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[QUOTE="Zaphkiel, post: 22154558, member: 190764"] [URL='https://animebase.me/threads/archive-custom-elements-bureau-ii.112132/post-19435424']Arctic Earth[/URL]. Updating the following from [URL='https://animebase.me/threads/custom-element-jutsu-submission.764501/post-22021721']here[/URL], with some changes. ([B]Yoton[/B]/Hokkyoku Āsurirīsu: Tsundora no Chūkū no Kodomo-tachi) -[B] Yang[/B]/Arctic Earth [B]Release[/B]: Hollow Children of the Tundra Type: Offensive/Defensive/Supplementary Rank: S Range: Short-Long Chakra cost: 40 ([B]60[/B]) ([B]-20[/B] per turn) Damage: 80 ([B]120)[/B] Description: The Hollow Children are [B]sentient [/B]familiars made of Arctic Earth that can be created from the user's body or the surrounding earth [B]within short range[/B], except within five meters of an opponent, unless the user is also within that range. The Arctic Earth creations are humanoid in appearance but severely emaciated, like skeletons, with glowing eyes and hollow chests. Despite their appearance however the Children are frighteningly quick, able to travel at inhuman speeds [B]due to an increased vitality granted by Yang Release, heightened[/B] when in contact with Arctic Earth structures [B]up to 30m away from the user[/B]. On regular surfaces they move at the speed of normal Arctic Earth techniques, but when situated on Arctic Earth they are able to move at [B]2[/B].5x the user's speed for as long as they maintain contact with the element. The [B]Children can also perform[/B] Arctic Earth techniques up to B-rank from their bodies on regular terrain and up to A-rank when in contact with Arctic Earth [B]without the need for hand seals[/B]. These count toward the user's move limit. Being savage in nature, the Children usually end up overwhelming opponents with their frigid bodies while gnawing and tearing them apart with surprising strength. Note(s): - The user may form one or multiple creations using this technique, following normal splitting rules, and they may remain on the field for a maximum of [B]three [/B]turns. - This jutsu requires three hand seals and can only be performed twice per battle with a two turn cool down. No Arctic Earth [B]or Yang Release[/B] techniques above A-ranked can be performed for [B]two turns[/B] after this technique ends. [JUSTIFY][COLOR=rgb(61, 142, 185)]± Declined. Not a fan of enhancement for the sake of it, this is just a roundabout way to get Ring of Hell onto Arctic Earth familiars. ±[/COLOR][/JUSTIFY] Also updating the following which was approved [URL='https://narutobase.net/forums/showthread.php?t=13700&p=21320630&viewfull=1#post21320630']here[/URL]. (Hokkyoku Āsurirīsu: Koko de Fuyu)- Arctic Earth: Winter is Here Type: Supplementary/[B]Offensive[/B] Rank: A Range: Short-Long Chakra cost: 30 Damage: N/A [B](60)[/B] Description: With two hand seals (Dog, Snake), [B]the user [/B]will dedicate his Arctic Earth chakra into transforming the terrain into a desolate tundra. The scope of this technique spans up to long ranged ([B]20m[/B]) in all directions (including underground up to 20 meters). This type of terraforming is completely noticeable as the shiny Arctic Earth consumes the land and is very conspicuous mainly due to its effects on surrounding structures such as trees and buildings, but is also very slow and takes two turns after being performed to complete. On the first turn this technique is performed the area up to [B]10[/B]m of the user becomes transformed to Arctic Earth. On the second turn it completes the transformation at [B]20[/B]m of the ground around (all measurements dictate the technique's growth both length and depth wise). In the turn after, the technique [B]lingers as a source for Arctic Earth techniques[/B]. Once the ground has been transformed in any of its sequences the opponent will be unable to manipulate it unless they possess the Arctic Earth chakra nature--or if it was destroyed somehow. Also, destroying the structure requires complete eradication. For example, merely destroying a patch/section will not stop the technique, as it will simply regenerate as it grows. Instead, one would need a counter that spans this technique's complete length and depth. Travelling across the terrain would also prove quite difficult to enemies as the clumsiness of slipping on ice prevails, preventing any sudden movement such as dashing or sprinting--unless the opponent(s) wish to find themselves sprawled out and nursing broken bones and other injuries from falling on the cold, hard ground ([B]60 DMG[/B]). The user remains unaffected by this. Another advantage is that It allows permafrost techniques that would otherwise require regular earth to be performed using the permafrost ground [B]of this technique, while active,[/B] instead with heightened efficiency (i.e [B]with one less hand seal required[/B]). Note(s): - Can only be performed three times, lasting [B]three [/B]turns each time with a [B]two [/B]turn cool down. - [B]No Arctic Earth techniques above S-ranked can be performed in the same turn[/B]. [JUSTIFY][COLOR=rgb(61, 142, 185)]± Declined. Leave it as is - the parts you edited is a bit meta-gamey, 60 damage from falling on the ground? What if my shinobi shoes have more grip? It's too loose as a method of dealing damage and then just doesn't justify turning a supplementary technique into an offensive one. ±[/COLOR][/JUSTIFY] [/QUOTE]
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