Custom Element Jutsu Submission

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Skorm

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(Yin/Kuriputon: Yuronegai | Yin/Liquid Krypton Release: Nightwish)
Type: Offensive, Supplementary
Rank: S
Range: Short – Long
Chakra: N/A (+50 chakra cost to applied technique)
Damage: N/A
Description: Nightwish is a spiritual enchantment that is used at the same time as an extension of another technique applied in the same time-frame which infuses the technique with krypton and yin. This causes any technique used to be infused by the spirit known as Nightwish, an embodiment of the liquid krypton release. The spirit itself latches on a target via its carrier(the users technique which has been enchanted with this). When the user’s techniques either strike the opponent or a source of their chakra the spirit will devour them. The spirit itself carries the following negative effects; a de-buff that directly is a trait that is taken from the ultra cold substance of liquid krypton. Once latched on a target, it will literally freeze their chakra and muscles. This means that a target will undergo an immensely powerful speed de-buff of (x/2). Not only that but any water technique or any other liquid technique will get frozen before leaving their body. Fire and lightning techniques will lose one rank in potential while water techniques will be frozen solid and not usable at all unless the target uses twice as much chakra for a technique. A target will also take +20% damage if directly hit by any other liquid krypton technique while the Nightwish spirit is bound to them. The spirit can be blocked/reversed by Yin/Yang or senjutsu chakra equivalent of 50 chakra points.

Note: Usable four times per battle.
Note: Lasts 4 turns unless blocked/reversed.

Declined. This does way too much for a single custom.
 
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Skorm

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Edits in bold, removing unseeness and tick damage and instead goes for a higher damage per initial hit.

(Yin/Kuriputon: Taroheiru | Yin/Liquid Krypton Release: Talohail)
Type:
Offensive/Supplementary
Rank: S-rank
Range: Short-Long
Chakra: 70 (-30/turn)
Damage: 140
Description:
Talohail is an advanced form of Liquid Krypton that is meshed together with the intriguing and oddly explained properties of the spiritual aspect of Yin release, mostly deprived from the Hands of Sloth technique. The user starts off by performing three handseals and unleash an omni-directional burst of Kuriputon chakra pre-infused heavily with Yin chakra to change its properties, not in terms of elemental strength/weakness but rather implicating a spiritual aspect of the technique. The liquid will spread out through the field in a rapid succession. Through the same process as the Hands of Sloth, this technique can become intangible and thus unable to be physically interactive with. This is mainly a feat to not hit either summons or clones the user has previously summoned or created, but rather specifically remains tangible towards desired targets, mainly hostile ones. Once interacted with, the technique will cause severe freezing damage and a lack of movement to all targets that has been in contact with the liquid. Like a genjutsu has struck them, but not really, the effects of sloth is also applied and thus inducts a target with no sense of direction and lack of concentration which ultimately will make them unconscious as they freeze to death. The technique serves degenerative effects once a target has been apprehended by it. This is similar to that of Hands of Sloth, but walks in a slightly different path and instead of weakening their capability to perceive genjutsu, it will instead create a burning freeze feeling inside their minds which triggers a massive body ache. This will lead a target to forgo their abilities to use their full chakra reserves and thereby are limited to using A-rank and beneath jutsus for as long as 2-turns after hit.

Note:
Can only be used twice per battle
Note: User cannot perform Yin/Kuriputon above A rank after technique ends
Note: Requires Yin or Yin/Yang speciality to give the effects of sleepiness

Edits in bold, going in a different path entirely with this one.

(Doton/Kuriputon: Rokurikku | Earth/Liquid Krypton Release: Roqurik)
Type:
Offensive/Supplementary/Defensive
Rank: A-rank
Range: Short-Long
Chakra: 30
Damage: N/A (+20 to doton)
Description: Roqurik is a multi element technique that uses both the doton element as well as the kuriputon element in tandem with eachother, which is fully possible due to how these two elements interract with eachother regardless. The user starts off by slamming their hands on the ground. They will then channel their krypton and earth chakra into the ground in an omni-directional pulse that will cause blue cracks to be visible from the surface, expelling ultra cold vapour. Depending on the users demands, the earthern crust can be just a paper thin and underneath it a miniature lake of liquid krypton waits for heavy objects to fall into it by cracking through the crust. The technique also offers an extensive increase in damage to earth techniques that are taken place in succession after the technique, having them ultra cooled down and become extremely brittle but also dealing more damage. This translates to a +20 in damage for follow-up doton moves whilst there is liquid krypton for techniques that uses the pre-existing ground.

Note:
Can only be used four times per battle
Note: Requires a two-turn cooldown for each use

Link to approved CE [x]
(Yin/Bisumaton: Anubisu no namida | Yin/Bismuth Release: Tear of Anubis)
Type:
Offensive/Supplementary/Defensive
Rank: S
Range: Short-Long
Chakra: 70
Damage: 140
Description: Tear of Anubis is technique creation in unison with a users Yin chakra and their Bisumaton chakra. As explained briefly in the elements nature, Bisumaton is a metal with unique properties, able to withstand radiation, magnetism as well as having the property of getting even denser as more energy is put into it. With this concept, Tear of Anubis was created. Yin release's unique trait of fiddling with states of any matter no matter the technique would allow this jutsu to affect natural Bisumaton chakra the user has to form something, unproven to be possible, possible. Using the forces of Yin, the user would infuse their metal and have it crushed into so much pressure that it becomes crystallized but still attain its liquidity. By doing so, the brute temperature that the metal radiates becomes more dense and it gains an extreme density and weight at the same time of losing bisumatons natural strengths and weaknesses and render the end result neutral to everything in terms of elemental interaction. The end result is a crystalline rainbow fluid and tear-formed orb that levitates around the user, much like a TSB and commanded as such. This orb lets the user use Bisumaton techniques with it as a source, while having the techniques attain the same structure and density while also rendering them neutral to everything at the cost of extra chakra(a third of the original technique transformed). The Tear itself has unique properties, which doesn't just included elemental interactions but also the weight and density of the now liquid crystalized form of the metal. Making it 100x heavier than normal but also able to absorb kinetic force with ease. Having this as a property, the tear and all techniques the user creates from it will, upon hitting the ground, lower it or dig itself into the ground several hundred meters before reaching natural resistant ores that are able to withhold it. Not only that, but the surface temperature has risen from the original liquid, making it reach 6,000 degrees Celsius without boiling into a gas. This makes it lethal in direct contact, so much so it will not melt off skin but rather make it evaporate and as a result, the Tear beams a bright almost blinding light that makes it hard to counter as it blocks much of the opponents vision. Defensively, it can tank up to the same damage it contains and be a malleable source, able to take any necessary form the user needs it to, to block an attack. Offensively, it deals 80 damage on touch, but can, as a final display of power, deal its ultimate 140 damage when the user chooses to make its sacrifice. Doing so costs a move, and the user needs to perform a fourth seal in order to do this. What happens is that the orb would float towards the designated target, no matter how far away, and dig itself into its target while exploding inwards itself by the user channeling an override amount of Yin chakra that would make the liquid stage of the core of the Tear to explode inwards itself and create a pseudo supernovae. This explosion will disintegrate anything in its vicinity(up to mid-range) with a whopping 140 damage while also attain the powerful chakra tethering properties of Hungry Ghost, another Yin property that is being given from the massive burst of Yin chakra the user outputs in its sacrificial moment. The tear can travel as fast as the users tracking speed as it operates similar to Amaterasu and moves in accordance to the users eyes and willpower.

Note: User cannot perform Yin/Bisumaton techniques while this technique is active
Note: User cannot perform Yin/Bisumaton above A rank after technique ends
Note: Can only be used twice
Note: Can only be taught by Skorm.

Updating this: [x]

Edits in bold.

(Hinode) - Sunfall
Type:
Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Sunfall is a sword made by parts of reinforced steel and liquid bismuth, as well as an enhanced chakra composition entirely made out of Yin. 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.
There are passivel enhancements towards the users developed bisumaton techniques that are amplified through Yin that resides within the sword. These enhancements translates that of a +30 in damage and a +10 in chakra for a users bisumaton techniques when wielding the blade(in either form). It also causes the users Bisumaton techniques to be able to attain a unique property that is directly tied to the boundaries of Yin. Like the enhancements stated previously, this unique trait is also passively applied but limited in terms of usage. By performing an extra handseal after each regular bisumaton technique, the user can change its properties and have it attain a solid or an energy state instead of its regular liquid one. For D-B rank techniques, this can be done 4 times per battle. For A-F ranks it can be done twice.
Note, however it doesn't change the natural strength/weakness of the elements natural state.

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 with a black aura that seems to radiate naturally from the swords edges. 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 in front 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 140 damage and might only be executed once per battle. 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. The sword can be used as any other sword and thus being able to be a part of the regular Kenjutsu list, but with burn damage inflicted upon it, naturally defeating other regular swords in duels and breaking them apart.

Handcannon:
The hand cannon form of the Golden Nightmare is like the sword, very beautiful and contains the exact same parts as the sword. This hand cannon can fire rounds made out of liquid bismuth that are infused with Yin. The bullet has two applications of usage. The first one, is being that of a regular chakra bullet but is infused with S-ranked levels of Bisumaton continents as well as Yin chakra which makes it devastating in its amount of damage it can deal. On impact, the bullet will shatter the ground or any other solid surface that is of weak construction and eat its way through it via the very high temperature. On a human target, it will cause the same amount of damage as the golden forest move stated in the sword rulings and is directly lethal. It will cause a mid-range explosion, shattering its molten metal everywhere. The other application the round can cause is to be shot at the sky. This causes the bullet to splatter and form a metallic rain that will sustain itself after one full turn after the shot was fire. This rain will carry strange properties as it is more of a Genjutsu than the metal itself. Through the rain, the opponents will start to see mirages of the user and get confused whilst the end goal is for them to get lost in the rain that will ultimately drain their chakra to the point they become docile. Its effects are mental fatigue as well as a splitting headache as soon as any opponent gets as much as one drop on them. Note that only one of these applications of the bullet can be used once per battle.
Regular gun rules apply and only one round can be shot each time-frame.

Note: Changing form of the sword costs a move-turn and the user must state in the beginning of a battle what form the Sunfall 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 and the next.

All Declined. You are allowed 4 Basic Submissions(CEJ, CJ, CFSJ) across the board per cycle. You've submitted 9.
(Note; changes from original are in bold)

(Yin/Kuriputon: Taroheiru | Yin/Liquid Krypton Release: Talohail)
Type: Offensive/Supplementary
Rank: S-rank
Range: Short-Long
Chakra: 70 (-30/turn)
Damage: 140
Description: Talohail is an advanced form of Liquid Krypton that is meshed together with the intriguing and oddly explained properties of the spiritual aspect of Yin release, mostly deprived from the Hands of Sloth technique. The user starts off by performing three handseals and unleash an omni-directional burst of Kuriputon chakra pre-infused heavily with Yin chakra to change its properties, not in terms of elemental strength/weakness but rather implicating a spiritual aspect of the technique. The liquid will spread out through the field in a rapid succession. Through the same process as the Hands of Sloth, this technique can become intangible and thus unable to be physically interactive with. This is mainly a feat to not hit either summons or clones the user has previously summoned or created, but rather specifically remains tangible towards desired targets, mainly hostile ones. Once interacted with, the technique will cause severe freezing damage and a lack of movement to all targets that has been in contact with the liquid. Like a genjutsu has struck them, but not really, the effects of sloth is also applied and thus inducts a target with no sense of direction and lack of concentration which ultimately will make them unconscious as they freeze to death. The technique serves degenerative effects once a target has been apprehended by it. This is similar to that of Hands of Sloth, but walks in a slightly different path and instead of weakening their capability to perceive genjutsu, it will instead create a burning freeze feeling inside their minds which triggers a massive body ache. This will lead a target to forgo their abilities to use their full chakra reserves and thereby are limited to using A-rank and beneath jutsus for as long as 2-turns after hit.

Note:
Can only be used twice per battle
Note: User cannot perform Yin/Kuriputon above A rank after technique ends
Note: Requires Yin or Yin/Yang speciality to give the effects of sleepiness

Declined: Way too much going on here, and little of it makes sense. How does this technique only affect, or as you put it, 'remain tangible' to your opponents? This will affect your allies too, if it's in a state where it can influence or hurt a target. This will reach mid-range at most. The high damage in combination with the mental interference effect is too much, you're going to have to tone both down significantly. The Hands of Sloth-esque effect also needs to be explained better.




New submission:
(Link to approved ce [x])
(Kuriputon: Ākubōn | Liquid Krypton Release: Arcborn)
Type:
Supplementary
Rank: A – S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Arcborn is a technique that focuses on the noble prospects of the element Krypton as a chemical neutralizer and super isolator. The Arcborn technique works like an infusion with two separate stages which can grant the element and some other energy elements similar properties as long as they can coincide with being sub-zero and stable as a result. The performance any of the two different stages of the technique occurs in the same timeframe as the technique that is being infused as it applies the effects rapidly.

A-rank version

This applies two general effects of an affected technique. The first one being that it turns an energy element or liquid krypton elemental technique into that of a super insulator as well as a noble detergent by adding +10 chakra. What that means is that as a super insulator the jutsu can absorb any type of current(lightning) without being affected whatsoever as well as remain extremely stable when faced against reactive elements as a noble gas, Krypton reacts extremely poorly chemically with other elements and doesn't decay. This means that a type of heat absorption(or resistance) as well as a type of radiation/current absorption is applied to energy techniques that are infused with this technique. It also ranks up any technique under S-rank by + 1 rank while techniques above S rank gains +20 in damage instead.

S-rank version

This is a higher application than that of the A-rank but follows the same principals but at greater quantities. A technique is given +10 in chakra as well as +30 in damage as well as the noble and super insulation abilities of an infused technique becomes a tad stronger as well. Like the A-rank version any element that is infused with this technique follows the S/W of the original element that is infused, not that of Liquid Krypton but it gains the traits. As for the S-rank version, the super insulation takes it a step further and techniques that hits any target will produce a thermodynamic equilibrium up to mid-range from the impact which means that wherever the technique lands, up to mid-range from where it hit, the temperature will drop rapidly as well as the super insulation also spreads to the same distance, meaning any material hit with a technique infused with Arcborn will be treated as a super insulator and can therefore not have electricity or radiation flowing through it.

Note: A-rank version can be used x4 per battle and requires a 1x turn cool-down. User may not use any Liquid Krypton techniques above A rank after use for two turns.
Note: S-rank version can be used x2 per battle and requires a x2 turn cool-down. User may not use any Liquid Krypton techniques above B rank after use for two turns.

Declined. This reads quite similarly to one of my own CEJ, but that's not the reason this is being declined. Because of the way this element interacts with Fire and Lightning, and energy elements in general, combining them would probably just destabilise whatever technique you're targeting with this one. Secondly, the absorption aspects of this technique don't make sense, nor do they coincide with what's written in the approved submission. It would be able to absorb incoming elements if it were a conductor for those elements, not an insulator.
 
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BusinessManTeno

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CE APPROVAL HERE:

(Tsutaurushi:Senpū gādo) Xenon Release: Whirlwind Guard
Type:
Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per usage)
Damage: N/A (+15 Health Per Turn)
Description: Whirlwind Guard is a technique used as a defensive barrier that heals minor damage. The user will do a set of three handseals, causing a Xenon barrier to instantly erect around the user. Doing this will create an incredible amount of xenon to surround the user, destroying techniques that come in contact with it. Upon being inside the orb barrier, the Xenon will quickly enter the users body, causing an instant anesthetic affect but the user doesnt falls asleep. This tricks the body into thinking the body is resting in deep sleep healing the users close minor wounds while also healing all the same. Upon being inside the Orb, the user is able to utilize techniques that dont require extreme focus to keep the technique active.
Note: Technique last for 3 turns before dispersed
Note: Can use twice per battle with a two turn cool down
Note: While this is active, the user's elements are limited to Xenon and its components, and their Medical techniques are limited to A-Rank and below.
Note: All small wounds are healed upon activation. (No major organ repair)

Approved, edits made. If you don't like the changes, lmk.
 
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Alyx

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CE Approval: https://animebase.me/threads/custom-element-bureau.764498/post-21907526

(Dakuiton/Yoton: Las Noches) Dark Vacuity Release/Yang Release: Hollow Night Palace
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 70 (- 30 Per Turn)
Damage Points: N/A (100)
Description: Through the formation of three hand seals – the user immediately converts the surface layer of the terrain into ionized ash, swiftly causing a sort of “dust storm” to brew up. As the dust is violently blowing around, it utilizes the nature granted by Dark Vacuity to scatter light around it, making it impossible for anyone within the terrain at the time to be able to see what’s happening. However, this isn’t the only case – as the user also infused their yang energy into the storm upon creation. This grants the storm sentience – providing a basis for this technique as while the user is blinded as well, the ionized ash will constantly relay the positioning of everyone and everything within the storm to the user. Upon contact with the target body or even other techniques (dealing 100 damage against them), this technique gradually causes damage to these structures/bodies. This yields – 20 damage to anyone considered an enemy towards the user while within the storm, bolstered by the yang energy within it physically weakening the opponent as well, reducing their base speed by half and making more than three hand seals for a technique impossible due to sheer physical debilitation it causes and the ionized ash harming them. In the case of the user and allies however, it heals them overtime for +20 HP per turn and also increases the user’s/allies speeds by x2 towards their base speed. It can only be used twice per battle, lasting three turns each, while being unable to use Yang nor Dark Vacuity Techniques above A rank in the same turn, next turn and the turn after the storm subsides naturally. Due to the nature of the technique, the user is also restrained to Yang, Dark Vacuity, and the elements that makeup Dark Vacuity and non-elemental abilities. Those whom are in Sage Mode are capable of resisting the effects of yang energy but will still be damaged over time if not dealt with by the ash, likewise to any Yin, yang and Yin Yang users - capable of purging the yang energy out but will refresh the following turn if a defense is not sustained.

Declined: Due to customs ban
Resubbing, no changes bolded as nothing changed.
CE Approval: https://animebase.me/threads/custom-element-bureau.764498/post-21907526

(Dakuiton/Yoton: Las Noches) Dark Vacuity Release/Yang Release: Hollow Night Palace
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 70 (- 30 Per Turn)
Damage Points: N/A (100)
Description: Through the formation of three hand seals – the user immediately converts the surface layer of the terrain into ionized ash, swiftly causing a sort of “dust storm” to brew up. As the dust is violently blowing around, it utilizes the nature granted by Dark Vacuity to scatter light around it, making it impossible for anyone within the terrain at the time to be able to see what’s happening. However, this isn’t the only case – as the user also infused their yang energy into the storm upon creation. This grants the storm sentience – providing a basis for this technique as while the user is blinded as well, the ionized ash will constantly relay the positioning of everyone and everything within the storm to the user. Upon contact with the target body or even other techniques (dealing 100 damage against them), this technique gradually causes damage to these structures/bodies. This yields – 20 damage to anyone considered an enemy towards the user while within the storm, bolstered by the yang energy within it physically weakening the opponent as well, reducing their base speed by half and making more than three hand seals for a technique impossible due to sheer physical debilitation it causes and the ionized ash harming them. In the case of the user and allies however, it heals them overtime for +20 HP per turn and also increases the user’s/allies speeds by x2 towards their base speed. It can only be used twice per battle, lasting three turns each, while being unable to use Yang nor Dark Vacuity Techniques above A rank in the same turn, next turn and the turn after the storm subsides naturally. Due to the nature of the technique, the user is also restrained to Yang, Dark Vacuity, and the elements that makeup Dark Vacuity and non-elemental abilities. Those whom are in Sage Mode are capable of resisting the effects of yang energy but will still be damaged over time if not dealt with by the ash, likewise to any Yin, yang and Yin Yang users - capable of purging the yang energy out but will refresh the following turn if a defense is not sustained.

Declined: This custom tries to do too much, and you suffer little to no drawbacks from its use. Sure, you inhibit your own vision, but you have your own sensory to compensate. Not only that, but while your opponent takes DoT, a 50% reduction to their base speed and can't form extended seal sequences, you and your allies are healed and have your base speed doubled. I don't think the storm being able to deal 100 damage to opposing techniques makes much sense either. Overall, this custom seems like a grab at some basic Yang boosts shoved into a terrain-wide technique.
 
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(Note; changes from original are in bold)

(Yin/Kuriputon: Taroheiru | Yin/Liquid Krypton Release: Talohail)
Type: Offensive/Supplementary
Rank: S-rank
Range: Short-Long
Chakra: 70 (-30/turn)
Damage: 140
Description: Talohail is an advanced form of Liquid Krypton that is meshed together with the intriguing and oddly explained properties of the spiritual aspect of Yin release, mostly deprived from the Hands of Sloth technique. The user starts off by performing three handseals and unleash an omni-directional burst of Kuriputon chakra pre-infused heavily with Yin chakra to change its properties, not in terms of elemental strength/weakness but rather implicating a spiritual aspect of the technique. The liquid will spread out through the field in a rapid succession. Through the same process as the Hands of Sloth, this technique can become intangible and thus unable to be physically interactive with. This is mainly a feat to not hit either summons or clones the user has previously summoned or created, but rather specifically remains tangible towards desired targets, mainly hostile ones. Once interacted with, the technique will cause severe freezing damage and a lack of movement to all targets that has been in contact with the liquid. Like a genjutsu has struck them, but not really, the effects of sloth is also applied and thus inducts a target with no sense of direction and lack of concentration which ultimately will make them unconscious as they freeze to death. The technique serves degenerative effects once a target has been apprehended by it. This is similar to that of Hands of Sloth, but walks in a slightly different path and instead of weakening their capability to perceive genjutsu, it will instead create a burning freeze feeling inside their minds which triggers a massive body ache. This will lead a target to forgo their abilities to use their full chakra reserves and thereby are limited to using A-rank and beneath jutsus for as long as 2-turns after hit.

Note:
Can only be used twice per battle
Note: User cannot perform Yin/Kuriputon above A rank after technique ends
Note: Requires Yin or Yin/Yang speciality to give the effects of sleepiness




New submission:
(Link to approved ce [x])
(Kuriputon: Ākubōn | Liquid Krypton Release: Arcborn)
Type:
Supplementary
Rank: A – S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Arcborn is a technique that focuses on the noble prospects of the element Krypton as a chemical neutralizer and super isolator. The Arcborn technique works like an infusion with two separate stages which can grant the element and some other energy elements similar properties as long as they can coincide with being sub-zero and stable as a result. The performance any of the two different stages of the technique occurs in the same timeframe as the technique that is being infused as it applies the effects rapidly.

A-rank version

This applies two general effects of an affected technique. The first one being that it turns an energy element or liquid krypton elemental technique into that of a super insulator as well as a noble detergent by adding +10 chakra. What that means is that as a super insulator the jutsu can absorb any type of current(lightning) without being affected whatsoever as well as remain extremely stable when faced against reactive elements as a noble gas, Krypton reacts extremely poorly chemically with other elements and doesn't decay. This means that a type of heat absorption(or resistance) as well as a type of radiation/current absorption is applied to energy techniques that are infused with this technique. It also ranks up any technique under S-rank by + 1 rank while techniques above S rank gains +20 in damage instead.

S-rank version

This is a higher application than that of the A-rank but follows the same principals but at greater quantities. A technique is given +10 in chakra as well as +30 in damage as well as the noble and super insulation abilities of an infused technique becomes a tad stronger as well. Like the A-rank version any element that is infused with this technique follows the S/W of the original element that is infused, not that of Liquid Krypton but it gains the traits. As for the S-rank version, the super insulation takes it a step further and techniques that hits any target will produce a thermodynamic equilibrium up to mid-range from the impact which means that wherever the technique lands, up to mid-range from where it hit, the temperature will drop rapidly as well as the super insulation also spreads to the same distance, meaning any material hit with a technique infused with Arcborn will be treated as a super insulator and can therefore not have electricity or radiation flowing through it.

Note: A-rank version can be used x4 per battle and requires a 1x turn cool-down. User may not use any Liquid Krypton techniques above A rank after use for two turns.
Note: S-rank version can be used x2 per battle and requires a x2 turn cool-down. User may not use any Liquid Krypton techniques above B rank after use for two turns.

Declined. This reads quite similarly to one of my own CEJ, but that's not the reason this is being declined. Because of the way this element interacts with Fire and Lightning, and energy elements in general, combining them would probably just destabilise whatever technique you're targeting with this one. Secondly, the absorption aspects of this technique don't make sense, nor do they coincide with what's written in the approved submission. It would be able to absorb incoming elements if it were a conductor for those elements, not an insulator.
Changes in bold. Also changed name..

(Kuriputon: Asutoraraito | Liquid Krypton Release: Astralight)
Type:
Supplementary
Rank: A – S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Astralight is a technique that focuses on the noble prospects of the element Krypton as a chemical neutralizer and a Thermainsulator. The Astralight technique works like an infusion with two separate stages which can grant afflicted and appropriate elements similar properties as long as they can coincide with being sub-zero and stable as a result. The performance any of the two different stages of the technique occurs in the same timeframe as the technique that is being infused as it applies the effects rapidly. The thermainsulation properties granted through this technique will render lightning incapable of being conducted through an afflicted area or other ultra hot/cold elements, specifically targeting a disintegrating/melting/boiling/freezing impact onto the technique the user infuses this technique with. Appropriate regular elements to use this with would be wind, earth and water. All three of which are still stable under sub zero degrees.

A-rank version

This applies two general effects of an affected technique. The first one being that it turns an appropriate element or liquid krypton elemental technique into that of a super thermorinsulator as well as a noble detergent by adding +10 chakra. What that means is that as a super thermainsulator the jutsu can absorb electromagnetic current, or simply nullify it without being affected whatsoever as well as remain extremely stable when faced against reactive elements as a noble gas, Krypton reacts extremely poorly chemically with other elements and doesn't decay. This means that a type of heat absorption(or resistance) as well as a type of radiation/electromagnetism absorption is applied to energy techniques that are infused with this technique. It also ranks up any technique under S-rank by + 1 rank while techniques above S rank gains +20 in damage instead.

S-rank version

This is a higher application than that of the A-rank but follows the same principals but at greater quantities. A technique is given +10 in chakra as well as +30 in damage as well as the noble and super thermainsulation abilities of an infused technique becomes a tad stronger as well. Like the A-rank version any element that is infused with this technique follows the S/W of the original element that is infused, not that of Liquid Krypton but it gains the traits. As for the S-rank version, the thermainsulation takes it a step further and techniques that hits any target will produce a thermodynamic equilibrium up to mid-range from the impact which means that wherever the technique lands, up to mid-range from where it hit, the temperature will drop rapidly as well as the thermainsulator also spreads to the same distance, meaning any material hit with a technique infused with Astralight will be treated as a super thermainsulator and can therefore not have electricity or radiation flowing through it.

Note: A-rank version can be used x4 per battle and requires a 1x turn cool-down. User may not use any Liquid Krypton techniques above A rank after use for two turns.
Note: S-rank version can be used x2 per battle and requires a x2 turn cool-down. User may not use any Liquid Krypton techniques above B rank after use for two turns.

Declined: Alright, thermal insulation is something we can settle on here. Because the CE itself doesn't allow heat, or otherwise energy possessing high heat values, to pass through it, it isn't logically capable of absorbing those things, so remove any mention of absorption. Secondly, you need to be clearer on what techniques can be targeted by this one. In the first paragraph, you mention that of regular elements, Wind, Earth and Water are eligible targets, but then go on to mention that energy techniques gain certain properties when targeted by this one. Those elements can't be Fire or Lightning, for obvious reasons. Find a way to succinctly, but clearly, outline what elements/techniques are eligible targets for Astralight. Techniques targeted by this one would only be more resistant to heat-based elements, or those otherwise possessing great heat. No other traits are gained from the infusion.
 
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(Seshiumuton: Surtr No Fōsuobukaosu) Liquid Caesium Release: Surtr’s Forces Of Chaos
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short - Long
Chakra: 15 - 40
Damage: 30 - 80
Description: The user channels their chakra and performs the necessary handseals to create entities made of Liquid Caesium that rise from the earth or are produced through the user’s body. These entities, or familiars, vary in size and can mimic the form of anything the user has seen or can come directly from their imagination. They can use their body to attack directly, dealing damage according to their rank, and are capable of performing Liquid Caesium techniques equal to their rank without the need for handseals. Additionally, these entities hold the effects of Liquid Caesium, such as exploding outward and leaving behind blinding smoke upon contact with water or ice, dissolving solids, burning upon contact with the skin, or releasing blinding blue light when exposed to heat.

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

Declined: Chakra and damage values need to match the appropriate ranks. Familiars created can be no larger than the Great Stone Golem either.

(Seshiumuton: Vígríð No Keshin) Liquid Caesium Release: Vígríð Incarnation
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: The user performs four handseals and channels his chakra into the earth via his legs or hands. This creates a layer of Liquid Caesium three meters beneath the ground that oozes upward to the surface, making the enemy unable to utilize techniques that use the ground as a source as they would be corroded before surfacing. Destroying the layer of Liquid Caesium requires complete destruction, as simply destroying a part of the layer will only result in it regenerating as more Liquid Caesium oozes upward to take it’s place. Additionally, the user can control this layer via hand movements to for defensive walls or to bind the opponent, dealing 60 per turn as the Liquid Caesium corrodes their clothes/armor and deals damage to their skin directly.

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

Declined: Reduce this to mid-range, and add a chakra cost per turn. The Caesium layer will converge on an opponent's position if they're within its AoE when it manifests, and any constructs or shapes created from the layer cannot be created within short-range of an enemy. Tone down the DoT as well.

Link your approved CE in the next submission.
 
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(Dakuiton: Chikou Tai no Hokou ) Dark Vacuity Release: Rift Walker
Rank: A - Rank
Type: Defensive, Supplementary
Range: Short-Long
Chakra Cost: 30 ( - 5 per turn )
Damage Points: N/A
Description: Through the swift formation of two hand seals – the surges their Dakuiton chakra. This willingly turns the user’s body into that of the iconic ionized ash. The ash is formed into an avian form of the user’s choosing, be it insects, birds or any winged creatures in a swarm like formation as they move. Due to their bodies natural weight being reduced, as they move in this state they are moving twice their base speed. The intentions of this technique is to act as a gap closer or inherit dodge, using the transformed state and speed as a means to achieve such a feat. However due to the user being in this state of form, they are restricted to the elements that compose of Dakuiton, alongside other basic non elemental abilities. In terms of dodging, due to the user’s small form – is capable of avoiding most techniques though those with wide range can prove to be troublesome. Techniques that overpower the transformed state will cause the user to shift back into his/her human form while taking the rest damage after interaction; while technique's which doesn't fully overcome it - the user remains in said form if they so chose thought weakened. The unique part of the user’s transformation, is that when interacting with elements weaker to Dakuiton(up to S-rank), those elements are ionized as norm – but the user remains unharmed and simply reverts back into their human form having dealt with the opposing technique. This may be used three times per battle, with a cool down of three turns between each use. The user is capable of sustaining the form for three turns, and may dodge a technique using its sheer speed once per turn at the cost of a move.

? Approved. Edits made.?

(Dakuiton: Naraku no Soko Kunshu ) Dark Vacuity Release: Monarchs of the Abyss
Type: Offensive, Defensive, Supplementary
Rank: D - S
Range: Short-Long
Chakra Cost: 10 - 40
Damage Points: 20 - 80
Description: Monarchs of the Abyss encompasses the formation of familiars composed of ionized ash. Through the generation of one's chakra into the surrounding terrain or from their body or through physical contact with the object, the user is capable of sculpting the ash. This allows for partially sentient familiars to be created, ranging from humanoids, down to demonic like creatures one would expect out of a nightmare. These creatures are compact in composition, capable of easily slicing through material should they desire it with their body parts, tearing them with talons etc. The creatures are capable of performing the Dark Vacuity Element without the need of hand seals up to its rank. Thus an S rank familiar is capable of using S ranks and below at the cost of a move slot.. Much like it's sister technique "Void of Creation" certain applications apply here.

As outlined in the element however, should the ash come into contact with solid material/water etc, the ionized ash will cause it to collapse upon itself. Should the ash be stronger – it’s capable of ionizing the target before assimilating it within itself and returning back into its compact form, although a bit weaker. The user can control the implosion not to trigger, remaining inert if he or she chooses too. During a process of implosion there’s two types of interactions that occur under certain circumstances; A) when this jutsu physically interacts with a solid object, the ionizing of the targeted object of aim happens in a process of it being ionized (short-range subjects will be pulled into the wind drafts created by this implosion) before it’s broken down into energy becoming ionized ash altogether, B) when this jutsu interactions with a non-solid element, unlike regular interactions this will cause ionized particles fumes which are able to change the area’s illumination to the user’s choice (perceivable to the human eye), upon overcoming the interaction as it assimilated it within itself. If this jutsu was countered/ if that interaction results in this jutsu becoming overwhelmed, segments of ionized ash will succumb and remain mundane in the area of effect and with no inherit chakra.

Note: This technique needs one handseal to form the B rank version, two for the A rank and three for the S ranks. In the case of the S ranks being used, the user is unable to use Dark Vacuity Release techniques A rank and above for the same and next turn, while A rank use causes them from using above S rank for the same amount of time. A rank may be used thrice per battle, while the S ranks twice per battle with each use having a cool down of two turns. Fumes utilized to creating an area illumination are hazards to the opponent, if they so much so in inhale them, it would result in -10 dmg to their health per turn, for each turn they're inhaling them. The user may create multiple constructs, however the power is divided evenly among them based on the rank used. Familiars from D to B needs a sustained cost of -5 per turn, A and S require - 10. Each familiar lasts three turn regardless of rank.
Approved by Sasori
(Dakuiton/Fuinjutsu: Kuusou no Sekai Kii ) Dark Vacuity Release/Sealing Technique: Otherworldly Keys

Type: Offensive, Defensive
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A
Description:
Through the formation of a single seal; the user will produce a sealing script. This script latches unto a technique the user has performed (within the same time frame of this) forming the word kanji for void. Upon reaching within short range of an enemy technique, depending on which variation of the seal is produced it will provide a following buff/debuff or counter seal. These variations are simply known as “ The Keys”.

Key of Oblivion: This variation of the seal acts as a counter seal; to which once the infused technique is within short range of a foreign technique – it will release a plethora of ionized ash. This will seek out the technique; swiftly causing it to collapse upon itself in the case of elements neutral/weak to Dark Vacuity’s ash while simply interacting with techniques strong against it. The amount of released ash is equivalent to a A rank technique; which in the case of S rank and below techniques weak to it will be reduced into nothing – allowing for the infused technique to continue without hindrance. Technique’s neutral towards it will lose power in accordance to the damage interaction (i.e 80 vs 60; opposing technique loses -20 damage) while techniques strong to it will be the same.

Key of Larceny: This variation of the seal acts as a buff and debuff; to which applies the concept of chakra absorption into the ash. Once released after coming into short range of the opposing technique – the ionized ash released will cause the opposing technique to collapse onto itself but rather than simply clashing and leaving nothing behind – it would instead absorb the chakra within it and seal it back into the script. This causes the opposing technique to lose one rank in power after the clash, while using the seal to transfer the chakra into the infused technique. This increases it’s power by one rank; allowing to become more potent as it clashes afterwards with the opposing jutsu. This however cannot be applied to techniques that cannot be ionized i.e fire or wind.

Each variation can be used twice per battle, with an overall usage of four times per battle. Once applied, the effects of the seals are passively released without the cost of a move. Cannot use any Dark Vacuity Techniques above A rank while the technique still has the seal on it and requires a cool down of two turns after the seal ends.

Declined: You need to tone down Key of Larceny. You’re not getting a buff and debuff at once. Choose one. Also, how is this a B-rank and Key of Oblivion is releasing A-rank ash?-Sasori
Permission to submit CEJ as Co Creator: https://animebase.me/profile-posts/7519553/
CE Approval: https://animebase.me/threads/custom-element-bureau.764498/page-3#post-21907526

(Dakuiton: Chikou Tai no Hokou ) Dark Vacuity Release: Rift Walker
Rank: A - Rank
Type: Defensive, Supplementary
Range: Short-Long
Chakra Cost: 30 ( - 5 per turn )
Damage Points: N/A
Description: Through the swift formation of two hand seals – the surges their Dakuiton chakra. This willingly turns the user’s body into that of the iconic ionized ash (which grants them temporary immunity to techniques targeting bodily functions such as posions etc). The ash is formed into an avian form of the user’s choosing, be it insects, birds or any winged creatures in a swarm like formation as they move. Due to their body’s natural weight being reduced, as they move in this state they are moving twice their base speed. The intentions of this technique are to act as a gap closer or inherit dodge, using the transformed state and speed as a means to achieve such a feat. However due to the user being in this state of form, they are restricted to the elements that compose of Dakuiton, alongside other basic non elemental abilities. In terms of dodging, due to the user’s small form – is capable of avoiding most techniques though those with wide range can prove to be troublesome. Techniques that overpower the transformed state will cause the user to shift back into his/her human form while taking the rest damage after interaction; while technique's which doesn't fully overcome it - the user remains in said form if they so choose thought weakened. The unique part of the user’s transformation, is that when interacting with elements weaker to Dakuiton (up to S-rank), those elements are ionized as norm – but the user remains unharmed and simply reverts back into their human form having dealt with the opposing technique. Coming into direct contact with the user will cause the opponent to suffer 60 damage as a result, causing their limbs in question to become ionized into ash as well. This may be used three times per battle, with a cool down of three turns between each use. The user is capable of sustaining the form for three turns, and may dodge a technique using its sheer speed once per turn at the cost of a move.

Declined: A little iffy on the bodily function part. That could be taken to mean immunity to a lot more than just poison with how its written, and it potentially opens up a lot of issues about your physical body and what it's capable of. Besides that, there should be a proper limit on the size of the dodge.
 
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Side-Effects Jutsu as requested by Riker:
Ebony Release Approved: Here

(Kakutanton: Hageshī kafun) Ebony Release: Violent Pollen
Type:
N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Ebony Release when ground into powder is innately toxic, it can form in the aftermath of an Ebony Attack, the fallout of an interaction or even emit from it’s very wood upon creation making it extremely deadly without even coming into contact with the solid constructs themself. The powder is flammable, chakra absorbing and creates hindering effects on targets through short range proximity of Ebony Constructs. The effects of the powder, outlined below, occur in every Kakutanton Technique, the effects increase by the amount of Ebony Created through each rank.

D-C Rank: Proximity to Ebony Release induces a -20 drain of chakra per turn. The powder form cause minor effects such as headaches and irritability, enough to cause the affected to stumble or fumble with their weapons, or mess up the aim of thrown techniques.

B-A Rank: Proximity to Ebony Release induces a -30 drain of chakra per turn. After a full turn of being within Short range of the poweder, opponents will now experience partial blindness, restricting their vision to mid-range and causing their aim of thrown projectiles to be off target. Chakra becomes harder to control due to the volume of the absorbing powder around them increasing chakra cost of their techniques by +10.

S Rank and above: Proximity to Ebony Release induces a -60 drain of chakra per turn. Because of the strength and intensity of this rank of techniques, the volume of absorbing powder is increased forcing the opponent(s) to spend +20 extra. Advanced Ninjutsu fields like Fuuin/Medjutsu/Yin/Yang etc become impossible to perform at A-Rank and higher.

Note: Ebony Powder Lingers in the air from where it was created to where it was destroyed unless pushed/scattered away.
Note: Should a target affected by Ebony remove exposure (either through leaving short-range of the powder or removing its presence), effects will wear off after one turn
Declined, These effects are really strong on their own and there are roughly 2-3 for each. The amount of chakra absorbed is higher than in either Wood or Dark on their own, I don't think it'd increase significantly like such - especially based on just proximity alone. You need to scale back on these.

Ebony Release Approved: Here

(Kokutanton: Senrensareta) - Ebony Release: Polished Castle Gates
Type:
Offensive/Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra: 20-40 (-10 per turn for Animated Constructs)
Damage: 40-80 (+20 if ignited)
Description:
The user creates constructs of Ebony Release from the Ground, their person or sources of Kokutanton or even Mokuton. These constructs can be as small or large as they wish and their shape is only limited by the user’s imagination. Any animated construct(s) like large dragons that actively pursue a target require 10 chakra each turn to keep active. The B-Rank usage of this technique creates Solid Polished, Reflective looking Wood constructs that have no side-effects or absorption properties and only cause sharp and/or blunt damage; though they can still be ignited with a combined/opposing Fire jutsu with blue flames erupting at a localised spot around the construct.

Usages of A-Rank and higher can have more Ebony Properties like when they come into contact with a living source of chakra it will sap 40 chakra points from them. Opponents can become subject to irritation; unable to breath properly, burning skin and partial blindness if hit by these constructs, unable to concentrate on techniques with handseals above two and must expend an extra 20 chakra to techniques due to the ebony residue absorbing on contact. The constructs coming into contact with fire based techniques will be absorbed into the wood and ignite it with blue flames across its surface. The same happens with other weaker energy based ninjutsu except the user has the choice of when they can ignite the flames with a simple hand seal at a later turn.

- Animated constructs last for four turns maximum
- Ebony Powder Residue side effects last 3 turns unless washed off
- A Rank can only be used 6 times per battle
- S Rank can only be used 4 times per battle with a two turn cooldown

Declined. Needs hand seals for A-Rank and higher. Bear in mind that Medical Ninjutsu and Yang Release, as well as other techniques within logical reason, can neutralize the effects of the powder.
(Kokutanton: Senrensareta) - Ebony Release: Polished Castle Gates
Type:
Offensive/Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra: 20-40 (-10 per turn for Animated Constructs)
Damage: 40-80 (+20 if ignited)
Description:
The user creates constructs of Ebony Release from the Ground/Doton, their person or sources of Kokutanton or even Mokuton/Wood. These constructs can be as small or large as they wish and their shape is only limited by the user’s imagination. Any animated construct(s) like large dragons that actively pursue a target require 10 chakra each turn to keep active. These constructs can be solid polished, reflective looking wood that can either cause force trauma or be crafted to a sharp point. Usage of A-Rank will require 2 hand seals and 3 for S-Rank.

The Kokutanton's chakra absorbing properties kick in when it interacts with energy elements, depending on it's strengths and weaknesses the energy will instead be absorbed and won't weaken the Kokutanton and it will proceed as normal (For Example an A-Rank Kakutanton hits a S-Rank Wind/Fire/Other energy attack weak against it will be absorbed and the A-Rank Kakutanton will continue onward). The user also has the option to ignite the Ebony Constructs all over in blue flame or in a specific section the user wishes, which can be achieved at any time further empowering the structur
e.

- Animated constructs last for four turns maximum
- A Rank can only be used 6 times per battle
- S Rank can only be used 4 times per battle with a two turn cooldown

Declined, the bold you added, the second paragraph specifically, is what makes this a no for me; the former ability was more apt for this.
 
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Changes in bold. Also changed name..

(Kuriputon: Asutoraraito | Liquid Krypton Release: Astralight)
Type:
Supplementary
Rank: A – S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Astralight is a technique that focuses on the noble prospects of the element Krypton as a chemical neutralizer and a Thermainsulator. The Astralight technique works like an infusion with two separate stages which can grant afflicted and appropriate elements similar properties as long as they can coincide with being sub-zero and stable as a result. The performance any of the two different stages of the technique occurs in the same timeframe as the technique that is being infused as it applies the effects rapidly. The thermainsulation properties granted through this technique will render lightning incapable of being conducted through an afflicted area or other ultra hot/cold elements, specifically targeting a disintegrating/melting/boiling/freezing impact onto the technique the user infuses this technique with. Appropriate regular elements to use this with would be wind, earth and water. All three of which are still stable under sub zero degrees.

A-rank version

This applies two general effects of an affected technique. The first one being that it turns an appropriate element or liquid krypton elemental technique into that of a super thermorinsulator as well as a noble detergent by adding +10 chakra. What that means is that as a super thermainsulator the jutsu can absorb electromagnetic current, or simply nullify it without being affected whatsoever as well as remain extremely stable when faced against reactive elements as a noble gas, Krypton reacts extremely poorly chemically with other elements and doesn't decay. This means that a type of heat absorption(or resistance) as well as a type of radiation/electromagnetism absorption is applied to energy techniques that are infused with this technique. It also ranks up any technique under S-rank by + 1 rank while techniques above S rank gains +20 in damage instead.

S-rank version

This is a higher application than that of the A-rank but follows the same principals but at greater quantities. A technique is given +10 in chakra as well as +30 in damage as well as the noble and super thermainsulation abilities of an infused technique becomes a tad stronger as well. Like the A-rank version any element that is infused with this technique follows the S/W of the original element that is infused, not that of Liquid Krypton but it gains the traits. As for the S-rank version, the thermainsulation takes it a step further and techniques that hits any target will produce a thermodynamic equilibrium up to mid-range from the impact which means that wherever the technique lands, up to mid-range from where it hit, the temperature will drop rapidly as well as the thermainsulator also spreads to the same distance, meaning any material hit with a technique infused with Astralight will be treated as a super thermainsulator and can therefore not have electricity or radiation flowing through it.

Note: A-rank version can be used x4 per battle and requires a 1x turn cool-down. User may not use any Liquid Krypton techniques above A rank after use for two turns.
Note: S-rank version can be used x2 per battle and requires a x2 turn cool-down. User may not use any Liquid Krypton techniques above B rank after use for two turns.

Declined: Alright, thermal insulation is something we can settle on here. Because the CE itself doesn't allow heat, or otherwise energy possessing high heat values, to pass through it, it isn't logically capable of absorbing those things, so remove any mention of absorption. Secondly, you need to be clearer on what techniques can be targeted by this one. In the first paragraph, you mention that of regular elements, Wind, Earth and Water are eligible targets, but then go on to mention that energy techniques gain certain properties when targeted by this one. Those elements can't be Fire or Lightning, for obvious reasons. Find a way to succinctly, but clearly, outline what elements/techniques are eligible targets for Astralight. Techniques targeted by this one would only be more resistant to heat-based elements, or those otherwise possessing great heat. No other traits are gained from the infusion.
Changes in bold. Removed some parts as well.

(Kuriputon: Asutoraraito | Liquid Krypton Release: Astralight)
Type:
Supplementary
Rank: A – S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Astralight is a technique that focuses on the noble prospects of the element Krypton as a chemical neutralizer and a Thermainsulator. The Astralight technique works like an infusion which can grant afflicted and appropriate elements and techniques similar properties as long as they can coincide with being sub-zero and stable as a result. The performance of the technique occurs in the same timeframe as the technique that is being infused as it applies the effects rapidly. The thermainsulation properties granted is translated into a massive resistance to heat and radiance as well as cold as the element/technique that is infused has been granted the effect of thermainsulation. Elements that does not break apart from being cold can be affected by this infusion, naturally that stands for metals, earth and other already solid elements. It also applies for liquid elements such as water. Intangible elements such as lightning/wind/fire cannot be used in a combination with Astralight(this is also the case for separate techniques not categorized by an elemental affinity such as ninja tools). The technique has two separate stages of infusion.

A-rank version

This applies two general effects of an affected technique. The first one being that it turns an appropriate element or liquid krypton elemental technique into that of a super thermorinsulator as well as a noble detergent by adding +10 chakra. What that means is that as a super thermainsulator the jutsu can withstand heat and radiance from high sources of heat or cold while having become sub-zero in its own state as well. It also ranks up any technique under S-rank by + 1 rank while techniques above S rank gains +20 in damage instead.

S-rank version

This is a higher application than that of the A-rank but follows the same principals but at greater quantities. A technique is given +10 in chakra as well as +30 in damage as well as the super thermainsulation abilities of an infused technique becomes a tad stronger as well. Like the A-rank version any element that is infused with this technique follows the S/W of the original element that is infused, not that of Liquid Krypton but it gains the traits. As for the S-rank version, the thermainsulation takes it a step further and techniques that hits any target will produce a thermodynamic equilibrium up to mid-range from the impact which means that wherever the technique lands, up to mid-range from where it hit, the temperature will drop rapidly as well as the thermainsulator also spreads to the same distance, meaning any material hit with a technique infused with Astralight will be treated as a super thermainsulator and can therefore become resistant to heat and cold.

Note:
A-rank version can be used x4 per battle and requires a 1x turn cool-down. User may not use any Liquid Krypton techniques above A rank after use for two turns.
Note: S-rank version can be used x2 per battle and requires a x2 turn cool-down. User may not use any Liquid Krypton techniques above B rank after use for two turns.

Declined: I'm unsure of what you're trying to achieve in the S-Rank version of this technique. This field that is created by your technique doesn't really do anything, at least the way it reads now.
 
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Permission to submit CEJ as Co Creator: https://animebase.me/profile-posts/7519553/
CE Approval: https://animebase.me/threads/custom-element-bureau.764498/page-3#post-21907526

(Dakuiton: Chikou Tai no Hokou ) Dark Vacuity Release: Rift Walker
Rank: A - Rank
Type: Defensive, Supplementary
Range: Short-Long
Chakra Cost: 30 ( - 5 per turn )
Damage Points: N/A
Description: Through the swift formation of two hand seals – the surges their Dakuiton chakra. This willingly turns the user’s body into that of the iconic ionized ash (which grants them temporary immunity to techniques targeting bodily functions such as posions etc). The ash is formed into an avian form of the user’s choosing, be it insects, birds or any winged creatures in a swarm like formation as they move. Due to their body’s natural weight being reduced, as they move in this state they are moving twice their base speed. The intentions of this technique are to act as a gap closer or inherit dodge, using the transformed state and speed as a means to achieve such a feat. However due to the user being in this state of form, they are restricted to the elements that compose of Dakuiton, alongside other basic non elemental abilities. In terms of dodging, due to the user’s small form – is capable of avoiding most techniques though those with wide range can prove to be troublesome. Techniques that overpower the transformed state will cause the user to shift back into his/her human form while taking the rest damage after interaction; while technique's which doesn't fully overcome it - the user remains in said form if they so choose thought weakened. The unique part of the user’s transformation, is that when interacting with elements weaker to Dakuiton (up to S-rank), those elements are ionized as norm – but the user remains unharmed and simply reverts back into their human form having dealt with the opposing technique. Coming into direct contact with the user will cause the opponent to suffer 60 damage as a result, causing their limbs in question to become ionized into ash as well. This may be used three times per battle, with a cool down of three turns between each use. The user is capable of sustaining the form for three turns, and may dodge a technique using its sheer speed once per turn at the cost of a move.

Declined: A little iffy on the bodily function part. That could be taken to mean immunity to a lot more than just poison with how its written, and it potentially opens up a lot of issues about your physical body and what it's capable of. Besides that, there should be a proper limit on the size of the dodge.
(Dakuiton: Chikou Tai no Hokou ) Dark Vacuity Release: Rift Walker
Rank: A - Rank
Type: Defensive, Supplementary
Range: Short-Long
Chakra Cost: 30 ( - 5 per turn )
Damage Points: N/A
Description: Through the swift formation of two hand seals – the surges their Dakuiton chakra. This willingly turns the user’s body into that of the iconic ionized ash (which grants them temporary immunity to techniques capable of damaging the bodies inner sanctum, more specifically toxins, venoms and poisons). The ash is formed into an avian form of the user’s choosing, be it insects, birds or any winged creatures in a swarm like formation as they move. Due to their body’s natural weight being reduced, as they move in this state they are moving twice their base speed. The intentions of this technique are to act as a gap closer or inherit dodge, using the transformed state and speed as a means to achieve such a feat. However due to the user being in this state of form, they are restricted to the elements that compose of Dakuiton alongside other basic non elemental abilities . In terms of dodging, due to the user’s small form – is capable of avoiding most techniques though those with wide range can prove to be troublesome. Techniques that overpower the transformed state will cause the user to shift back into his/her human form while taking the rest damage after interaction; while technique's which doesn't fully overcome it - the user remains in said form if they so choose thought weakened. The unique part of the user’s transformation, is that when interacting with elements weaker to Dakuiton (up to S-rank), those elements are ionized as norm – but the user remains unharmed and simply reverts back into their human form having dealt with the opposing technique. Coming into direct contact with the user will cause the opponent to suffer 60 damage as a result, causing their limbs in question to become ionized into ash as well. This may be used three times per battle, with a cool down of three turns between each use. The user is capable of sustaining the form for three turns, and may dodge a technique using its sheer speed once per turn at the cost of a move, though can only avoid techniques a maximum of ten meters tall.

Declined: This technique won't instantly disintegrate the enemy on contact. In the absence of any techniques which detail how exactly this element affects the body, like with Dream Sand or my own Osmium, the behaviour of this technique and the CE as a whole in terms of how it affects enemies will default to the Health System rules. Not sure what you mean by the highlighted sentence either, doesn't seem like it needs to be there.
 
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Venom

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Bromine CE
Permission to update/make CEJs (Received 10/29/2020)

Updating the below. Can't quote, so I'm linking from old thread [X]

(Shusoton: Houka Enkai Akunochimata) - Bromine Release: Infernal Oceans of the Underworld
Type: Supplementary/Offensive
Rank: A
Range: Short - Long
Chakra cost: 30 (+30 chakra if long-range version is used)
Damage points: N/A (60 Damage if user/opponent comes into contact with it)
Description: The user will focus their shusoton chakra into a source of water and convert it into liquid bromine by doing 2 handseals. Converting a body of water up to and within mid-range in terms of size into bromine expends the chakra of a single technique but converting water long-range away from the user will expend the chakra of two A-Rank techniques (60 chakra). This conversion will mean both the user and the opponent cannot use any water techniques from that source for this jutsu's duration. This technique can only be used on regular liquid water. Alternatively, due to Bromine's strength to Earth Release the user can even convert the moisture within mud-based techniques into bromine. The remaining residue of solid rock will be eaten away almost immediately by the produced chemical and all that will remain is a source of bromine. This jutsu cannot be used to convert the opponent's techniques. When on a water source, the user can simply seep their bromine downinto the water, it will begin to gradually spread outward in an omnidirectional manner, converting the source into bromine, this would be a streaming, so anyone can notice the travel of the bromine moving outward in such a directional manner, the water will even take a orange color as it spreads. This is an alternative method in creating this jutsu, to prevent the user from being harmed as the water is converting, they can channel chakra into their feet beforehand to be used as a protection mechanism, but this only lasts two turn before they must find a way to exit the water source and prevent harm to themselves.

Note: Can only be used thrice per battle
Note: Cool down time of two turns in between usages
Note: No other S-Rank and above Bromine in the user's same turn

1) (Shusoton: Houka Enkai Akunochimata) - Bromine Release: Infernal Oceans of the Underworld
Type: Supplementary/Offensive
Rank: A
Range: Short - Long
Chakra cost: 30 (+30 chakra if long-range version is used)
Damage points: N/A (60 Damage if user/opponent comes into contact with it)
Description: The user will focus their shusoton chakra into a source of water and convert it into liquid bromine by doing 2 handseals. Converting a body of water up to and within mid-range in terms of size into bromine expends the chakra of a single technique but converting water long-range away from the user will expend the chakra of two A-Rank techniques (60 chakra, not to be mistaken for two moves from the three allowed per turn). This conversion will mean both the user and the opponent cannot use regular water techniques from that source for this jutsu's duration, only bromine. Alternatively, due to Bromine's strength to Earth Release the user can even convert the moisture within mud-based techniques into bromine. The remaining residue of solid rock will be eaten away almost immediately by the produced chemical and all that will remain is a source of bromine. When on a water source, the user can simply seep their bromine down into the water, it will begin to gradually spread outward in an omnidirectional manner, converting the source into bromine, this would be a streaming, so anyone can notice the travel of the bromine moving outward in such a directional manner, the water will even take a orange color as it spreads. This is an alternative method in creating this jutsu, to prevent the user from being harmed as the water is converting, they can channel chakra into their feet beforehand to be used as a protection mechanism, but this only lasts two turn before they must find a way to exit the water source and prevent harm to themselves.

Notes:
Can only be used thrice per battle
Cool down time of two turns in between usages
No other S-Rank and above Bromine in the user's same turn

Approved, removed the conversion ability.

Two new techniques:

2) (Shusoton: Mizu Kouhi Nenshou Bofuu) - Bromine Release: Salacia's Scalding Storms
Type: Supplementary
Rank: A
Range: Self - Long
Chakra Cost: N/A (+10 chakra to techniques)
Damage Points: N/A
Description: The user will activate an ability which allows them to infuse shusoton chakra into the moisture in the air in order to augment their own technique(s) for the following three turns. Whenever the user utilizes a technique, droplets of liquid bromine will form and converge on the technique and dissolve into it. This dissolution of bromine in it will cause the technique in question to be slightly discolored (becomes a light orange) and gain a distinct corrosive quality. Any techniques this jutsu is used upon will become 'dual techniques' (Bromine/XXX). In terms of elemental strengths and weaknesses, affected water techniques for example will lose their weakness to Doton-based elements susceptible to corrosion (any element Bromine is strong to) since it will become capable of corroding them to a certain degree but due to the dilution of bromine, they will not develop an elemental strength to Earth Release and its associated KG/CEs but rather become neutral. All other elemental interactions remain unchanged. The water technique is still capable of extinguishing fires effectively and lightning is no longer capable of ionizing the bromine since it has been dissolved in water. Addition of this corrosive liquid is passive and does not result in the premature termination of techniques which require maintenance such as the Water Dragon and Gushing Water Imprisonment. Supplementary and/or defensive techniques this ability is applied to will become offensive and will inflict damage proportional to their rank (e.g. B-Ranks will inflict 40 damage) as they will become capable of eliciting severe chemical burns on sufficient contact. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes another jutsu. This technique's effects do not have to be applied to every compatible jutsu used while this ability is active. Only the initial activation of this technique counts towards the user's jutsu per turn limit.

Notes:
Lasts three turns
Can only be used twice per battle

Declined, not sure why this would somehow only alter how Earth works and not any of the other elements. If you want to use this alongside Earth Jutsu for an augmentation and none of the others, just say that. Like writing it with water "as an example" but being the only thing it actually changes is pointless.

3) (Shusoton: Suijin Nenshou Bunpitsueki) - Bromine Release: Suijin's Searing Secretion
Type: Supplementary/Defensive/Offensive
Rank: B
Range: Short
Chakra cost: 20 (-10 chakra per turn to sustain coating)
Damage points: N/A (40 damage if used to attack the opponent)
Description: This technique can be used in one of two ways. The first involves the user making contact with any number of objects they can touch at any one time, using their shusoton chakra to secrete a sufficient quantity of the reddish-brown chemical from their palms/hands/fingers and coating them in a layer of the produced liquid bromine. If the user wishes instead of the whole object being coated in bromine, only select components can be targeted (e.g. hilt or blade of a weapon). The layer of bromine can be plainly visible or it can be a very thin coating unnoticeable if one isn't within very close proximity to the object. This usage is most commonly applied to stealth and making one's weapons poisonous to the touch without the opponent being aware of it. This chassis of caustic liquid doesn't corrode/react with the objects/tools regardless of what they're composed of due to an imperceptible layer of protective chakra separating them. At any time, the user can get rid of this chakra barrier and cause the two to interact in the way they normally would do. Non-reactive earth-based elements as well as organic ones will simply be corroded into nothingness the moment they're subject to corrosive, crimson liquid while reactive elements (metallics and a select few non-metallics such as sulphur, phosphorus, fluorine, etc) will react violently with the surrounding bromine in an extremely exothermic manner. High amounts of heat, fire and sound energy will be produced in this case and depending on the reactivity of the targeted element, the interaction of the two may very well culminate in an explosion. This will only happen with the most reactive of elements such as the alkali metals (francium), the earth metals (magnesium), sulphur, chlorine and fluorine. The explosion generated is short-ranged around the area the technique the bromine is reacting with encompasses. If the user so wishes, he doesn't have to apply to this weapons and can instead apply the secreted poisonous fluid directly to the opponent's body via physical contact. On sufficient contact, the bromine will corrode the opponent's skin, flesh and muscle before entering their blood stream and poisoning them to death. The second way involves using this technique to supplement one's Taijutsu usage. Unlike the first method the user can secrete this caustic liquid from any location on their body but more often than not it will be used from the limbs to add a new dimension of damage to one's strikes. The utility of secreting this bromine from any location on he body mainly exists to counter grabs, holds and attacks which seek to maintain contact. For example releasing this corrosive chemical from a location such as the user's neck would force the opponent to cease his choke-hold on the user, effectively interrupting his attack by taking advantage of the body's involuntary response to stimuli which seek to burn, corrode, etc.

Notes:
Can only be used five times per battle
Coating lasts for two turns after contact is severed

Declined, shorten this and rewrite parts. It for sure isn't gonna be used on "any number of objects the user is touching" at once but a set number.
 
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Vayne

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(Magunisuton/Suiton: Bakuha) - Magnesium Dust/Water Release: Explosion
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (10 per turn)
Damage: 80
Description: Focusing chakra throughout their entire body, the user would continuously produce a highly adaptive external layer of Magunisuton on his body, essentially appearing as a second layer of skin. Due to appearing as such, the layer protects the user without impeding on their movement and maneuverability, rather improving them due to the traits it carries. The layer of magnesium can be controlled mentally by the user, allowing for movement when the user is otherwise incapable of doing so on their own accord. Like all magnesium techniques, the user can manipulate the magnesium layer to be made to float, regardless of mass, allowing for a form of flight. The user can further manipulate the layer to form constructs of magnesium that could be separated from it and controlled independently, creating weapons and combat tools for instance, although they can't exceed 5meters in size. The constructs' strength would derive from that of the layer, but the layer itself, due to being continuously produced would replenish, maintaining the user's safety (Refreshed once per turn). The layer's main selling point however is it's reactivity to water, with this personifying in two manners. The first is in regards to liquid produced naturally by the user, prominently being the user's sweat. The user would be capable of controlling the layer to essentially harvest the liquid from various points of their body, and utilise it to trigger controlled explosions from various points of the layer, projecting the user in certain directions or pushing away objects depending on the usage. These explosions, when produced due to these naturally occurring liquids, would be capable of passively moving the user up to short range away, pushing objects to short range away at D rank strength, or used to enhance close quarter combat attacks by twenty points of damage. Should the user be standing still, this can only be used once, but for each five meters traveled by the user himself, or equivalent physical movement, more sweat would be produced naturally, refreshing the usages. The second manner is through the user producing water himself in a controlled fashion to produce stronger more effective explosions. These explosions can be made sufficient enough to actively project the user or objects into mid range, at A rank strength, with the cqc strikes that occur as a result being boosted by thirty points of damage, with this being usable thrice per battle. It should be noted that these explosions at this level would be at the layer's maximum tanking capacity. (Essentially 'B rank' quality of water produced for reference) However, once per battle, the user can choose to produce a higher volume of water('A rank') to achieve a blast that can push the user or objets away into long range, sending them violently flying, at S ranks strength, or boosting cqc by fourty. Should the user use this variation, the point from which the explosion occurs on the layer would be destroyed for the duration of the turn. While these bursts of water are active usages, they can be combined into cqc attacks, occurring in the same timeframe. Explosion is usable twice, lasting four turns, and must be separated by a two turn interval, during which no S rank or above Magnesium Dust techniques can be used. During it's usage, the user is elementally locked to the components of magnesium (fire & earth) and water release, alongside with elements composed of those.

Declined. Shorten this.
 
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Ańbu Juniør

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(Seshiumuton: Surtr No Fōsuobukaosu) Liquid Caesium Release: Surtr’s Forces Of Chaos
Type:
Offensive/Defensive/Supplementary
Rank: B - S
Range: Short - Long
Chakra: 15 - 40
Damage: 30 - 80
Description: The user channels their chakra and performs the necessary handseals to create entities made of Liquid Caesium that rise from the earth or are produced through the user’s body. These entities, or familiars, vary in size and can mimic the form of anything the user has seen or can come directly from their imagination. They can use their body to attack directly, dealing damage according to their rank, and are capable of performing Liquid Caesium techniques equal to their rank without the need for handseals. Additionally, these entities hold the effects of Liquid Caesium, such as exploding outward and leaving behind blinding smoke upon contact with water or ice, dissolving solids, burning upon contact with the skin, or releasing blinding blue light when exposed to heat.

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

Declined: Chakra and damage values need to match the appropriate ranks. Familiars created can be no larger than the Great Stone Golem either.

(Seshiumuton: Vígríð No Keshin) Liquid Caesium Release: Vígríð Incarnation
Type:
Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: The user performs four handseals and channels his chakra into the earth via his legs or hands. This creates a layer of Liquid Caesium three meters beneath the ground that oozes upward to the surface, making the enemy unable to utilize techniques that use the ground as a source as they would be corroded before surfacing. Destroying the layer of Liquid Caesium requires complete destruction, as simply destroying a part of the layer will only result in it regenerating as more Liquid Caesium oozes upward to take it’s place. Additionally, the user can control this layer via hand movements to for defensive walls or to bind the opponent, dealing 60 per turn as the Liquid Caesium corrodes their clothes/armor and deals damage to their skin directly.

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

Declined: Reduce this to mid-range, and add a chakra cost per turn. The Caesium layer will converge on an opponent's position if they're within its AoE when it manifests, and any constructs or shapes created from the layer cannot be created within short-range of an enemy. Tone down the DoT as well.

Link your approved CE in the next submission.
Approval Link: [X]

Resubmitting: https://animebase.me/threads/custom-element-jutsu-submission.764501/post-22050262

(Seshiumuton: Surtr No Fōsuobukaosu) Liquid Caesium Release: Surtr’s Forces Of Chaos
Type:
Offensive/Defensive/Supplementary
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: 40 - 80
Description: The user channels their chakra and performs the necessary handseals to create entities made of Liquid Caesium that rise from the earth or are produced through the user’s body. These entities or familiars, vary in size and can mimic the form of anything the user has seen or can come directly from their imagination. They can use their body to attack directly, dealing damage according to their rank, and are capable of performing Liquid Caesium techniques equal to their rank without the need for handseals. Additionally, these entities hold the effects of Liquid Caesium, such as exploding outward and leaving behind blinding smoke upon contact with water or ice, dissolving solids, burning upon contact with the skin, or releasing blinding blue light when exposed to heat.

Notes:
- Created entities can last up to four turns per usage of this technique.
- The familiars created can be no larger than the Great Stone Golem.
- A-rank entities can be created four times per battle, and S-rank ones can be created thrice.
- Creating B-rank entities require a single hand seal and cost -5 chakra to sustain, A-rank requires three and cost -10, and S-rank requires four and cost -15.

(Seshiumuton: Vígríð No Keshin) Liquid Caesium Release: Vígríð Incarnation
Type:
Supplementary
Rank: S
Range: Short - Mid
Chakra:
40 (-10 per turn)
Damage: N/A
Description: The user performs four handseals and channels his chakra into the earth through his legs or hands. This creates a layer of Liquid Caesium three meters beneath the ground that oozes upward to the surface, making the enemy unable to utilize techniques that use the ground as a source as they would be corroded before surfacing. Destroying the layer of Liquid Caesium requires complete destruction, as simply destroying a part of the layer will only result in it regenerating as more Liquid Caesium oozes upward to take its place. Additionally, the user can control this layer via hand movements to form defensive walls or to bind the opponent, dealing 40 per turn as the Liquid Caesium corrodes their clothes/armor and deals damage to their skin directly. However, the constructs formed from the material can’t be created within short-range of an enemy, and also can’t converge on an opponent if they’re positioned outside of the affected area.

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

Both Approved
 
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BusinessManTeno

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Volcanic Storm Approval
Xenon Release Approval



(Kazan Arashi: Gin no dangan) Volcanic Storm Release: Silver Bullets
Type:
Defensive/Offensive/Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (-5 per turn)
Damage: 60
Description: Silver bullet is one of the main techniques of the Volcanic Storm Style. Utilizing the flexibility of the element, while also utilizing the speed of the technique. The user do a set of two handseals, causing volcanic storm to generate from the users body outward, causing multiple small orbs of volcanic storm to form around the user, that lingers. When the user shoots off the orbs, it takes the look of a bullet being fired off in said direction. The technique has incredible piercing damage, and even if it doesnt connect, has a high level of electricity. That even if it grazes the opponent, it will paralyze said body part for one whole turn. The nice thing about this technique is that, it can trigger by itself. If anything or anyone gets within short range of the user, it will shoot off, protecting the user blind spots even. The technique is twice as fast as the users base speed.

Note: Can use twice per battle
Note: Technique lingers for four turns around the user and cant extend or linger further than 1 meter from the user
Note: Technique can be use for defensive purposes by protecting the user or simply dispersing techniques as it pierces through it (Realism and S&W apply. Cant disperse a techniques five meters or wider but can pierce through it
Note: The user can break up the lingering orbs to attack two people, but will cut the damage to B rank.
Note: Casting the technique is passive, but each usage of the technique counts as a turn

Pending, approval link does not work. DM link on Discord or VM on LoK Wall.

(Kisenonton: Bakuretsu Kūhashō) Xenon Style: Explosive Air Palm Thrust
Type:
Defensive/Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Explosive Air Palm Thrust is a powerful technique, which can cause heavy damage to opponents with ease. One would often get this technique confused with an Taijutsu technique. The user generate a tremendous amount of Xenon into their fist, then once formed the user will thrust their hands forward creating a powerful explosive shockwave of xenon. This technique is able to disperse or break techniques and even repel them up to 5 meters away. The blunt damage from this attack, can easily break bones if it connects to somebody body, while even knocking the wind out of their body.

Note: Can only use twice per battle
Note: Cant use Xenon S rank and above in the same turn or following turn.
Note: The user can only use this burst of wind to push objects weaker than it is. If the object is of equal strength or greater, it will break said object or fail.

Approved, made small edits. Can't repel objects stronger than it can attack.
 
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Skorm

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Changes in bold. Removed some parts as well.

(Kuriputon: Asutoraraito | Liquid Krypton Release: Astralight)
Type:
Supplementary
Rank: A – S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Astralight is a technique that focuses on the noble prospects of the element Krypton as a chemical neutralizer and a Thermainsulator. The Astralight technique works like an infusion which can grant afflicted and appropriate elements and techniques similar properties as long as they can coincide with being sub-zero and stable as a result. The performance of the technique occurs in the same timeframe as the technique that is being infused as it applies the effects rapidly. The thermainsulation properties granted is translated into a massive resistance to heat and radiance as well as cold as the element/technique that is infused has been granted the effect of thermainsulation. Elements that does not break apart from being cold can be affected by this infusion, naturally that stands for metals, earth and other already solid elements. It also applies for liquid elements such as water. Intangible elements such as lightning/wind/fire cannot be used in a combination with Astralight(this is also the case for separate techniques not categorized by an elemental affinity such as ninja tools). The technique has two separate stages of infusion.

A-rank version

This applies two general effects of an affected technique. The first one being that it turns an appropriate element or liquid krypton elemental technique into that of a super thermorinsulator as well as a noble detergent by adding +10 chakra. What that means is that as a super thermainsulator the jutsu can withstand heat and radiance from high sources of heat or cold while having become sub-zero in its own state as well. It also ranks up any technique under S-rank by + 1 rank while techniques above S rank gains +20 in damage instead.

S-rank version

This is a higher application than that of the A-rank but follows the same principals but at greater quantities. A technique is given +10 in chakra as well as +30 in damage as well as the super thermainsulation abilities of an infused technique becomes a tad stronger as well. Like the A-rank version any element that is infused with this technique follows the S/W of the original element that is infused, not that of Liquid Krypton but it gains the traits. As for the S-rank version, the thermainsulation takes it a step further and techniques that hits any target will produce a thermodynamic equilibrium up to mid-range from the impact which means that wherever the technique lands, up to mid-range from where it hit, the temperature will drop rapidly as well as the thermainsulator also spreads to the same distance, meaning any material hit with a technique infused with Astralight will be treated as a super thermainsulator and can therefore become resistant to heat and cold.

Note:
A-rank version can be used x4 per battle and requires a 1x turn cool-down. User may not use any Liquid Krypton techniques above A rank after use for two turns.
Note: S-rank version can be used x2 per battle and requires a x2 turn cool-down. User may not use any Liquid Krypton techniques above B rank after use for two turns.

Declined: I'm unsure of what you're trying to achieve in the S-Rank version of this technique. This field that is created by your technique doesn't really do anything, at least the way it reads now.
Re-tuning S-version.

(Kuriputon: Asutoraraito | Liquid Krypton Release: Astralight)
Type:
Supplementary
Rank: A – S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Astralight is a technique that focuses on the noble prospects of the element Krypton as a chemical neutralizer and a Thermainsulator. The Astralight technique works like an infusion which can grant afflicted and appropriate elements and techniques similar properties as long as they can coincide with being sub-zero and stable as a result. The performance of the technique occurs in the same timeframe as the technique that is being infused as it applies the effects rapidly. The thermainsulation properties granted is translated into a massive resistance to heat and radiance as well as cold as the element/technique that is infused has been granted the effect of thermainsulation. Elements that does not break apart from being cold can be affected by this infusion, naturally that stands for metals, earth and other already solid elements. It also applies for liquid elements such as water. Intangible elements such as lightning/wind/fire cannot be used in a combination with Astralight(this is also the case for separate techniques not categorized by an elemental affinity such as ninja tools). The technique has two separate stages of infusion.

A-rank version

This applies two general effects of an affected technique. The first one being that it turns an appropriate element or liquid krypton elemental technique into that of a super thermalinsulator as well as a noble detergent by adding +10 chakra. What that means is that as a super thermalinsulator the jutsu can withstand heat and radiance from high sources of heat or cold while having become sub-zero in its own state as well. It also ranks up any technique under S-rank by + 1 rank while techniques above S rank gains +20 in damage instead.

S-rank version

This is a higher application than that of the A-rank but follows the same principals but at greater quantities. A technique is given +10 in chakra as well as +30 in damage as well as the super thermalinsulation abilities of an infused technique becomes. Like the A-rank version any element that is infused with this technique follows the S/W of the original element that is infused, not that of Liquid Krypton but it gains the traits. As for the S-rank version, the thermainsulation takes it a step further and techniques that hits any target will produce a thermodynamic equilibrium up to mid-range from the impact which means that wherever the technique lands, up to mid-range from where it hit, the temperature will drop rapidly as well as the thermainsulator also spreads to the same distance, meaning any material hit with a technique infused with Astralight will be treated as a super thermainsulator and can therefore become resistant to heat and cold. This means that this version will produce not just more chakra and power to the applied technique but also an AoE effect on the thermalinsulation properties carried by the infusion - unlike the A rank technique that only applies it for the technique used upon directly. This gives more supplementary usage towards a technique the user choses to infuse as the AoE properties carried with the S-rank version will be able to affect other materials(within reason) by its physical interaction.

Note:
A-rank version can be used x4 per battle and requires a 1x turn cool-down. User may not use any Liquid Krypton techniques above A rank after use for two turns.
Note: S-rank version can be used x2 per battle and requires a x2 turn cool-down. User may not use any Liquid Krypton techniques above B rank after use for two turns.

Declined: I still don't really understand what this technique's secondary effect is in the context of technique interactions. So it turns target techniques into a thermainsulator, making them resistant to extreme temperatures. Alright. What does resistant mean? Does it reduce the strength of incoming techniques in a clash, so a debuff? Does it make your technique immune to specific elements or abilities? Not only that, but the S-Rank version extending the range of this secondary effect is identical to one of my Dendera Light CEJ, which I'm not gonna let slide.

New submission:
(Link to approved ce [x])

(Kuriputon: Hyōga Shuryūdan | Liquid Krypton Release: Glacier Grenade)
Type:
Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user will form a concentrated amount of liquid krypton within their palm which they will then toss towards a designated target. Upon contact with the ground it will explode in all directions from its point of impact and create a sphere of misty liquid krypton. Within this sphere, a target will become frozen due to the rapid temperature drop and will start to get severe restrictions which becomes more dire the longer they stay inside the sphere. After having been exposed towards the rapid cold for just a few secounds or a direct hit, a target will feel immense pain as their skin starts to crystallize and they will lose any speed modifier they have. If they have two or more they will only lose the most powerful one. It does deal any damage or affect their chakra in any way but instead shreds their speed modifiers. As soon as a target leaves the sphere it will take one full turn before their modifiers are applied again due to the sheer colds remaining effects within their body. However, if a target would remain inside the sphere for two turns they will start to take damage as well as certain elements they use will become frozen instantly such as water, fire and lightning will all be ceased unless S-ranks are used(then they simply drop one rank in efficacy instead). The target also takes 60 damage due to their bodies solidifying and their organs stops functioning properly. If the target is within the sphere for three turns or more, they will become solidified and completely unable to move or use water, fire and lightning at all as well techniques requiring 30 or more chakra. The damage is the same, 60 damage per turn until they either die or break free. If a target leaves the sphere after having been inside of it for two turns or more they will have their speed modifiers stripped for 2 turns or 3 turns depending on how long they were stuck. The sphere itself is of A rank proportions of Liquid Krypton and can be destroyed as such. It can be tossed up to Long-range from the user but the sphere itself has a diameter and height of mid-range upon detonation.

Note: Can only be used x4 per battle

Declined. Restrictions? Range of the krypton when the sphere explodes?
 
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(Ninjutsu/Seshiumuton: Roki No Gyanbitto) Ninja Art/Liquid Caesium Release: Loki’s Gambit
Type:
Defensive/Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: N/A
Description: Created by using a combination of the transformation and substitution techniques, Loki’s Gambit has the user channel chakra through their body before releasing it outward in the form of Liquid Caesium in any direction of their choosing, even underground. Unbeknownst to the opponent, the user’s real body would be hidden within the released Liquid Caesium, leaving a shell of the transformed material that looks like them. Since both the user and their escaped shell possess chakra, sensors will be unable to identify the user’s real body. This excludes Doujutsu users who would be able to identify the user’s chakra network. The nature of this technique allows the user to avoid certain attacks and allows the user to travel up to mid range. Naturally, the user is capable of reforming whenever they choose, but while in the Liquid Caesium state they are vulnerable to techniques strong to the element and are unable to attack.

Notes:
- Should an opponent come into contact with the Liquid Caesium, they’ll suffer damage of the appropriate rank.

Declined, few questions/concerns: If this releases Caesium in every direction, what happens if the user is touched by it? The element is said to cause burns upon contact with skin but this makes no mention of that. Also, it is said to be corrosive against solids and metals so does this also come into effect when it is released outwards?
 
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Permission to submit/resubmit Solar Wind Techniques: https://animebase.me/profile-posts/7522973/
Attempting to merge and Solar Wind Technique into one technique.
CE Approval:

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

Declined, this CE is weak to both Water and Sand so I can't allow the superheating of Sand into Glass nor the evaporation of Water one rank lower. I'm also not a fan of ambiguous terms like "as big as the largest x technique" or "as fast as x speed" where the size or speed is allowed to fluctuate as it can potentially become problematic. Set a clear, defined size for this.
 
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Re-tuning S-version.

(Kuriputon: Asutoraraito | Liquid Krypton Release: Astralight)
Type:
Supplementary
Rank: A – S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Astralight is a technique that focuses on the noble prospects of the element Krypton as a chemical neutralizer and a Thermainsulator. The Astralight technique works like an infusion which can grant afflicted and appropriate elements and techniques similar properties as long as they can coincide with being sub-zero and stable as a result. The performance of the technique occurs in the same timeframe as the technique that is being infused as it applies the effects rapidly. The thermainsulation properties granted is translated into a massive resistance to heat and radiance as well as cold as the element/technique that is infused has been granted the effect of thermainsulation. Elements that does not break apart from being cold can be affected by this infusion, naturally that stands for metals, earth and other already solid elements. It also applies for liquid elements such as water. Intangible elements such as lightning/wind/fire cannot be used in a combination with Astralight(this is also the case for separate techniques not categorized by an elemental affinity such as ninja tools). The technique has two separate stages of infusion.

A-rank version

This applies two general effects of an affected technique. The first one being that it turns an appropriate element or liquid krypton elemental technique into that of a super thermalinsulator as well as a noble detergent by adding +10 chakra. What that means is that as a super thermalinsulator the jutsu can withstand heat and radiance from high sources of heat or cold while having become sub-zero in its own state as well. It also ranks up any technique under S-rank by + 1 rank while techniques above S rank gains +20 in damage instead.

S-rank version

This is a higher application than that of the A-rank but follows the same principals but at greater quantities. A technique is given +10 in chakra as well as +30 in damage as well as the super thermalinsulation abilities of an infused technique becomes. Like the A-rank version any element that is infused with this technique follows the S/W of the original element that is infused, not that of Liquid Krypton but it gains the traits. As for the S-rank version, the thermainsulation takes it a step further and techniques that hits any target will produce a thermodynamic equilibrium up to mid-range from the impact which means that wherever the technique lands, up to mid-range from where it hit, the temperature will drop rapidly as well as the thermainsulator also spreads to the same distance, meaning any material hit with a technique infused with Astralight will be treated as a super thermainsulator and can therefore become resistant to heat and cold. This means that this version will produce not just more chakra and power to the applied technique but also an AoE effect on the thermalinsulation properties carried by the infusion - unlike the A rank technique that only applies it for the technique used upon directly. This gives more supplementary usage towards a technique the user choses to infuse as the AoE properties carried with the S-rank version will be able to affect other materials(within reason) by its physical interaction.

Note:
A-rank version can be used x4 per battle and requires a 1x turn cool-down. User may not use any Liquid Krypton techniques above A rank after use for two turns.
Note: S-rank version can be used x2 per battle and requires a x2 turn cool-down. User may not use any Liquid Krypton techniques above B rank after use for two turns.

Declined: I still don't really understand what this technique's secondary effect is in the context of technique interactions. So it turns target techniques into a thermainsulator, making them resistant to extreme temperatures. Alright. What does resistant mean? Does it reduce the strength of incoming techniques in a clash, so a debuff? Does it make your technique immune to specific elements or abilities? Not only that, but the S-Rank version extending the range of this secondary effect is identical to one of my Dendera Light CEJ, which I'm not gonna let slide.

New submission:
(Link to approved ce [x])

(Kuriputon: Hyōga Shuryūdan | Liquid Krypton Release: Glacier Grenade)
Type:
Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user will form a concentrated amount of liquid krypton within their palm which they will then toss towards a designated target. Upon contact with the ground it will explode in all directions from its point of impact and create a sphere of misty liquid krypton. Within this sphere, a target will become frozen due to the rapid temperature drop and will start to get severe restrictions which becomes more dire the longer they stay inside the sphere. After having been exposed towards the rapid cold for just a few secounds or a direct hit, a target will feel immense pain as their skin starts to crystallize and they will lose any speed modifier they have. If they have two or more they will only lose the most powerful one. It does deal any damage or affect their chakra in any way but instead shreds their speed modifiers. As soon as a target leaves the sphere it will take one full turn before their modifiers are applied again due to the sheer colds remaining effects within their body. However, if a target would remain inside the sphere for two turns they will start to take damage as well as certain elements they use will become frozen instantly such as water, fire and lightning will all be ceased unless S-ranks are used(then they simply drop one rank in efficacy instead). The target also takes 60 damage due to their bodies solidifying and their organs stops functioning properly. If the target is within the sphere for three turns or more, they will become solidified and completely unable to move or use water, fire and lightning at all as well techniques requiring 30 or more chakra. The damage is the same, 60 damage per turn until they either die or break free. If a target leaves the sphere after having been inside of it for two turns or more they will have their speed modifiers stripped for 2 turns or 3 turns depending on how long they were stuck. The sphere itself is of A rank proportions of Liquid Krypton and can be destroyed as such. It can be tossed up to Long-range from the user but the sphere itself has a diameter and height of mid-range upon detonation.

Note: Can only be used x4 per battle

Declined. Restrictions? Range of the krypton when the sphere explodes?
(Link to approved ce [x])
Imma remove the A-rank version and just going with S-rank..(Also changing name again):

(Kuriputon: Basution | Liquid Krypton Release: Bastion)
Type:
Supplementary
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Bastion is a technique that focuses on the noble prospects of the element Krypton as a chemical neutralizer and a thermainsulator. The Bastion technique works like an infusion which can grant afflicted and appropriate elements and techniques similar properties as long as they can coincide with being sub-zero and stable as a result. The performance of the technique occurs in the same timeframe as the technique that is being infused as it applies the effects rapidly. The thermainsulation properties granted is translated into a massive resistance to heat and radiance as well as cold as the element/technique that is infused has been granted the effect of thermainsulation. Elements that does not break apart from being cold can be affected by this infusion, naturally that stands for metals, earth and other already solid elements. It also applies for liquid elements such as water. Intangible elements such as lightning/wind/fire cannot be used in a combination with Bastion(this is also the case for separate techniques not categorized by an elemental affinity such as ninja tools).
A technique is given +10 in chakra as well as +30 in damage as well as the super thermalinsulation abilities of an infused technique becomes. Any element that is infused with this technique follows the S/W of the original element that is infused, not that of Liquid Krypton but it gains the traits. Thermainsulation takes it a step further and techniques that hits any target will produce a thermodynamic equilibrium up to mid-range from the impact which means that wherever the technique lands, up to mid-range from where it hit, the temperature will drop rapidly as well as the thermainsulator also spreads to the same distance, meaning any material hit with a technique infused with Bastion will be treated as a super thermainsulator and can therefore become resistant to heat and cold. This means that this will also act as an AoE effect on the thermalinsulation properties carried by the infusion. This gives supplementary usage towards a technique the user chooses to infuse as the AoE properties carried with the S-rank version will be able to affect other materials(within reason) by its physical interaction.

Note: Can only be used x3 per battle and requires a x2 turn cool-down. User may not use any Liquid Krypton techniques above A rank after use for two turns.

Declined: Aside from just removing half the technique, this technique hasn't changed at all. None of the notes I left in my last check were addressed. If the resubmission doesn't address any of the issues I pointed out, it'll be DNR'd.

Adding restrictions and ranges:

(Kuriputon: Hyōga Shuryūdan | Liquid Krypton Release: Glacier Grenade)
Type:
Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user will form a concentrated amount of liquid krypton within their palm which they will then toss towards a designated target. Upon contact with the ground it will explode in all directions from its point of impact and create a sphere of misty liquid krypton up to mid-range where the barrier stops from its epicenter. Within this sphere, a target will become frozen due to the rapid temperature drop and will start to get severe restrictions which becomes more dire the longer they stay inside the sphere. After having been exposed towards the rapid cold for just a few seconds or a direct hit, a target will feel immense pain as their skin starts to crystallize and they will lose any speed modifier they have. If they have two or more they will only lose the most powerful one. It does deal any damage or affect their chakra in any way but instead shreds their speed modifiers. As soon as a target leaves the sphere it will take one full turn before their modifiers are applied again due to the sheer colds remaining effects within their body. However, if a target would remain inside the sphere for two turns they will start to take damage as well as certain elements they use will become frozen instantly such as water, fire and lightning will all be ceased unless S-ranks are used(then they simply drop one rank in efficacy instead). The target also takes 60 damage due to their bodies solidifying and their organs stops functioning properly. If the target is within the sphere for three turns or more, they will become solidified and completely unable to move or use water, fire and lightning at all as well techniques requiring 30 or more chakra. The damage is the same, 60 damage per turn until they either die or break free. If a target leaves the sphere after having been inside of it for two turns or more they will have their speed modifiers stripped for 2 turns or 3 turns depending on how long they were stuck. The sphere itself is of A rank proportions of Liquid Krypton and can be destroyed as such. It can be tossed up to Long-range from the user but the sphere itself has a diameter and height of mid-range upon detonation.

Note: No Liquid Krypton release above A rank for the next turn. Can only be used x4 per battle, and has a cooldown of three turns, upon which the grenade disintegrates after use.

Declined: This won't instantly negate a target's speed boosts/modifiers, but a set decrease per turn is alright, and they would regain that speed over an equivalent duration. I'm cool with just a single rank debuff on elemental techniques weak to the CE, instead of outright negating anything below S-Rank. Also, this technique's damage-over-time won't be 60, since that's full A-Rank damage for three whole turns. Scale that back substantially. Not sure about how freezing enemies will work either, because the CE itself is stated to be easily broken with force.

New Submissions:
Link to approved CE [x]

(Bisumaton: Shakunetsu no Aibu | Bismuth Release: Scorching Caress)
Type:
Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: Scorching Caress is an infusion technique designed in order to amplify the nature of other techniques. Namely the conversion of other materials into molten bismuth, the user will forge a sole hand seal while in the process of making another technique (aka done in the same timeframe). Once this is triggered, the original technique – which this applies namely to solid elements such as earth/earth-based CE/AE that normally melts under the sheer heat of molten bismuth. The additional infusion of chakra therefore causes the solid material to break down immediately, becoming liquid bismuth nigh instantly. This in turn allows the technique to operate as it was originally intended to do but with some key differences, the first is technique now takes on the strength and weaknesses of liquid bismuth, all of the element’s characteristics and also an increased in potency. This potency is namely an increase in the techniques defensive and offensive capabilities, alas offensive techniques gain an additional increase in rank by +1 for A rank and below techniques, while S rank and above gain a +20 DMG increase. Defensive techniques gain the same type of boons however in the case of S ranks, it gains the ability to defend against techniques one rank higher then normal instead. It also comes at sustained cost in order to keep the applied technique in its liquid bismuth state.

Note: This technique can only be used four times per battle, with a cool down of two turns between each use.
Note: It also comes at sustained cost in order to keep the applied technique in its liquid bismuth state(-10/turn).

Declined: Techniques which convert non CEJ techniques into the CE itself aren't allowed, since you effectively bypass the CEJ limit.
 
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Xenon: https://animebase.me/threads/custom-element-bureau.764498/page-5#post-22046399
Volcanic Storm: https://animebase.me/threads/custom-element-bureau.764498/page-5#post-22030422


(Kisenonrirīsu: Buraindogurēsu) Xenon Release: Blinding Grace
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user channels xenon chakra throughout their body allowing them to release a small orb from whichever part of their body they please. Immediately upon being released the orb will emit an extremely blinding light thus blinding the opponent. Furthermore, it will grow outwards forming a dome of blinding light capable of reaching mid-range. Opponents within and outside of the dome are incapable of seeing through or within the dome thus causing temporary blindness. The light is so bright even dojutsu users cannot see chakra within or through it. The unique thing about this technique is that due to the medical properties of the Xenon, the Anesthesia effects will kick in for both the opponent and the user. Due to the users mastering the element, it doesnt make them tired, but tricks the brain into thinking its a deep sleep, healing the wounds. The healing portion applies to the opponent as well, but due to them not mastering the technique, their body really would be affected by the Anesthesia, extreme tiredness first turn, restricting techniques that requires focus and forbidden rank techniques. If technique is not dealt with by the second turn, they will fall asleep.

Note: The dome can only stay active for 3 turns
Note: Technique heals by +15 per turn
Note: Can only be used thrice in battle
Note: Cannot use S-rank Xenon in next turn
Note: Cooldown period of 2 turns before next usage.

Declined, looked at the CE and Xenon in real life and this doesn't the capacity to actually heal; even in the CE, it states that it's used as an anesthetic for healing, which means that it's used to induce unconsciousness but this doesn't extend to actually healing anything. At best, this will force the body to sleep for a bit of time while other techniques are used to heal. The blinding aspect will not prevent forms f chakra sensing from working as well as it only creates a bright light from the orb and doesn't actually fill an area with the chakra which would both block normal vision and chakra sensory by being unable to pinpoint an exact spot.

(Kazan Arashi: Keiriku no Ginsei) Volcanic Storm Release: Silver Star Of Execution
Type:
Defensive/Offensive/Supplementary
Rank: S
Range: Long
Chakra Cost: 40
Damage: 80
Description: This technique is a very intricate technique that requires not only mastery of chakra control, but master the art of focus and detail. This technique starts by the user doing a set of handseals, generated a glob of volcanic storm long range above the users/opponent. Upon generating, the user will channel more chakra into it, causing it to spread around both the user and the opponent, long range in diameter, taking the shape of a cage that has trapped both the user and the opponent. The user is able to freely manipulate the bars of the cage to shape into shields (No bigger than the user) by compacting the volcanic storm to give it more of a solid feel. This allows techniques to ricochet off the bars turned shields This is done by creating a shield at an angle where it would bounce off, directing it towards the opponent. While also allowing the user to form the form spears from the bars of the cage that are used to attack the opponent. This can be done from anywhere in the cage and can split up to attack multiple enemies or at multiple angles , thus allowing the the user to fluidly switch between offense and defense: forming and launching at the target or blocking escape and counterattacks with shields.
Note: Can use a max of two turns, and last a max of three turns with a three turn cool down upon technique ending
Note: Follows the S/W for ricochet. Only neturual and weak techniques can be ricochet to attack the opponent.
Note: The user can use both functions of the technique at the same time, not affecting time frame but time cost
Note: The user is only able to use elements that compose of Volcanic Storm, and Volcanic Storm itself while the technique itself is active.

Declined, for starters the "freely manipulate" part is a no; it will require a move per turn to manipulate said bars if allowed. Secondly, ricocheting will not work as easy as this implies if at all; even techniques weak to Volcanic Storm have the capacity to defeat it if of suitable power/tactic. Unless the technique in question is 30 damage weaker than this, any clash will either weaken or destroy this barrier as well as weaken the technique used against it while this implies it will be able to block any of them of any power and send them back as long as it is neutral or weak to it. Third, You cannot use this to both attack and deflect techniques in the same usage as these are two differing executions of the technique - one being a barrier and the other being spears formed from the cage itself, fundamentally being impossible to function in the same usage as one requires it remain a barrier while the other changes the shape itself.
 
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(Link to approved ce [x])
Imma remove the A-rank version and just going with S-rank..(Also changing name again):

(Kuriputon: Basution | Liquid Krypton Release: Bastion)
Type:
Supplementary
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Bastion is a technique that focuses on the noble prospects of the element Krypton as a chemical neutralizer and a thermainsulator. The Bastion technique works like an infusion which can grant afflicted and appropriate elements and techniques similar properties as long as they can coincide with being sub-zero and stable as a result. The performance of the technique occurs in the same timeframe as the technique that is being infused as it applies the effects rapidly. The thermainsulation properties granted is translated into a massive resistance to heat and radiance as well as cold as the element/technique that is infused has been granted the effect of thermainsulation. Elements that does not break apart from being cold can be affected by this infusion, naturally that stands for metals, earth and other already solid elements. It also applies for liquid elements such as water. Intangible elements such as lightning/wind/fire cannot be used in a combination with Bastion(this is also the case for separate techniques not categorized by an elemental affinity such as ninja tools).
A technique is given +10 in chakra as well as +30 in damage as well as the super thermalinsulation abilities of an infused technique becomes. Any element that is infused with this technique follows the S/W of the original element that is infused, not that of Liquid Krypton but it gains the traits. Thermainsulation takes it a step further and techniques that hits any target will produce a thermodynamic equilibrium up to mid-range from the impact which means that wherever the technique lands, up to mid-range from where it hit, the temperature will drop rapidly as well as the thermainsulator also spreads to the same distance, meaning any material hit with a technique infused with Bastion will be treated as a super thermainsulator and can therefore become resistant to heat and cold. This means that this will also act as an AoE effect on the thermalinsulation properties carried by the infusion. This gives supplementary usage towards a technique the user chooses to infuse as the AoE properties carried with the S-rank version will be able to affect other materials(within reason) by its physical interaction.

Note: Can only be used x3 per battle and requires a x2 turn cool-down. User may not use any Liquid Krypton techniques above A rank after use for two turns.

Declined: Aside from just removing half the technique, this technique hasn't changed at all. None of the notes I left in my last check were addressed. If the resubmission doesn't address any of the issues I pointed out, it'll be DNR'd.

Adding restrictions and ranges:

(Kuriputon: Hyōga Shuryūdan | Liquid Krypton Release: Glacier Grenade)
Type:
Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user will form a concentrated amount of liquid krypton within their palm which they will then toss towards a designated target. Upon contact with the ground it will explode in all directions from its point of impact and create a sphere of misty liquid krypton up to mid-range where the barrier stops from its epicenter. Within this sphere, a target will become frozen due to the rapid temperature drop and will start to get severe restrictions which becomes more dire the longer they stay inside the sphere. After having been exposed towards the rapid cold for just a few seconds or a direct hit, a target will feel immense pain as their skin starts to crystallize and they will lose any speed modifier they have. If they have two or more they will only lose the most powerful one. It does deal any damage or affect their chakra in any way but instead shreds their speed modifiers. As soon as a target leaves the sphere it will take one full turn before their modifiers are applied again due to the sheer colds remaining effects within their body. However, if a target would remain inside the sphere for two turns they will start to take damage as well as certain elements they use will become frozen instantly such as water, fire and lightning will all be ceased unless S-ranks are used(then they simply drop one rank in efficacy instead). The target also takes 60 damage due to their bodies solidifying and their organs stops functioning properly. If the target is within the sphere for three turns or more, they will become solidified and completely unable to move or use water, fire and lightning at all as well techniques requiring 30 or more chakra. The damage is the same, 60 damage per turn until they either die or break free. If a target leaves the sphere after having been inside of it for two turns or more they will have their speed modifiers stripped for 2 turns or 3 turns depending on how long they were stuck. The sphere itself is of A rank proportions of Liquid Krypton and can be destroyed as such. It can be tossed up to Long-range from the user but the sphere itself has a diameter and height of mid-range upon detonation.

Note: No Liquid Krypton release above A rank for the next turn. Can only be used x4 per battle, and has a cooldown of three turns, upon which the grenade disintegrates after use.

New Submissions:
Link to approved CE [x]

(Bisumaton: Shakunetsu no Aibu | Bismuth Release: Scorching Caress)
Type:
Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: Scorching Caress is an infusion technique designed in order to amplify the nature of other techniques. Namely the conversion of other materials into molten bismuth, the user will forge a sole hand seal while in the process of making another technique (aka done in the same timeframe). Once this is triggered, the original technique – which this applies namely to solid elements such as earth/earth-based CE/AE that normally melts under the sheer heat of molten bismuth. The additional infusion of chakra therefore causes the solid material to break down immediately, becoming liquid bismuth nigh instantly. This in turn allows the technique to operate as it was originally intended to do but with some key differences, the first is technique now takes on the strength and weaknesses of liquid bismuth, all of the element’s characteristics and also an increased in potency. This potency is namely an increase in the techniques defensive and offensive capabilities, alas offensive techniques gain an additional increase in rank by +1 for A rank and below techniques, while S rank and above gain a +20 DMG increase. Defensive techniques gain the same type of boons however in the case of S ranks, it gains the ability to defend against techniques one rank higher then normal instead. It also comes at sustained cost in order to keep the applied technique in its liquid bismuth state.

Note: This technique can only be used four times per battle, with a cool down of two turns between each use.
Note: It also comes at sustained cost in order to keep the applied technique in its liquid bismuth state(-10/turn).

Declined: Techniques which convert non CEJ techniques into the CE itself aren't allowed, since you effectively bypass the CEJ limit.
Resubbing Bastion & Scorching Caress below (changes in bold):

(Kuriputon: Basution | Liquid Krypton Release: Bastion)
Type: Supplementary
Rank: A-S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Bastion is a technique that focuses on the noble prospects of the element Krypton as a chemical neutralizer and a thermainsulator. The Bastion technique works like an infusion which can grant afflicted and appropriate elements and techniques similar properties as long as they can coincide with being sub-zero and stable as a result. The performance of the technique occurs in the same timeframe as the technique that is being infused as it applies the effects rapidly. The thermainsulation properties granted is translated into a massive resistance to heat and radiance as well as cold as the element/technique that is infused has been granted the effect of thermainsulation. This translates, in clashes, into a debuff or shielding or residual properties of elements clashing with techniques that are empowered through bastion. Elements that are hot and clash with techniques infused with Bastion becomes cold rather instantaneously and loses one rank in efficacy which in shorter terms is a debuff. Fire and lightning would be two elements exposed to this as an example. Naturally, elements of solid nature would benefit the most out of Bastion as the colder any matter gets, it will ultimately solidify. However, there are also liquids and even gases that we know from nature that can take on a solid form such as water and even air. They too can benefit under the Bastion technique - however, pure energy elements such as lightning and fire cannot be infused with Bastion since they lack any harmony to be put together at all and form a solid. This, of course can be altered through infusions with Yin to alter the nature of such elements but needs to be used before Bastion in that case. Moving on, the technique has two ranks of infusion, categorized into the amount of chakra the user spends on the infusion.

A-Rank
The A-rank version will apply a hefty amount of chakra into the infused technique and the thermalinsulation properties will take effect immediately. A technique will become extremely dense and blank on the surface as the Bastion technique spreads through the entirety of the technique. A damage buff will be given of +20 to a technique boosted with the A-rank version. This rank will transform solids infused into crystalline formations that deflect sunlight like a mirror. Liquids will become slowly flowing with sparkling touches and gasses will become an icy slush-storm.

S-rank
The S-rank version will apply a significant amount of chakra into the infused technique and the thermalinsulation properties will take effect immediately. A technique becomes much more dense with a crystalline and icy structure on the surface. A damage buff of +30 will be given and elements infused with this rank are also given the same properties as that of the A-rank version.
Note: A-rank version can be used x4 per battle and requires a 1x turn cool-down. User may not use any Liquid Krypton techniques above A rank after use for two turns.
Note: S-rank version can be used x2 per battle and requires a x2 turn cool-down. User may not use any Liquid Krypton techniques above B rank after use for two turns.


Declined: Just to keep things simple, any techniques from the component elements of this CE are eligible targets for this infusion. Remove the line about elemental alteration through Yin Release in the first paragraph. Now for the meat of the decline; given that +30 is the upper limit for normal boosting techniques, I'm apprehensive about allowing that kind of increase to be accompanied by a debuff. At least not without appropriate restriction, but that in itself is up in the air too.

(Bisumaton: Shakunetsu no Aibu | Bismuth Release: Scorching Caress)
Type:[/B] Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: Scorching Caress is an infusion technique designed in order to amplify the nature of other techniques. Namely the addition of molten bismuth into other solid material and or into liquids. The user will forge a sole hand seal while in the process of making another technique (aka done in the same timeframe). Once this is triggered, the original technique – which this applies namely to solid elements such as earth/earth-based CE/AE that normally melts under the sheer heat of molten bismuth. The additional infusion of chakra therefore causes the solid material to melt down, becoming an amalgamation of the element and liquid bismuth however in the case of liquids, it instead superheats the liquid in question by infusing a mass amount bismuth into it. This in turn allows the technique to operate as it was originally intended to do but with some key differences, the first is technique now its mixed with the bismuth (in the case of solids), though it doesn’t gain its strength and weaknesses, nor can the Bismuth within the targeted technique(s) be manipulated by the user in any way, and also an increased in potency.This potency is namely an increase in the techniques defensive and offensive capabilities, alas offensive techniques gain an additional increase in rank by +1 for A rank and below techniques, while S rank and above gain a +20 DMG increase. Defensive techniques gain the same type of boons however in the case of S ranks, it gains the ability to defend against techniques one rank higher than normal instead. It also comes at sustained cost of 10 chakra points per turn in order to keep the applied technique in its molten state. This technique can only be used four times per battle, with a two turn cooldown between uses.

Approved: Made a couple of edits.

(Kuriputon/Katon: Koriminato | Liquid Krypton/Fire Release: Coldharbour)
Type: Supplementary/Defensive/Offensive
Rank: A - S
Range: Short-Long
Chakra: 30 - 40
Damage: 60 - 80
Description: Coldharbour is a technique which mixes fire release with liquid krypton. Both elements are used to create a rather unique cloud of rapid thermodynamic decay and its aesthetics is that of an icy mist with a blazing hot infrastructure. On contact, the mist will freeze anything it comes in contact with, rapidly just like normal Liquid Krypton techniques. This will create a brittleness to appear in metals, rocks and even water. At its core, the mist is encasing a shroud of trapped oxygen that is set on fire which then melts through the brittle down material and turns it into ash before the mist outer layer once again swoops over and freezes it again. The aftermath of most techniques facing Coldharbour is apocalyptic and resembles that of frozen ash. The mist itself can be spread out like most common smoke-screens and can hide the presence of the user or others due to its thickness but cannot fool dojutsu or chakra sensory techniques. Coldharbour can expand rapidly and reach up to long-range in a matter of a few seconds.

Note: A rank version requires two handseals and can be used x4 per battle with a x2 turn cooldown
Note: S rank version requires three handseals and can be used x2 per battle with a x4 turn cooldown

Declined: This technique isn't logically possible due to the CE's own workings. Since it doesn't chemically react to fire, it just smothers the flame before anything can happen due to oxygen deprivation.

(Yin found in inventory)

(Yin/Raiton/Kuriputon: Tōru no Denchi | Yin/Lightning/Liquid Krypton Release: Thor's Battery)
Type: Offensive, Supplementary
Rank: A - S
Range: Short – Long
Chakra: 60 - 70
Damage: 100 - 120
Description: Thor's Battery is a complicated technique which incorporates Yin, Liquid Krypton and lightning release to take its form. The Yin aspect is infused the the lightning chakra to create a solid structure of lightning that is being encased by liquid krypton. These forms are that of small orbs, each with a heart of solid lightning. These spheres are the size of a fist but many of them can be created to form a swarm. The lightning core in each orb contains solid lightning which creates electrons to rumble around its surface and discharges into the liquid krypton, which in its turn cools down the solid plasma into a glassy form on its surface. On impact, Thor's Battery will cool down anything they come in contact with and then explode into a cold plasma. This cold plasma will continue to spread up to mid-range from impact and set of a small chain reaction of solidified lightning debris to clash into the small mists of liquid krypton that spreads out to cause local thunderstrikes to appear as an AoE effect with a dampering damage up to 40 for A rank and 60 for S rank. The user controls these sphere through hand gestures and can spend either 60 or 70 chakra points depending on the strength of the technique the situation requires. The solid lightning causes a paralysing effect, similar to that of Chidori Nagashi and the liquid kryptons cold temperatures can slow down an opponent(-4 speed levels on direct impact and -2 on AoE explosion) while inflicting frostbite. Due to the fact the elements are infused with Yin, they lose any elemental strengths/weaknesses in clashes.

Note: A-rank version can be used x4 per battle with a x2 turn cooldown. No Yin/Lightning or Liquid Krypton technique in the next turn.
Note: S-rank version can be used x2 per battle with an x4 turn cooldown. No Yin/Lightning or Liquid Krypton technique in the next two turns.
 
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