Custom Element Jutsu Submission

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#41
C.e approval

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

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

⛧Declined. A-ranks and above require at least three handseals. This will also need a duration limit of some kind. Also, it's a given that methods to rise away from the caramel that's higher ranked/strong to this technique will allow them to escape.⛧
(karumera yuka) - Caramel Floor
Rank: A
Type: Defense/supplementary
Range: Short-long
Chakra cost: 30
Damage points: N/A
Description: The user will perform three hand seals focusing their chakra into the ground and create a 1 foot thick sticky layer of caramel all over the battlefield up to mid range rising out of the ground to cover everything. Due to the users affinity for caramel, they can focus their chakra into their feet accordingly to walk on it with ease like shinobi can walk on water, but the enemies will sink into the layer of caramel sticking them to the floor,the more the struggle the more they will sink and the caramel will cover their bodies burning them more due to the heat within the molten hot caramel. If the enemy manages to jump or lift into the air, the caramel will stretch still attached to their feet, and pull them back down as it contracts. This layer of caramel is mainly to be used as a caramel source for future jutsu that require it, creating a large source for the user to manipulate. At the cost of one of the users three moves per turn he can make hand gestures to control the caramel to stretch and reshape, controlling the field to help bind targets. Targets can escape from the caramel using jutsu to push themselves up or out of it following the strengths and weaknesses of the caramel, for example, a B rank fire jutsu would be able to burn away the caramel under the targets feet to escape. After 4 turns the caramel would dry up turning to hard caramel with no chakra within it.

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

🐉 Approved. Made a minor edit.🐉

New:

(karumera Doragon) - Caramel Dragon
Type: Offense/supkementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage: 80
Description: After performing three hand seals the user will release their chakra into the ground causing it to crack apart s shaking as a dragon made of solid caramel rises out of the ground. This dragon is 15m long from it's head to the end of it's tail, standing 10m tall with a wing span of 20m. Using their chakra the user can allow this giant dragon to fly. The body is made of solid caramel that would shine allowing it to have a solid defence while making it's attacks strong too. The user can also form this by performing the three handseals and spitting out the caramel dragon allowing it to take form. This dragon has another unique trait in that it can spew out a mass of liquid hot caramel, large enough to cover a 15m radius area or for attack/defence. This will be A rank in power counting towards one of the users 3 moves per turn.

Note: Useable twice. Must wait 2 turns after the first one is destroyed to be able to use it again.
Note: The blast of liquid caramel is A rank, counts as a jutsu and requires 30 chakra

🐉 Approved. Made a minor edit.🐉
 
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ReXii

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#42
Gariumu: Tāminēta Gallium Release: Terminator
Type: Supplementary/Offensive/Defensive
Rank:C-S
Range:Short-Mid
Chakra:10-40
Damage: N/A (Listed in description)
Description: Terminator is the result of infusing and ultimately transforming the users body with and into Gallium chakra by varying degrees. Each level bears more chakra and more powerful abilities.

C Rank - he may simply convert his limbs into condensed and chakra enhanced gallium (with the apperance that the user's arm's and leg's had grown larger and more muscular) in order to add onto the power, mass and momentum of his strikes, increasing taijustu and sword based abilities by +30 Damage, however when doing this the users speed drops by 3 levels due to the increase in density and this effect does not apply to elemental attacks of this nature. In addition to this the only elemental jutsus that the user may use while using either of these abilities are Gallium, The elements that makeup Gallium, and elements derived of exact combinations of those elements. This ability costs a moveslot to activate and also lasts indefinitely at the cost of 10 per turn chakra, but may be used in the same timeframe of a taijutsu or kenjutsu ability or Weapon use

B Rank - At the cost of a move this ability and 4 handseals this allows the user to change his body's shape and form by converting his body into Galliumn in conjunction with using chakra similar to that found in the transformation technique to change his appearance to any one he'd like. He may condense himself and transform into animals as small as normal hawks. In addition to this, The first ability last indefinitely as it is mostly used for stealth and is a variation of the transformation technique. The user must be a 30 chakra activation cost and pay 10 chakra per turn afterwards. The balance of chakra is still delicate in this form so the user may not attack when using the first ability. An EMS or above dojutsu may see the transformation as a fake. The second ability costs a moveslot to activate and also lasts indefinitely at the cost of 10 chakra, but may be used in the same timeframe of a taijutsu or kenjutsu ability or Weapon use.

A rank In addition to the previously mentioned effects this allows the user to further manipulate the gallium body. He may now both form short range length blades of gallium from his limbs as well as fire bullet shaped projectiles of gallium by forming a gun made of shaped gallium projected from his hand(s) capabale of firing a wall of bullets (A Rank/ mid range range max) at the target that may cover 7 meters in area. The user may use sword based abilites through these blades. Both of these techniques take up a move slot and use 4 handseals and cost 30 chakra to activate

S Rank In addition to the previously mentioned effects this stage completes the transformation and adds a sealing effect script to the gallium body that both binds it and allows it to seal 1 energy or sealing ability of up S rank strength or up to 2 A rank strength techniques of this criteria when they make contact with the gallium. For physical techniques the user may withstand up to S ranks damage as punches, kicks, and strikes, and physical damage of any sort will simply go straight through the gallium body Lasts 3 turns. This effect may be activated by expending a moveslot and making 5 handseals.


🐉 Declined. There's really no need for this to be a technique tree as you've written it, especially since these are supposed to contain the effects of the previous forms. Rework this into one transformation ability. You can say that because you're in a liquid form, you can alter your shape to be a bird or whatever freely(of course, using this to evade techniques will need restrictions) and alter your appearance. Just re-work this into one thing.🐉

Ce approval: https://animebase.me/threads/archive-custom-elements-bureau-ii.112132/page-15
Learned:https://animebase.me/threads/ab-is-terminated.766807/
Permission:https://animebase.me/members/rexii.79791/
 
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Scaze

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#43
Link to CE; https://animebase.me/threads/custom-elements-bureau-iii.710828/page-4#post-21126831
(Sōruiton ♦ ) – Algae Release ♦ Synchronisation
Type: Supplementary
Rank: B
Range: N/A
Chakra cost: 20
Damage points: N/A
Description: As outlined in the CE, Algae possesses a formless nature that allows individual techniques to freely adopt multiple traits, even those that might otherwise be specific to, or unique to a certain genera or species. Furthermore, Algae exists as a symbiotic element and Synchronisation seeks to take advantage of these two traits. When two individual Algae structures meet, Synchronisation will passively activate to trigger Algae’s nature as a horde ce - wherein any trait manifestable in its constituent parts can be manifested in the greater whole, thus allowing for the assimilation of abilities. I.e: Bioluminescence can be gained by contact with a bioluminescent algae structure, for instance, as algae preserves the information of, and mimicries other algae that it contacts.
Notes: This can only be triggered once per turn, and boosts cannot be mimicked, only physical qualities innate to the Algae technique; such as spore production, bioluminescence, etc.


🐉 Approved. Made a minor edit.🐉

https://animebase.me/threads/custom-elements-jutsu-submission.13700/page-41#post-21252962
Updating cause it's currently a bit of a weird technique, opting for defensive bloom over terraforming

(Sōruiton ♦ Hametsu) – Algae Release ♦ Pandora
Spoiler
Type: Defensive/Supplementary
Rank: S-Rank
Range: Short-Long
Chakra cost: 40
Damage points: N/A
Description: By compressing the standardized sludge of the element this technique allows the user to create a solid, defensive structure of algae originating from their person or a preexisting source of algae. Highly dense, the structure itself constitutes as a strong defense, bolstered further by the fact that when enemy techniques connect with the structure the impact will trigger the structure’s latent ability; a rapid algal bloom. Depending on the nature and power of the impacting technique the algae bloom will either occur faster or slower than normal, as the structure expands outwards into masses of algal sludge designed to either metabolise or smother the incoming threat. Elements weak to algae will increase the speed with which the algae proliferate and vice versa. The user can somewhat influence the appearance and nature of the algae bloom, but in general it will result in a damp landscape abundant with layers of sludgy algae, seaweeds and spores. The potency of this defence can be increased further when the user is in direct contact with the structure. In which case the user can, by funnelling chakra into the Algae structure as it blooms, facilitate the cellular division and expansion of the Algae to produce a perpetually regenerating and expanding defence capable of withstanding the onslaught of any attack regardless of their damage value (Techniques Algae is weak to will be capable of destroying Algae faster than it can proliferate, easily overcoming this clause). This deducts 20 chakra per turn, and while in use the user cannot mould chakra for other techniques - making it best utilised as a singular defence. Alternatively, Pandora can be utilised before the usage of a second Algae technique so as to implant the impact-bloom response of Pandora onto the next Algae technique used. This does not increase the technique's strength. In this case Pandora's potency will be relative to that of the infused Algae techniques strength.

Notes: The user cannot use S-Rank or above Alage in their next turn and this technique can only be used three times per battle


🐉 Approved. Edits made.🐉
 
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#44
New Cycle: 1/21/2019 - 1/28/2019

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.
 
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#45
Previous submission
CE Approval

(Shinpiton: Meigo) Corium Release: Dark Hound
Type:
Offensive/Defensive/Supplementary
Rank: C-S
Range: Short-Long
Chakra: 15-40
Damage: 30-80
Description: This technique allows the user to generate Corium, either through creating the element through their body or by transforming the ground. The shape and amount of Corium created depends solely on the user's imagination, and can be blasts, streams, waves, pillars, etc. The user can create the element through their limbs to enhance their physical blows through its tremendous heat, or use it as a ranged weapon. The user is also capable of using formations of Corium for transportation without suffering damage from their own techniques, generating bursts of Corium from their bodies to launch themselves in a particular direction, or ride unharmed on their Corium like a wave, allowing them to get close to deliver attacks or quickly transverse the field.
Note: A-rank version requires a single handseal
Note: S-rank variant requires 2 handseals and can only be used three times per battle
Note: S-rank version requires a cooldown of one turn before any Corium techniques can be used again

Approved. Slight edit/clarification was made. -Drackos

(Shinpiton: Inugami Guren) Corium Release: Dog Biting Crimson Lotus
Type:
Supplementary/Offensive/Defensive
Rank:
S
Range: Short-Mid
Chakra: 40
Damage: 80(if used as a geyser)
Description:
The user will weave several handseals before placing their hands on the ground, releasing copious amounts of Corium Release in the ground below them. This technique partially transforms the ground into Corium, starting from a meter below the surface. This technique prevents methods of traveling through the ground, such as the Hiding Like A Mole technique, or from inferior techniques from being generated from the ground. However, the true usage of this technique is to cause the radiation-like effects of Corium to emit from the ground around the user. Those that come remain within the area of effect for at least one turn would experience severe nausea and disorientation slowing their tracking speed by half, with the threat of passing out should the opponent remain in the area for too long. By weaving an additional handseal, the user can cause the pool of Corium below to erupt upwards like a geyser to act as defensive wall against other entities or to attack the opponent. This eruption is signaled by a rumbling, but happens very rapidly once triggered. Using the geyser ends the technique, but bathes the surrounding area in a large pile of chakra-less Corium.
Note: Can only be used once per battle
Note: No Corium techniques can be used for three turns after this technique is used

Approved. -Drackos
 
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Sasori

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#46
CE Approval: https://animebase.me/threads/custom-elements-bureau-iii.710828/page-6#post-21609464
Permission: https://animebase.me/members/sasori.215426/#profile-post-7518281

(Ikari no kamigami) Scoria Release/Fire Release: Gods of Fire
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A +20 or +1 Rank
Description:The user will first perform an extra hand-seal at the end of one of their Scoria techniques. This hand-seal will infuse extra fire chakra into said Scoria technique upon its creation, so it will occur in the same time-frame. This infusion of fire causes the gases inside of the Scoria to become hyperactive. This will essentially cause for the gas particles to gain more kinetic energy and strength. Due to this increase in energy the gas particles inside the Scoria will begin to move faster and pick up more force and pressure. As a result, this increased pressure and force can cause up to two effects. The first effect which is the main effect is that it can cause the explosions released from the Scoria to be increased in power. The other ability is a result of the increased hyper-activeness of the Scoria which can cause it to explode after one turn of being present on the field, and cause it to release an explosion equivalent to the rank of the technique. This will basically allow the Scoria to explode prematurely. The second effect is one that can be prevented from occurring if the user adds just the right about of fire chakra, but if desired the user can have their Scoria technique utilize both effects.

Note: Can only be used four times.

🐉 Approved.🐉
 
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Skorm

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#47
Links to CE:
https://animebase.me/threads/custom-element-bureau.764498/#post-21862012
(Gōruden'naitomea) - Golden Nightmare
Type:
Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Golden Nightmare is a sword made by parts of reinforced steel and liquid bismuth. This makes the sword able to shift in construction and turn into a hand-cannon due to the liquid parts of the construction. It will either start as a sword or a hand cannon at the beginning of an encounter. Both forms gives the user an enhanced passive trait to the bisumaton release, increasing it's damage by +20 and giving it additionally +10 chakra.

Sword: The sword form is very beautiful with multitudes of colors and shining edges. The edge of the sword is partially liquid bismuth and partially hardened steel. Due the temperature of liquid bismuth the sword will inflict severe burns on contact with skin and cause great pain. It further enhances the swords cutting capability since it can melt away other elements(within reason, but rubbery and bouncy for example) that are in the way of the sharp steel. If placed on the ground with the hilt upwards and the edge planted in the foundation of the ground infront of the user it will release a large portion of liquid bismuth into the ground that will shape into half of a sphere. Using their ability to control the element, the user can then shape the underground sphere into large roots or trees around the battlefield that deals burning damage on touch. These roots can reach long range while the trees(depending on their length) can only reach mid-range. This causes S-rank damage. The trees can spread and create a miniature forest(about 30 meters big and 10 meters tall), entrapping foes. On touch it causes severe burns.

Handcannon: The handcannon form of the Golden Nightmare is like the sword, very beautiful and contains the exact same parts as the sword. This handcannon can fire rounds made out of liquid bismuth. On impact, the bullets will not pierce their target but rather splat on the impact surface and spread across it. This causes severe pain and if shot on a limb it will immobilize it the metal is quite heavy. One single shot can spread all across a regular human-sized creature's torso all the way to their back and thus immobilizes their spine.
Regular gun rules apply and only one round can be shot each time-frame.

Note: A bullet and the sword does 80 damage following the S/W of Bisumaton.
Note: Changing form of the sword costs a move-turn and the user must state in the beginning of a battle what form the Golden Nightmare has taken. If not, it's default as a sword.
Note: Can only be used by Skorm

🐉 Declined upon submitter's request.🐉
 
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Goetia

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#48
CE Approval

This will be my second CW

(Sekhmet) – Lady of Slaughter
Type:
Weapon
Rank: S
Range: N/A
Chakra: N/A (-5 per turn)
Damage: N/A
Description: Sekhmet is the name of a goddess of war in Egyptian mythology, and in her name, a unique set of ornamental armor was created. It is not so much designed to protect, being more decorative than practical in this regard, but rather, its true purpose is to enhance the user’s offensive capabilities. The pieces of armor on the upper body include a circular band which fits around the shoulders and over the chest, arm bands which fit over the triceps, gauntlets which protect the user’s entire forearm, as well as the top of their hand, and bands which wrap around the back and partially over the user’s abdomen. An intricate set of bands, plates and rods sit securely on the user’s waist, with smaller bands on the user’s ankles and near the toes. The armor will easily protect the user from freeform attacks, such as that of basic tools, but is ill-suited to defend against proper techniques. In the process of the armor’s creation, Dendera Light was infused into the pieces through Fūinjutsu. In battle, the energy within the armor pieces is passively unsealed and imbued within the user’s Dendera Light techniques, which results in their empowerment. Functionally, this translates to an increase in power by an additional rank, effective on techniques up to S-Rank, with jutsu above this gaining an additional 10 points of damage, as well as the technique being granted an additional 10 points of chakra. A constant supply of energy is maintained through the armor constantly drawing from the user's chakra, and integrated into the present reserves through an absorption process identical to the one outlined in Pillar of the Two Horizons. An additional feature of Sekhmet is the way it enhances the element’s utility, allowing the user to perform Dendera Light’s most basic techniques, Primordial Abyss and Key of Eternity specifically, on the level of an Apex Handseal Specialist. This is due to the energy already being present within the gauntlets, and only requiring basic manipulation to unseal from the gauntlets. This specific ability can only be performed once per turn, after which, subsequent usage of either technique will require handseals once again until the next turn.

Declined. Not allowing the Apex Handseal note for those techniques, even if it is just for the most basic. I don't like invalidating the new specialties. Made a slight edit to the passive enhancement you get. Resubmit with a new last ability in mind and we'll go from there.

-Drackos

 
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LGeezy

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#49
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| 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/Updating:



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.

🐉 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.🐉
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.

Purton | Kurūeru San - Plasma Release| Cruel Sun
Rank:
A - Forbidden
Type: Attack
Range: Short-Long
Chakra: 50-70
Damage: 60-90 (-10 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 technique can be channeled for a maximum of three turns, growing in rank as the user gathers Plasma chakra. The technique begins with the user raising a finger towards the sky, gathering plasma into a orb above the finger. The orb starts small about the size of a basketball (A-rank), 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 (Forbidden Rank). As the technique grows, it radiates so much heat that it resembles a miniature sun and can begin to melt non-chakra infused metals within mid-range. Once released, the technique can be controlled by hand gestures.
Note:
  • A-rank usable three times per battle with a one-turn cooldown. A-rank use weakens water techniques by -10 damage for the next turn. S-rank usable twice per battle with a two-turn cooldown. S-rank reduces the rank of all water techniques by one for the next turn. Forbidden-rank usable once prevents use of water based techniques for the next turn. However, user sustains damage for each turn charged, meanwhile the user may not perform any additional techniques that require chakra while performing this jutsu.
🐉 Approved. Made slight edits.🐉



Hellfire Release
Permission to submit/resubmit techniques.

Updating/Revamp:
Name: Jigokuton nekkami: HellFire Release: Heat wave
Rank: Supplementary
Type: Forbidden
Chakra : 50
Damage: N/A
Description: User puts hands on ground and starts to charge hellfire chakra and spreads in around the battle field thus increasing the heat of the area and making all water , hyouton ( water based ) attacks useless, coz water wont be able to materialize, it would turn into steam.
Notes:
1. Lasts 3 turns
2. Can be used once in a battle
3. User wont be able to use water based attacks himself

-approved-
Jigokuton/Fuuinjutsu ♱ Dainana no Jigoku - Nekkami - Hellfire Release/Sealing Arts: Seventh Hell - Heat Wave
Rank:
S
Type: Supplementary
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Inspired by the "Circles of Hell" where Hell is a realm that houses the wicked in various levels, the user combines this with their fuuinjutsu to create a unique sealing technique that utilizes Hellfire chakra. The Seventh Circle of Hell is said to be the level where those who have committed violence against others or themselves are condemned to a lake of fire. The user will perform a series of three handseals and places his palms on the ground injecting a large amount of Hellfire chakra into the battlefield. This chakra manifest itself as sealing circle that places a large barrier seal on the battlefield. Immense heat spreads throughout the entire battlefield causing all water based techniques to become unusable as they would simply evaporate into steam. The heat generated said to be the heat emanating directly from the Seventh Hell's Lake of Hellfire. However, the user will also be unable to preform water release techniques during this time.
Note:
  • Last two turns.
  • Only usable once per battle.
  • No Hellfire techniques in same turn and none above A-rank in the next
🐉 Approved. Edits made. Removed the part about Taijutsu you're revamping a previously approved technique and that wasn't a part of the old one.🐉
Name: Jigokuton : Jigoesengan : Hell Fire release : Hell Fire Rasengan
Rank: Forbidden
Type: Offense
Chakra: 80
Damage: 160
Description: User makes rasengan and mixes it with hell fire. its almost same as fire rasengan but with Hell More power, When the jutsu strikes the opponent, produces extreme heat that can melt it down to its Bones
Notes:
1. 80 Damage to user itself.
2. Once a battle.

-approved-
Jigokuton ♰ Jigokurasengan - Hellfire Release: Hellfire Spiraling Sphere
Rank:
Forbidden
Type: Attack
Range: Short
Chakra: 50
Damage: 90 (-30 to user)
Description: Like all Rasengan techniques this jutsu activates quickly without the need for handseals. The user starts by creating a normal rasengan and infuses it with Hellfire Chakra. The swirling mass contained within the Rasengan appears as a deep crimson said to lead to the bowels of hell itself. When it collides with the target, the Rasengan explodes into a rapidly swirling tornado of the crimson flames that would be enough to completely melt the bones of a Susanoo. However, the draw back to this technique is the backlash from the intense amount of swirling hellfire within the user's hand. The arm that the user performs this technique with is covered with a mass of 3rd degree burns making it unusable without proper and immediate medical treatment.
Note:
  • Usable Once.
  • No Hellfire techniques the next three turns and no Fire techniques in the same turn
🐉 Approved. Made slight edits.🐉
 
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#50
Approved Element

(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:
Permission to submit
https://animebase.me/members/broly.108286/

( Yumeton | Dākutaimuzu) - Dream Sand: Dark Times
Rank: A-S
Type: Supplementary
Range: Short-Long
Chakra: N/A (A/S Rank +10/15 chakra)
Damage: N/A
Description: Dark Times is a dream sand infusion technique that focuses on infusing the Yumeton with different aspects of his aresnal.
A Rank- This infusion allows for the user to infuse his different elemental chakra with Yumeton's (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 inert Dream Sand and gain cutting properties, while earth techniques would be encrusted with the inert crystals that gave it the same. This would cause both elements used to raise 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. This counts of a move but may be used simultaneous to another water or earth technique of course. This adds 10 chakra to the cost of a move


S Rank - This ability may be posted in the user's biography or at the start of battle 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 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/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 being fortified by the dream sand crystals themselves. This allows sealing tags to be capable of dealing damage equal to it's rank when something makes contact with it . The addition of the Dream Sand kanji as a power source makes it so that techniques that fit this category raise in effectiveness by 1 Rank/20 Damage Points as well as requiring 15 more chakra to activate. This only works on Sealing based techniques up to A rank (S rank for Adv Fuin users) 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

🐉 Approved.

J/K, Declined. Doesn't have a working link to approved CE.🐉
 
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#51
Link to CE; https://animebase.me/threads/custom-elements-bureau-iii.710828/page-4#post-21126831
(Sōruiton ♦ ) – Algae Release ♦ Synchronisation
Type: Supplementary
Rank: B
Range: N/A
Chakra cost: 20
Damage points: N/A
Description: As outlined in the CE, Algae possesses a formless nature that allows individual techniques to freely adopt multiple traits, even those that might otherwise be specific to, or unique to a certain genera or species. Furthermore, Algae exists as a symbiotic element and Synchronisation seeks to take advantage of these two traits. When two individual Algae structures meet, Synchronisation will passively activate to trigger Algae’s nature as a horde ce - wherein any trait manifestable in its constituent parts can be manifested in the greater whole, thus allowing for the assimilation of abilities. I.e: Bioluminescence can be gained by contact with a bioluminescent algae structure, for instance, as algae preserves the information of, and mimicries other algae that it contacts.
Notes: This can only be triggered once per turn, and boosts cannot be mimicked, only physical qualities innate to the Algae technique; such as spore production, bioluminescence, etc.


🐉 Approved. Made a minor edit.🐉

https://animebase.me/threads/custom-elements-jutsu-submission.13700/page-41#post-21252962
Updating cause it's currently a bit of a weird technique, opting for defensive bloom over terraforming

(Sōruiton ♦ Hametsu) – Algae Release ♦ Pandora
Spoiler
Type: Defensive/Supplementary
Rank: S-Rank
Range: Short-Long
Chakra cost: 40
Damage points: N/A
Description: By compressing the standardized sludge of the element this technique allows the user to create a solid, defensive structure of algae originating from their person or a preexisting source of algae. Highly dense, the structure itself constitutes as a strong defense, bolstered further by the fact that when enemy techniques connect with the structure the impact will trigger the structure’s latent ability; a rapid algal bloom. Depending on the nature and power of the impacting technique the algae bloom will either occur faster or slower than normal, as the structure expands outwards into masses of algal sludge designed to either metabolise or smother the incoming threat. Elements weak to algae will increase the speed with which the algae proliferate and vice versa. The user can somewhat influence the appearance and nature of the algae bloom, but in general it will result in a damp landscape abundant with layers of sludgy algae, seaweeds and spores. The potency of this defence can be increased further when the user is in direct contact with the structure. In which case the user can, by funnelling chakra into the Algae structure as it blooms, facilitate the cellular division and expansion of the Algae to produce a perpetually regenerating and expanding defence capable of withstanding the onslaught of any attack regardless of their damage value (Techniques Algae is weak to will be capable of destroying Algae faster than it can proliferate, easily overcoming this clause). This deducts 20 chakra per turn, and while in use the user cannot mould chakra for other techniques - making it best utilised as a singular defence. Alternatively, Pandora can be utilised before the usage of a second Algae technique so as to implant the impact-bloom response of Pandora onto the next Algae technique used. This does not increase the technique's strength. In this case Pandora's potency will be relative to that of the infused Algae techniques strength.

Notes: The user cannot use S-Rank or above Alage in their next turn and this technique can only be used three times per battle


🐉 Approved. Edits made.🐉
Link to CE: https://animebase.me/threads/custom-elements-bureau-iii.710828/page-4#post-21126831


Updating: Forgot to add in a same-timeframe clause to the alternative usage;

(Sōruiton ♦ Hametsu) – Algae Release ♦ Pandora
Spoiler
Type: Defensive/Supplementary
Rank: S-Rank
Range: Short-Long
Chakra cost: 40
Damage points: N/A
Description: By compressing the standardized sludge of the element this technique allows the user to create a solid, defensive structure of algae originating from their person or a preexisting source of algae. Highly dense, the structure itself constitutes as a strong defense, bolstered further by the fact that when enemy techniques connect with the structure the impact will trigger the structure’s latent ability; a rapid algal bloom. Depending on the nature and power of the impacting technique the algae bloom will either occur faster or slower than normal, as the structure expands outwards into masses of algal sludge designed to either metabolise or smother the incoming threat. Elements weak to algae will increase the speed with which the algae proliferate and vice versa. The user can somewhat influence the appearance and nature of the algae bloom, but in general it will result in a damp landscape abundant with layers of sludgy algae, seaweeds and spores. The potency of this defence can be increased further when the user is in direct contact with the structure. In which case the user can, by funnelling chakra into the Algae structure as it blooms, facilitate the cellular division and expansion of the Algae to produce a perpetually regenerating and expanding defence capable of withstanding the onslaught of any attack regardless of their damage value (Techniques Algae is weak to will be capable of destroying Algae faster than it can proliferate, easily overcoming this clause). This deducts 20 chakra per turn, and while in use the user cannot mould chakra for other techniques - making it best utilised as a singular defence. Alternatively, Pandora can be utilised before (same time-frame) the usage of a second Algae technique so as to implant the impact-bloom response of Pandora onto the next Algae technique used. This does not increase the technique's strength. In this case Pandora's potency will be relative to that of the infused Algae techniques strength.

Notes: The user cannot use S-Rank or above Alage in their next turn and this technique can only be used three times per battle

🐉 Approved.🐉

New Technique:
Eywa, a technique referenced in this submission is the generic D-S Algae creation technique, as found here; https://animebase.me/threads/custom-elements-jutsu-submission.13700/page-41#post-21280021

(Sōruiton ♦ ) – Algae Release ♦ Transcendence
Type: Supplementary
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: Transcendence is a technique which focuses on the living nature of the Algal CE and seeks to encapsulate the nature of two principal qualities of the life cycle; feeding, and growth. At a baseline, techniques produced through use of Transcendence will possess advanced metabolic and growth capabilities; these two traits will be reflective of the natural ability that certain Algal genera and species display in metabolising a range of substances, from heavy metal ions, minerals, a variety of liquids of ranging PH’s and temperatures, radioactive substances and even other living tissue, and similarly their potential for rapid growth cycles and explosive levels of asexual reproduction. This will manifest in the user being capable of producing Algae that can break down and metabolise solids such as metals, crystals, and organic releases (such as Shikotsumyaku and Wood release, and even human/living flesh) as if they were earth release, and similarly absorbing liquids - even those of extreme temperatures or PH as if they were water release. Similarly, the user will make use of Algae’s ability for endless growth and reproduction to manifest the trait of regeneration - wherein Algae techniques that are not fully destroyed in a clash will experience a spike in asexual reproduction and maturation that will promptly regenerate the technique to their previous apex power. Up to three times per battle, the user can passively alter the innate physical qualities of an Algae technique to possess this trait (same tf). As aforementioned, however, advanced metabolic and regenerative qualities only function as the baseline - when using Transcendence the user has the ability to further enhance one of the two qualities to produce the effect of either Voracity of Overgrowth. Voracious Algae will have the quality of ‘feeding’ accentuated further, wherein they will not only be able to efficiently metabolise a wider range of substances, but also manifest the latent qualities (if any) of whatever was absorbed. Metabolization of hard substances such as metals and crystals for instance will yield in the reinforcement of the strength and resilience of that Algal structure, increasing it’s resistance to damage by 20, while the extreme temperature, altered PH and corrosive qualities typically present in liquidus CE can increase the damage output of the structure by 20, as it will reflect these abilities of corrosion, heat and so on. This mimicry further applies to non-physical qualities, such as the ability to emit radiation, or any specific effect that the metabolised technique may have had (i,e, magnetic fields, chakra absorption and so on), now tailored to the Algae users benefit and the opponents deficit. Meanwhile, Overgrowth Algae, if allowed to exist on the field for a full turn will experience a +30 damage increase/resistance, or a rank increase in their abilities and qualities. This is due to the influence of an accentuated and highly advanced growth and reproductive rate, and the same phenomena will occur if the Algae survives a full second turn. A usage of Transcendence can, through three handseals produce Algae of either the Overgrowth or Voracity variety, with structures produced in accordance with Eywa (waves, blasts, shields, spears, spikes, etc, essentially any physical shape imaginable of either liquidus of compressed form) Alternatively, Transcendence Voracity variant, or Transcendence Overgrowth variant can be utilised before/directly after the usage of a second Algae technique (works in same timeframe) so as to impart the full qualities of either Overgrowth or Voracity onto the Algae technique used. This does not increase the technique's strength. In this case Transcendence’s potency will be relative to that of the infused Algae techniques strength.

Notes: As aforementioned, the passive transfusion of the basic advanced metabolization and growth capabilities can be done three times a battle, is classed as a B ranked use, costs twenty chakra, with a two turn cooldown between uses. Creation of Transcendence structures, or transfusion to shift the innate qualities of an algae technique to include the effects of Voracious and Overgrowth variants can only be done three times per battle, counts as a move, requires a turn cooldown between uses and the user cannot use A rank or above Algae on their next turn. This technique in either of its iterations can only be used a maximum of four times.

🐉Declined. This technique is simply doing too much. Not going to allow 1 jutsu that allows your technique to:
1.regenerate to its full power(especially including boosts and all)
2. increase its capacity of breaking down and metabolizing other jutsu beyond just earth and water
3. steal the properties of opposing jutsu to boost itself
4. Increase its power by +20 or +30(you also make no distinction as to what determines whether it will be a one rank increase or an increase of +30, implying you can choose at a whim which it will be. I'd tell you to distinguish but that wouldn't matter because +30 isn't going to be allowed, and you definitely won't be allowed to have this boost invoked twice as the underlined implies.)


Even with 3 and 4 split into two, it's still too much. Resubmit this by breaking off Voracious and Overgrowth Algae into separate techniques with their own restrictions. 🐉
 
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Thread starter #52
New Cycle: 02/06/2018 - 02/13/2019

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.
 
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Skorm

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#53
Links to CE:
https://animebase.me/threads/custom-element-bureau.764498/#post-21862012
(Gōruden'naitomea) - Golden Nightmare
Type:
Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Golden Nightmare is a sword made by parts of reinforced steel and liquid bismuth. This makes the sword able to shift in construction and turn into a hand-cannon due to the liquid parts of the construction. It will either start as a sword or a hand cannon at the beginning of an encounter. Both forms gives the user an enhanced passive trait to the bisumaton release, increasing it's damage by +20 and giving it additionally +10 chakra.

Sword: The sword form is very beautiful with multitudes of colors and shining edges. The edge of the sword is partially liquid bismuth and partially hardened steel. Due the temperature of liquid bismuth the sword will inflict severe burns on contact with skin and cause great pain. It further enhances the swords cutting capability since it can melt away other elements(within reason, but rubbery and bouncy for example) that are in the way of the sharp steel. If placed on the ground with the hilt upwards and the edge planted in the foundation of the ground infront of the user it will release a large portion of liquid bismuth into the ground that will shape into half of a sphere. Using their ability to control the element, the user can then shape the underground sphere into large roots or trees around the battlefield that deals burning damage on touch. These roots can reach long range while the trees(depending on their length) can only reach mid-range. This causes S-rank damage. The trees can spread and create a miniature forest(about 30 meters big and 10 meters tall), entrapping foes. On touch it causes severe burns.

Handcannon: The handcannon form of the Golden Nightmare is like the sword, very beautiful and contains the exact same parts as the sword. This handcannon can fire rounds made out of liquid bismuth. On impact, the bullets will not pierce their target but rather splat on the impact surface and spread across it. This causes severe pain and if shot on a limb it will immobilize it the metal is quite heavy. One single shot can spread all across a regular human-sized creature's torso all the way to their back and thus immobilizes their spine.
Regular gun rules apply and only one round can be shot each time-frame.

Note: A bullet and the sword does 80 damage following the S/W of Bisumaton.
Note: Changing form of the sword costs a move-turn and the user must state in the beginning of a battle what form the Golden Nightmare has taken. If not, it's default as a sword.
Note: Can only be used by Skorm

🐉 Declined upon submitter's request.🐉
This will be my second CW btw, forgot to mention that previously..
Purchase of fuinjutsu can be found in my kumi-shop inventory if needed.

(Gōruden'naitomea) - Golden Nightmare
Type:
Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Golden Nightmare is a sword made by parts of reinforced steel and liquid bismuth. This makes the sword able to shift in construction and turn into a hand-cannon due to the liquid parts of the construction. It will either start as a sword or a hand cannon at the beginning of an encounter. Both forms gives the user an enhanced passive trait to the bisumaton release, increasing it's damage by +20 and giving it additionally +10 chakra through a designated seal that is passively activated when it's master is either holding the blade/handcannon or has it sheathed. The seal fluctuates bismuth chakra through its masters body constantly and gives them an extremely faint rainbowy aura(which is just for visual effects).

Sword: The sword form is very beautiful with multitudes of colors and shining edges. The edge of the sword is partially liquid bismuth and partially hardened steel. Due the temperature of liquid bismuth the sword will inflict severe burns on contact with skin and cause great pain. It further enhances the swords cutting capability since it can melt away other elements(within reason, but rubbery and bouncy for example) that are in the way of the sharp steel. If placed on the ground with the hilt upwards and the edge planted in the foundation of the ground infront of the user it will release a large portion of liquid bismuth into the ground that will shape into half of a sphere. Using their ability to control the element, the user can then shape the underground sphere into large roots or trees around the battlefield that deals burning damage on touch. These roots can reach long range while the trees(depending on their length) can only reach mid-range. This causes S-rank damage. The trees can spread and create a miniature forest(about 30 meters big and 10 meters tall), entrapping foes. On touch it causes severe burns. While not dealing 80 damage on freeform, the sword can be used for standard kenjutsu techniques with the burning damage added to it. The user can, however, do freeform 80 damage kenjutsu moves but that will consume a moveslot.

Handcannon: The handcannon form of the Golden Nightmare is like the sword, very beautiful and contains the exact same parts as the sword. This handcannon can fire rounds made out of liquid bismuth. On impact, the bullets will not pierce their target but rather splat on the impact surface and spread across it. This causes severe pain and if shot on a limb it will immobilize it the metal is quite heavy. One single shot can spread all across a regular human-sized creature's torso all the way to their back and thus immobilizes their spine.
Regular gun rules apply and only one round can be shot each time-frame.

Note: A bullet and the sword does 80 damage following the S/W of Bisumaton and up to four bullets per match.
Note: Changing form of the sword costs a move-turn and the user must state in the beginning of a battle what form the Golden Nightmare has taken. If not, it's default as a sword.
Note: Can only be used by Skorm
Note: Utilizing the roots/tree application of the sword renders the user incapable of using the sword's other active abilities in the same and next turn.
Note: Firing a bullet, using the sword for an S-rank attack, or creating the roots render the user unable to use Bismuth Techniques above A-rank in the same turn.


🐉 Approved. Edits made.-Joestar🐉
 
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#54
Approved CE Here:
https://animebase.me/threads/archive-custom-elements-bureau-ii.112132/page-9


(Rinton/Fuin: Udenonai Kingu) Phosphorus/Sealing Arts: Armless King
Type:
Offensive
Rank: Forbidden
Range: Short
Chakra: 50
Damage: 90 (-70 to user)
Description: This technique is considered one of the most dangerous techniques and considered a last resort technique and even the ultimate technique of the Phosphorus style. Utilizing both Phosphorus and sealing arts, the user will simply do three handseals while creating a seal on either their right or left arm (up to the user) doing this, the user will gather incredible amounts of phosphorus into that whole arm while maintaining stability to a degree. Doing this will be painful but not as pain as the output. Once three turns has pass the user will have enough phosphorus in their arm to where they can execute the technique. The user will come in contact with the opponent body instantly releasing the seal. Doing this, it will flood the opponents body with phosphorus. As this happen, the users arm and the opponents body will violently ignited, creating an massive explosion afterwards, obliterating anything beyond the users arm up to 20 meters back and five meters wide. The users arm makes sure to not have the explosion not backfire towards the user, making the ignition an outwards affect.
Note: Can only use once
Note: No Phosphorus while technique is charging
Note: No techniques that require handseals
Note: This technique sacrifices the users arm, thus dealing -70 damage and -20 per turn unless the wound is healed somehow.

Approved CE Here:
https://animebase.me/threads/archive-custom-elements-bureau-i.13564/page-2#post-1383407

(Soudai: Tōtemu Dansu) Tungsten Style: Totem Dance
Type:
Offensive| Defensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: Totem dance is one of the more powerful techniques of the Tungsten style. The user will do a set of four handseals, while spreading his chakra all round him in a mid range formation (five meters out from his body) converting the ground into tungsten. Doing this the user will cause four pillars to erupt from the ground in great haste in a diamond formation that stands ten meters high and 1 meter thick. Doing this, the user will cause the pillars of tungsten to move, circling around the user with them being in the epic-center at extreme haste. Making a sort of shield. The unique thing about this technique is that the user with the half handseal can cause the pillars of totem to shoot of bullet size tungsten as they are spinning, causing bullets to shoot off at an angle all around the user (This excludes above the user) Once done, the pillar of tungsten will break down
Note: Can only use three times per battle
Note: Cant use any tungsten S rank or above in the same turn
Note: No tungsten above S rank next turn

(Soudai: Dangan Domein) Tungsten Style: Bullets Domain
Type:
Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: This is a very simply, yet powerful technique of the tungsten style. The user will extend their hand in a gun shape fashion. One done they will shoot off a bullet size tungsten towards the opponent. This tungsten bullet travels as fast as the hozuki water bullet technique and extremely powerful. The unique thing about this technique is that, with a half handseal the user is able to expand the size of the bullet to a shield three times as big and wide as the user. This would utilize the defensive properties, allowing the user to use the bullet as a shield. The good thing about it is, regardless if the bullet is enlarged or not, it packs the same offensive and destructive properties.
Note: Can use a max of 4 turns
Note: No Tungsten S rank or above in the same turn
 
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-Broly-

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Permission to submit
https://animebase.me/members/broly.108286/

( Yumeton | Dākutaimuzu) - Dream Sand: Dark Times
Rank: A-S
Type: Supplementary
Range: Short-Long
Chakra: N/A (A/S Rank +10/15 chakra)
Damage: N/A
Description: Dark Times is a dream sand infusion technique that focuses on infusing the Yumeton with different aspects of his aresnal.
A Rank- This infusion allows for the user to infuse his different elemental chakra with Yumeton's (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 inert Dream Sand and gain cutting properties, while earth techniques would be encrusted with the inert crystals that gave it the same. This would cause both elements used to raise 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. This counts of a move but may be used simultaneous to another water or earth technique of course. This adds 10 chakra to the cost of a move


S Rank - This ability may be posted in the user's biography or at the start of battle 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 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/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 being fortified by the dream sand crystals themselves. This allows sealing tags to be capable of dealing damage equal to it's rank when something makes contact with it . The addition of the Dream Sand kanji as a power source makes it so that techniques that fit this category raise in effectiveness by 1 Rank/20 Damage Points as well as requiring 15 more chakra to activate. This only works on Sealing based techniques up to A rank (S rank for Adv Fuin users) 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

🐉 Approved.

J/K, Declined. Doesn't have a working link to approved CE.🐉
( Yumeton | Dākutaimuzu) - Dream Sand: Dark Times
Rank: A-S
Type: Supplementary
Range: Short-Long
Chakra: N/A (A/S Rank +10/15 chakra)
Damage: N/A
Description: Dark Times is a dream sand infusion technique that focuses on infusing the Yumeton with different aspects of his aresnal.
A Rank- This infusion allows for the user to infuse his different elemental chakra with Yumeton's (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 inert Dream Sand and gain cutting properties, while earth techniques would be encrusted with the inert crystals that gave it the same. This would cause both elements used to raise 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. This counts of a move but may be used simultaneous to another water or earth technique of course. This adds 10 chakra to the cost of a move


S Rank - This ability may be posted in the user's biography or at the start of battle 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 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/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 being fortified by the dream sand crystals themselves. This allows sealing tags to be capable of dealing damage equal to it's rank when something makes contact with it . The addition of the Dream Sand kanji as a power source makes it so that techniques that fit this category raise in effectiveness by 1 Rank/20 Damage Points as well as requiring 15 more chakra to activate. This only works on Sealing based techniques up to A rank (S rank for Adv Fuin users) 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


Element approval https://animebase.me/threads/custom-elements-bureau-iii.710828/page-2#post-20808756
 

LGeezy

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#56
Hellfire Release
Permission to submit/resubmit techniques.

Fuinjutsu/Jigokuton ✟ Roku Jigoku - Daikyōkan Jigoku - (Sealing Arts/Hellfire Release: Sixth Hell - Hell of Great Wailing)
Rank:
S
Type: Attack/Supplementary/Defense
Range: Short-Long
Chakra: 40
Damage: 80
Description: Inspired by the "Circles of Hell" where Hell is a realm that houses the wicked in various levels, the user combines this with their fuuinjutsu to create a unique sealing technique that utilizes Hellfire chakra. In the 6th circle, heretics are said to be constantly pierced by giant iron nails through their tongue which is ripped out and regrown starting the process anew for all eternity. After performing the necessary hand seals Dragon->Ram->Tiger, up to 4 nails are formed out of the user's Hellfire Chakra proportionate to the size of the target. If multiple nails are summoned, this technique can be used to target multiple people, splitting the damage evenly. These must be formed at least 5 meters away from the target and will pierce into them to initiate the seal. The nails have been combined with the Generic Sealing Technique's formulae so that once the nails pierce the target, movement and the ability to mold chakra are almost impossible while affected by this technique. However, takes one full turn for the seal to take full effect at which point, the sealing formula is burned into the target making them unable to remove the seal.
Note:
  • Only usable twice per battle.
  • Requires Adv. Fuuin
 
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