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Custom Element Jutsu Submission

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Skorm

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Linked to approved CE; https://animebase.me/threads/custom-element-bureau.764498/#post-21862012

(Bisumaton: Kamigami no umi | Bismuth release: Sea of gods)
Type:
Offensive/Defensive/Supplementary
Rank: C-S
Range: Short-Long
Chakra: 15-40
Damage: 30-80
Description: Sea of gods is a multi-ranked technique that serves as the basic, jack-of-all-trades technique of the bismuth release. It can be created from existing sources(earth) or from the user directly. Depending on how much chakra he/she spends it amps the technique further and thus produces more liquid bismuth. The force of the torrent of the liquid metal will also become greater the more chakra is spent into the technique. But even so, small amounts of liquid bismuth may be enough for some occasions too. Through this technique, the user will be able to shape the land infront of them and create small or large torrents of the liquid bismuth, create a huge "sea" of the molten metal right under their targets or manipulate pre-existing liquid bismuth to form into huge hands or small flying liquid bullets. Even though the possibilities are essentially endless, the bismuth will stay on the field until destroyed and does not require chakra to stay on the field. However, since the release is indeed liquid it cannot maintain any lasting functional structures unless chakra is used to sustain the releases state. Sort of like water which can be formed into a dragon but needs chakra to sustain its form in such case. C and B ranks can be used indefinitely. A rank variation can be used indefinitely as well but will start to require two handseals; Hare - Ox. S-rank variation requires four handseals; Hare - Ox - Rabbit - Dragon and can be used up to four times per battle with an initial 2-turn cool-down.

🐉 Declined. B-ranks of any element require three handseals, increasing with rank. Also, not gonna allow A-ranks to be used indefinitely.🐉

(Bisumaton: Jigokunomokujiroku | Bismuth release: Apocalypse Now)
Type:
Offensive
Rank: Forbidden
Range: Mid-Long
Chakra: 50
Damage: 90(-10 to user)
Description: One of the most devastating techniques in the arsenal of liquid sublime but a rather simple technique in itself. The user will form 5 handseals; Monkey - Horse - Serpent - Ram - Bird. As the last sign(Bird) forms, they will stomp the ground and channel a massive amount of liquid bismuth into it. The ground will then evaporate and explode rapidly in all directions while a huge stream of liquid bismuth will flow straight upwards and spread all across the battlefield like a huge fountain of hell. The amount of chakra it takes to create the technique takes a toll on the user and will thus leave them slightly damaged by a chakra recoil. They will also not be able to use any other liquid bismuth techniques for 3 turns. The remains of the liquid bismuth of the initial technique will remain on the battlefield, dormant like a huge molten graveyard. The spread of the torrent can reach up to 200 meters and spread out in a diameter of 500 meters. The user will of course direct the torrent away from themselves and either let it hit everything or direct it to a specific target. This technique can only be used once per battle.

🐉 Declined. That 200/500 meter thing is wayyyy too high. Keep it within the numbers used to define range(20 meters up and up to long range).🐉
 
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Gutsy

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

🐉

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

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

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

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

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

All Declined. Link your Approved CE.
Approved CE: https://animebase.me/threads/custom-elements-bureau-iii.710828/page-3#post-20902144

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

🐉 Approved.🐉

(Kayakuton - Ragunaroku, Kamigami No Hakai) Gunpowder - Ragnarok, The Destruction of the Gods
Type:
Offense
Rank: Forbidden
Range: Short - Long
Chakra Cost: 50
Damage: 90
Description: A newly developed technique which has become known as Ragnarok, the destruction of the gods, for its sheer power and destruction. The technique relies heavily on the utilization of a massive amount of the users energy. The technique is initiated by the user after performing three hand seals, where then everything will commence. Beneath the surface, the ground will be grounded into almost dust particles, they will be combined with both fire and earth chakra, causing the formation of gunpowder within the earth itself. All of it will converge and form one enormous condenced orb of gunpowder within the ground at the users desired location, normally about 50m underground making it hard for doujutsu users to see it for the most part but not impossible for the likes of the Byakugan. By the time it has gathered within the ground [after waiting two turn], then the user can perform the tiger hand seal. This will cause the orb in the ground to instantaneously explode out in all directions, without warning, it will cause the earth beside and above it to violently explode out in all directions, ripping and tearing through everything in its path, trees, plants, buildings and people will be shredded and torn to nothing as the explosion and the shock wave moves across the land. The technique is large enough to affect an entire landmark, the explosive crater large enough to take out a village, while the shockwave and after effects of the explosion will go across an entire landmark, blasting trees from the ground and causing buildings to come crumbling down. Should the user get caught in the blast, he will suffer the same damage unless he defends himself from it.
Note: Usable twice per event. Four turns between uses
Note: No jutsu above A rank in the turn this is created, nor can any Gunpowder be used while it is charging.
Note:
Detonating it costs a move
Note: Due to the strain of this jutsu, the user will feel weary and lose 3 levels to his base speed for 2 turns.
Note: The user takes 20 damage due to the strain

🐉 Approved. Edits made.🐉

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

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

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

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

🐉 I don't really understand how the layer is supposed to work. You say if used with Earth, it will just add +20 damage to the Earth instead of being a standalone A-rank, but this is always layered on top of a jutsu. When will this ever hit something by itself with nothing underneath it to act as a standalone? As it's written, it sounds like you're saying when it's on another possible solid jutsu like steel or sand, it'll stack as whatever damage that has plus the 60 damage.🐉
 
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Joestar

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CE Approval

(Kairōsekiton: Surirā Bāku ) Sea Prism Release: Thriller Bark
Type:
Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 50
Damage: 60
Description: The user will weave several handseals and cause several chains of Sea Prism to emerge from the ground. These chains are extremely flexible and long, capable of reaching up to long-range from the point of their manifestation. The chains will wrap around the target, binding them and draining their ability to mold chakra. The user can employ these chains to simply restrain the target or violently constrict and pull at the target's body, inflicting damage to them.

Note: Can only be used four times per battle
Note: Lasts for two turns per usage
Note: Requires a cooldown of one turn before being used again after chains are removed from play

(Kairōsekiton: Shinsekai ) Sea Prism Release: New World
Type:
Offensive/Supplementary/Defensive
Rank: B-S
Range: Short - Long
Chakra Cost: 40 - 60
Damage: 30-80
Description: This technique allows the user to generate Sea Prism, either through creating the element through their body or by transforming the ground. The shape and amount of Sea Prism created depends solely on the user's imagination, and can be pillars, spikes, walls, melee weapons, etc. The user can create the element through their limbs ( B rank usage ) to enhance their physical blows through its tremendous heat, or use it as a ranged weapon.
Note: S-rank version can only be used three times per battle. A-rank can be used four times per battle. Either variation requires necessary handseals for usage.
Note: S-rank version requires a cooldown of one turn before any Sea Prism techniques can be used again.

¤ Both Approved, made edits to ranks and usage restrictions. ¤
 
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Sasori

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Note: As a sensei I can submit an extra jutsu

Lithos Stone:
CE:
Permission:https://animebase.me/members/ushiro.37168/#profile-post-comment-3222


This is a re-submission and here is the link: https://animebase.me/threads/custom-elements-jutsu-submission.13700/page-46#post-21835895
(Eien no chūsei kokoro) Lithos Release: Undying Loyalty
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20 (-10 per turn)
Damage: NA
Description: A technique designed to give the user extra control over their solid based techniques. This jutsu is applied by adding a hand seal at end of one of the user’s matter based ninjutsu. This technique allows the user to coat their technique in a layer of lodestone giving it the properties of Lithos Stone. Essentially, this jutsu will give the technique magnetic properties and allow the user to manipulate one of their technique with the aid of their control over magnetic fields. One of the main uses of this technique comes into play when the duration limit on one of their techniques has ended. Instead of allowing their technique to dissipate or fall apart the user will have used their Lithos chakra to magnetize the techniques allowing it to remain its form and structure. For example, the user can use this on the Stone Golem technique and if it had a duration limit, the moment the duration limit passed, the golem would normally fall apart and become chakraless, but the user will use the control over magnetic fields in order to hold the technique together in the same shape it was initially, using the chakra from the technique enforced by Lodestone to keep the technique going for as long as the user continues to fuel this technique with just chakra every turn.

Note: Can only be use four times with a turn cool down with each use.
Note: This cannot be used with elements that are weak to Lithos Stone.
Note: The user cannot use this technique again while another technique that is on the field is currently affected by it.

Approved. Made edits.

(Lithos rirīsu: Shūsei unmei) Lithos Release/Sealing Arts: Tools of the Vanguard
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: +10 to affected tag
Damage: NA
Description: The user will infuse one of their ninjutsu or sealing tags with Lithos chakra the same moment they are about to utilize it. The Lithos chakra applied to the sealing tag will cause it to be more difficult to remove. This, however, only applies in certain situations. For instance, if the opponent is wearing a metallic armor or weapon then the tag will quickly attach itself to said object. This technique, can in a way, be used to hone in on targets because of its new found magnetic properties. The main ability,however, comes into play when it is attached to a target/barrier. Due to the attractive force of Lithos stone and whatever object it is attached to, it will require more force than normal to remove the tag. Regarding the specifics, the seal would now require strength, following the strengths/weaknesses of lithos, equivalent to A-rank to be removed. There is also another use of this technique that allows the user to use this in place of a regular sealing tag. Following the rules of a basic sealing tag, the user will release onto a barrier or any object that is serving as a barrier a sealing tag that has Lithos chakra on it. Once said sealing tag has made contact, the seal will begin to affect said barrier with the effects of Lithos stone. This will essentially cause the barrier to exemplify the abilities of Lithos stone. This means that the barrier will now attract all metallic objects or any substance that is magnetic based or can be attracted to Lithos stone. This will render objects such as swords or kunai immobile while in the barrier. These effects are equal to A-rank.

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

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

(Lithos rirīsu: Shūsei unmei) Lithos Release/Sealing Arts: Bravery of Joan
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: NA
Description: The will first throw out a sealing tag that has Lithos chakra sealed inside of it. The main purpose of this technique is to take over the enemy's' matter based substances. In order to pull this technique off, the user must first attach the sealing tag onto an incoming attack or creature which be done by attaching the kunai to a sword, kunai or another technique. If using this technique by applying it to an object the user can opt to have the seal activate first, and have the original object continue on its designated path. Once attached, the sealing tag will activate and begin to pour out lithos chakra from it. This jutsu works by using the magnetic fields of the Lithos stone to overpower the chakra in an opponent’s technique. To further explain, the Lithos chakra will utilize it magnetic fields to overpower an object by influecing its structure and movement with magnetic fields. Due to how this technique works, it will not be effective on techniques that are strong to lithos stone. Also, once attached, the take over of the opposing technique happens quickly giving the opponent little time to stop the process themselves. The end result will be the opponent technique covered in a thin a layer of Lithos chakra. Considering the functionality of this jutsu it is only able to be used on techniques of equivalent or lower rank. Lastly, there is another function of this seal that allows the user to attach the seal to the opponent themselves. This will cause the opponent to feel a powerful binding force equivalent to the rank of this technique overcome their body. If the opponent finds themselves with this sealing tag they must release a chakra surge equivalent to or higher than to break this technique. If this is not done then the user will be free to manipulate the opponent’s body with limited control.

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

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

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

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

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

(Lithos rirīsu: Shūsei unmei) Lithos Release/Sealing Arts: Domain of the Gods
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: NA
Description: A technique that serves the purpose of weakening enemy jutsu. The user will first perform two hand seals at the end of one of their techniques and cause kanji transcripts to emerge on it. The main purpose of this technique comes into play once the user’s jutsu has made contact with the opponent’s. Once contact has been made, the kanji transcripts will begin to release Lithos stone from itself. The lithos stone will find itself onto the opponent’s jutsu and will begin to affect the opponent’s technique inversely with the help of the magnetic properties of Lithos stone. The user will be able to weaken the opponent’s jutsu by twenty damage points because the Lithos stone will utilize its magnetic properties to pull or rather attract the opponent’s jutsu in the opposite direction. The opponent's jutsu can essentially be drawn upwards, downwards, left or right depending on the situation. This technique will essentially decrease the momentum of the opponent’s jutsu once contact has been made. It important to note that this technique will not work on all techniques weak to Lithos.

Note: Can only be used four times with a turn cool down.
Note: Requires two of the user's three moves per turn.

Approved. Made edits.
Lithos Stone:
CE:
Permission:https://animebase.me/members/ushiro.37168/#profile-post-comment-3222

(Lithos rirīsu: Shūsei unmei) Lithos Release/Sealing Arts: Tools of the Vanguard
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30(+10 to sealing tag)
Damage: NA
Description: The user will infuse one of their sealing tags with Lithos chakra the same moment they are about to utilize it. The Lithos chakra applied to the sealing tag will cause it to be more difficult to remove. This, however, only applies in certain situations. For instance, if the opponent is wearing a metallic armor or weapon then the tag will quickly attach itself to said object. This technique can ,in a way, be used to hone in on targets because of its new found magnetic properties. The main ability,however, comes into play when it is attached to a target/barrier. Due to the attractive force of Lithos stone and whatever object it is attached to, it will require more force than normal to remove the tag. Regarding the specifics, the seal would now require strength, following the strengths/weaknesses of lithos, equivalent to A-rank to be removed or destroyed.

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

🐉 Approved. Edits made.🐉

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

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

🐉 Approved. Edits made.🐉

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

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

Declined at the user's request.
 
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Goetia

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Dendera Light

(Kōshiton: Shin'ō no Amun-Ra) – Dendera Light Release: Vessel of the God-King
Type:
Offensive / Defensive / Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per turn)
Damage: 80
Description: Vessel of the God-King is a manipulation of Dendera Light Release applied to one’s own body. By performing a sequence of three seals, the user will fill their body with the electrical energies of the element. This results in the user’s body being entirely coated in pure Dendera Light, their physical form becoming a shimmering silhouette of raw energy. Whilst in this form, one's usage of Dendera Light is greatly enhanced, giving them the ability to utilise any and all Dendera Light techniques on the level of an Apex Handseal Specialist. Additionally, the user is capable of passively manipulating their aura to form basic constructs, such as swords or shields, though these cannot be any larger than two meters in length and width. Furthermore, the user can even form appendages from the energy, granting them capabilities based on the appendage created, e.g. using wings to fly. This technique is able to interact with others based on the S&W scheme of Dendera Light Release, defending the user from techniques accordingly. Should a technique of equivalent strength neutralize the energy, the user will revert to their original form without sustaining harm or injury. However, a technique which neutralizes the armor-like state by overpowering it will deal damage equal to the difference (the remaining damage after clashing with the transformed energy state). While within this form, the user is restricted to using Dendera Light, its component elements, and other non-elemental skills. Once a usage of this technique ends, it will require a single turn cooldown before subsequent use. This jutsu lasts for four turns, and can be used twice per battle.

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🐉 Edits made.🐉

(Kōshiton: Sangokushi) – Dendera Light Release: The Old Kingdom
Type:
Supplementary
Rank: B – S
Range: Short – Long
Chakra: 20 – 40
Damage: N/A
Description: The Old Kingdom is a technique designed to counteract the usage of technological devices. The user will perform 3 seals, releasing an omnidirectional electromagnetic pulse that will travel at thrice the user’s base speed, encapsulating the entirety of the field, even travelling underground. In the case of a landmark, this technique will spread to its edges. The energy of Dendera Light naturally carries an extremely high charge which is capable of overloading any and all forms of tech. The strength of any given charge dictates the level of the tech it is capable of overloading, with any tech whose rank is equal to or less than that of a pulse will be left disabled for varied amounts of time. A B-Rank pulse will disable all affected tech for up to 4 turns, an A-Rank pulse will disable for 6 turns, and an S-Rank pulse will disable tech for 8 turns. It should be noted that when disabling tech, the strength of the charge is not weakened or diminished, as the energy merely passing over tech makes for sufficient exposure to interfere with and disable tech. Any tech affected by this technique will be unable to function properly, e.g. firearms will not release projectiles on trigger pull, mechanized explosives will not detonate, devices or objects with computing systems or AI will cease all function. However, this technique does not counteract the natural protections of armors, even if the other technological features of said armor have malfunctioned due to this technique. B and A-Rank variants can be used thrice per battle, with the S-Rank variant being usable twice.

🐉 Pending. Leaving for Vex or/Lord of Kaos.🐉

Dendera Light

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

Illumination of Khepri

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

Zenith of Ra

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

Coda of Atum

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

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

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

The other two seem fine. I'm just not okay with the first one being so low (too low for what it does) and so spammable.
As per the checker's note, I've reworked the above into two separate techniques.

(Kōshiton: Ra-Horakhty) – Dendera Light Release: Pillar of the Two Horizons
Type:
Supplementary
Rank: A – S
Range: N/A
Chakra: 30 – 40
Damage: N/A
Description: Pillar of the Two Horizons focuses on the nature of Dendera Light as a superconductor of energy. This technique is an infusion with two usages that revolve around this quality, imbuing any energy-based technique of choice with unique effects upon the incorporation of extra chakra into said technique. Performing either of these applications can be done so in the same timeframe as the creation of the chosen target, or anytime it is on the field, and each infusion’s duration is equivalent to that of the chosen target. The S-Rank application also applies the effects of the A-Rank application.

East Horizon: The East Horizon is the lesser A-Rank application, and once performed, allows the chosen technique to absorb other jutsu whose elements are based in lightning/electricity. Whilst Dendera Light already has the natural capacity to draw in energy, this technique amplifies the strength of this absorptive quality, allowing for a targeted technique to fully absorb other techniques in a clash. Absorption follows the S&W scheme of the host technique (equal rank for neutral elements, one element higher for elements weak to host jutsu, one rank lower for elements strong to host jutsu), meaning that techniques of a high enough rank, or ones whose element the host jutsu is weak to, will instead clash with the targeted technique normally. Successful absorptions will result in the targeted technique being strengthened by the energy it stores within itself, increasing in strength by a single rank, or 10 damage points for F-Rank techniques and higher. The East Horizon application is usable once per turn, and requires a single turn cooldown before subsequent use, and can be invoked a total of four times per battle.

West Horizon: The West Horizon is the greater S-Rank application, and has two functions. The first is the increased range at which other techniques can be absorbed by the targeted jutsu. Where the East Horizon allowed for absorption upon direct contact, the West Horizon greatly expands the range at which absorption can occur, allowing a targeted jutsu to absorb other techniques from up to mid-range distance. The second effect of the West Horizon allows the user to take control of the excess energy stored within the technique targeted by any application of the Two Horizons, releasing it from said technique in the form of another Dendera Light jutsu. The strength of this new technique is the sum of the combined strength of each technique absorbed by target jutsu, e.g. producing an S-Rank technique from the target jutsu which has absorbed two A-Ranks. While this ability is passive, it reverses the enhancements granted to the technique originally targeted by Twin Horizons, returning it to its original strength. The newly produced Dendera Light can exhibit the characteristics of raw, unmanipulated energy as outlined in Primordial Abyss or Key of Eternity, or be turned into basic familiars as described in Hand of Anubis. The West Horizon can be performed thrice per battle, with a single turn cooldown between uses.

🐉 Approved, edits made. Similar to your previous submissions, absorbing any jutsu isn't gonna be allowed as your CE specifically notes that it absorbs electrical and lightning-based energy, so I edited that into this.🐉

(Kōshiton: Aru no Hata) – Dendera Light Release: Fields of Aaru
Type:
Supplementary
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: Fields of Aaru is a supplementary infusion technique which derives its function from one of Dendera Light’s natural qualities; its capacity to self-sustain by constantly generating intense oscillations. By infusing an additional amount of chakra into a chosen energy-based technique, be it in the same timeframe as the creation of that technique, or anytime it is on the field, that jutsu will be bestowed with the passive ability to regenerate itself upon sustaining damage. Should an interaction with another jutsu result in it being weakened in any way, but not neutralised entirely, it will naturally restore itself to its original strength and physical state prior to the interaction. This technique can be used once per turn, up to four times per battle, and each usage lasts for the same amount of time as the targeted technique.

🐉 Approved, edits made.🐉
 
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LGeezy

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Updating:



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



Purton | Genki-dama - Plasma Release| Spirit Bomb
Rank:
Forbidden
Type: Attack
Range: Short - Long
Chakra: 70 (+10 per turn)
Damage: 90-120 (-10 to user per turn)
Description: The strongest attack among the Plasma Release, this technique's power is dependent on the number of turns the user spends channeling chakra into the technique. The user raises both hands towards the sky, gathering plasma into a ball above the user. The orb starts small about the size of a basketball, but as the user channels chakra into the technique it grows substantially in size and power, with its final stage rivaling the size of a Tailed Beast Bomb. Once the user decides the technique is ready, they can release the concentrated orb of plasma towards a target. Once the orb reaches the target, it explodes in a superheated large scale explosion that releases a strong continuous gale and expels colorful bands of Northern Lights-esque aurora that could melt a Complete Susanoo. The Spirit Bomb is quite swift when used and, this concentrated accumulation of chakra can completely devastate a battlefield and if the user is not careful, they could be caught within the blast radius of the technique. This technique may be channeled for up to three turns, during which the user is incapable of using any other technique. However, the user takes additional damage for each turn channeled due to the intense amount of heat and mass of chakra.
Note:
  • Usable once.
  • User may not use Plasma Release anymore after this technique's use.

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

Updating:

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

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

Purton| Hoshi Kuchiyose Kozumikku bodi Soushi - [ Plasma Release| Star Summoning Cosmic Body Creation]
Rank: S
Type: Attack/Supplementary
Range: Short
Chakra: 40
Damage: 80
Description: This technique has the third most handseals required having 43 in total trailing only by one after Water Release: Water Dragon Missile and 12 behind Plasma Release: Solar Nightmare. The user creates an orb in their palm that resembles a star in its White Dwarf stage, surrounded by small but continuous bolts of lightning, allowing it to be used on its own as a melee-ranged weapon similar to the Rasengan or Chidori techniques. This small star is very hot causing the opponent to feel the heat waves before they are even in range of the technique and will burn through any Earth-Based Material that isn't indestructible, it makes contact with. But it's true power lies in the fact that the orb is able to expand in the users palm to that that rivals Sage Mode's Massive Rasengan, hence why the user must use so many seals to activate and control the technique.
[ Usable Once Times]
[User may not use any plasma techniques for two turns afterwards unless it's for Plasma Release: Solar Nightmare]
____________
-Approved-
Purton | Kurūeru San - Plasma Release| Cruel Sun
Rank:
Forbidden
Type: Attack
Range: Short-Long
Chakra: 70 (+10 per turn charged)
Damage: 90-120 (-10 to user per turn)
Description: The strongest attack among the Plasma Release, this technique's power is dependent on the number of turns the user spends channeling chakra into the technique. The user completed 5 handseals and then raises a finger towards the sky, gathering plasma into a orb above the finger. The orb starts small, about the size of a basketball, but as the user channels chakra into the technique it grows substantially in size and power, its final size being roughly half the size of a Tailed Beast Bomb. As the technique grows, it radiates so much heat that it resembles a miniature sun and can begin to melt non-chakra infused metals and weakening water techniques by -10.
Note:
  • Usable once, but may be charged for three turns to increase the techniques damage, however, user sustains damage for each turn charged, meanwhile the user may not perform any additional techniques while gathering chakra for this jutsu.
  • The user may not use Plasma Release for two turns after this technique unless it's for Pride Flare.
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🐉 Alright, conceptually, this is good. However, for submissions, F-ranks are 90 damage, I can't allow you to do 120 by itself unless it's a special field like Yin Release or something. You can have it start as A-rank and able to be charged into S-rank and then F-rank, but you'll need adequate restrictions noted for each.🐉
 
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Howard

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Status
Laughing Gas's approval
Shinta gave me permission to submit and resubmit techniques here.

The basic Laughing Gas technique NK requested which was approved at the time and linked to:


Resubmitting the following with edits:


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

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

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

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

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

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

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

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

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

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



(Waraugasuton/Iryō Ninjutsu: Warau Hito) - Laughing Gas/Medical Ninjutsu: The Man who Laughs
Rank:
A
Type: Supplementary
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A ( 60 damage healed )
Description: After the use of two hand seals, the user while using his chakra to create a small amount of nitrous oxide; can consume it creating an anxiolytic effect as mentioned in the element itself due to this anxiolytic effect, the reactions of the imbiber are increased x3 for three turns. However, it can only happen twice per person as the user becomes immune to the effects after successive uses. This effect dulls pain receptors allowing the user to dull the sensations of pain in the body allowing them to carry on through damage such as A ranks and below without healing them, however, the bodily effects such as bleeding or bruising can only be negated through healing jutsu this effect lasts as long as the first effect. This pain negation also negates the ability to break genjutsu through pain though. Additionally, by spending an additional thirty chakra and playing upon the medical ninjutsu aspect of the element itself they can heal minor wounds up to 60 damage by applying the laughing gas either directly to the wound. What this does is circulate around the site of the wound first dulling the sensations of pain before genuinely healing the wound itself through the application of chakra and anesthesia.
The user is also able to take a medicine or medicinal substance on their person and apply it through this technique using the Laughing Gas as a carrier gas. This allows them to administer or take pills in the middle of combat, or on the battlefield without pulling out the substances or the pills themselves, using the gas to carry the ingredients through the gas and into an ally or them self. This aspect doesn't require the hand seals and is a passive action when used this way, thus not taking up another move slot along-side the pills. Pills or medicine must be referenced alongside this technique however they obviously follow the medicines usage limit.
Note: Can be used on allies giving them the same beneficial effects
Note: As stated, can only be used two times per person up to a total of four uses per battle.
Note: Healing can only be done twice per battle once per turn and can negate up to 60 damage per usage.

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🐉 Declined. Reading through your CE submission, the Medical Ninjutsu component of this CE isn't related to healing directly, but the creation of substances that can aid in healing(i.e., this anaesthetic). I'm not a fan of allowing this to heal damage/recover damage points, as that just appears to be a separate healing jutsu altogether that's tacked onto this one. I'm fine with allowing it to be used alongside other healing jutsu to aid the healing process of that jutsu, but because the CE doesn't have actual healing properties by itself, that part has to go.🐉

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

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🐉 Declined. This is a rather hard one to sell, almost to the point of a DNR. Absolutely no to allowing this to be formed around the opponent. Due to its colorless and odorless properties, as well as being essentially a poison, this cannot be allowed to be formed around the opponent under any circumstance. I'm also not a fan of allowing to be that big in size. Instead, I suggest making it a cloud that spans a 5x5 area to the sides and above that can be formed anywhere within mid-ranged of its user, but not within short-range of any opponents. You can then move the cloud freely once it's formed towards the target, but can't move it into long-range of your own person. Lacing it with a poison is fine, but it will always become visible upon doing so, regardless of the poison's own properties.🐉

(Waraugasuton: Satsugai Jōku) - Laughing Gas: The Killing Joke
Rank:
B-S
Type: Offensive/Defensive/Supplementary
Range:
Short - Long
Chakra Cost: 20-40
Damage Points: 40-80
Description: The most basic and versatile technique for the element the user creates tools, weapons or constructs out of gaseous nitrous oxide using them to attack or defend. These constructs have a purple hue. These tools, weapons, and constructs range in power depending on how much chakra is used to create them. The user can create B rank with a single hand seal up to mid-range away; A rank items with the use of two hand seals up to long-range, and S rank applications through the use of three hand seals at any range. At any time these items can be released causing a cloud of nitrous oxide to form creating a cloud of laughing gas with a five-meter diameter. This cloud is considered to be the rank of the technique that was used to create it and is still infused with the chakra that fueled the intial use making dispersing it the same as a normal clash. If this gas is breathed in the opponent's body will react as per the effects of (Waraugasuton) - Laughing Gas.
Notes: S rank variation can be used three times per battle with a one turn cool down. A-rank variation can be used four times per battle

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🐉 Approved. Edits made.🐉


( Waraugasuton: Hanijiumu ) - Laughing Gas: Hahnium
Rank:
A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: Due to the innate connection between Poison Release and Laughing Gas as mentioned in the element itself a poison technique can be laced with vast amounts of Laughing Gas and vice-versa a Laughing Gas technique can be laced with vast amounts of poison creating a compounding effect. This is done by forming an additional hand seal, spending a move slot and lacing into the Laughing Gas Technique a poisonous substance on the user's person, by doing this the user can push the lethality of the technique even further increasing its destructive potential. This can work with basically any wind or gaseous-based element but shows best in Poison and Laughing Gas combinations. This is because as directly specified in the element Laughing Gas is a carrier gas allowing it to carry with it a secondary substance or be laced into another substance creating a mixture of the two. This can be used alongside a Poison Technique or a Laughing Gas technique in the same timeframe to impart additional effects into the substance empowering whatever technique it is used with. When used on an A rank technique or below this allows a rank increase. It can alternatively be used upon S rank or Forbidden rank techniques to impart additional effects onto them but it won't gain the boost in rank, gaining only ten damage. This imparts the symptoms of the poison, onto the symptoms of the Laughing Gas or vice-versa due to the innate connection between the two substances an example of this carrier gas function in the most basic form is the mixture of oxygen and nitrous oxide which is used in anesthesia. This all plays heavily upon the carrier gas aspect of Laughing Gas and it allows them to compound the effects of the technique by making it a combination Poison/Laughing Gas Technique or a combination Wind/Laughing Gas Technique. This requires the user to be able to use Poison Ninjutsu and have a poison sample on their person for most cases. It can be done alongside another technique including Poison Ninjutsu, Laughing Gas, or another wind or gaseous-based element.
Note: Can only be used three times per battle with a two turn cooldown


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🐉 Approved, edits made.🐉
 
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Zenryoku

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Shining water
I'm Co creator on the c.e but i've subbed every jutsu for it so far. I had permission to sub way back in the day on MSN, i hope the links below are sufficient evidence of this:

1.
2
3
4

(Shainingumizu: Seinaru Kagayaki) – Shinning Water Release: Holy Radiance
Rank
: D-S
Type: Attack/Defence
Range: short - long
Chakra Cost:10-40
Damage Points: 20-80
Description: This is the basic application of shining water release where the user will gather shining water in the ground or create it from their own chakra (for example spitting it out of their mouth) to form various basic formations of shining water. This can be anything from weapons, to walls, to spikes, domes, waves, anything inanimate which they can use as projectiles as well. For example the user could create a kunai of shining water and launch it at their opponent. The larger the object, the higher the rank. For objects larger, than the user they will need to be A rank. To use the A rank and above versions of technique the user will need to perform 3 hand seals. Shining water will always be controlled to reflect light from the constructs to blind anyone who sees it apart from the user. This can also be used to manipulate and reshape and redirect existing shining water costing a move.
Note: B rank and below shining water creations can be made or a single hand seal. A rank can only be used once per turn. S rank can be used 3 times per battle, with two turns in between uses and no shining water above B rank in following turn.

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Starboy

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Previous Submission

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

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

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

🐉 Declined. I want you to specify how this will affect people in regards to potential energy.🐉

New Submissions

(Entropoton: Shōgai e no Omoide) Entropy ∞ Ode to Disorder
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (+10 per turn)
Damage: N/A (Adaptive)
Description: With three hand seals the user will focus his Entropoton chakra into creating a floating orb of sealing scripts loaded with Entropic Radiation in his vicinity. Each script repeats the same kanji meaning "steal & subjugate" and are oriented in a way that they create a hazy blue sphere that leaks Entropic Radiation. As this is a lingering type of technique, the sphere's properties will coincide with time spent on the field. It begins at a meter wide, resting anywhere within five meters of the user, and permeates the area of short ranged around him with radiation. By the second turn the orb grows to three meters wide, and influences up to mid ranged of the user, and by the third turn the orb doubles in diameter and becomes able to exert influence up to long-ranged away in all directions. What the radiation does is siphon and seal away a sizable amount of latent energy from chakra sources specifically such as people, summons, and seals. Persons and summons caught in the sphere's influence will be forced to spend thrice the amount of chakra necessary for any technique being performed, as the radiation seals away the surplus energy to induce fatigue, which leads to over exhaustion to counter. Seals above B ranked will be rendered inert and will sort of "fade" away as their essence is literally taken away. For Taijutsu techniques, or those that don't require chakra, the affected will instead be unable to perform techniques above B ranked. These effects go for the user as well, albeit at a slower pace where they will have to spend twice the amount needed for their techniques but they are able to make minor tweaks to the radiation's spread to avoid friendly seals above B-ranked and below S-ranked but not allies such as shinobi and summons. The second half to the technique comes into place after the sphere has sealed at least thirty points worth of "extra" chakra from sources. The sealed chakra will then be released like a supernova where the sphere will explode in a maelstrom of Entropic blue flames, just ravishing the area depending on what turn this final act was released. The maelstrom holds no supplementary properties but instead carries a lot of damage and can defend from certain techniques--within reason. The damage done is directly proportional to the amount of chakra siphoned where thirty chakra will equal an A-ranked worth of damage, forty is S-ranked, and fifty is Forbidden ranked. The final release/explosion is utter and indifferent: it will nuke allies just the same as enemies if they don't evacuate/counter. This technique can only be performed thrice, and requires a two turn cool down between uses. While active, no other Entropy techniques above A-ranked can be performed. Lasts four turns at ten chakra per turn.

🐉 Declined. Absolutely not to the underlined. You can do +10 for everyone but the user, including any allies caught inside, and +5 for the user in regards to using up extra chakra to form a technique. he bolded makes no sense. You also need to specify how much chakra this will absorb from people, techniques, and the environment, and it obviously won't work on techniques of higher chakra.🐉

( Entropoton: Eien Ni ) Entropy ∞ Ad Infinitum
Type: Offensive/Defensive/Supplementary
Rank: A - S
Range: Short - Mid
Chakra: 30 - 40 (+10 per turn)
Damage: 60 - 80
Description: The user will begin exuding Entropic Radiation outwards from their person with two hand seals. The radiation can be shaped into that of a blue cloak or shroud on fire (think KCM) that appears to be touching the user but can also just be an aura radiating outward. It stays in the user's short ranged area and deals solely in supplementing them for the sake of close-quarters combat. A unique effect of the shroud/area is its "Annihilating Touch" where anything that the user comes in contact with and vice versa, will be broken to individual pieces. This is a much more destructive side of the element coming into play, where the bonds between particles can be severed and/or made weak thanks to Raiton's influence on the element. Solid objects no matter how big, so long as they are within range and rank, will be broken down into lesser, insignificant bits similar to dust with even the slightest touch of any part of the user's body. Alternatively, the user is able to control the outward flowing radiation to affect targets without their touch. Through hand gestures the user can have the radiation surround/invade a target within five meters of their person leading to a rapid loss of form like some hellish version of decay. The cloak/shroud can range from a simple haze to a brilliant, cold flame depending on the strength needed and technique(s) faced. A ranked requires two hand seals, and cannot be used in consecutive turns while S-ranked requires three hand seals, once every two turns at a maximum of three times, and will restrict the user to A-ranked and below Entropy techniques for a turn excluding the lesser variant of this technique. Lasts only three turns per usage.

🐉 Declined. No reason for this to be multi-ranked. Also, stick to inflicting the breakdown via touch. When striking other techiques, this will likewise be weakened proportionate to the difference between this and the technique. Your submission also goes to great lengths to distinguish your CE from decay, so you should probably avoid decay-like effects and straight up comparing it to decay.🐉
 
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-Broly-

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https://animebase.me/threads/custom-elements-bureau-iii.710828/page-2#post-20808756
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Fuinjutsu/Yume no suna: Kaishi Sealing/Dream Sand: Initiation
Type: Offensive
Rank:A-F
Range:Short-Mid
Chakra:30-50
Damage:60-90 (-20 damage to user)
Description:The user will make 4 handseals while creating a large dose of Dream Sand in his mouth. The user will have to target a being, and will create a hovering and directable A rank seal with an intricate circular seal beneath the target as well as themselves. These seals will combine to cover up to mid range distance. This seal will work to seal both the users and the opponent's consciousness together and link them, much like the link found in things like the Scroll Communication technique. The Dream Sand that was created in the user's mouth immediately creates a very strong onset of hallucinations, nightmarish figures and thoughts, and strong violent changes in the user's perception. As this happens to the user, the target would also be subject to these effects as they are linked with the user's conscious. As a skilled user of Dream Sand, the user is relatively unaffected by the "trip" and can actively manipulate his thoughts to change the direction of the trip to his liking, much like one can control a dream. The user can use this link to projects any nightmarish image he wants into the target, which will paralyze them due to the sudden and new onset that the trip has set on them. They will also receive strong mental damage if they do not break the effects of the trip by either destroying both seals completely or release a full body surge that may overpower this technique. The user will suffer a small amount of damage due to the strength of the dose, and he will suffer a reduction of 5 speed levels for 5 turns upon successful use of this technique due to the effects of the drug on him. This technique may be used once per battle and three times per event with each use dropping in rank due to the strength of the dose fading on the user. The user may also not use Dream Sand techniques for 3 turns.


🐉 Declined. This is just a way to bypass the rule that you can't manifest chakra within another person's bio. By being able to create a seal directly beneath the target, there's no real counterplay for this as you are essentially manifesting your abilities directly into them. Given that this is done via a drug and not a Genjutsu, I can't allow that kind of instant effect to happen.

Secondly, this isn't a Fuuinjutsu. Fuuinjutsu doesn't allow you connect minds like this, you have to be sealing and unsealing something.
Thirdly, connecting minds like this isn't possible without a Yamanaka bio or Yin Release. In fact, even with Yin Release, I'm sure this would infringe on Yamanaka's abilities and still be declined. Fourthly, if the opponent experiences the effects of the hallucinations because their minds are linked to yours and they're experiencing what your mind does, every negative effect they experience would be experienced by you as well. This is a DNR in its current form ;)🐉
 
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Joker

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Pantheonic Dust

(Chiriton: Raizuobuatorasu) - Pantheonic Dust Release: Rise of Atlas
Rank:
F-Rank
Range: Short - Mid
Chakra: 50 (-10 chakra per turn)
Damage: 90 (-10 DMG to user due to physical strain of performing the technique)
Description: Taking inspiration from, "Susanoo" the ethereal guardians utilized amongst the most advanced Uchiha. By releasing a plethora of chakra from their body and focusing it around themselves the user will manifest copious amounts of Pantheonic Dust, swirling violently around them. The Pantheonic Dust will then begin to condense and form itself around the user to mold a thirty meter tall humanoid titan: Atlas. In Greek Mythos, Atlas was condemned to hold up the celestial heavens for eternity by the Gods. The Titan has a number of inhuman feats, each feat and or ability a personification of his own nature. Upon manifesting this Pantheonic Dust, and shaping it into Atlas, the user is still completely aware of the battlefield from within Atlas and is not hindered in anyway shape or form as they now take on and share Atlas' senses. The condensed Titan, named Atlas has a variety of unique abilities centered around the use of Pantheonic Dust but his most basic abilities is his ability to perform physical attacks through his raw strength that are equivalent to S Rank damage following the strengths and weaknesses of Pantheonic Dust (however each attack consumes a move-slot and at most has mid-range reach). This ability simply drawn from the brute physical strength required to literally shoulder the weight of the world. Additionally, another unique ability of the Titan, would be a personification of his stoicism and unyielding willpower. This is his ability to reform himself to its original form passively and instantaneously upon suffering damage less than that of it's own. Meaning, any damage less than the total damage Atlas possesses is practically negated as Atlas is capable of reforming himself to his original state. The reformation process drains the user by an additional ten chakra, and can only be utilized three times per battle. Furthermore, as a personification of his selfless nature Atlas has the unique ability to enhance Pantheonic Dust techniques active or activated while he's on the field, these techniques experience a one rank increase (+10 Chakra/+20 DMG) in their strength and effects, however this does not include Atlas' own attacks or abilities. The user can choose to sustain Atlas indefinitely, but this locks the user from utilizing other techniques much like that of the Great Stone Golem as this technique continuously consumes chakra.

Note: No other B-Rank or higher Pantheonic Dust techniques on the turn activated.

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🐉 Having this thing do S-rank damage, even at a move, is already enough to not make me want it to have any other abilities. Passively regenerating isn't gonna be allowed, especially not multiple times and definitely not with the highest possible conventional rank. This isn't gonna be boosting other PD jutsu either.🐉
 
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Joestar

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New Cycle: 1/5/2019 - 1/12/2019

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

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

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

Shady Doctor

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(Yumeton - Dākutaimuzu) Dream Sand - Dark Times
Type: Supplementary
Rank: B-S
Range:Short-Long
Chakra:N/A (+10 to techniques)
Damage: N/A
Description:
B rank - The simplest infusion that affects all instances in which Dream Sand is created. By simply adjusting the ratio of his chakra and adding more fire, the user will create Yumeton that blazing hot to the touch. This heat is enough to “bake” it and causes a vaporization effect that releases fumes from the Dream Sand in the air up to short range away from the Yumeton's location. As stated in the CE submission, these fumes are capable of taking the opponent under Yumeton's psychoactive effects.
Takes a moveslot, once activated lasts entire battle, use must pay +10 extra chakra to all Yumeton techniques

🐉 This is a default decline due to the rest of the technique being declined, but I'll note that the vapor has its own issues. For example, if you spawn a technique 6 meters from the opponent and the vapor extends short-range from that, there'd basically be no counterplay for the opponent. You'd have to find a remedy for that. Also, you'd need to make this a Fire Release/Dream Sand Release hybrid technique for this effect.🐉

A Rank - In addition to the previous effects this level of infusion allows for the user to infuse his different elemental chakra into basic elements of Yumeton's core components (Earth and Water) in ratio's that would convert them into Yumeton combination techniques. For water techniques, they would appear to glimmer with the white crystals of Dream Sand, while earth techniques would be encrusted with the crystals. This would cause both elements to gain the S/W of Dream Sand while also raising the techniques by 1 rank/20 damage in effectiveness. The user must perform 2 handseals when doing this effect and this may be done 5 times per battle, needing a 2 turn cooldown if used in consecutive turns

🐉 Declined. Converting ordinary jutsu into Dream Sand is just a way to bypass the CEJ limit. Also, this being spawned on techniques like Swamp of the Underworld and Gushing Water Imprisonment is an obvious no-go. Imbuing this into other water and earth jutsu wouldn't increase the damage/rank. This also has nothing to do with the previous application, and would need to be its own technique. Not allowing you get around the CEJ limit by hodge-podging different jutsu in one technique tree.🐉

S Rank - This ability may be posted in the user's biography so that he may start the battle with it prepped, and is a passive ability requiring chakra. The user may infuse his equipment (seals, clothing, weapons, kunai/kunai equivalent, etc) with Yumeton, giving these objects a shimmering look due to the white crystals influence within them. For defensive purposes, this gives his anything coated basic C rank protection from physical damage. The user's weapons also gain the effect of being able to basically inject the opponent with a powerful dose of Dream Sand upon penetrating their skin or being inside of him in some way due to this coating. The user's seal/scroll/kanji based techniques and abilities become enhanced with Yumeton and the usual Kanji material is replaced by a Kanji made of Dream Sand that is charged with more chakra and power than the original, thus allowing the seal to draw from a stronger source of chakra as well as the seal being infused with Dream Sand Chakra as well. This also causes any byproducts of said techniques to be infused with Dream Sand as well .This addition makes it so that techniques that fit this category raise in effectiveness by 1 Rank/20 Damage Points as well as requiring 10 more chakra to activate. This only works on Fuuinjutsu techniques up to A rank and only effects seal/scroll/kanji based techniques and abilities. In addition to this, all sealing tags that make contact with the opponent now dose the opponent with Dream Sand equivalent to the rank of the seal

🐉 Pretty much the same as the above. This is just bypassing the Dream Sand CEJ limit by allowing other jutsu to instill their effects on the opponent. Coating a weapon in Dream Sand is fine, but imbuing them into other jutsu like seals is a no-go. Especially a no to the by-products of seals causing the effects of Dream Sand to take place. For instance, combining this with your Infinite Constriction Fuuin would allow you to administer the effects of Dream Sand through Multiple Infinite Embraces and that's wild as shit. 🐉


Yumeton: Sutāgāru Dream Sand: Stargirl
Type: Supplementary
Rank: B
Range: N/A
Chakra: (+10 to chakra of original technique)
Damage:
N/A
Description:by paying additional chakra of a dream sand or dream sand combination technique the user will create a much larger dose of Dream Sand by producing twice as much. Rather than add Damage, this raises the effect of the Dream Sand by 1 Tier on "True Colors" on techniques up to A rank. This user may use this ability up to 4 times per battle with a 2 turn cool down between each use. If the dream sand effected by this technique is rendered chakraless but not destroyed it will carry a passive strength of C rank on True Colors. This is a mere ability of dream sand users that simply requires an additional chakra portion. Therefore this technique is passive

🐉 Approved. Edits made.🐉

True Colors reference:

Yumeton: Trū Cúlar | Dream Sand: True Colors
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:
Yumeton is a crystalline element that not only has physical properties but also comes along with a variety of psychoactive and hallucinogenic affects, which don't lessen nor fade (mentioned in submission) no matter the form it takes (solid or sand-like). The following effects are references to the psychoactive/hollucinogenic effects that would take place if one were to absorb the substance; Whether it be orally, through the skin, directly into the bloodstream, or even by smelling the fumes that it gives off when burned.


D-C Rank: Absorbing dream sand through means mentioned before of these ranks causes effects such as intense visual hollucinations, altered conception of time and overwhelming fear. This would simply cause their tracking speeds to decrease by 1/4 due to the mind being warped by the psychoactive side-effects.

B-A Rank: In addition to previous effects, the target would feel extreme lung irritation, along with distortion of their vision, color and sound. The lung irritation causes them to be unable to spew out techniques from their mouths that are S ranks or above due to the pain overwhelming them whenever they attempt to inhale or exhale too deeply. This would include Sound techniques or any other techniques of the nature that requires the user to exhale via yelling and such. The distortion of vision, sound and color simply makes it very difficult for the target to actually perceive things along the lines of the effected senses. Meaning they wouldn't be able to make out or hear extremely small sounds, wouldn't be able to see further than mid range or make out colors (basically color blind).

S Rank and above: In addition to previous mentioned effects, the targets, if exposed to the dream sand for 2 turns would fall into paralysis. After 2 more turns of exposure, they'd fall unconscious. 2 turns after that, they'd experience a painful death, usually a heart attack or organ failure being the case.

Note: The Effects of Dream Sand only go into effect after a full turn of being exposed to the element.
Note: After being effected, the targets can't lessen nor rid the effects (in submission) unless they somehow cleanse the element from their system, though removing themselves from exposure would have the effects not further worsen.

 
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Skorm

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Linked to approved CE; https://animebase.me/threads/custom-element-bureau.764498/#post-21862012

(Bisumaton: Kamigami no umi | Bismuth release: Sea of gods)
Type:
Offensive/Defensive/Supplementary
Rank: C-S
Range: Short-Long
Chakra: 15-40
Damage: 30-80
Description: Sea of gods is a multi-ranked technique that serves as the basic, jack-of-all-trades technique of the bismuth release. It can be created from existing sources(earth) or from the user directly. Depending on how much chakra he/she spends it amps the technique further and thus produces more liquid bismuth. The force of the torrent of the liquid metal will also become greater the more chakra is spent into the technique. But even so, small amounts of liquid bismuth may be enough for some occasions too. Through this technique, the user will be able to shape the land infront of them and create small or large torrents of the liquid bismuth, create a huge "sea" of the molten metal right under their targets or manipulate pre-existing liquid bismuth to form into huge hands or small flying liquid bullets. Even though the possibilities are essentially endless, the bismuth will stay on the field until destroyed and does not require chakra to stay on the field. However, since the release is indeed liquid it cannot maintain any lasting functional structures unless chakra is used to sustain the releases state. Sort of like water which can be formed into a dragon but needs chakra to sustain its form in such case. C and B ranks can be used indefinitely. A rank variation can be used indefinitely as well but will start to require two handseals; Hare - Ox. S-rank variation requires four handseals; Hare - Ox - Rabbit - Dragon and can be used up to four times per battle with an initial 2-turn cool-down.

🐉 Declined. B-ranks of any element require three handseals, increasing with rank. Also, not gonna allow A-ranks to be used indefinitely.🐉

(Bisumaton: Jigokunomokujiroku | Bismuth release: Apocalypse Now)
Type:
Offensive
Rank: Forbidden
Range: Mid-Long
Chakra: 50
Damage: 90(-10 to user)
Description: One of the most devastating techniques in the arsenal of liquid sublime but a rather simple technique in itself. The user will form 5 handseals; Monkey - Horse - Serpent - Ram - Bird. As the last sign(Bird) forms, they will stomp the ground and channel a massive amount of liquid bismuth into it. The ground will then evaporate and explode rapidly in all directions while a huge stream of liquid bismuth will flow straight upwards and spread all across the battlefield like a huge fountain of hell. The amount of chakra it takes to create the technique takes a toll on the user and will thus leave them slightly damaged by a chakra recoil. They will also not be able to use any other liquid bismuth techniques for 3 turns. The remains of the liquid bismuth of the initial technique will remain on the battlefield, dormant like a huge molten graveyard. The spread of the torrent can reach up to 200 meters and spread out in a diameter of 500 meters. The user will of course direct the torrent away from themselves and either let it hit everything or direct it to a specific target. This technique can only be used once per battle.

🐉 Declined. That 200/500 meter thing is wayyyy too high. Keep it within the numbers used to define range(20 meters up and up to long range).🐉
Link to CE;
https://animebase.me/threads/custom-element-bureau.764498/#post-21862012
Highlighted changes in bold

(Bisumaton: Kamigami no umi | Bismuth release: Sea of gods)
Type:
Offensive/Defensive/Supplementary
Rank: C-S
Range: Short-Long
Chakra: 15-40
Damage: 30-80
Description: Sea of gods is a multi-ranked technique that serves as the basic, jack-of-all-trades technique of the bismuth release. It can be created from existing sources(earth) or from the user directly. Depending on how much chakra he/she spends it amps the technique further and thus produces more liquid bismuth. The force of the torrent of the liquid metal will also become greater the more chakra is spent into the technique. But even so, small amounts of liquid bismuth may be enough for some occasions too. Through this technique, the user will be able to shape the land infront of them and create small or large torrents of the liquid bismuth, create a huge "sea" of the molten metal right under their targets or manipulate pre-existing liquid bismuth to form into huge hands or small flying liquid bullets. Even though the possibilities are essentially endless, the bismuth will stay on the field until destroyed and does not require chakra to stay on the field. However, since the release is indeed liquid it cannot maintain any lasting functional structures unless chakra is used to sustain the releases state. Sort of like water which can be formed into a dragon but needs chakra to sustain its form in such case. C and B ranks can be used indefinitely while B-ranks will require one handseal; Hare. A rank variation can be used up to 4 times, but will start to require two handseals; Hare - Ox. S-rank variation requires three handseals; Hare - Ox - Rabbit - and can be used up to 3 times per battle.

Note: B-ranks require a single handseal, A ranks two handseals and S rank three handseals.
Note: A rank version can be used 4 times per battle, S rank 3.


🐉 Approved. Remember that when converting the ground, the opponent will be able to discern something is happening the by the ground under them heating up. Also, stop using spoiler tags on the quote of the resubmission.🐉

(Bisumaton: Jigokunomokujiroku | Bismuth release: Apocalypse Now)
Type:
Offensive
Rank: Forbidden
Range: Mid-Long
Chakra: 50
Damage: 90(-10 to user)
Description: One of the most devastating techniques in the arsenal of liquid bismuth but a rather simple technique in itself. The user will form 5 handseals; Monkey - Horse - Serpent - Ram - Bird. As the last sign(Bird) forms, they will stomp the ground and channel a massive amount of liquid bismuth into it. The ground will then evaporate and explode rapidly in all directions while a huge stream of liquid bismuth will flow straight upwards and spread all across the battlefield like a huge fountain of hell. The amount of chakra it takes to create the technique takes a toll on the user and will thus leave them slightly damaged by a chakra recoil. They will also not be able to use any other liquid bismuth techniques for 3 turns. The remains of the liquid bismuth of the initial technique will remain on the battlefield, dormant like a huge molten graveyard. The spread of the torrent can reach up to 15 meters in the air and spread out in a diameter of 25 meters. The user will of course direct the torrent away from themselves and either let it hit everything or direct it to a specific target. This technique can only be used once per battle.

Note: Usable once per battle.
Note: No Bisumaton techniques the following three turns and no techniques above S-rank of the elements composing Bismuth during the same time
.

🐉 Approved. Edits made.🐉
 
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Vegeta

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Approved Element: X
Permission to Submit: X

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

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

🐉 Approved.🐉

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

Note: Can only be used four times with a turn cool down.
Note: Can last up to fourn if desired.

🐉 Approved.🐉

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

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

🐉 Approved.🐉
 
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Rucken

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CE Training : https://animebase.me/threads/training-of-the-pantheonic-dust-release.753804/
CE Approval: https://animebase.me/threads/custom-elements-bureau-iii.710828/post-20933257

(Chiriton: Owari no tamashī) - Pantheonic Dust Release: Souls of End
Type: Offensive/Defensive
Rank: A-S
Range: Short - Long
Chakra: 30-80
Damage: 60-80
Description: The user performs a series of three handseals and slams one of their hands onto the ground/Claps their hands together, giving birth to a giant amalgam of Pantheonic Dust from the ground or release from their gourd that can be controlled to their will. This can be used to defend against incoming techniques or to attack the target by form and manipulating the dust into a structure of their choice. This amount of dust released can expand if interaction if water occurs. Upon release this jutsu, by surging this chakra from their body outwards, the dust quickly starts to multiplying, the dust substance can soon cover an area in (2 turns) moments after (S-rank).

Restrictions:
Note: User cannot use Fire, | Wind | Earth chakra jutsu while this jutsu is active. Meaning sustained jutsus will lose chakra control and cease to exists.
Note: User can sustain this jutsu for 3 turns. After that, they can't formulate Fire, Wind, and Earth chakra release jutsu for 2 turns.

CE Training:
CE Approval: https://animebase.me/threads/custom-elements-bureau-iii.710828/post-20610833

(Kaskōriton: Ienikaeru)- Burning Ice Release: Leave Home
Type: Defensive/ Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/a (unless ignited +80 to both parties)
Description: By forming 4 handseals, the user will surge chakra from their body, releasing many sheets of crystalline sharp structures from their body almost instantaneously, defending them from incoming attacks. The structures are compacted closely, so much so, the user is stuck onto the ground, restricting themselves or anyone from getting close due to the very sharp crystals formulation. While anchoring them in place (user unable to move), they can passively retract the form ending the jutsu. Due to the closeness of the sheets, a likelihood presents itself that if the opponent attempts to break the material (if they succeed) they will leak the gas into the area and expose themselves to danger, while also if they use anything of heat occurs, an explosion will be made, burning by themselves and their opponent, leaving them in a tough spot. However, take note that this jutsu will not cause interference with any of the user's fire-based jutsu being sustained, as long as their with related chakra ninjutsu formulations this CE is combined from.

Note: Can be used every other 2 turns, If an explosion occurs this jutsu cannot be used for the res to the match.
Note: While the sheets of crystalline structure is active, the user is safe from S-rank or lower non-elemental Taijutsu/Kenjutsu, without harm befall them, once after physical interaction, the opponent will be harmed from the sheets of crystalline spikes (A-rank Damage).

🐉 Sir, what are you doing? You don't have permission to sub techniques for either of these CE.🐉
 
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Zatanna

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CE Link:


(Amaiton: Hartokissu) Sugar Release: Kiss of Heart
Type:
Supplementary/Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage: N/A (-20 per turn)
Description:
By using and combining medical ninjutsu as well as Sugar release, the user creates a small orb of sugar in their mouth that slowly constantly releases chakra through the users body. This chakra release contains a mixture of sugar plus medical chakra and cleans and flushes out any poisons and toxins in the users body, as well as distributing healing chakra around the entirety of the users system. This allows the user to slowly heal over 4 turns while the candy dissolves in the users mouth.
Notes:
-Lasts 4 turns
-Can only be used 3 times.
-Counts as both a med tech and CEJ

🐉 Declined. This would need to be submitted as an actual combination of Medical Ninjutsu and Sugar Release with the title. The real fault though is that Sugar Release doesn't contain healing properties in the submission. As written, this would need to either elaborate more on the influence of Medical Ninjutsu within this or be a jutsu that aids other existing Medical Ninjutsu by using the Sugar to surge your energy as you do those jutsu.🐉
 
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Sasori

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CE Approval:
Permission:


(Taitanzu no maito) Scoria Release/Sealing Arts: Might of the Titans
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Mid-long
Chakra: 40
Damage: N/A
Description: The user will first perform three hand seals and then focus their Scoria chakra into the ground from Mid-Long range. Moments later, the ground can be heard rumbling as large fists of Scoria emerge from the ground. These arms are three meters in width.These fists will be connected to an arm that gives them flexibility and allows them to move across the field and attack opponents. The fists will essentially be erupting all across the most of the battlefield, but if desired the user can contain them to a five meter radius. Upon erupting from the ground the user will add Fuinjutsu properties to the arms. These properties will come in the form of Kanji transcripts that are easily visible to the opponent. The kanji transcripts are set to activate in the face of an energy based attack up to s-rank and will absorb said attacks into the fist. The energy that is absorbed will be dispersed among the fists and upon doing so it will trigger and detonate the fist. This detonation, however, is not instant because all of the fist will glow a bright yellow light before exploding into an explosion that covers the field from Mid-Long. If the fists absorb an energy based attack then the fists will use that energy to release an explosion equivalent to S-rank. If the user does not absorb an energy based attack with this technique then the explosion released from this techniques will be equivalent to A-rank. Also, if no jutsu is absorbed then the fists will only explode once they collide with an opposing jutsu or another surface. In the event of a clash against another jutsu, the power of the explosion will determine the outcome of the clash.

Note: Can only be done twice with a turn cool down
Note: No Scoria above A-rank next turn.

🐉 Approved. Made a minor edit.🐉

(Zasshu no kyōfu) Scoria Release/Sealing Arts: Fear of the Mongrel
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will first perform three hand seals and infuse their Scoria chakra into a part of the ground. This infusion can be as small a five meter radius or as large as a fifteen meter radius. Upon infusing their chakra the ground will begin to rumble as the head of a dragon composed of Scoria begins to rise from the ground. This head will emerge directly beneath the opponent and begin to rise into the air until it is at least ten meters above the ground at which point the upper half of the dragon body would have become visible. The thing about the dragon’s head is that its mouth will be opened, so as it rises it will send anything directly beneath it falling into a fifteen meter hole. The thing about this hole is that as the opponent begins to fall they will be pierced and struck by needles of Scoria that layered inside of the dragon's mouth. The special thing about this dragon is that it has been infused with Fuinjutsu properties set to activate when the dragon explodes. This dragon will explode by itself once it has risen at least ten meters into the sky because its mouth will snap shut and trigger an explosion. Once the dragon does explode it will release an explosion that spans up to ten meters of where the jutsu dragon was. Immediately after the explosion spans up to ten meters a sealing jutsu will activate that will begin to seal everything ten meters from the dragon into a sealing jutsu. The sealing will be set to activate instantly upon the Scoria being destroyed. The process of releasing the explosion and sealing jutsu happens pretty quickly. The explosion and sealing jutsu in this jutsu are equivalent to A-rank each. After this technique has run its course there will be nothing remaining despite any scarring upon the ground. Essentially, just as the explosion spans the field it will be sealed back into a seal.

Note: Can only be done twice with a turn cool down
Note: No Scoria above A-rank nextturn.

🐉 Approved. Made a minor edit.🐉
 
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Zenryoku

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Shining water
I'm Co creator on the c.e but i've subbed every jutsu for it so far. I had permission to sub way back in the day on MSN, i hope the links below are sufficient evidence of this: Previous Submission from last cycle

------------------------------------------------------------

( Shainingumizu: Noah's Bien ) -Shining Water Release: Noah's Bain
Type: Offensive/Defensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90 ( - 30 damage to user )
Description: This is the strongest of all the shining water jutsu where the user begins by performing three hand seals releasing a huge surge of chakra through their entire body releasing a massive pulse of shining water out all around them. This pulse would look like a giant, thick expanding orb with the user at the epicentre. This pulse will expand up to long range at a rapid pace releasing enough water to cover an landmark in a 1 ft. layer of shining water, unless it drains away. As it pushes outwards it will rapidly spin in a destructive torrent. Breaking apart everything in it's path while reflecting all light in the process blinding all who see it. This can be used in one of two ways. If the user is on the ground, they can use it push outwards from their feet and not into the ground, so they don't lose their footing afterwards, though at the same time if they so choose, they can cause it to push down and outwards too, much like how Shinra Tensei can work in that sense. This pushes out to long range in all directions, going 30m from the user in all directions in an orb shape, after this, for a turn afterwards the shining water will rain down over the terrain that formed the top of the orb as the sides of it fall down flooding the terrain.
Note: Usable twice per battle. Four turns between uses.
Note: No shining water in the following turn.
Note: No Jutsu above A rank in the following turn.
Note: Due to the strain on the user to use such a large scale attack, they will take -30 damage and have their base speed reduced by 2 levels for 2 turns

🐉 Approved.🐉
 
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Starboy

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Status
Previous Submission



Entropy Approval

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

🐉 Declined. I want you to specify how this will affect people in regards to potential energy.🐉

New Submissions

(Entropoton: Shōgai e no Omoide) Entropy ∞ Ode to Disorder
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (+10 per turn)
Damage: N/A (Adaptive)
Description: With three hand seals the user will focus his Entropoton chakra into creating a floating orb of sealing scripts loaded with Entropic Radiation in his vicinity. Each script repeats the same kanji meaning "steal & subjugate" and are oriented in a way that they create a hazy blue sphere that leaks Entropic Radiation. As this is a lingering type of technique, the sphere's properties will coincide with time spent on the field. It begins at a meter wide, resting anywhere within five meters of the user, and permeates the area of short ranged around him with radiation. By the second turn the orb grows to three meters wide, and influences up to mid ranged of the user, and by the third turn the orb doubles in diameter and becomes able to exert influence up to long-ranged away in all directions. What the radiation does is siphon and seal away a sizable amount of latent energy from chakra sources specifically such as people, summons, and seals. Persons and summons caught in the sphere's influence will be forced to spend thrice the amount of chakra necessary for any technique being performed, as the radiation seals away the surplus energy to induce fatigue, which leads to over exhaustion to counter. Seals above B ranked will be rendered inert and will sort of "fade" away as their essence is literally taken away. For Taijutsu techniques, or those that don't require chakra, the affected will instead be unable to perform techniques above B ranked. These effects go for the user as well, albeit at a slower pace where they will have to spend twice the amount needed for their techniques but they are able to make minor tweaks to the radiation's spread to avoid friendly seals above B-ranked and below S-ranked but not allies such as shinobi and summons. The second half to the technique comes into place after the sphere has sealed at least thirty points worth of "extra" chakra from sources. The sealed chakra will then be released like a supernova where the sphere will explode in a maelstrom of Entropic blue flames, just ravishing the area depending on what turn this final act was released. The maelstrom holds no supplementary properties but instead carries a lot of damage and can defend from certain techniques--within reason. The damage done is directly proportional to the amount of chakra siphoned where thirty chakra will equal an A-ranked worth of damage, forty is S-ranked, and fifty is Forbidden ranked. The final release/explosion is utter and indifferent: it will nuke allies just the same as enemies if they don't evacuate/counter. This technique can only be performed thrice, and requires a two turn cool down between uses. While active, no other Entropy techniques above A-ranked can be performed. Lasts four turns at ten chakra per turn.

🐉 Declined. Absolutely not to the underlined. You can do +10 for everyone but the user, including any allies caught inside, and +5 for the user in regards to using up extra chakra to form a technique. he bolded makes no sense. You also need to specify how much chakra this will absorb from people, techniques, and the environment, and it obviously won't work on techniques of higher chakra.🐉

( Entropoton: Eien Ni ) Entropy ∞ Ad Infinitum
Type: Offensive/Defensive/Supplementary
Rank: A - S
Range: Short - Mid
Chakra: 30 - 40 (+10 per turn)
Damage: 60 - 80
Description: The user will begin exuding Entropic Radiation outwards from their person with two hand seals. The radiation can be shaped into that of a blue cloak or shroud on fire (think KCM) that appears to be touching the user but can also just be an aura radiating outward. It stays in the user's short ranged area and deals solely in supplementing them for the sake of close-quarters combat. A unique effect of the shroud/area is its "Annihilating Touch" where anything that the user comes in contact with and vice versa, will be broken to individual pieces. This is a much more destructive side of the element coming into play, where the bonds between particles can be severed and/or made weak thanks to Raiton's influence on the element. Solid objects no matter how big, so long as they are within range and rank, will be broken down into lesser, insignificant bits similar to dust with even the slightest touch of any part of the user's body. Alternatively, the user is able to control the outward flowing radiation to affect targets without their touch. Through hand gestures the user can have the radiation surround/invade a target within five meters of their person leading to a rapid loss of form like some hellish version of decay. The cloak/shroud can range from a simple haze to a brilliant, cold flame depending on the strength needed and technique(s) faced. A ranked requires two hand seals, and cannot be used in consecutive turns while S-ranked requires three hand seals, once every two turns at a maximum of three times, and will restrict the user to A-ranked and below Entropy techniques for a turn excluding the lesser variant of this technique. Lasts only three turns per usage.

🐉 Declined. No reason for this to be multi-ranked. Also, stick to inflicting the breakdown via touch. When striking other techiques, this will likewise be weakened proportionate to the difference between this and the technique. Your submission also goes to great lengths to distinguish your CE from decay, so you should probably avoid decay-like effects and straight up comparing it to decay.🐉

( Entropoton: Sora no Kyū ) Entropy ∞ Voidsphere
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30 (-10 per turn)
Damage: 60
Description: Employing Entropy's oppressive nature, Voidsphere is an all in one technique meant to be relevant in nearly any situation. It begins with two hand seals, after which the user will permeate the area up to mid-ranged of his person with Entropic Radiation. Beginning with two hand seals, the technique takes the form of a sphere and can reach even underground due to the elements penetrative effects. The spread is as fast as a wildfire yet ice cold as it robs the surroundings of energy while reaching the edges of mid ranged looking like translucent, blue flames. Anything caught in this radius not of the user will have its energies ripped away, be it kinetic, potential or both. The radiation scatters these two key energies in nearly any technique, person, or creation causing wide scaled lethargy in moving and solid targets and rapid loss of form to energy type techniques. For targets that possess both potential and kinetic energies the user has luxury of choosing how to affect it/them. Both energies can be scattered at once, or either at a time for varying effects. If kinetic energy is scattered the technique/body affected will come to an immediate halt, frozen in space due to a sudden lack of momentum. Techniques will not deform because of this, such as a fireball reverting to flames, but instead will remain locked in place unless, somehow, momentum can be re-applied. For potential energy scattering, the technique/body will forcefully lose all latent energy which results in rapid loss of form and degradation. People and summons caught would experience a form of extreme inefficiency due to a lack of potential energy to do work, where doing simple tasks such as moving will be slowed by -5 base speed and forming hand seals will take twice as long (i.e one seal taking the time of two, two taking the time of four, etc). A fireball will spread harmlessly as wisps of fire and water waves will fall as helpless puddles for example. Once performed, the user will be unable to sustain or create any other technique of Entropy above B-ranked for the remainder of the turn and none above A-ranked in the next. This technique can be kept active for a maximum of three turns at a taxed rate, taking a slot of the three allotted moves per turn, and can only performed thrice with a two turn cool down.

🐉 Approved. Made a minor edit.🐉

( Entropoton: Shōgai e no Omoide ) Entropy ∞ Ode to Disorder
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (+10 per turn)
Damage: N/A (Adaptive)
Description: With three hand seals the user will focus his Entropoton chakra into creating a floating orb of sealing scripts loaded with Entropic Radiation in his vicinity. Each script repeats the same kanji meaning "steal & subjugate" and are oriented in a way that they create a hazy blue sphere that leaks Entropic Radiation. As this is a lingering type of technique, the sphere's properties will coincide with time spent on the field. It begins at a meter wide, resting anywhere within five meters of the user, and permeates the area of short ranged around him with radiation. By the second turn the orb grows to three meters wide, and influences up to mid ranged of the user, and by the third turn the orb doubles in diameter and becomes able to exert influence up to long-ranged away in all directions. What the radiation does is siphon and seal away a sizable amount of latent energy from chakra sources specifically such as people, summons, and seals. Persons and summons (including allies) caught in the sphere's influence will be forced to spend an extra ten chakra for any and every technique being performed while the user spends an extra five. The radiating sphere passively seals away five points of ambient chakra from the environment and ten from every technique (excepting those of higher chakra) performed under its influence per turn. Fuinjutsu seals/tags above B ranked will be rendered inert and will "fade" as their chakra is literally taken away. For Taijutsu techniques, or those that don't require chakra, the affected will instead be unable to perform techniques above B ranked. The user is able to make minor tweaks to the radiation's spread to avoid friendly seals above B-ranked but cannot have the radiation pardon allies such as shinobi and summons. The second half to the technique comes into place after the sphere has sealed at least thirty points worth of "extra" chakra from sources. The sealed chakra will then be released like a supernova where the sphere will explode in a maelstrom of Entropic blue flames, just ravishing the area depending on what turn this final act was released. The maelstrom holds no supplementary properties but instead carries a lot of damage and can defend from certain techniques--within reason. The damage done is directly proportional to the amount of chakra siphoned where thirty chakra will equal an A-ranked worth of damage, forty is S-ranked, and fifty is Forbidden ranked. The final release/explosion is utter and indifferent: it will nuke allies just the same as enemies if they don't evacuate/counter. This technique can only be performed thrice, and requires a two turn cool down between uses. While active, no other Entropy techniques above A-ranked can be performed. Lasts four turns at ten chakra per turn.

🐉 Declined. Okay, re-reading your CE I noticed another issue. Your CE doesn't absorb or seal energy inherently, just destroys potential and kinetic energy. In order for this to seal energy, you'd need to incorporate Fuuinjutsu into it, so the second half as is can't fly. Another thing is that it doesn't make sense that this jutsu can affect seals above B-rank, but not seals below B-rank. Why would weaker seals be viable?🐉

( Entropoton: Eien Ni ) Entropy ∞ Ad Infinitum
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (+10 per turn)
Damage: 80
Description: The user will begin exuding Entropic Radiation outwards from their person with three hand seals. The radiation can be shaped into that of a blue cloak or shroud on fire (think KCM) that appears to be touching the user but can also just be an aura radiating outward. It stays in the user's short ranged area and deals solely in supplementing them for the sake of close-quarters combat. A unique effect of the shroud/area is its "Annihilating Touch" where anything that the user comes in contact with and vice versa, will be broken to individual pieces. This is a much more destructive side of the element coming into play, where the bonds between particles can be severed and/or made weak thanks to Raiton's influence on the element. Opposing techniques no matter how big, so long as they are within range and rank, will be broken down into lesser, insignificant bits similar to dust with even the slightest touch of any part of the user's body. Regular clashing mechanics apply when this technique comes into contact with opposing jutsu such as being weakened by lesser attacks and being overpowered by stronger ones. Alternatively, the cloak/aura can also be shaped into rudimentary weapons for attack and defense such as swords, kunai, shields, etc and are too capable of executing "Annihilating Touch" through physical contact but they cannot leave the user's short range at any time (i.e no projectile weapons). Through hand gestures the user can decide what gets slowed within his domain and what passes unhindered. The cloak/shroud can range from a simple haze to a brilliant, cold flame depending on the user's whim and is cosmetic for the most part. Can only be used once every two turns at a maximum of three times, and will restrict the user to A-ranked and below Entropy techniques for a turn afterward. Lasts only three turns per usage.

🐉 Approved.🐉
 
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