Custom Element Jutsu Submission

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Geezus

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Plasma Element Update was Approved - Updating/Revamping the Techniques to follow new rules and restrictions of the element.

Can't quote previous post, but here's link to
Updated facts and how it works information, kept the core of the element and hopefully just explained it better and got rid unnecessary restrictions to the element that seemed or were valid in a past iteration of the roleplay. As such changes were not bolded as it would have been essentially the entire post.
Change log:
Removed the -10 to user damage clause per technique.
Reduced the necessary Chakra cost to +10 per technique down from the +20 to be better in line with the game's mechanics.
____


Custom element Japanese name: Purton

Custom element English name: Plasma Release

The element is based on: Lightning + Fire + Wind + Precise Levels of Chakra Control

Facts that prove the element to be possible (in the manga context):

The possibility of Plasma usage in the Naruto has been outlined by Darui's Storm Release, the element creates beams of energy that flow like water. Storm Release is more so named for its combination of chakra natures versus the actual element's abilities. Even more so, one particular technique which made its debut in the RP comes from "Naruto the Movie: Legend of the Stone of Gelel". The technique was aptly named Lightning Release: Plasma Ball. The description of the technique reads: "The user manipulating their chakra generates a plasma barrier around them to serve as a defense which protects them from incoming attacks..." This gives us some context into the fact that Plasma can be possible within the Narutoverse.

Plasma has properties quite unlike those of other elements which are created from multiple chakra natures in the fact that it's considered to be a distinct state of matter. Plasma is by far the most common phase of matter in the universe, both by mass and by volume. All the stars are made of plasma, and even the space between the stars is filled with a plasma. To put that into context, Plasma makes up 99% of the observable universe, while Solids, Liquids, and Gases make up the other 1%.

On planet, plasma is relatively rare, but it is present in electricity (lightning, St. Elmo's fire, ball-lightning), extremely hot flames and polar aurora, or artificially in fluorescent lights, electric arcs of all kinds, etc.. As an example, if you heat up a solid, it becomes a liquid. If you continue to heat the liquid, it becomes a gas. If you continue to further heat this gas, it would become Plasma. The electrons in the atoms of the gas get so excited they begin to break away leaving a soup of negatively charged electrons floating alongside positively charged ions from the atoms that have lost electrons.

TLDR; Plasma is a superheated gas. However, plasma is nothing like a gas, and hence why it qualifies as a distinct state of matter. At higher levels of temperature, plasma becomes thicker, more viscous and can physically be manipulated.

How it works:

To create the Plasma Release, the user would first need to combine both the Wind and Fire elements. This combination, creates a gas that is then fully superheated and ionized by the user's Lightning chakra. The process itself working much like a fluorescent light. When you turn on the light, electricity passes through the gas in the tubes becoming superheated causing the electrons to break off the atoms in the tubes. The illumination is the result of the glowing plasma, a state of matter consisting of a fully ionized gas of low density containing an approximately equal number of positive ions and electrons. It is important to note that although they are unbound, these particles are not ‘free’. When the charges move they generate electrical currents with magnetic fields, and as a result, they are affected by other magnetic fields.

Plasma Techniques will normally form near the user of the Plasma Release, being released in the form of a superheated viscous substance that can be physically manipulated or released as an ionized gas that can discharge large amount of thermal and electrical energy. Objects and targets that interact with Plasma are usually left with severe electrical burns or some cases completely melted due to the superheated nature of the element. Though many techniques can be performed from the body, techniques can be utilized through sources of the element created by the user which may be required to perform higher level techniques. Each user's Plasma appears differently in color when manifested which will be categorized in their bio. This is due to the differences in Chakra signature producing no two Plasmas that are alike. In order to properly control this element, more Chakra than normal is required and as such, Plasma Techniques all require an additional 10 Chakra to be utilized to perform.

Jutsu Usage Examples:

Purton| Purakudon - [Plasma Release| Plasma Bombardment]
Rank: A
Range: Mid - Long
Type: Attack/Supplementary
Chakra: 40
Damage: 60
Description: The user will preform the Dragon → Monkey → Tiger handseals before then creating 6 small white-hot wads of plasma in a ring around himself. These wards of plasma have a high static charge allowing them to cling to nearly any surface without fail. At the user discretion they can propel the wads of plasma in any direction or towards any given target as they attempt to stick to them. As a fail-safe, the user can detonate the plasma individually or at the same time if needed. Due to the extremely high temperatures of the plasma, and the blast radius of a explosive tag the user the user can cause massive damage to the landscape.

Purton| Purazuma Chosuichi - [Plasma Release| Plasma Reservoir]
Rank: A
Type: Supplementary
Range: Long
Chakra Cost: 40 (+5 per turn)
Damage: N/A
Description: The user preforms this technique by clapping their hands together and using their chakra to mold two small "seeds" made out of plasma in the palms of his hands. By proceeding to pull his hands away from the seeds the float for a brief moment as one drops melting deep into the ground while the other flies off into the sky above the clouds. This plasma then begins to grow at a substantial rate for two turns before becoming usable sources of plasma which the user can utilize in order to preform techniques that require large sources of plasma. While present in the battlefield, theses sources of plasma generate a lot of temperature and can easily increase temperatures within the battlefield both above and below ground, weakening water techniques by 20 damage. By constantly feeding these sources additional chakra, the plasma sources last until the user ends the technique, or they are destroyed by the opponent.

Conditions to be able to use it:

Requires Jonin Rank or Higher
Requires Medical Ninjutsu

Is weak to:
  • Plasma is weak to Wind Release and Wind based elements such as Typhoon Release as they possess enough penetrative and brute force to push Plasma back.
  • Lightning Release is strong to Plasma as the introduction of additional Lightning can disrupt the ratio that stabilizes the element allowing Lightning to penetrate Plasma.
  • Magnetism Release can completely disrupt plasma due to the magnetic fields that the heat from the element generates and in some cases control it.
  • Plasmoid Release is the direct counter and opposite of Plasma, due to the heat absorbing properties of the element. Plasmoid Release techniques completely neutralize the element during interactions.
Is strong against:
  • Water based elements are unable to withstand the temperatures of plasma the heat evaporating them on contact.
  • Earth-based elements are weak to the superheated states of plasma, as plasma will simply melt through the solid material.
  • Fire Release techniques and other heat based elements are usually surpassed by the sheer thermal energy present in Plasma and can be ultimately consumed by it.
Co-creator: N/A

Students I passed this custom element on too: Raiden.. & ???

Update Approved - Daemon
Updating:

Purton: Shishou no Jutsu - [Plasma Release: Master Technique]
Type:
Supplementary/Offensive/Defensive
Rank: C - S
Range: Short -Long
Chakra: 35 - 60
Damage: 30 - 80 (-10 to user)
Description: The most basic application of the Plasma Release, this technique will focus the user's chakra into plasma while using shape manipulation to form small to medium sized constructs of Plasma for a multitude of uses. These can range from waves, spikes, walls, domes, half-domes and other forms of attack or defense. The power of this technique varies dependent on the amount of chakra fueled into it but requires more handseals in order to control with C-rank requiring at least one handseal, and the highest amount of four handseals for S-rank. These constructs are created within short-range of the user, but may reach up to long-range if applicable. Because of the nature of Plasma, this can burn bright and hot or be dull and "cold". Dependent on the user and the use for the technique, the hotter the Plasma, the more versatile in use it can be as it takes a more liquid-like form burning objects within short range from the intense heat levels. While the cooler the Plasma, the more inept it becomes, acting more like a solid while not completely like one. Due to the amount of chakra it takes to create and control Plasma, the user will be subjected to damage from the strain of this technique.
Note:
  • Can only use S-ranked three times per battle.
  • No S-Rank or above Plasma on the turn following the use of the S-Rank variant
  • Requires a one turn cool down between uses.
Purton ☆ Shishou no Jutsu - [Plasma Release ☆ Master of Heaven Technique]
Type
: Supplementary/Offensive/Defensive
Rank: C - S
Range: Short-Long
Chakra: 25 - 50
Damage: 30 - 80
Description: The most basic application of the Plasma Release, this technique will focus the user's chakra into plasma while using shape manipulation to form Plasma for a multitude of uses. These can range from blasts, waves, spikes, walls, domes, half-domes and other forms of attack or defense. The power of this technique varies depending on the amount of chakra fueled into it but requires more handseals in order to control with C-rank requiring at least one handseal, and the highest amount of four handseals for S-rank. The plasma is created within short-range or released from the body of the user but may reach up to long-range if applicable. Because of the nature of Plasma, this technique can be created in either of Plasma's forms as a superheated viscous substance that can melt objects or as translucent ionized superfluid gas that can cause severe electrical explosions. Constructs created through this technique can be sustained, but other Plasma techniques may not be used for the duration.
Note
:
  • Can only use S-ranked three times per battle.
  • No S-Rank Plasma on the turn following the use of the S-Rank variant
  • Sustained constructs last up to three turns per use and requires one turn cool down between uses.
-Update Approved-

Revamping, as such changes are not bolded

Purton| Tenchi Sōzō- [Plasma Release| Heaven and Earth Creation]
Rank:
A
Type: Supplementary
Range: Long
Chakra: 50 (+5 per turn)
Damage: N/A (-10 to user)
Description: The user performs this technique by clapping their hands together and using their chakra to mold two small orbs comprised of plasma in the palms of his hands slightly burning themselves in the process (-10 to user). By proceeding to pull his hands away, the plasma floats for a brief moment as one drops burrowing deep into the ground while the other flies off into the sky above the clouds. This plasma then begins to grow at a substantial rate for two turns before becoming usable sources of plasma which the user can utilize in order to perform techniques that require large sources of plasma. Due to the nature of Plasma, once this technique takes full effect at the beginning of the second turn after its use, these sources of plasma can increase the ambient temperature of the battlefield as the underground source begins to imitate a planet's core, while the source in the sky acts like a newly created star. This technique can easily increase temperatures within the battlefield both above and below ground, weakening water-based techniques by 10. By constantly feeding these sources additional chakra, the plasma sources last up to three turns after forming. Plasma techniques utilized from these sources that don't require the prior use of this technique will be granted +10 damage due to less chakra system strain upon the user. Plasma techniques that utilize these sources reduce the duration by a single turn.
Note:
  • Takes two turns to become fully active plasma sources. Last three turns once sources fully form.
  • Plasma techniques may not be used while the sources are being formed.
Purton ☆ Tentai no Souzou - [Plasma Release ☆ Creation of the Heavenly Bodies]
Rank
: B
Type: Supplementary / Defensive
Range: Short-Long
Chakra: 30 (+10 per turn)
Damage: N/A
Description: The user performs this technique by clapping their hands together and releasing their chakra into the terrain. This technique is unique in the fact that as long as the user keeps their hands clasped the range of this technique is capable of spreading further into the surrounding area. While the user's hands are clasped, the effective range of this technique steadily increases, reaching up long range after two turns. However regardless of the range of the technique, this technique creates a source of Plasma that may be utilized to perform additional Plasma techniques that need a source to be performed. By constantly feeding this source additional chakra, this technique will last up to three turns after being performed. Plasma techniques utilized from this source that don't originally require a source to be performed will be granted +20 damage due to less chakra system strain upon the user. Throughout the duration of the technique, Plasma arcs from the ground and reconnects giving opponent's a visual of just how far an area this technique's influence reaches however this technique by itself doesn't inherently pose a threat to the opponent.
Note:
  • This technique's range grows as long the user keeps their hands clasped. The technique upon use creates a source of Plasma large enough it can be used to perform or boost one technique. This value increases by one for each turn the user's hands remain clasped or the technique reaches long-range meaning a maximum of three techniques may be boosted or performed.
  • While the user's hands are clasped, they may perform techniques released from the mouth that comprise the Plasma element, however they cannot perform other Plasma techniques until they unclasp their hands.
-Update Approved-

Revamping:

Purton | Purzama Samidare - [Plasma Release | Plasma May Rain]
Rank:
S
Type: Attack/Defense/Supplementary
Range: Mid - Long
Chakra: 60
Damage
: 80 (-10 to user)
Description: A technique who's usage relies on the prior use of Plasma Release| Heaven and Earth Creation to complete, the user starts by creating four handseals while collecting chakra within one or more of the plasma sources on the battlefield. After the seals have been completed the technique activates causing the plasma to split off from the source and attack the opponent in up to 8 orbs splitting damage between them. Plasma from the sky source above will rain upon the battlefield exploding once within short range of an opponent. Plasma from the source in the ground can be made to rise into the air or act as a trap, becoming a mine field for unwary opponents. The plasma is capable of exploding, unleashing intense heat from the reaction which is capable of dealing significant damage to the landscape. Due to the amount of chakra required, the user takes damage due to the chakra strain.
Note:
  • Usable twice per battle.
  • No Plasma above B-rank next turn.
Purton ☆ Tengoku Samidare - [Plasma Release ☆ Heavenly Rain]
Rank
: S
Type: Attack/Defense/Supplementary
Range: Mid - Long
Chakra: 50
Damage: 80
Description: A technique whose usage relies on the prior use of Plasma Release| Creation of the Heavenly Bodies to complete, the user starts by creating four handseals while collecting chakra within the superfluid plasma spread onto battlefield. After the seals have been completed the technique activates causing plasma to split off from the source and attack the opponent in the form of a single, 2, 4, or 8 orbs splitting damage between them evenly. Plasma from the source can be made to rise into the air (at least five meters away from the intended target) to attack the target or act as a trap, becoming a floating mine field for opponents. This technique results in one or multiple explosions that capable of melting large areas of rock due to the superheated nature of the Plasma and while this technique is present on the battlefield, the user can freely manipulate the orbs to attack or defend against targets however, no additional Plasma techniques may be used while this technique is in use.
Note:
  • Usable twice per battle.
  • No Plasma above A-rank for one turn after technique is used to attack or defend.
-Update Approved-
---

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Custom element Japanese name: Purasumoidoton

Custom element English name: Plasmoid Release

The element is based on: Lightning - Fire - Earth - Wind - Water + Chakra Control

Facts that prove the element to be possible (in the manga context):

We have seen the various effects that the advanced combination of multiple basic nature transformations can have. Usually, when these advanced nature transformations are depicted, they have powerful effects and abilities. Plasmoid Release is one of these elements and shares its roots with Dust Release, an element that has been classed as one far above that of other ninjutsu. Dust Release, used by the two of Hidden Earth Village's Kages is a powerful element that utilized Earth, Wind, and Fire chakra to create three-dimensional figures that expand and had a powerful effect. In the case Dust Release, a bright core within the figures created would disintegrate objects that passed through them. It's within this context, Plasmoid Release is able to exist within the same realm of jutsu known as a Kekkai Tota, an advanced branch of jutsu that is more advanced than the jutsu class of kekkei genkai. By having a high skill level and mastery of all of the basic elements, the user is able to harness and manipulate this element.

How it works:

To create the Plasmoid Release, the user would first need to combine both the Wind and Fire elements. This combination creates a gas that is then superheated and ionized by the user's Lightning chakra. The process itself working much like a fluorescent light. As the ionized gas forms, the user will simultaneously introduce a combination of earth and water chakra used to create a malleable, semi-solid membrane that surrounds the ionized gas and begins to create external pressure upon it. As the external pressure grows, the gas is compressed into a nearly solid state effectively shaping the core. The internal pressure of the ionized gas becomes so great that the energy begins to try to visibly escape in the form of free-flowing arcs of energy coursing throughout the shape all stemming from the core of ionized gas. Soon, the internal and external pressures begin to balance out and effectively solidifies the entirety of the construct. This causes foreign objects that make contact with the newly created Plasmoid to physically clash with the created constructs and techniques of the element. When objects physically interact with the Plasmoid's surface, the free-flowing arcs are attracted to the object's thermal energy and focus on that area. This could be single or multiple points of contact. As the object and core's energy interact, the core's energy rapidly increases the rate at which the thermal energy is transferred between the two objects. The thermal energy literally is siphoned from the source as the energy of the core seeks to use it as a means to escape, unable to do so the thermal energy becomes distributed across the Plasmoid's surface. Objects that remain in contact with the surface of Plasmoid eventually begin to freeze in place due to complete removal of the object's thermal energy. Plasmoid constructs will appear as blue or purple translucent objects, with a visible core radiating energy on the inside surface of the construct.

Jutsu Usage Examples:

Plasmoid Release | Energy Shield

Rank: B
Type: Defense
Range: Short
Chakra: 20
Damage: 40
Description: The user creates two handseals (Dragon - Ram) creating a wall of plasmoid in front of the user. The plasmoid is solid enough to resist B-rank techniques and below without sustaining damage. This wall is capable of moving with the user as long as they maintain the Ram handseal.

Plasmoid Release | Plasma Ball
Rank: A
Type: Attack
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user will clap their hands together generating chakra between them before pulling them back revealing a small orb that begins to expand the further away the user pulls their hands. The Plasma Ball is then released at the target and can be made to expand by the user performing the seal of confrontation.

Conditions to be able to use it:
  • Requires Jonin Rank.
  • Requires mastery of Basic 5 Elements.
Weaknesses: Plasmoid is naturally weak to elements that show resistance to heat absorbing properties such as Water Release. Likewise, elements that are mainly comprised of water such as rain would fall into this category. Elements that are cold, such as Ice Release are also strong to Plasmoid. Being an energy based element, Wind release would be effective against it. Plasmoid is also weak to elements strong to energy, like Dark Release.

-Water Release
-Wind Release
-Ice Release
-Rain Release
-Dark Release

Strengths: Plasmoid heat absorbing abilities are naturally strong to hot elements such as Fire Release. Likewise, elements that are hot, such as Lava Release or Scorch Release are also weak to Plasmoid. Being energy based, Plasmoid is also strong to elements weak to electrical energy, like Earth Release. Lasty, Plasmoids electrical energy base structure is strong against the likes of Lightning Release as it's natural fields help repel the element.

-Fire Release
-Earth Release
-Lightning Release
-Lava Release
-Scorch Release
-Plasma Release
-Steam

Co-creator: @Koto

Students I passed this custom element on too:
Serpent & Sasori

Resubbing (1 of the 4 additional jutsu for this submission): Removed alot of of fluff for simplicity's sake.

(Deddozōn) | Dead Zone
Type:
Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 70 (-10 each turn)
Damage: N/A
Description: The user will perform three hand seals creating a barrier sealing jutsu that expands their Plasmoid chakra up to mid-range with their body being the epicenter of it and moves along with the user.; arcs of energy can be seen spreading through out the field awaiting its moment to activate. The main purpose of this technique is to effect the thermal energy of objects on the battlefield. Upon activation, it is possible for the user in the same timeframe as this technique’s creation to absorb the thermal energy of an opposing attack and seal it via fuinjutsu inside of themselves thereby neutralizing the attack. This ability can be used on techniques with up to 70 chakra points as long as it is logically possible for thermal energy to be taken away. This energy once absorbed will be used to passively empower one of the user’s jutsu by +20 damage or +1 rank depending on what is appropriate. Passively, while this technique is in affect, the Plasmoid that has spread up to mid-range will passively draw thermal energy from the opponent's jutsus towards the arcs. For example, a fire technique that is utilized within the radius of the Plasmoid barrier or enters will be affected by the arcs of plasmoid chakra and have their damage reduced by twenty points. Most techniques will be affected by this ability since they contain some amount of thermal energy but there are some cases where a technique could be devoid of thermal energy or resistant to having its internal energy affected. For this very reason, jutsu that are strong to Plasmoid will not be affected by the weakening portion of this jutsu; however, techniques that are strong to Plasmoid can still be affected by the first ability which allows the user to absorb an attack completely by spending a move. The main difference now is that if the user is utilizing this ability against an attack that is strong to Plasmoid then they will only be able to affect jutsus with up to 50 chakra points as long as it is still logical and feasible. The energy absorbed by this technique is not gone to waste because by utilizing the sealing properties of the Fuinjutsu the user will be able to passively seal this excess chakra into their body allowing them to passively empower one of their future techniques by +20 or +1 rank depending on what’s appropriate. However, this empowerment ability works on a one to one ratio meaning for every one jutsu weakened the user can empower one of their techniques. If desired it is possible for the user to spend a move while this jutsu is active to completely absorb an attack of its thermal energy rendering it effectively neutralized but still following the rules listed above. This can be done twice with a two turn cool down but if the user utilized this ability upon activation as initially noted then they will only be able to use this ability one more time instead. This energy regardless can still be be used to empower of their future techniques. This technique can also have averse affects on opponents whether they be an actual person or a summoning because Plasmoid constantly draws thermal energy towards it meaning this would also affect living organisms. If a living organism comes into short-range of the user then will begin to feel extremely cold as their body begins to freeze up. This will cause techniques to deal an additionally twenty damage points to the opponent’s body if they make contact but the opponent does not begin to feel these effects until they enter short-range of the user.
Note: Can only be used twice
Note: No Plasmoid above A-rank next turn after deactivation
Note: Lasts four turns
Note: Requires Advanced Fuin

-Declined- this is poorly restricted and honestly just doesn't make much sense at all, plasmoid absorbs thermal energy because of it's nature as a element but that doesn't mean it can swallow and seal this energy inside a barrier that then somehow moves inside you to empower your following techs. Also I'm gonna say no on the double dipping of boosting your own techniques and making people take damage just by being close to you, the more I read this the more it reads like two completely different abilities mashed together.
(Deddozōn) | Dead Zone
Type:
Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 70 (-10 each turn)
Damage: N/A
Description: The user will perform four hand seals creating a barrier sealing jutsu that expands the user's Plasmoid chakra into any three-dimensional shape with a variety of sealing scripts which can be seen rotating around the barrier. This barrier extends up to mid-range with their body being the epicenter and will move along with the user. Arcs of energy can be seen spreading throughout this barrier awaiting its moment to activate. The main purpose of this technique is to affect targets with thermal energy who remain or enter inside the "Dead Zone". Passively, due to the sealing script present along the barrier, the plasmoid arcs remove thermal energy of jutsus within range while the sealing nature of this technique facilitates the absorbing of chakra. This reduces the chakra of the opposing jutsu by ten and thus reduces its rank or alternatively removes an abundance of additional chakra which may be boosting the technique causing it to lose a single boost. Most techniques will be affected by this ability since they contain some amount of thermal energy but there are some cases where a technique could be devoid of thermal energy or resistant to having this energy affected. For this very reason, jutsu that are strong to Plasmoid will not be affected by the weakening portion of this jutsu; however, techniques that are strong to Plasmoid can still be affected by the sealing ability which allows the user to remove a boost to the applicable technique. If desired, it is possible for the user to spend a move while this jutsu is active to have adverse effect on opponents. If a living organism comes into contact with a Plasmoid arc, the organism then will begin to feel extremely cold as their body begins to freeze preventing movement for one turn. During this time, the freezing cause subsequent techniques to deal an additionally twenty damage points to the opponent’s body if they make contact.
  • Can only be used twice per battle
  • No Plasmoid above A-rank next turn after deactivation
  • Lasts four turns
  • Requires Advanced Fuin
-Approved- I'm keeping an eye on this one for misuse though.
 
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Vayne

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(Fūinjutus/Summanus: Inori no Kukyō) - Nocturnal Thunder/Sealing Arts: Player's Plight
Type: Offensive/Defensive/Supplementary
Rank: A/S
Range: Short - Long
Chakra: 30 - 70 (10 - 15)
Damage: N/A
Description: Combining sealing arts with Nocturnal Thunder, the user is capable of brining forth a powerful barrier carrying the defensive properties of the element. The technique is initiated with 3 hand seals, after which a translucent barrier with the sealing script of "Reject" is instantly formed short range around the user or a selected object (requires physical contact). Should the user chain an additional seal, the barrier can expand to mid range distance after it's initial formation, moving at the speed of a lightning technique of the same rank. Once formed, the barrier is capable of absorbing foreign attacks and sending them back as blasts of Nocturnal Thunder, naturally all restricted by the strength and weaknesses of the element itself. Due to Summanus' two forms, the user can have the barrier either carry the standard S/Ws of the element, or the release/lightning aspect of it, allowing for more versatile options. The released blasts would scale depending on what was absorbed, matching the size, range, and base damage of said technique, with attacks being directed to the hostile source from which it was absorbed. The barrier can exist for up to three turns, lasting until it's absorption level is matched/overwhelmed or the duration runs out, making it a great counter for lower ranked attacks. Blasts sent back would count as a move, barring the initial turn of Player’s Plight’s usage. So for an A rank usage, it would be two B ranks of a neutral clash S/W for instance. Naturally, the longer the barrier remains in play, the longer the cooldown. A ranks require a turn cooldown while S ranks require two turns. If the barrier is maintained for multiple turns, the cooldown increases by one for each turn, so a fully utilized S rank barrier would need five turns between usages. Usable four times overall, with non Adv.Fuin users only capable of using the S rank variation at 40 chakra.

Declined: From memory, CEJ aren't allowed to convert other techniques into your CE, whether it's by infusing chakra (which was very common years ago), or some other means. That said, Fuuin also just isn't able to convert or transform the nature of chakra that way.
 
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The_Empire

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(Banjīgamurirīsu: Gotcha) BungeeGum: Gotcha
Rank: D-S
Type: Defense/Supplementary
Range: Short - Mid
Chakra Cost: 10-40
Damage Points: N/A
Description: Allows the user to produce a string of resilient and bouncy Bungee Gum, shot from their hands/fingers or their foot, which will then stick to a target. By using the bouncing potential of the gum string, the user is capable of manipulating an attached target or themselves, bungeeing them around. The added momentum from the bouncy string will translate into a +20 damage boon when performing an impact-based attack, by augmenting the potential energy behind it. This can be added to Taijutsu or other Physical techniques by either pulling oneself against a target or by pulling a target against the physical attack.
Note: S rank can only be used four times with a one turn in between usage.

(Banjīgamurirīsu: Pinkī no Kabe) Bungee Gum: The Wall of Pinky
Rank: D-S
Type: Defense
Range: Short-Long
Chakra Cost: 10-40 (+10 when used to enhance a barrier/wall)
Damage Points: N/A
Description: The user is capable of producing a barrier of Bungee Gum that can be expanded up to 10 meters in all directions, or moulded into diferent shapes. The creation of the Bungee Gum starts by closing both hands together and then pull them appart, showing the gum between both that will then be expanded and inflated through chakra manipulation. This can also be done with a single hand, by clenching one's fist and then opening one's palm. The gum can be manipulated by keeping physical contact with it or remotely up to 3 meters distance from the construct. The Bungee Gum construct that be used as a standalone technique or as a way to coat other barrier or wall-like techniques, infusing them with added resilience by infusing 10 chakra and acquiring 1 rank boost.
Note: S rank can only be used four times a match with one turn in between each use.
Note: D-C Rank can only be a maximum range of five meters. B-A Rank can only be a maximum range of ten meters. S rank can only be a maximum range of fifteen.

-Both Approved-
(Banjīgamurirīsu: Pinkī no Kabe) Bungee Gum: The Wall of Pinky
Rank: D-S
Type: Defense
Range: Short-Long
Chakra Cost: 10-40 (+10 when used to enhance a barrier/wall)
Damage Points: N/A
Description: The user is capable of producing a barrier of Bungee Gum that can be expanded up to 10 meters in all directions, or moulded into diferent shapes. The creation of the Bungee Gum starts by closing both hands together and then pull them appart, showing the gum between both that will then be expanded and inflated through chakra manipulation. This can also be done with a single hand, by clenching one's fist and then opening one's palm. The gum can be manipulated by keeping physical contact with it or remotely up to 3 meters distance from the construct. The Bungee Gum construct that be used as a standalone technique or as a way to coat other barrier or wall-like techniques, infusing them with added resilience by infusing 10 chakra and acquiring 1 rank boost.
Note: S rank can only be used four times a match with one turn in between each use.
Note: D-C Rank can only be a maximum range of five meters. B-A Rank can only be a maximum range of ten meters. S rank can only be a maximum range of fifteen.
Note: When used as a standalone technique the barrier would defend against the same amount of chakra it is created with.

-Declined- This doesn't need to be a note, it'll defend based on the rank already as all defensive jutsu like this.
 
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Shady Doctor

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( Dorīmuītā ) - Dream Eater
Type: Weapon
Rank: A
Range: Short - Mid
Chakra: N/A (-5 per turn)
Damage: N/A
Description: Dream Eater is a unique sword crafted by one of the creators of the Yumeton element in order to passively increase Yumeton techs by a rank Or +20 Damage . It is a short, crystalline white bladed sword, with a Crystal scaled hilt and a crystal ball held at the end of the hilt by a dragon claw. All of the crystalline parts of the sword is simply an unknown source of metal infused with dream sand during the creation process. With the blade being made of the strongest Yumeton possible, it easily became one of the most dangerous blades in existence, being able to give off Yumeton effects of its rank (S) if anyone besides the user digests the Yumeton in any form (letting the blade touch the blood stream or any openings; Mentioned in "True colors"). Within the scales of the hilt are sealing scripts carved into it, which gives the sword specific abilities when certain requirements are met.

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

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

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

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

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

Depiction:

You must be registered for see images
Approved by Sasori: Made some edits. Removed the part about it being using in the same time frame as kenjutsu techniques.
Making slight edits. Mostly to the 24 turns for the effects. Wild as hell.

Approved Element:


( Dorīmuītā ) - Dream Eater
Type: Weapon
Rank: S
Range: Short - Mid
Chakra: N/A (-5 per turn)
Damage: N/A
Description: Dream Eater is a unique sword crafted by one of the creators of the Yumeton element in order to passively increase Yumeton techs by a rank Or +20 Damage . It is a short, crystalline white bladed sword, with a Crystal scaled hilt and a crystal ball held at the end of the hilt by a dragon claw. All of the crystalline parts of the sword is simply an unknown source of metal infused with dream sand during the creation process. With the blade being made of the strongest Yumeton possible, it easily became one of the most dangerous blades in existence, being able to give off Yumeton effects of its rank (S) if anyone besides the user digests the Yumeton in any form (letting the blade touch the blood stream or any openings; Mentioned in "True colors"). Within the scales of the hilt are sealing scripts carved into it, which gives the sword specific abilities when certain requirements are met.

Reshape (S-Rank)
Reshape is a simple yet versatile ability of the sword and is activated by passively drawing chakra from the user as it is being wielded. Sealing scripts would cover the crystalline blade, having the word "Reshape" written out numerous times in kanji. This gives the blade that exact ability; Reshape. By breaking the blade down for a minute moment, the seal gives the user the ability to reshape the crystalline blade into a different form that fits the situation. The form could be a whip, an Ax, a bigger or different style sword, spear, shield etc. This reshaping would happen instantly but whatever weapon it is most be a melee type weapon or defense and can only reach up to short range. This can only be used once per turn and the weapons strength is S-rank/80 damage, though the shape is retained until changed again. This would take up a move slot when used.

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

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

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

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

Depiction:
You must be registered for see images

-Update Approved- Edits made, I changed Feast back to A rank because you made it S but then left it able to absorb S rank of elements it's weak to only? I'm not sure if that was a error on your part or my reading.
 
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Ańbu Juniør

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Updating: https://animebase.me/threads/custom-element-jutsu-submission.764501/post-22112006

(Seshiumuton: Vígríð No Keshin) Liquid Caesium Release: Vígríð Incarnation
Type:
Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 (- 10 per turn)
Damage: N/A
Description: The user performs four handseals and channels his chakra into the earth through his legs or hands. This creates a layer of Liquid Caesium three meters beneath the ground that oozes upward to the surface, making the enemy unable to utilize techniques that use the ground as a source as they would be corroded before surfacing. Destroying the layer of Liquid Caesium requires complete destruction, as simply destroying a part of the layer will only result in it regenerating as more Liquid Caesium oozes upward to take its place. Additionally, the user can control this layer via hand movements to form defensive walls or to bind the opponent, dealing 40 per turn as the Liquid Caesium corrodes their clothes/armor and deals damage to their skin directly. However, the constructs formed from the material can’t be created within short range of an enemy unless they are also within that range, and can’t converge on an opponent if they’re positioned outside of the affected area. Though this layer holds the effects of Liquid Caesium, the user and those designated as allies are able to stand atop it without experiencing the damaging effects over time.

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

-Update Approved- This is odd wording, so I remind you to follow spawning rules as I tentatively approve this
 
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Never

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Side-Effects Jutsu as requested by Riker:
Ebony Release Approved: Here

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

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

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

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

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



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

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

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

Declined, the bold you added, the second paragraph specifically, is what makes this a no for me; the former ability was more apt for this.
Ebony Release Approved: Here

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

D-C Rank: Proximity to Ebony Release induces a -20 drain of chakra per turn to opponents. The powder form cause minor effects such as headaches and irritability, coughing which can give away a target's position.

B-A Rank: Proximity to Ebony Release induces a -30 drain of chakra per turn. After a full turn of being within Short range of the powder, opponents will now experience partial blindness, restricting their vision to mid-range and causing their aim of thrown projectiles to be off target.

S Rank and above: Proximity to Ebony Release induces a -40 drain of chakra per turn. Because of the strength and intensity of this rank of techniques, the volume of absorbing powder is increased and opposing jutsu and foreign chakra is absorbed partially just by being within the powder's presence reducing the power/damage by 20 or the chakra by 10 if there is no damage value.

Note: Users can carry Violent Pollen Smoke Bombs (2m Circumference) that explode with D-Rank Effects when thrown.

Note: Ebony Powder Lingers in the air from where it was created to where it was destroyed unless pushed/scattered away.
Note: Should a target affected by Ebony remove exposure (either through leaving short-range of the powder or removing its presence), effects will wear off after one turn

-Declined- This is to much considering you want this to just be like a passive byproduct of your jutsu existing, those numbers are wild and the debuffs are over the top. Just standing near your CE shouldn't be doing this.


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

The Kokutanton's chakra absorbing properties kick in when it interacts with energy elements, depending on it's strengths and weaknesses the energy will be absorbed and it will further empower the Ebony Release by igniting it with Blue Fire that coats the construct. This only happens when there is a suitable technique interaction and cannot be ignited without such, the user can control specifically where the fire coats the construct, the blue flames bursting from the glowing blue veins of the wood.

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

-Declined- The note about violent pollen in this means I gotta just decline it
 
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Gobi Gobletsson

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CE: https://animebase.me/threads/archive-custom-elements-bureau-i.13564/page-9#post-2229891
Resub from this old thread: https://animebase.me/threads/custom-elements-jutsu-submission.13700/page-43#post-21563018

Resubmitting these from old thread;

(Karushiumu: Emroth no Honemajou) - Calcium Release: Osteomancy of Emroth
Type:
Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20 (+5 for application used)
Damage Points:
N/A
Description: Osteomancy of Emroth Is an infusion technique. The technique capitalizes on the various compounds which can be found and utilized within Calcium Release's boundaries. These compounds include Arsenate, Oxide and many many more variables. The technique is activated through a mental note, which consumes no time whatsoever, which enables the technique to be used in conjunction with another technique, within the same timeframe. The main objective of the technique is to provide a various array of supplementary capabilities for the user to use vividly with other techniques in other to enhance their combat prowess. The compounds are passively interchangeable even after creation, but two compounds can't mix within the same technique at once, meaning should the user wish to change, the previous compound would cease to exist in the assisted technique. The technique once activated have a duration of four turns, and can be used twice.
Illumination | Shomei
Illumination is an application which can be applied to Earth-based CEs or KGs, which allows the creation of Calcium to be made. I.e this could be used with Crystal or say Earth Release, and not only Calcium itself. By utilizing this application the user is capable of donning their chosen technique with an extra layer consisting of the calcium compound Oxide. It's a thin, unnoticeable layer of particles which through a passive command cause the atoms to heavily vibrate. The vibration is augmented by chakra which will help it, hit the point of ignition which will cause a blinding illumination around the technique, that will leave an opponent blinded. Depending on how heavily the particles are being vibrated, the user can adjust and measure the glow, also differently on each patch of the structure, meaning it may be extremely bright on one side, and dimly lit on the other of the technique in question. The sudden flash would cause blinded vision for two turns.
Impurity | Ryuketsu
Impurity is an application which can be applied to Earth-based CEs or KGs, which allows the creation of Calcium to be made. I.e this could be used with Crystal or say Earth Release, and not only Calcium itself. Similar to Illumination, this application also creates a layer on the chosen technique, however the compound used in this application is Arasenate. Upon contact with the moisture in the air, the compound instantly dissolves into an invisible gaseous state, akin to vapor. This could prove highly toxic and in the long run, lethal to inhale for foreigners. The mist would spread five meters radius around the technique's outerlining, should the technique be 5 meters in width, the mist would spread 5 meters further in every direction. The gas have three stages, which includes hemorrhaging, immobilization and death. Upon first turn of inhalation the victim will start suffering from hemorrhaging skin dealing high amounts of pain upon movement which would in turn decrease their overall base movement by -2. By the third turn, the victim will suffer bone marrow damage, thus causing neuromuscular disturbance, which in turn would cause them to become immobile/incapacitated. By the fourth turn, unless healed, the victims organs will start to malfunction which would in turn, cause a painful death.
Rot | Fukyu
Unlike other application within this technique, this utilizes a compound unfit to be used in relation to Earth technique. Rot however, is an application which can be applied to Water-based CEs or KGs, which is capable of carrying calcium compounds created within. I.e as long as the element pertains a malleable/liquefied form where in the particles may be contained. Utilizing Hydroxide, the user will infuse a desired technique where in, the particles immediately dissolves into the mass which in turn makes the water corrosive of nature, which allows for a change in S/W. The corrosive nature, enables the water to burn through earth structures, objects and metal alike. It doesn't enhance the power of the water itself, it merely makes it strong to it's otherwise known weakness. While so, it becomes weak to fire release, as it's dousing effects are weakened by the amounts of calcium compounds within.
Cemetery Upheaval | Bochi no Gekihen
Cemetery Upheaval is an application which can be applied to Earth-based CEs or KGs, which allows the creation of Calcium to be made. I.e this could be used with Crystal or say Earth Release, and not only Calcium itself. Using this application with another technique of the user's choice, would enable to user to surround their techniques with a mist of calcium granule. From which ever surface the technique is created from an portion of granule would emerge alongside the technique, spreading throughout the area. This works similar to Rot, meaning these granule spread five meters around the outerlining of the used technique. This have two purposes - One being able to mask the exact origin of the technique, while at the same time dealing minor shredding damage to the opponent, along with irregular breathing should they exhale any granules. This application is equivalent to that of a C-rank technique. To be noted, neither of these affect the user himself, as its pertains to his will to which or whom it would essentially harm or damage.

(Karushiumu: Eien no Fuyu, Teikoku Hametsu) - Calcium Release: Everlasting Winter, Imperial Ruin
Type:
Offensive
Rank: E-F-rank
Range: Short Range
Chakra: 5-50
Damage: 10-90
Description: Hametsu no Ikimonogak, is a technique performed through physical contact with an organic living object. The technique pertains the ability to rapidly disintegrate the entirety of a substantial living creature, by simply enganging in direct physical contact with the victim's exterior, with only the remnants being it's core and skeletal structure. The technique is a further extension of the calcium compound manipulation ability. Rather than focusing on the process of regeneration which can be done with the release of Calcium Ions, which go in an co-work with the enzymes, the user releases a portion of calcium ions which is transferred into the opponent, which rather than helping - Tampers with calcium inside the target's enzymes causes the process of regeneration to be malfunctional, so instead of the enzymes that sees the damaged cells firstly being destroyed and removed, before the unaffected surrounding tissue is allowed to replicate itself to occupy the resulting absence. The the enzymes instead neglects the latter part of this complex process, and instead concentrating entirely upon the utter destruction of the cell walls of the organism leading to the previously mentioned aftermath. This technique can be used on all organic matter per say, whilst being used on actual humans, the technique is accounted for being F-rank, which can only be used once, and harms the exterior of the users harm 15, leading to painful sensations if used afterwards, unless healed. Should the user encounter techniques which pertains organic matter such as Wood Release, the technique's rank is equal to the opposing wood technique, allowing the user to disintegrate said technique, while also dousing the technique for any kinetic force. The technique can't be used consecutively, and S-ranked version can only be used twice, and disables calcium techniques the following turn, unless it's a passively active, such as 'Osteomancy' or Sage Mode(Only requires chakra for sustainment.)
(Karushiumu: Emroth no Honemajou) - Calcium Release: Osteomancy of Emroth
Type:
Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20 (+5 for application used)
Damage Points:
N/A
Description: Osteomancy of Emroth Is an infusion technique. The technique capitalizes on the various compounds which can be found and utilized within Calcium Release's boundaries. These compounds include Arsenate, Oxide and many many more variables. The technique is activated through a mental note, which consumes no time whatsoever, which enables the technique to be used in conjunction with another technique, within the same timeframe. The main objective of the technique is to provide a various array of supplementary capabilities for the user to use vividly with other techniques in other to enhance their combat prowess. The compounds are passively interchangeable even after creation, but two compounds can't mix within the same technique at once, meaning should the user wish to change, the previous compound would cease to exist in the assisted technique. The technique once activated have a duration of four turns, and can be used twice.
Illumination | Shomei
Illumination is an application which can be applied to Earth-based CEs or KGs, which allows the creation of Calcium to be made. I.e this could be used with Crystal or say Earth Release, and not only Calcium itself. By utilizing this application the user is capable of donning their chosen technique with an extra layer consisting of the calcium compound Oxide. It's a thin, unnoticeable layer of particles which through a passive command cause the atoms to heavily vibrate. The vibration is augmented by chakra which will help it, hit the point of ignition which will cause a blinding illumination around the technique, that will leave an opponent blinded. Depending on how heavily the particles are being vibrated, the user can adjust and measure the glow, also differently on each patch of the structure, meaning it may be extremely bright on one side, and dimly lit on the other of the technique in question. The sudden flash would cause blinded vision for two turns.
Impurity | Ryuketsu
Impurity is an application which can be applied to Earth-based CEs or KGs, which allows the creation of Calcium to be made. I.e this could be used with Crystal or say Earth Release, and not only Calcium itself. Similar to Illumination, this application also creates a layer on the chosen technique, however the compound used in this application is Arasenate. Upon contact with the moisture in the air, the compound instantly dissolves into an invisible gaseous state, akin to vapor. This could prove highly toxic and in the long run, lethal to inhale for foreigners. The mist would spread five meters radius around the technique's outerlining, should the technique be 5 meters in width, the mist would spread 5 meters further in every direction. The gas have three stages, which includes hemorrhaging, immobilization and death. Upon first turn of inhalation the victim will start suffering from hemorrhaging skin dealing high amounts of pain upon movement which would in turn decrease their overall base movement by ½. By the third turn, the victim will suffer bone marrow damage, thus causing neuromuscular disturbance, which in turn would cause them to become immobile/incapacitated. By the fourth turn, unless healed, the victims organs will start to malfunction which would in turn, cause a painful death.
Rot | Fukyu
Unlike other application within this technique, this utilizes a compound unfit to be used in relation to Earth technique. Rot however, is an application which can be applied to Water-based CEs or KGs, which is capable of carrying calcium compounds created within. I.e as long as the element pertains a malleable/liquefied form where in the particles may be contained. Utilizing Hydroxide, the user will infuse a desired technique where in, the particles immediately dissolves into the mass which in turn makes the water corrosive of nature, which allows for a change in S/W. The corrosive nature, enables the water to burn through earth structures, objects and metal alike. It doesn't enhance the power of the water itself, it merely makes it strong to it's otherwise known weakness. While so, it becomes weak to fire release, as it's dousing effects are weakened by the amounts of calcium compounds within.
Cemetery Upheaval | Bochi no Gekihen
Cemetery Upheaval is an application which can be applied to Earth-based CEs or KGs, which allows the creation of Calcium to be made. I.e this could be used with Crystal or say Earth Release, and not only Calcium itself. Using this application with another technique of the user's choice, would enable to user to surround their techniques with a mist of calcium granule. From which ever surface the technique is created from an portion of granule would emerge alongside the technique, spreading throughout the area. This works similar to Rot, meaning these granule spread five meters around the outerlining of the used technique. This have two purposes - One being able to mask the exact origin of the technique, while at the same time dealing minor shredding damage to the opponent, along with irregular breathing should they exhale any granules. This application is equivalent to that of a C-rank technique. To be noted, neither of these affect the user himself, as its pertains to his will to which or whom it would essentially harm or damage.

(Karushiumu: Eien no Fuyu, Teikoku Hametsu) - Calcium Release: Everlasting Winter, Imperial Ruin
Type:
Offensive
Rank: E-F-rank
Range: Short Range
Chakra: Dependent
Damage:
Dependent
Description:
Hametsu no Ikimonogak, is a technique performed through physical contact with an organic living object. The technique pertains the ability to rapidly disintegrate the entirety of a substantial living creature, by simply enganging in direct physical contact with the victim's exterior, with only the remnants being it's core and skeletal structure. The technique is a further extension of the calcium compound manipulation ability. Rather than focusing on the process of regeneration which can be done with the release of Calcium Ions, which go in an co-work with the enzymes, the user releases a portion of calcium ions which is transferred into the opponent, which rather than helping - Tampers with calcium inside the target's enzymes causes the process of regeneration to be malfunctional, so instead of the enzymes that sees the damaged cells firstly being destroyed and removed, before the unaffected surrounding tissue is allowed to replicate itself to occupy the resulting absence. The the enzymes instead neglects the latter part of this complex process, and instead concentrating entirely upon the utter destruction of the cell walls of the organism leading to the previously mentioned aftermath. This technique can be used on all organic matter per say, whilst being used on actual humans, the technique is accounted for being F-rank, which can only be used once, and harms the exterior of the users harm 15, leading to painful sensations if used afterwards, unless healed. Should the user encounter techniques which pertains organic matter such as Wood Release, the technique's rank, chakra and damage output is equal to the opposing wood technique, allowing the user to disintegrate said technique, while also dousing the technique for any kinetic force. The technique can't be used consecutively, and S-ranked version can only be used twice, and disables calcium techniques the following turn, unless it's a passively active, such as 'Osteomancy' or Sage Mode(Only requires chakra for sustainment.)

-Both Declined- These are so far outside the scope of calcium, they both mention multiple chemical reactions and compounds required to achieve them like arsenic, oxidation process, etc. Not to mention they both are saying they're capable of causing death that completely ignores the health system. DNR
 
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Arthorius

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(Ritsuton: Ansanbaru ♬) Rhythm Release: Ensemble ♬
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: N/A
Description: The user will focus their chakra and insert rhythm into techniques of other natures, enhancing them with the superheated sound and increasing their damage and explosive ability. Functioning primarily on gasses and energies, due to the poor conductivity of most liquids. This technique will grant the empowered technique an increase of thirty damage points and will cause it to take on the strengths of rhythm release. Additionally by superheating techniques, they will gain an explosive nature, increasing the range of the enhanced technique by 5 meters in all directions as it will explode violently at the user's discretion. This technique works best when combined with simplistic gasses and energies, namely fire release and lightning release. While it can be applied to more complex gas and energy such as other CE, it will only enhance them by ten damage points and can’t combine effectively with cold based abilities. Due to the nature of rhythm release the technique will occur at the same speed as hindering sound and can be applied in the same timeframe as another technique, or the application can be staggered, in either case it will require a single handseal.

Note: May only be used thrice per battle with a two turn cooldown between usages.
Note: Forbidden rank techniques of elemental natures may not be used in the same turn as this and no Rhythm release above A rank in the following turn

(Ritsuton: Regato ♬) Rhythm Release: Legato ♬
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: N/A
Description: The user will focus their chakra and insert rhythm into solid objects, enhancing them with the superheated sound and increasing their damage and explosive ability. Functioning primarily on ninja tools and weaponry, this ability will cause them to vibrate at an incredibly high frequency, greater than lightning or wind natures. This technique will grant the empowered tools an increase of thirty damage points and will cause it to take on the strengths of rhythm release. Additionally, by superheating tools, they will gain an explosive nature, increasing the range of the enhanced technique by 5 meters in all directions as they will explode violently at the user's discretion. This technique works best when combined with disposable weaponry like generic tools, this is due to the destructive nature of the technique that will render generic tools to be similar to explosives destroying them and sending shrapnel everywhere. While it can be applied to more complex tools such as custom or named weapons, it will only enhance them by ten damage points and can’t be used to create an explosive radius, since it won’t destroy these objects. This ability can apply to one tool or many but the damage boost will always be either thirty or ten, additional tools being heated only serves to increase the size of the attack. Due to the nature of rhythm release the technique will occur at the same speed as hindering sound and can be applied in the same timeframe as another technique, or the application can be staggered, in either case it will require a single handseal.

Note: May only be used thrice per battle with a two turn cooldown between usages.
Note: Forbidden rank techniques of elemental natures may not be used in the same turn as this and no Rhythm release above A rank in the following turn

Both Approved
 
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Never

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Ebony Release Approved: Here

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

D-C Rank: Proximity to Ebony Release induces a -20 drain of chakra per turn to opponents. The powder form cause minor effects such as headaches and irritability, coughing which can give away a target's position.

B-A Rank: Proximity to Ebony Release induces a -30 drain of chakra per turn. After a full turn of being within Short range of the powder, opponents will now experience partial blindness, restricting their vision to mid-range and causing their aim of thrown projectiles to be off target.

S Rank and above: Proximity to Ebony Release induces a -40 drain of chakra per turn. Because of the strength and intensity of this rank of techniques, the volume of absorbing powder is increased and opposing jutsu and foreign chakra is absorbed partially just by being within the powder's presence reducing the power/damage by 20 or the chakra by 10 if there is no damage value.

Note: Users can carry Violent Pollen Smoke Bombs (2m Circumference) that explode with D-Rank Effects when thrown.

Note: Ebony Powder Lingers in the air from where it was created to where it was destroyed unless pushed/scattered away.
Note: Should a target affected by Ebony remove exposure (either through leaving short-range of the powder or removing its presence), effects will wear off after one turn

-Declined- This is to much considering you want this to just be like a passive byproduct of your jutsu existing, those numbers are wild and the debuffs are over the top. Just standing near your CE shouldn't be doing this.


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

The Kokutanton's chakra absorbing properties kick in when it interacts with energy elements, depending on it's strengths and weaknesses the energy will be absorbed and it will further empower the Ebony Release by igniting it with Blue Fire that coats the construct. This only happens when there is a suitable technique interaction and cannot be ignited without such, the user can control specifically where the fire coats the construct, the blue flames bursting from the glowing blue veins of the wood.

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

-Declined- The note about violent pollen in this means I gotta just decline it
Ebony Release Approved: Here

No Bold because I basically rewrote the technique to be clearer overall whilst forgoing the passive technique that was recommended years ago (Keeping the name tho, but it will be a different technique).

(Kokutanton: Senrensareta) - Ebony Release: Polished Castle Gates
Type:
Offensive/Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra: 20-40 (-10 per turn for Animated Constructs)
Damage: 40-80 (+20 if ignited)
Description:
This basic creation technique creates constructs that can be as small or large with a shape that is only limited to the user's imagination; with the sacrifice of a further 10 chakra per turn the user can create animated constructs from animals to monsters. These constructs can be released from the user, the ground and earth or wooden sources including ebony. The constructs look like solid polished wood. B-Rank requires a single hand seal, usage of A-Rank will require 2 hand seals and 3 for S-Rank.

The main properties of these constructs is the unique aspect of Ebony Release where it siphons 10 chakra on contact with another technique without weakening it. Should the opposing technique be overpowered, this will replenish the ebony technique to its original power. The second property of Ebony Release is that it becomes empowered and the user may ignite it at will with a single hand seal, happening at the same time as another technique though takes up one of the users three moves per turn. When ignited it bursts with blue flames from the glowing blue veins of the wood to cover the entire construct or specific parts of it. This empowers the technique by 20 damage and removes the initial absorbing & siphoning properties of the construct.

After an Interaction with opposing techniques, Kokutanton Jutsu break apart and leave clouds of toxic powder in the collision area which will linger on the battlefield for 2 turns unless removed by opposing forces. Being in these clouds of toxic powder causes a 20 chakra reduction per turn to any entity with a different chakra system to the user, and it'll cause the opponent to cough and splutter revealing their location and their eyes will water causing their vision to become blurred and unclear. If the victims stay in this toxic powder cloud for two or more turns they will lose 2 speed levels until healed and receive 20 internal damage health.

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

-Declined- My issue here is with the interaction with opposing techniques line, I'd say leaving behind this cloud of toxic powder would only generally be possible when clashing in neutral interactions or when the ebony is defeated by a solid element. Like if someone blasted your ebony jutsu with a fire jutsu that was hugely more powerful, it doesn't make any sense to me that your tech would still leave a cloud behind, it'd be destroyed utterly. Also the usage restrictions kinda high, like 6 times and 4 times? Idk about all that. I kinda also don't like how many debuffs are there honestly, 20 chakra drain, metagame location revealing, eyes watering is vague, 20 damage and speed reduction. That's a lot.

(Kakutanton: Hageshī kafun) Ebony Release: Violent Pollen
Type:
Supplementary
Rank: C - B
Range: N/A
Chakra: Varies
Damage: (+20 for B-Rank infusions)
Description: Ebony Release when ground into a powder is innately toxic, the powder is flammable, chakra absorbing and creates hindering effects on targets when coming into contact and inhaling it. This technique is an infusion technique that can be applied passively to Ebony Techniques or Wood Release with the additional of one hand seal. This infuses these techniques with this toxic powder which will cause effects depending the rank of infusion.

C-Rank: This infusion costs an additional 5 chakra to the infused technique, this allows the infused technique to have the powder emanate from it clinging within 2 meters of the construct and following its movement. Just by being within the 2 meter proximity of the technique opponents lose 10 of their chakra per turn exposed and suffer tightness of chest and sporadic coughing. After interactions and collisions the powder remains collision area for 2 turns, the burst of powder created is a 5 meter diameter black cloud with a blue-ish hue. Being in prolonged exposure with the effects of Violent Pollen for a full two turns increases the victim's chakra consumption in each of their technique (does not make them anymore potent) by 10.

B-Rank: This infusion costs an additional 10 chakra to the infused technique and will have the C-rank properties but will give the powder a more aggressive chakra consuming effect where the powder will be more potent in interactions, just by the opposing chakra source coming into contact with the emanating powder it uses the chakra source to convert and quickly output this energy to fuel existing ebony blue flames to make them wilder or to cover wood constructs with a layer of this aggressive fire. This gives the infused jutsu an extra 20 damage. This does not decrease the potency of enemy techniques, it is only a consequence of the interaction. This variant can only be used four times.

Note: In no way whatsoever does this convert Mokuton into Ebony, Wood Release remains the same and keeps its S&W.
Note: The user can carry Violent Pollen Smoke Bombs that when thrown using one of their moves per turn perform the C-Rank properties of this technique and act as a normal smoke bomb, however the cloud is only that of a 2 meter diameter.
Note: These effects do not stack with other Ebony Powder Exposure unless specifically stated, the more potent ability takes effect.

-Declined- Firstly, I don't think I'm gonna allow this to apply to standard wood release techniques because it's excessively expanding the usage of the CE overall by allowing that. Also hard no on the smoke bomb version, that's basically making a bootleg custom tech item and I don't like that. Other than that, it might be okay.
 
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Gobi Gobletsson

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CE: https://animebase.me/threads/archive-custom-elements-bureau-i.13564/page-9#post-2229891
Resub from this old thread: https://animebase.me/threads/custom-elements-jutsu-submission.13700/page-43#post-21563018

Resubmitting these from old thread;



(Karushiumu: Emroth no Honemajou) - Calcium Release: Osteomancy of Emroth
Type:
Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20 (+5 for application used)
Damage Points:
N/A
Description: Osteomancy of Emroth Is an infusion technique. The technique capitalizes on the various compounds which can be found and utilized within Calcium Release's boundaries. These compounds include Arsenate, Oxide and many many more variables. The technique is activated through a mental note, which consumes no time whatsoever, which enables the technique to be used in conjunction with another technique, within the same timeframe. The main objective of the technique is to provide a various array of supplementary capabilities for the user to use vividly with other techniques in other to enhance their combat prowess. The compounds are passively interchangeable even after creation, but two compounds can't mix within the same technique at once, meaning should the user wish to change, the previous compound would cease to exist in the assisted technique. The technique once activated have a duration of four turns, and can be used twice.
Illumination | Shomei
Illumination is an application which can be applied to Earth-based CEs or KGs, which allows the creation of Calcium to be made. I.e this could be used with Crystal or say Earth Release, and not only Calcium itself. By utilizing this application the user is capable of donning their chosen technique with an extra layer consisting of the calcium compound Oxide. It's a thin, unnoticeable layer of particles which through a passive command cause the atoms to heavily vibrate. The vibration is augmented by chakra which will help it, hit the point of ignition which will cause a blinding illumination around the technique, that will leave an opponent blinded. Depending on how heavily the particles are being vibrated, the user can adjust and measure the glow, also differently on each patch of the structure, meaning it may be extremely bright on one side, and dimly lit on the other of the technique in question. The sudden flash would cause blinded vision for two turns.
Impurity | Ryuketsu
Impurity is an application which can be applied to Earth-based CEs or KGs, which allows the creation of Calcium to be made. I.e this could be used with Crystal or say Earth Release, and not only Calcium itself. Similar to Illumination, this application also creates a layer on the chosen technique, however the compound used in this application is Arasenate. Upon contact with the moisture in the air, the compound instantly dissolves into an invisible gaseous state, akin to vapor. This could prove highly toxic and in the long run, lethal to inhale for foreigners. The mist would spread five meters radius around the technique's outerlining, should the technique be 5 meters in width, the mist would spread 5 meters further in every direction. The gas have three stages, which includes hemorrhaging, immobilization and death. Upon first turn of inhalation the victim will start suffering from hemorrhaging skin dealing high amounts of pain upon movement which would in turn decrease their overall base movement by ½. By the third turn, the victim will suffer bone marrow damage, thus causing neuromuscular disturbance, which in turn would cause them to become immobile/incapacitated. By the fourth turn, unless healed, the victims organs will start to malfunction which would in turn, cause a painful death.
Rot | Fukyu
Unlike other application within this technique, this utilizes a compound unfit to be used in relation to Earth technique. Rot however, is an application which can be applied to Water-based CEs or KGs, which is capable of carrying calcium compounds created within. I.e as long as the element pertains a malleable/liquefied form where in the particles may be contained. Utilizing Hydroxide, the user will infuse a desired technique where in, the particles immediately dissolves into the mass which in turn makes the water corrosive of nature, which allows for a change in S/W. The corrosive nature, enables the water to burn through earth structures, objects and metal alike. It doesn't enhance the power of the water itself, it merely makes it strong to it's otherwise known weakness. While so, it becomes weak to fire release, as it's dousing effects are weakened by the amounts of calcium compounds within.
Cemetery Upheaval | Bochi no Gekihen
Cemetery Upheaval is an application which can be applied to Earth-based CEs or KGs, which allows the creation of Calcium to be made. I.e this could be used with Crystal or say Earth Release, and not only Calcium itself. Using this application with another technique of the user's choice, would enable to user to surround their techniques with a mist of calcium granule. From which ever surface the technique is created from an portion of granule would emerge alongside the technique, spreading throughout the area. This works similar to Rot, meaning these granule spread five meters around the outerlining of the used technique. This have two purposes - One being able to mask the exact origin of the technique, while at the same time dealing minor shredding damage to the opponent, along with irregular breathing should they exhale any granules. This application is equivalent to that of a C-rank technique. To be noted, neither of these affect the user himself, as its pertains to his will to which or whom it would essentially harm or damage.

(Karushiumu: Eien no Fuyu, Teikoku Hametsu) - Calcium Release: Everlasting Winter, Imperial Ruin
Type:
Offensive
Rank: E-F-rank
Range: Short Range
Chakra: Dependent
Damage:
Dependent
Description:
Hametsu no Ikimonogak, is a technique performed through physical contact with an organic living object. The technique pertains the ability to rapidly disintegrate the entirety of a substantial living creature, by simply enganging in direct physical contact with the victim's exterior, with only the remnants being it's core and skeletal structure. The technique is a further extension of the calcium compound manipulation ability. Rather than focusing on the process of regeneration which can be done with the release of Calcium Ions, which go in an co-work with the enzymes, the user releases a portion of calcium ions which is transferred into the opponent, which rather than helping - Tampers with calcium inside the target's enzymes causes the process of regeneration to be malfunctional, so instead of the enzymes that sees the damaged cells firstly being destroyed and removed, before the unaffected surrounding tissue is allowed to replicate itself to occupy the resulting absence. The the enzymes instead neglects the latter part of this complex process, and instead concentrating entirely upon the utter destruction of the cell walls of the organism leading to the previously mentioned aftermath. This technique can be used on all organic matter per say, whilst being used on actual humans, the technique is accounted for being F-rank, which can only be used once, and harms the exterior of the users harm 15, leading to painful sensations if used afterwards, unless healed. Should the user encounter techniques which pertains organic matter such as Wood Release, the technique's rank, chakra and damage output is equal to the opposing wood technique, allowing the user to disintegrate said technique, while also dousing the technique for any kinetic force. The technique can't be used consecutively, and S-ranked version can only be used twice, and disables calcium techniques the following turn, unless it's a passively active, such as 'Osteomancy' or Sage Mode(Only requires chakra for sustainment.)

-Both Declined- These are so far outside the scope of calcium, they both mention multiple chemical reactions and compounds required to achieve them like arsenic, oxidation process, etc. Not to mention they both are saying they're capable of causing death that completely ignores the health system. DNR
CE: https://animebase.me/threads/archive-custom-elements-bureau-i.13564/page-9#post-2229891
I've been granted permission to resubmit Emroth. o.o

(Karushiumu: Emroth no Honemajou) - Calcium Release: Osteomancy of Emroth
Type:
Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20 (+5 for application used)
Damage Points:
N/A
Description: Osteomancy of Emroth Is an infusion technique. The technique capitalizes on the various compounds which can be found and utilized within Calcium Release's boundaries. These compounds include Arsenate, Oxide and many many more variables. The technique is activated through a mental note, which consumes no time whatsoever, which enables the technique to be used in conjunction with another technique, within the same timeframe. The main objective of the technique is to provide a various array of supplementary capabilities for the user to use vividly with other techniques in other to enhance their combat prowess. The compounds are passively interchangeable even after creation, but two compounds can't mix within the same technique at once, meaning should the user wish to change, the previous compound would cease to exist in the assisted technique. The technique once activated have a duration of four turns, and can be used twice.
Illumination | Shomei
Illumination is an application which can be applied to Earth-based CEs or KGs, which allows the creation of Calcium to be made. I.e this could be used with Crystal or say Earth Release, and not only Calcium itself. By utilizing this application the user is capable of donning their chosen technique with an extra layer consisting of the calcium compound Oxide. It's a thin, unnoticeable layer of particles which through a passive command cause the atoms to heavily vibrate. The vibration is augmented by chakra which will help it, hit the point of ignition which will cause a blinding illumination around the technique, that will leave an opponent blinded. Depending on how heavily the particles are being vibrated, the user can adjust and measure the glow, also differently on each patch of the structure, meaning it may be extremely bright on one side, and dimly lit on the other of the technique in question. The sudden flash would cause blinded vision for two turns.
Impurity | Ryuketsu
Impurity is an application which can be applied to Earth-based CEs or KGs, which allows the creation of Calcium to be made. I.e this could be used with Crystal or say Earth Release, and not only Calcium itself. Similar to Illumination, this application also creates a layer on the chosen technique, but it will consist of fragile high-leveled calcium particles. The fragility of the calcium particles are so high, that upon contact with the moisutre in the air, they will simply elude into the moisture, and act as an invisible gas, akin to vapor. This could prove highly toxic and in the long run, lethal to inhale for foreigners. The mist would spread five meters radius around the technique's outerlining, should the technique be 5 meters in width, the mist would spread 5 meters further in every direction. The gas have three stages, which includes hemorrhaging, immobilization and organ defiency. Upon first turn of inhalation the victim will start suffering from hemorrhaging skin dealing high amounts of pain upon movement which would in turn decrease their overall base movement by 25%, and deal +5 per turn. By the third turn, the effects will have worsened, thus causing neuromuscular disturbance, which in turn would cause them to become immobile/incapacitated, by this point, damage per turn will +15. By the fourth turn, unless healed, the victims organs will start to malfunction which would in turn, cause a high amounts of pain, which results in 80 damage per turn.
Rot | Fukyu

Unlike other application within this technique, this utilizes a compound unfit to be used in relation to Earth technique. Rot however, is an application which can be applied to Water-based CEs or KGs, which is capable of carrying calcium compounds created within. I.e as long as the element pertains a malleable/liquefied form where in the particles may be contained. Utilizing Hydroxide, the user will infuse a desired technique where in, the particles immediately dissolves into the mass which in turn makes the water corrosive of nature, which allows for a change in S/W. The corrosive nature, enables the water to burn through earth structures, objects and metal alike. It doesn't enhance the power of the water itself, it merely makes it strong to it's otherwise known weakness. While so, it becomes weak to fire release, as it's dousing effects are weakened by the amounts of calcium compounds within.
Cemetery Upheaval | Bochi no Gekihen
Cemetery Upheaval is an application which can be applied to Earth-based CEs or KGs, which allows the creation of Calcium to be made. I.e this could be used with Crystal or say Earth Release, and not only Calcium itself. Using this application with another technique of the user's choice, would enable to user to surround their techniques with a mist of calcium granule. From which ever surface the technique is created from an portion of granule would emerge alongside the technique, spreading throughout the area. This works similar to Rot, meaning these granule spread five meters around the outerlining of the used technique. This have two purposes - One being able to mask the exact origin of the technique, while at the same time dealing minor shredding damage to the opponent, along with irregular breathing should they exhale any granules. This application is equivalent to that of a C-rank technique. To be noted, neither of these affect the user himself, as its pertains to his will to which or whom it would essentially harm or damage.

-Declined- I feel like I expressed this in DM's but if I didn't then my bad. However you can't just say that this technique can apply to all base five elements and CE's or KG' comprised of them, I'd tentatively allow the base five elements, even that is pushing it a bit because it just extends the usage of the CE by a huge amount. Also these are absolutely not B rank effects and where are the restrictions, like there's nothing lmao.
 
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Detective L

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CE Approved

± (Dorakoniumuton: Kofūna rūn moji) - Draconium Release - Archaic Runes ±
Type:
Offensive/Defensive/Supplementary
Rank: D - S
Range: Short-Long
Chakra Cost: 20 - 80
Damage Points: (10-80 if used offensively)
Description: The user will focus their Draconium chakra throughout their being, creating several runes and lining to rapidly take the shape of a tattoo that remains stable and silent. The Draconium glows in its stable state. These runes/tattoos of Draconium can be manifested into weapons like using your hand as a pistol, rudimentary tools like knives and hammers or merely act as a method of providing a visual apparatus. Through hand gestures, the user can manipulate the Draconium's fluid nature to form shapes such as maps, faces of individuals or even make distracting apparitions. This technique makes use of Draconium's unique ability to seek out foreign chakra, making all weapons used from this technique - a homing one, when fired. The manifestation of weapons and combat uses are entirely up to the users' imagination and their size relies entirely on the rank of Draconium used. The weapons and tools can be used till mid range, or fired from the users' bodice up until Long range from them, travelling at the speed of as Lightning technique.

The technique in itself once activated, remains active for up to 5 turns and restricts the user to S rank and below Draconium techniques. The technique can be used 3 times with a cool off period of 2 turns in between

-Declined- So the issue for me is the usage duration and total usages, also you don't really mention any move cost to this once activated, it's a bit odd all around in that regard, I think instead of making this like a lingering activation you'd be better served just making it something you use like a toolbox, make something and use that thing and depending on it's rank you can use it X times. No need to reinvent the wheel here.

± (Dorakoniumuton: Furiko o furu) - Draconium Release - Swing the Pendulum ±
Type:
Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 60 (-25 per turn)
Damage Points: (equal to technique used on)
Description: An inherent technique used passively on an existing/forming Draconium technique - the user will tip the scales of Yin chakra within the Draconium technique. Through acute precision, the Yin chakra in the Draconium is emphasized dramatically - passively draining 50 chakra from the user over the next 2 turns. This in turn causes all affected Draconium to erratically sizzle, bending out of shape and form, and seek out foreign chakra to retain its balance. In its erratic nature, Draconium passively saps up to 20 chakra a turn from foreign bodies/techniques within 5 meters of it, for every turn its left unattended, feeding into its own - requiring 60 chakra to retain its form and function.

Alternatively, the same amount of chakra can be forced into Draconium techniques passively to achieve the opposite - the Draconium's base becomes rigid and stable - so concentrated with chakra that it collapses on itself - unleashing a devastating electrical blow causing shock and impact damage equal to the rank of the original technique used upon.

Both functions cannot be used together, but can be used one after the other, if applicable. Can only be used 3 times and requires a cooldown of 2 turns.

-Approved- Edits made, I see people trying this a lot lately, I hope you all realize that if you drain 20 chakra from an enemy technique that does in fact count as a debuff.

± (Dorakoniumuton: Watashitachi, deddo u~īpu) -Draconium Release - We, the Dead Weep ±
Type:
Supplementary
Rank: S
Range: Short
Chakra Cost: 80
Damage Points: N/A (equal to damage needed for release)
Description: A full body release of Draconium - fully utilizing the spiritual aspect of the element, the user will release a powerful burst of brightened Draconium through their body in the shape of a demonic skeletal avatar. The spiritual creation emerges and merges with the user continuously, rapidly altering their chakra flow and causing a weakened spiritual damage that is capable of releasing the user from any inflicted Genjutsu and spiritual-related attacks by damaging themselves and their spirit in the process. The technique however, can be used more sparingly - releasing individual parts of the users' psyche through creating an equivalent avatar for that part (only the head, or the arm, etc) allowing reaction of that part, without damaging the entirety of their being. Can only be used twice, with a two turn cool down period in between.
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-Declined- The continuous chakra bit won't fly, you'd be basically giving yourself permanent chakra surging with that wording. Same with the "spiritual related techniques" bit, that's vague and hurting yourself doesn't release you from a lot of those things in general, like you can't stab yourself to free yourself from ronin kenjutsu for example lmao.
 
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Vayne

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submitting as one of my additional cj


(Yumeton/Summanus: Inori no Kukyō) - Dream Sand/Nocturnal ThunderArts: Player's Plight
Type: Offensive/Defensive/Supplementary
Rank: A/S
Range: Short - Long
Chakra: 50 - 60 (15 - 20)
Damage: 100 - 120
Description: Crafted to maximise the efficiency between the user's various elements, Player's Plight is a technique that hinges on the user having Yumeton | Dākutaimuzu seal applied on their body, with the S rank variation being utilised. Due to the Yumeton technique, the user's body/equipment would be coated with a layer of Yumeton, a toxin. With Summanus having the inherent ability of enclosing toxins, the user would be capable of bridging the gap between the two elements, allowing the user to release Summanus from their body with Yuemton enclosed within it, giving birth to a stronger combined concoction that packs the lethality of both. The combination would gain the strengths of both elements, while now becoming significantly weaker to fire release, wherein the element and those based on it would be twice as effective. These brand of techniques can be manipulated similar to Summanus (mentally/hand movements) while gaining the ability to fly freely, with boosts that can apply to both elements being applicable to it. Constructs made under Player's Plight would gain a secondary lethality when clashing with other objects, wherein instead of just releasing lightning when it is struck similar to normal Summanus, the infused Yumeton would be 'cooked' and released in the form of fumes, covering short range all around the lightning. These fumes would be capable of administering Yumeton into the bodies of targets similar to normal Yumeton when burned. When in use, the user would be incapable of manipulating elements that are not components of the elements (Wind) or elements based on that. Usable thrice, with constructs lasting up to three turns. Once it concludes, the user would suffer a cooldown equal to the turns it was active in wherein they can not use any of the CEs, with S rank having an additional turn added to the cooldown.

Declined: This has no reason to have the chakra and damage it does. You are smoking crack if you think you are going to combine two elements into one, and the only drawback you get while in usage is only not being able to use Wind Release. Why do the constructs last three turns? Also double weaknesses are banned in the RP and no custom is able to grant them drawback or not. Only double weakness that should exist in the RP is Anutu vs Y/Y - Daemon

(Fuuinjutsu/Summanus: Saidan) - Sealing/Nocturnal Thunder Arts: Altar
Type: Offensive/Defensive/Supplementary
Rank: D - S
Range: Short - Long
Chakra: 10 - 40 (5 - 10) 70
Damage: 20 - 80
Description: Saidan is the ability of the user to transform portion or their entire body into the element itself, affording them increased defensive and offensive powers as a result. The user's body would appear as it does normally until struck by external sources, wherein the user would take the dark form of the element with the edges of their body seemingly containing jagged moving spikes. During Altar's usage, the user would naturally gain the capabilities of the element, allowing the user to take flight and fly at speeds equal to speed of the rank used. The user can release constructs, waves, and tools of Summanus from their body that can be sustained for the duration of the techniques' duration. Additionally, the user can release the charges present in Summanus at will from their body or from created constructs. These charges would be capable of short-circuiting targeted tools based on their rank, with equivalent levels being short circuited for a turn and those of lesser for one more turn for each rank difference. Higher ranked ones would be unaffected. Uniquely, those with access to sealing arts can have a body seal applied on them, elevating the effectiveness of the Altar state. Should the seal be used, an invisible barrier would be present a meter around the user's body, laying dormant until attacks pass through it, upon which it would automatically transform the user's body into an S rank variation of the Saidan state, protecting the user from external attacks. Should the user fall unconscious/be knocked out, the seal would also activate with a portion of the charges being released internally to return the user back to consciousness as long as the user has enough HP to do so. Starting from B rank the technique would require a seal and increase per rank. Notably, the user can switch to different ranked variations of Altar without the need of hand seals, but at the cost of a move, where chakra is surged throughout the body. B ranks can be used 4x, A ranks thrice, and S ranks twice, with A-S ranks only lasting up to three turns. The body seal variation would cost 70 chakra to be placed, and costing the same amount to activate. Should the user have Player's Plight active, the overall strength of Altar would be inherently elevated, with lower ranks costing ten more chakra and having a thirty damage boon until reaching A and S ranks, where they would match the quantities stated in Player's Plight, for both chakra and damage. Utilisation under Player's plight would reduce the duration of Altar by 1 turn.

Declined: So a couple of things here, the "body seal" portion of this is extremely tacked on. It's like you added it on there last minute as a way to like "oh wait let me protect my body with this when I'm knocked out too!" if you want that application you will have to make it a separate technique. And again the constructs do not need to be sustainable. Also why in the world would Player's Plight increase this by 30 damage when Plight itself isn't even a damage boost? - Daemon
 
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Lili-Chwan

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( Fuuin/Mashuru-muton: Chinuru no Kinoko ) Sealing/Mushroom Release: Blood of Grote Slang

Rank: S
Type: Supplementary
Range: Short
Chakra cost: 70
Damage points: N/A
Description: The Blood of Grote Slang is an enhanced version of the Bleeding Tooth Mushroom's anticoagulant bright red liquid and an Advanced Sealing technique. Forming a kanji of "Putrefaction" in one's body, the user places it on a surface, producing a mass of white fruiting bodies which will ooze out the blood-like liquid, filled with tiny chakra-leeching spores, and spread it in a script formation within a 5 meter radius. This Advanced Sealing technique will inscribe the kanji for "Putrefaction" endlessly multiplying in the shape of an evil eye, as tendrils of bloody ooze repeatedly inscribe the kanji and engulf the target, and through Mushroom's innate properties, those that fall prey to the Blood of Grote Slang start to feel their bodies or chakra being metabolized by the oozing fruit bodies. This can have one of three effects:

Putrefaction of the Spirit - Similar to Multiple Infinite Embraces and Chakra Draining Skill, the Bloody ooze being secreted will have a dark ox-blood coloration, and the seal will produce a stasis effect on the target's chakra, preventing the usage of chakra techniques, while metabolizing and consuming their chakra reserves. Depletes 150 chakra per turn, which can be metabolized directly by the technique or fed back to the user, if they are still within the Grote Slang radius. This creates a powerful lock on chakra but not on the body, so the targets are still free to move out of the script, ending both the sealing and the metabolic effect, or utilize a Surge or a Mode with a higher chakra tier than the seal to purge it out.

Putrefaction of the Body - Similar to Chakra Chains, the bloody ooze being secreted will be of a vivid scarlet coloration, while the seal produces a powerful paralysis on the body, congealing the body where it stands, unable to move even to produce handseals. The tendrils will harden to double down on the paralysis effect, draining 100 points of health rather than chakra, which can then be reverse-engineered to regenerate the user's physical health, when standing within the Grote Slang radius, through the user's Med-Ninjutsu mastery.

Putrefaction of the Skill - Most likely the simplest effect, instead of running the "Putrefaction" kanji through a surface, the user is capable of touching the kanji onto an active skill or technique, which will cause a bloody-red energy to drain the chakra off the technique and neutralize it. The technique will appear to be swallowed up by tendrils of bloody ooze before harmlessly being digested within the confines of the seal. This allows the user to regain half the chakra that was used within the swallowed technique, or simply allow the chakra to be sealed with the seal. This can seal only one incoming technique, but it can still seal combined techniques, as long as the total chakra tier of the main technique being enhanced is still at the same tier as Grote Slang.

Note: Can't use Mushroom or Sealing techniques higher than S rank throughout the duration of the technique, or up to 1 turn afterwards. Successive usages of Grote Slang decrease the rank that can be used by 1.
Note: Grote Slang can only be activated 3 times per battle, regardless of variation. Putrefaction of the Spirit or Body can only last up to 3 turns. Requires 3 turns of cooldown between usage, after the technique has ended.

-Declined- Why does this have so many applications? Essentially this is just every core application of fuuinjutsu with a mushroom veneer and practically no restrictions despite having the highest chakra cost available.
 
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Perfume Approval:
Permission via Lili to submit this technique: https://animebase.me/profile-posts/7525630/
Is essentially a Water Variant of Fire/Perfume Release: Tituba's Plea ღ Flamme de Salem: https://animebase.me/threads/custom-element-jutsu-submission.764501/post-22096847
Utilizing my own slot from the 2021 Christmas CJ slots, putting me at 5/5 for this submission.

( Suiton/Meromeroton: Chi ღ Chi ) Water/Perfume Release: La Voisin's Sin ღ Eau de Orleans
Type: Supplementary/Offensive/Defensive
Rank: D-S Range: Short-Long
Chakra Cost: 10-40 ( +10 per turn )
Damage Points: 20-80
Description: Eau de Orleans is a vibrant and scented water, usually in pink shades. It takes advantage of Perfume's specific release to expand upon the physical properties of the element. The Eau de Orleans can be manipulated like Water Ninjutsu, creating jets and whirlpools or liquid constructs, which can be bigger and more powerful depending on the chakra used. The medium of Eau de Orleans acquires the physical effects described in any approved Perfume technique, like the high acidity or alkalinity of Boadicea's Scented Tears or the soporific properties of Teresa's Slumberous Gates.

This technique can also be combined with an equal ranked Water Ninjutsu in order to induce the same physical based Perfume effects with other water techniques as a base, creating an elemental combination technique which has the outcome of being 1 rank stronger, +20 damage in case of S rank. This can be done in the same time-frame as another Water technique. Either variant of Eau de Orleans is ruled by the water aspect of the technique, and is bound to any Water-related specialities of the user, likewise, when clashing, the Perfume takes a supplementary role whereas Water carries a defensive and offensive roll, giving the technique or the combo it's elemental S&W, rather than Perfume's. The scent is capable of affecting a target up to short range around the medium.

Note: Up to B rank, it requires 1 turn cooldown after expiration, and last up to 5 turns. A Rank and above can only last up to 3 turns and require 2 turn cooldown. A rank can only be used 3 times, S rank can only be used 2 times. This can't be used with Forbidden ranked Perfume or Water techniques. Note: Can't perform other Water or Perfume techniques higher than S rank throughout the duration of this technique. In case of S rank usage, can't perform them higher than A rank. Note: A single Perfume physical effect can be applied per Eau, without stacking.

-Approved-
 
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Ebony Release Approved: Here

No Bold because I basically rewrote the technique to be clearer overall whilst forgoing the passive technique that was recommended years ago (Keeping the name tho, but it will be a different technique).

(Kokutanton: Senrensareta) - Ebony Release: Polished Castle Gates
Type:
Offensive/Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra: 20-40 (-10 per turn for Animated Constructs)
Damage: 40-80 (+20 if ignited)
Description:
This basic creation technique creates constructs that can be as small or large with a shape that is only limited to the user's imagination; with the sacrifice of a further 10 chakra per turn the user can create animated constructs from animals to monsters. These constructs can be released from the user, the ground and earth or wooden sources including ebony. The constructs look like solid polished wood. B-Rank requires a single hand seal, usage of A-Rank will require 2 hand seals and 3 for S-Rank.

The main properties of these constructs is the unique aspect of Ebony Release where it siphons 10 chakra on contact with another technique without weakening it. Should the opposing technique be overpowered, this will replenish the ebony technique to its original power. The second property of Ebony Release is that it becomes empowered and the user may ignite it at will with a single hand seal, happening at the same time as another technique though takes up one of the users three moves per turn. When ignited it bursts with blue flames from the glowing blue veins of the wood to cover the entire construct or specific parts of it. This empowers the technique by 20 damage and removes the initial absorbing & siphoning properties of the construct.

After an Interaction with opposing techniques, Kokutanton Jutsu break apart and leave clouds of toxic powder in the collision area which will linger on the battlefield for 2 turns unless removed by opposing forces. Being in these clouds of toxic powder causes a 20 chakra reduction per turn to any entity with a different chakra system to the user, and it'll cause the opponent to cough and splutter revealing their location and their eyes will water causing their vision to become blurred and unclear. If the victims stay in this toxic powder cloud for two or more turns they will lose 2 speed levels until healed and receive 20 internal damage health.

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

-Declined- My issue here is with the interaction with opposing techniques line, I'd say leaving behind this cloud of toxic powder would only generally be possible when clashing in neutral interactions or when the ebony is defeated by a solid element. Like if someone blasted your ebony jutsu with a fire jutsu that was hugely more powerful, it doesn't make any sense to me that your tech would still leave a cloud behind, it'd be destroyed utterly. Also the usage restrictions kinda high, like 6 times and 4 times? Idk about all that. I kinda also don't like how many debuffs are there honestly, 20 chakra drain, metagame location revealing, eyes watering is vague, 20 damage and speed reduction. That's a lot.

(Kakutanton: Hageshī kafun) Ebony Release: Violent Pollen
Type:
Supplementary
Rank: C - B
Range: N/A
Chakra: Varies
Damage: (+20 for B-Rank infusions)
Description: Ebony Release when ground into a powder is innately toxic, the powder is flammable, chakra absorbing and creates hindering effects on targets when coming into contact and inhaling it. This technique is an infusion technique that can be applied passively to Ebony Techniques or Wood Release with the additional of one hand seal. This infuses these techniques with this toxic powder which will cause effects depending the rank of infusion.

C-Rank: This infusion costs an additional 5 chakra to the infused technique, this allows the infused technique to have the powder emanate from it clinging within 2 meters of the construct and following its movement. Just by being within the 2 meter proximity of the technique opponents lose 10 of their chakra per turn exposed and suffer tightness of chest and sporadic coughing. After interactions and collisions the powder remains collision area for 2 turns, the burst of powder created is a 5 meter diameter black cloud with a blue-ish hue. Being in prolonged exposure with the effects of Violent Pollen for a full two turns increases the victim's chakra consumption in each of their technique (does not make them anymore potent) by 10.

B-Rank: This infusion costs an additional 10 chakra to the infused technique and will have the C-rank properties but will give the powder a more aggressive chakra consuming effect where the powder will be more potent in interactions, just by the opposing chakra source coming into contact with the emanating powder it uses the chakra source to convert and quickly output this energy to fuel existing ebony blue flames to make them wilder or to cover wood constructs with a layer of this aggressive fire. This gives the infused jutsu an extra 20 damage. This does not decrease the potency of enemy techniques, it is only a consequence of the interaction. This variant can only be used four times.

Note: In no way whatsoever does this convert Mokuton into Ebony, Wood Release remains the same and keeps its S&W.
Note: The user can carry Violent Pollen Smoke Bombs that when thrown using one of their moves per turn perform the C-Rank properties of this technique and act as a normal smoke bomb, however the cloud is only that of a 2 meter diameter.
Note: These effects do not stack with other Ebony Powder Exposure unless specifically stated, the more potent ability takes effect.

-Declined- Firstly, I don't think I'm gonna allow this to apply to standard wood release techniques because it's excessively expanding the usage of the CE overall by allowing that. Also hard no on the smoke bomb version, that's basically making a bootleg custom tech item and I don't like that. Other than that, it might be okay.
Ebony Release Approved: Here

(Kokutanton: Senrensareta) - Ebony Release: Polished Castle Gates
Type:
Offensive/Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra: 20-40 (-10 per turn for Animated Constructs)
Damage: 40-80 (+20 if ignited)
Description:
This basic creation technique creates constructs that can be as small or large with a shape that is only limited to the user's imagination; with the sacrifice of a further 10 chakra per turn the user can create animated constructs from animals to monsters. These constructs can be released from the user, the ground and earth or wooden sources including ebony. The constructs look like solid polished wood. B-Rank requires a single hand seal, usage of A-Rank will require 2 hand seals and 3 for S-Rank.

The main properties of these constructs is the unique aspect of Ebony Release where it siphons 10 chakra on contact with another technique without weakening it. Should the opposing technique be overpowered, this will replenish the ebony technique to its original power. The second property of Ebony Release is that it becomes empowered and the user may ignite it at will with a single hand seal, happening at the same time as another technique though takes up one of the users three moves per turn. When ignited it bursts with blue flames from the glowing blue veins of the wood to cover the entire construct or specific parts of it. This empowers the technique by 20 damage and removes the initial absorbing & siphoning properties of the construct.

After an Interaction with opposing neutral/weaker techniques or versus solid elements of any strength, Kokutanton Jutsu break apart and leave clouds of toxic powder in the collision area which will linger on the battlefield for 2 turns unless removed by opposing forces. Being in these clouds of toxic powder causes a 20 chakra reduction per turn to any entity with a different chakra system to the user, If the victims stay in this toxic powder cloud they will receive 5 damage per turn.

Note: Animated constructs last for four turns maximum
Note: A Rank can only be used 5 times per battle, one turn cooldown
Note: S Rank can only be used 3 times per battle with a two turn cooldown

-Declined- I missed this last time, but what exactly are you implying with this line "The main properties of these constructs is the unique aspect of Ebony Release where it siphons 10 chakra on contact with another technique without weakening it" Are you saying that it doesn't weaken the technique it's taking chakra from? Cause that doesn't make much sense at all, if you've lowered it's chakra you have weakened it. That said it also won't be able to fully restore the technique to it's original power with only 10 chakra worth of "healing". You could restore 10 chakra | 20 damage value with that amount, if you clash with a technique and barely beat it, you couldn't fully restore this.

(Kakutanton: Hageshī kafun) Ebony Release: Violent Pollen
Type:
Supplementary
Rank: C - B
Range: N/A
Chakra: Varies
Damage: (+20 for B-Rank infusions)
Description: Ebony Release when ground into a powder is innately toxic, the powder is flammable, chakra absorbing and creates hindering effects on targets when coming into contact and inhaling it. This technique is an infusion technique that can be applied passively to Ebony Techniques with the additional of one hand seal. This infuses these techniques with this toxic powder which will cause effects depending the rank of infusion.

C-Rank: This infusion costs an additional 5 chakra to the infused technique, this allows the infused technique to have the powder emanate from it clinging within 2 meters of the construct and following its movement. Just by being within the 2 meter proximity of the technique opponents lose 10 of their chakra per turn exposed and suffer tightness of chest and sporadic coughing. After interactions and collisions the powder remains collision area for 2 turns, the burst of powder created is a 5 meter diameter black cloud with a blue-ish hue. Being in prolonged exposure with the effects of Violent Pollen for a full two turns increases the victim's chakra consumption in each of their technique (does not make them anymore potent) by 10.

B-Rank: This infusion costs an additional 10 chakra to the infused technique and will have the C-rank properties but will give the powder a more aggressive chakra consuming effect where the powder will be more potent in interactions, just by the opposing chakra source coming into contact with the emanating powder it uses the chakra source to convert and quickly output this energy to fuel existing ebony blue flames to make them wilder or to cover wood constructs with a layer of this aggressive fire. This gives the infused jutsu an extra 20 damage. This does not decrease the potency of enemy techniques, it is only a consequence of the interaction. This variant can only be used four times.

-Approved- It seems fine now
 
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Lili-Chwan

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( Fuuin/Mashuru-muton: Chinuru no Kinoko ) Sealing/Mushroom Release: Blood of Grote Slang

Rank: S
Type: Supplementary
Range: Short
Chakra cost: 70
Damage points: N/A
Description: The Blood of Grote Slang is an enhanced version of the Bleeding Tooth Mushroom's anticoagulant bright red liquid and an Advanced Sealing technique. Forming a kanji of "Putrefaction" in one's body, the user places it on a surface, producing a mass of white fruiting bodies which will ooze out the blood-like liquid, filled with tiny chakra-leeching spores, and spread it in a script formation within a 5 meter radius. This Advanced Sealing technique will inscribe the kanji for "Putrefaction" endlessly multiplying in the shape of an evil eye, as tendrils of bloody ooze repeatedly inscribe the kanji and engulf the target, and through Mushroom's innate properties, those that fall prey to the Blood of Grote Slang start to feel their bodies or chakra being metabolized by the oozing fruit bodies. This can have one of three effects:

Putrefaction of the Spirit - Similar to Multiple Infinite Embraces and Chakra Draining Skill, the Bloody ooze being secreted will have a dark ox-blood coloration, and the seal will produce a stasis effect on the target's chakra, preventing the usage of chakra techniques, while metabolizing and consuming their chakra reserves. Depletes 150 chakra per turn, which can be metabolized directly by the technique or fed back to the user, if they are still within the Grote Slang radius. This creates a powerful lock on chakra but not on the body, so the targets are still free to move out of the script, ending both the sealing and the metabolic effect, or utilize a Surge or a Mode with a higher chakra tier than the seal to purge it out.

Putrefaction of the Body - Similar to Chakra Chains, the bloody ooze being secreted will be of a vivid scarlet coloration, while the seal produces a powerful paralysis on the body, congealing the body where it stands, unable to move even to produce handseals. The tendrils will harden to double down on the paralysis effect, draining 100 points of health rather than chakra, which can then be reverse-engineered to regenerate the user's physical health, when standing within the Grote Slang radius, through the user's Med-Ninjutsu mastery.

Putrefaction of the Skill - Most likely the simplest effect, instead of running the "Putrefaction" kanji through a surface, the user is capable of touching the kanji onto an active skill or technique, which will cause a bloody-red energy to drain the chakra off the technique and neutralize it. The technique will appear to be swallowed up by tendrils of bloody ooze before harmlessly being digested within the confines of the seal. This allows the user to regain half the chakra that was used within the swallowed technique, or simply allow the chakra to be sealed with the seal. This can seal only one incoming technique, but it can still seal combined techniques, as long as the total chakra tier of the main technique being enhanced is still at the same tier as Grote Slang.

Note: Can't use Mushroom or Sealing techniques higher than S rank throughout the duration of the technique, or up to 1 turn afterwards. Successive usages of Grote Slang decrease the rank that can be used by 1.
Note: Grote Slang can only be activated 3 times per battle, regardless of variation. Putrefaction of the Spirit or Body can only last up to 3 turns. Requires 3 turns of cooldown between usage, after the technique has ended.

-Declined- Why does this have so many applications? Essentially this is just every core application of fuuinjutsu with a mushroom veneer and practically no restrictions despite having the highest chakra cost available.
I changed the technique, I just really like the name.
Reference Fingers of Pan: [x]

( Fuuin/Mashuru-muton: Chinuru no Kinoko ) Sealing/Mushroom Release: Blood of Grote Slang

Rank: S
Type: Supplementary
Range: Body Seal
Chakra cost: N/A
Damage points: N/A
Description: The Blood of Grote Slang is a body seal that laces the user's Mushroom techniques with an enhanced version of the Bleeding Tooth Mushroom's anticoagulant bright red liquid and an Advanced Sealing technique. It stems from a mark of the kanji for "Bleeding" in one's body, Passively coloring the user's Mushroom techniques with a blood-like tinge as those marked by the Blood of Grote Slang perform Mushroom techniques through the seal with an additional +10 chakra cost, granting them an effect similar to Fingers of Pan, whereas the inherent metabolic properties of the element are enhanced, granting a -20 damage and -10 chakra debuff when clashing with opponent's techniques. While passive and done in the same time-frame as another technique, this can only be done once per turn, and can't be used on techniques higher than S rank.

The seal can be used actively, three times per battle, where the user places their hand on a surface
, producing a mass of white fruiting bodies which will ooze out the blood-like liquid, filled with tiny chakra-leeching spores, and spread it in a script formation within a 10 meter radius. The script will infuse targets caught in it with mushroom chakra, which will inherently metabolize foreign chakra, while the anti-coagulant liquid will keep the chakra system bleeding, similar to a leech. This will drain 70 chakra per turn which can return to the user or be metabolized directly by the fungus, while the "Chakra Bleeding" effect will cause the targets to lose 30 additional chakra per turn. The script and ensuing fungus are weak to Fire, and can be burnt off to get rid of the effects, whereas the fungal infection within the body can be healed by the appropriate antibiotic or anti-fungical medical technique or similar Yang/Suen technique.

Note: Techniques that already have the debuff effect, like Fingers of Pan, will have their debuff increased by -10, to a maximum of -30, counting as a single boon.
Note: With the active usage, the user is capable of affecting up to 70 chakra techniques with the seal, ending both jutsu without causing harm to a target within the vicinity. Similarly, trapped opponents can force the sealing to end by using a high tier technique as a sacrifice.
Note: The script can only last up to 3 turns. The effects of Chakra Bleeding can't be metabolized by the user, it is considered lost chakra. It will resolve itself after 5 turns if left unhealed.
Note: When the user chooses to have the fungus metabolize the chakra drained, Grote Slang can physically link up with other Mushroom, Biological, Water or Earth techniques within its range to bolster them by +10 chakra, applying a damage-shaving effect of -20 when clashing with foreign techniques. Mushroom techniques can only be bolstered to an effective maximum of +10 chakra, the additional -20 damage debuff will count as a second boon, meaning the mushroom technique can't have any other boost outside of the Passive and Active effects of Grote Slang .
Note: Active usage of Grote Slang can only be done 3 times per battle. Requires a 3 turn cooldown between usages, after it ends. It prevents the usage of Mushroom and Sealing techniques higher than A rank in the same and following turn after it is first deployed.

( Fuuin/Yonton/Mashuru-muton: Chinuru no Kinoko ) Sealing/Yang/Mushroom Release: Symbiosis of Menerva Ж Dolly


Rank: S
Type: Supplementary
Range: Body Seal
Chakra cost: 70
Damage points: N/A
Description: Symbiosis of Menerva is an Advanced Sealing Technique that combines Yang Energy and Mushroom Chakra. The Kanji for "Symbiosis" can be inscribed into any part of the user's body, and seals within a Fungal Mass infused with Yang Energy, similar to Change into Hell, in order to be granted sentiency. When the seal is activated, the entity called Dolly can exude tendrils of mycorrhizae which will fuse with the user's muscles and nervous system, creating an interconnected Ophiocordicep-like relation of symbiosis with the user. There are 3 benefits to this activation and latch.

1. Dolly has a reserve of 300 Chakra Points and 70 Health Points. This can come into play when the user has their back targeted, which is wholly covered by the fungus body, or when the entity deploys the Chakra Transfer Technique, which comes out of its own reserves to empower the user.

2. The initial latch will suffuse the user with a foreign infusion of 100 chakra, Yang and Mushroom Chakra natured, which can help the user break from Yin afflictions and Genjutsu, or other afflictions that would require such an infusion of chakra. The user spends 70 chakra to unseal Dolly, and will not keep any of the chakra within the initial infusion. This is considered Defensive/Supplementary in nature. This comes out of Dolly's own chakra reserves.

3. Dolly's sentience is fused with the user. Every turn in the battlefield, Dolly expends chakra to move itself, in tandem with the user's wishes, bolstering the user's movement, like a biomecha-suit. This grants a boost in speed similar to a Lightning Armor. If the Dolly expends 50 chakra per turn, it grants a x2 Speed Boost ( T1 ). If it spends 60 chakra it grants a x2.5 Boost ( T2 ) and if it spends 70 chakra it grants a x3 boost ( T4 ). These are not stackable with LW. This ability and chakra cost is passive.
This is inherently limited by Dolly's chakra reserves. Regardless of its reserves, T2 can only last a maximum 3 turns and T3 can only last a maximum of 2 turns.

Note: Dolly can only be activated once per battle, up to a maximum of 3 times per event.
Note: After the effects ends, the user's body will suffer fatigue, inversely reducing the user's speed by the same amount as it was increased. This effect lasts 2 turns.
Note: Activating Dolly prevents the usage of Mushroom and Sealing techniques higher than S rank while active. It decreases to A for T2 and B rank for T3.

-Both Declined- User is custom banned
 
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Corazon

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Updating
CE approval is linked in the quoted post, and permission to sub CEJ is on my profile.

( Entropoton: Mugen no Sokumen ) Entropy ∞ Aspect of Infinity
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 ( -10 per turn )
Damage: 80
Description: Aspect of Infinity is a technique that allows the manipulation of Entropy in its condensed form throughout the body and infusing it with the element. The jutsu requires three hand seals, after which the user becomes a more condensed form of Entropy which appears like a with a shimmering outer edge caused by the passive emission of radiation. Inside the user's body will appear to be filled with small pulses of light reminiscent of stars and their eyes will glow a blueish color. As per natural properties of the element, the user is able to phase through solid objects and those devoid of chakra such as the ground. This can be done passively while Aspect of Infinity is active but while phasing the user will be unable to deliver physical attacks such as free form and Taijutsu or perform techniques other than Entropy. The real strength behind this jutsu comes from the body, whereas the user is able to interact directly with their own energies, enhancing their attacks. While Aspect of Infinity is active, the user is able to perform Entropy techniques with added potency ( +1 rank to techniques up to S-rank, and +20 damage above S-rank ) while halving the number of required hand seals. This is to compensate for them being unable to perform other forms of elemental Ninjutsu, except for Fire and Lightning ( Entropy's component elements ) and elements primarily composed of either one, universal abilities, Taijutsu and of course, Entropy. If the user is to be sealed while Aspect of Infinity is active the Entropy chakra will disperse, ejecting the user while the energy is being absorbed. Likewise, if an attack were to overpower this jutsu, the resultant damage after clashing would carry to the user while the state deactivates. Can only be used twice per match, lasting four turns each, and has a two turn cool down.

-Declined- This update makes it to unrestricted honestly, primarily composed of either one and all universals means you're basically limiting yourself from next to nothing bar some base 5.
Element Approval

( Entropoton: Mugen no Sokumen ) Entropy ∞ Aspect of Infinity
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 ( -10 per turn )
Damage: 80
Description: Aspect of Infinity is a technique that allows the manipulation of Entropy in its condensed form throughout the body and infusing it with the element. The jutsu requires three hand seals, after which the user becomes a more condensed form of Entropy which appears like a with a shimmering outer edge caused by the passive emission of radiation. Inside the user's body will appear to be filled with small pulses of light reminiscent of stars and their eyes will glow a blueish color. As per natural properties of the element, the user is able to phase through solid objects and those devoid of chakra such as the ground. This can be done passively while Aspect of Infinity is active but while phasing the user will be unable to deliver physical attacks such as free form and Taijutsu or perform techniques other than Entropy. The real strength behind this jutsu comes from the body, whereas the user is able to interact directly with their own energies, enhancing their attacks. While Aspect of Infinity is active, the user is able to perform Entropy techniques with added potency ( +1 rank to techniques up to S-rank, and +20 damage above S-rank ) while halving the number of required hand seals. This is to compensate for them being unable to perform other forms of elemental Ninjutsu, except for Fire and Lightning ( Entropy's component elements ) and elements composed of the two, universal abilities, and of course, Entropy. If the user is to be sealed while Aspect of Infinity is active the Entropy chakra will disperse, ejecting the user while the energy is being absorbed. Likewise, if an attack were to overpower this jutsu, the resultant damage after clashing would carry to the user while the state deactivates. Can only be used thrice, lasting four turns each, and has a two turn cooldown.

-Declined- Nah I'm not gonna allow universal abilities to be used while in the transformed state tbh, not given the universals that exist in the game these days.
 
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Never

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Ebony Release Approved: Here

(Kokutanton: Senrensareta) - Ebony Release: Polished Castle Gates
Type:
Offensive/Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra: 20-40 (-10 per turn for Animated Constructs)
Damage: 40-80 (+20 if ignited)
Description:
This basic creation technique creates constructs that can be as small or large with a shape that is only limited to the user's imagination; with the sacrifice of a further 10 chakra per turn the user can create animated constructs from animals to monsters. These constructs can be released from the user, the ground and earth or wooden sources including ebony. The constructs look like solid polished wood. B-Rank requires a single hand seal, usage of A-Rank will require 2 hand seals and 3 for S-Rank.

The main properties of these constructs is the unique aspect of Ebony Release where it siphons 10 chakra on contact with another technique without weakening it. Should the opposing technique be overpowered, this will replenish the ebony technique to its original power. The second property of Ebony Release is that it becomes empowered and the user may ignite it at will with a single hand seal, happening at the same time as another technique though takes up one of the users three moves per turn. When ignited it bursts with blue flames from the glowing blue veins of the wood to cover the entire construct or specific parts of it. This empowers the technique by 20 damage and removes the initial absorbing & siphoning properties of the construct.

After an Interaction with opposing neutral/weaker techniques or versus solid elements of any strength, Kokutanton Jutsu break apart and leave clouds of toxic powder in the collision area which will linger on the battlefield for 2 turns unless removed by opposing forces. Being in these clouds of toxic powder causes a 20 chakra reduction per turn to any entity with a different chakra system to the user, If the victims stay in this toxic powder cloud they will receive 5 damage per turn.

Note: Animated constructs last for four turns maximum
Note: A Rank can only be used 5 times per battle, one turn cooldown
Note: S Rank can only be used 3 times per battle with a two turn cooldown

-Declined- I missed this last time, but what exactly are you implying with this line "The main properties of these constructs is the unique aspect of Ebony Release where it siphons 10 chakra on contact with another technique without weakening it" Are you saying that it doesn't weaken the technique it's taking chakra from? Cause that doesn't make much sense at all, if you've lowered it's chakra you have weakened it. That said it also won't be able to fully restore the technique to it's original power with only 10 chakra worth of "healing". You could restore 10 chakra | 20 damage value with that amount, if you clash with a technique and barely beat it, you couldn't fully restore this.

(Kakutanton: Hageshī kafun) Ebony Release: Violent Pollen
Type:
Supplementary
Rank: C - B
Range: N/A
Chakra: Varies
Damage: (+20 for B-Rank infusions)
Description: Ebony Release when ground into a powder is innately toxic, the powder is flammable, chakra absorbing and creates hindering effects on targets when coming into contact and inhaling it. This technique is an infusion technique that can be applied passively to Ebony Techniques with the additional of one hand seal. This infuses these techniques with this toxic powder which will cause effects depending the rank of infusion.

C-Rank: This infusion costs an additional 5 chakra to the infused technique, this allows the infused technique to have the powder emanate from it clinging within 2 meters of the construct and following its movement. Just by being within the 2 meter proximity of the technique opponents lose 10 of their chakra per turn exposed and suffer tightness of chest and sporadic coughing. After interactions and collisions the powder remains collision area for 2 turns, the burst of powder created is a 5 meter diameter black cloud with a blue-ish hue. Being in prolonged exposure with the effects of Violent Pollen for a full two turns increases the victim's chakra consumption in each of their technique (does not make them anymore potent) by 10.

B-Rank: This infusion costs an additional 10 chakra to the infused technique and will have the C-rank properties but will give the powder a more aggressive chakra consuming effect where the powder will be more potent in interactions, just by the opposing chakra source coming into contact with the emanating powder it uses the chakra source to convert and quickly output this energy to fuel existing ebony blue flames to make them wilder or to cover wood constructs with a layer of this aggressive fire. This gives the infused jutsu an extra 20 damage. This does not decrease the potency of enemy techniques, it is only a consequence of the interaction. This variant can only be used four times.

-Approved- It seems fine now
Ebony Release Approved: Here

(Kokutanton: Senrensareta) - Ebony Release: Polished Castle Gates
Type:
Offensive/Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra: 20-40 (-10 per turn for Animated Constructs)
Damage: 40-80 (+20 if ignited)
Description:
This basic creation technique creates constructs that can be as small or large with a shape that is only limited to the user's imagination; with the sacrifice of a further 10 chakra per turn the user can create animated constructs from animals to monsters. These constructs can be released from the user, the ground and earth or wooden sources including ebony. The constructs look like solid polished wood. B-Rank requires a single hand seal, usage of A-Rank will require 2 hand seals and 3 for S-Rank.

The main properties of these constructs is the unique aspect of Ebony Release where it siphons the chakra of defeated techniques, especially energy based ones; should the opposing technique be overpowered, this will replenish the ebony technique depending on S&W; neutral interactions restores 20 damage; interactions that ebony is strong against replenishes it by 40 and elements it's weak against restores nothing. This does not increase it's strength passed the original damage of the technique. The second property of Ebony Release is that it becomes empowered and the user may ignite it at will with a single hand seal, happening at the same time as another technique though takes up one of the users three moves per turn. When ignited it bursts with blue flames from the glowing blue veins of the wood to cover the entire construct or specific parts of it. This empowers the technique by 20 damage and removes the initial absorbing & siphoning properties of the construct.

After an Interaction with opposing neutral/weaker techniques or versus solid elements of any strength, Kokutanton Jutsu break apart and leave clouds of toxic powder in the collision area which will linger on the battlefield for 2 turns unless removed by opposing forces. Being in these clouds of toxic powder causes a 20 chakra reduction per turn to any entity with a different chakra system to the user, If the victims stay in this toxic powder cloud they will receive 5 damage per turn.

Note: Animated constructs last for four turns maximum
Note: A Rank can only be used 5 times per battle, one turn cooldown
Note: S Rank can only be used 3 times per battle with a two turn cooldown

(Kakutanton: Juhi Hitsujikai) Ebony Release: Barkskin Shephard
Type:
Defensive
Rank: S
Range: Short (-Mid)
Chakra: 40 (-5 per turn)
Damage: N/A
Description:
The user performs a hand seal and from their very skin becomes as hard as ebony, a layer of it grown across the surface of the user's body as the chakra surges through their entire body, completely surrounding them and making them more durable, even forming a mask over their face; their hair becomes a cluster of red leaves. They can also have glowing blue veins cracked through the wood to form a smile or other aesthetic. The user can customize their appearance accordingly and can also grow their size like a tree, becoming up to 10ft tall with elongated limbs and digits. Whilst this can simply act as a defense, if not completely destroyed the barkskin will passively siphon 20 chakra to replenish the defense and form.

Whilst remaining in the Barkskin form, the user can move around freely. They can grow sharp branches and trunk-like arm hammers to crush opponents, they can create shields and anything from their body. The user can even create limbs or a large tail or branches on their back with layered thick red leaves that act as feathers - this gives them access to flight as they can manipulate the branches to flap. Creating these constructs cost a move and they equate to that of S-Rank Ebony Release. Costs 40 Chakra, equates to 80 damage.

The last function of this jutsu is when these constructs are created, they can be created with red leaves coating or decorating them. These user can swing their construct, like a shield, claws, or flap their wings releasing the leaves out towards Mid-range which will ignite and become fiery blue barrages which will reflect the size of the construct they were shot from. The Leaves pelt the target with rapid small explosions and will set targets on fire. This costs a move per turn and is S-Rank Dark Release. Costs 40 Chakra, equates to 80 damage, unless used to enhance the melee constructs created previously giving them +20 damage.

Note: Usable three times per battle with a two turn cooldown.
Note: User can grow additional limbs and constructs from their body with red leaves without using the initial full-body defense and form, this usage can be used three times per battle, with a two turn cooldown.
Note: Opponents making contact with the user's bodily constructs lose 40 chakra on contact, which is absorbed to be able to be used for Dark Release techniques much like "Dark Release: Draining Touch".

(Yoton/Kakutanton: Kinji rareta mori) Yang/Ebony Release: Forbidden Forest
Type:
Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 100
Damage: N/A (-10 to user per turn in the forest)
Description:
The user performs the hand seals; Horse → Dragon → Horse → Dog → Horse → Bird → Cat → Dragon → Horse → Boar and then stretches their arms out to the side, flexing them as they call forth from the ground a Humongous Forest that covers the entire battlefield or a large piece of land. The Ebony Trees erupt from the ground and grow as high as 30 meters, the branches decorated with an array of crimson and purple leaves. The first thing that will be noticed is the darkness and the thick dust in the air, this is a toxic environment and will be detrimental to those within it except the user unless a Yang Specialist. Being in this forest causes others to suffer from -40 chakra loss per turn and if within it for more than 2 turns suffer -5 damage per turn after as the dust begins to accumulate in their body. The particles can be healed and also blown away, but will eventually keep coming as its source is the trees themselves. Being in the forest makes it very difficult to see anything past short range.

The trees have a life to them and are all linked as one, a sentience and as such monitor its own ecosystem with its own budding life and abilities. Trees have glowing purple or blue veins in the bark depending on what they are about to do. With the purple veins the Trees can use a move per turn to absorb a technique worth 40 chakra according to S&W of Ebony Release. With the blue veins the Trees can expel a maelstrom of blue flames that erupts from within the wood costing 50 chakra, 120 damage up to short range of a selected tree. This fire will engulf and wrap around other nearby trees to reach its target, this won't damage the forest however.

The trees when destroyed by the opponent will just regrow, filling in the spaces of the forest or even just restoring it in general as long as the user remains in it. The Forest has 300 chakra points to begin with and can be restored by external means, one of those means is if the user uses Dark Release absorption techniques through his marks, instead of fueling other Dark Release techniques the chakra absorbed will be added to the Forest's chakra pool. Another is the chakra that is taken by the pollen stated earlier in the technique, the dust carries the chakra to the trees once absorbed acting like the forest's insects. When the Forest runs out of chakra, it remains dormant and no longer regrows until it regains some chakra.

As a last resort measure, the user can perform a string of three hand seals; Boar → Bird → Serpent and detonate the entirety of the forest, this costs 50 chakra from the user and at least 50 from the forests for a cumulative of 100. The Tree's veins all begin to light up brightly and the heat in the atmosphere begins to become so hot waves in the air can be seen before an instant explosion from every single tree wipes out the entire forest and anything caught in it, under it and above it as it erupts into a sort of mushroom cloud - the shockwave force and heat being enough to vaporize most. The Final explosion is worth 140 damage to each opponent in the forest and is unavoidable except with a defense strong and fast enough to completely surround them, though because of the sheer heat choosing to defend normally this way will still cause 40 damage to opponents. The downside is that the user has to remain inside the forest when they perform this final measure, and as such would also take the damage. The fallout of this technique leaves a scorched barren battlefield with cracks and crevices where blue flame hides as a left over reminder.

Note: The Forbidden Forest can perform "Ebony Release: Polished Castle Gates" to manipulate its roots, branches or create animal constructs to combat opponents. When used by the Forest it has a +40 damage increase and requires +10 extra chakra from the forest's chakra pool.
Note: Can only be used once per event.

Leaving All for @Arthorius - Daemon
 
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(Summanus: Raigō) - Nocturnal Thunder: Greeting
Type:
Offensive/Defensive/Supplementary
Rank: E - F
Range: Short - Long
Chakra: 5 - 50
Damage: 10 - 90
Description: Through a chakra surge, the user will be able to create objects, tools and other creations composed of Summanus, taking a dark liquid form typically with jagged and spiked edges that is capable of flight regardless of mass. These creations can be created from the user, existing Summanus, and both Earth & Water sources. Constructs of Summanus can appear as a breathing dark liquid, allowing for it to assume multiple shapes that are only limited by the user's imagination. Said constructs naturally block out light, can be used to repel fluids due to it's hydrophobic nature, and can be used to enclose/coat other liquids, toxins, tech/tools, and poisons of various kinds, providing a unique defensive and transportation aspect for said objects. Naturally, multiple creations of Summanus can be created with a single use, following splitting rules, with the size of the creations scaling based on the rank used, potentially reaching great stone golem at S rank (30m) and slightly larger (40m) at Forbidden rank level. Each creation can be maintained for multiple turns, with the user having the option of controlling them through mental commands or physical movements. Maintained but uncontrolled Summanus would remain suspended in their position in the air until further manipulation. Lastly, all constructs of Summanus contain it's energy harvesting capabilities (elaborated in specific technique). B ranks require 1 hand seal, A ranks 2, S rank 3, and Forbidden 4. B ranks and below have no usage limit, A ranks can be used up to 4 times, S ranks 3, and Forbidden rank can be used twice, with F ranks causing 10 damage to the user. B ranks and below require 5 chakra to be maintained while higher require 10 chakra. S rank have a turn cooldown between creation, while F ranks have a two turn cooldown.


Removed the storing function and making it it's own thing.

(Summanus: Rankiryū) - Nocturnal Thunder: Turbulance
Type:
Offensive/Defensive/Supplementary
Rank: N/A
Range: Short - Long
Chakra: N/A (20)
Damage: N/A
Description: Rankiryū describes the set of effects that occur when Summanus is struck by external vibrational (attacks that physically interact with the element, be it Taijutsu, shockwaves, or other physical elements) and sound forces (Sound AN, specific tools such as Smoke-Flash Bombs and similar) in addition to when the user choses to collapse the liquid on itself for a more controlled set of effects. When struck by objects that fall under said categories, Summanus would release a golden, royal purple, and black coloured lightning charge with the extent and power of said charges depending on the strength of the force that struck the element.

When struck with forces that match/exceed the strength/defensive capabilities of Summanus, the charges would automatically be released in omnidirectional fashion, dealing damage one rank lower than that of the Summanus technique's strength. Should the element have it's enclosing function in play, the stored objects would be released outwards away from the user, typically towards the direction the element was struck at.

When struck with forces lower than the strength/defensive capabilities of Summanus, the charges would be released similar to the previous case, with the damage being two ranks lower.

Finally, the user can collapse portions of the element on itself for twenty chakra, passively, to produce charges that are of equal damage to the Summanus' own, with the user being able to release them omnidirectionally or in specific fashion.

Overall, regardless of the release method, these charges would have their unique colour to them and would behave similar to lightning in terms of speed and interactions, with them being capable of short circuiting tools the user wishes to target as a bonus. Range wise, charges that are two ranks weaker can only reach short range from the Summanus, those one rank weaker can reach mid range, while those equal or higher can reach long range distance.

(Fūinjutus/Summanus: Yūrisumikkutenpuru) - Nocturnal Thunder: Eurythmic Temple
Type:
Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 70
Damage: N/A
Description: Crafted to harvest and benefit from the electrical energy that is oft released from Summanus, Eurythmic Temple was born. By marking themselves with the harvest kanji (収穫), the user's proficiency with the element is notably increased. Whenever a charge from Sumamnus is released in close proximity of the user, a skin tight undetectable barrier would be triggered, harvesting the charges (up to 70 chakra worth) for future use while essentially making the user and his equipment/held weapons immune to the effects of the charges. This enable the user to remain in close proximity with the element without suffering any potential consequences upon clashes. For an additional ten chakra cost, the barrier can be extended to short range to protect allies. The harvested energies can then be employed in three main manners.

The Mighty; enables the user to passively control the charges in limited fashion, granting them the ability of flight, while becoming capable of plunging through any existing Summanus unhindered, wherein the Summanus technique would seemingly curve around the user without adversely affecting either the user or the technique. This would extend in a weaker fashion to external electro-magnetic forces, such as those in magnet release and to a limited extent, lightning based attacks. Should the user make contact with technological based items, they gain the ability to inherently short circuit them, preventing their use for a limited time, whereas contact with ninja/summons reduces their base speed by a small margin.

El Thor; enables the user to infuse stored charges back upon suitable elemental techniques, boosting their strength while also granting the user the ability to manipulate them similar to Summanus ( via physical movement/mentally). The techniques would also gain the inherent ability of flight/suspension afforded in Summannus, opening up new avenues of combat. Elemental techniques that can be boosted must logically be compatible with the lightning charges, such as Water, Lightning, and some energy based elements. The charges naturally do not interfere with the infused techniques inherent functions. This can be done 4 times per battle, occurring in the same t/f of the used technique, and requiring an additional hand seal.

Vari; entails the release of the stored charges in damaging fashion, with limited shape manipulation applied to them. The charges can be auto-released upon vibrational/sound contact (similar to normal Sumamnus) with the user's body, or through a controlled release. In it's auto function, it would be in the direction the user is struck in, whereas in the controlled release it would be decided by the user. Controlled released Vari can be controlled both through physical movement and mental commands, enabling them to curve and move around to reach their targets with ease. Can be used 4 times per battle, regardless of auto or controlled release.

Strength wise, the boons afforded depends on the amount of charges collected. E - C rank levels affords 3 turns of The Mighty, with the curving and affected tools being up to and including C ranks, with the speed deduction of 1 level. This increases by a margin of 1 in effectivity for B - A ranks, and 1 more for S - F ranks, so at max 5 turns, and 3 speed levels deduction. For El Thor, the damage boosts are 15(E - C), 20 (B - A), and 25 (S - F). Vari simply functions on an equivalent damage to the charges harvested, costing 1:2 chakra to utilize.

Harvesting and The Mighty are passive in nature, whereas El Thor and Vari's controlled function require active manipulation, costing a move slot. Eurythmic Temple's harvesting capability lasts until it maxes out, upon which the harvesting would require a cool down of three turns and requiring 70 chakra to be reactivated, but it's components can be used until the charges are depleted. It can be reactivated thrice per battle & must be posted in the user's biography/start of battle, counting as a body seal and requiring Adv.Fūin.

-Pending- Leaving all for @Goetia
Resub to get checked, original submission in spoiler.
CE Approval: https://animebase.me/threads/custom-element-bureau.764498/page-6#post-22074652

(Summanus: Raigō) - Nocturnal Thunder: Greeting
Type:
Offensive/Defensive/Supplementary
Rank: E - F
Range: Short - Long
Chakra: 5 - 50
Damage: 10 - 90
Description: Through a chakra surge, the user will be able to create objects, tools and other creations composed of Summanus, taking a dark liquid form typically with jagged and spiked edges that is capable of flight regardless of mass. These creations can be created from the user, existing Summanus, and both Earth & Water sources. Constructs of Summanus can appear as a breathing dark liquid, allowing for it to assume multiple shapes that are only limited by the user's imagination. Said constructs naturally block out light, can be used to repel fluids due to it's hydrophobic nature, and can be used to enclose/coat other liquids, toxins, tech/tools, and poisons of various kinds, providing a unique defensive and transportation aspect for said objects. Naturally, multiple creations of Summanus can be created with a single use, following splitting rules, with the size of the creations scaling based on the rank used, potentially reaching great stone golem at S rank and True Thousand Hands Technique at Forbidden rank level. Each creation can be maintained for multiple turns, with the user having the option of controlling them through mental commands or physical movements. Maintained but uncontrolled Summanus would remain suspended in their position in the air until further manipulation. Lastly, all constructs of Summanus contain it's energy harvesting capabilities (elaborated in specific technique), which can be triggered by the user through a twenty chakra surge to produce the charges. B ranks require 1 hand seal, A ranks 2, S rank 3, and Forbidden 4. B ranks and below have no usage limit, A ranks can be used up to 4 times, S ranks 3, and Forbidden rank can be used twice, with F ranks causing 10 damage to the user. B ranks and below require 5 chakra to be maintained while higher require 10 chakra. No S rank or above can be used in consecutive turns.

Declined: Reduce the upper limit on the potential size of this technique's usages. Maybe make the S-Rank mid-range size, and the F-Rank the size of the GSG? Remove the mention of spending 20 chakra to detonate it, considering that feature has an entire technique to itself. F-Rank usages will have a two turn cooldown.

(Summanus: Rankiryū) - Nocturnal Thunder: Turbulance
Type:
Offensive/Defensive/Supplementary
Rank: N/A
Range: Short - Long
Chakra: N/A (20)
Damage: N/A
Description: Rankiryū describes the set of effects that occur when Summanus is struck by external vibrational and sound forces in addition to when the user choses to collapse the liquid on itself for a more controlled set of effects. When struck by objects that fall under said categories, such as physical attacks, sound, and others, Summanus can release a golden, royal purple, and black coloured lightning charge with the extent and power of said charges depending on the strength of the force that struck the element.

When struck with forces that exceed the strength/defensive capabilities of Summanus, the charges would automatically be released in the direction it was struck in, dealing damage one rank lower than that of the Summanus technique's strength. Should the element have it's enclosing function in play, the stored objects would be released outwards away from the user, typically towards the direction the element was struck at.

When struck with forces lower than the strength/defensive capabilities of Summanus, the charges can be released similar to the previous case, with the damage being two ranks lower, or it can be stored within the element itself, gathering the charge for a future more potent release. These charges can match and even potentially exceed the Summanus' own strength should it occur in multiple small instalments. The charges can potentially be stack up to reach damages that exceed that of the Summanus' own by fourty damage points, but this is a long process. The metric used is every force lower than the Summanus' techniques strength that is harvested and not released increases the strength of the next charge by ten points. Coupled with the charge's initial strength being two ranks lower than that of the Summanus means that a A rank Summanus technique's charge (initially 30) would only reach 100 damage after it had been struck by 7 lower ranked attacks.

Finally, the user can portions of the element on itself for twenty chakra, passively, to produce charges that are of equal damage to the Summanus' own, with the user incapable of using this method to stack up the damage of the element like in the previously mentioned state. However, the user can chose to release the previously stored charges via this method, with their damage being what had been stored.

Overall, regardless of method of release, these charges would have their unique colour to them and would behave similar to lightning in terms of speed and interactions, with them being capable of short circuiting tools the user wishes to target as a bonus. Range wise, charges that are two ranks weaker can only reach short range from the Summanus, those one rank weaker can reach mid range, while those equal or higher can reach long range distance.

Declined: Besides being overly complicated, my main issue is that the submission describes these reactions slightly differently than this technique does. While the user can trigger a detonation, a clash between a Nocturnal Thunder technique and another attack will cause an automated detonation, meaning that the ability to withhold detonations and store energy for later isn't within the scope of the element itself. The wording on what can cause these reactions needs to be more specific as well.
CE: https://animebase.me/threads/custom-element-bureau.764498/page-6#post-22074652

(Summanus: Raigō) - Nocturnal Thunder: Greeting
Type:
Offensive/Defensive/Supplementary
Rank: E - F
Range: Short - Long
Chakra: 5 - 50
Damage: 10 - 90
Description: Through a chakra surge, the user will be able to create objects, tools and other creations composed of Summanus, taking a dark liquid form typically with jagged and spiked edges that is capable of flight regardless of mass. These creations can be created from the user, existing Summanus, and both Earth & Water sources. Constructs of Summanus can appear as a breathing dark liquid, allowing for it to assume multiple shapes that are only limited by the user's imagination. Said constructs naturally block out light, can be used to repel fluids due to it's hydrophobic nature, and can be used to enclose/coat other liquids, toxins, tech/tools, and poisons of various kinds, providing a unique defensive and transportation aspect for said objects. Naturally, multiple creations of Summanus can be created with a single use, following splitting rules, with the size of the creations scaling based on the rank used, potentially reaching great stone golem at S rank (30m) and slightly larger (40m) at Forbidden rank level. Each creation can be maintained for multiple turns, with the user having the option of controlling them through mental commands or physical movements. Maintained but uncontrolled Summanus would remain suspended in their position in the air until further manipulation. Lastly, all constructs of Summanus contain it's energy harvesting capabilities (elaborated in specific technique). B ranks require 1 hand seal, A ranks 2, S rank 3, and Forbidden 4. B ranks and below have no usage limit, A ranks can be used up to 4 times, S ranks 3, and Forbidden rank can be used twice, with F ranks causing 10 damage to the user. B ranks and below require 5 chakra to be maintained while higher require 10 chakra. S rank have a turn cooldown between creation, while F ranks have a two turn cooldown.


Removed the storing function and making it it's own thing.

(Summanus: Rankiryū) - Nocturnal Thunder: Turbulance
Type:
Offensive/Defensive/Supplementary
Rank: N/A
Range: Short - Long
Chakra: N/A (20)
Damage: N/A
Description: Rankiryū describes the set of effects that occur when Summanus is struck by external vibrational (attacks that physically interact with the element, be it Taijutsu, shockwaves, or other physical elements) and sound forces (Sound AN, specific tools such as Smoke-Flash Bombs and similar) in addition to when the user choses to collapse the liquid on itself for a more controlled set of effects. When struck by objects that fall under said categories, Summanus would release a golden, royal purple, and black coloured lightning charge with the extent and power of said charges depending on the strength of the force that struck the element.

When struck with forces that match/exceed the strength/defensive capabilities of Summanus, the charges would automatically be released in omnidirectional fashion, dealing damage one rank lower than that of the Summanus technique's strength. Should the element have it's enclosing function in play, the stored objects would be released outwards away from the user, typically towards the direction the element was struck at.

When struck with forces lower than the strength/defensive capabilities of Summanus, the charges would be released similar to the previous case, with the damage being two ranks lower.

Finally, the user can collapse portions of the element on itself for twenty chakra, passively, to produce charges that are of equal damage to the Summanus' own, with the user being able to release them omnidirectionally or in specific fashion.

Overall, regardless of the release method, these charges would have their unique colour to them and would behave similar to lightning in terms of speed and interactions, with them being capable of short circuiting tools the user wishes to target as a bonus. Range wise, charges that are two ranks weaker can only reach short range from the Summanus, those one rank weaker can reach mid range, while those equal or higher can reach long range distance.

(Fūinjutus/Summanus: Yūrisumikkutenpuru) - Nocturnal Thunder: Eurythmic Temple
Type:
Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 70
Damage: N/A
Description: Crafted to harvest and benefit from the electrical energy that is oft released from Summanus, Eurythmic Temple was born. By marking themselves with the harvest kanji (収穫), the user's proficiency with the element is notably increased. Whenever a charge from Sumamnus is released in close proximity of the user, a skin tight undetectable barrier would be triggered, harvesting the charges (up to 70 chakra worth) for future use while essentially making the user and his equipment/held weapons immune to the effects of the charges. This enable the user to remain in close proximity with the element without suffering any potential consequences upon clashes. For an additional ten chakra cost, the barrier can be extended to short range to protect allies. The harvested energies can then be employed in three main manners.

The Mighty; enables the user to passively control the charges in limited fashion, granting them the ability of flight, while becoming capable of plunging through any existing Summanus unhindered, wherein the Summanus technique would seemingly curve around the user without adversely affecting either the user or the technique. This would extend in a weaker fashion to external electro-magnetic forces, such as those in magnet release and to a limited extent, lightning based attacks. Should the user make contact with technological based items, they gain the ability to inherently short circuit them, preventing their use for a limited time, whereas contact with ninja/summons reduces their base speed by a small margin.

El Thor; enables the user to infuse stored charges back upon suitable elemental techniques, boosting their strength while also granting the user the ability to manipulate them similar to Summanus ( via physical movement/mentally). The techniques would also gain the inherent ability of flight/suspension afforded in Summannus, opening up new avenues of combat. Elemental techniques that can be boosted must logically be compatible with the lightning charges, such as Water, Lightning, and some energy based elements. The charges naturally do not interfere with the infused techniques inherent functions. This can be done 4 times per battle, occurring in the same t/f of the used technique, and requiring an additional hand seal.

Vari; entails the release of the stored charges in damaging fashion, with limited shape manipulation applied to them. The charges can be auto-released upon vibrational/sound contact (similar to normal Sumamnus) with the user's body, or through a controlled release. In it's auto function, it would be in the direction the user is struck in, whereas in the controlled release it would be decided by the user. Controlled released Vari can be controlled both through physical movement and mental commands, enabling them to curve and move around to reach their targets with ease. Can be used 4 times per battle, regardless of auto or controlled release.

Strength wise, the boons afforded depends on the amount of charges collected. E - C rank levels affords 3 turns of The Mighty, with the curving and affected tools being up to and including C ranks, with the speed deduction of 1 level. This increases by a margin of 1 in effectivity for B - A ranks, and 1 more for S - F ranks, so at max 5 turns, and 3 speed levels deduction. For El Thor, the damage boosts are 15(E - C), 20 (B - A), and 25 (S - F). Vari simply functions on an equivalent damage to the charges harvested, costing 1:2 chakra to utilize.

Harvesting and The Mighty are passive in nature, whereas El Thor and Vari's controlled function require active manipulation, costing a move slot, but can be performed with other jutsu. Eurythmic Temple's harvesting capability lasts until it maxes out, upon which the harvesting would require a cool down of three turns and requiring 70 chakra to be reactivated, but it's components can be used until the charges are depleted. It can be reactivated thrice per battle & must be posted in the user's biography/start of battle, counting as a body seal and requiring Adv.Fūin.
 

El Alucard

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(Kisenonton: Butai Make) | Xenon Style: Stage Fright
Type: Supplementary
Rank: B
Range: Short
Chakra: 20 ( +10 to infused Technique )
Damage: N/A ( +20 to infused Technique )
Description: Stage Fright is a versatile jutsu that passively bestows the user's Xenon element upon any weapon, projectile, or technique they employ, giving it a subdued, dim glow. While the infusion bolsters the power and speed of the infused technique or weapon, its main ability is the reactivity when the Xenon-infused element enters short range of the opponent. At that moment, the Xenon within the infused object or technique ignites, generating a sudden, blinding flash of intense light, like a flash bomb, disorienting the unsuspecting target. Wielding these constructs with the Xenon aura allow the user to delay or expedite the ignition, though the blinding effect can only apply when a target sees the ignition within short-range.

Note: Can only be used once every 3 turns. Four times per battle.
Note: The infusion follows Xenon's elemental S&W.
Note: It can be used on techniques up to S rank.



-Approved- Edits made, I added a usage limit and removed that weird fluffy ass wording restriction.

(Kisenonton: Genjutsu: Kirameku konton) | Xenon Style: Illusionary Arts: Shimmering Chaos

Type: Supplementary
Rank: A
Range: Short - Medium
Chakra: 30
Damage: N/A
Description: Shimmering chaos is a cunning Xenon-based Genjutsu that manipulates the Xenon element’s bright lights to create illusions of multiple blinding lights. When cast, the user focuses their chakra to infuse the Xenon gas in the area, causing it to shimmer and emit dazzling, multicolored lights. These lights confuse and distort the opponent’s perception, making them see the user’s techniques as a multitude of bright, indistinguishable lights. This not only obscures the opponent’s view but also creates the illusion of multiple incoming attacks, making it challenging for them to discern the real threat. This technique can be used simultaneously with another attack.
Note: Can only be used 4 times per battle. Requires a cooldown of two turns before it can be reused.

-Declined- This isn't really a genjutsu, like there's no discernible trigger, or actual illusion. Other than a blinding effect.
 
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