Custom Element's Jutsu Submission

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Toku

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(Rubiton- Roiyaru hanketsu) Ruby release- Royal Judgement
Type: Attack
Rank: S-rank
Range: Short-Long
Chakra cost: 40
Damage points: 80
Description: the user will gather a large amount of his ruby chakra into the ground while performing two hand seals and release it by raising half of a large golem (from the waist up) of Ruby wielding a bow. As soon as he appears, he quickly draws back and fires the lance sized ruby arrow from the bow and towards the opponent.
*Note: can only be used 3x per battle.
*Note: can't use any S-rank and above Rubiton next turn


 Approved 
 
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Lili-Chwan

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Re: Custom Element's Jutsu

Also, after talking to Scorps, we both decided to work on better describing some of the effects that are generically stated in the CE submission of Mushroom, mimicking what was done with Diethyl Ether CE and the inhalation effects since with Mushroom we came across the issue of having too generic descriptions of certain aspects as abilities:

Standard Chakra Absorption: Every turn of contact, the fungus steals the trapped organism half the chakra used in the overall production of the fungus (chakra cost of the techniques), which can be transfered to the user by direct contact, or allies by mediated contact with the user. Additional effect: If the fungus is not countered and the contact is not lost within the first turn of contact, the effect is more violent, the opponent becomes unable to modulate their chakra in for more complex techniques. The effect is more violent the higher the mushroom technique used with the standard Chakra Absorption. In terms of battle consequences, the contact with such fungus will make it harder for the target to mold his chakra and to produce techniques, being that the higher the technique, the harder it is to mold whilst under the effect of the chakra absorption fungus. While it will produce simple effects like removing the specialty bonus like the use of an element with only one handseal (making the enemy need to produce the technique with the required handseals), it will actually make it so hard for the opponent to mold and shape chakra that after awhile he'll need to add more handseals than the ones originally used for the technique he desires. The chakra consumption is always half that of the technique that gave birth to it (example an S-Rank tech would siphon 20 chakra per turn). Off course, uncountered contact is needed with the technique for at least one turn for effects to be felt. The user can also use this properties when mushroom techniques are interacting with opposing elements. In some applications, instead of countering a technique physically (through a direct clash), the user is able to use his mushroom techniques to siphon chakra from enemy techniques, disabling them. This off course, follows basic S&W. The chakra siphoned can't be used by the user directly, but it can be used to power/increase the size and the strength of the mushroom technique that absorbed it, in this case adding half of the chakra points absorbed as bonus damage points. If the target is unconscious, in case of a person or an animal, the chakra stolen is double the normal.
Reasoning is that Mushrooms are simplistic, yet effective, chakra eaters in narutoverse, much like they are organic eaters in RL.

Water/Earth Growth: This ability is related to the origins of Mushroom Release but also the normal biological characteristics of the element in itself. When used from a passive water source, Mushrooms will always be twice as big and always possess much more moisture than normally. When used from normal, dry earth passive sources, the Mushrooms will not possess any kind of special bonus in size. However, the growth bonus also applies for Mushrooms techniques used from Mud and/or other combinations of Earth and Water passively existing in the field or produced by a now inactive technique. When used from active enemy Water and Mud (earth element) techniques as a counter, the Mushroom element can siphon the chakra and will have the same growth bonus, following S&W of the CE. However, when used in combination with the users own techniques of Earth or Water elements, the Mushroom will suffer a bonus in strength, not only in size. Water techniques B-Rank and above give +20 damage when used to power a mushroom technique, adding to the size of it as well. Earth techniques B-Rank and above with high contents of moisture (mud variations) will add +10. This is only valid, off course, for techniques used in a combo and relates to the normal weaknesses and strengths of the element and the guide for elemental interactions and mimics other elemental relations such as Fire and Wind or Water and Lightning.
Resubmitting this unchecked submission because we found some inconsistencies:

Standard Chakra Absorption: Every turn of contact, the fungus steals the trapped organism half the chakra used in the overall production of the fungus (chakra cost of the techniques), which can be transfered to the user by direct contact, or allies by mediated contact with the user. Additional effect: If the fungus is not countered and the contact is not lost within the first turn of contact, the effect is more violent, the opponent becomes unable to modulate their chakra in for more complex techniques. The effect is more violent the higher the mushroom technique used with the standard Chakra Absorption. In terms of battle consequences, the contact with such fungus will make it harder for the target to mold his chakra and to produce techniques, being that the higher the technique, the harder it is to mold whilst under the effect of the chakra absorption fungus. While it will produce simple effects like removing the specialty bonus like the use of an element with only one handseal (making the enemy need to produce the technique with the required handseals), it will actually make it so hard for the opponent to mold and shape chakra that after awhile he'll need to add more handseals than the ones originally used for the technique he desires. The chakra consumption is always half that of the technique that gave birth to it (example an S-Rank tech would siphon 20 chakra per turn). Off course, uncountered contact is needed with the technique for at least one turn for effects to be felt. The user can also use this properties when mushroom techniques are interacting with opposing elements. In some applications, instead of countering a technique physically (through a direct clash), the user is able to use his mushroom techniques to siphon chakra from enemy techniques, disabling them. This off course, follows basic S&W. The chakra siphoned can't be used by the user directly, except chakra siphoned directly from a living organism, and then only through direct physical contact with the mushroom in question, but it can be used to power/increase the size and the strength of the mushroom technique that absorbed it, in this case adding half of the chakra points absorbed as bonus damage points. Reasoning is that Mushrooms are simplistic, yet effective, chakra eaters in narutoverse, much like they are organic eaters in RL.

Water/Earth Growth: This ability is related to the origins of Mushroom Release but also the normal biological characteristics of the element in itself. When used from a passive water source, Mushrooms will always be twice as big and always possess much more moisture than normally. When used from normal, dry earth passive sources, the Mushrooms will not possess any kind of special bonus in size. However, the growth bonus also applies for Mushrooms techniques used from Mud and/or other combinations of Earth and Water passively existing in the field or produced by a now inactive technique. When used from active enemy Water and Mud (earth element) techniques as a counter, the Mushroom element can siphon the chakra and will have the same growth bonus, following S&W of the CE. However, when used in combination with the users own techniques of Earth or Water elements, the Mushroom will suffer a bonus in strength, not only in size. Water techniques B-Rank and above give +20 damage when used to power a mushroom technique, adding to the size of it as well. Earth techniques B-Rank and above with high contents of moisture (mud variations) will add +10. This is only valid, off course, for techniques used in a combo and relates to the normal weaknesses and strengths of the element and the guide for elemental interactions and mimics other elemental relations such as Fire and Wind or Water and Lightning.

~Declined~ Sorry, but I would have never approved a chakra absorb ability and thus I'm certainly not going to start approving such schematics as this as I find them simply unfair. If you want to absorb chakra, you will have to explain that on the level of the jutsu and how that works for that specific jutsu. I'm not going to approve permanently active abilities like these.

There's also this submission waiting approval:



Updating:

(Masshuru-Muton: Mori no Jusshi ) Mushroom Style: Fingers of Pan
Rank: B-A
Range: Short-Mid
Chakra Cost: 20-30
Damage Points: 40-60
Description: The user is able to release a large net of fungus, from her hands or from the ground which can withstand the impact of huge boulders of rock and cease their movement. The user can decide to preform this jutsu to trap the opponent. The net will form any structure the user wants, being it a hand, a shield, pillars, etc.
*Can only be used once every 2 turns*
____________
-Approved-

(Masshuru-Muton: Mori no Jusshi ) Mushroom Style: Fingers of Pan
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short-Long
Chakra Cost: 15-40
Damage Points: 30-80
Description: Fingers of Pan is the basic technique of the Mushroom Element and allows the user to manipulate Mushroom in it's rawest form, which is the Main Release Fungus. The generic fungus usually assumes a sickly gray-greenish color, released as an intricate and woven net of fungal matter, which gives it an extremely strong structure against impact ( Earth and Earth based Elements, as described in the Element's S&W ) and can be shaped and formed into specific constructs as it rapidly forms. It has the standard properties of the Mushroom Element, including Chakra Absorption, Earth/Water Absorption/Growth, etc. Despite the name, it does not produce fruiting bodies ( mushrooms ), only the fibre based Fungus, with the described properties. The user is able to release the net of fungus from her/his body or from the ground. The user can decide to preform this jutsu to trap the opponent in a tight embrace of a woven fungal net that spreads across him from either the ground or point of contact. The net will form any structure the user wants, be it a hand, a shield, pillars, hand held weapons, etc. These constructs will follow the element's S&W.
*A-Rank version leads to a cold down time of 2 turns before the technique can be used again in any strength; S-Rank version leads to a cold down time of 3 turns and can only be used a total of 3 times*

~Declined~ Because I find this simply fishy. Why is there a need to explain so in detail what is already said in the CE description? This gives me the impression this is in fact diverting from what is written there. Also the whole earth/water absorption growth I consider to work exactly the same as how fire and wind works. I find it also confusing how you talk about it being a net of fungus that embraces the opponent, but then that it can be used as shields of pillars. Frankly then you are making two very different jutsu. I also have an Abyss jutsu that allows me to make basic shields and swords and the like, however that's not accompanied by the explanation it can start trapping the opponent by a tight embrace.
 
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-Quest-

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(Nikawaton: Nikawa Henge) Glue Release: Glue Creation Technique
Rank: A
Type: Supplementary/Defense
Range: Short-Mid (Long if created from a glue source)
Chakra cost: 30
Damage points: N/A (+60 if suffocated)
Description: The user focuses and molds his chakra, using it to create adhesive from his body/surroundings or from a glue source. With this technique, one can create various structures or miscellaneous objects, the shape and form only is limited by the user's imagination although the nature of glue lacks any lethality unless through suffocation. Additionally, the user can freely adjust diversity of his adhesive, creating anywhere from a very liquid syrup-like glue to a more solid elastic type glue. The limits are that the glue can't be created as creatures that act on their free will and the scale of the technique is comparable to a full grown elephant.
Note: Usable 5 times per battle.


 Approved 
 
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Lili-Chwan

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Re: Custom Element's Jutsu

(Meromeroton: Nemuri Tanpopo ) Perfume Release: Slumberous Dandelions

Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: After 3 handseals, the user is able to materialize several portions, all in 1 area, of a very clear and translucent liquid in a patch of roughly around 4 meters radius on the ground, which manifest themselves as countless of seed filled dandelions. The perfume dandelions softly spread out through the area and turn into ponds, allowing only the perfume in the air. The perfume's scent carries a powerful sleeping genjutsu. As the opponent feels his eyes getting heavier and his movements getting sluggish, they will see young women with angelical appearance caressing and massaging them. The opponent quickly falls asleep for 2 turns.
*Physical Effects: Powerful Soporific and Tranquilizer*
*Illusionary Effects: Angelical Maidens*
*Can only be used once every 3 turns*
~Approved~
Updating:

(Meromeroton: Tanpopo Oooku ღ Nemuri Teiketsu ) Perfume Release: Teresa's Kindness ღ Slumberous Gates

Rank: A
Type: Defense/Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: After 3 handseals, the user is able to materialize a very clear and translucent liquid perfume, which quickly takes the shape of magnificent walls around a target, beautifully carved with countless of seed filled dandelions. From the gates, the seeds seemingly detach from the stem, softly spreading out through the area short range around the gate, allowing the perfume in the air. The perfume's scent carries a powerful sleeping genjutsu. As the opponent feels his eyes getting heavier and his movements getting sluggish, they will see young women with angelical appearance caressing and massaging them. The opponent quickly falls asleep for 2 turns. The gates can be created all around a target, including a translucent glass-house ceiling of perfume, but only to a maximum of short range from the target, and a minimum of 1 meter. The target, though, can be up to long range from the user.
After materialized, the gates can't move. They last up to 3 turns, after which they fall on the ground as scent-less puddles of perfume.

*Physical Effects: Powerful Soporific and Tranquilizer*
*Illusionary Effects: Angelical Maidens*
*Requires a cooldown of 3 turns after usage, starting after the technique ends*
*The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*


 Approved  Edited.


( Meromeroton: Tsukeru Hasukahen ) Perfume Release: Steeping Petals of Lotus

Rank: A
Type: Supplementary/Attack
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user chains together 3 handseals, which will then make a mass of blueish perfume, with no toxicity at all, blossom as a large lotus flower anywhere within range, filling the arena with a soothing scent. Then the flower softly melts, spreading it's liquefied petals across the floor, but keeping the perfume strong. The scent carries a strong genjutsu that gives the opponent the feeling as if he has submerged underwater. It manifest itself in a feeling of being soaked in water, and seeing the periphery of the fields flowing. The opponent can see perfectly, as if his eyes are guarded by swimming glasses, but everything in the field will be slightly distorted as if underwater. The genjutsu latches itself on the opponent's mind, so that even after the perfume is gone and the opponent releases himself from the genjutsu, the water goggles will still linger 1 turn after.
*Physical Effects: No Toxicity*
*Illusionary Effects: Primary Effect, feeling as if submerged underwater, drowning. Water goggles.
*Can only be used once every 3 turns, twice per battle*
~Approved~
Updating:

( Meromeroton: Hasu Uchiike ღ Tsukeru Kahen ) Perfume Release: Joan's Innocence ღ Steeping Petals

Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user chains together 3 handseals, which will then make a mass of blueish perfume, with no toxicity at all, cover the ground, ankle deep, creating a lake with a plethora of perfume lily-pads and lotus flowers, filling the arena with a soothing scent. The scent carries a strong genjutsu that gives the opponent the feeling as if he has submerged underwater. It manifest itself in a feeling of being soaked in water, and seeing the periphery of the fields flowing. The opponent can see perfectly, as if his eyes are guarded by swimming glasses, but everything in the field will be slightly distorted as if underwater. The lake of perfume, though not toxic, has a very unbalanced nature. In direct contact with the lake, the opponent will have his chakra pathway constantly disturbed, preventing the usage of jutsu A rank and higher.
*Physical Effects: No Toxicity, Disturbance of Chakra for A rank and higher jutsu*
*Illusionary Effects: Feeling as if submerged underwater, drowning. Water goggles.
*If used on top of water, given it's natural strength to the element, it will prevent any opponent from using that water as a source for water jutsu*
*Can only be used once every 3 turns, twice per battle*
*Lasts 2 turns. If the opponent doesn't completely counter the illusion of drowning with a turn, he/she will lose consciousness
*Unlike other Perfume techniques, the illusion is only cast once, when the lake appears*
*After the 2 turns, the lake becomes a scentless and inert puddle*
*The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*


 Approved  Edited.


( Meromeroton: Mane Mane) Perfume Release: Mimétisme

Rank: C
Type: Supplementary/Attack
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: This technique stands as the ability to change the medium of a Genjutsu to that of scent, utilizing Perfume chakra to cast the Genjutsu. This can be done with 1 handseal, spiting out a nearly invisible mist of vaporous pinkish perfume up to mid range or with 3 handseals, allowing the user to grow 1 flower of liquid perfume within a 5 meters range, which will spread the scent 6 meters around.
*The mist/flower remain active for 2 turns. The scent itself has the autonomy of 1 turn without the support of it's origin.*
*Can only be used 4 times per battle, only 1 time for an S rank or higher genjutsu*
*The genjutsu used to charge this jutsu must be posted along. The chakra cost will still stand for both ( 15 + Genjutsu ), but it will count as 1 jutsu*
~Approved~
Note: 5 it is.
Updating:

( Meromeroton: Mane ღ Mane) Perfume Release: Laveau's Sorcery ღ Mimétisme
Rank: D
Type: Supplementary
Range: N/A
Chakra Cost: N/A (+10)
Damage Points: N/A
Description: This technique stands as the ability to change the medium of a Genjutsu to that of scent, utilizing Perfume chakra to cast the Genjutsu. This can be done handsealessly, spiting out a nearly invisible mist of vaporous colorful perfume that will spread up to 15 meters in a direction or all around (Short-Mid) or with 1 handseal, allowing the user to grow a great flower, resembling a voodoo lily, made of liquid perfume, within range, though at least 3 meters from the opponent which will spread the scent 15 meters around it (Short-Mid for creation of flower; Genjutsu effect up to Mid-range around the flower).
*The mist/flower remain active for 2 turns in the air unless countered or dispersed. The scent itself has the autonomy of 1 turn without the support of it's origin.*
*Can only be used 4 times for an A rank Genjutsu, and 2 time for an S rank Genjutsu*
*The genjutsu used through this technique must be posted along. The chakra cost will still stand for both ( 10 + Genjutsu ), but it will count as 1 jutsu*
*The mist itself is a D-Rank Perfume technique in strength and can be countered following normal elemental strengths and weaknesses; rank of the illusion cast is that of the original illusion with no added strength*
*The user is capable of compressing the perfume in a vial, through the same 1 handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*
*Can only be used once every 2 turns*


 Approved  Edited to make more sense.


( Meromeroton: Roze Sasu Reihai) Perfume Release: Rose's Piercing Adoration

Rank: A
Type: Attack
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user summons forth a large mist of vaporized red perfume, with a very thick and strong scent. The perfume is so strong it causes irritation on the eyes, nose and throat, increasing the more the opponent stays inside the mist, which messes with the opponent's sense of smell, preventing him from detecting other odors. The scent carries a genjutsu where the opponents feels his whole body being pierced, as if shards of blades grow in his stomach and lungs and other internal organs, before the opponent finds himself wrapped in rose vines, with growing spikes.
*Physical Effects: Burning sensation on the nose, eyes and throat
*Illusionary Effects: Shards inside Internal Organs and Wrapping Rose Vines externally.
*Can only be used once every three turns, twice per battle*
~Approved~ Congratulations, you are the first to have an entire submission approved^^

Changes in Bold
Updating:

( Meromeroton: Roze no Chishio ღ Sasu Reihai) Perfume Release: Cleopatra's Venom ღ Piercing Adoration

Rank: S
Type: Offensive/Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user does 2 handseals and summons forth a large burst of liquid and vaporized red perfume, with a very thick and strong scent that emanates forwards from the users position or his targeted area. The perfume is so strong it causes irritation on the eyes, nose and throat, increasing the more the opponent stays inside the mist, which messes with the opponent's sense of smell, preventing him from detecting other odors. The scent carries a genjutsu where the opponents feels his whole body being pierced, as if shards of blades grow in his stomach and lungs and other internal organs, before the opponent finds himself wrapped in rose vines and petals, with growing spikes. While the vaporized perfume travels faster, the liquid perfume carries a greater punch, enveloping and compressing the opponent with multiple spiked vines, akin those of the illusion, to shred and drown the opponent. Can be used from the user, or, with an additional handseal, from the ground.
*Physical Effects: Burning sensation on the nose, eyes and throat. Spiked vines of liquid perfume.
*Illusionary Effects: Shards inside Internal Organs and Wrapping Rose Vines externally.
*Lasts 3 turns, after which it falls to the ground as a scent-less and inert puddle of perfume.
*Requires a cool down of 3 turns between usages. Can only be used thrice per battle*


 Approved  Edited

(Meromeroton: Igami Niza ) Perfume Release: Grande-Plié

Rank: B
Type: Attack
Range: Short-Mid
Chakra Cost: 20
Damage Points:40
Description: Allows the user to materialize a large quantity of Main Release perfume and direct it to the opponent. After the user directs the perfume, the user is able to change the direction once, with one handseal. The liquid has the appearance of a swarm of rose petals, even though it's a concise mass of liquid.
*Changing directions counts towards the 3 jutsus per turn limit*
~Approved~ Changed it to attack. If it has damage than it shouldn't be supplementary.
Updating:

(Meromeroton: Bane ღ Bane ) Perfume Release: Antoinette's Naiveté ღ Grande-Plié

Rank: B
Type: Offensive/Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage Points:40
Description: Allows the user to materialize a large quantity of Main Release perfume from his body and direct it to the opponent in a multitude of manners. After the user directs the perfume, the user is able to change the direction once, with one handseal. The liquid has the appearance of a swarm of jasmine blossoms and fine brioches, even though it's a concise mass of liquid. A particularity of this technique is that, while having the properties of Main Release perfume, it's actual scent is variable, allowing for the user to mimic any smell, be in chocolate, croissants, fruits, etc. Exposure to air has the perfume become scent-less and inert after 3 turns
*Changing directions counts towards the 3 jutsus per turn limit*
*With another handseal, the user is able to materialize the perfume inside vials, which will keep the perfume indefinitely, without exposing it to air*
*Inert and scent-less perfume can replace as a medium of using other Perfume techniques*



 Approved 


(Meromeroton: Migoto ) Perfume Release: Embellir

Rank: B
Type: Supplementary
Range: N/A
Chakra Cost: 20 (+5)
Damage Points: N/a
Description: Activating this in battle will require the user to spend 20 chakra, counting towards the jutsu count. The user is then able to preform any Water element jutsu using the main release perfume with an added +5 chakra cost. This does not add to the damage of the water jutsu. This technique works by expelling perfume in its vaporized form which will mix with the water and transfer it's properties to it, as such, when a water jutsu is used short range (spat, released from one's hands, etc), it comes out infused with the Main Release perfume. Embed in this skill is the ability to use Water chakra to manipulate a standing source of liquid perfume, as it is basically water heavily infused with scented minerals and chakra, thus allowing jutsu that require a water source to be used with perfume. The opponent is unable to do the same, as the perfume is infused with the user's personal chakra, likewise, the user is not able to manipulate other Perfume User's techniques, as each perfume is personal.
*The ability to convert Water Jutsus to Perfume can only be used once per turn and requires the user to wait 2 turns in order to use it again*
~Approved~
Updating:

(Meromeroton: Pika ღ Pika ) Perfume Release: Monroe's Youth ღ Embellir

Rank: E
Type: Supplementary
Range: Short
Chakra Cost: 5
Damage Points: N/a
Description: Allows the user to preform any Water element jutsu using the main release perfume with an added +5 chakra cost. This does not add to the damage of the water jutsu. This technique works by expelling perfume in its vaporized form which will mix with the water and transfer it's properties to it, as such, when a water jutsu is used short range (spat, released from one's hands, etc), it can come out out infused with the Main Release perfume, with a slight glow like tiny diamond petals, of varying color, depending on the user. This jutsu is always coupled with a water jutsu. The combination will retrieve the chakra cost from both techniques, but will only count as one move towards the turn's count.
Embed in this skill is the ability to use Water chakra to manipulate a standing source of liquid perfume, as the perfume's body is heavily composed of water, in addition to the ethanol, infused with scented minerals and chakra, thus allowing jutsu that require a water source to be used with perfume, the range depending on the water technique. This technique will then be purely passive, the only jutsu adding to the chakra cost and move count being the perfume technique that stands as the source and the water technique that stands as the motion. The opponent is unable to do the same, as the perfume is infused with the user's personal chakra, likewise, the user is not able to manipulate other Perfume User's techniques, as each perfume is personal.
*Either ability can only be used once every three turns*


 Declined  E-Rank? No. This is an advanced technique. Nothing short of B-Rank. Also, +5 chakra? Nope. It has to cost you +10 more chakra for every water technique you use with this technique. Also, I want a clarification as to what is the result technique. In the first case, yes, its easy to understand that the water technique will become a Perfume technique with the properties of the main release but on the second part, what is the result? another perfume technique? Nope. Not possible. Why? Because inert perfume is simply nothing more than dirty water. You then use a water technique to manipulate it which will result in a....? Water technique. So there is a necessary refinement you need to make to that description. I want it to be clearly explained what is the result of each application and what properties each application ends up achieving. Is this hybrid result flammable? How? What about scent? Considering your current arsenal of perfume techniques and how they are mostly mediums for Genjutsu, the potential for "unreasonability" in this technique is quite significant. I need you to make it more defined so I can be sure of how it will be used.


(Meromeroton: Kourui Makkura) Perfume Release: Scented Tears of Lilith

Rank: S
Type: Attack
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: After 5 handseals, the user is able to spit out an extremely acid perfume of greenish colour, which can be spat as a pressurized stream or as a spread out volume of perfume. The acid is highly strong against earth techniques of the previous rank and earth based CE of the rank before, allowing the user to create a pathway in a manner of seconds, given not the power of the acid alone, but the pressure and concentration at which the acid is spat. If the acid is left standing still, although still powerful, won't act as fast, permitting the above structures to last minutes until vanishing The scent makes the opponent feel as if his insides are melting, translating in excruciating pain. The manifestation of the illusion is the sight women with long green hairs, which will be touching and kissing the opponent, provoking the melting pain as they do it.
*Physical Effects: Acid, Strong vs A rank Earth Jutsus and B rank Earth Based Elements.*
*Illusionary Effects: Green Haired Women, Excruciating Pain of being Melted*
*Can only be used once every 3 turns, for a maximum of 2 times per battle*
~Approved~
Updating:

(Meromeroton: Suzuran Ouhikoku ღ Kourui Makkura) Perfume Release: Boadicea's Queendom ღ Scented Tears

Rank: S
Type: Offensive/Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: After 5 handseals, the user is able to produce a much heavier perfume and raw version of perfume, akin an essential oil, which will contain a much higher intake of the Earth element than the other elements used to create Perfume. This will mess with the pH balance of the technique, giving the perfume's body either an strong acidic or a strong basic property. It is translucent with a greenish and amber coloration. If acidic, it will have a greater momentum and more fluidity, being a more liquid oil, enabling the user to spit it out as a pressurized stream or as a spread out volume of perfume. If basic, the perfume will be more viscous and slippery, with the consistency of liquid soap, being a more syrupy oil, and can be spat out as a spread out mucus or be exuded from the user's hands. The perfume will corrode and melt organic materials and elements, instead of merely being toxic to it, as described in the element's submission, but will retain it's weakness to Earth and advanced Earth Elements ( Metals, Crystals, Ores, excluding Organic Elements ). The oil perfume will exude a powerful and acidic/basic scent (to a lesser extent than the body), with natural influxes of lily of the valley and woodland scents, which carries powerful genjutsu, making the opponent feel as if his insides are melting, translating in excruciating pain. The manifestation of the illusion is the sight women in barbaric or northern gowns with long green hairs, which will be touching and kissing the opponent, provoking the melting pain as they do it.
*Physical Effects: Liquid Acid or Viscous Base, Corrosive*
*Illusionary Effects: Green Haired Women, Excruciating Pain of being Melted*
*Can only be used once every 3 turns, for a maximum of 2 times per battle*
*Lasts three turns, after which the perfume becomes inert and scentless, with it's pH balanced. This can then replaced the medium for other perfume techniques*
*Follows the Elemental S&W*
*The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*


 Declined  Alkaline sounds much better than Basic. Though I understand where that comes from...Yay for Google Translate. Anywho, my issue is the genjutsu. You shoot this at an enemy. He feels the genjutsu becoming severely impaired and thus unable to counter. In my head, the genjutsu would only take place upon "collision" with something or if the perfume is ignited and thus becomes vaporized. Also, I want a PH window here since we have other acidic or alkaline elements on the base.
(Meromeroton: Oujou no Seppun) Perfume Release: Embrance of Morta

Rank: S
Type: Offensive
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: The user focuses chakra on the fingertips. Sensually caressing her lips, the user spreads a red perfume across, making her lips look incredibly sensual and tender. It will release a very powerful scent filled with pheromones, which will strongly lure anyone short range from the user into a kiss. But upon touch the lips, the perfume is highly toxic, spreading an extremely painful venom through the target's organism, equivalent to being burned alive. Whereas the alluring effect was gained through pheromones and a subsequent genjutsu making the opponent disorientated, upon the touch of the lips, both those effects end and only incredible and paralyzing pain is left.
*Can only be used once per battle*
*Lasts only 2 turn, if the user can't kiss, the effects end*
*Pain itself lasts 3 turns*
~Approved~
Updating:

(Meromeroton: Manjushage Daku ღ Seppun) Perfume Release: Bonny's Embrace ღ Seduction

Rank: S
Type: Offensive/Supplementary
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: The user focuses chakra on the fingertips. Sensually caressing her lips, the user spreads a red perfume across, making her lips look incredibly sensual and tender. It will release a very powerful scent filled with pheromones, which will strongly lure anyone short range from the user into a kiss. But upon touch the lips, the perfume is highly toxic, spreading an extremely painful venom through the target's organism, equivalent to being burned alive. Whereas the alluring effect was gained through pheromones and a subsequent genjutsu making the opponent disorientated, upon the touch of the lips, both those effects end and only incredible and paralyzing pain is left, and a sudden, yet lingering scent of belladonna.
*Can only be used once per battle*
*Lasts only 2 turn, if the user can't kiss, the effects end*
*Pain itself lasts 3 turns*
*The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*


 Approved  Though... you do realize that in battle, you'll always need to post the perfume technique and spend the needed chakra for these "vial" applications? I've been approving them under that principle. Freeform usage of such specific things is something you know I can't allow.


(Meromeroton: Hitofuro An'ya ) Perfume Release: Bathing Black Orchids

Rank: A
Type: Attack
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: Allows the user to create a dark tainted liquid perfume with increased levels of toxicity. With 4 handseals, the user releases a mass of this dark perfume, as if multiple orchids are blossoming over an over, despite being a concise mass of liquid, which will then spread over to Mid-range, filling a large field with it's scent. The toxic vapors it releases cause nausea and gradually multiple organ failure. If ingested directly, it will intensify and speed up the symptoms. The scent is heavily filled with blood, which produce the same effects of the Killer Intent Technique. The illusionary manifestation of the scent is the creation of hideous black maidens bathing on the perfume. These maidens will appear in the opponent's consciousness as the ones that use the Killing Intent, threatening to impale their eyes with their hands.
*Physical Effects: Toxicity, Nausea and Organ Failure.*
*Illusionary Effects: Black Maidens, Killing Intent*
*Can only be used once every 3 turns, for a maximum of 4 times per battle*
~Approved~
Updating:

(Meromeroton: An'ya Ran ღ Hebifuro ) Perfume Release: Curie's Disgrace ღ Bathing Serpents

Rank: A
Type: Offensive/Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: Allows the user to create a dark tainted liquid perfume with increased levels of toxicity. With 4 handseals, the user releases a mass of this dark perfume, as if multiple orchids are blossoming over an over, despite being a concise mass of liquid, which will then spread over to Mid-range, filling a large field with it's scent. The toxic vapors it releases cause nausea and gradually multiple organ failure. If ingested directly, it will intensify and speed up the symptoms. The scent is heavily filled with blood. The illusionary manifestation of the scent is the creation of hideous black maidens bathing on the perfume. These maidens will appear in the opponent's consciousness, with slithering hair and serpent-like pupils. They will petrify the opponent with their glowing gaze and foul touch, as they viciously threat to impale their eyes with their hands. This will require the target to release the genjutsu within a turn, or they will lose consciousness. The toxic fumes kill within 2 turns, ingesting will halve that time.
*Physical Effects: Toxicity, Nausea and Organ Failure.*
*Illusionary Effects: Black Maidens, Petrification, Loss of Consciousness*
*Perfume stays active for 2 turns unless countered*
*Requires 3 turns cool down between usages, and can be used a maximum of 3 times per battle*
*After the 3 turns, the perfume will be inert and scentless.
*The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*


 Approved  Edited


(Meromeroton: Shinpyou Chihou) Perfume Release: Ivy's Dementia

Rank: A
Type: Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: With 4 handseals, the user creates up to 3 long arrows made of a purple-ish perfume, which she can then shoot up to long range. Once they hit something solid, instead of piercing through, they will spread their scent up to 20 meters, whereas in arrow form the scent only reaches 5. Although imperceptible for humans, the scent will cause the animals to feel hostility towards their owners/summoners/allies, putting them in a state of confusion and anger, and making them attack, while at the same time creating a sense of familiarity and friendship towards the user. An underlying genjutsu will enhance the physiological reaction by showing the user in a form of a parent or a an object of affection, needing to be protected and the opponent as a form of adversity, food, etc.
*Lasts 3 turns, causing the affected animals to fall deeper in dementia until they force themselves to vanish*
*Can only be used 3 times*
*Does not affect allied summons, as the genjutsu will counter the effects of the perfume, but will make the summons slightly less wary, fast or powerful*
Updating:

(Meromeroton: Ayame Chihou ღ Fukai Shinpyou ) Perfume Release: Nzingha's Dementia ღ Twisted Persuasion

Rank: A
Type: Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: The user joins the fingers, before stretching them out like pulling a bow string, creating up to 3 long arrows made of a purple-ish perfume, with fletchings made of dotted iris petals, which she can then shoot up to long range. Once they hit something solid, instead of piercing through, they will spread their scent up to 20 meters, whereas in arrow form the scent only reaches 5. Although imperceptible for humans, the scent will cause the animals to feel hostility towards their owners/summoners/allies, putting them in a state of confusion and anger, and making them attack, while at the same time creating a sense of familiarity and friendship towards the user. An underlying genjutsu will enhance the physiological reaction by showing the user in a form of a parent or a an object of affection, needing to be protected and the opponent as a form of adversity, food, etc.
*Lasts up to 3 turns, causing the affected animals to fall deeper in dementia until they force themselves to vanish*
*Can only be used 3 times*
*Does not affect allied summons, as the genjutsu will counter the effects of the perfume, but will make the summons slightly less wary, fast or powerful*
*The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*


 Approved  Nice one.


( Meromeroton: Kiukoudai no Kin Tenbin ) Perfume Release: Magnanimous Golden Libra

Rank: S
Type: Defense
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: Requires 1 handseal. This techniques manifests itself as a quick burst of vaporous golden perfume, stretching radially 10 meters around the user in under a couple of seconds. The premise for this technique is that the chakra system and the physical body are directly linked. This perfume does not affect opponent's whose chakra system or blood system is in the same pace than the user's. If higher than normal, the perfume will emit a genjutsu that will make the opponent feel as if the gravity suddenly increased, pinning them to the ground. The effects are proportional to the chakra system's alteration, thus, when the user moves at a faster pace than normally allowed to the body through the use of chakra (Such as Swift, Gates, Sage Mode or Raikage's Lightning Coat, for example), the pressure of the gravity will bring the person's speed down, invariably making the target as fast as he/she normally is. Due to affecting the body directly, it is able to surpass chakra peaks, like burst of chakra or pain, but is easily released by localized chakra releases (Such as someone infusing chakra into their bodies), otherwise simply calming oneself/releasing the modes will render the genjutsu inactive.
*The perfume stays in the target's body for 5 turns (As long as Raikage's Coat). Without the perfume, the genjutsu can be released as normal*
*The user can only use this technique twice per battle, and it requires 2 turns waiting period after the previous perfume disappeared*
*The user can't preform Forbidden jutsus, nor Perfume higher than A rank, for 2 turns after the perfume is activated*
~Approved~

Note: Done. Though nothing about this technique is deadly. It doesn't immobilize the opponent, it makes him/her as fast as a normal ninja.
Updating:

( Meromeroton: Himawari Kin ღ Kiukoudai Tenbin ) Perfume Release: Nefertiti's Judgement ღ Magnanimous Libra

Rank: S
Type: Defense/Supplementary
Range: Short-Mid
Chakra Cost: 40 (+5 per turn)
Damage Points: N/A
Description: Requires 1 handseal. This techniques manifests itself as a quick burst of vaporous golden perfume, stretching radially up to mid-range around the user in under a couple of seconds. The premise for this technique is that the chakra system and the physical body are directly linked. This perfume does not affect opponent's whose chakra system or blood system is in the same pace than the user's. If higher than normal, the perfume will emit a genjutsu that will make the opponent feel as if the gravity suddenly increased, pinning them to the ground, Which is visually manifested as several rings of pure gold, carved with sunflowers, around the opponent's wrists, limbs, neck, torso, etc. The effects are proportional to the chakra system's alteration, thus, when the user moves at a faster pace than normally allowed to the body through the use of chakra (Such as Swift, Gates, Sage Mode or Raikage's Lightning Coat, for example), the pressure of the gravity will bring the person's speed down, invariably making the target as fast as he/she normally is. Due to affecting the body directly, it is able to surpass chakra peaks, like burst of chakra or pain, but is easily released by localized chakra releases (Such as someone infusing chakra into their bodies), to actually destroy and repel the perfume, otherwise simply calming oneself/releasing the modes will render the genjutsu inactive. It never reduces the opponent's speed more than their usual speed.
*The perfume stays in the target's body for 5 turns (As long as Raikage's Coat). Without the perfume, the genjutsu can be released as normal*
*The user can only use this technique twice per battle, and it requires 2 turns waiting period after the previous perfume disappeared*
*The user can't preform Forbidden jutsus, nor Perfume higher than A rank, for 2 turns after the perfume is activated*
*The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*


 Approved  That was a long ass batch... 45 minutes to check + multiple reads on your CE submission. >_> Btw, I didn't see it anywhere but all of this was approved under the assumption that, unless stated otherwise, the genjutsu effect produced is of the same rank as the technique used and can be released as normal per genjutsu of that rank. Just noting it.
 
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Korra.

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New Submission since cant edit my last submission >_<

(Niiro Suna: Sabaku no Hōtō) Red Sand Release: Desert Sparda
Type: Supplementary/Offensive/Defensive
Rank: B
Range: Short/Mid
Chakra cost: 20
Damage points: 40
Description: The user releases Red Sand as he punches, kicks or uses basic taijutsu motions which allows for blasts of Red Sand to be incorporated into free-form taijutsu and Taijutsu use that does not incorporate chakra usage. The user can also perform arm motions such as waving of the arms in an arc like motion or kicking of the legs in swift motions to release crescent arc-like blasts, waves or torrents of Red Sand allowing the user to attack the opponent from a moderate distance such as Mid Range. The blasts and arcs hold enough force behind them to knock the opponent back as well as possibly bruise the internal organs but it's real damages comes in due to the heat and properties of the Red Sand. This justsu is more of a way to create openings in the opponent's stance or exploit openings or weak points in the opponent's stance. The Red Sand follows the strengths and weaknesses found in the element itself.
Notes:
-Cannot use any other Red Sand jutsu the turn this is used
-The user can only create four blasts, arcs or waves with each use, with the total power divided between them.


 Approved  Edited. Don't go too overboard with stuff. The previous technique contained ample "DNR-level" exploits.


(Niiro Suna: Sandoburasuto) Red Sand Release: Sandblasting
Type: Supplementary
Rank: C
Range: Short - Long
Chakra cost: 15
Damage points: 30 (+15 to a Red Sand jutsu)
Description: The user takes hold of the katon chakra used to create Hydrophobic Red Sand and forces it into an unstable state. This causes the grains of sand to become explosive in nature exploding upon a trigger (single hand seal or upon contact with something.) This can be used to increase the strength of another Red Sand technique or upon a source of Red Sand to cause damage beyond just burns. The explosive damage is enough to cause moderate to severe damage knocking an opponent back as well as fracturing a few bones. If used upon a source of Red Sand it does damage but if instead used upon a technique it increases the damage dealt by augmenting it slightly.


 Declined  How is this different from any other "explosion" technique for countless other elements? The "how" behind it is also very weak. You need to explain it better and actually find a way in which this isn't simply another "elemental explosion" technique.



(Niiro Suna: Sheruburetto) Red Sand Release: Shell Bullet
Type: Offense
Rank: S
Range: Short/Long
Chakra cost: 40 (20 if explosion is triggered)
Damage points: 80
Description: The user will create a highly compressed ball of red sand in their hand the size of a Sage Art: Oodama Rasengan, the sand floats above the palm to not harm the user. They will then launch it at the opponent. When the ball get's into short range of the opponent, the user performs a single handseal causing the ball to suddenly explode in a forward explosion unleashing 100 small bullets of red sand in the opponent's direction that drill into and through the opponent hitting various areas of the body.
Each small bullet has enough force behind it to cause great damage. By spending 20 more chakra points and doing the confrontation seal, the user can will the bullets to explode at pinpoint range instead of allowing them to hit the target. Once they hit something, they can no longer explode. The technique however will produce S-Rank damage by either exploding before making contact or by directly hitting the target.
Notes:
Each bullet is roughly 2 inches cubed
Can be used 3x per battle
Must skip two turns before using again
No other red sand in the same turn


 Approved  Edited. Don't keep claiming 4th degree burns everywhere. For that to happen, tissue must be lost. It means that whatever touches the target needs to subliminate his tissues and that doesn't happen in a simple manner. Time and effort and exposure to the source of high heat is needed. Be careful in trying so hard to make the effects of the techniques so damaging. It makes it that much more probable to be DNR.
 
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ReXii

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(Karumera/Fuuinjutsu: Kurage no shisen) Caramel release/Sealing style: The Gaze Of Medusa
Rank: Forbidden
Type: Offense
Range: Short-Long
Chakra Cost: 50
Damage Points: 90 (If made liquid hot)
Description: This technique is considered the pinnacle of Caramel style techniques, a fusion of caramel and sealing style techniques. The user begins by forming four handseals and clapping his hands together, upon doing this caramel will begin to seep from the earth around the enemy slowly encasing him from the feet upwards in a layer of caramel, aimed to completely cover the opponents body. However this caramel has been specially created with sealing jutsu in mind. By taking control of the caramel after it has covered the opponent, the user is able to manually carve special symbols in to the caramel, causing it to completely prevent the opponent inside from using any chakra of any type. Once the caramel engulfs the opponents entire body and the seals are placed the opponent will likely suffocate inside the caramel becoming like a solid statue. The user can also make the Caramel become liquid hot causing incredible damage and incapacitating any covered area, if he see's the opponent attempting to escape.
Note: The opponent may still use chakra to attempt to escape the technique before being covered.
Note: During the first second the caramel prevents movement. By the third second handseals become impossible. So any techniques requiring more than three handseals are not usable as an escape method.
Note: While the jutsu is forbidden, the caramel itself is S ranked. The forbidden aspect pertains to this technique effectively sealing the users caramel usage for the remainder of the fight.


Permission to submit the remaining Caramel techniques given by Cali.


 Declined  I asked Caliburn. Pervy logged in not long ago. That doesn't constitute a state of inactivity which was what Caliburn was under the impression it was.


(Shimoton: Tsumetai Hanketsu) - Frost Release: Cold Judgment

Type: Offensive
Rank: Forbidden Rank
Range: Short
Chakra: 50
Damage: 90 (-20 to user)
Description: The user charges at the opponent and when he is ready to strike, the user creates massive freezing wind shrouds around his arms which are shaped like a lionhead, out of frost chakra. When the user strikes the intended area, the lion emerges out from his fist and bites into the area with its teeth, puncturing the opponent's skin and inducing cold within the body upon contact. The effect of localized frost bite is such that the technique, if used to target a vulnerable area can prove to be almost fatal.
Notes:
~Can only be used once per battle
~The jutsu will cost 20 damage towards the user hence its great chakra consumption and the effects of the jutsu causes pain on the user's arm.
~The user is limited to one handseal for the following turn because of the restrains the jutsu caused.
~No Frost techniques or techniques above S-Rank the same turn
~No Frost techniques above A rank the following turn


 Approved  Edited

(Shimoton: Mujihina fuyu) - Frost Release: Remorseless Winter
Type: Offensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 every turn)
Damage: 80
Description: This technique is a powerful frost technique, in which the user expels a continuous shroud of frost from his body, chilling the entire area around his short range with a localized blizzard almost. Should the user and opponent be fighting in short range the opponent will suffer an almost immediate burst of cold damage numbing his body, reducing his speed level by four and causing impaired handseal speed taking three times as long to form any handseals. The only way to remove the effect is to escape the frost or force the user to end it. However if hit by this technique the opponent will suffer continuing effects from the technique even after it appears to have ended. Suffering reduced handseal speed, numbness and reduced movement speed for a further two turns at roughly half the effectiveness of being inside the blizzard. On the opposite spectrum should the opponent not escape these effects increase each turn and after spending three turns inside the blizzard the opponent will be completely unable to move or form handseals suffering severe frostbite and being unable to think straight or act at all.
Note:Can only be used once per battle
Note: The user of this technique can not perform any elemental jutsu other than frost at all while this is active.
Note: The user of this technique may not perform any handseals while this technique is active but may still perform techniques that are not elemental and require no handseals.
Note: Genjutsu may still be used by the user, however the damage from the frost will instantly break a genjutsu. Rendering them useless.


 Declined  OPed. Too many effects stacked upon each other.
(Shimoton: Mujihina fuyu) - Frost Release: Remorseless Winter
Type: Offensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 every turn)
Damage: 80
Description: This technique is a powerful frost technique, in which the user expels a continuous shroud of frost from his body, chilling the entire area around his short range with a localized blizzard almost. Should the user and opponent be fighting in short range the opponent will suffer an almost immediate burst of cold damage numbing his body, reducing his speed level by two and causing impaired handseal speed taking twice as long to form any handseals. The only way to remove the effect is to escape the frost or force the user to end it. However if hit by this technique the opponent will suffer continuing effects from the technique even after it appears to have ended. Suffering reduced handseal speed, numbness and reduced movement speed for a further two turns at roughly half the effectiveness of being inside the blizzard. On the opposite spectrum should the opponent not escape these effects increase each turn and after spending three turns inside the blizzard the opponent will be completely unable to move or form handseals suffering severe frostbite and being unable to think straight or act at all.
Note:Can only be used once per battle
Note: The user of this technique can not perform any elemental jutsu other than frost at all while this is active.
Note: The user of this technique may not perform any handseals while this technique is active but may still perform techniques that are not elemental and require no handseals.
Note: Genjutsu may still be used by the user, however the damage from the frost will instantly break a genjutsu. Rendering them useless.

Halved the effects caused to make it more reasonable.

(Shimoton: Fuyu no kōshō) - Frost Release: Winter's Bite
Type: Offensive/Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: This technique is a more basic usage of frost release, but can have a very powerful effect if used correctly, the technique itself causes minimal harm to an opponent unable to fatally wound them. However it's supplemental use is very powerful. The user begins this technique by making a single handseal to cause what appears to be a small hand like construct of frost to form around the opponents throat latching on to it, this technique causes the opponent to be unable to use any techniques that specifically require use of the vocal chords such as sound based genjutsu or sound release in general. The technique also prevents the opponent from using any techniques that are expelled from the mouth in general except fire release as it would heat the throat removing the effect of the frosts "grip". The frosts chilling effect causes more harm the longer it stays around the opponents throat, causing the sensitive area to become frostbitten and painful after two turns of direct contact, at this stage even if it should be removed the opponent will be unable to use the aforementioned techniques for the remainder of the battle.
Note:Can only be used thrice per battle.


(Shimoton: Shimo no yubi) - Frost Release: Fingers Of Frost
Type: Offensive/Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: This technique is a more mid level version of frost release, the technique begins with the user making a string of three handseals. Upon forming the third seal what appears to be hundreds of small frost needles similar to chidori senbon form all around the opponent like a prison. With a motion of the hand the user is capable of causing these needles to shoot inwards with considerable speed, while frost itself carries little penetrative capability. The needles propelled by such swiftly moving wind causes them to penetrate the opponent up to an inch deep which is the full length of the needles, once inside the opponent while non fatal these needles are very debilitating. Causing him to lose one speed level, and take added time to make any handseals, slowing his handseal speed to around 2 seconds if the user can make a single handseal in a second.
Note:Can only be used thrice per battle.


 All Declined  Banned.
 
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Harmattan Release: Agony of Agolo - Karakazeton: Kutsuu no Agolo
Type: Sup
Rank: S
Range: Short-Long
Chakra: 40(+7 per turn)
Damage: N/A
Description: The user weaves the Ox handsign while imbueing the whole battle field with his harmattan chakra. The entire air is immediately turned to harmmatan while the user controls this, the harmattan air condenses and forms a strong harmattan current that curses through the whole battle field. The current of hot wind is however not harmful to life but every dormant water or liquid on the battle field would dry up in matter of seconds. This technique is potent that it is able to dry up even a large water souce(not an entire ocean though). Water related jutsu created by the user and of anybody within the vicinity of the technique suffers a drastic drawback, as a B-rank and below water related jutsu would dry up almost immediately it is being made, however A-rank and above only surfers a one-rank drop in potency and power.
Note
-Last 3 turns
-Usable 3x per battle
-No jutsu above S-rank the same turn this is used
-Must be taught by Priest


 Declined  Oped. There is also a lack of logic. You say its not damaging to life yet it can get rid of any water on the field. To do so, you need to heat the water well beyond 100ºC so as to make sure it all evaporates to the needed level and that is by definition harmful to anyone. Then you go on to say that you can still use water release techniques while its in effect. Lacks logic here. I understand what you're trying to achieve but it needs to be logical otherwise I won't approve it. And it needs to be reasonable. I don't see why this can't be an A-Rank technique which spreads around the field and while active makes it harder to use water techniques, making them weaker in return. 7 chakra per turn for something of this scale is also not viable. And while sustaining this, you are by definition hindered in the natures you can use so you need to add that there. I would only allow it otherwise if it was a self sustaining technique, like creating a totem or soemthing which keeps fueling the technique though that has already been made for other stuff. So have seals but I guess it could work in this case. An item perhaps? Like a summoning? A gigantic pipe with sealing inscriptions which, while active, fuels the technique and serves as a focal point form where the technique actually emanates? Just throwing random ideas there.
 
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Re: Custom Element's Jutsu

(Kazan hai:Ippan Hai Souran ) Volcanic Ash: Universal Ash Control
Rank: A
Type: Supplementary/Defense/Offensive
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A(+60 when used for an attack)
Description: The user excretes chakra from each other pores and it manifests as pure volcanic ash. This ash flows around the user and as like a cloud surrounding them where ever they go. For this specific technique, the ash manipulated with this technique can be used for an offensive or defensive use. For offense, the user can shoot volcanic ash weapons make of condensed and hardened ash at high speeds. The weapons include, Kunai/ Shuriken and various other ninja tools. Also Volcanic Ash jutsus can be formed out of this. For defenses, A wall of Volcanic ash can be formed that can protect from A-rank jutsu and below and counts as a jutsu for the turn.
-Lasts 4 turns
- can be used 2 times per battle
- can only be taught by Daemon

________________________________________________
 Declined 
Needs chakra cost per turn. Also, the defense needs a note saying it follows elemental S&W. Shooting the weapons needs a mental comand and a move cost.

Re-submissions:


(Kumotom: No Kyuuten )– Cloud Release: Field of the Heavens
Rank: A
Type: Supplementary
Range: Short-Long
Chakra cost: 30
Damage points: N/A
Description: The user causes water in the air to condense and cling to dust particles in the air to form a large thick blanket of cloud on the ground which the user and opponent stand knee deep in. The blanket is created so that cloud jutsu that call for chakra to be added to the sky can be added to the cloud blanket covering the field.This jutsu also serves as a basis for cloud jutsu that can be performed on the ground. This jutsu is used as a supplement for clouds in the sky. For most cloud jutsu, Chakra has to be focused in the sky but with this technique chakra can be focused on the clouds on the field from this jutsu cutting down on the time cloud jutsu can be created.
Restrictions:
-must know cloud release
-Can be used 2 times per battle
- the blanket of clouds last 4 turns.

(Kumoton: Sounn Rippou ) – Cloud Release: Stratus Cube
Rank: A
Type: Offensive
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: The user will bring their hands together but holding them about 4 inches apart. The user the forms a cloud between their hands and manipulates the shape of it into a cube. The user condenses the water particles within the cloud making the cloud denser. The user then makes the cloud cube to spin rapidly inside causing a sort of slicing pattern in the cube. The user then throws the cube at the opponent. Once contact is made the cube bursts into a torrent of slicing clouds that expands in all directions slicing through anything. Once the cloud cube hits the opponent it expands to about 2 meters in width and height.
Restrictions:
-No cloud jutsu the same turn
-must know cloud release

________________________________________________
 All Declined 
You are not the owner of Cloud Release.
(Kumoton: Sounn Rippou ) – Cloud Release: Stratus Cube
Rank: A
Type: Offensive
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: The user will bring their hands together but holding them about 4 inches apart. The user the forms a cloud between their hands and manipulates the shape of it into a cube. The user condenses the water particles within the cloud making the cloud denser. The user then makes the cloud cube to spin rapidly inside causing a sort of slicing pattern in the cube. The user then throws the cube at the opponent. Once contact is made the cube bursts into a torrent of slicing clouds that expands in all directions slicing through anything. Once the cloud cube hits the opponent it expands to about 7 meters in width and height.
Restrictions:
-No cloud jutsu the same turn
-must know cloud release

(Kumotom: No Kyuuten )– Cloud Release: Field of the Heavens
Rank: A
Type: Supplementary
Range: Short-Long
Chakra cost: 30
Damage points: N/A
Description: The user causes water in the air to condense and cling to dust particles in the air to form a large thick blanket of cloud on the ground which the user and opponent stand knee deep in. The blanket is created so that cloud jutsu that call for chakra to be added to the sky can be added to the cloud blanket covering the field.This jutsu also serves as a basis for cloud jutsu that can be performed on the ground. This jutsu is used as a supplement for clouds in the sky. For most cloud jutsu, Chakra has to be focused in the sky but with this technique chakra can be focused on the clouds on the field from this jutsu cutting down on the time cloud jutsu can be created.
Restrictions:
-must know cloud release
-Can be used 2 times per battle
- the blanket of clouds last 4 turns.

permission that I am allowed to continue to make cloud jutsu hence making me the owner


 All Declined  The permission you need is not from Akiza but from Caliburn. The fact that Akiza was online to issue the "permission" voids the notion that she's inactive. And if she gave you that permission, it doesn't make you the owner. It makes you able to submit customs for it. Just that.


(Kazan hai:Ippan Hai Souran ) Volcanic Ash: Universal Ash Control
Rank: A
Type: Supplementary/Defense/Offensive
Range: Short (Long on weapon reach)
Chakra Cost: 30(-10 per turn)
Damage Points: N/A(60 when used for an attack)
Description: The user excretes chakra from each other pores and it manifests as pure volcanic ash. This ash flows around the user and as like a cloud surrounding them where ever they go. For this specific technique, the ash manipulated with this technique can be used for an offensive or defensive use. For offense, the user can shoot volcanic ash weapons make of condensed and hardened ash at high speeds. The weapons include, Kunai/ Shuriken and various other ninja tools. Also Volcanic Ash jutsus can be formed out of this. For defenses, A wall of Volcanic ash can be formed that can protect from A-rank jutsu and below and counts as a jutsu for the turn. The defense follows the strength and weaknesses that come with Volcanic ash. Shooting projectiles of volcanic ash require great concentration. If that concentration is tampered with it the projectiles cannot be launched. Each projectile fired from this technique count as a move for the turn.
-Lasts 4 turns
- can be used 2 times per battle
- can only be taught by Daemon


 Âpproved 
 
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-Broly-

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(Gariumu: Napāmu no yō ni sore o ofu ni settei) Gallium Release: Set it Off Like Napalm
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra: 30 (-10) per turn its activated
Damage: N/A
Description: The user will release Gallium chakra throughout every point in his body, effectively changing his body into pure Gallium. However, with chakra manipulation (such as that found in water clones, earth clones, etc) the user's outside appearance will not have changed at all. With Gallium's natural density, the use of their extreme chakra control to regulate the temperature,and chakra itself to hold themselves together, the user will be able to stand, run, attack, and act as normal. Unless a technique with adequate force is used against it, this technique will stay relatively in place (that is, he doesn't fall apart when attempting to move or anything like that). In this form the user is immune to direct physical damage (much like the water replacement technique, splattering when faced with physical force) and is only able to use Fire, Earth, Gallium, Ninjutsu, Genjutsu, Taijutsu, and CE/KG relating to those. The user is able to reform into this form when it is forced to disperse if he chooses to.
-1 turn cooldown once deactivated


 Declined  DNR. Copy of existing technique.

(Gariumu:Watashi wa mirai ni modotte mite iru raito o ofunisuru) Gallium Release: Turn Off the Lights I'm Watching Back To the Future
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A (60 if the opponent touches the object affected)
Description: By simply snapping his fingers and focusing his Gallium chakra onto physical weapons, armor, or objects in range, the user will create extremely hot Gallium directly onto said object, completely covering it. Due to Gallium's abilities and heat the chosen object will immediately disintegrate into dust, becoming useless. Due to the Gallium covering it, any seals that are on the weapon or object will also be destroyed and reduced to a heap of Gallium. If the opponent is using an elemental version of said weapon, tool, etc, or has covered it in an element this jutsu may still be used on it following the rules of rank, strength, and weaknesses for Gallium.
-This jutsu can not be used on 7SM swords (canon and custom) or CW's.
-Can not be used directly on an opponent
-After 2 uses requires one turn cooldown before next use


 Declined  Gallium is not an energy so how can you create it out of thin air and not from your body or an earthen source? Also, considering how hot Gallium is (85ºc in your submission), what prevents you from using this technique to, with a snap of a finger, simply cover someone in what is essentially hot molten metal? If the opponent has a fully body armor, this is lethal. And immediate. If it had a defensive property to it only, ok, I might allow something of the sort but how you describe it is a no no.


(Gariumu:Anata no me o aite, Kitachōsen o mite) Gallium Release: Open Your Eyes and Look North
Type: Offensive/Defensive/supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: This jutsu is used in order to create a number of Gallium streams, walls, weapons, cubes, etc or even to manipulate prexisting Gallium. The user can create these objects from himself, the ground, or by using his extreme chakra control and handseals, create them in mid air with pure earth and fire chakra. The gallium will form as super heated and with much density. He is also able to create different objects at different places/ranges (a gallium hammer in front of the opponent and a gallium bat behind him). When created in mid air the technique requires 2 handseals at all times. In short and mid range from the ground and his own body, the jutsu only requires the users thought and chakra manipulation. In order to move the creations once created, the user needs to control it with hand motions.
-Usable 6 times per battle
-No matter how many objects are created they will add up to A rank in power


 Declined  Colored portion is a no no. Also, from the ground, always handseals. From your body, no need. 1 handseal is enough. I also want a note to explain what happens to this liquid gallium once your control over it ends (thus when the technique ends) and if you can or can't produce sentient-like familiars made of Gallium.



(Gariumu:Kongo no kodomo-tachi ni kanpai) Gallium Release: Toast to The Future Kids
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: By simply swiping his hand the user will infuse his chakra into the ground and cause a great amount of of extremely hot Gallium to rise out of the ground in the form of connected vertical and horizontal lines, effectively creating a grid of liquid gallium. The grid can be up to 15 meters high and once it reaches its peak it will crash down on all sides on the enemy. The grid can be as many or as few "boxes" as the user wishes that are as big or small as he wishes as well. The grid is all the same "piece" of Gallium and thus its walls arent split in power.
-Can only be used 3 times per battle
-No Gallium techniques above S rank in the next turn


 Declined  With a swipe of your hand? considering its an S-Rank and its a large scale technique, make it a handseal or two. Grid? Please explain this better as Im not following.


(Fuuinjutsu/Gariumu: Hitobito e no funtai) Sealing Arts/Gallium Release: Powder to the People
Type: Supplementary
Rank: A
Range:Short
Chakra: 30 (-10 per turn)
Damage: (+20 to Taijutsu techniques)
Description:By pressing his hand over a seal located on his chest, a seal bearing the kanji "ダンスギャビン·ダンス" (Dance Gavin Dance) that is filled with Gariumu chakra is activated. When the seal is activated it will immediately release a layer of extremely hot Gallium all over the user's body or any existing armor, acting like an armor. Due to it being the user's chakra, he is not harmed of course (just like a fire jutsu covering the user's body). Of course being liquid, the Gallium will constantly stream off of the user. Nonetheless, the seal will constantly take the user's chakra which will allow it to regenerate the Gallium armor should a great deal of it fall off or it is damaged. Due to the lava like Gallium covering the user and it constantly streaming off of him when he moves, the armor will add damage to all Taijutsu techniques the user attempts. If the armor is completely overpowered (following the table of weaknesses and strengths for Gallium) the seal will deactivate.
-Can only be used twice per battle
-Seal lasts for 3 turns


 Declined  Questions: how can you see, hear and feel, if liquid Gallium is covering your body? That it may not hurt you, ok, but won't it hinder your movement? Speed? Agility? Its a thick liquid, not a fluid one. Its like being covered in tar... And if its a seal, you need to draw more chakra per turn. 20. Seals to achieve this require more chakra as a seal itself requires more power to achieve what a normal ninja would. I also want a note explaining that this seal is B-Rank. When you submit these types of hybrid techniques (seal/element) you need to rank the seal itself.
 
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ᗛ Ryūhariton ᗘ Ichigei No Shokunin Ⴕ Monogatari no Kuro Kanashiki || ᗛ Dragon Glass Release ᗘ Smith's Craftmanship Ⴕ Tales of the Black Anvil
Type: Offensive/Defensive
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: 60
Description:
Through the Tales of the Black Anvil, one can create various constructs of Dragon Glass from his own body, other Dragon Glass sources or from earthen sources by doing one simple handseal (Snake if used from an existing source). These can be anything from walls, pillars, plateaus, blades, spikes, etc. and can be blunt or sharp, virtually pitch black or translucent in a dark green hue. The only limit is the users imagination and his circumstances. The constructs are, however, lifeless and simplistic but can exist without the users chakra to sustain them. This is highly useful to create hand held weapons or even defensive walls or other structures which, upon being created, will not simply disappear with the end of the technique.

~Approved~ déjà vu description. Btw your jutsu names looks like some kind of an encrypted message that comes from the Da Vinci Code. Removed the no handseal stuff though as I don't see why creating it from your own body means you will not need handseals for it, especially not with a multifunctional jutsu like this.

ᗛ Ryūhariton ᗘ Ichigei No Shokunin Ⴕ Tsuyoi Gizō no Chō || ᗛ Dragon Glass Release ᗘ Smith's Craftmanship Ⴕ Bowels of the Strong Forge
Type: Offensive/Defensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description:
Through the Bowels of the Strong Forge (essentially, a stronger version of the Tales of the Black Anvil), one can create various constructs of Dragon Glass from his own body, other Dragon Glass sources or from earthen sources by doing two simple handseals (Snake+Rat if used from an existing source). These can be anything from walls, pillars, plateaus, blades, spikes, etc. and can be blunt or sharp, virtually pitch black or translucent in a dark green hue. The only limit is the users imagination and his circumstances. The constructs are, however, lifeless and simplistic but can exist without the users chakra to sustain them. This is highly useful to create hand held weapons or even defensive walls or other structures which, upon being created, will not simply disappear with the end of the technique.
Note: Usable 4 times per battle, once every 2 turns

~Approved~ again removed the no handseal thing. It's something that can be debated about in a well-defined singular jutsu, but not with one that has such a large variety of shapes and uses.

ᗛ Ryūhariton ᗘ Haha No Ikusei Ⴕ Hashi no Shimo Rusui || ᗛ Dragon Glass Release ᗘ Mother's Nurture Ⴕ The Keeper Under the Bridge
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: 30 (-10 per turn)
Damage: 60
Description:
Through a Mother's Nurture, one can create from his own body, an existing Dragon Glass or earthen source, a creature to aid him in battle. The creature itself can be anything the user wishes it but is limited in scale, varying from 1/20th to 20x the size of the user. Normally, the user will create creatures linked to his own psyche and background, often mimicking the creatures he has signed a contract with but he can create any creature, real or imaginary. These creatures move and behave as they would if made of flesh, the only difference being their lustrous look and the sound of grinding glass as they move and the fact that they possess a limited sentient quality, mostly moving and behaving on the users accord (remotely, through the chakra link between user and creation) though still able to act in simple manners on their own (comparable to the most intelligent animals but still far from human intelligence). Normally almost pitch black, the creatures can be made to different shades of dark green, from a translucent level to an opaque one. They possess the capability of delivering a physical damage proportionate to the chakra spent to create them and a proportionate and adequate defense, following the limits and properties of Dragon Glass. Once created, the user can choose to spend half the initial amount of chakra and change the creature into another that might suit him better. Made from Dragon Glass, the creatures can be used by the user as sources for Dragon Glass techniques without dispelling them.
Note: changing the creatures counts as a move
Note: each use of the technique can only create one creature but 2 creatures can be sustained at the same and any given time
Note: can only be used 4 times per battle
Note: creatures last while needed

~Declined~ for starters these are creatures made of obsidian, so they are not going to move and behave*like if they're made of flesh. How is obsidian supposed to mimic the movement of hair and the contraction/relaxation of the muscles. By default these creatures will have a much more rigid appearance. Secondly to me you are simply manipulating them the same way how you can shoot out a fireball and manipulate how it moves, there is nothing that makes it sentient. Otherwise I would consider this a summoning jutsu. So everything about sentience and intelligence should go. If you die or stop manipulating it, it's simply dead matter. Thirdly if you use half of the required chakra to change it, would the new creature not be downgraded a rank? Lastly or you trim down on its max size or you restrict it to only one creature active at any point as now you could potentially have two creatures that are over 40 meters in height, which I see again as making some kind of summoning.
 
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(Sulfuron: Doki no Taiyou) - Sulphur Release: Wrath of the Sun
Rank: S
Type: Defensive/Supplementary/Offensive
Range: Short
Chakra cost: 40 (-10 chakra per turn)
Damage points: N/A (80 Damage if the opponent tries to move through it)
Description: The user will focus their sulfuron chakra throughout their body to manifest a bubble of translucent volcanic sulphur around themselves almost instantly. The orb itself originates from the user's position and expands outwards up to the outermost edge of short-range to form a protective perimeter which covers them from all sides. The expansion of the sphere forcefully pushes away anything/anyone previously within short-range of the user but leaves them unharmed due to the lack of substantial contact. A hemispherical dome is formed if the user is on the ground and spherical dome is formed if the user is mid-air. A unique property possessed by the spherical defense is it is comprised of extremely dense sulphur gas (more so than usual) so anything which attempts to traverse through it will be drastically drained of its momentum. Fast moving people, techniques and objects passing through it will be slowed down to extent the user will be able track them with the naked eye. Lightning based techniques and elements (S-Rank and below) will be insulated by the bubble, making this an excellent counter to the Raikage's Armour and similar variants. This sulfurous sphere is more suited to slowing down living beings rather than techniques as in addition to the difficulty of moving through the medium, the sheer heat of the gas will severely harm their bodies the longer they're exposed to it. This is especially detrimental to EIG users as they are already pushing their body to its physical limits and so the hostile environment created by the volcanic gas only serves to intensify this bodily strain. This technique is used to mainly counter EIG, Swift and other speed boosts or fasting moving techniques. The user can passively create openings in the sphere for the purpose of releasing techniques among other things as well as freely transition from a half dome to a full dome (and vice versa) depending on whether the user is landing or going airborne. The sphere is comprised of highly condensed sulphur clouds which means the user/opponent are not at risk of inhaling it. While this technique is active, the only elements the user can use are use sulphur, fire, earth, wind and any KG/CE combination of the aforementioned elements (e.g Steel or Scorch). The activation of this technique is not instant and its speed is actually the same as the activation speed as the Eight Inner Gates, making this jutsu a viable counter for fast moving people, objects and techniques (if they can initially be perceived).

Note: Lasts up to four turns
Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
Note: No S-Rank or above Sulfuron for the user's next two turns


 Declined  read bellow. DNR


(Sulfuron: Kasai Seichuu) - Sulphur Release: Pyrokinesis
Rank: B
Type: Offensive/Defensive/Supplementary
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: This technique seeks to combine Sulphur Release with close combat. The user can release small to medium sized basic projectiles (spheres, spikes, crescents, etc) of gaseous sulphur at their opponent from any or all of their limbs through bodily movements such a punches or kicks. The same can be applied to Kenjutsu, whereby the user releases these sulfurous projectiles from the blade of the sword by swinging or slashing it. This jutsu can also be used to augment basic maneuvers such as sprinting or jumping, whereby sulphur is emitted to propel the user in their intended direction at a greater force. This is accomplished by releasing a pressurized jet of sulphur from either or both of the user's feet (at the right angle) which will allow one to either jump greater distances than ordinary or move towards the opponent in a sudden burst of speed, with the jet of volcanic gas providing a powerful but linear propulsion effect similar to that of a rocket. The speed of the user whilst using this technique will be barely trackable to the eyes of Non-Doijutsu users equal to or above the user's rank and too fast for the eyes of Non-Doijutsu users below the user's rank. This jutsu can only be used to move in one direction e.g. a linear horizontal, vertical or diagonal path and sensory/Doijutsu users will be capable of detecting the build-up of chakra as well as tracking the user's movements. Ninja who do not possess such capabilities can instead rely on seeing the intense yellowish gas building up around the user's limb(s), signifying a technique of some sort about to be used. The limit on the distance the user can cover with this technique is a maximum of one range e.g. moving from Short to Mid, Mid to Long, Mid to Short or Long to Mid. The sulphur utilized in this technique is too dense for it to be inhaled by the user/opponent.

Note: Can only be used four times per battle
Note: Cannot be used on consecutive turns
Note: Can only be Taught by Negative Knight


 Declined  My problem is that this is something done before. You used the same principle and the same method and applications used in at least 2 other CEJs in this thread and conversed it to Sulphuron + many other cj applications like for example, the jet to propel you (fire and wind versions made already....) or the added to taijutsu. The above technique also is basically something we've seen done more than once. Your difference is only the element. I can understand that for basic techniques, like techniques which are the generic for or application of the element but not for details things which can be seen as copies of other techniques from other elements. Even with permission, if its too similar, I will not approve it. This is the case as it can be seed as a copy of existing techniques. If it were a simple technique to produce the element, ok but with so many things stated in it it immediately collides with existing things.So... DNR


(Sulfuron: Kashou Ishi Kisoku) - Sulphur Release: Brimstone Breath
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short - Long
Chakra cost: 30 (+10 chakra per turn to sustain creations)
Damage points: 60
Description: The user will focus their sulfuron chakra directly into the ground below before forcing it to surface from within the earth in the form of several geysers of volcanic sulphur. The width and height of the geysers can be freely manipulated but their magnitude can never exceed the scale of an A-Rank. Through shape manipulation, the geysers of volcanic gas can be manipulated into whatever form or structure the user desires (e.g. walls, tendrils, spikes, etc). If the sulphur gas is formed into a particular construction it can possess a degree of solidity (Similar to Fire Release: Dragon Flame Release Song Technique), allowing it to be used to bind, impale or entangle as well as inflict burn damage.

Note: Can only be used 3 times per battle
Note: Can only be Taught by Negative Knight
Note: All created constructs will amount to the collective power of an A-Rank and can be created anywhere short range of the user with a long range reach


 Approved  Edited. Considering what sulphur is and how poisonous it is in this form, I cannot allow you to grab an opponent with something that can come from anywhere on the field beneath them and can burn to the touch while poisoning them to death.
Dropping the above technique.

(Sulfuron: Kyoukou Yuukyuu Kokyuu) - Sulphur Release: Famine's Fallow Breath
Rank: D-S
Type: Offensive/Defensive/Supplementary
Range: Short - Long
Chakra cost: 10-40 (+10 chakra per turn to sustain creations)
Damage points: 20-80
Description: The user will focus their sulfuron chakra directly into an existing source of gaseous sulphur anywhere on the field and begin manipulating it after the use of a single handseal or through the use of hand gestures. Through shape manipulation, the plumes of volcanic gas can be manipulated into whatever form or structure the user desires (e.g. walls, tendrils, vortexes, etc). If the sulphur gas is formed into a particular construction it can possess a degree of solidity (Similar to Fire Release: Dragon Flame Release Song Technique), allowing it to be used to bind, impale or entangle as well as inflict burn damage. The reason this jutsu can be variable in rank is due to the fact its the manipulation of an existing source of sulphur which will inevitably vary in magnitude in different situations. The existing source of sulphur may only be a small plume of gas or it may encompass the entire battlefield if a large scale sulfuron technique was used beforehand.

Note: Can only be used three times per battle
Note: Can only be Taught by Negative Knight
Note: All created constructs will amount to the collective power of the rank used
Note: No other S-Rank sulfuron in the user's same or next turn if the S-Rank version is used


 Declined  Handseals or handgestures, not both. If handgestures, it needs some additional tweaks. The reason you give for it being multi-ranked is not valid. Its not the amount of sulphur present in the field that will dictate its strength; in our rp, quantities on the field are as relative as the origin of chickens.
 
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Howard

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Re: Custom Element's Jutsu

(Ekitai: Tenrai Souzoubutsu) Oobleck Release: Divine Creation
Type: Offensive/Defensive
Rank: S
Range: Short/Long
Chakra cost: 40 (-40 per turn to sustain)
Damage points: 80 (+15 for the constriction)
Description: The user performs two hand seals (Boar -> Serpent) while releasing a massive mixture of doton and suiton chakra into the atmosphere condensing a source of oobleck to form into large objects that can be used to attack or defend. The oobleck created is enough to create objects that are ten meters by five meters in length or height. If used to make more then one object their size diminishes over each use, so if two objects are made they can each be five meters squared if three are made they can be three meters squared however the rank of each object stays the same.
This can be used to create offensive weapons such as hammers, axes and various other constructs as well as more life-like constructs like golems and animals that can be moved throughout the field with relative ease. These objects all retain a shape and a form until they make contact with an opposing force in which time after causing damage to it they splatter into a mass of oobleck that covers whatever it hit in a thick mud-like mixture that binds them in place. At this point by performing the Seal of Confrontation the user can cause the oobleck to tightly adhere to whatever it hit constricting it with enough force to break bones and tree branches. It can be used defensively to create walls and platforms as well as hands that can catch or hold off certain jutsu. The constructs follow the strengths and weaknesses found in the element itself.
Notes:
-The constructs move about as fast as a Shinobi can run full sprint.
-Only three constructs can be made per use.
-Can only be used thrice per battle.
-Once released the oobleck can be used as a source for other oobleck techniques.
-Cannot use any other jutsu while the jutsu is active.
-The constructs can only be formed in a Short range but can be manipulated up to Long Range.
-They cost as much chakra per turn to sustain as they do to create them.


 Approved 
(Ekitai: Tenrai Souzoubutsu) Oobleck Release: Divine Creation
Type: Offensive/Defensive
Rank: S
Range: Short/Long
Chakra cost: 40 (-40 per turn to sustain)
Damage points: 80 (40 for the constriction)
Description: The user performs two hand seals (Boar -> Serpent) while releasing a massive mixture of doton and suiton chakra into the atmosphere condensing a source of oobleck to form into large objects that can be used to attack or defend. The oobleck created is enough to create objects that are as large as (Doton: Dai iwa Kyojin no Jutsu) - Earth Release: Great Stone Golem Technique. If used to make more then one object their size diminishes over each use so if two objects are made they can each be half the size of (Doton: Dai iwa Kyojin no Jutsu) - Earth Release: Great Stone Golem Technique. If three are made they can be one third the size of (Doton: Dai iwa Kyojin no Jutsu) - Earth Release: Great Stone Golem Technique with the rank of the objects being proportional to the number of objects made (2 objects = A-Rank each, 3 Objects = one A-Rank, 2 B-Rank).
This can be used to create offensive weapons such as hammers, axes and various other constructs as well as more life-like constructs like golems and animals that can be moved throughout the field with relative ease. These objects all retain a shape and a form until they make contact with an opposing force in which time after causing damage to it they splatter into a mass of oobleck that covers whatever it hit in a thick mud-like mixture that binds them in place. At this point by performing the Seal of Confrontation the user can cause the oobleck to tightly adhere to whatever it hit constricting it with enough force to break bones and tree branches. It can be used defensively to create walls and platforms as well as hands that can catch or hold off certain jutsu. The constructs follow the strengths and weaknesses found in the element itself.
Notes:
-The constructs move about as fast as a Shinobi can run full sprint.
-Only three constructs can be made per use and no more than three can be sustained at any given time as the user needs to keep focus and exert his will upon them to sustain the technique and allow it to function.
-Can only be used thrice per battle.
-Once released the oobleck can be used as a source for other oobleck techniques.
-Can only use Oobleck, Water and Earth jutsu while this jutsu is active
-The constructs can only be formed in a Short range but can be manipulated up to Long Range.
-They cost as much chakra per turn to sustain as they do to create them.


 Approved  Slightly edited


(Ekitai: Botsuraku) Oobleck Release: Downfall
Type: Offensive
Rank: A
Range: Mid/Long
Chakra cost: 30 (-15 per turn to sustain)
Damage points: N/A (60 for first and third ability)
Description: The user opens a rift (5-10 meters in length) in the sky high above the opponent roughly Long range in height that like (Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop pours fourth a massive amount of an element in this case Oobleck in a timely fashion. Instead of all pouring out at once it rains down in the form of a dense torrential downpour. The oobleck rains down upon the field taking on the form of larger than usual drops of condensed oobleck roughly 3 inches cubed each. They pour down upon the area covering everything in a thick coating of oobleck that can be controlled and manipulated for jutsu A rank and below. This also comes with a few separate abilities besides the oobleck rain.

Using this ability the user can take hold of the oobleck manipulating their shape turning them into a rain of needles, shurikens, arrows, kunai and similar objects with which they can direct towards the opponent. Although not all of the oobleck drops will change their shape but only the ones which the user manipulates. This counts as an additional move and can only cause moderate damage such as slashes, gouges and cuts akin to sword or kunai strikes.
The user can control the oobleck drops that fall forcing them to cling to the opponent forcing upon them a heavy weight. This is enough force to restrict them holding their limbs in place but can be countered rather easily with a proper jutsu. This ability only lasts as long as the user holds the Ram hand seal and during this time all of the drops in a 5 meter radius will move to and cling to the opponent's body. This counts as an additional move and needs the hand seal to maintain.
The final ability is to force all of the oobleck drops into one massive drop the size of Gamakichi in Part 2. This drop will slam down upon the opponent in a linear fashion. While doing this the user must maintain the ram hand seal. By shifting to the tiger hand seal he can slightly alter the course of the mass of oobleck.

Notes:
This technique is active for three turns
Can only use Oobleck, Earth and Water while this technique is active
When the technique is deactivated due to time out or forced the oobleck remains allowing for further manipulation
The user only controls the portal's opening not the flow of oobleck, he can however manipulate the oobleck that comes out


 Declined  This should be labeled "summoning/oobleck" technique with the needed changes in the description. Also, the 2nd and 3rd abilities, specially the second, should be a separate technique, not part of this one. The 2nd though has an issue which I'll think about it until you resubmit: there are a water and a rain technique (and some others) in our RP which are almost the same though for different elements. I'll need to think on that one.
 
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Selendrile

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(Kuchiyose/Awaton: Kuto~urufu no Onami no Shinshitsu)- Summoning/Foam Release: Cthulhu’s Billowy Bedchamber
Rank: Forbidden
Type: Offensive/Supplementary
Range: Short-Long
Chakra cost: 50 (-10 per turn if merged, -10 per Hippocampus)
Damage points: +20 to foam techniques; (-10 to user)
Description: The user begins by performing two hand seals (Tiger → Horse), and then claps their hands together or onto the ground. Once finished, this summons a massive chamber filled with endless amounts of super infused foam that can be used as a source for any additional foam techniques regardless of their original method of release (This foam can be utilized even for techniques that state they originate from the user's body). Both the user and opponent stand at the far edge of a raised, cylindrical, white platform equal to the distance between the two at the time of the technique’s use (Ex: If they were five meters from each other beforehand, the platform is five meters in diameter with the user and opponent at opposing ends). Massive clouds of foam completely cover the walls and floors while the rest of the foam reaches to the ceiling. Only the areas above and on the platform are left barren of foam, except for a thin layer of the slippery version of foam which makes movement incredibly hard to execute to those not used to dealing with the element. The foam cloud rotates quickly around the platform, leaving the center relatively calm like the eye of a hurricane. Meanwhile, the foam cloud will automatically release an A-ranked spray of foam which quickly morphs into a Hippocampus once per turn (a horse with a fish tail that can be used for offensive or defensive purposes). Additionally, the user can merge/travel within the foam to avoid an attack – functioning similar to the Kaguya’s final dance and counting as a single move – appearing at any location the foam is presently at. Only the initial merging can be used to avoid an attack, while anything afterwards must be defended against normally. While merged, the user is invulnerable to most physical attacks (such as earth boulders, water spheres, weapons, etc) unless the foam can be somehow evaporated or annihilated completely. Also, the user’s foam techniques are strengthened while merged with the cloud, adding +20 damage to any foam techniques used due to the super-charged foam that is present within the chamber. However, the user can only utilize foam, wind, and water techniques while merged with the foam.
- Usable once per battle; Lasts four turns and then disperses from the battlefield
- No Foam techniques for a turn before use of this technique; No Foam, Water, or Wind techniques for a single turn after the end of this technique; None above A-rank the following turn
- The user is left physically exhausted after the deactivation of this technique, limiting any high speed movement (reducing their speed by two ranks) or taijutsu above C-rank for two turns unless healed.


 Declined  Oped. Too much stacked. The +20 damage and such, no. I mean, I don't mind you summoning a container that has foam which is enhanced with chakra and allows the usage of stronger foam techniques from it up to X number of times. However this is way too much. It has too many things stacked on it. I cannot approve such a thing.​
(Kuchiyose/Awaton: Kuto~urufu no Onami no Shinshitsu)- Summoning/Foam Release: Cthulhu’s Billowy Bedchamber
Rank: Forbidden
Type: Offensive/Supplementary
Range: Short-Long
Chakra cost: 50 (-10 per turn if merged)
Damage points: +20 to foam techniques; (-10 to user)
Description: The user begins by performing two hand seals (Tiger → Horse), and then claps their hands together or onto the ground. Once finished, this summons a massive chamber filled with endless amounts of super infused foam that can be used as a source for any additional foam techniques regardless of their original method of release (This foam can be utilized even for techniques that state they originate from the user's body). Both the user and opponent stand at the far edge of a raised, cylindrical, white wooden platform equal to the distance between the two at the time of the technique’s use (Ex: If they were five meters from each other beforehand, the platform is five meters in diameter with the user and opponent at opposing ends). Massive clouds of foam completely cover the walls and floors while the rest of the foam reaches to the ceiling. Only the areas above and on the platform are left barren of foam. The foam cloud rotates quickly around the platform, leaving the center relatively calm like the eye of a hurricane. Additionally, the user can merge/travel within the foam to avoid an attack – functioning similar to the Kaguya’s final dance and counting as a single move – appearing at any location the foam is presently at. Only the initial merging can be used to avoid an attack, while anything afterwards must be defended against normally. While merged, the user is invulnerable to most physical attacks (such as earth boulders, water spheres, weapons, etc) unless the foam can be somehow evaporated or annihilated completely. However, the user can only utilize foam, wind, and water techniques while merged with the foam. Also, the user’s foam techniques are strengthened while merged with the cloud, adding +20 damage to one foam technique of the user's choosing per turn.
- Usable once per battle; Lasts four turns and then disperses from the battlefield
- No Foam techniques for a turn before use of this technique; No Foam, Water, or Wind techniques for a single turn after the end of this technique
- The user is left physically exhausted after the deactivation of this technique, limiting any high speed movement (reducing their speed by two ranks) or taijutsu above C-rank for two turns unless healed.

Removed the hippocampus, slippery foam covering the platform, and added a usage limit on the strengthened techniques.


 Declined  You didn't read what I wrote nor fixed anything of what I mentioned to be an issue. I suggest you do.​
(Kuchiyose/Awaton: Kuto~urufu no Onami no Shinshitsu)- Summoning/Foam Release: Cthulhu’s Billowy Bedchamber
Rank: Forbidden
Type: Offensive/Supplementary
Range: Short-Long
Chakra cost: 50 (-15 per merge)
Damage points: (-10 to user)
Description: The user begins by performing two hand seals (Tiger → Horse), and then claps their hands together or onto the ground. Once finished, this summons a massive chamber filled with endless amounts of super infused foam that can be used as a source for any additional foam techniques regardless of their original method of release (this foam can be utilized even for techniques that state they originate from the user's body). This super-charged foam is thicker and sturdier than the normal foam and because of this is able to withstand elements it usually would not be able to. Meaning, once this technique is activated by the user, the user is able selectively choose an element to become neutral to foam for one technique per turn (Ex: the user can choose to eliminate foam’s weakness to a lightning technique, allowing the two elements to become neutral to each other at the same rank). This only applies to foam techniques originating from the foam source and to one technique per turn. The user can select a different element to become neutral the next turn, but is still restricted to neutralizing one technique. Both the user and opponent stand at the far edge of a raised, cylindrical, white wooden platform equal to the distance between the two at the time of the technique’s use (Ex: If they were five meters from each other beforehand, the platform is five meters in diameter with the user and opponent at opposing ends). Massive clouds of foam completely cover the walls and floors while the rest of the foam reaches to the ceiling. Only the areas above and on the platform are left barren of foam. The foam cloud rotates quickly around the platform, leaving the center relatively calm like the eye of a hurricane. This motion has no actual effect on the battlefield, but serves as a cosmetic addition. Additionally, the user can merge/travel within the foam to avoid an attack – functioning similar to the Kaguya’s final dance in execution and speed, while counting as a single move – having the foam burst out, envelop the user, pull them back into the cloud, and release them at a different location within the chamber. This ability can only be used twice per technique use.
- Usable once per battle; Lasts four turns and then disperses from the battlefield
- No Foam techniques for a turn before use of this technique; No Foam, Water, or Wind techniques for a single turn after the end of this technique
- The user is left physically exhausted after the deactivation of this technique, limiting any high speed movement (reducing their speed by two ranks) or taijutsu above C-rank for two turns unless healed.

Removed the +20; gave the technique two solid abilities


 Declined  Changing the basic S&W of the element is DNR. DNR
 
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( Geruton 主 Saigen) - Gel Release 主 Replicate
Type: Offensive/Supplementary
Rank: C
Range: Short-Mid
Chakra: 15
Damage: Varies

A simple technique, the user makes an exact replicate of one person (excepting himself) out of gel. This replica is indistinguishable from the original through any means - whichever sensory method or Dojutsu is used - but cannot use any techniques whatsoever. The replicate possesses the same physical statistics as the target - speed, strength, endurance and so on - but wields no weaponry or jutsu. Its only form of attack is to punch, kick or generally perform normal strikes on an opponent, and obeys the commands of the user. The user may instantly appear in the place of the replicate, although doing so destroys it.
The replicate lasts for three turns, at the end of which it harmlessly dissipates.
It may not even use Taijutsu techniques - it can only kick, punch or otherwise strike like a civilian, except with the speed and strength of the person it was made from.
The user cannot replicate himself.
Obviously, the replicate cannot benefit from any Kekkei Genkai or special weapons the original has.


 Declined  How can you make a copy of someone else just like that? If you had a doujutsu (mainly sharingan) or some sort of enhanced perception that would allow you the multitude of knowledge you'd require to make said copy, ok. But just like that? Wouldn't you need to touch the target to copy it? Also, this Gel would need to be spit, exsuded, etc from your body or the ground. The note I bolded needs explanation my dear sir. How do you achieve this?
 
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Re: Custom Element's Jutsu

(Yaniton: Reikai) - Nicotine Release: The Spirit World
Rank: A
Type: Supplementary/defense
Range: Short-long
Chakra Cost: 30
Damage Points: 60 (when releasing blasts)
Description: The users starts by focusing Yaniton chakra through out his body, by using both the effect of the gaseous state and the supplementary state. By doing so, his body becomes intangible and takes on a ghastly aura. This can variate from a single limb towards the entire person's body. Due to being of a gaseous nature in this form, the user is able to move faster than normal (his speed is increased by roughly half his maximum running speed). While moving, the user leaves trails of nicotine as well. He is also able to send out bolts of gaseous nicotine. If the user is somehow hit while being in this "form", he simply regenerates (as if a ghost would do) considering tangible objects or energy based material (like lightning) would pass through it. The user is also able to take on any shape he wishes while in this form (within reason).
Note: If used, requires to wait 2 turns before using it again.
Note: If hit by a wind attack (natural weakness) in this form, the user can guide his ghastly form/figure by maneuvering with the wind stream and thus bypassing it; though if hit by a fire based attack (natural strength) the user would almost certainly die as the nicotine mass he's in would evaporate too quickly to do anything about it.
Note: The user can not use fire-based attacks if this is used throughout all of his body.
________________________________________________
 Declined 
I don't mind it so much that this is a copy of a technique I have for decay but its actually much more powerful. No drawbacks. Also, those "bolts"...they need to be ranked and count as a moves. Speed boost is a no no. And add some type of drawback and some type of restriction to the "regeneration" part.

(Fuuton/Yaniton: Karthus no Yakeru Yōna Tamariba) - Wind/Nicotine Release: The Searing Haunt of Karthus
Rank: Forbidden:
Type: Offense
Range: Short-Long
Chakra Cost: 50
Damage: 90 (-10 to user due to strain)
Description: the user start by creating a cage of wind around the opponent. It blows with enormous strength from all 6 directions towards the opponent. Because of the wind simultaneously blowing from all sides, it is very hard (if not nearly impossible) to move, as the wind blows the movement from any direction. The user then infuses nicotine gas into the cage, causing it to blow around the user and thus into the user his body. The nicotine acts as a toxin (as approved in the CE), causing the body to take on the effects of the nicotine in an extreme form.
Note: Can only be taught by Wesobi
Note: Can only be used once
Note: The user can not move from his position due to the amount of chakra used and the strain on his body during the next 2 turns.
Note: The user can only use 2 jutsus for the next 4 turns
Note: The user can only use up to A-rank techniques the following 2 turns.
________________________________________________
 Approved 
Although I think this is pointless.

(Yaniton: Osoroshī kōka) – Nicotine Release: The ghastly effect
Rank: B
Type: Offensive
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user creates a small cloud of nicotine gas up to mid range from him. He can either inhale the gas himself to receive the positive effects from the nicotine (on a small scale) or cause the opponent to inhale it, creating the negative effects from nicotine in the opponent’s body.
Note: Can only be taught by Wesobi
Note: Can not use other Nicotine release techniques in the same turn
Note: Positive and Negative effects are described in the CE.
________________________________________________
 Approved 
Remember, nicotine is visible... Just so we don't have another invisible poisonous gas.
Obviously, the second jutsu and third do not apply. The resubmit is for the second jutsu.

Nicotine Release: Grim | Yaniton: Ikatsui
Type: Supplementary
Rank: A
Range: Short/Self
Chakra: 30 (-10 per turn)
Damage: N/A
Description: The user focusses nicotine chakra over his body. By specifying the chakra, and pinpointing it to several points in his body (muscles, brains and blood vessels) the user takes use of the positive aspects of nicotine. First of, the effect is close to instantaneous due to the fact that the user specifies and uses the nicotine in his body directly.

» Effect one | Concentration: The nicotine increases the Concentration of the user (by focusing the nicotine in the brain), causing him to have a much high reaction speed to the movements and gestures. The reaction speed does not equal movement speed.

» Effect two | Adrenaline: due to the increased adrenaline (by focusing the nicotine in the blood vessels), the user his physical reaction speed is much higher. This gives him the ability to respond up to par with the increased speed at which he can react to movements and gestures. Due to the adrenaline, it also increases the user his physical strength, though only by a small amount. While he might be able to counter techniques of users with a higher speed, it does not mean he can draw them in terms of raw speed; this effect is only valid for defensive techniques regarding taijutsu and close combat attacks.

» Effect three | Sedative: due to the sedative nature (focused nicotine in the muscles). The user feels less pain after taking a hit.

Notes:
Can only be taught by Wesobi
Lasts for 4 turns
Can only be used once
The user can Concentrate (Effect one) and react (Effect two), up to the third gate. Again, this does not mean the user can move (positionally) at the speed of third gate; he can only perceive things that move at that speed which he wouldn't be able to otherwise.
Due to the adrenaline, the increased physical strength enhances the user’s taijutsu techniques by 10 damage.
While Effect two and Effect three may seem to contradict one another, take note that they focus on different parts of the body. Meaning that it is very possible to have two different effects that seem to contradict each other, but mesh together very cohesively.
Unable to use nicotine techniques in the same turn, or the next.
Due to the toll it takes on the user’s body, the next five turns his taijutsu techniques will deal -10 damage.


 Approved  Edited.


Yaniton: Reikai | Nicotine Release: The Spirit World
Rank: A
Type: Supplementary/defense
Range: Short-long
Chakra Cost: 30 (-20 per turn)
Damage Points: 60 (when releasing blasts)
Description: The users starts by focusing Yaniton chakra through out his body, by using both the effect of the gaseous state and the supplementary state. By doing so, his body becomes intangible and takes on a ghastly aura. This can variate from a single limb towards the entire person's body. While moving, the user leaves trails of nicotine. He is also able to send out bolts of gaseous nicotine. If the user is somehow hit while being in this "form", he simply regenerates (as if a ghost would do) considering tangible objects or energy based material (like lightning) would pass through it. The user is also able to take on any shape he wishes while in this form (within reason and always never bigger than twice or smaller than half his original size).

Note: If used, requires to wait 2 turns before using it again.
Note: Fire and other Fire based or Hot elements (Lava, Scorch, etc) become deadly to the user and can easily kill him if it hits his gaseous form.
Note: The bolts are A-rank nicotine bolts, and each bolt counts as a jutsu used, costing 30 chakra.
Note: If the user is „pierced” in this form, and he returns back to his normal form, his next jutsu will decrease 1 rank due to the strain of taking the blows.
Note: the user can only use nicotine attacks and elements that make up nicotine while in this „form”



 Approved  Edited. Added a real weakness.


Yaniton: Saigo Ibuki | Nicotine Release: Last Breath
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: The user sends out a small stream of nicotine gas through the ground (sending it out of any part of his body (as it can enter through skin, it is only logical that it can also go out from my skin once I focused the chakra)) and lets it rise where his opponent stands. The nicotine gas acts as a tendril, meaning that it is very thin, yet visible and somewhat tangible. The tendril shoots rapidly at the opponent once it’s out of the ground, giving the opponent the negative effects of a mild nicotine overdose if it makes contact with his skin in addition to the "impact" damage. This includes muscle contractions and minor respiratory problems.
Note: Can only be taught by Wesobi
Note: Respiratory problems would be that the user can still function in battle, but will be exhausted earlier than usual, and will not be able to continue prolonged hand-to-hand combat.
Note: Muscle contraction implies that it hits skeletal muscles and smooth muscles. It does not apply to the cardiac muscle.


 Approved 
 
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(Nirro Suna: Misutāsandoman) - Red Sand Release: Mister Sandman
Rank: S
Type: Supplementary/Defense/Offense
Range: Short-Long
Chakra Cost: 40 (-20 to sustain the form -10 to form more sand)
Damage Points: 80 (when used to attack)
Description: The user imbues his entire body or a portion of his body with Red Sand thus converting his body into a dense mass of Red Sand that can be manipulated and controlled with skill and precision. This technique allows the user to transform into Red Sand almost at will taking on various changes as well as controlling the Red Sand that makes up the users body. This can be used to travel long distances or augment the users fighting style while affected by the jutsu.
The Red Sand can become dense enough to create blade like growths allowing the user to attack with sharpened blows augmented by the sheer heat accompanied by Red Sand allowing for cutting and burning properties that not only cause severe damage but also cauterize deep searing wounds leaving blood flow cut off and impeded. In this form the user can fly through the air at his current speed and if portions of Red Sand become separated he can reform from either mass able to take hold of various masses of Red Sand. In this form the user is somewhat immune to blunt force trauma caused by taijutsu and slashing and piercing damage dealt by kenjutsu his body will simply reform after taking on a blow and will be able to reform by either resembling or creating more Red Sand from them-self. In this state the user can repel most water techniques being nearly unaffected by them but is highly vulnerable to lightning. In this state the user can only use Red Sand, earth, fire and wind techniques, as well as taijutsu, and kenjutsu due to the intense focus needed. He is also able to use NB taijutsu but cannot use the lightning related techniques.
Note: The user can turn his entire body to Red Sand
Note: While the user's body is made of Red Sand he can only use earth, fire, wind and Red Sand jutsu.
Note: If hit by a jutsu that Red Sand is weak against the user can reform once but if this use is exhausted he reverts back to his normal form and takes damage for the attack.
Note: The usage of the technique is required for each transformation and keeping the transformation requires the user to expend chakra per turn. The limits of the transformation are 3 full turns with one turn cold down.


 Declined  DNR. Oh no...not another one... >_>


Permission from Howard to make a Red Sand variation of his Oobleck jutsu

(Nirro Suna: Watashi Ni Yume O Motte Kuru) Red Sand Release: Bring me a dream
Type: Offensive/Defensive
Rank: S
Range: Short/Long
Chakra cost: 40 (-40 per turn to sustain)
Damage points: 80
Description: The user performs two hand seals (Tiger-> Boar) while releasing a massive mixture of Doton, Katon and Fuuton chakra into the atmosphere creating a source of Red Sand to form into large objects that can be used to attack or defend. The Red Sand created is enough to create objects that are from the size of an average human being to 20 meters cubed. If used to make more then one object their size diminishes over each use, so if two objects are made they can each be 10 meters cubed if three are made they can be six meters squared however the rank of each object stays the same. This can be used to create offensive weapons such as hammers, axes and various other constructs as well as more life-like constructs like Golems and animals that can be moved throughout the field with relative ease. It can be used defensively to create walls and platforms as well as hands that can catch or hold off certain jutsu. The constructs follow the strengths and weaknesses found in the element itself. Upon creation the temperature of the sand can be from warm to hot enough to leave 3rd degree burns. However, by using the boar handseal the user can change the temperature of the sand after the sand is created within the limitations of hot enough to leave 3rd degree burns being the highest and warm being the lowest.
Notes:
-The constructs move about as fast as a Shinobi can run full sprint extrapolated to it's size.
-Only three constructs can be made per use.
-Can only be used thrice per battle.
-Once released the red sand can be used as a source for other red sand techniques.
-Cannot use any other jutsu while the jutsu is active except red sand.
-The constructs can only be formed in a Short range but can be manipulated up to Long Range.
-They cost as much chakra per turn to sustain as they do to create them.


 Declined  DNR. Similar to existing techniques.
 
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(Gariumu: Napāmu no yō ni sore o ofu ni settei) Gallium Release: Set it Off Like Napalm
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra: 30 (-10) per turn its activated
Damage: N/A
Description: The user will release Gallium chakra throughout every point in his body, effectively changing his body into pure Gallium. However, with chakra manipulation (such as that found in water clones, earth clones, etc) the user's outside appearance will not have changed at all. With Gallium's natural density, the use of their extreme chakra control to regulate the temperature,and chakra itself to hold themselves together, the user will be able to stand, run, attack, and act as normal. Unless a technique with adequate force is used against it, this technique will stay relatively in place (that is, he doesn't fall apart when attempting to move or anything like that). In this form the user is immune to direct physical damage (much like the water replacement technique, splattering when faced with physical force) and is only able to use Fire, Earth, Gallium, Ninjutsu, Genjutsu, Taijutsu, and CE/KG relating to those. The user is able to reform into this form when it is forced to disperse if he chooses to.
-1 turn cooldown once deactivated


 Declined  DNR. Copy of existing technique.

(Gariumu:Watashi wa mirai ni modotte mite iru raito o ofunisuru) Gallium Release: Turn Off the Lights I'm Watching Back To the Future
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A (60 if the opponent touches the object affected)
Description: By simply snapping his fingers and focusing his Gallium chakra onto physical weapons, armor, or objects in range, the user will create extremely hot Gallium directly onto said object, completely covering it. Due to Gallium's abilities and heat the chosen object will immediately disintegrate into dust, becoming useless. Due to the Gallium covering it, any seals that are on the weapon or object will also be destroyed and reduced to a heap of Gallium. If the opponent is using an elemental version of said weapon, tool, etc, or has covered it in an element this jutsu may still be used on it following the rules of rank, strength, and weaknesses for Gallium.
-This jutsu can not be used on 7SM swords (canon and custom) or CW's.
-Can not be used directly on an opponent
-After 2 uses requires one turn cooldown before next use


 Declined  Gallium is not an energy so how can you create it out of thin air and not from your body or an earthen source? Also, considering how hot Gallium is (85ºc in your submission), what prevents you from using this technique to, with a snap of a finger, simply cover someone in what is essentially hot molten metal? If the opponent has a fully body armor, this is lethal. And immediate. If it had a defensive property to it only, ok, I might allow something of the sort but how you describe it is a no no.


(Gariumu:Anata no me o aite, Kitachōsen o mite) Gallium Release: Open Your Eyes and Look North
Type: Offensive/Defensive/supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: This jutsu is used in order to create a number of Gallium streams, walls, weapons, cubes, etc or even to manipulate prexisting Gallium. The user can create these objects from himself, the ground, or by using his extreme chakra control and handseals, create them in mid air with pure earth and fire chakra. The gallium will form as super heated and with much density. He is also able to create different objects at different places/ranges (a gallium hammer in front of the opponent and a gallium bat behind him). When created in mid air the technique requires 2 handseals at all times. In short and mid range from the ground and his own body, the jutsu only requires the users thought and chakra manipulation. In order to move the creations once created, the user needs to control it with hand motions.
-Usable 6 times per battle
-No matter how many objects are created they will add up to A rank in power


 Declined  Colored portion is a no no. Also, from the ground, always handseals. From your body, no need. 1 handseal is enough. I also want a note to explain what happens to this liquid gallium once your control over it ends (thus when the technique ends) and if you can or can't produce sentient-like familiars made of Gallium.



(Gariumu:Kongo no kodomo-tachi ni kanpai) Gallium Release: Toast to The Future Kids
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: By simply swiping his hand the user will infuse his chakra into the ground and cause a great amount of of extremely hot Gallium to rise out of the ground in the form of connected vertical and horizontal lines, effectively creating a grid of liquid gallium. The grid can be up to 15 meters high and once it reaches its peak it will crash down on all sides on the enemy. The grid can be as many or as few "boxes" as the user wishes that are as big or small as he wishes as well. The grid is all the same "piece" of Gallium and thus its walls arent split in power.
-Can only be used 3 times per battle
-No Gallium techniques above S rank in the next turn


 Declined  With a swipe of your hand? considering its an S-Rank and its a large scale technique, make it a handseal or two. Grid? Please explain this better as Im not following.


(Fuuinjutsu/Gariumu: Hitobito e no funtai) Sealing Arts/Gallium Release: Powder to the People
Type: Supplementary
Rank: A
Range:Short
Chakra: 30 (-10 per turn)
Damage: (+20 to Taijutsu techniques)
Description:By pressing his hand over a seal located on his chest, a seal bearing the kanji "ダンスギャビン·ダンス" (Dance Gavin Dance) that is filled with Gariumu chakra is activated. When the seal is activated it will immediately release a layer of extremely hot Gallium all over the user's body or any existing armor, acting like an armor. Due to it being the user's chakra, he is not harmed of course (just like a fire jutsu covering the user's body). Of course being liquid, the Gallium will constantly stream off of the user. Nonetheless, the seal will constantly take the user's chakra which will allow it to regenerate the Gallium armor should a great deal of it fall off or it is damaged. Due to the lava like Gallium covering the user and it constantly streaming off of him when he moves, the armor will add damage to all Taijutsu techniques the user attempts. If the armor is completely overpowered (following the table of weaknesses and strengths for Gallium) the seal will deactivate.
-Can only be used twice per battle
-Seal lasts for 3 turns


 Declined  Questions: how can you see, hear and feel, if liquid Gallium is covering your body? That it may not hurt you, ok, but won't it hinder your movement? Speed? Agility? Its a thick liquid, not a fluid one. Its like being covered in tar... And if its a seal, you need to draw more chakra per turn. 20. Seals to achieve this require more chakra as a seal itself requires more power to achieve what a normal ninja would. I also want a note explaining that this seal is B-Rank. When you submit these types of hybrid techniques (seal/element) you need to rank the seal itself.
(Gariumu:Anata no me o aite, Kitachōsen o mite) Gallium Release: Open Your Eyes and Look North
Type: Offensive/Defensive/supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: This jutsu is used in order to create a number of Gallium streams, walls, weapons, cubes, etc or even to manipulate prexisting Gallium into those forms. The user can create these inanimate objects from himself or the ground. The gallium will form as super heated and with much density.When used from the ground this technique will always require one handseal but when used from his own body, the jutsu only requires the users thought and chakra manipulation; in this case, the Gallium is shot through the mouth. In order to move the creations once created, the user needs to control it with hand motions. When the technique is over the Gallium will lose its form in the spot it was when the technique ended as a puddle of molten Gallium, which rapidly cools down and hardens slightly.
-Usable 6 times per battle
-No matter how many objects are created they will add up to A rank in power


 Approved 


(Fuuinjutsu/Gariumu: Hitobito e no funtai) Sealing Arts/Gallium Release: Powder to the People
Type: Supplementary
Rank: A
Range:Short
Chakra: 30 (-20 per turn)
Damage: (+20 to arm and leg based Taijutsu)
Description:By pressing his hand over a seal located on his chest, a seal bearing the kanji "ダンスギャビン·ダンス" (Dance Gavin Dance) that is filled with Gariumu chakra is activated. When the seal is activated it will immediately release a layer of extremely hot Gallium over all of the user's limbs or any armor covering those limbs. Due to it being the user's chakra, he is not harmed of course (just like a fire jutsu covering the user's body). Of course being liquid, the Gallium will constantly stream off of the user. Nonetheless, the seal will constantly take the user's chakra which will allow it to regenerate the Gallium armor should a great deal of it fall off or it is damaged. Due to the lava like Gallium covering the user's limbs and it constantly streaming off of him when he moves, the armor will add damage to all arm and leg based Taijutsu techniques the user attempts. If the armor is completely overpowered (following the table of weaknesses and strengths for Gallium) the seal will deactivate.
-Can only be used twice per battle
-Seal lasts for 3 turns
-The seal is B ranked


 Declined  Now, why would this gallium, covering your arms or legs boots your taijutsu by one rank? Again, its thick, heavy... This is bound to affect you in some way. You might be immune to its heat but not its weight and its physical properties.
 
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Lili-Chwan

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Re: Custom Element's Jutsu

Updating:


(Meromeroton: Pika ღ Pika ) Perfume Release: Monroe's Youth ღ Embellir

Rank: E
Type: Supplementary
Range: Short
Chakra Cost: 5
Damage Points: N/a
Description: Allows the user to preform any Water element jutsu using the main release perfume with an added +5 chakra cost. This does not add to the damage of the water jutsu. This technique works by expelling perfume in its vaporized form which will mix with the water and transfer it's properties to it, as such, when a water jutsu is used short range (spat, released from one's hands, etc), it can come out out infused with the Main Release perfume, with a slight glow like tiny diamond petals, of varying color, depending on the user. This jutsu is always coupled with a water jutsu. The combination will retrieve the chakra cost from both techniques, but will only count as one move towards the turn's count.
Embed in this skill is the ability to use Water chakra to manipulate a standing source of liquid perfume, as the perfume's body is heavily composed of water, in addition to the ethanol, infused with scented minerals and chakra, thus allowing jutsu that require a water source to be used with perfume, the range depending on the water technique. This technique will then be purely passive, the only jutsu adding to the chakra cost and move count being the perfume technique that stands as the source and the water technique that stands as the motion. The opponent is unable to do the same, as the perfume is infused with the user's personal chakra, likewise, the user is not able to manipulate other Perfume User's techniques, as each perfume is personal.
*Either ability can only be used once every three turns*


 Declined  E-Rank? No. This is an advanced technique. Nothing short of B-Rank. Also, +5 chakra? Nope. It has to cost you +10 more chakra for every water technique you use with this technique. Also, I want a clarification as to what is the result technique. In the first case, yes, its easy to understand that the water technique will become a Perfume technique with the properties of the main release but on the second part, what is the result? another perfume technique? Nope. Not possible. Why? Because inert perfume is simply nothing more than dirty water. You then use a water technique to manipulate it which will result in a....? Water technique. So there is a necessary refinement you need to make to that description. I want it to be clearly explained what is the result of each application and what properties each application ends up achieving. Is this hybrid result flammable? How? What about scent? Considering your current arsenal of perfume techniques and how they are mostly mediums for Genjutsu, the potential for "unreasonability" in this technique is quite significant. I need you to make it more defined so I can be sure of how it will be used.

(Meromeroton: Suzuran Ouhikoku ღ Kourui Makkura) Perfume Release: Boadicea's Queendom ღ Scented Tears

Rank: S
Type: Offensive/Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: After 5 handseals, the user is able to produce a much heavier perfume and raw version of perfume, akin an essential oil, which will contain a much higher intake of the Earth element than the other elements used to create Perfume. This will mess with the pH balance of the technique, giving the perfume's body either an strong acidic or a strong basic property. It is translucent with a greenish and amber coloration. If acidic, it will have a greater momentum and more fluidity, being a more liquid oil, enabling the user to spit it out as a pressurized stream or as a spread out volume of perfume. If basic, the perfume will be more viscous and slippery, with the consistency of liquid soap, being a more syrupy oil, and can be spat out as a spread out mucus or be exuded from the user's hands. The perfume will corrode and melt organic materials and elements, instead of merely being toxic to it, as described in the element's submission, but will retain it's weakness to Earth and advanced Earth Elements ( Metals, Crystals, Ores, excluding Organic Elements ). The oil perfume will exude a powerful and acidic/basic scent (to a lesser extent than the body), with natural influxes of lily of the valley and woodland scents, which carries powerful genjutsu, making the opponent feel as if his insides are melting, translating in excruciating pain. The manifestation of the illusion is the sight women in barbaric or northern gowns with long green hairs, which will be touching and kissing the opponent, provoking the melting pain as they do it.
*Physical Effects: Liquid Acid or Viscous Base, Corrosive*
*Illusionary Effects: Green Haired Women, Excruciating Pain of being Melted*
*Can only be used once every 3 turns, for a maximum of 2 times per battle*
*Lasts three turns, after which the perfume becomes inert and scentless, with it's pH balanced. This can then replaced the medium for other perfume techniques*
*Follows the Elemental S&W*
*The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*


 Declined  Alkaline sounds much better than Basic. Though I understand where that comes from...Yay for Google Translate. Anywho, my issue is the genjutsu. You shoot this at an enemy. He feels the genjutsu becoming severely impaired and thus unable to counter. In my head, the genjutsu would only take place upon "collision" with something or if the perfume is ignited and thus becomes vaporized. Also, I want a PH window here since we have other acidic or alkaline elements on the base.

(Meromeroton: Pika ღ Pika ) Perfume Release: Monroe's Youth ღ Embellir

Rank: B
Type: Supplementary
Range: Short
Chakra Cost: N/A ( +10 per water jutsu )
Damage Points: N/A
Description: Allows the user to preform any Water element jutsu using the main release perfume with an added +10 chakra cost. This does not add to the damage of the water jutsu. This technique works by expelling perfume in its vaporized form which will mix with the water and transfer it's properties to it, as such, when a water jutsu is used short range (spat, released from one's hands, etc), it can come out out infused with the Main Release perfume, with a slight glow like tiny diamond petals, of varying color, depending on the user. This jutsu is always coupled with a water jutsu. The combination will retrieve the chakra cost from both techniques, but will only count as one move towards the turn's count.
Embed in this skill is the ability to use Water/Perfume chakra to manipulate a standing source of liquid perfume, as the perfume's body is heavily composed of water, in addition to the ethanol, infused with scented minerals and chakra, thus allowing jutsu that require a water source to be used with perfume, the range depending on the water technique. With water chakra, through the use of water techniques, the user can pick up active perfume techniques and give them new shapes and motions. The perfume will retain it's properties and time-restrictions, or use water jutsu to pick up inert perfume ( perfume techniques past their time-restriction ), and give them new shapes and motion. The inert perfume is composed mainly of alcohol/water, and will keep perfume's main release S/W, without it's pheromone based scent. If used with a Perfume technique, the user will reinvigorate the inert perfume and give it new properties, instead of using whatever source the perfume technique described.
This technique will then be purely passive, the only jutsu adding to the chakra cost and move count being the perfume technique that stands as the source and the water/perfume technique that stands as the motion. The opponent is unable to do the same, as the perfume is infused with the user's personal chakra, likewise, the user is not able to manipulate other Perfume User's techniques, as each perfume is personal.
*Either ability can only be used once every three turns*


 Approved 


(Meromeroton: Suzuran Ouhikoku ღ Kourui Makkura) Perfume Release: Boadicea's Queendom ღ Scented Tears

Rank: S
Type: Offensive/Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: After 5 handseals, the user is able to produce a much heavier perfume and raw version of perfume, akin an essential oil, which will contain a much higher intake of the Earth element than the other elements used to create Perfume. This will mess with the pH balance of the technique, giving the perfume's body either an strong acidic or a strong basic/alkaline property. It is translucent with a greenish and amber coloration. If acidic, it will have a greater momentum and more fluidity, being a more liquid oil, enabling the user to spit it out as a pressurized stream or as a spread out volume of perfume. If basic/alkaline, the perfume will be more viscous and slippery, with the consistency of liquid soap, being a more syrupy oil, and can be spat out as a spread out mucus or be exuded from the user's hands. The perfume will corrode and melt organic materials and elements, instead of merely being toxic to it, as described in the element's submission, but will retain it's weakness to Earth and advanced Earth Elements ( Metals, Crystals, Ores, excluding Organic Elements ). The oil perfume will exude a powerful and acidic/basic scent (to a lesser extent than the body), with natural influxes of lily of the valley and woodland scents, which carries powerful genjutsu, making the opponent feel as if his insides are melting, translating in excruciating pain. The manifestation of the illusion is the sight women in barbaric or northern gowns with long green hairs, which will be touching and kissing the opponent, provoking the melting pain as they do it. The women only appear in short range of the perfume, on contact, and appear in conjunction with the perfume's body, not replacing it or concealing it. It is more of an embellishment than an actual offensive genjutsu.
*Physical Effects: Liquid Acid (Ph=1, similar to gastric acid) or Viscous Base/Alkali (Ph=13, similar to lye), Corrosive*
*Illusionary Effects: Green Haired Women, Excruciating Pain of being Melted*
*Can only be used once every 3 turns, for a maximum of 2 times per battle*
*Lasts three turns, after which the perfume becomes inert and scentless, with it's pH balanced. This can then replaced the medium for other perfume techniques*
*Follows the Elemental S&W*
*The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*


 Approved 
 
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Howard

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Re: Custom Element's Jutsu

(Ekitai: Botsuraku) Oobleck Release: Downfall
Type: Offensive
Rank: A
Range: Mid/Long
Chakra cost: 30 (-15 per turn to sustain)
Damage points: N/A (60 for first and third ability)
Description: The user opens a rift (5-10 meters in length) in the sky high above the opponent roughly Long range in height that like (Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop pours fourth a massive amount of an element in this case Oobleck in a timely fashion. Instead of all pouring out at once it rains down in the form of a dense torrential downpour. The oobleck rains down upon the field taking on the form of larger than usual drops of condensed oobleck roughly 3 inches cubed each. They pour down upon the area covering everything in a thick coating of oobleck that can be controlled and manipulated for jutsu A rank and below. This also comes with a few separate abilities besides the oobleck rain.

Using this ability the user can take hold of the oobleck manipulating their shape turning them into a rain of needles, shurikens, arrows, kunai and similar objects with which they can direct towards the opponent. Although not all of the oobleck drops will change their shape but only the ones which the user manipulates. This counts as an additional move and can only cause moderate damage such as slashes, gouges and cuts akin to sword or kunai strikes.
The user can control the oobleck drops that fall forcing them to cling to the opponent forcing upon them a heavy weight. This is enough force to restrict them holding their limbs in place but can be countered rather easily with a proper jutsu. This ability only lasts as long as the user holds the Ram hand seal and during this time all of the drops in a 5 meter radius will move to and cling to the opponent's body. This counts as an additional move and needs the hand seal to maintain.
The final ability is to force all of the oobleck drops into one massive drop the size of Gamakichi in Part 2. This drop will slam down upon the opponent in a linear fashion. While doing this the user must maintain the ram hand seal. By shifting to the tiger hand seal he can slightly alter the course of the mass of oobleck.

Notes:
This technique is active for three turns
Can only use Oobleck, Earth and Water while this technique is active
When the technique is deactivated due to time out or forced the oobleck remains allowing for further manipulation
The user only controls the portal's opening not the flow of oobleck, he can however manipulate the oobleck that comes out


 Declined  This should be labeled "summoning/oobleck" technique with the needed changes in the description. Also, the 2nd and 3rd abilities, specially the second, should be a separate technique, not part of this one. The 2nd though has an issue which I'll think about it until you resubmit: there are a water and a rain technique (and some others) in our RP which are almost the same though for different elements. I'll need to think on that one.
(Kuchiyose/Ekitai: Botsuraku) Summoning/Oobleck Release: Downfall
Type: Offensive
Rank: A
Range: Mid/Long
Chakra cost: 30 (-15 per turn to sustain)
Damage points: N/A (60 for first and second ability)
Description: The user opens a rift (5-10 meters in length) in the sky high above the opponent roughly Long range in height that like (Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop and summons fourth a massive amount of an element in this case Oobleck at a somewhat slower pace. Instead of all pouring out at once it rains down in the form of a dense torrential downpour of chakra infused oobleck drops. The oobleck rains down upon the field taking on the form of larger than usual drops of condensed oobleck roughly 3 inches cubed each. They pour down upon the area covering everything in a thick coating of oobleck that can be controlled and manipulated for jutsu A rank and below. This also comes with a few separate abilities besides the oobleck rain.

Using this ability the user can take hold of the oobleck manipulating their shape turning them into a rain of needles, shurikens, arrows, kunai and similar objects with which they can direct towards the opponent. Although not all of the oobleck drops will change their shape but only the ones which the user manipulates. This counts as an additional move and can only cause moderate damage such as slashes, gouges and cuts akin to sword or kunai strikes.
By performing the boar handseal the user can force the drops to take on a solid property being like stones that rain down from the sky causing blunt force damage before covering whatever they hit in dense oobleck.
The oobleck that doesn't hit the opponent when it strikes the ground will inch towards them somewhat slowly over the course of the three turns making its way toward them. Once it gets into short range it stops, this allows the oobleck source to pile up around the opponent for later use. To initiate this process the user must perform the ram hand seal.

Notes:
Its use is momentary
Can only be used 3 times per battle.
The user only controls the portal's opening not the flow of oobleck, he can however manipulate the oobleck that comes out however if he performs two additional hand seals he can summon fourth the entire source which is comparable in size to (Suiton: Bakusui Shōha) - Water Release: Exploding Water Colliding Wave


 Approved 



(Ekitai: Suteru) Oobleck Release: Forsaken
Type: Offensive/Supplementary
Rank: B
Range: Short - Long (short of oobleck)
Chakra cost: 20 (-10 per turn to sustain)
Damage points: 40
Description: The user can control oobleck already in play forcing it to move towards the opponent at a rapid pace through the air or across the ground. If it makes contact with the opponent it will cling to them forcing upon them a heavy weight restricting movement and holding them in place. This is enough force to restrict them holding their limbs in place but can be countered with a proper jutsu. This technique is initiated by performing the boar hand seal and during this time any and all oobleck in a 5 meter radius of the targeted area will move to and cling to it. The user can then clasp a hand creating an intense pressure solidifying the oobleck allowing for the ability to break and fracture bones while also still holding the opponent tightly.
Notes
-Constriction can last up to two turns
-While sustaining, the user cannot mold chakra for other techniques


 Approved 
 
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Harmattan Release: Kesiena's Bane - Karakazeton: Kesiena Higai
Rank: S
Type: Offense/Suplementary
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user forms the snake handseal manifesting 2 Sentient Ghostlike wraiths(3/2 the size of a human) made entirely of harmattan. Their appearance like that of a raging demon with 3 horns and a forked tail. The wraiths are translucent and almost unnoticeable until when close to the eyes(say 5m although doujutsu would see them clearly even from a far distance and chakra sensors would sense them). They are intangible thus physical attacks would just phase through them like a ghost, though can be as sharp as wind itself when they morph any part of their body into melee weapons of any kind. Since melee weapons made by them are as tangible as a generic wind blade, it can thus be blocked by tangible jutsus. They have a special ability which makes them blend with the air(mix with air temporarily since air itself is wind while moving steathily through it at the speed of wind) while entirely suppressing their chakra during the travel. This makes them virtually untrackable since pinpointing their location is quite impossible even with doujutsu and sensory until they reform at their destination. However, a downside to this is that they can't attack until they reform at their destination which makes them equally detectable again. The user can effectively make the environment windy by focusing his wind chakra with an additional handseal(confrontation sign) done immediately after the snake handseal. This is to make the enviroment noisy through whirling sound of raging but harmless wind which further masks any miniscle sound made by the wraiths. The wraiths can sense everything moving through the air(only) and have 2 attack mechanism:
They can deal deadly physical damage by turning their body into sharp weapons, though their tangibility is not enough for them to cause blunt damage.(This is A-rank in power). Secondly, they can just make part of their body or entire body sink into the target so as to deal damage to their internal organs. This second one is however equally deadly as harmattan being able to peel off skin, would peel off soft internal organ tissues causing internal bleeding.
Note:
-Last for 4 turns
-Usable 2x per battle
-2 turns rest inbetween usage
-No S-rank Harmattan the turn this is used


 Declined  Too much. Too many "ifs" on this one and the concept of it is a bit iffy. They are sentient...how? And its overall a bit too much.


Forbidden Harmattan Arts: Zebel Emblem - Harmattan Kinjutsu: Zeburu Emburemu
Rank: Forbidden
Type: Attack
Range: Mid-Long
Chakra: 70
Damage: 90(+30 to User)
Description: The user begins to gather his harmattan chakra into his dominant arm until it glows white up to the elbow, then he slams his fist on the ground. Having done the ritual, immediatly the air around the enemy(5m high) is cursed with harmattan chakra while 5 giant harmattan fists of 5m radius each, morph into existence(right, left, front, back and above). While all the fists lunge towards their target at the same time, it is albeit tricky as only the fist above is tangible. The others are just harmless dummies but equaly infused with chakra(makes the user spend 20 more chakra making it 70 chakra points in total he is using) so as to throw off the targets chakra sensory. The hand above then slams downward on the target with extreme force causing a 100m deep fist-shaped crater. The user however is not able to use his dominant hand for 2 turns after using this technique
Note:
-Usable 1x per Battle
-User can't use his dominant hand for two turns and also recieves 30 damage
-No Harmattan above S-rank the same turn and the next turn this is used.


 Declined  Wrong chakra info
 
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