Custom Element Jutsu Submission

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Alyx

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Permission to submit/resubmit Solar Wind Techniques: https://animebase.me/profile-posts/7522973/
Attempting to merge and Solar Wind Technique into one technique.
CE Approval:

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

Declined, this CE is weak to both Water and Sand so I can't allow the superheating of Sand into Glass nor the evaporation of Water one rank lower. I'm also not a fan of ambiguous terms like "as big as the largest x technique" or "as fast as x speed" where the size or speed is allowed to fluctuate as it can potentially become problematic. Set a clear, defined size for this.
(Taiyofuuton: Porarisu) Solar Wind Release: Polaris
Type: Attack, Supplementary, Defensive
Rank: D - S
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80
Description: Polaris allows one the generalized ability to weaponize one’s solar wind chakra. In the process of doing this, the user has the ability to generate basic usages for the element. This can range from solidified solar wind constructs such as weaponry, blasts, tornadoes or anything within the realms of one’s imagination. Due to the nature of solar winds, these creations are superheated to the touch, capable of melting metals, ignite flammable substances, and evaporate water of two ranks below the strength of this technique. The size of which these constructs can reach is five meters for D to C Rank, ten meters for B to A Rank while S rank can reach up to fifteen meters. D – C rank requires no hand seals, while B rank requires one, A requires two and S rank requires three. In the case of A rank use, it can only be used thrice per battle with a cool down of one turn. S rank can only be used twice per battle with a cool down of two turns, but within that cool down, no Solar Wind Techniques above A rank can be used. These techniques can be formed anywhere within the battle field in the air (though must start 5 meters away from the opponent), from the user’s body or can be infused into a weapon in order to give the weapon superheated properties, as it glows a bright green coloration. In this cause however, it will completely melt the object in question after a single turn of use. As said in the CE, the user is immune the damage and effects of Solar Wind.

Approved
 
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Vayne

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

Declined. Shorten this.
(Magunisuton/Suiton: Bakuha) - Magnesium Dust/Water Release: Explosion
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (10 per turn)
Damage: 80
Description: Focusing chakra throughout their entire body, the user continuously produces a highly adaptive external layer of Magunisuton which appears as an extra layer of protective skin. The layer of magnesium can be controlled mentally, allowing for movement when the user is otherwise incapable of doing so on their own accord. Similar to other Mangesium techniques the layer can be made to float regardless of mass allowing a form of flight. Constructs of magnesium less than 5m size can be separated from the layer and controlled independently, with said constructs' strength deriving from the layer. However due to the layer itself being continuously produced, it would replenish, maintaining it's strength. (Refreshed once per turn).

The layer's main selling point is it's reactivity to water in two manners. The first is in regards to liquid produced naturally by the user, prominently being the user's sweat. The user would be capable of controlling the layer to passively harvest the liquid from various points of their body, and utilise it to trigger controlled explosions projecting the user or pushing away objects depending on the usage. These explosions would be capable of passively moving the user or sending opponents/objects up to short range away or enhancing CQC by 20 points of damage. Should the user be standing still, this can only be used once per turn, but for each 5 meters moved/equivalent movement, said usage would be refreshed.

The second manner is through the user producing water in a controlled fashion to have stronger explosions. These explosions can be made sufficient enough to actively project the user or objects into mid range, at A rank strength, with CQC strikes that occur as a result being boosted by thirty points of damage, with this being usable twice per usage. These explosions would be at the layer's maximum tanking capacity. (Essentially 'B rank' quality of water produced for reference) However, once per battle, the user can choose to produce a higher volume of water('A rank') to achieve a blast that can push the user or objets away into long range, sending them violently flying, at S ranks strength, or boosting CQC by fourty. Should this variation be used, the point from which the explosion occurs on the layer would be destroyed for the duration of the turn and the next. While these bursts of water are active usages, they can be combined into CQC attacks, occurring in the same timeframe. Explosion is usable twice, lasting four turns, and must be separated by a two turn interval, during which no S rank or above Magnesium Dust techniques can be used. During it's usage, the user is elementally locked to the components of magnesium (fire & earth) and water release, alongside with elements composed of those.

Declined: For the second ability, +30 damage and +40 damage is entirely too much especially for such little drawback. +40 . isn't flying at all and for +30 you'd need some heavy drawbacks. Also with the general technique, the magnesium CE allows you to control the magnesium itself but as far as the CE says you have no direct control over the explosions it produces as this is not Bakuton. So how will you be able to protect yourself from the violent explosions being produced from your body? - Daemon
 
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The Jutsu Below is an Update of the [光遁光周期] - Guāng Zhōuqí | Light Release: Light Cycle ( In the Spoiler Above )

[ Pikaton: Mōmoku no Sukui ] Light Release: Blinding Salvation
Type:
Supplementary
Rank: B-S
Range: Close - Long
Chakra: 20 - 40
Damage: None
Description: Because of the ability to manipulate their light nature chakra, the user can distort the transmission – perception – reflection – refraction and emission of light within the surrounding environment. A purely supplementary jutsu, the purpose is to alter how light interacts on the battlefield to cause advantageous or disadvantageous scenarios for the battle participants. The primary affect is the ability to reduce the speed of the surrounding light, which results in a 2-4 [ B-S Respectively ] Point Deduction to One’s Base Ability to track via the Sight. This deduction occurs because the reduction of light’s speed means they visible receive information later than normal, thus creates a pseudo-effect as if time has been delayed. The user can choose to enhance or nullify the visible light, allowing for productions of flash bangs or areas of complete darknesses ( devoid of color not any reference to elemental or spiritual darkness ). The primary usage of this ability allows the user to create optical illusions of various tactics and styles. Regardless of the tactic chosen when performing this technique, the light being manipulates holds the user’s chakra signature.

Note: Once Blinding Salvation is Activated, the user can only apply basic applications during battle ( further jutsus need to be made for more complicated tactics ) which consist of lowering or raising visible light to create a sense of blindness or optical illusions of external world interactions. After the Blinding Salvation is activated, the jutsu Remains Passive for the Next Six to Four Turns ( B-S Respectively ) During this duration, the user can freely manipulate any and all light sources available in the terrain.

Update and Original Pending, for future references, when submitting CEJ or CFSJ, link the CE/CFS approval so it's easy to reference the element or Style when checking the techniques as well as bold any edits so it's easier to identify changes. The decline is in regards to the the italicized portions. What exactly does it mean when you say can create optical illusions of various styles - is this just in reference to the sentence before mentioning flash bangs and blackouts or are the illusions more elaborate and comparative to Genjutsu illusions? If the latter, it must be more defined. Either way, free manipulation of all light present depends on what this line actually means as it becomes more abusive if the optical illusions can be more than just flashes of light or full removal.


The Jutsu Below is an Update of the [光遁 照明] - Zhàomíng | Light Release: Illumination ( In the Spoiler Above )

[ Pikaton: Chōetsu ] Light Release: Transcendence
Type:
Supplementary
Rank: S
Range: Self
Chakra: 40 ( - 10 Per Turn )
Damage: None
Description: Because of the ability to manipulate their light nature chakra, the user can transform their entire physique into visible light. Upon initial conversion, the only visible change consist of this soft yellow glow outlining the body – this giving them an ethereal-godly-otherworldly aesthetic. Because the user has become light particles, they can willingly disperse and reform within the environment ( this serves as an official dodge, however it requires using a move slot for that turn ) but this method of movement only extends to Short Range. Alongside this transformation comes the ability to perform a method of High-Speed Re-Location, which requires the user shooting themselves as a beam of light. Less dynamic then dispersing and reforming ( having to move in linear trajectory ), this method of movement allows the user to travel at 5x their Base Speed. Since the physique has become this light nature in entirety, the user gains the advantages and weaknesses associated with Light Release.

Note: In the circumstances that Fire Based ( including heat / warmth ) Techniques are absorbed by the user, the damage assigned to those techniques converts and adds onto the Taijutsu Damage. After Activating Transcendence, the Justu becomes Passive and remains such until the chakra pool empties.

Update Declined and Original Pending, in the RP for any none canon ability to move faster than 3x, tradeoffs have to be made at the same time the technique is in use. This then caps, generally based on the Tier of the ability, at 4x and +40 damage. x5 speed wouldn't be doable as per standard RP checks. As with RP rules as well, speed boosts only allow you to dodge techniques in the turn they are initially activated so this would only serve as a dodge in the turn it's activated. All S ranks must have a turn limit as well, usually between 2-4 turns depending on the technique itself so it couldn't last an unlimited amount of times and would also require a usage limit. The Note also is problematic because even with abilities that let you absorb techniques and augment them, this is capped at +20 typically and doesn't allow the full mitigation and empowerment on the same level as the original technique absorbed. This would likely be capped at +20 per technique absorbed and even then, normal damage stacking rules would apply and only two boosts would ever be present. Basically, this technique does too much and is too underrestricted to allow in either form.
 
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Skorm

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Resubbing Bastion & Scorching Caress below (changes in bold):

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

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

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


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

(Kuriputon: Basution | Liquid Krypton Release: Bastion)
Type: Supplementary
Rank: A-S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Bastion is a technique that focuses on the noble prospects of the element Krypton as a chemical neutralizer and a thermainsulator. The Bastion technique works like an infusion which can grant afflicted and appropriate elements and techniques similar properties as long as they can coincide with being sub-zero and stable as a result. The performance of the technique occurs in the same timeframe as the technique that is being infused as it applies the effects rapidly. The thermainsulation properties granted is translated into a massive resistance to heat and radiance as well as cold as the element/technique that is infused has been granted the effect of thermainsulation. This translates, in clashes, into a debuff or shielding or residual properties of elements clashing with techniques that are empowered through bastion. Elements that are hot and clash with techniques infused with Bastion becomes cold rather instantaneously and loses one rank in efficacy which in shorter terms is a debuff. Fire and lightning would be two elements exposed to this as an example, other elements do not experience this debuff so low-energy or elements that can exist without having to put constant energy or fuel into it are not suspectible to this debuff(water/wind/earth) etc. Naturally, elements of solid nature would benefit the most out of Bastion as the colder any matter gets, it will ultimately solidify. Techniques that derive from elements that make up the Liquid Krypton element(Wind/Water) are suspectible to this infusion and can be used with it. Moving on, the technique has two ranks of infusion, categorized into the amount of chakra the user spends on the infusion.

A-Rank
The A-rank version will apply a hefty amount of chakra into the infused technique and the thermalinsulation properties will take effect immediately. A technique will become extremely dense and blank on the surface as the Bastion technique spreads through the entirety of the technique. A damage buff will be given of +20 to a technique boosted with the A-rank version. This rank will transform solids infused into crystalline formations that deflect sunlight like a mirror. Liquids will become slowly flowing with sparkling touches and gasses will become an icy slush-storm.
S-rank
The S-rank version will apply a significant amount of chakra into the infused technique and the thermalinsulation properties will take effect immediately. A technique becomes much more dense with a crystalline and icy structure on the surface. A damage buff of +30 will be given and elements infused with this rank are also given the same properties as that of the A-rank version.
Note: A-rank version can be used x4 per battle and requires a 2 turn cool-down. User may not use any Liquid Krypton techniques above A rank after use for two turns.
Note: S-rank version can be used x2 per battle and requires a 3 turn cool-down. User may not use any Liquid Krypton techniques above B rank after use for two turns.

Approved: Made some edits. Keep in mind that this does not convert techniques it targets into your CE, the additional/changed properties only serve to reflect the addition of chakra from this technique.
 
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Ańbu Juniør

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

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

Declined, few questions/concerns: If this releases Caesium in every direction, what happens if the user is touched by it? The element is said to cause burns upon contact with skin but this makes no mention of that. Also, it is said to be corrosive against solids and metals so does this also come into effect when it is released outwards?
Approval Link: [X]

Resubmitting:

(Ninjutsu/Seshiumuton: Roki No Gyanbitto) Ninja Art/Liquid Caesium Release: Loki’s Gambit
Type:
Defensive/Offensive/Supplementary
Rank: C
Range: Short - Mid
Chakra: 10
Damage: 20
Description: A more effective form of the substitution technique, Loki’s Gambit has the user release chakra outward in the form of Liquid Caesium that perfectly mimics the user's shape while they move up to mid-range in any direction of their choosing. This allows the user to avoid incoming taijutsu and kenjutsu attacks by having the Liquid Caesium take the full brunt of an attack. If an opponent's strike connects to the material, then their body or weapon will sink into it. Solid weapons that make contact will be dissolved due to the corrosive properties of the element, while body parts will suffer 20 damage from being burned. This dissolving effect will be based on the S/W of the element and effect items of up to one rank higher.

Approved, made edits
 
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(Howaitodesu ) - ☪ White Death ☪
Type: Weapon
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description: White Death was crafted and blessed (or cursed, rather) by the witches of Togagakure who worshiped the evil Juubi and the Otsutsuki clan. It was passed down from generation to generation of Togegakure shinobi, but landed in the hands of shinobi foreign to Togegakure numerous times who eventually met their ends from the pendant due to not understanding the pendant's Seasons. As it's name suggests, it comes with gifts... But all gifts come with a price... The pendant blesses the user with multiple attributes however, they all come with a respective price, and a price for using the pendant overall. The amulet gifts different Seasons to the user. Based on these seasons, the user gains different abilities. The Seasons are as listed. Gift of Spring, Gift of Summer, Gift of Winter, Gift of Fall.

Gift of Spring: Upon holding the pendant in their hand, the user is granted x2 speed. This stacks on top of whatever passive and active boosts the shinobi may have. However, to keep this boost active, the user must have one hand on the pendant. So this disqualifies the user from using any ninjutsu with handseals involved. However, any ninjutsu, kenjutsu or taijutsu that may be able to be performed with one hand is available to the user. If the hand contact with the pendant is lost or broken, the gift of the season is lost and must be reestablish.

Gift of Summer: Upon touching the pendant, the user gains a +20 boost to their primary elemental affinity and one other element or ninjutsu of their choice. The pendant auto-grants the boost to the affinity and the user can choose what other element/ninjutsu they choose to boost. Much like the Gift of Spring and other gifts, hand seals may not be performed while utilizing the Gifts. The affinity or choice can also be genjutsu. But instead of getting a +20 boost, genjutsu gains different properties of strength. For example, if the genjutsu needs a chakra surge to break, it will now take two seperate chakra surges. Also, if the genjutsu normally lasts for one turn, it lasts for two under the effects of the pendant. It will always last an extra turn. Ex: Last one turn, now lasts two. Two turns, now lasts three. Unlike the Gift of Spring, the user does not need to keep in touch with the pendant once the genjutsu is casted. They only need to hold the pendant while casting the genjtsu. After that, they are free to do as they please however it requires the user to touch the pendant to activate the Gift of Summer for another cast of a genjutsu. If the user has a genjutsu layering specialty, the Gift of Summer applies to both of them simultaneously as they are done in the same time frame.

Gift of Winter: The Gift of Winter, also known as the Gift of Death which is the real gift of the pendant, is the pendant's "hourglass". This is a Gift that is Passively activated once the user chooses to touch and activate a Gift. Once the Pendant is touched to gain a Gift, the Gift of Winter starts to eat 10 points of the user's chakra each turn. It also makes it to where every technique, under the effects of a Gift or not, costs five extra chakra. Once at 25% chakra, the user will start to lose double this, losing 20 chakra points per turn. At 10% chakra, all of the user's techniques that are performed will be of B ranked strength due to the pendant's costant exhaustion of the user and their chakra, unable to apply the Gift of of Summer to boost this. This will continue until the hourglass runs out and the user dies of chakra exhaustion, is killed, or the battle ends. The Gift of Winter is avoidable if the pendant is separated from the user by any means. However, if the user chooses to take the pendant off, its abilities are unusable for the duration of the battle.

Gift of Fall: The Gift of Fall activates upon the user's passing or when it is removed from the user. When the user passes away or the pendant is taken off or falls off against the user's will, the pendant will spew out Stygian Water at the pace of a giant water fountain, melting anything around it from short to long range. This is to prevent any evidence or techniques of the pendant from being stolen or examined and also to keep witnesses of the pendant from speaking of it. If the user willingly takes the pendant off, this technique can activate on the user's command. When the user passes away, the Stygian Water will burn the user's body as well as it will no longer posses the chakra affinity necessary to be immune to the element. If taken off before the user's passing, the user will be immune as their chakra is still flowing, possessing the necessary immunity to the element and its nature. The Gift of Fall activates and acts fast enough to where if the enemy of the user or those around them are in close range and has no active speed boost, such as Sage mode or Yang State, they will not be able to get away in time, falling to the hands of the Stygian Water. This can also be avoided if the enemy or those around have S/T techniques, able to teleport away (kamui, FTG, etc.). If not in close range of the pendant when this takes effect, and they are mid to long range, they have one turn's worth to remove themselves from the surrounding area before it is flooded with Stygian Water.

Note: Gifts last indefinitely as long as the hand is on the pendant. Gift of Summerr (genjutsu) is activated upon every touch but does not stay activated indefinitely. It needs to be touched every time the user wishes to use the gift of Summer with genjutsu.
Note: Can only have one Gift activated at any given time and initial activation of a gift counts as a technique used during the normal three technique turn.
Note: Each activation of a gift costs 10 chakra points and if the pendant is let go of, costs 10 chakra to activate again as once the hand is removed from the pendant, a gift is lost. Gift of Summer (genjutsu) costs 10 chakra points per activation.
Note: Whatever affinity the user chooses to utilize as well as either the primary or secondary affinity the user has MUST be stated on the bio along with this custom weapon. These affinities are not interchangeable based on what you want to use that battle. It is locked to whatever choice and affinity is on the bio as approved. Ex: Water is my primary affinity and fire is my second, I must choose between either of those (1) and one extra (2), such as Rain Release or Smoke Ninjutsu (if learned/on the bio). If the user has a primary affinity AND a secondary affinity, such as water and fire, they can choose those as well, but lose the option to choose an extra for the Gift of Summer. However, the first Gift of Summer must be at least the first or secondary affinity the user has. If the user has affinities outside of the basic 9, then they only get to choose one Gift of Summer which would have been their choosable option anyway. The user may only have two ninjutsu connected to the pendant at all times. If genjutsu is chosen as a gift, it counts as one of these, whether an affinity of not. This is also applicable to ninjutsu, taijutsu and kenjutsu which can take up one of the two slots if the user so chooses.
Note: If the user has not learned Stygian Water, the Gift of Fall will not activate. However, White Death is still usable otherwise.
Note: The Gift of Winter can be negated if the user is separated from the pendant whether willingly or unwillingly, however the user cannot use the pendant's abilities for the rest of the battle once separated.
Note: Must be given to others by Karui.

Co-creator of Stygian Water, approved here [x]



(Porisuchiton: Shiro Usagi no Henkan) - • Polystyrene Release: White Rabbit Conversion •
Type: Defensive/Supplementary
Rank: D-S
Range: Short - Long
Chakra: 10-40
Damage: N/A
Description: White Rabbit Conversion is a varying and simple application of using your polystyrene chakra nature. What the user will do is focus on the technique of the opponent, and use their own polystyrene chakra nature to convert the opponent's technique into polystyrene. This is a multi-layered technique as not only does the user convert a source or oncoming attack into polystyrene for a source of polystyrene for the user, it also protects the user from any oncoming attack by turning it to soft polystyrene which will only lightly hit the user and cause no harm. However, there is a catch. The oncoming technique or source must be an element that polystyrene is strong to, or neutral to. It cannot be an element polystyrene is weak to. If it is an element combined of two natures, the polystyrene must be strong against both natures. If it is an element combined of three or more natures, it must be strong against at least two of the said elements. This is done by overpowering the opponent's chakra composing the element with your own polystyrene chakra and forming the Ploystyrene based on the elements it is composed of and also coming from. That being said, if you want to convert an E rank, you must use D rank. If you want to convert D rank, you must use C rank. C rank, B rank. B rank, A rank. A rank, S rank. There is an exception to this method as an S rank can be converted by the S rank version of this technique. However F ranks cannot be converted at all.

Note: Usable 4 turns per battle

Declined: How does just overpowering a technique's innate chakra with your own result in your element replacing theirs? This almost reads like a Fuuin technique, since it works based on chakra, but even that wouldn't really work here. It just outright treads into Yin Release, at least on a superficial level, since it can alter physical properties.

(Porisuchiton: Shiro Usagi no Ame) - • Polystyrene Release: White Rabbit Rain •
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: The user will perform two handseals and release a large amount of their Polystyrene chakra into the air. In turn, it will immediately start to rain tiny balls of polystyrene from short to long range. The amount of polystyrene that is falling from the sky is equal to that of a snowstorm, completely covering the field with polystyrene. This serves not only as making a giant source for polystyrene techniques, but it also makes the user undetectable by sight, smell, sound, as well as chakra sensory as the user's chakra filled polystyrene is all over, both raining and all over the area. But similar to Rain Tiger at Will, this allows the Polystyrene user to detect exactly where the opponent is while the polystyrene is falling onto them. This can be seen through with dojoutsu with doujutsu users able to see where the polystyrene user may be, but outside of doujutsu, the user cannot be sensed by any ordinary means. As the polystyrene is falling and building up, it will make a loud crackling noise as well as loud squeaking noises as it falls on top of each other and rubs together, masking the user's sound. Being that Polystyrene is an industrial grade plastic and the rain will be so heavy that it will be in such an abundance, it will fill the area with a heavy plastic smell, as if in a Polystyrene factory, masking the user's scent as well.

Note: Lasts Four turns
Note: Has two turn cooldown
Note: Can only be used twice per battle

Declined: This technique won't make the user undetectable by sight, smell or sound, as those don't really make much sense. Neither does the internal logic of this throwing off chakra sensory but not Doujutsu. This isn't like the Hiding in Mist technique, where the molecules are so tightly packed together to form dense bodies of vapour. Both sensory and Doujutsu would be able to pick out your much larger body of chakra moving amongst the many, much smaller pieces of chakra.

Polystyrene Learned here [x]
Polystyrene Approved here [x]

I have permission from Skorm to submit Polystyrene techniques.
 
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Panthalassa

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Panthalassic Water Release: [x]

( Oujuusuiton: Warawara ) Panthalassic Water Release: Silurian ⤘ Trigonotarbid

Type: Ofensive/Defensive/Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: Trigonotarbid is a technique similar to Lightning Release: Wave of Inspiration, where the user takes advantage of Panthalassic Water inherent properties and relationship with Water, how it distrutes quickly in a body of water and its Parasitic Chakra nature, thus creating a mainly supportive technique for the user to combine with others.

The Basic Combination, and the most similar to the inspiration technique, allows the user to spread a swarm of crawling glowing lazuli ancient pre-historic spiders made from panthalassic water, which are used in conjunction with a previous technique that utilizes Water Chakra ( Water, Panthalassic Water or elements that utilize Water Nature ), creating a fast 2 consecutive jutsu combination. Counts as two jutsus, that augment eachother in a quick sucession and can be done through allies, clones or by the user himself.

The Infusion Combination is a combination in the genesis of a different Water-Based element ( Water or Panthalassic Water, etc ), where the user infuses +10 more chakra to another Panthalassic Water technique, engorging it with lazuli ancient spiders, or Water technique, engorging and changing its S&W to those of Panthalassic Release, translating in an increase in rank or +20 damage. Both jutsu count as 1 technique, as it is just an infusion of extra chakra to a main technique, and can increase up to 3 techniques across multiple turns ( Or until the user spends the stated 30 chakra ).

The Parasitic Combination is similar to the previous two, but does not complete a full Nature Conversion in the genesis of the technique being combined, allowing any technique to acquire one property of PW, the chakra parasitism. When the now parasitic technique collides with an opposing technique, it will react with chakra directly, overpowering, neutralizing or being overpowered by it according to only the rank of the technique (chakra cost), crushing the engine that drives the technique instead of the potential damage it outputs, causing an implosion of the chakra-based technique ( Follows elemental S&W ). The user spends the same amount of chakra ( 30 ), though spread as increments of 5 across multiple turns, paying once per turn. Keeping his chakra pathway in half converted stated, the user is limited to only elements that use Water chakra for the duration of the technique. Only counts as a jutsu on the turn of activation.

Note: The Basic Combination can be used as a stand alone jutsu that spreads a swarm of spiders to attack an opponent if charged through a body of water or mist, or inactive remnants of panthalassic water techniques.
Note: Water specialists are capable of using the Basic Combination Trigonotarbid with another technique within the same time frame, similar to Darui's relation with Wave of Inspiration. For the Infusion variant, they are capable of infusing 15 chakra instead, raising 1 rank still, but for S rank variants the damage is increased +30. As they're spending 15 chakra, they can apply this two 2 techniques instead of three, as the 30 chakra limit expires at two techniques. For Parasitic Combination they can pay every other turn, doubling the amount of turns the mode is active.
Note: The user is unable to perform multiple variants simultaneously.
Note: Can only be used 4 times per battle, regardless of variant, and requires a 2 turn break between usages.
Note: While this technique is active, the user loses access to other elemental natures other than Water and Water variants.

-Declined- I have a few issues with this custom so I'll try to address them all in one go. Firstly your element mentions it has the ability to "infect" and sever the chakra connection of other water jutsu, so that would be the limit you can't apply that effect to every enemy jutsu and combat them on a chakra vs chakra metric. Also the line mentioning it only counts as a single jutsu won't fly, if you're powering up other techniques using a technique, that is two techniques. Also infusions of chakra are hard capped at +10 and you can't go over that cap period. Overall this needs to be toned back to follow the S/W and effects of the CE as it's approved. Finally regardless of the variant used it will cost a move slot each time you use it, the way this is written comes across as a boost more than a mode.

( Oujuusuiton/Suiton: Hagire ) Panthalassic Water & Water: Drumian ⤘ Pulmonoscorpius

Type: Defensive/Supplementary
Rank: D-S
Range: Short-Mid
Chakra Cost: 10-40 (+10 per turn)
Damage Points: 20-80
Description: Scorpius is an exploration of Panthalassic Water inherent chakra parasitic properties combined with Water Release: Grudge Rain Technique chakra absorption properties. The user will charge panthalassic chakra onto their arms and/or legs, greating a liquid coat around them with a glowing cobalt core in the shape of armored arthropod plates culminating in scorpion needle or pincers through the shoulders/knees/hands etc. The user is then capable of performing up to 6 physical motions aided by the globules which can act like jet propulsors to increase agility and speed to dodge other attacks, within reason, or to strike a target.

The main diference here is that absolutely NO damage is dealt from this technique. Inspired by aphids, when the user touches an opponent or technique, the globules enter the body and leave from the other side, the damage is wholy converted into Chakra Points drained, based on the "Damage" stated. Against techniques, it will deal solely on the chakra used to perform the opposing jutsu, though rank interactions and elemental S&W still apply, and the user is required to use a rank that would normally overpower or neutralize the enemy technique, causing it to implode upon itself, otherwise no chakra will be stollen and Scorpius will be broken.

The liquid globule infused with the opponent's chakra that comes out from the impact of the technique can then be passively pulled back and absorbed by the user or chakra draining tools ( Like Aburame insects that are present in the user's body ). Alternatively, they can be used as sources for Water or Panthalassic Water techniques. The water source will be considered a technique 1 rank lower than the original Scorpius technique, and manipulating it with a second Panthalassic Water or Water technique will create a 2 jutsu combination.

Note: Scorpius can be used as a Pure Water technique instead of a pure Panthalassic Water technique, but it's chakra interactive abilities will only steal 80% of the "damage" stated.
Note: The user can maintain the technique until the exit globule is created (thus the attack has been sucessfull on either an opponent or an opposing technique) or the 6 motions are spent, by spending an extra 10 chakra per turn active.
Note: After a B rank application, the user can't perform Scorpius again for 1 turn. 2 turns after A Rank and 3 turns after S rank. A rank can only be used 4 times and S Rank 2 times.
Note: Can't perform techniques of the element used above S rank for 2 turns after Scorpius ends.

-Declined- Basically the same issue as above in regards to the parasitic ability, I'm not keen on allowing chakra vs chakra metrics at all outside of advanced fuuinjutsu. But in this case I might consider it working on enemy water techniques but still tone it down it won't be a straight 1:1 chakra vs chakra metric.
 
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Alyx

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Permission to submit/resubmit Solar Wind Techniques: https://animebase.me/profile-posts/7522973/

Updating Aurora Smash Blades into Urano :
(Taiyofuton: Urano Metoria ) Solar Wind Release: Urano Metria
Type: Offensive, Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: After doing three handseals, the user creates an array of solar wind bubbles all around the opponent (made at least 5 meters away). These bubbles of heat give off such an immense amount of heat that the target will feel it before bubbles of solar wind would hit them, and cause them to sweat profusely. The target starts to feel weaker, affecting the speed of their movement and hand seals by making there body shaky and in need of water. Once formed, the bubbles converge on the target's position - after which explode creating a 5 meter radius explosion. The heat is capable of inflicting a Speed reduction of four base levels to victims of the heat. Additionally techniques that require hand seals require more effort, thus an additional two hand seals are needed per technique.

Note: Can only be used 2 times per battle, and requires 2 turns between use, preventing usage of S rank and above solar wind during this time.
Note: Mentioned effects last two turns; while the user remains immune to the effects and damage created by this technique.

You must be registered for see images

-Approved- Edits made, you were kinda gimping yourself with this one, so I changed the restrictions a little.

Updating Lorien Hand into Nunki:
Attempting to make it more Taijutsu oriented, and not bolding anything since its completely rewritten.

(Taiyofuton: Nunki ) Solar Wind Release: Nunki
Type: Offensive, Supplementary
Rank: B - A Rank
Range: Short
Chakra: 20 - 30
Damage: 40 - 60 (+ 20 )
Description: Nunki is a technique designed to be combination of one's use of Solar Wind & Taijutsu. By charging their body with an aura of emerald green energy; the user is capable of dealing a physical strike towards the opponent. Due to the aura, the user's physical strike also yields the ability to burn the target's skin on contact. This would cause the areas being struck to be singed, melting flesh from the area easily but also dealing bone breaking blows. Nunki can be utilized in a weaker but stronger form, but can also be used in conjunction with another taijutsu based technique; granting the technique in question an additional damage increase of +20 damage. The B - Rank version of this technique can be used three times per battle, while the A rank can only be used twice. The conjunction use can only be used twice per battle, and utilized in the same time frame as the original technique. The technique overall can only be used thrice per battle, in which the technique goes on cool down for two turns regardless of which variant is utilized while no Solar Wind above A rank can be used in the same and next turn. Aura lasts only the turn it is utilized on, affecting all taijutsu related techniques used that turn.

-Approved-
 
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Panthalassa

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Previous Check[X]

( Oujuusuiton: Warawara ) Panthalassic Water Release: Silurian ⤘ Trigonotarbid

Type: Ofensive/Defensive/Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: Trigonotarbid is a technique similar to Lightning Release: Wave of Inspiration, where the user takes advantage of Panthalassic Water inherent properties and relationship with Water, how it distrutes quickly in a body of water and its Parasitic Chakra nature, thus creating a mainly supportive technique for the user to combine with others.

The Basic Combination, and the most similar to the inspiration technique, allows the user to spread a swarm of crawling glowing lazuli ancient pre-historic spiders made from panthalassic water, which are used in conjunction with a previous technique that utilizes Water Chakra ( Water, Panthalassic Water or elements that utilize Water Nature ), creating a fast 2 consecutive jutsu combination. Counts as two jutsus, that augment eachother in a quick sucession and can be done through allies, clones or by the user himself.

The Infusion Combination is a combination in the genesis of a different Water-Based element ( Water or Panthalassic Water, etc ), where the user infuses +10 more chakra to another Panthalassic Water technique, engorging it with lazuli ancient spiders, or Water technique, engorging and changing its S&W to those of Panthalassic Release, translating in an increase in rank or +20 damage. Both jutsu count as for different jutsu slots in the turn of activation, as it is just an infusion of extra chakra to a main technique, but can increase up to 3 techniques across multiple turns ( Or until the user spends the stated 30 chakra ).

The Parasitic Combination is similar to the previous two, but does not complete a full Nature Conversion in the genesis of the technique being combined, allowing any technique to acquire one property of PW, the chakra parasitism. When the now parasitic technique collides with an opposing technique, it will react with chakra directly, overpowering, neutralizing or being overpowered by it according to only the rank of the technique (chakra cost), crushing the engine that drives the technique instead of the potential damage it outputs, causing an implosion of the chakra-based technique ( Follows elemental S&W ). The user spends the same amount of chakra ( 30 ), though spread as increments of 5 across multiple turns, paying once per turn. Keeping his chakra pathway in half converted stated, the user is limited to only elements that use Water chakra for the duration of the technique. Counts as a jutsu on the turn of activation. The user is capable of affecting other Water Techniques and elements that use Water in their Nature in this manner. Otherwise, a Water/Panthalassic Water charged mist must be in place, to act as a medium for the Water Chakra parasitic properties to take effect.

Note: The Basic Combination can be used as a stand alone jutsu that spreads a swarm of spiders to attack an opponent if charged through a body of water or mist, or inactive remnants of panthalassic water techniques.
Note: Water specialists are capable of using the Basic Combination Trigonotarbid with another technique within the same time frame, similar to Darui's relation with Wave of Inspiration. For the Infusion variant , they are capable of applying the +20 damage boost with an infusion of just 5 chakra, thus allowing the boost to increase up to 6 techniques. For Parasitic Combination they can pay every other turn, doubling the amount of turns the mode is active.
Note: The user is unable to perform multiple variants simultaneously.
Note: Can only be used 4 times per battle, regardless of variant, and requires a 2 turn break between usages.
Note: While this technique is active, the user loses access to other elemental natures other than Water and Water variants.

Previous Check[X]

( Oujuusuiton/Suiton: Hagire ) Panthalassic Water & Water: Drumian ⤘ Pulmonoscorpius

Type: Defensive/Supplementary
Rank: D-S
Range: Short-Mid
Chakra Cost: 10-40 (+10 per turn)
Damage Points: 20-80
Description: Scorpius is an exploration of Panthalassic Water inherent chakra parasitic properties combined with Water Release: Grudge Rain Technique chakra absorption properties. The user will charge panthalassic chakra onto their arms and/or legs, greating a liquid coat around them with a glowing cobalt core in the shape of armored arthropod plates culminating in scorpion needle or pincers through the shoulders/knees/hands etc. The user is then capable of performing up to 6 physical motions aided by the globules which can act like jet propulsors to increase agility and speed to dodge other attacks, within reason, or to strike a target.

The main diference here is that absolutely NO damage is dealt from this technique. Inspired by aphids, when the user touches an opponent or technique, the globules enter the body and leave from the other side, the damage is wholy converted into Chakra Points drained, based on the "Damage" stated. Against techniques, it will deal solely on the chakra used to perform the opposing jutsu, though rank interactions and elemental S&W still apply, and the user is required to use a rank that would normally overpower or neutralize the enemy technique, causing it to implode upon itself, otherwise no chakra will be stollen and Scorpius will be broken. This means that, following the elemental S&W, 10 chakra increments represent a rank, thus the user is required to use the same amount of chakra as the oposing technique for neutral techniques, 10 chakra less for weaker techniques and 10 chakra more for stronger techniques. This parasitic ability requires water to work, thus can only be used against Water techniques and elements with a Water nature in their composition. To apply to different elements, the interaction has to happen within a Water or Panthalassic charged mist..

The liquid globule infused with the opponent's chakra that comes out from the impact of the technique can then be passively pulled back and absorbed by the user or chakra draining tools ( Like Aburame insects that are present in the user's body ). Alternatively, they can be used as sources for Water or Panthalassic Water techniques. The water source will be considered a technique 1 rank lower than the original Scorpius technique, and manipulating it with a second Panthalassic Water or Water technique will create a 2 jutsu combination.

Note: Scorpius can be used as a Pure Water technique instead of a pure Panthalassic Water technique, but it's chakra interactive abilities will only steal 80% of the "damage" stated.
Note: The user can maintain the technique until the exit globule is created (thus the attack has been sucessfull on either an opponent or an opposing technique) or the 6 motions are spent, by spending an extra 10 chakra per turn active.
Note: After a B rank application, the user can't perform Scorpius again for 1 turn. 2 turns after A Rank and 3 turns after S rank. A rank can only be used 4 times and S Rank 2 times.
Note: Can't perform techniques of the element used above S rank for 2 turns after Scorpius ends.

-Both Declined- Okay so some of the issues from my last check are still here, the first one definitely feels more like a mode still when you say it remains active for multiple turns and can affect multiple techniques, but that's not really the big thing. The main problem I have is this whole thing about it affecting water and elements composed with water/liquids. The CE doesn't really allow that in fact this would go against several elements that the CE should be weak to, since it's weak to both earth and biological elements.
 
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Lili-Chwan

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Perfume Element Approved

( Meromeroton: Yume-Yume ) Perfume Release: Reverie

Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Reverie is a passive technique that allows the user to modulate the Genjutsu aspect of any Perfume technique. It takes on the rank of the original perfume technique, be it Main Release or any Alternate Release of the element, and is cast Mid-Range around the element, through scent/inhalation of the perfume particles. The complexity of the genjutsu lies within the rank and chakra cost of the technique, such that lower ranks apply simpler illusions whereas higher ranks are capable of modulating more complex and detailed illusions.

Reverie can also be used Actively, by attaching an actual known Genjutsu technique to a Perfume technique, whereupon the user performs both the Perfume technique ( Medium ) and the Genjutsu Technique, creating a combination technique that costs 2 jutsu slots, paying the remaining chakra between ranks in case the Genjutsu Technique is higher ranked than it's medium.

Note: Yin and Genjutsu Specialists are capable of casting Genjutsu Long ranged from the medium.
Note: A rank version can only be used 5 times. S rank version can only be used 3 times. Forbidden rank Genjutsu can't be modulated through Reverie.

-Declined- I didn't like the fact you made it mid ranged around the perfume technique before I even got to the note. It's undermining the genjutsu range specialties with no drawback to doing so really.
 
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Updating Fingers of Pan [x]

(Masshuru-Muton: Mori no Jusshi ) Mushroom Style: Fingers of Pan

Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: This serves as the main release of the Mushroom element, materializing the generic fungal net-type described in Primary Release.The user is able to release a large net of fungus, from her hands or from the ground which can withstand the impact of huge boulders of rock and cease their movement. The user can decide to preform this jutsu to trap the opponent. The net will form any structure the user wants, being it a hand, a shield, pillars, etc.
Depending on the rank used, the user is capable of controlling small fungal constructs or a lake's worth of fungus. Through mushroom's chakra parasitic ability, this technique is capable of interacting with other jutsu by shaving off some power when colliding with an enemy chakra-costing technique. Up to B rank, it shaves 10 damage, or 5 chakra. Higher than B rank, it shaves 20 damage or 10 chakra, similar to Water Style: Mist Rain.

Note: A rank
can only be used once every 2 turns up to 4 times per battle. S rank can only be used once every three turns, 3 times per battle.

-Approved-

Updating Warts of Mokele-Mbembe: [x]

(Masshuru-Muton: Shicchi no Ibo ) Mushroom Style: Warts of Mokele-mbembe

Rank: D-S
Type: Supplementary/Attack
Range: Short-Mid
Chakra Cost: 10-40
Damage Poins: 20-80
Description: The user creates a large amount of mushrooms throughout the ground/body. The user is able to grow both types of Alternative Release mushrooms described in the CE submission (Releasing Poison or Spores, which will grow into Main Release Fungus) or enhanced versions of any existing mushroom species in nature. Enhanced will mostly translate into stronger and faster acting Medicine or Poison, or stronger light, in Bioluminescent species.They won't have any added characteristic appart from those shown in nature. The change in rank pertains to the size and strength of any offensive, defensive or supplementary, mostly pertaining to Poison/Toxicity properties, Healing/Antidote properties as they will acquire the same elemental S&W as Mushroom thus strong to most Biological elements or Medicine techniques, Poison-type elements both Organic and Metalic (Ninjutsu), and use the rank to combat specific techniques.

Note:
One species per usage, there can't be mixed usages.
Note: Description is in the CE submission*
Note: B rank requires the user to wait 1 turn between usage, A rank 2 turns and S rank 3 turns. A rank can only be used 4 times and S rank 3 times per battle or event.

-Approved- Edits made

Updating Seven Toxic Dwarfs [x]

(Masshuru-Muton: Nijiiro Shuju no Dokusei ) Mushroom Style: Seven Toxic Dwarves

Rank: A
Rank: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: Creates one large mushroom anywhere within range, either red, orange, yellow, green, blue, indigo or violet. The mushroom will release a cloud (Spore/Toxin/Hallucinogenic-Based) over the course of 3 turns, at the end of which it will decay. The mists will take 1 full turn to spread through the max reach (about 20 meters all around the mushroom)

Red - Creates a spicy Red topped mushroom green spikes. The mushroom will release a spore-based cloud, a blinding mist of spores that will secrete a liquid that causes burning irritation to the eyes, nose and throat of anyone who inhales them, and creating itching blisters all over their skin. This throws off scent-based and taste-based abilities , as well as blocking visibility by being an opaque mist.

Orange - Creates a fiery Orange topped mushroom with brown patterns. The mushroom will create a spore-based cloud that will enlarge any Mushroom technique create within it, increasing it's rank or adding a damage of +20. This can also be used to create Mushroom-Water or Earth combination by infesting any technique of either element used within the spore cloud, adding Mushroom's strength to them, but keeping the same rank and damage.

Yellow - A sick Yellow topped mushroom with golden dust. The mushroom will release a a toxin-based cloud that will induce the effects of mushroom poisoning stated in the element submission. This also allows the user to channel any Poison or Venom and spread a cloud of that ( Medjutsu Poison, Poison Release, Summon-based Poison/Venom ) by using an additional jutsu slot.

Green -Creates a vibrant Green topped mushroom with white stripes. The mushroom will release a spore-based cloud, which will be able metabolize any small particles in the air (Poison, toxins, sand, lethal chemicals, following the weakness and strengths of the element) up to the maximum range of this technique, absorbing and neutralizing them into their harmless by-products, up to one rank above of this technique.

Blue - Creates a baby Blue topped mushroom with a bright purple spiral all around. The mushroom will release an hallucinogenic-based cloud, an odorless, colorless mist with hallucinogenic properties, making the opponents feel detached from their bodies, in a dormant, senseless state, similar to Psilobin drugs. The opponent remains awake but looses the ability to control the body.

Indigo - Creates a pale Indigo topped mushroom with a grayish hue. The mushroom will emit a a spore-based cloud, a poofy mist of spores which will allow the cap and surrounding surfaces to withstand large impacts, absorbing it's momentum and send it back, bouncing the impact. (5 meters max) Poofy spores aren't breathable. If the opposing jutsu would be neutralized, it will bounce back as a blast of debris. If it would be overpowered, it will be sent back towards a target with 20 damage reduced. Follows mushroom element's S&W.

Violet - Creates a dark Violet with black waves. The mushroom will release an hallucinogenic-based cloud, an odorless, colorless mist with hallucinogenic properties, making them see a party of dwarfs all around them, which will forcefully distract them from the fight.The dwarfs become more numerous throughout the course of the hallucination.Otherwise, the user is capable of charging chakra through the hallucinogenic mushroom, using any Genjutsu up to A rank through the mushroom, turning it into an hallucinogenic-based illusion.

*Only one mushroom at a time*
*Must wait 2 turns after the mushroom decays in order to use the jutsu again*
*The user and her summons aren't affected by neither mist.*

Approved, made edits.
 
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Vayne

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shady permish https://animebase.me/members/shady-doctor.119127/#profile-post-7522334
Ce approval https://animebase.me/threads/custom-elements-bureau-iii.710828/page-2#post-20808756

(Yumeton: Chikara wa chikaradesu) - Dream Sand: Power is Power
Type:
Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: Dependent
Description: Once an opponent absorbs Dream Sand into their systems, the user becomes capable of casting a powerful illusion (3 hand seals) that is directly tied to the psychoactive effects of the element, gaining the ability to dictate the details of what the experienced hallucinations involve. This enables the user to craft intense hallucinations that can become significantly detrimental to the victim's self being. These hallucinations can have an affect on all the senses, but limited to one at a time, with the affected category gaining the unique side effect labeled 'After Hours'. The After Hours effect is the result of the hallucinations severely affecting the psyche of the opponent's causing them to become vulnerable and receive mental damage from future techniques that affect said categories. For instance, if the user caused a hallucination that affects the target's senses of touch, hearing, or smell, then proceeds to use a physical technique, a sound technique, or an odour based technique respectively, the opponent would experience a 'bad trip', causing them to receive mental damage equivalent to half the base damage of the used technique. Should the opponent not cleanse their systems from the Dream Sand, the controlled hallucinations and their effects would persist until the 80 damage mark is reached. Breaking the illusion will purge the body of dream sand. Usable twice, with a two turn cool-down and no A rank or above DS techniques the turn after.

-Approved- Edits made

(Yumeton: Watashi o Tameshite Kudasai) - Dream Sand: Try Me
Type:
Supplementary
Rank: A - S
Range: Short - Long
Chakra: 30 - 40
Damage: N/A
Description: After performing three hand seals the user would either manipulate existing Yumeton or produce new Yumeton and control it surround a target of their choosing, constricting them and preventing any further movement, with the Yumeton taking on the shape of a palm tree that would always start at three times the size of it's target. The Yumeton tree would have unique sealing scripts on it's bark, which have the effects of locking chakra usage and cutting off any existing chakra links or similar, allowing the technique to seal off living creatures, even Jinchuriki, and Edo Tensei. For each turn the target remains trapped inside the trees they would have a hundred chakra drained from them, with half of it being used to increase the size of the tree(double each turn), while the other half would lead to the production and release of Yumeton pollen short range all around tree, causing opponent's within it's range to fall victim to the effects of absorbing Yumeton per True Colours levels. When used on summon/creatures that have a turn limit, it's turn limit would be cut in half after which it would be forcefully returned to it's homeland with it becoming unavailable for a resummoning if it had said ability. If used against Edo Tensei or similarly resurrected physical beings, they would be immediately sealed away and can not be summoned again, with the tree and pollen effects not coming into play. The effects of the Yumeton pollen would depend on the rank of the technique used, and the Pollen tree itself can be broken by delivering damage equivalent to the rank used. S rank can only be used twice, while A rank can be utilised thrice. Must be separated by a turn interval, during which no Yumeton techniques A rank or above.

-Declined- I can't allow such a potent sealing effect to just be a part of a random CEJ this is basically the chakra draining seal just made remotely and stronger. Resubmit this as advanced fuuinjutsu+dream sand and dial back the effects considerably.

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

(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.
(Yumeton: Kyōki No Haigo Ni Aru Utsukushi-sa ) Dream Sand: Beauty Behind The Madness
Type:
Supplementary
Rank: B
Range: N/A
Chakra: +10
Damage: N/A
Description: Beauty Behind The Madness is a technique that dictates the various applications the user can apply upon a Dream Sand technique, with each being labeled a 'Song'

Stargirl: By paying additional chakra of a dream sand or dream sand combination technique the user will create a much larger dose of Dream Sand by producing twice as much. Rather than add Damage, this raises the effect of the Dream Sand by 1 Tier on "True Colors" on techniques up to A rank. If the dream sand effected by this technique is rendered chakraless but not destroyed it will carry a passive strength of C rank on True Colors. This is a mere ability of dream sand users that simply requires an additional chakra portion. Therefore this technique is passive

Lost in the Fire: By adjusting the ratio of chakra and adding more fire, the user will create Yumeton that is blazing hot to the touch, causing the Yumeton to “bake” and have 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 and may not originate from less than 5 meters from the opponent unless the user is already within short range. The fumes spread similar to any normal gas/smoke based technique but only spreads as long as the Dream Sand technique is active. As stated in the CE submission, these fumes are capable of placing the opponent under Yumeton's effects. Lost in the Fire takes a moveslot, may be used at the same time/after as any Dream Sand technique up to A-rank, while for higher it can be applied after their creation.

Blinding Lights: By paying an additional chakra cost to a Yumeton technique, the user is capable of altering it's external properties, causing the crystals to reflect light and cause blinding effects, always angled away from the user. The blinding last for a single turn, although if the technique was sustained and the opponent where to look again at the technique they would be blinded for yet another turn.

King Of The Fall: Accessible to those in Sage Mode, this variation enables the user's to supplement their Yumeton techniques (in same t/f or simply after) with an excess layer of sage chakra that would be released upon the Yumeton technique making contact with the target. On living targets with no access to Sage Mode, an imbalance is forced upon their chakra networks, causing difficulties in chakra manipulation, specifically infusions, preventing opponents from utilising any boosting techniques that require chakra for two turns. Against technique's the released natural chakra would enter the technique and weaken it from the inside out, weakening it by twenty points, or a rank in effectivity.

Wicked Games: By paying an additional chakra cost to a Yumeton technique, the user is capable of producing additional minute amounts of Yumeton crystals that constantly collide with one another creating sparks that would ignite the the technique, causing it to carry burning damage while also releasing a fume of Yumeton up to two meters away from the technique. This boosts the damage of Yumeton techniques by twenty points.

Usable five times per battle, with the user being capable of combining more than one song in a single usage. Must be separated by a turn between uses, and costs 10 chakra to maintain per turn.

-Declined- this is like a 5 in 1 CEJ it's doing too much for one technique. The first one being passive is a no, the second seems okay, the third is just random as hell, the fourth is just a straight up no. Injecting natural energy in to someone with no way to control it would just petrify them tbh not have pseudo jyuken effects, and it wouldn't weaken enemy techniques, if anything injecting natural energy in to an enemy technique would make it stronger so rework that bit. Wicked games is just lost in the fire you could trim this down by combining those two in to a single ability.
(Yumeton: Watashi o Tameshite Kudasai) - Dream Sand: Try Me
Type:
Supplementary
Rank: A - S
Range: Short - Long
Chakra: 50 - 70
Damage:
N/A
Description: After performing three hand seals the user would either manipulate existing Yumeton or produce new Yumeton and control it surround a target of their choosing, constricting them and preventing any further movement, with the Yumeton taking on the shape of a palm tree that would always start at three times the size of it's target. The Yumeton tree would have unique sealing scripts on it's bark, which have the effects of locking chakra usage (A rank restricts standard A ranks and below, S rank restricts S ranks and below), and cutting off any existing chakra links or similar, allowing the technique to seal off living creatures, even Jinchuriki, and Edo Tensei. For each turn the target remains trapped inside the trees they would have a hundred chakra drained from them, with half of it being used to increase the size of the tree(double each turn), while the other half would lead to the production and release of Yumeton pollen short range all around tree, causing opponent's within it's range to fall victim to the effects of absorbing Yumeton per True Colours levels. When used on summon/creatures that have a turn limit, it's turn limit would be cut in half after which it would be forcefully returned to it's homeland with it becoming unavailable for a resummoning if it had said ability. If used against Edo Tensei or similarly resurrected physical beings, they would be immediately sealed away and can not be summoned again, with the tree and pollen effects not coming into play. The effects of the Yumeton pollen would depend on the rank of the technique used, and the Pollen tree itself can be broken by delivering damage equivalent to the rank used +20 due to the higher chakra count. S rank can only be used twice, while A rank can be utilised thrice. Must be separated by a turn interval, during which no Yumeton techniques A rank or above.

-Declined- I said dial back the effects considerably
 
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Skorm

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Few unchecked submissions:
(Note; changes from original are in bold)

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

Note:
Can only be used twice per battle
Note: User cannot perform Yin/Kuriputon above A rank after technique ends
Note: Requires Yin or Yin/Yang speciality to give the effects of sleepiness
(Kuriputon: Hyōga Shuryūdan | Liquid Krypton Release: Glacier Grenade)
Type:
Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user will form a concentrated amount of liquid krypton within their palm which they will then toss towards a designated target. Upon contact with the ground it will explode in all directions from its point of impact and create a sphere of misty liquid krypton up to mid-range where the barrier stops from its epicenter. Within this sphere, a target will become frozen due to the rapid temperature drop and will start to get severe restrictions which becomes more dire the longer they stay inside the sphere. After having been exposed towards the rapid cold for just a few seconds or a direct hit, a target will feel immense pain as their skin starts to crystallize and they will lose any speed modifier they have. If they have two or more they will only lose the most powerful one. It does deal any damage or affect their chakra in any way but instead shreds their speed modifiers. As soon as a target leaves the sphere it will take one full turn before their modifiers are applied again due to the sheer colds remaining effects within their body. However, if a target would remain inside the sphere for two turns they will start to take damage as well as certain elements they use will become frozen instantly such as water, fire and lightning will all be ceased unless S-ranks are used(then they simply drop one rank in efficacy instead). The target also takes 60 damage due to their bodies solidifying and their organs stops functioning properly. If the target is within the sphere for three turns or more, they will become solidified and completely unable to move or use water, fire and lightning at all as well techniques requiring 30 or more chakra. The damage is the same, 60 damage per turn until they either die or break free. If a target leaves the sphere after having been inside of it for two turns or more they will have their speed modifiers stripped for 2 turns or 3 turns depending on how long they were stuck. The sphere itself is of A rank proportions of Liquid Krypton and can be destroyed as such. It can be tossed up to Long-range from the user but the sphere itself has a diameter and height of mid-range upon detonation.

Note: No Liquid Krypton release above A rank for the next turn. Can only be used x4 per battle, and has a cooldown of three turns, upon which the grenade disintegrates after use.
(Yin/Raiton/Kuriputon: Tōru no Denchi | Yin/Lightning/Liquid Krypton Release: Thor's Battery)
Type: Offensive, Supplementary
Rank: A - S
Range: Short – Long
Chakra: 60 - 70
Damage: 100 - 120
Description: Thor's Battery is a complicated technique which incorporates Yin, Liquid Krypton and lightning release to take its form. The Yin aspect is infused the the lightning chakra to create a solid structure of lightning that is being encased by liquid krypton. These forms are that of small orbs, each with a heart of solid lightning. These spheres are the size of a fist but many of them can be created to form a swarm. The lightning core in each orb contains solid lightning which creates electrons to rumble around its surface and discharges into the liquid krypton, which in its turn cools down the solid plasma into a glassy form on its surface. On impact, Thor's Battery will cool down anything they come in contact with and then explode into a cold plasma. This cold plasma will continue to spread up to mid-range from impact and set of a small chain reaction of solidified lightning debris to clash into the small mists of liquid krypton that spreads out to cause local thunderstrikes to appear as an AoE effect with a dampering damage up to 40 for A rank and 60 for S rank. The user controls these sphere through hand gestures and can spend either 60 or 70 chakra points depending on the strength of the technique the situation requires. The solid lightning causes a paralysing effect, similar to that of Chidori Nagashi and the liquid kryptons cold temperatures can slow down an opponent(-4 speed levels on direct impact and -2 on AoE explosion) while inflicting frostbite. Due to the fact the elements are infused with Yin, they lose any elemental strengths/weaknesses in clashes.

Note: A-rank version can be used x4 per battle with a x2 turn cooldown. No Yin/Lightning or Liquid Krypton technique in the next turn.
Note: S-rank version can be used x2 per battle with an x4 turn cooldown. No Yin/Lightning or Liquid Krypton technique in the next two turns.
New submission:
(Link to approved ce [x])

(Kuriputon: Risu | Liquid Krypton Release: Riis)
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: Riis is a powerful Kryptonic jutsu that can be used in two separate stages but where the core concept stays the same. The user begins by weaving three handseals and start to release their liquid krypton into the air around them. Naturally, this will cause a rapid freezing of the users perimiter all around them as the liquid will surround them like a tornado. The technique will cover all parts around the user, bar underneath them and the barrier itself will start to spin violently on a scale of a natural tornado. The density of the krypton will increase inside the walls of the barrier and can form into high impact droplets of the release that can pierce skin. Within this dome, the user can combine other elements that are appropriate to give the storm additional properties by adding a simple handseal, if wind is added, the storm can become even more violent and would simply deal higher damage due to wind release's ability to create massive storms. If water is added, the storm will contain massive ice shards as the water will cool down due to the fact the storms cloud are super critical temperatures akin to the surface of icy planets. The final element that can be used would be lightning, where the lightning will be able to rotate around the storm in a perfect harmony due to little resistance as the storm will form properties near that of a superconductor. This means that lightning that strikes the storm doesn't simply vanish after a split secound but it will instead stay there and rotate along the liquid and occasionally fuse into it. All three elements adds added power to the Riis technique and while wind could be seen as a both aggressive and defensive addition, water could be seen as purely defensive and lightning as purely offensive. Following up with any technique of each of these elements will add a +20 to the parent technique by +20. The user of the technique is, however, limited of using other liquid krypton techniques during the usage of Riis and it can only be upheld for a maximum of 4 turns. Ending Riis, willingly or not will also hinder the user from using Krypton techniques above A rank for two turns and the technique itself can only be used twice per battle.

Note: Can only be taught by Skorm

Declined: How large is this defensive dome? The function of the elemental infusions don't really make much sense either. What purpose does adding water to the dome serve? I guess Wind adds a flat damage increase, and Lightning creates a superconducting field that grants immunity? Establish a distinct purpose for each infusion, or just drop them altogether.
 
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Drackos

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Eridian Release

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

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

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

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

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

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

-Approved- Edits made

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

-Approved-


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

-Declined- I considered this for a while, I think it should have a trigger instead of being passive, like spending a move slot to activate it and chakra to do so, it can remain active after that event however, maybe some condition required similar to Boro to heal with it, like maintaining a handsign or remaining stationary or something.
 
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Vayne

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

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

-Declined- When I said dial it back I meant like some of the more wild sentences like instantly sealing edos and making them unable to be summoned again, also the sealing jinchuriki thing I don't think is gonna fly that's kinda infringing on wood release and EMS.
 
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Delta

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Approved CE

(Kazan Arashi: Ikari no Orinposu)Volcanic Storm Release: Wrath of Olimpos
Type:
Offensive/Defensive/Supplementary
Rank:D-S
Range:Short-Long
Chakra:10-40
Damage:20-80
Description:Volcanic Storm release: Wrath of Olimpos is the basic usage technique of the Element. The user will channel their chakra, weaving the necessary hand seals for each rank, and produce various constructs, waves, blasts ect of Volcanic storm, either from their hands/body, from pre-existing Volcanic Storm entities, or through the ground. The shape and size of these various constructs can be anything you user imagines, so long as the necessary requirements have been produced.

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

Declined: Handseal order for this would go B-Rank: 1, A-Rank: 2, S-Rank: 3. And a one turn cooldown between S-Rank usages. Constructs can't exceed a certain size either.

(Kazan Arashi: Ikari no Furui Kamigami)Volcanic Storm Release: Anger of the Old Gods.
Type:
Offensive/Supplementary
Rank:S rank
Range:Long
Chakra:40
Damage:80
Description:Volcanic Storm Release: Anger of the Old Gods, is both an offensive and supplementary technique designed for Volcanic Storm. Weaving 4 Handseals, the user will channel large amounts of chakra into the sky above the battlefield. Once this is done, this technique takes 1 turn to fully develop, and while the storm is growing, it counts as a technique per turn. From the start of technique, a small cloud of Volcanic storm will appear, and rapidly spread through the atmosphere above, spreading into a colossal storm over head which will spread well over Long range, Capable of covering an entire Land mark. The purpose of this storm has quite a few usages from the moment it is Forged.

First of all, this storm, spreading an entire Landmark, will weaken any techniques that are weak to or neutral Volcanic storm, that are formed in the atmosphere by 1 rank upon their creation. This is a passive affect of the storm while it is present on the field.

Secondly, the storm is able to be used as a catalyst for other Volcanic storm techniques. While the storm is active, the user is able to, at the cost of an additional +10 chakra, use the storm as a catalyst for Handseals, and use any Volcanic storm Jutsu from the Storm itself, bypassing the Handseal requirements of the technique and increasing the rank of any technique used through the storm to Long range for that usage.

Lastly, Once per turn, the user is able to, through use of a jutsu slot and hand gestures, call down a blast of Volcanic storm from the storm itself, blasting and area that the user tracks with their eyes, moving at the speed of lightning jutsu, and blasting an area up to mid range in all directions from the center of the blast.

Notes
-The Storm takes 1 full turn to form before it is able to be used. While forming, on the turn it forms, the user is only able to use 2 techniques in that turn.
-User is only able to use the storm as a Catalyst Once per turn, 4 times per Storm.
-The attacking portion of the Storm can only be used Once per turn, 3 times per Storm duration.
-Storm will weaken any techniques that pass through it or are formed in the sky near it by 1 rank as long as it is neutral to or weak to Volcanic Storms S/W. Techniques strong to Volcanic storm will be unaffected.
-The Storm lasts 6 full turns from the time it is formed, and can only be used Twice per battle, with a cool down of 2 turns between usages.

Declined: This technique does way too much; from debuffing elementally neutral and weak techniques (why are neutral and weak elements treated identically?), to allowing you to bypass handseal requirements for your CEJ, as well as buffing them passively. Lasts too long, and has no real restrictions.
 
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Xylon

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Force Release: Vela (Graviton: Vuera)
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: N/A (+10 chakra cost to applied technique)
Damage: N/A
Description: This technique is used to infuse Gravitons into entities, elements, other techniques, and structures. This technique originates from a Force user’s ability to use their body as a gyroscope; the infusion of Gravitons removes the force of friction from the affected entity. Due to the force of friction removal the object becomes considerably faster, moving at twice the user’s base speed. Objects infused gain the inherent traits of Gravitons, such as the emission of golden-yellowish light. The light, in certain instances, can obscure a clear visual image of the object making it difficult to discern its nature. The glow can shift toward red or blue depending on if heat or electricity is added. To the user, regardless of its color and nature, is harmless. The enhanced speed of the object increases its damage potential by an effective rank, or 20 damage. The infuse can be applied to one’s own body or their allies, allowing a sustained burst of zero friction speed to avoid techniques within reason; this can increase taijutsu and kenjutsu related fields in potency. The infusion can be applied to targets within short-range of the user; alternatively the user can infuse sources of their chakra at greater distances. Vela can be applied to techniques within the same timeframe as the technique or target it is applied to, effectively taking no time at all to occur. The infusion remains active for a maximum of two turns and can be used thrice per battle; Vela requires a three turn cooldown in between applications. In the following turn after use the user is unable to use Force Release techniques above A-Rank. Requires a single hand seal to activate.
Approved: Made edits. (Removed passive version)

Force Release CE
Permission to Submit Force Release CJ
My own Force CE training thread
Resubmitting
Force release approval link: https://animebase.me/threads/archive-custom-elements-bureau-ii.112132/page-9#post-8943714

Force Release: Vela (Graviton: Vuera)
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: N/A (+10 chakra cost to applied technique) (+50 if used with Yang release)
Damage:
N/A
Description: This technique is used to infuse Gravitons into entities, elements, other techniques, and structures. This technique originates from a Force user’s ability to use their body as a gyroscope; the infusion of Gravitons removes the force of friction from the affected entity. Due to the force of friction removal the object becomes considerably faster, moving at two and a half times their speed. Objects infused gain the inherent traits of Gravitons, such as the emission of golden-yellowish light. The light, in certain instances, can obscure a clear visual image of the object making it difficult to discern its nature. The glow can shift toward red or blue depending on if heat or electricity is added. To the user, regardless of its color and nature, it is harmless. The enhanced speed of the object increases its damage potential by an effective rank, or 20 damage. The infuse can be applied to one’s own body or their allies, allowing a sustained burst of zero friction speed to avoid techniques within reason (2x speed) ; this can increase taijutsu and kenjutsu related fields in potency. A Yang release user is able to use this technique in conjunction with Yang release to rebalance his chakra and body. Doing so heals the user from any speed inhibiting injuries and removes all speed related debuffs before providing the user with Force’s own speed buff (as well as enhancing their reaction by 2x). This effect could further be incorporated into Vela itself. Doing so coats the person/user or a technique/object with Yang Infused Force chakra allowing the object to bypass status fields that affect the movement speed of objects within its vicinity. The infusion can be applied to targets within short-range of the user; alternatively the user can infuse sources of their chakra at greater distances. Vela can be applied to techniques within the same timeframe as the technique or target it is applied to, effectively taking no time at all to occur. The infusion remains active for a maximum of two turns and can be used thrice per battle; Vela requires a three turn cooldown in between applications. In the following turn after use the user is unable to use Force Release techniques above A-Rank. Requires a single hand seal to activate.

Declined: Keep the original. - Daemon
 
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BlacKing

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Updating:
CE Approval: https://animebase.me/threads/archive-custom-elements-bureau-i.13564/post-4381118

(Taiyofuuton: Shiriusu) Solar Wind Release: Sirius
Type: Offensive
Rank: F – Rank
Range: Short – Long
Chakra: 50 (- 10 per turn)
Damage: 90 (-20 to user)
Description: Sirius has been described as one of if not the most powerful Solar Wind Techniques to be crafted. After weaving four hand seals; the user will immediately be kneading their Solar Wind energy into the surroundings. This will cause a dome of emerald green energy to form; trapping the enemy but also the user within the confines of the dome. The target is quite literally within a time bomb – as the more the dome remains active, the more heat it absorbs from the surroundings to increase in power. This in turn causes anyone but the user within it to start to become dehydrated swiftly, as their mental focus becomes strained and unable to utilize more than two techniques per turn or techniques that require more than two hand seals without fumbling them. As mentioned, the more the dome remains the more power it gains over time, starting at 90 DMG while gaining +10 DMG per turn, though this can only gain a total of +30 altogether. Once the user desires it or at the start of the final turn, the dome itself will explode, crafting a green fiery explosion. Like mentioned, the user is immune to their own DMG and affects from Solar Wind but due to the nature of the technique and how taxing it is to remain active, it hurts them to an extent. Due to the overtaxing nature of the element; the user will sustain 20 DMG to their body upon activation while taking another -5 per turn the technique remains in effect. The dome can only remain active for four turns, starting at 90 DMG then every other turn increases by +10 DMG. While in effect, the user will be unable to mold chakra for any other elements other than Solar Wind and its sub elements (Fire, Wind and Lightning) though these cannot be used above A rank either but is capable of utilizing non elemental techniques up to A rank as well. Activating the explosion requires a move slot to be utilized except on the first turn of activation; counting as one move slot. Once the explosion is triggered, the user is incapable of utilizing B rank and above Solar Wind Techniques for three turns after use. This technique can only be used once per battle, while also the user’s eyes and body will glow a bright emerald green color and the ground would lightly turn into lava though these are more for cosmetic affect.

Declined: The onset of the debilitating effects won't take hold on the enemy in the same turn they're initially trapped, or at least they won't be as severe. This technique won't stay active for more than three turns either, exploding at the start of the final turn. Activating the detonation, prematurely or not, will take a separate move slot.
 
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Delta

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Approved CE

(Kazan Arashi: Ikari no Orinposu)Volcanic Storm Release: Wrath of Olimpos
Type:
Offensive/Defensive/Supplementary
Rank:D-S
Range:Short-Long
Chakra:10-40
Damage:20-80
Description:Volcanic Storm release: Wrath of Olimpos is the basic usage technique of the Element. The user will channel their chakra, weaving the necessary hand seals for each rank, and produce various constructs, waves, blasts ect of Volcanic storm, either from their hands/body, from pre-existing Volcanic Storm entities, or through the ground. The shape and size of these various constructs can be anything you user imagines, so long as the necessary requirements have been produced.

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

Declined: Handseal order for this would go B-Rank: 1, A-Rank: 2, S-Rank: 3. And a one turn cooldown between S-Rank usages. Constructs can't exceed a certain size either.

(Kazan Arashi: Ikari no Furui Kamigami)Volcanic Storm Release: Anger of the Old Gods.
Type:
Offensive/Supplementary
Rank:S rank
Range:Long
Chakra:40
Damage:80
Description:Volcanic Storm Release: Anger of the Old Gods, is both an offensive and supplementary technique designed for Volcanic Storm. Weaving 4 Handseals, the user will channel large amounts of chakra into the sky above the battlefield. Once this is done, this technique takes 1 turn to fully develop, and while the storm is growing, it counts as a technique per turn. From the start of technique, a small cloud of Volcanic storm will appear, and rapidly spread through the atmosphere above, spreading into a colossal storm over head which will spread well over Long range, Capable of covering an entire Land mark. The purpose of this storm has quite a few usages from the moment it is Forged.

First of all, this storm, spreading an entire Landmark, will weaken any techniques that are weak to or neutral Volcanic storm, that are formed in the atmosphere by 1 rank upon their creation. This is a passive affect of the storm while it is present on the field.

Secondly, the storm is able to be used as a catalyst for other Volcanic storm techniques. While the storm is active, the user is able to, at the cost of an additional +10 chakra, use the storm as a catalyst for Handseals, and use any Volcanic storm Jutsu from the Storm itself, bypassing the Handseal requirements of the technique and increasing the rank of any technique used through the storm to Long range for that usage.

Lastly, Once per turn, the user is able to, through use of a jutsu slot and hand gestures, call down a blast of Volcanic storm from the storm itself, blasting and area that the user tracks with their eyes, moving at the speed of lightning jutsu, and blasting an area up to mid range in all directions from the center of the blast.

Notes
-The Storm takes 1 full turn to form before it is able to be used. While forming, on the turn it forms, the user is only able to use 2 techniques in that turn.
-User is only able to use the storm as a Catalyst Once per turn, 4 times per Storm.
-The attacking portion of the Storm can only be used Once per turn, 3 times per Storm duration.
-Storm will weaken any techniques that pass through it or are formed in the sky near it by 1 rank as long as it is neutral to or weak to Volcanic Storms S/W. Techniques strong to Volcanic storm will be unaffected.
-The Storm lasts 6 full turns from the time it is formed, and can only be used Twice per battle, with a cool down of 2 turns between usages.

Declined: This technique does way too much; from debuffing elementally neutral and weak techniques (why are neutral and weak elements treated identically?), to allowing you to bypass handseal requirements for your CEJ, as well as buffing them passively. Lasts too long, and has no real restrictions.

(Kazan Arashi: Ikari no Orinposu)Volcanic Storm Release: Wrath of Olimpos
Type:
Offensive/Defensive/Supplementary
Rank:D-S
Range:Short-Long
Chakra:10-40
Damage:20-80
Description:Volcanic Storm release: Wrath of Olimpos is the basic usage technique of the Element. The user will channel their chakra, weaving the necessary hand seals for each rank, and produce various constructs, waves, blasts ect of Volcanic storm, either from their hands/body, from pre-existing Volcanic Storm entities, or through the ground. The shape and size of these various constructs can be anything you user imagines, so long as the necessary requirements have been produced.

Notes:
A-rank constructs can be created four times per battle, and S-rank constructs can be created thrice
-B rank requires 1 Handseal, A rank 2 handseals, and S rank 3 Handseals.
-S rank constructs require One turn cooldown between usages
-Constructs Cannot exceed a 10x10m overall size.


Approved

(Kazan Arashi: Ikari no Furui Kamigami)Volcanic Storm Release: Anger of the Old Gods.
Type:
Offensive/Supplementary
Rank:S rank
Range:Long
Chakra:40
Damage:80
Description:Volcanic Storm Release: Anger of the Old Gods, is both an offensive and supplementary technique designed for Volcanic Storm. Weaving 4 Handseals, the user will channel large amounts of chakra into the sky above the battlefield. Once this is done, this technique takes 1 turn to fully develop, and while the storm is growing, it counts as a technique per turn. From the start of technique, a small cloud of Volcanic storm will appear, and rapidly spread through the atmosphere above, spreading into a colossal storm over head which will spread well over Long range, Capable of covering an entire Land mark. The purpose of this storm has quite a few usages from the moment it is Forged.

First of all, this storm, spreading an entire Landmark, will weaken any techniques that are weak to Volcanic storm, that are formed in the atmosphere by 1 rank upon their creation. This is a passive affect of the storm while it is present on the field.

Secondly, the storm is able to be used as a catalyst for other Volcanic storm techniques. While the storm is active, the user is able to, at the cost of an additional +10 chakra, use the storm as a catalyst for Handseals, Up to A rank Volcanic Storm techniques, and use any Volcanic storm Jutsu from the Storm itself, bypassing the Handseal requirements of the technique and increasing the range of any technique used through the storm to Long range for that usage.

Lastly, Once per turn, the user is able to, through use of a jutsu slot and hand gestures, call down a blast of Volcanic storm from the storm itself, blasting and area that the user tracks with their eyes, moving at the speed of lightning jutsu, and blasting an area up to mid range in all directions from the center of the blast.

Notes
-The Storm takes 2 full turns to form before it is able to be used. While forming, on the turn it forms, the user is only able to use 2 techniques in that turn.
-User is only able to use the storm as a Catalyst Once per turn, 4 times per Storm.
-Storm will weaken any techniques that pass through it or are formed in the sky near it by 1 rank as long as it is weak to Volcanic Storms S/W. Techniques strong to Volcanic storm will be unaffected.
-The Storm lasts 6 full turns from the time it is formed, and can only be used Twice per battle, with a cool down of 4 turns between usages.

Declined: No to the handseal bypass. Think of something else that can take its place. Specify the rank of the last ability as well.
 
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Alyx

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

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

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

S - rank: The last and final stage of effects should one be exposed directly to the ionizing ash. Considered the most dangerous of all stages, this causes areas of exposure to be completely ionized by the end of the turn of affliction should they come into contact with the technique in question. Simply getting one’s hand touch i.e would cause the limb to be completely ionized and removed from the body. Much larger sources of ionized ash will of course wider portions of the body but will not completely ionize the body by the end of the turn, that in itself requires at least two turns of exposure to do so. In those instances, the target will also take -15 DMG per turn. It should be noted, should the area of exposure be ionized completely, it would cause the 20% Fatigue Effects as outlined the HP Rules to automatically trigger, regardless of the targets current HP amount.

It should be noted that Abyssal Corridor’s effects are will trigger regardless if one is within an instance where permanent damage or death (NW) is not present. In those cases, the ionized ash will not remove any of the limbs or any other bodily removal but will still causes damage as outlined etc. These effects however are reflected once the Dark Vacuity Technique within the damage threshold. This means; should an A – Rank technique be increased in damage to that of 80, the S rank effect will those trigger instead. It’s the same for when the user is afflicted with a technique that reduces the damage; including after clashes with other techniques will cause the effects if contact is made to lessen.

Declined: Remove any mentions of total body destruction, i.e. 'removal', as well as the guaranteed 20% HP Demerit trigger. I'd suggest detailing each rank separately, because there's no reason a B-Rank CEJ's capacity for debilitation would equal an A-Rank CEJ's. The stated drawbacks, like being limited to no seal and single-seal techniques for B-Ranks and above, are way too strong as is.
 
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