Custom Element's Jutsu Submission

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[光遁, -光周期] - Guāng Zhōuqí | Light Release – Light Cycle
Type: Supplementary
Rank: S
Range: Self
Chakra: 40
Damage: 0
Description: The user manipulates their chakra network, converting the entire network from its raw properties to become the properties of chakra created light. Doing so, the user is capable and does alter their entire physique; altering the body composition so it can become light. In this form, the user is naturally autonomous and intangible; however, he possesses the ability to become tangible on will alone. The user can even scatter as light particles and recollect themselves within 5 meter diameter.

~ Note ~ The User can only activate this technique Two Times Per Battle. Each Activation last Three Turns.

~ Note ~ Only Chakra Infused Taijutsu, Elemental Weaknesses, and Genjutsu can damage the user’s body.

~ Note ~ Since the User’s Body Becomes Light, this gives the user’s physique its own elemental advantages, such as absorbing fire based techniques.

~ Note ~ When intangible, the user’s entire body appear golden/yellow as some rather tell for the opponent.


[光遁, -加速] - Jiāsù | Light Release – Accel
Type: Supplementary
Rank: A
Range: Long
Chakra: 30+
Damage: 0
Description: With a body composition being entirely light particles, the user’s mobility drastically increases; however their movement becomes significantly less dynamic. The user is only capable of burst like movements that travel in linear pathways, and unless met with a substantial force of any kind the user will remain in that trajectory until the technique is cancelled. Any prolong use of the technique will drain chakra (100 Pts) Per Turn it is active.

~ Note ~ The Technique “Accel” Grants the User x5 their Current Speed

~ Note ~ Colliding with any of Light’s Elemental Weaknesses or Sentient Life will cancel the technique

~ Note ~ The Conditions and/or Perks of the Technique “Sun Drive” are still active. “Accel” cannot be used if “Light Cycle” is not active.

‡ Both Declined ‡ Instead of referencing one another, you could definitely combine these two into one technique. I also normally wouldn't allow any kind of speed boosts but I'll make an exception. If and when this is approved, Light Rider can no longer be used. This is essentially a trade-off, a boost of 4x or 5x in place of moving at the actual speed of light. This is to make things more in-line with current standards. I don't want to penalize you for trying to make your customs fair or less powerful than they could be. Also, try to model your CE on how Sound Release is now. Techniques which deal damage will move just faster than canon lightning but will still be trackable. Non-offensive jutsu will move at the actual speed of light e.g. simply blinding an opponent. Specialized techniques like this will need to find some balance between the two.

[光遁, -白空白] - Bái kòngbái | Light Release – White Void
Type: Supplementary
Rank: A
Range: Mid
Chakra: 30
Damage: 0
Description: Being able to convert raw chakra into the natural element of light, the user has control and manipulation of the properties of said element for battle purposes. For this technique, the user forms a unique hand seal, placing their fingertips together to form a rhombus anywhere around their body that they are capable. At that moment, they have already gathered the chakra and then released it as a surge of enormous pure white light. It is big enough to envelop the user and any distance from him to short range in any direction. This technique is used to temporarily or even potentially permanently blind the opponent.

~ Note ~ The Technique “White Void” only temporarily blinds the opponent for three turns if they were at a distance of mid-range from the user.

~ Note ~ The Technique “White Void” permanently (for the remainder of the battle) blinds the opponent if they were of short range (3 Meters or Less) from the user.

~ Note ~ The Technique “White Void” can only be used Three Times Per Battle.

‡ Declined ‡ Permanent blindness is a bit much lol. You need a maximum amount of turns on something like this. Blindness from flash bombs is a single turn, so I'll allow a maximum of four turns regardless of the range.

[光遁 照明] - Zhàomíng | Light Release: Illumination
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 0
Description: This technique revolves around the concept of becoming Light. Through the usage of a full-bodied surge, the user is capable of instantly converting their entire body to light. Upon initial conversion, the only visual change will be that of a soft glow that can be seen to emanate from the users position; which makes them seem ethereal-godly-otherworldly. The glow, laden with the user’s chakra, can be suppressed or made to distort the user’s visage. Doing so prevents enemies from focusing on them due to the threat of blinding. Furthermore, being comprised of light particles the user is intangible yet is capable of becoming tangible, now becomes vulnerable only to the elemental weaknesses of light, can passively scatter into light particles and immediately reform anywhere within a short range radius. Not only that, but as their body is now comprised of a formless substance they can manipulate their looks or the form that they take into anything imaginable. As an extension of this concept, the user can release adaptable offshoots of A-Rank strength with the aforementioned properties to attack or defend.

Alongside this transformation comes the ability to perform a method of high-speed re-location, in which the user will be capable of bursting into a beam of light that will allow them to travel at 5x their current speed, however in turn the user will be limited to less dynamic movements such as only linear pathways. Although, by combining their newly granted speed with Taijutsu, the user will be capable of adopting a tangible state at the zenith of their motion to deliver an enhanced Taijutsu attack (+20). The user will be capable of maintaining this enhanced state as long as they do not encounter a substantial opposite force or choose to end their movement, and due to being light the user can, upon coming into contact with a reflective surface, choose to reflect themselves – allowing them to instantly change their trajectory without losing speed.

~ Note ~ Since the User’s Body Becomes Light, this gives the user’s physique its own elemental advantages, such as absorbing fire-based techniques. When fire-based (including heat/warmth) techniques are absorbed, the damage of the techniques converts and adds onto the Taijutsu DMG Perk.

~ Note ~ Colliding with any of Light’s Elemental Weaknesses or Sentient Life will cancel the technique and the user will recieve +10 damage from this jutsu.

~ Note ~ The User can only activate this technique Three Times per Battle. Each Activation last Three Turns.

~ Note ~ This Jutsu Can Only Be Taught By Trooper3Stacks

Approved, made edits

[光遁光周期] - Guāng Zhōuqí | Light Release: Light Cycle
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 0
Description: Through the use of light chakra, the user will be capable of distorting the transmission, perception, reflection or refraction and emission of light from an object or targeted area. As a purely supplementary technique, this jutsu makes full use of the inherent properties of light and as such is extremely quick to activate; and once activated, it takes effect at the speed of light making it virtually instant. Various effects can be achieved through the use of this technique by altering the way that light interacts with the world (specifically on the battlefield). One effect is that the user can reduce the amount/speed of movement/emission/reflection of light. This can result in a 7-Point deduction in one’s ability to track because the sense known as sight solely depends on visible light. If the user slows down light’s speed or means of travel, the opponent receives visible information later than normal; which creates an effect of slower time.

The user can also enhance or nullify present light, allowing for the production of flashes of light of various intensities (too high and light ceases to be visible causing once visible things to appear as transparency), colors, and patterns. Even dark spots can be created, which is the result of areas completely devoid of light. With this perk, the user is capable of manipulating light to form optical illusions or even bending light around an object or area to make it; creating a form of invisibility. The importance of light and the user’s ability to govern it freely with this technique makes the possibilities of this jutsu endless; as such when used effectively this jutsu will likely force an opponent to relinquish their reliance on slight, and instead focus on interpreting the world through their other senses.

~ Note ~ Once activated this technique stays active for the next four turns, during which time the user can freely govern the way that things look by manipulating light.

~ Note ~ In the case of objects that do not produce their own light - aka solids, liquids and most gasses, or the manipulation of natural light (whose source is the sun) blinding effects will be limited to that, and the next turn only. When used on techniques that emit energy in the form of light however, such as fire or lightning, opponents who look upon it will be immediately blinded for that, and the next turn as well. Due to being chakra infused, the blinding effect will even affect Doujutsu.

~ Note ~ Once this technique is over, the user cannot re-use it again for three turns, and also while it is active they are limited in that they cannot activate Light techniques above B rank.

~ Note ~ This Jutsu Can Only Be Taught By Trooper3Stacks

Declined - the 7 point deduction is too much. You can say they lose up to 4 ranks of their tracking speed.
 
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Toseki: Shutsugen no Obatala - Soapstone Release: Advent of Obatala
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40(-20 to repair the labyrinthe)
Damage: N/A
Deacription: The user brings out an empty scroll and smears blood upon it while making two handseals. Having done the ritual, he would slam the scroll to the ground while imbuing large amount of his chakra. He would then summon a massive structure that span an entire terrain. It might range from a colliseum to an entire city with intricate structures/labyrinth and ancient achitecture all made of soapstone. Even the ground is made of soapstone. Depending on the user, he can make it so that he and his opponent are already in the labyrith or He is outside the structure.
The entire structure is very slippery and unable to stand on and due to the sliperiness, no one is able to get a good foothold, though the user would clad his foots or other parts of his body in soapstone chakra which allows him to move, have a good grip or stand in the terrain. Due to the slipperyness, the user is able to with proper training, ski on the slippery terrain though because the surface of the terrain and the user's feet are now with entirely no friction while skiing, the user would be moving at double his speed while runing and skiing on the terrain. The terrain /structure is permanent that remains on the terrain even when not in use.
A special feature of the terrain is an array of marking all around it covering the entire terrain grounds and walls. The markings are like glyphs but they are actually seals that activate upon the opponent's chakra. Should the opponent try to channel chakra through it into the ground, the seals activate and eats the chakra while transfering it to the user of the jutsu. This makes the usage of a jutsu from below impossible.
Unless the entire labyrinthe is destroyed all at once without a trace pof soapstone left, The user can with one handseal, repair the labyrinthe to its former state. This can only be done 3x per battle.

NOTE: The Fuin seal is A-rank though while the labyrinthe itself is S-rank in magnitude and durability
NOTE: Usable only once per battle
NOTE: Once used, no soapstone above S-rank in the next turn.
NOTE: Repairing the labyrinthe counts as a move.

Declined - you need to state a specific range, this covers way too much.You're essentially summoning a city or what not from a scroll. To do so you must have already sealed this constuct into the seal itself. So it would have to be one specific thing. Which has a clear size range and construct. Not only this but when skiing on it why would it double you speed? Rather than moving your legs to run you would be sliding making less leg gestures, not going any faster in a ninja sense. Especially not double your base speed. Because lets face it, as a ninja you have beyond human speed anyway.
Toseki: Shutsugen no Obatala - Soapstone Release: Advent of Obatala
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40(-20 to repair the labyrinth)
Damage: N/A
Description: The user brings out an empty scroll and smears blood upon it while making two handseals. Having done the ritual, he would slam the scroll to the ground while imbuing large amount of his chakra. He would then summon a massive structure that span a 200m area around the terrain. The structure is an entire city with intricate structures/labyrinth and ancient architecture all made of soapstone. Even the ground is made of soapstone and the walls of the city or buildings within the city could reach up to a height of 50m[/b]. Depending on the user, he can make it so that he and his opponent are already in the labyrinth or He is outside the structure.
The entire structure is very slippery and unable to stand on and due to the slipperiness, no one is able to get a good foothold(even if they focus chakra to the sole of their foot), though the user would clad his foots or other parts of his body in soapstone chakra which allows him to move, have a good grip or stand in the terrain. Due to the slipperiness, the user is able to with proper training, ski on the slippery terrain though because the surface of the terrain and the user's feet are now with entirely no friction while skiing, the user would be moving with fluidity and grace allowing his movement to be unpredictable like the drunken fist albeit it looks as if he is dancing. However this is only useful to deceive opponent in a close quarter combat. The terrain /structure is permanent that remains on the terrain even when not in use.
A special feature of the terrain is an array of marking all around it covering the entire terrain grounds and walls. The markings are like glyph but they are actually seals that activate upon the opponent's chakra. Should the opponent try to channel chakra through it into the ground, the seals activate and eats the chakra. This makes the usage of a jutsu from below impossible.
Unless the entire labyrinth is destroyed all at once without a trace of soapstone left, The user can with one handseal, repair the labyrinth to its former state. This can only be done 3x per battle.

NOTE: The Fuin seal is A-rank though while the labyrinth itself is S-rank in magnitude and durability
NOTE: Usable only once per battle
NOTE: Once used, no soapstone above S-rank in the next turn.
NOTE: Repairing the labyrinth counts as a move.

Declined 200m is way too much and the bolded you added about being unpredicatable doesn't make sense.

Updating all



Sealing Art/Harmattan Release: Corruption of Agolo - Fuinjutsu/Karakazeton: Oshoku no Agolo
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30(-10 per turn)
Damage: N/A(+10 to harmattan techs created from the air)
Description: The user has a seal on a tag with the Kanji "Corrupt". Activating the seal, it continuously while leeching the user's chakra every turn until the user deactivates it or run out of chakra, releases and taints the entire surrounding air with harmattan. This replaces the entire air in the atmosphere with harmattan that naturally, does not affect the user nor the opponent when they breathe it in. But the harmattan would burn the throat of anyone except the user that inhale air to perform a jutsu from the mouth. The corrupt air[/b] reduces the potency of water/water based KG, CE jutsu used. Because of this, the power of any water/water based KG, CE jutsu used is reduced by 1 rank. Due to the massive amount of harmattan lingering in the air, miniscle forms of water/liquid like fog or mist won't be able live long as they become so overly outmatched due to their molecular size. They would sieze to exist during the entire existence of this jutsu. Because there is no trace of pure air in the surrounding, it is impossible to mold wind jutsu from the surrounding air. This is a double edged sword that effects the user and those around him. There is an exception though as wind jutsus that are exhaled from the mouth can still be produced due to it being created from the insides, though to mold the wind likewise, it needs one to inhale which in this case, the corrupt air. A sacrifice one might wish to take as the corrupt air would cause some minor damage to the throat of anyone other than the user due to the harmattan containing the user's chakra. Because the air being inhaled is corrupt though, the wind jutsu that is exhaled would be weak thus with a reduced power of 1 rank.
Lastly since the air had been corrupted and turned to a constant and potent amount of harmattan, harmattan jutsus fashioned from the surrounding air while this is active, would mix with the one already in the air during shape manipulation and thus increase a little in size and power. However, harmattan that is molded from within the user is not affected as they have no way of mixing with the harmattan in the air during molding process.
Note
-The seal becomes the one fueling and continuously releasing harmattan into the atmosphere, though it needs to be fueled on its own thus using the user's chakra to do so.
-The seal being the one doing the corrupting. The user is able to use other jutsus during this though his jutsu are also affected the same as others except when mentioned otherwise.
Usable 2x per battle and lasts for 4 turns
-No Fuinjutsu and Genjutsu above S-rank as long as its active
-Damage done to the throat is just minor pain that causes the victim to have difficult speaking if he inhaled the air once. He would have difficulty breathing if he inhaled twice but that's the maximum it could go. Inhalation is not when one is breathing but when one intends to spew a jutsu which may require on to inhale deeply.



Declined - your element doesn't say "strong to water and it's varients" just water. Also to say wind jutsu can't be used is too much. Overall you've added too much to make power from your element.



Karakazeton: Eikou no Itekume - Harmattan Release: Glory of Itekume
Type: Sup/Attack/Defense
Rank: A
Range: Short
Chakra: 30(-5 per turn to sustain)
Damage: N/A (+20 to Taijutsu)
Description: The user makes the snake handseal and focus Harmattan chakra into his core then releases it out of his whole body to form coated layer of dense harmattan over his body. However the coat is simply double layered with the first/inner layer made of a thin but dense film of pure chakra while the second and outer layer, a dense viel/shroud of pure harmattan. The Harmattan shroud is fashioned with an advance shape manipulation where the outermost surface of the coat grind against each other on a molecular level which further fine-tunes the shroud giving it a grinding/cutting nature able to grind/cut things that touches it. If the coat touches flesh, the portion of the flesh dries up then peels off. This is also useful to segregate the user from water/liquid in the case he is submerged totally in it breaking his contact entirely with the water/liquid thus he is safe from it, though he would still have to get out of the water/liquid if its a huge one as the harmattan coat isn't able to dry the whole water at once but slowly. This massively augments the user's hand to hand offensive capability as the opponent suffer a more ghastly damage rather than the mere blunt force dealt by the user's kick or punch with respect to taijutsu. When the user uses a mere tool or weapon be it a normal Katana or kunai, the harmattan shroud extends and coats it too though the infusion dispels a turn after the weapon leaves the users hand. However using the harmattan shroud does not in anyway increase the user's motor function or speed, its just a mere dense coat that can serve as defense and aid the user in Melee combat. The user though continously sacrifice a bit of his chakra to keep it active and this makes the coat regenerate in the course of its activation period when not hit with an attack that will complete dispel it.
Note
-Lasts until the user dispels as it all comes down to how much the user is willing to sacrifice his chakra to sustain it.
- While active, the user can only use harmattan and the elements that makes it. That is the user can only use Harmattan and any custom element made of fire, wind or both. He is also able to use fire, wind and any technique that does not contain any other elemental chakra apart from the one mentioned.

-Usable 2x per Battle though there is a rest limit of 2 turns inbetween usage
-Protection offered follows elemental weaknesses and strengths

Declined - we never allow indefinite modes.
Sealing Art/Harmattan Release: Corruption of Agolo - Fuinjutsu/Karakazeton: Oshoku no Agolo
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30(-10 per turn)
Damage: N/A(+10 to harmattan techs created from the air)
Description: The user has a seal on a tag with the Kanji "Corrupt". Activating the seal, it continuously while leeching the user's chakra every turn until the user deactivates it or run out of chakra, releases and taints the entire surrounding air with harmattan. This replaces the entire air in the atmosphere with harmattan that naturally, does not affect the user nor the opponent when they breathe it in. But the harmattan would burn the throat of anyone except the user that inhale air to perform a jutsu from the mouth. The corrupt air reduces the potency of water or (liquid weak to wind) jutsu used. Because of this, the power of any water or (liquid weak to wind) jutsu used is reduced by 1 rank. Due to the massive amount of harmattan lingering in the air, miniscle forms of water/liquid(weak to wind) like fog, molecules or mist won't be able live long as they become so overly out-matched due to their molecular size. They would seize to exist during the entire existence of this jutsu. Because there is no trace of pure air in the surrounding, it is difficult to mold wind jutsu from the surrounding air though it can be done but the resulting wind jutsu is rather weak by a rank. This is a double edged sword that effects the user and those around him. There is an exception though as wind jutsus that are exhaled from the mouth can still be produced due to it being created from the insides, though to mold the wind likewise, it needs one to inhale which in this case, the corrupt air. A sacrifice one might wish to take as the corrupt air would cause some minor damage to the throat of anyone other than the user due to the harmattan containing the user's chakra. Because the air being inhaled is corrupt though, the wind jutsu that is exhaled would be weak thus with a reduced power of 1 rank.
Lastly since the air had been corrupted and turned to a constant and potent amount of harmattan, harmattan jutsus fashioned from the surrounding air while this is active, would mix with the one already in the air during shape manipulation and thus increase a little in size and power. However, harmattan that is molded from within the user is not affected as they have no way of mixing with the harmattan in the air during molding process.
NOTE
-The seal becomes the one fueling and continuously releasing harmattan into the atmosphere, though it needs to be fueled on its own thus using the user's chakra to do so.
-The seal being the one doing the corrupting. The user is able to use other jutsus during this though his jutsu are also affected the same as others except when mentioned otherwise.
-Usable 2x per battle and lasts for 4 turns
-No Fuinjutsu and Genjutsu above S-rank as long as its active
-Damage done to the throat is just minor pain that causes the victim to have difficult speaking if he inhaled the air once. He would have difficulty breathing if he inhaled twice but that's the maximum it could go. Inhalation is not when one is breathing but when one intends to spew a jutsu which may require on to inhale deeply.

Declined - say water, or don't say it at all.


Karakazeton: Eikou no Itekume - Harmattan Release: Glory of Itekume
Type: Sup/Attack/Defense
Rank: A
Range: Short
Chakra: 30(-5 per turn to sustain)
Damage: N/A (+10 to Taijutsu)
Description: The user makes the snake handseal and focus Harmattan chakra into his core then releases it out of his whole body to form coated layer of dense harmattan over his body. However the coat is simply double layered with the first/inner layer made of a thin but dense film of pure chakra while the second and outer layer, a dense viel/shroud of pure harmattan. The Harmattan shroud is fashioned with an advance shape manipulation where the outermost surface of the coat grind against each other on a molecular level which further fine-tunes the shroud giving it a grinding/cutting nature able to grind/cut things that touches it. If the coat touches flesh, the portion of the flesh dries up then peels off. This is also useful to segregate the user from water/liquid in the case he is submerged totally in it breaking his contact entirely with the water liquid thus he is safe from it, though he would still have to get out of the water/liquid if its a huge one as the harmattan coat isn't able to dry the whole water at once but slowly. This massively augments the user's hand to hand offensive capability as the opponent suffer a more ghastly damage rather than the mere blunt force dealt by the user's kick or punch with respect to taijutsu. When the user uses a mere tool or weapon be it a normal Katana or kunai, the harmattan shroud extends and coats it too though the infusion dispels a turn after the weapon leaves the users hand. However using the harmattan shroud does not in anyway increase the user's motor function or speed, its just a mere dense coat that can serve as defense and aid the user in Melee combat. The user though continuously sacrifice a bit of his chakra to keep it active and this makes the coat regenerate in the course of its activation period when not hit with an attack that will complete dispel it.
NOTE
-Lasts for 4 turn
- While active, the user can only use harmattan and the elements that makes it. That is, the user can only use Harmattan and any custom element made of fire, wind or both. He is also able to use fire, wind and any technique that does not contain any other elemental chakra apart from the one mentioned.
-Usable 2x per Battle though there is a rest limit of 2 turns inbetween usage
-Protection offered follows elemental weaknesses and strengths




Approved - made edits

Scorps said we can merge two Cejs together on the condition they are or do the same thing. Also I asked NK and he said I can merge them.
Merging and changing the name

Karakazeton: Chichi no Shinkō - Harmattan Release: Faith of the Father
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short/Mid/Long
Chakra: 10-40
Damage: 20-80
Description: The user makes harmattan crafts of varying sizes and volume for defenses, offensive and supplementary purposes. This ranges from harmattan spheres, spears, bullets, blades, shields, updrafts, tornadoes, twisters, discs combining this with shape manipulation, the user can craft out several harmattan constructs up to his own creative imagination which can be spewed from the mouth, created from his body or created from surrounding air. The power, size and density of the harmattan construct created depends on the amount of chakra that is being spent to conjure them. However the user needs to make a handseal before fashioning harmattan out of the surrounding air.
NOTE: S-ranks can only be used 4x per battle with a turn inbetween usage

Declined - i see this as just a way to bypass the 12 cj limit now. Not only that but in your update you made s rank 4 times, not 3 like the original, with not really a drawback.

Karakaze/Katon: Musuko no Hiseki - Harmattan/Fire Release: Sacrament of the Son
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A(+10 Additional chakra spent on any harmattan technique)
Damage: N/A
Description: The user activates a Harmattan/Fire ability. This is when the user uses his katon chakra to superheat harmattan. Apparently the fire ratio in wind/fire combination of harmattan is far much than it normally is, making every harmattan the user uses during the activation of the technique comes out very hot to the touch. Instead of the normal harmattan that only peels the skin when exposed to it, this one is capable to giving severe burn upon contact and able to eat through something as strong as kaguya bones. This makes Harmattan to rather play on the same level with fire and and eat through earth and techniques that are initially stronger than it. As a result, this also makes it stronger than elements it is neutral and stronger to. Apparently, this technique increases the power level of harmattan by a rank.
NOTE: Activation is instant as it only supports other harmattan techniques thus it can be used in the same timeframe of another technique.
NOTE: Does not increase forbidden ranks by a rank, instead, it increase their damage by a +10
NOTE: Last for 4 turns
NOTE: Usable 3x per battle
NOTE: 2 turns in between usage
NOTE: No harmattan technique the next turn this ends.

Declined - i feel this pushes your elements limitations. It then becomes scorch in this way. At the moment it's drying wind.


updating


☺ Toseki: Tane no Sozosha - Soapstone Release: Seeds of Oduduwa ☺
Rank: D-S
Type: Offensive/Defensive/Supplementary
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: The user is able to create from his body or from earth sources, constructs of soapstone. constructs may vary like kunai, pillars, spikes, hammer, gauntlet, dome, wall etc, of varying sizes, volume and density. Though they are only limited to the user's imagination. The tools are also slippery due to its soapy property. The soapstone are made as a real physical entity thus unless they are destroyed, they continue to exist after they are made. Creating soapstone mid-range away from the user though requires the user to weave one handsign.
The power and size of the constructs are dependant on the amount of chakra put into it. However the size may be, the constructs would always differ in its destructive force. For example, an S-rank construct may be not as big as a B-rank contruct, but their density differs, so the s-rank construct would be able to do more than the b-rank construct, though the b-rank may gain more ground due to its size. More than one constructs can be made per usage but their power is divided between the number of constructs made.
NOTE: S-rank variant can only be used 4x per battle with a turn inbetween usage.


Declined - reduce the useage of S ranks useage, with one drawback please. Not only this but state a maximum size for each rank to make it clear.

☺ Toseki: Keraniya no Kakei - Soapstone Release: Kindreds of Kelani ☺
Type: Offensive, Defensive, Supplementary
Rank: E-S
Range: Short-Long
Chakra: 5-40
Damage: 10-80
Description: The user would weave a single hand sign and from either his body, mouth or from existing soapstone or earth source, creates dynamic creatures made of soapstone. Unlike the Seeds of Oduduwa, this creatures varies from the tiniest of them to a very big sized creature. For example; an ant to a large dinosaur with size that could rival or even dwarf that of the great stone golem. Depending on the chakra imbued into the creation, it determines the size, density, durability and power. The creatures have a level of sentiency that makes them able to move about the terrain and attack or even come to their creator's aid in order to defend him. Due to the composition of the creatures entirely made of soapstone except for the sole of their feet which is necessary for movement or any part of their body they will, any tangible/physical attacks would simply slip across their body. This is with the exception of elements they are weak to, if the power of the element in question overpowers theirs. The creatures are able to merge with the ground with ease or even merge with the user and unmerge with ease, though size is taken into consideration when merging with the user thus only b-rank and below creatures is able to merge with the user. Merging with the ground makes the creatures become one with earth or perhaps are now in harmony with earth. They only exist as soapstone chakra thus they can not be harmed while in this state since destroying the earth itself would not destroy the living chakra within it and they would form again from any existing earth even if it is just rubble or debris. However, negating the chakra itself could end them while in this state.
Merging with the user instantly possesses the user and cause their skin to be rather glossy gray except for the feet and hand if the user wants. This is akin to earth spear technique but instead of hardening the user's skin into steel like, the user becomes rather nimble, fluid and slippery. This makes the user totally immune to non elemental taijutsu as any punch or kick would slip across the user's body loosing its intended impact. The slipperiness of the user's body and muscles makes their movement extremely quick, nimble and fluid. The user's muscles and joints are rather fast and thus his body movement speed(not running speed) and reaction time increase two folds. A downside to this is that the user is unable to do complex Taijutsu moves that allows him to use his body other than his hands and feet since the hands and feet are the only place not slippery on the user, thus trying to use any other body part to execute taijutsu moves rather than the hands or feet would make the attack also slip though because the target area is not slippery, the target area receives only half of the impact. The size of the creature also must be taken into consideration in this case as a creature as an ant isn't enough to posses the entire body of the user but a finger, a rat would be able to possess a hand or feet, a dog sized creature is enough to possess the entire body of the user.
If the ground is made of soapstone, the creature can make their feet be adorned in soapstone and they are able to ski/slide run on the slippery surface at double their speed.
NOTE: S-rank creation can only be used 4x per battle and is only usable once every two turns
NOTE: Merging with the user counts as a move and the effect on the user can be ended by the user abruptly, though this would also end the creature's existence.
NOTE: Only two other moves per turn while they are active
NOTE: No soapstone above S-rank the turn they are made.

Declined - there is just too much here for one jutsu, pick a single rank or, i'll allow it to have 2 ranks max.


☺ Toseki/Katon: Eledua no Hogo - Soapstone/Fire Release: Protection of Eledua ☺
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A(+10 additional chakra spent on any soapstone technique)
Damage: N/A
Description: The user activates a soapstone/fire technique making it that for a short period of time, all his soapstone techniques comes with a special coating of soapstone. Soapstone reaction to fire makes it hardened to a very extreme level, ricocheting its hardness level above that of diamond on the moh scale.
This technique would be coating every soapstone the user uses with this layer of tampered soapstone. This makes soapstone becomes rather play on the same level with earth, metal, and solid physical techniques that are initially stronger than it. As a result, this also makes it stronger than elements it is neutral and stronger to, apparently, this technique increases the power level of soapstone by a rank. This does not however, affect the innate ability of soapstone which is slipperiness, it only makes the surface harder than it should be.
NOTE: Activation is instant as it only supports other soapstone techniques thus it can be used in the same timeframe of another technique.
NOTE: Does not increase forbidden ranks by a rank, instead, it increase their damage by a +10
NOTE: Last for 4 turns
NOTE: Usable 3x per battle
NOTE: 2 turns in between usage
NOTE: No soapstone technique the next turn this ends.

Declined - you're just making a cj to try and bypass your own elements weakness which i wont allow.
Karakazeton: Chichi no Shinkō - Harmattan Release: Faith of the Father
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short/Mid/Long
Chakra: 10-40
Damage: 20-80
Description: The user makes harmattan crafts of varying sizes and volume for defenses, offensive and supplementary purposes. This ranges from harmattan spheres, spears, bullets, blades, shields, updrafts, tornadoes, twisters, discs combining this with shape manipulation, the user can craft out several harmattan constructs up to his own creative imagination which can be spewed from the mouth, created from his body or created from surrounding air. The power, size and density of the harmattan construct created depends on the amount of chakra that is being spent to conjure them. However the user needs to make a handseal before fashioning harmattan out of the surrounding air.
NOTE: S-ranks can only be used 3x per battle with a turn inbetween usage
Note: A rank can only be used 4 times
Approved- made edits

Karakaze/Katon: Musuko no Hiseki - Harmattan/Fire Release: Sacrament of the Son
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A(+10 Additional chakra spent on any harmattan technique)
Damage: N/A
Description: The user activates a Harmattan/Fire ability. This is when the user uses his katon chakra to superheat harmattan. Apparently the fire ratio in wind/fire combination of harmattan is far much than it normally is, making every harmattan the user uses during the activation of the technique comes out hot to the touch. Instead of the normal harmattan that only peels the skin when exposed to it, this one is capable to giving severe burn upon contact though not able to eat through something as strong as kaguya bones but able to cause 3rd degree burns. This does not make Harmattan neutral to fire or element that are initially stronger than it but what this technique does is to simply increases the power level of harmattan by a rank while elemental strength and weakness still applies as normal.
NOTE: Activation is instant as it only supports other harmattan techniques thus it can be used in the same timeframe of another technique.
NOTE: Does not increase forbidden rank harmattan techniques.
NOTE: Last for 4 turns
NOTE: Usable 3x per battle
NOTE: 2 turns in between usage
NOTE: No harmattan technique the next turn this ends.

Declined - make it last for a single use, useable 4 times


☺ Toseki: Tane no Sozosha - Soapstone Release: Seeds of Oduduwa ☺
Rank: D-S
Type: Offensive/Defensive/Supplementary
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: The user is able to create from his body or from earth sources, constructs of soapstone. constructs may vary like kunai, pillars, spikes, hammer, gauntlet, dome, wall etc, of varying sizes, volume and density. Though they are only limited to the user's imagination. The tools are also slippery due to its soapy property. The soapstone are made as a real physical entity thus unless they are destroyed, they continue to exist after they are made. Creating soapstone mid-range away from the user though requires the user to weave one handsign.
The power and size of the constructs are dependant on the amount of chakra put into it. D-rank upto the size of a small animal(e.g dog) and it further increases in size by rank thus an S-rank could in size, rival or dwarf mountain smash. However the size may be, the constructs would always differ in its destructive force. For example, an S-rank construct may be not as big as a B-rank contruct, but their density differs, so the s-rank construct would be able to do more than the b-rank construct, though the b-rank may gain more ground due to its size. More than one constructs can be made per usage but their power is divided between the number of constructs made.
NOTE: S-rank variant can only be used 3x per battle
NOTE: S-ranks requires 2 turns in between usage.

Approved.

☺ Toseki: Keraniya no Kakei - Soapstone Release: Kindreds of Kelani ☺
Type: Offensive, Defensive, Supplementary
Rank: A-S
Range: Short-Long
Chakra: 30-40
Damage: 60-80
Description: The user would weave a single hand sign and from either his body, mouth or from existing soapstone or earth source, creates dynamic creatures made of soapstone. Unlike the Seeds of Oduduwa, this creatures varies from the tiniest of them to a very big sized creature. For example; an ant to a large dinosaur with size that could rival or even dwarf that of the great stone golem. Depending on the chakra imbued into the creation, it determines the size, density, durability and power. The creatures have a level of sentiency that makes them able to move about the terrain and attack or even come to their creator's aid in order to defend him. Due to the composition of the creatures entirely made of soapstone except for the sole of their feet which is necessary for movement or any part of their body they will, any tangible/physical attacks would simply slip across their body. This is with the exception of elements they are weak to, if the power of the element in question overpowers theirs. The creatures are able to merge with the ground with ease or even merge with the user and unmerge with ease, though size is taken into consideration when merging with the user thus only A-rank creatures is able to merge with the user. Merging with the ground makes the creatures become one with earth or perhaps are now in harmony with earth. They only exist as soapstone chakra thus they can not be harmed while in this state since destroying the earth itself would not destroy the living chakra within it and they would form again from any existing earth even if it is just rubble or debris. However, negating the chakra itself could end them while in this state.
Merging with the user instantly possesses the user and cause their skin to be rather glossy gray except for the feet and hand if the user wants. This is akin to earth spear technique but instead of hardening the user's skin into steel like, the user becomes rather nimble, fluid and slippery. This makes the user totally immune to non elemental taijutsu as any punch or kick would slip across the user's body loosing its intended impact. The slipperiness of the user's body and muscles makes their movement extremely quick, nimble and fluid. The user's muscles and joints are rather fast and thus his body movement speed(not running speed) and reaction time increase two folds. A downside to this is that the user is unable to do complex Taijutsu moves that allows him to use his body other than his hands and feet since the hands and feet are the only place not slippery on the user, thus trying to use any other body part to execute taijutsu moves rather than the hands or feet would make the attack also slip across because the target area is not slippery, the target area receives only half of the impact. The size of the creature also must be taken into consideration in this case as a creature as an ant isn't enough to posses the entire body of the user but a finger, a rat would be able to possess a hand or feet, a dog sized creature is enough to possess the entire body of the user.
NOTE: S-rank creation can only be used 3x per battle and is only usable once every two turns
NOTE: Merging with the user counts as a move and the effect on the user can be ended by the user abruptly, though this would also end the creature's existence.
NOTE: Only two other moves per turn while they are active
NOTE: No soapstone above S-rank the turn they are made.

Declined - remove the merge with user then we are good to go

☺ Toseki/Katon: Eledua no Hogo - Soapstone/Fire Release: Protection of Eledua ☺
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A(+10 additional chakra spent on any soapstone technique)
Damage: N/A
Description: The user activates a soapstone/fire technique making it that for a short period of time, all his soapstone techniques comes with a special coating of soapstone. Soapstone reaction to fire makes it hardened to a very extreme level, ricocheting its hardness level above that of diamond on the moh scale.
This technique would be coating every soapstone the user uses with this layer of tampered soapstone. This does not make soapstone to become neutral techniques that are initially stronger than it but simply strengthen the soapstone and increase their power level by a rank while elemental strength and weakness still applies. The hardness also does not affect the innate ability of soapstone which is slipperiness, it only makes the surface harder than it should be.
NOTE: Activation is instant as it only supports other soapstone techniques thus it can be used in the same timeframe of another technique.
NOTE: Does not increase forbidden rank soapstone techniques
NOTE: Last for 4 turns
NOTE: Usable 3x per battle
NOTE: 2 turns in between usage
NOTE: No soapstone technique the next turn this ends.


Declined - forming that solid layer wont be instant. And make it an activation jutsu with 4 uses. Making it last 3 turns makes no sense with the way you've worded it.
Updating
☺Toseki: Zurui Kyushu - Soapstone: Flimsy Wispy Plunge ☺
Rank: S
Type: Sup/Offense/Def
Range: Short-Long
Chakra: 40
Damage: 80
Description: After making a tiger handseal, the user spew a tennis ball size tadpole made of soapstone. The highly condensed and compressed soapstone tadpole can move/swim around the battle field at extreme speed(though trackable) and with the user's will, it can instantly expand upto a size of a bijuu-dama with gaping mouth and can compress back to his former size . This may be aimed towards the opponent directly or an incoming technique. When aimed at the opponent, it would expand and swallow the target and on the user's command, compresses, crushing them completely in its embrace. When aimed at a technique, it expands and swallows the technique though this depends on the rank of the technique. Once it eats a technique or an opponent/target, it compresses and becomes inert, falling to the ground.
NOTE: Usable 3x per battle, ocne every 3 turns
NOTE: Cannot use other soapstone techniques in the same turn.


 Approved  Just a reminder that the tadpole is not something that will remain active in the field unless it comes in contact with a technique or you wish it. You use this and its used. Its like any other elemental projectile. Edited.
☺Toseki: Zurui Kyushu - Soapstone: Flimsy Wispy Plunge ☺
Rank: S
Type: Sup/Offense/Def
Range: Short-Long
Chakra: 40
Damage: 80
Description: After making a tiger handseal, the user spew a tennis ball size tadpole made of soapstone. The highly condensed and compressed soapstone tadpole can on its own, move/swim around the battle field at extreme speed(though trackable) and with the user's will, it can instantly expand upto a size of a bijuu-dama with gaping mouth and can compress back to his former size . This may be aimed towards the opponent directly or an incoming technique. When aimed at the opponent, it would expand and swallow the target and on the user's command, compresses, crushing them completely in its embrace. When aimed at a technique, it expands and swallows the technique though this depends on the rank of the technique. Once it eats a technique that is weaker than it, it compresses on the technique and continues to move though weakened. Should it swallow a technique equal or stronger than it then it compresses and becomes inert, falling to the ground. At the snap of the user's fingers, the tadpole can split to upto four different entity. Of course, this would also divide the power of the tadpole to the amount of copies made. This is essential to attack multiple target or to attack from different angles.
NOTE: Usable 3x per battle, once every 3 turns
NOTE: Cannot use other soapstone techniques in the same turn.

Declined - stick to the orignal with what scorps told you.

☻ Toseki Kuchyosei: Mazui Ringo - Soapstone Summoning: One Bad Apple ☻
Rank: Forbidden
Type: Offense/Summoning
Range: Mid-Long
Chakra: 50
Damage: 90
Description: The user makes 3 handseals and claps. A large pentagram is immediately formed under the target and simulteneously a summoning and reverse summoning occurs. A humongous apple(50m in size) made entirely of soapstone is summoned into the battle field while at the same time, the target is summoned into the insides of the apple. The inside of the apple where the target appears is a dark confined spherical dome which is a portion at the core of the apple, with only 3m radius for the target to move around. However the target won't be able to move or even stand on the slippery containment thus is left no footing and zero balance. Immediately the target is summoned inside the apple, numerous worm-like spikes begin to eject from one side of the sphere and exit at the other at immense speed piercing and traveling through the target while at it. Its just like a scenerio where fruit worms burrow to and fro inside a fruit. The spikes continue at this for two turns and the aftermath is a meshy paste of the dead target left in the center of the apple.
NOTE: Usable 1x per battle
NOTE: The worms/spike acivity last for two turns while the apple itself is left as a soapstone source on the battle field.
NOTE: No soapstone for 2 turns after use.
NOTE: User recieves 30 damage and can't use any technique above S-rank the following turn.


 Declined  You cannot summon your opponent to another place... thats why we have the FTG bios.
☻ Toseki Kuchyosei: Mazui Ringo - Soapstone Summoning: One Bad Apple ☻
Rank: Forbidden
Type: Offense/Summoning
Range: Mid-Long
Chakra: 50
Damage: 90
Description: The user makes 3 handseals and claps. A large pentagram is immediately formed under the target and simulteneously a summoning occurs. The summoning is a special one like that of the swamp of the underworld. Which appears in the place of the ground it is being summoned on. A humongous apple(50m in size) made entirely of soapstone is summoned into the battle field but the way it is summoned is quite unique. Instead of the whole thing appearing at once, the summoning is divided into two parts, the lower half and the upper half. The lower half would appear beneath the target instantly like how Swamp of the Underworldis brought forth into existence while the upper half appears above and both closes in the middle. Both halves are summoned at the same time and immediately after the handseals that it looks as if the opponent is reverse summoned into a whole apple itself. The inside of the apple where the target appears is a dark confined spherical dome which is a portion at the core of the apple, with only 3m radius for the target to move around. However the target won't be able to move or even stand on the slippery containment thus is left no footing and zero balance. Immediately the target is inside the apple, numerous worm-like spikes begin to eject from one side of the sphere from every sides and exit at the other end opposite to where they appear fromat immense speed piercing and traveling through the target while at it. Its just like a scenerio where fruit worms burrow to and fro inside a fruit. The spikes continue at this for two turns and the aftermath is a meshy paste of the dead target left in the center of the apple.
NOTE: Usable 1x per battle

Declined - how far apart of they summoned? removed the mention of reverse summon.
NOTE: The worms/spike acivity last for two turns while the apple itself is left as a soapstone source on the battle field.
NOTE: No soapstone for 2 turns after use.
NOTE: User recieves 30 damage and can't use any technique above S-rank the following turn.
 
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Serpent

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Re: Custom Element's Jutsu

(Hisuiton: Ro-yaru Keibi) - Jade Release: Royal Guard Monarch
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40 (-10 per turn)
Damage points: 80
Description: The user will focus their chakra around them while making 5 handseals. This creates one large Jade Monarch known as the Royal Guard. This Monarch is twice the size of an normal man standing at 11ft. the left arm is shaped like a club, which is used to smash close by opponents and the right arm is shaped like a long Blade, used to impale or slice close by opponents. In order to kill this Monarch, the opponent must completely destroy it for if their is an source of Jade close by, it can simply regrow and reform back into it's original state. The Royal Guard has the ability to use "Jade Realease: Greater Jade Technique" which allows them to attack the opponent at a distance. Because of the constant strand of chakra the user is unable to use any Jade while this Monarch is in play.
Note:
-Must know Jade Release
-Can only be used once per battle
-Regrowing counts as a move
-"Greater Jade Technique" counts as a move
-Can only be taught by Serpent
~Approved~
Updating:

(Hisuiton: Keibi no Jutsu) - Jade Release: Monarch Technique
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40 (-40 to reform)
Damage points: N/A (80 via club/sword)
Description: The user will Slams his hands together while focusing his chakra into the ground. This will cause a large monarch of jade to erupt from the ground in front of the user. This monarch is twice the size of your average man, standing at 11ft. It's sentiant in nature and doesn't require the user to manipulate it's movements. Allowing for more versatile movement while in battle. It's left arm is shaped like a club that can be used to smash opponents while it's right arm is shaped like a blade that can impale or slice opponents. In order to kill this monarch, the opponent must completely destroy it, Other wise the user can extend extra chakra into the monarch causing it to reform back into it's original state. This jade monarch has the ability to use "Jade Realease: Master Technique" which grants the ability to attack the opponent at a distance. In spite of it's large size, this monarch is rather fast, rivaling that of your average Sage Ranked, Taijutsu master.
Note:
-Can only be used once per battle
-Reforming counts as a move
-"Master Technique" counts as a move
-Can only be taught by Serpent

Approved
 
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Zaphkiel

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(Hokkyoku Āsurirīsu: Ō no Hokubu)- Arctic Earth: King of The North
Type: Offensive
Rank: S
Chakra cost: 40 (+20 per turn)
Damage: 80
Description: Considered one of if not the most dangerous techniques of the release, stories have spanned generations detailing the might of the one they call "King of the North". The technique begins with three hand seals as the user molds his Arctic Earth chakra through his body before releasing it into the ground with contact. In doing so he causes a chilling cold to run through the very earth, transforming the top soil (about 3 meters thick) into permafrost. This sets the rest of the technique in motion where from the 'new ground' comes an eerie, low lying mist which reveals the silhouettes of an army of the dreaded "White Walkers"; humanoid constructs of Arctic Earth with bony, dead looking bodies, and ghastly blue eyes. Their numbers are virtually indefinite, up to the user's discretion with the max number being a hundred. What is very important to note is that each White Walker can only operate on Arctic Earth, meaning if one were to get off the permafrost ground he/she is left unreachable by the White Walkers, even if by an inch. They are still able to lunge at a fleeing enemy but if they land on anything but permafrost they will be unable to move and will immediately begin to thaw into mush. When standing on/connected to permafrost however, the Walkers have the ultimate advantage, moving at speeds of an official sage like the terrors they are while the opponent would find themselves slipping and sliding on the permafrost. The White Walkers are able to achieve this speed due to the fact that they are created with their feet fused to a permafrost ground and they don't even have to lift it like regular people, instead they sort of shuffle it along the permafrost surface without disturbing it (think of oil sliding over water). Despite their numbers each White Walker is merely C ranked in strength and easily destroyed. However when facing Walkers one must obliderate all of their bodies or sever their connection with the permafrost ground with techniques becase if as much as a leg is left behind the permafrost surface (being fueled with chakra from the user) will replenish them. Armed with claws, inhuman strength, and fangs the White Walkers can break, tear, and just completely annihilate their target in seconds. With the user amidst this terror army he can command them with mental gestures and hand movements to move in orchestrated manners and behave like an actual army. When combined with the infamous "Refuge in The Fourth Dimension" Arctic Earth technique the user is able to transfer his body into any White Walker present so long as he is connected to the same permafrost surface as them making the technique even more deadly.

Note(s):
- Can only be done 2x
- No Arctic Earth techniques next turn
- Lasts 4 turns

Declined - DNR... what were you thinking with this? Imhuman strength, infinite numbers? Coverting all the ground to permafrost... 4 turns of this? xd

(Hokkyoku Āsurirīsu: Koko de Fuyu)- Arctic Earth: Winter is Here
Type: Supplementary
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: N/A
Description: Similar to the setup of "King of The North", the user, with two hand seals (Dog, Snake), will dedicate all of his Arctic Earth chakra into transforming the entire terrain into a desolate tundra. The sheer scope of this technique spans up to long ranged in all directions all (including underground up to 20 meters). This type of terraforming is completely noticeable as the shiny Arctic Earth consumes the land and is very noticeable mainly due to its effects on surrounding structures such as trees and buildings, but is also very slow and takes the entire turn performed to complete. Meaning by the user's next move the technique would have been completed instead of the same post performed. Once established, travelling across the terrain would prove quite difficult to enemies as the clumsiness of slipping on ice prevails, preventing any sudden movement such as dashing or sprinting--unless the opponent(s) wish to find themselves sprawled out and nursing broken bones and other injuries from falling on the cold, hard ground. The user remains unaffected by this. Another advantage is that It allows permafrost techniques that would otherwise require regular earth to be performed using the permafrost ground instead with doubled efficiency (I.e double the casting time).

Note(s):
- Can only be done 3x
- Lasts 4 turns with each use, with a one turn cooldown

Declined - too much too fast, how does this effect when people want to use elements from the ground ect?

(Hokkyoku Āsurirīsu: Waru no Hiya)- Arctic Earth: Wicked Cold
Type: Offensive

Rank: B
Range : Short-Mid
Chakra cost: 20
Damage: 40
Description: This technique allows the user to t as keep control if any preexisting Arctic Earth structures present around him (up to mid ranged) and with a hand gesture or chakra control cause said structure to explode violently, releasing razor sharp shards of Arctic Earth in all directions of its location, causing anything caught in the blast radius to be reduced to ribbons. The amount and size of the shards released is proportional to the structure sacrificed. The user can also control in what manner the structures explode in the event that an omnidirectional route wouldn't be favorable. He/she may send all the shards of the expended structure in one direction instead of all around.

Note(s):
- Can only be done 4x and only on preexisting Arctic Earth structures
- Requires a turn cooldown between uses

Declined - how can they explode violently? Your c.e doesn't say anything about this. They can burst omnidirectionally in the form of razor sharp shards, but there wouldn't be a violent explosion

(Hokkyoku āsurirīsu: Kuraudo-Ryoku, Sekai Endā)- Arctic Earth: Cloud Pusher, World Ender
Type: Offensive
Rank: Forbidden
Range: Mid-Long
Chakra cost: 50
Damage: 90 (-30 from user)
Description: With three hand seals (Monkey> Ox> Boar) the user will cause four gigantic pillars of Arctic Earth to jut from the ground at tremendous speeds. They will fly sky high and disappear beyond the clouds. Each of these rods are 5 meters in diameter and 20 meters in length. Then, in the following turn the user will keep a one handed seal as he takes control of the rods during their descent. Using nothing but gravity and mass to convey destruction, the rods will come plummeting back to the earth with enough power to shatter buildings and leave massive 20 meter wide craters in the ground. Once back into the earth the rods will release their stored Arctic earth chakra into the terrain and turn the entire thing (even a landmark) into a vast, desolate tundra of permafrost. The overall temperature of the battle field will drop with a thick low lying mist and the sky would churn dark gray as the cold air rises and creates thick cumulonimbus clouds for the rest of the conflict unless removed somehow. Needless to say, those that survive the impact would be faced with an even harder challenging of traversing the frigid land. From the frozen ground will a graveyard of swords protrude ranging various sizes, all made of permafrost. The average shinobi cannot hold onto them, even with gloved hands--they're simply too cold. The user may brandish them however. There is a choice in this execution; either four A ranked rods come crashing down on the terrain at strategic locations or one massive rod with a 20 meter radius and a 80 meter length. Both execution of the technique is able to affect an entire landmark. During this descending turn the user cannot use techniques above A ranked and is restricted to a usage slot of 2 rather than 3. After this technique, the user is left very well fatigued and their chakra pathways would be ravaged. Once these pillars touch down and inject the stored Arctic Earth chakra they will remain standing as structures of Arctic Earth that can be used as source for future techniques.

Representation of Aftermath:
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Note (s):
- Can only be done once.
- No Arctic Earth techniques of S ranked and above for two turns after.
- User is unable to perform Doton, Futon, and Suiton techniques above above S ranked for two turns after.
- No other Forbidden rank techniques in the same turn and next

Declined - One thing that i don't agree with is turning the entire terrain to permafrost. You're basically using the giant meteors like asteroids or similar to that jutsu of Madara's, which is fine, but when they come down i feel the friction as they fall would create heat that counteracts the effect of you spreading permafrost. You can have it leave a layer of permafrost debris on the ground, or make a separate cj that covers the ground in permafrost but the way you've done it i don't see as possible.

More to come O_<
(Hokkyoku āsurirīsu: Kuraudo-Ryoku, Sekai Endā)- Arctic Earth: Cloud Pusher, World Ender
Type: Offensive
Rank: Forbidden
Range: Mid-Long
Chakra cost: 50
Damage: 90 (-30 from user)
Description: With three hand seals (Monkey> Ox> Boar) the user will cause four gigantic pillars of Arctic Earth to jut from the ground at tremendous speeds. They will fly sky high and disappear beyond the clouds. Each of these rods are 5 meters in diameter and 20 meters in length. Then, in the following turn the user will keep a one handed seal as he takes control of the rods during their descent. Using nothing but gravity and mass to convey destruction, the rods will come plummeting back to the earth with enough power to shatter buildings and leave massive 20 meter wide craters in the ground. Once back into the earth the rod(s) will shatter violently (but not completely disintegrating), sending boulder sized chunks of Arctic Earth in all directions of the impact up to long ranged to litter the field with debris. The overall temperature of the battle field will drop with a thick low lying mist and the sky would churn dark gray as the cold air rises and creates thick cumulonimbus clouds for the rest of the conflict unless removed somehow. Needless to say, those that survive the impact would be faced with an even harder challenging of traversing the frigid land. From the. There is a choice in this execution; either four A ranked rods come crashing down on the terrain at strategic locations or one massive rod with a 20 meter radius and a 80 meter length. During this descending turn the user cannot use techniques above A ranked and is restricted to a usage slot of 2 rather than 3. After this technique, the user is left very well fatigued and their chakra pathways would be ravaged. Each boulder/pieces of debris can be used as source for future techniques.

Representation of Aftermath:
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Note (s):
- Can only be done once.
- No Arctic Earth techniques of A ranked and above for two turns after.
- User is unable to perform Doton, Futon, and Suiton techniques above above S ranked for a turn after
- No other Forbidden rank techniques in the same turn and next.
- Due to the exhaustion of this, the user loses 2 ranks to his speed for 2 turns.

Approved - made edits
 
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Daemon

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Changed Entire purpose of the technique:

(Kazan Hai: Hametsu Ponpei )- Volcanic Ash: Bane of Pompeii
Rank: B
Type: Supplementary
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A(+5 or +10 to Volcanic Ash techniques with this jutsu applied on to it)
Description: One of the things that makes volcanic ash so deadly is its grain size. The naturally small grain size allows the ash to slip into small spaces and makes it easier for the target to inhale the ash. Bane of Pompeii allows the user to change the grain size of the ash. However, the user can only increase the size of the grain. This can be used in two fashions:

Medium Sized grain: The medium size grain of volcanic ash is about about 4 mm or .15 of an inch. (+5 Damage)
Large Sized Grain: The large sized grain of volcanic ash is 8mm or .3 of an inch. (+10 damage)

By adding more chakra into an already formed volcanic ash technique, the user can change the grain size of the ash increasing its damage. A side effect of increasing the grain size is the overall speed of the traveling volcanic ash technique. A volcanic ash jutsu equipped with Bane of Pompeii's speed is reduced to the speed to the speed of a common fire jutsu. If a large sized grain is used, speed is reduced to the speed of movement of a water jutsu technique. The way how this jutsu actually empowers Volcanic Ash techniques depends on the grain size for the explosion effect that volcanic ash jutsu hold. The larger the grain the more powerful the explosion.

This technique can only be used 4 times per battle. This jutsu can't be used consecutively in the same move. It usage must be coupled with the use of a target Volcanic Ash technique, costing essentially 2 moves (the original technique and this ability) of the users though done in the same time frame as a single one.


 Approved 
Updating:

(Kazan Hai: Hametsu Ponpei )- Volcanic Ash: Bane of Pompeii
Rank: B
Type: Supplementary
Range: Short - Long
Chakra Cost: 20 (+10 Chakra to jutsu applied to)
Damage Points: N/A(+10 or +20 to Volcanic Ash techniques with this jutsu applied on to it)
Description: One of the things that makes volcanic ash so deadly is its grain size. The naturally small grain size allows the ash to slip into small spaces and makes it easier for the target to inhale the ash. Bane of Pompeii allows the user to change the grain size of the ash. However, the user can only increase the size of the grain. This can be used in two fashions:

Medium Sized grain: The medium size grain of volcanic ash is about about 4 mm or .15 of an inch. (+10 Damage)
Large Sized Grain: The large sized grain of volcanic ash is 8mm or .3 of an inch. (+20 damage)

By adding more chakra into an already formed volcanic ash technique, the user can change the grain size of the ash increasing its damage. A side effect of increasing the grain size is the overall speed of the traveling volcanic ash technique. A volcanic ash jutsu equipped with Bane of Pompeii's speed is reduced to the speed to the speed of a common fire jutsu. If a large sized grain is used, speed is reduced to the speed of movement of a water jutsu technique. The way how this jutsu actually empowers Volcanic Ash techniques depends on the grain size for the explosion effect that volcanic ash jutsu hold. The larger the grain the more powerful the explosion.

This technique can only be used 4 times per battle. This jutsu can't be used consecutively in the same move. It usage must be coupled with the use of a target Volcanic Ash technique, costing essentially 2 moves (the original technique and this ability) of the users though done in the same time frame as a single one.

Approved
 
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Nathan

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Shuton: Jägerbombs | Alcohol Release: Jägerbombs
Type: Supplementary
Rank: B-rank
Range: Short - Long (if thrown)
Chakra: 20
Damage: N/A
Description: The user focuses their Alcohol chakra in their lungs. With this the user can use any bottle on their person and expel the alcohol into them. The alcohol in the bottle can be used for a number of purposes and used in freeform. The user may expel it into a maximum of two bottles. The bottles can be used to store alcohol for future use without having to spend an extra move. They can be used to clean moderate wounds, used to intoxicate one’s self or the opponent, used to splash the opponent, or used to ignite as a Molotov cocktail. The advantage to using this jutsu is that it will save the time. Of course the alcohol released in the bottles is less potent and cannot be used to clean extreme wounds, drench an opponent completely, or intoxicate themselves or the opponent severely.
Notes:
- The user must post this technique in their bio, and mention they carry bottles.
- The user may only fill a maximum of two bottles every three turns.
- Can be used a maximum of three times per battle.
- The bottles can be used in freeform which allow the user to save a jutsu out of their three when they wish to use them.
- It is important to realize the effects of the alcohol in the bottles are on a smaller scale than using the release itself.
- The user cannot enter a battle with bottles already filled.


 Declined  Look at the colored. Unncessarily complex. Tip: make this simply a technique/item that consists of you having various bottles in your possession filled with pre-prepared alchool. This alchool can then be used as sources for Alchool techniques, as makeshift bombs, to desinfect wounds or simply to drink. Note though that Ethanol is still not very safe to drink... Pain, nausea, irritation, gag reflex... even if you will it and force yourself to drink it, its not as easy as that. Consider tha vodka has about 40º of alchool...you're talking pure alchool here. Above 98º. Drink it will come at some cost. Even in naruto rp.
(Shuton: Jägerbombs) - Alcohol Release: Jägerbombs
Type: Supplementary
Rank: N/A
Range: Short – Long (if thrown)
Chakra: N/A
Damage: N/A
Description: A unique Alcohol Release technique which allows the user to possess pre-prepared bottles of alcohol of varying size on his or her possession. The applications of the Jägerbombs are high in number allowing the contained alcohol to be used for sources for future Alcohol techniques, makeshift bombs in combination with sources of heat such as Fire Release, a disinfectant for wounds, or simply to drink or force feed to other targets. Much smaller bottles can also be tied to kunai and shuriken and thrown at long distances which also allow them to be used in combination with explosive tags creating much larger and devastating explosions In terms of ingestion the Alcohol carries an extremely high purity which can cause various negative side effects should the user or their opponent ingest it. In the immediate turn of ingestion the victim will suffer from nausea, severe throat irritation, and potential gagging. In the following turn the alcohol will intoxicate them temporarily hindering their ability to mold chakra for Forbidden ranked techniques while the nausea and throat irritation will persist. In the next turn the victim will feel much better being able to mold chakra normally.
Note: The user needs to state on their biography that they carry these bottles.
Note: The bottles and the alcohol contained within count as freeform techniques and can only be applied in such a way.
Note: Cannot be used on the black market of the ninjaworld

Approved - Ill pay you a visit with jiraiya, this is my kinda jutsu xd

--

Shuton: Yotta Oikosu | Alcohol Release: Drunken Overtake
Type: Supplementary/Offensive
Rank: A
Range: Short – Long
Chakra: 30
Damage: 60
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 within any water based surface, or within any variations of water. 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 water changing its properties into Alcohol. This warm sensation poses no direct harm to the opponent and is simply the Alcohol chakra manipulating the water . 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.
Note: Cannot be used on just earth based substances, can though be used on a area flooded with water, or a puddle of water.

Declined - no to the varients of water. Water in itself is fine but it wont react the same with all other water elements, Also i find that an A rank having such strong effects is too much and too fast personally.


Shuton: Yotta Oikosu | Alcohol Release: Drunken Overtake

Type: Supplementary/Offensive
Rank: S
Range: Short – Long
Chakra: 40
Damage: 80
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 within any water based surface. 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 water changing its properties into Alcohol. This warm sensation poses no direct harm to the opponent and is simply the Alcohol chakra manipulating the water . 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.
Note: Cannot be used on just earth based substances, can though be used on a area flooded with water, or a puddle of water.
Note: This can only be used on normal water, it cannot be used with variants of water, mist, oily water and so forth.

Declined - the effects are a bit OP to fast. You can't use this on water jutsu the opponent controls. But apart from that it's fine.

--

(Shuton: Kishaku Chūnyū) – Alcohol Release: Diluted Infusion
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: N/A (+10 to chakra cost of techniques)
Damage: N/A
Description: Diluted Infusion is a supplementary technique which is highly passive in nature. The user activates this ability which allows them to infuse alcohol into Water techniques. As a result, any subsequent Water techniques performed by the user will be infused with Alcohol granting it the characteristics of substance as well as the characteristics of the water. For example, should the user infuse Alcohol into a sticky, thick, viscous water then it will become a diluted thick, sticky alcohol infused substance carrying the original characteristics of the water as well as the new characteristics of the Alcohol – namely intoxication and its explosive nature. Of course, because the substance is slightly diluted being mixed with water (so as to retain the characteristics of the water) the intoxication does not have nearly as high of a potential as pure alcohol. As such, in the first turn of intoxication should this alcohol be consumed or enter the bloodstream directly the victim will suffer from the inability to be unable to mold chakra for forbidden ranked techniques. In the second turn the victim will be unable to mold chakra for S-Ranked techniques. And in the third turn the victim will be unable to mold chakra for forbidden ranked techniques. Of course, this technique also carries with it the ability to cause water to become essentially a source of an explosion when struck by fire causing the damage of katon techniques when striking the alcohol infused water source to gain +10 damage. The final special effect of this technique has on the water is it will effectively reduce the conductivity of lightning within the water source/technique in question reducing the opponent’s and user’s lightning techniques damage that comes in contact with the water by -20 damage. This technique can be deactivated by the user at will.
Note: Lasts four (4) turns once activated.
Note: Can be used three (3) times per battle.

Declined - make it like the form of a boosting technique, 3 times per battle lasting for that one jutsu, that's the only way i'll allow it, otherwise the entire water list becomes your c.e

(Shuton: Kishaku Chūnyū) – Alcohol Release: Diluted Infusion

Type: Supplementary
Rank: A
Range: Short – Long
Chakra: N/A (+10 to chakra cost of techniques)
Damage: N/A
Description: Diluted Infusion is a supplementary technique which is highly passive in nature. The user activates this ability which allows them to infuse alcohol into Water techniques. As a result, any subsequent Water techniques performed by the user will be infused with Alcohol granting it the characteristics of substance as well as the characteristics of the water. For example, should the user infuse Alcohol into a sticky, thick, viscous water then it will become a diluted thick, sticky alcohol infused substance carrying the original characteristics of the water as well as the new characteristics of the Alcohol – namely intoxication and its explosive nature. Of course, because the substance is slightly diluted being mixed with water (so as to retain the characteristics of the water) the intoxication does not have nearly as high of a potential as pure alcohol. As such, in the first turn of intoxication should this alcohol be consumed or enter the bloodstream directly the victim will suffer from the inability to be unable to mold chakra for forbidden ranked techniques. In the second turn the victim will be unable to mold chakra for S-Ranked techniques. And in the third turn the victim will be unable to mold chakra for forbidden ranked techniques. Of course, this technique also carries with it the ability to cause water to become essentially a source of an explosion when struck by fire causing the damage of katon techniques when striking the alcohol infused water source to gain +10 damage. The final special effect of this technique has on the water is it will effectively reduce the conductivity of lightning within the water source/technique in question reducing the opponent’s and user’s lightning techniques damage that comes in contact with the water by -20 damage. This technique can be deactivated by the user at will.
Note: Lasts for four (4) turns once activated.
Note: Can be used three (3) times per battle.
Note: Comes with three (3) charges each which can be applied to one water technique once per battle. The charges do not recharge with each use of this technique. For example, should the user in the first application of this technique use 2 charges, on the second activation they will only have one remaining. Once all charges have been used the user will be removed from this activation. They cannot activate this technique again without charges.

Declined - i meant, not lasting, it acts on a single jutsu for that turn.
New sub:

(Shuton Hijutsu: Tsumazuki Tamashī no Mezame) – Hidden Alcohol Release: Awakening of the Stumbling Soul
Type: Supplementary
Rank: B – Forbidden
Range: Short
Chakra: N/A (-x per turn)
Damage: N/A
Description: This forbidden Alcohol technique is perhaps the ultimate Alcohol Release technique alongside with (Shuton: Jōzōjo Kantoku) - Alcohol Release: Brewmaster Fury. Unlike Brewmaster Fury, which focuses on a more Ninjutsu application of Alcohol directed externally the Awakening of the Stumbling Soul directs the Alcohol internally, on the user. This technique is almost entirely focused on the supplementary aspects of the element which are coupled with influence from Drunken Fist, Alcohol Release: Splitting Headache, and the Eight Inner Gates themselves. Unlike the Eight Inner Gates which focus on releasing the inhibitors on the user’s chakra the Awakening of the Stumbling Soul focuses on releasing the user from their own inhibitions through the use of careful application of alcohol chakra infusing the user with greater power and benefits, of course with greater and greater drawbacks as the quantity of alcohol increases. Similar to the Eight Inner Gates, the Awakening of the Stumbling Soul uses Alcohol chakra to achieve certain Blood Alcohol Levels which are each individually stated below. This technique of course in no way relates to the Eight Inner Gates except for inspiration (each gate would be the inspirational equivalent of a Blood Alcohol Level). The rank, chakra cost, and self-afflicted damage from this technique depend on the level of alcohol infused into the blood stream. Essentially the premise behind the benefits of these states is a triangular shaped function. The benefits will gradually rise and peak and then decline and cause negative and lasting side effects one would normally experience from Alcohol consumption, except on a potentially greater degree because of the significantly increased potency and quantity from the usage of chakra. Each state lasts for a longer period of time due to the increased quantity of alcohol consumed.

Kofuku – Kofuku, or Well-Being, is the first level induced by this technique. This first state represents the light effects of drinking relatively small quantities of alcohol. Through the usage of Alcohol Chakra the user will flood their bloodstream with a small quantity of pure Alcohol. At this level the technique is considered B-Rank, carries a 20 chakra cost along with -5 chakra per turn, and will cause no damage to one’s own body. The effects of Kofuku at this level will be relatively fleeting causing the user to simply experience them over three (3) turns. In the first turn the user’s inhibitors will be released to a slight degree relaxing their muscles which increases their efficiency of their combat abilities in close range. Kofuku also slightly numbs the user’s pain receptors causing them to become effectively resistant to low levels of pain from shallow cuts, bruises, and such. In the second turn the user will reach Kofuku’s peak and gain a slight euphoria and become slightly more resistant to pain. In the third turn the user will lose these benefits and will enter a slight depressed state calming their body down.

Tosui – Tosui, or Euphoria, is the second level induced by this technique. This second state represents the more moderate effects of Alcohol consumption. Through the careful usage of Alcohol Chakra the user releases a moderate amount of alcohol into their bloodstream. At this level the technique is considered A-Rank, carries a 30 chakra cost, along with -10 per turn, and will cause 5 damage to one’s own body along with the negative side effects this carries. The effects of Tosui at this level will be slightly extended compared to Kofuku causing the user to experience them over four (4) turns. In the first turn of intoxication the user’s inhibitors are nearly completely released allowing them to have full muscle relaxation increasing their abilities and efficiency in combat as well as numbing their pain receptors to become completely resistant to the pain caused by cuts, bruises, and such. In the second turn of intoxication the user gains similar effects to that of Drunken Fist. Their taijutsu becomes highly erratic, unpredictable, and explosive as their inhibitors are completely released. In addition to this the user gains a +5 damage increase to their taijutsu capabilities due to their alcohol induced euphoria. In the third turn the user will gain the peak effects of Tosui. Their taijutsu capabilities will be further increased allowing them to gain an additional +5 to taijutsu (total now becomes +10). In the fourth and final turn the user will lose all of these benefits and suffer from the negative side effects of Tosui. The user will suffer from nausea and a headache for three turns thereafter which slightly slows their ability to weave handseals.

Fukai – Fukai, or Dysphoria, is the third level induced by this technique. This third state represents the higher effects of Alcohol consumption. Through the careful usage of Alcohol Chakra the user releases a more highly concentrated quantity of Alcohol into their bloodstream and entire body. At this level the technique is considered S-Rank, carries a 40 chakra cost, along with -10 per turn, and will cause 10 damage to one’s own body along with the negative side effects this carries. The effects of Fukai at this level will be extended carrying them over five (5) turns. In the first turn of intoxication the user’s inhibitors are completely released allowing for total muscle relaxation increasing their abilities in close quarters combat significantly while also numbing their pain receptors to a very high level allowing for the near complete suppression of pain from lacerations, stab wounds, and deep skin cuts. In the second turn of intoxication the user gains the effects of Drunken Fist allowing their taijutsu to become erratic and unpredictable while also gaining a +10 damage increase to their taijutsu capabilities. In the third turn of intoxication the user will experience a further numbing of their pain receptors allowing them to in addition become resistant to burns, electrical shocks, and frostbite. In the fourth turn the user will experience the peak effects of Fukai heightening their taijutsu capabilities to an even higher degree allowing for an additional increase of +5 damage (total now become +15) as well as freeform alcohol taijutsu. In the fifth turn the user will experience a loss of all of these benefits and suffer the higher level of negative side effects causing them to suffer from a severe headache, severe nausea, and difficulty to mold their chakra resulting in the inability to weave hand seals properly as well as be unable to high level techniques. The severe headache and nausea persist for four (4) turns causing the user to take effectively 10 damage to their health. The effects of the inability to mold chakra properly will last for only two (2) turns but lessen as time passes. In the first turn of the negative side effects (the fifth turn of Fukai) the user will be unable to mold chakra for techniques S-Rank and above as well as be unable to weave hand seals for all techniques. In the second turn the user will be unable to mold chakra for Forbidden Ranked techniques while only being able to weave hand seals at a slower rate.

Teiden – Teiden, or Blackout, is the fourth and final level induced by this technique. This fourth state represents the near fatal effects of Alcohol consumption. Discarding care for applying the Alcohol Chakra the user floods their bloodstream and entire body with highly concentrated quantities of Alcohol. At this level the technique is considered F-Rank, carries a 50 chakra cost, along with -10 chakra per turn, and will cause 50 damage to one’s own body along with extremely negative side effects at the end of this technique. The effects of Teiden at this level will be carried over six (6) turns. In the first turn of intoxication the user’s inhibitors are entirely released allowing for absolute muscle relaxation and also allowing the user’s taijutsu movements to become akin to that of Drunken Fist granting them a +10 damage increase to their taijutsu capabilities. In addition to this the user’s pain receptors are numbed to the point where they cannot feel the effects of lacerations, stab wounds, deep skin cuts. In the second turn of intoxication the user’s pain receptors are further numbed allowing for resistance to severe burns, electrical shocks, and frostbite. In the third turn of intoxication the user’s taijutsu capabilities are further increased granting an additional +5 damage to their taijutsu abilities (+15 damage now total). In the fourth turn of intoxication the user’s pain receptors have completely shut down allowing them to become resistant to pain caused by potentially lethal damage such as limb loss as well as freeform alcohol taijutsu. In the fifth turn the user will experience the peak effects of Teiden grating them an additional +15 damage to taijutsu while peaking their euphoria (+30 damage increase total). In this turn the effects of the Blackout will kick in causing the user to not remember anything that happens in a fight after this point, should they even survive after the effects of Teiden have expired. Their fighting style becomes completely unpredictable, unreasonable, and explosive. Their ability to speak is greatly limited and nearly left useless entirely. In the sixth turn of Teiden the user will enter the dangerous effects of the Blackout causing them to lose all gained benefits while also suffering from an extreme headache, extreme nausea, and losing the ability to mold chakra nearly all together leaving them only able to access chakra to use C-Rank and below techniques. Unlike the other levels of this technique once this sixth turn expires the user will Blackout and go unconscious for the remainder of the battle.

Alcohol Taijutsu; This ability is gained in the fourth turn of Fukai and Teiden. This allows the user to, at their discretion, release small bursts of pure alcohol from their strikes be it kicks, punches, headbutts, etc. The alcohol released is unranked and does not carry many serious intoxication side effects but can be used in other ways, such as using it in combination with fire techniques. This is purely a freeform act and does not carry ranked strength or individual chakra cost.

Note: Awakening of the Stumbling Soul can be used twice per battle. When activating a certain level the user is also able to ascend to a higher level of the technique, should they desire, the restrictions on this is that the turn the user is on in the level they are currently on will be the level they enter when they ascend and also add all additional levels thereafter. Extending can only be used once per application. For example, should the user be in Kufuku and be on the second turn and desire to ascend to Fukai they will be placed in the second turn of Fukai and have the duration increased to five (5) turns but only have three (3) turns remaining.
Note: To use the second activation of Awakening of the Stumbling Soul the user must have allowed all the negative side effects pass from their previous usage. Of course this means that this is impossible should they have used Teiden previously as they will be unconscious.
Note: Pain suppression does not actually mean resistance to the damage. It only means that the user will not feel the mental and psychological effects of the pain until after the effects of the induced state wear off. So if the user suffers a burn wound while in Fukai’s higher resistance levels they will not feel it until after it wears off. They will feel this pain after it wears off as well as the listed negative side effects.

Declined - it's too long. Not even going to read this. If all of this is valid then you just have too much in a single jutsu

Christmas Recheck Gift:
So first of all you need to close the rank gap. Just looking at it, B to F is too varied and we don't allow this, s/f would be find but B to F is too much. I'd get rid of state one, the slight nmuing seems pointless in todays rp not going to lie, bjust seems good in theoory but useless in practicality. Second state is better but just seems like drunken fist with a minor power boost of +10 in total which isn't even +1 rank, do you really want that?

At this point i suggest you strip the cj back, and name each tun. ave it as a single F rank with 6 turns of it, gaining a beach turn then at the end full relapse of hangover you know? So you can stop it at any time, but can't start it again, and after X turns you have X effect, its still only one F rank jutsu. Same as with the gates, two gates wears you out but 6th gate destroys your body. Just rework it is all
 
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Nathan

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(Hottoaisu: Hakamori no Manto) – Hot Ice Release: Gravekeeper’s Cloak
Type: Defensive, Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per turn + -10x per layer)
Damage: N/A (80)
Description Gravekeeper’s Cloak is a unique application of Hot Ice based upon “Earth Release: Hardening Technique”. Through the rapid release of Hot Ice chakra throughout the user’s entire body an armor of Hot Ice will form on the user’s body with the exception of their mouth and eyes, should the user choose to do so. This armor however is unique compared to the Hardening Technique in two aspects. The first is this armor is in essence living and responds to the user’s will. While the armor cannot move on its own the chakra it drains from the user fuels its life. The second unique characteristic of the armor that it is not a single layer of armor. Instead, the Gravekeeper’s Cloak is composed of four individual layers of Hot Ice simply packed tightly together and held together by the user’s chakra. Each layer is equivalent to B-Rank and can offer defences within elemental weaknesses and strengths. For example, should an opponent attack the user with an A-Rank attack neutral to Hot Ice then two layers of the armor will be instantly shattered. Combining these two unique aspects offers the user powerful defensive capabilities. The continual feeding and sacrifice of chakra to the Cloak allows it to regenerate these layers should they be shattered. The regeneration of layers simply requires the user to expend 10 additional chakra per layer that they wish to regenerate. Should all layers be destroyed in a single instance then the technique shall end entirely as the Cloak cannot regenerate at all should no layers be present. The layers of Hot Ice are produced in such a way to only slightly hinder movement causing the user’s speed to be reduced by two levels from their current level for its duration, on top of the stated above the user whist using this technique is unable to make handseals, nor hold weapons, as for the users senses, hearing is slightly off as the armour covers the user in four layers, the user will be more vulnerable to surprise attacks. Additionally, while in shrouded in the Gravekeeper’s Cloak one can only mold chakra for Hot Ice, Earth, Fire, and Water techniques. On top of its powerful defensive capabilities the Gravekeeper’s Cloak also offers some certain offensive capabilities. Through the application of a single Snake hand seal and at the cost of a move the user can produce from the armor pillars and spikes which can reach up to short-range from the user’s position. These pillars and spikes offer either blunt or piercing based damage capable of tearing through powerful physical defenses within elemental strengths and weaknesses. The pillars or spikes will emerge from the armor with incredible velocity granting them their great blunt or piercing force behind them.
Note: Can be used twice (2) per battle.
Note: Can only be used once every two (2) turns.
Note: Once activated the Gravekeeper’s Cloak will last for four (4) turns.
Note: After this technique has deactivated the user cannot use Hot Ice techniques above A-Rank for two (2) turns.

Declined - what makes it any different from the cannon jutsu? You should play it off that it's temperature plays a part to atleast make it slightly unique.
(Hottoaisu: Hakamori no Manto) – Hot Ice Release: Gravekeeper’s Cloak
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per turn + -10x per layer)
Damage: N/A (80)
Description: Gravekeeper’s Cloak is a unique application of Hot Ice based upon “Earth Release: Hardening Technique.” Through the rapid release of Hot Ice chakra throughout the user’s entire body an armor of Hot Ice will form on the user’s body with the exception of their mouth and eyes, should the user choose to do so. This armor however is unique compared to the Hardening Technique in two aspects. The first is this armor is in essence living and responds to the user’s will. While the armor cannot move on its own the cahkra it drains from the user fuels its life. The second unique characteristic is that it is not a single layer of armor. Instead, the Gravekeeper’s Cloak is composed of four distinct layers of Hot Ice simply packed tightly together and held together by the user’s chakra. Each layer is equivalent to B-Rank and can offer defences within elemental weaknesses and strengths. For example, should an opponent attack the user with an A-Rank attack neutral to Hot Ice then two layers of the armor will be instantly shattered. Combining these two unique aspects offers the user powerful defensive capabilities. The continual feeding and sacrifice of chakra allows it to regenerate these layers should they be shattered. The regeneration of the layers simply requires the user to expend 10 additional chakra per layer that they wish to regenerate. Should all layers be destroyed in a single instance then the technique shall end entirely as the Cloak cannot regenerate at all should no layers be present. The layers of Hot Ice are produced in such a way to only slightly hinder movement causing the user’s speed to be reduced by two levels from their current level for the duration of the technique. In addition to this the user becomes unable to weave hand seals due to the sheer bulk of the armor and can only hold rudimentary weapons such as normal kunai, katanas, and longswords. He cannot hold ranged weapons like bows and arrows and utilize them proerply. The user’s sense of hearing is also distorted slightly causing them to have a slight vulnerability. Additionally, while shrouded in the Gravekeeper’s Cloak one can only mold chakra for Hot Ice, Earth, Fire, and Water techniques. On top of its powerful defensive capabilities the Cloak also offers some certain offensive capabilities. The user is capable of, at the cost of a move, produce from the armor pillars, blades, and spikes which can reach up to short-range from the user’s position. These offer various types of damage and can tear through powerful defenses within elemental strengths and weaknesses. They will emerge from the armor with incredible velocity granting them immense blunt or piercing power. As with all Hot Ice this technique comes with the high temperatures of Hot Ice allowing for limited burn damage to the opponent with extended contact.
Note: Can be used twice (2) per battle.
Note: can only be used once every two (2) turns.
Note: Once activated the Gravekeeper’s Cloak will last for four (3) turns.
Note: After this technique has deactivated the user cannot use Hot Ice techniques above A-Rank for two (2) turns.
Note: No jutsu above A rank in the turn this ends

Approved - made edits
(Hottoaisu: Daimosu no Kifu) – Hot Ice Release: Donation of Deimos
Type: Supplementary
Rank: B – S
Range: Short – Long
Chakra: 20 – 40 (-10 per turn)
Damage: N/A
Description: The purpose of the Donation of Deimos is to reconstitute and repurpose destroyed Hot Ice structures littered on the field of battle. Through the use of a series of two hand seals the user can release varying levels of Hot Ice chakra from their body into the surrounding area. Once it comes into contact with destroyed or abandoned Hot Ice remains the technique will infuse it with chakra and allow the user to bend it once again to his or her will. The Donation of Deimos not only allows for a repurposing but it also grants the once dead construct a certain level of sentience and independence from the user while still responding to his or her will. The B-Rank application of this technique allows the user to repurpose fallen constructs within a mid-range radius around the user. The size of a B-Rank repurposed construct is limited to that of an average sized human being and will form into the aforementioned shape. At this level the repurposed construct is also granted B-Rank strength. The A-Rank application of this technique allows the user to repurpose fallen constructs within a long-range radius around the user. The size of A-Rank repurposed constructs is limited to that of about Gamakichi during the Fourth Shinobi World War (17m) and the construct is also granted A-Rank strength at this level. The A-Rank application does allow for more creative creations compared to the inferior B-Rank application allowing the user to not only create humanoid constructs but large animals and such. The S-Rank application of Donation of Deimos allows the user to repurpose immense quantities of Hot Ice within a long-range radius around the user. The limit on the size of S-Rank repurposed constructs rivals that of the size of titanic statues 50 meters in height. These constructs have S-Rank strength.
Note: Can only be used twice per battle.
Note: Only one construct can be reanimated at any given time.
Note: Once the S-Rank application of this technique expires the user will be unable to use A-Rank and above Hot Ice techniques for one turn.
Note: Constructs repurposed by Donation of Deimos move at the speed of an average Kage ranked shinobi.

Declined - i'm fine with you creating and re controlling broken down stuff that isn't completely destroyed, i have a jutsu called "Carbon control" to do this, but to make sentient like creatures in this way is too much. Make it A rank, cover all ranges and a limit to what you can do with it.

(Hottoaisu: Daimosu no Kifu) – Hot Ice Release: Donation of Deimos

Type: Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: 60
Description: The purpose of the Donation of Deimos is to reconstitute and repurpose destroyed Hot Ice structures littering the field of battle. Through the use of a single hand seal the user can release their Hot Ice chakra from their body into the surrounding area up to long-range. Once it comes into contact with destroyed or abandoned Hot Ice remains the technique will infuse it with chakra and allow the user to bend it once again to his or her will. The chakra released can repurpose the Hot Ice allowing it to be infused yet again with the user’s chakra granting it A-Rank capabilities – meaning that if an S-Rank Hot Ice pillar was destroyed previously in a fight and this technique infuses it, it will now possess A-Ranked strength. The limitations on this technique are simple. The user can repurpose shattered Hot Ice structures and cause them to act as projectiles which are launched rapidly toward their target(s). Should the user infuse a pile of Hot Ice or multiple shards they will all be reanimated but will only have the total combined strength of A-Rank, it cannot exceed that strength. Additionally, with their chakra, the user can reshape the shattered Hot Ice either further sharpening it or blunting it allowing the user to experiment with many forms of damage. The technique can only reanimate shatter Hot Ice and reshape it into simple structures such as knives, pillars, etc. It cannot create complex forms.
Note: Can be used five (5) times per battle.
Note: Cannot be used within consecutive turns.


Approved - much better

New subs:

(Hottoaisu: Tarutarosu no Ryōken) – Hot Ice Release: Hounds of Tartarus
Type: Offensive
Rank: S
Range: Short – Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: Through the usage of a single Snake hand seal the user is capable of initiating the Hounds of Tartarus by swiftly converting and releasing copious amounts of Hot Ice chakra into the earth within short-range of the user or from the user’s body resulting in the formation of demonic hounds with enormous appetites. The size and number of the hounds can vary to the user’s discretion – in terms of the number of hounds created their total strength will always come to the sum of an S-Rank technique, never more and never less. In terms of size the hounds created can be as small as an average sized German shepherd or as large as Gamaken. The special quality of the hounds is that they are imbued with the user’s chakra and as such are granted a limited form of sentience allowing them, as long as the user is feeding them a small portion of his chakra per turn, to act independently and respond to the user’s will. As they are composed purely of Hot Ice the hounds respond to normal elemental weaknesses and strengths. Their bodies radiant with heat causing those to come in contact with them to suffer; prolonged contact with the technique will cause the target to suffer from burns and such on the afflicted area. The hounds themselves are equipped with sharp Hot Ice teeth and can be used to tear opponents to shreds should they get their strong grip on a target. The final ability imbued upon the hounds is that they are capable of consuming water techniques due to the absorptive characteristics of Hot Ice. The water can be consumed by the hound through their mouth generally and can consume up to their rank in water which will cause them to reach their containment limit. Of course, their containment limit decreases with each additional hound created. For example, should two hounds be formed (each sharing A-Rank strength) then each will be able to, separately, contain an A-Rank water technique within their body. If a water technique is widespread, however, the two can both consume it and split the water technique in half (assuming it is S-Rank and the two hounds are A-Rank) allowing both hounds to carry half the water technique within their body. Finally, with a single confrontation hand seal the user can cause the hound’s body to explode with the contained water within causing a potent Hot Ice/Water combination to burst out from the body. In a default explosion the combined elements will be an omnidirectional burst but the user can, with their chakra, angle the elemental combination away from them and toward their target(s), should they desire. The dangerous effect of this technique is that the user will only be able to access the elements which compose Hot Ice – that is Water Release, Fire Release, and Earth Release as well as Hot Ice Release itself.
Note: Can be used twice (2) per battle.
Note: The hound(s) will remain on the field for a total of four (3) turns.
Note: When this technique expires the user will be unable to use Hot Ice techniques above S-Rank for the following turn. No jutsu s rank or above when this ends

Approved - made edits
 
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Noni

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Bromine approved


(Shusoton: Sairen no Yūwaku Dōki) - Bromine Release: The Siren's Seductive Synchronization
Type: Supplementary/Defense/Offense
Rank: S
Range: Short
Chakra Cost: 40 (+10 to maintain ; +10 to reform)
Damage Points: N/A (80 if used offensively)
Description: The user will gather their Shusoton chakra and release it outward, shaping it simultaneously as it is released into a thinly compressed bromine sphere. Comparisons can be drawn to that of the lightning Plasma ball. This sphere allows for the user to remain in a decent defensive position and if desired the user can be specific and just create small sections of the sphere only to defend specific areas of the opponent, rather than completely cover their body. Earthly material that touches the sphere will immediately begin to corrode, reactive material when interacting with bromine will be put under bromine's natural reactive state and with the plasma ball outward and around the user the reactivity will not be harmful. All other elements will have natural interaction with the plasma in accordance to the element itself. The supplementary usage of this element allows the user to perform water based jutsus within the plasma that originates from their body, when the water is sent outward and breaches the sphere, naturally residue of the bromine will mix in with the liquid body, making the water corrosive and dangerous to interact with. Heat based elements can also be used here, as the heat will evaporate section of the plasma, releasing its gas outward, along with its flames. The gas able to irritate the opponent and upon inhalation make them dizzy. However, both these scenarios will weaken the plasma, by choice, the user can reform the barrier with extra chakra spent, if not, this application can only last for three usages. An offset from this jutsu is how other elements that directly come out of the users body will not benefit from this application. While material like earth and metal weapons will likely be unable to be performed at all, specifically jutsus that originate from the users body as the bromine will destroy the material. The user lastly, for an offensive usage can use the plasma barrier to ram against the opponent, corroding their body and dealing serious burns. When the user wants to stop this barrier, upon request they can release the barrier in a omni-directional wave of bromine in the rank form of what the barrier was prior to its release (this includes damage it might have taken). If the user does not desire to perform this release, it will simply evaporate in thin air, useless and harmless.

Note: Lasts four turns
Note: Can only be used twice
Note: No bromine turn deactivated
Note: No S-Rank or above Bromine on the user's activation turn
Note: No Fire or Water above S-Rank on the user's activation turn

Declined - Make it last for 3 turns, 2 turns between uses and takes a handseal to make and reform. Or you could just release this when your opponent is close and it's pretty much game over. Also how big is the sphere?

(Shusoton: Sairen no Yūwaku Dōki) - Bromine Release: The Siren's Seductive Synchronization
Type: Supplementary/Defense/Offense
Rank: S
Range: Short
Chakra Cost: 40 (+10 to maintain ; +10 to reform)
Damage Points: N/A (80 if used offensively)
Description: The user will gather their Shusoton chakra, perform one hand seal and release it outward, shaping it simultaneously as it is released into a thinly compressed bromine sphere. Comparisons can be drawn to that of the lightning Plasma ball, and can extend up to short range (five meters) max. This sphere allows for the user to remain in a decent defensive position and if desired the user can be specific and just create small sections of the sphere only to defend specific areas of the opponent, rather than completely cover their body. Earthly material that touches the sphere will immediately begin to corrode, reactive material when interacting with bromine will be put under bromine's natural reactive state and with the plasma ball outward and around the user the reactivity will not be harmful. All other elements will have natural interaction with the plasma in accordance to the element itself. The supplementary usage of this element allows the user to perform water based jutsus within the plasma that originates from their body, when the water is sent outward and breaches the sphere, naturally residue of the bromine will mix in with the liquid body, making the water corrosive and dangerous to interact with. Heat based elements can also be used here, as the heat will evaporate section of the plasma, releasing its gas outward, along with its flames. The gas able to irritate the opponent and upon inhalation make them dizzy. However, both these scenarios will weaken the plasma, by choice, the user can reform the barrier with extra chakra spent and one other hand seal, if not, this application can only last for three usages. An offset from this jutsu is how other elements that directly come out of the users body will not benefit from this application. While material like earth and metal weapons will likely be unable to be performed at all, specifically jutsus that originate from the users body as the bromine will destroy the material. The user lastly, for an offensive usage can use the plasma barrier to ram against the opponent, corroding their body and dealing serious burns. When the user wants to stop this barrier, upon request they can release the barrier in a omni-directional wave of bromine in the rank form of what the barrier was prior to its release (this includes damage it might have taken). If the user does not desire to perform this release, it will simply evaporate in thin air, useless and harmless.

Note: Lasts three turns
Note: Can only be used twice
Note: Must wait two turns before re-use
Note: No bromine turn deactivated
Note: No S-Rank or above Bromine on the user's activation turn
Note: No Fire or Water above S-Rank on the user's activation turn

Approved.
 
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BusinessManTeno

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(Rinton: Tentou Mayu) Phosphorus Style: Heavens Cocoon
Type: Offensive | Supplementary
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80
Description: The user will do a set of 3 handseals, following right after palming their hands on the ground This will cause phosphorus from five meters in every angle from the opponent to rise up from the ground around them enclosing them inside what would seem to look like a cocoon that is infused with the users chakra. Inside the cocoon is pitch black due to no sunlight bypassing the phosphorus. This technique can be used in two ways, both initiated by the confirmation handseals sending fire chakra into the phosphorus. The user could send a moderate amount of fire chakra into it, causing the inside of the cocoon to be filled with the fumes from the phosphorus, causing mass irritation not only to the eyes hindering your eye sight, but to the throat, hindering techniques used from the mouth. If the opponent is not out of the cocoon after two turns, the fumes would have settled inside their system causing the opponent to collapse, and require medical attention or the phosphorus will cause lung failure. OR The user can send fire chakra into the phosphorus unrestricted (meaning he sends alot) , this will cause the phosphorus to violently ignite creating an explosion up to mid range, obliterating all thats caught within the blast radius.

Note: Can use twice per battle
Note: The user cant use both effects of the phosphorus in one usage
Note: The phosphorus cocoon stays on the field for a max of 2 turns unless destroyed
Note: Cant use phosphorus S rank or above in the next turn

‡ Declined ‡ Just checked your CE submission and your element is flammable, not explosive. It will ignite but it won't explode and encompass "everything within mid-range".
(Rinton: Tentou Mayu) Phosphorus Style: Heavens Cocoon
Type: Offensive | Supplementary
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80
Description: The user will do a set of 3 handseals, following right after palming their hands on the ground This will cause phosphorus from five meters in every angle from the opponent to rise up from the ground around them enclosing them inside what would seem to look like a cocoon that is infused with the users chakra. Inside the cocoon is pitch black due to no sunlight bypassing the phosphorus. This technique can be used in two ways, both initiated by the confirmation handseals sending fire chakra into the phosphorus. The user could send a moderate amount of fire chakra into it, causing the inside of the cocoon to be filled with the fumes from the phosphorus, causing mass irritation not only to the eyes hindering your eye sight, but to the throat, hindering techniques used from the mouth. If the opponent is not out of the cocoon after two turns, the fumes would have settled inside their system causing the opponent to collapse, and require medical attention or the phosphorus will cause lung failure. OR The user can send fire chakra into the phosphorus unrestricted (meaning he sends alot) , this will cause the phosphorus to violently ignite, setting everything inside the cocoon in a a wild blaze of fire inside as it remains contained inside, burning the opponent alive

Note: Can use twice per battle
Note: The user cant use both effects of the phosphorus in one usage
Note: The phosphorus cocoon stays on the field for a max of 2 turns unless destroyed
Note: Cant use phosphorus S rank or above in the next turn
Note No jutsu S rank or above in the following turn

Approved - made edits



(Rinton: Kaen utsuwa) Phosphorus Style: Ignited Vessel
Type: Supplementary | Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50 (+20 chakra)
Damage: 90 (-40 to user)
Description: This is one of the two ultimate techniques of the phosphorus style technique, utilizing the already phosphorus inside the humans body and can be initiated in two ways. The most common way is utilizing through physical touch, causing the user to insert large volumes of his phosphorus chakra inside the opponents body via contact. Doing this, the user would not only increase the amount of phosphorus inside the opponents body on a large scale, but made it that the phosphorus chakra inside the opponent is infused with the users chakra. Or the user can use an already pre-existing source via contact. Meaning if the opponent is in contact with any phosphorus, the user can transfer the chakra from the source into the opponents body causing the phosphorus chakra in their body to increase on a large scale infused with the users chakra. This techinique requires precise chakra control and focus which causes the user to use more chakra then normal to initiate the technique. Once the stage has been set with the phosphorus coursing through the opponents body, the user will do the confirmation handseal causing the phosphorus to ignite very aggressive, causing the insides of the opponent body to burn, causing extraordinary pain beyond belief.

Note: Can only use once
Note: This technique can linger inside the opponents body for 2 turn before it ignites by itself
Note: This technique puts a physical strain on the body which causes the user to spend an additional 20 Chakra points
Note: The user cant use any phosphorus in the same or the next turn (Unless its igniting this technique)
Note: Igniting this technique via confirmation handseal cost a move slot per turn but is within the same timeframe

Declined - dnr. Not having you control it within them
 
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Shuton: Yotta Oikosu | Alcohol Release: Drunken Overtake

Type: Supplementary/Offensive
Rank: S
Range: Short – Long
Chakra: 40
Damage: 80
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 within any water based surface. 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 water changing its properties into Alcohol. This warm sensation poses no direct harm to the opponent and is simply the Alcohol chakra manipulating the water. 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.
Note: Cannot be used on just earth based substances, can though be used on a area flooded with water, or a puddle of water.
Note: This can only be used on normal water, it cannot be used with variants of water, mist, oily water and so forth.

Declined - the effects are a bit OP to fast. You can't use this on water jutsu the opponent controls. But apart from that it's fine.



(Shuton: Kishaku Chūnyū) – Alcohol Release: Diluted Infusion

Type: Supplementary
Rank: A
Range: Short – Long
Chakra: N/A (+10 to chakra cost of techniques)
Damage: N/A
Description: Diluted Infusion is a supplementary technique which is highly passive in nature. The user activates this ability which allows them to infuse alcohol into Water techniques. As a result, any subsequent Water techniques performed by the user will be infused with Alcohol granting it the characteristics of substance as well as the characteristics of the water. For example, should the user infuse Alcohol into a sticky, thick, viscous water then it will become a diluted thick, sticky alcohol infused substance carrying the original characteristics of the water as well as the new characteristics of the Alcohol – namely intoxication and its explosive nature. Of course, because the substance is slightly diluted being mixed with water (so as to retain the characteristics of the water) the intoxication does not have nearly as high of a potential as pure alcohol. As such, in the first turn of intoxication should this alcohol be consumed or enter the bloodstream directly the victim will suffer from the inability to be unable to mold chakra for forbidden ranked techniques. In the second turn the victim will be unable to mold chakra for S-Ranked techniques. And in the third turn the victim will be unable to mold chakra for forbidden ranked techniques. Of course, this technique also carries with it the ability to cause water to become essentially a source of an explosion when struck by fire causing the damage of katon techniques when striking the alcohol infused water source to gain +10 damage. The final special effect of this technique has on the water is it will effectively reduce the conductivity of lightning within the water source/technique in question reducing the opponent’s and user’s lightning techniques damage that comes in contact with the water by -20 damage. This technique can be deactivated by the user at will.
Note: Lasts for four (4) turns once activated.
Note: Can be used three (3) times per battle.
Note: Comes with three (3) charges each which can be applied to one water technique once per battle. The charges do not recharge with each use of this technique. For example, should the user in the first application of this technique use 2 charges, on the second activation they will only have one remaining. Once all charges have been used the user will be removed from this activation. They cannot activate this technique again without charges.

Declined - i meant, not lasting, it acts on a single jutsu for that turn.
New sub:

Shuton: Yotta Oikosu | Alcohol Release: Drunken Overtake

Type: Supplementary
Rank: S
Range: Short – Long
Chakra: 40
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 within any water based surface. 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 water changing its properties into Alcohol. This warm sensation poses no direct harm to the opponent and is simply the Alcohol chakra manipulating the water . 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.
Note: Cannot be used on just earth based substances, can though be used on a area flooded with water, or a puddle of water.
Note: This can only be used on normal water, it cannot be used with variants of water, mist, oily water and so forth.
Note: This cannot be used on the opponent's water techniques

‡ Approved ‡ Edited.


(Shuton: Kishaku Chūnyū) – Alcohol Release: Diluted Infusion

Type: Supplementary
Rank: A
Range: Short – Long
Chakra: N/A (+10 to chakra cost of techniques)
Damage: N/A
Description: Diluted Infusion is a supplementary technique which is highly passive in nature. The user activates this ability which allows them to infuse alcohol into Water techniques. As a result, any subsequent Water techniques performed by the user will be infused with Alcohol granting it the characteristics of substance as well as the characteristics of the water. For example, should the user infuse Alcohol into a sticky, thick, viscous water then it will become a diluted thick, sticky alcohol infused substance carrying the original characteristics of the water as well as the new characteristics of the Alcohol – namely intoxication and its explosive nature. Of course, because the substance is slightly diluted being mixed with water (so as to retain the characteristics of the water) the intoxication does not have nearly as high of a potential as pure alcohol. As such, in the first turn of intoxication should this alcohol be consumed or enter the bloodstream directly the victim will suffer from the inability to be unable to mold chakra for forbidden ranked techniques. In the second turn the victim will be unable to mold chakra for S-Ranked techniques. And in the third turn the victim will be unable to mold chakra for forbidden ranked techniques. Of course, this technique also carries with it the ability to cause water to become essentially a source of an explosion when struck by fire causing the damage of katon techniques when striking the alcohol infused water source to gain +20 damage. The final special effect of this technique has on the water is it will effectively reduce the conductivity of lightning within the water source/technique in question reducing the opponent’s and user’s lightning techniques damage that comes in contact with the water by -20 damage.
Note: Can be used four (4) times per battle.
Note: Can only be used on the users own water techniques, and only lasts for the turn it's used on.

‡ Declined ‡ Alcohol contains more natures/elements than just water. You can't use it while using a Water technique without YY. However, there's still a way to make this feasible. Make it so you convert the air moisture into alcohol and every time a water based technique is used (even if it's your opponent's), the alcohol molecules converge on the technique and imbue the jutsu with it's properties. Remove the damage boosts/reductions on this. You can keep the explosive property and simply make it so while this is active, Water techniques become strong to lightning ones. You can make the technique usable twice and last for four turns.
 
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ReXii

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(Shimoton: Totsuzen no samu-sa) - Frost Release: Cold Snap
Type: Offensive/Defensive/Supplemental
Rank: A
Range: Short-Mid
Chakra: 30
Damage: (+20) When used in conjunction with a water jutsu.
Description: This jutsu can be used only in conjunction with a water jutsu, or on an opponents water jutsu. The techniques basis is steeped in the ability of the frost element to turn liquids in to vapors, by using this in conjunction with one of the users water jutsu, the water will take on a chilling property before turning entirely in to frost vapors. Turning from a liquid in to a vapor based attack, the freezing cold water vapors will chill the enemy to the core lowering his overall speed by 30% for four turns. This can be used on any water jutsu that the user knows regardless of rank. However on an enemy jutsu it can only counter up to S rank water jutsu, the technique is performed with no handseals instead requiring a snap of the fingers to activate the technique. The reason this technique increases the damage of water attacks is due to the addition of frost chakra making the technique more wind based and having the ability to cut in the same way as wind jutsu cut. The technique requires a single handseal to activate.
Note: Can be used thrice per battle.
Note: Due to causing the water jutsu to lose it's form the original jutsu's damage is augmented and shifted in to cold wind damage, causing slicing wounds similar to wind release as well as lasting frostbite.
Note: Damage boost is only applicable for the users jutsu, if used defensively it will simply cause the opponents water jutsu to be dispersed in to a cold wind.

Declined - say plus 1 rank up to S rank which then gain +10. As your element is really a extremely cold wind, i don't think it can work on the opponent water jutsu like that due to the sheer volume of S rank water jutsu, so that needs reworking. And a snap of the fingers isn't enough to create such power.


(Shimoton: Bunshi gensoku) - Frost Release: Molecular Deceleration
Type: Offensive/Supplemental
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90
Description: This jutsu is considered a finishing technique of the custom element. Only usable once the opponent or opponents have already been struck and afflicted with the effects of frostbite from any of the techniques in the element that afflict the opponent with frostbite. Once activated this technique will cause the frostbite present in the opponents body to violently begin to expand throughout the opponents body causing the skin, muscles nerves and general body of the opponent to begin to suffer from severe frostbite, this will culminate over a series of turns and ends with the opponents oxygen and blood supply being vaporized nearly entirely resulting in unconsciousness. The technique is performed with a single handseal followed by clapping the hands.
Note: Can be used once per battle.
Note: The frostbite effect can be considered any type of movement speed decrease or lasting debuff that is afflicted by any frost jutsu.
Note: This technique takes five total turns to culminate in it's final form, during these five turns the user may only use two jutsu per turn, additionally due to the focus required to sustain this jutsu he may not use any other forbidden ranked techniques during this time.
Note: The effects of the jutsu culminate each turn and increase in their effectiveness, on the first turn the opponent will lose 2 ranks of his speed, this will increase each turn up to the final turn when they can't move. He will also lose the ability to move large distances via his own body. I.E being able to use body flicker, and will be unable to physically run more than 5 meters per turn.
Note: The large amount of focus required for this technique will cause the user to be unable to utilize his frost element or water and wind for four turns after the technique has culminated.
Note: No jutsu above S rank in the following turn

Approved - made edits


(Shimoton: Shimo shinkūjin) - Frost Release: Frost Vacuum Blade
Type: Offensive/Supplemental
Rank: D-S
Range: Short-Mid
Chakra: 10-40
Damage: 20-80
Description: This jutsu is an enhanced variant of the vacuum blade technique, utilizing frost chakra the user is able to exhale pure frost chakra from his mouth on to any physical weapon he owns. Increasing the size and the range of the weapon as well as adding considerable damage. Unlike the vacuum blade this technique can also be used on the users limbs to create extensions for use with his taijutsu also. If struck by this jutsu the opponent will lose 2 ranks of his total base speed for four turns due to frostbite. The technique works in a very similar way to Danzo's Vacuum blade technique that was used to cover a kunai in tangible wind chakra to enhance it's size and length. The main difference between this jutsu and his usage is that this jutsu allows the user to increase the length more considerably being on par with chidori spear in terms of size and extension ability. Additionally it allows the user to manipulate the shape of the enhancement also like Chidori spear causing it to be more malleable allowing spike like protrusions to spike off from the blade. But these functions will only be applicable when using the A-S ranked version.
Note: Can be used twice per battle in S rank form, four times in A rank form, and an unlimited amount of times at B rank and below.
Note: After using the S ranked version, the user is unable to use frost release above S ranked the following turn.
Note: Only A-S rank enhancement will allow the range to increase to mid ranged.

Approved - made edits, nice jutsu

(Shimoton: Kita no Ibuki)- Frost Release: Breath of the North
Type: Supplementary/Offense/Defense
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: The basic creation technique for Frost. The user is able to create various tools out of Frost, 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 two methods, either through their body (limbs, mouth, etc), the second from is in the distance but requires a handseal when using this method. The size, and power of the constructs depend mainly on the ranking used, A-Rank Frost 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 Frost on the user's next turn (if the S-Rank version is used)

Declined - frost, being a frozen wind, how do you create a chair from this or a mountain xd

(Shimoton: Fuyu ga kite imasu)- Frost Release: Winter Is Coming
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: +10 (Rain Jutsu)
Description: A technique used in conjunction with rain jutsu usually. However if the user is a master of rain release he can use this jutsu directly without the need for a prior rain source. By focusing frost chakra in to the sky and making four handseals, the user is capable of drastically lowering the temperature of rain, and creating an icy hail like rain. This can be used as a substitute for rain fall in the usage of rain related jutsu and the hail behaves in exactly the same way as the rain tiger at will technique affording the user the same abilities as they would gain from rain tiger at will. The difference with the hail primarily is that it's far colder than rain, causing the rain to inflict localized frostbite and lower the speed and reactions of opponents caught in the hail by 20% that lasts for the duration of their time trapped in the hail. Additionally as before mentioned the hail can be used as a substitute for rain, when using rain release techniques and adds +10 damage to all rain jutsu as a result of the hail being solid and capable of causing increased damage. This technique also aids in forcing the weather conditions to be ideal for other frost jutsu, causing the battlefield/landmark the user is present in to become extremely cold.

Note: If the user is a master of rain release they can use this technique without a rain source already being present creating the rain/hail simultaneously.
Note: Can be used thrice per battle
Note: While the rain in the immediate vicinity can be blown away temporarily, this jutsu can only be halted by heating the atmosphere in a similar way to the methods used to create Kirin

Declined - it needs rewording, it kinda infringes of temperature release with the wording of temperature. Reword it to say it infused the rain with frost element ect.
(Shimoton: Totsuzen no samu-sa) - Frost Release: Cold Snap
Type: Offensive/Defensive/Supplemental
Rank: A
Range: Short-Mid
Chakra: 30
Damage: (+20) when used in conjunction with a water technique
Description: This jutsu can be used only in conjunction with a water jutsu, or on an opponents water jutsu. The techniques basis is steeped in the ability of the frost element to turn liquids in to vapors, by using this in conjunction with one of the users water jutsu, the water will take on a chilling property before turning entirely in to frost vapors. Turning from a liquid in to a vapor based attack, the freezing cold water vapors will chill the enemy to the core lowering his overall speed by 30% for four turns. This can be used on any water jutsu that the user knows regardless of rank. However on an enemy jutsu it can only counter up to S rank water jutsu within reason. Anything with volume similar to techniques such as Kisames water prison jutsu can not be vaporized, if used to augment the users own water this technique is performed with no handseals instead requiring a snap of the fingers to activate the technique. The reason this technique increases the damage of water attacks is due to the addition of frost chakra making the technique more wind based and having the ability to cut in the same way as wind jutsu cut. The technique requires a single handseal to activate in regards to countering the opponents water jutsu.

Note: Can be used thrice per battle.
Note: Can only be used on A rank water and below to give +20 damage. On S rank or higher it will increase by +10.
Note: Due to causing the water jutsu to lose it's form the original jutsu's damage is augmented and shifted in to cold wind damage, causing slicing wounds similar to wind release as well as lasting frostbite.
Note: Damage boost is only applicable for the users jutsu, if used defensively it will simply cause the opponents water jutsu to be dispersed in to a cold wind.

‡ Declined ‡ Your reasoning for boosting the rank/damage is invalid. Not to mention applying this to your own techniques bypasses CEJ limits in a sense.

(Shimoton: Fuyu ga kite imasu)- Frost Release: Winter Is Coming
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: +10 (Rain Jutsu)
Description: A technique used in conjunction with rain jutsu usually. However if the user is a master of rain release he can use this jutsu directly without the need for a prior rain source. By focusing frost chakra in to the sky and making four handseals, the user is capable of drastically cooling rain drops by infusing the rain with cold wind. Due to the nature of this technique infusing the wind in to the water directly, this does not require cold weather conditions to use and can be used in any environment to alter the weather to suit frosts usage, and creating an icy hail like rain. This can be used as a substitute for rain fall in the usage of rain related jutsu and the hail behaves in exactly the same way as the rain tiger at will technique affording the user the same abilities as they would gain from rain tiger at will. The difference with the hail primarily is that it's far colder than rain, causing the rain to inflict localized frostbite and lower the speed and reactions of opponents caught in the hail by 20% that lasts for the duration of their time trapped in the hail. Additionally as before mentioned the hail can be used as a substitute for rain, when using rain release techniques and adds +10 damage to all rain jutsu as a result of the hail being solid and capable of causing increased damage. This technique also aids in forcing the weather conditions to be ideal for other frost jutsu, causing the battlefield/landmark the user is present in to become extremely cold.

Note: If the user is a master of rain release they can use this technique without a rain source already being present creating the rain/hail simultaneously.
Note: Can be used thrice per battle
Note: While the rain in the immediate vicinity can be blown away temporarily, this jutsu can only be halted by heating the atmosphere in a similar way to the methods used to create Kirin

‡ Declined ‡ If you solidify the rain into ice/hail, you can no longer use Rain Release techniques on it. Also, this isn't directly Frost. It's just hail. The opponent's speed wouldn't fall so drastically, nor will I allow it for a technique that can last without limit.
 
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カ Kapusaichinton: Desuparēto shi onegai | Capsaicin Release: Desperate Deathwish
Type: Offensive
Rank: S rank
Range: Short to Mid
Chakra: 40
Damage: 80
Description: Desperate Deathwish is, just as its name suggests, a technique of high caliber that pushes the victims to the limits in terms of coping with pain. It is based on the maximum SHU value (16,000,000 SHU) that is aimed to cripple the opponent's body by overwhelming his nerves on contact with Capsaicin. The technique itself is a very fast projectile that the user spits out of his mouth in the form of a waxy globule of Capsaicin but it can also be used in hand to hand combat and the user can coat objects he gets in touch with using his limbs. The projectile, however, is aimed at the opponent and if it hits, the opponent would immediately start feeling the heat and pain that Capsaicin causes. This pain would push the opponent to the limits of the pain scale. Regarding the projectile itself, it can reach up to mid range and it is of the size of a basketball. Due to the nature that Capsaicin works, by binding to the TRPV1 receptor and prompting it to send a massive influx of calcium ions into the brain in order to signalize heat and pain, Capsaicin doesn't have the property to induce nerve and tissue damage itself. However, the influx of calcium ions signals the brain that there's a burning sensation and basically tricks the brain into inflaming the tissue as if it has undergone a burn or abrasion and the resulting inflammation causes tissue damage. The tissue damage happens if the opponent doesn't remove the Capsaicin in contact within the immediate turn. This is the reason why the technique is named Desperate Deathwish, symbolically implying that the opponent should rather end his life than endure the agonyzing pain and suffer through tissue death.
Note: Can't use Capsaicin techniques above A rank for 2 turns
Note: Can only be used again after 2 turns of cooldown
Note: Can only be used 2 times per battle

Declined - make it so you can spit it our and only apply it with your hands. I don't want it so that if you're kicked you cover them with the wax and it's gg.
カ Kapusaichinton: Desuparēto shi onegai | Capsaicin Release: Desperate Deathwish
Type: Offensive
Rank: S rank
Range: Short to Mid
Chakra: 40
Damage: 80
Description: Desperate Deathwish is, just as its name suggests, a technique of high caliber that pushes the victims to the limits in terms of coping with pain. It is based on the maximum SHU value (16,000,000 SHU) that is aimed to cripple the opponent's body by overwhelming his nerves on contact with Capsaicin. The technique itself is a very fast projectile that the user spits out of his mouth in the form of a waxy globule of Capsaicin but it can also be used in hand to hand combat, allowing the user to apply the Capsaicin on touch with his hands on the opponent or inanimate objects like weapons, etc. The projectile, however, is aimed at the opponent and if it hits, the opponent would immediately start feeling the heat and pain that Capsaicin causes. This pain would push the opponent to the limits of the pain scale. Regarding the projectile itself, it can reach up to mid range and it is of the size of a basketball. Due to the nature that Capsaicin works, by binding to the TRPV1 receptor and prompting it to send a massive influx of calcium ions into the brain in order to signalize heat and pain, Capsaicin doesn't have the property to induce nerve and tissue damage itself. However, the influx of calcium ions signals the brain that there's a burning sensation and basically tricks the brain into inflaming the tissue as if it has undergone a burn or abrasion and the resulting inflammation causes tissue damage. The tissue damage happens if the opponent doesn't remove the Capsaicin in contact within the immediate turn. This is the reason why the technique is named Desperate Deathwish, symbolically implying that the opponent should rather end his life than endure the agonyzing pain and suffer through tissue death.
Note: Can't use Capsaicin techniques above A rank for 2 turns
Note: Can only be used again after 2 turns of cooldown
Note: Can only be used 2 times per battle

Approved

カ Kapusaichinton: Īsariaru no bōmei | Capsaicin Release: Ethereal Exile
Type: Offensive/Defensive
Rank: A rank
Range: Self/Short to Mid
Chakra: 30
Damage: N/A
Description: Ethereal Exile is a technique that allows the user to turn his body or body parts into Capsaicin. This technique was developed as a defensive technique that allows the user to avoid direct physical damage by turning the point of impact into the waxy substance that is Capsaicin. Using his own chakra, channeling it into the desired part of his body and then by shape manipulating the chakra allows the user to turn that body part into Capsaicin. Since Capsaicin is waxy and malleable it deforms its shape on physical impact without loosing its structure. This provides a great defensive mechanism for the user in order to avoid taking physical damage. The added advantage of this technique, is the fact that once the opponent hits the users affected body part, he would get into contact with the high SHU Capsaicin, causing a burning sensation and pain. This technique compares to water and mist replacement techniques with the only difference being the element that the user turns his body into. While in this form the user doesn't have the required solidity in order to perform physical attacks himself, otherwise the affected limbs would deform on impact. However, thanks to shape manipulation, the user can sustain his shape without his body falling apart when using this technique. If the user turns his fists/feet into Capsaicin, he can swing his arms/legs and throw fist/feet sized globules of Capsaicin at the opponent, up to mid range. This can only be done once for each fist/foot per usage, before needing to reform them. Thanks to shape manipulation the appearance of the user doesn't change while using this technique, until the moment of impact and uncharacteristic deformation.
Note: Can only be user 3 times per battle

Declined - been told not to approve c.e jutsu that turn your body to said element. Coating your body is fine though if done logically.
カ Kapusaichinton: Īsariaru no bōmei | Capsaicin Release: Ethereal Exile
Type: Offensive/Defensive
Rank: A rank
Range: Self/Short to Mid
Chakra: 30
Damage: 60
Description: Ethereal Exile is a technique that allows the user to coat his body or body parts with a 2 inch thick layer of Capsaicin. This technique was developed as a defensive technique that allows the user to avoid direct physical damage by coating the point of impact with the waxy substance that is Capsaicin. Using his own chakra, channeling it into the desired part of his body and then by shape manipulating the chakra allows the user to coat that body part into Capsaicin. It is worth to notice that the user creates a layer of chakra in between the Capsaicin coating and his skin in order to prevet direct contact with the substance and in order to increase control over the coating layer as well as its durability. Since Capsaicin is waxy and malleable it deforms its shape on physical impact without losing its structure. This provides a great defensive mechanism for the user in order to avoid taking direct physical damage. The added advantage of this technique, is the fact that once the opponent hits the users coated body part, the opponent would get into contact with the high SHU Capsaicin, causing a burning sensation and pain. While the technique is used, the user can also use the coated body parts to apply the Capsaicin on touch. This works mainly for hands because they are most likely to be used for contact. If the user coats his fists/feet with Capsaicin, he can swing his arms/legs and throw fist/feet sized globules of Capsaicin at the opponent, up to mid range. This can only be done once for each fist/foot per usage, before needing to reform the coating.
Note: Can only be user 3 times per battle Last 4turns

Approved - made edits



カ Kapusaichinton: Osoroshī habokku | Capsaicin Release: Horrendous Havoc
Type: Supplementary
Rank: A rank
Range: Short to Mid
Chakra: 30
Damage: N/A
Description: Horrendous Havoc is a technique that allows the user to expand already existing Capsaicing techniques and sources. The expansion looks as if the affected technique is being blown up by an imaginary source. To use the technique, the user performs two handseals and shape manipulates his chakra in order to affect a Capsaicin technique. The affected technique expands to three times its original size until it finally bursts in all directions, shooting smaller globules of Capsaicin. Furthermore, those globules start blowing up as well, until they explode. This process continues as long as the user keeps his hands locked in the Ram handseal. The purpose of this technique is to spread Capsaicin over the battlefield and to cover as much surface as possible. It is worth to notice that every explosion creates more Capsaicin globules, but they decrease in overall size thus maintaining a proportion. The user can affect a technique or source up to mid range and the burst effect spans short range in all directions from the point of burst. Once spread across the battlefield it serves the user as a general annoyance and a way to use it as a source for further Capsaicin techniques. Using the same principle, the user can use this technique to expand a Capsaicin technique that came into contact with the opponent. The affected Capsaicin expands until it completely encompasses the opponent and using shape manipulation, the user can maintain its form in order to keep the opponent imprisoned in the massive body made of Capsaicin. This technique doesn't have it's own damage values and it assumes the SHU and damage values from the affected technique.
Note: Can only be user 3 times per battle

Declined - your element doesn't have explosive properties.
カ Kapusaichinton: Osoroshī habokku | Capsaicin Release: Horrendous Havoc
Type: Supplementary
Rank: A rank
Range: Short to Mid
Chakra: 30
Damage: N/A
Description: Horrendous Havoc is a technique that allows the user to expand already existing Capsaicing techniques and sources. The expansion looks as if the affected technique is being blown up by an imaginary source. To use the technique, the user performs two handseals and shape manipulates his chakra in order to affect a Capsaicin technique. The affected technique expands to three times its original size until it finally, harmlessly bursts in all directions, shooting smaller globules of Capsaicin. Furthermore, those globules start blowing up as well, repeating the same process. This process continues as long as the user keeps his hands locked in the Ram handseal. The purpose of this technique is to spread Capsaicin over the battlefield and to cover as much surface as possible. It is worth to notice that every harmless burst creates more Capsaicin globules, but they decrease in overall size thus maintaining a proportion. The user can affect a technique or source up to mid range and the burst effect spans short range in all directions from the point of burst. Once spread across the battlefield it serves the user as a general annoyance and a way to use it as a source for further Capsaicin techniques. Using the same principle, the user can use this technique to expand a Capsaicin technique that came into contact with the opponent. The affected Capsaicin expands until it completely encompasses the opponent and instead of allowing it to burst, using shape manipulation, the user can maintain its form in order to keep the opponent imprisoned in the massive body made of Capsaicin. This technique doesn't have it's own damage values and it assumes the SHU and damage values from the affected technique. This technique can't affect any Capsaicin that it present within the opponent himself, be it his skin, lungs, etc. It can only be used on Capsaicin that came into direct contact with the opponent from an outside source.
Note: Can only be user 3 times per battle

Approved - better

カ Kapusaichinton: Ion Kyōki | Capsaicin Release: Ionic Insanity
Type: Offensive
Rank: Forbidden
Range: Short to Mid
Chakra: 50
Damage: 90
Description: Ionic Insanity is a technique that gives the user the ability to cripple the opponent and limit his usage of certain techniques and abilities. Upon performing two handseals, the user proceeds to spit a fist sized and shaped globule of maximum SHU Capsaicin at high speed towards the opponent. Unlike the Desperate Deathwish technique, this technique requires a different level of concentration, focus and shape manipulation, thus why it can achieve the desired effects but at a cost. As the globule hits the target and the Capsaicin starts reacting with the opponents nervous system, it would go completely haywire. Since the sensory receptors in our bodies work on the principle of sending calcium ions into the brain which are then deciphered as pain and heat, the maximum SHU valued Capsaicin would be more than enough to cause a massive amount of calcium ions to be sent into the brain in a very short amount of time, effectively overwhelming the opponents brain and metabolism. This overflow of calcium ions causes great stress to the opponent because the metabolism is responsible for supplying energy to run cellular processes. Since its essentially thrown out of flow, it fails to provide the necessary energy and in return disrupts the opponents focus and prohibits his ability to concentrate enough in order to perform complex techniques due to the pain. This means successfully gathering and molding chakra for A rank and above techniques, gathering natural energy in order to activate Sage Mode, activating Cursed Seals in order to assimilate senjutsu chakra, activating any of the Dojustsu and activating any of the EIG which would be fatal in the combination with the pain that the opponent is already experiencing. Basically, any of the aforementioned would be, either too complex to focus on or too risky to perform while the opponents nervous system and brain are overwhelmed with the calcium ion influx. An alternate way of performing the technique is by placing your hand onto the opponent, in close quarter combat, in order to directly inject the Capasaicin into the opponents skin. Considering that it is harder and riskier to get into contact with the opponent it is also more potent because the opponent wouldn't be able to easily get rid of the Capsaicin inside of his skin as he would with Capsaicin that is stuck on his skin from the outside. The overwhelming sensation persists for 3 turns after the Capsaicin has been removed, but the effects lessen over time as the potency of the Capsaicin lessens as well. In the first turn after the Capsaicin removal, the opponent would gain back the ability to perform A rank techniques and activate Curse Marks as well as Sharingan. In the second turn he would be able to perform S rank techniques, gather natural energy in order to activate Sage mode as well as Byakugan and Mangekyo Sharingan. In the third and last turn, the opponent would regain the ability to perform Forbidden rank techniques, activate the EIG as well as Rinnegan and Eternal Mangekyo Sharingan. If the opponent fails to remove the Capsaicin within 2 turns he would be knocked out of consciousness. If any of the aforementioned abilities are active while the Capsaicin makes contact with the opponent, they would be turned off with the only exception of the EIG, which would result in death. Considering the fact that this technique is of Forbidden rank it puts a drawback on the user, limiting his further usage of Capsaicin techniques. On top of that, if the user decides to inject the Capsaicin into the opponent on contact, his hand would be exposed to the maximum SHU Capsaicin in an uncontrolled manner, dealing him damage as well. His hand would suffer damage of a B rank Capsaicin technique due to the focus required to inject the Capsaicin directly into the opponents skin.
Note: Can't use Capsaicin techniques above A rank in the same and next turn
Note: Can't use Capsaicin techniques above B rank in the same turn
Note: Can only be used once per battle

Declined the effects are just way too OP buddy

カ Kapusaichinton: Rakukantekina chikaku | Capsaicin Release: Sanguine Sentient
Type: Offensive
Rank: A/S rank
Range: Short
Chakra: 30/40 (-5/-10 per turn)
Damage: 60/80
Description: Sanguine Sentient is, just as its name suggests, a powerful technique that has only one goal in its mind, to envelop an opponent completely with high SHU Capsaicin and use it to inflict torturous amounts of pain. The technique is suited for close quarter combat and it is performed through physical contact. Upon gathering the required chakra, the user shape manipulates it into a sentient being unlike any other. Instead of shape manipulating the Capsaicin like every other element does, this technique doesnt assume any specific form and remains a simple body made of the waxy and sticky compound that is Capsaicin. Because of the users chakra, it is programed to perform a specific task, spread across anything and everything until the opponent is completely enveloped within it thus it doesn't require the users focus once it's performed, allowing him to perform other techniques. This is the reason behind its sentience because it can act on its own and choose the best possible way to efficiently and swiftly subject the opponent to the Capsaicin. To perform the technique, the user releases the Capsaicin through his limbs on contact with the opponent and the Capsaicin sticks onto the opponents body, spreading into any crevice it can find along its way. The Capsaicin will move swiftly and quickly, over the whole surface of the said object or being, which the user comes into contact with. Generally, the Capsaicin has the ability to seep through regular clothing, while metals and harder materials can't be sept through, but due to the increased smoother surface, it will move along the whole surface of the said object which the user has come into contact with. Furthermore, the technique can also be utilized with anything the user is in contact with for eg. a weapon, following the same general principle. The user spreads the Capsaicin from his hands onto the weapon that he's holding and once their weapons clash, the sentient body of Capsaicin spreads itself onto the opponents weapon and from there onto the opponent himself. Once the high SHU Capsaicin gets in contact with the opponents skin, it binds to the sensory receptors and sends an influx of calcium ions into the brain, which get deciphered as pain and heat from the affected area. Due to the fact that the Capsaicin spreads across the whole body, the nervous system would be overwhelmed and if the opponent fails to remove the Capsaicin within the same turn, he would lose consciousness. Upon removing the Capsaicin, the pain would persist for 2 more turns for the S rank variant, while it would persist for 1 turn for the A rank variant. Upon immediate contact with the Capsaicin, the opponent would most likely be prompted to throw away and lose grip of his weapons, unless he has means to overcome the pain and remove the Capsaicin. In the next turn, after removing the Capsaicin, the opponent would be able to pick up the weapon but he would have trouble wielding it, as well as performing coordinated taijutsu movements and techniques for both variants. Consequently, the opponent would regain all aforementioned abilities while lesser amounts of pain persist in the second turn after removing the Capsaicin for the S rank variant. If the user so decides, he can activate this technique in order to spread the Capsaicin upon physical contact over a course of 3 turns, but he needs to pay additional chakra to keep it sustained. This allows the user to use the technique to its full potential by combining it with other taijutsu and kenjutsu techniques and movements.
Note: Can't use S rank Capsaicin techniques in the same and next turn if S rank variant is used
Note: Can't use S rank Capsaicin techniques in the same turn if A rank variant is used
Note: S rank variant can only be used 2 times per battle
Note: A rank variant can only be used 3 times per battle
Note: Lasts for 3 turns for both variants

Declined - its working two fast, 1 turn could be a second, make it take longer for the ffect, another drawback for S rank too.
 
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Toseki: Shutsugen no Obatala - Soapstone Release: Advent of Obatala
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40(-20 to repair the labyrinth)
Damage: N/A
Description: The user brings out an empty scroll and smears blood upon it while making two handseals. Having done the ritual, he would slam the scroll to the ground while imbuing large amount of his chakra. He would then summon a massive structure that span a 200m area around the terrain. The structure is an entire city with intricate structures/labyrinth and ancient architecture all made of soapstone. Even the ground is made of soapstone and the walls of the city or buildings within the city could reach up to a height of 50m[/b]. Depending on the user, he can make it so that he and his opponent are already in the labyrinth or He is outside the structure.
The entire structure is very slippery and unable to stand on and due to the slipperiness, no one is able to get a good foothold(even if they focus chakra to the sole of their foot), though the user would clad his foots or other parts of his body in soapstone chakra which allows him to move, have a good grip or stand in the terrain. Due to the slipperiness, the user is able to with proper training, ski on the slippery terrain though because the surface of the terrain and the user's feet are now with entirely no friction while skiing, the user would be moving with fluidity and grace allowing his movement to be unpredictable like the drunken fist albeit it looks as if he is dancing. However this is only useful to deceive opponent in a close quarter combat. The terrain /structure is permanent that remains on the terrain even when not in use.
A special feature of the terrain is an array of marking all around it covering the entire terrain grounds and walls. The markings are like glyph but they are actually seals that activate upon the opponent's chakra. Should the opponent try to channel chakra through it into the ground, the seals activate and eats the chakra. This makes the usage of a jutsu from below impossible.
Unless the entire labyrinth is destroyed all at once without a trace of soapstone left, The user can with one handseal, repair the labyrinth to its former state. This can only be done 3x per battle.

NOTE: The Fuin seal is A-rank though while the labyrinth itself is S-rank in magnitude and durability
NOTE: Usable only once per battle
NOTE: Once used, no soapstone above S-rank in the next turn.
NOTE: Repairing the labyrinth counts as a move.

Declined 200m is way too much and the bolded you added about being unpredicatable doesn't make sense.


Sealing Art/Harmattan Release: Corruption of Agolo - Fuinjutsu/Karakazeton: Oshoku no Agolo
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30(-10 per turn)
Damage: N/A(+10 to harmattan techs created from the air)
Description: The user has a seal on a tag with the Kanji "Corrupt". Activating the seal, it continuously while leeching the user's chakra every turn until the user deactivates it or run out of chakra, releases and taints the entire surrounding air with harmattan. This replaces the entire air in the atmosphere with harmattan that naturally, does not affect the user nor the opponent when they breathe it in. But the harmattan would burn the throat of anyone except the user that inhale air to perform a jutsu from the mouth. The corrupt air reduces the potency of water or (liquid weak to wind) jutsu used. Because of this, the power of any water or (liquid weak to wind) jutsu used is reduced by 1 rank. Due to the massive amount of harmattan lingering in the air, miniscle forms of water/liquid(weak to wind) like fog, molecules or mist won't be able live long as they become so overly out-matched due to their molecular size. They would seize to exist during the entire existence of this jutsu. Because there is no trace of pure air in the surrounding, it is difficult to mold wind jutsu from the surrounding air though it can be done but the resulting wind jutsu is rather weak by a rank. This is a double edged sword that effects the user and those around him. There is an exception though as wind jutsus that are exhaled from the mouth can still be produced due to it being created from the insides, though to mold the wind likewise, it needs one to inhale which in this case, the corrupt air. A sacrifice one might wish to take as the corrupt air would cause some minor damage to the throat of anyone other than the user due to the harmattan containing the user's chakra. Because the air being inhaled is corrupt though, the wind jutsu that is exhaled would be weak thus with a reduced power of 1 rank.
Lastly since the air had been corrupted and turned to a constant and potent amount of harmattan, harmattan jutsus fashioned from the surrounding air while this is active, would mix with the one already in the air during shape manipulation and thus increase a little in size and power. However, harmattan that is molded from within the user is not affected as they have no way of mixing with the harmattan in the air during molding process.
NOTE
-The seal becomes the one fueling and continuously releasing harmattan into the atmosphere, though it needs to be fueled on its own thus using the user's chakra to do so.
-The seal being the one doing the corrupting. The user is able to use other jutsus during this though his jutsu are also affected the same as others except when mentioned otherwise.
-Usable 2x per battle and lasts for 4 turns
-No Fuinjutsu and Genjutsu above S-rank as long as its active
-Damage done to the throat is just minor pain that causes the victim to have difficult speaking if he inhaled the air once. He would have difficulty breathing if he inhaled twice but that's the maximum it could go. Inhalation is not when one is breathing but when one intends to spew a jutsu which may require on to inhale deeply.

Declined - say water, or don't say it at all.


Karakaze/Katon: Musuko no Hiseki - Harmattan/Fire Release: Sacrament of the Son
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A(+10 Additional chakra spent on any harmattan technique)
Damage: N/A
Description: The user activates a Harmattan/Fire ability. This is when the user uses his katon chakra to superheat harmattan. Apparently the fire ratio in wind/fire combination of harmattan is far much than it normally is, making every harmattan the user uses during the activation of the technique comes out hot to the touch. Instead of the normal harmattan that only peels the skin when exposed to it, this one is capable to giving severe burn upon contact though not able to eat through something as strong as kaguya bones but able to cause 3rd degree burns. This does not make Harmattan neutral to fire or element that are initially stronger than it but what this technique does is to simply increases the power level of harmattan by a rank while elemental strength and weakness still applies as normal.
NOTE: Activation is instant as it only supports other harmattan techniques thus it can be used in the same timeframe of another technique.
NOTE: Does not increase forbidden rank harmattan techniques.
NOTE: Last for 4 turns
NOTE: Usable 3x per battle
NOTE: 2 turns in between usage
NOTE: No harmattan technique the next turn this ends.

Declined - make it last for a single use, useable 4 times


☺ Toseki: Keraniya no Kakei - Soapstone Release: Kindreds of Kelani ☺
Type: Offensive, Defensive, Supplementary
Rank: A-S
Range: Short-Long
Chakra: 30-40
Damage: 60-80
Description: The user would weave a single hand sign and from either his body, mouth or from existing soapstone or earth source, creates dynamic creatures made of soapstone. Unlike the Seeds of Oduduwa, this creatures varies from the tiniest of them to a very big sized creature. For example; an ant to a large dinosaur with size that could rival or even dwarf that of the great stone golem. Depending on the chakra imbued into the creation, it determines the size, density, durability and power. The creatures have a level of sentiency that makes them able to move about the terrain and attack or even come to their creator's aid in order to defend him. Due to the composition of the creatures entirely made of soapstone except for the sole of their feet which is necessary for movement or any part of their body they will, any tangible/physical attacks would simply slip across their body. This is with the exception of elements they are weak to, if the power of the element in question overpowers theirs. The creatures are able to merge with the ground with ease or even merge with the user and unmerge with ease, though size is taken into consideration when merging with the user thus only A-rank creatures is able to merge with the user. Merging with the ground makes the creatures become one with earth or perhaps are now in harmony with earth. They only exist as soapstone chakra thus they can not be harmed while in this state since destroying the earth itself would not destroy the living chakra within it and they would form again from any existing earth even if it is just rubble or debris. However, negating the chakra itself could end them while in this state.
Merging with the user instantly possesses the user and cause their skin to be rather glossy gray except for the feet and hand if the user wants. This is akin to earth spear technique but instead of hardening the user's skin into steel like, the user becomes rather nimble, fluid and slippery. This makes the user totally immune to non elemental taijutsu as any punch or kick would slip across the user's body loosing its intended impact. The slipperiness of the user's body and muscles makes their movement extremely quick, nimble and fluid. The user's muscles and joints are rather fast and thus his body movement speed(not running speed) and reaction time increase two folds. A downside to this is that the user is unable to do complex Taijutsu moves that allows him to use his body other than his hands and feet since the hands and feet are the only place not slippery on the user, thus trying to use any other body part to execute taijutsu moves rather than the hands or feet would make the attack also slip across because the target area is not slippery, the target area receives only half of the impact. The size of the creature also must be taken into consideration in this case as a creature as an ant isn't enough to posses the entire body of the user but a finger, a rat would be able to possess a hand or feet, a dog sized creature is enough to possess the entire body of the user.
NOTE: S-rank creation can only be used 3x per battle and is only usable once every two turns
NOTE: Merging with the user counts as a move and the effect on the user can be ended by the user abruptly, though this would also end the creature's existence.
NOTE: Only two other moves per turn while they are active
NOTE: No soapstone above S-rank the turn they are made.

Declined - remove the merge with user then we are good to go

☺ Toseki/Katon: Eledua no Hogo - Soapstone/Fire Release: Protection of Eledua ☺
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A(+10 additional chakra spent on any soapstone technique)
Damage: N/A
Description: The user activates a soapstone/fire technique making it that for a short period of time, all his soapstone techniques comes with a special coating of soapstone. Soapstone reaction to fire makes it hardened to a very extreme level, ricocheting its hardness level above that of diamond on the moh scale.
This technique would be coating every soapstone the user uses with this layer of tampered soapstone. This does not make soapstone to become neutral techniques that are initially stronger than it but simply strengthen the soapstone and increase their power level by a rank while elemental strength and weakness still applies. The hardness also does not affect the innate ability of soapstone which is slipperiness, it only makes the surface harder than it should be.
NOTE: Activation is instant as it only supports other soapstone techniques thus it can be used in the same timeframe of another technique.
NOTE: Does not increase forbidden rank soapstone techniques
NOTE: Last for 4 turns
NOTE: Usable 3x per battle
NOTE: 2 turns in between usage
NOTE: No soapstone technique the next turn this ends.


Declined - forming that solid layer wont be instant. And make it an activation jutsu with 4 uses. Making it last 3 turns makes no sense with the way you've worded it.


☻ Toseki Kuchyosei: Mazui Ringo - Soapstone Summoning: One Bad Apple ☻
Rank: Forbidden
Type: Offense/Summoning
Range: Mid-Long
Chakra: 50
Damage: 90
Description: The user makes 3 handseals and claps. A large pentagram is immediately formed under the target and simulteneously a summoning occurs. The summoning is a special one like that of the swamp of the underworld. Which appears in the place of the ground it is being summoned on. A humongous apple(50m in size) made entirely of soapstone is summoned into the battle field but the way it is summoned is quite unique. Instead of the whole thing appearing at once, the summoning is divided into two parts, the lower half and the upper half. The lower half would appear beneath the target instantly like how Swamp of the Underworldis brought forth into existence while the upper half appears above and both closes in the middle. Both halves are summoned at the same time and immediately after the handseals that it looks as if the opponent is reverse summoned into a whole apple itself. The inside of the apple where the target appears is a dark confined spherical dome which is a portion at the core of the apple, with only 3m radius for the target to move around. However the target won't be able to move or even stand on the slippery containment thus is left no footing and zero balance. Immediately the target is inside the apple, numerous worm-like spikes begin to eject from one side of the sphere from every sides and exit at the other end opposite to where they appear fromat immense speed piercing and traveling through the target while at it. Its just like a scenerio where fruit worms burrow to and fro inside a fruit. The spikes continue at this for two turns and the aftermath is a meshy paste of the dead target left in the center of the apple.
NOTE: Usable 1x per battle

Declined - how far apart of they summoned? removed the mention of reverse summon.
NOTE: The worms/spike acivity last for two turns while the apple itself is left as a soapstone source on the battle field.
NOTE: No soapstone for 2 turns after use.
NOTE: User recieves 30 damage and can't use any technique above S-rank the following turn.
Toseki: Shutsugen no Obatala - Soapstone Release: Advent of Obatala
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40(-20 to repair the labyrinth)
Damage: N/A
Description: The user brings out an empty scroll and smears blood upon it while making two handseals. Having done the ritual, he would slam the scroll to the ground while imbuing large amount of his chakra. He would then summon a massive structure that span a 100m area around the terrain. The structure is an entire city with intricate structures/labyrinth and ancient architecture all made of soapstone. Even the ground is made of soapstone and the walls of the city or buildings within the city could reach up to a height of 50m. Depending on the user, he can make it so that he and his opponent are already in the labyrinth or He is outside the structure.
The entire structure is very slippery and unable to stand on and due to the slipperiness, no one is able to get a good foothold (even if they focus chakra to the sole of their foot), though the user would clad his foots or other parts of his body in soapstone chakra which allows him to move, have a good grip or stand in the terrain. Due to the slipperiness, the user is able to with proper training, ski on the slippery terrain though because the surface of the terrain and the user's feet are now with entirely no friction while skiing, the user would be moving with fluidity and grace allowing his movement to be wavy(irregular zig zag) thus he is difficult to aim at. The terrain /structure is permanent that remains on the terrain even when not in use.
A special feature of the terrain is an array of marking all around it covering the entire terrain grounds and walls. The markings are like glyph but they are actually seals that activate upon the opponent's chakra. Should the opponent try to channel chakra through it into the ground, the seals activate and eats the chakra. This makes the usage of a jutsu from below impossible.
Unless the entire labyrinth is destroyed all at once without a trace of soapstone left, The user can with one handseal, repair the labyrinth to its former state. This can only be done 3x per battle.

NOTE: The Fuin seal is A-rank though while the labyrinth itself is S-rank in magnitude and durability
NOTE: Usable only once per battle
NOTE: Once used, no soapstone above S-rank in the next turn.
NOTE: Repairing the labyrinth counts as a move.

Approved.

Sealing Art/Harmattan Release: Corruption of Agolo - Fuinjutsu/Karakazeton: Oshoku no Agolo
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30(-10 per turn)
Damage: N/A(+10 to harmattan techs created from the air)
Description: The user has a seal on a tag with the Kanji "Corrupt". Activating the seal, it continuously while leeching the user's chakra every turn until the user deactivates it or run out of chakra, releases and taints the entire surrounding air with harmattan. This replaces the entire air in the atmosphere with harmattan that naturally, does not affect the user nor the opponent when they breathe it in. But the harmattan would burn the throat of anyone except the user that inhale air to perform a jutsu from the mouth. The corrupt air reduces the potency of water jutsu used. Because of this, the power of any water jutsu used is reduced by 1 rank. Due to the massive amount of harmattan lingering in the air, miniscle forms of water like fog, molecules or mist, won't be able live long as they become so overly out-matched due to their molecular size. They would seize to exist during the entire existence of this jutsu. Because there is no trace of pure air in the surrounding, it is difficult to mold wind jutsu from the surrounding air though it can be done but the resulting wind jutsu is rather weak by a rank. This is a double edged sword that effects the user and those around him. There is an exception though as wind jutsus that are exhaled from the mouth can still be produced due to it being created from the insides, though to mold the wind likewise, it needs one to inhale which in this case, the corrupt air. A sacrifice one might wish to take as the corrupt air would cause some minor damage to the throat of anyone other than the user due to the harmattan containing the user's chakra. Because the air being inhaled is corrupt though, the wind jutsu that is exhaled would be weak thus with a reduced power of 1 rank.
Lastly since the air had been corrupted and turned to a constant and potent amount of harmattan, harmattan jutsus fashioned from the surrounding air while this is active, would mix with the one already in the air during shape manipulation and thus increase a little in size and power. However, harmattan that is molded from within the user is not affected as they have no way of mixing with the harmattan in the air during molding process.
NOTE
-The seal becomes the one fueling and continuously releasing harmattan into the atmosphere, though it needs to be fueled on its own thus using the user's chakra to do so.
-The seal being the one doing the corrupting. The user is able to use other jutsus during this though his jutsu are also affected the same as others except when mentioned otherwise.
-Usable 2x per battle and lasts for 4 turns
-No Fuinjutsu and Genjutsu above S-rank as long as its active
-Damage done to the throat is just minor pain that causes the victim to have difficult speaking if he inhaled the air once. He would have difficulty breathing if he inhaled twice but that's the maximum it could go. Inhalation is not when one is breathing but when one intends to spew a jutsu which may require on to inhale deeply.

Approved

Karakaze/Katon: Musuko no Hiseki - Harmattan/Fire Release: Sacrament of the Son
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A(+10 Additional chakra spent on any harmattan technique)
Damage: N/A
Description: The user activates a Harmattan/Fire ability. This is when the user uses his katon chakra to superheat harmattan. Apparently the fire ratio in wind/fire combination of harmattan is far much than it normally is, making every harmattan the user uses during the activation of the technique comes out hot to the touch. Instead of the normal harmattan that only peels the skin when exposed to it, this one is capable to giving severe burn upon contact though not able to eat through something as strong as kaguya bones but able to cause 3rd degree burns. This does not make Harmattan neutral to fire or element that are initially stronger than it but what this technique does is to simply increases the power level of harmattan by a rank while elemental strength and weakness still applies as normal.
NOTE: Activation is instant as it only supports other harmattan techniques thus it can be used in the same timeframe of another technique.
NOTE: Does not increase forbidden rank harmattan techniques but adds +10 damage.
NOTE: This is an activation jutsu that works on the user's next harmattan technique.
NOTE: Usable 4x per battle
NOTE: 2 turns in between usage
NOTE: No harmattan technique above S-rank the next turn this ends.

Approved

Removed everything pertaining to "merging with user"

☺ Toseki: Keraniya no Kakei - Soapstone Release: Kindreds of Kelani ☺
Type: Offensive, Defensive, Supplementary
Rank: A-S
Range: Short-Long
Chakra: 30-40
Damage: 60-80
Description: The user would weave a single hand sign and from either his body, mouth or from existing soapstone or earth source, creates dynamic creatures made of soapstone. Unlike the Seeds of Oduduwa, this creatures varies from the tiniest of them to a very big sized creature. For example; an ant to a large dinosaur with size that could rival or even dwarf that of the great stone golem. Depending on the chakra imbued into the creation, it determines the size, density, durability and power. The creatures have a level of sentiency that makes them able to move about the terrain and attack or even come to their creator's aid in order to defend him. Due to the composition of the creatures entirely made of soapstone except for the sole of their feet which is necessary for movement or any part of their body they will, any tangible/physical attacks would simply slip across their body. This is with the exception of elements they are weak to, if the power of the element in question overpowers theirs. The creatures are able to merge with the ground with ease. Merging with the ground makes the creatures become one with earth or perhaps are now in harmony with earth. They only exist as soapstone chakra thus they can not be harmed while in this state since destroying the earth itself would not destroy the living chakra within it and they would form again from any existing earth even if it is just rubble or debris. However, negating the chakra itself could end them while in this state.

NOTE: S-rank creation can only be used 3x per battle and is only usable once every two turns
NOTE: Only two other moves per turn while they are active
NOTE: No soapstone above S-rank the turn they are made.

Approved


☺ Toseki/Katon: Eledua no Hogo - Soapstone/Fire Release: Protection of Eledua ☺
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A(+10 additional chakra spent on any soapstone technique)
Damage: N/A
Description: The user activates a soapstone/fire technique making it that for a short period of time, all his soapstone techniques comes as a special type of soapstone. Soapstone reaction to fire makes it hardened to a very extreme level, ricocheting its hardness level above that of diamond on the moh scale.
During molding process, the user adds more fire chakra increasing fire ratio than it should be thus making the resultant product which is soapstone a more tempered one seeing that too much fire on soapstone makes it harder than it should be. This does not make soapstone to become neutral techniques that are initially stronger than it but simply strengthen the soapstone and increase their power level by a rank while elemental strength and weakness still applies. The hardness also does not affect the innate ability of soapstone which is slipperiness, it only makes the surface harder than it should be.
NOTE: Activation is instant as it only supports other soapstone techniques thus it can be used in the same timeframe of another technique.
NOTE: The activation makes it so that the user unconsciously add more chakra when molding his soapstone techniques which gives rise to the tempered soapstone for a short period of time
NOTE: Does not increase forbidden rank soapstone techniques but increases their damage by 10
NOTE: Last for 3 turns
NOTE: Usable 2x per battle
NOTE: 2 turns in between usage
NOTE: No soapstone technique the next turn this ends.

Approved - made edits
☻ Toseki Kuchyosei: Mazui Ringo - Soapstone Summoning: One Bad Apple ☻
Rank: Forbidden
Type: Offense/Summoning
Range: Mid-Long
Chakra: 50
Damage: 90
Description: The user makes 3 handseals and claps. A large pentagram is immediately formed under the target and simulteneously a summoning occurs. The summoning is a special one like that of the swamp of the underworld. Which appears in the place of the ground it is being summoned on. A humongous apple(50m in size) made entirely of soapstone is summoned into the battle field but the way it is summoned is quite unique. Instead of the whole thing appearing at once, the summoning is divided into two parts, the lower half and the upper half. The lower half would appear beneath the target instantly like how Swamp of the Underworldis brought forth into existence making it so that the opponent is standing in a bowl(reverse dome) while at the same time, the upper half dome appears few inches above and both closes in the middle though the closing is just at the circumference of the apple as there is space in the middle for the trapped victim thus he is not immediately crushed. The summoning though is very fast and due to the distance both apples halves are summoned from each other, the victim would only notice it is actually two different halves from the sound of them closing. Both halves are summoned at the same time and immediately after the handseals. The inside of the apple where the target appears is a dark confined spherical dome which is a portion at the core of the apple, with only 3m radius for the target to move around. However the target won't be able to move or even stand on the slippery containment thus is left no footing and zero balance. Immediately the target is inside the apple, numerous worm-like spikes begin to eject from one side of the sphere from every sides and exit at the other end opposite to where they appear from at immense speed piercing and traveling through the target while at it. Its just like a scenerio where fruit worms burrow to and fro inside a fruit. The spikes continue at this for two turns and the aftermath is a meshy paste of the dead target left in the center of the apple.
NOTE: Usable 1x per battle
NOTE: The worms/spike acivity last for two turns while the apple itself is left as a soapstone source on the battle field.
NOTE: No soapstone for 2 turns after use.
NOTE: User recieves 30 damage and can't use any technique above S-rank the following turn.
Note: No jutsu s rank or above in the same or following tun

Approved - made edits
 
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[光遁 照明] - Zhàomíng | Light Release: Illumination
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 0
Description: This technique revolves around the concept of becoming Light. Through the usage of a full-bodied surge, the user is capable of instantly converting their entire body to light. Upon initial conversion, the only visual change will be that of a soft glow that can be seen to emanate from the users position; which makes them seem ethereal-godly-otherworldly. The glow, laden with the user’s chakra, can be suppressed or made to distort the user’s visage. Doing so prevents enemies from focusing on them due to the threat of blinding. Furthermore, being comprised of light particles the user is intangible yet is capable of becoming tangible, now becomes vulnerable only to the elemental weaknesses of light, can passively scatter into light particles and immediately reform anywhere within a short range radius. Not only that, but as their body is now comprised of a formless substance they can manipulate their looks or the form that they take into anything imaginable. As an extension of this concept, the user can release adaptable offshoots of A-Rank strength with the aforementioned properties to attack or defend.

Alongside this transformation comes the ability to perform a method of high-speed re-location, in which the user will be capable of bursting into a beam of light that will allow them to travel at 5x their current speed, however in turn the user will be limited to less dynamic movements such as only linear pathways. Although, by combining their newly granted speed with Taijutsu, the user will be capable of adopting a tangible state at the zenith of their motion to deliver an enhanced Taijutsu attack (+20). The user will be capable of maintaining this enhanced state as long as they do not encounter a substantial opposite force or choose to end their movement, and due to being light the user can, upon coming into contact with a reflective surface, choose to reflect themselves – allowing them to instantly change their trajectory without losing speed.

~ Note ~ Since the User’s Body Becomes Light, this gives the user’s physique its own elemental advantages, such as absorbing fire-based techniques. When fire-based (including heat/warmth) techniques are absorbed, the damage of the techniques converts and adds onto the Taijutsu DMG Perk.

~ Note ~ Colliding with any of Light’s Elemental Weaknesses or Sentient Life will cancel the technique and the user will recieve +10 damage from this jutsu.

~ Note ~ The User can only activate this technique Three Times per Battle. Each Activation last Three Turns.

~ Note ~ This Jutsu Can Only Be Taught By Trooper3Stacks

Approved, made edits

[光遁光周期] - Guāng Zhōuqí | Light Release: Light Cycle
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 0
Description: Through the use of light chakra, the user will be capable of distorting the transmission, perception, reflection or refraction and emission of light from an object or targeted area. As a purely supplementary technique, this jutsu makes full use of the inherent properties of light and as such is extremely quick to activate; and once activated, it takes effect at the speed of light making it virtually instant. Various effects can be achieved through the use of this technique by altering the way that light interacts with the world (specifically on the battlefield). One effect is that the user can reduce the amount/speed of movement/emission/reflection of light. This can result in a 7-Point deduction in one’s ability to track because the sense known as sight solely depends on visible light. If the user slows down light’s speed or means of travel, the opponent receives visible information later than normal; which creates an effect of slower time.

The user can also enhance or nullify present light, allowing for the production of flashes of light of various intensities (too high and light ceases to be visible causing once visible things to appear as transparency), colors, and patterns. Even dark spots can be created, which is the result of areas completely devoid of light. With this perk, the user is capable of manipulating light to form optical illusions or even bending light around an object or area to make it; creating a form of invisibility. The importance of light and the user’s ability to govern it freely with this technique makes the possibilities of this jutsu endless; as such when used effectively this jutsu will likely force an opponent to relinquish their reliance on slight, and instead focus on interpreting the world through their other senses.

~ Note ~ Once activated this technique stays active for the next four turns, during which time the user can freely govern the way that things look by manipulating light.

~ Note ~ In the case of objects that do not produce their own light - aka solids, liquids and most gasses, or the manipulation of natural light (whose source is the sun) blinding effects will be limited to that, and the next turn only. When used on techniques that emit energy in the form of light however, such as fire or lightning, opponents who look upon it will be immediately blinded for that, and the next turn as well. Due to being chakra infused, the blinding effect will even affect Doujutsu.

~ Note ~ Once this technique is over, the user cannot re-use it again for three turns, and also while it is active they are limited in that they cannot activate Light techniques above B rank.

~ Note ~ This Jutsu Can Only Be Taught By Trooper3Stacks

Declined - the 7 point deduction is too much. You can say they lose up to 4 ranks of their tracking speed.

[光遁光周期] - Guāng Zhōuqí | Light Release: Light Cycle
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 [15 Due to Yin-Yang Mastery]
Damage: 0
Description: Through the use of light chakra, the user will be capable of distorting the transmission, perception, reflection or refraction and emission of light from an object or targeted area. As a purely supplementary technique, this jutsu makes full use of the inherent properties of light and as such is extremely quick to activate; and once activated, it takes effect at the speed of light making it virtually instant. Various effects can be achieved through the use of this technique by altering the way that light interacts with the world (specifically on the battlefield). One effect is that the user can reduce the amount/speed of movement/emission/reflection of light. This can result in a 4-Point deduction in one’s base ability to track because the sense known as sight solely depends on visible light. If the user slows down light’s speed or means of travel, the opponent receives visible information later than normal; which creates an effect of slower time.

The user can also enhance or nullify present light, allowing for the production of flashes of light of various intensities (too high and light ceases to be visible causing once visible things to appear as transparency), colors, and patterns. Even dark spots can be created, which is the result of areas completely devoid of light. With this perk, the user is capable of manipulating light to form optical illusions or even bending light around an object or area to make it; creating a form of invisibility. The importance of light and the user’s ability to govern it freely with this technique makes the possibilities of this jutsu endless; as such when used effectively this jutsu will likely force an opponent to relinquish their reliance on slight, and instead focus on interpreting the world through their other senses.

~ Note ~ Once activated this technique stays active for the next four turns, during which time the user can freely govern the way that things look by manipulating light.

~ Note ~ In the case of objects that do not produce their own light - aka solids, liquids and most gasses, or the manipulation of natural light (whose source is the sun) blinding effects will be limited to that, and the next turn only. When used on techniques that emit energy in the form of light however, such as fire or lightning, opponents who look upon it will be immediately blinded for that, and the next turn as well. Due to being chakra infused, the blinding effect will even affect Doujutsu.

~ Note ~ Once this technique is over, the user cannot re-use it again for three turns, and also while it is active they are limited in that they cannot activate Light techniques above B rank.

~ Note ~ This Jutsu Can Only Be Taught By Trooper3Stacks

Approved

[光遁亮度] - Liàngdù | Light Release: Luminosity
Type: Supplementary
Rank: F
Range: Short - Long
Chakra: 50 [35 Due to Yin-Yang Mastery]
Damage: 45 [Appropriate Elements]
Description: This technique revolves around the concept of light’s luminosity. The steps to activate the technique involves the summoning of an official shadow clone, which will half the caster’s chakra pool. Next, the clone performs the ram hand seal. At that moment the clone has begun a mass chakra network conversion from its raw state into the light elemental nature. This process takes a full turn of concentration, but once the clone has received the time needed to prep the jutsu he begins to expel all of the chakra in the form of a pillar that soars 300 meters up into the sky. In its ascension, before it reaches the 300th meter mark, the light sections off into 100 smaller beams of light within a circular design with 100 meters as the diameter. Once the light reaches the 300th meter mark, each beam transforms into a sphere of light. Once the spheres have found their position, which time required is very small since the light moves at light speed, they become completely static.

These spheres of light are immensely bright, being capable of completely illuminating the battlefield. They are independent of the user; hence, they are self-sustaining sources of light due to light being all around the battlefield. It is because of this, things such as weather-based techniques will not remove the spheres of light. While initially harmless, once settled into their desired positions, the spheres of light begin to release a large amount of heat energy from the radiating light. This phenomenon is known as luminosity. The exposure to the light’s heat bares similarity to that of an actual star. However, it is not identical to that of a star, thus the effects of this technique effect only the basic five elements and any appropriate variant elements of those basic natures.

~ Note ~ Since the entire battlefield is exposed to the heat certain elements become susceptible to adverse effects: such as evaporation or melting in the case of water and ice respectively as well any appropriate variant elements. Jutsus of those natures, take 45 DMG.

~ Note ~ Some elements are supplemented by the exposure of the heat: such as temperature increases or stronger heat signatures in the case of wind and fire respectively as well any appropriate variant elements. Jutsus of those natures, are increased by 45 DMG.

~ Note ~ Some elements do not experience any change from the exposure of heat: such as earth and lightning as well any appropriate variant elements. Jutsus of those natures ignore the damage of this techniques

~ Note ~ The Luminosity of the light is not enough to adversely affect humans in any significant way, although opponents who come into direct contact with a settled sphere of light will experience the damage attached to this jutsu.

~ Note ~ This technique lasts for twelve turns and can only be used once per battle. The clone dies once the technique is complete. The effects of the heat exist for each turn this technique is active. The user does not take damage from this Forbidden Technique due to Yin-Yang Mastery.

~ Note ~ This Jutsu Can Only Be Taught By Trooper3Stacks

Declined - what do you mean by weather techniques? That needs to be made clear. and stuff like +45 damage in todays Rp is way too OP
 
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Kagutsuchi

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Updating all. The ones that aren't bold are revamped

(Tangusuten :Tengengo) Tungsten Release: Dome of protection
Rank: S
Range: Short-Long
Type: Defense
Chakra: 40
Damage: N/A
Description: User slams his hand onto ground creating a dome that erupts from the ground in 360 degrees, giving the user protection from oncoming attacks (Still vulnerable from attacks from below) This dome is 3 meters in both height and width. This dome is infused with the users chakra thus allowing him to pinpoint whoever is within the dome, and can even use this jutsu around the opponent if the user wishes
Notes:
Can be used 2 times in a battle
Note: No Tungsten Jutsu's Next two turns

Declined - you need to describe the size of the dome.

(Tungusten: Nai tacchi) Tungsten Release : Deadly touch
Rank : S
Range: Short
Type: Attack
Chakra: 40
Damage: N/a (+20 If Hit By Lightning Techniques)
Description : The user will channel their tungsten chakra into their hand while coming in physical contact with the opponent be it a slap, punch, push etc. When the user comes in contact with the opponent The tungsten spreads and covers the opponents body with tungsten's layer making the opponent more vulnerable to lighting attacks but gets protection from fire based attacks. Since tungsten is great conductor lighting attacks will not only deal +25 more damage to the opponent. But it will slow the opponents speed down due to the hard and heavy property of tungsten and not being trained in it. Resulting in slower movements (Drop 1 Speed rank)and difficulty breathing restricting the opponents from using jutsus from the mouth

Note: Can use twice per battle
Note: Requires Physical Contact
Note: No tungsten jutsu's for Next 2 turns
Note: Jutsu last for 3 turns with a 3 turn cool down period

Declined - i know it's an update but you need to say how long you need to make contact for to do this. If someone goes to punch you, you block with a slap and cover them in tungsten in an instant? it's just so storng? xd


Same As Above. Updating. If I didnt bold, I revamped it as a whole


(Tangusuten: doton kaishin) Tungsten release : Earth conversion
Rank: S
Range: Short-Mid
Type: Supplementary
Chakra: 40
Damage: N/A (+10 To Earth Jutsus)
Description: The User concentrates Tungsten and convert all the earth based justsus created from the user into tungsten by first channeling their tungsten chakra all around them in 14 meters reaching up to mid range in all angles. This will cause the normal earth up to mid range to convert into tungsten, to compliment other earth jutsus by giving it that extra strength, allowing it to become more powerful then normal earth techniques. All earth techniques have the same properties of tungsten, meaning it would be stronger then earth, fire, water etc.

Note: The opponent can overcome tungsten techniques from below by disruptting the chakra with a more powerful chakra source then the users.
Note: Can only be done twice and last for 3 turns
Note: Must wait for 3 turns after it ends to use again


Declined - it should be short range around you as this pretty much allows you to bypass the cj limit as all earth jutsu up to mid range would now be tungsten. Apart from the it's fine.

(Tungusuten: Kawa Kodoku) Tungsten Release : Shell Of Solitude
Rank : Forbidden
Range: Self
Type : Defense| Supplementary
Chakra : 50
Damage: N/A (+15 To Taijutsu) (-30 To User)
Description : The user will do 1 handseal while right after causing their tungsten chakra to spread around the users whole body. This technique is used as an exoskeleton for the user allowing him an extra layer of protection on his skin. It covers the users whole body excluding the nose, mouth , and lips for breathing, and vision (Can hear just fine). The tungsten is so powerful that it can withstand the heat from fire jutsus essentially making them useless (S Rank and down) can withstand the pressure of water, impact as well not allowing water to sweep you away, not allowing water jutsus to phase the user (S rank and down), while being perfectly harden enough to break regular earth with their bare hands. While protecting the user from A rank and below Taijutsu and kenjutsu. This has a major drawback, not only does this slows down the user but cause major chakra and physical exhaustion only allowing the user to use 2 jutsus while this technique is active. Also being highly immune to lightning techniques, being fatal if it strikes the opponent

Note: Lasts 4 turns
Note: Can be used Once
Note: Due to the massive strain on the user, it restricts the user from using more then 2 turns until this technique deactivates
Note: User cant use any lightning base jutsus
Note: Lightning techniques that hit the user deals major damage and most times lethal (Depending on the rank and the size)

Declined - if you have the hardest armor in the world water can still push you away unless there is something to hold you down in place. Also a lasting F rank like this is too strong with not enough drawbacks.
_____
New customs

(Tungusuten: Tentei Souzoubutsu) Tungsten Release: Deity Of Creations
Type: Offensive | Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: This is a very simple technique where the user releases his tungsten chakra from his body or the ground, creating weapons or techniques to their liking's. The weapons and technique can range from walls, spikes, pillars, swords, etc. The techniques used can not exceed the diameter of 10 meters high, and 5 meters wide, being somewhat limited, but is not limited to what the user can create by imagination but must be reasonable.

Note: Can only use a max of 5 times
Note: Must wait two turns before using this technique again

Declined - due to it being long ranged and the fact that it can be made under your opponent it will take atleast one handseal to create these constructs and reduce the size a little.

(Tungusuten: Rando Kousei) Tungsten Release: Land Of Rebirth
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/a
Description: This is one of the signature techniques of the tungsten style, intended to limit the opponent. The user will do 2 handseal while slamming their hands on the ground causing their tungsten chakra to spread in extreme haste that spreads up to long range front and back and side to side of both the user and the opponent. This technique restricts the usage of the elemental weakness of tungsten to bypass from the ground unless the user bypass it with more chakra output (Advance SS rank or Empowered Forbidden Rank). Not only is this technique used to restricts the opponent usage of techniques from the ground by also a source for other tungsten techniques

Note: Stays on the field for 4 turns before deactivating
Note: Can use 2 turns with a 2 turn cool down after deactivating
Note: Cant use Forbidden rank techniques with this technique

Declined - tungsten chakra? If you make a layer of tungsten on the ground, it would have this effect but just chakra no. And make it 3 turns useable twice.

(Tangusuten :Tengengo) Tungsten Release: Dome of protection
Rank: S
Range: Short-Long
Type: Defense
Chakra: 40
Damage: N/A
Description: The User slams their hand on the ground creating a dome that erupts from the ground in 360 degrees, giving the user protection from oncoming attacks (Still vulnerable from attacks from below) This dome is 3 meters in both height and width. This dome is infused with the users chakra thus allowing him to pinpoint whoever is within the dome, and can even use this jutsu around the opponent if the user wishes. The only downfall about this technique is that it restricts the vision for the user if he use it on himself

Note: User can only use this twice
Note: Dome last for two turns unless destroyed
Note: Cant use tungsten above A rank in the next two turns


Approved

(Tungusten: Nai tacchi) Tungsten Release : Deadly touch
Rank: S
Range: Short
Type: Attack
Chakra: 40
Damage: N/a (+20 If Hit By Lightning Techniques)
Description : The user will channel their tungsten chakra into their hand while coming in physical contact with the opponent be it a slap, punch, push etc. When the user comes in contact with the opponent the tungsten spreads and covers the opponents body with tungsten's layer making the opponent more vulnerable to lighting attacks but gets protection from fire based attacks. Since tungsten is great conductor lighting attacks will not only deal +20 more damage to the opponent but it will slow the opponents speed down due to the hard and heavy property of tungsten and not being trained in it. Resulting in slower movements (Drop 1 Speed rank)and difficulty breathing restricting the opponents from using jutsus from the mouth. This technique takes 2 turns to fully spread. First turn upon impact causing the tungsten to spread dealing an additional +10 to lightning techniques to the opponent while dropping their speed by -2 while the second turn it fully spreads causing them to take +20 to lightning techniques and have their speed drop by -5

Note: Can use twice per battle
Note: Requires Physical Contact
Note: No tungsten jutsu's for Next 2 turns
Note: Jutsu last for 3 turns with a 3 turn cool down period

Approved

(Tangusuten: doton kaishin) Tungsten release : Earth conversion
Rank: S
Range: Short
Type: Supplementary
Chakra: 40
Damage: N/A (+10 To Earth Jutsus)
Description: The User concentrates Tungsten and convert all the earth based justsus created from the user into tungsten by first channeling their tungsten chakra all around them in 5 meters reaching up to short range all around This will cause the normal earth up to short range to convert into tungsten, to compliment other earth jutsus by giving it that extra strength, allowing it to become more powerful then normal earth techniques. All earth techniques have the same properties of tungsten, meaning it would be stronger then earth, fire, water etc.

Note: The opponent can overcome tungsten techniques from below by disruptting the chakra with a more powerful chakra source then the users.
Note: Can only be done twice and last for 3 turns
Note: Must wait for 3 turns after it ends to use again

Approved

(Tungusuten: Kawa Kodoku) Tungsten Release : Shell Of Solitude
Rank:Forbidden
Range: Self
Type: Defense| Supplementary
Chakra:50
Damage: N/A (+15 To Taijutsu) (-30 To User)
Description : The user will gather up large amounts of chakra around their body while right after causing their tungsten chakra to expel his tungsten chakra from his whole body, causing tungsten to spread around the whole body. This technique is used as an exoskeleton for the user allowing him an extra layer of protection on his skin. It covers the users whole body excluding the nose, mouth , and lips for breathing, and vision (Can hear just fine). The tungsten is so powerful that it can withstand the heat from fire jutsus following the strength and weakness for tungsten. while also can withstand the pressure of water, and impact protecting the user from water techniques (must follow the strength and weakness) while being perfectly harden enough to break regular earth with their bare hands. While protecting the user from A rank and below Taijutsu and kenjutsu. This has a major drawback, not only does this slows down the user by halfbut cause major chakra and physical exhaustion only allowing the user to use 2 jutsus while this technique is active. Also being highly conductable to lightning techniques, being fatal if it strikes the opponent

Note: Lasts 3 turns
Note: Can be used Once
Note: Due to the massive strain on the user, it restricts the user from using more then 2 turns until this technique deactivates
Note: User cant use any lightning base jutsus
Note: Lightning techniques that hit the user deals major damage and most times lethal (Depending on the rank and the size)
Note: This technique physically hinders the user causing mild bruising on the muscle strain it takes to control and sustain this technique, causing the user to take +10 damage the whole battle after this technique ends. The users speed is also reduced by 3 levels for two turns after this ends.

Approved - made edits

(Tungusuten: Tentei Souzoubutsu) Tungsten Release: Deity Of Creations
Type: Offensive | Defensive
Rank: C-S
Range: Short - Long
Chakra: 15-40
Damage: 30-80
Description: This is a very simple technique where the user releases his tungsten chakra from his body or the ground, creating weapons or techniques to their liking's. The weapons and technique can range from walls, spikes, pillars, swords, etc. The techniques used can not exceed the diameter of 10 meters high, and 5 meters wide, being somewhat limited, but is not limited to what the user can create by imagination but must be reasonable.

Note: A and S rank can only be used twice each
Note: Using this out of short range requires a handseal to use this technique
Note: Must wait 1 turn to use tungsten again if using A-S rank version of this


Approved - made edits

(Tungusuten: Rando Kousei) Tungsten Release: Land Of Rebirth
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/a
Description: This is one of the signature techniques of the tungsten style, intended to limit the opponent. The user will do 2 handseal while slamming their hands on the ground causing tungsten from their initial spot to spread in extreme haste that spreads up to long range front and back and side to side of both the user and the opponent. This technique restricts the usage of the elemental weakness of tungsten to bypass from the ground unless the user bypass it with more chakra output (Advance SS rank or Empowered Forbidden Rank). Not only is this technique used to restricts the opponent usage of techniques from the ground by also a source for other tungsten techniques

Note: Stays on the field for 3 turns before deactivating
Note: Can use 2 turns with a 2 turn cool down after deactivating
Note: Cant use Forbidden rank techniques with this technique

Approved
 
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Scorps

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ᗛ Ryūhariton ᗘ Chichi no Hanketsu Ⴕ Masayoshi || ᗛ Dragon Glass Release ᗘ The Father's Judgement Ⴕ Justice
Type: Offensive/Defensive
Rank: Forbidden
Range: Short
Chakra: 50 (-20 per turn to sustain)
Damage: 90 (+20 to Dragon Glass techniques)
Description:
Through Justice, one is able to create, either from existing Dragon Glass, the users own body or from an earthen source, the Sword of the Father. Made from pure Dragon Glass and with an unrivaled sharpness, this "o katana" (a much longer version of a regular two handed katana) stands an an amazing offensive weapon on itself. Deep green, almost black, this weapon has all the properties of Dragon Glass (incredible, beyond measure, sharpness and hardness; incredible heat resistance; fragility when faced with cold or lightning) and improves on some of them, namely heat syphoning and sound proofing. The Sword can be used to perform regular Kenjutsu attacks or freeform ones (that due to its sharpness are Forbidden Rank strength in damage) but can also be used as a medium for other Dragon Glass techniques. Regarding the heat syphoning property, the sword can be used to absorb heat from incoming techniques, essentially dispelling them (following CE's weakness and strengths) and then release that heat in the form of raw blazing heat of the same strength. If the user doesn't need to release the heat, he can use it to heat other active dragon glass techniques or the sword itself, adding a scorching effect to the original damage of the technique. When it comes down to sound proofing, the user can make the sword neutralize sound by using his chakra and, by channeling into the sword, make it vibrate in a dissonant frequency, nullifying the incoming technique.
Note: Sword drinks from the users chakra every turn to be kept active
Note: Can only be used once per battle
Note: Once it ends, the users main hand with which he used the sword becomes severely damaged impairing the performance of handseal sequences longer than 3.

✦ Declined, it states it does Forbidden ranked damage with freeform attacks but is this collectively a turn or per attack? For example, will one strike do damage equivalent to 1 F rank, 2 hits would equal to 2 Forbidden ranks, etc or does 1, 2, 3, etc strikes all equal to Forbidden ranked damage? If the former, it becomes too Oped as a quick freeform combo would do damage beyond what's listed here. Despite draining 20 chakra a turn, it needs a duration limit to be Forbidden ranked as well. ✦

ᗛ Ryūhariton ᗘ Otome no Sesshoku Ⴕ Kaishi Keikoku || ᗛ Dragon Glass Release ᗘ The Maiden's Touch Ⴕ Beautifull Beginning
Type: Offensive/Supplementary/Defensive
Rank: S-Rank
Range: Short (Long on propagation)
Chakra: 40
Damage: N/A
Description: Through Beauty, the user is able to "glassify" anything physical that he touches. He can essentially transform anything physical (basically, anything that isn't energy) into Dragon Glass by channeling his chakra into it. This is done through the principle of elemental conversion we've seen in other elements, namely with the Earth Element. The user must touch the target and keep contact with it for the effect to spread as the transformation will start at point of contact and spread outwards into the rest of the target. The speed or propagation varies according to the size, nature and characteristics of the target, but its slowest will be when applied to a living being. In this case, the propagation will start more or less one to two seconds after contact and, in the case of a human being grabbed in an arm for example, will take 2 turns to full transform the target. When facing earth techniques or the ground itself as well as organic elements or hidden techniques (such as Aburame bugs for example), the transformation into dragon glass is very rapid and near instant (the user can transform the whole ground, 15 meters around him in all directions, even in depth, in a single moment). When facing techniques, the moment the contact is made with the technique to initiate the transformation, the technique "stops" both its development and movement.
Note: Usable 3 times per battle
Note: Cannot use Dragon Glass above S-Rank and Earth above S-Rank in the same and following turn

✦ Declined, need clarification on things. If it takes 2 turns to "fully transform" a person, what happens after 1 turn of contact? Also, though it says anything, elemental s/w come into affect ofc and it'd be able to effect A rank and lower jutsu solid jutsu that are strong to Dragon Glass, or "stronger" in terms of hardness/level on the mohs scale. ✦
ᗛ Ryūhariton ᗘ Chichi no Hanketsu Ⴕ Masayoshi || ᗛ Dragon Glass Release ᗘ The Father's Judgement Ⴕ Justice
Type: Offensive/Defensive
Rank: Forbidden
Range: Short
Chakra: 50 (-20 per turn to sustain)
Damage: 90 (+20 to Dragon Glass techniques)
Description:
Through Justice, one is able to create, either from existing Dragon Glass, the users own body or from an earthen source, the Sword of the Father. Made from pure Dragon Glass and with an unrivaled sharpness, this "o katana" (a much longer version of a regular two handed katana) stands an an amazing offensive weapon on itself. Deep green, almost black, this weapon has all the properties of Dragon Glass (incredible, beyond measure, sharpness and hardness; incredible heat resistance; fragility when faced with cold or lightning) and improves on some of them, namely heat syphoning and sound proofing. The Sword can be used to perform regular Kenjutsu attacks or freeform ones (that due to its sharpness are Forbidden Rank strength in damage; doesn't mean that each strike will be forbidden rank but that using the sword in freeform carries forbidden rank power; regardless of one strike of multiple ones, they will never cumulatively be more than forbidden rank) but can also be used as a medium for other Dragon Glass techniques. Regarding the heat syphoning property, the sword can be used to absorb heat from incoming techniques, essentially dispelling them (following CE's weakness and strengths) and then release that heat in the form of raw blazing heat of the same strength, towards a mid range reach. If the user doesn't need to release the heat, he can use it to heat other active dragon glass techniques or the sword itself, adding a scorching effect to the original damage of the technique. When it comes down to sound proofing, the user can make the sword neutralize sound by using his chakra and, by channeling it into the sword, make it vibrate in a dissonant frequency, nullifying the targettechnique.
Note: Sword drinks from the users chakra every turn to be kept active
Note: Can only be used once per battle and will only last for 5 turns
Note: Once it ends, the users main hand with which he used the sword becomes severely damaged impairing the performance of handseal sequences longer than 3.

ᗛ Ryūhariton ᗘ Otome no Sesshoku Ⴕ Kaishi Keikoku || ᗛ Dragon Glass Release ᗘ The Maiden's Touch Ⴕ Beautifull Beginning
Type: Offensive/Supplementary/Defensive
Rank: S-Rank
Range: Short (Long on propagation)
Chakra: 40
Damage: 80
Description: Through Beauty, the user is able to "glassify" anything physical that he touches. He can essentially transform anything physical (basically, anything that isn't energy, including liquids, solids, powders/dusts, etc) into Dragon Glass by channeling his chakra into it. This is done through the principle of elemental conversion we've seen in other elements, namely with the Earth Element, one of the basic elements that compose Dragon Glass and from which its mainly based on. The user must touch the target and keep contact with it for the effect to spread as the transformation will start at point of contact and spread outwards into the rest of the target. The speed or propagation varies according to the size, nature and characteristics of the target, but its slowest will be when applied to a living being. In this case, the propagation will start shortly after contact and spread rapidly outwards. If the user grabs, for example, an arm or leg, if the enemy's follow counter fails, he'll have transformed the whole limb; if by the following counter attempt the enemy hasn't managed to make the user release his grasp, he'll be fully transformed. When facing earth techniques or the ground itself as well as organic elements or hidden abilities (such as Aburame bugs for example), the transformation into dragon glass is very rapid and near instant (the user can transform the whole ground, 15 meters around him in all directions, even in depth, in a split moment by simple contact, for example). When facing techniques, the moment the contact is made with the technique to initiate the transformation, the technique "stops" both its development and movement.
Note: Usable 3 times per battle
Note: Cannot use Dragon Glass above S-Rank and Earth above S-Rank in the same and following turn
Note: The technique abides and obeys elemental S&W listed for Dragon Glass when it interacts with other techniques; for example, a technique of an element strong to Dragon Glass of A-Rank will directly cancel Beautifull Beginning or the Beautifull Begining will cancel the technique, depending on whether on that situation its the offensive or defensive technique.
 

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(Shirikon ♦ Jinrui no Zeijaku Yume) – Silicon Release ♦ The Fragile Dreams of Mankind
Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra Cost: 40 (-20 per turn)
Damage Points: 80
Description: A structure of compressed silicon powder that dissolves and reforms under certain types of pressure. Through an infusion of chakra this technique allows the user to create a compressed structure of silicon powder and control it through force of will. The structure is ever-changing and constantly morphs, a trait that constitutes its greatest strength: when any kind of attack approaches the structure it dissolves into numerous miniscule components that bypass the attack through all available routes with incredible speed, only to reform back into a single structure. This ability allows the technique to connect with an intended target without ever being weakened, though it leaves the user open to attacks.

-Can only be used twice (2) per battle.
-Each use lasts only a maximum of three (3) turns.
-No other Silicon Techniques can be performed while this technique is active.

‡ Declined ‡ Not a bad idea but you could flesh this out more. I want you to clarify what the original structure is and that it's created within short-range of you (like the Great Stone Golem). I think it would make sense to make this a sentient creation that is sustained passively for three turns.
(Shirikon ♦ Jinrui no Zeijaku Yume) – Silicon Release ♦ The Fragile Dreams of Mankind
Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra Cost: 40 (-10 per turn)
Damage Points: 80
Description: A structure of compressed silicon powder that dissolves and reforms under certain types of pressure. Through an infusion of chakra this technique allows the user to create a compressed structure of silicon powder within short range of their person and control it freely through force of will. The structure, shaped like a great block upon creation, is ever-changing and constantly morphs, a trait that constitutes its greatest strength: when any kind of attack approaches the structure it dissolves into numerous miniscule components that bypass the attack through all available routes with incredible speed, only to reform back into a single structure. This ability allows the technique to connect with an intended target without ever being weakened.
- Can only be used twice (2) per battle.
- Each use lasts a maximum of three (3) turns.

Declined - make controlling it's movement cost a turn, breaking it down into nothing and reforming costing a turn. Say it can't go around large scale attacks. And give it a size.

New Submission(s):

(Shirikon ♦ Hi to Mizu no Teikyō) – Silicon Release ♦ Offering of Fire and Water
Type: Supplementary
Rank: A-Rank
Range: Short-Long
Chakra Cost: N/A (+10 to applicable techniques)
Damage Points: N/A
Description: A technique made specifically for the purpose of countering the Silicon element’s many natural weaknesses. Through infusions of either the properties of water or fire this technique allows the user to temporarily affect the elemental strengths and weaknesses of silicon. Both strengths as well as weaknesses are removed, leaving only a single natural weakness to water in the case of an infusion of fire, or earth in the case of an infusion of water. While influenced by this technique the element benefits from no elemental strengths. Silicon techniques infused with water will become much heavier and more mud-like in their consistency and appearance, meanwhile techniques infused with fire will become dangerously hot and assume a smoldering appearance. It is possible to switch between the two infusions, but this can only be done once per turn and only one type of infusion can be used per turn. This technique is activated instantaneously since it simply allows the user to apply its effects to techniques of their choosing.
- Can only be used thrice (3) per battle.
- Each use lasts a maximum of four (4) turns.

Declined - c.e have a weakness for a reason.

(Shirikon ♦ Jikan no Suna) – Silicon Release ♦ The Sands of Time
Type: Supplementary
Rank: A-Ranked
Range: Short-Long
Chakra Cost: (+10 to applicable techniques)
Damage Points: N/A
Description: A technique created for use in combat situations where the battlefield is dominated by sand, which has a high silica content. By drawing on the silicon powder and its natural bond with sand the user is able to extract from the element large amounts of fine silicon grains, which can be used to perform techniques otherwise restricted to the sand element. In practical terms this technique allows the user to perform the techniques listed under the Sand element, but using silicon instead, with all the advantages and disadvantages this entails. The user can use the sand as a source for these techniques by drawing the silicon powder directly from it, thus never actually manipulating the sand itself. This technique thus presents its user with an extended source for their techniques, but the battlefield must be dominated by sand for this technique to be at all effective.
- Can only be used twice (2) per battle.
- Each use lasts a maximum of four (4) turns.
- There must be sand from the user’s position and up to long range in at least one direction for this technique to function.

Declined - one jutsu that gives you access to like 50 sand jutsu? Noooo way. Bypasses the cj limit for c.es

(Fūinjutsu/Shirikon ♦ Taberu Mono) – Sealing Release/Silicon Release ♦ That Which Eats
Type: Offensive/Defensive
Rank: A-Rank
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: A technique that uses a pre-existent source of silicon as a medium for a powerful sealing technique. By infusing a significant amount of silicon powder with chakra the user is afforded completely control over it for a limited time and can direct it at will. When the silicon connects with an object the user wishes to seal they can activate the technique’s primary function, which causes a multitude of seals to appear on the shifting source of silicon. When the powder envelops a given target completely the seals activate and seals it within the silicon powder, which hardens due to the release of energy and thus becomes a solid structure in the shape of that which it sealed.
- Can only be used five (5) times per battle.

Declined - reduce it's use, and it needs reworking, you need to bind them then apply the sealing formula otherwise when the silicon breaks down into the powder you'll break apart the seal before it binds them.
 
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(Kurofomuton: Dedula no hakai) | Chloroform Release: Destruction of Dedula
Type: Offensive | Defensive | Supplementary
Rank: D - S rank
Range: Short - Long
Chakra: 10 - 40
Damage: 20-80
Description: The most basic technique of the element, where the user will focus his Chloroform chakra either throughout his body, the air or the ground, in order to create tools, constructs, weapons, pillars etc. Due to its liquid nature, Chloroform can be manipulated into many forms, much like with Water, it can be formed into constructs or simply be released in the form of streams or blasts. Chloroform is capable of causing quite some blunt damage, and when exposed to openings, or wounds in the skin, can be toxic to the opponent, as well as when inhaled when in its gaseous form. In order to manipulate Chloroform at a Long range from the user, the user will have to form a single hand seal (Ram). This technique can also be used to take control of existing sources of Chloroform on the field.

Notes:

-After S rank usage, needs a cool down of a single turn before S rank version can be used again.

‡ Declined ‡ I find the description too shallow. You didn't limit the S Rank and A Rank uses. Maximum 4 times for the A-Rank use, 3 times for the S-Rank. You need handseals for this (at least one for B-Ranks and below, 2 for A-Ranks and 3 for S-Ranks). The bolded doesn't belong in this technique. This is for the creation of Choloform, not the manipulation of existing sources of it. Also, if you want this to be created from the air around the opponent, you need to make it at least short-range away.


(Kurofomuton:Radagasuto no reido ) | Chloroform Release: Raid of Radagast
Type: Supplementary
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: N/A
Description: A simple technique where the user will form two hand seals, and focus their Chloroform chakra into an existing Water source on the battlefield. This allows the user to manifest their Chloroform chakra into a water source, and then releasing the thick, scented liquid throughout the Water source, overtaking it as its stronger than Water. This would not be visible by looking at it, since Chloroform has no color, however it is scented. This allows the user to form moderate sized Water sources into Chloroform sources, and use it. This can also be done to Water constructs of the opponent which is A rank and below, allowing the user to form constructs of opponent which is made of water, into Chloroform. When the Water of the opponent is sentient in nature, it would require an extra -20 chakra from the user to sustain it in its Chloroform state and take control of the construct as well.

Notes:

-No Chloroform techniques S rank and above in the same turn as changing the Water source.
-Can only be used 5x

‡ Declined ‡ You make make this long-range with greater restrictions when used like that. Also, I won't allow this to be used on the opponent's techniques.
 
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(Arugon: Azūru no akuma) | Argon Release: The Demons of Parakeet
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40 (+15 per turn)
Damage Points: 80
Description: By using the specific release of Argon, the user will release a surge of Argon chakra from his body, that exit his body from every direction. The chakra is released in the form of tiny insect sized particles, that can be controlled mentally, similar to controlling the Aburame Bugs. Depending on how these "insects" are used, they can cause damage or can defend against certain techniques. These "insects" can penetrate the ground and destroy all life (plants, roots organic materials or any sentinent being) under the ground by causing frost bite, and damaging them so that the organic elements under the ground cannot be manipulated any longer. The insects can fly around the field as fast as a wind blade and can take on any target as a whole group, or as smaller groups. These insects will attack the target, by piercing through his skin and entering his veins and into his blood streams. Since argon has the property to cause frost bites, these insects will attack the target from his insides, causing him terrible pain, before making him suffer from 3rd degree frost bites. The target will also suffer from asphyxiation during this course of time (but not so much that will cause death), as he deals with the side effects (vomiting, nausea, prostration) of coming in contact with Argon.
Note:
Every turn the insects are in play, they passively take out 15 chakra points from the user to remain on the field.
They can only last for a maximum of 3 turns.
No other Argon techniques above S Rank in the same turn.
Can be used 3x.

‡ Declined ‡ Feels too similar to something Scaze made for Magnesium Dust. Also, a note for future techniques. One technique can't negate organic elements being used for the rest of a match. It needs to have some kind of turn limit.

(Arugon: Reivun no heya) | Argon Release: The Room of Raven
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60 (+20 every next turn)
Description: The user will form a single handseal and release his Argon chakra from his body in an omni directional wave. This wave is quite fast, and cannot be countered, as it does not contain any consistency and as such, contains no offensive power to it. Once the Argon chakra spreads out, the user can manipulate it into forming a sphere, anywhere within the range of the technique.The sphere will form around the target (or any other object as per the user's wish) with him at the center, forming both above and below the ground, with a radius of 10 meters max. The sphere has two primary functions. The first is to extinguish any and all (according to Elemental S&W) explosions/fire within the area, while the second one is to cause asphyxiation. Once the sphere is formed, the Argon chakra will displace all the oxygen (or any other gas present) in the sphere, and fill it with Argon. This will cause the target(s) trapped within the sphere to asphyxiate as they suffer from frost-bites to their bodies. In the first turn, the target will suffer from 2nd degree frost bite accompanied with the pain that is involved with it, while his mental alertness diminishes and muscular coordination gets impaired due to asphyxiation. The next turn that the target remains in sphere, he will suffer from 3rd degree frost bites as his judgment becomes faulty and all sensations gets depressed. He will suffer from nausea, vomiting and prostration. In the third and final turn, he may die due to asphyxiation. The secondary ability allows the user, by channeling an additional 10 chakra when the sphere is active, to create small constructs (like a hand, or even a kunai) of Argon within the sphere, that would help him to fight his target in the sphere without being inside the sphere. Alternatively, the user can use this technique to defend himself against any heat (or fire) related techniques by forming the sphere around himself, which will act as a cooling agent against those techniques. In this case, with careful manipulation of Argon chakra, the user may manipulate the sphere to not cause any asphyxiation or frost bite effects.
Note:
When the sphere is formed, the user can choose if he wants to "activate" the frost-bite ability of the Argon.
The sphere may last for 3 turns max.
Cannot use above S-Ranked Argon techniques in the same turn.
Can only be used 4 times.

‡ Declined ‡ Look at the bolded. Didn't really need to read any further. Also, it can be countered. A water technique would still dissolve the Argon.

(Arugon: Kage no sukārettobagu) | Argon Release: Scarlet Bugs of Shadow
Type: Supplementary/Attack
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: By utilizing the advanced release form of Argon, the user gathers his Argon chakra into his body, channeling it to every cell in his body. The user manipulates the Argon chakra to form nano bugs that possess some level of sentinence. The prime function of these nano bugs residing in the user's body is to hunt for foreign chakra, and eat them up. When under a genjutsu, this technique acts as a simple surge, where the nano-bugs cleanse the body off the foreign chakra. Even when the body is bound by Fuuin seals (like Seal of The Flying Thunder God), the bugs would simply remove the chakra from the markings, leaving only the "shell" or the marking behind. The bugs, however, get more excited when they come in contact with foreign materials that contain chakra (like Poisons, Fungus, Germs, Pathogens etc). Since the bugs have a good understanding of the user's body, they can easily distinguish the foreign objects that enters the said body. The bugs will simply destroy these said elements as they have the tissue damaging property (read CE for full explanation). The user can also touch another person/opponent to channel the nano Argon bugs into his system, that would rapidly spread into his body, causing 3rd degree frost bite, as the bugs move up into his body. This method is very effective for close range battles where even one touch could change the game. The user could also transfer the nano bugs into the target's body by channeling the bugs into a Kunai (coating it with them) and piercing the kunai into the target body.
Note:
Can only be used 3 times with one turn cooldown.
No other Argon techniques above A Rank in the same turn.

‡ Declined ‡ This goes beyond the limits of your CE.


(Arugon/Fuuinjutsu: Azuru no akuma) | Argon Release/Sealing Arts: The Demons of Parakeet
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40 (+15 per turn)
Damage Points: 80
Description: By using the specific release of Argon, the user will release a surge of Argon chakra from his body, that exit his body from every direction. This Argon technique is different from other techniques of this element, as it contains special sealing formula embeded inside the objects created from the chara. The chakra is released in the form of tiny insect sized particles, that can be controlled mentally, similar to controlling the Aburame Bugs. Depending on how these "insects" are used, they can cause damage or can defend against certain techniques. These "insects" can penetrate the ground and destroy all life (plants, roots organic materials or any sentinent being) under the ground by causing frost bite, and damaging them so that the organic elements under the ground cannot be manipulated any longer (although fresh organic elements can be created under the ground after 3 turns; since the chakra lingers in the ground for the said period of time). The insects can fly around the field as fast as a wind blade and can take on any target as a whole group, or as smaller groups. These insects will attack the target, by piercing through his skin and entering his veins and into his blood streams. Since argon has the property to cause frost bites, these insects will attack the target from his insides, causing him terrible pain, before making him suffer from 3rd degree frost bites. The target will also suffer from asphyxiation during this course of time (but not so much that will cause death), as he deals with the side effects (vomiting, nausea, prostration) of coming in contact with Argon. At any point of time, once the Argon chakra enters the target body, the user can form three quick handseals and activate the sealing jutsu, that would completely shut down and seal unnatural beings like Edo Tenseis or even structures like Golems (Earth, Wood etc.) up to S-Rank etc, making them crumble and get destroyed in the process, while restricting the movements of humans and other natural beings (like summons). Restriction in the movements only affects the target's moving speed, reacting speed, the speed with which they perform any action etc. as they all get halved until the effects wear off or the targets counter the seal with their own jutsu. The seal itself is A-Ranked and as such, it doesn't increase the overall strength of the technique.
Note:
Every turn the insects are in play, they passively take out 15 chakra points from the user to remain on the field.
They can only last for a maximum of 3 turns.
No other Argon techniques above S Rank in the same turn.
No Fuuinjutsu technique above A-Rank in the same turn.
Can be used 3x.

Declined - its OP. Stopping organic elements for 3 turns, ending all techniques that last like golems, halving an opponents speed, its just too much for one jutsu.

(Arugon: Reivun no heya) | Argon Release: The Room of Raven
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60 (+20 every next turn)
Description: The user will form a single handseal and release his Argon chakra from his body in an omni directional wave. This wave is quite fast, and spreads out in the blink of an eye, as it does not contain any consistency and as such, contains no offensive power to it until it moves to the next phase. Once the Argon chakra spreads out, the user can manipulate it into forming a sphere, anywhere within the range of the technique.The sphere will form around the target (or any other object as per the user's wish) with him at the center, forming both above and below the ground, with a radius of 10 meters max. The sphere has two primary functions. The first is to extinguish any and all (according to Elemental S&W) explosions/fire within the area, while the second one is to cause asphyxiation. Once the sphere is formed, the Argon chakra (being heavier), will move all the lighter gases present in the sphere, outside the sphere while filling the sphere with Argon. This will cause the target(s) trapped within the sphere to slowly asphyxiate as they suffer from frost-bites to their bodies. In the first turn, the target will suffer from 2nd degree frost bite accompanied with the pain that is involved with it, while his mental alertness diminishes and muscular coordination gets impaired due to asphyxiation. The next turn that the target remains in sphere, he will suffer from 3rd degree frost bites as his judgment becomes faulty and all sensations gets depressed. He will suffer from nausea, vomiting and prostration. In the third and final turn, he may die due to asphyxiation. The secondary ability allows the user, by channeling an additional 10 chakra when the sphere is active, to create small constructs (like a hand, or even a kunai) of Argon within the sphere, that would help him to fight his target in the sphere without being inside the sphere. Alternatively, the user can use this technique to defend himself against any heat (or fire) related techniques by forming the sphere around himself, which will act as a cooling agent against those techniques. In this case, with careful manipulation of Argon chakra, the user may manipulate the sphere to not cause any asphyxiation or frost bite effects.
Note:
When the sphere is formed, the user can choose if he wants to "activate" the frost-bite ability of the Argon.
The sphere may last for 3 turns max.
Cannot use above S-Ranked Argon techniques in the same turn.
Can only be used 4 times.

Declined - as to your note, we can read c.es O_< and instant, blink of the eye ect are all OP wordings, it's got to spread, its not that fast, and if it was it's too OP and wont be approved. You pretty much just reworded "removing all oxygen" to "removing all lightner gasses" oxygen being one of them....

Note to checker: Causing asphyxiation is one of the basic effects of Argon and is mentioned in the CE description.

(Arugon/Fuuinjutsu: Kage no sukarettobagu) | Argon Release/Sealing Arts: Scarlet Bugs of Shadow
Type: Supplementary/Attack
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: By utilizing the advanced release form of Argon, the user gathers his Argon chakra into his body, channeling it to every cell in his body. The user manipulates the Argon chakra to form nano bugs that possess some level of sentinence and a seal inside each and every one of them. The prime function of these nano bugs residing in the user's body is to hunt for foreign chakra, and eat them up. When under a genjutsu, this technique acts as a simple surge, where the nano-bugs cleanse the body off the foreign chakra. When the body is bound by Fuuin seals (like Seal of The Flying Thunder God), the bugs would unseal the seals while getting destroyed in the process by simply removing the chakra from the markings, leaving only the "shell" or the marking behind. The bugs, however, get more excited when they come in contact with foreign materials that contain chakra (like Poisons, Fungus, Germs, Pathogens etc). Since the bugs have a good understanding of the user's body, they can easily distinguish the foreign objects that enters the said body. The bugs will simply destroy these said elements as they have the tissue damaging property (read CE for full explanation). The user can also touch another person/opponent to channel the nano Argon bugs into his system, that would rapidly spread into his body, causing 3rd degree frost bite, as the bugs move up into his body. This method is very effective for close range battles where even one touch could change the game. The user could also transfer the nano bugs into the target's body by channeling the bugs into a Kunai (coating it with them) and piercing the kunai into the target body.
Note:
Fuuinjutsu used to unseal is of A-Rank strength.
Can only be used 3 times with one turn cooldown.
No other Argon techniques above A Rank in the same turn.

Declined - DNR, this isn't really anything to do with argon as an element or how it works.
 
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(Kaskōriton: Hi to Kōri no Uta)- Burning Ice Release: A Song of Ice and Fire
Type: Supplementary/Offense/Defense
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: The basic creation technique for Burning Ice. After using a hand seal (two hand seals if using the S-Rank variant), 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 sources that constructively are allowable within the confines of the element: this includes the earth and water as a source, and the third method is being able to create these tools out of preexisting Burning Ice 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 Burning Ice 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 and A-Rank variant can be used four times
Note: No S-Rank or above Burning Ice on the user's next turn (if the S-Rank version is used)

‡ Approved ‡ Nice work, this was really well made.

(Kaskōriton: Subete no Hyō, Kita no ō)- Burning Ice Release: All Hail, the King of the North
Type: Offense
Rank: A-S
Range: Mid - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will focus their Burning Ice Chakra in the air, perform two hand seals, and open a portal in the sky, similar to Dropping Lid. From this portal will emit the danger that threatens the enemy, put there are two distinguishable differences that will benevolently fall from the portal, which must be defined, and either alternative can be chosen at will. The first choice that may fall could be a barrage of meteors, the size however, will be relatively smaller, just large enough to encompass a normal ninja's body, the disadvantage the opponent may be able to experience is the unpredictable fall and nature of the attack, as well as constant barrage (that normally lasts one turn), and alternatively, the user can choose to hold a hand seal to continuously rain down these meteors- for this choice however, the user must sacrifice 10 CP for every turn and remain focused. One may call the experience of such an attack being similar to a gigantic hale storm: fast, unpredictable, difficult to manage, and a hindrance. The second alternative issue is more damning and destructive, the user may be able to summon from the portal a single, all mighty meteor to crash down onto the adversary. Though it is a dwarf in comparison to Madara's, it often has comparisons drawn to it. It's eminent advantages include more brute power and force in exchange for speed. Now, for both methods, they can span up to long range, however, they are best kept away from the user to prevent being harmed from their own technique. Also, the aftermath of the techniques are quite important, as they will cause massive large scale terrain damages and altercations, while the structure themselves will crack as well, releasing the flammable gas material that are trapped within the crystalline structure, allowing them to be set off for combination play.

Note: Can only be used thrice per battle. Cannot be used for consecutive turns.

‡ Declined ‡ Good technique but I can't allow the bolded. Also, remove the multiple ranks. This strikes me as an A-Rank and it doesn't have enough restrictions to be S.
 
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