Custom Element Jutsu Submission

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Shady Doctor

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Approved element:

(Yumeton - Hi ni mayotta) Dream Sand - Lost In The Fire
Type: Supplementary
Rank: B
Range:Short-Long
Chakra:N/A (+10 to techniques)
Damage: N/A (+1 Rank or 20 Damage)
Description: The simplest infusion that affects all instances in which Dream Sand is created. By simply adjusting the ratio of his chakra and adding more fire, the user will create Yumeton that blazing hot to the touch. This heat is enough to “bake” it and causes a vaporization effect that releases fumes from the Dream Sand in the air up to short range away from the Yumeton's location. These fumes originate from the point of the Dream Sand's creation and then spread from this point as would any normal gas/smoke based technique and only spread as long as the Dream Sand technqiue is active. The added heat also makes it so that the Dream Sand in question is 1 Rank/20 Damge more effective. As stated in the CE submission, these fumes are capable of taking the opponent under Yumeton's psychoactive effects.
Takes a moveslot, once activated lasts entire battle, use must pay +10 extra chakra to all Yumeton techniques

?Declined. I know you didn't expect this to be approved as lasting for the entire battle, especially as a boost and without a chakra cost. Change this to be an infusion on particular Dream Sand techniques. Also make the fumes released visible alongside gradually spreading out, and this can't be done on Dream Sand that originates within 6 meters of the opponent.?

(Yumeton - Hi ni mayotta) Dream Sand - Lost In The Fire
Type: Supplementary
Rank: B
Range:Short-Long
Chakra:20 (+10 to techniques)
Damage: N/A
Description: The simplest infusion that affects all instances in which Dream Sand is created. By simply adjusting the ratio of his chakra and adding more fire, the user will create Yumeton that blazing hot to the touch. This heat is enough to “bake” it and causes a vaporization effect that releases fumes from the Dream Sand in the air up to short range away from the Yumeton's location. These visible fumes originate from the point of the Dream Sand's creation that may not originate from less than 6 meters from the opponent unless the user is already within short range and spread from this point as would any normal gas/smoke based technique and only spread as long as the Dream Sand technqiue is active. As stated in the CE submission, these fumes are capable of taking the opponent under Yumeton's psychoactive effects.
Takes a moveslot, may be used at the same time as any Dream Sand technique up to A-rank, user must pay +10 extra chakra to all Yumeton techniques under effect of Lost in the Fire, and can only be used four times per battle.

? Approved, due to only needing some small edits. The next time I tell you to remove something and you include it in the resubmission(lasting entire battle), I'm going to decline it no matter how small the edit is.?
 
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Zaphkiel

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REF: Arctic Earth Approval
( Hokkyoku Āsurirīsu: Hajimeta ) - Arctic Earth: Startouched
Type: Supplementary/Defensive
Rank: C
Range: Short
Chakra: N/A (-5 per turn)
Damage: N/A
Description: This Arctic Earth technique is a passive one that employs the element's frigid nature and perks and lends it to the user. The user's extremities (hands and legs), through an infusion, will take on the appearance of Arctic Earth, ice-like and glistening, giving the appearance of a starry night--hence the name. Of course this does not harm the user as they are capable of touching element without ill-effects and it doesn't harm opponent(s) directly either. Instead what this technique does is allow the user the ability to, once per turn, passively punch and kick through elements weak to Arctic Earth such as Fire and Water up to B-Rank without spending a move. In addition to this the user is able to passively cause frostbite and necrosis to any enemy body part through simple physical contact and what this does is prevent them from using said limb for a maximum of three turns every time affected. If done to an opponent's head then they will be made unconscious for that same amount of time. And the last perk of Startouched is its uncanny way of leaving behind paths of frozen earth wherever the user steps, and if he stands still, can turn the surface area under the user up to 5 meters into the element so that anyone who enters close range will be unable to find footing. This is especially useful to speedy enemies as they will most likely trip and fall upon entering this technique's range.

? Declined. Not gonna allow you to passively deflect techniques, disable limbs for that long, nor KO people. A C-rank disabling limbs for so long with a passive touch is far too much; up the rank. KOing is going to take more than one moment of contact, at least one turn of prolonged contact. ?
 
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ReXii

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(Fuinjutsu/Gariumu: Seisan shudan o tsukamu) Sealing Arts/Gallium Release: Seize The Means of Production
Type:Supplementary/Defensive
Rank:B/S
Range:Short-Long
Chakra:20/40
Damage:N/A (80 for Cyborgs)
Description: B Rank: The user may make the seal of confrontation seal and focuses their chakra to form a barrier bearing a silver kanji for the word “Destroy” around any number of metallic objects that are unranked/without chakra infusion or metallic objects (weapons, SNT’s, armor, etc) that are chakra infused/formed of chakra up to B rank and below (following Galliums S/W). This barrier forms instantly around the object(s) in question and assaults the object with Gallium chakra. Due to the nature of the element, the formation of this barrier will reduce the object to nothing as the Gallium consumes the metal completely. This may only be used on objects that the user is aware of and does no harm to the opponent themselves. The barrier is only as large as the object being targeted and can even be used on multiple weapons so long as they follow the aformentioned targeting rules and are up to B rank in strength. The user must wait atleast 1 turn between uses of this rank.


S Rank: The user makes 4 of handseals, the result of which forms a kanji for the word “Eradicate” beneath the opponent that immediately forms a (short range) sealing barrier around them made with Gallium chakra. Much like the B rank version, This barrier assaults the opponent with Gallium that will immediately eat any metallic objects (weapons, SNT’s, armor, etc) within the barrier, including any that the opponent may have hidden away on his person or otherwise in range, reducing them to nothing.This will not harm the opponent in any way unless they are Cyborgs in which case this move is capable of dealing 80 damage if they don’t escape or destroy the seal within the next timeframe rather then reducing them to nothing due to their inherently metallic nature, however it will still eat away any metal objects they have with them. As this is a non damaging sealing technique, this barrier is capable of absorbing and sealing away any chakra based techniques that hit it up to S rank (following Galliums S/W), meaning that is able to absorb up to A rank earth techniques, any metal based techniques, and so on and so forth(S-rank techniques neutral to Gallium will cancel out with the barrier, destroying it). This technique is capable of being used on multiple opponents at once. This rank may be used twice per battle with a 3 turn cooldown in between. This barrier vanishes once it has destroyed all metallic weapons in range of it and otherwise lasts 2 turns. The user retains a degree of control over the barrier, being able to various sized holes within it to let attacks in.

Note: No Fuinjutsu techniques above A rank the turn this is used after using S rank version
Note: No Gallium Techniques above A rank the turn this is used after using the S rank version


? Approved. Edits made.?

(Kenjutsu/Gariumu: Sangyō kakumei) Sword Arts/Gallium Release: Heavy Machinery
Type:Offensive
Rank:S
Range:
Short-Mid
Chakra:40
Damage:80
Description: The user weaves four handseals either creates a sword of Gallium or uses their Gallium chakra to coat a sword they are already holding. By using the strength and skill garnered via their Kenjutsu training they will begin spinning their sword so hard and fast that it will throw Gallium from the sword outwards in large rings that is able to hit multiple opponents at once. By constantly spinning their sword and streaming as much Gallium to cover the sword as needed, the user will be able to create air waves that push and spread the Gallium further and further with each revolution to create multiple rings of Gallium that are constantly produced and spread out. If a gallium sword was made the user can maintain this sword as long as they wish by paying 10 chakra per turn, using it as a normal sword that provides basic C rank defense and offense.

Note: S-rank attack can be only be utilized three times per battle, consuming a move-slot each time
Note: No A-rank Gallium techniques in the turn activated S-rank usage is activated and no S-rank in the next


? Approved. Edits made.?


(Katon/Gariumu: Sangyō kakumei) Fire Release/Gallium Release: Industrial Revolution
Type:Supplementary
Rank:B
Range: Short-Long
Chakra:20 (+10 to Gallium techniques)
Damage:N/A (+20 to Gallium techniques, +10 to techniques S-rank and above)
Description:
BY increasing the ratio of fire chakra during the creation of Gallium techniques, the user will be able to create superheated Gallium that in addition to being stronger (being raised in effectiveness by 1 Rank/20 Damage due to the increase in heat and chakra) also causes a form of heat exhaustion to any opponent’s within short range of the techniques for 1 turn or more. This makes it so that opponents within short range of affected Gallium techniques lose ¼ of their tracking/reaction speed for the next 3 turns. Due to the heat created, the user is able to cause their supplementary and defensive Gallium based techniques to carry damage equal to it’s rank An alternative use of this jutsu allows the user to activate it on an inert source of gallium leftover from other techniques. The leftover Gallium becomes a B rank tech in regards to damage and carries the same effects as the enhancement version of this technique. The alternate version of the ability allows reshaping and mental control over the gallium thanks to the user adding chakra back in to the inert source and reheating it to allow moulding.
This technique may be used 4 times per battle with a 2 turn cooldown in between and is triggered by the user performing 2 additional handseals alongside the end of the gallium technique used. This may be used in the same timeframe as Gallium techniques of course. Requires a single handseal to perform. Should the target remove themselves from the short-range of Gallium, their senses will return to normal after one turn.

? Declined, keep the original.?
(Kenjutsu/Gariumu: Sangyō kakumei) Sword Arts/Gallium Release: Heavy Machinery
Type:Offensive
Rank:S
Range: Short-Mid
Chakra:40
Damage:80
Description: The user uses their Gallium chakra to coat a sword they are already holding. By using the strength and skill garnered via their Kenjutsu training they will begin spinning their sword so hard and fast that it will throw Gallium from the sword outwards in large rings that is able to hit multiple opponents at once. By constantly spinning their sword and streaming as much Gallium to cover the sword as needed, the user will be able to create air waves that push and spread the Gallium further and further with each revolution to create multiple rings of Gallium that are constantly produced and spread out.
Note: Can be only be utilized three times per battle, consuming a move-slot each time

?Approved, slight edit made.?
 
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Zaphkiel

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REF: Arctic Earth Approval
( Hokkyoku Āsurirīsu: Hajimeta ) - Arctic Earth: Startouched
Type: Supplementary/Defensive
Rank: C
Range: Short
Chakra: N/A (-5 per turn)
Damage: N/A
Description: This Arctic Earth technique is a passive one that employs the element's frigid nature and perks and lends it to the user. The user's extremities (hands and legs), through an infusion, will take on the appearance of Arctic Earth, ice-like and glistening, giving the appearance of a starry night--hence the name. Of course this does not harm the user as they are capable of touching element without ill-effects and it doesn't harm opponent(s) directly either. Instead what this technique does is allow the user the ability to, once per turn, passively punch and kick through elements weak to Arctic Earth such as Fire and Water up to B-Rank without spending a move. In addition to this the user is able to passively cause frostbite and necrosis to any enemy body part through simple physical contact and what this does is prevent them from using said limb for a maximum of three turns every time affected. If done to an opponent's head then they will be made unconscious for that same amount of time. And the last perk of Startouched is its uncanny way of leaving behind paths of frozen earth wherever the user steps, and if he stands still, can turn the surface area under the user up to 5 meters into the element so that anyone who enters close range will be unable to find footing. This is especially useful to speedy enemies as they will most likely trip and fall upon entering this technique's range.

? Declined. Not gonna allow you to passively deflect techniques, disable limbs for that long, nor KO people. A C-rank disabling limbs for so long with a passive touch is far too much; up the rank. KOing is going to take more than one moment of contact, at least one turn of prolonged contact. ?
REF: Arctic Earth Approval
( Hokkyoku Āsurirīsu: Hajimeta ) - Arctic Earth: Startouched
Type: Supplementary/Defensive
Rank: B
Range: Short
Chakra: N/A (-10 per turn)
Damage: N/A
Description: This Arctic Earth technique is a passive one that employs the element's frigid nature and perks and lends it to the user. The user's extremities (hands and legs), through an infusion, will take on the appearance of Arctic Earth, ice-like and glistening, giving the appearance of a starry night--hence the name. Of course this does not harm the user as they are capable of touching element without ill-effects and it doesn't harm opponent(s) directly either. Instead what this technique does is allow the user the ability to, once per turn, use their limbs as sources for Arctic Earth techniques up to B-ranked. In addition to this the user is able to passively cause frostbite and necrosis to any enemy body part through simple physical contact and what this does is prevent them from using said limb for a maximum of two turns every time affected. If done to an opponent's head for one or more turns of prolonged contact then they will be made unconscious for that same amount of time. And the last perk of Startouched is its uncanny way of leaving behind paths of frozen earth wherever the user steps, and if he stands still, can turn the surface area under the user up to 5 meters into the element so that anyone who enters close range will be unable to find footing. This is especially useful to speedy enemies as they will most likely trip and fall upon entering this technique's range.

Note: This technique lasts up to four turns from when it was passively activated.
Note: Can only be used twice with a two turn cool down.

Approved by Sasori: Made edits, message me if you want me to reverse them.
 
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Skorm

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Resubmitting;


Link to approved CE [x]

(Porisuchiton: Jūryoku o Ushinau | Polystyrene Release: Gravity Forfeit)
Type:
Offensive
Rank: S-rank
Range: Short-Long
Chakra: 40(-20/turn)
Damage: 80(+20/in combinations)
Description:
The user performs three handseals and then slams their hands on the ground. They will then channel massive amounts of porisuchiton chakra through it to gather up a miniature sea of the material underneath a certain area. This amount of polystyrene will then replace the earth underneath the target and due to the lightness of pomystyrene, most targets will fall through the material down to a depth of several meters. As they fall, the surrounding pellets will smack into them with high speeds and crush them into a pulp, similar to some sand techniques. This technique can be sustained at the cost of additional chakra. The technique gains extra damage if the user adds weight into the crater to push the polystyrene down on the target harder and thus gains a +20 dmg boost if combined with earth/water or other heavy elements that can be concentrated into the pit.

Note:
Can be sustained for up to three turns per use.
Note: The user is only able to use earth/fire/wind- based elements up to A-rank while sustaining this technique.
Note:
Requires a cooldown of two turns and can only be used twice per battle.
Note: Can only be taught by Skorm.

Link to CE;
https://animebase.me/threads/custom-element-bureau.764498/#post-21862012
Highlighted changes in bold

Updating(adding D-rank);


(Bisumaton: Kamigami no umi | Bismuth release: Sea of gods)
Type:
Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: Sea of gods is a multi-ranked technique that serves as the basic, jack-of-all-trades technique of the bismuth release. It can be created from existing sources(earth) or from the user directly. Depending on how much chakra he/she spends it amps the technique further and thus produces more liquid bismuth. The force of the torrent of the liquid metal will also become greater the more chakra is spent into the technique. But even so, small amounts of liquid bismuth may be enough for some occasions too. Through this technique, the user will be able to shape the land infront of them and create small or large torrents of the liquid bismuth, create a huge "sea" of the molten metal right under their targets or manipulate pre-existing liquid bismuth to form into huge hands or small flying liquid bullets. Even though the possibilities are essentially endless, the bismuth will stay on the field until destroyed and does not require chakra to stay on the field. However, since the release is indeed liquid it cannot maintain any lasting functional structures unless chakra is used to sustain the releases state. Sort of like water which can be formed into a dragon but needs chakra to sustain its form in such case. D, C and B ranks can be used indefinitely while B-ranks will require one handseal; Hare. A rank variation can be used up to 4 times, but will start to require two handseals; Hare - Ox. S-rank variation requires three handseals; Hare - Ox - Rabbit - and can be used up to 3 times per battle.

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

(Porisuchiton: Horōkurōn | Polystyrene Release: Hollow Clone)
Type:
Supplementary
Rank: C-S rank
Range: Short
Chakra: 15-40
Damage: N/A
Description: Hollow clone is a clone technique that creates a clone, similar to the kage bunshin technique. In this case the clone is made entirely out of white polystyrene pellets and could take any shape it wants, pertaining human volume. Depending on how much chakra the user puts into making the clone, it can do different things. A basic clone is able to use all polystyrene techniques the user knows and can tank up to C-rank damage, following S/W of polystyrene. A mediocre clone gets their abilities heightened a bit and can use polystyrene and the wind release(as well as advanced forms of wind). They also get their tank factor heightened to that of A rank, following S/W of polystyrene. The master form of the clone is able to use all three elements polystyrene is made out of, plus the release itself with a +20 damage output and has a tanking factor of S rank, following S/W of polystyrene. A basic clone can be made 4 times per battle, a mediocre clone can be made 3 times and a master clone can be made twice. Due to the vast lightness of the polystyrene release, the clones are quite fast and are twice as fast as the user. If a clone gets destroyed by blunt force, judging by the situation, the user can re-shape them as they are all floating pellets of polystyrene. They will lose a rank in power(unless c-rank) if re-shaped and the user needs to spend 10 chakra for a c-rank, 20 for an a-rank and 40 for an s-rank to reshape them.

Note: Can only be taught by Skorm.
^this is not checked.

Link to CE [x]

(Parajiumufōmu: Yōsai | Palladium Foam release: Fortress)
Type:
Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra: 10-40(-10 per turn)
Damage: 20-80(on touch)
Description: The jack of all trades release for the parajiumufōmu release. The user can form any structures from the palladium foam they want. The user can create weapons, armour and well anything that they need. D and C ranked usage requires no handseals, B rank requires one, A rank requires two and S rank requires three handseals. D, C and B rank may be used indefinitely as long as the user has a chakra pool, A ranks can be used 4 times per battle and S rank can be used 2 times per battle. A rank variation has a cooldown of one turn per use, S rank has a cooldown of two turns after use. This lets the user channel parajiumufōmu chakra through the earth or anywhere on the field if they have sourceless speciality for the element. The user can also form the foam directly from their body like many other elements. Unless the user fuels chakra into the palladium foam, it will lie dormant on the surface of the earth and have no functionality. Since metal foam is extremely sharp even when compressed it will slice off skin like butter and thus deal damage on direct touch. The user has no immunity towards this and will suffer damage too.

Note: B-ranks require a single handseal, A ranks two handseals and S rank three handseals.
Note: A rank version can be used 4 times per battle, with a cooldown of one turn, S rank 2 with a cooldown of two turns.
Note: No other palladium foam techniques in the same turn S-rank version is used. No Palladium Foam above A-rank next turn either.
Note: The user cannot use this to create a sentient creature, and only be sustained in a matter that allows the foam to maintain a particular shape.


Approved by Sasori: Made edits. Btw there is no point in listing the first two notes since you already stated that in the description.

(Parajiumufōmu: Inshiriko | Palladium Foam release: InSilico)
Type:
Offensive/Defensive/Supplementary
Rank: S-rank
Range: Short-mid
Chakra: 40(-20/turn)
Damage: 80(on touch)
Description: InSilico is an advanced application of the palladium foam release and lets the user take the form of the initial release to benefit from its S/W upon facing a jutsu or otherwise. The user will transform themselves into the metal foam while still maintaining their original size they become quite light and flexible but also very sharp. This is an extremely good counter for taijutsu, kenjutsu and any sort of elemental interaction that is weak towards the metal foam. The user will become faster than before and become very flexible as they are very spongy. A speed boost of 1.5x is granted as well as good evasive manouvers since the user can flex into forms that a metal foam can be compressed/stretched to. In this form, the user can only utilise elements that palladium foam is made out of. This includes fūton/katon/doton. The user can compress themselves to maintain an exremely sharp surface at certain areas or decompress and be able to take on huge kinetic damage as the air spores in the metal foam will absorb and constraint on impact. The user may reform to normal at any time after taking this form.

Note: Usable twice per battle, lasting up to three turns per use.
Note: No A rank and above parajiumufōmu and no S rank and above Fire/Earth techniques after usage for one turn.
Note: Can only be taught by Skorm.
Approved by Sasori
 
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Pervyy

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Updating:

(Inton/Kābonrirīsu: Doragon'naito)
- Yin/Carbon Release: Dragon Knights
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 50 (-20 per turn)
Damage Points: N/A
Description: The user will perform one hand seal creating up to 4 knights formed in dragon armour made of carbon out of the air or the ground, similar to the clone technique but on an advanced level. The carbon they are formed from is Nano carbon, one of the hardest structures of carbon, giving them a solid defence, though still being able to move at the user's base speed. Along with this they are capable of using all carbon techniques the user has access to. Through the addition of yin release in their creation they are infused with an effect called "Dragon Soul", similar to that of the hungry ghost effect. On contact with a foreign chakra the Dragon soul will make a link to the source an latch onto it. Like a dragons appetite, the Dragon soul will drain the targets chakra, siphoning 40 per turn for 4 turns. While this remains in effect, due to the drain on the targets chakra they will be unable to use just of Forbidden rank and sustaining any modes will cost them an additional 20 chakra per turn.

Note: Usable once. The power is divided between the knights
Note: Surges or Barriers that utilise Yin, Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Dragon soul.
Note: No carbon jutsu above A rank in the same turn. While Dragon Knights are active the user cannot use Yang or Yin-Yang Release techniques above A-Rank for their duration.

Approved. Made edits.

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Updating
(karumera soutei) - Caramel Binding
Type: Supplementary
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: (80)
Description: The user will perform three hand seals creating giant strings of caramel that shoot up stretching around the target/targets like a spiders web. This web can be created from any angle on the battle field, and can be made very stretchy by the user. This caramel shoots up with extreme speed binding the target making them unable to perform hand seals. These caramel binding can be made in the solid or liquid form of caramel, depending on the users needs, if made in the liquid form, the sheer heat will burn on contact causing 80 damage.


Note: Webs can be made from anywhere in the earth or from the users body or any caramel source.
Note: Usable 3 times with two turns between uses, no caramel above A rank in the same turn or next.

Approved by Sasori: Made edits.


Updating: https://animebase.me/threads/custom-elements-jutsu-submission.13700/post-3558397


(kurokongouseki ) Carbon Reaction
Type: Supplementary
Rank: S
Range: short-long
Chakra Cost: 40
Damage Points: N/a
Description: Performing 2 hand seals the user will release their chakra into carbon they have created, they control or exists on the field already. From there, their chakra will act as a trigger causing the carbon to react with something within proximity of the carbon and in doing so create a reaction. Depending on the reaction will depend on the end result:

Oxygen: Carbon reacting with oxygen in the air can result in the forming of carbon Dioxide or monoxide.

Carbon Dioxide: In forming carbon dioxide, there will be the lack of air in the surrounding area, what this means is people caught in this area will be unable to break and their will be no oxygen for fire to burn, causing fire to extinguish. This will work on fire the same rank and below. Id a target is within the carbon dioxide for
two turns they will collapse from suffocation.

Carbon Monoxide: Along with negating fire in the same way as carbon Dioxide, Carbon monoxide has another unique effect of it's own, it is actually a poisonous gas. Breathing CO can cause headache, dizziness, vomiting, and nausea. If CO levels are high enough, you may become unconscious or die. By breathing in the carbon monoxide, it will cause any of those effected to suffer in the sense that their reaction times will be halved due to the headaches caused etc. This will last for up to 4 turns. If they remain in the gas for
3 turns they will pass out. From there on wards they will proceed to lose 40 health per turn.

Carbonated Water: By forcing carbon to react with water, it will carbonate the water. In doing this it will cause it to fizz up into foam losing all structure and causing any to lose control over the water in the process. This can work on any water jutsu S rank and below due to carbon being strong to water, essentially negating water techniques causing any to lose control.

Note: The area of effect will depend on the amount of carbon used. For carbon just in the air and surroundings, it will only effect a short range (5m). For carbon the user has control of up to the size of the user, it can effect an area of up to 10m (mid range) around where the reaction takes place. For carbon portions larger than the user up to any size, it can effect areas with
15 m radius around (mid range) though these user will suffer any adverse effects too unless he uses preventative measures.
Note: Once the reaction has taken place the user has no control over the compound created as he can only control carbon itself.
Note: The chakra causes the reaction, there will be no chakra in the compound created afterwards.

Note: Any reaction must take place at least five meters from the opponent.

Approved: Made edits, let me know if you want me to change them.

Carbon approval: https://animebase.me/threads/archive-custom-elements-bureau-i.13564/post-3304731
Caramel approval: https://animebase.me/threads/archive-custom-elements-bureau-i.13564/post-2525357
Yin training: https://animebase.me/threads/finding-my-spirit.766446/page-2#post-21924433
 
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Plasmoid

(Fuinjutsu/Purasumoidoton: Ken tōshi no Yobidashi) - Plasmoid Release/Sealing: Gladiator Invoked
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage points: N/A or 80
Description: The user will perform three hand seals and layer their body in a thick layer of Plasmoid chakra. The user’s plasmoid chakra will take the form of an armor over the user’s body in which is also combined with sealing properties. Due to the massive amount of Plasmoid chakra active the user’s body will hard to see behind the armor. The main ability of this armor is to passively absorb thermal energy near the user. This feat is accomplished because the Plasmoid armor will be radiating arcs of energy off of the user’s body up to five meters from it, and because it has the innate ability to draw thermal energy towards it. As a result of this, energy based techniques that enter five meters from the user will be reduced by one rank or twenty damage points depending on the situation. Next, the user is capable of spending a move to create weapons crafted out of Plasmoid chakra from their body which can be no larger than five meters in width and length, and up to S-rank strength. These weapons/tools can serve as an extension of the user’s body if wanted or thrown as a projectile up to long range. Lastly, the armor has the ability to draw in thermal energy at a faster rate than normal. By spending a move the user can expand the arcs of energy radiating off of the user’s body up to mid range, and immediately drain a targeted energy source of its thermal energy. As a result of this the target will have its core compromised, and fail as a result. This can ability can be done in the same time frame as this technique’s activation, so that it only requires one move. Due to the nature of this technique it is possible for the user to affect any damage of an energy source up to S-rank. Once an energy based target has been affected by this ability it is possible for the user to choose to apply the sealing properties of this technique. The user will have given their armor sealing properties in the sense that it will be able to able to seal any transferred thermal energy into its body. Once absorbed the user can choose to unseal the energy back into their body and as a result passively empower one of their future techniques by one rank or twenty damage points depending on the technique.

Note: Last 4 turns, usable twice per battle.

¤ Declined, few issues here. This can't be a passive Jutsu as it is an armor/cloak that requires activation to use. Its effects as such would be active, not passive. Second, there are next to no restrictions for an S rank technique. I'm also not following the transferring of energy seal part based on howit's written. ¤

(Fuinjutsu/Purasumoidoton: Ten no Shukufuku)Plasmoid Release/Sealing Arts: Heavenly Blessing
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage points: N/A
Description: Before battle the user will passively infuse their clothing/armor with Plasmoid chakra. This Plasmoid chakra will also have been imbued with sealing properties. As a result of this, arcs of energy will be seen flowing off of the user’s clothing up to a meter from the user. The purpose of this technique is to increase techniques utilized by the user. To achieve this effect, the user will utilize the signature property of Plasmoid. This involves siphoning thermal energy off of objects once in range. From the beginning of a battle the user’s Plasmoid chakra will passively utilize the arcs of energy branching of the user’s clothing to siphon the thermal energy in the air near them. As the energy is being siphoned the Plasmoid will utilize its sealing properties to seal the gathered energy and unseal it as chakra into the user’s body. By doing this the user will be able to passively enhance one of their techniques by twenty damage points or one rank depending on the situation by using the chakra to empower the techniques even more. Lastly, due to how slow the process is to gather the thermal energy this jutsu requires a cool down after use.

Note: Must be stated in the user’s biography or at the start of a battle.
Note: After empowering an attack, this technique goes into a two turn cool down.

¤ Declined, the effects of this ( boosting Jutsu by absorbing thermal energy of incoming or nearby items ) is too much to allow as a passive as it affects every item near you, in a way that you dont fully explain; it boosts your attacks but what happens to items effected? You dont mention this in the first tech either. ¤
Plasmoid

(Fuinjutsu/Purasumoidoton: Ken tōshi no Yobidashi) - Plasmoid Release/Sealing: Gladiator Invoked
Type: Supplementary/Offensive/Defensive
Rank: S
Range:
Chakra Cost: 40 (+10 per turn)
Damage points: N/A or 80
Description: The user will perform three hand seals and coat their body in a thick layer of Plasmoid chakra. The user’s Plasmoid chakra will take the form of an aura over the user’s body in which is also combined with sealing properties. Due to the massive amount of Plasmoid chakra active the user’s body will hard to see within the aura. The main ability of this aura is to passively absorb thermal energy near the user. This feat is accomplished because the Plasmoid aura will be radiating arcs of energy off of the user’s body up to five meters from it, and because it has the innate ability to draw thermal energy towards it. As a result of this, energy based techniques that enter five meters from the user will be reduced by one rank if weak to Plasmoid. Next, the user is capable of spending a move to create weapons crafted out of Plasmoid chakra from their body which can be no larger than five meters in width and length, and up to S-rank strength. These weapons/tools can serve as an extension of the user’s body if wanted or thrown as a projectile up to long range. Lastly, the armor has the ability to draw in thermal energy at a faster rate than normal. By spending a move the user can expand the arcs of energy radiating off of the user’s body up to mid range, and quickly drain a targeted energy source of its thermal energy. This ability can be done in the same time frame as this technique’s activation, so that it only requires one move. If the user targets the opponent, the target will begin to freeze over and be unable to move and would susceptible to additional damage. This in turn would cause the next technique to be deal 20 additional damage to the opponent. If an energy-based target or technique has been affected by this ability it is possible for the user to choose to apply the sealing properties of this technique. Once absorbed, the user can choose to unseal the energy back into their body and as a result empower one of their future techniques by one rank or twenty damage points depending on the technique. Due to the nature of this technique, it is possible for the user to affect energy sources up to S-rank once per turn.
Note:

Last 3 turns, usable twice per battle.
No Plasmoid Techniques for above A-rank next turn .

¤ Approved, made slight edits ¤

(Fuinjutsu/Purasumoidoton: Ten no Shukufuku)- Plasmoid Release/Sealing Arts: Heavenly Blessing

Type: Supplementary/Defense
Rank: A
Range: Short
Chakra Cost: 30
Damage points: N/A
Description: A body seal that activates at the start of battle that will passively infuse the user's clothing/armor with Plasmoid chakra. The Plasmoid forms the kanji for heaven (天) on the user's clothing/armor appearing as a bright white symbol. As a result of this seal, arcs of energy will be seen flowing off of the user’s clothing up to a meter from the user. The purpose of this seal is to increase the power of techniques utilized by the user by constantly absorbing nearby thermal energy. To achieve this effect, the user will utilize the signature property of Plasmoid. This involves siphoning thermal energy off of energy based objects once in range (5m) or the opponent if they get within range (1m). As a energy based object nears the user the seal will passively draw in that energy and convert it to chakra for the user. By doing this the user will be able to passively enhance one of their techniques by twenty damage points or one rank depending on the situation by using the chakra to empower the techniques even more. If the opponent gets within range, they will begin to feel sluggish and cold as their thermal energy drains, this results in their speed being reduced by 2 levels and taijutsu and weapon techniques to be weakened by 10 damage. This effect increases by 2 speed levels and 10 damage for each turn the opponent remains in range. Eventually on the 4th turn, the target will be rendered completely frozen due to losing all their thermal energy.
Note: Must be stated in the user’s biography or at the start of a battle.
Note: After empowering an attack, this technique goes into a two turn cool down.

¤ Declined, subsequent effects after the initial debuff when opponents get into range if too high for every turn. This also cannot be passive and have this effect. ¤
 
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Alyx

Supreme
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CE Link

(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
CE Link

(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/Fuinjutsu: Kuusou no Sekai Kii ) Dark Vacuity Release/Sealing Technique: Otherworldly Keys
Type: Offensive, Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40
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; 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 some of it’s chakra but still retaining some its power, 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. This does not affect the rank of the opposing jutsu

Each variation can be used once per battle, with an overall usage of two 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.

(Dakuiton: Mariana no himitsu ) Dark Vacuity Release: Mariana’s Secret
Type: Supplementary
Rank: B
Range: Short - Long
Chakra Cost: + 10 Per Infusion
Damage Points: N/A
Description: Through the use of a single hand seal; the user is capable of activating this infusion. Upon performing the an earth based technique; the additional hand seal will cause the user to further manipulate the earth’s structure instantly – causing it to break down immediately into the iconic ionized ash. This effectively turns any of the user’s earth based techniques into that of the Dark Vacuity Element and gains all of its properties such as the same S&Ws and the likes. While it doesn’t empower the technique, it does causes those which intermittently does no damage such as defensive or supplementary to deal damage in accordance to the range of the applied technique. This technique may be used four times per battle; with a cool down of two turns between each use and unable to use Dark Vacuity Techniques above A rank in the same nor next turn.


CE Link

(Dakuiton: Sakusei no Mukou ) Dark Vacuity Release: Void of Creation
Rank: D - S
Type: Offensive, Defensive, Supplementary
Range: Short-Long Chakra Cost: 10 - 40 ( - 10 Per Turn)
Damage Points: 20 - 80
Description: Void of Creation encompasses the basic formations of the element. Exploiting the ionized ash particles, the wielder is capable of forming it into its standardized cubic form or in any form he/she desires. This includes, but not limited to, basic constructs such as tools, body surges, waves, weaponry, spikes etc. It is only limited to the imagination of the user, as the formation can begin/manipulated from anywhere in the terrain (though must be spawned at least five meters away from the intended human), directly from the body and or through direct contact with solid material. The structures forged imitate their realistic counterpart with an array of coloring detail, thus making the creation made from the ionized-ash quite realistic.

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.

Approved

(Dakuiton: Chikou Tai no Hokou ) Dark Vacuity Release: Rift Walker

Rank: B - Rank
Type: Defensive, Supplementary
Range: Short-Long
Chakra Cost: 20 ( - 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. The unique part of the user’s transformation, is that when interacting with elements weaker to Dakuiton, 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 four times per battle, with a cooldown of two 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. This is way too strong and complex (the nature of fullbody transformations) to be B-Rank. 2x speed and an elemental transformation you can use 4 times, lasting 3 turns each. Increase the rank and increase the restrictions to reflect these alterations. Usage also needs to be decreased.
(Dakuiton: Sakusei no Mukou ) Dark Vacuity Release: Void of Creation
Rank: D - S
Type: Offensive, Defensive, Supplementary
Range: Short-Long Chakra Cost: 10 - 40 ( - 10 Per Turn)
Damage Points: 20 - 80
Description: Void of Creation encompasses the basic formations of the element. Exploiting the ionized ash particles, the wielder is capable of forming it into its standardized cubic form or in any form he/she desires. This includes, but not limited to, basic constructs such as tools, body surges, waves, weaponry, spikes etc. It is only limited to the imagination of the user, as the formation can begin/manipulated from anywhere in the terrain (though must be spawned at least five meters away from the intended human), directly from the body and or through direct contact with solid material. The structures forged imitate their realistic counterpart with an array of coloring detail, thus making the creation made from the ionized-ash quite realistic.

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. It should be noted that these effects are outlined for all Dark Vacuity based techniques, requiring the user to post this technique as a reference each time or simply mentioning it at the start of the battle.

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.
All Approved by Sasori.
 
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Serpent

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Jade Release: [Here]

(Hisuiton: Tama Innen) Jade Realease: Sphere of Fates
Type: Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage points: N/A
Description: Utilizing the strong molecular structure of Jade, the user will release chakra around his body, causing crystals of Jade to grow rapidly forming into a sphere around the user. This sphere is unique, even among Jade techniques as it doesn't carry the normal elemental strength or weakness. Rather, this technique is designed to render blunt force damage null. The structure of the Jade will distribute the force of an attack, around the sphere, causing it to cancel itself out by using it's own power against it. This will leave the user within the sphere completely unharmed and protected from the blunt force attack. Once the force is absorbed and rendered null, the structural integrity of the sphere will fail, causing it to crumble away like a fine crystalline sand. This technique is only effective against physical blunt force techniques, but ineffective from piercing or slicing techniques. The quick and massive use of the users chakra to use this technique will prevent the user form using Jade techniques for a short time.
Note:
-Can only be used twice per battle
-Cannot use Jade for two turns afterwards
-Requires a four turn cool down
-Can only be taught by Serpent

🐉Declined. The chakra cost and ignoring S/W without the influence of another field to warrant such a thing(such as Yin Release or Fuuinjutsu) is gonna be a no. 🐉
(Fuuin-Hisuiton: Tama Innen) Jade Sealing Technique: Sphere of Fates
Type: Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage points: N/A
Description: Utilizing the strong molecular structure of Jade, the user will release chakra around his body, causing crystals of Jade to grow rapidly forming into a sphere around the user. As the Jade forms, it's lined with engraved Kenji that create the symbol for fortify. This spherical barrier is unique, even among Jade techniques as it doesn't carry the normal elemental strength or weakness. Rather, this technique is designed to render blunt force damage null. The structure of the Jade and fuuinjutsu barrier engraved throughout it will distribute the force of an attack around the sphere, causing it to cancel itself out by using it's own power against it and seals the kinetic energy within the fuuinjutsu formula. This will leave the user within the sphere completely unharmed and protected from the blunt force attack, regardless of power output. This barrier can only absorb up to S-rank blunt force attacks though. Once the force is absorbed and rendered null, the structural integrity of the sphere will fail, causing it to crumble away like a fine crystalline sand. This technique is only effective against blunt force techniques, but ineffective from piercing or slicing techniques or any attack that is not a blunt force attack. As such, when facing such techniques normal S/W apply. This technique provides an S-rank defense against non-blunt force attacks. The quick and massive use of the users chakra to use this technique will prevent the user form using high level Jade techniques for a short time.
Note:
-Can only be used twice per battle
-Requires a four turn cool down
-Cannot use Jade techniques above A rank for two turns
-Can only be taught by Serpent

Approved by Sasori: Made edits.
 
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Goetia

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Osmium: [x]

(Ōsmuton: Yami no Chisei) – Osmium Release: Reign of Darkness
Type:
Supplementary
Rank: B
Range: Short – Long
Chakra: 20
Damage: N/A
Description: Reign of Darkness is a supplementary technique which is designed to transform the terrain by coating it with Osmium, thereby giving the user a territorial advantage. The technique can be performed in two different ways, but always requires two handseals to initiate. By focusing their chakra to at least mid-range distance in the air, the user can create a shower of the element’s signature silver color. It will spread all over the field, coating the environment with countless grains of Osmium. Alternatively, the user can concentrate their chakra into the ground itself, using their chakra to forcibly convert the surface to Osmium. While the end effect is the same, the first version of this technique is able to coat objects other than the ground with the element, including the user, the opponent, or even techniques. The first version of Reign of Darkness will completely cover the terrain within moments of its initiation. This technique, overall, can be used up to four times per battle.

Declined: How are you creating this in the middle of the air? If you're creating this on the ground you need to note that the Osmium will always close in on the opponent from at least five meters away. - Sasori
 
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Shady Doctor

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Approved Element:

( Dorīmuītā ) - Dream Eater
Type: Weapon
Rank: A
Range: Short - Mid
Chakra: N/A (-5 per turn)
Damage: N/A
Description: Dream Eater is a unique sword crafted by one of the creators of the Yumeton element. It is a short, crystalline white bladed sword, with a Crystal scaled hilt and a crystal ball held at the end of the hilt by a dragon claw. All of the crystalline parts of the sword is simply an unknown source of metal infused with dream sand during the creation process. With the blade being made of the strongest Yumeton possible, it easily became one of the most dangerous blades in existence, being able to give off Yumeton effects of its rank (S) if anyone besides the user digests the Yumeton in any form (letting the blade touch the blood stream or any openings; Mentioned in "True colors"). Within the scales of the hilt are sealing scripts carved into it, which gives the sword specific abilities when certain requirements are met.

Reshape (A-Rank)
Reshape is a simple yet versatile ability of the sword and is activated by passively drawing chakra from the user as it is being wielded. Sealing scripts would cover the crystalline blade, having the word "Reshape" written out numerous times in kanji. This gives the blade that exact ability; Reshape. By breaking the blade down for a minute moment, the seal gives the user the ability to reshape the crystalline blade into a different form that fits the situation. The form could be a whip, an Ax, a bigger or different style sword, spear, shield etc. This reshaping would happen instantly but whatever weapon it is most be a melee type weapon or defense and can only reach up to short range. This can only be used once per turn and the weapons strength is A-rank/60 damage, though the shape is retained until changed again. This would take up a move slot when used.

Plague (D-rank)
Plague is a passive ability caused by a seal on the blade that is continuously active; By a minute chakra drainage directly from the user, as long as the weapon is on their person. Using the chakra it drains from the user (-5 per turn), the plague seal releases minute amounts of Yumeton into the air, effecting up to mid range from the sword. The amount of Yumeton is so small that it simply looks like a faint mist or glimmer is within the range of the user and illuminating from the sword itself. This has no attack or defensive abilities other that introducing the Yumeton into the body of others by smell or touch. This has no major effects or drawbacks or people, simply effecting them with D-rank effects of Yumeton listed in "True colors". After every 6 turns of someone being exposed to the Yumeton, the rank of effects would go up by 1 rank; So after 24 turns someone would suffer the effects of S-rank Yumeton exposure.

Feast (A-rank)
The feast seal is a seal that gives the weapon the ability to "eat" through certain techniques. When faced with an elemental ability that is composed of an element that Yumeton is composed of (Earth/Fire/Water), the weapon would be able to seemingly "eat" through it. What actually happens is the sealing scripts on the blade would seal away the technique in a way that allows the weapon to eat through and stop it. This would seem like the weapon is inhaling the technique as it is sealing it, allowing the weapon to continue on unhindered by said element. This seal is able to seal up to S-rank techniques of said elements (Earth/Fire/Water). It can only be used 4x per battle and can be activated directly in the same timeframe as kenjutsu techniques or the "Reshape" ability, but still costing a move.

The sword is usually in a "sheathed" mode, being simply a crystalline handle to be carried around with ease. By simply beginning the passive -5 chakra cost of the weapon to be active, it would immediately transform into its full on sword form. This of course is cosmetic in place of actually sheathing and unsheathing a sword, thus not taking up move slots when done.

Declined: Add a note saying that a person can only be affected by the S-rank effects of the sword by physical contact with the blade. Limit Plague to short-range or make it cost a move. Remove the part in Feast about the sword continuing unhindered. This will have a normal interaction like any technique. Also, give Feast a turn cool down. -Sasori
Depiction:

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True Colors reference:

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


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

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

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

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

 
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Sinthorus

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[Ekitaiinjiumu | ] - Liquid Indium Release |
Type: Attack
Rank: S
Range: short - long
Chakra Cost: 40
Damage Points: 80
Description: A jutsu create for pure devastation. The user will perform three handseals and release a mass of chakra all around. With the final handseal the user causes liquid indium to burst forth from the ground all around a large area in a mass eruption. The user forms it so it doesn't rise in a way to harm themselves. This acts like a giant geyser of sorts. Liquid idium would radiate heat in the process scorching all but the user themselves, laying waste to the land as it shoots up 30m into the air, splashing down covering the land and raining down for two turns afterwards. The initial damage being 80, the following rain would cause 40 damage per turn to all but the user as it falls back down burning, raining down over the entire battle field due to the sheer amount that was produced. The only wave to prevent the following rain of indium would require the entire jutsu to be destroyed/countered initially, proving incredibly hard due to the scale.

Note: Usable 3 times, three turns between uses.
Note: No Indium jutsu above A rank in the following turn
Note: The geyser must be used at least five meters away from a target.
Approved by Sasori.


[Ekitaiinjiumu/Fuuinjutsu | Ulmo] - Liquid Indium Release/Sealing art | Ulmo
Type: Attack
Rank: S
Range: short - long
Chakra Cost: 40
Damage Points: 80
Description: This is a combination technique combining Liquid indium with sealing arts, using the indium as a medium. The user will perform 3 hand seals forming a mass of chakra the skies above, forming liquid indium from their chakra alone, much like the water release stormy blockade. This can be made to cover a large range area (20m diameter) before raining down on the area around. Due to the mass in the falling metal, even though it's in a molten liquid form will cause severe burns on contact as well as penetrating damage due to the speed at which it falls, like a rain of liquid hot metal bullets, hitting everything but the user. Each drop that falls has a sealing script bound to it. This script has a similar effect to a cannon technique ( Ho/Mizu/Kaze/Tsuchi/Rai Houin ) - Fire/Water/Wind/Earth/Lightning Sealing Method. This seal is A rank applied to the rain. The rain itself will do 80 damage. How this A rank seal works is it will draw in one of the five elements or elements based on the basic 5, absorbing it and distributing that chakra into the centre of the rain as it falls. When this rain hits something, the drops will splash out releasing what was within the centre. This can absorb S rank and below jutsu, absorbing only one and distributing it through all the drops. When the jutsu is absorbed the user has no control over it until the drops make contact with something. If it's another opposing jutsu, the damage interaction will take place between the indium and that jutsu, following that interaction the core will be released in a chain reaction. Only one thing can be absorbed.

Note: This jutsu costs two of the users three moves per turn.
Note: Usable 3 times, three turns between uses.
Note: No Indium/fuuin jutsu above A rank in the following turn

Declined: If this is a combination technique and this jutsu is S-rank then it means the ranks are split, so that means the rain is A-rank and the seal is A-rank. Next, I am not a fan of how this jtusu works. It seems overpowered to me. If anything you should limit this so that it only affects the Base Five and not CE's. Even then, the whole unleashing an absorbed jutsu on top of the indium itself is too much in my opinion. Find a way to limit this. -Sasori
 
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Goetia

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Osmium: [x]

(Ōsmuton: Yami no Chisei) – Osmium Release: Reign of Darkness
Type:
Supplementary
Rank: B
Range: Short – Long
Chakra: 20
Damage: N/A
Description: Reign of Darkness is a supplementary technique which is designed to transform the terrain by coating it with Osmium, thereby giving the user a territorial advantage. The technique can be performed in two different ways, but always requires two handseals to initiate. By focusing their chakra to at least mid-range distance in the air, the user can create a shower of the element’s signature silver color. It will spread all over the field, coating the environment with countless grains of Osmium. Alternatively, the user can concentrate their chakra into the ground itself, using their chakra to forcibly convert the surface to Osmium. While the end effect is the same, the first version of this technique is able to coat objects other than the ground with the element, including the user, the opponent, or even techniques. The first version of Reign of Darkness will completely cover the terrain within moments of its initiation. This technique, overall, can be used up to four times per battle.

Declined: How are you creating this in the middle of the air? If you're creating this on the ground you need to note that the Osmium will always close in on the opponent from at least five meters away. - Sasori
Osmium: [x]

(Ōsmuton: Boyaketa Seihai) – Osmium Release: Blighted Chalice
Type:
Supplementary
Rank: B
Range: Short – Long
Chakra: 20
Damage: N/A
Description: Blighted Chalice is a supplementary technique which is designed to transform the terrain by coating it with Osmium, thereby giving the user a territorial advantage. By forming two seals, the user can focus their chakra into the terrain, whether it is the entirety of the ground or specific parts of the environment, performing nature manipulation to produce grains of Osmium that convert the selected surface(s). This process occurs instantly upon usage of the technique, but if the chosen surface is occupied by an opponent, the Osmium will rapidly converge on their position, starting from short-range, rather than instantly manifest beneath them. This technique can be used up to four times per battle.
Approved by Sasori
 
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Skorm

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Link to approved CE [x]

(Porisuchiton: Albus Alas | Polystyrene Release: Albus Alas)
Type:
Supplementary
Rank: B
Range: N/A
Chakra: 20(-5/turn)
Damage: N/A
Description: The user channels polystyrene chakra through their body and grows a pair of large wings on their back made by the ultra light material and due to its weight will grant the user flight. This technique grants flying manouvers and because of the large wings the user can achieve a double speed compared to their running speed when they where stationary at the surface. The wings tank everything that is weak towards B rank polystyrene but can take up to two hits when clashing with neutral elements(per wing). The user can also shield themselves against direct blasts by covering themseleves with the wings(can also be done during flight). If combined with ultra reduced weight or similar techniques that reduces weight, the user becomes able to fly faster, up to 5x their current running speed. They last up to four turns per use and requires a cooldown of two turns. Can only be used 4 times per battle.

Note: Can only be taught by Skorm.
Declined by Sasori: If you take into consideration your own size there is no reason this would permit you to fly.
Link to approved CE [x]
(Bisumaton: Ōame | Bismuth release: Heavy Rain)
Type:
Offensive/Supplementary
Rank: S
Range: Mid-Long
Chakra: 40(-20/turn)
Damage: 80/turn
Description: The user performs three handseals and ignites the skies by channeling bisumaton chakra into the skies above them. Standard sized droplets of molten bismuth will start to rain down on the field from Mid-Long range of where the user is, and the user cannot adjust the size or location of the droplets. This can be done with or without sourceless materializing although if the user does not have that specialty they will need to form a gigantic pillar of molten bismuth that they stretch out from behind them and let go as it reaches the skies and expands into a barrage of rain. The only real advantage the user gets if they possess the sourceless materializing is the element of surprise. While this technique is ongoing, the user is limited in terms of that they can perform. This limits them to only using fire, wind and earth as well as KGs/AEs/CEs based on either one of those elements. Regular skills are not affected although no forbidden techniques. Each droplet of the rain causes extreme pain and will sink through the skin, flesh and bones through any limb or body it hits until it has passed through. Each drop falls faster than that of regular rain as bismuth is by far heavier and denser making the technique almost unavoidable, but it is still possible for the user to catch sight of the rain long before it actually makes contact with them. The user can only use the bismuth to form techniques from the bismuth or to create more bisumaton techniques only once the bismuth has hit the ground. This technique can only be used twice per battle and can stay on the field for two turns while it requires a two-turn cool-down. The user can only use two other moves while this is active.

Note:
Can only be taught by Skorm.

Approved by Sasori: Made a lot of edits let me know if you want me to reverse them.
 
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Shady Doctor

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Approved Element:

( Dorīmuītā ) - Dream Eater
Type: Weapon
Rank: A
Range: Short - Mid
Chakra: N/A (-5 per turn)
Damage: N/A
Description: Dream Eater is a unique sword crafted by one of the creators of the Yumeton element. It is a short, crystalline white bladed sword, with a Crystal scaled hilt and a crystal ball held at the end of the hilt by a dragon claw. All of the crystalline parts of the sword is simply an unknown source of metal infused with dream sand during the creation process. With the blade being made of the strongest Yumeton possible, it easily became one of the most dangerous blades in existence, being able to give off Yumeton effects of its rank (S) if anyone besides the user digests the Yumeton in any form (letting the blade touch the blood stream or any openings; Mentioned in "True colors"). Within the scales of the hilt are sealing scripts carved into it, which gives the sword specific abilities when certain requirements are met.

Reshape (A-Rank)
Reshape is a simple yet versatile ability of the sword and is activated by passively drawing chakra from the user as it is being wielded. Sealing scripts would cover the crystalline blade, having the word "Reshape" written out numerous times in kanji. This gives the blade that exact ability; Reshape. By breaking the blade down for a minute moment, the seal gives the user the ability to reshape the crystalline blade into a different form that fits the situation. The form could be a whip, an Ax, a bigger or different style sword, spear, shield etc. This reshaping would happen instantly but whatever weapon it is most be a melee type weapon or defense and can only reach up to short range. This can only be used once per turn and the weapons strength is A-rank/60 damage, though the shape is retained until changed again. This would take up a move slot when used.

Plague (D-rank)
Plague is a passive ability caused by a seal on the blade that is continuously active; By a minute chakra drainage directly from the user, as long as the weapon is on their person. Using the chakra it drains from the user (-5 per turn), the plague seal releases minute amounts of Yumeton into the air, effecting up to mid range from the sword. The amount of Yumeton is so small that it simply looks like a faint mist or glimmer is within the range of the user and illuminating from the sword itself. This has no attack or defensive abilities other that introducing the Yumeton into the body of others by smell or touch. This has no major effects or drawbacks or people, simply effecting them with D-rank effects of Yumeton listed in "True colors". After every 6 turns of someone being exposed to the Yumeton, the rank of effects would go up by 1 rank; So after 24 turns someone would suffer the effects of S-rank Yumeton exposure.

Feast (A-rank)
The feast seal is a seal that gives the weapon the ability to "eat" through certain techniques. When faced with an elemental ability that is composed of an element that Yumeton is composed of (Earth/Fire/Water), the weapon would be able to seemingly "eat" through it. What actually happens is the sealing scripts on the blade would seal away the technique in a way that allows the weapon to eat through and stop it. This would seem like the weapon is inhaling the technique as it is sealing it, allowing the weapon to continue on unhindered by said element. This seal is able to seal up to S-rank techniques of said elements (Earth/Fire/Water). It can only be used 4x per battle and can be activated directly in the same timeframe as kenjutsu techniques or the "Reshape" ability, but still costing a move.

The sword is usually in a "sheathed" mode, being simply a crystalline handle to be carried around with ease. By simply beginning the passive -5 chakra cost of the weapon to be active, it would immediately transform into its full on sword form. This of course is cosmetic in place of actually sheathing and unsheathing a sword, thus not taking up move slots when done.

Declined: Add a note saying that a person can only be affected by the S-rank effects of the sword by physical contact with the blade. Limit Plague to short-range or make it cost a move. Remove the part in Feast about the sword continuing unhindered. This will have a normal interaction like any technique. Also, give Feast a turn cool down. -Sasori
Depiction:

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True Colors reference:
( Dorīmuītā ) - Dream Eater
Type: Weapon
Rank: A
Range: Short - Mid
Chakra: N/A (-5 per turn)
Damage: N/A
Description: Dream Eater is a unique sword crafted by one of the creators of the Yumeton element in order to passively increase Yumeton techs by a rank. It is a short, crystalline white bladed sword, with a Crystal scaled hilt and a crystal ball held at the end of the hilt by a dragon claw. All of the crystalline parts of the sword is simply an unknown source of metal infused with dream sand during the creation process. With the blade being made of the strongest Yumeton possible, it easily became one of the most dangerous blades in existence, being able to give off Yumeton effects of its rank (S) if anyone besides the user digests the Yumeton in any form (letting the blade touch the blood stream or any openings; Mentioned in "True colors"). Within the scales of the hilt are sealing scripts carved into it, which gives the sword specific abilities when certain requirements are met.

Reshape (A-Rank)
Reshape is a simple yet versatile ability of the sword and is activated by passively drawing chakra from the user as it is being wielded. Sealing scripts would cover the crystalline blade, having the word "Reshape" written out numerous times in kanji. This gives the blade that exact ability; Reshape. By breaking the blade down for a minute moment, the seal gives the user the ability to reshape the crystalline blade into a different form that fits the situation. The form could be a whip, an Ax, a bigger or different style sword, spear, shield etc. This reshaping would happen instantly but whatever weapon it is most be a melee type weapon or defense and can only reach up to short range. This can only be used once per turn and the weapons strength is A-rank/60 damage, though the shape is retained until changed again. This would take up a move slot when used.

Plague (D-rank)
Plague is a passive ability caused by a seal on the blade that is continuously active; By a minute chakra drainage directly from the user, as long as the weapon is on their person. Using the chakra it drains from the user (-5 per turn), the plague seal releases minute amounts of Yumeton into the air, effecting up to Short range from the sword. The amount of Yumeton is so small that it simply looks like a faint mist or glimmer is within the range of the user and illuminating from the sword itself. This has no attack or defensive abilities other that introducing the Yumeton into the body of others by smell or touch. This has no major effects or drawbacks or people, simply effecting them with D-rank effects of Yumeton listed in "True colors". After every 6 turns of someone being exposed to the Yumeton, the rank of effects would go up by 1 rank; So after 24 turns someone would suffer the effects of S-rank Yumeton exposure.

Feast (A-rank)
The feast seal is a seal that gives the weapon the ability to "eat" through certain techniques. When faced with an elemental ability that is composed of an element that Yumeton is composed of (Earth/Fire/Water), the weapon would be able to seemingly "eat" through it. What actually happens is the sealing scripts on the blade would seal away the technique in a way that allows the weapon to eat through and stop it. This would seem like the weapon is inhaling the technique as it is sealing it, allowing the weapon to continue on by eating said element. This seal is able to seal up to S-rank techniques of said elements (Earth/Fire/Water). It can only be used 4x per battle and can be activated directly in the same timeframe as the "Reshape" ability, but still costing a move. This also requires a 2 turn cool down between uses.

The sword is usually in a "sheathed" mode, being simply a crystalline handle to be carried around with ease. By simply beginning the passive -5 chakra cost of the weapon to be active, it would immediately transform into its full on sword form. This of course is cosmetic in place of actually sheathing and unsheathing a sword, thus not taking up move slots when done.

Note: A person can only be affected by the S-rank effects of the sword by physical contact with the blade

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Approved by Sasori: Made some edits. Removed the part about it being using in the same time frame as kenjutsu techniques.
 
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Pervyy

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https://animebase.me/threads/archive-custom-elements-bureau-i.13564/page-16#post-3304731

(Carbon Transmutation | Tanso henkan)
Type:Supplementary
Rank: N/a
Range: Short-long
Chakra: N/a
Damage: N/a
Description: This is a passive jutsu used in the same time as a carbon cj. This outlines what allotropes of carbon is formed and the effect it carries due to that allotropes. Carbon has several allotropes, or different forms in which it can exist. These allotropes include graphite and diamond, which have very different properties. As outlined within the element the following can be made with the following effects:

Graphite is the only non-metal element that is a good conductor of electricity. In RP terms, this allows carbon that is formed as graphite to conduct electricity. Forming it in this way will remove it's weakness to lightning, allowing it to play on neutral terms to lightning based elements. Because it is a solid material, it is known as a dry lubricant. This is useful in applications where “wet” lubricants, such as oil, cannot be used. This allows the user to make carbon sticky and to stick to an object or person.

Lonsdaleite, also called hexagonal diamond, has been widely used as a marker of asteroidal impacts. It is thought to play a central role during the graphite-to-diamond transformation, and calculations suggest that it possesses mechanical properties superior to diamond. This being one of the hardest forms of carbon increases the damage and defensive capabilities of carbon by +1 rank or +20 damage to S ranks and above.

Carbon Nanotubes: CNTs can act as antennas for radios and other electromagnetic devices. Conductive CNTs are used in brushes for commercial electric motors. They replace traditional carbon black. The nanotubes improve electrical and thermal conductivity because they stretch through the plastic matrix of the brush. Carbon created with this form releases signals from it, interfering with any technology that isn't the users. These waves are released short range around the carbon (5m).

Note: This is a passive technique applied to a carbon jutsu just altering it's structure as it forms as outlined within the element

Declined. Usage restrictions/limits? As it is now you can apply this to as many carbon techniques as you wanted to.

Not sure how the signal interference that Carbon Nanotubes provides you wouldn't damage your own technology. You just state an exception for the sake of it, rather than justifying it.

-Drackos
 
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Corazon

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Element Approval

( Uchiwaketon : Kami no Gasshō-dan ) | Breakdown Release : Chorus of the God's
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Due to the advanced nature of Breakdown Release, when utilized the element appears in a variety of forms that possess their own distinct effects when used. This will serve as a reference for all jutsu pertaining to Breakdown Belease. Breakdown Release can be broken down into two categories, Regenerative and Degenerative. This is used as a reference to state which variant the user is applying with the effects outlined below. In addition to these properties, Breakdown Release in itself is sentient. When a target is chosen, it will be guided to that target, having a mind of it's own. Should the target try to dodge, the fire will then follow them. This allows the user to aim at a target they can't see. Though after the initial use of a Breakdown Release jutsu, the user will have to use one of their three jutsu per turn to keep the jutsu following the target, though this can be done in the same time frame as another jutsu. Lastly, due to Breakdown being able to burn through Natural Energy or one's spirit and the high concentration of Yang Energy, it will prevent techniques such as the Hungry Ghost technique from tethering to the user on contact.

Regenerative : The first aspect being that of a key factor of Yang healing; Much like the Yang Release technique Touch of the Sun, these flames carry healing properties. On contact with a person/summon/creation, these flames will flow into the target releasing the Yang Energy through healing for × amount ( × being stated in each jutsu ). With the flames being sentient, they will only heal those the user chooses. The other aspect is more akin to the Yang Release: Change into Hell, focusing on enhancement and fortification of one's body. This will carry one or more of the following effects: damage reduction, body modification ( wings, extra arms, tail etc ), increased strength, increased speed.

Degenerative : The first aspect being that of degenerative properties similar to the Yang Release techniques 8 Branched Giant Snake and White Tiger, where on contact, the flames will not only deal burning damage but also apply a degenerative effect to the opponent. This could give the fire the ability to burn through a targets spirit, limiting them, slowing them down or stopping them from using jutsu of a certain rank and above. The fire also has a consuming aspect that consumes life/spirit energy, allowing it to eat away at things such as natural energy. Allowing the fire to have a pure focus on burning through Sage/Yin based jutsu negating the effects of jutsu such as Hungry Ghost and giving the Fire a strength to Sage and Yin techniques.

Note: Most Breakdown techniques will follow a certain form unless specifically stated to be a combination of both.
Note: This is a passive jutsu, and as such does not count towards the user's jutsu count when posted. Can be posted when a Breakdown jutsu is used, or at the start of battle.

Declined: There is no need for this technique and a waste of a CEJ slot, everything that is said here is implied by the CE submission. - Daemon

( Uchiwaketon : Saisho no Uta - Zeusu no Yuigon ) | Breakdown Release : First Verse - Testament to Zeus

Type: Attack/Defense/Supplementary
Rank: B - S
Range: Short - Long
Chakra: 40 - 60
Damage: 40 - 80
Description: This is the basic creation technique of Breakdown Release. The user will combine their Yang with Fire Release to create a Breakdown Release technique. This can be released from the users body, formed out of their chakra in the air or from the ground. If formed out of the air or ground it must be 5m away from an opponent, unless the user himself is within that range. From there the user will create anything he can imagine; ranging from simple waves, pulses, streams, to shapes as incricate as weapons, houses, creatures, etc,. Due to being composed of Yang chakra, it will cost 40 chakra for a B rank then increasing by 10 chakra per rank. When releasing this jutsu the user will chose to apply the Degenerative or Regenerative effects outlined as followed:

Degenerative:
  • B Rank: Prevent F ranks, move at 75% speed
  • A Rank: Prevent S ranks & above, move at half speed
  • S Rank: Prevent A ranks and above, move at one third speed.
Regenerative:
  • B Rank: Heal up to 40, x1.5 speed, -10 damage, +10 tai
  • A-Rank: Heal up to 60, x2 speed, -20 damage, +15 tai
  • S-Rank: Heal up to 100, x2.5 speed, -30 damage, +20 tai
Note: For B rank and below, the user will use hand gestures to form the jutsu, for A rank the user will need to perform two hand seals, S rank will require three handseals.. A rank can be used 4 times per battle, S rank can be used two times per battle with three turns between uses and no Breakdown jutsu S rank and above in the following turn.

Approved with edits made in bold If you have issues I'll decline it and you can resubmit with your own changes. - Daemon
 
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Pervyy

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https://animebase.me/threads/archive-custom-elements-bureau-i.13564/page-16#post-3304731

(Carbon Transmutation | Tanso henkan)
Type:Supplementary
Rank: N/a
Range: Short-long
Chakra: N/a
Damage: N/a
Description: This is a passive jutsu used in the same time as a carbon cj. This outlines what allotropes of carbon is formed and the effect it carries due to that allotropes. Carbon has several allotropes, or different forms in which it can exist. These allotropes include graphite and diamond, which have very different properties. As outlined within the element the following can be made with the following effects:

Graphite is the only non-metal element that is a good conductor of electricity. In RP terms, this allows carbon that is formed as graphite to conduct electricity. Forming it in this way will remove it's weakness to lightning, allowing it to play on neutral terms to lightning based elements. Because it is a solid material, it is known as a dry lubricant. This is useful in applications where “wet” lubricants, such as oil, cannot be used. This allows the user to make carbon sticky and to stick to an object or person.

Lonsdaleite, also called hexagonal diamond, has been widely used as a marker of asteroidal impacts. It is thought to play a central role during the graphite-to-diamond transformation, and calculations suggest that it possesses mechanical properties superior to diamond. This being one of the hardest forms of carbon increases the damage and defensive capabilities of carbon by +1 rank or +20 damage to S ranks and above.

Carbon Nanotubes: CNTs can act as antennas for radios and other electromagnetic devices. Conductive CNTs are used in brushes for commercial electric motors. They replace traditional carbon black. The nanotubes improve electrical and thermal conductivity because they stretch through the plastic matrix of the brush. Carbon created with this form releases signals from it, interfering with any technology that isn't the users. These waves are released short range around the carbon (5m).

Note: This is a passive technique applied to a carbon jutsu just altering it's structure as it forms as outlined within the element

Declined. Usage restrictions/limits? As it is now you can apply this to as many carbon techniques as you wanted to.

Not sure how the signal interference that Carbon Nanotubes provides you wouldn't damage your own technology. You just state an exception for the sake of it, rather than justifying it.

-Drackos
(Carbon Transmutation | Tanso henkan)
Type:Supplementary
Rank: N/a
Range: Short-long
Chakra: N/a
Damage: N/a
Description: This is a passive jutsu used in the same time as a carbon cj. This outlines what allotropes of carbon is formed and the effect it carries due to that allotropes. Carbon has several allotropes, or different forms in which it can exist. These allotropes include graphite and diamond, which have very different properties. As outlined within the element the following can be made with the following effects:

Graphite is the only non-metal element that is a good conductor of electricity. In RP terms, this allows carbon that is formed as graphite to conduct electricity. Forming it in this way will remove it's weakness to lightning, allowing it to play on neutral terms to lightning based elements. Because it is a solid material, it is known as a dry lubricant. This is useful in applications where “wet” lubricants, such as oil, cannot be used. This allows the user to make carbon sticky and to stick to an object or person.

Lonsdaleite, also called hexagonal diamond, has been widely used as a marker of asteroidal impacts. It is thought to play a central role during the graphite-to-diamond transformation, and calculations suggest that it possesses mechanical properties superior to diamond. This being one of the hardest forms of carbon increases the damage and defensive capabilities of carbon by +1 rank or +20 damage to S ranks and above.

Carbon Nanotubes: CNTs can act as antennas for radios and other electromagnetic devices. Conductive CNTs are used in brushes for commercial electric motors. They replace traditional carbon black. The nanotubes improve electrical and thermal conductivity because they stretch through the plastic matrix of the brush. Carbon created with this form releases signals from it, interfering with any technology that isn't the users as these signals would be released away from the user and the technology they are holding. These waves are released short range around the carbon (5m).

Note: This is a passive technique applied to a carbon jutsu just altering it's structure as it forms as outlined within the element
Note: Each application can be used three times with a turn cool down and only one applied to a jutsu at any given time.
Declined by Sasori: If the waves are released from short range around the carbon how are they released away from you and your technology? I don't have a problem with the signals being released outwards from the carbon, but you'd need to specify that in some cases it would be possible for it to affect your own technology. But as it is now your wording contradicts itself.

(karumera: Kyandībīmu ) - Caramel Release: Candy Beam

Rank: S
Type: Attack/defense/Supplementary
Range: short-long
Chakra Cost: 40
Damage Points: 80
Description: This is one of the most unique forms of caramel release, being a beam of chakra that acts like an infusion that the user will fire from their body. How this will work is the user will add the needed elemental chakras to the target to convert the target to caramel. For example if used on water, it would release the earth and fire chakra's into it to create the sugars for caramelisation. This would work on other element such as steel, as steel contains fire and earth chakras, so it would be a case of over powering the chakra within. This technique will act on the s/w of caramel and the form that's made, as seen below:

Hard caramel: Being weak to water, this will need to be one rank stronger to convert the water to caramel, turning the water to a form of solid caramel, this can be one large mass block of caramel or it can be broken down into a lot of caramel like candies, which are delicious and completely edible. This can use used on earth and other elements neutral to hard caramel of the same rank, adding the needed elements to make the conversion. Much like one could add water to earth to make a swamp, this would be the same process but for a delicious yet hard treat. Yet this will work on jutsu one rank higher if hard caramel is strong to said element.

Liquid Caramel: Liquid caramel is weak to heat and it will just dry up and burn and go black, and so this can't be used on hot elements, like lava (energy based elements as this wouldn't work), boiling water etc. This would convert the target to liquid hot caramel, for example if used on the ground it would be like making a swamp of caramel.

The beam shoots as fast as chidori spear from the users hand or feet or mouth. This will not work on people or summons or ninken, but can work on elements such as wood release following elemental s/w. To counter the beam it should be treated based on the form used. So for converting something to hard caramel it should follow the s/w for hard caramel, and the same for converting for liquid caramel.

Note: Useable 3 times, two turns between uses.
Note: No caramel jutsu above A rank in the following turn
Note: Can only use elements that make up caramel in the same turn
Declined by Sasori: Conversion jutsus like this are not allowed.


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Updating:http: //narutobase.net/forums/showthread.php?t=13700&page=10&p=3318593&highlight=Carbon#post3318593


Rank: A
Type: Supplementary
Range: short - long
Chakra Cost: 30
Damage Points: N/a
Description: The user will perform 2 hand seals releasing there chakra into the surrounding area to cause carbon in the earth and other sources that are not living to rise to the surface, making it so their is a layer of carbon over everything on the battle field. This carbon layer can be anything from a centimetre thick to 1ft thick. The carbon can even be drawn from the air around to create the layer, creating a source for future uses. At the cost of an additional move per turn as the carbon layer forms the user can control it to form in different shapes and manipulate it to his need in the same time frame. This can be to form it into walls/spikes etc, basic shapes and application to their need.

Note: Usable twice with two turns between uses.
Note: Can only draw carbon from none living things.
Note: Any offensive type attack against a target must be used at least five meters away. Also, the carbon layer must still be visible to the naked to opponents and the user is unable to create structures that are smaller than what the human eye can see.
Note: The carbon will stay around for up to four turns.
Approved by Sasori
 
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Geezus

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Plasmoid

(Fuinjutsu/Purasumoidoton: Ken tōshi no Yobidashi) - Plasmoid Release/Sealing: Gladiator Invoked
Type: Supplementary/Offensive/Defensive
Rank: S
Range:
Chakra Cost: 40 (+10 per turn)
Damage points: N/A or 80
Description: The user will perform three hand seals and coat their body in a thick layer of Plasmoid chakra. The user’s Plasmoid chakra will take the form of an aura over the user’s body in which is also combined with sealing properties. Due to the massive amount of Plasmoid chakra active the user’s body will hard to see within the aura. The main ability of this aura is to passively absorb thermal energy near the user. This feat is accomplished because the Plasmoid aura will be radiating arcs of energy off of the user’s body up to five meters from it, and because it has the innate ability to draw thermal energy towards it. As a result of this, energy based techniques that enter five meters from the user will be reduced by one rank if weak to Plasmoid. Next, the user is capable of spending a move to create weapons crafted out of Plasmoid chakra from their body which can be no larger than five meters in width and length, and up to S-rank strength. These weapons/tools can serve as an extension of the user’s body if wanted or thrown as a projectile up to long range. Lastly, the armor has the ability to draw in thermal energy at a faster rate than normal. By spending a move the user can expand the arcs of energy radiating off of the user’s body up to mid range, and quickly drain a targeted energy source of its thermal energy. This ability can be done in the same time frame as this technique’s activation, so that it only requires one move. If the user targets the opponent, the target will begin to freeze over and be unable to move and would susceptible to additional damage. This in turn would cause the next technique to be deal 20 additional damage to the opponent. If an energy-based target or technique has been affected by this ability it is possible for the user to choose to apply the sealing properties of this technique. Once absorbed, the user can choose to unseal the energy back into their body and as a result empower one of their future techniques by one rank or twenty damage points depending on the technique. Due to the nature of this technique, it is possible for the user to affect energy sources up to S-rank once per turn.
Note:

Last 3 turns, usable twice per battle.
No Plasmoid Techniques for above A-rank next turn .

¤ Approved, made slight edits ¤

(Fuinjutsu/Purasumoidoton: Ten no Shukufuku)- Plasmoid Release/Sealing Arts: Heavenly Blessing

Type: Supplementary/Defense
Rank: A
Range: Short
Chakra Cost: 30
Damage points: N/A
Description: A body seal that activates at the start of battle that will passively infuse the user's clothing/armor with Plasmoid chakra. The Plasmoid forms the kanji for heaven (天) on the user's clothing/armor appearing as a bright white symbol. As a result of this seal, arcs of energy will be seen flowing off of the user’s clothing up to a meter from the user. The purpose of this seal is to increase the power of techniques utilized by the user by constantly absorbing nearby thermal energy. To achieve this effect, the user will utilize the signature property of Plasmoid. This involves siphoning thermal energy off of energy based objects once in range (5m) or the opponent if they get within range (1m). As a energy based object nears the user the seal will passively draw in that energy and convert it to chakra for the user. By doing this the user will be able to passively enhance one of their techniques by twenty damage points or one rank depending on the situation by using the chakra to empower the techniques even more. If the opponent gets within range, they will begin to feel sluggish and cold as their thermal energy drains, this results in their speed being reduced by 2 levels and taijutsu and weapon techniques to be weakened by 10 damage. This effect increases by 2 speed levels and 10 damage for each turn the opponent remains in range. Eventually on the 4th turn, the target will be rendered completely frozen due to losing all their thermal energy.
Note: Must be stated in the user’s biography or at the start of a battle.
Note: After empowering an attack, this technique goes into a two turn cool down.

¤ Declined, subsequent effects after the initial debuff when opponents get into range if too high for every turn. This also cannot be passive and have this effect. ¤
Plasmoid

(Fuinjutsu/Purasumoidoton: Ten no Shukufuku)- Plasmoid Release/Sealing Arts: Heavenly Blessing
Type: Supplementary/Defense
Rank: A
Range: Short
Chakra Cost: 30 (+10 per turn to maintain barrier)
Damage points: N/A
Description: A body seal that activates at the start of battle that will passively infuse the user's clothing/armor with Plasmoid chakra. The Plasmoid forms the kanji for heaven (天) on the user's clothing/armor appearing as a bright white symbol. As a result of this seal, arcs of energy will be seen flowing off of the user’s clothing up to a meter from the user. The purpose of this seal is to increase the power of techniques utilized by the user by constantly absorbing nearby thermal energy. To achieve this effect, the user will utilize the signature property of Plasmoid. This involves siphoning thermal energy off of energy based objects once in range or the opponent if they get within range (5m). As an energy based object weak to Plasmoid nears the user, the seal will passively draw in the thermal energy and convert it to chakra for the user. By doing this the user will be able to passively enhance one of their techniques by twenty damage points or one rank depending on the situation by using the chakra to empower the techniques even more. At the cost of a move when an opponent gets within range, the user can preform the seal of confrontation to activate the seal. This will cause a short range spherical barrier to expand with the user at the center. In this barrier, the user effectively becomes the core of the Plasmoid and the barrier will move along with the user. Opponents who are within this barrier will begin to feel sluggish and cold as their thermal energy drains, this results in their speed being reduced by 2 levels and taijutsu and weapon techniques to be weakened by 10 damage. This effect increases by 1 speed levels and 5 damage for each turn the opponent remains in range. Eventually on the 4th turn, the target will be rendered completely frozen due to losing all their thermal energy. To maintain the barrier will however drain the user of 10 additional chakra per turn during which no other chakra based techniques can be used.
Note:
  • Must be stated in the user’s biography or at the start of a battle.
  • After empowering an attack or activating the barrier, this technique goes into a three turn cool down.
Approved with edits Made - Daemon
 
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Skorm

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Link to CE [x]

(Parajiumufōmu/Fūinjutsu: Kagami no en | Palladium Foam release/Sealing Arts: Mirror’s Edge)
Type:
Offensive/Defensive/Supplementary
Rank: S-rank
Range: N/A
Chakra: 40
Damage: 80
Description: Remote Katana is a seal in which the user applies passively on a physical object. This seal contains a large amount of palladium foam that will expand rapidely as soon as the user triggers the seal. This foam will encompass the object the seal is attached to and mimic its physical structure but enlarge it with a coating of S-ranked palladium foam up to mid-range from said objects original surface. The immediate expanse of the foam is with such speed that the razor sharp foam will cut through materials weak and neutral to S rank palladium foam that are in its way. This is an exeptional way to enhance solid projectiles or as a territorial control trap. The user is by no means immune to this damage and if they trigger the seal whilst being to close to the seal they will take damage too. The trigger is simple, the user merely needs to perform three-hand seals. Whilst the seal is active(triggered or not) the user cannot perform palladium foam techniques above B rank. Seals above A rank are unusuable too. The paladium mass will disperse after being on the field for one turn.

Note:
Can be used 4 times per battle and requires two turns after one seal is triggered and a new seal can be placed. The user can only have one seal active on the field at one time.
Note: The user can passively place the seal but to activate the seal requires a move.

Approved by Sasori: Made edits.


Link to approved CE [x]

(Porisuchiton/Fūinjutsu: Riddiculus | Polystyrene Release/Sealing Arts: Riddiculus)
Type:
Supplementary
Rank: S rank
Range: N/A
Chakra: 40
Damage: 80
Description: This technique is simple but very effective. The user places a seal that contains compressed polystyrene quantities inside of it on a physical object and when it is triggered the mass of polystyrene will expand rapidly and while it does deal blunt damage it will also create a knockback AoE effect towards the area affected by its expanse. Because of the shock absorbing and repelling properties of polystyrene the concentrated mass will behave like a huge spherical trampoline and knock everything back in the opposite direction of their relation to where the expansive mass of polystyrene originates from. The mass expands up to mid range from wherever the seal activates from in a huge sphere. The seal is the source of the mass and so the seal and anything that the seal touches initially is unharmes as the mass expands from the top of the seal. This makes it ideal for protecting goods or make a troll kunai for example. The user cannot use polystyrene techniques above B rank while the seal is in place, active or not as well as hindering the user from fuinjutsu above A rank. The mass will disperse after being on the field for one turn. The seal is triggered by spending a move and performing three hand seals.

Note:
Can be used 4 times per battle and requires two turns after one seal is triggered and a new seal can be placed. The user can only have one seal active on the field at one time.
Note: The user can passively place the seal but to activate the seal requires a move.


Link to approved CE [x]
Approved by Sasori
(Bisumaton: Maboroshi no itami | Bismuth release: Phantom Pain)
Type:
Supplementary
Rank: A
Range: N/A
Chakra: 30(-10/turn)
Damage: 60
Description: This technique comes to use in case the user loses one of their arms or legs in battle(or other..). The technique revolves precise chakra manipulation and the use will channel produce liquid bismuth towards their severed limb. This does two things, for one it will burn the wound together and stop the bleeding. Not to be confused with a healing factor which this technique does not provide it is simple letting the user continue before losing all their blood and faint. The secound thing is that the prothetic limb of bismuth will enable the user to perform handseals again or kick etc. On impact it deals 60 damage because of the temperature of the liquid metal as well as its vast density. Now there is yet a third application to this technique. Because it does not require handseas to form it can let the user grow two miniature hands if they are paralysed under a genjutsu for example. These hands mimics only the thought process of the user and will be able to perform seals such as Kai or other seals the user needs to perform to create a jutsu. The user is limited to using B rank and below bisumaton techniques while using this technique. It can only be used 4 times per battle and requires a 2 turn cool-down. It lasts up to 4 turns per use.

Note: Can only be taught by Skorm.
Declined by Sasori: I'm fine with closing wounds, but you will not be able to build a limb and just control it like a normal body part without some restrictions on that. The last part of this jutsu also is not about to be allowed. Also, this requires hand seals like all other A-ranks.
 
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