrain ) and Yomi ( Person ) are not advanced, more akin to the effects of False Surroundings rather than any complex change to the terrain in case of Shinkai, and with a simple effect when it pertains to Yomi. For the generic manipulation, the effects mirror nature and the 5 elements. When manipulating generic High Heaven Flames, one chooses the corresponding attribute upon creation, to define the effects it induces, or upon using this technique to manipulate existing flames, changing the illusion.
  • ( Ama-no-Iwato ) Realm of the Flame, Fire Cave
    Inspired by Fire ( Katon ), the terrain is altered into ranging lava field and wildfire when hit with the flames of High Heaven, including other non-sentient techniques and objects, inducing the Shinkai effects. When hit directly with the flames, sentient entities will see the full expansive and dark cavern filled with magma pools, active volcanoes and a brimstone rain tinted in shades of red and black. The heat will cause hallucinogenic effects that will slow down their dexterity, reducing their ability to make handseals to 1 at max ( B rank ), revoking other techniques that usually only require 1 handseal ( A rank ), or no handseals ( S rank ), as the effects of Yomi. Once per turn, the user is capable of manipulating the reality-altered flames of Ama-no-Iwato using basic Fire Ninjutsu, which in turn is akin to manipulating the flames of High Heaven themselves.​
  • ( Ryūgū-jō ) Realm of the Corals, Underwater Palace
    Inspired by Water ( Suiton ), the terrain is altered into a storming sea when hit with the flames of High Heaven, including other non-sentient techniques and objects, inducing the Shinkai effects. When hit directly with the flames, sentient entities will see the full expansive and dark ocean, plunged underwater, with raging currents and crashing waves, tinted in teal and purple. The water will cause hallucinogenic effects that will revoke body movement, reducing their ability to use complex taijutsu higher than A ranks ( B rank ), higher than C ranks ( A rank ), or use taijutsu at all ( S rank ), as the effects of Yomi. Once per turn, the user is capable of manipulating the reality-altered sea of Ryūgū-jō using basic Water Ninjutsu, which in turn is akin to manipulating the flames of High Heaven themselves.​
  • ( Nakatsukuni ) Realm of the Reeds, Earth Canyon
    Inspired by Earth ( Doton ), the terrain is altered into a rocky and gravel ground when hit with the flames of High Heaven, including other non-sentient techniques and objects, inducing the Shinkai effects. When hit directly with the flames, sentient entities will see the full expansive and dark desert filled with dust storms and pitfalls, tinted in gray and gold. The dust will cause hallucinogenic effects that will hamper tracking, reducing their ability to sense and track by 10% ( B rank ), reduced by 25% ( A rank ), or reduced to base value ( S rank ) as the effects of Yomi. Once per turn, the user is capable of manipulating the reality-altered grounds of Nakatsukuni using basic Earth Ninjutsu, which in turn is akin to manipulating the flames of High Heaven themselves.​
  • ( Ne-no-kuni ) Realm of the Storm, Lightning City
    Inspired by Lightning ( Raiton ), the terrain is altered into metalic and electrified platform when hit with the flames of High Heaven, including other non-sentient techniques and objects, inducing the Shinkai effects. When hit directly with the flames, sentient entities will see the full expansive and dark city filled with abandoned voltage rubble and beams and dark and raging storms, tinted in neon green and blue. The electricity will cause hallucinogenic effects that will hamper spiritual techniques like Genjutsu and other mind-altering processes, reducing their ability to use these techniques higher than A rank ( B rank ), higher than C ranks ( A rank ), or at all ( S rank ) as the effects of Yomi. Once per turn, the user is capable of manipulating the reality-altered thunder of Ne-no-kuni using basic Lightning Ninjutsu, which in turn is akin to manipulating the flames of High Heaven themselves.​
  • ( Onogoro-Shima ) Realm of the Spear, Wind Mountain
    Inspired by Wind ( Fuuton ), the terrain is altered into a snow and wind mountain peak when hit with the flames of High Heaven, including other non-sentient techniques and objects, inducing the Shinkai effects. When hit directly with the flames, sentient entities will see the full expansive and dark mountain filled with breathtaking snow and wind hurricanes and gusts tinted in orange and navy. The pressure will cause hallucinogenic effects that will slow down their movement, reducing their speed by 25% ( B rank ), down to half ( A rank ), or reduced to base value ( S rank ), as the effects of Yomi. Once per turn, the user is capable of manipulating the reality-altered gusts of Onogoro-Shima using basic Wind Ninjutsu, which in turn is akin to manipulating the flames of High Heaven themselves.​
Note: Effects of Shinkai are limited to the area burnt by the flames of High Heaven. Effects of Yomi are limited to those burnt by them. The spreading property of Takambi is in effect when using Takamimusubi.
Note: The effects of Shinkai and Yomi are connected to each other, and only one type can be used per technique. The user can re-use this technique on their own flames in order to change the effects as a whole, or use other Takamabi techniques to acquire other effects, but not layer them, unless stated otherwise. Thus one can produce Takambi flames with the Kagutsuchi effect and then switch them with the Mizugami effect, but not layer them both onto the same pool of High Heaven flames.
Note: B ranks can only be used once every 3 turns, A ranks can only be used 6 times and S ranks can only be used 3 times. Takamabi flames expire at a rate of 10/15/20 chakra a turn, for B/A/S ranked usages, thus B and A rank usage lasts 4 turns, whereas S rank lasts 3 turns. Re-using Takamimusubi will refuel the flames.
Note: The user is immune to their own flames, allowing one to coat themselves in them or pass through them without taking damage, but will require the appropriate techniques to counter the High Heaven techniques of others, or use High Heaven themselves of a superior level in order to manipulate them.

Declined. We touched on the bases already but I'll just reiterate. Separate the basic drawbacks/debuffs/whatever you want to call them from the basic manipulation technique. Remove the parts where you essentially turn your entire Basic 5 arsenal into techniques for the CE. Other than that it should be good.

( Takamabi: Amenominakanushi ) High Heaven Fire: Central Master
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra: 50 ( +10 Chakra )
Damage Points: N/A ( +30 Damage )
Description: Amenominakanushi is an infusion of Takamabi onto the genesis of another technique, using High Heaven's reality altering properties ( Shinkai ) to alter the infused technique's physical properties, similar to Change into Heaven. The user expends 70 chakra, but only 10 chakra is added to the original technique. The infused technique will acquire an increase of 30 damage, but will now deal spiritual damage instead of physical. The reality-altered technique will have Takamabi's neutral S&W when interacting with other techniques, it's chakra and power clashing directly with the other technique, while it's damage affecting only sentient entities and other spiritual entities. As the infused technique is not Takamabi itself, but altered by it, it will not induce the effects of Yomi onto others, merely inducing a primal and confounding haze, dread and paranoia with excrutiating mental pain.
Note: This technique can be performed alongside another Ninjutsu in the same timeframe.
Note: This can only be used up to 4 times with a 2 turn break in between usages.

Declined. The technique notes 50 Chakra in the basic stats but says 70 in the technique description. This is pretty wild being a 30 damage boost, altering the basis of the damage type, and the altered interactions. Like that's a lot for a single infusion. I need better clarification on what exactly the second half means when you change it's damage type. See colored portions.
Due to the first being drastically different, there are no bold edits included. An additional technique has been added as well. CE approved here

1. ( Takamabi: Takamimusubi ) High Heaven Fire: High Creator
Type: Offensive/Supplementary/Defensive
Rank: B - S
Range: Short - Long
Chakra: 40 - 60
Damage Points: 80 - 120
Description: Takamimusubi entails the generic manipulation of High Heaven Fire, allowing the user to produce and manipulate the white and crimson flames into streams, constructs, and projectiles. As a generic manipulation, the effects of both Shinkai ( Terrain ) and Yomi ( Person ) depend on the technique's rank. As the flames rage on upon the world, they alter the environment into astonishing and otherworldly dimensions, where the higher the technique, the more twisted and inverted the colors are. Through the effects of Shinkai, that which is burnt by the fires of Takamabi will alter their characteristics into different illusory worlds which can interact with other techniques and substances as they approach them. When sentient creatures are burnt by the High Creator, the effects of Yomi will settle in, bringing the entire awareness of the burnt ones inside the realms produced by Shinkai like going through an illusory portal, while burning auxiliary effects that behave like hypnotic suggestions centered around three pillars. The illusory effects have the same tier and properties of MS level Genjutsu:

Jikoku 紙 Time : Similar to Tsukuyomi, those burnt by High Creator will have a time Dilation or Contraction effect. With time moving either slower or faster, the user is capable of hindering the perceived speed and tracking of an opponent. Moving Slower than Reality, the target will perceive the motion of those outside of the flames as faster, while their tracking remains the same. At B rank, the perceived effect will be 2x the actual speed, at A rank 3x while at S rank it will be 4x.
Moving Faster than Reality, the target will perceive everything to move slower outside the burnt area of Takamabi. While it allows them to perceive others in a much clearer way, it causes their own expression of movement to lower back to their own perception of speed, hypnotically making them move at a slower pace than their maximum capabilities. At B rank, it will be a x2 speed decrease, at A rank it will be at x3 and at S rank it will be at x4. Neither time Contraction nor Dilation changes the speed or tracking of any involved, rather just a perceptual discrepancy between what they can perceive and move.

Jikuu 紙 Space: Similar to Sukunahikona, High Creator can have a Space Expansion or Compaction effect, making those those burnt by the flames perceive reality and objects outside the flames as incredibly more bigger or smaller than they actually are, which in turn alters their perception of power and strength. When Massifying, the user will be augmenting the perceived size and power of the objects and techniques, producing an effect of perceiving techniques with an increased chakra tier when applicable, +20 chakra at B rank, +30 chakra at A rank and +40 chakra at S rank, which would normally put these techniques as Unsealable, Unnabsorbable and otherwise far too massive to interact on a Chakra to Chakra base, hypnotically dissuading the opponent from countering them through those means.
When Compacting, they will perceive reality to be smaller than they are, which in turn will hypnotically cause them to misjudge the amount of chakra required to produce the technique, causing them to overspend their chakra to counteract their diminished perception of size. The target will require 2x chakra at B rank, 2x the chakra for A rank and 4x times the chakra for S rank.

Juuryoku 紙 Gravity: Similar to Namakemono no Ude's manipulation of the target's willingness or iddleness, Gravity will apply the Attraction and Repulsion effect. Those burnt by the flames will see Reality and Outside the flames as either highly desirable or highly rejectable. The attraction will be felt with a hypnotic allure to Reality in opposition of what is Inside the Flames and will cause the target to be wanton to flee the flames of High Creator in order to contact with as many people and objects of Reality as possible, which in turn will cause them to spread the flames around the area and onto other targets. At B rank, this will cause them to be unwilling to look inside themselves, who are Inside the Flames or use any techniques to augment themselves or their body, such as activating Modes or Enhancements to their Person. At A rank, this unwillingness extends into techniques that are Internally manifested even within other objects, like Genjutsu or Non-External Elemental Infusions to their techniques, like Yin Ghost rather than a Wind technique that blows up a fireball. At S rank, it causes them to be unwilling to augment or apply auxiliary or debuffing effects in any way to any of their techniques, for they come from the one Inside the flames.
Repulsion will be felt as a hypnotic suggestion to get away from Reality outside and an allure to Inside Takamabi itself. They will see Reality as undesirable, grotesque, or even frightening, and will instead be drawn to remain Inside Takamabi under the control of the user. When performing techniques, they will be unwilling to manifest them at their true range, for fear they'd reach outside the area of Takamabi. The target will reign back their technique's reach 5 meters shorter than they normally would at B rank, 10 meters at A rank and 15 meters at S rank.
All of these pertain not to actually seal the target's abilities, but rather restrict their willingness to use them as such.
Note: S ranked usage can only be used once every 3 turns, preventing usage of the rank for the same duration. A and S-Ranked usages can be used six times per battle.
Note: Only one of these three effects can be in place at a given time. Should one be used, this same effect cannot be used in the same or next turn.

Approved. Lili, I know you're reading this - don't make me regret it.

2. ( Takamabi: Amenominakanushi ) High Heaven Fire: Central Master
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 50 ( +10 Chakra )
Damage Points: N/A ( +20 Damage )
Description: Amenominakanushi is an infusion of Takamabi onto the genesis of another technique, using High Heaven's reality altering properties ( Shinkai ) to alter the infused technique's physical properties, similar to Change into Heaven. The altered technique will lose it's foundation in reality, and become spiritual instead, akin to a damaging illusion happening before their eyes. While the altered technique follows the original technique's general volume, path and motion, in it's altered form it can take the appearance and function of any other construct or substance, like a fireball becoming a ball of freezing blades. The original technique will lose it's physicality, it's damage turning into spiritual instead. Sentient beings and other spiritual entities will suffer this damage with the same pain and feeling as if they were interacting with the actual substance it has been altered to.
As the infused technique is not Takamabi itself, but altered by it, it will not induce the effects of Yomi onto others, merely inducing a primal and confounding haze, dread and paranoia with excrutiating mental pain, felt as a headache and in the areas that are in contact with the altered technique, the degree of which dependant on the rank and damage of the alterered technique. The user expends 50 chakra, but only 10 chakra is added to the original technique. The infused technique will acquire an increase of 20 damage, but will now deal spiritual damage instead of physical. The reality-altered technique will have Takamabi's neutral S&W when interacting with other techniques, through their chakra tier, whereas it's damage can only be felt by Sentient Beings and Spiritual Entities.
Note: This technique can be performed alongside another Ninjutsu in the same timeframe.
Note: This can only be used up to 4 times with a 2 turn break in between usages.

Approved

3. ( Takamabi: Kamimusubi ) High Heaven Fire: Divine Creator

Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra: 70 ( +10 Chakra )
Damage Points: 120 ( +20 Damage )
Description: Kamimusubi is a Takamabi Elemental Genjutsu of the same tier as an MS Genjutsu. It can be cast up to Mid-Range from the user by performing 3 handseals or through Eye Contact. Kaminusubi will deal only the effects of Yomi as no actual flames will ever manifest in reality, and will trap the target inside a Burning World. The illusion will have the target perceive every aspect of the terrain and themselves as excruciatingly burning, dealing a massive amount of Spiritual Damage if left unblocked. Through the properties of High Heaven, this affliction will cause the target to be considered Immolated, which means it will spread the burning Genjutsu like wildfire if they physically or spiritually interact with another Sentient being, be it through direct contact or through a chakra tether like a Chakra Creation, Summoning, Clone and the likes, or if someone attempts to infuse their chakra onto an Immolated or the Immolated attempts that on someone else.

Kamimusubi can also be used as a powerful defense mechanism by performing self-immolation. While the user will not be damaged by self-immolation, it will still produce a discernable visual flame effect, causing a drop of 25% of their visual tracking while the effects are in place, but otherwise allowing the user to still be able to perceive even minute details, despite the translucent flames populating their vision. When self-immolating, the power of Kamimusubi can battle spiritual afflictions affecting the user or serve as a preemptive mental shield to dissuade others from attempting them. This is also a method to protect the user from being afflicted by an opponent's Kamimusubi or other MS-Grade Genjutsu, similar to how Tsukuyomi can be countered by one's own.

Kamimusubi can be used to augment other Genjutsu with the Immolation property by spending the same amount of chakra, whereas the infused Genjutsu will have a +10 chakra increase and a correspondent +20 damage increase, becoming an MS-Grade Genjutsu with Takamabi's Elemental Neutrality. This can't be used to augment Genjutsu higher than S rank nor Genjutsu that are already MS Grade.
Note: This can only be used up to 4 times a battle, preventing usage for 4 turns after use. In addition to this, other S ranked or above Takamabi techniques cannot be utilized during this time.

Declined. We discussed it.
 
Last edited by a moderator:
  • Haha
Reactions: Daemon
Status
Not open for further replies.
Top