Custom Element's Jutsu Submission

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Geezus

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Updating these approved techniques, to update them according to the actual rules of the CE:

Because of the high-level of concentration needed to maintain the Purton Release, and the large amount of chakra that must be used to create it, its techniques cost +20 extra chakra. While the also near unfathmoable high tempratures, cause some damage to the user (-10 damage to user)

Purton| Purakudon - [Plasma Release| Plasma Bomb]
Rank: B
Range: Short-Mid
Type: Attack/Supplementary
Chakra: 20
Damage: 40
Description: The user will concentrate Plasma Chakra to his palms as a wad of plasma. It will stick together and onto a surface, like rock or something. While it is stuck onto something, it doesn't burn, as all the heated plasma is on the inside waiting to burst. From either a certain distance gained or by making the appropriate hand seal, the user can activate the Chakra stored within it to burst into an explosion of Plasma Chakra in a 5 meter radius. The side effects of being attacked by plasma will ensue, such as very deep burns and disorientation.
(Max of 2 can be created at a time)

Purton| Choarashi - [Plasma Release| Hyperstorm]
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user extends their arm outward then releasing a large spiraling gust of purple-lightning. While the lightning fires forth like branching arcs it stays within an invisible cone that extends outwards, predicted by the size of the user's palm. If the target is caught within the cone-of-lightning they will be continually electrocuted keeping them in place as the electrons bond with the electrons in the opponent's body. An outside force, or the technique ending, is required for a caught target to escape.

Purton : Kesshou Chosuichi | Plasma Release : Plasma Reservoir

Rank: B
Type: Supplementary
Range: Short - Long
Chakra Cost: 20
Damage: N/A
Description: The user makes two small "seeds" made out of plasma in the palm of his hands. He then drops one on the ground and the other flys off into the sky. The one on the ground burrows deep into the earth and begins to draw in sources of plasma (creating a large ball of plasma) while the one in the sky does the same. After two turns the user will have two large reservoirs of plasma which he can use for his plasma techniques.

Purton| Purton Kaishin- (Plasma Release| Plasma Release Conversion)
Rank: A
Type: Supplementary
Range: N/A
Chakra: 30
Damage: +15 to Fire Based Techs
Description: The user converts the many fire based techniques he already knows into the plasma element by infusing Raiton into the technique, by doing so the user may only use converted techniques up to A-Rank.
(usable once)
(last 3 turns)

Purton| Hipurton- (Plasma Release| Ultra Cold Plasma Technique)
Rank: S
Type: Supplementary
Range: N/A
Chakra: 40
Damage: N/A
Description: When fusing lightning and fire chakra creating normal plasma the user will slow down the atoms instantly making it cool down reaching temperatures close to 1mk. This plasma works like normal plasma but instead of burning and melting everything it touches, it will freeze everything it touches to a near Absolute Zero temperature instead. This is possible by during the combination process the user causes the atoms within the technique to slow down and stop, making the reactions that give off heat cease and therefore the plasma becomes extremely cold. Due to the amount of concentration and chakra control it takes to use this technique, the user's usage of the plasma element ceases for the rest of the battle.
(Usable Once)
(Last Three Turns)



Into theses:

Purton| Purakudon - [Plasma Release| Plasma Bombardment]
Rank: A
Range: Mid - Long
Type: Attack/Supplementary
Chakra: 50
Damage: 60 (-10 to user)
Description: The user will preform the Dragon → Monkey → Tiger handseals before then creating 6 small white-hot wads of plasma in a ring around himself. These wards of plasma have a high static charge allowing them to cling to nearly any surface without fail. At the user discretion they can propel the wads of plasma in any direction or towards any given target as they attempt to stick to them. As a fail-safe, the user can detonate the plasma individually or at the same time if needed. Due to the extremely high temperatures of the plasma, and the blast radius of a explosive tag the user can cause massive damage to the landscape. During the creation process, the intense heat from the orbs of plasma burns the user slightly causing them discomfort.
(Usable 3 times)

Purton| Uchū Chēn - [Plasma Release| Cosmic Chains]
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra: 40
Damage: 40 (-10 to user)
Description: After preforming the Horse handseal, the user extends their arm outward while fusing an equal amount of fire chakra and lightning chakra together. This process releases large spiraling chains of highly ionized plasma lightning that are hot enough to generate a paralyzing charge of lightning in the area between themselves. While the plasma chains fire forth, they stay within a cone that extends outwards the further it extends from the user allowing it to catch opponents more easily the further away they are. If the target is caught within this cone they will be continually electrocuted by this charge making it impossible for them t move as the electricity produced jams up electrical signals in the opponents body. The opponents only chance of escape would be an outside force or the technique ending. Because of the heat the plasma produces the user can take slight burns unless the preform this technique using a plasma source.
[The user can't preform any other ninjutsu or genjutsu while this is in use]
[The user will take slight damage from the heat of the chains unless preformed using Plasma Reservoir]

Purton| Purazuma Chosuichi - [Plasma Release| Plasma Reservoir]
Rank: A
Type: Supplementary
Range: Long
Chakra Cost: 50 (+5 per turn)
Damage: N/A (-10 to user)
Description: The user preforms this technique by clapping their hands together and using their chakra to mold two small "seeds" made out of plasma in the palms of his hands. By proceeding to pull his hands away from the seeds the float for a brief moment as one drops melting deep into the ground while the other flies off into the sky above the clouds. This plasma then begins to grow at a substantial rate for two turns as before becoming a usable sources of plasma which the user can utilize in order to preform techniques that require large sources of plasma. While present in the battlefield, theses sources of plasma generate a lot of temperature and can easily increase temperatures within the battlefield both above and below ground, weakening water techniques by 10. By constantly feeding these sources additional chakra, the plasma sources last until the user ends the technique, or they are destroyed by the opponent.
(Takes two turns to become fully active plasma sources)

Purton| Purton Kaishin- (Plasma Release| Plasma Release Conversion)
Rank: S
Type: Supplementary
Range: N/A
Chakra: 60
Damage: (+15 to converted Fire or Lightning Techniques)
Description: By first either introducing large amounts of lightning chakra to a fire release technique, or a large amount of fire chakra to a lightning technique the user will charge or heat the technique to a point it turns into a plasma. By turning the techniques up to A-rank into plasma the user can add the properties of plasma to a number of techniques allowing them to become much more versatile in combat. Though this takes a large amount of chakra the user can maintain this for a short while, before the techniques will eventually return to normal.
(last 3 turns)
(Usable once)

Purton| Purazuma Reitōko - [Plasma Release| Plasma Freezer]
Rank: Forbidden
Type: Supplementary
Range: N/A
Chakra: 70
Damage: N/A
Description: Preformed by first preforming 5 handseals, Ram→Hare→Boar→Tiger→Dog, the user takes control of the lightning chakra with the plasma and slows down the atoms within the plasma pre-existing plasma and future plasma techniques to the point they cool down reaching temperatures close to Absolute Zero. This plasma is heat absorbing and works like normal plasma but instead of burning and melting everything it touches, the plasma will flash freeze everything it touches to a near Absolute Zero temperature instead. This is possible by during the combination process the user causes the atoms within the technique to slow down and stop, making the reactions that give off heat cease and therefore the plasma becomes extremely cold. Due to the amount of chakra, concentration, and chakra control it takes to use this technique, the user's usage of the plasma element ceases for the rest of the battle after the usage.
(Usable Once)
(Last Three Turns)


 Updates Declined  When resubmitting, you are obligated to quote the originals and bold all changes done on the techniques. Also, the moment you put something up for checking, be it a new technique or resubmitting the new one, it matters not: if I decline a technique, it becomes voided. Things approved before might not be approved today. The moment they are resubmitted, they become open to judgement once again and having been approved before or not counts almost nothing. Thats why I put "update declined" in updates, signifying that the update is declined and the old tech is still valid. If I put declined...then its all declined.
 
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-Quest-

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(Nikawaton: Tsuri Shoto) – Glue Release : String Shot
Rank: C
Type: Supplementary
Range: Short-Mid
Chakra cost: 15
Damage points: N/A
Description: The user expels a retractable cord of glue from their mouth or fingertips, almost like a spider web. Its adhesive and elastic ability allow it to stick to objects and pull them towards the user or it can be used to pull the user towards another person. However its main purpose is to attach to any part of the terrain which is in range and pull the user to the desired location extremely quickly. It can also be used in quick succession to travel from one place to another.


 Approved 


(Nikawaton: Haku no Kouzetsu) – Glue Release : White Fountain
Rank: A
Type: Supplementary/Offensive
Range: Short-Long
Chakra cost: 30
Damage points: 60
Description: The user slams his foot or hands on the ground, sending kneaded glue chakra underground below the opponent. Shortly after, a large burst of glue erupts from the ground to trap opponents or objects upon contact. The technique scale is comparable to half the size of Gamabunta. Varying degrees of adhesive can also be manipulated as the user chooses; it can be very fluid or dense elastic like gum.


 Approved 


(Nikawaton: Gomu Pagu) – Glue Release : Gummy Plug
Rank: C
Type: Supplementary
Range: Short
Chakra cost: 15
Damage points: N/A
Description: The user will mold 2 tiny balls of glue in his hands which fit into one's ears. These glue balls are densely elastic, and they can be stuck onto or removed just as easily, posing a similarity to blu tack. The main purpose of it is to block potentially harmful sounds entering the user's hearing, making techniques relying on hearing ineffective.
Note: blocks sound techniques up to A-Rank (included)


 Approved 
 
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Better

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Wakkusu: Taibu, Wakkusu Jutsu Wax Release: Greater Wax Technique
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: With this technique, the user is able to create Wax from preexisting wax sources, or earthen sources by doing a single handseal, or by simply using his thoughts and chakra for wax that originates from his body. These structures range from weapons, waves, pillars, etc. The only limit is the users imagination and his circumstances. The objects made from this technique are life less but remain on the field when the user is not flowing chakra into them. The wax will always come out in liquid form, but the user can choose to also make condensed structures when using this technique


 Declined  Your element is liquid hot wax that hardens afterwards... How can you create a weapon of liquid wax? I think you need a slight edit in your description there. Your element states that you create a liquid hot wax which then hardens afterwards into solid wax. This means your jutsu will always manipulate the liquid wax and only when your control is released will it harden. So when its out of your control, it will harden and solidify. Also, it would help if you avoided using the wording of other similar techniques of other elements. Its true all elements require these basic techniques but thats no reason to copy even the wording. Also, the colored part I don't understand.


Wakkusu: Urutora Wakkusu Jutsus Wax Release: Ultimate Wax Technique
Type: Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description:
In essence a stronger version of "Wax Release: Greater wax technique" With this technique, the user is able to create Wax from preexisting wax sources, or earthen sources by doing a two handseals, or by simply using one handseal for wax that originates from his body. These structures range from weapons, waves, pillars, etc. The only limit is the users imagination and his circumstances. The objects made from this technique are life less but remain on the field when the user is not flowing chakra into them. The wax will always come out in liquid form, but the user can choose to also make condensed structures when using this technique
Note: Useable 4 times per battle with a 1 turn cooldown in between


 Declined  Same as above.
Wakkusu: Taibu, Wakkusu Jutsu Wax Release: Greater Wax Technique
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: With this technique, the user is able to create and manipulate Wax from preexisting wax or earthen sources by doing a single handseal. Alternatively, by using his thoughts and chakra, he may create and mold wax from his body. These structures range from weapons, waves, pillars, etc, which he can create by either using regular flowing wax, or by condensing it as seen in other liquid "solid" techniques such as "Suiton: Mizu Kuri No Yaiba) - Water Style: Sword of Draining". The objects made from this technique are lifeless but remain on the field when the user is not flowing chakra into them. After the user ends this technique, the wax cools slightly and hardens.
Note: Usable 5 times per battle
Note: One turn cool down between usages


Wakkusu: Urutora Wakkusu Jutsus Wax Release: Ultimate Wax Technique
Type: Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description:
In essence a stronger version of "Wax Release: Greater wax technique" With this technique, the user is able to create and manipulate Wax from preexisting wax sources or earthen sources by doing 3 handseals, or by also using two handseals they may create wax from their body. These creations range from weapons, waves, pillars, etc, which he can create by either using regular flowing wax, or by condensing it as seen in other liquid "solid" techniques such as "Suiton: Mizu Kuri No Yaiba) - Water Style: Sword of Draining". The only limit is the users imagination and his circumstances. The objects made from this technique are life less but remain on the field when the user is not flowing chakra into them. After ending thus technique, the wax cools slightly and hardens
Note: Useable 3 times per battle with a 1 turn cooldown in between


 Both Approved 
 
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Serpent

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(Taruton: Tarurakka) Tar Release: Tar Drop
Type: Offensive
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage points: 60
Description: A basic technique that will allow the user to open a hole in the sky, which drops out Tar By making the fallowing handseals (Tiger-Snake) In a similar fashion to the "Earth Release: Mud Drop". This Tar can be used as a Tar Source while it remains active on the field. Like all Tar, It is extremely hot and can catch flammable cloth on fire, however it does not effect gas like substances. The tar eventually cools down and solidifies into an inactive rubbery form.
Note:
-Can only be used twice per battle.
-Tar remains liquid and hot 3 turns before cooling down and becoming inactive.
-Can only be taught by Serpent.


 Approved 


(Taruton: Raivu) Tar Release: Active
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage points: N/A (60 upon contact with Tar.)
Description: A basic technique that will allow the user to reactivate Tar from around the battlefield. By making the fallowing handseals (Tiger-Ox-Snake) the user will convert inactive, cooled tar back into a source of heated Tar in which to use Tar Jutsu that require a Tar Source. Like all Tar, It is extremely hot and can catch flammable cloth on fire, however it does not effect gas like substances. The tar eventually cools down and solidifies into an inactive rubbery form.
Note:
-Can only be used twice per battle.
-Requires an inactive Tar source.
-Tar remains liquid and hot 3 turns before cooling down and becoming inactive.
-Can only be taught by Serpent.


 Approved 


(Taruton: Kadouteigen no Jutsu) Tar Release: Vortex Motion Technique
Type: Offensive/Defensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage points: 60
Description: The user will make a single handseal pulling Tar from a near by Tar source causing it to spin rapidly around himself, forming a defensive vortex. This then splits into three different vortexes that take different designated paths upon the opponent's location. Like all Tar, It is extremely hot and can catch flammable cloth on fire, however it does not effect gas like substances. The user can remain hidden within one of the Vortexes traveling with it or, as the split takes place, allow the Tar to move around himself staying in place
Note:
-Can only be used twice per battle.
-Requires a Tar Source.
-Can only be taught by Serpent.


 Approved 


(Taruton: Shikyoame no Jutsu) Tar Release: Death Rain Technique
Type: Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage points: 80
Description: An Advanced technique that will allow the user to convert the ground around the opponent(s) into Tar, forming a mote around them up to a Mid-ranged area by making the fallowing handseals (Ram-Snake-Ox). This leaves the opponent(s) stranded on a small platform of earth. This Tar then bubbles up shooting countess tar bullets at the opponent(s) location smothering them in Tar. If a Tar source already exists the user can preform this technique much fast as the need to create Tar is voided, this method only requires the Snake handseal. Like all Tar, It is extremely hot and can catch flammable cloth on fire, however it does not effect gas like substances. The tar eventually cools down and solidifies into an inactive rubbery form, forming a cocoon.
Note:
-Can only be used twice per battle.
-Tar Cocoon remains liquid and hot 1 turn before cooling down and becoming inactive.
-Tar Mote remains liquid and hot 3 turns before cooling down and becoming inactive.
-Can only be taught by Serpent.


 Declined  Its a nice idea but I have an issue: Swamp of the Underworld allows this but mud itself doesn't damage by touch. I think this needs a small "tell" after which the technique actually happens. Perhaps the heating of the ground right before it happens? or of the Tar itself? Something.


(Taruton: Kadoushuriken no Jutsu) Tar Release: Vortex Shuriken Technique
Type: Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40 (+10 for Chakra Trigger)
Damage points: 80
Description: The user will form a rapidly spinning sphere of Tar in one of their hands, using shape manipulation forming it into a large windmill Shuriken. The user will then proceed to throw the Shuriken at the opponent with great speed where it will then blast out upon contact forming a large tornado like vortex. This vortex slices, burns and smothers anything within a short ranged area. Like all Tar, It is extremely hot and can catch flammable cloth on fire, however it does not effect gas like substances. The user is able to manipulate the Shuriken with a chakra trigger by making a single snake handseal causing it to prematurely burst into the vortex of Tar. This will allow the user to change the vortexes trajectory by fallowing the momentum of the spin allowing the user to send it on a different linear path. This is highly useful, allowing the user to throw the technique around an object and then change it's path attacking from a different vantage point.
Note:
-Can only be used twice per battle.
-Chakra trigger can only be activated within a Mid-ranged area of the user
-Can only be taught by Serpent.


 Declined  DNR. I don't like the idea of allowing you a CE Rasenshuriken...



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(Taruton: Muke) Tar Release: Muk
Type: Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage points: N/A (60 upon contact with Tar.)
Description: An advance technique that will allow the user to create a large Muk like monster by making the fallowing handseals (Tiger-Ram-Snake) the user will convert a designated area of Tar to form into a massive Monster the size of Gamabunta. This creature is able to move about and use Tar Techniques up to A-rank. It is also able to attack free form with its arms, smothering and smashing anything up to a Mid ranged area. Like all Tar, It is extremely hot and can catch flammable cloth on fire, however it does not effect gas like substances. The tar eventually cools down and solidifies into an inactive rubbery form. Because of it's structure, Muk is able to reform and regrow himself with the chakra and Tar in a Tar Source. This however speeds up the source cooling time, making it become inactive much faster then normal.
Note:
-Can only be used twice per battle.
-Requires a Tar Source and If a Tar source times out before this technique, Muk with become Inactive in the next turn.
-Tar remains liquid and hot 4 turns before cooling down and becoming inactive.
-Regeneration causes Tar Source to become Inactive one turn sooner.
-Can only be taught by Serpent.


 Declined  Why long range? Why doesn't this drain your chakra? Shouldn't his free form moves, since they have an A-Rank damage, count as a move? If I knock you out, will this end? Finally, reduce the scale. 100 meters tall for a muk like creature means a creature who's base area is more than 100 meters across in all directions. Considering our ranges are Short (0-5 meters), mid (5 to 15) and long (more than 15) and we tend to always fight in mid range...well...you can imagine who this is desproportionate for the effort and cost you have to create it.
 
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Daemon

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Re: Custom Element's Jutsus

(Kazanhai|Kurai Kumo)- Volcanic Ash|Dark Cloud
Type:Supplementary
Rank:A
Range:Short-Mid
Chakra Cost:30
Damage Points:N/A
Description: the user emits a highly flammable and combustible cloud of volcanic ash that surrounds the opponent. Since the ash is developed of the users chakra the sharingan cannot see through this technique but the byakugan can easily.
(Can only be used twice per battle)
(Can only be taught by Daemon)
(lasts 3 turns)
____________
-Approved-


(Kazanhai|Hai Senpuku)- Volcanic Ash|Pyroclastic Ambush
Type:Attack/Supplementary
Rank:Forbidden
Range:Short-Long
Chakra Cost:100
Damage Points:90
Description: the user sums up a massive amount of fire chakra into their lungs. they then convert it into highly heated ash(volcanic ash) which is released in a large amount of the users mouth. once the opponent is hit in this gargantuan flow of ash they will be covered in super heated ash. Due to the heat produced by the ash it will cause the opponent severe burns. The user then clicks their teeth igniting the ash around the user setting of a large explosion.
(Can only be used once per battle)
(No volcanic ash for the rest of the battle)
(Can only be taught by Daemon)
_____________
-Declined- how have to present a way how the jutsu can be avoided
Update:

(Kazan hai|Kurai Kumo)- Volcanic Ash:Dark Cloud
Type:Supplementary/Offensive/Defensive
Rank: A
Range:Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user focuses volcanic ash chakra into their lungs or into the pores of their body and releases it, spewing out a cloud of hot ash in all directions.The hot ash travels quickly into the surrounding area and moves away from the user. As the ash passes over obstacles it burns them, scorching the earth and anyone who stands in the way of the expanding cloud. The ash's heat is incredibly strong as it is in other volcanic ash jutsu. The heat of the ash easily evaporates B rank and below water jutsu. When in contact with a human, the ash not only burns their skin but solidifies on the opponent. The ash would pile on and petrify the target(s). Because this jutsu is omnidirectional, it can be used on many targets such as the shadow clone jutsu technique. As the cloud of volcanic ash begins to spread out, it functions like Hidden mist jutsu would. The ash is an extension of the user's chakra therefore Sharingan nor Rinnegan would not be able to see through it but Byakugan would. Because of the user's concealed position, it is easy to conceal a secondary jutsu behind the expanding cloud of ash. This jutsu can only be used 4 times per battle but must have a 1 turn cool down between usages.


 Update Declined  When resubmitting techniques, bold changes.
 
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Noni

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Bromine approved

(Shusoton: Fo-Ji no Kasai Shinsui) - Bromine Release: Forge of the Fiery Flood
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra cost: 30 (-10 chakra per turn to sustain creations)
Damage points: 60
Description: This technique allows the user to create waves, constructs and tools of liquid bromine directly from their body or from water sources using a simple handseal. The user can create a plethora of constructions and as such this technique's use is only limited by the user's imagination and the chakra put into the technique (scale can never exceed that of an A-Rank).

Note: Can only be used five times per battle
Note: All created constructs will amount to the collective power of an A-Rank


 Approved 


(Shusoton: Takedakeshii Izumi no Kazan) - Bromine Release: Ferocious Fountains of Volcanus
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra cost: 40 (-15 chakra per turn to sustain creations)
Damage points: 80
Description: This technique allows the user to create waves, constructs and tools of liquid bromine directly from their body or from water sources using 3 simple handseals. The user can create a plethora of constructions and as such this technique's use is only limited by the user's imagination and the chakra put into the technique (scale can never exceed that of an S-Rank).

Note: Can only be used three times per battle
Note: No S-Rank or above Bromine in the user's next turn
Note: All created constructs will amount to the collective power of an S-Rank


 Approved  Ps- Neither of the techniques will allow you to create familiar-like constructs or, aka, pseudo living entities.


(Shusoton: Mizu Kouhi Nenshou Bofuu) - Bromine Release: Salacia's Scalding Storms
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: N/A (+10 chakra to water-based techniques)
Damage Points: N/A
Description: The user will activate an ability which allows them to infuse shusoton chakra into the moisture in the air in order to augment their own Water Release techniques for the following four turns. Whenever the user utilizes a water technique which isn't created from his/her body, droplets of liquid bromine will form and converge on the technique and dissolve into it. This dissolution of bromine in water will cause the technique in question to be slightly discolored (becomes a light orange but remains translucent) and gain a distinct corrosive quality. Any techniques this jutsu is used upon will become dual-elemental techniques (Bromine/Water). In terms of elemental strengths and weaknesses, affected water techniques will lose their weakness to Doton-based elements susceptible to corrosion (any element Bromine is strong to) since it will become capable of corroding them to a certain degree but due to the dilution of bromine, they will not develop an elemental strength to Earth Release and its associated KG/CEs but rather become neutral. All other elemental interactions remain unchanged. The water technique is still capable of extinguishing fires effectively and lightning is no longer capable of ionizing the bromine since it has been dissolved in water. Addition of this corrosive liquid is passive and does not result in the premature termination of water techniques which require maintenance such as the Water Dragon and Gushing Water Imprisonment. Supplementary and/or defensive techniques this ability is applied to will become offensive and will inflict damage proportional to their rank (e.g. B-Ranks will inflict 40 damage) as they will become capable of eliciting severe chemical burns on sufficient contact. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes another water-based jutsu. This technique's effects do not have to be applied to every compatible water-based jutsu used while this ability is active. Only the initial activation of this technique counts towards the user's jutsu per turn limit.

Note: Lasts four turns
Note: Can only be used twice per battle
Note: Does not work with KG/CE variants


 Declined  DNR. When we consider stuff like Rain techniques, Mist techniques, both canon and custom, start looking at many of the water techniques all around the base, this becomes completely and utterly oped. Your element is lethal to the touch more than most elements. Its a cool characteristic but one that will always limit what you can do with it.


(Shusoton: Houka Enkai Akunochimata) - Bromine Release: Infernal Oceans of the Underworld
Type: Supplementary/Offensive
Rank: S
Range: Short - Long
Chakra cost: 40 (+40 chakra if long-range version is used)
Damage points: N/A (80 Damage if user/opponent comes into contact with it)
Description: The user will focus their shusoton chakra into a source of water and convert it into liquid bromine. This conversion will not gradually spread across the water source in question but will instead change the composition of entirety of the area targeted by this jutsu at once. Converting a body of water up to and within mid-range in terms of size into bromine expends the chakra of a single technique but converting water long-range away from the user will expend the chakra of two S-Rank techniques (80 chakra). This conversion will mean both the user and the opponent cannot use any water techniques from that source for this jutsu's duration. This technique can convert any type of water encompassed in Water Release e.g. normal water, sticky water, oily water and mist. However, the water source will lose its special properties such as adhesiveness or flammability in place of developing Bromine's qualities, namely corrosiveness and extreme reactivity. When rain clouds or mist are converted, they will condense into a source of liquid bromine. Alternatively, due to Bromine's strength to Earth Release the user can even convert the moisture within mud-based techniques into bromine. The remaining residue of solid rock will be eaten away almost immediately by the produced chemical and all that will remain is a source of bromine. This jutsu cannot be used to convert the opponent's techniques.

Note: Conversion lasts for four turns
Note: Can only be used thrice per battle
Note: Cool down time of two turns in between usages
Note: No other S-Rank and above Bromine in the user's same turn


 Declined  I'm tempted to DNR just because of the Red part I colored. One more go to make this actually reasonable.


(Shusoton: Kasai Akaaka Sakurifaisu) - Bromine Release: Ignis' Incandescent Immolation
Type: Supplementary/Defensive/Offensive
Rank: D-S
Range: Short - Long
Chakra cost: 10-40
Damage points: 20-80
Description: This technique is predominantly used to neutralize earth-based techniques susceptible to liquid bromine and its variable rank is dependent on what it seeks to negate. The user will focus their shusoton chakra into the air moisture around a given substance, material or technique in order to convert the water into bromine. The liquid bromine will immediately begin corroding and/or reacting with the targeted substance in order to neutralize it in its entirety. The bromine will also be neutralized in the process as the purpose of this technique isn't to attack the opponent directly. For example, if the opponent is clad in the Hardening technique, the produced bromine will only corrode the chassis of earth and nothing more. As a result, the rank of the bromine is dependent on the rank of the technique it seeks to neutralize e.g. attempting to negate an S-Rank Earth technique will make this technique A-Rank in power. Non-metallic and organic earth-based elements such as Earth, Wood and Coal will be devoured by the crimson liquid at an astonishing rate. Despite this technique's defensive nature, its capability to inflict harm stems from its interaction with other reactive chemical elements. Metallic elements (and some non-metallic chemical elements such as Phosphorus and Sulphur) will be corroded and/or react violently with the surrounding bromine in an extremely exothermic manner. High amounts of heat, fire and sound energy will be produced in this case and depending on the reactivity of the targeted element, the interaction of the two may very well culminate in an explosion. This will only happen with the most reactive of elements such as the alkali metals (francium), the earth metals (magnesium), sulphur, chlorine and fluorine. The explosion generated is short-ranged around the area the technique the bromine is reacting with encompasses. If this technique is used to target substances devoid of chakra such as kunai, swords and other basic weaponry, this technique will be D-Rank in power. This technique cannot be used on living beings (does not include sentient creations such as the Stone Golems).

Note: Cannot be used on consecutive turns
Note: Can only be used four times per battle
Note: S-Rank version can be used a maximum of thrice per battle
Note: No S-Rank Bromine in the user's next turn if S-Rank version is used


 Declined  It can't be used on living beings...ok. Then why does it do damage and its time is supplementary and offensive?? Also, max 3 times per battle all together.


(Shusoton: Kazan Kami Dokusei Dokueki) - Bromine Release: Vulcan's Virulent Venom
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short - Long
Chakra cost: 40 (-15 chakra per turn)
Damage points: N/A
Description: The user will focus their shusoton chakra into the air moisture around the battlefield in order to convert some of the minute droplets of water into bromine. The droplets of bromine are disparate and spread out enough that they're effect on anyone within the vicinity is negligible. The primary purpose of this technique is to make fire and water-based techniques utilized by either the user or the opponent more lethal or even self-destructive by incorporating one of Bromine's principal qualities into them (toxicity for fire and acidity for water).

Caustic Cataclysm
Whenever a water-based technique is used (does not extend to KG/CE variants), the droplets of liquid bromine will passively converge on the technique and dissolve into it. This dissolution of bromine in water will cause the technique in question to be slightly discolored (becomes a light orange but remains translucent) and gain a distinct corrosive quality. Any techniques this jutsu is used upon will become dual-elemental techniques (Bromine/Water). In terms of elemental strengths and weaknesses, affected water techniques will lose their weakness to Doton-based elements susceptible to corrosion (any element Bromine is strong to) since it will become capable of corroding them to a certain degree but due to the dilution of bromine, they will not develop an elemental strength to Earth Release and its associated KG/CEs but rather become neutral. All other elemental interactions remain unchanged. The water technique is still capable of extinguishing fires effectively and lightning is no longer capable of ionizing the bromine since it has been dissolved in water. Supplementary and/or defensive techniques this ability is applied to will become offensive and will inflict damage proportional to their rank (e.g. B-Ranks will inflict 40 damage) as they will become capable of eliciting severe chemical burns on sufficient contact. While seemingly beneficial, this technique essentially renders water techniques released from the body unusable without grievous bodily damage occurring due to the corrosive properties the suiton jutsu will develop shortly after creation. It also prevents the user/opponent from wielding or coming into contact with suiton techniques created externally.

Acrid Inferno
Whenever a fire-based technique (Fire and its KG/CE variants) is utilized by either the user or the opponent, the droplets of bromine will passively converge on one another, coagulate and coalesce at the source of heat. Due to bromine's inherent weakness to elements which boast moderate to high heats, the volatile crimson liquid will most likely evaporate into its gaseous state after coming into contact with the heat source. This technique lowers the rank of most fire-based techniques afflicted by one as the bromine partially extinguishes the flames but aside from that it has little to no merit as a defensive maneuver. Its real utility lies in its possible offensive usages. The evaporation of bromine will give rise to a sickly, orange gas which is extremely harmful to the respiratory system. Once inhaled the bromine will cause a variety of harmful effects on the victim's body. When first inhaled, the victim will be left with a burning sensation in their chest, a sore throat, a dry cough, irritant lungs and their breathing will become laboured (wheezing). After one turn, the opponent will begin to feel dizziness, vertigo, loss of balance, loss of co-ordination and nightmare-ish hallucinations which make it difficult to perceive what is reality and what isn't. After two turns, the opponent will experience full body numbness, parts of their body will exhibit signs of necrosis, their skin will redden and develop blisters which resemble second degree burns (known as bromism) and they will begin vomiting up blood. Both the user and opponent are prone to inhaling the poisonous gas evolved and its effects will be equally devastating to whomever happens to breathe it in. As a result, its more than likely that any and all combatants will refrain from using heat-based elements altogether (or at the very least those within their immediate vicinity) for this jutsu's duration if they are aware of the threat posed by this technique. This jutsu's harmful effects will not be brought forth by lightning-based elements as instead of being evaporated, the produced bromine will simply be ionized and dispersed harmlessly into the atmosphere. This jutsu has a fairly unique interaction with the Sulphur element. The sheer heat of the volcanic gas immediately evaporates the produced bromine but due to its reactivity, the toxic gas produced will be consumed almost instantly as the two engage in a highly exothermic reaction which releases copious amounts of heat, fire and sound energy.

Note: Lasts three turns
Note: Can only be used twice per battle
Note: No S-Rank or above Bromine in the user's next turn


 Declined  OPed, exploitable.


(Shusoton: Mizu Kokuou Kazangan Ame) - Bromine Release: Neptune's Molten Monsoons
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: This technique can only be used in rainy conditions. The user will focus his shusoton chakra into the clouds above in order to convert the water within them into liquid bromine. Instead of releasing harmless droplets of water, the nebulous masses of moisture will let forth a corrosive downpour of rain not unlike that created in the Acid Rain technique but of course with a greater level of potency in terms of its ability to corrode earthen materials and organic matter. Due to Bromine's ability to interact with most elements and substances, this technique will propagate a variety of effects on the surrounding environment. Earth-based elements and substances susceptible to bromine's corrosiveness and/or reactivity will become virtually unusable in these conditions as on creation the rain of "liquid fire" will immediately begin destroying them. The rain will also weaken the structural integrity of earth across the battlefield (in addition to polluting it) meaning any and all earth-based or organic elements cannot be created and/or grown from the ground while this technique is active (excluding crystal-based elements). In conjunction to bromine's natural capability to devour organic matter, this technique possess the ability to transform even the most life abundant terrains (such as rainforests) into desolate, desert-like wastelands. Furthermore, bromine's partial solubility in water will mean this rain will also acidify local sources of water. This dissolution of bromine in water will cause the bodies of water in question to become slightly discolored (becomes a light orange but remains translucent) and gain a distinct corrosive quality. In terms of elemental strengths and weaknesses, affected water techniques will lose their weakness to Doton-based elements susceptible to corrosion (any element Bromine is strong to) since it will become capable of corroding them to a certain degree but due to the dilution of bromine, they will not develop an elemental strength to Earth Release and its associated KG/CEs but rather become neutral. All other elemental interactions remain unchanged. The water technique is still capable of extinguishing fires effectively and lightning is no longer capable of ionizing the bromine since it has been dissolved in water. Supplementary and/or defensive techniques will become offensive and will inflict damage proportional to their rank (e.g. B-Ranks will inflict 40 damage) as they will become capable of eliciting severe chemical burns on sufficient contact. While seemingly beneficial, this technique essentially renders water techniques released from the body unusable without grievous bodily damage occurring due to the corrosive properties the suiton jutsu will develop shortly after creation. It also prevents the user/opponent from wielding or coming into contact with suiton techniques created externally. Any fire or heat-based techniques utilized while this is active will result in the evaporation of some of the bromine rain and will consequently give rise to a sickly, orange gas which is extremely harmful to the respiratory system. Once inhaled the bromine will cause a variety of harmful effects on the victim's body. When first inhaled, the victim will be left with a burning sensation in their chest, a sore throat, a dry cough, irritant lungs and their breathing will become laboured (wheezing). After one turn, the opponent will begin to feel dizziness, vertigo, loss of balance, loss of co-ordination and nightmare-ish hallucinations which make it difficult to perceive what is reality and what isn't. After two turns, the opponent will experience full body numbness, parts of their body will exhibit signs of necrosis, their skin will redden and develop blisters which resemble second degree burns (known as bromism) and they will begin vomiting up blood. Both the user and opponent are prone to inhaling the poisonous gas evolved and its effects will be equally devastating to whomever happens to breathe it in. As a result, its more than likely that any and all combatants will refrain from using heat-based elements altogether (or at the very least those within their immediate vicinity) for this jutsu's duration if they are aware of the threat posed by this technique. This jutsu's effects will not be brought forth by lightning-based elements as instead of being evaporated, the produced bromine will simply be ionized and dispersed harmlessly into the atmosphere. While seemingly powerful, this technique can be neutralized by A-Rank and above Fire or Lightning with a Long Range reach directed towards the sky as the fire will evaporate the clouds while the lightning will ionize them. Essentially, the technique will be ended prematurely regardless of which method is used. The bromine rain itself will not initiate immediately (opponent has time to neutralize the clouds before they become active; timeframe of a single technique before it initiates), the ordinary downpour of rain will cease briefly while this technique is prepared and the entirety of the sky will be discoloured a crimson red thus alerting them to the imminent threat awaiting them. Stand alone this technique is equally dangerous to the user and so more often than not they will follow this jutsu with one which makes them invulnerable to the corrosive rain. If the user so wishes, this technique can only span a small area (e.g. mid-range around the opponent) by only converting a portion of the rain clouds above into bromine.

Note: Lasts four turns
Note: Can only be used once per battle
Note: No S-Rank or above Bromine in the user's next turn
Note: No Fire or Water above S-Rank in the user's next turn


 Declined  OPed. Unreasonable. Is just the same as Acid Rain. DNR


(Shusoton: Kiwadoi Kaji no Kasai-ō) - Bromine Release: Hazardous Helm of Hephaestus
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short
Chakra cost: 40 (-10 chakra per turn)
Damage points: N/A (80 damage if used to attack the opponent)
Description: This technique is essentially a safeguard against one's own Bromine Release. Due to the corrosive nature of the liquid and the toxic effects of the noxious gas produced when it is evaporated, the creators of Shusoton devised a means of preventing their own techniques from damaging them. This jutsu is broken down into two levels of protection as the risk posed by bromine techniques varies for individual techniques and so the type of protection most suited to the job at hand is the one often adopted. The first stage of protection is unsurprisingly an armour. The user will focus their shusoton chakra throughout their body, make contact with a source of liquid bromine and instantly form a full body coating from it. The armour is formed with a imperceptible protective coating of chakra separating the opponent and the liquid bromine. The chassis of corrosive liquid will enable the user to make physical contact with their bromine techniques, provide protection from similar corrosive elements and allow the user to stand on sources of bromine. However, this level of protection is minimal and doesn't even begin to address the full scope of the dangers posed by the element especially the effects brought about by its interaction with other elements. The only dangers of using the armour are encompassed by it being forcefully evaporated by the opponent as the user will become immersed in noxious fumes and its interaction with other reactive chemical elements. The second level of this technique transforms the user into liquid bromine completely similar to the water replacement technique but allows them to maintain their solidity, humanoid form and structure. The user will focus their shusoton chakra throughout their body, make contact with a source of bromine (liquid or gaseous) and instantly transform themselves into it following a similar process to that of the Leech/Assimilate All Creation techniques. In this transformed state the user will become capable of not only making contact with their bromine techniques but can effectively swim inside of a source of bromine. The user will similarly become invulnerable to the corrosive effects of water-based techniques made acidic (either through the use of Bromine or similar elements) as well as the harmful effects propagated on the body by gaseous bromine (as well as other toxic gases). This means wide-scale bromine techniques which normally prohibit the usage of water or fire techniques especially those which come from the body by making them self-harming will become usable without any damage to one's self. Ironically the greater level of protection the user employs, the greater risk they subject themselves to. While becoming immune to earth-based elements weak to bromine, A-Rank or above Fire and lightning-based techniques used by the opponent will evaporate and/or ionize the user's body in its entirety (effectively killing them). The armour and transformation both take the same form, namely a humanoid snake-like creature with writhing tendrils covering its entire body. The spiked tendrils which make up this creature's body are continuously moving around, feeling the air around them, almost as if they're living themselves. These fluid tendrils are five meters long and come from every point on the user's body, making this form that much more grotesque. These tendrils will feel anything which comes within short range of the user, making it impossible to sneak up on or come within close-range of the user without him knowing about it. These prehensile pseudo-limbs can be used in close combat confrontations in order to gain the upper hand as well as inflict severe chemical burns on sufficient contact. While this technique is active, the user will be restricted to Bromine, Fire, Water and any KG/CE which stem from them (e.g. Boil or Steam Release) as well as non-elemental abilities. The formation of the armour and the transformation both happen instantly as they're normally used in conjunction with other bromine techniques to prevent them from being self-harming. The contact needed to initiate this technique can be fulfilled by simply releasing bromine from the body and the user will passively form an armour from it/transform into it without disrupting the technique being used. Logically the source of bromine used to create the armour has to at least be sufficient in size in order to cover the user's body in its entirety.

Note: Lasts four turns
Note: Can only be used twice per battle
Note: User's elements are restricted while active

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 Declined  Same as countless other "armor" techniques around. Nothing new. Also, you just defined yourself that your element also, always, hurts you. You shouldn't have done that as it can be used against you in future battles.


(Shusoton: Watatsumi Yajuu Fukai Taku) - Bromine Release: Scylla's Abyssal Sanctuary
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short – Mid (Created within mid-range with long-range reach)
Chakra cost: 40 (-40 chakra per turn to sustain)
Damage points: N/A (80 damage if used to attack the opponent)
Description: The user will perform two handseals and focus their shusoton chakra into a moderate to large sized water source within mid-range of their position. A colossal portion of the body of water will be converted into a mass of liquid bromine which will swiftly assume the shape of a sentient creature which is little more than a mass of writhing tendrils. All of the tendrils collectively make up one, gargantuan creature which is partially sentient (like the Great Stone Golem) and as such it is capable of acting on the user's mental commands. The tendrils maintain themselves by passively leeching chakra from their creator every turn. Due to bromine's partial solubility in water, the creature's creation will result in the water source its inside/residing in to become strongly acidic. This dissolution of bromine in water will cause the body of water in question to become slightly discolored (becomes a murky orange but remains slightly translucent) and gain a distinct corrosive quality. In terms of elemental strengths and weaknesses, suiton techniques created from the affected water source will lose their weakness to Doton-based elements susceptible to corrosion (any element Bromine is strong to) since they will become capable of corroding them to a certain degree but due to the dilution of bromine, they will not develop an elemental strength to Earth Release and its associated KG/CEs but rather become neutral. All other elemental interactions remain unchanged. The water technique is still capable of extinguishing fires effectively and lightning is no longer capable of ionizing the bromine since it has been dissolved in water. Supplementary and/or defensive techniques will become offensive and will inflict damage proportional to their rank (e.g. B-Ranks will inflict 40 damage) as they will become capable of eliciting severe chemical burns on sufficient contact. All of the effects described thus far can't be considered abilities of this creature but rather mere by-products of its creation. Scylla's first ability occurs as soon as she's created and lasts until she is cancelled/destroyed. She will saturate the entirety of the water source she's in with her creator's chakra and forcibly deny the opponent/other people access to manipulate it unless they expend more chakra than her to harness it (i.e. techniques with more than 40 chakra points). Her second ability his her capability to “control” her corrosiveness. If she so wishes, she can interact with organic materials and living beings without destroying them by merely touching them. This is so she can aid her creator and allies in battle without harming them unintentionally. While this technique is active, the user will be restricted to Bromine, Fire, Water and any KG/CE which stem from them (e.g. Boil or Steam Release) as well as non-elemental abilities.

Note: Can only be used twice per battle
Note: Lasts four turns (unless cancelled or destroyed)
Note: No S-Rank or above Bromine on the turn this is cancelled
Note: No Fire or Water above S-Rank on the turn this is cancelled


 Declined  First, no KG and CE references. Second, you are trying to make a CE technique affect another element to a point where its an element that you can manipulate with Water Release techniques but isn't Water as it isn't weak to Earth. It isn't bromine, because it isn't weak to lightning. Uh? Nah nah nah. You don't mess with CE strengths and weaknesses. 99.99999999999999% of the time, that will make me DNR the technique without a second look. The sentient creature is ok but it should only be used once, needs a size definition, needs rank for its attacks which need to count as moves, needs a note saying it needs a water source and overal, needs a revision in what it is, toning it down a whole lot more.


(Shusoton: Pirittokuru Tsunami no Mizunoo) - Bromine Release: Torrid Tsunamis of Poseidon
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user will focus their shusoton chakra into the ground below to saturate the battlefield with with a large quantity of liquid bromine. The produced liquid will leech into the soil and propagate its various harmful effects on the environment. The released chemical will immediately make its herbicidal properties known, namely poisoning the ground and making it uninhabitable for plant-life and organic elements alike such as Mokuton. To signify this, any vegetation within the vicinity of this technique's reach will be discoloured a foul brown colour before withering away and dying soon afterwards. Due to this, this technique can be likened to a bromine-based version of Chidori Nagashi though it specializes in negating organic (plant-based) chakras within the ground. However, its utility isn't restricted to negating organic elements but actually extends to other earthen elements (metallics and non-metallics) susceptible to corrosion. Earth-based elements and substances susceptible to bromine's corrosiveness (any element weak to Bromine) will become virtually unusable in these conditions as on creation the reservoir of "liquid fire" will immediately begin destroying them. The mere existence of the subterranean pool will weaken the structural integrity of earth across the battlefield (in addition to polluting it) meaning any and all earth-based or organic elements cannot be created and/or grown from the ground while this technique's effects last (excluding crystal-based elements). All of these effects are merely by-products of the pool's presence in the ground and do not constitute this technique's true purpose. Whenever the user wishes, he can cause the crimson fluid to emerge from the ground in geyser-like eruptions all across the battlefield by forming a single handseal. These vertical columns of bromine can be spread out in a linear direction or omnidirectionally in waves to cover the full scope of the terrain (waves have a mid-range reach from where they were originally created). The resultant waves of bromine will corrode the ground itself as they traverse along it, resulting in the formation of numerous ever-growing trenches full to the brim with the corrosive chemical, all of which can be used as a source for future bromine techniques. Whilst seemingly powerful, a vigilant opponent may detect the presence of the dark red reservoir by noticing the small vibrations in the ground upon its formation which causes the ground to slightly "inflate" in response to the added volume and it's pungent bleach-like odour.

Note: Can only be used twice per battle
Note: Effects on the ground lasts for three turns
Note: No S-Rank or above Bromine on the user's next turn
Note: No Fire or Water above S-Rank on the user's next turn


 Declined  Make this something you use and thats done. Effects should be shortened to at most 2 turns. Needs handseals and if you want these low restrictions, it needs to be A-Rank


(Shusoton: Suijin Nenshou Bunpitsueki) - Bromine Release: Suijin's Searing Secretion
Type: Supplementary/Defensive/Offensive
Rank: B
Range: Short
Chakra cost: 20 (-10 chakra per turn to sustain coating)
Damage points: N/A (40 damage if used to attack the opponent)
Description: This technique can be used in one of two ways. The first involves the user making contact with any number of objects they can touch at any one time, using their shusoton chakra to secrete a sufficient quantity of the reddish-brown chemical from their palms/hands/fingers and coating them in a layer of the produced liquid bromine. If the user wishes instead of the whole object being coated in bromine, only select components can be targeted (e.g. hilt or blade of a weapon). The layer of bromine can be plainly visible or it can be a very thin coating unnoticeable if one isn't within very close proximity to the object. This usage is most commonly applied to stealth and making one's weapons poisonous to the touch without the opponent being aware of it. This chassis of caustic liquid doesn't corrode/react with the objects/tools regardless of what they're composed of due to an imperceptible layer of protective chakra separating them. At any time, the user can get rid of this chakra barrier and cause the two to interact in the way they normally would do. Non-reactive earth-based elements as well as organic ones will simply be corroded into nothingness the moment they're subject to corrosive, crimson liquid while reactive elements (metallics and a select few non-metallics such as sulphur, phosphorus, fluorine, etc) will react violently with the surrounding bromine in an extremely exothermic manner. High amounts of heat, fire and sound energy will be produced in this case and depending on the reactivity of the targeted element, the interaction of the two may very well culminate in an explosion. This will only happen with the most reactive of elements such as the alkali metals (francium), the earth metals (magnesium), sulphur, chlorine and fluorine. The explosion generated is short-ranged around the area the technique the bromine is reacting with encompasses. If the user so wishes, he doesn't have to apply to this weapons and can instead apply the secreted poisonous fluid directly to the opponent's body via physical contact. On sufficient contact, the bromine will corrode the opponent's skin, flesh and muscle before entering their blood stream and poisoning them to death. The second way involves using this technique to supplement one's Taijutsu usage. Unlike the first method the user can secrete this caustic liquid from any location on their body but more often than not it will be used from the limbs to add a new dimension of damage to one's strikes. The utility of secreting this bromine from any location on he body mainly exists to counter grabs, holds and attacks which seek to maintain contact. For example releasing this corrosive chemical from a location such as the user's neck would force the opponent to cease his choke-hold on the user, effectively interrupting his attack by taking advantage of the body's involuntary response to stimuli which seek to burn, corrode, etc.

Note: Can only be used five times per battle
Note: Coating lasts for two turns after contact is severed


 Declined  Effects are too high. I dislike approving poisons, toxins, etc that can damage on mere contact and are hidden, meaning only Doujutsu can see them. Thats a no. And the 2 usages should actually be explained differently or made into 2 techniques instead of one. The technique is actually secreting bromine from your skin to coat something. That something can be a weapon or random object, adding lethality to it or it can be your own body, augmenting your own taijutsu damage. Simple. the way you explain it atm makes it seem like 2 different techniques.


(Shusoton: Hazumi Maguma Sujigaki) - Bromine Release: Mimir's Magmatic Machinations
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short – Long (Created within mid-range of the user with long-range reach)
Chakra cost: 30 (-10 chakra per turn to sustain creations )
Damage points: N/A (60 damage if used to attack the opponent)
Description: After performing a single handseal the user will focus their shusoton chakra directly into the air moisture anywhere within mid-range, convert it into bromine and begin controlling it through the use of hand gestures. Through shape manipulation, the produced reddish-brown fluid can be manipulated into whatever form or structure the user desires (e.g. blades, walls, waves, vortexes, etc). If the liquid bromine is formed into a particular construction it can possess a degree of solidity (Similar to Water Style: Sword of Draining), allowing it to be used to bind, impale or entangle as well as inflict chemical burn damage. The created constructions, objects and tools can move through the air and the user has supreme control over their trajectory, movements and flight path as long as they continue to fuel this technique. Alternatively, the user can form the produced bromine into a clone. The clone is capable of utilizing all techniques of bromine, the elements its comprised of (Fire and Water), any KG/CE elements which are a combination of the aforementioned elements such as Steam and Boil as well as non-elemental abilities. Due to its composition the clone can reform from damage that wasn't enough to kill him (has the durability of an A-Rank Bromine technique) and when he's killed he will revert to a puddle of liquid bromine. The user can either create constructions or a clone, not both with a single usage of this technique. The clone unlike any created constructions does not require a chakra cost to maintain over the course of turns. Creating constructions or the clone within short-range of the user doesn't require the handseal. Rather than making these constructions/this clone out from the air moisture, the user can instead utilize this technique on an existing source of bromine directly.

Note: Can only be used four times per battle
Note: All created constructs will amount to the collective power of an A-Rank


 Declined  This is both oped as its exploitable. If that wasn't enough, its basically a copy of existing techniques for other elements. Like I said back in another submission. Either bring a new idea or bring no idea at all.
 
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Pervyy

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(Kābon:chōTansan mizu- carbon style:carbonated water)
Type: Suplementary
Rank: A
Range: All
Chakra:30
Damage: N/a
Description: Thew user will release their charka into a water source making it react with carbon in the air or ground around the water source, carbonating the water, causing it to fiz extremely like opening a can of soda water thats been shaken, reducing the water to pure foam.
Note: useable twice
Note: Works on A ranks and below


 Declined  Lacks definition. Your element doesn't allow the creation of Carbon Dioxide as far as I know, only Carbon as in "solid" carbon and its variations. You need to follow template as well. There is no "all" range. I'm ok with the final end effect but it needs definition on how you achieve it.
 
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(Awaton: Serukī no Umi no Manto)- Foam Release: Selkie’s Sea Cloak
Rank: S
Type: Offensive/Defensive
Range: Short
Chakra cost: 40
Damage points: N/A
Description: This technique is best utilized in close-combat, although it has a variety of applications outside the close-combat realm. The user will focus foam chakra onto a specific part of his body, (such as the chest, part of an arm, leg, or a combination of) and form a smooth, slippery casing of foam that acts like armor. This armor is created using the slippery version of foam. Utilizing this quality, the user is capable of deflecting physical attacks sent by the opponent. Weapon strikes are also rendered ineffective because the blade is deflected off of the slick surface. In addition, the user can also strike at the enemy. If the enemy makes physical contact with the foam, it is transferred onto the enemy’s body where it begins to expand and spread. The wind chakra within the foam creates larger and larger pockets of gas, which expands the foam over the opponent’s body. If on the hands, the foam would seal the fingers together to disable hand seals. If not removed, the foam spreads within a single turn to completely envelop the opponent’s body to form a skin-tight cocoon that restricts their movement completely (removal of the foam from the body follows regular strength/weaknesses of the element).
Note: Usable three times per battle
Note: Can deflect physical attacks up to the same rank


 Declined  S-Ranks need more restrictions. Also, it makes no sense. Its slippery and then its hard and locks his fingers? Its either one or the other or, if you want, you need to explain why it suddenly passes from one state to the other. I'm also curious about how long this lasts. Despite it all, I feel the rank is too absolute and blades can still cut through you. I uinderstand that physical taijutsu blows might be less effective but a blade will still be.
(Awaton: Serukī no Umi no Manto)- Foam Release: Selkie’s Sea Cloak
Rank: A-S
Type: Defensive
Range: Short
Chakra cost: 30-40
Damage points: N/A
Description: This single use (meaning it cannot be sustained for more than a single turn) technique is best utilized in close-combat, although it has a variety of applications outside the close-combat realm. The user will focus foam chakra onto a specific part of his body, (such as the chest, part of an arm, leg, or a combination of) and form a thick, dense layer of impact-absorbing foam. This is capable of stopping various techniques aimed at the user. Weapon strikes are also rendered ineffective because the blade is stopped and then trapped by the thick layer of foam, unable to penetrate through it. If the enemy makes physical contact with the foam (whether a weapon, limb, etc.), it is transferred onto the enemy’s body where it begins to expand and spread. This is done by having the user passively "thin out" the element so to speak, allowing him to rapidly expand even a small amount of foam over the opponent's body. The foam would spread rapidly within the same turn, tightening on the opponent' body as it spreads. This tightening restricts movement from areas of the body associated with joint or individualized movement (such as the arms, hips, hands). This effectively creates a sort of cocoon like structure, trapping the immobile target inside. The removal of the foam from the body follows regular strength/weaknesses of the element.
- S-rank is usable twice; A-rank thrice; Overall, the technique can be used a total of three times
- If S-rank version is used, the user cannot utilize Foam techniques above A-rank the same turn
- Can block physical attacks up to the same rank. Elementally enhanced techniques follow the regular strength/weaknesses of the element


 Declined  Make this A-Rank if you want to keep the counter attack aspect (spreading and engulfing the attacker in a cocoon like thing) or make it S-Rank removing that aspect.


(Awaton: Vu~ojanōi no Inkina Hajimari)- Foam Release: Vodyanoy’s Dismal Beginnings
Type: Supplementary
Rank: A
Range: Short-Long
Chakra cost: 30
Damage points: Varies
Description: This technique targets a pre-existing foam source, or a foam technique being used on the battlefield. This technique can also be used in conjunction with a separate foam technique (being used within the same time-frame slot), requiring either an additional seal or body movement (depends on the brother's techniques requirement for use). This allows the user to either to inject a large influx of chakra into the foam, or remove it, capable of doing one of three things:

First Variant: This variant injects chakra into the foam source. This chakra reacts with the foam source, enlarging the pockets of gas within the present foam. The enlarged pockets of gas thicken the element, make it physically denser and sturdier. This can strengthen (+20 damage) and enlarge a foam technique up to three times its original size, allowing normally smaller-scale techniques to play equally with larger scaled attacks.

Second Variant: Involves the same process, but a different end result. After the chakra is fed into the foam source/technique, the expansion of gas pockets is amplified to a much greater extent in regards to speed. The sudden expansion of these pockets makes the targeted foam source “explode” from within, bursting outwards with concussive force. If used on inactive sources of foam, this explosion effect is A-ranked. If used on an active technique, the explosion is based on the technique’s rank (If used on a B-rank foam technique, the explosion is B-ranked, etc).

Third Variant: Involves removing small amount of chakra in order to alter the foam's physical qualities. The strength of a technique is not altered, only the make-up of the foam. By doing so, this converts normal foam sources/techniques into the slippery version of foam, still retaining all the properties of the original technique.

- Usable three times per battle
- One variation is allowed per single use
- Can be used to strengthen techniques up to S-rank; F-rank techniques cannot be amplified in terms of strength, but increasing the size is still applicable


 Declined  Who is this "brother" you speak off? Also, this is actually 2 techniques (the first and second variants are one technique and the third variant is another). Adding more air to foam won't make it stronger. Larger, yes. Stronger, no. Think about it logically. Also, this is simply a copy of a multitude of techniques that have been submitted recently. Why would I approve this to you? Its nothing unique or new. You simply want to empower your own foam techniques for whatever reason it is and whatever method. Finally, description makes little to no sense. Rewrite it.
(Awaton: Vu~ojanōi no Inkina Hajimari)- Foam Release: Vodyanoy’s Dismal Beginnings
Type: Supplementary
Rank: A
Range: Short-Long
Chakra cost: 30
Damage points: (+20)
Description: This technique targets foam sources already present on the battlefield, or on specific techniques being manipulated currently by the user. It is meant to be paired with a separate foam technique in order to immediately strengthen it upon creation. This is done by utilizing either an additional seal or body movement (If the technique being enhanced requires hand seals, this technique will simply require an additional seal tacked on at the end of the sequence. If the technique being enhanced requires a clapping of the hands, the user can simply perform two quick claps). This allows the user to inject a large influx of chakra into the foam. By devising a unique way of altering foam's properties based on how one would creation the element at its foundation, the user is capable of doing one of two things:

The first method injects chakra into the foam source. This chakra reacts with the foam source, enlarging the pockets of gas within the present foam. The enlarged pockets of gas thicken the element, make it physically denser and sturdier. Similar to how foam is created using water as its base and then adding wind chakra to thicken the element, this method works in the same manner. However, the foam is thickened far beyond the normal amount by infusing more bubbles, creating a super dense and compact version. This augmenting of foam's physical strength increases physical damage similar to how "Earth Style: Added Weight Rock Technique" can add damage to an earth technique by increasing the amount of force applied upon contact. This can strengthen (+20 damage) and enlarge a foam technique up to three times its original size, allowing normally smaller-scale techniques to play equally with larger scaled attacks. The basic elemental strengths/weaknesses still apply.

The second method involves the same process, but a different end result. After the chakra is fed into the foam source/technique, the expansion of gas pockets is amplified to a much greater extent in regards to speed. Usually, the wind chakra is added in gradually in order to thicken the water-base to a higher degree. By using this method, the user amplifies this ability one-hundredfold. The rapid expansion forces these pockets of air to swell in a single moment, making the targeted foam source “explode” from within, bursting outwards with great force. This differs from basic applications such as simply detonating an element with chakra to cause an explosion. This method simply utilizes the unique composition of foam to create an ingenious way of producing a similar effect. If used on inactive sources of foam (any foam on the battlefield that is not currently being used within the confines of a technique), this explosion effect is A-ranked. If used on an active technique, the explosion is based on the technique’s rank (If used on a B-rank foam technique, the explosion is B-ranked, etc).

- Usable three times per battle
- One method is allowed per single use (the user cannot amplify damage + detonate the element)
- Can be used to strengthen techniques up to S-rank; F-rank techniques cannot be amplified in terms of strength, but increasing the size is still applicable



 Declined  Like I said previously, Logic. The more air and the larger the air pockets are in a foam, the thinner it is, the weaker is becomes, the lighter it becomes and the larger it becomes. To become thicker, you need to remove the air, condensating the foam itself by reducing the size of the pockets of air. The denser the foam, the smaller the air pockets are. Smaller air pockets = more air pockets. More air pockets = more "physical walls" = more physical structures = more strength = less air overall. The more air = thinner. Less air = thicker.

NEW SUBMISSION:

(Awaton: Palici no Kudake Chitta Chikai)- Foam Release: Palici’s Shattered Oath
Rank: S
Type: Offensive
Range: Mid-Long
Chakra cost: 40 (-10 per turn)
Damage points: 80
Description: The user will begin by focusing their chakra, and then releasing it into the ground via a stomp, or the slamming of the hands onto the ground. Once done, a massive pool of foam chakra is created underground, covering a mid-range distance in radius from the intended epicenter of the technique. In unison with the above mentioned body movement, the pool of chakra immediately bursts forth from the ground with incredible force. From the ground, several dozen, closely spaced geysers erupt and send spiraling foam high into the air, into long range in height. Each geyser is approximately two meters in diameter, forms a spiraling helix shape, and fully covers the described area. The geysers inflict blunt force impact as they rapidly rise, capable of doing severe physical damage if not defended from. Additionally, the geyser’s combined strength is capable of lifting a large summoning creature off the ground and suspending them in the air, doing damage at the same time. These geysers are continuously emitted as long as the user fuels the technique with chakra, costing an additional 10 chakra per turn to sustain. Even if the geysers themselves are defended from, the strength and volume of foam used within this technique is replenished by the pool of foam underground. This allows the user to utilize this technique for an extended time (multiple turns), counting as a single move each turn it is sustained. The user is only able to use foam, wind, and water techniques while utilizing this technique for an extended time. If the geysers are not stopped in their entirety when they rise into the air, the user has the option to further manipulate the remaining foam. With the foam combined high above the target, the user manipulates the foam into a massive eel-like monster. This eel monster is approximately twenty meters long and is controlled by hand movements made by the user. The eel monster can be used to drop back down on the enemy from above crushing him under the immense weight.
- Usable once per battle
- Unable to use foam techniques S-rank and above for this turn and the next


 Declined  First, if stomping the ground begins the technique, it can't release the foam in unison. First you need to create the pocket of foam then you need to trigger its uprising. The foam isn't there and is created with the stomp as you mention. So it can't form and rise all at the same time. Additionally, this is a copy of existing techniques from various CE and canon elements. I see nothing new here...
 
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Harmattan Summoning: Agony of Agolo - Karakaze Kuchyosei: Kutsuu no Agolo
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30(-15 per turn)Damage: N/A(+20 to harmattan techs)
Description: The user after making 3 handseals, summons a large staff onto the battle field. An appearance like that of Hiruzen's adamantine staff. The staff would look as if is a weapon of sort that belongs to the user as it can be carried on the user's back. The staff however, has several seal inscriptions and the moment it is being summoned, the seals begins to glow blue, marking their activation. From the seals, emanates a continously generated large amount of pure harmattan that immediately taints the entire air within the battle field. The now harmattan atmosphere poses no threat whatsoever on anybody, but reduces the potency of water jutsu used. Because of this, the power of any water jutsu used is reduced by 2 ranks. Due to the massive amount of harmattan lingering in the air. Miniscle forms of water like fog or mist won't be able live long as they become so overly outmatched due to their molecular size. They would sieze to exist during the entire existence of this jutsu.
Note
-Last 5 turns
-After completion of the turns, the seal on the weapon become useless and the staff poofs away however the user can still summon an extra staff after 3 turns of wating although this time, the seals only last 3 turns.
-The user can't use suiton techniques while maintaining this.
-Due to great influx of harmattan chakra in the atmosphere, Harmattan techniques has a slight boost in power



 Declined  Why the sudden +20 to harmattan techniques? Additionally, I mentioned an item and not a weapon so it wouldn't collide with the concept of a CW which this does. Effect is now ok as is rank.
Harmattan Summoning: Agony of Agolo - Karakaze Kuchyosei: Kutsuu no Agolo
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30(-30 per turn)
Damage: N/A(+10 to harmattan techs created from the air)
Description: The user after making 3 handseals, summons a large pipe onto the battle field. An appearance like that of Naruto's large scroll strapped on his back when he came back from Myobokuzan. The pipe is not a weapon and would look as if is a tool of sort that belongs to the user as it can be carried on the user's back. The pipe however, has several seal inscriptions and the moment it is being summoned, the seals begins to glow blue, marking their activation. From the seals, emanates a continously generated large amount of pure harmattan that immediately taints the entire air within the battle field. The now harmattan atmosphere poses no threat whatsoever on anybody, but reduces the potency of water jutsu used. Because of this, the power of any water jutsu used is reduced by 1 ranks. Due to the massive amount of harmattan lingering in the air, miniscle forms of water like fog or mist won't be able live long as they become so overly outmatched due to their molecular size. They would sieze to exist during the entire existence of this jutsu. Lastly since the air contains constant and potent amount of harmattan, harmattan jutsu fashioned from the surrounding air while this is active, would mix with the one already in the air during shape manipulation and thus increase a little in size and power. However, harmattan that is molded from within the user is not affected as they have no way of mixing with the harmattan in the air during molding process.
Note
-Last 4 turns
-After completion of the turns, the seals on the pipe become useless and the pipe poofs away. After 3 turns the user can summon a second pipe which effects will last only 3 turns.
-Can only be used 2 times per match.
-The user can't use suiton techniques while maintaining this.



 Approved  Editted



☺ Toseki: Esekawa - Soapstone Release: Faux Cutis™ ☺
Rank: A
Type: Sup/Defense
Range: Self
Chakra: 30
Damage: 0
Description: Using the advanced shape manipulation of soapstone and the cosmetic property of soapstone dominant content(Talc), the user is able to coat himself with a false skin made of soapstone. The appearance of the users would not differ from his normal self although quite glossy and he is as normal as he would be when not having the skin(no wieght increase or speed loss). The user's body except from his hands(wrist, palm and fingers) and legs(ankle downwards) becomes soapy/slipery at will, meaning if he wants, he can make his whole body slipery except for certain parts which aids his balance and mobility. This is very useful defensively during taijutsu but also comes at a great cost as the user's taijutsu that requires the usage of the elbow and knee suffers a drawback and would be quite ineffective. The user can still perform taijutsu normally through the use of their fists and feet as those areas, albeit coated in soapstone, are made not to be slipery. The skin itself is self sustaining and requires no additional chakra or constant chakra fueling/control to remain on the user's body until when destroyed. With this, it can't be said that its active or just dormant. The sliperyness makes it so that the user is immune to substance that ensnares like gum, sticky syrup and the likes. The skin does not add anything/power to the user's technique albeit its purely defensive, able to tank C-rank and below jutsu without any notable effect.
NOTE: Stays until when destroyed or the user sheds it.
NOTE: Usable 2x per battle.
NOTE: When destroyed or shed, the user will have to wait for 2 turns to use it again.
NOTE: The Skin can be canceled completely if hit by B-rank techniques of its weakness, A-rank neutral techniques and an S-rank techniques of its strenght


 Declined  Description is very confusing and unncessarily complex. "The user focuses his chakra into a desired location of his skin or clothes embuing into it the slippery properties of soapstone. He can even embue this effect into all of his body if needed. This allows the user protection against elemental techniques weak towards Soapstone but also allows the user to be very hard to injure physically. Most physical attacks will simply slip across the user. This doesn't negate physics, momentum and kinetic energy but can be extremely useful against weapon attacks for example and, more importantly, Taijutsu. If, however, the user isn't careful, he will also need to deal with the slippery aspects of the technique, specially in terms of movement and his own taijutsu." And there... No need for more. And it always needs chakra to be sustained. Otherwise, you lose control over it.
☺ Toseki: Esekawa - Soapstone Release: Faux Cutis™ ☺
Rank: A
Type: Sup/Defense
Range: Self
Chakra: 30(-5p/turn)
Damage: 0
Description: Using the advanced shape manipulation of soapstone and the cosmetic property of soapstone dominant content(Talc), The user is able focus his chakra into a desired location of his skin or clothes imbuing into it the slippery properties of soapstone. He can even imbue this effect into all of his body if needed. The user would gain no wieght increase or speed loss just like Earth Spear technique though the appearance of the affect area is not dark but glossy. This allows the user protection against elemental techniques weak towards Soapstone but also allows the user to be very hard to injure physically. Most physical attacks will simply slip across the user. This doesn't negate physics, momentum and kinetic energy but can be extremely useful against weapon attacks for example and, more importantly, Taijutsu. If, however, the user isn't careful, he will also need to deal with the slippery aspects of the technique, specially in terms of movement and his own taijutsu. The sliperyness makes it so that the user is immune to substance that ensnares like gum, sticky syrup and the likes. The skin does not add anything/power to the user's technique albeit its purely defensive.
NOTE: Stays until when destroyed or the user sheds it, though the user sacrifices some chakra for its sustenance.
NOTE: Usable 2x per battle.
NOTE: When destroyed or shed, the user will have to wait for 2 turns to use it again.
NOTE: The Skin can be canceled completely if hit by B-rank techniques of its weakness, A-rank neutral techniques and an S-rank techniques of its strenght


 Declined  Needs a time limit. Needs a visual tell. You are coating yorself in soapstone. Also, no immunity to "ensnaring things". Thats too generic and exploitable and its not true. If I trap you inside a blob of sticky mud, this won't change the fact that your element is weak to earth and thus ineffective. Additionally, you still haven't explained how the slippery of a coating of soap stone affects you. You mention it, but apart from copying my text, you didn't really say what that means.
 
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(Arumiton/Fuinjutsu: Chika Ami) - Aluminum Release/Sealing Technique: Underground Network
Type: Supplementary/Defensive
Rank: S-Rank
Range: Short/Long
Chakra Cost: 40 (+40 per turn to maintain)
Damage Points: N/A
Description: After utilizing a set of 3 handseals, the user focuses Aluminum chakra into his hands as he proceeds to slam his hands onto the ground, transferring the Aluminum chakra throughout the whole ground of the battlefield, by doing so, the user forms a network of Aluminum "roots" within the earth, the roots consists of extremely hard Aluminum columns and structures that resemble the web of a spider within the ground, this Aluminum web is marked with multiple Kanji letters that literally means "suppression". The underground network of Aluminum spans across the underground portion of the battlefield. The sealing formula that exists onto the Aluminum structures emits chakra within the ground, as it uses the exterior of the solid Aluminum to make it impossible for the user or the opponent to utilize earth based techniques that uses the ground as a medium, or changing the structure of the earth to any other variation like "mud" for instance. The sealing portion of the technique affects techniques that are released using the ground as a medium in two ways, first and as mentioned before, the user and the opponent can't re-shape the ground or turn it into another earth variation. The second ability is that it affects other elemental techniques that are released using the ground as a medium, like fire or lightning for example, the reason for this is that the constant chakra that is emitted by the Aluminum web-like structures takes away some of the chakra that is used for the technique that is released from the ground, and thus reducing it's power by one rank but leaving all of it's special features/size intact. The sealing ability is also applicable for other custom elemental techniques that re-shape the ground, but it doesn't stop them, only reduces their power by one rank. Using this techniques requires a vast amount of chakra release by the user to keep it active and use all of it's abilities.
Note: The sealing portion of the technique is S-ranked
Note: No Forbidden ranked techniques can be used while this technique is active.
Note: No sealing techniques above A-rank can be used while this technique is active.
Note: Can only be used once per battle.
Note: Lasts for 4 turns

I'm allowed to submit S-ranked Sealing Techniques because of my bio.


 Declined  Unreasonable. Too absolute. Additionally, having an Uzumaki bio would count if you had written that this tech can only be used by an advanced Uzumaki bio. Its not the case. I'm not too keen on approving this as its too absolute and has no real relation to your CE. Its simply an oped seal.
 
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(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.


 Declined  Too many effects stacked upon eachother. Too "absolute". No handseals. Almost no restrictions worthy of that name. S-Rank damage just by being in proximity. One more go. I suggest making this a B-Rank or A-rank at best, removing the damage and making it a technique only capable of affecting your enemy through the cold effects.


(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.


 Declined  Makes no sense. Unless you choke them in such a manner that they can't speak, this wouldn't work. If you're talking about its effects being achievable by the cold it carries affecting the targets throat, then this is lethal. Either way its oped and lacks logic.


(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 five speed levels, and take added time to make any handseals roughly twice as long as normal.
Note:Can only be used thrice per battle.

Resubmitting as now unbanned.


 Declined  Non fatal yet does 60 damage? Needles of frost? Frost is cold wind...having trouble seeing cold wind as needles. And the effects are too much. Though my main issue is that needles of frost seems to not make much sense. And the fact that they are created around the target leaves it too exploitable and easily oped. I suggest you rewrite the description to make these "needles" a bit more logical and give some definition ot the proximity you'll use this to your target.
(Shimoton: Mujihina fuyu) - Frost Release: Remorseless Winter
Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra: 30 (-30 every turn)
Damage: N/A
Description: This technique is a powerful frost technique, in which the user expels a "shroud"-like mist of frost from his body, after doing 3 handseals, chilling the entire area around his short range with a localized blizzard almost. Should an opponent be caught in its area of effect, the cold will progressively lower his reactions and movement speed (including handseals) with a great focus on dexterity and weapon handling. The opponent will become slower (by 10% as per the speed chart), take longer to perform handseals (a 3 handseal sequence will take as long as a 5 handseal sequence) and have his taijutsu and kenjutsu damage lowered by -10. The most effective way of dealing with the technique is by countering the frost "mist" directly or by, somehow, being immune to its effects.
Note: Can be used twice per battle and lasts two turns per activation.
Note: The user of this technique can not perform any elemental jutsu other than frost at all while this is active.

Overhauled the technique quite a bit. Removed excess stuffs. Took your advice on lowering rank.


 Approved  Editted


(Shimoton: Shimo Bunshin) - Frost Release: Frost clone.
Type: Offensive/Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: 40 (If directly struck)
Description: This technique is a moderately unique aspect of frost release. While the element is unable to make true shadow clones due to it's gaseous nature as opposed to anything tangible. The user of this technique can still make use of it's gaseous quality to their advantage. Useful mainly in Taijutsu situations or close range combat due to the speed involved in the clones generation. The user will begin this technique by making a hand clapping gesture. As they do so a blast of raw frost is released from the entire frontal or rear portion of their body. The frost takes on the appearance of the user and is suited to blocking taijutsu attacks, It can block any taijutsu up to it's own rank and even some elemental jutsu. However should it actually be struck by a person the frost will slow their momentum nullifying the attack and furthermore cause painful frostbite to the limb or limbs that struck it. Leaving said limb unusable for three turns by default and leaving a lasting frostbite should the opponent not find some way to warm the limb following frosts restrictions. Should they be unable to warm the limb or limbs they would become unusable for the remainder of the battle.
Note:Can only be used thrice per battle.
Note: Striking the clone causes 40 damage and frostbite to the offensive limb or limbs. At which point the clone shatters back in to nothingness.

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 Declined  Is it a clone or not? First define it as one or the other and then I can start to see if this can be done or not. You make it seem its a clone but then it isn't. What is it?



(Shimoton: Shirubā-en) - Frost Release: Silver Flame
Type: Supplementary
Rank: S
Range: Self
Chakra: 40 (-5 per turn)
Damage: 80 (If directly striking opponent)
Description: This technique is one of the masterworks of the frost element. By defying the natural attributes of the element through powerful manipulation of heavy quantities of chakra the user is capable of forging a long blade from compressed frost chakra to the point it appears as a normal sword. With the exception that he blade is deathly cold to the touch. Being able to inflict targeted frostbite on any location it strikes. The blade is wielded in the exact same method as any blade with no extensions or anything special being applicable in it's initial form. With the exception of the incredibly cold aura the blade expels and the damage it's strikes do being far above those of other traditional bladed weapons. It's main ability is the power of reformation. Once this is activated it's considered an eternal blade. For even if it's destroyed the user can merely expend more chakra to reform the blade as many times as they wish. The blade can strike down elemental jutsu up to it's rank, following rules and restrictions.
Note:Can only be used once per battle.
Note: Striking the opponent with the blade causes near instant fourth degree frostbite, the scale is such that it effects the deep muscle tissue and even the tendons and bones. Making a limb or body part struck by this almost completely frostbitten to the point of being frozen solid internally and externally. Needing immediate treatment to rewarm it or risk losing the limb entirely.
Note: If the blade is destroyed the user may expend 40 chakra to reform it.
Note: While active the user may not use any element except frost and the elements that make frost, water and wind.

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 Declined  There is no self range. Can this be used for kenjutsu attacks? It can't be ethernal. Thats an absolute no. Nor can it reform without limit. And finally, I'm still unsure of how cold wind can suddenly become an ice sword. Again, I think you don't fully understand the concept of cold wind and are trying to make an Ice custom. Colored part is complete rubbish. I would never approve a custom that says that. Its a sword. Its small. You're trying to tell me it can block a technique regardless of size and logic? No no no. Its the same thing as the indestructible swords we see in the RP. Just because they can't be destroyed doesn't mean they can destroy everything. Same thing here. Its an elemental construct. So size, elemental weakness, logic...all play a part.
 
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Akuma

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(Koruton: Kidoukuro-n) - Cork Release: Orbital Cloning
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (+5 per turn)
Damage: -
Description: The user channels his Koruton chakra into his skin and allows two orbs of cork to ooze out from his body, each the size of a basketball. These orbs hover around the user. The user can manipulate their mass to form large oval shields for defense; amongst other basic figures that require no higher degree of chakra control. Or can otherwise use them freely as they wish. Each orb has a rank of B rank, naturally. The user keeps control of these so long as they are atleast 5 meters near him.

✖ Can only be used twice per battle
✖ This last four turns, unless both are used in which case it ends.


 Declined  DNR. Copy of existing techniques.


(Koruton: Yabun Kakujuuengi) - Cork Release: The Night Expansion
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: - ( +60 depends on usage)
Description: The user gathers Koruton chakra and with a single handseal, causes any cork material on the field to rapidly and suddenly expand into a size many times bigger. This has a wide various of uses, such as expanding a small piece of cork thrown, allowing the now large piece to send a target flying to a distance with impressive force. Or otherwise used to create a large soft cork cushion in which the user can land after falling from the sky; in order to soften the impact with it's soft and pliable structure. Technique applies to Cork materials created by the user as well.
✖ Usable x4 per battle.


 Declined  Undefined. It seems you can use this in any cork, even passive one you might free-form state is in your possession. "I take a cork from my bag, use this technique and puff!" No. +60 is ofc a complete and utter no. Idea seems interesting though.


(Koruton: Handogairo Yougu) - Cork Release: King's Armory
Type: Supplementary/Attack/Defense
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user focuses his Koruton chakra either into their body or earth sources, using it to create cork structures and tools to aid him in supplementary or other purposes. The objects to be created are set and limited only by the users own imagination; because of cork's flexibility and solidity the objects forged can have expandible uses, creating for example a pair of wings would prove useful as they'd be flapped efficiently. The technique's strength and versatility depend on the amount of chakra channeled.
✖ Can only be used five times per battle.


 Declined  One thing is to create static constructs, which is fine but to create a dinamic, moving and lasting one like a pair of moving wings is another. Both cannot be achieved by the same technique. This should be the basic technique to create static constructs. Another one could be made to create and control others that can move. Also, handseals?


(Koruton: Jubak Doragon no Jutsu) - Cork Release: Flourishing Dragon Technique
Type: Supplementary/Offensive
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn active)
Damage: 80
Description: By pooling their Koruton chakra into the ground while performing the Tiger seal, the user creates a large dragon made of cork from beneath or around them (up to short range) to rise from the ground. The dragon emerged however, varies from the user's wishes of how they want the beast to look like. Creating any type of dragon within their knowledge and desires. General features such as wings and other imporant body factors must be stated when the create is made to avoid exploit of using features in latter turns that were not mentioned previously when made. Should it have wings (as not all dragon have wings), they can serve the purpose of creating a breeze through the flap of it's wings (B rank) with medium length reach, which can blow away medium sized targets, aside from the obvious factor of being capable of flight.

✖ Cannot be used in consecutive turns.
✖ Only one Dragon can be made with each use of this technique.
✖ Only usable twice per battle & lasts four turns.
✖ No A rank of higher Cork in the same turn.
✖ A Dragon can be as small as an adult or as large as Deidara's C2 Dragon.


 Approved 


(Koruton: Yabun Kakujuuengi) - Cork Release: The Night Expansion
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60 (offensive) - N/A (Supplementary/Defensive)
Description: The user gathers Koruton chakra and with a single handseal, causes any cork on the field to rapidly and suddenly expand into a size many times bigger. This has a wide various of uses, such as expanding a small piece of cork thrown, allowing the now large piece to send a target flying to a distance with impressive force. Or otherwise used to create a large soft cork cushion in which the user can land after falling from the sky; in order to soften the impact with it's soft and pliable structure. Off course, cork must be within range of the technique for it to work.
✖ Usable x3 per battle.
✖ Two turns between uses.


 Approved 


(Koruton: Handogairo Yougu) - Cork Release: King's Armory
Type: Supplementary/Attack/Defense
Rank: A
Range: Short/Mid
Chakra: 30
Damage: 60
Description: The user can through chakra control and performing 2 handseals create any objects/constructs through the use of a handseal. These can be anything within the user's imagination however so long as they don't have any self-awareness like abilities. The constructs can be made either from their body itself or through the ground, objects just as orbs, walls, ropes, body layers of cork for defense, etc. One can for instant create a form-less amount of cork to cover around an opponent from the user's hand, suffocating the target. The reach of the constructs is up to mid range of creation.
✖ Can only be used five times per battle.


 Approved 


(Koruton/Sution: Tenma) - Cork/Water Release: Phobos
Type: Supplementary/Attack
Rank: S
Range: Short (made) - Long (reach)
Chakra: 40 (-10 per turn)
Damage: N/A (60 for water attacks)
Description: The user performs two handseals and channels his chakra into the ground, be it through his feet or hands. Following the chakra transfer, a giant demon made of Cork will arise from behind them (3 meters tall). The monster has virtually no facial aspects, it's body is akin to that of a lizard, two limbs that act as arms, two feet by which he stands like and a tail. It's head's most notable feature is the large hole that replaces the area where the face would be location. And it has two "cannon" like protusions on his arms instead of hands. Once it has risen, the user claps his hands to channel water chakra into it, at this point three spheres of condensed water form, one in the face and two more each on each hand's cannon. From these orbs Phobos can fire a thin stream of cutting water through it's head. A medium sized wave through it's left hand or a spear sharp enough it cut into targets from it's right hand orb. Each attack has a strength of A rank. Additionally, Phobos moves at the user's base speed, and can strike and push it's targets with it's tail or forearms. Because it's freeform, it doesn't cause any serious damage, but can push an opponent back a fair distance. Phobos itself does no damage, thus only it's water attacks have damage output.
✖ Can only use 1 water orb variation per turn.
✖ Using a water orb counts as 1 of the user's jutsu slots in that turn used.
✖ Cannot use any other S rank Cork in the same turn.
✖ Can only be used twice per battle, with three turn of cooldown in between.
✖ Lasts three turns.


 Declined  DNR. Nothing new here. Blame all those who have been milking the "familiar with clone-like abilities" cow for the last few pages. Think of something new please.


(Koruton: Shinjou ho Zennou) - Cork Release: Body of Dionysus
Type: Attack/Defensive
Rank: A
Range: Short
Chakra: 30 (-15 per turn if kept active)
Damage: 60
Description: The user runs a high amount of chakra into a single part of their body, then releasing it as it manifests as a replica of the human or animal bodies in a much larger aspect. For example, growing from the forearm a large arm with a fist to smash targets. This can be done to replicate a pair of large feet as well, through the user's back, in order to stomp opponents and other type of actions such as kicking. The extent of this technique is such, that it's not restricted to human limbs. For example the user could re-create a large replica of a lizard's tail, a turtle shell, etc. The user cannot form more than 1 body aspect with each use of the technique however, and it must always orginate from their body. By paying an extra leech of chakra, the user can keep the extremity active, it will however not allow the user to use that same body area for any other techniques. The parts made cannot be any larger than twice the user's size. Regardless of the extremity made, the technique will follow cork's strength and weaknesses, thus it won't have the hardness equal to that of a turtle if a shell is made.
✖ Can only be used thrice per battle.
✖ Cannot last more then 4 turns.


 Approved  Love it. Well done! Actually unique and interesting! ;)
 
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Pervyy

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(karumera genjutsu) - Caramel Illusion
Type: Attack
Rank: A
Range: Long
Chakra: 30
Damage: -
Description: The use will perform one handseal and with this bind the opponent in a genjutsu, where the opponent starts to cough as its like they are choking. They begin to choke tasting caramel, like there throat and lungs are filled with caremel and they can't cough it up. Not only do they choke and panic, the caramel burns their throat and from panic or pain they will pass out if they don't break the gen. There isn't any actual caramel in the targets throat they just feel and taste it due to the illusion and can't catch their breath.
Note: Useable twice
Note: No caramel jutsu in the next turn
Note: No genjutsu in the next turn


 Declined  This is not a CE technique as there is no caramel being used on it. To be a CE technique, Caramel itself would need to be used in one way or another. Its just a regulard Genjutsu. Also, no long range genjutsu and Caramel itself has no properties to induce Genjutsu. Finally, its similar to existing genjutsu.
 
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BusinessManTeno

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(Rinton: Hateshinai soeki) Phosphorus Style: Everlasting Pest
Type: Attack/Defense/Supplementary
Rank: Forbidden
Range: Short-Long (Made Short Range)
Chakra: 50 (-20 per turn)
Damage: 90 (10 to the user per turn)
Description: The user will perform a set of 3 hand seals and slam his hands on the ground following which a hundred flies made of pure phosphorus will emerge out of the ground.
Each phosphorus fly is roughly about 8 centimeters in size and can be created anywhere within the range. The flies are capable of flight with their wings. The flies can be made to scatter all around the field on the will of the user up to long range in every direction from the user and the opponent.
The user can maintain the flies for two turns using his chakra and can control the flies using hand gestures. The user can divide the flies into groups to attack the target from multiple direction and can even move all the flies at once towards a point in front of him to even defend against an attack.
The flies give off a very annoying buzzing sound as they fly due to their flapping wings that can even be proven annoying to the user. The buzzing drowns sound of most kind making it inaudible or distorted.
The user can perform a tiger hand seal and channel their fire chakra into the flies which can be used in the following ways:
1. The user will channel his fire chakra into the flies and make them to release the chemical smoke/fumes from their body. These fumes are black in color and can serve as a smokescreen. Further contact with the chemical fumes will cause irritation to the eyes/throat/nose causing watering of eyes and if inhaled the fumes will cause massive difficulty breathing which may impair the opponent's ability to use jutsus via their mouth/nose.
Once the flies begin to release the chemical fumes the user can choose to ignite the flies using the same fire chakra following which the flies will not explode but rather will burst into an intense maelstrom of flames which will easily produce serious third degree burns on contact.
2. If the user wishes, he can straightaway ignite the flies using his fire chakra and make each fly to give off an explosion which when combines with the explosion of the nearby flies will result in a large explosion.
The user can also reinforce the explosion/flames by drawing in the remaining unused flies (if any) that are hovering in the air towards the target if they are not used already (as phosphorus is easily combustible).
Apart from the above ways, the user can also simply hurl the flies towards the target at high speed like projectiles to produce blunt damage.
Notes:
- Can be used only once per battle.
- The user can manipulate the flies on the field for 2 turns unless destroyed.
- The user cannot use any Phosphorus jutsus for 3 turns after its use.
- The user cannot mold any chakra above A rank for 2 turns.
- Igniting the flies to release the chemical fumes using fire chakra count as a move.
- Igniting the flies to produce explosion using fire chakra count as a move.
- The user is at risk of the exposure to the effects of the jutsu just as much as the opponent. Thus the user would need to make proper arrangements to stay safe or the effects will affect the user as well.


 Declined  This isn't a Forbidden Rank. Its also flawed in how its worded for what you'll be using. Example: how strong is 1 fly and how many flys to you make? I mean, you make these flies and they hover around you and you can use them to attack or defend and use those additional effects. But if you use half of them and half are behind...or if you use 1 fly and leave the others behind? Or do these flys keep coming from the ground replenishing the technique? Still, none of it is a Forbidden Rank.
(Rinton: Hateshinai soeki) Phosphorus Style: Everlasting Pest
Type: Attack/Defense/Supplementary
Rank: S
Range: Short-Long (Made Short Range)
Chakra: 40 (-20 per turn)
Damage: N/a (+80 if used to attack)
Description: The user will perform a set of 3 hand seals and slam his hands on the ground changing the ground around the user into phosphorous causing 100 small flies to shape and emerge from the phosphorus.
Each phosphorus fly is roughly about 8 centimeters in size and can be created anywhere within the range of 5 meter diameter around the user. The flies are capable of flight with their wings. The flies can be made to scatter all around the field on the will of the user up to long range in every direction from the user and the opponent.
The user can maintain the flies for two turns using his chakra and can control the flies using hand gestures. The user can divide the flies into two groups (50/50) to attack the target from multiple angles, swarm around the opponent within a 3 meter radius, and can even move all the flies at once towards a point in front of him to even defend against an attack. The collective strength of all 100 flies are S rank, but if split into 50/50 the technique is cut in half making each set B rank each.
The flies give off a very annoying buzzing sound as they fly due to their flapping wings that can even be proven annoying to the user. The buzzing drowns sound of most kind making it inaudible or distorted.
The user can perform a tiger hand seal and channel their fire chakra into the flies which can be used in the following ways:
1. The user will channel his fire chakra into the flies causing them to release the chemical smoke/fumes from their body. These fumes are black in color and can serve as a smokescreen. Further contact with the chemical fumes will cause irritation to the eyes/throat/nose causing watering of eyes and if inhaled the fumes will cause massive difficulty breathing which may impair the opponent's ability to use jutsus via their mouth/nose.
Once the flies begin to release the chemical fumes the user can choose to ignite the flies using the same fire chakra following which the flies will not explode but rather will burst into an intense maelstrom of flames which will easily produce serious third degree burns on contact.
2. If the user wishes, he can straightaway ignite the flies using his fire chakra and make each fly to give off an explosion which when combines with the explosion of the nearby flies will result in a large explosion.
Apart from the above ways, the user can also control all the flies to act as an shield, compacting close together.
Notes:
- Can be used only Twice per battle.
- The user can manipulate the flies on the field for 3 turns unless destroyed.
-The user is able to constantly fuel this jutsu if all of them have not been destroyed at once by causing flies to continue to protrude from the phosphrous around the user. If the opponents use another move will constantly trying to fuel this technique, the flies will drop dead on the ground
- Igniting the flies to release the chemical fumes using fire chakra count as a move.
- Igniting the flies to produce explosion using fire chakra count as a move.
-Cant use any phosphorus technique in the next turn


 Declined  DNR


(Rinton: Ude shisha rinton kokuou) Phosphorous Style: Hands of the Deceased Phosphorus King.
Type: Attack/Supplementary
Rank: A
Range: Short-Long
Chakra: 30 (-10 per turn)
Damage:60
Description: This is a unique type of jutsu, allowing the user to use this in multiple ways, from two different locations. One being from the user body, the other being from any existing phosphorous on the field. The user will charge up their phosphorus chakra in their body and release an arm twice the size as the users arm to emerge from the users body that is control via chakra and can extend up to 6 meters from the opponents body. This arm can be used to for multiple reasons, such as having an extra arm to attack an opponent if both ur hands are tied, get out of situations as the arm can extend and retract. If the user was to use this technique on an already existing source, the user would do 3 handseals, causing an arm to form out of the phosphorus. Though the hand isn't as small as if it would come from the body. Allowing the hand coming form an existing source, big enough to grab/grip the opponent, strong enough to damage the users body, and if not escaped within the second turn, break the bones.. This hand is also controlled via chakra and can extend up to 5 meters. If the user so pleases, the user can ignite this phosphorus causing 3rd degree to the opponents body.

Note: Can use twice
Note: Stays active for 3 turns or unless ignited
Note: The reach of each arm can extend up to 6 meters (Mid range), but can be created from an source thats up to long range.
Note: Cant use any phosphorus technique for 2 turns after use.


 Declined  DNR. Copy of existing techniques and previous submissions from CE and canon elements alike.


(Rinton: Kichigai Tamaishi ) Phosphorous Style: Angry Pebble
Type: Attack
Rank: B
Range: Short-Long
Chakra: 20
Damage:40 (+15 If ignited)
Description: The user will mold up their phosphorus chakra through their mouth or the tip of their finger and shoot out phosphorus size pebble towards the opponent. This phosphorus pebble is extremely fast, barely visible to the naked eye (being as fast as a bullet). Once this technique pierce the skin, it does not travel through the skin but stays in said pierced section of the opponents body piercing said organs or spot. The user can then take this technique to the next level and do an confirmation handseal causing the pebble size phosphorus to ignite inside the opponents body, causing mild damage internally. Which can restrict the opponent from use said body part (if attacked at the legs, arms, shoulders etc) for 3 turns, and can be lethal if shot at an vital organ. But normally this technique cause internal damage to the point the opponent cant use any jutsu above B rank (A-S) for 2 turns.

Note: Cant use back to back
Note: Igniting cost 1 move slot.


 Declined  Fast as bullets? You mean twice the speed of sound? Stopped reading there...
 
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Vex

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(Shiōton: Setsuwa no Sheherazādo) – Salt Release: Tales of Scheherazade
Type: Offensive, Defensive, Supplementary
Rank: D-S
Range: Short – Long
Chakra: 10-40
Damage: 20-80
Description: Through the rapid release and conversion of Salt chakra the user becomes capable of manipulating salt within their own body and in the earth around them to shape it as they wish. This is the most basic application of Salt Release which allows the user to create various versatile constructs and streams from either his body or the ground. If coming from the body, the user can generate the salt through simple movements or gestures. If the user generates the salt from the ground, it requires a handseal (S rank requires two handseals, regardless if it comes from the body or the ground). The user can form the salt into many shapes such as pillars, tools, weapons, waves, granulated salt, and other shapes to fit the user’s needs in battle. These creations however, are non sentient. Their cumulative strength will be equal to the rank with which the jutsu is used. For instance if the user wanted to make two salt pillars, and used the B rank version, each salt pillar would be C ranked. In addition, the range of the jutsu would be dependent upon the rank used. D-C rank can reach up to short range, B-A rank up to mid, and S rank up to long.

Note: S ranked version can only be used three times per battle with a one turn cool down between uses.
Note: Can only be taught by Vex


 Approved  I'm going to start declining cejs that copy even the wording of other cejs....
 
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Scorps

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±± Note ±±

I love you all to death but please, for all of our sakes, don't copy ideas and submissions from other members. I know each CE needs to have what we can call "basic" techniques, which will allow you to use the element in is most simple and basic forms, allowing a more versatile use of the element. However, this doesn't mean you can copy the wording of techniques other people have submitted and gotten approved. Including mine. Nor the restrictions. Restrictions are evaluated also based on the effects of your own CE and their own unique effects. Some CE are harmless to the touch, others are poisonous or corrosive. Naturally, this requires different restrictions and different evaluations for each technique. I don't approve or check a technique based on what was allowed or not for another member but based on what the technique is and what element it belongs to. Raining Foam might be ok, raining Bromine cannot. Finally, please use both common sense as logic. This means, not only, make your descriptions logical but also make sure they are in tune with what your CE is. If your CE is a hot liquid metal, you can't stretch that out to allow you to heat stuff up. The element you create is hot but the element isn't "heat". If that makes sense. Oh, and before I forget, resubmissions. Bold all changes you did and be aware that if you submit it for being re-checked, you might loose the original. Only resubmit something if you are 100% sure its needed and not because you want some minor cosmetic changes.

Thank you, Scorps.

Ps- Follow template.

 

Noni

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Bromine approved

(Shusoton: Houka Enkai Akunochimata) - Bromine Release: Infernal Oceans of the Underworld
Type: Supplementary/Offensive
Rank: S
Range: Short - Long
Chakra cost: 40 (+40 chakra if long-range version is used)
Damage points: N/A (80 Damage if user/opponent comes into contact with it)
Description: The user will focus their shusoton chakra into a source of water and convert it into liquid bromine. This conversion will not gradually spread across the water source in question but will instead change the composition of entirety of the area targeted by this jutsu at once. Converting a body of water up to and within mid-range in terms of size into bromine expends the chakra of a single technique but converting water long-range away from the user will expend the chakra of two S-Rank techniques (80 chakra). This conversion will mean both the user and the opponent cannot use any water techniques from that source for this jutsu's duration. This technique can convert any type of water encompassed in Water Release e.g. normal water, sticky water, oily water and mist. However, the water source will lose its special properties such as adhesiveness or flammability in place of developing Bromine's qualities, namely corrosiveness and extreme reactivity. When rain clouds or mist are converted, they will condense into a source of liquid bromine. Alternatively, due to Bromine's strength to Earth Release the user can even convert the moisture within mud-based techniques into bromine. The remaining residue of solid rock will be eaten away almost immediately by the produced chemical and all that will remain is a source of bromine. This jutsu cannot be used to convert the opponent's techniques.

Note: Conversion lasts for four turns
Note: Can only be used thrice per battle
Note: Cool down time of two turns in between usages
Note: No other S-Rank and above Bromine in the user's same turn


 Declined  I'm tempted to DNR just because of the Red part I colored. One more go to make this actually reasonable.
Removed that sentence

(Shusoton: Houka Enkai Akunochimata) - Bromine Release: Infernal Oceans of the Underworld
Type: Supplementary/Offensive
Rank: S
Range: Short - Long
Chakra cost: 40 (+40 chakra if long-range version is used)
Damage points: N/A (80 Damage if user/opponent comes into contact with it)
Description: The user will focus their shusoton chakra into a source of water and convert it into liquid bromine. Converting a body of water up to and within mid-range in terms of size into bromine expends the chakra of a single technique but converting water long-range away from the user will expend the chakra of two S-Rank techniques (80 chakra). This conversion will mean both the user and the opponent cannot use any water techniques from that source for this jutsu's duration. This technique can convert any type of water encompassed in Water Release e.g. normal water, sticky water, oily water and mist. However, the water source will lose its special properties such as adhesiveness or flammability in place of developing Bromine's qualities, namely corrosiveness and extreme reactivity. When rain clouds or mist are converted, they will condense into a source of liquid bromine. Alternatively, due to Bromine's strength to Earth Release the user can even convert the moisture within mud-based techniques into bromine. The remaining residue of solid rock will be eaten away almost immediately by the produced chemical and all that will remain is a source of bromine. This jutsu cannot be used to convert the opponent's techniques.

Note: Conversion lasts for four turns
Note: Can only be used thrice per battle
Note: Cool down time of two turns in between usages
Note: No other S-Rank and above Bromine in the user's same turn


 Declined  Lower rank to A. Remove ability to transform mist, rain, steam, etc. Only bodies of liquid water. Why, if you convert inert water into bromine does it eventually time out? Energy times out if you don't keep fueling it with chakra but you transformed water into bromine. Bromine won't disappear just because time passes. Also, make a note that if you and your opponent are in a body of water like a lake or the ocean or something of the genre, there is a limit or some sort of additional requirement for this to work. In the ocean, ofc it won't work, but in a large lake it can't simply "puff, its bromine". PS- don't forget this bromine will be both hindering to you and your opponents.


(Shusoton: Kasai Akaaka Sakurifaisu) - Bromine Release: Ignis' Incandescent Immolation
Type: Supplementary/Defensive/Offensive
Rank: D-S
Range: Short - Long
Chakra cost: 10-40
Damage points: 20-80
Description: This technique is predominantly used to neutralize earth-based techniques susceptible to liquid bromine and its variable rank is dependent on what it seeks to negate. The user will focus their shusoton chakra into the air moisture around a given substance, material or technique in order to convert the water into bromine. The liquid bromine will immediately begin corroding and/or reacting with the targeted substance in order to neutralize it in its entirety. The bromine will also be neutralized in the process as the purpose of this technique isn't to attack the opponent directly. For example, if the opponent is clad in the Hardening technique, the produced bromine will only corrode the chassis of earth and nothing more. As a result, the rank of the bromine is dependent on the rank of the technique it seeks to neutralize e.g. attempting to negate an S-Rank Earth technique will make this technique A-Rank in power. Non-metallic and organic earth-based elements such as Earth, Wood and Coal will be devoured by the crimson liquid at an astonishing rate. Despite this technique's defensive nature, its capability to inflict harm stems from its interaction with other reactive chemical elements. Metallic elements (and some non-metallic chemical elements such as Phosphorus and Sulphur) will be corroded and/or react violently with the surrounding bromine in an extremely exothermic manner. High amounts of heat, fire and sound energy will be produced in this case and depending on the reactivity of the targeted element, the interaction of the two may very well culminate in an explosion. This will only happen with the most reactive of elements such as the alkali metals (francium), the earth metals (magnesium), sulphur, chlorine and fluorine. The explosion generated is short-ranged around the area the technique the bromine is reacting with encompasses. If this technique is used to target substances devoid of chakra such as kunai, swords and other basic weaponry, this technique will be D-Rank in power. This technique cannot be used on living beings (does not include sentient creations such as the Stone Golems).

Note: Cannot be used on consecutive turns
Note: Can only be used four times per battle
Note: S-Rank version can be used a maximum of thrice per battle
Note: No S-Rank Bromine in the user's next turn if S-Rank version is used


 Declined  It can't be used on living beings...ok. Then why does it do damage and its time is supplementary and offensive?? Also, max 3 times per battle all together.
(Shusoton: Kasai Akaaka Sakurifaisu) - Bromine Release: Ignis' Incandescent Immolation
Type: Defensive/Supplementary
Rank: D-S
Range: Short - Long
Chakra cost: 10-40
Damage points: N/A
Description: This technique is predominantly used to neutralize earth-based techniques susceptible to liquid bromine and its variable rank is dependent on what it seeks to negate. The user will focus their shusoton chakra into the air moisture around a given substance, material or technique in order to convert the water into bromine. The liquid bromine will immediately begin corroding and/or reacting with the targeted substance in order to neutralize it in its entirety. The bromine will also be neutralized in the process as the purpose of this technique isn't to attack the opponent directly. For example, if the opponent is clad in the Hardening technique, the produced bromine will only corrode the chassis of earth and nothing more. As a result, the rank of the bromine is dependent on the rank of the technique it seeks to neutralize e.g. attempting to negate an S-Rank Earth technique will make this technique A-Rank in power. Non-metallic and organic earth-based elements such as Earth, Wood and Coal will be devoured by the crimson liquid at an astonishing rate. Despite this primarily technique's defensive nature, its capability to inflict harm stems from its interaction with other reactive chemical elements. Metallic elements (and some non-metallic chemical elements such as Phosphorus and Sulphur) will be corroded and/or react violently with the surrounding bromine in an extremely exothermic manner. High amounts of heat, fire and sound energy will be produced in this case and depending on the reactivity of the targeted element, the interaction of the two may very well culminate in an explosion. This will only happen with the most reactive of elements such as the alkali metals (francium), the earth metals (magnesium), sulphur, chlorine and fluorine. The explosion generated is short-ranged around the area the technique the bromine is reacting with encompasses. If this technique is used to target substances devoid of chakra such as kunai, swords and other basic weaponry, this technique will be D-Rank in power. This technique cannot be used on living beings (does not include sentient creations such as the Stone Golems).

Note: Cannot be used on consecutive turns
Note: Can only be used three times per battle
Note: S-Rank version can be used a maximum of twice per battle
Note: No S-Rank Bromine in the user's next turn if S-Rank version is used


 Approved 


(Shusoton: Watatsumi Yajuu Fukai Taku) - Bromine Release: Scylla's Abyssal Sanctuary
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short – Mid (Created within mid-range with long-range reach)
Chakra cost: 40 (-40 chakra per turn to sustain)
Damage points: N/A (80 damage if used to attack the opponent)
Description: The user will perform two handseals and focus their shusoton chakra into a moderate to large sized water source within mid-range of their position. A colossal portion of the body of water will be converted into a mass of liquid bromine which will swiftly assume the shape of a sentient creature which is little more than a mass of writhing tendrils. All of the tendrils collectively make up one, gargantuan creature which is partially sentient (like the Great Stone Golem) and as such it is capable of acting on the user's mental commands. The tendrils maintain themselves by passively leeching chakra from their creator every turn. Due to bromine's partial solubility in water, the creature's creation will result in the water source its inside/residing in to become strongly acidic. This dissolution of bromine in water will cause the body of water in question to become slightly discolored (becomes a murky orange but remains slightly translucent) and gain a distinct corrosive quality. In terms of elemental strengths and weaknesses, suiton techniques created from the affected water source will lose their weakness to Doton-based elements susceptible to corrosion (any element Bromine is strong to) since they will become capable of corroding them to a certain degree but due to the dilution of bromine, they will not develop an elemental strength to Earth Release and its associated KG/CEs but rather become neutral. All other elemental interactions remain unchanged. The water technique is still capable of extinguishing fires effectively and lightning is no longer capable of ionizing the bromine since it has been dissolved in water. Supplementary and/or defensive techniques will become offensive and will inflict damage proportional to their rank (e.g. B-Ranks will inflict 40 damage) as they will become capable of eliciting severe chemical burns on sufficient contact. All of the effects described thus far can't be considered abilities of this creature but rather mere by-products of its creation. Scylla's first ability occurs as soon as she's created and lasts until she is cancelled/destroyed. She will saturate the entirety of the water source she's in with her creator's chakra and forcibly deny the opponent/other people access to manipulate it unless they expend more chakra than her to harness it (i.e. techniques with more than 40 chakra points). Her second ability his her capability to “control” her corrosiveness. If she so wishes, she can interact with organic materials and living beings without destroying them by merely touching them. This is so she can aid her creator and allies in battle without harming them unintentionally. While this technique is active, the user will be restricted to Bromine, Fire, Water and any KG/CE which stem from them (e.g. Boil or Steam Release) as well as non-elemental abilities.

Note: Can only be used twice per battle
Note: Lasts four turns (unless cancelled or destroyed)
Note: No S-Rank or above Bromine on the turn this is cancelled
Note: No Fire or Water above S-Rank on the turn this is cancelled


 Declined  First, no KG and CE references. Second, you are trying to make a CE technique affect another element to a point where its an element that you can manipulate with Water Release techniques but isn't Water as it isn't weak to Earth. It isn't bromine, because it isn't weak to lightning. Uh? Nah nah nah. You don't mess with CE strengths and weaknesses. 99.99999999999999% of the time, that will make me DNR the technique without a second look. The sentient creature is ok but it should only be used once, needs a size definition, needs rank for its attacks which need to count as moves, needs a note saying it needs a water source and overal, needs a revision in what it is, toning it down a whole lot more.
(Shusoton: Watatsumi Yajuu Fukai Taku) - Bromine Release: Scylla's Abyssal Sanctuary
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short – Mid (Created within mid-range with long-range reach)
Chakra cost: 40 (-15 chakra per turn to sustain)
Damage points: N/A (80 damage if used to attack the opponent)
Description: The user will perform two handseals and focus their shusoton chakra into a moderate to large sized water source within mid-range of their position. A colossal portion of the body of water will be converted into a mass of liquid bromine which will swiftly assume the shape of a sentient creature which is little more than a mass of writhing tendrils. All of the tendrils collectively make up one, gargantuan creature which is partially sentient (like the Great Stone Golem) and as such it is capable of acting on the user's mental commands. The area this tentacled creature encompasses is a mid-range radial reach around the user and its epicenter resides directly below his or her feet on creation. The tendrils maintain themselves by passively leeching chakra from their creator every turn. Due to bromine's partial solubility in water, the creature's creation will result in the water source its inside/residing in to become strongly acidic. This dissolution of bromine in water will cause the body of water in question to become slightly discolored (becomes a murky orange but remains slightly translucent) and gain a distinct corrosive quality. Water techniques created from this source will now be corrosive in composition but their elemental strengths and weaknesses will remain completely unchanged. Supplementary and/or defensive techniques will become offensive and will inflict damage proportional to their rank (e.g. B-Ranks will inflict 40 damage) as they will become capable of eliciting severe chemical burns on sufficient contact. All of the effects described thus far can't be considered abilities of this creature but rather mere by-products of its creation. Scylla's only ability is her capability to “control” her corrosiveness. If she so wishes, she can interact with organic materials and living beings without destroying them by merely touching them. This is so she can aid her creator and allies in battle without harming them unintentionally. This is passive and unranked due to the nature of it. While this technique is active, the user will be restricted to Bromine, Fire, Water and any KG/CE which stem from them (e.g. Boil or Steam Release) as well as non-elemental abilities.

Note: Requires a Water Source
Note: Can only be used once per battle
Note: Lasts four turns (unless cancelled or destroyed)
Note: No A-Rank or above Bromine on the turn this is cancelled
Note: No Fire or Water above A-Rank on the turn this is cancelled


 Declined  Was going to approve it when I saw you haven't ranked her physical attacks. They are freeform S-Ranks? Doesn't that seem a bit too much? The idea that it can control its corrosiveness is not going to work. Make it simpler. It can make itself harmless to the touch or corrosive to the touch. Simple. If its harmless to you, it will also be harmless to others. Don't forget that.


(Shusoton: Pirittokuru Tsunami no Mizunoo) - Bromine Release: Torrid Tsunamis of Poseidon
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user will focus their shusoton chakra into the ground below to saturate the battlefield with with a large quantity of liquid bromine. The produced liquid will leech into the soil and propagate its various harmful effects on the environment. The released chemical will immediately make its herbicidal properties known, namely poisoning the ground and making it uninhabitable for plant-life and organic elements alike such as Mokuton. To signify this, any vegetation within the vicinity of this technique's reach will be discoloured a foul brown colour before withering away and dying soon afterwards. Due to this, this technique can be likened to a bromine-based version of Chidori Nagashi though it specializes in negating organic (plant-based) chakras within the ground. However, its utility isn't restricted to negating organic elements but actually extends to other earthen elements (metallics and non-metallics) susceptible to corrosion. Earth-based elements and substances susceptible to bromine's corrosiveness (any element weak to Bromine) will become virtually unusable in these conditions as on creation the reservoir of "liquid fire" will immediately begin destroying them. The mere existence of the subterranean pool will weaken the structural integrity of earth across the battlefield (in addition to polluting it) meaning any and all earth-based or organic elements cannot be created and/or grown from the ground while this technique's effects last (excluding crystal-based elements). All of these effects are merely by-products of the pool's presence in the ground and do not constitute this technique's true purpose. Whenever the user wishes, he can cause the crimson fluid to emerge from the ground in geyser-like eruptions all across the battlefield by forming a single handseal. These vertical columns of bromine can be spread out in a linear direction or omnidirectionally in waves to cover the full scope of the terrain (waves have a mid-range reach from where they were originally created). The resultant waves of bromine will corrode the ground itself as they traverse along it, resulting in the formation of numerous ever-growing trenches full to the brim with the corrosive chemical, all of which can be used as a source for future bromine techniques. Whilst seemingly powerful, a vigilant opponent may detect the presence of the dark red reservoir by noticing the small vibrations in the ground upon its formation which causes the ground to slightly "inflate" in response to the added volume and it's pungent bleach-like odour.

Note: Can only be used twice per battle
Note: Effects on the ground lasts for three turns
Note: No S-Rank or above Bromine on the user's next turn
Note: No Fire or Water above S-Rank on the user's next turn


 Declined  Make this something you use and thats done. Effects should be shortened to at most 2 turns. Needs handseals and if you want these low restrictions, it needs to be A-Rank
(Shusoton: Pirittokuru Tsunami no Mizunoo) - Bromine Release: Torrid Tsunamis of Poseidon
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The user will perform two handseals and focus their shusoton chakra into the ground below to saturate the battlefield with with a large quantity of liquid bromine. The produced liquid will leech into the soil and propagate its various harmful effects on the environment. The released chemical will immediately make its herbicidal properties known, namely poisoning the ground and making it uninhabitable for plant-life and organic elements alike such as Mokuton. To signify this, any vegetation within the vicinity of this technique's reach will be discoloured a foul brown colour before withering away and dying soon afterwards. Due to this, this technique can be likened to a bromine-based version of Chidori Nagashi though it specializes in negating organic (plant-based) chakras within the ground. However, its utility isn't restricted to negating organic elements but actually extends to other earthen elements (metallics and non-metallics) susceptible to corrosion. Earth-based elements and substances susceptible to bromine's corrosiveness (any element weak to Bromine) will become virtually unusable in these conditions as on creation the reservoir of "liquid fire" will immediately begin destroying them. The mere existence of the subterranean pool will weaken the structural integrity of earth across the battlefield (in addition to polluting it) meaning any and all earth-based or organic elements cannot be created and/or grown from the ground while this technique's effects last (excluding crystal-based elements). All of these effects are merely by-products of the pool's presence in the ground and do not constitute this technique's true purpose. The reservoir of crimson fluid will emerge from the ground in geyser-like eruptions all across the battlefield on creation. These vertical columns of bromine can be spread out in a linear direction or omnidirectionally in waves to cover the full scope of the terrain (waves have a mid-range reach from where they were originally created). The resultant waves of bromine will corrode the ground itself as they traverse along it, resulting in the formation of numerous ever-growing trenches full to the brim with the corrosive chemical, all of which can be used as a source for future bromine techniques. Whilst seemingly powerful, a vigilant opponent may detect the presence of the dark red reservoir by noticing the small vibrations in the ground upon its formation which causes the ground to slightly "inflate" in response to the added volume and it's pungent bleach-like odour.

Note: Can only be used twice per battle
Note: Effects on the ground lasts for two turns
Note: No S-Rank or above Bromine on the user's next turn
Note: No Fire or Water above S-Rank on the user's next turn


 Declined  You didn't change what I said. No reservoir. You use this and its done. Period. No reservoirs. This makes it so that bromine spreads in the ground, poisoning anything around and thats that. No reservoir. No using it to use other bromine techniques. no pool of underground bromine.


(Shusoton: Suijin Nenshou Bunpitsueki) - Bromine Release: Suijin's Searing Secretion
Type: Supplementary/Defensive/Offensive
Rank: B
Range: Short
Chakra cost: 20 (-10 chakra per turn to sustain coating)
Damage points: N/A (40 damage if used to attack the opponent)
Description: This technique can be used in one of two ways. The first involves the user making contact with any number of objects they can touch at any one time, using their shusoton chakra to secrete a sufficient quantity of the reddish-brown chemical from their palms/hands/fingers and coating them in a layer of the produced liquid bromine. If the user wishes instead of the whole object being coated in bromine, only select components can be targeted (e.g. hilt or blade of a weapon). The layer of bromine can be plainly visible or it can be a very thin coating unnoticeable if one isn't within very close proximity to the object. This usage is most commonly applied to stealth and making one's weapons poisonous to the touch without the opponent being aware of it. This chassis of caustic liquid doesn't corrode/react with the objects/tools regardless of what they're composed of due to an imperceptible layer of protective chakra separating them. At any time, the user can get rid of this chakra barrier and cause the two to interact in the way they normally would do. Non-reactive earth-based elements as well as organic ones will simply be corroded into nothingness the moment they're subject to corrosive, crimson liquid while reactive elements (metallics and a select few non-metallics such as sulphur, phosphorus, fluorine, etc) will react violently with the surrounding bromine in an extremely exothermic manner. High amounts of heat, fire and sound energy will be produced in this case and depending on the reactivity of the targeted element, the interaction of the two may very well culminate in an explosion. This will only happen with the most reactive of elements such as the alkali metals (francium), the earth metals (magnesium), sulphur, chlorine and fluorine. The explosion generated is short-ranged around the area the technique the bromine is reacting with encompasses. If the user so wishes, he doesn't have to apply to this weapons and can instead apply the secreted poisonous fluid directly to the opponent's body via physical contact. On sufficient contact, the bromine will corrode the opponent's skin, flesh and muscle before entering their blood stream and poisoning them to death. The second way involves using this technique to supplement one's Taijutsu usage. Unlike the first method the user can secrete this caustic liquid from any location on their body but more often than not it will be used from the limbs to add a new dimension of damage to one's strikes. The utility of secreting this bromine from any location on he body mainly exists to counter grabs, holds and attacks which seek to maintain contact. For example releasing this corrosive chemical from a location such as the user's neck would force the opponent to cease his choke-hold on the user, effectively interrupting his attack by taking advantage of the body's involuntary response to stimuli which seek to burn, corrode, etc.

Note: Can only be used five times per battle
Note: Coating lasts for two turns after contact is severed


 Declined  Effects are too high. I dislike approving poisons, toxins, etc that can damage on mere contact and are hidden, meaning only Doujutsu can see them. Thats a no. And the 2 usages should actually be explained differently or made into 2 techniques instead of one. The technique is actually secreting bromine from your skin to coat something. That something can be a weapon or random object, adding lethality to it or it can be your own body, augmenting your own taijutsu damage. Simple. the way you explain it atm makes it seem like 2 different techniques.
Rewrote and restructured it (mainly the latter).

(Shusoton: Suijin Nenshou Bunpitsueki) - Bromine Release: Suijin's Searing Secretion
Type: Supplementary/Defensive/Offensive
Rank: B
Range: Short
Chakra cost: 20 (-10 chakra per turn to sustain coating)
Damage points: N/A (40 damage if used to attack the opponent)
Description: The user will focus their shusoton chakra throughout their body before releasing it from their being in the form of a reddish-brown liquid capable of corroding organic and metallic matter. The user can secrete this caustic liquid from any location on their body but more often than not it will be used from the limbs to add a new dimension of damage to one's strikes. The utility of secreting this bromine from any location on he body mainly exists to counter grabs, holds and attacks which seek to maintain contact. For example releasing this corrosive chemical from a location such as the user's neck would force the opponent to cease his choke-hold on the user, effectively interrupting his attack by taking advantage of the body's involuntary response to stimuli which seek to burn, corrode, etc. On contact, the bromine will corrode the opponent's skin, flesh and muscle before entering their blood stream and poisoning them. The poison isn't potent enough to kill, merely incapacitate. The victim will find their speed decrease by half every turn after exposure and on the fifth turn after exposure, they will lose consciousness if the poisoning isn't treated. Alternatively, after making contact with any number of objects they can touch at any one time, the user will secrete a sufficient quantity of the reddish-brown chemical from their palms/hands/fingers in order to coat the objects in a layer of the produced liquid bromine. If the user wishes instead of the whole object being coated in bromine, only select components can be targeted (e.g. hilt or blade of a weapon). The layer of bromine can be plainly visible or it can be a very thin coating almost unnoticeable if one isn't within very close proximity to the object. This usage is most commonly applied to stealth and making one's weapons poisonous to the touch. This chassis of caustic liquid doesn't corrode/react with the objects/tools regardless of what they're composed of due to an imperceptible layer of protective chakra separating them. At any time, the user can get rid of this chakra barrier and cause the two to interact in the way they normally would do. Non-reactive earth-based elements as well as organic ones will simply be corroded into nothingness the moment they're subject to corrosive, crimson liquid while reactive elements (metallics and a select few non-metallics such as sulphur, phosphorus, fluorine, etc) will react violently with the surrounding bromine in an extremely exothermic manner. High amounts of heat, fire and sound energy will be produced in this case and depending on the reactivity of the targeted element, the interaction of the two may very well culminate in an explosion. This will only happen with the most reactive of elements such as the alkali metals (francium), the earth metals (magnesium), sulphur, chlorine and fluorine. The explosion generated is short-ranged around the area the technique the bromine is reacting with encompasses.

Note: Can only be used five times per battle
Note: Coating lasts for two turns after contact is severed

‡ Pending ‡ Leaving for Scorps.


 Declined  Same comments as before. Let me make this simple again: you secrete bromine from your body to either coat it or a nearby object. The bromine secreted is corrosive to the touch. there. Technique done.
 
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BusinessManTeno

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(Rinton: Hateshinai soeki) Phosphorus Style: Everlasting Pest
Type: Attack/Defense/Supplementary
Rank: S
Range: Short-Long (Made Short Range)
Chakra: 40 (-20 per turn)
Damage: N/a (+80 if used to attack)
Description: The user will perform a set of 3 hand seals and slam his hands on the ground changing the ground around the user into phosphorous causing 100 small flies to shape and emerge from the phosphorus.
Each phosphorus fly is roughly about 8 centimeters in size and can be created anywhere within the range of 5 meter diameter around the user. The flies are capable of flight with their wings. The flies can be made to scatter all around the field on the will of the user up to long range in every direction from the user and the opponent.
The user can maintain the flies for two turns using his chakra and can control the flies using hand gestures. The user can divide the flies into two groups (50/50) to attack the target from multiple angles, swarm around the opponent within a 3 meter radius, and can even move all the flies at once towards a point in front of him to even defend against an attack. The collective strength of all 100 flies are S rank, but if split into 50/50 the technique is cut in half making each set B rank each.
The flies give off a very annoying buzzing sound as they fly due to their flapping wings that can even be proven annoying to the user. The buzzing drowns sound of most kind making it inaudible or distorted.
The user can perform a tiger hand seal and channel their fire chakra into the flies which can be used in the following ways:
1. The user will channel his fire chakra into the flies causing them to release the chemical smoke/fumes from their body. These fumes are black in color and can serve as a smokescreen. Further contact with the chemical fumes will cause irritation to the eyes/throat/nose causing watering of eyes and if inhaled the fumes will cause massive difficulty breathing which may impair the opponent's ability to use jutsus via their mouth/nose.
Once the flies begin to release the chemical fumes the user can choose to ignite the flies using the same fire chakra following which the flies will not explode but rather will burst into an intense maelstrom of flames which will easily produce serious third degree burns on contact.
2. If the user wishes, he can straightaway ignite the flies using his fire chakra and make each fly to give off an explosion which when combines with the explosion of the nearby flies will result in a large explosion.
Apart from the above ways, the user can also control all the flies to act as an shield, compacting close together.
Notes:
- Can be used only Twice per battle.
- The user can manipulate the flies on the field for 3 turns unless destroyed.
-The user is able to constantly fuel this jutsu if all of them have not been destroyed at once by causing flies to continue to protrude from the phosphrous around the user. If the opponents use another move will constantly trying to fuel this technique, the flies will drop dead on the ground
- Igniting the flies to release the chemical fumes using fire chakra count as a move.
- Igniting the flies to produce explosion using fire chakra count as a move.
-Cant use any phosphorus technique in the next turn


 Declined  DNR


(Rinton: Ude shisha rinton kokuou) Phosphorous Style: Hands of the Deceased Phosphorus King.
Type: Attack/Supplementary
Rank: A
Range: Short-Long
Chakra: 30 (-10 per turn)
Damage:60
Description: This is a unique type of jutsu, allowing the user to use this in multiple ways, from two different locations. One being from the user body, the other being from any existing phosphorous on the field. The user will charge up their phosphorus chakra in their body and release an arm twice the size as the users arm to emerge from the users body that is control via chakra and can extend up to 6 meters from the opponents body. This arm can be used to for multiple reasons, such as having an extra arm to attack an opponent if both ur hands are tied, get out of situations as the arm can extend and retract. If the user was to use this technique on an already existing source, the user would do 3 handseals, causing an arm to form out of the phosphorus. Though the hand isn't as small as if it would come from the body. Allowing the hand coming form an existing source, big enough to grab/grip the opponent, strong enough to damage the users body, and if not escaped within the second turn, break the bones.. This hand is also controlled via chakra and can extend up to 5 meters. If the user so pleases, the user can ignite this phosphorus causing 3rd degree to the opponents body.

Note: Can use twice
Note: Stays active for 3 turns or unless ignited
Note: The reach of each arm can extend up to 6 meters (Mid range), but can be created from an source thats up to long range.
Note: Cant use any phosphorus technique for 2 turns after use.


 Declined  DNR. Copy of existing techniques and previous submissions from CE and canon elements alike.


(Rinton: Kichigai Tamaishi ) Phosphorous Style: Angry Pebble
Type: Attack
Rank: B
Range: Short-Long
Chakra: 20
Damage:40 (+15 If ignited)
Description: The user will mold up their phosphorus chakra through their mouth or the tip of their finger and shoot out phosphorus size pebble towards the opponent. This phosphorus pebble is extremely fast, barely visible to the naked eye (being as fast as a bullet). Once this technique pierce the skin, it does not travel through the skin but stays in said pierced section of the opponents body piercing said organs or spot. The user can then take this technique to the next level and do an confirmation handseal causing the pebble size phosphorus to ignite inside the opponents body, causing mild damage internally. Which can restrict the opponent from use said body part (if attacked at the legs, arms, shoulders etc) for 3 turns, and can be lethal if shot at an vital organ. But normally this technique cause internal damage to the point the opponent cant use any jutsu above B rank (A-S) for 2 turns.

Note: Cant use back to back
Note: Igniting cost 1 move slot.


 Declined  Fast as bullets? You mean twice the speed of sound? Stopped reading there...
(Rinton: Kichigai Tamaishi ) Phosphorous Style: Angry Pebble
Type: Attack
Rank: B
Range: Short-Long
Chakra: 20
Damage:40
Description: The user will mold up their phosphorus chakra through their mouth or the tip of their finger and shoot out phosphorus size pebble towards the opponent. This phosphorus pebble is extremely fast, barely visible to the naked eye (Due to its small nature, but as fast as the signature hozuki water gun technique). Once this technique pierce the skin, it does not travel through the skin but stays in said pierced section of the opponents body piercing said organs or spot. The user can then take this technique to the next level and do an confirmation handseal causing the pebble size phosphorus to ignite inside the opponents body, causing mild damage internally. Which can restrict the opponent from use said body part (if attacked at the legs, arms, shoulders etc) for 3 turns, and can be lethal if shot at an vital organ. But normally this technique cause internal damage to the point the opponent cant use any jutsu above B rank (A-S) for 2 turns.

Note: Cant use back to back
Note: Igniting cost 1 move slot.

‡ Declined ‡ You try to accomplish the coloured in several of your techniques (both CEJ and normal CJ) and its getting both repetitive and annoying. You can't restrict the opponent just like that and have a multitude of ways of doing so. Removed the +15 if ignited and the effects are far too much. This will simply be a bullet of phosphorus and nothing more but I don't believe that warrants a CEJ. You only have 12 spots and you can't drop a CEJ after it has been approved, so use them wisely.
 
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(Awaton: Serukī no Umi no Manto)- Foam Release: Selkie’s Sea Cloak
Rank: A-S
Type: Defensive
Range: Short
Chakra cost: 30-40
Damage points: N/A
Description: This single use (meaning it cannot be sustained for more than a single turn) technique is best utilized in close-combat, although it has a variety of applications outside the close-combat realm. The user will focus foam chakra onto a specific part of his body, (such as the chest, part of an arm, leg, or a combination of) and form a thick, dense layer of impact-absorbing foam. This is capable of stopping various techniques aimed at the user. Weapon strikes are also rendered ineffective because the blade is stopped and then trapped by the thick layer of foam, unable to penetrate through it. If the enemy makes physical contact with the foam (whether a weapon, limb, etc.), it is transferred onto the enemy’s body where it begins to expand and spread. This is done by having the user passively "thin out" the element so to speak, allowing him to rapidly expand even a small amount of foam over the opponent's body. The foam would spread rapidly within the same turn, tightening on the opponent' body as it spreads. This tightening restricts movement from areas of the body associated with joint or individualized movement (such as the arms, hips, hands). This effectively creates a sort of cocoon like structure, trapping the immobile target inside. The removal of the foam from the body follows regular strength/weaknesses of the element.
- S-rank is usable twice; A-rank thrice; Overall, the technique can be used a total of three times
- If S-rank version is used, the user cannot utilize Foam techniques above A-rank the same turn
- Can block physical attacks up to the same rank. Elementally enhanced techniques follow the regular strength/weaknesses of the element


 Declined  Make this A-Rank if you want to keep the counter attack aspect (spreading and engulfing the attacker in a cocoon like thing) or make it S-Rank removing that aspect.
(Awaton: Serukī no Umi no Manto)- Foam Release: Selkie’s Sea Cloak
Rank: A
Type: Defensive
Range: Short
Chakra cost: 30
Damage points: N/A
Description: This single use (meaning it cannot be sustained for more than a single turn) technique is best utilized in close-combat, although it has a variety of applications outside the close-combat realm. The user will focus foam chakra onto a specific part of his body, (such as the chest, part of an arm, leg, or a combination of) and form a thick, dense layer of impact-absorbing foam. This is capable of stopping various techniques aimed at the user. Weapon strikes are also rendered ineffective because the blade is stopped and then trapped by the thick layer of foam, unable to penetrate through it. If the enemy makes physical contact with the foam (whether a weapon, limb, etc.), it is transferred onto the enemy’s body where it begins to expand and spread. This is done by having the user passively "thin out" the element so to speak, allowing him to rapidly expand even a small amount of foam over the opponent's body. The foam would spread rapidly within the same turn, tightening on the opponent' body as it spreads. This tightening restricts movement from areas of the body associated with joint or individualized movement (such as the arms, hips, hands). This effectively creates a sort of cocoon like structure, trapping the immobile target inside. The removal of the foam from the body follows regular strength/weaknesses of the element.
- Usable three times per battle
- Can block physical attacks up to the same rank. Elementally enhanced techniques follow the regular strength/weaknesses of the element

‡ Approved ‡

(Awaton: Vu~ojanōi no Inkina Hajimari)- Foam Release: Vodyanoy’s Dismal Beginnings
Type: Supplementary
Rank: A
Range: Short-Long
Chakra cost: 30
Damage points: (+20)
Description: This technique targets foam sources already present on the battlefield, or on specific techniques being manipulated currently by the user. It is meant to be paired with a separate foam technique in order to immediately strengthen it upon creation. This is done by utilizing either an additional seal or body movement (If the technique being enhanced requires hand seals, this technique will simply require an additional seal tacked on at the end of the sequence. If the technique being enhanced requires a clapping of the hands, the user can simply perform two quick claps). This allows the user to inject a large influx of chakra into the foam. By devising a unique way of altering foam's properties based on how one would creation the element at its foundation, the user is capable of doing one of two things:

The first method injects chakra into the foam source. This chakra reacts with the foam source, enlarging the pockets of gas within the present foam. The enlarged pockets of gas thicken the element, make it physically denser and sturdier. Similar to how foam is created using water as its base and then adding wind chakra to thicken the element, this method works in the same manner. However, the foam is thickened far beyond the normal amount by infusing more bubbles, creating a super dense and compact version. This augmenting of foam's physical strength increases physical damage similar to how "Earth Style: Added Weight Rock Technique" can add damage to an earth technique by increasing the amount of force applied upon contact. This can strengthen (+20 damage) and enlarge a foam technique up to three times its original size, allowing normally smaller-scale techniques to play equally with larger scaled attacks. The basic elemental strengths/weaknesses still apply.

The second method involves the same process, but a different end result. After the chakra is fed into the foam source/technique, the expansion of gas pockets is amplified to a much greater extent in regards to speed. Usually, the wind chakra is added in gradually in order to thicken the water-base to a higher degree. By using this method, the user amplifies this ability one-hundredfold. The rapid expansion forces these pockets of air to swell in a single moment, making the targeted foam source “explode” from within, bursting outwards with great force. This differs from basic applications such as simply detonating an element with chakra to cause an explosion. This method simply utilizes the unique composition of foam to create an ingenious way of producing a similar effect. If used on inactive sources of foam (any foam on the battlefield that is not currently being used within the confines of a technique), this explosion effect is A-ranked. If used on an active technique, the explosion is based on the technique’s rank (If used on a B-rank foam technique, the explosion is B-ranked, etc).

- Usable three times per battle
- One method is allowed per single use (the user cannot amplify damage + detonate the element)
- Can be used to strengthen techniques up to S-rank; F-rank techniques cannot be amplified in terms of strength, but increasing the size is still applicable


 Declined  Like I said previously, Logic. The more air and the larger the air pockets are in a foam, the thinner it is, the weaker is becomes, the lighter it becomes and the larger it becomes. To become thicker, you need to remove the air, condensating the foam itself by reducing the size of the pockets of air. The denser the foam, the smaller the air pockets are. Smaller air pockets = more air pockets. More air pockets = more "physical walls" = more physical structures = more strength = less air overall. The more air = thinner. Less air = thicker.
(Awaton: Vu~ojanōi no Inkina Hajimari)- Foam Release: Vodyanoy’s Dismal Beginnings
Type: Supplementary
Rank: A
Range: Short-Long
Chakra cost: 30
Damage points: (+20)
Description: This technique targets foam sources already present on the battlefield, or on specific techniques being manipulated currently by the user. It is meant to be paired with a separate foam technique in order to immediately strengthen it upon creation. This is done by utilizing either an additional seal or body movement (If the technique being enhanced requires hand seals, this technique will simply require an additional seal tacked on at the end of the sequence. If the technique being enhanced requires a clapping of the hands, the user can simply perform two quick claps). This allows the user to inject a large influx of chakra into the foam. By devising a unique way of altering foam's properties based on how one would creation the element at its foundation, the user is capable of doing one of two things:

The first method injects chakra into the foam source. This chakra reacts with the foam source, shrinking the individual pockets of gas while simultaneously increasing the total number of air pockets within the present foam. This increase in the number of air pockets is done in order to keep the foam at near its original size and scale even with their reduced size. The shrunken pockets of gas thicken the element, making it physically denser and sturdier. Similar to how foam is created using water as its base and then adding wind chakra to thicken the element, this method works in the same manner. However, the foam is thickened far beyond the normal amount by infusing more small-scale bubbles, creating a super dense and compact version. This augmenting of foam's physical strength increases physical damage similar to how "Earth Style: Added Weight Rock Technique" can add damage to an earth technique by increasing the amount of force applied upon contact. This can be used to strengthen (+20 damage) a foam technique. The basic elemental strengths/weaknesses still apply.

The second method involves the same process, but a different end result. After the chakra is fed into the foam source/technique, the expansion of gas pockets is amplified to a much greater extent in regards to speed. Usually, the wind chakra is added in gradually in order to thicken the water-base to a higher degree. By using this method, the user amplifies this ability one-hundredfold. The rapid expansion forces these pockets of air to swell in a single moment, making the targeted foam source “explode” from within, bursting outwards with great force. This differs from basic applications such as simply detonating an element with chakra to cause an explosion. This method simply utilizes the unique composition of foam to create an ingenious way of producing a similar effect. If used on inactive sources of foam (any foam on the battlefield that is not currently being used within the confines of a technique), this explosion effect is A-ranked. If used on an active technique, the explosion is based on the technique’s rank (If used on a B-rank foam technique, the explosion is B-ranked, etc).

- Usable three times per battle
- One method is allowed per single use (the user cannot amplify damage + detonate the element)
- Can be used to strengthen techniques up to S-rank; F-rank techniques cannot be amplified in terms of strength.

‡ Approved ‡

NEW SUBMISSION:

(Fuinjutsu/Awaton: Qalupalik no Aijō)- Sealing/Foam Release: Qalupalik’s Affection
Rank: S
Type: Offensive/Supplementary/Defensive
Range: Short-Long (Released short range from the user)
Chakra cost: 40
Damage points: 80
Description: A technique based on the concept of “Earth Release: Mud Wolves”, this technique is a dormant trap set by the user through the placement of several seals located on the user’s body. These seals have the ability to detect foreign chakra utilizing a complex formula (chakra belonging to an entity other than the user/user’s techniques, allies, or present summons). The seals would emit a large amount of heat (not enough to burn) as the chakra is detected, which then alerts the user. If the user chooses to not consciously utilize the seals, he can simply suppress their release on whim. Once used, the seals automatically unseal the contents within. The seals release bursts of foam (equivalent to A-rank), which can be used to form constructs appropriate to the situation, with each construct being able to reach up to long range upon creation. Not only do the seals detect chakra, but they detect the shape, form, and size that the enemy chakra takes. This secondary ability allows the seal to execute the aforementioned actions. The constructs are simple in fashion (spears, pillars, shields, walls, and other basic objects) and are able to be controlled with great precision, allowing the seal to create something such as spears which would expand outwards, but are able to turn, spin and make other complicated movements. In a situation where foreign chakra is located short ranged from the user but he is unaware (such as chakra located behind him or chakra not visible to the naked eye such as a colorless gas) this technique would create a super-thin, spiked, foam bubble with the user located inside. The spikes would extend rapidly outwards throughout the entirety of short range in order to defend the user from the opponent/opponent’s technique. Additionally, the foam bubble is transparent which allows the user to see the battlefield around him. Due to the chakra seal’s inherent automatic release when detecting chakra, the user is able to use separate techniques simultaneously to when this technique is activated.
- Usable three times per battle
- No other sealing techniques used in the same turn
- Must be placed on the user’s biography

‡ Pending ‡ Leaving for Typhon.

☼ Declined ☼

The chakra sensing of the seals is waaay too advanced. I'm not sure a sensing ability should be (or even is allowed to be) included in this way. That whole bit seems like a completely separate technique that should be in the CJ thread instead of here. Having it detect and attack from your blind spot and trigger automatically is fine, but having it alert you to what type of chakra and how big it is is too much. Remove that stuff and bring it down to A-rank.
 
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☻ Toseki: Kuroten - Soapstone Release: Black Sky ☻
Type: Offensive, Defensive, Sup
Rank: Forbidden
Range: Short-Long
Chakra: 50(-30 p/turn)
Damage: 90(40 to user)
Description: The user after slaming their hands on the ground, causes a large dragonoid figure to emerge from the ground. The dragonoid is entirely made of Soapstone and as it erupts, the user is either situated in a compartment lacated in its head or directly standing on its head. The black dragonoid would stand 50m tall from the ground with its black lustre adding to its entire magnificence and awe. The entire body of the dragonoid is slippery albeit the dragonoid itself is a able to stand and balance itself through spikes underneath its foot which he would use to attach to the ground. It is able to extend its tail to great lenghts in order to attack or grab onto something. Because of the chakra aided-sliperyness of its hard skin, physical jutsu like earth and water, etc, up to S-rank would normally slip off its skin and be redirected unto another path. Although the dragonoid is very huge, its weight is not, because of the lightness of soapstone in general, thus it is able to move its limbs, run, jump or react as fast as the user's base speed. The running speed is doubled when the floor is slipery through wet ground, ice, mud or through the use of a soapstone floor like "Batala's Renascence".
While the user is piloting the dragonoid, he is not able to use any other technique apart from soapstone jutsus(used through the dragonoid) otherwise, he risks losing control of it.
The dragonoid is able to form spikes and melle weapon on any area of its body at will. From any part of the body of the dragonoid, pockets can be opened so that grapples made of durable soapstone wires and a mini dragon head, can be shot to impale or grab a target or several targets. The grapples can extend upto 20m max. Instead of grapples, several basketball sized soapstone can be shot while they explode on contact with the target with each having a potent explosive power of a paper bomb. The basketball can be made to home on the target. The damage caused by this ability is S-rank in power, counts as a move and can only be done once per turn.
Black sky can only be overcome if its entire self sustain extreme damage, meaning, more than half of its body is destroyed. For example, when only the tail or limbs are severed or destroyed, so far more than half of Dark Sky's body remains, the user continues to pour chakra into it to regenerate them, a reason why the user's entire focus is put into it.
NOTE: Usable only 1x per battle and last for 5 turns after which the dragonoid crumbles into a pile/rubbles of soapstone and the user is left exhausted that his physical strenght and stamina is drastically reduced and won't be able to perform Taijutsu for 2 turns. If the jutsu is stopped before its expiry, then the user would not be able to use Tai the next turn.
NOTE: No soapstone for 2 turns if the entire 5 turns duration is used up. However, if the technique is stopped before the 5 turns, the user would only be unable to use soapstone for one turn.
NOTE: The user suffers 40 damage after using this.
NOTE: No forbidden soapstone jutsu the next turn after the end of the jutsu.

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 Declined  Too much. Also, little things. Long range? In what? reach? 90 damage? for all his moves? I understand a projectile might slip off his skin but what ahbout something like mountain smash? Or Swamp of the Underworld? The slippery is a characteristic of your element, yes but its also bound by logic. Considering its already slippery, if the gorund is itself also slippery, it will probably be too much to a behemoth of 50 meters tall to actually move around. Consider this: if he is 50 meters tall, assuming he is a dragon-like construct, he will be more than 50 meters long. So his tail will be like 15 meters alone. This means that the moment you create it, its already encompassing the area Mid range all around its creation point. Without moving. without doing anything. Its simply too much. Make it smaller, make it simpler, make it more user freely, polish the effects of the speed and consider that, due to its size, it will always be slower than you. Otherwise, its DNR by default.
☻ Toseki: Kuroten - Soapstone Release: Black Sky ☻
Type: Offensive, Defensive, Sup
Rank: Forbidden
Range: Short(Made short-mid range with long range reach)
Chakra: 50(-30 p/turn)
Damage: 90(for his physical attack, 40 to user)
Description: The user after slaming their hands on the ground, causes a large dragonoid figure to emerge from the ground. The dragonoid is entirely made of Soapstone and as it erupts, the user is either situated in a compartment lacated in its head or directly standing on its head. The black dragonoid would stand 30m(check image) tall from the ground, thickness and width like that of the great stone golem, retractable tail which by default(at rest) is 5m long but can reach up to 15m when extended, with its black lustre adding to its entire magnificence and awe. The entire body of the dragonoid is slippery albeit the dragonoid itself is a able to stand and balance itself through spikes underneath its foot which he would use to attach to the ground. Otherwise, he may make his feet less concentrated with talc and thus not slippery. It is able to extend its tail to great lenghts in order to attack or grab onto something. Because of the chakra aided-sliperyness of its hard skin, physical jutsu like earth and water, etc, up to S-rank would normally slip off its skin and be redirected unto another path. Although this does not defy reasoning as it could still be affected if the physical jutsu is not a projectile. E.g, the dragonoid could still sink in swamp of the underworld or be encapsulated or trapped by a jutsu which is capable of such feat. Although the dragonoid is very huge, its weight is not, though slower than the user, because of the lightness of soapstone in general, thus it is able to move its limbs, run, jump or react a rank lower than the user's base speed.
While the user is piloting the dragonoid, he is not able to use any other technique apart from soapstone jutsus(used through the dragonoid) otherwise, he risks losing control of it.
The dragonoid is able to form spikes and melle weapon on any area of its body at will which he can use for physical attacks like punch, kick, block. This attacks pack a fatal punch which makes the default damage point for a forbidden ranked construct. From any part of the body of the dragonoid, pockets can be opened so that grapples made of durable soapstone wires and a mini dragon head, can be shot to impale or grab a target or several targets. The grapples can extend upto 20m max and are collectively, S-rank in strength. Instead of grapples, several basketball sized soapstone can be shot while they explode on contact with the target with each having a potent explosive power of a paper bomb. The basketball can be made to home on the target. The individual damage caused by this ability is B-rank in power, meaning a single basketball bomb is B-rank in power, counts as a move and can only be done once per turn.
Black sky can only be overcome if its entire self sustain extreme damage, meaning, more than half of its body is destroyed. For example, when only the tail or limbs are severed or destroyed, so far more than half of Dark Sky's body remains, the user continues to pour chakra into it to regenerate them, a reason why the user's entire focus is put into it.
NOTE: Usable only 1x per battle and last for 5 turns after which the dragonoid crumbles into a pile/rubbles of soapstone and the user is left exhausted that his physical strenght and stamina is drastically reduced and won't be able to perform Taijutsu for 2 turns. If the jutsu is stopped before its expiry, then the user would not be able to use Tai the next turn.
NOTE: No soapstone for 2 turns if the entire 5 turns duration is used up. However, if the technique is stopped before the 5 turns, the user would only be unable to use soapstone for one turn.
NOTE: The user suffers 40 damage after using this.
NOTE: No forbidden soapstone jutsu the next turn after the end of the jutsu.

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‡ Declined ‡ You didn't follow all of Scorps' comments, especially the one about speed. Like he said, this is DNR by default. I don't see this as unique in the slighest so I was never going to approve this. DNR.

☹ Soapstone Release: Redox - Toseki: Uwaki ☹
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user makes one handseal while focusing his chakra into an existing soapstone source. By adding chakra the user dis-stabilizes the molecular structure of the soapstone and thus causes a collapse in the structural lattices as their atoms becomes rabid and erratic. The result is a massive instability and exothermic energy reaction as the soapstone explodes outwards. Depending on the size of the soapstone in question, the explosion spans a short range distance diameter(5m radis area covered by the explosion while the soapstone source is the epicenter) for dormant soapstone sources and B-rank and below soapstone sources. The explosion area of affect spans a 20m radius or more, depending on the size, if this is used on A-rank and above soupstone technique.
The technique itself is quite fast as the explosion occurs immediately after the handseal is made thus making it a very dangerous technique even for the user as he himself might be caught in the blast if he happens to be in range.
NOTE: Usable 5x per battle


 Declined  Its simply an explosion of the element. Done so many times before for almost all elements. Nothing new here.
☹ Soapstone Release: Redox - Toseki: Uwaki ☹
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user makes one handseal while focusing his chakra into an existing soapstone source. By adding chakra the user dis-stabilizes the molecular structure of the soapstone and thus causes a collapse in the structural lattices as their atoms becomes rabid and erratic. The result is a massive instability and exothermic energy reaction as the soapstone separates/divides into shard or perhaps, miniscle entities which depending on the user, the size may differ rangeing from the size of a rock pebble to a dust speck. As the soapstone divides into thousands of miniature sizes, they splash outwards while converging on the target, completing cladding him in the soapstone. An example is an soapstone source beside a target would splash into thousands of mini sizes as a result of division of the main source, then while they are alive and kinetic, they converge and encapsulate the target, then they coagulate once again to form a single entity. Now the moment they clad the target they contrict almost instantly into a smaller compressed form, successfuly crushing the target within them. Alternatively as they splash and are now converging on the target, the user may make the mini soapstone to take on a sharp property so that as they converge, they impale the target from every sides, embedding their sharp edges into the targets skin, then as they coagulate to form a single entity, they tear off the target skin, with a potent amount of talc mixing with the targets' blood stream causing Talc poisoning.

NOTE: Usable 5x per battle
NOTE: One turn inbetween usage.

‡ Declined ‡ This is just a way of trying to manipulate your CE in another form (dust rather than solid) and I don't like the mention of the talc poisoning either.

☹ Soapstone: Darn It! - Toseki: Shimata! ☹
Type: Sup
Rank: C
Range: Short-Long
Chakra: 15
Damage: 0
Description: The user focuses his soapstone chakra into any tools, weapon, object, etc, that the opponent is holding. By forming a thin layer of slippery soastone around it, the handle or the entire object is made slippery and thus useful at disarming the target of their weapons or making them suddenly drop what they are holding due to being unable to hold on to it. The user can use this on the the targets clothing and shoes. For example, the user can use this on the targets foot wear, making the sole of his shoes slippery and as a result, the target would slip and be unable to stand.


 Declined  The idea is cool yes but...Long range? No handseals? And how does one counter this? I think it needs a bit more polishing. Though the idea is cool.
☹ Soapstone: Darn It! - Toseki: Shimata! ☹
Type: Sup
Rank: C
Range: Short-Mid
Chakra: 15
Damage: N/A
Description: The user makes a single handseal and focuses his soapstone chakra into any tools, weapon, object, etc, that the opponent is holding. By forming a thin layer of slippery soastone around it, the handle or the entire object is made slippery and thus useful at disarming the target of their weapons or making them suddenly drop what they are holding due to being unable to hold on to it. The user can use this on the the targets clothing and shoes. For example, the user can use this on the targets foot wear, making the sole of his shoes slippery and as a result, the target would slip and be unable to stand. Unless the jutsu itself is countered, the affected area would continue to be slipery making the tool, weapon, object unable to be held without sliping off. Meaning: the soapstone coating itself need to be destroyed for the victim to regain perfect control of his tool.

‡ Approved ‡
 
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