Custom Element's Jutsu Submission

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Daemon

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Re: Custom Element's Jutsus

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(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.
(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 is enough to evaporate up to 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.

‡ Approved ‡

(Kazan Hai: Mukami ) - Volcanic Ash: Sixth God
Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: Sixth God is based off the parent technique Righteous Minds. By focusing Volcanic Ash into their arm, the user is able to seep volcanic ash out of those pores in their skin and manipulate it towards the opponent or object they choose to encase it in a shell of volcanic ash to stop its movement and petrify it. In this way Sixth God is the same. Sixth God is performed by focusing Volcanic Ash within any localized point of their body and release a cloud of volcanic ash that washes over the battlefield and moves towards the target. The cloud of grey ash moves around the opponent and encases them in ash. Unlike it's parent technique that puts a cast of ash around the opponent, Sixth God systematically incinerates the opponent's insides converting them into ash filled organs etc. This is accomplished by the opponent inhaling the ash itself. The ash incinerates the opponents lungs due to its intense heat. The Ash begins to pile up and petrify the opponent's lungs. The process continues to work throughout the opponent's body until they are reduced into a statue of Volcanic Ash.
This can only be used twice per battle.
No volcanic ash can be used the turn after this jutsu is used.

‡ Declined ‡ I don't see what makes this different from the technique you mentioned.

(Kazan Hai: Seigi no kokoro)- Volcanic Ash: Righteous Minds
Rank: A
Type: Offensive
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: The user holds out their hand towards the direction of the target. Streams of volcanic ash are shot out and form a large plume of grey ash. The grey ash covers the target and with a handseal the pyroclastic flow is compacted together tightly on the form of the object, petrifying it. This pretrification is achieved by the volcanic ash hardening forming a cast around the target, leaving the inside locked in. This forms a cast of Volcanic ash that can be detonated into a large explosion. However, the ash can only cover things of small to medium size such as the trunk of a tree and a decent sized boulder but cannot cover targets/objects the size of large summons such as gamabunta or manda.
Usable 3 times per battle.


 Approved  I like this one.

(Kazan Hai: Yoru no jigoku) - Volcanic Ash: Hell of a Night
Type: Offensive
Rank: A
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: One of the few volcanic ash jutsu that initially spawn from the ground. Hell of a Night is performed by either slamming your hands on the ground or stomping you feet on the ground. The volcanic ash chakra charged in your hand/leg transfers into the ground in between the opponent and the user. Immediately, the ash rises from beneath the ground as an outgoing wave of ash. The ash within the wave is compacted and nearly hardened. The wave of ash spans high into the air about 10 meters in height and 10 meters in width. The wave of volcanic ash looms over the opponent blocking out the sun above them much like real world Volcanic Ash. The darkness simulates night time. As the wave of ash swallows the opponent whole, the user can detonate the ash resulting in a large explosion.
Can be used 3 times per battle.

‡ Declined ‡ This spans too wide of an area. I can imagine trying to counter this and you would be incapable of dodging/evading this. You would have no choice but to tank it or use something like Great Exploding Colliding Wave since your CE is weak to Water jutsus but only A-Rank and above :|. Also, specify the ground shakes and heats up before this happens.
 
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-Broly-

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


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

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


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


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


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



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


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


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


 Declined  Questions: how can you see, hear and feel, if liquid Gallium is covering your body? That it may not hurt you, ok, but won't it hinder your movement? Speed? Agility? Its a thick liquid, not a fluid one. Its like being covered in tar... And if its a seal, you need to draw more chakra per turn. 20. Seals to achieve this require more chakra as a seal itself requires more power to achieve what a normal ninja would. I also want a note explaining that this seal is B-Rank. When you submit these types of hybrid techniques (seal/element) you need to rank the seal itself.

(Gariumu:Yakkaina ) Gallium Release: Awkward
Type: Defensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: By simply snapping his fingers and focusing his Gallium chakra directly within the solid surface of any physical weapons, armor, or objects in range, the user will create extremely hot Gallium directly onto said object, completely covering it. Due to Gallium's abilities and heat the chosen object will immediately disintegrate into dust (or if it's a non metal it will simply be destroyed), becoming useless. Due to the Gallium covering it, any seals that are on the weapon or object will also be destroyed and reduced to a heap of Gallium. If the opponent is using an elemental version of said weapon, tool, etc, or has covered it in an element this jutsu may still be used on it following the rules of rank, strength, and weaknesses for Gallium. Once the object has been disintegrated or destroyed, the Gallium in question becomes an extremely cool and hardened lump of metal that is incapable of doing damage to the opponent or anything else.
-This jutsu can not that is ibe used on 7SM swords (canon and custom) or CW's.
-Can not be used directly on an opponent
-After 2 uses requires one turn cooldown before next use

‡ Declined ‡ Your element can only be created from the ground or from your body. You can't just spawn this on or in any solid surface like weapons or armour within this technique's range.



Fuuinjutsu/Gariumu: Hitobito e no funtai) Gallium Release: Powder to the People
Type: Supplementary
Rank: A
Range:Short
Chakra: 30 (-20 per turn)
Damage: (+20 to Taijutsu techniques)
Description:By pressing his hand over a seal located on his chest, a seal bearing the kanji "ダンスギャビン·ダンス" (Dance Gavin Dance) that is filled with Gariumu chakra is activated. When the seal is activated it will immediately release a light and skin tight layer of extremely hot Gallium all over the user's body that covers all but the user's eyes . Due to it being the user's chakra, he is not harmed of course (just like a fire jutsu covering the user's body). Of course being liquid, the Gallium will constantly stream off of the user. Nonetheless, the seal will constantly take the user's chakra which will allow it to regenerate the Gallium armor should a great deal of it fall off or it is damaged. Due to the lava like Gallium covering the user and it constantly streaming off of him when he moves, the armor will add damage to all Taijutsu techniques the user attempts. If the armor is completely overpowered (following the table of weaknesses and strengths for Gallium) the seal will deactivate.Due to the armor simply being a skin tight body armor of Gallium, the user's nose, ears, sense of touch and as stated previously, eyes will be unhindered when this technique is in use. Due to the extra power being generated by the sheer heat of the gallium, not much is needed and thus it doesn't slow the user down.
-Can only be used twice per battle
-Seal lasts for 3 turns
-The seal is B ranked

‡ Pending ‡ Leaving for Typhon.


 Declined  DNR. Nah. The more you work on it the more it becomes a copy of many existing things. No point in approving this when its done before.
 
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Serpent

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(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: 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 will first heat up the ground around the target as it converts into Tar, leaving the opponent(s) stranded on a small platform of earth. This Tar then bubbles up shooting countess tar bullets at the opponent location smothering them in Tar. When the Tar hits the opponent it will spread around their body, binding and burning them in the process ultimately forming a cocoon of Tar around them. 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 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.

‡ Approved ‡ After looking the the rest of the Tar Jutsu you have, I decided to remove the ability to use this on existing tar. If you're not happy with this change, I'll decline the jutsu on request.
 
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Nathan

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(Hottoaisu: Hottoaisu no Jutsu) – Hot Ice Release: Hot Ice Technique
Type: Offensive, Defensive, Supplementary
Rank: D - S
Range: Short – Long
Chakra: 10 - 40 (-5 per turn)
Damage: 20 - 80
Description: Through the rapid release and conversion of chakra the user will either manipulate the earth or their chakras in their own body to produce and manipulate Hot Ice or existing Hot Ice. This is the most basic application of Hot Ice Release which allows the user to create highly versatile constructs such as shields, swords, walls, pillars, waves, spheres, weapons, and other forms. These constructs can be produced from the user's body or alternatively can be produced anywhere from the earth around the user. The ice is quite hot capable of inflicting painful burn wounds on those who come into contact with it. To sustain the constructs and forms created through this technique the user simply needs to expend an additonal 5 chakra each turn. S-Rank applications of this technique require the use of the Snake, Boar, and Tiger hand seals.
Note: The S-Rank application of this technique can only be used three (3) times per battle.
Note: The S-Rank application cannot be used on consecutive turns.


 Declined  Why the 5 chakra? Even for an S-Rank? Handseals for everything considering you're creating it from the ground anywhere in range, with any form you want and that its basically burning to the touch (though not as much as you claim...its 60 ºC as a solid give or take...don't overstretch it). Additionally, I want a clear note saying these are static constructs, not capable of creating stuff like animals or other dinamic things. Additionally, range should be increasingly bigger as the rank goes up since this is already multi ranked. D to C rank, short range // B to A-Rank, mid range // S-Rank, Long range.
(Hottoaisu: Hottoaisu no Jutsu) – Hot Ice Release: Hot Ice Technique
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40
Damage: 20 – 80
Description: Through the use of a single handseal, the user will either manipulate the earth or their chakras in their own body to produce and manipulate Hot Ice or existing Hot Ice. This is the most basic application of Hot Ice Release which allows the user to create highly versatile constructs such as shields, swords, walls, pillars, waves, spheres, weapons, and other forms. These constructs can be produced from the user’s body or alternatively can be produced anywhere from the earth around the user. There are limitations to this technique. Depending on the quantity of chakra applied by the user they will only be able to use this technique in certain ranges. D and C-Rank applications can reach up to short-range from the user’s position. B and A-Rank applications can reach up to mid-range. And S-Rank applications can reach up to long range. Additionally, should the user wish to sustain the constructs produced they simply need expend an additional amount of chakra per turn. For applications D to B-Rank the user need only expend 5 chakra. For A-Rank applications the user need only expend an additional 10 chakra. And for S-Rank applications the user need expend 15 chakra per turn. S-Rank applications of this technique require the use of the Snake, Boar, and Tiger hand seals.
Note: The S-Rank application of this technique can only be used three (3) times per battle.
Note: The S-Rank application of this cannot be used on consecutive turns.
Note: The forms created are simply static constructs, not complex forms or dynamic creations.
Note: No other S-Rank or above Hot Ice on the turn the S-Rank version is used

‡ Approved ‡ Made slight edits.

(Hottoaisu: Genshi Sokumen) – Hot Ice Release: Primeval Aspects
Type: Offensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-15 per turn)
Damage: N/A
Description: This technique revolves around the creation of single or multiple familiars composed of Hot Ice. The user initiates this technique by either releasing Hot Ice chakra throughout their body, from the ground around them in short-range, or an existing source of Hot Ice. Should the user desire to create them from the ground the familiars can only be created within short-range. Should the user create them from an existing source of Hot Ice then the familiars can be created anywhere up to long-range. This allows the user to create up to two unique humanoid familiars of Hot Ice. The familiars share certain basic aspects but have different key abilities. The first is that each construct is effectively sentient in its creation and is fueled by the user’s chakra. They act in accordance to the user’s will and are capable of moving away from the user at any distance. Each construct is capable of moving at the speed of an average ninja and is roughly twice the size of the user. When called upon the familiars will share in power. For instance if one familiar is called upon then it is S-Rank in strength. When two are called upon each is A-Rank. No more than two can be created in any instance.

Zaseh the Wise; Zaseh’s unique ability is to apply Hot Ice’s nature as a powerful water sealant. Through the user’s chakra and the composition of Hot Ice Zaseh becomes capable of retaining water it comes in contact with, including water and water based techniques of the opponent within strengths and weaknesses. The capabilities of this technique solely rely on the strength of Zaseh when he is created. For example, if only Zaseh is called upon he will be able to retain water techniques up to F-Rank. If Zaseh is called upon with a second familiar then he will only be able to retain water techniques up to S-Rank. There are limitations to this technique, however. Zaseh is only capable of doing this once per turn and additionally Zaseh has a limit on the quantity of water it can absorb at any given time. Zaseh is only capable of absorbing up to one rank higher in water and thereafter will reach its containment limit. If the containment limit is passed and Zaseh attempts to absorb water again it will simply shatter and disperse causing the water within it to burst out and be released as a massive omnidirectional wave of water and terminate Zaseh. The user can also make use of the water absorbed by Zaseh to make use as a water source for his or her own water techniques. Zaseh can be sacrificed causing the water within it to be used for the water techniques of the user. Water techniques created from this source will gain +20 damage.

Ataraxis the Devourer; Ataraxis’s ability is unlike Zaseh’s and is a true testament to his title as the Devourer. Ataraxis is not composed of one solid form of Hot Ice. Instead, he is composed of millions of small fragments of Hot Ice which are compressed together and held with the chakra that creates and fuels Ataraxis. Ataraxis’s ability is designed to capture opponent’s and crush them in a dust-storm like state. This ability is performed by Ataraxis passively releasing the chakra which holds him together bursting into a storm of Hot Ice fragments. The fragments themselves pose no direct physical threat – meaning they are not able to pierce skin like shrapnel. However, the fragments do possess heat and targets caught within the fragment storm will feel the effects of the heat to a limited degree. It can also effectively block Dojutsu – with the exception of the Byakugan. The ability is used to counteract moving targets similar to how Gaara uses his sand to trap targets and crush them. Ataraxis will burst into fragments and then surround targets and compress back into solid form around the target, effectively trapping it and then crushing it with immense pressure. This technique can be applied on freeform movements and weapons such as freeform taijutsu and kunai; while the technique can be used at the cost of a move to counter other techniques of the same nature and within elemental weaknesses and strengths. The strength of this technique is directly related to the strength of Ataraxis when he is created. As such it will count as an S-Rank technique if Ataraxis is created alone. It will count as an A-Rank technique if Ataraxis is created with a companion familiar.
Note: Lasts for four turns or until cancelled and released.
Note: Can only be used twice per battle.
Note: The user cannot use this in consecutive turns.
Note: No A-Rank and higher Hot Ice techniques in the user’s next turn after this technique has ended.

‡ Declined ‡ DNR.

--

(Hottoaisu: Jigoku no Tsumetai Hōyō) – Hot Ice Release: Hells Cold Embrace
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: 60
Description: A technique which applies the use of the Tiger hand seal while releasing Hot Ice chakra to manipulate the earth. This will cause a large jagged pillar of Hot Ice to burst from the ground on either side of the opponent to encase them in Hot Ice. The size and scale of the technique entirely depends on the quantity of chakra and concentration put in by the user. Which in effect means this technique can capture large summons and targets and trap them in Hot Ice to both crush and warm their body. Additionally, the user is even able to use this technique on themselves as a defensive application to capture and seal themselves temporarily in Hot Ice to defend against offenses within elemental weaknesses and strengths. However, unlike if this technique is applied to an opponent the user will be able to fluently move their limbs within the Hot Ice, similar to that of the Ice Prison Technique. Because the Hot Ice is composed of the user’s chakra they will not experience the heating effects of the Hot Ice, either.
Note: Can be used four times per battle.

‡ Declined ‡ A copy of a canon technique. DNR.

--

Shuton: Nomimono no Yuwaku | Alcohol Release: Temptation of the Drink
Type: Offensive, Defensive, Supplementary
Rank: C – S
Range: Short – Long
Chakra: 15 – 40 (-10 per turn to sustain)
Damage: 30 – 80 (+20 if ignited with a katon)
Description: The user begins by molding varying amounts of Shuton chakra throughout their body and releasing it into the air as an omnidirectional pulse of Alcohol molecules. The Alcohol molecules have no way of directly harming an opponent be it through inhalation, intoxication, or through existing wounds. This omnidirectional pulse will simply act to coat all inanimate objects within range of the rank of the technique. The C-Rank application of this technique is only capable of reaching up to short-range from the user while the B-Rank variation is capable of reaching up to mid-range. Higher ranked variations are capable of reaching long-range from the user’s position. As the pulse, invisible to the naked eye, travels outward it will coat inanimate chakra-free objects it touches with shuton particles. Then, after releasing the pulse and coating a desired object within appropriate range, the user will apply the Tiger and Boar hand seals causing a humanoid shaped body of alcohol. The size and strength of the body created by this technique is directly related to the strength of the pulse. At C-Rank it is capable of creating average human sized bodies standing at about 1.5 meters. At B-Rank the human body formed can be up to double its size being able to stand at a maximum of 3 meters. At A-Rank the height can reach a maximum of 6 meters. While at S-Rank the height can reach up to 12 meters creating a colossal humanoid shaped body of alcohol. The body’s size is directly proportional to the body’s height and can be sustained by the user and act independently of him or her. The body is of course compressed alcohol becoming effectively solid in their consistency allowing them to inflict great physical damage in their strikes. Additionally, once per turn these constructs are capable of releasing a sphere of alcohol from their bodies in which both the strength and size of it is equivalent to the size and strength of the humanoid. The range of which is also equivalent to the range of the corresponding strength of the technique. A body can use a blast of alcohol twice in its life span however should it be used the second time it will consume the body itself as the source of alcohol effectively ending the technique. The bodies created possess the same qualities of alcohol and can be ignited to cause an explosion in the surrounding area. These bodies can be used to intoxicate opponents as well in that should a body or blast strike the opponent causing them to consume the alcohol through their mouth or have it enter their bloodstream through open wounds it will cause intoxication for three (3) turns. In the first turn the opponent will be unable to mold chakra for forbidden ranked techniques and will be unable to perform complex taijutsu actions. In the second turn the opponent will be unable to mold chakra for S-Ranked techniques and above, be unable to perform B-Rank and above taijutsu actions, and be unable to weave hand seals. In the third turn the opponent will be unable to mold chakra for forbidden ranked techniques and will be unable to perform complex taijutsu actions.
Note: Can only be used twice (2) per battle.
Note: Can only be used once every two (2) turns.
Note: The omnidirectional pulse can coat multiple objects but the may only manipulate one single object to create from it a humanoid construct per use.
Note: The body created follows elemental strengths and weaknesses of Alcohol Release.
Note: The blast of alcohol produced by a body can be used twice per body but on the second use it will consume the entire body ending the technique. The strength and size of this blast as well as the range depends entirely on the rank of the alcohol body produced.
Note: The S-Rank application of this technique prevents the usage of Alcohol techniques in the same turn.


 Declined  I don't understand this. Why all of this if what you're creating is a simple alchool familiar? Omnidirectional pulse? Why? Just so you can release from Genjutsu with this? So but this is simply not needed. Make it simple please. Don't add things unrelated to the effect you actually achieve just to make your techniques more "versatile". It results in the opposite.
Changed everything; no need to bold.

(Shuton: Nomimono no Yuwaku) | Alcohol Release: Temptation of the Drink
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-15 per turn)
Damage: N/A
Description: This technique revolves around the creation of single or multiple familiars composed of Alcohol. The user initiates this technique by releasing Alcohol from their mouth or body or by manipulating the moisture in the air within short-range with the user’s Alcohol chakra. The familiars created by this technique have certain shared qualities as well as their own unique abilities. The first is that each familiar is humanoid in shape and is roughly twice the size of the user. Each familiar is composed of pure Alcohol and as such to a normal onlooker the familiar will appear to be composed of water unless the opponent is within short-range of the familiar where they will be able to tell from the smell. The second aspect is that familiars created from this technique are sentient and fueled by the user’s chakra. They act in accordance to the user’s will and are capable of moving away from the user at any distance. Each familiar is capable of moving at the speed of an average ninja and is roughly twice the size of the user. When called upon the familiars will share in power. For instance if one familiar is called upon then it is S-Rank in strength. When two are called upon each is A-Rank. No more than two can be created in any instance. Two of the same familiars can never be created in the same instance.

Mangix the Brewmaster; Mangix is the first of two familiars that can be created from this technique. Mangix is gifted with a basic ability to launch small bullets of Alcohol from his body. The bullets are roughly the size of a normal bullet and can be tracked by an average ninja. Mangix can launch a bullet at a target at the cost of a move. The strength of the bullet is equivalent to the strength of Mangix at the time of his creation. Meaning one bullet will be equivalent to S-Rank should Mangix be the only familiar created. The bullets, being composed of Alcohol, can also induce intoxication should they be ingested or pierce an opponent’s flesh and enter their bloodstream. The intoxication will last for three turns. In the first turn the opponent will be unable to mold chakra for Forbidden ranked techniques and be unable to use advanced taijutsu techniques (A-Rank and above). In the second turn the opponent will not be able to mold chakra for S-Rank techniques and be unable to use taijutsu B-Rank and above. In the third turn the opponent will be unable to mold chakra for Forbidden ranked techniques and be unable to use advanced taijutsu techniques (A-Rank and above). Mangix’s unique ability is entirely supplementary based. He is composed of a highly flammable Alcohol that acts as a potent fuel for fire. As such Mangix can be sacrificed and terminated and merge himself with the user’s fire techniques. When Mangix comes into contact with the user’s fire technique it will feed his entire body as fuel to the fire causing it to gain considerable strength and size. The enhanced strength depends on the rank Mangix is at the time of creation. Should Mangix be created as an A-Rank familiar he will enhance a fire technique of the user by +20. Should Mangix be created as an S-Rank familiar he will enhance a fire technique of the user by +30.

Raijin Thunderkeg; Raijin is the second of two familiars that can be created from this technique. Raijin is gifted with powerful supplementary abilities to aid the user and his companions in battle by creating unique combinations. Raijin when formed will form as the standard humanoid familiar. His supplementary abilities is based on his liquid composition of alcohol. Raijin is capable of freely dispersing his form into millions of alcohol particles allowing him to evade damage and reform at other locations. Raijin can do this at the cost of a move, allowing him to evade techniques, or freeform passively allowing him to simply evade physical freeform assaults. While in his dispersed form Raijin will move like mist would and roughly at the speed of a normal ninja allowing him to reform elsewhere on the battlefield. However, the molecules of alcohol in this state are entirely harmless in all ways and cannot intoxicate any beings on the battlefield. His supplementary ability comes into play by coating himself on projectiles, constructs, and weapons creating Alcohol/X combinations. For example, Raijin can coat himself onto a kunai thrown in the air coating the kunai in potent Alcohol. Or he can coat himself on a slab of earth launched from the user’s position creating an Earth/Alcohol combination. This technique costs a move per turn and can only be used on physical elements and structures. The strength of the technique depends on Raijin’s strength at creation. Should these coatings enter an opponent’s body through injection or wounds into the bloodstream it will induce a powerful intoxication lasting four turns. In the first turn of intoxication the victim will be unable to mold chakra for Forbidden Ranked techniques and use advanced taijutsu techniques (A-Rank and above). In the second turn of intoxication the victim will be unable to mold chakra for S-Rank and above techniques as well as be unable to use taijutsu above B-Rank. In the third turn of intoxication the opponent will be unable to mold chakra for S-Rank and above techniques, be unable to use taijutsu above C-Rank, and be unable to discern subtle genjutsu from reality. In the fourth turn of intoxication the opponent will be unable to mold chakra for Forbidden Ranked techniques and will be unable to use advanced taijutsu (A-Rank and above).

Note: Can only be used twice per battle.
Note: Familiars will remain on the battlefield for a maximum of three turns.
Note: After this technique expires or is prematurely ended no Alcohol techniques above A-Rank for the same and next turn.

‡ Declined ‡ Not a bad technique. I liked Raijin's abilities but all of Mangix's abilities are copies of other techniques. Remove him entirely and make this a one familiar technique.

--

Shuton: Yotta Oikosu | Alcohol Release: Drunken Overtake
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A
Description: To initiate this technique the user will begin by performing a single Monkey hand seal and channelling their Alcohol based chakra into the surface of the ground beneath them. This technique is purposed to in effect create a body of alcohol from the surrounding terrain under which the user can drop their opponent into. The dimensions of the body of pure alcohol can in essence be determined by the amount of chakra infused into it allowing the user a great number of applications to this technique. There is however a specific tell to this technique revealing it to the opponent prior to its activation. As the user will release their Alcohol based chakra into the terrain to manipulate it those who stand on the targeted area will feel a warm sensation beneath their feet as well as the distinct smell of alcohol just prior to the earth changing its properties into Alcohol. This warm sensation poses no direct harm to the opponent and is simply the Alcohol chakra manipulating the earth. Moments thereafter it will change into pure Alcohol. As it is composed of pure Alcohol should it enter the victim’s bloodstream either through direct entry through wounds or through consumption it will induce a powerful intoxication which lasts for five turns. In the first turn of intoxication the victim will be unable to mold chakra for Forbidden ranked techniques. In the second turn of intoxication the victim will be unable to mold chakra for S-Rank and above techniques and be unable to perform complex taijutsu maneuvers (B-Rank and above). In the third turn of intoxication the victim will be unable to mold chakra for A-Rank and above techniques, be unable to perform taijutsu maneuvers (C-Rank and above), and be unable to discern subtle genjutsu from reality. In the fourth turn of intoxication the opponent will be unable to mold chakra for S-Rank and above techniques and be unable to perform complex taijutsu maneuvers (B-Rank and above). In the fifth and final turn of intoxication the victim will simply be unable to mold chakra for Forbidden ranked techniques. Because of the nature of this technique depending on the dimensions of the swamp it may not be suited to be used in the presence of allies or large summons used by the user.
Note: Can be used twice per battle.
Note: No Alcohol techniques above S-Rank in the same and following turn.
Note: The pool of alcohol can also be used for other alcohol techniques.

‡ Declined ‡ Hold on. The description wasn't completely clear but this sounds like you're converting the ground beneath the opponent into Alcohol. That isn't goign to fly. I tried this with Sulphur once but had to find another way since my element, like yours, is weak to Earth. You can do this with Water and it's variations such as mist but not with Earth or similar substances.
--

Shuton: Kagayakashī Hiryō no Yotta Subarashisa | Alcohol Release: Brilliant Wyvern of Drunken Splendor
Type: Offensive, Defensive, Supplementary
Rank: Forbidden
Range: Short – Long
Chakra: 50 (-20 per turn)
Damage: 90 (+20 if ignited with katon) (-20 to the user)
Description: Perhaps the most powerful technique of Alcohol Release known for its beauty and its potential devastation, the Brilliant Wyvern of Drunken Splendor combines grace and majesty with absolute force to crush opponents. Through the application of the Monkey → Boar → Tiger → Snake hand seals the user will release copious amounts of Alcohol based chakra from their body to either manipulate the moisture in the air around them within short-range or an existing source of Alcohol to create this devastating being. The wyvern created from this technique is roughly as large as the dragon created from Wood Release: Wood Dragon with the only difference being that the Wyvern is equipped with wings allowing it to easily fly around the battlefield. The Wyvern, through the continual consumption of the user’s chakra, is granted a degree of sentience allowing it to operate independent of the user and respond to the user’s will through its connection. With this the Wyvern is fully capable of launching its own offenses and acting to defend the user as well. The Wyvern’s body, being fully composed of pure alcohol, is highly flammable and as such acts as an incredibly efficient fuel for Fire Release. Should it be struck with a Fire Release technique from either the user or the opponent it will ignite and use the Alcohol as a fuel enhancing the physical damage it is capable of producing by +20 damage. This however, has drawbacks and limitations. This is limited to fire release techniques which do not fully destroy the Wyvern. Should the Wyvern be struck by a Fire Release technique of appropriate strength it will simply be fully consumed and neutralized. The other drawback to this is that the Wyvern, should it be ignited, will lose its ability to intoxicate foes when it strikes. Should the Wyvern’s Alcohol be consumed or enter an opponent’s blood stream through an open wound it will cause a highly powerful intoxication which lasts for 6 turns. Due to the nature of the concentration this Alcohol is very potent and capable of inducing this powerful intoxication. In the first turn of intoxication the opponent will be unable to mold chakra for Forbidden ranked techniques. In the second turn of intoxication the opponent will be unable to mold chakra for S-Rank and above techniques as well as be unable to perform complex taijutsu (B-Rank and above). In the third turn of intoxication the opponent will be unable to mold chakra for A-Rank and above techniques, be unable to perform basic taijutsu actions (C-Rank and above) as well as be unable to discern subtle genjutsu from reality. In the fourth and most severe turn of intoxication the opponent will be unable to mold chakra for B-Rank and above techniques, be unable to perform the most basic of taijutsu actions properly (D-Rank and above), and be unable to discern subtle genjutsu from reality. In the fifth turn of intoxication the opponent will be unable to mold chakra for S-Rank and above techniques and be unable to perform complex taijutsu (B-Rank and above). In the final turn of intoxication the opponent will be unable to mold chakra for Forbidden Ranked techniques.
Note: Can only be used once per battle.
Note: Once created the Wyvern will last on the field for four turns or until it is destroyed or dispersed by the user.
Note: Upon expiration this technique will take a heavy toll on the user. This results in a speed level reduction of 2 and the inability to use Katon, Doton, Suiton, and Shuton techniques above B-Rank for the same and next turn. Additionally, the user will take 20 damage due to the immense strain this technique takes on their body.

‡ Declined ‡ Sorry but there's nothing new or original about this. I'm surprised since I once tried this for Sulphur and received a DNR too. DNR.
 
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(Taruton: Shishou no Jutsu) Tar Release: Master Technique.
Type: Supplementary/Offensive/Defensive
Rank: C - S
Range: Short-long
Chakra Cost: 15 - 40
Damage points: 30 - 80
Description: The user will focus their chakra while making three handseals. This will heat and convert a targeted area of earth into Tar while using shape manipulation to form small to medium sized constructs of molten Tar for a multitude of uses. These can range from waves, spikes, spears, walls, domes, half-domes and other forms of attack or defense. If needed the user can manipulate chakra forming it within themselves and release this technique as an unshaped bullet of Tar from their mouth. The power of this technique varies dependent on the amount of chakra fueled into it. If a source of Tar is already on the field, the user can use this technique faster and with a single handseal as the need to convert the ground into tar is void. Like all Tar, It is extremely hot and can catch flammable cloth on fire, however it does not effect gas like substances.

Note:
-Can only use S-ranked technique three times per battle.
-Tar remains liquid and hot three turns before cooling down and becoming inactive.
-No S-Rank or above Tar on the turn following the use of the S-Rank variant
-Requires a one turn cool down.
-Can only be taught by Serpent.

‡ Approved ‡ Added a restriction.
 
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(Sekieiton: Purāna Nendai no Shinpi)- Quartz Release: Mystical Manifestation of the Puranas
Type: Supplementary/Offense/Defense
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: The basic creation technique for Quartz. After using two handseals, the user is able to create various tools, with the shaping of the tools being only limited by the users imagination. Things such as walls, spheres, spikes, pillars, swords, mountains, furniture, etc. These tools can be used for defensive purposes against attacks to intercept them, offensive use to make tools to attack/restrict the opponent. These constructs are create in three methods, either through their body (limbs, mouth, etc), the second from the actual earth, and the third method is being able to create these tools out of preexisting Quartz already, but requires an additional handseal when using this third method. The size, and power of the constructs depend mainly on the ranking used, A-Rank Quartz tools can never exceed that of an A-Rank structure seen in the manga/anime. This is the same for every ranking. The user can not create sentient beings from this technique. The power of this technique varies dependent on the amount of chakra fueled into it.

Note: S-Rank Variant can only be used three times
Note: No S-Rank or above Quartz on the user's next turn (if the S-Rank version is used)

‡ Approved ‡ Edited the restriction.

(Sekieiton: Debi Ten no Kengen)- Quartz Release: Devi's Heavenly Manifestation
Type: Offense
Rank: A
Range: Mid - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will focus their Quartz Chakra in the air, perform two hand seals, and open a portal in the sky, similar to Dropping Lid. From the portal, the user will drop a vast amount of crystal Quartz, as they begin go fall towards the ground, when they make contact with the ground, the sudden impact will force an electrical disturbance from the crystal material, anyone unlucky enough will to be within the vicinity will easily be crushed from the impact, as well as electrocuted. All of them the size of regular boulders. Alternatively, the user can summon one large construct composed of Quartz, the same size as the Dropping Lid technique, the end result will be relatively the same. This technique must be used at least mid-range away from the user.

Note: Can only be used thrice per battle

‡ Approved ‡

(Sekieiton: Vuēda no Kodai Rūtsu)- Quartz Release: The Vedic's Ancient Recreation
Type: Supplementary/Offense/Defense
Rank: A
Range: Short-Long (Long Range Movement)
Chakra Cost: 30
Damage Points: N/A
Description: This technique allows the user to create exact clones of themselves composed of Quartz material, but remain to have the same appearance as the user. The user can create the clones from out their body, or earthly sources in close range. Alternatively, the user can have these clones created from a close range Quartz source, when doing so it will require one hand seal. These clones differ slightly from regular clones. They are able to perform Quartz jutsus, as well as the elements that Quartz make itself out of, up to S-Rank (earth, lightning, and wind). The clone also has a certain immunity to these very elements as well, up to S-Rank. What makes these clones unique, is whenever they come into physical distress (Punches hitting the clone, or metal weapons attempting to pierce its body, for example), or discombobulation, they will naturally release unfocused electricity (similar to the Nagashi), that will harm anyone, or thing, that contacts it. When the clone however, is fully overpowered, and destroyed, it will leave behind a rubble of Quartz crystals from where it was destroyed, to be used as a source for jutsu performances, only up to B-Rank.

Note: Follows normal shadow clone rules
Note: Can only create four at most

‡ Declined ‡ This is all over the place. No to the immunity to the elements the clone is composed of. You can tone it down to B-Ranks at most, C-Ranks for the elements it's weak to. You can only create one per usage. Remove that last line.

(Sekieiton: Naga no Hakai Tabeta)- Quartz Release: Destructive Devouring of Nāga's Babies
Type: Offense
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will release Quartz from underneath their opponent, which in turn will summon a large snake being composed of Quartz. The snake will rise head first, with its mouth open, attempting to immediately devour the opponent as it rises. Internally, the beast has spikes of Quartz, sharp, can easily pierce through flesh. This leaves the opponent, the moment he falls into the mouth of the beast, be left with spikes that will pierce him, ripping him to shreds as he falls. Continuing this, the snake like being can close his mouth after devouring the opponent - on command - when this happens, the spikes will come together, creating a sort of impact, which will distort them, and cause unfocused electricity to be released all through the body of the beast internally, ripping the opponent through the electrical charges if they are still inside, and paralyzing them. Plus the opponent will be crushed as the beast closes his mouth. The beast can be controlled mentally, sort of sentient in such movement, so even if the opponent was to dodge the attack from below, the user can still command the beast where to attack, continuing its assault. Against larger beasts (summonings), the snake can coil around them, suffocating them, biting into their flesh. The beast at most can be summoned ten meters large, has decent mobility given its bodily composition, it slithers along the ground.

Note: Lasts three turns
Note: Can only be used three times
Note: Can not be used in consecutive turns

‡ Declined ‡ Similar to existing techniques. The unfocused electricity bit doesn't make this unique since the opponent will be dead before then.

(Sekieiton: Vuishunu Tomei Mezame)- Quartz Release: Vishnu's Translucent Awakening
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: One of the very basic Quartz techniques. Since Quartz naturally have electricity harbored within the source, the user will generate lightning chakra into the source, either through physical contact with it, or by slamming their hands on the ground using the ground as a medium for the lightning to reach the source, and turn that lightning into a bright light the moment contact is made. This light will appear inside the source of Quartz techniques already created, since Quartz naturally is transparent, the light will refract through the source. What comes out the source will be dozens of bright, colorful lights, out of the body of the source. The colorful lights can be aimed, and then left to shine in that area set. The user can have the lights appear omnidirectional, essentially the user is in full control of the lights, and can manipulate them anyhow he/she wishes. These lights do not have any offense, but are meant to distort the opponents vision, confusing them due to the various colors. If the user does not have a Quartz source present, they can create a Prism around the field short-mid range to use as a medium for the light. The light beams cover a long range, and can be spanned a wide range, or narrowed to aim at a specific small point. A more narrow beam of light is more concentrated, and enough to completely blind the opponent, while a larger wave of colorful lights can just slightly distort the vision, once again, through concentration, the user can manipulate how the beam is sent, sized, and forms.

Note: Can only be used three times
Note: Can only be used in one construct at a time, using it on more requires another jutsu use

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‡ Declined ‡ Sorry but this isn't a Quartz technique. You're using lightning chakra to create an effect which has nothing to do with the element.

(Sekieton: Bonten hōhei sakusei)- Quartz Release: Brahma's Artillery Creation
Type: Offense
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user will channel Quartz out of their body, mouth, or area around the field (earthly ground, or preexisting Quartz). The user will be able to create spiked balls of Quartz - that can easily pierce through flesh - which they proceed to send at the opponent. These balls of Quartz when released out of the body/mouth can be sent manually (thrown), or at a high speeds one after the other (like a machine gun). They can also be sent using bodily functions, such as a punch, or kick. When performing from a source, the user will create the balls, aim, and send them mentally to the target. The user can still send them in similar manners as when released from the body. Alternative way of release is, the user through a hand seal, can split the spiked balls accordingly during travel. These balls travel as projectiles initially when aim is taken place at a tremendous rate of speed. Due to their momentum, the moment they are met with resistance, the internal disturbance of the Quartz upon impact will create a burst of electrical energy out of the balls, with the size of the explosion the same size of the initial spiked ball created. The user can send one ball, or many (At most eight), the more sent, the smaller each become. Initially, sending just one would be large enough to engulf an average opponent's body completely. Sending two would be the size large enough to cover the an average opponent's upper body. Four would make them all the size of a basketball. And eight would make them all baseball size. Large sized balls electricity will be lethal enough to paralyze, obviously smaller size will be more numbing.

Note: Can only be used four times
Note: Can not be used in consecutive turns

‡ Declined ‡ The electrical explosion bit doesn't feature in your CE description. Yes, Quartz will release unfocused electricity when it's subject to stress but never will it explode or anything of the sort. You only have 12 CEJ spots, use them wisely. This can more or less be accomplished with your generic creation technique.

(Sekieiton: Shivua no Mauntensanku)- Quartz Release: Shiva's Mountainous Sanctuary
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 (+40 to go long range) (+20)
Damage Points: N/A (+20 if disrupted)
Description: The user will perform three hand seals, and slam their hands on the ground, releasing a barrage of Quartz chakra through out the terrain. The user will be able to create a large source of Quartz on the terrain, where before it appears, the user will be able to manipulate it. This is signaled by a large poof of smoke that appears, similar to regular summonings, before the smoke clears to show the newly found terrain. This technique allows the user to create various terrain based areas composed mainly of Quartz, such as large mountain structures, a complete flat plain composed of Quartz (layering the ground), even things as ancient as a Colosseum. The feature he basically needs for battle such as pillars, gorges, canyons, mountains, simple plains, etc. Initially the user can only change the terrain at most up to mid range, but through extra chakra exchange can exert the terrain manipulation up to long range. The user can also decide to change the appearance of the terrain, by performing two hand seals, and slamming his hands on the ground, the user can re-manipulate the terrain, by changing its design. The user when defeated, when the terrain is destroyed, or when the user wants to, can end the terrain alteration. This terrain allows the user to take advantage of the fight, create Quartz techniques out of the terrain, or aid with preexisting Quartz jutsus already present. Techniques coming out of the ground will likely meet with the Quartz layering, preventing it from being completed. However, this also creates the same drawback for the user as well. A special property of this terrain is Quartz natural ability to release electricity when distorted. Any time the terrain experience a certain amount of stress, or pressure, it will naturally release this unfocused electricity from the spot of distortion, numbing, and inflicting pain to anyone unlucky enough to be in that vicinity. This goes the same for techniques/materials on the surface of the Quartz. This technique is essentially attached to the user, when pieces of the terrain is destroyed, the user can inject their chakra into the damaged area, allowing the crystals to reform, and fix itself due to the chakra consumption (+20 needed), this happens passively.

Note: Lasts four turns
Note: Can only be used twice per battle
Note: No S-Rank or above Quartz jutsu on the turn this is deactivated

‡ Approved ‡ Made some edits. My understanding of the coloured line is that when techniques (e.g. a wave of water) come into contact with the quartz floor/structure, the technique will conduct a current of unfocused electricity.

(Sekieiton: Habana no Vuishasu Shōkan)- Quartz Release: Vahana's Vicious Summonings
Type: Supplementary/Offense/Defense
Rank: S
Range: Short - Long (Short range creation; Long range movement)
Chakra Cost: 40 (-10 for each turn)
Damage Points: N/A (Depends on attack)
Description: The user will perform two hand seal and channel their chakra towards the ground, rising simplistic animals out of the ground. The type of beast created is only restricted to the users imagination (Snakes, Lions, Lizards, etc). The user can create up to four beasts at any one time. These beast are transparent, able to refract light naturally due to its crystal body composition. The size of the beasts never exceed that of the rank created. The user will perform one last hand seal to grant these beasts a form of sentience, moving through mental commands by the user. Mobility wise, these beasts are able to move along the ground, or phase through other Quartz techniques (some sensory types can easily pierce through this though). They can climb up mountainous structures, natural material (forest trees, etc). Ultimately, they can move at a basic pace, able to easily track with the naked eye. Their additional bodily composition can grant more perks for the beasts, such as wings that can allow the beast to momentarily propel themselves long distances (but do not remain a float), thin body able to slither along the ground, and into material to hide (sand, high grass, etc). These beasts main use for attack, or defense is dependent on their body composition and work logically towards them. Wolves created can easily bite the opponent, bears can tackle them, Lions swipe, etc (B-Rank damage, this is Taijutsu base so it does not split). Alone, their body attacks do not release any electricity, but when they make contact with an armor, that might be tough enough to cause a disruption for the attack, the compression created between the two will allow the dormant electricity be released from where the beast attack (A-Rank for one beast, split rank for more beasts). The opponent earthly armor can easily be ripped apart for example. Alternatively, for defenses purposes, physical attacks on the beasts will be met by an electrical surge due to disturbances within their body, and attempt to disperse/destroy any harm upon the beasts. These electrical surges can not be controlled, or used any further then when compression, force, or physical disturbance is done upon the beast. To have this technique remain active, and moving fluidly, the user must consume extra chakra for each turn.

Note: Can only be used twice
Note: Lasts three turns
Note: Requires two turn cool down before re-use

‡ Declined ‡ A lot of filler description here. The ranks are simply not needed. Remove them (the B-Rank Taijutsu and the A-Rank unfocused lightning). The damage these beasts can do will depend on their own rank and the unfocused lightning they release will always be freeform, never ranked. Cut down the description a lot. And by that I mean the description of the different creatures and what they can do. Look at my Gift of Gaia and use whatever the description says. I think there's one line in there that sums up a large bulk of your description. For the wings bit, you can have flight for such creatures if you want. I'm not picky over that sort of thing.

(Sekieiton: Sukanda no Enchō)- Quartz Release: Kartikeya Beastly Gift
Type: Offense/Defense
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A (+10 to taijutsu damage)
Description: An advance armor variation for the user. The user will generate a large amount of Quartz coated around their body. This armor is transparent, with a clear color, able to even see the users body through the armor. The armor is quite thick but isn't too bulky, more or less similar to the B-Rank earth armor. The joints of the user are not covered (such as the elbow, and knees), this allows for the user to remain with full mobility, and functionality, preventing the user bodily movement being harmed. However, with the weight of the armor still on the body of the user, their speed is decreased by half. The special property of this armor is that it allows the user to create various extensions out of its body, or shape the armor itself (and the extensions) to any type of animal (albeit a humanoid version so that it can feasibly fit around the user's body). The user can create the entire armor to appear as a Lion, with large quartz claws being the outcome, a lightly composed tail of quartz, with a crystal mane. Alligators, birds, snakes, etc. Anything that is of logical nature can be created from the armor, and grant the user certain perks due to the composition created. Wings give the user greater propel for jumping, claws a better grip for climbing, piercing, and capturing, etc. However, if no shape is created by the armor itself, it will appear as any regular armor. Back to the extensions, the user can create various extensions out of the armor in cohesion with the animal theme, such as claws, heads of beasts, etc. These extensions can come out from anywhere of the armor. The armor can also just cover small areas of the body instead of the entire body if the user so wishes, such as covered the hands, and leaving the rest of the body regular with the users flesh. Only the area covered with Quartz can be manipulated however. Taijutsu damage is strengthened by the armor. When the armor experience distortion, from either a strong defense, or offensive attack, the armor can release unfocused electricity out of the area inflicted that can damage, and numb anyone unlucky enough to meet with it. The lightning is generated on the surface of the exterior thus preventing the user from being harmed.

Note: Can only be used twice
Note: Must have a two turn cool down before re-use
Note: Can not use Quartz S-Rank and above the turn it is created
Note: Can not use Quartz S-Rank and above turn it is deactivated

‡ Approved ‡ This was cool. I liked the theme in general and the abilities are unique enough to warrant an approval. Removed the last few sentences and the damage boost from the electricity. The electricity will numb the opponent and be momentary at best (before dispersing again) and so it isn't feasible that it will also boost the damage of your Tai. You already have a boost, no need to stack another one on.
 
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Korra.

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(Kuchiyose/Nirro Suna: Darude - Sunaarashi) Summoning/Red Sand Release: Darude - Sandstorm
Type: Attack
Rank: A
Range: Mid - Long
Chakra cost: 30
Damage points: 60
Description: The user opens a rift with a 10 meter radius in the sky high above the opponent roughly Long range in height that like (Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop summons fourth a massive amount of an element in this case Red Sand at a somewhat slower pace. Alternatively the user can open up two smaller portals on any side of the opponent with a radius of 5 meters but these can only be a mid range distance away allowing the opponent time to counter if posssible. These can be above, just like the original but can also be infront, behind or to either side left or right as long as they are at least Mid Range from the opponent.
The Red Sand doesn't flow out all at once but instead falls down or flows out somewhat slowly in the form of a dense wave of Red Sand that almost mimics a sandstorm. In the case of portals that's aren't facing the ground the Red Sand shoots out at the same pace just in the direction the portal is facing. The Red Sand covers everything in a layer of Red Sand that burns anything it touches while also repelling water this sand is as hot as possible and can be manipulated for Red Sabd jutsu A rank and below. This also comes with a few separate abilities besides the falling sandstorm. Any Red Sand that touches a chakra sources allows the user to sense said source be it a technique or an opponent. This however doesn't allow the user to distinquish between chakra natures but does allow the user to distinquish between different people. The Red Sand that doesn't hit the opponent when it strikes the ground will inch towards the opponent somewhat slowly over the course of three turns making its way toward them. Once it gets into short range it stops. This allows the Red Sand source to pile up around the opponent for later use. In essence it creates a series of dunes and slopes all around a short to mid range area around the opponent making using Red Sand techniques easier for the user.
Using this ability the user can take hold of the Red Sand manipulating their shape forcing them to adhere to one another creating a rain of needles, shurikens, arrows, kunai and similar objects with which they can direct towards the opponent. Although the whole souce won't change it's shape with most of it remaining as a sandstorm but a short ranged area around the opponent can be controlled effortlessly. This can create significant damage such as deep slashes, deep gouges and cuts akin to sword or kunai strikes. The Red Sand will also burn anything it touches due to it's natural properties causing third degree burns.
By performing two hand seals the user can cause a series of tornadoes to form around the opponent smashing against them tossing them about rather easily. These tornadoes mimic those created by (Nirro Suna: Sunaarashi) Red Sand Release: Sabels on a smaller scale being more numerous then Sabels' one tornadoe use. Roughly four tornadoes can be created each being roughly C rank in power enough to cause moderate damage. These can be created while maintaining the dense sandstorm
Notes:
Can only be used 3 times per battle.
The technique's use is momentary and is simply opening the rift. The abilities the user is able to use from this technique are just manipulating the Red Sand that flows out from the rifts.
The user only controls the portal's opening not the flow of Red Sand, he can however manipulate the red sand that comes out. If he performs two additional hand seals he can summon fourth the entire source which is comparable in size to (Suiton: Dai Bakusui Shōha) - Water Release: Great Exploding Water Colliding Wave enough to create a large scale desert.
Just like any chakra infused based storm/rain/mist jutsu this technique cannot be pierced through by sharingan. It also restricts the vision of anyone caught inside reducing it to a Mid Range distance.

‡ Declined ‡ This is just several customs throw into one. The sensing is a copy of existing techniques and the manipulation of the sand this technique creates is another jutsu altogether.
 
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Serpent

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(Hisuiton: Adobansudo no Jutsu) - Jade Realease: Greater Jade Technique
Rank: A
Type: Supplementary/Attack/Defense
Range: Short – Mid
Chakra cost: 30
Damage points: 60
Description: The user makes a single handseals forming small to Medium sized objects such as Walls, Spikes, swords or other type of weapons made of Jade for attacking or Defense.
Note:
-Must know Jade Release
-Can only be taught by Serpent
____________
-Approved-
(Hisuiton: Shishou no Jutsu) Jade Realease: Master Technique
Type: Supplementary/Offensive/Defensive
Rank: C - S
Range: Short-long
Chakra Cost: 15 - 40
Damage points: 30 - 80
Description: The user makes a single handseal while using shape manipulation to form small to medium sized constructs of Jade for a multitude of offensive and defensive uses. The power of this technique varies dependent on the amount of chakra fueled into it. If a source of Jade is already on the field, the user can use this technique faster then normal as the need to convert the ground into Jade is void.

Note:
-Can only use S-ranked technique three times per battle
-Requires a one turn cool down.

-Can only be taught by Serpent.

‡ Update Declined ‡ Add proper restrictions for the S-Rank version (restricts your usage of Jade) and remove the last sentence in the description.

(Hisuiton: Suisho Meikyu no Jutsu) Jade Release: Jade Labyrinth Technique
Rank: S
Type: Defensive/Supplementary
Range: Short-Long
Chakra Cost: 40
Damage: N/A
Description: First the user creates a number of Jade flowers. Then they grows these flowers into a gigantic labyrinth consisting of green crystals, confusing all enemies inside of it. The enemies will mostly be lost because of the fact that the green crystals reflect their personal image as well as generates mirror images of the routes, paths, and details within the labyrinth, confusing and intimidating them. It is even capable of confusing the Byakugan. Because of the crystal's stable molecular structure, a simple attack focused at one point is rendered useless, as its wide surface will evenly disperse the force of the attack, reducing the attacks effectiveness. To overcome this technique, an attack that's impact force is already both wide and powerful is required to smash through it. However, the downside is that though the user knows where the opponent is, the walls prevent them from attacking the opponent clearly.
Note:
-Must know Jade Release
-Can only be used once per battle
-Lasts for 3 turns
-Can only be taught by Serpent
____________
-Approved-
(Hisuiton: Suisho Meikyu no Jutsu) Jade Release: Jade Labyrinth Technique
Type: Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 70 (-10 per turn)
Damage: N/A
Description: The user will focus his chakra while making a single handseal causing multiple flowers of Jade to erupt from around the battlefield which quickly grow into a gigantic labyrinth consisting of green crystals entrapping the user and opponent(s). The enemies will mostly be lost because of the fact that the green crystals reflect their personal image as well as generates mirror images of the routes, paths, and details within the labyrinth, confusing and intimidating them. It is even capable of confusing the Byakugan because of the crystal's stable molecular structure. A simple attack focused at one point is rendered useless as its wide surface will evenly disperse the force of the attack, reducing the attacks effectiveness. To overcome this technique, an attack that's impact force is already both wide and powerful is required to smash through it. The downside is that though the user knows where the opponent is, the walls prevent them from attacking the opponent clearly. The user will need to constantly focus his chakra into the technique to keep the walls stable. This makes it impossible to use powerful techniques while keeping the Labyrinth active, effectively limiting the user. Once deactivated, the Labyrinth will collapse under it's own weight. This will crush anything within including the user, whom will need to effectively defend from being crushed as well.
Note:
-Can only be used twice per battle
-Lasts 8 turns but can be deactivated at will
-Cannot use techniques above S-rank while active.
-Can only be taught by Serpent

‡ Update Declined ‡ Wrong template (chakra info) and this will not last eight turns. Keep the original.
 
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Negative Knight

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‡ New Cycle ‡

Rather than closing the thread from now on, I will be checking submissions as they're submitted. There's no restriction on how many you can submit (of course, each CE can only have a maximum of 12 CEJ) or on the length of your submissions. There isn't even a limit on how quickly you can resubmit after getting a decline. However, longer submissions will take longer to check than shorter ones. That goes both for the number of CEJs you submit and the length of each technique. Just something to note. If you want to submit long techniques, ideally only submit one or two at a time.
 

Gatsndshanks

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The first few are resubmissions from old techniques that are in an outdated format.

(Shippou: Shippou Dangan Arashi)-Silver Release: Silver Bullet Storm
Rank: S
Type: Attack
Range: Short-Mid
Chakra: 40
Damage: 80
Description: After making the needed handsigns, user creates a two Gatling guns that emerge from the ground, composed of silver. The guns will shoot bullet shaped silver ore at his opponents a high speeds (3rd tome sharingan or higher can see). Guns shoot 100 rounds(each) when fired.
Note
Can only be used 3 times per battle
(Ginton: Gindanbōfūu) Silver Release: Silver Bullet Storm
Rank: S
Type: Attack
Range: Short-Mid
Chakra: 40
Damage: 80
Description: Forming the hand seals Rat -> Ox -> Dog -> Boar the user calls forth Silver from the ground to arise in the form of two Gatling guns that shoot out 100 rounds each of Silver ore. These bullets are just as fast as real-world bullets and can only be seen in motion with 3-tomoe sharingan or higher.
◘ Maximum usage of two
◘ Unable to use S-rank or above Silver next turn

‡ Declined ‡ I'll let the tracking thing slide since you're just changing this for cosmetic reasons but these can't be as fast as actual bullets.

(Shippou: Daichi-gosunkugi Hakachi) Silver Style: Groundspike Graveyard
* Rank:A rank
* Type:Attack/Defense
* Range:Short-Long
* Chakra Cost:30
* Damage Points:60
* Description:The user stomping/punching the ground causes a mass of silver spikes covering a huge precipice to come shooting out of the ground impaling the opponent unless they are already air born.

(Ginton: Jisasuboki) Silver Release: Groundspike Graveyard
Rank: A
Type: Attack
Range: Short-Long
Chakra: 30
Damage: 60
Description: With the user being in contact with the earth, they channel their chakra beneath their opponent to create a mass of silver spikes with varying density depending on the size of the target (human or summoning) and which forcibly erupt out of the ground to cover a large precipice; anything caught within this area is impaled and skewered.
◘ Maximum usage of three

‡ Update Approved ‡

(Shippou: Kuritikaru itami) Silver Style: Critical Pain
* Rank:S-rank
* Type:Attack
* Range:Short-Long
* Chakra Cost:40
* Damage Points:80
* Description:The user gathers a mass of silver between their hands in a ball, almost instantly they send a huge mass of silvers shooting in the direction of the opponent crushing them and the surroundings.

(Ginton: Rinkaikutsū) Silver Release: Critical Pain
Rank: S
Type: Attack
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user draws their hands together, amassing a ball of Silver in between them and grows larger as their hands are pulled away from each other. A rather quick and effective jutsu, the sphere of Silver can then be shot in a desired direction that bulldozes and crushes anything that may come in its way, human or objects alike.
◘ Maximum usage of two
◘ Unable to use S-rank+ Silver next round

‡ Declined ‡ You can update this one to create a single generic Silver creation jutsu which makes Silver either from your body or the ground.

----------------------

These are completely new techniques

(Ginton: Yamaginjōmyaku)- Silver Release: Silver Mountain Vein
Rank: S
Type: Defence/Supplementary
Range: Short
Chakra: 40
Damage: N/A (+20 to Taijutsu)
Description: Having a mastery of both chakra control and Silver release, the user can channel their chakra throughout their body in order to harden the skin to it's utmost maximum capabilities. This technique can be seen as an advanced form of 'Domu - Earth Spear' and has similar traits. Despite taking on a chrome-like appearance and seemingly covering oneself in Silver, the user retains their mobility while also increasing their physical attributes to reflect the sheer toughness of the technique. However, in this state, the user can only create silver techniques since they are constantly circulating Ginton-based chakra to provide the skin with.
◘ Maximum usage of two

‡ Declined ‡ This is just a greater version of the technique you mentioned.

(Kinton: Maidasutatchi) Gold Release: Midas Touch
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The 'Midas Touch' allows the user to transfer their kinton-based chakra to any solid object and cover it in to a mass of gold whilst in contact with the object itself. This technique can be used in a wide variety of ways, such as using it in conjunction with earth techniques and other solid elements to give it the properties of Gold (giving it +20 attack and the weaknesses/strengths of gold) or using it on the opponents skin to immobilize their body or limb(s).
◘ Maximum usage of three

‡ Approved ‡
 
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House

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(Sekieiton: Vuēda no Kodai Rūtsu)- Quartz Release: The Vedic's Ancient Recreation
Type: Supplementary/Offense/Defense
Rank: A
Range: Short-Long (Long Range Movement)
Chakra Cost: 30
Damage Points: N/A
Description: This technique allows the user to create exact clones of themselves composed of Quartz material, but remain to have the same appearance as the user. The user can create the clones from out their body, or earthly sources in close range. Alternatively, the user can have these clones created from a close range Quartz source, when doing so it will require one hand seal. These clones differ slightly from regular clones. They are able to perform Quartz jutsus, as well as the elements that Quartz make itself out of, up to S-Rank (earth, lightning, and wind). The clone also has a certain immunity to these very elements as well, up to S-Rank. What makes these clones unique, is whenever they come into physical distress (Punches hitting the clone, or metal weapons attempting to pierce its body, for example), or discombobulation, they will naturally release unfocused electricity (similar to the Nagashi), that will harm anyone, or thing, that contacts it. When the clone however, is fully overpowered, and destroyed, it will leave behind a rubble of Quartz crystals from where it was destroyed, to be used as a source for jutsu performances, only up to B-Rank.

Note: Follows normal shadow clone rules
Note: Can only create four at most

‡ Declined ‡ This is all over the place. No to the immunity to the elements the clone is composed of. You can tone it down to B-Ranks at most, C-Ranks for the elements it's weak to. You can only create one per usage. Remove that last line.
(Sekieiton: Vuēda no Kodai Rūtsu)- Quartz Release: The Vedic's Ancient Recreation
Type: Supplementary/Offense/Defense
Rank: A
Range: Short-Long (Long Range Movement)
Chakra Cost: 30
Damage Points: N/A
Description: This technique allows the user to create exact clones of themselves composed of Quartz material, but remain to have the same appearance as the user. The user can create the clones from out their body, or earthly sources in close range. Alternatively, the user can have these clones created from a close range Quartz source, when doing so it will require one hand seal. These clones differ slightly from regular clones. They are able to perform Quartz jutsus, as well as the elements that Quartz make itself out of, up to S-Rank (earth, lightning, and wind). The clone can withstand attacks of the the elements it is strong against (same elements its composed of), up to A-Rank without dispersing (S-Rank to negate the clone). With elements it is weak against, up to C-Rank without dispersing (B-rank to negate it). What makes these clones unique, is whenever they come into physical distress (Punches hitting the clone, or metal weapons attempting to pierce its body, for example), or discombobulation, they will naturally release unfocused electricity (similar to the Nagashi), that will harm anyone, or thing, that contacts it.

Note: Follows normal shadow clone rules
Note: Can only create four at most
Note: Can only create one per usage

‡ Declined ‡ On submitter's request.

(Sekieiton: Vuishunu Tomei Mezame)- Quartz Release: Vishnu's Translucent Awakening
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: One of the very basic Quartz techniques. Since Quartz naturally have electricity harbored within the source, the user will generate lightning chakra into the source, either through physical contact with it, or by slamming their hands on the ground using the ground as a medium for the lightning to reach the source, and turn that lightning into a bright light the moment contact is made. This light will appear inside the source of Quartz techniques already created, since Quartz naturally is transparent, the light will refract through the source. What comes out the source will be dozens of bright, colorful lights, out of the body of the source. The colorful lights can be aimed, and then left to shine in that area set. The user can have the lights appear omnidirectional, essentially the user is in full control of the lights, and can manipulate them anyhow he/she wishes. These lights do not have any offense, but are meant to distort the opponents vision, confusing them due to the various colors. If the user does not have a Quartz source present, they can create a Prism around the field short-mid range to use as a medium for the light. The light beams cover a long range, and can be spanned a wide range, or narrowed to aim at a specific small point. A more narrow beam of light is more concentrated, and enough to completely blind the opponent, while a larger wave of colorful lights can just slightly distort the vision, once again, through concentration, the user can manipulate how the beam is sent, sized, and forms.

Note: Can only be used three times
Note: Can only be used in one construct at a time, using it on more requires another jutsu use

You must be registered for see images

‡ Declined ‡ Sorry but this isn't a Quartz technique. You're using lightning chakra to create an effect which has nothing to do with the element.

Quote from the approved submission, the body of quartz pure release allows for light to travel through, and as mentioned refract light, so this would have something to do with the element.

-Pure release: Transparent and can refract light.
(Sekieiton/Raiton: Vuishunu Tomei Mezame)- Quartz/Lightning Release: Vishnu's Translucent Awakening
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: One of the very basic Quartz techniques. Since Quartz naturally have electricity harbored within the source, the user will generate lightning chakra into the source, either through physical contact with it, or by slamming their hands on the ground using the ground as a medium for the lightning to reach the source, and turn that lightning into a bright light the moment contact is made. This light will appear inside the source of Quartz techniques already created, since Quartz naturally is transparent, the light will refract through the source. What comes out the source will be dozens of bright, colorful lights, out of the body of the source. The colorful lights can be aimed, and then left to shine in that area set. The user can have the lights appear omnidirectional, essentially the user is in full control of the lights, and can manipulate them anyhow he/she wishes. These lights do not have any offense, but are meant to distort the opponents vision, confusing them due to the various colors. If the user does not have a Quartz source present, they can create a Prism around the field short-mid range to use as a medium for the light, that costs an extra move. The light beams cover a long range, and can be spanned a wide range, or narrowed to aim at a specific small point. A more narrow beam of light is more concentrated, and enough to completely blind the opponent, while a larger wave of colorful lights can just slightly distort the vision, once again, through concentration, the user can manipulate how the beam is sent, sized, and forms.

Note: Can only be used three times
Note: Can only be used in one construct at a time, using it on more requires another jutsu use
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‡ Declined ‡ I don't see this being viable with pre-existing Quartz, only quartz made through the use of this technique.

(Sekieiton: Naga no Hakai Tabeta)- Quartz Release: Destructive Devouring of Nāga's Babies
Type: Offense
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will release Quartz from underneath their opponent, which in turn will summon a large snake being composed of Quartz. The snake will rise head first, with its mouth open, attempting to immediately devour the opponent as it rises. Internally, the beast has spikes of Quartz, sharp, can easily pierce through flesh. This leaves the opponent, the moment he falls into the mouth of the beast, be left with spikes that will pierce him, ripping him to shreds as he falls. Continuing this, the snake like being can close his mouth after devouring the opponent - on command - when this happens, the spikes will come together, creating a sort of impact, which will distort them, and cause unfocused electricity to be released all through the body of the beast internally, ripping the opponent through the electrical charges if they are still inside, and paralyzing them. Plus the opponent will be crushed as the beast closes his mouth. The beast can be controlled mentally, sort of sentient in such movement, so even if the opponent was to dodge the attack from below, the user can still command the beast where to attack, continuing its assault. Against larger beasts (summonings), the snake can coil around them, suffocating them, biting into their flesh. The beast at most can be summoned ten meters large, has decent mobility given its bodily composition, it slithers along the ground.

Note: Lasts three turns
Note: Can only be used three times
Note: Can not be used in consecutive turns

‡ Declined ‡ Similar to existing techniques. The unfocused electricity bit doesn't make this unique since the opponent will be dead before then.
Completely revamped, essentially just took the name and kept the snake concept.

(Sekieiton: Naga no Hakai )- Quartz Release: Destructive Devouring of Nāga
Type: Offense
Rank: A
Range: Short - Long
Chakra Cost: 30 (-10 for every turn active)
Damage Points: 60
Description: Advance concept based off of Earth Release: Earth Flow Wave. The user is able to raise the earth short range around them into a large snake made of quartz called Nāga. The snake has a long range reach and is as wide as the earth flow wave. The snake moves in command of the users needs through mental commands. It has a crystalline composition that takes advantage of the pure release of Quartz. The snake has very similar physical capabilities as a regular snake does. It is quite bulky, with jagged crystal edges, making being tackled from the snake ever so dangerous. It can open its large jaws to devour the target as well, piercing whoever is unlucky enough with its sharp fangs. The user can ride on top for evasive purposes against specific technique or to gain a height advantage but the base/tail of the snake always remains connected to the ground. A unique way of attack for Nāga is it can branch out of its body thinner, sharper snakes, meant to attack the opponent in a multitude of angles and ways, those branches also have similar snake like fluidity. A unique property of the snake is that earth-based techniques which attempt to emerge beneath it will stress the piezoelectric crystals in the snake and so the beast will release unfocused electricity to stop the resistance- performance of earth techniques under the beast almost impossible (S-Ranks and below) since it will trigger the electricity and negate its continuation/performance. An alternative usage of the technique, which can be done with or without the beast on the field, is the user can manipulate the terrain, coiling quartz crystal around the opponents feet cleanly, trapping them. The Quartz wrap will vividly look like a snake coiled around their feet. Attempts to physically break out of the trap can release unfocused electricity.

Note: Lasts three turns
Note: Can only be used three times
Note: Can not be used in consecutive turns

‡ Approved ‡

(Sekieiton: Habana no Vuishasu Shōkan)- Quartz Release: Vahana's Vicious Summonings
Type: Supplementary/Offense/Defense
Rank: S
Range: Short - Long (Short range creation; Long range movement)
Chakra Cost: 40 (-10 for each turn)
Damage Points: N/A (Depends on attack)
Description: The user will perform two hand seal and channel their chakra towards the ground, rising simplistic animals out of the ground. The type of beast created is only restricted to the users imagination (Snakes, Lions, Lizards, etc). The user can create up to four beasts at any one time. These beast are transparent, able to refract light naturally due to its crystal body composition. The size of the beasts never exceed that of the rank created. The user will perform one last hand seal to grant these beasts a form of sentience, moving through mental commands by the user. Mobility wise, these beasts are able to move along the ground, or phase through other Quartz techniques (some sensory types can easily pierce through this though). They can climb up mountainous structures, natural material (forest trees, etc). Ultimately, they can move at a basic pace, able to easily track with the naked eye. Their additional bodily composition can grant more perks for the beasts, such as wings that can allow the beast to momentarily propel themselves long distances (but do not remain a float), thin body able to slither along the ground, and into material to hide (sand, high grass, etc). These beasts main use for attack, or defense is dependent on their body composition and work logically towards them. Wolves created can easily bite the opponent, bears can tackle them, Lions swipe, etc (B-Rank damage, this is Taijutsu base so it does not split). Alone, their body attacks do not release any electricity, but when they make contact with an armor, that might be tough enough to cause a disruption for the attack, the compression created between the two will allow the dormant electricity be released from where the beast attack (A-Rank for one beast, split rank for more beasts). The opponent earthly armor can easily be ripped apart for example. Alternatively, for defenses purposes, physical attacks on the beasts will be met by an electrical surge due to disturbances within their body, and attempt to disperse/destroy any harm upon the beasts. These electrical surges can not be controlled, or used any further then when compression, force, or physical disturbance is done upon the beast. To have this technique remain active, and moving fluidly, the user must consume extra chakra for each turn.

Note: Can only be used twice
Note: Lasts three turns
Note: Requires two turn cool down before re-use

‡ Declined ‡ A lot of filler description here. The ranks are simply not needed. Remove them (the B-Rank Taijutsu and the A-Rank unfocused lightning). The damage these beasts can do will depend on their own rank and the unfocused lightning they release will always be freeform, never ranked. Cut down the description a lot. And by that I mean the description of the different creatures and what they can do. Look at my Gift of Gaia and use whatever the description says. I think there's one line in there that sums up a large bulk of your description. For the wings bit, you can have flight for such creatures if you want. I'm not picky over that sort of thing.

(Sekieiton: Habana no Vuishasu Shōkan)- Quartz Release: Vahana's Vicious Summonings
Type: Supplementary/Offense/Defense
Rank: S
Range: Short - Long (Short range creation; Long range movement)
Chakra Cost: 40 (-10 for each turn)
Damage Points: 80
Description: The user will perform two hand seal and channel their chakra towards the ground, rising simplistic animals out of the ground. The type of beast created is only restricted to the users imagination (Snakes, Lions, Lizards, etc). The user can create up to four beasts at any one time, with their damage/rank split accordingly. These beast are transparent, able to refract light naturally due to its crystal body composition. The size of the beasts never exceed that of the rank created. The user will perform one last hand seal to grant these beasts a form of sentience, moving through mental commands by the user. Ultimately, they can move at a basic pace, able to be track with the naked eye. Beings created from this technique will only be capable of basic functions within the logic of their physical capability and function e.g. humanoid figures can run/walk, winged figures are capable of flight, etc. Alone, their body attacks do not release any electricity, but when they make contact with an armor, that might be tough enough to cause a disruption for the attack, the compression created between the two will allow the dormant electricity be released from where the beast attacks. The opponent earthly armor can easily be ripped apart for example. Alternatively, for defenses purposes, physical attacks on the beasts will be met by an electrical surge due to disturbances within their body, and attempt to disperse/destroy any harm upon the beasts. These electrical surges can not be controlled or used any further then when compression, force, or physical disturbance is done upon the beast. To have this technique remain active, and moving fluidly, the user must consume extra chakra for each turn.

Note: Lasts three turns
Note: Can only be used twice
Note: Requires two turn cool down before re-use

‡ Approved ‡

New submission

(Sekieiton: Kāmadeva no Kōshoku Gāden)- Quartz Release: Lustful Garden of Kāmadeva
Type: Offense
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will perform one hand seal, and focus around the area of the opponent. What occurs shortly after is the user will rise many colorized flowers around the location of the opponent. The flowers created are of many variety, but it is purely cosmetic. The real purpose is the quality of the flowers. All of them extremely sharp, able to pierce through flesh. The flowers will rise randomly, bending as it rises like regular flowers do, along the area the user set, and at sizes long enough to engulf the specific target (whether opponent, or large summons) up to ten meters in length. The creation can occur up to long range, but at most can cover an opponents mid range radius (size can be adjusted to smaller). The flowers sharp petals replicate that of spikes. And the bending of the flower roots as they rise can easily restrict an opponent as well. The garden location creation is rather unique, able to be created anywhere on the terrain, the user can also decide to rise the garden at specific patches/location of the field (extend up to long range). Naturally, anyone caught in the garden will be definitely harmed, and movement tough. This is taken to another level as when serious physical distortion is met by the garden, electricity will be released from that flower/area, further paralyzing the opponent. The rise of the garden is rather fast, but predictable/noticeable nonetheless. The jutsu is great for ground attacks, and potentially harming large summons. The flowers rise in a projectile manner. A unique measurement of use for this technique, to act as a trap, the user can rise patches of the sharp flowers, but in a much smaller, mediocre way, appearing seemingly harmless by sight. When within close proximity (five meters), or touch, the flowers will rise in the same method as the original way of use, wrapping and piercing the trapped target. The flower trap will remain their until activated, or released by the user.

Note: Can only be used thrice
Note: Requires one turn cool down before reuse

‡ Declined ‡ The wording needs work and this needs to be shortened. All of the coloured needs to be clarified, rewritten or just removed entirely.
 
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Daemon

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Permission to submit Cloud release jutsu.

(Kumoton: Gamijin)- Cloud Release: Graceful Charity
Type: Offensive/Defensive
Rank: B
Range: Short - Mid
Chakra Cost: 20
Damage Points: 40 (+20 if poison mist is added)
Description: Graceful Charity is a cloud technique that takes advantage of Kumoton's ability to make Ammonia based clouds. Ammonia based clouds are extremely corrosive and can irritate the opponent's skin causing the opponent's skin to peel and rash. The user starts off by forming one handseal or clasping their hands together to spew out this thick corrosive white cloud. The cloud gives off a very pungent odor and stings the nose upon inhaling it. The cloud makes its way to the opponent and wraps around him/her allowing the corrosion and irritation to take place. In conjunction with its corrosive properties, the user can add in poison bombs into the technique to give it a damage boost. The poison mist/bombs can be added using ninja tools. The corrosive cloud is large enough to entrap a number of targets with one usage of the technique(max 3).
Usable 5 times per battle.

(Kumoton: Sounn Rippou ) – Cloud Release: Stratus Cube
Rank: A
Type: Offensive
Range: Short-Mid
Chakra cost: 30
Damage points: 60 (+20 if poison mist is added)
Description: The user will bring their hands together but holding them about 4 inches apart. The user the forms a cloud between their hands and manipulates the shape of it into a cube. The user condenses the water particles within the cloud making the cloud denser. The user then makes the cloud cube to spin rapidly inside causing a sort of slicing pattern in the cube. The user then throws the cube at the opponent. Once contact is made the cube bursts into a torrent of slicing clouds that expands in all directions slicing through anything. Once the cloud cube hits the opponent it expands to about 7 meters in width and height. The cloud used with this technique is a sulfur dioxide based cloud. This sulfur dioxide based cloud forces the opponent to go through a simulated asthma attack when it is wrapped around them. However due to the relatively narrow shape of this cloud it would be rather easy to avoid if the opponent acts fast enough. Like other cloud techniques a poison mist bomb could be added to the cloud as it entraps the target increasing the overall effectiveness of the technique
Usable 3 times per battle

(Kazan Hai: Yoru no jigoku) - Volcanic Ash: Hell of a Night
Type: Offensive
Rank: A
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: One of the few volcanic ash jutsu that initially spawn from the ground. Hell of a Night is performed by either slamming your hands on the ground or stomping you feet on the ground. The volcanic ash chakra charged in your hand/leg transfers into the ground in between the opponent and the user. Immediately, the ash rises from beneath the ground as an outgoing wave of ash. The ash within the wave is compacted and nearly hardened. The wave of ash spans high into the air about 10 meters in height and 10 meters in width. The wave of volcanic ash looms over the opponent blocking out the sun above them much like real world Volcanic Ash. The darkness simulates night time. As the wave of ash swallows the opponent whole, the user can detonate the ash resulting in a large explosion.
Can be used 3 times per battle.

‡ Declined ‡ This spans too wide of an area. I can imagine trying to counter this and you would be incapable of dodging/evading this. You would have no choice but to tank it or use something like Great Exploding Colliding Wave since your CE is weak to Water jutsus but only A-Rank and above :|. Also, specify the ground shakes and heats up before this happens.
(Kazan Hai: Yoru no jigoku) - Volcanic Ash: Hell of a Night
Type: Offensive
Rank: A
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: One of the few volcanic ash jutsu that initially spawn from the ground. Hell of a Night is performed by either slamming your hands on the ground or stomping you feet on the ground. The volcanic ash chakra charged in your hand/leg transfers into the ground in between the opponent and the user. The ground begins to shake and heat up immensely (being hot enough to melt the soles of the enemies shoes). Immediately, the ash rises from beneath the ground as an outgoing wave of ash. The ash within the wave is compacted and nearly hardened. The wave of ash spans high into the air about 10 meters in height and 5 meters in width. The wave of volcanic ash looms over the opponent blocking out the sun above them much like real world Volcanic Ash. The darkness simulates night time. As the wave of ash swallows the opponent whole, the user can detonate the ash resulting in a large explosion. Any wind jutsu used within the range of the plume of volcanic ash would just feed the embers and cause the ash to spread outward growing in size width wise by another 2 meters.
Can be used 3 times per battle.


 All Approved  Been a while since I wrote this.
 
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Selendrile

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(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.
(Fuinjutsu/Awaton: Qalupalik no Aijō)- Sealing/Foam Release: Qalupalik’s Affection
Rank: A
Type: Offensive/Supplementary/Defensive
Range: Short-Long (Released short range from the user)
Chakra cost: 30
Damage points: 60
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). 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. 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 four times per battle
- No other sealing techniques used in the same turn
- Must be placed on the user’s biography

NEW:

(Awaton: Akkorokamui no Oshitsu)- Foam Release: Royal House of Akkorokamui
Rank: S
Type: Offensive/Defensive
Range: Short
Chakra cost: 40
Damage points: N/A
Description: The user will initiate this technique by clapping their hands (releasing the foam from their mouth) or by stomping their foot on the ground (releasing the foam from the earth). By doing so, the user is capable of creating up to a maximum of four separate foam entities that are fifteen feet tall at normal size. These humanoid entities have the body of a muscled human but the head of an octopus. On each of their faces are a beard of long, thick, foam tentacles that the entities are able to extend at will (can be freeform or used as an offensive/defensive ability which is considered A-rank and counts as a move). These foam entities have a special ability to physically manipulate themselves. This is done by enlarging or minimizing the pockets of air within their foam bodies. By doing so, the foam expands/reduces its size drastically, allowing the entities to increase/decrease their size to an incredible extent. Because these entities are composed entirely of foam, they are able to perform all foam techniques up to A-rank that the user knows by using their body as a source. Similar to clones, these entities are capable of acting independently of the user and are sentient to an extent (capable of critical thinking, reasoning, etc).
- Usable twice per battle
- Entities last for four turns unless destroyed
- No foam techniques above A-rank the same turn
-Counts towards clone limits

☼ Both Approved ☼

Removed the heat bit from the first one, added restriction to the second. "The seals would emit a large amount of heat (not enough to burn) as the chakra is detected, which then alerts the user. "
 
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Akuma

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(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 
Fixing handseals bit.

(Koruton: Handogairo Yougu) - Cork Release: King's Armory
Rank: A
Type: Supplementary/Attack/Defence
Range: Short/Mid
Chakra: 30
Damage: 60
Description: The user can through chakra control, 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.

‡ Update Approved ‡

(Koruton/Suiton: Koushin Betashibu ) - Cork/Water Release: Rise of the Sticky Branch
Rank: A
Type: Supplementary/Attack/Defence
Range: Short-Long
Chakra: 30
Damage: 60
Description: After performing a set of three handseals the user pools his Cork chakra into the ground and creates a large amount of branch/tentacle-like apendages of cork to rise from the ground and swarm around. Large enough to wrap and entangle even a large summon or crush opponents; the ends are made sharp enough to pierce flesh with enough force behind them. The technique can he used either to defend by creating a wall formation with them, attack, or distract. If wanted, the user can further empower the technique by casting a handseal, causing sticky liquid to ooze out of the cork pres and basically attach to anything that comes into contact with the cork, and this can be activated as the techniques is growing. Sticking to people and suffocating them with the excessive sticky 'syrup'.
✖ Can only be used thrice per battle.

‡ Approved ‡

(Koruton: Ika Kouzetsu)- Cork Release: Squid Wrap
Rank: A
Type: Supplementary/Offensive
Range: Short - Long ( through medium)
Chakra cost: 30
Damage points: N/A
Description: The user concentrates Cork chakra onto any point of his body and upon contact with a targe a small piece of Cork clings onto them. Once the cork touches the target it immediately expands through 2 diferent variations, one of them makes it so it grows in size while releasing countless 2 inch thin vines of the material to wrap and entangle the target. Preventing any movement or deviating it from it's path. The second one is a more puffed version in which it simply grows without stopping without taking any shape or form; consuming the opponent entirely and suffocating them. The best part of the technique it is that it works similiar to the properties of "Swamp of the Underworld" in which the chakra-infused cork ensnares the enemy's body, making it almost impossible to recover one's strength once it's taken over half or more of their body. The technique is applied through either physical contact, or by sticking the small portion to a projectile and throwing it (thus letting it attack long range targets). The user can otherwise flick/throw it with their hand at the target if they're within throwing range. The technique doesn't do damage itself, but does weaken and restrain the target, as well as makes them pass out if the form-less variation is applied. The user can attack multiple targets with it by producing more than 1 piece, but the rank and strength will be divided equally amongst each copy. Making it weaker and thus easier to counter.
✖ Usable three times per battle.
✖ Must wait a turn between uses.

‡ Approved ‡ Nice techniques. I like the CE.
 
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ZK

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(Ototon/Amatsu Fūton ♦ Karui Tatchi no Jutsu) – Sound Release/Empyrean Wind Release ♦ Light Touch Technique
Rank: A-Rank
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: By combining the power of sound waves in the form of resonance frequencies with great chakra control the user can release concentrated waves of sound-infused Empyrean Wind from his hands and feet. The waves are only effective through physical contact, but are still widely admired for the sheer extend of their targeting prowess. Through the infusion of sound the individual molecules of Empyrean Wind remain dormant, activating only sporadically as they come into contact with a specific target. Through this the user can target singular parts of a target’s body or elemental technique; such as bone or steel.
-Can only be used four (4) times per battle.

‡ Approved ‡

(Amatsu Fūton ♦ Zanka) – Empyrean Wind Release ♦ Remnant Flame
Rank: A-Rank
Type: Supplementary/Offensive
Range: Short-Long
Chakra cost: 30 (-5 to maintain)
Damage points: (Decrease: 10 per turn)
Description: A large-scaled but otherwise relatively simple technique. By saturating the air with Empyrean Wind and taking advantage of the element’s ability to carry Oxygen particles the user can increase or decrease the level of Oxygen in a given area. The change is quick and takes effect almost immediately. During the increase or decrease of Oxygen all those affected by the technique will feel the immediate effects of the changing air, but suffer no specific disadvantages. Only after the technique has been fully charged will those present suffer actual disadvantages, which in the case of an increased level of Oxygen is a sense of euphoria and the inability to use Fire-related techniques lest the area mid-range around the epicenter of the technique be enveloped in a huge, S-ranked explosion. In the case of a decreased level of Oxygen the disadvantages will be severe shortness of breath and an inability to use fire-related techniques that require Oxygen to sustain them.
-Can only be sustained for five (5) turns.
-Can only be used thrice (3) per battle.

‡ Declined ‡ I can't approve this with a clear conscience. You have Scorps' Lonesome Ember technique and so you could remotely detonate any area into any S-Ranked explosion.

(Amatsu Fūton ♦ Suzume-Kyū) – Empyrean Wind Release ♦ The Sparrow Spheres
Type: Defensive/Offensive
Rank: B-Rank
Range: Short-Mid
Chakra cost: 20
Damage points: 40
Description: A simple, but versatile technique. By displaying great control the user can release microscopic spheres of Empyrean Wind. The spheres are dormant upon their creation, meaning that they do not damage anything they come into contact with, and they can be directed by the user. Through an exertion of will the user can activate the spheres, inflating them to fist-size and activating the properties Empyrean Wind intrinsically harbors. The technique owes its name to the loud chirping sound the spheres make as they grow.
-Must wait one turn before reuse.

‡ Approved ‡ As long as you don't use this inside an opponent lmao.
 
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Priest

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☹ 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 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, smaller entities which depending on the user, the sizes may differ ranging from the size of several golf balls to that of nail-size rock pebbles. As the soapstone divides into several/hundreds miniature sizes, they splash outwards while converging on the target, completing cladding him in the soapstone. An example is a soapstone source beside a target would splash into hundreds 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 constrict quite quickly into a smaller compressed form, successfully 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.

NOTE: Usable 3x per battle
NOTE: One turn in between usage.

‡ Approved ‡
 
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Pervyy

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(karumera Tatsumaki) - Caramel Tornado
Rank: C - Forbidden
Type: Attack - Defense
Range: Short - Long
Chakra cost: 15 - 50
Damage points: 30 - 100
Description: The user will release his charka in the form of a spiralling tornado which will turn to molten hot caramel. Like all tornado style jutsu this forms fast building up a high rotation speed in seconds. The size and power depend on the amount of chakra the user puts into the jutsu. This can be used for attack or defensive purposes. For defence the user can make this tornado of caramel spin around him with him at the eye of it, pushing outwards like a wall defence, protecting the user from all sides. Forming a 5m radius around the user keeping the heat away. When made to the highest strength, the tornado has the power of a F5 caramel tornado which the user can control and move around the field at the speed normal tornados move. While controlling the tornado to move the user can't use any other jutsu.
Useage and limits:
C rank - 15 chakra - 30 damage
B rank - 20 chakra - 40 damage
A rank - 30 chakra - 60 damage - useable 3 times
S rank - 40 chakra - 80 damage - Useable twice, No S ranks or above in the same turn. No caramel in the next turn.
Forbidden - 50 charak - 100 damage - Useable once, No S ranks or above in the same turn. No caramel for following two turns. No forbidden jutsu for 2 turns. User suffers 30 damage from the strain to maintain such a powerful jutsu

‡ Declined ‡ I only allowed multi-ranks for the general creation techniques of CEs and when it's necessary. This is completely unnecessary.
 
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BusinessManTeno

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(Rinton: Onchou Bakuha Kokuou) Phosphorous Release: Grace Of The Exploding King
Type: Supplementary / Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This is a unique type of jutsu, only used when the opponent physically hits the opponent. The user will engage in physical contact with the enemy on any part of the opponents body. Once done the user will channel their phosphorus chakra onto the point of contact causing a small phosphrous patch to grow on said part that is 12 inches in both width and height. The user will then do a conformation handseal causing the phosphorus patch to ignite on said body part. The explosion is strong enough to blow off said body part and can be lethal depending on where it has struck. If the opponent somehow removes the patch from their body, it can no longer be ignited/detonated.

Note: Can use 3 times per battle
Note: Technique can stay lingering for 3 turns before the phosphorus patch fades away
Note: This technique can be chained with a taijutsu technique aswell
Note: Cant use any phosphorus techniques of S rank and above in the next turn

‡ Approved ‡ Edited

(Rinton: Naraku Oukoku) Phosphorus Release: Hades Kingdom
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90 (Death to user)
Description: This is the most forbidden technique of the phosphorus, while exchanging the life of the user to execute such dangerous technique. The user will do 2 handseals while causing phosphorus to spread all around the battle field up to 30 meters on both sides of the user and opponent deep in the earth. The phosphorus begins to spread 3 meters underground, as deep as 30 meters underground. Once it spreads the user will violently slam his hands on the ground sending fire chakra into the ground causing the phosphorus underground to fully ignite creating a huge explosion that reaches up as high as the clouds with such force where the shockwave of the explosion deals damage to those who arent even caught in the explosion. The unique thing about this technique is not the explosive capabilitites but the fact that the fumes from the phosphorus being ignited linger heavily into the air, causing anybody who are in the aftermath of the explosion with the fumes to be teary eyed to the point they cant open them, if inhaled it would restrict the opponent breathing as if they wouldnt be able to breath, will causing bodily failure if not treated. The fumes are lethal if not treated right away

Note: Can use once
Note: Causes death upon impact
Note: The fumes stay in the range of the explosion

‡ Declined ‡ I don't like techniques which are unnecessarily powerful just because they kill the user. Tone this down heavily or ideally abandon the idea altogether.
 
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Gobi Gobletsson

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(Erubiumuton: Jisshi Keitai no Kyū Sekai Jun) - Erbium Release: Embodiment of the Old World Order
Rank: Forbidden
Type: Offensive
Range: Short - Long
Chakra cost: 50
Damage points: 90 (-15 damage to user)
Description: ''Jisshi Keitai no Kyu Sekai Jun'' is a technique which carries a secondary application aside from its primary. The primary usage is the trigger of the technique, and the actual technique itself. The user pour Erbium powder throughout his pores solidfying it about his desired hand forming a bubble of pure Erbium. Following the notion the bubble will be slammed against the surface(such as the ground) thus activating the technique. Upon impact with the earth, it will ripple outwards across the floor, filling out the perimeters of short-range, followed by unleashing a havoc of erbium spears throughout the rest of the field. Like an explosion it erupt omni-directional around the user. The user can if he so desires, cause spears of erbium to erupt inside of the field of short-range as well, manipulated in such a way not to skewer himself. If the opponent would be caught in the ripple like effect given from the bubble, it would essentially trap their feet or whatever limbs that would be in touch with the ground, as if they had stepped on a hardening cement field. This is the first and primary ability of the technique, which is essentially for the secondary ability to be used. A trait of the Erbium user, is the skill to either solidify from its powdered form or vice versa. Through a single hand sign the user is capable of causing the entirety of the spears to dissolve outwards in a heavy whirlwind, forming a tornado of Erbium powder capable of shredding and dealing severe damage depending on the areas affected, such as vital location as the neck. The whirlwind will then encompass on the user decreasing its size to short-range yet tall and thick, and then followed by a secondary hand sign be shot omni-directional, as an explosion dealing piercing damage due the sheer momentum.
Despite the long and tiring sounding process, it is quite fast in creation, encompassing and ending of the technique. If the target(s) manages to somehow survive and get cut or struck they will then soon be affected by the radiation poisoning(1 turn), as such will be weakning the opponent and and cause him heavy fatigue, leaving struck with one less move per turn, meaning a maximum of two moves per turn, while weakning his taijutsu by -10, and overall speed by 3.
''Jisshi Keitai no Kyu Sekai Jun'' primary ability can only be used once per battle, twice per NW event. And disables the user from using above S-ranked Erbium and Earth Techniques the following two turns. Secondary ability is counted for as a seperate S-rank technique, however can only be used once the primary ability have been used, and can only be used once per battle and twice per NW event. It disables the use of using above A-rank Erbium technique the following turn. The secondary ability also of course, counts twowards the three moves per turn usage.

‡ Declined ‡ Sorry but this is just too much. I can't approve this.

(Karushiumu: Tenchi) - Calcium Release: Heaven and Earth
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: Tenchi is a unique technique which can be applied in a variety of different ways, either supporting Taijutsu, speed and overall Calcium based techniques. The very primary concept of this technique is to either make any calcium structure lighter in a sense, by making each molecule hollow, thus increasing speed, but in turn decreasing power and inducing brittleness to the bones. This however can also be done the other way around, in order to decreased speed and induce more strength. Through activation of this technique which is instant as it requires but a mental command, the user will be able to influence his following created techniques. Increasing the density of the bones the user will increase damage by +20, while speed will be lessened. The other way around will decrease damage by -20, and speed up techniques. An activation lasts four turns.

‡ Approved ‡

(Karushiumu: Kuzuri no Kokyu) - Calcium Release: Gluttonous Breath
Type: Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: Gluttonous Breath, is a vicious technique which capitalizes on one of Calcium's many compounds, being Calcium Arsenate. By activating the technique through either a stomp or fist slammed into the ground the user will expel Calcium Arsenate throughout the pores of the earth within the user's desireable area and boundaries of the technique. The powdery arsenate will never be viewn in powder form, as when it exudes and comes in contact with moisture it instantly dissolves into a gassous state akin to vapour which becomes highly toxic to inhalate, and causes irriation to the skin. After a period of one turn the target(s) skin will start to gain hemorrhaging delivering high pain upon movment thus decreasing their overall base speed by -1. Following turn the target(s) will suffer Bone Marrow Damage thus causing Neuromuscular disturbance causing degrading which in turn the inhalator becomes completely immoblized unless he finds a suitable solution to get rid of the obtained toxic. Should the target find themselves incapable of riddening themselves of the toxic their organs will start to disfunction by the fourth turn, and during the second and third the pain would only increase. Gluttonous Breath may only be used thrice per battle, and restricts the user from S-ranked lightning and Calcium Release the following turn.

‡ Declined ‡ Sorry but I've never been a fan of poisons or toxins. Blame Vincent.

Updating:

(Karushiumu: Karushiumu Soujuu)- Calcium release: Calcium Manipulation
Type: Attack/Defense/Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: This technique enables the user to control the calcium inside his body or calcium underground to create tools, like shields, pillars, weapons. The user can either use the calcium inside his own body to create a tool that exits his body, or create a tool that comes out from underground, for example pillars. The amount of calcium the user can manipulate is however restricted to medium-sized objects.

~Usable 4 times per battle
~The user cannot change the properly of the calcium they manipulate, the things that the user creates using this technique have the same properties as bones.
(Karushiumu: Karu no Soujuu) - Calcium Release: Calcium Manipulation
Type: Attack/Defense/Supplementary
Rank: C-S
Range: Short-Long
Chakra Cost: 15-40
Damage Points: 30-80
Description: This technique enables the user to control the calcium inside his body or calcium underground to create tools, like shields, pillars, weapons. The user can either use the calcium inside his own body to create a tool that exits his body, or create a tool that comes out from underground, for example pillars. The amount of calcium the user can manipulate is however restricted to medium-sized objects, while A-S-ranked version may create bigger scaled constructs such as walls, etc.

~S-ranked version is usable 3 times per battle
~No S-Rank or above Calcium in the same and next turn (after S-Rank version is used)
~The user cannot change the properties of the calcium they manipulate, the things that the user creates using this technique have the same properties as bones.

‡ Approved ‡ Edited.
 
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Gobi Gobletsson

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Updating. Changed several pointers for these.

(Erubiumuton: Kotai Kabe no Jutsu) - Erbium Release: Solid Wall Technique
Rank: A
Type: Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: N/A
Description: The user will manipulate their chakra and use a single hand seal to create a wall of Erbium to quickly erect itself in the desired location inwhich the user chooses to defend from incoming attacks or trap opponents.
____________
-Approved-
Changed entire description:

(Erubiumuton: Mekkiama Shohin) - Erbium Release: Plated Armour Pieces
Rank: A
Type: Supplementary/Defensive
Range: Short - Long
Chakra cost: 30
Damage points: N/A
Description: Through the use of a single hand seal the user will be capable of creating several constructs of Erbium. These constructs are namely and shapely - Walls that may erect quickly anywhere within the range of the technique, in the desired location inwhich the user chooses to. A maximum of three can be made, much akin to the Roshomon Gates. Ontop of so, it's not only capable of being erected from the earth. Through an explusion of Erbium powder the user is able to cause the powder to condense on itself, followed by expanding while solidfiying, much alike Sarutobi's version of the Mudwall technique. This would succesfully form a solid wall of erbium. In case this is made mid-air, it carries the weight and power of an A-rank should to fall ontop of an object or target. The speed inwhich it expands and solidfies is capable of dealing quite the bruises and even perhaps break a bone or two if hit unluckily. Should the wall(s) shatter it could prove dangerous as if being hit by a shard which would also cause radiation through the blood veins causing +10 Taijutsu, -2 base speed and one move less per turn. This kicks in over the course of one turn. Can only be used four times per battle.

‡ Update Approved ‡

(Erubiumuton: Narimasu no Atorasu) - Erbium Release: Will of Atlas
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: N/A
Description: The user will create multiple pillars to rise up from the ground made of solid erbium, which can be manipulated around an object or a person to bind them and restrict their movement.
'
Updating:
(Erubiumuton: Narimasu no Atorasu) - Erbium Release: Will of Atlas
Rank: C-A
Type: Supplementary
Range: Short - Long
Chakra cost: 15-30
Damage points: 30-60
Description: Through a hand gesture, or overall a body movement the user is capable of creating multiple constructs from the ground. The constructs can cary various traits, such as being pillars, spikes, spears, flexible or rigid. This technique was originally made to restrict a person, while it can however also prove lethal or capable of erect pillars in order to block certain attacks.
If the target(s) manages to somehow get cut or struck they will then soon be affected by the radiation poisoning(1 turn), as such will be weakning the opponent and and cause him heavy fatigue, leaving struck with one less move per turn, meaning a maximum of two moves per turn, while weakning his taijutsu by -10, and overall base speed by 2. A-Rank version can only be used three times per battle.


‡ Approved ‡

(Erubiumuton: Kyaku Arashi) – Erbium Release: Powder Storm

Rank: A
Type: Offensive, Defensive, Supplementary
Chakra cost: 20
Damage points: 40
Description: The user will create a moderate amount of powdered metal Erbium that can be used for multiple methods, such as creating a thick mist like defence to obscure targets views, or create a sandstorm style effect to deal damage, or even create a projectile based attack using the loose particles. Due to the type of attack this can be used to get some particles in the blood system of the target to deal the radioactive damage of the metal over a period of time.
Note: Radiation effects kick in over a period of 4 turns, causing a varied range of sickness that hinders the target unable to fully fight (max of two moves in turn).
Updating:
(Erubiumuton: Kyaku Arashi) – Erbium Release: Powder Storm
Rank: C-A
Type: Offensive, Defensive, Supplementary
Range: Short-Long
Chakra cost: 10-30
Damage points: N/A20-60
Description: The user will create a moderate amount of powdered metal Erbium that can be used for multiple methods, such as creating a thick mist like defence to obscure targets views, or create a sandstorm style effect to deal damage, or even create a projectile based attack using the loose particles. Due to the type of attack this can be used to get some particles in the blood system of the target to deal the radioactive damage of the metal over a period of time. If the target(s) manages to get cut or struck they will then soon be affected by the radiation poisoning(1 turn), as such will be weakning the opponent and and cause him heavy fatigue, leaving struck with one less move per turn, meaning a maximum of two moves per turn, while weakning his taijutsu by -10, and overall base speed by 2.
The C-ranked version is capable of being used differently, but does still carry the same primary concept, the creation of Erbium powder. While the A-ranked version can be created anywhere within the range of the technique, the secondary version is an explusion of erbium powder throughout the users pores, which can be done from any limb of the body, of the user's choice. This powder is explused in mists and small plumes that may cloak the user's prescense or leave a trail of erbium in his wake. Of course, if inhaled by an combatant, he may suffer above radiation effects.


‡ Declined ‡ A sandstorm that elicits effects like those (which don't fade) won't be approved.

(Erubiumuton: Junsei Shokunin no waza) – Erbium Release: True Craftsmanship

Rank: B
Type: Offensive, Defensive, and Supplementary
Chakra cost: 20
Damage points: 40
Description: The user will manipulate their chakra to create a multitude of different objects to the user’s desire. These range from small pillars or poles, rods and ninja tools such as shuriken or kunai or a shield of Erbium. When used to attack the target they break off particles into the opponent’s body or skin if they cause a wound and over a period of time the radiation affect of the metal will take place.
Note: Radiation effects kick in over a period of 4 turns, causing a varied range of sickness that hinders the target unable to fully fight (max of two moves in turn).
Updating:

(Erubiumuton: Junsei Shokunin no waza) – Erbium Release: True Craftsmanship

Rank: B-S
Type: Offensive, Defensive, and Supplementary
Chakra cost: 20-40
Damage points: 40-80
Description: The user will manipulate their chakra to create a multitude of different objects to the user’s desire. These range from small pillars or poles, rods and ninja tools such as shuriken or kunai or a shield of Erbium. When used to attack the target they break off particles into the opponent’s body or skin if they cause a wound and over a period of time the radiation affect of the metal will take place. Should the target(s) manages to get cut or struck they will then soon be affected by the radiation poisoning(1 turn), as such will be weakning the opponent and and cause him heavy fatigue, leaving struck with one less move per turn, meaning a maximum of two moves per turn, while weakning his taijutsu by -10, and overall base speed by 2.
Note: S-ranked version can only be used twice. A-Rank version can only be used thrice. No S-Rank or above Erbium in the user's same and next turn (when S-Rank version is used).

‡ Approved ‡
 
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