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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.
(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 (effects starting in the second turn, last two turns should contact with the Solar Wind is removed). 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 three turns, starting at 90 DMG then every turn increases by +10 DMG (starting at the end of the initial turn). 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(whether prematurely or not) requires a move slot to be utilized except on the first turn of activation; counting as one move slot if triggered immediately. 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: How are you immune to the effects of your own technique? Rein back the miscellaneous effects too, they're a little strong as they are now. They'll only last for the remainder of the turn where the target removes themselves from it.
New Submission:
Updating [Solar Wind: Solar Panel Collapsing Roof]:
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(Taiyofuuton Fuinjutsu: Mimoza) Solar Wind Release/Sealing Technique: Mimosa
Type: Offensive, Defensive
Rank: S Rank
Range: Short – Long
Chakra: 40/70
Damage: N/A
Description: Mimosa is a unique combination technique utilizing Solar Wind Release and Fuinjutsu in conjunction with another. Upon making three hand seals – an immediate barrier composed of solar wind and fuinjutsu script forms. The script itself is labeled “Solar Flare”; in which it’s quite literal in its purpose to come. Once an opposing technique comes into direct contact with the barrier, the script would trigger in response as it forcefully absorbs the opposing technique into it. However, once it does this; the script acts as a “cleanser” and “converter”, immediately clearing out the opponent’s chakra and converting it into Solar Wind itself. Afterwards, the chakra is then rereleased outwards back in the general direction in which it came from or of the user’s choice. This blast of solar wind is proportional to the original technique’s range, carrying the same base damage (according to the rank absorbed) while moving at the speed of an S Rank Wind Technique. This technique can only be used twice per battle, going on cooldown for three turns after use. The user cannot utilize Solar Wind nor Fuinjutsu up above A rank in the same and next turn after use as well. The barrier covers a range of five meters all around the user; which the absorbing is based on neutral chakra interactions initially, while being able to absorb up to 70 chakra (requires Adv. Fuinjutsu) or 40 (if one lacks Adv. Fuinjutsu).
Declined: This will function based on the S&W of the CE, and it needs a duration.
Updating Taiyofuton: Kaze Chaimu [Solar Wind: Wind Chimes] :
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(Taiyofuuton: Aruto Ria) Solar Wind Release: Altria
Type: Offensive, Defensive
Rank: C/B Rank
Range: Short – Long
Chakra: 15/20
Damage: N/A
Description: Altria is a basic evasive/defensive technique utilized with Solar Wind. Through precise yet small bursts of Solar Wind into the soles of the user’s feet, they are capable of constantly releasing these small localized bursts. As they do, it would allow elevation so to speak, as though the user is walking on the wind itself but in reality, it is strictly releasing bursts of the energy. This can be used to travel across places without the need of touching the ground while remaining high in the air or at lower elevations if desired. While this is done, the user moves at their current speed due to it essentially being a combination of physical and chakra movement. However, there is an advanced version of this technique, utilized with a single hand seal. Upon the hand seal being made, the user is capable of releasing a similar burst of Solar Wind but rather than just their feet, it’s from their entire body. The burst of chakra would propel the user into the opposite direction (i.e making the burst directed to the user’s left will propel them right) at speeds equal to twice their base speed. This would create a quick form of evasion, allowing the user to avoid techniques easily though it should be noted that it doesn’t do well against techniques of wide scale. The user has control as to how far they travel in the opposite direction but can only move up to ten meters away. The C rank application is done passively without the cost of a move though requires – 5 chakra per turn in order to sustain the movement while the B rank application can be used four times per battle, once per turn and goes on a cool down of two turns after use.
Declined: The C-Rank usage of this technique is hilariously superior to the B-Rank variant, for obvious reasons. Your wording for it is slightly contradictory, but I see what you're going for. It's not gonna move you at your current speed, nor will it be passive.
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